Sunday, October 9, 2011
Drive to Prokhorovka : Kursk Project Part 1
We're using 10mm miniatures. The German infantry are Pendraken. The Soviets will be Pithead Miniatures because they mix very well with the Can-Do pre-painted 1/144 plastic armor. I purchased 48 Can-Do T-34's at Historicon so that did a lot to get this project going. No one was looking forward to painting 48 T-34's.
This end of the table is the deployment zone for the Germans. At the far end of the table is the city of Prokhorovka, 4 town sections. If the German players have not captured all 4 town sections by the end of the game, they lose. The starting German troops deployed on the table are the 1st SS PzGr Regiment, Recon Bn (not deployed) and the 1st SS Panzer Regiment. On the morning turn of 11 July 1943 (Turn 3), the remaining troops of the 1st SS PzGR Division deploy: 2nd SS PzGr Regiment and the 1st SS Assault Gun Battalion.
On the Night turn of July 11 (Turn 5), the Soviets also bring on the 29th Tank Corps to counter-attack the Germans: 18 T-34 companies, 9 infantry companies, 4 assault gun companies, and a Guards Tank regiment. Those reinforcements are sure to make the 12 July Day turns a lot of fun for the 1st SS PzGR commanders!
Basically, the Germans have to grind their way to Prokhorovka and attempt to get there without suffering devastating losses. The LAH Division has a finite number of morale points and every time it loses a stand, it loses a morale point. While stands can be rallied and tanks can be repaired, the effect of those losses on the Germans is permanent. Once the Germans reach zero morale points, the division begins to check morale and once it fails, the operation is called off.
The Soviets, on the other hand, calculate morale points and check morale by brigade. Once a brigade fails a morale check, it is removed from the table, but reinforcements enter the game fresh and eager for their chance to drive back the Germans.
Another rule we plan on using for the scenario reflects the fact that SS Totenkopf and Das Reich fought on either side of the LAH, but they had a terrible time making headway and the LAH Division was constantly worrying about its flanks. We plan to use markers on each long board edge, Totenkopf for the north side and DR for the south side. We'll roll a D6 at the end of each turn and if they roll a "6", the marker advances 1 foot reflecting the advance of the flanking forces (+1 next time if you fail, cumulative). The Soviets can always spend 2 asset points on a Move card to bring on 1 reinforcing brigade on a flank on the next Move card, but it can never be behind the flanking markers. The Soviet player has to announce he is doing this since the Germans usually saw the Soviets coming and get some advance warning.
This forces the Germans to keep some of their forces behind the main lines to foil these flanking attacks and the German player will curse the other divisions for not keeping up. Historically the recon battalion and even the artillery park were diverted to drive off these flanking attacks.
Below is the Pithead infantry and Panzer IV's. The tanks are equipped with antennas (plastic broom stands) and sideskirts.