PROKHOROVKA 3.0
10
JULY 1943 – 15 JULY 1943
VICTORY
CONDITIONS
The game starts on the 10
July PM turn and ends on the 15 July PM turn. If the Germans capture
all four town sections of Prokhorovka by the end of the game, the
German player wins.
If the LAH 1st
SS PG Division ever fails its Morale check, higher command begins
withdrawing units from the attack as the operational focus of the II
SS Panzer Corps begins to focus on encircling the Soviet Rifle Corps
south of the battlefield. The reinforcements from the Das Reich
Division (received on 12 July PM) are immediately removed. On each
subsequent German Morale card, an additional German command is chosen
by the German player and removed.
TERRAIN
All woods are Class
III woods.
All hills are Class
II hills for movement purposes only.
The Oktiabrskii State
Farm complex is a 6” by 6” Class II town section and can provide
cover for 4 deployed units.
The Psel villages are
each a 4” by 4” Class II town section and can provide cover for
2 deployed units. They are named (from West to East): Vaselivka,
Andreevka, Mikhailovka, Prelestnoe,
and Petrovka.
All other town
sections are 6” by 6” Class III cover and can provide cover for
4 deployed units. Prokhorovka consists of four Class III town
sections.
The Brick Factory is
2” by 4” Class III cover and can provide cover for 2 deployed
units
The railroad
embankment is a Class II linear obstacle that blocks LOS unless a
unit is in contact with it.
Remember, vehicle units
treat terrain as one class worse (Class II becomes Class III, etc.),
so woods are impassable to vehicles and vehicles can't deploy in
Class III town sections. They can be in them and drive through them,
but they don't benefit from the cover. The exception to this are
recon vehicles (see below).
SCENARIO
RULES
The German player has a
D12 Initiative die and a Superior deck. The Soviet player uses a D10
Initiative die and an Average deck.
Reinforcement arrival
German
reinforcements arrive on the western short table edge and Soviet
reinforcements normally (see special rule below) arrive on the
eastern short table edge. Reinforcements can be deployed on the
table edge at the start of their arrival turn. Reinforcements can
also be held off the table. If they are held off the table,
reinforcements can then only be deployed on the table on a friendly
Move card. The newly deployed reinforcements can move on the Move
card that deployed them.
AT
gun bunker companies are deployed at the start of their arrival turn
anywhere within 10” of friendly units and further than 5” from
enemy units.
Adjacent divisions and
special Soviet reinforcement arrival
An SS Panzergrenadier
division was fighting on each flank of the 1st SS PG
Division, Totenkopf on the left and Das Reich on the right.
Their slow progress
constantly endangered the flanks of the 1st SS PG
Division. A marker on the North and South sides of the gaming table
represents the positions of each of these flanking divisions. The
markers begin one foot east of the West table edge. At the end of
each non-Night turn, the German player rolls a D6 for each marker.
On a “6” the marker is moved 1' toward Prokhorovka (East). A +1
(cumulative) is added to the next die roll each time the die roll
fails to advance the marker.
Normally, Soviet
reinforcements enter on the East board edge. In each turn, the
Soviet player can declare he is bringing on one reinforcing brigade
on the North or South board
edge. These reinforcements and the board edge must be announced on a
Move card. The reinforcing brigade appears on the declared board
edge on the next Move card at any position east of the SS Division
card on its board edge. The brigade may not move until the next Move
card appears.
Air Support
10 July: 1 German Air
Support card (Bad weather!)
11 July: 3 German Air
Support cards
Rest of game: 3 German Air
Support cards, 1 Soviet Air Support Card
Artillery
10
July: German (D10, D10, D12) Soviet (D10)
11
July: German (D10,
D10, D12) Soviet (D10, D10)
12
July: Before AM turn begins, Soviets can drop a six template D12
artillery barrage. No drift.
German
(D10, D10, D12) Soviet (D10, D12, D10)
Rest
of game: German German (D10, D10, D12) Soviet (D10, D12, D10, D12)
The
order of the artillery fire die strengths is important. That is the
order in which the particular spotting rounds are placed on C&C
cards. Once the Indirect Fire card is drawn, the sequence
begins again.
Dug In
Units
in the open (Class I terrain) or woods might be described as “Dug
In.” These are not bunker companies. Dug In units enjoy
Class II cover (unless surrounding cover is better) and do not have
to fall back.
They
can voluntarily leave their entrenchments only on an Even movement
roll. They can only Close Assault on the Close Assault card.
Individual
infantry units can dig in during Night turns on a Move card as long
as they make a successful Engineering check vs. a D6.
Minefields
AT minefields are 8”
wide and 2” deep. Combat die D10 vs. vehicles, D4 vs. infantry.
The Soviets can place 3 minefields before the 11 July AM turn. Mine
fields must be placed west of the German advance. A minefields can
be removed when 2 units in contact with the minefield make a
successful Engineering check vs. a D10.
Anti-Tank ditch
One 12” long AT ditch
can be placed on the table west of the German advance by the Soviet
player at the beginning of any one AM turn. The ditch cannot cross
the railroad embankment or be placed in woods. The ditch is
impassable to vehicles and a Class II obstacle to other units. Once
three separate units in contact with the ditch make successful
Engineering checks vs. a D10, the ditch is removed.
GERMAN
CHARACTERISTICS
Forward
Observer: D12 Engineering: D10 Anti-Aircraft: D10
The Germans have 50
morale points for the entire division. They never gain morale
points.
German units
described as regiments are major command groups. All other German
units not described below are battalion command groups.
All German command
stands are D12 command stands.
German major command
groups roll D12 Move dice as regiments, but can roll for movement as
individual command groups on an Even move roll.
The German recon
battalion is self-ordered, has no command stand and is always in
command. They ignore command integrity and roll D12 Move/Rally dice
as a command group. Recon units move through Class II terrain with
no penalty. Recon units ignore the entrance cost to enter Class III
terrain.
The German AT
battalion is not a battalion command group and has no command stand.
Its units roll D12 for movement and rally, but if they move, AT
units must move toward a German battalion command group. Once they
are within command range of a battalion command group, AT units are
considered attached and can move and rally with that group's command
stand.
Dismounted
German panzer grenadiers benefit from ONE Superior Firepower card
added to the German deck.
German
infantry have Full(Integrated) AT capability
Germans
are Combined Arms capable.
All
panzer grenadiers attached to Panzer battalions are
halftrack-equipped . All other panzer grenadiers ride in trucks.
SOVIET
CHARACTERISTICS
Forward
Observer: D8 Engineering: D12 Anti-Aircraft: D8
Soviet brigades,
separate infantry battalions, and regiments are major command groups
for morale purposes. Soviet major command groups have morale points
equal to the number of companies in the brigade. They check morale
individually. If they fail a morale check, they are removed from
the table.
Soviet brigades and
regiments roll for movement as major command groups. They cannot
roll for movement as battalion command groups. Any major command
group that includes armor stands rolls a D8 for movement.
All-infantry major command groups roll a D10 for movement.
Separate infantry
battalions move with their own D10 command stand.
Soviet tank brigades
have two commands divided into an armor battalion command group (D8
command die) and an infantry battalion command group (D10 command
stand). These command stands are only used for rallying and to
determine command integrity. Infantry and tank companies from the
same tank brigade can support each other.
Soviet infantry
brigades have three battalion command groups (D10) command stands).
These command stands are only used for rallying and to determine
command integrity.
SP gun regiments roll
D8 for movement, but they have no command stands. Their units may
be rallied by any command stand within range (only once per C&C
card).
AT artillery
regiments are gun bunker companies with Class III cover. They never
fail morale checks and fight to the death. They can be suppressed
and lose strength points.
Soviet infantry have
Limited AT capability.
Soviets are Combined
Arms capable.
Order
of Battle.
10 JULY PM TURN 1 START
2nd SS PGR REGIMENT
I/2nd PG (3 Infantry
companies, 1 Tiger company, 1 D12 command stand, 3 trucks)
II/2nd PG (3 Infantry
companies, 1 PzIV company, 1 D12 command stand, 3 trucks)
1st SS PZR REGIMENT
I/1st Pz (3 Panzer IV
companies, 2 infantry companies, 1 D12 command stands, 2 halftracks)
II/1st Pz (3 Panzer IV
companies, 1 infantry companies, 1 D12 command stands, 1 halftrack)
1st
SS RECON BN (1 233 company, 1 222 company, 1 infantry company,
1 halftrack)
Each Panzer IV company starts with 1 SP
lost.
The Tiger company starts with 2 SP
lost.
“DUG IN”
ON HILL 241.6
26TH TB/ 2ND TC (
2 T34 companies, 3 Infantry companies, D8 command stand)
STOROZHEVOE
AND STOROZHEVOE WOODS
169TH TB / 2ND TC
( 2 T34 companies, 5
Infantry companies (reinforcements from 285 RR), D10 and D8 command
stands)
DEPLOYED AT
OKTIABRSKII STATE FARM
3/285 RIFLE
REGIMENT (3 infantry companies, D10 command stand)
DEPLOYED OR
DUG IN AT VASILEVKA VILLAGE (PSEL RIVER VALLEY)
99TH TB/ 2ND TC
( 3 T34 companies, 2 Infantry companies, D8 command stand)
DEPLOYED OR
DUG IN AT ANDREEVKA VILLAGE (PSEL RIVER VALLEY)
One BN FROM 11TH
MRB/ 10TH TC (3 Infantry companies, D10 command stand, 3 trucks)
9TH GRD ABN
DIV “DUG IN” DEFENDING FROM OKTIABRSKII FARM TO IAMSKI
(cannot move
until 11 July AM Turn)
(23rd,
26th, 28th GAR [9 infantry companies , 3 D10
command stands each])
26th
astride Prokhorovka road to Oktiabrski State Farm, 23rd
with 2 BN's south of 26th and 1 BN in Prokhorovka suburbs,
28th in reserve north of Prokhorovka.
10 JULY NIGHT TURN 2
58TH
MR BDE/2ND TC ARRIVES ( 9 Infantry companies, 3 D10 command stands,
trucks)
2/287th
GUARDS RIFLE REGT ARRIVES (3 infantry companies, D10 command stand)
11 JULY AM TURN 3
1st SS PGR REGIMENT
1st
SS AT BN (3 Marder III companies)
57th
HEAVY TANK REGT (4 KV-1 tank companies, 2 infantry companies,
D8 command stand)
301st
AT ARTY REGT (1 76mm AT bunker company)
11 JULY NIGHT TURN 5
18th
TANK CORPS (181st
TB, 170th
TB, 110th
TB) NORTH OF PROKHOROVKA
110th
TB (3 T34 companies, 3 Infantry companies, D10 and D8 command
stands, 3 trucks)
170th
TB (3 T34 companies, 3 Infantry companies, D10 and D8 command
stands, 3 trucks)
181st
TB (3 T34 companies, 3 Infantry companies, D10 and D8 command
stands, 3 trucks)
32nd
MR BRIGADE (9 infantry companies, 3 D10 command stands, 9 trucks)
36th
GDS SEP HVY TANK REGT (2 Churchill companies)
29TH TANK CORPS
(31st
TB, 32nd
TB, 25th
TB, IN PROKHOROVKA.
25th
TB (5 T34
companies, 3 Infantry companies, D10 and D8 command stands, 3
trucks)
31st
TB (5 T34 companies, 3 Infantry companies, D10 and D8 command
stands, 3 trucks)
32nd
TB (6 T34 companies, 3 Infantry companies, D10 and D8 command
stands, 3 trucks)
53rd
MR BRIGADE (9 infantry companies, 3 D10 command stands, 9 trucks)
ADDITIONAL UNITS:
1446TH SP GUN
REGT(1 SU-76 company, 1 SU-122
company)
53RD GDS TANK
REGT (4
T-34 tank companies, D8 command stand)
127th
GDS RIFLE REGT (9 infantry companies, 3 D10 command stands)
136th
GDS RIFLE REGT (9 infantry companies, 3 D10 command stands)
12 JULY AM TURN 6 SOVIET ARTY PREP
12 JULY PM TURN 7
Appears on southern long table edge
anywhere west of Das Reich progress marker:
DAS REICH 3RD PZGR
REGIMENT “DEUTSCHLAND”
I/3rd
SS PZGR (1 PzIV company, 2 infantry companies, 1 D12 command stand,
trucks
II/3rd
SS PZGR (1 PzIV company, 2 infantry companies, 1 D12 command stand,
trucks)
ENDS 15 JULY
APPENDIX A – DESIGNER NOTES
1. Soviet light tanks. The
Soviet tank units still had an amazingly high percentage of light
tanks in their armored battalions. Soviet industry needed something
for their light industry to produce. Approximately 1/3 of the Soviet
tanks were lightly armored T-70 tanks which were not capable of
fighting the German medium tanks at anything but the closest ranges.
These light tanks suffered tremendous casualties because they
basically fought in the front line along with the T-34 companies.
Some brigade commanders did try to organize the T-34’s into a lead
battalion and the T-70’s into a follow-on battalion, but I’m not
sure how much this helped.
I play this game using my 10mm
miniatures and since Pithead has not yet produced a T-70 tank in
10mm, I don’t field the light tank companies. I basically just
convert the T-70’s into T-34’s at a combat ratio of about 2:1.
Also, when I consider the game scale of FOBWW2, I’m not sure it’s
that important to model them. The corps commanders (i.e. players)
really weren’t very concerned with the exact make-up of their tank
mixes. They were more focused on the basic combat power of the tank
brigades as a whole entity. However, if players do want to field
these light tank companies and they want to paint tons of light
Soviet tanks (and I know some will), I'm happy to provide the
numbers. Just be aware that the Germans might focus all their fire
on them because they’re easy pickings and cause disproportionate
morale point damage to the Soviets.
2. Leadership. One of
the neat aspects of FOBWW2 is the use of the Command die. A good
Command die can be used to gain extra movement segments on Move
cards, but it can also be used on the Command and Control cards to
unsuppress units and more importantly, rally back lost strength
points.
Lost strength points represent more
than just killed, wounded, and destroyed vehicles. They represent
infantry men who have lost the will to fight, lost a key leader who
must be replaced, units that have run out of ammunition or fuel,
vehicles that need maintenance or repair, personnel who need to
recover from fatigue, and many other factors that can impact the
combat effectiveness of fighting units.
The German battalions were well-led,
their troops were motivated and well-trained, and the German recovery
crews did an incredible job of getting damaged tanks back into
action. Very few German tanks were knocked out of action for more
than a day or two. To reflect this advantage, the Germans have very
high command dice (D12).
The Soviet troops in general had poor
communication. The few radios that they did have often became
inoperable after the concussion of artillery rounds or near misses.
The Soviets conducted an internal investigation into the causes of
the high tank casualties at Prokhorovka after the
battle. The investigation was very critical and highlighted some of
the following defects:
poor dissemination of
mission-critical information down to subordinate commanders,
the lack of pre-attack
reconnaissance by tank commanders,
the inability of brigade and
division commanders to maintain control of their armored elements or
even know where they were,
poor control by company commanders
who literally led their formations from the front and thus found it
difficult to control their own formations,
poor use of terrain for avenues of
approach to reduce the impact of AT weapons on attacking elements
poor use of artillery preparation
against enemy AT defenses.
Not a great evaluation of the Soviet
leadership. In my mind, the tank commanders earn a pretty poor D8
command die. This low command rating also makes it much harder for
the Soviets to rally back their tank strength points, reflecting
their inferior ability to recover and repair damaged vehicles.
I did want to give the Soviet infantry
some of that stubborn, resolute peasant quality that Russian infantry
has been famous for, so I rated the infantry commands as a D10
command die. Even the Germans were impressed by the defensive
determination exhibited by the Soviet infantry during the Kursk
campaign.
3. Tank-riders!! I
think they are cool and a bunch of infantry piled on the back of a
T-34 is definitely an iconic image of the Eastern Front, but when I
tried to write rules for tank-riding, it became either too powerful a
game mechanism or required 200 words of rules just to clarify all of
the possible things that might happen. In the end, I decided to just
let the rules handle tank-riding.
During the game, if an infantry unit
rolls 3 movement segments, it can move 24”! That’s a lot of
walking when you consider all of the equipment an infantry company
brings with it. So, if the infantry company rolls 2 or 3 movement
segments, I just assume that they ended up hitching a ride on some
tanks somewhere along the way.
If you don’t like that answer and
insist that you have to have a freaking tank-riding rule, you might
want to treat them like truck-mounted infantry for all combat
purposes, but allow them to mount and dismount during the day turns
like halftracks. There!! Are you happy now?!
4. Soviet defenses.
There are several different types of Soviet defenses that the Germans
will have the pleasure of encountering during their attack. The two
biggest defenses are the anti-tank ditch and the anti-tank
minefields. I made a design decision and gave the Soviet player the
option of where to place the minefields and AT ditches. Even more
annoying for the Germans, the Soviets don’t have to decide on the
location of the AT ditch until they see where the Germans are on that
morning turn.
Some German players might think that’s
pretty gamey, but let’s really examine what the situation was at
the time. The Soviets had been preparing the defenses in the Kursk
area for months before the attack. Their engineers knew the lay of
the land and were specifically focused on obstructing terrain that
was ideal for armored movement.
The chances are that as the German
tanks attack during the scenario, the little 10mm tank commanders
would naturally move along the best terrain for their little 10mm
tanks. What to us giant players looks like a flat green terrain
board is actually a rolling prairie crossed with small gullies,
ravines, dips, washes, runs, and ridges! So when the Soviet player
plops that AT ditch down right in front of the spot where the German
player’s main armored thrust stopped moving the night before, we
can soothe our sense of historical realism and explain to the fuming
German player that the Soviet engineers would have definitely
obstructed such an obvious approach route for the tanks.
As for the minefields, I don’t make
an effort to hide them from the Germans. Minefields the size of
these fields would have been very apparent to German scouting parties
so surprise is not the issue here. The minefields are intended to
delay the German tanks. The German can always just drive through
them and take his chances, but the cautious player will call up the
engineers and make that minefield-clearing Engineering roll.
It’s important to place these
obstacles where they are at least observed, but even better yet,
under effective direct fire from Soviet defenses. They should also
be more than 5” from Soviet defenders to keep the Germans outside
of Close Assault range. Even if the Germans gamble, leave their
armor behind and close assault with just their infantry, the
unsupported infantry will be vulnerable to close assaults from Soviet
armor.
And finally, it’s important to not
block your own Soviet armor with your obstacles. Leave a good,
defended route through your obstacles so you can sally forth into
close assault range where the T-34’s can fight on a more equal
footing with the German tanks.
The final Soviet defense is one that is
probably the most annoying for the Germans: the AT bunker companies.
These bunkers represent destroyer anti-tank artillery regiments in
heavy entrenchments. They also present the Germans attackers with
the kind of fortified anti-tank defenses the Soviets installed in the
defensive belts established throughout the Kursk salient. The
bunkers have 180 degree fire arcs, never surrender or fall back, fire
using artillery templates, and have Class III cover. When placed on
a hill, these bunkers can be very difficult to destroy with direct
fire.
They have one
weakness. They are very average in close assaults. If you leave
your AT bunkers unsupported by other nearby defending infantry units,
they will be overwhelmed and destroyed. An excellent defense is an
AT bunker on the top of a hill with defending infantry companies dug
in on the hill below it. The infantry companies block close
assaulters and the bunker can fire over the infantry at targets that
are further away.
5. Merely
a gameplay suggestion: I use two stand units to represent the
companies in the game. When a unit is “dug in”, I reduce it to 1
stand to show its new status.