Showing posts with label Kursk. Show all posts
Showing posts with label Kursk. Show all posts

Saturday, September 8, 2012

Prokhorovka at Gateway 2012 Battle Report


Greg and I ran the Kursk: Drive on Prokhorovka scenario at our local gaming convention this past weekend.  It really is a huge scenario and even with an early ending, it took us at least 9 hours to play it through.  When we play, the game goes much more quickly, but newer players always play a bit more slowly than experienced ones.

The Field of Battle : WW2 (FOBWW2) rules aren't that complicated, but it did take a few of the players a bit of time to get the hang of them.  

The battle started off very badly for the attacking Germans.  An early end to the first two turns meant that on the morning of 11 July 1943, the Germans had not yet seized any of their first turn objectives and even Hill 241.6 was still in Soviet hands. 


German starting positions.  Hill 241.6 is just ahead in front of the 1st SS Panzer Regiment.
Prokhorovka is on the distant horizon.  

Soviet defenders dug in around Hill 241.6 prepared to endure the onslaught.
26th Tank Brigade on the hill.  99th Tank Brigade in the village.
11th Motorized Battalion in the village behind them.

3/285th Rifle Battalion guards the Oktiabrski State Farm.
A brigade from the 9th Guards Airborne Division is dug in
around them.

On the morning of 11 July 1943, the Germans threw their forces into the attack.  Both panzer grenadier regiments moved up the right flank and became embroiled in a vicious fire fight around the town of Storozhevoe.  Meanwhile the panzer regiment advanced up the left flank, encountering heavy minefields as they went.


Heavy fighting on the German right flank around the town.


German panzer regiment approaches the farm complex.
The Soviet players were very happy with their progress so far, so they decided to order one of the airborne brigades to move out of its defensive positions and move into the woods surrounding Storozhevoe on the German left flank.  These airborne troops would make it much more difficult fr the German panzer grenadiers to capture the town.  The 58th Motorized Rifle Brigade was tasked with filling the gap left by the airborne troops.

Unfortunately, the 58th MRB suffered heavy casualties soon after it entered combat.  It wasn't able to dig in and the German armored forces chewed up the lightly-equipped Soviet infantry.  The brigade broke and ran.

The KV-1's of the Soviet 57th Heavy Tank Regiment were destroyed by the Panzer IV's of the 1st SS Pz Regiment and soon the Soviets were left without any armor support on the table.  The Soviets began to wish they had left the airborne regiment back in its defensive positions.

Soviet infantry and heavy tank reinforcements entering from the
left as they attempt to stiffen the defences.

Where are the defenders for this side of the battlefield?!?!
They are in the woods off camera to the left.

After vicious fighting and several unsuccessful attempts to close assault Storozhevoe, the German panzer grenadiers finally managed to blast the Soviets out of the town.  Even the airborne troops in the woods had suffered heavy casualties, and with the flip of a Soviet Morale card, both units defending the area failed their morale tests and surrendered.  The Germans entered the ruined town and then prepared to swing further along the right flank toward Prokhorovka, the final objective.

Luckily, a few cards earlier, we had ordered an infantry battalion to move back into Prokhorovka and help defend it.  Otherwise, the objective would have been completely unprotected.

Iamski.  A critical town to anchor the Soviet left flank.
The German panzergrenadier battalions shot the bejeezus out
of the Soviet defenders,. They died to the last man.

Prokhorovka defended by one lone Soviet infantry battalion.
The white stuff i supposed to be rubble, but I think next time,
I'll make it a little darker.
As the night turn arrived, we took a break and I set up the massive reinforcements the Soviets would receive during the night.  These armored units represented the main strength of the 5th Guards Tank Army.  I just needed to pull a Move card for them to arrive in Prokhorovka and pound the Germans.

The Soviet 18th Tank Corps waits off table to rescue the day.

Soviet 29th Tank Corps waits next to it.  They're ready to do some damage.,
The night ended quickly and we started off the 12 July AM turn with a massive artillery bombardment of the Germans.  This bombardment took 9 strength points off of the German forces and left them with only 6 morale points to finish the battle.  The Soviet players felt pretty confident they could claim those morale points when their large reserves entered the table.  

The Germans won the initiative and moved closer to Prokhorovka, dishing out heavy casualties to the few Soviet infantry units remaining on the table.  The 1st SS Panzer Regiment was stopped in front of the Brick Factory by grim infantrymen and attached AT guns.  The 2nd Panzer Grenadier Regiment began rapidly pushing up the right flank and was nearing the defenders of Prokhorovka.  Would 3 infantry companies be able to hold them off?

......


Apparently not.  When the Soviets took their turn with initiative, they were unable to get a Move card to bring their reserves onto the table.  Even worse, they pulled a Morale card and failed every morale check on the table.  The defenders of Prokhorovka saw the panzer grenadiers coming and headed for the rear.

With 5 more cards to flip, the Soviets flipped through their deck, looking for that precious Move card.  With 2 cards to go, they pulled a Lull card!!!  The Germans seized the initiative and had one chance to play a card.  Greg flipped a card and it was the one card the Germans needed: Move 1 Command.  There was much high-fiving, screaming and cursing.

One of the German panzer grenadier battalions rolled an Even Triple Move roll, raced into Prokhorovka and occupied all 4 town sections.  Game over.  The next Soviet card in the deck?  You guessed it.  The Move card........

So it was an exciting finish.  Greg almost called the game after the disastrous start for the Germans, but the Germans played a great middle game and inflicted some tremendous casualties on the Soviet infantry.  I doubt the Germans would have survived the Soviet counterattack, but the Soviets just couldn't hold on long enough to find out.

Prokhorovka is a giant scenario and as I studied the battle, it turned out to be much larger than I thought it would be.  For my future plans, I intend to design a few smaller scenarios based around the Soviet operations at Kharkov in 1942.  These scenarios should be considerably smaller than Prokhorovka.  I'm also painting up some winter boards so I can run games that recreate Operation Mars and the Korsun Pocket.

I've also decided to just use 1 stand units for FOBWW2.  The 2 stand units look better, but the footprint of the units is smaller when there is only 1 stand and it allows more room for maneuver  Also, players became confused when told the unit has 2 stands, but 3 strength points.  It will also allow me to repaint some of my existing armor units as winter units.

Monday, August 20, 2012

Drive on Prokhorovka at Gateway 2012 Convention!

On September 1, 2012, I will run the complete Kursk: Drive on Prokhorovka operational campaign scenario at our local Los Angeles gaming convention, Gateway 2012.  I'll be using Piquet's Field of Battle :WW2 rules.

I posted the following on the event description:

"Ever wanted to try out an epic miniatures wargame before? This is your chance! Simple rules, complex decisions. Players can feel free to join or leave as their schedule permits. Wipe out your Soviet tank brigade in a desperate assault and then go grab a hot dog to celebrate. This battle featuring hundreds of 10mm miniatures pits 1st SS PG Division against the 5th Gds Tank Army in July 1943."

I thought I'd post some pictures of the elements of the game in an effort to tempt and lure players into joining.  Pictures of SU-152's and Churchill tanks are coming also!

Scenario description is here.

Some additional pictures of the ruined buildings of Prokhorovka are here.

If you want to review some of he Kursk articles, check the Kursk, WW2 tags.

If anyone is interested in participating in this experience, feel free to email me or post a comment to reserve a spot.

The battlefield from west to east.
Prokhorovka is on the distant horizon.

Quiet town of Storozhevoe surrounded by thick woods.

The entire Soviet force for the game.

9th Guards Airborne Division.  The circles are BN command stands.
  The hex stands are heavy weapon support markers.

Artillery spotting round markers.  Hexes are D10 artillery.
Circles are D12 artillery.  The HE template is self-explanatory.

The 1st SS Panzergrenadier Division.  

1st SS PG Regiment's three battalions.

2nd SS PG Regiment's two battalions.  It has a Tiger company.
It's halftrack-mounted battalion is with the tank regiment.

1st SS Panzer Regiment's two battalions.

1st SS AT battalion and recon battalion.
Engineer stands in front.

Casualty markers mark strength point losses.



AT gun bunkers.

More Soviet infantry.

Soviet armor ready for the counterattack on 12 July, 1943.

Soviet tank command stands using flags.
"Green, no Red..just attack dammit!!!"

These SU-76's are on the painting table,
but they'll be ready for the game.

These are being painted, but will serve as more
motorized infantry command stands for the Soviets.

Some more Soviet command stands.
  Leg and airborne infantry battalion command stands are all on foot.
Motorized units have jeeps or trucks on their command stands.

Soviet KV-1 and assault guns ready for action.

Lots of armor ready to flood onto the table!


This marker represents a suppression result.

The railroad embankment and railyard at Prokhorovka Station.

Close-up of Storozhevoe.

Soviet airborne companies defend the Brick Factory.

German engineers deploy to clear the minefield for the tanks.



Kursk: Drive on Prokhorovka Final Version


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)
  • 1502ND AT REGT( 1 76mm AT bunker company)
  • 48TH AT REGT ( 1 76mm AT bunker company)
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
  • 3 battalions (3 Infantry companies, 1 Stug III company, D12 command stand, 3 trucks each)
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

  • 1000TH AT REGT ( 1 76mm AT bunker company)
  • 1529TH SP GUN REGT (1 SU152 company).

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.    







Sunday, July 29, 2012

WW2 Soviet Ruined Buildings

I bought some JR Miniatures 6mm Soviet ruined buildings while I was at Historicon.  The models are pretty good with lots of character, but I had some difficulty removing some of the mold lines from them.  Some of the windows were impossible to carve out, but then I figured, "What the hell, they're ruins!"and left them alone.

These buildings will serve as Prokhorovka structures and the Brick Factory for my Kursk: Prokhorovka Field of Battle WW2 scenario.

I washed the buildings in soapy water, primed them with a rust brown spray primer and touched them up with gray paint for concrete and a few other touch-up colors.  I dry brushed the rubble with some more gray and then ink-washed with brown and black ink washes.

Finally I used some dust pigments I had to add some variations in color.  "Brick Dust" made great dirt piles of pulverized rubble.  "Black Smoke" was great at showing fire damage and scorch marks on the walls where the damage was most severe.

Hope you like the buildings.  I'm nit much of a terrain painter and I managed to knock these buildings out in a few hours, not counting the time it took the primer to dry.






I love how the area between the rails looks like muddy, nasty water.






Some Soviet units marching past.  I prefer to use 6mm terrain with my 10mm miniatures.

Some Soviet strength point loss markers for Field of Battle: WW2

Prokhorovka itself.  Four 6" square city sections.
When I run the scenario, I'll cover the felt templates with sand, dirt,
and ground cover.  It will also have a railway yard and railroad that I ordered
from Miniature World Maker.