Panzer Grenadier Battles on January 16th:
Panzer Grenadier #50 - Red Vengeance Sinister Forces #12 - Red Vengeance
PG-HQ Library > Games > Kursk - Burning Tigers
Errors? Omissions? Report them!

Kursk: Burning Tigers

Kursk - Burning Tigers boxcover
Designer Perryman
Game Type Standalone
Format Boxed
Release Date 2014-06
Availability In Print
Scenarios 41
Counters 517
Counter Type Laser-cut
Maps 4
Immortalize yourself as the first member to complete this game!
Overall Rating, 130 votes
Standalone Rank: 1 of 23
Popularity: Ownership & Activity
Status Owned by 15% Played by 11% AAR'd by 9% Medaled by 0%
Rank 55th of 99 21st of 93 26th of 89 TBD

Overall balance chart for Kursk - Burning Tigers
Side 1 71
Draw 3
Side 2 46
box back

In June 1943, German and Soviet armies clashed in a series of massive tank battles that turned the tide of World War II. Now you command the troops and tanks as German forces battle the Red Army in 40 separate scenarios set during the epic Battle of Kursk. The easy-to-learn, interactive game system will remind you what wargame fun is all about.

box back map map map map

Display Scenario List (41)

Scenario Plays AARs Rating
01. Kempf I: Razumnoe Rumble 7 4 3.5
02. Kempf II: Breakout 8 5 3.7
03. Kempf III: Almost 7 5 4.1
04. Kempf IV: A Glimmer of Hope 4 3 5
05. Kempf V: That Old Strategic Sense 4 2 4
06. Kempf VI: Like Dominoes They Fell 3 2 4.7
07. Storm I: The Storm Division 3 1 4
08. Storm II: On the Verge 4 2 4.3
09. Storm III; Grizzly Bear's Roar 3 2 4
10. Graveyard of Armor I: Firefight at Butyrki 5 3 4.4
11. Graveyard of Armor II: The Lead Panzers 4 3 3.5
12. Graveyard of Armor III: After the Ambush 3 1 4.3
13. Graveyard of Armor IV: The High Ground Beckons 3 1 4.3
14. Graveyard of Armor V: Rokossovsky Prevails 2 1 5
15. Graveyard of Armor VI: Teploe Tango 2 1 5
16. Graveyard of Armor VII: Proud Grenadiers 2 1 4
17. Graveyard of Armor VIII: Giving Their All 1 1 4
18. Graveyard of Armor IX: Unflappable 1 1 5
19. The Graveyard of Armor X: Against Better Advice 2 1 4.5
20. Drive on Ponyri I: Grand Ambitions 5 1 4.1
21. Drive on Ponyri II: The Beat Goes on 3 1 3.8
22. Drive on Ponyri III: If at First... 2 1 4
23. Drive on Ponyri IV: Standing Their Ground 2 1 5
24. Drive on Ponyri V: 18th Panzer Joins the Fray 1 1 4
25. Drive on Ponyri VI: 1st of May State Farm 10 6 3.5
26. Drive on Ponyri VII: At Long Last? 1 1 5
27. Drive on Ponyri VIII: The Fight Continues 1 1 5
28. Drive on Ponyri IX: Unawares 2 1 4.3
29. Drive on Ponyri X: Hill 253.3 3 1 4.3
30. Forgotten Success I: Forward at Last 5 2 4
31. Forgotten Success II: 3rd Panzer Rolls 2 1 4.5
32. Forgotten Success III: Contrary to Expectations 1 1 4
33. Forgotten Success IV: Inauspicious Beginning 2 1 4.5
34. Forgotten Success V: Scouting the River 2 1 4.5
35. Forgotten Success VI: Rolling On 2 2 5
36. Forgotten Success VI: Ferocious Fight 2 1 4.5
37. Forgotten Success VII: Struggle for Sirtsev 1 1 5
38. Forgotten Success VIII: Bad Moon on the Rise 2 1 4.5
39. Forgotten Success IX: Foregoing Good Sense 1 1 5
40. Forgotten Success X: The Eve of Destruction 1 1 5
41. Dimming the Star 1 1 5

Display Order of Battle

Germany Order of Battle
Soviet Union Order of Battle
Army (RKKA)
  • Misc
  • Motorized
  • Motorized

Display Relevant AFV Rules

AFV Rules Pertaining to this Game's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Errata (12)

12 Errata Items
Scen 12

German Setup: Should be one SK231/8 not two. Russian Setup: Should be five RKKA wagons and 3 Guard wagons, not eight RKKA wagons

(mike perryman on 2017 Apr 20)
Scen 33

Simply a clarification issue re: Reinforcements from 11th Pz. I believe the hex referenced would better be cited as 1001, not 1017 (or simply as 10xx). The EAST board edge of B43 in the given orientation is the side with the board # so hex 1001, not 1017 is the numbered hex on the EAST edge north of which 11th Panzer's units should enter.

(Poor Yorek on 2015 Oct 26)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display Nations (2)

Nations at War - Scenario Appearance Percentages
Soviet Union
Soviet Union

Display Battle Types (9)

Display Conditions (8)

PG-HQ Library > Games > Kursk - Burning Tigers
Errors? Omissions? Report them!