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Kursk - South Flank

Kursk - South Flank boxcover
Designers Bennighof,
Perryman
Game Type Standalone
Format Boxed
Release Date 2012-05
Availability In Print
Scenarios 40
Counters 660
Counter Type Laser-cut
Maps 4
Tour Veterans
Kursk - South Flank Tour of Duty Ribbon
Overall Rating, 247 votes
5
4
3
2
1
3.76
Standalone Rank: 7 of 23
Popularity: Ownership & Activity
Status Owned by 20% Played by 17% AAR'd by 17% Medaled by 2%
Rank 39th of 99 12th of 92 12th of 89 15th of 48
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Balance:



Overall balance chart for Kursk - South Flank
Total
Side 1 95
Draw 22
Side 2 74
box back

In July 1943, history's greatest tank battle erupted when the German Army hurled 50 divisions at the Red Army around the city of Kursk, including 17 panzer and panzer grenadier divisions with over 3000 tanks. Long aware of German plans, the Soviets were ready and waiting, with heavily fortified lines backed by 3600 tanks of their own. On the battle's south flank, Soviet Guards met the Waffen SS panzers.

box back map map map map

Display Scenario List (40)


Display Order of Battle

Germany Order of Battle
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • 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)
  • 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 (21)

21 Errata Items
Errata item for vince hughes

Unless stated in individual SSR's as "treat as Light Woods", all woods in Kursk South Flank's boards and scenarios should be treated as Normal Woods. Corroborated by Mike Perryman on 24/11/2013

(vince hughes on 2013 Nov 28)
Errata item for thomaso827

On page 3 of the scenario book shows a diagram with target hex and 6 adjacent hexes under paragraph 13, Flamethrowers. This diagram is part of Paragraph 12, Rocket Artillery.

(thomaso827 on 2016 Feb 12)
Scen 7

In the SS Order of Battle, PzIIIf should be PzIIIg.

(rerathbun on 2014 Feb 07)
Scen 10

The scenario calls for a PzIIIF for the Germans. There's no PzIIIF in the counter mix. There is one PzIIIG. I used that instead.

(J6A on 2012 Aug 26)
Scen 10

In the SS Order of Battle, PzIIIf should be PzIIIg.

(rerathbun on 2014 Feb 07)
Scen 12

The OOB calls for a PzIIIF, use a PzIIIG instead.

(davidthedad on 2013 Nov 19)
Scen 12

In the SS Order of Battle, PzIIIf should be PzIIIg.

(rerathbun on 2014 Feb 07)
Scen 17

In the SS Order of Battle, PzIIIf should be PzIIIg.

(rerathbun on 2014 Feb 07)
Scen 19

RKKA leaders may active the Guards BM-13's and 76.2mm

(campsawyer on 2012 Jul 13)
Scen 19

There is too many SS trucks in the scenario. Remove the one that is specified in the initial SS force and add it to the reinforcements.

(campsawyer on 2012 Jul 14)
Scen 19

There is too many SS 50mm AT guns for the counter mix. Remove one from the initial SS force.

(campsawyer on 2012 Jul 14)
Overall balance chart for 441

All SS 105mm guns should have white, indirect fire values.

(Shad on 2010 Dec 15)
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)
Overall balance chart for 1207

The movement shown on the counter is zero (0) but is listed as 8 just like the regular SdKfz 250 APCs.

(thomaso827 on 2016 Jul 11)
Overall balance chart for 1205

Should have direct fire value of 10-5 and an anti-tank value of 4-4. Values on the Kursk South Flank counter are for SPW-251/22.

(plloyd1010 on 2015 Feb 17)
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
Germany
100%
Germany
Soviet Union
100%
Soviet Union

Display Battle Types (8)


Display Conditions (7)

PG-HQ Library > Games > Kursk - South Flank
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