3 Round Kursk Campaign
This Crossfire 3 Round Campaign.
Essentially rounds 1 and 2 involve an offensive by the German side. Round 3
is the counter offensive by Russian or the final rearguard action. The German
player has one force composition for the duration of the campaign,
and the Russian player two: one Defensive and one Offensive. The Defensive Force fighting in the front line (rounds 1 &
2) and the Offensive Force in strategic reserve (round 3) . The
results of each round affect the overall result.
Campaign Structure

Types of Scenario
The three types of scenario (Hasty
Defence, Prepared
Defence, Meeting Engagement) mentioned in the diagram for the Campaign
Structure are described on my scenarios guidelines page.
Recover losses
For simplicity casualties should not be carried between rounds on the assumption that reserves are fed in as front line
troops become exhausted. If you want the added complexity of carrying over
casualties then try this ...
Keep records of the stands killed (pinned and suppressed stands
recover between battles).
Immediately after a battle all killed commanders (PC, CC, BC,
RC) that haven't already been replaced using Rule 2.3.3. Killed Commanders,
must be replaced by a squad or crew served weapon. If possible the
replacement must be a subordinate stand, however, if this is not possible then
any stand can be used.
After all commanders have been replaced the player can roll to
recover any stands that are still lost (i.e. killed in any of the previous
battles or lost as replacements for commanders). Roll once a turn for each
stand that is still lost; the score requiRussian depends on the Battle Result: 3+ if
you won the round; 4+ if you lost.
In the case of Round 3, where the Russian player is using their
Offensive force, just arbitrarily impose the casualties from the Defensive force
to the Offensive force. The Russian player chooses which platoons lose the
stands, but must try to keep the same kind of balance, , e.g. if the Defensive
force had lost 10 stands across 4 platoons, then the same will be true of the
Offensive force.
Orbats
German
Force
A Veteran contender would be 15th Panzer Regiment in association with
Grossdeutschland. Regular units would also be
possible. 1 x ArmouRussian
Infantry Battalion (1943) -- as per Crossfire p. 21
- 3 squads / company have ATR, either one entire platoon or 1
squad / platoon
- 1 platoon has been upgraded to Assault Engineers
- No half tracks
In addition:
2 Snipers 1 x Scout Platoon (Veteran)
1 x PC (+2)
2 x Rifle Squads
1 x Panzer III Platoon
5 x Panzer III Ausf J (or L or M)
(Alternatively replace all Pz III with 4 x Pz IV H or 4 x Stug III G or 3 x
Pz V or 3 x Pz VI) Scouts probably need a special rule, say RBF on 5-6,
although this is only useful if some of the Defenders are hidden. .
Soviet
Defensive Force
A Veteran contender for this force would be the 199th Guards Rifle Regiment of the 67th
Guards Rifle Division. By this stage in the war most
Soviets would be Regular.
1 x Late War Leg Infantry Battalion (1943-45) -- as per Crossfire p. 27
- All Platoons have 3 Rifle squads.
- All Rifle squads have ATR (god help them).
In addition:
3 x Snipers
1 x FO for off table Heavy Artillery (4 FM)
1 x FO for off table 120mm Mortar Battery (12 FM)
1 x Company of 76/41mm ATG
1 x PC (+1 for close combat and rally 'cause he is actually a CC)
3 x 76/41mm ATG
1 x Platoon of SU-76
4 x SU-76
(Alternatively replace all SU-76 with 3 x T34-76 C or 3 x SU-122)
If entrenched this force also gets 21 points of fortifications, for example,
2 x 2 Squad Bunkers, 7 mines and 8 wire sections.
Soviet Offensive Force
The 31st Tank Corps was one of the units to counter-attack the 11th
Panzer and fought them between 7 and 9 July. Regular formations
would also be possible. .
1 x Late War Motorised Infantry Battalion (actually the 1942
TO&E as we don't have enough SMG Companies)
1 x BC (+1)
Heavy Weapons Company
3 x HMG
3 x FO for off table 81mm mortar
1 x 45/66mm ATG / Truck
2 x Late War Rifle Company
1 x SMG Company (remember these guys don't have company heavy weapons)
- All Platoons have 3 Rifle or 3 SMG squads.
- All Rifle and SMG squads have ATR (god help them).
- Despite being called Motorised Infantry, they would not have
trucks in combat.
- The SMG Company was normally assigned to close escort of the
Tanks, so any tank can carry 1 SMG squad or CC from this company (PCs ride for
free).
In addition:
3 x Snipers
2 x FO for off 76mm Field Guns (12 FM)
1 x FO for off table 120mm Mortar Battery (12 FM)
2 x Platoons of T34-76 C
3 x T34-76 C
(Alternatively replace one platoon of T34-76 C with 3 x SU-152 or 3 x
KV-1)
If you want to play a more accurate 1943 TO&E then adjust the
orbat as follows:
- The Rifle Companies are replaced by SMG Companies each of which has
a HMG but no 50mm mortar. The 3rd SMG
company still lacked all company heavy weapons, and is still the
only one to ride on the tanks.
- Remove the HMG from the Heavy Weapons Company - they just had the
81mm mortars.
- Add 1 Platoon of 3 x T34-76 Cs
- Add 1 x T34-76 C as the Company Commander of the Tanks
Might be a bit tank heavy though, what with 10 tanks in the
organisation. Not sure that will work in
Crossfire.
The Farnborough Shed way
The Kursk scenario can be run on each of our 3 tables, just make sure both
Russians and Germans on a particular table have the same troop quality.
Change the Armour and/or fortifications for variety.
A side wins in a particular round if they win 2 or 3 of the tables.
Alternatively, for a slightly more complicated approach, play each table
separately through to Round 3. Award points to the teams for each
victory. The side with the bigger total wins.
| Victory |
Value |
| Minor |
1 |
| Major |
2 |
| Substantial |
3 |
| Massive |
4 |
Generic Forces
Here are some recommendations in case you want to convert this campaign to
some other setting.
It is assumed the base forces of both sides have the same troop quality, e.g.
Green, Regular, or Elite. Bonus troops can be any troop quality. If
this is not the case then additional bonus points should be awarded.
Recommended Force Levels:
| Size of Game |
German force |
Russian Defensive Force |
Russian Offensive Force |
| Base |
Bonus |
Base force |
Bonus |
Base force |
Bonus |
| Small |
1 Company |
15 |
1 Company |
15 |
1 Company less 1 Platoon |
27 |
| Mid-Sized |
2 Companies |
30 |
2 Companies |
30 |
2 Companies less 2 Platoons |
54 |
| Large |
1 Battalion |
45 |
1 Battalion |
45 |
1 Battalion less 3 Platoons |
81 |
Bonus selections are also awarded to Russianress disparity in the Base forces, as
per section 14 of the rules (p. 33). In addition they are awarded for any
disparity in Command & Control points, for example, in a large battle
between a Dependent force and an Independent force, the Dependent force gets 4
bonus points:
| Size of Game |
Command &
Control |
| Adventurous |
Independent |
Dependent |
| Small |
0 |
4 |
7 |
| Mid-Sized |
0 |
5 |
8 |
| Large |
0 |
6 |
10 |
I recommend you use my alternative rules for the points
cost of vehicles.
|