TEXT:  
   
   
   
   
  SP 
   
   
  SP1 
  SP. STALNIÉ PROSTORI (PLAINS OF STEEL) 
  TABLE OF CONTENTS 
  11.1 INTRODUCTION (R) 
  11.2 DEFINITIONS AND ABBREVIATIONS (M) 
  11.3 CAMPAIGN SCENARIOS (R) 
  11.4 CG SSR (M) 
  11.5 INITIAL CG SCENARIO (R) 
  11.6 REFIT PHASE (�
  � RB) (M) 
   
  11.1 INTRODUCTION (R) 
  The Stalnié Prostori campaign (SP) uses the Red Barricades (RB) rules except 
  as modified hereafter. Certain RB rules are deleted [identified by a (D)]; others 
  are replaced [identified by an (R)], or modified [identified by an (M)]; and 
  some rules have been added [identified by an (A)]. RB rules used without 
  modification in SP are identified by a "� RB" symbol. References to rules 
  from other ASL rulebook chapters are preceded by the appropriate letter. Other 
  references are to SP rules. Finally, whenever a reference in chapter O is made 
  to a chapter O rule that has been replaced by an SP rule, then the reference is to 
  that SP rule. In order to simplify the understanding of the SP rules, and to 
  allow players use SP and RB rules concurrently, the RB rule numbering system 
  is used throughout SP. Additionally, SP tables, and some RB tables, are printed 
  at the back of the RG tables for each nationality. These tables have been 
  "personalized" for each nationality and thus simpler to use. This means that 
  nationality-dependent drm/DRM and special notes are already taken into 
  account and must not be used in conjunction with these tables. 
  The SP campaign game is for 2 players and includes 4 scenarios depicting the 
  final push of the lead elements of the 1st SS-Panzer-Division "Leibstandarte 
  Adolf Hitler" against the Vth Guards and the Vth Guards Tank armies, south of 
  Prokhorovka on July 11 and 12, 1943, the last days of the battle for Kursk. 
  Each scenario depicts one half day of battle. Although it is difficult to 
  represent such a massive tank battle in ASL, we have chosen to illustrate a 
  small part or the battle and to encourage the purchase of armored units for both 
  sides with a relatively low cost. 
  [Translator note: The French text of these rules and various playing aids and 
  charts are found in Tactiques #5. The middle pages of that issue are 
  numbered from SP1 to SP18. Whenever possible, I have shamelessly copied 
  whole locutions, sentences and even paragraphs from Chapter O of the 
  ASLRB.] 
  11.11 & 11.12 (�
  � RB) 
  11.13 TEAM PLAY (R) 
  SP is well adapted to team play. On each side, one player can direct the 
  infantry and ordnance while the other player directs the armor. 
  11.14 CG ROSTER & RG PURCHASE RECORD (R) 
  A SP RG Purchase Record and a SP CG Roster are supplied in on page SP13 
  to replace those that came with RB. They should be used by each player to 
  record the information relative to each CG scenario. 
  11.15 (D) 
  11.2 DEFINITIONS & ABBREVIATIONS (M) 
  O11.2 definitions are retained except for: 
  • 
  CG Day (R): All mentions of CG Days in the RB rules must be 
  construed as referring to CG Scenarios, that is, SP CG half-days. 
  Furthermore, any other mention of a "Day" must be construed as a 
  referring to an SP CG Scenario. For example, the Daily Max in the RG 
  Chart is in fact a scenario Max. The SP campaign is made up of 4 CG 
  Days/CG Scenarios. 
  • 
  Shore hex (D) 
  • 
  Stone Location (M): delete the second to last sentence which deals with 
  the number of Stone Locations on the RB map. 
  • 
  Strategic Location (M): Add the following definitions: Bridge, level 2 
  hill hexes. 
  • 
  Victory Locations (A): Every location counting toward victory on the 
  playing area. The Victory Locations are: Buildings, Rubble, Bridge and 
  Level 2 Hill Hexes. Each player may mark the Victory Locations he 
  controls during each CG scenario. At the end of a CG scenario, if the 
  German player does not Control Victory Locations on maps that will not 
  be in play in the following CG scenario, he loses all possibility of gaining 
  Control of those Locations thereafter and may not claim automatic 
  Control of those Victory Locations. Control of Victory Locations is as per 
  26.11-.12, depending on their type, except for level 2 hill Hexes. The 
  latter are automatically controlled by the side whose perimeter includes 
  them, except when they are part of an enemy Isolated Area (11.606). 
  DISTRIBUTION OF VICTORY LOCATIONS 
                           Board     2:      60                    Board    10:     59 
                           Board    12:     63                    Board    13:     16 
                           Board    16:       6                    Board    17:     19 
                           Board    18:     11                    Board    19:       4 
                           Board    21:   220                    Board    24:     39 
                           Board    33:       9 
  11.3 THE CG SCENARIOS (R) 
  The parameters of the Initial Scenario and the Victory Conditions for the 
  Campaign Game are given in 11.5 and on the Campaign Card (on pages SP21 
  and SP22); Victory Conditions for the individual scenarios are given in 
  11.6235. The other parameters for the subsequent scenarios are generated in a 
  special between-CG-scenario sequence called the Refit Phase (RePh). The CG 
  continues until the fourth (July 12, PM) scenario has been played. The "start 
  lines" (or, Front Line Locations, to use the game term) are determined by 
  Locations Controlled by both sides at the end of the last-completed scenario. 
  11.31 CG BALANCE PROVISIONS (R) 
  If both players want to play the same side (A26.5) or if they want to favor a 
  particular side, the may apply the following balance provisions: 
   : Russians are not considered elite for the purpose of the Ammo depletion 
  rule (C8.2). 
  : Germans are not considered elite for the purpose of the Ammo depletion 
  rule (C8.2). 
  11.32 CG SCENARIO BALANCE PROVISIONS (R) 
  The following Balance provisions can apply automatically, depending on the 
  CG scenario win-loss record of each side: 
  • 
  If 2 CG scenarios have been played and one side has lost them both, that 
  side qualifies for a -1 DRM to its CPP replenishment DR and to its RG 
  Strength DR. 
  • 
  If 3 CG scenarios have been played and one side has won only one of 
  them, that side qualifies for a -1 DRM to its CPP replenishment DR and 
  to its RG Strength DR. 
  • 
  If 3 CG scenarios have been played and one side has lost them all, that 
  side qualifies for a -2 DRM to its CPP replenishment DR and to its RG 
  Strength DR. 
  11.4 CG SSR (M) 
  Not all the RB CG SSR are used in SP; some are replaced and some are 
  modified: 
  CG1.(R) MAPS1: Each CG scenario is played on a group of 6 ASL maps (two 
  maps lengthwise {North-South axis} by three maps {East-West axis}). 3 such 
  map groups (or Playing Areas) are used. The first 2 are used respectively for 
  the first and second CG scenarios (11 AM and 11 PM) while the third one is 
  used for the last 2 CG scenarios (12 AM and 12 PM). Map groups overlap in 
  the following fashion: the 3 northernmost maps in group 1 constitute the 3 
  southernmost maps in group 2 and the 3 northernmost maps in group 2 
  
   
   
   
   
   
  SP 
   
   
  SP2 
  constitute the 3 southernmost maps in group 3. One goes from one group to the 
  other by removing the 3 southernmost maps of the original group and adding 
  to it the 3 northernmost maps of the new map group. The map groups are 
  illustrated on the Campaign Card and reduced views of each are also supplied 
  to help in the marking of Perimeters, Fortifications, HIP units and terrain 
  modifications as the Campaign Game proceeds.  
  Since the Playing Area changes from one CG scenario to the other, the 
  following SSR's have been added: 
  • 
  At the conclusion of a CG scenario, there are Russian units in isolated 
  Locations on maps due to be removed prior to the start of the next CG 
  scenario. These units will therefore be unable to set up in their Pocket2 
  (units within the Russian Perimeter on maps due to be withdrawn are 
  retained by the Russian player in the usual manner described in 11.607 
  [EXC: Dug In Tanks, Guns/AFV located in Fortified Building Locations 
  and Immobilized Vehicles on maps due to be removed are eliminated]). 
  For each isolated unit, the Russian player has two options:  
  - 
  The unit may escape as per 11.6063 or  
  - 
  The unit stays on the map due to be removed. In this case, the unit is 
  eliminated. This elimination counts in the calculation of the Casualty 
  VP DRM to the Russian CPP Replenishment DR (11.616). The total 
  of the Casualty VP due to the elimination of Russian units in this 
  fashion also serves to generate a DRM to the German CPP 
  Replenishment DR (see 11.616). 
  • 
  German units have broken through and they manage to exit the North 
  edge of the Playing Area. See 11.4, SSR CG4, SSR CG13. 
  • 
  No German Infantry unit has succeeded in entering the maps that will 
  remain in play during the next CG scenario and the German side has no 
  Perimeter in the Playing Area. See 11.4, SSR CG4. 
  CG2.(M) RB SSR: The only RB# SSR in effect during SP are: 
  RB8. Rubble is treated as a building for Ambush (A11.4) and Street 
  Fighting (A11.8) 
  RB12. Neither side's 150+mm OBA nor Russian Rocket OBA may 
  fire Smoke; German Rocket OBA may fire Smoke3; no OBA may fire 
  WP; there are no IR in SP because all scenarios take place during 
  daylight. 
  CG3. � RB 
  CG4. (R) GAME END: The Turn Record Chart for all CG Scenarios is 
  situated on the CG Scenario Card on page SP16. The length of each CG 
  scenario is randomly determined. At the end of Game Turn 7, and at the end of 
  each Game Turn thereafter, the Russian player makes a Game End dr: if it is ≤ 
  the circled number in the current turn's box on the Turn Record Chart, the CG 
  scenario ends immediately. Starting with the 11 PM CG scenario, two drm 
  apply to the Game End dr4: 
  + x 
  for every multiple of 10 (FRD) Infantry/Riders (excluding 
  Prisoners) VP exited off the North edge of the Playing Area by 
  the German player. If this drm causes the Turn 9 Game End dr 
  to be >6, the CG scenario ends nonetheless. 
  - y 
  if there is no German Perimeter on the Playing Area of the 
  current CG Scenario: for every multiple of 6 (FRU) hexes 
  between the North edge of that portion of the Playing Area 
  that was removed in the preceding RePh and the northernmost 
  non-Isolated non-vehicular-crew German Infantry unit with a 
  TEM ≥ 1 at the end of the preceding CG scenario. 
  CG5. � RB 
  CG6. (R) OBA: Each side is limited to using a maximum of two OBA 
  modules per CG scenario (with "usage" of a module being defined as having its 
  radio [either a SW or an OP Tank], field phone, or Spotter [whether offboard 
  or aerial] in play at any time during a CG scenario; see also SSR CG10). When 
  an OBA module is selected as a RG, the player may freely select a radio or 
  field phone [EXC: SSR SP1]. Each Russian Security Area must be traced (as 
  per C1.23) to any friendly-Controlled north-edge hex. Each German Security 
  Area must be traced (as per C1.23) to any friendly-Controlled south-edge hex. 
  The ground-level Location of each Security Area hex must be friendly-
  Controlled at scenario start. 
  CG7. & CG8. � RB 
  CG9. (R) REINFORCEMENTS: All Infantry/AFV RG purchased on the 
  current CG Scenario [EXC: 11.6194], as well as Retained units voluntarily 
  held off-map as reinforcements, enter on/after Turn 1 [EXC: for the Initial CG 
  Scenario, Russian reinforcements enter on/after Turn 3] during that scenario. 
  Some, all or none (including individual RG units) may enter on each turn 
  [EXC: see 11.6205 for Leaders]. 
  Russian and German reinforcements enter on any Playing Area edge hex(es) 
  (front or side {see 11.6053}) that is currently friendly and was friendly at 
  scenario start, provided these hexes are ≥ 10 hexes away from any enemy-
  Controlled edge hex [EXC: for the Initial Scenario, Russian reinforcements 
  must enter on the North edge of the Playing Area (see the CG Card). Russian 
  reinforcements may always enter on any North edge hex(es) of the playing 
  Area. German reinforcements may always enter on any South edge hex(es) of 
  the playing Area.]. 
  CG10. � RB 
  CG11. & CG12. (D) 
  CG13. (R) PLAYING AREA EXIT: Any Personnel (including their 
  possessed Weapons) and Mobile AFV may exit the Playing Area during play 
  but only from a hex that is friendly-Controlled and was friendly-Controlled at 
  scenario start. Such a unit may not re-enter the Playing Area during the 
  scenario but is retained in their side's OB for the next CG scenario [EXC: a 
  Broken Infantry unit must take an immediate NMC when exited; failure of the 
  NMC results in the immediate Elimination of that unit and all its possessed 
  Weapons.]. All counters exited off hexes (currently not friendly-Controlled 
  and) not friendly-Controlled at scenario start are Eliminated [EXC: For the 
  Germans only, during the 11 PM CG Scenario, Infantry units and Good Order 
  Passengers (and the Vehicles that carry them) may also exit off the north edge 
  of the Playing Area without being Eliminated (they are eliminated if not Good 
  Order) see also SSR CG4], and count for Casualty Victory Condition purposes 
  (11.6235) but not for the CVP DRM of 11.616. 
  CG14. to CG17.  � RB 
  CG18. (D): No Sewer Movement is allowed in SP. 
  
   
   
   
   
   
  SP 
   
   
  SP3 
  11.5 INITIAL SCENARIO (R) 
  The information to play the Initial CG Scenario is on the Campaign Card. 
  For the Initial CG Scenario, players begin with RePh step 11.619 (Purchase 
  Reinforcement Groups) and complete the RePh steps 11.620-.622. For the 
  Initial CG Scenario, the actual strength of each OB-given and purchased (RePh 
  step 11.619) RG must still be determined normally (RePh 11.620). Leaders 
  received, if any, are determined in the RePh steps 11.6205-.207. In the Initial 
  CG Scenario, the Russian sets up and the German moves first. Furthermore, in 
  the Initial CG Scenario, the German is assumed to have selected the "Attack" 
  Initiative chit and the Russian the "Idle" Initiative chit (11.623) for CPP 
  Replenishment (11.616) and ELR-Change (11.617) DRM purposes. 
  11.51 to 11.53 (D) 
  11.6 to 11.6052 �
  � RB 
  11.6053 PLAYING AREA EDGE HEXES (R) 
  There are two types of Playing Area edge hexes: 
  • 
  Side edge hexes, on the East and West edges of the Playing Area and 
  • 
  Front edge hexes, on the North and South edges of the Playing Area. 
  11.60531 SIDE EDGE HEXES (A) 
  It is not necessary to enter a side edge hex with a unit in order to Control that 
  hex. A side edge hex is Controlled at the end of each player turn by a Good 
  Order non-Vehicle Crew Infantry MMC on Ground Level (excluding any other 
  unit) that: 
  • 
  is ≤ 5 hexes from that side edge hex and 
  • 
  is closer to that side edge hex than any Good Order enemy unit (when 
  two opposing units are at the same distance from a side edge hex, the side 
  that previously Controlled the hex retains Control of that hex; note also 
  that while a Vehicle/Vehicle Crew/SMC cannot gain Control of a side 
  edge hex, it can prevent the enemy from gaining Control). 
  Once a side edge hex is Controlled by one side, that side retains Control even if 
  the unit that qualified for gaining Control in the first place moves away and. 
  Once gained, Control is retained by one side until it is gained or denied by the 
  other side (see examples). 
             
    
  Example: At the end of the German turn, the squad in Z7 has taken Control of 
  side edge hex Z10. Indeed, that squad is 3 hexes away from Z10 (≤ 5) and the 
  Soviet squad in V9 is further away from Z10 (4 hexes). The German squad 
  also controls AA10 and BB10 for the same reasons. 
                 
   
  Above: At the end of the following Soviet turn, the Soviet squad that was in V9 
  having withdrawn to U9, it has relinquished Control of Y10 to the German 
  squad in Z7. 
  Below: At the end of the following German turn, the Z7 squad having moved 
  and been broken in X8, it loses control of side edges hexes to the Soviet squad 
  in U9. This Soviet squad now Controls side edge hexes T10 to AA10. It does 
  not Control BB10 because the German squad in Z5 is closer to that hex; nor 
  does it Control S10 and R10 because these are Controlled by the 9-2 leader 
  and his squad that have moved to S9. We assume that the playing area ends 
  with hexrow R in this example). 
                    
   
  At the start of a CG scenario and throughout play, each player should carefully 
  mark the side edge hexes he Controls by placing a Perimeter Marker in each 
  friendly-Controlled side edge hex that is adjacent to an enemy-Controlled side 
  edge hex5. Each such Perimeter Marker must point to another friendly 
  Perimeter Marker on the same edge of the Playing Area [EXC: if the friendly-
  Controlled side edge hex is adjacent to two enemy-Controlled side edge hexes, 
  
   
   
   
   
   
  SP 
   
   
  SP4 
  place one friendly Perimeter Marker pointing away from the Playing Area]. If 
  the German player starts a CG scenario with no Perimeter on the Playing Area, 
  he places one Perimeter Marker on both corners of the South edge of the 
  Playing Area such that they point to one another, see also 11.60532. 
  11.60532 FRONT EDGE HEXES (A) 
  The northern edge of the Playing Area is always controlled by the Russian 
  player. The southern edge is always controlled by the German player. For either 
  side, the Control of Front Edge Hexes of the Playing Area does not by itself 
  allow the set-up of units on the Playing Area. At the end of the previous CG 
  scenario, the player must have controlled a Perimeter that included hexes other 
  than Front Edge Hexes on the current CG scenario Playing Area. 
  11.6054 PERIMETER MARKERS (R) 
  Each side now places Perimeter markers, one at a time, in ground level 
  Locations having a IFT/To Hit DRM ≥ 1 (Wall/Hedge hexsides DRM apply 
  only if all potential LOS from the enemy Perimeter cross a Wall/Hedge hexside 
  of the hex6) that contains ≥ 1 friendly non-Vehicular-Crew-MMC/Control-
  marker (O11.6052); it makes no difference which side places first, or if both 
  sides place simultaneously. As each Perimeter marker is placed, it must be 
  pointed towards a Location containing another friendly Perimeter marker that 
  is at a distance ≤ 10 hexes away. The Perimeter drawn between those two 
  markers follows either a(n) (Alternate; E12.11) Hex Grain or it successively 
  follows a Hex Grain and an Alternate Hex Grain. When the latter is the case, 
  the Hex where the Hex Grain and the Alternate Hex Grain meet must be that 
  which would be the closest to a direct line drawn without regard to (Alternate) 
  Hex Grains and it must be inside the Perimeter that would be drawn by that 
  direct line (see example below). 
   
  Perimeter Examples:  
  • 
  The thin solid lines show the direct line German 
  Perimeter. At first, the German player tries to include its 
  squad in W4, however, this would create a Perimeter 
  overlapping with the Soviet's and is not allowed. The 
  German Perimeter must thus be drawn through the squad in 
  AA3. Note that W6 does not have a TEM ≥ 1 and that the 
  squad in that hex cannot be used to draw the German 
  Perimeter. The squads in W4 and W6 are thus Isolated in 
  their Locations. The thick black X shows the point where 
  Alternate Hex Grain AA3-CC6 crosses Hex Grain CC6-CC9. 
  It is both within the direct line Perimeter and is the closest 
  hex to the direct line from AA3 to CC9. AA3 cannot be linked 
  directly to AA10 because the final Perimeter would then 
  cross an enemy-occupied Hex. The thick black broken line 
  shows the final German Perimeter. It is this Perimeter that 
  most be noted on the reduced-size photocopy of the 
  corresponding playing area. 
  • 
  The thin broken lines show the direct line Soviet 
  Perimeter. The thick red X shows the point where Alternate 
  Hex Grain AA7-Y4 crosses Hex Grain Y4-Y2. It is both 
  within the direct line Perimeter and is the closet hex to the 
  direct line from AA7 to Y2. The thick red broken line shows 
  the final Soviet Perimeter. It is this Perimeter that most be 
  noted on the reduced-size photocopy of the corresponding 
  playing area. 
   
   
   
   
   
   
   
   
   
   
  11.6055 to 11.6057 �
  � RB 
  11.6058 MAP-EDGE POCKETS (R) 
  If the process of expanding a Pocket adds map-edge hexes to a Pocket, that 
  section of the Perimeter remains a Pocket except if at least one of those map-
  edge hexes is a friendly Front Edge Hex. 
  11.6059 to 11.606 �
  � RB 
  11.6061 EFFECT ON UNITS (R) 
  In a type B Isolated Area, each SMC must attempt to Escape (11.6063). In a 
  type C Isolated Area, each SMC must attempt to Escape. In a type C/D Isolated 
  Area, each unit/Weapon begins the next CG Scenario with Ammunition 
  Shortage (A19.131) [EXC: Escaped (11.6063); Eliminated (11.6094, 11.610, 
  11.6132 and 11-6134-.6136)] and each isolated AFV has Red MP for the next 
  CG Scenario. The ID of some may need to be recorded to distinguish them 
  from others not suffering the same penalties. See 11.6066 for setup restrictions 
  in Isolated Areas. 
  11.6062 �
  � RB 
  
   
   
   
   
   
  SP 
   
   
  SP5 
  11.6063 ESCAPE FROM ISOLATION (R) 
  Any unit in an Isolated Location may attempt to Escape by making a DR on 
  the Escape Table. If more than one Infantry units in the same Location wish to 
  Escape, they may combine themselves into one or more stacks. Each stack then 
  makes its own Escape DR. One German squad stacked with each leader may 
  freely Deploy. Any SW/Gun may be dropped or transferred/dismantled-(if-
  possible) prior to its possessor's Escape attempt. Guns cannot accompany an 
  Escaping unit [EXC: if dm]. 
  ESCAPE TABLE 
  Final DR 
  Infantry: 
  AFV: 
  ≤ 8 
  Escapes1 
  Escapes 
  9 
  Escapes, Replaced2,3 
  Escapes 
  10 
  Escapes, Casualty Reduced3 
  Abandoned4  
  (Crew escapes) 
  11 
  Escapes, Replaced then 
  Casualty Reduced2,3 
  Abandoned4                       
  (Crew Eliminated) 
  ≥ 12 
  Eliminated 
  Eliminated4 (CS NA) 
  1. 
  Original 2 DR always results in Escape and Heat of Battle (A15.); 
  however a subsequent result of Berserk or Surrenders eliminates the 
  unit(s). 
  2. 
  A unit that would become Disrupted is Eliminated instead. A unit with an 
  underlined Moral is Casualty Reduced. 
  3. 
  Use Random Selection for a stack. A Casualty Reduced HS/crew is 
  eliminated. A Leader/Hero is wounded (and rolls for Wound severity). 
  4. 
  In current hex and facing. 
  DRM 
  +x (Armor-)Leader/Heroic DRM (NA to a lone SMC) 
  -2 Fully-tracked AFV 
  -1 If Russian* 
  -1 If lone, unwounded SMC 
  -1 If ≤ 2 hexes from a friendly-Controlled, non-Isolated hex 
  -1 If adjacent to a friendly-Controlled, non-Isolated hex 
  +1 Per multiple of 8 hexes (FRD) from closest friendly-Controlled, non-
  Isolated hex 
  +1 Per HS equivalency > 1 HS using the same Escape DR* 
  +1 Per PP > IPC being carried (unit with most excess PP determines this 
  DRM for a stack {a stacked leader may combine to increase a MMC's 
  IPC[A4.42]})* 
  +1 Unarmored Vehicle 
  +2 If Encircled* 
  +2 Captured AFV 
  * NA to Vehicles 
  11.6064 to 11.6065 �
  � RB 
  11.6066 DRAWING THE PERIMETER (R) 
  The Perimeter determination procedure is now complete. Both sides should 
  now record their Perimeter on a photocopy of the Playing Area corresponding 
  to the present CG Scenario (reduced-size versions of the different Playing 
  Areas are supplied in pages SP18, SP19 And SP20. Both sides draw their 
  perimeter on the same photocopy, using a different color marker for each 
  Perimeter drawn. The Scenario Defender may also use a second photocopy to 
  mark the position of his HIP Units/Fortifications). Mark each hexside that a 
  friendly Front Line Location shares with a No Man's Land or non-Isolated, 
  enemy-Controlled Location. This procedure converts the connecting 
  (Alternate) Hex Grains into a more understandable form on the reduced-size 
  Playing Area and clearly indicates Isolated Areas. The type (A, B, C, D) of an 
  Isolated Area should also be recorded. 
  11.6067 CLEARING THE PLAYING AREA (R) 
  Each player now removes all remaining non-Isolated units/Equipment from 
  friendly-Controlled Locations. These units/Equipment are retained. The 
  German player also removes from the Playing Area and retains the German 
  units (and their possessed Equipment) that are isolated and located on maps 
  due to be removed from the Playing Area for the next CG Scenario [EXC: A 
  Gun/AFV in either a Fortified Building Location or a Pillbox (SSR CG5, 
  O11.4) is left on the map and is Eliminated if that Location is on a map that 
  will be removed from the next CG Scenario Playing Area]. The following table 
  is used to determine the fate of Immobilized Vehicles: 
  VEHICLE'S OWNER: 
   
  RUSSIAN 
  GERMAN 
  map removed 
  Eliminated 
  Retained* 
  map retained 
  Left 
  Left 
  * 
  The Vehicle is retained offboard by the German player who can attempt to 
  Repair it (11.613) once per RePh. 
  11.6071 ISOLATED AREAS (R) 
  Units/Equipment in Isolated Areas on maps that will be in the next CG 
  Scenario's Playing Area are not cleared from the Playing Area, and each must 
  be left in its current Location. 
  Russian Units/Equipment in Isolated Areas on maps that will be removed from 
  the next CG Scenario's Playing Area are Eliminated. The corresponding CVP 
  are used in the calculation of the Casualty VP DRM to the Russian CPP 
  Replenishment DR (11.616). They are also used to generate a DRM to the 
  German CPP Replenishment DR (see 11.616). 
  See 11.607 for German Units/Equipment Isolated on maps due to be removed 
  for the next CG Scenario. 
  11.6072 TO 11.6091 �
  � RB 
  11.6092 BRUSH, ORCHARD, GRAIN, WOODEN RUBBLE (R) 
  Place a Shellhole counter in the Location; the previous terrain no longer exists. 
  11.6093 & 11.6094 �
  � RB 
  11.6095 
  (R) 
  WOOD 
  (This 
  replaces 
  11.6095 
  FACTORY 
  BUILDING) 
  A Wood hex is considered Gutted and may not catch Fire again. Treat as an 
  Out of Season Orchard hex. 
  11.6096 & 11.610 �
  � RB 
  11.611 BATTLE HARDENING & PROMOTION (M) 
  11.6111 RECOMBINING (R) 
  All Retained same-class HS with the same strength Factors must Recombine 
  (A1.32) so that no more than one of each HS type is retained. [EXC: Isolated 
  HS may only Recombine with other Isolated HS of the correct type allowed to 
  set up in the same Isolated Location(s) {11.6242}. Each player is allowed to 
  keep as many HS as are needed for the weapons he owns that are specified as 
  HS-manned in the RG Charts]. 
  11.6112 HEROS & MMC (R) 
  On each side, each Retained Hero [EXC: heroic leader; 11.6113] is 
  Eliminated; however, each such Elimination enables that side to Battle Harden 
  on MMC of the owner's choice (in the same Isolated Area as that Hero, if 
  applicable). In all cases, an Elite MMC (as well as a Crew) that Battle Hardens 
  becomes Fanatic (but only for the duration of the next CG Scenario; 11.602e). 
  No MMC may Battle Harden more than once per RePh. There is no Battle 
  Hardening DR in SP. 
  11.6113 & 11.6114 �
  � RB (Use the German table for the Russians) 
  11.6115 ARMOR LEADERS (A) 
  Each side makes one Secret DR to create/Battle Harden a Retained Armor 
  Leader7, using the following table. If a side has more than one Armor Leader of 
  that grade, the player chooses which one to Battle Harden. If the Armor Leader 
  selected is not currently retained by that side, the player then must Battle 
  Harden an Armor Leader of the immediately lower grade. If side has no 
  Retained Armor Leader, an 8-1 Armor Leader is created. 
  Final DR 
  Armor Leader Type 
  ≤ 2 
  9-2 
  3 
  9-1 
  4 
  8-1 
  5 
  8-1 is created* 
  ≥ 6 
  - 
  * No Armor Leader is created if it would give that side >1 Armor Leader for 
  every 3 AFV with no Passenger Capacity he owns. 
  
   
   
   
   
   
  SP 
   
   
  SP6 
  For the German: if the Armor Leader is to be used with a Tiger Platoon, a 9-1 
  Armor Leader is created instead. 
  DRM: 
  -2 
  If the friendly side has won the preceding CG Scenario (the player may 
  opt to ignore this DRM or apply a -1 DRM only). 
  11.612 to 11.6122 �
  � RB 
  11.6123 (D) 
  11.613 to 11.6131 �
  � RB 
  11.6132 (R) WEAPON REPAIR 
  Each side makes a separate dr on the table below for each malfunctioned non-
  Captured Retained Weapon and for each Disabled AFV MA (recalled during 
  the previous CG Scenario). 
  WEAPON REPAIR TABLE 
  Final dr 
  Effect 
  ≤ 2 
  Repaired 
  ≥ 3 
  Eliminated* 
  * 
  If Vehicular-mounted, the Weapon is Disabled; if MA, the AFV is placed 
  under RECALL (11.6141) if Isolated, or Eliminated if non-Isolated. 
  drm: 
  -2 If Vehicular-mounted 
  -1 If Russian MG 
  -1 If Weapon with a Circled B# 
  +1 If Isolated 
  +2 If AFV MA and Disabled 
  11.6133 to 11.6139 �
  � RB 
  11.614 ARMOR WITHDRAWAL (M) 
  11.6141 RECALL (R) 
  Each Mobile, non-Isolated Retained AFV under Recall due to a STUN is 
  Retained offboard as long as it remains under Recall. The Recall (and its 
  corresponding STUN) may be removed by eliminating a friendly Vehicle Crew 
  (coming from a previously killed friendly Vehicle) and the AFV can enter the 
  current CG Scenario as a Reinforcement8. If Mobile under Recall and Isolated, 
  the AFV begins the current CG Scenario under Recall. 
  11.6142 & 11.6143 (D) 
  11.615 �
  � RB 
  11.616 CPP REPLENISHMENT 
  Each side now makes a Secret DR to replenish its CPP. 
  CPP REPLENISHMENT TABLE 
  Final DR 
  CPP Increase 
  ≤ 2 
  +18 
  3-4 
  +17 
  5-6 
  +16 
  7-8 
  +15 
  9-10 
  +14 
  11-12 
  +13 
  ≥ 13 
  +12 
  DRM: 
  ±x 
  Friendly Historical DRM (11.6161) for the current CG Scenario 
  -y 
  As per CG Scenario Balance provision (11.32) in effect 
  +1 
  If the friendly side selected the "Attack" Initiative chit for the previous 
  CG Scenario (always the case for the German side9). 
  -1 
  Per each 20 Casualty VP (FRD) (A26.2) suffered by the friendly side 
  during the previous CG Scenario (including friendly units[s] Eliminated 
  since the last scenario during the current CG Scenario's RePh.) 
  +z 
  For the German side: per each 10 Casualty VP  (FRD) left by the Russian 
  on mapboards withdrawn from the Playing Area between the previous 
  CG Scenario and the current CG Scenario. 
   
   
  11.6161 HISTORICAL DRM CHART (R) 
  The DRM given in the table below are used as DRM for the following Tables: 
  CPP Replenishment (11.616), ELR Loss/Gain (11.617), and RG Strength 
  Determination10 (11.6201 & 11.6204). 
   
  GERMAN 
  RUSSIAN 
  July 11 AM 
  -2 
  0 
  July 11 PM 
  -1 
  -1 
  July 12 AM 
  -1 
  -2 
  July 12 PM 
  +1 
  -1 
  11.6162 CG ROSTER UPDATE (R) 
  Record the final result of the CPP Replenishment DR in the "Repl." column, 
  and on the proper line for the current CG Scenario, on the CG Roster (Note: 
  the July 11 AM box is shaded-in as CPP Replenishments not possible for that 
  scenario). Add the current CG scenario's "Repl." number to the number of CPP 
  unspent from the previous CG Scenario, and record this sum in the "Total" box 
  from the same line. This is the total CPP available for purchasing RG/Recon. 
  11.617 �
  � RB 
  11.618 WEATHER & EC DETERMINATION (R) 
  The Russian side makes a DR on the SP Weather Table to determine the 
  weather and a dr for the EC11. 
  SP WEATHER TABLE 
  Final DR 
  Result 
  2 
  Fog/Mist 
  3-4 
  Overcast 
  5-9 
  Clear 
  ≥ 10 
  Clear & Gusty 
  DRM: 
  +1 If the previous CG Scenario's weather was Clear or Clear & Gusty 
  SP EC TABLE 
  Final dr 
  Result 
  ≤1 
  Wet 
  2 
  Moist 
  3 
  Moderate 
  4-5 
  Dry 
  ≥ 6 
  Very Dry* 
  * Very Dry entails Light Dust, but no Vehicle Dust or FFE Dust 
  drm: 
  -2 If the previous CG Scenario's weather was Overcast 
  -1 If the previous CG Scenario's weather was Fog/Mist 
  +1 If the previous CG Scenario's weather was Dry 
  +2 If the previous CG Scenario's weather was Very Dry 
  11.619 PURCHASING REINFORCEMENT GROUPS (M) 
  11.6191 & 11.6192 �
  � RB 
  11.6193 FULL/DEPL. UNIT TYPE(R) 
  Lists the types of units that each RG contains12. The numbers listed 
  immediately to the left and right of the "/" represent the number of that Unit 
  Type received at Full and Depleted Strengths respectively  (in this last case, the 
  number represents the minimum received; please read the corresponding notes 
  below the RG Table.). See also 11.5. 
   
  11.6194 CPP COST(R) 
  Lists the CPP cost of the RG regardless of its (later-determined) Strength. This 
  is the number of CPP that must be subtracted from the purchasing side's 
  current CPP total in order to receive that RG. Unlike RB, and in order to add 
  precision, RG costs of in SP are in increments of 1/2 CPP. AFV and Infantry 
  RG usually do not set up on the Playing Area but must enter it during play. It is 
  however possible to set them on-map at an additional cost in CPP (see below). 
  Further CPP costs modifications are also possible: 
   
  
   
   
   
   
   
  SP 
   
   
  SP7 
  a) On-map Setup: Any AFV or Infantry RG (i.e., those whose ID on the 
  Reinforcement Group Chart begins with an "A" or "I") may be used for normal 
  setup on the Playing Area. Such an RG has its CPP cost increased as follows: 
   
  3 northernmost maps 
  3 southernmost maps 
  Russians 
   
   
  I1, I2, I3: 
  +1 CPP 
  +0 CPP 
  A#: 
  +2 CPP 
  +1 CPP 
  Germans 
   
   
  I1, I2: 
  +2 CPP 
  +2 CPP 
  A#: 
  +2 CPP 
  +2 CPP 
  Other RG may set up on the Playing Area at no extra CPP cost. 
  b) Reserve: Any Infantry RG (i.e., one whose ID on the Reinforcement Group 
  Chart begins with an "I") may be purchased as a Reserve RG by spending one 
  < its normal CPP cost. A Reserve RG must be set up on the Playing Area on 
  the CG Scenario of purchase [without paying the extra CPP costs listed above], 
  using the principles of Cloaking (E1.4). If it is impossible to set up a Reserve 
  RG on the Playing Area, or at the purchaser's option, the Reserve RG is kept 
  off the Playing Area and is considered Retained for next CG Scenario. Each 
  Reserve RG purchased may (at purchaser's option) automatically include up to 
  five Dummy Cloaking Counters. Such an RG must have all its Cloaking 
  counters set up at ground level ≥ 10 hexes from the closest friendly Front Line. 
  Each Cloaked Reserve unit/stack must remain Cloaked - and may conduct no 
  action whatsoever - until an enemy unit is within 8 hexes of it and is in its LOS 
  or until subjected to an enemy attack (including OBA) that results in the loss 
  of the Cloaked unit/stack's Concealment, or until a Flame/Blaze exists in its 
  Location, at which time the Controlling side may (or must, if thusly attacked) 
  put that Cloaking counter's contents (if any) on-map and applies the result of 
  the attack, if any. The Cloaking counter's contents are subject to the attack in a 
  normal fashion, being considered Concealed. In general, the counter(s) 
  represented by a Reserve Cloaking counter (if any) is considered not to exist 
  until it appears on the map, except as noted below.  
  • 
  A Reserve Cloaking counter is ignored for all Overstacking purposes; 
  • 
  A non-Cloaked Dummy stack may neither set up in or enter a Location 
  that contains a Reserve Cloaking counter; 
  • 
  A Reserve Cloaking counter is considered a non-Target vs. an enemy 
  Sniper attack (A14.2); 
  • 
  A plane cannot make a Sighting TC based on a Reserve Cloaking counter 
  nor may it attack such a counter; 
  • 
  A Reserve Cloaked leader may not use his leadership benefits for any 
  purpose. 
  Should Cloaked unit(s) still exist at the end of the CG Scenario, all such non-
  Dummy Cloaked Reserve units are retained in the normal manner but are no 
  longer considered Reserves. Cloaked Reserve units are subject to Isolation in 
  the normal manner. 
  c) Dug-in: A Russian RG whose ID begins with an "A" may be bought at 50% 
  (FRU to the nearest half CPP) if set up on map as Dug-In (use D9.5-.53; see 
  also O.7). Extra CPP costs for setting up on-map {a) above} are not 
  applicable). A Dug-In AFV may set up HIP in Concealment Terrain but firing 
  any Weapon or changing TCA is considered a Concealment-loss activity 
  (A12.141). Such HIP must be purchased separately (RePh step 11.621). A 
  Dug-In AFV's BMG (if any) is Disabled. (Such a BMG is automatically 
  Scrounged successfully by the Russian. A number of Russian LMG, equal to 
  the number of AFV received for the Dug-In AFV Platoon, are added to the 
  Russian OB.) Such Dug-In AFV may never become Mobile. An AFV Dug-In 
  on a map due to be removed from the Playing Area for the current CG Scenario 
  is eliminated. Only one Platoon may be Dug-In for the whole campaign and 
  only at the start of the first two CG Scenarios13. 
   
  11.6195 CG SCENARIO MAX. (R) 
  Lists the maximum number of RG of this type that may be purchased per CG 
  Scenario. Additionally, a player may purchase no more than two Infantry 
  Company RG per CG Scenario14. 
   
   
  11.61951 SAN LIMITATIONS (A) 
  Beyond the limits on SAN purchasing, each side's SAN is limited to a 
  maximum for the current CG Scenario, as listed in the table below15: 
   
  SAN MAX TABLE 
   
  Russian 
  German 
  July 11 
  5 
  3 
  July 12 
  6 
  4 
  11.6196 CG MAX. (R) 
  Lists the maximum number of RG of this type that may be purchased during 
  the course of the current CG16. RGs given in the CG's Initial OB never count 
  against this maximum. Players should make copies of the RG charts so that 
  each side can keep track of the number of RGs of each type still available. 
  Space has been provided for this purpose to the right of the CG MAX column 
  on the RG charts. 
  11.6197 �
  � RB 
  11.620 RG STRENGTH, WEAPONS & LEADERS (M) 
  11.6201 INFANTRY AND AFV RG STRENGTH (R) 
  Using the RG Strength Table, each player makes a separate secret DR in the 
  following table for each Infantry Coy, each HW Platoon (ID "I"), and each 
  AFV/Truck Platoon (ID "A" and "T") he has purchased or been given in the 
  Initial OB. 
  RG STRENGTH TABLE 
  Final DR 
  RG Strength 
  ≤ 8 
  Full Strength 
  ≥ 9 
  Depleted* 
  * In the case of AFV/Truck RGs, if the RG is made up of only one type of 
  AFV/Truck, the number to the right of the "/" is the number of 
  AFV(s)/Truck(s) received. If the RG is made up of ≥ 2 types of AFV/Truck, 
  the number to the right of the "/" represents the minimum number of that 
  AFV/Truck type to be received; Random Selection is then used to determine 
  which AFV type(s) is received in depleted numbers. 
  Ex: the German player purchases a SPW HW Platoon in the afternoon of July 
  11th. The Historical DRM is -1 and the original DR is 10: the RG is thus 
  Depleted. The SPW HW Platoon is made up of three different kinds of 
  vehicles; the player makes 3 dr to determine by Random Selection which 
  type(s) are Depleted. The dr are 3, 4 and 4, respectively for the SPW/sMG, 
  SPW 251/2 and SPW 251/9. The player receives a Depleted number of the 
  latter vehicles and his SPW HW Platoon is made up of two SPW/sMG, one 
  SPW 251/2 and one SPW 251/9. 
  DRM:  
  ± x  Friendly Historical DRM (11.6161) for Current CG Scenario 
  - y   
  as per CG Scenario Balance provision (11.32) in effect 
  Generally speaking, a Full-Strength RG receives the number (of specified 
  units) listed to the left of the "/" in its respective RG chart and line; a Depleted 
  RG receives the number listed to the right of the "/". See below for the 
  peculiarities of each RG type. 
  11.6202 INFANTRY COMPANY SW (R) 
  SW received with the purchase of each Infantry Company RG are listed on the 
  RG Chart itself17. For each SW, the number received is listed to the left of the 
  "/" for a Full-Strength RG. The number listed to the right of the "/" is the 
  minimum number of that SW received for a Depleted Company RG. In that 
  case, the player makes a secret dr for each SW. On a roll ≤ 4, the SW is in the 
  Company's OB; otherwise it is forfeit. Record each SW received in its 
  appropriate column on the RG Purchase Record on that RG's line. 
  11.6203 HW PLATOON (R) 
  A Full-Strength HW Platoon receives the number of SW/Gun listed to the left 
  of the "/". A corresponding number of Crews/HS is also received, as shown in 
  the RG Chart. 
  For a Depleted HW Platoon, if that RG is made up of only one type of SW/Gun 
  the number of such SW/Gun received is listed to the right of the "/". If the RG 
  is made up of more than one type of SW/Gun, the number to the right of the "/" 
  is the minimum number of that SW/Gun received for that RG. In that case, 
  
   
   
   
   
   
  SP 
   
   
  SP8 
  Random Selection (A.9) is used to determine which type(s) of SW/Gun is 
  received in depleted numbers. 
  11.6204 GUN BATTERY/PLATOON & OBA MODULE RG (R) 
  To determine the Strength of each Gun Battery/Platoon and each OBA Module 
  RG purchased, make a Secret DR and refer to the following tables18. 
  OBA TABLE 
  GUN BATTERY/PLATOON 
  TABLE 
  Final DR 
  Ammo 
  Final DR 
  Strength 
  ≤ 4 
  Plentiful 
  ≤ 7 
  FullI  
  5-8 
  Normal 
  ≥ 8 
  Depleted* 
  ≥ 9 
  Scarce 
   
   
  IThe number of Guns received is listed to the left of the "/". A corresponding 
  number of Crews is also received, as shown in the RG Chart. 
  * The number of Guns received is listed to the right of the "/".A corresponding 
  number of Crews is also received, as shown in the RG Chart. If the RG is 
  made up of more than one type of Gun, the number to the right of the "/" is 
  the minimum number of that Gun received for that RG. In that case, 
  Random Selection (A.9) is used to determine which type(s) of SW/Gun is 
  received in depleted numbers. 
  DRM:  
  ± x  Friendly Historical DRM (11.6161) for Current CG Scenario 
  - y  as per CG Scenario Balance provision (11.32) in effect 
  11.6205 LEADER DETERMINATION (R) 
  For each Infantry Company RG purchased, make a Secret DR on the 
  appropriate table below to determine the number and type(s) of Leaders 
  received for that Company. 
  GERMAN LEADER TABLE 
  RUSSIAN LEADER TABLE 
  Final DR 
  Leader Received 
  Final DR 
  Leader Received 
  ≤ 2 
  10-3, 9-1, 8-0 
  ≤ 2 
  10-3, 9-1, 8-0 
  3 
  10-2, 9-1, 8-0 
  3 
  10-2, 9-1, 8-0 
  4 
  10-2, 8-1, 8-0 
  4 
  9-2, 9-1, 8-0 
  5 
  9-2, 9-1, 8-0 
  5 
  9-2, 8-1, 7-0 
  6 
  9-2, 8-1, 7-0 
  6 
  9-2, 8-1 
  7 
  9-1, 8-1, 8-0 
  7 
  9-1, 8-0 
  8 
  9-1, 8-0, 7-0 
  8 
  9-1, 7-0 
  9 
  8-1, 8-0, 7-0 
  9 
  8-1, 8-0 
  10 
  9-1, 8-0 
  10 
  8-1, 7-0 
  11 
  9-1, 7-0 
  11 
  8-0, 7-0 
  12 
  8-1, 7-0 
  12 
  8-0 
  13 
  8-0, 7-0 
  ≥ 13 
  7-0 
  German DRM: 
  Russian DRM: 
  +1 If Depleted 
  +2 If Depleted 
  -1 If SS/Pionier Coy 
  -1 If Engineer Coy 
  11.6206 COMMISSARS (D) 
  11.6207 ARMOR LEADERS (R) 
  For each AFV Platoon that does not include any vehicle with a Passenger PP, 
  make a Secret DR on the following table to determine the crew's quality. Each 
  Armor Leader received for an AFV platoon must begin each CG Scenario in an 
  AFV of that platoon if possible. 
  ARMOR LEADER TABLE 
  Final DR 
  Armor Leader 
  ≤ 3 
  10-2 
  4 
  9-2 
  5 
  9-1 
  6-7 
  8-1I 
  8-12 
  none 
  ≥ 13 
  Inexperienced* 
  I Replace a 8-1 Armor Leader received for a PzVIE platoon with a 9-1 Armor 
  Leader19 
  * All AFV of that Platoon have Inexperienced Crews (D3.45) 
  DRM: 
  +1  
  Russian 
  -1  
  German PzVIE Platoon 
  11.621 PURCHASING FORTIFICATIONS (R) 
  Purchasing fortifications is allowed provided FPP have been purchased in 
  RePh step 11.619 of the Current CG Scenario20. All FPP unspent upon the 
  completion of this step are forfeit. As Fortifications are selected, the 
  characteristics of each must be recorded in the CG Purchase Record, but the 
  actual placement of Fortifications on the playing area may be deferred until 
  step 11.624. 
  GERMAN FORTIFICATION PURCHASE TABLE 
               Type 
  FPP Cost 
               FoxholeI 
  1(1S)/2(2S)/3(3S)1 
               TrenchI 
  9 
               A-P Mine 
  1 per factor2 
               A-T Mine 
  3 per factor2,3 
                RoadblockI 
  14 
                Wire 
  15 
                HIPF,I 
  US#4 
                "?"F,I 
  15 
                Set DCF 
  126 
  F Only these Fortifications may be set up in a Front Line Location. 
  I Only these Fortifications may be added to an Isolated Location. 
  1 For 1-, 2- and 3-squad capacity respectively. 
  2 No more than 30 FPP of mines can be purchased per CG Scenario. The 
  strength of friendly-Controlled pre-existing minefields may be increased by 
  adding extra A-P/A-T factors to them (though only in allowed increments 
  and to allowed maximums {B28.1, B28.5}.) Minefields may never be 
  decreased in this manner. Mine factors purchased in this fashion may never 
  be exchanged for Booby Traps (B28.9). 
  3 Includes Daisy Chains. 
  4 (A1.6) SMC: 1, Crew/HS: 2, Squad: 3. ≤ 10% (FRU) of the non-Reserve 
  Infantry Squads (as well as any SMC/SW set up with them in the same 
  Location) may set up using HIP. German AFV may not set up using HIP. 
  Guns and their manning crews may freely set up freely using HIP, as per 
  A12.34. HIP may not be bought for Cloaked Reserve units or for "?". 
  5 May be used to as Dummy Reserve Cloaking counters (11.6194). See also 
  SSR CG15. 
  6 Prior to play, a Retained DC (or a DC received with an Infantry Coy setting 
  up on the playing area) may be set up using HIP in friendly-Controlled 
  building/Rubble/bridge/Pillbox/Trench as a Set DC. Its Location, and the ID 
  of the "detonating" unit (A23.7) must be recorded at that time. Searching 
  (A12.152) may reveal, and Random SW Destruction may eliminate, a HIP 
  Set DC. 
  RUSSIAN FORTIFICATION PURCHASE TABLE 
           Type 
  FPP Cost 
            FoxholeI 
  1(1S)/2(2S)/3(3S)1 
            TrenchI 
  7 
            A-T Ditch 
  18 
            A-P Mine 
  1 per factor2 
            A-T Mine 
  3 per factor2,3 
            RoadblockI 
  10 
            Wire 
  12 
            Pillbox 
  (a+b+c)x34 
            Fortified Building LocationF,I 
  125 
            HIPF,I 
  US#6 
            "?"F,I 
  17 
            Set DCF 
  128 
   
  F Only these Fortifications may be set up in a Front Line Location. 
  I Only these Fortifications may be added to an Isolated Location. 
  1 For 1-, 2- and 3-squad capacity respectively. 
  2 No more than 70 FPP of mines can be purchased per CG Scenario. The 
  strength of friendly-Controlled pre-existing minefields may be increased by 
  adding extra A-P/A-T factors to them (though only in allowed increments 
  and to allowed maximums {B28.1, B28.5}.) Minefields may never be 
  decreased in this manner. Mine factors purchased in this fashion may never 
  be exchanged for Booby Traps (B28.9). 
  3 Includes Daisy Chains. 
  
   
   
   
   
   
  SP 
   
   
  SP9 
  4 Add the Capacity, CA DRM and NCA DRM, and multiply the sum by 
  three. 
  5 Per building Location. A SP CG Fortified Location is never exchangeable 
  for a Tunnel. 
  6 (A1.6) SMC: 1, Crew/HS: 2, Squad: 3, 5/8" counters: 4, Vehicle/Large or 
  Very Large Gun: 5. ≤ 10% (FRU) of the non-Reserve Infantry Squads (as 
  well as any SMC/SW set up with them in the same Location) may set up 
  using HIP. ≤ 10% (FRU) of the Russian AFV may set up using HIP. Guns 
  and their manning crews may freely set up freely using HIP, as per A12.34. 
  HIP may not be bought for Cloaked Reserve units or for "?". 
  7 May be used to as Dummy Reserve Cloaking counters (11.6194). See also 
  SSR CG15. 
  8 Prior to play, a Retained DC (or a DC received with an Infantry Coy setting 
  up on the playing area, in which case the DC must set up in the part of the 
  playing area where that Coy is allowed to set up) may be set up using HIP in 
  friendly-Controlled building/Rubble/bridge/Pillbox/ Trench as a Set DC. Its 
  Location, and the ID of the "detonating" unit (A23.7) must be recorded at 
  that time. Searching (A12.152) may reveal, and Random SW Destruction 
  may eliminate, a HIP Set DC. 
  11.622 RECONNAISSANCE (R) 
  Each side may now make a Recon dr, provided it first expends 1 CPP (an extra 
  1 CPP expenditure purchases a drm). CPP expended for Recon are 
  immediately deducted from the present total available and the remaining CPP 
  total is recorded in the "Start" column of the next CG Scenario on the RG 
  Purchase Record. If no Recon is purchased by the side, then the present total 
  CPP is recorded in the "Start" column of the next CG Scenario on the RG 
  Purchase Record. The "Start" column always indicates the number of CPP 
  available at the start of the next CG Scenario 
  The final Recon dr is the number of Locations in which the opponent must 
  reveal the Units and Fortifications (including Fortified Building Locations), if 
  they exist in those Locations. The following dr apply to the Recon dr: 
                       drm: 
   
                       Spent 2 CPP 
  +3 
                       German 
  -1 
  The number of Locations that may be reconnoitered during each CG Scenario 
  is recorded on the SP CG Roster sheet in the "Recon" column for the current 
  CG Scenario. The process of inspection does not occur until all on-map units 
  have been set up (11.6245). 
  11.623 INITIATIVE DETERMINATION (R) 
  Throughout the Campaign Game, the German's Initiative is always "Attack". 
  The Russian may choose between "Attack" and "Idle"21. 
  11.6231 RUSSIAN ATTACK LIMITS (R) 
  The Russian player may not select the "Attack" chit more than twice per 
  Campaign Game.  
  11.6232 PROCEDURE (R) 
  The Russian player reveals his initiative chit to the German player. If it is 
  "Idle", the CG Scenario is a German Assault. If it is "Attack", the CG Scenario 
  is a Dual Assault. 
  11.6233 CG SCENARIO TYPES (R) 
  Dual Assault: both sides have planned offensive action. Make a dr to 
  determine which side sets up first. If the dr is ≤ 3, the Russian player sets up 
  first and the German player moves first. If the dr is ≥ 4, the German player sets 
  up first and the Russian player moves first. 
  German Assault: the Russian player sets up first and the German player 
  moves first. 
  11.6234 (D) 
  11.6233 CG SCENARIO VICTORY CONDITIONS (R) 
  Dual Assault: The German player wins if at scenario end he has amassed more 
  VP than the Russian player. Each side receives Casualty VP, and also receives 
  one VP for each Victory Location it currently Controls but that was enemy-
  Controlled at scenario start. 
  German Assault: the Victory Conditions change from one CG Scenario to the 
  other. The German player wins by amassing >1.5 the number of VP 
  accumulated by the Russian player or by gaining Control of enough Victory 
  Locations. The following table gives the number of (enemy-Controlled at 
  scenario start) Victory Locations the German player must Control at the end of 
  each CG Scenario in order to win that Scenario:  
   
  VICTORY CONDITIONS TABLE 
  July 11 a.m. 
  60 Victory Locations 
  July 11 p.m. 
  50 Victory Locations 
  July 12 a.m. 
  70 Victory Locations 
  For the Campaign Game Victory Conditions, see the Scenario Card. 
  11.624 WIND & UNIT SETUP (M) 
  11.6241 to 116243 �
  � RB 
  11.6244 NON-ISOLATED SETUP (R) 
  The side setting up first may set up the remainder of its Retained units, 
  Equipment, purchased Fortifications, and on-map setup RG in non-Isolated 
  friendly-Perimeter -Area Locations [EXC: Only those Fortifications marked 
  with the "F" footnote on the 11.621 Fortification Purchase Tables may be set 
  up in a friendly Front Line Location; Infantry units may only set up in an Open 
  Ground Location if the Location contains a Fortification and the unit(s) benefit 
  from the Fortification's protection; Emplaced guns may set up in Open Ground 
  Locations]. 
  Furthermore, 
  the 
  Russian 
  player 
  must 
  set 
  up 
  his 
  Units/Fortifications/Equipment ≥ 10 hexes from the south edge of the Playing 
  Area22 [EXC: Units/Fortifications/Equipment set up in an Isolated Area 
  (O11.6242); a Vehicle immobilized < 10 hexes from the south edge of the 
  Playing Area retains a Crew, provided it was not Abandoned at the end of the 
  previous CG Scenario]. Retained units/RG not set up on the Playing Area may 
  enter as per SSR CG9 (11.4); those kept completely out of play are still 
  retained for the next CG Scenario. While setting up units/Equipment, the side 
  also now determines in what specific Locations their Fortifications (RePh step 
  11.621) are to be set up in by writing the Locations in the correct box on the 
  SP RG Purchase Record. Once the side setting up first has completed its setup, 
  the other side follows the same procedure. 
  11.6245 RECON INSPECTION (R) 
  After all setup is complete, each side may declare the Location(s) they wish to 
  reconnoiter (11.622), if any. Each Location must be ≥ 16 hexes from the 
  nearest friendly Front Line hex. The sides take turns declaring one Location at 
  a time, with the Russian declaring first. "Reconned" hidden units are placed in 
  their setup Locations concealed. The opponent also receives the Right of 
  Inspection of Concealed units (A12.16), regardless of LOS, but inspected units 
  retain their Concealment. "Reconned" Fortifications are revealed and placed on 
  the Playing Area [EXC: the type and strength of mines are not revealed]. 
  11.625 �
  � RB 
  NOTES 
  1. 11.4 CG SSR (M) CG1 (R) MAPS: Stalnié Prostori does not claim to be as 
  accurate as Red Barricades in its representation of the battlefield. However, the 
  mapboards we have selected represent a good approximation of the region's 
  topography: rolling hills with grainfields and farms. Hedges and tree clumps 
  cut the landscape here and there. This area is not steppe country. Using this 
  segmented terrain, the faster Russian tanks were able to close in on the Panzer 
  and engage them at short range without allowing them the benefits of their 
  better long range gunnery. The mapboards composing the terrain have been 
  split into groups for two main reasons: 1- For each CG Scenario, the playing 
  area and the number of turns are about the same as those for standard "large" 
  ASL scenarios. Thus, once the perimeter has been drawn and recorded, the 
  mapboards can be put away and the Campaign game can be easily played over 
  a long period, taking into account the availability of both players. 2- The 
  German push on July 11th and the Russian counter-thrust on the 12th did not 
  produce any spectacular advances or withdrawals. Very little terrain was 
  gained on either side. Since each CG Scenario only involves the units fighting 
  on the front line, using all the mapboards in every CG Scenario would allow 
  the German to make spectacular breakthroughs. In 1943, the Soviets had 
  
   
   
   
   
   
  SP 
   
   
  SP10 
  sufficient forces in reserve to prevent such breakthroughs. Limiting the number 
  of mapboards allows German breakthroughs to occur but limits their extent 
  while still letting benefits to accrue from them (see note 4). The twelve 
  mapboards provide a North-South distance that is commensurate with the 
  events of 1943. The push by LSSAH was in reality along a SW-NE axis, but 
  we have preferred to "straighten" it up in order to have simpler-worded rules. 
  The battlefield extends over six kilometers and is squeezed between the 
  meanders of the Psel to the northwest and the Kursk-Bielgorod railroad to the 
  southeast. 
  2. 11.4 CG SSR (M) CG1 (R) SURROUNDED UNITS: the most noteworthy 
  German successes at Kursk, especially for the SS-PanzerKorps, resulted from 
  envelopment operations. Bereft of supplies, communications and support, 
  Soviet units were annihilated. While tenaciously resisting frontal attacks, they 
  would collapse when threatened on their flanks or their rear. Soviet pockets on 
  mapboards removed from play are considered mopped up by the Germans. 
  This lowers the German CPP Replenishment because mopping up operations 
  lead to losses and require materials and equipment. German pockets are freed 
  by the constant push of friendly units. 
  3. 11.4 CG SSR (M) CG2 NEBELWERFER: unlike Katyushas, German 
  multiple rocket launchers could fire smoke rounds. They were thus aptly 
  named Nebelwerfers: cloud makers. 
  4. 11.4 CG SSR (M) CG4 BREAKTHROUGHS & FAILURES: an enemy 
  push beyond one's main defense line is always to be feared: rear echelons are 
  swept aside, reserves hindered and command posts threatened. An attack on 
  the enemy's rear is an excellent way of speeding up his defeat, or at least of 
  interfering with the establishment a new defense line and of hindering 
  withdrawals. This was the way that the Sixth Guards Army was destroyed. On 
  the contrary, a stinging failure to advance might compel High Command to 
  change the direction of attack to a seemingly weaker part of the enemy's 
  defense. This is what took place on July 9, 1943, when Hoth decided to 
  abandon the push for Obayan and to attack toward Prokhorovka. When this is 
  the case, one's forces are still able to threaten the enemy, but even with added 
  reinforcements, prior failure is hardly the kind of stimulus that will inspire 
  combativeness on the part of both high command and rank and file alike.  
  5. 11.60531 CONTROLLING THE FLANKS: Leibstandarte is advancing at 
  the center of the SS-PanzerKorps and is at the tip of the assault, with Totenkopf 
  and Das Reich protecting the flanks against violent Soviet counterattacks. The 
  side perimeter markers thus indicate the forward advance of LSSAH men. 
  When flanks are left uncontrolled, one's units are literally stepping through thin 
  air and are vulnerable to enemy counterattacks. On the morning of the 11th, 
  the Soviets cannot enter on the sides because the Fifth Guards Tank Army is 
  still deploying. The North and South edges represent the "encampment" of 
  each side, where one finds the artillery, rear echelons and reserve: they are thus 
  not subject to enemy control. 
  6. 11.6054 PERIMETER: a front-line perimeter worth its name must be 
  anchored on positions that give some protection to the combatants. 
  7. 11.6115 ARMOR LEADER: because of the frequency and the intensity of 
  tank battles at Kursk, it was the occasion for many a tank crew to collect 
  appreciable kill records and gain experience. Michaël Wittman, killed in 
  Normandy and great PanzerWaffe ace, was in his Tiger at the tip of LLSAH. 
  8. 11.6141 RESERVE CREWS: Tanks are relatively safe… provided they 
  don't burn. Surviving crewmen could be used to replace losses suffered by 
  friendly crews. The German also often had a reserve of tank personnel because 
  of their lack of vehicles. This rule also encourages a more sensible use of 
  surviving Vehicle Crews. AFV crews, whose training is lengthy, are too 
  precious to be sacrificed as kamikaze HS. 
  9. 11.616 LOSSES SUFFERED: on offense, decimated, but victorious units 
  may receive more reinforcements if High Command thinks it may win. On 
  defense, the need to plug every hole in the path of the enemy's main advance 
  brings about the same result. 
  10. 11.6161 HISTORICAL CONTEXT: the modifiers correspond to the 
  historical background to the battle of Prokhorovka. Reinforced after changing 
  the direction of their attack on the evening of the 10th, the Germans launch a 
  mighty attack on the morning of the 11th, resulting in a constant and 
  unstoppable push throughout the day. They start again on the morning of the 
  12th, but their impetus is broken and they are exhausted by afternoon. As for 
  the Soviets, they throw their units in the battle as they arrive on the scene on 
  the 11th and can barely stop the enemy (according to Rotmistrov). On the 
  morning of the 12th, they have completed the concentration of their forces and 
  attack vigorously. They have enough reserves to stop any German attack 
  during the afternoon. 
  11. 11.618 WEATHER: July 11 and 12 1943 were very hot days with brief and 
  violent thunderstorms. The sky, nonetheless relatively clear, allowed intense air 
  activity by both sides. The dry ground, the shelling and the innumerable 
  vehicles all contributed to create dust clouds that the Soviets used as a screen 
  on the morning of the 12th. 
  12. 11.6193 UNITS STRENGTH: if must be remembered that the Soviet 
  troops are fresh, contrary to the Germans who are still full of élan and in a 
  relatively good shape despite a full week of very hard fighting under their belt. 
  Some "Full" German units are in fact already worn out (e.g. PanzerGrenadier 
  Coy). 
  13. 11.6194 c) DUG-IN TANKS: virtually all the AFVs of the Fifth Guards 
  Army and of the Fifth Guards Tank Army were used in a mobile role. The 
  ongoing deployment of the Soviet forces and the vigor and the swiftness of the 
  German attacks did not leave much time to dig in tanks that the enemy could 
  easily bypass anyway. 
  14. 11.6195 ROLE OF THE INFANTRY: even though SP is not meant to be 
  just a monster tourney of Tigers vs. T-34, it remains that armor played a crucial 
  part in the battle. The purchase of infantry is thus curtailed to avoid watering 
  down SP. This is correct both in game terms and in historical terms: Kursk was 
  not Stalingrad. 
  15. 11.61951 SNIPERS: the fluidity of the situation, the importance of armor 
  and the nature of the terrain combined to limit the impact of snipers at Kursk. 
  Both sides, Soviets and Waffen-SS, had a liking for this type of fighters and 
  used them at Kursk and at Prokhorovka. 
  16. 11.6196 NUMBER OF RG: these numbers are based on game 
  considerations and especially on historical considerations, according to the 
  relative manpower and equipment available. 
  17. 11.6202 INFANTRY SUPPORT WEAPONS: as much as possible, these 
  reflect the actual equipment available to the units represented in the game. 
  18. 11.6204 THE GODDESS OF WAR: the artillery of the Red Army was a 
  deciding factor in the Soviet victory at Kursk. Its quantity and its ample supply 
  of ammunition made up for its weak communications. Conversely, the German 
  artillery was more flexible but short of tubes and munitions. This weakness 
  was usually made up by air support, but with the Luftwaffe violently engaged 
  by the Soviet fighters, the hurricane of Russian guns was not opposed by 
  equivalent German fire. 
  19. 11.6207 LA CRÊME DE LA CRÊME: at the tip of the assault, Tiger crews 
  fought back numerous armored counterattacks. On July 6, 12 of 40 T-34 
  attacking the tip of LSSAH were destroyed by the 13th schwere-Kompanie 
  who suffered no losses in the engagement. The power of their tanks increased 
  the self-confidence of their already well-trained crews. 
  20. 11.621 FORTIFICATIONS: fortifications are less important in SP than 
  they are in RB: the battle is more mobile, more ground has to be covered and 
  materials are lacking. Historically, the Soviet had to rely on a counteroffensive 
  to gain the upper hand. Although fortifications costs are the same as in RB, 
  fewer points may be purchased per Scenario and the playing area to cover is 
  larger. The Soviet player has better choice of fortifications because of their 
  necessity in his initial defense. As for the German player, he is constantly on 
  the move and does not have the time to build too many field fortifications. 
  Their costs to him are thus higher and his choice is more limited. 
  21. 11.623 INITIATIVE: for the Germans, the key to success at Prokhorovka 
  rested with aggressive tactics aimed at outflanking, surrounding and then 
  destroying the enemy. On the contrary, the Soviets could only defend 
  themselves on the 11th, having not yet completed the concentration of their 
  forces. On the 12th, they had to go on the attack to wrest the initiative from the 
  Germans and deny them freedom of movement. 
  22. 11.6244 SETUP DISTANCE: it is dangerous and often outright stupid to 
  set up close to the enemy in the field. A distance of 400m allows preparing the 
  defense without suffering losses due to the proximity of the enemy. This stops 
  the Soviet player from building new fortifications in an area under enemy fire. 
   
  
   
   
   
   
   
  SP 
   
   
  SP11 
  GERMAN RG NOTES 
  S1. Stuka: Kursk was the last battle where the JU 87 could play it usual role as 
  flying artillery supporting the Panzer's advance. The rising strength of the 
  Soviet air arm would eventually condemn this aging and vulnerable aircraft. 
  Along with the JU 87D (two wing machine guns, two rear-cockpit machine 
  guns and a 1800 kg maximum bomb-load, was the JU 87G. This latter model 
  carried no wing machine guns or bomb-load, but was armed with two 37mm 
  APCR-firing guns. This model, called the "Tank Buster" was even more 
  vulnerable than the diver-bomber version: its guns, slung under the wings, 
  made the plane heavier and hardly maneuverable at all. The JU 87G carried 
  only six rounds for each gun. Even if it was a mediocre aircraft, the JU 87G 
  would reveal itself fearsome with experienced pilots at the controls. Hans 
  Ulrich Rudel was undoubtedly the most famous of those pilots with his 
  (official) score of no less than 519 tanks killed between 1943 and May 1945.  
  S2. Fighter Bomber: with the Stuka aging and becoming more vulnerable and 
  with the rising strength of the Soviet fighter and antiaircraft arms, the Germans 
  had to develop new ground support planes. Essentially two types were 
  produced: the FW 190, carrying bombs and 20mm guns, and the Henschel 
  129. The Henschel was truly a "flying AFV", equipped with 3 guns (2 x 20mm 
  and 1 x 30mm) and 2 machine guns. Both models were used jointly and are 
  represented by the same game piece.  
  A1. PzIIIN: Kursk was the swan song of the PzIII as a battle tank. It 
  obsolescence with respect to the T-34 was becoming obvious. On July 4, only 
  12 of these tanks were in the LSSAH's tank pool and most were used as 
  Befehlswagen (command vehicle). A few PzIIIN, formerly support tanks 
  among Tiger companies, were also used. 
  A2&A3. PzIVF2 & PzIVH: the PzIV was the main battle tank of the LSSAH at 
  Kursk. On July 4, 85 of those tanks were in the division's tank pool. The PzIV 
  was the PanzerWaffe's best medium tank until the delivery of substantial 
  numbers of Panther AusfA in the spring of 1944 (a battalion of the 
  PanzerRegiment of the Leibstandarte was training with Panthers in Germany 
  at the time of Kursk). The majority of available PzIV were AusfF2 and G and 
  some up-armored AusfG (equivalent to the AusfH) were also available. 
  A4. PZVIE: a Tiger heavy tank company was attached to each division of the 
  SS-PanzerKorps. There were 13 Tigers with LSSAH on July 4. Always at the 
  tip of the Panzerkeil, these tanks played a crucial role in the penetration of 
  Soviet defenses. The destruction of several Tigers on July 11 is a symbol of the 
  German defeat. There were normally 4 Tigers in each platoon, but their 
  unreliability explains the decrease of this number to 3 in the game. This also 
  decreases the cost of purchasing them. 
  A5. StuG-StuH: There was a 35-vehicle SturmgeschutzAbteilung with the 
  Leibstandarte. All three batteries of the unit contained single-model platoons; 
  it was however usual to combine both models in mixed platoons with the anti-
  tank capacity of the StuG being supplemented by the anti-personnel and anti-
  fortification capacity of the StuH. 
  A6. MarderIII(t)H: the Marder was the standard German Panzerjäger at the 
  time. A (theoretically) entire 45 vehicle Battalion was organic in every 
  mechanized division. Maneuverable, but very vulnerable, the Marder was best 
  used as a mobile anti-tank screen. 
  A7. SPW Recon Platoon: in 1943, a PanzerAufklärungAbteilung often 
  comprised a six-platoon company, each with 2 SPW 250/9 and one SPW 
  250/1. These small vehicles, maneuverable and discreet, were more useful for 
  close reconnaissance than the clumsy and PSW 222 or the high-profile PSW 
  231 and 232. 
  A8. 
  SPW 
  Platoon: 
  in 
  theory, 
  each 
  PanzerDivision 
  and 
  each 
  PanzerGrenadierDivision contained a half-track-mounted PanzerGrenadieren 
  battalion. These half-tracks were more like "armored" taxis than infantry 
  fighting vehicles. Nevertheless, the 37mm gun of the 251/10 was often retained 
  to help deal with light vehicles, fortifications and enemy infantry. 
  A9. SPW HW Platoon: Each SPW-mounted or gepanzert (= armored) 
  PanzerGrenadieren Company contained a heavy platoon. This distribution of 
  such important fire-support assets conformed with the German doctrine of 
  decentralization of heavy weapons to small units. 
  A10. FT SPW Section: the SPW 251/16 was the standard flame-throwing 
  vehicle of mechanized units. It was as vulnerable as it was fearsome. 
  I1. SS-Panzergrenadier: the Waffen-SS believed even more than the 
  Wehrmacht in distributing firepower. Although well worn, by July 11, the SS-
  PanzerKorps units still possessed a respectable firepower reinforced with 
  captured equipment. In theory, a PanzerGrenadier Squad is also equipped with 
  two light machine guns! On the other hand, poorly effective weapons, such as 
  50mm mortars and ATR were little used, if at all.  
  I2. SS Pioneer: the true crême de la crême of infantry, Pioneeren were 
  fearsome assault troops. Led by aggressive leaders, they were well equipped 
  with light automatic weapons and their effectiveness was far out of proportion 
  to their numbers. The German Army made more use of this type of engineer 
  than any other army. 
  I3. SS HW Platoon: motorized PanzerGrenadieren units benefited as much 
  from heavy weapons decentralization as did gepanzert units. Each company 
  was supported by a platoon theoretically equipped with 4 heavy machine guns 
  and 2 80mm mortars. The presence of these 80mm mortars explains the 
  removal of the 50mm weapons from the battlefield 
  G1. AT Platoon: the German army, including its mobile units, made extensive 
  use of this type of assets. Each PanzerGrenadieren battalion had one 3-tube 
  platoon. A 9- to 12-tube company could replace a Marder company in the 
  PanzerjägerAbteilung. 
  G2. SP INF Platoon: the Gw38(t) Bison was a fairly successful attempt to 
  confer some mobility to the powerful SiG33 howitzer. A 6-gun battery 
  belonged to the PanzerGrenadierenRegiment that contained the gepanzert 
  battalion. The other regiment would in theory use drawn artillery, confining it 
  to a supporting role during offensive operations. 
  G3&G4. Light SPAA and Medium SPAA Platoons: these guns, often used 
  against ground targets, recovered their main function in the face of a renewed 
  Soviet air force. They were usually deployed in 3-gun platoons. The reduction 
  to 2-gun platoons in the game is explained by the cost required to set up units 
  comprised of vehicles with such devastating firepower (IFE...). Having them in 
  2-vehicle platoon allows their purchase to be affordable while not throwing 
  play-balance off. 
  G5. Heavy AA Platoon: the mixed Flak battalions of mobile units were usually 
  constituted of drawn 88's and of AA half-tracks. The "Acht-Acht" were most 
  often used against (particularly armored) ground targets. When used correctly, 
  they constituted a tough anti-tank defense.  
  O1. Battalion Mortar: the accuracy and the flexibility of the German mortar 
  support became the stuff of myths during WWII. This flexibility was one way 
  to compensate for the Allied numerical superiority. 
  O2. Artillery: Each of Hausser's divisions had a PanzerArtillerieRegiment. 
  This regiment mustered drawn 105mm howitzers, two 6-gun batteries of 
  Wespe and one battery of 105mm guns for counter-battery fire. 
  O3. Heavy Artillery: LSSAH's heavy artillery was made up of two batteries of 
  drawn 150mm and one battery of Hummel SPA. The superiority of the German 
  radio communications and their organizational flexibility could not completely 
  compensate for the superiority the Russian artillery enjoyed both in quality and 
  in quantity. 
  O4. Nebelwerfer: there was a Nebelwerfer battalion in each division of the SS-
  PanzerKorps. A battalion was made up of 3 batteries of 6 launchers each, one 
  of which was normally equipped with 210 or 280mm tubes. These large gun 
  sizes are not represented in SP: they would cost too much in terms of CPP 
  hand would impair play balance (the warheads were quite powerful (11.170 kg 
  for the 210mm) and would translate into gun sizes far in excess of 200mm in 
  game terms). The 150mm launchers still offer a capacity that was quite rare for 
  this type of weapons: that of firing smoke rounds (Wurfgranate 41 w Kh 
  Nebel). 150mm launchers had five or six tubes each, and their rockets had 
  firepower equivalent to that of artillery shells of the same caliber: their warhead 
  carried 2.5 kg of HE (Wurfgranate 41 Spreng). They differed from the 
  Katyushas in this respect. 
   
  SOVIET RG NOTES 
  S1. Stormovik: the "Iron Gustav" (as the German called it) became operational 
  in 1941. The first (single-pilot) versions were easy preys for enemy fighters. It 
  is at Kursk that the Stormovik attained its full potential with version IL-2m3. A 
  heavily armored plane, slow and not very maneuverable, it was a tough nut to 
  crack. It was armed with two machine guns and two 20 or 23 mm fixed guns. It 
  
   
   
   
   
   
  SP 
   
   
  SP12 
  was defended by a 12.7mm machine gun at the rear of the cockpit and carried 
  bombs and rockets. The anti-tank version carried neither 20mm guns nor 
  bombs, but had 2 slow-firing 37mm AT guns mounted inside the wings with 
  60 shells each. The weight of this armament does not affect the already clumsy 
  plane. Vastly superior to the Stuka, the IL-2 would be part of the Soviet 
  attempt to wrest air superiority from the Germans on July 12. 
  A1. T70: light tanks were still numerous in the Red Army at the time, with one 
  company of those vehicles per tank regiment or battalion, in theory. Germans 
  reports would sometimes claim that destroyed T60 were in fact fearsome T34. 
  There were no less than 264 T70 in the Vth Guards Tank Army (out of a total 
  of some 800 tanks.) 
  A2&A3. T34: although aging, T34s armed with 76mm guns were the 
  backbone of Soviet armor during the Red Army's great victories of 1943. 
  While the newer German tanks were in theory of better quality, they were 
  either unreliable (Panther) or too few (Tiger) to play a decisive role. The 
  inherent qualities of the T34, that is, its maneuverability and its speed, made 
  up for its weak anti-tank capability. On July 12, Rotmistrov disposed of 501 T-
  34 in his armored divisions. 
  A4. KV1S: the KV1S was probably counted along the T34. It seems to have 
  been used as a medium tank. In any case, its armor and armament were 
  mediocre for a heavy tank. 
  A5. Churchill IV: only 205 "heavy" tanks were used by the Soviets at Kursk. 
  Most were KV's, whose obsolescence was becoming manifest. The Vth Guards 
  Tank Army had 35 Churchill III (close to the IV and equal to it in game terms) 
  to fill its tank allotment. Although the Churchill was disliked because of its 
  lack of speed, it had the most potent anti-tank armament carried by a Soviet 
  AFV at the time. 
  A6&A7. OT-34 & KV8: these AFV were deployed in mixed battalions at army 
  level. It is not likely that they engaged German armor, but they could have 
  helped chase the PanzerGrenadieren out of the suburbs of Prokhorovka. Their 
  presence in this battle has not been proved. 
  I1. Guards Rifle Coy: the Soviet quickly learned the importance of infantry 
  during armor battles. Infantry was always organic to tank and mechanized 
  corps. Each mechanized brigade would have 3 infantry battalions, each with 3 
  companies made up of roughly 140 men and a machine gun platoon. 
  I2. Guards SMG Coy: unlike rifle companies, there were assault units only, 
  each with 80 to 100 men. Lacking armored infantry carriers, these "Dragons on 
  tanks" would climb on T34 and hang on to special handles. They were armed 
  with sub machine guns and a few LMG and ATR. Supplied by mechanized 
  Brigades (one per Tank Corps), one Guards SMG Coy was present in each 
  infantry regiment. In the game, they also represent the men of the 9th Guards 
  Parachute Division, fighting as infantry. 
  I3. Guards Engineer Coy: Soviets units were not as endowed as German units 
  with organic Engineer unit. Nonetheless, several anti-tank infantry units 
  equipped with DC and FT (and thus similar to Assault Engineer units) saw 
  action at Kursk. 
  I4. HMG Platoon: although everywhere, the venerable Maxim MMG was very 
  obsolete by 1943. The newer and excellent (but heavy) SG43 (HMG 6-12) 
  would never totally replace it. Used as an AA weapon and against ground 
  targets, the SG43 was mostly supplied to machine guns companies. 
  I5. Mortar Platoon: the 50mm mortar was almost as disliked by the Soviets as 
  it was by the Germans. The increased production of 82mm tubes led to larger 
  allotments of these weapons, which were highly esteemed in the Red Army. 
  The shortage of radios favored their use in direct fire. Each infantry battalion 
  had a 6-tube battery. There were also 2 batteries in each mechanized or 
  motorized brigade. 
  G1&G2. Light AT and medium AT Battery: the 45mm AT gun would remain 
  the most numerous AT gun of the Red Army throughout the war. There was a 
  4- (at times 6-) gun battery in each infantry regiment and each motorized 
  battalion. A 12-gun battalion was organic to each infantry division. 
  G3. INF half-Battery: while the 76mm INF gun was losing some of its 
  prominence to heavy mortars and self-propelled artillery, it remained a well-
  liked weapon. There was a battery of 6 in each infantry regiment. 
  G4. ART Battery: this excellent asset was often used as anti-tank weapon at 
  Kursk, with up to 12 tubes in a single unit. The Soviet anti-tank doctrine held 
  that every artillery piece was an anti-tank weapon. We could thus have allowed 
  the purchase of 85mm AA guns, 122 and 152 howitzers, and, of course, 57mm 
  AT guns. However, it is doubtful that such weapons saw combat in the action 
  covered by the game as the Vth Guards Tank army was in the process of 
  deploying and the Vth Guards Army was in difficulty. Furthermore, allowing 
  the purchase of this type of assets would have made the game's outcome too 
  dependent on a smaller number of DR. 
  G5. SP ART Battery: while it was a mediocre tank hunter, the SU-76 was 
  nonetheless the only self-propelled artillery available to Rotmistrov. A 
  regiment of SU-76 made up of four or five 4- vehicle batteries supported each 
  of his corps. Certain sources mention the existence in the armored corps of 
  regiments made up of three battalions, each with 21 vehicles spread among 5-
  tube batteries. By the fall of 1943, the SU-76 would be largely replaced with 
  the SU-85 and SU-152. 
  G6. Light AA Battery: the 12.7mm Dshk was to the Red Army what the .50 cal 
  M2 was to the Americans. It was used mostly as an anti-aircraft weapon by the 
  AA platoons and battalions of armored, mechanized and motorized units. It 
  was a fearsome weapon against ground targets. 
  G7. Medium AA Battery: after 1942, only mobile units had organic AA 
  capacity. The 37mm gun was the weapon deployed at corps level. Each corps 
  had one battalion made up of four 4-guns batteries. 
  O1. Light Artillery: because of the shortage of radios, 76mm guns were mostly 
  used in direct (anti-tank) fire. 
  O2. Battalion Mortar: infantry battalions received direct support from their 
  mortars. This explains the high cost and rarity of 80mm+ OBA, since it 
  represents these guns. 
  O3. Medium Artillery: this OBA represents 122mm howitzers (12 tubes per 
  infantry division) and 120mm mortars (6 tubes per infantry regiment, as well 
  as 6 tubes per mortar battalion of mechanized brigades and 6 tubes per corps 
  mortar regiment). The lack of organic artillery would remain a weakness of 
  armored corps throughout the war. It was however mostly made up by the large 
  quantity of artillery available at Army and at Front levels. 
  O4. Heavy Artillery: this OBA represents the fire support from independent 
  artillery regiments and/or brigades that were allocated by Army or Front HQ. 
  O5&O6. Light & Medium Katyushas: these weapons were the most powerful 
  artillery available to armored and mechanized corps. Each had a battalion of 
  two 4-launcher batteries. Such a unit was called a Guards Mortar Battalion. 
  Katyushas came in two size: 82 and 130mm. The 82mm rocket (M8) had a 
  weak HE payload, but its fragmentation warhead was devastating, and the 
  number of rounds fired at a time was impressive: from 24 to 48, depending on 
  the model. This explains the game caliber of 100mm. The HE payload of the 
  132mm  rocket was far in excess of that of its German 150mm counterpart (4.9 
  kg). Launchers for the 130mm rockets were equipped with 16 tubes. 
  T1&T2. US Light and Medium Trucks: American and British tanks supplied 
  to the Red Army under the Lend-Lease program were often criticized (and 
  generally rightly so) by the Soviets. However, the Red Army's march to the 
  west would not have been possible without the growing motorization allowed 
  by American trucks. In 1943, these trucks were far more numerous than their 
  Soviet counterparts and Soviet newsreels of the time display endless Jeeps, 
  GMC's and Ford trucks. 
   
  
  STALNIÉ PROSTRORI - RG Purchase Record Sheet 
  Side:  
   
   
   
  Player(s):  
   
   
   
   
   
   
   
   
  Winner: 
  CPP 
  CPP 
  CVP 
  CG 
  Scenario 
  Hist. 
  DRM 
  Start 
  Repl. 
  Total 
  ELR 
  Weath. 
  EC 
  SAN 
  Spent 
  Left 
  Recon 
  #Loc. 
  Init. 
  Suffer. 
  Accum 
  Vict. 
  Loc. 
  WIN 
  11/7 am 
   
   
   
   
   
  Clear 
  Dry 
   
   
   
   
   
   
   
   
   
  11/7 pm 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  12/7 am 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  12/7 pm 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CG 
  scenario 
  RG ID 
  Res. 
  On 
  Map 
  CPP 
  Cost 
  Stren. 
  Units/Vehicles 
  Gun/SW 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  GERMAN REINFORCEMENT GROUP CHART 
   
   
  ID 
  Type 
  Composition (Full/Depleted) 
  CPP Cost 
  Scenario Max. 
  CG Max 
  S1 
  Stuka abcd 
  DB1942 
  2 
  1 
  3 
  S2 
  Fighter Bomber abd 
  FB1942 
  2 
  1 
  2 
  A1 
  PzIIIN Platoon 
  PzKpfw IIIN x(4/3) 
  3 
  1 
  1 
  A2 
  PzIVF2 Platoon fgk 
  PzKpfw IVF2 x(4/3) 
  3.5 
  2 
  5 
  A3 
  PzIVH Platoon fgk 
  PzKpfw IVH x(4/3) 
  4 
  2 
  4 
  A4 
  PzVIE Platoon fgk 
  PzKpfw VIE x(3/2) 
  6 
  1 
  2 
  A5 
  StuG Platoon fgk 
  StuG IIIG x(3/2)  StuH 42 x(1/0) 
  4.5 
  1 
  2 
  A6 
  Marder III (t)H Platoon fgk 
  Marder III x(t)H x(4/3) 
  3 
  2 
  3 
  A7 
  SPW recon Platoon fko 
  SPW 250/9 x(2/1)  SPW 250/1 x(1/0) 
  2 
  1 
  2 
  A8 
  SPW Platoon fk 
  SPW 251/10 x(1/0)  SPW 251/1 x(3/2) 
  1.5 
  2 
  5 
  A9 
  SPW HW Platoon fko 
  SPW 251/sMG x(2/1)  SPW 251/2 x(2/1)  SPW 251/9 x(2/1) 
  5.5 
  1 
  2 
  A10 
  FT SPW Platoon fk 
  SPW 251/16 x(2/1) 
  3 
  1 
  2 
  I1 
  SS Panzergrenadier. Coy fgk 
  6-5-8 x(10/8)  MMG x(2/0)  LMG x(2/0)  ATR x(1/0) 
  8 
  2 
  5 
  I2 
  SS Pioneer Coy fghk 
  8-3-8 x(8/6)  LMG x(2/0)  FT x(3/0)  DC x(6/0) 
  11 
  1 
  2 
  I3 
  SS HW Platoon ef 
  81*MTR + 2-2-8 x(2/1)  HMG + 3-4-8 x(3/2) 
  4.5 
  1 
  3 
  G1 
  AT Platoon ef 
  AT75L + 2-2-8 x(3/2) 
  3.5 
  1 
  2 
  G2 
  SP INF Platoon fk 
  sIG 38x(t)M x(2/1) 
  3 
  1 
  2 
  G3 
  Light SP AA Platoon fk 
  SdKfz 6/2 x(2/1) 
  2 
  1 
  2 
  G4 
  Medium SP AA Platoon fk 
  SdKfz 7/1 x(2/1) 
  3 
  1 
  1 
  G5 
  Heavy AA Platoon ef 
  AA88L + 2-2-8 x(2/1) 
  3.5 
  1 
  1 
  O1 
  Battalion Mortar efjp 
  80mm+ Bat. MTR OBA + radio or phone 
  1.5 
  2 
  3 
  O2 
  Medium Artillery efj 
  100mm+ OBA + radio or phone 
  4 
  2 
  2 
  O3 
  Heavy Artillery efj 
  150mm+ OBA + radio or phone 
  5 
  1 
  2 
  O4 
  Neberwerfer efj 
  150mm+ Rocket OBA + radio or phone 
  3 
  2 
  4 
  O5 
  Offboard Observer i 
  Offboard Observer 
  1 
  1 
  3 
  O6 
  Observation Plane m 
  Observation Plane 
  1 
  1 
  3 
  O7 
  OP Tank n 
  PzKpfw IIIL 
  1 
  1 
  3 
  T1 
  Medium Truck Platoon fk 
  Opel 6700 x(4/3) 
  1 
  2 
  3 
  T2 
  Heavy Truck Platoon fk 
  Buessing-NAG 4500 x(4/3) 
  1.5 
  1 
  2 
  M1 
  Fortifications e 
  20 FPP 
  1 
  2 
  5 
  M2 
  Sniper Increase 
  SAN +1 
  1 
  1 
  4 
  a. 
  Turn of Entry is determined as per E7.2. The number of planes received, as 
  well as their bomb load is determined when they enter the game, as per 
  E7.21. 
  b. 
  Apply a -2 drm to its Turn of Entry dr (E7.2) if purchased at 3 CPP 
  c,d  
  See SP SSR 2 and SSR 3, respectively. 
  e. 
  Can be set up on the mapboard for the CG Scenario in which it is purchased. 
  f. 
  See SP11.620 to determine RG Strength 
  g. 
  To determine SW and (armor) Leaders, see SP11.6202 and SP11.6205-6207, 
  respectively. 
  h. 
  Assault Engineers (A11.5; H1.22) and Sappers (B28.8; B24.7). These are 
  treated as SS units with Broken Morale of 9 for Squads and 8 for HS. 
  i. 
  Secretly record the Offboard Observer setup hex prior to the Soviet setup. For 
  all CG Scenario the Offboard Observer is at level 2 except for CG scenario 
  11/7 pm during which he is at level 1. Each Offboard Observer is Retained as 
  long as the module he is assigned to is Retained (SSR CG10, O11.4). 
  j. 
  Increase CPP cost by one per Pre-Registered hex(C1.73) purchased with 
  module (no module may have > two Pre-Reg. hexes). Each Pre-Reg. is 
  Retained as along as the module it is assigned to is Retained (SSR CG10, 
  O11.4). Each Pre-Reg. hex allows (only) Barrages (E12.11) which must have 
  an east-west Hex Grain alignment (E12.11-.2). Creeping Barrages are not 
  allowed. 
  k. 
  Must enter as reinforcements if entered during the CG Scenario of purchase 
  [EXC: SP11.6194]. See also SP11.4, SSR CG10 and SP11.6244. 
  l. 
  Available for non-RCT OBA ≥ 100mm. The Spotter Plane is Retained as long 
  as the module it is assigned to is Retained. 
  m. 
  See SP SSR 4. 
  n. 
  Vehicle Crews for the A7 RG and for the SPW251/sMG are SS 348 HS. 
  o. 
  The German 80mm Mortar OBA has a maximum range of 55 hexes from the 
  south edge of the Playing Area. 
   
   
   
   
   
   
  
   
  GERMAN REFERENCES CHARTS 
   
   
  CPP REPLENISHMENT TABLE 
  (11.616) 
  Final DR 
  CPP Increase 
  ≤ 1 
  +18 
  2-3 
  +17 
  4-5 
  +16 
  6-7 
  +15 
  8-9 
  +14 
  10-11 
  +13 
  ≥ 12 
  +12 
  DRM: 
  ±x 
  Friendly Historical DRM (11.6161) for the 
  current CG Scenario 
  -y 
  As per CG Scenario Balance provision (11.32) in 
  effect 
  -1 
  Per each 20 Casualty VP (FRD) (A26.2) suffered 
  by the German side during the previous CG 
  Scenario (including units[s] Eliminated since the 
  last scenario during the current CG Scenario's 
  RePh.) 
  +1 
  Per each 10 Casualty VP  (FRD) left by the 
  Russian on mapboards withdrawn from the 
  Playing Area between the previous CG Scenario 
  and the current CG Scenario. 
   
  HISTORICAL DRM CHART (11.6161) 
  Date 
  DRM 
  July 11 AM 
  -2 
  July 11 PM 
  -1 
  July 12 AM 
  -1 
  July 12 PM 
  +1 
   
  WEATHER TABLE (11.618) 
  Final DR 
  Result 
  2 
  Fog/Mist 
  3-4 
  Overcast 
  5-9 
  Clear 
  ≥ 10 
  Clear & Gusty 
  DRM: 
  +1 If the previous CG Scenario's weather was 
  Clear or Clear & Gusty 
   
  EC TABLE (11.618) 
  Final dr 
  Result 
  ≤1 
  Wet 
  2 
  Moist 
  3 
  Moderate 
  4-5 
  Dry 
  ≥ 6 
  Very Dry* 
  drm: 
  -2 
  If the previous CG Scenario's weather was 
  Overcast 
  -1 
  If the previous CG Scenario's weather was 
  Fog/Mist 
  +1 
  If the previous CG Scenario's weather was Dry 
  +2 
  If the previous CG Scenario's weather was Very 
  Dry 
   
  *  Very Dry entails Light Dust, but no Vehicle 
  Dust or FFE Dust 
   
   
   
   
  LEADER TABLE (11.6205) 
  Final DR 
  Leader Received 
  ≤ 2 
  10-3, 9-1, 8-0 
  3 
  10-2, 9-1, 8-0 
  4 
  10-2, 8-1, 8-0 
  5 
  9-2, 9-1, 8-0 
  6 
  9-2, 8-1, 7-0 
  7 
  9-1, 8-1, 8-0 
  8 
  9-1, 8-0, 7-0 
  9 
  8-1, 8-0, 7-0 
  10 
  9-1, 8-0 
  11 
  9-1, 7-0 
  12 
  8-1, 7-0 
  13 
  8-0, 7-0 
  DRM: 
  +1  If Depleted 
  -1  
  If SS/Pionier Coy 
   
  ARMOR LEADER TABLE 
  Final DR 
  Armor Leader 
  ≤ 3 
  10-2 
  4 
  9-2 
  5 
  9-1 
  6-7 
  8-1 
  8-12 
  none 
  DRM: 
  -1 German PzVIE Platoon. Moreover, if a 8-1 
  AL is received, it is replaced with a 9-1 AL. 
   
  RG STRENGTH (11.6201-.6204) 
  ID A,I,T (11.6201-.6203) 
  Final DR 
  RG Strength 
  ≤ 8 
  Full Strength 
  ≥ 9 
  Depleted* 
  * In the case of AFV/Truck RGs, if the RG is made up of only 
  one type of AFV/Truck, the number to the right of the "/" is 
  the number of AFV(s)/Truck(s) received. If the RG is made 
  up of ≥ 2 types of AFV/Truck, the number to the right of the 
  "/" represents the minimum number of that AFV/Truck type 
  to be received; See 11.6201 
   
  ID G (11.6204) 
  Final DR 
  RG Strength 
  ≤ 7 
  Full StrengthI 
  ≥ 8 
  Depleted* 
  I The number of Guns received is listed to the left of the "/". A 
  corresponding number of Crews is also received, as shown in 
  the RG Chart. 
  *  The number of Guns received is listed to the right of the 
  "/".A corresponding number of Crews is also received, as 
  shown in the RG Chart. See 11.6204 
   
  ID O (11.6204) 
  Final DR 
  Ammo 
  ≤ 4 
  Plentiful 
  5-8 
  Normal 
  ≥ 9 
  Scarce 
  DRM:  
  ± x  
  Friendly Historical DRM (11.6161) for Current CG 
  Scenario 
  - y  
  as per CG Scenario Balance provision (11.32) in effect 
   
   
  GERMAN FORTIFICATION 
  PURCHASE TABLE (11.621) 
  Type 
  FPP Cost 
  FoxholeI 
  1(1S)/2(2S)/3(3S)1 
  TrenchI 
  9 
  A-P Mine 
  1 per factor2 
  A-T Mine 
  3 per factor2,3 
  RoadblockI 
  14 
  Wire 
  15 
  HIPF,I 
  US#4 
  "?"F,I 
  15 
  Set DCF 
  126 
  F Only these Fortifications may be set up in 
  a Front Line Location. 
  I Only these Fortifications may be added to 
  an Isolated Location. 
  1 For 
  1-, 
  2- 
  and 
  3-squad 
  capacity 
  respectively. 
  2 No more than 30 FPP of mines can be 
  purchased per CG Scenario. The strength 
  of 
  friendly-Controlled 
  pre-existing 
  minefields may be increased by adding 
  extra A-P/A-T factors to them (though only 
  in allowed increments and to allowed 
  maximums {B28.1, B28.5}.) Minefields 
  may never be decreased in this manner. 
  Mine factors purchased in this fashion may 
  never be exchanged for Booby Traps 
  (B28.9). 
  3 Includes Daisy Chains. 
  4 (A1.6) SMC: 1, Crew/HS: 2, Squad: 3. ≤ 
  10% (FRU) of the non-Reserve Infantry 
  Squads (as well as any SMC/SW set up 
  with them in the same Location) may set 
  up using HIP. German AFV may not set up 
  using HIP. Guns and their manning crews 
  may freely set up freely using HIP, as per 
  A12.34. HIP may not be bought for 
  Cloaked Reserve units or for "?". 
  5 May be used to as Dummy Reserve 
  Cloaking counters (11.6194). See also SSR 
  CG15. 
  6 Prior to play, a Retained DC (or a DC 
  received with an Infantry Coy setting up 
  on the playing area) may be set up using 
  HIP 
  in 
  friendly-Controlled 
  building/Rubble/bridge/Pillbox/Trench as 
  a Set DC. Its Location, and the ID of the 
  "detonating" 
  unit 
  (A23.7) 
  must 
  be 
  recorded at that time. Searching (A12.152) 
  may reveal, and Random SW Destruction 
  may eliminate, a HIP Set DC. 
   
  
   
  RUSSIAN REINFORCEMENT GROUP CHART 
   
   
  ID 
  Type 
  Composition (Full/Depleted) 
  CPP Cost 
  Scenario Max. 
  CG Max 
  S1 
  Stormovik Group abcd 
  FB1942 
  2 
  1 
  3 
  A1 
  T70 Platoon fgk 
  T-70 x(3/2) 
  2 
  2 
  7 
  A2 
  T34M41 Platoon fgk 
  T-34 M41 x(3/2) 
  3 
  3 
  5 
  A3 
  T34M43 Platoon fgk 
  T-34 M43 x(3/2) 
  3.5 
  3 
  5 
  A4 
  KV1S Platoon fgk 
  KV-1S  x(2/1) 
  2 
  1 
  2 
  A5 
  Churchill IV Platoon fgkm 
  Churchill IV (Br) x(2/1) 
  2.5 
  1 
  1 
  A6 
  OT34 Platoon fgkm 
  OT-34 x(3/2) 
  6 
  1 
  1 
  A7 
  KV8 Platoon fgkm 
  KV-8 x(2/1) 
  4 
  1 
  1 
  I1 
  Guard Rifle Coy fgk 
  4-5-8 x(12/9)  MMG x(2/0)  LMG x(2/0)  ATR x(2/0) MTR50 x(2/0) 
  7 
  2 
  3 
  I2 
  Guard SMG Coy fgk 
  6-2-8 x(10/8)  LMG x(2/0)  ATR x(2/0) 
  5 
  2 
  3 
  I3 
  Guard Engineer Coy fghk 
  6-2-8 x(9/7)  LMG x(2/0)  FT x(3/0)  DC x(5/0) 
  9 
  1 
  2 
  I4 
  HMG Platoon ef 
  HMG + 2-4-8 x(3/2) 
  2.5 
  1 
  2 
  I5 
  Mortar Platoon ef 
  MTR82* + 2-2-8 x(3/2) 
  3 
  1 
  2 
  G1 
  Light AT Battery ef 
  AT45L + 2-2-8 x(4/3) 
  3.5 
  1 
  2 
  G2 
  Medium AT Battery ef 
  AT45LL + 2-2-8 x(4/3) 
  4 
  1 
  2 
  G3 
  INF 1/2 Battery ef 
  INF76* + 2-2-8 x(3/2) 
  3 
  1 
  1 
  G4 
  ART Battery ef 
  ART76L + 2-2-8 x(4/3) 
  5 
  1 
  2 
  G5 
  SP ART Battery ef 
  SU-76M x(4/3) 
  4 
  1 
  2 
  G6 
  Light AA Battery ef 
  HMG .50cal + 2-2-8 x(4/3) 
  5 
  1 
  1 
  G7 
  Medium AA Battery ef 
  AA37L(8) + 2-2-8 x(4/3) 
  4 
  1 
  1 
  O1 
  Light Artillery efj 
  70mm+ OBA + radio or phone 
  1 
  2 
  3 
  O2 
  Battalion Mortar efj 
  80mm+ Bat. MTR OBA + radio or phone 
  2 
  1 
  2 
  O3 
  Medium Artillery efj 
  120mm+ OBA + radio or phone 
  3 
  1 
  4 
  O4 
  Heavy Artillery efj 
  150mm+ OBA + radio or phone 
  4.5 
  1 
  2 
  O5 
  Light Katyousha efj 
  100mm+ Rocket OBA + radio or phone 
  1.5 
  1 
  2 
  O6 
  Heavy Katyousha efj 
  200mm+ Rocket OBA + radio or phone 
  3 
  1 
  2 
  T1 
  US Medium truck Platoon fk 
  1.5-Ton Truck (US) x(4/3) 
  1 
  2 
  3 
  T2 
  US Heavy truck Platoon fk 
  2.5-Ton Truck (US) x(4/3) 
  1.5 
  1 
  2 
  M1 
  Fortifications e 
  40 FPP 
  1 
  2 
  7 
  M2 
  Sniper Increase 
  SAN +1 
  1 
  1 
  4 
  a. 
  Turn of Entry is determined as per E7.2. The number of planes received, as well as 
  their bomb load is determined when they enter the game, as per E7.21. 
  b. 
  Apply a -2 drm to its Turn of Entry dr (E7.2) if purchased at 3 CPP. 
  c. 
  See SP SSR 1 
  d. 
  See SP SSR 3 
  e. 
  Can be set up on the mapboard for the CG Scenario in which it is purchased. 
  f. 
  See SP11.620 to determine RG Strength 
  g. 
  To determine SW and (armor) Leaders, see SP11.6202 and SP11.6205-6207, 
  respectively. 
  h. 
  Assault Engineers (A11.5; H1.22) and Sappers (B28.8; B24.7).If there are other 628 
  squads on the Playing Area, a side record of their ID must be made to keep them 
  separate. If replaced due to ELR failure, Assault Engineer Squads lose their special 
  characteristics (Sapper characteristics are kept) for the remainder of the Campaign 
  game (even if they subsequently Battle Harden). 
  j. 
  Increase CPP cost by one per Pre-Registered hex (C1.73) purchased with module 
  (no module may have > two Pre-Reg. hexes). Each Pre-Reg. is Retained as along as 
  the module it is assigned to is Retained (SSR CG10, O11.4). Each Pre-Reg. hex 
  allows (only) Barrages (E12.11) which must have an east-west Hex Grain alignment 
  (E12.11-.2). Creeping Barrages are not allowed. 
  k. 
  Must enter as reinforcements if entered during the CG Scenario of purchase [EXC: 
  SP11.6194]. See also SP11.4, SSR CG10 and SP11.6244. 
  m. 
  Available only on July 12. 
  
   
  RUSSIAN REFERENCES CHARTS 
   
  CPP REPLENISHMENT TABLE 
  (11.616) 
  Final DR 
  CPP Increase 
  ≤ 2 
  +18 
  3-4 
  +17 
  5-6 
  +16 
  7-8 
  +15 
  9-10 
  +14 
  11-12 
  +13 
  ≥ 13 
  +12 
  DRM: 
  ±x 
  Russian Historical DRM (11.6161) for the 
  current CG Scenario 
  -y 
  As per CG Scenario Balance provision (11.32) in 
  effect 
  +1 
  If the Russian player selected the "Attack" 
  Initiative chit for the previous CG Scenario. 
  -1 
  Per each 20 Casualty VP (FRD) (A26.2) suffered 
  by the Russian side during the previous CG 
  Scenario (including units[s] Eliminated since the 
  last scenario during the current CG Scenario's 
  RePh {i.e. AFV Recalled, 11.604, Isolated units 
  left on mapboards withdrawn from the Playing 
  Area between the previous CG Scenario and the 
  current CG Scenario, etc}) 
   
  HISTORICAL DRM CHART (11.6161) 
  Date 
  DRM 
  July 11 AM 
  0 
  July 11 PM 
  -1 
  July 12 AM 
  -2 
  July 12 PM 
  -1 
   
  WEATHER TABLE (11.618) 
  Final DR 
  Result 
  2 
  Fog/Mist 
  3-4 
  Overcast 
  5-9 
  Clear 
  ≥ 10 
  Clear & Gusty 
  DRM: 
  +1 If the previous CG Scenario's weather was 
  Clear or Clear & Gusty 
   
  EC TABLE (11.618) 
  Final dr 
  Result 
  ≤1 
  Wet 
  2 
  Moist 
  3 
  Moderate 
  4-5 
  Dry 
  ≥ 6 
  Very Dry* 
  drm: 
  -2 
  If the previous CG Scenario's weather was 
  Overcast 
  -1 
  If the previous CG Scenario's weather was 
  Fog/Mist 
  +1 
  If the previous CG Scenario's weather was Dry 
  +2 
  If the previous CG Scenario's weather was Very 
  Dry 
   
  *  Very Dry entails Light Dust, but no Vehicle 
  Dust or FFE Dust 
   
   
   
  LEADER TABLE (11.6205) 
  Final DR 
  Leader Received 
  ≤ 2 
  10-3, 9-1, 8-0 
  3 
  10-2, 9-1, 8-0 
  4 
  9-2, 9-1, 8-0 
  5 
  9-2, 8-1, 7-0 
  6 
  9-2, 8-1 
  7 
  9-1, 8-0 
  8 
  9-1, 7-0 
  9 
  8-1, 8-0 
  10 
  8-1, 7-0 
  11 
  8-0, 7-0 
  12 
  8-0 
  13 
  7-0 
  DRM: 
  +1  If Depleted 
  -1  
  If Engineer Coy 
   
  ARMOR LEADER TABLE 
  Final DR 
  Armor Leader 
  ≤ 2 
  10-2 
  3 
  9-2 
  4 
  9-1 
  5-6 
  8-1 
  7-11 
  none 
  12 
  Inexperienced* 
  * All AFV of that Platoon have Inexperienced Crews 
   
  RG STRENGTH (11.6201-.6204) 
  ID A,I,T (11.6201-.6203) 
  Final DR 
  RG Strength 
  ≤ 8 
  Full Strength 
  ≥ 9 
  Depleted* 
  * In the case of AFV/Truck RGs, if the RG is made up of only 
  one type of AFV/Truck, the number to the right of the "/" is 
  the number of AFV(s)/Truck(s) received. If the RG is made 
  up of ≥ 2 types of AFV/Truck, the number to the right of the 
  "/" represents the minimum number of that AFV/Truck type 
  to be received; See 11.6201 
   
  ID G (11.6204) 
  Final DR 
  RG Strength 
  ≤ 7 
  Full Strength 
  ≥ 8 
  Depleted* 
  I The number of Guns received is listed to the left of the "/". A 
  corresponding number of Crews is also received, as shown in 
  the RG Chart. 
  *  The number of Guns received is listed to the right of the 
  "/".A corresponding number of Crews is also received, as 
  shown in the RG Chart. If the RG is made up of more than 
  one type of Gun, the number to the right of the "/" is the 
  minimum number of that Gun received for that RG. See 
  11.6204 
   
  ID O (11.6204) 
  Final DR 
  Ammo 
  ≤ 4 
  Plentiful 
  5-8 
  Normal 
  ≥ 9 
  Scarce 
  DRM:  
  ± x  
  Friendly Historical DRM (11.6161) for Current CG 
  Scenario 
  - y  
  as per CG Scenario Balance provision (11.32) in effect 
  RUSSIAN FORTIFICATION PURCHASE 
  TABLE (11.621) 
  Type 
  FPP Cost 
  FoxholeI 
  1(1S)/2(2S)/3(3S)1 
  TrenchI 
  7 
  A-T Ditch 
  18 
  A-P Mine 
  1 per factor2 
  A-T Mine 
  3 per factor2,3 
  RoadblockI 
  10 
  Wire 
  12 
  Pillbox 
  (a+b+c)x34 
  Fort. Building Loc.F,I 
  125 
  HIPF,I 
  US#4 
  "?"F,I 
  15 
  F Only these Fortifications may be set up in a 
  Front Line Location. 
  I Only these Fortifications may be added to 
  an Isolated Location. 
  1 For 1-, 2- and 3-squad capacity respectively. 
  2 No more than 70 FPP of mines can be 
  purchased per CG Scenario. The strength of 
  friendly-Controlled pre-existing minefields 
  may be increased by adding extra A-P/A-T 
  factors to them (though only in allowed 
  increments and to allowed maximums 
  {B28.1, B28.5}.) Minefields may never be 
  decreased in this manner. Mine factors 
  purchased in this fashion may never be 
  exchanged for Booby Traps (B28.9). 
  3 Includes Daisy Chains. 
  4 Add the Capacity, CA DRM and NCA 
  DRM, and multiply the sum by three. 
  5 Per building Location. A SP CG Fortified 
  Location is never exchangeable for a 
  Tunnel. 
  6 (A1.6) SMC: 1, Crew/HS: 2, Squad: 3, 5/8" 
  counters: 4, Vehicle/Large or Very Large 
  Gun: 5. ≤ 10% (FRU) of the non-Reserve 
  Infantry Squads (as well as any SMC/SW 
  set up with them in the same Location) may 
  set up using HIP. ≤ 10% (FRU) of the 
  Russian AFV may set up using HIP. Guns 
  and their manning crews may freely set up 
  freely using HIP, as per A12.34. HIP may 
  not be bought for Cloaked Reserve units or 
  for "?". 
  7 May be used to as Dummy Reserve 
  Cloaking counters (11.6194). See also SSR 
  CG15. 
  8 Prior to play, a Retained DC (or a DC 
  received with an Infantry Coy setting up on 
  the playing area, in which case the DC must 
  set up in the part of the playing area where 
  that Coy is allowed to set up) may be set up 
  using 
  HIP 
  in 
  friendly-Controlled 
  building/Rubble/bridge/Pillbox/ Trench as a 
  Set DC. Its Location, and the ID of the 
  "detonating" unit (A23.7) must be recorded 
  at that time. Searching (A12.152) may 
  reveal, and Random SW Destruction may 
  eliminate, a HIP Set DC. 
   
   
   
  
   
  Date 7/11 am 
   
  Mines 
  Hex 
  Strength -Type 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Other Fortifications 
  Type 
  Hex     CA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HIP 
  Unit(s) 
  Hex     CA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Date 7/11 pm 
   
  Mines 
  Hex 
  Strength -Type 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Other Fortifications 
  Type 
  Hex     CA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HIP 
  Unit(s) 
  Hex     CA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Date 7/12 
   
  Mines 
  Hex 
  Strength -Type 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Other Fortifications 
  Type 
  Hex     CA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HIP 
  Unit(s) 
  Hex     CA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  STALNIÉ PROSTORI 
  ASL CG TAC1 
  South of Prokhorovka, USSR, July 11 and 12, 1943: 
  Started on July 4, the southern part of Operation Zitadelle had had some success. The tanks of the 
  SS-Panzerkorps were progressing non-stop and flattening the men of the Voronezh Front. By July 
  9, the Vth Guards Army and the Ist Tank Army were all but destroyed. Vatutin requested and 
  obtained that the Southern Front's reserves be committed in his sector: the Vth Guards Tank Army 
  and the Vth Guards Army would could counterattack the flank of the SS. However, on the 10th, 
  Manstein and Hoth decided to concentrate their efforts at the center of their front-line, the left wing 
  of the Fourth Panzerarmee, including GrossDeutschland, having been bled to death by the Soviet 
  defenses. The assault on Obayan was thus stopped. On the other hand, Hausser's SS seemed in a 
  good position for a breakthrough to Kursk. But first, the reinforcements from the Steppes Front had 
  to be defeated. The progression toward the north of Breith's 3rd Panzerkorps offered a chance to 
  take those forces in a vise around Prokhorovka. Breith's men were coming from the south and 
  Hausser's from the southwest: in between Totenkopf and Das Reich, Leibstandarte Adolf Hitler was 
  spearheading the assault, led by "Sepp" Dietrich, an old crony of Hitler. Across the battlefield, 
  Jadov's Vth Guards Army and Rotmistrov Vth Guards Tank Army were completing their 
  deployment as 500 SS Panzers advanced toward them. 
   
   
  BALANCE: 
     
   
  The Russians are not considered Elite for the purpose of Ammo Depletion 
  Number (C8.2). 
  CAMPAIGN GAME VICTORY CONDITIONS: 
  The Germans win if they Control ≥ 250 Victory Locations (see SP11.2) by Campaign 
  Game's end (i.e. at the end of the July 12 PM CG Scenario) 
   
  The Germans are not considered Elite for the purpose of Ammo Depletion 
  Number (C8.2). 
  MAPBOARD CONFIGURATION: 
  CG Scenario 1 
  July 11 AM 
  CG Scenario 2 
  July 11 PM 
  CG Scenario 3 & 4 
  July 12 AM & PM 
   
   
  INITIAL OOB: 
  Elements of Vth Guards Army [ELR: 3] 
  set up ≥ 10 hexes from the south edge of the playing area or enter on the north edge on or after Turn 3 {SAN: 4}: 
   
   
  Vth Guards Army Reinforcements: 
  enter on the north edge on or after Turn 3: 
        2 
   
   
   
   
                                    2 
  +12 
  CPP 
   
  Elements of 1st SS-Panzer-Division "Leibstandarte Adolf Hitler" [ELR: 4] 
  Enter on the south edge on or after Turn 1 {SAN: 2}: 
   
   
   
   
   
        2            2 
   
   
   
  +16 
  CPP 
  
  STALNIÉ PROSTORI 
  TURN RECORD: 
   
  INITIAL (July 11, AM) CG SCENARIO SSR 
  1. 
  EC are dry, with no wind at start. The weather is Clear. 
  2. 
  The German cannot purchase RG with ID that starts with an A whose AFV's AF are 
  all ≥ 3. 
  SP SPECIAL RULES 
  1. 
  The Soviet S1 RG represents a Stormovik group. Use Allied FB44 to represent the 
  planes [EXC: FP is 8 against Unarmored Targets/vulnerable PRC; the plane is 
  equipped with rear-cockpit MG which allows it engage in Dogfight: a German 
  FB/DB which rolls an Original Aerial Combat DR of 11 while attacking a 
  Stormovik is damaged (destroyed if the colored die is 6]). One plane in the group 
  may be equipped with a 37L gun firing APCR only. Against Unarmored 
  Targets/vulnerable PCR, this plane has 6 FP. The gun has a X10 and a 2 ROF (i.e., 
  while Strafing or making a Point Attack after its initial attack, it may only keep on 
  firing if it retains ROF) and Multiple Hits apply. If the 37L gun is Disabled, the 
  plane retains 4 FP, place a Gun Disabled marker on it. If the 37L's ROF is lost or 
  the gun is Disabled, the plane continue its Strafing or Point Attack with 4 FP and a 
  Basic TK# of 4. During Dogfight, a plane equipped with a 37L gun is considered as 
  carrying bombs and unable to Jettison. If 3 planes are received, one is automatically 
  armed with a 37L gun; if 2 planes are received, one is armed with a 37L gun on a 
  Secret dr ≤ 4. If only one plane is received, it is armed with a 37L gun on a Secret 
  dr ≤ 2. 
  2. 
  The German S1 RG represents a Stuka group. Use DB42 to represent the planes. 
  One plane in the group may be equipped with a 37L gun firing APCR only. Against 
  Unarmored Targets/vulnerable PCR, this gun has a 2 FP. The gun has a X10 and a 2 
  ROF (i.e., while Strafing or making a Point Attack after its initial attack, it may only 
  keep on firing if it retains ROF) and Multiple Hits apply. If the 37L gun is Disabled, 
  the plane has no FP left, place a Gun Disabled marker on it. If the 37L's ROF is lost 
  or the gun is Disabled, the plane must continue its Strafing or Point Attack with no 
  FP and suffer any AA fire (E7.401- .402). During Dogfight, a plane equipped with a 
  37L gun is considered as carrying bombs and unable to Jettison; furthermore, a -1 
  DRM applies to attacks against it. If 3 planes are received, one is automatically 
  armed with a 37L gun; if 2 planes are received, one is armed with a 37L gun on a 
  Secret dr ≤ 4. If only one plane is received, it is armed with a 37L gun on a Secret 
  dr ≤ 2. 
   
   
   
   
   
   
  3. 
  S-type RG can only stay on the Playing Area for 2 consecutive Game Turns. 
  4. 
  German OP Tanks are PzIIIL. See H1.462. An OP Tank is Recalled as soon as the 
  OBA is lost (i.e. two red chits are drawn permanently or the Radio is Disabled). An 
  OP Tank is Retained with its OBA module and is eliminated once the module has 
  been used up (O11.4, SSR CG10). The elimination of an OP Tank never counts 
  toward CVP, either for the German or for the Soviet. 
  5. 
  On board 24, there is no valley or Cliffs. Gullies are still present. 
  6. 
  On board 2, there are no Level 3 Hills. Treat those hexes as Level 2 Hill hexes. 
  Cliffs still exist provided there remains a difference of level between two hexes 
  separated by a Cliff hexside once the Level 3 Hills have been deleted. 
  7. 
  All buildings are Wooden, except on mapboards 12 and 21 where buildings retain 
  their normal characteristics. 
  8. 
  The Stream on board 13 is Shallow. Marsh and Water Obstacles exist normally. 
  9. 
  Road Movement Rate (D2.16) is NA to vehicles. 
  10. 
  See SP11.4 SSR CG4 to determine when a CG Scenario ends. 
  11. 
  German AFV potentially equipped with Schürzen (PzIIIN, PzIVF2, PZIVH, 
  StuGIIIG and StuH42) are so equipped. 
  12. 
  German and Russian forces are considered Elite for purposes of Ammo Depletion 
  Number (C8.2) [EXC: Balance, see SP11.31]. 
   
  AFTERMATH 
  On the morning of the 11th, Hausser's forces started moving to the northeast, 
  sweeping aside Jadov's units trying to stop them. The push was well 
  supported by the Luftwaffe and the Germans seemed to be able to capture 
  Prokhorovka. Two of Rotmistrov's tank brigades counter-attacked late in the 
  afternoon and stopped the attackers. For the Soviet, the only way to defeat the 
  Germans was to go to the offensive themselves. Both sides spent the night 
  repairing their weapons. The SS, although exhausted by a week of violent 
  combat were sure of victory over an enemy they thought already finished. The 
  two armored masses clashed at 0800h. Intermittent thunderstorms could not 
  cool down the atmosphere. A terrible artillery barrage fell on the Panzer just 
  as the first echelons of the Vth Guards Tank Army charged ahead. Using the 
  dust, the smoke and the terrain itself, Rotmistrov's tanks engaged the 
  spearheads of Hausser's units. Attacked at close range on the flanks and their 
  rear, Tigers and Panthers blew up. The situation became confusing. Both 
  sides fought for control of the air and in the middle of this mechanized 
  inferno, infantrymen joined the fight. Paratroopers of the 9th Guards Division 
  chased the Panzergrenadieren from the suburbs of Prokhorovka. The SS fell 
  back. LSSAH was first stopped and then pushed back under the assaults of 
  18th and 18th Tank Corps. Courage turned to fanaticism: along the Psel, a 
  KV1S of the 181st Tank Brigade rammed a Tiger of the Leibstandarte. 
  Dietrich' men were exhausted. Breith's Panzers, held back by stubborn 
  resistance on the part of the 5th  
  Mechanized Corps, couldn't make it to the battlefield. By the evening of the 
  12th, the German defeat was obvious and there remained no hope of breaking 
  through to Kursk. The Soviet controlled the battleground. Hundreds of wrecks 
  littered a battlefield 6 kilometers in length, creating a gigantic and mad 
  junkyard. For the winners, the battle would be known  
  as the "Slaughter of Prokhorovka" (Prokhorvskoe poboishche). These "plains 
  of steel" near a formerly unknown farm town had been the graveyard of 
  German hopes for victory in the East. 
   
   
   
   
   
   
   
   
  CREDITS: 
  Original design: Sylvain FERREIRA 
  Historical research: Philippe NAUD and Sylvain FERREIRA 
  Rules design: Jean-Luc BECHENNEC 
  Many thanks to all Tactiques playtesters for the tremendous help and for 
  the considerable time they spent on testing this campaign game.  
  
SOURCE: textdata/thevault/Advanced Squad Leader/Critical Hit/Critical Hit ASL Scenarios/ASL Scenarios - CH - Koursk.pdf