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Death Ride Kursk: 11th Panzer

Death Ride Kursk: 11th Panzer

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The game features the 11th Panzer Division and some supporting XLVIII Panzer Corps units at mostly Platoon and some Company/Battery level and the Red Army (31st Tank Corps, and other supporting elements) at Company/Battery level. The rules are modeled around the seven battlefield operating systems which make them easily understood and easy to learn. Suppression is also handled uniquely in this game. Units that are suppressed get a defense bonus since they take better advantage of the terrain in the hex, while at the same time they have their other factors reduced. Units are also modeled as needing transports and get the benefits of movement from them with the vulnerability that goes with it. The battle follows the divisions actions during the 10 days of the battle. The amount of armor in this game is astonishing. Added to the other 2 games and it's tremendous. 11th Panzer has its 2 Infantry Regiments and supporting elements. The game will also force players to account for Command and Control and Supply (expressed in a different way than the other games). Maintenance and repair are critical to both sides as this determines most of the replacements that arrive every morning. Troop replacements are generated by returning casualties to the battle. Lots of these casualties are minor in nature and both sides worked hard to get these wounded back to the front quickly. Air-Ground Attack can have a significant effect on the battle and both sides have a capability in the air to affect the battle. The Germans were eventually bled white and forced to suspend Citadel.

The German attack starts facing only the soft crust and outposts the Red Army put in place to alert them of the assault's start. The Germans have overwhelming numbers for this first phase of the battle and must utilize this advantage to make every kilometer of progress they can. As the attack develops the Germans must generate fast movement through this area and break free into the tactical second echelon quickly to keep from getting bogged down. The Soviets must use terrain and their considerable obstacles to slow down and stop the Germans in their tracks. Stopping the Germans is going to be very hard. The Germans will find their force attrited slowly but surely over time and the Red Army will be slaughtered in the first few days and then settle down to the grind that was the battle.
Ages:
Players:
SKU:
GSI003
Contents:
  • 7 11'' x 17'' game maps
  • 15 Die Cut Unit Counter and Marker Sheets
  • 42 page Rulebook
  • 1 Ten-sided Die
  • Numerous Charts and Tables

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