From Moves #3

Summer of '43

A Kursk revision

by Jerrold Thomas

This is another "unofficial" but well thoughtout revision of an SPI
game. Jerrold Thomas is a subscriber who got tangled once too often in
barbed wire.

On the whole Kursk is a realistic and enjoyable game. But there is one
serious flaw that leads to unplayable situations and thoroughly
unrealistic tactics. This article offers a brief analysis and a choice
of modularized solutions.

The situation referred to is the movement penalty for unoccupied enemy
fortified-zone hexes. This penalty tends to give the defense a
considerable advantage, which is gained through unrealistic tactics. As
a result of this penalty, both Germans and Russians generally abandon
the first fortified line, even if it is the only one, and station their
units behind it. This prevents any opposing infantry from closing for
combat, and prevents any Russian Armor from doing so on their first
turn. Any armor of either side which does penetrate for attack is at the
mercy of both exchanges and enemy counter-attack. This "sieve" effect,
the sitting out of all but motorized units, has a devastating effect on
offensive operations.

It costs one Movement Point to enter a hex, two additional to enter an
enemy Zone of Control, and three more to enter an enemy Fortified Zone
hex, for a total of six to move across an enemy Fortified Zone hex and
to close with a unit defending behind it. This is impossible for any
infantry, and difficult for Russian armor, which must first move
adjacent, thus broadcasting its intentions.

This bonus for abandoning one's fortifications results in many
unrealistic situations, including the already mentioned "sieve" effect.
Another is the vulnerability of the advancing armor, because if the
attacking player is to get any infantry through the fortified zone they
must be very close behind the armor, thus blocking retreat routes, even
then, air interdiction can prevent their movement. Another unrealistic
situation is the free movement of infantry in quiet sectors. Since no
one can close with them, they cannot be "tied" to their positions, as
they were in actuality. This makes withdrawals much easier.

I have developed, examined somewhat, and here present four different
methods of dealing with this game problem. They vary in complexity and
realism, and one might require some new units. I present them all, good
and not-so-good, so that you can determine which would most complement
the game as you conceive it.

(1) Change in Movement Penalties

Reduce the movennent penalty for enemy fortifications to one Movement
Point per hex for Infantry only. (Reducing to 1 for all units would seem
to loosen things up too much.)

(2) Additional Capabilities for Air Units

Allow Air units an additional capability, a sixth kind of mission, that
is, Zone of Control suppression. Unit flying this type of mission would
leave at the beginning of the flying player's Initial Movement Phase,
and would return at the end of his Initial Movement Phase. The effect of
the mission would be to neutralize the effect of an enemy Zone of
Control on movement in the hex to which the mission was flown.
(Alternatively, the air unit could remain in the air through the flying
player's entire turn, both movement and combat phases.)

(3) Infantry Movement Accrual

Allow infantry only to accrue Movement Points in certain cases:

a. Movement Points may only be accrued by units which are not in
isolation.

b. Movement Points may only be accrued by units which do not begin the
accrual in an enemy Zone of Control.

c. Movement Points may only be accrued when movement in a given
direction is completely blocked by movement penaties, and then the
Movement Points may only be accrued for movement in that direction.

d. Units may use the Movement Point accrual procedure in successive
turns, provided that they come within the restrictions above on each
turn.

Movement Points are accrued as follows:

a. The units that are accruing Movement Points move one hex in the
blocked direction 

b. The units are then turned upside down (this indicates that they have
not completed this one-hex move yet, but are accruing the Movernent
Points to do so).

c. On the next Initial Movement Phase, the units are turned right-side
up again, and the Movement Points that they lacked to make the move last
turn are subtracted from the Movement Allowance before they move in this
turn.

d. Units accruing Movement Points have the following limitations

i. they may not enter combat

ii. they control only the three hexes to their rear (in the direction
they moved from)

Note - Beginning the accrual out of a Zone of Control means before the
one hex move is made which results in the inversion, the unit must not
be in an enemy Zone of Control.

(4) Use of Engineer Units

Designate some units as engineers and/or armored engineer units. Allow
these units to ignore movement penalties for enemy fortified zones, and
to negate these penalties for units with whom they are stacked. However,
engineer units must attack when they move into an enemy Zone of Control,
and they must be taken as the first losses in any losing attack. Each
destroyed Engineer Strength Point counts one more Victory Point than
other units of the same type (i.e. 2 Victory Points for eliminating each
Infantry Engineer Strength Point, 4 for each Strength Point of Armored
Engineers).

Of these solutions, #1 is the simplest, but would still result in the
Germans having a great deal of "free" infantry, as Russian regular
infantry could still not close for combat.

The same problem occurs with #2 and #4, in that both would put a premium
on infantary units that got through the line, since they could not do it
on their own. Both are realistic, #2 since air attack could and did have
a fire-suppressive effect on units coming under attack, and #4 because
Engineer units, which usually led the attack, particularly through
obstacles, exposed themselves to proportionately greater casualties than
the units that followed. Also this 'lost first" provision helps to
duplicate the "inertia of attack," in that once Engineers are lost, it
is more difficult to shift the attack and repenetrate the enemy
fortified zone at another point.

No. 3 is my own choice, in that while the restrictions stay the same,
any infantry can close on its own. It does, however, involve the most
complexity. Note on 2.d this means that inverted units do not affect
either supply or movement across their front, but they do affect supply
and movement to their rear.

NB submitted by John Kula (kula@telus.net)
on behalf of the Strategy Gaming Society
(http://www.boardgamegeek.com/~sgs), 
originally collected by Andrew Webber 
(gbm@wwwebbers.com)