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Rules by the Neo Stalinist Reality Wargames Collective

 

A word of thanks is to be given to the following loyal Party members whose proper understanding of doctrine has helped to make these rules possible. They are: Comrade Matt, Comrade Stu and Comrade Frenchie

 

Copyright permission is given to download/copy these rules for personal use only

 

Hurrah Stalino!

Corps to Army Level Rules for Conflict on the Russian Front 1942 to 1945

Version 1.0

 

Dice

You will need 9 six sided dice to play this game efficiently.

A d3 is a six sided dice read as follows: 1 or 2 = 1; 3 or 4 = 2; 5 or 6 = 3.

Introduction

Hurrah Stalino! is a revolutionary set of rules (for 6mm scale figures) designed to allow players to fight large scale battles on the Russian Front during World War Two. The basic tactical unit is the battalion whilst the basic formation of manoeuvre is the division. Divisions are then grouped in to Corps and Corps are then grouped into Armies. Because of this Hurrah Stalino is a game of strategy rather than tactics and the rule mechanisms reflect this.

Representing Units

A single model of the appropriate type should represent vehicular units. It is not necessary to put the vehicle model on a base. Infantry should be mounted with 5 figures on a base (you will not need to represent HQs), whilst artillery, anti-tank and anti-aircraft units should have 1 gun + crew figures mounted on a base. Aircraft units should mount 1 model on a flying stand. In all circumstances (except for aircraft) bases should ideally have a 1” frontage and up to a 1½“ depth. Each base must have some form of marker on it identifying which division the unit mounted on it belongs to.

Sectors

The first thing you will need to do in order to play this game is to grid up your table into 3” squares called SECTORS. We use 2ft square terrain boards into which are placed pins to discretely mark out the grid. One sector represents a distance of 1500 to 2000 meters or about 1 mile. Because of this careful consideration must be given to the placing down of terrain. Only terrain capable of affecting a strategic level battle should be represented on the table. Note that up to 6 units may occupy a sector but only up to 3 may attack or defend one. Aircraft units are counted separately from ground units.

Duration of a Battle

Each side (preferably each German Corps or Russian Tank Army/Infantry Corps) should have at least one objective for the battle. Victory has been achieved when one side (or the other) achieves its objectives.

The Turn Sequence

The side that destroys the most enemy units in the previous turn goes first in the next one dice off to settle draws. In small battles, action is alternate and performed by the division. In large battles, action is alternate and performed by the Corps, but divisions within the corps are still selected for action one at a time! When you have completed the action of one formation (which can be done in any order) it becomes the opponent’s turn to select one of his formations for action and so on. When the German player has selected all of his divisions/corps for action (and the Russian player selected an equal number) then the turn is over, any remaining Russian formations do not get to be selected for action that turn. Note that the number of Russian formations capable of being selected for action in a turn does not reduce if entire German divisions/corps are wiped out.

When selected for action each unit in a division has a choice of three options: it can move; it can engage in ranged fire (but only if the unit has a range of 1 or more); or it can perform an assault. No unit may perform the same option twice in turn, so careful consideration must be given to what order they are performed in. The three options can be performed in any order. It is permissible for units to do nothing if the player wishes.

The actual length of time a turn represents is variable. In small battles it could be one, or more, hours, in a large battle it could be as long as one whole day.

Movement

Unit Type                Move in Sectors

Infantry                        1 (including horse drawn or man towed weapons)

Reconnaissance            5

Aircraft                        16

All other Germans        3  (including mechanised infantry and cavalry)

All other Russians        4  (including mechanised infantry and cavalry)

It is permissible to move/assault diagonally but not to interpenetrate two enemy held sectors diagonally.

Units may freely interpenetrate friendly held sectors but may not pass through enemy held ones.

All units may move and fire except for non-self propelled artillery.

The Combat Table

The combat table lists all the different unit types in the game

Russian Unit Type

Combat Factor

Range

German Unit Type

Combat Factor

Range

Infantry Battalion

1

0

2nd Rate Infantry Battalion

1

0

Elite/Mechanised Infantry Battalion

2

0

Infantry Battalion

2

0

Reconnaissance Battalion

1

0

Elite/Mechanised Infantry Battalion

3

0

T34 Regiment

3

0

Sturm Pioneer Battalion

4

0

T34/T70 Brigade

3

0

Reconnaissance Battalion

2

0

T34/76 Brigade

4

0

Panzer II/III Battalion

2

0

T34/85 Brigade

5

0

Panzer III/IV Battalion

3

0

KV Regiment

4

0

Panzer IV Battalion

4

0

Stalin II Regiment

10

1

Panther Battalion

5

1

Su 76 Regiment

2

0

Tiger I Company

9

1

Su 85 Regiment

4

0

Tiger II Company

11

1

Su 100 Regiment

5

1

StuG or Hetzer Battalion

4

0

Su 122 Regiment

6

1

Marder I Battalion

3

0

Su 152 Regiment

8

1

Marder II Battalion

4

0

ATG Battalion

2 / 1

0

Nashorn Battalion

5

1

ATG Regiment

3 / 2

0

Ferdinand Battalion

8

1

ATG Brigade

6 / 2

0

JgdPz IV Battalion

4

0

82mm Mortar Battalion

1

1

Jgdpz IV L70 Battalion

4

1

120mm Mortar Regiment

2

3

JgdPanther Battalion

5

1

120mm Mortar Brigade

5

3

JgdTiger Company

11

1

76mm Artillery Regiment

1

3

37mm ATG Battalion

2 / 1

0

76mm Artillery Brigade

2

3

50mm ATG Battalion

3 / 1

0

122m Artillery Brigade

3

6

75mm ATG Battalion

5 / 2

0

152mm Artillery Brigade

4

8

Artillery Regiment

5

7

203mm Artillery Brigade

6

8

SS Artillery Regiment

6

7

Rocket Artillery Battalion

3

3

Ind. Artillery Battalion

1

7

Rocket Artillery Regiment

9

3

Ind. Heavy Artillery Battalion

2

9

37mm AAA Battalion

1

0

Rocket Artillery Battalion

5

3

85mm AAA Regiment

2

1

SP Artillery Battalion

2

1

MG Battalion

3 / 1

0

20/37mm AAA Battalion

1

0

Bridging Column

1

0

88mm AAA Battalion

10

1

 

 

 

MG Company

3 / 1

0

 

 

 

FlammPanzer Company

2

0

 

 

 

Bridging Column

1

0

Artillery, Mortars, AAA and MGs cannot be used as lead units in an assault but can be used as lead units in defence

For MG units the first number is used against unarmoured units and the second against armoured ones  

For ATG units the first number is used against vehicular units and the second against non-vehicular units

Assault

Units with a range of 0 cannot perform ranged fire and therefore must assault if they wish to capture an enemy held sector. The procedure is as follows:

  1. The attacking player moves up to 3 units of his choice into the sector he wishes to assault.
  2. The attacking player picks one unit to lead the assault and uses its CF for the match up. Any other unit in the assault is treated as being in support.
  3. The defending player picks one unit to lead the defence and uses its CF for the match up. Any other unit in the defence is treated as being in support.
  4. The two lead units each roll 2d6, they must:

Roll 1 extra die for having a higher CF than the opponent*

Roll 2 extra dice for having a CF that is double (or more) than that of the opponent*

Roll 1 extra die for each unit in support (up to a max of 2 units)

Roll 1 extra die if the defending unit’s divisional artillery unit(s) is capable of firing into the sector being defended (this simulates support fire)

Roll 1 extra die if the defending units are occupying fortifications** or heavy terrain

Roll 1 extra die if the defending units are occupying fortifications in a mined sector**

Subtract 1 die if the units supply sector has been captured/destroyed

* count one or the other but not both

** do not count this if the assault is being led by an Assault Engineers/Flame thrower unit.

  1. The defending unit selects its highest throw as its defence score and discards all other dice
  2. The attacking unit selects its highest throw as its attack score and discards all other dice
  3. Compare scores
  4. If the attacker has beaten the defender then the lead defending unit is destroyed and any supporting units must retreat 2 sectors. They may retreat only 1 sector if they fall back upon fortifications or heavy terrain. If there are more than three units in the sector all of them must retreat.
  5. If the defender has beaten the attacker then the lead attacking unit is destroyed and any supporting units must retreat 2 sectors. They may retreat only 1 sector if they fall back upon fortifications or heavy terrain.

Note: If a tank unit leads an assault and is supported by at least one infantry or cavalry unit (from the same division) and is then beaten, instead of the tank unit being destroyed the assaulting player may choose to have the supporting infantry/cavalry unit destroyed instead.

  1. If the scores are the same then all attackers retreat 1 sector

Notes

If the defender throws a 6 then the attacker can still beat him if has thrown two (or more) 6s.

A destroyed unit is removed from play. Destroyed will seldom mean killed to a man, but more often that the unit has been rendered combat ineffective for a multiplicity of reasons.

It is permissible for units (from the same division) to assault a sector even if said units do not start in the same sector as each other.

It is permissible to assault diagonally.

Ranged Fire Procedure

Ranged fire may only be conducted by units with a range of 1 or greater. The procedure is as follows:

  1. The firing unit chooses one target unit that is in range
  2. The firing unit and the target unit both roll 2d6, they must:

Roll 1 extra die for having a higher CF than the opponent*

Roll 2 extra dice for having a CF that is double (or more) than that of the opponent*

Roll 1 extra die if occupying fortifications or heavy terrain (target only)

Subtract 1 die if the units supply sector has been captured/destroyed

* count one or the other but not both

  1. The target unit selects its highest throw as its defence score and discards all other dice
  2. The firing unit selects its highest throw as its attack score and discards all other dice
  3. Compare scores
  4. If the firing unit has outscored the target then the target unit is destroyed
  5. If the target unit has outscored the firing unit then, ONLY if the target unit has the range to reply, the firing unit is destroyed.
  6. If the scores are even then neither unit is affected

Notes

If the target throws a 6 then the firing unit can still beat it if it throws two (or more) 6s.

Firing can be done diagonally.

  Special Rules for Artillery

  1. Artillery integral to a division can only be used to assist units from that division.
  2. Artillery units (not self-propelled or mortars) must roll to successfully relocate themselves after having moved from one sector to another. Roll 1d6, the score required for success is 5 or 6. The artillery unit may not fire until it has successfully relocated (even if it moves back to the sector from where it came).
  3. Artillery wishing to engage in counter-battery must roll a 6 to locate the enemy unit, unless a friendly unit (from the same division) is adjacent to the sector in which the enemy artillery is deployed, in which case the friendly unit may call in the artillery’s fire without the need for a counter-battery roll.
  4. Russian artillery/mortar units of less than brigade size cannot shoot over heavy terrain. German artillery units can.

Air to Ground Attack and Anti-Aircraft Procedure

  One unit represents an air group (if German) or an air regiment (if Russian). Each unit may attack once per turn as a floating asset, meaning that selecting the aircraft for use does not count as moving a division. However, if entire aircraft divisions are used then the selection of an aircraft division for action does count. Whether attacking ground targets or being attacked by them the following procedure applies:

  1. The attacking unit designates a target unit

  2. Aircraft units throw 3d6 (1d6 if on the ground)

Infantry, soft and unarmoured units throw 2d6

Armoured, AAA and deployed Bridging Column units throw 3d6

Bridges and Supply Sectors throw 4d6

They must:

Roll 1 extra die if aircraft and attacking units not in fortifications or heavy terrain

Roll 1 extra die if in range of a friendly AAA unit

Subtract 1 die their supply sector has been captured/destroyed

  1. The defender selects his highest throw as his defence score and discards all other dice

  2. The attacker selects his highest throw as his attack score and discards all other dice

  3. If the aircraft unit outscores the target then the target unit is destroyed

  4. If the ground unit outscores the aircraft and it is not an AAA unit then the aircraft must retreat 2 sectors

  5. If the ground unit outscores the aircraft and it is an AAA unit or is within range of an AAA unit then the aircraft is destroyed.

  6. In the event of a tie there is no effect on either aircraft or ground unit

Notes

If the target throws a 6 then the attacking unit can still beat it if it throws two (or more) 6s.

All aircraft have a range of 0 except for medium/heavy bombers that are assumed to have a range of 1 when attacking ground targets. This represents that such aircraft operated at high altitudes and means that only AAA units with a range of 1 can attack them.

Only AAA units can attack aircraft all other units may only defend against air attack

Aircraft units can attempt to bomb bridges and supply sectors, if successful the bridge/supply dump is destroyed

  Air to Air Combat

  Fighter units may not attack ground targets (except for aircraft units on the ground in an airfield sector) and are the only aircraft units that can attack other aircraft. The procedure is as follows:

  1. The fighter unit picks a target and tries to intercept it
  2. To intercept a target the fighter unit must roll an even number on 1d6
  3. If unsuccessful the fighter unit may not attack that turn
  4. If successful the fighter unit moves into the same sector as the target unit
  5. Fighter units throw 6d6. Obsolete fighters throw 2d6.

All other aircraft throw 3d6

            A bomber unit escorted by a fighter unit may add 1 extra die

  1. The target selects its highest throw as its defence score and discards all other dice

  2. The fighter selects its highest throw as its attack score and discards all other dice
  3. Compare scores
  4. If the fighter outscores the target then the target unit is destroyed
  5. If the target outscores the fighter then the fighter unit is destroyed
  6. If the scores are even then neither unit is affected

Notes

If the target throws a 6 then the fighter unit can still beat it if it throws two (or more) 6s.

A fighter unit assigned to escort a bomber unit may not intercept other aircraft, its function is solely to protect the bombers against attack. If attacked and outscored by enemy fighters the escorting fighter unit is destroyed first. Then the victorious enemy fighters receive a bonus attack upon the bomber unit.

Mined Sectors

A sector containing a minefield is treated as heavy terrain for movement purposes (roads through a mined sector are assumed to be mined as well). A unit that enters an undefended, mined sector must roll to avoid being destroyed. A score of 5 or 6 means the unit is destroyed. If a friendly engineer battalion is in the same sector as the mines then modify the die score by –1.

Heavy Terrain

  Heavy terrain is a term of convenience that refers to ANY type of geographical feature (such as towns, cities, ridges, forests, rivers, swamps etc) capable of influencing events in a strategic level battle. A unit cannot enter a heavy terrain sector and pass through it in one move unless a road runs through the sector. A heavy terrain sector can also be classified as impassable. Mobile units (I.E. all those not on foot) cannot enter or pass through impassable terrain unless a road runs through the sector. Heavy terrain cannot be seen through.

A unit cannot pass through an impassable river sector, unless there is a bridge or bridging column unit in the same sector. Whilst the bridging column unit is in an impassable river sector it is considered to be deployed.

Optional Rules

Pre-Battle Bombardment

The following units can perform pre-battle bombardment:

Russian artillery brigades

German and Russian artillery regiments (not self-propelled)

Medium bomber units

Heavy bomber units

Independent German artillery units (not self-propelled) must fire collectively (or by the regiment) if they wish to bombard. The smallest sized group capable of collectively firing is two battalions, while the largest is three.

After all units have been deployed each artillery unit selects one sector to bombard and then rolls 1d6.

For Russian targets, if the score is 5 then 1d3 units in the sector are destroyed. If the score is 6 then 1d3 units are destroyed and any fortifications are also destroyed.

For German targets, if the score is 5 mobile units must retreat 2 sectors and infantry units must retreat 1 and 1d6-3 units in the sector are destroyed. If the score is 6 the same thing happens but 1d3 units are destroyed and any fortifications are also destroyed.

In both cases heavy artillery and rocket units add +1 to their die score.

In both cases a final score of 1 to 4 yields no effect.

If present and in range, AAA units may attack bomber units before they attack a sector. As may enemy fighter units if they successfully intercept. Surviving bomber units then perform their attack.

Supply Sectors

Each Corps or Army should have a sector designated as containing its supply dump. This should be situated in the rear area behind the artillery line. If the enemy occupies this sector it is assumed to have been captured/destroyed. Aircraft can destroy a supply dump by bombing it, but ranged fire by ground units has no effect.

  Airfield Sectors

All aircraft (other than medium/heavy bomber) units must operate within a 16 sector range of a sector designated as containing an airfield. On turn one of the battle all aircraft must be occupying a sector containing an airfield. If the enemy captures an airfield sector (which he does by occupying it) then all aircraft units that operated from it are removed from play. In large battles it is permissible to have more than one airfield sector. Aircraft occupying an airfield sector are assumed to be on the ground. If attacked by aircraft they only throw 1d6 in defence.

Rear Area Security Units
Both sides may, if they wish, garrison/defend their airfield and supply sectors (or a sector containing a bridge) with rear area security units rather than units from their fighting divisions/corps. Each sector may contain a maximum of three such units. These units may not voluntarily leave the sector they are assigned to guard. These units may be: infantry (not elite/mechanised), MG, ATG or AAA.

Doctrine

Offensive Doctrine

The Russians practised two types of offensive doctrine during the war; the infantry offensive, for which the basic formation of manoeuvre was the reinforced rifle division; and the tank offensive, for which the basic formation of manoeuvre was the reinforced tank corps. The infantry offensive was usually conducted on a broad front. The pace of the attack was slow because the infantry moved on foot. As a result of this it was given limited objectives close behind the enemy lines. The tank offensive however was all about speed, breakthrough and exploitation. It took place on a narrow frontage with objectives often deep in the enemy rear area. Ideally mobile units would crash through a hole in the German line rent open by an infantry offensive, then race as fast as possible towards their objective. To minimise the complexity of the operation mobile forces usually went, quite literally, straight forward and showed no proclivity to guard their flanks and rear. Obviously this gave the Germans certain advantages when trying to stop such breakthroughs.

The ideal frontage on which a Russian rifle division would attack was 3 to 5km, which is 2 or 3 sectors in game terms. The frontage for a tank corps was 3 to 4.8km, which is (again) 2 or 3 sectors in game terms.

German offensive doctrine was similar to the Russian tank doctrine. However the Germans stressed the use of infantry and armour in close co-operation. The idea was that armoured formations acted as a sword while the infantry acted as a shield. Whenever possible mobile units led the attack advancing on a narrow front so as to maximise their impact and firepower upon the enemy. Once engaged German forces would seek to bring about a fluid battle where their tactical mobility coupled with their superior communications gave them an advantage over the lumbering Russian forces. At the strategic level an attack by mobile forces would generally be an attempt to encircle the enemy, creating a pocket of troops that would be surrounded and then liquidated. At Kursk the Germans attacked the shoulders of the salient in an attempt to do just that.

The ideal frontage on which a German infantry division would attack was 4 to 5km, which is 2 sectors in game terms. The frontage for a panzer division was 1.8 to 3km, which is 1 or 2 sectors in game terms.

Defensive Doctrine

The Russians relied on the position defence, meaning that all non-mobile units would hold the frontline in a static manner while mobile units waited in the rear to counter-attack any German units that broke through. Defence was preferred in depth using mutually supporting strong points as centres of resistance. A typical position would utilise fortifications, wire and mines to aid the defenders and was constructed in such a way as to channel (and/or trap) an attacking force into an anti-tank killing ground. The emphasis on destroying enemy armour was a result of the German practise of leading attacks with mobile forces. The largest trap of this kind was the battle of Kursk.

The Germans preferred the mobile defence with less emphasis on fixed lines. This was because although defence in depth was the ideal, the vast distances the Germans had to hold meant that such a strategy was frequently just not possible. However, the mobile defence allowed greater flexibility in the absorption of an attack and allowed the Germans to play up their strengths of tactical mobility and communication. Where defence in depth was possible “belts” of defences were preferred often 6 to 8km deep (3 or 4 sectors in game terms). The advantage of this distance was that any Russians that did penetrate the belt would almost certainly have strayed out of range of their supporting artillery.

There were, primarily, two signals the Russians gave off before an attack that usually alerted the Germans and aided their defence. Firstly, Russian patrols in the area would increase by a noticeable level. Secondly, and often days before the attack itself took place, the Russian artillery would move up to the frontline and begin to register their targets. This meant actually firing rounds and observing the fall of shot. Russian artillery barrages that proceeded an attack were often relatively ineffective as the Germans would simply pull back prior to the barrage (having knowledge of where it was going to hit and a general idea of when), allow it to pass, then reoccupy their positions again afterwards. This was a vital advantage as the Russians could mass 200 to 300 guns per kilometre and had the capacity to deluge an 80km square area (that’s 5 sectors wide by 4 sectors deep in game terms) with the fire from 20,000 guns!

For both Russians and Germans the ideal frontage for a division to defend would be no more than 6km (3 sectors). For the Germans an average frontage would be more like 12 to 18km (6 to 9 sectors).

Theoretical Orders of Battle 1942 to 1945 - Russian

The following army lists represent typical, average or standard pattern formations. Deviation from these patterns was the norm; this particularly applies to the Germans.

Rifle Division

9 x Infantry battalions – elite infantry could be Siberians, Mongolians, Paratroops or Guards

1 x Engineer infantry battalion

1 x 76mm artillery regiment

The infantry in this division moved on foot and the artillery was horse drawn

Infantry Brigade

3 or 4 Infantry battalions

1 x 82mm mortar battalion

1 x ATG battalion

The infantry in this brigade either moved on foot or were motorised. Foot infantry had horse drawn assets, motorised infantry had truck moved assets.

Tank Corps

3 x T34 brigades

3 x Mechanised Infantry battalions

1 x 120mm mortar regiment

1 x Rocket battalion

1 x Light (Su76) regiment – from 1944 onwards Su76 can be replaced by Su85 or Su 100

1 x Heavy (Su122) regiment – from mid 43 onwards can be replaced by Su152

1 x KV regiment – from 1944 onwards KV can be replaced by Stalin II

1 x ATG regiment – usually 76mm guns

1 x ATG battalion – 45mm guns

1 x Reconnaissance battalion

1 x Engineer Mechanised Infantry Battalion

The infantry and assets of this formation were all motorised

Up to the battle of Kursk (mid 43), the T34 brigades were usually T34/T70 brigades. Afterwards they were more usually T34/76 brigades and from 44 onwards they could be T34/85 brigades.

Mechanised Corps

9 x Mechanised Infantry battalions

3 x T34 regiments

1 x T34/76 brigade – from 1944 onwards T34/76 can be replaced by T34/85

1 x 120mm mortar regiment

1 x Rocket battalion

1 x Light (Su76) regiment – from 1944 onwards Su76 can be replaced by Su85 or Su 100

1 x Heavy (Su122) regiment – from mid 43 onwards can be replaced by Su152

1 x ATG regiment – usually 76mm guns

1 x ATG battalion – 45mm guns

1 x Reconnaissance battalion

1 x Engineer Mechanised Infantry Battalion

The infantry and assets of this formation were all motorised

Cavalry Division

9 x Cavalry battalions

1 x 76mm artillery regiment

1 x Reconnaissance battalion

1 x Engineer Cavalry battalion

76mm guns were motorised

Cavalry use infantry combat factors

Artillery Division

1 x 120mm mortar brigade

1 x 76mm artillery brigade

1 x 122mm artillery brigade

1 x 152mm artillery brigade

All assets were horse drawn

To simulate their operational use, the brigades of a Russian artillery division can only be used in pre-battle bombardment.

M-13 Rocket Brigade

3 x Rocket regiments

Anti-Aircraft Division

3 x AAA battalions with 37mm guns

1 x AAA regiment with 85mm guns

Assets could be horse drawn or motorised

Motorised Anti-Tank Brigade

3 x ATG Regiments – can be 45mm, 57mm or (more usually) 76mm

Tank Army

2 x Tank Corps

1 x Mechanised Corps

5 x KV or JSII regiments

1 x Anti-Aircraft Division

1 x ATG brigade or 3 x ATG regiments

1 x Rocket artillery regiment

2 x Su regiments

3 x Artillery brigades

Infantry Corps

2 to 4 Infantry divisions

2 x Artillery brigades

1 x ATG regiment

1 x Rocket regiment

Infantry Army

2 to 4 Infantry corps

3 x Artillery brigades

1 x ATG brigade or 3 x ATG regiments

1 x Reconnaissance battalion

Cavalry Corps

3 x Cavalry divisions

2 x Tank regiments

1 x Su regiment

1 x Reconnaissance battalion

1 x 120mm mortar regiment

1 x Rocket battalion

1 x ATG regiment

1 x ATG battalion

1 x AAA battalion

Cavalry-Mechanised Group

1 x Cavalry Corps

1 x Mechanised Corps

Aircraft Formations

3 or 4 air regiments made up a division

2 to 4 divisions made up a corps

Corps were usually of the same type except for ground attack corps where 2 or 3 ground attack divisions would be supplemented by 1 fighter division.

Theoretical Orders of Battle 1942 to 1945 – German

The following army lists represent typical, average or standard pattern formations. Deviation from these patterns was the norm, this particularly applies to the Germans.

German Infantry Division

9 x Infantry battalions – in 44 and 45 reduce infantry battalions to 6

1 x Artillery regiment

1 x Reconnaissance battalion

1 x Motorised ATG battalion – can be 37mm, 50mm or 75mm depending on year

1 x Engineer Infantry battalion

The infantry in this division moved on foot and the artillery was horse drawn

German Luftwaffe (Airforce) Infantry Division

6 x 2nd Rate Infantry battalions

1 x Artillery regiment

1 x Reconnaissance battalion

1 x Motorised ATG battalion – can be 37mm, 50mm or 75mm depending on year

1 x Motorised Flak regiment

1 x Engineer Infantry battalion

The infantry in this division moved on foot and the artillery was horse drawn

Fallschirmjager (Paratroop) Division

Organised as the 42 to 43 pattern infantry division but all infantry and assets were motorised

Infantry are elite.

Volksgrenadier Infantry Division

Organised as an infantry division but the infantry were 2nd Rate with all assets being horse drawn

Motorised Infantry Division or Panzer Grenadier Division up to 1943

6 x Mechanised infantry battalions

1 x Artillery regiment

1 x StuG battalion – can occasionally be replaced with a tank battalion

1 x Reconnaissance battalion

1 x ATG battalion – can be 37mm, 50mm or 75mm depending on year

1 x Engineer mechanised infantry battalion

SS motorised infantry divisions had 9 panzer grenadier battalions and also a rocket battalion

All infantry and assets in this formation were motorised

Panzer Grenadier Division 1944 to 45

6 x Mechanised infantry battalions

1 x Artillery regiment

1 x SP artillery battalion

1 x StuG battalion – can occasionally be replaced with a tank battalion

1 x Reconnaissance battalion

1 x 50mm or 75mm ATG battalion

1 x 20/37mm or 88mm Flak battalion

1 x Engineer Mechanised infantry battalion

SS panzer grenadier divisions had 9 panzer grenadier battalions, an SS artillery regiment and a rocket battalion

All infantry and assets in this formation were motorised

Panzer Division

2 x Tank battalions

4 x Mechanised infantry battalions

1 x Artillery regiment

1 x SP artillery battalion

1 x Reconnaissance battalion

1 x 20/37mm or 88mm Flak battalion

1 x ATG battalion – can be 37mm, 50mm or 75mm depending on year

1 x Engineer Mechanised infantry battalion

All infantry and assets in this formation were motorised

Up to and including the battle of Kursk (mid 43), panzer battalions are of the Panzer II/III and/or the Panzer III/IV type. After the battle of Kursk, one battalion is Panzer IV and one battalion is Panther

SS panzer divisions had an SS artillery regiment and a rocket artillery battalion

SS Panzer Division from 1944 onwards

2 or 3 Tank battalions

1 x Tiger I company

6 x Mechanised infantry battalions

1 x StuG battalion

1 x SS Artillery regiment

1 x Rocket artillery battalion

1 x SP artillery battalion

1 x Reconnaissance battalion

1 x 88mm Flak battalion

1x ATG battalion

1 x Engineer Mechanised infantry battalion

All infantry and assets in this formation were motorised

1st, 2nd and 3rd SS divisions frequently had 9 or even 12 infantry battalions at the start of major offensives

Tiger Battalion

3 x Tiger I companies – can be replaced by Tiger II from 44 onwards

Flak Regiment

2 x 20/37mm Flak battalions

1 x 88mm Flak battalion

This formation could be static, motorised or horse drawn

This formation could also be reversed having two 88mm battalions and only one 20/37mm battalion

A flak division had a variable number of regiments and battalions

A flak brigade had a variable number of battalions and was a static formation

Anatomy of an Army – the German Army at Kursk July 1943

This table lists the actual tank strength (in battalions) of panzer divisions at Kursk

Division

Panzer Battalion Type

2nd Panzer

1 x PzIII/IV

3rd Panzer

1 x PzIII/IV

4th Panzer

1 x PzIV

5th Panzer

1 x PzIV

6th Panzer

1 x PzIII/IV

1 x FlammPz company

7th Panzer

2 x PzIII/IV

8th Panzer

1 x PzIII/IV

9th Panzer

1 x PzIII/IV

11th Panzer

2 x PzIII/IV

1 x FlammPz company

12th Panzer

1 x PzIII/IV

13th Panzer

2 x PzIV

17th Panzer

1 x PzIII/IV

18th Panzer

1 x PzIII/IV

19th Panzer

2 x PzIII/IV

20th Panzer

1 x PzIV

23rd Panzer

1 x PzIII/IV

16th Panzer Grenadier

1 x PzIII/IV

Grossdeutschland PzG

2 x PzIV

1 x Tiger I company

1 x FlammPz company

1 x StuG

10th Panzer Brigade

2 x Panther

1 x StuG

1st SS Panzer Grenadier

1 x PzIV

1 x Tiger I company

1 x StuG

2nd SS Panzer Grenadier

1 x PzIII/IV

1 x Tiger I company

1 x T34/76 (captured tanks)

1 x StuG

3rd SS Panzer Grenadier

2 x PzIII/IV

1 x Tiger I company

1 x StuG

Wiking SS Panzer Grenadier

1 x PzIII/IV

502 Panzer Battalion

1 x Tiger I company

503 Panzer Battalion

3 x Tiger I companies

505 Panzer Battalion

2 x Tiger I companies

216 Panzer Battalion

1 x Brummbar

656 Panzer Jager Regiment

2 x Ferdinand

 

Army Group South: von Kluge

9th Army: Model

Army Reserve:

10th Panzer Grenadier Division

12th Panzer Division

Army Assets:

2 x Engineer Infantry Battalions

7 x StuG battalions

1 x Brummbar battalion

2 x Ferdinand battalions

505 Tiger battalion

1 x Bridging column

20th Army Corps: von Roman

2 x Artillery battalions

2 x Engineer Infantry battalions

1 x Bridging column

45th, 72nd, 137th & 251st Infantry Divisions

46th Panzer Corps: Zorn

1 x Infantry Brigade – 3 battalions

1 x Rocket artillery battalion

1 x Heavy artillery battalion – 150mm

5 x Artillery battalions – 105mm

1 x Engineer infantry battalion

2 x Bridging columns

7th, 31st, 102nd & 258th Infantry Divisions

47th Panzer Corps: Lemelsen         

1 x Heavy artillery battalion – 210mm

1 x Heavy artillery battalion – 150mm

3 x Rocket artillery battalions

1 x Artillery battalion – 105mm

2 x Engineer infantry battalions

3 x Bridging columns

2nd, 9th & 20th Panzer Divisions

6th Infantry Division

41st Panzer Corps: Harpe

4 x Artillery battalions – 105mm

1 x Heavy artillery battalion – 210mm

1 x Heavy artillery battalion – 150mm

3 x Rocket artillery battalions

1 x Engineer infantry battalion

1 x Bridging column

18th Panzer Division

86th & 292nd Infantry Divisions

23rd Army Corps: Freissner

1 x Heavy Artillery battalion – 210mm

1 x Heavy Artillery battalion – 170mm

3 x Heavy Artillery battalion – 150mm

4 x Artillery battalions – 105mm

3 x Rocket artillery battalions

2 x Engineer infantry battalions

1 x Bridging column

78th Sturm Infantry Division (infantry are elite)

216th & 383rd Infantry Divisions

 

Luftflotte 6: von Greim

10th AAA Brigade

12th AAA Division – 3 regiments

18th AAA Division – 4 regiments

JagdGeschwader 51

1 x Fighter – BF109F/G

3 x Fighter – FW190A

JagdGeschwader 54

1 x Fighter – FW190A

KampfGeschwader 3

3 x Ground Attack – Ju88A

KampfGeschwader 4

2 x Medium Bomber He111

KampfGeschwader 51

2 x Ground Attack – Ju88A

KampfGeschwader 53

2 x Medium Bomber He111

NachtJagdGeschwader 5

1 x BF110 Night Fighter

StukaGeschwader 1

3 x Ground Attack – Ju87D

Army Group South: von Manstein

Army Detachment Kempf: Kempf

11th Army Corps: Raus

3 x 88mm AAA battalions

2 x Rocket artillery battalions

3 x Artillery battalions – 105mm

2 x StuG battalions

1 x Engineer battalion

9 x Bridging columns

106th & 320th Infantry Divisions

42nd Army Corps: Mattenklott

1 x 88mm AAA battalion

1 x Engineer infantry battalion

1 x Nashorn battalion

39th, 161st & 282nd Infantry Divisions

3rd Panzer Corps: Breith

1 x 88mm AAA battalion

1 x Rocket artillery battalion

1 x Heavy artillery battalion 210mm

1 x Heavy artillery battalion – 150mm

1 x Artillery battalion – 105mm

503 Tiger battalion

1 x StuG battalion

5 x Engineer infantry battalions

6 x Bridging columns

6th, 7th & 19th Panzer Divisions

168th Infantry Division

4th Panzer Army: Hoth

2nd SS Panzer Corps: Hauser

4 x Rocket artillery battalions

2 x Artillery battalions – 105mm

2 x Engineer infantry battalions

5 x Bridging columns

1st SS, 2nd SS & 3rd SS Panzer Grenadier Divisions

48th Panzer Corps: von Knobelsdorff

1 x Heavy artillery battalion – 150mm

1 x 88mm AAA battalion

2 x Artillery battalions – 105mm

1 x Rocket artillery battalion

2 x Engineer infantry battalions

15 x Bridging columns

3rd & 11th Panzer Divisions

Grossdeutschland Panzer Grenadier Division + 10th Panzer Brigade (2 x Panther, 1 x StuG, 3 x PzG)

167th Infantry Division

52nd Army Corps: Ott

1 x Engineer infantry battalion

2 x Bridging columns

57th, 255th & 332nd Infantry Divisions

 

Luftflotte 4: Dessloch

5th AAA Division – 14 regiments

JagdGeschwader 3

2 x Fighters – BF109G

JagdGeschwader 51

1 x Ground Attack – HS129B

JagdGeschwader 52

2 x Fighters – BF109G

KampfGeschwader 1

1 x Ground Attack – Ju88A

KampfGeschwader 100

1 x Medium Bomber – He111

KampfGeschwader 27

3 x Medium Bomber – He111

KampfGeschwader 55

3 x Medium Bomber – He111

NachtJagdGeschwader 5

1 x Night Fighter – BF110

SchlactGeschwader 1

2 x Ground Attack HS129

1 x Reconnaissance – HS123

2 x Fighter – FW190A

SchlactGeschwader 2

2 x Ground Attack HS129

StukaGeschwader 2

4 x Ground Attack – Ju87D

Anatomy of an Army – the Russian Army at Kursk July 1943

Central Front: Rokossovsky

Front Reserve:

1 x Su76 regiment

1 x 152mm artillery brigade

1 x 120mm mortar brigade

19th Tank Corps – 4 brigades, no assets

9th Tank Corps:

   4 brigades

   Rocket battalion

   2 x Su76 regiments

   1 x ATG battalion – 45mm

13th Army: Pukhov

Army Assets:

4 x ATG brigades – 76mm

1 x T34/76 brigade

1 x Su76 regiment

2 x KV1 regiment

4 x T34 regiments

294th Rifle Division

15th Corps:

8th, 74th & 148th Rifle Divisions

17th Guards Corps:

6th, 70th & 75th Guards Rifle Divisions

18th Guards Corps:

2nd, 3rd & 4th Guards Paratroop Divisions

254th Rifle Division

29th Corps:

15th, 81st & 307th Rifle Divisions

36th Corps:

5th & 12th Breakthrough Artillery Divisions each of:

    4 brigades + 1 x 152mm brigade & 1 x 203mm brigade

   1 x Rocket artillery regiment

 

2nd Tank Army: Rodin

Army Assets:

1 x T34/76 brigade

2 x ATG regiments – 45mm

16th Tank Corps

3rd Tank Corps + 1 x 37mm AAA battalion

7th Guards Mechanised Corps – 4 brigades; 3 x T34 regiments; no other assets

 

48th Army: Romanenko (corps structure not found)

16th, 73rd, 137th, 143rd, 170th, 202nd & 399th Rifle Divisions

1 x Su76 regiment

3 x T34 regiments

3 x ATG brigades – 76mm

 

60th Army: Chernyahovsky

Army Assets:

1st Guards Artillery Division – no mortar brigade

1 x ATG Brigade

1 x T34/76 Tank brigade

55th & 141st Rifle Divisions

24th Corps:

112th & 226th Rifle Divisions

2 x Rifle brigades

30th Corps:

121st & 322nd Rifle Divisions

1 x Rifle brigade

 

65th Army: Batov

149th, 181st & 193rd Rifle Divisions

37th Guards Rifle Division

3 x T34 regiments

1 x KV1 regiment

77th Corps:

60th, 69th, 194th, 246th & 354th Rifle Divisions

1 x Rifle brigade

 

70th Army: Galanin

Army Assets:

175th NKVD Rifle Division

2 x T34 regiments

28th Corps:

102nd & 140th NKVD Rifle Divisions

106th, 132nd, 162nd, 211th & 280th Rifle Divisions

 

16th Air Army: Rudenko

1st Guards Fighter Division

2nd Guards Ground Attack Division - Sturmovik

271st Night Bomber Division

283rd Fighter Division

286th Fighter Division

299th Ground Attack Division - Sturmovik

6th Fighter Corps:

273rd Fighter Division

279th Fighter Division

6th Mixed Aviation Corps:

282nd Fighter Division

221st Bomber Division

241st Bomber Division

301st Bomber Division

Voronezh Front: Vatutin

Front Reserve:

1 x 120mm mortar brigade

1 x ATG brigade

1 x 152mm artillery brigade

9th AAA Division

2nd Guards Tank Corps – all T34/76 + 1 x 37mm AAA battalion

5th Guards Tank Corps – 4 brigades; all tanks are  T34/76; no assets

 

1st Tank Army: Katukov

Army Assets: 1 x Rocket regiment

10th Tank Corps – Su regiment is Su122

31st Tank Corps – 3 T34 brigades; 1 x ATG regiment 76mm; 1 x ATG battalion 45mm

3rd Mechanised Corps

6th Tank Corps

 

38th Army: Moskalenko

Army Assets:

180th Rifle Division

2 x T34 brigades

1 x T34 regiment

 1 x ATG brigade – 76mm

50th Corps:

167th, 204th, 232nd, 240th & 340th Rifle Divisions

 

40th Army: Moskalenko (corps structure not found)

1 x Rocket artillery regiment

1 x 122mm artillery brigade

1 x ATG brigade – 76mm

1 x T34 regiment

1 x Rocket artillery battalion

1 x T34 brigade

100th, 161st, 184th 206th, 219th, 237th & 309th Rifle Divisions

 

69th Army:

107th, 111th, 183rd, 270th & 305th Rifle Divisions

 

6th Guards Army: Chistyakov

Army Assets:

1 x 203mm artillery brigade

1 x 152mm artillery brigade

3 x ATG brigades

1 x Su 122 regiment

2 x T34 regiments

89th Guards Rifle Division

22nd Guards Corps:

67th, 71st & 90th Guards Rifle Divisions

23rd Guards Corps:

51st & 52nd Guards Rifle Divisions

375th Rifle Division

1 x T34 brigade

 

7th Guards Army: Shumilov

Army Assets:

2 x Su122 regiment

3 x T34 regiments

2 x T34/76 tank brigades

1 x ATG brigade – 76mm

15th & 72nd Guards Rifle Divisions

213th Rifle Division

24th Guards Corps:

36th Guards Rifle Division

25th Guards Corps:

73rd, 78th & 81st Guards Rifle Division

35th Guards Corps:

92nd, 93rd & 94th Guards Rifle Divisions

31st Rifle Division

 

2nd Air Army: Krasovski

208th Night Bomber Division

291st Ground Attack Division - Sturmovik

1st Aviation Corps:

203rd Fighter Division

268th Ground Attack Division - Sturmovik

292nd Ground Attack Division - Sturmovik

1st Bomber Aviation Corps:

1st Guards Bomber Division

893rd Bomber Division

4th Fighter Corps:

294th Fighter Division

302nd Fighter Division

5th Fighter Corps:

205th Fighter Division

8th Guards Fighter Division

Steppe (Reserve) Front: Konev

Front reserve:

1 x 120mm mortar regiment

1 x ATG regiment – 76mm

1 x 37mm AAA battalion

1 x Rocket artillery battalion

1 x ATG battalion – 76mm

5th Guards Cavalry Corps:

11th (Don Cossacks) & 12th Guards Cavalry Divisions

63rd Cavalry Division

 

27th Army: Trofimenko

Army Assets:

147th & 163rd Rifle Divisions

1 x T34 Regiment

1 x T34 brigade

26th Guards Corps:

71st, 155th, 166th & 241st Rifle Divisions

4th Guards Tank Corps – Su regiment is Su122 + 1 x 37mm AAA battalion

 

47th Army: Ryzhov

23rd, 29th, 30th, 38th, 218th & 337th Rifle Divisions

3rd Guards Mechanised Corps – 4 brigades; 3 x T34 regiments; no other assets

 

4th Guards Army:

Army Assets:

68th Rifle Division

7th & 8th Guards Paratroop Divisions

80th Guards Rifle Division

20th Guards Airborne Corps:

5th Guards Paratroop Division

21st Guards Corps:

69th Guards Rifle Division

31st Guards Corps:

4th Guards Rifle Division

3rd Guards Tank Corps – all T34/76 brigades

 

53rd Army: Mangarov (corps structure not found)

1 x KV1 regiment

3 x T34 regiments

16th Breakthrough Artillery Division - 4 brigades + 1 x 152mm brigade & 1 x 203mm brigade

28th Guards Rifle Division

84th, 116th, 214th, 233rd, 252nd, 256th & 299th Rifle Divisions

 

5th Guards Army: Zhadov

Army Assets:

1 x T34 regiment

42nd Guards rifle Division

32nd Guards Corps:

6th Guards Paratroop Division

13th & 66th Guards Rifle Divisions

33rd Guards Corps:

9th Guards Paratroop Division

95th & 97th Guards Rifle Divisions

5th Guards Tank Army: Rotmistrov

Army Assets:

1 x ATG brigade – 76mm

1 x Su122 regiment

1 x Rocket artillery battalion

26th AAA Division

1 x T34 regiment

1 x ATG regiment – 45mm guns

1 x Rocket artillery regiment

18th Tank Corps + 1 x 37mm AAA battalion

29th Tank Corps

2nd Tank Corps – all brigades are T34/76; + 1 x 37mm AAA battalion

5th Guards Mechanised Corps