Miniatures
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
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.
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.
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.
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 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 opponents 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.
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 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 |
0 |
Ferdinand
Battalion |
8 |
1 |
|
ATG
Brigade |
6 |
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 |
0 |
|
122m
Artillery Brigade |
3 |
6 |
75mm
ATG Battalion |
5 |
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 |
|||||
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:
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 units 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.
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.
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 may only be
conducted by units with a range of 1 or greater. The procedure is as follows:
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
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.
The attacking unit designates a target unit
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
The defender selects his highest throw as his defence score and discards all other dice
The attacker selects his highest throw as his attack score and discards all other dice
If the aircraft unit outscores the target then the target unit is destroyed
If the ground unit outscores the aircraft and it is not an AAA unit then the aircraft must retreat 2 sectors
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.
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
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
The target selects its highest throw as its defence score and discards all other dice
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.
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.
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.
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.
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.
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.
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 (thats 5 sectors wide by 4
sectors deep in game terms) with the fire from 20,000 guns!
The following army lists
represent typical, average or standard pattern formations. Deviation from these
patterns was the norm; this particularly applies to the Germans.
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
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.
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.
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
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
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.
3 x Rocket regiments
3 x AAA battalions with 37mm guns
1 x AAA regiment with 85mm guns
Assets could be horse drawn or motorised
3 x ATG Regiments can be 45mm, 57mm or (more usually) 76mm
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
2 to 4 Infantry divisions
2 x Artillery brigades
1 x ATG regiment
1 x Rocket regiment
2 to 4 Infantry corps
3 x Artillery brigades
1 x ATG brigade or 3 x ATG regiments
1 x Reconnaissance battalion
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
1 x Cavalry Corps
1 x Mechanised Corps
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.
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
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
Organised as the 42 to 43 pattern infantry division but all infantry and assets were motorised
Infantry are elite.
Organised as an infantry division but the infantry were 2nd Rate with all assets being horse drawn
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
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
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
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
3 x Tiger I companies can be replaced by Tiger II from 44 onwards
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
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 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
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
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
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
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