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Based on CH! ASLComp Hell’s Bridgehead CG-II. Conversion and layout by Fernando Sola.
ATS AND ADVANCED TOBRUK SYTEM ARE TRADEMARKS OF CRITICAL HIT, INC. © CRITICAL HIT, INC. ALL RIGHTS RESERVED.
Kursk: Clash Along the Psel Campaign Game: Red Shield
Kursk: Clash Along the Psel – Red Shield Campaign Game Rules
Unofficial ATS Campaign Rules
By Fernando Sola. Version 1.1. Based on Kurt Martin’s ATS Conversion CG Rules and CH! ATS Berlin – Red Victory CG Rules ©
Testing and revision by Todd Larsen
1. KURSK CAMPAIGN GAME RULES 1.3.23 Notes. Some tables have footnotes players need to refer to
1.1 Overview when purchasing RGs.
ATS CAMPAIGN GAME (CG) RULES allow players to fight 1.3.3 The Sector Map. A Play Aid that breaks the map used for
over historical ground in a series of three or more linked that campaign into Sectors is provided. Each sector is numbered
scenarios. Unlike standard scenarios, you fight to take and hold and consists of the playable hexes INSIDE the lines delineating
ground, but also try to preserve your forces for the next scenario. each.
A special version of the game map, the Sector Map, break the 1.3.31 Sector Dimensions. No effort was made to make each
terrain up into groupings called sectors that help organize your sector the same size. To the contrary, some sectors are more
plans. The Campaign Card tells all about the campaign, much difficult to control than others due to their size or terrain features
like a scenario card. found therein. Sector control is described later in these campaign
1.1.1 ATS Rules. All standard ATS rules AND Kursk: Clash rules.
Along the Psel Battlefield Walkaround ver. 1.2 apply normally 1.3.4 Set Up Order. After the initial scenario, each side chooses
except where modified by the optional rules below. orders to either ATTACK or HOLD. These orders are revealed
1.1.2 Permanent Changes. Changes to map terrain become AFTER all units have been purchased but BEFORE any set up.
permanent in a CG. Emplacements, rubble and wrecks remain From scenario two on, the order of set up is based on a
between CG Scenarios. Flame markers are removed or replaced comparison of the chosen orders. If one side chooses to Attack,
with rubble in building hexes. while the other has chosen to Hold, ALL units of the Hold (i.e.,
1.2 Campaign Scenario Cards defending) side set up first. ALL units of the Attacking side set
1.2.1 Campaign scenario cards provide all the information up second. If BOTH sides choose to HOLD, no scenario is
needed to play the initial CG Scenario. Subsequent CG Scenarios played for that campaign scenario. Proceed directly to the NEXT
are played using the surviving OOB and new units purchased campaign scenario listed for the campaign. If both sides opted to
using Buy Points (BPs). CG Tables detail campaign related game ATTACK, each player rolls for Initiative. The winning side is
functions. considered the Attacker. Ties result in the side that was the
1.2.2 CG Information & BP Table. This table provides the Attacker in the previous campaign scenario again considered the
quantity of new Buy Points (BP) each side receives for each Attacker.
scenario. These totals are cumulative (and subject to a roll on the 1.3.5 Initial Control. All sectors within a side’s initial set up
BP Bonus Column), and are ADDED to any un-spent BP already area are controlled by that side.
possessed by a side. 1.4 SEQUENCE OF PLAY
1.2.3 Initial Order of Battle. The initial OOB in a CG is Players use the following sequence BEFORE all campaign
depicted in the same manner as a typical scenario. In addition to scenarios.
the units provided, additional units may be purchased for the 1.4.1 Campaign Sequence of Play
initial scenario. These additional units are subject to the same set A. Initial Scenario:
up and entry restrictions listed on the CG scenario card. 1. OOB. Determine and set up the units listed for the initial
1.2.4 Scenario Time and Date. A specific date and time-of-day scenario. There is no additional cost to set up on map during the
(AM, PM, or Night) is used to represent each individual CG first scenario of a campaign if ANY unit of that side sets up on
scenario. Spotting Conditions are provided for each scenario on map.
the Information & BP Table (as are parameters for rolling 2. Reinforcements. Purchase Reinforcements as per 1.4.2.
randomly). 3. Start. Begin play on turn one of the first scenario.
1.3 Play Aids 4. End of Scenario (1.4.3).
1.3.1 New play aids are provided specifically for use with 5. Sector Resolution. Resolve in order of sector number, lowest
campaign games. to highest (1.4.4).
1.3.2 Order of Battle. Order of Battle tables are provided 6. Resolve Final Status (1.4.5).
detailing the available OOB for each side (Exception: the units 7. Play the next chronological scenario.
provided in the initial scenario). Units are provided in Use the steps below to play the second and subsequent scenarios
Reinforcement Groups (RG). of a campaign.
1.3.21 RG ID, Description, and Units/Equipment. In each box B. Second and Subsequent Scenarios:
on the CG OOB Table the information relating to each unit is 1. Calendar. Move to the next scenario time and date using the
provided. An RG ID is provided to each group for identification CG Information Table as a reference.
purposes. The Description column describes the units received 2. Reinforcements. Purchase Reinforcements as per 1.4.2. Each
while the Units/Equipment column lists the type and the exact side must choose to either Attack or Hold. Setting up on map
quantity of units received. A DR may be needed to determine may entail a cost in BP.
what type and exact number of units are purchased. 3. Reveal Orders. Each side simultaneously reveals their Attack
1.3.22 Buy Points (RP). The BP column lists the cost to or Hold orders. If both players chose Hold orders, return to step
purchase each RG. The numbers listed in the Max columns serve B1 and advance to the next chronological scenario. No on-map
to identify the total quantity of a particular RG that may be movement or combat takes place during the current date/time
purchased during a specific scenario or the entire CG. Units (although both sides already purchased new RGs). In the event of
provided on the initial scenario card are NOT counted toward a dual HOLD, newly purchased RGs may enter in the next
these limits, only RG purchased using BP.
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Kursk: Clash Along the Psel Campaign Game: Red Shield
campaign scenario [assuming a dual HOLD does not take place weapons may be pushed one hex if manned, unless there is a
again] as reinforcements. vehicle in the hex that can tow it one assault move away. Platoon
4. Start. Set up in eligible sectors. Begin play of the scenario. Movement is allowed, but by units in the SAME location only.
Other reinforcements may enter from off-map during ANY turn. Sequence. The side with Initiative in the sector MUST conduct
5. End of Scenario (1.4.3). all of his re-deployment first, then the other side.
6. Sector Resolution. Resolve in order of sector (1.4.4). Conditions. Every Personnel unit (including H Weapons) or
7. Resolve Final Status (1.4.5). unarmored vehicle (including any vehicle with any unarmored
8. Play the next Campaign scenario beginning with step B1. If aspect) that meets BOTH of these two conditions must re-deploy
this was the last scenario, the campaign has ended. Determine as follows:
victory as per the Victory Conditions provided on the initial 1- Within two hexes of an enemy unit in its LOS; AND
campaign scenario card. 2 - NOT in terrain with 1L/+1 HPT DRM or better Cover against
1.4.2 Reinforcements & Bonus BP. Each side receives Buy fire from those units.
Points listed for that scenario, subject to a roll on the BP Bonus. Elimination. If after performing redeployment a unit still meets
Add the new BP received to any already in hand and purchase BOTH of the above two conditions, it is eliminated. Replace
reinforcements. RG purchases may not exceed the totals listed in unarmored vehicles with NON-burning wrecks.
the Scen and CG Max columns, each providing the maximum Mines. Any units in a Mine location undergo an immediate attack
quantity of a particular RG that may be purchased for an by the mines before redeployment.
individual scenario and during the entire campaign. All units of a Weapons. After performing all redeployment, roll one die for
newly purchased RG must set up in the SAME sector OR enter each NON-carried Light and Medium weapon in the sector using
along the same map edge. The Initial Scenario listed OOB do the NON Carried L and M Weapons Table.
NOT count toward CG RG limits. 5) Go to Step 1 in the next sector. Once the highest-numbered
1.4.3 Variable Scenario End. All CG scenarios use a variable sector is complete, go to 1.4.5.
game length DR. If there is a circled number listed for a turn 1.4.5 Final Status
number on the game turn record track, roll one die at the end of 1) Burning Wrecks. Flip all burning wrecks to their non-burning
the scenario to determine if it continues or ends immediately. If wreck side.
the DR is less than or equal to the circled number listed, the 2) Flame. Replace any Flame markers in building locations with
scenario ends. If the die roll is > the number listed on the table, Rubble markers in the same location. Remove all other Flame
advance the turn marker and continue with the next turn. markers.
1.4.4 Sector Control. Sectors are either Contested (both sides 3) Hidden Mines, Emplacements and Units. Hidden Mines and
have units within) or Controlled by one side (if empty, a sector is any other remaining hidden units (including emplacements) may
controlled by the last side to control it). Following the initial remain in their current locations, even in sectors controlled by the
Campaign Scenario, resolve sector control in each sector, starting enemy. All mines and emplacements remain on the map in their
with #1, using each of the following steps (before moving on to current locations.
the next sector): 4) M-KILLed Vehicles. Roll on the F/M-KILL Removal Table
1) Remove markers: remove all Fired, Moved and other non- and apply the results immediately.
permanent markers from the sector, but not Courage. 5) F-KILLed Vehicles and Weapons. Roll one die on the F/M-
2) Broken/Surrendered: Following an Initiative roll, both sides KILL Removal Table and apply the results immediately.
alternate moving any Broken/Surrendered units to the nearest 6) Courage. Replace any leader marked with Courage with a
NON Broken/Surrendered Personnel unit in the current sector. If leader of the next highest morale value (e.g., replace a 1|1|7 with
friendly, remove the Broken/Surrendered marker; if enemy, the a 1|1|8). If there is no improvement available, the Courage
units are eliminated. If both friendly and enemy are the same marker may remain on the leader unit for the next campaign
distance in hexes away, each Broken/Surrendered unit makes a scenario. Replace any squad marked with Courage with the next
Morale Check (applying all morale modifiers normally): those highest Squad type as per the Squad Seasoning Table. If there is
units that pass remove their Broken/Surrendered marker and are no room for improvement or a player does not own that certain
placed with the friendly unit; those that fail are eliminated. If type of Squad in his countermix, then it remains the same.
ALL friendly units in a sector are Broken/Surrendered, all are Remove all other Courage markers.
eliminated if a NON Broken enemy unit is in the sector. If ONLY 7) Wounded. Roll one die for each wounded 1SP Personnel unit
Broken enemy units are within, Broken friendly units remain in on the Wounded Unit Status Table and apply the results
the current locations and take their morale checks without immediately.
exiting. 8) Off-Board Artillery. Include one Forward Observer per OBA
3a) Controlled Sectors. If units of only one side are in the sector, Battery purchased. If the OBA Battery does not place an FFE
that side controls the sector. This control continues until the other marker during a Scenario, then it is retained for the next Scenario
side gains control. Make a note of the side that controls a sector along with its FO. Once an FFE is placed the OBA Battery and
or place a control marker for that side on the sector play aid. its FO are expended.
Make a DR for each NON-carried L and M weapon in the sector 9) Isolated. Indicate any Isolated Sectors. An Isolated Sector is
on the Non-carried L & M Weapons Table and apply the results one that is not connected to the Friendly Map Edge by connected
immediately. Unless already hooked up for towing or eligible to Friendly sectors. All Personnel units (EXC: Paratroopers) in an
be pushed (i.e., the weapon is manned by a crew), H weapons Isolated sector MUST check morale AND all vehicles must roll
remain in their current location. on the Bail Out Table. Additionally, Isolated units may only set
Proceed to the next sector. up in the same sector for the next campaign scenario. Personnel
3b) Contested sectors. If the sector is Contested (there are units units that fail this MC are subjected to the Retreat process.
from both sides in the sector) proceed with steps 4-5. 10) Retreats. Isolated Personnel units (only; vehicles do NOT
4) Re-Deployment: retreat) that failed their MC must attempt to retreat to the nearest
Movement. Redeployment is limited to one Assault non-Isolated sector containing friendly units now. Units
Move/Crawl/Infiltration (no Running or Cross Country attempting to retreat are subject to a roll on the Retreat Table.
movement allowed). Opportunity Fire is NOT allowed. H Survivors are simply placed in any hex of the nearest friendly-
2
Kursk: Clash Along the Psel Campaign Game: Red Shield
controlled sector that is not Isolated. If there is no such sector, Il-2M3 -|5 Il-2M3 -|5
they become reinforcements for turn one of the next campaign
scenario via any friendly map edge allowed for reinforcements.
2 2 2 2
11) Contested Set Up. All units in Contested Sectors stay where 37|B 132|D 100|- 132|D
they are.
12) Controlled Set Up. All surviving units in 1.7.2 +1 Dug In Status. +1 Dug-In status INCREASES the cover
Controlled/Uncontested sectors set up anywhere in the same state of Personnel by +1/1L for individual locations secretly
sector or an adjacent friendly-controlled sector. recorded as being Dug-In. A Personnel unit may NOT enter a
1.5 PURCHASING UNITS WITH BUY POINTS (RP) Dug-In building location that contains a Non Broken/Surrendered
1.5.1 Purchasing Units. Each Reinforcement Group (RG) lists enemy Personnel unit of equal to or greater Stacking. +1 Dug-In
BP which must be spent to purchase it. If no counters of a status applies to ONE location in a hex and may never be
particular unit remain in the counter-mix, it may not be changed/moved after setup. When more than one +1 Dug-In
purchased. Partial fulfillment of a particular RG still costs 100% status location is purchased, a maximum of two +1 Dug-In
of the listed RP cost. locations may be exchanged for one +2 Dug-In status location. If
1.5.2 Set Up and Entry Restrictions. Units of a newly ALL friendly units exit or are eliminated from a Dug-In location,
purchased RG that set up on map must all set up or enter in the the Dug-In status is removed permanently. Broken/Surrendered
same sector. units may maintain the Dug-In status of a location.
1.5.3 Set up and Entry Costs of Purchased Units. Units listed 1.7.3 ATS Optional Rules. The following Optional Rules of the
in the at-start OOB for that side AND those purchased (using BP) ATS Rulebook are in effect for this CG:
during the Initial Scenario may set up anywhere within the 1.7.3.1 C5.0 Blowing Bridges. Only Russian Engineer units may
deployment area listed on the Campaign Card. Unless stated use this rule.
otherwise, units listed in the at-start OOB do NOT count toward 1.7.3.2 C13.0 Re-grouping. AFTER each CG Scenario, players
CG RG limits. Units purchased with BP after the initial scenario may re-group Reduced Squads/Crews of the SAME value to
of a CG must pay extra to set up on map if they wish to set up in create full-strength squads and remove Casualties markers. As
any sector beyond those touching their friendly map edge. They long as ALL Casualties are accounted for, the owning player may
do NOT pay extra to set up on map during the initial scenario. freely flip/remove units from play. Players may only re-group
1.5.31 On Map Set Up Costs. Units purchased may set up in any units in the same sector. Re-group is only possible with units in
controlled sectors that touch the friendly map edge without the same location if in a Contested sector or in any location if in a
additional cost. After the initial scenario, newly purchased units Controlled sector.
must pay an additional 1 BP per RG for EACH friendly 1.7.3.3 C18.0 No Quarter. Surrendered units of both sides may
controlled sector “in” from their friendly map edges, past the be fired on.
sectors that touch the friendly FME that they wish to set up on 1.7.3.4 C19.0 Ramming. Only vehicles F-Killed may use this
map in. Note the restrictions in 1.5.2 for newly purchased RGs. rule. ATS rule 12.5.152 is NA, thus F-Killed vehicles may
1.6 MAP ENTRY AND EXIT remain in the battlefield if they pass the Bail-Out check. Only
1.6.1 Friendly units may exit the map during a campaign scenario German PzIII/IV/VI or Russian T-34/Churchill tanks may use
along a friendly map edge. They may be used in a subsequent ramming. Ramming attempts must be declared from an adjacent
campaign scenario, entering as reinforcements (or set up on map) hex by a vehicle (attacker) of the same size or larger than the
but may NOT return to play during the current campaign target (defender) vehicle and the attacker must use Assault
scenario. Movement. After entry make a DR.
1.6.2 Extending the Friendly Map Edge. Any sectors that abut DR Result
sectors that touch the Friendly Map Edge are considered to 1 Defender M-Killed
extend it for the purposes of entry from offmap by 2 Attacker and Defender M-Killed
reinforcements. However, reinforcements may ONLY enter if 3-8 No effect
there is an unbroken line of sectors to the original Friendly Map 9-0 Attacker M-Killed
Edge. -1 if Attacker is larger than Defender
1.7 SPECIFIC KURSK CG RULES
1.7.1 Air Support ACKNOWLEDGMENTS
1.7.1.1 Ju 87G Stuka “Kanone”. The Junkers Ju 87G is armed Thanks to Kurt Martin, Pedro Ramis, Michael Dorosh, Ray
with 37|B Cannon Main Armament (3 ROF). It uses normal Tapio, Andrea Garello, Drew Dorman and many others that,
Aircraft Cannon HPT use, but HALVES all Armor Factors of any without noticing, have encouraged me to make this CG. Their
AFV that a hit is obtained against for calculating Deck Armor work, their replies on Internet forums, disinterested aid and
(ATS Rulebook, rule 12.16.823). hobby enthusiasm have helped me a lot. And thanks, above all, to
1.7.1.2 Ju 87D Stuka. The Ju 87D is armed with 1x500 bomb + Todd Larsen, without whom this work would have been
4x50 bombs AND 5 GF MG. impossible to develop: your ideas (KGP CG and your
Ju87G -|- Ju87D -|5 implementations and development of my initial work on
Onslaught to Orsha have been permanent references), your
permanent availability, encouragement and your web site are my
37|B 3
500|50 4 landmarks in my ATS experience. Thank you.
Please, visit ATS On The Table:
1.7.1.3 Il-2 Sturmovik. Russian Il-2 Sturmoviks may come with http://www3.telus.net./public/larsent
2 armament configurations:
A) 2x100 bombs + 132|D Rockets (2 ROF) + 5 GF MG. ATS AND ADVANCED TOBRUK SYTEM ARE TRADEMARKS OF
B) 37|B Cannon Main Armament (2 ROF) + 132|D Rockets (2 CRITICAL HIT, INC. © CRITICAL HIT, INC. ALL RIGHTS RESERVED.
ROF) + 5 GF MG.
Each 100 bomb attacks on the 24 GF column. The 132|D Rockets
use the same rules as 127|D Rockets.
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Kursk: Clash Along the Psel Campaign Game: Red Shield
RG Scen CG
Description Units/Equipment BP Notes
ID Max Max
DR 1: 4x758 + Ldr1 + LMG2 + LMTR + ATR 1
1 DR on Leader Table
DR 2-4: 4x758 + Ldr1 + LMG2 + LMTR 2
1 DR on LMG Table
6
I1 SS Infantry Pltn. DR 5-7: 4x758 + Ldr1 + LMG2 5 2 4 3
Combat Engineers
DR 8: 3x758 + Ldr1 + LMG2 + LMTR 4
May be replenished after
DR 9-0: 3x758 + Ldr1 + LMG2 Scenario if used
DR 1-7: 3x8283 + Ldr1 + LMG2 + FT + 3xSC4 5
Include 1x238 crew per
I2 SS Pioniere Pltn.6 6 1 1
DR 8-0: 2x8283 + Ldr1 + LMG2 + FT + 3xSC4 MMG
6
DR 1-2: 2xMMG-42 + 2xMMG-34 Enter as Reinforcements
I3 SS MG Pltn.5,6 DR 3-8: 1xMMG-42 + 2xMMG-34 4 1 2 if entered on the CG
DR 9-0: 2xMMG-34 Scenario of purchase.
1x118 + 1x117 + 1x758 + 1xSidecars + Available for on-map
I4 Battalion HQ 7 1 1 setup afterwards.
1xKfz4
DR 1-6: 5xPz IIIL1
A1 Med. Panzer Pltn. 1 DR 7-9: 4xPz IIIL1 6 1 1
DR 0: 3xPz IIIL1
DR 1-6: 5xPz IVh1
A2 Med. Panzer Pltn. 2 DR 7-9: 4xPz IVh1 7 1 2
DR 0: 3xPz IVh1 1
DR 1-6: 5xStuG IIIg1,2 1 DR on ETC Table
2
A3 Sturmgeschutz Pltn. DR 7-9: 4xStuG IIIg1,2 7 1 1 May replace one StuG
DR 0: 3xStuG IIIg1,2 IIIg for one StuH 42
3
May replace one Sd 251
DR 1-6: 5xPz VIe1
for one Sd 251-10
A4 Heavy Panzer Pltn. DR 7-9: 4xPz VIe1 9 1 1 4
May not be purchased
DR 0: 3xPz VIe1
unless at least one I1, I2 or
DR 1-7: 4xMarder II1
A5 Tank Destroyer Pltn. 6 1 1 I3 RG is purchased at the
DR 8-0: 3xMarder II1
same time
DR 1-7: 4xSd 2513 5
A6 Half-track Pltn. 4 2 1 May NOT be purchased
DR 8-0: 3xSd 2513
unless A9 RG is purchased
DR 1-7: 2xSd 251-9
A7 Half-track HQ Pltn.4 3 1 1
DR 8-0: 1xSd 251-9
DR 1-7: 2xSd 251-SMG
A8 Pz. Aufklärungs Pltn.5 3 1 2
DR 8-0: 1xSd 251-SMG
DR 1-7: 3xSd 232
A9 Aufklärungs Pltn. 3 1 1
DR 8-0: 2xSd 232
1,2
G1 AT Gun Section 1 2xPaK 38 50mm H|AT 3 1 1 1
Include 1x238 crew per
1,2 M and H weapon.
G2 AT Gun Section 2 2xPaK 40 75mm H|AT 4 1 2 2
G# RGs can set up on
1,2 map on CG Scenario of
G3 ART Gun Section 2xleFH 18 105mm H|HOW 5 1 1
purchase. Can enter play
1,2 from off map if desired. In
G4 AA Gun Section 1 2xFlaK 38 20mm H|AA 3 1 1
that case add 2xSd 8 or
G5 AA Gun Section 21,2 2xFlaK 18 88mm H|AA 6 1 1 2xSd 11 (player’s choice)
to the G# RG with no
G6 MTR Gun Section 1,2
2xGrW 34 81mm M|MTR 2 1 2 additional cost.
4
Kursk: Clash Along the Psel Campaign Game: Red Shield
RG Scen CG
Description Units/Equipment BP Notes
ID Max Max
DR 1-2: 5x648 + Ldr1 + LMG + LMTR + ATR 1
1 DR on Leader Table
DR 3-5: 5x648 + Ldr1 + LMG + LMTR 2
6 NOT Combat Engineers
I1 Guards Rifle Pltn. DR 6-7: 5x648 + Ldr1 + LMG 5 2 8 3
Combat Engineers
DR 8-9: 5x547 + Ldr1 + LMG + LMTR 4
May be replenished after
DR 0: 5x547 + Ldr1 + LMG
Scenario if used
I2 Guards SMG Pltn.6 4x8282 + Ldr1 + LMG 4 2 4 5
Include 1x238 crew per
MMG
6 3 1 4
I3 Guards Engineer Pltn. 4x828 + Ldr + LMG + FT + 4xSC 6 1 3 6
Enter as Reinforcements
1x.50 cal MMG + 1xDs1938 MMG + if entered on the CG
I4 MG Pltn.5,6 4 1 3 Scenario of purchase.
2xM1910 MMG
Available for on-map
1x118 + 1x117 + 1xGAZ-67B +
I5 Regimental HQ 4 1 1 setup afterwards.
1x446 Reduced Squad
1
A1 Lt. Tank Pltn. 4xT-70 3 1 1
1
DR 1-7: 4xT-34c
A2 Med. Tank Pltn. 1 6 2 3
DR 8-0: 4xT-34b1
1 1
A3 Heavy Tank Pltn. 4xChurchill IV 5 1 1 1 DR on ETC Table
5
Kursk: Clash Along the Psel Campaign Game: Red Shield
3 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
4 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
5 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
6 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
7 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
8 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
9 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
10 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
11 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
12 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
13 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
14 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
15 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
16 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
17 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
18 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
19 G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○ G: ○ R: ○
6
Kursk: Clash Along the Psel Campaign Game: Red Shield
3
4
5
1
2
German
3
4
5
TVP: Hexes I27(3), N20(1), U1(2), U12(1), X24(3), AA3(2), GG21(1), LL1(3), LL9(2). Total TVP: 18.
CVP: As per Play Aid 4: Victory Point Table (V).
EVP: NA to this CG
7
Kursk: Clash Along the Psel Campaign Game: Red Shield
German CG Roster
CG RG Group # of LMG LMG MMG MMG Setup
#P #R ATR LMTR FT SC Ldr
Date ID Type units MG-34 MG-42 MG-34 MG-42 Sector
Russian CG Roster
CG RG Group # of LMG MMG MMG MMG Setup
#P #R ATR LMTR FT SC Ldr
Date ID Type units DP-28 M1910 Ds1938 .50 cal Sector
8
Kursk: Clash Along the Psel Campaign Game: Red Shield
Elements of 3rd SS Panzergrenadier Division, II SS Panzer Corps, set up on any hex with a coordinate > 14 and/or any hex
south (east) of hexrow M:
SS Pioniere SS Infantry SS MG
Pltn. Pltn. Pltn.
RG I2 RG I1 RG I3
*
1 2 1
Elements of 31st Independent Tank Corps and 33rd Guards Rifle Corps set up in any hex with a coordinate < 8 and north
(west) of hexrow J:
3 1 1 1
CG VICTORY CONDITIONS: The Russians win if they accumulate > 41 6. The Germans may use one ATMM (Anti Tank Magnetic Mine)
VP by CG end (see Victory Points Table). The Russians win the CG for every TEN Squads in their OOB at the start of any CG Scenario.
immediately if they control hexes I27 and X24 at the end of any CG An ATMM is treated in the same manner as a Satchel Charge
Scenario. during Melee vs. Vehicles and has no other use.
ATS AND ADVANCED TOBRUK SYTEM ARE TRADEMARKS OF CRITICAL HIT, INC. © CRITICAL HIT, INC. ALL RIGHTS RESERVED. Permission given to ATS On The Table for publishing
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Kursk: Clash Along the Psel