Grognard Simulations, Inc. - The "Grognards" Home for Wargaming

 

GSI Products

The new counters are now being produced. We have limited quantites available. About a dozen are currently available, more in the next month. Please email sales@grognardsims.com for specifics and to request your set. Shipping and tax will be added to these prices.
11Pz has 5 sheets at $4 per sheet for $20. In Stock again

*** Follow the link below to BoardGameGeek.com where a .pdf file was loaded with DRK-GD Examples of Play.  This will provide some insight to the game and what you can expect. ***

This small sample of the DRK-GD map gives you an idea of what the entire map looks like.  At 330 yds per hex this map is absolutely gorgeous looking.  All images are subject to change given this game is still in design.

kursk_map_sample.gif (66117 bytes)

Death Ride Kursk - 11th Panzer is GSI's third offering on the Eastern Front. The game focuses on tactical level combat and maneuver during the German attack at Kursk in July 1943.

The series group maps for XLVIII Panzer Korps will look like:

drk_maps.gif (10381 bytes)

The game features the 11th Panzer Division and some supporting XLVIII Panzer Corps units at mostly Platoon and some Company/Battery level and the Red Army (31st Tank Corps, and other supporting elements) at Company/Battery level. The combat system utilizes combat multipliers that players must use correctly to have the best effect. Each hex is 330 meters.  Turns are 2 hours long during the day and 4 hours at night.   The rules are modeled around the seven battlefield operating systems which make them easily understood and easy to learn.  Unlike other games at this level the rules will not be massive.  This system features extensive use of obstacles (mines, wire, improved positions, and fortifications), a patrol rule, overwatch fire, air and artillery support, and reserve movement.  These obstacles help channel the attack and force the Germans into kill sacks and forcing them to push through the heavy resistance to take ground.  Overwatch is a type of fire that allows the player to move a short distance and then setup to fire suppressive fire at enemy units that might otherwise use opportunity fire.  Reserve movement will allow a player to respond to enemy movement and move more units into a hex to strengthen it before an assault.  Units are modeled to represent the 2 major types of weapons that most units have.  Secondary (usually small arms) and a primary (main gun, machine guns, etc...).  These weapons may fire at different targets if they want.  They also effect targets differently.   Suppression is also handled uniquely in this game.  Units that are suppressed get a defense bonus since they take better advantage of the terrain in the hex, while at the same time they have their other factors reduced.  Units are also modeled as needing transports and get the benefits of movement from them with the vulnerability that goes with it.  The battle follows the divisions actions during the 10 days of the battle.   The amount of armor in this game is astonishing.  Added to the other 2 games and it's tremendous.   11th Panzer has its 2 Infantry Regiments and supporting elements.  The game will also force players to account for Command and Control and Supply (expressed in a different way than the other games).   Maintenance and repair are critical to both sides as this determines most of the replacements that arrive every morning.  Troop replacements are generated by returning casualties to the battle.  Lots of these casualties are minor in nature and both sides worked hard to get these wounded back to the front quickly.  Air-Ground Attack can have a significant effect on the battle and both sides have a capability in the air to affect the battle.  The Germans were eventually bled white and forced to suspend Citadel.

The German attack starts facing only the soft crust and outposts the Red Army put in place to alert them of the assault's start.  The Germans have overwhelming numbers for this first phase of the battle and must utilize this advantage to make every kilometer of progress they can.   As the attack develops the Germans must generate fast movement through this area and break free into the tactical second echelon quickly to keep from getting bogged down.  The Soviets must use terrain and their considerable obstacles to slow down and stop the Germans in their tracks.  Stopping the Germans is going to be very hard.   The Germans will find their force attrited slowly but surely over time and the Red Army will be slaughtered in the first few days and then settle down to the grind that was the battle.

A look at a small part of the German Order of Battle elements that were involved in the attack.  The Panzer Regiment and Anti-Tank Battalion are shown here.

Gross Deutschland Anti-Tank Bn and Panzer Regiment

As so often happens, no plan survives meeting the enemy and must be adjusted.  This game will be no different.  Combined arms play prominently in gaining successful outcomes to engagements.  This game will force the players to make big and small decisions on things such as avenues of approach, advancing through choke points, overtaking or bypassing strong points, and trying to find the operational freedom to reach Kursk and encircle the Soviets before they can launch their own counter-offensive.

For those who will think there is not enough troops or armor present in this battle this provides players who own all three games with 3 Panzer Regiments, 1 Panzer Brigade, Assault Gun Battalions, about 11+ Tank Brigades.  DRK-11Pz is NOT an expansion game and players may play it without any of the other 2 games.  Together the 3 games will make the most intense simulation of the XLVIII Panzer Korps.

There are currently 11 scenarios that represent the battle as it started each day and then the entire 10 day battle.  All can be combined for the start of the major campaign or played as individual days.

Game Design by:    Chris Fasulo

Map Artwork by:    Kyle Gebhardt

Look for us on Follow us on Twitter Share        

Sample German Tank Elements (PzRgt 15)

German Army sample units for DRK-11Pz.  Most of the line companies of the 15 Panzer Regiment showing MkIII's and MkIV's.

Some Red Army Units

Red Army sample units for DRK-11Pz.  Elements from the 31st Tank Corps and 955th Rifle Regiment.  There are also some Dug-in marker.

Red Army Guard Units

Red Army Guard sample units for DRK-11Pz.  Parts of the 52nd Guards Rifle Division, their transports, and the 57th Guards Separate Anti-Tank Regiment.

Check here for some pictures of protoype and then production parts in the near future.

Key Features                                                                    

(7) 11" x 17" game maps of the Kursk area
(2+) Full Color Order of Battle Charts
Air Support, Casualty, and Replacement Charts
Rules covering the use and benefit of patrols, reserves and overwatch movement
Rules Written as Battlefield Operating System (BOS) Representations (level of fidelity)
    Maneuver (High)
    Fire Support (Medium-High)
    Air Defense (Medium)
    Mobility and Survivability (High)
    Combat Service Support (Medium-High)
    Intelligence (Medium)
    Command and Control (Medium-High)
Approximately 900 Die Cut Unit Counters and Markers
Germans at platoon and company/battery level, Red Army at company/battery level
Numerous scenarios that allow play on smaller parts of the battle or the entire affair
Highly detailed without overbearing rules
Excellent Solitaire Play

Look at this game at Origins in the War Room with Columbus Area Boardgame Socety members playing 23-26 June 2011.

The price for this game is $85.  TX residents add Sales Tax (8.25%) plus shipping and handling.

Please send all questions about this product to info@grognardsims.com.
When writing please leave the following contact info:
Name, Address, eMail, Phone (optional).

 

Send mail to webmaster@grognardsims.com with questions or comments about this web site.
Copyright © 2008-2012 Grognard Simulations Inc.
Last modified: March 23, 2012