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PROFILE & CRITIQUE ERIC GOLDBERG'S KURSK Intensity in the East by Thomas Hudson

I know I'm eventually going to get a lot of before attempting to play the game. Players whelming. To facilitate set-up, the game in­ questions as to why I made Eric's name so are urged to forego the Optional Command cludes two Deployment Displays: one Soviet big on the Kursk gamebox (and John Hill's System Rules (11.5) and get the thing right to (broken down into fronts) and one German on the BarrIe for Stalingrad gameboxl. Well, begin with - you wouldn't want to render (broken down into armies). As helpful as partly it's to distinguish between this brand most of the information pointless, would that is, perhaps the most useful touch for set­ new Kursk game and the old Kursk game. you? Kursk is a complex affair, and players up, and for play of the game, are the The Goldberg design is a completely new should not sit down to play unless they are counters themselves. A Kursk set-up is a very game that doesn't resemble the old one in willing to spend a considerable amount of attractive visual array; the German counters much of anything. Of course, there's time studying the game and planning. (In this are in various shades of gray and green(each another reason for the big designers' names, respect the game resembles the award win­ army having its own individual shade) and but you're going to have to guess that one. ning Green Fields Beyond). the Soviet counters are in shades of orange, -RAS red, and pink (according to front). The visual presentation not only speeds set-up (cutting down a seemingly endless task to a manageable two hours) but also greatly eases Finally, the long awaited and much play. The counters also indicate which units heralded game on one of the epic battles of are capable of mech movement, a capability WWII - Kursk - has been published by repre,sented by yet another band of color. SPI. Eric Goldberg's Kursk (the title makes one wonder if we are entering an era of The Mechanics of Kursk "famous" game designers) is a complex The basic sequence of play follows game, and, in the words of the designer, a rather closely that of PGG. First, both "most ambitious undertaking." Kursk is a players participate in a rather abstract Air major effort, taking well over a year to pro­ War Phase (the air game is given as an op­ duce, and deserves an in-depth analysis. tional rule, but I suggest its use as it is fairly Readers of this magazine, as well as of S&1: simple to perform and adds a nice seasoning have, no doubt, followed the on-again, off­ to the game). The German player then moves again progress of Kursk, from its original in­ his units in the Initial Movement Phase, per­ ception as a PGG spin-off, designed by Brent forming overruns as he goes. Movement is Nosworthy, -to its totally redesigned version greatly affected by a unit's mode (a very im· by Mr. Goldberg. portant concept in the game). The three Mr, Goldberg seems to represent the voluntary modes a unit can be in are: mobile "historical analysis intensive" school of (units are always considered in mobile mode game design (if all the information is there, unless otherwise designated by a neutral the game will take care of itself) as opposed counter), assault, and static. Units in static to the " design for effect" school, perhaps or assault modes have only half their normal best represented by John Hill. For example, movement allowance and may not perform Mr. Hill's latest effort, Battlejor Stalingrad, overruns. which has counters with little or no historical After the Initial Movement Phase comes information on them, is indicative of an ap­ Before scaring off those who run for the the First Segment Combat. Units in static proach to design that dismisses much of the hills at the first hint of complexity, let me say mode may not attack (though they receive information dear to Mr. Goldberg as irrele­ that the game mechanics are relatively easy to beneficial shifts on the CRT when attacked vent toward the achievement of his ends, assimilate. Although the game is fairly in­ - static mode is the defensive mode). Units which are, generally, entertainment and the novative in many areas (the combat routine is in assault mode may attack twice, creating in cre.ation ·of a certain "feel" for the subject. I especially interesting), Kursk remains a dis­ effect two rounds of combat. find it interesting that SPI has recently tant cousin to Panzergruppe Guderian and Following combat comes the Mechaniz­ published games by both gentlemen: Eric other PGG system related games. I suspect ed Movement Phase in which units may once Goldberg's Kursk and John Hill's Battlejor that Mr. Goldberg would resent any com­ again perform overruns. After the Mech Stalingrad. parison to PGG system games, but, be that Movement Phase, the German player-turn is The amount of research and informa­ as it may, the familiar old bones are there in concluded with the Disruption Removal and tion in Kursk is staggering. Kursk can almost Kursk. Players already familiar with over­ Reorganization Phases. be considered an historical document (some­ run, mech movement and so on will have an The movement system follows fairly thing almost unheard of in the hobby). How excellent jumping off point when trying to standard lines once modes have. been deter­ much of the information is necessary and im­ master Kursk. As for the rest, a complete mined. Units must SLOp when entering enemy portant is something else again, but Mr. course in army administration for only $15 is ZOC's, though units may exit ZOC's at the Goldberg has presented the owner of Kursk quite a bargain. beginning of the Movement Phase by ex­ with probably the most accurate O.B. ever Setting up the game is a pain. Even pending movement points. German units devised for an East Front game. Players though the game includes lengthy O.B. infor­ may "infiltrate" - move from zoe directly would be well advised to spend considerable mation and various playing aids, the sheer to zoe - in the first Movement Phase only. time absorbing the lengthy O.B. information amount of information is, at first, over- Rail movement is presented with two lines: 9 single track and double track. unit to be in supply, it must be able to trace a ing of the scenario, if the unit begins off-map Overrunning units that lose steps while Line of Communications to its parent HQ. as a possible reinforcement, if the unit is not overrunning may continue movement, the Units are given a limited ability to trace supp­ involved in the scenario at all, and finally if single criterion for a successful overrun being ly without the use of HQ's, but this method is the unit begins play at reduced strength. In whether or not the defending unit retreats much less efficient. A Line of Communica­ the scenario I played, there were 6 indicator from the hex. Defending units that retreat as tions is always 7 hexes, which is unaffected letters indicating various units were in-play, 8 a result of overrun also become disrupted. by enemy ZOe's or units! Once a Line of indicating various units were possible rein­ Disrupted units may neither move nor at­ Communications has been established, the forcements, and 7 showing which units tack, though they continue to exert ZOe's. HQ itself must be in supply in order to serve weren't in play at all! Stacking is by the point (not to be con­ as a source of supply. A disrupted HQ can­ There are no introductory scenarios in fused with steps); 6 points may stack in a hex, not function as a source of supply. A unit Kursk. All three scenarios are complete which works out per hex to three German or that is either out of supply or unable to trace games that use the whole map and the ma­ two Soviet units (not including anti-tank or a Line of Communication has its movement jority of the counters. artillery units, which stack additionally). allowance halved and may not conduct over­ As a final note before moving on to an The combat system is one of the many runs. A unit out of supply has its combat actual playing of Kursk, there are surprising­ unique features of Kursk. The combat pro­ strength halved. A limited number of units ly few charts included in the game, and of cedure involves two segments: the Gun Seg­ may be designated as independent com­ those, the majority are playing aids. The ment and the Combat Segment. In the Gun mand. designer should especially be commended for Segment, anti-tank units stacked with the The command and supply systems are the inclusion of the Miscellaneous Informa­ defending units "attack" the attacking very important in the play of Kursk; the tion Table, which serves as a general review units. Attacking steps lost in the Gun Seg­ players must always keep in mind the of the rules that are most easily forgotten and ment are lost before the attack is carried out. organization of their various army forma­ would otherwise have to be looked up. The attacking strength may bc further tions. Since supply is determined at the in­ decreased by defending artillery units. This stant of combat, there is considerable in­ Kursk in Action procedure is called suppression. Surviving at­ fighting, giving the game a nice tactical feel. The May scenario is not the historical tacking units (hen apply their attack strength HQ's also supply the German units with scenario, but rather a hypothetical one against the defending units. anti-tank and artillery points (the Soviet anti­ presented by Mr. Goldberg as an important Combat units in Kursk do not have a tank and artillery are represented by in­ "what-if." The actual historical battle is defense strength per se; rather, the step value dividual counters). The German player -is represented by the July scenario: Hitler 's of the defending units serve to modify the at­ thus faced with a dilemma; he must decide Plan. Mr.. Goldberg states in the July tack die-roll. The attacking strength may be whether or not to keep his HQ's out of scenario commentary that the Battle of further modified by a number of column harm's way or to bring them close to the Kursk was a foredoomed affair forced on the shifts on the CRT. The attacking strength scene of action in support of his units. I find German General Staff by Hitler. Because can be favorably modified by artillery units that problems like this presented to the Mr. Goldberg hints that this scenario is (called barrage) in the form of column shifts player always add enjoyment and interest to somewhat unbalanced against the Germans, for the Soviets and an addition of strength a game. one has the impression that it would be bor­ points for the Germans. Besides column Another nice feature of Kursk is the ing to play. But, in all fairness to the shifts for terrain and modes, there are shifts deployment of the Soviet artillery and anti­ designer, I will reserve further comment until for air. points and the composition of the tank units. They come in various strengths, I play it. The August scenario, The Begin­ defending stack (units stacked together from and before play starts they are all inverted so ning oj the End, simulates the Soviet different armies or fronts or in independent neither player knows their exact strength. counterattack, and promised to be an engag­ command receive an unfavorable shift on the Then the Soviet player chooses a limited ing game, but again, I haven't played that CRT). Combat results are in either "steps number of them and deploys them as he sees scenario, so I won't say anything further. lost," "hexes retreated," or a combination fit, not knowing their actual strength until The May scenario simulates the attack of both. The mode of the defending units used. The deployment of the artillery and planned by the German General Staff in strictly limits the number of hexes they may anti-tank units is very important, so the order to catch the Soviets before their retreat. The mode may also either increase or Soviet player should take some care with Siberian reinforcements could arrive. But decrease the intensity of combat in terms of their placement. Hitler wanted to wait until his armies could losses. Both players have the capacity to be reinforced with the new Panther tanks. Mr. Goldberg's rules are generally clear "breakdown" a limited number of their The result was the fiasco of Kursk. Mr. and concise; however, he occasionally drifts units into smaller formations. The mechanics Goldberg maintains that the General Staff's into some quite inaccessable passages. One for breakdown are rather simple. plan (Von Manstein's plan) was the example is taken from the retreat section: "A Once players have digested the rules on German's best chance. unit is retreated three hexes. Optimally, the mechanics, they then move on to the in­ The special .rules for the scenario in­ shortest route from the hex in which it ends famous Scenario Format section of the rules. dicate that many of the reinforcements (for its retreat to the hex from which it was As mentioned previously, setting up one of both players) are conditional and won't enter retreated is three hexes." Ah ..... the scenarios is not an easy task. initially, all play until "triggered." The German rein­ An interesting note here: Kursk has a HQ's called for in the scenario are placed on forcements are triggered if any German unit modified version of the PCC untried unit the map; players generally have no leeway in reaches Lgov, or if a German unit comes to . system. Some Soviet rifle divisions have a the placement of Headquarters. The combat wtihin two hexes of Kursk. As those two hex';; . " ?" in place of the unit's designation (not units themselves are placed on the map as the are centrally located, and the capture of them combat values). When such a unit takes a owning player sees fit so long as they meet the practicially assures the German player of vic­ step loss, the unit is flipped over to reveal its following criteria: 1) they are placed on their tory (they are worth 50 of the 71 victory "surprise" value. Some of these units have a own si.de of the front; 2) they are placed in points needed to win), they are the obvious "0" value and are removed from play oncc supply and communication; and 3) every objectives. they ha ve taken a step loss . front line hex is either occupied or in the The Soviet player begins ttie game with a ZOC of a friendly unit. healthy portion of his army in reserve. Until Headquarters and Command This brings us to the most confusing and these reserves are activated, they can take lit­ The heart of the Kursk game system is convoluted part of the rules - The Order of tle part in the game. Reserves can be ac­ the Headquarters-Command System. Head­ Battle and Set-up Sections. Each combat unit tivated in two ways: \) if the German player quarters affect almost every aspect of the has at least one of 21 possible "indicator let­ attacks them, or 2) if the Soviet player game. Combat units are considered to be in ters" printed on it. The indicator letter tells "spends" 1 victory point. Once activated the the same mode as their HQ. Generally, for a whether or not a unit is in play at the beginn- German player receives 1 victory point per 10 reaching to within one hex of . I had game-turn until game-turn 8. This is another initially decided to let the sleeping giant lie industry. He has created a simulation that re­ dilemma for the German player (choices like and not drive toward locales that would trig­ quires hard work and rewards that work. He this are always desirable in a game) - to ac­ ger Soviet reserves - except those locales in has given players a complex and intricate tivate or not to activate. the pocket itsel f: Kursk, Lgov and Oboyan. game that can delight those who perceive its Practically all of the Soviet rein­ I almost panicked when the Soviet subtleties, and he has accomplished all this forcements are conditional, and predicated player counterattacked toward Kharkov with great ability. on German actions. Soviet reinforcements while my units melt away. The Soviet attack For all of the game's achievements, I are activated if the German player captures reached to within two hexes of Kharkov. can't give myself over to unq ualified praise. I various cities (including Lgov and Kursk) On Game-Turn Two, I had mixed suc­ can't whip up much enthusiasm for the and if a German unit enters a "trigger" hex. cess: I captured Oboyan, Lgov and reached game. I would guess tha.t's the way Mr. Trigger hexes are a line of hexes that run to within two hexes of Kursk. However, Goldberg feels about it too. I can't picture behind the Soviet front line, generally at a some of the· blunders I made on the first the designer getting Kursk off his shelf to distance of th~ee to four hexes. Game-Tum came back to haunt me. B.F. play it .... ever. Now is that necessarily a Kursk and Lgov are in the center of a was able to cut me up pretty bad around criticism? huge pocket (The Kursk Pocket), surround­ Oboyan and actually drove me out of the ci­ This judgment is perhaps uncalled for, ed on three sides by German units. The Ger­ ty, though with very heavy losses. He con­ but the nature of Mr. Goldberg's achieve­ mans have three powerful panzer armies on tinued to attack in the Ore I area but he called ment thrusts the game in the forefront of the the south facing a relatively weak force in the off his attacks around Kharkov, throwing hobby in many ways. With Kursk, a game Front. On the north the Germans those forces into the fight around . which is clearly state-of-the-art, one gets the are strong too, but face a powerful defensive On Game-Turn Three, I retook Oboyan feeling that it is a competent design, a rehash force in the Central Front troops. As the and came to within one hex of Kursk, at a of many "good" game systems, by a game is only nine game-turns long, my initial cost that proved to be disastrous. B.F. designer who delights in complexity for no plan was to attack hard almost the entire almost eliminated my entire force around other reason than to display his considerable length of the front, especially at the bases of Kursk, destroying three whole divisions! He talents. One feels that the designer would the pocket, both in an attempt to reduce it retook Oboyan in decisive fashion, although never want to play this game, that for him and, in the process, perhaps destroy the en­ his drive to retake Lgov proved to be ineffec­ there are no absorbing concepts or problems tire Soviet Army. The Soviet fo rces outside tive. Seeing that I had stripped my northern that attract and excite him to further crea­ the pocket were not inconsiderable and had line in order to defend Orel, B.F. attacked tion. to be kept in mind. toward . His initial success almost The designer should be justly proud, in The German player has a slight edge in devastated me, but luckily the Soviet forces that he has achieved his aims: layers of com­ the initial set-up because the Soviet player were weak. Another lesson learned. plexity that do hold together. One only must deploy his units first, thereby letting the regrets that the designer (for all his ambition) German player know the modes of his oppo­ On Game-Turn Four, I was able to cut set his goals too low. nent before he deploys. B.F. (my opponent) through and save the rest of my forces Erratum deployed his units in the pocket in static around Kursk. However, with the arrival of The city of 8elgurod (1520) should have a mode, those a little farther away in mobile two Soviet reserve armies I could see the Victory Point value of "2/ 10." •• mode and those farthest away in assault handwriting on the wal!. I would never be mode. On the first Game-Turn I placed all able to retake Kursk and even though the bu t those units farthest away from the pocket Soviet losses were high, mine more than off­ in assault mode. The rest I placed in mobile set them. I conceded a tactical Soviet victory. mode. After-Action Report On Game-Turn one, I attacked all along the line in a manner that sent paroxysms of Kursk is not a game with lightning glee through B.F. One lesson I learned im­ penetration and deep thrusts; it does reward mediately was: mass. MASS! In order for the careful planner. Kursk is a game that can­ Are You Changing any attack to be effective, the weight of at­ not be mastered easily. A game between two Your Address? tack must be massed at key locations. inexperienced players can be a rather dull, sloppy affair, with little action and lots of Another quick lesson was that players should If YOIl are. YOIl must leI. us know in advance in to generally mix the modes of their units and breaks look up details in the rules. This is order to avoid missing any of your isslles of keep some units in mobile mode; it's not a criticism of the game, however. Once Ares, S&Tand/ or MOVES. delightful to be able to soften up the defense mastered, the game is an absorbing and in­ teresting simulation, with many subtleties. 1. Your name - as it appears on the mailing with overruns. A related point is that anti­ label of your A res, S& Tand/ or MO VES. tank units are quite brittle defending against One can even admire the intricate workings 2. Your Customer Code and Expiration Codes overruns. Surprisingly, I made some progress of the many parts and sub-systems. The rules are generally clear and there were no major (this is the very lap li ne o f information on your against the northern side of the pocket, cap­ mailing label). turing Dmitriyev-L'gorsky and destroying lapses or gliches in the rules that rendered the game unplayable. 3. Your old address (clearly indicate it is the 60/ CF HQ. The progress I mad,e against "old" address). the northern side of the pocket I attribute to Kursk is not a game to approach lightly; B.F. 's somewhat poor deployment. B.F. did it is akin to a monster game even though it 4. Your new address (clearly indicate it is not stack his weaker units (admittedly the ap­ has but one map. In our game we spent a " new" address). pearance of Soviet strength on this front is il­ good two hours on each game-turn, probably 5. The effective dale or your new address. lusionary), and because of the nature of the the norm for even experienced players. Nor When YOIl send us a ~ hange of address, don't defense system, stacks with low step value ac­ can Kursk be recommended for those that enclose any of her ~ o rre s pondenc e that does not . tually help the attacker. are put off by complexity. For those who do pertain to thal change - it just slows up the As it turned out, the cost for my success not mind complexity and have a large chunk processing of [he change and creates a in the north was steep. To gain weight for my of time to invest in it, the game can be vastly possibility of mi ssed in formatio,n. A postcard is best. Write LO: attacks around Olkhovatka, I had stripped rewarding. my lines around Ore!. The result was a Simulations Publications, Inc. vicious Soviet counterattack. Luckily, B.F. A Critical Analysis Customer Service, COA Dept. couldn' t take full advantage of my blunder As far as I am concerned, the designer 257 Park Avenue South New York. New York 10010 because most of his units were weak. The has indeed attained his goals. He has counterattack didn't reach Ore!. given players a truly impressive O.B. thaI In the south I made good progress, must stand as a standard of excellence in the