Join our newsletter
for new products, special offers, and more!

Enter email address

Sell your stuff or turn those old games into new!

Click Here

Don't see what you're looking for? Create a Want List!

Click Here

Partner with the Knight!

Click Here
Death Ride Kursk - 3rd Panzer Expansion

by Grognard Simulations, Inc.

Category: Board & War Games
Genre: War Game - World War II
Product Line: Death Ride Series
Author: Chris Fasulo Sr.
Publish Date: 2011
In Print: Yes
Condition: MINT/New    
NKG part # Mfg. part # Type Condition
2148032623 Boxed Game MINT/New

The game features the 3rd Panzer Division and some supporting XLVIII Panzer Corps units at mostly Platoon and some Company/Battery level and the Red Army (10th Tank Corps, and other rifle and 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.

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 division operated on the left flank of the Gross Deutschland Division.

The additional armor in this game makes play extremely fun and intense and they include Panzer Regiment 6 (90 MkIII and IV tanks) and 10th Tank Corps 3 Tank Brigades (120 T34 and 60 T70 tanks). 3rd Panzer has its 2 Infantry Regiments and supporting elements. The game will also force players to account for Command and Control and Supply.

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.

This 3rd Panzer division game fits into the DRK-GD game framework by being primarily a reinforcement in that game and replacing the 3rd Panzer battalion counters that simply fill the void and help cover the extended left flank of GD.

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. Especially important are decisions on when to opportunity fire, what weapons to engage with, at what range should a fire attack be made, and how best to cover a minefield or wire breach operation.

Key Features:

  • (4) 11" x 17" game maps of the Kursk area that extends the DRK-GD map in the top left (north west) corner
  • (2) Full Color Order of Battle Charts
  • Combat Charts and Tables
  • Special scenario modifications
  • Approximately 600 Die Cut Unit Counters and Markers
  • Germans at platoon and company/battery level, Red Army at company/battery level
  • Highly detailed without overbearing rules
  • Excellent Solitaire Play

  • Current Customer Reviews  (Review Guidelines)

    » Be the first to write an online review and share your thoughts with other customers!

    Customers who bought this item also bought:

    Death Ride Kursk - Gross Deutschland by Grognard Simulations, Inc.
    Death Ride Kursk - 11th Panzer by Grognard Simulations, Inc.
    #17 w/Leningrad '41 - What if Manstein Attacked? by Decision Games
    ASL Journal #9 by Multi-Man Publishing
    Pacific Islands Campaign - Iwo Jima by Grognard Simulations, Inc.


    » Browse other products by Grognard Simulations, Inc.


    $64.95
    Quantity:
    Retail Price: $65.00
    You Save: $0.05

    In Stock: Ships within 24 hours

    Death Ride Kursk - 3rd Panzer Expansion
    + view enlarged image
    (if available)

    Death Ride Kursk - 3rd Panzer Expansion
    + view enlarged image
    (if available)

    Death Ride Kursk - 3rd Panzer Expansion
    + view enlarged image
    (if available)


    ^ Back to top