Kursk, subtitled "History's Greatest Tank Battle, July 1943", is a board wargame published by Simulations Publications Inc. (SPI) in 1980 that simulates the 1943 Battle of Kursk during World War II. The game proved popular, reaching the top of SPI's Bestseller list, and was well received by critics.
In July 1943, the German summer offensive in Russia ran into a strongly defended Russian tank army near the city of Kursk. Nearly 1400 tanks and assault guns were involved in what became known as the largest tank battle in history, resulting in the destruction of almost 300 tanks on each side. Although the Russians withdrew, the battle was the final strategic offensive that the Germans were able to launch on the Eastern Front. A month later, the Russians launched a counteroffensive that marked the slow German retreat back to Berlin and the end of the war.[1]
Kursk is a tactical wargame for two players (or two teams) that covers various aspects of the battle. Three scenarios are provided:
For the historical scenario, the Russian player sets out their infantry and tank units first, followed by the German player. Then the Russian player adds their artillery and anti-tank units.
Each turn has the following phases:
Both players gain victory points for destroying enemy units and capturing objectives. In addition, the German player receives a victory point for every Russian reserve unit that is activated. The player with the most points at the end of the scenario is the winner.
In 1971, SPI published , a game about combat at Kursk on a single day. BoardGameGeek claims it was the first to simulate even part of this battle.[3]
Nine years later, SPI decided to revisit the battle in greater detail, and Brent Nosworthy began to design a game based on the rules used in SPI's 1976 game set on the Eastern Front, Panzergruppe Guderian. The new Kursk project was eventually taken over by Eric Goldberg, who designed a game with a new rules system that covered the entire battle including the Russian counter-offensive in August. Jim Dunnigan led the game development, and Redmond A. Simonsen provided the graphic design.
The game proved to be a bestseller, entering SPI's Top Ten Bestseller list as soon as it was published in March 1980. It continued to gain in popularity, and by July was #1 on the Top Ten list.[4]
After the demise of SPI, Six Angles acquired the license for this game and published a Japanese language version in 2006 with cover art by Masahiro Yamasaki.
In Issue 36 of Phoenix, Paul Evans liked the "impressive amount of detail and realism", and thought it was "a good simulation of the game". But he found that "the game plays slowly. The Russians cannot afford many mistakes, and no major ones. The German is always looking for the best advantage; so each turn is full of planning and pondering." He concluded that, despite the game's many strengths, "I find it a bit dull. It somehow lacks that spark that arouses and captures the interest."[5]
In Issue 51 of Moves, Thomas Hudson found the amount of historical research to be "staggering". He did note that the game set up was arduous, and also that it was a slow game, saying, "Kursk is not a game with lightning penetration and deep thrusts; it does reward the careful planner [...] In our game we spent a good two hours on each game turn, probably the norm for even experienced players." He concluded with some ambivalence: "Kursk is not a game to approach lightly; it is akin to a monster game even though it has but one map [...] Nor can Kursk be recommended for those that are put off by complexity. For those who do not mind the complexity and have a large chunk of time to invest in it, the game can be vastly rewarding."[6]
In Issue 58 of Moves, Bob Malin spent more than one hundred hours playing the game, but in the end was left with mixed feelings. Malin found the game unbalanced in favor of the Germans. He felt that if the game was supposed to simulate the world's largest tank battle, it should have had a bigger map and more counters. He concluded, "Kursk is an enigma, both the battle and the game. Historically it should never have happened, yet did; the game looks as if it should work, yet does not come off."[7]
At the 1981 Charles S. Roberts Awards, Kursk was a finalist for "Best Twentieth Century Game of 1980".