The Battle of Kursk. Fast and Fun WW2 Platoon-level gaming. project video thumbnail
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$30,683 pledged of $18,000 goal
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All or nothing. This project will only be funded if it reaches its goal by .

$30,683 pledged of $18,000 goal
backers

All or nothing. This project will only be funded if it reaches its goal by .

About

New Add-ons, including complete games, added!

Seventeen Stretch Goals & Add Ons! Check Them Out Beneath the Game Description.

www.flyingpiggames.com  

twitter.com/markholtwalker  

facebook.com/flyingpiggames

Free Stretch Goals!

If we get 200 shares on the top post (shares, not just likes) on our Facebook page, I'll throw in two extra late-war scenarios in the "Tracks in the Mud" stretch goal. I promise that they will have late-war tanks, and I promise they will be fun. So head over to Facebook, like us, and then share the post. It's at the top of the page. BTW, under stretch goals, is a picture of the beautiful wooded map stretch goal. We're only a handful of pledges away from unlocking it.

The Campaign

Kursk. Many historians believe it was the turning point of the World War II. Kursk. Witness to the largest tank battle of the entire war. Kursk. The end of the myth of German invincibility. 

Although the history is important, what is more so is an immersive, fast-moving, compelling game that lets YOU relive the history. That’s what you get with Platoon Commander Deluxe: Kursk.

Designed by Mark H. Walker and David K. van Hoose, Platoon Commander Deluxe: Kursk (PCD:K) is the gorgeous port of Tiny Battles’ well-known Platoon Commander system to Flying Pig’s big box, mounted map, large counter method of game publishing. Each game includes TWO mounted 11” x 17” geomorphic maps, and four sheets of thick (2mm thick, wow these counters are so easy to pick up, thick, why haven’t wargames been like this forever, thick), 1” square counters. There are Tiger tanks, Panther tanks, Mk IV tanks, T-34/76 tanks, KV-1 tanks, SU-152 assault guns, infantry (rifle, guards, pioneers, submachine gun), mortar batteries, Stukas, IL-2, and more.   

Each turn is gamed through several phases. At the beginning of each turn, the players determine initiative with a unique dice-off system in which ties award the initiative to whomever lacked it the previous turn and applying the Commander's Focus to the roll might tilt the odds in your favor. Next, players will draw a scenario-designated number (usually just one) of Action Cards that may be used for anything from artillery (and counter-battery) and air strikes, through rally assists, to negating the opponent's just-played card. Then it is time to rally disrupted units with a simple 1d6 roll against a nationality or scenario-designated morale. Action Cards, in addition to the special Aid chit, may be used to improve a unit's chances of preparing for combat.

And then all hell breaks lose... It's the Fire Phase and players alternate firing with individual units or stacks of units against in-range and in-sight enemy units. When firing on the enemy tanks, the target's Armor Factor is subtracted from the firing unit's Armor Piercing Factor, two dice are rolled, and the results checked on the appropriate column on the Fire Results Table, yielding a number of potential hits. The target rolls a die for each potential hit and compares it to his or her morale. Pass the morale check, that hit is negated. These columns and die rolls can be modified by the target's terrain, flanking fire, the Focus marker (represents the commander's presence), and most importantly Action Cards, which can grant column shifts or even allow the same unit to fire again, adding a delicious uncertainty that makes the game thrilling to play. Players continue to alternate attacks until neither wishes to attack.  

Next comes the Movement Phase. Unlike the preceding Fire Phase, one player moves ALL his eligible units before the opposition gets to move. Certain units can move and fire or vice versa (with a penalty), unfired opposing units can opportunity fire on enemies moving within their line of sight. Additionally, good order units exert a zone of control on passing units if they can't fire. I mean no one sits on their hands when the enemy is near, right? As in many other facets of the game, the insightful play of Action Cards during the movement phase is critical, allowing additional movement or opportunity fire conducted by units that have already fired. No PanzerBush tactics here, you never know when a unit will be able to fire on you. Exciting stuff.  

Finally, we reach the Aid and Focus Phase. Platoon Commander eschews the use of HQs that can be unrealistically targeted. Instead both players have Aid and Focus markers, representing where the commander intends to place emphasis or send additional assets (ammunition, weapons, etc) or first aid. The placement of these markers provides combat and morale bonuses to the units underneath them. Additionally, if the player chooses, the Focus marker can be used to influence the initiative roll. And that's a turn of Platoon Commander.  

It’s a system that grognards and newbies alike can enjoy. The counters are large, easy to read, and beautifully illustrated. There is no jungle of numbers to wade through; the range at which a unit can fire is indicated by the color of the icon behind the attack factor. Although gamers need not fiddle with unit facing, simple rules account for flanking fire. And infantry isn’t forgotten either. Platoon Commander Deluxe uses a unique system in which infantry assaults from adjacent hexes, allowing commanders to concentrate overwhelming force at a critical point and even conduct flank attacks. And woe be the Tiger platoon caught unsupported in the midst of a city by a Russian rifle platoon. I’ve been playing platoon-level wargames since I first discovered Panzer Leader, and Platoon Commander Deluxe is the system that I have always wanted to play. I hope you like it too. 

Why Pledge? What's Different About This Game?

  • Clutterless counters. PCD:K uses color to determine a weapon's range. For example, an Armor Piercing factor printed on gold indicates that the weapon can fire normally at a target up to four hexes away. 
  • Unique phasing. Players alternate attacking in the Fire Phase, but move all their units at once during the Movement Phase.
  • Flanking Friendly Close Assault Phase. Units do not enter the hex of the Close Assault target, but rather attack from adjacent hexes. This allows the attacker to not only amass the overwhelming odds needed to take that key position, but also attack from multiple directions, which provide a flanking bonus. Additionally, alternating attacks in the Close Assault phase allow defenders to conduct true spoiling attacks. 
  • Ranged combat results are based not only an the target's armor factor and terrain, which determine the column on which the attack is executed, but also the target unit's morale which determines how many hits affected the target. Hence two of the most important determinants in combat--the quality of the equipment, and the quality of the men-- are effortlessly accounted for. 
  • Artillery is card driven. Neither player knows the other's artillery capability by glancing at a scenario card. Artillery barrages are determined by Action Cards. 
  • Action Cards. PCD:K is not card driven, but rather card assisted. The Action Cards provide artillery, rally units, provide combat bonuses, and even unexpected Opportunity Fire shots. 
  • Focus and Aid Markers. These markers allow players to influence the battle much as their real life counterparts would. Players may choose to focus on a specific area, providing combat bonuses, or provide additional aid to those disrupted by fire.

The Game Includes

  • Two, beautiful, mounted, large-hex, geomorphic 22 x 17" maps.
  • Four sheets of 1" square, approximately 2mm-thick counters representing the tanks, trucks, guns, and men that fought the battle.
  • Fourteen historical scenarios.
  • Player Aid Cards
  • 18 Action Cards.
  • Colorful Rules book.
  • Four dice.
  • Attractive, large box.

Download the living rules here.

#1-9. Bonus Action Cards ($18.5K-$23K)

Beginning at $18,500 and continuing at each $500 increment until we reach $23,000 we will add one KICKSTARTER EXCLUSIVE Action Card, such as Overrun, Interceptor, High Altitude Bombing, Sewer Movement, Bore Sighted, and Vodka to name but a few. 

 #10. PCD:K Mousepad ($25K)

Wow, just look at this. Very nice looking, full-size neoprene mouse pad. You'll never buy another, and it is yours at $25K.

 #11 Another Mounted Mapboard ($29K)

Another beautiful, full-color, geomorphic mounted map/game board. Completely compatible with the two mapboards that come in the base game. Use it to design your own scenarios or play upcoming scenarios in Yaah! magazine, or for the scenarios included in stretch goal #13 below.

 #12 Another Sheet of Counters ($33K)

Another full sheet of 1" counters representing vehicles from the early and late war period. Included will be King Tiger, Jagdpanthers, IS-2, IS-3, and more.

#13 Complete Boxed Expansion ($36K) "Tracks in the Mud"

We will take the gameboard from stretch goal #11, the counters from stretch goal #12, add six scenarios (two early war and four late war) , put them in an attractive box and label it, Tracks in the Mud.

That Ain't All

Let's see where this takes us. We do have a few more stretch goals in our back pocket that we can use to sweeten the pot, but first, let's knock these out.

You may select these add-ons and add them to your pledge. The instructions are below. All add-on prices include shipping. Add-ons not available for Appreciate Supporter pledge level.

  • Add a Game. Add any one of our boxed games: Night of Man, '65 Squad Level Battles in Vietnam, Armageddon War, OST School Tactical Volume I or Old School Tactical Volume II. $70
  • Kickstarter Exclusive Dice.  Two German gray and two Russian red dice, festooned with the Flying Pig Logo instead of a 1. These dice will only be offered through this Kickstarter. $12
  • Strategy Guide. So popular with the Old School Tactical series, this is a full-color, 16-page strategy guide. Included are tactical tips, an extensive example of play, and a POINTS SYSTEM for designing your own scenarios.  $23
  • Kursk Mouse Pad. Nice, neoprene mouse pad. The same one that we unlocked above in Stretch Goal #10. This is for the folks who want more than one. $15

Add-On Instructions  

To add-on to your pledge, follow these instructions.  

  • Press the "Manage Your Pledge" button at the top of the page. If you have not pledged yet, it will say "Back This Project". Increase your pledge in the "Pledge Amount" box by the total of the add-ons you want to add (postage is already included). 
  •  After the end of the Kickstarter you will receive a survey that will ask you questions so that you can explain how you would like the add-on money assigned.

Risks and challenges

Printing high-quality, fun-to-play boardgames is always a challenge. We are an experienced company, this is our ninth project. Support us and you will receive a high-quality, professionally designed game.

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    Appreciated Supporter

    Two dollars USD gets you our gratitude and campaign updates. It doesn't get you any stretch goals, but you can use the updates to determine if you want to jump in later on.

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    Straight Up Kursk

    One copy of Platoon Commander Deluxe: Kursk and all the stretch goals that we unlock.

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    Exclusive Kursk

    One copy of Platoon Commander Deluxe: Kursk and all the stretch goals that we unlock.Two German gray and two Russian red dice, festooned with the Flying Pig Logo instead of a 1. These dice will only be offered through this Kickstarter. Additionally, you will also receive the Platoon Commander Deluxe: Kursk 16-page Strategy Guide, which includes a point system for designing your own scenarios..

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    Double Down Kursk

    Two copies of Platoon Commander Deluxe: Kursk and all the stretch goals that we unlock.

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    The Kursk Completist

    One copy of Platoon Commander Deluxe: Kursk and all the stretch goals we unlock AND ONE of the Following: Night of Man, '65 Squad Level Battles in Vietnam, Armageddon War, OST School Tactical Volume I or Old School Tactical Volume II. You choose the one game when we send out the surveys after the Kickstarter completion.

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    Kursk Completist Part II

    One copy of Platoon Commander Deluxe: Kursk and all the stretch goals we unlock AND TWO of the Following: Night of Man, '65 Squad Level Battles in Vietnam, Armageddon War, OST School Tactical Volume I or Old School Tactical Volume II. You choose the two games when we send out the surveys after the Kickstarter completion.

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    Kursk Completist Part III

    One copy of Platoon Commander Deluxe: Kursk and all the stretch goals we unlock AND THREE of the Following: Night of Man, '65 Squad Level Battles in Vietnam, Armageddon War, OST School Tactical Volume I or Old School Tactical Volume II. You choose the THREE games when we send out the surveys after the Kickstarter completion.

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    Pledge $270 or more About $270

    Kursk Completist Part IV

    One copy of Platoon Commander Deluxe: Kursk and all the stretch goals we unlock AND FOUR of the Following: Night of Man, '65 Squad Level Battles in Vietnam, Armageddon War, OST School Tactical Volume I or Old School Tactical Volume II. You choose the FOUR games when we send out the surveys after the Kickstarter completion.

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    Super Reseller Level

    This level includes 22 copies of Kursk War, and any stretch goals that we reach for approximately 50% off AND free shipping. Resellers only.

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    Early Bird Gets the Worm

    Only for the first two pledgers! One copy of Platoon Commander Deluxe: Kursk and all the stretch goals we unlock, but you have to pay for the shipping.

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    First to Fight

    One copy of Platoon Commander Deluxe: Kursk and all the stretch goals that we unlock.

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