Total Plays: 4
Axis (50%)
Allies (50%)

5 July 1943. In the northern sector of the Kursk salient, the German advance is about to begin—not in the sweeping maneuvers intended, but in meters, in minutes, in blood.
Across the open ground, Tigers and Elefants, immense and untamed, rumble forward—their guns reaching far beyond anything that can oppose them. At distance, they are predators without equal. At distance, they roam free.
But ahead lies Ponyri—and Ponyri is no open ground.
Nearby rises Hill 253.5—a vantage point, a prize, and soon a graveyard. Whoever holds it commands the field. Whoever takes it will have to pay the price.
Now the battlefield tightens. The lines close. The horizon disappears behind walls, embankments, and drifting smoke. The steel’s advantages are being stripped away. The hunters are pressed into narrow streets and broken ground, where movement falters and vision fails. Not broken—but caged.
And in this cage, something waits.
Steel turns against itself.
A little Stalingrad.
A cage—where the beasts were meant to rule, and instead must fight to survive!

 

  Soviet German
Division 1

8x Squad Bases
- 22 Regular Infantry
- 2 officers
- 2 elites
- 2 MGs
- 1 mortar 

1x Medic
1x SMG
1x Engineer

3x AT gun
1x SU 76
2x T 34

6 Squad Bases
- 12 Regular Infantry
- 5 elites
- 1 officer
- 2 mortars
- 1 MG

1x Medic
1x Flamethrower
2x Engineer

1x Brummbär
1x Stug III
2x Ferdinand

Division 2

 

7x Squad Bases
- 19 Regular Infantry
- 2 officers
- 3 elites
- 1 MG
- 1 mortar 

1x Medic
1x SMG
1x Engineer

2x AT gun
1x KV I
1x T 34

 

6 Squad Bases
- 15 Regular Infantry
- 3 elites
- 1 officer
- 1 MG
- 1 mortar

1x Medic
1x Expert
1x Engineer
1x Flamethrower

1x Tiger I
2x Panzer IV
1x Panzer III
2x sdkfz 251

Strategy Decks

Artillery 2
Morale 1 (The Soviet player may play the Take down the Beast tactics card without the requirement to combine fire.)

Artillery 1
German Reinforcements 1
Starting Strategy Cards 3 1
Operations Cards

Katyusha Support
Desperate Defenders
Massive Confusion (shared)

Nebelwerfer Support
Clear tank trap
Clear Mines
Massive Confusion (shared)

Deployment Zone

Div.1: any legal hex on maps 2B, 1B, 9A and/or 5B
Div.2: any legal hex on maps 9A, 5B, 11A and/or 8B

Div.1: grey shaded hexes on map 6B and/or 12A
Div.2: grey shaded hexes on map 12A and/or 7B
Starting Initiative Setup First Initiative Token 
Objective

The German player wins immediately if one of the following occurs:

  1. At the end of any round, the German player controls all five victory objectives
  2. As soon as the German player exits three heavy vehicles off the far end of the board. They may exit into half hexes (in all other respects, half hexes remain unplayable, e.g. for determining LOS)

In neither one of the above occurs, victory is determined as follows at the end of round 11: 

Both players score Victory Points (VP) as follows at the end of each round:

SOVIET PLAYER

  • 1 VP for each Victory Objective controlled
  • 2 VP for each Tiger I or Elefant destroyed
  • 1 VP for any other German heavy vehicle destroyed

GERMAN PLAYER

  • 4 VP for each Objective controlled
  • 4 VP for each heavy vehicle exited off the map

The player with the most VP at the end of round 11 wins.

Rounds 11 (max)
Actions per turn 3 3
Reinforcements

The Russians receive the following reinforcements during the following rounds. They are placed on the red shaded hexes on map 2B.  

Round 3:
1x T34
1x AT gun
3 squad bases
    • 1 officer
    • 2 elites
    • 9 regulars
        ◦ 1 engineer token

Round 5:
2 x T34
1x SU 152
1x SU 76
2 squad bases
    • 1 officer
    • 3 elites
    • 4 regulars
        ◦ 1 engineer token

Round 7:
1x SU 152
1x T34
1x KV I
2 squad bases
    • 1 officer
    • 3 elites
    • 4 regulars

Round 8:
1x SU 76
1x T34
1 squad base
    • 4 regulars

The Germans receive the following reinforcements during the following rounds. German reinforcements are placed on any of the grey shaded hexes.: 

Round 2:
1x Panzer IV
1x Panzer III
1x Stug III
1x Brummbär

Round 4:
1x Ferdinand
1x Tiger I
1x Brummbär
1x Panzer IV
2x sdkfz 251
2 squad bases
    • 1 officer
    • 3 elites
    • 4 regulars

Round 6:
1x Ferdinand
1x Tiger I
1x Panzer IV
1x Stug III
1 squad base
    • 4 regulars

Round 7:
1x Panzer III
1x Stug III

Special Rules
  • Vantage Point: While a player controls the Victory Objective on Hill 253.5, all artillery attack cards they play, hit on a roll of 4+. This includes the use of the Katyusha and Nebelwerfer support op cards for the purposes of this scenario. Note that spotting round and increased priority do not affect the use of the Katyusha and Nebelwerfer operation cards!  

  • Satchel charges: Russian squads receive +2 firepower when attacking a vehicle from close range.

  • Infinite artillery: If the Soviet artillery deck is ever depleted, reshuffle the cards played to form a new draw deck and continue play as normal.

  • Mobile Obstacle detachment: Soviet engineers may, as an action, place an instant mine token it their hex. Friendly units may also be affected by them, including (friendly and enemy) engineers should they (re)enter a hex with instant mines in them. Squads must roll a 6 (5 if they end their move there) when entering bombarded terrain to avoid taking any damage. All other rules apply as outlined in the Fury of the Bear rules booklet!

  • Prepared defenses: AT guns may set up in building hexes (but not enter them) and squads in trenches may operate equipment units in their hex. Any such equipment unit gains +2 cover if there’s at least one trench in the same hex.

  • Fortified buildings: Building hexes with an entrenchment in them are fortified buildings. They offer 5 cover. Engineers may construct entrenchments in “regular” buildings to fortify them. Equipment units do not receive the additional +1 cover when located in a fortified building hex. Units with the concussive firepower ability can still only use it against squads, not against equipment units inside fortified buildings. Squads inside a fortified building may support an assault.

  • Panzergrenadiers: If the German player pays 2 extra command points whenever they decide to buy units from the German reinforcements deck, they may buy a half track to go with it (They may still opt to pay only 1 extra command point and buy a truck instead). 

New unit stats

Ferdinand/Elefant-tank destroyer

Speed: 3 
Armor 5 (extra thick armor; when this unit rolls its armor defense dice, immediately change up to two failed results into 6’s.)

AI: Range 5; firepower 4
AV: Range 9; firepower 13
Concussive firepower: This unit gets +3 range and +3 firepower against infantry in buildings, pillboxes and bunkers
Sturdy

Unit Special rules:

No hull MG & limited visibility: This unit cannot fire at infantry from close range 
Close assault vulnerability: This unit loses its extra thick armor trait when attacked by infantry from close range.
Note: No overrun!


Sturmpanzer IV Brummbär

Armor: 5
Speed: 4

AI: range 8; firepower 10
AV: range 6; firepower 5 

Unit Special rules:
- Concussive Firepower
- Overrun
- Sturdy


SU‑152 

Armor: 5
Speed: 4

AI: Range 6; firepower 8
AV: Range 8; firepower 11

Unit Special rules:
- Concussive Firepower
- Overrun
- Sturdy

SU 76

Armor: 3
Speed: 6

AI: Range 5; firepower 6
AV Range 7; firepower 7

Unit Special rules:
-Open-top: This unit is vulnerable to suppressive attacks
-Overrun
- Sturdy
-Concussive firepower

Terrain Features -
Further Balancing Rules

If two players are of unequal skill, the following changes may be made to the scenario if both players agree: 

  • Russians: Add the Seize the Initiative Operations Card
  • Germans: Armored shield: For each heavy vehicle in its hex, a squad gains +1 cover. 

 

 

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