What, no Elefants? Looks like a fun time, Peter, and the terrain is outstanding.
While often billed as the war's biggest or greatest tank battle, Kursk was certainly more than that at the start. We have played a number of Kursk "slivers" here, not much more than a 1000 yard frontage and maybe a mile or two deep, typically with 4-6 players. Go bigger and it becomes overwhelming and nearly unmanageable from a game perspective, not to mention the amount of time consumed. The scenarios have been built around the Germans' set-piece attempt to punch through two or three defensive belts into the open ground beyond (typically where the bulk of a Soviet tank brigade is lurking). If you put everything out there (large numbers of tanks, mechanized infantry, Panzerjägers, air support, volumes of arty, large numbers of antitank guns and rifles, redoubts, mine belts, juiced-up breakdown rules, etc.), it's a tedious slog and quickly becomes apparent why the German effort was doomed from the start. Granted, the scale is a bit compressed compared to historical positioning, i.e. miles of ground typically separated the defense lines rather than a few hundred yards, but you get the idea.
Back in the late-1980s we played a lot of armor battles using GDW's Command Decision ruleset. There were elements of CD that were brilliant, especially the command and control rules, but one big turn-off for many players was the one to five scaling of units, i.e. one tank represented five in the order of battle. A 65-tank Panzer regiment basically boiled down to 13 vehicles (excluding the support stuff). That might seem awful, but for big battles like Kursk, it actually worked rather well. Twenty-six tanks and you had the scaled-down armor contingent of a Panzer division. I still have a copy of the original set around here somewhere, but untouched for many years.