KZF v2.2 p1 RULES (2 Column) 2020.09.28

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20.

Jahrhundert Kriegsführung Regeln

KZF v2.2
(Kriegsspiel-Zusammenfassung
Figurenspielregeln)
Part 1: Rules (2 Column)

WDR (1915-2015)
Wargamers Digest Figure-Gaming Rules

Gene McCoy © 1973-1975


A Platoon Scale Brigade/Regimental Game of Mobile Warfare
(Edited and Modified by Peter Frederick Model - 3. Februar 2024)
Forward (Führen)
These rules are my interpretation of the Wargamers Digest WW2Rules, written by Gene McCoy and printed in the Wargamers
Digest magazine between 1973 and 1975.

Versions (Ausführung)
Wargamers Digest-WW2Rules 73-75: The original Wargamers Digest-WW2Rules as posted on yahoo groups.
KZF (Kriegsspiel-Zusammenfassung) v2.x: Updated and Enhanced version of the original rules, with any gaps filled and
existing rules cleaned and normalised. This version is a complete set of rules which will allow players to refight world
war two & cold war conflicts..

Structure (Struktur)
The rules set consists of a number of Parts, these are as follows;
Part 1: RULES – User Reference: To be used when playing the game (1 column)
(2 column)
(3 column)
Part 2: BASIC ORGANISATION – Army Lists (Gliederungen)
Part 3: EQUIPMENT DATA CHARTS – Equipment Lists (Ausrustung)
Part 4: QRS – Quick Reference Sheets, Charts, Tables and Rules (Kurzübersicht)
Part 5: EXAMPLES – Examples of Play. (Beispiele)
Part 6: DESIGNERS NOTES – Commentary and overview of the Rules.
Part 7: SCENARIO’S – Scenarios (Kampagnen)
Part 8: BOARD GAME (Brettspiel)
Part 9: COUNTERS - Counter, Markers and Game Aids (Zähler)
TABLE OF CONTENTS [12.0] MOVEMENT (Table Nine) .......................................... 11
[12.1] MOVEMENT ALLOWANCE 11
[12.2] MOVEMENT RESTRICTIONS 11
PART 1: RULES 1 [12.4] TRAVEL MODE 11
[1.0] INTRODUCTION........................................................... 1 [13.0] DIRECT FIRE (Table Eleven) ....................................... 12
[1.1] BASIC CONCEPTS 1 [13.1] STANDARD DIRECT FIRE 12
[1.3] SETTING UP 2 [13.2] OPPORTUNITY FIRE (Table Ten) 12
[1.4] PLAYING AREA 2 [13.3] RETURN FIRE 12
[1.5] TERRAIN, See Case [23.0] 2 [13.4] DIRECT FIRING ARCS 12
[1.6] ELEMENT TYPES 2
[14.0] INDIRECT FIRE (TABLE TWELVE) ................................ 13
[1.7] QUALITY OF TROOPS 2
[14.1] ELIGIBILITY 13
[1.8] DEFENSIVE EFFECTIVNESS & FIRE EFFECTIVNESS 2
[14.2] SELF OBSERVERD INDIRECT FIRE 13
[1.9] H.Q. HEADQUARTERS (Commanders) 3
[14.5] INDIRECT FIRING ARCS 13
[2.0] SEQUENCE OF PLAY (Table One) .................................. 4
[15.0] CLOSE ASSAULT (TABLE THIRTEEN) ........................... 13
[2.1] PHASE 1: INITIATIVE PHASE 4
[15.1] INITIATING CLOSE ASSAULT 13
[2.2] PHASE 2: AIRCRAFT PHASE 4
[15.2] CLOSE COMBAT 13
[2.3] PHASE 3: ARTILLERY PHASE 4
[15.3] CLOSE SUPPORT 13
[2.4] PHASE 4: 1st FIRE & MOVEMENT PHASE 4
[2.5] PHASE 5: 2nd FIRE & MOVEMENT PHASE 4
[16.0] FIRE COMBAT (TABLE FOURTEEN) ............................. 14
[16.1] ELIGIBILITY TO FIRE 14
[2.6] PHASE 6: HOUSEKEEPING PHASE 4
[16.2] FIRE EFFECTIVNESS (FE) DETERMINATION 14
[3.0] TROOP TESTS (Table Two) ........................................... 4
[16.3] DEFENCE EFFECTIVNESS (DEF) DETERMINATION 15
[3.1] QUALITY TEST 4
[16.4] FIRE COMBAT DICE 15
[3.2] HEADQUARTERS 4
[16.5] DIRECT FIRE & CLOSE COMBAT HITS 15
[4.0] TROOP ORDER ............................................................ 5 [16.6] INDIRECT & AIR COMBAT FIRE HITS 2
[4.1] FATIGUE & EXHAUSTION 5 [16.7] SPECIAL WEAPONS & AMMUNITION 2
[4.2] EXHAUSTION 5 [16.8] SAVES (7+) (Table Fourteen) 2
[4.3] RECOVERY FROM FATIGUE & EXHAUSTION 5
[17.0] ENGINEERING (TABLE FIFTHEEN) ................................ 3
[4.6] TAKING COVER, See case [11.4] 5
[17.1] COMMON TASKS 3
[5.2] ROW SHIFT 2
[17.2] DESTROYING BRIDGES 3
[5.3] COLUMN SHIFTS 2
[17.3] MINEFIELDS 3
[5.4] SMOKE 2
[17.4] BARBED WIRE 3
[5.5] LINE OF SIGHT 2
[17.5] LINEAR OBSTRUCTIONS 4
[6.0] INITIATIVE PHASE (Table Four) .................................... 3 [17.6] FORTIFICATION & ENTRENCHMENTS 4
[6.1] REINFORCEMENT SUB-PHASE 3 [17.7] SPECIALIST TASKS 4
[6.2] SUPPLY DETERMINATION SUB-PHASE 3 [17.8] BUILDING BRIDGES 4
[6.3] INITIATIVE SUB-PHASE 3 [17.9] FERRIES & ASSAULT CRAFT 4
[6.4] WEATHER DETERMINATION SUB-PHASE 3
[18.0] HELICOPTERS (Table Sixteen) ...................................... 5
[6.5] BREAKTHROUGH SUB-PHASE 3
[18.1] AIRCRAFT PHASE 5
[6.6] ELECTRONIC WARFARE SUB-PHASE. 3
[18.2] FIRE & MOVEMENT PHASE 5
[7.0] SUPPLY (Table Five) .................................................... 4 [19.0] HOUSEKEEPING .......................................................... 6
[7.1] LINE OF SUPPLY 4
[19.1] HOUSEKEEPING PROCEDURE 6
[7.2] OUT OF SUPPLY 4
[19.1] RALLY TEST 6
[7.3] AIR SUPPLY 4
[19.2] RALLY PLACEMENT 6
[7.4] SUPPLY POINTS 4
[19.3] RECOVER PROCEDURE (Optional Rule) 6
[7.5] STARTING SUPPLY 4
[19.4] RCV (ARV/RV) 6
[7.6] VARYING SUPPLY FOR SCENARIOS 4
[19.5] VICTORY CONDITIONS (Standard Attack/Defend Scenario) 6
[7.7] SUPPLIES AND REINFORCEMENTS 4
[20.0] DAYLIGHT AND NIGHTFALL ......................................... 7
[8.0] AIRCRAFT (Table Six) ................................................... 5
[8.1] AIRCRAFT MISSION 5
[21.0] CLIMATIC REGIONS & SEASONS (Table Seventeen)...... 7
[21.1] TABLE 17: CLIMATIC REGIONS AND SEASONS, See Case [20.1]
[8.3] AIR TO AIR COMBAT 6
[8.4] GROUND TO AIR COMBAT 6 7
[8.5] AIR TO GROUND COMBAT 6 [22.0] WEATHER (Table Eighteen) ......................................... 7
[8.6] RETURNING AIRCRAFT 7 [22.1] WEATHER EFFECTS 7
[8.7] AIRCRAFT CASUALTY (Optional) 7 [23.0] TERRAIN ..................................................................... 7
[8.8] ATTACK POINT 7 [23.1] TERRAIN TYPES 7
[8.9] OBSERVATION POINT, RECONNAISSANCE POINT & SUPPLY- [23.2] TERRAIN HEIGHT 7
DROP POINT 7 [23.3] SUGGESTED TERRAIN 8
[9.0] ARTILLERY (INDIRECT FIRE) (Table Seven) .................... 7 [24.0] HIDDEN UNITS ............................................................ 8
[9.1] ARTILLERY MISSIONS 7 [24.1] PLACING HIDDEN MARKERS 8
[9.2] ARTILLERY SUPPORT 8 [24.2] HIDDEN MARKER EFFECTS 8
[9.3] AREA FIRE 8 [25.0] CREDITS ...................................................................... 8
[9.4] INTERDICTION FIRE 8
[9.5] COUNTER-BATTERY FIRE 8 INDEX 9
[9.6] SMOKE 8
[9.7] ILLUMINATION 8 Errata 10
[10.0] ACTIVATING HEADQUARTERS ..................................... 9
[10.1] COMBINED ARMS 9
TABLE OF FIGURES
[10.2] SIMULTANEOUS & SEQUENTIAL 9 Fig 1.4 Base Size Example, for 1/285 scale figuresError! Bookmark not
[11.0] ACTIONS (Table Eight)............................................... 10 defined.
[11.1] ALLOWED ACTION’S 10 Fig 1.9: A typical attack-defend playing areaError! Bookmark not defined.
[11.2] FIRE & MOVEMENT 10 Fig 1.9: Example Headquarters elements Error! Bookmark not defined.
[11.3] REVERSING 10
[11.4] TAKING COVER 10
[11.5] MOUNTING & DISMOUNTING 10
[11.6] COMBAT TRANSPORTS (Optional Rule) 10
[11.7] LIMBERING & UNLIMBERING 10
The basic formation is the battalion, or battalion equivalent such as a

PART 1: RULES regimental headquarters and supporting, non-battalion, forces. Each


battalion consists of a number of elements, each of which represents
from 4-6 vehicles or guns, or 40-60 men. Note that artillery battalions
consist of one element in most cases. Aircraft figures, or flights,
[1.0] INTRODUCTION represent four to six aircraft.
Kriegsspiel-Zusammenfassung, or KZF for short, is an enhanced Cases;
version of “Wargamer’s Digest-WW2Rules”, written by Gene McCoy [1.1.1] Formation: A player will typically represent a brigade or
between 1973 and 1975. In 1978 Gene McCoy announced he would regimental commander, commanding a number of battalions, which
create a more formal set of rules, but these were unfortunately never in turn consists of one to several elements.
printed. If they were they would have been revolutionary, however
this was not to be and the first set of rules printed using this scale [1.1.2] Element: All figures are mounted on bases, which are
was Corps Commander in 1986, almost ten years later. referred to as elements in the rules. Vehicles or artillery are
mounted one per element, with separate crew figures recommended
The copy of the “Wargamer’s Digest-WW2Rules” I have access to is for artillery. Infantry are mounted three to an element, if non-combat
based on a number of articles printed in Wargamer’s Digest where infantry, four to an element if combat infantry and five to an element
specific rules are mentioned in different articles. As such the rules are if heavy weapons. If the heavy weapon is obvious, such as mortars,
not complete and in order to use them players would need to fill in a players may base as per artillery. Aircraft are not mounted.
lot of gaps themselves. Because of this Kriegsspiel-Zusammenfassung
is based on a significant amount of assumptions. These assumptions [1.1.3] LOSS: A LOSS results in an entire element being removed,
are outlined in the editors notes. The original rules source, as they with the possibility of rallying and returning or being permanently
exist is also included in the designers notes for reference purposes. eliminated. If permanently eliminated and depending on the element
To make the job of creating a complete set of rules even more type this may be repaired and returned to play.
difficult, the original rules changed over the two years they were [1.1.4] Dice: All dice in the game are d6, of which several are
printed in the Wargamer’s Digest. As a result I selected the “version” required.
that is most suitable for these rules and my selection may not be to
some players liking. [1.2] SCALE & BASING
[1.2.1] For 1/285 or 1/300 scale each centimetre represents 100
In writing this interpretation of Gene’s “Wargamer’s Digest-
metres, thus representing a scale of 1:10000. If players have larger
WW2Rules” I have followed a few basic guidelines. I have assumed
playing areas double all distances used in the rules. In this case each
the rules were designed to be simple, allowing new players to quickly
cm represent 50 metres, thus representing a scale of 1:5000. If using
learn them and allowing play to be fast and as simple as possible. The
1/100 or 1/72 scale figure replaces all centimetres with inches, thus
result is historical accuracy has been sacrificed. Where gaps, such as a
one inch represents 100 metres, representing a scale of 1:3937.
sequence of play, exists, I have adopted a game-system which is as
close to my guess of the way the rules were originally played. I have [1.2.2] Each game-Turn represents an hour.
attempted to fit as much of the source rules into charts and tables.
[1.2.3] Each element represents 4-6 vehicles, 4-6 guns, 40-60 men
As a result the way the rules are presented has been changed. The
best example of this is the fire combat system. The end point is as or 4-6 Helicopters. Each flight of aircraft represents 4-6 aircraft.
close to the original as possible, but the way you get there may look [1.2.4] Basing: For 1/285 or 1/300 (6mm) Figures should be placed
different. on a base 3 cm x 3 cm in size. The base may be deeper to
accommodate the figure.
Its unlikely I have created a set of rules which reflect Gene’s original
rules accurately, but I strongly suspect his view of the rules was very
flexible. Gene was a pioneer, and as such, was probably feeling his
way around. Today game designers have a host of other rules to use
as examples of what works and what does not. Gene had no set of
rules to work off and its clear that some of his ideas, such as flank
attacks, is based on rules which were suitable for a totally different
scale. As a result I may remove game concepts which are unnecessary
for this scale, or replace them with something simpler or more
relevant.
I hope what I create will be of interest to players and may even be of
some value if the desire of playing a beer and pretzels game in an
afternoon becomes overpowering.
Addendum for v2.1: I have upgraded the rules to allow for modern Fig 1.4 Base Size Example, for 1/285 scale figures
weapons systems, thus allowing players to refight cold war or
modern conflicts. While its possible Gene may have moved down this .
path, there is no evidence of that from the articles in Wargamers
digest. I also suspect I may have pushed the game system to breaking
point including modern weapons systems.
Addendum for v2.2: These are mainly an attempt to edit and clean up
the rules. Apart from simplifying the rules name and correcting errors
there are no changes.
Peter Frederick Model

[1.1] BASIC CONCEPTS


General Rule;

Kriegsspiel-Zusammenfassung v2.1 1 Part 1: Rules


[1.3] SETTING UP Clear: Only offers concealment or protection if taking cover.
(Default Terrain)
Player should follow this procedure when setting up;
Cluttered: Offers concealment or protection if not taking cover and
1. Players setup the playing area, deploying any terrain as required.
additional concealment or protection if taking cover. (Woods, Built-
2. Players write down any pre-planned aircraft missions.
Up Area). Can also often be Rough Terrain.
3. Players write down any pre-planned area or interdiction fire.
Rough: Offers protection if not taking cover and additional protection
4. Players write down the square troops will enter the playing area.
if taking cover. (Woods, Built-Up Area). Can also be Cluttered Terrain.
5. Troops on the playing area are then deployed as determined by
the scenario. Players may choose to secretly deploy troops.
Defenders may be placed anywhere, except the closest 30 cm to the
[1.6] ELEMENT TYPES
attackers player edge and may be entrenched. [1.6.1] Combat elements are classed as vehicles (VEH), artillery
(ART), infantry (INF) or aircraft (AIR). Headquarters (CMD) are a
[1.4] PLAYING AREA special element type described in Case [1.9].
General Rule;
[1.6.2] Headquarter supporting staff elements, referred to as HQC,
In a typical attack-defend game, where play is along the long axis of
are considered as non-combat element. They can have a reduced
the playing area, the playing area is 90 cm by 120 cm, or 3 feet by 4
combat capacity and provide headquarters services, such as signals,
feet. If halving the game scale players should use a 4 feet by 6 feet
which are armed and could be involved in combat.
playing area.
[1.6.3] Non-combat engineers also have a reduced combat ability,
but provide specific engineering services. This includes bridge laying,
mine laying, mine clearing, ferry and assault boats. They are called
Pioneer (PIO)
[1.6.4] Aircraft can be Fighters (F), Fighter-Bombers (FB), Dive
Bombers (DB), Tactical Bombers/Strike (TB), Strategic Bombers/Strike
(SB), A/T Bombers (AB), Reconnaissance (R), Observation (O),
Airborne Early Warning and Command Order (W), Electronic Counter
Measures Order (ECM), Electronic Intelligence Order (EL) or
transport (T).
[1.6.5] Helicopters can be Attack Helicopter (AH), Utility helicopter
(UH), Observation helicopter (OH), Cargo helicopter (CH) or ECM
helicopter (EH).

[1.7] QUALITY OF TROOPS


General Rule;
Headquarters have a Quality Value. The quality of an element is
determined by its commanding headquarters, thus a headquarters
quality of 3 means all subordinate elements have a quality of 3. It is
assumed Aircraft quality is determine by an off-playing area
Headquarters at its base, which is not deployed.
Quality Definition Example (Not extensive) Training Equipt
Experience
1 Unwilling Italian militia 1943 poor
poor poor
2 Green Russian rifle 1941-1942 average average poor
average poor average
3 Trained UK infantry 1943-1944 average average average
average poor
experienced
4 Veteran German Panzer 1940-1944 average average
experienced
5 Elite US Airborne 1945 average average
highly experienced.
6 Fanatic Japanese infantry 1943 average any
Experienced/fanatical.
Fig 1.9: A typical attack-defend playing area
[1.8] DEFENSIVE EFFECTIVNESS & FIRE
[1.5] TERRAIN, See Case [23.0] EFFECTIVNESS
General Rule;
[1.5.1] Terrain include Rivers, Roads and Hills. Terrain has three
The Defensive and direct-fire grades are cross referenced to arrive at
effects, Observation, Movement or Combat.
a range, which the firing element uses when conducting direct fire.
Observation: Terrain which offers concealment should be noted. This The same also applies when conducting indirect fire.
has an effect on Observation ranges.
Movement: Terrain can double movement rates, halve movement Cases;
rates, or prohibits movement. This must be noted. [1.8.1] Defensive Effectiveness Value: Vehicles, Artillery and
Combat: Terrain can provide protection; this reduces the effect of Infantry have a Defensive Effectiveness Value. Towed Artillery and
fire combat or close assault. Infantry are considered as Soft, which means they have no armour
protection. Vehicles can also be soft, or can be armoured. Aircraft are
[1.5.2] For purposes of concealment & protection Area terrain is considered as Aircraft and helicopters are considered as helicopters,
divided into the following three types; although armoured aircraft or helicopters can be considered as
Featureless: Offers no concealment or protection, even if taking armoured.
cover. (Desert, plains, Steppe)

Kriegsspiel-Zusammenfassung v2.1 2 Part 1: Rules


[1.8.2] Fire Effectiveness Value: Vehicles, Artillery and Infantry
have a Fire Effectiveness Value, both against a soft target or an
armoured target. Artillery can also have an Indirect Fire Effectiveness
Value. In some case this is the only value available to conduct fire
combat.
[1.8.3] A.A elements have a fire effectiveness value against
aircraft. This is used when conducting Ground to Air combat.
[1.8.4] Aircraft flights have a fire effectiveness value against
ground targets. This is used when conducting Air to ground Combat.
[1.8.5] Helicopter flights have a fire effectiveness value against
ground targets. This is used when conducting Air to ground Combat.

[1.9] H.Q. HEADQUARTERS (Commanders)


General Rule;
Each Battalion, Regiment, Brigade, Division or Corps, has a H.Q. Fig 1.9: Example Headquarters elements
(Headquarters) element. H.Q. (Headquarters) elements have a
quality rating from one to five. This affects its initiative die roll, if
applicable, its ability to call down air-support or fire-support, and the
allowed actions available for its subordinate elements, but not
subordinate headquarters. Any subordinate headquarters uses its
own Quality Rating for these activities.
Cases;
[1.9.1] H.Q (Headquarters) elements can be the target of fire
combat or close assault and can move as any other type of element,
counting as a Car or Light Truck, See Case [12.1.2].
[1.9.2] H.Q. (Headquarters) elements cannot conduct fire combat
or initiate close assault.
[1.9.3] If a H.Q. element is eliminated, its subordinate elements
lack a headquarters for a full game-turn. During this period all
elements have a quality of 0. After one game turn a new H.Q.
element is deployed, which has a quality 1 less than the eliminated
H.Q. element, with the minimum being 1. This affects the quality of
all subordinate elements, See Case [3.2]
[1.9.4] Battalion H.Q. (headquarters) elements have a command
radius of 15 cm and Regimental/Brigade H.Q. (headquarters)
elements 30 cm. This effects the quality of its subordinate elements.
Elements outside the command radius of its headquarters have a
Quality one less than the headquarters. Note: If present, Division and
Corps H.Q. (headquarters) elements have a command radius of 30
cm. Note: Elements, including headquarters, not on the playing area
are always considered to be within the command radius of their
commanding headquarters.
[1.9.5] H.Q. (Headquarters) elements can be considered to occupy
the same spot as a subordinate element, which protects its from
enemy fire combat. This is called stacking. H.Q (Headquarters)
elements move into the same spot as its subordinate element, after
which it moves with the subordinate element. Depict this by placing
the H.Q. (headquarters) element in base to base contact and declare
it is stacked. Once stacked it cannot be the target of fire combat, but
if the subordinate element is eliminated it becomes vulnerable to
enemy fire combat.

Example: A Quality.3 headquarters is outside the command radius of


its commanding headquarters, resulting in its Quality rating dropping
to 2. This affects all subordinate elements. If one of its subordinate
element is, in turn, outside the command radius its Quality rating
dropped to 1. Quality.1 is the lowest rating an element, or
headquarters, could drop for this cause.

Kriegsspiel-Zusammenfassung v2.1 3 Part 1: Rules


[2.0] SEQUENCE OF PLAY (Table One) [2.5] PHASE 5: 2nd FIRE & MOVEMENT PHASE
The opposing player is now the phasing player, who repeats
st
[2.1] PHASE 1: INITIATIVE PHASE the 1 Fire and Movement Phase.
[2.1.1] Reinforcement Placement Sub-Phase: Reinforcements are
[2.6] PHASE 6: HOUSEKEEPING PHASE
deployed on the playing area edge, or if a Rally or Recover, on the
Players conduct all housekeeping activates, after which they advance
playing area, See Case [19.1] and Case [19.3].
the game-Turn marker. These will include removing smoke,
[2.1.2] Supply Determination Sub-Phase: Both players determine illumination and observation aircraft, as well as element attempt to
if any element does not have a line of supply and place a “No Line of recover and rallying, See Case [19.0].
Supply” marker on it. Any element with a “No Line of Supply’; or “Out
of Supply” marker on it, which regains a line of supply, has these [3.0] TROOP TESTS (Table Two)
markers removed, See Case [7.0].
General Rule;
[2.1.3] Initiative Sub-Phase: Each player rolls for initiative, See Some activity’s require an element to pass a Quality test, otherwise
Case [6.0], and determine move order. that activity cannot occur.
[2.1.4] Weather Determination Sub-Phase, See case [6.4]. Commentary;
[2.1.5] Breakthrough Sub-Phase, See case [6.5] Quality represents a combination of training, equipment and
experience. For simplicity names are given to each quality, so
[2.1.6] Electronic Warfare Sub-Phase, See Case [6.6]. Quality.2 is called green. This name represents the most suitable
name, but Quality.2 troops could also represent troops which have
[2.2] PHASE 2: AIRCRAFT PHASE seen combat, but with poor equipment, motivation or unusually poor
[2.2.1] Aircraft Deployment Sub-Phase: Each player deploys command doctrine, as occurred with the US forces in North Africa up
available aircraft flights, starting with aircraft conducting air to to April 1943. So while the army lists may classify some troops as
ground combat, then aircraft which are attacking deployed aircraft green, which is not the case if you only look at experience, remember
conducting air to ground combat, finally by aircraft attacking enemy it combines a number of different factors into a single value, and
aircraft, which in turn, is attacking friendly aircraft. After each step a name.
quality test is conducted to determine if the air mission occurs, or if
casualties occur, See Case [8.2]. Cases;

[2.2.2] Air to Air Combat Sub-Phase: Any Aircraft which are [3.1] QUALITY TEST
attacking enemy aircraft, which in turn are attacking friendly aircraft, General Rule;
are removed, as well as their target. Remaining aircraft attacking Only Headquarters have a Quality Value, elements take their quality
enemy aircraft conducting air to ground combat are removed, as well value from their headquarters,. See case [1.7].
as their target, See Case [8.3]
Cases;
[2.2.3] Ground to Air Combat Sub-Phase: Any A.A. element, within [3.1.1] Elements which need to conduct a quality test spins a D6. If
range of enemy aircraft, can conduct ground to air combat against it, the result is equal to, or less, than its quality it has passed, otherwise
See Case [8.4]. it has failed. A Die roll of 6 always results in a failure, as a result
[2.2.4] Air to Ground Combat Sub-Phase: Remaining aircraft Quality.6 (fanatic) gains no Quality test benefits, but does gain the
conduct air to ground combat, apply the results and remove the ability to have three Actions, See Case [16.8.1].
aircraft unless conducting a 2nd air to ground combat, See Case [8.5]. [3.1.2] CHART 2: QUALITY TEST CAUSE CHART
nd
If eligible, 2 ground to air attacks are conducted, which trigger Aircraft Deployment, See Case [8.2].
additional air to ground fire combat, See Case [8.5.1]. Also See Case Conducting Counter-Battery Fire . (Count 1 grade lower), See Case [9.5].
[8.2.5] to Case [8.2.9]. Calling down fire support using Direct Support Artillery, See Case [9.2] and
Case [14.3].
[2.3] PHASE 3: ARTILLERY PHASE Calling down fire support using General Support Artillery. (Count 1 grade
Any pre-planned area fire or interdiction fire is conducted, if a lower), See case [9.2]
friendly element can observe the fall of fire, otherwise it cannot Grade 1 or 2 element executing a 2nd Action, See Case [11.1.2]
occur, See Case [9.3] and Case [9.4]. Area fire can be a smoke Grade 5 or 6 element executing a 3rd Action, See case [11.1.2]
Rally an element, See Case [19.1].
barrage, See Case [9.6]. Counter-Battery fire is conducted in this
Engineers destroy a bridge, See Case [17.2]
Phase, See Case [9.5]. Interdiction fire consists of indicating the spot
Engineers Lay or clear minefields, See Case [17.3].
it falls, combat only occurs if any element moves through that spot
[3.1.3] Elements with a Quality rating if 1 or 2 need to pass a
during the Fire & Movement Phase. nd
quality test in order to conduct a 2 Action.
[2.4] PHASE 4: 1st FIRE & MOVEMENT PHASE [3.1.4] Elements with a Quality rating of 5 or 6 can conduct a 3
rd

The phasing player selects, or activates, a Headquarters. All elements action if they pass a Quality test.
subordinate to that headquarters can conduct movement and direct
fire, or if an observer, call down indirect fire. Each element has [3.2] HEADQUARTERS
between one and three “Actions”, each action allows an element to Elements outside the command radius of its commanding
move, conduct direct fire, conduct self-observed indirect fire, or call Headquarters has a Quality reduced by 1. If a H.Q. is eliminated the
down indirect fire on an observed enemy element. This can occur in quality of all subordinate elements is Quality.1 until a replacement
any order, and elements can choose not to expend all their actions, H.Q., is deployed, this replacement H.Q. has a Quality one less than
allowing another element to expend actions, before completing their the eliminated H.Q., See Case [1.9.1].
fire & movement phase by conducting its remaining actions. Players
will need to keep track of this, especially indirect fire elements being
called in, which otherwise is not subordinate to the activated
headquarters. Once all elements subordinate to a headquarters has
completed their fire & Movement, another headquarters is activated.
This is repeated until all headquarters have been activated and all
elements have conducted fire and movement, See Case [10.0].
Kriegsspiel-Zusammenfassung v2.1 4 Part 1: Rules
[4.0] TROOP ORDER [5.0] OBSERVATION (Table Three)
General Rule; [5.1] OBSERVATION DISTANCES
Elements can also suffer negative effects if they conduct movement General Rule;
or fire combat over a number of game turns, in this cases elements To determine the distance an element can be observed first
can be fresh, fatigued or exhausted. determine the type of element and then apply any upward or
Cases; downward modifier to this level as outlined by the modifiers bellow.
This row is then cross referenced by the daylight conduction to arrive
[4.1] FATIGUE & EXHAUSTION at the distance that element can be observed. Further left or Right
[4.1.1] An H.Q., as well as all subordinate elements, which is active shifts can occur depending on weather and IR,II or TI equipment.
for eight Game Turns becomes fatigued. Skipped night Game-Turns
In the examples the following terms are used to describe the three
are counted for the purposes of Fatigue, See Case [20.1.4].. Active is
stages of calculating Observation;
defined as any H.Q., or subordinate element moving, conducting fire
combat or subject to fire combat. Subordinate headquarters are not BOR Base Observation range: No Modifiers or weather effects applied.
counted as subordinate elements. MOR Modified Observation range: Modifiers are applied, but no
weather effects are applied.
[4.1.2] When a H.Q. is fatigued it must conduct a Quality test if it FOR Final Observation range: Modifiers and weather effects are applied.
wishes to conduct more than one action, this applies to all its Cases;
subordinate elements, irrespective of Quality.

[4.2] EXHAUSTION
If a fatigued H.Q., is active for an additional four Game-Turns, it
becomes exhausted. Exhausted H.Q., can never conduct more than
one action and must take a Quality test for this.

[4.3] RECOVERY FROM FATIGUE & EXHAUSTION


If a Headquarters and all subordinate elements, even if not in
command radius, does not move, conduct fire combat or suffer any
loss due to enemy fire combat, it is resting and can attempt to
recover. It takes four game-turns of resting to recover, count night
game-turns as two. A recovery will result in exhaustion becoming
fatigue or fatigue becoming good order. Note: It takes eight game-
turn of resting to recover fully from exhaustion.

[4.6] TAKING COVER, See case [11.4]


Elements can adopt a voluntary order, that of taking cover. If an
element takes cover, which costs an action, it can take advantage of
terrain which offers concealment and protection. Concealment
affects observation while protection affects fire combat, See Case
[5.0] and Case [11.4].

[5.1.1] TABLE 3: OBSERVATION CHART


Good Impeded Poor Low No
Level Target Visibility Visibility Visibility Visibility Visibility
BOR Element Daylight Dawn/Dusk Smoke<1cm Night w/moon Moonless
5 or more Fall of fire 48 36 24 3/Proh Adj/Proh
4 Special 36 24 15 3 Adj
3 Vehicles, Artillery>149 24 15 9 3 Adj
2 Cavalry, Artillery<150 15 9 6 3 Adj
1 Foot, IG&A/T<77, A.A<31 9 6 3 3 Adj
0 Special 6 3 3 3 Adj
-1 Special 3 3 3 3 Adj
Key:
A/T<77: A/T Gun less than 77mm, A.A<30: A.A Gun less than 30mm, IG<77:Infantry Gun less than 77mm.
Proh You cannot see fall of fire during night, otherwise must be within 3cm or adjacent to observe.
Modifier (Up or Down):
Up 2 If element has conducted fire combat in the current or previous Fire & Movement Phase, See Case [5.2.1]
Up 1 If element has moved in the current or previous Fire & Movement Phase, See Case [5.2.2]
Down 1 If element is taking cover, See Case [5.2.4]. Does not apply to featureless terrain, See Case [5.2.3].
Down 1 If element is in Cluttered Terrain. If the element is taking cover the total shift is 2, See case [5.2.4].
Note: Depending on the cluttered terrain type line of sight may be blocked, See Case [5.5.1].
Shift (Left or Right):
Right 1 Rain or Snow
Right 2 Heavy Rain or Blizzard
Left 2 Using IR or II
Left 3 Using TI
[5.1.2] If illuminated by Illumination indirect fire, count as
Dawn/Dusk, See Case [9.7].

Kriegsspiel-Zusammenfassung v2.1 5 Part 1: Rules


[5.1.3] Emplacement or fortification can be observed from the [5.4.2] If a line of sight traversers up to 1 cm of smoke, visibility is
same distance as the troops occupying it, or foot if no troops occupy considered to be Poor (Poor Visibility). This applies to elements in
it. If troops within cannot be observed, but the emplacements or smoke observing outwards, or elements not in smoke attempting to
fortification can be observed, it can be targeted by unobserved observe inwards. There is no edge to smoke, like Cluttered terrain,
indirect fire. See case [5.5.2].

Example: An enemy Panther is in Woods, which offers concealment Example: An enemy Panther is within smoke and within 1 cm of the
(standard cluttered terrain) and is within 1 cm of the edge. It is not edge, friendly elements can observer the panther from 15 cm away.
taking cover so it can be seen from within 15 cm. Another Panther Another Panther is within smoke, but is 2 cm from the edge. Its line of
next to it has taken cover, it can only been observed from within 9 cm. sight is blocked.
A third Panther is more than 2 cm from the edge, it can only be
observed from within 2 cm. In this case it does not matter if its taking [5.5] LINE OF SIGHT
cover or not. General Rule;
Line of sight can be blocked by opaque terrain, such as hills. Other
[5.2] ROW SHIFT terrain can block a line of sight if it traverses a given distance through
[5.2.1] If element has conducted fire combat in the current or it, such as with cluttered terrain. Enemy elements, while not blocking
previous Fire & Movement Phase shift the row up 2. This includes the a line of sight, compels friendly elements to focus on them, which has
Artillery Phase of the current Game-Turn. (Applies to Artillery the same effect as blocking a line of sight.
conducting indirect fire).
Cases;
[5.2.2] If element has moved in the current or previous Fire & [5.5.1] Line of sight is blocked if traversing more than 1cm, if heavy
Movement Phase shift the row up 1. If previously moved and Cluttered terrain, or 2cm, if standard cluttered terrain. Open
currently in cover, apply both modifiers. Represents cautious Cluttered terrain does not block line of sight.
advance.
[5.5.2] Elements on the edge of cluttered terrain suffer no
[5.2.3] If element is taking cover in standard or cluttered terrain observation effects when observing outwards, but benefit from the
shift the row down by 1. Does not apply to featureless terrain. terrain when being observed.
[5.2.4] If element is within Cluttered Terrain shift the row down by [5.5.3] Line of sight is blocked by higher elevation terrain.
1. Taking cover in Cluttered Terrain will result in two shifts taking
[5.5.4] Friendly elements do not block line of sight.
effect which results in a total down shift of 2.
[5.5.5] Visible enemy elements block a LOS, except troops on foot
[5.2.5] The Special Rows are only used for shift purposes. Any row
do not block a LOS to a vehicle, artillery or an element conducting fire
shift beyond 5 (Fall of Fire) is treated as 5. Any row shift below -1
combat in the current game-Turn, or previous Fire and Movement
(Special) is treated as -1.
Phase.
Example: An 6-pounder A/T gun element wants to determine if an [5.5.6] If Elements are behind the crest of a hill, line of sight is
approaching Panther element can be observed. The lighting condition
blocked. Exception, line of sight is not blocked if the element
is daylight and the Panther is 35 cm away. This means it is not visible, conducted fire combat in the current game-Turn, or previous Fire and
because the Vehicle observation range is 24 cm in daylight. During
Movement Phase.
the Fire & Movement Phase the Panther conducts fire combat, which
means during the following fire & movement phase it can be observed
up to 48 cm away. It is now visible to the 6-pounder element.

[5.3] COLUMN SHIFTS


[5.3.1] If the weather is Rain or Snow shift the column to the right
by 1. If the weather is heavy rain or blizzard shift the column to the
right by 2.
[5.3.2] If the firer is equipped with Infra-Red (IR) or Imaging
Intensification (II) shift the column to the left by 2. If the firer is
equipped with Thermal Imaging (TI) shift the column to the left by 3.
[5.3.3] Any right shift beyond the right-most column is treated as
the rightmost column, which is Moonless night. Any left shift beyond
the left most column is treated as the leftmost column, which is
Daylight.

Example: Its night with moon and an element with II is attempting to


observe two enemy T-55’s, one at 15 cm and the other 25 cm away.
The closer T-55 can be observed as the IR observation range is 20 cm,
but the further one is not visible. Another friendly element without
any night fighting equipment cannot see any of the T-55’s, as its
observation range is 3 cm for vehicles.

[5.4] SMOKE
[5.4.1] Line of sight is blocked if it traverses more than 1 cm of
smoke.

Kriegsspiel-Zusammenfassung v2.1 2 Part 1: Rules


If a player initiative die roll is double that of his opponent, he has

PHASE 1: achieved a breakthrough. All elements allowed actions increase by


one, to a maximum of 3. Headquarters with a Grade of 1 or 2 can
execute two actions and the third requires a quality test. Other

INITIATIVE headquarters can conduct three actions. For breakthrough purposes


any modifiers are not considered.

PHASE
[6.6] ELECTRONIC WARFARE SUB-PHASE.
If a player has a Jamming Element (ECM) it can be used to affect
enemy communications. Conduct a Quality test with a -1 modifier, if
successful the jamming occurs. Any enemy fire support or aircraft
[6.0] INITIATIVE PHASE (Table Four) support mission receives a -1 when conducting a quality test. The
jamming element becomes a counter-battery target.
General Rule;
During the initiative Phase both players place reinforcements, If a player has an Intercept element (ELINT) it can be used to
determine supply status and determine initiative, in that order. The intercept enemy communications. Spin a quality test for an enemy
Fire & Movement order is determine during this Phase. headquarters, if successful the headquarters can be a counter-
battery target and suffers a -1 Quality modifier.
Cases;

[6.1] REINFORCEMENT SUB-PHASE


[6.1.1] During the initiative Phase players deploy all
reinforcements, these are either placed on the friendly player edge
or, if a rally or recovery, on the playing area, See Case [7.2] and Case
[17.1.2].
[6.1.2] An attacker initial forces, which are normally not deployed
on the playing area before play begins, must be deployed by the first
daylight Game-Turn.
[6.1.3] Reinforcement which arrive from off the playing area enter
the playing area from the friendly player edge. If possible the entry
spot must be free of enemy opportunity fire zones. The player can
delay the entry of his reinforcements by one Game-Turn and enter
from a flank edge, within 30 cm of the friendly player edge. This
option is not available to the attackers initial forces.

[6.2] SUPPLY DETERMINATION SUB-PHASE


Both players determine if elements have a line of supply, or
not, or if out of supply, See Case [20.0]

[6.3] INITIATIVE SUB-PHASE


During the initiative Phase each player spins two D6. This is added to
the commanding headquarters initiative and any scenario related
modifiers are applied to arrive at that player’s initiative. The player
st nd
with the highest initiative chooses to be the 1 or 2 player during
the initiative Phase. If the result is identical, repeat the player order
of the previous game-turn.
[6.3.1] Standard Initiative Modifiers: The Tactical attacker adds
two until the opposing players reinforcements arrive, after which the
opposing player adds two.
[6.3.2] Optional: Initiative Modifiers: The Strategic Attacker adds
one to the initiative die roll, the operational attacker adds one to the
initiative die roll, if both add two. This imposes historical restrictions.

[6.4] WEATHER DETERMINATION SUB-PHASE


If the nominated attacking player spins a 2, the weather improves.
Blizzard to snow, snow to clear or heavy rain to rain and rain to clear.
If a 12 is spun the weather deteriorates, reverse the weather order.
Weather can affect Observation, See Case [5.3.1] and Case [5.3.1].
Weather affected the Quality Test when deploying Aircraft. In
rain/Snow Aircraft Quality is reduced by 2, in Heavy Rain/Blizzard its
reduced by 4. If falls below 1 it can never pass. Modern aircraft
equipment with all weather radar suffer a -1 in Rain/Snow and -2 in
Heavy Rain/Blizzard.

[6.5] BREAKTHROUGH SUB-PHASE

Kriegsspiel-Zusammenfassung v2.1 3 Part 1: Rules


[7.0] SUPPLY (Table Five) [7.4] SUPPLY POINTS
General Rule;
General Rule; Each player has a number of supply points, which are kept track of on
As long as an element has a line of supply, it does not need to the supply point track. Each indirect fire element receives a constant
consider supply. Once this is broken it can run out of supply each stream of supply allowing it to conduct indirect fire once, but if it
nd
time it conducts fire combat and cannot move if it required POL. Only conducts a 2 indirect fire this must come from its organic supply.
ammunition and fuel is considered. Once all supply points are expended, indirect fire elements can only
conduct a single indirect fire per game-turn.
The only exception to this is indirect fire elements, which includes
mortars and rocket artillery. Each time an indirect fire element Cases;
nd rd nd rd
conducts a 2 or 3 indirect fire in a Phasing Fire and Movement [7.4.1] Each time an indirect fire element conducts a 2 or 3
Phase, a supply point is expended for each fire, See Case [7.4.1]. indirect fire within a single Game-Turn, the supply point total is
Once these have been fully expended, these elements can no longer reduced by one for each strength point, for each incident of indirect
conduct more than a single indirect fire in a Phasing Fire and fire. Additional supply points may arrive at night, or as part of the
Movement Phase. Area, Interdiction and counter battery fire is not scenario.
affected by supply points, but do need a line of supply, See Case
[7.4.2] Area, Interdiction or counter battery fire do not require
[7.4.2].
supply points. As this is pre-planned its assumed sufficient
Cases; ammunition is stockpiled.

[7.1] LINE OF SUPPLY [7.4.3] Optional Rule: For the purposes of supply points only
[7.1.1] A line of supply can be traced any distance over unblocked mortars larger than 89mm are considered. Mortars which are 89mm
roads. A road can be blocked by enemy interdiction fire, or if it is or less may conduct any number of indirect fire combats at no supply
within the opportunity fire zone of an enemy element, which in turn point costs, but do require a line of supply. Their presence does not
can trace a line of supply, See Case [9.4.3], Exception, See Case affect starting supply points.
[7.1.2]. It is also blocked if an enemy element is on the road,
[7.5] STARTING SUPPLY
irrespective of its supply status.
Rather than keeping track of each indirect fire element, only a single
[7.1.2] A line of supply can be traced up to 36 cm from a road, or pool of supply points needs to be managed. The starting “Supply
friendly player edge, to a friendly element or headquarters. A line of Point” total is four times the number of indirect fire elements; this
supply can be traced up to 18 cm from an in-supply commanding includes mortars and rocket artillery.
headquarters. When traced from a headquarters a line of supply can
only be blocked if an enemy element is within 3 cm, in this case it can [7.6] VARYING SUPPLY FOR SCENARIOS
be traced through interdiction fire or enemy opportunity fire zones, As part of a scenario this total can be modified, so in supply poor
See Case [9.4.3]. conflicts this total may be less, while in supply rich conflicts it can be
more.
[7.1.3] During the initiative phase both players determine if an
element does not have a line of supply, and places a No-Line of [7.7] SUPPLIES AND REINFORCEMENTS
Supply marker on it. Each time that element executes an action [7.7.1] If no supply points are left, no indirect fire element can
conducting fire combat or, if it possess vehicles, moving, it spins 1D6. nd rd
conduct a 2 or 3 indirect fire combat in a given game-turn.
A result of 1 means it is “Out of Supply”.
[7.7.2] Counter-Battery, Area or Interdiction fire does not expend
[7.1.4] Elements with no line of supply cannot expend supply supply points, but elements need to have a line of supply to conduct.
points to conduct indirect fire.
[7.7.3] Reinforcements usually arrive during the night at the rate of
[7.1.5] Element with no line of supply cannot conduct indirect fire. one to four supply points per indirect fire element strength point
[7.1.6] Elements with no line of supply cannot initiate or support a depending on the strategic situation and the lines of supply.
close combat. If defending against an enemy close assault it only
spins once, for out of supply determination purposes, for the entire
close combat, irrespective of the number of rounds of close combat.

[7.2] OUT OF SUPPLY


[7.1.1] If an element is out of supply its cannot move, if it possess
any vehicles, and each time it conducted fire combat a D6 is spun, a
result of 5-6 results in its removal. In this case it cannot rally or
recover, it has instead surrendered.
[7.1.2] Element out of supply cannot conduct indirect fire.

[7.3] AIR SUPPLY


Players may deploy transport aircraft within 6 cm of any element
with no line of supply during the aircraft Phase. If it is not eliminated
it can deliver 8 game-turns of organic supply, which can be
distributed among element out of supply, or without a line of supply,
as the owning player wishes.

Kriegsspiel-Zusammenfassung v2.1 4 Part 1: Rules


[8.2] DEPLOPYING AIRCRAFT
PHASE 2: [8.2.1] Each player has a number of aircraft flights which are
placed on the friendly player edge. They are available for use during
the current game-turn, or may be carried over for use during the

AIRCRAFT following game-turn.


st
[8.2.2] Aircraft Deployment Sub-Phase, 1 step: During the Air

PHASE
Combat phase both players deploy all available aircraft conducting
ground-support or level bombing missions. They are placed anywhere
within 6 cm of their target, which must be observed by a friendly
ground base element, or previously observed by a reconnaissance
[8.0] AIRCRAFT (Table Six) mission. This is called its attack point. After all aircraft flights have
been deployed the owning player conducts a quality test for each
General Rule;
aircraft flight. If they fail the aircraft is return to the friendly player
Aircraft can perform one of the following missions, Ground Support,
edge. If they pass the aircraft flight remains on the playing area.
Level Bombing, CAP, Reconnaissance and Observation. Transport
Reconnaissance, Observation & transport aircraft are also deployed
aircraft supply mission are covered in the supply rules. Players place
during this sub-phase, using the same process. In this case they are
available aircraft on the friendly player edge. During the Aircraft
placed on their observation point, reconnaissance point or supply-
deployment sub-phases these aircraft flights conducting a mission
drop point. Note: Pre-planned missions do not require a quality test.
are deployed on the playing area. Once the aircraft are deployed they
nd
need to pass a Quality test. This reflects the variability of aircraft [8.2.3] Aircraft Deployment Sub-Phase, 2 Step: Players now
availability. If they fail the aircraft is returned to the friendly player deploy CAP, which attack any enemy aircraft flights conducting
edge and are available the following game-turn. If they pass the ground-support, level bombing, reconnaissance, observation or
mission may be executed and the aircraft flight is then placed on the transport. After all CAP aircraft flights have been deployed the
game-turn record chart, a number of game-turns equal to its sortie owning player conducts a quality test. If they fail the aircraft flight is
rate from the current game-turn. returned to the friendly player edge. If they pass they remain on the
playing area, adjacent to their target.
[8.1] AIRCRAFT MISSION rd
[8.1.1] Fighters can perform CAP and ground-support missions, if [8.2.4] Aircraft Deployment Sub-Phase, 3 Step: Players now
the later they are assumed to be fighter-bombers. This cannot be deploy any remaining CAP aircraft flights, which attack enemy CAP
pre-planned and must be called in air-support. flights, which are in turn attacking friendly aircraft conducting
ground-support or level-bombing. After all have been deployed the
[8.1.2] Dive Bombers or A/T Speciality Aircraft can perform owning player conducts a quality test. If they fail the aircraft is return
ground-support mission, which can be pre-planned or called in air- the friendly player edge. If they pass they remain on the playing area,
support. adjacent to their target.
[8.1.3] Tactical Bomber/Strike can perform Bombing or Strike [8.2.5] Reconnaissance Missions: When conducting
missions, which can be pre-planned or called in air-support. reconnaissance missions the owning player draws a straight line
across the playing area, which is called the flight path. A 60 cm
[8.1.4] Strategic Bomber/Strike can perform Bombing or Strike
segment along the flight path is identified, this is called the
missions, which can only be pre-planned.
observation segment. The reconnaissance aircraft is placed in the
[8.1.5] Reconnaissance aircraft can perform reconnaissance centre, which is its reconnaissance point. If the reconnaissance
missions, which can only be pre-planned. aircraft survives air to air and ground to air fire it may attempt to
observe any enemy element along its observations segment, using
[8.1.6] Observation aircraft can perform observation mission. This
the normal observation rules with all distances halved. Any observed
cannot be pre-planned.
enemy element may be subject to a level bombing attack in 4 Game-
[8.1.7] Transport aircraft can perform transport missions, which turns, or later. If the target moves the attack does not occur (actually
are used to provide supply. This must be pre-planned. it does occur but only hits empty space, there is no point wasting
time on this type of activity).
[8.1.8] Pre-planned Missions: Strategic/Tactical Bomber/Strike
and Dive Bombers can have pre-planned missions. Before play begins [8.2.6] Observation Missions: When conducing an observation
the owning player notes a target, which is its attack point or supply- mission the owning player places the aircraft at its observation point,
drop point, and a Game-Turn, which is kept secret. When available which can be anywhere on the playing area. If it survives enemy CAP
they are placed on the designated target before any other aircraft are and A.A. fire it can observe enemy elements in the same manner as
deployed. There is no quality test and these aircraft can return after a any other ground base observer. This allows it call down fire support
number of game-turns equal to its sortie rate. A player could use from any artillery elements which is providing General Support. The
them again for another pre-planned mission, thus avoiding quality artillery must pass a quality test. Observation aircraft are removed in
tests. This must also be recorded before play begins. the housekeeping phase and return a number of game-turns equal to
its sortie rate later.
[8.1.9] Optional: Fighters can be designated as escorting a pre-
planned aircraft mission, in which case they accompany the aircraft [8.2.7] Airborne Early Warning and Command Order (AWACS): An
they are escorting and are only available to attack any enemy CAP AWAC flight usually consists of only one aircraft, which is available for
attacking the escorted aircraft. In this case the fighter mission is pre- a number of Game-Turns due to inflight refuelling or a system of
planned and no quality test is required. reliefs. It is then placed on the friendly player edge and is not moved
over the playing area. The AWACS flights increases the effectiveness
of friendly CAP fighters by increasing their quality value by 1 when
deployed.

Kriegsspiel-Zusammenfassung v2.1 5 Part 1: Rules


[8.2.8] Electronic Counter Measures Order (ECM): An ECM flight is [8.4.3] A.A. elements can conduct two ground to air fire combats,
allocated in the command phase to either general ECM or as an against different targets. This represents the expenditure of two
escort to a particular mission. If on a general purpose mission it actions. That element cannot fire or move during the phasing Fire &
degrades the effectiveness of all enemy CAP, reducing their Quality Movement Phase. If it only conducts A.A. fire combat once, it would
nd
Value by 1 and required A.A. Missile fire to conduct a Quality test in retain an action. Air conducting a 2 ground-Support attack can be
nd
order to fire, within 100 cm of its location. If it is on an escort mission attacked a 2 time, See Case [8.5.1].
it degrades only those attacks that are directed against the mission it
[8.4.4] A.A. elements can never conduct A.A fire combat more than
is escorting but obviously with a higher effect, reducing aircraft
twice, and irrespective of grade can conduct A.A. fire combat twice
interception Quality Value by 2 and requiring A.A Missile to conduct a
with no quality test. This must be noted as it affects the following
quality test while reducing its Quality value by 1, See Case [8.4.6]. If
phasing fire and movement phase.
the ECM flight is armed or the ground attack mission it is covering is
designed as being an A.A. suppression mission it may also help attack [8.4.5] A.A. fire combat does not trigger opportunity or return fire.
radar controlled A.A. batteries, See Case [8.5.7].
[8.4.6] A.A. which depends on radar can be targeted by ARM if
[8.2.9] Electronic Intelligence Order (ELINT): An ELINT flight, which their radar is on, See Case [8.5.6]. This is declared at the beginning of
usually consists of one aircraft, is allocated and given an observation the Aircraft Phase. If radar is off it cannot conduct ground to Air fire.
point behind the forward edge of battle; this need not be on the If subject to any ECM the number of dice thrown is reduced by one,
table. The ELINT flight has a chance of intercepting enemy which means Ground to Air fire can only occur up to its fire range.
communications as well as classifying radar emissions and their
locations, enabling H.Q.s and radar equipped elements to be targeted [8.4.7] If the A.A. target has ECM, the target can conduct a SAVE
by artillery and ground strikes. Spin a Quality test for each target, if throw if HIT. If the result is equal to, or less, than its ECM value the
successful the target is located and can be the target of counter- SAVE is successful. The Gun ECM value is used for Guns and the
battery fire or air attack, as well as having their quality reduced by 1. Missile ECM value is used for missiles.
[8.4.8] Optional Rule: Altitude: Aircraft nominate an altitude,
[8.3] AIR TO AIR COMBAT either high, medium or low. Level Bombing can be a high or medium,
General Rule; ground support is at low, dive bombing starts at medium and ends at
Air to air combat uses a simple soaking off system, with an attacking low, reconnaissance can be high or medium and observation is at
aircraft stopping its target from performing its mission. The actual low. Anti-Aircraft weapons are limited to two altitudes.
air-to-air combat occurs elsewhere and as it does not affect the
ground situation, is ignored. [8.5] AIR TO GROUND COMBAT
Cases; General Rule;
[8.3.1] Air to Air Combat Sub-Phase: All CAP attacking enemy CAP Air to ground combat is conducted in the same manner as direct fire,
are removed, along with their target. After this has been completed if using guns, or indirect fire combat in other cases, using the aircraft
all CAP attacking non-CAP are removed, along with their target. All Fire Power or Ordnance values. Air to ground values for Guns, Bombs
removed aircraft are placed on the turn record chart a number of and Rockets are provided, player may select whichever they wish
game-turns equal to its sortie rate from the current game-turn. when conducting air to ground combat, See Case [16.5.5].
nd nd
[8.3.2] Ground to Air Combat: A.A. elements may now attack [8.5.1] 2 Air to Ground Attack: Aircraft can conduct a 2 round
enemy aircraft within range, attempting to abort the enemy attack. If of air to ground combat, which must be Guns. If player conduct this
nd
they succeed the enemy aircraft is returned to the Game-Turn record they are subject to a 2 round of ground to air combat and can only
chart a number of game-turns equal to its sortie rate from the attack enemy elements with 6 cm of their attack point. The only
nd
current game-turn. If aircraft conduct a 2 air to ground combat, a exception are A/T Bomber which can move their attack point up to 30
nd
second round of ground to air combat occurs against it, See Case cm before conducting their 2 air to ground combat. Aircraft
nd
[8.5.1]. conducting level bombing can never conduct a 2 round of air to
ground combat.
[8.3.3] Air to Ground Combat: Aircraft now conduct air to ground
combat, after which they are returned to the game-Turn record chart [8.5.2] Bomber and Rockets: When using Bombs or rockets players
a number of game-turns equal to its sortie rate from the current use two dice, exception See Case [8.5.4], this fire is considered as
game-turn. Aircraft conducting ground-support missions can conduct indirect fire.
nd nd
a 2 Air to ground Combat, this will trigger a 2 round of Ground to [8.5.3] Guns: When using Guns aircraft may only use one dice,
air combat against that aircraft. unless A/T Bombers attacking vehicles and thus fire is considered as
direct fire.
[8.4] GROUND TO AIR COMBAT
General Rule; [8.5.4] Strike & Dive Bombing Mission uses guided weapons which
Elements designed as A.A. may conduct ground to air combat. A.A. result in an additional dice being used Exception, See Case [8.5.5].
can be either Guns or Missiles. Both are treated in the same manner. Dive Bombers are guided by their aircraft and also use an additional
As with normal direct fire combat A.A. has a fire range, at which they dice when conducting air to ground combat. This is considered as
throw 2 D6, and when up to twice its fire range, it throws 1 D6. If a 5 indirect fire.
or 6 are spun, this results in a HIT, which results in the enemy aircraft [8.5.5] Stand Off Weapons: Aircraft armed with standoff weapons
aborting and returning to its base. have a fire range of 15 cm, if short range, 30 cm if medium range and
Cases; 60 cm if long range, using two dice, and using one dice up to twice
[8.4.1] A.A. element fire ranges are listed in the Equipment Data this fire range. If their attack point is off the playing area, they cannot
Charts. As with direct fire combat, if within fire range use two D6 dice be targeted by enemy A.A fire. Stand-off missions do not use an
and if up to twice fire range, use one D6 dice. In both cases a 5+ additional dice, as per Case [8.5.4]. This is considered as indirect fire.
results in an ABORT, See Case [16.0].
[8.4.2] When conducting Air to ground fire cross reference the A.A.
FE with the aircraft DEF on the Direct Fire Table, See Case [16.5.1]. If
Gun use the Gun DEF, if Missile use the Missile DEF.

Kriegsspiel-Zusammenfassung v2.1 6 Part 1: Rules


[8.5.6] ARM: Aircraft armed with ARM can target enemy radar
equipped elements, which have declared their radar on. This is
considered a Stand Off Strike Mission with a fire range of 60 cm,
using two dice, and at twice this fire range one dice. If their attack
PHASE 3:
point is off the playing area, they cannot be targeted by enemy A.A
fire. ARM missions do not use an additional dice, as per Case [8.5.4].
This is considered as indirect fire.
ARTILLERY
[8.5.7] A.A. Suppression: ECM aircraft designed as A.A.
Suppression can operate in the same manner as ARM, except they PHASE
can only attack enemy radar equipped elements within 60 cm.
[9.0] ARTILLERY (INDIRECT FIRE) (Table
[8.6] RETURNING AIRCRAFT
[8.6.1] Aircraft return after a number of game-turns equal to their Seven)
sortie rate, printed in the Equipment data Charts.
General Rule;
[8.7] AIRCRAFT CASUALTY (Optional) Artillery, or to be specific, indirect fire elements, can conduct indirect
[8.7.1] If an Aircraft spins a “1” during its quality test it completes fire in either the Artillery or phasing Fire and Movement Phase. This
its mission for that game-turn, but is permanently eliminated. is dependent on its mission. In some cases it can conduct direct fire in
the non-phasing fire and movement phase. Mortars and Rocket
[8.7.2] Optional: Aircraft may use the FE and DEF values as printed Artillery are considered to be Artillery. Note that all indirect fire in
in the Equipment Data charts and conduct air-to-air combat. (Players this phase is occurring simultaneously, thus all losses are removed
will need to create their own rules for this at the moment, as I after all indirect fire is completed.
consider this a low priority).
Cases;
[8.8] ATTACK POINT
[8.8.1] When conducting Level Bombing the attack point is the [9.1] ARTILLERY MISSIONS
target, the aircraft is placed adjacent to its attack point in this case. In [9.1.1] Artillery, or indirect fire weapons, can perform one of four
this case it cannot select its target. indirect fire missions, Area Fire, Interdiction Fire, Counter-Battery
Fire and Fire Support. Area, Interdiction and Counter-Battery fire
[8.8.2] When conducting Dive Bombing or Ground Support the occurs during the Artillery Fire Phase while Fire-Support occurs
attack point can be anywhere within 6 cm of the original target. If during the phasing Fire & Movement Phase. Rocket Artillery cannot
pre-planned the dive bombing attack point can be within 6 cm of the perform counter-battery fire.
target. In both cases any potential target within 6 cm of the attack
point can be attacked. Note: This represents the ability of the aircraft [9.1.2] Area & Interdiction fire must be pre-planned. Counter-
to select the optimum target, irrespective of the original target. Battery Fire can occur when a valid target becomes available. Fire-
support occurs in the same manner as other types of fire combat,
[8.8.3] When using ARM or stand-off weapons the attack point can except an observer is used to call down fire, See Case [14.3].
be any point within the weapons range, even if off the playing area.
Note that any attack beyond its fire range and up to twice its fire [9.1.3] Area & Interdiction fire occurs when its planned, while
range, results in one less dice being used, See Case [16.6.9]. counter-battery and fire support required a Quality test. The Quality
test represents the variability or unreliability of some types of fire
[8.9] OBSERVATION POINT, RECONNAISSANCE support, or in the case of counter-battery, the attempt to locate the
enemy artillery.
POINT & SUPPLY-DROP POINT
When conducting an observation mission the aircraft is placed on its [9.1.4] Artillery which conduct, or attempts to conduct, Area,
observation point, See Case [8.2.6]. When conducting a Interdiction or Counter-Battery fire have completed their fire and
reconnaissance mission the aircraft is placed on its reconnaissance movement for the current game-turn. This is the case even if no fire
point, See Case [8.2.5], and when conducting a Supply Drop mission occurred, such as may occur if no friendly element can observe the
the aircraft is placed on its air-supply point, See Case [7.3]. fall of fire, or if a counter-battery attempt is unsuccessful.
[9.1.5] Towed or carried Artillery can only conduct Area,
Interdiction, Counter-battery or Fire Support if it is unlimbered.

Kriegsspiel-Zusammenfassung v2.1 7 Part 1: Rules


[9.2] ARTILLERY SUPPORT [9.3.3] There is a negative modifier when conducting interdiction
General Rule; fire, See Case [16.8.1].
Artillery, or indirect fire elements, are attached or subordinated to [9.3.4] All lines of supply are blocked by interdiction fire, See Case
headquarters. Depending on the subordination or attachment [7.1.1], Exception See Case [7.1.2].
artillery can perform missions and may be required to conduct a
quality test. [9.5] COUNTER-BATTERY FIRE
General Rule;
Cases;
Counter-battery fire occurs during the Artillery phase and can target
[9.2.1] There are three levels of artillery support; dedicated, direct
any enemy artillery elements which conducted indirect fire in the
and general support.
previous Game-Turn. Counter-Battery fire can only be conducted by
[9.2.2] TABLE 7: ARTILLERY SUPPORT CHART General Support Artillery. The artillery conducting counter-battery
Type Notes fire must pass a quality test, with its quality being one less than
Dedicated Attached to Battalion Headquarters. normal. If it fails it cannot conduct any other type of fire in the
Direct Attached to Regiment/Brigade Headquarters. current game-turn. Note: This means artillery with a quality of 1 can
General Attached to an Artillery (normally regimental) headquarters, never conduct counter-battery fire.
or no headquarters.
Note: Artillery attached to a regimental or divisional headquarters acts as Cases;
dedicated support to any element subordinated to the [9.5.1] There is a negative modifier when conducting counter-
regimental or divisional headquarters. This does not include battery fire, See Case [16.8.1].
any subordinated headquarters.
[9.2.3] DEDICATED SUPPORT: Elements calling down fire support [9.5.2] Like Area and Interdiction fire, indirect fire element
whose headquarters has artillery attached, may call down fire conducting counter battery fire does so once per Game-turn.
support from those artillery elements without an Quality test. If Counter-Battery can be conducted against enemy headquarters if
attached to a Battalion, Regimental, or Brigade headquarter element, intercepted by an interception element.
artillery may not conduct Area or Indication missions.
[9.6] SMOKE
[9.2.4] DIRECT SUPPORT: Elements calling down fire support using General Rule;
artillery two, or more, headquarters up the command chain, may call The purpose of smoke screens is to block lines of sight.
down fire support from those artillery elements if a Quality test is
successful. If unsuccessful those artillery elements may not otherwise Cases;
[9.6.1] Smoke can be fired as part of area fire or fire-support. If
conduct indirect fire elsewhere. If attached to a regiment/brigade
Area fire this must be noted in the pre-planning process. Smoke
headquarters, artillery may not conduct Area, Interdiction or counter-
represents a type of ammunition, so firing smoke precludes the firing
battery missions.
of other types of shells. In summary, you fire illumination, smoke or
[9.2.5] GENERAL SUPPORT: Elements calling own fire support HE..
using artillery three headquarters up the command chain, or if the
[9.6.2] If Area fire two smoke screens are placed. If fire support
artillery is not attached, may call down fire support from those
artillery elements only if a Quality test is successful. In this case the each action allows the indirect fire element to lay one smoke screen.
quality of the artillery is reduced by 1. If unsuccessful those artillery [9.6.2] A smoke screen is 3 cm by 3 cm.
elements may not otherwise conduct indirect fire elsewhere. Only
General support artillery can conduct Counter-Battery, Area or [9.6.3] Only Artillery or Mortar elements can fire smoke screens.
Interdiction fire. Rockets cannot fire smoke screens.
[9.6.4] Smoke screens are removed during the housekeeping
[9.3] AREA FIRE Phase.
[9.3.1] All area fire must be pre-planned and can only be
conducted by General support artillery, or Direct support artillery if [9.6.5] Smoke Screen have no effect if a Blizzard, Heavy Rain or
attached to the highest ranked headquarters. The game-turn Area Night, with or without a moon. There is no effect if a smoke barrage
Fire is to arrive must be recorded, as well as the location. An area fire is within cluttered terrain.
target location must be within “Fall of Fire” observation range of the
start line, assuming daylight and clear weather. An area fire location [9.7] ILLUMINATION
must be reasonably expected to conceal enemy elements, such as General Rule;
the edge of cluttered terrain. The purpose of illumination is to illuminate targets during night
game-turns.
[9.3.2] The area covered by area fire is 6 cm x 6 cm, of which only
one enemy element can be affected. The owning player’s choice. Cases;
[9.7.1] Illumination can be fired as part of area fire or fire-support.
[9.3.3] There is a negative modifier when conducting area fire, See If Area fire this must be noted in the pre-planning process.
Case [16.8.1]. Illumination represents a type of ammunition, so firing Illumination
precludes the firing of other types of shells. In summary, you fire
[9.4] INTERDICTION FIRE illumination, smoke or HE.
[9.4.1] All interdiction fire must be pre-planned and can only be
conducted by General support artillery, or Direct support artillery if [9.7.2] The target of illumination is illuminated, this is indicated
attached to the highest ranked headquarters. The game-turn fire is to and allows other elements to observe that element during night
arrive must be recorded, as well as the location. An area fire target game-turns, See Case [5.1.2], as if it was in dusk/dawn. Illumination
location must be within “Fall of Fire” observation range of the start lasts for the entire game-turn and the illumination marker is removed
line, assuming daylight and clear weather. An interdiction fire during the housekeeping Phase.
location must be reasonably expected to affect enemy movement,
such as a road, or town.
[9.3.2] The area covered by area fire is 6 cm x 6 cm, any element
entering the interdiction fire zone suffers an indirect fire attack.

Kriegsspiel-Zusammenfassung v2.1 8 Part 1: Rules


PHASE 4/5: FIRE
Elements can be moved sequentially or simultaneously. If moved
simultaneously a player nominates all the elements to be moved in
this manner and conducts the movement. Moving elements

& MOVEMENT
simultaneously has an effect on Opportunity fire, as this will affect
the elements which are subject to opportunity fire.

PHASE
[10.0] ACTIVATING HEADQUARTERS
General Rule;
To allow the tracking of elements which have completed all fire and
movement it is suggested players conduct fire and movement,
headquarters by headquarters. The phasing players select a
headquarters, which, in effect, activates it. All elements subordinate
to that headquarters can conduct fire and movement, expending
actions in any order or sequence they wish, with each elements
conducting from one to three actions. Once all elements have
completed their fire and movement this is noted and another
headquarters is selected.

[10.1] COMBINED ARMS


The only time elements not part of a headquarters expend actions is
when fire support is requested from an artillery element not
subordinated to the activated headquarters, or when conducting a
Close Assault and obtaining Close Support from and element not
subordinated the activated headquarters.
In the former the friendly observer expends an action calling down
fire support and the artillery element expends an action conducting
indirect fire. This needs to be recorded as its possible that another
element, part of subordinated to another headquarters, may use the
remaining action for its own request for fire support. The artillery
elements conducts an action, even if it failed its quality test, See Case
[14.1.3]
In the latter the activated element conducts close assault and a
friendly element which does not report to the same headquarters,
conducts close support. This is done for combined arms purposes, so
armour has infantry support or infantry has armour support.
Historically not every nation was capable of this, player may wish to
restrict this to the Germans, American armoured divisions and late
war British Armoured Divisions (August 1944 to the end of the war).
In other circumstances the elements would need to be attached
before play begins to achieve the same effect, so American Infantry
Battalions may have an armoured element attached to it from an
attached armoured battalion. The only downside of this is a lack of
flexibility, as once the armoured element is eliminated the infantry
battalion no longer has any armour which can support it, See Case
[15.3.3]

Example: A Battalion Headquarters with four subordinated elements


is activated. All element can expend two actions. Element 1 one can
expend one Action, followed by Element 2 who will expend it entire
allowance of two Action, after which the player returns to Element 1,
which completes its last action. Element 3 expends an action to call
down fire support from an indirect fire element, which is not part of
nd
the battalion. Element 3 then expends a 2 action to call down fire
again, from the same indirect fire element. Both elements have
completed their Fire & Movement Phase for this Game-Turn. The final
element doses not expend any actions, however once a new
headquarters is activated it considered to have completed it fire and
movement Phase for this Game-Turn.

[10.2] SIMULTANEOUS & SEQUENTIAL

Kriegsspiel-Zusammenfassung v2.1 9 Part 1: Rules


Troops mounting in vehicles can dismount at any time during the
[11.0] ACTIONS (Table Eight) phasing fire and movement phase at no cost. Example: An element
can move into base to base contact with an enemy element, as a
[11.1] ALLOWED ACTION’S result of close assault, suffer opportunity fire and then dismount for
General Rule; the actual close combat. An element can expend half an action
All elements can execute from one to three actions in a Game-Turn. mounted, dismount and expend the remainder dismounted.
During each action an element can move or conduct fire combat,
including calling down fire support or initiating close assault. [11.5.1] Troops can dismount after each enemy direct fire combat,
or when subject to a close assault before any close combat occurs, in
Cases; other phases.
[11.1.2] CHART 8: ACTION ALLOWANCE CHART [11.5.2] When mounted troops dismount the transporting vehicle is
Actions Situation removed and replaced with the infantry element.
1 Grade of 1 or 2. A 2nd action is only allowed if a quality test is passed.
2 Grade of 3 or 4. [11.5.3] Mounting cost an action and can only occur during the
3 Grade of 5 or 6. A 3rd action is allowed if a quality test is passed. phasing Fire and movement phase.
Modifiers
+1 Breakthrough Example: A Panzer Grenadier elements infantry is mounted, as a
result the SdKfz 250/1 element is on the playing area. During the non-
[11.1.3] CHART 8: ACTION COST CHART phasing Fire and Movement Phase the panzer grenadier element
Action Fire Combat Activity suffer’s direct fire, counting as mounted for the fire combat. The
1 Conduct Fire Combat (Direct or indirect). Panzer Grenadier element survives and the owning player decides to
Conduct Close Assault or Close Support. immediately dismount as a result of the fire combat, which results in
Action Movement Activity
the SdKfz 251/1 element being replaced by the infantry element. The
1 Conduct Movement.
Taking Cover
Panzer Grenadier element suffers a second direct fire attack in the
Mounting Transports. same non-phasing Fire & Movement Phase, but this time counts as
Limbering. infantry.
Vehicles with deep fording capability crossing a large stream (2 cm
wide),
Example: A Panzer Grenadier elements infantry is mounted, as a
½ Mounting Combat Transports. result the SdKfz 250/1 element is on the playing area. During the
Entering or leaving Travel mode. phasing Fire and Movement Phase it expends an action and moves 16
Foot crossing a linear terrain feature. (Fortifications or large stream) cm, at the end of the movement it dismounts. This results in the SdKfz
Foot, animals or wheeled vehicles crossing a wall or embankment. 251/1 element being replaced by the infantry element. The Panzer
Elements crossing an engineer constructed bridge (does not include nd
Grenadier element expends its 2 action, moving on foot 8 cm.
other bridges).
Amphibious vehicle entering or leaving a River (or large stream). [11.6] COMBAT TRANSPORTS (Optional Rule)
Action Combined Fire & Movement Activity
½ Vehicles with turreted weapons Firing on the move. General Rule;
In the standard rules infantry mounted have no combat capacity,
[11.2] FIRE & MOVEMENT infantry need to dismount in order to conduct fire combat or be
General Rule; engaged in close combat. Some vehicles allowed infantry to fight
During an action an element can conduct direct or indirect fire, from them, this also included the infantry fighting with the vehicle
including calling down indirect fire, and conducting a move up to half which could involve some dismounting. Players can choose to use the
the elements allowance. option combat transport rules to reflect this.

Cases; Cases;
[11.2.1] Firing on the Move: Vehicles with turreted weapons can [11.6.1] Motorcycle, cars, Trucks and Open topped half-tracks or
conduct both fire combat and movement, See Case [11.1.3]. armoured trucks are considered combat transports.

[11.2.2] A.A. elements which conduct ground to air combat in the [11.6.2] Combat transports allow for easy mounting, such as smaller
Aircraft phase are expending Actions. Players need to note this as it vehicles or vehicles designed to allow this such as half-tracks. These
will affect the number of actions available in the phasing Fire and vehicles allow infantry to mount at the cost of ½ Action.
Movement Phase, See Case [8.4.3]. [11.6.3] Mounted Troops can conduct fire combat from their
combat transports. If the combat transports are also armed, the
[11.3] REVERSING owning player can select whichever element should conduct fire
Reversing an elements direction costs an action. Reversing is an combat.
‘about-face’ and means turning an element’s facing about by 180-
degrees. [11.6.4] As with the standard rules any mounted troops count as
their transports when fired upon. The loss of the transport also
[11.4] TAKING COVER results in the loss of the mounted infantry.
Taking Cover costs an Action. This can be done in any clear, cluttered
or rough terrain, but if in cluttered terrain, which offers extra [11.7] LIMBERING & UNLIMBERING
concealment, or Rough Terrain which offered extra protection, the [11.7.1] Towed artillery can unlimber at any time during the phasing
effect is greater. Elements can take cover in featureless terrain, but fire and movement phase at no cost. If artillery unlimbers its
this has either no effect or is only done to avoid the disadvantages of movement ends during the current action, unless this occurs before
being in featureless terrain, it does not provide any benefits, unless in any movement has occurred as a result of expending an action.
fortifications or entrenchments. There is no cost in leaving cover, See Artillery can dismount after each enemy direct fire combat in other
Case [4.6]. Taking cover is not a trigger for opportunity fire, See Case phases.
[13.1]. [11.7.2] When artillery unlimbers the transporting vehicle is
[11.5] MOUNTING & DISMOUNTING removed and replaced with the artillery element.
[11.7.3] Limbering cost an action and can only occur during the
phasing Fire and movement phase.

Kriegsspiel-Zusammenfassung v2.1 10 Part 1: Rules


[12.4.1] Elements can double their movement by adopting travel
[12.0] MOVEMENT (Table Nine) mode. This expends ½ action to adopt and ½ action to leave. This can
only occurring in the phasing fire and movement Phase.
[12.1] MOVEMENT ALLOWANCE
During an action an element can move up to its standard movement [12.4.2] Elements in travel mode cannot conduct direct or indirect
allowance listed below. The distance an element can move is affected fire combat, this includes opportunity fire and return fire.
by the terrain it is traversing. [12.4.3] If conducting direct or indirect fire combat or close combat
[12.1.1] TABLE 9: MOVE DISTANCE CHART against an element in travel mode use an extra dice.
(per Action Movement
Allowance) Terrain Modifiers
Code Type Off-Road On-Road
Difficult Road Difficult
6T to 24T Tracked 6-24 12-48
3-12 x2 x½
10X AWD 10 40
5 x4 x½
10W Wheeled 10 40
2½ x4 x¼
8C Cycle 8 16
4 x2 x½
6A Animal 6 9
4½ x1½ x¾
5F Foot 5 7 ½
3¾ x1½ x¾
1m Manhandled Guns 1 1
1 x1 x1
Note: Headquarters move as if they were 10X, See Case [1.9.1]
[12.1.2] Headquarters are classed as 10X, See Case [1.9.1].
[12.1.3] Tracked Movement can vary from 6 cm to 24 cm. In other
cases the movement allowance is the same for a specific movement
type.

[12.2] MOVEMENT RESTRICTIONS


[12.2.1] Wheeling: Wheels are measured from the outside of the
element.
[12.2.2] Echelon: Echelon moves (like a bishop in chess); sideways
or backward movements are permitted at normal movement rates.
[12.2.3] Optional: A sideway move of more than 45 degrees is done
at half speed.
[12.2.4] Moving through Units: Elements may move through other
elements, although their movement can't end on another element.
[12.2.5] Amphibious Element: Amphibious element move across
water as if it was Difficult terrain.
[12.2.6] Reversing: An element can move in a retrograde manner at
a movement cost of x2. The facing remains the same in this case. If an
element wants to face to the rear, this has a cost of 3 cm which
represents the front of the element moving to its rear. Deeper
elements will have a higher cost for this.
[12.2.9] Mixed Terrain: Moving across different terrain is done on a
pro-rata basis.

Example: A light tank with a movement allowance of 20T is


expending half its allowance on clear terrain, quarter on road and
quarter on difficult. This translates to 10 cm for the clear terrain, 10
cm for the road and 2 ½ cm for the difficult terrain, totalling a
distance of 22 ½ cm being covered.

[12.4] TRAVEL MODE


General Rule;
Travel mode is used to conduct strategic or operational movement,
while it doubles all movement it the element will suffer heavy losses
if attacked.
Cases;

Kriegsspiel-Zusammenfassung v2.1 11 Part 1: Rules


[13.3.3] Return fire can occur even if the target is not visible, in this
[13.0] DIRECT FIRE (Table Eleven) case count as unobserved direct fire.
In order to conduct direct fire an element must have a direct fire
[13.4] DIRECT FIRING ARCS
capability which is effective at that range, have a visible enemy
Elements cannot conduct fire combat equally well around its entire
target, have a unblocked line of sight to the enemy target and must
360 degree arc. Elements can only conduct direct fire out of their
have an action to expend, or if in the non-phasing fire and movement
front edge and 45 degrees to each side. If forced to conduct fire
phase, be eligible for opportunity or return fire.
combat out of any other arch, reduce the number of dice used by
[13.1] STANDARD DIRECT FIRE one. If only one dice is being used, no fire combat is possible.
Standard direct fire occurs during the phasing Fire and movement
phase and requires an action to conduct.

[13.2] OPPORTUNITY FIRE (Table Ten)


Opportunity fire occurs during the non-phasing fire and movement
phase and is triggered by enemy movement. It does not expend an
action and an element can conduct direct fire twice in a non-phasing
fire and movement phase. This can be either opportunity or return
fire, Exception ATGW’s, which can only conduct opportunity fire
and/or return fire once and an element can always conduct
opportunity fire if its close assaulted. This only applies to the close
assault element, conducting opportunity fire against the close
support element uses the standard rules.
[13.2.2] The opportunity fire zone of any element is 12 cm.
[13.2.3] When conducting opportunity fire only use a single D6,
even if it’s under its penetration fire range, See Case *16.5.3+.
Exception, A.A. elements conducing Opportunity fire against
helicopters, See Case [18.2.2]

[13.2.4] CHART 10: OPPORTUNITY FIRE TRIGGER CHART


Any enemy element which moves at least ½ Action or 6 cm,
whichever is less, within an opportunity fire zone(1)
Any element which moves at least one Action or 24 cm, whichever is
less, and enters an opportunity fire zone(1)
Any element which exits an opportunity fire zone.
Any element which mounts, or limbers, within an opportunity fire
zone.
Any element which is initiating close assault against the element
conducing opportunity fire.
(1) = Distance represent the total distance covered in a fire and
movement phase, irrespective how its divided between actions, See
Case [13.2.5]
[13.2.5] When movement triggers opportunity fire, the trigger is the
distance moved as a result of an action, in a single fire and movement
phase, See Case [13.2.4]. Thus a T14 which expends an action to
move 13 cm and ends in an opportunity fire zone does not trigger
nd
opportunity fire. If the element moves another 1 cm in its 2 action it
does trigger opportunity fire.
[13.2.6] An element can be subject to opportunity fire for any
cause, by any eligible enemy element, and any number of times, See
case [10.2]. Example: Moving ½ action in the opportunity fire zone of
2 enemy elements could result in it suffering two opportunity fire
combats. If it conducts close assault against one of the two enemy
rd
elements a 3 opportunity fire would occur.

[13.3] RETURN FIRE


Return fire occurs during the non-phasing fire and movement phase
and is triggered by enemy direct fire combat. Return fire is
Opportunity Fire, but unlike Opportunity fire has no range penalty,
See Case [16.5.3].
[13.3.1] Return fire is triggered when the element is subject to
direct fire or self-observed indirect fire where there exists an
unblocked line of between it and the firer. Opportunity fire does not
trigger return fire.
[13.3.2] Return fire is considered to occur simultaneously with the
trigger cause, thus the elimination of an element does not preclude
return fire.

Kriegsspiel-Zusammenfassung v2.1 12 Part 1: Rules


[14.0] INDIRECT FIRE (TABLE TWELVE) [15.0] CLOSE ASSAULT (TABLE THIRTEEN)
[14.1] ELIGIBILITY [15.1] INITIATING CLOSE ASSAULT
General Rule; An element can attempt to move into the same spot as an enemy
In order to conduct indirect fire an element must have an indirect fire element, triggering close assault. The attacking element must have
capability which is effective at that range, have a visible enemy the movement allowance to occupy the spot the target element
target, either by itself or using a friendly element which is calling in resides in, and must expend an action to initiate close assault. As a
fire support, and must have an action to expend, or if in the artillery result an element needs at least two actions to initiate close assault.
phase, be conducting area, interdiction or counter-battery fire.
[15.1.1] An element can support a close assault, which is called
Exception, See Case [14.1.1].
close support. That element must be able to move adjacent to the
Cases; enemy target of the close assault, as well as expending an action in
[14.1.1] Counter-battery fire does not require the target to be order to provide close support. As a result an element needs at least
visible, instead a Quality test must be passed, See Case [9.5]. two actions to initiate close support.
[14.1.2] Fire Support mission occur during the phasing fire and [15.1.2] For opportunity fire use the final location of the close
movement phase, other types of indirect fire are covered in the assault and close support element to determine if opportunity fire is
Artillery Phase. triggered due to movement. Close Assault, but not close support, is
always considered an opportunity fire trigger.
[14.1.3] Indirect Fire Elements can provide fire support even if its
commanding headquarters is not activated. This must be recorded [15.2] CLOSE COMBAT
and affects subsequent fire support missions by that element in the Close Combat consists of both elements conducting direct fire
current Phase. combat against each other until one side retreats or is eliminated.
[14.2] SELF OBSERVERD INDIRECT FIRE [15.2.1] In most cases only one dice is used by both sides, unless
An indirect fire element which has an unblocked line of sight to a using Panzerfäust’s, See Case *15.2.6+, or as a result of Close Support,
visible target can conduct indirect fire against it without the See Case [15.3.1].
involvement of a friendly observer. In summary, the indirect fire
[15.2.2] If the defending element is eliminated the attacker wins the
element is the observer. The combined observer and indirect fire
close assault and remains in the place the defender resided in. If the
element expends one action.
attacking element is eliminated the defender wins the close assault. If
[14.3] OBSERVER SIGHTED INDIRECT FIRE both elements are eliminated, it’s a draw. If neither element is
General Rule; eliminated, players determine if there is a winner using the following
Observer sighted indirect fire represents a friendly element acting as conditions;
an observer which calls down fire support. This represents the classic If infantry in featureless or standard terrain facing tanks the infantry
fire support mission. Both the observer and indirect fire element loses and is forced to retreat, unless there are friendly A/T guns
expends one action. within 6 cm.
If tanks facing infantry in Cluttered or Rough terrain, such as a town or
Cases; heavy woods, the tanks lose and must retreat, unless there are
[14.3.1] The friendly observer expends an action calling down fire friendly infantry within 6 cm.
support. Note that headquarters can act as an observer calling down If no winner is determined; both players now conduct a second round
fire support. The indirect fire element conducting the fire-support of close combat. This continues until there is a winner, or until one
expends an action conducting the indirect fire. Note that in some side decided to retreat.
cases a quality test is required, if it fails the quality test both
[15.2.3] Except for the first round of close combat, either player can
elements are still considered to have expended an action.
choose to retreat from close combat. Both players simultaneously
[14.5] INDIRECT FIRING ARCS declare if they are retreating or remaining before the close combat
General Rules; round.
Elements cannot conduct fire combat equally well around its entire [15.2.4] Retreat Move: A retreat move is a 6 cm move away from
360 degree arc. the enemy element, toward the friendly player edge or terrain which
Cases; offers cover. Close Support element can retreat if the close assault
[14.5.1] Elements can only conduct indirect fire out of their front element retreats, owning players choice. If unable to retreat the
edge and 45 degrees to each side. If forced to conduct fire combat element is eliminated.
out of any other arch, reduce the number of dice used by one. If only [15.2.5] Even though the close combat is considered to be occurring
one dice is being used, no fire combat is possible. in the area occupied by the defending element, the attacking
elements can never benefit from terrain in that area, such as Rough
terrain. Only the defender benefits from terrain in any close combat.
[15.2.6] Panzerfäust: German infantry armed with Panzerfäust’s
(RPG) use two dice when defending in close combat against
armoured opponents, See Case [16.4.1]. If conducting close assault,
which means its attacking, use one die as per normal infantry. Note:
This only applies to WW2.

[15.3] CLOSE SUPPORT


An element providing close support must follow all the same costs
and restrictions as a close assault, but the element is placed adjacent
to the friendly element conducting close assault.

Kriegsspiel-Zusammenfassung v2.1 13 Part 1: Rules


[15.3.1] The element conducting close support allows the element
nd
conducting close assault to use a 2 die when conducting close
[16.0] FIRE COMBAT (TABLE FOURTEEN)
combat.
[16.1] ELIGIBILITY TO FIRE
[15.3.2] If the close combat is successful the close support element Each element has and Anti-Tank Fire Effectiveness, Anti-Infantry Fire
can move to occupy he space vacated by the close assault element. If Effectiveness and Defensive Effectiveness Value. If the target is
the close assault element is eliminate and the enemy element is armoured an element cross reference it’s A/T Fire Effectiveness with
eliminated, the close support element can move to occupy the space the target Defensive Effectiveness to arrive at a Penetration fire
vacated by the enemy element. range and HIT value. If the target is soft use the Soft column, which
[15.3.3] Close Support elements can come from a different gives you a range and HIT value. Players then determine how many
Headquarters, which has not been activated. This element may not dice they need to throw, this is dependent on range and the type of
conduct any movement or fire when its headquarters is activated. fire combat.
This must be recorded. Unless otherwise indicated all weapons have a maximum range of
twice its fire range. Effective or minimum range is up to its fire range
and beyond, up to twice its fire range, is considered its maximum
range. Two dice are typically used up to its effective range and one at
its maximum range.

[16.2] FIRE EFFECTIVNESS (FE) DETERMINATION

Players first select a FE value, if direct fire or close combat determine


if the target is armoured or soft, if soft use the AI values, otherwise
select the AT value, or if eligible, the AX value. The AX value
represents special ammunition, or a special weapon such as ATM.
Players must choose which they will use. Two sets of values are
provided, one for direct fire and the second, in parenthesis, for close
combat.
FE values can be standard, which is armour penetration or small
arms, HEAT, High Explosive, Guided or Rocket.
In some cases an element can possess two weapons, a primary and
secondary. If allowed an element may fire both weapons, each wither
their own unique FE value, in other cases players choose which
weapon they wish to use. Infantry can use both weapons, while
vehicles can only do so if both weapons are in their own turret.

Kriegsspiel-Zusammenfassung v2.1 14 Part 1: Rules


[16.3] DEFENCE EFFECTIVNESS (DEF) [16.5] DIRECT FIRE & CLOSE COMBAT HITS
DETERMINATION General Rule;
When conducting direct fire cross reference the Direct Fire
Effectiveness value against the target Defensive Effectiveness on
Table 4 to arrive at a penetration fire range and a HIT value. A.A.
Ground to Air fire is considered as Direct Fire, See Case [8.6.4],
except the ranges used are listed on the Data Charts, See Case
[8.4.1].
Cases;

[16.3.1] Special Armour (Optional): The Defensive Effectiveness


Value can be affected by special armour. If subject to direct fire from
HEAT weapons the special armour value is added to the targets
Defensive Effectiveness Value. If the vehicle target is soft, the special
armour value is applied as if it had an Defensive Effectiveness Value
of zero. (Note: This was be very rare).

Example: if an element had a value of 5(2) and was subject to direct


fire from HEAT weapons, its Defensive Effectiveness Value would be 7.

[16.3.2] Aspect (Optional): The Defensive Effectiveness Value can


be affected by the targets elements aspect, or size. If subject to direct
fire the aspect modifiers is applied to the targets Defensive
Effectiveness Value. If the vehicle target is soft, the aspect is applied
as if it had an Defensive Effectiveness Value of zero, with the lowest
Defensive Effectiveness Value being zero. (Note: This only affects
small or very small vehicles).

Example: If an element had a value of 5/-2 and was subject to direct


fire, its Defensive Effectiveness Value would be 3.

[16.4] FIRE COMBAT DICE


General Rule;
When conducting fire combat a player will spin either one, two or
three dice, depending on circumstance, weapon and target.
Cases;
[16.4.1] CHART 14: FIRE COMBAT DICE CHART
D6 Uses Situation (Note: Maximum range is twice penetration fire
range.)
One Opportunity fire, in all circumstances.
Close Combat, unless armed with RPG’s (Panzerfäust) or possessing
close support, See Case [16.5.4]
Direct Fire beyond its penetration fire range, See Case [16.6.3],
except if ATGW, See Case [16.7.4]
Indirect fire beyond its fire range, See Case [16.6.3]
A.A. fire against aircraft beyond its fire range, See Case [16.6.3]
A/T Bomber conducting ground fire against infantry or towed
artillery, See Case [16.6.8].
Aircraft using conducting Gun based ground fire against any target,
See Case [16.6.8]
Stand-off Air to Ground Missile Fire if beyond its fire Range.
Two Direct Fire, Indirect Fire, A.A Fire up to its penetration fire range, See
Case [16.6.3]
ATGW Direct Fire at any range, See Case [16.7.4]
Close Combat and armed with RPG’s (Panzerfäust), if defending, See
Case [16.5.4]
Close Combat and possessing close support, See Case [15.3.1]
Air to ground Fire, unless A/T Bombers attacking infantry or towed
artillery or using Guns, See Case [16.6.3].
Stand-off Air to ground Fire up to its fire Range.
Three Air to ground fire if Dive Bomber Mission, Visual Strike Mission or
ARM against an enemy radar.
Modifer Situation
Add OneIf target is in Travel Mode, See Case [12.4.3]
Kriegsspiel-Zusammenfassung v2.1 15 Part 1: Rules
[16.5.1] TABLE 11: DIRECT FIRE TABLE (See Cheat Sheets for expanded Modern Table)
VEH* Defensive Effectiveness INF/ART
FE 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Soft
0 - - - - - - - - - - - - - - - -
1 6/6 6/6 6/6 4/6 4/6 4/6 3/6 3/6 3/6 - - - - - - 4/6
2 8/5+ 6/6 6/6 6/6 4/6 4/6 4/6 3/6 3/6 3/6 - - - - - 4/6
3 8/5+ 8/5+ 6/6 6/6 6/6 4/6 4/6 4/6 3/6 3/6 3/6 - - - - 4/6
4 8/5+ 8/5+ 8/5+ 6/6 6/6 6/6 4/6 4/6 4/6 3/6 3/6 3/6 - - - 6/6
5 10/5+ 8/5+ 8/5+ 8/5+ 6/6 6/6 6/6 4/6 4/6 4/6 3/6 3/6 3/6 - - 6/6
6 10/5+ 10/5+ 8/5+ 8/5+ 8/5+ 6/6 6/6 6/6 4/6 4/6 4/6 3/6 3/6 3/6 - 6/6
7 10/5+ 10/5+ 10/5+ 8/5+ 8/5+ 8/5+ 6/6 6/6 6/6 4/6 4/6 4/6 3/6 3/6 3/6 8/5+
8 12/5+ 10/5+ 10/5+ 10/5+ 8/5+ 8/5+ 8/5+ 6/6 6/6 6/6 4/6 4/6 4/6 3/6 3/6 8/5+
9 12/5+ 12/5+ 10/5+ 10/5+ 10/5+ 8/5+ 8/5+ 8/5+ 6/6 6/6 6/6 4/6 4/6 4/6 3/6 8/5+
10 12/5+ 12/5+ 12/5+ 10/5+ 10/5+ 10/5+ 8/5+ 8/5+ 8/5+ 6/6 6/6 6/6 4/6 4/6 4/6 10/4+
11 14/4+ 12/5+ 12/5+ 12/5+ 10/5+ 10/5+ 10/5+ 8/5+ 8/5+ 8/5+ 6/6 6/6 6/6 4/6 4/6 10/4+
12 14/4+ 14/4+ 12/5+ 12/5+ 12/5+ 10/5+ 10/5+ 10/5+ 8/5+ 8/5+ 8/5+ 6/6 6/6 6/6 4/6 10/4+
13 14/4+ 14/4+ 14/4+ 12/5+ 12/5+ 12/5+ 10/5+ 10/5+ 10/5+ 8/5+ 8/5+ 8/5+ 6/6 6/6 6/6 12/3+
14 16/4+ 14/4+ 14/4+ 14/4+ 12/5+ 12/5+ 12/5+ 10/5+ 10/5+ 10/5+ 8/5+ 8/5+ 8/5+ 6/6 6/6 12/3+
15 16/4+ 16/4+ 14/4+ 14/4+ 14/4+ 12/5+ 12/5+ 12/5+ 10/5+ 10/5+ 10/5+ 8/5+ 8/5+ 8/5+ 6/6 12/3+
16 16/4+ 16/4+ 16/4+ 14/4+ 14/4+ 14/4+ 12/5+ 12/5+ 12/5+ 10/5+ 10/5+ 10/5+ 8/5+ 8/5+ 8/5+ -
17 16/3+ 16/4+ 16/4+ 16/4+ 14/4+ 14/4+ 14/4+ 12/5+ 12/5+ 12/5+ 10/5+ 10/5+ 10/5+ 8/5+ 8/5+ -
18 16/3+ 18/3+ 16/4+ 16/4+ 16/4+ 14/4+ 14/4+ 14/4+ 12/5+ 12/5+ 12/5+ 10/5+ 10/5+ 10/5+ 8/5+ -
19 16/3+ 18/3+ 18/3+ 16/4+ 16/4+ 16/4+ 14/4+ 14/4+ 14/4+ 12/5+ 12/5+ 12/5+ 10/5+ 10/5+ 10/5+ -
20 20/3+ 18/3+ 18/3+ 18/3+ 16/4+ 16/4+ 16/4+ 14/4+ 14/4+ 14/4+ 12/5+ 12/5+ 12/5+ 10/5+ 10/5+ -
21 20/3+ 20/3+ 18/3+ 18/3+ 18/3+ 16/4+ 16/4+ 16/4+ 14/4+ 14/4+ 14/4+ 12/5+ 12/5+ 12/5+ 10/5+ -
22 20/3+ 20/3+ 20/3+ 18/3+ 18/3+ 18/3+ 16/4+ 16/4+ 16/4+ 14/4+ 14/4+ 14/4+ 12/5+ 12/5+ 12/5+ -
23 22/3+ 20/3+ 20/3+ 20/3+ 18/3+ 18/3+ 18/3+ 16/4+ 16/4+ 16/4+ 14/4+ 14/4+ 14/4+ 12/5+ 12/5+ -
24 22/3+ 22/3+ 20/3+ 20/3+ 20/3+ 18/3+ 18/3+ 18/3+ 16/4+ 16/4+ 16/4+ 14/4+ 14/4+ 14/4+ 12/5+ -
25 22/3+ 22/3+ 22/3+ 20/3+ 20/3+ 20/3+ 18/3+ 18/3+ 18/3+ 16/4+ 16/4+ 16/4+ 14/4+ 14/4+ 14/4+ -

KEY: Armoured target: Penetration Fire Range in cm / Die roll for a HIT if target.
Soft target: Fire Range in cm / Die roll for a HIT if target.
Aircraft/Helicopter target: Die roll for a HIT if target. Range comes from Data Equipment Charts.
VEH* Larger vehicles of more than 1-ton, while a soft target, uses the “0” armoured column when subject to direct fire, See Case [16.5.6].
“H” HEAT uses two dice up to its fire half range and has no effect beyond, See Case [16.7.2], exception is Panzerschreck (ATRL).
“R” Against armour Panzerschreck (ATRL) element have a penetration fire range of 3 cm in all circumstance, See Case [16.7.1].
“G” ATGW uses two dice up to its maximum range, which is twice its Penetration fire range, See Case [16.7.4].
Guns Aircraft using Guns use one dice, unless AB aircraft against vehicles which use two dice.
Dice: If up to fire range use 2 dice, otherwise use one dice up to twice its penetration fire range. Opportunity fire always uses 1 dice. See
Case [16.5.3].
In close combat use 1 dice, Exception: Infantry armed with Panzerfäust’s use 2 dice in close combat against armour, See Case [16.5.4]
[16.5.4] Close Combat: If engaged in close combat only one die is
used. This applies to both the defender and the attacker. Exception:
[16.5.2] Range: If the target is within the penetration fire range, the
infantry armed with Panzerfäust’s use two Dice against armoured
firing player spins two die. If either die rolls a value which results in a
opponents if defending, See Case [15.2.6], other use one dice as per
HIT, a HIT will occur. In other cases when the target is up to twice its
other infantry.
penetration fire range, only one die is rolled, See Case [16.5.7]. Note
that when conducting Opportunity fire you only use one D6, Example: A M4A1/75 MT is in close combat with a GREN(44-45). The
irrespective of range, See Case [16.5.3]. GREN(44-45) has an A/T FE of (8c) and is equipped with
Panzerfäust’s. The M4A1/75 MT has an A/I FE of 8 has an A/I FE of 7
Example: A M4A1/75 MT and Panther are 12 cm apart from each
and a DEF of 5. The GREN cross referenced result is “16/5+”, as its
other. A M4A1/75 MT has a FE of 9 and a DEF of 5. A Panther A has a
armed with Panzerfäust’s it spins two dice, with a HIT results
FE of 15 and a DEF of 8. The M4A1/75 MT fires at the Panther the
requiring a “5+”. The M4A1/75 MT cross referenced result is “16/5+”.
cross reference values of “12/6”, at 12 cm one dice it thrown, with HIT
It only spins one dice with HIT results requiring a “5+”
results requiring a “6”. The Panther fires back at the M4A1/75 MT
with cross referenced value of “24/5+”, at 12 cm two dice a thrown [16.5.5] Close Combat FE (9c): If an elements A/I or A/T FE is
with a hit requiring a 5+. encased in parentheses and post-fixed with a “c”, it can only be used
in close combat. Example “(4c)” is a FE of 4 in close combat.
[16.5.3] Opportunity Fire: When conducting Opportunity Fire only
uses one dice, irrespective of range, See Case [13.2.3], unless Example: An American A.INF(43-45) is in close combat with a Panther,
conducting Return fire. with a DEF of 8. The A.INF(43-45) has a A/T FE of (5c). The A.INF(43-
45) cross referenced result is “8/6”, it spins one dice, with HIT results
Example: A M4A1/75 MT is within 12 cm of a Panther and triggers
requiring a “5”. IN this case the penetration fire range has no effect
opportunity fire. The Panther fires at the M4A1/75 MT with cross
as no direct fire is possible.
referenced value of “24/5+”, at 10 cm one dice a thrown, even though
this is within half range, with a hit requiring a 5+. [16.5.6] Soft targets: When conducting direct fire against Soft
targets use the Soft Column if infantry, artillery or vehicles under 1-
ton, otherwise use the “0” armour column. (Commentary: Large
vehicles are an easier target that infantry, artillery crew, motorcycles
and small trucks).
Kriegsspiel-Zusammenfassung v2.1 1 Part 1: Rules
[16.5.7] Infantry Elements against Armoured targets: Against [16.6.5] When conducting indirect fire against Soft targets use the
Armoured targets infantry use their A/T FE value. Values in Soft Column in all cases, including if the target is infantry, artillery
parentheses and post-fixed with a “c” can only be used in close and all vehicles irrespective of size.
combat, See Case [16.5.5].
Example: An 81mm Mortar MI has an IDE-FE of 6 at a range of 15 cm.
[16.5.8] Infantry Elements against Soft targets: Against soft targets If it conducts indirect fire against infantry at a range of 10 cm it must
infantry use their A/I FE and the Soft Column. This also applies when spin a 4+ to HIT. 15 cm is half range so two dice are used. If the
firing against unarmoured vehicle of more than 1-ton in size, which is infantry was taking cover it would be eligible for a SAVE throw.
an exception to Case [16.5.6].
[16.6.7] When conducting air to ground fire the fire row to use is
Example: An INF has a A/I FE of 7 and a DEF of Soft. If an INF fires at dependent on the aircraft type, and if A/T Bomber, the target type.
another INF the cross reference value of 16/5+. The range is 16 cm The Fire Effectiveness values are listed in the Equipment Data Charts.
and a HIT results requiring a 5+. If the range is 8cm or less two dice Values for GUN, Bomb and Rockets are provided, players can use
are used, otherwise only one dice. whichever they wish (obviously the highest).
[16.5.9] Ground to Air Fire is considered as direct fire and used the [16.6.8] When conducting air to ground fire use 2 Dice, unless
Direct fire table. The ranges are listed in the Equipment Data Charts. aircraft using Guns against any target or a A/T Bomber against
If up to its fire range use two dice, otherwise use one dice up to twice infantry which uses one dice, or strike or Dive Bomber missions which
its fire range. The A.A. FE values is compared against the aircraft or use three dice, See Case [8.5.4].
helicopter DEF value.
Example: An American P-39N Aircobra is conducting air to ground fire
Example: An 2 cm Flak 38 is firing at an American P-39N Aircobra at against a German INF element. It uses its Bombs, which have a FE.2.
the range of 10 cm. The 2 cm Flak 38 has a FE of 3 against the P-39N The cross referenced value is “6”, because its using bombs it uses two
nd
Aircobra Gun.DEF of 3, cross referencing a value of “12/6”. The range dice. It can conduct a 2 round of combat using its Guns, this is
value is ignore and the value of 20 cm from the Data Charts is used considered as direct fire and only one dice can be used. At Gun.FE.10
instead, which means 2 dice are used. A 6 is required for a HIT. the result is “20/4+”. The range is ignored and a “4+” is required for a
HIT.
[16.6] INDIRECT & AIR COMBAT FIRE HITS
General Rule; [16.6.9] Stand-Off weapons uses the standard rule for dice, up to
When conducting indirect fire or air to ground fire cross reference fire range 2 dice and up to twice fire range one dice.
the Indirect Fire Effectiveness value (IDE-FE) against the target
Defensive Effectiveness (DEF) on Table 5 to arrive at a HIT value. In
[16.7] SPECIAL WEAPONS & AMMUNITION
[16.7.1] Panzerschreck & A/T Rifle Elements: ATRL elements, such
this case there is no penetration fire range, as the range is provided
as the Panzerschreck armed Panzer Jaeger Companies used by the
in the Equipment Data Charts, or if aircraft, is irrelevant as the
Germans in 1944 and 1945 have a penetration fire range of 3 cm
aircraft delivers the attack.
against armoured targets. In other cases ATRL were not used in large
Cases; enough numbers to warrant a penetration fire range, instead they
would only be used in close combat. (Note: this rules only applies for
[16.6.1] TABLE 12: INDIRECT FIRE TABLE WWII, LAW armed foot use one dice during the modern period.) A/T
IDE Fire Effectiveness Defensive Effectiveness Rifle elements are treated in the same manner as any A/T gun; once
IDE-FE Soft/all 0-3 4-6 7-9 10+
again this only applies if the formation was equipped with sufficient
1 6 6 - - -
2 6 6 6 - -
numbers of these weapons, such as occurred with the Russians.
3 5+ 6 6 6 - [16.7.2] HEAT: HEAT ammunition has a consistent affect against
4 5+ 5+ 6 6 6
armour irrespective of range, but had poor range and accuracy due to
5 5+ 5+ 5+ 6 6
6 4+ 5+ 5+ 5+ 6
low velocity. HEAT uses the standard Direct Fire Table, except that it
7 4+ 4+ 5+ 5+ 5+ cannot be used beyond its penetration fire range. This way its range
8 4+ 4+ 4+ 5+ 5+ is low but highly effective at that range.
9 3+ 4+ 4+ 4+ 5+
10+ 3+ 3+ 4+ 4+ 4+
[16.7.3] APCR, APDS, HVAT: Special ammunition possess superior
Note: Up to fire range use 2 dice, otherwise use 1 dice up to twice fire fire effectiveness, but was limited in its supply. Players may allow
range, See Case [16.6.3]. Also applies to Stand off weapons, unlimited use of this ammunition, when available, or could limit it by
See Case [16.6.9] the use of a Quality Test. If a H.Q., passes a quality test all
If using Bombs or rockets, or AB using guns against vehicles use 2 dice. If dive subordinate elements can use special ammunition, if available
bombing or using guided weapons add one dice, See Case according to the Equipment data Charts.
[16.6.8]. Note that Gun use the direct fire table.
[16.6.2] When conducting indirect fire the range is dependent on [16.7.4] ATGW: ATGW elements use the Direct Fire Table to
the weapon being used and is listed in the Equipment Data Charts. determine the penetration fire range and die roll required for a HIT,
The IDE-FE value is used to determine the score necessary for a HIT. but always use two dice, even up to twice its penetration fire range.
ATGW element can only conduct opportunity or return fire one, each,
[16.6.3] When conducting indirect fire up to fire range use 2 dice, in in a given Fire and Movement Phase. This applies even if the trigger is
other cases use 1 dice up to twice fire range. conduct close assault against it.
[16.6.4] When conducting indirect fire against Armoured targets use [16.7.5] Optional - Special Artillery Ammunition: If using A/T
the Column which corresponding with its DEF value, so a DEF.8 which Bomblets are used add one dice if the target is armoured and reduce
use the 7-9 column. one dice if the target is soft. If using A/I Bomblets are used add one
dice if the target is soft and reduce one dice if the target is armoured.
Example: An M21 MMC has an IDE-FE of 6 at a range of 15 cm. If it
If using mixed bomblets add one dice in all cases. If using CLGP add
conducts indirect fire against a Panther, with a DEF of 8, at a range of
two dice in all cases. If using ADM add two dice if the target is
10 cm, it must spin a 5+ to HIT. 15 cm is half range so two dice are
armoured. If the number of dice falls below one, no effect is possible.
used. If the Panther was taking cover it is not eligible for a SAVE roll. If
its in Rough terrain, which offers extra cover, it is eligible. [16.8] SAVES (7+) (Table Fourteen)
General Rule;
Kriegsspiel-Zusammenfassung v2.1 2 Part 1: Rules
An element which has suffered a HIT can attempt a SAVE on a D6 die
roll of 7, which means without modifiers it is not possible. If any save
[17.0] ENGINEERING (TABLE FIFTHEEN)
modifiers apply a SAVE die roll can have an effect.
[17.1] COMMON TASKS
Cases; All engineers can perform the following common tasks:
[16.8.1] TABLE 14: SAVE MODIFIERS TABLE Destroying Bridges
Modifier Description Placing minefields
+1 Element is a fanatic, Quality.6. Placing barbed wire
+1 Element is taking cover in standard or rough terrain, against direct Clearing minefields (though only some have specialist machines)
fire (if dismounted infantry apply if subject to indirect fire) Ferrying infantry in little rubber boats
+1 Element is in Rough terrain, which offers extra cover, i.e. town,
woods, etc., against direct or indirect fire. [17.2] DESTROYING BRIDGES
+1 Element is subject to Area or Counter-Battery Fire, See Case [9.3.3] Engineer elements can attempt to destroy bridges during the Fire &
and Case [9.5.1]. Movement Phase. The engineer element must be adjacent to the
+2 Element is subject to Interdiction Fire, See Case [9.3.3]. bridge and expends two Actions’. The engineer conducts a quality
+2 Element is taking cover in entrenchments. Entrenchments are test, if successful the bridge is destroyed, otherwise its not. If a major
engineer construct, or may be initially deployed. Note: the
bridge this has to be repeated, with the first successful quality test
aggregate modifier could be +3 if this applies). nd
damaging the bridge and the 2 destroying it.

Example: A dismounted infantry element is taking cover in an


[17.3] MINEFIELDS
entrenchment when it is attacked by indirect fire, suffering a HIT. [17.3.1] Engineer elements can attempt to lay minefields by
Because it is taking cover, (+1) and is in an entrenchment (+3) it can expending two Actions’ and passing a Quality test. If successful a 3
conduct a SAVE throw, with any result of 4 or greater resulting in a cm x 3 cm minefield can be placed adjacent to the engineer. The
SAVE. (SAVE is 7+, modifier is +3, thus a die roll of 4 + 3 = 7). deployed minefield must be in base to base contact with the
engineer, which includes corners, allowing an engineer to lay three
[16.8.2] Aircraft and helicopters can conduct a SAVE throw if they minefields to its front without moving.
are equipped with ECM, See Case [8.4.7]
[17.3.2] Engineer elements can attempt to clear minefields by
expending two actions and passing a Quality test. If successful a 3cm
x 3 cm segment of minefield adjacent to the element is cleared.
Specialist mine clearing vehicles can attempt this at a cost of one
Action. The cleared minefield must be in base to base contact with
the engineer, which includes corners, allowing an engineer to clear
three minefields to its front without moving.
[17.3.3] When an element attempts to cross a minefield, the
minefield attacks the crossing element. The minefield attacks with
one D6, with a 5+ resulting in a HIT. If a specialist mine clearing
element a 6 results in a HIT. If the element is removed, the minefield
remains. If the element survives the attack the minefield is cleared. It
costs 1 Action to cross 3 cm of minefield.
[17.3.4] Automatic minelayers (Modern): Such as Bar minelayer,
GEMSS, BTRSO/T55 systems. These lay a 3 cm x 3 cm minefield by
expending one action, no quality test is required.
[17.3.5] Artillery Laid (Modern): Artillery can lay minefields by the
use of preplanned area fire. Each indirect fire element of 120mm, or
larger, can lay a 3 cm x 3 cm minefield during the Artillery Phase.
[17.3.6] Aircraft or Helicopter Laid (Modern): Aircraft or
Helicopters can deploy a 3 cm x 3 cm minefield section as a Mission
during the Aircraft Phase. The aircraft must have an bomb ordinance
of 3, or greater, and the helicopter must have a payload of 1 or
greater.

[17.4] BARBED WIRE


[17.4.1] Engineers can deploy barbed wire at the cost of one action.
There is no quality test, its automatic. The barbed wire is 3 cm wide
by 1 cm deep. The deployed barbed wire must be in base to base
contact with the engineer, which includes corners, allowing an
engineer to lay three barbwire segments to its front without moving.
[17.4.2] Crossing Barbed wire costs infantry an action. Once crossed
the barbed wire is removed. Tracked vehicles can cross with no
effect, effectively clearing the barbed wire. Wheeled vehicles cannot
cross barbed wire; another element must clear it first.

Kriegsspiel-Zusammenfassung v2.1 3 Part 1: Rules


[17.5] LINEAR OBSTRUCTIONS [17.8] BUILDING BRIDGES
[17.5.1] Engineers can lay linear obstructions, such as A/T ditches, [17.8.1] Each element of bridging engineers can bridge a river for
barricades and major road blocks, at the cost of 2 actions. There is infantry by expending three actions.
no Quality test, its automatic. The Linear Obstruction is 3 cm wide by
[17.8.2] Each element of bridging engineers can bridge a river for
1 cm deep. The deployed Linear Obstruction must be in base to base
infantry by expending six actions.
contact with the engineer, which includes corners, allowing an
engineer to lay three tank obstacle segments to its front without [17.8.3] The engineer must move to the river edge, where the
moving. bridge is to be built, and must not move until an infantry bridge is
constructed. It can move away and return to upgrade the bridge for
[17.5.2] Dismounted infantry expends ½ action to cross, tracked
vehicles.
vehicles 1 action to cross and wheeled vehicles cannot cross.
[17.8.4] Assume that an element of bridging engineers is all that
[17.5.3] Engineers can destroy linear obstructions at the cost of one
would be allocated to a division in usual circumstances. During an
action and requires a quality test. If successful a 3 cm wide tank
assault across a river they might have extra resources allocated to
obstacle is cleared. The tank obstacle must be in base to base contact
them.
with the engineer, which include corners, allowing an engineer to
destroy three tank obstacle segments to its front without moving [17.9] FERRIES & ASSAULT CRAFT
[17.5.4] A specialist bridging stand (eg. a rapid small-gap crossing
[17.9.1] Ferries
vehicle, like an AVLB) can bridge a linear obstructions. In this case, an
[17.9.11] An element of ferry engineers can carry an up to five
AVLB bridging element that starts in contact with the obstacle can
elements of armour or infantry with vehicles across a river per turn. If
build a Bridge in one action, in this case no quality test is required.
there are no vehicles up to fifteen elements can be carried.
[17.6] FORTIFICATION & ENTRENCHMENTS [17.9.12] The width of the river isn’t that important, unless it is huge
General Rules in which case they take two turns per five elements.
Fortification are deployed before the game begins, they cannot be
constructed during a game. They can be destroyed by engineers. [17.9.2] Assault Craft
[17.9.21] In addition to ferry units, some divisions are allocated
Elements may be entrenched, either before play begins or due to assault craft for an attack across a river. Assault craft can carry
engineers entrenching an element. This has an effect on fire combat. element across a river in the same manner as Ferries, except the
To take advantage of the entrenchment the element must be taking carried elements can conduct close assault against any enemy
cover in them, which would be assumed. Engineer elements can elements on the far bank. It must start the phasing fire and
“entrench” friendly elements during the game. movement phase on the bank of the river, with the Assault Craft,
Cases; providing by an engineer element, moving the elements across the
[17.6.1] An engineer element can entrench a friendly element by river. The elements then expend an action moving into the same
expending two actions. The engineer must be in base to base contact, location as the defenders and one action to conduct close combat.
which includes corners, allowing an engineer to entrench three Close support is not permitted in this case and if the attacker do not
friendly elements to its front. eliminate the defenders in the first round, are considered to have lost
the close combat and are in turn eliminated.
[17.6.2] If the engineers have specialist equipment (bulldozers, for
example) the cost to entrench is one action. [17.9.23] Assault craft can also be used to transport infantry (only) as
per ferry units.
[17.6.3] If elements move from their entrenchments, the
entrenchments are lost. [17.9.24] Note that all engineers are assumed to have ‘little rubber
boats’ on hand to shift infantry units, but these are not in any way
[17.6.4] Fortifications are the same as entrenchments, except they assault craft and infantry will pay the full penalties for crossing under
are not lost if elements leave them or do not occupy them, See Case fire.
[17.6.3].
[17.9.25] Most divisions would usually only have an element of
[17.6.5] An engineer can destroy a 3cm x 3 cm fortification at the assault craft to use, but in pre-planned river crossings this might
cost of two actions. increase to two or three.
[17.7] SPECIALIST TASKS
[17.7.1] Generally each engineer elements can pick one of the
following. On some occasions engineer elements may have more
than one function.
Combat
Building bridges
Ferry units
Assault craft
[17.7.2] Combat Engineers: Combat engineers (flamethrowers,
satchel charges and so on) may attack enemy units. Combat
engineers count as ordinary infantry in ranged combats and heavy
weapons troops in close assaults (including against vehicles). Without
this ability, engineers may not engage enemy units and if close
assaulted they are removed.
[17.7.3] Flame-Throwers: Combat engineers are assumed to be
armed with flame throws, or equivalent, and negate any enemy close
combat benefit when taking cover in entrenchments, fortifications or
in a solid building, or behind a Wall or side of Embankment.

Kriegsspiel-Zusammenfassung v2.1 4 Part 1: Rules


[18.2.3] Helicopters conduct helicopter to ground fire in the same
[18.0] HELICOPTERS (Table Sixteen) manner as any other ground element.

[18.1] AIRCRAFT PHASE [18.2.4] Observation helicopters can conduct observation missions
General Rule; and can call in fire and air support in the same manner as ground
Helicopters can be deployed in the same manner as aircraft, during based elements. They can also call in ATGW fire from attack
the aircraft Phase. Once deployed they are subject to helicopter to helicopters, which cannot observe the target themselves.
helicopter and ground to air attack, if they survive they can conduct
their mission and return, otherwise they are returned without
completing their mission. Transport helicopters are used to transport
ground elements or supply and this must be pre-planned.
Cases;
[18.1.2] Transport helicopters can conduct transport missions,
transporting friendly elements at the rate of one infantry element per
payload point. Light artillery or light vehicles requires 2 payload
points and light armoured vehicles required 4 payload points.
[18.1.3] Transport helicopters can conduct Air supply missions, See
Case [7.3]. One payload point can provide 4 supply points.
[18.1.4] ECM Helicopters can conduct ECM missions in the same
manner as ECM aircraft, See Case [8.2.8].
[18.1.5] Observation helicopters can conduct observation missions
and can call in fire and air support in the same manner as observation
aircraft.
[18.1.6] During the Aircraft deployment Sub-Phase each player
deploys any transport, utility, observation or ECM helicopters. This is
then followed by both players deploy any attack or utility helicopters
conducting helicopter to helicopter combat. Finally attack or utility
helicopters are deployed to attack any enemy helicopters attacking
friendly helicopters. Quality tests are required for all these actions,
unless preplanned, and a die roll of 1 results in that helicopter being
eliminated. Helicopters conduct helicopter v helicopter combat and
are returned to base in the same manner as aircraft. Remaining
helicopters are not subject to grou8nd to air combat.
[18.1.7] Helicopters are subject to ground to air fire in the same
manner as aircraft, See Case [8.4]. Surviving helicopters can now
conduct their mission.

[18.2] FIRE & MOVEMENT PHASE


General Rule;
ECM, Observation and Attack helicopters can also be treated as a
ground element, in which case the number available during any
Game-Turn is half the total. Its assumed one is back at base refuelling
while one is available for use. Their base is just off the edge of the
friendly playing area and during each phasing Fire and Movement
Phase they move onto the playing area, expending two actions as any
other ground element. At the end of the phasing Fire and Movement
nd
Phase they are removed, return to base, and the 2 helicopter is
now available for the next game-turn, being deployed during the
reinforcement phase.
Cases;
[18.2.1] Observation, Attack and Utility helicopters determine their
altitude, either Low or NAP of the earth. This determined their
movement allowance and will affect ground to air fire. If Low multiply
their movement allowance by 6, if NAP of the earth Multiply it by 3.
Unlike normal ground element it can move and also fire in a single
action, either before movement of after movement. Example: A Fl184
has a Movement allowance of 20, it can travel 120 cm at low altitude
or 60 cm if flying NAP of the Earth.
[18.2.2] Helicopters are subject to opportunity fire and return fire
by A.A. elements. They are not subject to direct fire or indirect fire.
The opportunity fire range of A.A. elements is its maximum fire range
and two dice is used if up to its fire range, this is an exception to Case
[13.2.]. The triggers are as standard. If the helicopter is using NAP of
the Earth reduce the number of dice by one.

Kriegsspiel-Zusammenfassung v2.1 5 Part 1: Rules


[19.3] RECOVER PROCEDURE (Optional Rule)
PHASE 6: During the housekeeping Phase any element which has been
eliminated in the current Game-Turn may be repaired, if it was
eliminated within 30 cm of an ARV. Only vehicles may be repaired in

HOUSEKEEPING this way, infantry and artillery may not be repaired.


[19.3.1] If the Rally “Quality test” results in a vehicle being

PHASE
eliminated, the owning player can determine if its eligible for repair.
If it is not eligible remove the element from play.
[19.3.2] Players spin a D6, if a 1-3 is spun the element can be
[19.0] HOUSEKEEPING repaired. Only half of eliminated vehicles can be repaired, for
simplicity players can use a simple die roll to determine which half
[19.1] HOUSEKEEPING PROCEDURE that element represents.
During housekeeping players remove smoke barrages and any [19.3.2] It takes two game-turns to repair a vehicle, after which it
remaining aircraft on the playing area. Rally and Recovery activities can be returned to play in the same manner as a Rally.
are also conducted.
Example: On game-Turn two a vehicle element is eliminated, but its
Rally Sub-Phase: Rally eliminated elements, See Case [19.1].
eligible for repair. This takes two full game-turns, which means It
Recovery Sub-Phase: Recover and repair any permanently eliminated
elements, See case [19.2].
placed on game-turn five of the game-turn record chart. During the
Smoke Barrage removal Sub-Phase: Remove any smoke screens, See Initiative Phase its placed back on the playing area.
Case [9.6]
Illumination Marker removal Sub-Phase: Remove any illumination [19.4] RCV (ARV/RV)
markers, See Case [9.7]. Each player can have a number of RCV elements, which represents
Aircraft Return Sub-Phase: Remove aircraft from the playing area, or Recovery vehicles, both armoured or unarmoured. In most cases an
if off the playing area if applicable, and place on the Game-Turn ARV/RV element will be attached to a headquarters, either battalion
Record Track, See Case [8.2.6].
or Regiment. Any subordinate vehicle eliminated is eligible for
Game-Turn Advancement Sub-Phase: Move the game-turn track to
the next game-Turn. recovery and repair. It must also be within 30 cm of the ARV/RV.
Victory Determination Sub-Phase: If this is the last Game-Turn both
players determine victory. [19.5] VICTORY CONDITIONS (Standard
Attack/Defend Scenario)
[19.1] RALLY TEST General Rule;
During the Housekeeping Phase both players determine if elements Victory is determined by the attacking player gaining victory points;
eliminated due to combat recover and when they are placed back on with the final totalled value determine the result of the game. These
the playing area. victory conditions are used when playing an “Attack & “Defend”
[19.1.1] Any element which has been eliminated in the current game, where the attacker outnumbers the defender in the morning,
game-turn conducts a quality test to determine if they are and is then, subsequently, is out-numbered in the afternoon. The
permanently eliminated or if they rally. If they rally, when this occurs playing area size is four 30 cm tiles deep by three 30 cm tiles wide. If
is also determined in the same test. using another scenario or playing area size the values will need to be
adjusted accordingly.
[19.1.2] If they fail the quality test they are eliminated. In some
cases this element can be recovered using RCV elements. [19.5.1] The attacking players gains 1VP each time it controls a
playing area row for the first time, and 1 VP for the control of a
[19.1.3] If they pass the test they can rally after a number of game- playing area row at the end of the game. If playing on a 4 deep
turns equal to the Quality test die roll. Thus a “one” means they are playing area, the maximum number of victory points the attacker can
placed on the game-turn record chart after one Game-turn, a “five” obtain is eight.
means this occurs after five game turns.
[19.5.2] The attacking player controls a row when the number of, in
Example: On game-Turn two a Quality 4 element is eliminated. During supply, attacking “elements” exceeds the number of, in supply,
the Housekeeping Phase it spins a 3, which means it recovers. It defending elements. Headquarters are not counted.
placed on game-turn six of the game-turn record chart. During the
[19.5.3] To control a row, all rows between it and the attacking
Initiative Phase its placed back on the playing area.
player’s edge must be under the control of the attacking player.
[19.2] RALLY PLACEMENT [19.5.4] CHART 20: VICTORY RESULTS CHART
When an element is placed back on the playing area due to a rally it is Victory Points Full Day Results (end 2300) Half Day Results (end
placed immediately behind its commanding headquarters. If the 1200)
headquarters is not present during that game-turn it is placed once 8 VP’s Attackers Decisive Victory Attacker’s Marginal Victory
the replacement headquarters is present. 7 VP’s Attacker’s Substantive Victory Draw
6 VP’s Attacker’s Marginal Victory Defender’s Marginal
Victory
5 VP’s Draw Defenders Substantive Victory
4 VP’s Defenders Marginal Victory Defenders Decisive
Victory
3 VP’s Defenders Substantive Victory Defenders Decisive
Victory
2 VP’s Defenders Decisive Victory Defenders Decisive
Victory

Kriegsspiel-Zusammenfassung v2.1 6 Part 1: Rules


[20.0] DAYLIGHT AND NIGHTFALL [23.0] TERRAIN
General Rule;
[20.1] DAY LENGTH A playing area will contain a wide range of different terrain, examples
[20.1.1] There are usually twelve daylight turns, a dawn and a dusk include roads, built-up areas (such as villages, towns and cities),
turn and ten night turns in a full day. water features (such as streams, rivers and water ways), hills, ridges,
woods, swamps, rough going and difficult going. Most terrain will
[20.1.2] During winter there are one or two more night turns, and in
have one or more of the following effects, Observation, Movement
the north there can be even less daylight.
and combat.
[20.1.3] Dawn, Dusk and night can affect observation, See case
The Rules only provide the terrain effect, players will need to allocate
[5.4.2].
these affects against the terrain they wish to deploy. Some suggested
[20.1.4] Players skip every even numbered night game-Turn. This terrain is provided.
reflects the reduction in activity which would occur at night.
Cases;
[21.0] CLIMATIC REGIONS & SEASONS [23.1] TERRAIN TYPES
(Table Seventeen) [23.1.1] Combat Effect: Terrain can be Clear or Rough. Rough
terrain offers addition combat benefits. Entrenchments are man-
General Rule; made terrain which also offer additional combat benefits. Built-Up
Climatic Regions and Seasons affect the length of a Day and the areas can be classed as clear or rough, as well as offering additional
weather which may occur during a day. protection if it consists of solid buildings.
There are four climatic regions; Cold applies north of the Pyrenees, [23.1.2] Observation Effect: Terrain can be featureless, standard or
Alps, Caucasus and the Central Asian Desert, to the Danube basin, cluttered.
Galatia, Mongolia, Tibet, Korea, China north of the Fei River, Japan
Terrain: Effect
and highland Peru, and to all large mountain regions. Cold has a sub
Featureless: Terrain offers no concealment, even if elements take cover.
category of Severe Cold, which has the effect of increasing the likely (Desert or Plains)
hood of Snow terrain and Snow falling. This applies to north of the Standard: Terrain only offers concealment if elements take
arctic circle, such as northern Finland and northern Norway. Warm cover. (Default)
applies to southern Europe, Africa north of the Atlas, Asia Minor Cluttered: Terrain offers concealment even if element is not taking
except Galatia, and Syria/Palestine. Dry applies to the Sahara, Libya, cover. If taking cover it offers additional concealment. There
Egypt, West and East Sudan, Arabia, Persia, Mesopotamia, the Indo- are three types of cluttered terrain, Heavy blocks line of
Persian border, and the Central Asian Desert. Tropical applies to sight beyond 1 cm, Standard blocks line of sight beyond 2 cm
and open does not block line of sight. (Woods, Built-up Area)
Africa south of the Sudan, India, South East Asia, China south of the
Fei river, and Central and South America. [23.1.3] Movement Effect: Terrain can be roads, Standard or
difficult. Roads and Difficult terrain affects movement. Some difficult
[21.1] TABLE 17: CLIMATIC REGIONS AND terrain prohibits movement in some circumstances, such as wheeled
elements moving through Heavy Difficult terrain. Some linear terrain
SEASONS, See Case [20.1] prohibits movement, such as rivers.
Region Season Daylight Dawn/Dusk Night
Cold Summer 16 turns 2 turns 6 turns Terrain Effect
Warm or Dry Summer 14 turns 2 turns 8 turns Roads Terrain increases movement allowance, See Case [12.1.1]
All Spring/Autumn 12 turns 2 turns 10 turns Standard Standard Off-Road movement, See Case [12.1.1]
Tropical Summer/Winter 12 turns 2 turns 10 turns Difficult Terrain reduces movement. There are three types of difficult
Warm or Dry Winter 10 turns 2 turns 12 turns terrain, Heavy prohibits all non-foot movement. Standard
Cold Winter 8 turns 2 turns 14 turns prohibits all wheeled movement and Light does not prohibit
movement.
[22.0] WEATHER (Table Eighteen)
[23.2] TERRAIN HEIGHT
General Rule; Opaque terrain can block a line of sight, See Case [5.5.1]
There are two weather paths, snow and rain. In both paths clear
[23.2.1] If both elements are on the same elevation any opaque
weather means there is no weather effects. If the weather
terrain can block a line of sight.
deteriorates the weather will change to Rain or Snow, followed by
Blizzard or Heavy Rain, See Case [6.4]. Players determine if the Snow [23.2.2] If the opaque terrain is the same or higher elevation than
or Rain path is used before the game begins. either elements elevation, the line of sight is blocked.

[22.1] WEATHER EFFECTS [23.2.3] If the opaque terrain is lower than both elements
[22.1.1] Weather can affect Observation, See Case [5.3.1] and Case elevations, the line of sight is not blocked.
[5.3.1]. [23.2.4] If the opaque terrain is one level lower than either element,
[22.1.2] Weather affected the Quality Test when deploying Aircraft. it can block the line of sight if its closer to the lower element than the
In rain/Snow Aircraft Quality is reduced by 2, in Heavy Rain/Blizzard higher element, otherwise the line of sight is not blocked.
its reduced by 4. If falls below 1 it can never pass. Modern aircraft [23.2.5] ELEVATION CHART
equipment with all weather radar suffer a -1 in Rain/Snow and -2 in Terrain Height
Heavy Rain/Blizzard. Level 1 Level 1 Hill, Village & Open woods
Level 2 Level 2 Hill, Town & Woods
Level 3 Level 3 Hills, City, Heavy Woods, Forest & Jungle.

Kriegsspiel-Zusammenfassung v2.1 7 Part 1: Rules


[23.3] SUGGESTED TERRAIN [24.0] HIDDEN UNITS
Terrain Type Effect
Open Woods Observation Cluttered/Open for Infantry or Artillery These rules are designed to allow troops remain hidden on the
Movement Bad Going for wheeled elements battlefield until discovered. They can also be used to simulate
Combat Rough for infantry or Artillery surprise flanking manoeuvres where the strategic situation would
Woods Observation Cluttered/Standard
allow it.
Movement Prohibited for wheeled elements, Difficult
for others They add some uncertainty to the battlefield and increase the fog of
Combat Rough war without the need to resort to maps and written instructions.
Heavy Woods Observation Cluttered/Heavy
Movement Prohibited for vehicles, Difficult for others
Combat Rough
[24.1] PLACING HIDDEN MARKERS
Forest/Jungle Observation Cluttered/Heavy At the start of the game, each side can place hidden markers on the
Movement Prohibited for vehicles or artillery, Difficult table. (The markers are in plain sight, but represent elements that
for others might be hidden.)
Combat Rough
Village Observation Cluttered/Open for Infantry or Artillery [24.1.1] Each side can attempt to place a marker per 30 cm of their
Combat Rough for infantry, otherwise clear. baseline, so on a standard 6’ by 4’ table, each side could attempt to
Town Observation Cluttered/Medium place fifteen markers.
Combat Rough (or clear in solid buildings, both
have the same effect) [24.1.2] To place a marker, the player must roll equal or under the
City Observation Cluttered/Heavy overall commander’s rating. These markers can be placed in any
Combat Rough, Solid Buildings, ie brick, concrete. position on the table.

[24.2] HIDDEN MARKER EFFECTS


[24.2.1] When an enemy element (not including aircraft or recon)
comes within 30cm, of the hidden marker, the controlling player
must declare which element are there, roll on the table below for
each element, then remove the marker.
[24.2.2] Troops must always be placed at least 6 cm from the
enemy.
[24.2.3] A player may also place combat units on the table near
their hidden marker by rolling on the table below during their own
turn.
-1 If the marker is further than 30 cm from a friendly baseline or flank
march entry point (that some troops have already used)
-1 If the element is being placed in cluttered terrain (woods or town and
so on)

[24.2.4] CHART 19: HIDDEN TROOP PLACEMENT TABLE


Die Result
1 or less Troops are not placed at that location. Immediately remove
the marker (so it cannot be used for any further placements)
2 Those particular troops are not placed at that location, although the
marker remains and can be used to attempt to place other
combat units (including this turn)
3 Element is placed within 3 cm of the marker.
4 Element is placed within 6 cm of the marker
5 Element is placed within 9 cm of the marker
6+ Element is placed within 12 cm of the marker

[25.0] CREDITS
Wargames Digest WW2 Rules
Designer: Gene McCoy
Kriegsspiel-Zusammenfassung v2.x
Author Peter Frederick Model.
.

Kriegsspiel-Zusammenfassung v2.1 8 Part 1: Rules


INDEX
flame-thrower, 4
A Fortifications, 10
A/T Speciality, 5
Aircraft, Dive Bomber, 5 I
Aircraft, Fighter, 5
Interdiction fire, 4
Aircraft, Fighter Bombers, 5
Aircraft, Ground Support, 5
Aircraft, Level Bomber, 5 O
Aircraft, Observation, 5
Aircraft, Reconnaissance, 5 Observation, 2, 5, 8, 12, 13
Aircraft, Transport, 5 Observation Point, 5, 6
Attack Point, 5, 6
Q
B Quality Test, 4, 3, 5, 7, 8, 9, 10, 13, 3, 4, 6
Breakthrough, 3
R
C Rally, 4, 6
Clear Terrain, 10, 7 Road Terrain, 7
Cluttered Terrain, 2, 10, 7 Rough Terrain, 2, 10, 13, 3, 7
Commanders, 2, 8
Concealment, 2, 8 S
Counter-Battery fire, 4
Cover, 2 Standard Terrain, 2, 7
Supply, 4

D
T
Difficult Terrain, 11, 7
Taking Cover, 5, 10, 2, 3, 4
Terrain, 2, 8, 13, 8
E Town, 8
Engineers, 4, 3
Engineers, combat, 4 W
engineers, non-combat, 2
Entrenchments, 10, 7 Woods, 8

F
Featureless Terrain, 2, 10, 7
Ferry, 3, 4

Kriegsspiel-Zusammenfassung v2.2 9 Part 1: Rules


Errata
This page left intentionally blank.

Kriegsspiel-Zusammenfassung v2.2 10 Part 1: Rules


Base & Elements
The term “base” is used to describe a number of different this, such as a physical based which contains figures or its initial base
initiative. To remove any possible confusion the term “Element” is used to describe a Base with 1 or more figures or vehicles on it.
The term “Element” is interchangeable with the term “Base”.

Table & Charts


TABLE ONE: TURN SEQUENCE, See Case [2.0]
TABLE TWO: TROOP TESTS, See Case [3.0]
TABLE THREE: OBSERVATION, See Case [3.0]
TABLE FOUR: INITIATIVE, See Case [6.0]
TABLE FIVE: SUPPLY, See Case [6.0]
TABLE SIX: AIRCRAFT, See Case [7.0]
TABLE SEVEN: ARTILLERY, See Case [9.0]
TABLE EIGHT: ACTIONS, See Case [11.0]
TABLE NINE: MOVEMENT, See Case [10.0]
TABLE TEN: OPORTUNITY FIRE, See Case [13.2]
TABLE ELEVEN: DIRECT FIRE, See Case [13.0]
TABLE TWELVE: INDIRECT FIRE, See Case [14.0]
TABLE THIRTEEN: CLOSE COMBAT, See Case [15.0]
TABLE FOURTEEN: FIRE COMBAT, See Case [16.0]
TABLE FIFTHEEN: ENGINEERING, See Case [17.0]
TABLE SIXTEEN: HELICOPTER, See Case [18.0]
TABLE SIXTEEN: CLIMATE, See Case [21.0]
TABLE SEVENTEEN: WEATHER, See Case [22.0]
TABLE EIGHTEEN: TERRAIN, See Case [23.0]
TABLE NINETEEN: NBC

Links
Korps-Kommandeur Rules https://groups.io/g/Korps-Kommandeur
Corps Commander Rules https://groups.io/g/Corps-Commander
Corps Commander Video
https://www.youtube.com/watch?v=fPpldgaiIYc&list=PLSEuHTEyqSxu1jcdmLMsLRd2ECsM-0t1v
Kriegsspiel-Zusammenfassung Rules https://groups.io/g/Kriegsspiel-Zusammenfassung

LWRS Rules https://groups.io/g/LWRS


Bewegunskrieg Rules https://groups.io/g/Bewegunskrieg
Bewegunskrieg Video https://www.youtube.com/watch?v=uezucmnIfjQ&list=PLSEuHTEyqSxsH5Tuhew5EosIEctRWPQAW

Grosse-Schlachten and Schnell-kämpfe-Rgt Rules https://groups.io/g/Grosse-Schlachten

Figure-Gaming Overview
https://www.youtube.com/watch?v=9PWrViCMiGc&list=PLSEuHTEyqSxsRh100lwdqyF2okMCfLQaq
Game System Design https://www.youtube.com/watch?v=ai8aBtFZhts&list=PLSEuHTEyqSxs4Fk2NK9bQyxvJVM6VKCUZ
Eine Strategische Studiengruppe Veröffentlichung

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