Professional Documents
Culture Documents
KZF v2.2 p1 RULES (2 Column) 2020.09.28
KZF v2.2 p1 RULES (2 Column) 2020.09.28
KZF v2.2 p1 RULES (2 Column) 2020.09.28
KZF v2.2
(Kriegsspiel-Zusammenfassung
Figurenspielregeln)
Part 1: Rules (2 Column)
WDR (1915-2015)
Wargamers Digest Figure-Gaming Rules
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
[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.
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.
[5.4] SMOKE
[5.4.1] Line of sight is blocked if it traverses more than 1 cm of
smoke.
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;
[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.
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.
& 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.
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.
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.
[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.
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
[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.
[25.0] CREDITS
Wargames Digest WW2 Rules
Designer: Gene McCoy
Kriegsspiel-Zusammenfassung v2.x
Author Peter Frederick Model.
.
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
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
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