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KZF v2.2 p1 RULES (1 Column) 2020.09.12
KZF v2.2 p1 RULES (1 Column) 2020.09.12
KZF v2.2
(Kriegsspiel-Zusammenfassung
Figurenspielregeln)
Part 1: Rules
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)
KZF (KRIEGSSPIEL-
ZUSAMMENFASSUNG)
v2.2
[1.0] INTRODUCTION
Kriegsspiel-Zusammenfassung, or KZF for short, is an enhanced version of “Wargamer’s Digest-WW2Rules”,
written by Gene McCoy between 1973 and 1975. In 1978 Gene McCoy announced he would create a more
formal set of rules, but these were unfortunately never 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 was Corps
Commander in 1986, almost ten years later.
The copy of the “Wargamer’s Digest-WW2Rules” I have access to is based on a number of articles printed in
Wargamer’s Digest where specific rules are mentioned in different articles. As such the rules are not
complete and in order to use them players would need to fill in a lot of gaps themselves. Because of this
Kriegsspiel-Zusammenfassung is based on a significant amount of assumptions. These assumptions are
outlined in the editors notes. The original rules source, as they exist is also included in the designers notes
for reference purposes. To make the job of creating a complete set of rules even more difficult, the original
rules changed over the two years they were printed in the Wargamer’s Digest. As a result I selected the
“version” that is most suitable for these rules and my selection may not be to some players liking.
In writing this interpretation of Gene’s “Wargamer’s Digest-WW2Rules” I have followed a few basic
guidelines. I have assumed the rules were designed to be simple, allowing new players to quickly learn them
and allowing play to be fast and as simple as possible. The result is historical accuracy has been sacrificed.
Where gaps, such as a 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 attempted to fit as much of the source rules into charts
and tables. 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 close to the original as possible, but the way you get there may look
different.
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 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
INDEX 62
Errata 63
TABLE OF FIGURES
Fig 1.4 Base Size Example, for 1/285 scale figures 1
Fig 1.9: A typical attack-defend playing area 2
Fig 1.9: Example Headquarters elements 4
Cluttered: Offers concealment or protection if not taking cover and additional concealment or protection if
taking cover. (Woods, Built-Up Area). Can also often be Rough Terrain.
Rough: Offers protection if not taking cover and additional protection if taking cover. (Woods, Built-Up
Area). Can also be Cluttered Terrain.
[3.2] HEADQUARTERS
Elements outside the command radius of its commanding Headquarters has a Quality reduced by 1. If a H.Q.
is eliminated the quality of all subordinate elements is Quality.1 until a replacement H.Q., is deployed, this
replacement H.Q. has a Quality one less than the eliminated H.Q., See Case [1.9.1].
[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.
[5.4] SMOKE
[5.4.1] Line of sight is blocked if it traverses more than 1 cm of smoke.
[5.4.2] If a line of sight traversers up to 1 cm of smoke, visibility is considered to be Poor (Poor Visibility). This
applies to elements in smoke observing outwards, or elements not in smoke attempting to observe inwards.
There is no edge to smoke, like Cluttered terrain, See case [5.5.2].
Example: An enemy Panther is within smoke and within 1 cm of the edge, friendly elements can observer the
panther from 15 cm away. Another Panther is within smoke, but is 2 cm from the edge. Its line of sight is
blocked.
[9.6] SMOKE
General Rule;
The purpose of smoke screens is to block lines of sight.
Cases;
[9.6.1] Smoke can be fired as part of area fire or fire-support. If Area fire this must be noted in the pre-planning
process. Smoke represents a type of ammunition, so firing smoke precludes the firing of other types of
shells. In summary, you fire illumination, smoke or HE..
[9.6.2] If Area fire two smoke screens are placed. If fire support each action allows the indirect fire element to lay
one smoke screen.
[9.6.2] A smoke screen is 3 cm by 3 cm.
[9.6.3] Only Artillery or Mortar elements can fire smoke screens. Rockets cannot fire smoke screens.
[9.6.4] Smoke screens are removed during the housekeeping Phase.
[9.6.5] Smoke Screen have no effect if a Blizzard, Heavy Rain or Night, with or without a moon. There is no effect if
a smoke barrage is within cluttered terrain.
[9.7] ILLUMINATION
General Rule;
The purpose of illumination is to illuminate targets during night game-turns.
Cases;
[9.7.1] Illumination can be fired as part of area fire or fire-support. If Area fire this must be noted in the pre-
planning process. Illumination represents a type of ammunition, so firing Illumination precludes the firing of
other types of shells. In summary, you fire illumination, smoke or HE.
[9.7.2] The target of illumination is illuminated, this is indicated and allows other elements to observe that element
during night game-turns, See Case [5.1.2], as if it was in dusk/dawn. Illumination lasts for the entire game-
turn and the illumination marker is removed during the housekeeping Phase.
[11.3] REVERSING
Reversing an elements direction costs an action. Reversing is an ‘about-face’ and means turning an
element’s facing about by 180-degrees.
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.
[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.
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]
Example: A dismounted infantry element is taking cover in an entrenchment when it is attacked by indirect
fire, suffering a HIT. Because it is taking cover, (+1) and is in an entrenchment (+3) it can conduct a SAVE
throw, with any result of 4 or greater resulting in a SAVE. (SAVE is 7+, modifier is +3, thus a die roll of 4 + 3 =
7).
[16.8.2] Aircraft and helicopters can conduct a SAVE throw if they are equipped with ECM, See Case [8.4.7]
[17.3] MINEFIELDS
[17.3.1] Engineer elements can attempt to lay minefields by expending two Actions’ and passing a Quality test. If
successful a 3 cm x 3 cm minefield can be placed adjacent to the engineer. The deployed minefield must be
in base to base contact with the engineer, which includes corners, allowing an engineer to lay three
minefields to its front without moving.
[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.
[21.1] TABLE 17: CLIMATIC REGIONS AND SEASONS, See Case [20.1]
Region Season Daylight Dawn/Dusk Night
Cold Summer 16 turns 2 turns 6 turns
Warm or Dry Summer 14 turns 2 turns 8 turns
All Spring/Autumn 12 turns 2 turns 10 turns
Tropical Summer/Winter 12 turns 2 turns 10 turns
Warm or Dry Winter 10 turns 2 turns 12 turns
Cold Winter 8 turns 2 turns 14 turns
[25.0] CREDITS
Wargames Digest WW2 Rules
Designer: Gene McCoy
Kriegsspiel-Zusammenfassung v2.x
Author Peter Frederick Model.
There are no rules, so I will include a simple set of aircraft rules. My feeling is the aircraft rules were very
free ranging, almost along the lines of scenario details. Examples could be, on G/T 3 three aircraft appear
and target any three targets. Perhaps some simple A.A. rules were also including, but this is a guess. The
simplest rules I can think of is each player deploying any aircraft flights on their playing area in three sub-
phases.
M. Art. Can knock out AC, LT, Inf. Vehicles. Indirect range 36”
H Art. Can knock out same plus MT & HT. Indirect range 60”
Inf. & ATG can move 6 inches and still fire. *I have a note that they can do so during the opponent’s move,
but I don’t remember the details.+
Type of fire # Dice Hit #
Antitank Over ½ range: 1D6 5 = KO
“ Under ½ range: 2D6 “
Infantry 1D6 per 3 men 3 = 1 kill, 6 = 2 kills
MG & Artillery 1D6 each Vehicle: 5 = KO (artillery only)
“ “ Inf: 3 = 1 kill, 6 = 2 kills
MG range is 12”.
Unit Range
Bazooka 6”
81mm mortar 12” – 30”
MG 18”
Rifle 10”
[P6.22] Appendix
Articles referenced but no info included
Vol. 1 No. 12 pg. 7 – 8 Boardgames to Miniatures
Vol. 2 No. 1 pg 20 – 23 Airborne Rules and Organization
Vol. 2 No. 3 Strategic Warfare Rules
Vol. 2 No. 8 pg. 7 Deployment – Movement to Contact
Vol. 2 No. 12 pg. 25 – 27 German Armor Availability
Vol. 3 No. 2 pg. 29 Soviet Armor Production
Vol. 3 No. 10 pg. 14 – 19 Soviet Mechanized Infantry Organization [new standard unit]
Vol. 3 No. 10 pg. 22 – 23 German Armor Production
Vol. 4, NO. 1 pg. 22 – 23 Innovations: Artillery Rules
Vol. 4 No. 3 pg. 36 – 37 Innovations: Artillery Fire Rules
Vol. 4 No. 4 pg. 6 – 9 More on McCoy Standard Unit – U.S. Infantry [new standard unit]
Vol. 8 No. 9 pg. 14 – 19 McCoy Standard Unit – Soviet Armored Brigade ’42 – ’45 [new
standard unit]
C R
Clear Terrain, 23, 41 Rally, 5, 11, 39
Cluttered Terrain, 2, 23, 41 Road Terrain, 41
Commanders, 3, 43 Rough Terrain, 2, 23, 27, 33, 41
Concealment, 2, 20
Counter-Battery fire, 12
Cover, 2
S
Standard Terrain, 2, 41
D Supply, 11
Kriegsspiel-Zusammenfassung https://groups.io/g/Kriegsspiel-Zusammenfassung
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