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20.

Jahrhundert Kriegsführung Regeln

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

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)
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

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


TABLE OF CONTENTS [9.1]
[9.2]
ARTILLERY MISSIONS
ARTILLERY SUPPORT
18
19
[9.3] AREA FIRE 19
[1.0] INTRODUCTION .......................................... 1 [9.4] INTERDICTION FIRE 19
[9.5] COUNTER-BATTERY FIRE 20
PART 1: RULES ............................................... 1 [9.6] SMOKE 20
[1.1] BASIC CONCEPTS 1 [9.7] ILLUMINATION 20
[1.2] SCALE & BASING 1
[1.3] SETTING UP 2 PHASE 4/5: FIRE & MOVEMENT PHASE ........ 21
[1.4] PLAYING AREA 2
[10.0] ACTIVATING HEADQUARTERS ................... 21
[1.5] TERRAIN, See Case [23.0] 2
[10.1] COMBINED ARMS 21
[1.6] ELEMENT TYPES 3
[10.2] SIMULTANEOUS & SEQUENTIAL 21
[1.7] QUALITY OF TROOPS 3
[1.8] DEFENSIVE EFFECTIVNESS & FIRE EFFECTIVNESS 3 [11.0] ACTIONS (Table Eight) .............................. 22
[1.9] H.Q. HEADQUARTERS (Commanders) 4 [11.1] ALLOWED ACTION’S 22
[11.2] FIRE & MOVEMENT 22
[2.0] SEQUENCE OF PLAY (Table One) ................. 5
[11.3] REVERSING 22
[2.1] PHASE 1: INITIATIVE PHASE 5
[11.4] TAKING COVER 23
[2.2] PHASE 2: AIRCRAFT PHASE 5
[11.5] MOUNTING & DISMOUNTING 23
[2.3] PHASE 3: ARTILLERY PHASE 5
[11.6] COMBAT TRANSPORTS (Optional Rule) 23
[2.4] PHASE 4: 1st FIRE & MOVEMENT PHASE 5
[11.7] LIMBERING & UNLIMBERING 23
[2.5] PHASE 5: 2nd FIRE & MOVEMENT PHASE 5
[2.6] PHASE 6: HOUSEKEEPING PHASE 5 [12.0] MOVEMENT (Table Nine) ......................... 24
[12.1] MOVEMENT ALLOWANCE 24
[3.0] TROOP TESTS (Table Two) .......................... 6
[12.2] MOVEMENT RESTRICTIONS 24
[3.1] QUALITY TEST 6
[12.4] TRAVEL MODE 24
[3.2] HEADQUARTERS 6
[13.0] DIRECT FIRE (Table Eleven) ....................... 25
[4.0] TROOP ORDER ............................................ 7
[13.1] STANDARD DIRECT FIRE 25
[4.1] FATIGUE & EXHAUSTION 7
[13.2] OPPORTUNITY FIRE (Table Ten) 25
[4.2] EXHAUSTION 7
[13.3] RETURN FIRE 25
[4.3] RECOVERY FROM FATIGUE & EXHAUSTION 7
[13.4] DIRECT FIRING ARCS 25
[4.6] TAKING COVER, See case [11.4] 7
[14.0] INDIRECT FIRE (TABLE TWELVE) ................ 26
[5.0] OBSERVATION (Table Three) ...................... 8
[14.1] ELIGIBILITY 26
[5.1] OBSERVATION DISTANCES 8
[14.2] SELF OBSERVERD INDIRECT FIRE 26
[5.2] ROW SHIFT 8
[14.3] OBSERVER SIGHTED INDIRECT FIRE 26
[5.3] COLUMN SHIFTS 9
[14.5] INDIRECT FIRING ARCS 26
[5.4] SMOKE 9
[5.5] LINE OF SIGHT 9 [15.0] CLOSE ASSAULT (TABLE THIRTEEN) ........... 27
[15.1] INITIATING CLOSE ASSAULT 27
PHASE 1: INITIATIVE PHASE ......................... 10 [15.2] CLOSE COMBAT 27
[15.3] CLOSE SUPPORT 27
[6.0] INITIATIVE PHASE (Table Four) ................. 10
[6.1] REINFORCEMENT SUB-PHASE 10
[16.0] FIRE COMBAT (TABLE FOURTEEN) ............ 28
[6.2] SUPPLY DETERMINATION SUB-PHASE 10 [16.1] ELIGIBILITY TO FIRE 28
[6.3] INITIATIVE SUB-PHASE 10 [16.2] FIRE EFFECTIVNESS (FE) DETERMINATION 28
[6.4] WEATHER DETERMINATION SUB-PHASE 10 [16.3] DEFENCE EFFECTIVNESS (DEF) DETERMINATION 29
[6.5] BREAKTHROUGH SUB-PHASE 10 [16.4] FIRE COMBAT DICE 29
[6.6] ELECTRONIC WARFARE SUB-PHASE. 10 [16.5] DIRECT FIRE & CLOSE COMBAT HITS 30
[16.6] INDIRECT & AIR COMBAT FIRE HITS 32
[7.0] SUPPLY (Table Five) .................................. 11 [16.7] SPECIAL WEAPONS & AMMUNITION 33
[7.1] LINE OF SUPPLY 11 [16.8] SAVES (7+) (Table Fourteen) 33
[7.2] OUT OF SUPPLY 11
[7.3] AIR SUPPLY 11
[17.0] ENGINEERING (TABLE FIFTHEEN) .............. 34
[7.4] SUPPLY POINTS 12 [17.1] COMMON TASKS 34
[7.5] STARTING SUPPLY 12 [17.2] DESTROYING BRIDGES 34
[7.6] VARYING SUPPLY FOR SCENARIOS 12 [17.3] MINEFIELDS 34
[7.7] SUPPLIES AND REINFORCEMENTS 12 [17.4] BARBED WIRE 34
[17.5] LINEAR OBSTRUCTIONS 35
PHASE 2: AIRCRAFT PHASE .......................... 13 [17.6] FORTIFICATION & ENTRENCHMENTS 35
[17.7] SPECIALIST TASKS 35
[8.0] AIRCRAFT (Table Six) ................................ 13 [17.8] BUILDING BRIDGES 36
[8.1] AIRCRAFT MISSION 13 [17.9] FERRIES & ASSAULT CRAFT 36
[8.2] DEPLOPYING AIRCRAFT 14
[18.0] HELICOPTERS (Table Sixteen) .................... 37
[8.3] AIR TO AIR COMBAT 15
[18.1] AIRCRAFT PHASE 37
[8.4] GROUND TO AIR COMBAT 15
[18.2] FIRE & MOVEMENT PHASE 37
[8.5] AIR TO GROUND COMBAT 16
[8.6] RETURNING AIRCRAFT 16
[8.7] AIRCRAFT CASUALTY (Optional) 16
PHASE 6: HOUSEKEEPING PHASE.................. 38
[8.8] ATTACK POINT 17 [19.0] HOUSEKEEPING ........................................ 38
[8.9] OBSERVATION POINT, RECONNAISSANCE POINT & [19.1] HOUSEKEEPING PROCEDURE 38
SUPPLY-DROP POINT 17 [19.1] RALLY TEST 38
[19.2] RALLY PLACEMENT 38
PHASE 3: ARTILLERY PHASE ......................... 18 [19.3] RECOVER PROCEDURE (Optional Rule) 39
[19.4] RCV (ARV/RV) 39
[9.0] ARTILLERY (INDIRECT FIRE) (Table Seven) . 18
[19.5] VICTORY CONDITIONS (Standard Attack/Defend
Scenario) 39
[20.0] DAYLIGHT AND NIGHTFALL ....................... 40
[20.1] DAY LENGTH 40
[21.0] CLIMATIC REGIONS & SEASONS (Table
Seventeen) ............................................. 40
[21.1] TABLE 17: CLIMATIC REGIONS AND SEASONS, See
Case [20.1] 40
[22.0] WEATHER (Table Eighteen)....................... 40
[22.1] WEATHER EFFECTS 40
[23.0] TERRAIN ................................................... 41
[23.1] TERRAIN TYPES 41
[23.2] TERRAIN HEIGHT 41
[23.3] SUGGESTED TERRAIN 42
[24.0] HIDDEN UNITS .......................................... 43
[24.1] PLACING HIDDEN MARKERS 43
[24.2] HIDDEN MARKER EFFECTS 43
[25.0] CREDITS .................................................... 43

PART 2: BASIC ORGANISATION .................... 44


[P2.0] BASIC ORGANISATION .............................. 44

PART 3: EQUIPMENT DATA CHARTS ............. 45


[P3.0] EQUIPMENT DATA CHARTS....................... 45

PART 6: EDITORS NOTES .............................. 46


OVERVIEW 46
[P6.0] SOURCE .................................................... 56
World War II Rules - As published by Gene McCoy in
Wargamer’s Digest magazine 1973 - 1975 56
[P6.1] Vol. 1 No. 1 pg. 19 – 21 : Standard Battle Groups 56
[P6.2] Vol. 1 No. 2 pg. 11 : Line of Sight 56
[P6.3] Vol. 1 No. 3 pg. 18 : Airpower 56
[P6.4] Vol. 1 No. 4 pg. 6 – 7 : Smoke 57
[P6.5] Vol. 1 No. 6 : Mobile Defense 57
[P6.6] Vol. 1 No. 7 : Battle Stations 57
[P6.7] Vol. 1 No. 8 pg. 7 : Attack of River Lines 58
[P6.8] Vol. 1 No. 8 pg. 20 : Battle Stations 58
[P6.9] Vol. 1 No. 11 pg. 9 : Infantry Organization 58
[P6.10] Vol. 1 No. 11 pg. 11 : Battle Stations 58
[P6.11] Vol. 2 No. 1 pg. 13 : Battle Stations 58
[P6.12] Vol. 2. No. 3 pg. 13 : Battle Stations 58
[P6.13] Vol. 2 No. 4 : Battle Stations 59
[P6.14] Vol. 2 No. 7 pg. 13 : Battle Stations 59
[P6.15] Vol. 2. No. 8 pg. 11 : Battle Stations 59
[P6.16] Vol. 2 No. 11 pg. 10 : Battle Stations 59
[P6.17] Vol. 3 No. 1 pg. 24 – 29 : Battlefield Recovery and
Supply 60
[P6.18] Vol. 3 No. 2 pg. 29 Battle Stations 60
[P6.19] Vol. 3 No. 6 [I think, notes are garbled, title is
questionable] 60
[P6.20] Vol. 3 No. 11 pg. 12 : Battle Stations. 61
[P6.21] Vol. 3 No. 12 pg. 38 – 42 : Hidden Moves 61
[P6.22] Appendix 61

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

KZF v2.2 (Kriegsspiel-Zusammenfassung) 3 Part 1: Rules


PART 1: RULES
[1.1] BASIC CONCEPTS
General Rule;
The basic formation is the battalion, or battalion equivalent such as a 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, represent four to six aircraft.
Cases;
[1.1.1] Formation: A player will typically represent a brigade or regimental commander, commanding a number of
battalions, which in turn consists of one to several elements.
[1.1.2] Element: All figures are mounted on bases, which are referred to as elements in the rules. Vehicles or
artillery are mounted one per element, with separate crew figures recommended for artillery. Infantry are
mounted three to an element, if non-combat infantry, four to an element if combat infantry and five to an
element if heavy weapons. If the heavy weapon is obvious, such as mortars, players may base as per
artillery. Aircraft are not mounted.
[1.1.3] LOSS: A LOSS results in an entire element being removed, with the possibility of rallying and returning or
being permanently eliminated. If permanently eliminated and depending on the element type this may be
repaired and returned to play.
[1.1.4] Dice: All dice in the game are d6, of which several are required.

[1.2] SCALE & BASING


[1.2.1] For 1/285 or 1/300 scale each centimetre represents 100 metres, thus representing a scale of 1:10000. If
players have larger playing areas double all distances used in the rules. In this case each cm represent 50
metres, thus representing a scale of 1:5000. If using 1/100 or 1/72 scale figure replaces all centimetres with
inches, thus one inch represents 100 metres, representing a scale of 1:3937.
[1.2.2] Each game-Turn represents an hour.
[1.2.3] Each element represents 4-6 vehicles, 4-6 guns, 40-60 men or 4-6 Helicopters. Each flight of aircraft
represents 4-6 aircraft.
[1.2.4] Basing: For 1/285 or 1/300 (6mm) Figures should be placed on a base 3 cm x 3 cm in size. The base may be
deeper to accommodate the figure.

Fig 1.4 Base Size Example, for 1/285 scale figures


.

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


[1.3] SETTING UP
Player should follow this procedure when setting up;
1. Players setup the playing area, deploying any terrain as required.
2. Players write down any pre-planned aircraft missions.
3. Players write down any pre-planned area or interdiction fire.
4. Players write down the square troops will enter the playing area.
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
attackers player edge and may be entrenched.

[1.4] PLAYING AREA


General Rule;

In a typical attack-defend game, where play is


along the long axis of the playing area, the playing
area is 90 cm by 120 cm, or 3 feet by 4 feet. If
halving the game scale players should use a 4 feet
by 6 feet playing area.

Fig 1.9: A typical attack-defend playing area

[1.5] TERRAIN, See Case [23.0]


[1.5.1] Terrain include Rivers, Roads and Hills. Terrain
has three effects, Observation, Movement or
Combat.
Observation: Terrain which offers concealment
should be noted. This has an effect on
Observation ranges.
Movement: Terrain can double movement rates,
halve movement rates, or prohibits
movement. This must be noted.
Combat: Terrain can provide protection; this
reduces the effect of fire combat or
close assault.

[1.5.2] For purposes of concealment & protection Area


terrain is divided into the following three types;
Featureless: Offers no concealment or protection,
even if taking cover. (Desert, plains,
Steppe)
Clear: Only offers concealment or protection
if taking cover. (Default Terrain)

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.

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


[1.6] ELEMENT TYPES
[1.6.1] Combat elements are classed as vehicles (VEH), artillery (ART), infantry (INF) or aircraft (AIR). Headquarters
(CMD) are a special element type described in Case [1.9].
[1.6.2] Headquarter supporting staff elements, referred to as HQC, are considered as non-combat element. They
can have a reduced combat capacity and provide headquarters services, such as signals, which are armed
and could be involved in combat.
[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.

[1.8] DEFENSIVE EFFECTIVNESS & FIRE EFFECTIVNESS


General Rule;
The Defensive and direct-fire grades are cross referenced to arrive at a range, which the firing element uses
when conducting direct fire. The same also applies when conducting indirect fire.
Cases;
[1.8.1] Defensive Effectiveness Value: Vehicles, Artillery and Infantry have a Defensive Effectiveness Value. Towed
Artillery and Infantry are considered as Soft, which means they have no armour protection. Vehicles can
also be soft, or can be armoured. Aircraft are considered as Aircraft and helicopters are considered as
helicopters, although armoured aircraft or helicopters can be considered as armoured.
[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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 3 Part 1: Rules


[1.9] H.Q. HEADQUARTERS (Commanders)
General Rule;
Each Battalion, Regiment, Brigade, Division or Corps, has a H.Q. (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.

Fig 1.9: Example Headquarters elements

KZF v2.2 (Kriegsspiel-Zusammenfassung) 4 Part 1: Rules


[2.0] SEQUENCE OF PLAY (Table One)
[2.1] PHASE 1: INITIATIVE PHASE
[2.1.1] Reinforcement Placement Sub-Phase: Reinforcements are deployed on the playing area edge, or if a Rally
or Recover, on the playing area, See Case [19.1] and Case [19.3].
[2.1.2] Supply Determination Sub-Phase: Both players determine if any element does not have a line of supply and
place a “No Line of 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 markers removed, See Case [7.0].
[2.1.3] Initiative Sub-Phase: Each player rolls for initiative, See Case [6.0], and determine move order.
[2.1.4] Weather Determination Sub-Phase, See case [6.4].
[2.1.5] Breakthrough Sub-Phase, See case [6.5]
[2.1.6] Electronic Warfare Sub-Phase, See Case [6.6].

[2.2] PHASE 2: AIRCRAFT PHASE


[2.2.1] Aircraft Deployment Sub-Phase: Each player deploys available aircraft flights, starting with aircraft
conducting air to ground combat, then aircraft which are attacking deployed aircraft conducting air to
ground combat, finally by aircraft attacking enemy aircraft, which in turn, is attacking friendly aircraft. After
each step a quality test is conducted to determine if the air mission occurs, or if casualties occur, See Case
[8.2].
[2.2.2] Air to Air Combat Sub-Phase: Any Aircraft which are attacking enemy aircraft, which in turn are attacking
friendly aircraft, are removed, as well as their target. Remaining aircraft attacking enemy aircraft conducting
air to ground combat are removed, as well as their target, See Case [8.3]
[2.2.3] Ground to Air Combat Sub-Phase: Any A.A. element, within range of enemy aircraft, can conduct ground to
air combat against it, See Case [8.4].
[2.2.4] Air to Ground Combat Sub-Phase: Remaining aircraft conduct air to ground combat, apply the results and
nd
remove the aircraft unless conducting a 2nd air to ground combat, See Case [8.5]. If eligible, 2 ground to
air attacks are conducted, which trigger additional air to ground fire combat, See Case [8.5.1]. Also See Case
[8.2.5] to Case [8.2.9].

[2.3] PHASE 3: ARTILLERY PHASE


Any pre-planned area fire or interdiction fire is conducted, if a friendly element can observe the fall of fire,
otherwise it cannot occur, See Case [9.3] and Case [9.4]. Area fire can be a smoke barrage, See Case [9.6].
Counter-Battery fire is conducted in this Phase, See Case [9.5]. Interdiction fire consists of indicating the
spot it falls, combat only occurs if any element moves through that spot during the Fire & Movement Phase.

[2.4] PHASE 4: 1st FIRE & MOVEMENT PHASE


The phasing player selects, or activates, a Headquarters. All elements subordinate to that headquarters can
conduct movement and direct fire, or if an observer, call down indirect fire. Each element has between one
and three “Actions”, each action allows an element to move, conduct direct fire, conduct self-observed
indirect fire, or call down indirect fire on an observed enemy element. This can occur in any order, and
elements can choose not to expend all their actions, allowing another element to expend actions, before
completing their 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].

[2.5] PHASE 5: 2nd FIRE & MOVEMENT PHASE


st
The opposing player is now the phasing player, who repeats the 1 Fire and Movement Phase.

[2.6] PHASE 6: HOUSEKEEPING PHASE


Players conduct all housekeeping activates, after which they advance the game-Turn marker. These will
include removing smoke, illumination and observation aircraft, as well as element attempt to recover and
rallying, See Case [19.0].

KZF v2.2 (Kriegsspiel-Zusammenfassung) 5 Part 1: Rules


[3.0] TROOP TESTS (Table Two)
General Rule;
Some activity’s require an element to pass a Quality test, otherwise that activity cannot occur.
Commentary;
Quality represents a combination of training, equipment and experience. For simplicity names are given to
each quality, so Quality.2 is called green. This name represents the most suitable name, but Quality.2 troops
could also represent troops which have seen combat, but with poor equipment, motivation or unusually
poor command doctrine, as occurred with the US forces in North Africa up to April 1943. So while the army
lists may classify some troops as green, which is not the case if you only look at experience, remember it
combines a number of different factors into a single value, and name.
Cases;

[3.1] QUALITY TEST


General Rule;
Only Headquarters have a Quality Value, elements take their quality value from their headquarters,. See
case [1.7].
Cases;
[3.1.1] Elements which need to conduct a quality test spins a D6. If the result is equal to, or less, than its quality it
has passed, otherwise it has failed. A Die roll of 6 always results in a failure, as a result Quality.6 (fanatic)
gains no Quality test benefits, but does gain the ability to have three Actions, See Case [16.8.1].
[3.1.2] CHART 2: QUALITY TEST CAUSE CHART
Aircraft Deployment, See Case [8.2].
Conducting Counter-Battery Fire . (Count 1 grade lower), See Case [9.5].
Calling down fire support using Direct Support Artillery, See Case [9.2] and Case [14.3].
Calling down fire support using General Support Artillery. (Count 1 grade lower), See case [9.2]
nd
Grade 1 or 2 element executing a 2 Action, See Case [11.1.2]
rd
Grade 5 or 6 element executing a 3 Action, See case [11.1.2]
Rally an element, See Case [19.1].
Engineers destroy a bridge, See Case [17.2]
Engineers Lay or clear minefields, See Case [17.3].
nd
[3.1.3] Elements with a Quality rating if 1 or 2 need to pass a quality test in order to conduct a 2 Action.
rd
[3.1.4] Elements with a Quality rating of 5 or 6 can conduct a 3 action if they pass a Quality test.

[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].

KZF v2.2 (Kriegsspiel-Zusammenfassung) 6 Part 1: Rules


[4.0] TROOP ORDER
General Rule;
Elements can also suffer negative effects if they conduct movement or fire combat over a number of game
turns, in this cases elements can be fresh, fatigued or exhausted.
Cases;

[4.1] FATIGUE & EXHAUSTION


[4.1.1] An H.Q., as well as all subordinate elements, which is active for eight Game Turns becomes fatigued.
Skipped night Game-Turns are counted for the purposes of Fatigue, See Case [20.1.4].. Active is defined as
any H.Q., or subordinate element moving, conducting fire combat or subject to fire combat. Subordinate
headquarters are not counted as subordinate elements.
[4.1.2] When a H.Q. is fatigued it must conduct a Quality test if it wishes to conduct more than one action, this
applies to all its 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].

KZF v2.2 (Kriegsspiel-Zusammenfassung) 7 Part 1: Rules


[5.0] OBSERVATION (Table Three)
[5.1] OBSERVATION DISTANCES
General Rule;
To determine the distance an element can be observed first determine the type of element and then apply
any upward or downward modifier to this level as outlined by the modifiers bellow. This row is then cross
referenced by the daylight conduction to arrive at the distance that element can be observed. Further left
or Right shifts can occur depending on weather and IR,II or TI equipment.
In the examples the following terms are used to describe the three stages of calculating Observation;
BOR Base Observation range: No Modifiers or weather effects applied.
MOR Modified Observation range: Modifiers are applied, but no weather effects are applied.
FOR Final Observation range: Modifiers and weather effects are applied.
Cases;
[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].
[5.1.3] Emplacement or fortification can be observed from the same distance as the troops occupying it, or foot if
no troops occupy it. If troops within cannot be observed, but the emplacements or fortification can be
observed, it can be targeted by unobserved indirect fire.
Example: An enemy Panther is in Woods, which offers concealment (standard cluttered terrain) and is within
1 cm of the edge. It is not taking cover so it can be seen from within 15 cm. Another Panther next to it has
taken cover, it can only been observed from within 9 cm. 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 cover or not.

[5.2] ROW SHIFT


[5.2.1] If element has conducted fire combat in the current or previous Fire & Movement Phase shift the row up 2.
This includes the Artillery Phase of the current Game-Turn. (Applies to Artillery conducting indirect fire).
[5.2.2] If element has moved in the current or previous Fire & Movement Phase shift the row up 1. If previously
moved and currently in cover, apply both modifiers. Represents cautious advance.
[5.2.3] If element is taking cover in standard or cluttered terrain shift the row down by 1. Does not apply to
featureless terrain.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 8 Part 1: Rules


[5.2.4] If element is within Cluttered Terrain shift the row down by 1. Taking cover in Cluttered Terrain will result in
two shifts taking effect which results in a total down shift of 2.
[5.2.5] The Special Rows are only used for shift purposes. Any row shift beyond 5 (Fall of Fire) is treated as 5. Any
row shift below -1 (Special) is treated as -1.
Example: An 6-pounder A/T gun element wants to determine if an approaching Panther element can be
observed. The lighting condition is daylight and the Panther is 35 cm away. This means it is not visible,
because the Vehicle observation range is 24 cm in daylight. During 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.
[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.

[5.5] LINE OF SIGHT


General Rule;
Line of sight can be blocked by opaque terrain, such as hills. Other terrain can block a line of sight if it
traverses a given distance through it, such as with cluttered terrain. Enemy elements, while not blocking a
line of sight, compels friendly elements to focus on them, which has the same effect as blocking a line of
sight.
Cases;
[5.5.1] Line of sight is blocked if traversing more than 1cm, if heavy Cluttered terrain, or 2cm, if standard cluttered
terrain. Open Cluttered terrain does not block line of sight.
[5.5.2] Elements on the edge of cluttered terrain suffer no observation effects when observing outwards, but
benefit from the terrain when being observed.
[5.5.3] Line of sight is blocked by higher elevation terrain.
[5.5.4] Friendly elements do not block line of sight.
[5.5.5] Visible enemy elements block a LOS, except troops on foot do not block a LOS to a vehicle, artillery or an
element conducting fire combat in the current game-Turn, or previous Fire and Movement Phase.
[5.5.6] If Elements are behind the crest of a hill, line of sight is blocked. Exception, line of sight is not blocked if the
element conducted fire combat in the current game-Turn, or previous Fire and Movement Phase.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 9 Part 1: Rules


PHASE 1: INITIATIVE PHASE
[6.0] INITIATIVE PHASE (Table Four)
General Rule;
During the initiative Phase both players place reinforcements, determine supply status and determine
initiative, in that order. The Fire & Movement order is determine during this Phase.
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 with
st nd
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


If a player initiative die roll is double that of his opponent, he has 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 headquarters can conduct three actions. For
breakthrough purposes any modifiers are not considered.

[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 support mission
receives a -1 when conducting a quality test. The jamming element becomes a counter-battery target.
If a player has an Intercept element (ELINT) it can be used to intercept enemy communications. Spin a
quality test for an enemy headquarters, if successful the headquarters can be a counter-battery target and
suffers a -1 Quality modifier.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 10 Part 1: Rules


[7.0] SUPPLY (Table Five)
General Rule;
As long as an element has a line of supply, it does not need to consider supply. Once this is broken it can run
out of supply each time it conducts fire combat and cannot move if it required POL. Only ammunition and
fuel is considered.
The only exception to this is indirect fire elements, which includes mortars and rocket artillery. Each time an
nd rd
indirect fire element conducts a 2 or 3 indirect fire in a Phasing Fire and Movement Phase, a supply point
is expended for each fire, See Case [7.4.1]. Once these have been fully expended, these elements can no
longer conduct more than a single indirect fire in a Phasing Fire and Movement Phase. Area, Interdiction
and counter battery fire is not affected by supply points, but do need a line of supply, See Case [7.4.2].
Cases;

[7.1] LINE OF SUPPLY


[7.1.1] A line of supply can be traced any distance over unblocked roads. A road can be blocked by enemy
interdiction fire, or if it is within the opportunity fire zone of an enemy element, which in turn can trace a
line of supply, See Case [9.4.3], Exception, See Case [7.1.2]. It is also blocked if an enemy element is on the
road, irrespective of its supply status.
[7.1.2] A line of supply can be traced up to 36 cm from a road, or friendly player edge, to a friendly element or
headquarters. A line of supply can be traced up to 18 cm from an in-supply commanding 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 be traced through interdiction fire or enemy opportunity fire zones, See Case [9.4.3].
[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 Supply marker on it. Each time that element executes an action conducting fire combat or, if it
possess vehicles, moving, it spins 1D6. A result of 1 means it is “Out of Supply”.
[7.1.4] Elements with no line of supply cannot expend supply points to conduct indirect fire.
[7.1.5] Element with no line of supply cannot conduct indirect fire.
[7.1.6] Elements with no line of supply cannot initiate or support a 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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 11 Part 1: Rules


[7.4] SUPPLY POINTS
General Rule;
Each player has a number of supply points, which are kept track of on the supply point track. Each indirect
fire element receives a constant stream of supply allowing it to conduct indirect fire once, but if it conducts
nd
a 2 indirect fire this must come from its organic supply. Once all supply points are expended, indirect fire
elements can only conduct a single indirect fire per game-turn.
Cases;
nd rd
[7.4.1] Each time an indirect fire element conducts a 2 or 3 indirect fire within a single Game-Turn, the supply
point total is reduced by one for each strength point, for each incident of indirect fire. Additional supply
points may arrive at night, or as part of the scenario.
[7.4.2] Area, Interdiction or counter battery fire do not require supply points. As this is pre-planned its assumed
sufficient ammunition is stockpiled.
[7.4.3] Optional Rule: For the purposes of supply points only mortars larger than 89mm are considered. Mortars
which are 89mm or less may conduct any number of indirect fire combats at no supply point costs, but do
require a line of supply. Their presence does not affect starting supply points.

[7.5] STARTING SUPPLY


Rather than keeping track of each indirect fire element, only a single pool of supply points needs to be
managed. The starting “Supply Point” total is four times the number of indirect fire elements; this includes
mortars and rocket artillery.

[7.6] VARYING SUPPLY FOR SCENARIOS


As part of a scenario this total can be modified, so in supply poor conflicts this total may be less, while in
supply rich conflicts it can be more.

[7.7] SUPPLIES AND REINFORCEMENTS


nd rd
[7.7.1] If no supply points are left, no indirect fire element can conduct a 2 or 3 indirect fire combat in a given
game-turn.
[7.7.2] Counter-Battery, Area or Interdiction fire does not expend supply points, but elements need to have a line
of supply to conduct.
[7.7.3] Reinforcements usually arrive during the night at the rate of one to four supply points per indirect fire
element strength point depending on the strategic situation and the lines of supply.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 12 Part 1: Rules


PHASE 2: AIRCRAFT PHASE
[8.0] AIRCRAFT (Table Six)
General Rule;
Aircraft can perform one of the following missions, Ground Support, Level Bombing, CAP, Reconnaissance
and Observation. Transport aircraft supply mission are covered in the supply rules. Players place available
aircraft on the friendly player edge. During the Aircraft deployment sub-phases these aircraft flights
conducting a mission are deployed on the playing area. Once the aircraft are deployed they need to pass a
Quality test. This reflects the variability of aircraft availability. If they fail the aircraft is returned to the
friendly player edge and are available the following game-turn. If they pass the mission may be executed
and the aircraft flight is then placed on the game-turn record chart, a number of game-turns equal to its
sortie rate from the current game-turn.

[8.1] AIRCRAFT MISSION


[8.1.1] Fighters can perform CAP and ground-support missions, if the later they are assumed to be fighter-
bombers. This cannot be pre-planned and must be called in air-support.
[8.1.2] Dive Bombers or A/T Speciality Aircraft can perform ground-support mission, which can be pre-planned or
called in air-support.
[8.1.3] Tactical Bomber/Strike can perform Bombing or Strike missions, which can be pre-planned or called in air-
support.
[8.1.4] Strategic Bomber/Strike can perform Bombing or Strike missions, which can only be pre-planned.
[8.1.5] Reconnaissance aircraft can perform reconnaissance missions, which can only be pre-planned.
[8.1.6] Observation aircraft can perform observation mission. This cannot be pre-planned.
[8.1.7] Transport aircraft can perform transport missions, which are used to provide supply. This must be pre-
planned.
[8.1.8] Pre-planned Missions: Strategic/Tactical Bomber/Strike and Dive Bombers can have pre-planned missions.
Before play begins the owning player notes a target, which is its attack point or supply-drop point, and a
Game-Turn, which is kept secret. When available they are placed on the designated target before any other
aircraft are deployed. There is no quality test and these aircraft can return after a number of game-turns
equal to its sortie rate. A player could use them again for another pre-planned mission, thus avoiding
quality tests. This must also be recorded before play begins.
[8.1.9] Optional: Fighters can be designated as escorting a pre-planned aircraft mission, in which case they
accompany the aircraft they are escorting and are only available to attack any enemy CAP attacking the
escorted aircraft. In this case the fighter mission is pre-planned and no quality test is required.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 13 Part 1: Rules


[8.2] DEPLOPYING AIRCRAFT
[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 following game-turn.
st
[8.2.2] Aircraft Deployment Sub-Phase, 1 step: During the Air 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 mission. This is called its attack point. After all aircraft flights have been deployed the
owning player conducts a quality test for each aircraft flight. If they fail the aircraft is return to the friendly
player edge. If they pass the aircraft flight remains on the playing area. Reconnaissance, Observation &
transport aircraft are also deployed during this sub-phase, using the same process. In this case they are
placed on their observation point, reconnaissance point or supply-drop point. Note: Pre-planned missions
do not require a quality test.
nd
[8.2.3] Aircraft Deployment Sub-Phase, 2 Step: Players now deploy CAP, which attack any enemy aircraft flights
conducting ground-support, level bombing, reconnaissance, observation or transport. After all CAP aircraft
flights have been deployed the owning player conducts a quality test. If they fail the aircraft flight is
returned to the friendly player edge. If they pass they remain on the playing area, adjacent to their target.
rd
[8.2.4] Aircraft Deployment Sub-Phase, 3 Step: Players now deploy any remaining CAP aircraft flights, which
attack enemy CAP flights, which are in turn attacking friendly aircraft conducting ground-support or level-
bombing. After all have been deployed the owning player conducts a quality test. If they fail the aircraft is
return the friendly player edge. If they pass they remain on the playing area, adjacent to their target.
[8.2.5] Reconnaissance Missions: When conducting reconnaissance missions the owning player draws a straight
line across the playing area, which is called the flight path. A 60 cm segment along the flight path is
identified, this is called the observation segment. The reconnaissance aircraft is placed in the centre, which
is its reconnaissance point. If the reconnaissance aircraft survives air to air and ground to air fire it may
attempt to observe any enemy element along its observations segment, using the normal observation rules
with all distances halved. Any observed enemy element may be subject to a level bombing attack in 4
Game-turns, or later. If the target moves the attack does not occur (actually it does occur but only hits
empty space, there is no point wasting time on this type of activity).
[8.2.6] Observation Missions: When conducing an observation mission the owning player places the aircraft at its
observation point, which can be anywhere on the playing area. If it survives enemy CAP and A.A. fire it can
observe enemy elements in the same manner as any other ground base observer. This allows it call down
fire support from any artillery elements which is providing General Support. The artillery must pass a quality
test. Observation aircraft are removed in the housekeeping phase and return a number of game-turns equal
to its sortie rate later.
[8.2.7] Airborne Early Warning and Command Order (AWACS): An AWAC flight usually consists of only one
aircraft, which is available for a number of Game-Turns due to inflight refuelling or a system of 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.
[8.2.8] Electronic Counter Measures Order (ECM): An ECM flight is allocated in the command phase to either
general ECM or as an escort to a particular mission. If on a general purpose mission it degrades the
effectiveness of all enemy CAP, reducing their Quality Value by 1 and required A.A. Missile fire to conduct a
Quality test in order to fire, within 100 cm of its location. If it is on an escort mission it degrades only those
attacks that are directed against the mission it is escorting but obviously with a higher effect, reducing
aircraft interception Quality Value by 2 and requiring A.A Missile to conduct a quality test while reducing its
Quality value by 1, See Case [8.4.6]. If 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 radar controlled A.A. batteries, See
Case [8.5.7].
[8.2.9] Electronic Intelligence Order (ELINT): An ELINT flight, which usually consists of one aircraft, is allocated and
given an observation point behind the forward edge of battle; this need not be on the table. The ELINT flight
has a chance of intercepting enemy communications as well as classifying radar emissions and their
locations, enabling H.Q.s and radar equipped elements to be targeted by artillery and ground strikes. Spin a
Quality test for each target, if successful the target is located and can be the target of counter-battery fire
or air attack, as well as having their quality reduced by 1.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 14 Part 1: Rules


[8.3] AIR TO AIR COMBAT
General Rule;
Air to air combat uses a simple soaking off system, with an attacking aircraft stopping its target from
performing its mission. The actual air-to-air combat occurs elsewhere and as it does not affect the ground
situation, is ignored.
Cases;
[8.3.1] Air to Air Combat Sub-Phase: All CAP attacking enemy CAP are removed, along with their target. After this
has been completed all CAP attacking non-CAP are removed, along with their target. All removed aircraft
are placed on the turn record chart a number of game-turns equal to its sortie rate from the current game-
turn.
[8.3.2] Ground to Air Combat: A.A. elements may now attack enemy aircraft within range, attempting to abort the
enemy attack. If they succeed the enemy aircraft is returned to the Game-Turn record chart a number of
nd
game-turns equal to its sortie rate from the current game-turn. If aircraft conduct a 2 air to ground
combat, a second round of ground to air combat occurs against it, See Case [8.5.1].
[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 a number of game-turns equal to its sortie rate from the current game-turn.
nd nd
Aircraft conducting ground-support missions can conduct a 2 Air to ground Combat, this will trigger a 2
round of Ground to air combat against that aircraft.

[8.4] GROUND TO AIR COMBAT


General Rule;
Elements designed as A.A. may conduct ground to air combat. A.A. can be either Guns or Missiles. Both are
treated in the same manner. As with normal direct fire combat A.A. has a fire range, at which they throw 2
D6, and when up to twice its fire range, it throws 1 D6. If a 5 or 6 are spun, this results in a HIT, which
results in the enemy aircraft aborting and returning to its base.
Cases;
[8.4.1] A.A. element fire ranges are listed in the Equipment Data Charts. As with direct fire combat, if within fire
range use two D6 dice and if up to twice fire range, use one D6 dice. In both cases a 5+ 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.
[8.4.3] A.A. elements can conduct two ground to air fire combats, against different targets. This represents the
expenditure of two actions. That element cannot fire or move during the phasing Fire & Movement Phase. If
nd
it only conducts A.A. fire combat once, it would retain an action. Air conducting a 2 ground-Support attack
nd
can be attacked a 2 time, See Case [8.5.1].
[8.4.4] A.A. elements can never conduct A.A fire combat more than twice, and irrespective of grade can conduct
A.A. fire combat twice with no quality test. This must be noted as it affects the following phasing fire and
movement phase.
[8.4.5] A.A. fire combat does not trigger opportunity or return fire.
[8.4.6] A.A. which depends on radar can be targeted by ARM if their radar is on, See Case [8.5.6]. This is declared at
the beginning of the Aircraft Phase. If radar is off it cannot conduct ground to Air fire. If subject to any ECM
the number of dice thrown is reduced by one, which means Ground to Air fire can only occur up to its fire
range.
[8.4.7] If the A.A. target has ECM, the target can conduct a SAVE throw if HIT. If the result is equal to, or less, than
its ECM value the SAVE is successful. The Gun ECM value is used for Guns and the Missile ECM value is used
for missiles.
[8.4.8] Optional Rule: Altitude: Aircraft nominate an altitude, either high, medium or low. Level Bombing can be a
high or medium, ground support is at low, dive bombing starts at medium and ends at low, reconnaissance
can be high or medium and observation is at low. Anti-Aircraft weapons are limited to two altitudes.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 15 Part 1: Rules


[8.5] AIR TO GROUND COMBAT
General Rule;
Air to ground combat is conducted in the same manner as direct fire, if using guns, or indirect fire combat in
other cases, using the aircraft Fire Power or Ordnance values. Air to ground values for Guns, Bombs and
Rockets are provided, player may select whichever they wish when conducting air to ground combat, See
Case [16.5.5].
nd nd
[8.5.1] 2 Air to Ground Attack: Aircraft can conduct a 2 round of air to ground combat, which must be Guns. If
nd
player conduct this they are subject to a 2 round of ground to air combat and can only attack enemy
elements with 6 cm of their attack point. The only exception are A/T Bomber which can move their attack
nd
point up to 30 cm before conducting their 2 air to ground combat. Aircraft conducting level bombing can
nd
never conduct a 2 round of air to ground combat.
[8.5.2] Bomber and Rockets: When using Bombs or rockets players use two dice, exception See Case [8.5.4], this
fire is considered as indirect fire.
[8.5.3] Guns: When using Guns aircraft may only use one dice, unless A/T Bombers attacking vehicles and thus fire
is considered as direct fire.
[8.5.4] Strike & Dive Bombing Mission uses guided weapons which result in an additional dice being used
Exception, See Case [8.5.5]. Dive Bombers are guided by their aircraft and also use an additional dice when
conducting air to ground combat. This is considered as indirect fire.
[8.5.5] Stand Off Weapons: Aircraft armed with standoff weapons have a fire range of 15 cm, if short range, 30 cm
if medium range and 60 cm if long range, using two dice, and using one dice up to twice this fire range. If
their attack point is off the playing area, they cannot be targeted by enemy A.A fire. Stand-off missions do
not use an additional dice, as per Case [8.5.4]. This is considered as indirect fire.
[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 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.
[8.5.7] A.A. Suppression: ECM aircraft designed as A.A. Suppression can operate in the same manner as ARM,
except they can only attack enemy radar equipped elements within 60 cm.

[8.6] RETURNING AIRCRAFT


[8.6.1] Aircraft return after a number of game-turns equal to their sortie rate, printed in the Equipment data
Charts.

[8.7] AIRCRAFT CASUALTY (Optional)


[8.7.1] If an Aircraft spins a “1” during its quality test it completes its mission for that game-turn, but is
permanently eliminated.
[8.7.2] Optional: Aircraft may use the FE and DEF values as printed in the Equipment Data charts and conduct air-
to-air combat. (Players will need to create their own rules for this at the moment, as I consider this a low
priority).

KZF v2.2 (Kriegsspiel-Zusammenfassung) 16 Part 1: Rules


[8.8] ATTACK POINT
[8.8.1] When conducting Level Bombing the attack point is the target, the aircraft is placed adjacent to its attack
point in this case. In this case it cannot select its target.
[8.8.2] When conducting Dive Bombing or Ground Support the attack point can be anywhere within 6 cm of the
original target. If pre-planned the dive bombing attack point can be within 6 cm of the 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 to select the optimum target, irrespective of the original target.
[8.8.3] When using ARM or stand-off weapons the attack point can 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 range, results in one
less dice being used, See Case [16.6.9].

[8.9] OBSERVATION POINT, RECONNAISSANCE POINT & SUPPLY-DROP POINT


When conducting an observation mission the aircraft is placed on its observation point, See Case [8.2.6].
When conducting a reconnaissance mission the aircraft is placed on its reconnaissance point, See Case
[8.2.5], and when conducting a Supply Drop mission the aircraft is placed on its air-supply point, See Case
[7.3].

KZF v2.2 (Kriegsspiel-Zusammenfassung) 17 Part 1: Rules


PHASE 3: ARTILLERY PHASE
[9.0] ARTILLERY (INDIRECT FIRE) (Table Seven)
General Rule;
Artillery, or to be specific, indirect fire elements, can conduct indirect fire in either the Artillery or phasing
Fire and Movement Phase. This is dependent on its mission. In some cases it can conduct direct fire in the
non-phasing fire and movement phase. Mortars and Rocket Artillery are considered to be Artillery. Note
that all indirect fire in this phase is occurring simultaneously, thus all losses are removed after all indirect
fire is completed.
Cases;

[9.1] ARTILLERY MISSIONS


[9.1.1] Artillery, or indirect fire weapons, can perform one of four indirect fire missions, Area Fire, Interdiction Fire,
Counter-Battery Fire and Fire Support. Area, Interdiction and Counter-Battery fire occurs during the Artillery
Fire Phase while Fire-Support occurs during the phasing Fire & Movement Phase. Rocket Artillery cannot
perform counter-battery fire.
[9.1.2] Area & Interdiction fire must be pre-planned. Counter-Battery Fire can occur when a valid target becomes
available. Fire-support occurs in the same manner as other types of fire combat, except an observer is used
to call down fire, See Case [14.3].
[9.1.3] Area & Interdiction fire occurs when its planned, while counter-battery and fire support required a Quality
test. The Quality test represents the variability or unreliability of some types of fire support, or in the case
of counter-battery, the attempt to locate the enemy artillery.
[9.1.4] Artillery which conduct, or attempts to conduct, Area, Interdiction or Counter-Battery fire have completed
their fire and movement for the current game-turn. This is the case even if no fire occurred, such as may
occur if no friendly element can observe the 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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 18 Part 1: Rules


[9.2] ARTILLERY SUPPORT
General Rule;
Artillery, or indirect fire elements, are attached or subordinated to headquarters. Depending on the
subordination or attachment artillery can perform missions and may be required to conduct a quality test.
Cases;
[9.2.1] There are three levels of artillery support; dedicated, direct and general support.
[9.2.2] TABLE 7: ARTILLERY SUPPORT CHART
Type Notes
Dedicated Attached to Battalion Headquarters.
Direct Attached to Regiment/Brigade Headquarters.
General Attached to an Artillery (normally regimental) headquarters, or no headquarters.
Note: Artillery attached to a regimental or divisional headquarters acts as dedicated support to any
element subordinated to the regimental or divisional headquarters. This does not
include any subordinated headquarters.
[9.2.3] DEDICATED SUPPORT: Elements calling down fire support whose headquarters has artillery attached, may
call down fire support from those artillery elements without an Quality test. If attached to a Battalion,
Regimental, or Brigade headquarter element, artillery may not conduct Area or Indication missions.
[9.2.4] DIRECT SUPPORT: Elements calling down fire support using artillery two, or more, headquarters up the
command chain, may call down fire support from those artillery elements if a Quality test is successful. If
unsuccessful those artillery elements may not otherwise conduct indirect fire elsewhere. If attached to a
regiment/brigade headquarters, artillery may not conduct Area, Interdiction or counter-battery missions.
[9.2.5] GENERAL SUPPORT: Elements calling own fire support using artillery three headquarters up the command
chain, or if the artillery is not attached, may call down fire support from those artillery elements only if a
Quality test is successful. In this case the quality of the artillery is reduced by 1. If unsuccessful those
artillery elements may not otherwise conduct indirect fire elsewhere. Only General support artillery can
conduct Counter-Battery, Area or Interdiction fire.

[9.3] AREA FIRE


[9.3.1] All area fire must be pre-planned and can only be conducted by General support artillery, or Direct support
artillery if attached to the highest ranked headquarters. The game-turn Area Fire is to arrive must be
recorded, as well as the location. An area fire target location must be within “Fall of Fire” observation range
of the start line, assuming daylight and clear weather. An area fire location must be reasonably expected to
conceal enemy elements, such as the edge of cluttered terrain.
[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.
[9.3.3] There is a negative modifier when conducting area fire, See Case [16.8.1].

[9.4] INTERDICTION FIRE


[9.4.1] All interdiction fire must be pre-planned and can only be conducted by General support artillery, or Direct
support artillery if attached to the highest ranked headquarters. The game-turn fire is to arrive must be
recorded, as well as the location. An area fire target location must be within “Fall of Fire” observation range
of the start line, assuming daylight and clear weather. An interdiction fire 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.
[9.3.3] There is a negative modifier when conducting interdiction fire, See Case [16.8.1].
[9.3.4] All lines of supply are blocked by interdiction fire, See Case [7.1.1], Exception See Case [7.1.2].

KZF v2.2 (Kriegsspiel-Zusammenfassung) 19 Part 1: Rules


[9.5] COUNTER-BATTERY FIRE
General Rule;
Counter-battery fire occurs during the Artillery phase and can target any enemy artillery elements which
conducted indirect fire in the previous Game-Turn. Counter-Battery fire can only be conducted by General
Support Artillery. The artillery conducting counter-battery fire must pass a quality test, with its quality being
one less than normal. If it fails it cannot conduct any other type of fire in the current game-turn. Note: This
means artillery with a quality of 1 can never conduct counter-battery fire.
Cases;
[9.5.1] There is a negative modifier when conducting counter-battery fire, See Case [16.8.1].
[9.5.2] Like Area and Interdiction fire, indirect fire element conducting counter battery fire does so once per Game-
turn. Counter-Battery can be conducted against enemy headquarters if intercepted by an interception
element.

[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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 20 Part 1: Rules


PHASE 4/5: FIRE &
MOVEMENT 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 the
nd
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


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

KZF v2.2 (Kriegsspiel-Zusammenfassung) 21 Part 1: Rules


[11.0] ACTIONS (Table Eight)
[11.1] ALLOWED ACTION’S
General Rule;
All elements can execute from one to three actions in a Game-Turn. During each action an element can
move or conduct fire combat, including calling down fire support or initiating close assault.
Cases;
[11.1.2] CHART 8: ACTION ALLOWANCE CHART
Actions Situation
nd
1 Grade of 1 or 2. A 2 action is only allowed if a quality test is passed.
2 Grade of 3 or 4.
3 Grade of 5 or 6. A 3rd action is allowed if a quality test is passed.
Modifiers
+1 Breakthrough

[11.1.3] CHART 8: ACTION COST CHART


Action Fire Combat Activity
1 Conduct Fire Combat (Direct or indirect).
Conduct Close Assault or Close Support.
Action Movement Activity
1 Conduct Movement.
Taking Cover
Mounting Transports.
Limbering.
Vehicles with deep fording capability crossing a large stream (2 cm wide),
½ Mounting Combat Transports.
Entering or leaving Travel mode.
Foot crossing a linear terrain feature. (Fortifications or large stream)
Foot, animals or wheeled vehicles crossing a wall or embankment.
Elements crossing an engineer constructed bridge (does not include other bridges).
Amphibious vehicle entering or leaving a River (or large stream).
Action Combined Fire & Movement Activity
½ Vehicles with turreted weapons Firing on the move.

[11.2] FIRE & MOVEMENT


General Rule;
During an action an element can conduct direct or indirect fire, including calling down indirect fire, and
conducting a move up to half the elements allowance.
Cases;
[11.2.1] Firing on the Move: Vehicles with turreted weapons can conduct both fire combat and movement, See Case
[11.1.3].
[11.2.2] A.A. elements which conduct ground to air combat in the Aircraft phase are expending Actions. Players
need to note this as it will affect the number of actions available in the phasing Fire and Movement Phase,
See Case [8.4.3].

[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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 22 Part 1: Rules


[11.4] TAKING COVER
Taking Cover costs an Action. This can be done in any clear, cluttered or rough terrain, but if in cluttered
terrain, which offers extra concealment, or Rough Terrain which offered extra protection, the effect is
greater. Elements can take cover in featureless terrain, but this has either no effect or is only done to avoid
the disadvantages of being in featureless terrain, it does not provide any benefits, unless in fortifications or
entrenchments. There is no cost in leaving cover, See Case [4.6]. Taking cover is not a trigger for
opportunity fire, See Case [13.1].

[11.5] MOUNTING & DISMOUNTING


Troops mounting in vehicles can dismount at any time during the phasing fire and movement phase at no
cost. Example: An element can move into base to base contact with an enemy element, as a result of close
assault, suffer opportunity fire and then dismount for the actual close combat. An element can expend half
an action mounted, dismount and expend the remainder dismounted.
[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 other phases.
[11.5.2] When mounted troops dismount the transporting vehicle is removed and replaced with the infantry
element.
[11.5.3] Mounting cost an action and can only occur during the phasing Fire and movement phase.
Example: A Panzer Grenadier elements infantry is mounted, as a result the SdKfz 250/1 element is on the
playing area. During the non-phasing Fire and Movement Phase the panzer grenadier element suffer’s direct
fire, counting as mounted for the fire combat. The Panzer Grenadier element survives and the owning player
decides to immediately dismount as a result of the fire combat, which results in the SdKfz 251/1 element
being replaced by the infantry element. The Panzer Grenadier element suffers a second direct fire attack in
the same non-phasing Fire & Movement Phase, but this time counts as infantry.
Example: A Panzer Grenadier elements infantry is mounted, as a result the SdKfz 250/1 element is on the
playing area. During the phasing Fire and Movement Phase it expends an action and moves 16 cm, at the
end of the movement it dismounts. This results in the SdKfz 251/1 element being replaced by the infantry
nd
element. The Panzer Grenadier element expends its 2 action, moving on foot 8 cm.

[11.6] COMBAT TRANSPORTS (Optional Rule)


General Rule;
In the standard rules infantry mounted have no combat capacity, infantry need to dismount in order to
conduct fire combat or be engaged in close combat. Some vehicles allowed infantry to fight from them, this
also included the infantry fighting with the vehicle which could involve some dismounting. Players can
choose to use the option combat transport rules to reflect this.
Cases;
[11.6.1] Motorcycle, cars, Trucks and Open topped half-tracks or armoured trucks are considered combat
transports.
[11.6.2] Combat transports allow for easy mounting, such as smaller vehicles or vehicles designed to allow this such
as half-tracks. These vehicles allow infantry to mount at the cost of ½ Action.
[11.6.3] Mounted Troops can conduct fire combat from their combat transports. If the combat transports are also
armed, the owning player can select whichever element should conduct fire combat.
[11.6.4] As with the standard rules any mounted troops count as their transports when fired upon. The loss of the
transport also results in the loss of the mounted infantry.

[11.7] LIMBERING & UNLIMBERING


[11.7.1] Towed artillery can unlimber at any time during the phasing fire and movement phase at no cost. If artillery
unlimbers its movement ends during the current action, unless this occurs before any movement has
occurred as a result of expending an action. Artillery can dismount after each enemy direct fire combat in
other phases.
[11.7.2] When artillery unlimbers the transporting vehicle is 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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 23 Part 1: Rules


[12.0] MOVEMENT (Table Nine)
[12.1] MOVEMENT ALLOWANCE
During an action an element can move up to its standard movement allowance listed below. The distance
an element can move is affected by the terrain it is traversing.
[12.1.1] TABLE 9: MOVE DISTANCE CHART
(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 7½ 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;
[12.4.1] Elements can double their movement by adopting travel mode. This expends ½ action to adopt and ½ action
to leave. This can only occurring in the phasing fire and movement Phase.
[12.4.2] Elements in travel mode cannot conduct direct or indirect fire combat, this includes opportunity fire and
return fire.
[12.4.3] If conducting direct or indirect fire combat or close combat against an element in travel mode use an extra
dice.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 24 Part 1: Rules


[13.0] DIRECT FIRE (Table Eleven)
In order to conduct direct fire an element must have a direct fire capability which is effective at that range,
have a visible enemy target, have a unblocked line of sight to the enemy target and must have an action to
expend, or if in the non-phasing fire and movement phase, be eligible for opportunity or return fire.

[13.1] STANDARD DIRECT FIRE


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 opportunity fire. If the element moves another 1 cm in its
nd
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
rd
the two enemy 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.
[13.3.3] Return fire can occur even if the target is not visible, in this case count as unobserved direct fire.

[13.4] DIRECT FIRING ARCS


Elements cannot conduct fire combat equally well around its entire 360 degree arc. Elements can only
conduct direct fire out of their front edge and 45 degrees to each side. If forced to conduct fire combat out
of any other arch, reduce the number of dice used by one. If only one dice is being used, no fire combat is
possible.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 25 Part 1: Rules


[14.0] INDIRECT FIRE (TABLE TWELVE)
[14.1] ELIGIBILITY
General Rule;
In order to conduct indirect fire an element must have an indirect fire capability which is effective at that
range, have a visible enemy target, either by itself or using a friendly element which is calling in fire support,
and must have an action to expend, or if in the artillery phase, be conducting area, interdiction or counter-
battery fire. Exception, See Case [14.1.1].
Cases;
[14.1.1] Counter-battery fire does not require the target to be visible, instead a Quality test must be passed, See
Case [9.5].
[14.1.2] Fire Support mission occur during the phasing fire and movement phase, other types of indirect fire are
covered in the Artillery Phase.
[14.1.3] Indirect Fire Elements can provide fire support even if its commanding headquarters is not activated. This
must be recorded and affects subsequent fire support missions by that element in the current Phase.

[14.2] SELF OBSERVERD INDIRECT FIRE


An indirect fire element which has an unblocked line of sight to a visible target can conduct indirect fire
against it without the involvement of a friendly observer. In summary, the indirect fire element is the
observer. The combined observer and indirect fire element expends one action.

[14.3] OBSERVER SIGHTED INDIRECT FIRE


General Rule;
Observer sighted indirect fire represents a friendly element acting as an observer which calls down fire
support. This represents the classic fire support mission. Both the observer and indirect fire element
expends one action.
Cases;
[14.3.1] The friendly observer expends an action calling down fire support. Note that headquarters can act as an
observer calling down fire support. The indirect fire element conducting the fire-support expends an action
conducting the indirect fire. Note that in some cases a quality test is required, if it fails the quality test both
elements are still considered to have expended an action.

[14.5] INDIRECT FIRING ARCS


General Rules;
Elements cannot conduct fire combat equally well around its entire 360 degree arc.
Cases;
[14.5.1] Elements can only conduct indirect fire out of their front edge and 45 degrees to each side. If forced to
conduct fire combat out of any other arch, reduce the number of dice used by one. If only one dice is being
used, no fire combat is possible.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 26 Part 1: Rules


[15.0] CLOSE ASSAULT (TABLE THIRTEEN)
[15.1] INITIATING CLOSE ASSAULT
An element can attempt to move into the same spot as an enemy element, triggering close assault. The
attacking element must have the movement allowance to occupy the spot the target element resides in,
and must expend an action to initiate close assault. As a result an element needs at least two actions to
initiate close assault.
[15.1.1] An element can support a close assault, which is called close support. That element must be able to move
adjacent to the enemy target of the close assault, as well as expending an action in order to provide close
support. As a result an element needs at least two actions to initiate close support.
[15.1.2] For opportunity fire use the final location of the close assault and close support element to determine if
opportunity fire is triggered due to movement. Close Assault, but not close support, is always considered an
opportunity fire trigger.

[15.2] CLOSE COMBAT


Close Combat consists of both elements conducting direct fire combat against each other until one side
retreats or is eliminated.
[15.2.1] In most cases only one dice is used by both sides, unless using Panzerfäust’s, See Case [15.2.6], or as a result
of Close Support, See Case [15.3.1].
[15.2.2] If the defending element is eliminated the attacker wins the close assault and remains in the place the
defender resided in. If the attacking element is eliminated the defender wins the close assault. If both
elements are eliminated, it’s a draw. If neither element is eliminated, players determine if there is a winner
using the following conditions;
If infantry in featureless or standard terrain facing tanks the infantry loses and is forced to retreat, unless
there are friendly A/T guns within 6 cm.
If tanks facing infantry in Cluttered or Rough terrain, such as a town or heavy woods, the tanks lose and
must retreat, unless there are friendly infantry within 6 cm.
If no winner is determined; both players now conduct a second round of close combat. This continues until
there is a winner, or until one side decided to retreat.
[15.2.3] Except for the first round of close combat, either player can choose to retreat from close combat. Both
players simultaneously declare if they are retreating or remaining before the close combat round.
[15.2.4] Retreat Move: A retreat move is a 6 cm move away from the enemy element, toward the friendly player
edge or terrain which offers cover. Close Support element can retreat if the close assault element retreats,
owning players choice. If unable to retreat the element is eliminated.
[15.2.5] Even though the close combat is considered to be occurring 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.
nd
[15.3.1] The element conducting close support allows the element conducting close assault to use a 2 die when
conducting close combat.
[15.3.2] If the close combat is successful the close support element can move to occupy he space vacated by the
close assault element. If the close assault element is eliminate and the enemy element is eliminated, the
close support element can move to occupy the space vacated by the enemy element.
[15.3.3] Close Support elements can come from a different Headquarters, which has not been activated. This
element may not conduct any movement or fire when its headquarters is activated. This must be recorded.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 27 Part 1: Rules


[16.0] FIRE COMBAT (TABLE FOURTEEN)
[16.1] ELIGIBILITY TO FIRE
Each element has and Anti-Tank Fire Effectiveness, Anti-Infantry Fire Effectiveness and Defensive
Effectiveness Value. If the target is armoured an element cross reference it’s A/T Fire Effectiveness with the
target Defensive Effectiveness to arrive at a Penetration fire range and HIT value. If the target is soft use the
Soft column, which gives you a range and HIT value. Players then determine how many dice they need to
throw, this is dependent on range and the type of fire combat.
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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 28 Part 1: Rules


[16.3] DEFENCE EFFECTIVNESS (DEF) DETERMINATION

[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 One If target is in Travel Mode, See Case [12.4.3]

KZF v2.2 (Kriegsspiel-Zusammenfassung) 29 Part 1: Rules


[16.5] DIRECT FIRE & CLOSE COMBAT HITS
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;
[16.5.1] 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]

KZF v2.2 (Kriegsspiel-Zusammenfassung) 30 Part 1: Rules


[16.5.2] Range: If the target is within the penetration fire range, the firing player spins two die. If either die rolls a
value which results in a HIT, a HIT will occur. In other cases when the target is up to twice its penetration
fire range, only one die is rolled, See Case [16.5.7]. Note that when conducting Opportunity fire you only
use one D6, irrespective of range, See Case [16.5.3].
Example: A M4A1/75 MT and Panther are 12 cm apart from each other. A M4A1/75 MT has a FE of 9 and a
DEF of 5. A Panther A has a FE of 15 and a DEF of 8. The M4A1/75 MT fires at the Panther the cross
reference values of “12/6”, at 12 cm one dice it thrown, with HIT 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 with a hit
requiring a 5+.
[16.5.3] Opportunity Fire: When conducting Opportunity Fire only uses one dice, irrespective of range, See Case
[13.2.3], unless conducting Return fire.
Example: A M4A1/75 MT is within 12 cm of a Panther and triggers opportunity fire. The Panther fires at the
M4A1/75 MT with cross 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+.
[16.5.4] Close Combat: If engaged in close combat only one die is used. This applies to both the defender and the
attacker. Exception: infantry armed with Panzerfäust’s use two Dice against armoured opponents if
defending, See Case [15.2.6], other use one dice as per other infantry.
Example: A M4A1/75 MT is in close combat with a GREN(44-45). The 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 and a DEF of 5. The
GREN cross referenced result is “16/5+”, as its armed with Panzerfäust’s it spins two dice, with a HIT results
requiring a “5+”. The M4A1/75 MT cross referenced result is “16/5+”. It only spins one dice with HIT results
requiring a “5+”
[16.5.5] Close Combat FE (9c): If an elements A/I or A/T FE is 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.
Example: An American A.INF(43-45) is in close combat with a Panther, 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 requiring
a “5”. IN this case the penetration fire range has no effect as no direct fire is possible.
[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).
[16.5.7] Infantry Elements against Armoured targets: Against Armoured targets infantry use their A/T FE value.
Values in parentheses and post-fixed with a “c” can only be used in close combat, See Case [16.5.5].
[16.5.8] Infantry Elements against Soft targets: Against soft targets infantry use their A/I FE and the Soft Column.
This also applies when firing against unarmoured vehicle of more than 1-ton in size, which is an exception to
Case [16.5.6].
Example: An INF has a A/I FE of 7 and a DEF of Soft. If an INF fires at another INF the cross reference value of
16/5+. The range is 16 cm and a HIT results requiring a 5+. If the range is 8cm or less two dice are used,
otherwise only one dice.
[16.5.9] Ground to Air Fire is considered as direct fire and used the Direct fire table. The ranges are listed in the
Equipment Data Charts. If up to its fire range use two dice, otherwise use one dice up to twice its fire range.
The A.A. FE values is compared against the aircraft or helicopter DEF value.
Example: An 2 cm Flak 38 is firing at an American P-39N Aircobra at the range of 10 cm. The 2 cm Flak 38
has a FE of 3 against the P-39N Aircobra Gun.DEF of 3, cross referencing a value of “12/6”. The range value
is ignore and the value of 20 cm from the Data Charts is used instead, which means 2 dice are used. A 6 is
required for a HIT.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 31 Part 1: Rules


[16.6] INDIRECT & AIR COMBAT FIRE HITS
General Rule;
When conducting indirect fire or air to ground fire cross reference the Indirect Fire Effectiveness value (IDE-
FE) against the target Defensive Effectiveness (DEF) on Table 5 to arrive at a HIT value. In this case there is
no penetration fire range, as the range is provided in the Equipment Data Charts, or if aircraft, is irrelevant
as the aircraft delivers the attack.
Cases;
[16.6.1] TABLE 12: INDIRECT FIRE TABLE
IDE Fire Effectiveness Defensive Effectiveness
IDE-FE Soft/all 0-3 4-6 7-9 10+
1 6 6 - - -
2 6 6 6 - -
3 5+ 6 6 6 -
4 5+ 5+ 6 6 6
5 5+ 5+ 5+ 6 6
6 4+ 5+ 5+ 5+ 6
7 4+ 4+ 5+ 5+ 5+
8 4+ 4+ 4+ 5+ 5+
9 3+ 4+ 4+ 4+ 5+
10+ 3+ 3+ 4+ 4+ 4+
Note: Up to fire range use 2 dice, otherwise use 1 dice up to twice fire range, See Case [16.6.3]. Also
applies to Stand off weapons, See Case [16.6.9]
If using Bombs or rockets, or AB using guns against vehicles use 2 dice. If dive bombing or using guided
weapons add one dice, See Case [16.6.8]. Note that Gun use the direct fire table.
[16.6.2] When conducting indirect fire the range is dependent on the weapon being used and is listed in the
Equipment Data Charts. The IDE-FE value is used to determine the score necessary for a HIT.
[16.6.3] When conducting indirect fire up to fire range use 2 dice, in other cases use 1 dice up to twice fire range.
[16.6.4] When conducting indirect fire against Armoured targets use the Column which corresponding with its DEF
value, so a DEF.8 which use the 7-9 column.
Example: An M21 MMC has an IDE-FE of 6 at a range of 15 cm. If it conducts indirect fire against a Panther,
with a DEF of 8, at a range of 10 cm, it must spin a 5+ to HIT. 15 cm is half range so two dice are 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.
[16.6.5] When conducting indirect fire against Soft targets use the Soft Column in all cases, including if the target is
infantry, artillery and all vehicles irrespective of size.
Example: An 81mm Mortar MI has an IDE-FE of 6 at a range of 15 cm. If it conducts indirect fire against
infantry at a range of 10 cm it must spin a 4+ to HIT. 15 cm is half range so two dice are used. If the infantry
was taking cover it would be eligible for a SAVE throw.
[16.6.7] When conducting air to ground fire the fire row to use is dependent on the aircraft type, and if A/T Bomber,
the target type. The Fire Effectiveness values are listed in the Equipment Data Charts. Values for GUN,
Bomb and Rockets are provided, players can use whichever they wish (obviously the highest).
[16.6.8] When conducting air to ground fire use 2 Dice, unless aircraft using Guns against any target or a A/T
Bomber against infantry which uses one dice, or strike or Dive Bomber missions which use three dice, See
Case [8.5.4].
Example: An American P-39N Aircobra is conducting air to ground fire against a German INF element. It uses
its Bombs, which have a FE.2. The cross referenced value is “6”, because its using bombs it uses two dice. It
nd
can conduct a 2 round of combat using its Guns, this is considered as direct fire and only one dice can be
used. At Gun.FE.10 the result is “20/4+”. The range is ignored and a “4+” is required for a HIT.
[16.6.9] Stand-Off weapons uses the standard rule for dice, up to fire range 2 dice and up to twice fire range one
dice.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 32 Part 1: Rules


[16.7] SPECIAL WEAPONS & AMMUNITION
[16.7.1] Panzerschreck & A/T Rifle Elements: ATRL elements, such as the Panzerschreck armed Panzer Jaeger
Companies used by the Germans in 1944 and 1945 have a penetration fire range of 3 cm against armoured
targets. In other cases ATRL were not used in large enough numbers to warrant a penetration fire range,
instead they would only be used in close combat. (Note: this rules only applies for WWII, LAW armed foot
use one dice during the modern period.) A/T Rifle elements are treated in the same manner as any A/T gun;
once again this only applies if the formation was equipped with sufficient numbers of these weapons, such
as occurred with the Russians.
[16.7.2] HEAT: HEAT ammunition has a consistent affect against armour irrespective of range, but had poor range
and accuracy due to low velocity. HEAT uses the standard Direct Fire Table, except that it cannot be used
beyond its penetration fire range. This way its range is low but highly effective at that range.
[16.7.3] APCR, APDS, HVAT: Special ammunition possess superior fire effectiveness, but was limited in its supply.
Players may allow unlimited use of this ammunition, when available, or could limit it by the use of a Quality
Test. If a H.Q., passes a quality test all subordinate elements can use special ammunition, if available
according to the Equipment data Charts.
[16.7.4] ATGW: ATGW elements use the Direct Fire Table to determine the penetration fire range and die roll
required 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, in a given Fire and Movement Phase. This applies even if
the trigger is conduct close assault against it.
[16.7.5] Optional - Special Artillery Ammunition: If using A/T Bomblets are used add one dice if the target is
armoured and reduce 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. If using mixed bomblets add one dice in all cases. If
using CLGP add two dice in all cases. If using ADM add two dice if the target is armoured. If the number of
dice falls below one, no effect is possible.

[16.8] SAVES (7+) (Table Fourteen)


General Rule;
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 modifiers apply a SAVE die roll can have an effect.
Cases;
[16.8.1] TABLE 14: SAVE MODIFIERS TABLE
Modifier Description
+1 Element is a fanatic, Quality.6.
+1 Element is taking cover in standard or rough terrain, against direct fire (if dismounted infantry
apply if subject to indirect fire)
+1 Element is in Rough terrain, which offers extra cover, i.e. town, woods, etc., against direct or
indirect fire.
+1 Element is subject to Area or Counter-Battery Fire, See Case [9.3.3] and Case [9.5.1].
+2 Element is subject to Interdiction Fire, See Case [9.3.3].
+2 Element is taking cover in entrenchments. Entrenchments are engineer construct, or may be
initially deployed. Note: the aggregate modifier could be +3 if this applies).

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]

KZF v2.2 (Kriegsspiel-Zusammenfassung) 33 Part 1: Rules


[17.0] ENGINEERING (TABLE FIFTHEEN)
[17.1] COMMON TASKS
All engineers can perform the following common tasks:
Destroying Bridges
Placing minefields
Placing barbed wire
Clearing minefields (though only some have specialist machines)
Ferrying infantry in little rubber boats

[17.2] DESTROYING BRIDGES


Engineer elements can attempt to destroy bridges during the Fire & Movement Phase. The engineer
element must be adjacent to the bridge and expends two Actions’. The engineer conducts a quality test, if
successful the bridge is destroyed, otherwise its not. If a major bridge this has to be repeated, with the first
nd
successful quality test damaging the bridge and the 2 destroying it.

[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.

[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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 34 Part 1: Rules


[17.5] LINEAR OBSTRUCTIONS
[17.5.1] Engineers can lay linear obstructions, such as A/T ditches, barricades and major road blocks, at the cost of 2
actions. There is no Quality test, its automatic. The Linear Obstruction is 3 cm wide by 1 cm deep. The
deployed Linear Obstruction must be in base to base contact with the engineer, which includes corners,
allowing an engineer to lay three tank obstacle segments to its front without moving.
[17.5.2] Dismounted infantry expends ½ action to cross, tracked vehicles 1 action to cross and wheeled vehicles
cannot cross.
[17.5.3] Engineers can destroy linear obstructions at the cost of one action and requires a quality test. If successful a
3 cm wide tank obstacle is cleared. The tank obstacle must be in base to base contact with the engineer,
which include corners, allowing an engineer to destroy three tank obstacle segments to its front without
moving
[17.5.4] A specialist bridging stand (eg. a rapid small-gap crossing vehicle, like an AVLB) can bridge a linear
obstructions. In this case, an AVLB bridging element that starts in contact with the obstacle can build a
Bridge in one action, in this case no quality test is required.

[17.6] FORTIFICATION & ENTRENCHMENTS


General Rules
Fortification are deployed before the game begins, they cannot be constructed during a game. They can be
destroyed by engineers.
Elements may be entrenched, either before play begins or due to engineers entrenching an element. This
has an effect on fire combat. To take advantage of the entrenchment the element must be taking cover in
them, which would be assumed. Engineer elements can “entrench” friendly elements during the game.
Cases;
[17.6.1] An engineer element can entrench a friendly element by expending two actions. The engineer must be in
base to base contact, which includes corners, allowing an engineer to entrench three friendly elements to
its front.
[17.6.2] If the engineers have specialist equipment (bulldozers, for example) the cost to entrench is one action.
[17.6.3] If elements move from their entrenchments, the entrenchments are lost.
[17.6.4] Fortifications are the same as entrenchments, except they are not lost if elements leave them or do not
occupy them, See Case [17.6.3].
[17.6.5] An engineer can destroy a 3cm x 3 cm fortification at the cost of two actions.

[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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 35 Part 1: Rules


[17.8] BUILDING BRIDGES
[17.8.1] Each element of bridging engineers can bridge a river for infantry by expending three actions.
[17.8.2] Each element of bridging engineers can bridge a river for infantry by expending six actions.
[17.8.3] The engineer must move to the river edge, where the 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 vehicles.
[17.8.4] Assume that an element of bridging engineers is all that would be allocated to a division in usual
circumstances. During an assault across a river they might have extra resources allocated to them.

[17.9] FERRIES & ASSAULT CRAFT


[17.9.1] Ferries
[17.9.11] An element of ferry engineers can carry an up to five elements of armour or infantry with vehicles across a
river per turn. If there are no vehicles up to fifteen elements can be carried.
[17.9.12] The width of the river isn’t that important, unless it is huge in which case they take two turns per five
elements.
[17.9.2] Assault Craft
[17.9.21] In addition to ferry units, some divisions are allocated assault craft for an attack across a river. Assault craft
can carry element across a river in the same manner as Ferries, except the carried elements can conduct
close assault against any enemy elements on the far bank. It must start the phasing fire and movement
phase on the bank of the river, with the Assault Craft, providing by an engineer element, moving the
elements across the river. The elements then expend an action moving into the same location as the
defenders and one action to conduct close combat. Close support is not permitted in this case and if the
attacker do not eliminate the defenders in the first round, are considered to have lost the close combat and
are in turn eliminated.
[17.9.23] Assault craft can also be used to transport infantry (only) as per ferry units.
[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 assault craft and infantry will pay the full penalties for crossing under fire.
[17.9.25] Most divisions would usually only have an element of assault craft to use, but in pre-planned river crossings
this might increase to two or three.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 36 Part 1: Rules


[18.0] HELICOPTERS (Table Sixteen)
[18.1] AIRCRAFT PHASE
General Rule;
Helicopters can be deployed in the same manner as aircraft, during the aircraft Phase. Once deployed they
are subject to helicopter to 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
nd
element. At the end of the phasing Fire and Movement 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.
[18.2.3] Helicopters conduct helicopter to ground fire in the same manner as any other ground element.
[18.2.4] Observation helicopters can conduct observation missions and can call in fire and air support in the same
manner as ground based elements. They can also call in ATGW fire from attack helicopters, which cannot
observe the target themselves.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 37 Part 1: Rules


PHASE 6: HOUSEKEEPING
PHASE
[19.0] HOUSEKEEPING
[19.1] HOUSEKEEPING PROCEDURE
During housekeeping players remove smoke barrages and any remaining aircraft on the playing area. Rally
and Recovery activities are also conducted.
Rally Sub-Phase: Rally eliminated elements, See Case [19.1].
Recovery Sub-Phase: Recover and repair any permanently eliminated elements, See case [19.2].
Smoke Barrage removal Sub-Phase: Remove any smoke screens, See Case [9.6]
Illumination Marker removal Sub-Phase: Remove any illumination markers, See Case [9.7].
Aircraft Return Sub-Phase: Remove aircraft from the playing area, or if off the playing area if applicable,
and place on the Game-Turn Record Track, See Case [8.2.6].
Game-Turn Advancement Sub-Phase: Move the game-turn track to the next game-Turn.
Victory Determination Sub-Phase: If this is the last Game-Turn both players determine victory.

[19.1] RALLY TEST


During the Housekeeping Phase both players determine if elements eliminated due to combat recover and
when they are placed back on the playing area.
[19.1.1] Any element which has been eliminated in the current game-turn conducts a quality test to determine if
they are permanently eliminated or if they rally. If they rally, when this occurs is also determined in the
same test.
[19.1.2] If they fail the quality test they are eliminated. In some cases this element can be recovered using RCV
elements.
[19.1.3] If they pass the test they can rally after a number of game-turns equal to the Quality test die roll. Thus a
“one” means they are placed on the game-turn record chart after one Game-turn, a “five” means this
occurs after five game turns.
Example: On game-Turn two a Quality 4 element is eliminated. During the Housekeeping Phase it spins a 3,
which means it recovers. It placed on game-turn six of the game-turn record chart. During the Initiative
Phase its placed back on the playing area.

[19.2] RALLY PLACEMENT


When an element is placed back on the playing area due to a rally it is placed immediately behind its
commanding headquarters. If the headquarters is not present during that game-turn it is placed once the
replacement headquarters is present.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 38 Part 1: Rules


[19.3] RECOVER PROCEDURE (Optional Rule)
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 this way, infantry
and artillery may not be repaired.
[19.3.1] If the Rally “Quality test” results in a vehicle being 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 repaired. Only half of eliminated vehicles can be
repaired, for simplicity players can use a simple die roll to determine which half that element represents.
[19.3.2] It takes two game-turns to repair a vehicle, after which it can be returned to play in the same manner as a
Rally.
Example: On game-Turn two a vehicle element is eliminated, but its eligible for repair. This takes two full
game-turns, which means It placed on game-turn five of the game-turn record chart. During the Initiative
Phase its placed back on the playing area.

[19.4] RCV (ARV/RV)


Each player can have a number of RCV elements, which represents Recovery vehicles, both armoured or
unarmoured. In most cases an ARV/RV element will be attached to a headquarters, either battalion or
Regiment. Any subordinate vehicle eliminated is eligible for recovery and repair. It must also be within 30
cm of the ARV/RV.

[19.5] VICTORY CONDITIONS (Standard Attack/Defend Scenario)


General Rule;
Victory is determined by the attacking player gaining victory points; with the final totalled value determine
the result of the game. These victory conditions are used when playing an “Attack & “Defend” game, where
the attacker outnumbers the defender in the morning, and is then, subsequently, is out-numbered in the
afternoon. The playing area size is four 30 cm tiles deep by three 30 cm tiles wide. If using another scenario
or playing area size the values will need to be adjusted accordingly.
[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 playing area row at the end of the game. If playing on a 4 deep playing area, the maximum
number of victory points the attacker can obtain is eight.
[19.5.2] The attacking player controls a row when the number of, in supply, attacking “elements” exceeds the
number of, in supply, defending elements. Headquarters are not counted.
[19.5.3] To control a row, all rows between it and the attacking player’s edge must be under the control of the
attacking player.
[19.5.4] CHART 20: VICTORY RESULTS CHART
Victory Points Full Day Results (end 2300) Half Day Results (end 1200)
8 VP’s Attackers Decisive Victory Attacker’s Marginal Victory
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

KZF v2.2 (Kriegsspiel-Zusammenfassung) 39 Part 1: Rules


[20.0] DAYLIGHT AND NIGHTFALL
[20.1] DAY LENGTH
[20.1.1] There are usually twelve daylight turns, a dawn and a dusk turn and ten night turns in a full day.
[20.1.2] During winter there are one or two more night turns, and in the north there can be even less daylight.
[20.1.3] Dawn, Dusk and night can affect observation, See case [5.4.2].
[20.1.4] Players skip every even numbered night game-Turn. This reflects the reduction in activity which would
occur at night.

[21.0] CLIMATIC REGIONS & SEASONS (Table Seventeen)


General Rule;
Climatic Regions and Seasons affect the length of a Day and the weather which may occur during a day.
There are four climatic regions; Cold applies north of the Pyrenees, Alps, Caucasus and the Central Asian
Desert, to the Danube basin, Galatia, Mongolia, Tibet, Korea, China north of the Fei River, Japan and
highland Peru, and to all large mountain regions. Cold has a sub category of Severe Cold, which has the
effect of increasing the likely hood of Snow terrain and Snow falling. This applies to north of the arctic circle,
such as northern Finland and northern Norway. Warm applies to southern Europe, Africa north of the Atlas,
Asia Minor except Galatia, and Syria/Palestine. Dry applies to the Sahara, Libya, Egypt, West and East
Sudan, Arabia, Persia, Mesopotamia, the Indo-Persian border, and the Central Asian Desert. Tropical applies
to Africa south of the Sudan, India, South East Asia, China south of the Fei river, and Central and South
America.

[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

[22.0] WEATHER (Table Eighteen)


General Rule;
There are two weather paths, snow and rain. In both paths clear weather means there is no weather
effects. If the weather deteriorates the weather will change to Rain or Snow, followed by Blizzard or Heavy
Rain, See Case [6.4]. Players determine if the Snow or Rain path is used before the game begins.

[22.1] WEATHER EFFECTS


[22.1.1] Weather can affect Observation, See Case [5.3.1] and Case [5.3.1].
[22.1.2] 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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 40 Part 1: Rules


[23.0] TERRAIN
General Rule;
A playing area will contain a wide range of different terrain, examples include roads, built-up areas (such as
villages, towns and cities), water features (such as streams, rivers and water ways), hills, ridges, woods,
swamps, rough going and difficult going. Most terrain will have one or more of the following effects,
Observation, Movement and combat.
The Rules only provide the terrain effect, players will need to allocate these affects against the terrain they
wish to deploy. Some suggested terrain is provided.
Cases;

[23.1] TERRAIN TYPES


[23.1.1] Combat Effect: Terrain can be Clear or Rough. Rough terrain offers addition combat benefits.
Entrenchments are man-made terrain which also offer additional combat benefits. Built-Up areas can be
classed as clear or rough, as well as offering additional protection if it consists of solid buildings.
[23.1.2] Observation Effect: Terrain can be featureless, standard or cluttered.
Terrain: Effect
Featureless: Terrain offers no concealment, even if elements take cover. (Desert or Plains)
Standard: Terrain only offers concealment if elements take cover. (Default)
Cluttered: Terrain offers concealment even if element is not taking cover. If taking cover it offers
additional concealment. There are three types of cluttered terrain, Heavy blocks line
of sight beyond 1 cm, Standard blocks line of sight beyond 2 cm and open does not
block line of sight. (Woods, Built-up Area)
[23.1.3] Movement Effect: Terrain can be roads, Standard or difficult. Roads and Difficult terrain affects movement.
Some difficult terrain prohibits movement in some circumstances, such as wheeled elements moving
through Heavy Difficult terrain. Some linear terrain prohibits movement, such as rivers.
Terrain Effect
Roads Terrain increases movement allowance, See Case [12.1.1]
Standard Standard Off-Road movement, See Case [12.1.1]
Difficult Terrain reduces movement. There are three types of difficult terrain, Heavy prohibits
all non-foot movement. Standard prohibits all wheeled movement and Light does not
prohibit movement.

[23.2] TERRAIN HEIGHT


Opaque terrain can block a line of sight, See Case [5.5.1]
[23.2.1] If both elements are on the same elevation any opaque terrain can block a line of sight.
[23.2.2] If the opaque terrain is the same or higher elevation than either elements elevation, the line of sight is
blocked.
[23.2.3] If the opaque terrain is lower than both elements elevations, the line of sight is not blocked.
[23.2.4] If the opaque terrain is one level lower than either element, it can block the line of sight if its closer to the
lower element than the higher element, otherwise the line of sight is not blocked.
[23.2.5] ELEVATION CHART
Terrain Height
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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 41 Part 1: Rules


[23.3] SUGGESTED TERRAIN
Terrain Type Effect
Open Woods Observation Cluttered/Open for Infantry or Artillery
Movement Bad Going for wheeled elements
Combat Rough for infantry or Artillery
Woods Observation Cluttered/Standard
Movement Prohibited for wheeled elements, Difficult for others
Combat Rough
Heavy Woods Observation Cluttered/Heavy
Movement Prohibited for vehicles, Difficult for others
Combat Rough
Forest/Jungle Observation Cluttered/Heavy
Movement Prohibited for vehicles or artillery, Difficult for others
Combat Rough
Village Observation Cluttered/Open for Infantry or Artillery
Combat Rough for infantry, otherwise clear.
Town Observation Cluttered/Medium
Combat Rough (or clear in solid buildings, both have the same effect)
City Observation Cluttered/Heavy
Combat Rough, Solid Buildings, ie brick, concrete.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 42 Part 1: Rules


[24.0] HIDDEN UNITS
These rules are designed to allow troops remain hidden on the battlefield until discovered. They can also be
used to simulate surprise flanking manoeuvres where the strategic situation would allow it.
They add some uncertainty to the battlefield and increase the fog of war without the need to resort to
maps and written instructions.

[24.1] PLACING HIDDEN MARKERS


At the start of the game, each side can place hidden markers on the table. (The markers are in plain sight,
but represent elements that might be hidden.)
[24.1.1] Each side can attempt to place a marker per 30 cm of their baseline, so on a standard 6’ by 4’ table, each
side could attempt to place fifteen markers.
[24.1.2] To place a marker, the player must roll equal or under the overall commander’s rating. These markers can
be placed in any 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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 43 Part 1: Rules


PART 2: BASIC
ORGANISATION
[P2.0] BASIC ORGANISATION
General Rule;
Basic Organisation information is contained in the Scenarios.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 44 Part 1: Rules


PART 3: EQUIPMENT DATA
CHARTS
[P3.0] EQUIPMENT DATA CHARTS
General Rule;
Equipment data Charts are contained in the scenarios..

KZF v2.2 (Kriegsspiel-Zusammenfassung) 45 Part 1: Rules


PART 6: EDITORS NOTES
OVERVIEW
Between 1973 and 1975 Gene McCoy printed a micro-armour rules framework in his magazine, Wargamer’s
Digest. The rules, as they existed, were scattered across a number of magazines, with the last being printed
in Volume 3, Issue 12. While by no means a finished product, these rules raised a number of very interesting
concepts, which in the micro-armour world were well ahead of their time. The main one was each base or
figure represented more than one vehicle.
Gene used 1/87 or 1/72 scale figures, with a scale of 1 inch for each 50 yards, although the observation
distance seemed to imply this could have been 1 inch for each 100 yards. I suspect the scale changed in
Volume 2 Issue 11, when anti-tank gun penetration ranges doubled, going from 30 inches to 60 inches in
one case.
While in the board gaming world we had games such as Lost Battles, printed in 1973, where a single counter
represented a Battalion/Regimental, in the world of micro-armour the typical scale was one figure was a
single vehicle. In 1981 the development of Corps Commander began, after NATO Divisional commander was
published. These rules had each base or figure representing up to 9 vehicles, but before that date all we had
was Gene McCoy’s Wargamer’s Digest-WW2Rules, which also used a scale of 9 vehicles per figure, at least
initially.
I have been told that Frank Chadwick’s, Combined Arms, was influenced by Gene’s rules and I also suspect
that Bruce Rea-Taylor’s Corps Commander was influenced as well, especially the “element or counter”
scale. I think we can safely say the father of this type of micro-armour rules was Gene McCoy, or at least he
shared this parenthood with Bruce Rea Taylor and Frank Chadwick.
Formation Scale
A US medium Tank battalion consists of 6 tank elements. A US Medium Tank battalion consists of 54 tanks,
which means each element consist of 9 tanks. The Armoured battalions consist of 18 infantry elements. An
Armoured battalion consisted, at least in 1943, of 661 men, thus each element consists of 36 men. There
are only 3 Half Tracks, although there may be 5 as the source does not match the photo, See Case [P6.1].
In a latter source an Artillery battalion consisted of four 105mm and two 155mm howitzers. As artillery was
not organised in this manner I suspect this is actually an artillery regiment, with each element representing
a common number of guns. A typical regiment would have 24 light field guns and 6 medium field guns,
giving us 6 guns per light field artillery element and 3 guns per medium field artillery element. There are 3
A/T elements in an A/T battalion, which gives us 4-6 guns per element. Finally, an infantry battalion consists
of 27 infantry elements and 3 trucks. This makes each infantry element represent about 15 men, See Case
[P6.9].
My conclusion was the scale varied a great deal based on the type of element. Attempting to fit everything
into some form of common “element” scale is not a simple problem. Today and after many years of though
on the matter, a scale of 4-6 vehicles, or 40-60 men, per element is the most commonly used scale. This is
the scale I will standardise on and there is evidence that Gene was moving in this direction.
Ground Scale
Based on visibility and maximum direct fire range, which is 30 inches, the ground scale is most likley 1 inch
represented 100 metres, See Case [P6.2]. At a later date the scale was halved, with the maximum direct fire
range increasing to 60 inches, See case [P6.16]. It’s likely the visibility ranges was doubled as well. As the
rules were designed for 1/72 scale figures, at a scale of 1/285 the ground scale was likely to be 1:10000,
later changing to 1:5000. As my objective is to create a set of rules which allows for a smaller playing area a
scale of 1:10000 for 1/285 is chosen. Options are provided to double this if players have a larger playing
area.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 46 Part 1: Rules


Time Scale
Time scales are always difficult to determine, as combat was rarely constant. Troops would advance and
then take cover, work out what to do, and then continue onwards. If we look at the movement allowance,
infantry could move 6 inches and still fire, or 8 inches and not fire, off-road, or 12 inches on-road and not
fire, See Case [P6.5] and case [P6.13]. This represents 600 metres, 800 metres and 1200 metres
respectively. The road speed seems rather low compared with the off-road and firing value, so possibly
represents moving on-road but in a manner which allows them to quickly respond to enemy action. Based
on other rules this represents a game-turn length of 60 minutes, at a scale of 1:10000. When the ground
scale changed to 1:5000 there seemed to be no change in movement rates, which indicates the game-turn
length dropped to 30 min. To keep the game short and sweet, the game-turn length will be 60 minutes.
Provision to allow troops to do a lot more in a game-turn will be included to cater for those rare cases that
troops constantly fought for an entire hour. This will be done within the sequence of play.
Mixing Movement and fire combat
Infantry and A/T Guns could move 6 inches and still fire, See case [P6.5]. Self-propelled guns could move 10
inches and fire smoke, See case [P6.4]. This indicates the rules allowed for the mixing of movement and
direct fire. This is a very advanced concept. I am uncertain how far Gene took this, but I will adopt a system
which allows elements to expend movement points to fire. I am puzzled by the lack of any similar rules for
vehicles, so I have to assume vehicles can always fire and move. This does seem strange, as why can
vehicles fire and move at no cost and infantry on foot are penalized for this type of action. Its also unclear if
fire must occur first, followed by movement, or the other way around.
To deal with all these questions and possible complexity, I will assume a half move allows a player to fire.
This could imply a player could fire twice and not move. If we assume this allows us to increase the intensity
of combat in a small part of the front line without affecting the time scale. I will call this half move an
“action”, to avoid confusion when referring to an actual move which represent half an elements movement
allowance.
I have to admit this is possible not correct, the rules state infantry can move 6 inches and fire and 8 inches
cross country and 12 inches on a road. On the other hand by stating direct fire costs a half move, we no
longer need to worry if the move is on-road, cross country or even have a separate movement rate. I am
doing this for simplicity sake only. While I have no evidence it very possible Gene used a very flexible form
of sequence of play, this was common when friends would share a beer or two and then move figures
around to duplicate some military action they were interested in. In such a sequence of play there is no
sequence of play and players simply did what they felt was correct. This idea was used for very early version
of WRG Ancient Rules and to a lesser extent micro-armour rules. If this guess is correct then creating a
sequence of play which allowed for the mixing of movement and fire combat would be very suitable.
In summary, elements conduct movement and direct-fire in the same phase, with elements allowed two
such “actions”, which could be move-move, fire-fire or a fire-move combination.
Quality & Morale
The rules do not cover the concept of troop quality or morale. Based on the volatility of the combat system I
am assuming morale is built in to the casualty system. This is a good idea, but you end up with Italians being
the same morale/quality as SS Panzer, or British Guards Armoured troops. While I am in total agreement
the game should be as simple as possible, my guess is some type of troop quality system existed but was
never printed in the magazine. I will add a basic troop quality system, 1-5, with a simple test process, quality
1 needs a D6 1 to pass, quality 2 needs a D6 1-2 to pass, etc. Mixing this in with the movement & fire
concept, where low quality troops cannot intensify combat, or finds it difficult to maintain standard combat
& movement intensity, while the opposite applies to elite troops, should cater for morale.
In summary, low quality troops finds it difficult to perform a standard two “actions”, while high quality
troops can intensify combat by being able to perform a third action. This should provide a basic difference
between the quality of different troops without loading us down with a moral system, or a more complex
quality system. If troops are standard morale quality, no special rules are required. This should apply to
most cases.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 47 Part 1: Rules


Direct Fire Values
In the original rules a firing vehicle is cross referenced with a target vehicle to arrive at a Penetration Range.
When firing at half of this range the firer used two D6 die, when firing beyond this and up to the
penetration range only one D6 is used. Based on the die roll a KO (Knock Out), or KILL could occur. For
example, A Medium Tank firing at a Medium tank has a Penetration range of 16 inches. In some cases the
firing vehicles “Main gun” is used to describe the weapon conducting the firing, so in the same example a 5
cm a/t gun has a penetration range of 10 inches against a Medium Tank, See Case [P6.5]. The information in
the magazines is not complete, but I will be posted this information in a chart for reference purposes.
In latter issues the values refer to the vehicle, so the term “medium tank” is replaced with Sherman, or T-
34. The way you achieve a KO has been changed to a percentage. I am uncertain if this replaces the D6, or if
the D6 is still used and if the percentage is lower than 100%, a percentage die is rolled, See Case [P6.15]. For
simplicity I will ignore any percentage die and will focus on penetration range as the variable element. The
issue is how to calculate the penetration range. I will give all elements a DEF and FE value, when you
compare the two you will get a PR (Penetration range), after which use the standard one or two D6 die. The
KO percentage value I will deal with by changing he score required to achieve a HIT.
Firing on the flank
Firing on the flank at this scale is unnecessary; on the other hand some benefit for attacking an enemy on
the flank should be included. Rather than increase the casualties of the target, I will restrict the ability to
directly fire out of its flank edge. This will mean we do not need to worry about flank values, while still
providing some benefit for attacking an enemy flank. From a practical point of view I suspect this is a carry-
over from rules which use a different scale. As indicated earlier, an element consists of four to five vehicles
spread across the element. If attacked from the flank, the vehicle would quickly pivot, especially considering
the time scale. On the other hand they would be in a poor position because their vehicles would be in a
poor firing formation.
Sequence of Play
The rules do not provide a sequence of play. I suspect it used a system similar to an early version of WRG
figure rules, which means the sequence of play was very flexible, or fluid. You do whatever seems to make
sense at that point in time. The problem with the system is it is messy and can be very confusing, which can
slow down play. I will implement a fixed sequence of play as per the following.
Initiative Phase: This is optional and would be scenario dependent. Players can insert any initiative related
rules in this phase, as well as pre game-turn activities. Examples could be move order, for the former, and
weather changes, for the latter. Other examples could be the attacker gets three actions instead of two, in
order to give them a bit more umps. Players who do not wish to consider weather changes or scenario
related factors would ignore this.
Aircraft Phase: This would include all air to air, air to ground and ground to air combat.
Artillery Phase: Any fire which is pre-planned, such as area fire or interdiction fire, occurs here. This
included indirect fire or smoke barrage. Bringing down fire support would not be included here, as this is
being initiated by an element with a line of sight to a target and can be treated in the same manner as
direct fire.
st st
1 Movement & Fire Phase: The 1 player can now conduct fire and movement for all elements. The rules
did mention fire in the opposing players turn, so I have to assume that movement or fire combat can trigger
fire from the non-phasing player. This would be Opportunity fire, triggered by movement, and Return fire,
trigged by fire. As indicated, each element gets two actions, each of which can be used to move a half move
or conduct direct-fire or bring down indirect fire support.
nd
2 Movement & Fire Phase: Repeat above for the other player.
Housekeeping Phase: Supply, repair and any other housekeeping activities occur here.
I must admit this is not covered by the existing rules and players may wish to create their own sequence of
play, but this should cover most circumstance. I have also attempted to maintain, as much as possible, the
flexible nature of the sequence of play I am assumed was being used.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 48 Part 1: Rules


Terrain
Roads provide a movement benefit, See Case [P6.5], Case [P6.6], Case [P6.8], Case [P6.11], Case [P6.12],
Case [P6.13], Case [P6.15], Case [P2.16] and Case [P6.20].
River impedes movement and requires ferries or bridges to cross, See Case [P6.7].
Terrains which allow element to be concealed restrict visibility, See Case [P6.2].
To keep things simple all terrain has a movement affect, visibility effect and combat effect. Terrain is area,
or linear. (Linear terrain includes roads and rivers; Area includes woods, built-up areas or hills).
Movement effects are classed as doubling movement, halving movement or prohibiting movement. Players
can deploy whatever terrain they wish, indicating its movement effect. Rivers prohibit movement, unless
amphibious or if using ferries.
Visibility effects are classed as offering concealment, or blocking visibility. Players can deploy whatever
terrain they wish, indicating its visibility effect. For example, Hills affect visibility by blocking line of sight.
Combat effects are classed as offering cover; players can deploy whatever terrain they wish, indicating its
combat effect. For example Fortification offers cover.
Taking Cover & Terrain
The standard rules do not include any rules for terrain providing any combat benefits, thus firing at an
element in a built-up area is the same as if it was in clear terrain. I am certain this was not the case and any
rules detailing the combat effects of terrain were not included in the magazine, thus we do not know what
they were.
The other type of rules missing is elements which take cover, compared with those moving and thus not
taking any form of cover. Once again I suspect some rules were included as this would imply an element on
the move is the same target as one who is taking cover. Once again I feel these rules were simply not
included in the original publication, but present nonetheless.
To keep it as simple as possible I will assume elements can “take cover”, which means they can take
advantage of any cover, as well as any concealment terrain may offer. To take cover expends an action,
while the reverse has no cost. It’s possible that some featureless terrain offers no cover, such as desert,
plains or steppe, in which case play can choose to not allow elements to take cover in this type of terrain.
As for terrain, I will class terrain as standard and cluttered. Cluttered terrain offers significant additional
cover and concealment and would be built-up areas or heavy woods. Elements gain benefits in this type of
terrain even if not taking cover, but gain additional benefit if taking cover.
Visibility
Visibility is based on the target element, with armour visible within 30 inches, cavalry 20 inches and infantry
10 inches. If concealed they are visible within 10 inches, unless they conduct fire combat. There is no ranges
for artillery and infantry have the same visibility range, if concealed or not, See Case [P6.2].
To cater for concealment, fire combat or movement, the basic three values will be used, with shifts
upwards, or downward based on these modifiers. I will also include artillery in the charts, as well as
observing the fall of fire. The latter is required to ensure players do not deploy area fire well behind their
front line.
I have added some simple rules for lighting conditions, such as dawn, dusk and night. Coupled with this is
some simple rules for weather, clear, rain/snow and heavy rain/blizzard. I found no references to any of
these aspects in the original rules and players may opt to ignore them, but I did need another axis for
visibility for the effect of terrain which offer concealment so adding these rules did not add any complexity.
The rules offer no details of what occurs when element within such terrain are attempting to observe each
other. I have kept is as simple as possible, but it should cater for most common occurances. I am also
thinking to expand this to include modern periods, it allows me to cater for Infra-Red, Image Intensification
and Thermal Imaging, which is a rather important part of modern warfare.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 49 Part 1: Rules


Movement
Movement allowance, on road and off-road, is as follows, list in order of publication;
Light tanks 35 30
Armoured cars 40 30
Assault guns 25 20
Medium tanks 25 20
Infantry + firing - 6
A/T Gun + firing - 6 See Case [P6.5].
10.5 cm assault guns 24 18
halftrack 35 30
Armoured Car 35 24
T34/76 26 - See Case [P6.6].
Panther 30 24
Tiger I 24 18
Armoured w/5 cm 35 24
Assault gun w/10.5 cm 24 18 See Case [P6.7].
Sherman 24 18
Infantry - 8 See Case [P6.11]
Sherman - 18
M3 Stuart - 22
Half Track - 16
M10 TD - 24 See case [P6.12]
Panzer IV - 18
Panther - 22
Tiger II - 18
Half Track & Recon - 18
Infantry 12 8 See Case [P6.13]
M3 Stuart 37 24
Sherman & Priest 25 18
M10 TD 29 20
Halftrack 30 20 See Case [P6.15]
T/34 & SU85 15 10
M3 Stuart 18 12
Pz IVH 12 8
JagdPanther 15 10 See Case [P6.16]
Pz I – IV, Stug, JgPz I, KV-1 24 18
Truck 30 16
Motorcycle 30 18 See case [P6.20]
There is a reasonable amount of inconsistency, but I will base movement on these values. Each element will
be given a movement allowance, followed by a type, such as T = Track, W = wheeled, etc. This will affect its
movement along roads and the effect of terrain. Example, within heavy wood infantry can still move, but
tanks could not. Players will need to define their own terrain effect based on what they feel is reasonable.
Aircraft
The rules describe the following aircraft types, See Case [P6.3]
FTR Fighter
LR Long Range Reconnaissance
DB Dive Bombers
LB Level Bombers
TA Transport Aircraft, See Case [P6.17]

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.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 50 Part 1: Rules


st
1 Sub-Phase: Aircraft conducting air to ground attacks, after all aircraft are deployed on the playing area,
within 6 cm of their target, a quality test is performed on each one. If it fails the aircraft returns to the
player edge, available the following game-turn. Unless pre-planned, the target must be observed by a
friendly element, which is assumed to be calling in the air-strike, or previously observed by reconnaissance
aircraft. No actions are expending in this case.
nd
2 Sub-Phase: Both players deploy fighter aircraft to attack enemy aircraft on the player area. Once placed
on the playing area a quality test is performed on each one. If it fails the aircraft returns to the player edge,
available the following game-turn.
rd
3 Sub-Phase: Both players now deploy any remaining fighter aircraft to attack enemy fighter aircraft,
which in turn are attacking friendly aircraft conducting air to ground combat. Once placed on the playing
area a quality test is performed on each one. If it fails the aircraft returns to the player edge, available the
following game-turn.
At this point there is a simply soak off system. Fighters facing fighter result in both aircraft being removed
from the playing area, these return to base and are available again after 4 game-turns (6 game-turns if twin-
engine). Remaining fighters facing enemy aircraft result in both aircraft being removed from the playing
area, these return to base and are available again after 4 game-turns (6 game-turns if twin-engine).
Remaining aircraft are now attacked by enemy A.A. elements within range; if the A.A. fire is successful the
aircraft are removed, to return after 4 or 6 game-turns. Remaining aircraft now attack their targets, after
which they return to their base and are available against after 4 to 6 game-Turns.
Long range reconnaissance is an interesting addition; a basic reconnaissance rule will need to be added to
cater for this. I will assume reconnaissance is used to identify enemy targets for air attacks. In this case
st
during the 1 sub-phase a line is drawn across the playing area, this is the reconnaissance flight path.
Reconnaissance occurs along a 60 cm segment of this path, the reconnaissance aircraft is place in the centre
of this 60 cm segment. If it survives enemy air attack and A.A. combat then the reconnaissance can observe
any enemy element along this reconnaissance segment as per the standard observation rules, but all
distances are halved. Four Game-turns later a Level Bomber can be used to attack any of those targets, of
course if they move the bombing has no effect.
There are no aircraft observation rules, which would be used to call down indirect fire. The Americans used
this great deal and the Germans less so. I will include some basic aircraft observation rules. Players are free
to ignore them because this was not present in the original rules and does not represent a major gap.
Finally transport aircraft, this is very unusual as in most rules this is normal placed in an advance rules
section. I expect it was designed to allow for specific scenarios. I will place some rules around transport
resupply mission, specifically airdrop of supply. I personally feel this represents unnecessary complexity but
have included it as it existed in the original rules.
Artillery
Most indirect fire is classed as Area, Interdiction, counter-battery and fire-support. The rules do not
mention area, interdiction or counter-battery fire, so I have placed basic rules around these activities. I have
assumed they must be pre-planned. Fire-Support is called down by friendly observers during the standard
Fire & Movement Phase, this will be covered later.
Area fire represents pre-planned barrages which require players to pre-plan it before the game begins. It
would be easy to get bogged down in a host of rules around what is a valid target, how exact the location
needs to be and any drift. I will leave this up to the players to decide, I will keep it very simple.
Interdiction fire represents a constant, light, bombardment of a location in order to impede movement and
supply. Once again I will keep this simple.
To stop abuses of this I have assumed that an observer needs to see the fall of fire, otherwise this mission
cannot occur. I have also assumed these missions can only be against a target which is within fall of fire
range of the start line. This restricts this type of mission to something which feels realistic; players may
modify these rules if they disagree.
Finally, area and interdiction fire represents a less intense form of fire than fire-support. It’s normally over a
wider range, as a result the area and interdiction fire covers a larger area, but has less effect.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 51 Part 1: Rules


Fire and Movement
This is where I think I am stretching my interpretation of the original rules to breaking point. I suspect the
sequence of play used in the original rules was very loose, so I have created a sequence of play and a fire &
movement phase procedure which is as flexible as possible. Many players may find the lack of a rigid and
simple sequence of play unusual and confusing, but back in the very old days of miniature gaming this was
the norm. Of course I have attempted to structure this as much as possible to avoid the pitfalls of this old
fashion sequence of play, which is those who like stretching the rules can get away with murder.
During the phasing fire and movement phase a player selects a headquarters and then expends the actions
of subordinate elements in any order or sequence they wish. Actions are expending to conduct either
movement or fire combat. I have allowed player to part move one element, then move another and then
complete the part movement. If players feel this is too confusing, simply add a house rule requiring each
element to complete its fire and movement before another element starts. Some tracking is required when
calling down fire support, but this should allow for a great deal of flexibility without player getting bogged
down.
The other aspect I have added is non-phasing fire triggered by enemy movement or fire combat. The notes
do mention this possibility, See Case [P6.5], but its very vague. The rules probably cover’s opportunity fire,
or non-phasing fire triggered by movement. Return fire, or non-phasing fire triggered by enemy fire is not
covered at all and it is something I have thrown in to reduce unnecessary fire. If the other guy can return
fire with no cost, you will probably be careful when you conduct fire. The “bloody” combat system
encourages an attrition tactic with opposing players lining up and letting loose. If there is no penalty then
players will always fire everything they can each time they are allowed and its possible one side can win if
their die rolls are luckier than the opponent. Players can ignore return fire, but I think it does make play
quicker and encourages more historical attacking manoeuvres.
Direct fire and indirect fire is treated in a basic manner, which I am assuming the original rules used as well.
I have added some minimal rules around self-observed indirect fire, and calling down fire support, but I
suspect both these concepts were present in the original rules, even if not explicitly stated.
The only big gap in the rules is a lack of close assault/combat rules. I have no idea how my infantry/tank
team could assault an enemy infantry element. I have to assume Gene use the same system for fire combat
for close assault. I could be wrong, but that is what I will go with right now.
Fire Combat
The original fire combat system is based on a range, called penetration range, and one or two D6 being
spun. If up to half range two D6 are used, otherwise only one D6. A result of 5+ results in a KO. Infantry uses
a different system, where up to three infantry elements are required to fire with a 3-5 results in 1 KILL and a
6 resulting in 2 KILLS. In the original rules the scale for infantry did not match that of the vehicles and guns.
For simplicity I have normalised all the scales so an infantry element represents 40-60 men and vehicles 4-6.
As a result the infantry kills rates is reduced by a factor of 3 matching that of a/t fire. I could be wrong, but
making the system the same across all types of fire combats does increase simplicity, I just hope it does not
cause some other major issue which kills the game.
As you can see by the following chart the penetration ranges as depicted in the original rules is very
complex as every possible combination is listed. In an attempt to simply this and allow vehicles not included
in the original rules to have values, I have provides all elements with an A/T and A/I value and a DEF value.
By cross referencing these two values will be able to arrive at a penetration range. The KO % value, used in
the later publications, is represented by modifying the value required for a HIT, or the number of dice to
throw.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 52 Part 1: Rules


Penetration Ranges
Firing Element Target Element Penetration Range
LT MT -
LT LT/AC 16 inches
50mm MT 10 inches
75mm MT 20 inches
90mm MT 25 inches
Med Artillery AC, LT, INF, Vehicles 36 inches
Hv Artillery AC, LT, INF, Vehicles, MT, HT 60 inches, See Case [P6.5]
Panther T-34/76 30 inches
Tiger I T-34/76 40 inches
AC w/50mm T-34/76 10 inches
AG w/10.5cm T-34/76 25 inches, See Case [P6.8]
MG range 12 inches
INF range 8 inches
57mm A/T Gun MT 15 inches
75mm A/T Gun MT 25 inches, See Case [P6.10]
Sherman Pz IV 20 inches (using HVAP)
M3 Stuart Pz IV 12 inches
Half Track - 16 inches
M10 TD Pz IV/Panther 26 inches, See Case [P6.12]
Panzer IV Sherman 24 inches
Panther Sherman 30 inches
Tiger II Sherman 36 inches
JagdPanther Sherman 32 inches
Half Track & Recon - , See Case [P6.13]
75mm A/T Gun T-34 18 inches
Panzerschreck T-34 6 inches
LMG & Rifles - 12 inches
HMG - 18 inches
81mm Mortar - 30 inches, See case [P6.14]
Panther Sherman 30 inches 100% KO
Sherman Panther 15 inches 60% KO
Tiger II Sherman 36 inches 100% KO
Sherman Tiger II -
M10 TD/105mmH Panther/PzIV 30 inches 100% KO
M10 TD/105mmH Tiger II 30 inches 100% KO, See Case [P6.15]
Pz IVH T-34 40 inches 100% KO
JagdPanther T-34 60 inches 100% KO
T-34/76 Pz IVH/JagdPanther 60 inches 100% KO
85mm Pz IVH/JagdPanther 40 inches 100% KO
M3 Stuart Pz IVH/JagdPanther - , See Case [P6.16]
57mm A/T Gun Pz IVH 15 inches
57mm A/T Gun Panther 10 inches
Bazooka 6 inches
81 mm Mortar 12 – 30 inches
MG 18 inches
Rifle 10 inches, See Case [P6.18]
76mm A/T Gun/T-34 Pz III 50 inches
Pz III 50mmL60 T-34/76 20 inches
Pz IV & Stg 75mmL24 T-34/76 20 inches
PzJg I 47mm T-34/76 10 inches, See Case [P6.19]
KV-1 Pz I-III (41) 25 inches 33% KO
KV-1 Pz I-III (41) 15 inches 70% KO
Pz I, II, III w/50mmL42 KV-1 -
Pz III w/50mmL60 KV-1 15 inches 40% KO
Pz IV w/75mmL24 KV-1 12 inches 76% KO
JgPz I 47mm KV-1 8 inches 66% KO
88mm Flak L/56 KV-1 30 inches 99% KO, See Case [P6.20]

KZF v2.2 (Kriegsspiel-Zusammenfassung) 53 Part 1: Rules


HITS & LOSSES
The hits and losses mechanism seemed to change as the magazine was being published. About half way
during its publication a KO percentage value was added. It’s unknown if this was added to the existing
system, or if it replaced it. My guess is it was added to the existing system, thus in the original system a fire
combat would result in an element being removed 1 in 3 times, or if at half range, 2 in 3 times. The main
problem with this becomes obvious when a poor quality tank is very close to a high quality tank. They can
both blow each other away equally well. I suspect the best solution is to retain the original system but add a
save die roll. Another option is to change the original system, so the die rolls to cause a LOSS changes. To
keep the die rolls down I will select the latter system, as players need to cross reference a gun and armour
value to arrive at a penetration range, they may as well also get a LOSS value.
So a GUN value of 8 v armour 16 may result in a penetration range of 15 cm, but with a 6+ for a Loss instead
of 5+. At the other end a GUN value of 16 v armour 8 results in a penetration range of 30 cm, but with a 4+
for a loss instead of 5+. This is a Sherman v Panther example, so if the range is 10 cm, the Panther still has
an advantage against the Sherman. Not as clean as I originally wanted, but it’s the best I can do while trying
to retain the original simplicity and spirit of the rules.
As for save rolls, in some cases I will add a save die roll. This would mainly affect elements which are taking
advantage of cover, such as being in a town or being fortified.
Infantry Fire
The infantry, or soft target, combat system is more of an issue. Gene used a different scale for infantry, with
an infantry element representing 1/3 the scale of a vehicle element. Example, in his original TO&E a tank
element represents about 9 tanks while an infantry element represents about 30 men, See case [P6.1].
Gene changed the scale in latter publications, but the different exists in most TO&E’s. For simplicity I will
use the same scale for infantry as vehicles, with 10 men equalling 1 vehicle. This will affect the infantry
combat system, where 3 elements are required to conduct fire combat and casualties could be up to two
elements. This is no longer necessary with a standard scale. The other issue its unclear what affect a tank
element has against an infantry element, at least I could find no combat values for tanks against infantry.
My guess tanks could as MG, which seems a bit extreme. As a result I have had to create my own values
based on the infantry v infantry combat values, adjusted for the scale change.
Anti-Tank Rocket Launchers and Rocket Propelled Grenades
A quick note on Bazooka, PIAT, Panzerschreck and Panzerfäust. In the original rules the range of these
ATRL’s was 6 inches, after the scale had changed, so would be 3 inches using the original scale. Its unlikely
these weapons would have an effect out to 300 metres. Coupled with this most company sized formations
only had 6-12 of these weapons, so the numbers were not very high. Only the German Panzerschreck
companies had a large number of these weapons, 72 to a company to be specific. So apart from the
Panzerschreck companies the ATRL would have a negligible effect at range, but would prove to be effective
in close combat, where the range were down to an effective 100 metres or less. As a result I feel these
weapons should only have an effect in close combat, with the Panzerschreck companies having some effect
out to 300 metres, but with a reduced effect. Players may disagree and they are free to give these weapons
additional range, but I feel I have made the correct call.
While in close combat each opponent would only get one dice, unless an attacker had a close support
element or if equipped with Panzerfäust’s. The close support element idea was to make it possible for an
attacker to win a close combat if they had sufficient forces. This represents more than one attacking
element attacking a defending element. Players can experiment with increasing the number of close
combat elements, adding a dice for each.
Finally the RPG, or Panzerfäust. The Panzerfäust rule is a bit more controversial, the Panzerfäust was a RPG
which provided rather effective and which was unique to the Germans. Unlike Bazooka’s, PIATS or the
German early use of PanzerSchrek the Panzerfäust was considered ammunition and each soldier could be
equipted with one if facing armour. In summary, there were a lot of them and as a result elements
equippted with these weapons get a normal two dice. If players disagree with this then remove this specific
rule.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 54 Part 1: Rules


Indirect Fire
I have added the correct ranges for all indirect fire weapons and provided some modifiers based on the
armour of the target. The old rules meant medium and heavy tanks could ignore any standard artillery fire,
which represented the bulk of indirect fire available. At regimental scale its likely no one would have
artillery larger than 10.5 cm, so I had to make these changes in order to avoid the “invulnerable tanks of
thor” tactic.
Fire Combat Conclusion (optional)
As you can see in an attempt to incorporate all the various fire combats into the same system, such as
ground to air, air to ground, direct, indirect, and infantry fire, I have been forced into a complex
compromise. Based on the situation player use a different number of dice and different values for a HIT.
This works, but can be confusing. After much though I have decide the best system is to assume that rolling
a 6 will always result in a HIT or SAVE and just change the number of dice to through. Thus, a standard fire
combat at long range requires two D6, with a 6 required for a HIT, and a half range fire combat requires
four D6, with a 6 required for a HIT. I will not initially implement this, but if forced I will do so. Players may
consider this idea as well.
Morale and troop order
The rules do not cover morale or troop order in any manner. While I have added the concept of quality, this
was done to avoid creating complex rules for requesting air and artillery support and was not directly a
morale rule. As a result no troops become disordered, disrupted or rout. Initially I thought this was an
omission and was considered adding morale, but after a few test games I feel the bloody combat system
reflects elements which are no longer usable, due to disorder, disruption or rout. In summary Gene has
built in morale to the combat system. This is a good idea as it greatly speeds up play, so that is something I
have no intention of changing, but the bloody combat system can result in most of your forces disappearing
after a few game-turns.
This is not bad as it does result in very quick games, but for those who may find this unsettling I have
created rules for eliminated elements to come back. This represents disorder, disrupted or routing elements
rallying and becoming available again. Gene has some basic recovery rules, mainly around vehicles being
repaired; however this does not represent routing elements rallying. If players do not like my rules they can
be easily omitted, as I have separated Gene’s rules around repair of vehicles, See case [P6.5].
Smoke
I have to admit modifying the original rules for smoke screens. Players can use the original rules, but my
version is simpler and possibly more realistic at this scale.
Supply
The supply rules represent a massive amount of administrative work, if you assume a unit represents an
element. If a unit represents a battalion it becomes simpler, but still a reasonable amount of work. I have
been forced to simplify this as much as possible, so players only need to consider supply if a line of supply is
blocked. The only constant administration is for indirect fire elements and is only considered if indirect fire
element conduct intense fire.
Das Ende

KZF v2.2 (Kriegsspiel-Zusammenfassung) 55 Part 1: Rules


[P6.0] SOURCE
World War II Rules - As published by Gene McCoy in Wargamer’s Digest magazine 1973 - 1975
Editor’s note:
I found these notes in an old notebook. They are organized by the volume they appeared in and the title of
the article. They don’t include any text excerpts or even a full explanation, just the basics as presented in
each article. Later rules superseded earlier ones as they were published, eventually evolving into the
Standard Unit concept and the MMWA campaign system. Before they reached that point, though, we used
them for quick and easy WWII wargame rules. They weren’t the best, and they weren’t the worst, but they
were some of the easiest to get my friends to play. Enjoy.
[Text in square brackets indicates editor notes].

[P6.1] Vol. 1 No. 1 pg. 19 – 21 : Standard Battle Groups


Armored Battle Group organization
Recon Co. 2 armored cars (AC)+ 1 halftrack (H/T) with 6 infantry (Inf.)
Medium Tank Bn. 6 medium tanks (MT)
Armored Infantry Bn. 3 H/T with 18 Inf. [photos show 2 MG carriers not mentioned in text]
Antitank / Antiaircraft Bn. 2 self-propelled antitank guns (SPAT) + 2 self-propelled antiaircraft guns
(SPAA)
Engineer / Recovery section 1 H/T with 6 engineers (Eng) + 1 recovery (RCV) vehicle
Command / Supply section 1 jeep or AC + 1 radio vehicle + 1 supply vehicle
Armored Division organization
[No HQ, Supply or Eng. assets were mentioned, but we assumed them.]
6 medium artillery (M Art), 1 or 2 heavy artillery (H Art), 6 heavy tanks (HT) (optional)
3 Armored Battle Groups
Mechanized Infantry Division organization
[Again HQ elements assumed.]
6 heavy SPAT
3 Mechanized Infantry Battle Groups (same as Armored battle group, but no tanks)
Corps organization
2 Armored Divisions
1 Mechanized Infantry Division
Total equipment: 36 MT, 12 HT (optional), 18 AC, 18 SPAT, 6 heavy SPAT, 18 SPAA, 45 H/T, 216 Inf., 54 Eng.,
etc.

[P6.2] Vol. 1 No. 2 pg. 11 : Line of Sight


Infantry 10 in.
Cavalry 20 in.
Armor 30 in.
Concealed units not spotted until within 10 in. unless they fire.

[P6.3] Vol. 1 No. 3 pg. 18 : Airpower


German organization
2 – 3 Fighter (FTR) Divisions, each with:
2 FTR Groups (4 - 6 FTR each)
1 – 2 Long-Range Reconnaissance (LR Recon) Groups

1 Bomber Division, with


2 FTR (alternative org.)
4 Dive Bombers 2 Dive Bombers
2 Level Bombers 4 Level Bombers
2 LR Recon

KZF v2.2 (Kriegsspiel-Zusammenfassung) 56 Part 1: Rules


[P6.4] Vol. 1 No. 4 pg. 6 – 7 : Smoke
Infantry: In smoke suffers 12% of hits.
Firing out of smoke causes 3% of hits.
Antitank: Firing through smoke reduces chance of hit by 30%.
Smoke screens are 2.5 inches long. Only artillery and mortars can fire smoke (2 each per turn, total 5
inches). Self-propelled guns can move 10 inches and fire smoke.
Roll for wind change every 4 turns: even N-S, odd E-W).

[P6.5] Vol. 1 No. 6 : Mobile Defense


Armored Brigade organization: 2 Light tanks (LT), 6 MT, 3 H/T with 24 Inf., 2 assault guns (AG) or SPAT, 2
SPAA, 1 H/T with 8 Eng., 1 RCV, 2 SP Art.
Armored Division organization: 3 Armored Brigades, 2 H Art., 6 AC, 6 HT (optional)
Moves: Road Off-road
Light tank 35” 30”
Armored car 40” 30”
Assault gun 25” 20”
Medium tank 25” 20”

Penetration: Firing unit Target Front Flank


LT MT -- 16”
LT LT / AC 16” 29”
50mm MT 10” 16
75mm MT 20” 30”
90mm MT 25” 35”

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

Recovery: Can recover ½ of KO’d tanks (rounded down), if:


a) Within 20” of RCV,
b) Must be behind forward lines.
Takes 2 turns to repair.

[P6.6] Vol. 1 No. 7 : Battle Stations


Engineers can lay 10” of mines per turn, or 1 roadblock, or prepare a bridge for demolition.
Assault gun with long 105mm can KO a T34/76 from the front at 25”, from the flank at 35”.
Moves: Road Off-Road
105mm assault gun 24” 18”
Halftrack 35” 30”
Armored car 35” 24”
T34/76 26” [not given]

MG range is 12”.

KZF v2.2 (Kriegsspiel-Zusammenfassung) 57 Part 1: Rules


[P6.7] Vol. 1 No. 8 pg. 7 : Attack of River Lines
During the first turn the bridging unit arrives at the river, it can construct the approach ramp and launch 2
pontoon ferries carrying tanks or heavy equipment.
Turn 2 infantry in boats hit the far bank (land & move 6”). Tanks, etc. move ½ on landing. Approach ramp is
built on far bank.
Turn 3 the bridge is complete and units may cross.

[P6.8] Vol. 1 No. 8 pg. 20 : Battle Stations


Unit Road move Off-road move Penetrate T34/76 at
Panther 30” 24” 30”
Tiger I 24” 18” 40”
Armored car with 50mm 35” 24” 10”
Assault gun with 105mm 24” 18” 25”

[P6.9] Vol. 1 No. 11 pg. 9 : Infantry Organization


Infantry Division
HQ Radio truck + command car
Art. Bn. 4 x 105mm, 2 x 155mm
AT Bn. 3 ATG
AA Bn. 3 AA
Eng. Bn. 3 trucks + 27 Eng. + bridging section
Recon Bn. 2 AC + 3 jeeps or motorcycles (MC)
Supply Bn. 3 supply trucks
3 Infantry Regiments / Brigades, each with:
HQ ¾ ton radio truck + 1 supply truck
3 Infantry Bn., each with
3 trucks + 27 Inf.
2 MG + 2 jeep or MC
2 mortars + 2 trucks
2 AA (SP or towed)
1 ATG (SP or towed)

[P6.10] Vol. 1 No. 11 pg. 11 : Battle Stations


MG range 12”
Inf. range 8”
57mm ATG penetrates MT front at 15”
75mm ATG penetrates MT front at 25”
Troops in entrenchments only take ½ casualties.

[P6.11] Vol. 2 No. 1 pg. 13 : Battle Stations


Unit Road Off-road
Sherman tank 24” 18”
Infantry - 8”

[P6.12] Vol. 2. No. 3 pg. 13 : Battle Stations


Unit Off-road Penetration
Sherman 18” Pz IV front at 20” (using HVAP)
M3 Stuart 22” Pz IV front at 12”
H/T 16” --
M10 TD 24” Pz IV or Panther front at 26”

KZF v2.2 (Kriegsspiel-Zusammenfassung) 58 Part 1: Rules


[P6.13] Vol. 2 No. 4 : Battle Stations
Unit Off-road Penetrate Sherman front at
Panzer IV 18” 24”
Panther 22” 30”
Tiger II 18” 36”
JagdPanther 22” 32”
H/T & Recon 18”
Infantry move 8” off-road and 12” on road.

[P6.14] Vol. 2 No. 7 pg. 13 : Battle Stations


Unit Penetrate T34 at Unit Range
75mm ATG 18” LMG & rifles 12”
Panzerschreck 6” HMG 18”
81mm mortar 30”

[P6.15] Vol. 2. No. 8 pg. 11 : Battle Stations


Firing unit Target unit Penetrate front Odds of KO Penetrate flank Odds of KO
Panther Sherman 30” 100% 30” 100%
Sherman Panther 15” 60% 30” 100%
Tiger II Sherman 36” 100% 36” 100%
Sherman Tiger II -- -- 15” 60%
M10 TD Panther 30” 100% 30” 100%
& 105mm Art. & Pz IV
M10 TD Tiger II -- -- 30” 100%
& 105mm Art.

Unit Road Off-Road


M3 Stuart 37” 24”
Sherman 25” 18”
& Priest
M10 TD 29” 20”
Halftrack 30” 20”

[P6.16] Vol. 2 No. 11 pg. 10 : Battle Stations


Firing Unit Target Penetrate front Odds KO Penetrate flank Odds KO
Pz IVh T34 40” 100% same
JagdPanther T34 60” 100% same
T34/76 Pz IVh 60” 100% same
“ JagdPanther -- --
85mm Pz IVh 60” 100% same
“ JagdPanther 40” 100% same
M3 Stuart Pz IVh -- -- 20” 100%
“ JagdPanther -- -- 12” 100%

Unit Road Off-road


T34 & SU85 15” 10”
M3 Stuart 18” 12”
Pz IVh 12” 8”
JagdPanther 15” 10”

KZF v2.2 (Kriegsspiel-Zusammenfassung) 59 Part 1: Rules


[P6.17] Vol. 3 No. 1 pg. 24 – 29 : Battlefield Recovery and Supply
Recovery:
2 RCV per battle group
2 trucks or halftracks as “vehicle service park”
Halftracks, trucks and RCV can make one empty move and one loaded move per turn. These are
“administrative” moves, made during the opponent’s combat moves.
Supply:
1) Supply truck carries 4 boxes of supply.
2) Supply usage: 1 box per unit per turn.
3) 1 or 2 supply trucks per battle unit.
4) 3 – 4 times as many “quartermaster” trucks (bringing supplies forward) as unit supply trucks.
5) For each tank unit of 4 to 9 tanks you should have 1 RCV and 1 fully loaded supply truck.
6) For each Inf. unit of 3 rifle teams, heavy weapons, 2 to 4 ATG and possibly 2 Art., you should have
1 fully loaded supply truck and 1 RCV.
7) Each unit in combat removes 1 supply box per turn.
8) Air Supply: C-47 or JU-52 carry 8 boxes each.
9) Defending units can stockpile 4 boxes per turn per truck.
10) Cut off or surrounded units: all units (Inf. and vehicles) assumed to have 4 turns supply on board.
Put 4 more boxes on when out. When these are gone, if not re-supplied from outside (or break
out), then must surrender.
Supply box construction (for HO trucks): ¾” x 5/16” x ½” high. Paint as wood or olive drab.

[P6.18] Vol. 3 No. 2 pg. 29 Battle Stations


Firing unit Target Penetrate front at Penetrate flank at
57mm ATG Pz IVh 15” 30”
“ Panther 10” 30”

Unit Range
Bazooka 6”
81mm mortar 12” – 30”
MG 18”
Rifle 10”

[P6.19] Vol. 3 No. 6 [I think, notes are garbled, title is questionable]


Firing unit Target Penetrate front at
76 ATG & T34 Pz III 50” (but only 30” sight)
Pz III 50 L/60 T34/76 20”
Pz IV & Stg T34/76 20”
75 L24
PzJg I 47mm T34/76 10”

KZF v2.2 (Kriegsspiel-Zusammenfassung) 60 Part 1: Rules


[P6.20] Vol. 3 No. 11 pg. 12 : Battle Stations.
Firing unit Target Penetrate front at Odds of KO
KV-1 Pz I – III (’41) 25” 33%
“ “ 15” 70%
Pz I, II, KV-1 --
& III w/50 L/42
Pz III w/50 L 60, KV-1 15” 40%
& Pz IV w/75 L24
“ KV-1 12” 76%
JgPz I 47mm KV-1 8” 66%
88mm Flak L/56 KV-1 30” 99%

Unit Road Off-Road


Pz I – IV, Stg, 24” 18”
JgPz I, KV-1
Truck 30” 16”
Motorcycle 30” 18”

[P6.21] Vol. 3 No. 12 pg. 38 – 42 : Hidden Moves


Sight range: WWII: 25” – 30”
Give artillery observer extra 10”
Use up to 30% dummy markers; OR if 20 real units, use 8 – 10 dummies.
Must be at least one real unit in a group of dummies.
Spacing: if units take up 6” of width, then markers must be kept 6” apart.

[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]

KZF v2.2 (Kriegsspiel-Zusammenfassung) 61 Part 1: Rules


INDEX
Ferry, 34, 36
A flame-thrower, 35
A/T Speciality, 13 Fortifications, 23
Aircraft, Dive Bomber, 13
Aircraft, Fighter, 13 I
Aircraft, Fighter Bombers, 13
Interdiction fire, 11, 12
Aircraft, Ground Support, 13, 14
Aircraft, Level Bomber, 13
Aircraft, Observation, 13 O
Aircraft, Reconnaissance, 13 Observation, 2, 8, 14, 19, 25, 26
Aircraft, Transport, 13 Observation Point, 14
Attack Point, 13, 14, 16
Q
B
Quality Test, 6, 10, 13, 16, 18, 20, 21, 22, 26, 34, 35, 38,
Breakthrough, 10 39

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

Difficult Terrain, 24, 41


T
E Taking Cover, 8, 23, 32, 33, 35
Terrain, 2, 20, 27, 43
Engineers, 6, 34 Town, 43
Engineers, combat, 35
engineers, non-combat, 3
Entrenchments, 23, 41
W
Woods, 43
F
Featureless Terrain, 2, 23, 41

Kriegsspiel-Zusammenfassung v2.2 62 Part 1: Rules


Errata
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Kriegsspiel-Zusammenfassung v2.2 63 Part 1: Rules


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 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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