by Bill Rutherford
Pub. by Battlegroup ltd., Kampfgruppe is simple set of rules that covers a lot of topics. Scales are 25 meters per inch, five minutes per turn, and one model/stand per vehicle/half-squad. The rules run some 50 pages, exclusive of tables and charts, including optional rules. The turn sequence is mixed-sequential, e.g. A moves, B moves (A and B determined by initiative die roll), A fires, B fires; all units alive at turns start get to fire. Optional rules include simultaneous preplotted movement, pass through fire, reaction fire, and morale. 4D6 are rolled for direct fire. The first determines hits, subject to firer and target movement and other modifiers. The to hit die roll is the same for all firers. An M4 Sherman's short 75mm gun has the same chance to hit its target, under a given set of circumstances, as the long 88mm gun on the Jpz V JagdPanther, regardless of range. Damaging a target, however, is another matter -- guns use individual ranged penetration tables. The second two dice are added to the firer's penetration value and are compared to the appropriate target armor value. Non-penetrating hits may cause damage, based on the fourth die. Guns behave differently, but weird results can occur (to be fair, they don't occur often) at long range. Units in the open will be seen under Oven circumstances, but units in cover are only spotted by the roll of dice. This keeps things moving when spotting is likely, but allows for ambushes and the like - a good idea. Artillery fire is resolved with two die rolls, one to hit and one to damage. Morale checks are situationally triggered and are deterministic. If the sum of a number of factors based on training, experience, and situation, fall below a given number, a unit rolls a die on an effects table to see whether they surrender, go to ground, or fall back. Units failing morale may rally during following turns. Beyond a section on radio and telephone communications, command control is not addressed at all. The rules' preface says it will be dealt with in a forthcoming supplement. Field engineering, logistics, naval (fire support) and air/and-air operations are all covered fairly simply and effectively. Extensive vehicle data is included for the major WW 11 combatants. The rules are straightforward, easy to play, and can provide an enjoyable game. I would have been happier, though, were the command control rules included with the initial game and were direct fire a bit more detailed. Kampfgruppe is available for $16.95 from your local game store. More Reviews
Essex 15mm Early Franks GHQ 10mm American Civil War Mirliton 25mm Ancients Vac-U-Cast Terrain Viking Forge 1/2400 WWI/WWII Ships Various Accessories Medieval Battles and Leaders (book) Revenge (Medieval Rules) Push of Pike (Renaissance Rules) Spear and Shield (Ancient-Medieval Rules) Blood Axe Ancients (Ancient Rules) Once Upon a Time... (English Civil War Rules) Clash of Armor (WWII Rules) Hell By Daylight (20th Century Rules) Kampfgruppe 2nd Edition (WWII Rules) Sand Oil and Blood (Gulf War I Rules) Tactica (Medieval Rules) Various Book Mini-Reviews Back to Table of Contents -- Courier # 59 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1992 by The Courier Publishing Company. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |