- File Size: 3558 KB
- Print Length: 189 pages
- Simultaneous Device Usage: Unlimited
- Publication Date: April 1, 2017
- Sold by: Amazon Digital Services LLC
- Language: English
- ASIN: B06XQ6LTQ3
- Text-to-Speech: Enabled
- Word Wise: Not Enabled
- Lending: Enabled
- Amazon Best Sellers Rank: #995,576 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
Kampfgruppe Commander (Combat HQ Book 2) Kindle Edition
|Length: 189 pages||Enhanced Typesetting: Enabled||Page Flip: Enabled|
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The German Army had a very flexible tactical doctrine, and combined arms battlegroups, or Kampfgruppe, consisting of infantry, armour, anti-tank and artillery units could be formed very quickly. This supplement presents expanded rules for how a German battle group would operate in the game of Combat HQ.
Full details are given of new rules including training levels, handling different types of combat groups, command groups, close support units and then expanded rules for several existing units.
Every unit in the late war German Army is then listed, giving full game stats – these supersede the army lists given in the Combat HQ rules.
Taking on board all this extra information and subsequently building your own battle group, whilst fun, is somewhat time consuming, and most players want to get to grips with using their armies quite quickly. To this end, there are a number of ready-made battle groups provided at different sizes (1,000 – 2,500 points), each being based around either Infantry, Volksgrenadier, Panzer IV, Panther, or a combination of infantry and armour for the larger force sizes. This gives a total of 17 ready-to-play forces, which is more than enough to keep the average gamer happy for some time.
The overall layout of the rules is pretty functional. The rulebook is predominantly black and white text presented in a single column, interspersed with colour pictures of units or games in progress. In many ways, this layout makes the rules look a little old-fashioned, and is perhaps the only fault I’ve found with them.
Combat HQ is a great set of rules for playing large-scale World War II battles, and Kampfgruppe Commander is pretty much an essential purchase for the player who owns a German force, as it adds a huge amount of depth and detail to you army.
I’m a fan of the Combat HQ rules, and so I volunteered to review a complimentary copy of this first supplement when it was released.
I also find the rules overly complicated. But that is another review.
WWII gamer since 1962.
FAST RULES and TRACTICS published 1971 as co-author
Editor for IABSM!; NUTS! version 2; Troops, Weapons, & Tactics, Arc of Fire
Writer for WARGAMER'S DIGEST, LITTLE WARS, THE COURIER MAGAZINE, AFV-G2 MAGAZINE
In this review I assume that the reader has knowledge of wargames in general but is aimed at owners of the Combat HQ rules or own the introductory Armour Battles: Combat HQ.
I received a complimentary copy of this book and decided to review it, as I was impressed enough to actually buy it.
The advantage of this is that it allowed me to play several wargames using this supplement’s additional rules and units before its official release. The general opinion of the members of my wargaming group is that Kampfgruppe Commander additions brings the Combat HQ rules to a new level of maturity and historic flexibility.
The Kampfgruppe Commander supplement is basically organised into 3 major sections that contain the new rules, German units and example armies of different points values.
The rules section adds new levels of unit training, experience and use of close support weapons attached to the Kampfgruppe. This allows a greater diversity of unit quality within your Kampfgruppe. For this period of the war this is important for historic accuracy. German units at this time of the war could be straight out of basic training made up of somewhat less than desirable troops, very experienced veterans that have few equals in battle or experienced units just trying to live out the war. The new rules caters for those that like casual battles that are not necessarily tided to a particular real battle and for those that wish to faithfully recreate an actual battle. A very useful section gives the ability to build armies based on actual historic Orders of Battle and advice on adapting them to the game. Finally those who enjoy playing campaigns are not forgotten. New rules allow you to begin the campaign using cheaper inexperienced units and over the campaign build up experience increasing their overall quality. More experienced units also increase in quality as they learn to better deal with those who they are fighting. We have not had a chance to play a campaign yet but the campaign rules have us looking forward to playing campaigns. Combat HQ uses a form of hidden movement called Blinds and the new rules build upon this concept. Many hidden movement systems tend to bog down and add unnecessary complexity to a game while Blinds do not do this. Blinds while having little impact on complexity and playing time realistically forces you to recon and identify what they contain. This adds a level of realism as you can pay dearly for not properly reconning your battle space. A number of historic battle losses were caused by this failure.
The German units section looks at the units that would make-up the core of your Kampfgruppe such general infantry, Volksgrenadier, or panzers. Each of which has their own feel and offers their own advantages and challenges on the games table. There are 10 new special units rules that adds a lot of historic and real world feel to your units. The list of unit types and weapons have also been expanded with unit qualities that adds a lot of tactical decisions to your Kampfgruppe creation.
The final section of example ready to play armies is truly great. Here you will find 17 listed armies that range from small battalion sized armies to massive battle groups that range from 1000 point to 2500 point engagements. These armies cover most types of core units you would use at different points values and are a great place to start.
If you already own Combat HQ I really recommend you add Kampfgruppe Commander to it as the new rules adds great detail and tactical flexibility to what you already own. Finally if you play late war Germans this supplement adds a huge amount of choices to you and your armies will have a much less generic feel to them.
If you wish a copy of Combat HQ it can be found here Combat HQ: World War Two Wargame Rules
Most recent customer reviews
The addition of rules to create custom armies is something I have wished for from this game line, and the...Read more