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Kampfgruppe Commander III

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Kampfgruppe Commander maintains an emphasis on command and control, but uses entirely new, and fast-playing, game mechanics. We have built in a great dea of historical flavor with rules that foster constant back-and-forth action. At conventions, Kampfgruppe Commander has consistently played in half the time of other rules sets. Our local gaming group of a dozen people runs evening games that start at 7:30 and end at 10:00 sharp. These rules allow large battles to be fought to a decision in two-and-a-half-hours.

Kampfgruppe Commander emphasizes aspects of World War II combat typically left out of, or not given enough emphasis in other rules. Tired of the same old line-them-up-and-shoot- them-down tank-to-tank battle? Kampfgruppe Commander has placed just as much thought into infantry, artillery, and support asset tactics as it has armored combat. Because of the command system, units of all arms have personality. And infantry gets into the action just as quickly as the tanks. The rules also represent flanking fire tactics, scouting, falling back to reduce casualties, the creeping barrages of Soviet artillery, Force Morale that decisively ends games if one side has become too battered, and much more.

Scales: One height level equals 50 feet; one turn is equivalent to 30-60 minutes. In base scale, 1 inch represents 100 yards. This scale is used throughout the rules. However, Kampfgruppe Commander can also be played with an "ex-tended scale” at the players’ preference. The base scales work for figure sizes from Micro to 10mm. Some players, however, with large tables might want to use the Extended scale for 15mm or 20mm figures.

Kampfgruppe Commander organizes a player’s forces at two levels.

1.Units: are typically made up of two to four stands each. In most cases a unit corresponds to a historical company. Generally, a unit consists of a number of stands equal to the number of platoons in the historic company. However, this guide line is frequently relaxed to accommodate units that are over- or under-strength. A unit’s stands need not be kept touching each other. At all times, however, each of a unit’s stands must be within 2” of another stand within the same unit. Assets do not count as unit stands.

2. Formations: all units must belong to a formation. This formation’s commander is used to activate actions of units belonging to his formation. Each formation has one stand to represent the commander. Formations typically correspond to historical battalions. 

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Discussions (6)
Customer avatar
Robert S March 07, 2022 6:43 pm UTC
PURCHASER
Everyone seems to say their rules play fast. I've got KG1 & 2 and no way would I agree they play fast, sometimes felt like you need a calculator to do infantry combats. So what is new that makes KG3 play fast? FoW is too simplistic and stylized, not to mention bizzare weapons ratings. I want something between that but less detailed than most I've seen. I want to put lots of tanks on the table but still move fast.
Customer avatar
Richard W December 29, 2019 3:43 pm UTC
PURCHASER
In my opinion, this is the BEST set of "platoon" WWII wargamin. You may design all kinds of situations that reflect actual engagements. Poor commanders with over-whelming force attack a depleted defending force with a superior commander...and the superior fella can win...if he uses his assets well. HIGHLY recommended!!!
Customer avatar
Damond C August 09, 2018 4:14 pm UTC
PURCHASER
This is one of my favorite WWII sets. More detailed and accurate than mainstream rules. I'm glad to have a digital version now. My second edition book was falling apart. I like the new color layout for the most part. It is easier on these old eyes and brings it up to speed with modern rules. The diagrams are better as well.

I have to point out that these are not "entirely new" game mechanics as stated in the description. There are minor tweaks from the previous version but the core mechanics are fundamentally the same as 2nd edition.

I heartily recommend these rules if you want a more detailed WWII gaming experience than Flames of War, Micro Armor, and most other mainstream sets.
Customer avatar
Carl O July 11, 2018 2:03 pm UTC
PURCHASER
There are 2 files

KGC_III_digital_version.pdf
KGC_III_OCT17.pdf

which file is the latest one?
Customer avatar
William H April 27, 2018 2:53 pm UTC
PURCHASER
At long last!Seems like I've been waiting forever, My favourite WW2 rule set.
Customer avatar
Ivan N September 24, 2017 7:21 pm UTC
Fine work. I don´t know if it´s the best rule set about WWII, but is the most historical that I have seen in years.
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Customer avatar
Miguel C March 19, 2018 2:42 pm UTC
PUBLISHER
Yes, Ivan, I've played the 2nd edition for many years and have found no better. That's why I got the company involved in this third edition. The layout, pictures and tables are much better and the rules have not changed hugely but the presentation is, we believe much improved. The guy who did the artwork has done an excellent job.

Mike Oliver - Studio Capitan
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File Last Updated:
October 17, 2017
This title was added to our catalog on August 26, 2017.
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