![]() | Dunn Kempf | | |||
Overview of the Game
The scale used was one inch equals 50 meters. However, the vertical scale was exaggerated approximately 2:1 to give added relief to the terrain board. Part of calculating line of sight was expected to be done by simply looking at table-top level to see if the target can be seen. The army marketed the rules, not as a wargame, but as 'high resolution company level battle simulation system'. The games were run with the OPFOR (Opposing Force) being run as a thinking opponent. The Russian Army's tactics were designed to be used in a multi-language, under-trained army, but the American army was aware that if a war started, the Russians would adapt their standard tactics in the face of the reality of a real war.The rules taught the necessity of the correct deployment of combined arms, using every available weapon to hit the enemy advance, battlefield observation, employment of indirect fire, close air-support, use of attack helicopters, suppression, obstacles, fortifications, use of smoke, the proper use of terrain and working under the electronic warfare environment.
The mechanised infantry platoon could use Dunn Kempf to explore hasty attacks, movement to contact, active defence, preparation of strong points, delaying tactics, and disengagement under fire.
The models were covered in a single colour, with the tank turrets painted shut (to reduce breakages). Each kit was supplied with instructions on how to make terrain boards for local use. The ideas was each board would only be used six of seven times before being replaced with another section of terrain.
The game used a curtain to hang chin-high half way down the playing area. This was to stop the other side gaining a 'helicopter view' of the actions of the other side. The curtain hung down to within 2 inches of the playing area, forcing players to bend down to see the battlefield from the perspective of their forces. If one side had a greater knowledge of the terrain, then the curtain could be moved further away from them to increase their view, while correspondingly reducing that of their opponents.
The game normally had one controller (umpire) and three or four players per side. One player on each side was clearly the commander who would give orders.
The work of the Combined Arms Centre greatly improved the presentation of the rules, but to assist learning the game the rules included an hour long video. This explained the game, with examples for each stage.
The game turns were alternate, with the attacker starting first. Artillery fire was requested, then the impact from previous turns was calculated. Direct fire was followed by movement. In each 30 second turn, vehicles could move six inches (20 metres) on roads and four cross-country. Infantry moved 100 metres at their maximum rate.
The use of six sided dice was particularly cunning. The red dice represented the 10's, while the white dice represented the 1's. So throwing the dice could give a range of scores from 11 to 66. A few years later, 10 sided dice became widespread to represent percentage probabilities, but the six sided dice were still used.
Indirect fire used an acetate grid. One die was rolled. 1 or 2 meant the shot was either short or over, 3 or 4 meant it was left or right, 5 or 6 meant the rounds landed on target. If the round missed, the dice was rolled again and multiplied by 50 metres to get the range error or by 25 metres to get the deflection error.
One of the key effects of indirect fire was suppression. To kill a tank needed a 6, but a roll of 5 suppressed it. Infantry were suppressed on a roll of a 4 (5 or 6 to kill). Successfully suppressing some of the attacking units places the attacker in a quandary. To continue the advance and risk the wave being destroyed 'in detail' or waiting under indirect fire until all the vehicles are unsuppressed and then continuing the advance. Giving players such choices was part of the training value of the game.
