KRIEGSSPIEL

 

An Introduction

 

By Bill Leeson

 

CONTENTS

 

1.          A Brief History                                             2

2.         The Basic Idea                                                          2

3.         Troop Symbols                                               3

4.         The Umpire                                                    4

5.         The Scenario                                                 4

6.         Notes to the Tables                                      5

7.         Time and Distance                                        6

            Keeping a record                                           6

            Reports, Orders, Messages                          6

            March Rates                                                  6

            Table A – Hand to Hand Conflict

            Table B - Unequal forces

            Table C -Infantry Fire

            Table D – Artillery fire

            Message Pads

            Orders Sheets

 

 

A Brief History

 

In the early years of the nineteenth century a number of people were interested in trying to produce some kind of war-game. Some were based on cards, others were based on chess. The best of these was probably the one by Hellwig. It was based on chess, but it had about 200 squares that were different colours according to the terrain. Units were represented by pieces not unlike chess pieces.

 

Some time in the first few years of the nineteenth century Baron von Reisswitz the Elder set his mind to inventing something quite unique. The game would be played on a model terrain with hills, roads, rivers, and forests, which would have natural shapes – no squares or triangles. The troops would be represented by small blocks that would be to scale with the landscape. Instead of alternate moves both sides would move at the same time. The scales for time, distance and space would be co-ordinated. If a battalion in line was 250 paces long, and infantry marched at 100 paces per minute, it would take a man 2.5 minutes to march from one end to the other, and if the scale of the model was 1 cm = 100 paces the battalion (made up of two half-battalion pieces) would be 2.5 cm long.

 

The introduction of an umpire made it possible to have simultaneous movement. Each side would come to the model separately. They would tell the umpire what they intended to do. The umpire would work out the situation and the players would be brought back to the table, given an update, and given an opportunity to issue fresh orders. Later on his son developed the idea further. He used maps for greater convenience, and he developed rules for working out the outcome of attacks. He was serving with the artillery in Berlin at the time, and his game was taken up by Prince Wilhem, who introduced it to von Muffling, who considered it to be a breakthrough in training for officers.

 

The game was introduced to the German Army in 1824. It had its ups and downs and went through some changes, but the basic idea continues to be used to the present day.

 

For more details on the early history see, The Reisswitz Story.

 

 

 

The Basic Idea

 

Kriegsspiel simply means Wargame of course, but there are so many different kinds of wargames from computer games to paint-ball shooting that I find it convenient to keep the name Kriegsspiel for games that fall into a certain type.

 

It mostly comes down to the quality of the information that comes down to the player during the game – both what he is allowed to know and what he is not allowed to. The presence of an Umpire, or an umpire team makes a proper flow of information possible.

 

The umpire works out a scenario. The first part gives information that is known to both sides at the beginning of the game. In the old rules this was known as the General Idea. The second part contains information that is confidential to the Commanding Officer of either side, known as the Special report.

 

It gives him the strength of his forces, their locations, any knowledge that they might have about the enemy, the time of day at which the game is supposed to begin, and any special instructions he may have received from his superiors. Ideally they get their briefings before the day unless the scenario requires a quick on-the-spot response to an emergency.

 

The players have to come up with a plan of action, and they pass their initial orders to the umpire. The umpire works out what movements are taking place for both sides and passes information back to the players. If the action is said to begin at 8.30, and there is no contact of any kind between the sides until 9.30 game time, he might pass back a message, “It is 9.30. Your column is approaching the village of Kroppen. You can see an enemy cavalry column approaching about half a mile to the NW.”

 

The other commander will not immediately know of the siting unless he is with the cavalry. He may get a message later saying, “It is 9.50, and you receive a message from the cavalry column reporting a strong enemy column of all arms reaching Kroppen”.

 

What the cavalry column does in the meantime will depend a lot on any instructions they were given before they set off.

 

The umpire team usually has a set of tables giving marching rates for cavalry, infantry, and artillery, which are also supplied to the players.

 

He usually has some kind of tables to help decide the outcome of attacks and the outcome of infantry and artillery fire. These obviously vary according to the era the game is set in.

 

MAPS

The game is normally played out on a set of maps. The umpire has his map, which will show the positions of all the troops involved. The players have their own maps so that they can keep track of where their own troops are as well as the positions of any of the enemy’s troops that they know about.

 

Generally speaking the scale of the map will depend on the scale of the action. The smaller the forces concerned the larger the scale will usually need to be. If you are in charge of a detachment that has to fight a rear-guard action, capture a village or accompany a convoy you need a map that gives enough detail for you to be able to use the lie of the land and have a good idea of the details of outbuildings, streams, etc. On the other hand if you are in command of an Army Corps you may not need so much detail since many tactical decisions will have to be left to the commander on the spot.  The scale for a Detachments game is usually 1:7500, approximately 8 inches to a mile, or 1cm = 100 paces. Another useful scale is 1:15000 (four inches to a mile, 1cm=200 paces), for Tactical Kriegsspiel.

 

TROOP SYMBOLS

 


Irregular Miniatures still produce these blocks according to their web site

www.irregularminiatures.co.uk at time of writing.

K1         10x10mm used for cavalry squadrons

K2        12x6mm used for half battalion pieces

K3        9x6mm used for half batteries and wagons

K4        9x5mm used for skirmish troops

K5        5x5mm used for cavalry patrols, small units, commanders etc

You need 4 K1 blocks for a cavalry regiment.

6 K2 for a regiment

3 K3 for a light battery (one for wagons)

4 K3 for a heavy battery (2 for wagons) – see next page also

To find the K blocks go to the bottom of the home page and click on Misc. Then over to the left click on “Bases, Dice and Blocks”. Scroll down to the bottom and there they are.

 

There is no doubt that for Detachments and Tactical Kriegsspiel movable pieces are a great convenience for umpires. They can be moved around on the map easily as the battle develops, which is much better than having to constantly mark up a map and rub out and remark positions.

 

They also produce 6mm figures in strips of six.

It is difficult to tell exactly from the illustrations, but they look as though they could well fit in with the Detachments Kriegsspiel scale. I did use some WWI figures once for a display game and they fitted in very well. A strip of six infantry was about right for a half battalion, and a strip of 3 cavalry was about right for a cavalry squadron.

 

 

THE UMPIRE

 

The role of the umpire is central to the Kriegsspiel. It makes it possible for moves to be made simultaneously, and it allows the players to concentrate on the battle situation rather than have to play the rules.  The players, of course, have to have faith in the impartiality of the umpire. He needs to be reasonably acquainted with movement rates, ranges of weapons, etc. and have some method of determining results of combat.

 

In the 1820’s Reisswitz worked out a system of determining odds for combat results, and tables for results for artillery and infantry fire.

Later in the century other writers produced new tables for results of firepower as new developments in weaponry were introduced. These can be quite helpful even if you do not intend to keep a body count of casualties, because they give a good idea of effective ranges. None of us, after all, have direct experience of coming under fire from muskets and cannon or facing an oncoming cavalry charge. Most, if not all, of the early rule writers did.

 

Reisswitz and the other early umpires clearly expected to be able to keep an ongoing score, and I suppose it can be done, but in a conflict the most a commander will know is that he has suffered or inflicted heavy or slight casualties, and troops have been badly shaken etc. So really that is all the player in the game needs to know.

 

THE SCENARIO

 

There are certain requirements for the information given to both sides. You can call them what you like, but you do not want to leave any of them out.

 

The General Idea.

This is the same for both sides and gives information that is common to both. “A Blue army has invaded Red territory from the east and has occupied the area around Nennweiler. The nearest Red force is somewhere to the east of Die Selz.” Any relevant details about the weather, time of year or anything else that is known to both sides is given here.

 

The Separate Report.

This has to contain anything the player needs to know before the game begins.

Any orders that have been given to him from above.

The strength, and positions of his own forces,

Anything he knows about the strength and positions of the enemy,

The time at which the game is said to begin,

A simple sketch map showing his own position and what is known of the enemy. (This is not essential, but it can be very useful – especially if players are not familiar with the map, and it can save a lot of time spent searching for unfamiliar places on a large map – or in my case even for familiar places on a large map).

 

These things should all be set out as clearly as possible in separate paragraphs. It can be very irritating to have to search around for essential information in amongst a narrative.

 

It has always been understood that the umpire’s decision is final, and that any discussion of decisions should be left till after the game.

 

 

 

THE TABLES

 

Table A. Results of Hand to Hand Conflicts.

When Reisswitz originally came up with his dice table each row was on a separate die and also contained results for infantry and artillery fire. Die I was used for situations where the odds were even. Die V was used when the odds were 5:1. If the odds were greater than this it was taken as a foregone conclusion. You can see that for 5:1 odds the weaker side succeeds if a 1 falls and loses if a 3,4,5 or 6 fall. If a 2 falls the die is thrown again. Also if the weaker side wins the stronger side is repulsed, but if the stronger side wins the other side may be repulsed, defeated, or totally defeated. If the odds are even die I will be used and the umpire must decide which side will win if 1,2 or 3 fall.

 

The numbers in the top left-hand corner are losses per half battalion for the beaten side.

The numbers in the bottom right-hand corner are losses per squadron for the defeated side

I never bothered to try to keep an exact score of losses myself, but you can use them as a rough guide.

 

Table B. Deciding Odds.

If 3 battalions are attacking 5 battalions look along the 3 line and look in the 5 column. The Roman numeral IV means that Die IV is used in the Hand to Hand Conflicts table and the odds will be 3:1. If 8 units are attacked by 10 you can use the 4 to 5 ratio.

 

Table C. Infantry Fire.

The results are given per half battalion. A half battalion being up to 450 men in three ranks.

In the Prussian Army of this time a skirmish line could be made up from the third rank of the battalion line up to 300 paces in front of the battalion. When the skirmishers were called out they would form four groups. I and IV remained behind as reserves, and II and III went about 100 paces in front of the battalion line to either side. II and III groups would then send out about half their number a further 150 paces to spread out in pairs in front of the line.

 

Table D. Artillery Fire.

You can see from the table that the most effective fire is from canister fire at close range. The guns can fire round shot at up to 200 paces, but hitting the target at these ranges is not easy due mostly to the difficulties of getting the elevation right and because of the wide dispersal of shot due to windage and unrifled barrels.

 

Reisswitz’ Points Values.

The results in the various tables are given in points. In Reisswitz’ book they were interpreted as follows:

 

Infantry in three ranks                   1 point             = 5 men

Infantry in two ranks                      3 points          = 10 men

Skirmishers                            2 points          = 3 men

Cavalry in line or column       2 points          = 3 riders

Artillery                                 12.5 points      = 1 gun

 

Index Points.

Numerical proportion is not the only issue when deciding odds. Of two sides that are numerically equal, one might be badly shaken from previous attacks, taken by surprise, attacked from the rear or the flank, or might have the advantage of artillery support. These things will affect the odds and the umpire would alter the odds so that instead of Die I Die II or even Die III might be used to one side’s disadvantage.

 

TIME AND DISTANCE

 

Keeping the Record.

It is a good idea to cover the maps you are using either in plastic see-through folders, or larger sheets, so that you can mark them up with non-permanent markers to mark the positions of columns etc at a certain point. Suppose, for instance that in game time it is 10.30 a.m. and the red troops have reached their destination, but the blue troops are still marching. You can mark the blue column’s position and make reports back to both teams. The red team may want to make further adjustments to their position that will take another hour. The blue team, perhaps, will have reached their destination in half an hour. You can take the game up to 11.00 a.m. and report back to blue. You may need to report back to red, or it may not be necessary to make any further report to them until 11.30 game time. It is very easy, especially if there are several troop movements taking place, to forget whether you moved all the columns or not. If you noted the time of the last move you will know.

 

The march rates etc are given per minute, but the game is incident driven. This was one of Reisswitz’ great innovations which appealed to von Muffling when he saw it for the first time.

 

Reports, Orders and Messages.

If one of the players needs to send a message to a distant commander he has to write it and pass it to the umpire. The umpire notes the game time at which it was written and notes the approximate time at which it would be received. If the message is to another player on the same side it is given to him at the appropriate time. If it is for a unit that is not represented by an actual person the umpire will note the time at which the new order will be carried out.

It is useful to have some ready made order pads to hand (see Message Sheets and Orders Sheets) and it is very useful to have an index box with the index cards showing times for every quarter of an hour. The umpire notes the time at which the order will be receives and puts it behind the appropriate card. Another useful idea is to have some kind of demo clock showing game-time.

 

March Rates

Infantry                     100 paces per minute

Skirmishers                300 paces per minute

Cavalry                       100 paces per minute at walk

                                      300 paces per minute trot

                                      200 paces per minute at trot and walk

                                      400 – 500 per minute final phase of charge

Horse Artillery          as cavalry

Foot Artillery                        as infantry

Wagons and trains    100 paces per minute

Officers & Messengers 400 –500 paces per minute

 

(Trot and walk is the normal rate for cavalry travelling any distance – a fast trot for moving on the battlefield)               

 

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