Showing posts with label Studio Capitan. Show all posts
Showing posts with label Studio Capitan. Show all posts

Tuesday, August 14, 2018

Studio Capitan: Kampfgruppe Commander III Wargame Rules


Studio Capitan: 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. 

Wednesday, May 30, 2018

Studio Capitan: Kampfgruppe Commander III Wargame Rules


Studio Capitan: 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. 

Wednesday, September 27, 2017

Studio Capitan: Marlburian Commander - Marlburian Wars Tactical Wargame Rules


Studio Capitan: “Marlburian Commander” (MC) is an adaptation of our Napoleonic rules “Divisional Commander”. The tactics of the Marlburian era, which embraced the Nine Years War and the War of the Spanish Succession (approx.1688 – 1720), evolved intothose of the Seven Years War and,still later, into those of the Napoleonic period. However, players used to the grand tactics of the 1800’s may well find that those of the 1700’s are slightly more ‘pedestrian’.

This said, in the days leading up to Marlborough, rigid linear formations were the rule on the battlefield, and most maneuvering was undertaken before the lines of battle were formed - after this, there was very little. However, tactics and strategy develop very quickly in times of war; in the case of the War of the Spanish Succession, linear tactics began to embrace more flexible formations, to increase firepower and enhance control.


We have retained the mechanisms that gave Divisional Commander a unique system of passing orders to the individual units in the field but have loosened the concentration on the chai of command. Also retained are the unit and commander characteristics which allow players a measure of customization to their armies and the use of disruption rather than casualties to represent the diminishing potency of units in the field.

The new aspects of MC include rules to cover national tactical doctrines – infantry in either “firing-by-rank utilize either shock, firepower or a mixture of the two, depending on the military teaching of their  country. Artillery is less maneuverablethan in the Napoleonic era, with contracted civilian drivers who take the guns to their position and then  retire to a safer location.

All this is represented in the game design. Players who are already familiar with Divisional Commander will have little trouble absorbing the MC concepts and systems and, for those who have not tried Divisional Commander, they should find MC an absorbing and rewarding wargames experience Included Army list for all the Major Nations of the era. Included High Resolution Cover & Back cover. Now available at The Wargame Vault here

Wednesday, September 20, 2017

Studio Capitan: Kampfgruppe Commander III - Grand Tactical World War Two Battle Rules


Studio Capitan: Kampfgruppe Commander maintains an emphasis on command and control, but uses entirely new, and fast-playing, game mechanics. We have built in a great deal 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. Available at The Wargame Vault here


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.