Wargame Mechanics Index

Dunn-Kempf

A professional training tool where fires must be planned and requested turns in advance, firing signatures reveal positions, and suppression rather than kills is the main effect of most hits.

A US Army training simulation for company-team combined arms combat between US and Soviet forces on a 3D terrain board of the Hunfeld area (1 inch = 50 m), with 1:285 vehicle miniatures. Each 30-second bound, each side resolves indirect fire, then direct fire, then movement, under a controller who holds fire and obstacle plans. Direct fire uses d66 hit and kill tables by weapon, ammunition, range and target; artillery is pre-planned or requested with delays, approval rolls and range/deflection error. Rules cover smoke with wind drift, minefields, attack helicopters, close air support with templates, and electronic warfare jamming.

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Mechanics 23 · 3 distinctive

Ranged Combat

3fire

Artillery is pre-planned or requested with turn delays, approval rolls and range/deflection error.

How it works

Soviet fires follow a fixed pre-game schedule that can only be lifted or shifted; US fires use a target list, requested one turn and arriving call turn +2 (reference points) or +3 (targets of opportunity), with supporting fires needing approval rolls (e.g. 155mm 4+, 4.2in mortar 5+). Range and deflection errors are diced in 50 m/25 m steps except for once-per-game final protective fires. A template ellipse covers targets; one die per vehicle gives suppression or kill by target type (kill of tanks on 6).

Fire on known reference points (listed target numbers) and receive it the second turn following the request, or, 2) Fire on a target of opportunity by adjusting from a known reference point and receive it on the third turn following the request.
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2fire
About Tanks (rate of fire)Ammunition & fire limits

Tanks fire up to two rounds per bound, trading fire for movement.

How it works

Tanks may fire 2 rounds per bound; a second round at the same target subtracts 1 from the tens die. After 2 rounds a tank may not move. US tanks firing once may move half capability (over 50 m adds +2); Soviet tanks may fire one round on the move at +2. ATGMs may not move in the bound they fire. Each tank may use self-screening smoke twice per game.

All tanks may fire 2 rounds per bound at the same target or at different targets. If the second round is fired at the same target the hit probability is increased by subtracting 1 from the tens die.
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2fire
Direct fire routine / Hit TableTarget-number to-hit

Firer announces target and ammunition, measures range, and rolls d66 against the hit table.

How it works

The player names firer, target and ammunition, the signature is marked, then range is measured (1 inch = 50 m). The hit table gives a d66 number needed by weapon and range (e.g. M60 with HEP at 1000 m needs 41+). Conditions add to the tens die: target hull down +1, US tank moving over 50 m after firing +2, AT gunner under fire +1. Announced multiple fires on one target must all be executed.

In this example an M60 tank firing at a T62 with HEP ammunition at 1,000 meters requires a dice roll of 41 or better.
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1fire
What Can Be SeenLine of sight & cover

Line of sight is checked over the 3D terrain board with a straight edge; smoke blocks it.

How it works

Targets must be within 45 degrees left or right of the firing system and in uninterrupted line of sight, verified with a straight edge or tape. A curtain prevents a helicopter view of the board. Weapons may not fire through smoke except high ground to high ground at controller discretion. Hull-down targets add +1 to the required roll.

If the line of sight is blocked by terrain, an engagement may not take place.
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1fire

A second roll on the kill table by weapon/ammunition and target type determines kill or suppression.

How it works

After a hit, the firer consults the kill table for the weapon and target; some combinations are automatic kills (e.g. HEP on a T62), others require a d66 roll and may yield suppression (S) or kill (K).

If the dice roll indicates a hit then the firer consults the Kill Table to determine the results of a hit. In this case a hit on a T62 is an automatic kill when using HEP ammunition.
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1fire
Second round at same targetRanging / bracketing

A tank's second round in a bound at the same target has a better hit probability.

How it works

Tanks may fire 2 rounds per bound at the same or different targets. If the second round is at the same target, 1 is subtracted from the tens die of the hit roll (a better chance to hit). If a different target is engaged, the second round needs the same roll as a first-round hit. After two rounds the tank may not move that bound.

If the second round is fired at the same target the hit probability is increased by subtracting 1 from the tens die.
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Scenario, Campaign & Victory

1scen

Players fill real command positions within each team.

How it works

Each side is a team with players as company and battalion commanders, platoon and section leaders, forward observers and fire support coordinators, with a separate controller and an optional time limit on orders.

players are selected for opposing forces company and battalion commanders, platoon leaders, section leaders, forward observers, fire support coordinators, etc.
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1scen

Combat ends when the attacker takes its objective or the defender withdraws or is destroyed.

How it works

Teams agree beforehand what constitutes victory for the scenario; play ends when the attacking force reaches its objective or the defending force has withdrawn from the board or been destroyed. The emphasis is on training critique rather than winning.

Combat ends when the attacking force reaches its objective or the defending force has withdrawn from the board or has been destroyed.
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1scen
Getting set for battlePre-game sequence

Teams receive missions, assign command roles, and file fire and obstacle plans before play.

How it works

Players and controllers select a scenario and troop lists and agree victory conditions; players take roles such as company commander, platoon leader, FO and FSO. Players position miniatures and prepare fire plans and obstacle plans, which are posted with the controller before play begins.

Set up the boards for play. Allow players time to plan their operations. Position miniatures, prepare fire plans, and obstacle plan.
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1scen
Red Force ScenarioHistorical scenarios

A sample active-defence scenario near Huenfeld against a Soviet tank regiment.

How it works

A US company team of the 194th Armored Brigade conducts an active defence with three platoons on hills 373, 371 and 386 against T62 battalions with BMPs, ZSU-23-4s and reconnaissance elements advancing in column.

Company, Battalion, 194th Armored Brigade, can expect to be attacked by an enemy tank regiment, reinforced with at least one motorized rifle battalion
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Command & Control

3cmd
Electronic Warfare / Command and control degradationCommand friction & delay

Jamming halts radio orders and fire requests; command vehicle losses delay command.

How it works

With prior planning, a side may jam; the controller rolls every 4 bounds per targeted company or fire unit and on 4+ all FM voice orders and fire requests are halted for 4 bounds. Optionally, a suppressed command vehicle cannot communicate for two turns and a killed one for three; a 5-second limit on orders may be used.

A 4 or better on a single di¢ means jamming is effective for the next 4 bounds of the targeted unit. During that time, all— orders/fire requests normally passed by FM voice are halted.
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3cmd
Observation Range Table / weapon signaturesSpotting & detection

Defenders in prepared positions are only acquired at set ranges or after firing.

How it works

Targets in the open or moving within line of sight are acquired. Defenders in primary or alternate positions cannot be acquired until marked by their own firing signature or within the observation range for the terrain (e.g. 3000m/1000m in open, 500m/150m forest, 250m/150m town). Firing tanks and ATGMs are marked with cotton before range is measured and remain acquired for a full bound.

The defender’s vehicles or weapons cannot be acquired in their primary or alternate positions until marked by their own firing signature or until they are within the distances in this table.
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2cmd

A controller adjudicates, holds secret plans and resolves unobserved fire.

How it works

The controller must know the rules and both sides' tactics, resolves disputes, holds the concealed defensive and minefield plans, adjusts movement for terrain and obstacles, and rolls indirect fire effects when the firer cannot observe the impact area so as to deny combat information.

When the firer does not have observation over the impact area, the template should be used by the controller. This must be done to reduce the bias of either player in assessing results.
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Resolution Engine

2engine

Two coloured d6 read as tens and units give 11-66 for probability tables.

How it works

One coloured die is the tens and the other the units, giving results 11-66 for hit, kill, and air weapons tables; modifiers are applied to the tens die.

Using one color for the first and one color for the second you can get numbers from 11 to 66
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1engine
Hit/Kill and weapons effects tablesTable-driven resolution

Weapon-by-target lookup tables drive direct fire, air defence and air weapons resolution.

How it works

US and Soviet direct fire tables cross weapon/ammunition against range for hit numbers and against target type for kill/suppression; separate tables cover ADA vs aircraft, aircraft weapons hit/kill, and fixed-wing weapons effects.

The firer should check the instruction on the Hit/Kill Tables to determine changes in dice roll required for different target conditions.
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Movement & Manoeuvre

1move

Vehicles and troops move the distance covered in 30 seconds, halved once under fire.

How it works

Movement rates per 30-second bound are given by vehicle and terrain (roads, cross-country); the controller may adjust and very difficult terrain halves movement. Once an element has received fire its movement rate is halved. Mispositioned models cannot be corrected until the next movement phase.

Since the battle time represented as one turn equals 30 seconds, vehicles and personnel can only move the distance that they would in combat in 30 seconds.
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1move
Natural obstaclesTerrain movement effects

Streams, narrow passages and built-up areas take a full bound to cross.

How it works

Fordable streams, narrow passages and built-up areas require one complete bound regardless of movement capability, as do road craters and abatis; controller may adjust for questionable terrain.

Such as fordable streams, narrow passages, built-up areas will require one complete bound to cross regardless of the existing movement capability of the crossing element.
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Air Systems

2air
The 3d Dimension: Battle from the AirAir support to ground

Attack helicopters and fixed-wing CAS attack ground targets after surviving air defence.

How it works

Helicopters on wire stands move 500 m per bound and cannot move and fire in the same turn; lift helicopters remain exposed at LZs. CAS missions declare target, load and direction; after surviving ADA rolls, two dice place the impact point on a locator grid (gross errors on 11/12), then a pattern template is placed and d66 rolls on weapons effects tables give suppression or kill per target.

Dice are rolled twice to establish the weapons pattern center on the impact locator.
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Damage & Attrition

2dmg
Kill / probability of burningFigure / stand removal

Killed vehicles are out of action and may or may not burn.

How it works

Each killed vehicle rolls 50-50 for burning, marked with dark cotton; non-burning wrecks may be wastefully fired at again. Forces can be enlarged by re-entering destroyed vehicles.

This probability is set at a 50-50 chance. This is important since those vehicles not burning stand a good chance of being fired at again and again.
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Battlefield & Environment

2env
Smoke and wind driftVisibility & time of day

Smoke shown by cotton balls drifts downwind and blocks sight.

How it works

One cotton ball per two tubes fired; drift adds a ball downwind per bound for two turns after impact, with wind direction rolled on two dice; balls are removed one per turn from the end of the sixth turn. Tank self-screening smoke places two balls ahead for two turns then decays without drift.

The downwind drift of smoke is simulated by adding one more cotton ball per game bound in that direction for the two turns after impact.
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Morale & Cohesion

2morale

Hits that do not kill suppress the target, restricting its movement and fire.

How it works

Tanks hit but not killed may shoot the following bound with +1 on the tens die but may not move for a full turn; soft targets (other armour, wheels, troops) hit but not killed cannot fire or move for one turn. Indirect fire and air attacks also produce suppression results; any element that has received fire has its movement halved.

Soft targets (armored vehicles other than tanks, all wheels, and troops) hit but not killed are suppressed and cannot fire or move for one complete turn. This constitutes successful suppression.
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Special Systems

2special
Manmade obstacles and minesEngineering & construction

Secretly plotted minefields and obstacles slow and destroy vehicles.

How it works

Obstacle and minefield plans are given to the controller before play and concealed. Entry into a minefield is announced only when a lead vehicle enters; a die is rolled per vehicle: APCs/trucks killed on 4+, tanks on 5+. Bypass is single-lane at 50 m per bound.

A die will be rolled for each vehicle in a minefield. Kill of BMP/BRDM/APC/Trucks = 4 or better Kill of Tank = 5 or better
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Turn Structure & Sequence

1turn

Each 30-second bound runs indirect fire, direct fire, then movement for each side.

How it works

Each bound represents 30 seconds; each side employs indirect fire (requests and impacts, smoke extended or removed), then direct fire, then movement. Aircraft may be used at any time in a bound. A controller's control sheet tracks the US and enemy bounds and when planned fires impact.

During a bound each side (friendly and enemy) employs its indirect fire weapons, direct fire weapons and then moves its forces in that order. Available aircraft may be used at any time during,a bound.
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