"Thoughts on Kampfgruppe Commander III?" Topic
5 Posts
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catavar | 23 Mar 2019 12:33 p.m. PST |
I'm considering trying these rules and would like to know what other people think of them? Thanks. |
Bandolier | 25 Mar 2019 8:21 p.m. PST |
For mine, Kampfgruppe Commander III has the best activation/reaction command system for WWII rules at this level. They really keep both players involved and invested through the turn. The KCIII is a nice balance of playability and historical plausibility. Very well researched, even though (like most WWII rules) there are aspects of the vehicle stats that could be disputed. Artillery rules are good. It passes the test of providing good inf v inf battles, tank v tank battles and the most important, combined arms battles. There is also room to make a few house rule tweaks if there's anything that you feel needs it (ie. aircraft can be a bit ineffective). An excellent set of rules that gives good and interesting games. |
captaincold69 | 25 Mar 2019 9:40 p.m. PST |
Curious if these rules could work for the solo gamer? |
Bandolier | 26 Mar 2019 3:53 a.m. PST |
Not sure but you could ask the yahoo group. The yahoo group is still titled Kampfgruppe Commander II but obviously supports the current version. |
Mserafin | 02 Apr 2019 10:20 p.m. PST |
The yahoo group is still titled Kampfgruppe Commander II but obviously supports the current version. This is easy since KGCIII is mostly just a re-formatted KGCII. It's prettier and easier to read and has some more explanatory text, but I've not found any major changes to the rules themselves. I had rather hoped it might be streamlined down a bit with the new version. I think there are some fussy mechanics that could be made easier or eliminated altogether. Not sure how they'd work for solo (but I should try it),but my gut reaction is that it wouldn't work well with mobile warfare. There's a lot of reaction and counter-reaction between players in the game, and that's really the best part of it. But, as I've said, I've not tried it. Mark |
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