Let me first start with I have dug through the internet and come up with all that I can -at this point- on Kriegspiel from its release in 1970, to the end of its production in 1979. That said, here is “The Avalon Hill Philosophy 23”, from Vol. 7, No. 3 (Published in late 1970) of The General:


Side note: Yes, that is the Gary Gygax. If you didn’t know, he was big into wargames before creating D&D.
Anyways, as I mentioned in my first post about the game, I felt it was perfectly suitable for teaching the basics of wargaming. Finding out this is what it was designed for was less of a “Haha! I was right.” and more a testament to the design they created. That being said, there is room within the structure of the game itself to allow for some expansion (like the maps in previous game theory post) to take a player from beginner to some experience (Game 1 and Game 2 in the rules), up to fairly experienced (a sort of Game 2.5 as it were). From there you can wander off into all the other various wargames that existed.
I’ll save maps for yet another post, and instead focus on the units. In base Kriegspiel, you have only five types of troops:
-Infantry
-Paratroops
-Special Forces (what I refer to as Special Troops in my logs)
-Mechanized Infantry (only in Black army)
-Armor (only in Red Army)
This makes sense as the designers probably assume a player coming into the game has almost no knowledge of the military or their formations. Paratroops, Special Forces, and Mechanized Infantry are all just Infantry with a unique ability (move, move, and stronger/faster respectively).
Over on Boardgame Geeks forum, Dad pitched an expanded counter set:
Special Purpose Force (SPF) (name change of Special Forces). As a former Army Special Forces Soldier, the term “Special Forces” made me cringe. Actually, they’re Marine and Mountain troops, and keep their terrain capabilities (sea, mountain, and forest).
Expanded Counter Set
Airmobile. Vertical envelopment capability. CF and movement factors are the same as airborne; but they don’t launch from cities. They have a ten-square range; and can occupy all terrain.
Motorized. Like mechanized unit with tires instead of tracks. They’re capable of crossing rivers without movement penalty; and capable of transiting one sea square (per turn) with an additional movement penalty of some sort. Allowed in forest.
Corps Artillery. Red and Black both would have six Corps; and each corps would have one corps artillery slice. Their combat factor is the same as their infantry units, but the CF factor is lower when attacked. The artillery can range out 3 squares to an enemy unit. Allowed in forest.
Corps Artillery (SPF): Same as the corps artillery, but can also accompany SPF units (sea, mountain, forest).
While this expansion works for me, I think it should have only one change, in that Special Forces/Special Purpose Force be split into what they truly are: Alpine/Mountain Troops and Marines. This is because while yes, you can train Marines to do mountaineering operations or train Alpine/Mountain troops to do amphibious operations, a mix of the two are not something you see in large standing units. And yes, there might be units with this kind of multiple terrain training, Kriegspiel deals in divisions, not companies or battalions.
As they stand, Special Forces are very overpowered overall. With their ability to move across all terrain they out power most other units in the game (more so with Black Forces). With the right river connections, they can start safely in the backfield of a map and lauch an amphibious assault across the map onto a beach. And with a little luck a unit can pop in to combat, pick a moderate strategy, and then pop out of combat. A couple of them skirting around mountains or forests like this (after across map movement) would cause some havoc if done in conjunction with other forces.
Doing this would require a redone and/or expanded force organization chart for Red and Black (both have three Corps with the core game). Simply expanding to four Corps and making one for each a Marine Corp would work. With the expanded forces including an artillery slice in each Corp, the two ‘new’ Corps would be more functional, and work with the island maps idea we kicked around. Which would work with my possible idea of a random objective matrix (See afterwards/AAR of Kriegspiel Game 3).
The popped out Marine Corp would also be able to shine on the Island Maps I whipped up. Yes I typed up all three of todays post back to back, but this one was started earlier in the week, I just had to deal with house stuff and never got a chance to polish it and and detail before more stuff popped into my brain. One of the one off ideas I had was allow Marines full movement as they are, and only allow Army units to arrive at a clear beach.
















