Genre: | Arcade; War Game |
Publisher: | Beyond |
Cover Art Language: | English |
Machine Compatibility: | Dragon 32, Dragon 64 |
Release: | Professionally released on Cassette |
Available For: | Dragon 32 |
Compatible Emulators: | XRoar 0.33.1 (PC (Windows)) |
Original Release Date: | 1st April 1984 |
Original Release Price: | £9.95 |
Market Valuation: | £2.50 (How Is This Calculated?) |
Item Weight: | 64g |
Box Type: | Cassette Single Plastic Clear |
Author(s): | Ron Potkin |
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Planning a successful war strategy requires knowledge and skill. One or two players; and a great two-player game. Read Review
Kriegspiel is tank warfare set amoung mountain and forest, river and swamp - where a held bridge will hold up an onslaught and a change in the weather can change the fortunes of war.
The opposing armies are made up of heavy tank divisions, light tank divisions and infantry. And each is out to capture the other city's HQ. The winner will be the commander who makes best use of the features of the landscape and the advantages it offers, who is ready to take advantage of a break in the weather and who understands the value of his outgunned infantry divisions.
Each terrain feature sets its own problems and offers its own advantages and whenever two opposing divisions move onto adjacent hexes, the computer takes over to sort out the outcome of the combat.
Kriegspiel can be played over three maps: a standard, desert and mountain scenario and two players can take on each other or one can play against the computer. The winner is the first commander to enter his opponent's capital.
Three scenarios are available. The standard map is built into the program. Mountain and desert maps are also on the tape and can be run as follows:
Type:
RUN137 (ENTER)
The computer will ask: M/D?
Press M for Mountain, D for Desert and keep the PLAY button down on the recorder.
You may find it convenient to save the program with the new map:
Put a new tape in the recorder and press RECORD and PLAY.
Type:
RUN136 (ENTER)
You will be asked "NAME?"
Reply MOUNT or DESERT as appropriate. The program will be saved and then stop.
Each army has fifteen pieces consisting of:
Heavy tank | Light tank | Infantry | |
No. | 4 | 5 | 6 |
Moves | 12 | 10 | 8 |
Attack factors | 3 | 2 | 1 |
This number can be increased up to 25 (see Recruiting). And each side can lay up to five minefields.
These steps are repeated until a piece enter the opponent's city.
A player may move each piece up to the limit of its movement factors unless it is moved adjacent to an opponent when it must stop. Unused factors are lost. The number of movement factors required to enter a particular map feature are shown in the Terrain Chart. Provided entry is not restricted, six directions are possible.
The rules for both the Heavy and Light tanks are the same; only the movement and attack factors differ. The movement options are:
F | - | Use this when you have finished your turn. |
M | - | Use this to return from the command level to the map. If you have not moved the piece you may return to it later. |
S | - | This is similar to the M command but you will not be able to move the piece later in that turn. The cursor will always flash pieces in a pre-determined order to ensure that you do not overlook any pieces. |
Direction arrows - These move the tank one hex in the desired direction.
These have the same options plus the following:
L | - | Lay a minefield. You will be presented with a second set of arrows requesting the direction. |
T | - | Transportation between towns or cities. You will be presented with a second set of commands - M R A C D E F B (the initials of each town) requesting the destination. M will return you to the map. |
Capturing these will enable the player to recruit additional troops. A town can be in three states during the game.
Transportation is only possible between Friendly towns and cities. Cities remain friendly to their own side even if an enemy piece has moved into an adjacent hex.
The weather will have an effect on the course of the game. It will vary during the year:
% chance | ||
January, February and March | Fine | 20 |
Ice | 40 | |
Snow | 40 | |
April, May and June | Fine | 40 |
Snow | 20 | |
Floods | 40 | |
July, August and September | Fine | 80 |
Rain | 20 | |
October, November and December | Fine | 60 |
Snow | 20 | |
Rain | 20 |
The effect on play will be:
a. | Fine | No effect - all options available |
b. | Ice | River and shallows are normal terrain for movement - not for combat. No transportation. |
c. | Snow | Movement halved. No transportation. |
d. | Floods | No river or shallow crossing. |
e. | Rain | Movement halved. |
Each side has five minefields which it can lay. In the two player game, an opponent should be asked to leave the room while minefields are laid. Minefields can only be laid by infantry (through the L option). All forces have equipment to clear minefields but the success rate varies:
Heavy tanks | 20% |
Light tanks | 60% |
Infantry | 80% |
If the minefield is not cleared the piece will be destroyed and the minefield will remain intact. Minefields are also deadly to the side which laid them.
Infantry can be transported from one friendly town to another (movement rules explain how). The cost of transportation is four move factors. Units may move before and after transportation. Transported pieces will be placed in the first vacant hex around the new town which is not under attack.
After every round of play, the player holding the majority of friendly towns will recruit an additional piece as follows:
a) | Majority of one town | 1 infantry |
b) | Majority of two towns | 1 light tank |
c) | Majority of three towns | 1 heavy tank |
The piece will be placed in the first empty hex around the player's city going clockwise and may be under attack straightaway. Reinforcements are generated automatically by the computer. Recruiting will not occur if the six hex around the city are occupied or if the player holds the maximum of 25 pieces.
Combat takes place once all movement has been completed. It occurs automatically between opposing forces on adjacent hexes. A unit may only attack one defender. Each attacking unit is checked for possible attacks and if it is adjacent to more than one defender, direction arrows will appear at the bottom of the screen asking which defender you choose to attack.
Each conflict is decided as follows:
The attacker has ten factors and the defender has four - the odds are 2-1 in the attacker's favour.
The attacker has three factors and the defender has seven - the odds are 2-1 in favour of the defender.
The combat table below is now consulted. If the odds favour the defender, consult the left-hand side and select the appropriate column; if they favour the attacker consult the right-hand side. The computer will "roll a dice" and select one of the six possible alternatives from that column.
Defender | Attacker | ||||||||||
Dice Roll | 6-1 | 5-1 | 4-1 | 3-1 | 2-1 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 |
1 | AE | AE | AE | AE | AE | AE | AE | EX | EX | DR | DR |
2 | AE | AE | AE | AE | AE | AE | AR | EX | DR | DR | DE |
3 | AE | AE | AE | AR | AR | AR | EX | DR | DR | DE | DE |
4 | AE | AE | AR | AR | AR | EX | EX | DR | DE | DE | DE |
5 | AE | AR | AR | AR | EX | DR | DR | DE | DE | DE | DE |
6 | AR | AR | AR | AR | EX | DE | DE | DE | DE | DE | DE |
Odds greater than 6-1 are automatic elimination.
AE | - | Attacker Eliminated - All attackers are removed from the map. |
AR | - | Attacker Retreats - All attackers must retreat two hex. If a piece cannot retreat or is unable to retreat without moving next to a defender, it must be eliminated. The player is presented with the direction arrows and "E". If the unit cannot retreat, select "E". |
EX | - | Exchange - The defender will be eliminated. Sufficient attacking factors (unmodified) equal to, or if necessary greater than, the value of the defender's factors (unmodified) must be removed from the map. If there is only one attacker or the sum of the attacker's factors are less than or equal to the defender's, this is automatic. If they are greater, the player is presented with the options "EN" - Eliminate or Not - until sufficient factors are removed. |
DR | - | Defender Retreats - The defender must retreat in a similar manner to AR above. The attacker has the option of advancing one hex in any direction (subject to terrain restrictions). The player is presented with the direction arrows and "S". Select "S" if you do not wish to move. The unit may be moved next to a defender and a second attack will occur. |
DE | - | Defender Eliminated - The defender is eliminated. The attacker may advance one hex as described above. |
Light tank | 2+ |
Heavy tank in field | 6 |
=8 | |
8/2 = Attack bonus of | 4 |
Total | =12 |
Light tank | 2+ |
Heavy tank (assisting) |
3 |
Total | =5 |
The odds are 2-1 in the attacker's favour. The "dice roll" is a 4 = exchange.
Heavy tank | 3+ |
heavy tank in field | 6 |
=9 | |
9/2 = attack bonus of | 4 |
Total | =13 |
Infantry in forest | 2 |
Total | =2 |
The odds are 6-1, in favour of the attacker. The "dice roll" is a 3 = defender eliminated.
In one-player games, the computer plays the Red side. All play by Red will be automatic and fast. The player does have an advantage as the computer will not selectively eliminate pieces under the exchange rule and will eliminate pieces rather than retreat. You may find it more challenging not to move on your first turn to reach the towns first. But be prepared for surprises.
Whilst on the map, it will normally be sufficient to place the cursor next to a piece. The computer will understand that you wish to move this piece. This of course may not work in a congested area. If the cursor is on an empty hex, the computer will select the first in a clockwise manner.
If you enjoy strategy games, you'll love Kriegspiel. Wargamers will find it is not complex but still has sufficient variety to develop tactics and hold considerable interest.
For the beginner, Kriegspiel can be a lighthearted 20 minute war of attrition with both sides rushing to their opponent's city HQ. But there is plenty of scope for the tactician, whose games will last about an hour. He will plan his moves carefully and consult the combat table often.
Areas of the map which can be easily defended will be recognised from those which offer maximum advantage in conflict. Combat when it does occur will be well thought out with the risks of heavy losses avoided as much as possible.
There are many unique battle situations. Two infantry units deployed in a forest at the end of a mountain pass can successfully hold up a column of tasks. Holding a bridge and forcing an opponent to cross the river can wreak havoc on an attack.
Do not underestimate the value of infantry: only they can lay minefields and have the best chance of clearing them. They are also available for transportation to a friendly town, releasing tanks for other duties.
CLOAD (ENTER)
RUN (ENTER)
Wait while the map is prepared. The computer will ask: Keyboard or Joysticks - Press K or J. If J is chosen connect a joystick to the right joystick port.
1 or 2 players - Press 1 for a computerised opponent. 2 to play a friend.
The following utilities are also available to allow you to edit the supplied screens of this game:
A digital version of this item can be downloaded right here at Everygamegoing (All our downloads are in .zip format).
Download | What It Contains |
---|---|
A digital version of Kriegspiel suitable for XRoar 0.33.1 (PC (Windows)) |
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The 1 most recent sales for this item are as follows:
Date Sold | Price Sold For | As Part Of Bundle | By User |
---|---|---|---|
2nd June 2016 | £1.99 | No | dave_e |
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