Dunn-Kempf
THE CLASSICS
Author: Hilton Dunn & Steve Kempf
Publisher: US Army (Fort Leavenworth), 1980
Period: Cold War
LIBRARIAN'S SUMMARY
Developed by the U.S. Army's Combined Arms Center at Fort Leavenworth, Dunn-Kempf was not designed as a commercial hobby wargame, but as a practical training tool for company and platoon officers. The system places players in command of U.S. and Soviet Cold War forces fighting on three-dimensional terrain representing West Germany. Its purpose was to teach junior leaders how to think tactically, employ combined arms, use terrain, coordinate fires, and "outfight a thinking opponent." Unlike commercial games of the era, Dunn-Kempf was not concerned with historical refights or competitive balance. It existed to support training objectives and US Army readiness. The emphasis was always on decision-making rather than winning the game.


"You must outfight a thinking opponent."
-Dunn-Kempf

Legacy
Dunn-Kempf occupies an important place in the history of professional military wargaming. The system was adapted from British miniature wargaming rules and then modified by Captains Hilton Dunn and Steve Kempf for US Army training. Unlike most professional staff wargames developed in the time since Kriegsspiel in 1824, Dunn-Kempf was not intended for strategic-level staff exercises among senior military planners. This was a tool expressly written for platoon and company commanders at a junior level.
The game emerged during the height of the Cold War when U.S. forces were preparing to fight Warsaw Pact formations across Central Europe. Its focus on M60 tanks, T-62s, BMPs, attack helicopters, artillery planning, and Soviet doctrine makes it a time capsule of the era. Perhaps its greatest legacy is demonstrating how miniature wargaming can be used as a serious educational tool. The designers repeatedly remind players that the rules are secondary to learning. If a rule does not accurately represent a battlefield situation, they encourage instructors to change it. That philosophy feels remarkably modern and mirrors contemporary professional practice.
HOW IT PLAYS
Dunn-Kempf is played on a three-dimensional terrain board with 1:285 scale miniatures representing U.S. and Soviet company-level forces. These molded boards were produced by the US Army (some examples still survive, including a photo below). One inch equals 50 meters horizontally, allowing detailed tactical engagements over a relatively small battlefield. Each turn represents thirty seconds of battlefield time. Play follows a sequence of indirect fire, direct fire, and movement, with aircraft able to intervene throughout the turn.
Observation and fire control are central concepts. Units cannot shoot what they cannot see and establishing proper lines of sight is paramount. Terrain, smoke, concealment, and prepared positions all influence target acquisition. A vehicle hidden in a prepared position may remain undetected until it fires, creating deadly ambush opportunities. Indirect fire is treated seriously. Soviet players must rely heavily on preplanned artillery schedules reflecting Warsaw Pact doctrine, while U.S. players enjoy greater flexibility through forward observers and fire support teams. Artillery requests, approval procedures, and smoke missions all become part of the commander's planning process.
Direct fire uses weapon-specific probability tables covering tanks, anti-tank missiles, infantry weapons, and helicopters. The fire tables are dense and very reminiscent of 1970s-80s game design. In firing, suppression matters almost as much as destruction. A unit that survives incoming fire may still be pinned in place and unable to maneuver effectively.
Somewhat unusually for a 1980s wargame, the rule booklet for Dunn-Kempf is heavily illustrated, not only with diagrams but also with large-format artwork. This was no doubt done to keep junior officers unfamiliar with wargaming engaged. The net effect today, decades later, is that Dunn-Kempf is actually quite fun to read.

Final Note
Dunn-Kempf is not a polished commercial ruleset, nor was it ever intended to be. It is a professional military training aid that accidentally became a fascinating Cold War relic. Reading it today offers a rare glimpse into how the US Army taught tactical thinking during this era. For historians, military professionals, and wargamers interested in the intersection of gaming and training, Dunn-Kempf remains one of the more intriguing military-issued rules systems ever produced.



