"Kriegspiel is a full-scale wargame between two nations." In the advanced book it says "Of all the games in the Avalon Hill line this game is best suited for introducing novices to the growing science of game strategy." A basic traditional hex and counter turn based wargame, units having combat and movement factors. Combat results are done by computing odds (1-1, 1-2, 3-1, etc) and using a CRT by cross-referencing one of 4 defending strategies and 3 attacking strategies (no dice). Victory is by reducing the opponent to 20 combat factors or occupying all of the opposing cities. Advanced game adds reinforcements, weather, air power, supply, etc.
The only real innovation here was the attempt to introduce Tom’s highly successful FOOTBALL STRATEGY matrix system into a wargame. He should have left well enough alone. By this time, Tom’s interests were shifting to the business end of the hobby and he had no interest in keeping up with the ‘state of the art’ in the design end. Fortunately for him and for AH, he restricted his talents to marketing hereafter and left wargame design to new faces. The irony in the situation was that Shaw still went out a winner in sense; KRIEGSPIEL sold relatively well right up until the end—topping 86,000 units all told.
Kriegspiel's combat results table (CRT) is predictable and boring. This is a "Fortunes of War" table that may or may not give a temporary advantage to the attacking player.