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Whiteoak
United Kingdom
Joined 27/12/11
Last Visit 01/03/12
5 Posts
Posted on 29 December 2011 at 21:18:13 GMT
In the Winter War, the Soviet invasion of Finland. It is reported that Tank breakdowns were rife. Has anybody got a house rule for this? I was thinking that before a tank is moved a D6 is thrown, on a 6 it has broken down, on a further 6 being thrown it has permanently broken down! Is this too harsh?

Thanks KW
pete
Wales
Joined 05/02/04
Last Visit 07/05/19
3793 Posts
Posted on 29 December 2011 at 21:30:02 GMT
Best try it and see Wink
nikharwood
Sea
Joined 14/08/05
Last Visit 08/11/22
1472 Posts
Posted on 29 December 2011 at 22:03:07 GMT
Sounds fine to me - would you allow the possibility of fixing tanks as well though, or are you meaning that a broken-down tank is broken for that turn only?

Would a permanently broken-down tank count towards breakpoint?
StormforceX
United Kingdom
Joined 31/03/06
Last Visit 14/03/15
182 Posts
Posted on 29 December 2011 at 22:10:28 GMT
Couldn't the blunder and command rules cover things like this? If your tanks fail to move because you diced an 11, then maybe it's due to mechanical breakdowns.
Whiteoak
United Kingdom
Joined 27/12/11
Last Visit 01/03/12
5 Posts
Posted on 29 December 2011 at 22:43:06 GMT
Nik

A six on a D6 broken down for that turn, but then test if permanently broken down which another 6 will confirm.

It should cause a lot of frustration Smile

I think a permanently broken down tank would count towards the breakpoint.

KW
nikharwood
Sea
Joined 14/08/05
Last Visit 08/11/22
1472 Posts
Posted on 29 December 2011 at 23:14:30 GMT
Okeydokey - gotcha Cool

I'd agree that they should count towards breakpoint as well Smile
TinnedStew
United Kingdom
Joined 14/02/10
Last Visit 27/06/12
93 Posts
Posted on 02 January 2012 at 21:52:39 GMT
I'd suggest that the ones that broke down would be the ones that are missing from your order of battle, rather than breaking down under fire...
Panzerleader71
Canada
Joined 26/01/08
Last Visit 18/02/15
765 Posts
Posted on 02 January 2012 at 21:58:36 GMT
I would agree with the above. The units that have broken down would be covered by the rules covering the modified starting forces at the beginning of the game, based on scenario.
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2178 Posts
Posted on 02 January 2012 at 22:34:03 GMT
Maybe worth pinching something from CWC - early Chieftans take a -1 penalty to rolls for mobile deployment. So perhaps if a command includes 'unreliable' vehicles make them harder to motivate on a move action?
pete
Wales
Joined 05/02/04
Last Visit 07/05/19
3793 Posts
Posted on 03 January 2012 at 00:15:56 GMT
Good thinking, forgot about that Smile
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2178 Posts
Posted on 03 January 2012 at 01:33:26 GMT
Keeps it dead simple, which I always like!
Dr Dave
Wales
Joined 08/10/07
Last Visit 04/11/19
936 Posts
Posted on 15 January 2012 at 16:52:44 GMT
if you let them count towards break point then the opponent could win simply because you tried to advance with your poor tanks? Seems a bit harsh to have the count to BP?
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2178 Posts
Posted on 17 January 2012 at 11:58:39 GMT
It would seem about right for the Winter War tbh!
Cross698
United Kingdom
Joined 28/05/11
Last Visit 07/05/22
183 Posts
Posted on 27 January 2012 at 20:59:54 GMT
Interesting as I was thinking along these lines for the British in early North Africa for the A9 and A10's which regularly broke down.

I too thought of rolling a dice each movement, but I was thinking of a ten or twelve sided dice to allow for greater odds, but still a chance of a malfunction.
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