Posted on 10 September 2013 at 09:00:15 GMT I am a big fan of BKC but most games i have played have a tendency to become very static affairs. You dont move your tanks forward, because every move is a lost chance to shoot. You dont move away, because often you cant, because you are supressed. And there isnt a big sweep in combat, because even troops that fall back are still in combat. So i would propose these house rules: 1) All units, that have an armour value AND are not "R" or "O" can make a "fire & shoot" or "shoot & fire" action as one action by shooting with one die less. 2) Fallback moves are 3cm for the added scores of the dice. [i.e. triple the usual fallback move]. 3) In the initiative phase you can make a voluntary fallback action with every supressed unit, even if not in initiative range. [using the triple fallback range] If the unit dices a 11 or 12 it is still destroyed. Commentary: 1) is the same rule as the stabilizer rule. So you loose one special rule. But this special rule is only used in 1945 and in CWC so really no big loss for the normal BKC game. The rule gives you a good difference between the STUG or Marder and tanks. 2) Units will now run away to a secure place. You need a reserve to close the front. And you can push the enemy across the table. 3) An infantry or tank section wouldnt stay in the enemy fire supressed. Usually it would pull out and try a different approach. This rule makes it possible. What do you think? |