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ImageImageCurrent Forum BKC House Rules
ImageImageImageCurrent Topic Putting the Blitzkrieg back in BKC
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Decebalus
Germany
Joined 03/05/05
Last Visit 04/11/13
2 Posts
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?
Dr Dave
Wales
Joined 08/10/07
Last Visit 04/11/19
936 Posts
Posted on 10 September 2013 at 09:24:30 GMT
I know what you mean I think - but we've had a recent game that was the total opposite of the "static" affair you describe. I guess it all depends on the CVs and what you roll!?

That said, I ask:
1) why exclude R and O? Often these are the ones with more space for the crew to function. R and O would exclude practically all tank destroyer / hunter - M10s, Marders, STUGs etc... I think the stabilised rule (in CWC) you only move 1/2. No full. Is this what you plan?

2) and 3) would you still count the destroyed on >10cm rule? For 3) if it's an initiative action why are you rolling dice?
Decebalus
Germany
Joined 03/05/05
Last Visit 04/11/13
2 Posts
Posted on 10 September 2013 at 11:12:07 GMT
"That said, I ask:
1) why exclude R and O? Often these are the ones with more space for the crew to function. R and O would exclude practically all tank destroyer / hunter - M10s, Marders, STUGs etc..."

As far as i know tank hunters acted different in a firefight than usual tanks. They would stay more in cover and try to destroy tanks on long range. The exclusion IMO makes the difference between tanks and tank hunter more clear and is a good thing.

" I think the stabilised rule (in CWC) you only move 1/2. No full. Is this what you plan?"

You are right with the rule. I like movement on the game table and think that fits WW2, so i will first try with no movement reduction. But maybe the whole stabilzer rule from CWC is the best.

"2) and 3) would you still count the destroyed on >10cm rule?"

Yes.

"For 3) if it's an initiative action why are you rolling dice?"

First it balances things. You get a risk by voluntary falling back. And second, a unit by pulling out of danger wouldnt be aboslutely under your control and have the risk, that their men would fly and not stay again for another fight.
Saladin
United States
Joined 15/09/12
Last Visit 24/02/15
13 Posts
Posted on 14 January 2015 at 17:43:55 GMT
I agree with most of the suggestions - especially withdrawing units - but Blitzkrieg isn't the Charge of the Light Brigade - it's an Operational term about bringing overwhelming force to bear on a critical point of your opponent's position in order to force a breakthrough, then outmaneuvering him once you've broken through into his rear areas. At a tactical level, if you are getting bogged down in firefights, then you aren't taking advantage of your better command values to control the tempo and outmaneuver your opponent.
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