Blitzkrieg Commander

Started by methos, 09 September 2010, 07:17:50 AM

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methos

Hi I was just wondering if someone could please give me a breif description of how these rules play
what i mean is
do infantry fight as a whole unit or do they focus on individual wepons
how do you base infantry to cope with casualties
do you have to base vehicles ? as i dont like basing mine
those sorts of things
the reason for this is i will have to import a copy and i do not want to pay about $55 New Zealand dollars
on another set of rules that will just gather dust on my bookcase

cheers Richard
Key wargaming interest North Africa WW2

NTM

Infantry fight by the base which has 3-5 figures on it generally representing a platoon (although some people play it as a section/squad) Each base is either Infantry, MG or Mortar. The type determines how many dice each base uses for firing. If a base takes a certain number of hits in a turn it is removed from play otherwise it starts the next turn unscathed (although there is an optional rule to carry hits over) Units notm knocked out may by hits may become supressed for the remainder of the turn. Vehicles do not need to be based but many people do I am not sure myself which way to go at the moment.

Nosher

Hi Richard

links to the site are here: http://www.blitzkrieg-commander.com/default.aspx?Area=BKC

The author doesn't base his vehicles and its not strictly neccesary.

Infantry fight as a base of figures - what that base represents is up to you - be it section, platoon or even company. Bases are removed when sufficient hits are scored.

What I'd suggest is lurk around the BKC forum and pose a few questions there - it is like this site full of friendly gamers who are all too willing to answer your questions - just beware Nik Harwood.  ;D

Before you know it he will have you spending even more money on periods you never dreamed possible and soon that 55 NZ Dollars will seem a paltry amount to have paid!
I don't think my wife likes me very much, when I had a heart attack she wrote for an ambulance.

Frank Carson

Nosher

I forgot to add that I consider BKC to be one of the best WW2 games I have ever played and I have been wargaming WW2 for many moons.

Its is very simple to pick up, but the intricate nature and nuances of the command system only become apparent after you have a few games under the belt and it is this sytem that keeps me coming back for more. However it is also true to say that there are those that love it and those that hate it.

If you are looking for a competition standard set of rules or a rivet counting exercise head elsewhere. BKC is designed to give fun games which leans toward an abstractness about what happened when your painstakingly and methodically planned assault falls apart on contact with the enemy. Again in my opinion, this is what makes BKC stand out from other sets on the market.
I don't think my wife likes me very much, when I had a heart attack she wrote for an ambulance.

Frank Carson

Steve J

I agree with all that Nosher has said. The other advantage of the ruleset is that you get everything you need in one book; no supplements etc a la FoW are required. You can game from the SCW right up to the end of the Pacific war. You can also play solo games very easily and still have fun if required. The Forum is very, very good and Pete the designer regularly contributes and more importantly listens to other members views which is brilliant. You will not be suprised in that I wholeheartedly recommend this ruleset.

Steve J.

nikharwood

Quote from: Nosher on 09 September 2010, 11:38:25 AM
What I'd suggest is lurk around the BKC forum and pose a few questions there - it is like this site full of friendly gamers who are all too willing to answer your questions - just beware Nik Harwood.  ;D

Before you know it he will have you spending even more money on periods you never dreamed possible and soon that 55 NZ Dollars will seem a paltry amount to have paid!

He's right y'know  ;) :o 8)

I agree with everyone's comments here - I've often used the words "fast, fun & furious" to describe it...totally & utterly my ruleset of choice [& I've played lots of other WW2 over the years as well] - it's important to me that it's self-contained & is well-supported and doesn't count rivets & get bogged down. It works best, as most good rules do, with scenario play...and  the command & control system is superb - and lends itself well to solo play.

Oh - and it's a combined arms ruleset too - without any faff or fuss whatsoever.

Not to mention there's some nicely painted Pendraken figures in the rulebook too  ;) :D

Megamatman

Megamatman

fred.

Infantry are stands. Within a turn hits are shown with a small dice. But at the end of a a turn if the unit hasn't been destroyed then hits are removed.

The command and control is the main part of the game. A unit (or group of units) may be ordered several times by a HQ, either firing or moving. The HQ may also fail to order the units at all and they will do nothing that turn.

It is therefore possible for units to make dramatic sweeping moves, or to end up stalled before your opponents guns!

If you over think individual moves it may seem odd. But the overall effect is to give the kind of results you read about in real battles. Were stuff goes wrong sometimes and other times it goes very well.
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