Which rules?

Started by Chad, 24 September 2011, 09:13:22 AM

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Jim Ando

Only worry about BKC II is the amount of artillery permited.

You can have a sh** load for the size of battles you can fight .

Thats the only bad thing I can say about them.

Jim

GordonY

Agreed some lists allow the purchase of lots of Arty, but in game I find that thats offset with the low CV FAOs and the penalties for trying to call in these extra guns. BUT if you're one of these lucky players that can manage to make the rolls then yes calling in say 6 Nebelwerfers is devastating, if you can land them even close to your target.

Simple solution, like anything in BKC that you dont like, either house rule it, or ask Pete for his reasoning for it on the BKC forum.

Gordon

Luddite

You're right Jim, the frankly insane amount of artillery is almost a game breaker, and it really slows play up too.

Overall though the 'commander' rules aren't bad for what they are and i'll certainly use them without too much complaint. 
Personally i think Futer War Commander works best as the core mechanics are definately in the 'fantasy/sci-fi' realm (being pinched from Rick Priestley's core mechanics and design methodologies.

Actually we've never found a WWII ruleset that really 'works', for us at least.  Which is a shame given the amount of WWII games we actually play!!   :D 
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