Pendraken Miniatures Forum

Pendraken Rules! => Blitzkrieg Commander IV => BKC-III => Topic started by: barbarian on 25 May 2017, 06:58:18 PM

Title: Proposition for suppression
Post by: barbarian on 25 May 2017, 06:58:18 PM
My rule proposition : If you receive a number of hits BEFORE saves (for armour or terrain) superior or equal to your Hit value, you are automatically suppress.
Title: Re: Proposition for suppression
Post by: Ithoriel on 25 May 2017, 08:20:24 PM
If this is the only way to suppress troops then infantry and artillery in the open are either fine or dead but never suppressed - seems odd to me.

If in addition to existing method then it seems an unnecessary complication.

Could you expand on this, give some idea as to why you think this is needed?
Title: Re: Proposition for suppression
Post by: barbarian on 26 May 2017, 12:05:11 AM
I don't know if this is the right solution but Suppression always felt wrong in this game : it was the main effective tactic in WWII (Suppress and assault) but it doesn't seem to work in this game due to the suppression being tied to a throw (and after hits).
Am I the only one finding it was not really working ?
Title: Re: Proposition for suppression
Post by: Ithoriel on 26 May 2017, 12:18:32 AM
Even one hit on a unit in the open gave you a 50/50 chance of suppression - worked for us.

Interested in other views on this - any takers?
Title: Re: Proposition for suppression
Post by: toxicpixie on 26 May 2017, 12:43:24 AM
Only time we'd had suppression issues was dug in troops - the battle evidence points that (in game terms) dug in troops would be hard to kill, but could be suppressed reasonably easily - they hug their cover but good. You have to winkle them out with close assault/flamethrowers even if they're not really combat effective anymore whilst the fire keeps them down (suppressed, in BKC terms).

Unfortunately BKC makes it very very hard to keep troops heads down if they're in cover (eg urban areas, trenches etc), as the difficulty in hitting (sixes) the getting suppression (sixes on whatever few hits you got) was too hard - you were actually much more likely to kill them first!

In the open, no probs. Like you say Ithoriel, it's a fifty-fifty even on one hit. Nasty.
Title: Re: Proposition for suppression
Post by: barbarian on 26 May 2017, 12:55:00 AM
I am not talking about in the open where infantry gets mow down pretty easily ( as it should be).
An easy fix : suppressing is always on 4+
Easy to remember, no new rule.
Any thought ?
Title: Re: Proposition for suppression
Post by: Kiwidave on 26 May 2017, 08:47:51 AM
Our approach in the past has been that units hit 2 or more times by artillery are auto-suppressed. It's been a while since I've played, so I can't remember if that's just units in the open, or all cover.

This could easily be extended to all fire, all cover.
Title: Re: Proposition for suppression
Post by: Shedman on 26 May 2017, 09:30:51 AM
I think suppression works fine in BKC

We do the same as KiwiDave - auto-suppressed on 2 hits - but that's probably not surprising as came out of the same "School" of BKC/FWC

What I don't like in BKC3 is the Veteran / Green opp-fire / response fire suppression rule where Vets are always suppressed on 4+ and Greens on 6

I can appreciate the real-world rationale but in game terms it makes no sense.
Title: Re: Proposition for suppression
Post by: Schlesien on 30 May 2017, 06:17:48 PM
I do 4 or more hits by artillery are auto-suppressed.  Not a fan of tons of rolls for artillery resolution.  Really slows down the game.
Title: Re: Proposition for suppression
Post by: King Rat on 19 June 2018, 11:42:32 AM
Hi there
I haven't played BKC for a couple of years and so have been out of the loop a bit. Only just joined this forum and been reading up on all the posts I have missed. I agree absolutely with toxicpixie that troops in hard cover are almost impossible to suppress in BKC2. This was the biggest thing we disliked in the rules. Our solution was to have troops suppressed on 5 or 6 regardless of cover, which worked better. We then took it a step further by saying that elite troops were only suppressed on a 6, conscripts on 4, 5 or 6. This worked well and could be applied to all troop types including armour. For game purposes we adjusted points values up or down by 20% for elite or conscript units. This was a simple house rule and it not only solved the problem but gave us more interesting troop variations.
Title: Re: Proposition for suppression
Post by: Dr Dave on 19 June 2018, 02:45:51 PM
We always link it to "morale". Roll for unsaved hits.
Poor suppressed on 4+
Elite or tough on 6.  etc

That way we cover the quality of the men as well as their command via the Command roll.

Works fine for us.
Title: Re: Proposition for suppression
Post by: Itinerant Hobbyist on 05 July 2018, 04:53:32 AM
I definitely won't implement the veterans suppress easier than greens. I would agree they keep their head more wisely thuan green troops, but I would argue they're more aware of the battlefield situation than the greens and this aren't "suppressed" as easily.

And I agree that getting them dig out of buildings is tough. I like the ideas thrown around regarding changing suppression.

And I've always auto suppressed for arty after 1+ hits.