The latest AAR from my WWII campaign game:
https://wwiiwargaming.blogspot.com/2022/02/operation-cygnet-day-two.html (https://wwiiwargaming.blogspot.com/2022/02/operation-cygnet-day-two.html)
(https://blogger.googleusercontent.com/img/a/AVvXsEifVh7S0ziuTGZfhw6Ix_1_EDSb6CP1-P8FGJfVxx7H8g8SfJWS4PqWMvXDStflzsrMm7hW3d8jqnpalw-6qVEmLzkKSvJQ6fPtNBMSM3vNGhbxIliM8cp83lwwlE5Clk4-9CT-N6RbiZesAsxq8hcCTQuRX66NcIrvjJ-K-yZ3sF6iSkhjlh8mD-SV=w640-h480)
Another goodie Steve. I've just left comments on your blog.
Cheers,
Geoff
Looks like fun Steve
Thanks chaps and I've just seen your comment Geoff :) .
:-bd =D> :-bd
Another great looking battle and the campaign is creating some interesting scenarios
There seemed to be an awful lots of support weapons and very little infantry. Is this due to the campaign situation or is this a feature of BKC?
I think it's a feature of BKCII, plus how I'm running the campaign. So a FJ Kompanie will consist of:
1 x HQ
3 x Infantry
1 x MG
1 x 81mm Mortar.
I run my Wehrmacht battalions as 1HQ, 3 companies of 3 infantry stands, an MG stand and an 81mm mortar stand. Depends on how you want to translate the real world to the game one, I guess.
Interesting game - its great that the campaign system is already throwing up this kind of encounter.
Regarding mortars, I've tended to go with numbers more like Ithoriel - as mortars (and any on-table arty) can be deadly in BKC, due to its ability to fire repeatedly.
I know the German TOE had some mortars at company level, but I think this was just 2 tubes, so I'd perhaps reduce the dice of a stand in BKC, as I've also taken a stand to represent more like 4 guns or mortars.
Interesting to hear your thoughts too on how you run your games. I used to play with 2 x HQ per Battalion, but found this didn't work for me. Having an HQ per Company ticks the boxes for me and gives a better game IMHO. It also tends to even out the vagaries of the command rolls, especially for poorer CV forces, such as the Italians, early Russians etc.
For armour I tended to go with a HQ per squadron / company - but never went with that many for infantry.
But definitely get the point about more HQs reduces the failed command problems. With higher CV forces, does it make them too effective? We've sometimes found with BKC that a high CV commander can get off a whole string of orders and cause a huge amount of damage to a formation.
I know what you mean Fred about say a CV10 commander get off a whole host of orders, which does happen, but rarely in the games I've played. I find over a game it all tends to balance out, so not really a problem for me. Of course there are the odd occasions when the die rolls are way off the norm and the game does get a bit one sided, but you can get that with any ruleset.
Marvellous report. Well done!
Thanks Sean!