BKC,CWC and FWC

Started by Fenton, 04 August 2015, 01:24:41 PM

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petercooman


toxicpixie

Suppressed units already get a pretty hefty modifier in close combat and close combat is already pretty bloody...

I'd be disinclined to tinker, as in general it works overall as a system even if some bits don't always feel right on their own.

Only thing I find is despite six hits, infantry are not very resilient unless wedged in heavy buildings or trenches. We've found keeping hits on vehicles seems to address this nicely without any other tweaking...
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petercooman

I have been thinking about letting suppressed infantry act on initiative if possible. A last resistance before they get rolled over or someything  :-\

sunjester

Personally I'd say don't tinker too much at all.

There are lot of people with different house rules to play the game, and you just could not please all of them. Plus there is the possibility that that it's only a vocal minority who want to change things? After all not many people bother posting "I like these rules as they are", they just get on with it!

FWIW, I like the rules as they are! ;)

barbarian

Just modify the Anti-tank gun rules, then ? ;)
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petercooman

I like the rules as they are too, we use them straigth out of the book in our group.

I just add on/try out new things if i play solo, to keep it interesting. And if i'm short on time i add on the 'hits stay on' rules to have a quicker conclusion.

Fenton

02 September 2015, 05:29:03 PM #21 Last Edit: 02 September 2015, 05:35:33 PM by Fenton
The only thing we changed was the hit removal system. Although I would like to see helicopters stay on the table in CWC rather than being used as an asset
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fred.

We've played quite a bit of BKC recently. It works well for big games, it generally keeps moving fairly well. Its definitely a big picture game, not a micro-management game.

With all WM style games a few bad command rolls can really effect part of your force. Bigger games help here as you will have more commanders.

The only house rule we play with is a limit of a maximum of 3 command rolls per commander per turn. To try to stop to many moves from one formation on a roll of lucky dice rolling.


Hits coming off at the end of a turn, is quite a key mechanism. I wouldn't like to remove d3, it would take an age to do all the dice rolling. Could go with removing a fixed number at the end of a turn. Its annoying to put a pile of fire on a heavy tank unit, and have it save just enough hits to be able to survive, and then be unscathed the next turn.

Having hits come off, does mean you tend to clump formations together so you can pour lots of attacks into a single unit to kill it. This feels rather un-historic.
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Fenton

We run it

Elite remove 3 regular 2 and green 1 and you take an extra one off if in cover and  or not in sight of the enemy
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Ithoriel

We ignored things like cover. In cover the shaken recover faster, the shirkers find more places to hide. Under fire some hug the dirt but some of those "'ittin' it wiv an 'ammer" are motivated to strike hard, fast and true. We reckoned it evened out and kept things simple.
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toxicpixie

Yeah, I'd keep it as simple as possible with minimal extra "book keeping".

My "desire" for hits stay on was solely to bump up infantry - they just didn't feel resilient enough compared to AFVs. So AFVs retaining hits represents the cumulative accumulation of relatively minor damage that mounts up to render the vehicle a kill; infantry can pull themselves together, bandage up or grab a chap from the rear echelon once there's a bit of a lull so their hits still come off end of turn.

TBH we've been pretty exclusively played AVBCW sort of stuff, where it's actually less needed - almost all the AFVs are three hit, save six "wonders", as opposed to later war monsters! Or in CWC Abrams and Challies ;)
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Ithoriel

I've always felt that BKC, like Warmaster before it, got the right result for the wrong reasons but that that was infinitely preferable to the reverse :)
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toxicpixie

Double deffo agreed 100% :D

It's something that comes up often, and it's why I'm generally against tweaking rules sets these days - that days of me wanting to wade thru highly developed massively complex subsystems within games to track things that aren't relevant and which usually produce results that actually aren't "right" anyway are long gone :D
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Luddite

Quote from: fred    12df on 02 September 2015, 07:54:53 PM
The only house rule we play with is a limit of a maximum of 3 command rolls per commander per turn. To try to stop to many moves from one formation on a roll of lucky dice rolling.

How does that affect the capacity of units to destroy high-hit units like infantry?

Its hard enough to accrue hits, but limiting it to 3 shots seems to me to make high-hit units much more resilient.  Do you find that?
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fred.

Fair point, this might explain the clumping of units to concentrate fire.

But I'm not sure how often this comes into play with command 8 HQ, as they tend to fail their command rolls a lot. It really comes into play with the CV10 HQs who often seem to get off big strings of orders.

It seems to be more of a 'feel' thing rather than something we have fully thought through, as most of our players seem to get slightly embarrassed with too many activations from a formation.
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