Ultimate BKC II

Started by Dave Fairlamb, 06 July 2012, 07:14:38 PM

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Steve J

Sounds good to me Craig, so count me in :).

Kiwidave


Malbork

I've only just got a copy of BKC but i'd be happy to give it a go and learn as I play as it were :)

TinyTerrain

OK thats 4 + me as umpire.

I ve given this a little thought over the weekend (since I opened my gob before workking out how the hell we could do this).

I think the way forward initailly will be an aerial photo of real landscape with a grid overlayed. Whilst I will try and keep to the basic mechanics of BKC it may be neccesary to change a few bits (like movement) to be based on the grid system to allow for easier command and to remove issue with LOS.  So for example cover for the troops being denoted by the terrain features that are most predomiannt within any given square.

I would suggest to start with we go with a very small scale Inf + Inf support engagement, so we can work out if this is possible by email. For the first game I would suggest that there is 1 HQ and 1 CO per side, and that both players on each side see the same map and info, rather than starting to include Fog of War and comms breakdowns between HQ and Commanders.

Essential the idea is to have an aerial map that all players can see but troop positions will only be revealed once contact has been made. Each turn commands will be issued by both teams using a command sheet and their copy of the map, and the commands of both teams will be resolved by the umpire using BKC mechanics. Initiative moves will be possible and will be acted upon first, and opportunity will be undertaken by putting troops on overwatch. Recce will also be used. At this stage there will be no arty or air support (lets walk first!)

I will keep copies of the Allied and Axis maps and as and when troops become visible I will add them to the opposing players maps and each turn I will release "intelligence reports" to both sides showing visible troops movements and the results of the previous turns combat rounds.

I will try and flesh out a command sheet, turn guide etc over the next week.

Can the four of you please email me the email addresses that you want to use and I will get drawing a map up. My email is tinyterrainatgmalidotcom

Cheers, Craig
Tiny terrain Models



Syr Hobbs

I played a WWII game like this with folks from all over the world.  The GM took pictures along the way, starting with table/terrain pinpointing our objectives.  Each side was giving OOBs for three players per side.  We created two Yahoo groups for each side allowing the GM access with specific dates/times to turn in orders.  We didn't worry about movement speed, range, dice rolls etc.  The GM did it all.  We just described where we wanted to go and where we wanted to shoot. We took early advantage of blind firing with our artillery, which was very successful. 

Basically we told the GM what we wanted to do through our orders and he handled everything.  Then the GM took pictures to show us where we ended up and what we could see for the next turn.  The Yahoo groups were helpful to discuss strategies with the team and allow us to ask the GM questions.  He then posted results on a forum for all to see each turn with nothing revealing for either side.

I only found one picture from the game, it was artillery firing on the woods approaching our first objective that we figured the Germans would be using as cover.  And they were.  We pinned them and made it to the objective first. 



We also used a grid as well as with Cardinal directions.  I wish I could remember what our orders looked like. 

Duane

Nosher

Is it too late to join this venture?
I don't think my wife likes me very much, when I had a heart attack she wrote for an ambulance.

Frank Carson

TinyTerrain

Hi Nosher

For this first experimental game i going to have to limit it to 4 players, just to allow me to get the mechanics and command system working. It will be a very short game with just 6 infantry and 3 support per side, so you shouldn't have to wait too long to join the next one, sorry.

Duane, interested to read your post as it sounds similar to what I am planning but without using a real table. I am using aerial photos of real farmland with unit movements added woth photoshop, accompanied by turn by turn intelligence reports to each commander giving outcomes of combat, visible troop movements etc.  I will create a blog or forum so those interested can watch the chaos unfold!

The aim is to use BKC ii as a basis for the combat with a grid based movement and command system rather than the "war master variant" as this is more tricky to do, the plan is  to allow a CO to make 3 commands per turn if it is in an adjacent square to the units it's commanding at the start of the turn, 2 commands if it is 1 square away and only 1 command if it is 2 squares away. Movement will be by grid ref with a mandatory statement of direction of facing after each command using cardinal points. Each square will equate to 10cm in BKC parlance, so an infantry unit will move 1 square (10cm) and have an AP of 4 @ 3. Half range modifiers, flank shots will still count.

Each turn commands will be given to move, fire, hold or be on over watch.

Cheers,

Craig
Tiny Terrain Models

Leon

Let me know if there's anything we can do to help!

8)
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