Ultimate BKC II

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

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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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