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Blitzkrieg Commander - WWII Rules:

 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Sun Feb 27, 2005 3:39 pm 
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Hi,

Received the rulebook for Blitzkrieg Commander (BKC) yesterday and Cybershadow asked if I could write a quick 'first impressions' review of it, so after reading the basic rules through last night, here's the lowdown.

If you've played Warmaster before, or at least know how the system works, you'll be able to grasp BKC instantly. It takes the Command and Order structure of WM but implements it in a much more suitable manner for the WW2 format. The Command values, initiative moves (stand & shoot, evade, counter attack) and the rules governing how many orders Commands can give, etc are all virtually the same, but with some nice additions. For example, when a command rolls the two dice to order a unit, rolling a double-one allows you to take two actions for that Unit (or number of units if you're ordering a whole formation), and a double-six causes a Command Blunder. These can causes units to fire on each other, fall back, do nothing, etc.

Another point, which I kinda touched on then, is how BKC implements Units. In WM, you have Units of 3 stands, which can be formed into a Brigade with other Units and given a general order which they can all follow. BKC is very different here.

Units in BKC are individual stands. When a Command figure delivers an order, it can choose to order a single Unit, or any number of Units it likes (So a CO could potentially order a whole army in one roll). Whilst this sounds a bit silly, BKC does still give penalties for ordering over distance, and for successive orders, etc. Therefore a Command is generally in charge of a flank of an army, or a specific group. Mass orders don't all have to be the same order too. As long as the command roll is passed to issue an order, a Command may choose to use it to move infantry up into cover, fire on targets with his armour and undeploy AT guns. This may sound a bit unweildy, but after reading the rules through and seeing the examples it shows, you realise that this is far more appropriate for the combined-arms of the era.

The initiative phase is essentially the same as WM, with units able to react to very close enemy units charging, shooting, evading or supporting.

As BKC makes far more use of ranged combat than WM, the shooting is padded out more. You add up the attack values of all attacking units, roll that many dice To Hit, roll to save, allocate hits, remove casualties and check remaining units for supression (roll a dice for every hit, and try to beat the To Hit value again). Suppression means a Unit can't do anything for its next turn. Attacking a suppressed Unit can cause it to Fall Back, which causes another roll to see how far it runs away. Running over a set distance or off the table can cause the unit to disperse and be removed from play.

The To Hit values are similar to WM, with 4+ for units in the open, 5+ when in cover and 6+ when fortified, along with a number of other situation-based modifiers (flank/rear attacks, firing at half-range, etc).

I must say at this point, that after every section of rules in the rulebook, there are a few pages of examples to show the rules in effect, with clear photographs that have obviously been thought through before being taken.

Also in the book are plently of boxes (at the appropriate point in the rules) with Optional Rules which basically allow for more "realistic" gameplay, such as Opportunity Fire, which is like E:A's Overwatch, except that by initiating it, you run the risk of becoming supressed (due to the risk of fatigue, etc).

There are also rules for artillery and aircraft. Artillery is kinda like the orbital support in E:A, where you write down before the game when-and-where you will fire them, but these can be delayed or (re-)ordered by an FAO on field. (The artillery can also fall victim to command blunders, with some nasty effects!)

The aircraft rules aren't quite as fluid as E:A, representing more whether they were on target or not, rather than their on-table position. You choose a target, roll for deviation, roll for any AA fire, then can target all units within 10cm of your final attack position, or double-attack a single viable target. It's confusing on the first read-through, but the examples clear it up nicely.

Movement and terrain modifiers seem pretty standard wargames style, allowing infantry to move more freely than armour, etc.

Close Combat is again a set number of attack dice (depending on your unit types), with modifiers for charging, etc. Combat resolution of disengaging, pursuing and retreating are all pretty straightforward.

There are extra rules for engineers (flamethrowers, obstacle clearance, bridging, demolition, remote-controlled demolition) and minefields, but I havn't had a chance to read them thoroughly yet, but they too have examples of play that should help.

The End phase of every turn is pretty standard, with checks made to see if either force has passed it's breakpoint (this doesn't necessarily mean you lose instantly, but a command roll with negative modifiers is needed to keep your forces on the table). There is also a Victory table to figure out victory points based on destroyed units, etc.

That's the end of the rules in the rulebook, at page 35 out of 120.

Next is a great section on scenarios (15 varied scenarios here) and a few pages on running campaigns. After this, there is a huge selection of army lists for every force in every theatre of war, giving starter lists suitable for every one, as well as a good section on army organisation.

At the back of the book are a handful of pages with adverts for all the suitable mini suppliers and tips on basing, etc. Very useful stuff.

On the book itself, I must say that (as was the authors intention) it is a complete piece of work. You don't need updates or supplements to play, and it's obviously been proof-read and playtested well. There are a few stat changes and army list additions on the official site, but they are more for the historical completist than essential changes. The official website, a Yahoo group and all the support comes from the author Pete (known as PeteTheWarGamer on the SG Epic forums btw), so you can chat to him and get quick answers to stuff anytime you need them.

The official site is at: Blitzkrieg Commander

NOTE: Just add this here. The rules are aimed at a miniature scale between 20mm and 2mm(!), with the rules suggesting 15mm to 6mm (20mm and 2mm rules suggest halving/doubling ranges, etc). I read through the official forums and although most people say they initially bought 15mm armies (similar to FOW) and love the detail level, that the price difference between 15mm and 10mm is enormous. I took this on board and decided to order a 10mm British army (for a North Africa/El Alamein setting) from Pendraken the other day. ?22 including postage for 1000 points of infantry, tanks and all the other bits I need. Makes a refreshing change. :D

2nd NOTE: When/if you order the book from Pete, you have the option of ordering a "slightly damaged" version which I would recommend considering. He says that they aren't really damaged, just that they might have a bent page or mark on them that would stop him selling in-store. Having saved money on ordering a damaged copy, I still can't find a single thing wrong with mine. :) Maybe he's done a sub-atomic scan of mine and found a fault.

Any questions you have and I'll have a look for you. :)

Cheers,
Freshmetal

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Sun Feb 27, 2005 3:48 pm 
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There are extra rules for engineers  


Sigh - there always are....

(flamethrowers, obstacle clearance, bridging, demolition, remote-controlled demolition)
 

Nice toys! :D

Sounds very interesting AND affordable too. Thanks for the review Freshmetal. :D

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Sun Feb 27, 2005 4:04 pm 
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Sounds pretty good ! Their CAS rules seem like what we use ... based on our gaming/historical/personal experiences ! :;):

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Sun Feb 27, 2005 4:09 pm 
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Hi,

It'll also allow me to paint some 'tactical' colours and camoflage after all the brightly coloured Orks I'm going through. :D

Cheers,
Freshmetal

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Sun Feb 27, 2005 4:12 pm 
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Praise the Emperor ! All My Orks are tactical colors or metallics ! :D ?Even some B/Axes are camo'd ? :;):  I do have a brick red Nob bike in one mob !   :laugh:




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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Mon Feb 28, 2005 10:43 am 
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How is the tank armor/penetration handled? the warmaster 1+ to 6+ system does not lend itself to much variation. Do the tanks have "wounds?".

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Mon Feb 28, 2005 11:20 am 
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Quote (Legion 4 @ 27 2005 Feb.,15:12)
Praise the Emperor ! All My Orks are tactical colors or metallics ! :D ?Even some B/Axes are camo'd ? :;): ?I do have a brick red Nob bike in one mob ! ? :laugh:

Blood Axes are the ones that are mean't to have camo. They are 'umified ones :).

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Mon Feb 28, 2005 12:10 pm 
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Hi,

How is the tank armor/penetration handled? the warmaster 1+ to 6+ system does not lend itself to much variation. Do the tanks have "wounds?".


All armour essentially takes hits and wounds in exactly the same way as infantry. To Hit roll, Armour roll, if they take a number of hits equal or above their Hits number (ie: their wounds), then they are removed. If not, then you test for supression on every hit. Of course, Armour benefits from better saving throws, etc than infantry or guns.

There is a section in which the author writes about how he wanted to avoid the tank penetration tables, etc of the older war games, although there is a small optional rules table for hull penetration/damage that gives penalties to damaged armour and AT guns.

BTW: If you click on the link in my first post above, on the BKC website, click on downloads and save the BKC Lite version. It'll give you the basics and a sense of how the game runs.

Cheers,
Freshmetal

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Mon Feb 28, 2005 12:31 pm 
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Thanks for all the info Freshmetal, I for one am going to have a closer look, and maybe even purchase. I've been looking for some relatively simple WW2 rules that give a good, quick game.

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Mon Feb 28, 2005 12:57 pm 
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Quote (Freshmetal @ 28 2005 Feb.,11:10)
Hi,

How is the tank armor/penetration handled? the warmaster 1+ to 6+ system does not lend itself to much variation. Do the tanks have "wounds?".


All armour essentially takes hits and wounds in exactly the same way as infantry. To Hit roll, Armour roll, if they take a number of hits equal or above their Hits number (ie: their wounds), then they are removed. If not, then you test for supression on every hit. Of course, Armour benefits from better saving throws, etc than infantry or guns.

There is a section in which the author writes about how he wanted to avoid the tank penetration tables, etc of the older war games, although there is a small optional rules table for hull penetration/damage that gives penalties to damaged armour and AT guns.

BTW: If you click on the link in my first post above, on the BKC website, click on downloads and save the BKC Lite version. It'll give you the basics and a sense of how the game runs.

Cheers,
Freshmetal

I guess I am old fashioned, then, as I like the "old" penetration vs armour system over "saves & wounds". Reason? Well, it's more accurate. If you have a set of saving throws with a d6 you have a system where (in extreme cases) pz Is will bag T-34s. If you have wounds, it usually means that pzIVs survive hits from JS-IIs. The second can be somewhat circumvented with multi-wound penetrations.

I'm happy that he included the pehetration rules as optional, though.

I'll have to take a look at the lite rules and see what they're about. From what I've heard the book is probably well worth purchasing.

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Mon Feb 28, 2005 5:41 pm 
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Hi!

Thanks for sharing the review. Looks very nice!

I will probably pick it up and canibalize ideas for Heresy.

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Mon Feb 28, 2005 6:03 pm 
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Well, you've gone and done it now :laugh:
Having looked over the site I've decided to take the plunge and look at it a little closer, ie. I've gone and ordered it :D :p
Now that means I'll have to visit the attic and dig out all my WW2 minis.

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Wed Mar 02, 2005 1:57 pm 
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and this morning it arrives, looks really good (and I can't tell what sort of damage it's supposed to have, it looks perfect), will see how I get on in the next couple od days.

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Wed Mar 02, 2005 9:33 pm 
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Thanks. It looks like I am not the opnly one who is interested in this game. Have you played a game yet? Currently, I am working my way through Panzer War (they keep updating it just as I get to the end and I have go back and make sure that I understand the changes), Panzer Marsch and Mein Panzer (which is shaping up to be my historical of choice. I have the WWII encyclopedia, which details 13 countries and literally over 1000s of pieces of equipment!).

I am less convinced about BC, but the jury is still out over Warmaster too. I guess that BC will hang on its armour rules.

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 Post subject: Blitzkrieg Commander - WWII Rules:
PostPosted: Wed Mar 02, 2005 10:55 pm 
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Hi,

I've yet to play a very substantial game, only a quick walk through of some turns with proxies to get the basics down. A few people who I play against have taken an interest, so I shall try to get a sizeable game played soon to really test the rules.

I've not really played many other WW2 games except as one-offs, so I can't really compare this to anything else, but when I read through these rules, most of it seems very intuitive and well thought-out. The author seems to know his stuff about the periods and has vast experience of other wargames, so most of the stat lines are appropriate approximations of the real tanks, etc. I guess that if you want/like tables of stats, then you might find this too abstract, but it's definitely quick and playable.

Shall try to get a batrep of any upcoming games.

Cheers,
Freshmetal

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