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BKC House Rules

Page history last edited by Tony Barr 17 years, 1 month ago

Squad Level BKC

 

Double all distances, as given in the rule book.

 

The only things that really cause problems are the light mortars and the infantry anti-tank weapons - anti-tank rifles, PIATs, bazookas, Panzerschreck, Panzerfaust and makeshift weapons like Molotov cocktails, bunches of grenades etc.

 

The AT stuff (except Panzerfaust) is pretty easy to deal with. I've based such teams up on half sized bases (25x25 or 25x30 to cope with prone AT rifle teams). These are used as attachments to an infantry base. If the team is attached then the infantry get the AT option. If not, they don't. They should start off attached to the platoon HQ stand but can move (normal 10cm movement) when that (unsuppressed) stand is commanded to attach to any other (unsuppressed) infantry stand within normal movement distance. If the stand the AT team is attached to is KO'd then the AT team is also KO'd. Essentially the AT teams are markers to denote AT capability, but they look better than counters!

 

Panzerfausts need to be treated slightly differently and this one we haven't tried yet (doing early war things right now). Either one assumes that all appropriate infantry stands have them, which should work fine and would give the appropriate AT capability, or they are singly based and are used alongside an infantry stand to denote PF shots available. Yes, I like things to look good on the table and that is a sight better than using counters or tiny dice! I'm inclined to go with the former for simplicity.

 

I have also based up light mortar teams on half sized stands, but these don't seem to work right as attachments to infantry stands unless the range of the infantry lacking such an attachment is reduced to 20cm (doubled to 40cm), which I'm not personally keen on but which would probably work - needs testing. Instead I prefer to use them as separate units with 1/40* attacks (1/80* with the doubled range) and 3 hits and a save of 6 (due to the small size of the unit). Otherwise they are treated as other mortars though indirect fire doesn't seem right for them and the minimum range should be 10cm (doubled to 20cm). They could also use smoke, which seems to have been the main use for the British 2" mortar, though we haven't tried that yet.

 

What I'm trying to do is to avoid tacking on skirmish type elements to the game while giving that lower level flavour and the above seems to do the job okay.

 

Panzerschreck/Bazooka 5/10 attacks, 5 hits, 25pts

PIAT 4/10 attacks, 5 hits, 20pts

 

Max. 1 per 3 Infantry Units and of course regular infantry units would then lose the AT attacks (apart from the 5/10 for Panzerfausts).

 

I thought maybe allowing tank-killer teams to move 20cm though?

 

AT rifles would probably be 1/30 on that basis, maybe 2/30 for the Finnish one.

 

I suspect that giving the teams 5 hits might be too much, though it would reflect the difficulty in spotting them as well as killing them.

 

Light mortars - 1/40*

Anti-tank rifles - 1/20

PIAT - 4/10#

Bazooka - 5/10#

Panzerschreck - 5/10#

Panzerfaust - 10/5#

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