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BKC House Rules

Page history last edited by PBworks 17 years, 5 months ago

SQUAD LEVEL BLITZKRIEG COMMANDER

 

I like to play Blitzkrieg Commander at a lower level than the rules were designed for. With the standard rules, each unit represents a platoon of men or vehicles. With the lower scale, each unit represents a section of men or, normally, a single vehicle. Some vehicle units do actually represent more than one vehicle such as a jeep recon section. Because of these changes to unit scale I use the following house rules:

 

Ground scale: Double all movement and firing distances. Artillery and aircraft attack areas are not doubled as they represent attacks by smaller numbers of weapons.

 

Unit Basing: Rather than having all the figures for one unit glued to a single base I like to base my infantry models on 18x18mm square bases with three bases positioned side-by-side to form one unit. I do this for two reasons: One because I didn't want to have to rebase all my existing models when I started using BKC and two it allows me to place the three bases in a column when moving along a road and not need the road to be 50m wide. However, I used to use a round base to allow units to rotate on the spot and not then overlap other adjacent units but have decided that I will now use square base in order to judge the 90 degree arc easily. Normally the bases are placed side-by-side and thus give the normal BKC frontage. Some units are represented by a single base 27x18mm because of what they are e.g. my dug-in machine gun teams don't fit on a 18mm wide base. However, I consider the size of a base to be partly reflected in the unit statistics because the smaller unit sizes have less hits. Anti-tank teams such as bazookas and panzerschrecks are based on 18x18mm bases. Panzerfausts are normally included within the standard infantry units. I sometimes use special units to represent unusual historical units. Often these special units consist of a single base and have few hits. For further details refer to the unit data sheets.

As I don't like having to have roads wide enough to suit the width of a vehicle base, vehicles are generally not based. However, this could result in models being placed un-realsitically close together or even touching side-by-side so I use a gentlemens agreement to not place vehicles closer than 25mm of another vehicle and that seems to work.

 

Anti-tank factors: Normally the infantry units of many armies have an anti-tank attack capability in addition to their normal small arm attacks. These represent the unit carrying bazookas etc. At squad level not all units will necessarily have an anti-tank capability. Therefore, I use bazooka team models to represent an anti-tank capability and place the model adjacent to a normal unit in order to indicate that that unit has the anti-capability. It also allows the anti-tank capacity to be moved around. However, if the anti-tank team is adjacent to a unit that is then knocked out the anti-tank team is also knocked out.

 

 

Other changes will be listed as time permits.

 

Note: None of these rules are official. They are just my ideas for a little more detail at the different unit scale.

 

ARTILLERY TO HIT TABLE

This is just my attempt to clarify the 'to hit' rolls required by the various types of artillery.

Artillery.xls

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