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foxbat
France
Joined 20/08/10
Last Visit 19/04/23
137 Posts
Posted on 28 May 2012 at 16:12:10 GMT
I'm pondering the possibility of adding these 2 house rules to the mix. They're posted in the BKC section, but of course they'd be just as good (or bad Gimme) for CWC...

- Staff Mode.
At the start of your turn, you may declare that your CO's in staff mode. You cannot use it to issue orders in this turn, or move it in the end phase. If it suffers any hit, even a saved one, or is charged, it loses the benefits of staff mode for the current turn. Staff mode allows you to bank "command points" (CP) that will be allocated to your subordinate HQs and will upgrade their command valie by 1 for each CP spent. When activating your CO, do a normal command roll. If you pass, add 1 CP to your CP bank. Whether successful or not, this ends your CO's activation for this turn. If you fail, this ends your turn. You can allocate up to 23 CPs to any HQ during a turn, boosting its CV by 2. This bonus is stackable with the recon bonus. A CO that suffers hits, is charged, or moves, loses all banked CPs.

Defensive artillery
This tries to simulate that a defender in a
foxbat
France
Joined 20/08/10
Last Visit 19/04/23
137 Posts
Posted on 28 May 2012 at 16:20:30 GMT
Defensive artillery
This tries to simulate that a defender in a scenario where fortifications or hasty defenbces are allowed has had time to reconnoiter terrain and prepare a defensive artillery plan.
You will define artillery strike points on the battle map before game starts, and for each strike point, you will also have to purchase a fire mission for each battery susceptible to fire on it. Fire missions will be deduced from your available total missions. You will also have to purchase a FAO. Your FAO will then be able on any turn to call a prepared strike if he rolls successfully, with a +1 bonus due to the prepared nature of this mission (if he fails, nothing happens). You will not need to roll for drift, the strike hits the aiming point automatically. Once the mission has started, it will pound that location every turn until either the FAO calls for another mission, whether defensive or normal, or a planned strike is due.
Kiwidave
New Zealand
Joined 04/06/04
Last Visit 31/05/19
841 Posts
Posted on 28 May 2012 at 20:39:00 GMT
Having the defensive artillery strikes continue over multiple turns is a but tough! There is capacity for final defensive fire in the optional rules (p134), but I like your ideas.

The alternative is to purchase scheduled strikes, and then you have a preregistered point to use as and when. it's a bit clunky, but it works within the existing rules.
Kiwidave
New Zealand
Joined 04/06/04
Last Visit 31/05/19
841 Posts
Posted on 28 May 2012 at 20:39:13 GMT
but = bit....
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