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greedo
United States
Joined 28/10/09
Last Visit 11/07/12
59 Posts
Posted on 02 November 2009 at 18:56:07 GMT
Still getting my head around the rules. Now I have 3: Smile

1) If a unit is in prepared trenches, even slit trenches, that counts as 5+ to hit. What if they are dug in in a wood, would that increase it to 6, or is that still just cover, that unfortified so 5+? Only bunkers etc. would EVER get a 6? What about regular town houses? Are they 5 of 6?

2) Recce can "target"/spot the nearest enemy, and communicate it to the nearest command unit. There are several options available. All but 1 involve the spotted unit. The +1 to command value... Does this just represent the commander being able to give orders with more information? So that the order that he gives does not HAVE to involve the unit that was spotted? the other 3 options are to target the spotted unit with arty/air etc. so just wondering.

3) How do I find out what edition of the rules I'm using? I borrowed them from a friend until my BK2 shows up, but sometimes scenarios refer to pages that are obviously from other editions.

4) Ok, make that 4 questions. Dug in troops start the game like that. You can't "dig in" DURING the game right? The effect that being dug in gives you are a) you have a cover save or 5+, and b) you won't fall back but you can still get KO'd by rolling more than 10 on a fall back check right?
LEONARDO
Italy
Joined 04/06/08
Last Visit 27/08/18
413 Posts
Posted on 03 November 2009 at 00:16:25 GMT
I'm not sure:
1) In another similar question I remember that yes cover is
cumulative (6 for trenches in wood)
2)I'm using CWC recce rule,anyway the options are +1 to nearest command, +1 FAO +1 FAC if are the nearest. Anyway you must roll for calling arty or air support.
3)I have the last edition.
4)In the optional rules of my edition you can dug-in Inf.troop in the initiative phase. Your troops must be unsuppressed and not within 20cm of visible enemy.They may not carry out orders in the command phase of the turn. They count as partial cover,test fall-back but there is effect only with 10+ (KO).They lose their dug-in status when they move.
Kiwidave
New Zealand
Joined 04/06/04
Last Visit 31/05/19
841 Posts
Posted on 03 November 2009 at 01:07:00 GMT
1) This will change to 6 for trenches in BKCII (AFAIK)
2) The +1 CV doesn't require the command unit to issue orders that directly affect the spotted unit. i.e do what you like!
3) I think the date of publication is on the spine: 2004=1st ed, 2005=2nd ed, 2006?=3rd ed
4) As Leonardo says

KD
greedo
United States
Joined 28/10/09
Last Visit 11/07/12
59 Posts
Posted on 03 November 2009 at 08:52:04 GMT
Wonderful! Very helpful. Thanks.

Actually since I have a questions thread, I have still more..

5) Suppression: It prevents defensive fire during close assault (i.e. you can't do it), and is the road to fall backs/KO'd. Does it affect normal firing at all?

6) GA/DB: Saw this with reference to -1 armor save when being shot at from the flank/rear. What does this stand for?

Thanks again. I'm sure BK2 will have differences but wanted to get in a few games so that we'll be able to move smoothly into the new version.
siggian
Canada
Joined 19/10/07
Last Visit 14/10/22
288 Posts
Posted on 03 November 2009 at 09:45:56 GMT
5) Suppressed units cannot do anything. No moving, no shooting, zip, zero, nada. Basically, everyone in the unit has taken cover and are trying to make themselves as small as possible and thinking of nothing else.
Dr Dave
Wales
Joined 08/10/07
Last Visit 04/11/19
936 Posts
Posted on 03 November 2009 at 10:53:58 GMT
GA = ground attack aircraft
DB = dive bombing aircraft
LEONARDO
Italy
Joined 04/06/08
Last Visit 27/08/18
413 Posts
Posted on 03 November 2009 at 12:28:05 GMT
GA/DB- Air attacks on armoured vehicles reduce one from armour save es. armor save of 4 is 5-6.
greedo
United States
Joined 28/10/09
Last Visit 11/07/12
59 Posts
Posted on 03 November 2009 at 12:52:03 GMT
Ah IC. As opposed to level bombing...
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