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Panda-Ball
United Kingdom
Joined 13/10/06
Last Visit 22/12/11
46 Posts
Posted on 24 January 2010 at 19:26:11 GMT
Just played my second game the Battle of Kamonev 3000pts each side. The battle came down to the last order of the last turn (12) with the German player destroying my T34 with his 88mm ATG that caused me to break. The German player roll double 1 five times during the came and I had the embarassment of one of my T-34 being destroyed by a mortar he score 5x6's in 3 rounds and I failed to save once. I also lost my KV1 to his Motorcycle Infantry assault 10 dice (hit 4-6) v 3 (save 4-6).
We used the Tank commanders in tanks optional rule worked really well
Couple of questions that came up

1 With Tank commanders if on road in column and order move we decided that having him move first made it very awkward so we let the column move from the front. Does this seem reasonable?

2 I had a T-26 in an AFV pit in the open does that mean 6 to hit and +1 to his save? Or is it 4-6 to hit and +1 to save?

3 In close assualt a player is able to roll saves what happens if some are attacking a tank from the front and others from side or rear. What save roll do I use? Is all or some reduced by the side attacks?

4 Railway tracks what sort of terrain do we class as? In the Game we decided to call it a Road if you were moving completely on it but had to stop when you first move on it.

5 The way I have read the rules the motorcycles transport having a 1/40MG can support Close Assault? Very useful in the battle for the German player who deployed is Inf in a line with motorcycles interdispersed between
steveww57
United Kingdom
Joined 04/08/07
Last Visit 20/09/15
231 Posts
Posted on 24 January 2010 at 20:53:19 GMT
Hi Panda-Ball,

Although not answering the questions you asked, I have one for you:

"German player destroying my T34 with his 88mm ATG that caused me to break."

Breaking is not automatic. On each subsequent turn you start, you must make a command roll. Pass and you do not break (game continues), fail and you do break.

So the question is, did you have another turn after the T34 was lost?

The other thing to remember, with Russians you add three (one per 1000 points) to the break point for the rigid tactical doctrine. The Germans deduct 3 (one per 1000 points) from their break point as they have flexible tactical doctrine.

Steve
Panda-Ball
United Kingdom
Joined 13/10/06
Last Visit 22/12/11
46 Posts
Posted on 24 January 2010 at 20:56:43 GMT
No we did not but as it was the last turn and the Soviet player was due to act and I rolled a 10.
The break for the soviets was 34 units 17+3=20 while the Germans were only 12 30 units 15-3=12
pete
Wales
Joined 05/02/04
Last Visit 07/05/19
3793 Posts
Posted on 25 January 2010 at 00:20:50 GMT
1. Why is this awkward?

2. Hit on 6 (see summary on p.140) and +1 to save

3. Roll each group separately

4. It doesn't count as road movement

5. Yes
Panda-Ball
United Kingdom
Joined 13/10/06
Last Visit 22/12/11
46 Posts
Posted on 26 January 2010 at 23:15:03 GMT
1 we found it awkward because the column infront of the commander was longer than his move rate.

2 Thanks

3 What about support dice?

4&5 Thanks

Another quick question if I man handle a ATG/MTR/IG the way I read the rules is 1 order to move, 2nd order to deploy, 3rd to fire, is this correct?
Albie Bach
United Kingdom
Joined 09/03/09
Last Visit 19/11/17
169 Posts
Posted on 27 January 2010 at 13:37:30 GMT
In fact, assuming the weapon was already deployed, I read it you also have to undeploy/pack it first. (undeploy?)
stu_dew
United Kingdom
Joined 26/03/08
Last Visit 08/05/12
170 Posts
Posted on 27 January 2010 at 13:59:22 GMT
That’s certainly how page 24 reads to me. With the weapon types mentioned one could have any number of consecutive Fire actions or Move actions as part of the manhandling process, but these two types must be separated by a Deploy action.
pete
Wales
Joined 05/02/04
Last Visit 07/05/19
3793 Posts
Posted on 27 January 2010 at 15:20:51 GMT
"What about support dice?"

Fiddly, but you need to allocate these to whichever aspect the support units are on.
Panda-Ball
United Kingdom
Joined 13/10/06
Last Visit 22/12/11
46 Posts
Posted on 27 January 2010 at 16:06:10 GMT
I think it says in the rules you can only manhandle once a turn? ie only one move no matter how many orders given.
stu_dew
United Kingdom
Joined 26/03/08
Last Visit 08/05/12
170 Posts
Posted on 27 January 2010 at 16:39:34 GMT
Ah yes, I see it. The fact that the rule's under 'Towed Guns' had me foxed... Wink
Panda-Ball
United Kingdom
Joined 13/10/06
Last Visit 22/12/11
46 Posts
Posted on 27 January 2010 at 23:08:54 GMT
Just had a game, one situation came up. 3 German inf were in connected trenches one unit was hit in the flank losing the CA. Rule states must retreat away from enemy contact as hit in the flank, there retreat immediately contacted the adjacent unit. So by the rules stops on contact with friend and supresses them. But now the unit is still in contact with close assaulter.
1 Should the close assaulter consoildate 5cm away?
2 Are the inf that retreated but could not move now classed as outside their trench (we did in the game)

In the game he succeeded in close assaulting again destroying the unit, then on the other flank he did the same thing but this time the supressed retreat was retreating into an already suppressed inf and so both were destroyed by the rules. Was this a reasonable interpretation of the rules?

3 Supporter does he give support if within 10cm of the enemy even if not in 10cm of friendily assaulter? ie I hit from one flank but the support is 10cm away from the enemy on the other flank.

4 Restricted Line of Sight does this occur if on edge of woods or is it if unit as restricted arc or in Pillbox/Bunker?
Panda-Ball
United Kingdom
Joined 13/10/06
Last Visit 22/12/11
46 Posts
Posted on 28 January 2010 at 22:37:35 GMT
1 Opportunity fire: If I fire at an enemy in my turn and destroy or suppress him does he get to opportunity fire back with that unit we have played no?

2 In Close assault it states that hits done to transport are given to the infantry. I assume if the transport as took enough hits as it moves into combat to be destroyed that the Inf it is carrying are destroyed?

3 I noticed in the Close assault rules under response 'may open fire on assaulting or supporting units' I am a little confused as supporting units are only allocated to a close assault after contact. Also later on it says under response 'must be able to see the assaulting unit'. But you could have the situation were the assaulting unit is hitting a flank so not able to be seen but recieve support from the front which can be seen. Could you clarify?
LEONARDO
Italy
Joined 04/06/08
Last Visit 27/08/18
413 Posts
Posted on 29 January 2010 at 19:46:35 GMT
1) If you destroy the target there is not opp. fire
2) When you close ass. with infantry on a trasport
the inf. dismount when in contact with the enemy and the trasport can support the assault.(armoured H/T like 251/1).
3)You can fire on supp. unit because you must preevious declare the units that are in support.
But these are my opinion only.
Panda-Ball
United Kingdom
Joined 13/10/06
Last Visit 22/12/11
46 Posts
Posted on 30 January 2010 at 20:49:30 GMT
In the picture example in the book he waits to allocate support once he knows if any of the 2 units make contact.

On the trucks I was thinking as i come in the enemy respond causing enough hits to destroy the transport but the way the rules read if I am CA it goes on the troops assaulting.
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