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ImageImageImageCurrent Topic trenches and dug in
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strawbuk
United Kingdom
Joined 25/11/07
Last Visit 15/10/12
15 Posts
Posted on 25 June 2011 at 15:50:30 GMT
Glad to see what we used as a house rule in BKC1, save rolls for dug in infantry, a rule in BKC 2. Gives a proper role and function to infantry in attack and defence. But do people reduce the 5+ save to 6+ if the dug in target is subject to indiret fire (on or off table)? Would seem to match logic of reduced saves for vehicles with saves if hit by arty/air and would also be quite good fit to real world.
big dave
United Kingdom
Joined 10/05/07
Last Visit 17/11/16
937 Posts
Posted on 25 June 2011 at 16:40:31 GMT
I thought the reduced save was only vs air attack
Kiwidave
New Zealand
Joined 04/06/04
Last Visit 31/05/19
841 Posts
Posted on 25 June 2011 at 16:57:05 GMT
Rather than change the save, I use 5+ to hit for indirect fire and 6+ for direct fire.
ebarrett
Ireland
Joined 20/12/07
Last Visit 31/10/12
55 Posts
Posted on 25 June 2011 at 17:38:46 GMT
"Rather than change the save, I use 5+ to hit for indirect fire and 6+ for direct fire."

That's what we do. It gives a clear role for the arty to soften up the defences.
strawbuk
United Kingdom
Joined 25/11/07
Last Visit 15/10/12
15 Posts
Posted on 25 June 2011 at 18:36:06 GMT
Cool thanks for the ideas.


Rolling this on... How are people liking or not trying to shift dug infantry? My crew really berate that attackers are hit on a 4+ in the assault and defenders on 6 still. I tell 'em to sort out their smoke (inc our house rule of smoke rounds for btn mortars), support and attacking from somewhere on the flank... But still tough. And my standard issue that dug in in 1940 is not dug in in 1944...
Kiwidave
New Zealand
Joined 04/06/04
Last Visit 31/05/19
841 Posts
Posted on 25 June 2011 at 20:34:46 GMT
Shifting dug-in/entrenched troops is really hard work! You have to do as you say - smoke, flank attacks, and it *really* helps if they are suppressed by art and/or MG fire prior to assaulting, as this prevents them shooting at you as you go in.
sibrooks
United Kingdom
Joined 01/08/09
Last Visit 20/07/13
22 Posts
Posted on 25 June 2011 at 22:33:02 GMT
Auto suppress from IDF is the answer I find.
steveww57
United Kingdom
Joined 04/08/07
Last Visit 20/09/15
231 Posts
Posted on 26 June 2011 at 07:47:17 GMT
You only CA suppressed enemy - or really weak ones.

I have played a Crete para scenario several times, and the usual drill is for the German Paras to pour fire on to dug in troops, and then CA. Works.

Steve
Ologotai
United Kingdom
Joined 07/01/10
Last Visit 24/07/12
22 Posts
Posted on 19 July 2011 at 10:23:46 GMT
Guys

Don't have my rule book handy but we find the 6+ to hit and then 4+ cover save for units in trenches (and stone buildings) - we play with the odd piece of Normandy farm terrain! - means that unless you play with the "auto-suppress" when hit by indirect fire optional rule it is impossible to dislodge them.

Cheers

Andy
Leader
United Kingdom
Joined 07/07/04
Last Visit 03/05/21
255 Posts
Posted on 19 July 2011 at 20:38:23 GMT
Flamethrower vehicles is what you need. Hits on a 4+, no saves, auto suppression and fallback even if less than 10! Lovely.
Unless I've mis-read the rules of course Sad!
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