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Schlesien
United States
Joined 14/12/04
Last Visit 15/05/18
103 Posts
Posted on 10 September 2012 at 03:58:56 GMT
Good day,

I'm looking to make up some fixed trenches for an upcoming scenario. I just noticed that trench size went from 20cm length for 5 points (version 1) to one unit length (version 2) for 5 points. I'm assuming because I'm using 5cm wide infantry units, it would cost 20 for the old version trench length in BKC version 2. I'll be replicating a German trench line with dug-outs along the trench. Maybe this was discussed earlier and I just missed it.
carl luxford
United Kingdom
Joined 03/03/06
Last Visit 22/07/15
426 Posts
Posted on 13 September 2012 at 20:18:01 GMT
Sounds like the enemy will need lots heavy artillery or better still, try to outflank you!!

My Russians are still smarting from my attempts to bash a way through the 78th Sturm Division when they have prepared positions. (I should have gone round, would have required another table on each flank mind!)

In one game the 78th held a central position dug in (hidden at game start) using a diamond formation of 4 x 75mm ATG units dug in, with infantry (inc MGs) in trenches between them, and artillery guns / mortars further back in support. Oh and minefields and barbed wire to their front. Pretty much impenetrable with on table forces without gun artillery or air support!!

Carl
Schlesien
United States
Joined 14/12/04
Last Visit 15/05/18
103 Posts
Posted on 13 September 2012 at 20:59:57 GMT
The trenches will not be completely full with infantry. It just allows for German infantry to choose where to deploy and move around. There will be gaps in the trenches and anti-tank ditches. Not sure about minefields yet. I think the scenario has the Germans heavily outnumbered.

I guess I should have put a question mark somewhere in my previous post. Trying to figure out if a 20cm long trench would cost 20 points?
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2177 Posts
Posted on 14 September 2012 at 10:16:14 GMT
Winkling infantry out of trenches is haaaard work. Requires something like 48 dice of fire per base to kill them?!

Erm, yes - trench cost is based off the unit frontage length, so you need four 'trench sections' at 5 points each to cover four infantry bases at 20cm width Smile
Schlesien
United States
Joined 14/12/04
Last Visit 15/05/18
103 Posts
Posted on 14 September 2012 at 15:06:35 GMT
Cool cool. Thanks.
steveww57
United Kingdom
Joined 04/08/07
Last Visit 20/09/15
231 Posts
Posted on 14 September 2012 at 17:13:23 GMT
"48 dice of fire per base"

Less than that. The main thing is to suppress them along with a couple of hits and then close assault.
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2177 Posts
Posted on 14 September 2012 at 19:35:13 GMT
You're still suppressing on a six... byt the time you get a suppression you've probably had to kill them anyway Wink
Leader
United Kingdom
Joined 07/07/04
Last Visit 03/05/21
255 Posts
Posted on 14 September 2012 at 20:57:29 GMT
Flamethrowers are the key: Hit on a 4+, automatic suppression and fall-back!
Just one little problem, you need to get close enough to use them! Wink
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2177 Posts
Posted on 15 September 2012 at 00:44:06 GMT
Flamethrowers are the third answer after "more artillery" and more T-34s Grin
SteveJ
United Kingdom
Joined 26/03/08
Last Visit 20/02/25
761 Posts
Posted on 15 September 2012 at 08:50:58 GMT
Using the auto-suppression rules from artillery hits is worth considering. It has also been mooted that you could include mortar fire with this as well.
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2177 Posts
Posted on 15 September 2012 at 09:23:22 GMT
I'd say yes to the auto-suppression but people feel arty is over powered anyway :/
steveww57
United Kingdom
Joined 04/08/07
Last Visit 20/09/15
231 Posts
Posted on 15 September 2012 at 09:23:33 GMT
My view is that auto suppression should be part of the main rules and not optional. The effects or artillery were not necessarily to destroy, but to suppress. Hitting on a 6 (and then a save) and then needing another 6 to suppress does not I think reflect battlefield reality.

Some people thing that artillery is too powerful, especially with auto suppression, but I think that they under appreciate the part that it played in combined arms warfare.

The Germans in the early war, and the western allies in the late war period have the artillery advantage, and their armies are particularly effective, as it should be. Neglecting artillery distorts things.

As for getting close with flamethrowers, the answer is:

Crocodiles. And auto suppression with artillery!

Steve
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