Author |
Page 1 |
mehrunes
Joined 10/08/07 Last Visit 24/02/11 35 Posts
|
Posted on 08 September 2010 at 21:51:58 GMT Hi lads, after playing with other's miniatures on other's tables I'm going to host my first own BKC game in the next few weeks. Theatre will be North Africa and I'm going to teach the rules to a player who isn't a wargamer at all (yet *gg*)! I have some Germans ready (~10 infantry stands, ~15 tanks, some guns and trucks) and I'm painting Brits at the moment. I have no terrain available that is made for 6mm gaming. So I wanted to ask what do you think what I should come up with? A simple x points vs. x points game? A scenario? How can I build up a quick North Africa table? What and how much units should I use? Did you host sort of these games before? Any thoughts on this? I'm looking forward to your comments. Regards Sebastian |
MiniPatton
Joined 12/02/08 Last Visit 11/11/20 149 Posts
|
Posted on 09 September 2010 at 00:27:51 GMT Put towels, hills, etc under a light tan colored bed sheet or cloth. That should give you some nice hills/valleys to deal with. You can even use books to create dried river beds, or rivers. I also use lichen sprayed brown/tan to make stands of brush and the like. I never really bother with too many trees in my North Africa settings. |
NTM
Joined 09/08/04 Last Visit 25/11/17 567 Posts
|
Posted on 09 September 2010 at 08:54:19 GMT For me the scenario which was in BKC Lite is always a good introduction. It is basically the encounter scenario from the book with the following forces; US 1 x CO, 1 x HQ, 1 x FAO, 9 x Inf, 3 x MG, 1 x Mortar, 3 x Stuart, 3 x Sherman, 3 x 105mm Artillery German 1 x CO, 1 x HQ, 1 x FAO, 9 x Inf, 3 x MG, 1 x Pak40 + Truck, 3 x Mortar, 2 x Stug III, 1 x Nebelwerfer This should be fairly easy to adapt to what you actually have. Also there used to be a starter battlegroups download on the website which included desert forces. I have a hard copy somewhere, will locate if and post the details for you in the next day or so. |
mehrunes
Joined 10/08/07 Last Visit 26/02/11 35 Posts
|
Posted on 09 September 2010 at 09:27:39 GMT Hi, thanks for the comments. What is BKC Lite? The details of the downloadable battlegroups would be helpful. Thank you in advance. |
NTM
Joined 09/08/04 Last Visit 25/11/17 567 Posts
|
Posted on 09 September 2010 at 10:13:47 GMT BKC Lite was a stripped down version of the rules intended as an introduction before purchasing the book. It is no longer available on this website. |
NTM
Joined 09/08/04 Last Visit 25/11/17 567 Posts
|
Posted on 10 September 2010 at 08:26:49 GMT Starter Battlegroups as discussed British NA 1942 1 x CO 2 x HQ 1 x FAO 9 x Inf 3 x MG 1 x Mortar 2 x 2pdr + truck 3 x Crusader 2pdr 1 x Crusader (Support Tank Option) 4 x 25pdr German NA 1942 1 x CO 1 x HQ 1 x FAO 9 x Inf 3 x MG 1 x Mortar 1 x 50mm Pak38 + Truck or Halftrack 4 x Pz II 2 x Pz III 50mm kurz 2 x Pz III 50mm lang 3 x 105mm |
mehrunes
Joined 10/08/07 Last Visit 26/02/11 35 Posts
|
Posted on 10 September 2010 at 10:13:50 GMT Thank you! Except for that much artillery, I can field all that. What would you veterans say, how long would such a game last with a beginner? If I play an encounter, there are no artillery assets available. Does that mean I can still field artillery support but can order them like IGs? Then I could drop some of the arty and the FAO. |
NTM
Joined 09/08/04 Last Visit 25/11/17 567 Posts
|
Posted on 10 September 2010 at 10:40:17 GMT Although assets are not available in the encounter scenario you can still have Artillery Units (off-table called by FAO) or Artillery Support Units (on table called by CO/HQ like IG) My choice would be the off-table Artillery Units as it fits in better with the scenario and you only have to field a model for the FAO. The BG's I listed are perhaps a bit heavy on the Arty side for a 1st time game IMHO so if you want to reduce it down and filed them on or off table as you see fit. |
siggian
Joined 19/10/07 Last Visit 14/10/22 288 Posts
|
Posted on 10 September 2010 at 14:11:50 GMT I would definitely say they are a bit heavy on the artillery. |
ge2002bill
Joined 11/01/10 Last Visit 31/01/22 51 Posts
|
Posted on 10 September 2010 at 16:23:49 GMT The easiest way to introduce someone new is to use tanks and armoured cars only. After a few games, introduce a small amount of artillery on and off table. I would stay away from infantry in the beginning. Good Hunting and Vielen Glück, Respectfully, Bill PS Add a house rule about dust clouds thrown up by moving vehicles reducing LOS. |
mehrunes
Joined 10/08/07 Last Visit 26/02/11 35 Posts
|
Posted on 10 September 2010 at 22:42:18 GMT Hi, what's the reason to stay away from infantry in the beginning? For the first game, I thought we would use the optional rule of staying hits to speed up the game. The dust cloud idea is nice, I read something similar somewhere but can't remember. I too think it's an important cover in the desert. |
nikharwood
Joined 14/08/05 Last Visit 08/11/22 1472 Posts
|
Posted on 10 September 2010 at 23:35:49 GMT I'd encourage you to use a good - and appropriate - amount of infantry: BKC is a combined-arms ruleset & your infantry are invaluable...especially if, and this is entirely recommended, you're playing scenarios |
mehrunes
Joined 10/08/07 Last Visit 26/02/11 35 Posts
|
Posted on 11 September 2010 at 00:26:29 GMT Would you recommend a scenario besides Encounter for a first game? And if yes, which? |
Englishman
Joined 08/11/06 Last Visit 27/08/15 78 Posts
|
Posted on 11 September 2010 at 09:22:04 GMT We started with a classis Attack - Defend scenario. This got the players used to the need for a sizeable majority to take defended ground. We also used it to get everyone used to the terrain rules. |
NTM
Joined 09/08/04 Last Visit 25/11/17 567 Posts
|
Posted on 11 September 2010 at 21:10:45 GMT I would not recommend the use of optional and house rules in a first time game keep it simple. |
ge2002bill
Joined 11/01/10 Last Visit 31/01/22 51 Posts
|
Posted on 11 September 2010 at 22:32:44 GMT No infantry suggested because your new player is not a wargamer. Just to keep it easy on him so he can concentrate on learning how to play a wargame and learn one type of combat. Just thinking of the volume of things a newbie will be learning. Little steps first. Respectfully, Bill |
Panzerleader71
Joined 26/01/08 Last Visit 18/02/15 765 Posts
|
Posted on 11 September 2010 at 23:47:24 GMT Little steps, heck! He should learn wargames the way I did...thrown into the water and handed an anchor. It was the closest to a live fire excercise then I have ever been. PS: I'm kidding (sort of) of course. |
nikharwood
Joined 14/08/05 Last Visit 08/11/22 1472 Posts
|
Posted on 12 September 2010 at 00:17:15 GMT I really don't see how not having infantry is going to help anything War is all about the PBI... |
mehrunes
Joined 10/08/07 Last Visit 26/02/11 35 Posts
|
Posted on 12 September 2010 at 08:38:24 GMT Should be no big difference if I use only armour or only infantry. Apart from that BKC is very player friendly because all units work the same way anyway. atNTM I found it that staying hits are easier and more intuitive to play than removing them. The dust clouds, hmm, perhaps we can drop them for the first game and just shoot. Although he won't know what is a house rule or not anyway... |
todd.jayhawk
Joined 15/06/10 Last Visit 31/08/20 155 Posts
|
Posted on 12 September 2010 at 17:50:49 GMT I also prefer the static hit rules. I've played two without and 1 with. I enjoyed the tension of having the hits survive turn to turn. |
cleach
Joined 20/03/05 Last Visit 02/03/11 228 Posts
|
Posted on 12 September 2010 at 23:49:07 GMT We use the static hits and although I was a little worried about the effect this would have, it has made a big difference to our games in terms of speed of play. Also, now infantry in trenches/buildings are tough to deal with but not solely vulnerable to CA. I like the saves, but it can make taking out fortified infantry VERY tough. Static hits makes it more doable in a short amount of time. Of course, the poor guys outside in the open are also in deeper trouble! We have added a "rally' command action that allows units to remove hits at the expense of an action: 1 poor; 2 regs; 3 elites. No die rolls, just an action. Chris |
Page 1 |