Proposed Changes To Make BKCII A Better Game
And Less Of A Simulation:
1) No future command value reductions when using initiative or opportunity fire.
2) Reduce the number of command throws from four to three for non-Germans.
3) Take out or revise severe Blunders such as officers permanently having their command throws reduced -1 or -2 for the rest of a game.
4) Free Stuff For Every Corps (not a Battle Group) :
2x Fighter aircraft
2x Air Observers (use arty.stats)
3 Armoured Cars
Transport
All non-German CO and HQ command values will be upgraded +1 for free.
This does not apply to observers
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Reminder:
5 Even if an officer fails, he does not need to stand there and do nothing. He:
5a) May use Initiative Fire if close enough in the Initiative Phase of the turn. (Page 10)
5b) May use opportunity fire in the Command Phase. (Page 21).
6) Some hull down positions were not used when they could have been in the 17 March game. It happens and can't always be helped.
7) Players are reminded to look at the enemy Back Table. Forgetting about it is dangerous.
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Respectfully,
Bill
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From Todd:
I’m thinking the nasty blunders like the one discussed ... are really geared more to the couple hour games that a standard rulebook scenario would produce. For clubs or gamers that play smaller games more frequently, a one off bad game really isn’t too big a deal. In our case, these North African games are more like a convention game. Many of us only play the game during our campaign games. In that sense, a big swing early on in the game can really skew things.
Having limits on what a blunder can do along with mitigating command failures in general could help in the flow of these “convention” style games. Regarding command failure, maybe a rule that says that you can’t fail your first command roll two turns in a row. Maybe remove the -1 or -2 command options for a blunder.
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From Ross
The last BKC game we played, part way through we agreed that any officer who failed his roll got 1 move but could not try for a 2nd. That helped a lot.
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From Chuck
1) Abandon command control and simply paly I go U go.
2) Bill or like BAR with cards.
3)I had another idea Bill. What if we came up with our own blunder chart? We could keep it simple on a D3 or D6.
1-2 Stop fire penalty. -1
to firing tests for that unit. if you normally hit on 4,5,or 6 you hit on a 5,
or 6. If you already hit only on a six you re - roll all your 6's and score a
hit on a 4, 5, or 6 on those dice.
3-4 hasty orders. Move at
half speed
5-6 Fog of war. No firing
for that unit
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Avanti!
Todd
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