Showing posts with label bkc. Show all posts
Showing posts with label bkc. Show all posts

Friday, 23 October 2015

Machinas and WWII

We had three games on the go at the Gong Garage Gamers tonight. Geoff and I played Machinas. We were due to have a third player, but a family emergency put paid to that. We managed a passable race, two cars each, a duo of NPCs and three laps.

Geoff held the lead with Black Dog for the whole race, although it had plenty of bullet-holes in it by the end. I had Miss Murder (blue) and Lola (pink). They dealt with one of the NPC cars in the second lap - a box of nails saw it skid off the track - but couldn't put enough pressure on Black Dog to go for the win.

At the end Geoff brought up the Red Barchetta, who had lurked at the back for most of the race accumulating bonus dice. This gave him both first and second place. I took third and fifth after Lola was pipped into last place on the run to the finish-line.

The rules changes - which have got beyond the tweak stage - held up well, with gunnery proving useful but not dominant. There was no bashing in this race, mostly because no vehicles were ram equipped and there wasn't enough of a disparity in skills and/or bonus dice quantity to make it a viable pass response for the ordinary vehicles. You need to be sure of the win when bashing in Machinas, because a failure can be fatal. It's harder to inflict damage with guns, but the attempt is risk-free.

John and Peter played a teeny-tiny Blitzkrieg Commander scenario that was so short and sweet that they managed three goes at it during the course of the evening.

Meanwhile Bryan, Caesar and Kaleb played Flames of War, playing a predominantly infantry-based game so that Caesar could learn how to handle them.

Apologies for the dodgy photos; I somehow managed to not notice my phone was in Square Social Media mode rather than Semi-Professional Rectangular mode.

Friday, 24 July 2015

Action At Sidi Rezegh

We played Blitzkrieg Commander last night; a small game set in the Western Desert in late 1941.

Ralph and I took the German attackers. Mostly Pz IIIs, with a few Pz IVs, some AT guns and some infantry

Bryan and John were the British. Most of their force had to enter the table, although did so from the start. Their main force consisted of Crusader tanks.

The British also had a force dug in around an airfield - infantry and 2pdr AT guns, supported by a few A13 tanks.

Terrain was minimal, and both sides took advantage of the ridge-lines.

It made for easy photography though.

Ralph used our AT guns very aggressively, leaving the British having to attack them equally aggressively with the A13s in order to draw fire away from the main force of Crusaders.

The Crusader advance stalled, however, and was outflanked by the German armour.

More German armour came in from the front, and the Crusaders burned.

The British tanks n the right of the picture managed to inflict casualties on their German counterparts out in the open, but the other German armoured wing worked its way into their rear (albeit slowly) and knocked them out.

We called the game at that point, with the airfield defenders now unsupported and likely to withdraw.

Another run of this scenario a few months ago had seen the attacking Germans stall and get cut to ribbons by the advancing British armour, so it was interesting to see a complete reversal of fortune in this game. Every game of BKC we play end up with a discussion about the randomness of the command rules, and I think we'll discuss the balance between being able to do what you want and having some uncertainty for as long as we continue to game.

Friday, 23 August 2013

Blitzkrieg And Cold War Commander

After a few games of Future War Commander, our club has got a bit of a thing for the other games in the stable, Blitzkrieg Commander and Cold War Commander. Tanks are being ordered, and basing ideas discussed, and there could be some grand tank battles on the way in the next few months.

Last night Ralph set up a couple of small games, one of BKC and one of FWC so that people could try out the systems. Everyone would have a chance to play each game at least once, and possibly swap sides and do it again.

The WWII game was a small action set in NW Europe in 1944, with a British company supported by some tanks advancing on an objective just beyond a village. The Germans had a platoon of infantry supported by some mortars and an MG.

Here's the table.

Note that each base is a small diorama; Ralph likes his figures presented in a grand manner.

The German mortars were mounted in half-tracks.

Oh, and the British had air-support, although it was rarely on target.

Here's the British on their start line and showing off the basing. Those are 15mm figures. With the large base sizes we double all distances in the game.

I don't know if any British player captured the objective in the six turns they had. I came close, with my tanks stopping about 5cm short then failing to activate again. And at one stage Caesar had his reconnaissance unit on the objective, but it was driven off. The Germans has a fairly tough time defending, though, with most player's greatest opponent being their own command and control.

On the other table we had an Arab/Israeli setup in 6mm. Geoff umpired it. A force of Arab T62s stormed a hill-line defended by a bunch of Israeli Centurion tanks. With no cover this was a very one-sided scenario.

The Arabs.

And the great expanse they had to cross, out-ranged and out-gunned.

The inevitable burning tanks ...

In three games the Arabs managed to knock out one base of Israeli tanks. Like I say ... one-sided. But a useful exercise in how the firing mechanisms work if nothing else.

So we have all had a taster of these two games (I'd played some BKC a while back, but not for ages, and I've not read the rules before). I think we're fired up to try a bigger, 'proper' game now.

Thanks to Ralph and Geoff for setup and umpiring.
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