Blitzkrieg-Commander-4e-pdf.pdf

(12349 KB) Pobierz
WELCOME TO BLITZKRIEG COMMANDER - 4TH EDITION!
Blitzkrieg Commander is a set of wargame rules from Pendraken Miniatures, that allow you to recreate combined arms
operations during the Second World War (1939-1945), using miniatures on a table top. These rules can also be used for
other conflicts including the Winter War and the Chinese Civil Wars. Since its first publication in 2003, BKC has been the
rule set of preference for wargaming WWII in the smaller scales, with over 5000 copies sold.
This 4th Edition brings further development and fine-tuning to what was already an excellent set of rules.
In Blitzkrieg Commander, players each take command of a Battlegroup, representing one or more battalions, regiments
or similar combined arms formations. The rules attempt to provide a good balance between playability and historical
accuracy, allowing players to perform like their historic counterparts with a game system that is easy to use and fast to play.
The rules are suitable for solo, two-player or multi-player games at home, at the club or in a demonstration situation.
MINIATURES
You will need suitable miniatures to play the game. Whilst we, of course, recommend the use of Pendraken 10mm
miniatures, you can game with any size from 2mm right up to 28mm, including 6mm, 15mm and 20mm. When using
some of these other scales, it is recommended that you halve all weapon ranges when using 2mm or 3mm miniatures, add
50% when using 15mm miniatures and double all weapon ranges when using 20-28mm miniatures. Your miniatures can
be based or un-based as this makes no difference when playing the game.
BATTLEFIELD
A playing area 120cm by 180cm (4ft x 6ft) will provide ample space for average-sized battles using 6-15mm scale miniatures.
For players using 2mm scale miniatures, a playing area half this size will be adequate. For players using 20-28mm scale
miniatures, an area 180cm by 240cm (6ft x 8ft) or larger will be necessary depending on the number of points being used.
Small games are composed of between 20 and 40 playing pieces per side, mid-sized games between 40 and 60, and large
games up to 100 playing pieces or more.
One centimetre on the table top represents either ten or twenty metres in real life, depending on the level of command you
choose. Games will typically last from two to four hours in real time, with one game turn representing a variable length
of time of up to thirty minutes.
You will need to provide suitable scenery for your table to make it look like a real battlefield. This can be as basic or as
complex as you like, but the features you should include are hills, woods, roads, rivers and buildings. As a general guide,
there should be at least one third to one half of the table covered with scenery for most battles as this will avoid the
unrealistic situation of troops having a clear line of sight from one side of the table to the other.
TOOLS & MARKERS
You will need a handful of six-sided dice, a directional die and a tape measure. The directional die is a normal six-sided
die with arrows marked on it instead of pips. The tape measure should have measurements in centimetres marked on it.
It is a good idea to get some markers to indicate various situations in the game. A handful of tiny six-sided dice are ideal
for recording hits against units and if you have two different colours, for example red and white, the red die can be used to
indicate when units are suppressed. Alternatively, you can make your own markers using dead and wounded soldiers and
spare bits from your models mounted on small circular bases - this gives added realism to the game!
Cotton wool puffs are ideal for simulating smoke screens and acrylic or cardboard templates can be used to indicate:
ambush areas; artillery bombardment areas; parachute drop zones or aircraft attack zones of fire.
A variety of gaming aids for use with these rules can be found at:
www.pendraken.co.uk
A
Quick Reference Sheet
plus a variety of
Optional Rules
and further material can be found as downloads on the
Pendraken Forum,
in the Blitzkrieg Commander section. It’s also the best place place to go if you have any questions
on the game and to keep up with the latest news on Blitzkrieg Commander and other rulesets in the Commander series.
ww w.p en d r ak e n f o r u m . c o. u k
Blitzkrieg (German, “lightning war”) is a method of warfare whereby an attacking force, spearheaded by a dense
concentration of armoured and motorised or mechanised infantry formations with close air support, breaks through the
opponent’s line of defence by short, fast, powerful attacks and then dislocates the defenders, using speed and surprise
to encircle them with the help of air superiority. Through the employment of combined arms in manoeuvre warfare,
blitzkrieg attempts to unbalance an enemy by making it difficult for it to respond to the continuously changing front, then
defeat it in a decisive Vernichtungsschlacht (battle of annihilation).
Canadian crew of a Sherman tank, south of Vaucelles, Normandy, France, June 1944
Fourth Edition:
Mark Fry (2018)
Originally written by:
Peter Andrew Jones (2003-2004), (Revised 2008-2009)
Editing and Internal Design by:
Leon Pengilley
Front Cover design by:
Mark Carmichael & Kieran Hall
In-Game Photos courtesy of:
Pete Jones, Nik Harwood and Pendraken Miniatures.
Period Photos from:
www.ww2db.com
Product photos supplied by:
Dazza’s (Darren Crump) collection, painted by J.A.D. Designs.
Special Thanks to:
Everyone who gave their help and support in producing these rules, including Owain Atkins,
Antoine Bourguilleau, Andrew Bruce, Mike Burton, Peter Cooman, Richard Devonshire,
Trevor L. Ford, Nik Harwood, Meirion Hopkins, Dave James, Steve Johnson, Nowfel Leulliot,
Gordon Malcolm, Alan Millicheap, Shaun Mutton, Richard Phillips, Dave Pike, Steve Price, Todd Reed,
Mike Sheppard, Stewart Stevens, Terry Terry, Rodger Williams, Mal Wright and Helion & Company Books.
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form
or by any means, (electronic, mechanical, photocopying, recording or otherwise) without the prior written permission of
Pendraken Miniatures.
© Copyright Pendraken Miniatures 2019. Published in Great Britain.
CONTENTS
CONTENTS
Game Concepts............................................5
Overview
Units, Formations, Battlegroups
Attacks, Saves & Hits
Suppression, Fall Back & Knock-Out
Testing for Casualties
Basing Conventions
Unit Representations
Optional Rules
Profile
Target
Unit Values
Open Terrain
Linear Terrain
Area Terrain
Dense Terrain
Impassable Terrain
Wet Terrain / Frozen Terrain
Field Defences
Fortifications
Categorising Terrain Features
Hills and Mountains
Built-Up Areas
Targeting Terrain Features
Terrain Movement Summary
Line of Sight
Profiles
Linear Terrain
Low Area Terrain
High Area Terrain
High Ground
Generating Smoke (AFVs)
Concealed Troops
Line of Sight Example
Troop Selection
Table Setup
Pre-Game Checklist
Scheduled Strikes
Air Superiority
Deployment
Phases
Scheduled Support
Fire
Move
Deploy
Opportunity Fire
Initiative Example
5
5
5
6
6
6
7
7
8
8
9
10
10
10
11
11
11
11
11
12
12
12
13
13
14
14
14
14
14
14
15
15
15
16
16
16
16
17
17
18
19
20
20
20
20
21
22
22
22
22
23
Reconnaissance.........................................29
Movement
Communication
Recce Example
Reconnoitre
Pathfinding
Spotting Concealed Troops
Recce Unit in Combat
Evade
Recce Summary
Recce Support Units
Passengers
Towed Guns
Support Move
Motorcycles, Sidecars & Bicycles
Cavalry
Tank Riders (Desant)
Water Obstacles
Normandy Bocage
Hide
Mounting Example
Line of Fire
Calculating Firing
Firing Modifiers
Scoring Hits
Saves
Knock-Out
Suppression
Fall Back
Opportunity Fire
Flamethrowers
Firing Example
Command Blunder
Commanding Officer
Command Units
Command Overrun
Command Movement
Replacing a Command Unit
Command Example
23
23
24
24
24
24
25
Unit Abilities.............................. .................8
Terrain......................................................10
29
29
30
31
31
31
31
31
32
32
33
33
33
33
34
34
34
34
34
34
35
35
35
35
36
36
36
36
37
37
38
40
40
40
40
41
41
41
42
42
40
45
45
45
45
45
45
46
47
Movement...............................................33
Visibility....................................................14
Firing.....................................................35
Pre-Game Checklist.....................................16
Close Assault...........................................40
Assault
Support
Opportunity Fire
Contact
Resolution
Calculating Hits
Outcome
Consolidate
Retreat
Close Assault Example
Sequence of Play..........................................18
Scheduled Phase................. .........................19
Initiative Phase............................................20
Infantry Support Weapons............................45
Machine Guns
Anti-Tank Rifles
Infantry Anti-Tank Weapons
Anti-Tank Guns
Mortars
Infantry Guns
Support Weapons Example
Command Phase..........................................22
Order Groups
Actions
Issuing Orders
Command Modifiers
Command Bonus
Artillery Support.......................................47
On-Table Artillery Support Units
Blitzkrieg Commander
3
CONTENTS
Air Support..............................................51
Types of Air Support
Requesting Air Support
Air Support Bonus
Air Support Blunder
Resolving Air Support
Anti-Aircraft Fire
Aircraft Fire Zones
Testing for Casualties
Anti-Aircraft Guns vs Ground Targets
Air Support Example
Obstacle Clearance
Bridging
Demolition
Remote-Controlled Demolition
Minefields
Minefield Clearance
Flamethrowers
End of the Battle
Deciding the Winner
Game Duration
Table Setup
Table Baselines
Objectives
Artillery & Air Support
Field Defences
Scenario Checklist
Determine the Attacker
Deployment
Reserves
Ambush
Scenario 1 - Encounter
Scenario 2 - Assault
Scenario 3 - Counter-Attack
Scenario 4 - Deliberate Attack
Scenario 5 - Breakthrough Attack
Scenario 6 - Exploitation
Scenario 7 - Pursuit
Scenario 8 - Encirclement
Scenario 9 - Breakout
Scenario 10 - Diversionary Attack
Scenario 11 - Airborne Assault
Scenario 12 - Amphibious Assault
Scenario 13 - River Assault
Scenario 14 - Bridgehead
Scenario 15 - Battle of Attrition
Types of Artillery Support
Naval Guns
Requesting Artillery Support
Artillery Support Bonus
Artillery Support Blunder
Resolving Artillery Support
Testing for Casualties
Smoke
Counter-Battery Fire
Spotter Aircraft
Artillery Support Example
47
47
47
48
48
48
48
49
49
49
50
51
51
51
51
51
52
52
52
52
53
54
54
54
54
55
55
55
56
56
57
57
57
57
57
57
58
58
58
61
61
Theatre of Operations.................................72
Army List Information................................74
Introduction
Tactical Doctrine
Stat Lines
Unit Info
74
74
74
75
Special Abilities........................................76
Army Lists................................................81
American Armies:
Far East
Tunisia
Italy
North West Europe
Airborne
Belgian Army
British Armies:
BEF
Africa
Norway
Far East
Italy
NW Europe
Airborne
Chinese Army
Dutch Armies:
Dutch Army
Dutch East Indies Army
Finnish Army
French Army
German Armies:
Early War
Norway
Africa
Eastern Front
Italy
North West Europe
Greek Army
Hungarian Armies:
Hungarian Army, Early
Hungarian Army, Late
Italian Armies:
France
North Africa
East Africa
Balkans
Eastern Front
Italy
Japanese Army, Far East
Norwegian Army
Polish Army
Rumanian Army
Russian Armies:
Early War
Eastern Front - Early
Eastern Front - Mid
Late War
Slovakian Army
Spanish Army
Yugoslavian Army
82
84
86
88
90
91
92
94
97
98
100
103
106
108
110
111
112
114
116
118
120
122
127
130
133
134
136
138
139
141
142
143
144
146
148
149
151
153
155
158
161
164
165
166
Engineering..............................................54
End Phase...............................................56
Scenarios.................................................57
Field Defences..........................................62
63
63
64
64
65
65
66
66
67
67
68
68
69
69
70
Campaigns...............................................71
4
Unit Types...............................................168
Hints & Tips............................................170
Blitzkrieg Commander
Zgłoś jeśli naruszono regulamin