Blitzkrieg Commander III – The Final Decision

Reading the Pendraken forum on the Blitzkrieg Commander III topic, Pendraken have made a final decision on what will happen with BKC III. The poll run in in the Pendraken forum was clearly in favour a full reprint of BKC III. As I have had a chance to look through the rules, finally, more closely, I can see why this is necessary.

This is commercially a difficult decision for Pendraken as they have decided:

  • to pull PKB III from sale
  • to provide a copy of BKC III.1 when it is produced
  • to attempt to do it all over a three month period

It will of course cost Pendraken moneywise but I can only applaud Pendraken for their commitment to quality. Pendraken notes with regards to their next steps:

 

The immediate job is to get to work on revising BKC-III into the rulebook we were all hoping for. The army lists will be our starting point, reverting those back to BKC-II and then tweaking and editing them where necessary based on previous BKC feedback. Second will be the scenarios which will also largely revert to BKC-II, unless anything comes up from our new team that requires a change/tweak. And then from there we’ll go through the actual rules of the book, page by page, doing one of three things:

  • Leaving as is
  • Clarifying/amending to make it work better/properly
  • Reverting back to BKC-II.s:

Pendraken have build a core of people, experienced playtesters and members of the original feedback team for earlier versions of BKC. Pendraken are also accepting comments from BKC users on the forum on:

  • What is the issue?
  • What would be the fix?
  • What other areas of the rules would this fix impact on?
  • What questions does this issue/fix raise?

Lastly, Pendraken noted on the time they expect to take on this,”We want to get this done as quickly as possible, so we’re setting ourselves a timescale of 2-3 months to fix everything”.

Personally I think that is a very aggressive target. I hope they can meet it but I expect it will drift as they get into trying to fix some of the rules that appear to be broken.

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Blitzkrieg Commander III

Like many, I waited and looked forward to the arrival of Blitzkrieg Commander III. I have enjoyed playing versions I and II over many years, although I will admit, I’ve not played enough games as there was always something else to play, something new and shiny. I also played a bit of Cold War Commander and Future War Commander. I liked the rule system and the way the games flowed, permitting a narrative to develop.

I purchased BKCIII online through Wargame Vault as my preferred method of dealing with printed matter these days is electronically.  The hard copy version is available from Pendraken Miniatures, the new owners of the rules.

A furore appears to have erupted over these rules. While there may have been a few errors through the rules, normal enough in published wargame rules, the major part of the furore appears to be around the Army Lists included in the rules, so much so that Pendraken Miniatures on their forum are holding a poll to see how folks want them corrected.

Pendraken noted that as far as errors went, the

obvious starting point is the army lists and at the moment I don’t have an answer to that question. The author spent hundreds of hours on the stats to put together the new army lists. When we received them we checked the basics, do the correct nations have the right kit, do the obvious vehicles/guns appear in the right areas, etc. We checked a bunch of units with their BKC-II equivalents and then put together some matching battlegroups using both old/new lists to see how much they differed points wise. Nothing glaring jumped out during that process. Other people went through them and brought back a few queries which were then discussed further and we made some edits. Clearly we didn’t do enough though.

Being an old wargamer (sigh and getting older), I am still amazed at the way gamers get heated over lists. I come from a period of wargaming where if you didn’t like the list, you changed it based on your own research. This begs the question, are wargamers as a group doing less research these days than we did in the past?

To be fair, I can remember the heated debates that erupted in the 1980s and 1990s with the various WRG army lists but if I wasn’t happy with a list, I changed it. If I could justify the change, my opponents generally accepted it.

Pendraken went on to further note that an

annoying number of errors that have managed to get through the extensive checking process, some a result of the last minute tweaks, others a lag over from the merging of BKC-II and the first BKC-III draft. Some simply mistakes.

Again, way back in the 1980s we were used to rules being published and then errata sheets being issued. If I recall correctly even BKCI had one or two errata sheets issued.

Not every change in the rules is an error however. I guess some of the complaints are because folks just don’t like some rule changes. If you don’t like them, then change them!

Pendraken in a refreshingly honest way finally noted that

the end result of all of this is that we’ve not done a good enough job and BKC-III is not up to the standard that everyone wanted it to be.

They go on to point out the cost of the project so far, which is quite significant. Pendraken are calling for opinions on how to “fix” the rules/lists via an online poll and the two favoured options from folks so far are New PDF Lists and Complete Reprint. Personally I am comfortable with PDF lists (and errata sheet where needed) as I am used to this type of solution from the past.  I would suggest to Pendraken that as they correct their errors, they can release a new PDF version of the rules to allow those of us with digital copies to have the updates in the rules. Printed copies have the advantage here as the updates can be written in the rules themselves. That will also become the source document for the time they decide to reprint.

My biggest complaint however is that to vote you have to be logged on to the forum so must enrol. I am also a little unhappy that those voting for one solution or other may not have purchased the rules and therefore have no real experience of the problems.

Oh, and one last comment – so far I don’t really have a problem with the lists. In fact, I purchased a Belgian Army the other night from Scotia Grendel Productions, based on the BKCIII lists.

Update on 7 May 2017: OK, so I have had a chance to start to read the rules and the lists. Actually I started with the lsts, with the Belgian list in particular and the 47mm ATG the Belgians had 750 of is missing. A few more days reading this week then I might stay with BKCII until the fixes start appearing.

DBA Version 3.0 – on the way

DBA 3.0 - on the way!
DBA 3.0 – on the way!

I spent 10 minutes over coffee this morning at the office and got around to ordering DBA 3.0. It is the first book I’ve ordered for delivery in Manila so I am curious to see whether there are duties payable or not.

There are a couple of other books (actual ones with paper) that I want to get but I think for that order I will have them sent to Mum’s in Oz and pick them up over Christmas.

In the meantime, I’m starting to think about DBA 3.0 seriously now and perhaps a December competition in Kuala Lumpur on the way home to Oz for Christmas!

Fleet Admiral – Volume 1 Naval Warfare – 1890-1924

fleetAdmiralMy old mate Bill Madison, designer of the odd game such as Dawn of the Rising Sun — the Russo-Japanese War (and one of my favourites I must admit) and self confessed tragic of the history of the Russian-Japanese War of 1904-1905 (see the Russo-Japanese War Research Society) has turned his hand to writing rules for one of my favourite periods of naval warfare — the pre-Dreadnought period.

Fleet Admiral – Volume 1 Naval Warfare – 1890-1924 is a set of naval wargame rules designed specifically for that period starting about 15 years before the appearance of HMS Dreadnought and running to 1924, when aircraft started to play more of a role in naval warfare other than perhaps as interested observers and spotters. At the start of this period, admirals envisaged ship combats based around a range of 4,000 yards ship-to-ship and by the end of this period, lessons had been learned and big ship guns were opening fire at ranges hitherto thought impracticable.

The rules are divided into a number of broad sections – based on general principles; an example game outlining the various rule mechanisms; specific rule sections covering things such as movement, firing, torpedos, damage and such; and finally a section of tables and charts for use during the game.

The rules themselves adopt a couple of principles that we have generally moved away from. For example, recent rules have adopted the “I go, you go” method of movement (or variations on that) and cumulative damage points affecting flotation, speed and the ability to fight. These simplifications have kept games moving quickly but lose some of the flavour of these queens of the seas battling like the behemoths they were against each other, where a ship can heroically carry on fighting even when pounded to little better than flotsam.

The game scale used is either 1″ or 1cm being equal to 1,000 yards and makes the simplifying assumption that a nautical mile is 2,000 yards or 1,829 metres1. This scale gives a sea area for the standard wargames table (6’x4′) of around 860 square nautical miles, and a greater area of course for those gamers fortunate enough to have a larger area available.

Fleet Admiral also adopts a variable time scale of three minutes for surface moves and one minute per turn for aerial moves. Simultaneous movement is written into the rules and governed by both sides writing movement and firing orders at the start of each move. This may seem a reversion to the practices of the past but it does add the refreshing dimension of trying to second guess your opponent, an ability admirals of the past either possessed and successfully managed to find themselves in better tactical positions than their opponents or missed.

I like this slight, added complication, enabling as it does, for one to do the unexpected and not necessarily to be ground down by all your moves being shadowed by the second player to move.

The ships of the time are split into broad bands based on their size. This is a simple way to work out detection and movement but given the amount of smoke generated by the average coal-burning vessel of the time, I would have thought that apart from heavy fogs, the enemy ships were located where there was a big cloud of coal smoke. Admittedly whether or not they were battleships or destroyers was not so clear until the distance had been closed somewhat.

Vessels are further defined by:

  • length (useful for torpedo attacks and gunnery resolution)
  • speed
  • whether they carried ASDIC, hydrophones, anti-submarine weapons
  • the number of their main and secondary gun directors
  • aircraft carried
  • armour:
    • belt
    • deck
    • barbette
    • main and secondary battery
    • casemates
    • conning tower
    • magazine
    • vitals (important for protected cruisers who tended not to have belt armour but rather armour around the vital areas of the vessel – magazine etc)
    • bulges
  • armament:
    • main, secondary and tertiary batteries
    • light batteries
    • anti aircraft
    • torpedos (whether deck mounted, hull above waterline or hull below waterline)

As mentioned there is a variable move time and so the sequence of play is 1 or 3 minutes in length and follows the general order of writing orders for movement and/or firing with movement occurring simultaneously; combat; detection; reactive fire phase (for recently detected vessels); and damage control.

The rules are explained by an example game (a well known World War 1 battle) which is the next best thing to having someone who knows the rules play with you. They are well cross-referenced.

There is also some degrees of specific period flavour or change. For example, from 1910 onwards ships may engage multiple targets with different batteries depending on the number of directors that are carried. Generally more directors give more accuracy.

There are extensive rules for torpedos and I particularly liked the section “Torpedo Tactics 101”. This outlined different “phases” of torpedo work by Torpedo Boats, Torpedo Boat Destroyers and Destroyers. The phases are:

  • “Strikes” — where the other to attack is given;
  • “Threats” — where the presence of a large number of torpedo vessels prevented the enemy closing the range — or of the threat becoming accepted, turning it into a strike; and
  • “Melees” — where there is a confused close range encounter with combatants trying to strike each other whilst dodge the other sides launched torpedos.

Hits on vessels, whether by torpedo or gunfire, affect different areas of the vessels and have a different effect. For example, a hit on the bow will reduce the speed of a vessel by 1 knot (3 knots of the gun causing the hit was an 8″ or larger gun). A hit on the vessel may destroy a light battery (reducing that fire-power) or main magazine and so on. Hits on previously destroyed areas cause no further damage but may generate more fires.

One other thing I liked was torpedo hits of vessels with tumblehomes will cause those ships to sink faster — look up the effects of waterplanes2 to see why 🙂

The rules also make allowances for those infernal flying machines, both aircraft and airships and the weapons designed over the period to deal with them. Also dealt with are submarines and various anti-submarine weapons such as depth charges3, paravanes, anti-submarine mortars, ASDIC etc.

A series of optional rules also adds further variety and deals with weather effects; the time of year and location (visibility issues); smoke and wind; communications, tactical and otherwise by lamps or flags; mines; and some optional rules from the play-testers.

The rules themselves and the example game take up the first 41 pages; pages 42-52 are some scenarios (Asan and Yalu from 1894; Port Arthur, Yellow Sea and Tsushima from 1904; and Cape Sarych, Dogger Bank and the battle cruisers at Jutland from World War 1 amongst others). The remainder of the book has game tables, aircraft details, airship details, weapon details, blank order sheets and ship information cards.

The ship information cards that need to be completed before the start of battle will require the gamer to have access to Conway’s or Jane’s or the Internet to find the ship information necessary (speed, armour, armament etc).

I played a little test battle on the floor the other night (I haven’t got a wargames table here and double bed was not usable at the time) and the game played well. It was just a couple of pre-dreadnought battleships. It was harder to represent simultaneous movement by myself but it was easy enough playing a scenario from the point where the ships had spotted each other and in the best traditions of navies worldwide, had engaged.

I am not sure whether I would try and play out the full Battle of Jutland as a single wargame with these rules (memo to self – paint those fleets) however that battle tended to break down into a number of separate engagements anyway.

I can thoroughly recommend these rules as an alternative way of looking at the naval battles of the 1890 to 1924 period in 2014. I also like the fact that these rules specifically consider those pre-dreadnought battleships from the Sino-Japanese War of 1894, Russo-Japanese War of 1904-5 and the Balkan Wars of 1912-1913.

Bill is working on a companion set to take naval warfare through the Second World War.


Footnotes

1. Well, it’s not 2,000 yards but rather was supposed to be 1 minute of arc along any of the earth’s meridians. By modern agreement and convention, the calculation of that value now is agreed at 1,852 metres or 6,076 feet (2,025 yards). It is a simplifying assumption Bill makes but it works.

2. The horizontal plane which passes through a floating ship on a level with the waterline:

3. They are depth charges Bill … not depth chargers 🙂

Dux Bellorum – Tonight’s Reading

img-823114410-0002 I pre-ordered Dux Bellorum from Amazon.com a few weeks ago. I have been reading the author Daniel Mersey’s blog over recent weeks and frankly, with all the hoo-haa over DBA version 3.0 and Phil Barker’s intractable desire not to move with the times with regards to writing style (1920) and format (1815) I was looking for something new and simple and that would not require a major investment in time or figures. Lest I be unfair, I was also dismayed with the hoo-haa that came along with the DBA 2.2+ extension as well. Good bye DBA, hello something new.

The rules cover the period 367-793 CE, Britain’s Dark Ages and even provide for the legendary Arthur. The armies specifically mentioned in the rules include Romano-British, Picts, Saxons and Irish. There is no preferred figure scale for these rules either, or base scale for that matter as they use the concept of Base Widths for movement – so each side should be based on the same frontage bases but that is about the only requirement.

The book itself is in typical Osprey 64-page format printed on nice shiny paper (yes, I know that I have become a eBook/PDF magazine tragic lately but sometimes a little paper is nice). OK, enough of the technical stuff, down to the details and content.

Like most Ospreys, the book contains illustrations from previously published Osprey works that are relevant to the period the rules cover. Also included are photographs of various Dark Age warriors in differing wargames’ scale – the eye candy. It’s obvious that the eye candy is there to pad out the book to take it to 64-pages but hey, I ain’t complaining, especially as the price was excellent at Amazon.

The rules themself are well laid out. The first chapter deals with the background and I guess design philosophy of the rules. This is followed by a chapter explaining the basics of the rules, the unit types and statistics, basing, measurement and best of all, a couple of sample army lists to get the newbie started.

The crux of the rules are covered in the next chapter, “Playing the Game”, which covers setup, deployment, moving, missile fire, brawling and such. There are the joy of all wargamers, army lists, in this chapter along with ending the game, and strategies and tactics.

The next chapter of the rules covers some pre-set Scenarios as well as providing some ideas for further scenarios. The rules are rounded off with some quick reference sheets and army roster.

The rules throughout have diagrams next to the rules explaining points of movement and combat. They are also liberally laced with tables making the information clear and easy to understand. Overall, it looks like learning the rules without an experienced player around will not be an onerous task. I for one am really looking forward to getting into the meat of these rules over the coming days.

As for Prices, the rules are available at:

  • Osprey for £11.99 ((Osprey also offer an ePub or PDF version for £9.98)) plus postage
  • Amazon.com for US $12.21 plus postage
  • Book Depository for £11.96 postage included

I’m sure there are other Wargames stores offering this for sale as well. I purchased my from Amazon along with a copy of Paul Eaglestone’s A World Aflame which I will look at tomorrow or Saturday.

From what I have seen and read so far, I think I am going to like these rules.

40 x 20 Bases

Bug’rit – it’ll be 40 x 20 bases. Much as I like the 60 x 30 Polemos bases for Napoleonics (and I am sure I will like the same sizes for ECW, GNW, WSS and any other good three character acronyms I can think of) I think I will stick to the 40 x 20 bases for Ancients. Just seems to work better from my point of view.

So there, done, decided, dusted!

Now, where’d I put the credit card so I can start buying figures?

Cato and Macro Cause Me More Grief

Bloody Macro and Cato have done it again. I have been having urges to paint some Early Imperial Romans and Ancient Britons after the early books in Scarrow’s series. Then the buggers took on the pirates off the Illyrian coast and I started looking for my triremes. Then the dynamic duo hit the desert in Judea and I was starting to think about Parthians as well. After starting Centurion I want to add Palmyrans to that list.

Scale is not a problem, I will do these sometime this year in 6mm using either Baccus, Heroics and Ros or Rapier Miniatures. My problem is deciding on the rule system to use and therefore the basing. My initial thoughts were to base the figures up for Warmaster Ancients which means 40mm x 20mm bases. It also means that the bases will work well for DBA and Big Battle DBA as well.

However, the guys down in Canberra are basing at 60mm x 30mm and using the figures to play Principles of War Ancients (PoWA). I believe also that Baccus has plans to release a version of Polemos for Ancients at some time in the future and these will likely use the same 60 x 30 basing.

I’m torn between 40 x 20 and 60 x 30. Less figures are needed for 40 x 20 and they look good but 60 x 30 will fit more likely opponents. I guess it’ll be 60 x 30 then – although I have a few weeks or so before I need to make a final decision and order some figures.

40×20 … 60×30 … bloody Macro and Cato!

Spartan Games – Uncharted Seas

Spartan Games have released a game called Uncharted Seas. Their website (linked above) provides details of the rules and the models. It is fantasy naval wargaming almost of a galley nature. As in all things fantasy, the actual industrialisation of everything is kind of a mix.

I loved Games Workshop’s Man ‘o’ War – great rules and really fun little vessels and I kind of regret not keeping my copy of all that stuff before I went off overseas. However, looking at the Uncharted Seas from Spartan Games, I may have found something that almost lets me consider fantasy naval wargames again (as compared to say, Victorian Science Fiction naval games which is a whole different genre).

Uncharted Seas is played at a nominal scale of 1/600th (about 2mm size).

There is a gallery showing some nice pictures of this sort of stuff in between pictures of other wargame figures on the Spartan Games Gallery Page.

Now, if I can just find someone who has played them and can give me a good unbiased overview of them, I may be tempted to part with some “readies” next pay day.

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Blitzkrieg Commander – Wargame Rules for WWII

Blitzkreig Commander RulesI don’t know if it is perhaps dangerous to say this after o­nly o­ne battle! But o­n Saturday Night my group used the new WW2 rules BLITZKRIEG COMMANDER and I would have to say that these are the BEST WW2 land rules I have ever used. Fast and easy to play with innovative systems. Brilliantly laid out and with just about everything you need, rather than lots of supplements.

These are the o­nly rules I have every used o­n a tabletop, where I actually got the feeling of ‘Blitzkrieg’. Les was attacking a Polish Cavalry regiment that had occupied a farm during the 1939 Poland, PBEM campaign I have been running for the Wargames Mongrel group o­n the WWW. Everyone caught o­n to the system by move two or three and from then o­n everyone called out the system and scores to get results. I felt that by the end of the game everyone knew the rules and could have refereed a game. It was bloody brilliant!!!

To read the full review, follow this link.