Neil asked for a game of BKC IV to get to know the rules, but using his 20mm Spanish Civil War troops. Which I might say were beautiful. He had even rebased them specially! Phillip kindly put out the terrain, and I put out the Republicans, I went with three big commands, two of anarchists and one of Popularists with the CinC and bunch of armour and an anti-tank gun. Neil had five smaller commands(!) two of Moroccans, and the rest of different Nationalist commands, but no armour. We both had a CV9 commanding officers, but all other commands were C7, and this would be very different to the previous desert games with high cammand stats!
I went for the Popularists down the middle and right, Anarchist on either flank. Neil got four out of five of his commands on, but one stalled. this would be the theme of the night.
The Popularists armour piled up the road, supported by their infantry and an anti-tank gun. Anarchists to the right terrain hopped.
Neil advanced up the centre too, and his CinC and hard command held the centre of the town. His flank commands stalled, as did my left hand Anarchists (for practically the whole of the game).
They were then caught in the open by Neil's HMGs and Moroccans as they finally sorted themselves out and advanced, threatening my left-hand Anarchists The left-hand left winger takes many hits, and dies shortly after.
In the centre, the Popularists try and show Neil how an assault works. Hint: they didn't. Neil had 'fanatics' and 'resolute' on this command of troops, even his CinC. Both, only needing 4+ to hit vs my 6+ assaulting a built up area, easily doubled my hits, even easilier breaking my two assaulting platoons!
On the right, my Anarchists come under withering HMG and rifle fire, and lose bases rapidly. I managed to kill the rear platoon's HMG, but apart from a few scratches, Neil's troops were unscathed, whereas I was losing me by the bucket full! Blue crystals = hits (and we were using the hits stay on rules varient), herats = surpressed.

By the eigth turn, I was enveloped. Both Anarchist groups were heading to below half strength, and my centre was not doing much damage. My left hand Anarchists refused to moe or fight, the left hand ones blundered back, leaving the centre exposed. Time to call it quits. Neil's centre had blundered back earlier, but quickly recovered, while his right command had blundered forwards, not good while he was collapsing my flanks.
An interesting varient on the rules. which are meant for combined arms actions, and it was good to see what an infantry heavy encounter would bring. The armour has very little anti-personnel capability, so with no armoured opponents, it makes them possibly rather expensive white elephants unless handled well (and you know I did not). If either side had had artillery, or even mortars, it might have changed the feeling of the game somewhat, but for a basic street brawl, it worked well.
I went for the Popularists down the middle and right, Anarchist on either flank. Neil got four out of five of his commands on, but one stalled. this would be the theme of the night.
The Popularists armour piled up the road, supported by their infantry and an anti-tank gun. Anarchists to the right terrain hopped.
Neil advanced up the centre too, and his CinC and hard command held the centre of the town. His flank commands stalled, as did my left hand Anarchists (for practically the whole of the game).
They were then caught in the open by Neil's HMGs and Moroccans as they finally sorted themselves out and advanced, threatening my left-hand Anarchists The left-hand left winger takes many hits, and dies shortly after.
In the centre, the Popularists try and show Neil how an assault works. Hint: they didn't. Neil had 'fanatics' and 'resolute' on this command of troops, even his CinC. Both, only needing 4+ to hit vs my 6+ assaulting a built up area, easily doubled my hits, even easilier breaking my two assaulting platoons!
On the right, my Anarchists come under withering HMG and rifle fire, and lose bases rapidly. I managed to kill the rear platoon's HMG, but apart from a few scratches, Neil's troops were unscathed, whereas I was losing me by the bucket full! Blue crystals = hits (and we were using the hits stay on rules varient), herats = surpressed.

By the eigth turn, I was enveloped. Both Anarchist groups were heading to below half strength, and my centre was not doing much damage. My left hand Anarchists refused to moe or fight, the left hand ones blundered back, leaving the centre exposed. Time to call it quits. Neil's centre had blundered back earlier, but quickly recovered, while his right command had blundered forwards, not good while he was collapsing my flanks.
An interesting varient on the rules. which are meant for combined arms actions, and it was good to see what an infantry heavy encounter would bring. The armour has very little anti-personnel capability, so with no armoured opponents, it makes them possibly rather expensive white elephants unless handled well (and you know I did not). If either side had had artillery, or even mortars, it might have changed the feeling of the game somewhat, but for a basic street brawl, it worked well.
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