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Battle group kursk
Battle group kursk







battle group kursk

If you score a kill on a pinned unit it might run awayĪnd finally your oppo is going to have to unpin it and drain his battle rating to do so and that will effect his whole army. Pinned units are therefore easier to kill (they don't like it up em) Pinned units have to stop doing unpleasant things to you There is a small chance of killing with area fire but pinning people is not to be sneezed at, why? I hear you cry. Aimed fire is harder but you kill what you shoot at and hit (hopefully). Area fire is easier but you will tend to pin things rather then kill them. Two ways to do this, spray and pray (area fire) or good old fashioned aiming at something (aimed fire). Which leads me too the sharp end, shooting people. Where this becomes really good fun is that to unpin your units you must make a choice how many D6's you need to do this and the more you use the more it will cost you because for every dice you use you have to take a certain number of counters out of the cup. These are placed in a cup at the start of the game and on each is printed a number between 1-5, also there are a smaller number of radom event counters.Įvery time you lose a unit or other specific events happen you have to take a counter from the cup, these will add up over the turns and when they exceed your Battle rating you've lost! There are other ways of loosing too. When you add all these up you get your forces Battle Rating and this is where the counters come in. So if Im playing a company level game I will roll 3D6 and add the number of officers I have to it.ĭuring your shopping spree for stuff you will also notice that each unit purchased gives you a number of Battle rating points, this is very important. When you pick your army the number of officers you buy also have a bearing on this roll as you add the number of ruppets to your roll. the clever thing about this game is that it can be run at 4 different levels:ĭepending the level, decides the number of points you get to play with and how many dice you get to roll in your command phase, each pip rolled allows you to issue one order to a squad of infantry or a vehicle and there are several different orders that can be issued including sneaky and underhanded things that wait until your opponants turn <_< The game works on a D6 system and a set of counters that are provided.

battle group kursk

Now the game itself (I will not be writing the bloody whole rule book out here verbatum) BGK is £30 and is in my opinion a far better product. Now KGN weighed in at £60? if my memory serves. Oh and right at the front is an index that actually makes sense : : You will also find all the stats you need for every bit of equipment you can think of for that period and a bit more besides.

#Battle group kursk full

We then have a linked campaign game consisting of 7 historical scenarios, the first three of which can be linked togerther to form a "mega" game.Īnd finally there is the appendix which is choc full of QRS's, army roster sheets and some counters that you need to play the game (PDF's of which should be avalible soon). Now we have a lavishly illustrated painting and modeling section with somthing for everybody from beginers right up to us "been wargaming for 25 years and there aint nowt you can teach me about painting types "

battle group kursk

Next is a scenario section with 7 different pre-set games for people to try with maps and suggested forces. If you like to "power game" these won't suit you at all. The lists are well laid out and are engineered to incourage "historical" forces, no wall to celling Tiger armies here! And certainly no automatic rifle/Machine gun spam either. There are two lists for both sides and these cover Panzer and Panzergrenedier battle groups and Infanrty Division battle groups for the Germans, Tank Corps and Motor Rifle and Rifle Division battle groups for the Soviets. The next section is an historical overview of the battle itself togerther with the actual orders of battle for both sides. They are well written, easy to understand and there are lots of helpful examples included. 237 page's long, the main rules themselves occupy the front of the book and amount to some 54 pages. The book itself is an extremely high qaulity product with a very thick harback cover, strong binding and thick glossy coloured page's. Lots has been re-written and improved upon. Most of your are aware I'm sure of Warhammer Historicals Kampfgruppe Normandy that are no longer avalible since that firm wound that operation up.īGK have been written by the same author, Warwick Kinrade, and are a direct decendant of those rules, although they are definatley not the same rules. Last week I recieved my long awaited copy of Battle Group Kursk (BGK) so I thought I'd share with you my impressions after a week of reading.









Battle group kursk