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Monday, 16 August 2010

Frederick Prepares For Battle


Suddenly it's that time again: Colours 2010 is just 3 weeks away. In the last few years this has become my main show of the year: it's not too far away, it's a good size, it's well organised and it has perhaps the best location for a wargames show outside Kelham Hall. The grandstand at Newbury Racecourse provides an open and modern venue, with great views across the course from the floor to ceiling windows.

This year I'm doing another demo game, but on this occasion it's SYW using the Black Powder rules. I'm attempting the Battle of Lobositz (the opening battle of the war), which I've decided is just possible despite my limited resources. More details about the wargames refight will be posted when I write up the game on this blog after the show.

I have to say straight away that my demo games are unlikely to win any prizes. They tend to be basic and use mostly those resources I already have. No months of constructing purpose-built terrain and assembling armies of hundreds of figures. I salute those who produce the jaw-dropping set-ups we all admire - but where do you get the time? And where do you get the sheer enthusiasm to see those projects through? I'm afraid I am sadly lacking in both.

Anyway, even I couldn't do Lobositz without representing Frederick himself. I decided to go for the Tradition figure of the King of Prussia, along with another mounted general from the range to keep him company. Some will know these as Stadden figures, after their original sculptor. They are painted to my usual basic, 'toy soldier' standard. Although advertised as 30mm, you can see they are well over that size and tower over my RSM hussar figures. But placed on their own command base they blend in well enough, and give due prominence to Frederick. After all, he was something of a towering personality! Cue tumbleweed.

The hussars were one of the few extra units I had time to paint especially for the game. They represent Hussar Regiment no.7, the 'Yellow Hussars'. The church was also bought for the game. This is another JR Miniatures building (like the others I use for this period), from their 15mm Prussia range. In contrast to Frederick, this building turned out be a little under scale, with doors more suited to 10mm figures. But once mixed in with the other buildings, it will form a nice addition to the town of Lobositz (or Lobosice, as it is called these days, being in the Czech Republic). Somehow, once the game is set-up and battle commences, one doesn't notice that Frederick would have to literally crawl through the doors on his stomach to get into the church!

I hope that some of those reading this blog will be able to attend the show (11th - 12th September). I will be there on the Sunday only, first floor. Come and say hello.

Friday, 25 June 2010

Black Powder House Rules


One of my New Year's resolutions was to cut out the house rules as much as possible. The main catalyst was joining the Portbury Knights wargaming club. This is the first club I've formally joined and attended regularly, and it soon became apparent that everything was much easier if you just played it out of the book. Everyone knew where you were coming from. And I soon found that those treasured house rules didn't really make that much difference to outcomes anyway. So my house rules for Black Powder are nothing to get excited about. Remember I only play SYW so all the house rules relate to this period.

Distances
As I will generally be playing on smaller tables than those featured in the rules, I quickly decided to reduce all disances by one third. This is easily done as all the distances in the book divide logically. This includes all firing, movement, command, initiative and proximity distances, except for the following:

Artillery ranges stayed the same, including the 6" short range. Artillery in the original game has artillery range set rather short in relation to infantry fire. I wanted to redress the balance a bit. I also added 'heavy artillery' with a range of 60", to represent those Brummers and 24 pounders.

Sizes of 'shoot through' gaps are retained. I'm still using 28mm figures so gaps reduced by a third seemed a little narrow.

Commander movement is 30". All my commanders are mounted in this period and two thirds of 48" is 32". 30" is just a nice rounded figure and easy to remember.

Formations
Attack column and mixed formation are not used, as they didn't feature in the SYW as far as I know. Square can only be used when units are forced to retire and the rules state that forming square is an alternative move (p.97).

Broken Brigades
An amendment here as I will generally be using smaller brigades (2 to 4 units) and I wanted them to be a bit less fragile. Therefore, a brigade cannot be broken unless at least one unit from the brigade has been destroyed or has left the table. All other rules remain the same.

Buildings
Where a town or village is formed of 2 or 3 'blocks', units able to retire from one block to the next will not ignore a retire result from a break test. This is just a minor tweak to give attackers a reasonable chance of establishing a foothold in larger built up areas.

Unit sizes
My units as modelled for previous rule sets were smaller than those in the rulebook, and I had no wish to expand them, leading to a great deal more expense and painting. I like my 20 figure infantry units. Reduced unit sizes as compared to the rulebook also fitted in with the reduced move and firing distances. So my unit sizes are:
Infantry: small=8-12 figures, standard=16-20 figures, large=24-32 figures.
Cavalry: small=4-6 figures, standard=8-10 figures, large=12-16 figures.

Stats
Most of my unit stats are fairly standard, and I use as few 'special rules' as I can. Most line and grenadier infantry get 'first fire'. Grenadiers and cuirassiers get 'elite 4+'. Grenadiers usually get 'superbly drilled'. Grenz and Jagers get 'skirmish'. My heavy cavalry (i.e.cuirassiers) don't get the 'heavy cavalry' rule as I feel this makes them much more effective than is historically correct.
I prefer to make my grenadiers and cuirassiers a bit more stubborn by giving them a stamina of 4, and keeping a standard moral save of 4+. That way they take casualties at the normal rate but are just a bit tougher than normal troops.

Generally, I use a staff rating of 9 for the Prussians and 8 for the Austrians. And that's about it. I have found no need for any fundamental changes to how the rules work, such as altering the move sequence to 'I move, you fire, you move, I fire' as some have suggested. I just haven't found that the rules as written cause me any real problems.

Next Battle
I'm considering an adaption of the Gross Jagersdorf scenario available for download from the Edinburgh Wargamers site (on their Die Kriegskunst page). This offers a nice historical game on a 6' x 4' table, with forces I can more or less match. So stay tuned!


Tuesday, 25 May 2010

Dawn at Witzenhausen


If you have the Black Powder rule book you'll be familiar with the ACW scenario 'Daybreak at Hangman's Creek'. I decided to have a go at this with my SYW forces, renaming it as befits the different period. Witzenhausen is the German town twinned with the town where I work. I just liked the name.

This is not a particularly big game so I had no trouble getting together about the same number of units per side as in the original scenario. However, a 12' x 6' table is rather too much to ask in my family home. I was able to squeeze an 8' x 6' table into the dining room by removing most of the furniture, and this would have to do. My infantry units would be mostly 20 figures rather than 36 which would make things easier. I also omitted the gun foundry and the outer arm of the river. The 2 photos below show the terrain I ended up with. Initial on-table troops are deployed and the Prussian commanders placed on their baseline ready for arrival throws.


The scenario was mostly as per the book. The Prussians would arrive on their baseline following successful command rolls for each brigade: any late arrivals could be put down to the problems of a night approach march. All the Austrian commanders started in the town, the camp was occupied by 1 Austrian brigade, and the other 2 were off table. 2 small light infantry units acted as the advance picket who could deploy anywhere on table as long as they were no closer than 12" to the Prussian baseline. One regiment from the Austrian cavalry were also allowed to start on table, guarding the bridge. As shown below, I substituted a cavalry brigade for one of the infantry brigades on each side, and arranged things so that the cavalry brigades would not start opposite each other. This would scupper the obvious option of a mutual charge, and hopefully make each commander think a bit more deeply about how to employ his cavalry.

Loss of the town or camp would count as a lost brigade for the Austrians.

Forces were:

Prussia (staff rating 9)

1st Brigade (centre)
2 line infantry battalions
2 grenadier battalions
1 jager detachment
2 guns

2nd Brigade (left)
3 line infantry battaliopns
1 grenadier battalion
2 guns

3rd Brigade (right)
2 cuirassier regiments
2 dragoon regiments

Austria (staff rating 8)

Picket (marauders)
2 small light infantry battalions

1st Brigade (camp)
3 line infantry battalions
1 gun

2nd Brigade (town)
2 line infantry battalions
2 grenadier battalions
1 gun

3rd Brigade (bridge)
2 cuirassier regiments
2 dragoon regiments

The Game

Hungarian and Bavarian battalions occupy the camp at the start of the game. Their absent commander may be imagined sleeping off a heavy night in an inn at the nearby town

Austrian commanders concentrated in the town.

Prussian deployment. All brigades managed to arrive on the 1st turn. Prussian forces are concentrated onto the right side of their baseline, to avoid the constriction of the river bend to their left. Austrian Grenz occupy the field and wood in front of them.

The Prussians manage a rapid advance in the first turn.

On the Prussian right the cavalry loop around the wood. They have a tempting expanse of open ground ahead.

The Grenzers do a good job of delaying the left flank Prussian brigade, but on the extreme right of the picture 2 battalions from the centre Prussian brigade are nearly at the town. Austrian cavalry enter the board at the top of the picture.

After a slow start, the Austrians start to arrive in force. Their cavalry come galloping over the bridge and find themselves in the midst of the Prussian advance. The Prussian infantry on the left just missed out on blocking the bridge ahead of them.

The action is now in full swing, concentrated around Witzenhausen and the camp. Austrian infantry have occupied one half of the town whilst a Prussian battalion has the other half. The Prussian guns have deployed to bombard the camp, but their own cavalry have foolishly blocked their line of fire.

The Prussian cavalry has reached the town but doesn't seem to know what to do next. The Austrian cuirassiers form themselves into line and go after some of the Prussian guns (they have just destroyed two).

Close up of the action in the town. It was formed from 2 'blocks'. Technically there can be only 1 battalion in each block, but an Austrian battalion has moved up the road in column through the Austrian held block and is attacking the Prussians in the next block. Temporarily there are 2 Austrian battalions in one block.

Close quarter tussle between the town and river.

Final positions. We managed 5 turns, but neither side had had a brigade broken.
Let's call it a draw!

Conclusion
An interesting game despite the lack of result. Units were all over the place, with battalions and regiments of both sides on each other's flanks and rear. This resulted in an excellent tryout for the rules.

Monday, 1 March 2010

Black Powder




Dear, oh dear, oh dear. Which rules to choose? Not really a problem for my WW2 games. I have been playing WW2 for more than 30 years so I know a good set when it comes up - hence I have settled on Blitzkrieg Commander. But the Seven Years War is a project of only two and a half years duration, and I still seem to be finding my feet. I started with Standing Like A Wall, the downloadable rules by Ioannis Mavromichalis (of Leuthen Journal fame), but they barely got a look in before I discovered Minden Rose, an excellent set which I was fortunate enough to be introduced to by the author (Barry Lee). At the same time, I was dabbling with Donald Featherstone's horse and musket rules, which then got me started developing a set of my own derived from these, as a bit of a side project. Then along came Die Kriegskunst, which I bought but never played as I could see straight away they were a little too complex for my taste. And then before I knew it, Rank and File were being released. Minden Rose is hardly a complicated set (and I would recommend them to anyone), but R & F was even quicker and simpler to play whilst retaining all the period feel I felt I needed.

This was all good, then. I was happy to carry on with Rank and File as my standard set. The Featherstonian project was abandoned. But then I started to hear about a new rule book called Black Powder. Really quick and fun games, and based on the Warmaster system which I liked so much when adapted for WW2 in Blitzkrieg Commander. And the guy who wrote Black Powder was the guy who had originally developed Warmaster. Crikey! However, reading various pieces and discussions on the net, I quickly got the impression that the rules were designed for gaming on enormous tables with at least 3 players each side, and that the authors had some weird fantasy that they were Edwardian gentlemen. Plus the rules were apparently a sort of coffee table book that cost 30 quid. Well, I wasn't having any of that sort of nonsense. So I went off Black Powder and vowed to ignore these foolish people. But they wouldn't go away. BP was authored and backed by some prominent names in miniatures wargaming, people who knew a bit about production values and PR. In the modest world of horse and musket wargaming, Black Powder was quickly established as something of an event. And almost every comment I read from those who had played them was positive. So, with a resigned sigh, I went on Amazon. There, I was lucky enough to find that I could pick up the rules for a shade under £18, including p & p. Oh alright then. I sent off for a copy. That was a couple of weeks and two solo trial games ago.

So here are my personal impressions of Black Powder. Every other bugger on the net with an 18th or 19th century army is writing reviews of BP - so why not me?

The Package.
As everyone knows, the production values of this rule book are very high. It is indeed a very slick commercial product. I acknowledge this aspect of BP is very attractive to most purchasers, but just to be contrary I will make a few personal comments.

The photos are of a high quality, featuring beautifully painted figures, but mostly these figures feature in carefully posed dioramas rather than real games. I am not fundamentally a modeller or a creator of dioramas, I am a wargamer, so I find I am not particularly inspired by these photos. I would have preferred photos that gave me examples of different layouts and types of terrain, or that illustrated the rules.

The writing style I found actually quite appealing. Take this quote, for example, regarding judging visibility,
'A sense of generosity under heavy fire is an admirable quality and the mark of a gentleman.'
Or, when discussing hand to hand combat,
'It is merely demeaning to gain petty advantage from fractions of an inch and to imagine otherwise diminishes all concerned.'
Nice. However, my overall impression was that this publication takes the creation of an attractive product a bit too far. One hundred pages (in round figures) to describe what are fundamentally a simple set of rules is rather excessive, a page count fluffed up with large photos mostly not of actual games, side bars of period quotes and (notwithstanding the above) a rather long winded writing style. The main problem is not that this all increases cost (although it does), but that it makes the rules harder to get to grips with when first getting to know them, and makes the rules harder to look up when you are learning in your first few games. I am in favour of nicely produced rule sets, but one has to maintain a sense of what is appropriate. Perhaps a good alternative might have been a concise exposition of the rules in a discrete section with all the chat, explanation and rationalisations forming the rest of the book.

The Rules.
I would take comments that this is a book about wargaming which includes a set of rules with a pinch of salt. This is fundamentally a rule book: it lays out a set of rules by which to play wargames. Hence my comments above regarding excessive length. Having said this, it follows that the rules are the essential grounds on which the book must be judged - and I found them very attractive. In simplicity and ease of play, they don't have much advantage over Rank and File, but the command system provides a game which can be dramatic, surprising and a lot of fun, and the rules for morale up to brigade and army level create a game that will come to a proper conclusion in a reasonable time (i.e. an evening's play).

Setting aside my preference for a more concise style, the rules are well explained and generally easily understood. I have played 2 solo run-throughs with around a dozen units per side. The first was a bit of a trial to begin with, due to the sheer number of pages to be rifled through when you want to look up a procedure, but by the middle of the second game I was away. If you played these rules for the first time with someone who already knew them, you would be in the groove very quickly.

If I were to find fault I would say advice about period adaptions is lacking. In a book running to 180 pages, a set of brief sections outlining how the unit stats and special rules might be adapted to the various wars and campaigns forming the 200 years covered would have been appropriate: but it is absent. There is a section called 'The Age of the Musket', but this is a set of potted histories and of little use for actual games. Further to this point, wargamers of such conflicts as the War of the Spanish Succession, the War of the Austrian Succession, or the Seven Years War, are rather poorly served. The scenarios start with a game set in 1777, so the first three-quarters of the 18th century are largely ignored as far as scenarios are concerned: and the scenarios are the main source of period information. Napoleonic gamers are much better served, as are colonial era players. One quote from a side bar I found particularly telling,
'Players who are keen to reflect known range advantages within a specific historical context (Dreyse rifle versus Chassepot for example) are invited to make adjustments as they see fit.'
Dreyse vs. Chassepot is a basic tactical factor for anyone gaming the Franco-Prussian war. With 180 pages to play with, such issues deserve a bit of attention. One is left with the impression that the authors simply couldn't be bothered.

Another reservation concerns unit stats and the special rules that can be applied to give units a particular character. There are 24 of the latter. With a unit already having 4 basic stats to define its abilities (shooting, hand-to-hand, morale and stamina), I feel that that should have been enough. Adding the special rules creates a kind of Lord of the Rings feel, where each unit becomes the equivalent of a character in a skirmish game. Then you spend half your time trying to remember which special rules apply to which unit and then remembering what those special rules actually entail - with the high probability that you will forget all about some of the special rules until after the game. Suffice to say I reckon a lot of these special rules (or 'useful' rules as they are also described) are rather superfluous, and they are best used with considerable circumspection. Here again, I have read online comments describing how much some players enjoy tailoring their units to a particular battle or campaign by using the special rules. Fair enough. But in a simple game, for me they are just over-egging the pudding.

The rules did give me the impression that luck with the dice was even more important in BP than it is in other sets. I think in particular it's the all-important Break Tests, which use 2D6 and hence have a very wide set of possible outcomes. However, I'm no game designer and my experience of the rules is limited, so this is something I will keep an eye on rather a criticism. However, my final point is linked to this latter feeling about BP. I am intending to game the Battle of Lobositz (1756) in the near future, as I have found my relatively meagre forces can be stretched to give a reasonable representation of this battle. But something is telling me I would be better off using Rank and File than Black Powder for this refight. Maybe BP would provide too volatile and unpredictable a game for a re-run of a real battle, and a more traditional, predictable set would be better. I don't know. With luck I'll be able to try it both ways.

The Conclusion.
My personal take, then, is straightforward: an excellent set of rules in a rather over-produced rule book. I'm glad I bought them. If your preference is for the simple and fun game, these are the rules for you. But get on Amazon and check out the latest deals - paying Warlord Games or any of their agents the full £30 is just daft. With the fluff reduced, these rules should have sold for £20, and that is what you should try and pay.

P.S. - QR and Roster sheets.
You can download these for free from Warlord games. However, a wargamer going by the name 'The Last Hussar' has developed QR and Roster sheets in black and white so you can save on coloured ink over printing out full colour pages. More significantly, you can type your units into the Last Hussar's rosters, rather than having to print out a roster then hand write the details. Much easier and looks better. Despite being black and white these alternatives are still stylish. Recommended. See the link to the Last Hussar's Barracks, then look out for the post on Black Powder QR sheets and Rosters.

Friday, 12 February 2010

Encounter Battle


This scenario was based on ideas contained in Donald Featherstone's book Solo Wargaming. In particular, he has a nifty idea for generating random reinforcements which would give the game a bit of a twist. Rules for the game itself will be Rank and File.

Total forces for each side would be as follows:

Austrian
C-in-C, 4 Brigadier Generals
2 Cuirassier regiments
2 Dragoon regiments
3 Line infantry battalions
2 Grenadier battalions
2 Light infantry batttalions
1 Medium gun battery
1 Heavy gun battery

Prussian
C-in-C, 3 Brigadier Generals
2 Cuirassier regiments
2 Dragoon regiments
3 Line infantry battalions
3 Grenadier battalions
1 light infantry battalion
2 Medium gun batteries

Each side would have 1 Cuirassier and 1 Dragoon regiment (plus a Brigadier) on table at the start of the game, acting as advance guards. These units would have five moves to wrestle for an advantage before reinforcements arrived.

The main bodies would straggle on to the table over the next five moves (moves 6 to 10). Their arrival was arranged as follows:

The forces available to each side were divided into seven groups, some a single battalion or regiment, some a group of 2 or 3 units. The remaining brigadier generals were randomly allocated to the groups as well. These groupings were then written down on slips of paper.
Then, for each side, five envelopes were numbered 6, 7, 8, 9, and 10 on the front. They were then turned over, shuffled, and arranged on a table in line. They could then be mentally numbered 1 to 5 from left to right. The slips of paper (piled face down) were then blindly allocated to the envelopes using a D6, with a throw of 6 meaning 'roll again'. With all slips tucked away, the envelopes could be sealed and collected together, then once again re-arranged in order of the numbers on the front.
Thus I could create a totally random set of arriving forces for both sides before the game. The C-in-C would arrive on move 6, accompanied by whatever forces (if any) were in envelope 6. These would arrive on the baseline wherever the C-in-C preferred. Forces arriving in subsequent moves would be allocated an arrival sector on the baseline by dice throw when they arrived.

The Game.

Set up and position of the advance guards. I laid these out before my opponent (Paul) arrived, pretty much where I fancied. We diced to see who would be Prussian and who Austrian, then we were set to go.

The Austrian cavalry (commanded by myself) wait impatiently for the off.

With a minimum of preliminary manouvering, the two cavalry groups got down to the serious business of lining themselves up for charges and the subsequent melees. The Austrians came out on top: the Prussian dragoons were completely routed, and although the Austrian dragoons were beaten back, they were still in good shape to continue, once the reinforcements arrived.

Paul considers the arrival of his first reinforcing units. As you can see he is a little fuzzy-headed. Well, he was already on his second glass of red wine.

On the Prussian left, 2 line battalions advance with confidence along the line of the ridge. They are opposed by a single Bavarian battalion (rated green) coming the other way. Doesn't look good for the Bavarians.

On the other flank, the Prussian grenadiers form together into a brigade and push forward. Austrian infantry and guns have arrived in the background. The Austrian cuirassiers are falling back, hoping they won't be caught in the rear (ouch!).

More Austrian units crowd onto their baseline.

The light infantry arrive conveniently on the Austrian left. The farmstead here provides the perfect position for them to occupy.

The Bavarians look on nervously as the enemy infantry manouvers across their front. What are those damned Prussians up to?

Later position on the same flank. Now the Bavarians are facing cavalry as well as infantry. Help is on the way but it will not arrive in time to save them. They were charged (by the infantry) and routed.

In the centre, the Austrian infantry shapes up to oppose the enemy grenadiers, who are nicely supported by both Prussian gun batteries.

On the Austrian right again, later in the game. Austrian grenadiers and cavalry manouver boldly and the Prussians are forced to give ground. (Austrian cavalry in the background advancing along the table edge)

The Austrian gun position. As things turned out, they were not really in the best place and did not have the effect I had hoped for.

In the centre, the Prussians have the best of it. The right hand Austrian battalion is down to 50% (those blasted guns!), and both Austrian units are unsteady and falling back.

This last picture was move 13, by which time the Austrians had lost 6 of their 24 army points, causing them to waver (under my house rules - see previous post). The Prussians had still lost only 4 out of their 24. We had run out of time, and so a minor victory for Frederick's men was declared, although there was still plenty of life in the game and things might have gone the other way in time. At least that's what I think.

A very nice, fun, evening game. We found the need to add one house rule, or house clarification if you will. When deciding if a unit is within charge range of the enemy, we take it that it is if half or more of the stands are in charge distance. This caters for those situations where the opponents are not lined up parallel to each other.
One minor point to close with. I have found my Austrian light infantry have not been having the effect on the table they seem to have had in real life. Although they were not really designed to take their place in the line of battle, they seem to have done very well in a number of set-piece battles (Kolin and Lobositz being 2 good examples). Therefore I will be increasing their size from 4 to 6 bases. Less obviously, I will also try rating them as veteran to see how that works.

Finally, my copy of Black Powder arrived this morning. Time to get reading!

Sunday, 31 January 2010

Zen and the Art of Wargaming


As I have said on this blog before, painting is not my favourite bit of the hobby. But when I'm in the right mood it can be quite therapeutic. I didn't realise the full significance of this until a recent trivial incident.

There I was, painting away in the dining room, some favourite music playing, the kids in their rooms and the wife watching TV next door. Alone and at peace. Then a couple of the kids come thundering in, raiding the fridge, asking questions about something, etc... and I found I was getting quite cross. Why was my peace being disturbed! Of course, I was being unreasonable, but the level of my irritation surprised me, and it brought home to me that doing this bit of painting was more than trying to work up a new SYW unit: it really was a kind of therapy.

In fact, it was like meditation. I had got into what I believe might be called a 'zen moment'. For my purposes I'll define that as a point where I was focused only on the now, on the task in hand, and everything else had faded into the background. Something like the sort of mental state people try to achieve via meditation. I realised then what a useful tool for winding down and achieving a sense of well being our hobby can be. Perhaps I should be surprised it took me so long to realise that fact.

Another positive view of the hobby came from reading a bit of Donald Featherstone recently (in Featherstone's Lost Tales). Talking of reading H.G. Wells Little Wars, he described the book as a 'classic contribution to the art of remaining young despite one's years'. That is a great description of the beneficial influence of a hobby like wargaming: a contribution to the effort of remaining young. If wargaming seems childish to some people, that's part of the point. It is perhaps more than just escapism, more than just putting the cares of everyday adult life aside. One is keeping in touch with the playful, light hearted, youthful part of one's character.

So there we are. Two good reasons to feel good about wargaming. I'll be back in the not too distant future with a SYW battle report. And I have a set of the Black Powder rules on order (at a great price from Amazon: I doubt I would have bothered at the full price). That should be worth a post or two, but I'll hold fire until I've had a game with them.

To conclude, a picture of some wargame's buddies (and my son, 13 at the time) who took part in a Poland 1939 demo game with me at Warfare 2005. I'm not sure if they're sharing a Zen moment or getting in touch with their playful natures. Maybe neither, but a good moment captured on camera. Something about too many cooks getting ready to spoil the broth springs to mind.


'Til next time!

Tuesday, 12 January 2010

Race to the Vistula


So. My latest game was interesting to me in two ways. First, I had developed my own scenario which I thought could produce a fun game, and second I was going to try out BKC II for the first time.

Scenario.
The idea was to re-create the conditions arising as the German 1st and 4th Panzer Divisions broke through Polish lines and raced towards Warsaw and the Vistula, around the 8th of September 1939. I designed a 6' x 4' terrain, which the Germans would have to traverse along its long axis against Polish opposition, with the objective of exiting worthwhile armoured forces off the far end of the table. The map was as below, with the Germans entering at the bottom (A) headed east. The interesting bit of the scenario was a set of randomly generated arrivals (both Polish and German) designed to represent the confused nature of the German advance and the Polish withdrawal. Zelazna is a Polish village name from the rough area of the fighting, but is used only to provide a little local flavour: the action is entirely fictional.


Initial Forces: Polish
(deploy first)
Deploy anywhere in or east of Zelazna. All except tanks may be dug in.
CO
Infantry detachment: HQ (CV7), 4 infantry units, 1 mg unit, 1 mortar unit, 1 37mm ATG with tow
Infantry detachment: HQ (CV7), 4 infantry units, 1 mg unit, 1 40mm Bofors AA with tow
Tank Detachment: HQ (CV8), 2 Vickers E (47mm), 1 Vickers E (mg)

Initial Forces: German (move first)
Arrive in column along road from A. First movement on table must be along road.
CO, FAC, FAO
Panzer Bn: 2 PzI, 2 PzII, 1 PzIV, 1 Sdkfz 231 (recce)
Panzer Bn: 2 PzI, 2 PzII, 1 PzIV, 1 SP88mm
Stuka Staffel: 1 Stuka unit
Artillery Bn: 3 105mm units. No assets. Counted as out of range of targets east of the river.

Random Arrivals
From move 2, at the start of each move roll a D12 on the arrivals table. Arriving forces deploy in column along their route for their 1st movement action, up to their maximum move.
Once a formation has arrived at a particular point, cross through any enemy forces with the same arrival point. If a force has already arrived or has been crossed off, re-roll until an eligible force is thrown for.

Arrivals table:
1 - Polish air raid; 2 Karas units arrive and may attack any aiming point not within 30cm of friends, or in woods.
2 - German motorised infantry arrive at A; HQ, 4 infantry units in 2 trucks, 2 m/c units, 1 mg in truck, 1 37mm ATG with tow.
3 - Polish infantry detachment arrives at B; HQ, 4 infantry units in 2 trucks, 1 mg in jeep, 1 37mm ATG with tow.
4 - Lost German lorried infantry arrive at C; HQ, 4 infantry units in 2 trucks, 1 mg unit in truck.
5 - Retreating Polish tank detachment arrives at C; HQ, 3 7TP (37mm).
6 - Flanking German Panzer platoon arrives at D; HQ, 1 PzI, 1 PzII.
7 - Lost Polish recce detachment arrives at D; HQ, 1 Wz34 (mg), 2 TKS (mg), 2 m/c units.
8 - German recce detachment arrives at E; HQ, 1 Sdkfz 221, 1 Sdkfz 222, 3 m/c units, 1 mg unit with truck.
9 - Polish cavalry arrives at E; HQ, 6 cavalry units, 1 mg in taszanka, 1 75mm artillery unit with horse tow.
10 - German Panzer platoon arrives at F; HQ, 1 PzIII, 1 Sdkfz 10/4.
11 - Polish armoured train retreating south arrives at F; Armoured train, 1 T-18 drasine (recce)
12 - German cavalry detachment arrives at G; HQ, 4 cavalry units, 1 mg unit with truck.

Victory Conditions.
The Germans must exit at least 5 AFV units (tracked or wheeled) off the table via point B to win. If not, they lose and the Poles win. Game will last as many moves as time permits.

The Game.


Table set up as per map.

The bridge is well defended: Polish infantry on the east bank, tanks blocking the road.

The other Polish infantry formation holds Zelazna.

The German panzers arrive. The first battalion moves off the road to bypass Zelazna to the south.

The Polish tanks move forward to engage. The MkIV on the hill gave the first result attributable to the new rules: the Polish player rolled 4 sixes in 2 firing actions with his mortar (called in by infantry units in the village), and with no successful saves the tank was KO'd.
First arrivals were the German infantry reinforcements from A who joined the queue on the road behind the tanks.

Next to arrive: Polish cavalry east of the railway and river move to join in the defence of the bridge.

Stuka strike! The new rules again take effect as the Stukas pick off 2 Polish tanks in 2 separate moves, using the 'concentration' rule and the new effect rolls.

The second panzer battalion bypasses Zelazna to the north. The Polish 7TPs arrive, but they merely provide target practice for the well drilled German tanks and the deadly SP 88mm. In 2 moves they are all KO'd. The PzIs move ahead quickly to bypass the flaming wrecks.

More German panzers arrive at D. The Polish light tanks are being overwhelmed but manage to delay the German advance.

The Polish cavalry dismount and consolidate at the bridge. The defence here is looking very strong.

More arrivals: German cavalry are moving along the railway line from G. They are headed for trouble.

As the game reaches its climax, Zelazna is bypassed to the north and south by German panzers and supporting motorised infantry.

Polish infantry retreats from Zelazna. The mortar and the remaining Vickers tank fire off a few last rounds to delay the Germans.

The Stukas appear again and attack the bridge area. But with 3 Polish Command units in the vicinity they encounter a storm of AA fire and are knocked out of the game without affecting their targets. (CO plus 2 HQs plus the Bofors = 9 attacks. 4 hits achieved with no saves possible).They will be unable to return. Note the severely reduced German cavalry. They encountered heavy fire from the Polish dismounted cavalry who were in cover, and eventually lost 3 of their 5 units.

Final positions. The Germans have done reasonably well, but the defence of the bridge area is far too strong. Note further arrivals: more German armour has arrived at F (lower left), and more Polish infantry arrives from B (left). As the Germans advance precipitously against the Polish second line, they lose a PzI to AT rifles, and the Sdkfz 10/4 to the Bofors. The PzIII is suppressed by the 75mm and 2 infantry units and 1 mg unit are lost from the dismounted motorised infantry, all in the final move. There is obviously no way through at the moment. The Poles have won.

Conclusion.
8 game turns were completed in a little under 3 hours. The new rules worked perfectly, and I had no problems with any of the changes. The new cover saves made the Polish infantry in Zelazna difficult targets for the German artillery: despite having 9 attacks very little was achieved, but this is probably realistic. Overall, this is definitely an improved set.
As for the scenario, it was hard to judge the balance as the random arrivals provide a great deal of chance and variety. Nevertheless, perhaps the defence was a little too strong. If we refight the battle, I will reduce the Vickers tanks to 2, and attach 1 to each infantry formation, so that the Poles only have 2 formations initially. This actually fits in with the 'penny packets' rule added to the Polish army list. I should have listened to Pete! A little tweaking of the Polish arrivals should make the German task a little easier as well. I would also remove the range restrictions east of the river for the German artillery.

Thanks for visiting. Comments welcomed as usual!