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Battle group kursk
Battle group kursk













  1. #BATTLE GROUP KURSK HOW TO#
  2. #BATTLE GROUP KURSK PDF#

Each weapon has a Penetration value which diminishes with range. Each vehicle is rated for front, side and rear armor. When firing at armored vehicles, there is no cover save. In this case they suffer just one casualty, but the enemy player retreats them up to 10” and the unit is marked as pinned. Infantry units that take 2 or more casualties have the option to Fall Back. A unit may be required to take a Morale Check. Failed saves mean the target figure was killed and is removed. The firer now rolls one die for every rate of fire, getting hits on the indicated score. In some cases, spotting is automatic.Īs with Area Fire, cross reference the range with the type of weapon firing. If the Spotting roll is successful, the firer attempts to hit the target. A unit firing twice must make a spotting roll for each shot. Depending on the range and type of target a Spotting number must be rolled to target that enemy. Aimed Fire requires a spotting check before every shot. If the save was not successful, the target unit is pinned.Īimed Fire is used to cause casualties. If the save is successful the fire had no effect. Depending on the type of target and cover, the target rolsl to negate the hit. A roll of that score or higher on one D6 is a hit.

battle group kursk

To resolve Area Fire, cross reference the firer’s Rate of Fire with the range. Unlike Aimed Fire, no Spotting is required. Area Fire and Aimed Fire.Īrea Fire: Area Fire is just what it sounds like - sending fire down range in order to pin and suppress the enemy. Road movement rates only apply if the entire move is along roads.įire Combat: BK features two different kinds of shooting. An obstacle, for example, reduces movement by 1D6 inches. Terrain effects are variable and determined by die roll. Terrain is categorized as Difficult, Obstacle, Dangerous or Impassable. Once an order has been fully resolved the player moves on to issuing the next order.Įach unit type in BK has a given movement allowance, one for Off-Road, and one for Road. If the shooting triggers a Morale Check, it is carried out immediately, and any effects take place then. When a unit is issued an order, that order is fully resolved. There are a number of other possible orders such as Re-arm (resupply a unit with ammunition), Close Assault, Ambush Fire and Reserve Move. The four most common orders are (i) Fire and Move (ii) Move and Fire (iii) Top Speed (move twice) and (iv) Open Fire (fire twice). For each point rolled the player may issue one order. Players roll one die for a squad level game, 4 dice for a battalion level game. Players roll for the number of available orders each turn.

#BATTLE GROUP KURSK HOW TO#

The rules do not specify how to share orders if playing with more than one player per side (our club simply assigns dice to each player).Įverything that happens in the game revolves around orders. The first player carries out his orders one at a time, followed by the second player. The number of orders available to each player is diced for. This may occur after a player has completed their turn. Everything that happens in the game is resolved through Orders. All of the action in BK revolves around issuing Orders to units. TURN SEQUENCE: BK uses a You-Go-I-Go turn. Squad level games should be playable in 2 hours.

  • Game Length: Variable, depending on the size of game played.
  • battle group kursk

    Table Size: Recommended 6x4 for small games, up to 6x10 for battalion level engagements.Time scale 1 turn = Not stated (probably no more than a few minutes).Ground Scale: Not stated (ranges are noted as being deliberately distorted).A squad may be several infantry, a support weapon with crew, a vehicle, or a deployed gun with crew. Armies are built with points, so can be as large as players desire.īASE UNIT: The base unit is a squad.

    battle group kursk

    Can be played with a couple dozen figures and a vehicle or two per side, up to games involving hundreds of figures. All figures and vehicles are based individually.ĪRMY SIZE: Highly variable depending on the size of game played. SCOPE: BK is suitable for small squad level skirmish games, up to battalion level engagements. Also included is a sheet of counters to be cut out, as well as a Quick Reference Sheet (one page, double sided) for players. The rules themselves only run 54 pages, and much of that is given over to diagrams, vintage photos, etc.īesides the rules the book includes a history of the Kursk battles, modeling guides for several vehicles, seven generic scenarios, army lists, and a narrative campaign game. The book weighs in at a massive 240 pages.

    battle group kursk

    BK contains the base rules for the game system, and is necessary for using the follow on supplements that have been released.

    #BATTLE GROUP KURSK PDF#

    There is also a PDF option as well as a “mini” rule book in paperback priced at $18.00īattlegroup Kursk (BK) is a large, hard cover book in full color throughout. Player support can be obtained on the forum hosted at The Guild. The Rules Directory only works if you help.















    Battle group kursk