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Blitzkrieg Commander 4 has become our preferred set of WW2 rules for operational level scenarios. BKC 2 revolves around its command system, which while simple in concept, is very effective for this level of combat. The rules cover close assaults, scheduled bombardments, engineering, and more in an organized fashion that makes the system easy to grasp and highly suitable for group play. There are extensive army lists that cover the period from the Spanish Civil War to the end of WW2 with stats for every vehicle, artillery piece, or type of infantry that served in the war. Very similar to the Warmaster system, so if you've played that you can transition quickly to BKC 4. The third edition was a complete disaster, so this is the 4th edition of the rules, which recently arrived and are pretty good so far

BKC 4: U.S. Armored Attack


Stuck in the Killing Zone

We've only used the U.S. forces once, so we decded to do a battle in France set in 1944 that would feature a U.S. armored force. I had a scenario set up from an old Wargamer's Digest, but when I saw that we didn't have the right forces (after I arrived at the game!) I made a few changes. We also decided to use full hidden movement, which would give the Germans a chance to perform some sort of ambush if they so chose. The U.S. forces had the advantage in numbers, but the Germans had the defensive advantages, particularly with where they wanted to set up their main line of defense. We also chose to use the optional rule where hits are carried over from turn to turn, which really changes the game.
The U.S. forces rumbled onto the board and imediately saw that the right hand town was occupied, so they pushed up into the center where the Stug company ambushed them. Not a very good ambush as the Stugs were knocked out for no loss by the U.S. This changed quickly, however, when the Sherman battalion worked itself around the town and into the center to bring their mass into play. A Panther company, however, was waiting and a massive tank firefight erupted. The U.S. forces could not catch a break, then the Germans sprang their trap, which was a PZIVH company on the other side of the killing zone. Caught in the open, the Shermans were systematically destroyed and the game ended as a German victory.

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