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OPTIONAL RULES - WEATHER & TERRAIN - Over the previous editions of Blitzkrieg Commander, many optional rules have been developed either within the rules themselves or as house rules by various players and clubs. These rules are optional and all players participating in games where they apply must agree to their use in advance of starting the game. They can be played to represent specific scenarios or campaigns, or to add additional detail to a game. WEATHER Weather is a vital factor in war and often overlooked in tabletop wargames. It is convenient to break the weather down into three categories: Normal, Poor and Extreme. Poor weather represents heavy rain, snow, haze, etc., while extreme weather represents fog, blizzard, storm, monsoon, etc. Determine the weather before the start of the game by rolling 2d6: a score of 12 indicates Extreme weather and a score of 10 or 11 indicates Poor weather. A score of 9 or less indicated Normal weather, which has no effect on game play. Any game that begins with Extreme weather will result in all aircraft being grounded for the duration of the battle, even if the weather changes in subsequent turns. This means that scheduled air support is cancelled, and no requests can be made for air support during the game. Arial Recce cannot be deployed. The difficulties of commanding your troops in poor weather will result in a -1CV command penalty. The difficulties are much worse in extreme weather, resulting in a -2CV command penalty. These penalties apply to all Command units: the CO; all HQs, all FAOs and all FACs. The effect of weather on visibility is to reduce the distance at which the enemy may be located, so in poor weather, troops may only be located at up to 50cm. This distance is reduced to 10cm in extreme weather. Also, Smoke cannot be created in extreme weather, and in poor weather, a smoke screen will drift at the end of the turn in which it is deployed. Roll 2d6 and a directional die, moving the smoke this distance in centimeters in the direction of the arrow. Smoke generation and also Smoke ammunition is also deemed to be ineffective. Weather is constantly changing so at the end of each game turn, test for a change in the weather by rolling 2d6: a double six indicates the weather worsens, so normal weather will become poor and poor weather will become extreme (extreme weather remains extreme). A double one has the opposite result, so extreme weather will become poor and poor weather will become normal weather. Air support will be unavailable during any turn of extreme weather and for the rest of the game after it has been rolled. TERRAIN ALTERNATIVE TERRAIN RULES As gamers we are used to playing wargames with a relative degree of certainty about the types of terrain on the table and the effect they will have on our troops. However, that certainty was often a luxury to historic commanders in the field – right up to the modern period. Even today in the era of Ordnance Survey, geo-positioning and sat-nav., battles are often fought in terrain where maps are outdated, or terrain features are uncertain, altered or added to (for example, the digging of a new drainage ditch can turn what looks like a flat plain into a major logistical nightmare). Attempting to replicate this uncertainty on the tabletop battlefield can be difficult to create, however we believe this system goes some way towards achieving this. Blitzkrieg Commander is produced by Pendraken Miniatures © 2019 Optional Rules - Weather & Terrain v1.0

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  • OPTIONAL RULES- WEATHER & TERRAIN -

    Over the previous editions of Blitzkrieg Commander, many optional rules have been developed either within the rules themselves or as house rules by various players and clubs. These rules are optional and all players participating in games where they apply must agree to their use in advance of starting the game. They can be played to represent specific scenarios or campaigns, or to add additional detail to a game.

    WEATHER

    Weather is a vital factor in war and often overlooked in tabletop wargames. It is convenient to break the weather down into three categories: Normal, Poor and Extreme. Poor weather represents heavy rain, snow, haze, etc., while extreme weather represents fog, blizzard, storm, monsoon, etc.

    Determine the weather before the start of the game by rolling 2d6: a score of 12 indicates Extreme weather and a score of 10 or 11 indicates Poor weather. A score of 9 or less indicated Normal weather, which has no effect on game play. Any game that begins with Extreme weather will result in all aircraft being grounded for the duration of the battle, even if the weather changes in subsequent turns. This means that scheduled air support is cancelled, and no requests can be made for air support during the game. Arial Recce cannot be deployed.

    The difficulties of commanding your troops in poor weather will result in a -1CV command penalty. The difficulties are much worse in extreme weather, resulting in a -2CV command penalty. These penalties apply to all Command units: the CO; all HQs, all FAOs and all FACs.

    The effect of weather on visibility is to reduce the distance at which the enemy may be located, so in poor weather, troops may only be located at up to 50cm. This distance is reduced to 10cm in extreme weather. Also, Smoke cannot be created in extreme weather, and in poor weather, a smoke screen will drift at the end of the turn in which it is deployed. Roll 2d6 and a directional die, moving the smoke this distance in centimeters in the direction of the arrow. Smoke generation and also Smoke ammunition is also deemed to be ineffective.

    Weather is constantly changing so at the end of each game turn, test for a change in the weather by rolling 2d6: a double six indicates the weather worsens, so normal weather will become poor and poor weather will become extreme (extreme weather remains extreme). A double one has the opposite result, so extreme weather will become poor and poor weather will become normal weather. Air support will be unavailable during any turn of extreme weather and for the rest of the game after it has been rolled.

    TERRAIN

    ALTERNATIVE TERRAIN RULESAs gamers we are used to playing wargames with a relative degree of certainty about the types of terrain on the table and the effect they will have on our troops. However, that certainty was often a luxury to historic commanders in the field – right up to the modern period. Even today in the era of Ordnance Survey, geo-positioning and sat-nav., battles are often fought in terrain where maps are outdated, or terrain features are uncertain, altered or added to (for example, the digging of a new drainage ditch can turn what looks like a flat plain into a major logistical nightmare). Attempting to replicate this uncertainty on the tabletop battlefield can be difficult to create, however we believe this system goes some way towards achieving this.

    Blitzkrieg Commander is produced by Pendraken Miniatures © 2019Optional Rules - Weather & Terrain v1.0

  • When using the Alternative Terrain Rules option, all terrain will (eventually) be classified as either dense, medium or light during the course of the game. The terrain will have the following effects on movement, visibility and cover:

    Movement

    Unit Type Light Medium Dense

    Infantry No effect No effect Reduce by 25%

    Infantry Support No effect No effect Reduce by 25%

    Cavalry Reduce by 25% Reduce by 50% Reduce by 75%

    AFV Reduce by 25% Reduce by 25% Reduce by 50%

    Half-track Reduce by 25% Reduce by 50% Reduce by 75%

    Wheeled vehicles Reduce by 50% Reduce by 75% Impassable

    Towed Reduce by 50% Reduce by 75% Impassable

    Visibility

    Into or through terrain 15cm 10cm 5cm

    Protection

    Direct and Indirect Fire Hit on 4, 5 & 6 Hit on 5 & 6 Hit on 6

    All other standard modifiers apply.

    > ENCOUNTER GAMESPlayers can lay out the terrain as they see fit using a historic map or just at random. Or alternatively generate the game terrain using the Random Terrain Generator (below) but do not classify the various terrain pieces into their dense, medium or light categories at the point of generation and placement. However, height characteristics are retained (so a high area BUA remains high level terrain, but its density is not determined yet).

    When the first unit from either player’s force encounters a terrain piece (makes physical contact, attempts to enter or pass into/through it, or uses Recce to reconnoitre it) the player rolls 1d6 in secret to determine the density category, with a score of 1-2 being light, 3-4-5 being medium and 6 being dense. The characteristic of that terrain piece is then marked, either on a map or with a marker so that your opponent cannot see what the outcome was. For the rest of the game that terrain piece retains this characteristic. If your opponent’s units subsequently contact that terrain piece then the characteristic is automatically revealed.

    > ATTACK/DEFENSE GAMESIn an attack/defense game the terrain mechanism above is used, but the defender will roll for the terrain density of each piece of terrain deployed on the table ahead of the start of the game. The defender marks up a terrain map and will know the terrain density but this will not be revealed to the attacker until their units contact or reconnoitre the terrain.

    > IN-PLAY TERRAIN GENERATION OPTIONIn certain terrain, it is possible to generate/select a piece of ‘open terrain’ (other than the space that might exist by accident between other terrain features). This type of terrain is particularly prevalent in Steppe or Tundra or Desert areas or could be applied in Winter snow terrain.

    In this instance a unit crossing the open terrain piece rolls 1d6 for each move it is moving in or through the terrain. On a score of 6 a ditch or wadi or stream (or a frozen lake or pond) is discovered to be blocking the path of the unit, at a right angle to the unit’s path of advance. Place the new terrain feature on the table and stop dicing for addition obstacles in that area of open terrain for the remainder of the game.

    If more than 1 unit is crossing the terrain piece at the same time then select the leading unit to act as the lead for the formation, and it is the one that dices for any potential obstacles. Another 1d6 is rolled to determine the severity of this newly discovered obstacle, from the terrain density table (see above).

    A similar process can be used for each hedge, wall or ditch placed around a field or a BUA. This does slow the game down considerably but can give the game an element of additional ‘fog of war’, especially in densely packed close terrain areas such as Normandy bocage or a Stalingrad or Warsaw or Berlin city zone, for example.

    Reconnaissance units can reconnoiter areas of open terrain using the Pathfinder rule (BKC-IV - Page 31) - in which case the area is deemed to be clear of obstacles, so no dice rolls are required.

    Blitzkrieg Commander is produced by Pendraken Miniatures © 2019Optional Rules - Weather & Terrain v1.0

  • RANDOM TERRAIN GENERATORWhere a game is not being played as part of a campaign or is not re-enacting a specific historical battle or encounter, the Random Terrain Generator can be used to quickly set the terrain for the game. This is particularly appropriate for Encounter Games (BKC-IV - Page 63).

    Each player or team (in a multi-player game) throws 1d6 and the highest scorer gets to choose the density of the terrain on the table based on the table below. In a game or scenario where there is an Attacker and a Defender, the Defender always makes the terrain choice.

    Open = 1d6 Light = 2d6 Medium = 3d6 Dense = 4d6

    Open space [3] Open space [2] Open space [1] -

    Roads or rail track Roads or rail track Roads or rail track Roads or rail track

    Low hills Low hills Low Hills Low or High/Steep Hills

    Open Fields Open fields Enclosed Fields Enclosed Fields

    Vineyards or orchards Vineyards or orchards Vineyards or orchards Vineyards or orchards

    Brush Brush or Woods Brush or Woods Woods or Forest

    - - Marsh Marsh

    BUA [x1] BUAs [x 2] BUAs [x 3] BUAs [x 4]

    - - Linear obstacles Linear obstacles

    - - Gully or Lake [x 1] Gully or Lake [x2]

    -Waterway (river or stream)

    [x1]Waterway (river or stream)

    [x1]Waterway (river or stream

    or canal) [2]

    Note: This is not an exhaustive list of terrain types – if others are desired it is suggested that they are substituted for the nearest equivalent type.

    The player choosing the terrain density then follows the procedure as outlined below:

    • Roll the number of dice indicated by the selected terrain type and total the score.• Select upto as many terrain pieces as indicated by the dice score, multiple choices are allowed up to a maximum

    of 4, only restricted by the numbers in brackets alongside specific terrain pieces• Once these terrain pieces are selected the player nominally divides the playing table into 6 sections, 3 along each

    long side, numbering each 1 to 6 (see next page).

    1 2 3

    6 5 4

    • They then nominate a terrain piece (excluding roads, rail-track, linear obstacles, and waterways) and roll 1d6 for each terrain piece. The player places this specific terrain piece on the table in the sector indicated by the dice roll.

    • Terrain pieces can be placed anywhere in that section of the table.• Continue this process until all of these terrain pieces are deployed (any terrain pieces that cannot be placed in a

    table sector must be discarded).• Now deploy all waterways (except canals). These must pass through or along the edge of any marshes, avoiding

    hills and each end must finish on a table edge,at least 2 table sections away from each other on a long table edge.• Now deploy all roads, rail-track and canals. These must pass through at least 1 BUA each and roads should link at

    least 2 BUAs (if possible) but can link more. They will exit the table at the nearest table edge to the last BUA they pass through at one end, and the furthest table sector away from the first edge at the other. Rail-track and canals are deployed in a similar fashion to roads but will avoid marshy terrain and steep hills. Where a road or a rail-track crosses a waterway or canal, a bridge or ford must be deployed.

    • Linear obstacles – hedges, walls, embankments are now placed alongside any appropriate terrain feature – e.g. Marshes are unlikely to have linear obstacles around them, but a Gully might have a fence or wall to prevent livestock straying into them. Fields can be hedged or bocage; a section of rail-track or canal can be on an embankment; a BUA can have walled gardens etc. No single linear obstacle can be longer than one-third of the shortest table edge.

    Blitzkrieg Commander is produced by Pendraken Miniatures © 2019Optional Rules - Weather & Terrain v1.0

  • Once all of the terrain is placed, the other player (or team) followings this procedure:

    • Roll the same number of d6 as the initial player did and total up the score of these dice.• The player can choose to select and remove any number of terrain pieces, up to the maximum of the dice score.

    However, roads and BUAs cannot be removed. • Players can instead opt to move terrain pieces (this uses up 3 of their dice score per terrain piece) but cannot move

    the terrain piece more than one table sector horizontally or vertically.

    Where specific terrain is required for a game – such as winter snow or desert terrain, one way to replicate this is to assume that the entire table is rough going (low area terrain), so will impede movement and that terrain features – such as open spaces or hills etc - allow normal movement. All waterways and lakes are frozen solid in winter (see Perilous Terrain above).

    Terrain pieces can vary greatly in size and shape:• Fields are generally rectangular or square or geometric in shape, as are Vineyards or Orchards. • Hills, Marshes, BUAs and Woods are usually irregular shapes. • Gullies and Lakes are generally elongated or round. • Roads should ideally be at least 1 or 2-unit frontages wide. • Rivers or Streams will vary in width and will meander, whilst Canals and Rail-track are usually straight or curved

    slightly and both will usually avoid dense terrain features such as woods, forest, gullies or hills. • BUAs, Vineyards, Brush, Woods and Orchards can be placed upon hills (vineyards and orchards are usually not

    placed on high hills).

    It should be stressed that this system is only a guide for a situation where you have no maps to base your games on. However, old terrain maps can often be found in charity shops or on-line auction sites, allowing you an accurate view from which to base your game terrain on.

    COMMAND POSTSEach Command Post (CP) costs 50pts and will give a +1 command bonus each turn to one Command unit that is within 5cm of the CP, up to a maximum command value of CV10. This command bonus can be applied to any Command unit (CO, HQ, FAO or FAC), however the CP must be allocated before the designated Command unit rolls for an order.

    A Battlegroup may purchase up to 3 Command Posts.

    A CP can be placed at any location on the table (regardless of the deployment mode of the Battlegroup), but it cannot move during the game. Place a suitable marker to represent each CP, such as a tent or a group of signalers etc. A CP will become Knocked-Out if it is overrun by an enemy unit (excluding enemy command units) but it cannot be targeted by AP or AT fire or by off-table indirect fire. Aircraft may not concentrate their attacks against a CP either.

    Command Posts are vulnerable to artillery and air attack though so if a CP is caught in an artillery or aircraft fire-template then you must roll the required number of attacks against the CP. Hits are scored on sixes and you can make saving rolls if the CP is in a trench, dug-out, fortification or building (BKC-IV - Page 12). The CP will be out of action for one turn for each unsaved hit and cannot provide a command bonus during any turn it is out of action.

    NIGHT FIGHTINGFor the purposes of most Blitzkrieg Commander games, battles are deemed to be fought during daylight hours. However, in certain circumstances a night action might be required whether as part of a campaign, a re-fight of a historical encounter or a Scenario.

    The simplest way to represent night fighting is to reduce all movement ranges, firing ranges, LOS and initiative and Tactical Doctrine ranges to 25% (rounded down) of their original values. LoS is also reduced to a maximum of 25cm. All Recce distances are also reduced to 25%. However, it is also acceptable to treat a clear moonlight night as poor weather (see Weather above) and full pitch-black night as extreme weather, reducing visibility to 10cm.

    No Air attacks are possible – although parachute drops are allowed, and unless provided with dedicated search lights, all AA is deemed to be ineffective and cannot be used. AA with dedicated search lights fires at full range. Dedicated Searchlights cost 10pts each and can only be assigned to AA units of 40mm caliber or above.

    Off table artillery can still be used but the spotting range of any Commander or FAO is reduced to just 25% and 2 extra deviation dice are added for each battery laying down fire.

    Some troops were specifically trained to fight at night. These are shown in the army lists and can apply the Night Fighting Special Ability (BKC-IV - Page 78).

    Blitzkrieg Commander is produced by Pendraken Miniatures © 2019Optional Rules - Weather & Terrain v1.0

  • PERILOUS TERRAIN: ICE LAKES, MARSHES OR SOFT-SANDDuring the Winter War between Finland and Soviet Russia there were a high percentage of Soviet tank losses caused by armour being driven over frozen lakes, where the ice was not thick enough to bear the weight of the vehicles. Often these ice lakes were hidden under thick snow and could easily be mistaken for a snow-covered field or a clearing in the forest. However, on occasions, Soviet tank formations were deliberately driven across known frozen lakes or waterways in attempts to circumvent Finnish defensive lines, or capture an objective quickly (the potential loss of life and equipment being a secondary consideration). For each move in a player’s game turn that a unit moves across or remains stationary on a frozen lake, 2d6 are rolled for each unit on the terrain. If the movement across the terrain is the result of a Command Bonus (e.g. a double 1 is rolled) only roll against the results table for the first of these move actions in the terrain.

    See results table below for outcome:

    Unit Type Dice Score Outcome

    Heavy vehicles (Units with 5+ or 6+ hits)

    8 or aboveUnit sinks into the terrain and all crew and passengers are lost.

    ‘Shatter’ tests will apply (see below).

    Medium vehicles (Units with 4 hits)

    9 or aboveUnit sinks into the terrain and all crew, passengers and tows are

    lost. ‘Shatter’ tests will apply (see below).

    Light vehicles (Units with 3 hits, other than those listed below)

    10 or aboveUnit sinks into the terrain and all passengers may roll to survive

    (see below), but any towed guns are automatically lost.

    Infantry, Support, Cavalry or other light vehicles such as motorbikes,

    Aerosani, jeeps or similar11 or above Unit sinks into the terrain.

    Passengers (roll 1d6 for each passenger unit)

    5 or 6Passengers make it to safety. Place the surviving units on firm

    ground, as near to the point they sank into the terrain as possible. They will exit the perilous terrain Suppressed.

    > SHATTER TESTIf the terrain is a frozen lake, the ice is assumed to break or ‘shatter’ around heavier vehicles and all units within a 75mm radius of these units will have to roll to see if they also fall through the ice along with the initial vehicle. This effect is cumulative, so a unit can be forced to roll more than once in a turn if it is moving and/or then becomes subject to other (possibly multiple) ‘shatter’ tests. Light vehicles, Infantry, Infantry Support, Cavalry or other light vehicles such as motorbikes, Aerosani, jeeps or similar do not instigate ‘shatter’ effect dice rolls if they fall through the ice.

    Ice on frozen lakes that are hit by Naval artillery, rocket fire or artillery fire (where the caliber of the guns is over 100mm) or by aerial bombing will become unstable and break. If there are units already on the ice, roll for each unit under the artillery or air strike template on the ice using the table above. The extent of the frozen lake is revealed in full and all units on or crossing the entire lake for the rest of the game will roll at two factors worse on the results table (e.g. Heavy units will fall through the ice on a dice score of 6 or above; Light vehicles on a score of 8 or above. etc.).

    During the Winter War and Continuation War the Finns also got very clever with frozen lakes and submerged magnetic anti-shipping mines below the surface – usually well away from the edges – so as to blow up Soviet tanks as they crossed the now frozen lakes later in the season. As such it is perfectly acceptable for a Finnish player to place their hidden minefield under a frozen lake.

    This same approach can also be applied to vehicles crossing marshy or boggy areas of terrain, salt lakes or areas of soft sand. In these situations, use the outcomes table above (but without the ‘shatter’ effect) and although the vehicle is not necessarily fully submerged and in theory still capable of shooting, it is considered to be Knocked-Out and that the crew have abandoned it and fled. Passengers are considered to have bailed-out automatically and must be placed in the terrain template within 5cm of the vehicle but will immediately become Suppressed. They will then be able to move as normal once they are no longer suppressed.

    Perilous Terrain features can be identified at the start of the game or you can roll for them to be discovered during movement in a game. If any Recce unit enters or crosses a previously hidden Perilous Terrain feature, the position and full extent of that terrain feature is immediately revealed to both players.

    It is often helpful to depict this type of terrain by using sheets of clear, frosted or irregularly shaped coloured plastic or acetate, that can be laid on top of the playing surface once they are discovered. Tufts of grass or reeds can be added to represent a marshy or boggy area, for example.

    Blitzkrieg Commander is produced by Pendraken Miniatures © 2019Optional Rules - Weather & Terrain v1.0

  • VEHICLES AND BLOCKING ROADSIt was a common tactic to block roads and stop vehicle columns by taking out the leading and trailing vehicles. Therefore, any unit of armoured cars (AC), armoured fighting vehicles (AFV), halftracks (HTR) or vehicles (VEH) that are Knocked Out while on a road may be left in place and marked as destroyed. Cotton wool or tokens can be used to mark this or you can use separate destroyed vehicle models.

    The unit’s base will now count as impassable terrain for other AC, AFV, HTR, or VEH units moving along the road. These Knocked Out bases have no other effect on the game.

    If you use this rule, add the following Engineering action:

    Clear the Wreck - The engineers use manpower, bulldozers, or explosives to clear the wrecked vehicles from the road. If successful, remove the wrecked unit.

    A dedicated Recovery Vehicle can also be used to tow a wreck off a road and it does this in the same way as towing guns, see (BKC-IV - Page 33). This option can work well when combined with the optional Civilian Refugee rules and in Scenario games.

    Blitzkrieg Commander is produced by Pendraken Miniatures © 2019Optional Rules - Weather & Terrain v1.0

    US Marine M4 Sherman tank mired in sand, Iwo Jima, Japan, 21 Feb 1945Source: US Marine Corps