Optional Rules: - Resource Bases
Optional Rules: - Resource Bases
Optional Rules: - Resource Bases
- RESOURCE BASES -
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.
RESOURCES BASES
Resource Bases can be used to add an extra element of detail to a game or a campaign. They work particularly well in
multi-player games, multi-day games or in on-going campaigns, where they can also be used to represent objectives for
game scenarios or can allow a force to recover destroyed units between games.
Each Resource Base is represented by a larger base, using models that represent the type of resources being depicted. So,
for example a Medical Base might consist of a field hospital or a converted first-aid post; a Repair Base might be depicted
with recovery vehicles and an engineering workshop. Supply Depots can be depicted as ammunition dumps or stacks of
supply crates or drums of fuel etc.
For smaller scale games (2mm or 6mm) a minimum 60mm x 60mm base is adequate. For middle scale games (10mm or
15mm) a minimum of 90mm x 90mm works well. And for larger scale games (20mm or 28mm) a minimum of 120mm
x 120mm is a good guide. These are substantial table-top features and can make very attractive mini-dioramas, so there is
no maximum size for any of these bases. In a scenario or campaign game for example, a number of Supply Depots may
be used to depict a larger Supply Base.
All Resource Bases are attached to the CO throughout the game, unless they are captured Supply Depots (attached to an
HQ) or Mobile Medical Units which can be individually attached to either COs or HQs.
DEPLOYMENT
During Static deployment the CO may place their Resource Bases anywhere they wish on the table. With Mobile deployment
the Resource Bases are deployed within the army Tactical Doctrine distance of the CO unit when it is deployed. With
Airborne deployment treat them as if they are deployed using Mobile deployment. Mobile Medical Units must be within
1 move of their Command unit at all times. If deployed close to the forward edge of the battle area Resource Bases will
be much more vulnerable but will be able to resupply the front-line troops more quickly.
Resource Bases have no offensive capabilities (no AT or AP or CA stats) and if overrun by enemy units they are automatically
captured and count as lost to their original player. Supply Depots and Repair Bases can be utilised by the enemy player
who captures them, but not Medical Bases or Mobile Medical Units.
Each Resource Base costs 200pts and when lost will add 4 breakpoints per base against the Battlegroups breakpoint
(Mobile Medical Units are an exception – see below).
Resource Bases are generally deployed at a specific point on the table and remain static for the rest of the game. However,
Mobile Medical Units are the exception to this, as they will move with their Commander. There are broadly 3 types of
Resource Bases:
1. Repair Bases
2. Medical Bases (Field Hospital Bases & Mobile Medical Units)
3. Supply Depots (see below for Fuel Depots)
If the players are using the Recover Vehicle Optional Rule, then any AFV or vehicles that are towed to within 5cm of the
Repair Base can be taken into the base for repair. It is best to remove these vehicles from the table, place them on a sheet
of paper and write next to them which turn they arrived at the Repair Base. This will aid you when dicing for repair.
At the end of the player’s next game turn (after the vehicle arrives at the base), roll 2d6 separately for each vehicle under
repair within the Repair Base. The player then deducts the total number of vehicles under repair at the base from the
dice score, and if the score is a 6 or more then the vehicle has been repaired and can move and function as normal on the
following turn. These individual repaired vehicles do not need to be ordered to move but move as an initiative action, at
normal speed to join their previous formation. However, they can be ordered by the CO or their own HQ if so desired in
the normal way to speed up their arrival back at their formations.
If playing a campaign or a multi-day game, at the end of each day’s play the CO may also attempt to recover AFVs and
other vehicles that were destroyed by enemy fire during the game. The player rolls 1d6:
• A roll of 1 indicates that no repaired vehicles are available.
• A roll of 2-6 indicates the number of repaired/recovered units available to that CO at the beginning of the following
days play. Recovered vehicles must be placed within 5cm of the Repair Unit, and move to re-join their formations
using an initiative action or may be commanded to move by their formation commander or CO.
Neither type of Medical Bases can be targeted by enemy fire but can be caught in air strikes, artillery barrages or overrun.
If playing a campaign or a multi-day game the Command unit to which the Field Hospital Base is attached may attempt
to recover a number of knocked-out infantry, infantry support or cavalry units at the end of a game (cavalry units can
also be recovered but are recovered as their nearest equivalent infantry unit). A roll of 1 indicates that no recovered units
are available. A roll of 2-6 indicates the number of recovered units available to that Command at the beginning of the
following days play.
Recovered units must be placed within 5cm of the Medical Unit and they can either move back to join their formations
using Initiative actions or can be brigaded into a new formation under the command of the CO or another HQ. They may
move and fight as normal using Commanded movement.
Mobile Medical Units can recover a single destroyed Infantry, Infantry Support or Cavalry unit each turn, provided the
destroyed unit is within Tactical Doctrine distance of the Mobile Medical Unit. The player rolls 1d6 for the designated unit,
on a score of 5 or 6 the unit is recovered, but is suppressed. Cavalry are reinstated as their nearest Infantry unit equivalent.
Each CO starts with a single Supply Depot and three line-or-resource-indicators (LORIs) – which are included in the
points cost for the Supply Dept and are depicted as trucks, wagons, pack trains or any other vehicles used to transport
supplies on the battlefield.
Unlike other Resource Bases, Supply Depots can move 10cm per turn but only in good going, and may only move once per
game turn using an Initiative move. They may not be targeted by enemy AP or AT fire but may be targeted for off-table
artillery fire or air strikes.
They are hit on 6’s (or 4+ if the Supply Depot has been designated specifically as a Fuel Depot) in all circumstances, have
8 lives, no saves and may be suppressed, in which case they cannot move. Supply Depots can be overrun by the enemy in
which case they are captured and considered lost. Captured Supply Depots can be used by the enemy player that captures
them, provided they have additional LORIs available to move supplies. Captured Supply Bases are allocated to the enemy
CO unit (but only if it has no Supply Base of his own already), then to the next highest CV HQ or the nearest HQ if all
HQ’s are of equal CV. LORIs can be targeted by enemy units or assaulted (see stats below).
The example above shows that forces entering the table by Mobile Deployment are not significantly affected by supply
issues until they have moved further onto the table and the distance from the CO to the Supply Depots increases.
During Static Deployment CO’s may place their supply base anywhere they wish (depending upon the scenario they are
playing), this might be ahead of their initial deployment area or even as far ahead as the opposite table edge if desired.
However, in standard Encounter games it is not advisable to place your Supply Depots beyond the table half-way line.
Supply Depots close to the forward edge of the battle area will be much more vulnerable but will be able to resupply the
front-line troops more quickly.
The CO rolls a 4 on his first Command roll and in his first activation moves one Battalion of T-34’s onto the
table. At the same time a GAZ truck model (LORI marker) moves (up to 20cm) from the CO to end within 5cm
of the Supply Depot.
The CO unit then decides to continue and rolls a 2 (a Command Bonus) so can move 2 Battalions of T-34’s on
to the table this turn, but only needs to move one truck model to within 5cm of the Supply Depot. Next order he
rolls a 5 and this time moves a supporting Infantry Battalion in trucks on to the table and moves the remaining
LORI marker to the Supply Depot.
He rolls again and this time scores 8 and fails this command roll, so must therefore halt his advance. The fact that
he has used all 3 of his LORIs has no effect (this turn) as he is within Tactical Doctrine distance of the Supply
Depot. However, he can move up to 60cms at the end of his turn if he wants to.
At the end of the player’s move all Command units move and the LORIs at the supply Depot are returned to
within 5cm of the CO.
In the player’s next game turn, his CO has moved forwards to be 40cm away from the table edge and the Supply
Depot. The Supply Depot however can move 10cm forward in the Initiative phase, which it does. This turn the
CO unit rolls a command roll of 8 to bring on a unit of 47mm AT guns. His CV is 8 but he gains a -1 factor to
his command roll as all of the units under command are carrying out a single action (Rigid Tactical Doctrine).
One LORI unit is dispatched towards the Supply Depot, but as the truck only has a 20cm move and the base is
30cms away from the CO, it will take it 2 game turns to get to the Supply Depot.
The Russian CO makes 2 more successful command orders and 2 more LORIs are despatched on their way to
the Supply Depot.
When the CO’s 3rd game turn comes around all 3 LORIs are in transit to the Supply Depot, so all HQs (but not
FAOs or FACs) under the COs command, and the CO will suffer a +1 penalty for ordering any troops in this
move. However, the Supply Depot can move 10cm nearer to the CO (& the LORIs) which will have reached
the Supply Depot and so next time the CO unit makes an order it will be up to full Command strength again.
As long as the CO and Supply Depot remain within Tactical Doctrine distance of each other, the CO is fully
supplied at all times, but LORI units must still be despatched to Supply Dept. However, as the CO will have
to move to stay in Command distance of its troops, the LORIs will eventually have to start travelling longer
distances to reach the Supply Depot from the CO and the impact upon the orders available to the CO and the
HQs will become more regular.
It is likely to take a few games using Resource Bases (especially Supply Bases) to fully integrate them into your game play,
but experience has shown that once you get to understand how they work they can add a whole new dimension to your
games.