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Biltong

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Posts posted by Biltong

  1. Originally posted by Lane:

    To Bartokomus,

    Murry:

    Hey dont feel like the Lone Ranger smile.gif

    I feel the same way about my intelligence Level...

    Guys - I know these rules can be daunting. They started of quite simply, but once we've catered for all the exceptions they turned into a bit of an opera ;) I had to say no-thank you a hundred times to The BCR Team and players who wanted to add on MORE :D

    My best advice: Don't read all of the rules in one sitting - it will just scare you. USE THE PLAYER GUIDE AND ROLL UP THE PARAMETERS ONE BY ONE... Once you have played a battle or 2 it will all fall into place. Then rolling up becomes a breeze and actually part of the FUN... finding out what I'm going to get is one of my favourite parts of BCR.

  2. Originally posted by Lt Bull:

    ...

    I definitely have MUCH more than 500 points of Infantry/Support and MUCH less than 3500 points of arty.

    So here I have 2 questions:

    1) This is a dauntingly huge number of units to play with. Are Task Forces of this size expected in BCR or have I done something wrong somewhere?

    You didn't do anything wrong. You were just very lucky!! By pure fluke you rolled up a Large Battle x 5 ( 1 out of 10 odds) for your first battle tongue.gif - A task force of this size will give your Battle Group a welcome break since they will lead the way. Once the enemy has been routed, bring up the Battle Group and kill the fleeing soldiers to get some experience and favor :D

    This won't happen often. The reason for Large Battles: Without the large battle option, most BCR battles will be around 1250, which can become repetative.

    2) I can't see the relevance of rolling for each Task Force unit type category in #29-#35 when earlier on (#18-#25) it was determined what the Task Force Parameters were (Force Mix, Division Type etc) for the QB Generator to automatically pick the Task Force units.

    Using #18-#25 already specifies the parameters that determines the kind of force mix you can expect the QB Generator to select. Given my above situation, how is rolling for #29-#35 relevant when it is entire independant of whatever QB Generator parameters were rolled for in #18-#25?

    #29-35 just gives you the amount of points you are allowed to spend on your Task Force Categories, while #18-25 determines what 'type' of task force you will get... So it's not "independant", but I see what you are getting at:

    Why not just use #18-25 and generate the task force: Problem is: Most of the time your task force will be far too large. Far too easy a game.

    You need to roll up the purchase points for the categories to keep the Task Force size in check (your situation being an extreme exception ;)

    and most important to allow the modifiers in Note 7 to take effect: Player Exp; Battle Type & Date.

    ... I also am somewhat confused by the Force Size used when you first auto select the Task Force using the QB Generator as opposed to the Force Size specified when actually manually selecting your units in the real QB. I would expect these values to be different. :confused:

    ...

    Lt Bull

    Yes, one would expect that, but:

    As you found - the QB tends to repeat the same units over and over. So I'm 'nice' and give the Auto more Purchase points so that it will (hopefully) generate a wider variety of units that you can choose from.

    The main purpose of the Auto QB is to tell you what to buy and to prevent you from buying the same 'pet' units over and over if left to yourself.

    Remember: You are still restricted by the points you rolled up per category so you can't go to town and buy everything, but at least the QB decided what you can buy. See my post to Apache re the same topic a bit higher up. Basically it's the 'teaching' function of BCR - to force you to buy units which you would not buy if left to yourself...play with them & getting to know them, and still be historically correct in terms of availability and rarity.

    Hope this helps tongue.gif

  3. Originally posted by Apache:

    Biltong,

    1) You can mail me the Kiev's for testing (I like garlic vesion :D )

    2) Just a thought for the 42. How about rolling for arty support request? Perhaps roll and get:

    1-2: Request denied :(

    2-5: 1 Battery (1 x FO)

    6-7: 2 Battery (2 x FO)

    8-9: Battalion level (3 x FO)

    10: Regiment(2 x 105 FO + perhaps 1 x 150 etc)

    Check your inbox for Kiev (Chili Pepper – Extra Strong)… Curious to hear what you find.

    As for the FO suggestion: Looks good at 1st glace, but…

    It removes the randomness provided by the QB. (Not that there’s much of it when it comes to FO’s).

    I prefer that the QB dictates, in most cases, what the player buys – forcing him to play a variety of units and not just keep on choosing his own pet units. This is one of the benefits of BCR: You get to learn the pro’s and con’s of all the units in CMBB…

    Rarity tends to cut down the choices somewhat, but the Rules cater for that as well: Note 12: “For both the Task Force and Attached Units stick to units that are less than 40% Rare - a die roll of 9 or 10 gives you free reign to buy those rare beauties….” ;)

    Also: I prefer to keep the same style for all the Task Force categories and avoid hard-coding the units… this allows CMBB to control the availability/rarity of the units/FO’s, as time advances, via the QB.

    Wreck’s old rules used to do this (hard-coding) and the restriction bugged me: always having just the same few choices… Not such a big problem when it comes to FO’s, but still an unnatural/unhistorical restriction.

    If I had to hard-code and keep it historically correct – I would have to check what is available for each month/sector and hard-code it in – a lot of work (and modifiers/rules?) already done by BFC. The QB route is the only way of using BFC’s research and coding without reinventing the wheel.

    In any case: The rules allow a player to buy what you suggest when they are lucky enough to get Large Arty ;)

    You know most of this already – Just restating the case for all the new guys ;)

  4. Originally posted by Sublime:

    Biltong,

    very cool to see you have a die program, solves one of my problems =D

    Unfortunately the file your site links to doesnt work once downloaded..?

    Hi Sublime,

    Here’s another one:

    Irony

    But I’ve already provided a whole list of random numbers in a sheet that comes with the rules. See the tab “Random Die Numbers” at the bottom of the Rules… Print it then you don’t have to tab back and forth to the online die generator. There’s 1600 numbers – should be enough for a whole campaign. I just use a felt pen and mark off the numbers as I use them. Far easier me thinks ;)

  5. Originally posted by Lane:

    To Biltong,

    or whoever smile.gif

    This all sounds good smile.gif

    I known this sounds dumb. but what are Parameter's

    of the Rule set? and Random Die numbers?

    were do you set all this up.? QB? or using the

    Editor? I have made QB and played battles that I

    have downloaded.

    thank's for any basic info.

    Regards

    Lane :D

    Hi Lane – Download the Rules and the Players Guide – see the 1st post in this thread for the download addresses. The player Guide will walk you through everything.

    Enjoy :D

  6. Originally posted by Rex_Bellator:

    Thanks for these Biltong. A premade map and purchased forces are my favourite way to play, and these are beauties.

    Can I make a guess at your Small, Medium & Large definitions. Would you say that small maps are suitable for 800 or less points, medium 1500 or less and large anything over 1500? I only ask because otherwise I need to preview the map and setup zones before playing to make sure that there is room to deploy. I don't want to do this as it spoils the suprises.

    I hope that these inspire more premade maps. Perhaps they are out there but I haven't seen many at all so far, but these are definitely the best IMO smile.gif

    Spot On Rex!!

    Yep - I must agree, Manstein puts a lot of effort into it and what really impresses me is that he goes back and revues them and improves them as his abilities improves. This I've hardly ever seen. He's a true fanatic!! :D

    Once you played some of them I would love it if you give us some feedback - espp things that you would like to see improved. Potential problem areas are setup zones and flag positions.

    BTW - Most of these maps have a slight slant towards the Allied side since in BCR the human player playes against the Allied AI... We cheat a bit in favor of the AI. If you're playing against the AI - choose the German side. The slant is slight though, so if you do play the Allied side it won't matter too much ;)

  7. Play Testers Wanted

    Peter Molloy has just finished with the 1st two days worth of maps for the Kiev City Battle pack.

    See Rules mods below.

    These maps are truly great!! Beautiful! is the right word. Now we need testers to give some feedback re flags/setup zones and game length...

    If you're interested - send me a mail. The rules changes below will give you an idea:

    Note (1) Date:

    " Between 15 and 19 September (Sept.; Week 3; Day 1 to Week 3; Day 5) go to Appendix B Kiev – City

    Battle.”

    Appendix B Kiev – City Battle

    Your Battle Group takes part in the Battle of Kiev. The battle takes place over 5 days.

    ....

    For day one choose the closest map (depending on the parameters you rolled up) from the Outskirts' group of maps in the Kiev Map Pack.

    Day 2: " Suburbs"

    Day 3: "Worker's Paradise”

    Day 4: "Urban Chaos"

    Day 5: "Bridges of Blood"

    Note that ME's are not allowed - a ME automatically becomes an Axis Assault and Day 5 will always be an Axis Assault.

    Do not roll up the Infantry/Support (29) and Armor (31) for your Task Force. Instead you are assigned a company of Pioneers and a platoon of Stugs to support your Battle Group.

    German - Mechanized:

    Motorized Pioneer Company (572 points);

    Platoon of 3 x Sturmgeschutz IIIB (205 points)

    In case of a Large Battle (28) the multipliers there would apply to the Pioneers and IIIB’s as well. Carry on with the rest of the rules as per normal.

    Biltong biltong@betrim.co.za

  8. Originally posted by j0ker:

    Not sure why there's so much pain finding ways to generate random #s, 1-10... slide on over to random.org and get with it! Make about 40-50 #s in a few columns and you're done!

    That's what I did in fact - I was too lazy to tell the guys how to do it, so I just included a sheet with a couple of hundred numbers :rolleyes:

    See the tabs at the bottom of the Excel sheet guys!!

    personally, I've just completed the initial QB, and have been trying to determine whether I should go ahead with the immediate attack (as I've been fortunate enough to achieve Total V.) or go with the Favor points.... perhaps this is what the Favor score is originally intended for, as going back into battle in an attack situation with almost nothing in my Task Force is not the best scenario....
    Use the favor when you've got it... You might lose it next battle - Or your CO might catch you with his wife ;)
  9. Originally posted by SuperSulo:

    I added a hit counter and a download counter on my site, so we can get some idea of how many actually uses (well, at least downloaded) the BCR. If they are too annoying, TOUGH LUCK! Just kidding, say the word and I'll remove them.

    Oh, I also put up a small program I wrote, I have no 10 sided die, and that "random number sheet" gave me a headache ;) . No Mac version though. :/

    For G-Sake Super - I told you how many times: You dont have to add up all those numbers - you just use them as is!!

    tongue.gif

    Oh I like this!!:

    "In case anyone wants it: My super-duper Die program (100% realistic die simulator DELUXE, )...

    :D

    Very curious to see the download tots... will peep in - good idea smile.gif

    [ February 10, 2003, 03:31 PM: Message edited by: Biltong ]

  10. Originally posted by CeeBod:

    Excellent stuff - I love playing campaigns. A stand-alone battle with no consequences other than win/lose can get boring quickly - particularly when playing the AI.

    Now all I need is for someone to come up with a way of having more than 24hours in a day, so I can actually play through a full campaign! - Any suggestions? :D

    Load it up on a Laptop and fly around the world -

    East to West, I think ;)

  11. Originally posted by Sublime:

    Biltong-

    I think that this campaign idea is one of the best to ever come out of the CM community ...

    Thank You Sir :D

    I only vaguely understand the rules, have only the foggiest idea of how to set up the spreadsheets, have no idea where to find the die, and am utterly confused. Is there another set of intstructions or could you help me out somehow? ......
    You don't mention the Player Guide.. That is key for new players. Just reading the rules will confuse Confusius ;)

    The Excel File comes with 5 sheets - see the tabs at the bottom of the 1st sheet(the Random Die Numbers is one of them). Print the Excel sheets: Rules; Battle Group; Parameters and Random Die sheets - Don't worry about Favor - you will only use it after your battle. The Player Guide is a seperate Word Doc - print that as well.

    Using the Player Guide as a guide ;) , start with Parameter 1 and carry on... Don't worry about reading it through 1st... Just do it. Once you've rolled up your 1st battle everything should fall into place and how everything fits together will be a lot clearer (I hope) :rolleyes:

    p.s. any plans for a Soviet campaign in the future? Dont get me wrong though, stick with the Axis one, I cant wait to play some Stalingrad battles and the bitter defense of Berlin in the future will be excrutiating ecstasy.... ahhh fond memories (well.. some) of CC3 grand campaign multiplayer =D
    I've still got 14 others to do - South 42 to 45; Central and North 41 - 45. I doubt that I will get to the Allied side before CMIII. The rules are very stable now and to modify them for the Allieds should be very easy - Maybe some enterprising guy will take it upon himself...? With my full blessing :D
  12. As you might have noticed: History Buff a bit higher up mentioned that he had a Captured T35 as an Attached Unit. Strictly against the Rules since BCR only allow you to have Inf/Support or Vehicles!!

    Why didn’t I jump on him?

    This might be a good time to introduce new players to

    BCR’s Goals

    “BCR’s Goal is to:

    1. Enable players to play a Campaign from June 41 through all of the CMBB terrain until the final day of battle in Berlin.

    2. Make sure that the Campaign never becomes Boring – the difficulty must increase, it must be varied and the Campaign must end in a climax.

    3. Keep the Campaign as Historically accurate as possible.

    4. Keep it short and simple enough to allow most players to understand and use it.

    5. Enable anyone to Expand or Modify BCR to his own taste.

    6. Provide Excitement, Tension and just good old-fashioned Fun!

    BCR is just for yourself… the battle is between yourself and an enemy who grows stronger every year… You will have to become a better commander for you and your men to survive till the end.”

    To get back to the T34 – Read 5 again: ‘Expand or modify’ to your hearts desire :D

    In fact – one of the BCR Team guys, Apache has developed a whole ‘Expansion Pack’ where you play with a SS Armoured Panzer Grenadier Battalion (Pz) amongst other things.

    So feel free – This is one place where Anarchy Rules :D

    If you like the idea of a really large campaign – e-mail Apache apopen@ntlworld.com : He would love to hear from you.

  13. Originally posted by History Buff:

    The new core sheet. Where Scrounged units are it's got section HQ and MG Team's 1 and 2. Where in the rules does it say scrounged units have to be MG's? I thought they could be anything which fit the unit profile of the core sheet and was to the value of the scrounged unit pts you had????

    Don't say I can't have my lovely captured T-34 41 Model :(

    My men fought hard for that and it took a bit of saving of pts to.

    "Scrounged Units" Wow - that was 4? versions ago... The MG section comes with the Motorized Inf Co. It's not part of the Task Force or an Attached Unit ;)

    Just below it is a row with a 'Note 8' in it.

    Note 8 says: "Enter Attached Units, Extra Squads, Teams, etc. here - add more lines as you need them."

    The Player Guide also has this entry under Battle Group Sheet: "Within the rows are two major groupings: Infantry Company and Armor. Both of these have a row containing a ‘Note 8’. Extra rows can be inserted here so that you can enter any Attached Units that you might obtain after battles.

  14. Originally posted by Lt Bull:

    #28 Large Battle has notes which say:

    "Multiply each Task Force Category below with the applicable Multiplier or use the Minimum points allowance."

    If for a particular Task Force Category, say #29 Infantry, I roll a "1", this corresponds to "None" points for infantry/support. If in #28 I rolled a "10" and had the x5 multiplier, what will be the resulting points for the infantry/support? Strictly peaking the "Minimum points allowance" is zero and 5x0=0.

    Player Guide p 6 - Parameter 28 (Large Battle): “Now roll up the categories and then multiply the points obtained (if any) by the Large Battle multiplier. If the final (category) points are less than the minimum allowed, use the minimum.”

    Added the following to make it clearer: “Example: You got 9 for Large Battle and then roll1 for Infantry/Support = None. In this case the Minimum allowed for Large Battle (300) applies. You now roll 7 for Vehicles and get 120 x 3 for Large Battle = 360. Use this (360) since it’s more than the minimum of 300.”

    …When deciding the size of your Taskforce, you roll individually for how much infantry/support, vehicle, armor, arty and air points. All these points are added up and a Provisional Force Size is calculated from which you round up to find the Force Size (which is used in the QB Generator). You then go to the QB Generator to have it automatically select your Taskforce based on the parameters and Force Size rolled for earlier. However, the QB Generator does not spend the points according to the infantry/support, vehicle, armor, arty and air points you determined earlier.

    eg. I may have rolled for 25pts of infantry/support and 500pts of arty (total of 525 pts) but when the QB selects the units, it selects ALL infantry/support.

    How is this controlled?

    In this case you are ‘lucky’. See the note in 49:” If the QB generator does not generate enough (or any) units in a category for which you have Purchase Points - don't worry. This is sorted out later in your favor smile.gif

    And

    Note 12 – Generating the real battle: “If you have points left after buying all the units generated for a category or if you have points left, but not enough to buy a specific unit, you can choose what you want to buy from the normal QB unit list (in that category only) until you have used up the purchase points for that category.”

    Added the following to the Player Guide: “Note that quite often the QB won’t generate enough forces in a specific category. In that case you are lucky since you get to choose what you want to buy. See Note 12 – Generating the Real Battle.”

    One other thing is the use of the term "if the die result is an 'x'" in the notes. eg. #33 "Large Arty - only if the die result is a 9 in the Arty/Air above".

    Does this refer to the modified or unmodified die roll?

    Modified – added that to the rules as well.

    Thanx for all the feed back – Keep it up. I’ll adjust the Player Guide/Rules as you guys find areas that are not clear enough.

    Biltong

  15. Gentlemen,

    If you are getting a wee bit tired of QB generated maps, you might like to play on a designed map for a change ;)

    A spin-off from Biltong’s Campaign Rules is 5 map packs with over 140 maps as well as a list of the maps with all the info you need to select the type of map you want: Battle Type (Assault etc.); Year; Size; Width; Height; Map Type (village etc.); Trees; Hills and Suggested Game Length.

    The main benefit of these maps:

    1) Each map was designed spesifically for only one Battle Type, E.g.: Axis Probe or Allied Assault etc.

    2) The Set-up Zones have great variety, and will bring more surprises for both sides than a QB can ever hope to do.

    3) Flag positions are realistic, not just a random ‘flutter’ of flags :rolleyes:

    4) The maps are quite beautiful – realistic towns with all the eye-candy: fences; orchards; realistic streets; farms; names etc. etc.

    5) Variety of maps: from an open cast mine in a mountain to cities to river crossings to state farms….

    The ‘how’ is quite easy – download the latest Map List. When you need a map – check on the list which one you want and import the map. Simple as that. Full instructions come with the list.

    Download the Excel Map List here:

    SuperSulo's Site

    or PDF Map List here:

    Scooby's Site

    Enjoy

    BTW – BCR’s 5th Goal is: “Enable anyone to Expand or Modify BCR to his own taste.” , so you can do with the maps whatever you want… ;)

    [ February 22, 2003, 02:33 PM: Message edited by: Biltong ]

  16. All guys above - check your inboxes ;)

    Regarding the 'Non-German Task Force' question higher up:

    I've just adjusted the Player Guide (p5)

    "Axis Parameters - Game Page 2

    From here... The parameters on this page are (mostly) used to determine what type of Task Force will support your Battle Group. All though your Battle Group is German, you might get Romanians (or other Axis forces) as a supporting Task Force. This is deliberate, so that you will have the opportunity to play with them as well."

    Hope this will clear it up ;)

    [ February 09, 2003, 10:28 AM: Message edited by: Biltong ]

  17. Originally posted by uhu:

    Please, Biltong, send me also the datas.

    I want to play long time, but when I read the rules, they were not understable for me (my motherlanguage is not english..) I hope, this will be much easier to understand, and SS-Sturmbannführer Uhu can command his Kampfgruppe. smile.gif

    Uhu

    Don't feel alone - this weird illogical language is not my own either ;)

    Uhu/Blackhorse - check your inboxes.

  18. Got a question via e-mail.

    "Got a question with the first battle. I followed the Rules for my first battle and at

    #19 rolled to get Romanian nationality. I got to #27 Force Type and the notes say

    the first battle has German/Mechanized and Regular. Where does my roll for the

    Romanians come into it?

    Will my first battle have both Romanians and Germans?"

    Yes - The Task Force that will support your (German) Battle Group wil be Romanian

    .

    See Summary (A) in the Player Guide:

    "At first you will use the Rules sheet in conjunction with the Random Die Numbers to determine parameters that you will fill in on the Parameter sheet. Using the Parameter sheet you will create two Quick Battles (QB’s). The first QB never gets played – it is only use is to automatically generate a Task Force that will help your Battle Group for just that single battle. The 2nd QB is the Real Battle where your Battle Group fights it out against the Allied enemy."

    BTW - post all your questions here - then everyone can see the question/answer.

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