Another BCS LB Activation Large PDF PDF
Another BCS LB Activation Large PDF PDF
In the year since that first article was posted, version 1.1 of the BCS Rules has been released with the second BCS
game, Baptism by Fire (BbF). In addition, three new modifications to the BCS rules (6. Orders; 7. Soft and Hard
Jumps; 8. Recon Screens) are about to be introduced with the third BCS game, Brazen Chariots (BC). Those
modifications have been added to the BCS Official Variants and Optionals (dated 3 June 17 and posted on CSW in the
Battalion Combat Series forum). These three modifications are optional for playing LB but I strongly encourage players
to consider using all three.
This is a description of game play procedures that work for me using the new rules. I hope that this document will
continue to be helpful for players learning BCS.
Note: The first time a term listed in BCS Rule1.6 Terms is used in this document it will be marked in blue.
It is important for new BCS players to understand the rules that describe the properties and capabilities of Formations:
BCS 4.0 Command
BCS 9.0 Specialized Rules
BCS 10.0 SNAFU, Supply, Fatigue & Isolation
AND the rules that describe the properties and capabilities of Units:
BCS 5.0 Movement
BCS 6.0 Zones of Control (ZOCs)
BCS 7.0 Combat
BCS 8.0 Barrage
For me, it helps to think of every BCS game as two games. The first game is played like chess where one side moves
one piece on the board and then the opposing side moves one piece. In BCS the pieces are Formations. The first
game in LB is deciding on the sequence for activating the individual Formations. (BCS 3.1 Formation Activations)
Playing the first game is simple to describe; the player(s) for one side chooses a Formation and conducts the
Activation Phase Sequence of Play (BCS 3.2) then the player(s) for the other side chooses a Formation and conducts
the Activation Sequence of Play.
To play the first game a player must know how to play the second game. Moving and fighting the units that make up
Formations is the second game. The rest of this document will describe a single Formation activation in detail but first
a look at the changes to the BCS Rules.
Changes in BCS ver1.1 and new Optional Rules
So, what has changed in version 1.1 of the BCS rules? There are a number of minor clarifications and additions to the
rules affecting Fatigue, Combat Trains (CTs) location, Terrain, Command Radius, Prepared Defense, SNAFU DRMs
and ‘shortest Path’ for MSRs. But two changes were added that have bigger effects on game play.
A new definition for Mixed Formations is significant. In BCS there are penalties (Mixed Formations BCS 10.1e and
Coordination BCS 4.4) for mixing Formations which can produce up to a -2 DRM to the SNAFU die roll for an
activating Formation. Instead of using a Command Radius trace the player uses the area (Blob) occupied by a
Formation’s units on the map as the location of a Formation. Formations are now ‘Mixed’ when the area occupied by a
Formation’s units overlaps the area occupied by units of another Formation.
The other major change affects Units that retreat either voluntarily or as a result of combat. The modified retreat rules
for units are covered in BCS 7.5. There is a summary table (Retreat Execution) in the BCS Rules v1.1 and BbF Charts
and Tables that lists the retreats required for all possible retreat situations.
Recently Dean has worked up a Retreat Answer Key that simplifies applying the correct retreat result.
—Yes:
—No:
Results:
Special Cases:
• If you have to do Result #2 and are either too close to the HQ (2 or less) OR would be forced to over-stack, then Go Off Map.
• If you are doing a Voluntary Retreat, regardless of all other considerations, do Result #1, but also take a step loss per unit.
Note: This Retreat Answer Key makes one change to the Retreat Execution table in the ver 1.1 BCS Rules. Now
Situational Retreats for units NOT in Prepared Defense or Key Terrain require the unit to retreat 3 hexes and Flip to
Move side. The Retreat Execution table currently states “Retreat 3 hexes, NO Flip”. This will be changed in the next
version of the rules and tables.
Three new rules will be introduced in the Game Specific Rules for the upcoming third BCS release; Brazen Chariots.
Two of the rules (Soft and Hard Jumps and Recon Screens) affect Units and one (Orders) affects Formations.
1. Soft and Hard Jumps
In BCS penalties are applied to a Formation when the HQ or CT are forced to displace. As game players we are
blessed with perfect intelligence on the location and identification of every enemy stack. This perfect recon combined
with the penalties for displacement makes enemy HQs and CTs prime targets. The Soft and Hard Jumps rule makes it
more difficult to disrupt an enemy formation by moving units to displace an enemy HQ or CT. With this new rule when
an enemy unit enters their hex a die is rolled and on a roll of 1-4 the enemy player can relocate either or both the HQ
and CT to new positions. Depending on the locations selected, the enemy Formation may suffer no penalties. On a roll
of 5-6 the normal HQ (BCS 9.1f) and CT (BCS 10.3d) displacement rules are followed and penalties applied.
The enemy command and logistics network as defined in BCS by the HQ and CT of a Formation are a legitimate
target for the opposing force. Soft and Hard Jumps makes the BCS game tactic of using single units to conduct laser
focused strikes on opposing HQs and CTs less likely to disrupt enemy formations.
2. Recon Screens
In BCS Recon units have the ability to place Objective Markers during a Formation Activation. This gives Recon units
more capability than just being fast combat units. The Recon Screens rule gives Recon units another appropriate
mission. Recon units on their Move side can be marked as Screening in the Formation’s Initial activation. Screening
Recon units project a Screen Zone that slows Move-side enemy units. Screening Recon units cannot be Attacked or
Barraged and suffer fewer losses when Engaged by enemy AV units. Screening Recon units can move, establish OBJ
markers and spot Barrages normally. They cannot Attack, Assist or Initiate Engagements.
Screening units retain their normal ZOC and establish a Screen Zone. In LB the screen zone includes the ZOC hexes
and all hexes adjacent to the ZOC hexes. Thus the Screen Zone for a screening unit in LB is all the hexes within 2
hexes of the unit (In BbF and BC Screen Zones are all hexes within 3 hexes of the recon screen unit). All enemy units
moving on their Move-side in a Screen Zone pay +1 MP for each Screen Zone hex entered. Enemy units moving on
their Deployed side move normally.
Recon Screens represent a recon units ability to disperse sub units over a wide area with orders to engage and
harass enemy units from a distance while withdrawing to trade space for time.
3. Orders
Orders is an optional rule for all BCS games that was developed as a game specific rule for the upcoming Brazen
Chariots (third BCS game). This simple rule makes several important changes to BCS game play at the cost of
requiring players to make a record of all their Formation’s “Orders” in the Assignment Phase of each game turn.
Players record Orders for each Formation in the Assignment segment of the Pre-Turn Phase (see BCS 2.1). I record
Orders on paper using the following system.
Each Formation is listed in one of four possible states: Stay, Move, Prepared Defense, and Recover. Both sides
should prepare Orders for all their Formations and make any map changes (see below) only after both sides have
completed recording their Orders. In games I play, the two sides exchange their written orders records after the
completion of each game turn. This helps to pick up the occasional play error and ensures that that amazing break-
through really was planned at the beginning of the turn ;-).
Formations listed as Stay may NOT MOVE their HQ during their Activation. (they can choose to perform a Voluntary
Retreat for the FormationHQ). If the Formation was in Prepared Defense in the previous turn the PD marker is
removed after both sides have completed their Orders.
Formations listed as Move may MOVE their HQ during their Activation. The player must record the ultimate
destination that the HQ is planning to reach. If there are multiple possible movement routes the HQ could follow to that
destination then intermediate way points should be listed to make clear the route that the HQ is planning to use. It is
not necessary to record a destination that the HQ can reach in a single game turn. To use an extreme example, a
German player could record a destination of Namur for 2SSPz div on its entry game turn and enough way points to
define the Formation’s route to the Meuse. (but considering the exchange of orders after each game turn this might
reveal too much to the opposing side ;-)
Orders can be rewritten in the Assignment Phase of the next game turn. Formation HQs with Move Orders are not
required to move during a game turn but if they move they must follow their planned route. If the Formation was in
Prepared Defense in the previous turn the PD marker is removed after both sides have completed their Orders.
Formations listed as Prepared Defense must maintain or establish Prepared Defense in this game turn. The PD
marker is placed after both sides have completed their Orders.
Formations listed as Recover perform a Recovery in this game turn. After both sides have completed their Orders
each Recovering Formation’s HQ is flipped to Done and the Fatigue marker is reduced one level. Only the actions
listed in BCS 10.4c Recovery are conducted now. If the Formation is currently marked PD that marker is removed. A
recovering Formation cannot be in Prepared Defense. Recovering Formations have no Activation in the game turn and
so the Failure Flip (10.4c) can never occur.
BCS Optional rules 4.3e and 4.3f provide an alternative method for restricting a Formation to a specific Axis of
Advance. IMO the Orders rule for HQ movement accomplishes 90% of what Dean was trying to do with these optional
rules in a simpler manner. In addition, Orders requires players to carefully consider when Formations need to enter
Prepared Defense and when to Recover. Players can no longer drive a formation in a head long assault for their first
activation and then place that Formation into a carefully prepared defense for their second activation all in the time
frame of one day. Similarly recovering a Formation’s Fatigue level cannot be done in Prepared Defense and must
require a complete day with no Formation combat actions.
With the Pass SNAFU result the 116Pz has 2 OBJ markers to place. TF Chap/7AD is the first defender on the axis of
advance chosen for 116Pz. If this TF cannot be moved the advance of 116Pz will be stopped for no gain. Two OBJs
are placed on TF Chap to insure the strongest possible attacks on the defender. The next problem for the advance will
be 87Cav/7AD in Screen mode on the roady north of Gouvy.
With Initial Actions complete it is time to conduct 116Pz Stack Activities. To push TF Chap away from the Beho
crossroads it is important to minimize the chance that a combat action could cause a Traffic result. The I/16 Panther
battalion moving on Deployed-side can make an A9 engagement on TF Chap.
I/16 flips to Deployed-side and moves to 22.04. The Stopping Engagement is NetDRM=A(AR4+AV5)9+1Double Tap
(DT)-D(AR4+AV3)7=+3 and the DR=8 for a result of Target Loss & Retreat. TF Chap is driven away from the
crossroads with loss. The unit must retreat 3 hexes and flip to Move-side.
I/16 has 2MP and 1 Fire Event (FE) remaining and moves to 19.04 and conducts a Stopping Engagement against
87Cav/7AD. NetDRM=A9-D5=+4. DR6+4=Target Loss & Retreat. Following the retreat priorities 87Cav can retreat
down the road to Cherain to hex 15.03 and remains in Screen Mode. I/16 has used its second FE and can move no
further.
Another unit will need to engage 87Cav to open the road to Mont. KG Stephan moves up to engage 87Cav. Note that
KG Stephan is moving on its Move-side and must pay +1MP for entering hexes 17.03 and 16.02 in the Screen Zone of
87Cav. KG Stephan moves 11.5MP and conducts a Stopping Engagement on 87Cav. NetDRM=A9-D5=+4 and
DR=7+4= Target Loss & Retreat. Here the new Retreat rules make a difference. The game player can see that
continuing to retreat 87Cav along the road through Cherain keeps the road blocked. However the retreat priorities
state that the retreating unit should attempt to “End closer to the unit’s HQ”. The first retreat of 87Cav did move the
unit closer to 7AD HQ but continuing the retreat through Cherain would move the unit farther from 7AD HQ. 87Cav
retreats to 15.06 and KG Stephan uses its remaining 4.5MP to advance to 08.32. KG Stephan uses its last FE to
conduct a Recon of Houffalize. Recon DR is 3 and an OBJ is placed on Houffalize.
Now II/16 moves west to block the road from Bovigny to Cherain.
The two battalions of 156/116Pz and the pioneer battalion move to blocking positions on both sides of 116Pz division’s
axis of advance and II/60 advances with division HQ to hex 16.03
The panzer grenadier battalion (I/60) moves along the divisional axis of advance to 08.32 where two Greif teams (Last
Blitzkrieg Rule 2.1b Golden Greif) have secured the bridge over the Ourthe river into Houfallize. I/60 causes the CCR/
9 Combat Trains to displace and the Soft Hard Bounce DR=1 gives a soft bounce. I/60 ends its movement in
Houfallize and CCR/9 can relocate both its CT and HQ if necessary. CCR/9 HQ remains in place and the CT moves to
08.29. Note that this is not a CT move because the CT was technically in that hex all the time. The CT does not enter
Ghost mode.
The 116Pz CT relocates to 19.04, flips to Ghost mode and the Formation rolls for Fatigue. DR=4 and 116Pz suffers no
Fatigue increase.
116Pz Second Activation
116Pz attempts a second Activation and with a DR=4 succeeds. The SNAFU DRM is +1 for 18Dec, +1 for Optimal
Distance -1 for Fatigue -1 for Ghost CT = 0 and DR=6 for Partial. With a Partial SNAFU 116Pz has one OBJ marker it
can place. The OBJ marker is placed on 04.08, Parker’s Crossroads.
There is no combat planned for the second Activation of 116Pz. KG Stephan captures Parker’s Crossroads and II/16,
II/60 and I/156 all flip to Deployed-side. 116Pz placed an OBJ marker and must roll for Fatigue increase DR=1 and
116Pz gains another level of Fatigue. 116Pz CT flips out of Ghost mode and the Activation is complete.