Optional Rules - Armoured Trains
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OPTIONAL RULES - ARMOURED TRAINS - 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. ARMOURED TRAINS It is generally agreed that the Russian Civil War was the hay-day of the Armoured Train and it was then that they were most widely used and at their most effective. However, by the period covered by BKC-IV, whilst Armoured Trains featured in conflicts in China, Manchuria and eastern Europe, their use was on the decline as air power started to dramatically increase their vulnerability. Armoured Trains fall broadly into two categories – Improvised and Purpose Built: - Improvised armoured trains appear particularly in China and Manchuria and are smaller, less heavily armoured and generally poorer in performance (although there were exceptions). Their primary function was usually the rapid deployment of infantry (or cavalry) with the trains guns acting in a defensive rather than offensive capacity. - Purpose built armoured trains were used on the Eastern Front in Europe and Russia during WW2, with the Poles, Russians and Germans (amongst others) continuing the tradition of building them. These trains were often used offensively and were formidable opponents. IMPROVISED ARMOURED TRAINS The variations of weapons, armour, armaments and infantry contingents that made up the improvised armoured trains were almost as variable as the number of individual trains converted and deployed. However, for the sake of simplicity we have adopted the approach of reducing the artillery firepower and increasing the carrying capacity. For the purposes of depiction improvised armoured trains, the on-table unit is depicted as: • 1 Locomotive/Tender, • 1 Command Compartment • 1 Artillery Car • Up to 2 additional Transport Carriages (either armoured or unarmoured). Some transport carriages are nothing more than cattle trucks or civilian carriages or open topped flat-bed tenders. While some had added armour to their sides and occasionally the roof, they were usually unarmoured standard rolling stock. The improvised armoured train forms a single formation with the HQ (CV7) in the command compartment attached to the tender regardless of the number or sequence of other carriages deployed. As with purpose-built armoured trains, the command compartment can never be targeted by direct or in-direct fire whilst the HQ is on-board. Trains may dismount 1 infantry unit from the command compartment (within 5cm of the command compartment) and up to 1 infantry or 1 cavalry unit from each transport carriage/tender. The lower command CV represents the technical inferiority of these improvised trains, which were also often led by commanders not well versed in the characteristics and tactics of railway warfare. Blitzkrieg Commander is produced by Pendraken Miniatures © 2019 Optional Rules - Armoured Trains v1.0 PURPOSE-BUILT ARMOURED TRAINS For the purposes of depicting purpose-built armoured trains, the standard on-table unit would be represented by using 4 elements joined together: • 1 Locomotive/Tender • 1 Command Compartment containing a HQ unit and two Infantry units • 2 Artillery Cars The total cost of a Purpose Built Armoured train, as outlined above, is 400 points (including the HQ and the 2 Infantry units). A Cavalry unit and Horse Transport can be added at an additional cost of 30 points. This is regardless of the historic composition of the actual train being portrayed and represents the fact that the train was often part of an armoured train platoon, made up of a number of locally co-ordinating armoured trains operating together. An alternative modular ‘self-build’ approach is outlined below for players wishing to use a more historical depiction of a specific armoured train. MOVEMENT All Armoured Trains move up to a maximum of 20cm per turn and must be commanded to do so by an on-board HQ in the usual manner. They cannot Assault an enemy or move in the Initiative phase. TYPES OF CARRIAGES The elements of the train form a single formation with the Tender at the front, followed by the HQ (CV8) in the command compartment, then followed by the Artillery Cars (and the Infantry or Horse Transports if purchased). > LOCOMOTIVE/TENDER Count the locomotion and tender as one unit with 4 hits, and a save of 6. The armoured train will be unable to move if the locomotive is knocked-out. Locomotives can be located at the front or rear of the train and in some instances 2 locomotives were deployed to a single train, allowing it to move rapidly in either direction if necessary. However, having 2 locomotives does not increase the speed of the train. > COMMAND COMPARTMENT The command compartment cannot be the target by AP or AT fire or off-table artillery or air strikes whilst the HQ is aboard the train but may be targeted if the HQ dismounts and may receive casualties if they fall within an area template and in that situation, casualties are calculated as for a normal HQ unit. AP AT CA Hits Save Notes / Abilities Command Compartment 3/60 - 4 4 5 AA: 2/30 The Command Compartment has 2 machine guns – one on each side. One machinegun may fire from each side, in a 180º arc parallel to the track. Any Infantry unit passengers within the Command Compartment any also fire, but only 1 unit to each side of the train. The command compartment has a value of 2/30 for AA fire (plus the +1d6 for each AA top-turret within range - see other carriages below). The standard HQ AA factors (also 2/30) is only available for use when the HQ is dismounted, it cannot be used whilst the HQ is a passenger on the train. The HQ may dismount if suppressed, as may the Infantry units in the command compartment. > ARTILLERY CAR(S) Each car has two guns: 1 x 75mm gun and 1 x 100mm gun, both of which use direct fire under the standard on-table artillery rules. They are both commanded in a single action, but may fire at separate targets. Direct Fire Each of the guns in the artillery cars may fire within an arc of 180º on each long side of the carriage model. Guns can be fired whilst the train is moving but suffer a -2d6 to their AT/AP values at under half range and -3d6 at half-range or longer. AP AT 75mm guns 1/80 1/40 100mm guns 2/100 2/40 Blitzkrieg Commander is produced by Pendraken Miniatures © 2019 Optional Rules - Armoured Trains v1.0 Each gun adds a +1 to its AP fire within 20cm as co-axial machine guns were carried. Side machine guns are also fitted to the artillery carriages, so each of these machine guns can fire with a value of AP 3/40 from each side of each Artillery Car. These machine guns have a 180º arc on each side, parallel to the track, and can only shoot in the Opportunity fire or Initiative phase. AA Fire Each artillery car also has an AA machinegun in a top turret. These have no separate attacks but contribute +1d6 to the standard 2/30 AA attack which the command compartment can use against aircraft. Close Assault If close assaulted, each train element has 4 hits per car, hit on a 4+, save on 5+ (if armoured) or a 6 if unarmoured. > TRANSPORT CARRIAGES Transport carriages fall into 2 main varieties – armoured and unarmoured – and the unarmoured variants can be divided into closed topped or open-topped/flatbed carriages. No Transport Carriage is considered to be armed, but its passengers can shoot out, 1 unit to each side. With flatbed carriages, Infantry Support HMGs can fire out, one to each side of the carriage. Transport carriages can carry 2 Infantry units or Infantry Support units or one Cavalry unit each. > ADDITIONAL CARRIAGES More Transport Carriages can be added to a train if desired. These carry 1 additional Infantry, Infantry Support or Cavalry unit each. These units may fire from one side of the car or the other (but not both at the same time) at their normal firing values and they can do this regardless of whether the train is moving or not, with no penalty. SELF-BUILD ARMOURED TRAINS An alternative option is to allow a player a build-your-own armoured train option, using the table below: Description Pts Type Mv AP AT CA Hits Save Limit Notes / Abilities Command CO (CV8) 90 Command 60 - - 3 6 6 1 AA: 3/30 AA: 2/30 HQ (CV7) commander 30 Command 40 - - 3 4 6 2 (6) Dismounted Movement Passengers Infantry 40 Infantry 10 3/30 - 4 6 - 9 Dismounted Movement Infantry (Support MG) 40 Infantry 10 3/60 - 4 6 - 9 Dismounted Movement Cavalry 20 Cavalry 25 2/10 - 5 3 - (3) Dismounted Movement Armament Artillery Car gun (75mm) 70 Armour - 1/80 1/40 - - - 1 Per artillery car Artillery Car gun 70 Armour - 1/80 1/40 - - - 1 Per artillery car Carriages Locomotive 40 Armour 20cm - - - 4 6 1 Command Cupola 40 Armour 20cm - - 4 4 5 1 AA: 2/30 Artillery Car 40 Armour 20cm - - 4 4 5 2 AA: +1d6 See Notes Armoured Transport Car 40 Armour 20cm - - 4 4 5 - Transport (2) Unarmoured Transport Car 10 Transport 20cm - - 4 6 - Transport (2) Open top or flat-bed transport car (for Infantry, 5 Transport 20cm - - 4 - -/1 Vulnerable Infantry Support or Cavalry) Notes: We have assumed that players will want to fire each gun modelled on an artillery car separately in a gaming situation (but can obviously combine fire onto a single target).