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Blitzkrieg Commander 2 has quickly become our preferred set of WW2 rules for operational level scenarios. BKC 2 revolves around its command system, which while simple in concept, is very effective for this level of combat. The rules cover close assaults, scheduled bombardments, engineering, and more in an organized fashion that makes the system easy to grasp and highly suitable for group play. There are extensive army lists that cover the period from the Spanish Civil War to the end of WW2 with stats for every vehicle, artillery piece, or type of infantry that served in the war. Very similar to the Warmaster system, so if you've played that you can transition quickly to BKC 2.

BKC2: Russian Breakthrough


Sealing The Gap-German Mobile Combat

This was a Late War East Front game where both sides had primary, secondary, and tertiary objectives, so it was possible for both to win or lose. The Russians had just broken through the German lines and were racing to move a recon unit and anything else that could move off the board edge. The Germans were trying to seal the hole in their lines and get suplies as well as reinforcements to a town that had been declared a fortress by the German High Command. Both sides were slow to deploy, but a major armor confrontation erupted in the middle of the board. At first the Germans were getting the worst of it and had several command failures, but the game seemed to change when the Russian forces tried to redeploy to the center and failed on three consecutive turns. The momentum was lost and the German Panthers and Tigers made their presence felt on the battlefield, knocking out the Russian armored spearheads. In the end the Germans achieved all three of their objectives and the Russians only two of theirs in what was a very tense and exciting game.

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