Professional Documents
Culture Documents
1.0 Introduction...xx 2.0 Terminology & Concepts.xx Scalexx Basing.xx Starting the Game.xx Moralexx Timexx Characteristics...xx Exhaustion.xx Organization..xx 3.0 Turn Sequence...xx Measurement.xx Visibility.xx Groupsxx Leaders...xx 4.0 Actionsxx Move Action..xx Fire Action.xx Rally Action...xx Cautious Advancexx Retreatxx Chargexx 5.0 Combat...xx Firing..xx Armor.xx Roll to Hit...xx Coverxx Hidden.xx Suppression...xx Determining Penetration.xx Damage..xx Vehicles-Groupsxx Vehicles-Infantry Mixed Groupsxx Close Combatxx
Table of Contents
6.0 Armor.xx Vehicle Move Actions..xx Vehicle Turn Actionsxx Vehicle Fire Actions.xx Armor Penetrationxx 7.0 Command and Controlxx Flexible...xx Rigid...xx Replacing Fallen Leaders.xx 8.0 Optional Rules...xx Explosive Weapons..xx Mortar Fire.xx Smoke.xx Post 1960 Artilleryxx Anti-Aircraft Fire..xx Transport Helicopters..xx Flamethrowers..xx Booby trapsxx Cavalry...xx Radios.xx Heavy Weapons Assembly / Breakdown.xx Suicide Troops...xx Near Future Settingsxx 9.0 Scenarios.xx 10.0 Designer Notesxx 11.0 Tablesxx
1.0 Introduction
After having played several games of Crossfire I was excited by the unique style of game that it provided. While I certainly found that it was dynamic and a lot of fun, I also found that it focused on a level of play that did not always suit the kind of game that I wanted. This provided the inspiration for Company Commander. With Company Commander you take command of your companies that are deployed on the field of battle. You can lead companies of infantry, as well as a huge assortment of armored fighting vehicles on the battlefields of World War II, present day, or the near future. Be prepared! Company Commander is not for the timid. You will experience the sudden and often dramatic highs and lows during your battles. It is something that will bring you back to play time and time again. You must utilize the forces at your command wisely, as this system can be unforgiving of unrealistic tactics that may be successful in other game systems. You must be prepared to maintain a reserve and watch your fields of fire as well as your opponent. These are just a few of the principles that will help you achieve success on the battlefield. I would like to think that Company Commander would allow players to fight exciting and intense battles using real world tactics, unlike a lot of other rule sets. Company Commander is designed for use from the start of the twentieth century through the near future. So read on and grab your steel pot. Because ittime that you take s charge in Company Commander.
engagements are the least fun and most unlikely battlefield encounters. We typically have one side deploy hidden and outnumbered with their positions marked on a rough sketch map. Wow! This provides real stress for the attacker. No longer can they rush all their troops to the front to put as many guns on the firing line as you would in most other games. You have to maintain a reserve to be ready for any enemy counterthrust. The strain for the defender is when to start engaging the enemy with their limited resources. This can be very stimulating. My hope is that you will be faced with similar decisions that your real life counterparts would face. Another important thought to remember is not to try and isolate an individual action or initiative for debate during the game. It is the relationship of multiple actions and initiatives combined throughout the game that will provide a historical and reasonably accurate foundation for your games. Make sure that you utilize recon units effectively. Failure to do so usually results in dead soldiers or burning vehicles. Cautious Advance is allowed for a reason. Use it! Also use your advantage in numbers (in infantry or vehicles) to work around the defender's flanks and rear. The defender can't be everywhere. Meeting the defender head on allows him to dictate the direction of the battle and probably your defeat. Always try and keep a reserve! This can really save your bacon!
flamethrowers, bazookas, etc., itprobably s best that appropriately equipped models be used. As an option, each stand can equal a half section/squad or fire-team. Time Because of the dynamic and fluid nature of Company Commander, the time scale is somewhat flexible compared to other games that you have may have played. Some players will not be worried about representing time within their scenarios. But to allow time to be included in scenarios use the following rule. Nominate one player. Each time that this player has an initiative allows them to roll a D6. On a roll of a five or six move your game clock forward by ten minutes. We have used it for variable amounts of time depending on the scenario so feel free to use five minutes, fifteen or something else entirely. It's your choice. Ground Because bounds can be variable, according to the taste of the players, no specific ground scale has been adopted.
Measurement
In Company Commander you do not have to use a regular ruler to determine precise measurements. If you want to use a ruler go right ahead and translate a bound to equal twelve inches. I suggest though, that you make a Bound stick. You can make this to whatever length you want. I use wood dowels cut to about twelve inches and twenty-four inches respectively. For 15mm figures you may want to reduce that a bit. Most weapons have a Line of Sight range. Movement is unlimited in theory but not in practice. So, these should be all you will need.
Scales
Miniatures Typically, each figure or vehicle represents one actual combatant. As a general rule, it doesnmatter what your typical grunt t figures are actually armed with. However, it should be stipulated whether the squad is armed primarily with rifles, smgs, or other weapons. For special weapons such as
Basing
When playing Company Commander you may choose to play with your miniatures mounted individually or on bases. I use metal washers for my plastic and lead 20mm figures. That way I can place them on stands that have magnets to make for easier movement and fire arc determination. But usually I leave them un-mounted unless fighting a very large battle. If you are going to use stands any size is fine. A typical basing convention is 1.25"x1.25" or 1.5"x1.5" stands. You can make each stand represent @ half section/squad or fire-team. You can still mark individual hits if you want. Alternately just say that each stand can take 4 or 5 hits (depending on the actual TO&E you are using). I would only mount vehicles if using 6mm figs. It is up to the player to decide. Lmgs, Gpmgs, Hmgs, Mortars and Infantry anti-tank weapons should be mounted separately. Probably on a stand half as wide as a regular stand.
Several six and a few ten sided dice referred to as d6 and d10 from now on. Probably about 6d6 and 6d10 per player will be enough. Some type of scenario based on history, what-ifs or hypothetical. The scenario will dictate force composition and the terrain needed.
Dice
Company Commander uses a standard six sided die (commonly referred to as a d6), as well as a ten sided die (commonly referred to as a d10). Each player should have several of each type available.
exhausted) they will rapidly disintegrate as an effective fighting force. Example: German Regular Platoon (1941) of 30 men has an Exhaustion level of 50%. So when that unit has lost 15 men due to suppression or elimination it has reached its Exhaustion level. Any percentage that fell within the guidelines below would also have worked as a base percentage for determining the platoon Exhaustion level. These are just guides. If you prefer another level than go ahead and use it. Organization Usually your units will be organized along historical lines. You can refer to the organizations section for information. Typically most squads during World War Two were of 8-12 men at full strength. Armored platoons consisted of 2-5 tanks at full strength. Units in action would vary widely from their TO&E's. Special Abilities The following abilities apply to squads but may also be used for certain types of individuals. You may decide to use some or none of these. They allow you to customize your troops. Cause Fear These squads or individuals cause your average grunt to quake in their boots when they move within one bound of them. Make an immediate Morale roll for the squad. Failure causes one suppression to be placed upon any soldier who did not pass the check. Crack Shot This allows a squad to fire with greater accuracy. Add a +1 to their die roll.
Fanatic This is reserved for those troops who ignore fire or casualties that would readily suppress other units. They receive a +2 to their Rally determination roll. Fast Attack This allows squads or vehicles to rapidly move about the battlefield quickly seizing enemy positions or outflanking their foe. They may move up to three bounds for foot and four for vehicles before halting for that initiative. Heavy Armor This is usually reserved for only the toughest vehicles or troops. It functions the same as Light Armor except that they are removed after they have received four hit markers and fail a fifth time. Infiltrate This allows your squads or individuals to move silently closer to the enemy with little chance of detection. Subtract 1d6 from the firer. Examples: VC Sappers or Marine sniper. Iron Men Troops who are given this are very tough. They become much more difficult to eliminate. They receive a +1 to their die roll when making a Rally determination roll. Light Armor These squads, individuals or vehicles are equipped with a form of protective gear, which allows them to survive a hit that might incapacitate others. When they would be removed from the table after a Rally determination roll result of one, two or three just mark them with a hit marker. The third time they fail they are removed as normal.
Marksman This ability is only for individuals. Think of the soldier in Saving Private Ryan. Add an extra d6 when firing. Medic Assigning this ability to an individual allows you to add one to your Rally Determination roll (see sec. 4.0) Poorly Trained This is applied to squads that historically did not perform well due to a lack of adequate training or personnel with the required Leadership skills. They lose a die from ROF when choosing a Shoot action and suffer a minus one when involved in Close Combat. Professional This ability can be given to squads. While everyone within the squad may not be a hero they are highly motivated and well trained which makes the unit much easier to rally. Subtract two from their rally roll. Rapid Fire Squads that are assigned this ability are able to Pour it on when firing. They receive an extra d6 when rolling to fire. Example: BEF in 1914. Shock Troopers This ability transforms your normal squad into real killers up close. They give a to their 1 opponents die roll in close combat. Examples: Japanese or Ghurka infantry in WW2 or French infantry in WW1 (1914-1915). Slow Squads or vehicles that are rated Slow move one less bound per move action than regular units. They always move a minimum of one bound. Vehicles rated Slow halt immediately when hit.
Visibility
In normal daylight your sight on the tabletop is virtually unlimited. You cannot see through a terrain feature that has been determined to block LoS. You may see any movement within that terrain feature though. Sighting is limited in Poor visibility to two bounds. Terrible visibility is reduced to one bound.
Groups
A group is normally a squad/section or its equivalent within the platoon. It however must be within LoS and a within a bound of a leader to become activated (unless equipped with a radio). It is a good idea to maintain
squad integrity where possible. You may form groups from other squads and leaders. This did happen on the field of battle. But you can find yourself in a position where you have bunched up (making a more tempting target) or left some troops behind. So keep your squads together when possible.
Leaders
Leaders are an important part of Company Commander. You cannot form a group to move without one. What is a leader? They are usually Officers and NCOs within your companies, platoons and squads. It may not be a bad idea to mark your squad leaders and assistant squad leaders with a dab of paint, marker, extra rock or some other method of identification. This will readily allow you to identify who is who in the heat of battle. You are not able to select individual targets when firing so this will not be a problem in the game. Certain types of armies have an almost inexhaustible supply of them. Others do not. These are referred to as Flexible and Rigid.
at any point by choosing to use Op fire at the group. As long as your opponent does not achieve suppression you may continue to move them. When your troops do suffer suppression those who were hit may only move a single bound from that point. The rest of your troops may continue their movement as they traced out. If you keep moving your group, your opponent may shoot at them again with any figures that now have them in view (and the group has moved at least a further half bounds distance). They do lose Initiative when some of the moving group is suppressed. Remember that a group is only considered moving when it is actually doing so (exception is troops using a Cautious Advance).
Fire Action
You may choose to shoot your group at any targeted figures within 360 degrees in the open of the direction they are facing and 180 degrees in cover. You lose the initiative after a Fire action if you fail to suppress at least one of your opponent's figures with your fire. Vehicles and heavy weapons have a 90-degree arc of fire. Opportunity Fire (Op fire) may interrupt your opponentmovement at any point as s long as the target is within line of sight and arc of fire. If no hits are made on the target unit you may fire again after they have moved a further half bound.
4.0 Actions
The group you nominate will take one action. All figures within that group will take the same action. So if one fires they all do. If some advance east all will do so. You may select any one of the following:
Move Action
Trace the intended route you will move with your finger in an imaginary line. You may then move your group as far as you want along that imaginary line up to two bounds for foot troops and three for armor. Fast Attack rated troops and vehicles do move faster. You may only enter/exit from a terrain feature one time per bound. Your opponent may interrupt this
Command Action
This is the action that you choose to replace a commander, call in mortar or artillery fire or perform other command-related actions. A d6 is rolled and results are applied from the chart below: Action Command Action
Chart 1
1-4 Success
5-6 Failure
Rally Action
Remember that troops who are suppressed may be dead, scared, lightly wounded or ok. You can find out their actual status by using a Rally action. Select the group you are attempting to rally. Roll a d10 for each suppressed figure in the group. A successful roll is the morale value or less. An unsuccessful roll means the status of the figure is unknown at the present time. A successful roll indicates a second d10 should be rolled. This second roll is the Rally determination roll. A result of one, two, three, four or five knocks the figure out for the rest of the game. This may potentially result in a figure with a special weapon being removed. However, it's assumed that another grunt in the squad will move to pick up the special weapon at the earliest opportunity. So they are only removed if every figure in the group is KO'd in the same initiative. If your figure has the Iron Men ability, it is only knocked out on a roll of one, two, three or four. A Fanatic would be removed on a one, two or three. You lose the initiative after a Rally action if you do not succeed in rallying every figure. You may NOT use a Rally action when troops are engaged in close combat.
at the start of its movement. It may not be fired upon when making the pivot/movement until it exits the initial terrain feature that it originated in. It then retreats back from the enemy as far as is desired (excluding entering terrain or receiving enemy Op fire).
Charge
A group may use the Charge action to attempt to move into contact with their opponent and enter into close combat. The group may move a maximum distance of two bounds to do so. As with a Move action, the charging models may be interrupted at any point along their move to be fired at with Op fire. Any unsuppressed figures that remain in the group after this Op fire may move into close combat with their opponent and fight one round of combat immediately. Figures that become suppressed due to enemy fire while charging may fall back up to one bound or stay where they are.
5.0 Combat
Fire Action (Firing)
Select your group to fire. This is usually a squad/section, single mg or the remnants of the squad. The same criterion used for selecting a Move action is also used in a Fire action. Use the groupRoF plus any s appropriate modifiers. They can then fire at any enemy group within LoS and range. The range for small arms and all heavy and vehicle mounted weapons is the entire tabletop unless it is designated as a Limited Range weapon. You may not shoot through a friendly figure. But you may shoot over troops that are suppressed. Infantry have a 360-degree arc of fire in the open, 180 in cover. Vehicles and heavy weapons have a 90-degree arc of fire.
Retreat Action
A group that begins its move inside a terrain feature is must make a 180-degree turn
The process is the same for Op fire. Atgm's may Op fire. Determine how many figures are in the target group. For each of these figures roll the number of dice you calculated. Example: You have a group of six soldiers. Two have smg's the rest are armed with Garand rifles. You could choose to fire with the Garand (Rof-3 three dice+1 dice for three or more of the same weapon firing=a total of 4 dice rolled per figure in the target group). If you decided to fire with the smg you would have 5 dice total but they would be restricted to a range of one bound. (Assault Weapon). How do you select a target group? This can sometimes be a little tricky. Basically, you target a single, separate enemy group that occupies about a quarter of a ruler in length or less. Sometimes this may be a larger target. Someone who charges an entire platoon out in the open under direct fire deserves what they get! And yes, you can target them if they do so.
number of dice shown available to the group taking the firing action. Firing Modifiers Minimum of 3 similar weapons firing Target is stationary in the open Firer has Rapid Fire Target is in cover Firing group is Poorly Trained Poor visibility Firing while performing Cautious Advance Terrible visibility Firing at unit which has Infiltrate
Chart 2
Roll to Hit
Your base number that you need to roll is a 5 or 6 on a dice to score a hit. The score you need to roll may change for more complicated targets. The following table shows the hit to modifiers which may apply to a given firing action. All of the modifiers add or subtract from the hit rolls. to die hit To Modifiers Firing at unit in cover Firing at suppressed unit Firing while performing Cautious Advance Firers are Crack Shots Firer is a Marksman Explosive blast Firing at small vehicle or cavalry Firing at medium vehicle Firing at large vehicle
Chart 3
-1 -2 -1 +1 +2 -1 +1 +2 +3
Firing Modifiers
The following table shows the firing modifiers that may apply to a given firing action. All of the modifiers add or subtract the
Cover Your group is in cover if it is in a terrain feature, building, foxhole, bunker or something similar.
Hidden A squad is hidden if is located within a terrain feature and has not moved or fired. It may not be fired upon or charged.
Vehicles-Groups
At times you may be moving a group of vehicles when one of them is hit. You may choose to not move the remaining vehicles forward to complete the group move (you aren't required to sacrifice the remaining vehicles in the group) if the group leader has not yet moved. Example: A platoon of 3 Sherman's begins an advance (in column) up a road towards a village when the lead tank is hit by an ATG. The platoon commander and one other tank have not yet moved. The remaining two vehicles may choose to complete their move (perhaps hoping to use their bow mounted mg's on the ATG) although they are not required to do so. Each vehicle must complete their movement if the group leader has been hit. This applies to infantry as well.
Suppression
If you roll the required dice score you have achieved a Suppression. Apply an appropriate marker to the figure in question. Figures may receive multiple suppressions during a single Fire action from its opponent. Especially, when facing Heavy Machine guns.
Penetration
If the target you hit is armored, then you roll a die. Add your figures or vehicles weapon penetration rating. If your weapon does not have a penetration rating just roll the d6 with no additional modifiers. If your total is equal to or more than your opponent, the hit may cause suppression on the crew or possibly damage to the vehicle. If your armored target is within 2 bounds distance of your large caliber weapon (20mm and up) you add a +1 to your penetration roll. When your target is armored with Reactive or Chobham armor, and is attacked frontally by Atgm Rpg or Law s, s, s which achieve a hit, the Total = Defender s Armor row is always used on the Penetration Table. If using a weapon that's rated as One Shot (i.e. Panzerfaust, Law etc.) you need to refer to Chart #10.
Damage
When soldiers or vehicles within a group are hit they may continue to move one bounds distance from that point unless rated Fast or Slow. Vehicles or troops rated Fast may move an additional bound over there normal movement. A Slow rating means movement ends immediately. Until you choose a Rally
Close Combat
Troops who are next to enemy figures will engage them with fire, grenades, bayonets and whatever else is at hand. Unsuppressed troops whom are still alive and unengaged by
an enemy figure (they did not tie on their die rolls) at the end of a Close Combat action may use a Move action (if they have the Initiative) to disengage from their opponent. Their opponent may not use Op fire on them. It is assumed that in the swirling chaos of close combat no effective fire could be laid down to prevent them from escaping. Both players roll 1d6 for each figure engaged in close combat. Modify the result as follows: Close Combat Modifiers Defending unit in terrain feature Charging Figure is Shock Trooper Two attackers versus one defender* Armed with Assault Weapon Three attackers versus one defender* Unarmed Defender suppressed
Chart 4
6.0 Armor
Vehicle Move Action
Vehicles may perform up to one 90degree turn at the start of their move. They may then move up to three bounds for each Move action taken. If the vehicle is moving in reverse, it may only move a distance of up to one bound. Vehicles may unload/load troops at the end or start of their Move action. They may not combine that with a firing a machine gun. That would be a separate action.
+1 +1 +1 +1 +1 +2 -2 +2
Roll higher than your opponent and the loser is removed from the table. Ties must be resolved in another action. Bonuses marked * are not cumulative. Suppressed figures will defend themselves. They will just have the odds stacked against them. Suppressed troops may do nothing but fight when locked in Close Combat. To do anything else they must first rally. Previously suppressed troops are removed after one round of Close Combat. Outnumbered troops who eliminate their primary opponent will continue to fight the assisting ones until its opponents are removed or a tie results. Close Combat will continue until the attacker has no opponents facing each soldier or he gotten a tie result. Initiative is only lost by the attacker IF, they do not suppress at least one opponent during each Close Combat action.
Armor Penetration
If you hit and penetrate a vehicle consult the chart below. Modified die roll Equals defender armor D6 for effect 1 = crew suppressed 2-6 = no effect
Exceeds defender armor by one Exceeds defender armor by two Exceeds defender armor by three
Chart 5
1 = vehicle KO 2-3 = crew suppressed 4-6 = no effect 1-2 = vehicle KO 3-4 = crew suppressed 5-6 = no effect 1-3 = vehicle KO 4-5 = crew suppressed 6 = no effect
Officers) may be used to determine if the requirements listed in section 7.0 are met.
Any Vehicle receiving a second consecutive Crew Suppressed result MUST retire at least one bounds distance.
Flexible
Armies, which are rated as FLEXIBLE, may utilize their Squad/Section Commanders and or Ncoto meet the requirements of 7.0. s They typically may deploy and maneuver with few problems.
Explosive Weapons
Explosive shells explode on impact scattering fragments and debris over a wide area. Locate the target point for the mortar round. Roll for deviation (I use a GW scatter die but whatever way you choose is fine). If the die shows deviation then move your target point in that direction. If it does deviate roll a d3. Moving in the direction on your die move your target point one, two or three bounds away. This will be your new target point. Use a circular template (between four and six inches in diameter-the GW one comes in handy) and center it over the target group. Roll to hit the target as per normal. When rolling to hit the target, roll as if you were shooting with a weapon with a ROF the same as the weapon's blast rating.
Rigid
These types of armies are much more restricted in their maneuvering and deployment. Although there are NCOs and Officers present within squads they are not trained or inclined to exercise initiative. Often times Political Officers or Commissars or their equivalents are added to help alleviate the problem. In Rigid armies only Platoon Commanders or higher (including Political
Mortar Fire
These do not need to be placed on the tabletop (although they may be deployed on table and perform direct fire as well). Only Platoon commanders or Forward observers may call in mortar fire. Use a Command action (Chart #1) to call in mortar fire. You may request one Mortar barrage each turn. The mortar fire falls at the end of your opponent s next initiative. Mortar fire may only deviate up to one bound. I would use a four inch or less diameter circular template.
fire close to your own troops! Artillery has a blast rating of ten. The following table shows available air support from WW II until 1962.
Attacks RoF Per aircraft 1-3 No air support available 4-5 Fighter 2 6 Bomber 6 Fighter 4 4 Chart 7 Die Roll Aircraft PEN Blast Armor
20 14
8 -
10 9
Smoke
A smoke round from a mortar is one bound in length centered on the target point. Each firing is one smoke round (done as a fire action). Smoke will count as a terrain feature. To see if the smoke dissipates roll a D6 on the next initiative. A roll of a 4-6 means it disappears. If unsuccessful roll again the next initiative.
Add +2 to the armor value for mid to later WW II aircraft. The following table shows available air support from 1962 to the present.
Attacks RoF Per Aircraft 1 No air support available 2 Fighter 3 4 3 Fighter 2 6 Bomber 4 Chopper 4 6 5 Chopper 4 8 Gunship 6 AC-130, 5 8 Spooky, Puff, etc Chart 8 DIE Roll Aircraft Type PEN Blast Armor
18 24 16 24 20
8 6 8 4
12 14 10 12 12
Delay in Initiatives Request did not get through Three Two Next Initiative
The presence of a FO (Forward Observer) adds a +2 to the die roll. Barrages may be cancelled any time before the initiative in which they arrive. Only one barrage may be called in per initiative. Failure DOES result in the loss of initiative. Deviation is per Explosive Weapons (section 8.0). Do not call in artillery
Inferior aircraft subtract one from the armor value. Superior aircraft add one to the armor value. If you are successful in obtaining Air Support you must roll a D6 (-2 for Flexible armies) to see how many Initiatives you must wait for it to arrive. Before it arrives nominate its arrival point on the board. The aircraft must then move in a straight line from this location until it leaves the board. You may determine the angle after the aircraft has arrived. Attacks MUST be made consecutively, however any
target along the flight path may be engaged. That includes friendly ones. If friendly troops are present along that flight path a D6 must be rolled. A 1-4 means they were ignored. A 5 or 6 will cause an immediate attack to be made upon that target. Subtract one from troops rated as Infiltrators. Hidden troops may not be fired on. So don't make attacks close to your own troops! Once its attacks are exhausted the aircraft exits the table. Air Support requests may be cancelled at any time before the initiative in which they arrive. Usually, only a single air mission may be on the table at a time.
Anti-Aircraft Fire
Infantry small arms and RPG fire or its equivalent may only be done within two bounds of the target. Fire may be directed at an opposing aircraft IF the following are met: 1. LOS to aircraft or present in the same terrain feature. 2. It is in the weapons arc of fire. Roll a D6. Add the result to the AA value below. Results are the same as per the Armor Penetration Chart #5. Treat Crew suppressed Results as forcing fixed wing aircraft to retire from the tabletop. Rotor aircraft must retire at least two and up to four bounds distance. Other results are same as per vehicles. Weapon Type Infantry small arms Lmgs Mmgs/Hmgs AA guns (lower caliber), RPGs AA guns (larger caliber) Shoulder fired AA missiles Vehicle fired AA missiles
Chart 9
Helicopters, which are used as a means to evacuate wounded, move troops, vehicles or artillery, do not need to be called in to enter the board. They are treated just like regular vehicles (sec. 8.0). They also have some additional movement restrictions when landing or taking off. Choppers that intend to land or take off may only move vertically in that particular action. However, they may also load or unload when they do so. Troops that disembark are placed beside the chopper. Their next action, if possible, may then be a move. So if you were coming into a landing zone that initiative you could land and unload your chopper in one action. Helos may also fire mg s when they move similar to armor. Firing heavier weapons would require a separate action.
Flamethrowers
If a figure is armed with a flamethrower and it has a target within LOS and range it will always hit. Flame-throwers do not need to roll for penetration. They always penetrate. They have a range of one bound. Vehicle mounted ones have a two bound range.
Booby Traps
These may be marked secretly on a sketch map or tell your referee. Only one trap may be deployed within a single terrain feature. When opponents enter roll as a ROF 2 with a d6 as if Firing. A 5 or 6 will result in a potential hit.
AA Value 4 5 6 7 10 8 10
Cavalry
Some of your squads or platoons may be mounted. This was prevalent in the Soviet Union and the Balkans during World War Two. Typically these units would dismount when facing combat. They will have high attrition in a combat situation if you remain
Transport Helicopters
mounted. They are easier targets to hit. They have the FAST advantage.
armor stats. See the Near future sheets for more information.
Radios
Leaders who use radios may form groups with any troops who also have radios and are in LOS. Vehicles may communicate as a group if they are equipped with radios. They also may not form together as a group unless they can communicate.
Suicide Troops
Historically, there were some troops that would use or strap explosives to their bodies to destroy their opponent. The Japanese during World War Two did so. When calculating the damage effect these troops have use a four inch or less circular template. If attacking Soft targets use a Rof of 3. If attacking armored targets use a penetration value of 8.
something rated up just email me or join the Yahoo group for answers. I am at both places. There are some things that players may find very different from their other WW2 rule sets. You will see that meeting actions are not the most exciting in these rules. Attackers versus defender battles are dynamic! We always have the defender deploy hidden on a sketch map. The battlefield tension this creates is really great! The attacker has the benefit of greater numbers and axis of attack. But if he just races down the road he will certainly pay the price for doing so. I know, I have seen it too many times. Another factor that players are sometimes slower to grasp is how deadly machinegun fire is. There is a reason that mg s formulated Infantry tactics during WW2 and later. It is how well you use and deploy them that will help determine your victory on the tabletop. You will find that having large numbers of lower grade infantry will not allow you to steamroll your opponent. This means that battles on the Eastern front can be readily done. The Exhaustion rules force players to not fight to last man, last bullet (excluding perhaps the Japanese). Push your troops past their point of Exhaustion and watch them crumble. Armor obviously plays an important roll in the game. Players who use proper tactics will see their tanks roll forward. Fail to support your armor with infantry and watch them get knocked out. Just remember to try and use tactics that were historically used successfully. You wongo too far astray by doing so. t What size games are the rules really suitable for? I think that each player can handle a platoon to a Company. That might mean two platoons of infantry (about thirty to sixty infantry) and a platoon of Afvthree to five s strong. I really believe your table space will dictate how many toys you want to put on the table. A Company per side or less will probably run one to two hours to play.
Basing is another area that many players will wonder about. I address stand sizes in the first part of the rules. I use individually mounted figures in my games. I know others who use magnets to for their individually mounted troops and mount them on squad stands. Really, use whatever works for you. There are certain individuals whose contribution to Company Commander has been important and or ongoing. First amongst those has been Ed Lizak. He has helped to develop some of the better ideas here. His input has been great and without him the rules would never have been completed.
11.0 Tables
This section includes all of the information required to play Company Commander. The rest tbd
Exhaustion
The Exhaustion levels in the following tables are organized by era and nationality. World War II - German Troop Type Ex. Level Army Regulars Early & mid war Army Regulars Late war Volksturm Elites Allied Troops Czechs, Rumanians, etc. World War II - French Troop Type Early war Late war Elites 40-60% 30-60% 25-70% 50-80% 25-50%
World War II - UK Troop Type Early war Mid war Late war Anzacs, Canadians, etc. Elites Ex. Level 30-60% 40-60% 40-50% 40-70% 50-80%
World War II Other Allies Troop Type Ex. Level All 30-60%
World War II Other Axis Troop Type Ex. Level All 30-60%
World War II - Italians Troop Type Ex. Level Regulars Black Shirts Elites 30-50% 25-50% 40-60%
Afghan War 1980 s Troop Type Soviet Regulars Soviet Elites DRA Muja s Ex. Level 30-50% 40-60% 20-50% 50-80% FalklandWar s Troop Type Argentina UK Regulars UK Elites Korean War Troop Type ROK ROK Elites North Korean Chinese Ex. Level 30-50% 40-70% 40-70% 40-80% 40-80% 30-70% 40-80% 40-80% Ex. Level 30-50% 40-60% 50-80%
World War II - Japanese Troop Type Ex. Level Regulars Elites 60-90% 60-100%
World War II - Soviets Troop Type Ex. Level Early war Mid war Late war Guards World War II - US Troop Type Early war Mid war Late war Elites Ex. Level 30-60% 40-60% 30-60% 40-80% 30-50% 40-60% 40-60% 40-70%
Commander. The following table shows these weapons, along with their effects. Unless specified otherwise in the table, all weapons have an unlimited range, limited only by LoS.
Effects Has a range of one bound. Provides a bonus in close combat. Has a range of two bounds. Requires more than one Move action to be ready to fire. Has a range of one bound. Also inflicts a to Rally determination 2 rolls. Cannot fire at less than the specified range. Has a range of one bound. Has a range of one bound. Weapon rolls 1d6 each time it s fired. A 6 results in the weapon being out of ammo, and it may not be fired again. Usually cannot fire at less than specified range. Also may Op fire. Also requires two actions to set up, which does not count as movement.
World War I Troop Type BEF Early and mid war BEF Late war Anzacs, Canadians, etc. France Early and mid war France Late war France - Elites Russians German Early and mid war German Late war Austrians Italians US Japanese Ex. Level 40-80% 40-60% 40-80% 50-80% 30-50% 40-80% 30-60% 40-80% 30-60% 30-70% 30-70% 40-80% 40-80%
Atgm
Weapon Types
Various weapon types and effects will be encountered during a game of Company
Chart 10
4 2 1 2 1 4 7 5
Assault Weapon, Short Range Assault Weapon, Short Range Minimum Range one bound Short Range Limited Range
Weapon HMG 2 Pounder 6 Pounder 75 mm 17 Pounder 25 Pounder Vickers MMG 3 Mortar 4.2 Mortar Flame Thrower
RoF 6 1 1 1 1 1 6 1 1 *
Commonwealth Guns/Mg s PEN Blast Notes (2) 6 7 4 9 6 3 4 4 5 4 (2) 4 5 * (2), Minimum Range two bounds (3), Minimum Range two bounds Short Range
Vehicle Universal Carrier Daimler AC Cromwell M4 Sherman Firefly Churchill VII 6 Pounder A/T gun Matilda Crusader Valentine A9 Cruiser Vickers MK6
Commonwealth Vehicles Armament Armor Notes MG or Boys A/T Rifle 2 Pounder, MG 75mm L/40, MG 17 Pounder 75mm L/40 6 Pounder 2 Pounder 2 Pounder 2 pounder or 6 pounder 2 Pounder MG 12/12/11 9/9/8 11/11/10 9/9/8 9/9/8 Fast 9/8/7 9/8/7 12/11/10 12/11/10 14/12/11 (3) Slow Fast Fast
Weapon Kar 98K Rifle Rifle Grenade Launcher Stg 44 Rifle MG 34 MG 42 MP 40 Walther P38 Pistol Panzerfaust Panzershreck
RoF 2 1 4 6 7 4 3 1 1
German Infantry Weapons PEN Blast Notes 5 Limited Ammo, Short Range Assault Weapon, Limited Range (2) (2) 4 7 10 8 6 6 Assault Weapon, Short Range Assault Weapon, Short Range Short Range, Single Shot Limited Range
Weapon MG 20mm L/55 37mm L/45 50mm L/42 50mm L/60 75mm L/24 75mm L/48 75mm L/70 88mm L/56 88 mm L/71 128mm L/56
RoF 6 3 1 1 1 1 1 1 1 1 1
Notes
1 1
Vehicle Sdkfz 11 half-track Sdkfz 250/1 half-track Sdkfz 251/1 half-track Sdkfz 234/2 Puma Sdkfz 234/3 AC Pzkpfw Mk IV H Pzkpfw Mk I Pzkpfw Mk II Pzkpfw Mk III Pzkpfw Mk IV E Pz 35t Pz 38t Panther Tiger I E Tiger II Nashorn Hetzer Stug III early Stug III Marder Wespe Elephant JagdPanther JagdTiger JagdPanzer Maus
German Vehicles Armament Armor MG 34 MG 34 or MG 42 MG 34 or MG 42 50mm L/60, MG 34 75mm L/48 75mm L/48, MG 34 MG 34 20mm 37mm 75mm L/24 37mm 37mm 75mm L/70 88mm L/56 88mm L/71 88mm L/71 75mm L/48 75mm L/24 75mm L/48 75mm L/48 105mm 88mm L/71 88mm L/71 128mm 75mm L/70 128mm 9/8/7 9/8/7 10/9/8 10/8/6 12/11/10 9/8/7 9/9/8 11/10/9 12/10/9 10/9/8 10/9/8 13/12/10 13/12/11 14/13/12 9/8/7 12/10/9 12/10/9 12/11/10 9/8/7 9/8/6 14/12/11 13/11/10 14/12/11 13/10/9 15/14/13
Notes
Fast
Fast Fast
Slow
Slow
Slow
75mm L/48
(3)
RoF 2 4 5 5 3 1
Assault Weapon, Short Range Assault Weapon, Short Range Assault Weapon, Short Range 4 Soviet Guns/Mg s PEN Blast 6 6 7 8 7 8 8 9 9 9 9 3 4 4 4 5 5 5 6 7 7 9 (2) 5 7 (2), Minimum Range two bounds (3), Minimum Range two bounds Short Range
Weapon Tank MG 37mm L/45 45mm L/45 45mm L/60 57mm L/73 76mm L/41 76mm L/51 85mm L/53 100 mm L/60 122mm L/22 122mm L/43 152mm L/20 Maxim MG 82mm Mortar 120mm Mortar
RoF 5 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Notes
Vehicle T 70 Light Tank BT 7 T 35 T 26 T 28 IS I IS II SU 76 SU 85 SU 100 ISU 122 ISU 152 KV I KV II T34/76 T34/85
Soviet Vehicles Armament Armor 45mm L/42 45mm L/42 76.2mm L/41 45mm 76.2mm L/41 85mm 122mm L/43 76mm L/41 85mm 100mm 122mm L/43 152mm 76mm L/41 152mm 76mm L/41 85mm L/53 11/9/8 10/9/8 10/10/9 10/9/8 10/10/9 13/12/11 13/12/11 11/10/9 12/11/10 12/11/10 12/12/11 12/12/11 12/12/11 12/12/11 12/11/10 12/11/10
Notes
Fast
Weapon M1 Garand Rifle Rifle Grenade Launcher M1903 Springfield Rifle M1919 BAR LMG M1919 0.30 LMG
RoF 3 1 2 4 5
5 4 3 5 3 1 7 4
Assault Weapon, Short Range Assault Weapon, Short Range Short Range Short Range Assault Weapon, Short Range Limited Range
Weapon 30 cal MG 50 cal HMG 37mm L/53 57mm L/53 75mm L/40 76mm L/56 or 3 90mm L/53 60mm Mortar 81mm Mortar
RoF 6 5 1 1 1 1 1 1 1
6 7 7 8 9
3 3 4 4 5 4 5 (2), Minimum Range one bound (2), Minimum Range two bounds
Vehicle M3 half-track M8 Greyhound AC Stuart M4 Sherman M4A3E2 Sherman M4A3E8 Sherman M10 Wolverine M18 Hellcat M36 Jackson M24 Chaffee T26 Pershing M7 Priest
US Vehicles Armament Armor 30 cal MG or 50 cal HMG 30 cal MG or 37mm 37mm L/53 75mm L/40 75mm L/40 76mm L/53 76mm 76mm 90mm 75mm 90mm 105mm Howitzer 9/8/7 9/8/7 11/10/9 12/11/10 13/12/10 13/12/10 11/11/10 10/9/8 11/11/10 11/10/9 13/12/11 11/10/8
Notes
Fast Fast
12/11/10 (3)
RoF 2 1 5 4
French Infantry Weapons PEN Blast Notes 3 Short Range Assault Weapon, Short Range
Weapon Hotchkiss MG 25mm A/T gun 47mm A/T gun 37mm Sa 18 37mm Sa 38 47mm 75mm 60mm Mortar 81mm Mortar
RoF 5 1 1 1 1 1 1 1 1
(3), Minimum Range two bounds (3), Minimum Range two bounds
French Vehicles Armament Armor 37mm Sa 18 37mm Sa38 75mm, 37mm Sa38 37mm Sa18 37mm Sa18 47mm 10/10/9 10/10/9 11/11/10 11/10/9 10/9/8 11/10/9
Notes
9/9/8 11/10/9
RoF 4 2 4
Weapon Breda 30 LMG Breda 37 MMG Fiat-Revelli 35 MMG 45mm Mortar 20mm 37mm 47mm 47mm A/T gun 90mm
RoF 3 4 4 1 1 1 1 1 1
Notes
4 4 5 6 6 8 Italian Vehicles Armament Armor 47mm 90mm MG 20mm MG 20mm 11/10/9 11/9/7 9/8/7 9/8/7 9/8/7 10/9/8
Vehicle Carro Armato M15/42 Semovente M41 Td Auto Blinda 40 Auto Blinda 41 Carro Armato L3-35 Carro Armato L6-40
Notes
Weapon Type 14 Nambu pistol Type 38 6.5mm Rifle Type 99 7.7mm Rifle
RoF 3 2 2
Weapon 65mm LMG 65mm MG 75mm LMG 77mm MG Type 98 Knee mortar 20mm A/T Rifle Type 97 37mm 47mm A/T gun 57mm Type 90 57mm Type 97 AT Heat-suicide unit
RoF 3 4 4 5 1 1 1 1 1 1 1
3 4 5 7 5 6 10 3 4 3 4 4
(2)
Japanese Vehicles Armament Armor 57mm Type 97 57mm Type 90 MG 37mm 10/10/9 9/9/8 8/7/6 9/8/7
Notes
37mm 47mm
9/9/8 10/10/9