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Command Chits for Tomorrow The World (variant)

M Harrington - Thanks for the note about the replay and the interest in my chit system. I have included the
information below. My number and modifiers have change many times so feel free to make any changes you want. 

Note I have only used this chit draw system with the first edition rules and map and Ted Raicer rule.  Anyway both
sides have ten chits they are numbers as follows 0, 1, 1, 1, 2, 2, 3, 4, 5, 6 

At the end of each round the Attacker first draws one of there chits applying all modifiers to find the total of all the
chits they drawn. If the Total is >=6 (or >=5 for fleets) you break off the attack. If the attacker stand then the
defender draws one of there chit and it there total of chits drawn and modifiers is >=6 (or >=5 for fleets) they retreat.
Unless they have no retreat route then they continue to fight but will surrender when chit total is >= 9 (placed in the
destroyed pile) 

Blitz or Interception the attacker draws a chit before the dice are rolled and if Draw is 6-8 fight 1 round at +1 to your
attack roll (1 always hit). If the Draw is >=9 then along with the attack roll modifier, the defender has -1 to their To
Hit rolls (10 always miss). This chit counts to the attackers total if the battle goes to a second round. 

Fleets Sweeps - Draw Chit to see if you can start Battle with all modifiers applying if total 6 plus no attack. Note the
plus +3 modifier for subs attacking alone does not apply for this draw. But is you have enough movement points
spend 4 more movement points and try again. 

The modifiers to the chits total are as follows:

Attackers Modifiers Cause


-1 1st PA or MA in a turn
-1 Paradrop support
-1 Combined arms (Tank and Infantry)
-4 Attacking Rebels
-1 Blitz by Tank vs. Infantry in White or Yellow Terrain
+1 Invasion
+1 Attacking during Winter turns
+1 Attacking in Mountains
+1 Attacking during Monsoon
+1 Attacking Fort
-1 If SS, IGT or ELH unit in the Attack force
-2 If SS or ELH only attacking the other 

Defender Modifiers Cause


-1 Defender
-2 If defending against an invasion
-1 On a Red Dot
-1 On an Oil Dot
-1 On a Fort Dot
-1 In your Homeland
-1 If SS or ELH is in the defending force
-2 If SS or ELH are defending an attack by the other 

Modifiers (both) Cause


+1 All units are at 1 step
+1 Puppet Army alone
+1 Enemy has Air Support
-1 Uncontested Air Support
+1 Fleets in Restricted waters
+1 Out of Supply
+1/-1 2:1 ratio of armies or fleets vs. opponent
+2/-2 3:1 ratio of armies or fleets vs. opponent
+3/-3 4:1 ratio of armies or fleets vs. opponent
+3 Subs by themselves vs. anything but Transports
Don't count your subs or Transport when counting fleets Transports by themselves will always retreat Subs by
themselves vs. anything but Transports +3 

First Turn Surprise Attack Both sides attacker and defender will treat the 6 chit as if is a zero chit. (This is my latest
version of how to treat the surprise turn I have not tried it out yet) 

Also when using Ted naval rules at the start of one sides move I roll a d6 if a 6 is rolled that sided has passed. 

Also when using his event table if event 9 is rolled “I-boat, U-boat” I play it as each step of sub eliminated. This
helps the Germans with their two step subs.

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