20TH and 21ST Century Skirmish Wargame Rules

Credits & Acknowledgements
Written and Designed by: John Leahy Edited by: X. Xxxxx Playtesting: Ed Lizak

1.0 Introduction………………………...xx 2.0 Terminology & Concepts….………xx Scale………………………………xx Basing…………………………….xx Starting the Game……………….xx Morale……………………………xx Time………………………………xx Characteristics…………………...xx Exhaustion……………………….xx Organization……………………..xx 3.0 Turn Sequence……………………...xx Measurement…………………….xx Visibility………………………….xx Groups……………………………xx Leaders…………………………...xx 4.0 Actions………………………………xx Move Action……………………..xx Fire Action……………………….xx Rally Action……………………...xx Cautious Advance………………xx Retreat……………………………xx Charge……………………………xx 5.0 Combat……………………………...xx Firing……………………………..xx Armor…………………………….xx Roll to Hit………………………...xx Cover………………………xx Hidden…………………….xx Suppression……………………...xx Determining Penetration……….xx Damage…………………………..xx Vehicles-Groups…………………xx Vehicles-Infantry Mixed Groups……………………………xx Close Combat……………………xx

Table of Contents

6.0 Armor……………………………….xx Vehicle Move Actions…………..xx Vehicle Turn Actions……………xx Vehicle Fire Actions…………….xx Armor Penetration………………xx 7.0 Command and Control……………xx Flexible…………………………...xx Rigid……………………………...xx Replacing Fallen Leaders……….xx 8.0 Optional Rules……………………...xx Explosive Weapons……………..xx Mortar Fire……………………….xx Smoke…………………………….xx Post 1960 Artillery………………xx Anti-Aircraft Fire………………..xx Transport Helicopters…………..xx Flamethrowers…………………..xx Booby traps………………………xx Cavalry…………………………...xx Radios…………………………….xx Heavy Weapons Assembly / Breakdown……………………….xx Suicide Troops…………………...xx Near Future Settings……………xx 9.0 Scenarios…………………………….xx 10.0 Designer Notes……………………xx 11.0 Tables………………………………xx

Artillery and mortar fire is represented within these rules. Opportunity Fire (Op fire) may interrupt your opponent’movement s at any point. It is something that will bring you back to play time and time again. In fact if everyone has radio contact he may choose to not move at all if he is in LoS. You will experience the sudden and often dramatic highs and lows during your battles. or the near future. Most weapons have no limit except line of sight (LoS) for their firing on the tabletop. at this scale it is believed that the artillery barrage usually has either already happened or the game ends as it starts. present day. Another thing you will find using Company Commander is that meeting . However. as this system can be unforgiving of unrealistic tactics that may be successful in other game systems. This provided the inspiration for Company Commander. Be prepared! Company Commander is not for the timid. A Bound is a measure of how far units move with one Move action (you decide if it's six. You must be prepared to maintain a reserve and watch your fields of fire as well as your opponent. real tactics work! Command and control is a little different from other games. You can lead companies of infantry.0 Terminology & Concepts There will be certain terms and concepts throughout the game that you will need to become familiar with.0 Introduction After having played several games of Crossfire I was excited by the unique style of game that it provided. unlike a lot of other rule sets.1. When your squad or platoon leader is forming a group they are not required to move with the group. Achieving suppression will steal the initiative from your opponent. The first few s) games that Ed and I played found both of us sending entire squads across open ground without using a Cautious Advance. Initiative is when you are the player who has the option to choose any action. You must utilize the forces at your command wisely. While I certainly found that it was dynamic and a lot of fun. With Company Commander you take command of your companies that are deployed on the field of battle. Company Commander is designed for use from the start of the twentieth century through the near future. Suppression is what happens if you are able to achieve a hit when you fire at your opponent. When I run games of CC I always try to emphasize the lethality of weapons (especially mg’ in the game to new players. twelve or even eighteen or more inches/centimeters). It will increase your chances of winning the scenario you are fighting. Being able to combine a string of consecutive Initiatives will allow you to outmaneuver your opponent. Because it’time that you take s charge in Company Commander. I also found that it focused on a level of play that did not always suit the kind of game that I wanted. I would like to think that Company Commander would allow players to fight exciting and intense battles using real world tactics. These are just a few of the principles that will help you achieve success on the battlefield. This can be very important when deciding to send out scouts or point men. 2. So read on and grab your steel pot. Just remember. The end result was that my Soviets lost a platoon to Ed’hidden Mg 42’in just a couple of s s initiatives. as well as a huge assortment of armored fighting vehicles on the battlefields of World War II.

Use it! Also use your advantage in numbers (in infantry or vehicles) to work around the defender's flanks and rear. Failure to do so usually results in dead soldiers or burning vehicles. I use wood dowels cut to about twelve inches and twenty-four inches respectively. the time scale is somewhat flexible compared to other games that you have may have played. it doesn’matter what your typical grunt t figures are actually armed with. As a general rule. Movement is unlimited in theory but not in practice. We typically have one side deploy hidden and outnumbered with their positions marked on a rough sketch map. no specific ground scale has been adopted. So. The defender can't be everywhere. Cautious Advance is allowed for a reason. Each time that this player has an initiative allows them to roll a D6. You have to maintain a reserve to be ready for any enemy counterthrust. 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. We have used it for variable amounts of time depending on the scenario so feel free to use five minutes. It's your choice. Nominate one player. it’probably s best that appropriately equipped models be used.. fifteen or something else entirely. Wow! This provides real stress for the attacker. according to the taste of the players. But to allow time to be included in scenarios use the following rule. Time Because of the dynamic and fluid nature of Company Commander. Another important thought to remember is not to try and isolate an individual action or initiative for debate during the game. 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. Make sure that you utilize recon units effectively. As an option. smgs.engagements are the least fun and most unlikely battlefield encounters. My hope is that you will be faced with similar decisions that your real life counterparts would face. these should be all you will need. Scales Miniatures Typically. Ground Because bounds can be variable. each stand can equal a half section/squad or fire-team. This can be very stimulating. etc. Some players will not be worried about representing time within their scenarios. If you want to use a ruler go right ahead and translate a bound to equal twelve inches. that you make a Bound stick. it should be stipulated whether the squad is armed primarily with rifles. For special weapons such as . Always try and keep a reserve! This can really save your bacon! flamethrowers. For 15mm figures you may want to reduce that a bit. bazookas. However. You can make this to whatever length you want. The strain for the defender is when to start engaging the enemy with their limited resources. On a roll of a five or six move your game clock forward by ten minutes. Measurement In Company Commander you do not have to use a regular ruler to determine precise measurements. or other weapons. I suggest though. each figure or vehicle represents one actual combatant. Meeting the defender head on allows him to dictate the direction of the battle and probably your defeat. Most weapons have a Line of Sight range.

These characteristics are defined below. I use metal ¾” washers for my plastic and lead 20mm figures. as well as a ten sided die (commonly referred to as a d10). Lmgs. A value of 1-10 is used with 5 being your average grunt. When your troops reach this they start falling apart. Further casualties will reduce it by two (the penalties are not cumulative).25"x1.Basing When playing Company Commander you may choose to play with your miniatures mounted individually or on bases. Each player should have several of each type available. Mortars and Infantry anti-tank weapons should be mounted separately.e. The percentage is applied to each command at the platoon level. When these units reach their established Exhaustion levels. Gurkhas. what-ifs or hypothetical.  Several six and a few ten sided dice referred to as d6 and d10 from now on.5"x1. Defining the Troops Several characteristics need to be defined for our troops before the game starts. You can make each stand represent @ half section/squad or fire-team. Alternately just say that each stand can take 4 or 5 hits (depending on the actual TO&E you are using). Morale Morale is a rating that will decide how well your troops will hold up to the stress and strains of combat.  Figures and vehicles for the era you are going to fight. But if they are engaged (when Dice Company Commander uses a standard six sided die (commonly referred to as a d6).5" stands. That way I can place them on stands that have magnets to make for easier movement and fire arc determination. Exhaustion Your platoons each have a fatigue level which can be determined by using the guidelines below. Probably on a stand half as wide as a regular stand. Gpmgs. Example: Waffen SS. Or in some cases define the lack of capabilities. These characteristics define the capabilities of our troops. A typical basing convention is 1. while some Italian or impressed foreign troops defending the Atlantic Wall might be a three or four. If you are going to use stands any size is fine. . You can still mark individual hits if you want.  A playing surface  Markers to show the status of certain conditions in the game (i. The scenario will dictate force composition and the terrain needed. the command is penalized by lowering the morale level by one. But usually I leave them un-mounted unless fighting a very large battle. Japanese Infantry.25" or 1.  Some type of scenario based on history. The net effect of this is that worn units will be ok if they do not encounter any resistance. These Exhaustion levels are determined for each command before the start of the game. I would only mount vehicles if using 6mm figs. It is up to the player to decide. German Falschirmjager might be a seven or eight. Probably about 6d6 and 6d10 per player will be enough. Suppressions). Hmgs. Starting the Game The following items will need to be acquired before starting to play Company Commander.

Iron Men Troops who are given this are very tough. When they would be removed from the table after a Rally determination roll result of one. Examples: VC Sappers or Marine sniper.exhausted) they will rapidly disintegrate as an effective fighting force. So when that unit has lost 15 men due to suppression or elimination it has reached its Exhaustion level. They receive a +1 to their die roll when making a Rally determination roll. 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. Typically most squads during World War Two were of 8-12 men at full strength. Organization Usually your units will be organized along historical lines. Add a +1 to their die roll. Fast Attack This allows squads or vehicles to rapidly move about the battlefield quickly seizing enemy positions or outflanking their foe. Cause Fear These squads or individuals cause your average grunt to quake in their boots when they move within one bound of them. You can refer to the organizations section for information. . Any percentage that fell within the guidelines below would also have worked as a base percentage for determining the platoon Exhaustion level. They allow you to customize your troops. Subtract 1d6 from the firer. Make an immediate Morale roll for the squad. It functions the same as Light Armor except that they are removed after they have received four hit markers and fail a fifth time. They may move up to three bounds for foot and four for vehicles before halting for that initiative. The third time they fail they are removed as normal. They receive a +2 to their Rally determination roll. If you prefer another level than go ahead and use it. Infiltrate This allows your squads or individuals to move silently closer to the enemy with little chance of detection. Special Abilities The following abilities apply to squads but may also be used for certain types of individuals. Units in action would vary widely from their TO&E's. You may decide to use some or none of these. Light Armor These squads. which allows them to survive a hit that might incapacitate others. These are just guides. individuals or vehicles are equipped with a form of protective gear. Fanatic This is reserved for those troops who ignore fire or casualties that would readily suppress other units. They become much more difficult to eliminate. two or three just mark them with a hit marker. Heavy Armor This is usually reserved for only the toughest vehicles or troops. Example: German Regular Platoon (1941) of 30 men has an Exhaustion level of 50%. Armored platoons consisted of 2-5 tanks at full strength.

Initiative can only be lost by:  Suffering suppression. Repeat steps one and two until the Initiative is lost. Subtract two from their rally roll. They give a – to their 1 opponents die roll in close combat.  Failing to inflict suppression. Sighting is limited in Poor visibility to two bounds. Medic Assigning this ability to an individual allows you to add one to your Rally Determination roll (see sec.  Failing to Rally every member of a group. Professional This ability can be given to squads. Visibility In normal daylight your sight on the tabletop is virtually unlimited. Determine who starts with Initiative before play starts. Rapid Fire Squads that are assigned this ability are able to ‘ Pour it on’ when firing. Examples: Japanese or Ghurka infantry in WW2 or French infantry in WW1 (1914-1915). It is a good idea to maintain . Groups A group is normally a squad/section or its equivalent within the platoon. You cannot see through a terrain feature that has been determined to block LoS. Terrible visibility is reduced to one bound. 2.0 Turn Sequence The sequence of play is very simple in Company Commander. Identify a leader figure. 3. Just do the following: 1. Select the action the group will take. 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.  Passing the Initiative. They receive an extra d6 when rolling to fire. 3.0) 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. In a multi-player game you should allow each player on the side with Initiative to take at least one action (when they have lost it to Op fire or failure at another action) before surrendering it to the other side. They always move a minimum of one bound. You may see any movement within that terrain feature though. 4. They lose a die from ROF when choosing a Shoot action and suffer a minus one when involved in Close Combat. Example: BEF in 1914. Vehicles rated Slow halt immediately when hit.Marksman This ability is only for individuals. Add an extra d6 when firing. It however must be within LoS and a within a bound of a leader to become activated (unless equipped with a radio). Slow Squads or vehicles that are rated Slow move one less bound per move action than regular units. It normally will be the player who is attacking. Think of the soldier in Saving Private Ryan. Shock Troopers This ability transforms your normal squad into real killers up close. Form a group which is LOS and within one bounds distance from that leader.

It may not be a bad idea to mark your squad leaders and assistant squad leaders with a dab of paint. You cannot form a group to move without one. at any point by choosing to use Op fire at the group. marker.squad integrity where possible. So keep your squads together when possible. So if one fires they all do. You lose the initiative after a Fire action if you fail to suppress at least one of your opponent's figures with your fire. If some advance east all will do so. These are referred to as Flexible and Rigid. If no hits are made on the target unit you may fire again after they have moved a further half bound. All figures within that group will take the same action. The rest of your troops may continue their movement as they traced out. They do lose Initiative when some of the moving group is suppressed. 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 only enter/exit from a terrain feature one time per bound. You are not able to select individual targets when firing so this will not be a problem in the game. 4. Fast Attack rated troops and vehicles do move faster. Certain types of armies have an almost inexhaustible supply of them. platoons and squads. Leaders Leaders are an important part of Company Commander. This will readily allow you to identify who is who in the heat of battle. Others do not. extra rock or some other method of identification. This did happen on the field of battle. If you keep moving your group. But you can find yourself in a position where you have bunched up (making a more tempting target) or left some troops behind. As long as your opponent does not achieve suppression you may continue to move them. What is a leader? They are usually Officers and NCOs within your companies. Vehicles and heavy weapons have a 90-degree arc of fire. call in mortar or artillery fire or perform other command-related actions. Remember that a group is only considered moving when it is actually doing so (exception is troops using a Cautious Advance).0 Actions The group you nominate will take one action. A d6 is rolled and results are applied from the chart below: Action Command Action Chart 1 1-4 Success 5-6 Failure . 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. Your opponent may interrupt this Command Action This is the action that you choose to replace a commander. 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). When your troops do suffer suppression those who were hit may only move a single bound from that point. You may form groups from other squads and leaders. 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. Opportunity Fire (Op fire) may interrupt your opponent’movement at any point as s long as the target is within line of sight and arc of fire.

As with a Move action. Vehicles and heavy weapons have a 90-degree arc of fire. They can then fire at any enemy group within LoS and range. A successful roll indicates a second d10 should be rolled. it is only knocked out on a roll of one. Select the group you are attempting to rally. 5. four or five knocks the figure out for the rest of the game. Be aware though. 180 in cover. It then retreats back from the enemy as far as is desired (excluding entering terrain or receiving enemy Op fire). Figures that become suppressed due to enemy fire while charging may fall back up to one bound or stay where they are. two. This second roll is the Rally determination roll. Mark troops with a marker showing their status (CA). 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. Infantry have a 360-degree arc of fire in the open. But you may shoot over troops that are suppressed. lightly wounded or ok. Use the group’RoF plus any s appropriate modifiers. Roll a d10 for each suppressed figure in the group. that your firing will be less accurate when you choose this action. So they are only removed if every figure in the group is KO'd in the same initiative. Retreat Action A group that begins its move inside a terrain feature is must make a 180-degree turn . An unsuccessful roll means the status of the figure is unknown at the present time.0 Combat Fire Action (Firing) Select your group to fire. If your figure has the Iron Men ability. single mg or the remnants of the squad. Although your firing will be affected as well. Cautious Advance Action You may advance a distance of up to one bound when choosing this action. it's assumed that another grunt in the squad will move to pick up the special weapon at the earliest opportunity. You receive the cover modifier when fired upon. scared. The group may move a maximum distance of two bounds to do so. You may not shoot through a friendly figure. You can find out their actual status by using a Rally action. three. This may potentially result in a figure with a special weapon being removed. This type of movement may be carried over from turn to turn.Rally Action Remember that troops who are suppressed may be dead. three or four. 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. two or three. It may not be fired upon when making the pivot/movement until it exits the initial terrain feature that it originated in. This is usually a squad/section. Charge A group may use the Charge action to attempt to move into contact with their opponent and enter into close combat. A successful roll is the morale value or less. However. You lose the initiative after a Rally action if you do not succeed in rallying every figure. at the start of its movement. You may NOT use a Rally action when troops are engaged in close combat. A result of one. the charging models may be interrupted at any point along their move to be fired at with Op fire. two. A Fanatic would be removed on a one. The same criterion used for selecting a Move action is also used in a Fire action.

Two have smg's the rest are armed with Garand rifles. For each of these figures roll the number of dice you calculated. bunker or something similar. (Assault Weapon). foxhole. Each fire must be resolved individually as one action each. 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 +1 die +1 die +1 die -1 die -1 die -1 die -1 die -2 dice -1 die Roll to Hit Your base number that you need to roll is a 5 or 6 on a dice to score a hit. 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). you can target them if they do so. . The following table shows the “ hit” to modifiers which may apply to a given firing action. 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 Firing (Armored Fighting Vehicles) When armor is being activated as a group it may fire with all of the groups mg's in a fire phase. But firing the main gun is still performed and resolved as one action per weapon. you target a single. separate enemy group that occupies about a quarter of a ruler in length or less. All of the modifiers add or subtract the Cover Your group is in cover if it is in a terrain feature. Determine how many figures are in the target group. Someone who charges an entire platoon out in the open under direct fire deserves what they get! And yes. 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. Example: You have a group of six soldiers. How do you select a target group? This can sometimes be a little tricky.The process is the same for Op fire. Sometimes this may be a larger target. Example: Four Panther's decide to engage a group of Sherman's with their main guns. number of dice shown available to the group taking the firing action. Basically. All of the modifiers add or subtract from the “ hit” rolls. Atgm's may Op fire. building. -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. If the Panthers had been engaging infantry they could have used their mg's together and received a modifier for three or more of the same weapon firing. The score you need to roll may change for more complicated targets.

Suppression If you roll the required dice score you have achieved a Suppression. The platoon commander and one other tank have not yet moved. It may not be fired upon or charged. 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. 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. Unsuppressed troops whom are still alive and unengaged by . 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. 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. the hit may cause suppression on the crew or possibly damage to the vehicle. A Slow rating means movement ends immediately. Mixed Vehicle-Infantry Groups There may be situations where you decide to mix some vehicles with your groundpounders. Panzerfaust. Penetration If the target you hit is armored. grenades. 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. Until you choose a Rally Close Combat Troops who are next to enemy figures will engage them with fire. Each vehicle must complete their movement if the group leader has been hit. Law etc. If your total is equal to or more than your opponent. They may not combine fire in a Fire action. Add your figures or vehicles weapon penetration rating.Hidden A squad is hidden if is located within a terrain feature and has not moved or fired. Vehicles-Groups At times you may be moving a group of vehicles when one of them is hit. If using a weapon that's rated as One Shot (i. Especially.) you need to refer to Chart #10. s which achieve a hit. the Total = Defender’ s Armor row is always used on the Penetration Table. when facing Heavy Machine guns. If your weapon does not have a penetration rating just roll the d6 with no additional modifiers. A group leader must still be selected for them (either in the vehicle or the Infantry). Vehicles or troops rated Fast may move an additional bound over there normal movement. bayonets and whatever else is at hand. This will allow you to put those American or Soviet tank riders in action as well as having infantry advancing simultaneously with your armor to search out enemy AT threats. and is attacked frontally by Atgm’ Rpg’ or Law’ s.e. This is permissible. This applies to infantry as well. But they may move together. Figures may receive multiple suppressions during a single Fire action from its opponent. action you are not certain of what has happened to them. s. When your target is armored with Reactive or Chobham armor. Apply an appropriate marker to the figure in question. then you roll a die.

Armor Penetration If you hit and penetrate a vehicle consult the chart below. The vehicle may rotate on the spot by any amount. Suppressed troops may do nothing but fight when locked in Close Combat. provided there is room for it to turn. Vehicles may unload/load troops at the end or start of their Move action. If your opponent has figures that have your vehicle in view. Roll higher than your opponent and the loser is removed from the table. Outnumbered troops who eliminate their primary opponent will continue to fight the assisting ones until its opponents are removed or a tie results. Larger caliber weapons may not be fired at the same time.0 Armor Vehicle Move Action Vehicles may perform up to one 90degree turn at the start of their move. Suppressed figures will defend themselves. Both players roll 1d6 for each figure engaged in close combat. If your vehicle both turns and moves. They may not combine that with a firing a machine gun. it may only move a distance of up to one bound. That would be a separate action. Vehicle Fire Action A vehicle may fire a heavy weapon at any target within 90 degrees of the direction it is facing. the enemy may fire once for each action. To do anything else they must first rally. If the vehicle is moving in reverse. Ties must be resolved in another action. They may then move up to three bounds for each Move action taken. They will just have the odds stacked against them. Bonuses marked * are not cumulative. It is assumed that in the swirling chaos of close combat no effective fire could be laid down to prevent them from escaping. Atgm armed vehicles may Opportunity fire. Close Combat will continue until the attacker has no opponents facing each soldier or he gotten a tie 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. 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. Their opponent may not use Op fire on them. You may make the turn either at the start or end of a Move action. Initiative is only lost by the attacker IF. A vehicle that has an integral machine gun may fire it during the vehicles movement. Previously suppressed troops are removed after one round of Close Combat. +1 +1 +1 +1 +1 +2 -2 +2 Vehicle Turn Action A vehicle may only change it’facing s after its free initial 90-degree turn if it takes a Move action and performs a turn. they may fire at it as if it moved. they do not suppress at least one opponent during each Close Combat action. Modified die roll Equals defender armor D6 for effect 1 = crew suppressed 2-6 = no effect .

When rolling to hit the target. 8. roll as if you were shooting with a weapon with a ROF the same as the weapon's blast rating. If you are within one bound of and have LOS to a command figure or stand you may perform actions as desired. Flexible armies can replace Platoon Leaders applying a -1 to their Command roll. 7. Replacing Fallen Leaders When Leaders are removed from the game the leader left on the table may replace them using a Command action. Locate the target point for the mortar round. Roll to hit the target as per normal. Although there are NCOs and Officers present within squads they are not trained or inclined to exercise initiative. Flexible Armies. Explosive Weapons Explosive shells explode on impact scattering fragments and debris over a wide area. If it does deviate roll a d3. two or three bounds away. They are assumed to always have a replacement at the squad/section level. Rigid armies (may only replace Platoon Leaders) receive a +2 to their Command roll. s They typically may deploy and maneuver with few problems.0 Optional Rules Once you become comfortable with the game mechanics you may want to give some or all of these rules a try. If the die shows deviation then move your target point in that direction. In Rigid armies only Platoon Commanders or higher (including Political . Moving in the direction on your die move your target point one.0. Use a circular template (between four and six inches in diameter-the GW one comes in handy) and center it over the target group. Company Commanders are not normally replaced in a Company Commander game. This will be your new target point. Any Vehicle receiving a second consecutive Crew Suppressed result MUST retire at least one bounds distance. They may be placed within one bound of any unengaged and unsuppressed squad in the platoon on the next action. Often times Political Officers or Commissars or their equivalents are added to help alleviate the problem. may utilize their Squad/Section Commanders and or Nco’to meet the requirements of 7. There are two types of armies in Company Commander. Roll for deviation (I use a GW scatter die but whatever way you choose is fine). which are rated as FLEXIBLE. Rigid These types of armies are much more restricted in their maneuvering and deployment.0 Command & Control Command and control in Company Commander is simple.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. Those rated as FLEXIBLE or RIGID.0 are met.

Use a Command action (Chart #1) to call in mortar fire. however any . 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. I would use a four inch or less diameter circular template. The following table shows available air support from 1962 to the present. Only one barrage may be called in per initiative. Attacks MUST be made consecutively. Deviation is per Explosive Weapons (section 8. To see if the smoke dissipates roll a D6 on the next initiative. If unsuccessful roll again the next initiative. Add +2 to the armor value for mid to later WW II aircraft. Before it arrives nominate its arrival point on the board. Superior aircraft add one to the armor value. Failure DOES result in the loss of initiative. You may determine the angle after the aircraft has arrived. 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. The mortar fire falls at the end of your opponent’ s next initiative. Mortar fire may only deviate up to one bound. The aircraft must then move in a straight line from this location until it leaves the board. Only Platoon commanders or Forward observers may call in mortar fire. You may request one Mortar barrage each turn. The following table shows available air support from WW II until 1962. etc Chart 8 DIE Roll Aircraft Type PEN Blast Armor Post 1960 Artillery Artillery was used during this period in a way that allows its inclusion in Company Commander. Puff.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). Do not call in artillery Inferior aircraft subtract one from the armor value. 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. fire close to your own troops! Artillery has a blast rating of ten. Each firing is one smoke round (done as a fire action).0). The following table is used when attempting to call in artillery: Die Roll 1-2 3-4 5 6 Chart 6 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. Smoke will count as a terrain feature. Barrages may be cancelled any time before the initiative in which they arrive. 5 8 Spooky. A roll of a 4-6 means it disappears.

vehicles or artillery.0). When opponents enter roll as a ROF 2 with a d6 as if Firing. They have a range of one bound. Results are the same as per the Armor Penetration Chart #5. AA Value 4 5 6 7 10 8 10 Cavalry Some of your squads or platoons may be mounted. only a single air mission may be on the table at a time. Other results are same as per vehicles. Anti-Aircraft Fire Infantry small arms and RPG fire or its equivalent may only be done within two bounds of the target. However. Booby Traps These may be marked secretly on a sketch map or tell your referee. Fire may be directed at an opposing aircraft IF the following are met: 1. do not need to be called in to enter the board. It is in the weapons arc of fire. Their next action. A 5 or 6 will result in a potential along the flight path may be engaged. If friendly troops are present along that flight path a D6 must be rolled. Flamethrowers If a figure is armed with a flamethrower and it has a target within LOS and range it will always hit. That includes friendly ones. Roll a D6. Rotor aircraft must retire at least two and up to four bounds distance. RPGs AA guns (larger caliber) Shoulder fired AA missiles Vehicle fired AA missiles Chart 9 Helicopters. Choppers that intend to land or take off may only move vertically in that particular action. 8. Subtract one from troops rated as Infiltrators. A 5 or 6 will cause an immediate attack to be made upon that target. Helos may also fire mg’ s when they move similar to armor. Typically these units would dismount when facing combat. So don't make attacks close to your own troops! Once its attacks are exhausted the aircraft exits the table. This was prevalent in the Soviet Union and the Balkans during World War Two. They are treated just like regular vehicles (sec. Air Support requests may be cancelled at any time before the initiative in which they arrive. They also have some additional movement restrictions when landing or taking off. Firing heavier weapons would require a separate action. Usually. Weapon Type Infantry small arms Lmgs Mmgs/Hmgs AA guns (lower caliber). Flame-throwers do not need to roll for penetration. move troops. They always penetrate. They will have high attrition in a combat situation if you remain Transport Helicopters . may then be a move. Vehicle mounted ones have a two bound range. Hidden troops may not be fired on. LOS to aircraft or present in the same terrain feature. Treat Crew suppressed Results as forcing fixed wing aircraft to retire from the tabletop. Troops that disembark are placed beside the chopper. if possible. Add the result to the AA value below. 2. they may also load or unload when they do so. which are used as a means to evacuate wounded. Only one trap may be deployed within a single terrain feature. So if you were coming into a landing zone that initiative you could land and unload your chopper in one action. A 1-4 means they were ignored.

These actions ARE considered movement. Vehicles may communicate as a group if they are equipped with radios. Company Commander has traveled a long road. Air cushioned or hovercraft would be able to avoid rough terrain.0 Scenarios 10. To see how many actions it takes to set up check the weapons charts for the number in parenthesis. See the Near future sheets for more information. Vietnam and The SovietAfghan War. Radios Leaders who use radios may form groups with any troops who also have radios and are in LOS. Power armor and super heavy vehicles could be handled by using the Light and Heavy . These are in my s opinion one of the BEST World War two sets every written and he has set the bar very high with them. there were some troops that would use or strap explosives to their bodies to destroy their opponent. Suicide Troops Historically. When calculating the damage effect these troops have use a four inch or less circular template. Like most rule sets they are an amalgamation of ideas from a wide variety of sources and people combined with my own thoughts. Some of those ideas have found their way into Company Commander.0 Designer Notes Well. 9. How well I achieved that is for you to decide. the greatest influence on the rules was Arty Conliffe’Crossfire. They also may not form together as a group unless they can communicate. The Japanese during World War Two did so. The Falklands and current actions in Afghanistan and Iraq. If attacking armored targets use a penetration value of 8. They are easier targets to hit. Hats off to all those authors out there! I have also benefited from the thoughts of a wide variety of folks on various Yahoo groups. I just was looking for a more tactically oriented game to use with mechanics that were that dynamic. They have the FAST advantage. I am pleased with its final form. Weapon systems should not be any problem. What Wars are the rules suitable for? The rules are designed to be used for World War Two. I cannot claim to have created all of the concepts and ideas that are included in the rules. Korea. Near Future Settings I have begun to realize that Company Commander has potential to be used in a Near Future setting (like Jon Tuffley’wonderful s Stargrunt 2 rules). The Spanish Civil War. That does not mean that they can’be used for other actions more current or t further in the past. If attacking Soft targets use a Rof of 3. There are a huge amount of rule sets on the internet. I know that some folks use them for World War One.mounted. The characteristics are readily transferable. If you have questions about Company Commander or need Heavy Weapons Assembly / Breakdown Heavy weapons require an extra move action to set up and prepare to fire. armor stats. I am especially thankful for those on the Company Commander and Crossfire lists. Infantry Atgm's require two actions to set up and be ready to fire. Thanks guys! Obviously.

0 Tables This section includes all of the information required to play Company Commander. But if he just races down the road he will certainly pay the price for doing so. Rumanians. Just remember to try and use tactics that were historically used successfully. t What size games are the rules really suitable for? I think that each player can handle a platoon to a Company. First amongst those has been Ed Lizak. last bullet (excluding perhaps the Japanese). There are certain individuals whose contribution to Company Commander has been important and or ongoing. I know others who use magnets to for their individually mounted troops and mount them on squad stands. There are some things that players may find very different from their other WW2 rule sets. He has helped to develop some of the better ideas here. Level 30-50% 40-60% 50-60% . His input has been great and without him the rules would never have been completed. Armor obviously plays an important roll in the game. It is how well you use and deploy them that will help determine your victory on the tabletop. The rest tbd… Exhaustion The Exhaustion levels in the following tables are organized by era and nationality. Level Army Regulars – Early & mid war Army Regulars – Late war Volksturm Elites Allied Troops – Czechs. You will see that meeting actions are not the most exciting in these rules.French Troop Type Early war Late war Elites 40-60% 30-60% 25-70% 50-80% 25-50% Ex. I really believe your table space will dictate how many toys you want to put on the table. use whatever works for you. That might mean two platoons of infantry (about thirty to sixty infantry) and a platoon of Afv’three to five s strong. There is a reason that mg’ s formulated Infantry tactics during WW2 and later. You will find that having large numbers of lower grade infantry will not allow you to steamroll your opponent. 11. World War II . The Exhaustion rules force players to not fight to last man. 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. Attackers versus defender battles are dynamic! We always have the defender deploy hidden on a sketch map. World War II . Players who use proper tactics will see their tanks roll forward. I have seen it too many times. Fail to support your armor with infantry and watch them get knocked out. I am at both places. I address stand sizes in the first part of the rules. I know. I use individually mounted figures in my games.something rated up just email me or join the Yahoo group for answers.German Troop Type Ex. etc. You won’go too far astray by doing so. Really. This means that battles on the Eastern front can be readily done. The battlefield tension this creates is really great! The attacker has the benefit of greater numbers and axis of attack. Push your troops past their point of Exhaustion and watch them crumble. Another factor that players are sometimes slower to grasp is how deadly machinegun fire is.

Level 30-60% 40-60% 40-50% 40-70% 50-80% World War II – Other Allies Troop Type Ex.Soviets 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% 40-70% 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 Early war Mid war Late war Guards World War II . Level All 30-60% World War II – Other Axis Troop Type Ex. etc.US Troop Type Early war Mid war Late war Elites Ex.World War II . Canadians. Elites Ex. Level 30-60% 40-60% 30-60% 40-80% 30-50% 40-60% 40-60% 40-70% UN Forces US Regulars US Marines US Elites .Italians Troop Type Ex.UK Troop Type Early war Mid war Late war Anzacs. Level 30-50% 40-60% 20-50% 50-80% Falkland’War s Troop Type Argentina UK Regulars UK Elites Korean War Troop Type ROK ROK Elites North Korean Chinese Ex. Level Regulars Elites 60-90% 60-100% World War II . Level All 30-60% World War II .

etc. which does not count as movement.Commander. 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% Limited range Heavy Energy Minimum range Point blank range Short Range Single shot Atgm Weapon Types Various weapon types and effects will be encountered during a game of Company Chart 10 Infantry / Vehicle Data Commonwealth Infantry Weapons RoF PEN Blast Notes 2 4 Weapon Lee Enfield Rifle Bren LMG . Weapon rolls 1d6 each time it’ s fired. Cannot fire at less than the specified range. A 6 results in the weapon being out of ammo. Usually cannot fire at less than specified range.Elites Russians German – Early and mid war German – Late war Austrians Italians US Japanese Ex. World War I Troop Type BEF – Early and mid war BEF – Late war Anzacs. Has a range of one bound. Has a range of one bound. all weapons have an unlimited range. Requires more than one Move action to be ready to fire. Has a range of two bounds. Also inflicts a – to Rally determination 2 rolls. limited only by LoS. and it may not be fired again. Provides a bonus in close combat. The following table shows these weapons. Unless specified otherwise in the table. Also requires two actions to set up. Weapon Type Assault Effects Has a range of one bound. Has a range of one bound. France – Early and mid war France – Late war France . along with their effects. Also may Op fire. Canadians.

Short Range Assault Weapon. MG 75mm L/40.Sten SMG Revolver 2” Mortar Boys A/T Rifle PIAT 4 2 1 2 1 4 7 5 Assault Weapon. 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 . 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. 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).

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 German Guns/Mg’ s PEN Blast 4 6 7 8 6 8 9 9 10 16 2 3 4 4 5 5 5 5 5 7 Notes . Limited Range (2) (2) 4 7 10 8 6 6 Assault Weapon.Humber AC M3 Honey Comet Boys A/T Rifle or MG 37mm (US chart) 77mm 9/9/8 10/10/9 12/11/10 Fast Fast Slow 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. Short Range Assault Weapon. Short Range Short Range.

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 .80mm GW 34 120mm GW43 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.

Short Range Assault Weapon. 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 . 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). Short Range Assault Weapon.Pak 40 A/T gun 75mm L/48 (3) Weapon Rifle LMG PPS 43 PPSh 41 Tokarev PTRD A/T Rifle RoF 2 4 5 5 3 1 Soviet Infantry Weapons PEN Blast Notes Assault Weapon.

30” LMG RoF 3 1 2 4 5 US Infantry Weapons PEN Blast 5 Notes Short Range .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.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.

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 US Guns/Mg’ s PEN Blast Notes (2) (2) 6 7 7 8 9 3 3 4 4 5 4 5 (2). Short Range Assault Weapon. Short Range Short Range Short Range Assault Weapon.M1 Thompson SMG M3 Grease Gun M1 Carbine M2 Carbine Pistol M1 Bazooka 5 4 3 5 3 1 7 4 Assault Weapon. 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 . Minimum Range – one bound (2).

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 French Guns/Mg’ s PEN Blast 5 6 4 5 6 6 3 4 3 3 4 5 3 4 Notes (2) (2) (3) (3). Minimum Range – two bounds (3).M3 Lee/Grant M1 57mm A/T gun 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 Slow Slow Slow . Minimum Range – two bounds Vehicle H 35 H 39 Char B1 Fcm 36 Char D1 Char D2 French Vehicles Armament Armor 37mm Sa 18 37mm Sa38 75mm. 37mm 57mm L/53 12/11/10 (3) Weapon Rifle Grenade Launcher M1 Thompson SMG Chatellerault LMG RoF 2 1 5 4 French Infantry Weapons PEN Blast Notes 3 Short Range Assault Weapon.

Renault FT17 Somua 37mm Sa18 47mm 9/9/8 11/10/9 Weapon Beretta Model 34 pistol Model 1891 Rifle Moschetto SMG RoF 4 2 4 Italian Infantry Weapons PEN Blast Notes Short Range Assault Weapon. Minimum Range – two bounds Vehicle Carro Armato M15/42 Semovente M41 Td Auto Blinda 40 Auto Blinda 41 Carro Armato L3-35 Carro Armato L6-40 Notes . Short Range Italian Guns/Mg’ s PEN Blast 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 (3).

Carro Armato M11-39 Carro Armato M13-40 Semovente L40 Td 37mm 47mm 47mm 10/9/8 11/10/9 11/9/8 Weapon Type 14 Nambu pistol Type 38 6.7mm Rifle RoF 3 2 2 Japanese Infantry Weapons PEN Blast Notes Short Range 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 Japanese Guns/Mg’ s PEN Blast Notes (2) (2) 3 4 5 7 5 6 10 3 4 3 4 4 Minimum Range – one bound Short Range (2) Single Shot – remove team if successful Vehicle Type 97 Chi Ha Type 89 Chi Ro Type 94 Type 97 Te Ke 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 .5mm Rifle Type 99 7.

Type 95 Ha Go Type 97 Shinoto 37mm 47mm 9/9/8 10/10/9 .

Sign up to vote on this title
UsefulNot useful