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COMPANY COMMANDER 20 TH and 21 ST Century Skirmish Wargame Rules

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Page 1: Company Commander 1.7d

COMPANYCOMMANDER

20TH and 21ST Century Skirmish Wargame Rules

Page 2: Company Commander 1.7d

Credits & Acknowledgements

Written and Designed by:John Leahy

Edited by:X. Xxxxx

Playtesting:Ed Lizak

Page 3: Company Commander 1.7d

Table of Contents1.0 Introduction………………………...xx2.0 Terminology & Concepts….………xx

Scale………………………………xxBasing…………………………….xxStarting the Game……………….xxMorale……………………………xxTime………………………………xxCharacteristics…………………...xxExhaustion……………………….xxOrganization……………………..xx

3.0 Turn Sequence……………………...xxMeasurement…………………….xxVisibility………………………….xxGroups……………………………xxLeaders…………………………...xx

4.0 Actions………………………………xxMove Action……………………..xxFire Action……………………….xxRally Action……………………...xxCautious Advance………………xxRetreat……………………………xxCharge……………………………xx

5.0 Combat……………………………...xxFiring……………………………..xxArmor…………………………….xxRoll to Hit………………………...xx

Cover………………………xxHidden…………………….xx

Suppression……………………...xxDetermining Penetration……….xxDamage…………………………..xxVehicles-Groups…………………xxVehicles-Infantry Mixed Groups……………………………xxClose Combat……………………xx

6.0 Armor……………………………….xxVehicle Move Actions…………..xxVehicle Turn Actions……………xxVehicle Fire Actions…………….xxArmor Penetration………………xx

7.0 Command and Control……………xxFlexible…………………………...xxRigid……………………………...xxReplacing Fallen Leaders……….xx

8.0 Optional Rules……………………...xxExplosive Weapons……………..xxMortar Fire……………………….xxSmoke…………………………….xxPost 1960 Artillery………………xxAnti-Aircraft Fire………………..xxTransport Helicopters…………..xxFlamethrowers…………………..xxBooby traps………………………xxCavalry…………………………...xxRadios…………………………….xxHeavy Weapons Assembly / Breakdown……………………….xxSuicide Troops…………………...xxNear Future Settings……………xx

9.0 Scenarios…………………………….xx10.0 Designer Notes……………………xx11.0 Tables………………………………xx

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1.0 IntroductionAfter 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 it’s time that you take charge in Company Commander.

2.0 Terminology & Concepts

There will be certain terms and concepts throughout the game that you will need to become familiar with. Most weapons have no limit except line of sight (LoS) for their firing on the tabletop. A Bound is a measure of how far units move with one Move action (you decide if it's six, twelve or even eighteen or more inches/centimeters). Artillery and mortar fire is represented within these rules. However, at this scale it is believed that the artillery barrage usually has either already happened or the game ends as it starts. Suppression is what happens if you are able to achieve a hit when you fire at your opponent. Opportunity Fire (Op fire) may interrupt your opponent’s movement at any point. Achieving suppression will steal the initiative from your opponent. Initiative is when you are the player who has the option to choose any action. Being able to combine a string of consecutive Initiatives will allow you to outmaneuver your opponent. It will increase your chances of winning the scenario you are fighting. Just remember, real tactics work! Command and control is a little different from other games. When your squad or platoon leader is forming a group they are not required to move with the group. In fact if everyone has radio contact he may choose to not move at all if he is in LoS. This can be very important when deciding to send out scouts or point men. When I run games of CC I always try to emphasize the lethality of weapons (especially mg’s) in the game to new players. The first few games that Ed and I played found both of us sending entire squads across open ground without using a Cautious Advance. The end result was that my Soviets lost a platoon to Ed’s hidden Mg 42’s in just a couple of initiatives. Another thing you will find using Company Commander is that meeting

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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!

ScalesMiniatures

Typically, each figure or vehicle represents one actual combatant. As a general rule, it doesn’t matter what your typical grunt 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

flamethrowers, bazookas, etc., it’s probably 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.

GroundBecause bounds can be variable,

according to the taste of the players, no specific ground scale has been adopted.

MeasurementIn 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.

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BasingWhen playing Company Commander

you may choose to play with your miniatures mounted individually or on bases. I use metal ¾” 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.

DiceCompany 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.

Starting the GameThe following items will need to be

acquired before starting to play Company Commander.

A playing surface Markers to show the status of certain

conditions in the game (i.e. Suppressions).

Figures and vehicles for the era you are going to fight.

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.

Defining the TroopsSeveral characteristics need to be

defined for our troops before the game starts. These characteristics define the capabilities of our troops. Or in some cases define the lack of capabilities. These characteristics are defined below.

Morale Morale is a rating that will decide how

well your troops will hold up to the stress and strains of combat. A value of 1-10 is used with 5 being your average grunt. Example: Waffen SS, Gurkhas, Japanese Infantry, German Falschirmjager might be a seven or eight, while some Italian or impressed foreign troops defending the Atlantic Wall might be a three or four.

ExhaustionYour platoons each have a fatigue level

which can be determined by using the guidelines below. When your troops reach this they start falling apart. These Exhaustion levels are determined for each command before the start of the game. The percentage is applied to each command at the platoon level. When these units reach their established Exhaustionlevels, the command is penalized by lowering the morale level by one. Further casualties will reduce it by two (the penalties are not cumulative). The net effect of this is that worn units will be ok if they do not encounter any resistance. But if they are engaged (when

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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.

OrganizationUsually 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 AbilitiesThe 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 FearThese 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 ShotThis allows a squad to fire with greater accuracy. Add a +1 to their die roll.

FanaticThis is reserved for those troops who ignore fire or casualties that would readily suppress other units. They receive a +2 to their Rallydetermination roll.

Fast AttackThis 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 ArmorThis 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.

InfiltrateThis 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 MenTroops 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 ArmorThese squads, individuals or vehicles are equipped with a form of protective gear, which allows them to survive a hit that mightincapacitate 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.

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MarksmanThis ability is only for individuals. Think of the soldier in Saving Private Ryan. Add an extra d6 when firing.

MedicAssigning this ability to an individual allows you to add one to your Rally Determination roll (see sec. 4.0)

Poorly TrainedThis 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.

ProfessionalThis 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 FireSquads 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 TroopersThis ability transforms your normal squad into real killers up close. They give a –1 to their opponents die roll in close combat. Examples: Japanese or Ghurka infantry in WW2 or French infantry in WW1 (1914-1915).

SlowSquads 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.

3.0 Turn SequenceThe sequence of play is very simple in

Company Commander. Just do the following:1. Identify a leader figure. Form a group

which is LOS and within one bounds distance from that leader.

2. Select the action the group will take.3. Repeat steps one and two until the

Initiative is lost.

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. Determinewho starts with Initiative before play starts. It normally will be the player who is attacking. Initiative can only be lost by:

Suffering suppression. Failing to Rally every member of a

group. Failing to inflict suppression. Passing the Initiative.

VisibilityIn 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.

GroupsA 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

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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.

LeadersLeaders 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.

4.0 ActionsThe 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 ActionTrace 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

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 suppressionthose 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 ActionYou 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 opponent’s movement at any point as 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.

Command ActionThis 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 1-4 5-6Command Action Success FailureChart 1

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Rally ActionRemember 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.

Cautious Advance ActionYou may advance a distance of up to

one bound when choosing this action. You receive the cover modifier when fired upon. Although your firing will be affected as well. Mark troops with a marker showing their status (CA). This type of movement may be carried over from turn to turn. Be aware though, that your firing will be less accurate when you choose this action.

Retreat ActionA group that begins its move inside a

terrain feature is must make a 180-degree turn

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).

ChargeA 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 CombatFire 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 Fireaction. Use the group’s RoF plus any 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.

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The process is the same for Op fire. Atgm's mayOp 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.

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. Example: Four Panther's decide to engage a group of Sherman's with their main guns. Each fire must be resolved individually as one action each. 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.

Firing ModifiersThe following table shows the firing

modifiers that may apply to a given firing action. All of the modifiers add or subtract the

number of dice shown available to the group taking the firing action.

Firing ModifiersMinimum of 3 similar weapons firing +1 dieTarget is stationary in the open +1 dieFirer has Rapid Fire +1 dieTarget is in cover -1 dieFiring group is Poorly Trained -1 diePoor visibility -1 dieFiring while performing Cautious Advance

-1 die

Terrible visibility -2 diceFiring at unit which has Infiltrate -1 dieChart 2Roll 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 “to hit” modifiers which may apply to a given firing action. All of the modifiers add or subtract from the “to hit” die rolls.

“To hit” ModifiersFiring at unit in cover -1Firing at suppressed unit -2Firing while performing Cautious Advance

-1

Firers are Crack Shots +1Firer is a Marksman +2Explosive blast -1 Firing at small vehicle or cavalry +1Firing at medium vehicle +2Firing at large vehicle +3Chart 3Cover

Your group is in cover if it is in a terrain feature, building, foxhole, bunker or something similar.

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HiddenA squad is hidden if is located within a

terrain feature and has not moved or fired. It may not be fired upon or charged.

SuppressionIf 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.

PenetrationIf 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’s, Rpg’s, or Law’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.

DamageWhen 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

action you are not certain of what has happened to them.

Vehicles-GroupsAt 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.

Mixed Vehicle-Infantry GroupsThere may be situations where you

decide to mix some vehicles with your ground-pounders. This is permissible. A group leader must still be selected for them (either in the vehicle or the Infantry). They may not combine fire in a Fire action. But they may move together. 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.

Close CombatTroops 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

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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 ModifiersDefending unit in terrain feature +1 Charging +1 Figure is Shock Trooper +1 Two attackers versus one defender* +1 Armed with Assault Weapon +1 Three attackers versus one defender* +2Unarmed -2 Defender suppressed +2Chart 4

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.

6.0 ArmorVehicle Move Action

Vehicles may perform up to one 90-degree 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.

Vehicle Turn ActionA vehicle may only change it’s facing

after its free initial 90-degree turn if it takes a Move action and performs a turn. The vehicle may rotate on the spot by any amount, provided there is room for it to turn. You may make the turn either at the start or end of a Move action. If your opponent has figures that have your vehicle in view, they may fire at it as if it moved. If your vehicle both turns and moves, the enemy may fire once for each action.

Vehicle Fire ActionA vehicle may fire a heavy weapon at

any target within 90 degrees of the direction it is facing. A vehicle that has an integral machine gun may fire it during the vehicles movement. Larger caliber weapons may not be fired at the same time. Atgm armed vehicles may Opportunity fire.

Armor PenetrationIf you hit and penetrate a vehicle consult the chart below.

Modified die roll D6 for effectEquals defender armor

1 = crew suppressed2-6 = no effect

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Exceeds defender armor by one

1 = vehicle KO2-3 = crew suppressed4-6 = no effect

Exceeds defender armor by two

1-2 = vehicle KO3-4 = crew suppressed5-6 = no effect

Exceeds defender armor by three

1-3 = vehicle KO4-5 = crew suppressed6 = no effect

Chart 5Any Vehicle receiving a second consecutive Crew Suppressed result MUST retire at least one bounds distance.

7.0 Command & ControlCommand and control in Company

Commander is simple. If you are within one bound of and have LOS to a command figure or stand you may perform actions as desired. There are two types of armies in Company Commander. Those rated as FLEXIBLE or RIGID.

FlexibleArmies, which are rated as FLEXIBLE,

may utilize their Squad/Section Commanders and or Nco’s to meet the requirements of 7.0. They typically may deploy and maneuver with few problems.

RigidThese 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

Officers) may be used to determine if the requirements listed in section 7.0 are met.

Replacing Fallen LeadersWhen Leaders are removed from the

game the leader left on the table may replace them using a Command action. Flexible armies can replace Platoon Leaders applying a -1 to their Command roll. 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. Company Commanders are not normally replaced in a Company Commandergame. They may be placed within one bound of any unengaged and unsuppressed squad in the platoon on the next action.

8.0 Optional RulesOnce you become comfortable with the

game mechanics you may want to give some or all of these rules a try.

Explosive WeaponsExplosive 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 boundsaway. 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.

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Mortar FireThese 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.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 fireaction). 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.

Post 1960 ArtilleryArtillery was used during this period in

a way that allows its inclusion in Company Commander. The following table is used when attempting to call in artillery:

Die Roll Delay in Initiatives1-2 Request did not get through3-4 Three 5 Two6 Next InitiativeChart 6

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

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.

DieRoll

Aircraft AttacksPer

aircraft

RoF PEN Blast Armor

1-3 No air support available4-5 Fighter

Bomber2 6 20 8 10

6 Fighter 4 4 14 - 9Chart 7

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.

DIE Roll

AircraftType

AttacksPer

Aircraft

RoF PEN Blast Armor

1 No air support available2 Fighter 3 4 18 - 123 Fighter

Bomber2 6 24 8 14

4 Chopper 4 6 16 6 105 Chopper

Gunship4 8 24 8 12

6 AC-130,Spooky,Puff, etc

5 8 20 4 12

Chart 8Inferior 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

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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 theaircraft 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 suppressedResults 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 AA ValueInfantry small arms 4Lmgs 5Mmgs/Hmgs 6AA guns (lower caliber), RPGs 7AA guns (larger caliber) 10Shoulder fired AA missiles 8Vehicle fired AA missiles 10

Chart 9Transport Helicopters

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.

FlamethrowersIf a figure is armed with a flame-

thrower 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 TrapsThese 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.

CavalrySome 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

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mounted. They are easier targets to hit. They have the FAST advantage.

RadiosLeaders 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.Heavy Weapons Assembly / Breakdown

Heavy weapons require an extra move action to set up and prepare to fire. Infantry Atgm's require two actions to set up and be ready to fire. These actions ARE considered movement. To see how many actions it takes to set up check the weapons charts for the number in parenthesis.

Suicide TroopsHistorically, 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.

Near Future Settings I have begun to realize that Company

Commander has potential to be used in a Near Future setting (like Jon Tuffley’s wonderful Stargrunt 2 rules). The characteristics are readily transferable. Weapon systems should not be any problem. Air cushioned or hovercraft would be able to avoid rough terrain. Power armor and super heavy vehicles could be handled by using the Light and Heavy

armor stats. See the Near future sheets for more information.

9.0 Scenarios

10.0 Designer NotesWell, Company Commander has

traveled a long road. I am pleased with its final form. I cannot claim to have created all of the concepts and ideas that are included in the rules. Like most rule sets they are an amalgamation of ideas from a wide variety of sources and people combined with my own thoughts. There are a huge amount of rule sets on the internet. Some of those ideas have found their way into Company Commander. 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 am especially thankful for those on the Company Commander and Crossfire lists. Thanks guys! Obviously, the greatest influence on the rules was Arty Conliffe’s Crossfire. These are in my opinion one of the BEST World War two sets every written and he has set the bar very high with them. I just was looking for a more tactically oriented game to use with mechanics that were that dynamic. How well I achieved that is for you to decide.

What Wars are the rules suitable for? The rules are designed to be used for World War Two, Korea, Vietnam and The Soviet-Afghan War. That does not mean that they can’t be used for other actions more current or further in the past. I know that some folks use them for World War One, The Spanish Civil War, The Falklands and current actions in Afghanistan and Iraq. If you have questions about Company Commander or need

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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 won’t go too far astray by doing so.

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 Afv’s three to five 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 TablesThis section includes all of the

information required to play Company Commander. The rest tbd…

ExhaustionThe Exhaustion levels in the following

tables are organized by era and nationality.

World War II - GermanTroop Type Ex. LevelArmy Regulars – Early & mid war

40-60%

Army Regulars – Late war 30-60%Volksturm 25-70%Elites 50-80%Allied Troops – Czechs, Rumanians, etc.

25-50%

World War II - FrenchTroop Type Ex. LevelEarly war 30-50%Late war 40-60%Elites 50-60%

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World War II - UKTroop Type Ex. LevelEarly war 30-60%Mid war 40-60%Late war 40-50%Anzacs, Canadians, etc. 40-70%Elites 50-80%

World War II - ItaliansTroop Type Ex. LevelRegulars 30-50%Black Shirts 25-50%Elites 40-60%

World War II - JapaneseTroop Type Ex. LevelRegulars 60-90%Elites 60-100%

World War II - SovietsTroop Type Ex. LevelEarly war 30-50%Mid war 40-60%Late war 40-60%Guards 40-70%

World War II - USTroop Type Ex. LevelEarly war 30-60%Mid war 40-60%Late war 30-60%Elites 40-80%

World War II – Other AlliesTroop Type Ex. LevelAll 30-60%

World War II – Other AxisTroop Type Ex. LevelAll 30-60%

Afghan War – 1980’sTroop Type Ex. LevelSoviet Regulars 30-50%Soviet Elites 40-60%DRA 20-50%Muja’s 50-80%

Falkland’s WarTroop Type Ex. LevelArgentina 30-50%UK Regulars 40-60%UK Elites 50-80%

Korean War Troop Type Ex. LevelROK 30-50%ROK Elites 40-70%North Korean 40-70%Chinese 40-80%UN Forces 40-80%US Regulars 30-70%US Marines 40-80%US Elites 40-80%

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World War ITroop Type Ex. LevelBEF – Early and mid war 40-80%BEF – Late war 40-60%Anzacs, Canadians, etc. 40-80%France – Early and mid war 50-80%France – Late war 30-50%France - Elites 40-80%Russians 30-60%German – Early and mid war 40-80%German – Late war 30-60%Austrians 30-70%Italians 30-70%US 40-80%Japanese 40-80%

Weapon TypesVarious weapon types and effects will

be encountered during a game of Company

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.

Weapon Type EffectsAssault Has a range of one bound. Provides

a bonus in close combat. Limited range Has a range of two bounds.Heavy Requires more than one Move

action to be ready to fire.Energy Has a range of one bound. Also

inflicts a –2 to Rally determinationrolls.

Minimum range

Cannot fire at less than the specified range.

Point blank range

Has a range of one bound.

Short Range Has a range of one bound.Single shot 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.

Atgm 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.

Chart 10

Infantry / Vehicle Data

Commonwealth Infantry WeaponsWeapon RoF PEN Blast NotesLee Enfield Rifle 2Bren LMG 4

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Sten SMG 4 Assault Weapon, Short RangeRevolver 2 Assault Weapon, Short Range2” Mortar 1 Minimum Range – one boundBoys A/T Rifle 2 4 Short RangePIAT 1 7 5 Limited Range

Commonwealth Guns/Mg’sWeapon RoF PEN Blast NotesHMG 6 (2)2 Pounder 1 6 36 Pounder 1 7 475 mm 1 4 417 Pounder 1 9 525 Pounder 1 6 4Vickers MMG 6 (2)3” Mortar 1 4 (2), Minimum Range – two bounds4.2” Mortar 1 5 (3), Minimum Range – two boundsFlame Thrower * * Short Range

Commonwealth VehiclesVehicle Armament Armor NotesUniversal Carrier MG or Boys A/T Rifle 9/8/7Daimler AC 2 Pounder, MG 9/8/7 FastCromwell 75mm L/40, MG 12/11/10 FastM4 Sherman Firefly 17 Pounder 12/11/10Churchill VII 75mm L/40 14/12/116 Pounder A/T gun 6 Pounder (3)Matilda 2 Pounder 12/12/11 SlowCrusader 2 Pounder 9/9/8Valentine 2 pounder or

6 pounder11/11/10

A9 Cruiser 2 Pounder 9/9/8Vickers MK6 MG 9/9/8 Fast

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Humber AC Boys A/T Rifle or MG 9/9/8 FastM3 Honey 37mm (US chart) 10/10/9 FastComet 77mm 12/11/10 Slow

German Infantry WeaponsWeapon RoF PEN Blast NotesKar 98K Rifle 2Rifle Grenade Launcher

1 5 Limited Ammo, Short Range

Stg 44 Rifle 4 Assault Weapon, Limited RangeMG 34 6 (2)MG 42 7 (2)MP 40 4 4 Assault Weapon, Short RangeWalther P38 Pistol 3 7 Assault Weapon, Short RangePanzerfaust 1 10 6 Short Range, Single ShotPanzershreck 1 8 6 Limited Range

German Guns/Mg’sWeapon RoF PEN Blast NotesMG 620mm L/55 3 4 237mm L/45 1 6 350mm L/42 1 7 450mm L/60 1 8 475mm L/24 1 6 575mm L/48 1 8 575mm L/70 1 9 588mm L/56 1 9 588 mm L/71 1 10 5128mm L/56 1 16 7

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80mm GW 34 1120mm GW43 1

German VehiclesVehicle Armament Armor NotesSdkfz 11 half-track MG 34Sdkfz 250/1 half-track MG 34 or MG 42 9/8/7Sdkfz 251/1 half-track MG 34 or MG 42 9/8/7Sdkfz 234/2 Puma 50mm L/60, MG 34 10/9/8 FastSdkfz 234/3 AC 75mm L/48 10/8/6Pzkpfw Mk IV H 75mm L/48, MG 34 12/11/10Pzkpfw Mk I MG 34 9/8/7 FastPzkpfw Mk II 20mm 9/9/8 FastPzkpfw Mk III 37mm 11/10/9Pzkpfw Mk IV E 75mm L/24 12/10/9Pz 35t 37mm 10/9/8Pz 38t 37mm 10/9/8Panther 75mm L/70 13/12/10Tiger I E 88mm L/56 13/12/11Tiger II 88mm L/71 14/13/12 SlowNashorn 88mm L/71 9/8/7Hetzer 75mm L/48 12/10/9Stug III early 75mm L/24 12/10/9Stug III 75mm L/48 12/11/10Marder 75mm L/48 9/8/7Wespe 105mm 9/8/6Elephant 88mm L/71 14/12/11 SlowJagdPanther 88mm L/71 13/11/10JagdTiger 128mm 14/12/11JagdPanzer 75mm L/70 13/10/9Maus 128mm 15/14/13 Slow

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Pak 40 A/T gun 75mm L/48 (3)

Soviet Infantry WeaponsWeapon RoF PEN Blast NotesRifle 2LMG 4PPS 43 5 Assault Weapon, Short RangePPSh 41 5 Assault Weapon, Short RangeTokarev 3 Assault Weapon, Short RangePTRD A/T Rifle 1 4 Short Range

Soviet Guns/Mg’sWeapon RoF PEN Blast NotesTank MG 537mm L/45 1 6 345mm L/45 1 6 445mm L/60 1 7 457mm L/73 1 8 476mm L/41 1 7 576mm L/51 1 8 585mm L/53 1 8 5100 mm L/60 1 9 6122mm L/22 1 9 7122mm L/43 1 9 7152mm L/20 1 9 9Maxim MG 1 (2)82mm Mortar 1 5 (2), Minimum Range – two bounds120mm Mortar 1 7 (3), Minimum Range – two bounds

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Soviet VehiclesVehicle Armament Armor NotesT 70 Light Tank 45mm L/42 11/9/8BT 7 45mm L/42 10/9/8T 35 76.2mm L/41 10/10/9T 26 45mm 10/9/8T 28 76.2mm L/41 10/10/9IS I 85mm 13/12/11IS II 122mm L/43 13/12/11SU 76 76mm L/41 11/10/9SU 85 85mm 12/11/10SU 100 100mm 12/11/10ISU 122 122mm L/43 12/12/11ISU 152 152mm 12/12/11KV I 76mm L/41 12/12/11KV II 152mm 12/12/11T34/76 76mm L/41 12/11/10 FastT34/85 85mm L/53 12/11/10

US Infantry WeaponsWeapon RoF PEN Blast NotesM1 Garand Rifle 3Rifle Grenade Launcher

1 5 Short Range

M1903 Springfield Rifle

2

M1919 BAR LMG 4M1919 0.30” LMG 5

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M1 Thompson SMG 5 Assault Weapon, Short RangeM3 Grease Gun 4 Assault Weapon, Short RangeM1 Carbine 3 Short RangeM2 Carbine 5 Short RangePistol 3 Assault Weapon, Short RangeM1 Bazooka 1 7 4 Limited Range

US Guns/Mg’sWeapon RoF PEN Blast Notes30 cal MG 6 (2)50 cal HMG 5 (2)37mm L/53 1 6 357mm L/53 1 7 375mm L/40 1 7 476mm L/56 or 3” 1 8 490mm L/53 1 9 560mm Mortar 1 4 (2), Minimum Range – one bound81mm Mortar 1 5 (2), Minimum Range – two bounds

US VehiclesVehicle Armament Armor NotesM3 half-track 30 cal MG or

50 cal HMG9/8/7

M8 Greyhound AC 30 cal MG or 37mm

9/8/7 Fast

Stuart 37mm L/53 11/10/9 FastM4 Sherman 75mm L/40 12/11/10M4A3E2 Sherman 75mm L/40 13/12/10M4A3E8 Sherman 76mm L/53 13/12/10M10 Wolverine 76mm 11/11/10M18 Hellcat 76mm 10/9/8M36 Jackson 90mm 11/11/10M24 Chaffee 75mm 11/10/9T26 Pershing 90mm 13/12/11M7 Priest 105mm Howitzer 11/10/8

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M3 Lee/Grant 75mm, 37mm 12/11/10M1 57mm A/T gun 57mm L/53 (3)

French Infantry WeaponsWeapon RoF PEN Blast NotesRifle 2Grenade Launcher 1 3 Short RangeM1 Thompson SMG 5 Assault Weapon, Short RangeChatellerault LMG 4

French Guns/Mg’sWeapon RoF PEN Blast NotesHotchkiss MG 5 (2)25mm A/T gun 1 5 3 (2)47mm A/T gun 1 6 4 (3)37mm Sa 18 1 4 337mm Sa 38 1 5 347mm 1 6 475mm 1 6 560mm Mortar 1 3 (3), Minimum Range – two bounds81mm Mortar 1 4 (3), Minimum Range – two bounds

French VehiclesVehicle Armament Armor NotesH 35 37mm Sa 18 10/10/9H 39 37mm Sa38 10/10/9Char B1 75mm, 37mm Sa38 11/11/10 SlowFcm 36 37mm Sa18 11/10/9Char D1 37mm Sa18 10/9/8 SlowChar D2 47mm 11/10/9 Slow

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Renault FT17 37mm Sa18 9/9/8Somua 47mm 11/10/9

Italian Infantry WeaponsWeapon RoF PEN Blast NotesBeretta Model 34 pistol

4 Short Range

Model 1891 Rifle 2Moschetto SMG 4 Assault Weapon, Short Range

Italian Guns/Mg’sWeapon RoF PEN Blast NotesBreda 30 LMG 3Breda 37 MMG 4Fiat-Revelli 35 MMG 445mm Mortar 1 4 (3), Minimum Range – two bounds20mm 1 437mm 1 547mm 1 647mm A/T gun 1 690mm 1 8

Italian VehiclesVehicle Armament Armor NotesCarro Armato M15/42 47mm 11/10/9Semovente M41 Td 90mm 11/9/7Auto Blinda 40 MG 9/8/7Auto Blinda 41 20mm 9/8/7Carro Armato L3-35 MG 9/8/7Carro Armato L6-40 20mm 10/9/8

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Carro Armato M11-39 37mm 10/9/8Carro Armato M13-40 47mm 11/10/9Semovente L40 Td 47mm 11/9/8

Japanese Infantry WeaponsWeapon RoF PEN Blast NotesType 14 Nambu pistol 3 Short RangeType 38 6.5mm Rifle 2Type 99 7.7mm Rifle 2

Japanese Guns/Mg’sWeapon RoF PEN Blast Notes65mm LMG 365mm MG 4 (2)75mm LMG 477mm MG 5 (2)Type 98 Knee mortar 1 3 Minimum Range – one bound20mm A/T Rifle Type 97

1 4 3 Short Range

37mm 1 5 447mm A/T gun 1 7 3 (2)57mm Type 90 1 5 457mm Type 97 1 6 4AT Heat-suicide unit 1 10 Single Shot – remove team if

successful

Japanese VehiclesVehicle Armament Armor NotesType 97 Chi Ha 57mm Type 97 10/10/9Type 89 Chi Ro 57mm Type 90 9/9/8Type 94 MG 8/7/6Type 97 Te Ke 37mm 9/8/7

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