Thursday, 4 June 2015
Five Core Company Command Rules
I've been really enjoying the latest series of posts over on Just Jack's BlackHawkHet blog, which detail a mini-campaign that he's running based around a semi-fictional Cuban liberation conflict, very much in an 'imagin-nations' style but firmly grounded by a plausible back story. I've particularly enjoyed the post action reports, which give a really good flavour of the rules:
The campaign uses a set of fast play rules for platoon level games called Company Command. These looked really interesting, so I downloaded a copy from Wargames Vault to take a closer look. After a quick flick through it soon became apparent that this was a very straightforward set of rules but with some innovative and interesting twists.
They are designed for small forces of a few squads a side plus support weapons and specialists, with vehicle and AFV's being used only in small numbers, if at all. That's not to detract from the scope of the rules which cover pretty much everything you'd expect from a 'modern' set, including off table fire support, helicopters and irregular forces, for example.
The rules have been written very much for AK47 style games in hot, dusty far away places but would be equally useable for any Cold War conflict, with plenty of scope for 'What if's?' The miminalist approach to unit sizes and the small size of the playing area, also makes it very manageable in terms of effort and cost. This is a big factor for me, with my limited time for painting and gaming.
I'm thinking of having a try out using my AK47 figures but also considering other things I could do with the rules, from 10mm Pendraken Royal Marines in Norway to the steamy jungles of Indochina, where my 10mm French and Viet Minh could find a new home. Then there's also the Indonesian Confrontation, Borneo and Vietnam in 15mm, which have all occupied some of my thinking time in the not so distant past.
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