Saturday, May 11, 2019

Combat Action Command - some Infantry action

A further solo session with the rules and managed to get some Infantry action going.
Units fire 2-4 D6 depending on range and LOS circumstances (type of target replaces modifiers as such) with hits usually occurring on 2-3 on a D6 with again a D20 based hit chart generating an outcome.
This can be No Effect, Pinned, Retreated, KIA or Strength Point loss.
Units are rated for Strength Points (SP) with most Infantry types being 4-7SP.
If less than half SP lost then they count wounded (with all subsequent SP loss at +1) if more than half its a Critical Hit and of course if all lost they are gone.
These statuses can effect number of dice the unit can roll.
Movement by infantry is simple enough but they can roll to increase their cover level after moving so whilst in Light Cover such as Woods they can obtain a Hard Cover stance (going to ground/maximizing Cover I assume ?).
Having played through the systems I must say I like the rules with only downside being that their are lot of counters/markers on table as can be seen in pics although not all required every time if not soloing I expect.
Will have to try HE, Indirect Fire and Aircraft.







Lots of markers as Infantry engage each other in wheat fields (Dug In = Heavy Cover as I ran out of HC markers







Several markers on AFVs







Seems one can achieve 'Hard Cover' in the open if I am reading rules correctly which does seem odd in its nomenclature if not effect.



2 comments:

  1. Looks like a nice system and scale.

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  2. It is and rules overhead is so far very manageable for roughly a Company/Battalion a side.

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