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Company Commander: Tactical Napoleonic Rules Company & Squadron Level Actions
DescriptionCompany Commander is set in the XVIII & the first half of the XIX century. During this period there were many great battles with large armies and thousands of men but there were also many smaller actions where the use of a musket, ability in fencing, riding skills, personal courage and charisma were decisive. Company Commander rules are designed for games between small units of men such as reconnaissance patrols, convoy escorts, intelligence missions, border attacks, and other missions which were given to small groups of selected troops. The actions of small groups of soldiers and the direct commands of their officers are the most important aspects of play. The system simulates the frantic rhythm of an encounter. The “human factors” of individual initiative, speed and leadership are worth more than the grand tactics of larger battles. The rules are designed to use with 15/18mm figures. Figures can be based individually or in groups. But other scales as 28mm could be used. For command figures, standard bearers, musicians and officers, one figure equals one man. In all other cases one figure represents three soldiers. 8-12 figures represent a section and three sections represent a company. Each game turn represents about 3 minutes of time. Ground scale is 1:100. During 6 years the game has been developed with the suggestions of many players, clubs and hours of gaming. —description from the publisher Game DiscussionsAdd CommentYou need to be logged in to comment. Insert Bullet List Please enter at least one item. Item: Item: Item: Item: Item: Insert Numeric List Please enter at least one item. Item: Item: Item: Item: Item: Insert Link Please enter the link of the website Optionally you can add display text Insert Email Please enter the email address Optionally add any display text Insert Image Please enter the link of the image Insert YouTube Video Please enter the link of the video Marketplace |
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