Combat Command: World War II Skirmish Rules for 25mm Miniatures
2002
20TH and 21ST Century Skirmish Wargame Rules These miniatures rules have the unique feature of, your side keeps going until you either fail at something, or the other side successfully interrupts your actions.
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20TH and 21ST Century Skirmish Wargame Rules
These miniatures rules have the unique feature of, your side keeps going until you either fail at something, or the other side successfully interrupts your actions.
From the designer notes: "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."
"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."
Right now, none of the shops we track sells Company Commander new.
2002
0m2p2003
2p2012
2p2015
2–6p2025
60–180m2p2014