Tactical Commander: Rules for World War II Skirmish Wargames
0m2p1982
Company to Divisional level wargame rules for use with 20mm miniature figures. Each soldier represents approximately 10 men. Vehicles and support weapons represent 3 real-life equivalents.
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Company to Divisional level wargame rules for use with 20mm miniature figures. Each soldier represents approximately 10 men. Vehicles and support weapons represent 3 real-life equivalents. The aim of the game is to recreate World War 2 battles. A players wins when one side is forced to retire from the battlefield, caused by morale checks and losses. It uses a set of mechanisms to create a fast-play set that reflects the realistic experience of a WW2 soldier. All the equipment available to the soldier in WW2 is included, such as support weapons, vehicles, artillery and aircraft. The rules reward players that use the equipment tactically rather than the simple "see the enemy and charge".
The game lasts up to 15 turns. Each turn has a number of phases - move, spot, aircraft, fire, morale and orders. The winner of the initiative for each turn determines which side goes first in each phase. A single 6-sided die is used for almost all mechanisms. Vehicles, if hit, require a further roll to determine damage. Morale is checked once a unit has received a number of casualties which varies with nationality. Once a number of base units has received adverse morale checks, the overall morale of the army is checked each turn until one side eventually pulls backs or routs..
Right now, none of the shops we track sells Take Cover!! The Tactical Approach to WWII new.
0m2p1982
120–240m2–4p2014
0m1p1984
0m2p0
120–180m2p2015
0m2p2017