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SovietHybrid
United Kingdom
Joined 10/11/12
Last Visit 13/10/17
34 Posts
Posted on 09 May 2013 at 14:05:28 GMT
Been watching some replays of Company of Heroes on YT as I used to play it on my old PC before it met its end at the hand of time and age. Primarily designed for 1-to-1 scale or platoon/company level scale. Here are just some ideas I've come up with thus far after testing the ideas out with my friend who played British while I played Germans:

> The game is designed to be played on smaller playing surfaces such as 4’x4’, 3’x3’, and 2’x2’ as the focus is on infantry based warfare.
> Each player has 150 points to spend on starting forces from their army lists, meeting any minimum requirements that need to be presented, and between 2,000-4,000 points worth of army on hand, but not on the board to begin with.
> The CO is present and is free; has unlimited command range, the highest CV available, and will be represented as a fortification.
> At the start there is only the CO that can give orders and it can never suffer a command blunder but the player’s turn can end immediately if a 12 is rolled as per normal.
> The board has 1 central objective marker, and an additional 1 for each player playing. Each player then rolls a die each and if the scores are exactly the same 1 more objective marker is placed on the table.
> Each objective, when captured using an action, generates 100RP (resource points) per turn during the End Phase.
> Resource Points (RP) can be represented by using tokens or poker chips, each one representing 100 RP.
> The objectives can ONLY be captured by infantry, recce, and light tank units. Any other units around an objective can guard it but if an enemy unit uses an action to capture said objective it will immediately go to the enemy.
> Bringing on more units use RP and the army list’s Cost column. If the price slight more or slightly less then round up to the nearest sum of 100. Being 10 over or under is perfectly legal as long as the other player doesn’t mind.
> The new units are deployed within 20cm of your CO and are independent or can be put into formations should the player wish to.
> More HQs can be brought on but their costs are tripled for this game. After this calculation is made and paid for they act as normal but lack the unlimited command range. Additionally new units can be placed next to them when bought.
> Units that would normally be attached to infantry units are independent and may be put into formations of the same type.
> The game ends at Turn 20, if the enemy CO is killed, or if one player holds ALL/75% of the objective markers for a whole turn.
> Each type of Artillery and Air unit can only be bought once from the army list but must be a scheduled attack and can not be used in the turn it is bought on.

I do have a decision tree for playing the game type solo but at the moment it is pen and paper, so I'm busy attempting to type it up. Its more of a Yes or No kind of thing but will hopefully provide a challenge when I test it out later this week.
SovietHybrid
United Kingdom
Joined 10/11/12
Last Visit 13/10/17
34 Posts
Posted on 09 May 2013 at 14:20:35 GMT
Forgot to add this also:

> Infantry upgrades (bazookas, anti-tank rifles, etc) are bought once also. Multiply the cost of the upgrade by the number of infantry units you have and that is the total cost.
> From then on any additional infantry bought using RP will add the cost of the upgrade to their base cost.
> The upgrade can be removed from the army by declaring it during the end phase, but all infantry will loose the ability to fire the upgrade.
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