I like FiveCore Company Commander. I like it a LOT.
The "fire for effect" mechanic which is also used in Five Core Brigade commander is very different than many wargames.
You roll "kill dice" and "shock dice" in combat. The better your unit, the more dice you throw. The results can remove the stand from play, or degrade it's ability to move and fire or paralyze it. Retreats are also possible.
There are many different troop types, they have different shock and kill dice in combat. They also have assualt bonus (or penalty) and some have unique aspects that model their real world behavior.
Tanks are handled as "similar, better, worse, hopeless" in term of technology difference. People who like to count mm or armor and such may not like this approach. BUT it does reflect how real commanders think, and more importantly how a commander would fight his unit.
The last pages of the rules are devoted to creating scenarios, campaign generation, and other variations.
Command and Control are represented by giving the commander "points" that he can use to activate stands. This allows them to move and fire. Stands that are close enough can do a group move. There is a group fire also.
This has become my "first choice" for playing at this scale. While the rules are clearly meant and designed for smaller actions (small table, 10-15 stand per side) I have used it on a much larger table, with more stands per side. It works very well.
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