by Atlanta Gamers Co-op
Our Gaming Co-op often runs a heavily modified version of Command Decision called Rapid Decision at local game stores and conventions In the course of modifying the game, we developed some universal gunnery charts that consolidated virtually every weapon used in WWII onto one easy to use quick reference page. We have since used different versions of the charts for skirmish games like Battleground, operational games like Spearhead and even science fiction games. We also continue to use our much-modified version of Command Decision even after the publication of the third edition. The third edition of Command Decision improved playability somewhat but still left much to be desired in this area. Its weapons charts are particularly difficult to use and. unlike our version, sprawl over several pages. Consequently we get many requests for our charts from participants in our games. We offer the following versions tailored for games that use d 10 but adaptable to virtually any WWII period game. Direct Fire To Hit Chart Stands Direct Fire at targets they can see by rolling IdIO Exception. Assault and Weapon Stands on NO Order roll MIR A roll greater than or equal to the To Hit number scores a potential Hit.
[Max Range]General Modifiers
High/Low INF Firepower +1 /-1 (see Troop Types) Firer Pinned -2 Cover Modifiers (use one only) : Examples:
Medium Cover -2 : Buildings, Hull Down Heavy Cover -3 : Bunkers
How to Use the ChartsTo use the charts place every weapon in one of the following categories:
When Direct Firing cross-index the Weapon Type (SA, S, N. L or XL) with the range to obtain a To Hit number. Roll 1d10, a roll greater than or equal to this number puts a potential Hit on the target. To determine penetration against AFV targets, find the Weapon on the Penetration Chart and cross-index the range. Add the number found to the roll of 1d10 and subtract the target's armor value. A positive result indicates penetration. We hope you find the charts useful. We recommend using yardsticks and rulers to measure with rather than clumsy tape measures. We have painted a couple of yardsticks white and put the To Hit chart on the yardstick. Such user friendly techniques save a lot of time over the course of a game allowing for more actual play time - a precious concept for those of us with families. Back to Dispatch Mar. 99 Table of Contents Back to Dispatch List of Issues Back to MagWeb Master Magazine List © Copyright 1999 by HMGS Mid-South This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |