Fast Play Weapons Charts
for World War II

Modified Command Decision

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.

To Hit Chart
TypeRangeVisibility
6"12"36"
Small Arms/AC5+ [Assault]7+ [Rifle]10+-
Short (S)4+6+8+11+
Normal (N)3+5+7+9+
Long (L)3+4+6+8+
XL (Extra Long)3+4+5+ 7+

[Max Range]

General Modifiers

    Firer on NO Order + 1
    High/Low INF Firepower +1 /-1 (see Troop Types)
    Firer Pinned -2

Cover Modifiers (use one only) : Examples:

    Light Cover -1 : Vegetation
    Medium Cover -2 : Buildings, Hull Down
    Heavy Cover -3 : Bunkers

Penetration Table
Heavy Weapons w/Armor Piercing Ammo
-AC37L45XL50L57L 7575L 88L75XL88XL128L
-25XL40L508857XL- 76XL90L76XL100L-
-37
ATR
4745L
75S
37XL
76- 85L-77L
150
152
-122L-
Range
6"-3012346 10111721
12"-4-101235 9101620
36"-6-3-2-1013 781418
V---4-3-2-11 651216
If HVAP available: x2 penetration number
Russian HVAP adds only +2 at range less than or equal to 12" instead
AC = Weapons of 1.5-2 cm.

How to Use the Charts

To use the charts place every weapon in one of the following categories:

    Small Arms - rifles and machine guns.
  1. Short - Heavy Weapons of L30 and less.
  2. Normal -Heavy Weapons of L31 to L45.
  3. Long - Heavy Weapons of L46 to L60.
  4. Extra Long - Heavy Weapons of L61 and longer.

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