Full manual text

This set of variant rules for Combat Commander: Armored
Fighting Vehicles (CC:AFV) brings combined arms warfare
into the games CC:Europe, CC:Mediterranean, CC:Pacific
and the Battle Packs by adding armored fighting vehicles, other
motorized units such as civilian cars and military transport
vehicles, and anti-tank guns. This set of unofficial variant rules
and the new unit markers also add some new rules such as
Hidden Deployment, Spotting, and Facing.
The intent of this fan-made addition to the Combat Commander
series is to enhance the mechanics of previously infantry based
battles with the introduction of tanks and other vehicles. It also
adds more options for recreating historical small unit actions
while still retaining the original balance and feel of the Combat
Commander series of games. While it is possible (and a lot of
fun!) to play standalone tank vs. tank scenarios with just the
enclosed new unit markers, this is not a standalone game and
requires ownership of at least one of the main games.
A. Unit Markers
Armored Fighting Vehicles (AFV’s), Civilian Vehicles, and Anti-
Tank Gun (ATG) markers represent one motorized vehicle or
gun. They do not have leaders and so none have command
values.
A.1 AFV Markers
AFV’s may possess a
main gun which is an
ordnance weapon and/or
a machine gun. AFV’s
have no boxed stats.
AFV’s cannot spot for
mortars or off board
artillery, although leaders
riding in or on an AFV
may do so. AFV’s can
become veterans and
become suppressed. Morale represents a combination of
armor and crew morale.
American tanks had a type of telephone installed on their rear.
If a US Leader in the same hex as a US AFV is activated to
Move or Advance, that leader may activate that vehicle as well
just as it could activate an infantry unit within its command
radius.
An AFV that is activated to Move or Advance may also conduct
one free Fire Attack action before or while expending
Movement Points without using a Fire action or order on a Fate
card.
A.2 Anti-Tank Gun Markers
Anti-Tank Gun markers represent one crew served
Weapon and therefore must have an unbroken
Weapon team in their hex in order to fire. Anti-Tank
Guns are treated the same as other ordnance. They
cannot be set up on second floors of buildings if using those
variant rules.
A.3 Civilian Vehicle Markers
Civilian Vehicle markers represent
individual cars, trucks, or farm
vehicles that may transport Partisan
units. Civilian Vehicles have no
weapons and become wrecks if
their Defense total ties or is less
than the Attack total while attacked.
If they become wrecked, flip the
marker and place a random smoke
marker on it.
A.4 Wrecks
When an AFV is destroyed by either breaking twice
or by a Defense total that is half or less than the
Attack total, the AFV marker is replaced by a wreck
marker with a cover value matching the destroyed
AFV. Place a blaze marker on the wreck and place
a broken Weapon team in the hex directly behind
the wreck marker.
A.5 Cover and Overstacking
Units in a hex occupied by an AFV, Civilian Vehicle, or a wreck
marker receive cover from the vehicle as printed on the unit
marker. This cover is subject to an overstacking modification of
-1 for each soldier figure on stacked units over the first 7 on all
the infantry markers in that hex. Anti-Tank Guns may be placed
in a hex with a fortification but do not gain cover from Trenches
or Foxholes, although their Weapon team crew can.
A.6 Line of Sight and Hindrance
AFV’s, Civilian Vehicles, and Wreck markers, but not Anti-Tank
Guns, are hindrances to LOS through their hex equal to the
cover value printed on each marker. They are not hindrances to
units stacked in the same hex with the vehicle or Wreck
marker.
B. Facing and Field of Fire
AFV’s and Civilian Vehicles must be placed in a hex with a
facing that indicates the front of the unit is facing one of the six
hex sides. A vehicle may spend one movement point to change
facing by rotating to a hex side in either direction.
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New Core Rules
Introduction

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B.1 Attack From Rear
An AFV attacked from a hex of at least range 1 to its rear, not
by a unit that moves into its hex from the rear, defends with half
it’s morale value rounded down.
B.2 Vehicle Facing
AFV’s and Civilian Vehicles
may only move forward
into the hex they are facing
or backward into the hex
that is directly behind the
unit unless they change
facing. An AFV without a
turret may only fire into
hexes extending out to its
front but an AFV with a
turret may fire at any hex
within range and LOS.
B.3 Anti-Tank Gun Facing
Anti-Tank Guns follow normal ordnance LOS rules.
C. Deployment
AFV’s, Anti-Tank Guns, and Civilian Vehicles follow normal
deployment rules for deployment into hexes that they can traverse
unless the Scenario Special Rules specify otherwise. These units
cannot be deployed into Sewers or Second Levels if using those
rules and cannot use Partisan Infiltrate orders.
C.1 Hull Down
The Hull Down marker is a fortification similar to a
Foxhole for infantry. When playing as Defender,
AFV’s and Anti-Tank Guns may be placed on the
board with a Hull Down marker indicating that the
lower half of the unit is concealed but its weapons can still be
used. The AFV must reverse out of the hex containing the Hull
Down marker before moving into other hexes. Use the
Fortification Vulnerability table on the Track Display if the Hull
Down marker is attacked in its hex.
D. Hidden Deployment
AFV’s and Anti-Tank Guns may begin the game
hidden. To do so, during deployment the player may
place up to two Hidden markers in hexes on the
map in their deployment area instead of each AFV
or Anti-Tank Gun marker and its associated
Weapon team plus any associated fortification or
Hull Down marker, if any, for each possible position
of an AFV or Anti-Tank Gun. Attackers may not fire
at units that are Hidden. Hidden markers may not be placed or
moved once the game begins and cannot be placed within LOS
of an opponent’s Hidden marker.
Scenario special rules or an agreement by the players may
allow more hidden markers and may allow players to move
their hidden markers until they are spotted as if they had 6
Movement Points.
Once all a player’s units have been deployed, either voluntarily,
involuntarily, or by being spotted, they must remove all of their
remaining Hidden markers on the map. If a player removes
their last Hidden marker from the map without deploying one or
more units, those units are placed on the Casualty Track.
AFV’s and Anti-Tank Guns may not use Japanese or Partisan
Sighting Rules. See special Partisan hidden unit rules below.
D.1 Voluntary Reveal
At any time during a player’s turn they may voluntarily remove
any of their Hidden Markers and replace them with any
undeployed unit with its associated Weapon team and
fortification, if any, and then may use a Move Order, Advance
Order, a Fire Attack, or Opp Fire action if they have one
available in their hand.
D.2 Involuntary Reveal
If an opponent Moves or Advances any infantry or AFV unit into
a hex with a Hidden marker, the player must remove the
Hidden marker and reveal any units it wishes to place there, if
any.
D.3 Spotting Rolls
If an active player Moves or Advances any infantry or AFV unit
into a hex with a modified LOS of at least 1 to an opponent’s
Hidden marker hex, the player makes a Spotting Roll. A
Spotting Roll cannot be made until a deployed unit makes its
first move into a new hex.
To make a Spotting Roll, the active player makes a die roll and
adds the total to the distance in hexes from their unit to the
Hidden Marker, plus any hindrance to LOS. The inactive player
makes a die roll and adds the total to 6.
If the active player’s total is equal to or less than the total of the
inactive player, the inactive player must either:
1. Replace their Hidden marker with any one of their
undeployed AFV’s or Anti-Tank Guns with its Weapons
crew and associated fortification or Hull Down markers,
if any; or
2. Remove and discard their Hidden marker.
If the inactive player decides to replace their Hidden marker
with a unit marker, they may make one Fire Action with that unit
if they have one available in their hand before any further
actions by the active player but after any events, if any, from
the Spotting Roll.
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E. Partisan Hidden Deployment
Scenario special rules may allow deployment of
some Partisan units to be delayed until they are
deployed on the map from a Civilian vehicle. When
this occurs, the Partisan player is allowed two
Civilian vehicles for each Partisan unit and their weapons that
are not yet deployed. The Civilian vehicles without unit
markers, are placed in any hex on the game board that
contains a road. Civilian vehicles may be moved once per turn
at any time during the Partisan player’s turn without the need to
activate them. Weapon movement modifiers have no effect on
Civilian Vehicle movement. Partisans may not fire from
vehicles.
At any time during the Partisan player’s turn they may
voluntarily deploy a Partisan unit from a Civilian Vehicle by
placing the Partisan marker in the same hex or in a hex
adjacent to the Civilian vehicle. Once a unit is deployed, the
vehicle is removed from the map and placed back in the
counter mix. Only one Partisan unit and its weapon(s), if any,
may be transported and deployed in this way by each vehicle
on the map.
Opponents may attack Civilian vehicles and
artillery, mines, or other events or orders must
attack them in their hex, but the opponent will
suffer the loss of 2 Victory Points if the Partisan
player does not reveal a Partisan unit after the
Civilian vehicle is wrecked, regardless of how it
is wrecked. If the Partisan player chooses to deploy a Partisan
unit from a wrecked vehicle, the unit is deployed by the
Partisan player in or adjacent to the hex occupied by the
wrecked Civilian vehicle. The deployed unit is then broken
according to the Partisan rules.
F. Terrain
All movement points expended by AFV’s and Civilian vehicles
for map terrain other than roads is doubled. Wire and Blaze
markers have no effect on AFV movement but AFV’s cannot
stop movement in a hex with a blaze marker.
F.1 Terrain Movement Limits
AFV and Civilian Vehicles cannot:
•Enter stream hexes without a major bridge present.
•Cross a hedge hex side without a Bocage Busted marker
present but see F.4 Hedgerow Rules.
•Enter a woods or jungle hex, or hexes with bunkers or
pillboxes, unless a road is present.
•Enter a building hex if the building depiction on the map
covers the center dot of the hex unless a road is present.
•Enter or cross cliff hexes. AFV’s may only move into a hex
that is at its same level, up one level, or down one level.
•Enter or traverse Sewers or Caves.
F.2 Rubble
If using the Stalingrad Rubble rules, add a Rubble Marker to a
hex with a building in it when a main gun successfully attacks
an infantry unit in that hex. Rubble markers in a hex add +2 to
movement costs, +2 to Cover, and are a level one obstacle to
LOS through that hex. Add an additional +1 to Movement and
Cover if there is a Rubble marker in an adjacent hex. There can
only be one Rubble marker per hex.
F.3 Movement Bogged By Terrain
AFV’s and Civilian Vehicles may become bogged by terrain
(stuck, thrown track) if they cross a stone wall or enter a hex
containing:
•A Foxhole or Trench marker
•A Rubble marker
•Gully terrain
•Stream terrain
•Swamp terrain
•Marsh terrain
To check for immobilization, make a die roll immediately upon
entering each hex containing the terrain before any other
actions, orders, or events. If the roll totals more than the bog
number of the AFV, the vehicle is not immobilized and game
play continues normally. If the roll is equal to or less
than the bog number, the vehicle is immobilized and their
movement ends. Place an Immobilized marker on the unit.
An immobilized unit issued a Move or Advance order in a
subsequent turn may attempt another bog roll for that hex. If
successful, the immobilized marker is removed and the vehicle
may move as normal.
F.4 Hedgerows
The American M4 Rino tank may cross a hedgerow
hex side at the cost of 4 movements points. Place a
Broken Bocage marker across that
section of hedgerow to indicate that the
tank has made a passageway through
for infantry and other vehicles to cross
without penalty or to fire through.
F.5 Water Movement
Japanese Type 2
Ka-Mi units, US
and British LVCP
Higgins Boats, US
LVT-4 Buffalo units,
US LVT(A)-4 units,
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and Russian GPA 4x4 units may move across water and
stream hexes at a cost of 3 movement points per hex.
F.6 Caves
When playing CC:Pacific, Anti-Tank Guns may be deployed in
caves but cannot be moved. Vehicles cannot enter or be
deployed in caves.
F.7 Beach Obstacles
The beach obstacle markers add +2 to
the movement cost of a hex, provide a
cover of +1, and have no impact on
LOS. Not really much cover but
it was better than nothing out on the beach.
F.8 Second Floors
If using Second Floor variant rules, infantry units
may spend one Movement Point to move up to the
Second Floor once they have spent Movement
Points to enter that hex. Second Floors are treated
as if they are separate hexes, so therefore a leader
on the main floor with a Command Radius of 0 can activate
units in its hex on the ground floor but cannot activate units on
the Second Floor. Attacks against a unit in a building must
specify which floor is being attacked. If an AFV main gun attack
against a unit in a second floor is successful, remove the
Second Floor marker after resolving the results of the attack
and add a Rubble marker to that hex unless it already has one.
Attacks against an AFV from a second floor are treated as
attacks against the rear of the vehicle.
G. Stacking And Loaded Units
Only one Anti-Tank Gun may occupy a hex with its Weapon
team and any fortifications. Up to two vehicles may occupy a
hex. If any combination of two vehicles or Wreck markers are in
a hex, no further AFV’s may enter that hex. An AFV cannot
enter a hex that contains an enemy AFV.
G.1 Actions While Loaded
Loaded units may not make any actions or orders except that
they may make a free action to unload when their transporting
vehicle stops movement.
Leaders or Scouts who are loaded in a vehicle may use Asset
Requests or Artillery Requests to use a Radio for off board
artillery attacks.
A leader riding in a vehicle may activate the vehicle it is riding
in for a Move order, and when it finishes movement the leader
may activate other units for Movement within its Command
radius from that hex the leader ends movement in.
G.2 Loaded On Or In Unbroken AFV’s
A squad and a leader, or two teams and a leader with their
weapons may start the game loaded in or riding on an
unbroken AFV or Civilian vehicle. The loaded units start the
battle inside an AFV that is a personnel carrier or on top of all
other vehicles. No units may ride on or in enclosed armored
cars. Weapon movement modifiers have no effect on AFV
movement.
G.3 Loading and Unloading Unbroken AFV’s
During a player’s turn, activated units may spend one
movement point to load or unload from a vehicle in the same
hex. Units may carry their weapons onto or within an AFV but
are subject to any movement point adjustments as normal and
cannot make Fire Attacks while loaded. Once a unit loads into
an AFV its movement ends. Higgins Boats may carry the
equivalent of up to two Squads or four Teams, or any
equivalent combination thereof, plus two leaders and
associated weapons markers but may only travel in water
hexes.
G.4 Riding, Loading, and Unloading Broken
AFV’s
Units riding on or in a vehicle that becomes broken are also
broken. When they are broken, the player may then choose to
unload their broken infantry units with their weapon(s), if any,
into a hex that is the same hex as their vehicle or an adjacent
hex.
G.5 Towing Anti-Tank Guns
Armored troop transports may tow an Anti-Tank Gun and
transport its Weapon team if it starts it movement in the same
hex as the gun. It may then unload the gun and the Weapon
team at the cost of one Movement Point in any hex in which it
stops its movement. The unloaded Anti-Tank Gun may not be
activated to Fire until the player’s next turn.
H. Weapons
AFV main guns and Anti-Tank Guns can only perform Op Fire
against AFV’s or Civilian vehicles but otherwise may perform
normal Fire attacks against infantry and other vehicles, units,
and fortifications. AFV’s and Anti-Tank Guns may not fire into
their own hex, participate in fire groups, or participate in melee
actions. AFV Attack totals are not affected by leaders.
Main gun attacks against fortifications follow normal ordnance
rules.
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H.1 AFV Main Gun and Anti-Tank Gun Accuracy
Rolls
AFV main guns and Anti-Tank Guns are ordnance and so must
make a regular ordnance Targeting Roll to determine accuracy
before making a Fire Attack roll.
H.2 AFV Machine Gun Attacks
AFV machine guns attack the same way as regular machine
guns but must do so only into hexes extending out from the hex
directly in front of the AFV, based on facing unless the AFV has
a turret. An AFV with a turret can fire in any hex in range and in
LOS within a full circle around the vehicle. If an AFV has a
main gun and a machine gun, it may make a separate attack
with each weapon at targets in the same hex or targets within
two hexes of each other if within range and LOS of the
weapons. If the target hex is out of range of the machine gun, it
may fire at a target in a hex that is within range, in LOS, and in
a straight line between the main gun target hex and the AFV.
H.3 Repairing Broken Weapons
When playing with CC:Pacific rules, broken AFV weapons are
unbroken if the player uses an Asset Request Weapon Repair
action to remove the No Main Gun or No Machine Gun
markers. When playing with the CC:Europe rules, broken AFV
weapons are fixed according to Rule 11.4. If the random hex
number is 1, 2, or 3, the marker is removed and if 9 or 10 the
weapon is permanently broken. Any other hex number has no
effect.
I. Melee Attacks
AFV’s cannot initiate a melee action but see the rules for
overrun attacks below.
AFV’s cannot be attacked by in a Melee action but may be
attacked by anti-tank weapons the unit possesses after it
Advances into the hex with the AFV. Before it attacks the AFV,
other unbroken AFV’s within LOS and range may play an
Ambush order to fire upon that attacking unit. Enemy units that
Advance to attack in this manner have a cover of 0 when
attacked by other AFV’s.
Anti-Tank Guns are treated as Weapon markers for melee
attacks.
I.1 Overrun Attacks
AFV’s may move directly into a hex occupied by an enemy
infantry or Anti-Tank Gun unit using a normal Move order or an
Advance order. If an AFV moves into a hex occupied by an
enemy infantry unit or Weapon team that enemy unit may move
one hex away from the AFV if it has sufficient movement points
or it may automatically attack the AFV with any anti-tank
weapons it possesses with a free Fire action. A unit that moves
to escape an overrun attack may not move again during the
remainder of the AFV’s movement. If the enemy unit chooses
to not move or cannot move, it becomes suppressed.
Anti-Tank Guns do not move if their Weapon team moves due
to an overrun attack.
J. Anti-Tank Mines
Mine attacks against vehicles are treated the same
way as mine attacks on infantry units, except that
anti-tank mines can only attack AFV’s and Civilian
vehicles.
Scenario special rules or an agreement by the
players may allow the players to deploy anti-tank
mines in secret in their deployment areas. To do
so, the Defender secretly writes down the hexes
where they intend to deploy the mines but does not place the
markers on the map. The mines are only revealed when the
hex is entered by an enemy AFV or Civilian Vehicle. The
players then resolve the mine attack as if the attack is against
the rear of the vehicle and the Defender places an anti-tank
mine marker on the map in that hex.
K. Anti-Tank Weapons
Anti-tank weapons that are not crew served Anti-Tank Guns
can only be used to attack bunkers, pillboxes, AFV’s, or Civilian
Vehicles. Panzerfausts, Lunge Mines, Type 99 Mines, Gammon
Bombs, and Molotov Cocktails may only be used once and
must be discarded after an attack regardless of the result of the
attack.
Scenario special rules or an agreement by the players may
allow the players may keep their anti-tank weapon markers
with a ‘-’ movement modifier off the board during deployment to
conceal which units possess them. If a player has undeployed
anti-tank weapons they may choose to use them at any time
with an activated unit by placing them with the unit for the
attack. These weapons remain on the map if the unit carrying
them is eliminated and may be picked up and used by any
other unit of the same nationality in the same hex without
movement cost.
L. Aircraft Attacks
When playing with aircraft rules, aircraft bombing runs attack
AFV’s as if they are attacking the rear of the vehicle but strafing
runs attack normally.
M. Attacks Against AFV’s and Civilian Vehicles
AFV’s can only be attacked by Anti-Tank Guns, anti-tank
weapons, anti-tank mines, artillery, other AFV’s with main guns,
and weapons that are ordnance except for mortars. Civilian
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for the attack These weapons remain on the map if the unit carrying them is eliminated and may be picked up and used by any other unit of the same nationality in the same hex without movement cost L Aircraft Attacks When playing with aircraft rules aircraft bombing runs attack AFV s as if they are attacking the rear of the vehicle but strafing runs attack normally M Attacks Against AFV s and Civilian Vehicles AFV s can only be attacked by Anti Tank Guns anti tank weapons anti tank mines artillery other AFV s with main guns and weapons that are ordnance except for mortars Civilian C ombat Commander Armored Fighting Vehicles v1 2 Pag e 6 of 12

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vehicles, military trucks, and unarmored vehicles may be
attacked by any unit or weapon.
AFV’s never benefit from cover or command, other
than Hull Down markers, when making a defense roll.
An AFV becomes immobilized by enemy fire if its
defense roll is exactly equal to the attack roll and
cannot move for the remainder of the game.
Do not make separate attack rolls against units riding on or in
an AFV or Civilian Vehicle. They share the fate of the vehicle.
N. AFV Weapon Damage
If an AFV fails a Defense Total and breaks, it also
breaks its main gun if the defense roll dies are
doubles. If it has no Main Gun, it breaks its Machine
Gun. On a second failed defense roll of doubles the
AFV breaks its machine gun, or if its Machine Gun
is already broken, then it becomes immobilized.
A Jammed! Trigger breaks both the Main Gun and the Machine
Gun.
O. Broken AFV’s
Broken AFV’s represent vehicles with crews that
have broken due to shock, light injuries, or other
issues. They cannot fire weapons or be issued
Charge or Advance orders. A broken AFV may
spend movement points to change facing. A
broken AFV may only move in reverse as if it was
retreating.
Units riding in or on a vehicle that becomes broken also
become broken. See rule G.4 Riding, Loading, and Unloading
Broken AFV’s.
P. Wrecked AFV’s
When an AFV is wrecked by
either breaking again while
broken or by a Defense Total
that is half or less than the
Attack Total, the AFV token is
placed on the Casualty Track
and replaced in the hex by a Wreck marker. The player that
owned the now wrecked AFV also places a Blaze marker on
the wreck, a random Smoke marker in a hex adjacent to the
wreck, and places a broken Weapon team marker in a hex
adjacent to the wreck marker.
Units riding in or on a destroyed AFV are also eliminated and
placed on the Casualty Track.
Q. Victory Conditions
AFV’s cannot take control of map board objectives unless the
scenario special rules say otherwise.
Q.1 Elimination Victory Points
When an AFV is placed on the Casualty Track, award the
opponent victory points equal to half of the AFV’s unbroken
morale rounded down. An opponent who eliminates a Civilian
Vehicle loses two victory points unless the Partisan player
deploys a Partisan unit from that vehicle.
Q.2 Exit Victory Points
Unbroken AFV’s earn victory points for voluntary exits off the
map equal to half of their unbroken morale, rounded down to a
minimum of one VP or according to the CC:Pacific rules.
When playing with Partisan rules, Civilian Vehicles cannot exit
the game board and so cannot earn victory points for exiting.
Advance
AFV’s may only be individually activated for an Advance order
once per turn. During an advance, an AFV must follow AFV
movement rules but may make one free facing turn.
Asset Denied
When an Asset Denied order is given the active player may
choose to apply Weapon Jam to any one AFV unit, which then
receives the active player’s choice of a “No Main Gun” marker
or “No Machine Gun” marker.
Fire
AFV’s may attack as normal units, but their main guns are
ordnance and their second weapon, if listed, is a machine gun.
Anti-Tank Guns are treated as Weapons for Fire orders.
Move
AFV’s may only be individually activated for a move order, and
only once per turn.
Rout
Rout is treated the same with broken AFV’s except that a Rout
Roll that is the equal to the AFV’s current Morale results in a
retreat of 2 hexes.
Infiltrate
Infiltrate order does not apply to AFV’s.
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ORDERS

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Charge
Charge orders also activate Japanese AFV’s.
Ambush
Ambush actions may not be played by an AFV unit that is being
attacked by an enemy unit or against an enemy unit that is
initiating a melee against a friendly unit in its hex. However,
Ambush actions may be used by other AFV units within range
and LOS to the AFV when an enemy unit moves into a hex with
an AFV. See Rule I. Melee Attacks above.
Demolitions
A demolition action may be used to destroy an AFV in the same
way it would be used to eliminate a Fortification in any hex
containing a friendly unit.
Explosive Charge
An explosive charge action may be used to destroy an AFV in
the same way it would be used to eliminate a Fortification.
Opportunity Fire
An AFV main gun and Anti-Tank Guns may only engage in
Opportunity Fire against AFV’s or Civilian vehicles.
Actions that have effects that cannot be applied to
or used with AFV’s or Anti-Tank Guns:
•Bayonets
•Hand Grenades
•Dig In
•Smoke Grenades
•Light Wounds
•Assault Fire
•No Quarter
•Smoke Screen
•Enfilade
•Hidden Unit
When applying effects of events, treat AFV’s as you would
teams or squads except that Cower, Deploy, Suppressing Fire,
Prisoners of War, Shell Shock, Deploy, Medic! and Walking
Wounded events do not apply to AFV’s. If Anti-Tank Guns are
on the Casualty Track, Scrounge does not apply to them due to
their size.
Using these unofficial Armored Fighting Vehicle rules and new
counters when generating a random scenario requires the
agreement of the opponents and some creativity.
One option is for the two opponents to agree on a point total of
10, 20, or 30. Then each side is allowed to spend up to that
total to purchase AFV’s, Anti-Tank Guns, or other anti-tank
weapons. Each new AFV costs points equal to one-half of their
Morale printed on their unit marker, rounded down. Each new
Anti-Tank Gun and its Weapon Crew or Anti-Tank Weapon
costs points equal to one-half of their Fire Power, rounded
down. After they make their choices of units, each opponent
views the purchases of the other and takes turns to adjust their
forces to the extent that their total is equal to or less than the
amount agreed to at the start of the process. The adjustments
continue until each player declares that they are satisfied and
the process of generating a random scenario continues.
A similar option is to complete the generation of a random
scenario and then allow one side, usually the attacker but it
could be determined by the flip of a coin, to choose one AFV or
Anti-Tank Gun unit and its Weapon Crew if they wish. The
Victory Point marker on the tracker is moved toward their
opponent by the value of the AFV or Anti-Tank Gun unit they
chose, which is determined as described above. Their
opponent may then choose a unit or units with a total value up
to that of their opponent’s choice and the Victory Point marker
is moved in their direction by the value of their units. Upon the
agreement of the parties, they may engage in further rounds of
picking new units until either party declines to continue.
The following are suggestions for unit additions to the
scenarios in the CC: Europe Playbook and CC: Pacific
Playbook that would add armored fighting vehicles.
CC:Europe Scenario 1, Fat Lipki – Version 1
Additions to German Forces:

Additions to Russian Forces:
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ACTIONS
EVENTS
Random Scenario
Generator
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Scenario MODIFICATIONS

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CC:Europe Scenario 1, Fat Lipki – Version 2
Additions to German Forces:

Additions to Russian Forces:
CC:Europe S cenario 2 , Hedgerows & Hand Grenades –
Version 1
Additions to American forces:

Additions to German forces:
CC:Europe Scenario 2 , Hedgerows & Hand Grenades –
Version 2
Additions to American forces:
Additions to German forces:
CC:Europe Scenario 3 , Bonfire of the NKVD
Additions to German forces:
Additions to Russian forces:
Remove two Russian Militia Squads.
Optional: Add one NKVD Commissar
CC:Europe Scenario 4 , Closed For Renovation
Additions to German forces:
Remove German IG 18 Gun.
Additions to American forces:
CC:Pacific Scenario D, Operation Cherry Blossom
Additions to US forces:
Additions to Japanese forces:

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Changes to Special Rules:
First wave must enter riding in the LVT-4 Buffalo’s. The
Buffalo’s must only deploy on water hexes and may make one
free move at the start of US player’s turn. Remove them after
the first wave unloads then place them on the 5 space of the
Time Track with the second wave. Second wave must be 8
units and two leaders, which also must enter in the four LVT-4
Buffalo’s. The LVT(A)-4 may deploy in either first or second
wave. The Buffalo’s may stay in the fight after unloading the
second wave. If they survive.
CC:Pacific Scenario E, West Tank Barrier
Additions to Japanese forces:

Remove Battalion Gun.
Additions to US forces:
The plan for this very unofficial new volume was to create a set
of easy to use AFV rules which would allow us to add tanks
and anti-tank guns to scenarios without greatly altering game
play. Combat Commander is a really good small unit action
game but I felt that the addition of armored vehicles and some
other units would enhance its experience. Who doesn’t want to
run Wittmann’s Tiger tank in his rampage around Caen in the
Battle of Villers-Bocage? However, I didn’t want to make
excessive changes to the structure or “feel” of game play. The
goal was to add content that would make Combat Commander
better and operate seamlessly within the existing rules and
Fate cards.
Naturally I started with the GMT’s Great War Commander rules
for tanks, which I think are about a page long. I came to refer to
them as the simple option, and simplicity is good. However, the
GW rules didn’t cover a lot of the things I wanted in the game.
My usual inclination for a next step in these situations is to go
to the other extreme, so I pulled out my old copy of Advanced
Squad Leader. Yes, I went there. Check out ‘Section D.
Vehicles’ if you’re interested or just need a refresher on the
painful work to memorize pages of obscure ASL rules covering
every possible complicated situation. Those 22 pages of dense
armor realism reminded me of why I stopped playing years
ago. I really decided I wanted to avoid micromanagement and
debates about the stats for the tanks coming off the third
production line of some German factory in late August 1944,
etc. It makes my head hurt.
So after struggling with ASL for a couple of weeks (felt like old
times!) I also looked into a couple of other games similar in
scale and basic structure to the Combat Commander series.
There have been a couple of good ones that have appeared on
the scene in the last ten+ years or so, including The Last
Hundred Yards. They have their loyal followings so I tried to
figure out what made them work and how their systems
portrayed AFV’s in combat. It was a lot of fun, but I felt that the
top ones trend toward ASL style complexity and go a little too
far in the grind and memorization routine for my taste. Nothing
wrong with adding some rules, but they were basically just a
step or two below our beloved ASL in terms of detailed rules
and they usually relied on too many markers sprinkled over the
board for my taste.
I wanted something playable and fun, at a sort of “beer and
pretzels” level without the need for a couple of three ring
binders, three large plastic Plano counter boxes, and a referee.
I also didn’t want to reinvent the sprocket, so to speak, so I
went through a bunch of ideas. Yes I tried turret markers like
ASL but it just didn’t add to the game. The first month or so of
play testing was a little tough on my small development team,
and by that I mean my son Sam.
But the result, I think, is a pretty good set of basic rules that
retain the flavor of Combat Commander. I stayed away from
charts and complicated HE vs AT tank round kinds of things.
Tank leaders started out as a good idea but most tanks had
radios by mid-war so allowing them all to be activated together
made things a little lopsided. I stuck with the move+fire variant
rule and added the American telephone rule, but I’m willing to
rethink Tank leaders if the community comes up with a way to
make them work better. I experimented with facing for the Anti-
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Tank Guns like in other games such as ASL but it just added
complexity without making the game more fun. Besides, Anti-
Tank Guns are kind of like the other ordnance weapons already
in the game, and tanks are sort of like big moving
targets/ordnance weapons so it all worked out. I hope the
feedback confirms that the CC community likes all of this as
well.
Speaking of fun, the Hidden deployment rules really upped the
surprise factor and made the tactical choices in the game more
difficult. Please try them a few times and let me know if you like
them. The hidden mines and undeployed, hidden squad-level
anti-tank weapons also made things really interesting. If you
have CC: Pacific you need to try a Banzai charge against
some USMC tanks with the turtle mines. One tip - armor has to
stand off or risk getting a nasty surprise. The Partisan vehicles
are just plain fun to drive around and they add a lot of
Resistance flavor, especially if you print the custom leader
markers with your names on them. My son Sam loves seeing
his name on the Leader markers for whichever side he is
playing.
These rules are, of course, unofficial variants.
Use with care, good sportsmanship, and prior
agreement. Please test them out and let me
know how it goes. I’ll add a play tester section
for the next update of CC:AFV if you send me
your feedback. I’d like to keep updating these rules and expand
this unofficial mod, and someday soon put out the VASSAL
module extension. Let me know if I should add any vehicles or
tinker with any of the stats. I had to make some difficult choices
in the interest of practicality and keeping this on the scale of
CC:Europe. Thanks for your comments in advance and I hope
you enjoy these new variant rules as much as we did.
Jason Castanza
jcastanza@comcast.net
Color printing the sheets costs about 50 cents per page or less
at commercial printers. Check with your local FedEx Office as
they are now popping up in Wal Mart stores. Be sure to tell
them to just print one-sided and to not fit or justify the page as
that would stretch the images and distort them.
It’s possible to print the new markers on cardstock paper and
then glue the front and back together. But the best results are
obtained if you have the new markers printed on regular white
paper and mount them on cardboard.
To assemble the markers on cardboard, cut
out the large rectangles on each sheet with a
hobby knife and a ruler. You will end up with
large rectangles of two rows of the front and
separate ones of the back of the counters.
Carefully divide up the large double row strips into a pile of the
front sides and a separate pile of the back sides. You don’t
want to get those mixed up in the next step.
Example of a front strip:
Example of it’s corresponding back strip:
A thin cardboard at least as thick as that of regular breakfast
cereal boxes works great for new unit markers. You can check
with your local crafts store to see if they have some other
materials which might work better than cereal box cardboard. If
you do recycle a cereal box I recommend spraying the printed
side with a white primer so that the design does not show
through the white paper the new unit markers are printed on.
To attach the paper markers to the cardboard, it’s
best to use an adhesive such as Elmer’s Craft Bond
or something similar. When it’s sprayed on the back
of the new unit marker paper it remains a little
workable for about 30 seconds, which gives you
time to fix some mistakes and ‘nudge’ the paper into
position if it’s off center. It also lets you remove the
paper and reattach it without ripping for about five
minutes or so. Wetter glues such as white glue or
wood glue are not recommended as they make the paper curl
and wrinkle which may make the image on the paper come off,
and you cannot adjust the paper. Paste glues and super glue
are also not recommended as they cannot be adjusted once in
place and they become hard and brittle over time.
When I spray Craft Bond, I use a pen and a ruler to mark an
outline of the largest strip of paper on a paper towel on my
work bench. The overspray builds up on the paper towel so if
you place each new strip in the same area you won’t end up
with them stuck to the paper towel. Craft Bond is also a little
difficult to clean up so using disposable paper towels makes it
easier to work on this project.
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ombat Commander: Armored Fighting Vehicles
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ASSEMBling the new unit
markers

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Allow the glue to dry overnight before carefully using a hobby
knife and a metal ruler to cut out the large rectangles from the
cardboard. Then use Craft Bond to attach the rectangle of
‘back side’ markers to the back side of the correct piece of
cardboard. Double check to ensure you are using the right set
of markers and that they are oriented in the same direction
when you attach them to the cardboard.
Once both sides have dried, use the hobby knife and a metal
ruler to cut down the middle of the rows and then separate
each new marker. Use fingernail clippers to snip a very small
portion from each corner to make game play with the new
markers easier. Then clear off your dining room table, grab a
couple of brews, and set up a scenario with a friend and some
of your new tanks. Enjoy!
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ombat Commander: Armored Fighting Vehicles
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