Charlie Company - Ulster Imports, 1988
Please Note: this review was written prior to my obtaining the new RAFM edition of Charlie Company which can be reviewed here.
An excellent set of rules for the newcomer to the period. The introductory section about organising your forces is a great help and was used as a primary source for the US Organisation pages on this site.
Each player is assigned a 'command' position in a US Unit either as an NCO or an Officer and must attempt to survive a Tour of Duty which generally consists of 12 games (each game being the equivalent of one month).
The game itself is controlled by a 'gamesmaster' who sets up the scenarios and controls the VC/NVA. There is a good 'scenario generation' system provided in the rulebook. In effect, the gamesmaster predetermines the VC/NVA strategy and is then honor bound to follow it - irrespective of the changing tactical situation - which reflects the real life tactical approach of those forces.
Another good section is that on terrain which gives a reasonably comprehensive introduction to the types of terrain to be found in the game as well as their effects on play.
Each turn follows a set sequence of play consisting of 5 phases : Command, Movement, Direct Fire, Supporting Fire and Close Combat.
Charlie Company games are generally fast flowing and full of action. The nature of the rules does not take account of some of the more accurate aspects of other rules such as target acquisition etc. but rather results in a 'slug fest' and high rates of attrition. Handfuls of dice usually result in overly high casualty rates.
Overall though I have enjoyed many games using these relatively unsophisticated rules and recommend them. Anyone surviving a Tour of Duty with Charlie Company deserves mucho respecto!
Back to TopMovement
Units may adopt one of several types of movement which gives them a movement 'allowance' which is then used to traverse the terrain - each 1" of terrain costs a variable number of movement points to cross. Depending on the type of movement being used, the unit can obtain some tactical benefit whilst also suffering some tactical disadvantages which makes choice of movement type very important.
Back to TopDirect Fire
Each direct firing weapon is worth a number of dice, the total number of dice being modified by factors such as the type of movement the unit is using, the movement type of the target, target cover etc. The resulting number of dice remaining are then rolled with hits occurring on a score of 5+. US Casualties are diced for individually whereas VC/NVA consult a casualty table where results are determined for the entire squad - these range from No Effect, 1 Figure Killed... right through to Entire Squad is Killed!
Back to TopIndirect Fire
Availability of allied support fire (air and artillery) is generated randomly for each scenario. Fire support is always available to the US Commander, although the type and quantity available does vary.
Back to TopClose Combat
Close Combat is simply presented as another round of direct fire (counting only soldiers who are not pinned, suppressed or wounded) with hits being gained on a 4+. Only those figures within a set range of an enemy figure may fire.
Back to TopMorale
There are NO rules regarding morale. The designers argument for this is a reasonable one considering the intended period of the war which these rules cover (1965 - 1968).
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