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"Charlie Company solo?" Topic


3 Posts

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1,092 hits since 3 Feb 2015
©1994-2024 Bill Armintrout
Comments or corrections?

Bismarck03 Feb 2015 7:12 a.m. PST

I just got these rules and think they are great.
I am looking at using them with an old freebie,,"solo
VC actions". Want to use as small a table as possible,
using a squad to 24 figures @ side.

Any suggestions or solo ideas for this ruleset.

thanks

Sam

haywire03 Feb 2015 8:44 a.m. PST

I love Charlie Co. (although I still have trouble figuring out artillery)

Well, the VC/NVA are supposed to act on a "programmed orders" and either stop or run away if things go wayward.

So depending on the scenario, it should be pretty easy to run them using maybe some objective cards (ambush, hold, take) and reaction cards or roll (1-3 runaway, 4-5 stay put, 6 other).

Personal logo Murphy Sponsoring Member of TMP03 Feb 2015 9:47 a.m. PST

The Charlie Company rules are good…although the artillery rules are a major headache, even with templates. The best thing to do is to simply pre-list/pre-roll the artillery hits which will cut down on game lag.

Primary zone will have more kills and wounded…

Secondary zone will have more wounded and pinned…

The thing about the VC NVA is that their rules are strict…they do this…they do not deviate and do this instead. I used to give them a little leeway..such as facings, and firing..but that was it…if they got outsmarted, then they tried to break off and run….

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