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"Cold War Commander 2nd Edition" Topic


6 Posts

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1,814 hits since 25 May 2022
©1994-2025 Bill Armintrout
Comments or corrections?

Achtung Minen26 May 2022 2:46 a.m. PST

This came out a few days ago (both in pdf and softcover). Does anyone know if they fixed the various issues with this game, like the damage mechanics?

Personal logo aegiscg47 Supporting Member of TMP26 May 2022 4:59 a.m. PST

"Damage mechanics"? Do you mean the hits and how they're not carried over from turn to turn? In BKC IV there is an optional rule to carry over the hits from turn to turn, which we use and it made the game much, much better. I don't have the rules yet, but I'm guessing that they probably put that in there.

John Leahy Sponsoring Member of TMP26 May 2022 5:20 a.m. PST

And if it's not you can add it anyway. I ordered a hard copy.


Thanks

John

Goober26 May 2022 3:17 p.m. PST

The biggest problem was that ATGM's were next to useless. You were always better off spending the points on gun units that could get multiple fire actions.

G.

raylev326 May 2022 9:10 p.m. PST

I ordered my copy today…great set of rules.

blank frank31 May 2022 3:16 a.m. PST

>Do you mean the hits and how they're not carried over from turn to turn? In BKC IV there is an optional rule to carry over the hits from turn to turn, which we use and it made the game much, much better.

Yes I agree leaving the hits on improved the game. I had a problem with multiple fire activations. It was OK when you got it :) I was going to trial always allowing multiple opportunity/reactive fire when it happened, so creating a firefight. I did enjoy my games with these original rule sets. Simple and elegant rule mechanism. However I felt BKC IV did start to complicate things for example the recce rules expanded from an optional third of a page to to four pages.

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