Jason’s Games

Home.Ancient Empires.Company Commander.Links.Contact.Downloads.CC Rules Clarifications.News.
Company Commander Rules Updates & Clarifications

Since the start of Company Commander, there have been a number of changes, and to be honest some of the editing of the rule book has been a bit deep. To help to rectify this, I have stated this area of the Web Site to help out as these areas are identified.

Combat Supply Purchase
Although the cost per batch is stated at 7.5 MP, there is also a cost of 7.5 Political Influence.

Combat Results
There are some variations between email play and normal play.
[OA] combat results mean the unit is taken out of play but it can be repaired. For Infantry units this usually has a combat result like “Taken 50% Casualties”, or for vehicles “Disabled” or a similar result.
At the bottom of the combat result are a number of levels that vary to reflect the severity of the damage. The cost might be small, or very large. You must have the required resources at the same location as the battle took place, and you will also need the correct recovery and repair units at the location.
For non email players, simply fill in the table at the bottom and send it back with your turn. There are no time limits for action.
It is possible that an attacker will abandon equipment during a failed attack. The defender can attempt repairs and claim the vehicle as there own.
Email players should send notification of their actions and the costs, as the battle reports are held on file. In both cases you can choose which units to repair, and resend the battle report for further repairs on other units should you choose.
Infantry units require replacements to bring them back into the game, but because of dilution of trained, equipped and experienced men the unit drops one class. ie a regular infantry squad reverts to Militia.
Casualties are allocated to about 60% of losses from both sides, but only if enough wounded are assumed to have been created by the action. The victor gets to look after them.

Criminal Activity
As a way or raising cash, you can opt to allow criminal activity in any village of your choice. You can do this with a special action detailing how much activity you are allowing, ie each level will give you somewhere between 10 and 40 Money. The penalties for such easy money are harsh.
You will lose pretty much all Popular Support and the available PI (even stockpiled) will be drastically cut. There is also a risk of intervention by outside influences that will act decisively to prevent further Illegal operations. The Decision is yours

Other Financial Situations
Transactions between factions are possible with some restriction. You may sell locations or equipment. Keep in mind that you require the tech. training for the unit before you can purchase it from another player. Political Influence may NEVER be traded since it represents the influence YOUR faction has on Foreign governments. You can never sell or give your men to another player. Your men will fight for you and only for you. This is only for infantry class units. Equipment can still be sold to another player.

Recruitment
In order to get recruits for your armed forces, you will have to carry out recruitment. This delves into the heart of the game, as each recruit gained at a village reduces the village level by 1. This in turn reduces the available manpower to operate the industrial units such as sugar plantations and mines. The classic choice between plough shares or swords. Until you have recovered the level of the village, you may adversely effect production, should you recruit too heavily. Each recruitment level costs 1 Money and are set on the turnsheet.

Correction of PI gained by Industry
Sugar Plantation 15 PI per month.
Lumber Yard 20 PI per month.
Oil Well 25 PI per month.
Bauxite Mine 25 PI per month.
Port 10 PI
Border Warehouse 15 PI per month.
Hospital up to 20 PI per month.
Up to 99% loss of PI in each location where Illegal Activity is active.

Player Co-operation
You cannot have two players forces in the same location. However there is nothing to stop players who are allied from moving through a location to another location they control, or to attack another location.


Ok there are some clarifications that have come to mind. Please let me know if there are any that you need resolving.

NEW Unit Training
The unit training has been improved so that you can order up to three types of unit training per location.

You can also order the amount of each type of training, as long as you have the available units and commodities to carry out the upgrades.

The amount of training that each camp can carry out remains at 4 units per camp.

Online and downloadable turn sheets have been updated.  

NEW No Name Locations
It is assumed that units in villages sustain themselves. If units are deployed to a non village location, they will not be able to sustain themselves and will need to use combat supplies. The cost in combat supplies is high. Each Infantry class unit will use as many as 15 combat supplies per month.
Units not using supplies are the following:    
Casualties
Replacements
Recruits

Any unit engaging in combat from a no name location will have their location notified to the defender.

To prevent a free for all each player may have 1 non village location at any given time.

IMPROVED Illegal Activity
I have improved the system of illegal activity to make it more financially rewarding and added a new Industry bonus so you can improve at being bad.