Mike Licari's Miniature Wargames Webpage

Welcome to my miniatures rules page. I have available my own set of World War II microarmor rules called TACTICAL COMMAND that you can download, free!

The basic rules are designed for fast play, and are only a few pages long. Although they are fast play rules, they offer built-in abstracted command rules (your green troops won't do what you want them to do, while your elite troops will have no problems, even when taking a beating) and fairly detailed vehicle and combat characteristics. Scale is 1" = 100 yards, and each stand represents a platoon of vehicles, men, or towed guns.

Basically, I wanted a set of rules that wouldn't take a new player all day to figure out. This also means more time is spent playing and focusing on tactics than flipping through a huge rulebook. I was impressed with "Where Panzers Dare", a fast-play set of rules from A Fistful of Games. But a few things were lacking like command and control and air support, as well as any options to expand the rules. Other areas were problematic or a bit underdeveloped, such as the time scale, the sequence of play, the artillery rules, and much of the weapon info. Although TACTICAL COMMAND is based on "Where Panzers Dare", about the only part left intact are the rules for shooting (and even these were tinkered with). So, in essence, "Where Panzers Dare" inspired me, but TACTICAL COMMAND is really a new set of rules.

I also wanted a streamlined set of rules. Too many sets of rules at this level (i.e. battlegroup, regiment, or division) have far too much individual weapon detail. Using some games, I feel more like a bookkeeper ("sorry, that Sherman platoon only had 1 HE round left, so you can't shoot again"). In TACTICAL COMMAND much of this unecessary detail is abstracted. If you want to keep track of hit location, stand damage, and ammo supply, this is not the game for you and I suggest using a skirmish-level set of rules.

Game Summary

The lowest level of command that is represented is the battlion HQ. Since the game is designed primarily for battlegroup (like a U.S. combat command, which was made up of a couple of battalions plus supporting companies) actions or higher, company commanders aren't really relevent. The "feel" of the game focuses around where your comapnies are, not necessarily where your platoons are (platoons...individual stands...need to maintain a coherent company, though, and can't "drift" away from each other). One person can easily handle several battalions, with supporting artillery. If you want to play an entire division or more per side, I recommend that more players get involved.

Although the basic rules can offer a fast but intense game, for more flavor a set of optional rules is included. These can be used as players see fit. Some, all, or none may be chosen, depending on how much additional detail players want. I recommend playing the basic rules first to get a feel for what options (if any) you might want to add.

To get away from the problem of "watching the enemy move all his troops without being able to do anything" that plagues many games, TACTICAL COMMAND has a sequence of play that forces players to plan ahead. One side "motivates" a battalion HQ, allowing its units to fire and/or move. Then the other side does the same for one of its HQs. This alternates until all units have been motivated.

This forces players to consider the impacts of motivating certain units at certain times. It also forces them to consider their reactions to enemy units that have been motivated, considering other enemy units that have not yet been motivated.

This system has a number of realism-boosting implications. First, companies that are left unsupported by other units will probably be destroyed, and will be less effective in the attack or on defense. Second, attackers can force defenders into reacting earlier than they might like, given that the attacking side probably will have more units to motivate (particularly if he concentrates his force at the point of attack). Third, the system creates a very fluid battle; there is nothing passive about the game, and players must be thinking at all times.

For unit organizations and TO&E, I use exisiting listings, such as the ones included in Command Decision. Since TACTICAL COMMAND ignores company-level commanders, I cleaned up the CD organizations for use with my game. Email me if you want a copy. It's a fairly large Word document and includes listings for several varieties of German, Soviet, American, and British divisions 1939-1945.

NEW! Latest version is 2.5, updated May 10, 2004. These changes, except for some fixed typos, are all in the Optional Rules section. They include: comments about the use of dummy markers for hidden stands, a new Advanced Fire and Movement optional rule (to allow enhanced "scoot and shoot" tactics), a new Counterbattery Fire optional rule, and expanded aircraft optional rules. The Comments and Notes section has been updated to reflect my thinking on these new changes.

Download the whole thing as one PDF file! Includes latest versions of rules, all tables and charts, notes, scenarios, sample organization lists, introduction, and a cover sheet.

Please note: If the PDF file will not open properly in your browser, right click on the link and save the file to your computer. Then use Acrobat to open the file.

TACTICAL COMMAND used to be available as a webpage. It has been removed. Please download the PDF file for the rules and update your bookmarks. The individual files for tables, charts, and scenarios have also been removed, since the PDF file makes them redundant.

Finally, If you have version 2.0 or earlier, you should download the PDF file, since significant revisions have been made since that version.

Tactical Command and all rules, tables, and charts are copyright Michael J. Licari


Email me with comments: mlicari@cfu.net

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