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Charlie Company

Author: John Reeves, Greg Novak and Kurt Hummitzsch
Category: game
Company/Publisher: RAFM Company
Line: Charlie Company
Cost: 19.95
Page count: 76 pages
ISBN: 0-920727-09-3
SKU: 0015
Capsule Review by Robert E. Allen III on 01/17/00.
Genre tags: Modern_day Historical
It's taken me some time to properly review Charlie Company, because it isn't an easy game to qualify. It isn't a standard wargame – where opponents go head to head attempting to either win or see out tactical theories. It really isn't an RPG, either, in the sense that it relies so heavily on tabletop combat and not adventuring per se. It's a hybrid of both, and requires some explanation before we begin.

In Charlie Company, players command either squads, platoons or companies of US infantry in Vietnam. It's playable from anywhere from two to perhaps ten or twelve people easily. One player commands the enemy forces – ALL of them, as a Gamemaster. The rest of the players each get their troops (squad, platoon or company, dependant on the number of players and the desired scope of the game) and get ready.

The game is designed for long-term campaign play. The object of the game is to survive your 365 days in Vietnam. Not win battles, not take real estate, or beat the enemy – but return home alive. The gamemaster, on the other hand, has to assign the players missions, set-up the game board, and control the enemy forces.

You can see where this is rather different for a wargame.

A typical game session will be something like this: three players, each commanding a platoon of infantry, are ordered to clear out a particular part of the Ho Chi Minh Trail. Reports are that Viet Cong snipers have been striking at supply convoys and wreaking havoc. So, the players make up a force to flush out and destroy these snipers.

Meanwhile, the gamemaster determines that there are four snipers, as well as a small patrol group of spotters, that will be hidden on the board. He also determines that they are not ready for a fight, and will retreat if they take two casualities. The gamemaster sets up the table, marks on a map where the snipers and spotters are hiding, and tells the players they may begin their deployment.

Combat in the game is handled with six-sided dice. Squads fire as one, with a player taking all of the dice from his squad and rolling them together. Hits are counted, needed fives or sixes. Then the GM rolls a D10 to see what effect the hits may have.

One interesting thing to note here is that the players take casualities differently than their oppoents. The players forces are more likely to be wounded instead of killed outright – whereas the casualties of enemy forces do not take into effect wounds, since they are not tracked in the campaign games. What this means is that wounded enemy troops are simply counted as killed – they are out of the fight, and what happens to them isn't accounted in the game.

Unlike other wargames, battles in Charlie Company rarely result in one side wiping out the other. These troops are regarded as real – and both GM's and players should also take that into account. GMs normally work out thresholds for what the troops under their command will do – i.e., retreat after a certain amount of losses, or fight a rearguard, etc.

After each fight, players determine what happens to their troops. Some will gain expertise. Others will be so badly wounded or killed and will be gone from their roster. There might be replacements; their might not.

There are plenty of additional rules in the book – tanks, boats, helicopters, airstrikes, etc. But that's the base.

My only real complaint about Charlie Company is the layout of the rules – parts of it feel counterintuitive. The table of contents is good, almost excusing the lack of an index. Most of the charts needed to play are gathered at the back of the book, making for easy photocopying.

While Charlie Company may not be easy to classify, it certainly is an impressive game. What mosts impresses me is the goal – surviving 365 days of the Nam. I suspect the subject matter might turn away some potential players, but I think that it is well handled by the writers – at no time does it offer a judgement of the war or the combatants on either side. And, it is easy enough for non-miniature gamers to learn and enjoy.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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