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Wargame Rules / WWII - Review
Command Decision 3
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By: Frank Chadwick
Info: WWII Platoon based Rules
Cover: Soft
Content: 2 rule books + datasheets, counters and guide
Price: £27.00
Command Decision 3

Displaying Reviews: 1 - 2 Average Reviewer Rating: 4.5 out of 54.5 out of 54.5 out of 54.5 out of 54.5 out of 5
Number of Reviews: 2

 
Shermans as far as the eye can see. Reviewer Rating: 5.0/5.05.0/5.05.0/5.05.0/5.05.0/5.0


Reviewed by ibuickrumdrum@yahoo.co.uk   April 21, 2004


An excellent set of rules encompassing combined arms for WW2, CD3 can support any land scenario one may care to think of as well as providing for amphibious and air operations also.
A friend and I gamed Operation Goodwood with almost two hundred models of the British 11th Armoured Division and over fifty German defenders in 300th scale. Even on a 6` by 4` board there was room for encirclements and flank assaults.
The rules also lend themselves to 200th, 100th scale, or larger. The whole range, from platoon to divisional scale action is feasible with one set of rules and the dynamic remains complex enough to maintain interest without creating forests of paperwork.
There is also the freedom to field units relevant to the chosen scenario as oppossed to some other rules which state how many tanks or infantry MUST be used, and how. In the words of the host of Jazz Club, CD3 is `nice!`
I recommend that everyone buys a set so that we can encourage more players in rural Scotland.
Have a ball!


 
Guderian eat your heart out! Reviewer Rating: 4.0/5.04.0/5.04.0/5.04.0/5.04.0/5.0


Reviewed by Ascot252   November 27, 2003


Pretty good set of rules if you like mechanised wargaming and want to be the next Guderian/Patton/Model etc. Lead your armoured column from the front!
Played properly the rules allow good interaction of all fighting elements infantry/tanks/artilley.

Fed up of games where you only get one chance to attack, then your morale fails and the game stalls? Well these rules allow you to attack, fall back, regroup and attack again ALL in one game!

The rules are a little vague in places so you have to make you own inputs/judgments - but thats part of the fun - play the tactics of the day, not be a slave to the rules - get out and read about how armoured forces work and how soldiers react. Play the the tactics properly and Tigers/Panthers don't dominate the game.

Don't play these rules if you only want one or two companies on the table/skirmish games. Ideal for 4-6 Battalions attacking etc.

I prefer playing with 6mm figures/1:300th scale and 1cm =50m. Therefore 1km is only 20cm on the table!! A 6ft table is therefore about 9km - yes 9km long - hence why Tigers/Panthers don't dominate the table, just part of it!! There are no straight front lines in these rules - unlike Ancients/Napoleonic periods etc (YAWN!!)


 
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