Agreed. Played a game 2 weeks ago with a US Inf Coy on the table with
a ANZAC 4 Platoon strong force carrying out a sweep mission with 75%
newbie players. All had it sorted by the end of turn 3 and we managed
35 turns over two days (i'll post some photos in the file section in a
minute. All had a blast and in fact we have a rematch going on end of
November. All agreed they really enjoyed it and at least three are
looking to dust off their old kit and run games at their own clubs.
Sure there are little rough edges but for most i either make a
adjudication (and put it up on the board so it remains a constant) or
write something up to cover it.
Personally i find it a easily manageable system to GM.
--- In charlie-company@yahoogroups.com, "stu" <chagadiel@...> wrote:
>
>
> charlie company is missing a few rules here amd their but with the
> additional rules in the files section its a complete game . in fact
> the only thing its missing is maybe some rules for attacking boats of
> the brown water navy.
> as for the game i love it. it is so simple that a new player can
> tell me how many fire points are in their squad by the 2nd round of
> combat, and yet the game plays in a "realistic" way. i play charlie
> company at a company level now. the last game i did i had the whole
> company engageing a battalion of nva in a firefight with constant
> artillary support and tac air as well. the game flowed very well. you
> can easily work out in your head the average caualties for the nva
> with out rolling dice.
> the resaon there are no rules mods mis either there is not that many
> fans players or which is my way of thinking the rules work well
> enougth as is
>