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Contents

Section Page
First Principles 3
Starring… 6
Lights, Camera, Action 8
Hitting Your Marks 9
Gunfights 10
Brawling 14
Actions 15
Advanced Rules 16
Casting 17
Solo-play 19
Season Rules 22
Solo-Play Season Rules 27
Alternate Season Rules 28
The Combat! Cast 29
Episodes 32
Designer’s Notes 40
Combat! Markers 42

Legal Disclaimer

This is a document produced by fans and for fans. It makes no claims on the ownership of
Combat! and all of its derivatives. These are the properties of ABC Television and their
subsidiaries and partners. No monetary benefit is gained from this work, no copyright
infringement is intended or claim on intellectual property made.
First Principles
Welcome to Combat! Starring Vic Morrow. What You Need to Play
In order to get started playing Combat! Starring
In these pages you will find a game that allows Vic Morrow you will need the following things:
you to play out your favorite Television and
Movie adventures of World War II. You will be • 6 sided Dice. The more the merrier
the director setting up scenes and playing out the • A ruler or Tape Measure in Inches
events of the plot. Your direction will lead your • Models or Templates to represent your
band of plucky TV heroes across France and Gladiators in the Arena
towards Berlin. Can your show earn enough • A flat play area 2x2 or larger to represent the
ratings to stay on the air until VE day? Will your sands of the Arena
stars make it to the end of the Season? • Terrain as needed for the Arena

Looking forward, you will find all the rules you


will need to play Combat! Starring Vic
Morrow. At first, the number of rules and
variables may look daunting. However, the Dice
basic rules are only a handful of pages, with Combat! Starring Vic Morrow will use variations
additional optional rules included to add depth to of six sided dice. The dice is simply a random
your Series. Read the basic rules first and then number generator used to help determine the
play a few games. When you are ready feel free outcome of various actions during the contest. A
to add the more advanced rules. Don’t be afraid single dice will be referred to as a d6.
to look-up rules as you go.
There will be times when you will need to roll
As you move through this book, you will also more than a single dice at one time. This will be
find additional information about the World War indicated by a number followed by the type of dice
II Television shows portrayed in Combat! to be rolled. It will be expressed like this:
Starring Vic Morrow. If is full of useful
information to add color to your Seasons and • 2d6 = Roll 2 six sided dice
Episodes. This is all to help you understand how • 5d6= Roll five sixe sided dice.
the story unfolded for the viewers of these types
of shows. There will be other variables for dice rolls listed
below for reference:
Every Season and Series can be unique. Each
will have its own unique mix of models, rules, • 6d66= Roll two six sided dice, and the first dice
advantages, background, and abilities. It is up to represents the tens place while the second dice
you, as the Director; to understand and represents the Ones place.
appreciate the strengths and weakness of your • 1d3= Roll a single six sided dice. The 1-2 = 1,
Squad of TV stars. Then, you can exploit them 3-4 = 2, and 5-6 = 3.
for your own benefit while to make the most of
each Episode and earn killer Nielsen Ratings. Of When using a single d6, a roll of 6 is always a
course, there is no telling what tricks your rival success. A roll of 1 is always a failure. Modifiers
Directors will have up their sleeves. Good luck do not matter.
and have fun.
Scale
Many tabletop miniature games have a strict
scaling system. This is often expressed in a
ration like 1/72nd or 1/48th. Essentially, in such a
system 1 inch is equal to X number of feet. This
is a direct reference that can be applied to
ground scale, distance, etc.

Scale can also be expressed in the size of the


miniatures involved measuring from the feet to Miniatures
the eyes. This is often referenced as 10mm, Combat! Starring Vic Morrow do not require you
15mm, 28mm, 40mm, 54mm, etc. The reference to use a single line or manufacturer of miniatures in
is more to the size of the models than to the order to populate your show. It is designed to be a
ground scale. rather generic rules set that can be used with any
World War II miniatures you find appealing.
Combat! Starring Vic Morrow is a relatively
loose game system when it comes to scale. The The images in this book will primarily be from the
rules were created with 28mm figurines in mind. following lines:
However, it can easily be scaled up or down by
simply modifying some of the distances Warlord Miniatures
involved. It is left to the discretion of the The Foundry
players to determine what scale they wish to play Eureka Miniatures
the game at. Artizan Designs
Frontline
Time Scale Cobblestone Castings
In many games, the length of a game turn
reflects the amount of time that would have Basing
passed in “real-time” had a person actually Combat! Starring Vic Morrow does not require
completed all of the actions performed on the any particular basing guidelines for miniatures.
table, but in real life. For example, it may take a The base only acts to ensure the models do not fall
player 15 minutes to perform all the functions of over. However unusually large bases may reduce
a turn, but only a single minute has passed on the the visual impact of the models in action.
battlefield. Such references are popular in
historical war games. Measurements
The primary unit of measurement will be an inch.
Combat! Starring Vic Morrow is not These will be expressed in whole inches wherever
concerned about Time Scale. Time is broken possible.
down into Scenes and Screentime. These do not
necessarily correspond one-to-one with any real Measurements will be taken from the center point
time metrics such as minutes, seconds, or hours. of mass for the model. That means you will not
measure from the tips of rifles, the base, or any
Time Scale is left at the discretion of the players. other point. If in doubt consult your opponent.
If you wish to impose a Time Scale, that is up to
you and your opponent. For the purposes of Measurements can not be made, until the player
game play, a Scene or Screentime lasts exactly has committed his models to act. Therefore, it is
as is needed. This is to create a fast moving and possible that the action will be too far away or too
dynamic game. close to be completed successfully.
Rounding Units and Models
As a rule of thumb, if the result of a calculation Units and models are generic terms used
is ever a fraction or a decimal, round up to the throughout the rules to refer to your miniature
nearest whole number. action stars.

The Most Important Rule A model is a single model on its own base. This is
The most important rule of Combat! Starring the most common term used in the rules.
Vic Morrow is to have fun. This is a
collaborative game where all players are A unit is composed of multiple models on separate
attempting to enjoy themselves. This includes bases.
helping your opponent have fun too. If you or
your opponent are not having fun, then the game These terms are used throughout the rules. For the
has failed and everyone has lost. most part Combat! Starring Vic Morrow is
focused on interactions between individual models,
Resolving Disputes even when they are part of a larger Scene or
If a quick and simple resolution to a rules dispute Season.
can not be made based on judgment, then resort
to this method to resolve all disputes. After the House Rules
game is over, you can thoroughly consult the The rules for Combat! Starring Vic Morrow were
rulebook and decide on a solution going forward. created by mere mortals. As such, there will be
rules you feel are not accurate or need to be
Both players roll a d6. The player who rolls the adjusted to fit your wants and needs as a player.
highest wins and their rules interpretation is This is not only welcomed, but encouraged. The
followed for the remainder of the game. If a tie, only caveat is that all players for any given game
continue rolling until a winner is found. are familiar with any house rules prior to play
beginning.
It is preferable to avoid rules disputes whenever
possible. Frivolous use of this rule is considered Otherwise, House Rule away. This is your game
a violation of the Most Important Rule. system so make use of it as you see fit.
Breaking the Most Important Rule is
considered a loss.
Starring…
Combat! Starring Vic Morrow is a game to while the second represents the Cast Members
help you recreate World War II adventures from chance of hitting something when they are firing
the small screen. Combat! was a television in the general direction of the enemy. This will
show on ABC that ran from 1961 through 1967. be discussed further later.
The series focused on the exploits of American
soldiers fighting the Germans in France during However, for now it is important to note that the
World War II. The show took place after D-day lower the number, the easier it is to hit what you
and before the liberation of Paris. are shooting at.

Shows such as Combat! were made up of a cast Brawling


of veteran stars, up and coming actors, fresh Nothing cranks up the ratings like a good fist
faces, has-beens, and nobodies. However, the fight. Brawling is used similar to Gunfight
actors represented the soldiers fighting their way except it is when you are fighting mano-y-mano.
across the globe. In the game, these weeknight The lower the number the easier it is to land a
characters are represented by your models on the punch.
tabletop.
Action
Players will create a cast of characters to play There are times when Cast Members must
out the Episodes of the show. It will be your job perform important actions to further the plot, but
to lead them through the Episode, help them get they don’t involve gunfights or brawling. Things
ratings, and stay in the Series. like hiding, spotting a sniper, bluffing past a
guard, etc. The Action profile helps them
Each Cast Member will be represented by a accomplish these types of tasks.
miniature on the game board. Each miniature
will have a unique set of abilities and skills Guts N’ Glory
based on his role on during the Series. This The Cast Members will face things during an
unique set of abilities is known as the Profile. It episode that will test their characters resolve to
is made up of the following parts: fight or press on. When things like this happens,
the audience will expect a believable response.
Screentime Therefore, sometimes even the heroes will
Screentime represents how often a viewer may prudently fall back or take cover. The lower this
see the Cast Member taking part in the episode. number is the easier it is to carry-on with the
During a Cast Members Screentime, they can show.
perform actions such as move, get in a firefight,
throw a few punches, hide behind a bush, etc. Plot Armor
When a Cast Member is not getting Screentime, The audience can only suspend disbelief so
they can not perform actions. The higher the much. There are things even the toughest hero
number, the more times the miniature will be can’t simply shrug off and a breaking point
able to do stuff. where they won’t be able to go on. You can only
see a hero on the show say, “It was just a scratch!
Gunfight Keep fighting!” before it gets old. The higher
What is a Television show about war without a the number the more times the miniature can
bit of shooting in it? There are two numbers have a brush with death before it is no longer
here. The first represents taking aimed shots believable for the audience.
Star Power The Primary Cast of the Combat! Television show
Everyone knows that the script protects the was the following:
heroes and the bigger hero you are in an episode
the more good things come your way. The • Rick Jason- 2nd Lt. Gil Hanley
number here allows you to change the results of
dice rolls in this Cast Members favor. However, • Vic Morrow- Sgt. Chip Saunders
it can only happen so many times before the
audience will no longer believe it anymore. • Pierre Jalbert- Pfc. Paul "Caje" Le May

These basic elements make up the individual • Jake Hogan- Pvt. William G. Kirby
profiles of each Cast member on the show. As a
Season of Episodes continue it is possible for • Dick Peabody- Pvt. "Littlejohn"
Cast Members to get better or worse. Events in
each Episode can impact the storyline of the • Conlan Carter- "Doc" (seasons 2-5)
Season and each Cast Member’s character
differently. • Tom Lowell- Billy Nelson (seasons 1-2)

Later on in the rules there will be more • Shecky Greene- Pvt. Braddock (season 1)
information about creating a Cast for your
Episodes. In the meantime, as you read the rules • Steven Rogers- "Doc" (seasons 1)
you will see how the profiles interact with the
rules to allow you to play the game. • Paul Busch- (Played different parts, mostly
German)

Example Profile:
Screentime Gunfight Brawling Action Guts N’ Glory Plot Armor Star Power
3 5+/6+ 5+ 4+ 4+ 1 1
Lights, Camera,
Action!

Turn Sequence follow.


Each game is divided in Scenes and Screentime.
A Scene is the time it takes for every model to These activities include:
take actions during their screentime. Therefore a • Get Up
Scene is made up of several smaller bits of • Check for Wounds
Screentime. • Guts and Glory tests
• Update Status/tokens
Screentime allows a model to do one of the
following: That’s Your Cue!
• Move- Move from one place on the board to This is how you determine who does what when.
another. The player with the Allies rolls a d6. On an even
• Gunfight- Fire a weapon as an aimed shot or roll 2, 4, 6 the Allies get to choose one model to
suppression fire receive their Screentime during this scene. On
• Brawling- Fight in hand-to-hand combat a1,3,5 the Axis player gets to choose one model
• Actions- Do stuff other than fight to receive Screentime.

Extended Screentime A model can only get as much Screentime as


After a model completes its Screentime, if it has their profile allows for. Extras get much less
additional Screentime it can immediately try to screentime than the Stars do. Therefore, it is
use it. Make an Action! Test. If successful, the possible for one model to do a number of actions
model can use another Screentime. A model can in a single Scene.
do this as many times as it has Screentime.
If all models on one side have completed all of
Establishing Shot their Screentime and the other player’s models
At the beginning of the Scene, there are a have not, the player with Screentime remaining
number of items that may need to be completed can choose which models to provide Screentime
prior to starting the Scene. This is considered an to until all Screentime is used for the Scene. You
Establishing Shot and sets up the Scene to no longer need to roll for Screentime.
Hitting Your Marks
The Stars of your TV show will need to move Personal Zone of Oneness
around the battlefield set. Here is how it is done. A model may not move closer than 1 inch to an
opposing model. If they move within 1 inch of
Facing the center of an opposing model, the moving
Your model is assumed to be facing in the model is immediately halted. They can only
direction his face is actually pointing. Generally move around or back to use remaining movement.
speaking, a model can only “see” things in a 90
degree arc from their face. Tangled
Models fighting in a Brawl are considered to be
The Basics tangled. They are within the 1 inch range and
A Model can move up to 6 inches during their previously fought in a brawl during one or the
Screentime. They can turn and pivot freely and other models Screentime. In such a situation a
move in any direction. They may not move model may not simply move away until their
further than the 6 inches. They can move less opponent is Knocked Down or Out of the Fight
than 6 inches, or choose not to move at all.
Sets
Running Clear- No mods
A model can choose to run up to 12 inches in their Obscuring- Hinders Shooting
movement. They can turn once up to 45 degree Blocking- Hinders Shooting, Blocks LOS
while running. Running can only be done Impassable- Hinders Movement
forward. Dangerous- Hinders Movement
Difficult- Hinders movement

Hinders Shooting and Blocks LOS will be


covered in more detail in the Gunfight section of
these rules.

Hinders Movement
There are three ways to Hinder Movement
detailed below:

Impassable
No model can move through this terrain. They
must move around it.

Dangerous
A model can move through it at half speed. This
type of terrain can not be run through. They must
pass an Action Test or test for injury as if shot.

Difficult
A model can only move through the terrain at half
speed. You can not run through this type of
terrain.
Gunfights
Trading fire and gunfights are a staple of good When shooting at an Obscured target the dice roll
TV! There is drama, danger, and excitement. It receives a -1 to the Gunfight roll.
seems only logical to try and capture that spirit of
action in game. Below are all the rules you will In addition, targets that are Obscured are less
need to liven up your episodes. likely to be Pinned. They have a +1 on their
Guts’n Glory roll to avoid being pinned.
Range
In this game, weapons are assumed to be able to Blocked
hit anything on the board assuming it can be seen. Some sets are considered blocking. When a target
is 50% or more behind blocking Sets they are
Fire Arc considered blocked. The firer receives a -1 to the
A model can only fire on models within their 90 Gunfight dice roll to determine if they were hit.
degree arc from the face. Other models will not
be seen by the firing model. In addition, a target in blocking terrain is less
likely to be Pinned. They have a +2 on Gut’n
Line of Sight Glory tests to avoid pinning.
Bullets go in a relatively straight line, even on
TV! Shots may not be made through intervening Weapon Firepower
blocking terrain. Friendly models do not block The Firepower of a weapon represents how many
Line Of Sight. bullets it can put out in the show. The higher the
Firepower rating of the weapon, the more
Obscured Gunfight dice the firer can roll.
Some Sets or Special Effects cause a target to be
obscured. When a target is 50% or more within Therefore, if a weapon has a Firepower 5 the firer
obscuring terrain they are considered obscured. can roll 5 Gunfight dice.
Suppression Fire Plot Armor
Suppression fire is pointing your gun in the If a model is hit a point of Plot Armor is removed
general direction of the enemy and firing. The from their profile. If they are reduced to 0 or
intent is not to hit the enemy, but to pin them below the model will be injured.
down for a few moments.
Injury
To use Suppression fire, a model must determine When a model is reduced to Plot Armor 0 or
LOS and see if a model is obscured/blocked. If below, every time they are hit they must roll on
LOS exists, the model may fire. the injury chart.

Roll 1 dice per the firepower of the weapon being 1-2 Remove From Episode
used. Consult the firing models profile. The 3-4 Downed
second number in the Gunfight stat is what they 5-6 Just a Scratch
need to hit the target. For each dice rolled if the
result is the Gunfight Suppression Fire or higher Removed from Episode
the target is hit. The model is removed from the table. They won’t
be making any further appearance during the
Aimed Fire episode. This is usually accompanied by a
When a model uses aimed fire, he is intentionally dramatic fall, Wilhelm scream, or clutching of the
trying to hit a target to injury them. The intent is chest before falling over.
to take them out of the show.
Downed
To use Aimed Fire a model must use an The model is placed on their back and considered
activation with the Aim action before firing. If pinned. They can only crawl around 2 inches
they have done this determine LOS and see if the wounded. They may not use Gunfight or Fisticuff
target is obscured or blocked. If LOS exists, the stats. They may not use Actions. If attacked in
model may fire. Aimed Fire may not use Split Fisiticuffs they are automatically Removed from
firepower. the Episode.

Roll 1 dice per the firepower of the weapon being During the Establishing Shot roll for each
used. Consult the firing models profile. The first Downed model on the Injury table. They may end
number in the Gunfight stat is what they need to up being removed from the table, staying down,
hit the target. For each dice rolled if the result is or be downgraded to Just a Scratch as the model
the Gunfight Aimed Fire or higher the target is hit. recovers from the shock of getting hit.

Pinning
A target that is fired on must make a Guts’n Glory
test or be pinned. Roll a dice. If the result is the
Guts’n Glory number in the model’s profile or
better, the test is passed. If passed, no other
actions are taken regarding pinning.

If the Guts’n Glory test is failed, the model


becomes Pinned. They drop to the ground and the
model is laid face down. The model is considered
prone. When pinned, a model may not further
move or shoot until they are no longer Pinned.
Get Up they will try to Get Up as normal. Once standing
Any Model who was Down (but recovered, given they will move towards their deployment zone at
First Aid, etc) or Pinned can try to Get Up during full speed.
the Establishing Shot. To Successfully Get Up, a
model must pass a Guts n’ Glory test. Running Away will continue until they are
successfully Rallied by a fellow friendly model or
First Aid they leave the board. Any model that leaves the
Each Model (that isn’t an Extra) within 1” of a board can not return.
downed model can increase a Downed Models
chance to recover during the Establishing shot. Rally
Each model adds +1 to the dice result on the injury Instead of moving or shooting, a Cast Member
test. can attempt to Rally all fellow Cast Members
within 6 inches of them. First they pass an Action
Just a Scratch test. This represents them calling out an
The model is injured but carries on. They are inspirational line, giving an order, or doing
considered Pinned. All of their Profile target something suitably heroic.
numbers are increased by 1 due to the injury. If
any of the Target’s profile stats go above 6+ due to All pinned Cast Members within 6 inches of the
injury then the model is considered Downed. Rallying Cast Member can immediately take a
Guts N’ Glory test. If passed, the other Cast
Running Away Member can immediately become unpinned.
If a pinned model is forced to take an additional
Pinned test, they may Run Away instead. If a Cast members who are Running Away will revert
subsequent Guts’ n Glory test is failed, the model to simply being Pinned.
can only crawl to the nearest cover. Once in cover,
Example Gunfight Weapons

Firepower Prop Boom! Dramatics


Revolver 1 A 1 4+
Pistol 2 A 1 6+
Rifle 2 A/S 1 6+
Automatic Rifle 3 A/S 1 4+
Sub-machine gun 3 S 1 4+
LMG 5 S 1 3+
Grenade 1 S d3 3+

Gunfight Weapons properly for dramatic effect. When a Cast


Weapons used in a Gunfight have the following Member fires a weapon that misses with a 1.
profiles that are sued to determine how the They will need to test for Dramatics for each one
weapon works in the show. rolled. Roll a d6 and consult the weapons
Dramatics rating. If the number or higher is
Firepower- This is how many dice are used to rolled, the weapon has jammed, run out of ammo,
determine a hit. or broken in some way. That weapon is
considered unusable for the rest of the Episode
Prop- This is whether the weapon can be used
for Aimed, Suppression, or both.

Boom!- Some weapons are more believable to


survive from then others. The greater the Boom!
The less likely the audience will believe a
character can live through it. Each point of
Boom! Indicates how much Plot Armor a hit will
remove from a character.

Dramatics- The Dramatics represent how likely a


weapon is to run out of ammo at a critical
moment in the action.

Grenades
Grenades can be thrown up to 10 inches at
another model. They are Suppression only
weapons. Anyone within 3 inches of the
Grenade can be hit.

If a grenade misses, it is assumed to explode


harmlessly away from the action with a suitably
impressive bit of pyrotechnics. The original
Targets of the attack will still need to make a
Pinning Test.

Dramatics
At certain key points in an episode, a weapon
may jam, run out of ammo, or fail to function.
Brawling
Locked
Fist Fighting is a staple of action shows from the
When two or more models are Brawling they are
end of World War II to today! This section will
considered to be “locked” in combat. They may
explain how you can add this element to your
not move, shoot, or perform actions until they are
Episodes.
no longer locked. This will last until one of the
models is Removed from the Episode. Once this
Facing
occurs, the remaining model is no longer locked.
Models can only attack if they are facing their
opponent. Their facing is the front 45 degrees of
Models who are locked in a Brawl may not be
the direction to model is looking. It is possible
fired upon by anyone else. However, other
for only one model in a Brawl to be facing in the
models can join in the combat freely. However, if
proper direction to fight.
they join they will also become locked.
Range
Brawling
Brawling can only occur when the two-models are
For each point of Damage on the weapon being
within 1 inch of each other. This is the only time
used in the brawl roll a d6. Each dice that meets
a model can move closer than an inch to another
or exceeds the Cast Members Brawling rating is
model.
considered a hit.
Obscured
Plot Armor
Some Sets or Special Effects cause a target to be
If a model is hit a point of Plot Armor is removed
obscured. When a target is 50% or more within
from their profile. If they are reduced to 0 or
obscuring terrain they are considered obscured.
below the model will be injured.
When brawling with an Obscured target the dice
roll receives a -1 to the Brawling roll.
Injury
If a model is reduced to 0 Plot Armor, they are
Blocked
automatically Removed from the Episode if they
Some sets are considered blocking. When a target
lose a Brawl. No other injury can occur and they
is 50% or more behind blocking Sets they are
will not be pinned. This is usually accompanied
considered blocked. The firer receives a -1 to the
by a dramatic fall, Wilhelm scream, or clutching
Brawling dice roll to determine if they were hit.
of the chest before falling over.

Example Brawling Weapons Brawling Weapons


Weapons used in a Brawl have the following
Firepower Boom! Dramatics profiles:
Fists 1 1 -
Improvised Firepower- This is how many dice are used to
Weapon 2 1 3+ determine a hit.
Brass
Knuckles 2 1 6+ Boom!- Each point of Boom! Indicates how much
Knife 3 1 5+ Plot Armor a hit will remove from a character.
Sword/Axe 3 d3 5+
Fixed bayonet 1 d3 5+ Dramatics- The Dramatics represent how likely a
weapon is to break or get stuck at a critical
moment.
Actions
Actions are all the things that a Cast member can Climbing- When a model climbs they can
attempt to do that don’t involve hitting their climb upward/downward two inches per turn
marks, being in a gunfight, or brawling. Often on walls, cliff faces, trees, etc. Ladders and
they are important to keep the narrative of the stairs are climbed as normal movement. A
Episode moving forward. Below is a partial list, model is kept at the base of any object they
and some Episode description will have episode are climbing until they have moved far
specific Actions. enough to get on top of the object.

Jumping- Model can jump over objects less than Diving- The model can dive. They end their
2 inches tall, or jump across obstacles that are less movement by “Hitting the Dirt”.
than 2 inches across.
Hit the Dirt- The model goes prone. They
take cover on the ground. They are
considered Pinned and Obscured.

Rally- A Cast Member attempts to stop


another member from Running Away or being
Pinned.

First Aid- The Model attempts to administer


First Aid to another Cast Member.

Up and At’em- The model gets up after


being Knocked Down or Hitting the Dirt.

Hide- The Cast member must be in cover to


Hide. The Model stays on the board but may
not be targeted by Gunfight unless that shooter
first passes an Action! Test.

Miscellaneous- An action that can not


immediately be considered a success requires
an Action! Test to perform. Some examples
would be:

1. Unlocking a door
2. Disarming explosives
3. Operating a radio
4. Deciphering a code
5. Reading Map Coordinates

Of course, this is just a partial list and you


should work with your opponent on other
plausible actions that maybe taken.
Advanced Rules
This section will detail some advanced rules for
your Episodes. There is no need to ever use these,
as the core rules are enough. However, they add a
bit more drama to your Episodes. Before using
any Advanced Rules make sure everyone knows
which rules are going to be in play during the
game.

Target Priority
When a model fires, they must shoot at the closest
target that is easiest to hit.
• If two models are the same distance with an
equal chance of being hit, then the firer may
choose which to hit.
• If one model is closer, but requires a higher
success number to hit, then the firer may shoot
at a more distant target with an easier chance to
hit.
• If a model with a lower chance to hit and a
higher chance to hit are the same distance
away, the firer must fire at the target that is
easier to hit.

Splitting Firepower-
A firer can choose to spread their firepower dice
over a number of targets. They can allocate one Cover Fire. Once a model shoots it also is no
or more firepower dice up to the firepower of the longer in Cover Fire mode.
weapon on a different target as long as they are
within 2 inches of the first target. The model can interrupt the movement of an
opposing model by firing on them if the opposing
It is also possible to “walk the fire” over a larger model moves through their fire arc. The moving
distance, but each distance of two inches costs 1 model is halted when the Cover fire is declared.
firepower dice. For example, there are two The results of the shooting are calculated
Wehrmacht crossing a field 4 inches apart. A .30 immediately and the results applied. After the shot
Cal with a firepower of 5 opens suppression fire is calculated the moving model may continue
on them. The firer decides to put 2 dice on the moving if they are still capable of it.
first soldier, uses one dice on the 2 inch gap, and 2
on the last soldier. Look Out Sir!
A model within two inches of a Star can choose to
Cover Fire- Advanced Rule throw themselves in front of a shot that would
During a Cast Member’s Screentime, they can otherwise injure the Star model. Instead, the
successfully make an Action! Roll and go into alternate model is considered to take the injury.
Cover Fire Mode. If the model moves or Roll for injury as normal on the alternate model.
performs another Action they are no longer in The Star model continues as normal.
Casting
You can’t have a T.V. Show about World War II Hiring a Cast
without assembling a cast of actors to portray As the Casting Director you can choose anyone to
your characters! Plus, you need to make sure you fill out your cast, with the above parameters in
have the right mix of talent, outfit them with the mind. When you are starting a Series, you will
right props, and stay on budget. Being a Casting begin with a budget of $100K dollars for casting.
Director can be tough!
This must be used to hire on Cast Members and to
Cast Size outfit them with the proper props for Gunfights
For a show to work it must have the following and Brawling.
requirements:
Add up the total cost of Cast and Props to get the
• Must have at least 1 Star total starting Budget.
• May not have more than 2 Stars
• May not have more than 15 total Cast
Members
Extras 5K
Extras form the bulk of the cast. They are there to be seen and flesh out the world around the stars.
Frequently, they have very little or no speaking parts. They are essentially living parts of the set. The
bulk of the casualties in World War II T.V. comes from the Extras.

Screentime Gunfight Brawling Action Guts N’ Plot Star


Glory Armor Power
2 -/6+ 6+ 5+ 5+ - -

Props:
Gunfight Cost Brawling Cost
Rifle 5K Rifle Bayonet* 1K
Pistol/Revolver 5K Knife 1K
LMG* 30K

Rifle Bayonet*= A Rifle Bayonet can only be equipped when a Rifle prop is also taken

LMG*= The Light Machine Gun must have two Extras assigned to it. This is called a Fire Team. One
Extra is the gunner and the other is the loader. They are activated as a single Cast member and act as a
single Cast Member. The Fire Team must stay within 2 inches of each other for the Episode.

If one of the Fire Team Extras is Removed from the Episode/Downed, the LMG can not be moved. It
becomes a stationary weapon. The Extra manning the weapon can abandon the LMG, but the gun is
then removed from play.
Cast 10K
The Cast typically have recurring speaking parts on the T.V. show. They are familiar faces that the
audience will recognize, but are not usually the focus. Their may be a handful of Episodes where a
member of the Cast will be allowed to play a pivotal role with significant screen time and dialogue.

Screentime Gunfight Brawling Action Guts N’ Plot Star


Glory Armor Power
2 -/6+ 6+ 5+ 5+ 1 -

Props:
Gunfight Cost Brawling Cost
Rifle 5K Rifle Bayonet 1K
Pistol/Revolver 5K Knife 1K
Automatic Rifle 10K Brass Knuckles 5K
Grenades 15K
Co-Star 15K
Co-Stars are typically second billing in the credits. They have a significant screen time and dialogue.
It is not uncommon for entire Episodes to focus on a Co-Stars’ point of view or plot conflict. They are
always named characters, and rarely are killed off; unless a serious shake-up is occurring in the Series.

Screentime Gunfight Brawling Action Guts N’ Plot Star


Glory Armor Power
3 5+/6+ 5+ 4+ 4+ 1 1

Props:
Gunfight Cost Brawling Cost
Rifle 10K Rifle Bayonet 5K
Pistol 5K Knife 5K
Automatic Rifle 15K Brass Knuckles 10K
Sub-machine Gun 20K
Grenades 20K

Stars 20K
The Stars typically carry the T.V. Show from Episode to Episode and form the main character that a
Series is focused around. A T.V. Show typically can only have one or two Stars. Stars get the most
screen time, top-billing, and the biggest salaries! However, their personal acting skills, charisma, and
fans are what keep the show on the air.

Screentime Gunfight Brawling Action Guts N’ Plot Star


Glory Armor Power
4 4+/6+ 4+ 3+ 3+ 1 1

Props:
Gunfight Cost Brawling Cost
Rifle 10K Rifle Bayonet 5K
Pistol/Revolver 5K Knife 5K
Automatic Rifle 15K Brass Knuckles 10K
Grenades 20K Sword/Axe 15K
Sub-Machine Gun 20K
Solo Play Rules
Combat! Is designed to be played in two ways. Of the Combat! Marker. This will reveal the
The first way is for one player to control one cast, Combat! Marker. Roll on the Combat! Marker
and another player to control a separate cast. The chart to determine the nature of the threat
two players then play an Episode out against each immediately.
other. However, the second way is for a single
player to play through a series of Episodes on Once a Combat! Marker is revealed it place the
their own. They control the main Cast, and the appropriate Enemy models on the board within 4
game system and Episode itself controls the inches. Once the enemy soldiers are placed,
actions of the opponents. This allows a player to remove the Combat! Marker.
play Seasons of the game solo.
Combat! Markers and Activation
Episodes and Solo Play Combat! Markers can not take actions until they
Most Episodes are designed for regular play. have been revealed by the player.
However, there will be a small section detailing
set-up for solo-play as well. Therefore, any Combat! Markers Chart
Episode detailed in the rules can be used Standard Roll 2d6 and consult the chart below:
or Solo.
2-3- Nothing
Combat! Markers 3-4- A single Extra with Rifle
In Standard play, a player can see what his
5-6- 1 Cast with Rifle and Knife
opponent force is doing at all times. However, in
Solo play, this is not the case. Instead, an element 7-8- 1d3 Extras with Rifles
of surprise is included. This is done to help make 9-10-1 Cast with Sub-Machine Gun
solo play more interesting for the player. 11- 1 Co-star with Pistol, Knife, Grenades
12- 2 Extras with Rifles and Machine Gun
Instead of deploying enemy models, instead
Combat! Markers are deployed . A Combat!
Marker is a location where the enemy might be
located, but it needs to be confirmed before the
true nature of the threat is revealed.

Once the Combat! Marker is revealed, the player


rolls on the Combat! Marker chart and
determines the nature of the threat. Some
Episodes may use a customized Combat! Marker
chart to better portray the nature of the Episode.
However, you can see the basic Combat! Marker
Chart below.

Revealing Combat! Markers


A Combat! Marker is simply a token on the board.
It can not be fired upon or Brawled with until it is
revealed. The primary way to Reveal a Combat!
Marker is to move a model into Line-of-Sight
Enemy Action If the Attitude is not specified in the Episode,
Once a Combat! Marker has been converted to simply roll a d6.
enemy soldiers, they can activate and act as
normal. However, Enemies use a decision tree 1-2- Defensive
metrics to determine what actions to take in their 3-6- Offensive
turn.
If an Enemy Model is removed from the Episode,
Activating an Enemy Model the enemies Attitude may change. Roll a d6
The player chooses the enemy model closest to his again, and -1 per model Removed from the
troops and activates them first. The model chosen Episode.
must have Screentime available. If it does not
have Screentime, the next closest enemy is chosen This way, as the Enemy takes casualties, they will
instead, until all enemy Models have activated. naturally become more defensive in their tactics
as they take casualties.
Enemy Screentime
When an enemy model uses its Screentime, then Determine Action
follow these steps: The Attitude of Enemy will determine how the
act when they are using Screentime. Roll a d6
1. Determine Attitude and consult the appropriate Attitude chart to
2. Determine Action determine the models actions. Complete the
3. Use Extra Screentime action as normal.

Determine Attitude Use Extra Screentime


At the beginning of the Episode, the Enemy Typically, the Action Chart will specify what to do
Attitude is determined. Some Episodes will if the Model has multiple Screentime available.
specify the Enemy Attitude. This attitude will help Roll for Screentime as normal and then complete
determine Enemy actions when they use the action as normal.
Screentime.
Offensive Attitude Defensive Attitude
Roll a d6: Roll a D6:
1. Model will Charge the closest enemy to Brawl. 1. The Model will move into the closest cover. If
If no one to charge, they will shoot instead. If it is already in cover, it will attempt to hide.
no one can be shot at, they will move towards 2. The Model will move into the closest cover. If
the closest enemy instead. it is in Cover, it will Aim at the nearest enemy.
2. Model will Aim at the closest Target. If there 3. Model will move into the closest cover. If it is
are no enemy models in sight, the model will in cover, it will move towards the cover
move towards cover closer to the enemy. closest to the enemy.
3. Model will shoot at the closest enemy. If there 4. Model will move into the closest cover. If it is
are no enemies in sight, the model will move in cover, it will shoot at the nearest enemy.
towards cover closer to the enemy. 5. Model will shoot at the nearest enemy. If there
4. Model will shoot at the closest enemy. If there are no targets to shoot it will move into the
are no enemies in sight, the model will move closest cover.
towards cover closer to the enemy. 6. Model will shoot at the nearest enemy. If there
5. Model will Move towards cover closer to the are no targets to hit it will move towards cover
enemy. If it is in cover, it will shoot at the closest to an enemy.
closest enemy. If no enemy are eligible to be
shot, it will move towards cover closer to the If the Model has Screentime, roll a d6. On a 5+ it
enemy. will attempt to use it. If unsuccessful, the model
6. Model will Move towards cover closer to the will wait to be activated later. If successful, the
enemy. If it is in cover, it will shoot at the enemy model will do the following:
closest enemy. If no enemy are eligible to be
shot, it will move towards cover closer to the 1. If is moved towards and enemy, it will attempt
enemy. to get into a Brawl. If it can not reach a target
to Brawl, it will shoot instead. If it can not
If the Model has Screentime, it will attempt to use shoot, it will move into cover closest to the
it now. If successful, the enemy model will do the enemy.
following: 2. If the model Aimed, it will attempt to shoot
now at the enemy target.
1. If it moved towards an enemy, it will attempt to 3. If it shot at the enemy it will attempt to shoot
get into a Brawl. If it can not reach a target to again at the closest enemy target, if none are
Brawl, it will shoot instead. If it can not shoot, visible it will move to cover closer to the
it will move into cover closest to the enemy. enemy.
2. If the model Aimed, it will attempt to shoot 4. If the model moved into cover closer to the
now at the enemy target. enemy it will attempt to Brawl with any
3. If it shot at the enemy it will attempt to shoot enemy in range. If no enemies are in range it
again at the closest enemy target, if none are will shoot the closest target. If no one can be
visible it will move to cover closer to the shot at, it will again move into towards cover
enemy. closer to the enemy.
4. If the model moved into cover closer to the
enemy it will attempt to Brawl with any enemy A model will only attempt to use Screentime one
in range. If no enemies are in range it will shoot time with a Defensive Attitude.
the closest target. If no one can be shot at, it
will again move into towards cover closer to
the enemy.

If Screentime is available, the Model will attempt


to use it again.
Season Rules

The game Combat! Starring Vic Morrow is Fans and Character Development
designed to capture the feel of World War 2 As cast members complete various tasks and
combat from television and the movies. activities they will begin to gain Fans in the
Therefore, it is best used as a Campaign game. A audience. As a Cast member gains fans, that
campaign is a series of linked games where the allows them to ask the writers for more character
outcome of one impacts the next game. The development. Character Development gives your
following rules are designed to help capture that Cast different abilities during an Episode.
flavor. Therefore, the more Fans a character gets the better
they are, but also the more Ratings it takes to keep
The Ratings them in play.
The most important thing for the survival of any
TV show is its Ratings. If no one is watching it, Injury
then the show will be cancelled even before a Sometimes, when a Cast Member is removed from
single Season is complete. The Ratings are the an Episode, it is no longer believable for them to
most important thing in any particular campaign. return immediately to the show. They need to
recover . In additions, the writers of future
Casts acquire Ratings by taking part in an episodes may carry over these injuries from
Episode. The more Ratings a Cast receives, the Episode to Episode for the sake a realism.
more likely they are to expand and grow. Ratings
are cashed in to expand the Cast, upgrade existing Plot Points
Cast members contracts, and protect Cast during Plot points are additional sub-plots or secondary
an Episode in the form of re-shoots. objectives that are determined prior to an Episode
to make sure there is enough action, drama, and
Ratings are the currency of Combat! Starring excitement. Completing Plot Points gains Ratings
Vic Morrow. and Fans.
Playing a Season writers for the Episode. They are essentially sub-
Seasons are a series of linked Episodes that make objectives that can be accomplished to help your
up a Season. Typically, they are 12 episodes with Ratings or earn Fans for a Cast Member.
the final Episode being a especially large or
exciting. When a Season is being played, a bit Plot Points can be assigned to any Cast Member
more book-keeping and pre and post battle rolls who is not an Extra to complete. These are
are needed. assigned secretly prior to the Episode. Write the
Plot Point down next to the relevant Cast Member
Complete the following Steps: on your Cast list.

1. Prior to the Episode, roll for Plot Points. If a To generate a Plot Point roll a 2d6 and consult the
Plot Point is completed during the Episode, it chart below:
will help boost the ratings of the Episode or
provide extra Fans for a Cast member. 2. Vengeance! 1 random Cast Member hates a
random opposing Cast Member. That character
2. Prior to the Episode, bid for Ratings. This is satisfies their Plot Point if they take their enemy
how many Ratings you are attempting to earn out of the Episode.
in the Episode.
3. Intel! 1 random Cast Member needs to try and
3. Prior to the Episode, use Complications on loot 1 downed opposing Cast Member. To loot
your opponent. These typically hinder your they must get in Base-to-base and take an Action
foe from completing their objectives, but cost test. If successful, they find something of value
Ratings to use. on their foe.

4. Post Episode, determine Injuries. Models 4. Watch his Back! 1 random Cast Member must
that were Removed from the Episode may shadow another random Cast Member. If the
face consequences that will impact the Cast shadowed Cast Member survive the Episode
Member going forward. It is never good for unharmed the Plot Point is satisfied.
your career to die on screen!
5. Search! 1 random Cast Member must get to a
5. Post Episode, calculate Ratings earned. As point within 2d6 inches from the enemy board
the Cast completed Episodes, plot points, and edge and 2d6 inches in from the corner edge on
overcome complications it will boost ratings. the player’s left. The Cast member must reach
this point and perform a Search Action to
6. Post Episode, gain Fans. Individual Cast accomplish this Plot Point.
Members will gain and lose Fans. These Fans
can be used to negotiate different abilities 6. Rage! 1 random Cast Member must take two
with the writers. or more enemy models Out of the Episode to
accomplish this Plot Point.
7. Post Episode, calculate Popularity. This is a
measure of a Casts overall success. It is a 7. Reckless! 1 random Cast Member must end the
combination of Ratings, Fans, and Costs. The game in the enemies’ deployment zone to
Casts with the best Popularity are leading in accomplish this Plot Point.
the Season.
8. Medic! 1 random Cast Member must try to
Roll for Plot Points provide First Aid to a comrade in order to
Plot Points are different sub-plots created by the accomplish this Plot Point.
9. Shadow! 1 random Cast Member must start Remove an opponent from the Episode: 5K
each turn within 3 inches of the highest Star Drama!: 1K
Power Cast Member on their side for the entire Complete a Plot Point/Complication: 10K
Episode to accomplish this Plot Point. Complete a Secondary Objective: 10K
Complete the Primary Objective: 25K
10. Kilroy was here! 1 random Cast Member Each ending Cast Member: 1K
must move to a man-made set piece (Such as a
wall, vehicle, building, etc.) and pass an Action If you score more Ratings than you Bid, you earn
Test to draw the famous image on it. The passed an additional +2d6K ratings at the end.
Action Test will pass the Plot Point.
Finalize Ratings
11. Fearless! 1 random Cast Member must pass After the Episode, the Ratings need to be finalized
or avoid making any Pinning Tests for the Episode by the TV executives and provided to the Cast in
to achieve this Plot Point. the form of expenses, salary, etc. Take any earned
Ratings and divide it by the number of Cast
12. Pacifist! 1 random Cast Member must avoid Members in your cast. That is the final Ratings
injuring an opposing model during the episode in that you can add to your Ratings Stash for future
order to satisfy this Plot Point. purchases. Therefore, the more Cast members,
the lower your potential Ratings take home.
Bid for Ratings
Prior to beginning an Episode, both players can Drama
make a Ratings Bid. To do so, they simply ante This is a game about World War II on television.
up as many ratings as they think they will use in Therefore, a little theatricality is in order. A
the Episode. Ratings come in increments of 1K. player is awarded Drama Ratings points by doing
For every 1K of Ratings, the Player is allowed 1K the following:
of Cast to participate in the game. The Player
with the lowest Rating Bid then gets to play as the 1. Giving a cool one-liner when .one of your
Attacker in the Episode . models performs and action, shoots, brawls,
etc.
Scoring Ratings
As the Episode is played, both players keep track 2. Giving a dramatic howl when a model is
of their Ratings earned. You earn ratings by removed from the Episode.
doing the following:
3. Saying some inspiring words when rallying
the troops.

4. Other suitably amusing and in character


moments to add to the game’s feel.

Complications
Complications are situations that make it harder
for a Cast to garner ratings. One player can use
his Ratings in exchange for a complication to
occur to the opposing side. Complications can be
purchased at anytime with ratings, but can only be
used now. Notice Complications are declared
after the Ratings Bid.
Sandbags
Player can place a sandbag emplacement up to 6
inches long in your own deployment zone at the
start of the Episode.

Injury
Choose one Cast Member before the game begins.
They need to make a Guts N Glory test. If failed
they must miss the Episode due to an injury.
However, they return as normal for the following
episodes.

Fatigue
Choose a Cast Member to suffer from Hunger at
Some Complications impact 1 Cast member per the beginning of the Episode. Add a +1 to all
use . The Cast Member impacted is randomly Characteristics to a maximum of 6+ for the rest
assigned. The Complication only applies for 1 of the episode.
Episode. A Cast Member can only be impacted
by 1 Complication per Episode. Lost
Before deploying, each Cast Member must make
Other Complications may impact all opposing an Action test. If passed they can deploy as
cast members. See below for details. normal. If failed they are delayed. Make an
Action test at the start of every turn. Once passed
Fog the Cast Member may deploy as normal.
The battlefield is obscured by fog or smoke. This
reduces all LOS ranges to 12 inches. At the start Name Ratings Cost
of every turn roll a d6 and add the turn number. If Fog 10K
the result is 6+ the fog lifts and LOS returns to Enemy Aircraft 5K
normal. Arty Strike 5K
Shellshock 1K
Enemy Aircraft Sandbags 5K
An enemy airplane buzzes by. This causes your Injury 10K
opponent’s troops to scamper into cover. During Fatigue 5K
this turn, enemy models must use their activation Lost 10K
to move towards cover. If they are in cover, they
can act normally. Determine Injuries
Injuries can occur anytime a Cast Member is
Arty Strike removed from the Episode. An injury will last a
An artillery barrage strikes nearby at the certain number of Episodes before it disappears
beginning of any turn you choose. All models from the cast member. The writers have moved
must make a Guts N Glory test to void being on from that story arc and let the character get
pinned. If successful, they can activate as normal. back to normal.
If failed the model is considered pinned.
If a Cast Member was Removed from the Episode
Shellshock they must roll for Injuries. If a Cast member is
At the beginning of any turn, choose one enemy down at the end of the Episode, roll a Guts N’
model to suddenly feel the effects of fear. The Glory test. If passed, the model is fine. If failed
model must pass a Guts N Glory test or be pinned. they will roll on the Injury Chart.
Roll 2d6: Extras- 0 Fans
Doubles = Fine. No Injuries Cast- 6 Fans
3-4- Leg Injury- The model moves 1 inch slower. Co-star- 11 Fans
5-6- Niggling Injury- The model misses 1d3 Star- 16 Fans
episodes to recover.
7- Arm Injury- The model has a -1 in Brawling Character Development
8- Hand Injury- The model has a -1 shooting As a Cast Member gains fans, their character will
9-10- Concussion- The model has -1 to Actions. develop during the Season. Roll a 2d6 and
11- Trauma- Minus 1 to Guts N’ Glory Tests. consult the chart below.

Fans 2- +1 Screentime
As Cast members complete actions they tend to 3- +1 Suppression Fire
attract a fan base. This fan base encourages the 4- +1 Plot Armor
writers to let the Cast Member do more and 5- +1 Suppression Fire
improve their abilities in an Episode. 6- +1 Aimed Fire
7- +1 Actions
A Cast Member earns fans by doing the 8- +1 Brawling
following: 9- +1 Guts N’ Glory
10- +1 to all Dramatics rolls with a weapon
1. Injures an opposing cast member- 1 Fan 11- +1 Aimed Fire
12- +1 to determine wounds
2. Completes a Sub-plot- 1 Fan
Popularity
3. Completes the Episode Objective- 3 Fans To determine a Casts popularity, you simply add
up their Cost, their Fans, and their total number o
4. Survives and Episode- 1 Fan Ratings. This will equal their Popularity rating.
It is a good way to gauge their relative power
When a Cast Member earns Fans, they can earn level compared to other Casts.
the chance to gain extra skills for their characters
in the Season. This equals rolls on the Character Underdogs
Development Table. Rolls on the Character Everyone loves to see scrappy underdogs
Development chart are cumulative. overcome the odds and win against the odds. The
Cast that plays against a Cast with a higher
0-5 Fans- Starving Actor- 0 Rolls Popularity will have the following advantages.
6-10 Fans- Guild Member – 1 Roll
11-15 Fans- Aspiring Star- 1 Roll Popularity Difference 1- 20K
16-20- Well-known- 1 Roll Can roll for an additional Plot Point, and earns
21-30- Fan Club- 1 Roll +1K Fans Cast Member used in the Episode.
31-40- Household Name- 1 Roll
41-50- Screaming Fans- 1 Roll Popularity Difference 21K-50K
51-70- Movie Star- 1 Roll Can buy 1 free Complication up to 5K, roll 1
70+- Walk of Fame- 1 Roll additional Plot Point, and +1K Fans per Cast
member in the Episode
Starting Fans
In a Season, different Cast members will begin Popularity Difference 51K- 100K
with different Fan levels. This represents how Can buy 1 free Complication up to 10K, roll 1
well known the Cast member was prior to the additional Plot Point, +2K Fans per Cast member
show, and their frequency on the show. in the Episode, and +10K ratings
Solo-play Season Rules
The game Combat! Starring Vic Morrow is also • Once a Cast’s Popularity breaks 500+, every
intended to be played solo. Therefore, it will also Combat! Marker roll adds +1 to the result.
need rules for Solo-play for campaigns.
• When an Episode is selected, roll a d6. On a
When choosing Solo-play for a Season, the 5+ the Player is the defender in the Episode.
following rules apply:
• A player can not choose Complications for the
• There is no Ratings Bid. Instead, the player opposing side to endure since their force is
chooses the Cast they wish to bring. generated by Combat! Markers.

• Episodes are determined randomly • A player CAN purchase complications for his
own Cast, but the points subtract from the total
• Every 30K spent on Cast will equal 1 Combat! Ratings spent on their own Cast.
Marker for the Episode.
• Ratings, Injuries, Fans, and Character
• Once a Cast’s Popularity goes above 300+, Development are treated as normal.
Every 15K spent Cast equals 1 Combat!
Marker.
Alternate Season Rules
Alternate Seasons Player Cooperative
The rules above assume that a Season w ill be Using this method, there are multiple Players who
played between one or more players using are all playing against the Gamemaster. It is very
opposing Casts. However, there are other similar to Player vs. Gamemaster except there is
methods that a Season can be played that maybe more than one Player. The Players models can
more rewarding to the individual players. These grow and improve through Season play, but the
variations will slightly alter the rules and modes Gamemaster’s Cast will not.
of play. Combat! Starring Vic Morrow! can be
played the followings ways: Alternate Rules:
• As the alternate rules for Player vs.
Player vs. Gamemaster Gamemaster.
Player Cooperative vs. Gamemaster • The Player’s must divide up their starting Cast
Players vs. Game Ratings by the number of Players. The Players
Combat! Cast vs. Gamemaster then hire the Cast as normal.
Combat! Cast Cooperative vs. Gamemaster • The Players will control the same Cast
Combat! Cast vs. Game members during the course of Season play.
• During Activation, assign each player a number
Player vs. Gamemaster (or two) on the d6. The player can activate a
In this method of play, the Cast is only run by the Cast member when his number is rolled during
player. The gamemaster’s job is to create or That’s Your Cue!
arrange Episodes that challenge the player’s cast.
In this scenario, only the Cast actually gains or Players vs. Game
benefits from Campaign Play. The Gamemaster’s In this style of game, multiple Players use the
cast changes from Episode to Episode. Solo-Game rules to play against the Episodes in a
Season. There is no GM and everyone is a player.
Alternate Rules:
• The Player chooses a cast as normal Alternate Rules:
• The player chooses which Cast members to use • Use the Solo-Season rules
in an Episode. There is no Rating Bid • The Player’s must divide up their starting Cast
• Gamemasters can create the Episode or use an Ratings by the number of Players. The Players
existing Episode and choose a Cast for it. The then hire the Cast as normal.
Cast the Gamemaster uses can not use more • The Players will control the same Cast
than 25% of the Player’s cast Popularity. members during the course of Season play.
• If the Player has the lower Popularity, than the • During Activation, assign each player a number
Gamemaster, the Player is always considered (or two) on the d6. The player can activate a
the Attacker. Cast member when his number is rolled during
• The Gamemaster can buy Complications as That’s Your Cue!
part of the Episode as normal but pays as if
they were Cast. Combat! Cast
• The Gamemasters cast is temporary. It can not This uses the same rules as the appropriate Season
gain benefits from Season play, and the Cast Type. However, the Players do not pick a Cast.
are new every Episode. Instead, they start using the Pre-set Combat!
• The Gamesmaster can not have a Cast member Cast. The Players can not add or subtract from
rated higher than a Co-star. the Cast before starting play.
The Combat! cast
If playing one of the Alternate Season’s with the Combat! Cast, use the following Cast to begin play.
They will earn Fans, have Character development, and Gain injuries as normal. Ratings can also be
used to purchase new Props as the Season goes on. However, the cast can only grow by hiring Extras.
2nd Lt. Gil Hanley 60K Fans: 16
Lt. Hanley was the commanding Officer of the Combat! Platoon.
He is an educated man that graduated college. He knows a bit about
Latin, sculpture, and fine arts. He saw action on Omaha beach and
received a battlefield commission to be raised up as an officer. He has
Received numerous decorations for bravery.

Screentime Gunfight Brawling Action Guts N’ Plot Star


Glory Armor Power
4 4+/6+ 4+ 3+ 3+ 1 1

Props:
Rifle, Pistol, Knife, Grenades
Sgt. Chip Saunders 65K Fans: 16
Saunders was the ranking NCO and the main protagonist in many
episodes. He was an experienced combat vet who fought in North
Africa and Italy before D-Day. He and Hanley were buddies before the
invasion, but Saunders is the most experienced soldier of the squad. He has
Also been decorated numerous times.

Screentime Gunfight Brawling Action Guts N’ Plot Star


Glory Armor Power
4 4+/6+ 4+ 3+ 3+ 1 1

Props:
Sub-machine Gun, Knife, Grenades
Pvt. “Littlejohn” 21K Fans: 6
At six-foot, six inches tall, Littlejohn is the gentle giant of Company K.
Kind-hearted and friendly, Littlejohn finds some good in everyone he
meets. Though he seems a hayseed, he’s perceptive about people and is
hard to con. Don’t ask if Littlejohn is a nickname or his last name. He was
Best friends with Billy Nelson, a squad mate.

Screentime Gunfight Brawling Action Guts N’ Plot Star


Glory Armor Power
2 -/6+ 6+ 5+ 5+ 1 -

Props:
Rifle, Rifle Bayonet
Pvt. William G. Kirby 21K Fans: 6
Tough, quick-tempered, argumentative, and a skirt-chaser,
Kirby is the show’s “bad boy.” He’s been AWOL more
than any other man in the outfit and once broke up a
French cafe in a brawl over a woman. Consequently, he
gets most of the good lines. Though a wise-cracker and
complainer, Kirby is a good man in a fight. Kirby is the
squad’s B.A.R . man (Browning Automatic Rifle)..

Screentime Gunfight Brawling Action Guts N’ Plot Star


Glory Armor Power
2 -/6+ 6+ 5+ 5+ 1 -

Props:
Automatic Rifle, Knife

PFC Paul “Caje” Le May 30K Fans: 11


Caje was played as a wily veteran by Pierre Jalbert,. Caje was a
Cajun and spoke two languages on the show. His ability to speak
French was a key advantage. He was a man of many vices, and fancied
himself a bit of a ladies’ man, even though he received 3 ‘Dear John”
letters during the course of the show. He often wore a beret. .

Screentime Gunfight Brawling Action Guts N’ Plot Star


Glory Armor Power
3 5+/6+ 5+ 4+ 4+ 1 1

Props:
Rifle, Knife

Special:
Speak French as an Action. This allows him to converse with French civilians and French Resistance
Billy Nelson 16K Fans: 6
The All-American, corn-fed boy, Billy Nelson, is the squad’s
youngest member. He has a charming, boyish grin, and is
rather gullible. So it’s good he has Littlejohn to look out for
him. If going by the book, this private is not a good soldier,
always getting things wrong and mis-handling his equipment.
But in the field, he’s a man you can count on to watch your back.

Screentime Gunfight Brawling Action Guts N’ Plot Star


Glory Armor Power
2 -/6+ 6+ 5+ 5+ 1 -

Props:
Rifle, Knife
Pvt. Braddock 16K Fans: 6
Braddock hails from Chicago Illinois. He landed with
Sgt. Saunders and his squad on Omaha Beach during D-day.
Like many in the war, he was a draftee. Braddock had a
well-deserved reputation as a gold-brick and a con-artist.
He was typically running some sort of angle.

Screentime Gunfight Brawling Action Guts N’ Plot Star


Glory Armor Power
2 -/6+ 6+ 5+ 5+ 1 -

Props:
Rifle, Knife

Doc 16K Fans: 6


The squad's second medic is a man of action who does
not always meekly accept his non-combatant role . He
speaks with a southern drawl and claims in one episode
to be from Arkansas. Before being drafted, he was a clerk
in a grocery store. He wanted to be trained as an army cook
so he would have a good trade after the war, but the army
made him a medic. He has an easy-going southern charm
and good foxhole-side manner. Doc seems to have become a
confidante of Saunders.

Screentime Gunfight Brawling Action Guts N’ Plot Star


Glory Armor Power
2 -/6+ 6+ 5+ 5+ 1 -

Props:
Knife

Special:
When making First Aid Action roll, Doc may re-roll any failed result. He must abide by the second
roll.

The Combat! Cast begins with a popularity of 318 for the purposes of Starting the Season and
choosing Axis Casts to face them.
Episodes
The Episode is the building block of any Each Episode will have the following profile:
successful show. It is typically a short, self-
contained story with a beginning, a middle, and an Name
end. IN Combat! Starring Vic Morrow! Each This is the Name of the Episode.
game is known as an Episode.
Guide
Choosing an Episode This is the episode guide . It will have a brief
There are a number of ways to choose an Episode. synopsis of the Episodes plot and any major
The method presented below is an optional way, characters.
and the players can choose any mutually
agreeable method they prefer. The method below Cast
is designed to allow you to get on with playing an This section will indicate any major requirements
Episode as soon as possible. or restrictions to play the Episode.

Roll a 2d6 and consult the chart below to Storyline


determine the Episode to play: The Storyline is what the Cast are trying to
accomplish during the game and how to determine
2-4- Dawn Patrol the winner.
5- Protection
6- Scavenge The Set
7- Ambush This section details any important terrain pieces or
8.- Raid other props needed to play the Episode.
9.- Breakthrough
10.- Infiltration The End
11-12.- Patrol This section details ay special rules for determining
the end of the Episode.
The Episode
Below are some sample Episodes that you can use Solo-Play
as the basis of a Season. Feel free to make your This final section will detail any special rules
own Episodes to play as well. These Episodes are related to playing this game solo.
derived from watching episodes of Combat!.
Dawn Patrol
Guide:
In the early morning light, Sergeant Saunders and
his men have been roused from sleep by Lt.
Hanley. It is up to them to go out into the
growing light and try to locate the German
positions. Naturally, the squad is non-plussed by
the idea of going out so early.

Cast:
The minimum amount of Cast Members is 3. At
least 1 must be Cast or higher.

Storyline:
Each patrol must try to drive off the other Patrol
by the end of the Episode.

This is a dawn patrol so it starts off at night. All


LOS ranges for both Patrols are 2d6+4 inches. from the board. The Patrol that Runs Away first
Roll this whenever a model is trying to determine loses the Episode.
LOS for a shot.
Solo-play:
At the beginning of each turn roll a d6 and add the For solo-play, the enemy Patrol will be composed
Turn Number. If the result is 6+ the sun has risen of 1 Combat! Marker for every 15K of Cast taken
and all LOS returns to normal. for the Episode.

Set: The player chooses a long board edge. Combat!


This Episode can take place with any type of Set Markers are placed in the center of the board.
the players wish. Typically, the board is 4 x 4 or For each marker, roll a 2d6 (or d12 if available).
6x4. This is the number on a clock face. 1 is pointed
towards the Player’s board edge. Then roll 3d6
Each side deploys on opposite long board edges again. This is the number of inches you move the
up to 6 inches from their board edge. marker from that clock face and place it at that
point. This is where the Combat! Marker will
The End: begin play.
The Episode plays for 6 Scenes. If one Patrol has
half or more of their number Down or Out of the Markers and Models will begin with an Offensive
Episode, the highest ranking Cast Member must attitude. If the Enemy has fewer than 50%
take a Guts N’ Glory test. If passed, the side can Models/Markers on the board they will switch to
keep fighting. This test will need to be made Defensive Attitude.
during the Establishing Shot for each Scene as
long as the patrol is less than 50%. In addition, they will begin to take Guts N’ Glory
tests like a normal patrol. If it the test is failed in
If the Guts N Glory test is ever failed, then the the Establishing Shot, the patrol withdraws as
Patrol Runs Away and is immediately removed normal.
Protection
Guide: Cast Member must take a Guts N’ Glory test. If
Lt. Hanley has received orders from Division HQ, passed, the side can keep fighting. This test will
and he doesn’t like them. He is to assign a squad need to be made during the Establishing Shot for
of troopers to escort some VIP. The problem is each Scene as long as the patrol is less than 75%.
the Germans want this VIP dead. It is up to Sgt.
Saunders and his men to get this VIP to where The enemy squad has 50% of their number Down
they are supposed to be alive and in one piece. or Out of the Episode, the highest ranking
Cast Member must take a Guts N’ Glory test. If
Cast: passed, the side can keep fighting. This test will
The minimum amount of Cast Members is 3. At need to be made during the Establishing Shot for
least 1 must be Cast or higher. each Scene as long as the patrol is less than 50%.

The VIP they are assigned to protect is the If the Guts N Glory test is ever failed, then the
equivalent to a Co-star. They are armed with a squad runs away and is immediately removed
pistol and a knife. However, they will only fight from the board.
in self-defense during a brawl, or shoot at an
enemy that is within 12 inches. Solo-play:
The enemy Squad will have 1 Combat! Marker
Storyline: per 15 ratings in the Players Squad. Roll a d6.
The Patrol that bid the lowest Ratings is assigned On a 1-4 the Player protects the VIP. On a 5-6 the
a special guest star VIP to protect for the Episode. enemy is escorting a VIP.

The squad is to move with the VIP as they attempt Escorting: Combat! Markers are placed on the
to move across the board from one short board short board edge evenly spaced across the edge
edge to the other without dying. of the board. They are always 6 inches in. They
will move using Offensive attitude for the
Set: duration of the game.
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or The VIP will be included in any revealed models
6x4. in the first group that rolls a 7+ when revealed or
the final revealed Combat! Marker.
The Patrol and VIP deploy on a short board edge
within 6 inches of the edge. The opposing side Attacking: Combat! Markers are placed in the
can deploy anywhere on the board, but at least 18 center of the board and distributed as in the
inches away from any opposing model. Patrol scenario. Any marker that ends up closer
than 18 inches to an enemy model is moved back
The End: towards the center of the board to be at 18 inches
The Game ends if the VIP is Removed from the away.
Episode, the VIP leaves the opposite short board
edge, the end of Scene 8, or one of the squads The squad will begin to take Guts N’ Glory tests
routs. like a normal squad in the Episode. If it fails in
the Establishing Shot, the squad withdraws as
If the VIP Escort has 75% of their number Down normal
or Out of the Episode, the highest ranking
Scavenge
Guide: Each squad deploys on opposite long board edges.
Sgt. Saunders and the squad are well ahead of the They can be anywhere within 6 inches of their
line of advance, and deep in enemy territory. The own table edge.
squad must rely on what they can scavenge to
survive this deep in enemy territory. However, The End:
the Germans are none-to-keen on letting them live The game will last until the end of Scene 8, or one
off the land. They want to push them back to the of the squads flees the board. If one Cast has half
front. or more of their number Down or Out of the
Episode, the highest ranking Cast Member must
Cast: take a Guts N’ Glory test. If passed, the side can
The minimum amount of Cast Members is 3. At keep fighting. This test will need to be made
least 1 must be Cast or higher. during the Establishing Shot for each Scene as
long as the patrol is less than 50%.
The squad that bid the lowest ratings is the
scavenger. If a member of the squad has a Scavenge marker
in their possession, they are allowed to re-roll the
Storyline: Guts N’ Glory test once per marker.
The squad is sent to collect a number of key items
from behind enemy lines. These could be If the Guts N Glory test is ever failed, then the
documents, food, water, medical supplies, fuel, Patrol Runs Away and is immediately removed
etc. from the board.

1d3+2 Scavenge Markers are placed randomly Solo-play:


across the board. You do this by putting the For solo-play, the enemy Patrol will be composed
markers in the center of the board and deploying of 1 Combat! Marker for every 15K of Cast taken
them by rolling a 2d6 (or d12 if you have one). for the Episode.
This will be the number on a clock face, with the
number 1 pointed at the person deploying the The player chooses a long board edge. Combat!
markers. Then roll a 3d6. This is the number of Markers are placed in the center of the board.
inches along that clock face the marker will be For each marker, roll a 2d6 (or d12 if available).
deployed at. This is the number on a clock face. 1 is pointed
towards the Player’s board edge. Then roll 3d6
Cast Members can pick-up a Scavenge Marker by again. This is the number of inches you move the
touching it, and successfully passing an Action marker from that clock face and place it at that
test. If a Cast Member with a Scavenge marker point. This is where the Combat! Marker will
goes Down or Removed from the Episode, they begin play.
drop the Scavenge Marker. It can only be picked
up by Cast members who are not Down. Markers and Models will begin with an Offensive
attitude. If the Enemy has fewer than 50%
Set: Models/Markers on the board they will switch to
This Episode can take place with any type of Set Defensive Attitude. In addition, they will begin to
the players wish. Typically, the board is 4 x 4 or take Guts N’ Glory tests like a normal patrol. If it
6x4. the test is failed in the Establishing Shot, the
patrol withdraws as normal.
Ambush
Guide: If the ambushing Cast has half or more of their
Sgt. Saunders and his men are moving through the number Down or Out of the Episode, the highest
French countryside towards Paris, when they ranking Cast Member must take a Guts N’ Glory
stumble right into the middle of a German test. If passed, the side can keep fighting. This
ambush! Can Sgt. Saunders lead his men out in test will need to be made during the Establishing
one piece? Shot for each Scene as long as the patrol is less
than 50%.
Cast:
The minimum amount of Cast Members is 3. At If the Guts N Glory test is ever failed, then the
least 1 must be Cast or higher. Patrol Runs Away and is immediately removed
from the board.
The squad that bid the lowest ratings is the
ambusher. Solo-play:
Roll a d6. On a 1-4 the Ambushed is the Player.
Storyline: On a 5-6 the Player is the Ambusher. For every 10
The ambusher is trying to Down or Remove from Ratings, the opponent gets 1 Combat! Marker. In
the Episode every enemy model. The ambushed this scenario, when a Combat! Markers will act
unit must try to escape the board anyway they Offensively if they are the Ambusher, and
can. defensively if Ambushed. Combat! Markers will
be revealed when they enter LOS of an opponent
Set: or shoot.
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or Combat! Markers as Ambusher: Roll a d6 for each
6x4. Combat! marker. Long table edge closest to
player is 1-2, short table edge to left is 3, opposite
The Cast being ambushed places one figure in the long table edge is 4-5, right short edge is 6. The
center of the table. All other cast members must Combat! Marker is placed in cover up to 12”
be placed within 6 inches of that model. They can from that edge closest to the center. They can not
be facing any direction. be deployed closer than 18” to the Player’s
models.
The Ambushers are placed once all ambushed
models are on the table. They can set-up Combat! Marker as Ambushed: Place 1 Combat!
anywhere on the board, but must be in cover AND Marker in the center of the board. Place all other
18 inches away from the closest enemy model. Combat! Markers evenly spaced up to 6 Inches
away from the center.
The End:
The Episode ends after Scene 8. It will also end In this scenario, the ambushed models are trying
once all ambushed models are Down, Removed to run-away. Therefore, they do not need to make
from Episode, or off the board. Guts N’ Glory tests. Ambushing Combat!
Markers will take Guts N’ Glory tests as normal.
In this scenario, the ambushed models are trying
to run-away. Therefore, they do not need to make
Guts N’ Glory tests.
Raid
Guide: each Scene as long as the patrol is less than 75%.
The Germans have a machine-gun nest hidden
further up the road. Sgt. Saunders and his squad If the Guts N Glory test is ever failed, then the
have been ordered up to find the nest and take it Patrol Runs Away and is immediately removed
out. If they can’t do it, the men following behind from the board. The Patrol that Runs Away first
will be at great risk. loses the Episode.

Cast: Solo-play:
The minimum amount of Cast Members is 3. At For solo-play, the enemy Cast will be composed
least 1 must be Cast or higher. of 1 Combat! Marker for every 15K of Cast taken
for the Episode.
The squad that bid the lowest ratings is attempting
to carry out the Raid The player chooses a long board edge. Combat!
Markers are placed evenly on the opposite long
Storyline: board edge 6 inches in. 1 Combat! Marker must
An enemy strongpoint has been set-up that will be placed at the target of the Raid. Combat!
halt or stall the advance. It is up to one Cast to Markers and Models will act using the Offensive
take it out, while the other tries to defend it. Attitude until one enemy Cast Member has moved
to within 12 inches of the Target Area. Combat!
Set: Markers and Models will switch to Defensive
This Episode can take place with any type of Set Attitude.
the players wish. Typically, the board is 4 x 4 or
6x4. Each player deploys on opposite long table In addition, they will begin to take Guts N’ Glory
edges up to 6 inches in. tests like a normal Cast. If it the test is failed in
the Establishing Shot, the patrol withdraws as
The target of the Raid is placed up to 6 inches normal.
away from the center of the board, any direction
the controlling player wishes, in a logical
location.

The End:
The Episode will last 8 turns, until one Cast runs,
or the target is destroyed.

The target can only be destroyed if a Cast


Member successfully passes an Action! Test
while in touching the target of the Raid.

If one Cast has 75% or more of their number


Down or Out of the Episode, the highest ranking

Cast Member must take a Guts N’ Glory test. If


passed, the side can keep fighting. This test will
need to be made during the Establishing Shot for
Infiltration
Guide: the board, and a suitable piece of the Set such as a
The patrol codenamed: White Knight is sent hill or tall building should be placed there.
forward to try and locate an enemy artillery
observation post. Sgt. Saunders and his team are The End:
supposed to sneak in, find the location of the The Episode will last 8 turns, until one Cast runs,
enemy post, and sneak out again. However, the or the observing model successfully makes it back
Germans are looking for them. off their table edge.

Cast: To successfully observe, one Cast member must


The minimum amount of Cast Members is 3. At stay at the Observation Point and pass an Action !
least 1 must be Cast or higher. Test in order to observe the enemy location. That
Cast member must then make it off the board
The squad that bid the lowest ratings is attempting before the Episode ends.
to complete the infiltration.
If one Cast has 75% or more of their number
Storyline: Down or Out of the Episode, the highest ranking
The Cast must try to sneak-up to a location on the
board to act as an observation point. From there, Cast Member must take a Guts N’ Glory test. If
they will try to observe enemy activity and return passed, the side can keep fighting. This test will
to Lt. Hanley with the information. need to be made during the Establishing Shot for
each Scene as long as the patrol is less than 75%.
Set:
This Episode can take place with any type of Set If the Guts N Glory test is ever failed, then the
the players wish. Typically, the board is 4 x 4 or Patrol Runs Away and is immediately removed
6x4. Each player deploys on opposite long table from the board. The Patrol that Runs Away first
edges up to 6 inches in. loses the Episode.

The observation point is placed in the center of Solo-play:


For solo-play, the enemy Cast will be composed
of 1 Combat! Marker for every 15K of Cast taken
for the Episode.

The player chooses a long board edge. Combat!


Markers are placed evenly on the opposite long
board edge 6 inches in. Combat! Markers and
Models will act using the Defensive Attitude until
one enemy Cast Member has moved to the
Observation point. Combat! Markers and Models
will switch to Offensive Attitude.

In addition, they will begin to take Guts N’ Glory


tests like a normal Cast. If it the test is failed in
the Establishing Shot, the patrol withdraws as
normal.
Breakthrough
Guide: Solo-play:
Lt. Hanley and the squad are taking ground fast. For solo-play, the enemy Patrol will be composed
They have to move quickly to exploit the gap left of 1 Combat! Marker for every 15K of Cast taken
by a German withdrawal. Time is of the essence for the Episode.
as the squad and the Americans push towards
Paris. The player chooses a long board edge. Combat!
Markers are placed evenly on the opposite long
Cast: board edge 6 inches in. Combat! Markers and
The minimum amount of Cast Members is 3. At Models will act using the Offensive Attitude until
least 1 must be Cast or higher. one enemy Cast Member has moved over half
way across the board. Combat! Markers and
The squad that bid the lowest ratings is attempting Models will switch to Defensive Attitude.
to breakthrough.
In addition, they will begin to take Guts N’ Glory
Storyline: tests like a normal patrol. If it the test is failed in
One Cast is attempting to push through the lines the Establishing Shot, the patrol withdraws as
to the other side. Once one model exits the normal.
opposite board edge the breakthrough has been
achieved. The other Cast is trying to stop them.

Set: .
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or
6x4.

Each player deploys on opposite long table edges


up to 6 inches in.

The End:
This Episode lasts 8 Scenes, until one side Runs
Away, or the attempted Breakthrough gets 1 or
more models off the opposite board edge.

If one Cast has 75% or more of their number


Down or Out of the Episode, the highest ranking
Cast Member must take a Guts N’ Glory test. If
passed, the side can keep fighting. This test will
need to be made during the Establishing Shot for
each Scene as long as the patrol is less than 75%.

If the Guts N Glory test is ever failed, then the


Patrol Runs Away and is immediately removed
from the board. The Patrol that Runs Away first
loses the Episode.
Designer Notes

When I was a kid, my Dad and I would watch small screen.


Combat! together. It was a local UHF channel
that got re-runs cheap. They had a Thursday I wanted some of the tongue-in-cheek nature of a
night theme of older war TV such as Combat!, game like Blood Bowl, but Combat! strove to give
Black Sheep Squadron, and 12 O’ Clock High. a somewhat realistic look of the World War II
Therefore the show had a lot of good memories experience to the viewers at home. So I wanted to
for me. honor that legacy as well. It was a tough line to
walk. In addition, I wanted to avoid the rivet
Naturally, with the explosion of interest in World counting and rules bloat of other rules systems I
War II wargames such as Flames of War, Bolt have played.
Action, the Battlefield Series ,Blitzkrieg
Commander, Nuts!, Operation: Squad, and more; The design philosophy was simple:
that I would think back to this show. All of these 1. Mechanics that capture the feel of WWII on TV
games have a lot to offer, but none of them 2. Players engaged in the action at all times
seemed to capture the feel that I was looking for. 3. Campaign play with a linked series of games
I wanted to follow the adventures of Sergeant like a Season of TV
Saunders and Lt. Hanley on the tabletop. Hence,
the seeds of this game were born. 1. So, the first question is what would make a
game about World War II, and a game about World
Unlike most games, Combat! Starring Vic War II on television different? Well, for one thing
Morrow! doesn’t try to be realistic or to capture a show on TV has heroes who can do more and
the feel of World War II platoon action. Instead, it accomplish more than your average grunt. In real
tries to capture the augmented reality of World World War II, a soldier was a soldier. Experience
War II on TV. Therefore, this game strives to helped them know how to make better use of cover,
capture the feeling of heroes being heroes on the not bunch up under artillery attack, and spread out
when
when attacked by a machine-gun. However, for that element of uncertainty. Therefore, the Axis
the most part one experienced soldier was just as vs. Allies roll-off and the way you can use
likely to get killed as the next. However, that isn’t additional Screentime to extend your action.
true on Television. Sure, heroes could get injured Both allow a certain degree of uncertainty to who
and might miss a few episodes, but the main stars and what will happen next, again adding a level of
had staying power. They could shoot more bad suspense tot eh game play.
guys, disarm more bombs, and do other amazing
stuff. The trick was figuring out how to mix the 3. I much prefer campaign games where a series
gritty, real-time skirmish aspects of World War II of games link together to tell a story. This seemed
games with that level of heroics. like a natural fit for a TV based game like this
one. For inspiration I turned to two of my favorite
This led to the creation of the two main elements campaign games, Blood Bowl and Necromunda.
to drive this differentiation. Screentime and Star The tongue-in-cheek fictional elements of Blood
Power. Screentime would allow the stars to do Bowl especially seemed to fit the bill.
more stuff than an Extra, and Star power would
allow them to succeed more often. In addition, I really struggled with the structure of this game.
using stats as a sliding scale helped the stars do At first, I wanted it to be a Player-vs-Player game.
more too. All of these elements were put in place However, as I thought about it, researched the
to make the Stars the Stars of the game. Hence show more, and built out the mechanics I wasn’t
the sub-title, Starring Vic Morrow! sure if that was ideal. If felt like it should be
more of a GM vs. Player or even a solo game.
2. As a game designer, I am very passionate about
making sure that the players of my games are I decided to add a Solo option to the rules. This
engaged in the action at all times. I have played way players could decide the nature of the play
wargames for a long time. I have never enjoyed they wanted to capture. This element would
watching my opponent play a wargame. If I prove to be the trickiest part of the rules.
wanted that I would just be a spectator. I want to
actually play. I myself had not done much gaming that had
focused on solo-play before. Of course, the gold
Many games tackle this problem in a number of standard for such systems is Two-Hour Wargames.
different ways. Event he most basic I-Go-U-GO However, I also researched how video games and
system typically has one player roll for his armies board games handled this process as well.
actions, and the other player roll to resist those
actions, therefore trying to keep both players The trick to artificial opponents is for them to
engaged. To me, this simple dynamic was not play well-enough to threaten the player, but still
enough and instead I wanted play to switch give the player a chance. Ultimately, I decided to
between players. use a decision tree. It would allow the AI to do a
number of different actions based on the
Such a method is not unprecedented on the show, situations, and not simply rush headlong into the
Combat! Either. When you watch a number of enemy. In the show Combat! The Germans
episodes, the actions of both sides trade-off weren’t dumb and they fought like soldiers. I
through out the episode to heighten suspense for wanted to make sure I captured that in the solo-
the viewer. You as the viewer often saw what the rules.
Germans were planning before PFC Caje did. It
made the show more exciting. Well, I hope that gives you a bit of insight into the
games mechanics. This project took about 2.5
However, in many games, who gets to activate years to make. Enjoy! Hopefully, you can relive
next isn’t always obvious. I wanted to capture and create new happy memories with these rules.
Combat! Markers

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