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Contents

Section
First Principles
Starring
Lights, Camera, Action
Hitting Your Marks
Gunfights
Brawling
Actions
Advanced Rules
Casting
Solo-play
Season Rules
Solo-Play Season Rules
Alternate Season Rules
The Combat! Cast
Episodes
Designers Notes
Combat! Markers

Page
3
6
8
9
10
14
15
16
17
19
22
27
28
29
32
40
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.
In these pages you will find a game that allows
you to play out your favorite Television and
Movie adventures of World War II. You will be
the director setting up scenes and playing out the
events of the plot. Your direction will lead your
band of plucky TV heroes across France and
towards Berlin. Can your show earn enough
ratings to stay on the air until VE day? Will your
stars make it to the end of the Season?
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
basic rules are only a handful of pages, with
additional optional rules included to add depth to
your Series. Read the basic rules first and then
play a few games. When you are ready feel free
to add the more advanced rules. Dont be afraid
to look-up rules as you go.
As you move through this book, you will also
find additional information about the World War
II Television shows portrayed in Combat!
Starring Vic Morrow. If is full of useful
information to add color to your Seasons and
Episodes. This is all to help you understand how
the story unfolded for the viewers of these types
of shows.
Every Season and Series can be unique. Each
will have its own unique mix of models, rules,
advantages, background, and abilities. It is up to
you, as the Director; to understand and
appreciate the strengths and weakness of your
Squad of TV stars. Then, you can exploit them
for your own benefit while to make the most of
each Episode and earn killer Nielsen Ratings. Of
course, there is no telling what tricks your rival
Directors will have up their sleeves. Good luck
and have fun.

What You Need to Play


In order to get started playing Combat! Starring
Vic Morrow you will need the following things:
6 sided Dice. The more the merrier
A ruler or Tape Measure in Inches
Models or Templates to represent your
Gladiators in the Arena
A flat play area 2x2 or larger to represent the
sands of the Arena
Terrain as needed for the Arena

Dice
Combat! Starring Vic Morrow will use variations
of six sided dice. The dice is simply a random
number generator used to help determine the
outcome of various actions during the contest. A
single dice will be referred to as a d6.
There will be times when you will need to roll
more than a single dice at one time. This will be
indicated by a number followed by the type of dice
to be rolled. It will be expressed like this:
2d6 = Roll 2 six sided dice
5d6= Roll five sixe sided dice.
There will be other variables for dice rolls listed
below for reference:
6d66= Roll two six sided dice, and the first dice
represents the tens place while the second dice
represents the Ones place.
1d3= Roll a single six sided dice. The 1-2 = 1,
3-4 = 2, and 5-6 = 3.
When using a single d6, a roll of 6 is always a
success. A roll of 1 is always a failure. Modifiers
do not matter.

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
the eyes. This is often referenced as 10mm,
15mm, 28mm, 40mm, 54mm, etc. The reference
is more to the size of the models than to the
ground scale.
Combat! Starring Vic Morrow is a relatively
loose game system when it comes to scale. The
rules were created with 28mm figurines in mind.
However, it can easily be scaled up or down by
simply modifying some of the distances
involved. It is left to the discretion of the
players to determine what scale they wish to play
the game at.
Time Scale
In many games, the length of a game turn
reflects the amount of time that would have
passed in real-time had a person actually
completed all of the actions performed on the
table, but in real life. For example, it may take a
player 15 minutes to perform all the functions of
a turn, but only a single minute has passed on the
battlefield. Such references are popular in
historical war games.
Combat! Starring Vic Morrow is not
concerned about Time Scale. Time is broken
down into Scenes and Screentime. These do not
necessarily correspond one-to-one with any real
time metrics such as minutes, seconds, or hours.
Time Scale is left at the discretion of the players.
If you wish to impose a Time Scale, that is up to
you and your opponent. For the purposes of
game play, a Scene or Screentime lasts exactly
as is needed. This is to create a fast moving and
dynamic game.

Miniatures
Combat! Starring Vic Morrow do not require you
to use a single line or manufacturer of miniatures in
order to populate your show. It is designed to be a
rather generic rules set that can be used with any
World War II miniatures you find appealing.
The images in this book will primarily be from the
following lines:
Warlord Miniatures
The Foundry
Eureka Miniatures
Artizan Designs
Frontline
Cobblestone Castings
Basing
Combat! Starring Vic Morrow does not require
any particular basing guidelines for miniatures.
The base only acts to ensure the models do not fall
over. However unusually large bases may reduce
the visual impact of the models in action.

Measurements
The primary unit of measurement will be an inch.
These will be expressed in whole inches wherever
possible.
Measurements will be taken from the center point
of mass for the model. That means you will not
measure from the tips of rifles, the base, or any
other point. If in doubt consult your opponent.

Measurements can not be made, until the player


has committed his models to act. Therefore, it is
possible that the action will be too far away or too
close to be completed successfully.

Rounding
As a rule of thumb, if the result of a calculation
is ever a fraction or a decimal, round up to the
nearest whole number.

Units and Models


Units and models are generic terms used
throughout the rules to refer to your miniature
action stars.

The Most Important Rule


The most important rule of Combat! Starring
Vic Morrow is to have fun. This is a
collaborative game where all players are
attempting to enjoy themselves. This includes
helping your opponent have fun too. If you or
your opponent are not having fun, then the game
has failed and everyone has lost.

A model is a single model on its own base. This is


the most common term used in the rules.

Resolving Disputes
If a quick and simple resolution to a rules dispute
can not be made based on judgment, then resort
to this method to resolve all disputes. After the
game is over, you can thoroughly consult the
rulebook and decide on a solution going forward.
Both players roll a d6. The player who rolls the
highest wins and their rules interpretation is
followed for the remainder of the game. If a tie,
continue rolling until a winner is found.
It is preferable to avoid rules disputes whenever
possible. Frivolous use of this rule is considered
a violation of the Most Important Rule.
Breaking the Most Important Rule is
considered a loss.

A unit is composed of multiple models on separate


bases.
These terms are used throughout the rules. For the
most part Combat! Starring Vic Morrow is
focused on interactions between individual models,
even when they are part of a larger Scene or
Season.
House Rules
The rules for Combat! Starring Vic Morrow were
created by mere mortals. As such, there will be
rules you feel are not accurate or need to be
adjusted to fit your wants and needs as a player.
This is not only welcomed, but encouraged. The
only caveat is that all players for any given game
are familiar with any house rules prior to play
beginning.
Otherwise, House Rule away. This is your game
system so make use of it as you see fit.

Starring
Combat! Starring Vic Morrow is a game to
help you recreate World War II adventures from
the small screen. Combat! was a television
show on ABC that ran from 1961 through 1967.
The series focused on the exploits of American
soldiers fighting the Germans in France during
World War II. The show took place after D-day
and before the liberation of Paris.

while the second represents the Cast Members


chance of hitting something when they are firing
in the general direction of the enemy. This will
be discussed further later.

Shows such as Combat! were made up of a cast


of veteran stars, up and coming actors, fresh
faces, has-beens, and nobodies. However, the
actors represented the soldiers fighting their way
across the globe. In the game, these weeknight
characters are represented by your models on the
tabletop.

Brawling
Nothing cranks up the ratings like a good fist
fight. Brawling is used similar to Gunfight
except it is when you are fighting mano-y-mano.
The lower the number the easier it is to land a
punch.

Players will create a cast of characters to play


out the Episodes of the show. It will be your job
to lead them through the Episode, help them get
ratings, and stay in the Series.
Each Cast Member will be represented by a
miniature on the game board. Each miniature
will have a unique set of abilities and skills
based on his role on during the Series. This
unique set of abilities is known as the Profile. It
is made up of the following parts:

Screentime
Screentime represents how often a viewer may
see the Cast Member taking part in the episode.
During a Cast Members Screentime, they can
perform actions such as move, get in a firefight,
throw a few punches, hide behind a bush, etc.
When a Cast Member is not getting Screentime,
they can not perform actions. The higher the
number, the more times the miniature will be
able to do stuff.
Gunfight
What is a Television show about war without a
bit of shooting in it? There are two numbers
here. The first represents taking aimed shots

However, for now it is important to note that the


lower the number, the easier it is to hit what you
are shooting at.

Action
There are times when Cast Members must
perform important actions to further the plot, but
they dont involve gunfights or brawling. Things
like hiding, spotting a sniper, bluffing past a
guard, etc. The Action profile helps them
accomplish these types of tasks.
Guts N Glory
The Cast Members will face things during an
episode that will test their characters resolve to
fight or press on. When things like this happens,
the audience will expect a believable response.
Therefore, sometimes even the heroes will
prudently fall back or take cover. The lower this
number is the easier it is to carry-on with the
show.
Plot Armor
The audience can only suspend disbelief so
much. There are things even the toughest hero
cant simply shrug off and a breaking point
where they wont be able to go on. You can only
see a hero on the show say, It was just a scratch!
Keep fighting! before it gets old. The higher
the number the more times the miniature can
have a brush with death before it is no longer
believable for the audience.

Star Power
Everyone knows that the script protects the
heroes and the bigger hero you are in an episode
the more good things come your way. The
number here allows you to change the results of
dice rolls in this Cast Members favor. However,
it can only happen so many times before the
audience will no longer believe it anymore.

The Primary Cast of the Combat! Television show


was the following:

These basic elements make up the individual


profiles of each Cast member on the show. As a
Season of Episodes continue it is possible for
Cast Members to get better or worse. Events in
each Episode can impact the storyline of the
Season and each Cast Members character
differently.

Jake Hogan- Pvt. William G. Kirby

Later on in the rules there will be more


information about creating a Cast for your
Episodes. In the meantime, as you read the rules
you will see how the profiles interact with the
rules to allow you to play the game.

Shecky Greene- Pvt. Braddock (season 1)

Example Profile:
Screentime
Gunfight
3
5+/6+

Brawling
5+

Action
4+

Rick Jason- 2nd Lt. Gil Hanley


Vic Morrow- Sgt. Chip Saunders
Pierre Jalbert- Pfc. Paul "Caje" Le May

Dick Peabody- Pvt. "Littlejohn"

Conlan Carter- "Doc" (seasons 2-5)


Tom Lowell- Billy Nelson (seasons 1-2)

Steven Rogers- "Doc" (seasons 1)


Paul Busch- (Played different parts, mostly
German)

Guts N Glory
4+

Plot Armor Star Power


1
1

Lights, Camera,
Action!

Turn Sequence
Each game is divided in Scenes and Screentime.
A Scene is the time it takes for every model to
take actions during their screentime. Therefore a
Scene is made up of several smaller bits of
Screentime.
Screentime allows a model to do one of the
following:
Move- Move from one place on the board to
another.
Gunfight- Fire a weapon as an aimed shot or
suppression fire
Brawling- Fight in hand-to-hand combat
Actions- Do stuff other than fight

follow.
These activities include:
Get Up
Check for Wounds
Guts and Glory tests
Update Status/tokens
Thats Your Cue!
This is how you determine who does what when.
The player with the Allies rolls a d6. On an even
roll 2, 4, 6 the Allies get to choose one model to
receive their Screentime during this scene. On
a1,3,5 the Axis player gets to choose one model
to receive Screentime.

Extended Screentime
After a model completes its Screentime, if it has
additional Screentime it can immediately try to
use it. Make an Action! Test. If successful, the
model can use another Screentime. A model can
do this as many times as it has Screentime.

A model can only get as much Screentime as


their profile allows for. Extras get much less
screentime than the Stars do. Therefore, it is
possible for one model to do a number of actions
in a single Scene.

Establishing Shot
At the beginning of the Scene, there are a
number of items that may need to be completed
prior to starting the Scene. This is considered an
Establishing Shot and sets up the Scene to

If all models on one side have completed all of


their Screentime and the other players models
have not, the player with Screentime remaining
can choose which models to provide Screentime
to until all Screentime is used for the Scene. You
no longer need to roll for Screentime.

Hitting Your Marks


The Stars of your TV show will need to move
around the battlefield set. Here is how it is done.
Facing
Your model is assumed to be facing in the
direction his face is actually pointing. Generally
speaking, a model can only see things in a 90
degree arc from their face.

The Basics
A Model can move up to 6 inches during their
Screentime. They can turn and pivot freely and
move in any direction. They may not move
further than the 6 inches. They can move less
than 6 inches, or choose not to move at all.
Running
A model can choose to run up to 12 inches in their
movement. They can turn once up to 45 degree
while running. Running can only be done
forward.

Personal Zone of Oneness


A model may not move closer than 1 inch to an
opposing model. If they move within 1 inch of
the center of an opposing model, the moving
model is immediately halted. They can only
move around or back to use remaining movement.
Tangled
Models fighting in a Brawl are considered to be
tangled. They are within the 1 inch range and
previously fought in a brawl during one or the
other models Screentime. In such a situation a
model may not simply move away until their
opponent is Knocked Down or Out of the Fight
Sets
Clear- No mods
Obscuring- Hinders Shooting
Blocking- Hinders Shooting, Blocks LOS
Impassable- Hinders Movement
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
TV! There is drama, danger, and excitement. It
seems only logical to try and capture that spirit of
action in game. Below are all the rules you will
need to liven up your episodes.
Range
In this game, weapons are assumed to be able to
hit anything on the board assuming it can be seen.
Fire Arc
A model can only fire on models within their 90
degree arc from the face. Other models will not
be seen by the firing model.
Line of Sight
Bullets go in a relatively straight line, even on
TV! Shots may not be made through intervening
blocking terrain. Friendly models do not block
Line Of Sight.
Obscured
Some Sets or Special Effects cause a target to be
obscured. When a target is 50% or more within
obscuring terrain they are considered obscured.

When shooting at an Obscured target the dice roll


receives a -1 to the Gunfight roll.
In addition, targets that are Obscured are less
likely to be Pinned. They have a +1 on their
Gutsn Glory roll to avoid being pinned.
Blocked
Some sets are considered blocking. When a target
is 50% or more behind blocking Sets they are
considered blocked. The firer receives a -1 to the
Gunfight dice roll to determine if they were hit.
In addition, a target in blocking terrain is less
likely to be Pinned. They have a +2 on Gutn
Glory tests to avoid pinning.
Weapon Firepower
The Firepower of a weapon represents how many
bullets it can put out in the show. The higher the
Firepower rating of the weapon, the more
Gunfight dice the firer can roll.
Therefore, if a weapon has a Firepower 5 the firer
can roll 5 Gunfight dice.

Suppression Fire
Suppression fire is pointing your gun in the
general direction of the enemy and firing. The
intent is not to hit the enemy, but to pin them
down for a few moments.
To use Suppression fire, a model must determine
LOS and see if a model is obscured/blocked. If
LOS exists, the model may fire.
Roll 1 dice per the firepower of the weapon being
used. Consult the firing models profile. The
second number in the Gunfight stat is what they
need to hit the target. For each dice rolled if the
result is the Gunfight Suppression Fire or higher
the target is hit.
Aimed Fire
When a model uses aimed fire, he is intentionally
trying to hit a target to injury them. The intent is
to take them out of the show.

Plot Armor
If a model is hit a point of Plot Armor is removed
from their profile. If they are reduced to 0 or
below the model will be injured.
Injury
When a model is reduced to Plot Armor 0 or
below, every time they are hit they must roll on
the injury chart.
1-2
3-4
5-6

Remove From Episode


Downed
Just a Scratch

Removed from Episode


The model is removed from the table. They wont
be making any further appearance during the
episode. This is usually accompanied by a
dramatic fall, Wilhelm scream, or clutching of the
chest before falling over.

To use Aimed Fire a model must use an


activation with the Aim action before firing. If
they have done this determine LOS and see if the
target is obscured or blocked. If LOS exists, the
model may fire. Aimed Fire may not use Split
firepower.

Downed
The model is placed on their back and considered
pinned. They can only crawl around 2 inches
wounded. They may not use Gunfight or Fisticuff
stats. They may not use Actions. If attacked in
Fisiticuffs they are automatically Removed from
the Episode.

Roll 1 dice per the firepower of the weapon being


used. Consult the firing models profile. The first
number in the Gunfight stat is what they need to
hit the target. For each dice rolled if the result is
the Gunfight Aimed Fire or higher the target is hit.

During the Establishing Shot roll for each


Downed model on the Injury table. They may end
up being removed from the table, staying down,
or be downgraded to Just a Scratch as the model
recovers from the shock of getting hit.

Pinning
A target that is fired on must make a Gutsn Glory
test or be pinned. Roll a dice. If the result is the
Gutsn Glory number in the models profile or
better, the test is passed. If passed, no other
actions are taken regarding pinning.
If the Gutsn 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
Any Model who was Down (but recovered, given
First Aid, etc) or Pinned can try to Get Up during
the Establishing Shot. To Successfully Get Up, a
model must pass a Guts n Glory test.
First Aid
Each Model (that isnt an Extra) within 1 of a
downed model can increase a Downed Models
chance to recover during the Establishing shot.
Each model adds +1 to the dice result on the injury
test.

Just a Scratch
The model is injured but carries on. They are
considered Pinned. All of their Profile target
numbers are increased by 1 due to the injury. If
any of the Targets profile stats go above 6+ due to
injury then the model is considered Downed.
Running Away
If a pinned model is forced to take an additional
Pinned test, they may Run Away instead. If a
subsequent Guts n Glory test is failed, the model
can only crawl to the nearest cover. Once in cover,

they will try to Get Up as normal. Once standing


they will move towards their deployment zone at
full speed.
Running Away will continue until they are
successfully Rallied by a fellow friendly model or
they leave the board. Any model that leaves the
board can not return.
Rally
Instead of moving or shooting, a Cast Member
can attempt to Rally all fellow Cast Members
within 6 inches of them. First they pass an Action
test. This represents them calling out an
inspirational line, giving an order, or doing
something suitably heroic.
All pinned Cast Members within 6 inches of the
Rallying Cast Member can immediately take a
Guts N Glory test. If passed, the other Cast
Member can immediately become unpinned.
Cast members who are Running Away will revert
to simply being Pinned.

Example Gunfight Weapons

Revolver
Pistol
Rifle
Automatic Rifle
Sub-machine gun
LMG
Grenade

Firepower
1
2
2
3
3
5
1

Prop
A
A
A/S
A/S
S
S
S

Gunfight Weapons
Weapons used in a Gunfight have the following
profiles that are sued to determine how the
weapon works in the show.
Firepower- This is how many dice are used to
determine a hit.
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.

Boom!
1
1
1
1
1
1
d3

Dramatics
4+
6+
6+
4+
4+
3+
3+

properly for dramatic effect. When a Cast


Member fires a weapon that misses with a 1.
They will need to test for Dramatics for each one
rolled. Roll a d6 and consult the weapons
Dramatics rating. If the number or higher is
rolled, the weapon has jammed, run out of ammo,
or broken in some way. That weapon is
considered unusable for the rest of the Episode

Brawling
Fist Fighting is a staple of action shows from the
end of World War II to today! This section will
explain how you can add this element to your
Episodes.
Facing
Models can only attack if they are facing their
opponent. Their facing is the front 45 degrees of
the direction to model is looking. It is possible
for only one model in a Brawl to be facing in the
proper direction to fight.
Range
Brawling can only occur when the two-models are
within 1 inch of each other. This is the only time
a model can move closer than an inch to another
model.
Obscured
Some Sets or Special Effects cause a target to be
obscured. When a target is 50% or more within
obscuring terrain they are considered obscured.
When brawling with an Obscured target the dice
roll receives a -1 to the Brawling roll.
Blocked
Some sets are considered blocking. When a target
is 50% or more behind blocking Sets they are
considered blocked. The firer receives a -1 to the
Brawling dice roll to determine if they were hit.
Example Brawling Weapons

Fists
Improvised
Weapon
Brass
Knuckles
Knife
Sword/Axe
Fixed bayonet

Firepower
1

Boom! Dramatics
1
-

3+

2
3
3
1

1
1
d3
d3

6+
5+
5+
5+

Locked
When two or more models are Brawling they are
considered to be locked in combat. They may
not move, shoot, or perform actions until they are
no longer locked. This will last until one of the
models is Removed from the Episode. Once this
occurs, the remaining model is no longer locked.
Models who are locked in a Brawl may not be
fired upon by anyone else. However, other
models can join in the combat freely. However, if
they join they will also become locked.
Brawling
For each point of Damage on the weapon being
used in the brawl roll a d6. Each dice that meets
or exceeds the Cast Members Brawling rating is
considered a hit.
Plot Armor
If a model is hit a point of Plot Armor is removed
from their profile. If they are reduced to 0 or
below the model will be injured.
Injury
If a model is reduced to 0 Plot Armor, they are
automatically Removed from the Episode if they
lose a Brawl. No other injury can occur and they
will not be pinned. This is usually accompanied
by a dramatic fall, Wilhelm scream, or clutching
of the chest before falling over.
Brawling Weapons
Weapons used in a Brawl have the following
profiles:
Firepower- This is how many dice are used to
determine a hit.
Boom!- 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 break or get stuck at a critical
moment.

Actions
Actions are all the things that a Cast member can
attempt to do that dont involve hitting their
marks, being in a gunfight, or brawling. Often
they are important to keep the narrative of the
Episode moving forward. Below is a partial list,
and some Episode description will have episode
specific Actions.

Climbing- When a model climbs they can


climb upward/downward two inches per turn
on walls, cliff faces, trees, etc. Ladders and
stairs are climbed as normal movement. A
model is kept at the base of any object they
are climbing until they have moved far
enough to get on top of the object.

Jumping- Model can jump over objects less than


2 inches tall, or jump across obstacles that are less
than 2 inches across.

Diving- The model can dive. They end their


movement by Hitting the Dirt.
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 Atem- 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.
2.
3.
4.
5.

Unlocking a door
Disarming explosives
Operating a radio
Deciphering a code
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 FirepowerA firer can choose to spread their firepower dice
over a number of targets. They can allocate one
or more firepower dice up to the firepower of the
weapon on a different target as long as they are
within 2 inches of the first target.
It is also possible to walk the fire over a larger
distance, but each distance of two inches costs 1
firepower dice. For example, there are two
Wehrmacht crossing a field 4 inches apart. A .30
Cal with a firepower of 5 opens suppression fire
on them. The firer decides to put 2 dice on the
first soldier, uses one dice on the 2 inch gap, and 2
on the last soldier.

Cover Fire- Advanced Rule


During a Cast Members Screentime, they can
successfully make an Action! Roll and go into
Cover Fire Mode. If the model moves or
performs another Action they are no longer in

Cover Fire. Once a model shoots it also is no


longer in Cover Fire mode.
The model can interrupt the movement of an
opposing model by firing on them if the opposing
model moves through their fire arc. The moving
model is halted when the Cover fire is declared.
The results of the shooting are calculated
immediately and the results applied. After the shot
is calculated the moving model may continue
moving if they are still capable of it.
Look Out Sir!
A model within two inches of a Star can choose to
throw themselves in front of a shot that would
otherwise injure the Star model. Instead, the
alternate model is considered to take the injury.
Roll for injury as normal on the alternate model.
The Star model continues as normal.

Casting
You cant have a T.V. Show about World War II
without assembling a cast of actors to portray
your characters! Plus, you need to make sure you
have the right mix of talent, outfit them with the
right props, and stay on budget. Being a Casting
Director can be tough!
Cast Size
For a show to work it must have the following
requirements:

Hiring a Cast
As the Casting Director you can choose anyone to
fill out your cast, with the above parameters in
mind. When you are starting a Series, you will
begin with a budget of $100K dollars for casting.
This must be used to hire on Cast Members and to
outfit them with the proper props for Gunfights
and Brawling.
Add up the total cost of Cast and Props to get the
total starting Budget.

Must have at least 1 Star


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

-/6+

6+

5+

Props:
Gunfight
Rifle
Pistol/Revolver
LMG*

Cost
5K
5K
30K

Guts N
Glory
5+

Plot
Armor
-

Brawling
Rifle Bayonet*
Knife

Star
Power
-

Cost
1K
1K

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

-/6+

6+

5+

Props:
Gunfight
Rifle
Pistol/Revolver
Automatic Rifle
Grenades

Cost
5K
5K
10K
15K

Guts N
Glory
5+

Plot
Armor
1

Brawling
Rifle Bayonet
Knife
Brass Knuckles

Star
Power
-

Cost
1K
1K
5K

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

5+/6+

5+

4+

Props:
Gunfight
Rifle
Pistol
Automatic Rifle
Sub-machine Gun
Grenades

Cost
10K
5K
15K
20K
20K

Guts N
Glory
4+

Plot
Armor
1

Brawling
Rifle Bayonet
Knife
Brass Knuckles

Star
Power
1

Cost
5K
5K
10K

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

4+/6+

4+

3+

Props:
Gunfight
Rifle
Pistol/Revolver
Automatic Rifle
Grenades
Sub-Machine Gun

Cost
10K
5K
15K
20K
20K

Guts N
Glory
3+

Plot
Armor
1

Brawling
Rifle Bayonet
Knife
Brass Knuckles
Sword/Axe

Star
Power
1

Cost
5K
5K
10K
15K

Solo Play Rules


Combat! Is designed to be played in two ways.
The first way is for one player to control one cast,
and another player to control a separate cast. The
two players then play an Episode out against each
other. However, the second way is for a single
player to play through a series of Episodes on
their own. They control the main Cast, and the
game system and Episode itself controls the
actions of the opponents. This allows a player to
play Seasons of the game solo.
Episodes and Solo Play
Most Episodes are designed for regular play.
However, there will be a small section detailing
set-up for solo-play as well. Therefore, any
Episode detailed in the rules can be used Standard
or Solo.
Combat! Markers
In Standard play, a player can see what his
opponent force is doing at all times. However, in
Solo play, this is not the case. Instead, an element
of surprise is included. This is done to help make
solo play more interesting for the player.
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

Of the Combat! Marker. This will reveal the


Combat! Marker. Roll on the Combat! Marker
chart to determine the nature of the threat
immediately.
Once a Combat! Marker is revealed it place the
appropriate Enemy models on the board within 4
inches. Once the enemy soldiers are placed,
remove the Combat! Marker.
Combat! Markers and Activation
Combat! Markers can not take actions until they
have been revealed by the player.
Combat! Markers Chart
Roll 2d6 and consult the chart below:

2-3- Nothing
3-4- A single Extra with Rifle
5-6- 1 Cast with Rifle and Knife
7-8- 1d3 Extras with Rifles
9-10-1 Cast with Sub-Machine Gun
11- 1 Co-star with Pistol, Knife, Grenades
12- 2 Extras with Rifles and Machine Gun

Enemy Action
Once a Combat! Marker has been converted to
enemy soldiers, they can activate and act as
normal. However, Enemies use a decision tree
metrics to determine what actions to take in their
turn.
Activating an Enemy Model
The player chooses the enemy model closest to his
troops and activates them first. The model chosen
must have Screentime available. If it does not
have Screentime, the next closest enemy is chosen
instead, until all enemy Models have activated.
Enemy Screentime
When an enemy model uses its Screentime, then
follow these steps:
1. Determine Attitude
2. Determine Action
3. Use Extra Screentime
Determine Attitude
At the beginning of the Episode, the Enemy
Attitude is determined. Some Episodes will
specify the Enemy Attitude. This attitude will help
determine Enemy actions when they use
Screentime.

If the Attitude is not specified in the Episode,


simply roll a d6.
1-2- Defensive
3-6- Offensive
If an Enemy Model is removed from the Episode,
the enemies Attitude may change. Roll a d6
again, and -1 per model Removed from the
Episode.
This way, as the Enemy takes casualties, they will
naturally become more defensive in their tactics
as they take casualties.
Determine Action
The Attitude of Enemy will determine how the
act when they are using Screentime. Roll a d6
and consult the appropriate Attitude chart to
determine the models actions. Complete the
action as normal.
Use Extra Screentime
Typically, the Action Chart will specify what to do
if the Model has multiple Screentime available.
Roll for Screentime as normal and then complete
the action as normal.

Offensive Attitude
Roll a d6:
1. Model will Charge the closest enemy to Brawl.
If no one to charge, they will shoot instead. If
no one can be shot at, they will move towards
the closest enemy instead.
2. Model will Aim at the closest Target. If there
are no enemy models in sight, the model will
move towards cover closer to the enemy.
3. Model will shoot at the closest enemy. If there
are no enemies in sight, the model will move
towards cover closer to the enemy.
4. Model will shoot at the closest enemy. If there
are no enemies in sight, the model will move
towards cover closer to the enemy.
5. Model will Move towards cover closer to the
enemy. If it is in cover, it will shoot at the
closest enemy. If no enemy are eligible to be
shot, it will move towards cover closer to the
enemy.
6. Model will Move towards cover closer to the
enemy. If it is in cover, it will shoot at the
closest enemy. If no enemy are eligible to be
shot, it will move towards cover closer to the
enemy.
If the Model has Screentime, it will attempt to use
it now. If successful, the enemy model will do the
following:
1. If it moved towards an enemy, it will attempt to
get into a Brawl. If it can not reach a target to
Brawl, it will shoot instead. If it can not shoot,
it will move into cover closest to the enemy.
2. If the model Aimed, it will attempt to shoot
now at the enemy target.
3. If it shot at the enemy it will attempt to shoot
again at the closest enemy target, if none are
visible it will move to cover closer to the
enemy.
4. If the model moved into cover closer to the
enemy it will attempt to Brawl with any enemy
in range. If no enemies are in range it will shoot
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.

Defensive Attitude
Roll a D6:
1. The Model will move into the closest cover. If
it is already in cover, it will attempt to hide.
2. The Model will move into the closest cover. If
it is in Cover, it will Aim at the nearest enemy.
3. Model will move into the closest cover. If it is
in cover, it will move towards the cover
closest to the enemy.
4. Model will move into the closest cover. If it is
in cover, it will shoot at the nearest enemy.
5. Model will shoot at the nearest enemy. If there
are no targets to shoot it will move into the
closest cover.
6. Model will shoot at the nearest enemy. If there
are no targets to hit it will move towards cover
closest to an enemy.
If the Model has Screentime, roll a d6. On a 5+ it
will attempt to use it. If unsuccessful, the model
will wait to be activated later. If successful, the
enemy model will do the following:
1. If is moved towards and enemy, it will attempt
to get into a Brawl. If it can not reach a target
to Brawl, it will shoot instead. If it can not
shoot, it will move into cover closest to the
enemy.
2. If the model Aimed, it will attempt to shoot
now at the enemy target.
3. If it shot at the enemy it will attempt to shoot
again at the closest enemy target, if none are
visible it will move to cover closer to the
enemy.
4. If the model moved into cover closer to the
enemy it will attempt to Brawl with any
enemy in range. If no enemies are in range it
will shoot the closest target. If no one can be
shot at, it will again move into towards cover
closer to the enemy.
A model will only attempt to use Screentime one
time with a Defensive Attitude.

Season Rules

The game Combat! Starring Vic Morrow is


designed to capture the feel of World War 2
combat from television and the movies.
Therefore, it is best used as a Campaign game. A
campaign is a series of linked games where the
outcome of one impacts the next game. The
following rules are designed to help capture that
flavor.
The Ratings
The most important thing for the survival of any
TV show is its Ratings. If no one is watching it,
then the show will be cancelled even before a
single Season is complete. The Ratings are the
most important thing in any particular campaign.
Casts acquire Ratings by taking part in an
Episode. The more Ratings a Cast receives, the
more likely they are to expand and grow. Ratings
are cashed in to expand the Cast, upgrade existing
Cast members contracts, and protect Cast during
an Episode in the form of re-shoots.
Ratings are the currency of Combat! Starring
Vic Morrow.

Fans and Character Development


As cast members complete various tasks and
activities they will begin to gain Fans in the
audience. As a Cast member gains fans, that
allows them to ask the writers for more character
development. Character Development gives your
Cast different abilities during an Episode.
Therefore, the more Fans a character gets the better
they are, but also the more Ratings it takes to keep
them in play.
Injury
Sometimes, when a Cast Member is removed from
an Episode, it is no longer believable for them to
return immediately to the show. They need to
recover . In additions, the writers of future
episodes may carry over these injuries from
Episode to Episode for the sake a realism.
Plot Points
Plot points are additional sub-plots or secondary
objectives that are determined prior to an Episode
to make sure there is enough action, drama, and
excitement. Completing Plot Points gains Ratings
and Fans.

Playing a Season
Seasons are a series of linked Episodes that make
up a Season. Typically, they are 12 episodes with
the final Episode being a especially large or
exciting. When a Season is being played, a bit
more book-keeping and pre and post battle rolls
are needed.
Complete the following Steps:
1. Prior to the Episode, roll for Plot Points. If a
Plot Point is completed during the Episode, it
will help boost the ratings of the Episode or
provide extra Fans for a Cast member.
2. Prior to the Episode, bid for Ratings. This is
how many Ratings you are attempting to earn
in the Episode.
3. Prior to the Episode, use Complications on
your opponent. These typically hinder your
foe from completing their objectives, but cost
Ratings to use.
4. Post Episode, determine Injuries. Models
that were Removed from the Episode may
face consequences that will impact the Cast
Member going forward. It is never good for
your career to die on screen!
5. Post Episode, calculate Ratings earned. As
the Cast completed Episodes, plot points, and
overcome complications it will boost ratings.
6. Post Episode, gain Fans. Individual Cast
Members will gain and lose Fans. These Fans
can be used to negotiate different abilities
with the writers.
7. Post Episode, calculate Popularity. This is a
measure of a Casts overall success. It is a
combination of Ratings, Fans, and Costs. The
Casts with the best Popularity are leading in
the Season.
Roll for Plot Points
Plot Points are different sub-plots created by the

writers for the Episode. They are essentially subobjectives that can be accomplished to help your
Ratings or earn Fans for a Cast Member.
Plot Points can be assigned to any Cast Member
who is not an Extra to complete. These are
assigned secretly prior to the Episode. Write the
Plot Point down next to the relevant Cast Member
on your Cast list.
To generate a Plot Point roll a 2d6 and consult the
chart below:

2. Vengeance! 1 random Cast Member hates a


random opposing Cast Member. That character
satisfies their Plot Point if they take their enemy
out of the Episode.
3. Intel! 1 random Cast Member needs to try and
loot 1 downed opposing Cast Member. To loot
they must get in Base-to-base and take an Action
test. If successful, they find something of value
on their foe.
4. Watch his Back! 1 random Cast Member must
shadow another random Cast Member. If the
shadowed Cast Member survive the Episode
unharmed the Plot Point is satisfied.
5. Search! 1 random Cast Member must get to a
point within 2d6 inches from the enemy board
edge and 2d6 inches in from the corner edge on
the players left. The Cast member must reach
this point and perform a Search Action to
accomplish this Plot Point.
6. Rage! 1 random Cast Member must take two
or more enemy models Out of the Episode to
accomplish this Plot Point.
7. Reckless! 1 random Cast Member must end the
game in the enemies deployment zone to
accomplish this Plot Point.
8. Medic! 1 random Cast Member must try to
provide First Aid to a comrade in order to
accomplish this Plot Point.

9. Shadow! 1 random Cast Member must start


each turn within 3 inches of the highest Star
Power Cast Member on their side for the entire
Episode to accomplish this Plot Point.
10. Kilroy was here! 1 random Cast Member
must move to a man-made set piece (Such as a
wall, vehicle, building, etc.) and pass an Action
Test to draw the famous image on it. The passed
Action Test will pass the Plot Point.
11. Fearless! 1 random Cast Member must pass
or avoid making any Pinning Tests for the Episode
to achieve this Plot Point.
12. Pacifist! 1 random Cast Member must avoid
injuring an opposing model during the episode in
order to satisfy this Plot Point.
Bid for Ratings
Prior to beginning an Episode, both players can
make a Ratings Bid. To do so, they simply ante
up as many ratings as they think they will use in
the Episode. Ratings come in increments of 1K.
For every 1K of Ratings, the Player is allowed 1K
of Cast to participate in the game. The Player
with the lowest Rating Bid then gets to play as the
Attacker in the Episode .
Scoring Ratings
As the Episode is played, both players keep track
of their Ratings earned. You earn ratings by
doing the following:

Remove an opponent from the Episode: 5K


Drama!: 1K
Complete a Plot Point/Complication: 10K
Complete a Secondary Objective: 10K
Complete the Primary Objective: 25K
Each ending Cast Member: 1K
If you score more Ratings than you Bid, you earn
an additional +2d6K ratings at the end.
Finalize Ratings
After the Episode, the Ratings need to be finalized
by the TV executives and provided to the Cast in
the form of expenses, salary, etc. Take any earned
Ratings and divide it by the number of Cast
Members in your cast. That is the final Ratings
that you can add to your Ratings Stash for future
purchases. Therefore, the more Cast members,
the lower your potential Ratings take home.
Drama
This is a game about World War II on television.
Therefore, a little theatricality is in order. A
player is awarded Drama Ratings points by doing
the following:
1. Giving a cool one-liner when .one of your
models performs and action, shoots, brawls,
etc.
2. Giving a dramatic howl when a model is
removed from the Episode.

3. Saying some inspiring words when rallying


the troops.
4. Other suitably amusing and in character
moments to add to the games 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.

Some Complications impact 1 Cast member per


use . The Cast Member impacted is randomly
assigned. The Complication only applies for 1
Episode. A Cast Member can only be impacted
by 1 Complication per Episode.
Other Complications may impact all opposing
cast members. See below for details.
Fog
The battlefield is obscured by fog or smoke. This
reduces all LOS ranges to 12 inches. At the start
of every turn roll a d6 and add the turn number. If
the result is 6+ the fog lifts and LOS returns to
normal.
Enemy Aircraft
An enemy airplane buzzes by. This causes your
opponents troops to scamper into cover. During
this turn, enemy models must use their activation
to move towards cover. If they are in cover, they
can act normally.
Arty Strike
An artillery barrage strikes nearby at the
beginning of any turn you choose. All models
must make a Guts N Glory test to void being
pinned. If successful, they can activate as normal.
If failed the model is considered pinned.
Shellshock
At the beginning of any turn, choose one enemy
model to suddenly feel the effects of fear. The
model must pass a Guts N Glory test or be pinned.

Fatigue
Choose a Cast Member to suffer from Hunger at
the beginning of the Episode. Add a +1 to all
Characteristics to a maximum of 6+ for the rest
of the episode.
Lost
Before deploying, each Cast Member must make
an Action test. If passed they can deploy as
normal. If failed they are delayed. Make an
Action test at the start of every turn. Once passed
the Cast Member may deploy as normal.
Name
Fog
Enemy Aircraft
Arty Strike
Shellshock
Sandbags
Injury
Fatigue
Lost

Ratings Cost
10K
5K
5K
1K
5K
10K
5K
10K

Determine Injuries
Injuries can occur anytime a Cast Member is
removed from the Episode. An injury will last a
certain number of Episodes before it disappears
from the cast member. The writers have moved
on from that story arc and let the character get
back to normal.
If a Cast Member was Removed from the Episode
they must roll for Injuries. If a Cast member is
down at the end of the Episode, roll a Guts N
Glory test. If passed, the model is fine. If failed
they will roll on the Injury Chart.

Roll 2d6:
Doubles = Fine. No Injuries
3-4- Leg Injury- The model moves 1 inch slower.
5-6- Niggling Injury- The model misses 1d3
episodes to recover.
7- Arm Injury- The model has a -1 in Brawling
8- Hand Injury- The model has a -1 shooting
9-10- Concussion- The model has -1 to Actions.
11- Trauma- Minus 1 to Guts N Glory Tests.

Extras- 0 Fans
Cast- 6 Fans
Co-star- 11 Fans
Star- 16 Fans

Fans
As Cast members complete actions they tend to
attract a fan base. This fan base encourages the
writers to let the Cast Member do more and
improve their abilities in an Episode.

2- +1 Screentime
3- +1 Suppression Fire
4- +1 Plot Armor
5- +1 Suppression Fire
6- +1 Aimed Fire
7- +1 Actions
8- +1 Brawling
9- +1 Guts N Glory
10- +1 to all Dramatics rolls with a weapon
11- +1 Aimed Fire
12- +1 to determine wounds

A Cast Member earns fans by doing the


following:
1. Injures an opposing cast member- 1 Fan

Character Development
As a Cast Member gains fans, their character will
develop during the Season. Roll a 2d6 and
consult the chart below.

2. Completes a Sub-plot- 1 Fan

3. Completes the Episode Objective- 3 Fans


4. Survives and Episode- 1 Fan
When a Cast Member earns Fans, they can earn
the chance to gain extra skills for their characters
in the Season. This equals rolls on the Character
Development Table. Rolls on the Character
Development chart are cumulative.

0-5 Fans- Starving Actor- 0 Rolls


6-10 Fans- Guild Member 1 Roll
11-15 Fans- Aspiring Star- 1 Roll
16-20- Well-known- 1 Roll
21-30- Fan Club- 1 Roll
31-40- Household Name- 1 Roll
41-50- Screaming Fans- 1 Roll
51-70- Movie Star- 1 Roll
70+- Walk of Fame- 1 Roll
Starting Fans
In a Season, different Cast members will begin
with different Fan levels. This represents how
well known the Cast member was prior to the
show, and their frequency on the show.

Popularity
To determine a Casts popularity, you simply add
up their Cost, their Fans, and their total number o
Ratings. This will equal their Popularity rating.
It is a good way to gauge their relative power
level compared to other Casts.
Underdogs
Everyone loves to see scrappy underdogs
overcome the odds and win against the odds. The
Cast that plays against a Cast with a higher
Popularity will have the following advantages.
Popularity Difference 1- 20K
Can roll for an additional Plot Point, and earns
+1K Fans Cast Member used in the Episode.
Popularity Difference 21K-50K
Can buy 1 free Complication up to 5K, roll 1
additional Plot Point, and +1K Fans per Cast
member in the Episode
Popularity Difference 51K- 100K
Can buy 1 free Complication up to 10K, roll 1
additional Plot Point, +2K Fans per Cast member
in the Episode, and +10K ratings

Solo-play Season Rules


The game Combat! Starring Vic Morrow is also
intended to be played solo. Therefore, it will also
need rules for Solo-play for campaigns.
When choosing Solo-play for a Season, the
following rules apply:
There is no Ratings Bid. Instead, the player
chooses the Cast they wish to bring.
Episodes are determined randomly
Every 30K spent on Cast will equal 1 Combat!
Marker for the Episode.
Once a Casts Popularity goes above 300+,
Every 15K spent Cast equals 1 Combat!
Marker.

Once a Casts Popularity breaks 500+, every


Combat! Marker roll adds +1 to the result.
When an Episode is selected, roll a d6. On a
5+ the Player is the defender in the Episode.
A player can not choose Complications for the
opposing side to endure since their force is
generated by Combat! Markers.
A player CAN purchase complications for his
own Cast, but the points subtract from the total
Ratings spent on their own Cast.
Ratings, Injuries, Fans, and Character
Development are treated as normal.

Alternate Season Rules


Alternate Seasons
The rules above assume that a Season w ill be
played between one or more players using
opposing Casts. However, there are other
methods that a Season can be played that maybe
more rewarding to the individual players. These
variations will slightly alter the rules and modes
of play. Combat! Starring Vic Morrow! can be
played the followings ways:
Player vs. Gamemaster
Player Cooperative vs. Gamemaster
Players vs. Game
Combat! Cast vs. Gamemaster
Combat! Cast Cooperative vs. Gamemaster
Combat! Cast vs. Game
Player vs. Gamemaster
In this method of play, the Cast is only run by the
player. The gamemasters job is to create or
arrange Episodes that challenge the players cast.
In this scenario, only the Cast actually gains or
benefits from Campaign Play. The Gamemasters
cast changes from Episode to Episode.
Alternate Rules:
The Player chooses a cast as normal
The player chooses which Cast members to use
in an Episode. There is no Rating Bid
Gamemasters can create the Episode or use an
existing Episode and choose a Cast for it. The
Cast the Gamemaster uses can not use more
than 25% of the Players cast Popularity.
If the Player has the lower Popularity, than the
Gamemaster, the Player is always considered
the Attacker.
The Gamemaster can buy Complications as
part of the Episode as normal but pays as if
they were Cast.
The Gamemasters cast is temporary. It can not
gain benefits from Season play, and the Cast
are new every Episode.
The Gamesmaster can not have a Cast member
rated higher than a Co-star.

Player Cooperative
Using this method, there are multiple Players who
are all playing against the Gamemaster. It is very
similar to Player vs. Gamemaster except there is
more than one Player. The Players models can
grow and improve through Season play, but the
Gamemasters Cast will not.
Alternate Rules:
As the alternate rules for Player vs.
Gamemaster.
The Players must divide up their starting Cast
Ratings by the number of Players. The Players
then hire the Cast as normal.
The Players will control the same Cast
members during the course of Season play.
During Activation, assign each player a number
(or two) on the d6. The player can activate a
Cast member when his number is rolled during
Thats Your Cue!
Players vs. Game
In this style of game, multiple Players use the
Solo-Game rules to play against the Episodes in a
Season. There is no GM and everyone is a player.
Alternate Rules:
Use the Solo-Season rules
The Players must divide up their starting Cast
Ratings by the number of Players. The Players
then hire the Cast as normal.
The Players will control the same Cast
members during the course of Season play.
During Activation, assign each player a number
(or two) on the d6. The player can activate a
Cast member when his number is rolled during
Thats Your Cue!
Combat! Cast
This uses the same rules as the appropriate Season
Type. However, the Players do not pick a Cast.
Instead, they start using the Pre-set Combat!
Cast. The Players can not add or subtract from
the Cast before starting play.

The Combat! cast


If playing one of the Alternate Seasons 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
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

4+/6+

4+

3+

Guts N
Glory
3+

60K

Fans: 16

Plot
Armor
1

Star
Power
1

Props:
Rifle, Pistol, Knife, Grenades
Sgt. Chip Saunders
65K
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

4+/6+

4+

3+

Guts N
Glory
3+

Plot
Armor
1

Fans: 16

Star
Power
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, hes perceptive about people and is
hard to con. Dont ask if Littlejohn is a nickname or his last name. He was
Best friends with Billy Nelson, a squad mate.
Screentime

Gunfight

Brawling

Action

-/6+

6+

5+

Props:
Rifle, Rifle Bayonet

Guts N
Glory
5+

Plot
Armor
1

Star
Power
-

Pvt. William G. Kirby


Tough, quick-tempered, argumentative, and a skirt-chaser,
Kirby is the shows bad boy. Hes 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
squads B.A.R . man (Browning Automatic Rifle)..
Screentime

Gunfight

Brawling

Action

-/6+

6+

5+

Guts N
Glory
5+

21K

Fans: 6

Plot
Armor
1

Star
Power
-

30K

Fans: 11

Plot
Armor
1

Star
Power
1

Props:
Automatic Rifle, Knife
PFC Paul Caje Le May
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

5+/6+

5+

4+

Guts N
Glory
4+

Props:
Rifle, Knife

Special:
Speak French as an Action. This allows him to converse with French civilians and French Resistance
Billy Nelson
16K
The All-American, corn-fed boy, Billy Nelson, is the squads
youngest member. He has a charming, boyish grin, and is
rather gullible. So its 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, hes a man you can count on to watch your back.
Screentime

Gunfight

Brawling

Action

-/6+

6+

5+

Props:
Rifle, Knife

Guts N
Glory
5+

Fans: 6

Plot
Armor
1

Star
Power
-

Pvt. Braddock
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

-/6+

6+

5+

Guts N
Glory
5+

16K

Fans: 6

Plot
Armor
1

Star
Power
-

16K

Fans: 6

Plot
Armor
1

Star
Power
-

Props:
Rifle, Knife

Doc
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

-/6+

6+

5+

Guts N
Glory
5+

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
successful show. It is typically a short, selfcontained story with a beginning, a middle, and an
end. IN Combat! Starring Vic Morrow! Each
game is known as an Episode.
Choosing an Episode
There are a number of ways to choose an Episode.
The method presented below is an optional way,
and the players can choose any mutually
agreeable method they prefer. The method below
is designed to allow you to get on with playing an
Episode as soon as possible.
Roll a 2d6 and consult the chart below to
determine the Episode to play:
2-4- Dawn Patrol
5- Protection
6- Scavenge
7- Ambush
8.- Raid
9.- Breakthrough
10.- Infiltration
11-12.- Patrol
The Episode
Below are some sample Episodes that you can use
as the basis of a Season. Feel free to make your
own Episodes to play as well. These Episodes are
derived from watching episodes of Combat!.

Each Episode will have the following profile:


Name
This is the Name of the Episode.
Guide
This is the episode guide . It will have a brief
synopsis of the Episodes plot and any major
characters.
Cast
This section will indicate any major requirements
or restrictions to play the Episode.
Storyline
The Storyline is what the Cast are trying to
accomplish during the game and how to determine
the winner.
The Set
This section details any important terrain pieces or
other props needed to play the Episode.
The End
This section details ay special rules for determining
the end of the Episode.

Solo-Play
This final section will detail any special rules
related to playing this game solo.

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.
Roll this whenever a model is trying to determine
LOS for a shot.

from the board. The Patrol that Runs Away first


loses the Episode.

At the beginning of each turn roll a d6 and add the


Turn Number. If the result is 6+ the sun has risen
and all LOS returns to normal.

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

Set:
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or
6x4.
Each side deploys on opposite long board edges
up to 6 inches from their board edge.
The End:
The Episode plays for 6 Scenes. If one Patrol has
half 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 50%.
If the Guts N Glory test is ever failed, then the
Patrol Runs Away and is immediately removed

The player chooses a long board edge. Combat!


Markers are placed in the center of the board.
For each marker, roll a 2d6 (or d12 if available).
This is the number on a clock face. 1 is pointed
towards the Players board edge. Then roll 3d6
again. This is the number of inches you move the
marker from that clock face and place it at that
point. This is where the Combat! Marker will
begin play.
Markers and Models will begin with an Offensive
attitude. If the Enemy has fewer than 50%
Models/Markers on the board they will switch to
Defensive Attitude.
In addition, they will begin to take Guts N Glory
tests like a normal patrol. If it the test is failed in
the Establishing Shot, the patrol withdraws as
normal.

Protection
Guide:
Lt. Hanley has received orders from Division HQ,
and he doesnt like them. He is to assign a squad
of troopers to escort some VIP. The problem is
the Germans want this VIP dead. It is up to Sgt.
Saunders and his men to get this VIP to where
they are supposed to be alive and in one piece.
Cast:
The minimum amount of Cast Members is 3. At
least 1 must be Cast or higher.
The VIP they are assigned to protect is the
equivalent to a Co-star. They are armed with a
pistol and a knife. However, they will only fight
in self-defense during a brawl, or shoot at an
enemy that is within 12 inches.
Storyline:
The Patrol that bid the lowest Ratings is assigned
a special guest star VIP to protect for the Episode.
The squad is to move with the VIP as they attempt
to move across the board from one short board
edge to the other without dying.
Set:
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or
6x4.
The Patrol and VIP deploy on a short board edge
within 6 inches of the edge. The opposing side
can deploy anywhere on the board, but at least 18
inches away from any opposing model.
The End:
The Game ends if the VIP is Removed from the
Episode, the VIP leaves the opposite short board
edge, the end of Scene 8, or one of the squads
routs.
If the VIP Escort has 75% 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%.
The enemy squad has 50% 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 50%.
If the Guts N Glory test is ever failed, then the
squad runs away and is immediately removed
from the board.
Solo-play:
The enemy Squad will have 1 Combat! Marker
per 15 ratings in the Players Squad. Roll a d6.
On a 1-4 the Player protects the VIP. On a 5-6 the
enemy is escorting a VIP.
Escorting: Combat! Markers are placed on the
short board edge evenly spaced across the edge
of the board. They are always 6 inches in. They
will move using Offensive attitude for the
duration of the game.
The VIP will be included in any revealed models
in the first group that rolls a 7+ when revealed or
the final revealed Combat! Marker.
Attacking: Combat! Markers are placed in the
center of the board and distributed as in the
Patrol scenario. Any marker that ends up closer
than 18 inches to an enemy model is moved back
towards the center of the board to be at 18 inches
away.

The squad will begin to take Guts N Glory tests


like a normal squad in the Episode. If it fails in
the Establishing Shot, the squad withdraws as
normal

Scavenge
Guide:
Sgt. Saunders and the squad are well ahead of the
line of advance, and deep in enemy territory. The
squad must rely on what they can scavenge to
survive this deep in enemy territory. However,
the Germans are none-to-keen on letting them live
off the land. They want to push them back to the
front.

Cast:
The minimum amount of Cast Members is 3. At
least 1 must be Cast or higher.
The squad that bid the lowest ratings is the
scavenger.
Storyline:
The squad is sent to collect a number of key items
from behind enemy lines. These could be
documents, food, water, medical supplies, fuel,
etc.
1d3+2 Scavenge Markers are placed randomly
across the board. You do this by putting the
markers in the center of the board and deploying
them by rolling a 2d6 (or d12 if you have one).
This will be the number on a clock face, with the
number 1 pointed at the person deploying the
markers. Then roll a 3d6. This is the number of
inches along that clock face the marker will be
deployed at.
Cast Members can pick-up a Scavenge Marker by
touching it, and successfully passing an Action
test. If a Cast Member with a Scavenge marker
goes Down or Removed from the Episode, they
drop the Scavenge Marker. It can only be picked
up by Cast members who are not Down.

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

Each squad deploys on opposite long board edges.


They can be anywhere within 6 inches of their
own table edge.
The End:
The game will last until the end of Scene 8, or one
of the squads flees the board. If one Cast has half
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 50%.
If a member of the squad has a Scavenge marker
in their possession, they are allowed to re-roll the
Guts N Glory test once per marker.
If the Guts N Glory test is ever failed, then the
Patrol Runs Away and is immediately removed
from the board.
Solo-play:
For solo-play, the enemy Patrol 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 in the center of the board.
For each marker, roll a 2d6 (or d12 if available).
This is the number on a clock face. 1 is pointed
towards the Players board edge. Then roll 3d6
again. This is the number of inches you move the
marker from that clock face and place it at that
point. This is where the Combat! Marker will
begin play.
Markers and Models will begin with an Offensive
attitude. If the Enemy has fewer than 50%
Models/Markers on the board they will switch to
Defensive Attitude. In addition, they will begin to
take Guts N Glory tests like a normal patrol. If it
the test is failed in the Establishing Shot, the
patrol withdraws as normal.

Ambush
Guide:
Sgt. Saunders and his men are moving through the
French countryside towards Paris, when they
stumble right into the middle of a German
ambush! Can Sgt. Saunders lead his men out in
one piece?
Cast:
The minimum amount of Cast Members is 3. At
least 1 must be Cast or higher.
The squad that bid the lowest ratings is the
ambusher.
Storyline:
The ambusher is trying to Down or Remove from
the Episode every enemy model. The ambushed
unit must try to escape the board anyway they
can.
Set:
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or
6x4.
The Cast being ambushed places one figure in the
center of the table. All other cast members must
be placed within 6 inches of that model. They can
be facing any direction.
The Ambushers are placed once all ambushed
models are on the table. They can set-up
anywhere on the board, but must be in cover AND
18 inches away from the closest enemy model.
The End:
The Episode ends after Scene 8. It will also end
once all ambushed models are Down, Removed
from Episode, or off the board.
In this scenario, the ambushed models are trying
to run-away. Therefore, they do not need to make
Guts N Glory tests.

If the ambushing Cast has half 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 50%.
If the Guts N Glory test is ever failed, then the
Patrol Runs Away and is immediately removed
from the board.

Solo-play:
Roll a d6. On a 1-4 the Ambushed is the Player.
On a 5-6 the Player is the Ambusher. For every 10
Ratings, the opponent gets 1 Combat! Marker. In
this scenario, when a Combat! Markers will act
Offensively if they are the Ambusher, and
defensively if Ambushed. Combat! Markers will
be revealed when they enter LOS of an opponent
or shoot.
Combat! Markers as Ambusher: Roll a d6 for each
Combat! marker. Long table edge closest to
player is 1-2, short table edge to left is 3, opposite
long table edge is 4-5, right short edge is 6. The
Combat! Marker is placed in cover up to 12
from that edge closest to the center. They can not
be deployed closer than 18 to the Players
models.
Combat! Marker as Ambushed: Place 1 Combat!
Marker in the center of the board. Place all other
Combat! Markers evenly spaced up to 6 Inches
away from the center.
In this scenario, the ambushed models are trying
to run-away. Therefore, they do not need to make
Guts N Glory tests. Ambushing Combat!
Markers will take Guts N Glory tests as normal.

Raid
Guide:
The Germans have a machine-gun nest hidden
further up the road. Sgt. Saunders and his squad
have been ordered up to find the nest and take it
out. If they cant do it, the men following behind
will be at great risk.

each Scene as long as the patrol is less than 75%.

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

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 squad that bid the lowest ratings is attempting


to carry out the Raid
Storyline:
An enemy strongpoint has been set-up that will
halt or stall the advance. It is up to one Cast to
take it out, while the other tries to defend it.

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 target of the Raid is placed up to 6 inches
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

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.

The player chooses a long board edge. Combat!


Markers are placed evenly on the opposite long
board edge 6 inches in. 1 Combat! Marker must
be placed at the target of the Raid. Combat!
Markers and Models will act using the Offensive
Attitude until one enemy Cast Member has moved
to within 12 inches of the Target Area. Combat!
Markers and Models will switch to Defensive
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.

Infiltration
Guide:
The patrol codenamed: White Knight is sent
forward to try and locate an enemy artillery
observation post. Sgt. Saunders and his team are
supposed to sneak in, find the location of the
enemy post, and sneak out again. However, the
Germans are looking for them.

the board, and a suitable piece of the Set such as a


hill or tall building should be placed there.

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

To successfully observe, one Cast member must


stay at the Observation Point and pass an Action !
Test in order to observe the enemy location. That
Cast member must then make it off the board
before the Episode ends.

The squad that bid the lowest ratings is attempting


to complete the infiltration.
Storyline:
The Cast must try to sneak-up to a location on the
board to act as an observation point. From there,
they will try to observe enemy activity and return
to Lt. Hanley with the information.
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 observation point is placed in the center of

The End:
The Episode will last 8 turns, until one Cast runs,
or the observing model successfully makes it back
off their table 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.

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:
Lt. Hanley and the squad are taking ground fast.
They have to move quickly to exploit the gap left
by a German withdrawal. Time is of the essence
as the squad and the Americans push towards
Paris.
Cast:
The minimum amount of Cast Members is 3. At
least 1 must be Cast or higher.
The squad that bid the lowest ratings is attempting
to breakthrough.
Storyline:
One Cast is attempting to push through the lines
to the other side. Once one model exits the
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.

Solo-play:
For solo-play, the enemy Patrol 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 Offensive Attitude until
one enemy Cast Member has moved over half
way across the board. Combat! Markers and
Models will switch to Defensive Attitude.
In addition, they will begin to take Guts N Glory
tests like a normal patrol. If it the test is failed in
the Establishing Shot, the patrol withdraws as
normal.

Designer Notes

When I was a kid, my Dad and I would watch


Combat! together. It was a local UHF channel
that got re-runs cheap. They had a Thursday
night theme of older war TV such as Combat!,
Black Sheep Squadron, and 12 O Clock High.
Therefore the show had a lot of good memories
for me.
Naturally, with the explosion of interest in World
War II wargames such as Flames of War, Bolt
Action, the Battlefield Series ,Blitzkrieg
Commander, Nuts!, Operation: Squad, and more;
that I would think back to this show. All of these
games have a lot to offer, but none of them
seemed to capture the feel that I was looking for.
I wanted to follow the adventures of Sergeant
Saunders and Lt. Hanley on the tabletop. Hence,
the seeds of this game were born.

small screen.
I wanted some of the tongue-in-cheek nature of a
game like Blood Bowl, but Combat! strove to give
a somewhat realistic look of the World War II
experience to the viewers at home. So I wanted to
honor that legacy as well. It was a tough line to
walk. In addition, I wanted to avoid the rivet
counting and rules bloat of other rules systems I
have played.
The design philosophy was simple:
1. Mechanics that capture the feel of WWII on TV
2. Players engaged in the action at all times
3. Campaign play with a linked series of games
like a Season of TV

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! doesnt 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


the most part one experienced soldier was just as
likely to get killed as the next. However, that isnt
true on Television. Sure, heroes could get injured
and might miss a few episodes, but the main stars
had staying power. They could shoot more bad
guys, disarm more bombs, and do other amazing
stuff. The trick was figuring out how to mix the
gritty, real-time skirmish aspects of World War II
games with that level of heroics.
This led to the creation of the two main elements
to drive this differentiation. Screentime and Star
Power. Screentime would allow the stars to do
more stuff than an Extra, and Star power would
allow them to succeed more often. In addition,
using stats as a sliding scale helped the stars do
more too. All of these elements were put in place
to make the Stars the Stars of the game. Hence
the sub-title, Starring Vic Morrow!
2. As a game designer, I am very passionate about
making sure that the players of my games are
engaged in the action at all times. I have played
wargames for a long time. I have never enjoyed
watching my opponent play a wargame. If I
wanted that I would just be a spectator. I want to
actually play.
Many games tackle this problem in a number of
different ways. Event he most basic I-Go-U-GO
system typically has one player roll for his armies
actions, and the other player roll to resist those
actions, therefore trying to keep both players
engaged. To me, this simple dynamic was not
enough and instead I wanted play to switch
between players.
Such a method is not unprecedented on the show,
Combat! Either. When you watch a number of
episodes, the actions of both sides trade-off
through out the episode to heighten suspense for
the viewer. You as the viewer often saw what the
Germans were planning before PFC Caje did. It
made the show more exciting.
However, in many games, who gets to activate
next isnt always obvious. I wanted to capture

that element of uncertainty. Therefore, the Axis


vs. Allies roll-off and the way you can use
additional Screentime to extend your action.
Both allow a certain degree of uncertainty to who
and what will happen next, again adding a level of
suspense tot eh game play.
3. I much prefer campaign games where a series
of games link together to tell a story. This seemed
like a natural fit for a TV based game like this
one. For inspiration I turned to two of my favorite
campaign games, Blood Bowl and Necromunda.
The tongue-in-cheek fictional elements of Blood
Bowl especially seemed to fit the bill.
I really struggled with the structure of this game.
At first, I wanted it to be a Player-vs-Player game.
However, as I thought about it, researched the
show more, and built out the mechanics I wasnt
sure if that was ideal. If felt like it should be
more of a GM vs. Player or even a solo game.
I decided to add a Solo option to the rules. This
way players could decide the nature of the play
they wanted to capture. This element would
prove to be the trickiest part of the rules.
I myself had not done much gaming that had
focused on solo-play before. Of course, the gold
standard for such systems is Two-Hour Wargames.
However, I also researched how video games and
board games handled this process as well.

The trick to artificial opponents is for them to


play well-enough to threaten the player, but still
give the player a chance. Ultimately, I decided to
use a decision tree. It would allow the AI to do a
number of different actions based on the
situations, and not simply rush headlong into the
enemy. In the show Combat! The Germans
werent dumb and they fought like soldiers. I
wanted to make sure I captured that in the solorules.
Well, I hope that gives you a bit of insight into the
games mechanics. This project took about 2.5
years to make. Enjoy! Hopefully, you can relive
and create new happy memories with these rules.

Combat! Markers

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