I have finally gotten around to bringing together all the Chain of Command - DMZ rule changes into one document.
Click on the attached link to download the PDF from dropbox.
Chain of Command - DMZ
I hope you enjoy.
I would suggest the following change to the close combat results for anyone using this supplement with the main Chain of Command rules.
"Treat any close combat roll of 5 as a point of shock instead of a casualty and any roll of a 6 as a casualty and a point of shock."
Additional Objectives for games can be found here.
Courtesy of Michael Moore
U.S Army list 7
Remove M67 flame tank as this was a USMC specific vehicle.
Replace with M132 Zippo M113 family.
Armor 2 - Flame, Fast.
We had discussions in regards to the Army List support option of a Chain of Command Dice. This was originally included mainly to allow ambushing options. Given it's potential to affect other aspects of the game we have decided to replace the CoC Dice support option as follows. I think this should make for a better gaming experience.
Replace the CoC Dice(1) support option in any army lists with Pre-Planned Ambush(1).
A player may choose this support option to perform a pre-planned ambush. A pre-planned ambush
differs from a normal Ambush.
A Pre-Planned Ambush allows a single, as yet undeployed infantry team OR SQUAD/SECTION to be placed anywhere within 12” of a friendly Jump‐Off Point and further than 6” from any enemy
The unit may then fire immediately without further activation. An ambush conducted like this
represents a pre-planned ambush site.
The unit will make their attack and then must be kept on the table in the ambush position at
the end of the phase.
If the player’s opponent has troops on Overwatch covering the area from which the pre-planned
ambush is made, they may fire after the ambushing unit has fired.