Cold War Commander rules

Started by Nuttygamer, 16 February 2026, 10:04:31 PM

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Nuttygamer

Wot ho. Does anyone find these rules a little difficult to follow in that the relevant sections are scattered amongst the pages? I have been finding that I have to flick backwards and forwards in the book to find them. Or is it that I have never been into 'Modern' stuff, the nearest being the Balkan Wars 1912-13, and that all the differant charts are a nightmare ? And where can I find a Quick Reference sheet/s please?
Ta muchly

Big Insect

There are QRFs available to download as PDFs in the Cold War Commander section of this very forum.  :)
'He could have lived a risk-free, moneyed life, but he preferred to whittle away his fortune on warfare.' Xenophon, The Anabasis

This communication has been written by a dyslexic person. If you have any trouble with the meaning of any of the sentences or words, please do not be afraid to ask for clarification. Remember that dyslexics are often high-level conceptualisers who provide "outside of the box" thinking.

TimBuktu

I'm new here so I'm still figuring out this site.
I picked up the rules about two weeks ago and I'm still struggling with a lot of basic concepts.
Such as:
What is the difference between HQ and CO?
Can command stands order anybody? It seems that in the basic rules they can.
When you're done ordering one group you then get all of your command points back to order another group unless you fail a roll then you stop unless that was a HQ stand then you can start over with a CO stand.

I'm confused

Big Insect

16 May 2026, 08:42:32 PM #3 Last Edit: Yesterday at 01:30:41 PM by Big Insect
Firstly TimBuktu - welcome.

With regards to your question(s) it might be worth going back to the basics of the movement structure within CWC (& all 3 of the Commander series rules).
Units primarily move by 2 mechanisms -
1). the 1st is by an Initiative action. This requires no involvement from a Command unit. Each unit has an Initiative distance based upon its army Doctrine. It can make one of a number of different actions (move, shoot, assault etc.) independently (without orders from a Command unit) if an enemy unit is within its Initiative distance. Some units (like snipers or certain long-range ATGW units or Helicopters) are classified as 'Independent' units and have an unlimited Initiative range - which allow them to react to any enemy unit within Line of Sight (LoS). Recce and Sniper Teams mostly use their Initiative actions to move or shoot or (in the case of Recce) undertake various Recce actions. The advantage of Initiative actions are that they will only solicit a response from an enemy unit that is effected by the unit undertaking the Initiative action.

2). there is Commanded actions. This is where your Command units come in.
There are 6 different types of Command units, so working up the Command chain, we start with Recce units and Sniper Teams, which although classified as Command units cannot actually command other units, but they have the ability to influence their own Command units (in the case of Recce) or shoot at enemy Command units (in the case of Sniper Teams).
Next up the Command chain are Forward Artillery Observers (FAOs) and Forward Air Controllers (FACs). They can only command off-table units such as Artillery assets and units (including Artillery, MRLS and larger Mortars) in the case of FAOs, and Air assets and units (Ground Attack, Bombers, Transport aircraft and Helicopters) in the case of FACs. They cannot command any on-table units, even if a unit (specifically Helicopters) starts off-table under their command, and then remains on-table, at the point they remain on-table they switch command to an on-table commander (e.g. an HQ or the CO).

Next up the chain of command are HQs (Head Quarters). Like FAOs & FACs, the number of HQs per,000 points of Battlegroup you have bought is dictated in the army lists. HQs are the work-horses of the rules. They will allow you to group together any on-table units into a Formation which they can Command. They (usually) cannot command off-table units, although there are some exceptions to this rule in certain of the army lists. The HQs are used to move units around on the table and initiate actions. You state what you want the troops that you have nominated to be under their command to do, roll the command dice and if you score under the required amount, the units will undertake those actions. If you fail a command roll, that is the end of that HQs actions in this particular game turn. The distance the units you are trying to command are away from the HQ model will dictate what penalties you suffer in commanding them. But of course Independent units are excempt from imposing these penalties.
An HQ will order a Formation, and will keep ordering that Formation for as long as they keep making successful command rolls. The 'trick' is to know when to drop that particular Formation and to pick up a new one. As (as you rightly  state) the Command value of the HQ is 'reset' for the attempt to command the new Formation. This new Formation cannot consist of any units that were previously commanded by this HQ or any other friendly HQ in the Battlegroup.

The final level in the Command structure is the CO (Commanding Officer). Each army only has 1 of these. They are your last resort commander, if they fail a command roll, then that is your turn over for that game turn. When they have done their final movement, the turn ends, so ensure that you move all your FAOs, FACs, HQs BEFORE moving your CO.
The CO like the HQ can command any unit on the table. It also has a Command radius, like the HQ, but often it can order in some off-table assets (usually Artillery), but this is outlined in the special rules in each army list.
The CO (as you state) can also re-order any units that any HQs failed to order. They will behave as if they have not had a previous order attempt. This is one of the strengths of the CO + they will usually have higher command values than the HQs - and if you are crafty you'll always ensure that you have a Recce unit set up to 'bolster' their command value further (wherever possible).

Hopefully all that is clear and helpful? A long answer I know, but once you can get your head around the mechanism it will become 2nd nature (honestly)  :)

Don't hesitate to ask stuff ... always happy to help get you started.
Cheers
Mark
PS> many new players find it easier to start with small Battlegroups - with a couple of HQs and give it a trail. Also, the Optional Fixed Formation rule can also be helpful initially as it constrains you (the HQ) to only commanding units within its own designated formation. If you are playing Soviet, PLA or Warsaw Pact, this is probably a lot more realistic anyway. But make sure that your Fixed Formation includes a Recce unit to go with the HQ, and an FAO if you have attached off-table artillery.  ;)
'He could have lived a risk-free, moneyed life, but he preferred to whittle away his fortune on warfare.' Xenophon, The Anabasis

This communication has been written by a dyslexic person. If you have any trouble with the meaning of any of the sentences or words, please do not be afraid to ask for clarification. Remember that dyslexics are often high-level conceptualisers who provide "outside of the box" thinking.

TimBuktu

Actually, that was very helpful.
This is going into my Essential Stack of Stuff.
So, as I understand it, when buying an army, I can only buy one HQ and one CO.
In my mind I'm thinking about Kellys Heroes. (The "I've got the game on" scene.)
The General is back at headquarters while Kelly is on the scene giving direct commands.
BTW- I'm glad to have found you guys. I plan to have a LOT more questions

TimBuktu

Follow up
Now that I looked at the army lists, I see that each army can only have one CO.
(Have I mentioned that I've only had these Rules for two weeks?)

flamingpig0

I know I keep saying it  but an instructional  video on YouTube would help popularise the rules.
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Leon

Quote from: flamingpig0 on Yesterday at 09:41:19 AMI know I keep saying it  but an instructional  video on YouTube would help popularise the rules.

It's definitely something we want to do but logistically it's a bit of a tricky one, with us being up in the north-east and Mark being in the south-west.  Ideally we need to find somewhere in the Midlands where we could meet up with all of the filming kit and get it done.
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fred.

You could film the game - and overlay the audio afterwards?
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Leon

Quote from: fred. on Yesterday at 12:59:42 PMYou could film the game - and overlay the audio afterwards?

Possibly but it might feel a bit disjointed.  The ideal method would be for us to set up a game somewhere, and then I can take the role of the beginner and Mark can guide me through the various mechanisms.
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Big Insect

Yesterday at 01:49:01 PM #10 Last Edit: Yesterday at 01:54:41 PM by Big Insect
QuoteActually, that was very helpful.
This is going into my Essential Stack of Stuff.
So, as I understand it, when buying an army, I can only buy one HQ and one CO.
In my mind I'm thinking about Kellys Heroes. (The "I've got the game on" scene.)
The General is back at headquarters while Kelly is on the scene giving direct commands.
BTW- I'm glad to have found you guys. I plan to have a LOT more questions

Hi there, just a minor correction.

You can only ever buy 1 CO per Battlegroup [Army] but the number of HQs is dictated by the number specified in the Army List usually noted as X per,000 points spent.
This is shown as -/2/- (for example). This means (1st -) there are no compulsory HQs. The number 2 means you can buy up to 2 HQs per full 1,000 points spent and the final (-) means there are no maximum numbers per Battlegroup.
So ... for example ... if you see 1/3/9 in the Limits column in the army list it means:
1 = you must buy 1 HQ per ,000 spent
3 = you can buy a maximum of 3 HQs per ,000 spent
9 = regardless of the total size of your Battlegroup you can only ever have a maximum of 9 HQs in total.

This Limit structure applies to actual units as well, often supplimented by further restrictions in the Notes  at the bottom of the lists (which can particularly apply to specialist AA unit etc. for example).
Hope that is clear.
Cheers
Mark
'He could have lived a risk-free, moneyed life, but he preferred to whittle away his fortune on warfare.' Xenophon, The Anabasis

This communication has been written by a dyslexic person. If you have any trouble with the meaning of any of the sentences or words, please do not be afraid to ask for clarification. Remember that dyslexics are often high-level conceptualisers who provide "outside of the box" thinking.

Big Insect

Quote from: Leon on Yesterday at 01:31:14 PMPossibly but it might feel a bit disjointed.  The ideal method would be for us to set up a game somewhere, and then I can take the role of the beginner and Mark can guide me through the various mechanisms.

Its a good idea Leon. I dont mind a trip 'tup north' it's just how I squeeze it into my busy calendar  :D  and of course we'd need 3 games - to cover BKC, CWC & FWC.  ;D
'He could have lived a risk-free, moneyed life, but he preferred to whittle away his fortune on warfare.' Xenophon, The Anabasis

This communication has been written by a dyslexic person. If you have any trouble with the meaning of any of the sentences or words, please do not be afraid to ask for clarification. Remember that dyslexics are often high-level conceptualisers who provide "outside of the box" thinking.

Big Insect

Quote from: TimBuktu on Yesterday at 02:09:38 AMFollow up
Now that I looked at the army lists, I see that each army can only have one CO.
(Have I mentioned that I've only had these Rules for two weeks?)
:)  :)  :)
'He could have lived a risk-free, moneyed life, but he preferred to whittle away his fortune on warfare.' Xenophon, The Anabasis

This communication has been written by a dyslexic person. If you have any trouble with the meaning of any of the sentences or words, please do not be afraid to ask for clarification. Remember that dyslexics are often high-level conceptualisers who provide "outside of the box" thinking.

Leon

Quote from: Big Insect on Yesterday at 01:51:23 PMIts a good idea Leon. I dont mind a trip 'tup north' it's just how I squeeze it into my busy calendar  :D  and of course we'd need 3 games - to cover BKC, CWC & FWC.  ;D

That'd be great if we can figure out some workable dates.  We'll put you up in the finest Premier Inn that money can buy!  We've got layouts for all 3 rulesets so we can assemble those easily enough.
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fsn

Are there any popular YouTubers you could invite to be part of the filming? 

The only one I watch is Peachy (Wargames Illustrated 2025 Hobby Hero). 
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Leon

Quote from: fsn on Yesterday at 05:32:48 PMAre there any popular YouTubers you could invite to be part of the filming? 

The only one I watch is Peachy (Wargames Illustrated 2025 Hobby Hero). 

I'm not sure to be honest, I don't know of any local YouTubers but I'll ask about.
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howayman

Should do it on your shop tables with the customers as the wild, baying, audience.

Duke Speedy of Leighton

Quote from: Leon on Yesterday at 11:28:59 AMIt's definitely something we want to do but logistically it's a bit of a tricky one, with us being up in the north-east and Mark being in the south-west.  Ideally we need to find somewhere in the Midlands where we could meet up with all of the filming kit and get it done.
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