COMPANY COMMANDER is set in the XVIII & the first half of the XIX century. During this period there were many great battles with large armies and thousands of men but there were also many smaller actions where the use of a musket, ability in fencing, riding skills, personal courage and charisma were decisive.
COMPANY COMMANDER rules are designed for games between small units of men such as reconnaissance patrols, convoy escorts, intelligence missions, border attacks, and other missions which were given to small groups of selected troops. The actions of small groups of soldiers and the direct commands of their officers are the most important aspects of play. The system simulates the frantic rhythm of an encounter. The “human factors” of individual initiative, speed and leadership are worth more than the grand tactics of larger battles.
The 2nd October 2014 is the 6th anniversary of the publishing of the first edition of Capitan rules.
During these 6 years the game has been developed with the suggestions of many players, clubs and hours of gaming.
Now, with the birth of Capitan Games Limited, it is time to release the new edition of Capitan that from now on will be known as “Company Commander” – our small-scale Napoleonic period rules at Company level that provide for close order as well as skirmish action.
Although the rules are designed to play mostly Napoleonic era combats they are suitable for the wars of the XVIII & first half of the XIX century; the rules allow players to play Marlburian, Seven Years War & Carlist Wars games, with only minor changes and adjustments.