Command Squad Special Rules
If you include a command squad in your army, you may purchase up 0-3 command upgrades for the unit. Unless stated, each option may be purchased multiple times. Each upgrade costs +50 points unless otherwise noted in the description.
Radio Operator: Allows you to employ the reserves rule to hold up to two units in reserve, even if the scenario does not allow it. You may only have one radio operator, and if he is killed you will be unable to bring your reserve units into the game and they count as destroyed. This upgrade only adds a radio to the soldier in the command squad; it does not add an additional soldier.
Medic: Adds one medic to your army. The medic shares the same profile as a soldier from the Command Section, with the Independent trait. As a reaction, the medic may allow one infantry model within 6” to reroll a failed armor save. Move the medic adjacent to the model that is going to reroll its save. If the save fails, remove the medic from the game as he carries the wounded model to an aid station. The medic is not well armed, usually carrying a pistol if anything. He may not take the shoot action although he may fight in close combat.
Tactics: This option allows you to redeploy one unit up to 12” away from its current position after both players have placed their army but before the game has begun. The new position may not be within the enemy’s deployment zone. If both players have tactics, the attacker must move his unit(s) first. In the case of an Engagement, the lower battle advantage moves his unit(s) first.
Command Support: This option allows you to purchase an additional Support Asset, which then becomes part of the Command Section for the remainder of the game. You must still pay the points cost for the asset.
Hands on Leadership: The Lieutenant (or equivalent) is known to get mud on his boots, joining his men in the fighting. The officer gains the independent trait, and may move to join other squads as needed. If he joins a unit, he becomes the new unit leader, allowing an out of command squad to return to command. When he leaves the command section, the other officer takes over. This trait may be purchased only once.
Inspiring (+100 points): The lieutenant is well liked by his men, and his presence inspires them to greater acts of courage. Any squad with a model within 6” of the lieutenant does not have to retreat when taking casualties, and may ignore the first suppression dice it sustains each turn.
Disciplined (+100 points): The lieutenant is a great motivator of men, and can get them up and moving even under the most horrific of enemy fire. By taking a ready action, the command squad may remove one suppression counter from each allied squad with a model within 6” of the lieutenant.
My Thoughts:
Some of these rules I added, admittedly, were because the people I play with all have the models and it's a shame to not be able to use them (Radio operators and medics, to name two) and they were prevalent in the genre.
Points costs are still up in the air, I'm trying to err on the side of caution here while giving some purpose to the command units (No real reason to take them as is, unless you want to buy artillery)
Still don't like mortars being able to shoot at just anything. The cheesy rule monger in me (developed from years of playing 40k) wants to take as many as I can and on the first turn try to whack the enemy mortar, then start after other units my opponent tries to hide. The omnipotent, God-like vantage point we have on the field really annoys me, and the lack of an observation rule just makes it worse. I keep trying to talk my friends into requiring a LoS be drawn from a friendly unit to the target point, but they like the rule as-is. So, I placed an order for 3 more mortar teams the other day and I'm going to pepper them with satellite guided smart bomb fire until they relent
Working on some other rules, but these should be a good start.