Hi,
Here is a very rough scetch of my test to convert tour of duty rules of Charlie Company to EVO settings (mainly Modern Combat). At least at first they will be very simple and hopefully won't make the game run too much slower than originally.
Basically there are only four things that are added to the system.
1) Multiple players per side vs. GM
Each player takes a role of a leader (squad/section/platoon/company and so on). For the sake of experience I am talking about a game of platoon level where one player is playing platoon leader and others take the roles of squad leaders.
Platoon leader's job is to take care of the mission and thus direct his troops by using communication (see below). Squad leaders' job is to fulfill the tasks and in addition to that try to stay alive while doing it
Of course every player is free to do as they please and even disobey the orders (if they dare).
Other side is taken by a GM who devices the scenarios and runs the enemy side.
2) Experience
All squad leaders are supposed to be relatively competent and experienced but platoon leaders can be sent to field directly from the academy. Here is where I need your help to tell me how things are usually done in various armies that are listed in MC book.
Experience or expertise is an abstract attribute that each leader has. It combines tactics, leadership and over all effectiveness in the field but it also represents the unit cohesion and team spirit of the whole unit.
Experience is used to spot mines, ambushes and even when you check out whether a detachment of your troops can complete their task (like checking the bridge ahead).
NCOs roll 1d6+2 for experience.
Officers roll 1d6 for experience.
After each mission that the character survives he can roll 1d10 and if it is over his current experience it is raised by one. Roll of 10 is considered as 0 as experience of 9 is the best that can be attained.
3) Communications
Before each turn there is a communications phase where players can talk pretty much freely. There is still this one little thing, time limit. Normally you can spend only 30 seconds in real time at this phase, then the game continues. GMs should be very adamant about this rule. At any other time players should not talk about game strategy etc.
At least with high tech units that have field radios even squad leaders can talk freely to each other. Lower tech units migh be restricted somewhat but this is under work and any input is more than welcome.
4) Wounded units
If the unit is hit but not killed (and didn't make the possible armor save) then the unit is considered wounded and incapacitated. Wounded leaders are returned to the next game but wounded troopers are not returned as easily.
Wounded or killed specialists (machine gunners and AT gunners might be able to be traded with normal troopers with thinking that a rifle man takes the MG at the next mission etc. but I need your input about this one as well).
New troops will be returned to the field using rules that are still under construction (help!) but the platoon commander has the final say what squads will get more guys.
I am also thinking about med evac rules here but so far they seem to be too much of a hasle to merit the work.
Closing words...
This is a long time project that I have occasionally time to work on. So if anyone wants to give this one a try, please let me know and any input is more than welcome.
Here is a very rough scetch of my test to convert tour of duty rules of Charlie Company to EVO settings (mainly Modern Combat). At least at first they will be very simple and hopefully won't make the game run too much slower than originally.
Basically there are only four things that are added to the system.
1) Multiple players per side vs. GM
Each player takes a role of a leader (squad/section/platoon/company and so on). For the sake of experience I am talking about a game of platoon level where one player is playing platoon leader and others take the roles of squad leaders.
Platoon leader's job is to take care of the mission and thus direct his troops by using communication (see below). Squad leaders' job is to fulfill the tasks and in addition to that try to stay alive while doing it

Other side is taken by a GM who devices the scenarios and runs the enemy side.
2) Experience
All squad leaders are supposed to be relatively competent and experienced but platoon leaders can be sent to field directly from the academy. Here is where I need your help to tell me how things are usually done in various armies that are listed in MC book.
Experience or expertise is an abstract attribute that each leader has. It combines tactics, leadership and over all effectiveness in the field but it also represents the unit cohesion and team spirit of the whole unit.
Experience is used to spot mines, ambushes and even when you check out whether a detachment of your troops can complete their task (like checking the bridge ahead).
NCOs roll 1d6+2 for experience.
Officers roll 1d6 for experience.
After each mission that the character survives he can roll 1d10 and if it is over his current experience it is raised by one. Roll of 10 is considered as 0 as experience of 9 is the best that can be attained.
3) Communications
Before each turn there is a communications phase where players can talk pretty much freely. There is still this one little thing, time limit. Normally you can spend only 30 seconds in real time at this phase, then the game continues. GMs should be very adamant about this rule. At any other time players should not talk about game strategy etc.
At least with high tech units that have field radios even squad leaders can talk freely to each other. Lower tech units migh be restricted somewhat but this is under work and any input is more than welcome.
4) Wounded units
If the unit is hit but not killed (and didn't make the possible armor save) then the unit is considered wounded and incapacitated. Wounded leaders are returned to the next game but wounded troopers are not returned as easily.
Wounded or killed specialists (machine gunners and AT gunners might be able to be traded with normal troopers with thinking that a rifle man takes the MG at the next mission etc. but I need your input about this one as well).
New troops will be returned to the field using rules that are still under construction (help!) but the platoon commander has the final say what squads will get more guys.
I am also thinking about med evac rules here but so far they seem to be too much of a hasle to merit the work.
Closing words...
This is a long time project that I have occasionally time to work on. So if anyone wants to give this one a try, please let me know and any input is more than welcome.