1944 Combat Shock
1944 Combat Shock
1944: Combat Shock is © 2021, CPOP. All Rights Reserved. Published by CPOP and Madhaus
Design Studio. No part of this publication may be reproduced, distributed, or transmitted in any
form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without prior
permission of the publisher.
WE ARE CVLT.
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1944: Combat Shock is a tabletop miniatures game, set during World War II and pits two players
against one another in quick, small-scale skirmishes, using dice and miniatures to play out battles while
attempting to achieve victory for their own forces. While the game remains simple to learn, the game
is broken up into two sections: BASIC and ADVANCED; each of these provide varying levels of
gameplay, with the advanced rules allowing you to add what you like, adjusting the style and difficulty
of the game. 1944: Combat Shock is incredibly fun, while simple and tactical.
We thank you for your support of CPOP and the 1944: Combat Shock project. We thank you endlessly
for your continued support of what we do and hope you enjoy your time on the war-torn battlefields
of World War II. Welcome to 1944: Combat Shock.
The following make up the things you will need in order to play Combat Shock:
Combat Shock can be played by using either 15mm or 28mm miniatures. Before a game begins, players
should agree to the scale of the miniatures used. Another option, are the use of 1/72 historical
miniatures, often used for dioramas or collecting; these make great tabletop miniatures. Your
miniatures should also be individually based. This means, each miniature is mounted on a base and in
Combat Shock, these are usually bevel-edged bases between 25-32mm in scale.
Miniature wargaming is often split between both GAMING and the HOBBY. Collecting miniatures
can help expand your collection, new or old. In the hobby, you can paint your collected miniatures,
as well as customize your collection. You can find miniatures from World War II from a variety of
manufacturers or even at your own local gaming shop. Whatever miniatures, from whatever ranges
that you choose to use, is entirely up to you.
Combat Shock comes supplied with a core set of rules; these are the game’s basic rules and make up
a standard game. Additionally, we have provided advanced rules, which help expand the game and
offer a variety of optional additions that you can apply to your games. The advanced rules should be
attempted after playing a few games using only the basic rules.
You and your opponent will be able to pick and choose whatever advanced rules you want to include
in any future games. This allows players to customize a game to their own liking and to keep things
simple and mutual between them and their opponents. Combat Shock is intended to be a game for
the player, with their personal preferences in mind.
CRITICAL ROLLS
When making attacks or attempting to save a team from harm, any dice that that are rolled and result
in a natural 1 (this is the actual result of the die without modifiers) is considered a CRITICAL FAILURE
and means the attack or save has failed and fails regardless of modifiers. Likewise, any rolls of a natural
6 are considered a CRITICAL SUCCESS and succeed regardless of modifiers.
MEASURING
In Combat Shock, measurements are done in inches and from the edge of a miniature’s base to the
edge of its target’s base. Additionally, players are allowed to measure distances of any kind, at any time
they wish. They are not penalized for measuring before, after or during an attack or movement.
TEAM ATTRIBUTES
Teams are represented by several miniatures in a group. Teams are also represented by several
ATTRIBUTES that set them apart from other teams and are made up of the following:
Every team in Combat Shock performs differently from other teams. It is up to you, the player, to
utilize their strengths on the battlefield.
WEAPON ATTRIBUTES
Like teams, the weapons the teams carry offer various attributes that tell you how well they perform
on the battlefield. Weapons are made up of the following:
OR / Optimum Range: While all weapons have no maximum range, a weapon’s optimum
range tells you about the range in which the weapon has a chance to hit more accurately.
RM / Range Modifier: This attribute tells you the negative modifier you apply to your attacks
when shooting past the weapon’s optimum range (so a RM of -2 means you apply a -2 to your
dice rolls’ total scores if shooting past the optimum range).
TA / Total Attacks: This is how many dice are rolled when the team attacks.
Under the primary line of a team’s attributes, you will see the WPN in the weapon attributes and it
stands for the WEAPON each member of a team carries, as well as the number of and name of the
weapons the team is carrying.
Teams also come with EQUIPMENT, AVAILABLE UPGRADES and SPECIAL RULES. Equipment is
what the team carries as a whole. Available Upgrades are optional additions you can add to your team
through the use of points (you add these to the team’s total PV). Special Rules are things that apply
to your team and are considered active at all times.
Standard games are played on battlefields 2x2 foot in size. Larger battles should be played on 4x4 foot
battlefields. Keep in mind that these rules are for games on 2x2 foot battlefields, however applying
them to larger battlefields shouldn’t be a problem. As far as miniatures and scales go, all measurements
can remain the same for either scale, either 15 or 28mm that players want to play.
Any terrain should be agreed to by players and placed mutually before the game begins. It is
recommended, however, that terrain NOT be placed in deployment areas.
FORCE DEPLOYMENTS
Players begin by rolling 1D6; the player with the highest result chooses which of the two players
deploys their forces first. Deployment on a 2x2 foot battlefield is anywhere within 6 inches of a player’s
own table edge; 4x4 foot battlefields offer 8 inches.
Beginning with the player who deploys first, they deploy (place) all of their forces first, followed by
the opponent. When you don’t have room to deploy anymore teams, place them at the beginning of
the second turn (after initiative and before activations) then activate them normally.
TEAM COHERENCY
All members of a single team must remain within 1 inch of one another at all times. If, for any reason,
a member of a team moves out of this coherency, they MUST work to get back in coherency before
being able to use any other action than move.
Combat Shock is split into turns, with each turn comprised of phases:
1. INITIATIVE
Players begin a game turn by rolling to determine initiative. Players each roll 1D6; the winner
chooses who has the initiative.
2. ACTIVATION
Starting with the player who has initiative, players alternate back and forth, activating a single
team in their platoon. This goes on until all teams on the battlefield have activated.
3. END OF TURN
The game turn is over. Check for any objectives or victory points at this stage. Players now
prepare for the next turn of the game.
Players alternate back and forth, starting with the player with initiative, activating a single team in
their warband. This is done until all teams on the battlefield have activated.
When chosen to activate, a team may perform ONE of the following actions:
ADVANCE
CHARGE
OPEN FIRE
ATTACK
PASSIVE
Teams can perform any one of these actions but can ONLY perform one. Once activated, the team
carries out the chosen action, then may no longer take any actions until the next turn.
Performing Actions
Actions in Combat Shock determine the outcome of battle. These actions allow teams to perform a
variety of things on the battlefield. In this section, each action is described in detail and everything
you need to know about having your team perform the action.
ADVANCE
This is a non-combat movement; teams ending an ADVANCE CANNOT end in base-to-base contact
with an enemy team. Before moving the team, roll 1D6 and add 2 to the roll; this is the total number
in inches that the team can move up to. When a team moves through difficult terrain (like hedges,
woods, or urban rubble), the total they can move up to is halved (rounded down). Teams with more
than one miniature must remain 1 inch of one another at all times.
CHARGE
To CHARGE, move the team as per the ADVANCE action, instead adding 4 to the roll. If the team
comes into base-to-base contact with an enemy team (at least one miniature from each team must be
in this contact to count), then the charging team has successfully charged. If the charge was
unsuccessful, the team stops in place and its activation ends.
Upon a successful charge, the charging team may make a free melee attack immediately, adding an
additional die when rolling for the melee attack (see ATTACK for more on melee). This bonus lasts
only during the turn in which the team charged.
Charging is the best possible option for success when attempting to engage in melee. You’ll find that
charging also offers various advantages in tying up enemy teams. Use this to tangle with any potential
threats and keep them busy before moving in more powerful teams.
This action allows a team to perform a ranged attack. To OPEN FIRE, an attacking team must be
within range and line of sight of an enemy target (this attack range counts if at least one miniature
from a team can reach at least one miniature from an enemy target team; if this is the case, the
attacking team is able to fire at the target). There is no maximum range, but if the total distance is
more than the weapon’s OR, then apply the appropriate RM (negative modifier to the final result of
each die rolled in the attack). Apply any additional modifiers for cover if necessary.
If an attack is within reach, roll a number of D6 equal to the TA of the team’s WPN. In order to hit,
the score needed is based on the type of the attacker; REGULARS hit on a final result of 5+ and
VETERANS hit on a final result of 4+.
If any of the attack dice scored equal to or greater than the result needed, the attack successfully hits
the target. The enemy team’s controller now attempts an ARMOR SAVE; they roll a D6 for each hit
and must score equal to or greater than the target’s AR.
For every AR roll failed, the team suffers a WOUND. To find out how many wounds a team has, look
at the DC of a team; this is how much total damage they can suffer before being destroyed.
Teams have a P/B/D attribute, and it determines how well they perform while suffering any incoming
enemy damage. When a team takes a total amount of wounds equal to its PANICKED state, it then
applies a -1 modifier to all of their combat and AR rolls. When they suffer a total amount of wounds
equal to their BLEEDING OUT state, they then apply a -2 to their combat and AR rolls. When they
reach a total equal to their DESTROYED state, they are destroyed and removed from the battlefield,
considered killed, or casualties.
ATTACK
When teams engage in close combat (most commonly done through a CHARGE action), the results
are worked out differently than shooting. To be considered in melee, at least one miniature from the
attacking team must be in base-to-base contact with the enemy team.
Both players roll a number of dice equal to the total of current wounds their team in the melee have
(if your team has a DC of 4, then it has a total of 4 wounds; if it has already taken 3 wounds, it then
has 1 wound left and only rolls 1 die in melee). REGULARS hit on 5+ and VETERANS hit on 4+. The
player with more successful rolls is the winner (any ties go to the attacker), and the losing team suffers
a number of wounds equal to the number of the winner’s successful rolls.
If, after a melee is resolved and both teams survive, the separation can’t be made, players adjust as best
as possible, so that neither team’s bases are touching, up to 1 inch from one another.
PASSIVE
When a team is given a PASSIVE action, it does nothing for the turn. They do, however, take this
time to bandage and gather themselves. When a passive action is taken, the team doesn’t move or
attack, but it does regain 1 to their DC (this CANNOT exceed the base DC value of the team).
FINDING COVER
Being in cover helps the chances of survival for your soldiers; cover applies bonus modifiers to a team’s
AR rolls and are made up of the following:
It is important that before a game begins, players discuss and agree on what counts as cover and what
type of cover each covering terrain piece is.
Advanced Rules
The following advanced rules are special additions you and your opponent can add as you grow more
and more comfortable with the basic rules. Players can agree on adding a few or all of the advanced
rules. For starter games however, it is recommended that players get comfortable enough with the
basic rules before applying any advanced rules.
An advantage players have with Combat Shock, is having the ability to custom-tailor your games,
making every game you play unique and full of quick and easy action.
Teams can perform the following additional actions aside from those provided in the basic rules; add
whichever of these to your own games of Combat Shock:
STAND READY
GO TO GROUND
COMMANDING ORDERS
STAND READY
When a team stands ready, it is allowed to move 4 inches in any direction (terrain modifiers apply)
and when the team ends their movement, their activation is over; until the beginning of the next turn,
the team is STANDING READY and are allowed to stop any enemy team that moves within 16 inches
of their line of sight and may perform a free OPEN FIRE action at the enemy team. The team standing
ready gains a +1 to their attack rolls. If the enemy survives the attack, they may continue their activation
and the team standing ready is no longer able to act until its next activation. This action is given in
order to ONLY halt an enemy team’s MOVEMENT.
GO TO GROUND
When a team is ordered to go to ground, roll 1D6 attempting an AR roll; if successful, the team is
now considered having gone to ground and gains a +2 to their AR rolls (and lasts until their next
activation). If unsuccessful, the order is failed and considered lost.
COMMANDING ORDERS
This action can ONLY be given to COMMAND TEAMS. When this action is performed, the command
team issues a “commanding order” to any NON-COMMAND team within 8 inches of it; the team
receiving the order may now activate and perform 1 action (this can be issued to a team that has
already been, or hasn’t been activated). The command team issuing the order is considered activated
and may no longer act until the next turn.
Additional Rules
The following rules cover additional options for your games of Combat Shock. These rules add variety
to Combat Shock and more ways to enjoy the game.
COMMAND DISTANCES
Teams can sometimes benefit from their command teams if they’re close enough. When any non-
command team is within 3 inches of a command team, they gain an additional die to all ranged attacks;
this bonus applies once and does not stack, even if more than one command team happen to be within
command distance of a friendly team.
All teams carry grenades, always a total of how many miniatures are in a team; for example, a team of
5 riflemen will carry 5 grenades. Grenades, when used, are expended, and do not come back; once
they’re used, they’re used.
Grenades can only be used ONCE each time a team is activated during the game (so, one grenade can
be thrown by team, per activation). Grenade attacks CANNOT be modified whatsoever.
Using a grenade counts as using an OPEN FIRE action. To throw a grenade, select a miniature in a
team to throw it, measuring from its base, up to a total of 8 inches (it CANNOT be thrown farther
than this, and CANNOT be modified), to the base of a miniature in the target enemy team. Roll a
number of d6 equal to the miniatures in the target team; REGULARS hit on 5+ and VETERANS hit
on 4+; any successful hits strike the target team, and they must perform AR rolls for each successful
hit, as handled per a normal ranged attack.
MORTARS
Using mortars counts as using an OPEN FIRE action. To fire with a mortar, follow the same
instructions for using grenades, however, keep in mind that ALL mortars have a range of 20 inches
(the range CANNOT go past this distance, and CANNOT be modified) and ALL mortar teams
successfully hit on a 5+ (this applies to both REGULARS and VETERANS).
BATTLEFIELD CONDITIONS
Before a game begins, both players roll and add the totals together, or mutually agree on any battlefield
conditions; these are various effects that could alter not only the outcome of the game but have effects
on the battle in general which adds another layer of depth to your games.
Everything contained within the advanced rules are optional and should be treated as such. Players are
encouraged to play with what they like and if they want, to work together to come up with new ideas
or additions. Combat Shock serves as a foundation for any customization.
PLATOON OR COMPANY
Combat Shock can be enjoyed on two levels: PLATOON and COMPANY. Before a game begins,
players must choose between one of these two, then build their forces. When playing using a platoon,
you will need to select two command teams and three troop teams; this is the required portion of a
platoon’s creation. After selecting the required sections, you can then choose up to a specific number
of teams, as described in the PLATOON ORGANIZATIONAL CHART below.
When creating a company, follow the guide for each individual platoon in your company. No matter
the number of platoons in your company, each platoon MUST meet the requirements first.
Use this chart when creating a platoon. Your platoon MUST carry the required portions before being
able to fill in any optional additions you may want to add.
What teams you choose to put into your platoons means the difference between victory and defeat in
Combat Shock. Try a few basic games without the advanced rules and get a feel for your forces, then
try playing using the advanced rules; you alone will be able to determine what strategies work for you
and how well your teams perform on the battlefield.
It is suggested that you write your forces down on a sheet of paper, to keep in the case of needing to
reference anything during a game. This also helps you in keeping track of the teams you have, any
damage taken and grenade totals.
As mentioned with advanced rules, for your first few games, it is recommended that you play without
using these special attachments. Once you have played and become comfortable with the rules, begin
adding these attachments to your games of Combat Shock.
NAZI GERMANY
Eiserner Entschlossenheit (FREE): When Germans throw grenades, the range allowed is 10 inches,
instead of the base 8 inches.
Ja, Kommandant (15 points): When you field a force of Germans, the bonus given for command
distances is 2, instead of the base bonus of 1.
Furchtlos in den Tod (15 points): When attacked by a grenade, your German team targeted for the
attack may attempt to throw the grenade back at the original thrower. Roll 1D6; on a 5+ the German
team throws it back successfully; roll to attack as if the German team threw the grenade and follow
the rules for grenades. If the attempt is a failure, the team fails and suffers a -1 to their AR rolls from
the oncoming grenade attack.
SOVIET UNION
To the Last Man (FREE): If a Soviet team performs an OPEN FIRE action, roll 1D6; on a 5+, they may
perform a free second OPEN FIRE action with a -2 to their attack rolls.
Marksmen in the Ranks (15 points): Up to three rifle teams in a single platoon may be marked as
SNIPER TEAMS and their rifles now have an OR of 24 and may reroll failed attack rolls, keeping the
new results.
Fury and Wrath (20 points): When playing against a German force, ALL teams in the Soviet force gain
an additional die when making melee attacks, as well as a bonus of +1 to all melee attack rolls.
UNITED STATES
Tough in Cover (FREE): American teams always gain a +1 to AR rolls when in any type of cover.
Smoke Grenades (15 Points): ALL non-command teams carry a number of smoke grenades equal to
their TC (these are added alongside grenades already carried). To use a smoke grenade, it costs one
action; place a 3-inch circle (or the included smoke template) anywhere within 8 inches of the team
throwing the smoke grenade. Smoke grenades remain on the battlefield for 2 turns, then is removed
from the battlefield. When shooting into, through or out of a smoke template, a -1 is applied to the
Furious Charging (15 points): American teams that charge gain a bonus of 2 dice, instead of the normal
1 die.
GREAT BRITAIN
Sticky Bombs (FREE): Any British teams throwing grenades always count as having succeeded in
hitting their targets, so simply choose a target within the base range of grenades and allow the opposing
player to make AR rolls for their team targeted by the grenade.
Smoke Grenades (15 points): Follow the rules for smoke grenades in the United States force
attachments.
Trained for the Long Haul (15 points): ALL British teams roll 2D6 and pick the highest roll when
performing an ADVANCE action. The OR for ALL British weapons is also increased by 2.
Scenarios
Scenarios in Combat Shock make up the kind of battles that players will engage in; players can choose
to select a scenario to play or select a scenario by each rolling 1D6 and totaling the rolls to determine
which scenario is played on the SCENARIO TABLE.
Keep in mind that the scenarios included are for playing on 2x2 feet battlefields (unless otherwise
specified); if you want to play on a larger battlefield, 4x4 feet, for example, deployment is then set to
8 inches from one’s own table edge.
Players are encouraged to take from the available scenarios and add to them whatever they think may
help in their enjoyment of the game. From adjusting the rules for scenarios, to adding themes, effects
of anything else, the choice is theirs to make.
A standard game of Combat Shock is the SKIRMISH scenario and should be played when playing the
game for the first time. This scenario, while the most basic, is perfect for new players.
In this standard game scenario, both players will fight to the bitter end, until one player’s force is
entirely wiped out.
Setting Up: The battlefield recommended is 2x2 feet. Both players will need to determine the
placement of any terrain before the game begins and will determine what counts as cover or impassable
terrain; players also need to agree on a point total for their forces. Little terrain should be used.
Deployment: Before the battle, both players roll 1D6; the player who rolls highest chooses if they
deploy first. The player chosen to deploy first places their entire force on the table within 6 inches of
their own table edge, followed by their opponent, doing the same.
Objective: SKIRMISH has no set number of turns, so players play until all teams in a player’s force are
totally wiped out and removed from the battlefield.
Players will send their platoons into the fray of furious carnage, to take a hill of great tactical
importance. This scenario sees a lot of bloodshed as combat is fast, brutal and should determine a
winner within just a few turns.
Setting Up: The battlefield recommended is 2x2 feet. Both players will need to determine the
placement of any terrain before the game begins and will determine what counts as cover or impassable
terrain; players also need to agree on a point total for their forces. A hill terrain piece should be placed
in the very center of the battlefield (its size should be up to the players to agree on).
Deployment: Before the battle, both players roll 1D6; the player who rolls highest chooses if they
deploy first. The player chosen to deploy first places their entire force on the table within 6 inches of
their own table edge, followed by their opponent, doing the same.
Objective: Both players will send their troops up the hill in the center of the battlefield, as the objective
is to capture the hill. The battle lasts a total of 6 turns, at the end of which, the winner is the player
whose force is on the hill; if both forces are still engaged in battle on the hill, the game continues
until a turn ends with only one on the hill. The game can also end when a player’s force is totally
wiped out and destroyed.
URBAN BRAWL
Within the city streets, ruined buildings sit in place, almost charred from the destruction of relentless
bombings and city fights. Two forces clash here, only one surviving.
Setting Up: The battlefield recommended is 2x2 feet. Both players will need to determine the
placement of any terrain before the game begins and will determine what counts as cover or impassable
terrain; players also need to agree on a point total for their forces. Players should set up ruined
buildings and other terrain that fits the theme of a ruined city.
Objective: The game lasts a total of 6 turns; players gain points for every team killed (5 for every
TROOP, 10 for every MORTAR and 15 for every COMMAND). At the end of 6 turns, players total
the points collected to determine the winner. The game can also end when a player’s force is totally
wiped out and destroyed.
Strategic positions on the battlefield must be kept safe from enemy hands. Players will fight for control
of these locations on the battlefield and try to hold the locations until the end of the game.
Setting Up: The battlefield recommended is 4x4 feet. Both players will need to determine the
placement of any terrain before the game begins and will determine what counts as cover or impassable
terrain; players also need to agree on a point total for their forces. Select three strategic locations (these
can be circular tokens 40mm in size); place these three across the very center of the battlefield.
Players can also agree to these objectives being placed in random places on the battlefield, but NOT
in a player’s own deployment area.
Deployment: Before the battle, both players roll 1D6; the player who rolls highest chooses if they
deploy first. The player chosen to deploy first places their entire force on the table within 8 inches of
their own table edge, followed by their opponent, doing the same.
Objective: The game will last a total of 6 turns, the player with the most teams, either touching or on
top of the objective, is the winner; if the end remains a draw, the winner is the player with the most
points collected from enemy kills (5 for every TROOP, 10 for every MORTAR and 15 for every
COMMAND). The game can also end when a player’s force is totally wiped out and destroyed.
OUTNUMBERED
One player will try and hold off against the enemy as they’re outnumbered.
Setting Up: Before the game takes place, players roll 1D6; the player with the highest roll becomes the
ATTACKER; both players will need to determine the placement of any terrain before the game begins
and will determine what counts as cover or impassable terrain. The DEFENDER’S force MUST be
50% in half of the attacker’s total point value.
Deployment: The ATTACKER gets to deploy first, placing their entire force within 10 inches of their
own table edge, followed by the DEFENDER, deploying their entire force within 6 inches of their
own table edge.
Objective: The game lasts a total of 5 turns; the DEFENDER must hold off the enemy and have at
least one surviving team by the end of the fifth turn to win the game.