Hind Commander
Assault Publishing
Softback
100 Pages
Colour Cover with black & white text, with colour photographs.
Hind Commander a set of rules from Assault Publishing, a company from Poland and Marcin Gerlowicz, creator of Sturmovik Commander, and describes itself as a ‘Modern helicopter warfare tabletop game’ – something that is probably best described as a ‘niche genre’.
I was initially somewhat daunted by this book. When you first flick through the rules, the impression you get is of white pages filled with small font text (with the odd colour photograph) and pages and pages of tables: it looked very complex and technical.
On closer inspection, of the 100 pages, only 36 are actually rules. Of the remaining 64, 8 deal with defining the opposing forces for the game, 6 cover some optional rules and initial ‘learning’ scenarios (more of which later) but the vast majority are taken up with the aforementioned tables – these tables give the stats for all the units in the game, whether they be helicopters, aircraft, vehicles or infantry and all their respective weapons systems.
Further reading revealed all. When the game says ‘Modern helicopter warfare tabletop game’ that is exactly what it means. This is not a set of modern warfare rules which has more concentration on helicopter warfare – in fact, do not think about this game as a set of modern warfare rules at all. Rather, think about it a combat helicopter flight simulator which has been converted into a tabletop game.
Whilst ground forces are required, they exist only to fulfil only a limited number of purposes: to provide ground targets for helicopters and aircraft, to provide anti-aircraft fire, and to provide friendly assets for helicopters to transport.
This game is all about helicopters. Whether operating in a transport capacity, as an observation platform for air strikes or artillery bombardment, or as an weapons platform in its own right. The rules comprehensively cover all these aspects of the game. In addition, at the end of the book are seven training scenarios, which take you progressively through all the phases of the game – from movement and gunnery, through the process of line of sight and locking-on targets to the use of support assets (aircraft and artillery), infantry and ground based combat. These scenarios are much like computer game training missions, and should be treated in much the same way.
Given their speciality, the rules are somewhat complex. Movement include the use of written orders (much like many air combat rules) and combat requires the cross referencing of several tables and modifiers (including stats for individual weapons) , so learning the game, despite the training scenarios, takes a while.
The game itself is kept fresh by the use of Mission Cards. Each player takes one at the start of the game, and each contains an objective and a level of acceptable losses. Achieving these missions awards victory points, with the highest number winning the game. As you don’t know what mission your opponent is trying to achieve, this keeps things ‘interesting’, shall we say.
The rulebook comes with 2 quick reference sheets, 9 double-sided counter sheets, 2 sheets of of strategy cards and one sheet of mission cards.
In addition, Assault Publishing, working in conjunction with Oddzial Osmy, have produced several miniature packs of battle groups in 1/600 scale for use with the game, along with a couple of support packs which provide aircraft and artillery. These work out much cheaper than buying individual packs to make up your forces, so are well worth looking at.
Overall, Hind Commander is a game which covers a particular aspect of modern-day combat very well. Whilst the rules are very detailed, they are also clearly presented and explained, and should get much easier once players have a few games under their belt. Not a typical wargame, but well worth a look if you are interested in the period/genre.









Following the above review, I had the following reply from the author:
“Dear Neil,
Thank you for the review, I think it shows the game well.
I have just a few notes. As I’m the author I shouldn’t interupt the reviewer in any way, so please count them only as loose comments.
I spent dozen of hours studing the books and articles to understand the role of choppers on the battlefield and I just to tried to transfer it in the rules and you wrote that’s like a computer game! 
All of them follow the same logic and are quite easy to operate with reference sheets. Althought they are not visually attractive IHMO they are the clearest form to shown the informations.
1. IHMO it isn’t possible to make complete and sensible combined-arms ruleset which is localized in 20 or 21 century, because of the time scale: the soldiers can be bogged in firefight for many hours, the tank battles can last up to a dozens of minutes, helicopters spend a few minutes over the battlefield and the jets a just a seconds over it. “Hind Commander” – like other systems – just focus on some aspects and simplify the others.
2. Indeed, you noticed that the game is a little technical and it should be, as the helicopter combat is very complicated, both in terms of technology and tactic. Probably it’s the most advanced war machine ever created. It has many completly various roles and I’m happy that I managed to compile them in the short rule section. But still it isn’t the wargame for novice players, but never intented to be.
3. The note about computer simulation broke my heart…
4. HC put a lot of emphasis on fog of war, terrain, localizing the enemy and marking the targets which is as important as engaging them or even more. BTW. note that the mission cards are revealed in the middle of battle, which forces the players to keep some reserves and make the action more dramatic.
5. Tables aren’t so scary as they look at glance
6. I tried to make the coordination of the actions important and I hope I managed to do it. All helicopters and defences play their role and show their strengths when used together.
7. Odd colours of photos… At the moment I’m very confused, as there are so many extreme (both positive and negative) comments about the apparence of the book that I decided to do not include any photos in my next wargame.
8. Finally, as one of my friends noticed, HC accidentally (really!) is the perfect tounament ruleset – whatever you compose you do not know that you face and that you have to do with you strike group. Flexibility is more than important!
Again, thanks for the review and I hope that Assault Publishing keeps on the market long enought to send you the next rulebook.
Best regards,
Marcin”