Chain of Command Rulebook

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With 104 pages, it is a rather lighter set of rules. It comes in color, comes with images of 28mm models and diagrams that illustrate the rules. Chain of Command is primarily interested in forcing the player to think like an infantry platoon commander. The focus is on keeping your sections and support weapons active and adapting to threats that arise unexpectedly. You must effectively use your platoon squad and section leader, and victory in most cases is caused by the enemy`s ability to command effectively is diminished by the loss of leaders and the collapse of coercive morale, rather than annihilation. All the troops go to reserve. Units are wagered with the player`s command dice and can shoot to full effect when used. This is often used by defenders to simulate the fog of war, with their defense troops materializing and hammering advancing enemies. So far, the authors have opted for card activation systems. This was upset in chain of command by replacing cards with dice. At the beginning of his phase, the player rolls five dice (six if he plays an elite formation). With each result of 1, you can activate a team of your choice, with each 2 you can activate a squad or section, with each 3 you can activate a junior leader (non-commissioned officers, squad/section commanders), each 4 can be used to activate a senior leader (officers, platoon leaders) and each 5 adds a chain of command point to your pool. Once all these activations are exhausted, the player`s phase is over and the other player rolls his activation dice.

However, if a player throws two 6s, the next phase is also theirs, so he can roll his activation dice again and activate units for the second time. If three 6s are rolled, the movement ends after this active phase and they also receive the first active phase of the next round. When someone randomly rolls four 6s or more out of their 5 (or six) activation dice, all sorts of crazy things happen (two activations for the player, random event, free chain of command for the player). Four or more and things get intense. This is the last phase of the round, but you get the first phase of the next round. You also get a chain of command die (no command cube, a chain of command die, and a huge advantage) and a random event occurs. Almost every time this happens in a game, the whole storyline changes tremendously. In a recent game with Goonhammer author Pvt_Snafu, a large barn caught fire in the middle of the table, creating a huge cloud of smoke that blocked the line of sight of half of my army.

It was a turning point and became the focus of many extremely cool maneuvers and tactics. The basic control mechanism in CoC is a series of control cubes that you roll when you start a curve. Depending on the actual results you receive, they can then be produced for the activation of items or units. You may not be able to activate everything you want at every turn, and the different quantities and qualities of leadership are an important differentiator of different fighters. The shock makes it difficult for units to move, which reduces their speed. It is more difficult for them to shoot effectively, which reduces the damage they can do. If the shock is equal to or greater than the number of remaining soldiers, the unit is grounded and goes to the ground to fight effectively. When the shock is twice as high as the number of remaining soldiers or more, the unit detaches: withdraws or, if surrounded, surrenders. Leaders can gather units that are suffering from shock and bring them back into battle. This is one of the reasons why leaders are so important.

Vehicles suffer from shocks in the same way, but it is more difficult to attract and track them based on the quality of their commander rather than the number. This is literally my hitchhiker guide to the chain of command!! Although I struggle to get all the game markers in shape, my goal is still to build a bunch of markers and help as well as the tactical painter!! The funny thing is that due to the ease of use, I created a movement with support option for sci-fi/steampunk games and so I have to be “flexible” with the army list and the national arsenal table (like the plasma cannon on par with the 17 PDR). My lack of hobby skills meant I had to settle for what was on the market or just print them out and stick the tokens and markers on a piece of plastic! It will take me some time to reach the level of tactical painter here. I have the army ready, now I work in the field and a folding table… (6×4) The folding table is difficult to build, especially with my total lack of carpentry skills. anyway. I`ll stop scolding! I`ve almost finished the army. the rest will be set up!!, Thank you for writing such a detailed and informative guide!!! @johnyankee083 Chain of Command is played out on a series of twists and turns that are divided into several phases, which probably sounds familiar to you. But it works in a slightly different way than you might expect: each phase actually feels more like a turn in 40k, with a player performing all sorts of actions with a number of units. The type of actions and the number of units that exist depend on your command dice.