Tag Archives: CoC

More Chain Action Rules Fusion

Following the interesting fusion game of Chain of Command and Bolt Action Phil and I had a short chat about where to take it for the next instalment.

Orders & Initiative. We both liked using the Bolt Action dice from the bag initiative mechanism with the addition of the 2 extra End of Turn dice (must ensure that the extra 2 dice have the same size and feel as the Bolt Action dice…).  The turn would end as soon as the second non-player dice had been revealed and all dice returned to the bag to start the next turn.  This did force some prioritisation of ‘command emphasis’ since there was no longer the luxury of knowing that every unit would get a turn.

Core Combat Rules. We’ll go back to using the main Chain of Command rules for movement, shooting and combat, as well as section and force moral.  The lack of overall force moral in Bolt Action seems somewhat contrived so we’ll go back to the CoC Force Moral schedule being eroded down.  We’ll continue to use the BA dice per unit though and remove these as the units are lost.  We’re still in two minds about splitting sections into fire teams for order dice but will likely work something simple out to address this.

Lists will be driven from the CoC core platoon principal (no filing for small sectons).

Scenarios.  These will either be engagement types which will likely use the CoC scouting mechanism which seems to give a better flavour for units contacting but just use initiative dice to bring units in.  For other scenarios we’ll either use the pick ups in Bolt Action or more likely draw them from a historically based scenario – these are readily available online so with a bit of effort shouldn’t be beyond even me to work one out.  I’ll post some links up to some good resources for BA and similar scenarios.

 

Excellent Game of Chain of Command

I had a great game of Chain of Command against Phil over the weekend.  He had the American Rifles whilst I took the German Rifles.  We rolled for the scenario and ended up with Patrol (next time I’ll ask that we play any other scenario instead.)

I took an extra senior officer as well as a mortar team.  Phil took the larger American Mortar team.

We quickly got into the game as I’d already set up the table in anticipation and Phil chose the side.  The beauty of the CoC rules is that using the patrol phase we quickly established our front lines and got into the game.

Phil went first as he had the higher Force Moral (11 vs my 8).

The game revolved around events in the centre of the table.  On one flank we both had a section facing off ineffectually against each other, whilst on the other flank Phil had a rather ineffectual section standing around whilst I committed two of my sections to face off against his remaining section in the centre.

Despite a cock-up which resulted in a close combat between two of our sections which I lost it was inevitable that my two sections quickly ground down Phils lone section.  When that had dissolved resulting in a multitude of force moral tests he was left with only 3 command dice.  From then hi end was in sight.

I was able to bring my sections up ion the centre, though Phil was able to finally get his lethargic section moving with the help of a senior officer and my weakened section was soon suffering as well.

I was able to break his section on the other flank and the game was over.  This was all very fortunate since Phil had to dash due to an urgent appointment.

Hopefully I’ll be able to work out how to get the accompanying photos off my mobile…

Chain of Command

I have recently been converted across to Chain of Command for 28mm platoon level games.  I think that I am attracted to the fairly tight force lists  which significantly limit the troops each player has available.  It also has an interesting game start mechanism with the scouting phase and initial deployment sequence.  I am also liking the limited capabilities in each players phase which coupled with the possibility to hold onto the phase initiative creates some interesting dilemmas through the game.  I am also unsure whether this could be one of the few games which I’ve come across where the first turn could last the entire evening (but that is really just a matter of semantics 😉

I recently played a game with Glenn trying out the new Bigger Chain of Command rules allowing Armoured Platoons.  We kept it simple by just using a single platoon of tanks each across a fairly terrain heavy table.  We did trip over a couple of the rule changes but nothing too serious and had a great game.  Needless to say I lost but enjoyed the experience non the less.

A few pictures from the game on Glenn’s table.  All of the vehicles are 1/48 and from Glenn’s collection.

Terrain is from The Last Valley.

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It was about this time when everything went to pot with the demise of the firefly.  I had thought that I was in with a chance when I took out his senior commander (Pzr 4 on the road) but it wasn’t to be as my last remaining tanks started to accrue sufficient shock to make their situation untenable.

 

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A definite German victory with the last sherman attempting to sneak away.