Lead Adventure Forum

Miniatures Adventure => The Second World War => Topic started by: scrivs on 09 September 2013, 06:30:56 PM

Title: First try at Chain of Command
Post by: scrivs on 09 September 2013, 06:30:56 PM
On Thursday evening, James, Mark and myself had our first try at Chain of Command, pitting an Indian Platoon against an Italian Platoon in the rocky scrub-land of East Africa in 1941.

We only had two and a half hours playing time and I'm sure we got loads wrong but I'll definitely be trying it out again!

(http://2.bp.blogspot.com/-wuP9dPRKil0/Ui3_XGUeRbI/AAAAAAAAFyY/drCE5Ok3qqk/s1600/DSCF3386.JPG)

I've done a longer report along with our orders of battle and a few more images on the  Scrivsland blog (http://scrivsland.blogspot.co.uk/2013/09/first-crack-at-chain-of-command.html)
Title: Re: First try at Chain of Command
Post by: Cubs on 09 September 2013, 06:43:14 PM
Aha! There's the Indian infantry!

Lovely looking table again that man. If anything would tempt me to cross into the Forbidden Land, it would be your games.
Title: Re: First try at Chain of Command
Post by: grant on 09 September 2013, 07:12:21 PM
I've said it before and I'm going to say it again: you scrivsby guys have got it going on!

Great game - love the Indian figs.
Title: Re: First try at Chain of Command
Post by: scrivs on 09 September 2013, 08:47:38 PM
Thanks chaps!
Title: Re: First try at Chain of Command
Post by: Elbows on 10 September 2013, 06:06:32 AM
More thoughts on the game?  I have some buddies who want to skirmish small WW2 engagements in 15mm or 28mm.  My buddy recommended this rules set.  How is it?
Title: Re: First try at Chain of Command
Post by: Atheling on 10 September 2013, 10:48:45 AM
Good rep  8).

I look forward to reading about turn two!  :D

Was it hard going or just a case of getting used to the rules?

Darrell.
Title: Re: First try at Chain of Command
Post by: scrivs on 10 September 2013, 04:34:57 PM
Was it hard going or just a case of getting used to the rules?
No the rules play very quickly, each turn is made up of many phases where each unit can perform an action and dependent on the command roll made the turn may end, or you may use a 'Chain of Command' point to force a turn end. Neither of these happened.
Title: Re: First try at Chain of Command
Post by: Mr. Peabody on 10 September 2013, 05:07:37 PM
Indeed, a turn is quite a big deal in Chain of Command. You may not see a lot of them, and they may come at the least opportune moment. There are several ways a turn can end, but the odds favour long turns over short ones.

Long-term effects, like smoke and troops routing, last until the end of a turn so while you want to clear that damn smoke, you also want to get the shock/suppression off of your broken units before a turn resolves or they will rout off the table if and when a turn concludes.

Makes you think about how you spend those completed chain-of-command dice! Do I spend it on a special action / ability or do I save it up to end the turn when it benefits me most?