I got to play Chain of Command with Magnus down at the club yesterday, we ran two Early War platoons, Poles vs Germans. The rules were really good and had imo many strong features which stood out to me.
The command and control is really good, vehicles are really fun and dynamic to use with the junior commanders distributing initiative points on their crew - and the damage chart for the vehicles is also a welcome comeback of detailed results and damages that I've been missing in many new platoon scale games.
Smokescreens and machineguns are extremely valuable, and I think light mortars will become a popular support option because they are a great counter to firepower heavy enemy units and also because of the really interesting turn sequence which uses multiple phases (meaning many effects such as smoke linger on the table for a long time and actually feel meaningful). Another really good feature was the shock/pinned down mechanic, this is the first game I've played where troops are actually pinned down and can't shrug off that effect with a single roll. You can recover from being pinned down and reduce the negative effect of shock over time but meantime the troops will have reduced movement and fire capabilities and act very sluggish.
This really is a game for those who aren't satisfied with Bolt Action, and who want a more detailed and realistic experience - without necessarily adding a lot more complexity as the Chain of Command rules flow really well.
You can read a longer and more detailed account of my first game and initial impressions over at my blog. A full review of Chain of Command will probably be up later this week.
http://anatolisgameroom.blogspot.se/2013/08/chain-of-command-first-impression.html