Search found 761 matches

by siggian
Sat Aug 17, 2019 4:06 am
Forum: Chain of Command
Topic: High Stone Walls and Firing
Replies: 11
Views: 173

Re: High Stone Walls and Firing

If a unit is in a firing position, I put them right against the obstacle. If they aren't, I put a little distance (1/2" or so) between the figures and the unit. It makes things clear as to whether the unit can shoot or be shot at. If the unit wants to move into firing positions, I consider the 1/2 d...
by siggian
Fri Aug 16, 2019 7:35 pm
Forum: Chain of Command
Topic: High Stone Walls and Firing
Replies: 11
Views: 173

Re: High Stone Walls and Firing

How about this for a house rule: if you roll 2 6s in an HE attack, destroy 1" of wall, and add 1" for each additional 6. I'd say that a destroyed wall still counts as a minor obstacle for crossing because of how unstable the remnants would be?
by siggian
Fri Aug 16, 2019 6:47 pm
Forum: Off Topic!
Topic: What are you modelling?
Replies: 8
Views: 1979

Re: What are you modelling?

Oh my, that does look good Matt.
by siggian
Fri Aug 02, 2019 5:55 pm
Forum: Chain of Command
Topic: Campaigns : a stupid question
Replies: 13
Views: 387

Re: Campaigns : a stupid question

+ 11 for you, which would give you a lot of different options. There's a bit of a trap though, because while you can purchase quite a few options, you might not have enough command dice to use all of them (even more so if you only have one SL).
by siggian
Tue Jul 30, 2019 4:24 pm
Forum: Chain of Command
Topic: Interruption
Replies: 12
Views: 508

Re: Interruption

It's definitely in the grey area but in the spirit of the rules, I would allow it. I'd rationalize it as somebody in the on-table troops becomes aware on the oncoming combat and manages to fire shots before the actual combat starts. It's a pretty rare situation and as it costs a COC die to achieve, ...
by siggian
Fri Jul 26, 2019 5:54 pm
Forum: Off Topic!
Topic: podcast 20 discussion on historical accuracy of gaming
Replies: 5
Views: 1881

Re: podcast 20 discussion on historical accuracy of gaming

To me, a set of rules needs to do several things to be successful: it needs to be playable, coherent, and reflect the period. If a set of rules isn't playable, what is the point? Coherent rules are easier to read, easier to actually play, and are easier to extend or tinker with to handle situations ...
by siggian
Mon Jul 15, 2019 9:05 pm
Forum: Chain of Command
Topic: Close Combat - clear path
Replies: 4
Views: 307

Re: Close Combat - clear path

Doesn't the rule about clear path just give the attacker the choice about entering into close combat? Otherwise, it is required whenever the two sides get within 4". In this case, the 2nd German squad clearly wants to join in and so it can. Clear path is really about whether the two sides can direct...
by siggian
Fri Jul 05, 2019 8:21 pm
Forum: Chain of Command
Topic: Getting started with Chain of Command
Replies: 30
Views: 15398

Re: Getting started with Chain of Command

The key piece of advice I have to all new players is to not be in a rush to deploy all of your units. Undeployed units are your reserve, and unlike many rules, they can swing the battle decisively with a key deployment. Additionally, when you deploy all of your units, often times you don't have enou...
by siggian
Thu Jun 27, 2019 4:01 pm
Forum: General Discussion
Topic: Battalion level WW2 Now called "O" Group or the story of "Oooooh"
Replies: 10
Views: 1607

Re: Battalion level WW2 Now called "O" Group or the story of "Oooooh"

I have a tonne of 6mm figures ready for action, so I'm very interested in these rules. I haven't found a good set of rule so far, but I'm hoping and optimistic that these will do the job.

Image
by siggian
Wed Jun 19, 2019 12:21 am
Forum: Chain of Command
Topic: rules for boats?
Replies: 16
Views: 869

Re: rules for boats?

Maybe equate each position to a team for BTH rolls and for pinning and routing? Routing would mean leaving the position and sheltering somewhere on the boat rather than abandoning ship.