It is done! The final parts of the Chain of Command preview are complete, illustrating a whole game from start to finish. A mamouth task, and certainly one which stretched my decidedly un-Spielburgesque talents somewhat.
I must begin by thanking everyone for the feedback fro the first three videos which took an overview of the general mechanisms which the game will use. These next three try, as much as possible to walk you through a game. In this some decisions had to be made. Had I chosen to break down every single roll for firing and moving then I would be in the studio for the next six months. Ultimately you will just have to trust me that where you see a section advance 6″ I HAVE rolled the dice for this and the result was 6. Likewise, where firing takes place you may be certain that the methods used were the ones illustrated in Video 3 in this series.
Rather than focus on the absolute miniutiae I have chosen to look at the command dice rolled by the players and how they use these along with the use of the Chain of Commmand Dice and its influence on the game. These are the key differentiators which make Chain of Command different and unique, and this is where I felt illustration in detail would be most informative, particularly for our playtesters around the world who are now putting the rules through their paces.
So, without further comment, here are parts 4 to 6 of Chain of Command:
Parts 1-3 of this series can be found at https://toofatlardies.co.uk/blog/?p=1353
It’s a busy time here on Lard Island as I am just getting all the pieces into line for our PBEM game of Corps Blimey. This is a set of rules that is very much in the development stage but we have had tremendous fun with already. In a nutshell Corps Blimey is a set