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:
Part 4:
Part 5:
Part 6:
Parts 1-3 of this series can be found at https://toofatlardies.co.uk/blog/?p=1353
A Very Big Thank You From Lard Island
It is very easy to be cynical about the value of on-line polls, but I can assure everyone that we are very flattered to see Charlie Don’t Surf win the TMP Award for the best set of historical rules for 2010. This great result maintains our fantastic track record, winning first place with Sharp Practice
9 thoughts on “Chain of Command – The Final Chapters”
Thanks for making these videos. I really enjoyed watching them.
After re-watching the episodes I was thinking that an easy solution if you wanted to play a larger game, say 2 platoons or one infantry platoon and a tank platoon a side, would be to incl. two or three D4 to the five D6 dice pool. These dices would not interfere with the accumulaton of chain of command dices or who would get to start the next phase. But would allow you to activate two or three more units pr. phase, representing the extra number of NCO’s on the battlefield.
Just a thought.
Anyways, these rules are a must buy for me.
Most enjoyable videos. Thanks.
1st pressing Q: The Chain of Command dice do allow you to do more than simply “End the Turn” when you choose, don’t they ?? Are they not also for events like off-table support as well ..
I expect more information in writing because my English is not good enough to understand everything in the oral.
But I wait this summer 🙂
2nd Q: It looks as though each model, whether it be part of a fire-team or section can only act once per phase .. is this correct ??
Excellent package all round, enjoyed all six episodes.
My WW2 collection has been gathering dust for quite some time but that is all about to change. Very inspirational Richard, thanks for sharing.
Pat.
Listened to the meeples and miniatures podcast of COC, and then watched the full 6 youtube episodes in one go, to the background ribbing of my other half!
Very excited about these rules, will pick up a copy as soon as you launch them.
An excellent set of videos and I applaud you for showcasing your games in such a way. If only more companies did the same.
The rules look excellent and ones that I will certainly be buying when they are released (in book form as I’m old fashioned).
I haven’t gamed with miniatures for years but having seen the 6 quality vids I intend to get back into it with these rules!