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 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