First Chain of Command game over. Very enjoyable. Only one turn. 33 phases. Only one Chain of Command Die (total of 10 5's rolled out of all those rolls with 5d6 eAch).
Russian victory in the Patrol scenario. 3 Morale to 0. Germans lost one Jump-Off Point due to losing Morale.
Finally figured out I could shoot my LMGs against the front of the tanks hopefully causing them some shock. Didn't work, but the Pz 35 did get a shot shock hit against the T-40.
Need to build better teams and support so infantry can take on tanks.
Russians need teams of any kind - their squads are built as squads only. They're not broken into teams like the German squads. Therefore, when I rolled ones, I had to combine them with another number to activate a higher level unit.
Other "Needs"
Markers for various types of tank states - gunner, driver, optics, etc out.
Bigger fields, bigger hills, trees, buildings, roads, rivers - heck - any 15mm terrain.
Work on the support units - I own a few l, just need to build and paint them.
Figure good ways of differentiating leaders and units.
Finish flocking infantry.
Now I want to paint up the Brits I have...and yes, build up a US Armored Infantry Platoon, in honor of the 12th armored Div. But first I want to finish my Early war East Front kit. Need to find some scenarios for this period.
Video
I really enjoy how Chain of Command models a platoon "sending in" it's assets and reacts to events on the table. Some people criticize the game "we only managed to play one turn!" or "the game was over in just one turn!" but they're missing the point that the turn represents a lot of action on the table and the change in the turn is supposed to represent a signifigant lull in the fighting.
ReplyDeleteTurns are just a construct/term that doesn't mean a whole lot game to game.
DeleteEach phase is a turn.
If I said there were 31 turns, people would freak out.
But each phase goes by quickly, so it's not a big deal.
I liked the flow.
Since you can become un-pinned until the Turn ends, that's a huge incentive for using Chain of Command dice to end the turn. Which is something we did wrong in our first game.
DeleteInteresting. I forgot that. I didnt want to end the turn because his tank was on a German Jump Off point. However, the Germans were also on a Russian jump off point - depending on the roll of the dice, it could've helped the Germans.
Delete