This blog is all about Chain of Command being played with 15mm figures and vehicles, but so far I've concentrated more on the 15mm aspect than the Chain of Command rules themselves. Time to change that.
Chain of Command_v2 (CoC) is, in my opinion, an amazing set of rules. The rules tick all the boxes on my list of what rules should be and added some boxes I hadn't thought of.
- 1:1 scale and matching ground scale. ✅
- Infantry based - skirmish/platoon level game. ✅
- The empty battlefield, fog of war and Jumping Off Points. ✅
- Friction, chaos, Command dice and Chain of Command points. ✅
- Historically based - platoons, national characteristics, tactics. ✅
- Thematic rather than competitive. ✅
- Lends itself to a high aesthetic. ✅
Scale
When using a 6' x 4' table this translates into a battlefield that is 240 yards (220m) by 160 yards (145m) - not a large area by combat standards, but very much the pointy bit of the spear.
The main fighting force for the game is the infantry platoon, with these closely following their historical counterparts. A British Infantry platoon consists of 37 men, the Soviet Motor Rifle platoon 25 with the remaining platoon types ranging between these two numbers. Allowing for some support unit purchases a force in region of 35-50 figures per side is all that is required to start playing the game.
As somebody who loves painting figures this low figure count means I can spend time on painting to a higher quality rather than having to worry about painting a multitude of figures.
The Empty Battlefield and Fog of War
- Patrol Markers and The Patrol Phase
- Jumping Off Points (JOP)
Patrol Markers in simple terms are moved in turn up to 12" across the table (they must remain within 12" of at least one other friendly marker throughout this process). These markers are then locked down once they are within 12" of an enemy patrol marker. When all markers are locked down the JOP are placed using a nifty process for determining the zone into which each individual JOP is placed based on the location of the friendly marker and the two closest enemy patrol markers. There is the additional requirement that this must be at least 6" from the closest two enemy patrol markers, and behind cover. This all means that JOP start positions are unique to each game and table layout and that neither player has total control over where his JOP are placed.


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