29 August 2026

This weeks reinforcements

Razvedchiki

Four support points worth of Russian Scout Section. Peter Pig figures as always, with a bit of green stuff added to cover the high boots and bulk the amoeba suits. Terrific figures which I really enjoyed painting.





In games terms a section of Razvedchiki can be purchased as a support option in addition to the main platoon being fielded. This scout section comprises of a Junior Leader with a SMG and two teams each of three men with SMGs. As such one pack of Peter Pig scouts is sufficient for the section.

The section costs four support points and has an enhanced version of the Razvedchiki National Characteristic - when located in or behind cover the section can act as a Jump Off Point (JOP) for any other Infantry Units at the cost of two CoC Points. This strikes me as a very powerful tool in the Russians armoury. 

22 August 2026

Final Count Down - Game aid


Its the FINAL COUNTDOWN da-da-da da,

Having got the Final Countdown rules wrong (again) in our last game, it's apparent that Matt and I have a blind spot here. 

Once the Final Countdown has started the game will end if either player rolls three or more 6's on their command dice. If this does not happen, then once the countdown is complete the threshold drops to two or more 6's being rolled. (The game does not end as soon as the countdown is compete). We are consistently forgetting both of these requirements.

The rules are simple, so its not a matter of understanding, rather it is of remembering the correct procedure. In order to overcome this issue and to retrain the memory muscle I knocked up a quick game aid / aide memoire.  While this could have been done on paper or laminated card I went for something with a bit more presence to encourage its use until we get the rules sorted in our heads.



Quickly printed, painted and on the table ready for use.



20 August 2026

AAR - Probe at the Crossroads

The Probe

Having discussed the design of this table in an earlier post, diaries aligned and Matt and I played this mission last night. I was attacking with a plucky British infantry platoon, while Matt was defending with a devious and cunning German infantry platoon. We had previously rolled for Support Points, where I had gained six SP and Matt two (plus a further point due to his force rating of -1).  On a previous play through of this mission,again as British Infantry, I had purchased a Dingo armoured car and RAM Kangaroo, so this time with fewer points I wanted to go with a very different strategy in the hope that Matt might think I would try something similar again. 

  • Infantry Section  5 SP
  • Replen Point      1 SP 

My plan for the force was to use two sections to advance and engage Matt in the hope he would think that my main effort and concentrate his forces against them, and then bring on the third and the surprise fourth sections in the hope they could move quickly and freely to achieve the required objectives of capturing a German JOP and exiting one section from the enemy's table edge before game end. 

At game start when rolling to determine the axis of advance I was lucky enough to roll low meaning I would be attacking across the table - a shorter distance to have to traverse in order to exit the map than length ways.


With the direction of attack known my plan formalised as the following. 
  • Two sections to move and occupy the buildings at the main crossroads and go firm with the hope Matt would deploy at least two sections against them.
  • After a slight delay to draw Matt in, then commit the remaining two British sections on the left and move up through the orchard with one section to exit the map and the other to capture the closest JOP.

Neither of us were particularly happy with the placement of our respective JOP - but as they say, war is hell. 

The first few phases saw the British deploy their first platoon as planned and advance as far as the crossroad before coming under fire from a German section deployed from their central JOP. With the deployment of the second German section near the crossroads I brought on the second British section and double timed on the left flank up to the Suze farmhouse (hence the shock). At this point the dice gods abandoned me and for the next few phases I was only able to undertake limited actions. 




This included bringing on the Plt Sgt and the third British section while first section moved into the "L" shaped building and second section moved through the Suze farmhouse and into the small orchard (The wall on their right is high and so they are shielded from the two German sections).


Things were not happening as quickly as I would have liked and Matt played the first of his full CoC dice (being required to play two as soon as they become available to end two turns and start the final countdown).

With Matt only able to see and fire at first section they were taking the full fire from the two German sections, steadily incurring shock and casualties including the Junior Leader. 

British section was "inside" the building, but placed behind for ease of casualty removal

He did however also deploy his third section to guard his last JOP, facing the MG42 towards the orchard wall and left flank, and the rifle team back towards the main crossroads, while I was able to exit second section off the German table edge and so complete the first of the two objectives.


With a full CoC dice I was able to move the JOP on the left flank and push it up to the Suze farmhouse and then immediately deploy my forth section, which I think did catch Matt somewhat by surprise. However I was not able to relive the pressure on first section, and they were now down to four men, broken and carrying a shed load of shock. Matt then ordered Handgranaten! and overrun the section taking the surviving three men prisoner. At this point Matt played his second full CoC dice to end the second turn and start the final countdown, with eight phases to be played before game end. 

I now belatedly deployed my 2" mortar and placed smoke on the crossroads to protect third squad from the German section now in the "L" shaped building. With only a few phases left I now had to start pushing my luck. With two German sections in the centre my only option was to continue with my original plan and see if I could capture the German JOP on the left. Having seen the success of Matts Handgranaten! attack I decided to have fourth section throw their grenades over the high wall at the MG42 team in an attempt to whittle that section down before trying for the JOP. In order to hit the team I needed to roll 11/12 on the 2D6. Amazingly one grenade did hit causing casualties and shock to the MG team. Having retained the next phase I was able to bring on my Replen point and gain a further two grenades for fourth section, with the third thrown again hitting and eliminating the MG team. The platoon commander also deployed and joined fourth section in order to increase their chances of being able to move and close on the JOP.  Third section under the command of the Plt Sgt was using concentrated fire from the Bren on the rifle team and then having those rifles that could bear also fire with decent success.






And so with two phases remaining this was the position, and I was ready for a last minute rush onto the JOP by fourth section. The hope was I would be able to move them onto the JOP and win the close combat, however with a fence and hedge to cross before being able to move into the ploughed field the dice gods were not kind and fourth section ended up along the hedgerow facing the JOP, but able to move no further when the game ended. 

Game End

Victory for the Germans and Matt played a blinder being tenacious in defence. He had spent his three support points on a panzerschrek team, and so my plan to avoid vehicles did pay some dividend. In retrospect I should have used second section to try for the JOP, as they would have had more time to do so, with fourth section moving to exit the map. Live and learn. 

Photos by Matt

15 August 2026

The weeks reinforcements

The Russians are coming !

Following on from my post "Building Russian Platoons" the figures were duly ordered and arrived a few days later. As always the service and turnaround times from Peter Pig are top notch. I did however weaken and add a pack of Russian Scouts with SMG's to the order. As I mentioned in the previous post these are  wearing the two piece amoeba camouflage uniform. The figures as sculpted are wearing high boots and so I have added a little green stuff to each to blouse the trousers over the boots and add bulk around the sleeves.

Paint test on the first figure complete as I work out my palette for the Scouts





In games terms a section of Razvedchiki can be purchased as a support option in addition to the main platoon being fielded. This scout section comprises of a Junior Leader with a SMG and two teams each of three men with SMGs. As such one pack of Peter Pig scouts is sufficient for the section.

The section costs four support points and has an enhanced version of the 
Razvedchiki National Characteristic - when located in or behind cover the section can act as a Jump Off Point (JOP) for any other Infantry Units at the cost of two CoC Points. This strikes me as a very powerful tool in the Russians armoury. 















11 August 2026

What makes Chain of Command so special - Part Four

The last of the articles discussing why I consider CoC such a special set of rules. The previous articles can be found here.

Part One - Scale and the empty battlefield

Part Two - Friction, Chaos, Command dice and Chain of Command points



Thematic rather than competitive? 

While players obviously compete against one another when playing CoC, the rules are designed less around creating a perfectly balanced contest and more around recreating the uncertainty, confusion, and character of small-unit warfare. As I mentioned in Part Two players do not have complete control over their forces each turn. The Command Dice and Chain of Command mechanics ensure an element of uncertainty, meaning that a player cannot simply execute an ideal plan whenever they wish. Units may be unable to act as expected, while opportunities can suddenly appear—or disappear. This creates the "friction" as previously discussed and encourages players to react to events rather than simply follow a predetermined strategy. As discussed in Part Three opposing platoons are not necessarily symmetrical, and scenarios can deliberately give one side advantages in numbers, deployment, terrain, or objectives. This reflects the historical reality that battles were rarely fought between perfectly matched forces. 


In a strongly competitive game, players generally expect symmetrical conditions and carefully controlled variables so that victory can be attributed primarily to skill and knowledge of the rules. Asymmetry and uncertainty are core concepts within CoC because these elements contribute to its simulation of warfare. Historical scenarios may even produce situations where one side is clearly in a difficult position—and that can be entirely appropriate if the purpose is to explore how that situation might unfold. These situations can of course on occasion be frustrating as a player, but perhaps that is part of the challenge of the game.

However CoC is competitive in the literal sense that two players are trying to beat each other, but its design philosophy can be considered thematic more so than competitive. Its emphasis on friction, asymmetrical forces, historical circumstances, and campaign play encourages players to experience a battle as a developing story rather than as a perfectly balanced test of competitive skill.

The result is a game in which the most satisfying outcome is not necessarily a decisive victory, but the stories that emerges from the battle: the squad that held on against impossible odds, the Leader who made a crucial die roll at the right moment, or the unit who somehow survived to fight another day. In that sense, Chain of Command is less about proving who is the better player and more about enjoying the narrative of two small units pitted against each other. I can play and lose and it does not matter because I had fun.

                                                             

Lends itself to a high aesthetic

The small scale of the CoC battlefield, in terms of both table size and the number of units in play means that there is no requirement to paint hundreds of figures or vehicles in order to play. This means time and effort can be spent on battlefield terrain and scenery alongside the required figures and vehicles. In my opinion the look of a CoC game, particular in 15mm, is primarily driven by the look of the terrain so it makes sense for buildings and terrain elements to be completed to a similar standard as figures and vehicles.

The games ground scale and 1:1 representation of figures and vehicles means there is no need to abstract or reduce the scale of terrain elements and the games emphasis on friction, uncertainty, and the tactical importance of terrain means that the table is not simply a playing surface: it becomes an essential part of the game. This creates a strong incentive to build terrain that is not merely functional, but visually convincing. A beautifully modelled farmstead or carefully landscaped hedgerow can have genuine tactical significance, rather than existing purely as decoration. The result is a table that can resemble a small section of a real landscape.

I would also argue that the game's mechanics encourage scenery to be believable. Since troops in game depend heavily on cover and concealment, terrain should make visual sense. Dense vegetation ought to obscure movement; substantial walls ought to provide protection; buildings should feel like places troops could realistically occupy. Good modelling therefore supports both immersion and gameplay. The battlefield can be aesthetically ambitious without becoming disconnected from the game.

A high-aesthetic Chain of Command table is therefore not simply a beautiful backdrop—it is a visual expression of the game's central idea: that terrain, uncertainty and human decisions combine to create the battle.

In recent years some absolutely stunning CoC tables have been seen at wargaming events. Joe Bilton is perhaps the foremost exponent of this and he has generously allowed me to use some of his photos of recent award winning tables. 





Inspirational stuff indeed.




08 August 2026

This weeks reinforcements

The Forgotten War: First Indochina War 1946–1954

Something a little different this week. A couple of figures from the current Indochina 1946-1954 Kickstarter - Keith at Armybits was kind enough to let me have a couple of files from the project to print in FDM at 15mm to see how they would look. Decent enough, but his figures printed in resin at 20mm look even better.





Well worth backing imo.

02 August 2026

The Great Wargaming Survey

Just in case anybody reading this is not aware of the annual survey carried out by Wargames, Soldiers and Strategy Magazine (WSS)

This is now live and always fun to complete and then read the results later on once all the data is compiled and analysed 

The Great Wargaming Survey

Well worth five minutes of your time






Down the Rabbit Hole - Arnhem style

For the Arnhem Bridge Project I'm busy listing and investigating details pertinent to the project. Most of which are proving I am deep d...