9/09/2013

First game of Chain of Command. Patrol mission.








14 comments:

  1. Been reading the rules this week and also saw the tutorials on youtube, they look awesome. We will give them a try soon, I hope. It´s a shame Paco doesn´t like them :(

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    1. The rules are great as they allow you a lot of tactical decisions, I love them.
      If Pako does not want to play ever we could play next time you visit Las Palmas :)

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  2. Now I have to go read more about these rules. They sound like they have interesting mechanics that don't allow total control of your forces. I generally enjoy those types of games.

    Sorry your friend was such a whiner.

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    1. My friend usually behaves correctly but not in this game. His major complain was he couldn't deploy all his troops in the first turns as he did not roll any 2 or 3 in his first two phases but as I explained to him, this is not WH40K where you line up all your units and start to fire.

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  3. The game looked great to me. I wonder if it is just that he doesn't like rules where you don't have total control over your forces and doesn't like the variability of turns and moves. The friction and choices sound interesting to me.

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  4. Well, he plays THW games but as I said above they did not like not having all his troops at the beginning of the game.

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  5. My gripe isn´t the activation of units (most of my games with diferent rulesets have that, I like it), the problem is using this system for deployment. If you don´t have any 2 and 3 on 5xD6 in the first phases your game is going to be boring... When I have the posibility of moving my first section, all the enemy was already ready in overwatch around my deployment area. Not a single option of doing anything at all. The only chance was having 2 activations, but that didn't happen. I think was the most boring game I remember in ten years or so.


    So a ruleset that didnt have into account that posibility certainly doesn't have high marks in my book. Usually both players will have some troops in the table, so this system will work. But if any of the two players doesn´t have any 2 or 3 during the first two or three phases certainly is going to be quite boring for that player.

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    1. Is that you Pako?
      I still think that is a minor point that rarely happens, but in the case it happens you still have support teams, scouts and senior leaders to deploy and hold until you roll 2 or 3.

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  6. He did not use real war tactics and that is why he had his ass handed to him. This is a game for tactics not a shoot em up for all. Try teaching him the tactics each nation used and then have him give it a go. Be more sensitive to his playing in other words guide him at first if he makes a choice that is not tactically sound tell him and have him adjust it even if it causes your plans to fail. This way he will get a better feel for the game before you succeed in whipping him into total hate and disgust of the rule set.

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  7. He played wrong but he knows about tactics more than me. He's a seasoned and well read wargamer and he whipped to himself.

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  8. Yep it's me. It wasn´t about tactics it was about any chances of doing anything at all. Let me explain the first steps of the battle and you take your own conclusions:

    Second phase 5d6 : 1, 4, 5, 5, 6
    Deploy a Sniper team, Deploy a Senior leader. He gives orders to sniper to shoot.

    Fourth phase 5d6 : 1, 4, 5, 5, 6
    Deploy a Scout team, Senior leader gives orders to Scouts (overwatch), sniper shoots again.

    Sixth phase 5d6: 1, 3, 4, 5, 6
    Finally deploy a Rifle Section. Sniper shoots. Senior command give orders. Overwatch and tactical stance to scouts.

    And that moment all of the german troops have deployed a placed around that wood on overwatch. Not a single option to do anything, unless I'll have two consecutive phases or I get more command dice to reach 6. Well I wait several phases for that (around 8 or so), but it didn't happen.

    Not having off board artillery and/or mortars in "real life", the tactic wise decision should be waiting in defensive stance for reinforcements or retreat. The problem with that that certainly will finish the game. So I tried some suicidal actions just to continue the game. Of course that leads to my force extermination (no complaints about it). Almost at the end finally I get a command dice (5) that was enough. I use for finishing the turn. You'll understand that was a really boring game.

    I hope that dice rolls in the first phase were an exception. So I'll try another time, if that won't happen to any of the two forces then I could finally see a nice game.

    My gripe with the game among others is not taking into account that posibility. Any game with one side not having 2 or 3 in the first phases certainly is going to be boring for that force. I see that as a flaw in the deployment phase rules.


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    1. Not exactly so. You can combine 1s to get a squad deployed. I think it's rare that you don't roll 2 or 3 and just one 1. It happened but I don't think it will happen again.
      And as I said, even in the case it happens, you can still deploy support teams until you roll 2+.

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  9. From my 2 game experience I can say that I newer deployed all my units in first 10 phases. Its just better to have some reinforcements in Chain of Command. And thanks to the rules you could deploy them when needed.

    If opponent deploys all of his assets before you then you have strong position and can deploy reinforcements where it matters most !

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