Just got back from a nice game at my buddy's down the road using the second edition of Chain of Command. As mentioned before, although I don't plan on ever getting into the rules too much, I always enjoy the game when run by someone (as well as other players) who know the rules well. Today's game was a generic scenario with Late-War German and US infantry, mainly to flesh out the changes to the rules. Since I only play the rules a few times a year, I didn't really know which rules were changed or not, anyway.
I ran several squads of US infantry, each with a BAR team, on our left flank. I also had a mortar and bazooka team, but only managed to bring on the mortar team. I was faced by several units of German infantry in hard and soft cover. We traded a lot of shots, but mainly inflicted Shock more than actual casualties. For my limited experience with the rules, it's kind of hard to get many kills - at least from the few games I've played.A mortar team run by my fellow US player - they didn't do too much damage to the enemy, but did survive practically intact.Germans advancing early in the game. They had a lot of good Jumping Off Points during the Patrol phase.This was during the Patrol phase and determining Jumping Off Points. Besides the use of yardsticks, pairs of laser pointers are also used sometimes.
Looked like a good game Dean, lots of lovely figures and terrain.
ReplyDeleteMy limited experience of the first edition of CoC would confirm your impressions that it's hard to kill people! I do really like the patrol phase though, it allows players input into their start point, rather than just arriving on the table edge like many sets do.
Your new terrain piece looks like it will be up to the normal high standards!
Thanks, Keith! Yes, the Patrol Phase is definitely a part of the mechanics that a lot of folks enjoy, myself included. I may incorporate something like it the next time I play Bolt Action. Kindest regards, Dean
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