These are some of the best videos of the "Let's Play" kind! Richard is awesome to watch in these vids, he just brings these games to life and I never fail to get a chuckle or two..."That fence is rather aggressive"...lol
Also, very good use of moving the JOP, and flanking the bunker. Most of the people doing CoC videos out there usually only use CoC dice to interrupt. Keeping a reserve and moving the JOP is a tactic that is a very cool aspect of this game. Well done, Justin!!
Thanks so much for including the conversation at the end where you both go over the game - I love the analysis of the game as much as the game itself. I've watched every one of these videos with Rich (CoC and Sharp's Practice) and many of them I've watched multiple times and I still enjoy it every time. Just a fantastic job on these videos, guys!
Just dropped by to say I really enjoy these Let's Plays and just "discovered" and bought CoC on the basis of watching the gameplay on this and the other CoC videos.
If i was rich i would have tried to finish of the retreating pioneers when he had the chance. Great game by the way love to see the miner countries in action. Would love to see the greeks vs italians sometime
Great game play. Too bad for Rich...I think he's 0-7 playing on the Beasts of War? Anyways, good overview of the new handbook. I like the Dutch troops...who makes them? They look pretty close to Polish guys from Warlord and painted up a bit different? Looking forward to another CoC game.
I don’t have the Blitzkrieg book so I can’t see the scenario layout but I agree that the barbed wire (or some other obstacle) should cut off that path up the side. Granted, better rolls might have allowed Rich to put a section over there to cover it, but it does lend itself to just running up the table edge for a quick win.
At around 28:00(or so), Justin took the last shock off his broken wire team, then moved them. Are they not still considered pinned until the end of turn?
True Jim but they were broken therefore they remain broken till end of turn and only then will they be cleared if sufficient shock removed. If not they could revert to being pinned at start of new turn.
What no Patrol phase!! We want to see the patrol phases too it is a mini game within the game nice to watch as we get to see the players intentions and whether they materialize or not...
When the flamethrower team was broken, and subsequently the shock was removed, surely it remains broken until the turn ends. The movement forward was not possible when it happened. Not that it made a difference to the conclusion.
another amazing and entertaining game. With these rules you can end up having a great game without all the troops entering the table. Love the TFL games. Must get that Chain of Command rule book out again! More Rich and TFL please.
I am currious, because if you get pinned, even if you remove the shock, the being pinned is not removed until the turn ends. Broken takes you through pinned, so even when the shock was removed should the wire cutting team not have been pinned? It made no effect on the result of the game, just currious.
It is, there are several other videos including Too Fat Lardies having tutorial videos. Also a Facebook page that is full of people happy to help with any questions.
Can anyone point me in the direction of where I can buy some 20mm miniatures as I'm looking to start playing chain of command, also the game boards are they made from scratch or are there preset maps available?
Stopped at 21.11 when the MMG in the bunker opened up on the German MMG team atop a building. I would have considered the German team to have heavy cover from the French MMG because they were higher than the French gun. This would give them the equivalent to being in the building. Assuming here if inside they would be in heavy cover. Bullets have to go through a wall and roof to hit the Germans. The only object over the roof in sight would be the German MG34 on tripod, which has a periscope allowing the Gunner to fire the weapon prone out of sight. Then maybe I know too much?
cryhavoc999 The Lewis as standard would not jam when moved. But the Dutch tampering with it after the war + the 90 Round Magazine modification (something that it wasn’t designed to take) would cause it to jam when moved and fired as the magazine would bounce around and cause problems for the belt.
@@reecedignan8365 Done a bit of google fu on the Dutch Lewis M20 LMG "The round magazine was designed by the Dutch industry. The standard type contained 47 rounds [7,7 mm] and was based on a British design. The Dutch required a larger magazine, and the Artillerie Inrichtingen constructed the standard magazine for 97 rounds of 6,5 x 53,5R bullets. The problems with the magazine occurred in particular when the gun was transported with the magazine fitted on the weapon. When operated directly after or during transit, nine out of ten times the first bullet jammed. The jammed bullet was only recoverable with a special tool, which was not a desirable feature when being under fire! Obviously this was a huge disadvantage for a weapon that was designed for dynamic infantry combat." So I take it back an bow to the Gentlemans superior knowledge
I play both and enjoy both but CoC is my favourite as it gives me more tactical decisions to make and plays solo really well because of it. For me, Richard has brought more thought to the rules in terms of how platoons actually work and I like that feel. He supports the game really well as do those that play it. Additional materials are well researched. The one final thing that Richard brings to these rules is that they never lose the sense of being a game where you can get results that you didn't expect. Having said that there is nothing wrong with a game of Bolt Action, its fun as well.
I too have played both and vastly prefer Chain of Command. While Bolt Action has some interesting mechanics, its lineage definitely lies with the more traditional table-top games like 40K - army composition is a key component of the game, movement and shooting ranges are abstracted, etc. Chain of Command is much more based in the history of the period and is focused less on producing a tournament-friendly gaming experience and more on presenting players with the kinds of difficult and challenging command decisions experienced by actual field commanders in the period in question. It rewards historically appropriate tactics (chiefly fire and maneuver), and different gear and national characteristics give each nation's force a subtly distinct feel without being too "gamey." It's absolutely worth a read.
Why CoC over BA? Far more realistic mechanics which are based on extensive historical research and tend to reward actual military tactics. BA is more akin to Warhammer 40k in rules structure, and has some glaring flaws in terms of accurately simulating WW2 combat. Ps, chain of command can be played with different scale figures, the groundscale (1 foot = 40 yards) best matches with 15mm minis, but many people use larger figures, mainly because they are deemed more 'characterful' and 'photogenic'.
The question really should be, "Why would I choose Bolt Action over Chain of Command?". See all of the other answers in this section for the glaring answer.
These are some of the best videos of the "Let's Play" kind! Richard is awesome to watch in these vids, he just brings these games to life and I never fail to get a chuckle or two..."That fence is rather aggressive"...lol
love the lets play game especially with rich from Too fat lardies need more games of Sharpe practice and Dropfleet Commander
They're good at the game, they're funny...love these guys 'That fence is rather aggressive...didn't realize they armed the cows with machine guns'
Fired the flamethrower at that glasshouse. A few turns later the landsers had all inhaled, and dispersed in pursuit of snacks.
I always enjoy these matches with Richard. That was a quick one.
Also, very good use of moving the JOP, and flanking the bunker. Most of the people doing CoC videos out there usually only use CoC dice to interrupt. Keeping a reserve and moving the JOP is a tactic that is a very cool aspect of this game. Well done, Justin!!
Thanks so much for including the conversation at the end where you both go over the game - I love the analysis of the game as much as the game itself. I've watched every one of these videos with Rich (CoC and Sharp's Practice) and many of them I've watched multiple times and I still enjoy it every time. Just a fantastic job on these videos, guys!
Great one! Love those CoC - Games - please keep them coming!
Just dropped by to say I really enjoy these Let's Plays and just "discovered" and bought CoC on the basis of watching the gameplay on this and the other CoC videos.
If i was rich i would have tried to finish of the retreating pioneers when he had the chance. Great game by the way love to see the miner countries in action. Would love to see the greeks vs italians sometime
Great to see Chain of Command games, easily one of my favourite systems to play
Great to see the Dutch in action.
Great game play. Too bad for Rich...I think he's 0-7 playing on the Beasts of War? Anyways, good overview of the new handbook. I like the Dutch troops...who makes them? They look pretty close to Polish guys from Warlord and painted up a bit different? Looking forward to another CoC game.
I don’t have the Blitzkrieg book so I can’t see the scenario layout but I agree that the barbed wire (or some other obstacle) should cut off that path up the side.
Granted, better rolls might have allowed Rich to put a section over there to cover it, but it does lend itself to just running up the table edge for a quick win.
At around 28:00(or so), Justin took the last shock off his broken wire team, then moved them. Are they not still considered pinned until the end of turn?
True Jim but they were broken therefore they remain broken till end of turn and only then will they be cleared if sufficient shock removed. If not they could revert to being pinned at start of new turn.
What no Patrol phase!! We want to see the patrol phases too it is a mini game within the game nice to watch as we get to see the players intentions and whether they materialize or not...
I tuned in tonight to see how many jump off points each side had and whadda yer know...Ha!
And a fine example why a lot of players limit the dubbed 6s to two rolls and make the 6s 5s on the 3rd roll.😁
Intriguing take on WW2 tabletop battles. Love the scenery. Glad the Stukas didn't hit the allotment 😊
Another great looking table & realistic game. ( unlike flames of war )
omg sooo exicited ! My favorite
When the flamethrower team was broken, and subsequently the shock was removed, surely it remains broken until the turn ends. The movement forward was not possible when it happened. Not that it made a difference to the conclusion.
And once again Big Rich bites the dust.... Justin's perfect record stands
another amazing and entertaining game. With these rules you can end up having a great game without all the troops entering the table. Love the TFL games. Must get that Chain of Command rule book out again! More Rich and TFL please.
it's on sale just now, well worth a look
Too short! Hope there more to come!
I don't think Rich has won a single one of these CoC reports!
I don't think he won any of the Sharp Practice ones either 😂
He has actually. Hasty Defense against the other guy...Rich won that one.
That's why they called it 'Blitzkrieg!'
Great fun. Eager for more.
I think just running along the edge of the map to win ruined this scenario..... love these CoC videos though.
Well that really was a Blitzkrieg lol - great watch thanks
Such a cool game! Well done!
Ahh polderkrieg. If in doubt, pull out the plug and flood the table.
The Dutch did have one tank, but it got stuck during the Battle of the Grebbeberg...
I am currious, because if you get pinned, even if you remove the shock, the being pinned is not removed until the turn ends. Broken takes you through pinned, so even when the shock was removed should the wire cutting team not have been pinned? It made no effect on the result of the game, just currious.
your correct! from broken to pinned to cleared depending on how much shock is removed by turns end and you remain in the broken state till turn end.
this looks like a really cool game
It is, there are several other videos including Too Fat Lardies having tutorial videos. Also a Facebook page that is full of people happy to help with any questions.
i really enjoyed this let's play, chain of command seems really fun.
Yeah, but that is only because Chain of Command is really fun.
Should be a negative modifier for moving Germans in a bunched up column formation 😂
What are that table's dimensions? 6x4 ??
Can anyone point me in the direction of where I can buy some 20mm miniatures as I'm looking to start playing chain of command, also the game boards are they made from scratch or are there preset maps available?
No one builds greenhouses like the Dutch
....That's probably true, actually
Lol
Stopped at 21.11 when the MMG in the bunker opened up on the German MMG team atop a building. I would have considered the German team to have heavy cover from the French MMG because they were higher than the French gun. This would give them the equivalent to being in the building. Assuming here if inside they would be in heavy cover. Bullets have to go through a wall and roof to hit the Germans. The only object over the roof in sight would be the German MG34 on tripod, which has a periscope allowing the Gunner to fire the weapon prone out of sight. Then maybe I know too much?
Seems to be a pattern with me. Watch Beasts of War Let's Play . Head to Too Fat Lardie web store and start hemorrhaging $$$$
The Lewis will Jam if it is moved? New one on me!
cryhavoc999
The Lewis as standard would not jam when moved. But the Dutch tampering with it after the war + the 90 Round Magazine modification (something that it wasn’t designed to take) would cause it to jam when moved and fired as the magazine would bounce around and cause problems for the belt.
@@reecedignan8365 There is no belt in the Lewis drum. ;-)
@@reecedignan8365 Done a bit of google fu on the Dutch Lewis M20 LMG "The round magazine was designed by the Dutch industry. The standard type contained 47 rounds [7,7 mm] and was based on a British design. The Dutch required a larger magazine, and the Artillerie Inrichtingen constructed the standard magazine for 97 rounds of 6,5 x 53,5R bullets. The problems with the magazine occurred in particular when the gun was transported with the magazine fitted on the weapon. When operated directly after or during transit, nine out of ten times the first bullet jammed. The jammed bullet was only recoverable with a special tool, which was not a desirable feature when being under fire! Obviously this was a huge disadvantage for a weapon that was designed for dynamic infantry combat." So I take it back an bow to the Gentlemans superior knowledge
May '40 Miniatures
I know. Couldn’t think of the word loading mechanisms....
To quick? was sitting down with my food then done? oh well.....
Jason "gamed" this one a little but nothing wrong with that. Shame as I love watching these let's plays with Rich and Jason.
Ha it's Justin, but we may start calling him Jason.
@@OnTableTop of course it is - sorry Justin.
Is this 28mm???? If it is, why would I choose Chain of Command instead of Bolt Action?
I play both and enjoy both but CoC is my favourite as it gives me more tactical decisions to make and plays solo really well because of it. For me, Richard has brought more thought to the rules in terms of how platoons actually work and I like that feel. He supports the game really well as do those that play it. Additional materials are well researched. The one final thing that Richard brings to these rules is that they never lose the sense of being a game where you can get results that you didn't expect. Having said that there is nothing wrong with a game of Bolt Action, its fun as well.
I too have played both and vastly prefer Chain of Command. While Bolt Action has some interesting mechanics, its lineage definitely lies with the more traditional table-top games like 40K - army composition is a key component of the game, movement and shooting ranges are abstracted, etc. Chain of Command is much more based in the history of the period and is focused less on producing a tournament-friendly gaming experience and more on presenting players with the kinds of difficult and challenging command decisions experienced by actual field commanders in the period in question. It rewards historically appropriate tactics (chiefly fire and maneuver), and different gear and national characteristics give each nation's force a subtly distinct feel without being too "gamey." It's absolutely worth a read.
More realistic & less gamey. What's the scale got to do with making a choice.
Why CoC over BA?
Far more realistic mechanics which are based on extensive historical research and tend to reward actual military tactics.
BA is more akin to Warhammer 40k in rules structure, and has some glaring flaws in terms of accurately simulating WW2 combat.
Ps, chain of command can be played with different scale figures, the groundscale (1 foot = 40 yards) best matches with 15mm minis, but many people use larger figures, mainly because they are deemed more 'characterful' and 'photogenic'.
The question really should be, "Why would I choose Bolt Action over Chain of Command?". See all of the other answers in this section for the glaring answer.
Faaaaaar too many adverts ruining an otherwise excellent video!
Agreeeeeeeeed! Lol