Frontline 15. Chain of Command
ฝัง
- เผยแพร่เมื่อ 3 พ.ย. 2024
- Our first game using the Chain of Command rules
Too Fat Lardies toofatlardies....
Bedford Gladiators / bedfordgladiators
E-mail dragoteeth@outlook.com
Innsmouth Gold innsmouthgold....
All content copyright@2024 R Poyton
Excellent commentary, thanks!
I liked everything about this video. The table and figures were nice, the comentary may have been the best aspect. Looking forward to more.
Thanks, glad you enjoyed it! Well, with a CoC Version 2 on the horizon...
Sounds and looks like a fun first try. I'm finally getting around to my 8th Army/Dak 28mm stuff and I had planned on using Bolt Action but Chain of Command looks like a better system for what I want to play. How did you find the rolling to move mechanic? Strikes me as a bit odd but also frustratingly funny.
I have Bolt Action, but only read through it, not played it. It looks perhaps more basic than CoC but that is based only on a read through. Yes, the random movement is a bit odd, and can give a varied result - I mean 3-18" on a 3d6 role is quite a range. It worked ok in the game though, added another level of uncertainty. In that respect the thinking comes more in the allocation of actions from your command dice rather than actually moving itself, if that makes sense.
I would describe it as, in BA you more or less choose to end up in the open. In COC you can get stuck or caught in the open.
@@thomaschase7097 ah thanks! I found this - it's a long watch mind!
th-cam.com/video/4tHc6AGpO6o/w-d-xo.htmlsi=ttu3RnFZZBJaPeb2
@@DragonsTeeth2
Thank you for the link and I play both games in 1/72 (20mm) scale.
I like both games and for me personally, gravitate towards CoC.
I think that the way HE is implemented in CoC, makes vehicles more useful and dangerous.
The advanced rules for command and AFV combat also makes tank vs tank much more deadly, as it should be.
I wonder if BA 3e will address similar comments.
Cheers!
The random movement mechanic is a recurring feature of Too Fat Lardies games. Indeed many of the mechanisms have a familiar feel in many of their games. I play Sharp Practice and What a Tanker and its definitely a feature. The bell curve does tend to even out rolls in the mid range though, It must be said.
Hey, I've still got those WRG rules. They still play pretty well.
That's great, I should dust mine off some time for a game
@@DragonsTeeth2 I particularly like the "hit equals suppression" rule. Stops the "Tiger Rush" problem you often get, especially in games like Flames of War.
Yes - interesting that this uses simultaneous movement too rather than IGOUGO which was standard at the time. In fact, looking back at older rules it's interesting to see how much less there is in terms of activation, etc than modern rules.
I always like a good AP chart though lol