![]() Hip-deep in historical references, I decided to try my hand at writing a Pint-Sized campaign of my own, which I submitted to the gentlemen at TFL and which was subsequently published in the 2019 Lard Annual. So which campaign will we be playing on this journey? Totensonntagīack in 20 I was reading a lot of material about the war in North Africa in general and doing research into Operation: Crusader in particular. ![]() And through it all, the narrative elements that TFL games are so good at providing will become readily apparent. Earlier articles will focus on some of the rules mechanics that make CoC so compelling, and as the campaign progresses we’ll talk more about how campaign play influences your decisions on the tabletop. To highlight some of the ways that Chain of Command really shines, we’re going to do a series of actual-play articles (or “After Action Reports” as they are often termed in the community, or “batreps” if you’re coming at this from 40K) as we play through a Pint-Sized campaign. These articles are a fantastic mix of historical background, orders of battle, special rules, and tabletop scenarios that put you in right in the battle. These are available either as stand-alone products (available as PDFs on their website) or as articles in the various “Lard Annual” magazines (also available as PDFs on their website). TFL has published a number of “Pint-Sized Campaigns” (so called because they cost as much to buy as a pint of beer at the local pub) that create a series of linked scenarios representing some historical action. Even if you play other WW2 games, it’s worth getting, as it’s chock full of interesting ideas. “At the Sharp End” is the excellent campaign supplement for Chain of Command. Players are faced with more complicated and difficult choices do I withdraw from this battle early and cede the win to my opponent so as to conserve my forces for the next fight? Do I hang on and hope to inflict more casualties on my opponent in order to slow him down for future campaign turns? As the attacker, do I pause and regroup knowing that it will give my opponent time to further entrench his defenses? But in the context of a campaign – where your casualties from one game can limit your available forces in the next – these last-ditch efforts for any given game must be balanced against the overall objectives of the campaign. We’ve all seen it – the desperate expenditure of men to make a last-gasp attempt to secure an objective before the game ends. It’s one thing to play a “one-off” game on the tabletop, but all too often it can result in players making “gamey” decisions that might reflect the immediate objectives without taking the wider context of the battle (or war) into account. This process means you don’t have any real idea from one go to the next what activation resources you’ll have at your disposal, or even who will be going next! This uncertainty means that the game is set up exceedingly well for solo play, which was a god-send during pandemic lockdowns.Īnother aspect of CoC that doesn’t get talked about enough is just how good it is for campaign play, supported through the fantastic “At the Sharp End” supplement for the game. One of the things that sets CoC apart is the novel mechanism used for unit activation, through the use of the Command Dice. In case you missed it, one of the Goonhammer Historicals team’s inaugural articles (before we were even official) was a review of the game, which you can read here. So it seemed like high time to take you on a journey that showcases why this game is so special! CoC in a NutshellĬhain of Command is a platoon-scale tabletop wargame set during the Second World War. But while we’ve talked about and even reviewed this game, we’ve never really given you an in-depth, play-by-play insight as to why. We here on the Goonhammer Historicals team natter on constantly about how much we love Too Fat Lardies games in general, and I have opined many times in the past about just how much I like Chain of Command in particular.
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