I played my first game of Chain of Command yesterday and I have to say that I was pleasantly surprised. I'd heard good things about the game, but when I bought the rules about a year ago and read through them, I couldn't help but think: ‘Wow, this seems complicated!' I read through them again a few months ago and my reaction was the same: ‘Wow, this seems complicated!' And then when I decided I was actually going to play the game, I read it through several more times and the impression of considerable complexity remained. I'm no stranger to complex rules sets. I've been a serious gamer for over 50 years now and in my 20s and 30s, if a rule set wasn't complicated, I wasn't interested. But these days my feelings have changed and I don't have the time or attention span for complex rules anymore.
I was also worried about getting my gaming buddy, Eric, to enjoy the game (or even be able to play it). He doesn't care for overly complex either. And with no veteran player around to show us the ropes, it would be up to me and the rule book to make our first game work. I did it! Taking it a step at a time, the complexity turned out to be manageable and by mid-game we were running smoothly with little delay for rule-checking. Yay! The game went very well.
I only have a limited number of figures. Basically an infantry platoon with three squads, a HQ section, and a few miscellaneous weapons teams for the Germans and American forces. To make things easier for Eric I decided to use Scenario 6 and have an American Attack on a German-held position and give Eric the Germans. I had to modify the scenario rules a bit since with the limited figures available, 90% of the stuff on the standard support tables in the army lists just wasn't available. So I gave the Germans a tripod-mounted MG42 and a PAK 40 AT gun. The Americans got a 30 Cal LMG team, a 60mm mortar team and an M-10 tank destroyer.
I set up a Normandy table with a tiny village of two houses and a bunch of hedgerows dividing the table into sections. The American objective was to capture the crossroads. The Germans had to stop them.
The first part of the game was the Patrol Phase where we moved our patrol markers around. I sensed that Eric was a little skeptical of the whole procedure, but he managed to push out his patrols to create three safe jump-off points in and around the village. I moved up to match him, but also managed to put my right flank jump off point pretty close to the village. I had hopes of maybe outflanking him. Overall, I think that part of the game works really well. The location of the jump-off points has a big impact on the course of the game and the Patrol Phase means that each game will be different. One suggestion to Too Fat Lardies: if you ever reprint the rules, change the diagrams for this section to show terrain on the table instead of a just a big blank green table. Working the patrol counters with the terrain is a very big part of this and I didn't appreciate how cool it would be until I did it on a real table with real terrain!
And then it was on with the game. I made both forces equal in quality and morale, so it was a die roll to get the first phase and Eric won. I was glad of this, because the last thing I wanted was for me to move first, roll a lot of 6s, and get the initiative for three phases running and overrun the village before Eric could even get any troops on the table! Not likely to happen, of course, but I've seen stranger things happen in games. I have to wonder how often a string of weird die-rolls at the start of a game wrecks the whole thing. I could certainly see it happening.
In our game, we rolled very few 6s for the early parts of the game, so we alternated the initiative in the phases for quite a while. But Eric rolled a lot of 1,2,3, & 4s and got his troops on the table very quickly. My rolls included a lot of 5s and I earned a Chain of Command die pretty fast and a second one before the game ended. Unfortunately, that meant I was a long time getting my troops deployed. (And I never figured out a good way to use the Chain of Command dice—inexperience I'm sure.)
And this is the major difference between CoC and Bolt Action: the activation system. With Bolt Action you have a command die for each unit. They all go in a bag and you pull them out one at a time. Whichever player's die gets drawn gets to move one of his units (or several if he activates an officer). The order the dice come out is random, so one player or the other might get a number of moves in a row. The random order creates a challenge in making plans since the enemy might get to do something in between your moves which will wreck you plans. But no matter what the order of the dice, each and every one of the units will get to be activated each turn.
Not so with CoC! Each player gets a phase where he rolls his command dice and depending on the results he will get to deploy or activate some of his units. It's VERY unlikely that he will get to activate all of them each phase. Making use of your senior leaders is vital to pulling off any sort of coordinated activity. And preparation and planning are key.
I got too ambitious early on in the game and tried to launch attacks before I had all my forces on the table and in position. I had more men and more firepower and if I could have brought it all to bear I might have been able to overwhelm Eric. But instead, I tried to grab apparent opportunities with unsupported attacks and paid the price.
Early on I deployed a squad near my right flank jump-off point in hopes I could rush forward and grab one of the houses. But before I could, Eric got a squad in there and I was caught out on the open and shredded. My troops ‘went tactical' in the wheat field and while that gave them hard cover, I couldn't get any help to them and they ended up having to pull back after losing half their men.
In the center I deployed my mortar and LMG before I had any infantry support.
They did some damage, but Eric was free to concentrate his fire on the LMG and eventually took it out. My other squads and the M-10 finally got on the table, but again I committed them piecemeal and they got hurt and accomplished little. Eric skillfully put his troops in positions where they could cover approaches with heavy fire and positioned his senior leaders to control them all.
Eventually I had been whittled down enough that he started pushing troops forward to counterattack. At that point I decided to withdraw.
The game was fun and I thought very realistic. The actual mechanics of combat and morale aren't all that different from Bolt Action, but the activation system gives the game an entirely different feel which to me seemed to capture the flavor of WWII combat much better than BA. We both had fun and will definitely play again.
However, it must be noted that CoC is NOT a 'beer & pretzels game'. It is more work and not nearly as fast to play as BA. You need to be prepared to spend a number turns (phases) just getting your troops on the table and in positions to do something. One game group I belong to, which plays a lot of BA, would never put up with it, I'm sure.