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"Preferred rules for WW2 gaming with 28mm?" Topic


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TankGuy13 Oct 2020 1:19 p.m. PST

CoC game being run by Richard Clarke, the author, is here. YouTube link Watch. You should pick up most of the rules just watching. Play is semi-alternate with over watch rules. A player rolls 5 dice (dice may be less or more – the alternate "red" die depending on troop quality plus you lose dice as your morale hits level 4 and as it drops. Morale is 7-11 I think.) 5 D6. 1 allows activation of a team, 2 of a squad, 3 of a squad leader, 4 of a higher leader. The number also allows that size unit to be placed on the table at a "jump off" point. A reconnaissance period before the game, quite simple in concept, determines your front lines and possible jump off points. You get 3 jump off points. This brings the opposing sides into contact. No moving over half the table with no contact. Dice. Note that a Squad Leader has 2 activations he can use on his squad. The Commander has 3 activations. You may also add the 1, 2, 3 results together to get a higher number from 2 through 4. Not 5 or 6. 4 is the higher Commander activation. A natural 5 is discarded, but gives you a CoC die pip. 6 of those gives you a CoC Die. This Die allows extra actions such as interrupting your opponent to activate one of your units, or take two actions with the same unit in your phase, or end the TURN. The alternate activation's are phases. Phases make up the TURN. TURNS end artillery fire, remove pin markers, and other events. Last die. A 6. If no 6 is rolled the phase switches to your opponent. 1 6 rolled the same. 2 6 rolled allows you to have the phase after your current one (2 phases in a row although one has 2 less action die than a normal phase because the 6 can't be used for anything) 3x 6 or more is the end of the turn.
Combat is roll to hit modified by range, target hit rolls a save which is modified by cover. Results are no effect, pin marker, or dead. Pin markers affect movement. They also reduce your fire dice. Leaders can remove pins. Leaders can be hit. Morale affect for wounded leaders, killed leaders, loss of a team or squad or tank. Mostly reduces your platoon morale which when it hits 4 will start costing you action dice.
Tank roll a number of dice equal to their armor. Front armor on a Sherman is a 6 so if hit frontally the Sherman player rolls 6d6 for 5 and 6. The attacking weapon rolls a number of dice equal to its gun AT value. He is also rolling for 5 and 6 (frontally. 4, 5, 6 if flank and better if rear aspect). If attacker rolls same, 1, 2, or 3 or better the Sherman is damaged, rolling on a table for the same, 1, and 2 better with a 3 a boom. Results vary from immobilization, to gun damage and crew effects.
Artillery is also good. Stuka support and AA is also good. All movement is determined by unit by rolling dice. I do like these rules. Much better than BOLT ACTION.

Basha Felika15 Oct 2020 1:41 p.m. PST

Chain of Command are my go to rules for platoon level actions in both 20mm and 28mm.

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