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"Getting started with Chain of Command" Topic

23 Posts

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4,501 hits since 24 Jul 2018
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TacticalPainter0124 Jul 2018 7:20 p.m. PST

I've been playing Chain of Command for a few years and I thought it would be useful to give an overview of all the various bits and pieces I've put together to help play the game. This is a purely personal view and much of what I have produced has been inspired, if not outright copied, from things shared on blogs, forums and social media. There seems to be a lot of interest in the game recently and lots of questions asked about how best to base figures etc, so I thought I'd share my approach. You can find it here on my blog Chain of Command – A Beginners' Guide



PrivateSnafu24 Jul 2018 7:31 p.m. PST

First Rate, Mate!

Brownand24 Jul 2018 11:12 p.m. PST

Looking good, big thanks

PMC31725 Jul 2018 1:26 a.m. PST

Thank you!

Personal logo Stosstruppen Supporting Member of TMP25 Jul 2018 4:54 a.m. PST

Very nice! Lots of helpful hints there. Thank you!

TacticalPainter0125 Jul 2018 2:29 p.m. PST

Hope you can make use of some, they are a great set of rules and in my experience well worth the investment in time and energy. Enjoy.

TacticalPainter0125 Jul 2018 4:45 p.m. PST

I have just updated the post with links to a downloadable quick reference sheet plus some commentary on how to differentiate your command dice from the other dice.

Bravo Two Zero26 Jul 2018 5:07 p.m. PST

Tact paint: you have been quite the inspiration for several of us. Me in particular. Your AAR helped me understand the rules better.

So my hat is off to you for all you do for this hobby. You may not hear I enough but it is very much appreciated.

When I can't get my 6 year old daughter to wage war Chain of command lends itself well to solo play.

Tactical painter---we salute you----FIRE!

Jonathan and Jessa

TacticalPainter0126 Jul 2018 6:20 p.m. PST

Well thank you Jonathan and Jessa for those very generous words, it's always great to get good feedback but what you have said has made all that I do feel very worthwhile. The hobby has been very good to me and it's nice to know I can give something back.

jdginaz01 Aug 2018 10:01 p.m. PST

Ditto on what Bravo Two Zero posted

TacticalPainter0126 Sep 2018 5:35 p.m. PST

I have made a few updates to the post and it now includes links to many of the free army lists that can be downloaded as pdf's and a link to the new Blitzkrieg 1940 handbook, the first of a series for Chain of Command which will eventually cover the entire war.


GReg BRad27 Sep 2018 1:51 a.m. PST

Thanks TP01

TacticalPainter0105 Jan 2019 11:58 p.m. PST

I've added a section to cover links to the Consolidated Arsenal (the Google document that consolidates all the vehicles and guns for all nationalities in a single place). This is a very useful document, particularly for those wanting to find the listing for some of the more obscure weapons. Getting Started with Chain of Command

TacticalPainter0108 Jan 2019 12:47 a.m. PST

Here is an article which discusses the command dice rolls and whether the rules are all about the luck of the dice or the skill of the gamer. It's also a useful primer for new players:
Luck or Skill? The command dice in Chain of Command


Dan in Vermont03 Feb 2019 5:42 a.m. PST

TacticalPainter01: how did you make the burning tank flames and the explosion markers? Thanks!

TacticalPainter0103 Feb 2019 1:48 p.m. PST

Dan, there's a tutorial on my blog you can find it here Making barrage and explosion markers

TacticalPainter0115 Jun 2019 3:44 a.m. PST

I've added some more information to the post on alternative markers for wounded leaders, themed Jump Off Points and some markers for recording special ammunition usage. All here in this post Getting Started With Chain of Command



Thomas Thomas24 Jun 2019 2:24 p.m. PST

Interesting discussion of Command Dice in Chain but I'm afraid your example and arguement has only further convinced me that the system places the random factors in the wrong place and is wildely over complex. Your example very much leads to the conclusion that your trying to beat the system by knowing how to work the quirks rather than following any tactical logic.

Commanders should understand what commands they have in mind and then relay them to the units in order of priority. Sometimes the order won't get through (but this doesn't mean a new though pops into the commanders head that he then tries to send) and sometimes you won't be able to issue all the orders you wish before enemy reacts but that has nothing to do with rolling dice and seeing what words pop in your head to issue orders.

They have a tank game that's even sillier (but does make a fun drinking game).


Munin Ilor25 Jun 2019 2:38 p.m. PST

It's not that a "new thought pops into the commander's head," it's that the commander is always doing the best he can with what he has. It represents the trade-offs and the myriad nitnoids all begging for the commander's attention simultaneously and how that commander prioritizes them to the degree he is able. It's an abstraction to be sure, but it pretty cleverly represents the chaos and uncertainty of commanding men in the face of enemy action. Sometimes all you want is for your 2" mortar to lay down a smoke barrage to cover your advance, but for whatever reason they just can't get it done as quickly as you'd like.

As for the game being "wildly over complex," I completely disagree. Once you grasp that the Command Dice represent an expendable resource that varies from phase to phase, the game is dirt simple mechanically. My oldest started playing it (well, I might add!) when he was 7.

Can confirm that What a Tanker is silly, though. Still, it's a hell of a lot of fun. :)

TacticalPainter0125 Jun 2019 2:54 p.m. PST

Your example very much leads to the conclusion that your trying to beat the system by knowing how to work the quirks rather than following any tactical logic.

Interesting observation. My intention was to show how the placement of your commanders on the battlefield increased the opportunity for effective action. The ‘system' if that's what you want to call it simply creates the situation you have to deal with. If you read any of the AARs you will see that I am normally able to try to execute my plan as intended, the only things that disrupt it or alter its course are the usual variables like enemy action and other friction. The command dice have never stopped me executing a plan, but they have made it more challenging by introducing unknown and unexpected elements. Certainly works for me and the AARs would indicate a plausible narrative.

TacticalPainter0109 Dec 2019 6:16 p.m. PST

I've updated the Getting Started with Chain of Command article with some information on the game markers produced by Olympian Games and how I have themed them to blend in with the table.



TacticalPainter0112 Jan 2020 6:39 p.m. PST

I've added a link to a new post I created to follow up to my post about the patrol phase, this time on deployment. These two elements are some of the most innovative mechanics in the rules and both take a while to fully understand. Hopefully this is of some help to new players. You can read the full post here link

TacticalPainter0101 Apr 2020 2:09 a.m. PST

I see Too Fat Lardies have a sale on at the moment for the Chain of Command rules and for the campaigns, if anyone's contemplating getting into these rules.

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