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"Playing the Patrol Phase in Chain of Command" Topic


17 Posts

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1,216 hits since 11 Dec 2019
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TacticalPainter0111 Dec 2019 9:17 p.m. PST

The patrol phase is one of the more innovative mechanisms in the Chain of Command rule set. In my opinion it does a fine job of creating the empty battlefield and the fog of war which comes with it. Initially some players see it as a gimmick, just an alternative mechanism to put units on the table, while others don't give it a lot of thought and rush through it, thinking it of little importance.

Experience has taught me that a well thought out patrol phase can give you a considerable advantage before the game even begins. It's a reward for good reconnaissance and having a plan. To help new players think about how best to approach the phase I've written an article that I hope is useful. You can find the full article here Playing the Patrol Phase in CoC

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Personal logo The Nigerian Lead Minister Supporting Member of TMP12 Dec 2019 12:07 a.m. PST

It was an interesting concept, but all I find is that it makes us choose which half of the table to play on. Set up 4x6' table, play on 4x3' after the patrol phase. It's pretty limited in practice, forcing you to commit to a table sector pre game.

kevin Major12 Dec 2019 2:26 a.m. PST

I am with Tacticalpainter on this. The Patrol phase combined with the 5 command dice make CoC a brilliant game imo.
The empty battlefield has always been a problem in gaming and various rules sets have gone with variants of markers and book keeping. but all done pre game and in isolation from what your enemy is doing.The Patrol phase is interactive, a game of bluff and opportunity. The jump off points need thoughtful placing and need to relate to each other. The command dice mean you should be able to deploy as you want but nothing in life is certain.
Thus in a game of CoC i find you can become totally immersed in the game while having nothing on the table. A fever of "do I deploy now or wait one more phase".

TacticalPainter0112 Dec 2019 3:48 a.m. PST

What he said.

advocate12 Dec 2019 3:51 a.m. PST

What kevin said.

Moonraker Miniatures12 Dec 2019 5:50 a.m. PST

Yes – I've only played CoC twice. First time, I didn't really "get" the Patrol Phase. Second time I did get it but unfortunately, only after it had been done and I'd disastrously placed my Jump Off Points – they were overrun by the enemy in fairly short order…! However, this game made me a convert to this mechanic – it adds a lot to the game.

Doug

22ndFoot12 Dec 2019 8:08 a.m. PST

Completely agree on the Patrol Phase. It presents the platoon commander with an empty battlefield with all the associated variables in a way that a "set 'em up and shoot" sort of game simply does not.

That is also a very nice looking table.

Microbiggie12 Dec 2019 8:21 a.m. PST

The Patrol Phase is one of the things that makes CoC amore realistic tactical game a d also adds a great element of fun. Very nice article

Dynaman878912 Dec 2019 8:32 a.m. PST

For those who know what they are doing the entire patrol phase result is a foregone conclusion. The use of Jump Off Points on the flow of the rest of the game is very interesting – basically hidden units without written plots to track them. I'd like to see more of that kind of mechanic in other games.

Northern Monkey12 Dec 2019 8:59 a.m. PST

A foregone conclusion? I have never found that after dozens of games. It still has room to surprise every time.

Munin Ilor12 Dec 2019 1:17 p.m. PST

Yeah, good tactical use of your Patrol Markers can really change the field. Even something as simple as the variation in who gets the first move (based on Force Morale) can make a huge difference, let alone those scenarios where one side gets a random number of free moves up front. Double-locks, "pinching" another side's marker, denying a flank, or making a sacrifical block while maneuvering in your own backfield are all interesting and valid strategies in the Patrol Phase that can make even successive games fought on the same terrain feel _very_ different.

Dynaman878912 Dec 2019 6:04 p.m. PST

Don't know who you guys are playing but if know exactly where the jump off points will be the instant I look at the board.

jdginaz12 Dec 2019 7:09 p.m. PST

If you can do that I would suggest that either your not playing it right or with little imagination.

TacticalPainter0112 Dec 2019 7:45 p.m. PST

Don't know who you guys are playing but if know exactly where the jump off points will be the instant I look at the board.

I think I see what you are getting at, are you saying that the ideal or obvious locations for JoPs are easy to identify?

Given the small playing area I can see how that's possible for an experienced player as some locations standout quickly (like a stone farmhouse that dominates an area of the table). I get that. I guess the challenge for the patrol phase is to not only get your JoPs where you want them but to try and deny such obvious spots to your opponent. The nuances in that phase such as free moves or holding the initiative make that a possibility.

GReg BRad13 Dec 2019 12:35 a.m. PST

Well said Mark!

Many think it is just about securing the best position for yourself but in fact you are also trying to deny your opponent his best placement and here is where you need to get the grey matter working!

Basha Felika15 Dec 2019 12:46 p.m. PST

I still have nightmares about that table – it's Perbais, the first scenario of the Gembloux Gap campaign.

Basha Felika15 Dec 2019 12:52 p.m. PST

Dynaman, you may be able to spot your ideal JOPs as soon as you look at the table, but maybe your opponent has spotted them as well and is able to outmanoeuvre you during the patrol phase and deny them to you?

That's the challenge of the pre-game phase.

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