CHAIN OF COMMAND RULES PDF
Chain of Command are the revolutionary new wargames rules designed for platoon sized actions with some additional support. The rules are fast paced. Welcome to Chain of Command, a set of rules for Our thanks go to the army of play‐testers and gaming platoon sized actions on the battlefields proof‐readers in. I don't suppose anyone has chain of command by too fat lardies they could upload .. Tank Command - Micro Armour ppti.info, KiB, 1x1.
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I'd recommend giving Chain of Command from Too Fat Lardies a look, The PDF is floating around, probably in one of the links up above, and it's a You want to play the old Squad Leader with a decent rules set just play. Of course there are times you just want to break the rules for aesthetic the Lardie Specials (downloadable pdf magazines sold from the TFL website), I use large coloured dice to track points on the Chain of Command dice. Jason Sendjirdjian, author of Chain of Command DMZ, has released a new This is a free page PDF download which details some rules.
Tanks and transport vehicles have their own charts for the effect of being hit by AT weapons. It's really a great design, and brings back memories from another skirmish game I used to play where vehicles could be damaged and some crew could be killed but they kept fighting at reduced efficiency. In Chain of Command it can be crippling to have the vehicle commander wounded or killed, as that severely reduces the possible actions and tactical options of your vehicle.
Your vehicles can also run over infantry positions as well as ram other vehicles and tanks which is dangerous to both the ramming and the rammed vehicle. It is also worth mentioning the difference between armor piercing and high explosive ammunition in this game. The former can only damage vehicles, while the latter is used against soft targets, open topped vehicles and such.
There are no blast templates in the game for on table weapons, instead you get a specific number of damage dice that are distributed among the soldiers of the unit you hit - such damage is mainly done by light mortars and guns firing in horizontal mode.
There are templates, for off table assets, such as medium mortar barrages. These use a default of 6x6" square templates and hit everything underneath them. Off table smoke barrages, or burning terrain, also use the 6x6" large template, sometimes even multiple templates depending on the wind and strength of the smoke. On the table assets however only roll damage dice. On table and off table mortars and artillery assets also have a chance to scatter, and you are free to target points on the table with smoke rather than target units - which makes smoke screens a good option for moving from one piece of terrain to the next safely.
Mortars can also run out of ammo if you roll a double 1. There is also a lot of detail in the rules covering interesting situations, such as driving off enemy vehicles with infantry by firing at the command cupola and viewing slits, backblast weapons, flamethrowers, sniper rifles, engineers clearing minefields and blowing up tank obstacles and so on. What I think is the least exciting part, and I find that about all pretty much all WW2 wargames, is the close combat.
In Chain of Command close combat happens when two units are within 4" of each other no need to have base contact with the soldiers. Both forces then assemble a pool of dice that take in a bunch of variables, such as movement rate before coming into contact, amount of suffered "Shock", the command initiative and amount of men in your unit. When the both players have rolled you simply check to see who has won or if it was a draw. Depending on how much you have won the combat with, the results on the opponent vary from forcing the enemy to fall back a number of inches and lose ground, to making the enemy flee in panic.
Are there any weaknesses in Chain of Command? Tournament oriented players, and those who love to build their forces from scratch will probably find the army lists too limiting in their historical accuracy.
It would probably work, but it would really force something onto this game which was not meant to be included. It is in general hard to just jump into the text and expect to understand the rules ,especially when reading them for the first time.
/tg/ - Traditional Games
You must read them from top to bottom, and carefully. Sometimes key aspects are embedded within the text without any particular highlight. The book also lacks a quick reference sheet at the back, something you need to download and print out yourself. This can make you flip back and forth between chapters quite a bit - especially in the beginning when you learn the basics but also later when you need to check the vehicle damade and close combat charts.
But the rules are overall very well written, very detailed, and the bulk of them are not that difficult to learn. The core mechanics for unit activation, movement, shooting etc is something a seasoned wargamer will pick up within an hour. It may take a while longer to learn how to properly use all options that Officers allow you to do and to implement that in a tactical manner.
This is to me the best platoon level game that I have come across for WW2, and it has a lot of things that I have always loved or been missing in other games that are out on the market. I personally haven't found anything that would make me annoyed in the rules themselves - I think the book is full of well processed and well written ideas that create both a very interesting and fresh game experience as well as provide that level of realism and tactics to satisfy the purpose of playing a platoon level game to begin with.
You just need to have dice or markers to keep track of casualties if you use multi based stuff. Highly recommended set of rules, which should really appeal to anyone who wants a more advanced, realistic, historical and in depth experience compared to the more casual oriented Bolt Action which seems to be the most popular WW2 ruleset at the moment.
All additional army lists are going to be released for free and are downloadable through the Too Fat Lardies blog, but you can also follow the process over at their Yahoo group. Posted by Anatoli at I created a useful aid for the patrol phase. The 1 foot dowel I use to move patrol markers and check for proximity. The two 18" dowels I use to determine the angles for the JOPs. I put them on the two closest enemy patrol markers and across the friendly marker.
Because they are 18" long, typically all I need to do is put the JOP in the angle between the two dowels but beyond the length of the dowel, which should be 6" beyond the patrol marker. Top bannana! I do some things the same and some similar to you but top tip on the smoke, will be looking out for some of that stuff you use.
Lately I've seen a lot of posts in forums and social media from new players asking questions about how people base their figures, or looking for suggestions on pulling together what they need to play Chain of Command. So I thought I would tie together in one post an overview of the key elements I've pulled together or created for playing, as well as some useful links to other places where you can find out more.
Posted by The Tactical Painter at Agentbalzac 25 July at Bradato Kopele 25 July at The Tactical Painter 25 July at Jan Bruinen 25 July at David Longworth 25 July at Colbourne 25 July at Marc Renouf 26 July at The Tactical Painter 26 July at My university has this wonderful stack of pamphlets that the ComIntern was distributing at the Chicago Worlds Fair during the interwar years.
They're hilarious, these little blurbs about the wonders of soviet mechanized agriculture or soviet smelting or soviet childcare. Are there any good books on early inventions? Things like the Pythagorean Cup and ancient agricultural systems, all the way through to Renaissance inventions. I'm really new to this scene and haven't even played any historical wargames before.
All I've played is Warmachine, and even that was only twice. When I was in university, I had access to the whole British government archives from the 19th century because the school decided to temporarily pay for it. Cool stuff. Also you can look up scholarly books that come out on subjects. Though they are generally super textbook level expensive. A year or two back there was a scholarly book on early Christianity in Rome that I wanted to read so I had my local library borrow it from another library.
Of course, in a lot of games the scale is such that the specifics of deployment are below the level of the simulation, so it's rolled into the performance and that deployment is why one line won't break. Other than hex-based stuff there's disappointingly little Napoleonic vidya. There was the cracking Napoleon's Last Battle, based on the venerable Sid Meier's Gettysburg, but it covered only.
There's this awesome-looking thing called Scourge of War, it only covers the ACW so far but Napoleonic expansions are in the works.
So much better. Empire was so bad and buggy at release that they made Napoleon for the sole purpose of saying sorry. Artillery especially howitzers with carcass shot or quicklime in Empire was overpowered, so in Napoleon they made howizters useless and made artillery aiming and damage much worse, to where it's underpowered. I could go on for ages about it. There's no reason to ever attack in column like the French actually did. I own the original Gettysberg.
Lot of people have high hopes for the Napoleon system when it comes out. Only use your binocularss and the field map with troop placments on it. The real time messanger dispatches is outstanding. Want to give an order to a unit a mile away? Gonna take your messanger a couple minuets to ride out there and give it to them IF he doesnt get shot on the way. Nothing at all. What exactly are you comparing this to? Games that display troops as numbers only?
Claiming that it isn't a good representation is fine, because Total War games aren't good simulations of anything. But claiming it isn't fun sounds like something a single player only gamer would say, which means you missed out entirely on the best part of it. Also howitzers aren't useless at all.
Three brigade commanders colonels, stuff galore. Majors count for little, Captains they ignore. Armored trains and sleepers, guns of differet bores, telephones and mess plates, hospitals and stores. Medicos in thousands anxious to avoid work outside the units where they are employed.
Earnestly they study each little book, which, compiled in Simla, tells them were to look. Local knowledge needed; native scouts of use. For so quaint a notion there is small exscuse. See them shortly landing at the chosen spot. Find the local climate just a trifle hot. Foes unsympathetic Maxims on them train; Careful first to signal range to ascertain.
Ping, ping go the bullets, crash explodes the shells. Major General's worried- thinks it just as well not to move to rashly while he's in the dark. What's the stranght opposing, orders to reembark? Back to Old Mombasa steams Force B again. Are the generals ruffled? Not the slightest grain. Martial regulations inform us day by day- They may have foozled Tanga but they've taken B.
Still better than the Belgians. No wonder Britain has actual riots against their education system. But it's not just that either, the guy is responsible for a whole list of fuckups. And I say that as a man with a sister who's missing a couple chromosones. I'm sure you can imagine troops marshaling around this in South Asia. When they make Empire II I hope they build it around quantum processor support like they should have in the first place.
Finally, going to play 28mm Napoleonics tonight, found some old geezers in town that play a whole heap of historicals.
Of particular interest is their Age of Sail rules, 20thC naval combat rules and some interesting looking WWI air combat stuff. Musket and Tomahawks looks nice as well. Can't link to the bloody thing, spam filter, Camp Cromwell at blogspot. Its always good to connect with the local grognards. There was no need for the two Hs. Famous examples off the top of my head: Cholmondoley became Chumley, and sometimes you find Shakespeare written as Shaxper.
Chain of Command PDF Rules
Not that guy, but I'd rather play Histwar: Les Grognards where the game can depict every soldier and gun at at 1: Sure the interface is unpolished and the graphics aren't as cool as those of Total War, but being able to see all , soldiers on both sides fighting in a realistic manner is far more entertaining.
For me, the Total War games are so far removed from reality that I just can't get into them anymore, even though I was a diehard fan of Shogun, Medieval, and Rome with Total Realism. At a certain point in CA's history, basically after Medieval: TW, they made a conscious decision to discard realism and focus on spectacle.
They said that whenever there's a choice between realism and fun, fun wins. But fun is not the same thing to all people.
Les Grognards Never heard about this one before, it's exactly the sort of thing I'd love. Les Grognards What the fuck is this shit? Obviously it doesn't appeal to everyone. Not sure why you're making fun of their Kickstarter perks though. The first game has been out for years and was a self published indie game. I think it looks fantastic. DLing the demo right now. Not sure why they're showing Kickstarter perks on their "purchase the game" page.
All in all, GB went to war with very little understanding, when compared to the other powers, had to expand it's army faster and to a greater extent, and came off best. If I were to purely believe what I was told at school, WWI consisted of the British and French sitting in muddy holes staring at the Germans sat in their muddy holes and occasionally they'd all run over the top and get killed and the survivors would write poems about it.
The list goes on. That's what is under discussion here, not educational culture wars. I understand many people don't think of WWI beyond Blackadder and Alan Clarke, but he muddied an already complicated discussion with politics instead of history. Well no shit, or they wouldn't have done it. It's all there in the Daily Mail article if you want to read it, he wrote it for them.
I'd rather talk about wargames. What WW1 ruleset do you like? People speak highly of Too Fat Lardies here, but I've yet to hear a thorough battle report. This is an expansion set which covers that, as well as the Irish Civil War and Freikorps actions. Is our new-minted American Revolution-obsessive around?
This is a scenario pack covering the fighting in Georgia in It's an add-on for Sharp Practice which I'll upload next. I've found this series of ultra-lite, solitaire wargames on Scribd. They require you to make up some play cards used to generate events, but are otherwise print-and-play.
Medieval Keep. Does anybody have that one infographic that lists all the manufacturers making 28mm historical minis in plastic? Phantom Fury Fallujah I hope all those help cheer up all the partnerless gamers. A big cold country that helped us out. Lots of people dieing in deserts. Pro Gloria Rubicon Models.
Please reload. I've tried accessing it with all addons disabled but I get the same error message, probably will have to try installing Chrome. OCS, Napoleonic style: Candidates were provided with three women, three bottles of champagne and three horses. They were then given three hours in which to complete the following; drink all the champagne, bed all three women and ride a cross-country course of twenty miles.
These activities could be completed in any order the candidate wished. Speaking of the cuirass, here's one that belonged to a certain Antoine Faveau, trooper in a Carabineer regiment.
Chain of Command PDF Rules
He met a cannonball at Waterloo. Then again, certain ex's of mine have caused similar injuries, so it wouldn't surprise me. Or would the poor bastard have a minute to enjoy bleeding out with only one lung? Apparently it's one of the only games all of the historicals blokes about the place play.
They tested out a scenario for their tournament later. Not a bad spot, right on the harbour, in the converted old ordnance store. All the old Ultima games came with cool extra stuff. Also gorgeous to look at. I really want to start playing historical war games, but I don't exactly know where to start. I see all the links in the OP, of course, but there's still an absolute fuckload to know.
Scale is important in costs and aesthetics. Do you like the idea of thousands of guys marching on the field and clashing with the enemy for pennies? Go 6mm. Do you want great detail for small scale skirmishes involving a few dozen guys and maybe a tank?
Go 28mm. Are you happy to sacrifice a bit of detail for a cheaper collection? Go mm. Once that's sorted, you choose relevant rules, which is a whole new ballgame.Well finally here it is. If you roll three 6's the turn ends and you will have the first phase of the next turn.
Back to Old Mombasa steams Force B again. It's Europe we should care about.
So, for those of you that actually get to play historical wargames instead of just sitting around talking about them: There are downloadable army lists for various periods - includin over at the Too Fat Lardies forum so yes the game supports all of the war if you want to play different periods: