In the second video on using Infantry in Chain of Command I discuss general game mechanics and demonstrate various infantry tactics.
Пікірлер: 14
@basicprayer7 ай бұрын
I'm learning to play this game and found your videos 5 years later. thank you for taking the time to explain everything that is happening.
@redmist11225 жыл бұрын
This is a pretty good vid for new-bees. Pretty good example of playing the Germans. The basic concepts for playing the Germans in their platoon configuration; which the MG34 was used as a base of fire and the rifle team was the maneuver element. Covering fire is critical, especially when you have to move across open ground. As an observation, you should have covered this earlier in the video and demonstrate the importance of it, as oppose to a quick overview at the end. I would recommend different segment in game play as oppose to a straight game play. Set-up a Close Combat example and run through that, then covering fire, then movement and so on. Next, recommend rolling the dice closer to the camera...they were a bit off when you ran through the close combat. As far as your house rule for double phase, that's up to the individual players, and as long as everyone agrees before play, that okay. I'm not a fan of game rules being modified and/or making house rules to appease the masses. I'm a BIG fan of the rules...as written. With 350+ games played...the critical impact of the double phases were few. The command dice mechanic is very unique, as it gives the player the unpredictability of what may or may not happen. New players to the game forget that each phase of game play is really 3-5 seconds of real time. A final note about the double sixes, is more times than not, the other dice left over gives minimal command to do anything anyways.Finally, I like your logo on the bottom left of the screen...very cool. I must have missed it from the last video. Good show all around.
@gregbradfield16865 жыл бұрын
Great Video! just one mistake I noticed thus far 18:20 is a grenade may not be thrown while a unit is in tactical stance as RAW page 19 4.5.3 COMMANDS WHICH ARE NOT ACTIVATIONS Get a Unit which is not Tactical or on Overwatch to throw a single hand-grenade, fire a single rifle grenade or use a single Section or Squad anti-tank weapon. See Section 9.2, Grenades and 9.3, Infantry Anti-Tank Weapons
@peezebeuponyou37745 жыл бұрын
Excellent video mate- thanks.
@chipeling83863 жыл бұрын
At 24.39 where you split the hits between the Bren and rifles of the British section it seems to me that the "no firing within 2 inches of your own troops" rule would prohibit you from targetting the rifles. Surely all hits should be applied to the Bren?
@gregbradfield16865 жыл бұрын
Remember to adjust your shock markers battle at around 35:00
@TheEccentricMan5 жыл бұрын
A very unfortunate start, getting two double phases. I must admit it is one of my hesitations about Chain of Command. Your house rule of only 2 goes some way to mitigate the problem, however having watched games even 2 double phases could be far too powerful.
@tabletopcp5 жыл бұрын
The Eccentric Man they can be. But there are games where two double phases pass and nothing happens. Just depends on the situation at the time.
@davegilden66035 жыл бұрын
I think the fact that your dice pool ends up reduced in its activation capability it works to balance it out to a degree. I've certainly had plenty of games, especially early on, when multiple turns have not been useful.
@johnvint31225 жыл бұрын
You did not cover the use of Snipers , how they operate, how they are spotted
@tabletopcp5 жыл бұрын
John Vint that will be covered in the support units video
@rovens5 жыл бұрын
Your explanation of how shock affects movement is wrong. You only use the highest shock value in the section. Not both added together
@tabletopcp5 жыл бұрын
rovens yep your right my bad.
@morgannash1695 жыл бұрын
I would suggest it's actually subtly different: The movement of each Team is affected separately by the shock on that Team. If you want to keep both Teams together when you move, you can choose to reduce the movement of the "least-shocked" Team to the rate of the "most-shocked" Team. Which is broadly what rovens says above. However, you don't have to do that. You could move each Team as far as its own shock allows. See section 14.3 on page 62. Beyond that, section 7.1 on page 27 says: "The player may choose whether he moves a Section with a single roll of the dice, or whether he rolls for each Team individually." I've personally never rolled separately for each Team (when activating the Section as a whole) but I imagine that, at some point, it could be useful.