Showing posts with label wwii. Show all posts
Showing posts with label wwii. Show all posts

Monday, 5 December 2022

Chain of Command revisited

A few years ago we tried our first Chain of Command game. As some of you know, Chain of Command is a WW2 ruleset published by Too Fat Lardies. Our findings from last time:

What was our impression of the rules?

  • The pre-game deployment (patrol markers, drop-off points) was fun, but we kept wondering why we should go through all these motions simply to get our troops into action? Shouldn't a good scenario setup be able to do same?
  • Combat resolution was rather convoluted to our taste. Over they years, we have come to favour "lean and mean" rules. Keep the number of procedures and mechanics as simple, but as elegant as possible, while focusing on the important decisions a player has to make. We felt that the resolution mechanics of Chain of Command were a bit too "fiddly": too many dice, too many statuses to keep track of, a bit too confusing.

Granted, it has been a while - our previous game was played in December 2018, 4 years ago. But is funny to say that during our post-briefing we came to exactly the same conclusions.

This led to a discussion about why some rules have an elegant design and some ruleset feel like a mish-mash of different mechanics cobbled together. For me, the essential guiding principle in a ruleset is that you have to pick 1 or 2 core mechanics, and all other procedures should derive from those core mechanics. E.g. a core mechanic could be unit activation; or could be in which manner combat is resolved. But many game designers (amateur or professional) then have the tendency to pile up new mechanics to resolve new situations, without thinking how such  situation could be resolved by using or adapting the core mechanic. And if that's not possible, then perhaps the core mechanic isn't that well designed to start with. 

But anyway, back to Chain of Command: one of the other aspects of the rules that ruffled our feathers was that some mechanics were designed at the level of 'sections' (e.g. activation of units), others at the level of 'teams' (e.g. distributing shock results) and still others at the level of individual soldiers/models (e.g. casualties). That doesn't feel like all these procedures are elegantly designed. When the plumpire (playe-umpire) announced that there were also rules for individuals to hang out of windows to shoot to whatever is below them, it was a bit too much ;-)

But anyway, that doesn't mean we had a good time and had a fun game. We are simply over-critical, that's all ;-)

And now some photographs. The game is is 20mm, pre-Arnhem.

Bart as plumpire explaining the scenario.

The wall with decorations, most notably the secret plans of Belgium's defence in May 1940.

Jockeying for jump-off points.

Deploying some of the German troops.

Overview of the table.

Another overview.

Germans crossing the fields, British were hiding n the building.

Some more action along the road.

3D-printed Hotel Hartenstein.

Another overview.

Eddy, Ruben as interested son, and Bart.

Eddy trying to micromanage his Brits.

A Jagdpanther arrives!

Eddy and Jean-Pierre, British commanders.

Plumpire Bart.

Bart, Ruben, Jean-Pierre, Eddy and myself in a selfie.

The infamous pigsty, a mainstay of Bart's wargaming table.

Friday, 15 March 2019

Wet paint: 20mm British Airborne sniper team

I'm in the process of doing a bit of a refurbish / reorganisation on one of my very first wargame armies -- 20mm WWII British Airborne. I am reorganising the figures into units which are suitable for use with Chain of Command (although that will not preclude their use with other rulesets of course), as well as redoing their bases to have a single basing style. These figures were painted over many years and based in many different styles, so the rebasing was needed.

In Chain of Command, the platoon HQ section for a British Airborne platoon has a sniper team, for which I did not have any figures painted up yet. This is hereby corrected:



As you can see, the 'wet' part of the title of this post is to be taken literally - the ink on the base was freshly applied when I took the photo. The figures are from FAA (the sniper is part of the assault party).

As an aside, I am now officially getting old. Seeing details on these black undercoated 20mm figures well enough to paint them was impossible without magnification. I think I'm going to need reading glasses :)

Friday, 9 February 2018

Refighting Arnhem - again

One of our best Crisis games was a kriegspiel like refight of Arnhem on a big custom made terrain, which we schlepped around the shows in 2005/2006. That terrain has since been destroyed (I decided not to take it along on my latest house move), but parts of it -- notably the trees, buildings and railroad -- were recovered.

I spent the last couple of weeks setting up a Kallistra based terrain using this scenery, together with quite a lot of new 3D-printed houses to come up with this:


This time the terrain does not feature the drop zones and villages around them, but starts with the woods west of Oosterbeek and continues to Arnhem. Obviously, some of the forest bases need to be painted and populated with trees (I've got a good sized box of trees left) and the 3D printed houses need to be painted, but this is pretty much the table I'm going to use. The idea is to have the paras land in the fields in the lower right corner (a bit closer to Arnhem then they landed historically) and see where they end up. 

Rules used in the game will probably be Rommel by Sam Mustafa. 

More to follow :)