Tabletop CP: Chain of Command Battle Report- Death Riders
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- Опубліковано 11 вер 2024
- Late in the war a Soviet Tank Rider platoon is ordered to clear the Germans from a small village.
Get the at here:
geekvillain.co...
Get the rules here:
toofatlardies....
Cancelling your own pre-game barrage with the first roll. Wow! Glad you were able to get a second game in. The dice rolls were interesting in that one too!
That was a brutal start! Glad to see some more CoC being played
You probably dont care at all but does anybody know a method to log back into an instagram account..?
I stupidly forgot the login password. I would love any assistance you can offer me.
@Levi Anson Instablaster :)
Andre's brilliant defense got him mentioned in OKW dispatches. That was some serious fluffing of rolls.
Great 2 for 1 what a bargain! Looking forward to seeing another pint size campaign.... good game
I've so missed playing face-to-face over the last year. Great to see the fun of CoC again.
Pretty brutal game, but glad you tried it again to see what could happen. The german platoon receiving an integral panzerschreck felt comparable to a free AT gun, as Andre didn't have to spend any support to defend against the possibility of soviet armor. The single-team squads do the tank rider LMGs no favor, either.
This isn’t about the rules, as I haven’t read them. It’s about intuitiveness and personal military experience. Shooting that 122mm at a target so close to your own guys and in the same elevation would almost inevitably lead to friendly-fire casualties. But like I said, the rules are what counts. Excellent game(s)!
Two hilarious games, but at least you guys had fun.
Need more CoC in my life!
Wow what a back and forth on the second try! Very similar to an early war game we did with a French Groupe Franc Trentaine vs a German first wave platoon. Unlimited grenades and captured MG34's Ftw
Nice video to get some painting done, all the best Garry
That grassy hill mat does look gorgeous on the table.
It’s a tough mission for small teams with SMGs crossing open ground on foot.
This is what it looks like when i play Russia. Unbelievable dice rolls...glad its not just me.
Were you using the range bands with the Panzerschreck? That would of been a -2 to hit. Also I do not think you were doubling road movement for the trucks on the road.
This game represents why our gaming group implemented a "house rule"... we stopped the extra turns altogether. We consider this a gameplay flaw with CoC because a hot roller can literally wipe the map clean/win without the opposing player having a turn. We do not like that so dropped the option of "extra turns". We may implement another option after testing this such as if we roll a double turn/phase we then must roll 2D6 and roll a set value of 5 or better to confirm the extra turn/phase takes effect (i.e. to represent battlefield communications success). This would require a double phase roll and then a confirmation of orders success roll. This implements a 33% chance the double phase roll fails to take effect (i.e. a battlefield communication mistake/failure).
The double phases can be very powerful. And they are not that uncommon. Sometimes they can do nothing though except allow a defender to try and collect some more CoC points. It all depends on who rolls them and what is happening at that moment. We do have some house rules to tone them down like dropping a command dice if you roll two in a row. We did talk about adding a third dice roll like you describe to see if it happens. Like on a 4+ after a double phase it happens. Less than 4 it doesn’t. As rolling two sixes isn’t that hard to do.
@@tabletopcp Let us know if you playtest a "double phase" rule change and what your thoughts are. We tend to be traditionalist when it comes to the tabletop wargaming Thus, we prefer everyone has a fire opportunity before "vacating" the map. I realize this is not the sentiment of all tabletop wargamers.
@@wartornminiatures2533 we already play the drop a dice method. A modified version of it at least. If you roll a second double phase in a row you only get to roll four command dice. And so on if you keep getting them.
@@tabletopcp Ah, okay. I had not noticed that. Your change seems like a good alternative as well. Thanks for clarifying.
Our double phase house rule is we substitute one of the dice for one of a different color; and ignore any 6’s rolled on that die. Repeat for subsequent double phases. This still allows the possibility of units getting activated while at the same time reducing the possibility of additional double phases.
Great game where do you get your shock markers from.
They are from Charlie Foxtrot
Thanks. Mate
A Panzerstruck against infantry in open ground? Foolish. A building, yeah. Besides, firing that Rocket launcher revealed itself with a big cloud of smoke. Guess what the Soviet tank will target!
What are the little dials you use to record shock? Where can I get some?
They are from a company called Charlie Foxtrot models. They are simple MDF dials. Just fancied them up a little.
C & C yay !...lol
hell of a find!! how did you do that?
@@tabletopcp Parallel universe...lol ..............No the U'tube came up saying ....! we're processing this video check back later. ....Now its up and I'm watching cheers....
Andre's brilliant defence and travis cheating, but still a great battle