Friday, 25 April 2014

Chain of Command Sale Now On!

TooFatLardies are currently holding a sale on all things Chain of Command. So now is the time to pick up some excellent rules, and the campaign supplement At the Sharp End, at a great price. I bought mine this morning, along with I Ain't Been Shot Mum and the sci-fi rules, Quadrant 13. I am very interested in using these various rules to play with my 15mm World War II stuff, as well as my 40k things. I must admit, I watch some really excellently produced battle reports on YouTube, especially by StrikingScorpion82, but I am convinced that these rules aren't nearly granular enough for me. 

Warhammer 40,000's "I go, you go" mechanism places a premium on gaining the first turn and pounding your opponent with you heavy guns. Winning is therefore a combination of luck and winning the initiative, as the enemy might not have much left after a heavy turn of bombardment. In reality, all action should be near simultaneous, and elements of the enemy force should be firing back or reacting to effective enemy fire by taking cover. If one couples this with the arms race that is Apocalypse, the game becomes horribly one dimensional. In a large Apocalypse game that SS82 recently filmed, a squadron of four Leman Russ battle tanks was destroyed by a single shot. This highlights two things, firstly, weapons can be horrendously powerful, and secondly, the table needs to be larger to allow armoured formations to spread and manoeuvre more effectively, but at 28mm scale the table would need to be far bigger. My advice, just play Epic.

I have said this many times before, but I am a huge fan of the 40k universe. I think it is the most popular Sci-Fi wargames setting for a reason, and as such I am loathe to leave it behind. However, nothing says I have to play using Games Workshop's rules, so I am going to see if I can't utilise the Quadrant 13 rules, and perhaps build my own bastardised ruleset. What I really would like is a more interesting activation sequence, probably card driven, to break the tyranny of the 40k turn sequence. The emphasis that Lardies rules place on "big men" also adds a sort of Rogue Trader-esque role-play element to the game which should make for an interesting narrative campaign.