1. Introduction

The Book

Your first requirement to play Chain of Command is this rule book. Here you will find a selection of army lists for the war in Europe from 1944 onwards; Germany, Great Britain, the Soviet Union and the United States of America. If you want to set your games in other years or theatres of war, Handbooks and Pint Sized campaigns are available that provide more detail and rules which are specific to those phases of the conflict.

Additionally, if you are looking to play a larger game, the At The Sharp End Supplement will allow you to expand the games you play and link them together in a campaign.

The Armies

You will need two opposing miniature forces to get started. The rules are not designed with any specific range or scale of figures in mind. The size of your miniature troops and how they are based is a matter of personal choice. Casualties are tracked during play, so individually based figures offer the most flexibility. However, bases with multiple figures do not present a major problem.

We use individually based 28mm figures with Leader figures, Officers and NCOs, on slightly larger bases so we can identify them easily. However, the ground scale of 12" equals 40 yards used in the rules means that 15mm figures give the closest approximation of real ground scale, each 15mm figure being 6 foot tall.

The rules are "What you see is what you get", one model being one soldier or vehicle. The focus is on the actions of your infantry along with some support units and vehicles. These will be units which historically operated in the front line, so weapons such as artillery or medium mortars, which as a matter of course are deployed significant distances behind the front lines, will be left "off table".

The force you field will be platoon strength in size, around thirty figures with an officer and NCOs, and perhaps some light support weapons. You will find plenty of examples of forces and how they are organised in Section 20 of the rules, along with lists of support units which can be selected to accompany your force into action.

The Playing Surface

Once you have your armies, you will need a space where you can play your game. We recommend a table 6’ long by 4’ wide or larger.

The Tape Measure

To play Chain of Command, you will need a tape measure marked in inches to measure movement distances and weapon ranges.

The Dice

Dice play a major role in Chain of Command. All the dice we use are standard six-sided dice, marked 1 to 6 with numbers or pips. We refer to these as D6 in the rules. You’ll need dice for several tasks and we recommend using dice of different colours for each to make sure you don’t get these confused in the heat of battle. The dice types are as outlined below.

Command Dice

In each Phase of play, units are activated by rolling a number of Command Dice. This is normally five dice for each side, but it can vary depending on the force.

Chain of Command Dice

The accumulation of Chain of Command Points by both sides represents a commander’s tactical awareness and their ability to react and respond to the enemy. You will need a couple of larger dice to track the number of Chain of Command Points each force has available.

Firing & Movement Dice

A number of D6 are required for general rolling to move and fire and to generate various results in play. Around a dozen D6 should cover most situations.

Shock Dice

Unit morale is represented by a system of Shock. This is tracked for each unit on the table. Players often do this using micro-dice, but counters, dials or any other method you prefer may be used.

In all, each player should have five Command Dice, two Chain of Command Dice and a dozen D6 along with some way of marking Shock.

Rolling the Dice

During a game, players will roll dice with the result representing success or failure. For example, when firing with a weapon listed in the Arsenals as having eight Firepower Dice, eight dice are rolled with the result on each dice determining how many hits are achieved.

Sometimes multiple dice are rolled to gain a single result. This is shown by a preceding number, such as 2D6 or 3D6. Roll the number of dice indicated and add the results together to give an overall total.

Where a D3 is needed, roll a D6 counting a roll of 1 or 2 as 1, 3 or 4 as 2 and 5 or 6 as 3.

Rounding the Dice

At times the rules will ask you to add, subtract or use a proportion of dice available. In these situations, round down if the result is not a whole number of dice.

Patrol Markers & Jump Off Points

These are used in the Patrol Phase of the game. They represent reconnaissance forces and patrols seeking out the enemy before the game begins and securing ground for both sides. These will determine where the Jump‐Off Points for both sides will be placed. Patrol Marker tokens may also serve as Objective Markers when a Mission requires them.

The Tokens

The Chain of Command tokens easily and clearly track what your forces are doing; whether units have assumed a particular stance; operating Tactically or going on Overwatch, and when units have become Pinned or have Broken as a result of contact with the enemy.

The Force Morale Tracker

Throughout the game, both players will track their Force Morale level. This will change during a game when setbacks impact on the fighting abilities of a force.

The Rule to Rule Them All

As with all wargames fought on a tabletop, situations will arise that are not covered in the rules. When this happens, consider what is realistic in the relevant span of time and the distances involved. Discuss the situation with your opponent and come to an amicable agreement. Playing in a sporting manner is more important than winning.