19. The Missions

19.1 Selecting Your Mission

Before you begin playing Chain of Command, you will need to select a mission. We recommend starting with Mission One, The Patrol, as this introduces you to the game with a focus on your core platoon and allows you to learn the basics of command before you advance to lead more expansive forces into action.

As you progress through the missions in order, you will find additional forces being introduced, such as Support Weapons and vehicles. Once you are experienced with the rules, you can roll a D6 on the Mission Table to choose which game you will play. Mission Table Roll Mission 1 The Patrol 2 The Probe 3 Attack and Defend 4 A Delaying Action 5 The Flank Attack 6 Attack on an Objective If you are keen to play historical scenarios, the terrain and the forces you will want to build and collect will be determined by real events and locations. However, even when creating your own scenarios, the six core Missions presented here will serve as a guide, applying, as they do, to warfare in all theatres, from Rangoon to Rostov and Rouen.

Setting Up Your Table

Miniature Wargaming is unlike board games in that terrain can, and should, be infinitely variable. There is nothing inherently “unfair" in this; real battlefields are not fair. When setting up your table, do not attempt to achieve a symmetry that does not exist in reality. Rather, the fact that each game you play will be fought out on a different table layout will allow you to experience a new challenge each and every time.

Of course, how you place your terrain will influence how the game is played out. Use the Mission notes to guide you. Place the objectives where they are required and then build terrain around that in a manner that reflects real life. The more your tabletop looks like reality, the more immersing and enjoyable the experience will be.

Houses do not stand alone, they have gardens or yards with fences, walls and hedges. Adding these will mean that your model troops will be fighting in an environment similar to their historical real-life counterparts. Use old photos of the region your game is set in to inform what terrain you add to your collection. You don't need everything immediately; building terrain is a fun part of the hobby and regularly adding one or two items to your collection will see you rapidly able to assemble interesting and challenging tabletop landscapes to fight across.

19.2 Winning the Game

Games of Chain of Command do not have a set number of Phases or Turns. The game is won by capturing, and holding, objectives or by destroying your opponent's will to fight by reducing their Force Morale to zero.

Winning a game by capturing an objective results in a major victory. Winning a game by reducing your opponents Force Morale to zero results in a minor victory. If playing a series of games against your opponent, a major victory is valued at three Victory Points, whereas a minor victory is just one Victory Point.

19.3 Objective Markers

In a number of Missions, one or more Objective Markers are placed on the table on or adjacent to a notable piece of terrain such as a road junction, prominent building, bridge or even a destroyed vehicle containing important maps. These can never be moved during play.

If the Objective Marker is captured, or re-captured, the opposing player will roll for a lost Objective Marker on each subsequent Turn End.

Once the Patrol Phase is ended, a Patrol Marker can be used as an Objective Marker. Alternatively, an Objective Marker can be modelled with appropriate scenery, such as ammunition boxes, fuel drums or similar.

19.4 The Final Countdown

The Final Countdown can be initiated by either player once an Objective Marker is captured or a Mission objective achieved. The Final Countdown may be initiated by the Mission conditions or by spending three Chain of Command Points.

The player initiating the Final Countdown places one or more dice with the total number of pips equal to their opponent's Force Morale. This is the number of phases that the Final Countdown will last.

Once the Final Countdown has been started, the number of Phases remaining is tracked, beginning with the next Phase. The number of pips on the dice are reduced by one at the end of each subsequent Phase played. Chain of Command Dice cannot be played to end the Turn.

During the Final Countdown, if either player rolls three or more 6's on their Command Dice, the game ends instantly with the player that controls the Objective winning the game.

If neither player rolls three or more 6's before the Final Countdown is completed, the game enters the Sudden Death stage, with play continuing until any Command Dice roll of two or more 6's occurs, ending the game instantly.

The Final Countdown does not replace the Force Morale mechanism. If either side is reduced to zero Force Morale during the Final Countdown or Sudden Death stage, the game ends.

19.5 The Ticking Clock

Where noted in the Mission, the Defender can use a full Chain of Command Dice to reduce the Attacker's Force Morale level by one point. They can do this any number of times during the game, but only once in any Phase.

19.6 Starting Your Game

Once you have chosen your Mission, select your forces and assign the roles of Attacker and Defender, where necessary. Each Mission gives the objectives and the amount of support available for both sides. This will be used in conjunction with both players' Platoon Strength Rating to determine what forces each player can field. See Section 20, Using the Army Lists.

Unless otherwise stated, the side with the higher Force Morale will make the first move in the Patrol Phase. In the event of both Force Morale levels being the same, the Attacker will make the first move.

Once the Patrol Phase is complete, the player who moved their Patrol Marker first now places the first Jump-Off Point on the table. The players take it in turns to place individual Jump-Off Points on the table until both have placed all of their Jump-Off Points. The Patrol Markers are then removed and the game itself can begin.

Let's go!

Now you've got your table ready and your forces assembled, here's a quick checklist for starting your game.

  1. Roll for Force Morale
  2. Place Any Objective Markers
  3. Play the Patrol Phase
  4. Place the Jump off Points
  5. Place any Obstacles
  6. Roll for any Chain of Command Points

This Mission is the classic encounter in No-Man's-Land; your mission is to deny your opponent this critical ground between the main lines of defence. This is not a fight to the death, but the clash of patrols before a bigger action.

This Mission is always fought across the table, as shown.

Objective

To win a victory, the players must reduce their opponent's Force Morale to the point where they lose a Command Dice. The first player to lose a Command Dice loses the game and abandons the table.

The Patrol Phase

Both sides enter the table at a single point, dicing to see which of their three entry points they use. On a 1 or 2, their Patrol Markers are placed on the table edge at Point 1. On a 3 or 4, this will be at Point 2 whereas a 5 or 6 will indicate Point 3.

The side with the higher Force Morale begins the Patrol Phase. If equal, roll a D6 each; the player with the higher roll making the first move. Each player chooses whether to use three or four Patrol Markers. At the end of the Patrol Phase, both sides place three Jump Off Points.

Support

Roll 1D6. On a roll of 1 or 2, both sides can select 4 points of support. On a roll of 3 or 4, they can select 5 points of support. On a roll of 5 or 6, they can select 6 points of support. Only Infantry Units, shown on the Support Lists in white, can be chosen as supports for this mission.

Both players start the game with 1D3 Chain of Command Points.

Terrain Guide

This table represents No-Man's-Land, between the two opposing armies. It should usually have few, if any, buildings with the majority of the ground being terrain typical of the region. One road may be present with one or two tracks leading off it.

This Mission represents an Attacker attempting to identify and secure a route through the enemy's outpost line before reinforcements can arrive.

Roll a D6. On a roll of 1 to 3, this Mission is fought across the table, as shown. On a roll of 4 to 6, it is fought along the table length.

Objective

The Attacker's objective is to capture one of the Defender's Jump Off Points and exit one Section from the table on their opponent's table edge before the game ends.

The Patrol Phase

The Defender places four Patrol Markers along the line, 12" from their table edge. These must all be within 12" of at least one other friendly Patrol Marker. The Attacker then places three or four Patrol Markers at a single point on their friendly table edge, opposite.

The side with the higher Force Morale begins the Patrol Phase. At the end of the Patrol Phase, both sides place three Jump Off Points. The Defender may not place any Jump Off points behind their dashed line. Where no cover is available, place the Jump Off Point on the dashed line in the open.

If the Defender can end the game before the Attacker achieves their objectives, they win the Mission. The Defender does this by ending two Turns using six Chain of Command points. The second Turn ended in this way begins the Final Countdown. See Section 19.4.

The Defender may use their Chain of Command points as normal; however, whenever they accumulate a full Chain of Command Dice, these must be used to end the Turn at the end of the current Phase of play.

Support

The Attacker has 1D6+4 Support Points. The Defender selects one third of that amount, rounding down any odd number. Only Infantry Units, shaded in white, and light vehicles, shaded in orange, can be chosen as supports by both sides. The Defender may also select Engineering supports, shaded grey.

The Attacker start the game with 1D3 Chain of Command Points.

Terrain Guide

This table represents one force's outpost line. The ground should be terrain typical of the region but should have a limited number of buildings which can be occupied as small observation posts and defensive positions. One or two roads may be present with tracks leading off them.

This is a major attack on a known enemy position in their main line of defence, with a view to capturing a specific geographical objective.

Roll a D6. On a roll of 1 to 3, this Mission is fought across the table, as shown. On a roll of 4 to 6, it is fought along the table length.

The Defender places two Objectives on the table, 18" from their friendly table edge. These must be a minimum of 18" apart and 12" from the any table edge. A significant feature, such as a building, road, high ground or bridge should be at these points.

Objective

If the Attacker captures either Objective in the first Turn, they may begin the final Countdown. At the end of the first Turn, the Attacker must remove one Objective. The remaining Objective will now be the sole Objective for the game. The side which holds this Objective Marker at the end of the game wins.

Either side may initiate the Final Countdown in this Mission once an Objective Marker has been captured by the Attacker.

The Patrol Phase

The Defender deploys three or four Patrol Markers within 12" of their own table edge and within 12" of at least one other friendly Patrol Marker. The Attacker places four Patrol Markers in a straight line 9" apart along their table edge.

The side with the higher Force Morale begins the Patrol Phase. If equal, the Attacker takes the first move. At the end of the Patrol Phase, both sides place three Jump Off Points.

Support

The Attacker has 2D6+4 Support Points available. The Defender selects half that number, rounding down any odd number. The Attacker has no restrictions on their support choices. The Defender cannot select mortars, shown in grey.

The Attacker starts the game with 1D3 Chain of Command Points.

Terrain Guide

This table represents one army's main defensive line. It may include a village or hamlet or be the outskirts of a town. At least one major road should be present with one or two lesser roads or tracks also on the table. A river or stream might be present with a bridge or ford crossing it.

In this Mission a disordered Defender is attempting to blunt the advance of a stronger Attacker that is seeking to break through their position.

This Mission must be played along the table, lengthways, as shown.

Objective

The side which holds the Objective Marker at the end of the game wins.

Both The Ticking Clock and Final Countdown are available in this Mission. If the Defender holds the Objective at the end of the Second Turn, they may begin the Final Countdown.

The Patrol Phase

The Defender starts with three Patrol Markers placed within the boxed area which is 12" by 24" in dimensions and 24" from the friendly table edge. The Attacker places three or four Patrol Markers at any single point on their friendly table edge.

The Attacker rolls 1D6. On a roll of 1 or 2, they take one move before the Patrol Phase begins. On 3 to 6, they take two moves. The side with the higher Force Morale begins the Patrol Phase.

Once the Patrol Phase ends, the Jump-Off Points are deployed, the Defender placing two, the Attacker three. The Defender then places a third Jump-Off Point anywhere they wish in the boxed area. This Jump Off Point is also the Objective Marker for the game. This may not be moved during play.

Support

The Attacker now rolls 1D6+8. This is the number of Support Points they have available. The Defender selects half that number, rounding down any odd number.

The Defender may not select Engineering support choices, shown in blue. Neither side can select Mortars, shown in grey.

The Attacker starts the game with 1D3 Chain of Command Points.

Terrain Guide

This table represents the Defender's rear area. It should usually have few buildings with the majority of the ground being terrain typical of the region but a main road leading through it with one or two tracks also present.

This Mission represents the breakout phase of battle where one side, having broken through the enemy defences, is making a flank attack against an important enemy position.

Objective

The Defender places one Objective Marker within 9" of the centre of the table and then places a second Objective Marker 18" away from that, in any direction they choose. The Attacker must capture and hold one of these Objective Markers at the end of the game.

Both The Ticking Clock and Final Countdown are available in this Mission. If the Defender reduces the Attacker's Force Morale so that they lose one or more Command Dice, the Defender may begin the Final Countdown.

The Patrol Phase

The Defender's Patrol Markers are limited to one quarter of the table, the dashed area shown above. They place three Patrol Markers anywhere within that area. All must be within 12" of at least one other friendly Patrol Marker.

The Attacker places two separate groups of three Patrol Markers along their two edges, all within 12" of at least one other friendly Patrol Marker in their group. These two groups move separately and do not need to be within 12" of the Patrol Markers in the other group.

The Attacker begins the Patrol Phase. Once the Patrol Phase ends, both the Attacker and Defender place three Jump-Off Points on the table.

Support

The Attacker rolls 2D6+6. This is the number of Support Points they have. The Defender can select half that number of points, rounding down any odd number. Neither side can select Mortars, shown in grey. The Defender may select Delayed Armour support for this Mission.

The Attacker starts the game with 1D3 Chain of Command Points.

Terrain Guide

This table represents the exploitation of a breakthrough and should be relatively open terrain. It should usually have a few buildings with the majority of the ground being terrain typical of the region but a main road leading through it with one or two tracks also present.

This Mission represents the attack on the ultimate objective, the final Phase of battle.

Roll a D6. On a roll of 1 to 3, this Mission is fought across the table, as shown. On a roll of 4 to 6, it is fought along the table length.

Objective

The Defender places the Objective Marker on the dotted line, 20" from their friendly table edge. This should be on a feature such as a building of note, a road junction or bridge. It must be a minimum of 12" from any table edge.

The side which holds the Objective Marker at the end of the game wins. If one side sees their Force Morale reduced to zero, they quit the field and lose the game, irrespective of the ownership of the Objective Marker. Either side may initiate the Final Countdown once the Attacker has captured the Objective.

The Patrol Phase

The Attacker deploys either three or four Patrol Markers on their friendly table edge, all within 12" of at least one other friendly Patrol Marker. The Defender deploys four Patrol Markers along the dashed line, with exactly 12" between each Patrol Marker.

If the game is fought along the length of the table, the Attacker rolls 1D6 before the game begins. On a roll of 1 to 3, they take one move with their Patrol Markers. On a. Roll of 4 to 6, they take two moves.

The side with the higher Force Morale begins the Patrol Phase. At the end of the Patrol Phase, both the Attacker and Defender place three Jump-Off Points on the table.

Support

The Attacker rolls 1D6+10. This is the number of Support Points they have available. The Defender rolls 1D6+5 and selects that number of Support Points. There are no restrictions on support choices for either side. The Defender may select delayed armour support for this Mission.

Both sides start the game with 1D3 Chain of Command Points.

Terrain Guide

The table represents the final objective of a deep penetration behind one force's lines. It may include a village or hamlet or be the outskirts of a town. A major road should be present with one or two lesser roads or tracks also on the table. A river or stream might be present with a bridge or ford crossing it.