7. Command & Control

7.1 The Command Dice

The key command choices the players face in Chain of Command are presented in the hand of Command Dice that the active player rolls in each Phase of play. Their challenge is to use these to activate Units or Leaders to best effect. The choices they make will ultimately determine success or failure.

How many Command Dice a player begins the game with depends on the quality of their force, but typically, it will be five. The Army Lists in Section 20, Army Lists, give details for each force including any adjustments made to the Command Dice hand for troop quality.

As the game plays out, players may encounter setbacks that reduce their Force Morale level. The number of Command Dice in their hand at the start of each Phase will be determined by this. As Force Morale decreases, fewer Command Dice will be rolled.

7.2 Rolling the command dice

At the start of each Phase of play, the active player rolls their hand of Command Dice.

Each dice rolled allows the player to activate Leaders and Units, or generates Chain of Command points that can subsequently be used. As we have seen in Section 6, they also determine which player will be active in the next Phase of play.

RollResult
1Activate one Team
2Activate one Section
3Activate one Junior Leader
4Activate one Senior Leader
5Add one Chain of Command Point
6Turn Sequence

Two or more Command Dice may be combined to make a higher result. For example, a 1 and a 2 can be combined to make a 3. Dice cannot be combined to make a 5 or 6. Dice cannot be split to make a lower result, nor can a player substitute one score for a different one.

7.3 Allocating Command Dice

Having rolled their Command Dice, Units or Leaders with a Compulsory Activation are activated first. Compulsory Activations are either the continuation of a bombardment, see Section 14.3.1.1, Continuing a Bombardment, or AFV reaction to fire, see Section 16.2, Effect of Damage.

After any Compulsory Activations, the player activates their Units or Leaders in any order they wish. Once the Unit or Leader has been activated, the Command Dice is then discarded.

Other than Compulsory Activations, the player is never obliged to use Command Dice rolls of 1 to 4 and can choose to discard some or all of them. Rolls of 5 or 6 are always applied. See Section 6.2, The Turn Sequence and Section 8, Chain of Command Points.

No Leader or Unit can be activated more than once in a single Phase. Activations normally last for the current Phase; however, Suppressing Fire continues into the following Phase and Units on Overwatch or a Tactical stance can remain so until the end of the Turn, provided they are not activated to do anything else.

7.3.1 Sequence of Activation

Dice can be used sequentially, with the results being applied after each dice is used, or multiple dice used simultaneously, such as when two Sections charge into Close Combat together.

Units can be activated by using a Command Dice or when they receive an Order from a Leader.

7.4 Activating with a Command Dice

When activated with a Command Dice, all members of a Team or Section may move or fire.

All figures in a Unit activated with a Command Dice must do the same thing. Where a Unit fires, but some figures do not have Line of Sight to the target, they can move with 1D6 to try to achieve Line of Sight to the target, firing with half their Firepower Dice if they do so.

7.5 Leader Orders

When a Leader is activated, the amount of command initiative they have determines the number of Orders they can issue and over what range they can use these Orders.

RankOrdersRange
Junior Leader26"
Senior Leader39"

A Junior Leader can only issue Orders to their own Unit. A Senior Leader can issue Orders to any Teams or Sections within their Command Range. No Leader can activate another Leader. Infantry Leaders cannot give Orders to Armoured Fighting Vehicles.

To issue an Order, at least one figure in the Unit must be visible and within the Leader’s Command Range.

Where two (or more) Leaders are within Command Range of a Unit, they can both use their Orders to influence that Unit; however, it may only be activated once in a Phase.

7.5.1 Orders and Unit Activations

A Leader issuing an Order can do the following:

Activate one Team or Section

When activated with an Order, the Section or Team may move or fire. If two Orders are used, the Leader may issue different Orders to two Teams within a Section to do two different things. No Team may be activated more than once in a Phase.

Create a Scout Team/h4> Two or three figures in a Section can be detached to form a Scout Team. They may operate on foot or in a vehicle where one is available.

A Scout Team must be armed with the predominant weapon in the Section and may not include an LMG.

The Scout Team will immediately move and will subsequently operate as a single Team. It can rejoin the parent Section by moving to within 4" of the Section or one of its Teams. Rejoining the Section does not require an Order.

Order a Team on Overwatch

A Leader may place a single un-Pinned Infantry or Support Team to take up Overwatch, covering an area in its frontal Arc of Fire.

When a Team is placed on Overwatch, it can do nothing else in that Phase.

A Team on Overwatch will cover an Arc of Fire of 90° from their position. An Overwatch Marker is placed in front of the Team to show the area they are covering.

Where a Section is one single Unit, rather than being split into multiple Teams, the Section can be put on Overwatch for one Order, but only one Overwatch marker will be placed to indicate its Arc of Fire, the whole section covering that area.

A Team will remain on Overwatch until it moves, fires, goes Tactical, Repositions, the Turn ends, becomes Pinned or it Breaks. When any of those occur, the Overwatch marker is removed.

Move Alone

A Senior Leader can move with a Unit they are attached to. To move on their own, such as a Senior Leader leaving one Unit to join another, requires one Order.

In action
A player uses a Command Dice roll of 2 to activate a Section, moving it towards a farmhouse. Both Teams move together towards the dwelling, remaining within 4" of each other.

A second Section is activated by its Junior Leader with a Command Dice roll of 3. The Lieutenant issues two Orders: the LMG Team remains where it is, putting down Suppressing Fire against the farmhouse. The Rifle Team is ordered to move forwards.

Using a Leader’s Orders allows more tactical choices to be made, rather than simply moving or firing.

7.5.2 Orders Which are Not Activations

Some Orders do not activate a Unit and, consequently, do not trigger an enemy Unit on Overwatch.

A Leader can use one Order to do the following without activating the Unit.

Rally a Unit

A Leader can rally a Unit they are attached to, removing one point of Shock for each Order they use.

If the Unit being rallied is in Line of Sight of the enemy, the Leader must be attached to do this. If the Unit is not in Line of Sight of the enemy, they can be rallied if in the Leader’s Command Range.

Throw Grenades & Fire Anti-Tank Weapons

A Leader can Order one or more figures to throw a grenade or fire a Section Anti-Tank weapon. Each Order allows one weapon to be thrown or fired.

Transfer Troops

A Leader can use one Order to transfer one or more figures from one un-pinned Team in the same Section to join the other Team, provided they are within 4" of each other. The transfer of figures cannot result in either Team having more Shock than figures. Shock can never be transferred between Teams.

This allows the removal of one Team by transferring all of its figures to the other Team. The resulting Team will subsequently activate as a Team, not a Section.

7.5.3 National Characteristics

Leaders use their Orders to initiate National Characteristics based on their troops training doctrine. Each nation has different "skills and drills" which will be found in the Army Lists in Section 20.

7.6 Activating Vehicles

Armoured Fighting Vehicles activate by using their Leader’s Orders or by activating individual Crew Positions using a Command Dice roll of 1.

Transport vehicles and Armoured Personnel Carriers activate when their passenger Unit activates, using a Leader’s Order or the Unit’s Command Dice, or by activating individual Crew Positions using a Command Dice roll of 1.

7.6.1 Activating with Leaders’ Orders

When activated using Leader’s Orders, one Crew Position is activated with each Order used. If the driver is activated, the vehicle can move. If a weapon position is activated, it can fire.

7.6.2 Activating with Command Dice

As well as Leaders’ Orders, Transport vehicles and APCs can activate using their passengers’ Command Dice. When activated using a passenger Unit’s Command Dice, one crew position is activated.

Individual Crew Positions, such as the driver or weapon position, can activate with a Command Dice roll of 1.

A Section mounted in multiple small vehicles, such as motorcycles or Jeeps, activates together on a Command Dice roll of 2, rolling for movement as a whole Section rather than each individual vehicle. If the player chooses to separate them so the vehicles are more than 4" apart, they will activate as individual Teams.

7.6.3 Uncommanded Positions

Where no Leader is with a vehicle, but a driver or machine gun Team remain on board, the individual Crew Positions activate on a Command Dice roll of 1.

7.6.4 Command by Radio

A Senior Leader commanding multiple AFVs can use their radio net to issue Orders to the other vehicles in the Troop or Platoon, irrespective of distance.

Only one Order can be issued to each vehicle in a Phase, activating one Crew Position. This allows the AFV to move or Fire, but not both.

A Senior Leader cannot rally Shock using the radio net nor can they place Crew Positions on Overwatch.

7.7 Enhanced Command Ability

A force known for its high quality leadership will gain additional Command Dice or will benefit from enhanced Command Dice rolls.

The "Red Dice"

A force with particularly dynamic leadership will have a sixth Command Dice, referred to as the "Red Dice". The colour of the dice isn’t actually important; what is important is that it can be distinguished from the other Command Dice.

Only rolls of 1 to 4 are used on the "Red Dice", rolls of 5 or 6 are discarded.

Elite Forces

An Elite force that rolls a single 6 on their Command Dice will convert that to a 5, adding a Chain of Command Point to their total. This does not apply to the Red Dice, where present.

7.8 Leader Variations

In addition to the Senior and Junior Leaders, there are two other types of Leaders available: Superior Junior Leaders and Inferior Senior Leaders.

Superior Junior Leaders are usually high-quality NCOs commanding well-trained troops. They activate on a Command Dice roll of 3, but can also activate on a Command Dice roll of 4 which allows them to issue three Orders in that Phase.

Inferior Senior Leaders are usually poorly trained or inexperienced commanders. These Leaders activate on a Command Dice roll of 4 but only have two Orders.

Command Ranges are not changed by the Inferior or Superior status.