8. Chain of Command Points
Accumulating Chain of Command Points during play
represents a commander building up their tactical
awareness. It reflects a platoon leader’s ability to "read
the battle" and respond dynamically to its challenges.
8.1 Gaining chain of command points
A player can gain Chain of Command Points in four ways.
In the Mission set-up.
Each 5 rolled with their own Command Dice.
Their opponent rolls two or more 6’s on their
Command Dice.
A Random Event.
Both players track the number of Chain of Command
Points they accumulate using the pips on their Chain of
Command Dice. There is no limit to how many Chain of
Command Points a player can accumulate.
8.2 Using Chain of Command Points
Chain of Command Points can be used to react and
respond to the tactical situation. The points are available
for use as soon as they are gained and may be played
as individual points, multiple points or as a full Chain of
Command Dice of six points, as the player chooses.
No Unit can use Chain of Command points more than
once in any Phase. Chain of Command Dice and Points
are discarded once used.
8.2.1. Chain of Command Dice Actions
A full Chain of Command Dice of six points can be used
to do the following,
| Chain of Command Dice |
| Interrupt an Enemy Phase |
| End the Turn |
| Ambush |
| Avoid a Force Morale Test |
| Move a Jump Off Point |
Interrupting an Enemy Phase
At any time in an opponent’s Phase, a player can halt
their opponent’s activation to move or fire with one
un-Pinned Section, Team or single vehicle Crew Position
that is already deployed on the table. This does not
activate the Leader and no Orders can be issued. When
the Interrupt is complete, the opponent continues with
their activation. This may only be used once in any single
Phase of play.
End the Turn
Either player may End a Turn with a Chain of Command
Dice in any Phase of play. The Turn ends at the completion
of the current Phase of play. See Section 6.3, The Turn
End.
Ambush
Once in any Phase of play, a player can Ambush with one
as yet undeployed Infantry Team or Support Unit. This
can be placed anywhere within 12" of a friendly Jump‐
Off Point and more than 6" from an enemy infantry Unit.
The ambushing Team may fire at any enemy in their arc
of Fire or place a single explosive charge or grenade into
a vehicle within 4".
Where the Unit or vehicle being ambushed is moving, the
ambushing player can choose the point in the enemy’s
movement at which the Ambush happens. The effect of
the Ambush is applied before the target completes its
movement. Any Shock caused reduces the distance the
target Unit moves. If the target is Pinned, it will halt at
the point the firer opened fire.
Vehicles can never Ambush. A Team ambushing is not
moving, nor can it move.
A Team on Overwatch covering the area from which an
Ambush is made can fire after the Ambush is complete.
A Chain of Command Dice may be played to interrupt
the Phase, allowing a Unit to fire on the ambushing Unit.
This happens after the Ambush is complete but before
the Phase ends.
At the end of the Phase of play, the ambushing Unit can
leave the table to be deployed later in the game or it
can remain on the table. If the ambushing Unit is a single
Team that is part of a Section, it must leave the table. If it
is a Team which cannot move and fire in the same Phase,
such as a tripod mounted machine gun or Anti-Tank gun,
it must remain on the table.
Any Shock on the Ambushing Team is removed if it leaves
the table. If the ambushing Unit is Pinned or Broken, it
may not leave the table.
Avoid a Force Morale Test
A player can avoid taking a Force Morale Test. This cannot
be used to ignore a test that has already been taken. See
Section 4.3, Force Morale.
Move a Jump-Off Point
A friendly Jump-Off Point that has not been captured
by the enemy can be moved a maximum of 18" in any
direction. The new location must be to a point at least
6" to the rear of friendly troops, (other than snipers) and
be either in, or behind, cover from all deployed enemy
Units. If this is done in the player’s own Phase, the moved
Jump-Off Point can immediately be used to deploy from.
| In action |
| As a German Mk IV Tank moves down a snowy
Belgian lane. The US player plays a full Chain of
Command Dice to Ambush, deploying a Bazooka
Team 12" from a Jump-Off Point, where it can get a
flank shot on the Panzer. They immediately resolve
the shot, destroying the tank.
The Bazooka Team would leave the table on the
conclusion of this Phase of play, but the Germans
have an MG42 Team on Overwatch. It fires at the
Bazooka Team, killing one figure and inflicting two
points of Shock. That Breaks the Team and a Force
Morale roll is made. When the Phase ends, the
remaining one figure with the Bazooka cannot be
removed from the table as it has Broken. |
8.2.2 Chain of Command Point Actions
The following actions use Chain of Command Points,
rather than whole Chain of Command Dice. They are
generally less powerful than a whole Chain of Command
Dice, but are still potentially highly effective.
| Chain of Command Points |
| Recce Action 1 Point |
| React Fire 3 Points |
| Hit the Dirt 3 Points |
| Reposition 3 Points |
| Reposition a Sniper 3 Points |
| Assault Deployment 3 Points |
Recce Action
In their own Phase of play, a Scout Team can be activated
using one Chain of Command Point, either moving, firing,
going Tactical or rallying one point of Shock.
React Fire
In their opponent’s Phase of play, an Infantry Unit can
immediately Fire for Effect at an enemy Unit moving in,
or through, its 90 degree frontal Arc of Fire. See Section
13.1, Frontal Arc of Fire.
The firer chooses the point in the enemy Unit’s
movement at which they open fire. The effect of firing
is calculated before the target completes its movement.
Any Shock caused will reduce the distance moved. If the
target becomes Pinned, it will halt at the point the firer
opened fire.
Hit the Dirt
In any Phase of play, an Infantry Unit being fired at can
respond by Hitting the Dirt. Before the firing takes place,
a Tactical Marker is placed with the Unit, increasing the
level of cover they are in by one level, up to a maximum
of Hard Cover. The target Unit remains Tactical until it
takes any other action or the Turn ends. See Section
10.1, Infantry Movement.
If the target Unit is moving, they end their movement at
the point where the enemy fires. A Unit that is already
Tactical, or moving Tactically, gains no benefit from using
Hit the Dirt.
Reposition
In their own Phase of play, an Infantry Unit that has not
yet been activated can make a Reposition, even if it is
currently Pinned. The Unit rolls 1D6 and moves that
distance in inches, with any Shock on the Unit ignored. It
can cross minor or medium obstacles or enter a building
through a door or ground floor window. A player may not
use a Reposition to move a Unit into Close Combat.
A Unit which Repositions does not count as activating
or moving. A Reposition will not trigger an enemy
Overwatch or allow the enemy to respond with React Fire,
Interrupt, or with an Ambush. A Unit which Repositions
can subsequently activate as normal in the Phase.
Reposition a Sniper
Snipers do not move like other Units but must be
repositioned using Chain of Command points. In any
Phase of play, a player can use Chain of Command Points
to move a Sniper to another location in cover within 18"
of the current position and at least 12" from any enemy
Units. The sniper cannot fire in the Phase they move.
Any Unit on Overwatch attempting to spot the sniper
must begin that process again, even if the sniper’s new
position is in their Overwatch area. See Section 14.1.2.1,
Engaging a Sniper.
Assault Deployment
A vehicle carrying an Infantry Unit can move at any
speed and disembark its passengers in the same Phase.
The passenger Unit moves up to 6" from the centre of
the vehicle. They may cross Minor or Medium Obstacles
and may enter a building through any door within the
6" movement distance. If engaging an enemy Unit in
Close Combat, they move directly towards that Unit in
a straight line. They may not move around, past or over
enemy Units.
The deploying Unit may do the following:
Fire for Effect
Fire Suppressing Fire
Assume a Tactical stance
Go on Overwatch
Fight a Close Combat, counting as having moved
with 1D6.
A Support Weapon being towed, such as an Anti-Tank or
Infantry Gun, may make an Assault Deployment, moving
up to 6" from the centre of the vehicle and deploying
ready to fire when next activated. It may not fire or go
on Overwatch in this Phase.
| In action |
| The German MG42 Team that fired at the Bazooka
Team in the last example, had its Overwatch marker
removed as a result. In a subsequent Phase, the
US Player rolls their Command Dice and sees an
opportunity as they have rolled a double 6, giving
them the next Phase.
Activating a Section, they move it into the
wheat field to attempt to outflank the German
MG position. The German Team is no longer on
Overwatch, but this movement in their frontal 90
degree Arc of Fire means they can React Fire using
three Chain of Command Points. They choose to fire
at the moment the US Section begins to move.
The US player decides they will respond by Hitting
the Dirt, playing three Chain of Command Points
and placing a Tactical marker by the Section before
the Germans open fire. |