First I prefer blogging for the visual aspect of the hobby. For anything else, especially rules discussions, a forum is in my opinion better suited.
Second, and this one is closely related to the first one, I'm generally more interested in the painting part of this hobby anyway.
So, why this post then? Well, today I had a game with my mate Chris (https://christopher-bunkerhill.blogspot.com) that turned sour almost from the beginning and I remembered a discussion on Twitter initiated by Henry Hyde (https://battlegames.co.uk). Henry, or better his mate, experienced almost the same as I did in that game today.
So to actually understand what I'm actually rambling on about you should probably first read the Tweet in question *click*
At the time when the discussion on Twitter was in full swing I really didn't really pay it too much attention, being somewhat put off by the vehemence with which some people pleaded their case.
Now, before going on I feel I have to say my gaming buddy Chris is a very relaxed and leaned back kind of gamer. We both play more for the sake of the experience and having a good time than for winning. As long as it's a fun, challenging but fair game for both we're both OK if we loose the encounter.
So, with this out of the way what exactly did happen today? Well, we were running the 4th game in our ongoing "There Are Many Rivers To Cross" campaign for Chain of Command. In all the three previous games Chris had already floored me nice and proper and actually pulled off a successful Blitzkrieg, meaning we were now fighting for table four while still in campaign turn 3 (more on that later). But till today in each game I had had the feeling that I might at least have a chance.
The mission itself was the "Blitzkrieg" mission from the newish "Blitzkrieg 1940" handbook. In essence the Germans had to move two of their units off my table edge before I could accumulate enough Chain of Command dice to stop them.
Well, knowing I'm bad at rolling dice (and I mean really bad, like still below average at the best of times) I didn't count on getting those dice anyway. Meaning my primary plan was to stop the Germans by breaking their morale.
In the Patrol Phase Chris managed to somewhat outsmart me and got one of his Jump Off Points (red) relatively far forward while I had one of mine (blue) somewhat carelessly put too far forward behind the building in the middle.
This in itself wouldn't have been too bad if Chris wouldn't have taken a pre-game barrage as one of his support choices. For the first two phases I wasn't able to deploy anything on the table and when I finally managed to get on a single (!!!) 2" mortar team he had his base of fire already well established and also managed to close down my forward JoP. My mortar was only able to deploy smoke (off target of course) before Chriswould bring forward his troops even further.
In my next phase I actually managed to deploy an entrenched section which I let put down covering fire against his LMG in the building at his table edge and the frontage of the section which had closed down my JoP. A short shootout ensued during Chris' next phase (In short I lost a few men from the section as well as the mortar for no gain in return) and I actually managed a double phase... only to not bring anything on the table AGAIN!
Disclaimer: At this point I actually resigned myself to defeat but knowing if I withdrew without at least inflicting some casualties I'd almost certainly loose the next (and then last) game anyway so I decided to cling on.
Having rolled a double phase Chris then decided to advance with two sections into the field on the top right of the table while at the same time pouring fire into my poor section with his other two sections on the lower table edge. This promptly killed one more men and put some shock on my single section. Again it was my phase and for a change I brought on one more section which immediately fired on one of his sections in the open. I didn't roll too bad but Chris managed to save almost everything bar one kill.
To cut a long story short here shortly after that he exited his two sections off the table edge without me having done any more significant damage (or having brought on any other unit for that matter).
So, in a nutshell the pre-game barrage, combined with my abysmal dice rolling (just one full CoC-dice at the end of the game, still first turn and almost none of my troops on the table) had ruined my game. To be fair something similar could have happened in any other game (e.g. in Bolt Action when player A has almost all his dice drawn at the beginning of the first turn and then again only at the end of the second turn). So why am I so... well, dismayed? Hacked off?
Well, first of all it's 1.5 hrs drive to my mate, so 3 hrs in total carved out of my already sparse spare time just for getting there. And then having had virtually no chance at all. I could just as well have spent the time painting or playing PlayStation or watching TV and would probably have had a better time.
And second because it's exactly these mechanics which in essence defeated me today (Chris in fact didn't need any clever generalship today) which I normally love about Chain of Command.
A few weeks back I listened to Battlechat #43 titled "What Do We Want from Our Games?" in which Henry muses about the issues he and his mate had experienced in their game of CoC (see Twitter Tweet above). Before todays debacle I didn't really get his point. Thinking "oh well, if it'd have been me I'd have just rolled over when I realised I had no chance and then use the time to play the next game in our campaign". Actually I thought the pre-game barrage was only an issue in one-off games as its usefulness would naturally even out over the course of a campaign. But today I knew I had to eventually pull off a victory to at least stave off the inevitable for a little longer because if I lost the game we'd fight for the last table in the next game. Even worse I now have to win at least three times on table 5 so my engineers would have a at least have a slim chance of damaging the bridge in campaign turn 6 (a roll of 5+).
In our, due to my mood somewhat muted after-game banter we agreed the pre-game barrage needed a fix. In our opinion it's not really under-rated as such as it's not so bad when you don't suck at rolling dice, but it's such a "no-brainer" in a way that I wouldn't leave the house without one if I was the attacker. It potentially breaks the game or at least ruins the fun for one or actually both gamers for the cost of just two support points.
So having recognised our problem with the barrage we're thinking about maybe introducing a mandatory roll if the barrage is available.
Somewhat along those lines:
On a roll of 1: No barrage available choose another support option for one point instead
On a roll of 2-3: No barrage available choose another support option for the same value as the barrage
On a roll of 4-6: Barrage available
So should you actually have endured my rather long winded ramblings and read the whole thread I'd actually like to know if you've encountered similar with one of your rules of choice? How did you go about it? What do you do in such cases where a mechanic seemingly dominates a game (not the rules as such) in a way it ruins the whole experience?
I'd be delighted to hear of your experiences.
























