First Taste of CoC...
Posted: Sat Oct 13, 2018 11:47 pm
Bit of a curate’s egg, I thought.
The ‘patrol’ phase of the game involves both players moving patrol markers until they ‘bump’ the enemy by coming into 12” proximity to an enemy marker.
Your own markers have to stay within set distance of one another, so you can’t sprint round the table willy-nilly.
Once a patrol marker does contact the enemy, it’s position becomes fixed.
Your force deploys behind this marker - at least six inches back, and behind cover.
(So if you made contact with the enemy halfway across a bare field, you’re not stuck there flat-footed when the shooting starts).
The patrol phase is an enjoyable little sub-game: it’s as much about ‘fixing’ your enemy’s markers in disadvantageous positions as it is about getting your own into the positions you want.
Once one player’s markers are all fixed in position, everybody’s markers come to a halt.
Once the patrol phase ends, the attacking player throws five D6.
Each of the results enables a different action: 1’s are used to deploy (or, if already deployed, to activate) a fire team of your choice.
2’s activate a section, 3’s activate a junior leader (who can order a fire team or section to act), 4’s activate a more senior leader (as above but more so).
5’s are used to move your ‘Chain of Command’ dice one pip upwards. When the CoC dice reaches 6, you can ‘spend’ it to perform special actions.
6’s are wasted - unless you roll a double six, which enables you to perform dramatic special actions )like taking another turn out of sequence.)
We thought it was absolutely brutal.
The swings of the pendulum can extremely unforgiving.
Example:
Senior officer activates: he can activate a whole load of units.
Then double six: have another turn immediately, throw a four - senior officer activates a whole bunch of units.
This can take a-g-e-s.
All that time you’re either under the cosh - not fun - or hammering your opponent - fun at first, but it can go on so long it actually gets a bit uncomfortable.
We plan to give it another go, but we weren’t blown away.
The ‘patrol’ phase of the game involves both players moving patrol markers until they ‘bump’ the enemy by coming into 12” proximity to an enemy marker.
Your own markers have to stay within set distance of one another, so you can’t sprint round the table willy-nilly.
Once a patrol marker does contact the enemy, it’s position becomes fixed.
Your force deploys behind this marker - at least six inches back, and behind cover.
(So if you made contact with the enemy halfway across a bare field, you’re not stuck there flat-footed when the shooting starts).
The patrol phase is an enjoyable little sub-game: it’s as much about ‘fixing’ your enemy’s markers in disadvantageous positions as it is about getting your own into the positions you want.
Once one player’s markers are all fixed in position, everybody’s markers come to a halt.
Once the patrol phase ends, the attacking player throws five D6.
Each of the results enables a different action: 1’s are used to deploy (or, if already deployed, to activate) a fire team of your choice.
2’s activate a section, 3’s activate a junior leader (who can order a fire team or section to act), 4’s activate a more senior leader (as above but more so).
5’s are used to move your ‘Chain of Command’ dice one pip upwards. When the CoC dice reaches 6, you can ‘spend’ it to perform special actions.
6’s are wasted - unless you roll a double six, which enables you to perform dramatic special actions )like taking another turn out of sequence.)
We thought it was absolutely brutal.
The swings of the pendulum can extremely unforgiving.
Example:
Senior officer activates: he can activate a whole load of units.
Then double six: have another turn immediately, throw a four - senior officer activates a whole bunch of units.
This can take a-g-e-s.
All that time you’re either under the cosh - not fun - or hammering your opponent - fun at first, but it can go on so long it actually gets a bit uncomfortable.
We plan to give it another go, but we weren’t blown away.