TooFatLardies recently released the much
anticipated campaigns supplement for Chain of Command called At the Sharp End. This is a 47-pages book
(only available in electronic format) edited in the same style as the rules
book divided in four main sections.
The Ladder Campaign, which explains this innovative system to run
campaigns in which both players fight and move along the typical structure of a
battlefield, made of the no man’s land, advanced outposts, main line of defense
and the final objective. Games are organized by fighting in this different
areas, and winning or losing implies moving up and down the ladder as well as
gaining or losing the initiative, providing endless possibilities to the
players.
A defender gaining initiative for example, is allowed to counterattack
and eject the enemy from their recent gained ground; or to reinforce its defenses,
making the attacker’s life more difficult in the following campaign phases
In the Field provides the detail of the campaign
system, including the options available when the initiative shifts to the enemy
(counterattacks, consolidation of defenses…) or handling casualties and
replacements
Men under Fire brings to WWII the concept of the
leader career already introduced in its Dark Age rules set Dux Britanniarium. Adding
a role-playing dimension, players can provide a nice background to the main
platoon and the junior squad leaders.
However combat performance and how your leaders
are viewed by both, the men under command and the top brass at the battalion
will have an impact in the development of the game: it can affect from the men reaction under fire
to the supply of reinforcements.
Finally, Building
a Campaign provides a set of useful and hands-on advice to create your own
games extracted from the experience of the designers while testing the system. This
includes sources for contemporary maps or (literally) application of common
sense ideas to conforming your games, adapted to the real conditions of
the battlefield you are planning to play.
Overall and as usual by TooFatLardies, this book brings a very innovative and original system, resulting in a simple mechanism to create campaigns, reducing the paperwork and the accounting to a minimum, and with the possibility of starting your own game even without a map if you fancy!
I'm already having some ideas for a short campaign in the ifrst days of the Spanish Civil War around the so called Batalla de los Puertos (the fight ffor the mountain passes) around Madrid in late July 1939.
Overall and as usual by TooFatLardies, this book brings a very innovative and original system, resulting in a simple mechanism to create campaigns, reducing the paperwork and the accounting to a minimum, and with the possibility of starting your own game even without a map if you fancy!
I'm already having some ideas for a short campaign in the ifrst days of the Spanish Civil War around the so called Batalla de los Puertos (the fight ffor the mountain passes) around Madrid in late July 1939.
At a price of 6 pounds it is really value for money and the system offers quite good ideas for running campaigns even if you are not a CoC player. Alternatively, you can still win a free copy participating in my blog's 200k views celebration, still running until Sunday February 16.
Great post AV, you can always rely on Richard for a fun system, I will follow your link and post to my blog to spread the word of lard.
ReplyDeleteCheers
Stu
Sounds interesting! I enjoyed the Dux B. campaign system quite a lot so I think I'll give CoC a try in the end.
ReplyDeleteGreat adition to this wonderful rulebook. I expect to use it with Pacific War games soon!
ReplyDeleteI'm going to try a win a copy, they sound damn good.
ReplyDeleteAny idea to use this system in a multiplayer campaign? I mean, the ladder system works perfectly in 1vs1 campaign but imagine you have several players each one with his own platoon.
ReplyDeleteFenrir, there's nothing in the book about it; it's really designed for one-on-one play rather than any sort of league. It shouldn't be impossible to rotate platoons in and out in a sort of tag-team style, maybe passing up the initiative in order to do so.
ReplyDelete(My name tag above links to my longer review.)
Well you can play with two platoons per side (see page 102 of the book) and nothing prevents from having a muyltiplayer campaign. Actually it opens interesting possibilities like losing in one sector and winning in another, and in the following turn taking decisions about what to do with the surviving forces
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