- Getting your opponent to deploy all of his forces before you do is usually a good thing. The most obvious reason is that if they are all on the board, you know exactly where they are or can be. It also means that you can shoot at them.
- Related to the above point is that there is a limited supply of command dice available. With an average 5 dice force, if your opponent has all three sections/squads on the board and a couple of teams, there's a good chance some of them are not going to activate in a given phase. If you can hold back a section and only deploy one team at a time, you have a far better chance of all of your on-board troops doing something each phase.
- Just because you can put a JOP in a forward position doesn't mean it's always a great idea. It might be a better idea to put it further back in a less exposed position. I suppose it really depends on how likely you will need to deploy your last section/squad before your opponent does his.
- Don't deploy a sniper next to an LMG team. My opponent dropped smoke onto the LMG team and the smoke happened to block off the sniper as well. My sniper got one shot off before the smoke and then spent most of the rest of the game waiting for the smoke to clear.
Friday, March 7, 2014
Thoughts on Chain of Command
I've played a few games of Chain of Command and I've noticed a few things that occurred in our games:
Labels:
Chain of Command
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