Wednesday, June 18, 2025

Wyre Forest Club Day: A First Look at Chain of Command 2

Sunday was club day and an opportunity to dive into Chain of Command 2 after a few years away from the rules having been playing larger games using Bolt Action with elements of the original Chain of Command I was keen to see what had changed and what has remained.

We played through one of the pint sized campaign games - Scenario 2 from Operation Martlett the 49th Infantry division's push against the 12th SS.

While the foundation of Chain of Command remains solid, several refinements most certainly elevate the experience on the table, the revamped rulebook is an improvement over the original looking through the rule book, rules for similar mechanics are now grouped together, making it easier to find specific information. The comprehensive index is a welcome addition, significantly cutting down time spent flipping through pages.

It's good to see elements of the previous expansions like Blitzkrieg 1940 and Far East make the rules. Light Mortars feel more situational rather than a default option to poor fire on the enemy, the limited rounds make you think hard about when to deploy them.

The Armour damage is a lot cleaner, eliminating reliance on multiple tables while preserving varied outcomes even if I was on the wrong end of a Pak 40.

Herr Fingerbob was not happy about losing their prized IV as soon as it come on the table.

The expanded National Characteristics give more tactical depth, allowing Chain of Command points to be used for special abilities rather than just dice management. 

Fire bonuses now influence tactics more dynamically, the Storm of Steel rules and exploding dice can make certain fire more impactful, the German double MG42 still throw a lot at dice at the advancing allies.

Germans are still mighty tough with Junior and Senior leaders in toe - put out loads of flying lead.

Whilst not used in our game on this occasion a couple of areas in the rules leap out.

  • Anti-tank weapons such as mines, grenades, and rifle grenades are more viable, making tanks think twice before rolling ahead without infantry support.

  • Suppressing Fire replaces Covering Fire with an expanded role, letting tanks pin down positions more effectively.

Bolt Action continues to give a larger 'game' but Chain of Command makes you have to think more as the commander on the ground would the commitment to authenticity is stronger than ever. New support options—like Mines in Verges for Germans and White Phosphorous Grenades for urban combat—add layers of realism and period accuracy and make fighting through France quite a challenge if it was not in the first place.

Perhaps the most intriguing change is in scenario objectives. Instead of merely draining Force Morale, battles now hinge on capturing objectives. Doing so accelerates morale loss and can trigger counterattacks, leading to more dynamic engagements. This tweak ensures that players focus on positional play rather than just surviving morale checks. It certainly makes you want to pick up the pace.

Final Thoughts: An Evolution, Not a Revolution

Chain of Command 2 doesn’t reinvent the game—it refines, enhances, and polishes it. The familiar platoon-scale tactics remain, but the improved rulebook, adjusted mechanics, and strengthened historical accuracy make battles flow more intuitively and have a more gritty feel.

For veterans of the system, this edition offers a smoother, deeper experience while staying true to its roots. If you're new to Chain of Command, the clearer ruleset makes it easier than ever to jump in without feeling overwhelmed. 

Looks like I might need to reorganise my forces yet again :-)

4 comments:

  1. Nice review Stu....a friend has purchased CoC II and is keen to play through an Ostfront campaign at some point. Your table and figures look outstanding BTW!

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    1. Thanks Keith, a couple of buddies at the club - always plays to have a nice table :-)
      Cheers
      Stu

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  2. Looks a great game Stu. I've sadly never played any version of CoC! I need to change that!

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    1. As daft as it sounds when playing with infantry it reminds me when I used to play paintball a lot, a tree here, a blind spot in a ditch or the really tight angle on a window..... if you want slow and cautious with real thought behind every move it really is quite appealing.
      Cheers
      Stu

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