Thursday, January 29, 2015

Roundup!


Down the barrel of our quite nice two tables



The ABS Journalist and Cameraman zero in on the action


We ended up with four players. A but small, but a mighty start. Back of the book lists with two elite Germans playing two regular Americans. Day One had each player getting three games, over two tables. The Germans won every game.

Day Two had a playoff, with The Elite Panzergrenadiers defeating the Elite Fallshirmjager, and the Regular Infantry platoon defeated the Regular Armour Infantry Platoon. After that we played big CoC, with the T.O. (me) taking Regular Russian Tank Riders and the Americans, facing the Germans in the middle of the table, scenario six. The Americans got to the objective, but could not force the Germans to retreat.

Some of the games were closer than the 6-0 scorecard displayed, but some were whitewashes.

Most games were finished in the alloted two hours. Those that were not stopped at the two hour mark with only one game semi-affected by the stop time.

We played the scenarios as written day one. With the Allies/Axis matter decided, I improvised on day two.

The ABC News team picked one of our guys to interview. We suspect the lady journalist liked his impressively twirled mustache, as well as the handsome tables. CoC made the Canberra local News :)

Prize pool - Many thanks to our prize wrangler and sponsors, each player ended up with two buildings each, and at least one tank kit each, and a whole British Platoon was awarded. Random draw for all prizes kept the spirit of the thing!

I want to do it all again and build up player numbers and interest.

Lessons learnt:

1) Elites. Just no. All regular lists, no lists with more than five dice.

2) Two hours per game is enough. A couple of games were over in two hours and were stopped on the force morale chart. In each case, these games were not truly effected by the stop, and the players acknowledged they were slow playing. There were short games - players just shopped.

3) Rule simplicity. KISS. If you think most of your players truly follow your minor rules modification, you are wrong.

4) Scenario simplicity. KISS. If you think most of your players have read your Scenario pack, you are wrong.

5) All prizes are random draw. Behind some quite nice players is a prize driven ass waiting to come out.

6) You can't have enough tokens or templates.

7) Some players who have not read all the rules will want you to double check their every decision with a rules query. Negate this with the "gather two opinions, roll a dice and move on" technique. You can't gain rules knowledge from random rolls.


Thursday, January 8, 2015

CanCoC 2015 Player's Booklet


Definitions


CoC: Chain of Command

TFL : Too fat Lardies, the game creators.

TO: Tournament Organiser

Players:  The individuals who sign up to play, and bring an army.

Sides: Each Player will be assigned to one of the sides, Allies or Axis.

Advocate: The Axis players and the Allies players will each choose and Advocate. The function of this Advocate will be to discuss with the TO and all players on that side and choose whether to call HQ for support.

Aggressor & Reactor:  The sides start neutral. Whoever has more victory points is the Aggressor.  Whoever has less is the Reactor. This can change during the tournament. Tied points and the roles remain the same.

Victory Points: When players win or lose scenarios, their side wins or loses victory points. If HQ decides help is needed, they can give the opposition victory points and gain extra support assets. See “Call for Support.”

Relative Platoon Strengths: Platoon strengths will be calculated according to the latest advice on the official CoC forums. By the time we play, the update should be out, with changes such as elites being more expensive.

Call HQ for Support: Allied and Axis HQ will send support to sectors that are in trouble. They will send support assets as they can. They will also listen to a 'call for support' from an Advocate. If you want more support assets available, you can call, and HQ might even listen.

Calling for support has three levels – Light, medium, and heavy.

Calling for support will give the enemy Victory Points, and your troops support points.

There are several levels of unknown variable that will not be communicated to the HQ or the Players. Minimum support points per player will be two, maximum support points will be eight.

Victory points granted to the enemy will also be unknown and unknowable.

 

What will I need?


A printed copy of this scenario pack, or to ask the TO to have a printed one ready for you.

A fully painted 28 mm army that includes a base platoon and at least 15 support points. This list can be one of the late war lists from the main CoC rulebook, or, with TO approval, another suitable CoC list from the TFL forums.  

Please bring copies of the rulebook, your platoon roster, dices and rulers.

If you are able you to help in this way you may bring a second army to help balance sides, however one must be nominated as your primary army, and you must choose axis or allies. This decision may be made on the day. The TO will bring an axis and an allied force.

How does the overall score and rounds work?


You will choose either axis or allies, and choose your advocate. Then calculate support, play a scenario, report results, discuss results with your advocate, rinse repeat six time.

Each tournament round will have a listed scenario from the book.  Check the scoreboard to determine if your side is Aggressor or Reactor this time, and whether you have received HQ support. Find you total support from a) Relative platoon strength b) Aggressor/ Reactor c) HQ support provided. Play the scenario, and hand in the result with your result sheet.

ROUND ONE - STARTING LIGHT


Saturday 09.00 - 11.30

The Patrol, Book Scenario One.

Strategy Plan:


All Axis and Allies opponents will be chosen by a combination of organised challenge, historic matchup and random rolls. Tables will be assigned at random.

Support:


Calculate support for Relative Platoon Strengths

No extra support.

Lists 1 & 2 may be used.

Strategic Result:


The aggressor will be chosen by the side with the highest Victory Point Score

Team Results: One Victory point for a win, zero for a draw, -1 for a loss.

 

ROUND TWO - SIEZE THE INITIATIVE


Saturday 12.30 - 15.00

The Flank Attack, Book Scenario Five

Strategic Plan:


Aggressor will choose whether to flank left or right. If Axis chooses left, all Allies stay on their table - All Axis players move one table left.

Support:


Calculate Support for Relative Platoon Strengths.

Aggressors add 4 Support Points.

Reactors side add 2 support points.

Reactor may call for support.

Strategic Results:


Team Results: One Victory point for a win, zero for a draw, -1 for a loss.

Whichever side holds the most victory points is the Aggressor.

ROUND THREE – THE INEVITABLE COUNTERATTACK


Saturday 15.30 - 18.00

Attack and Defend, Book Scenario Three

Strategic Plan:


The defenders have called up lots of support assets. They want to get back into the fight. Tables will be assigned by the T.O.

Support:


Calculate support points for relative Platoon strengths.

The Reactors add 10 support points.

The Aggressors add 5 support points.

The Aggressors can call for support.

Strategic Results:


Team Results: One Victory point for a win, zero for a draw, -1 for a loss.

Whichever side holds the most victory points is the Aggressor.

ROUND FOUR – KEEP MOMENTUM


Sunday 09.00 - 11.30

Probe, Book Scenario Two

Strategic Plan:


The Aggressor wants to keep the attack rolling. Tables will be assigned by the T.O.

Support:


Calculate Support for Relative Platoon Strengths.

The Aggressor adds two support points.

The Reactor adds zero support points.

The Reactor may call for support.

Strategic Results:


Team Results: One Victory point for a win, zero for a draw, -1 for a loss.

Whichever side holds the most victory points is the Aggressor.

ROUND FIVE – IT’S A TRAP, CHAPS!


Sunday 12.30 - 15.00

A Delaying Action, Book Scenario Four.

Strategic Plan:


The Reactors have laid an elaborate ruse, and the Aggressors have rushed right in. The Reactors have a surprising amount of support, and are trying to throw back the Aggressors

Support:


Calculate Support for Relative Platoon Strengths.

Reactors are the scenario ‘attackers’ add eight points of support

The Aggressors are the scenario ‘defenders’ and add four points of support

The Aggressors can call for support.

Strategic Results:


Team Results: One Victory point for a win, zero for a draw, -1 for a loss.

Whichever side holds the most victory points is the Aggressor.

ROUND SIX – THE FINAL PUSH


Sunday 15.30 - 18.00

Attack on an objective, Book Scenario Six

Strategic Plan:


The aggressors make the final push for the win.

Support:


Calculate Support for Relative Platoon Strengths.

The Aggressors adds seven support points

The Reactor adds three support points.

Support cannot be called.

Strategic Results:


Team Results: One Victory point for a win, -1 for a loss.

Whichever side holds the most victory points is the overall victor.

MAXIMUM DIFFERENTIAL


 

A query was made to know the maximum differential in support for two sides.

The most extreme case possible would be:

Soviet Green Infantry V Elite Fallschirmjager (+19)

In addition to

Scenario Three: inevitable counterattack where the Aggressors call for heavy support and get maximum (+16) for a total of 35 support.

Where the Soviets would get 35 support and the Fallschirmjager would get 10 support.


Monday, December 8, 2014

Test Tournament

A test Tournament will be run in Canberra on December 27th for those who have registered to play, a few friends, and some of  those who ask nicely. It will be held in an air conditioned venue in Spence, Canberra. Strictly six players only.

It will be a test of the proposed players pack. After that experience, any needed modifications will be incorporated and then the players pack released.

If you are interested please PM me on Facebook or email via ysambart@gmail.com

Only two spots remain.

Thursday, September 11, 2014

Sample Tournament Rounds Analysis

SAMPLE TOURNAMENT ROUNDS


ALLIES


1) US Armoured Rifle Platoon +4
2) Soviet Green Infantry Platoon -7
3) British Elite Airborne Platoon +8

AXIS


A) German Green Infantry Platoon -5
B) German Regular Panzergrenadiers +1
c) German Elite Fallschirmjager +10

SCENARIO 1


US (0) v Panz (3) ALLIES
Brit (2) v Fall (0) DRAW
Sov (2) v Inf (0) ALLIES

Allies 2 VP, Axis 0 VP.

SCENARIO 2


Allies choose to shift left
Axis call for light support.The result is allies one vp, and each axis player get 2 support.
Each side gains 4 Support.
3b, 2c, 1a
Brit (0 + 4) v Panz (7 + 4) Allies
Sov (17 + 4) v Fall (0 + 4) Draw
US (0 + 4) v Infantry (9 + 4) Axis
Allies 4VP , Axis 1 VP

SCENARIO 3


The Axis feel the game is getting away from them, so they call for heavy support. They get lucky and get 6 support for only 1 vp to the Allies.
Sov (8 + 5) v Panz (0 + 16) AXIS
US (6 + 5) V Fall (0 + 16)  AXIS
Brit (0 + 5) V Inf (13 + 16) AXIS
Allies 5 VP, Axis 4 VP, and the sides are back at it tomorrow.

Everyone's day:


The US have faced slightly against, heavily against, and almost even.
Soviets Greens have had low support, huge support for, and support against!
The Brits have faced slight for, medium against, and heavy against.

The Infantry have faced lightly against, moderately for, and heavily for.
The Panzers have faced lightly for,  medium for, and almost even.
The elite Fall have faced light against, heavy against, and moderate for.

CanCoC 2015 PROPOSED Scenario Pack

DEFINITIONS:

Players:  The individuals who sign up to play, and bring an army.
Sides: Each Player will be assigned to one of the sides,  Allies or Axis.
Aggressor & Reactor :  The sides start neutral. Whoever has more victory points is the Aggressor.  Whoever has less is the Reactor. This can change during the tournament.
Victory Points: When players win or lose scenarios, their side wins or loses victory points. If HQ decide help is needed, they can give the opposition victory points and gain extra support assets. See “Call for Support.”

SCENARIO ONE - STARTING LIGHT

Saturday 09.00 - 11.30
The Patrol, Book Scenario One.

Strategy Plan:

All Axis and Allies opponents will be chosen by a combination of organised challenge, historic matchup and random rolls. Tables will be assigned at random.

Support:

Calculate support for Relative Platoon Strengths
No extra support.
Lists 1 & 2 may be used.

Strategic Result:

The aggressor will be chosen by the side with the highest Victory Point Score
Team Results: One Victory point for a win, zero for a draw, -1 for a loss.

SCENARIO TWO - SIEZE THE INITIATIVE

Saturday 12.30 - 15.00
The Flank Attack, Book Scenario Five

Strategic Plan:

Aggressor will choose whether to flank left or right. If Axis chooses left, all Allies stay on their table - All Axis players move one table left.

Support:

Calculate Support for Relative Platoon Strengths.
Aggressors add 4 Support Points.
Reactors side add 2 support points.
Reactor  may call for support.

Strategic Results:

Team Results: One Victory point for a win, zero for a draw, -1 for a loss.
Whichever side holds the most victory points is the Aggressor.

SCENARIO THREE – THE INEVITABLE COUNTERATTACK

Saturday 15.30 - 18.00
Attack and Defend, Book Scenario Three

Strategic Plan:

The defenders have called up lots of support assets. They want to get back into the fight. Tables will be assigned by the T.O.

Support:

Calculate support points for relative Platoon strengths.
The Reactors add 10 support points.
The Aggressors add 5 support points.
The Aggressors can call for support.

Strategic Results:

Team Results: One Victory point for a win, zero for a draw, -1 for a loss.
Whichever side holds the most victory points is the Aggressor.

SCENARIO FOUR – KEEP MOMENTUM

Sunday 09.00 - 11.30
Probe, Book Scenario Two

Strategic Plan:

The Aggressor wants to keep the attack rolling. Tables will be assigned by the T.O.

Support:

Calculate Support for Relative Platoon Strengths.
The Aggressor adds two support points.
The Reactor adds zero support points.
The Reactor may call for support.

Strategic Results:

Team Results: One Victory point for a win, zero for a draw, -1 for a loss.
Whichever side holds the most victory points is the Aggressor.

SCENARIO FIVE – IT’S A TRAP, CHAPS!

Sunday 12.30 - 15.00
A Delaying Action, Book Scenario Four.

Strategic Plan:

The Reactors have laid an elaborate ruse, and the Aggressors have rushed right in. The Reactors have a surprising amount of support, and are trying to throw back the Aggressors

Support:

Calculate Support for Relative Platoon Strengths.
Reactors are the scenario ‘attackers’ add eight points of support
The Aggressors are the scenario ‘defenders’ and add four points of support
The Aggressors can call for support.

Strategic Results:

Team Results: One Victory point for a win, zero for a draw, -1 for a loss.
Whichever side holds the most victory points is the Aggressor.

SCENARIO SIX – THE FINAL PUSH

Sunday 15.30 - 18.00
Attack on an objective, Book Scenario Six

Strategic Plan:

The aggressors make the final push for the win.

Support:

Calculate Support for Relative Platoon Strengths.
The Aggressors adds seven support points
The Reactor adds three support points.
Support cannot be called.

Strategic Results:

Team Results: One Victory point for a win, -1 for a loss.
Whichever side holds the most victory points is the overall victor.

CALL FOR SUPPORT

Allied and Axis HQ will send support to sectors that are in trouble. They will send support assets as they can. They will also listen to a 'call for support'. If you want more support assets available, you can call, and HQ might even listen.
Calling for support has three levels – Light, medium, and heavy.
Calling for support will give the enemy Victory Points, and your troops support points.
There are several levels of unknown variable that will not be communicated to the HQ or the Players. Minimum support points per player will be two, maximum support points will be eight.
Victory points granted to the enemy will also be unknown and unknowable.

MAXIMUM DIFFERENTIAL

 A query was made to know the maximum differential in support for two sides.
The most extreme case possible would be:
Soviet Green Infantry V Elite Fallschirmjager (+17)
In addition to
Scenario Three: inevitable counterattack where the Aggressors call for heavy support and get maximum (+13)
For a total of 30 support.
Where the Soviets would get 30 support and the Fallschirmjager would get 10 support.

Minimum Support to Bring: 15 points.




Thursday, September 4, 2014

Introduction to Cancon Chain of Command 2015

Introduction to Cancon Chain of Command 2015

HELLO!


Hi! I'm Bart, and I'll be your Chain of Command (CoC) Tournament Organiser (TO) this year.

Helping me with this mad endeavour is Tournament Assistant (TA) Blair Oakley.

After discussion with multiple CoC players, I thought it was time for a new format. It will be a multiple players and multiple games format.

I have chosen late war lists from the main rule book as the primary lists, and the gaming tables will be set with European scenery.

There will be 3 games on Saturday and 3 games on Sunday with the possibility of a non-tournament Big CoC game of Sunday evening with those who are keen.

Each game will have set objectives, and after your force balancing support points, there will be a bidding process for further support points. Each point you bid, is a point to the enemy!

Over the six games, your efforts will affect the overall result, which will be an Axis V Allies conflict.

Miniatures will be 28mm infantry figures, and matching scale support choices.

All figures and support choices must be painted and WYSIWYG.


FLEXIBILITY:

I break the illusion when you do. Out of game unpreparedness has in game results. For example: unpainted platoons are unable to call for support. Unpainted support options cost more support points to call. Non WYSIWYG painted support cost more to call. At least 2 additional support points. Get your painting done! There will be a limited pool of generic support options (barbed wire, mines, trenches) available for loan.

I don't have the right army!: If you do not have a late war European force, but do have a painted army with support, please feel free to bring you platoon and your list, and mention this when you register. We will make every effort to best handicap and match everyone's lists and preferences. There are already multiple offers of loaner armies. If you can't get your painting finished, there are options!

I want historical match ups only!: Please make this clear when you register, and we will do our best to ensure this happens. It should be possible.

Opponents who have multiple armies may bring them, and may have an Axis and an Allies army to help balance forces, ensure more historical matchups, etc.

PRIZE PRINCIPLES

There will be certificates for best general, best painted etc. The trophy will be awarded for best sportsman. Prize support for our sponsors will be given via random draw. There will be a random prize draw for those registered by November 26th, and another for December 26th .We hope to have a token set for every player.


Sign up here

Sign up here:


http://www.cgs.asn.au/cancon/

Go to
Tournaments/ Events
then scroll down to
ONLINE ENTRY
then
Chain of Command

What is CGS and what is Cancon

Canberra Gaming Society are a long running club of gamers with many and varied gaming interests, which they outline on their website. http://www.cgs.asn.au/

Cancon is the gaming convention run in Canberra by the CGS for many, many years. It is free to the public, and has thousands of visitors each year who come to buy from over 50 very well stocked shops. I would estimate their are close to 1000 registered gamers, with miniatures, board games and card games well represented.

Chain of Command has been played as a demonstration game for three years running. This is the first year it will be run as a tournament AND as a demonstration game.