Let's Play: Chain of Command - Action on the Orne

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this let's play was supported by these awesome hobby companies [Applause] [Music] hello everybody and welcome I am joined by rich from two fat lardy's and today we are playing CNF c'mon and not just any game of channa command we are playing a bit of a scenario so rich what have you got for us today well okay well with all the talk about Dunkirk at the moment we thought we'd go straight in with a Dunkirk scenario so we we've got a situation here where the British are defending a canal line the Germans are attempting to get their tanks through to the beaches and hold everybody their prisoner and what we've got we've got some British engineers working on the bridge here we've got a British platoon who are attempting to defend them while they're doing that and we've got a German Pioneer platoon looking to push through with support of a couple of Tanks to try and get there at the bridge before the British can get it demolished so this is gonna be a fun one so this should be is this something typical you would have seen during the era yeah very much so very much so whilst the film obviously focuses a lot on the important stuff about getting people off of the beach what made that possible was the fact there were guys just a few miles inland really fighting with their backs against the wall to stop the German advance so the great advantage they had is that that's a pretty flat and damp area where there's a lot of canals which use as much for drainage as for shipping goods as well so those canal lines were really the the real solid defensive lines that the British could hold but obviously having a bridge across that canal line was only going to help the Germans so British we've got to get that destroyed and that to do that they've got troops pushed over this side of the river who are trying to hold the Germans off so very very typical of the type of action that's going to be happening on a 20 mile frontage of canals well like all right well we are gonna be playing the game we're using chain of command as the ruleset yeah for now I know a lot of people out there will never have seen us play - you know command before no we've got a game under our belts off-camera so I sort of half know how to play but I'm gonna have a little hand on you to keep me right rich I'll try and give you the worst advice I possibly can okay I'm gonna have to rely on my tacticals men to see of the day that's crude okay so to begin a given to Univ command how do we begin okay really the first thing we need to do is we've got to see what our force morale is very simple we roll the dice that tells us what kind of shape of mind are our forces are in now I've rolled a four which means that my false morale is nine so pretty good not bad so you roll now roll a d6 let's see oh yeah all right and that's a five you're slightly better than mine so that's you start off from ten lovely now the thing about a force morale tracker is that it tells us both forces are in pretty good state but as the game goes on we're going to get key moments where things are going to happen that makes the guys go whew not sure I like that and at that point in time we're going to be rolling a dice to see how they react to that and gradually one side or maybe both sides force morale is going to start dropping down and they will become less effective in fact that's really the way you're gonna win a game of chain-of-command it's not by killing all the enemy but by making sure they get to the point where they go will we we don't want to do this anymore right it's the time to go home time to go home all right all right well so we've got our Forsman i'll set up the next step next step is we play what's called the Patrol phase now both of us have got a set here of patrol markers we've both got four of them in this scenario and my patrol markers are starting at this point on the road whereas yours are starting a very similar points that I've got right over here your forces are starting right down at the end of the road there and well it's gonna be interesting to see how this works because from the from the game we played off camera this sort of feels like that fog of war a moment where your units are still moving and advancing and actually getting up into their deployments yeah absolutely who gets to go first you don't because you've got the half horse morale nice and simple what we do is you move one of your patrol markers 12 inches it's always got to remain within 12 inches of another one what you get into there thought well you do you have to move the full 12 unless we get too point where we come within 12 inches of an opponent's patrol marker in which case both are locked down at that point you don't carry on go the full trail we can see let's see all right well from my location here so I can go Oh actually I think I will just go 12 up to this I think that'll be quite nice there Eddy ant well I'm gonna be a bit a bit bold and just go straight down the road because that's what that's what we blitzkrieg he Germans like to do yeah okay okay so back to me I think I'll move from here because I can't leapfrog ahead just yet so I have to then bring another token up to here yeah so that then when it's my turn again I can then move on from there yeah yeah you can do that's right and I'm gonna do a very similar thing I'm gonna put that one there because I'm keen to just get moving straight down the road all right on my side then I'm gonna actually use that one that I just got mm-hmm to get right up into this ruined okay I can really get my guys into some good cover early all right fine okay now I'm very aware of that and I can I can measure see where you're going because I obviously want to try and move up so I'm gonna head off in this direction here I'm gonna move this second one here up to there so just check that's not more than 12 now that's right so we're locked down at that point what I'm going to do is I'm gonna use a little bit of a token okay for both of those just to show their lockdown that means we can't move them again they they stay still right here's an important question then mmm so this is probably a bit of a curly one yeah so from here you know I can no longer at leapfrog from here to here to here to then move on further because as soon as I would go here it will become locked yeah it would do if you do there so if you want to go out that way you're gonna have to move behind that mmm around on the up through here which I think yeah that will keep me safe because really I can't move anything up any further I've got to get these guys moving up from here so I'm just gonna move that one to there because I know that's twelve inches okay I'm then going to bring this one from the bag yep and I'll move it twelve inches I think across this way okay so that I'm a little closer to the bridge because I know there's probably going to come a mom in this battle where I'm gonna need to retreat I think that's probably very wise that's certainly your plan you want to be able to get away you don't want to you don't want to fight to the death in this one you know you want to keep me at arm's length and then get away when you can right I'm looking to move this one up here now so well I'll move that up to there that puts me within 12 inches of that so that's locked down as well I'm quite pleased with that position so there we go well the important thing is I'm not able to move this one yeah and I think yeah I'm gonna be do I want to be a little bold I think I'm gonna move right along the hedgerow here okay I think that does bring me within 12 to lock that no ya don't ya you're right okay so we're locking that down you're there so I think gives me one more and that last one I think I can actually use to be a little sneaky you've got one more on your side you can still have yeah well actually and we've both got two not yet locked down No yeah but this one that I have here I really really want to keep it sort of in this area okay just think about the fact that when you deploy from that it's gonna be going back from that so you might want to move that forward a bit ah in order to I see get into a position I know you've moved your 1 so I can't move my 1 yeah and so if I move this one 12 inches so and it has to be the full 12 doesn't it nope because at some point you're gonna come within my zone of control and as soon as I hit that drama head up that's you stop so then I can I gonna be there and that's it and that's locked that one down no that's a pretty good position as we will see when we move on to the next stage so I'm gonna be I'm gonna start moving out here now okay and does that lock don't know I think I don't think that's within 12 oh yeah it is yeah yeah so that's locked me down I was a bit optimistic there I think whoops oh I just everybody's flying okay so I've got one more I can still move yeah yeah so I've got one in here so it's gonna move so when am I gonna hit the 12th well the 12 is coming up about there mm yeah actually that's probably a good thing to do because you've now locked all of yours down which means the patrol face comes to an end I see and interestingly I'm still in the process of deploying forward dancing no you beat me to it yeah yeah right now what we do is we use those patrol markers which really shows us that when my my patrols were going forward we kind of ran into the enemy at about this point and this is now going to tell us where we can place what we call jump up points now we both got three of these even though we've got four patrol markers what these represent is the points where we can move up to four pretty safely and deploy it from them so the great thing would be if you are moving up the road the sergeant will say to you you can get as far as that big tree and then at that point you want to keep your head down and be careful so you're quite happy you stroll up to the big tree and then you start worrying about the enemy and become a bit tactical so here what we have is we've got a situation where we got four patrol markers and we use the nearest patrol marker that nearest to enemy patrol markers to determine where our patrol markers our jump up points can go so the way we do this has some you'll need yeah we'll use this the flashing blade will show us how this is down right okay so the let's use this on for example we've got two patrol markers here and now when we place a line through that one and we use that one there what we see is we create a triangle over here which is telling us where we can that will generate the jump off point and it's got to be six inches back so that would be a good point so you could put one there yeah if you wanted somebody I do like it there because I think that gives me a nice coverage it does it does because what you can do when you deploy troops is you're going to be able to deploy within six inches of that so that actually gives you a nice bit of coverage on that flank and so you could deploy troops into the into the damaged buildings or down onto the onto the yes so some of your other options would be this one here we can see a line through there and there so if we're going back six inches they could deploy just behind there for example right there yeah we don't have to put that down yet these are just some of the choices we've got and then this one here the nearest ones are there and there if you wanted to go there so that would really be maybe something back here near the Cabbage Patch or maybe over in the wood this one has to be six inches away from these it has to be at least six inches and in cover there's the important thing at least six inches yeah can i deploy like way more that go way further back you could go back there which is what you were talking about in fact let's put that line through there yeah and there you can really put one anywhere in that area there that should give you a kind of backstops we're close right that's what I'm thinking I need to have a backup line just in case stuff goes pear-shaped up the front okay so before you make your mind let me we take it in turns to put these down so I'll go with the the one that I have here - yeah okay so I'm second so I've gotten options of here or pretty similar actually here and again here somewhere on this hedge line this one because if I draw the lines through it there and there there's no cover so the if I was to use that one to generate a jump off point it would be right back here on the road which is not really what I'm looking for so I'm gonna put my first one down here okay because I think that's going to be a pretty good position that will allow me to use that hedge line yes so you put your next one down now so we're gonna go with that so I think I'm just gonna go right you're gonna go then because I can double six inches away that means I can deploy anyhow yes right if you think it's gonna be my useful okay and I'm gonna put one here because I reckon I'm quite happy now because I got options on this hedging line and this hedge line and where are you gonna go with your final one like I said I think being back here right there just right out of the way means there's something horribly wrong I can deploy some guys there and get on onto the bridge to tell the engineers hurry the hell up there's a comment okay and I'm gonna put my final one there which means I've got a pretty basic position right along this hedge line so now we just get rid of these the patrol phase is played we don't need them anymore now what this does mean is that when we deploy our troops into battle rather than you starting with your forces on that table edge and me starting with my forces on this table edge we're actually we've kind of advanced to the first point of contact yeah it's a really good that initial turn where you're getting into position yeah I like the feel of this just because it it does feel like what would actually happen in a battle that we don't know where the enemy is until you actually sort of come into like visual range and stuff and then it's right you need to start digging in lads yeah okay thank you okay now I'm attacking yes so I actually go first in this game even though you've got the higher force morale lovely okay now the way we decide what weird that what we can do in each phase of play is we roll our command us and both of us have got five command dice now each turn in chain of command is made up of a number of phases of play how many we're not sure that depends very much on what happens with the dice as we'll see so I get the first phase of plates and I roll my five command dice okay oh now that's nice I see that's quite handy because that's pretty representative of what we can do so we've got one two three four and five now for every one that is rolled I can activate a team now on my German force that could be a team of mine engineers mine clearance engineers it could be on the British side the Vickers machine gun or the two pounder anti-tank gun for every two that I roll I could activate a whole squad of my Germans or a whole section of British for every three that I activate I roll I can activate a junior leader now a junior leader is your squad leader or your section leader and that's pretty similar to a two in that he's able to then activate his sectional squad but the great thing about him being activated rather than rolling a two is that he can do other things like he can rally off shock which is the morale effect so he's the guy who's going to be getting his troop so he could be my recorder sliding order yeah that's the one a4 represents a senior leader now both of us have got two senior leaders both of us have got a lieutenant and a sergeant and those are the guys who can get involved when things get tough they've got more command initiative which allows them to rally more shock or give more orders and for a5 when I roll a 5 that actually does nothing in this turn but what it does do is it gives us a chain of command point now we've got chain of command dice here which I'll put here as you can see when it gets the six points it says chain of command which is lovely I've just rolled one point so I'll put that on a1 which I'll put over here on my tracker at the moment one pip on my chain of command dice is useless but when I get six pips in other words a full chain of command dice I can do things with it it will allow me to interrupt your turn for example so if you say I'm going to run across that road to get from that building to that one I can say haha but I'm interrupting and I'm going to shoot you at their point in the road yeah yeah or I can end a turn at the end of the turn certain things happen so if the buildings on fire or has become unstable it might well collapse and if you've got troops in the building I'm kind of keen for that to happen yeah there are other ways to end a turn it allows me to move my deployment points if I've got my let's say I've advanced with one of my sections up to here I could use that to bring forward my deployment point to follow them now that would then allow me if I've worked forward with one squad to bring on more troops at that point so it represents me capturing territory country securing the area yeah right right just a very quick thing yeah there is one Morpheus that dice you know cover it first and then I'll point out the thing I've noticed because with me defending I think I have a couple of things I need to do before right what is the sex right okay six sixes are really important if your l1 six it's not important at all it does nothing if you roll two sixes it means that you've got the next phase of play and so how do I roll two sixes there I'd have this phase and the next phase if I roll three sixes it ends the turn which means that you know that unstable building that might well fall down a unit that's that's in a really bad state of morale might leave the table at that point in time conversely it could be pretty good one of your officers who's got knocked out in an explosion he would go wake up what's going on in there he'd get back into action so it has various different effects if you roll four sixes same thing ends the turn but you also get a random event but obviously the chances are rolling four sixes is getting to the point where you know you should be on a trek on the plane to Las Vegas you're on cameras you know lots of mathematical probability are out the window right now yeah absolutely right so that's the way the command dice work and we'll see how that plays out as we go through the game okay no with me being the defender I think I have a couple of extra things to deploy before you get to go yeah absolutely now now we have completed our Patrol phase the British have selected a couple of support options which are not men but actual things that can help them now you've got a barricade a rock wall multipoint a roadblock this is a pretty hefty roadblock now you can use what you like here I mean this could be a sort of Czech hedgehog sort of great big metal thing in this case we're using with little Titus we've looted the houses but it's a pretty major obstacle I can't just drive through this it's the type of thing that if you bash your tank into it you know you're on the phone to the insurance company issues nobody doing some pretty serious damage so I really need engineers to be able to blow that up unfortunately I haven't picked in my support options a road block clearance demolition team although actually I have but I if I risk you using them to blow up that barricade they might not be able to undo the explosive charges on the bridge so I'm not going to be not likely to be using them for that so you can put that on the table any way you like on the table as long as it's blocking the road even down here if you want well that might not be the best plug I'm not giving you cover I think what I'll do is from where we are I'm going to pop it here right because I think I want a nice advance position yes it means you didn't start swinging it at neurone yet but you have to take the time to do that mmm true enough okay I think it'll be a little unfair just to completely block the road on you okay well the other thing you've got it's a nice little six inch square minefield yeah which again you can put anywhere now you could put that down here if you felt it was going to really mess me up you see I have to look to where I think you're gonna be coming along like an minefields hurt vehicles well the thing is actually they don't hurt anybody cuz we just can't go in them all right so it's just a complete blockage it's just a complete block okay so this is gonna be interesting for me so I think no-man's-land about here mm-hmm because I think that might give you some nice issues to worry about go yes so what we're really seeing is that the minefield is being used to channel me down nasty routes to that possibly wait yeah I come into the killing fields in the middle right I'm just losing yes okay right well I've rolled I rolled a real handful of dice sir so the five as we've seen puts one of my China command on point there's no ethical absolutely now I'm gonna use what I'm going to do is I'm gonna use the one and the two and add them together to make a three okay now I can use dice to add them together to make any score two three or four I can't add them together to make a five or a six curse that would be cheating so I'm reusing to make a 3 and a 3 is what activates fun toys called tanks and I'm gonna put that on within 6 inches of my deployment point now you may note I don't have a deployment point here but tanks always use the table edge as a deployment point and if there's a road I have to use the road now that gives me no choice at all here so but that's fine I'm quite happy to to face you down the road it does kind of make a sort of sense though that the vehicles would be moving in convoy yeah and they won't be popping up behind hedges because whilst your your Scouts have identified that they saw some German troops down here they didn't see a bloomin great tank now because I'm using a 3 that allows me to activate the tank commander and he's he is going to use his command initiative to put this tank on overwatch so I'm going to put an overwatch marker in front of that ok and that means that if you put any troops down a fire or move in that arc of fire I can then react to that ok so that's that the second three I'm gonna use I'm actually going to use to bring on one of my infantry sections remember the 3 is a junior leader he brings his section on with him and I'm gonna put these guys on here now each squad is actually made up of two teams here we've got the machine-gun team of three guys and we've got a rifle team of six eyes now why do we keep them separate well basically because fire movement tactics as used in the Second World War might mean that this section fires well another section tries to maneuver or it might mean that this machine-gun team fires while the rifle team tries to maneuver so it just gives you that flexibility you can fight the whole squad together as just one entity but you can also break it down into two teams as was historically the case they've sometimes kept them together sometimes fought them apart okay and what we can see there is that we've got our junior leader down there waiting to go on there so that's the three now I have got a four which means I can deploy a senior leader but actually looking at the table I don't think I need to bring on the big guns yet my commanders are quite happily sat at the back watching what's going on however what I am gonna do is do a very similar thing as I did with the tank and I'm going to put that machine-gun team on overwatch we've got these overwatch markers which gives you a 45 a 90 degree angle 45 degrees out each way so that's machine-gun is covering a pretty big area there and they can react to anything that you do but that's me done that's me done so that's my command ice and as I didn't get to sixes the next phase is yours so you roll your command on some machine where we go oh that's nice so the six is worthless the six is worthless because it's just one six but I've got two threes a 4 and a 2 yeah which means you could that you if you wanted you could actually bring on all three of your rifle sections you probably be showing a bit more of your hand than you want to but you could equally on a three you could deploy teams you could bring on your junior leader with the two pounder gun if you wanted I think I will because I think I need to set up a defensive emplacement right the hell away yeah ok right so what we've got here is we've got a nice little 2-pound again and I thought they've got five crew within six over there yep or I could put it right at the wall there good do I think I'll put it right at the wall here get a bit of heavy cover from that building that will make a big difference right so you've got the two pounder gun going in there they've got a junior leader that there who's gonna keep them activated and I guess you're going to want to shoot yeah I thought you thought you might there's a great bloody big tank down there there is and really the way it works is if that tank was in the open you would roll to d6 and you did it on a5 but there's a bit of a tree and a bit of a hedge in the way it's what we call partially obscured so you need seven so just to nice and even 7mm to do 697 kind of it yeah on the mill gun it on the nose right so that's a hit so now what we need to do is roll your strike dice against my arma dice right so how many deaths right well you've got five strike dice there with that and I've only got four armored dice all right let me roll my my strike this here okay and your hit look hitting on fives and sixes okay that'll be one that'll be one hit right so let's see what I can do by way of defense oh one five so basically it's gone bounced it hasn't penetrated the armor but equal doesn't mean I get away scot-free well here's my question hmm normally in games Luddites are bad is it bad to have high dice on defense in this game no it's good to have high dice on defense so I roll a six whenever I'm trying to see the guy does that not kill him if I remember our demo game uh that's that's with infantry firing so fives and six a penetration hits here I think now that because this is the art this is firing it's armored infantry don't have armor they're soft and squidgy okay right so here we've got armor now the way that works is that we've got equal hits here which means that I have to roll to see how my tank crew react it's not automatic that they they're gonna go haha that bounced off as we don't care yeah they might get a bit worried about it so we roll the dice they rolled a six okay don't know about for me no it's good for you okay I actually take one point of shock which means my crew are a bit rattled by what's being done and they reverse 1d6 immediately hope ah so what you've got there is a bit of negative reaction on those troops and they lose their overwatch marker because they're not over watching they're going to help help it's a beautiful moment of wait a minute that's an anti-tank gun oh crap that's a nice reverse that's exactly what it is now what you ought to be aware of is that if you get four points of shop my crew are jumping out and going away alright so you don't actually have to go kaboom and get the full pyrotechnic experience yeah to actually get rid of a tank lovely okay so I still have three dice laughs so here's the three the sixes dad yeah I use a three to actually bring in one of my rifle sections okay leader with a and and he had a Bren team yep three guys and he has a rifle team of four guys really small sections early war British mm-hm and they suffer as a result but that's why they're pretty low points in the point system that actually the fact that they're quite a low point army allowed you to choose quite a lot of support options as I'm probably going to find out as we go through so I think I need to start setting my defenses to the middle of the road all right so you're actually gonna use the barricade to get behind yeah and I think I will put my machine gun section right at the barricade right okay and are they gonna fire of course they will I will then place my other section yeah also behind them right okay just because I think it'll be useful with the junior commander there as well yeah so then NLR because they behind them they can't actually find next fight they're kind of just moving up at the moment but you've got the Bren in the right position and that's fine Bren gun fires with six dice okay pretty good and of course I will be targeting this unit right so we're shooting at this German squad there it's under 18 lovely nice and easy under 18 for five or six hit doesn't matter what the coverage that is covered in the saving rollers will see away okay so one to two hits bit about your sake yeah now we've got two two teams here so we split that fire between them equally and so we roll once on the Bren actually in the in in the DA in the tower of death well there you go literally in that case one man dead now wonder you wanted me to roll in the tower right and everyone on the rifle team which are which are also kills I will lose a man off the rifle squad now what I do need to do is roll to see because my squad leader was actually with the machine-gun team I need to roll to see if it was him yeah three I rolled a three if I'd rolled a one yeah it would have been him because there's one kill on that group there were two kills or one or two would have been him well as it is not a bit of shooting well the British round form today these AR Berman's coming up the road but good news is yes I'm up my machine gun team is on overwatch haha so they are now going to respond to that in a vicious and cruel manner I am behind a barricade and you are fortunately on the barricade which actually counts as hard cover because it's big and major so however my mg 34 is a bit more a bit more cyclical than yours a bit more exciting and our ol8 dice so here we go let's see if I can do some hideous damage to you three three yep fools fives and sixes so he hates now again actually you've got two groups and we've got to split them but we can't split three evenly but because you're in cover you get to decide which group takes the extra hit so I was in the open if you were in the open I'd get to choose so I clearly would want to be hitting the Bren gun because I that's that's going to cause me more trouble and a few rifles yeah memories you clearly want to put the extra hit on the rifle team so you're going to be rolling two dice for the rifle team and I suggest and one for the Brent right let me clear my I'm declaring this night the junior officer is with the Bren gun team oh yeah fine good cool those last words roll one dice blue is now you're behind hard cover that yes if you were in the open three and four would be shocked five and six would be a kill if you're in like cover four and five would be shocked and a six or a kill but because you're behind heavy cover fives are shocked and six is a kill Shaka's is a form of automatic morale rather than taking a morale test shock will affect units if you've got a couple of points of shock you'll lose a firing dice if you are moving towards the enemy each point of shot will take an inch off your movement yeah if you get more shock than men you'll become pinned you can't move and we'll fire at half effect if you get double the number of shock as men then you run away screaming right so let's put that one point of shock down there on the machine-gun - yep and I've still got a role for the rifle team just not looking for sexist or fun not looking for six okay they love it nothing no thanks at all so the advantage of being behind the barricade is immediately obvious yes right okay so that was three use that was a three so we're carrying on with your fight mm-hmm so I've got a - yeah which could allow you to bring on a whole section you wouldn't be able to put them on overwatch because it's not the leader bringing them on but you could bring him on a fire if you wanted I think I'm actually gonna get a little frisky no here's an important question hmm because you've fired do you lose this over what I do okay just uh just to be sure because if you just sit on a voice the whole time just go yeah yeah no that's gonna be a bad day it would be would be too powerful so really the overwatch would sit there until the end of the turn unless unless it was tripped unless it was activated once it happens it's gone yeah all right so I think I am actually gonna activate one of my high end commanders uh action in right okay he can't bring a section in he oh he just comes in a lot he would come in alone if he brought him on uh I think I actually will cuz I think I have a job for him that's er there you go he will come on and jump into this building here yeah and he will come and they actually get the shock off this unit yeah well he can nearly do that he's got to join them in order to do it I see so he will do let him join them and he'll take that shot yeah because I think that'll just be a yes yeah really that's one of the problems you got with the small British sections shock creeps up and then all of a sudden I'm just thinking about if I manage it the whole time yes Dale yeah that might be okay yeah good okay and the - I'm I'm not gonna do anything with I want you sure your handle the more I bring more men into the fight one of the things that a lot of people think is that the mechanism is designed to stop them getting troops on the table it's not actually you can get troops on the table as quickly as you want but it's do you want to show your hand early or do you want to kind of keep some troops back and let me show my plan before you make a decision so I have the defensive Ashley with those three deployments you could load heavy on one side and all of a sudden I haven't want to redeploy - they're absolutely right so here we go it's my face plate swings to me and right okay not the greatest of roles I've ever made however the six worth nothing because there's only one of them two fives now that's good in a way in it it brings my chain of command points up to three but that's kind of a jam tomorrow situation there's nothing I can do with that yet but I'm glad that's moving up because there are gonna be points where I'm gonna we're gonna need a chain of command dice to really put the pressure on yeah and I've gotten none so far well that's the way I hope it stays so I've got a three which allows me to activate a junior leader and I've got a warm which allows me to activate the team raw decisions decisions what I think I'm gonna do is I think I'm gonna activate this tank on a three because I really don't want him reversing any further off the table so I'm gonna get him to move forward so he's going to move forward with one d6 that's four inches now he has an option he can move forward with one two or three d6 if he moves forward with one d6 he can fire his main gun if he moves forward with to d6 he can fire his machine gun if he moves forward with three d6 he can't fire anything at all so that works for everybody on the tabletop infantry vehicles they all have to roll to see how far their move in there yeah that's right basically you as commander might say to those guys run across that field and you think okay they're going to do it immediately well made they won't do it immediately maybe they will take a bit longer than you thought maybe that fields a bit boggy er than you considered maybe people fall over a trip over whatever things go wrong so you can never be certain but what you can do with rolling two or three dice it's influence how fast they're going to go and you can kind of hazard a guess at what the probabilities so for example if there's a seven inch gap between a couple of buildings you can say well there's probably that evens chance that I'm gonna make that if there's a four inch gap you can say well I'm almost certain I'm gonna make that if there's a ten inch gap you can say well I'm very likely to be caught in the open with my pants down so and also it doesn't just represent how quickly your guys make their run it represents a bit are we sitting with this finger on the trigger there you go how quickly I react to them so rolling the dice gives us that feeling of whilst I'm in command command I'm not in complete control gives a little bit of a timeline feel absolutely got it and it also good gives a nice narrative if you run across the road and don't make it I find that quite amusing right so what I've done is I've moved one v6 you know I'm gonna fire my main gun at at these rotters now I'm gonna fire at the guys they're firing at me with a d20 down there yeah now I've got a pretty powerful high velocity forty seven and eight millimeter gun on there which is violent hard cover which would give me five strike dice if I was firing at one of your tanks unfortunately I'm not I'm firing a tree and a forty seven millimeter h-e shell is not the greatest shell in the world so I just roll three dice the only thing I will say is that a chi reduces cover by one level so you're only in soft cover but I still need four five and six to hit and I get two hits so two hits on you so you roll two dice yep and roll up I'll make some room for you in these and ayah in the dice Tower of death three and three okay now do I care you didn't care at all right okay so that kind of had no effect whatsoever to cook fury that's the German high-velocity I can hear it whistling right well these guys over here we're gonna whistle I've only got a two one left so that's one team so I can't activate my whole German squad here I'm just going to activate the mg34 team because that's a pretty meaty still pretty nifty it's pretty good it's eight dice of fun mm-hmm right so firing at your guys on the barricade yep as they trouble me right is that eight dice looks like it right so what do we got one two three four four four four hits so we're gonna split that thun - that's nice - yeah we don't have to decide where we're putting the old one because there's no order right so whenever it is even I do have to split it you have to split it if there's if there's seven count seven hits it's going to be three and three and it's just the old one you choose okay so I'll take the first two but it's not it's four right yep so your brain team how do they fare nothing no effect cuz you're behind heavy cover and the rifle things although fair has down lads as well I'm gonna eat there well there's another three blokes off the beach will you help me up there okay and that's me I'm done it's what I would a terrible phase so not great for me a lot of jam tomorrow as we were saying but on to you your face I like the way that it sort of changes the friend length as well oh three sixes three sixes is that good or bad well you don't win a car but it's pretty good now let's have a look in the rules because it's worth looking in the rules to tell you exactly what happens on that so we don't forget nothing right I also have a one and A four does that mean I can activate anything or does it turn infinite and doesn't instantly answer the turn ends at the end of this phase so think about what you want to do so good job you brought that senior leader on because he's gonna be able to do stuff yeah and remember he's a senior leader he's got three command initiatives yeah and he's also got a nine-inch command range in other words he shouts louder than the locals so he can activate people within that so he could activate the anti-tank gun and activate that team Lee see what I'm thinking is with the one I can activate a section is the anti-tank gun a section no the anti-tank gun is a team so but the advantage you have with it if you have a junior leader with it so you could activate the anti-tank gun on a1 or on on the junior leaner on a3 or in this case this platoon sergeant is influential enough correct about anybody on the table this corporal here can only activate his own section I see but the senior leader okay got it well I'll activate the senior leader yep first action is gonna go on to the anti-tank gun yeah obviously cuz it's got to take another shot I'm what you might try that so as we've seen partially obscured you need seven sit on two nice to hit I think you can yeah on the nose again like I said mathematical probably really weird on counter there you go right so you're gonna roll your strike dice again so you got five of them and I'm gonna roll my yeah defense o-ring three hits now that's potentially looking difficult for me to pull just one save now that's a pretty serious hit you've done some damage there and we need to roll the dice to see what the effect of that will roll again we get three okay now for to net hits when you roll a three it's a shock looking at the place sheet here you can download these online just download and print them out on a3 it's all in the rules obviously but it helps to just have a quick reference to hand on a3 that's to shock so those guys now are up to three shock they're getting pretty close to saying we want to going to help over here blues and the commander is wounded which reduces his command level by walls so when he next activates he can potentially start taking one point the shock off but he then can't activate the gun to fire or get them to move so it's kind of Clank Clank smoke coming out the back or we think it's smoke but they're coming right yeah yeah okay right so well done yeah well you had a four so are you gonna use the four I'm gonna push in I thought you might so from where these guys are here they're gonna show up into the hedgerows yeah with the mg you know rifle team can't see but could I get the the actual squad to move a little yeah you certainly can so he's got three come out he's got three command points so he can say Bren team fire yeah a rifle team move but I tell you what else we can do you've got a national characteristic okay which is based on the accuracy of the Bren the mg34 sprays bullets all over the place it's very very effective at getting lots of troops to get their head down the Bren allows you to almost snipe with it which means that rather than when it fires rather than splitting your hits across the two groups you can choose just to focus on that mg team for that's only when the leader activates it with two command initiatives basically it's representing the fact your troops are going to do a pretty average job if they're left to their own devices but if you've got a sergeant they're sound right that German machine that next to that tree focus on that your guys will up the game a bit so done I thought you might say that all six dice firing at them I don't know why I'm giving you this advice all right there you go we're going your way anyway Oh one two three four Bosh all on the mg team yeah and I think your junior commander your junior yeah so okay so I mean I'm an in like cover so that wax three points of shot on that team fortunately nobody's dead yeah but what you could now do is move your rifle team with one d6 and they could then fire a half effect up I used to command and I just want to fire the note the only tank no you use the one you could use the one to fire the anti-tank Oh fair enough I've done that so you use your command your number the command dice roll of one to fire the anti-tank and this guy's got three command initiatives - on the Bren and one on the rifle team so really good use of really good use of senior leader they're actually not only are you really putting accurate fire down you're also able to move other guys and they able am I able to do them with it yeah so I just want to reach up on my lines - yes so let's let's put them maybe three or four guys like yeah so you actually you only got three guys there have you know you've got four guys there right so they've they've moved with one dice so this does back a little so they get two dice too far with because it's half effect so roll your dice there oh yeah well for the the lives movement unless I got one there I would have been fit to do it so I need to roll for that no you do that's true that's right there easily done it easily done it yeah if you got a dice for their movement though they might move one inch going where do you want us to go yeah so right who is this guy are you in the our commander I think they might know who he is perfect that's two dice two dice you know it can get split it will do if you get two hits but so you're you're hitting the whole target two dice and I do miss with it not bad though not a bad use of dice there however that ends the turn now so what does that mean right well any units on overwatch are no longer on overwatch all right none were on any units who are moving tactically now we haven't covered moving tactically but we will it basically means that troops are moving and carefully making the maximum use of me hover any units who were tactical that then comes off it means that the if you had a mortar battery firing in support of you it would actually end its support fire at that point or Galland of the turn but if you if you have a chain of command us you might be able to keep that firing it means that if you had an unstable building the it would collapse at that point so if you had any troops still in it then they might be having problems you know to the head that's gotta hurt yeah it has I mean they don't all work they don't all get completely crushed dead but some of them do get knocks about the head and decide they don't like it very much it also means that any troops who are have got double shot points will leave the table at that point right any leaders who are with them will disappear with them so ending the turn can have important consequences but you can have positive things happen like if one of your leaders had been knocked out he would get back up at that point in time but as it's known this is actually quite useful for me because I've got so much of your stuff down yeah you know it's not done me any harm no me bad no no and I've got that that rule anyway if you put smoke down because the two inch mortar that you've got is really good at putting smoke down that's might would dissipate on the two it just represents a break in the fighting okay okay right but it does mean you get the next face I got off the next turn so really bonus yep can you do it tighten the rope well you can indeed and you can do it 78 times in a row if you manage it the thing to notice about rolling multiple sixes is that it doesn't actually give you two full turns an extra turn because in order to roll two sixes which are no good to you in this turn it means you've only got three command dice to use immediately but it does present you with an opportunity is this the point where I run up that road to try and post that satchel charge through the window yeah maybe you can maybe you can't but let's seal it I think my commanders just standing there going there coming up the roads lies pour it on I think I think you can do that so use the three yeah activate the anti-tank gun for another shot knee to the seventh you need something you wouldn't have retreated that turn would you for having taken the - no I took - sure I didn't ask you retreat yes grant but I mean these guys are close to bailing out yeah that'll be - yeah - hit sir oh no that's that's a hit and now roll the fire you know if you grow table there if you drove doubles that would have been a super-duper smashing hit and you'd have got extra strike dice that's just the one I think one one point of penetration so I roll my for armored dice to see if I can bounce that off and I get two so I do you're in a no problem I'm not testing your ass okay I'm kind of I'm kind of on my knees praying now this beam because I was really expecting those guys to jump out and go away however fortunately they haven't all right the commander yeah the four point guy that I brought in he's gonna activate the the rifle unit and and again we are just going to be posting shots straight down into here okay so are you gonna use his use that national characteristic again about putting the Bren fire focus good call right roll the dice why don't you get six dice for the Brent because if I can kill them before I fire the rifleman that means those shots from the rifleman then are not getting split that's true I think that's very true okay okay - hits two hits so focused on that machine-gun team so I'll run my two dice instantly well there's a junior leader there let's roll the dice now remember that's two hits so if I roll a one or two I rolled a five so actually your evil predictions have come true you have wiped out a machine gun the machine gun team there they had three points of shot which now disappear because you can't shot dead people right and I assume in the Euro you can try in your commanders and stuff don't carry the shock with they don't carry the shot with an automatically transfer into the other unit no because that shot was specifically on that team oh you can't shop leaders I know no but I mean the next shouldn't I do with the rifles how's he automatically joined the other team well he's within 4 inches of them so yes automatically important thing is if it was standing alone yeah if he was more than four inches from them you could shoot at him got it and that might really hurt my force morale so we're gonna leave in and so you fire four dice now yeah well you've lost the team does that not mean you have to roll no well let's do this let's let's pile it on before we talk about force morale okay okay I'll be two hits yep so remove your evil dice of death and I will see what the effect is on my other team well I mean like cover so four is a point of shock however now something important has happened here remember we talked earlier about false morale force morale you don't test morale fer I want to charge let's take morale test what you do is certain things happen on the battlefield that makes everybody go oh that was not good and having a whole machine-gun team wiped out is not good so what we're going to do is we're going to roll the dice and see what the effect is there so this is a team being wiped out it's not the worst thing in the world I might completely ignore it I don't it means my force morale drops so my force morale which was originally at nine yes has now dropped down to eight that has no effect whatsoever it can keep dropping I'm not troubled by it until it reaches four at that point those five command dice unrolling go down to four and if I lose another one down to three and all of a sudden controlling my force getting them to do things effectively becomes hideously difficult yeah you see that this kind of plays into my gaming mentality of just I must break you bullying really is what you're saying no no no it's kind of the rocky moment whenever eat up against the Russians squaring off in the ring yeah that's exactly what warfare is all about it's not kill them all yeah it's about destroy the will to fight yeah and that's exactly what the force morale is representing because there comes a point and it may not take a load of casualties if you you knock out a few key men and maybe it's a nice juicy support option my Germans are going hey we love having this tank here then all of a sudden it's not there Yeah right right back on fire yeah then it can I kind of makes something you do this right have you finished I sadly don't think you have a two left and have a two left I was saying you could bring on one of your rifle section yeah no I couldn't bring on the more no because that's a team so you could bring that home on a warm I think okay do I want another section on the board yes I do and I will tell you exactly why I am worried that you're gonna start ruling stuff up on the far side of the table hmm to actually come and get me in here so I'm gonna bring a team on here hmm okay hmm so if you I are not a team attack sorry so I will bring on a section so three guys for rifleman and a junior officer yeah Audrina lady yeah that's right as a corporal actually this conforms with Wow sound about bullying what you're doing here is using that position there to gang up on these poor guys well it actually is the right thing to do so I think in an excellent fire biasts it does and I think what we were what were who he was saying jokingly earlier about you know bullying actually it's the right thing to do these guys are under pressure now and that section being knocked out may be killing a leader it could really do some serious damage to my morale so whilst it means that you are showing a bit more of your hand and people are seing you to play my game a little bit I think I think he's right this this is the the thinking on warfare you know so pinning down a unit and making them useless giving you bad choices to actually work with I think that's the way to play chain of command but I think I think what I'm gonna do now is strike back and put fear in your heart no you want our old two sexes far sorry so come on down oh okay that's workable very workable honey I'll roll that when you roll though you look at it and you go that's not very good but actually because you can add things together you can really make anything you want out of that hand so rolling five ones might look rubbish but actually it means you can look like now one of the things you might be a not aware of because I'm told you yet okay one of the things you might like to be aware of its the fact that a two inch mortar doesn't fire an awful lot but it does take cover down one level so when you are up against an enemy who's hiding behind the hedgerow you might want to put shells in like that yeah because in that situation it would be treating them as though they were in the open so it's just something that you might want to think about it's entirely up to you let me let me start with what I have because I want to work with what's on the table and then maybe reinforced or the end yeah so I'll start with the three and I'll activate the team with the the little NCO hmm and they're gonna take another swipe at the tank so if you were activating them with that NCO actually usually if I use the one you could use a one but one of the things I've neglected to tell you intentionally if I'm honest is to find if you activate them with your NCO he can add a plus one to their firing so you've been hitting on the six that do will do that you can tell how low my force morale is personally but I'm actually admitting to this needing the six yeah on to dice on the nose okay once again so here we go this is this I I can feel it in my fingers I can feel it in my toes that we're about to jump out of this tank five died yep it's right as health workers won't know well now you're only are only on fives and sixes question armor and to net hits yeah well looking looking at my looking at my list of how bad can this get whatever happens there's enough shot to do that let's just roll was it interesting from a narrative point of view to see what actually happen on a wall right one two shot the drivers killed well everybody's going understandably yeah once he's dead we can't get out of here let's go so it's a punch one through the front slot yeah the driver has became Jam yeah and everyone else has looked out it went well we're not driving anywhere so what we'll do is it'll kind of put the turret a bit skewer hit and that's a force morale that is something bad happening if I was very confident that tank was gonna do you a lot of damage I I have been very lucky with the activations to just be able to pineap-- oh no Poe not pulse morale were our three mm-hmm now that's the support option which you don't want to see going yeah loss of a support option is one point of my force morale so that's down to seven four five or six it could have been two points yeah so fortunately fortunately we're not we're not weeping openly in the streets but we're not that keen on it but so here we go so the next thing I'm going to do is I'm going to add a one on three together yeah to activate my high-ranking commander tune sound ruin the hero of the hour in fact this is military this is a military medal here time but so you're going to presumably you in a bully this remaining rifle team here they're the only viable target left on the tabletop okay so that only because you'll find a whole section in one go that's only one command initiative so that would lead you to other command initiatives so you could shout over to those guys as well is what it is you shoot as well okay if you are from that area of London any now regional before you leave it out governor right so come on shoot coming six times for your brain yeah and for for the squad and then pull for the squad let's do it one at a time to sour I want to see who's I want to see who's doing the damage I'll get one one zero three four that's the rifles that's the rifles three hits from the rifles right and then roll with six dice for your brain [Applause] that's fact or five toe alright these the only thing any good thing is that these guys are not a close range so you're gonna hit on fives and sixes although they add it into this from no yeah that can find out because he's getting them to fire now as well yep so how many hits we go so far five so far five I'll make a note of that on this dice red six from the brown yeah but fives and six remember yep remember I warned you about nine hits so far which I will mark on these dice and then four for the rifleman yeah again fives and sixes mm-hmm one more 10 8 10 hit that's I'm not sure I own that many dice that is down near nuclear okay so let's see what happens to those gaps in the hedge bad things bad things all day long okay sixes one day I feel it's only one bed but then in light cover fours and fives are shocked so that is 6 points of shock so let's see if the dead man is my junior leader so we need a 1 because he might there so he's not yet so that's just one random chap and then six points of shock yeah now the thing you will note there is that even with the junior leader there are only five people there yes and there was already one point of shot so they've got 7 points to shock on them hmm so they are pinned now what does that mean it means that with all that shock on them they can't move and with when they fire they fire at half effect even if this junior leader removes all that shock they're still pinned until the end of the turn right as that's a point where you need to get a high-ranking commander to just run out there and say look lads get back in the fight right at this point I need some kind of tactic tactical nuclear device but yes this is the point where I need to get senior leaders on our end stuff right anything else anything else well you see here's a question because I've used the high-ranking commanders they don't that he might cover it it was knocked over I'm really standing him up in an advantageous manner ok so because the commander is actually shut across to them to make them and activate yeah that countries are activated yeah that was a revelation that's it always folks that's everybody but I still have a three I can make mmm so I could bring in I tell you what I'll give the one mmm and what teams do I have left you've got a two inch mortar and an anti-tank rifle I think I can leave the anti-tank rifle at home I think you can I think it's time to bring in the two inch mortar what is his range like on what sort of line of sight does in his range is certainly as far as you want far here it's 60 inches right and if he's he doesn't necessarily need line-of-sight if he fires with line-of-sight he will hit on three four five and six if somebody else has line-of-sight he can still fire but he will hit on fives and sixes I think what I'm gonna do then is I will deploy him here yep so he's gonna hit on fours fives threes fours fives and sixes yes and he rolls so he can't fire when he comes in yes yeah I made it up yeah I mean it's only a light mortar okay you just pump it on the ground the girl like that boom who dies today yeah all right what I need sorry suppose fives and sixes okay I doubt the two right now well then what I said about this reduces cover yes what I didn't tell you was that being pinned actually improves your cover all right because you're cowering in a ditch trying to make the most of whatever covers available so if the infantry rifles were firing at them they count as being in hardcover however because the mortar reduces covered by one like one by one is being on down one they count as being in the open know in like have I know you've got two hits yep and they're in like cover so no effect yep that's fine that's fine you know I keep it there hands down making them worry well we certainly are is it my turn now it is Balaji that was great enough right okay right okay so two senior leaders now this is extreme but I feel I need to be extreme at this point in time both senior leaders are going to come on over here right and both of them have got three three command points each so they are going to collect up six points of shock yes and rally them up that so in other words they've come along and went excuse me yeah what are you doing what are you being paid for today however that's still pinned until the end of the turn oh oh right because they don't just immediately leap up and go you hey we're there yeah I know mmm yeah they're having a panic in there exactly rocket so that's two of them burnt you've got a one yeah I'm 202 I'm not putting up with this hey reg we are going to deploy we're gonna use the other three I'm not gonna I might come and the tuna want to make a three mm-hmm hey I am I am and I'll show you why I'm going to bring a squad on here within six inches of this deployment point okay right yeah everybody no no no now you remember that special trick mr. Clara clubs can do with his Bren Bren gun varies focusing and he gets to focus his farm on great like an army similar no I can't do that tool however what I can do is use this guy this junior leader to use his to command points to direct the fire of that machine gun which adds another couple of dice okay I'm still gonna spread the hit across anybody within four and that so my hips will go onto those guys all right but I am gonna get 10 dice worth of fire and these guys as they are deploying can fire anyway automatically but let's roll those 10 dice so my mg34 yeah he's gonna fire at your two pounder right however actually it's fine kind of my area though so we are let's try and get them let's try and get them in the dice tower and might work better than that right what range are we firing at we should be under 18 we are so we're hitting on fours fives and sixes one two three four five five hits now that's respectful so we're going to hit this gun and the adjacent team here the brand team there because they're within 4 inches those rifle team and not within 4 inches of my prime retarget so you're in cover actually yeah they are only if you count that wall as being part of the anti-tank gun crew no because there's me at the base where's that all right hey I didn't notice him I thought he was the cleaner or something right okay so we kind of split across those three teams so we got five hits yeah so it's gonna be one one-on-one so you're all in cover so where are you gonna put the odd ones presumably on there two on there two on there and just one on the anti-tank gun yes and one on the anti-tank gun two on the branti here which has the junior officer here and then two on the radical team which out of the many well senior officer yeah okay so one on there one on there anti-tank gun yeah so Bop five one point of shock okay so we will we'll pop that down what I'll do is I'll pop it yeah that's right yeah all right next up for the other this is the Bren guns yeah they're fine nothing they're not bothered and lastly the rifle team just one point of shop on the five that's okay yeah well that's a trifle disappointing if I'm honest but there we go right well we've we've got another six guys with rifles are gonna fire at you and I've four hits so we're gonna go one one and one and where you're gonna put the arms because he's still valuable yeah I'm going to put it on the Bren gun team I hear what you said so it's that's I think that's a wise decision that yeah I think so don't you thank God and never pulling the show yep mmm the rifle team yeah it's fine nothing yeah and then the Bren gun team yeah not to find one guy died Undead so let's see who that is roll that we're right if you roll a one it's the junior leader nice now so it's just your block Jill Clark Co blokes get that right I can live with okay don't ski yeah okay so it's back to me Oh see so a point for a Madrid command so you trying to come on one point the six does you no good but gets burnt by a freeze that's three junior leaders now you've got one two three junior leaders on the table yep so that's that's gonna happen or you might say well I don't I want to bring another junior leader on which is your remaining rifle section no I think I'm gonna I'm gonna keep a little bit of a reserve because yeah as as I always know in war games the the dice guards can turn against you very very quickly so I think having that reserve is gonna be very crucial to me during this Kim so I will activate I'm not entirely convinced though so I will just like to get the guys here on the table yeah so I will activate the this squad and the rear first yeah okay so hit on fives and sixes yes you think he's died you came down my targets straight across yeah this is a high-value target we've got a lot of senior leaders here yeah so it's a risky strategy there but to be honest with you are just six and four I just really don't want my force morale going down any further so yeah roll the dice so ten days total yeah six and four if you want to roll it like that some people like to roll one team at a time but all works together it all works together it all comes out in the mill ah that'd be two hits two hits because I am at long range I like it I do like that so we've only got one one team there as we know because the machine-gun team is dead and doing a one no effect whatsoever okay let's move up the line so could that be the dice go be regular the jr. of option here is actually gonna order one of the riflemen to jump on yeah so that's one of his command points he's got to command points so he's actually saying right Jenkins reinforced the Bren team yeah good move yeah well it's it's gonna keep it solid because I don't mind losing one dice yeah if I can keep those six dice yeah yeah that's good cool right serving nine five sixes so he can now activate the whole section because they're doing the same thing yes what he couldn't do is say you guys I'm in there and you fire because that's you'd need to command an issue so let's go so you've got six nine nice yep no nice four five and six is one two three mmm not so good this time so this could be those dice God's changing against you as I roll three sixes probably having so many but to just to shot but to stews enough when you've got a tombs of so few men right yep okay then the last thing mmm is the junior officer in with the anti-tank gun yeah like will it fire hichy no unusually the two pounder anti-tank gun has solid shot it's just a big lump of metal it's basically firing an iron at somebody and it goes through armor so you can fire but you might and you might luckily disembowel one bloke in there are messy and painful manner but it's not the best weapon in the world for such things yeah I have a cunning plan ah pass me over I still can please that's a cunning plan that's coming as a fox that cunning is a fox indeed so don't get that there that's right well that was coming well it means you have to be a little more scared of bringing another tank on earth it does actually which is what I'm hoping to do is I have another tank so let's see what happens when I roll my command ice ah four three three two one good mix very good mix yeah it is a good mix I'm quite pleased with that I can do a lot with that and what I'm gonna do a lot with that with is for the first thing I'm gonna do is use that three yeah I'm gonna put these out here carefully so I don't forget why I rolled because the worst thing you need to is pick your dice up and then can't remember what they are right I'm gonna use that three yeah to get that machine gun to fire with 10 dice this junior leader here is using all his command power just to get the machine gun to fire okay why am i doing that because I have a 1 to get the rifle team to file on its own yeah you know it makes sense of course right okay so this is why I like about the activation system in this I like that fuses aren't turns they're not and I like the fact that this activation dice ball Sinden gives you such flexibility for your tactics it's about fire and movement it's about allowing you to do the best thing you possibly can in any phase you're not just saying I'm firing that section and then it's on to you it's a case of if I fire there can I get enough pressure on them to actually start then trying to outflank them and doing some interesting stuff although I think so far in this battle I have you reasonably well been dying you may think that I couldn't possibly comment 10 dice yeah I don't want to roll that little inaudible creature here oh yeah three four five six seven eight nine that's main split between three sections yeah now even I can do that I know actually because I took that one guy across yeah I am still just within the four just by two mil I like those rubber tape measures you've got that really good but I'll go with that it's a friendly guy right so he yeah I have four inches with two mil tolerance there we go right three three okay to meet at the end yeah I'm feeling like we're gonna do some damage here this is gonna be yes so man down man down is it your leader let's hope so because that would mean that rather than activate not a woman or one or a three you'd only be activating on a one right roll the dice see you got a wand ah call it and roll the dice to see what the effect is because hey I'm a leader doesn't necessarily kill him roll another one that will - oh no he's not dead but he's knocked out and he's knocked out until the end of the turn not the end of the face so this is where you may want to get that turn ending as quickly as possible he gets knocked down but he'll get up again at the end of the turn so so how many guys are on the crew 5 yet so got on the bigger base is gonna be there yeah so the longer the guy know he's the guy who lost oh I see so if you lose a guy it's not and the commander it's instead of all right you did go in a point of shock so yeah we'll pile is some I prepared earlier hyleri shock on you do but let's see what happens now when I fire these guys as I said I was going to do on the womp mmm-hmm six oh no hold on we've got to do a bit more rolling my oh yeah I've got three more so fully on the Bren gun team that's how you're winning effect and three on the rifle turn one point of sharpness shot I have someone over there so that's two shot on them okay I'll get this stuff away and I well six guys from my rifle firing and I just get two hits now one of the hits has to be on the primary target yeah so that's the primary but you can put the other hit on any of the other things or the other put the other one on to the wrecker a team on the rifle team yes oh oh he's only a platoon sergeant he's only being the man who's held the line and dominated the battle so far so what if he gets killed but I want to keep the brain gonna line you want to keep the brain gun firing right so yeah he's nothing she's trying hard cover right theme in the rifle team is and I know dad is it there is it the platoon now close but no cigar ah you see what I mean about things switching up really quickly I don't feel the pendulum swung fully but I'm seeing a lot of a lot of this these guys starting to look badly locked dying because I mean like you've got three on my anti-tank gun hmm I have and I'll tell you what I'm gonna do oh the other tank coming in and he's coming in within six inches of his deployment point now that doesn't have to mean it's gonna be on the road it means the deployment point is on the road so I'm gonna get behind that that victory luxury trig and I'm gonna put my fire in on these guys okay right and I'm rolling my massive three dice and that's one hit right hello Armour huh you know one hit so it takes cover down my wants so you roll one dice and they count as being in like cover so four and five will be shocked sixes will be killed nice now the leader can't be hit again so it has to be one of them it okay that's why he's down that's what I was about to ask it would have been a wise and pertinent question yes now interesting thing is you've got four guys there and three points of shock what the three points of shock does is it means that when you fire at me you're on a minus three so instead of needing seven only ten something like that so here's my overwatch to return fire though so you're you're gonna do it oh yeah yeah I can't blame you so we'll take that overwatch off yeah so remember what you need tens and two dice are you feeling lucky feeling lucky yeah he was lucky okay so five don't push yep come on come on little sleep I know you've been still great at this entire game yeah the worst thing is actually two pounder is my favorite anti-tank gun so to net hits yeah oh you're not gonna blow me out but you might scare me a bit two hits back but remember what happened last time I got a roller dice because it's it's evens yeah so this is a potential morale effect six exactly the same again I take I take I take one point of shock and reverse one big thing guys I've already inches which is about there and we'll take this I'm getting the feeling of deja vu that shouldn't have happened folks that ten which is why I piled all that fire on there was to mean that I could have ants in a blitzkrieg type manner you know that that's deaf or a lip for the bridge bullying again don't do it kids right okay so I've still got some command ice left you do and I want to do something in a manner that will really no you so I'm gonna reality shock with this singing lead horse right which probably won't annoy you very much but it does because I'm doing a lot of work to try and get rid of that unit it just means it's hanging around like a bad smell do you know what I'd really like to do I'd like to bring on another squad so that reversed e6 that doesn't affect your actual command level just so I'm sure no it doesn't okay oh you've got three and a two left yeah I'd like to bring on the team but because they'd have to come on behind these guys because they're both sort of blocking these positions yeah and you're not wanting me to play on the real good I don't you really wanted to pro on the road and died yeah so what I'm gonna do because I really do want to pile the pressure on is I'm gonna do this we're going to deploy from this deployment point here and we're gonna put oh you're putting in there and putting the machine-gun team at the front and then I'm putting in my big this is my big squad all right because what I did was a German pioneer platoon has got really big squads yeah twelve men always so there's the important one uh-huh and what I did with the other two was I took three men and made them a demolition team or what the point an anti demolition team in this so they're the guys who are going to save the bridge and I might have made the other three guys an anti mine team so they're the guys are going to clear that minefield sort of but these are the big punchy guys who unfortunately can't get to the front because of where they are but what I am gonna do is I'm going to put them on tactical okay so as they come on their command leader is going to make them tactical right there does that mean your mg can't no it means the mg can still shoot now I've got a big decision to make here because I could use his command initiative one point to make them go tactical but that would mean I couldn't use my two points to enhance their firepower I tell you what I'm gonna do they're not going to tactical they're going to stand there in the middle of a field like idiots but he's going to use these to command point yeah get that firepower going because I really want the crew at that two pounder to run away because they have sport my day so let's roll ten dice and see if we can break they will that's a big role yeah big lie the one I had at lunchtime right okay nine hits ah improbable but we've seen it happen right so roaming Naruto nine not only a piece 3 up 3 apiece so let's do the three on the gun first cuz that's the fun one that's the key one should I make him wait for it we're all at last oh all right so three on the gun yeah one guy died another man damn so no more shark unfortunately another pointer shot would that done it no but three guys in three shot yeah they're okay another point of shot would have pinned them now that would have they would have been in real travelled about a bad day that would have been a real bad day but didn't happen three hits there yes just we're sharing the love because they're within four inches and that's no effect because for the barricades okay the last unit there's no effect which is for the hard cover that hard covers really keeping these Brits backs to the wall in the line you know just down there hold the line if you've seen the Dunkirk movie that that scene where the British guy jumps over at the French market and they're just laying into the Germans yeah don't worry it's we're out to star in the movie no not spoiler okay right well I had a two left's but it's not a young dudes nothing do it I've got nothing left on ton of oil the Tories are on the table now on putting maximum power on yeah it may have looked like I was just hammering you earlier but this is the German cycling up and cycling up and this is why I've been holding back some stuff I've been holding back the tears but there we go yeah go go so roll those come on guys yeah one six no good is burnt three two two one three two one yeah so what I need to do the three yep I will use to activate this section yeah two points to remove this eugenia leader could remove both points of shop but he wouldn't be able to activate the section that's fine I just want the shock gone okay I want them to hang around yeah and just cause you problem I think really again as we've said with those small British sections managing that shock is such an important job of the leaders both junior and Singh yep which is why this is about to happen so far for for the big command all from the big commander and what he's gonna do is he's gonna jump ship from the unities in uh-huh and trying it in with the anti-tank gun he can move up to 3 d6 and still users cannot go use this command nice it doesn't matter so you might as well just roll all 3 d6 yeah you know he might roll three ones but no so where you go he's gonna go in there and he's gonna remove all of this no he's not because moving himself on his own takes one command initiative so he's going to take two off but yeah I think that's the right bill - it is ripe everybody rolling it means I know I can activate that on a four and one yeah and you are gonna be hitting on eight yeah or if he's activating it you're gonna be hitting on sevens and you're not in the point of running away yeah I only have a one left actually she won't return come if you want oh yeah okay I like to hit it yeah right okay so you're hitting on eight yep roll those roll those dice and be lucky I'm lucky by who $5.00 yeah okay it's hammer time yeah it is one hit though oh one happen they're still one hit no matter how much you cheat it's only one hit right that's right so there we go and one save so we roll the dice once again to see what happens to see what happens so how are they feeling - in that feeling big in brief they don't care they're feeling begging for hair feeling big and brave and nasty cuz you've used all your command ice and they're going they're gonna show you how it's done but not on that roll actually that's rubbish because tanks only activate on a three so they're stopping fresh schnitzel that's one word for it so where we go we've got a lot we've got a lot of whole sections here yeah so I'm the user to trying to make that section I'm the user - that's a team you do have you picked about I'm gonna use that the two twos to make a four and that's going to activate the senior leader there I'm a whole those two back in some vain hope that they can do something but I feel they can't so we're gonna put down some fire here once again we're firing on there we're gonna roll out eight dice because we can't enhance our fire it because these aren't leaders it's the scrubs are firing in their own to thing Me's right yeah two hits on the so so al Don a minute what nope not yet because we're gonna roll the dice for the rifleman well so how many rifleman six six yeah six that one well 3 so 1 1 and 1 ok it keeps it easy so on the anti-tank gun thank God yeah although I again roll that again that's nothing a Bren team shocked the rifle team dad dad I am glad I made that commander you are rightly glad you moved that command that guy's dead one of those laughs yeah you're in danger of losing a team there but don't remember let's put that shock on there but at least you're keeping the Bren firing which is what's holding us off right now this is time for our big leader here to make some brave decisions he's going to get that machine-gun team to fire first of all far away eight dice because he he could move attach himself make it ten dice but he's better off getting other people to fast yeah it's got fortune he's got no shock to rally so that's one two three four hits okay now there's nobody else fine from that squad so we roll for that now okay yep so so that would be one one and two so where are you gonna put the two you know what my command level is good so the two is going on that last rifleman yeah you're right you've got room to maneuver because your force miles up at ten - down at seven you can have been in a stronger position so roll the two dice so for the rifle team I just hope this goes badly wrong for you you know I know effect right he survived right so one on the Bren team is nothing and on the fires one shock so we got shot back on the two pounder let's put that one in and we're now going to get this rifle team to fire and that's just for men okay far away far away and that's two hits so one of them has got to go on the primary target now I should have named my primary target there and I failed to do so so let's assume it was the 2 pounder cuz I've been bearing a big threat that's the big threat well I would like to kill that one man to be honest with you I should have put it on him but anyway I tell you what hmm if you want we can do odds for the anti-tank gun even for the one man that's a nice pair let the dice decide even Havens know what you said now I think it was the the one guy I hope I said aw don't you tank gun even now he did so it's that one so it's that one guy how many get 101 ok yeah my brains melting okay one guy let's see a force morale so we've got a look at that on our foursome round let's turn to the magical play sheet yep on this and see what a team wiped out that is one point off wash a whole section wiped out slightly to be a worse than the team being wiped out for obvious reasons yes uh right no quick important question that so because the ii didn't die at the same time yeah if that other side of this action dies does not become a section talent it's another teacher very important for your games okay you know it makes sense it's right okay now he's gonna use his third dice it to say to these guys well I'm like the vingt cuz he's German and eleven no we were playing a lower low so they're gonna go ten inches that's that's a good bit of a run that's a good run yet advanced what I was scared off and that's not probably not not worth it that it's a big it's a big infantry team of nine men now what you may note is that by running they get an extra dice of movement which is great however as this happens it's no it's not that bad Arthur was pretty impressive ten inches they do take one shot because they're a bit disordered from running about okay so but they could that can be rallied that's no problem so that's done everybody's activated who can be activated and my other two dice waste time okay nothing nothing I can do with it back to my cell yeah if you can policĂ­a dice Oh lovely two five so the chain of command three yeah the sex is wasted but the two threes are good two threes are always good but no senior leader so yes yeah no anti-tank gun firing yes so I'm going to activate my other junior officer right yeah and I'm gonna do a nasty thing uh-huh so give me that unit they're gonna deploy right so section three come on Barry no hang fire I actually have to do this correctly yeah so the way this is gonna work is this unit is gonna half move you have one die yeah and then fire you know so for distance uh-huh uh-huh oh they only get to move one yeah move where one not good enough is it well I'll move this one guy here yeah and that might just be enough to bring higher laughs fire for three yep three dice who you find out oh target-rich environment who's what's what's the smallest unit that's set about there that full moon actually well gonna fire out is this because you are more than four inches away from who from this unit I'm more than four inches away from them so we'll just share the hits with them all right okay yeah yeah but if anybody will improve not the same well primary target will be the mg team that that it's very common huh yep okay so three nice yeah three days on the mg team almost punching myself in the neck for some reason there we go - it's the best hit I've had all day right - right so - someone on the machine-gun team let's rope of that and one on the rifle team who next to them one point of shock on the rifle team nothing on the machine-gun team that's fine so we see from where we were earlier and all that shot by putting my two senior leaders on there they've really tired of things on yeah they like everybody under it's a kind of big risk factor with that but fortunately it's a paid office so far what I need to do now is put some pressure on you but what are you gonna do with this section well they are going to come in and deploy it on the barrack and I've gotten six inches yeah so I can get the brain get the brain you can get the brain gun team up there firing it and it'll mean your rifle team is still in the road behind them but yeah but that's well ok with me it is and actually because you're doing it on the section leader when he deploys he's got he's got his to command initiatives free yeah this is representing this is representing the fact that when a leader comes on the battlefield for that moment he's kind of in perfect control so he can he can if he wants say to the Bren focus on them or even focus on this group with the two senior leaders let's go after those senior leaders just because I think that's a really risky thing so it's six shots I get yeah yeah yeah you do six dice focusing on a senior leader okay so you're not actually you're focusing on that group but any kills will be a leader right so roll those dice so six dice okay and four fives and sixes you dial before hit her there's a risk involved here so one bed and one point of shock then we'll put the shocks on now but the interesting thing is the one dead if I roll a one now that's gonna be one of those senior leaders and that could be bad what happens to him well shall we see let's find out will tell us sex he's lightly wounded so it's not always terrible when I lead he gets hit you roll again a one dead a two or three he's knocked out so he can't use his influence to the end of the turn so four five or six he's just goes down a level okay so is is obtained of ruggish scar perhaps down the ice road your scar that's one way of looking at me okay so have you had enough I believe that's all I can do right well let's see what I can do I can end that turn which sadly for me means your genial with the anti-tank gun will be coming back in a moment yes the other thing sad for me is I've rolled two fours which means like can you transfer one of those commanders I at the way I'm going to yes yeah I think it's a good idea to do that so what I'm gonna do is I'm gonna take this guy here and he's gonna run 11 inches Oh boom and he's then gonna say fire fire and hi he's gonna get this a machine gun firing he he hasn't actually got to the machine hasn't reached the machine gun so he can't use these other two command initiatives to but that's fine he's going to get them to fire so that's 10 dice for them yeah and last chance to get rid of the yeah really good a try and put the pressure on that anti-tank gun before their leader comes back one two three but he's also gonna fire the rifleman the six rifleman so let's see what happens when we do that so we've got three hits so far just for a bit at home oh five six in total okay everybody at home here is why I brought in that extra section look at how many different sections I have this area in this area now yep to actually soak up rowing shot soap with yeah use I breaking up the poem you know so that's one two three four teams in there so they will taken one hit but two of them take an extra rifle team defending support weapons with adjacent troops is is a good idea in a way because when I'm firing at it I can only see across the field there's a bunch of guys there so it's right that the fire is spread across different teams however it's a bit of a risky option and if I had more to support I could really cause a lot of problems but I'll tell me you have more uh I might okay so what on the end of a gun all right three there's nothing right one on a brain gun yeah he's nothing so two on the new brain team yeah one of their ace is it the junior officer it is it is a one who is to him before he's lightly wounded so he's down to a level one leader now fine do you want to do a force morale check for that now or let's roll for the other let's roll for the rifle team for it's a to your rifle yeah double once nope they are they laugh outrageously alright yeah missus you have a junior leader wounded roll a d6 one or two it's nothing so I'll get my minimum five that's one point off your force morale I'll take it I'm owning it these are now you know I'm only on seven so it's coming back the balance is swinging the other way especially is I've got all this all this fun still to do over here well you have one more of your senior commanders to go I have and he's got three points in this three teams here oh that might be fun I'm gonna activate all of them and fire at you a lot so here's a little hype first light machine gun firing mmm 1 2 3 4 5 I'll assume that anti-tank gun is still do a primary target yeah uh and then I'm gonna fire the next group of four man so how many was that like five so far and then thing rather than nothing okay and then nine from the right from the big super rifle group yeah so five so Donna these guys are hitting on full-on fives and sixes yeah that's a more seven tool thanks oh okay it's a 7/4 and it don't got I'll take one everybody else has taken two computer ok one two three four five six seven so anti-tank gun yeah it's fine not bread team ah one dead and one point of shock is a junior commander is it the oh we know the other junior member it is not know so I'll take one guy off here yeah but it's no got to shotgun at two points I'll pop those shocked over there so we know exactly what we're looking at yep alright so I've got four left to tick yeah so two on the rifle team yep fine they're fine and the last brave team on the guys number one on the way laughing in the face of danger flash art style well but fortunately for me yeah it's my face so that turn ends yes matey wakes up what's been happening yes right so he recovers it nobody is that nobody's on overwatch so that doesn't get removed nobody's moving tactically that doesn't get removed nobody's got so much shot that they run away and leave the table so we cracked straight on with the next phase which is mine got all three two one that is a good roll the tank is gonna the tank commander he's got to command minissha tubes one will rally the shock or at which I think that bloke forgot to do it yeah like a fool and he's gonna put three dice of a chi in on here okay one it no that's one nice on there so they're only in like cover for this remember and that's one point of shock yep pile of points of shut down there three points of show backed up to three points of shock yeah another reason to have my high ranking commander in there give them that little bit more of Steel waste last now I am going to use this for to activate this machine gun to fire mm-hmm still black no way out this yeah I'm amazed at how well that has survived in that room I have been incredibly lucky yeah well you validate the point is you did the right thing you've sent I'm the big guy in there to keep them fighting this is real Dunkirk backs-to-the-wall true British grit okay so we're putting that fire in we got one two three four five hits stun here is our two on the rifle team okay police you - I will do all right so no you take that yep fine nothing yeah Brad yeah I think okay other Brad nice hard cover all one rope I am one point of shock so give me a shot market now is there a leader with it he's with them yes I've no leader I've kept my leaders with the brands okay because that's where I want them getting that shock removed now what he's gonna do with these other command initiative is move these guys 3d6 okay they're gonna run now it costs you nothing to go through a gate ahead so you'll make it through the gate yeah we don't worry about the countryside code which we just leave it open cuz we're those sort of Nazis well you know you have friends who need to come along as well and the senior leaders going going with him right that's that position down here now interestingly I've got a 2 and a 1 and a warm which I'm gonna add up and I'm in mate make that into a 4 here he's gonna take one point of shock of this group all right and he's gonna put fire on he's going to put fire in with that machine gun - there again yep 3 6 8 desperate to get that you can't go under a lot of pressure and we're not gonna do it without one here know is that - yeah that one in 18 so that's - yeah they are yeah okay so - yeah one on the tank gun and one on the rifle squad okay the rifle squad yeah are just my guys who are going to die okay so thank God nothing rattles well you weren't wrong he's down he goes okay now I've got a decision here I'm kind of a bit worried that your guys in heavy cover are really winning the firefight in some respects mmm you've got such small numbers I think I'm thinking I've really deployed these people in the wrong place all right so that's big unit of yours yeah where do they want to be really they'd like to be at the bridge but sadly I don't think that's an option yet okay we're gonna put some fire in then we're gonna no long range okay we're not going to do that we're gonna run okay we're gonna we're gonna reposition ourselves all of seven inches so they're gonna run back over here so these guys are running in that direction I just love Benny Hill running in the back of my head right now although I'm just deleted it little idiot dude that's exactly how they're doing it it's okay well no except - don't ski yeah I I reckon so I don't really feel that having had an extra place I inflicted the damage and I want to but let's go for it I'm gonna kill you in a minute all right lads yeah don't hold the line yeah not like that though mmm it could be better six is wasted - one's two threes more now course you the nice thing is you can turn the threes into fours I will turn one of them into F for doctor seems like a good idea no basically what's gonna happen is a he is going to have them two of these yep again and then fire I present and fire of course okay well they've got one point of shot yes he would have to use to command initiative to give them a plus-one so he doesn't have that so I'd rather just take the shot yeah I think tank shot off the right thing to do we've seen that again and again so you need eight it's okay lucky seven not this time whistles off end of the day it does it does perhaps hits a random farmhouse hopefully landing on the beach at Dunkirk which seems to be my only chance of doing any damage in that area right okay all right so that's yeah a4 done yeah I have a three and a one left yeah I think it's time for mortar fire because your guys are no longer pinned you're right so how many dots right there no longer pins right so I'm going to be dropping a mortar shell into here two dice two days knitting can you see it yeah four threes fours fives and sixes excellent yes you learnt and who you landing it on this to mgt one and one so one on the machine gun there in the open so that's a man dead is there a Larry's we'll come to that in a second that's on them nothing so there's one guy with them let's roll the dice to see if it's him all that it's not so it's this guy here which still left bad enough okay and that was a 3-2 now that's a 1 that's a 1 okay that leaves me a 3a dance so I'm gonna have one of my brain guns fire with the team which doesn't have a wounded young authors or yep right okay are these six shots and look us firing into that machine guns - that's true isn't it oh you Rotter right okay six dice I'm learning that's only two that is only two but it's focused on the brain team so and the only two guys this is where I roll two sixes again of course now that I won point of shop though yeah let me reach over and there we go so my face yeah that'll be me oh there's a getting really close but no cigar through on my China come on last so I could end the turn any time I could interrupt okay you rotters I don't have what I need I really really want to activate these guys here knowing that I haven't interrupts I really want them to surge up here and throw grenades but I don't have a fall for the senior leader and it's like oh dear could you activate them with the junior leader or is he not with he's not with him he's back here with this but he's back here with this machine gun team keeping up the base of fire right but you know here's a question I love it when a plan doesn't come together right here's an important question you've got two threes there yeah could you add those together and say that's making a 4 or does it have to be you know that has to be exact ah has to be exact again important well crazy craziness crazy crazy but it does mean I have to do something very clever very soon okay well this guy is going to use his three so activate his junior leader and he is going to really focus that fire 10 dice using my machine give our national characteristic and much good it did him three hits so 103 place and where you will but one has to go on the primary target which is the anti-tank gun yet so anti-tank gun yeah the squad with the lightly wounded yeah junior yeah and then yeah yep and then the other on the rifle team yeah okay so start with the the anti-tank let's do that let's see what those dice are gonna the dice will tell us the story that's why this one's important here Brad yeah let's do it five that's a point of shock now that's interesting because there's three men there yes with three points of shot now their other team's gone so they don't share that shot with anybody so that getting close to being yeah I'm happy right and one rifle here yeah rifle team oh man island down so there's no leader with them no so they just go right okay now what I mean that's one guy with one shot yeah what I'm gonna do with my other three yeah is do exactly the same over here and activate that machine-gun - yeah and put ten dice into you again such pian the Germans are pokey yeah with these machine guns when they're directing the fire you can use your leaders as a base of fire and move those those assault troops round under a senior leader in they especially when we come onto our other German national characteristic hand grinning which is where their salt in the old First World War stormtrooper style throwing grenades as they go they can really do some damage but here let's have a look at the damage that we've got here first six hits six hits six okay the way I have to divide this then is one two three yeah one so you got full teams there so you've got to decide which two teams get the extra dice it'll be the I'm gonna take it on the chin for this yeah I may come back to haunt me but one on the anti-tank gun okay there we go let's roll for them so and it tank go it's nothing they're fine the good Brent gun team yeah that's why I was over there just the one nothing right so two on the brain gun team that's looking untidy yep I'm shocked pinned yep okay so they happen to on that last right or he's dead when they met it was murder right so that is a bad one that's a team lost Rohmer dice checked the team right down horse morale three three one off your force morale that's fine don't just seven so you're as rubbish as I am there so it had got both sides really not feeling good about this but yeah and the pressures on that yeah framing the pain a little bit but yes it's your phrase Eamon no no no no I'm indeed let's get four three two one one and that is good that's a good hand lots of variety in there not a bad roll I can work with that mm-hmm so I can get my commander active I can get one of my little guys active perhaps even - okay so important thing then first thing I have to do is the big commander's gonna activate for the four yeah that's the platoon leader yeah he's gonna he's gonna drop one yeah and with two left over have this fire yeah and so he can actually influence that fire now give me two plus two so it needs seven so it down six now because all the shops gone yeah and just gonna keep hammering that 90 feet per minute I turn it scares me oh I don't get it Hey ah the worm has turned I don't haven't you said it's given them a plus two no gives him a plus one they use their to command the initiatives to give them a plus one blast well worth the try and they're at least thought negative yeah I'll then use the three you know to activate here here and he'll just drop to a shop yeah because it has to be done it can't fire then know it can fight but you'll need another command initiative to activate it all more at the point you'll need one of those wands I will use one of the ones yeah so see there were two men in that benzene it had four points of shop that remember it had a junior leader with it so Heath counts so that's three men so the four points of shop was just enough to pin it but it wasn't enough to break it but are they still pinned down they're still pinned so I can't fire that you can fire but it half effect I'll take the shot yeah and I will continue to target three dice that right Mary yeah okay that's the primary target that'll be two two hits thank you one on them and one on the rifle group next to them so one on them is one point a shot one on the rifle grip next them is another point of shots Oh excellent putting the pressure on yeah Brandon from the last three yeah I will have my other commander active yeah yeah and he will put both of this point into actually could he showed it the other unit no it's just your your superior I knew the senior leaders consider another you house fire so he'll put the two to focus on to that mg team right this is with the the other machine the other Brent right okay so he's gonna put six shots on there let's take those guys over there they'll do that before yeah four hits and we've already got two points of shock on there mm-hmm and that leader is with them so let's see two dead so borrow two kills leader no one were two kills and one point the shock so one or two kills a leader it hits the leader what was it it apparently mrs. can right so he's knocked down the leaders knocked down another man dies and we have a extra point of shop so that's three points of shock on one man because man knocked out I can't count so that team breaks laughter oh that's a big one there because they're routing so we roll two dice roll that one again five and nine and we had six to that so that's 15 they roll straight away from the fire so he's run down the road he takes his shot with him he leaves that leader and that is a team break so we roll a dice to test our morale for team breaks now actually change breaking believe it or not it's worth than team's been right down and that's two off yes so that takes my force morale down to five which is fine but one more and I start losing my command dice yeah but your fears and I've also got a leader wounded Oh which I haven't rolled for yet six oh my god Junior leader wounded two points off my force morale and suddenly the tide turned and suddenly so I'm down to just three command ice but you've still got things to do and you know that's all night thank goodness for that well that was a big turn that was that was a real hammering away there cuz I'm what you want what do you get just two senior leaders now what hurts now I'll tell you what I'm gonna do here all right I'm gonna expose myself recklessly okay I'm gonna are we within 12 we're not so I am gonna book it we gotta try and make something happen here okay 11 okay so there oh my god a storming in okay and it's on a senior leader they're coming into close combat range but as they go he's used one command initiative to activate them and as they go he's gonna use the other two command initiatives to get them to throw grenades in oh god see you're chucking grenades into here I'm chucking grenades into there prior to my assault going in so that it does it count as an enclosed space that it does count as an enclosed space because it is a space yeah is enclosed okay okay so they will throw the dice yes before they get to the 4-inch close-combat so they're throwing at five inches now in order to roll dice you've got a roll higher than the distance involved right so I'm going to roll a six to hit yes the first grenade goes in and it and the second one doesn't so it's an enclosed space so that means you three automatic hits and they are treated as in the open so roll three nice and it's all focused on it and it's all focused on and that is rubbish for you so that is one point of shock I'll take it all day long I will take and not enough to save me but we're going straight into a close combat here because we've advanced close enough to initiate that right it's four inches now the way we do that is that you guys count the number of men who you've got in there and then this isn't leaders it's just men one two three guys three nice fight they will do but yes so you get three dice for your ordinary three blokes but you've got a senior leader there yes whose level is he still level three it's not been oh no he did get knocked down right so he's able to now I may have been doing a couple of things wrong then if I have I apologize well I think he's been cheating all day but there we go so here we go but let's so he's he's a level 2 alright so that he had to dice okay and he's back in action so he got knocked down but he wasn't actually wounded he was the only knock down so yeah that's two dice for being there right now for every dice I use for movement which represents me rushing forward and you getting a chance to shoot at me on the way in even if it's only with you or you know pistols and whatever you get three dice with that alright so there's no SMGs there's no light machineguns so that is the total number of dice you've got there one is that I think it's ten all right well that's barely enough right now let's see how many I've got I've got one two three four five six men yes six start I've got a senior leader who's three dice yep but he's got an SMG which adds two dice as we go in okay now your vibes our kills and sixes our kills plus shock so this is kind of well last-ditch get the knives like this this is get stuck in and see if we can break that British morale before we all run a home drawing so i'ma roll my dice first reward and I'm looking for five sixes so I've done four dead and two points of shock on you now that means everybody in those dare Department one man and he's gonna write so let's take them out and it's alright it's dead but one guy so you've got a roll yard yeah let's take them off now that one of those have to be one of them's gonna have to be one of them so Romeo d6 one two or three so junior leader four five or six is the senior leader four five six senior senior leader right so I have to rule to see what happens to Nora no he's dead he's dead alright and the anti-tank gun completely down so we'll take that base off so they're completely kaput well wisely hand so home how many did you kill till four for total yeah then you're correct yeah you're correct so that's go yeah so he's gone we'll leave the model there so we know it's there yeah right roll your dice to see what you do to me as I as I rush in foolishly possibly poor Hills on me right two of those mmm with the the additional additional shock so we'll put the two shock on what we'll do is we'll routes if it's one of them to lead actors not everybody's killed it is is it yeah for dead and a role of three so what's the effect on him he semi senior leader is reduced in quality by one level so he's down to a level two leader okay however you have got one man left with three points of shock which means he breaks now officers don't hold leaders don't hold shock but they do react to it in this turn to Romney to d6 to d6 okay and add six that'll be 12 so they go straight away there so you go star there and then take that shock off because leaders don't hold shock okay right now I will occupy that position for now we've got some big rolling to do for you yeah no your leader because he was wounded I think you have to make a roll I do I am gonna roll for that for my force morale so senior leader wounded for is for is one point off my force morale Oh surplus so my morale is just hanging in threads but I'll tell you what happens in a second because we're going straight into another close combat here because we were with him for oh you just roll it off yeah more of these but before we get there you have to roll for a support option destroyed so Romney dice for that one two or three is one four five or six is two takes are two off your force morale so you don't have five to five year romeo dice with senior senior leader dying six senior leader killed it's two points off your pulse morale takes me to three and I'm really hoping that we can do something else but no we didn't kill that other leader right yeah but I have to junior leaders there you do so straight into more combat that straight and will come that we will get we were within four inches okay so now what you don't get is diced for me moving as I've come in because yeah you've already done that yeah this is just very late spreading what we're doing now is how many men have you got there who are not leaders I've got two guys aren't Lee right night is this everybody now yeah all these guys are sucked into the fire alright so with him alright yeah yeah everybody so I've got four guys who aren't leaders after all right and then what leader qualities you got a leader quality one yeah a leader quality too right so that's what you got yet and I think you're right that's it now I have got one too Oh hold on a minute I did lose four men oh right I was being a bit optimistic there so I've got one of no sorry I like actually lost three because one of them was the hit on the leader yeah so I've got three men and I've got a level two leader now because you came down a level with his SMG yeah but I have got one point of shock so I lose a dice oh you've got two points of shop so I lose a dice I've got that as well so you lose the dice with that okay so you've got more dice in me but I feel I deserve somehow to win what can you go first this time okay so that's just one date on me and no shock that's two down on me I'm shocked so rule for leaders yeah you know we better do that so I've lost two so it's a one or two it's a leader yet yeah again it's fine no and I've lost no so let's take let's take our dead off yep you can take them off where you like okay and then we just keep scrubbing till someone's dead we don't because I've beaten you by one which means you fall back six inches huh okay directly away directly away oh god oh god do you have any more in the tank I have a 4 a 4 it for my command dice oh my god this this could go horribly wrong so having been beaten my guys have never ran I entered a bloody open and I'm gonna activate his team here he's going to take off one two points is shot yeah and he's gonna get those four men to fire and a hope from their idea of delivering a coup de Gras yeah he's in close range Oh God yep three hits and I'm in the open and you're in the open so so fives and sixes kill in the open come on lads okay so one on the badly done unit yeah two on the other okay right so the rough unit is a point of shock I puts them to four yeah the other unit it's fine there's nothing oh and that that's me down so what's how many how many yeah three right and I actually have got a force morale - so you let's have a look and see how many died family come on dice that gives you when you've got three dice it means that you are rolling let me find it here without my glasses on here we go three your command answer reduced by two so you will roll 3 Commando yeah come on ah a 6 & a 5 just what I didn't want just what you didn't want on a 3 a 3 mm I was really really hoping for a 4 there so I could bring in my second high-ranking commander Oh sadly you can't right but I kind of steep my men I can't see them doing a lot more so remember the pinned unit can't move and will fire firing how effective it fire yes but I have a fresh unit and you do I'm at hardcover yeah but it's gonna be ten shots yeah so I'm gonna go with that okay so you'll find with these guys from Here I am yes so this fresh unit yeah it's just gonna ah if I tell them destroy the robing break the table yeah print line of sight of course from here straight into here okay y-you go sighs I dunno why I as to be fair I'd let you fire the bread and full effect but these guys are kind of adju because these guys are a so just the brain on a couple guys so let's say I guys I think it's probably going to be enough to be honest I'll take that I'll take that yes it's our in hardcover so it's five sixes well you're still hitting on fours fives and sixes and then yeah right so right dice negative pulls fives and sixes come on voice do my son that's only seven hits okay fives because I'm in half cover fives a shock sixes appear oh my god Wow do your worst doctor right that's you done three dice for me I've actually got to take off because I'm down to two it allows you to remove one of my deployments point jump off points from the table it kind of doesn't affect this game because everybody's on but let's take that one off for the sake of it yeah I'm gonna roll that dice five which puts one of my chain of command dice I've actually got a whole chain of command ice which I've been vaguely forgetting about six I've got a three and a one which I'm gonna turn into a four and he's gonna get these guys to throw three grenades oh if you want to throw grenades your leader gets you to do it right one for each command initiative but I've got a senior leader always down one level yes how's it sound too so we're throwing grenades how far are we throwing grenades we're going eight inches or I might be being a bit optimistic here might not let's go for it yeah well sex is in the tar let's go there that's right now I'm hit with two dice and nothing right so they're in the open so it's only two dice for damage we roll two dice but they do count as in the one on each then one on each yeah so what else damage unit yeah nothing other unit a four-burner shock no pathetic pathetic I think you need to talk to you a minute inspector I really was hoping that I would be finishing you off of that but yoga Houthi for me three here okay let's do it come on Tandy I'll watch you - one year gives you a lot of options so I can have do you right dice again with that junior leader can't you I can't or or so for a two I can just no - is the section section I have a section new homo section so they can fire on that yes so what I'm going to do yeah I'll use the - to fire with this action yep so that'll be the it yeah let's do that first five three yep one two three four five four five that's okay that should be enough to do something no you said that with seven what are we doing that one that we roll out again it landed flat well it did enough to kill three men so they're all completely wiped out the senior leader a while I know what's gonna happen roll it so we've got a team wiped out only three team right town is one point off the force morale so I'm down to one senior leader killed by one even on a warm a senior leader being killed is whomp zero my force morale breaks and I win well you run home to fight another day yeah so I think that the story at the end of that is the German commander in a fit of rage yet having not been able to reach the bridge yeah decided to go on a bit of an assault run yeah unfortunately this exposed him to fire his man seeing the courage and bravery of their German leader decided this was not an excellent plan and decided that they were not going to follow this lunatic anymore which is fortunate because he's dead that was a fantastic game I really enjoyed that thank you very much rich well thank you it's it's one of those games that because of the nature of the fighting on the flounders plane it's flat it's open the Germans of God open ground to advance over so it kind of turns into a bit of a shooting match but what I tried to do was to break the deadlock buying around here I felt I was really unlucky not to get that for earlier and make the assault earlier on in the game before I kind of lost all my dice yes I felt had I got that chance but just the command dice didn't come up for me and that's when it's about right I can't do exactly what I want to do but what can I make happen but your guys were real black backs to the wall her oh yeah just double hard standing in line taking on the chin the whole name the real key for me was focused firing stuff dined misses soon as I was able to start focusing stuff dying and rolling down that command I think that's that's what won the day for me it was meaning it when I wanted to kill something not trying to take stuff out piecemeal fantastic guys drop your comments in below did you enjoy this game of here no command we will move on we will see an another one thanks we hope you enjoyed this let's play go ahead and check out our other content on screen noise and be sure to check out beasts of war comm for the latest gaming news and gaming Let's Plays and while you're at it why not hit subscribe and remember to ding our dong go on you know you 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Channel: OnTableTop
Views: 48,359
Rating: undefined out of 5
Keywords: Wargaming, Let's Play, Too Fat Lardies, Skirmish Game, Beasts of War, OnTableTop, Tabletop Game (Game Genre), ontabletop.com, Hobby (Interest), Orne, Tabletop Gaming, Chain of Command, How to Play, WW2, Miniature Wargaming (Game Genre), Dunkirk
Id: KabKEnhjNDs
Channel Id: undefined
Length: 135min 58sec (8158 seconds)
Published: Thu Nov 09 2017
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