If you have been following my blog for any amount of time, you know that I *love* a variety of wargaming systems, ranging from Battletech, Warhammer 40K, and X-Wing Miniatures with a bit of Wings of Glory thrown in…
…and Chain of Command.
Out of all those systems, Chain of Command would have the best and most dynamic ruleset.
It combines the quick play of a you-go-I-go systems, along with the dynamic play on interrupts and unit activation.
It deals with hidden and unknown units in the game- the *fog of war* in a very unique way vs. many other rule-sets where all your toys are on the table.
It is a (*very* dynamic and flexible system.
In the video above we explore this system in depth with an introduction to the rules and the flow narrative of the game.