Double phases in Chain of Command never fail to generate a fair amount of discussion and debate. A few house rules exist for those who think a run of phases can ruin a game, many others are quite happy to play with the rules as written. I'm certainly one of the latter.
Yet, despite all that discussion, the second edition of Chain of Command included only a single, minor change to the phase sequence mechanics from the first edition - each time your opponent rolls two 6s or more, you earn a CoC point. At first sight, that might not appear like much compensation, but I think far more exists within both the first and second edition rules to provide players with multiple ways of trying to cope if your opponent enjoys a double phase.
The most common complaint I hear, is that an opponent was 'able to do loads of things, while I could do nothing'. While there are times when it feels just like that, I think that more often than not, what that complaint really says is, my opponent was able to do loads of things and I had made no plans to deal with it. Truth be told, the rules offer players several options.
Friction is an integral part of Chain of Command and so, while you will never know exactly what will happen, you certainly are aware of what might happen. Have you prepared your force to deal with those should the situation arise? If you know a run of phases are possible, what steps are you taking to be able to cope with it? If you haven't taken any, can you really have grounds for complaint if things turn against you?
So, it's worth exploring what options exist for your units to react outside of your own phases. Let's look at firing first.
Overwatch - with one order a leader may place a team on overwatch. The unit remains on overwatch until they fire or move and so are able to fire in your opponent's phase. That means they remain a potent threat beyond your own phase.
In v2 CoC points now allow for a number of different responses. Keeping points banked for just this sort of occasion is very wise. There are three ways of using those points to fire in your opponent's phase.
Interrupt - I find this a very valuable use of a full CoC die, using it to interrupt your opponent's phase and fire first.
React Fire - for three CoC points this allows an infantry unit to act as though it was on overwatch and fire at an enemy move.
Ambush - v2 rules allow this to take place in your opponent's phase as well as your own.
All of these give players options to deal with enemy movement in their line of sight and outside of their own phase. Being able to do this serves two purposes. First, it permits you to fire. Secondly, simply having those CoC points banked will make your opponent cautious. They will want to make the most of a double phase, but not at the risk of making a rash move that you can react to.
Firing is not your only option. You can also move in your opponent's phase.
Hit the dirt - this is a quick and very useful response when facing a double phase, because the tactical status will stay with the unit across multiple phases. For three CoC points a unit in open ground is suddenly in light cover and a unit in light cover is in hard cover. Both make a significant difference to the outcomes of multiple phases of fire.
Interrupt - most commonly used to fire first, it also allows for movement. You can reverse a tank to escape an enemy line of sight before they fire. Alternatively, move an infantry section from open ground to cover or to a better location. A good example of this could be to relocate to a better position for the following phase, during which time, if you have the CoC points, you could then react fire (keep in mind a unit cannot use CoC point activities twice in the same phase).
When your phase finally arrives, what can you do to try to redress the damage done?
Reposition - this is a 'free' move that is not considered an activation. Again, it can be used to move out of danger or move a unit into a better firing position to then activate.
Deploy - have you kept a unit in reserve for a moment like this? Because suddenly deploying a fresh unit to a crisis point could quickly turn the tables on your opponent. Alternatively, ensure your jump-off-points give you a defence in depth, so that if a double phase sees your forward position overrun or abandoned, you have a fall back position into which fresh units can deploy.
Ambush - like deployment, this could deliver another nasty surprise where it is most unexpected.
Consider also, the possible mistakes your opponent may have made. A double phase will often lead to a rush of blood to the head and over confidence. They may have made moves that are not as far, or as fast, as they anticipated. This is where a reposition, deployment or ambush could catch them when they are poorly positioned. Keep in mind that enemy units are often vulnerable following a move at the double or a close combat, can you now take advantage?
There is no perfect solution and there are times when reacting is difficult, but I think players often forget that they can have more agency in this than they realise. I'd suggest keeping these in mind:
- Maintain a pool of CoC points as insurance
- Keep a reserve off the table, or have a defence in depth
- Remember Hit the dirt may be more useful than a short term use of React Fire, as it allows a unit to improve their cover across multiple phases of enemy activity





Very insightful thanks for taking the time to compile and post.
ReplyDeleteThanks Greg.
DeleteThe problem with a double phase is more pronounced when the opponent rolls 3+ sixes - at the end of the first phase all those Overwatch and Tactical markers disappear.
ReplyDeleteVery true, but then 3+ sixes leaves your opponent with very few activation dice which can mitigate how much damage can be done.
DeleteA well considered approach to controlling the flow of the a action regardless of having the phase. As for double phases, I like them.
ReplyDeleteThanks Phil. I like them too - when I get them, a little less so when the enemy does!
DeleteI think the key to "dealing with double phases" is ensuring that you try and retain 3 CoC points on your dice to be able to react if needed. Whenever I have a double phase, it usually means I have less dice to do something in the first phase so my impact is lessened.
ReplyDeleteAgree and it’s something a lot of the critics tend to forget, the more 6s you roll, the fewer command options you have.
DeleteInteresting read, I enjoyed it.
ReplyDeleteThanks!
DeleteI agree these actions all help, but if you’re short on CoC points, let alone dice it can be brutal. I eagerly await the next episode on how to cope against triple, quadruple or even quintuple phases. ;o)
ReplyDeleteWar is hell, sometimes there is no solution!
DeleteAs usual, a valuable assessment - Thanks for taking the time to create it. Aside from having those recommended tools to counter them, a key to 'accepting' multiple phases (as opposed to criticizing/house-ruling them?) is to look at them in the same way as the variable movement facet of the rules, where the distance is not measured in a set time but by how far a unit gets before others (friend and foe) can react to it. As to multiple phases of fire: I view them as summarizing a particularly effective single event rather than a longer (time-wise) series of multiple activations - the dice can often make the results be no more lethal than a 'normal' single phase (-especially if I'm rolling...).
ReplyDeleteAnother perspective on multiple phases - Based on the mean distance that can be travelled in 1 phase and the ground scale of 1:120, a phase lasts (from memory) from circa 6 seconds to 12(ish) seconds, which is short. Multiple phases could simply represent a tardy response from the out-of-phase force; there are many potential causes for this.
DeleteI think that’s a key point. Players dislike enemy double phases because they take away their control. However, sequential turns and phases are simply game mechanics, they don’t reflect anything in real life, so there is no historical reason for any wargame to have a series of turns or phases, as they are artificial constructs. For me, command is about how well you manage chaos and confusion, so all this is rational, even if it can be frustrating from a purely ‘game’ perspective.
DeleteVery useful and well written article. Cheers!
ReplyDeleteThanks, it may not be a perfect ‘solution’, but hopefully some food for thought.
DeleteInteresting thoughts. In the 1st edition I was adamant about playing with the "drop-a-die" house rule, removing a Command Die in each successive phase to reduce the likelihood of devastating runs. Not because it wasn't "realistic", I'm a big believer in the variable time/movement scale, but just because it wasn't much fun for either side to have a game be decided by that.
ReplyDeleteIn 2nd edition the reaction tools do feel more robust, so for now I'm playing as written to see how it goes. I would have liked to see a little bit more done to reduce the danger of a run of successive phases.
One thing I do think is on players to plan for is how to protect their jump-off points from an early game rush, double phase or no.
I think that’s a key issue for many, a series of phases can really swing a game, so I understand the frustration or desire to limit the impact from a purely enjoyment perspective. It’s also dependent on individual player’s psyches. Some slump into a trough of despondency and give up far too quickly, others take a more robust approach to misfortune and stay focused. That said, a long series of successive phases by an opponent will test the most robust gaming personality.
DeleteThis comment has been removed by the author.
Delete