Slight mistake at 4:30, unless commanded by a leader, all figures in a section must do the same thing when activated on a roll of a '2'. Always refer to the rules and don't take these videos as gospel!
Thanks for the warm welcome on the FB group and for all the CoC tutorials and content on this channel! I'm looking forward to seeing how far down this rabbit hole really goes. - Shaun
You're welcome and I hope you enjoy the game, stuck with it, it's definitely worth it. I also suggest having a look at the other game videos I have on here, such as the command dice and movement videos.
Excellent video once again and I am really enjoying all your Chain of Command stuff here and on your blog. I do have one question about activating sections on a command dice of ‘2’. Around 4:30 in the video. Maybe I am incorrect but don’t all teams in a section activated have to do the same thing, firing or moving? Can you only activate individual teams in a section with a Junior Leader? Thanks and keep posting these great tutorials!
Yeah, sorry slight mistake on my part, all figures in a section on a roll of 2 do the same thing. Not sure how that crept in, but you should always refer to the rules for final say rather than my videos! Thanks for watching though and I'm glad you're enjoying them.
I'm getting a better understanding, but I'm unclear on 7:56 . If a jumping off point is captured, does that mean the opponent can't deploy from that point? and if so, do you mean they have to move an already deployed unit onto that point before the end of the turn? And by "move onto" does that mean directly onto that marker, or within a certain radius? I'm sure things are clarified in the rulebook but I'm not going to spend the money until I can be sure this is a game I can grasp rather than be frustrated by. I'm trying though. :)
Yes, if units from Player A's side move within 4" of Player B's JoP, Player B cannot use it until Player A's units move away or are cleared off by other means. To 'move onto' is not defined, but various FAQs mean that they have to be in physical contact with the JoP. The difference is, being with 4" stops it from being used: moved onto means the JoP is removed on the end of the turn and the player has to roll on their Bad Things Happen table, affecting their morale.
Slight mistake at 4:30, unless commanded by a leader, all figures in a section must do the same thing when activated on a roll of a '2'. Always refer to the rules and don't take these videos as gospel!
Thanks for the warm welcome on the FB group and for all the CoC tutorials and content on this channel! I'm looking forward to seeing how far down this rabbit hole really goes.
- Shaun
You're welcome and I hope you enjoy the game, stuck with it, it's definitely worth it. I also suggest having a look at the other game videos I have on here, such as the command dice and movement videos.
Excellent video once again and I am really enjoying all your Chain of Command stuff here and on your blog. I do have one question about activating sections on a command dice of ‘2’. Around 4:30 in the video. Maybe I am incorrect but don’t all teams in a section activated have to do the same thing, firing or moving? Can you only activate individual teams in a section with a Junior Leader? Thanks and keep posting these great tutorials!
Yeah, sorry slight mistake on my part, all figures in a section on a roll of 2 do the same thing. Not sure how that crept in, but you should always refer to the rules for final say rather than my videos! Thanks for watching though and I'm glad you're enjoying them.
Another superb video. Clear and concise for the newcomer.
Many thanks!
Really good videos.. clear, well presented and edited and easy to watch, thanks!
Thanks buddy, I am glad you enjoyed the video! There's one more in the series left to come
Nice video, clear and with good examples. Thumbs up.
Thanks buddy, Glad you enjoyed it
I'm getting a better understanding, but I'm unclear on 7:56 . If a jumping off point is captured, does that mean the opponent can't deploy from that point? and if so, do you mean they have to move an already deployed unit onto that point before the end of the turn? And by "move onto" does that mean directly onto that marker, or within a certain radius?
I'm sure things are clarified in the rulebook but I'm not going to spend the money until I can be sure this is a game I can grasp rather than be frustrated by. I'm trying though. :)
Yes, if units from Player A's side move within 4" of Player B's JoP, Player B cannot use it until Player A's units move away or are cleared off by other means. To 'move onto' is not defined, but various FAQs mean that they have to be in physical contact with the JoP. The difference is, being with 4" stops it from being used: moved onto means the JoP is removed on the end of the turn and the player has to roll on their Bad Things Happen table, affecting their morale.
Excellent as always. Very helpful and clear. Well done!
Thanks Chris, I am glad you enjoyed it!
What do you think of AB 20mm miniatures for this ruleset? I heard you saying in the last video that 15mm matches the ground scale better.
Yeah, they would work fine. Many people play CoC in 28mm so 20mmwould be grand.
Well explained again, a great introduction.
Cheers Phil, glad you enjoyed it!
Great video Alex 😊
Cheers Grant!
Great explanation of the rules!
Thank you!