Just a quick CoC update


So as I picked my platoons for the first game, I learned a few more things about the game. The best thing I learned was how to use the force rating scores to adjust your supporting lists that you can choose from.

I really like this simple system that helps to balance out potentially more skilled and overwhelming platoons. For example, by picking platoons that have a difference of 5 in their force rating, the lower side gets to choose from a support list 5 level highers than their opponent.

This could really help make up for the poorly trained troops making up the weaker side. For example, if you are playing Russians on the weaker side of the force rating, you could potentially choose a T-34 tank. This would be a great scenario for the Germans to be a reinforced infantry platoon assaulting a Russian defensive position supported by a T-34. The Germans come with panzerfaust and the senior leader comes with an anti-tank team, so this would not be completely one sided.

I think the system does a good job reflecting the potential disadvantage of an inferior equipped or even trained platoon taking on a more experienced and better trained platoon.

Finally, I put in squad markings on the bases of the soldiers. I’m not sure if it is needed. I just thought that since this is a squad based game, it may help to track when you split teams and try to bring them back together. However, the rules don’t state it has to be the same teams that re-unite. So if I can mix and match a mg team and rifle team within 4″ to make a squad, it might not matter the original squad. We’ll see how it plays out!

2 thoughts on “Just a quick CoC update”

  1. There’s a lot of scissors, paper, stones in the force choice system in CoC and you’ve really got to look on it as providing guidelines for choice, rather than as a hard and fast system for generating finely balanced competitive games.

    For example, as you’ve mentioned above, a German platoon comes equipped with loads of anti-tank weapons that are really valuable if your opponent chooses tanks or armoured cars as his support options. But they’re not nearly as useful if he loads up on other types of support – he could choose two Maxim MMGs instead of that T34.

    It’s really quite easy to generate unbalanced forces using the system (same with all points systems I’ve ever come across), but you should be able to recognise the problem once you get a few games under your belt and make appropriate adjustments.

    1. I agree. This is a system that will take time to learn those nuances. Even with the anti-tank weapons being taken by the Germans, for example, they still have a chance to use them against not vehicle targets. So I’m sure, like with any new game, we’ll all start to learn how to employ our support choices regardless of what the opponent takes. In our example, we just stuck it out with a support mortar apiece since we are not sure how all the support options would play out in support of the troops.

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