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 Aug 7 2005The Weapons of Chain of Command Mark Granat
The Weapons of Chain of Command

By Mark Granat

Three weapon types per side are presented in the current version of Chain of Command. Although they have different names, they are in fact overall weapons types and not specific models and therefore not as historical as they should be. This will be updated in a future version.

It is important to understand the capabilities of the weapons systems.

Submachine Guns

US: M1 Thompson. German: MP40

These weapons fire low power pistol rounds from relatively short barrels, but they have automatic capability. This means that at long ranges they are not very effective, but at short ranges, where accuracy is not so important, they are extremely effective. If a soldier is using a submachine gun to engage an enemy at long range, consider getting him to Hold Fire. (P.N.: In anything but the shortest missions you will find yourself running out of ammo for the submachineguns. To counter the rate at which they use ammo MP40s and Thompsons should always be issued with Ammo Boxes. At longer ranges these guns are completely useless. The Hold Fire button will be your best friend if you are carrying two or more of these. However at shorter ranges they are equal to, if not better than, the MG42 and BAR.)


US: M1 Garand, German: Mauser KAR 98k.

These weapons fire full power ammunition and were extremely well made, built for accuracy at longer ranges. They will provide good firepower at all ranges, but at close ranges expect the submachine gun to be the superior weapon. (P.N.: Rifles are fair at long range, good at medium, and should be cast aside at short ranges. They are accurate but have a tendency to consume all their ammo within the span of 10 minutes without you noticing. With an ammo box they can continue firing through the longest of missions without stop.)

Machine Guns

US: M1918A2 Browning Automatic Rifle (BAR), German: MG42.

The BAR was not strictly a machine gun, but was often expected to be used as one. These weapons combine all the advantages of automatic fire with long reach. The downside (not yet represented in the game) is their greater weight and difficulty to bring to bear either from the hip, or at targets at wide angles from the current barrel direction. (P.N.: When employing these weapons remember the role they play. In most games victory is determined by who can amass the most firepower at once. One MG42 or BAR can be equivalent to four rifles if used correctly. Use other troops for dangerous jobs, preserve the soldier that carries a BAR or MG42.)


Grenades are powerful, but unreliable weapons at close range. Whilst they often can kill, their best use is in stunning enemy troops. (In an upcoming version when we introduce wounded soldiers, grenades will almost always cause some kind of wound.) A stunned soldier cannot do anything for a short period of time. The use of grenades followed by a quick assault is an effective way to drive the enemy from cover and kill him. (P.N.: While at first you may think you have plenty of grenades, do not be fooled. Subtract the number of losses average sustained during an attack and it comes around to an average of 5-8 grenades to be actually used during an assault on a building or objective. Advance quickly on stunned soldiers so you do not have to throw another grenade to stun them again.)

 Aug 7 2005Basic Tips and Tricks Mark Granat
Basic Tips and Tricks

By Mark Granat


Use Cover

If you want to keep your men alive, the first thing you need to know is how to use cover.

The probability of hitting a soldier who is effectively behind cover is reduced enormously. Such a soldier is basically exposing only the side of his head and enough shoulder to present his weapon. And when he is behind cover and under slight stress he is not peeking out the entire time, but he alternatively peeks out and then ducks.

A soldier will take cover in the following places. If he is placed adjacent to a wall, and faces ‘over’ the wall, of if he is placed next to a window and faces ‘through’ the window, he will be under cover from fire that comes at him from beyond the wall or through the window. The same applies to dead cows and bales of hay. Fire that doesn’t cross these cover-giving obstacles will be able to hit the soldier as if that cover was not there! You should be aware that soldiers can thus be outflanked. (P.N.: Bales of hay and dead cows make for poor cover. Especially at short range. Use them only if there is nothing else available.)

Corners of buildings, trees, and building entrances also provide cover. The soldier must be given a move command (Run To, Walk To, Assault or Crawl) to the corner tile itself, and he will then take up the appropriate position, which is one tile back from the corner (away from the direction faced). In most cases he will automatically face the correct direction and begin peeking out and ducking back. If this is not the case then you can give him the ‘Face’ command to ensure he is facing the right way. This is a little trickier at building entrances, but can be done with a little practice.

Note here that the soldier behind a corner only gets the protection from that corner from an angle of less than about sixty degrees from the direction of the wall. If the enemy is at an angle greater than this he has effectively outflanked your soldier and your soldier will not receive the protection of the cover.

It is easy to know when a soldier is not in cover. When fired upon, soldiers not under Run To or Assault commands that are not under cover will always hit the dirt. When you see one of your men go down without you ordering him to, know that he has lost his cover. (P.N.: Also the color in the status bar changes. Red = Exposed, Brown = Covered)

Wherever possible keep your soldiers under cover. It is by far the best way to keep them alive.


If your soldiers are NOT in cover, they should be moving. A soldier standing in the open is not going to last very long, even at long range. But a moving soldier has a much better chance of survival if he presents a moving target to the enemy. He should move as fast as he can out of sight of the enemy or into cover.

If you were to fire a weapon at a target moving straight at you, you would notice that it is not very much harder to hit than a stationary target. On the other hand, a person moving across your line of sight is much harder to hit, as you have to move your weapon in an arc, and ‘predict’ the location of the target. So it is in Chain of Command. When you need to move soldiers in view of the enemy, have them move perpendicular to the enemy’s line of fire to your soldiers. It makes them harder to hit. When advancing toward the enemy, advance in zig-zags.

Stay Spread Out

Grenades are useful weapons and the only weapons which can affect more than one soldier with a single round. They are also the only weapons that can affect soldiers out of line of sight, and they largely negate the effects of cover. It is not unknown for grenades thrown by one’s own soldiers to fall short, and endanger the thrower and his teammates. To minimize the effects of a well-placed enemy grenade or a poorly-placed friendly one you should keep your men well apart. They should not be too far apart (so that no one of them should find himself facing off three enemy fireteams all by

 Aug 7 2005How to Play Chain of Command Mark Granat
How to Play Chain of Command

By Mark Granat

    Chain of Command is a real-time, multiplayer tactical wargame set in Normandy in World War 2, pitting American troops against German troops. The player commands four soldiers in various short actions, and will most likely find himself part of a larger group or team of other players, some of whom may be his commander, and some of whom may be (eventually) his subordinates. The player commands his own four men directly, responding to orders given to him by his commanders, and passing on orders to his subordinates. Players are themselves responsible for how they carry out other players’ orders (if they choose to carry them out at all), as they fight missions against enemy teams. Players are encouraged to preserve all their men and so may, when the risk is great, withdraw their men from the field, even against their commanders’ wishes. At the end of each action players receive points from their commanders, and these points go toward their next promotion.

    Players are also encouraged to join Regiments and play with other members of their Regiments. Missions played for the Regiment go toward the Regiment’s relative standing. The Regiments provide focus for good team play over a long period.

    Chain of Command is designed to be a realistic portrayal of small-unit infantry actions, and many of its systems are designed to take advantage of the multiplayer environment to simulate realistic flows in this type of action.

Basic Concepts


    You enter each Mission commanding four soldiers. One of them represents YOU, although you do not know which one is you until the Mission ends. This should encourage you to look after all of them, just like you would in real combat. When the Mission ends you will be told which one was you. If one that was killed was you, you will suffer a points penalty. If it wasn’t you, you will suffer no penalty at all, even if you lost many men. It is important to realize that this means that for each soldier you lose, the chances of you suffering that penalty increase by 25%! Be careful with your men. If you have suffered one loss during a Mission, you can always continue the battle with somewhat less vigor, or, if you so desire, leave the battle entirely by using the \"Retreat\" button.

Victory Points, Promotion and Effectiveness

    The Mission Commander of your side (not you) receives Victory Points for terrain objectives that are reached, and for killing the enemy. Note that even if you are the only killer on your side, it is not you that receives the points, it is the Mission Commander of your side. At the end of the Mission, the Victory Points of both sides are compared, and the side with the most points wins. The Victory is attributed to and recorded for the Mission Commander (the highest ranking surviving player) of the wining side.

    The Victory Points then become Promotion Points. The Mission Commander decides which of the other surviving players should get these Promotion Points, and he assigns them. If he assigns them all, he will also get quite a few himself. Promotion Points accumulate to a player’s next rank, up to the rank of 2nd Lieutenant. It takes quite a lot of Missions to attain this lofty goal.

    Besides this, you are ranked against other players by a rating of relative effectiveness. This is defined as # Enemies Killed/((4*# Times Killed) + # Games Played)). This means that to keep high effectiveness you have to play aggressively and get kills, each time you play.

Controlling Soldiers and Commanding Players

Soldiers in the game will obey the player’s orders precisely. There is almost no psychological modeling going on (the exception being that when soldiers come under fire they will be stressed and their own fire will become less and less effective). The soldiers will move where you tell them, they will fire when you

 April 11 2006Promotion System Administrator
How To Get The Next Rank

By Administration

    pfc 0-500, cpl 500 + 2000, sgt 2000 + 5000, 2nd tl 5000+ you can not get any higher rank unless promoted through a Regiment.