Before the first shot
Chain of Command begins with a patrol phase that establishes where each side can deploy. That short contest turns pregame maneuver into a meaningful part of the battle and prevents deployment from becoming a simple exercise in filling a baseline.
Jump-off points then allow forces to enter where their commander has established influence. The battlefield develops rather than appearing all at once.
Command dice and friction
Command dice determine which leaders and teams can act. The mechanism gives a commander choices without granting complete control. A player can usually accomplish something useful, but may not receive the exact combination needed for the perfect plan.
Junior and senior leaders are therefore more than bonuses. They are the means by which a force keeps moving, rallies shock, and responds when the situation changes.
What the game rewards
Firepower matters, but piling casualties onto the enemy is not the only path to success. Cover, suppression, local superiority, force morale, and the careful use of support shape the battle.
The system works best when scenarios give both sides concrete missions. A featureless meeting engagement will not reveal as much of the design as a battle over an actual tactical problem.
Battleward verdict
Chain of Command asks players to think like platoon commanders while accepting that subordinates and circumstances will not always cooperate. That balance between decision and uncertainty is the reason the game has earned a durable place on many World War II tables.