Operation Good Cause 2019 is a fundraiser raffle of a 28mm WW2 US army benefiting the ICRC.

Rules Review - Chain of Command

As promised, here is a review of the second set of rules that come with the Operation Good Cause army: Chain of Command by Too Fat Lardies (who also generously donated the book to our project!).



Chain of Command has been around for a while, it has been released in 2013. It is played at the same platoon level size as Bolt Action, and also uses D6 for its tests. But apart for this, it is a very different kind of game.

There are three types of units: infantry, support weapons, and vehicles. Each side usually fields a platoon of infantry and a choice of support options. The book contains eleven force lists for the US, Soviet Union, Germany and Great Britain, each with their own national characteristics. The Western Allies and each have lists for infantry, armored infantry and paratroopers, while the Soviets only have infantry and tank rider lists. Availability of support options is random, usually the attacker rolls 2D6 and takes options up to that value, and the defender takes options up to half that value. The costs range from 1 to 12. For example, a sniper team costs 3 points, and a Panzer IV H costs 7 points. There are six scenarios in the book, and those limit the choices in some cases.

The morale of each unit is tracked through “shock”. Shock is mainly gained through receiving fire, and it will have massive effects very fast. Each point of shock on a unit reduces it movement by 1”, and for every 2 points of shock one of the soldiers won’t fire his weapon. If the unit has as much shock points on it as it has soldiers left, it is pinned. If it has more than double as many shock points as members, it breaks. A pinned unit cannot move, but still shoot a little bit (but not much). A broken unit runs away and cannot be activated as long as it is broken. Shock can be removed by leaders during their activation, but that is a slow process.

At the start of the game, you have a patrol phase. Both player are moving around a number of markers determined by the scenario. If two markers end up within 12” of each other, they are now locked and cannot move again. This goes on until all markers of one side are locked, and the patrol phase ends.

Next, the jump-off points for both sides are determined. These are the points from which reinforcements enter the battle. Jump-off points can be anywhere in cover and outside of 6” from an enemy unit. There are some more rules about their placement, but these deal with special cases. During the game, you can capture and remove your opponent’s jump-off points, and you can move your own around to a certain degree to adjust to the tactical situation.

Activation of units during a turn depends on your command dice. This is a number of dice given by the scenario, usually 5. At the start of each phase you roll them, and the results determine what you can do. “1” to “4” let you deploy or activate different kinds of units. “5” and “6” are special results. A “5” increases your command points, if you accumulate 6 points, you can play a special action. For example, you can play an ambush, which allows you to immediately deploy an infantry team and shoot with it. So yes, a Panzerschreck team can just pop up behind your Sherman and ruin your day! If you roll a “6”, the next phase is your opponent’s. But if you roll two “6”s, it is yours again! Three “6”s indicate the last phase of the turn, and if you get four of them, it is the last phase of the turn, and you get the first phase of the next turn, you automatically gain another special action from command points and you roll for a random event – which includes the possibility of a morale boost because your troops found a stash of booze!

There is a mechanic that let you combine low results, for example you can use two “2” as a “4”. But the highest result you can add up to like that is “4”. Still a good way to not be completely thrown off track by a bad roll of the dice.

So you can see, the game is very unpredictable and everything can change with one thro of the dice. But somehow this feels way more realistic than the god-like control one has in other games.

Unit activation allows you to move, shoot, do both at a reduced effect, give covering fire, go into overwatch or rally. The order of activation form your dice is up to you, but every unit can only activate once per phase.

Movement in Chain of Command is a bit random, you use dice and modifiers to figure out how far a unit will move. But since the action is usually in a more compact space than in other games, this doesn’t really have a huge impact on your tactics. You can move “at the double”, but that causes a point of shock because your soldiers are more focused on themselves while running.

Combat is straight forward. The range of rifles is pretty much “if you can see it, you can touch it”, and only SMGs and pistols are limited in effective range. To hit, you roll dice according to the weapon (for example, each rifle is 1 die, a machine gun is 8 dice). You roll to hit depending on the quality of your target and for effect depending on cover and other modifiers. If the shot hits, it causes either shock or a wound.

There are also rules for throwing grenades (and for rifle grenades!), including the possibility to fumble it, something I sorely miss in a certain other game.

Vehicles and anti-tank weapons are very complex – for example, a vehicle commander has a certain number of orders he can give with his activation, like advance, aim, fire etc. If a vehicle is shot at, you use a different procedure that can involve a lot of modifiers. There armor values and armor piercing values, and much more that can make it look quite intimidating. Nevertheless, all of these factors make sense and one gets used to them quickly.

Of course, this is only a rough overview of the rules. In summary, Chain of Command is a funny beast. On the one hand, the rules are very detailed, and there a few situations that lead to discussions. On the other hand, it has a huge emphasis on randomness. But this is what makes it so entertaining. You don’t have to be aware of a huge amount of special rules and exceptions from them, and instead you can focus on what is going on on the table, and how to get an advantage over your opponent.

If you are less interested in the late war armies covered in the main book, there are plenty of supplements including the Blitzkrieg 1940 and Operation Citadel.


All in all, Chain of Command is an easy to learn, but challenging WW2 game, that may put you between a rock and a hard place in a heartbeat.

Available at Too Fat Lardies!

Next time, we will have a look at more finished transport vehicles.

Unit Reveal - M3 Half-Tracks

Today we have two M3 half-tracks for our force!


Over 53.000 units of this vehicle were produced by different companies, including Diamond T  and White Motor Car Company. It had no crew beyond the driver and could transport 12 soldiers and their gear.


A little known fact:  the rack just above the track was actually designed to hold land mines!



The first of our M3s is bristling with guns, sporting not just the pintle-mounted  .50 cal machine gun in a ring mount, but alos 3 .30 cal guns in the back, covering every arc.



The first prototype of an American half-track was a modified M3 Scout Car built well before the war. In 1938, the M2 was built and tested, which then developed into the M3 that was adopted for service. It first saw combat during the Japanese invasion of the Philippines and was used until the end of the war and beyond.


Our second half-track is armed just with the ubiquitous .50 cal machine gun and has no storage to make it as different as possible from the first. Both vehicles are painted and weathered in the same way as the tanks.

Next time we will take a break from miniatures and have instead a review of another rule set you'll get with the army!

With less than 10 days to get your raffle tickets, please make sure that you make your contribution in time!

Unit Reveal - Airborne Troopers I

Hello again, today we reveal the first US Airborne soldiers:


The first US Airborne operation was during Operation Torch in North Africa. 2-509th PIR flew all the way from England to the African coast. But only 10 out of 39 aircraft actually dropped troops, and 28 more landed almost out of fuel on a dried lake. Nevertheless, the 509th successfully occupied their objective.


The famous 82nd Airborne Division (All American) performed their first combat jumps on Sicily in July 1943 and at Salerno in September 1943. One regiment was involved in the Anzio landings, before the unit redeployed for D-Day.


The 101st Airborne Division (Screaming Eagles) saw their first action during the Normandy landings. Their pathfinders were the first to jump over occupied France the night before D-Day. The rest of the division followed soon and was tasked to secure the four exit points from Utah beach.


These are the only first 20 of our total of over 60 Airborne troops!
But next time we will have a look at some transports.

Unit Reveal - Sherman Jumbo

Today we have a great new unit reveal - the JTFM/Die Waffenkammer M4A3E2 Assault Tank, or Jumbo Sherman!


This up-armored version of the Sherman had additional 1" armor plates attached, and a new turret design. It was armed with a 75mm gun, but frequently upgraded with 76mm guns when they were available.


Our Jumbo sports a large Allied star on its turret roof - better not tempt any over-eager Thunderbolt or Typhoon jockey to accidentally unload on it!


I modeled this tank with an open hatch - so you can add the excellent (and not yet painted) commander miniature to it.


If you like this new addition, and the rest of our army, make sure to contribute to the fundraiser by using the PayPal button on the right (and if you cannot see that button, you are likely on mobile view - scroll all the way down and switch to web view!).

Unit Reveal - M10 Wolverine

Here is the next finished unit for our "little" army - the 3-inch Gun Motor Carriage M10!


The M10 was the most important US tank destroyer in WW2 and over 6000 units were built. It sports the 3" (76mm ) M7 gun, which was developed from a Great War era AA gun. The weapon was installed in an open turret and out on a M4A2 Sherman chassis. The weapon was so heavy they had to install over 1100 kg of counterweights at the rear of the turret!


Although of limited use against heavier German tanks like Panthers and Tigers, the M10 combined reasonable, sloped armor with the reliable inner workings of the Sherman. It was outperformed by the newer M18 and M36 tank destroyers, but nevertheless the number of M10s used in combat was 1.5 times higher than that of the later models combined!


The 3" gun was very versatile. Beside the armor-piercing capped ballistic capped (APCBC) and high-velocity armor-piercing (HVAP) ammunition it could also fire high explosive and smoke shells for infantry support. It was even used for indirect fire, although the maximum gun elevation of 19° limited its ability to do so.


Fun fact: nobody knows where the name Wolverine comes from. It is disputed if it was ever used while the tank was in service, and US soldiers would just refer to it as the M10 or TD for tank destroyer.

Our Wolverine has markings loosely based on a vehicle used in Normandy by the 703rd tank destroyer battalion.

Next time we will have more Shermans, followed by some paratroopers - Stay tuned!

PS: If you are on mobile, you won't be able to see the PayPal button... Please scroll all the way down and change to web view!

Bell of Lost Souls Feature

Hello everybody,
Bell of Lost Souls has featured our project again, and it contains a nice little bit about the other rule sets you'll get with the army - that's right, there are FOUR different games you'll get, that's 4 different ways to enjoy your new army!

Check it out:
https://www.belloflostsouls.net/2019/05/operation-good-cause-update.html

Unit Reveal: M4 Sherman

Another tank today! The Medium Tank M4 Sherman is easily the most iconic tank of the Western Allies, and one of the most commonly known armored vehicle in the world. Almost 50.000 M4s and variants were built and production only ceased in 1957. After that, it remained in active service until 2018, when Paraguay retired its last 3 vehicles!


The M4 was used by all Allies, including the Soviet Union, who received about 4000 through the Lend-Lease program, and some were even provided to Brazil after it entered the war.


Our Sherman in painted in the same muddy style as the M5 Stuart we showed a couple of days ago. It's easy to imagine it repulsing the German attack in the Battle of the Bulge or advancing through French or German countryside.


Next time, we will have some more specimen of the Sherman family!

Unit Reveal: US Army HQ

Another unit reveal, this time the US Army HQ miniatures!

First, we have a Warlord Games HQ team, with officer, medic and a guy who can be used as batman or FAO:


I used one of the heads with field cap from the plastic set to give some variety.

The other set is a US Communications Team from Black Tree Design:


These guys can also be used as officers, FAO team or even NCOs for the squads.

Contribution Button Fixed

Hello everybody,
as far as I can tell the PayPal-button is fixed.
I will keep a close eye on it for the remaining time!

If you encounter any issue, please email us under goodcause2019(at)gmail(dot)com

Technical Issues...

Hello everybody,
I messed up.


It looks like the PayPal button stopped working at some point after April 8th.
Sadly, nobody brought that to my attention until now.

I've pulled it for the moment and work on a fix.

In the meantime you can contribute to the fundraiser through PayPal by sending money directly to our email address goodcause2019(at)gmail(dot)com.

If you tried to contribute and were not able to, please accept my sincerest apology.

Unit Reveal: M5 Stuart

Today we presents to you the first vehicle of our army - the Light Tank M5, or Stuart.


The M5 was an evolution of the Light Tank M3. Because of a shortage of the radial engines used in the earlier model due to demands from the aircraft production, the M5 had twin V8 car engines instead. It also features a redesigned hull with a raised rear deck over the engine compartment, sloped glacis plate and driver's hatches moved to the top.


Our M5 is quite dirty - but remember that the US Army mostly fought in autumn, winter and spring time in Europe.

Next time, we will have a look at our US Army HQ miniatures!

Unit Reveal: US Army Specialists

Our second unit reveal, this time the US Army specialists!

Of course we have a whole range of miniatures with additional weapons to support our humble riflemen.

First, the ubiquitous BAR gunners. We have 4 of those, and one of them seems to prefer the brown woolen trousers over his HBT pants :)


Next, two soldiers with Thompson SMGs. Perfect to be used as NCOs!


And in case you encounter some pesky German armor, two Bazooka teams:


The sniper team will hunt down any enemy officers on the field:


And then there are these two guys:


Maybe I got a bit carried away... Anyway, as you can see, the Airborne kit mixes perfectly with the US Army!

Next time we will have a look at the first finished armor - Stay tuned!

And in case you wonder how you can get your chance to win, please check out this post!