
- BGG rank
- BGG #3,339
- BGG rating
- 7.8
Bolt Action
- 2–6 players
- 120 min
- Complexity 2.7/5
- 2012

Expansion for Chain of Command
2019
Rules assistance for Taking the Gembloux Gap: A Pint Sized Campaign for Chain of Command
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Taking the Gembloux Gap: A Pint Sized Campaign for Chain of Command is an expansion for Chain of Command released in 2019 for 2 players, 120 minutes per game, and ages 14 and up. Its main mechanics are Dice Rolling, Simulation, and Action Points.
Taking the Gembloux Gap is a Pint-Sized campaigns for Chain of Command, designed to be played using the campaign handbook At the Sharp End. A twenty-eight page PDF, Taking the Gembloux Gap contains an overview of the events of May 1940. as the German panzers rushed across Belgium, to be met by French troops advancing to assist their neighbours as part of ‘Plan D’. If the German armour can break through at Gembloux, the flank of the entire B.E.F. is turned and the road to the sea lies open. This campaign focusses on the critical actions of the 15th of May as the French 110e Regiment d’Infanterie attempts to stem the tie of 3 Panzer Division spearheaded by 3 Schützen Regiment. This campaign is designed to be used with the Blitzkrieg 1940 Handbook. The campaign is a total of five game tables with the duration running between five and nine games. Briefings are provided for both sides, along with measurable objectives, period maps, force and support option listings and everything you need to play this campaign through to its conclusion. Like all of our Pint-Sized campaigns, this PDF is available for the price of a pint in our local pub. We’re sure that you’ll agree, that is great wargaming value! —description from the publisher
Taking the Gembloux Gap: A Pint Sized Campaign for Chain of Command supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Taking the Gembloux Gap: A Pint Sized Campaign for Chain of Command is 120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Taking the Gembloux Gap: A Pint Sized Campaign for Chain of Command for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Taking the Gembloux Gap: A Pint Sized Campaign for Chain of Command belongs to these categories: Wargame, Miniatures, and World War II. Its main mechanics are Dice Rolling, Simulation, and Action Points. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The catalogue lists Taking the Gembloux Gap: A Pint Sized Campaign for Chain of Command as an expansion for Chain of Command. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Chain of Command to use it. Check that your edition of Chain of Command is compatible, as some expansions were revised between editions.