For example, in Troops, Weapons and Tactics, to trigger an action, you have a card in the deck for that. I use a blank card that when it turns up 'x' number of times, an event will occur (reinforcements, troops are allowed to withdraw from a defensive position without penalty or any number of things). With Chain of Command, this is still doable. One just has to be more creative. Using a count of the number of Full Chain of Command dice that get generated is one option.
The advantage of the Dice activation is that the game moves much faster. Even my bumbling first attempts worked themselves out quite quickly.