After a
very busy long month, last night I finally organized a new game with Chain of
Command. This time we abandoned the already familiar bocage country where most of our previous encounters took
place and moved forward to February/March 1945.
The scenario aimed to simulate the desperate fights of an overwhelmed
German army now close to breaking, scrapping the bottom of the barrel in terms
of looking for manpower, and defending the motherland from the steamroller
Allied armies. We chose to use the Scenario 6: attack on a position to
organize our game.
In the table, to the north the outskirts of a German town (holding an important
crossroads) defended by the two weak infantry sections
supported by a HMG and plenty of AT material. To the south, two roads
converging into the town and the landscape spotted with low hedges and light
woods, probably the preferred place for strolling and Sunday walks before the
war for the inhabitants of what is now a wrecked town.
Battlefield view from the German side |
The attacking US forces included a combined US armoured sections (3
Shermans) and a fully equipped infantry platoon with three sections and a
bazooka team.
Both sides were average and after rolling the force moral dice, both
also were rated 10 level moral.
In the patrol phase the Americans decided to use the road to enter the
table instead of deploying more extended along the edge of the table. This was
to the advantage of the Germans, who moved forward its patrol makers and almost
cornered the US jump-off points in a space equivalent to a quarter of the
table.
Placing the jump-off points |
The “pro” for the Germans was that they limited the options to deploy
of the Americans; the “con” was that they overextended their line of deployment
and had no enough forces to cover the whole perimeter, risking a potential loss
of some of the jump-off points.
Once the patrol phase was over, the game itself started. The initial moves
of the US side were to launch scouting teams, aiming to get close enough to the
German jump-off points as to provoke a reaction. The Germans bite the bait and
deployed their two infantry sections in short time, quickly dealing with one of the scouters (and a first lose of moral level for the US) while
pinning the other behind some trees.
A succession of inconvenient die rolls put the Americans in jeopardy, seeing
their jump-off points being threatened by one German squad without opposition. Finally a tank could arrive on the table and
move to counteract the threat
Sherman ruining the landscape... |
... but when in sight of the Germans, they used
the CoC dice to deploy a Pak 40 ambushing the American armour... a direct hit ...
and after some dice rolling, no smoke was seeing coming out of the vehicle... to
the concern and surprise of the German crew (*)
... and angry German farmers responding |
At this stage the battle broke in two different fronts. On the right
flank of the US line (where the AFV vs Pak engagement was taking place), the
FOO emerged and in two activations accurately placed a 80mm mortar barrage over
the Pak and a German LMG fire team, pinning the first and wiping out the second,
maintaining the fire over the rest of the game.
In the left flank, a US squad finally emerged and made fire at point-blank
over the Germans; the German phase was interrupted by a CoC dice and suffered a
second consecutive fire before retributing by putting a hail of lead from the 2 LMGs and
the rifles of the German squad (18 firing dice in total) into the Americans.
GIs firing on (perfectly camouflaged!) Germans across the road |
As expected the Americans broke with heavy losses and significant shock
but not before making some dent of the Germans, including the killing of the
junior leader. A second US squad took the firing line abandoned by their friends
and after a few phases of fire exchange, the Germans broke and no possibility to
recover shocks lacking effective leadership.
After almost 4 hours of game, the balance was clearly in favour of the
Allied forces with one infantry squad intact, another one in good shape, a
third one battered but being recovered by the Senior leader and two Shermans
fully operative. At the other side of the hill, the Germans had a Pak clearly
pinned for the rest of the game, an HMG team and only ½ infantry squad
operative. Both sides had reduced the force morale level to 5 but the odds were
clearly against the Germans.
Last nest of resistance: the view from the HMG emplacement |
Key takeaways
US side: in my view not a good
start, they allowed the Germans to corner them in a small portion of the table.
They were also slow in deploying their forces despite being in offensive mood and
preferred to launch the scouters before committing their main attacking force,
putting pressure on the Germans to make an early deployment.
In the end, the gambit played but not before their jump-off points suffering
high risks of being captured. The late arrival (but arrival nonetheless!) of the infantry squads, and the timely relieving
of the firing lines in the left flank were critical in the development of the
game.
German side: excellent execution of the patrol phase cornering the
Americans. Feeling they were likely outnumbered, the players decided to use “aggressive
defence” instead of more traditional “hold the line” and almost paid off. The
loss of the junior leader in a critical stage of the game and the early commitment
of the senior leader in the other flank finally brought the odds against them.
But I must say that this aggressive defence made a very lively game all over!!
(*) Our way to play is to dice the saving armour and fire effect rolls
in secret, so the opponent has not a clue of the impact caused by the fire;
obviously if the AFV caughts fire, explodes, or the crew bails out in
panic, it is clearly stated and marked. In
the case of the game on Friday, the engine was affected and the vehicle immobilized,
but the crew was only lightly shocked so they could respond to the fire in the
following phases. The Pak 40 continued
firing but with limited additional damage (unknown to the AT's crew) and both sides
engaged in a firing exchange for the rest of the game
Great AAR, I have found this to be a great set of rules.
ReplyDeleteJohn
I love the way you describe doing vehicle damage. Great looking table too. Thanks.
ReplyDeleteVery nice game table and AAR. Interesting options used for both sides.
ReplyDeleteGreat AAR! I too like your AFV fire mod. I'll have to give that a try.
ReplyDeleteCool report!!!!
ReplyDeleteI'm pretty sure you can't Ambush with AT guns. Pg 23 second paragraph.
ReplyDeleteThanks for the headsup
DeleteFantastic AAR mate, and some great looking terrain and toys as well.
ReplyDeleteBen
great set up good looking terrain
ReplyDelete