As winter finally
settled in this weekend, with a nasty, windy, rainy and cold Sunday, what
better way to spend the day than playing Chain of Command under the shelter of
the club. Two novelties in the game this time: we played the “flank attack”
scenario of the book and we also used the army lists to build our forces.
The flank
attack scenario simulates a major break-through of an attacking force, now
approaching a critical defensive area of the enemy who ignores where the direction
of the main thrust will come.
We agreed on a scenario representing a German local counterattack on a British infantry force in Normandy. The support forces die roll gave 8 points to the Germans and 4 to the British, according to the scenario instructions (defenders get 50% of the attacker’s support force). For those not familiar with Chain of Command, this means adding 8 points of support from the lists to a base force (usually an infantry platoon: HQ with senior leader + AT team; three squads each with a 3-men LMG team and a 6-men rifle team plus a junior leader).
I played
the Germans and the first critical decision was to choose among the support
assets. Looking at the lists,
the 8 points would allow me to "buy" an AFV unit (Panzer IV or similar) or
I could split the points "buying" some additional infantry support (an infantry squad would cost 4 support points
or a reinforced grenadier squad 5 points, for example) plus other minor units (a flamethrower team, a tank-killer tema, etc).
Considering
that the British support level 4 will not allow them to buy any armour, I discarded
all AT assets and decided to acquire another regular infantry unit and a FOO
directing an off-table 8cm mortar battery, at the cost of 4 support points each.
British squad advancing under fire cover |
With the
forces already chosen it was time to plan the attack. The British were to
deploy in village, benefitting from cover.
What I needed was to get as close as possible with my forces while minimising
the attrition of my own forces by the long range fire of the British. Finally I
decided to attack from the south (offering better cover) to my troops, but
attempting a diversionary attack with one squad from the west of the table.
In the
flank attack scenarios, the attacker has two groups of patrol markers, that
move from two different sides of the table. And here it is where I make my
first mistake: in order t attract the attention of the British player, I focused
initially on the patrol markers entering from the west of the table, being so
successful that after a very few moves all the enemy’s patrol makers were
fixed, therefore ending the patrol phase... and well before I could hardly move
my patrol markers in the south edge hardly just a few inches forward.
I think
this was a major blunder on my side, as now my units will have to cover a
significant distance on the table, potentially alerting the British player from
where the main attack was coming and giving him time to redeploy his own units.
Aerial view of the battlefield from the north-west |
In any case
I decided to follow my plan and began deploying a first infantry squad in the
west area, provoking a reaction of the British player as expected, who started
bringing forces on the table to face the threat. I also deployed my FOO early
in that same area, that offered a better view of the British deployment zone.
Initial moves |
The mortars
took some time to be contacted and unfortunately the British took advantage of
the situation and brought their own artillery on my troops, neglecting the LOS
to my FOO in addition to causing a few casualties and shocks on my infantry. At that
moment I decided to use my first Chain of Command dice to end the turn and to
force the lifting of the British mortars barrage.
While the
British and my German units in the west were engaged, I quietly brought the first
troops in the south, an infantry squad that moved at double speed towards the
objective unmolested. In fact an enemy jump-off point was captured by the swift
advance of the squad, to the shock of the British player, who lost 1 force
moral point as a result.
Scenting the threat, the British started moving
troops to the south while more artillery fire was brought again on the Germans
in the west zone, losing first the junior leader and later breaking due to
accumulation of shock.
Now the
attention was shifted to my forces in the south, which took positions in an orchard
and began exchanging long range fire with the enemy. A second German infantry squad
was also deployed and moved towards the north to reinforce the line. At the
same time my FOO finally got in contact with the mortar battery and could land
a barrage on the main position of the British line.
However it
did not last long, as the British player used his own command dice to finish
the turn, lifting the barrage. In the meantime my unit in the orchard was
already accumulating some amount of shock from a PIAT team at some distance and unable to progress any further
forward.
Last moves |
The
situation was not looking good at all for the Germans: the British were nicely
entrenched in the buildings and well protected from my fire, having suffered
only light casualties so far. I brought into play my Panzar Schrecker team to attack the main house in the British line, but was quickly put out of action. At that moment I had lost one infantry squad and the PzSch team while the artillery
was being ineffective; my force morale level had already fallen to 4 due to some bad rolls when my units broke.
The British
has already guessed where the main attack was coming and I did not have enough
forces to spare in another flank attack. It was clear that the attack was
stalling so I decided to pull back and save my forces to fight another day. A clear victory to the British and congratulation to Lt Lozano for his brave defense of the village!
Greate looking pictures and AAR !
ReplyDeleteThanks Michael but nothing short of your tables and minis!
DeleteFantastic AAR, full of interesting detail. Now, I know how you have been able to use so many tanks in your games...
ReplyDeleteVery nice game!
This game was armour-free and I really enjoyed the action. Glad I converted you to CoC
DeleteLooks like a fun game.
ReplyDeleteThanks, it really was, despite being defeated
DeleteGreat AAR. I could follow the action really well. Lovely figures and terrain too.
ReplyDeleteGood point about the jump off markers. Even playing solo I found that you can easily make a mess in that phase and it leaves you struggling in the game.
Good idea on the southern attack, but would have been hard to pull it off without a massed force.
Love the report - looking forward to the next one.
Thanks for your comments.
DeleteI expect to play again next Sunday, so a new AAR will come sooner than expected
Great report Benito. Makes me want to give more time to these very fine rules.
ReplyDeleteCheers,
Mike
Great to see you here again Mike
DeleteDon't hesitate to jump on the CoC wagon
How is your master course going?
Great report!
ReplyDeleteThanks Pat
DeleteVery impressive - great looking game!
ReplyDeleteThanks again
DeleteGreat report with wonderful pictures!
ReplyDelete