We played the
third game of our mini-campaign in Normandy with Chain of Command. As I
mentioned in my previous post, this campaign was unintended, as I realised that
it was easy to link the events of the first two games into a structured and
cohesive narrative.
The story
unfolded as follows: after successfully breaking from the beachhead on D-Day,
Lt Lozano (commanding a platoon of regular British infantry) established an
advanced position in the small hamlet of Gruyere-sur-Mere in a key cross-road. In
our first game, a German counterattack with a hastily made kampfguppe of different infantry units failed to eject the invaders
and the German commander decided to pull out and move to a new defensive line.
Encouraged
by the success in repelling the Germans, the British sent an advanced party to
test the location and configuration of the German defensive positions. Unluckily
they bumped head to head with a recon enemy force with the mission to seal the
gap in the lines. A ferocious battle in the bocage developed, with tragic
consequences for the British, who lost half of the force and broke in panic.
In the game
today, Lt Lozano was given the task to penetrate the German defences after
intelligence reports indicated a weak spot in the lines. In this case we used
Scenario 2 “The Probe” in which the attacker must place at least one team in the
defender’s base line. This base line comprises an area 12” wide and the table side
long (see maps below).
Each side has
a base force comprising a full infantry platoon plus reinforcements. As usual,
a D6 is rolled to set the support level, resulting in a 5 for the British and 2
for the Germans (half the British level rounded down). I chose from the German
list a second senior leader (helpful to reinforce the command structure on the
table, directing fore and reducing shock) while my colleague in front went for
a flamethrower team plus a pre-game barrage; the latter was a good choice as it
does not kill units but significantly disrupts the arrival of your forces to
the table. Force morale rolls were made resulting in 8 for the Germans and 10
for the British.
The
scenario also had some special rules for the patrol phase: the defender must
deploy first his patrol markers with the usual restrictions (all four interlinked
and not more than 12” away from each other). The attacker has the choice to
enter with the patrol markers at one point in any place of its base line.
I extended
my four patrol markers aiming to cover as much terrain as possible, which after
the game I realised it was not a smart decision. The British player attacked
form the left of its line (south of the table) and when he started to move is
when I discovered that I’ve made a blunder with my initial deployment: as all
markers must be interconnected and separated no more than 12”, the marker in my
right was basically locked! I had to move all the line from the extreme left
to provide some mobility to the marker on the right!!
As a result,
the British player was free to move at leisure and get really close to my base
line; and the only option I had was to create a dense jump-off area and
counterattack to push any British unit from my base line.
To be
honest, if we were to read the victory conditions literally, the game was lost
in the same moment the first British unit emerged on the table, as it came out
in my base line. So we decided to continue and declare the victor based on
whose side was to break first because of reduced force morale. The final
disposition of the patrol markers can be seen in the map below.
The first
two British units were deployed and moved at the double towards the German main
area. I could just deployed one infantry section in my phase as the barrage was
interfering in my rear and slowing down the arrival of units. I splitted the
section into the LMG (in the house with the junior leader) and the rifle
team ahead under cover of the trees with the idea of catching first the British
moving forward.
Unfortunately, a good dice roll allowed the
British to take 2 consecutive phases and close assault my poor rifle team (note to myself: remember you have the option
to put a unit in overwatch!!!) being completely wiped out in the exchange.
The Germans under shock, saw their force morale level reduced by 2.
However the
LMG and a new infantry section arriving on the table took revenge, firing at
point-blank distance at the attacking British, pinning them first and routing after
a new activation.
The
situation was more balanced now...or so I thought! A second British infantry unit emerged from
the woods and advanced forward to meet my last infantry section, now finally reaching
the table (dammed interdiction artillery fire!). The exchange of fire was net
negative for the Germans, losing the junior leader and 2 additional morale
points (now at 4!)
But the worst
was yet to come: from the ranks of the British line a flame of fire directed to
the house eliminated the HMG team and the commander attached to it, while a
mortar made an additional casualty on the much depleted ranks of the infantry section.
After rolling again for moral, the level was now at a meagre 2.
With the
moral at such a low level (limiting my command dice to just 2) I conceded
defeat and declare a British victory.
This
morning’s game was fast, lasting just over 2 hours and a half. The patrol phase
seems increasingly the more important aspect to plan in advanced, as truly the
whole game later pivots around what you have achieved with your patrol markers.
I enjoyed a
lot the game today as I’ve been doing since I started testing the rules back in March;
but another aspect that improves my
gaming experience is the continuous discovery of new twists and possibilities every
new game I play with Chain of Command.
Looking now
forward to a writing a new chapter in our campaign, hopefully next weekend!
Great AAR Benito.
ReplyDeleteIt just was a British lucky day. We had two or three double phases.
It was a conplicated scenario to defend. The River divided scenario into two smaller scenarios. It was easy for the attackers to concentrate all markers in one side and tried to gain enemy edge.
Very interesting game, Benito. Really useful for the rest of all, CoC players...
ReplyDeleteVery nice AAR.
ReplyDeleteIt seems like it was a terrible game and the tabletop looks both entancing and interesting.
Keep on rockin´, guys.
Nice AAR Benito.
ReplyDeleteCan I ask....how did you do the maps?...they are very good.
Cheers
Rolf