This is
the second update of our Afrika
Coc campaign report. We are somewhat delayed vs. our initial calendar, as
we expected to start in early February, but finally today we have exchanged the
first shots (hurrah!) in the North African Desert table.
Today it
has been more a test than a full real game and out of a campaign context. The
gathering was useful to put together what each of us has already painted over the
last two months and also to play with our new desert Warmat from BarrageMiniatures.
The Battlefield |
A suggestion
was made to try playing with 3 platoons per side and the game was useful to
test how Chain of Command can be overstretched, considering that the design is
mainly for 1 or 2 platoons maximum. Personally I think it worked just OK but
not great, although in general I’m quite reluctant to play games that fundamentally
breaks what the designer has tried to achieve.
Australian operated M 13 |
On my way
home I realized that 3 platoons is in fact a company, and that command
challenges as well as support issues exceed those designed for Chain of Command
(…and in fact you can play at that organizational level with I Ain’t being ShotMum, a company level game!).
In any case
the game was good to reassess some of the ideas I wrote in a previous post of
my Chain of Command Diary dealing with larger games. In particular the use of
5s (generating Chain of Command pips) and 6s (governing next activation phase
and turn ending) from the dice rolls. While in my previous post I argued in
favour of one player’s results being only valid, after today I think it works
better if you allow the 6s to affect each platoon independently:
Italians in the mist |
Before, obtaining
two 6s (it means that the next activation phase is also yours) extended the
result to all platoons present on the table; now only the force under command of the player
who rolled the dice will be able to have two consecutive activations. This is what
the book suggests and makes total sense.
And when
achieving three or four 6s? That means turn ending and having some important
implications in the game (including random events). Following the suggestion included
in the rules book too, the player will roll one additional die and only with 5
or 6 the turn will be actually concluded.
The next
challenge to solve is the use or not of fully independent tank platoons (3-4
vehicles). My initial point of debate is that Chain of Command is an infantry
platoon game mainly, with variable assets in support depending on the type of
scenario. Introducing tank formations in my view again breaks the game design
structure. However it is true that desert battles were mainly mechanized and
mobile, with tanks (and anti-tanks!) played a very significant role in the
campaign. I’m not totally clear on this yet; and your ideas and comments are more
than welcome.
Finally,
the campaign seems to starting to take shape. We will create two different
teams with 4-5 players per side and will use as a campaign framework the
recently released supplement At the Sharp End.
A very
initial idea is that each player will control one platoon-based force with
supports. Two platoons will fight in each game in two different areas of a map
but they will converge (if victorious) in the final objective location. A common
pool of reinforcements will be set at the beginning of the campaign and we will
create a governance framework of how that pool will be used among the different
players.
Brave Indians attacking |
As we have some models either still on the painting table or in the mail, it is reasonable to expect starting the formal campaign on the weekend of March 22nd
Rommel's Chariots |
Your plan for the campaign seems very sound - I like the idea of starting each platoon separately and then combining successful elements on the objective. I also think you are wise to stay within the design intent of the game - company sized engagements work just fine with IABSM but that is, of course, a different game.
ReplyDeleteYour desert kit looks fabulous in the table, and I really like that new mat.
MP
The terrain mat and other bits of terrain look superb, as does the figures and vehicles. There is obviously a lot of painting talent amongst your group. Also like the smoke markers.
ReplyDeleteWhat figure company are the Australian figures from?
Great idea with a common pool of reinforcements which kind of makes sense coming from the one company to cover the three platoons.
Cheers
Pat.
Looking forward to following the campaign.
The Australians are from Brigade Games, not terribly good quality however
DeleteMuy bueno el terreno. Estoy de acuerdo en lo de no sobré pasar los límites en cuanto al diseño del reglamento. Ya lo hicimos con TWT y se nota en el resultado final. Es cierto que se puede adaptar pero no recoge fielmente el espíritu del reglamento. Coincido en que el diseño es para aciones de infantería y no para vehículos, para esto tenemos otras opciones.
ReplyDeleteCdosC pruebalo y ya veras. Estas reglas, con suficientes jugadores, dan para una compañia y siguen funcionando como un reloj porque todos los jugadores (en cada fase, al menos, los de un bando) estan haciendo cosas a la vez . Ahora eso si, con una compañia en mesa, hay que olvidarse de las agradables partidas relajadas que se terminan en dos horitas ; hay que echarles la mañana.
DeleteDiscrepo amablemente. NO funciona corectamente
Delete3 platoons es una compañía y los retos de mando y la disponibilidad de soportes no está contemplado en CoC. Si vamos a ese tamaño, mejor nos pasamos a IABSM
Yo tampoco creo que dé de sí para una compañía. Por cierto, el terreno espectacular, lástima haber faltado a ese ensayo.
DeleteFor those interested in the mat. They are produced by a member of our Club who runs a company deicated to wargaming support called Barrage Miniatures... I would check his web page if interested...
ReplyDeleteI am not a big fun of this rules set, however scenario look superb!!
There's a direct link in the post for those interested
DeleteExcellent Benito. Look forward seeing the campaign develop. Interesting points as we are also struggling how to play CoC with multiple players involved. And I can recommend the mat as well. Great mat and great company to deal with!
ReplyDeleteVery nice looking battle fiels, and the vehicles looks greate !!!
ReplyDeleteReally nice looking game table, and wonderful the warmat!
ReplyDeleteAbout the rules, I think they have been written thinking in the Infantry combat, at the platoon level. Perhaps it could be better to play different parts of the same scenario with all the results affecting the main scenario.
That's an alternative I'm laready considering. Someone suggested in the TFL Yahoo Group using as background for the campaign the summer '41 attack on Tobruk by the 15th Panzer Division. Using the At the Sharp End campaign mechanisms, we can create two differente routes converging into the main objective part of the ladder.
Delete