As many of
you probably know, since today we have a new king in Spain (Felipe VI)
following the resignation of his father Juan Carlos after 39 years. Being a
holiday in Madrid and with little else to celebrate after the shameful
performance on the Spanish football team last night against Chile, what best
than playing a new game of Chain of Command!!
Opposing
forces were Germans and American paras, facing each other somewhere in the
countryside of Normandy, approximately on D Day+1. The setup of the game was a
counterattack of a German platoon looking to test the American lines strength and
eventually to retake a major farm complex.
For this
game we chose to play Scenario 2 “The Probe”, with Americans defending and the
Germans attacking. Being a second day of fighting, we decided that the
paratroopers could not be at full strength; a d6 combat casualties were rolled
for each US squad (the final numbers not revealed to the German player until displayed
on the table… we later learnt that each squad took 50% casualties as a result
of the dice roll).
After rolling
for support, the Germans got 4 (choosing an FOO) and the Americans got 2 (half
the attacker level as per scenario instructions, choosing an extra bazooka team).
Initial force moral was 10 for the paratroopers and 9 for the Germans.
The photo
below shows the table and the jump-off points location (white German, yellow
American) after the patrol phase. The buildup area on the back is the farm complex
and the main building is a two-storey construction; units on the second floor can
overlook the bocage (and fire to any units) up to 18” distance.
Germans
moved first and deployed a squad in overwatch with LOS on the main building´s
second floor; a second squad was deployed in a hidden road next to the left jumpoff
point. In the US phase a first squad was deployed in the building and the
support mortar section in the yard, the former making fire on the Germans with
the 0.30 cal MG; the German automatically responded (unit in overwatch) and saw
a lucky strike of dice, killing two privates and putting some shock on the enemy
despite being in hard cover.
On the
following German phase the FOO came into play; another very lucky dice roll and
the mortar barrage fell in the center of farm complex. The two American units
were now pinned and deprived of LOS on any German unit, while two of the three
jump-off points were out of action for the duration of the barrage; grabbing
the opportunity, the German squad moved down the road to approach the farm by
the front while the third German infantry squad emerged in the same road.
American casualties
in the farm started to pile, with units broken due to the mortar fire or wiped
out and leaders wounded; several moral die rolls later, the American force
moral was down to 6.
Mortar barrage falling on the farm |
In the
following phase the second paratroop section, the two senior leaders and the
two bazooka squads were put into play. One German unit that had just moved to
the edge of the bocage line looking to capture the American jump-off point
behind, was attacked with grenades, that
proved exceptionally effective causing some kills, shocks and a wound top the NCO in command.
In the
meantime the other German unit in the road moved to the entrance of the yard
ready to assault the complex. With the farm now free of US forces, the German
FOO moved the center of the mortar barrage to its left, catching a big fish in
the net (one of the senior leaders) and a bazooka team under cover in an
orchard. The latter was pinned and then broke after losing half of the team
members. US Force moral was now in 4.
German FOO team |
The US
decided to conclude the turn (and put an end to the mortar barrage) using his
first Chain of Command dice. Unfortunately that also rendered out of action the
broken Bazooka team and new chip on the force moral level (now down to 3). And
last but least it allowed the German infantry squad posted at the entrance of
the farm complex to run into the yard and capture one of the enemy’s jump-off
point as well. The German player now used his Chain of Command dice to end the
turn and the captured jump-off point was now considered conquered: another
force moral die roll put the American in just 1 level.
Overwhelmed
by the German assault, the surviving paras decided to disengaged and left the
table though their tactical edge. Decisive victory for the
German players!
A very good
and fast-paced game with three player, lasting just over 2½ hours (including a mid-morning coffee break in
a nearby bar!!). Germans were truly favored by the initial exchange of fire
with the Americans in the farm and specially by the early arrival of the mortar
barrage; calling the mortars early enough in the game is advantageous as the
only way to end the barrage is by using the CoC die to end the turm and it
takes time to accumulate enough points to gain one of these dice.
This game marks my returning to some wargaming life normality (cross fingers!) after almost two months, coinciding with Coronation Day here. Now, please repeat with me:
¡VIVA EL REY!
:-)
Curious, did the US players feel like the couldn't do anything?
ReplyDeleteSeems like it could've been potentially very frustrating for them.
Love the table.
He was slightly short of troops but he had also a very unlucky roll in the first fire exchange that handicapped his swquad for the rest of the game
DeleteGreat report! CoC really seems to be worth a try.
ReplyDeleteDo not doubt a minute!
DeleteThe best thing ever invented after sliced bread :-)
And worst of all... it is addictive... have my next 6 months with plenty of plans to raise new armies (Spanish Civil War floows!)
En una partida uno no solo disfruta jugando y ganando. El ver al enemigo operar con la incertidumbre de lo que tiene frente a el es muy divertido.
ReplyDeleteEsta claro que Marete estaba con los alemanes el día de hoy, pero esto es como un dicho que tenemos en España " jugar al poker es fenomenal y ganar debe ser la ostiia"
Good batrep, I hear there is talk of a modern version?
ReplyDeleteNo that I know, at least an oficial version.
DeleteThey might be some people working on it? Perhaps
http://www.berwickwargamesassociation.org/files-2/
ReplyDeleteThis link will get you to a version that an Oz group have played at 2 cons/shows.
Nice one sir!
DeleteGreat batrep Benito! I agree with you, a well-timed artillery strike can be a very powerful asset in the game, especially as it auto-pins all those under its coverage. It is something that needs to be limited when playing SCW due to the more limited availability of radios and less effective fire control.
ReplyDeleteGreat AAR. Interesting the use of the artillery strike; really useful.
ReplyDeletenice report with the pictures
ReplyDelete