You may
have noticed a lack of activity in the blog over the past two weeks. The fact
is that I have not been idle at all, but after all the flurry with the last North
African Desert campaign, I was longing to stay away from organising and
managing the logistics of the games and to concentrate in roll myself some dice
on a wargaming table. Thank God, my club
mate Alfredo took the lead and have been umpiring a couple of Normandy-based
games over the last two weekends, ending with my abstinence period.
Besides
playing, these two games have been helpful to discuss and test a couple of
topics not fully covered in Chain of Command: fighting in build-up/urban areas
and the use of kampfgruppes.
As you
probably know, the German army used extensively ad-hoc fighting groups
combining forces from different arms and units, the combination depending on
the type of mission that the kampfgruppe
had to undertake. As the war progressed and the units were below the OB
theoretical complement (due to casualties or insufficient reinforcements), the
use of this special groups increased, usually named after the commander in
charge.
FJs and Pz IV in support attacking a Norman Village |
One of my CoC
gaming group members suggested using these ad-hoc formations that do not fit to
any standard army list or OB. There were two possibilities: historical research
or let the player decide depending on the type of game, by providing him with enough
points to assemble a unit with good fighting capabilities, but not too many to become
the uber-army.
Looking to the
later-war German support lists included in the CoC main book, he concluded that
18 support points were a fair number. I have tested twice so far i over the
last two weekends and it seems to work right, although the decision on the
units chosen is of course crucial. But overall, the 18 points gave me a good
variety of available units.
The first
game took place in the Canadian front during early June 1944. The Allies have
to break through from the beach-head and take a cross road in a village located
inland. The defenders base force was a German paratrooper (Fallschirmjager)
elite platoon with its corresponding support points of an “Attack to an
Objective” scenario. In addition we had to create a kampfgruppe with 18 support
points.
Being on a defensive role, and after studying the lists, I went for an infantry force. The
core force were 2 x Panzergrenadier squads (with good fire punch as each fire team
has 1 LMG each) with a junior leader plus a senior leader; this made a total of
12 points.
For the
remaining 6 points, I consider two different alternatives:
- One pioneer flamethrower team, (3p), one Panzerschrek anti-tank team (2p) and a defensive (entrenchment, minefield, etc) asset.
- Or one artillery forward observer (4p) and one Panzerschrek team (2p)
Ah! ...The
lure of the artillery... I went for the second option although from the very
beginning I realised that it was the wrong decision. With limited fields of observation and the crossroad
located in the middle of the table, I had no opportunity to use my FO (who was
eliminated when fleeing from a building about to be shelled) while the
flamethrower would have paid a good service in the close combat fighting.
German Artillery Forward Observer |
In any
case, we won the game when the Canadian infantry platoon’s Force Moral fell to
zero after a set of consecutive losses of teams and leaders wounded/killed and
pretty bad dice rolls of the Allied players.
The second
game (played today) was a counterattack. Again the base force was a
Fallschirmjager infantry platoon with its corresponding support. For the
kampfgruppe and being in the offensive, I decided to go for an armoured unit. Among the different options, I could field a
Panther (10p) and Pz IV (7p); or as I finally did, 2 x Pz IV (14p) and the ubiquitous
artillery forward observer (4p).
In the game
played this morning again the FO had a limited effect. The Panzers did a good
job in supporting the assault of the FJs but were at a clear disadvantage when
an enemy Sherman Firefly emerged... a tough nut to break, really missing the
Panther to deal with it.
The Mighty Firefly |
The game extended
for almost 4 hours and as the force morals of both sides were still in healthy
levels, we agreed on a honourable draw passing 2PM in the afternoon. Not a
single tank destroyed by the way.
My overall
experience was highly satisfactory. I loved the idea of deploying kampfgruppes with
different combinations according to the mission; while setting the supply of
points at 18 as discussed, in my opinion it worked as expected: there’s an
element of scarcity that forces the player to carefully select the forces while
the final result provides an enough strong and respectable force to deploy on
the table.
I will love
to test this idea and to read you comments.
Major Michael Caine |
Excellent. The models look really nice.
ReplyDeleteSuperb! The ad-hoc lists are a great idea.
ReplyDeleteQuestion: how are you deriving the points cost for the basic troops? For example; how does 2 x Pzg Squads & Leaders = 12pts? Is there a definitive list somewhere?
Thanks
Matt
Yes, the points are coming from the support lists for the late war German Army included in the main Chain of Command rules book. These are used to attach reinforcements to your basic infantry platoon, and the support level depends on the type of scenario played (as described also in the rules book) and is calculated with a 1 or 2 dice roll.
DeleteFor example, the Pz Grenadier squad is a support level 6 and a PzIV is a support level 7; this would mean that if you have seven support points you can spend entirely in 1 Pz IV or in 1 Pz Grenadier Squad and the reaining point in a trench or a barbed wire element (these are support level 1)
Some great looking photo's, love the Michael Caine figure.
ReplyDeleteGreat pictures. And interesting your idea.
ReplyDeleteI'm not sure if you should be forming a Kampfgruppe in a platoon. Maybe a platoon would be part of a larger company or battalion sized Kampfgruppe, but, would you have a platoon sized Kampfgruppe?
ReplyDeleteFrankly I don't know, but as we are playing Big Chain of Command we are controlling a larger than platoon sized force in any case
DeleteWhat do you do about Leaders?
ReplyDeleteJunior leaders are integral part of the squad
DeleteSeniro leader you "buy" from the support lists (support level II)
This is interesting. Will give it a go as well.
ReplyDeleteThe game extended for almost 4 hours and as the force morals of both sides were still in healthy levels, we agreed on a honourable draw passing 2PM in the afternoon. Not a single tank destroyed by the way.
ReplyDelete....Says it all about COC.... 4hrs for no result...Must be an acquired taste.
Rather unexpected, but it is true that both sides played pretty conservative this time(I decided to hide one Pz IV behind a hedge after the Firefly emerged, standing there for most of the game peering if any British Sherman or infantry unit dare to cross my sights...)
DeleteThe Force Level moral was at around 6 by then starting in 10
Lo veo muy interesante, con tu permiso comparto el enlace en mi blog.
ReplyDelete