Showing posts with label Old Hickory. Show all posts
Showing posts with label Old Hickory. Show all posts

Sunday, 8 January 2017

Old Hickory Campaign Games 4 and 5 (conclusion)





This weekend we played turns 4 and 5 (conclusion) of the Old Hickory campaign for Chain of Command. If you remember when we stopped in early December, the Germans had already won two games through the "orange route" and were now arriving to the final US defensive line at Le Neufbourg.

The US players called all reinforcements scattered in the different approaching routes to concentrate now into the village and to put a strong opposition despite overwhelming odds. The US side also played their last air support card in the 4th turn, resulting in the dispersion of the German attacking columns, winning the game and gaining some breathing space.

After this, the German deployed a new platoon form the general reserve (the one used in game 3) and then we moved to game number five, which as you will see resulted in a new straight German victory and also de conclusion of the campaign.    


Sunday, 11 December 2016

Old Hickory Campaign Game 3

The third game of the Hickory Campaign concluded with a decisive German victory, causing a bloody havoc on the US units that had to pull out into Le Neufbourg, the objective of the offensive. Frankly, the position of the US players is in serious risk as the game today eliminated some critical scarce assets like ATGs and men.

The game was played in the Orange 2 map of the campaign booklet and corresponded to a Scenario 6 "Attack-Defend" in terms of the Chain of Command terminology. The German was of course the attacker and the victory conditions called for them either to wipe the resisitance in the table or force a withdrawing due to Force Moral erosion.


Thursday, 8 December 2016

Old Hickory Campaign Game 2

The second game of the Old Hickory campaign finished with a German victory. A very funny game in which for the first time in life I saw a F1 race between three German Hanomags, competing to reach first the US table tactical edge.

Following the initial setback  of the campaign when the Allied airforce dispersed the concentration of German units at its jumpoff area, the German HQ activated the second company (2 platoons) and ordered an attack through the same Orange route of the first attempt.


Wednesday, 7 December 2016

Old Hickory Campaign Game 1


German HQ (H-1 hour)

News that the heads of the assault columns are now in the jump-off positions and ready to take on the arguably unprepared US troops near the railroad line (area code name Orange 1) are received with satisfaction at the Das Reich regiment HQ. 

Suddenly the deafening noise of aircraft engines flying at low level fill the air and the dreaded black and white stripes of the Allied air force the German officers eyes ... luckily the planes pass away leaving the HQ unmolested, but almost immediately machine gun and bomb explosions are heard towards the jumpoff area followed by black smoke columns .

A devastating air attack has dispersed the German forces, with the units running in panic pursued by the Allied Typhoons and the Mustangs. After what looks like an eternity, the planes finally leave and it's time now to take stock of the damages and regroup the surviving forces. The attack is cancelled and will be postponed at least for the following day.

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And this is how the first turn of the Hickory campaign ended... played without placing a single model on a wargame table and actually resolved by Whatsapp! Let me explain what just happened.

As commented in the previous post, there are three attacking routes and the Germans must select one; the Allied had an air interdiction asset that had to be allocated to one of the routes before the Germans announce their attack. If they select the same route, the Germans suffer a devastating air attack and their units are dispersed and unable to take the offensive, losing the game.

Incredibly, both decided to choose the Orange route, which they communicated to me this same afternoon. Must reckon that I had a big laugh and the poor German players were in total shock for this unexpected (and unknown to them) option in the Allied hands.

All this was settled communicating with the two groups of players through Whatsapp!

This is one of the advantages of playing campaigns and using independent umpires: incresed for of war and uncertainty; and of course more fun (specially the umpire). More surprises in store for both sides... and only I know.. Wa-ha-ha-ha!! 



New Chain of Command Campaign rolling!



Seeing my club gaming buddies somewhat inactive, I decided to stir things a little and have put in motion a new campaign for Chain of Command. We'll play the supplement Old Hickory confronting US and German units in Normandy. This campaign is specially challenging for the former, as they face a brutal counterattack of the Das Reich division (operation Luttich) in late July 1944 in the Mortain area.

Historically the counterattack failed thanks to the stiff resistance put by the US 30th Infantry Division "Old Hickory", a relatively untested unit arising from the National Guard, despite facing a veteran German formation.

This campaign supplement presents a conundrum to the US player, as the Germans can chose attacking through three different axes and the Americans must distribute their limited assets before the actual campaign starts to cover all possible routes of advance.

The response of my gaming group to the campaign proposal has been phenomenal and now I have six players enrolled. Therefore I will have to accommodate more forces than those stipulated in the book and will be using the Big CoC large battles supplement to play the campaign.

The campaign will start tomorrow December 8th (national holiday in many European countries). You may like to follow live in Twitter the progress of the game (@AnibalInvic) but I'll also be debriefing here shortly after each game.