Showing posts with label Chain of Command. Show all posts
Showing posts with label Chain of Command. Show all posts

Tuesday, October 17, 2017

A Gaming Potpourri

Americans advance in CoC
The gaming table has seen better than average activity over the last three weeks.  In addition to my continued solo work with Two Flags - One Nation, four FtF games have made appearances.  A BatRep for Fox Gap is still in the works from my last solo game.  In work?  I need to begin!   2017 has seen much more gaming activity than past years.  To date, I have exceeded two dozen games.  Most years, I am lucky to participate in a half-dozen; some years fewer than that!  Two more games are on the slate for next weekend.  Seems like either feast or famine at the gaming table.

Since no notes were taken for each of these actions, a brief recounting from memory is provided in chronological order of playing.  This approach allows a summary of each action without dragging the events out over a number of posts. Four birds with one stone, so to speak.  I am attempting to clear out the backlog since more Assyrians are in the parade queue!  

Canvas Eagles:
After the introduction of Scott and Kevin to Canvas Eagles a few weeks before, Jake got his initial outing with CE.  Played two games each of which Jake was the victor.  In Game 1, I recall getting shot down.  Curses!  In Game 2, Jake made his scheduled observation run as I attempted to line up a narrow field of fire onto his Whalfisch.  I had forgotten how difficult it can be to bring fixed guns to bear in a one-on-one engagement.
New Brigade Fire & Fury
My first outing with the recently released New Brigade Fire and Fury rules saw Terry's 12mm Scruby ACW collection out on the table..  The Battle tackled was the Second Battle of Ream's Station in 1864 during the Petersburg Campaign where Hancock faced off against A.P. Hill.
Battle of Ream's Station
The Confederate objective was to throw the Federal defenders out from their breastworks.  Drawing the command of Wilcox, I was assigned the task of leading the Confederate attack.  Note, Wilcox's Division is unsupported in his mission until later in the battle.  A tough task to take-on, for sure!
Federals lining the defenses with abatis discouraging attack
Wilcox advanced slowly towards enemy lines waiting for support to appear before pitching into the Federals.  Once Heth's Division appeared on his right, Wilcox attacked.  Notice the abatis protecting the Federal emplacements.  Nasty ground to cross.  This looks like suicide!
Wilcox prepares for assault
Harassed all the way in by artillery fire, Wilcox closed with the enemy.  Casualties were heavy but most of Wilcox's Division remained intact covering the Confederate left and effectively pinned the Federals in their place.  Heth, then made his attack after neutralizing a Federal battery or two.  Still, when I left, Hancock looked firmly in control of the position.  
Wilcox attacks the abatis
As for the new BFF, it sure seemed to be a direct port from Regimental Fire and Fury with little distinction between the two games. 

Commands & Colors Tricorne: The American Revolution:
Got my first game of the recently released CC: Tricorne.  The Battle of Bunker Hill was chosen and I took command of the Rebels.  When we called the game on account of time, the Rebels led two flags to none although the British had just taken the earthworks on Breed's Hill.  Several interesting twists are present in this latest CC offering adding a bit of nuance to long established tactics.  After the game, I read the rules and noticed we made a few errors.  Not unusual when playing a game for the first time. 
Battle of Bunker Hill
Chain of Command:
The Layout
Capping off this gaming summary is the most recent event from last Friday's Friday Night at the Fights.  That is, an impromptu game of Chain of Command pitting Jake's newly recruited Americans (see Dog Faces Part II) against my Germans.  Looking back at game notes, the last time CoC saw action on the gaming table was more than two years ago.  My, how time flies!  Given that two-year hiatus, we were quite rusty with the rules but the game flowed well once we got underway.  I consider myself quite lucky to game with fellows that not only absorb a new rule set quickly but can remember them after long periods of inactivity.  Something for which I sometimes struggle. 
Americans advance on farm
The objective of this action was to clear enemy forces from the vicinity of a small farm.  After the Patrol Phase, the Germans held the farm while the Americans were in position to assault along more than one avenue of approach.
Americans laying down fire on the farm
As the Americans approached the forward building, fire erupted from the house.  Several Americans went down in the initial hail of lead but quickly counterattacked taking a number of Germans out of action.
Jake's Kickstarter Americans
While two of the three American squads made their advance on the farmstead, the German squad on the left laid down a punishing fire and drove off the third US squad.  Seizing the opportunity, the Germans dashed out of their cover in an attempt to outflank the Americans and distract the US from their main objective.
Germans bust a move
 Having thrown the Germans out of the farm, the Americans advanced.
Americans envelop the farm
But, the Germans, having flanked the American line of advance, began attacking along an unexpected axis.
German flanking fire
Again, due to time constraints, the game was called and victory assessed.  Casualties were very heavy and both sides lost Jump Off Points.  After the final tally, a bloody draw was the outcome.  "Bloody" draw, indeed!  At least two-thirds of the combatants had been rendered out of action and both sides would be hard pressed to claim a victory.

With such heavy casualties and no catastrophic break in morale, we wondered if we had missed something in the rules.  Possibly.  This requires more investigation.  Of course, it would be helpful if the game was trotted out onto the gaming table more than once every two years.  I await a dispatch assessing our play within the rules. 

Saturday, December 5, 2015

BTD German Weapon Teams


After the first game of Chain of Command (CoC), I was motivated to resurrect the languishing 28mm WWII skirmish project and added nearly a dozen and a half figures to the collection (see Another Project Awakens).  Following the second CoC outing over the Thanksgiving holiday, I was energized to tack on a few more figures for the project.  

Today, two German weapons' teams roll off the painting desk to bring even more firepower to the German platoon.  Figures are Black Tree Design.  These and more were snatched up in a recent BTD 40% discount offering.
Posting these figures reminds me that the BatRep from the second CoC game is still undocumented.  For now, back to the painting desk where a number of 28mm Napoleonics await the brush. 

Sunday, November 22, 2015

Another Project Awakens

One situation having the ability to bring a languishing project back to life is a game on the table.  That is exactly what transpired following the recent Chain of Command game. 

I have a small 28mm WWII force individually based for skirmish-level games but the guys I game with never really found a set of rules at the level we liked.  I think that changed with the introduction to CoC.  In the past we tried Nuts! and perhaps a few others but Nuts! was not to our collective liking. 
My existing WWII project consisted of about 50 figures equally split between Germans and British and begun at the time we were considering WWII small unit tactical games.  These fellows last saw the paint brush in 2012 and have never seen action in a game.  Given the OB of CoC, my existing troops were not sufficient to form two playable forces.  To remedy that deficiency and provide myself two forces for solo play, 18 figures hit the painting desk.  To bring each side up to three sections or squads, a dozen Brits and half-dozen Germans needed a coat of paint.  Figures are Black Tree Design.

Below is the photo of the two platoons arrayed for review.  The Germans could use a panzershreck team and it appears I fielded one surplus rifleman for each of the LMG teams.

Monday, November 9, 2015

Chain of Command - First Game

Having laid out the scenario on the game table beforehand, Scott arrived with rules, figures, and markers in hand and we could begin once Kevin arrived.  He arrived shortly thereafter with goodies to sustain us until lunch.

Since this was our first game of Chain of Command (CoC), Scott would adjudicate while Kevin and I took on the active player roles.  Kevin would command the U.S troops.  I would command the Germans.

During the Patrol Phase, the German commander aggressively lit out for the farm in an effort to channel and hinder the U.S. approach.  Without interference from the American commander, the German player established one Jump Off Point (JOP) at the house with the second JOP back at the start line in the orchard.  The American was content to deploy his JOPs astride the road near the board edge.
JOPs established
One German squad deployed in the house with the LMG behind the protection of the stone wall.  The other two German squads were deployed on either side of the road near the orchard.
One German squad in the house
Two German squads in the orchard
The Americans drew first action to open up the engagement and quickly ripped through both the LMG hunkered behind the wall and the squad deployed within the house.  The stone wall was no match for .30 cal bullets.  What withering fire!  Lucky bastard!  Within minutes the LMG was knocked out.  Only two of the original squad survived that first fusillade.  Ouch!

While the Junior Leader sought cover behind the house, the sole surviving squad member broke back towards the orchard.  While LMG teams covered the field, one German team crossed the hedge and advanced to reinforce the house.
German team moves to support broken squad
With the Germans at the house broken and running and the Americans seemingly content to remain behind their covering hedge, the German Platoon Leader ordered the house to be reoccupied.  The German JOP at the house is back under German control while the Platoon Leader leads the LMG team onto the tree-lined road and sets up.  Not a minute too soon!  Americans breach the hedgerow and begin to advance across the open. 
House secured
At this point in the firefight, the Germans pulled off three initiatives in a row.  That bit of good fortune allowed the Germans to bring the firepower of their LMG in the treeline and squad in the house onto the advancing Americans.  Caught under heavy fire in the open, the Americans took heavy casualties and broke in the center.  The American left was also driven back with light casualties but heavy shock.

Bringing the BAR on the American right back into play, the German LMG on the road was driven off while bullets riddled the walls of the house.  At this point, we called the game a tactical American victory.  Could the Germans have salvaged the situation, possibly, but it was time for lunch.    

What did I think of the first game?  Well, I thought it played brilliantly!  I could easily translate action on the table to the situation.  Tactics seemed to work and make sense.  This is the first WWII skirmish level game to which I can honestly make this claim.  Mechanisms are easy to pick up and quite intuitive.  Straightforward game play without a lot of clutter and overhead.  The Patrol Phase was an interesting twist and provided a game within a game.  Machine gun fire is brutal.  Soldiers were dropping on both sides by the handful.  To reduce the body count, we will have to employ less lethal tactics.  

With each combatant limited to a basic force of one infantry platoon, only about 30 figures per side are required.  Easy to accomplish.  My small force of singly mounted WWII figures is almost enough to field both sides for action now.  One more German LMG and a few British infantry are all that are needed to muster one platoon each.  You can bet I placed those few figures into the painting queue soon after the game.

I enjoyed this game immensely and look forward to more.  

Great fun!

Sunday, November 1, 2015

Chain of Command - First Trial

After seemingly years of talking about Chain of Command, we will finally be giving the rules a trial on NOV 7.  Scott is developing the scenario and leading the pack through the rules.  Since I will be hosting the game, Scott sent his scenario map from which to lay out the gaming table.
Scott's scenario map
Using a bit of artistic license to conform to the terrain available, Saturday's game will look like the photo below:
Pretty close but I see now that the orchard could be extended bit.

All we know of the scenario thus far, is,
The scenario will be an advance by an 29th Division infantry platoon against scattered German resistance.   
Looking forward to Saturday's game.

Friday, June 6, 2014

D-Day Anniversary Sales

With June 6th marking the 70th anniversary of the D-Day landings, several wargames manufacturers are offering special savings to commemorate this milestone.  Two offerings to which I am aware are from Two Fat Lardies and Black Tree Design

From Two Fat Lardies, on offer is a Flash Sale for a 20% discount on all of their WWII related products.  While intrigued by Chain of Command for some time now, I took advantage of the sale by picking up a PDF of Chain of Command. Sale is good only through the 6th.

From Black Tree Design is a 50% discount on all of their 28mm WWII infantry.  BTD offers a wide selection of infantry in their WWII range and paint up quite nicely.  Offer ends at midnight on the 6th so don't dally.  I used the sale to pick up a few platoons to add to The Lead Pile.  A sampling of my skirmish-based BTD figures itching for a fight follow:









With Chain of Command, perhaps I finally have a set of rules with which to put these figures into action on the gaming table?  I hope so!