Tuesday, 22 September 2020

Chain of Command 1940 - more Blitzkrieg against British

Martin came over again, this time with James as well for another game. We were considering Midgard but circumstances dictated differently and so we decided on a game of Chain of Command.

A game from the 1940 book this time. Jerry's objective is to capture the British JOPs or reduce morale to zero - the British need to reduce Jerry to 0.

We set up a network of fields with a road running across from the German deployment zone to the opposite edge.



I pushed up quite fast, hoping to catch the Germans close to their table edge as I knew I'd be able to pull my JOPs right back toward my edge.
I managed to catch two of Martin's patrol markers together and only just out of his deployment zone which pinned the Germans well back.
One of my JOPs went in a walled field about midway along my half of the table, with another right back on my table edge.


I pushed the third JOP forward, intending to use it to try and blunt the German spear.


And duly deployed a squad against the fence and with Bren in the field.


The Germans began to come on.


With a senior leader joining the group on their left. This would likely be their main attack I felt.


One of the scenario rules was that none of my support would appear until the second turn. So I was hoping for lots of fives to give me a CoC dice. 
Even better than that was the roll of three sixes I rolled second phase!


James kept pushing forward with the senior leader. Fortunately the recently ploughed field stuck mud to their boot and slowed them down.


Another German squad was pushing up in the centre.


My squad near the forward JOP attracted the attention of a German infantry gun! Wounding the Junior Leader. They pulled back out of line of sight into the field. But the position was looking shaky.


Germans were pushing up in force.


The FO and a squad of infantry appeared in the walled field.


And the FO called in a ranging shot.




 But still the Germans raced forward.


In the field the infantry waited.


The mortar rained fire down on the advancing infantry. Causing few casualties but stalling the advance.


More Germans were now by the orchard and in range of the walled field.


The British began to take fire.


I used a Chain of Command dice to pull back the forward JOP - just in time as the Germans headed towards the fence.


With the other squad also opening up the British in the field began to take casualties and shock.


The Junior Leader was hit for a second time and killed outright.
The remains of the squad pulled back.


The turn ended but the FO again made contact.


And called in another mortar barrage - forcing the German left further back.


At this point time beat us and we called a halt.
The game was still quite finely balanced - the Germans well advanced but the British still quite strong in defence and neither side's morale too badly affected.

Martin and I definitely making plans for the Fighting Withdrawal campaign - really looking forward to seeing how it plays out.

Monday, 21 September 2020

Making 28mm walls

 The Chain of Command game with martin revealed the paucity of my collection of terrain for WW2 gaming.

So I decided to rectify that. I have plans to order some and scratchbuild a few more houses, but what I really felt I lacked to start with is walls (and hedges and fences, but we'll come to those).

So I decided to start by fettling some simple rendered walls - these feel kind of generic Norther France to me so they'll do for a start, and they're quick and easy.


I used cork for these, as recommended by the excellent Matakishi's Tea House

First take your cork tile, a steel ruler and sharp knife.


I measured a 2cm strip (measure twice, cut once) and cut it off.


Then I cut the strip in half. The tiles are 12" square, so each strip can be cut to make two 6" walls. You could make three 4" or  four...well, you get the idea.


Basing. I starded by cutting a cork base but decided that, unless I was prepared to cut the edges to an angle (and I'm not) they'd be too obvious on the battlefield.
Fortunately I remembered I had some craft sticks (tongue depressors, or large popsicle sticks if you're of an Amercan persuasion).
Even more fortunately these ones are 6" long too. Ideal. 


I used my sharp knife to cut roughly 45 degree angles at the ends to make sure I can butt the walls together at corners.


Then I used SperGlue to stick the wall in place.


It didn't take me long to fettle up several feet. I got carried away and made a gate for one.
Then I found a piece of square MDF and added a wall and a gate to make a walled garden or orchard.

You'll also see I've been working on  house too.

Sunday, 20 September 2020

Chain of Command 1940 - BEF against the Blitzkrieg

 Way back at the turn of the year before all this *waves hand vaguely* stuff happened, Martin and I decided we'd like to play some Blitzkrieg Chain of Command.  We had one eye on some gaming around the time of the 80th anniversary of Dunkirk.

Then however all this beastly business intervened. Fortunately we both carried on painting and so actually have finished forces. With a free Saturday and lockdown at least a little eased (however temporarily) Martin came over for a game.

We were aiming very much for an intro/remember the rules type of thing. Martin's not played before and I have at best a tenuous grasp of the rules.

Our first challenge was the gaming table. I have quite a large scenery collection, but when I tried laying something out I realised it was more suited to Middle Earth than Low Countries. Fortunately Martin had some suitable buildings and hedges and between us we cobbled together an approximation of the Belgian border.



I rushed a squad forward to try to seize the farmhouse. Initially I rolled high and they romped in to the house. Then we realised I couldn't run into a house, so they fell short and milled around in the farmyard.

Germans began to appear on my left flank.


And a second squad occupied the orchard.


I ordered the Vickers Machine gun to hold my left flank. However a mysterious senior officer appeared and sent them off in a different direction! A Shabby Nazi Trick!


Taking advantage of nothing appearing in front of them the Germans sprinted across open ground.


Whilst more appeared to back them up.


Over in the farmyard mortar fire and MG34s began to take their toll on the British.


The running Germans were almost at their detination.


Finally the Shabby Nazi was unmasked and Tommies arrived to hit Jerry in the flank.


This however only attracted the attention of more Germans in the wheat field.


The squad in the orchard decided to make a push for the farmhouse.


Sadly at this point the German squad on my left flank was able to sprint from the table and claim the victory.

This was a good fun, gentle reintroduction to Chain of Command. I still really like how it plays and the early war British are a change from the Americans I'm used to.
I think we got a few things a bit muddled, but nothing that affected the game. The Shabby Nazi trick which denied me the Vickers and a squad of infantry at a crucial moment very definitely helped Martin but I also made some mistakes and Martin played well.

We're now thinking of starting a campaign - there are a few for this period in various Lardy Summer Specials.

Saturday, 19 September 2020

Warhammer: Doom of Belegar Game Three

 And so to the final game of the first part of the Doom of Belegar.

This time the big guys were both at the table - Belgar and Queek face to face.

The dwarfs formed up a bit further back this time. 


Some big shooty rat things snuck around the side. I tried to shoot them with the flame cannon, but because it wasn't painted it didn't work.


Ninja rats began sneaking up.


Queek stood between the Dwarfs and the brewery. Brave or foolish?


A troll turned up to wander around amidst the gas clouds.


Rat Monster shooting was whittling the slayers.


The handgunners seemed to have little effect in the dark caverns.


Belegar and the Hammerers  headed for Queek.





The big rat monsters munched the unpainted Flame Cannon.


At last the big match up. Queek v. Belegar!


Unfortunately Belegar forgot to press the magic button on his hammer to double his attacks.
Queek managed to hit and wound with all his attacks. Belegar's shield stopped half of them, but three was enough and he went down.

The hammerers then began to suffer.


Globadiers stood in the mushroom forest and enjoyed the spectacle.


Finally the big rat monsters and Queek caught the handgunners and the game was all over.



Oh dear, not a good start to the campaign for the Dwarfs - played three, lost three.

Must remember to use all of Belegar's special rules next time.

Next game we're using th full 3k point armies in a version of Dawn Attack.