Saturday, 8 December 2018

Chain of Command Campaign (5)

Welcome visitors from TMP.


Thanks for the traffic Bill.

General Ballroom and I convened again for a second attempt by the Americans to seize no-mans land before making their attack on the German defences.

The terrain was as in the previous battle but this time our patrol markers started in opposite corners.
We played out the Patrol Phase which feels really clever and like there's a complex thing to unlock that will massively enhance our games. But that we don't really understand.

General B is now the proud owner of some "fricking lazer beams" which he used to work out where the jump off point would end up.


And then the attack began.

I deployed a section in the woods by the bridge.




Germans began pouring on in the north of the village.


A second squad arrived behind the house


The Germans began to deploy in strength and cover


Leaving the BAR to provide some sort of defensive cover the rifle squad leaped the wall and raced for the bridge.



Whilst Tusk's section pushed toward the boccage lining the river.




Jefferson led his squad in a dash across the bridge.


Under the baleful eye of an MG42



Tusks squad began exchanging fire with the Germans in the village.


Jefferson's men sprinted across the open ground and  captured one of the German jump off points.


However Tusks squad were in a firefight they couldn't hope to win.



Spotting a chance 'Red' Patterson raced across the bridge and began to lob grenades through a loophole at the Germans crouching within.


Whilst Jefferson's men consolidated their position.


Unfortunately soon after this both Jefferson and Tusk went down and morale plummeted. The Americans have been again forced to pull back ceding the field to the Germans.

Another good fun Chain of Command game. General B. and I both really enjoy playing it.

This is a tough mission for the Americans, they need to attack, which means the Germans can occupy defensive positions and let their superior firepower do its work. The board set-up with just a single river crossing meant a bottleneck and I couldn't get the manpower to where I needed it. I suspect a better thought out patrol phase would have left me in a much stronger position.

So now General B has a decision. We're abandoning I think the original as I've failed to make headway - so now he needs to plan his counter attack...

10 comments:

  1. Iseems you need some strong artillery support to break the boches

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    1. Unfortunately the patrol scenario limitscthevsupprt for both sides. I added a mortar first game (best "artillery" available) but it ran out of shells very early on!
      In this game we rolled low for support, so even that was denied...

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  2. Great looking mini's, terrain and game! Chain of Command does look like a fun set of rules. Maybe next year!

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  3. Nice looking game and I believe CoC to be the best WWII game I've ever played-

    Christopher

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  4. Looking good. I'm hoping to get a game in this weekend, if the weather holds. It's predicted to get down to -8 here.

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  5. Looks like you have been tangoed! Nice looking game though.

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  6. Nice write up and game, CoC is such a great ruleset. What does the blue base with the grass on it denote? Thinking of nicking the idea for a 'Tactical' marker.

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  7. You got Tango01-ed again on The Nazi Page.

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  8. Bill is an idiot.


    http://frothersunite.com/phpBB3/viewtopic.php?f=1&t=45031&start=60350

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