Our group resumed play with Tim as
German (Rick was away) and Brent as Russian, determined to end the
game this session since game play is getting faster after getting the
hang of the rules. Part 2 was paused for a week at the end of Phase
16 German which also ended Turn 1 with the following statistics.
Russian Force Morale is (10 - 1) = 9 Casualties = 9 men of 32 at start = 28%
German Force Morale is (11 - 1) = 10 Casualties = 5 men of 32 at start = 16%, 1 wounded JL
The Russian MMG and squad at the front
of the church were checked for shock level and both will remain
pinned for all of Turn 2. Here are the unit positions at the end of
Turn 1.
Resuming:
Turn 2 Phase 1 - Russian Roll
6,6,6,5,4 CoC Dice = 6 + 2
Three sixes ends the Game Turn 2 at the
end of the phase and the Russian keeps Initiative! 1 more pip to the
second COC dice for 2. A pretty short Game Turn! Brent just activates
the SL to spend 2 CI remove 2 shock from the squad by the church so
the squad will unpin at the end of this phase and Turn 2. The SL
spends the last CI to move himself close enough to the MMG to attach
himself to it across the open field.
End of Turn 2, the squad by the church
unpins.
Turn 3 Phase 1 - Russian Roll
5,5,4,4,2 CoC Dice = 6 + 4
Next phase is German. Second CoC dice
is up by 2 pips to 4. With a 4 die, Brent activates the SL to remove
2 shock off the MMG and spends the last CI to activate the squad by
the church to fire on the Flamethrower Team, causing 1 KIA and wiping
it out. The Force Morale roll caused a -1 so the German FM = 9.
Then Brent uses the 2 die to activate
the north squad to fire on the German squad in the hedge, causing 1
shock and a KIA on the Rifle Team and 1 shock on the LMG Team,
missing the JR. End of phase.
Turn 3 Phase 2 – German Roll
6,4,3,2,1 CoC Dice = 4
Next phase is Russian. Tim activates
the SL who uses 1 CI to remove the last shock on the PzSh Team, 1 CI
to move the PzSh Team to the door of the building, and 1 CI to move
himself into the building.
Then Tim uses a 2 and activates the
squad in the south to fire on the Russian MMG causing 1 KIA and
pinning the MMG. [Note: No test was done for a
hit on the attached SL since he is across the clearing in the little
woods and out of LOS of the firing German squad. According to the
rulebook insert diagram on page 30 the SL cannot be a target if not
in LOS.] Then a 3 die activates the now recovered JL with the
squad at the hedge and uses his only CI (he is wounded) to have the
squad fire on the north Russian squad, causing 5 shock! These two
squads are slugging it out as a separate mini-battle.
Using the 1 die, the Rifle Team in the
monastery activates and moves out the west door and along the wall to
the north, ending the phase.
Turn 3 Phase 3 - Russian Roll
5,3,2,1,1 CoC Dice = 6 + 5
Next phase is German. 1 pip to the
second COC for 5. Brent uses the 3 + 1 dice = 4 to activate the SL
to take 3 shock off the MMG. Then he uses the 2 + 1 dice = 3 to
activate the JL in the north squad to take off 1 shock (to 7), and
fire at the German squad in the hedge causing 1 shock to each Team (3
each). The Russians play a CoC dice to end Turn 3 and the MMG
becomes unpinned.
Turn 4 Phase 1 - German Roll
4,3,3,3,1 CoC Dice = 4
Next phase is Russian. Lots of good
activation dice to work with. Tim plays a 3 to activate the JL of the
south LMG Team who spends both CIs to activate and fire the LMG Team
with 2 extra dice using the Maschinengewehr special rule. Then a 1
die to activate the Rifle Team to fire with them. Both fire at the
MMG but that big fire only nets 1 KIA and 1 shock. The MMG is not
pinned but down to reduced fire with only 1 crew left. [No
leader hit test – out of LOS]
Tim plays a 3 die to activate the JL to
have the squad by the hedge fire on the Russian North squad again,
causing 1 shock (they are at 8 now). The 4 die is used to activate
the SL who has the PzSh Team move into the building and then moves
himself out the west door toward the monastery to bolster the main
action in that area.
Then another 3 die activates the JL in
the monastery to spend 1 CI to reduce the LMG Team shock by 1 and the
second CI to move the Rifle Team behind the stone wall across from
the church, ending the phase.
Turn 4 Phase 2 - Russian Roll
4,3,2,2,1 CoC Dice = 5
Next phase is German. No 5s so no
change in CoC dice. Brent plays a 4 to activate the SL, spending 3
CIs to remove 1 shock from the MMG (to 0), 1 shock from the squad by
church, and order the squad in the little woods by the church to fire
on the German south squad, causing 1 shock.
Then a 3 die activates the JL of the
squad in the north west woods to remove 1 shock (to 7) and fire on
the German squad in the hedge, causing 2 shock on each of the Teams
in the squad (both at 5), and pinning the squad! It is getting
desperate for the German squad!
Brent spends a 2 die to move the squad
by the front of the church back into the woods to give LOS from the
riflemen in the other squad in the little woods to the German squad
at the stone wall. They activate on the last 2 die, fire and miss
the German squad in hard cover there.
The last die, a 1, activates the sniper
for a shot at the German south squad but he misses again. Snipers
are supposed to be hit and miss but in this game so far they are
“miss.” End of phase.
Turn 4 Phase 3 - German Roll
5,4,3,3,1 CoC Dice = 5
Next phase is Russian. One more pip
for the CoC dice. Tim activates the SL with a 4 to move at the
double across the road toward the monastery and the squad in trouble
behind the hedge. Then uses a 2 dice to have the pinned German squad
in the hedge fire on the Russian squad to the north, causing 1 KIA
(missing the JL).
Tim plays a 2 die and activates the JL
for the monastery squad and spends 1 CI reduces the LMG Team shock to
0, the other CI has the Rifle Team behind the stone wall fire on the
damaged Russian squad by the church, causing 2 more shock (up to 4)
pinning it [The pin is an error. With 4 men
including the attached JL and SL the squad would have needed 5 shock
to pin.] Then a 3 die activates the JL in the south squad
using 1 CI to remove the shock and the other to have the squad fire
on the MMG, causing 1 KIA which wipes out the MMG! The Force Morale
roll is -1 so the Russian FM is now 8. End of phase.
Turn 4 Phase 4 - Russian Roll
4,2,1,1,1 CoC Dice = 5
Next phase is German. No addition to
CoC dice. Brent plays a 4 die to activate the SL and remove 3 shock
from the damaged squad nearby. Then he adds a 2 and 1 dice together
for a 3 to activate the JL in the north woods. One CI to remove a
shock (to 7) and the other to fire on the pinned German squad in the
hedge, dealing a nasty result of 2 KIA + 1 shock to the LMG Team (1
crew left with 6 shock) and 1 KIA to the Rifle Team (4 riflemen with
5 shock), but missing the wounded JL. The squad is very near to
breaking! Finally Brent adds the 1 and 1 dice together for a 2 and
activates the squad by the church to fire at the Germans behind the
stone wall, missing them completely. The game is coming down to a
real slugfest!
Turn 4 Phase 5 - German Roll
6,4,4,4,1 CoC Dice = 5
Next phase is Russian. No addition to
CoC dice. Tim plays a 4 to activate the SL who spends 1 CI to move
and attach to the squad by the hedge, and the other 2 CI to remove 2
shock from the LMG Team (to 4). Then he uses the 1 die to activate
the Rifle Team behind the stone wall to fire at the damaged Russian
squad, but misses. End of phase
Turn 4 Phase 6 - Russian Roll
5,5,4,4,4 CoC Dice = 6 + 1
Next Phase is German. 2 more pips on
the CoC dice complete one and starts a second one. Brent plays the 4
to activate the SL. One CI to remove the last shock on the squad by
the church, one CI to move himself at the double toward the squad in
the north woods, attaching himself to them, and the last CI to have
the squad fire at the pinned German squad in the hedge, missing it
completely (pinned = hard cover). Constant firing back and forth
there for the last few phases. Who will get a lucky fire first! End
of phase.
Turn 4 Phase 7 - German Roll
6,3,3,2,2 CoC Dice = 5
Next phase is Russian. No addition to
CoC dice. Suddenly, Brent decides to play his CoC dice to interrupt
the German phase and activate the Russian squad in the north woods to
suddenly fire on the pinned German squad in the hedge, causing 1 KIA.
The roll for a leader hit is a 1 so a leader is hit! Since both the
SL and JL are attached a dice roll reveals it is the JL that is hit,
and the JL roll for effect is another wound. Since he is already
wounded, the second wound is equal to his CI level, so he is KIA!
The Force Morale roll results in a -1 so the German FM drops to 8.
The German SL is certainly in the right
place now. Continuing with the German phase, Tim adds the two 2 dice
together to make 4 and activates the SL to spend 2 CI remove 1 shock
from the LMG Team (to 3) and 1 shock from the Rifle team (to 4), and
with the third CI has the pinned squad fire at the Russian squad (LMG
also at reduced rate), missing it. Tim then uses a 3 die to activate
the JL in the monastery squad, spending 1 CI to move the LMG Team out
the west door and north along the wall. The second CI activated the
Rifle Team at the stone wall to fire on the pinned Russian squad by
the church, missing it.
Lastly, Tim uses a 3 to activate the
south squad to fire on the Russian squad in the east end of the
church, causing 1 KIA and 2 shock. End of phase.
Turn 4 Phase 8 - Russian Roll
6,5,2,2,2 CoC Dice = 2
Next Phase is German. 1 more pip on the
CoC dice. Brent uses a 2 to activate the squad in the little woods
at the east end of the church. The LMG fires on the German south
squad, causing 1 shock. The 6 riflemen fire on the German Rifle Team
at the stone wall, and miss.
Then Brent adds the 2 and 2 dice
together to make a 4 and activates the SL with 2CIs used to remove 2
shock and the third CI to fire on the German squad in the hedge,
getting 2 KIA on the LMG Team and 1 shock on the Rifle Team! Since
there is only one crew left in the LMG Team two KIAs mean it is wiped
out even if the SL takes a hit on one of the KIAs! The Force Morale
roll is a -1 so the German FM drops to 7. The SL must also roll to
see if he is hit as well and the roll is a 1 so the SL is hit! The
effect roll is another 1 so the SL is KIA! Another Force Morale test
and Tim rolls a 6 which is the worst roll you could make for -3! The
German FM drops to 4! A disastrous bit of dice luck at just the
wrong time. End of Phase.
Turn 4 Phase 9 – German
Tim decides to end the game at this
point by Withdrawing. He sees that his SL is lost, the pinned Rifle
Team is on its way to breaking with no rescue, and his Force Morale
is in the basement while the Russian Force Morale is still high.
While he still has two squads, one is far to the south and the other
at the monastery is very exposed to Russian flank attack with no SL
support available. Best to order a Withdrawal and avoid further
losses. Here are the troop dispositions at the end of the game.
Statistics:
Force Morale #Men
Start End At Start Casualties Units KIA
Russian 10 8 32 14 (44%) MMG
Team
German 11 4 32 13 (41%) SL,
JL, LMG Team, Flamethrower Team
Game Length: 28 phases taking 6-1/2
hours over 3 sessions (first learning game, lots of discussion)
Comments & Evaluation:
1. In Part 3 of the game AAR all the
squads on the table mainly continued in a heavy firefight with their
opposite enemy, with SLs racing to the hot spots. But it was the
fierce firefight between the two western squads at close range that
decided the game, with the dice favouring the Russian on key leader
hits. Input from a veteran CoC player on the CoC Forum explained that
squads pairing off and engaging in firefights until one side breaks
is normal for a first game. He explained that concentration of fire
and flanking movement tactics become more successful once players
become familiar with how to use the JOPs to best deploy units at a
location and at an optimum time in the game. So for our group's
first game of CoC to just learn the rules and try things out, I felt
it was pretty successful. The game is very engaging and we all quite
enjoyed it.
2. However, while playing though the
last part of this game we uncovered some situations where we feel
that the CoC game mechanic falls short. I am somewhat reluctant to
comment on these in detail since CoC is obviously a successful and
well liked game. Miniatures game rules fit each wargamer's fantasy of
simulation differently and one man's gold is another man's bronze.
That's why there are so many rules systems out there, each with
strong advocates.
On the other hand, I can't post this
game AAR without including both the “plus and minus” comments
from our group. So please take these observations with a grain of
salt, they are the way we see the game. We do find CoC a worthwhile
game, so if we can invent some house rules to handle them, then I
suspect CoC will stay in our stable of frequently played rules.
These are some of our concerns, with
ideas that we are considering (completely untested):
Big ones:
- KIAs don't cause shock. One would
expect the death of a squad member or attached leader to be a
significant morale blow to that individual unit. We'd like to try a
game with each KIA in a unit also adding one shock to that unit and
the KIA of an attached JL or SL adding one shock to the targeted unit
he was attached to. [Edit: I've now shelved this idea. See my reply to Richard's (rim66) comment at the end of the post.]
- Movement in LOS of an enemy unit can
be done without risk. Overwatch covers this to some degree but does
not seem to go far enough. If an enemy unit does not get the required
die roll to be ordered onto Overwatch, then friendly units can move
in their LOS with impunity. Additionally, it seems odd that a unit
needs to be told to go on Overwatch again each time after it fires.
We're interested to try playing with all units, without being
ordered, allowed to Defensive Fire at half rate against moving enemy
units in their LOS, once per phase (half rate to reflect spotting and
reaction readiness).
Others: [Edit: After considering advice from veteran CoC players, I've put house rules for the points below and Defensive Fire above on the back burner for now. We'll re-evaluate their need after we have more play experience.]
- No replacement for the loss of a JL
or SL. Military command structure always makes provision for a more
junior leader or veteran member of a unit to assume command if their
leader is KIA. We'll try a game where if an attached JL is KIA the
model stays on the table and a man from the attached unit is
“promoted” to be the JL with a CI level of 1 for the rest of the
game (still 2 wounds to eliminate). And if an SL is KIA his model is
moved to the nearest JL. That JL is then promoted to SL (CI = 2) and
the vacant JL position filled with a man promoted from his unit.
- Support Teams are only
commanded by the SL. We feel that Support Teams should also be able
to be commanded by any JL, with some conditions.
- A sniper can't shoot at a moving
target. We'll try playing with a sniper allowed to have Defensive
Fire at full rate (1D6) at a moving enemy unit.
3. On the positive side, things we
really like about CoC are the Patrol phase with the JOPs for
deployment, the command dice system for unit activation, the random
movement rate for units, and the CoC dice for that extra flavour. So
far we are looking forward to playing CoC again to explore it
further, with some of our ideas thrown in.
4. One other interesting idea came up
from a member of our group. The current dice
command mechanic for activation is 1 - team, 2 - squad, 3 - JL, 4 -
SL, with addition of lower dice allowed to total a larger dice. This
makes the game a command driven game with more capability for Leader
activation. If you wanted to make this a Team and Squad driven game,
what if it were reversed? Like 1 - SL, 2 - JL, 3 - squad, 4 - team,
still allowing the addition of lower dice allowed to total a larger
dice. All of a sudden orders would become more scarce and therefore
more valuable with less capability for reduction of shock. This
would reflect more difficulty of command in the face of combat. It
is an interesting idea for playing COC a completely different way.
If we get the basic game sorted, then perhaps worth trying.
5. The four members in our
wargame group rate Chain of Command with three 7s and a 6-1/2 out of 10. All want
to play it again. I would push my vote higher if we can resolve our
concerns with some house rules while keeping the game play
interesting and exciting.
I hope you have found this AAR to be
interesting and perhaps it may be of some help to those looking to
try out Chain of Command.
Hmmm... Not sure what game will be next or when the next
game AAR will be posted. I suspect it will likely be Chain of Command and some
sort of Attack/Defend scenario.
Until then,
Gary