All the buzz about the new WWII
skirmish rules, Chain of Command, convinced me to give them a test
drive. I actually pre-ordered the rules last summer, but hadn't got
around to digging into them until lately.
My WWII miniatures preference is for
15mm since I like the scale on the table, and my favourite rule sets
are those where each side runs about a reinforced company with a
squad or team as the smallest stand. Interestingly, the base units
for Chain of Command are still squads and teams, and while each man
is accounted for, the accent is on command control and unit
condition. Therefore CoC seems to sit part way between skirmish and
company level which, for me, makes it worth investigating. And I'm
always on the lookout for WWII miniatures rules that allow a game to
be completed in under three hours. Could skirmish CoC fit the bill?
In any event, our gaming group are veterans of many board and minis
wargame rule sets and are always on the lookout for new ones we might
like. Only one way to find out!
So I puzzled out a few solo games with
my nose in the rulebook and got most of my initial questions cleared
up with help from the Too Fat Lardies Forum. Then I introduced our
gaming group to a “learning” game of CoC. We took it slow and
after going through an overview of the rules we only managed to
complete the pre-game Patrol phase and seven phases of Turn 1 before
calling it a night. Lots of questions like “How do snipers work?”
and “What do I hit if I shoot in this window?” However, we saved
all the forces in position on the table and will be picking it up
again next week where we left off. Therefore, this posting is called
Part 1 with the rest to follow later.
Scenario
I picked the first generic scenario in
the book called “Patrol” as our learning game. It is a meeting
engagement where Russian and German platoons meet in No-Man's Land.
As the rule book says, “...your mission is to deny your opponent
this critical ground between the main lines of defense.” But I had
to overlay some historical setting, so this scenario takes place in
1944 in Romania with both sides ordered to secure a small village
which has already suffered artillery damage. The book calls for a
6x4 table, but I chopped it down to a 4x4 foot section on my table
for this first game.
The Russian starts on the east side
(top) and the German on the west side (bottom). A church and a
burned-out monastery are the main buildings along with a couple of
smaller ones. All the buildings and the three stone walls are Hard
Cover (no penetration by small arms). The church bell tower is at the
three story level while the walls and ground floor are all that
remain of the monastery. Woods, hedges, crops, and garden are all
Light Cover. The ploughed field and woods are Broken Ground, with the
rest being Open Ground, including the gentle hill. Stone walls and
hedges are Low so they, by themselves, do not block LOS and are Minor
Obstacles.
Force Selection
Prior to the game I assembled the
forces for each side. I wanted to do this ahead of time for two
reasons, to save time, but also to follow the KISS principle. For
this first game I wanted no artillery, or vehicles, just a pure
infantry battle. For me the acid test of a rules system is how well
infantry combat works.
The Patrol scenario calls for a die
roll to determine the support options for each side's basic platoon.
I rolled a 4 which allowed both sides to choose an option from
Support List 2 (or 2 options from List 1). In addition, extra
support for one side may be given if they have a poorer National
Force Rating than their opponent. This is meant to try and balance
the forces somewhat. The Force Rating for the German is 0 and the
Russian is -3 so the Russian gets to choose additional support from
Support List 3 as well (or from lower numbered Lists totaling up to
3). The Russian could add the List numbers together and pick one
option from List 5, or one from List 4 and one from List 1, etc. but
I wanted KISS. No anti-tank or artillery (including Light Mortar) so
with 5 support “points” to spend I chose a Maxim MMG from List 3
and a Sniper from List 2.
Russian Force: Force Rating -3 Command Dice: 5
Platoon:
HQ: Leytenant, Senior Leader – pistol
Squads 1, 2, and 3, each with: Serzhant
Junior Leader – SMG, 1x LMG (2x crew), 7x riflemen.
Platoon Support: 5 support “points”
(options from List #s totaling List 5)
List 2: Sniper Team
List 3: Maxim MMG Team, 5x crew
For the Germans, the only suitable
possibilities in List 2 that were not vehicle or anti-vehicle related
were a Senior Leader or again a Light Mortar (which I didn't want for
this game). I did play with the German Light Mortar in my solo games
and I thought they pretty much sucked (production was terminated in
1941, gradually withdrawn from front line service by 1942, and mainly
used by 2nd line troops later). I also passed on
the Senior Leader since I wanted to see what just one Senior Leader
could do first. Senior Leaders are very powerful for unit
activation, special orders, and shock reduction. The relative power
of the units in each List is quite variable. So I cheated and jumped
to List 3 and chose a Pioneer Flamethrower Team as a counter to the
Russian Maxim MMG and also 'cause I wanted to see how well they
worked <grin>.
German Force: Force Rating 0 Command Dice: 5
Platoon:
HQ: Unterfeldwebel, Senior Leader –
machine pistol + panzerfaust, Panzershreck Team (2x crew)
Squads 1, 2, and 3, each with:
Obergefreiter Junior Leader – machine pistol, LMG Team (MG42 + 2x
crew + 1 rifleman), Rifle Team (6x riflemen).
Platoon Support: 2 support points -
Options from List #s totaling List 2 (mea culpa – I used 3)
List 3: Pioneer Flamethrower team (3
crew)
Logistics
I needed to sort out how to track the
number of men in each squad and team. My 15mm figures are mainly
based on stands in a group, except for just a few specialty figures
and teams which I've put on individual bases. Each German squad has
one panzerfaust assigned to it, so when picking figs for the German
Junior Leaders I used an individually based rifleman carrying a
panzerfaust as a reminder of its availability during game play.
Since I am a long way from having individual basing for all troops, I
decided to use a marker dice beside each stand to show how many men
are in that squad or team. That way the number of figs on a stand
doesn't matter. Leaders, LMGs, and hand-held weapon teams are on
small bases, rifle teams and heavier weapons on medium bases or
larger. The marker dice mess up the table a bit, and it is not as
“pretty” of a show as with individually based figs, but they
actually seemed to work pretty good in the game with less moving
needs than for individual figures.
German squads have two separate teams,
a 3-man LMG Team [error in photo below - should show 3] and a 6-man Rifle Team. Russian squads are all one
big 9 man “team” with 7 riflemen and 2 LMG crew, that behaves
like a squad.
When I bought the CoC rules I also got
the bundled Game Token Set as well which has very useful oversize
Chain of Command Dice and some neat Tactical and Overwatch markers.
The Overwatch markers show the 90 degrees of coverage very well. The
red Shock markers are pretty, but you will need a lot more for a game
than the dozen included. I ran back to my game closet and pulled out
my old Wound and Pin markers from I Ain't Been Shot Mom and used
those for marking shock in our game. They worked great.
Pre-Game – Patrol Phase
Rick and Tim take the German side
deciding to gang up on Brent who takes the Russians. My role will be
to explain and moderate the game. Both sides roll for Force Morale
and the Germans roll a big 6 for a Morale of 11, while the Russians
roll a healthy 5 for a Morale of 10. Victory will go to the side
that forces their opponent's Force Morale to go to zero while
maintaining Force Morale level of at least 3. Since the German side
rolled highest, they will place the first Patrol Marker in the
pre-game Patrol Phase. I divided each opponent's table edge into
three sections of 18 inches. On die rolls of 1-2 their Patrol Markers
will enter in the south section, 3-4 the middle section, and 5-6 the
north section. The Germans roll a 2 so start in the south sector.
The Russians roll a 5 so start in the north sector (stars on map).
Then all the Patrol Markers (octagons
on map) are moved, one by one alternating sides and jockeying for
position, with both sides advancing hard on their individual right
flanks until all the markers have moved to 12 inches of an enemy
marker and become locked in position [See
comment at end about 3 markers locking on 1]. Then the
Jump-off Points (Xs on map) were chosen and coloured beads placed on
the table to mark their positions, blue for German, red for Russian.
Game Start – Turn 1
With higher Force Morale, the German
goes first. Both sides will always roll 5 Command Dice in this game.
Phase 1 – German Roll
5,4,3,3,2 CoC Dice = 1
With no 6s, the next phase will be
Russian. The 5 advances the Chain of Command Dice to 1 pip, always a
plus. Not being shy, Rick and Tim use both 3s to deploy two squads.
The first squad deploys to the edge of the south woods and the Junior
Leader (JL) spends his 2 Command Initiative (CI) points to put both
the LMG and Rifle Teams on Overwatch looking north. The second squad
deploys into the burned-out monastery with the 2-man LMG Team to the
north end and the 6-man Rifle Team to the east side. The JL puts
both teams on Overwatch out the north and east windows and doors.
Rick and Tim pass
on using the 2 or the 4, holding the last squad and Senior Leader
(SL) in reserve.
Phase 2 – Russian roll:
5,5,5,5,4 CoC Dice = 4
What a way to start! Already 4 pips on
the CoC dice. Brent is thinking, “Do you spell Ambush with a
capital A?” The 4 is ignored since the Senior Leader stays in
reserve. No double 6s so next phase is German.
Phase 3 – German Roll
5,4,2,1,1 CoC Dice = 2
Next phase will be Russian. One more
pip for the CoC dice. With no opposition showing up anywhere on the
table, Tim and Rick decide to commit more strength to the south
woods. Both 1s are used to deploy the 2-man Panzersheck Team and the
3-man Flamethrower Team. The 2 is used to activate the nearby squad
and using a Tactical Move for improved cover, the squad advances
further south in the woods at the tree line, ending up facing north.
The 4 is used to deploy the SL to the south woods as well.
Phase 4 – Russian roll:
6,6,5,4,1 CoC Dice = 5
With two 6s the Russian will go first
next phase! And one more pip to the CoC dice too. Brent just uses
the 1 to deploy a sniper to the east woods to keep the Germans in the
south on their toes.
The sniper fires but misses (not
sighted in yet).
Phase 5 – Russian roll:
6,3,2,2,1 CoC Dice = 5
Next phase is German. No luck in
getting the 6th pip on the CoC dice. Using the
1, Brent deploys the Maxim MMG into the woods at the north end with a
clear fire lane down the road to the monastery.
The Maxim fires at the German LMG Team
in the monastery window. There was some discussion at this point if
the hits should be divided with half going to the Rifle Team further
back in the building, but we decide the Rifle Team men would not be
manning the north window so they should be excluded. [Note:
We got this right since a team cannot be targeted if it is not in LOS
of the firing unit] The LMG crew is hit with 1 KIA and 2
shock. The attached JL is missed so the LMG Team is now down to 2
men. Since the LMG is on Overwatch it returns fire with 1 less die
due to shock, getting 1 KIA on the Maxim crew.
Brent then uses both 2s to deploy two
squads into the small woods north of the church. All of the first
squad and 7 men of the second squad are in LOS of the LMG Team in the
monastery. One squad fires and misses completely, not even
administering any shock. The other squad fires getting 1 KIA and 2
shock, missing the JL. The German LMG Team is in trouble with 4
shock and down to 1 crew, both causing reduced firepower (see photo in Phase 6 below). [Note: If the LMG Team was alone it would break, but since the 6-man Rifle Team is within 4 inches it can share the 4 shock among the whole squad of 8 men (including the JL) and not even be pinned]
Phase 6 – German Roll
5,5,4,2,2 CoC Dice = 4
Next phase will be Russian. Two more
pips for the German CoC dice! Rick and Tim use a 2 to activate the
squad in the monastery and move the LMG Team away from the north
window to hide in the corner out of LOS. The squad's JL and Rifle
Team also reposition so the Overwatch is lost. The JL cannot reduce
any of the 4 shock or transfer a man from the Rifle team to the LMG
Team since he is not activated.
Tim and Rick then use the 4 to activate
the SL in the south woods who spends 1 CI to activate and move the
Panzersheck Team “At The Double” to the corner of the hedgeline,
picking up 1 Shock. The SL uses his last two CIs to put the Rifle
and LMG Teams in the nearby squad on Overwatch.
The last 2 is not
used since the German side wants to hold the third and last squad in
reserve.
Phase 7 – Russian roll:
6,4,2,2,2 CoC Dice = 5
Next phase will be German. Brent uses
the 4 to deploy the SL to the north woods and activate the Maxim MMG
to go on Overwatch since it has no current targets in LOS. Then he
uses two of the 2s to activate both squads on the table. The first
Russian squad moves out of the small woods up to the church wall
toward the road. The second squad attempts to move At The Double
across the road to the west and rolls three 1s, going only 3 inches
and ending in the middle of the road with 1 shock! Then Brent uses
the last 2 and deploys the third squad from reserve into the just
vacated small woods, and with the LMG in LOS of the distant German
squad in the south woods, opens fire with no effect. No return fire
from the Overwatching German squad.
We had to halt the game at this point
since it was getting late. We decided to put the game on “pause”
and resume the game the next week, so the table was covered with my
“cat protecting” sheet to patiently await our return. Therefore
this recording of our game play up to the end of Phase 7 is called
Part 1. The forces on the table are shown below (one German squad
still off-table in reserve).
Part 2 will resume with German Phase
8.
Comments:
1. A question came up in the pre-game
Patrol marker phase when three German markers moved to be 12 inches
from one Russian marker so all three were locked and “closest.”
How do you determine the Jump-Off Point (JOP) in this case? The
question is not covered in the rules. Later I found the same
question posted to the TFL Yahoo site and interpreted an answer that
makes sense. Draw a line from the centre German marker though the
Russian marker and extend it until the line is at least 6 inches from
the Russian marker and in cover. Somewhere on that line is only
location that satisfies both conditions for finding a JOP when
separately considering the “right hand” set of two German markers
and the “left hand” set of two German markers. It turned out
that we placed the Russian marker pretty much on that line by
coincidence.
2. It's too early to give any opinions
on the rules, but the group is interested to finish the game which is
encouraging. The big question for each of us is, “Do I like playing
with this rule set?” As we all know, there is no “perfect”
rule set, so hopefully the CoC rules will just have a few minor
pecadillos. The main questions being “Can you live with them?”
or “Do the rules work well enough to invent house rules where
needed?” We haven't played nearly enough to answer any of these
questions.
Stay tuned for “On
Patrol In Romania 1944 - Part 2”, hopefully in about a week,
unless my daughter-in-law blesses me with another grandchild in which
case I'll be BUSY! <big grin>
Looks good so far Gary, I have these rules too, but have yet to read very far into them. I think the dice allowing the player choice vs the element cards in most Lardies games seems to allow for a more playable game. Alot of people I've chatted with do not like using the cards as they find it too restrictive.
ReplyDeleteNow I have to wait to see how it all ends!
Hi Terry, good to hear from you! Very limited game play to date, but so far the dice activation system seems to allow more coordinated actions than the random card draw in IABSM. CoC seems to be a popular rules set with over 200 hits on this posting in three days. Experienced CoC players on TMP say that after getting familiar with the rules a game should take 1-1/2 to 2 hours, which would be very welcome.
DeleteYou did an excellent job painting the church!
DeleteThanks, Scott. It's from JR Miniatures. I like the round dome instead of the traditional onion dome because it is suitable for many different eastern European countries.
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