The little figures held their positions
admirably in a time freeze for the last week and were relieved to
“come alive” again. We resumed our game with the German side
starting Turn 1 Phase 8. Both sides are still at their starting Force
Morale levels of 11 German and 10 Russian. Here are the unit
positions at the end of Phase 7.
Phase 8 – German Roll
5,4,2,1,1 CoC Dice = 5
Russian phase next. CoC dice goes up 1
pip to 5. Rick and Tim use a 4 to activate the SL in the south. The
SL spends 1 CI to order the PzSh Team to move up to the stone wall
and contest the Russian JOP. Then another CI to also move the
Flamethrower Team with the SL attached up toward the stone wall so
the SL attaches to the PzSh Team as well. The third CI is used to
remove 1 shock from the PzSh Team.
A 2 and 1 dice are added and the 3 is
used to activate the JL in the monastery squad who uses 2 CI reduce 2
shock. The remaining 1 dice is not used.
Phase 9 – Russian Roll
6,4,3,2,2 CoC Dice = 5
Next phase German. Still no 5 so the
CoC dice holds at 5. Will it hit 6 and allow Brent to move the JOP
before it gets captured? Brent uses a 4 to activate the SL, spending
1 CI to put the MMG on Overwatch, and 1 CI to move himself to the
south end of the little woods he is in, and the last CI to activate
the squad in the same little woods to go on Overwatch to cover the
JOP in the crop. Then a 2 dice activates the squad at the church
wall to move into the church through the front door, which is safe
since the German LMG in the monastery is in hiding while recovering.
Seven riflemen and the JL make it into the north end of the church,
but the LMG crew only gets to the front door. Lastly Brent uses a 3
die to activate the JL in the squad on the road who spends 1 CI to
remove the last shock and the second CI to move them toward the
woods. But luck is again bad with a 2 roll. These guys are tough to
get moving! 5 dice to go 5 inches! End of phase.
Phase 10 – German Roll
6,5,2,2,2 CoC Dice = 6
Russian phase next. The last 5 pushes
the COC dice to 6 and it is now available for mayhem! Tim and Rick
add two of the 2 dice together to activate the SL. One CI is used to
activate the PzSh Team to move and try and capture the Russian JOP,
but they only move 3 inches and stop just short. No Overwatch fire
from the Russians (perhaps knowing it will trigger return Overwatch
fire from the German squad down south). The second CI is used to
activate the Flamethrower Team and attached SL to move into the woods
by the church to try for a blast at the Russian squad inside. The
third CI order and the last 2 die are unused.
Phase 11 – Russian Roll
4,3,3,2,2 CoC Dice = 5
Next phase is German. Still no 5 so
the CoC dice is not full. Brent uses a 3 to activate the JL for the
squad in the church. One CI activates the squad to fire at the
Flamethrower Team. Since only part of the squad and the JL made it
into the church only the first two windows are available. At 2 men
per window, 3 men fire rifles and the JL his SMG at close range.
Amazingly, only 2 shock affect the Flamethrower Team.
Then Brent uses a 2 and activates the
squad in the north woods to fire on the PzSh Team (only the LMG is in
LOS) and it completely misses! But this triggers return fire from the
German squad on Overwatch down south causing 3 shock on the Russian
squad.
Next the squad stuck on the road
activates on a 2 and really gets going moving, right into the nearby
woods. Finally, using a 4 dice Brent activates the SL who spends 2
CI to reduce the shock on the nearby squad to down to 1 shock and
spends the last CI to activate the MMG to move east along the forest
edge. End of phase.
Phase 12 – German Roll
5,4,2,1,1 CoC Dice = 6 + 1
Next phase Russian. One pip on the
second CoC dice. Rick and Tim activate the SL with a 4 dice. One CI
activates the PzSh Team to Tactical Move and capture the JOP. The
second CI reduces the shock by 1 on the Flamethrower Team so it gets
full rate of fire. The third CI activates the Flamethrower Team to
flame the Russian squad in the church. It's gonna get hot in there!
The Russian squad takes only two KIAs
and one shock even with the flamethrower firing as if the Russians
were in Open Ground. Plus only one six on the original hit roll so
the church didn't even catch fire! Sheesh! There must have been some
leftover asbestos in the shingles or something.
[Note: The shock was edited to show doubled to 2 due to the
flamethrower effect – also corrected in next photo until we
remembered].
Lastly the Germans use a 2 die to
activate the squad in the south woods to fire at the Russian MMG
causing 1 shock. Then they add the both the 1 dice to make 2 and try
to deploy the last squad. They need a 4, 5, or 6 because the SL is
on the table. A 3 is rolled so the squad has to wait for the next
German phase to try again. The Germans decide not to use the CoC dice
to end the turn and initiate a Force Morale event for the captured
JOP. End of phase.
Phase 13 – Russian Roll
6,5,5,3,2 CoC Dice = 6 + 1
Next phase German. Two 5s make a full
CoC dice plus 1 so now if the Germans end the turn the Russian can
waive the Force Morale roll for the lost JOP. Stalemate. Only a 3
and a 2 dice are available this phase for orders. Brent first
activates the JL in the church who orders the 3 riflemen in the two
windows and his own SMG to fire on the Flamethrower Team again,
getting just 1 KIA, which misses the SL.
Lastly, Brent uses the 2 and activates
the squad in the north woods to fire with the LMG on the PzSh Team in
the crop, causing 1 shock (Tactical stance saved further damage).
End phase.
Phase 14 – German Roll
5,4,3,2,1 CoC Dice = 6 + 2
Next phase Russian. Another 5 adds 2 pips on a second CoC dice. Rick and Tim use the 4 die to
activate the SL who uses 1 CI to remove the last shock from the
Flamethrower Team. The second CI activates the PzSh Team to fire on
the church (hits are doubled if the Panzershreck is fired on a hard
target), but it misses (does the expression “can't hit the broad
side of a barn door” apply here?). The SL uses the third CI to try
and move himself into the nearby building and distance himself from
the Flamethrower Team so he is not attached to them. Unfortunately
he rolls low and only gets to the outside of the door and is still
within 4 inches of the Flamethrower Team so is still attached.
With a clear target, the Germans use a
1 die to activate the Flamethrower Team to fire on the Russians in
the church again. This time the crewman got the range.
The Flamethrower Team inflicts 2 more
KIAs on the Russian squad but no shock. However, double 6s on the hit
roll sets the church on fire requiring the Russian squad to
immediately vacate, which they do out the front door.
On a “hot” dice roll streak now,
Tim and Rick use a 3 die to activate the JL for the squad in the
south woods. He activates the squad to fire at the MMG, getting 1
KIA and 3 shock, pinning the MMG!
Using the last 2 die, The German side
attempts to deploy the last squad from reserve. Rick rolls a 5 so
the squad arrives behind the hedge in the west, immediately opening
fire on the Russian squad in the woods to the north with more “hot”
dice causing 4 shock!
End of phase.
Phase 15 – Russian Roll
6,3,3,2,1 CoC Dice = 6 + 1
Next phase German. No addition to the
CoC dice. Finally a 1 die roll. There hasn't been a 1 command dice
rolled since Russian Phase 5! With great excitement, Brent activates
the sniper. He wants to target the German SL but since it is
attached to the Flamethrower Team he must target the whole team and
hope that if a KIA is achieved it will carry through to the SL
(snipers have an increased chance of hitting leaders and shock is
doubled). But Brent rolls a 2 and the sniper misses again (must have
a bent scope).
Brent uses a 3 to activate the JL in
the north west squad in the woods. The JL uses one CI to remove a
shock so the squad is at 3 shock. The other CI orders the squad to
fire at the German squad behind the hedge. Excellent shooting
finally, with 2 shock and 1 KIA. The German JL is hit instead of a
rifleman! A 2 die roll means the JL is wounded and cannot activate
for the rest of the Turn. [Note: The red shock
marker comes off at Turn end & the yellow bead shows one less CI
from now on. We played that a 2,3 wound also limits the JL by -1 CI
for the rest of the game – comment at end] The
wound on a Junior Leader also causes a Force Morale event and Rick
rolls a 3 for a -1 to morale, moving the German Force Morale down to
10.
Next a 2 dice activates the squad in
the little woods by the church and the LMG fires on the PzSh Team
causing 1 KIA and 1 shock, pinning the team.
This all leads up to Brent's main
event. Brent wants to see how Close Combat works! First he uses a 3
to activate the JL in the squad just outside the front of the church,
the one that had to evacuate, and has the JL remove 1 shock. The
squad is not terribly healthy, down to 5 men and 1 shock, but they
have had enough of the Flamethrower Team, so the JL uses the second
CI to move the squad. They only need to get within 4 inches and
Brent rolls high on the move roll causing Close Combat. The
Russians have 5 dice from men (leaders don't count and LMGs don't
count for the attacker), 2 dice from the JL's SMG and 2 dice from the
JL's Initiative level for a total of 9 dice.
The German Flamethrower team has 2 dice
for crewmen and since the SL is attached an additional 3 dice for his
Initiative level and 2 dice for his machine pistol. Plus 2 more dice
for the number of Russian dice used to move in for a total of 9 dice.
So 9 against 9, causing a KIA on a 5 or 6, with 6s also adding a
shock! [Goof up: we forgot to add for German
defending in light cover which is 1 dice for every 3 dice you have so
far. This would have added in 3 more for the German making it 9
Russian vs 12 German. But we played it with 9 each.]
The Russians rolled extra crappy only
getting 1 hit and missing the German SL! The German rolled 3 hits,
with two 6s for 2 extra shock, also missing the Russian JL. This
reduced the Russian squad to 2 men plus the JL with 3 shock, and the
German Flamethrower team to 1 man with no shock.
Since the Russians lost the Close
Combat by a (3 – 1) = 2 dice difference the squad is thrown back 9
inches and must add one more shock raising it to 4 shock. The squad
falls back behind the church where they came from and with only 3 men
in the squad counting the JL, the squad is pinned! End of phase.
Phase 16 – German Roll
5,5,3,2,2 CoC Dice = 6 + 4
Next Phase is Russian. Two more 5s
raise the second CoC dice to 4 pips. Rick and Tim add together the 2
dies to make 4 and activate the SL. With 1 CI the SL moves himself
using a Tactical move toward the stone wall attaching to the PzSh
Team. A second CI removes one shock from the PzSh Team, leaving only
1 shock. With 1 man in the PzSh team and the SL attached, the pin
will be removed if the Game Turn ends.
The third CI activates the Flamethrower
Team (one shot left) to boldly move up to the corner of the church
with LOS to the pinned Russian squad near the main entrance.
With the last 2 die Rick and Tim
activate the south squad JL. The JL uses 1 CI to activate the squad
to fire at the Russian MMG plus spends his second CI to invoke the
special German ability of Maschinengewehr which allows the JL to
direct the LMG adding 2 dice. The already pinned MMG suffers 1 more
shock, now at 5.
[Note: We goofed
on two rules for this fire. First, to use the Maschinengewehr rule
the JL needs to spend 2 CI on ONLY the LMG Team, leaving the Rifle
Team not activated to fire. Or the JL can spend 1 CI to activate the
whole squad as usual without using Maschinengewehr. To invoke
Maschinengewehr and have the whole squad fire would need a 3 die to
activate the JL & LMG Team and a separate 1 die to activate the
Rifle Team. In this case the dice total went from 14 to 16 dice by
mistake. Second, we forgot that pinned units get 1 level of cover
added so the MMG was in the equivalent of hard cover instead of light
cover. Oh well, previously we forgot to allow the German side 3 more
dice in the Close Combat for defending in cover. So it all evens
out, right? :-)]
The Germans assess their position now
and decide it is a good time to to play a CoC dice to end the Game
Turn, mainly because two Russian units will stay pinned for all of
Turn 2. Play of the CoC dice results in the following actions.
- The German JL in the west hedge
squad regains consciousness and recovers well enough to use 1 CI for
the rest of the game. [comment at end]
- The captured Russian JOP is removed
causing a Force Morale event and Brent rolls a 1 for a -1 to morale.
The Russian Force Morale drops to 9.
- The German PzSh Team checks for
shock level and is not longer pinned so the pin marker comes off.
- The Russian MMG and squad at the
front of the church check for shock level and both will remain pinned
for all of Turn 2.
- Overwatch and Tactical markers are
removed.
End of Phase 16 and end of Turn 1 - I
had hoped to finish the game this session, but the group had to head
for home since the evening was getting late. Again we decided to put
the game on “pause” and resume in a week. Once more the “cat
protecting” sheet covered the little figures, time-frozen in place.
Therefore this became Part 2 of the AAR recording of our game play
up to the end of Turn 1. The forces on the table are shown below.
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
Part 3 will resume with Turn 2 Phase 1
Russian.
Comments:
1. Yeah, we are playing this slow for
sure with lots and lots of rule look-ups. Five hours so far! I think
the game is about to break one way or the other so we should finish
next session.
2. Leaders with SMG/Machine pistols are
extremely formidable in Close Combat. Without the SL the Flamethrower
Team would have only had two dice for men, two for Russians moving, and one for light cover for just 5 dice, almost outnumbered 2 to one on total
dice. Of course there is always the risk of an SL being wounded or
KIA as well. C'est la guerre.
3. I'm surprised the Force Morale for
each side has not dropped more given the casualty levels of 16%
German and 28% Russian. I suspect this may be normal at this point
in a game with initial casualties needed to bring the unit conditions
down into a range where the probability of a unit routing becomes
high, triggering large Force Morale drops. Perhaps it could be
interpreted, “They don't know what hit them yet.”
4. We felt that since a roll of 2,3 on
a leader hit wounds a leader so severely he is not available for the
rest of that Game Turn that he should also be -1 CI for the rest of
the game, same as for a light wound on a 4,5,6. Perhaps this is our
first house rule.
5. One of our group wondered what the
motivation was to attack in the Patrol scenario since neither side
can lose by not attacking. Most of the other scenarios assign an
attacker to one side and indicate if the attacker doesn't achieve his
objective, the defender wins. The only reason I can see to attack is
that the Patrol scenario is designed to fit the CoC Campaign System
where you are really fighting for advantage in the next
battle, not the one you are in.
6. Our group agrees
that the basic game mechanic for CoC appears solid and all the
disagreements we have with rules so far are small enough to be
handled with house rules. We like the command dice activation and for
the most part like the way it plays. CoC is fun to play and
certainly keeps your interest up.
Stay tuned for what MUST be the finale
in Part 3!
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