From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).

OPERATION TENDERFOOT

A Learning Game for Novice Commanders

This is the game set up in the last post (here) to bring Kev (playing the Germans advised by John) and Ian (playing the Brits advised by me) up to speed with Chain of Command (CoC2).

As a learning game there was no time for note taking, and few photos, so this is very much a top-level narrative of the combat.


The Preliminaries

This was a British 'Attack on an Objective' mission, the objective being just inside the front door of the large farmhouse, 'Manor Farm'.  


The Patrol Phase ended quite quickly as the German patrol markers start 20" in from their baseline and soon locked down the British patrols.  The position of the resulting jump-off points (JOPs) are roughly indicated by the red and blue ellipses.


The Germans then put down any defences they had selected from their 8 support points, a barbed wire entanglement (1pt.) that would prevent any ingress through the front of Manor Farmhouse.


With his remaining 7pt.s, Kev had, as would be disclosed during the game, opted for: 1x leIG.18 7.5cm gun with junior leader and 5 crew (3pt.s); 1x senior leader (2pt.s); and 2x entrenchment for one team (1pt. each).

The Brits (Ian), with 14pt.s of support, had selected: 1x infantry section (5pt.s); 1x M3 Halftrack APC (3pt.s); 1x Flamethrower team (3pt.s); 1x 2" Mortar team (2pt.s); and, 1x Adjutant (1pt.).


The Game

As the attacker, Brits took the first phase, and wasted no time in deploying three infantry sections, one from each of their JOPs.  The central section headed into the Derelict Farmyard, while one went right flanking through the orchard and the third went left towards the gap in the hedge by the wood.

The Germans took no notice in their phase and sat tight waiting for the British to come closer.  

Over the next few phases, more Brits deployed onto the table with a senior officer and a 2" mortar team deploying behind the derelict farmyard ...


... and the fourth British, support, section deploying into the orchard reinforcing the right-flanking attack.

The Germans (Kev) reckoned the right flanking attack was the real threat, supported by fire from the Derelict Farm, and the left-flanking section was just a distraction.  As a result, they felt compelled to act and disrupt the Brits before they could get much further.  To this end, they deployed a section from their central JOP such that the MG42 (LMG team), directed by their junior leader to employ maschinengewehr, could engage the Bren team in the Derelict Farmyard.


But all they managed to inflict were 3 points of shock. 


This poor shooting by the Germans turned out be just the start of what was a fairly consistent theme throughout the game.

The Brits' Lieutenant countered this by moving up to rally the Bren team and return fire.  The Germans hit the dirt (they had accrued quite a few CoC points during the early phase when not responding to the British deployment and advance).

However, the British stayed focused on the plan, and with a smoke grenade to provide cover against any shooting along the road, the right flanking sections advanced out of the orchard.


And then over into the next, 'dead cow', field.  At that point, to stop the Germans feeling free to concentrate on these sections, the left flanking section moved out, advancing at the run towards the German JOP by the Bureau de Poste.  


John and I were both surprised to see the Germans choose to ignore this threat; Kev felt we were being overly precious about JOPs and that he would be better off sacrificing it to keep his defence compact.

Instead, the Germans now deployed a fully-entrenched section in the dirt road running down the side of Manor Farm to engage the British in the 'dead cow' field opposite.


But their run of terrible shooting dice continued, and the Brits, this time viewed from the German side (the orchard is just out of shot on the far side of the road) escaped unharmed.


In the centre the, the MG42 ...


... and Bren duel was continuing but failing to achieve much either way, with shock being rallied off as fast as it was being put on.


At this point, the Brits unveiled, what they hoped would be, their masterstroke.  An M5 halftrack with a flamethrower team on board, deploying on the dirt road running alongside the Derelict Farm.



At the same their two 2" mortar teams choked off much of the German defensive fire with a salvo of smoke bombs, ...


... leaving only the section facing the Derelict Farm in the clear.



With this reduced firepower, German shooting, already pretty much abysmal in this game, was largely reduced to ineffectiveness. 

The M5 now raced flat out towards Manor Farm, ending up slap bang in the middle of the crossroads.


At the same time the British left flanking section captured the German JOP by the Bureau de Poste (their shock is just from running as hadn't been fired at yet).



The Germans responded by deploying their 7.5cm infantry gun in the road to take the M3 halftrack in the flank.


But true to form, for this particular bunch of Germans, they missed!

At this point the game reached a very messy climax.  First, the flamethrower team dismounted from the M3 to shoot at the Germans on the far side of the barbed wire (just off the left of the photo below), killing two but only inflicting 2 points of shock


Then the infantry section (emerging through the smoke on the road in the photo before last) launched a close assault on the smoke-bound Germans in the dirt road entrenchments (see above photo).  They lost and had to retreat from the fight.

The Germans then used a CoC die to end the turn to rid themselves of the smoke.  A series of short-range firefights followed with the Germans generally getting the worst of it, with masses of shock pinning a section in Manor Farm, until the flamethrower team ran out of fuel.



Then the Dice Gods finally chose to be kind to Kev and scored three consecutive phases.  In the second he not only managed to Rout the British section in the 'dead cow' field, but also threw three '6's to end the turn that saw them leave the field with their junior leader.  The end of the turn also saw his junior leader in Manor Farm recover from being stunned which was enough to unpin his section. 

The net result of three unanswered German phases, reduced the British to parity in terms of numbers but left them carrying far more shock than their opponents.  With capturing the objective now looking impossible, Ian directed his British platoon to withdraw to fight another day.

It had been a Close-Run Thing.


Post Mortem

Kev's Germans had been convinced the Brits would come with tank support.  Consequently, they had avoided deploying into any of the buildings where they could be shelled with HE, until they realised, from the other support the brits deployed, that one was not coming.   

It was interesting to see Kev disregarding the threat to a JOP to stay focused on defending the objective, which with hindsight was a good call.  It would've paid off sooner if he hadn't rolled execrable firing dice throughout the entire game until his triple run of phases at the end.

I was also surprised to see how close Ian got, without any armour support, something I usually see as essential against strong stone buildings.  His idea to put a flamethrower team in an M5 to get it quickly into the fight was an inspired move that caught everyone flat-footed.  It also threw up some bits of the rules that that neither John nor I had used before and raised the following questions.

1). What is a unit's rear when conducting a close assault?  It is not defined anywhere and I thought that being out of the assaulted unit's arc would have this effect but the consensus was that it had to be directly to their rear.

2). Can passengers fire from an open-topped APC, in this case from an M3 halftrack?  We reckoned the rules don't allow it but only because it doesn't say they can - but it doesn't seem an unreasonable action.

3). Do troops doing an Assault Dismount count as moving i.e. do they halve their fire dice?  And, if so, can an opponent React Fire at them before they fire?

4). When exactly does one phase end and the next one start?  In particular can your opponent use a CoC die to end the turn in your phase if you've used up all your actionable command dice, but they haven't yet thrown their command dice?  I thought yes, again the majority thought different.


If you know the definitive answers to these do let me know.

 


Another CoC Game Ready to Go (OP TENDERFOOT)

A Trainer Scenario - a.k.a. OP TENDERFOOT

A couple of friends down at the club, Kev and Ian, have been looking to get into Chain of Command, version 2 (CoC2) and have asked John and myself to get them up to speed.  So, we agreed a game at my place with John advising / instructing one side while I assist the other.

The chosen mission is a British infantry platoon ...


... conducting an 'Attack on an Objective' against a German infantry platoon.



The table set-up is shown here from the British side, ...

... and here from the German side.


The 'objective' is the large farmhouse by the crossroads.  As the focus for this game is to get others up to speed I will have to keep note taking and photos to a minimum.  This means a much shorter BATREP than normal (a good thing?) and probably just a short photo montage - we'll have to wait and see how it all goes.

 ---ADDENDUM---

Just because I have them, I thought I'd add some side views.



Rearguard Action - The Game

A Table-top Teaser for the War of Austrian Succession

The Scenario (Link), called for the Bavarian Commander, Seckendorff (me), to write orders for all his units before any Austrians arrived on table.

Seckendorff ponders how best to manage an opposed retreat

Seckendorff's plan calls for the infantry regiments (IRs) to cover each other as they fall back in turn, in a sort of leap-frog affair.  The Kurfürst IR is already on the move along the road in column of fours[1], covered by the Max Josef IR, and also by the Zweibrücken IR who will deploy into line once the Kurfürst IS has gone past them.

The Plan - will it survive contact?

The Kurfürst IR are to continue on to occupy Birkenheim and the adjacent hedgerows to cover the withdrawal of the other two regiments.  The Max Josef IR will fall back once the Zweibrücken IR is deployed.  The Militia, although not yet told, are being left behind in Birkenheim Farm to check the Austrian advance.

The von der Kurtz Freikorps (hereafter, the v.Kurtz FK) is attempting to stop Austrian irregular infantry from turning the position through the woods, and the cavalry are dispersed to put in spoiling charges where possible to give the infantry time to pull back.

So now all is in place, for the Austrian's arrival in the first turn.


Turn #1

The arrival goes to plan, except for the failure of any cavalry to appear on their right wing, and all move at best speed after the disappearing Kurfürst IR.

Don't look now but I think we're being followed.

The Austrian pursuit is getting uncomfortably close as the Kurfürst IR threw a '6' and only moved 9" instead of the normal 15" in column of fours.  But help is at hand.

Don't worry lads, we've got your back!

The Bavarian guns have a very poor view of the Austrians at this point[2], but one gun manages an opening shot - it misses.

Well, that opens the ball.

Turn #2

Once again, most of the Austrian units arrive as bidden but the Austrian right wing again remains devoid of any mounted troops[3].

Once again no cavalry shows up on the Austrian right.

Despite the Austrian right wing lagging behind, the Max Josef IR, unhappy[4] at the size of the force confronting them, including an artillery battery unlimbering to their front, panic and fall back behind hill[5].

The Max Josef IR opts for discretion over valour.

While the timorous Max Josef IR's behaviour meant they escaped the attention of the Austrian artillery (who engaged Birkenheim Farm instead) ...

Looks good, but proved ineffective against the farm buildings.

... they also blocked any firing from their own artillery.

Hmmm, tempted to fire anyway?

Meanwhile, as the Trenck Pandurs approached the Grünwald, they lose their first figure to the outnumbered v.Kurtz FK hiding out in the wood.

Hiding?  Dressed in yellow, who are you kidding?

Turn #3

This turn finally saw the belated arrival of the Birkenfeld Cuirassier Regiment (CR), who quickly moved up behind the Deutschmeister IR.

Oh dear, we should be in front of these guys, not behind them!

Ahead of them, the rallying in-place Max Josef IR, saw its earlier behaviour justified, as the Kurfürst IR threw another '6' to again slow its progress by the maximum amount.   

Dad?  When are going get there?

Back up the road, the militia in the farm, while doing an excellent job as a road-block, were starting to take losses from the Austrian guns ...

Are you sure this is close enough?

... and the Freikorps in the wood now found themselves in a one-sided firefight against the more numerous Trenck Pandurs.

Ganging up like this is most irrregular.


But, the highlight of the turn, was the first charge declaration of the game by the Austrian Baranyay Hussars, who charged en-masse against the single squadron of Frangipani Hussars ahead of them.  The Frangipani were undaunted and counter-charged.  With only the front ranks engaged in the first round, this was an exactly even fight.  Even that is, until the dice got involved; my throws for each figure-vs-figure fight were stunning, John's were embarrassing.  The net result?  The Bavarians won 7-0! 

Frangipani topping the Austrian hussars!

And, to rub it in, as victors in the mêlée, they took another 2 figures prisoner[6], leaving only one survivor in the first Baranyay hussar squadron.  This was a major set-back for the Austrians as the whole regiment would now have to rally back for two moves[7].


Turn #4

This turn saw a slight lull in the action as the Austrian hussars rallied back (NB: this photo also shows Zweibrücken IR starting to deploy into line now the Kurfürst IR has passed it) ...

Gangway!   Coming through!

... the Deutschmeister IR 
slowly struggled up the hill vacated by the Max Josef IR, frustrating the advance of the late-arriving Birkenfeld CR behind them ...

This hill's a bit of a bind.  (uphill = ½ move)

... the Austrian guns, now including a howitzer advanced closer to the farm complex for greater effect ...

This time we mean business.

... and the Kurfürst IR finally managed to roll low (only a '3') for the road movement penalty, and at last reached the hamlet of Birkenfeld.

Is this it?

The v.Kurtz FK escaped this turn unscathed by withdrawing back through the wood; the Trenck Pandurs, expecting them to stand and fight, had no orders to advance after them.

Turn #5

The last Austrian unit, the converged Grenadier Battalion (Bn), arrived in this turn, but is a long way back and unlikely to see much action.

A typical elite reserve - skulking at the back.

The Austrians guns unlimbered and ready, next turn, to engage the farm at short range, short range that is for artillery, but just out of musket range.

It's not magnificent, but it is war.

As can be seen in the above, the Austrian Los Rios IR is simply by-passing the farms (they took 2 casualties while doing so this turn).  Also, the Bavarian Max Josef IR can be seen formed up in column of companies to withdraw now the Zweibrücken IR has deployed into line to cover their withdrawal now the Kurfürst IR has reached Birkenheim and is starting to occupy it.

Make yourselves at home lads.

The Max Josef's formation change opened the field of fire for the Bavarian artillery back on their ridge, who now sprang into life against the Deutschmeister IR, but promptly failed to find the range for no effect.

Call yourself gunners, how can you miss that target? 

As if their poor gunnery was an omen, elsewhere, things were also taking a turn for the worse for the Bavarians.  There would be no fooling the Trenck Pandurs a second time and they plunged into the Gr
ünwald to seek out the v.Kurtz FK.


Even worse, can be seen in the background of the above.  This time a squadron of the Frangipani HR was charged by single squadron of the Austrian Batthyányi Dragoon Regiment (DR).  The hussars counter charged as before, but this time their luck deserted them and they were soundly trounced, 6-2, resulting in 2 more being taken prisoner (just two left standing).

With hindsight, me thinks mixing it with heavies is unwise?

Turn #6

And the Bavarians were now making their own bad luck as, having misjudged how close the Deutschmeister IR were getting, another hussar squadron was gutted by an infantry volley (but lucky to still have a command figure to lead them).


Austrian firepower was making itself felt elsewhere as their artillery, and the Arberg IR advancing past it in the foreground ...

And this time it's personal.

... lashed the militia stranded in Birkenheim Farm

Steady men!  Men?  Erm ... yes, both of you.

The second militia company, lining the hedge behind the farm, returned the compliment to the passing Los Rios IR.

Ignore it men, we have more important work to do.


The Bavarian (actually an allied Pfalz unit) Zweibrücken IR, who had formed, unreported, a column of companies with a view to retiring in the previous turn, now extended back into line to fill the gap left by the defeat of the hussars.

Aren't they supposed to cover our retreat?


And in the background of the above, the Trenck Pandurs can be seen getting to grips with the v.Kurtz FK, albeit the dice see the latter winning the firefight 3-2.

Well, that wasn't so bad, I think we can hold here for a while.


Turn #7

The turn opens with the gutted Bavarian hussars on their left flank sacrificing themselves by charging the Deutschmeister IR and, being so close, the infantry are pinned[8] trapping the cuirassiers behind them for another turn.  The Austrian infantry, no doubt shocked by this bold action, fire a panicky volley[9] that is just insufficient to stop the hussars charging home.  The hussars lose the mêlée and go understrength, but the delay inflicted has been worth it.

Really sir?  I'm not sure my comrades think it was worth it.


This is not the only charge, as John surprises me by charging his Trenck Pandurs at my Freikorps in the Grünwald.  Being in open order, my men are easily swamped and overwhelmed by odds of two-to-one.  With just one officer and one man left, the Freikorps will rally back for two moves but will not come back as they are understrength.  The Grünwald now belongs to the Austrians, but they will have rally for a turn before they can exploit it.

Well maybe not ... we better make ourselves scarce.

In the centre, the Austrian Arberg IR continues to move toward Birkenheim Farm, firing volleys as it goes and, with artillery support, clears out the farmyard.

A deadly silence falls.



The Bavarian centre, left unmolested by the valiant efforts of those covering its withdrawal is now looking much better organised (the buildings are all occupied), albeit it is no longer safe resting its flank on the Grünwald.

So now we have to cover the Max Josef's retreat?


Turn #8

The Bavarian artillery finally, has found the range and starts to hit the Deutschmeister IR hard, which has the effect of widening the gap for the Birkenfeld CR to advance past them.

Well, that's one way to clear our path!


On the Austrian left, the Los Rios IR, having by-passed the farm, is able to start a firefight with the Zweibrücken IR, but the numbers are not in their favour.

There may be more of us, but how will we get away?

At this point, I'll let a couple of overview photos take the place of a couple of thousand words; first from the Austrian perspective ...

Just a complete log jam.

... and then from the Bavarian perspective.

Looking promising but for the Zweibrücken IR?


Turn #9

Gambling on the Austrian Los Rios IR having orders to stand and bring up the rest of their companies into the fire fight, the Zweibrücken IR rapidly forms column of companies to do a bolt down the road and escape.

C'mon lads, it's time to get out of Dodge!

While they escape most of the Austrian volley fire, the Trenck Pandurs, now rallied, advance to the edge of the wood to make them pay for such a risky move - their major surveys the damage.

I'm glad I put all the trouble-makers at the back.


Whilst this is going on, a squadron of the Bavarian Hohenzollern DR charges the Birkenfeld Cuirassiers to prevent them interfering.  This proved unnecessary as two squadrons of the cuirassiers had orders to charge the dragoons anyway, so the two meet half way.

I see the cavalry are hogging centre stage again.

This mêlée turns out to be a fairly bloodless affair, with all turning on the last two figures paired off in combat.  The dragoons manage to win that and snatch the victory; the cuirassiers are now largely neutralised.

Is that all?

But, alongside this, the Deutschmeister is having a much blooder time of it as the Bavarian artillery just keeps improving its aim.

This is definitely not what I signed on for.

All this leaves the Max Josef IR free and untroubled to cross the hedge and take up a safer position from which to beat of any further pursuit.

See boys, I told you I'd see you safe.

Meanwhile, largely overlooked in most reports, the unsung heroes of the day, the Wappen Donau Militia, are still clinging on to Birkenheim Farm.

Austrians sir, thousands of 'em!


Turn #10

As order writing starts, Khevenhuller, looking at the sun, decides to call it a day and ends the pursuit.

Looks like they've managed to give us the slip.


Given how long it's likely to take the Austrians to be able to launch an effective attack on the Birkenheim position, which is looking quite solid ...

Now this is what I call a defensive position.

... it's clearly not going to happen before we reach our set time limit.  So, Seckendorff breathes a sigh of relief, and the Bavarian army lives on to fight another day.

Have any of you seen where our militia are?

 The End


Post Mortem

It was an interesting scenario, and was always going to be a challenge for John, as this was his first time playing with these rules, but he did pretty well.  

He was unfortunate to get no cavalry arriving on his right wing for the first two turns as this was the part of the field that offered most open space for cavalry.  Then, arriving late, they then found themselves stuck behind their infantry.  What made it worse was some terrible luck when his cavalry did get stuck in, which saw them defeated and out of action for several turns while they rallied.

The Austrian light infantry, when they finally got stuck in, saw off their Bavarian opposite numbers, quickly, and with ease.  If John were more familiar with the rules, he might've managed that even sooner and then, controlling the Grünwald, could've severely jeopardised the Bavarian retreat. 

I think the main problem the Austrians face in this scenario is the construction of the defile.  The Austrians mustn't make any mistakes if they are to make the progress needed, and any unlucky combat outcomes can set them back quite badly.

All in all, I think still a fun scenario, although I haven't asked John for his opinion, he did seem to enjoy it. 

Perhaps one for you to try at home?



Notes:

[1.]  The scenario dictates that all IRs must leave their table-edge in column of fours along the road.  The road is cluttered with detritus from the retreat of main body and columns marching along it have their move reduced by 1D6". 

[2.]   The rules do not allow overhead fire by cannon under any circumstances; howitzers are an exception, but the Bavarian rearguard has none. 

[3.]  Each arrival point is diced for and the desired units arrives on anything but a '1', the Austrian right-wing cavalry entry point rolled a '1' in the first two turns.

[4.]  The Max Josef IR had every right to be unhappy with how slow the withdrawal was going as in this turn the Kurfürst IR rolled a '5', to again significantly slow its movement along the road.  

[5.]  My rules allow units to make a voluntary (overwrites any order from the general) Rally Back move as if defeated in mêlée, but this must be followed by a Rally Forward (in place) in the next turn.  This means a unit is both vulnerable and out of action for two turns.  When both turns of rallying are complete, the unit will need new orders having lost any it had previously.  BTW the Max Josef IR's voluntary Rally Back should've been performed with its back to the enemy - made a mistake here, but luckily it had no impact on the game.

[6.]  Units defeated in mêlée lose an additional figure (prisoner) for every 5 figures lost (rounded up).

[7.]  After a mêlée both sides have to rally for as many turns as the mêlée lasted, plus one further turn if defeated in the mêlée (suffered 50% more casualties than the opponent).  

[8.]  A unit charged by another that is within half a move, is pinned and may not move in any way in response.  They can still fire and mêlée as normal if not contacted to flank or rear.

[9.]  Infantry firing at chargers test to see whether they fire at long or short range.