From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).
Showing posts with label 15mm WW2. Show all posts
Showing posts with label 15mm WW2. Show all posts

Caesar's Camp - Scenario 2 - CoC AAR

Capturing Caesar's Camp, 3rd June 1940 - a pint-sized campaign 

This Chain of Command (CoC) game was played immediately after Scenario 2 (previous post), and in our haste to re-set the table and get started I forgot to take my usual pre-game photos of the table as set up.  But in good Blue Peter fashion, here's one we played earlier (as a one-off CoC v2 practise game).


The terrain,vehicles and figures, are all from my opponent, John's, 15mm collection.  And, as he even has the cornfield sections numbered as to where they go for this scenario, the changes between this set up and the one we just played are minimal.  Some of the buildings have changed as John has since acquired more buildings better suited to the scenario - I'll leave it to the reader to spot any changes ...

Scenario 2 - 'The Seaforths at Trois Foetus'

This scenario (see map below) is a Flank Attack game with the attacking British (with French support) entering from the northern and eastern edges, and the Germans defending the south-western corner (the broken blue line indicates their deployment zone).


Rolling for Force Morale, I, as the Germans, again started on 11 while John's British managed a 10, one better than the last game.

The Patrol Phase

In this campaign scenario the Patrol Phase is modified such that, after the patrol phase, the Germans may place their Jump-off Points (JOPs) anywhere within the deployment regardless of where their patrol markers are.  I'm not sure what was intended by this change but it incentivised some very odd behaviour in the patrol phase.

Realising my patrol marker placement was irrelevant to my JOP placement I quickly advanced my patrol markers to get them shut down as quickly, and as close together, as possible (we reckoned actually stacking or overlapping them was unreasonable).  This produced the following positioning of the patrol markers at the end of the patrol phase: for the German and the northern British patrols ...


... and the British eastern patrol markers, mostly on their starting positions.


The effect of this was to limit British JOP placement along a single narrow zone behind them away from the cluster of German JOPs.  With no cover along most of these zones the four British JOPs were largely constrained to their table edges.


In contrast the scenario allows the Germans to place their three JOPS freely within the deployment zone, and I placed them as shown.


Next, it was time to select support options; the Germans with only 6 points of support simply opted for two tripod-mounted MG34s (MMGs) at 3 points each.  The scenario also provides the Germans with a free, 88mm, 'Bunker-buster' gun positioned off-table and firing through the western edge when activated using 2 CoC points.  The British, as attackers had 16 points of support and chose, but did not disclose: a pre-game barrage (2pts); two French Hotchkiss H39 tanks (3pts each); a Vickers MMG (4pts), a 2" mortar team (2pts); and, a sniper (2pts).  After this it was down to the British, as attackers, to take the first phase.

The Game

The Brits opened the game by deploying a 2" mortar in the eastern wood ...


... and an H39 tank down the eastern road; the latter, largely but not completely, hidden from the off-table '88' by the tall bank and dense hedge lining the road at this point.


This elicited no response from the Germans, so in their next phase the British deployed a senior leader (Snr Ldr) with the 2" mortar already in place to maximise the chance of getting smoke when it was needed[1].  And, to put some pressure on the Germans from another direction they deployed a section in the northern wood.

In the next German phase I again decided it was better to wait for John's men to expose themselves further before committing to deploy anything in response.  With effects of the British pre-game barrage still making my deployment uncertain it was a question as to how much longer should I wait.

The British now started to press in earnest, deploying a second section down the northern road alongside the cornfields ...


... and a second H39 tank behind the first.


The threatened advance from multiple directions now facing the Germans looked like this:


With my deployment uncertain, and the ever-present risk of a double-phase for the Brits I decided it was time to act and threw my command dice ... 
and got three '5's and two '4's!

While the '5's were very welcome CoC points, I wasn't about to deploy a senior leader on his own without troops to command so any attempt at deployment would have to wait.  So, denied the ability to deploy any troops I decided to make some use of the CoC points I had been accumulating and engage the French tanks with my off-table '88'.  I had held off waiting for them to fully expose themselves, but could wait no longer and opened up on the lead French tank which was only partially obscured by the tall hedgerow.  The result was most gratifying.


The British response was to immediately lay smoke to block the LOS from '88', which fires through a point on the western edge of the table as nominated by the owning player when it first fires (I used a 'pinned' token to mark the spot, right at the north-west corner of the table).


Having my '88' blocked so easily was frustrating but at least it took out a tank first and the resulting Bad Things Happen test saw the British Force Morale drop from 10 to 8.  How they felt about this was unknown, but taking heart from my failure to deploy any troops they immediately started to press forward down the northern road by the hedges.  


John had tried this move previous gaming of this scenario and it hadn't turned out well; the scarecrow in the cornfield turned away unwilling to witness a repetition of last bloody debacle.


The Germans in their phase, decided to stick with what worked last time opted to deploy an MG34 (MMG) team and a senior leader; and both passed their deployment rolls.  

Faced with a repeating nightmare, John interjected to spend 3 CoC points to allow his men to hit the dirt behind the hedge, effectively giving them hard cover.  

In reply my senior leader used all his orders to activate the German's 'Maschinengewehr' characteristic.  The resulting fistful of dice, and close range, saw the cowering British section lashed with fire taking a couple of casualties and shock, but best of all, one of the casualties was the section leader and his wounding saw the British Force Morale drop from 8 to 6 (John was unfortunately destined to throw poorly on his Force Morale tests throughout this game). 

John's first response to this in his phase was to drop smoke in front of my MMG leaving me on tenterhooks as to whether he would charge his section through the smoke to go in with the bayonet against my machine gun.  In the end he decided not to and focused on trying to rally the shock off the section, a slow process with their wounded leader reduced to just one order per phase.

All this was quickly undone as in my next phase I threw three '6's for a double phase and an end to the current turn.  

With the smoke in place there wasn't much I could do in the first phase, but when it was removed opening up the field of fire for my '88' and my MMG I was hoping for a good command roll for my next phase.  And yes, Jammy Jerry does it again, with two '6's for another double phase!

But I didn't make best use of them just continuing to fire at the stranded section hoping to pin them, wipe out a team or kill the section leader; none of which happened but they were slowly being ground down.  

Then, after three consecutive German phases, when it finally a British phase, insult was heaped onto injury as John rolled five, yes five, '4's!


There was little he could do with this, his one deployed senior leader directed the mortar to again smother my MMG, but for the first time, they missed, their last smoke round landing 6" to the left and inconveniencing no-one.  This was starting to look like an extravagant use of a senior leader.


So, my phase again, and back to slaughtering the lonely section, and this time I killed the section leader, and the British Force Morale dropped from 6 to 5, just one off the level at which they would lose a command die and the Germans could start the Ticking Clock to end the game.

In their phase, the British deployed their Vickers MMG to try and suppress my MG34, but as both were entrenched and at long range this was always going to be a slow process.  


But, with further support from the section in the northern wood they were starting build up shock on the MG34 team, although with an attached senior leader that should be manageable.


Also, with their hand forced by the loss of the stranded section's junior leader, the last British senior leader was deployed to try and rally them and bring them to safety.  BTW he's the furthest guy with the red dot on his base (yellow dots for junior leaders).


Why were the British reinforcing failure you ask?[2]  

Anyway, with the British on the ropes it was now time to bring on more pressure and get their morale down so I could start the Ticking Clock.  To achieve this a section was deployed into the cornfield to bring even more fire down onto the beleaguered section, who were now close to being pinned.

The British Vickers now switched its fire to the German section in the cornfield, and the French H39, which had been hiding behind the tall, dense hedgerow decided to advance flat out.


Being a small target travelling flat out it would harder to hit with my off-table '88'.  But just in time to help I again rolled a double phase.  This was lucky as my first shot missed the H39, but in my next phase it was hit and blew up.'


John, played a CoC die at this point to avoid taking a morale test for this.  It didn't help as my continued firing at the pinned British section the LMG team was wiped and the British Force Morale Dropped to 4 and I started the Ticking Clock. 

The Ticking clock ran down in four phases and the game continued into Sudden Death, although little was happening apart from desultory fire-fights as I was happy to let the game run down and John was struggling with only four command dice to achieve much.  The only bright point for him was the eventual deployment of his last section on the third time of trying.  

But, the following phase, before his next section could achieve anything I said, "... what I need now is for you to roll two '6's and end the game, go on John".

And, he did!  Game over.

The Butcher's Bill

Not as bloody as you'd think.  

The Allies had lost two French tanks and the British lost eleven dead including a junior leader, but luckily for them this platoon plays no further role in the campaign.

The Germans, still with their starting Force Morale of 11, lost just three men (no leaders) of whom one is lost for the campaign and the other two will return after the next game.  So, this platoon is available only one man down for use in Scenario 5 if wished.  It won't be, as the platoon from Scenario is also an option for that game and is available then at full strength.


Next Scenario...

We still had time after this game to set the table for Scenario 3 as I have no gaming planned between now and John's return next week for another session.  So as a teaser here's a quick look at the next table.





Notes:

[1.]  The days of British 2" mortars relentlessly smothering the table-top with smoke are gone as v2, in place of their unlimited supply, only gives them 3 rounds of smoke.  

[2.]  CoC player may be wondering at this point why the British seem to be persisting in playing on with a losing hand.  That is easily explained by the fact that this platoon plays no further part in the campaign after this action so can be considered expendable.  Also, if the Germans win this scenario no French tanks may be selected as support for the rest of the campaign, so who wins the game matters, but for the British the cost is irrelevant.

Caesar's Camp - Scenario 1 - CoC AAR

Capturing Caesar's Camp, 3rd June 1940 - a pint-sized campaign 

Finally, after all our practise games and familiarisation with the new, 2nd Edition, Chain of Command rules, John and I finally kicked off our campaign for real.  As we were both politely offering each other the chance to choose sides, John's wife broke the deadlock by rolling a d6, and duly appointed John as the British commander (or should that be allies?) and me as the Boche.

Scenario 1 - 'Attack on Hedgehog Wood'

The first scenario, see map below, is a delaying action by the Germans.  


As I couldn't get far enough away from the table in my bijou cabinette to take a photo of the whole table from the British side, as in the map above, I had to settle for one taken from the right hand, or eastern, edge.  The knocked-out Dingo scout car can be seen in the bottom right of the photo - this was the scenario objective.

I don't know where the trees for the small copse (green felt template at bottom left of the photo) went when I took the photo but they were there when we started playing.  Anyway, the dice rolls for Force Morale saw the Germans supremely confident on 11, while the British were a little less sure of themselves on only 9.

Both sides needed to get possession of the Dingo ...


... 
to recover important papers left inside.  Possession of these papers gains the Germans a full CoC die at the start of Scenario 3; the British get nothing but will deny this advantage to the Germans if they can stop them.

The Patrol Phase

As a result of the placement of the objective (Dingo), both sides concentrated their Patrol Phase activity along the road to get as close as possible to the scout car.  The Brits get 1-3 three moves before the patrol phase proper starts.  However, John threw a '1' and only got one move before the Germans, courtesy of their higher Force Morale started the patrol phase proper.  As a result, the British Jump Off Points (JOPs) were all clustered around where the road entered their table edge (note the copse now complete with trees!).


The German JOPs were strung out in a line, with two taking advantage of the hedges and one placed within deployment distance of the Dingo, courtesy of the scenario specific rule allowing the Germans to place one JOP anywhere in their deployment zone regardless of patrol marker locations.


Now, the question of what support to procure with my 8 points (the Brits get 12).  It seemed fairly obvious that the Brits would go for a Pre-Game Barrage as it represented their best chance to rush the objective before I could seize it; any such rush if successful would most likely also shut down my JOP placed near the objective so, what would I need to stop this?  MINES!


To be precise, I deployed two minefields (1pt each) around the wrecked Dingo which cut off any direct approach by the British, and also reduced the risk to my JOP (NB: the minefields do cover the road as well, it's just that I thought the templates looked better under the road).


With my remaining points I selected: an le.IG 18 7.5cm infantry gun with junior leader (Jnr Ldr) and five crew (4pts); and, two entrenchments for a single team (1pt each), for a grand total of 8 support points.  

In addition to their pre-game barrage (2pts), John, although unknown to me at the time, with his 12 points opted for: a Dingo scout car with junior leader (2pts); two carriers with a junior leader and 2-man Bren team (3pts each); and, 1x 2" mortar (2pts).

The Game

John as the attacker took the first phase and promptly rolled two '6's for a double phase!  That could've been really bad news if I hadn't opted for the minefields, but then I was surprised when instead of the expected Dingo scout car a pair of Bren Gun carriers appeared.  The next British command dice roll didn't allow John to do much (courtesy of a '6' and three '5's), other than deploying one of his platoon's senior leaders (Snr Ldr) into the copse.


Now it was my first phase, and unsurprisingly I chose to deploy a section with an entrenchment at the Dingo objective (the Rifle team in an entrenchment and the LMG team using the Dingo for cover).  What was more surprising was that, despite the pre-game barrage, the section deployed, tactically, without any trouble, as did one of my senior leaders, although the supporting 7.5cm infantry gun team didn't show up.


Another poor command roll saw John limited to cautiously advancing one his carriers to engage my section with their Bren.


Despite the hard cover provided by the Dingo wreck, they did manage to kill one of my LMG gunners but inflicted no shock.


Lacking a '1' in their command dice, to deploy their 7.5cm gun[1], the Germans thought it best to just sit tight, and tactical, in their hard cover.  Besides, spending a full, unpinned, phase in possession of the Dingo wreck would gain them the papers and the full CoC die for Scenario 3.  

With some better command dice, John, anxious to restore some momentum to his attack, deployed one of his infantry sections and a Dingo scout car that also opened fire with its Bren.  


In return I now fielded another section (with one entrenchment for the LMG team and the Rifle team taking cover behind a hedge to my right - no photo) who opened fire managing to kill one infantryman.  My 7.5cm gun also attempted to deploy but failed, again.  

In reply the Brits brought on a mortar team to lay some smoke blocking the line of sight (LOS) of my newly deployed section, while their armour continued to engage my first section by the Dingo, but only inflicted some shock (my senior leader was removing the shock as fast as the Brits could apply it).  The situation at this point is shown in the overview below (the yellow arrow indicates the edge of an entrenchment and a base of the second German section who are just off-camera).


The Brits now started a steady advance, supported by the deployment of another 2" mortar team, towards the German section by the Dingo wreck, firing as they went but frustratingly again failing to inflict any casualties.


The latest British advance had brought their Dingo within close range of the first German section so, after any shock had been rallied off, my LMG attempted to drive it off - it failed.  I also, FINALLY, managed to deploy the 7.5cm gun which attempted to target the infantry advancing in the open behind the armour killing one man but inflicting no shock.

John continued his advance firing as he went but again could only manage to inflict shock (we had some very odd rolls for casualties during this game).  At this point I realised[2] there was little to gain by fighting on because:

1. This scenario in the campaign is only fought once regardless of the outcome, and does not directly affect the overall campaign outcome.

2. I had already gained the objective (and free CoC die for Scenario 3) and if I went on to win the game all I would get would be the option to buy an off-table MMG in support of Scenario 3.  

3. I have the option of fielding this platoon in Scenario 5 in place of that which has to fight through Scenario 3-4.

So, as I'd only lost one 'dead' at this point, I ordered a withdrawal in my next phase.  The final position of this tightly constrained, but interesting, game is shown below (this time you can see where the second German section and 7.5 cm gun were deployed).



The Butcher's Bill

This was quite light with only 2 British casualties (irrelevant because this platoon does not feature again in the campaign) and one German casualty, who can be recovered in time for Scenario 5, which effectively gives me a fresh, replacement, platoon in my pocket for that game. 


Next Scenario...

This game having played through fairly quickly, we chat quite a lot of the time, allowed us to go on and play the next campaign scenario, 'The Seaforths at Trois Foetus'.  

The AAR for is being drafted and will be my next post ...



Notes:

[1.]  I had forgotten the gun came with a junior leader so I could deploy it on a '3' as well.

[2.]  To be fair, John actually asked me whether it worth me fighting on, after giving it some thought I could see his point and promptly acted on it. 

Final CoCv2 Practise Game

This was another practise game with John using the new 2nd edition of Chain of Command (CoCv2) before starting the Caesar's Camp pint-sized campaign.  Also, to get a bit of a feel for the 1940's forces we opted to actually use the 2nd scenario from the campaign, "The Seaforth's at Trois Foetus" (don't ask me how it got that name).  Anyway, the scenario map (north at the top) is shown below ...


... and this is our representation of it on the table-top (viewed from the west).


The broken blue line represents the German deployment area in this 'Flank Attack' scenario and the green arrows indicate the two sides from which the Allies may enter the table.  The hedge running along the southern edge was just to mark the limit of the playing area.

As I don't have any early war forces, all the terrain and troops, in this game (and in the forthcoming campaign) are from John's 15mm collection.

For support John had opted for: an adjutant, an additional infantry section and 2" mortar team; a Vickers MMG; and a Char B1 tank for a total of 16 points[1].

I chose a tripod-mounted MG34 and three entrenchments for a team (6 points). 

Our rolls for Force Morale saw me with a Force Morale of 10 to John's 9.

The Patrol phase was fairly predictable as the Germans can deploy their Jump-Off Points (JOPs) anywhere in their deployment area so, it was fairly easy to rapidly lock down all my JOPs before John's could get anywhere interesting.  The resulting JOPs are shown below.


The game started with John deploying a scout team from the JOP in the cornfield (counts as light cover for stationary troops).  The small counter next to the team is a unit ID marker as 15mm troops can be harder to distinguish from each other.


I hadn't expected this but immediately realised this was intended to pressure me into deploying early.  Meanwhile, the local in the cornfield, just looked on with a knowing grin on his face as if he'd seen it all before and knew how it would end.


It was clear I was going to have to keep an eye on this team but I wanted to delay deploying until I could inflict significant harm on as many of the attackers as possible.  Consequently I took no action in my phase.  I was however hoping to collect as many CoC points from my command dice while holding back from deployment (needless to say I was to throw not a single '5' until later when I did finally have to deploy my troops!).

The next phase saw John's scout team move tactically so as not to offer themselves up as an easy target; it was clearly going to be some time before they had to be dealt with at this rate. 


Also, in this phase more British deployed; a section in the large wood and an entrenched Vickers MMG nearby.


The Brits were starting to show their hand, but I deemed it was still too early to show mine so I continued to pass.

In his next phase John brought on a senior commander who put the Vickers onto Overwatch.


He also brought on another section from the JOP in cornfield to back up their scout team; their junior leader instructed them to go Tactical. 

Sorry but no picture of this, and as the action heated up pictures became very few and far between so the rest of this AAR will be very broad-brush.

I decided enough was enough, and brought on my third section (with an old MG08 in place of their would-be MG34 - they were second wave troops) and an entrenched MMG, a tripod-mounted MG34. 


While the MMG took on the scout team the section with its MG08 targeted the rest of the section in the cornfield.

DUMMKOPF!!!  I had overlooked the fact that neither of the targeted troops had moved so gained soft cover from the cornfield, which, with their Tactical posture brought them up to Hard Cover!  As a result, this only killed one man (in the section's Bren team IIRC) and put one shock on each target.

John's Vickers on Overwatch targeted my section then in his phase (only inflicted shock), to pile on the pressure, deployed a section on the northern road and another on the eastern road.  Also deployed was a 2" mortar which successfully dropped smoke to protect the section in the cornfield from my MG34.

In my phase, deciding I didn't want my section caught in a firefight with an entrenched MMG their junior leader removed their shock and withdrew to seek cover.  Meanwhile my entrenched MG34, unable to fire at the section in the cornfield by the smoke continued to engage the scout team which lost a man.


John then thew a double phase for the Brits and decided to make most of it; deploying a section to advance down the northern road and advanced the section in the wood.  The section advancing down the northern road receiving cover from a 2" smoke road landed one the road ahead of it.

In my phase I countered by deploying a MG34 armed section in and around the Green Farmhouse; the MG34 in an entrenchment out front and the rifle team in the first floor of the house behind it.  An overview of the situation at this point can is shown in the photo below.


My newly deployed section (in, and in front of, the Green Farmhouse) mainly piled shock on, and killed one of, the Bren team of the leading section advancing alongside the northern road.  Also, the MMG MG34 put another point of shock on the scout team who were now teetering the edge of being pinned.

John then threw another double phase!  This time he concentrated in both phases on laying more smoke and trying to eliminate the MG34 team in front of the Green Farmhouse with his Vickers and HE from 2" mortars.  The latter only inflicted one casualty and three shock as shown below (I use the brown puffs of dust to indicate shock).


The photo above shows the MG34 team as pinned, we realised shortly after this that this was a mistake and the rest of the section were just behind them in the house (at this time one the ground floor as I had foreseen the need to reinforce the MG team).  My initial actions in my phase were to rally off some shock and fire again at the scout team hoping to pin them this time.

I only have one photograph showing the overall situation at this point but it's not great (my old camera struggles taking detailed photos of these smaller figures and this photo was particularly bad for some reason).


What the photo does at least show is the extent of the smoke, a speciality of the British who can link together individual smoke bombs within 6" of each other to create a wide screen.  Also, shown is the now pinned scout team - another error very quickly rectified as in inflicting two shock took it beyond being pinned to break.  The resulting 11 on the 2d6 (+6") for a routing team saw them leave the table, but the Bad Things Happen (BTH) test left the British Force Morale unchanged (the last good throw they would ever get on BTH table). 

With all the Brits now deployed (only their French tank support remained to deploy), I sent my section sheltering behind the Green Farmhouse back to their previous position to take on the Brits coming down the northern road and deployed my final section with my last two entrenchments in front of the Red Farmhouse ...


... to take on the section advancing tactically along the eastern road.


I can't recall exactly what this shooting achieved as the section had already taken some hits earlier in the game.  In fact, as the photos dried up about here, I'm having to rely totally on my hazy memory for the sequence of events.

John's response was to immediately bring on his French Char B1 up the eastern road to take on the entrenched section by the Red Farmhouse.  Killing one and inflicting a point of shock.  He also extended the smoke screen further to the north-west.

I then moved my section out from their entrenchments away from the tank's line of fire while elsewhere inflicting losses on his sections coming down the northern road.  I also transferred all the rifle team in the Green Farmhouse to the MG34 team as it was clearly going to struggle to survive otherwise.

John then threw a treble 6!  This removed all his smoke left him unable to do much else with his first phase.  The photo below shows this situation (note the German section that abandoned the entrenchments by one of the ruined barns at the bottom right of the photo, and the British section that they had fired at on the eastern road has got off the road to avoid their fire and obstructing the tank behind them).


The next British phase saw a fair amount of shooting but what hits they did score only translated to a few points of shock and even fewer kills.  Also, the Char B1 drove flat out down the road, why I am not sure but I suspect that moving flat out was designed to lower the chances of my off-table Flak 36 88mm gun from taking it out (I had completely forgotten to even try this in my previous phase).  


Anyway, at last it was my phase and I spent the two CoC points to activate the off-table '88' engaged the tank needing 6 or more on 2D6 to hit; I rolled 3!  never mind, with smoke gone it was time to punish John's infantry.  The section in the cornfield had it's Bren team wiped out and the rest broke, fleeing off the table leaving behind their stunned leader.  The two BTH tests for the stunned junior leader and the broken section both caused the British Force Morale to drop by 2 points, falling from 9 to 5.  Just not quite enough to start the 'Final Countdown'.  However, the furthest advanced platoon coming down the northern road was then hit, taking enough shock to see it pinned while the senior leader was wounded.  The latter saw the British Force Morale drop a further point to 4 at which point it lost a Command Dice and I elected to start the 'Final Countdown' (to last 4 phases as that was John's Force Morale value).  

This sorry state of affairs can be seen in the final photo taken in the game.


The return fire in John's phase was much reduced by the losses, pinned units and appalling dice throwing with just the odd casualty and point of shock spread across the German units.  Final Countdown = 3.

So, with things now going my way it was now going to be simply a case of continuing to pour in as much fire as possible.  And just to make life even easier threw two 6's for a double phase!  In the first phase I couldn't do much with my command dice but did spend a further two CoC points to fire the 88, only needing a 5 on 2D6 now the tank was no longer moving; I rolled another 3!  Final Countdown = 2.

In my second phase my off-table '88' I finally hit the Char B1 inflicting a net 2 hits, for 2 shock and wounded commander.  The BTH test for the wounded commander dropped the British Force Morale down to 2 which triggered a 'J Rating' event - a withdrawal to a JOP.   As John had a 2" mortar near a JOP that fell back to the JOP; this seemed a very underwhelming result (see discussion of the 'J Rating' in the wrap up).

All of this was soon moot as the next team that fired killed one of the British senior leaders and their Force Morale collapsed to zero and they retreated from the field - GAME OVER.  


POST MORTEM

The key point to emerge over a cup of tea was that we had made no significant mistakes and now felt we were ready to tackle the Caesar's camp campaign in earnest and scheduled that for a fortnight hence.

Of the rule changes in v2 we felt they all added to the game and removed some 'super weapons' like the previous mechanics for mortar bombardments.   We especially liked the use of CoC points as well as CoC dice.

In terms of new rules, we are unconvinced about the Final Countdown and Ticking Clock as they have seemed irrelevant in our practise games with forces being defeated before the clock could bring the game to an end.  They seem a lot of mechanic for little effect, but maybe they'll prove themselves in future games.  

The J rating however seemed a waste of time as the player can choose which unit withdraws to a JOP and in our case this was just a 2" mortar team that were already close to one.  Why that team would withdraw when there many others units further forward and under fire seems counter-intuitive.  We also questioned whether a pinned section could be selected as the unit to withdraw in this way but decided that seemed wrong as it made 'J' event an ideal way to extract a unit from a bad situation, i.e. a benefit rather than a penalty for failing morale.  Anyway, if anyone knows whether we got this wrong do say in the comments.



Notes:

[1.]  The points costs were used as in the campaign guide which, preceding CoCv2, has slightly different point costs for some items.