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 CoC. Show all posts
Showing posts with label CoC. Show all posts

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.



The End Game - Part 2

'Taking the Gembloux Gap' a pint-sized campaign.

Turn 10, Game 9, Scenario 5 the 'Defending the Heights'

Hopefully Blogger will behave a little better now I've broken the AAR into two parts, Part 1 is here.

12GE(1,3,3,3,3,6)  That's a lot of junior leader action, but I've just killed one of his junior leaders.  John combines the '1' with a '3' to activate the Leutnant, who runs over to nr.I section and orders them to pull back along the hedge.  Nr.II section's obergefreiter removes 1 shock and orders the section to move to their left along the hedge in front of Home Wood to shoot at No.3 LMG, which takes 1 shock (only the rifles got into a shooting position).  Then nr.II section deploys from the forward JOP by the road to follow the same path taken by nr.II section.  All of this can be seen in this overview.

13FR(1,2,3,4,6)  No.2 section attempts to advance towards the edge of the wood to shoot at nr.II section, but only manages to move 1" and still can't see out of the wood.  The platoon sergeant and No.3 LMG's sergeant combine to remove 2 shock from the team who then shoot at nr.I section killing a rifleman.  


And finally, at the fourth time of asking, the R35 deploys on the road.

14GE(1,2,3,5,6,6)  A double-phase, and just after I've taken the plunge to re-engage - this could get messy.  As I have not enough CoC dice to respond in any way, the Germans are now free to move without risk.  So, first, nr.II section continues moving (9") along the hedge to where they can all engage the French No.3 LMG.  Then nr.III moves to join nr.II at the hedge in front of Home Wood, but they only manage 5" so don't quite get there.

The 5cm mortar targets the No.3 LMG but misses.

15GE(1,2,2,3,4,5)  Now in position for all to shoot, nr.II section fires at No.3 LMG inflicting 1 casualty and 2 shock.  Unfortunately for me, the casualty turns out to be the platoon sergeant, who is killed.  

French Force Morale falls from 9 to 7.

The 5cm mortar attempts to add to No.3 LMG's misery, but again misses.  Then the Leutnant removes the shock from nr.I section[1] ...


... after which he returns to his station by the MMG.  And finally, nr.II section reaches the hedge across the front of Home Wood.

16FR(1,2,3,4,5)  I deploy No.1 section into Home Wood, this getting really crowded but surely he hasn't got a mortar battery on call or he would've used it by now.  Also, as said in Part 1, I'm pretty certain he's purchased a motorcycle recce team section so won't have the points for a mortar barrage as well.  If I'm wrong I'm for it, as Home Wood is now a very juicy mortar target, holding my entire platoon - they're getting penned in as feared.


The above photo also shows my Lieutenant[2] who had also deployed into the wood to remove 2 shock from No.3 LMG and order them to fall back to safety, and order No.1 section forward but not too close to the edge where they could be targeted.  

Also showing in the above is No.2 section's advance to a point just short of 4" from the edge of the wood from where they can shoot at anyone who enters it to their front.

And finally, the R36 advances flat out up the road, getting past the Large Barn ...


... to where it can start to target the German infantry.


I need this tank to get stuck in, as the Germans appear not to have fielded any anti-tank capability - if only it had managed to deploy earlier.

17GE(1,4,4,5,5,6)  John is really stacking up the CoC points - this is going to give him a good edge when the fight hots up again.  The Leutnant now follows my late platoon sergeant's lead and reorganises nr.I section into a single LMG team (henceforth, nr.I LMG).  He then orders them to advance (3") up the cornfield, while the Feldwebel (senior leader) deploys behind them by the 5cm mortar.


18FR(1,2,3,3,4)  The R35 finally joins fight and fires its coax MG at section nr.III who were ignored in the last German phase and left hanging.  Surprisingly, they don't hit the dirt or otherwise respond using CoC points, and take 1 casualty (rifleman) and 2 shock (1 on each team).


In Home Wood, No.1 section moves to the right and the rifle grenadiers move back to try and avoid creating a bunched target.  This all feels a bit aimless; my men seem to just milling around in the wood to no real purpose.


I have to admit at this stage I don't really have a 
plan, other than hoping my tank can force the Germans to let up the pressure.

19GE(1,1,2,2,4,5)  The Leutnant advances nr.I section back up the hedge around 5-acre field tightening the German grip on Home Wood.


The obergefreiter of nr.II section removes a point of shock and moves them tactically (3") away from the R35.  Nr.II section simply goes tactical at the hedge facing Home Wood, leaving the overall situation looking this.


20FR(1,4,4,4,6)  And as John points out, not a lot of use, as I now only have one senior leader - thanks John.

This time the R35 tries h.e. against nr.III section as it's now effectively in hard cover, but misses completely.


I feel I have to try something with the platoon, so the Lieutenant orders No.1 section to advance (hopefully close enough to the edge of the wood) and shoot at nr.I LMG - they have an attached senior leader and killing him would really help the cause.  But they hit the dirt and I fail to do any harm.  No.3 LMG tries the same and manages 1 casualty, but it's not the Leutnant.  The Lieutenant, also tries to advance and shoot with the rifle grenadiers, but he doesn't get far enough to see out of the wood.   So for just 1 casualty, I've now exposed most of my platoon to retribution - seems that was a bit foolish.


21GE(1,1,2,3,4,5)  And the Germans seize the opportunity offered.  First, the Leutnant fires nr.I LMG at No.3 LMG, causing 1 casualty and 3 shock, and surprise, surprise, the it's the, already wounded, section sergeant who's hit and stunned.  

French Force morale falls from 7 to 6.  

Elsewhere, it's just movement, as: nr.III section removes 1 shock and continues to tactically sidle along the hedge; nr.II section crosses the hedge and enters the wood; and, the 5cm mortar team advance.
 

That ended the German phase.  I considered withdrawing at this point as I can't see a way out, but I don't want to go out of the campaign on a whimper, so man up, and roll the dice.

22FR(1,1,3,5,6)  As I started looking at options, I thought the Germans had got very close in the wood, and on measuring, it turned out they had inadvertently entered close combat with No.3 LMG!

So, we roll back the clock to Phase 21, and fight the combat; the French with 3D6 and the Germans with 9D6.  The plucky French team manage to pull off a draw, inflicting 2 casualties (again neither was a leader) and 1 shock (rifleman) against the German's 3 shock.  But, 3 shock is just enough to rout the team, who flee all the way back to side road behind Home Wood.


French Force Morale sinks from 6 to 5.

So, back to Phase 22, and the R35 gets 2 hits with h.e. on nr.III section, but rolls a double-one for no effect.   


That does it for me.  That's enough boys, time to get out, as I don't want this platoon that has fought so well to get decimated in the last game.  So, everywhere else I pull the troops back to try and avoid any more losses before I can withdraw.

23G

E(2,2,3,4,4,6)  And with the French looking like they're on their way out, the Germans advance nr.I LMG team and nr.II section along the hedgerows.  

Then in the final act of the campaign, John snatches his last chance to get his motorcycle recce section to deploy on the table for the first time ever.


And don't they look pretty, motoring flat out across the fields?


23FR(*,*,*,*,*)  And I 
withdraw my brave lads to fight another day, in another campaign?


The Aftermath

The French platoon: lost 6 men of whom 1 would return to duty (RTD) immediately, 2 RTD after another turn (there isn't one in this campaign), and 3 permanently lost.  This leaves the platoon permanently reduced by 5 men.  The platoon sergeant passed his medic roll but would have to miss the next turn.

The CO's opinion of the Lieutenant now falls from +4 to +3 (but still a +1 on support), and the men, so many of whom are pleased to have survived, raise their opinion of the Lieutenant from +10 to +11!  Lt Victor Renard's outlook after this latest setback settles down from 'merry' to 'droll' - he has some good war stories to tell.

The German platoon: lost 10 men of whom 2 would RTD immediately, 3 RTD in a turn's time, and 5 permanently lost.  This leaves the platoon weakened by the same number of men (5) after 1 fight as the French platoon after 8[3].  The wounded obergefreiter also passed his medic roll to RTD immediately.

The German CO's opinion of the Leutnant rose to +1, but the men, unhappy with the butcher's bill, lower their opinion of him to -3, but the Leutnant's outlook remains 'relaxed'.


Post Mortem

This was a more interesting contest, as compared to many of the previous games, the double phases evened out (12 German phases to 11 French) and the French hesitant deployments were about as successful as one might expect.  

Just to show I'm not overly exaggerating the effects of the German double-phases and French failures to deploy, here's a quick summary of the campaign.

Game
No.

Winning
Side

Phases

Delta
No.

Delta
%

French
Deployed

German

French

1

Ge

12

4

8

200%

no

2

Fr

8

8

0

0%

yes

3

Fr

14

17

-3

-18%

Yes

4

Ge

4

5

-1

-20%

no

5

Fr

9

9

0

0%

yes

6

Fr

20

18

2

11%

yes

7

Ge

5

3

2

67%

no

8

Ge

12

7

5

71%

no

9

Ge

12

11

1

9%

yes

 A "no" under 'French Deployed' means none of the French infantry sections from the platoon managed to deploy through the effects of a bombardment.

But, back to this game.  For me, the terrain turned out to be horrible to defend as there was so much cover it robbed my defence of any decent fields of fire.  Not helped by the German JOPs being well advanced on a table that was being played cross-ways.  Indeed, I never deployed my 75mm gun as there was nowhere with a decent field of fire, except on my left, and the Germans didn't go there.  As feared, I got penned in the wood, and every attempt to fight out of it was met with superior German firepower - I really needed to do something different and better coordinated, but I'm not sure what, or how.  OTOH, with the Germans lacking any anti-tank capability, had my R35 deployed at the first time of asking they could've found life more difficult.

Against that John played a really good game, he never tried to ride his luck and kept a tight control of his troops while applying pressure at several points to prevent the French concentrating against just part of his force.

Anyway, the campaign was always going to be a draw regardless of the result this game and I suspect that influenced how both of us approached the game.


THE END


What's next?  Not sure at present.


Notes:

[1.]  You may have spotted that nr.I section's MG is now an LMG, when in previous photos it can be seen to have accidentally fielded an MMG base, which we spotted and corrected during the game.

[2.]  The Lieutenant, thanks to his men's appreciation of his performance earlier in this campaign, has four orders and a 12" command range, albeit the latter is no use in the wood where visibility is reduced to 4".

[3.]  We made a mistake here as the French should get a fresh platoon for Scenario 5, but I doubt it would've made any difference, and it was nice to have Lt Renard see out the campaign.