Thursday, October 28, 2021

O Group - Cristot scenario started

Game using O Group today with Stephen utilizing the included scenario 'Cristot' in Normandy. We had tried this back in March via Zoom but only played a few turns so decided to give it 'proper' outing to re-learn the rules.

Stephen picked attacking British and I therefore was Germans in defence.

Having only played these once and briefly it there was a lot of looking up of how orders and suchlike work and we made a couple of mistakes but enjoyed the game overall, indeed we only played 5 turns so have left it in situ to continue next week.

Took us a minute to recall that visibility/LOS and elevation is key concept in rules with even tanks only able to fire at 30" unless on higher ground (can fire up to 50") as sort of used to fairly unlimited ranges with other rule sets. Infantry engagement ranges are also quite truncated (14" for Rifle Platoons) on level. This is particularly important for use of FOO/Coy spotters)

Some queries arose over the use of Combat Patrols as these are key components of the game system but think we got all sorted (mainly could they could be shot at as React Fire).

Two overt mistakes were allowing British to deploy a Sherman Platoon at start (these are in off-table reserves in scenario) and later I deployed an Infantry Platoon fire in Defensive Fire Phase to conduct React Fire which would only be possible if they were in Ambush.

All the various shooting, moving and combat in O Group is really very straightforward and easy to pick up, the complication is in the Orders, Deployments, Combat Patrols and things like Phase Lines/Consolidation Points partly as these are often spread throughout the rules and in some instances not tightly explained.

Took a bit to decipher how an 'Independent' Section (such as an MMG) works as not initially clear to us if must be attached to a Company and its CO or if operated as a 'pure' Battalion asset as such. We decided they must attach to a Company and operate within their area of operations as that seemed to be intent of rules but not fully clear. 

The Consolidation Order (allowing Reserve Company to deploy on captured objective/phase line) is also bit unclear on how this concept is actually enacted on table (does the Company already on table have to halt or move 'out of the way' ?) as intermixed Companies not really functional/allowed.

As things stand the British on their left have taken initial objective of a large orchard and have Consolidated a fresh Reserve Company on this location. A Pak40 engaged Shermans brewing one and Panther engaged second Sherman Platoon (only possible as on elevated ground). British have lost 1 Infantry section and a Sherman. The Germans have lost 3 Infantry sections  (1 Platoon lost in pre-game bombardment). Both sides have several Platoons still not revealed/deployed. To be continued.................

Nice to get the WW2 toys out for a change.


Cristot from German lines not many troops deployed at start (but errant Shermans visible on low rise)







British Infantry Platoons deploy and push forward






Lots of fields to give Infantry some much needed cover on both sides






Panthers deployed from Reserve 






British orchard objective (I lost a full Platoon here) captured and reserve Company has now deployed additional Combat Patrols






Situation at end of turn 5 (maximum of 16 scheduled).


2 comments:

  1. Glad you felt it promising enough to keep the game set up to play in a second session. That is a nice table. I wondered whether the Mouen scenario on the back of the Rapid Fire Reloaded rule set would also make for a good 6x4 ‘O’ Group game. One to explore perhaps.

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  2. Both enjoying the system, just a bit of a re-learning curve (having only tried once). Think the Mouen scenario should work in principle as its 1 Bttn per side.

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