Monthly club meeting today and I partook in a game of Chain of Command run by Jeremy D and Mr Smylie, using 15mm kit (which visually suits the ground scale).
Been a long time since I played CoC but this was hugely enjoyable and easy to pick up with Jeremys umporing and rules knowledge.
Remembering when Sections count as Sections or as separate teams in relation to Shock effects was only confusing aspect as most other stuff pretty intuitive and the Dice activation/Command system works very well. Having teams reduced to 2 or 3 figures but still able to fire at full firepower (unless shock effects) took a bit of getting used to but certainly works in system overall.
Scenario was from 'Scottish Corridor' Campaign pack and was 'Attack Into Mouen' but bigged up (double OOB I think ?) using Big CoC rules (minimal amount of added complexity) to allow 2 players a side. Walls and Hedges were classed as high so this fairly cut down fields of fire unless in buildings.
So it was attacking SS (commanded by Other Jeremy and Mr Smylie) against defending Scottish heroes (led by Dave T and moi).
Patrol phase saw Scots pretty much pushing forward on right (Dave T) and holding around Mouen on left (yours truly) with Nazis mostly pinned back (there would be further hampered in deployment first two turns by our Close Support Barrage), being denied easy access to farm on our left.
Sure enough we pushed forward on right and I consolidated on left and this worked well as we inflicted some early casualties on Hun.
However once they did deploy the SS sections put out tremendous amount of firing (19 dice ) with their 2 x MG42 teams compared to our sections with their single Bren and rifle teams(12 dice) and Dave started to take hefty casualties and shock and began to fall back but his push forward had slowed SS advance on that flank..
On my flank SS arrived piecemeal around farm (some unlucky command dice rolls) and I was able to deploy my entire Platoon unmolested along hedgerow to continually inflict pain. The SS concentrated a lot of effort on our HMG which deployed in a building (and was eventually destroyed).
SS deployed a Tiger (!!) and a PzIVH, we had a 6pdr selected as support (but never got to use it as fields of fire not conducive.
We did have 2 Piat Teams and use of my team was highlight of game for me.
I managed to roll a required 1 to deploy it onto a Jump off Point and had a second Command dice roll in hand (as I had rolled 2 sixes) so I placed it in front of the advancing Tiger. The SS had a COC Dice in hand so used this to Opp Fire but only failed to break the Piat team (1 kia) so I fired and indeed hit the Tiger but the shot bounced (Piat rolls 7 dice needing 5-6 the Tiger has a whopping 11 armour dice). However I then rolled new Command Dice with my second phase and rolled another 1 so got another shot off a Tiger and although I barely managed to achieve a hit I scored 4 penetrations and the Tiger on managed to save 1 (out of 11 dice needing 5-6 !!) so was ko'd and then very obliging exploded causing numerous hits on two nearby Hun sections. Huzzah !!
Sadly the nasty vengeful SS wiped out these heroes soon after so posthumous gallantry awards.
Dave T also used his Piat and managed to hit the PzIV which was crossing a wall and whilst not damaged it was forced to retire.
This along with several other losses caused SS to declare they would quit the field
Great days gaming with a rule set I have neglected but which worked pretty well for scale of game its set at (nominally same as IABSM but feels bit more 'skirmish' level)
Overview from Scots left after Jump Off Points established
Also at club (it was a 20th century day) were games of Battlegroup and another Team Yankee (believe these chaps are practicing for a 'mainland' competition next year).
Did not see how these played or turned out ?
Team Yankee, I think it was Warsaw Pact Czechs vs British and West Germans