Monday, June 09, 2025

Commands & Colors Ancients - Vassal PBEM games ends













End of another C&C Ancients Vassal game with Mike and this time his Carthaginians were victorious at the Trebbia braking my winning streak when the outflanking force under Mago appeared inflicted telling losses.

But boy was it close as the previous Roman turn I was a mere 1 hit from destroying enough Cartho units for an auto-victory !!

A slick playing and fun light system that works well on Vassal




Sunday, June 08, 2025

Combat Commander - a quick solo session













Only had couple of hours spare today so set up a solo game of Combat Commander using a scenario based around action at Goch Germany in 1945 with British in Recon mode against defending German 2nd line troops.

Fast and furious it proved to be as Germans just about held on for the win after multiple Sudden Death rolls (fairly whizzed through decks) with a lucky increase to Surrender level saving them from auto defeat so allowing a VP victory.








Thursday, June 05, 2025

Bonnie Blue Flag rules played - The Wheatfield

Game at Stephens today (last for few weeks as he is off on holiday to England) and he choose ACW period with set of rules called Bonnie Blue Flag which we have never tried before (think he bought them at Warfare last year).

These are marketed as a fast play set with units as Regiments.

Scenario was based on a Guns of Gettysburg version of  'The Wheatfield' using Stephens excellent 15mm kit and troops (mostly Peter Pig).

Used standard sized units (5 bases) for ease although rules allow varied sized Regiments (4-12 bases) but no matter number of stands used units are rated for 3 Attrition Levels ie 6 for Veterans, 5 Experienced or 4 Raw.

System has interesting sequence of play (followed alternately by players) with Officers moving first then Charges, Skirmishers and other Moves followed by shooting by Artillery, then Skirmishing, then Musketry and a Melee phase.

I really liked how Skirmishers are handled being able to be deploy or recall at will but only taking 1 hit to get rid of them or forcing them back by advancing on them and their shooting is not too powerful.

Oddly they cannot be ignored by artillery (no shooting through to parent unit) but this is fine in practice and overall Skirmisher just worked.

Movement is a set distance with variable move of 1-2 D6 with usual deductions for terrain and is done per unit (no group moves).   

Shooting and Melee are conducted by causing a Morale Check on enemy which use a percentage dice system for passing or failing with units suffering Attrition hits and possibly falling back and maybe not being able to fire at next opportunity. 

Advancing troops seem slightly less vulnerable to being fired at than stationary chaps but with caveat that if you move over half you don't fire.

Officers give Morale bonuses to units in Command when shot at or when attached to a unit in Melee and can recover Attrition hits on units by using their own pool of Attrition (4-5) but are mostly invulnerable (only lost if attached to a unit destroyed by melee).

Rules are bit vague in several areas (and not much in way of support that we could find) but these issues were pretty easy to rule upon in practice.

All in all a fun set that should be quicker to play than our favoured Regt Fire and Fury (really its only downside is game length imho).



















  


Wednesday, June 04, 2025

Chain Of Command 2 - another solo test

Tried another quick game in solo mode with COC2 this being from the Op Marlet pint sized Campaign and the initial 'Approach To Fontenay' scenario.

Germans in this come with a PzIVH so I used 6 of the 15 British support points to bring along a Sherman to see how that match up worked.

I classed this as game 3 of campaign as otherwise the British can suffer confusion (ie having problems deploying) due to misty conditions.

British Jump Off points in this one not great positions as very open terrain but they did manage to get into a building early on drawing the attention of a MG42 (in MMG mode) but despite 2 killed they managed along with Sherman to dispatch this 5 man team very quickly (really good dice rolls).

This forced Germans to bring out a Section which kept the building under almost constant suppressive fire.

When the PzIVH appeared it was promptly hit by Sherman on Overwatch, took 1 shock and retired off table, but thankfully it was able to come back again despite being now classed as Hesitant.

It fired on Sherman but only managed to put 1 shock on and the Sherman then hit the Panzer again causing further shock and damaging the engine (not fast movement or fire and move allowed)  

Again this played pretty well (solo issues aside) and interesting to see tank on tank action.

My 15mm kit not being based singly is possible issue with some of new arc of fire rules but easy to fudge.

Must give new mortar rules an outing to see if these weapons are less dominant than in COC1 (reading rules they seem less so with combo of ammo and increased COC dice)

   


Village outskirts occupied by the Hun






PzIV has suffered engine damage







PzGr deployed to counter Brits on left flank








Brits ensconced in house (my buildings do not have removable roofs so just line the chaps up on relevant aspect of house) under suppressive fire






Sherman advances up road trying secure a Jump Off point (which had moved there with a COC dice)







All so open on British side of table (not sure if such dispersed lines of trees count as obscuring cover)


A Distant Plain - a quick solo session

As a wee change from miniatures I had quick afternoon solo session with 'A Distant Plain' one of my favourite COIN series games, playing the Main scenario (I usually do the full scenario) which is 5 decks (rather than 6).

Game was concluded on 4th Propaganda card with a very narrow victory for Taliban beating Coalition by a mere 1VP with Warlords close by in third (-3 VP) and poor old Government well of pace in 4th (-12VP).

I generally struggle with Government faction and maybe need to use Bot for them in future (do find Bots bit ponderous to use) but still a fun game overall.

I do so enjoy the decisions and actions of COIN system combined with nice historical flavour even in sad sack solo mode.







Early stages with a lot more Taliban on board initially than I am used too







End situation with Taliban firmly established in Kabul and strong in their Pashtun heartlands, Coalition had just 'Surged' out of the country to beef up their VPs but still came up short.



Monday, June 02, 2025

Chain Of Command 2 - an initial solo try

 

Gave COC2 a quick solo outing to see if I could pick up on changes.

Must confess I was not a great fan of first edition as any game I was involved in always seemed to end up as 'I am in my bit of cover you are in yours and we just have a dice fest until somebody breaks', very little movement of units once deployed from Jump Off Points and Mortar Barrages just seemed to kill a game.

Rules always read well but game seemed lacking (we much preferred IABSM) although doubtless we were not using to full potential and my grasp them is therefore limited.

Having followed the TFL blurb re new edition it did seem to be addressing these very issues (obviously not just us) with numerous other add-ons that sounded fine.

So having bought new edition (as if it was ever in doubt) I set up a scenario from one of the excellent Normandy Pint-Sized Campaigns, 'Attack On Mouen' with British defending (with 6 support points) an SS attack (with 15 support points). 

There a several differences in the OOBs and Support options between PSC and old/new Rules  with LMGs now mainly having their accompanying soldiers as 'pure' crew rather than additional riflemen and costs/types of some support options differ, but I just fudged things and avoided taking mortars to keep things simpler (there are several changes to how mortars work and their duration on table).

Of course WWII not very solo friendly generally and COC is especially awkward with the Patrol Phase and Jump Off Point systems but again fudged through to generate the situation (this is one of COCs strengths giving a plausible set up).

Have so far played through several phases and indeed game does seem improved especially with the new uses of COC Dice Pips, several times I used the 'Hit The Dirt' option (3 pips) to reduce hits on advancing Germans.

Germans have a PzIVG (6 pts in rules but 7 in PSC list) and these now can use rolls of 1 to activate a crew position (ie driver or gunner) in addition to usual roll of 3 to activate Tank Commander and whole crew, there also seems to be new (?) rules regarding speed of turret traverse giving Shermans a possible advantage over say a Tiger.

Issuing of orders via Command Dice, Movement and Shooting all mostly same (a few changes to use of Command Dice and how COC Pips are accumulated) and indeed when it comes to Shooting it is same dice heavy system so for example a PzGr section comprises 2 MG42 teams with 3-4 crew and fire 16 dice as a section but with no 'spare' riflemen so bit reduced from previously (think it was +3 rifles so 19 dice ?) generating hits that can cause Shock (this TFL system appears unchanged) or Kills.

MMGs such as Vickers or MG42 on tripod (10 dice and 5 crew) are deployed in Entrenchments which I think is a change ?

Suppressing Fire (previously Covering Fire ?) was bit awkward as it only last 2 phases so I kept forgetting if/when to remove it but is good for hampering deployments from Jump Off points (it covers a zone 4.5"-9" wide by 4.5" deep) or reducing enemy firing.

One interesting new addition is the new 'Time Clock' system wherein if attacker (in the Attack/ Defend scn) captures an objective either side can initiate a 'Count Down' to game end (number of remaining phases equalling enemy Force Morale), this should force enemy to attack to recapture objective rather than relying purely on shooting to break the enemy.     

Alongside playing solo the biggest 'issue' by far is distinct lack of a QRS (in pipeline I believe ?) as this means lots of flicking through book to check or re-check just about everything.

Of course only dipped toe into rules and doubtless several other changes I have not used/encountered (including National 'Traits') as yet but so far so good.



PzIV moves up to support PzGr sections 








Another PzGr section has advanced and been engaged by Brits in house and along hedgeline. 
Tree areas are orchards in scenario but not sure from map if 'clumps' of 2-3 trees are orchards or just trees ?







British Jump Off points clustered around village

 









Hedges here aid manoeuvre as whilst not Bocage they do block LOS unless unit within 2" (not sure if that applies if unit is in upper storey of building)







As is often/usually the case with attackers the German Jump-Off points close to their base line






Those Objective buildings look to be a long way away (more pronounced using 15mm kit)