Showing posts with label COC. Show all posts
Showing posts with label COC. Show all posts

Saturday, October 30, 2021

Lasalle 2 at the Ulster Wargames Society

First meeting of Ulster Wargames Club in Belfast today since Februrary 2020.

Stephen and I brought along his French and my Prussian forces for another game of Lasalle 2 using Scenario 5 'Hold Your Ground' with French in defence.

Good old slog along a river line with my Prussian Grenadiers managing to take one of the two town objectives but my Line units failing to take the other despite 6 separate assaults !! got nowhere near the third objective in French rear area.

My Skirmishing dice were very poor all day even when I had 28 vs initial French 18 and I only won one phase outright, with 2 drawn (I did get Initiative on those 2) and lost other 5 phases.

Pretty much a toe to toe scenario this one as French can line river with initial forces and tough nut to crack (the extra MO needed to move/charge across river is a real drain) even before French reserves arrive.

Another fun and slick game with these rather enjoyable rules despite (or maybe because of) its abstractions and broad brush style.

Was great to get back to further normality and see people in the flesh as it were instead of via Zoom. I hope to get to Elimination club as well in due course (just have not had a free Friday evening this month)

Besides our game there was a Field Of Glory Renaissance game (Ottomans Turk vs Venetians) and a Chain Of Command game (British vs German).




Prussian right wing attacks  







As Grenadiers and Russian support attack on left







A solid line of French defenders (several Elite Battalions to the fore)






Disorders start to accumulate






Prussian cavalry are across river






First assaults on town are repulsed







Russian suffering on my left as Grenadiers threaten an unoccupied town






French cavalry have appeared to counter my mounted units (we both lost a unit each)






Grenadiers about to take the town (Prussian high water mark)















The 'two Davids' and Paul with the FOGR clash, I tried to take a pic of the rather excellent flags on display but photo does not do them justice.
















The 'two Jeremys' and yet another 'two Davids' and Phil (a newcomer to the fold) battle it out on western front with CoC i






Wednesday, February 19, 2020

Chain Of Command - a game at Mikes

'Tuesday Warriors' night at Mikes with Bryn and Simon (who very worryingly got a hug from Mike !) playing a Chain Of Command game with Mikes very nice 28mm kit.

Set up was a fight over a village between US (Mike 'assisted' by Bryn) against Germans (Simon and I).

Mike had forgone the Patrol Phase to speed set up with a couple of Deployment areas to rear for both sides.

Once again a rule set I have only played a couple of times and that ages ago so bit ropey over several concepts (took me ages to 'get' sections vis teams !) but thankfully the chaps have good grasp of rules.

Nice game with a very good set of low level tactical rules and of course now looking at having further go with them or IABSM :-)





View of village from German 'end'







Sdkfz 250 and more troops waiting to deploy (believe figures are Artizan Designs ?)








Yanks encroaching on our left









A German Section deploys








Yanks line 'high hedge' with 60mm Mortar in support to rear (this proved very effective against Simons troops in the Church - aided by some stellar rolling by Mike)








Sdkfz 222 and M8 Greyhound both ablaze after hits by Bazooka and Panzerschreck respectively (costly for both sides as double 'Bad Things Happen' rolls with loss of vehicle and inherent Junior Leader......ouch).
German Sniper team visible to left of wrecked Sdkfz 222



Tuesday, May 29, 2018

Chain Of Command again !

Another game using CofC today this time with a scenario from the Scottish Corridor campaign 'Le Valtru' which is a meeting engagement between SS and Brits.
I took Brits again (glutton for punishment) and Stephen the nasty Nazis.

Very interesting Patrol Phase in this one with lots of decisions as to placement for both Patrol Markers and Jump Off Points.
This is a very nice system for setting up an encounter.

During game the SS sections once more showed their prowess with double MG42's pumping out massive firepower.
An 8 man SS section yields 20 dice against the Brits 8 men with lesser 13 dice, which on average rolls means Brits will suffer 1.5-2 times the hits and casualties.

I had a Churchill VII (great armour poor gun) which managed to survive a hit from a mighty Tiger 1 (great armour great gun !) but my Infantry suffered badly.

Of course not only was Stephens rolling good as ever but he managed a couple of double phases and therefore volleys at my troops (one poor Section had 44 dice rolled against it !!!) and of course I then rolled for my hits and (in the inevitable reversal of dice fortunes) I rolled numerous sixes (ie Kills) on my troops (even in hard cover !!) and then managed to Wound several NCOs all of which saw my 8 Force Morale whittled tout suite to zero and the game ended (6 morale tests yielding the 8 minuses) in a mere 2 hours or less !

We both love the Patrol Phase and the Command Dice/Chain Of Command dice system of CofC (bit of genius to be honest) but the Shock/Morale model and 'buckets of dice' combat is maybe too simple/bloody to give much depth to the games, certainly it is tough to manouvre when speeds are randomized and with a lot of long fields of fire even in Normandy.
Of course as it is a 'simulation' of a very few seconds or at most minutes of combat it certainly plays well as a short sharp shock style of game easily and quickly resolved

Planning another WW2 game next week either CofC again or maybe IABSM.......................






SS get to good positions first yet again































A race to the hedge line on the right was won by SS (I just could not get timely usable dice)  







The losers of the race...................










Overview of Le Valtru



Thursday, May 24, 2018

Chain Of Command - Another trial of Op Martlet

Another try with CofC rules (as we are trying to learn nuances).
Played the same opening Op Martlet scn but this time at Stephens.
Having mucked up the Patrol phase last time I had more success this time being able to at least Deploy a good deal further forward this time.
However with such a lack of cover on Brit half of table the high firepower of the German section (2 x LMGs) made forward progress costly or stymied it completely.
Pz IV took out my Sherman support again.
We are still not sure of a couple of rules re attaching Leaders and the vulnerability but otherwise think we have rules mostly down.
Using 15mm figures we decided to reduce off-board Mortar barrage to a 12" square instead on 18" and to reduce Covering Fire areas from 9" & 4" to 6" & 3" respectively otherwise everything as written works fine.
Planning another bash with rules next week but trying a different scn :-)

Not many pics from CofC games as not much density of troops for posing purposes



Saturday, May 19, 2018

Chain of Command - Operation Martlet tried

Had a try with CofC rules today using the Op Martlet 'pint-sized' campaign as a handy scenario generator.

I took British and Stephen Germans using our 15mm kit.

Played two games on the initial 'Probe to Fontenay' map.

We like the rules especially the dicing systems for Order/Commands.
Shooting etc is 'buckets of dice' but works fine and all pretty easy to pick up and remember.
Tough scenario for British as very little cover for Jump Of Points or any advance.
Mis-use of Patrol Phase to a degree made it harder still as I tried a broad front approach which saw all but one of my JOPs moved to rear edge.



We certainly intend (when I have I heard that before !) to re-try the rules and the campaign.









The table prior to action (Brits appear from near edge)











The story of the day Brit Inf stuck in open fields












German Inf 'in' a building block (we used drawn floor plans as roofs fixed)










More Pinned and exposed Inf











Panzer IV advances










Some damage to Germans mainly from Mortar fire


Thursday, March 17, 2016

Chain Of Command first try........................and other stuff

Been rather sparse with spare time last few weeks but did manage to get a game in today against Stephen.
We decided to try out Chain Of Command from Too Fat Lardies which I have had since publication but never tried in 'anger'.
I set up a quick table top and rolled for scenario type which yielded an attack versus defence background.
Stephen chose to use American Armoured Infantry in defence s and I chose German Panzer Grenadiers as attackers.
After rolling for support I gained 10 points and Stephens lot 3.
I picked a Stug IIIG (mainly to try vehicles) and a Flamethrower section.
Stephen selected a Sniper as his support.

We found the Patrol and Jump Off points pre-game stuff quite interesting with some thought required when placing and moving the Patrol markers.
Certainly a nice simple method to set up an encounter and to deploy units on table.

The game itself turned out to be an enjoyable and interesting time.
I was worried that with our 15mm multi-based stands on the standard 6' x 4' table there would be too much space or conversely that the units would be to constricted on deployment.
However this turned out not to not make any difference as far as we could tell as most weapons range over the whole table (as per Crossfire) anyhow with terrain being the main restriction on firing.
The systems for moving, shooting and morale are sort of standard Lardie with some twists bit the replacing the usual card system for Command by dice was a very intriguing change.
We both started with 5 Command dice but found that the Yanks having two Senior Commanders by default was a great asset with their 3 Command Initiatives combined with 9" Command radius made them very useful chaps indeed.
In hindsight I would have been much better taking a second Senior Officer as Support than the flamethrower team.
We both thought the Stug had the potential to dominate the game but as it can only activate on a roll of 3 this proved unfounded (in fact it done very little).
Initially we forget that you can combine certain dice to make higher amounts but even so the vehicle was much less useful than another Squad or Team.
I like Chain of Command dice which is a nice way to generate a sort of 'joker' event of course requiring 5s to gain these dice (1 per 6 x 5s thrown) I gained a fat zero whilst Stephen managed to generate two !
Game really hinged on us both racing to a large building on my left but as Stephen managed to roll 2 x 6s he got a continuing initiative allowing him to beat me into the building and then to shoot my Grenadiers to shreds .
Again this is a nice simple system which allows a side to hold initiative and therefore allows units to potentially activate more than once before enemy can react (use of Overwatch pr Covering Fire can offset this a tad), this reminded me in some ways of the effects of initiative flow in Piquet.

I like the system of Shock which again is a simple but effective way to measure unit morale/degradation during a game and the use of Officers to Rally it off.

Overall Force Morale is also handled fairly simply with a roll per Broken or Destroyed unit garnering 1-3 drops in morale levels (Germans started at 8 and US at 9).

Of course being a new set of rules we had one or two small queries but nothing show stopping.




The table set up (Yanks set up their Patrol markers 18" from lower edge)










US MG Team goes on Overwatch in wooded area as Stug depolys










The race to buildings begins.................................








1 point of Shock on MG Team








The erstwhile Stug......................................

































Of course despite lack of gaming time I did manage to acquire more rule sets (some via PDF)





























Also a couple of board wargames one being a 2nd edition and the other the content of a Special OPs magazine.