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)


Saturday, May 31, 2025

Panzer Grenadier Deluxe game at Ulster Wargames Society

Monthly club meeting today and I put on the 'St Nicolas Farm' scenario with Panzer Grenadier Deluxe (I do keep calling these Battlegroup PzGr as was their original title) as scheduled.

Game was played by 3 of our many Daves, with Dave M taking Germans (as he arrived first and had time to plot hidden units) against Dave T and Dave B as attacking British.

After brief outline of core rules we got straight to it and a super game it turned out to be and managed to play full 14 turns of scenario as it went right to the wire.

Highlights saw Germans having a run initiative in early turns and 2 Shermans brewed.

One was taken out by Pak40 the other was flanked by a PzShreck team (a combo of moves, exploit movement and the won initiative), the remaining Sherman was later damaged and then retreated off table

British seemed incapable of activating much in first turns or if they did their shooting was abysmal (something which Dave B in particular suffered from all game).

However Germans were forced to move (and reveal) a Platoon deployed in 'lesser' farm as Brits not deployed anywhere nearby, and whilst this cost Shermans (as PzShreck included) it did mean this Platoon was far from later action at St Nicolas Farm itself.

British Artillery had accurate but marginally effective first stonk on this advancing Hun Platoon.

However second stonk on orchard at St Nicolas Farm devasted a Platoon of defenders (2 Dispersed and other Disengaged).

This opened up things on this flank for British who advanced into orchard (an exploit move and initiative wins helped here) and then assaulted into the farm itself, initially losing but ejecting the defenders (an MMG and single Section) at second attempt.

Brits were firmly in control of farm with no Germans in numbers nearby to re-take (and reduced to firing PzShrecks at buildings), however the British losses were such that Huns could win by breaking British force.

Indeed both sides were rolling Force Morale Tests for 25% casualties and indeed on last turn the British were a single loss from defeat however they managed to Rally 3 Suppressed units which was just as well as Dave T rolled a mere 3 on their last Force Morale check which would have seen these units Rout and would have given game to Germans.

However by skin of their teeth the British won by controlling the farm at game end.





Table at start (Germans all hidden)







British massing on left to assault St Nicolas Farm











Shermans in trouble in centre near small rise as British infantry boldly approach St Nicolas Farm (German defenders of orchard having been dealt with by artillery)







Pak40 visible on extreme left and the PzShreck on edge of wood in upper centre





First British assault on farm has been repulsed but second wave ready to try again


























Also at club today:


A Chain Of Command 2 (that didn't take long !) in 28mm by Jeremy D and Dave S, with Jeremy N and Chris involved. 

British won this one and feedback on new version seemed positive 


























Phil put on another large 20mm game (think based around Operation Bluecoat) with Paddy, Ian, Andy  and Leslie and believe Brits once more victorious which was surprising as several Jagdpanthers visible !? 





























Lastly but not least Jeremy M and co played a large BattleTech game, but no idea who protagonist factions were or outcome of game.

 



Thursday, May 29, 2025

Emperor of the Battlefield game.

Game with Stephen today and I choose to try EOTB rules which we briefly tried once last year. 

Just went with a basic points based game (rules include points system but only single generic list) at 650pts which is enough for a decent Corps sized game (Shako/Glory is Fleeting vibe).

I used Spring 1813 Prussians and Stephen the French.

There is quite a lot involved in the set up and deployment particularly with your chosen Order Of March and relevant placement of Divisions (a sort of game in itself) and you generally start game with several Divisions off table/enroute that you can only attempt to bring to field one per turn.

These reinforcing Divisions arrive in March Columns in a fairly condensed arrival 'box' although one can bring them on deployed but at increased risk of failing to arrive.

We found that Divisions remained in such fast moving March Columns for quite a long time certainly compared to just about any other rule set we have used, well that is until Artillery gets in range.

The movement/shooting and combat systems are all slick and the interactions between Column/Line/Square have good Napoleonic feel.

Whilst we did not complete game (too much discussing the various deployment/points options) we encountered only one or two rules issues (eg wording bit ambiguous re Rallying) and nothing game breaking.

Think these will be used again



Only a couple of pics as engrossed in proceedings



Defender gets to set up bulk of terrain but restricted by 'legality' of distribution 













I did get a Cavalry Brigade to arrive deep on right flank on second turn (aided by an ADC and road) which forced French infantry to deploy in to squares, but cavalry alone cannot deal with same






Infantry Divisions face off in early stages (we both later brough Cavalry on to this side of battlefield)












Later I set up St Nicolas Farm (for Saturday at club with PzGr) so as I could sort what terrain items I need to bring.












Chain of Command 2 rules arrived today (PDF obtained yesterday) only a very brief skim through but some really nice pics of WWII kit stand out, will get fuller read of actual rules in due course.



Sunday, May 25, 2025

Vassal - Commands & Colors - Ticinus River game completed (and a purchase)













Another Commands and Colors Ancients game on Vassal versus Mike completed with a victory for my Romans (on a roll at present) at Ticinus River.

I was lucky early on to get a card that boosted my medium cavalry and allowed me to inflict a good deal of hurt on Cartho heavy cavalry force and thereafter it was a matter of picking off light units.

Mike was pretty unlucky with his attacks overall despite having superior force and three generals

Next up is Battle Of The Trebbia with this light but fun C&C system


End of battle 











Also ordered new edition of Chain Of Command despite not being a set I overly enjoyed (preferring IABSM) but new changes do sound positive and anyhow its another set of shiny new rules :-)








Saturday, May 24, 2025

Balance Of Power - a solo try with Napoleonic forces

First wet day in ages here in NI so decided to give a set of rules I have not tried an outing today and a wee change from WW2.

Set is 'Balance Of Power' from Crusader stable of rules and are a very light set designed for large games (sort of very much simpler version of the 'March Attack' set from same author - Mark Simms) with units essentially Brigades/Divisions organized into Corps formations so very big engagements possible.

Designed to cover period of French Revolution through to about 1875.

They are a very slim set with no more than 8 pages of rules an example of play and a QRS and so do have a few 'gaps' but easy to fill in same.

Units are small (2 of my 40mm bases per unit) and rated solely by Combat Value with for example Regular foot being a CV of 5, Conscript CV 4 with Mounted usually 1 CV lower and Artillery similar.

No morale or rallying, skirmishing (nor voluntary backwards movement) but with bit more to the shooting and combat than first meets the eye, with reserves being key.

Movement is fairly quick with foot moving 8" and cavalry 12" and with facing changes allowed at start and end of move so pretty fluid. 

However charging (alternating phases) comes before movement phase and only allowed to turn up to 45 degrees prior to charge.

Units can avail of standard Column, Line and Square  

Firing, which is conducted simultaneously, is per stand using a D8 system to inflict CV losses (muskets fire only to 3") and Melee is a combo of CV and a few modifiers to generate a bonus to opposing D6 rolls with loser taking hits and falling back or Routed (ie destroyed) if CV level reached in losses 

Therefore a column fires with 1 stand (as 2 deep) whilst a Line fires with 2.

Cavalry charging Line allows the Foot a chance to form Square and woe betide the Cavalry if they do as a whopping +6 modifier applies (+4 to Cavalry if foot stuck in Line) and foot gets to shoot prior to Melee resolution. 

There is an Orders system for Corps Formations system but rather 'sketchy' with players basically deciding how detailed or simple they wish their orders to be, although Reserve and Retreat orders are specified and you do have to roll to change Orders modified by Commander quality. 

I set up a scenario from said 'March Attack' based on Prussian 'Advance To Plancenoit 1815' which although it has but a single Corps a side I fudged making each Division equivalent to a Corps for game purposes (and worked fine).

Game was certainly devoid of much in way of  specific Napoleonic (nor any other period covered beyond changes in weaponry) detail or chrome but was very fast and furious (despite controlling some 33 Prussian and 27 French units) and actually quite fun.