Category Archives: Chain of Command

Chain of Command (22/03/2015 – Nick)

Houses overlooking the central field

Houses overlooking the central field

We had meant to play this game last August before Nick moved up north to a new job, but as usual my job intervened and stopped us and this was the first chance we had to get together since. Our game today saw another play of the CoC Patrol scenario, with the same support options of a Dingo for the British and a sniper for the Germans as last week’s games – we rolled for starting positions for our patrol markers and started on opposite corners. During the Patrol Phase the Germans managed to get one jump-off point (JoP from now on) within 15″ of British baseline with other on opposite flank and one behind large house in the centre. The British jump-off points were clustered around the terrace of houses.

British Bren covers the central field

British Bren covers the central field

It was to the flank JoP that the Germans deployed first, with British response being to deploy a full squad in the mid-terrace on overwatch to cover the central field. The Germans deployed their sniper in the large house and started taking potshots at the British in the house opposite, but after a series of misses, the Germans lost patience and deployed their remaining 2 squads (one in the house and one on their right flank) to set up a MG34 crossfire on the terrace of houses.

Sniper

Sniper

Though they managed to drive the British back from the windows, it was nearly at the cost of the flank MG34, with almost half the squad being put out of action by the Bren in the firefight. However, with the central Bren dealt with, the German deployed his Senior Leader to lead the flank attack on the leftmost British JoP.

German flank attack develops

German flank attack develops

The British had similar aims on the German advanced JoP, first deploying a squad which slowly advanced towards it.

British squad deploy to attack German flank JoP

British squad deploy to attack German flank JoP

Then they deployed their Dingo and opened fire on the German squad on overwatch behind the wall guarding the JoP.

Dingo deploys and open fire on Germans behind wall

Dingo deploys and open fire on Germans behind wall

The LMG portion of the squad wisely retreated back from the wall as the Dingo was just outside Panzerfaust range – the British 2″ mortar then targeted them but ran out of ammo in the process, so no more smoke for the British infantry to advance behind.

Under fire German LMG pulls back from wall

Under fire German LMG pulls back from wall

The cautious British squad finally reached the road and advanced in support of the Dingo.

British squad precedes Dingo

British squad precedes Dingo

The Germans couldn’t seem roll to roll 5’s to set up an ambush on a Chain of Command dice, so eventually deployed the Panzerschreck on a 1 in the open as far away from the Dingo as it could get whilst still maintaining line-of-sight.

Panzerschreck deploys

Panzerschreck deploys

The British interrupted the German turn with their CoC dice before the Panzerschreck could fire, but all 6 shots from the Dingo’s Bren went wide. The ensuing German shot from the Panzerschreck penetrated the Dingo, causing it to explode and kill 2 infantry within 4″.

Dingo explodes

Dingo explodes

The British squad’s Bren opened up on the exposed Panzerschreck team, but over a series of phases it couldn’t hit them nor could the German player activate them to pull them back to safety. Eventually they were pinned and routed, disappearing off the board, but caused no loss to German morale.

Panzerschreck pinned down (eventually!)

Panzerschreck pinned down (eventually!)

The German player then tried to sneak an MG34 from the field into the small house beside the burning Dingo. Wise to this, the British Platoon Sergeant led an assault on the house and wiped out the LMG team, but he suffered a wound in the process which further decreased the British morale.

MG34 team assaulted

MG34 team assaulted

With the German flank attack approaching one of the British jump-off points, the British deployed their last squad and pinned the German’s on the road.

Last British squad deploy to engage German flanking attack (all 2 of them!)

Last British squad deploy to engage German flanking attack (all 2 of them!)

Bren team open fire on flanking attack

Bren team open fire on flanking attack

The Germans eventually routed off the board, though the British rifle component of the squad also got pinned by the MG34 in the large house and routed after a few turns of taking fire. The British morale level was impacted by this exchange, but again not the German’s.

The British morale was down to 3 and they had no strength left to advance with, so I conceded as the rest of the game was going to degenerate into a firefight which I would not win, given that German morale remained high at 7, only 2 less than they started with despite losses being about equal.

A great game which could have gone either way, but was decided by my inability to chip away at the German morale with lousy Force Morale rolls – can’t believe it was better German tactics 🙂

Victorious Germans take the field

Victorious Germans take the field

After this game, a splendid Saturday was rounded off by Ireland winning the Rugby 6 Nations, though not before England had given me a few heart attacks against France!!!

Chain of Command (15/03/2015 – David)

It’s been a while since we attempted any game over Facetime, but when I posted some photos of yesterday’s CoC game on Twitter I got a call from David back home in Northern Ireland asking if I fancied giving it another go – so 24 hours after the first game finished, we started the second. Given that there are usually 6-8 weeks between my games, this was nothing short of a miracle 🙂

With the terrain staying the same as yesterday’s game we didn’t play a Patrol Phase, but just used the same jump-off points (JoP) as yesterday (I thought this phase of the game might be difficult to do over Facetime). The British (me) probably got the slightly better position from this decision, but as we randomised the sides this was fair enough.

The British Dingo steamed on up the road out to the right, the intention being to cover German deployment from their JoPs with overwatch Bren fire.

Panzerschreck ambush

Panzerschreck ambush

However, multiple German rolls of 5 and back-to-back phases allowed a quick build up of German CoC dice so they were able to ambush the Dingo with Panzerschreck and easily destroyed it, though the Junior Leader commanding it escaped. The Panzerschreck then vanished back into the hedgerows.

Junior leader killed

Junior leader killed

The LMG component of the nearest German squad assaulted the escaping Junior Leader – he died a hero’s death, taking the LMG squad with him (along with 2 points of British morale). 😦

Hedge gets suppressed

Hedge gets suppressed

With the help of an LMG in the small detached house, the remainder of the same German squad suppressed the British squad lining the hedgerow, then moved to flank them and attempt to overrun their JoP.

Officer wounded

Meanwhile, the German sniper deployed in the middle house in the terrace and managed to roll well enough to wound the British officer, causing a further fall in British morale. Down to 3 command dice, the British started to struggle.

Jump off point overrun

Jump off point overrun

The Germans pressed home their flank attack against a paralysed Bren team (a combination of lack of command dice and me not being able to roll the right number to activate them), overrunning the British JoP in a fierce melee, then causing them to lose another JoP as British morale fell to 2.

Pinned down in front of the house

Pinned down in front of the house

A further fire team loss took the British morale to 1 – then I kept rolling 6 on the single activation dice, so it was game over and the British withdrew.

Chain of Command works really well over Facetime, or at least the bulk of the game after the Patrol phase does. We were helped by the fact that yesterday’s patrol phase started in the central zone for each side, so the game was played in a fairly narrow strip of the 6’x4′ table – this meant there were a couple of places where I could put the IPad and cover most of the action from them. As ever, Chain of Command gave a fast-moving and eventful game – can’t wait for the Modern one to be launched at Salute.

We plan to do Battlegroup Overlord in 28mm at Platoon level over Facetime at some point. I’m not convinced that 15mm wouldn’t be a better scale for this, but I’ve worked up some lists and I have the troops to fill them so we might as well give it a try. Watch this space.

Chain of Command (14/03/2015 – Tom)

For our first game of Chain of Command in a while, we chose the Patrol scenario, with 3 points of support options each – the British got a Dingo while a sniper was the choice for the Germans. We rolled for starting positions for our patrol markers and both started in the central portion of the board – the British probably came out best in this phase, getting one jump-off point (JoP from now on) behind the woods on their left flank – from here they hoped to approach the village unseen.

Centre of the village - British JoP in woods to left

Centre of the village – British JoP in woods to left

British deploy on flank covered by woods

British deploy on flank covered by woods

As the first British squad went down, the Germans had to deploy a squad to defend their exposed JoP.

Germans deploy to cover woods

Germans deploy to cover woods

The 2nd British squad deployed in the centre, then moved towards the village, trying to stay shielded from the inevitable MG34 fire.

British central thrust

British central thrust

It soon came, but was surprisingly ineffective, and the British got to the stone wall relatively unscathed. From there and with the help of their Bren gunner (and a LOT of 6’s) they were able to eliminate the MG34 in short order.

LMG takes on central thrust

LMG takes on central thrust

British seek cover

British seek cover

The British deployed their last squad along with their 2″ mortar between the wood and the terrace of houses, covering their advance with smoke from the mortar.

Mortar lays down smoke

Mortar lays down smoke

British advance under cover of smoke

British advance under cover of smoke

With no Chain of Command dice for the Germans to ambush it with, the Dingo raced up the road (staying out of Panzerfaust range) to add to the weight of fire being directed at the single German squad in the terrace – soon (again due to a lot of 6’s being rolled) they were wiped out and German morale plummeted.

Dingo covers road

Dingo covers road

British firepower drives Germans back

British firepower drives Germans back

Without the numbers left to take on the British, or a dice roll of 1 to deploy the Panzerschreck, the Germans skulked away.

Outnumbered Germans concede the field

Outnumbered Germans concede the field

This was a very quick game, mainly due to the British causing a lot of casualties and not much shock. The concentration of 2 squads and the Dingo around the triangular field proved impossible to deal with for the Germans so rather than suffer a death of a thousand cuts, I conceded. It was good to get Chain of Command on the table again, especially against an opponent, and it’s good preparation for my solo campaign of the Paras at Ranville (the “Kampfgruppe von Luck” pint-sized campaign from Two Fat Lardies).

Chain of Command Espana (05/05/2014 – Solo)

The table with jump off points shown

The table with jump off points shown

I have been meaning to get a game of Chain of Command Spanish Civil War ever since the free rule additions and army lists were published by the Lardies at Christmas. I really enjoyed Scrivs’ SCW campaign and am also jealous of his ability to quickly paint minis even when on holiday – I haven’t been able to manage that since a wet October half-term week in a caravan in the New Forest with the newly released Tau army from Games Workshop. I’m sure there was a Dreamcast bought at a knockdown price in Salisbury involved as well, so that shows you how long ago it was – (2001?). Anyway, for a quick solo game on a Bank Holiday I chose the Delaying Action scenario with the Moors defending against a Republican counter-attack of a mixed force of 5th Regiment and Assaultos. The objective for the Republicans was to capture the jump-off point behind the walled garden and hold until end of that turn. Force morale turned out pretty good for the Republicans at 11 while the Moors only had 9.  With their 15 support points the Republic went for a T26, an armoured car, a mixed section Security Services & an LMG for 2 sections. The Moors had a Panzer I & Tank Hunters and a total of 6 Command dice against the Republican’s 5.

Armoured car deploys

Armoured car deploys

The Republicans got to start as they were attacking. They rolled fairly well and deployed the armoured car on the road and a section from the furthest forward jump-off point, putting the LMG behind the wall covering 2 squads advancing towards the objective.

1st section deploys

1st section deploys

The Moors rolled 2 sixes so got the next phase as well. Knowing this they deployed an LMG squad at their furthest forward jump-off point and fired at the exposed  Republicans but scored no hits or shock.

Moor's position behind wall

Moor’s position behind wall

Their Sergeant deployed in the walled garden, hoping to direct more squads from the jump-off point.

Jump off point behind walled garden

Jump off point behind walled garden

Again, the Moors rolled 2 sixes so got the next phase, deploying a section by the objective to defend it.

1st Moor section arrives

1st Moor section arrives

They also deployed the Panzer 1, firing its twin LMG at the advancing Republicans, resulting in 2 dead and 1 shock.

Pz I deploys

The Moors roll failed to give them the next phase for a change. Their Sergeant moved the deployed LMG squad into position in the walled garden, with another squad making ready to advance in support of the Panzer I.

LMG defends doorway

LMG defends doorway

The Panzer I advanced slowly and fired again, this time with more success, causing 4 shock and pinning the leftmost squad.

Republicans under fire and pinned

Republicans under fire and pinned

The Republic couldn’t rally the shock off the squad as it was in the open, but did retreat the unpinned squad to join the LMG behind the stone wall. They would really have liked to bring on the T26 to dual with the Panzer I, but didn’t roll a 3, so instead fired the LMG at the walled garden with no effect.

Unpinned squad retreats back over wall

Unpinned squad retreats back over wall

It was the turn of the Moors to roll poorly. They were only able to activate the Panzer I to move and fire, causing 1 more shock on the exposed Republican squad. A Moorish squad did manage to advance in support of the Panzer I.

Combined Ops

Combined Ops

The Republic roll now included a 3, but they held back on the T26, moving the armoured car and firing at 1/2 effect to put 1 shock on the Moor LMG behind the stone wall. They also deployed the Assaultos behind the hill on their flank, hoping to draw more Moors onto the table.

Security services arrive

Security services arrive

The Moors rolled fairly badly again, only moving and firing the Panzer I and the LMG from its supporting infantry against the the pinned Republicans to cause 1 shock. Their LMG behind the wall shot at the armoured car but missed.

The Republicans rolled three ‘5’s – great for the Chain of Command dice total but not for activating units. In the end they traded fire with the Moor’s LMG and caused 1 shock.

In retaliation the Moors rolled and got the next phase as well – the Panzer I fired again at the pinned squad – a further 1 shock meant it broke (8 shock on 4 men). Their LMG behind the stone wall hit the armoured car, caused 1 shock and forcing it to retreat 6″. They chose to play a waiting game in their next phase, only loosing off some ineffective fire.

Squad broken

Squad broken

With their right flank and armoured car making no headway, the Republicans brought on the T26 in the centre.

T26 arrives

T26 arrives

Then the Assaultos advanced over the crest of the hill and fired, causing more shock on the Moor LMG in the walled field.

Assaultos on hill

Assaultos on hill

Again the Panzer I targeted the section in front of it, killing 1 man behind the wall of the field, while its supporting infantry moved tactically to avoid casualties.

Pz I reaches the road

Pz I reaches the road

The appearance of the Assaultos on the hill had the desired effect, with a Moorish rifle squad deploying in the walled field and firing at them, inflicting 1 shock. The other Moor Senior Leader deployed in the walled field to rally shock off from the LMG team.

LMG under pressure

LMG under pressure

Senior leader and new squad turn up

Senior leader and new squad turn up

In response the Republicans rallied the armoured car and fired with it but with no effect. The T26 lumbered up the road trying to gain line of sight to the Panzer I.

The next Moor roll ended the turn with three ‘6’s, but they put the remaining 3 activations to good use. The newly-arrived squad in the walled field caused 2 dead & 1 shock on the nearest Assaulto squad which was now pinned. Meanwhile the Panzer I put 2 more shock on the squads behind the wall, and the end of the turn routed the broken Republican squad resulting in -1 to force morale.

Having ended the turn, the Moors got the first phase of the next turn. The combined fire from the walled field felled another Assalto while the Panzer 1 inflicted another casualty and added 1 shock. The Moors also brought on their small HQ squad to reinforce the depleted LMG squad.

HQ squad bolsters LMG squad

HQ squad bolsters LMG squad

For a change, the Republicans rolled well, getting to activate in the following phase as well. The T26 advanced and fired HE at the walled garden as it couldn’t yet see the Panzer I, but for no effect.

In the next phase, the T26 moved into line of sight of the Panzer I so fired an AT shell at it. The roll of double 6 meant that it received 3 extra dice in the strike roll and 3 hits against the Panzer I with no saves rolled meant it brewed-up, causing -1 to force morale and reducing it to 8.

In response the Moor Senior Leader rolled for 2 phases in a row. He joined the HQ squad to the LMG squad, then laid down fire on the hill, breaking an Assaultos squad. He then ended the turn with a CoC dice, destroying the broken Assaultos squad for a -1 to Republican force morale, but only bringing it down to 9.

Assaultos squad breaks and runs

Assaultos squad breaks and runs

The Moors rolled badly but brought on their remaining reserve with a Junior Leader to bolster up resistance in the walled field. The Senior Leader again ordered fire on the Assaultos resulting in 1 dead and 1 shock.

Finally the Republicans got the perfect roll to complete their deployment from off-table. The final section deployed and fired at the Moor section ahead of them in rough ground. This resulted in 2 dead and 2 shock, with the armoured car killing another from the LMG section in the walled field. The T26 then added its fire against the Moors in the rough ground, causing enough shock to pin them there. The Assaultos rally off shock, then shoot at the walled field, killing another Moor there.

2nd section arrives

2nd section arrives

Suffering mounting casualties in the walled field, the Moors Senior Leader pulled back the whole section from the Jump-Off point. The Republicans picked that point to roll another two 6’s so were to get two phases in a row.

The T26 shelled the walled garden, picking off another of the  LMG squad. The Republican Senior Leader arrived from off -board, ordering the section to pour fire into the remaining Moors pinned in the rough ground.

Republican officer is the last to deploy

Republican officer is the last to deploy

It was all too much, and the Moors broke and ran past the still burning Panzer I. The Republicans used their CoC dice to end the turn, removing the broken squad from the table, so reducing the Moors force morale by a further 2 points to 6.

Moors run

Moors run

In another great roll, the Republicans got the next phase again, so the Senior Leader ordered a general advance while the T26 fired HE into the walled garden forcing the defenders to keep their heads down (i.e. caused 2 shock).

The Republic victorious

The Republic victorious

In the final command roll of the game, the Republicans got enough for the Senior Leader to advance a section to nearly out flank the walled garden, moving to within 12″ of the target jump-off point. Too far away to prevent the capture of the jump-off point, the Moor Senior Leader withdrew, conceding the field to the Republic.

The Chain of Command rules gave a great game as always, though the lack of squad leaders in the Spanish Civil War amendments made command a challenge, especially for the Republicans. With the Moors rolling 6 command dice, they were regularly getting 2 or 3 order phases in a row which allowed them to string together some decent moves – unfortunately they had no answer to the T26 and as it never left the cover of its supporting infantry, their tank hunters weren’t able to get to it. The Republicans were really lucky in the end to get 3 phases in a row (on 5 command dice) which allowed them to deploy and co-ordinate an advance before the Moors could react – also, rolling double six to hit for the T26’s first shot on the Panzer I wasn’t too bad either!

Chain of Command (Tom – 25/08/2013)

Jump-off points

TFL supplied resin jump-off points – nice idea

So we’re back after a summer break from blogging (and gaming as well – not a lot of that done with the best summer weather we’ve had in years). Our first game of the new season had to be “Chain of Command” really – ever since I saw the demo at Salute I’ve been biding my time until the rules arrived, and with splendid timing they arrived just before the Bank Holiday weekend. I had to paint up the resin “jump-off points” which come with the rules in a hurry, but once that was done we were all ready to go.

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Start of Patrol Phase

The rules are different from a lot of Lardy games, in that the normal moving with blinds to simulate the fog of war has gone and is replaced with a Patrol phase, where players jostle with each other to position their jump-off points (remember the resin markers?) from where their troops will enter the fray. This is a critical phase of the game and, as we saw at Salute, the game can be won or lost in this phase. We played a standard attack / defence game with me defending as the Germans – in the patrol phase I had to concentrate on moving my patrol markers around so as I could place my jump-off points to control the road and the farm – unfortunately this allowed Tom as the British to manoeuvre on the flanks and get a jump-off point fairly far forward on each flank to give himself some options. His vehicles would come on at the board edge on the road.

For this first game we had a standard regular platoon each – the British took an extra PIAT, a Dingo and a Humber Mk IV while I had a 222 armoured car. Typically, I rolled low for force morale giving me 8 and the British rolled high giving them 11. The morale of a force is what determines how effective they are – the higher it is means the more able the force is to absorb losses without impacting effectiveness – when it goes under 5 due to losses and/or units breaking then (as the rules put it) “bad things happen”. When it goes to zero, it’s game over.

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Fire and movement – the platoon sergeant orders the rifle team forward making good use of cover while the bren team goes on overwatch to cover them

A turn consists of a number of phases, with each side rolling a number of command dice (5 each in this case as we were were both regular troops), and using the numbers rolled to perform various actions with squads or leaders. The first thing a squad must do to get into action is to deploy on the table within a certain distance of any jump-off point – if they do this on a ‘2’ dice, then they can only fire when they move onto the table, but if they do it under a ‘3’ dice, this allows their squad leader to place them on overwatch or seek better cover (“go tactical”) as part of the entry move. A ‘4’ dice allows a senior leader (platoon sergeant or officer) to be activated. The Germans have a built-in disadvantage here, as they only have 1 senior leader in a standard platoon, whereas the British have 2. If you have all your senior leaders on the table, then it becomes harder to deploy your remaining troops, only succeeding on a 4,5 or 6 for each squad in a turn – as the Germans, I would not be deploying my senior leader onto the table until most if not all of my squads were on there. Each roll of ‘5’ allows you to accumulate “Chain of Command” points (when you get to 6 you can do a special action such as ambush or end the turn) and rolls of ‘6’ are only useful when there are more than a single one rolled – 2 x ‘6’ rolls allow you to have another phase immediately after this one (thus putting your opponent at a disadvantage), while 3 x ‘6’ rolls end the turn after this phase. Various things happen at turn end, such as smoke disappearing, broken units vanishing if they haven’t been rallied and jump-off points being lost if they have been overrun and not re-captured – the last 2 being bad news for your force morale of course!

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A German squad deploys and opens fire on the advancing British. the return fire from the covering Bren puts 5 shock on them (red dice) – not good!

As the force with the best morale, the British were up first and managed to combine 2 dice of ‘1’ & ‘2’ to make a ‘3’ (this is allowed) to deploy a section on their right flank – they also brought on their platoon sergeant on a ‘4’ and the Daimler scout car with the remaining ‘3’. The ‘6’ rolled meant that it would be the German turn next.  The Germans rolled 2 x ‘5’ straight away (good for the Chain of Command points) and a ‘3’ was used to bring on a full squad in the centre around the farmhouse. The British sergeant then ordered the rifles led by the team corporal over the hedge – they rolled badly for movement and didn’t get far, but at least they were “tactical” and making the best use of cover, which allows them to roll as if they were in a better level of cover when shot at. Meanwhile the bren team went on overwatch while the Daimler advanced up the road and the Humber deployed.

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The Dingo and Humber brave the fire from the German LMG

The Germans put in a full squad opposite the advancing British squad and immediately opened fire. With all guns blazing, 4 points of shock were inflicted and they managed to wing the junior leader – he went down unable to move for the rest of the game. The Bren and Sten on overwatch responded, though they didn’t kill anyone, they put 5 points of shock on the Germans – ouch! A German LMG opened fire on the Daimler, but with no effect.  In the British turn, the Sergeant rallied 3 points of shock off the rifles in the field and the Bren opened up again, causing 1 casualty and 3 more shock – the Jerry squad were nearly pinned and could not take much more of this. I chose this point to roll 3 x ‘2’ and no ‘3’ so couldn’t activate (or combine to activate) the squad corporal to rally off some shock – some ineffectual fire against the British was easily rallied off whilst the Bren kept pounding the Germans. After another turn without rallying the squad broke (shock twice the number of remaining figures) and ran back to the small group of trees, losing me 2 morale in the process. On my turn I had to bring on my senior leader to rally the broken squad, but only after deploying my final squad on my right flank hoping for a shot with the squad Panzerfaust at one of the armoured cars.

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German senior leader rallies the broken squad

On the road, things were going better for the Germans. The exchange between the Dingo and the LMG was ineffectual, however a Panzerfaust took out the Dingo causing it to explode, while the 222 deployed, fired and damaged the Humber’s gunsight along with shocking the crew. The British started to move across the field towards my jump-off point which had been left exposed by the broken squad and deployed 2 more sections to face off against my other 2 squads. I picked that moment to roll 2 x ‘6’, so got 2 turns in a row – my senior leader rallied shock off the broken squad, whilst my squad on the right made mincemeat of the newly deployed British section, though it was all kills and no shock. The 222 moved up the road to get a flank shot at the centre British section on the road, but fluffed the roll, only causing 1 shock!

The 222 manages to flank the advancing British, putting a whole 1 point of shock on them with its 20mm cannon!

The 222 manages to flank the advancing British, putting a whole 1 point of shock on them with its 20mm cannon!

I was now faced with a dilemma – the British were 4″ from a jump-off point of mine, the only squad near it was the broken one (which was now merely pinned, but still useless) and I had enough Chain of Command points to end the turn. This would remove the pin and stop an immediate morale drop from the loss of the jump-off point, but the British would move first in the next turn and they had enough Chain of Command points to end the turn immediately. I decided to withdraw at that point, as things could only get worse with another jump-off point of mine in the sights of the advancing British and my 222 presenting the Humber with a flank shot.

We thoroughly enjoyed the game – even though we jumped straight in with vehicles it still flowed smoothly. From reading other battle reports, it was unusual that we only played 1 turn (but with a lot of phases!), so we didn’t get to run through the turn end sequence. There’s still a lot to try out – snipers, smoke, artillery, tanks etc, so it’s a bit soon to say that these will definitely become our WW2 platoon rules of choice, but it is looking that way…highly recommended.

Some more shots of the game:-

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A German LMG engages the British recce vehicles

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German squad lays down fire on a newly-deployed British section, causing 3 casualties but little shock.

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The Germans have to end the turn using their Chain of Command dice – if they leave it any longer the British will overrun the jump-off point behind the trees on the left and force morale will plummet further….