Saturday 11 March 2023

Sicily 1943 : Chain of Command

We thought we would try a different scenario this week with Chain of Command to see if it created a more mobile engagement. So back to Sicily……

We would be playing the ‘capture objective’ scenario from the rule book which runs length ways along the table, but we randomised which way the attack would come. In keeping with our learning curve we didn’t bring any vehicles, just infantry with some support.
Forgot to photo right at the start , but this shot after about three turns shows the situation. The Germans are attacking from the far end. The burning tiger tank is the objective, perhaps the last one on Sicily ? The patrol phase does give some mild entertainment and I think we might see this being used in bolt action games in the future as it avoids the sometimes linear nature of a battle when both sides enter form the baseline. The Americans were very lucky with their early command rolls and the whole force was deployed on table within about three turns. The rings obviously show the jump of points for the two forces.
The Germans have the advantage of numbers but it will be tough to approach the objective in the face of dug in American fire
Once on the table the Americans push right into the building and locate their MMG in the trees
The machine guns then draws massive fire from the enemy and the senior leader has to rescue it pulling it back. It does take some time for the Germans to get on the table so a number of the Americans sit in over watch waiting. The two sides exchange some long range fire but with limited effect.
As we are still learning the rules we weren’t quite sure how close combat would work. One of the German support teams is a unit of Fallschirmjager they seek to work their way under cover around the rocky outcrop and charge into assault the GU’s behind the wall. The Germans get a special hand grenade rule !
Lol , we went through the combat rules fairly carefully but it is pretty clear that an assault against an enemy behind a stone wall is not going to work ! To be honest this wasn’t helped by the Americans using a Chain of command dice to interrupt with a firing activation which added a couple of shock on the charging paratroopers. I don’t think we will see much close combat in the future other than very specific situations.
Having held the attack on the left the Americans emboldened push on the right to capture a German JOP.
But a second unit of Germans have attacked over the rocky terrain and the defenders on the left have been knocked out
We did make a couple of rule mistakes around here as we didn’t realise that once pinned a unit remains pinned even if shock is reduced until the end of the turn. In the distance the Germans can be seen running down the road towards the objective.
The American reserves had been brought across to bolster the defence, by now the German force morale had been hammered
Finally the German resolve breaks as their force morale reaches zero. A very spirited attempt to capture the objective buts as others have mentioned in previous posts assaulting is very difficult against a dug in defender. A fun battle although it did take quite a long time to get to a conclusion, we again learnt a lot about the rules and have agreed a couple of house tweaks to stop them becoming too competitively focussed. On reflection the key learning for me is not to try to recreate Bolt action type games using CoC. They are very different rules. That means the Sherman I am painting up is more likely to see action in Bolt action in the future 👍 next CoC in the dungeon we may try a smaller village battle to really force both sides to get mobile ?
The weather was nice again yesterday so we walked up our Penrith ‘Beacon Fell’ the views in the sunshine out to the Lake District were nice.

Thanks again for popping by, mainly painting this weekend

Matt 😀



26 comments:

  1. Those multi-roofed buildings really are working a treat Matt. The game looks terrific. I would have though hand-to-hand combat should be easier to achieve in WWII games. In spite of the increased ranges of weapons and the preponderance of tanks, in reading a few accounts of Arnhem, D-Day, Crete and the Ardennes I never cease to be surprised how much of it devolved into one-on-one combat.

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    1. Thanks Lawrence, I am quite comfortable with WW2 combat being brutal, close quarter fighting with SMGs and grenades is going to be short lived, very different to earlier periods. The key factor in the comabt in this game was the GIs being behind the wall, which again seems fair

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  2. Nice gaming, Matt. This is a theater of war that I need to get into too.

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    1. Thanks Dean can highly recommend James Holland book on Sicily as an introduction

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  3. Great looking game. I do like the mechanics of Chain of command. In games played at the club vehicles have proven very vulnerable if not supported correctly

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    1. Thanks Neil I’m not sure why the rules spend so much time giving details on vehicles and tanks etc they clearly have limited scope in these smaller games

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  4. As always Matt a fine looking game. Reading your recent reports reminds me that we could never quite come to grips with CoC, despite really trying to make it work for us. As mentioned previously I think we preferred company level and above games, which might have been the problem. I've yet to try Bolt Action but from reading the rules, they feel simpler and easier to play, but of course the proof will be in the pudding and all that.

    Great weather again for your walk and sadly still forceast to be cloudy and wet for another week or so.

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    1. Thanks Steve, I can see why some people wouldn’t like CoC I liken it to Saga requiring a lot of thought and mental challenge rather than more free flowing ruleset. I can see us playing both here in the dungeon. Interested to see what you think of Bolt action. I would like a good set of company level rules but so many to chose from

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  5. Fantastic looking set up with the new Italian buildings to the fore. The results of your CoC fa pomes have seemed quite realistic to me, so far. Attackers will akways be at a disadvantage in the twentieth century and rushing n to assault an enemy defending a walled enclosure is pretty foolhardy I would think...the outcome seemed very believable! Great Lake District scenery again too.

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    1. Thanks Keith I agree harshly realistic, don’t attack men behind a wall ! In reality soldier would use covering fire, advance under cover then throw grenades etc…

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  6. Fab looking game and landscape, Matt!

    Are you beginning to feel like you are getting accustomed to the way CoC plays and the differences between CoC and BA? I always thought the Patrol Phase was an interesting, pre-battle mechanism. I know that some disagree.

    By the way, here in the PNW, we received another 5 inches of snow yesterday. Still looks (and feels) like Christmas here.

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    1. Yep feeling comfortable with the CoC basics although the slight complexity of the role of leaders needs some work. We’ll use the patrol phase in future BA games not because it is a ‘game’ but it does give more random setups.

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  7. Board, buildings and figures look great Matt, as does the Lakes. As to the rules though...

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  8. lovely looking battle and view

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    1. Thanks Martin….just waiting for the rain now 🙁

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  9. An enjoyable read Matt, looking forward to Wednesday.

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    1. Thanks George these couple of games have thrown up a couple of issues I’ll check with you on Wednesday 👍

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  10. A fine looking game and enjoyable read again Matt. Close assault is always a tricky business requiring finely balanced judgement as to where and when it is likely to be successful.

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    1. Thanks Phil…..you have to try these things, but now we know it is tough and as you say needs the right balance to pull off

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  11. Lovely presentation as we all come to expect and enjoy. Sounds like you’re getting along with CoC pretty good. Course it’s fun to have a variety of rules to choose from. 😀

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    1. Thanks Stew, CoC certainly gives a different game to Bolt Action. It won’t be replacing it but as you say variety is good 👍

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