27 September 2025

Von Luck-Turn 1-Patrol on the Ring Contour

Two weeks ago, PY and myself started a new Chain of Command campaign. I had already played this once many years ago but I do not think that we finished it. PY is playing the campaign currently with Graham.

The campaign was written some years ago for CoCv1 but we are using as many v2 rules as possible and since this is a late war game we are using the updated platoon lists. Supports, however, are limited to what were listed in the original campaign, aside from those which are neutral in respect to what was available at that stage of the war. An example would be replen points. 

The first game is scenario one from the main rulebook, we are using the v2 scenarios: The Patrol. In this campaign the Germans with a Panzergrenadier platoon are attacking a defending platoon of British Paratroopers. The campaign uses an interesting mechanism where in the first scenario the Paratroopers are dispersed in the parachute drop so there full platoon is not available for the first game. 

125th Panzergrenadier

SL
3 Squads
Supports 5
Sniper
Red Dice

12 Para (Elite)

SL
Sniper
3 Sections minus Bren Team
Supports 0

The Game 

The usual great terrain by PY with the German approach to the right. I ended up pretty far back with my JOPs. while the Brits were well lodged in cover.
This was a very short game, as I made a ridiculous mistake early on. The photo is from the final phase before I withdrew. For some reason that escapes me, I brought on my SL when I only had one squad on as well as the sniper. This squad did some significant damage to one of the Para sections, but PY was able to bring on all 3 squads and the PZ squad got massacred. At this point, FM had dropped and it was time to get out of there. Victory to the Paratroopers Turn 1.

Summing Up

German Platoon 1
CO -1
MO 0
Platoon Leaders Outlook Content

Platoon 1- 3 dead, 2 missing


British Platoon 1
CO +2
MO +4
Platoon Leaders Outlook Affable

Platoon 2- 2 dead, 1 missing
+2 on FM roll



 

23 September 2025

Many Rivers-Turn 5-The Open Road



To carry on with our Many Rivers campaign, myself and Graham got together at his place a week ago for the 5th turn on a new table. The Germans are finally able to bring on some vehicles, which would be useful in the Blitzkrieg scenario as victory is determined the attacker getting 2 units off the table before the defenders accumulate 2 Chain of Command dice.

Forces

Guards Platoon #2 (missing 3 men)

FR 0, 5CD, Regulars


Supports (7)

1 Minefield

2 Entrenchments

Extra Section



Schützen Platoon #3 (missing 3 men)

FR +1, 5CD, Regulars


Supports (12)

Shabby Nazi Trick

Engineer Team

Red Dice

251/1

PGB

PzII

Game

Looks easy enough

I not sure what I was thinking but I played a horrible Patrol Phase which saw me well back without any cover aside from on the right.
I got my troops on, but the destruction was so massive I completely blanked on taking photos

Summing Up

Again this was a fairly quick game and I withdrew because my loses were massive. I probably should have packed it in after the placement of the JOPs. In a game where I needed a 3 on my CD, I kept on getting 4s. I should also note that Graham had I 5 double phases in a row just before the end of the game. I did get my 251/1 with an infantry squad half way up the table but by then I had lost almost half my platoon and the Brits had 11 CoC pips. Really going to have to rethink how I play the next attempt on this table. What a disaster!

German Platoon #3
Platoon Leader Outlook: Secure
Men’s opinion: -2
CO’s opinion: -1
German Platoon #3: 10 dead and 4 missing next game

German 1st Platoon has lost 5 dead , 5 missing for next game
German 2nd Platoon has lost 8 dead, 4 missing for the next game

British Platoon #2 
Platoon Leader Outlook: Happy 
Men’s opinion: 0
CO’s opinion:  -1
British Platoon #2: 2 dead, 0 missing next game

British Platoon #1: 5 dead, 2 missing next game



22 September 2025

Many Rivers Turn 4a-Farm and Road


Getting a bit behind in my blog postings. This is a game from about 10 days ago at my place featuring a Blitzkrieg from Table 3 to Table 4 in our Many Rivers campaign. I had won our last game and decided to Blitzkrieg the next table with the surviving forces from the previous battle.

Forces

Guards Platoon #2 (missing 4 men)

FR 0, 5CD, Regulars


Supports (12)

AAMG 1

2 Minefields

2 Barbed Wire

2" Mortar

Extra Section

Demo Team

Demo Team (free)


Schützen Platoon #3 (missing 3 men)

FR +1, 5CD, Regulars


Supports (19)

Shabby Nazi Trick 1

Red Dice 2

Smoke Barrage 2

le.18 IG 4

Stuka Attack 4

Pioneer Squad 6 (10 men)



Game

The table, the 3 area of bushes represents clumps of trees, not forests. They block LOS and provide Light Cover. They do not slow movement.
Patrol Markers and JOPs from the German attack area.
View from the Britisg=h defensive line with the Stuka attack, not a whole lot of success destroying buildings, just one which was inconsequential.
Side view of the table, this was the Going with a Bang scenario from the 1940 handbook. Graham had to take out 2 culverts to win the game. I added in the railroad track for the fun of it but we treated it as a road for game purposes as laid out in the scenario.
Lots of smoke in this game

Summing Up

Well this was a fairly quick game with the British withdrawing before they could destroy either culvert so the road is now open to the German advance and in Turn 5 they are now able to bring in AFVs. Graham was a bit unlucky with the placement of his JOPs as neither was close to a culvert so he had great difficulty deploying his demolition teams. He decided to withdraw to preserve his platoon.

German Platoon #3
Platoon Leader Outlook: Secure
Men’s opinion: 2
CO’s opinion: 0
German Platoon #3: 3 dead next game

German 1st Platoon has lost 5 dead , 5 missing for next game
German 2nd Platoon has lost 8 dead, 4 missing for the next game

British Platoon #2 
Platoon Leader Outlook: Happy 
Men’s opinion: 0
CO’s opinion:  -2
British Platoon #2: 2 dead, 1 missing next game

British Platoon #1: 5 dead, 2 missing next game


It was a busy week and I have 2 more CoC reports to post!

15 September 2025

Saga-Age of Crusades- Sort Of!

As a part of the Montreal Historical Wargaming Club's AGM yesterday we finished off with some games of Saga. I was interested in getting one of my Age of Crusade's armies on the table and after a lot of discussion about balance and historical relevancy, I took on Luis's Free Companies with my Moors.

Free Companies
Warlord
Cannon
3 Foot Warriors
1 1/2 Mounted Hearthguard
Levy Crossbowmen

Moors
Warlord
Mounted Javelin Hearthguard
Blackguard
Mounted Javelin Warriors
Foot Warriors
Levy Bowmen

Of course I forgot to take photos, but it turned out to be a terrific game which was quite close until the last turn when a series of mistakes by myself ended in a very lopsided victory for Luis. 
In the photo above probably around the end of turn 5 it looked Ok, but in an ill planned attack by my Blackguard, I ended up losing them all in Melee and because of their Paragon's trait, I ended up putting 2 fatigue on my Warlord thus making him unable to take on the Free Company Warlord. I learned 2 things from this game; learn to close ranks and appreciate that the Blackguard are a very strong defensive unit. 

Unfortunately, although I keep on saying I am not adding any more Saga figures, it looks like I might have to buy a unit of Moorish Levy Crossbowmen.

03 September 2025

Many Rivers-Turn 4-Farm and Forest


Myself and Graham got together at his place last Sunday week for the next game in the Many Rivers campaign. We finally had moved on to another table, this time playing the Swift to Support scenario from the 1940 Handbook. As you can see I was extremely lucky with my support roll get 19 support points. Graham ended up with 9. Both platoons were in good shape but I should note that my other 2 platoons are pretty shot up.

Forces

Guards Platoon #2 (missing 1 man)

FR 0, 5CD, Regulars


Supports (9)

AAMG 1

Infantry Section 4

4 Emplacements 4


Schützen Platoon #3 (missing 4 men)

FR +1, 5CD, Regulars


Supports (19)

Shabby Nazi Trick 1

Red Dice 2

Smoke Barrage 2

le.18 IG 4

Stuka Attack 4

Pioneer Squad 6


The Game

I got boxed into a corner with my JOP's. Graham stayed well back. The Stuka Attack resulted in the large barn being in ruins which was a significant advantage for me as this is solid cover for the British with a good LOS over the hedges.
This photo is from pretty late in the game, as I had forgotten to take photos as usual. I held off with the smoke barrage which landed right on target until I had my troops ready to advance rapidly forward. I also waited to see where Graham was to set up his defence. He eventually placed all 4 sections behind the hedge on his right flank. I used my large Pioneer Squad as the main advance. As you can see above they got quite shot up. I had a strong firing base on the hill on my left flank.
Base of fire with SL, IG, squad and 5cm mortar.
As you can see the British suffered quite a few casualties and shock from my firing base with at least 2 teams routing. Graham decided he had enough and withdrew. Game over!


Summing Up

German Platoon #3
Platoon Leader Outlook: Happy
Men’s opinion: 0
CO’s opinion: -1
German Platoon #3: 3 dead next game

German 1st Platoon has lost 5 dead , 5 missing for next game
German 2nd Platoon has lost 8 dead, 4 missing for the next game

British Platoon #2 
Platoon Leader Outlook: Happy 
Men’s opinion: +1
CO’s opinion:  -1
British Platoon #2: 2 dead, 2 missing next game

British Platoon #1: 5 dead, 2 missing next game

Next Game

I have decided that I will use a Blitzkrieg to attack the next table using my same force. The 5cm Mortar will be out of ammo and we decided that it would be unreasonable for the Pioneer Squad to be intact as they lost 6 figures, so using the casualty table they will be down 5 men for the next game.

01 September 2025

CoC in 15mm-Delaying Action

 

A week ago Saturday, I got together with William at the abyss. He had expressed interest in learning the Chain of Command ruleset, he had one previous game an this was to be his second. He had been putting together a 15mm force for WWII and wanted to put them on the table. I had not played CoC with 15mm troops for more than 10 years so I was looking forward to it.

William had a French and German force put together and decided to go with the Delaying Action scenario from the v2 rulebook. He also put together all of the terrain. the OB is as follows, we diced for supports before the game on Discord. The Germans were the Attackers.

French 1940 Infantry Platoon (FR+1)
2 SL
VB Team w/JL
3 Groupes de Combat w/JL

Supports
AAMG


Great Army Group A, First Wave Division (FR+4)
2 SL
4 Squads w/JL

Supports
Shabby Nazi Trick
Red Dice
Sniper
Stuka Bombardment
le.18 IG

Photos

As usual I forgot to take many as it was quite an exciting game.

The Objective was the red roofed building in the centre. William almost flanked me in the Patrol Phase as you can see he got a JOP in the forest on my right flank.
The Stuka Bombardment was quite effective, catching the actual Objective on fore. It collapsed at the end of turn one.
William was agressive in his defence advancing on both flanks.
The Germans made short work of this GdC.

Well this was quite an exciting game, The hedges blocked LOS up to 2". My attack was a little slow to get going but the Germans did advance up the table. I have never seen anyone like William for throwing triple sixes on his Command Dice, thus unlike most games of CoC there were actually many turns. I had brought down the French FM but William started the Final Countdown while I was still some distance away. I was able to get close but alas time ran out for me before I could get to the Objective. This was quite a fun game and we used many of the new mechanisms that have appeared in v2 of CoC.

It was the first time in a while that someone else supplied the troops and the terrain for a CoC game and I really appreciated it. Many thanks William for doing that and for an exciting game!

28 August 2025

Limes Game 3

 

Myself and Robbie had our third game in the Saga Limes campaign a couple of weeks ago and unlike history the Saxons were driven back by the Britons.

Some Photos

The Saxon Line



I will not bother with a report as I think the game was over pretty quickly and my Morale fell to zero giving the Britons a victory in the campaign.

I am trying not to be negative, especially where I lost, but this is a campaign that I cannot recommend. Even on the Saga Discord where there are thousands of members, hardly any one had played it. I remember when it first came out it got bad reviews. It is structurally a mess, although the individual ideas are quite cool. I doubt if it was ever play tested. You play the same scenario every game which is sort of boring and although it is suggested that the attackers have an advantage as the campaign progresses it is the reverse. The defending player can essentially restore almost every killed figure as the campaign progresses. Thus, the attacker gets no benefit from killing figures and his only chance of victory in a game is if he can get units off the table. 




22 August 2025

Saga Night-War of the Roses


This past Thursday, we had our monthly Saga Night at the Abyss. It was another good turn out with 12 players. Several new warbands appeared on the tables from the Age of Chivalry. Germans, Bretons, Scots, Flemish, English, Ecorcheurs, French and Venetians were represented. Myself and Rob, however,  played the War of the Roses factions, a first for our Saga Nights!


Yorkists (Rob)
Warlord
Mount Hearthguard
Foot Hearthguard
Warriors
Handgunners
Levy Bowmen(1.5)
Cannon

Lancastrians (John)
Warlord
Mounted Hearthguard
Foot Hearthguard
Warriors
Levy Bowmen (2)

We used the Chaos set up. Although I have played many games using this method, it always gives you a different game.

Scenario
Scenery-Uplands
Deployment-Pincer Attack
Game Length-Pitched Battle
Special Rule-Forced March
Victory Conditions-Target

Game Photos

Initial Setup
This ended up being a big mistake for me, with my WL and HG deployed together although I should say the scenario conditions forced me to split my warband in 2.
Other unit in my deployment.
Keep the bowmen in the forest
The Yorkist right flank.
The Yorkist left flank.

Well it seems that the Cousin's War will end up going on, as we had a draw with less than a 3 point margin of victory. It was quite a bloody battle with both of us losing most of our HG, the Yorkists had 2 left and I had just one lone mounted HG. The only reason that I was able to eke out a draw, as I was quite a bit behind going into turn 5, was to charge my WL into 12 levy, luckily for me this worked out but it could have gone either way. 

What I found interesting is that the Yorkists have a complex BB which is quite different then the English BB, while the Lancastrian BB is quite similar to it!