19 July 2019

AoM: Refused Flank

Myself and Adam got in our second game of SAGA Age of Magic last night, but our first using sorcerers. We went with the same warbands as previous and both started with 7 SAGA Dice.

Game Set-up (BoB Chaos)

Scenery-Marshy Country
Deployment-Refused Flank (fighting along the long axis)
Special Rule-Fog (no L Shooting or Charges in first 3 turns)
Victory Conditions-Target (Massacre Points with bonus for killing target unit)
Game Length-Cautious (5 turns-opponent moves first)

The Great Kingdoms (7 SAGA Dice)

Warlord
Sorcerer
Captain (cost 6 Levies)
Paladin (cost 4 Warriors)
3 Hearthguard (half mounted)
2 spear-armed Warriors(-4)
2 bow-armed Levy (-6)
Sacred Ground-Memorial

Masters of the Under Earth (7 SAGA Dice)

Goblin King
Sorcerer
Lieutenant (cost 2 Hearthguard)
3 heavy-weaponed Hearthguard-Grim Hammers (-2)
1 cross-bow armed Warriors-Uruk-hai
1 cross-bow armed Warriors-Moria Goblins (-2)
1 Destruction Team-Moria Goblins (cost 2 Warriors)
2 units of  Goblintown Levy
Sacred Ground-Underground Network


Initial Set Up
Masters of the Under Earth
The Great Kingdoms
Early use of Chasm to slow the GK advance
Sneaky Goblins have come through the Underground Network
This Paladin just would not fall
 It was a fun game and went quite smoothly, using spells was quite interesting and relatively easy. The fact that we got a combination of Fog and a 5 Turn game with two shooting armies really kept the attrition down, but I did ike out a Victory with the MaUE scoring 15 points to tthe GK's 9.

15 July 2019

All American-The Battle for Fière 1944

 
I started another concurrent campaign on Saturday in Lachine, QC. As detailed in previous posts, I had been contacted by a gamer in Montreal who was quite interested in playing Chain of Command. We have had a couple of one off games which were a lot of fun, but Pierre-Yves was quite keen to move onto a campaign which as we all know is the best part of the of the ruleset. This is my 4th ongoing campaign and they are all going well except for Bloody Bucket because myself and Tom are having quite a hard time getting together to play. Too bad as it is the most intricate campaign I have seen.

I was quite keen to visit P-Y, as from looking at his twitter stream he had quite a gaming setup. I was not let down, it was like a factory of wargaming with 3d printing, an airbrush station and just tons of terrain stuff, it was like walking into a terrain shop! Unfortunately my photos do no justice to his terrain but I should say that almost all of what you see has been self made.

Anyway onto gaming, P-Y had painted up both a German and American paratrooper force so a search about for a suitable campaign revealed a fan written campaign: All American-The Battle for Fière 1944. This campaign details the exploits of the 82nd US Airborne on D-Day, if interested find out more here on a PBS special.

Campaign Summary
The 82nd Airborne has dropped in France as a part of Operation Neptune. They encounter a combined force of German infantry and Armour. The paratroopers have secured a vital crossing necessary for the American landings at Utah Beach to succeed. The Germans counterattack.

Game 1-Probe along the Road
The German initial assault towards Cauquigny is played as scenario 2 from the main rulebook.

82nd Airborne 1 Platoon (FM 11)
Core (Elite 5+1)
SLx2 (carbine and SMG)
Bazooka Team
Squads x 2 (JL/SMG, M1919 LMG Team/3 crew, Rifle Team/8 men)
Supports (3)
M1919 bipod mounted LMG/3 crew

Grenadier Platoon (FM 11)
Core (Regular 5)
SL/SMG
Panzerschreck Team
Squads x 3 (JL/SMG, LMG Team/3Crew, Rifle Team/6 men)
Supports (6)
SL
Hotchkiss H35


As usual my photos are all muddled and really do not tell the story but do illustrate what a beautiful setup P-Y has.

The table
The Patrol Markers
JOP's, 3 aside
The German edge
Advancing grenadiers


Ending Position at time of US withdrawal

Game Summary
Very brief indeed...The Germans advanced initially down the road and in the triangular forested area in the middle of the table. I placed one force in the walled farmand another on the road on my right centre. I was able to cause some attrition on the advancing German squad in the forest. I had also placed my 3 man LMG support team to cover any German approach on their right flank. The Germans jumped into the road as well as the fields on their left flank. They also advanced a squad towards my LMG support team and engaged in an assault, the 3men of course all died. The right flank German squad now advanced  down my left flank, I had all my forces in the centre and right. Victory would go to the Germans if they could get one team to my table edge. My troops on the road covering the German advance were being chopped up the squad on the road.I took one last shot at the squad on the road but knew it was time to move them to cover my left flank. The Germans rolled a double phase, time to withdraw.

I believe the dice gods slightly favoured P-Y in this game as he got multiple double phases but otherewise things were about equal.

The ending force morale was 10 for the Germans and 10 for the Americans. The Germans lost 4 dead while the Americans lost 7 riflemen. So once we apply the post campaign process, we have the following:

After 1 turn
German Platoon: Unlimited platoons so not tracked
American Platoon 1: 3 dead.

Campaign Tracker
Germans
Commander's Opinion+1
Men's Opinion +2
Platoon Leaders's Outlook: Affable
Americans
Commander's Opinion +2
Men's Opinion -2
Platoon Leaders's Outlook: Thoughtful

Hmm.....Piere-Yves has now won his first three games of CoC! A lunch was had and we proceed to game 2 of the campaign.

Game 2-Holding the Line at Cauquigny
The German assault is now in the town and almost at the bridge, the scenario  is played as scenario 4 from the main rulebook.

82nd Airborne 2 Platoon (FM 11)
Core (Elite 5+1)
SLx2 (carbine and SMG)
Bazooka Team
Squads x 2 (JL/SMG, M1919 LMG Team/3 crew, Rifle Team/8 men)
Supports (5)
M1919 tripod mounted LMG/5 crew
Entrenchment

Grenadier Platoon (FM 9)
Core (Regular 5)
SL/SMG
Panzerschreck Team
Squads x 3 (JL/SMG, LMG Team/3Crew, Rifle Team/6 men)
Supports (10)
Pregame Barrage
Sniper
Panzer IIIG 

On to some photos....


Patrol Markers and JOP's looking from the German edge of the table
Very nice terrain again
 
P-Y placed 2 of his squads in the walled farmhouse enclosure...I wish I had
Advancing Germans
The Panzer III, I had a unit in a house covering my right flank but experience has told me that HE reducing cover can be deleterious to one's health so after my Bazooka Team failed twice to take out the tank and got blown to bits in the process, I said time to leave, fortunately there was a back door!
Cowering hehind the house...I was getting a little tired now so photos stopped....
Game Summary
Again brief...As you can see the Germans placed all 3 squads in the  I placed one force in the walled farm complex. I placed a squad in the house on my right flank and a squad behind the hedge on my left flank. As discussed above the squad in the house got out beacuse of the Panzer,  the Germans jumped into the road, I think on a double phase and went on overwatch, then unfortunately for P-Y and I got 4 double phases in a row, the first on a triple 6. Overwatch lifted, the MMG team was placed on the road in an entrenchement and I was able to destroy

Clearly dice gods favoured myself in this game as a quadruple phase is nothing to laugh at, and this is a tough scenario to win for the attacker, I was well entrenched and was able to cause the squad in the road to rout and then ended the turn with a CoC dice. German FM was down to 4 while I was still at 10, a German withdrawal.

The ending force morale was 4 for the Germans and 10 for the Americans. The Germans lost 5 dead while the Americans lost none. So once we apply the post campaign process, we have the following:

After 2 turn
German Platoon: Unlimited platoons so not tracked
American Platoon 1: 3 dead.
American Platoon 2: Intact

Campaign Tracker
Germans
Commander's Opinion 0
Men's Opinion 0
Platoon Leaders's Outlook: Affable
Americans
Commander's Opinion +3 (+1 Support)
Men's Opinion 0
Platoon Leaders's Outlook: Content

I had a great time and P-Y is surely a dedicated gamer with a great set up. I look forward to our next game which we hope to be in the last week of August.

12 July 2019

Attack of the Old Guard

We played another scenario from the 100 Days sourcebook for the Général d'Armée ruleset on Wednesday night. Again with Iannick, but I took the French this time and he played the Allies.

It is an intersting scenario as the both sides have already taken significant attrition, so enter the fray already wounded. Essentially both sides are weakened but the Prussians have arrived. Napoleon needs to make a decisive move to rapidily change the situation and snatch victory from defeat. He sends in the Old Guard against the British elite supported by their Brunswick and Dutch allies.

Some beer and pizza were had and the game commenced. We played for about 3 hours and got in 6 turns, unfortunately we were unable to come to a conclusion but I did take some photos the next morning to illustrate the game.
British Light Brigade
Action on the French left flank
Another angle of the same
The Old Guard attack on the British Guard Brigade


Overview

Never got to put  the reserve Old Guard Chasseur brigade in action

The Old Guard were on assault orders and my Guard Cavalry were already to charge the British guns.
Another unit of Guard Chasseurs ready to take the centre
I think I could have won in 2-3 turns, I had Halket's brigade which had just 2 small battalions with 14 casualties and had taken out one of the Brunswick battalions. With this and the threat I had placed on the British Guards brigade, I think I would have accomplished dispersal of 4 Allied Brigades and accomplished victory. But of course who knows!

10 July 2019

Going with a Bang

We had a very close and exciting game on CoC Monday night in Montreal. My favourite scenario in the 1940 source book is Going with a Bang. It is challenging to blow the culverts. This was a pickup game, and as I played the attacker in the last game, I went with being the defender (Chasseur Ardennais) in this game.

Chasseur Ardennais 1 Platoon (FM 9)
Core
SL
GdC 1
GdC 2
DBT Lance Grenade Section
Demolition Team
CoC Dice
Supports (5)
2 Demolition Teams
Franc Tireurs
Red Dice

Schützen 2 Platoon (FM 9)
Core
SLx2
5cm Mortar Team
Squad 1
Squad 2
Squad 3
Supports (9)
Shabby Nazi Trick Jean Claude
Shabby Nazi Trick 5th Columnist
MMG Team
le.IG 18 IG



The Patrol Phase
I will not bother with an AR but will follow with a few photos taken when the game was over.
Charge set!
DBT Team
I was able to quickly weaken the le.18 IG
The German left flank
Almost broke!
The German line of attack
Troops are actually in the house.
The Belgian line of defense
It was a fun game, I made a big mistake exposing my 1st demolition team early in the game trying to take out the exposed culvert. The game then settled in, Pierre-Yves deployed all his squads early on in hard cover behind the wall. He set up a pretty good base of fire. I countered by placing my 2 large Group de Combats in the two houses on my flanks. I then placed my DBT section behind the hedge on my left flank. They wew pretty successful with throwing down smoke mortars.

It was an odd game in respect to dicing, the Chasseurs start with a CoC dice and I was able to accumulate a total of 3 CoC dice before the game ended. I never got a double phase but I believe P-Y had 3, my to hit dice were great but my save dice were awful. I thought I was done for after my 1st demo team was wiped out, but soon enough both our Force Morale's were down to 5 and I had an oportunity to Interupt several of the German phases. I could blow the ciulvert but German FM was 4, I used another Interupt to fire at a team in pinned in heavy cover, they were 6 men with 10 shock. The CdG fired with 16d6, one shock only. The Germans fired back at the DBT team which was supported by the SL, the JL already being killed. Multiple shock and kills, my SL was hit and wounded, the DBT section broke, my FM was down to 1. Time to call it a day, a German victory in one turn!

It was really a great game, and P-Y although new to the game is a great player. I will see if I can get my revenge on Saturday when we start the All American: The Battle for Fière campaign. I am playing the American paratroopers, should be fun.


30 June 2019

There are Many Rivers to Cross-Turn 3

 
After 2 turns
Platoon 1: Germans 3 dead, 2 man missing the next turn, JL#3 at 1 CI.
Platoon 1: Belgians 15 dead, 5 men missing the next turn.

Campaign Tracker
Germans
Commander's Opinion+2
Men's Opinion +1
Platoon Leaders's Outlook: Droll
Belgians
Commander's Opinion-1
Men's Opinion -6 (-2FM, Sl 6" command range)
Platoon Leaders's Outlook: Sad

TURN 3

Table 4 from the campaign book, it is based on Going with a Bang scenario for the 1940 Blitzkreig source book. The Germans are entering from the right at either the upper orlower point depending on a dice roll. The Belgians have to blow up 2 of the 4 culverts seen on the map. The 2 culverts in the centre are small and require a task roll of 6 to set the charge while the 2 culverts to the left are large and require a task roll of 12 to set the charges.
Chasseur Ardennais 1 Platoon (FM 10)
Core (-20 men)
SL
GdC 1 (-3 riflemen)
Demolition Team
DBT Lance Grenade Section
CoC Dice
Supports (9)
AAMG
Demolition Team
Medic
Franc Tireurs
GdC


Schützen 2 Platoon (FM 11)
Core
SLx2
5cm Mortar Team
Squad 1
Squad 2
Squad 3
Supports (19)
Shabby Nazi Trick Civilians
Sniper
Red Dice
Off-Table MMG
MMG Team
le.IG 18 IG
Stuka Bombardment



The table, the Germans enter from the left
Greg really got the jump on me with the Patrol Phase as you can see. The JOP's are circled.

So on with some photos.

Greg rapidly deployed all his troops. The Stuka bombardment had no effect on the houses and he decided to very quickly end the turn with his CoC die. At the same time his Franc Tireurs prevented me from quickly getting off my most forward JOP, he advanced his first demo team to take out the minor culvert in the bottom right. Initially Iwas not in the best position to put pressureon them but my Civilians rapidly advanced up the east-west road, revealed themselves as a German LMG team on a double phase took some pot shots at the CdG behind the hedge and then ran back and occupied the house in the centre. Greg put his DBT team to good use by dropping smoke rounds to protect the CdG squad and the demo team and they started to do set their charges.........
  
The CdG team took a lot of fire, they are one shock from being pinned and their JL is down to 1 CI.

The Belgian DBT team with the SL giving support. They were well hidden but without direct LOS they were unable to lay down really accurate smoke. By the end of the game they had fired 8 of their 9 available smoke rounds.
As usuall my MMG team got beat up and pinned before they could get much fire off. I had to send in a SL to keep them going and to get the shock off......

.......fortunatley he was within range of my le.IG18 so they were able to rain HE on the CdG team with the support of another rifle squad. By now the Germans were fully deployed.

The Belgian demo team took a lot of fire from the LMG team in the house as well as another German squad behind the stone wall. They broke and had to retreat without completing their mission. A 2nd demo team was now attempting to blow the large culvert to the above left but I deployed my Off-Table MMG to put fire on them at long range. I then threw a triple6 on my CI lifting all the smoke. Greg's options were now quite limited so he withdrew. Not many dead as can see from above. The Germans advance to table 5.


The Summing Up

The ending force morale was 11 for the Germans and 8 for the Belgians. The Germans lost 1 support MMG gun crew and 1 rifleman while the Belgians lost 7 support riflemen. So once we apply the post campaign process and the losses from turn 2 we have the following:

After 3 turns
German Platoon 1: 3 dead. 1JL down 1CI (3" command range)
German Platoon 2: Intact
Belgian Platoon 1: 15 dead.

Campaign Tracker
Germans
Commander's Opinion+3 (+1FM)
Men's Opinion +2
Platoon Leaders's Outlook: Droll
Belgians
Commander's Opinion-1
Men's Opinion -4 (-1FM)
Platoon Leaders's Outlook: Sad

It was an interesting game as the scenario is a challenge. I was surprised that Greg did not take a new platoon but when I thought about this, I realised it was a good decision as victory was not dependent on firepower but more on maneuver.

I think the diceing was about equal and we both got the appropriate number of double phases, but I was lucky to get the triple 6 when I did has it lifted all Greg's smoke at a critical time in the game. Without the smoke he was wide open and was forced to withdraw.

The next game is going to be a challenge for the Germans as their advance has been a little too quick and although the Belgians failed to blow the roads, the Germans mobile support still has not caught up to them (this does not happen until after turn 4). The next table is based on the Blitzkreig scenario from the 1940 sourcebook, it is going to be hard to exit troops off the other end of the table without any wheels!