I finished painting the JTFM/Die Waffenkammer trenches. I was so happy with the initial set that I bought several more pieces. I now have well over five feet of trenches that can be set out in a variety of different configurations.
My collection of WWI Western Front terrain is now sufficient to start playing games, including trenches, shell holes, ruined buildings and more.
So I invited Craig, Doug and Gord over to have a go at WWI Chain of Command, aka Cocking Up the Mud and the Blood. We played the first scenario from the Stout Hearts and Iron Troopers scenario pack, Training the Entente. As it happens, I had Craig and Gord play a variant of this scenario in 2019 in my Imagi-Nation of Jhamjar.
As part of my planning for this play-through, I watched the Crusty Colonel's YouTube video of his own version of this scenario, which provided me with some inspiration for my playthrough. Following the Colonel's example, the Germans, with only three active units (two squads of infantry and a medium machine gun), were limited to 4 command dice. The full-strength Canadian platoon had the regular five command dice.
The Germans were able to set up in a hastily dug trench controlling a crossroads. The area in front of the German position was heavily bombarded, leaving many shell holes that counted as rough terrain and light cover. The trenches were classed as heavy cover, and also as rough terrain due to the awkwardness of moving in the narrow space with many changes of direction and also tripping hazards like boxes of stores and other impedimenta.
The Canadian objective was to capture the crossroads, while the Germans wanted to prevent this from happening.
The patrol phase ended up with the Canadian jumpoff points on the left side of the battlefield. This forced the attack to come from that flank. In this shot, the German JoPs are spread throughout the trench. The Canadian JoPs are just out of shot on the right.
The Canadian attack develops with first the rifle grenade section deploying into a shellhole to suppress the defenders. This had limited effect as the Germans deployed their MMG and a rifle section to return fire. Soon after, the Lewis gun section also deployed, and there were several phases of action as the Germans and Canadians engaged in a firefight, trying to obtain the upper hand.
The Canadians had the benefit of two senior leaders, the lieutenant and the sergeant, who were able to keep their troops steady and rally off shock. As the firefight progressed, the Canadians were finally able to pin the MMG.
Once the MMG was pinned, the Canadians lucked out with a double phase. This allowed them to deploy the bomber section, which routed out the MMG, and ultimately this was too much for the Germans. They broke, and allowed the Canadians to seize the crossroads.
Thanks to Craig, Doug and Gord for a great game. Looking forward to some more WWI CoC!
No comments:
Post a Comment