Sunday, 14 September 2025

Chain of Command 2 - Flanking Action Sicily 1943

This afternoon, Craig and I had another play through of Chain of Command v2, this time using my Operation Husky 1st Canadian Division and Fallschirm-Panzer-Division 1. Hermann Göring.  We played the Flank Attack scenario, and allocated the maximum number of support points in order to make things interesting.  It was very, um, educational, for me.

Here is the table. Germans get to deploy in the upper right corner.



Another view of the table.  Interpretation of the circular olive groves turned out to be important and will change how I set up terrain for the next game.  Flank Attack lets the attacker have two groups of patrol markers, compared to only 3 for the defenders.  This is a deceptive advantage, as having fewer markers lets the defender lock their patrol markers quickly, before the attacker can move their markers very far onto the table.  It's a reminder of the importance of the patrol phase and how best to get a good position on the table.


The two tetrahedral anti-tank obstacles represent the two scenario objectives.  


The Canadian jump-off points (JOP), including the mule and driver, and,


a pile of supplies with a nice little hand-painted map of Sicily!


And a somewhat more generic German JOP inside the small house.


Early in the game, the Canadians deployed their Sherman.  The Germans dropped an AT gun on the hill opposite, and started shooting.  The Germans needed several shots to take out the Sherman.  Their first shot stunned the Sherman TC, and kept it from moving out of the way of subsequent shots.  In all, the Germans hit the Sherman three times before finally killing it, starting the gradual destruction of the Canadian force morale, as well as consuming 7 of the 18 support points.  Sorry no photos of this duel!  

Here the Canadian sniper and a section deploy.  In some of our previous CoC2 games, the snipers were a significant nuisance.  In this game, not so much!  The sniper only activates on a '1', and even when I activated him, his shot missed more often than it hit.  Luck of the dice!


The Canadian section beside the road intersection have dashed forward, in order to force the Germans to deploy to defend the objective.  


The Germans deployed the MMG and caught the Canadian section in the open.  Bad news for the Canucks.  A major error on my part, as I would not have left the section there if I realised that the MMG could deploy on this side of the road.  Another error was not spending the command points for the section to hit the dirt for two phases, which meant multiple phases of fire in the open.  


I took advantage of a double phase to move this section into this house, as it held a German JOP.  


Back near the crossroads, the first section was continuing to be hammered.

Destruction of the first section ended up pushing the Canadian force morale over the edge.  I stopped taking photos as I was trying to figure out how to get my guys out of trouble.

Here's a photo from earlier in the game that shows where definition of the terrain matters!  Each of the olive grove disks was a minor obstruction, as were the line of trees alongside the road, and also the low wall that the Canadian section is hiding behind.  In CoC2, this means three minor obstructions, so Germans firing from the farmyard have line of sight which allows them to fire on the Canadians with the only limitation being at effective range (>18").  Otherwise their chance to hit was no different than if they Canadians had been in the open.  This vulnerability was not intuitive for me, so I'll be more careful with how exposed my troops are next time.  In a future game, I'll emphasize that the olive grove is area terrain covering the full area in the space between, as with the orchard just visible on the right.  If I do that, then 6" of olive grove will block LoS.



There were a few more aspects of CoC that we didn't use, both existing rules as well as new rules introduced in V2 that we didn't use, including suppressing fire and smoke.  In V1, I would liberally drop smoke everywhere - in this game, I used my '1's to activate the sniper instead of dropping smoke.  Smoke could have protected that exposed section and provided cover for it to advance.  I was slow to use my CoC points to get the section to 'hit the dirt' after the MMG opened up on them.  

Ultimately, a good lesson for me in watching for hazards, and considering things that my opponent can do!  Thanks to Craig, a real gentleman to play with.  I'm looking forward to our next game!

  

Sunday, 7 September 2025

Dogsled

 The main mode of transportation in the arctic in winter prior to the invention of skidoos and construction of winter roads was the dogsled.  So naturally any gold rush or other arctic gaming will need some dogsleds, and here is the first one in my collection.  This is from Copplestone Castings via North Star Figures.  In addition to the dogsled there are a couple of huskies, one from Copplestone and one from Pulp Figures.


Whenever I build something like a cart or other transport pulled by animals I hem and haw over whether to include the traces and/or reins.  I almost left traces off this time but finally decided to include them.  In this case the traces are made from thread soaked in CA glue. The traces are not accurate, the dogs should be attached in pairs rather than each individually as I've done here.  If a real dog musher connected their dogs this way there would be instant chaos as the dogs would immediately tangle their traces!


I'm happy with this dogsled but will be interested if anyone can recommend other dogsleds in 28mm size.