Showing posts with label chain of command. Show all posts
Showing posts with label chain of command. Show all posts

Friday, November 21, 2014

Combat Friction and Command Challenges

When playing a game like Chain of Command, Combat Commander, or Blitzkrieg Commander II that all place restrictions on how many forces you’re allowed to command a turn I always like to picture what these are simulating.

Screen shot from the Amazon page for this book.
For example, in my last BKCII game, the Germans faced a negative 1 modifier to their command for the current and next turns because of a blunder. Perhaps there was a radio malfunction?

Here’s an example of friction/command troubles from a book I’m reading, Grenadiers, by Kurt Meyer. This is from the Eastern Front in early July. They’re starting to experience more resistance and he says this:
“I wanted to carry out a motorized attack in order to immediately advance into the depths of the Russian defense…

“I had forbidden the company to engage the enemy or reduce sped before reaching the forest’s edge. It was supposed to thunder at full steam through the enemy and leave everything else to the following battalion. Two 88mm guns had been emplaced on either side of the road. They had the mission of opening fire as soon as the company set off and laying down covering fire in front of it. The would “shoot” the company forward.” (Now that sounds like it would be an interesting game move to re-play.)

“Escaping Russians ran north on both sides of the road. But then what happened? The company came to a halt. It started to fight with the fleeing Russians and with isolated pockets of resistance.
“The company began to advance like infantry and wasted precious time. This could not be allowed to happen!”

(NOTE – here comes the scenario objective) “We had to reach the crossroads a few kilometers further north and deny the Russians an orderly retreat out of the forest to the left of our line of advance.”

I like that line, “began to advance like infantry…”

So, it happens, your little lead/metal/plastic men get wrapped in the moment and attack when you don’t want them to. Or they get overwhelmed with self-preservation and don’t move when the time is right. Perhaps a gun’s jammed and they all get focused on fixing it. Whatever the cause, as a commander at any level, you lose control of the situation and have to make snap decisions to get the plan back on track. And this is what I like about these games, they throw little kinks here and there that make you curse, think, and act.
 

Thursday, November 13, 2014

Chain of Command Vehicle Movement

Continuing my tutorials on the basics of Chain of Command, Too Fat Lardies' WWII skirmish level game.

This time I cover vehicle movement.

Wednesday, November 12, 2014

Chain of Command Infantry Movement Tutorial

A YouTube follower asked that i make a video on the basics of moving and firing. Here's my first attempt at one. This is about Infantry movement.


Friday, November 7, 2014

Chain of Command First Game Patrol

I'm finally making an effort to learn these rules, Too Fat Lardies' Chain of Command.

Also a chance to use my new 2x4 plywood panels to make a 4x4 table upstairs.

Table after patrol phase - jump off points are tiny markers.

Starting forces

First Russian command dice roll

A Russian squad fails to make it to their intended Close Combat opponent. Fortunately, the next phase is their's due to double 6s being rolled on the Command Die.

Force Morale after the next phase's "successful" close combat. Problem is, the Russian side wiped all the Germans but the only one left was a sole LMG crew member. He had like 6-7 shock on, this broke. 

In a couple Phases, the Germans are down to a 2. This happened because the Germans sent the remnents of a team to go capture the Russian jump off point behind the woods. When they were about +8" away from the jump off point, I realized the Russians had yet to deply a squad. So I deploye them more than 6" from the Germans and rolled 17 dice against them...there's one guy left and he's bugging out.

I also realized late in the game that LMGs could attempt to harm tanks, basically set them back, perhaps give some 1 shock, but it would still be something.


First Chain of Command game over. Very enjoyable. Only one turn. 33 phases. Only one Chain of Command Die (total of 10 5's rolled out of all those rolls with 5d6 eAch).


Russian victory in the Patrol scenario. 3 Morale to 0. Germans lost one Jump-Off Point due to losing Morale.


Finally figured out I could shoot my LMGs against the front of the tanks hopefully causing them some shock. Didn't work, but the Pz 35 did get a shot shock hit against the T-40. 


Need to build better teams and support so infantry can take on tanks.


Russians need teams of any kind - their squads are built as squads only. They're not broken into teams like the German squads. Therefore, when I rolled ones, I had to combine them with another number to activate a higher level unit.


Other "Needs"

Markers for various types of tank states - gunner, driver, optics, etc out.

Bigger fields, bigger hills, trees, buildings, roads, rivers - heck - any 15mm terrain.

Work on the support units - I own a few l, just need to build and paint them.

Figure good ways of differentiating leaders and units.

Finish flocking infantry.


Now I want to paint up the Brits I have...and yes, build up a US Armored Infantry Platoon, in honor of the 12th armored Div. But first I want to finish my Early war East Front kit. Need to find some scenarios for this period.


Video

http://youtu.be/N_KRspdqACw