Chain of Command – Maltot Campaign Game 1 (Part 2)

The first game was picked up again from where we left off. Sadly, it wasn’t a good experience for the men of 12 Platoon. With heavy casualties mounting and no obvious way of inflicting more on the enemy than they were taking, the British opted to withdraw and rethink their strategy. At the end of the first game the British were down around a section of men, their inability to get lightly wounded men back even missing a game is a significant hinderence. The Germans were down 3 men but two of those would be coming back later.

A couple of shots of the latter stages of the first Turn game.

For game two a couple of things had been ironed out with rules and understanding, the British had access to a pre game barrage and so used their support points on that while the Germans once again opted for an adjutant.

A better patrol phase saw the British a bit further towards the hedgeline and a strong first couple of phases meant they had deployed and were engaging the enemy in the hedgeline. The pregame barrage interrupted the German deployment and as the game progressed despite a number of British casualties the Germans opted to voluntarily withdraw from the table before their casualties could mount further.

At the end of Turn 2 (Table 1) the British were down 13 men and the Germans down 3. Unsurprisingly the men’s opinion was not positive for the British while the German opinions remained in the middle ranges giving no bonuses or penalties.

Chain of Command – Maltot Campaign Game 1 (Part 1)

I’ve had At The Sharp End for a while as well as most of the Pint Sized Campaigns but as a group we moved from Chain of Command a while ago due to a few bad dice runs which saw one side get no or little opportunity to do anything. Anyway, we have opted to run through a campaign for a few weeks. I debated using Combat Patrol but decided to give CoC another go so we are going to play the Maltot abbreviated map campaign from the At The Sharp End book.

We adjudged the German platoon commander to be a veteran so rolled for his outlook and other stats leading to him being a thoughtful overweight teacher of 29, while the British platoon leader is a 27 year old strapping 6ft minor noble…(yes, they both rolled snake eyes!)

For the first game which is a patrol, the Germans opted for Tiger Fire Support and an Adjutant, while the British took an extra 2″ mortar team. The patrol phase was a bit more tactical than last weeks practice/refresher game and saw the two sides both attempt to manouvre on their opponent’s right flanks. 3 jump off points were placed each and it was time to go.

The british had the higher force morale (10 v 9) so went first and deployed a PIAT team to make a move towards the more isolated German Jump Of Point while deploying a 2″ mortar to begin laying down smoke in front of the hedge that the two remaining German JOP could deploy behind. An at the double move pushed them further forward but accrued shock. The Germans retaliated by deploying a squad and opening up on the PIAT and causing shock and a casualty and the team broke losing a point of Force Morale.

On the British right a section deployed behind the hedge to advance on the two JOP forcing the Germans to deploy and open fire at effective range. Another section then joined the fray during a double phase but both sections took casualties from fire before the 2″ mortars could fully conceal their advance.

And that’s where we had to leave it due to the late start and refreshing rules and rolling campaign characters etc.

20mm Jump of Points for Chain of Command

We’ve been playing quite a bit of Chain of Command by Too Fat Lardies recently using my 20mm figures. One of the key aspects to these rules is the use of Jump Off Points from where your troops deploy onto the table. Up till now we’ve been using some laminated markers as the sets of resin ones sold by TFL are for 28mm rather than 20mm. Today however I finished the first half of the replacement markers. Made from 40mm steel bases from Precision Wargames Supplies (and a couple of cardboard ersatz bases as I ran out) and using resin pieces sold by Value Gear and a couple of silfor tufts. I’m pretty pleased with these ones, which are for the Allies to use, and I have 4 more for the Germans on the workbench.

Allied Jump Off Points

Allied Jump Off Points

Allied Jump Off Points