Another run at WWII this week in the Bunker, we had decided on Chain of Command and Matt mentioned he wanted panzergrenadiers with lots of machine guns, instead I gave him my Fallschirmjager which just happened to have the same number of MG42's, I would take my new US Infantry. These guys fight rather different from all the other platoons and I hadn't a clue how to get the best out of them, the rules however, all rules in my opinion, tend to give the Yanks an easy time of it. They get to move and shoot without an accuracy penalty, they also get the Storm of Steel mechanic which in this instance is over egging their abilities and they get to use Scouts as Jump Off Points.
Why did you bother with them I hear from the back. I never intended to build an American platoon but I needed to take my mind off other things for a while and what better than to build up another platoon before I stopped, yes I hear more grumbling in the back. This all pertains to playing with wee sojers, I have the utmost respect for those men who fought through Europe unlike some of the ungratefully liberated.
I introduced a few little changes, both sides got a 'Red Dice' to help with orders, I also changed the Force Morale so that 10, 11 or 12 replaced 8, 9, 10 or 11, the table was also set up with what I hoped would be less open ground. I put down a village straddling a river with two bridges, the northern part of the village had been hit by artillery and was mainly ruins but a few buildings had survived including the station, hotel and a boozer. The Yanks had to capture the bridges to win, two bridges would be a major victory and one a minor victory. Matt supported his Para's with a Pz IVG, I on the other hand took a 75mm Sherman, a 60mm mortar and an extra squad.
I wanted to pressure the Germans in the centre and on their left flank while planning to use a Scout team to get further up the table if the opportunity presented itself, Matt just wanted to hold me up. I managed to get three squads into decent positions but somehow began to take mounting casualties on my troops in the wood which were targetted by the Panzer and quite a few machine guns, so much so that I had to withdraw them. Matt had a run of double phases to help with this, although I must admit my boys weathered it well, It was time to bring on the Sherman.
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| I deploy. |
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| The remaining civvies beat a hasty retreat. |
My tank and and a nearby squad turned on the ruins just north of the hotel while I pushed another squad up to sneak into the large building, it was Matt's time to withdraw. I now did the same to another set of ruins near the rail bridge and the Jerries again retreated, the tank however was still being a real pain. I had now sent a Scout team out to flank the German right as the Panzer was now busy firing on my right. I better mention this but I too now managed a good run of double turns and used them to reorganise. then I saw my chance, my men in the hotel broke the enemy opposite them, I deployed from the scouts into the station where the last of the Jerry squads had deployed but were beginning to suffer, one good phase and I would be on them.
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| These poor guys got caught out later. |
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| The annoying panzer. |
Matt now got a double turn, my boys in the open field were routed and fled, the survivors that is, around this time I also had two of my Junior Leaders hit which meant I had to put my Senior Leaders into harms way to keep up the pressure. Once I got t he initiative back and despite losing a squad I broke the Para's in the ruins and stunned both a SL and their JL. This sealed the deal for the Americans as two enemy leaders and an enemy Jump Off Point now lay within touching distance of my boys in the Station and Matt's morale plummeted. Game over.
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| Help is at hand. |
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| Forward boys. |
I think the higher morale worked, you could at least throw a bit of caution to the wind to try something different and recover if it went south, the extra dice for orders also worked well although I think the double turn mechanic should lose a dice after the first one, both Matt and I suffered a bit from our opponent having several in a row, and it is quite frustrating to sit for a couple of phases doing nothing but dying. Cutting down the lines of sight, it helps, we had a bit of a conversation about this and might have to up linear obstacles to medium, you cannot really see through a decent hedge.
I have not done a lot of painting in the last couple of weeks, one set of four halberdiers and 50% of a sword and buckler base, I am home alone next week so expect to get a move on with these. My wargamers ADHD is kicking in as I realised setting up the game I do not have American Jump Off Points so I am going to 'need' those at some point and of course some US Patrol Marker's. I also noticed that my 2nd Panzer markers had been painted white on black, so naturally I had to change them to yellow on black, phew. Who will notice, I will.
Matt is back next week and wants to do an ACW cavalry battle, so it looks like Brandy Station, I have eight cavalry brigades most of whom have never seen action in my 30+ years of Johnny Reb. Yeehaa.
The worst night of the year coming up, although most of the little darlings gave up knocking on my door years ago, it also helps there are no young families in my part of the village. I think it must be a nightmare in America, I could not take that.










Great game but a lot of double turns. Looks like your changes are improving the game. Yes, Halloween is a nightmare in America. Our neighborhood is flooded with trick or treaters. Drives the dog crazy. Me too.
ReplyDeleteThe odd double turn is fine but getting two in a row is taking the mick, more is a killer. I used to go out but then decided I would not be a hostage in my own home.
DeleteNeat looking game and toys on the table there George and no new unit syndrome in the end too! I think CoC can have a little too much friction at times and don't we as players introduce our own along the way too?
ReplyDeleteYep, I can add my own friction to most games Phil. The Doughboys did well.
DeleteA beautiful looking table and a good win for the Ami's, George. Those paras are not the same calibre that fought the Kiwis at Monte Cassino!
ReplyDeleteHalloween - we had it in Scotland when I was a kid - but nobody paid it a lot of attention, certainly I remember very few door knockers. Guy Fawkes Night was the big thing, with bonfires and fireworks!
When I came to NZ, it was literally not celebrated at all - the concept was as foreign as Thanksgiving Day, for example - although being an ex-British dominion, Guy Fawkes is still a thing here. Then, about 20 years ago, a local bulk retailor of imported cheap crap called The Warehouse started selling bloody Halloween dress up clothes - and now we have people driving carloads of kids 30km across the city so they can bang on affluent doors, begging for sweeties....gggrrrrr! My wife and I are going out for dinner with friends!
Thanks Keith, throwing out 16 dice a shot is pretty powerful and makes me wince. When I was a kid and they came to the door it was usual for them to tell a joke or sing. I never went out, miserable moi? Mind you the orgy of spending for Christmas will soon start in February, this year it was September.
DeleteA grand tabletop battlefield, lovely troops, a fine game and a win! I share your loathing of Halloween too, another pointless import from Trumpville!
ReplyDeleteThanks David, I do like a good table, it enhances the game and I have the room.
DeleteGreat looking game and a good win too! ACW cavalry battle sounds interesting, look forward to seeing that and the pumpkins certainly gave me a laugh this morning, thankfully for me and my good lady there are few kids around where we stay.
ReplyDeleteA large ACW cavalry clash will be very different Donnie.
DeleteA fine game George and hard fought ! As always a wonderful collection of late war figures. We’ve already said enough about CoC and possible changes I do think the reduction of visibility across linear terrain might be an answer 👍
ReplyDeleteI think the use of higher linear terrain will sort things Matt. That Panzer was a surprise and a pain.
DeleteAn interesting game given the changes you made. It sounded a bit bloodier than usual, which would be expected with higher morale. I like your idea to limit command dice on multiple phases - I think disounting one '6' for every phase after the first would stop some of the extended sequences I've encountered. In this way you'd need three '6's for a third phase, four for a fourth, and so on; a fifth phase is a mathematical possibility but pointless as you'd need five '6's so have no command dice left - unless you have the red die.
ReplyDeleteI appreciated your reason for re-doing the 2nd Panzer markers, I also find myself re-touching mistakes that no-one would probably ever notice just because I know they're there.
And as for your pumpkins, just brilliant, I need some of those. Never understood why demanding treats with menaces was considered festive; certainly nothing festive about finding your car flour bombed the following morning.
I have had bloodier engagements and the main cause for me this time was getting caught crossing the field, I did weather Matt's machine guns well apart from Leaders going down. Dropping the dice means after you take your double turn you then throw four dice, if you get another double turn you then throw three etc. until it basically stops. Someone put flour through my door so the new door doesn't have a letter box.
DeleteSensible changes, IMHO. the troops do look rather cool and I love the pumpkns!
ReplyDeleteThanks Ray, seemed to work better. Yanks turned out nice. As did the pumpkins.
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