Good friend Billy turned up from beyond The Wall for a couple of days of Chain of Command a welcome visit. I found three linked battles we could easily do in the time allotted as a full campaign would be out of the question, it was an attack on a town, the first table the approach, the second the outskirts and the third the town itself. It was originally with Americans as the attackers however I do not have Americans so changed it to somewhere in East Prussia in early 1945 and I took the Soviets, Billy chose Panzergrenadiers for his defenders.
I had to tweak things as V2 of the rules are now out so we went for Probe, Attack and Defend and finally Attack on an Objective, the only other thing we took from the original was that the Soviets had to use six support points on armour. The terrain was fairly open for the first battle so I took support which hopefully would injure the defenders at the opposite end, an infantry gun, a HMG and a Lee tank. The Germans had very little in the way of support and ended up with some entrenchments.
 |
| First table, Jerries at the far end. |
 |
| M3 Lee, a good tank for this. |
 |
| Fritz waiting. |
 |
| My top man gets wounded. |
 |
| So near yet so far. |
Billy set up two of his squads on the edge of a wood and I started to deal out casualties, I also set up my LMG squad in a wood and this added to the firepower heading Fritz's way. At an early point we got to the third turn which meant the Final Countdown had started to end the game, I still had nine phases to go to get along the open ground and prayed for a double turn to cross this and exit a unit off the table, I took my time and still pelted the enemy line, eventually they withdrew as the clock ticked down, I now just needed to go forward. However we were on Sudden Death where any double six would end the game. What did I throw after waiting ages for a double six, a double six, the game was Billy's.
How was the game, I was disappointed that I didn't manage to get more results from shooting up two squads, I might have managed to throw my tank and some infantry up long before the end of the game was nigh, but even with his reserve squad holding the wood anyone in the open would have simply been shot up, I really did need that double move to sprint for victory, just not when it happened.
For the second game I had pretty much the same force, this time I had to capture one of two objectives, again Billy kept his defenders way back almost on his table edge, I pushed my men up the table looking for firing positions. I sent my tank up in support and it found itself ambushed by a panzerschreck team which took me completely by surprise, I almost cried as the tank went up in smoke, but wait, Billy had misunderstood the rules and the ambush could not happen, I did a little dance in my mind while Billy regretted showing his ace in the sleeve. The tank quickly backed off out of range, however in fear of the 'schreck it didn't do a lot more.
 |
| Second table, far end the baddies. |
 |
| Infantry gun. |
 |
| Once again. |
 |
| Jerries dug in, again. |
I managed to get right up to the defenders, again holding the rear area, and a fierce firefight ensued, it was hampered by the fact my supporting heavy weapons could not get a line of sight on the Jerries or were hiding from a real ambush. I was extremely frustrated at my efforts to break the two squads holding the line, although I slowly reduced them and had stunned or wounded every officer in the area Billy kept holding on while my own casualties mounted. I was reduced to four morale points but still kept plugging away, a decent couple of phases also reduced Billy to four, it was a race to the bottom. I was then reduced to two and Billy still had four or three, whoever got decent Command dice would win. Neither of us could manage it, then I threw two five's, absolutely useless, Billy took the lead with a double turn, that was it, I had to take two morale checks and they took me to zero Force Morale. I looked forlornly at my tank which had at last arrived to turn the tide, too little too late.
Part of my frustration was in throwing double turns or turn ends time after time, this actually reduced me to two or three command dice which were mostly useless to what I needed while giving the Jerries multiple CoC points, I think about one and a half CoC dice at least, maybe two. The endgame became very exciting with both sides hoping for that last throw which would force morale checks which would secure a win, sadly I did not get them.
The next day we were set up for the Soviet attack on the village, it had been a long day and I did not sleep well and got smart or confused and changed for a SMG platoon thinking they would be more useful at urban fighting, I wanted more infantry but had to use six points on armour, so out again came the M3 Lee to which was added a regular rifle squad. Billy put down a minefield on the main road and again took a panzerschreck, although he tried to confuse me talking about German tanks.
 |
| Third table. |
Once again he held back and put his defenders in positions well back when they did show up. I rushed forward, trying to get my SMG bonus's and soon had all my squads deployed, it was only then I realised my mistake and that they had a range of 18", and most of my squads were out of range. I used the tank as a jump off point and then retreated it to a position where it could cover some buildings at the end of the village, once again it was ambushed, hit and immobilised, you do not need armour if you have a panzerschreck. At this point I gave up and pulled my troops back from their forward positions in the rubble as they only provided targets for MG 42's. The game was up and I shook my head.
 |
| Into the rubble. |
 |
| Sneaky. |
 |
| Grenadiers just waiting. |
Billy offered another game and he would take the Russians, there was a hint of 'I'll show you how it's done' there, I said he should take rifle squads but he was adament on using the SMG's. The Soviets came on quickly apart from the tank which again was keeping out of the way of an ambush which meant it was basically useless. The game followed the same process as before, I deployed squads well back and shot up the Red infantry without fear of retaliation, although their LMG squad and the rifles tried they were outshot by the grenadiers and forced to pull back. Billy bravely tried to swamp my right flank but I covered this with my last reserve and the effort came to naught, as did a probe on my left. He got close but the short range and the wall of fire the grenadiers could throw out stopped him. I got one game in the pan.
 |
Billy captures a house but is out of range. |
 |
| Hiding behind the ruins. |
 |
| Time for my grenadiers to let loose. |
This one was almost impossible for the Soviets to win with an SMG heavy force and I honestly do not think a rifle armed force would have had much more of a chance. I made a mistake and suffered for it, but it only meant I realised I was on a hiding to nothing quicker.
The games threw up some strange results, as the attacker my Force Morale was usually lower than the defenders. My throwing the double six to ensure my defeat in game one made us both laugh. The insane amounts of double and treble turns I got in game two got me nowhere and merely built up Billy's CoC points. I took a pre-game barrage in game three and my first or second roll ended the turn and made it pointless. I have not mentioned the Soviet sniper team of Svetlana and Anastasia, who turned out to be hopeless, both for me and when Billy changed sides, no Hero of the Soviet Union or Red Star for those two, back to the kitchen.
I don't care what many CoC players say about the realism of the game versus certain others and how realistic tactics win the day. Yes there are many mechanics in the game which you can use to make the pendulum swing your way and some you ignore to your peril. But in the end it all comes down to the five Chain of Command dice, if you don't get a good spread you are doomed until the next phase, for example if you have only one Senior Leader and get four 4's, three are useless. So, like every other wargame is luck still a part of it, yes and no, the challenge is to get the best out of the roll you get but, there is always a but, some times you are just stuck. I have played a couple of games with the use of the 'Red' dice which allows you to throw six dice and although there are restrictions the game flows much better. A ramble but I now have combat fatigue.
So, a visit from an old wargaming opponent who wanted to have a dram with me and some games, despite my wailing and gnashing of teeth at thowing buckets-o-dice and seemingly getting nowhere, a great couple of days, and very much appreciated.