Friday, April 20, 2018

AAR: Flank Attack


Well I've been wanting do to an AAR for a while so it's finally about time I got around to it, this battle has been part of a little mini-campaign which revolved capturing this little town somewhere in Normandy facing off a regular British platoon against a regular German platoon. It's been a way to keep it from being just a one off kind of battle, but also not a large commitment like a larger PSC may be.

Intelligence

Here is a aerial "reconnaissance" shot taken sometime before the battle:



The Germans had 6 support points available and chose to bring an Sdf Kfz 232, an 8 wheel reconnaissance vehicle with a 20mm autocannon, in addition to an adjutant. The vehicle will be used a mobile support platform to try force the British out of the buildings. Force moral: 11.

The British on the other hand had 4 support points at their disposal and opted to focus on funneling the German troops, taking 2 minefields and some barbed wire to try and prevent them from easily advancing towards the town. Force moral: 8.


AAR

German forces quickly deploy on overwatch on both the left and right flanks, trying to spread out the British defenders.


The British respond by deploying a squad of their own on the far right and fire down on the Germans in the field, concentrating the Bren fire on the LMG team, killing 1 crew man and inflicting 2 shock. The Germans on overwatch respond with deadly fire, killing 2 riflemen and wounding the Junior Leader.


A second section is deployed in a building on the right flank, along with a light mortar near the wall below. Their combined fire fails to do any damage to the Germans on the left, yet 1 rifleman perishes from the return overwatch fire.


A poor roll forces the German platoon sergeant to jump into the battle early, he removes the shock from the LMG team and directs the fire against the British in the house, 1 more rifleman dies and 2 shock is inflicted.


Poor roll on the British side forces both Senior Leaders to jump into the battle to unhinge things, some more concentrated fire kills one more LMG crew and inflicts 2 shock. Meanwhile on the left flank everything remains quite calm.


German double phase! Troops push up to the hedge to take advantage of the 2 smgs (JL + SL), Panzerschreck team is also deployed and ordered to fire at the house by the Senior Leader. The combined fire causes lots of British casualties, 3 dead riflemen. More importantly the Junior Leader perishes due to a second wound.


The German 232 also finally makes an appearance, taking position in the middle of the road on overwatch, covering both flanks.


The next two phases see both British and German platoons deploying an extra section on the right flank, the British manage to eliminate the LMG team from the first German section and cause 1 shock, the Germans respond by killing 1 more rifleman on the already heavily damaged British first section and pinning it (only the Senior leader and a 2 man Bren team are left). Things remain quiet on the left as the focus remains all on the right flank.


AMBUSH! The British use the Chain of Command dice they were saving up to try and take out the 232 with their PIAT team, while they manage to hit the armored car, the subsequent strike roll results in only 1 hit and the 232 rolls 1 save. The vehicle manages to make it out of the ambush unscathed.


On the right flank the Germans are finally able to kill off one more rifleman and force the British squad and the Senior leader to break. The 232 does some work on and manages to kill riflemen 3 men and inflict 2 shock on the other British section. Nevertheless, The British roll a double phase! The British fire back and finish off the Panzershreck team (the loader had previously died), and the German Senior Leader is lightly wounded. Minor skirmishing continues on the left flank with a few casualties exchanged.


The British double phase has completely flipped around the battle,the Platoon Lieutenant runs back and helps direct fire against the German squads. The weakened British squad heroically manages to knock down both of the Junior leaders. This is a disastrous result for the Germans, along with a lightly wounded Senior leader, and no CoC dice (it had been used for an interrupt early in the game), the Germans begin to grind to a halt on the right.


To make things even worse for the Germans the British Senior leader on the left flank combines the fire from the light mortar and the third section to continue to dent the German section, and even manages to knock out the 3rd Junior Leader. 


In the next phase the Germans try and manage some shock and fire back against the British causing very minor damage. Without any of their Junior Leaders, and a wounded Senior Leader, it has become impossible for any real organised action, and they are unable to push forward. 

On the other hand, the British continue their streak of good luck, and even though there are only 4 men and the SL left on the right flank, they manage to also knock out the German Senior Leader. The PIAT deploys and fires against the 232. This time the armored car gets hit hard, the commander gets wounded and 2 shock is inflicted. 


The last three phases were disastrous for the Germans and phenomenal for the British, they managed to knock out 4 leaders and also wound the commander in the 232. All of this caused the force moral to drop from 11 all the way to 3 in a matter of a couple phases. With their moral at 3, no CoC dice, and no leaders able to rally the troops, the scenario has been deemed unwinnable and the German forces pull out of of the outskirts of the town.


A narrow British victory!

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Concluding thoughts


This battle displayed just how quickly the odds can dramatically swing in Chain of Command, the Germans seemed to be in complete control, yet a devastating British double phase with some great rolls managed to somehow knock out 3 German Junior leaders in a couple rounds of shooting. The battle was ultimately heroically won by a the 4 man section that held the house on the right, fighting off 2 German sections with only 1 rifleman and a 2 man bren team and their Junior Leader. The British Platoon Lieutenant will get commended for his heroics during the battle, after initially retreating as his troops faced overwhelming odds, he ran back and managed to keep the right flank alive.

The Germans on the other hand might have made a mistake in picking the 232, although it was able to inflict some serious damage it also didn't allow any flank to be stacked with more German troops. They also remained too static on the left flank, and too many resources were wasted on the right flank. Yet, had those 4 pesky Brits been unhinged from the house on the right then the Germans would have been able to surround the remaining British. I mean what were the odds of the British being able to knock out 4 leaders?

In any case next week I'll run the same scenario, this time the Germans will get some more support options!


Thanks for reading!

Wednesday, April 18, 2018

German Reconnaisance

Today I finally finished up some more Chain of Command support options for my little 15mm Germans, this time around I painted up some reconnaissance elements. This also gave me a chance to practice painting some more camouflage, as I don't have an airbrush (not only do I not have the space nor do I want to make the investment), it remains quite difficult to make a natural "feathered" camouflage pattern. So, this week I tried two different methods, on the armored car I used a little sponge to paint the camouflage pattern, while on the halftrack I opted to try and go for a more linear freehand pattern. 

Overall I'm somewhat pleased as from a tabletop distance they both look quite good. Nonetheless, I wish I had used lighter colors for the camouflage on the armored car, I used Vallejo Chocolate Brown and Reflective green, but after a wash it was just much too dark overall. While the linear pattern on the halftrack wasn't exactly what I was hoping to achieve, but I suppose for a first try it will do.


The reconnaissance team with the Sdf Kfz 250, a smaller variant of the 251 meant to hold only 4-5 men. Priced at 3 points I find that this is definitely a support option that I might use a fair bit, the ability to zip a small fire team around the battlefield could held unhinge a stalemate.



The armored car is Sdf Kfz 231 (8 rad), armed with a 20mm autocannon (AP 4, HE 6) and a co-ax MG it definitely also packs quite a punch for a vehicle only costing 5 points. Furthermore, its ability to move and shoot the turn it deploys, and moving double on a road, once again gives me a very mobile firing platform for my platoon. The only downside of the 231 is that while it does have 3 armor, unlike the smaller 222 it isn't "small" or "low profile," making it a much easier target for enemy anti tank weapons.

Where does this leave in me in terms of future projects? Currently for the Germans I'd still like to add a 75mm infantry gun, a Panzer III and a Sdf Kfz 222. Whilst for my British I should be able to finish up quite a nice selection of supoort options by the time the weekend rolls round. 

Thanks for reading! :-)

Monday, April 9, 2018

German platoon gets some more support options!

Well... My 15mm German infantry platoon Chain of Command continues to come along. Although I did promise myself that after the last batch of German support options I would be moving on to painting some for the British, I just couldn't contain myself from painting some more support for my little German platoon. So after adding two Stugs, a radio operator, an extra senior leader, and an extra squad, this week I finished up on a whole new batch of new support options! I'm very pleased on the final result, and I really have quite a lot of flexibility now when it comes to deciding what to bring on the table for any given scenario. Here below are the little fellas:


The new support options: engineer teams, a sniper, tripod MG 42, Pak40 and sIG 33 infantry gun.



A close up of the engineer pieces I have painted up. I decided that I would paint 1 compound charge, 1 minesweeper, 2 demolition guys and 1 flamethrower (from left to right). In CoC an small engineer team is made up of three guys, with the option to field a larger squad composed of two separate teams and a junior leader. Thus, I painted up 4 riflemen to act as crew and 1 junior leader in case I decide to field the larger section. This should allow me to be flexible and field any engineer team I deem necessary for a scenario.




While the sIG 33 does cost a whopping 8 points (using the consolidated arsenal), it does have an impressive firepower: 8 AP and 13 HE, making it useful not only against dug in infantry (particularly elite infantry), but also being a decent anti-tank option. 



The classic Pak40, this is a staple German WW2 gun. Coming in as a 5 list five support option (once again using the consolidated arsenal) it has 9AP and 4 HE. While it in the rulebook it was originally a list 7 option, which was much too expensive in my opinion, I can see myself spending 5 points to get this piece on the table, especially if I also bring in an entrenchment.




Finally, two less flashy pieces, are the sniper team and the tripod mounted HMG. Although I'm not sure I'm a fan of snipers in wargames as they sometimes do nothing at all for me, the tripod mounted MG 42 is a great addition as it will be able to throw down some coordinated fire, supporting my other squads.



Disclaimer: I am aware that the incorrect number of crew are on the bases of the guns (Pak 40 should have 2 more crew, same for the MG 42, and the sIG 33 is missing one crew). I decided that I would go down the scenic approach and have some nice looking bases, the other crew members not shown have been running around fetching ammo 😉 I will track the casualties with a mini dice, using a scenic dice holder for them! 

Thanks for reading! 🙋