Tuesday, 24 June 2025

What's different in Chain of Command v2?

Our recent playing of The Scottish Corridor campaign, using second edition Chain of Command, led me to begin making a few notes to remind myself what has changed from the first edition. I thought I might as well share this with others. 

This is not a review of the second edition. It's a work in progress list for those Chain of Command players looking for things that have changed. Some of those are quite subtle and can be missed. In that sense, I hope this list is helpful. If you are just getting started with Chain of Command, I have a post that you might find far more useful than this one - you can find that here Getting Started with Chain of Command.

Where possible, I have followed my note with a page number in brackets, so readers can source the full rules reference in the main rule book. Please don't quote any of these as a rule interpretation. I've tried my best to summarise and these are not official. If in any doubt, use the main rule book as the correct source.

A note of caution - this doesn't pretend to be comprehensive. Where rules sections have had a major overhaul, I don't go into detail, as they warrant a careful reading of the entire second edition rules section. In particular I'd draw attention to:

  • Use of CoC points (34)
  • Off Table Mortar Support (60)
  • Fire Against Armour (66)
  • Close Combat (72)

So, here we go:

Deployment

When placed in a building, jump-off-points must be on the ground floor (24)

Vehicles deploy within 9” of an entry point (37)

Deploying directly into close combat is not counted as moving (37)

When a unit deploys it can fire immediately or take up a tactical stance, neither of these require a leader activation. In the case of a unit deploying on a command roll of 3, the leader may spend their CI on other things, including a national characteristic. This has been clarified officially. So, for example, on a command roll of 3 a British junior leader and section could deploy. The whole section will fire, but it allows the junior leader to use 2 CI to have the Bren team use Concentrated Fire or the rifle team use Five Rounds Rapid. In effect this is a special, once only, deployment benefit.

Note that, following on from above, when a junior leader deploys with a section on a command roll of 2, and the section fires, the leader does not fire his weapon (36) 

A unit may Ambush in any phase (34)

Ambush units may leave the table at the end of the phase they deployed if not pinned or broken. They remove any shock (34)

Command Dice/CoC dice

When the active player rolls four 6s with their command dice then they also get a full CoC die in addition to all the other events that occur (25)

Turn end - a bombardment or barrage is not lost, instead it loses one round of ammunition (26)

AFV/APC crew positions can now activate on a 1 (31)

Some activations are compulsory and must be completed immediately at the start of the phase (as far as I can see this relates only to the new mortar barrage rules and AFV reaction to fire) (28)

Two or more 6s in a command roll gives your opponent 1 CoC point (33)

Use of CoC points is an entirely new set of mechanics for using limited numbers of CoC points. I think they are a very welcome addition and they warrant careful study. 

Interrupt - at any time in an opponent's phase a player can halt their opponent's activation. There is no restriction on interrupting an enemy's deployment this way. The only restriction appears to be for an Ambush, then it can be used, but only after the Ambush is complete.

Force Morale

This is now set with new results on the D6 1=8 2,3=9 4,5=10 6=11 (20)

The Bad Things Happens Table has several new categories (20)

A section/squad selected as support rolls on the same line as a section/squad from the core platoon for breaking/wiped out etc. Other support choices roll on the line relevant to their type. (20)

A broken unit that takes additional shock or casualties will withdraw a further 2D6+6”. Don’t check force morale, as it is already broken (19)

Leaders

A Junior leader is considered attached to a section as a whole, not a particular team, unless the teams are separated by more than 4", in which case the leader must be attached to one team (14)

If the junior leader is attached to a unit that is pinned/broken he may not move or fire, but can rally shock. The leader remains attached to the unit at all times (unless stunned and the unit breaks) (19)

A Senior leader is automatically attached to any unbroken unit within 4".

A Senior leader may deploy, activate a unit not yet activated that is within 4” and move with it (36)

If a senior leader has multiple units within 4” and one breaks, the leader can choose not to move with the unit that breaks (14)

A senior leader attached to a team that is pinned/broken may activate and move. Once beyond 4” the leader is no longer attached (19)

Where there is more than one AFV of the same type and they have radios, an AFV senior leader may be selected as a support choice (there is no longer an automatic senior leader for three AFVs of the same type)

To issue an order a leader must have line of sight to at least one figure in a unit (28)

To transfer troops between teams in the same section requires a leader order (so can be done by a senior leader, as well as the section's junior leader) (30)

Stunned leaders (formerly lightly wounded and out of action for the turn) this rule now clarifies:

  • That they don’t count for pinning/break purposes. 
  • The leader may still move with the unit, but not at the double
  • The leader will be left behind if the unit breaks.
  • A Stunned Leader will retreat from close combat with the unit. However, the leader will be left behind if the unit breaks. If so, he will be captured (counts as leader killed for force morale purposes). 
  • Important to also note that while stunned they are not at risk of being hit again until they recover. (52)

If a Unit loses six or more figures killed by firing, the Leader is automatically hit once and rolls for any additional kills above six. For each hit on the Leader, roll 1D6 to see the effect. (51)

Close combat and leaders - If outnumbered by 4 to 1 a unit with no leader present surrenders (the unit is considered wiped out for force morale purposes). If a leader is present, they break instead (73)

Firing and leaders - pg 49 says 'Any figure in the firing unit that has a line of sight to the enemy can fire at the target unit'. However in a Facebook reply Richard Clarke clarified that a leader is not a member of a unit, they are separate for rules purposes. A leader may only contribute their fire if they use a CI to activate the unit they are with to fire. This includes activating a unit to use a national characteristic like five rounds rapid or maschinengewehr, in which case they may also fire. 

If a crewed AFV or weapon is destroyed, but the leader is not affected, do not roll for Leader Killed on the force morale table (a destroyed weapon sees the weapon and crew removed from the table, however the leader is not 'killed', he is just removed with the rest of the crew, see pg62 14.4.1).

If an AFV is destroyed by an explosion then the crew and the Leader are killed, however, do not roll for Leader Killed either, instead when rolling for AFV Destroyed add +1 to the roll (20)

Movement

Infantry can rotate up to 180 degrees immediately when activated, this doesn’t count as moving and they may now “activate normally” (39)

MMG/HMG cannot move with two or less crew (but can change facing) (42)

Guns with two crew or less cannot move and can only engage targets in their arc of fire (ie the crew cannot turn the gun to create a new arc of fire, as this counts as moving) (42)

Infantry flamethrowers cannot move at the double (42)

Vehicles moving flat out rules have changed, read carefully (44)

Vehicles leaving the table as a result of enemy fire may re-enter as if Hesitant (45)

Infantry and Support Weapon Firing

Green units reduce the number of their firepower dice by one for every point of shock (50)

A unit may put suppressing fire on a building even if it can’t see a unit inside (13). However AT, Infantry Guns and AFVs can only fire HE at a building if they are targeting a unit inside (see more below).

Suppressing fire has several changes from Covering Fire that should be noted, including:

  • Does not require a leader's command initiative
  • It covers a zone 4.5" back 
  • Units trying to deploy into the zone do so as if Hesitant
  • Unit may not move at the double through the suppressed zone
  • A unit under Suppressing Fire must fire for effect, it cannot fire Suppressing fire.
  • Suppressing fire requires a minimum amount of firepower from the firing unit (54)

tripod mounted MG can fire suppressing fire across a 9” front or on two teams within 4”

When a unit activates to fire, figures with no line of sight to the target can move 1D6 to try and find line of sight and, if successful, fire at half effect (28)

Infantry can rotate up to 180 degrees immediately when activatedit doesn’t count as moving and they may now “activate normally” which includes firing, see also below (39)

Frontal arc of fire (49), this can be a bit confusing. This arc is particularly important when a unit is firing on Overwatch or using React Fire. However, note the reference above to infantry changing their facing by up to 180 degree automatically when activated. Richard Clarke clarified this in a Patreon article on Arcs of Fire. So, for React Fire and Overwatch purposes the unit has a fixed Arc of Fire, because they are unable to change their facing. However, when they activate (and neither React Fire or firing when on Overwatch is an activation), they may immediately change their facing up to 180 degrees, giving them a new Arc of Fire. This change of facing doesn't count as movement and so they then activate normally and fire at full effect, although all normal obstructions to firing would apply.

MMG/HMG cannot move with two or less crew (but they can turn to change facing to a new arc of fire. This is still considered movement and so they cannot fire in that phase) (42) 

Guns with two crew or less cannot move and can only engage targets in their arc of fire (ie the gun cannot turn as this counts as moving) (42)

In order to fire an LMG, the gunner and at least one crew member must have line of sight to the target (49)

To fire a Tripod MG, only the gunner requires line of sight (57)

Light mortars need a leader to see a target out of their line of sight (was previously another friendly unit) (56)

Bunched Target - a small paragraph, but a significant new rule, which gives a +1 to hit when more than two teams are within 4" of each other. (50) However, note the rule about units within 4” of the target unit, they must be visible to the firer, so, if there are more than two teams within 4” they will only be eligible to be considered bunched up if all those teams are visible.

An enemy unit cannot be targeted if a friendly unit is within 4” (50)

AT and infantry guns can only fire HE at a building when targeting a unit inside. However, note 2.4.3 (pg11) this doesn't necessarily mean line of sight to the target, when firing HE, they just need to be aware of them (ie target fired, they saw the target enter the building, or they are within 18"). I think the key thing here is that you cannot target an empty building with HE, the firer must be aware there is a target unit inside.

An HE roll including four or more 6s will destroy a gun (include any 6s rolled as part of storm of steel) (62)

Structures collapsing due to HE fire are further clarified (62)

A unit in a Bunker may choose to ignore the first shock or kill (53)

The Master Arsenal has a few significant changes that can be easy to miss, of note are:

  • SMG - new firepower and range
  • Grenades are now 3 firepower dice (4 in confined space)
  • Infantry flamethrower firepower is still 12, but reduces to 6 if moved.
  • 2” mortar/50mm mortar now has 3 firepower 
  • 60mm mortar now has 4 firepower
  • Various weapons now have storm of steel (although note that hand grenades do not, but rifle grenades do)

Limited Ammunition- the British 2” mortar now has limited smoke and HE rounds. Three of each. However, note the new British national characteristic ‘smoke screen’, this enables the mortar to lay extra smoke by careful placement of its limited smoke rounds.

Replen Points - this is a new support option that allows weapons with limited ammunition to resupply. These points are placed immediately with the first unit that needs resupply and tops up their ammunition, this can be used immediately in the current phase. That exhausts its supply of that ammunition type, but it can still be used to resupply two other ammo types. Once placed it doesn't move. Units may also try resupply from a jump-off-point but success is not guaranteed like it is with a Replen Point (47) Also see note below, infantry flamethrowers cannot be resupplied

Grenades - there are a number of clarifications and new rules:

  • To hit roll must equal or exceed range. There was previously confusion over what 'exceed' the range actually meant, now clearer. 
  • There are also new modifiers for the to hit dice rolls for grenades based on terrain/obstacles (55). 
  • The Bullseye rule means every 6 rolled in the to hit roll adds a firepower dice
  • How to 'post' a grenade is clarified
  • Note that grenades do not benefit from storm of steel, but treat all targets as in open ground
  • Rifle grenades do benefit from storm of steel (55)

Infantry anti-tank weapon back blast has been clarified, only panzerfaust 30 and PIAT may fire inside a building. (56)

An infantry anti-tank weapon team can move 1D6 and fire with -1 to hit (70)

AT grenades and Explosive Charges have a number of new rules and clarifications that need reading 16.4.4 (70)

When infantry machine guns fire against an AFV, the AFV adds +1 to their armour save roll if the MGs are under suppressing fire (71)

Hand grenades, light mortars, rifle grenades and flamethrowers against APC and AFV have a number of important clarifications.  (71)

A Sniper may fire from any point within 3” of the sniper figure (58)

A new rule mechanic is in place for Sniper fire at bunkers. They hit on a roll of 4, treat the target as in light cover; shock is doubled and the target cannot ignore any shock or kills (58)

Snipers can duel other snipers 14.1.2.2 (58)

Infantry flamethrowers have some changes/clarifications:

  • They have three shots and cannot be resupplied (58)
  • They have only 6 firepower dice if they moved. 
  • They benefit from storm of steel 

Mortar Barrage

This is a completely revised rule section and so I don't see any point trying to summarise all the changes here.

AFV Firing

AFV crew positions can now activate on a 1 (31)

A vehicle can move with 2D6 (now called Rapid Move, previously Normal Move) and fire MGs at full effect (previously half effect). (44)

Hull and remote MGs only fire for effect at targets in Open Ground, otherwise they fire suppressing fire. A Coaxial MG can fire for effect at a target in any terrain (65)

MGs mounted on vehicles fire suppressing fire on up to two teams within 4" of each other or an unoccupied area of cover with a 9" frontage. (65)

Turret rotation speed now imposes to hit modifiers (63)

Vehicles may only fire HE at buildings when targeting units inside (65) Again, note 2.4.3 (pg11) this doesn't necessarily mean line of sight to the target, when firing HE, they just need to be aware of them (ie target fired, they saw the target enter the building, or they are within 18"). I think the key thing here is that you cannot target an empty building with HE, the firer must be aware there is a target unit inside. The only exception to this rule are specific AFVs designed for this, like the Churchill AVRE.

There are now much more specific rules for vehicles firing smoke (65)

To hit modifiers have changed - turning the turret out of Arc of Fire is now included. Also note that the firer's 'gun sight is damaged' line is no longer in the table, however a very similar rule still exists (see below). (67)

Optics Damaged can be the result of +2 Net Hits. The modifier is now -2 when firing AP with main gun and -1 when firing HE.

Penetration - rolling 6s to hit provide extra AP strike dice. One 6 adds one extra AP strike dice, two 6s add two extra AP strike dice

AFV Damage has changed and damage has been redefined, this is a significant change. This has been simplified, but is a major overhaul of the first edition and deserves a thorough read. One of the biggest changes to note is the effects of shock, this now make it possible a crew position is stunned and may not activate in the current phase, however the player doesn't know this until they try to activate the position. The greater the shock, the greater the likelihood they fail to activate. (69)

Close Combat

This has also had a major overhaul with a few significant changes. Again, this needs a thorough read, I'll just point out a few things to note.

The mechanics to determine which units can enter close combat and how terrain impacts this is clarified (72)

Deploying directly into close combat is not counted as moving (37)

D6 rolled to move into close combat only count if the movement used by that D6 was fully visible to the defender ie if only 3" of a movement roll of 4” were visible, then the dice will not count towards combat because the unit was not fully visible for all 4" (see the example of play on pg74)

A friendly unit within 4" of a unit attacked now has a number of options which include giving supporting fire or not participating in the close combat (73)

If both attacker and defender are in the same area terrain then no side gets the cover advantage (73)

The Close Combat table itself has a number of significant changes. SMGs are no longer as powerful.

If a unit is outnumbered 4 to 1 and has no leader, it surrenders (deemed to be wiped out). If a leader is present they break (73)

Close Combat is no longer as brutal. Results are now 5=Shock; 6=Kill 

There is a new results table to resolve the combat (74)

Storm of steel applies for some troop types in Close Combat (like Aggressive) (75)

Engineering tasks

Clearing minefields is easier (77), but note that minefields must now be placed at least 12” from the enemy table edge (88)

There are more comprehensive rules to cover Explosive charges including mouseholing

An Engineer team may voluntarily leave the table via a jump-off-point.

The Missions (scenarios)

The Missions (formerly called Scenarios) may have similar names, but many mechanics have changed. Check carefully and don't make any assumptions. For example, the Probe Mission requires exit of a section, no longer just a team. There are several other changes, including: 

  • Final countdown
  • Ticking clock
  • Mission Objectives 
  • Certain supports are not available (for example, flamethrowers can be selected for only a couple of the mission types)

Army lists

Again, be careful not to make assumptions. Some core lists have changes, for example:

The British 2” mortar team now has three crew. It also has limited ammunition - 3 HE and 3 smoke. A new British National Characteristic 'Smoke Screen' allows a larger smoke screen with fewer smoke rounds.

The German infantry platoon squad now has four crew in the LMG team and five riflemen in the other team. There is no panzerschreck team in the platoon HQ. 

Note the Force Morale Trackers for each unit type. Also the presence of Red Dice options (for example, now an option for panzer grenadiers)

Some of the v1 national characteristics have clarifications and new additions, there are also new characteristics.

Maschinengewehr now benefits from Storm of Steel

Handgranaten requires a visible enemy. No shock is suffered for moving with 3D6. In close combat troops count as Aggressive. Hand grenades are not counted against the section’s supply, they don’t need resupply and the unit may make further Handgranaten attacks if it wishes.

Five Rounds Rapid and Concentrated Fire benefit from storm of steel.

Support Lists

There are many changes for the support cost of units. For example: Infantry flamethrower teams cost more, tripod MMGs cost less and come with an entrenchment.

Entrenchments -  two are required for a section, even for a one team section (88) 

HMG/MMG get a free entrenchment, this can be occupied by others if the original team leave it. This free entrenchment does not count against the total support entrenchment allocation.

There are several completely new items added such as, AFV senior leader upgrade or a Replen Point

Flamethrower team as support options are limited by the Mission type.  (89)

I hope I've covered everything, if you think I've missed something please make a comment below and I'll try to keep this updated.

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Monday, 16 June 2025

The Scottish Corridor Scenario 2: An Encounter at Le Valtru

This is the second scenario in The Scottish Corridor campaign for Chain of Command. The previous game took place on the eastern side of the salient, outside the village of Mouen, where advance elements of Kampfgruppe Frey pushed back the isolated troops of the 3rd Monmouths.


Now, we move to the western side of the salient, where Kampfgruppe Weidinger launch their attack at Le Valtru, just as the 7th Seaforth Highlanders attempt to move into the village.


This is quite dense terrain, typical of so many villages in Normandy. Sturdy farm buildings are surrounded by high walls and orchards. Lines of sight are not very open, with much intervening terrain, it will prove difficult for either side to bring all the fire of their respective platoons to bear. This could devolve into an action that comes down to the efforts of individual squads.


A shallow stream cuts across the table. It will slow movement, but not prove a particularly difficult obstacle for infantry or tracked vehicles.


This is a patrol scenario, although on a rather large scale. Think of it more as a meeting engagement of the leading units from each side. The British will start the patrol phase from the right hand edge of the map and the Germans from the left.


As the British I would really like to get a foothold across the stream and into the village. Failing to do so could mean trying to cross open ground and then the stream - all in the face of the panzer grenadiers' impressive firepower. An unappealing prospect.


Force morale for both sides proves to be the exact opposite from the previous game. This time it's the Germans starting with morale of eight, while the British are at eleven. That's a good start from my perspective and it means the opening move of the patrol phase belongs to the British. With speed the key, I'm not looking for much subtlety in this phase, it's all about placing my jump-off-points as far forward as possible. I opt for only three patrol markers. Dave is thinking along similar lines and does the same. The patrol phase becomes a race forward for both sides.


As the British, I achieve my key aim. Jump-off-points are positioned forward enough to allow deployment across the stream and into the edge of the village. The Germans have made slightly better progress, but no side appears to have a clear advantage. 

Now the decision to be made is, what support will help the British platoon drive back the Germans? I can't go toe-to-toe with panzer grenadiers. That is asking for trouble. I decide to opt for armour support. As much as I can get. 

While the Germans have powerful tanks on hand, like the Panther, this is not great tank fighting country. This is a job the Churchill tank was specifically designed for. I don't need speed and manoeuvre. I need a weapon with reasonable HE and thick armour that can provide close support to infantry. 


There are enough support points to take two of these and that's what I intend to do. The remaining points will be spent on an additional PIAT team. This is the sort of terrain where, if the Germans do have armour, infantry anti-tank teams have a chance to stalk them. As always, I won't know what the Germans have in support until it appears.

While it's our intention to play this using the v2 rules, we won't play to the exact letter of the Patrol Mission, as we don't feel the objective reflects the intention of the original design for this scenario, so we will revert to the objectives as set in the original rule book (victory goes to the side that forces the other to withdraw, while keeping their force morale at three or more). 

We both roll for starting CoC points and gain three each. With that we are ready to begin.

The bright start continues for the British, who roll a double six in their first command roll. The Germans collect a CoC point, but this gives the British a chance to establish a decent foothold in the village before the Germans appear.

The first section deploys from the jump-off-point in the stream and takes up tactical positions at the rear of one of the houses. 


There is a German jump-off-point in the orchard to their right, so they must be wary about their next move. Nonetheless, there is a window of opportunity to establish some sort of firing line, before they appear.


A second section deploys and uses the banks of the stream for cover. 


The section's corporal puts both teams on overwatch to cover the orchard ahead.


When the panzer grenadiers do make an appearance, there is little doubt my men will be assailed with MG42 fire. They will need all the support they can get. To that end, the first of the Churchill VIIs makes an appearance. The gunner is placed on overwatch.


The subsequent command roll provides useful CoC points, but not a lot of other options. The section at the back of the house moves to the hedgerow, but does so painfully slowly and doesn't reach it. 


Range is not an issue for the Churchill, however, I suspect the Germans will keep themselves back in the orchard and out of sight. It will need to move closer to provide maximum support and so it moves forward.


When the German phase arrives I'm not surprised to see they have added a Red Dice to their command roll. They waste no time deploying. The first squad appears on the British left. 


They have a line of sight through the houses to parts of the hedgerow near the British section. They can cover that and any attempt by them to move up the road, or around the house.


The squad's scharführer puts both teams on overwatch.


A second squad deploys into the orchard on the British right. 


Both of the squad's MG42 teams are placed on overwatch.


They are set back far enough in the orchard to be out of line of sight from any of the British units.



Both squads are well placed to prevent the British exploiting any move into the village.


The following British command roll adds a further CoC point, bringing them up to one full CoC die. Those CoC points could prove very handy. Meanwhile, the Churchill continues to make slow but steady progress towards the stream. 


The platoon sergeant deploys at the back of the house. 


I'm not sure I want a confrontation with those panzer grenadiers just yet and so the sergeant orders the men to fall back into the farmhouse. 


The best they can manage is to move 2" and so the Bren team makes it only as far as the door.


Should the Germans decide to act aggressively, that is going to leave most of the section vulnerable at the back of the house.


As it happens, the Germans have something like that in mind. Dave uses three CoC points to Reposition the squad in the orchard. 


However, it doesn't quite go as planned. They move only 1”.


I think he was hoping to reposition the squad sufficiently forward to then move with one dice to the hedgerow and fire, catching the section in the open. That's not something they are close enough to do now. Nonetheless, they do advance, moving around the edge of the orchard to avoid being seen by the section on overwatch at the stream. 


As they move out of the trees and come close to the hedge, they do manage to avoid the attention of the section at the stream.


But not the attention of the Churchill's commander. The British use their full CoC die to interrupt the panzer grenadiers as they move.


The HE round is not as deadly as it might have been (no Storm of Steel hits unfortunately), nonetheless the Germans lose one man. With his second CI the scharführer has the squad throw a grenade into the back yard, but it fails to cause the British any harm. 


The second squad moves to the road that runs through the centre of the village. 


That's going to put the British section at the back of the house in a tight spot, especially if both panzer grenadiers squads can bring them under fire.


A third German squad deploys into the orchard. 


It certainly looks like they are going to make a concerted effort to drive out the small foothold the British have in the village.


They are close enough to the edge of the orchard to see the British section in the stream and they open fire.  


The initial bursts are deadly. The section loses two men and suffers four points of shock. 


The section is on overwatch and returns fire immediately, but they manage to inflict only a single point of shock. 


The Germans have one more surprise in the orchard. A Pak40 gun appears. 


The commander helps aim the gun and an AP round strikes the Churchill. It inflicts three AP strikes, but I chose the Churchill for a good reason. Its thick armour deflects the shot.


Fortune then smiles on the British, with a double phase. That said, the activation dice offer limited opportunities, with only a 1 and 4 available. Ideally, I would bring on the second Churchill and try to hammer the panzer grenadiers in the orchard. However, all is not lost. The second edition rules mean I can use the 1 to activate the Churchill's gunner. It's at this point we also notice that those two German squads are less than 4" apart and make for a bunched up target. That's just too inviting. 


One of the German squads reacts quickly to the danger using hit the dirt to go tactical. 


The HE round scores a total of six hits thanks to two storm of steel rolls. Despite being caught in open ground, the squads are lucky and suffer only three points of shock. 


You might ask, why I have chosen to ignore the Pak40? That's because, I've decided to take a gamble. I really want to maximise the damage the Churchill can do to the German infantry. I'm hoping in the next phase to either, use the 2” mortar team to put down covering smoke, or use the Churchill's smoke canisters. In an ideal situation, I could bring on the second Churchill close to the first. Both gunners would engage the infantry, before the first Churchill's commander fires off the smoke canisters. Things rarely go to plan, but I think I have a few options. Let's see. 


The platoon sergeant decides to keep the nearby section where it is and throw grenades over the hedge. These prove more effective and the nearest panzer grenadier squad loses another man and suffers more shock. 


The sergeant has a line of sight to the stream, where the section is within his command range. He orders them to engage the Germans in the orchard. 


Now that they've hit the dirt they are in hard cover. It's not enough to prevent the squad's scharführer from taking a hit. He is stunned and that drops German morale to six. 


The subsequent British command roll is 54321. I think it gives me the options I need to continue punishing the Germans. I could bring on the second Churchill, but decide instead to call up the 2” mortar team. 


They have a line of sight to the Pak 40 and fire off a smoke round.


That lands on target. 


It effectively blocks the line of sight of the gun crew. 


Which gives the Churchill some freedom.


It will maintain fire on the bunched up panzer grenadiers. 


This time the HE proves deadly. Storm of steel ensures multiple hits and three more of the squad are killed. That wipes out one of the LMG teams. With casualties beginning to mount, German morale drops to five.  


The platoon sergeant rallies shock before ordering the men to throw their last grenade over the hedge. This time their aim is off and the grenade explodes harmlessly. 


The section has held its ground behind the house for long enough. It's an exposed position, particularly if panzer grenadiers get to the other side of the hedge. The sergeant orders them back toward the stream and better cover.  



The section in the stream is suffering some shock, but the corporal decides his time is better spent directing the section's fire. 


He orders them to target the orchard.


The Germans are in hard cover and not a great deal of firepower is coming their way. However, there's no doubting its accuracy. Three of the squad are killed. 


It's been a devastating couple of phases for the Germans, who have lost almost an entire squad. Their force morale sits at five. Another drop would see the loss of the Red Dice and one command dice. The Pak40 is out of action for the foreseeable future and the remaining panzer grenadiers have little hope of overwhelming the British infantry. Quite wisely, Dave calls it a day and withdraws his platoon, before things get any worse.

Well, that was a short and brutal game. Quite a contrast to the previous one, where concentrated German firepower proved unstoppable. I think the main difference here is that the terrain makes it very difficult for either side to concentrate their fire. When Dave did try to build up a base of fire in the orchard he found the two squads were too close together. That was a painful lesson. As a bunched up target they were exposed to two consecutive phases of fire. That proved very costly. 

The Germans suffered eight casualties which means this platoon suffers four permanent losses. The wounded will miss the next game, but I'm sure Dave will rotate platoons, so this won't have any consequence for future games.

The British casualties were few, only two men. Given the difference in force morale these will all be recovered, patched up and returned to action. While this platoon will be replaced with a fresh one, the recovery of losses means is important for the Men's Opinion, as it means they have suffered very light casualties. As a result the Men's Opinion returns to zero. The CO's Opinion also improves and returns to zero. On the other hand, for the Germans the outcome is negative for both the Men and the CO. Their opinions drop and that seems them also at zero.