This is our fifth game in The Scottish Corridor campaign for Chain of Command. If you haven't been following along, you can find all the previous game reports on the Campaign AAR page.
So far, the British have delayed the German advance, but it has come at a cost. Casualties have been high and the men's opinion has dropped alarmingly. There's a real danger their force morale is going to suffer.
It didn’t help that they were roughly handled in the previous game. Unfortunately, the prospects for this one are not promising. A lone platoon must try to hold the village of Mouen against a powerful thrust from the panzer grenadiers of Kampfgruppe Frey. They won't have much support, which makes this look like a tough proposition.
Having said that, this isn't the easiest table to attack. The Germans must cross a fair bit of open ground to reach the village.
This is an Attack & Defend mission, using the new mechanics in Chain of Command v2. The British place the mission’s objective markers in two of the village buildings.
The patrol phase is short. The British push forward quickly, using only three patrol markers. The German jump-off-points are restricted to the rear of the table, leaving them no choice, but to cross the open ground. The British are positioned to cover the approaches to the village, while defending the two objectives and an orchard on their right flank.
What if the Germans bring armour? The platoon's solitary PIAT team seems inadequate. There are just enough points to consider a Vickers and an additional PIAT team. Two PIATs might offer some hope against a Panzer IV, but what if the Germans have a Panther, like they did in the previous game?
They may be in open ground, but with the British jump-off-points some way back, they can be confident they won't be surprised just yet.
That lines them up nicely to engage any British who deploy along the hedgerow opposite. Already, it has me wondering how I can possibly oppose them. Their combined firepower is intimidating and the hedgerow offers only light cover, something the HE from the Tiger can negate. While I can congratulate myself on guessing how the Germans might approach this, it doesn't help me resolve exactly how I might stop it.
However, the heavy tank proves to be a lumbering beast and only manages to cover a short distance.
The moment is fast approaching when the British are going to have to commit themselves.
It relocates near the panzer grenadiers behind the hedgerow.
The first thing they do, is lay suppressing fire along the hedgerow opposite. That will make any deployment from the British jump-off-point hesitant. For any units that do succeed, their fire will be less effective. The Germans are operating like a well-oiled machine and this is turning into something of a tactical masterclass.
The sergeant puts both teams on overwatch. From here, they can see over the orchard and into a part of the open field. For now, the panzer grenadiers are out of line of sight, but should they come any closer, they’ll find themselves under fire while in the open.
It's a good position. Until they fire, or the Germans approach to within 18”, they can’t be targeted. Just as importantly, it avoids facing the panzer grenadiers fire line at the hedgerow, yet still manages to threaten any move across the field.
The section to its left lays down more suppressing fire along the orchard hedgerow.
That puts the entire panzer grenadier platoon in the open field. It's such an inviting target.
With that the turn ends. The British section in the village house is no longer on overwatch. The Germans also remove one of the objective markers. Dave selects the one in the village house, by the orchard. It's a surprising choice, as it's the closest one to his units. The other objective marker now becomes the target, which may go some way to explain the sudden shift in direction by the Germans.
He orders the other section to lay suppressing fire along the hedgerow.
The third panzer grenadier section moves at the double to catch up with the rest of the platoon. That leaves the British section in the village house isolated and in danger of being overhwelmed.
In the British phase, the section are unable to fire on the nearby MG42 team, but that doesn’t mean they can’t throw grenades out of the window.
That presents a good opportunity to wipe out that team and free up the jump-off-point. A second British section deploys in the orchard.
For now, the dense fruit trees prevent any line of sight between the panzer grenadiers and the British section (in this particular scenario these orchards are treated as woods for visibility purposes).
The Germans might have a lot of firepower, but for now they can't bring it to bear. Should they decide to clamber over the hedge and into the orchard, they’ll have to deal with fire from the British first.
They cover the closest part of the orchard, but a few remaining members of the rifle team also cover the other side of the house.
That confirms in my mind that the Germans are about to shift their main emphasis across the road.
However, fate is cruel. I roll snake eyes and the AP round misses the tank completely. That's a very disappointing start and I don't suspect the gun will get too many more chances. However, for now at least, only the Tiger can return fire.
In the British phase, the struggle to take on the Tiger continues. The PIAT team try their luck once more.
They leave the orchard, but remain lining the other side of the hedge. They can guard this flank for as long as there are still Germans in the vicinity.
The full British platoon is yet to deploy and they want to ensure there are no nasty surprises emerging from the orchard.
It looks like time is fast running out for the 6 pounder and PIAT teams. Once the panzer grenadiers have them in their sights, they are unlikely to survive for long.
More than that, I sense this is a pivotal moment in the game. The Tiger had the potential to dominate the battlefield and the loss of the 6 pounder would have given it free rein. German force morale may still be reasonably high, but I sense this loss will take the wind out of their sails. Hurrah for the 6 pounder and the penetrative power of AP Discarding Sabot.
With the Tiger out of action and the panzer grenadiers bunched up in the road, I sense now is a good time to deploy the third section from the British platoon. They line the hedge in front of the barn, where the objective marker is located.
From there he orders the section at the orchard hedge onto overwatch. He wants to ensure the Germans don't try an outflanking move.
They target the same British section.
The panzer grenadiers may well be able to return a lot of fire, yet they are vulnerable. They remain a bunched up target in open ground.
In the British phase, the platoon lieutenant joins the section at the hedgerow. This has become a critical firefight and one that could easily go either way. He’s determined to keep the section fighting and uses all his orders to rally off shock.
The section itself is about to activate when it is interrupted by the Germans using a full CoC die. The panzer grenadier section opens fire with both MG42 teams.
All three MG42 team are still operating, but only just. One is reduced to a single gunner, the other two are very close.
If the Germans are going to try to assault in that direction, I want to have the full platoon ready to meet them.
As it transpires, the Germans have no such plans. Wisely, they decide it may be time to withdraw. However, they remain too far from any of their jump-off-points to do so safely. As a result, we play out the next German phase in case they fail to move far enough. The recent firefight has exhausted my CoC points and so I can't react to their movement, I must wait to see if any remain in sight for the next British phase. If that is the case, I plan to be merciless and cut down as many of them as I can.
They move at the double. That takes them out of line of sight and close enough to a friendly jump-off-point.
I have a sneaking suspicion there will be armour. That being the case, a 6 Pounder AT gun may be a better option than the short range PIAT. At five support points it gives me little else, but I decide to take a gamble. The remaining point will be for an entrenchment.
The Germans start with one CoC point and the initiative. As in previous games, they've taken the support option of an additional command dice (a Red Dice). Things don't bode well when their opening command roll includes two 6s, heralding a double phase. Are the fortunes of war about to smile on them again?
The first section deploys into one of the fields on their left flank.
An oberscharführer (senior leader) joins them.
In the following phase, a second section deploys to their left.
While I was expecting armour, I wasn't expecting what appears next. A Tiger I turns up in the road and the gunner is placed on overwatch. Well, the Germans certainly don't intend messing around.
I have a sinking feeling the 6 pounder is totally inadequate. What I really need, is a Sherman Firefly.
I see no advantage to deploying this early and make no moves in the British phase. Meanwhile, both panzer grenadier sections continue moving across the field.
Once again, the British watch and wait. In the next German phase, the oberscharführer has both sections move to the hedgerow.
The British then roll a double phase. Aside from accumulating useful CoC points, I can't see a good reason to commit the platoon just yet. Well, actually, there is one good reason - in case your opponent rolls a double phase. Which, of course, is exactly what happens next. The Germans plan to take full advantage. The Tiger commander orders the driver to move flat out.
The panzer grenadiers prove faster. The oberscharführer sends the section to his left over the hedge.
That puts them in an exposed position and the oberscharführer puts the other section on overwatch to cover them.
The following German command roll provides sufficient points for their second full CoC die. Meanwhile, the commander of the Tiger puts the gunner on overwatch.
The section on the German left continues to move across the field. This is a worry. I was intending to make the panzer grenadiers fight a lot harder to make this sort of progress.
Dave then uses one of his full CoC dice to move a jump-off-point forward.
A third section utilises the jump-off-point to join them.
A second oberscharführer joins the newly arrived section. It turns out he is the platoon's assigned leader, the other one has been called in as a support. That puts two panzer grenadier sections at the hedgerow, with two oberscharführer. With two senior leaders present, alongside the sections' scharführers, everything is in place for the German officers and NCOs to maximise the effectiveness of the MG42s by using maschinengewehr. Like I said.....a tactical masterclass.
The panzer grenadiers in the field are devoid of cover, which make for a very tempting target. However, the threat of return fire from so many well armed German sections (not to mention the Tiger), is enough to make me wonder if deployment in the orchard is even worth considering.
However, a decision to do nothing is not an option. Yet I need to be careful. More than anything, I don't want to end up in a firefight where I'm overwhelmed with German firepower. Originally, I'd envisaged holding the hedgerow at the orchard, but that is now fraught with danger. Keeping that in mind, I spot another opportunity. The first British section and the platoon sergeant deploy into the upper level of one of the village houses near the orchard.
In the German phase, one of the oberscharführers orders the recently arrived section to advance over the hedge.
That brings it into a better position to support the assault.
The following British command roll is 32211. That offers a lot of options for deployment and I'm very tempted. There are two panzer grenadiers sections in open ground and at close range.
There won't be many opportunities like this. The panzer grenadiers present a bunched up target, yet I still remain reluctant to commit. Two British sections could try to deploy into the orchard, but it's hazardous. First, both might not appear. The suppressing fire would entail checking to see if either were hesitant. If successful, they would then fire through suppressing fire. Admittedly, that is partly negated by the fact they have a bunched up target. However, the Germans have plenty of CoC points and would almost certainly hit the dirt. Yet, that is only one half of the equation.
The British, who would themselves make for a bunched up target, will then have to face return fire. To start with, there is a section of panzer grenadiers on overwatch behind the hedgerow. A German phase would follow. That would leave two British sections as a bunched up target, facing three enemy sections. They could return considerably more fire than they received. Even if the British had inflicted casualties and shock, I very much doubt it would be enough to prevent all six MG42 teams returning fire. Possibly some, if not all, making use of maschinengewehr. That’s before considering what damage the Tiger might be able to inflict. The cons appear to far outweigh the pros.
For the moment, my section in the village has given the Germans some food for thought. I decide to be prudent and it's just as well. German good fortune with the command dice continues when they roll 666441. A double phase and turn end. I feel relieved. I'd hate to think what a mess two phases of MG42 fire could have made of my units.
While I've no doubt they’ll use the double phase to press forward, they won't be wanting to move through open ground in sight of the enemy. The Tiger moves forward rapidly, a threat that could quickly transform the situation.
The support oberscharführer leads the section by the road over the hedgerow.
It appears Dave has decided there is nothing to be gained from moving into the British line of fire. The direction of advance shifts suddenly when the oberscharführer orders the section in the centre to move at the double. They move very fast, heading towards the road and reaching their destination in a single bound.
The other section is ordered to follow and moves just as rapidly. That sees a swift change of emphasis to the German assault.
In the following German phase, an oberscharführer rallies shock from the nearest section, before ordering one of its MG42 teams to move.
They climb the hedge, coming close enough to the house to shut down the British jump-off-point.
Just as they are about to open fire, the Germans hit the dirt. They don't take any further casualties, but they do suffer more shock. They are saved from pinning only by the close proximity of the oberscharführer.
That does the job very effectively, wiping out the remainder of the team. That was fairly brutal. German morale drops to nine.
In their next phase, the oberscharführer orders one of the sections to move along the hedge at the orchard.
The third section is ordered to join them at the hedgerow.
The commander of the Tiger orders both the main gunner and the bow machine gunner onto overwatch.
In the following British phase, the sergeant places the two teams in the house on overwatch.
The corporal in the orchard puts his section on overwatch. Will the Germans be bold enough to confront them? They face a hot reception if they do.
In the German phase, one of the panzer grenadier sections at the hedgerow is placed on overwatch.
The section to their left then moves away from the hedge and in the direction of the road. It appears the Germans may not be inclined to come through the orchard after all. It makes sense, why take the difficult route to the objective?
As an indication of German thinking, the Tiger turns off the road and also heads in the direction of the objective.
As it does, it puts suppressing fire on the hedge near the barn with the British jump-off-point.
The following British command roll is 65321 and it's a very useful set of command dice. I think the moment has come to tackle the Tiger, while it is separated from its infantry support. If the 6 pounder and PIAT teams deploy now, they can do so out of their line of sight, giving the crews a much greater chance of survival.
This is no easy task. The chance of taking out the tank with a single shot is extremely slim. I suspect my best chance may come from peppering it with shots, in the hope the crew suffer enough shock to bail out. That means targeting the well armoured tank with both my anti-tank weapons simultaneously. The 6 pounder deploys first, near the road junction.
The gun commander helps lay the gun. With a clear line of sight, they require only a 4 or more to hit.
The PIAT team then deploy in the upper level of one of the houses. They are very close to the nearby panzer grenadiers, but out of reach for close combat and out of their line of sight.
It fires with more accuracy than the 6 pounder, but fails to make any impact on the Tiger's heavy armour. I didn't have high expectations of what might be achieved, but I must confess, I was hoping for slightly better than this.
When the Tiger activates in the German phase, I use a CoC die to interrupt and have the 6 pounder fire again. While I roll better than the first attempt, a 3 is nowhere near enough. Another AT round flies off harmlessly into the French countryside. It looks like luck has deserted the British.
The Tiger sends a round of 88mm HE at the gun crew and they are fortunate to suffer only a single point of shock. For good measure, the tank's bow machine gunner puts suppressing fire on the gun crew.
For now the AT gun crew have survived, but their accuracy is going to have to improve dramatically if they are to inflict any damage.
An oberscharführer orders one of the panzer grenadier sections to move at the double to the the road. He rallies off the shock when they arrive.
It's now clear the German effort is swinging toward the other flank.
This time it hits with surprisingly good effect, inflicting five AP strikes. Once more, the tank's heavy armour proves resistant. Nonetheless, it suffers one net hit, resulting in a point of shock. It's a start, but not nearly enough.
Next, the commander of the 6 pounder rallies the point of shock from the crew, before ordering them to fire.
Despite the suppressing fire, this time they hit their target, inflicting three AP strikes. The Tiger suffers another one net hit, which adds a further point of shock. The British have come tantalisingly close to driving the crew from the tank. If their first shots had been more effective, this might have been enough.
With the Germans changing the direction of their attack and with the objective on that other flank, the section in the orchard can begin to fall back.
With the British section vacating the orchard, the oberscharführer sends one of the panzer grenadier sections back along the hedgerow.
That brings them close enough to shut down the jump-off-point.
The oberscharführer then leads one of the MG42 teams over the hedge and into the road.
The other section follows.
The Tiger is about to fire, but before it does, the British use a CoC die to interrupt.
The 6 pounder will have another shot, perhaps its last. With the panzer grenadiers closing in, and HE rounds from the Tiger bound to come their way, they may not have many chances left.
The crew have found their aim and are on target once again. This time there is a 6 in the hit roll. They've hit a weak spot, giving them an extra AP dice. Finally, fortune smiles on the British. There are five AP strikes and, despite its heavy armour, the Tiger can save only one. It's knocked out!
It doesn't explode and the crew bail out, but it's enough to see German force morale drop to eight.
Worth noting, that in the heat of the moment, we had forgotten about the new rules in CoC v2 for the way shock impacts AFV activations. While it didn't come into play in this instance, as it was interrupted before it could, we may well have forgotten to carry out the test to see if the crew positions actually activate. With two points of shock, there was a 50% chance they would not. Suffice to say, none of them will be activating again in this game. With that the phase passes to the British.
From there, they have a clear line of sight across the field to the Germans on the road. They are just within close range and present a bunched up target. There is unlikely to be a better opportunity than this.
The panzer grenadiers are in real danger. While the Germans have two full CoC die, they cannot interrupt a deployment, so their best option is to use points to have both units hit the dirt.
The British fire rakes the road. Despite taking cover, the Germans lose three men and the support oberscharführer is wounded. That sees their morale drop to seven.
The platoon sergeant and the Bren team move to the upper level of the farmhouse. They face out toward the building with the objective. It’s an ideal position to interdict any movement in that direction.
In the German phase, the wounded oberscharführer and the section's scharführer combine to have both MG42 teams use maschinengewehr to return fire across the field.
That's twenty fire dice with the benefit of storm of steel. The hail of fire blasts across the field and the British are fortunate to escape with only five points of shock.
However, the Germans are not finished. The second oberscharführer has the third MG42 team also use maschinengewehr.
This time the fire is more deadly. The British lose a man from each team and suffer a further point of shock.
That may give the British a slight advantage.
The Germans abandon any hope of out flanking the British through the orchard and the scharführer has the section move at the double toward the road.
That now sees all the action shift toward the other side of the road.
The British use CoC points to hit the dirt.
Despite the additional cover, the lieutenant is hit and stunned. That takes British morale down to six.
One of the Bren crew is killed, reducing the team to a single gunner and the section suffers more shock.
As a result, when it comes to their turn to fire, it is much reduced. Nonetheless, it cuts down a number of panzer grenadiers. Three men are killed, but surprisingly, they suffer little shock.
The platoon sergeant in the farmhouse orders the 6 pounder to fire a round of HE into the bunched up panzer grenadiers.
It kills the sole remaining gunner in the nearest MG42 team. Despite the loss, German morale holds steady.
The HE round from the 6 pounder also hits the scharführer of the section behind. He is killed, and that is enough to drag German morale down two points to five.
The sergeant then places the Bren team in the farmhouse on overwatch.
The section that was covering the orchard now moves quickly toward the road junction.
The oberscharführer leads the surviving panzer grenadiers from the road and into one of the farmyards.
In the field, the scharführer leads his section toward another jump-off-point, moving at the double.
That's far enough to ensure the British can't move to intercept them before their next phase arrives, at which point they would withdraw.
Well, that was a British victory, as welcome, as it was unexpected. In the early stages of the game, while the Germans were making their way forward with such ruthless efficiency, I thought they would prove unstoppable. The presence of the Tiger seemed to confirm my worst fears.
I'm relieved I resisted the temptation to deploy when the Germans were in the open field. That could have ended in disaster. On a brighter note, I think it goes without saying, the highlight was taking out the Tiger. That was a pivotal moment and it changed the complexion of the game.
In terms of the overall campaign, the key result here for the British was not just a scenario victory, but one that came at such little cost in casualties. We ended with British force morale at six, while the Germans were at five. As a result, of the three British casualties, one is returned immediately, which means they suffer one permanent loss and one wounded. Very light casualties, which go some way to remedying the men's opinion, which rises from -7 to -5. That's far from ideal, but much better than had it gone in the other direction. The CO's opinion rises to 0.
The scenario victory will allow the British to mount a local counterattack at either flank. Once again, it's more likely to be a spoiling attack, one that puts the Germans under greater time pressure.
The Germans suffered eleven casualties and lost a junior leader. That sees this platoon lose five men permanently and they must look to promote a man from the ranks to lead one of the sections. The defeat and subsequent casualties sees both their men's and CO's opinions drop to 0.
I could hear the 6 pdr crew cheer when they finally hit.
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