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Tuesday, 18 November 2025

The Scottish Corridor Scenario 10: Skirl of the Pipes

This is our tenth 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. 

In the previous game, the British looked like they would hold back Kampfgruppe Frey. Following a series of early reverses, the Germans seriously considered an early withdrawal. However, a dramatic shift in fortune saw the panzer grenadiers overcome those initial setbacks and go on to win a resounding victory. 


They need to capture one more map to achieve their campaign objectives and three games remain to do that. However, the British will now play their wild card and launch The Skirl of the Pipes. This is a counterattack with a fresh force that will delay the Germans for at least one campaign turn. At best, it could recapture a table, imposing even further delay.

I will make that counterattack at Mondrainville, a table the Germans succeeded in capturing when they brushed aside an isolated platoon in Scenario 8: Exploiting the Gap


With a new platoon and twenty support points, the British have a reasonable chance of driving the Germans from the table. The village school is a key feature and a likely strongpoint.


The British must approach across fairly open ground, with a large orchard the only avenue offering any concealment.


This is an Attack & Defend mission. Two objectives are placed close to the German table edge, one in the school and other in the corner of a nearby field. As this is a completely fresh British unit, it is not impacted by the current mens' or CO's opinions. As a result, they start with their force morale at a very healthy eleven, while the Germans are at ten. 

The British find it difficult to make much headway in the patrol phase, nonetheless it leaves them with jump-off-points on both flanks and in the centre. As expected, the Germans are positioned to hold the school and surrounding area. 


With twenty support points I'm going to follow a fairly predictable formula and call on two Churchill tanks. In our last games I had a few problems with their activation, so this time I'll spend an extra two support points on an AFV senior leader to aid command and control. 

To some degree, I've taken a gamble with the Churchills. They have relatively weak anti-tank capability and there is the possibility they could come across a Panther. However, their thick armour and good high explosive give me a means to deal with the panzer grenadiers in a way that other armour support cannot. 

I could opt for an M4 Sherman and a Firefly, which gives me the anti-tank capability, but less in the way of HE support. I'm taking a risk here. For extra insurance, I will add to the platoon's existing PIAT team with another from support. The Panther has weak side armour, which means it can be threatened if approached from several angles.


The Germans don't have a great deal of support and if they do opt for the Panther, that leaves them with very little else, so that will be a gamble on their part too. It will be interesting to see how this turns out, it certainly adds to the tension created by the fog of war.

The British receive an automatic pregame barrage for this scenario and so for an extra point I will upgrade that to a Close Support Barrage, which will extend the initial barrage into the second turn. 

The British start with three CoC points and the first phase. The Churchill commanded by the senior leader takes up position behind the orchard. 


The main gunner is placed on overwatch.


The bow machine gunner lays suppressing fire on the upper levels of the school. 


Next, the platoon's 2” mortar team deploys at the edge of the orchard. 


They have a line of sight to the hedgerow with a nearby German jump-off-point.


The team fires a round of smoke and it comes down on target.


In the next phase, the Germans simply choose to watch and wait. The 2” mortar team fires smoke again, aiming for a point 6" from the first one in order to take advantage of the British characteristic smoke screen. The round lands on target and so a continuous smoke screen blankets the hedgerow. 



The senior leader's Churchill moves forward around the orchard.
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The smoke is going to severely limit the points from which the Germans can engage the British as they advance. I'm hoping the combination of covering fire from the tanks and the smoke screen will help deliver the infantry to the school buildings without taking too much fire.


The Germans continue to watch and wait. In the British phase, the platoon sergeant deploys into the orchard with one section and he puts both teams on overwatch. 


They have some way to go, but line of sight within the orchard extends to 18", so this is simply a precaution in case of any unwelcome visitors.


Having expended its smoke allocation, the 2” mortar team move to the nearest jump-off-point hoping to replenish their supply. 


A second section deploys from the jump-off-point on the right flank and they take up tactical positions. 


They have a lot of open ground to cross, but hopefully they can manage it under the watchful eye of the Churchill and behind the cover provided by the smoke.


Once again, the Germans choose to do nothing in their phase. The next British command roll gives a double 6 and an opportunity to press forward before the panzer grenadiers have made an appearance. The section on the right flank move forward at the double and the corporal rallies a point of shock.  


The second Churchill deploys at the rear of the orchard and the gunner is placed on overwatch. 


The section in the orchard also press ahead.


Unfortunately, the 2” mortar team discovers there are no more smoke rounds to be found at this jump-off-point (somewhat ironic, as I'm sure the observant of you will notice that one of the figures on the jump-off-point is a spare ammo carrier for a 2” mortar team. Obviously he didn't get the memo!).


The following British command roll delivers their first full CoC die. In the meantime, the AFV senior leader orders his gunner on to overwatch. 


He then orders the other Churchill's bow gunner to put suppressing fire on the school. I'm already seeing the benefits of calling in a senior leader for the tanks. 


The corporal leading the section on the right rallies off the point of shock and then has them move forward tactically. 


In the German phase, they attempt to deploy a unit, but it fails to make it through the barrage. So far Dave is playing this very cautiously and chooses to do no more in the phase. In the British phase that follows, the sergeant orders the section in the orchard to move ahead. 


The AFV senior leader gives an order to the other Churchill.


He instructs the driver to follow the infantry and it trundles into the orchard, not far behind the advancing section.


The AFV commander then orders the driver of his tank to move toward the section on the right, in order to provide them with close support. 


The British advance is slow and steady and so far the Germans have not been able to disrupt it. I doubt that will last long.


The section on the right continues moving forward tactically. 


 The platoon's third section then deploys on the left into the crop field. 


That puts the full platoon advancing with armour support and one flank covered by the smoke screen.


It's just at this point Dave uses a full CoC die to end the turn. With that I elect to remove the objective marker from the school, as I suspect that will be the most difficult to capture. 


Unfortunately, it also means my carefully placed smoke screen is removed. 


And the section in the open field are no longer tactical. 


However, I have a Close Support Barrage, so it will continue for another turn. Yet, despite that, it's not enough to stop a Panther deploying. 


The British section in the crop field presents a very inviting target.


A round of high explosive from the Panther's main gun is enough to kill one of the Bren team and the section's corporal. That's a blow. British morale drops to ten. 


The bow machine gunner then lays down suppressing fire.


A panzer grenadier section fails to make it through the barrage, but a second is more successful. It deploys into the upper level of the school building with the platoon's oberscharführer (senior leader). 


He directs one of the MG42 teams to use maschinengewehr and the whole section pours fire into the open field. 


The men immediately hit the dirt


Despite the volume of fire there are very few hits, but it proves enough to kill two of the Bren team. 


When it comes to the British phase, the section in the crop field find themselves in a bad spot. They need to escape the attention of the Panther and so try to reposition toward the orchard, but move only 2".
 

The platoon sergeant then orders them to cross the road, which, to my relief, they do successfully. 


They make it into the cover of the orchard. For now at least, that puts them out of harm's way.


The other section in the orchard continue to press ahead. 


The 2” mortar team moves back to the edge of the fruit trees. They may have run out of smoke, but their HE rounds could prove useful. 


Once again, the Churchill senior leader uses the radio net to coordinate movement.

 
He orders the driver of the other Churchill to continue following the infantry in the orchard. 


He then orders his gunner to send a round of HE into the upper level of the school. 


The Germans suffer their first casualty and two points of shock. It's a start and it's exactly what the Churchills are here to do. 


The commander then has the bow machine gunner lay suppressing fire along the hedgerow near the German jump-off-point.


In the German phase, the oberscharführer rallies shock and directs the section to continue targeting the British in the open field. They are tactical, having found the best cover they can, but that doesn't prevent another casualty and more shock. 


A second panzer grenadier section tries to make it through the barrage. To deploy behind the hedgerow, they must also make another check, to see if they make it through the suppressing fire. Despite the hazards, they manage both successfully. 


They waste no time and target the section in the open field. They are shooting at effective range and through suppressing fire, which greatly reduces their chance of a hit. That seems to matter little. The section corporal is stunned and shock mounts up. Fortunately, British force morale holds steady. 


I had hoped the combination of a smoke screen, suppressing fire, a pregame barrage and the cover of the tanks would make an approach along this flank feasible. In theory it does, but then again......no plan survives first contact with the enemy. 

The British need to react quickly and the Churchill senior leader orders the driver in the orchard to turn and move. 


That brings it close to the edge of the orchard and with a clear line of sight to the panzer grenadiers behind the hedge.


The senior leader orders his bow machine gunner to lay suppressing fire along that hedgerow, then instructs his main gunner to send another round of HE into the upper level of the school. Once again this proves deadly, the panzer grenadiers lose two men and the oberscharführer is wounded. German morale drops to nine.  


Meanwhile, the section in the orchard continues making its way forward.


They are approaching close to the school, but remain out of sight for now.


In the German phase, the oberscharführer rallies off a point of shock. Despite their casualties, the panzer grenadiers hold their ground and continue firing at the section in the open field. 


Once again, it's deadly. The surviving member of the Bren crew is killed, which takes British morale down to eight. The shock mounts and the rifle team is pinned down.  


The Germans are not finished with that section just yet. One of the MG42 teams at the hedgerow also fires. 


Despite the range, the suppressing fire and being tactical, they take another casualty and more shock. More than enough to see them break. 


The survivors rout back, taking British morale down to seven as they do.


The stunned corporal is left behind, to no doubt ponder the whereabouts of his men when he comes to his senses. Perhaps it's best he doesn't know what a fiasco this move on the flank has turned into.


In the German phase, the platoon's third section fails to make it through the barrage. Meanwhile, the Panther makes its way forward. 


Having driven off the British section in the crop field, it's heading in search of more targets. 


In the British phase, I want to spend as much time as I can inflicting damage on the German infantry, before I need to tackle the Panther. The Churchill senior leader has his bow gunner continue laying suppressing fire along the hedgerow. He then orders the gunner of the tank in the orchard to fire HE in the same direction. 


The Germans suffer shock and two casualties. One of those is the section's scharführer, who is wounded, but their force morale holds steady.


The senior leader has his gunner maintain fire at the school. 


It continues inflicting casualties. One MG42 team is reduced to a single gunner and I wonder for how long Dave is prepared to let them remain up there. 


The 2” mortar team also fire off a round of HE, this time at the panzer grenadiers behind the hedgerow. 



There are no casualties, but it's enough to inflict more shock. That could prove difficult to manage now that the section's scharführer is wounded. 


The British section in the orchard pulls back, moving tactically. 


There seems no point inviting the wrath of the Panther.


The section at the rear of the orchard moves forward slowly. 


The British suffered a setback with the breaking of the section on the right flank, nonetheless two rifle sections remain and the two Churchills are still in action. As for the Germans, the panzer grenadiers in the school are in bad shape and those behind the hedgerow are in danger of going down a similar path. The Panther presents the biggest challenge and threat.


In the German phase, the section at the hedgerow fire across at the 2” mortar team. 


One of the crew is killed and the survivors suffer two points of shock. They won't be able to stand much more of that. 


More ominously, the Panther edges toward the road junction. 


It's not at the edge of the orchard just yet and so can't see the units in there, but it's going to be difficult for the British to work out how to handle it.


While the Panther remains out of line of sight, the British focus on targeting the German infantry. In the British phase the senior leader in the Churchill orders the tank in the orchard to fire.  


Before he can, Dave uses a full CoC die to interrupt. The panzer grenadiers at the hedgerow open fire on the 2” mortar team. They hit the dirt, but that does them little good. They suffer more shock, which breaks the team and British morale drops to six. 


The Churchill then sends a round of HE into the hedgerow.  


There are no casualties, but the shock is starting to build up. 


The senior leader orders his bow machine gunner to maintain suppressing fire at the hedgerow and the main gunner to continue firing HE at the school. The panzer grenadiers suffer another kill and shock. The section is now reduced to three men and their scharführer. One MG42 team has a single crew member, while the other has two.  


The corporal of the section near the rear of the orchard, rallies shock and has the men move to the edge of the trees. 


From there, they can add their fire to the hedgerow.


The British need to deal with the Panther, or at least threaten it. So the PIAT team joins the platoon sergeant in the orchard. 


The section leading the assault through the orchard serves no purpose confronting the Panther alone. They edge back slowly, moving tactically. While the Churchills are dealing with the panzer grenadiers there is no point exposing the British infantry to their fire.


If the British can continue inflicting losses on the German infantry, then the Panther may be less of an issue.


Perhaps, I spoke too soon. In the German phase, the Panther drives into the orchard. 


That gives the gunner a line of sight through the trees to the Churchill. It's partially obscured and the Panther has moved, so it's not an easy shot, but the AP round manages to strike the target. 


It inflicts three AP strikes, but the Churchill's heavy armour serves it purpose well and the round has no effect. Had I taken a Sherman instead, I don't think I would have been so fortunate.


The panzer grenadiers in the school decide they have had enough and the section moves to the lower level. 


That puts them out of line of sight, but it also means they can't fire. Nonetheless, the building can still be targeted by the tanks.


It's clear the German infantry have had enough and the section at the hedgerow attempts to pull back. The shock proves too much and they don't move. Dave knows exactly what I'm trying to do and wants to remove the infantry from danger.


In the British phase, the Churchill senior leader orders the main gunner to continue targeting the school. 


The sections scharführer is hit and stunned, bringing German force morale down to seven. There is also enough shock to pin the section. 


Once again, he has the bow machine gunner maintain suppressing fire against the hedgerow.



The corporal at the edge of the orchard uses concentrated fire to have the Bren team target the weaker of the two MG42 teams.   


Unfortunately, the fire is totally ineffectual, leaving the panzer grenadiers unscathed.


The Churchill in the orchard turns to face the Panther. 


While the Churchill's armour gives it a good chance in this fight, its main gun does not. Nonetheless, it fires a round of AP at the Panther's frontal armour. 


There are two AP strikes, but they fail to do any damage.  


With the Panther preoccupied by the Churchill, the platoon sergeant orders the PIAT team into the crop field.


They can't hit the Panther's side armour from there, but it should prove a distraction that the tank can't ignore.


In the German phase, the wounded oberscharführer in the school rallies off shock. 


The gun duel between Panther and Churchill continues unabated. 


The gunner hits the target once again. While it doesn't knock out the Churchill, it inflicts a point of shock and damages the engine. 


While the Churchill has good armour, I'm not sure it will be able to stand too much more of this. Yet, for as long as it's operational, it may hold the attention of the Panther and allow the PIAT team to stalk it. 

In the British phase, I consider a few options. The Churchill could try reversing out of the orchard. It might be successful and escape the line of sight of the Panther, but it would leave the British infantry at the mercy of the enemy tank. Instead, I opt to stay and duel it out. The tank's junior leader rallies shock and the main gun fires. Once again it hits, inflicts a number of AP strikes, but not enough to do any damage.


The PIAT team set out to stalk the Panther and make rapid progress through the crop field. They work their way around the flank and set themselves up for a shot into the side armour. Oh how I wish this was the first phase of a double phase......


Meanwhile, the senior leader in the other Churchill continues ordering the gunner to fire into the school building. 


This time it can only manage to inflict a point of shock. 


Back in the orchard the section's corporal has the Bren continue using concentrated fire at one of the MG42 teams. 


Once again, it's disappointing. The fire has absolutely no effect.


Just as I think I've placed the Panther commander in a difficult position, Dave rolls a double phase. Great timing from his perspective, disastrous from mine. 

The oberscharführer rallies off more shock from the men in the school. More critically, the panzer grenadiers' third section tries to deploy through the barrage. This they do successfully. 


Well, fortune is certainly smiling on the Germans and, for now, there's absolutely nothing I can do about it. I fear all that work trying to get the PIAT team around the flank will come to nought. Both of the panzer grenadiers' MG42s open fire at the hapless crew.


Miraculously, the team is not wiped out in the initial blast of gun fire. Not that it makes much of a difference. One man is killed and with five shock that is more than enough to break the survivor. 


That's the end of the team and British force morale drops to five.


The Panther continues to slug it out with the Churchill. It hits once again, but it's only enough to inflict a point of shock. This is beginning to feel like the final round in a fight between two heavyweight boxers, both punch drunk from their earlier exertions.


The panzer grenadiers at the hedgerow return fire at the British in the orchard. 


Only one man is hit, but it's the section's corporal and he is killed. At that British force morale slumps to three. I suspect it may prove impossible to come back from this. 


The Germans have the next phase and the oberscharführer rallies shock in the school before sending the newly deployed section toward the Panther. 


With no need to be concerned about the PIAT team the tank maintains its relentless fire against the Churchill.


Slowly but surely, it's taking its toll. The Churchill crew now suffer three points of shock. 


The panzer grenadiers at the hedgerow continue pouring fire into the orchard. British fire from the section has been ineffectual, while the return fire from the panzer grenadiers has been positively lethal and so it continues. Two more men are casualties. 


Before the British phase, I wonder if there is any reason to continue. With only three command dice, this is going to be very difficult, but perhaps, just perhaps, I might have a moment of good fortune. It's not over quite yet, but it needs something miraculous. I do have a second PIAT team to deploy, although the limited number of command dice mean there's a good chance they may never appear.

The Churchill junior leader rallies a point of shock and has the gunner return fire at the Panther. 


It results in zero net hits, but once again the Panther remains unscathed. 


In the German phase, the newly arrived panzer grenadier section moves around behind the Panther. 


The tank gunner takes an aimed shot with the assistance of the commander and yet manages to miss the Churchill. 


The grenadiers at the hedgerow maintain their fire into the orchard, with the scharführer directing on MG42 team to use maschinengewehr


For once, there are no casualties, but the much weakened section do suffer a point of shock. 



The senior leader's Churchill maintains its suppressing fire along the hedgerow. The main gun sends another round of HE into the school building. The Germans lose a man, which reduces both teams to a single gunner each. 


He then orders the gunner of the other Churchill to target the Panther, but the crew are suffering from a lot of shock and he discovers the gunner is stunned. 


The remaining men from the section in the orchard return fire. 


Finally, it has some effect. The panzer grenadiers at the hedgerow lose a man and suffer enough shock to become pinned. If only I'd been having similar results with the earlier concentrated fire from the Bren, things may have turned out differently. Now I fear, it's too little, too late.


While the Churchills have been quite effective at inflicting casualties and shock on the panzer grenadiers, it hasn't been enough to drive down their force morale. The balance of the game has definitely shifted in favour of the Germans and the only way I can see to retrieve the situation is to find a way to continue punishing the infantry. 

However, with only three command dice, it means weathering the storm each German phase before having a chance to respond. The panzer grenadiers at the hedgerow may be pinned, but they continue to fire into the orchard.


The section hits the dirt and suffers only a single point of shock. 


The tank duel continues. The Panther fires another round at the Churchill, but once again, the tank's thick armour proves resistant. 


These two tanks seem to be fighting their own private battle, almost oblivious to what is going on around them.


The panzer grenadier section near the Panther repositions into the orchard. 


From there they open fire at the British infantry. 


Fortunately, they are tactical, but nonetheless they suffer a kill and shock. 


The double phase and the arrival of that section of panzer grenadiers through the barrage has completely turned the situation around. Suddenly, the Germans are very much on the front foot.


The next British command roll is 652. If I'm looking for a miracle, I've come to the wrong place. The section near the Churchill in the orchard returns fire. 


It's not going to be an equal firefight, but the Germans do suffer a casualty and shock. 


In the German phase, that same section returns fire, but manages to inflict only shock on the British. 


The Panther fires yet again at the Churchill. It's a powerful hit, inflicting six AP strikes, but the Churchill manages to roll seven armour saves. I sense this could go on forever....


But, I see no point. Ultimately, the Panther is likely to win the encounter with the Churchill and the advancing panzer grenadiers have the firepower to overwhelm the British in the orchard. With only three command dice the chances of effectively mobilising the British to counter that German threat have rapidly diminished. I think it's time to call it a day and withdraw.

It may be a British defeat, but it has delayed the Germans for one valuable campaign turn. From my perspective it might not be quite enough, as it gives them two possible turns to capture the last map. The next game is critical. If the Germans win that, it will give them a major campaign victory. Should the British hold them back, it means the best the Germans can hope for is a campaign draw. However, if the British then mount a counterattack on the last turn (which they would be crazy not to do) then there's a chance they recapture a second table, giving them a campaign minor victory.

We are all set for a very critical game and while the Germans seem on the verge of victory, it's not over yet!

25 comments:

  1. Another drawn out indecisive tank duel at point blank range, I think the old optional rule making AT fire more effective might be needed here, albeit I would limit it to gunfire and not IAT weapons. Also more of those offensive (in both senses of the word) repositionings.
    Your luck really stinks, but both the smoke screen and stalking PIAT were clear hostages to fortune, not that I have any better ideas. I’m starting to wonder if v2 hasn’t shifted the balance in favour of the Hun?
    One question that immediately sprang to mind was why was the table laid out differently, or at least appeared so? The school appeared pretty central when the Brits defended, meaning they couldn’t get JOPs in place to occupy it. For the German defence it seemed to be sited up their end making easy to be able to deploy into it.

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    1. PS I realise you rotated the table (is that in the rules?) but surely the school should’ve stayed more central?

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    2. I think he shifted the map a bit to represent the Germans holding the schoolhouse instead of moving to occupy it (which wouldn’t make much sense given that it’s a counterattack). I’ve done similar shifts by using the campaign map photos in the PDFs as a reference to what the terrain was like just off the board.

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    3. We always make an adjustment to the table for these sorts of counterattacks, based on the notion that the enemy now controls more of the terrain than they did prior to the initial game. Dave had a look on Google to see what the terrain looks like today to see if that gave any clues and it looks pretty much unchanged with fields and orchards. We adjusted the table accordingly given it's an attempt to kick the Germans out from the terrain they've captured.

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    4. But the Brits didn’t have as favourable a set up when they were defending?

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    5. Yes they did, because they start the scenario with a fixed patrol marker in the school house. My error, or Dave's canniness more to the point, was to commit his entire patrol phase to a flanking move that meant when it came to place a jump-off-point from that patrol marker I was forced to move it to the building behind.

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  2. Perhaps what you need is new dice - your luck seems attrocious

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    1. Haha, just one of those games I'm afraid. Dave has just had a run of luck at just the right moment recently, but I can't complain too much, there's a few things I could have done better, so I'm loathe to blame the dice.

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  3. Another great report but very frustrating to read. I think your problem was the section advancing in the open with no clear path to retreat and as if your opponent wouldn't just end the turn as soon as possible. That is the sort of thing you do if you aren't familiar with the rules. Knowing that six CoC points would give such an effect is somewhat "forgetful".

    You could then have saved your CoC points from hitting the dirt to ambush or at least interrupt the panther with your Piat and saved your mortar smoke rounds to have an effect when they are needed.

    You also failed to concentrate your fire. Why target both enemy sections with your tanks? Pile all the HE on one then all the HE on the other. You could have decisively defeated each in turn instead of doing damage to both but defeating neither.

    Finally why fire at the Panther at all with your Churchill? It did nothing and would have been much better firing at the infantry.

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    1. Yeah, a few lessons to be learned. The issue was not knowing where the Germans would respond. If I didn't protect the infantry in the orchard, I suspect Dave may have been quite aggressive with his infantry and chewed them up. I think deploying on the right was a bad move and I did wonder if it was wise at the time. The problem is, I can't shoot up the German infantry until I know where they are and they aren't going to appear until they have targets (ie my infantry), so it's a bit chicken and egg. Nonetheless, you are right, I failed to concentrate - a cardinal mistake, for which I was duly punished.

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    2. Yes - you need a sacrificial goat but ideally that goat needs a route to easily hide. So if you had saved your smoke they could have put down a smoke screen. Or if you had moved down the edge of the orchard they could have dived back in. Even perhaps advanced behind the tank? I find with CoC it is always best to have a retreat path that can take you out of line of sight if things get too hot. Even better if a reposition will achieve it as it will save a pinned unit.

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  4. It appears that Dave returned from France with an ample supply of "Bon Chance". I hope that for your sake, he's now exhausted that supply. Wishing you better luck in the next game, you'll certainly need it.

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    1. As much as I'd like to blame the dice, I suspect the main issue was some faulty tactics in my part, not least of which was a failure to concentrate, as the poster above rightly pointed out. Oh well, a lesson learned, even if it was the hard way.

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  5. Great AAR. Looking forward to the next instalment!

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    1. Thanks. I definitely need to be on my game for the next one!

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  6. Another superb looking game, the table and figures are exquisite,an enjoyable read of the battle report too.

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  7. A great report and photos as usual. You can have a sound plan and execution but fate will undoubtedly throw a spanner in the works even if the enemy doesn’t. Frustrating indeed but c’est la guerre.

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    1. Bloody blogger I am not anonymous 😡

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    2. Yeah, not sure what the story is with this 'Anonymous' thing, seems to happen often and at random times. I think I had a plan, although I'm not sure it was completely sound. Deploying that section on the right was probably unwise (and I had a gut feeling at the time it might be a hostage to fortune). That, and not concentrating my tanks (as someone pointed out above), probably didn't help. So, I can blame the dice to some degree, but have to take some blame myself (unfortunately!).

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  8. Wonderful AAR, as always. On a side note, do you have a blog post describing what materials you are using for your basing? I tried looking and found parts of the materials, but none too specific.

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    1. Thanks. You are not the first person to ask that question about basing, so I'll put a post together when I next do that for a batch of figures so you can see it step-by-step.

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    2. Wonderful! Looking forward to it. I think I got most of the stuff figured out, but some where in the process you go from mdf with sand to something that looks nothing like mdf with sand and I can't for the life of me figure out what 😂

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  9. Another great report, much appreciated!

    I wonder though about that tank duel, it seems ahistorical in a way that is harder to handwave as easily as other game issues. In most of what I have read, as soon as a single hit strikes the tank, the target pulls back or charges to cover or something (or the crew bails out!). Here it seems like both tanks are shooting and hitting each other but ineffectively, which seems particularly odd for a late war game (vs. early war with 37mm cannons or something popgun like). I am not sure that I would trust my armor that much...

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    1. It was just one of those games I think. Generally we've found with CoC that whoever fires first tends to get the kill or at least inflict damage. We've never had a tank duel like that one. In most cases, one tank is forced to pull back, often involuntarily, as a result of a hit. Or shock builds up rapidly after only a couple of hits that the crew bail out. The combination of thick frontal armour on both tanks and the vagaries of the dice gave an atypical result. That would certainly be my view after having played so many games. Interestingly, one of the criticism I've heard of CoC is that tanks never last long on the table, which also suggests this was unusual.

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