Friday 31 May 2024

CHAIN OF COMMAND - The Tale of Sergeant Toad

 This week we stuck with WW2, but returned to land warfare with an old chestnut, 'Chain of Command'. One of my favourite rulesets, but a game we've not played now for several years. No particular reason for this lapse, but there are so many good rule systems out there, for all sorts of  different actions and periods, that we're spoilt for choice.


My preferred scale, for Chain of Command, is 1/48th. If I was starting today I would probably go for 28mm figures, from one of the many nice ranges available, but when I began collecting, for Chain of Command, the 28mm figures then available were just not to my taste. I prefer my figures to have more naturalistic proportions than the heroic style figures of yesteryear. Even so the footprint of my 1/48th figures isn't much different from 28mm. Although, the game scales pretty much to 15mm figures, I think the game really needs larger figures. Whereas, there is a lot to be said for having the figure scale matching the ground scale, in my view, the smaller scales lose a lot of the character needed for large skirmish games. I find that there is a great deal of flavour added by being able to identify individual named leaders, or indeed being able to easily pick out which figure is carrying the Bren gun. Mind you that could just be down to my ageing eyesight!

The down side is that, on a standard 6ft by 4ft table, the larger figures always seem to be bunched up in amorphous blobs, rather than realistic tactical formations. So this game was to be something of an experiment. I wanted the feel of a 15mm or true ground scale game, but using larger figures. My solution was to increase all measurements by a factor of one and a half. Hence, 4 inches in the rules would equate to 6 inches on the table top (easily achieved by creating custom rulers or measuring sticks). Admittedly, this is not quite on a parity with 15mm as really I should have increased all the measurements by, at least, a factor of two. However, I wanted to keep the table to a reasonable size. I figured that a standard 6 by 4ft table becomes 9 by 6ft, if increased by a factor of one and a half. At the club, we have several tables of this size, but more importantly two standard 6 by 4 tables pushed together give an 8 by 6 ft table - which is close enough.

As this game was to be a 'refresher', to reacquaint ourselves with the rules, we kept it simple and fielded a basic British infantry platoon against the equivalent German platoon. There were to be no supports and we opted for the basic patrol scenario.

Despite the simple stripped down format, the game was great fun, and provided a tactical challenge for both sides. The larger table and increased measurements also worked a treat and the game looked great. 


British deploy in the lane

The German flank attack comes in as a 'blob'! They obviously didn't get the memo.

The British react, under cover of smoke from the 2 inch mortar.

British about to attack through the smoke. Unfortunately, the Germans end the turn
and remove the smoke with a Chain of Command Dice.

A firefight followed, in which the British used a Chain of Command Dice to 'interrupt' and get the first shot in.

Typically, my dice luck failed me. I got the next phase and tried again - with exactly the same result. 28 dice, needing 4+ and I get a mere 6 hits!

British reinforcements move up and the Germans retreat to behind the barn.

The platoon sergeant sends the right flank section on a flanking move through the fields.
Whilst he himself remained in the lane under cover behind a large hedge!

The light mortar lays smoke to cover the flank attack.
Perhaps I should have done this BEFORE moving into the open field

The right flank section comes a cropper, breaks and flees the table.

Meanwhile, the Germans have been chased from the barn and the
British left flank section has reached  the central road.

Unfortunately, we had to leave it there - as the pub called! A great game that could still have gone either way.

Much hilarity was caused by the British platoon sergeant who seemed to have a knack of staying out of harms way. At one point he was isolated on the extreme right flank, having just sent his men forward to be slaughtered in the open field. Could he really be dodging action? I raced him back towards the centre and reached the farmhouse. My opponent uncharitably opined that he would hide in the house and emerge disguised as a washerwoman . This occasioned much amusement and references to Toad of Toad Hall - all very funny but I guess you had to be there! Nevertheless, the unfortunate platoon sergeant has now been christened Sergeant Toad for evermore. 




Monday 27 May 2024

FIRE IN THE SKY - BOMBERS OVER GERMANY

One of the few advantages of being 'of a certain age' lies in having a reasonable collection of wargames figures to call upon. Whilst my own collection is modest, by many gamer's standards, a lifetime's collecting does add up. Hence, when a new set of rules comes along it's nice to have suitable pre-existing figures ready to go. This proved to be the case with a new set of aerial rules 'Fire in the Sky', by Mark's Game Room. 

We've played, and enjoyed, quite a few 'grand tactical' rules recently: Blucher (each base is a Napoleonic brigade), Rommel (each base is a WW2 company), Square Bashing (each unit is a WW1 battalion) and Rolling Thunder (each base is a number of 17th century ships). However, this is the first time I've seen the principle applied to WW2 aircraft. In 'Fire in the Sky' the tactical unit is the squadron and the smallest sub unit is the section of 3 or 4 aircraft. It is noticeable that several of the above games are played on a grid, and so is Fire in the Sky.

We've played many aerial games over the years, mainly using 'Bag the Hun' with the occasional detour into 'Check Your Six!'. Both fine games but definitely pitched at a lower level than 'Fire in the Sky'. It must be something in the region of 20 years ago now that the Captain pitched the idea that he wanted to play a B17 bomber formation, using Bag the Hun (the original version 1). It sounded like a cool idea but the suggestion that it should be done in 1/144th scale seemed to me, at the time, to be rather barmy!

Well after 20 years of collecting 1/144th scale pre-painted diecasts, the Captain achieved his ambition at this year's WorLard event. However, whilst the game was great fun (I played in the playtesting) and looked awesome, I think the combination of model size and game scope was a bit of a stretch for 'Bag the Hun'. Fortuitously, 'Fire in the Sky' came out at about the same time, which meant we just left the toys set up, after WorLard, and played 'Fire in the Sky' for a couple of weeks. And it has to be said that we had a blast. We used a single aircraft model to represent a section, of 3 or 4 aircraft, which meant that we had a bomber box of 27 B17s. Three 'squadrons' of American fighters escorted the formation, whilst 3 'squadrons' of  German interceptors attempted to shoot them down.

A box of B17s with Thunderbolts and Lightnings as top cover.



A squadron of Mustangs brings up the rear.

The Memphis Belle is shot down but so is the German Squadron leader's section 

Rocket bearing Me 410s break into the formation but are shot down by escorting Lightnings.

Another bomber section is brought down but the last
Fockewulf 190 section succumbs to defensive fire

The rules come in at a mere 28 pages but only 12 of these are the rules. In fact, subtract the glossary, introduction and examples of play and the actual rules proper are covered in only half a dozen pages. The mechanisms are really simple but still pack in the important aspects expected of any air combat rules; the importance of an altitude advantage, for instance.

There are some really nice mechanisms that reflect the grand tactical nature of the game. For example, the bombers are assumed to be much slower than the fighters and do not move in the game; their relative position does not change whilst the faster fighter escorts and interceptors whirl around them. A really clever mechanism is the scatter test. After any attack, all fighter sections must test to see where they end up after the dog fight. They usually lose altitude and the squadron is scattered into several different grid squares. However, there is also a strong possibility that individual sections break off and head for home (minor damage or low fuel / ammo levels being neatly abstracted into the result of the scatter roll).

The game plays quick. We had a late start while we had the obligatory gossip and generally faffed about, as is our wont, but still had time for two games and made it to the pub earlier than normal.

The remaining 16 pages, of the rules, consist of five historically based scenarios and a neat campaign system. The standard campaign consists of only 5 games, so is easily feasible for a couple of club nights. I'm eagerly looking forward to giving the campaign a bash.

The rules are subtitled Volume 1: Grand Tactical Battles in the skies over Germany 1944. I believe the Battle of Britain is proposed for a follow up volume. This will suit my own collection and is eagerly awaited. However, I won't be doing it in 1/144th scale! My own toys are 1/300th and I will be using a single model to represent a section. That said, I was very tempted by the idea of 1/600th. The authors use sections of three or four 1/600th model planes, on a single flight stand. These look great and means that the aircraft are represented on a one to one basis. However, sanity prevailed and I shall be sticking to my current collection (at least for the Battle of Britain).




VERTEFEUILLE FARM - an 'O Group' encounter

 For this year's WorLard event, I decided to put on a game of 'O Group'.

The rules, by Dave Brown and published by Reisswitz Press (a TooFatLardies offshoot), are aimed at Battalion sized actions, in WW2.


The action I had in mind was one that I have wanted to game for about 20 years now, but just couldn't find the right set of rules. 'O Group' are perfect for what I had in mind.

 My chosen battle was based on an account by Kenneth Macksey and was first published, as 'Anatomy of a Battle', in 1974. My copy is the 2001 reprint; 'Battle. Normandy 1944: Life and Death in the Heat of Combat'.



The book describes a British attack as part of Operation Bluecoat and, although fictitious, has its foundation in real events and experiences. The author was an officer in the Royal Tank Regiment (commanding Churchill Crocodiles, I believe), in the Normandy campaign, and based his book on his own experiences.

During our game it was apparent that not all players were conversant with the concept of a battalion level infantry attack. Perhaps not surprising given the popularity of platoon level skirmish games. One player failed to  grasp the requirement to allocate his supports to the attacking infantry companies, insisted on deploying all his armour from the outset and only utilised a mere 2 platoons of infantry (out of a potential nine), at the very end of the game. So, with that in mind, I thought I'd examine the mechanics of an infantry battalion attack and compare how well the rules reflect reality; of course bearing in mind that this is, first and foremost, a game.

One of the most enlightening sections of the book describes the orders for the coming attack – a real life ‘O’ Group in fact. 

The attack was assigned to the 1st East Hampshire Regiment, part of the 11th Armoured Division, supported by the tanks of the Pentland Yeomanry, and Lt. Colonel Simcox, of 1st E. Hants gave the briefing.

Simcox begins by outlining the general situation: '...11th Armoured Div.......is going to attack to the south of Caumont. Fifteenth Scottish are going in on our left and the American 5th Division is taking part on our right.'

'Now, on our own front we've adopted the new system of grouping, mixing the armour in heavier proportion to ourselves, and that's why 'A' Squadron of the Pentlands is with us along with the rest of the regiment's tanks coming on behind...........We've been given a lot of extra artillery, some Flails and some Crocs too.'

Intention: '1st East Hampshires will seize and hold the Vertfeuille crest.'

Method: 'We will advance two up, 'A' Company on the right, 'C' left with 'B' in reserve. (i.e. Company boundaries are established)

Objectives, Phase I:

Right, line of the lane from junction with the orchard to crest of the ridge.

Left, Vertfeuville Farm with exploitation into the copse.

Phase II. 'B' Company to pass through 'C' Company on the left to secure the crest copse, moving on my order. (Objectives are defined)

Start line: line of the hedge which is the existing FDL.

'A' Squadron of the Pentland Yeomanry will be under command and will allocate a troop each in support of 'A' and 'C' Company - the remainder of the squadron will give general support and, of great importance, will position itself to deal with any German armour coming into action across the ridge. (Supports are allocated)

The commander of the Pentland Yeomanry adds some details: 'I'll probably keep what's left to me fairly central - the Firefly troop in particular - and be ready to go with 'B' Company when you commit them.'

There then follows a complicated summary of the fire plan, for both artillery and mortars. (Most of this is abstracted in the rules via the mechanisms for pregame bombardment effects and interdiction.)

The Flails are placed in reserve and the commander instructed to - '......position yourself close to the start line at H plus 10 and wait for things to happen.'

There are a couple of things of note here.

Firstly, the plan is very light on detail. Companies are allocated to the left, right or reserve but the fine detail of how they are to achieve their objectives are left to the company commanders (presumably working within the doctrine to which they have been trained).

Secondly, the description of the phase lines, objectives etc., are not totally clear. However, we as readers, only see the transcription of the verbal briefing but in reality the officers present at the O group would be following along on their maps.

My interpretation of the initial part of the plan is shown below. The second part of the plan involves 'B' Company moving through 'C' to clear the ridge as far as the copse.


1st East Hants. battle plan, as described in the battalion 'O' group.

The themes encountered, in the above ' Orders Group', are dealt with in the rules under section 4.4 PLANS & OBJECTIVES.

Players are instructed that the Battalion Commander must allocate each company its own objectives and area of table in which to operate and may also designate one or more companies as their battalion reserve.

Each Company deployed on the table must have its own deployment area. This can be as
simple as saying "A Company on the left flank holding the village of Tilly, B Company on the right flank holding the farm of La Haye and its environs and C Company in reserve." 

Companies should not overlap or intermix, and there should be a clear boundary between each.

This is exactly the method employed in the 1st East Hants. 'O Group' described above, i.e. 'A' on the left, 'C' on the right, with 'B' in reserve.

The way in which supports and reserves are used is also largely reflected in the rules. The rules define two differing doctrines for dealing with supports. American and German battalions have 'Flexible Reserves'. This means that off-table supports can be assigned to companies, as required, at the point of deployment. In contrast, British battalions have 'Fixed Reserves' and must assign their supports to individual companies before the start of the game.

On the whole, this is the method employed by the 1st East Hants. with a platoon of tanks being attached to each infantry company, during the planning phase. However, note that the flails are not attached and are held in a general reserve - so we also have an element of  'Flexible Reserves' here. That said, for rule purposes, it is reasonable that battalions are defined as either Fixed or Flexible.

In this specific case, there is a work around. The Flails could be held off table and assigned to the reserve infantry company. They can then be released using a 'RESERVES!' order, which allows AFVs to be redeployed to a different company.

So we have seen that the orders and planning process, within the rules, is an accurate reflection of WW2 practice, but do the game mechanics also mirror reality as well? The following is a summary of the battle for Vertfeuille, as described by Macksey, with my rules interpretations added in red.

On the left, a platoon of  'C' Company is given permission to sprint across a field to seize the opposite hedge line. This it achieves (Rapid Move) but the remainder of the company, following along at a slower pace (Fire & Move) are hit by German defensive mortar fire (MORTARS!).  The exposed platoons are badly hit (Suppressed) and the survivors retreat back to the start line (failed 3D6 RALLY! attempt). One of the company's supporting tanks hits a mine and the attack stalls at the outskirts of the farm.

On the right, 'A' Company and its supporting tanks cross the adjoining field unscathed. However, on entering the next field some tanks are knocked out (KIA) and the accompanying infantry suffer casualties from mines. The infantry go to ground (Suppressed) and the attack stalls.

This necessitates a change of plan and ‘B’ Company is ordered to attack on the right (instead of the left) supported by flail tanks to clear the minefield. (CONSOLIDATION!  – 2 orders for unplanned objective). 
The Tanks come under fire from a Jagdpanther on the ridge (FIRE) but the Jagdpanther is destroyed by fire from the supporting Fireflies (REACT FIRE).
‘B’ Company is then an hit by an American bombardment. (ARTILLERY! Danger Close!)

The Germans take advantage of the confusion and counterattack with their reserve company. (CONSOLIDATION! or RESERVES!) The German attack is spotted by the British FOO and an Uncle (all guns of division) target called for (ARTILLERY!  Divisional Support) which destroys the German reserve company. (Germans damaged and forced to Retreat from artillery fire).

So, once again, we see that all the important aspects of the battle are covered satisfactorily by the rules.

Although I had to wait 20 years, I'm really glad that 'O Group' has finally provided the tools to refight this interesting action on the table top. I was also lucky in that an 'O Group' scenario, for this very action has been published in Miniature Wargames (Issue 466); and can be downloaded from https://www.tabletopgaming.co.uk/information/downloads


 


Sunday 26 May 2024

WORLARD 6 and STAR WARS DAY

May the 4th, Star Wars Day (or bad pun day!), was the date for the return of the club's annual WorLard event; a day dedicated to games from the TooFatLardies (or associated Reisswitz  Press).

Our last WorLard day was in 2019 and this was our first return since the pandemic. Although, slightly scaled down from previous years, the event was very well supported by club members. Six games were on offer, all put on by club members or, in one case, an ex-member. All the games were played twice, with morning and afternoon sessions.

I fully intended to take some photos but, as usual, became so involved umpiring my own game that I failed in this. I did, however, take snaps of all the games during the morning  set up. 

Somewhere on a table far far away. 15mm Star Wars (Chain of Command).

10mm Normandy (O Group)

Allied armour in difficulty (O Group)

1/144 scale, B17 bomber box under attack (Bag the Hun)

54mm Carlist Wars (Sharp Practice)

54mm Crimean War (Sharp Practice)

28mm American Civil War (Pickett's Charge)

The day was a very relaxed affair, with post game beers in a local pub and a splendid curry evening in Durham centre.

What more could one want? Let's hope for another event in 2025. I'm already planning my next game just in case.