Showing posts with label toofatlardies. Show all posts
Showing posts with label toofatlardies. Show all posts

Sunday, May 31, 2015

A German attack ! CoC AAR


Today we played an attack defend scenario with a regular German platoon attacking an American armored rifle platoon. Below are pictures of the terrain


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The Germans rolled a 6 and got 4 free moves in the patrol phase.

The end of the patrol phase.

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The German OBJ was the orchard behind the house.

The Germans deploy first and rolled two double sixes in a row and were able to deploy 2 squads, one in the center of their line in front of the Inn, the second squad deployed to the far right .

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The next phase brought another double six and the German squad on the far right mad a dash for the American jump off point in the back yard of the Inn.

The next phase the Germans made it within 4 inches if the American jump off point denying them use of it, also denying the Americans the ability to deploy into the building.

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The Americans answered with their own double six phase and deployed their machine gun squad along the back of the fence and their 60 mm mortar squad behind of the orchard, immediately bringing fire onto the advancing Germans, inflicting shock.

The next phase the Americans rolled another double six bringing more and more fire on the Germans who were shutting down the American  jump off point. The German Jr. leader was wounded, pinning the squad.

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The Americans also deployed a senior leader in the orchard.

The next German phase brought a double 6 allowing them to deploy one of their support options,    an observer for the 81 mm mortar who called for a barrage. They were also able to inflict  some shock on the 60 mm behind the orchard.

The next phase the Germans deployed yet another support option, a Stug III with JL targeting the American senior leader "hiding" in the orchard. He was by himself, thinking he was safe behind the line. The HE round killed him.

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The Germans fired a ranging shot for their barrage, hitting their mark right on and forcing the Americans to make a dash before the barrage fell.

The next American phase saw half the American machine gun squad run into the bottom floor of the house and the other half jump the fence into the back yard just outside the reach of the oncoming barrage. The American 60 mm also fell back outside the reach of the oncoming barrage.

The Germans in the field in front of the building on over watch poured fire into the Americans as the entered the building killing one and inflicting shock. 

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The strategically placed mine field in front of the house was a brilliant move on the American's part forcing the Germans to  cross into the open on either side and not allowing them to rush into the building.  The Germans decided to stay put, and put fire into the bottom floor of the Inn. Also they knew that another American squad was lurking off to the German's far right.

The Stug also fired some rounds into the building and with combined HE and MG fire after many phases were able to kill the half of the American machine gun team in the building. But not before the Americans caused the Germans who were shutting down their jump off point to rout back behind the hedgerow, allowing the Americans to deploy a rifle squad into the second floor of the building. 
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The German squad in the field in front of the house was being withered away by the Americans in the building. The command dice didn't allow the Germans to active their Stug.

The Americans then deployed their last squad in attempt to rush the battered German squad. The Germans then played their Only Chain of Command Die of the game to interrupt the phase and shoot the machine gun team at the charging Americans killing one and applying 3 points of shock. unfortunately, that wasn't enough to stop the charging Americans. Even with the Germans thowing one more die than the American in the hand to hand, they managed to kill only one American, dooming the defending Germans. 

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The battered Germans then deployed their last squad and poured everything they had on the squad that had just wiped out the German squad and pinned them.

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                          (Picture recreated quickly) 

Unfortunately that's all we had time for! As we spent a great deal of time  looking up rules, really trying to get these rules down pat! 

Personally I don't think there was a clear cut winner, as we ran out of time and both forces still in pretty good fighting shape, and both sides force morale still in great shape at 8 per side.

Following the game I asked a great deal of questions on the forum. 

All in all another great game and a good time with the club mates! Looking forward to more games!

Tuesday, May 26, 2015

CoC AAR


 This past Thursday we played a Chain of Command game at the club.


We played the Flank attack scenario with a regular German platoon attacking an American paratrooper platoon.

Some pictures of the board.

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The paratroopers mission were to hold that farm building at all cost.

The Germans getting 6 patrol makers , 3 on the two sides of the square. 

The Germans tried moving into position the best they could but the Americans making a fine move locking down all three of their patrol makers before the Germans really could get into position, forcing the German jump off points close or, at the edge of the table.  

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The Germans deploy and start their advance.

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The Paratroopers deploy their 60mm mortar team 
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The Americans deploy an LMG on the second floor of the house and a rifle along the hedge line and start bringing fire on the advancing Germans.

It was an onslaught from the start for the Germans they had a long way to travel to get into cover and firing position and had chosen  their support options poorly. They never really got the chance to bring their fire power to bear on the paratroopers. 

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A German squad gets pinned as soon as they get to the hedge line.

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German heavy machine gun trying to move into position.


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The Germans, taking a lot of fire, deploy smoke to give  some breathing space and move the  tripod mounted machine gun into position.

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The Germans make one last attempt to move on the paratroopers from the woods.

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But the Americans bring  the squad's 30cal downstairs and around back to bring fire on the Germans trying to move on the American right flank.

The Germans were stopped cold by the paratroopers in every direction they took! With the Americans taking up a great defensive position and the Germans having terrible dice rolling and poor support choices, the paratroopers were able to fend off the Germans with very few casualties.

Another great game of Chain of Command last week. This week we will be starting a crossfire campaign. Stay posted for those upcoming games and another Chain of Command game being played this Saturday.

Wednesday, April 22, 2015

28mm German 5cm mortar from Crusader miniatures

I have finished painting and basing a 5cm mortar for my new 28mm chain of command German army.

The 5cm mortar is from Crusader minitures, I'm also in the middle of painting more infantry from there as well which I'm hoping, I will finish and have some pictures up here by the end of the week. 

The minitures are nicely sculpted, except the figures I have just finished here,there was a considerable amount of flash and excess metal especially of their face. Which in my opinion can really ruin a figure. I have not encountered any flash on the faces of the infantry I'm painting now,but on some other packs like the anti tank rifle team,there is the same problem , there's also a couple figures from the assault engineer pack with some mold lines and excess flash on the face as well.

Here's the finished team below. 

Let me know what you think.



Sunday, April 19, 2015

Chain of Command (AAR)

Yesterday I was able to sneak in a Chain if Command game in.

We played ( The probe ) where one side has to deny the ground to the other, by routing them off the table, but keeping their own Force Morale above 3.

The sides were a regular German platoon (force rating of 0) vs an American armored platoon(force rating of +4). 

Here's a few snaps of the table.





The end of the patrol phase.


The Germans Force Moral was an 11, The Americans a 10. 

So the Germans kicked it off by deploying a squad just behind the wall in the court yard.

Rolling 2 5s,6,3,4 that's all they did and passed the initiative to the Americans.

The Americans started by deploying 1 squad just behind the hedge and their machine gun squad to the German right of the hedge field further down the street.



The Germans then deployed a second squad to counter the American machine gun squad on their right flank. Deploying into the back of the yard.

Also moving the first squad deployed, up to the wall, to take up a firing position against the on coming Americans.


Th Americans, with some bad command dice, moved up to the hedge line and put down covering fire against the Germans along the wall.

The next German phase, the Germans along the wall let loose on the Americans in the hedge line inflicting 3 points of shock. The second German squad moved up to the fence to take a defensive position.


The American phase brought more bad command dice, really limiting there respone. They returned fire with the squad in the hedge missing. 

On the next German phase, the Germans along the wall let loose on the Americans across from them.only 6 inches away, close SMG range. killing one and inflicting 6 points of shock, pinning the Americans. 

The Americans depolyed one of their senior leaders and took 3 of the 6 points of shock off off the pinned squad.

Their machine gun squad, tried to make a dash across the street but, only rolling a 3 on two dice and crossing a low obstacle, dropping the low die they were stuck out in the middle of the street.
The Americans also threw a mortar round at the Germans along the wall but missed.

The Germans continuing the pressure, fired at the Americans in the hedge this time, killing 3 wounding the junior leader and putting 2 more shock on the already hurting Americans in the hedge.




In the distance the Americans could hear tank tracks cranking in the distance, until a Panzer IV appeared at the opposite side of the road from the American machine gun squad, stuck in the middle of the street.

The tank blasted away at the Americans on the road inflicting 2 points of shock.






The Americans continued to run across the street trying to desperately get out of the tanks line of fire.

Getting the first squad in the field behind the cover of the the fence and out of view of the tank. 
 But the next MG team to cross wasn't as lucky, getting stuck in the street.

The Americans along the hedge line rallied the remaining shock, and returned fire as best they could actually wounding the German junior leader, and inflicting one point of shock on the Germans taking cover behind the wall.



The next German phase brought a double phase. The German tank unleashing on the American machine gun squad down the road, inflicting 3 points of shock.



 The Germans along the fence finally getting into the action, let loose on the American MG team in the field completely whiping them out, Inflicting 2 more points of shock on the remaining team in the road, pinning them.



Remembering the Germans had another phase still to go the Americans decided they had enough and decided to pull back to fight another day. 

To be fair the Americans were in a tough spot on the table and had the worst dice rolls I've seen in a wile. From rolling for command dice, to moving, to save rolls, it just wasn't the Americans day.

The game when quite fast, in only a little over an hour. 

I was just happy to get a game of CoC in!