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Showing posts with label Chain of Command. Show all posts
Showing posts with label Chain of Command. Show all posts

Wednesday, February 10, 2016

Chain of Command Japanese Vs. the USMC

 By Eric Lauterbach

Played a great game of Chain of Command with my pal John Desch. The guys made some new jungle terrain and it seamed like the best way to give it a test. We did a basic patrol on patrol action.  The Marines had real command issues starting out the game, while the Japanese had great command dice. This unbalance led to a weird "go for it" game with each side having their way with the other for a few turns.

The figs are all painted by John and they all looked great!  We wanted to use figs for jump off points so we had to add a few dead guys.






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Sunday, September 13, 2015

News from the Front - Episode 95

The guys are back with a vengeance, as Eric, Jon and Steven dive right in to an extensive Act I AAR.  We talk all things Star Wars, Flames, Chain of Command, Battletech and other stuff!  

In Act II, the guys recap the Guns of August FoW tournament, talk about building doubles lists, discuss the new Lessons from the Front and the new Battlefront Soviet plastics.

For Act III, the guys wander all over the place and talk about all (most?) of the stuff they promised to cover in this act.  Steven talks in detail about the Heroes of the Aturi Cluster X-Wing Campaign.
After Hours

The boys talk about good movies, our favorite bad movies, TV shows, even more Star Wars, Artemis  Star Trek Continues and more!


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Friday, September 11, 2015

Chain of Command: Russian Civil War Allied Intervention.

 By Eric Lauterbach

When you belong to group of gamers that have been around a while there is not much you can't do.

So when the call went out for who has stuff that would work for Russian Civil War a surprising amount of crap was available in the I95 Gamers inventory.

To make it even more silly we went with the Allied Intervention into Northern Russia around Arkhangelsk.

If you are not familiar with that fiasco here you go. We adapted the recent Too fat Lardies release of a WWI variant for Chain of Command.  

We had a combined French and British force holding a village from a Red Russian force.
 Reds on table! I forgot to take pics of the patrol phase..doh!

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Friday, July 3, 2015

Chain of Command German Infantry vs US Infantry

 By Eric Lauterbach

Bob Rossi and I found time recently to get in game of Chain of Command with Bob's new American army.

The forces were a standard US Infantry force vs a German Infantry force since Bob and I were rather new to the game, so we did not add a lot of extras.

The table was set and away we went, thanks to the fabulous buildings Joe Moore left at Bob's house we had some good buildings to fight over.

The Germans moved out first on the patrol phase coming from the board edge.  I wanted to get to the middle wood but Bob beat me to it. I had a good jump off points on both flanks.  Bob had jump off points in the courtyard of one house, in the large field. and one in the alleyway.  With that set we moved out....


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Friday, May 8, 2015

Chain of Command Game: US vs Germans

Sean and I followed up our last game of Chain of Command with similar forces, but we really wanted to add in some tanks! We stuck with Patrol as our mission, and got right down to it!

The battlefield.

The Governor's Mansion.

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Monday, April 13, 2015

A Brief Chain Of Command AAR: US vs Germans in Patrol

By Steve MacLauchlan

After my first solo game of Chain of Command to get my head around it, I talked my usual wargaming opponent, Sean, into giving the rules a try. We again elected not to use any support, and despite the Germans having a slight points disadvantage to the US, Sean wanted to command them in the field.

We decided to play the standard Patrol mission to give Sean his first taste of the game. The Patrol phase went smoothly, and Sean liked the mechanic.


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Monday, March 23, 2015

Chain of Command- The Road to Singapore. Japanese Vs. British

By Joe Moore and Eric Lauterbach

This Thursday's game night saw me blooding my 8th Army Perry Miniatures Brits against Ed Leland's Warlord Japanese in a no holds barred bungle in the jungle cage fight using Too Fat Lardie's Chain of Command rules.  Sure, I painted my figures for desert, but not unlike their real-life counterparts, the exigencies of the conflict mandated their fighting in an entirely different theatre of war!  This was also Ed's first use of the Japanese so this was a debut for both sides.

We opted to play a patrol scenario and my additional forces amounted to an adjutant to keep forces moving onto the board and a medium machine-gun for some extra destructive effect.  Ed chose "ruse" to allow him to deploy farther from his jump-off markers.  In the Patrol Phase, my thought was to pin down his patrol markers as quickly as possible given his ability to deploy a greater distance away and to hopefully limit his flexibility a bit.  As it turned out, we essentially ended up having the trail running through the area as the boundary separating the two forces. 



The table


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Monday, March 2, 2015

Chain of Command AAR: US vs Germans

Many moons ago, I got a bit hot and bothered on Chain of Command as I really wanted a game that "zoomed in" on the platoon level and had a strong campaign element. I also really wanted a game that felt laid back that lent itself to narrative play. I enjoyed my games of Chain of Command, but after moving back to the states, I found it difficult to get a game together using the FOW basing. Finally, I reached out to WWPD's Paint Slave good friend Sonbae to knock out a German Grenadier platoon and a US Rifle platoon for me!
I marked the bases for easy identification. Here you see a US Platoon with 2 senior leaders (Platoon LT and the Platoon Sergeant). There are also 3 squads, each comprised of an NCO, a BAR team (4 men), and a Rifle team (8 men). The platoon also has a Bazooka team. US Rifles get to re-roll 1s, which is a HUGE help for my dice luck!
Wanna learn to play? Check out Too Fat Lardies' Videos Here!

The Germans are similar, but lack the second Senior leader which is a pretty big disadvantage! The 3 squads are a bit smaller, but their MGs put out a heck of a lot more fire than the BAR!
To wrap my head around the game rules before showing it to anyone, I decided to just play a solo game! CoC actually works pretty well solo since the turn by turn activations are fairly random.

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Monday, February 16, 2015

Saipan Patrol! Chain of Command Japanese vs. US Marines

By Eric Lauterbach


Our first game of US Marines vs. the Japanese playing Chain of Command was pretty interesting. The mission we selected was a patrol where two forces approach from the long edge. It doesn't always work out that way once the patrol phase starts as you will see.

The forces in CoC are exact full strength historical platoon organizations to start with, from there you compare the platoon force rating vs the opponents and you get the difference in extra forces. The Marines, due to their large amount of BAR weapons, gave the Japanese enough points for a bad HA-GO tank. You could easily monkey with the platoon composition, CoC gives you the formula to do so.

This is a battle report, and we are all still fairly new to the game so if you are looking for a tutorial I suggest you take a look at the Too Fat Lardies site and watch Richard's videos on how to play.

So, on to the opening moves the patrol phase.  The Marines started out by moving aggressively to the center, with the Japanese with their extra movement for patrol markers trying to outflank the Americans. You win the game by wrecking the other players force morale, both were high for this game.
The board.

In the patrol phase you roll to see which sector your markers will enter.

The Japanese markers come in on the right.

The USMC enter in the center.

During the patrol phase markers are moved until they reach 12" of enemy markers then they are locked.

You must maintain a 12" link between all of your markers

BUT the Japanese special rules allow them to be 14" between markers

Once all markers are locked you place jump-off points this is where your troops enter the table.

The Japanese have one in the river two on the left side. The USMC has the house and one on each side of the river.


The Marines with all the BARs in the world.

The Japanese with tons of rifles and some really mean knee mortars.

The chain of command dice, these are rolled to activate your forces. (go watch the video on how this works, its is one of the coolest parts of CoC and great command system)

The Japanese deployed their Knee mortar squad and a squad of infantry.

The Marines occupied the house and went on overwatch.

A second squad deployed on the far side of the river.

The knee mortars drop a few rounds on the house causing some shock.

The Marines drop another squad near the Japanese and take some pot shots.

The far Marine squad with nobody around moves out towards the Japanese jump off point. 

Picking off a few Japanese in the woods.

The Marines in the house open up as well.

The Japanese tank shows up and fires at the house not doing much.

The Marines roll a one and pop their bazooka team its long range shot and misses.

The Japanese tank wants no part of the bazooka and starts trying to hit him with fire.

The fire fight in the woods is heating up with Japanese on one end and Marines the other.

The Knee mortars are helping the Japanese as well.

At this point the Marines roll two sixes double activations ouch! This going to hurt the Japanese.

The Bazooka fires a second time at the tank and hits! By some miracle the Marines rolled terrible penetration dice and the round bounced! 

The far Marines on the other side of the river are able to move twice and capture a Japanese jump off point.

Losing jump off points hurts your force morale BUT it only takes effect at the end of a turn.

On the second activation the Bazooka shoots again and misses! The Bazooka is now out of ammo and must rearm from the Jump off point. 
The Marine fire from the house and woods paste the Japanese and their squad leader gets wounded and several riflemen are killed. Its a bad things happen roll for the Japanese which hurts their force morale.

The loses and shock are so bad the Japanese are pinned.

At this point the Japanese need help so they drop two squads and try and gang up on the isolated Marines in the woods.

This platoon was about to go for the assault BUT the Marines burned a Chain of Command die to shoot them first. A good move that makes the Japanese think twice about finishing off the Marines.

The Knee mortars and two squads hammer the Marines in the woods.

The far platoon moves to relive some of the pressure on the other squad.

Its real bad sarge! 

The fire pins them down then breaks the squad, its bad things happen roll for the Americans which hurts their force morale.

The Marines run leaving the jump off point undefended.

The Marines start pounding the knee mortars in the treeline.

The battle hangs in the balance both sides have a really beat up squad but the Marines are broken. If the turn ends they will rout off the board.

The woods platoon moves to fire and capture the USMC jump off point.

They roll a 12 for movement! Captured Marine jump off point.

Direct fire knee mortars ouch! they hurt.

The Japanese shoot up the house causing more shock.

The Marines are on the Japanese flank but are too beat up to push the Japanese.  At this point the Japanese burn their chain of command die to end the turn.

That causes a bad things happen roll for the Japanese lost jump off point.

It also causes a "bad things happen" roll for the Marine captured jump off point.
Plus a "bad things happen" for these broken guys which leave the table.

The Marines hunker down since that tank is still out there.

With their force morale low and Japanese concentrating fire on the house the Marines are in bad spot.

With this squad turning to protect the flank, the game is almost over.

At this point the Marines conceded the game.
Well it was great fight, which we will be doing again real soon. The only problem we came into is I  doubt the Marines should be as high of force morale as they were.  The point difference seams like it should be closer and the Japanese really did not need the tank to fight them since they have such large platoons.  Plus those knee mortars are dynamite.

Tarzan now make war! 


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