13 November 2025

Chain Of Command - Fifth Game - Probe Somewhere in Normandy

An explanation of how I got into Chain of Command 2 (COC2) is provided here. On 13Nov25, we had our fifth game of COC2; it was held at the South Somerset Wargames Group (SSWG), where games are played on 5' x 5' tables.

Introduction to the Start of a COC2 Game

The game was a Probe Scenario somewhere in Normandy in the latter half of 1944. Clearly, the location of the action, Normandy in this case, and when the action occurred (1944) determined the terrain and forces permitted to be deployed. A Probe Scenario is an attempt by the attacker to impair the ability of the defender to defend and to find a route through outer defences, to get closer to a significant objective.

The core to a force in COC2 is a platoon of infantry. The platoon may be augmented by a variety of support resources intended to compensate the inequalities between different platoons and the roles played; ie, an attacker can be expected to be sent into action with a more capable force than the defender because generally, defence is easier all else being equal.

An interesting feature of COC2 is that games commence with the Patrol Phase, which is generally played with Patrol Markers that represent small reconnaissance teams - 2 or 3 men. Friendly teams must operate in a chain and remain within 12" (40 yards with a ground scale of 1:120) of adjacent teams as they advance toward enemy patrol teams. When opposing patrol teams are 40 yards apart, they become 'locked' and advance no further. 

A the end of the Patrol Phase, the relationship between enemy patrol markers and terrain that offers cover,  determine where a limited quantity of Jump Off Points (JOP) are located on the table. Each JOP represent the centre of a circle of 20 yard radius within which units may 'start' the game, having reached a deployment position without the enemy being aware of their presence. This is a clever means to introduce some Fog Of War into actions.

COC2 is played in what are generally single player phases. In my head, each phase represents something from 6 to 12 (or more) seconds of real time. A variable quantity of phases make up a turn. The end of a turn can often be considered to represent a short lull in the fighting - a chance for the chaps to catch their breath.

COC2 contains 6 types of scenario, one of which is Probe.

The Table and Objectives

The table had 2 areas of crops, part of an orchard, road, farm tracks, a farm with a garden, some hedges, gates and walls. The picture below shows 5 of the 6 JOPs - an out-of-shot German JOP was behind the hedge in the middle of the left edge. The whole table represented an area of 200 yards by 200 yards.


Germans were probing British outer defences so had the objective to capture one British JOP and get a section of infantry to exit the table at the top of this picture. British had to delay the probe until reinforcements arrived to repel the attackers.

Alex and I played German; British were played by Andrew and Michael.

The Game

A platoon of German infantry probed ground defended by British infantry. The Germans got off to an unexpectedly quick start (double phase); one of their 3 sections quickly occupied a British JOP in the orchard but it wouldn't be considered captured unless it was in German control at the end of a turn - see picture above.


The presence of a British section with an attached senior leader (Junior Officer/ Sergeant) became apparent.


A second German section passed through the hedge into the orchard and headed toward the objective table edge. Both German sections were tactical so had improved cover if fired upon.


The first British section crossed the road, sheltered behind the hedge and fired at the first German section. The presence of a second British section and light mortar became apparent. The first German section took a couple of casualties and were unnerved/ shocked.


By this point of the game, the first German section had received many casualties from sustained attack from mortar, hand grenade, Bren gun and rifles so had routed from the table, which shocked the second German section. The first British section had re-taken control of the JOP, from which a third British section had appeared and threatened the German second section. In anticipation of a flank attack by the Germans, the second British section moved to the 'z bend' in the road.


The second German section turned to face the threat and were joined in the orchard by the third German section. Casualties and shock had been suffered by the third British section.


As we approached kicking-out time from the community centre where SSWG meet, the Germans were in a bad way so conceded.

Lessons

I'm still getting to grips with the rules for COC2 and the characteristics of the German forces so feel I have much more to learn. Some fundamental errors I made were:
  • To choose vehicles (Sdkfz 222 armoured car and Sdkfz 250/1 half-track) as support, which were not deployed - the terrain was infantry country with limited visibility (into the orchard) and plenty of cover from which to fire Projectile Infantry Anti Tank (PIAT). Also, most road/ track was bound by hedges so movement of these vehicles was always going to be constrained. I should have chosen infantry and a mortar in lieu of light armour; infantry to be able to move over the terrain and mortar to provide HE capability.
  • I tend to be too optimistic, which means I ignore well established tactics; hence, let sections operate individually, which leaves them exposed - the teams within a section are intended to support each other so one team should provide suppressive fire while the other advances a short distance then to provide suppressive fire whilst the first team advances, etc. Sections should work in a similar way to support each other.
We'll see what happens next time 😀.

No comments:

Post a Comment

Please note that all comments are moderated so will not appear until after moderation.

Popular Posts