Showing posts with label Lessons. Show all posts
Showing posts with label Lessons. Show all posts

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 😀.

12 January 2021

How Best to get into a New Period for Wargames (or What Comes First, the Chicken or the Egg?)

Introduction

One attraction of the hobby of Historical Tabletop Wargames (HTW), is the variety of associated facets. Over the years, I've had several false-starts back into HTW, that were probably due to the incorrect sequence of adoption of the facets. 

This post is intended to help wargamers benefit from my experiences and eliminate false-starts. This post discusses: four facets of the hobby; a recommended sequence to pick up these facets as interest in a period develops; and experiences that have led to the recommendation.

Facets

The four featured facets are listed below in the sequence recommended for their adoption; although, note that some overlap is essential:

  1. History - factual and fictional material
  2. Rules
  3. Modelling - figures
  4. Modelling - terrain

Discussion

History

Books on the history of the western desert during WWII
For some wargamers, the history associated with a period is what really fires their imagination and motivates them to battle. History provides context and explains why an army completely composed of elite units with the latest equipment would be unusual.

History also influences: the types of units to be fielded and their characteristics; the appropriate range of ratios of quantities of unit types; what the units should look like; methods of communication; the terrain and weather with which the troops had to contend; and the rules likely to be appropriate.

Mistake: In circa 2005, I developed an interest in the Napoleonic era, found some simple rules I liked, purchased a 15mm French army, then started to read up on the history. From the history, I learned that the rules were far too generic and ignored the differences in tactics; hence, were unrepresentative of the time. This knowledge meant I'd be unable to enjoy a game with the rules so I lost interest in the period.

Lesson: Have a reasonable knowledge of the period you wish to wargame before you invest too heavily.

Rules

A visual representation of yin-yang

The rules are key to the enjoyment of a game. As with most things in life, to find rules that wargamers enjoy they must understand themselves and be able to identify the yin-yang of each set of rules they may wish to use. 

What do you want your games to represent? As a commander, what type of challenge do you want to solve; maybe: how does my section clear this building when we've only limited ammunition and without being picked off by the sniper; or how can I secure this supply route without taking too many companies from defence of the front-line?


Rules appropriate for skirmish, where the wargamer effectively takes the role of an officer of rank from Corporal to junior Officer, are likely to be relatively detailed, with one minute or less represented by one game turn and probably significantly less than 100 troops represented on the battlefield.

Contrast this with a brigade or divisional level action, where the wargamer's role is that of a general. Rules need to be much less detailed; we're interested in the big picture with potentially thousands of troops represented (although, unlikely to be present) on the battlefield; one game turn represents perhaps as much as one hour or more.

Skirmish rules would be completely inappropriate for divisional level action. The wargamer would probably be bogged-down with records and distracted from the thought processes necessary to enjoy the action. Likewise, a skirmish action would almost certainly be impossible with rules intended for high-level formations.

Additionally, mechanisms used in rules to represent outcomes are an important characteristic. Do you prefer: for measurement - tape-measure or hexes; for combat resolution - long lists of parameters that may influence the outcome or leave it all to chance (or somewhere between the extremes); etc.

A small selection of rules for wargames
Clearly, rules for HTW must: be representative of their historical period; provide wargamers with the stimulation they seek; avoid too much detail so that they remain a pleasure to use. 

Rules determine how troops are represented on the battlefield and the appearance of those troops and the battlefield; hence, influence the modelling facets of the hobby.

Mistake: In 2017, I started to wargame the 1642-1651 English Civil War (or whatever it's called when you read this). I read up on the history and found a few rules for the conflict but none of them felt quite right. Over a period of about 3 years, I tinkered with rules but found that I was going round in circles; one version would have too many bases to move, another would fail to represent the different ratios of Pike to Shot in units; I felt more comfortable with hexes (see this post) but most available rules used physical measurement devices; etc, etc. I've yet to find/ develop rules I'm completely happy with for this period but currently believe Snaphance may bear fruit.

Lesson: Understand what type of challenge you seek from your battles; hence, the granularity required of the rules. Be clear about the mechanisms you enjoy and those you don't.

Modelling

A village in Normandy *
For many wargamers, one of the pleasures of the hobby is the visual impact of figures on a miniature battlefield and the creative modelling work to achieve it. Also, there's a plethora of new and used (well painted) figures and terrain for wargames available on the internet so you can save time and money by buying them.

Figures

A unit of Pike and Shotte

Wargames rules can be clear on the appearance of troops and their equipment and how they are presented with regard to Ground Scale and the size of stands for troops. Consequently, much time spent on modelling troops before rules are reasonably firm can be time wasted. The 15mm Pike and Shotte that are pictured, were purchase as used (and painted); I rebased them for the rules I used at the time but the jury is out on whether they'll be rebased.

Note that whilst getting to grips with and/ or developing rules, you need something to play with so use simple figures or attach only one figure to a stand ultimately intended for many figures and don't bother to make the stand look too pretty.

* This image was stolen from 'Panzer Marsch!' WWII wargames rules by Graham Birkley and Steve Dunn. At the time of typing, Graham sold wargame scenery commercially. To my eye, this is model-railway quality and a pleasure to behold.

Terrain

Similarly, wargames rules can be clear on the quantity and size of terrain items so creation of that amazing hill may be premature if you construct it before you've firmed-up on the rules you intend to play with.

Mistake: In the noughties, my interest in the western desert during WWII was rekindled. I purchased the Wargames Research Group rules for the period, then started to build a modular terrain system based on these rules. The terrain was never finished and only part of it was used in anger and then on only one occasion!

Three scratch built tank transporters in cover with a Dorcester in a wadi as their loads trundle toward a fold
Lesson: Concentrate on playing so you can get the rules right and enjoy the game. If need be, play these early games with crude representations of figures and terrain. As rules firm up, enhance your pleasure with improved aesthetics when you have the time, money and inclination. If you're happy with cardboard counters such as seen in boardgames, then why change to figures and terrain?





Popular Posts