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Friday, July 21, 2017

CoC things go smoother.

It was a hot night at Hobby Town and family commitments left it to Nate and I to keep the gaming going. We decided to play a game of Chain of Command. Nate picked the last scenario from the 29 Let's Go book. Me as the Americans had to capture the farmhouse or break the Germans. This scenario seemed to favor the Americans a bit or at least not have it so difficult for them as some of the earlier scenarios.


We laid out our patrol markers and pretty much all the jump off points reached the center of the table. I was able to deploy my 50cal and two squads right off  but one was with out it's Jr leader. Nate put on a squad and his HMG. My next rolls didn't help me with more troops and I put down my Platoon Sgt with hops of getting the attack going.


Things moved a little slow as I wasn't able to get two of my junior leaders on table. I was able to break one squad of Germans and fend off an assault by another.

My tanks came up in support and was able to knock out Nate's pak 38 before being stopped by the panzer schreck. I ended up bring on my other senior leader and was then able to apply more pressure to the Germans.

We stopped the game after about 2.5 hours of playing. Another round or two would have seen me play a CoC die to force a Morale check and perhaps break Nate's force.

I think the game went well. Very little looking up things in the rule book. Placement of leaders is important and remembering command ranges helps in maximizing their value. I'm still somewhat on the fence with how much I like the rules after six games. They do give a good result, reward correct tactics and all that but it seems that games take about 3 hours to play out to a firm conclusion. I guess I looking for a game that can be played out in the 1,1/2-2 hour range for nights at Hobby Town when 2,1/2 hours is what you have all together with set up and breakdown.

Check out Nate's report at addicted to lead

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