Showing posts with label Toofatlardies. Show all posts
Showing posts with label Toofatlardies. Show all posts

Saturday, October 17, 2015

New CoC Campaign - Operation Martlet

Hi All,

Just a quick update this time. Rich has been madly researching away and has released the latest in his series of ridiculously low-priced 'Pint Sized' campaigns for Chain of Command. This one is based around the battles for Rauray in Normandy which saw the British 49th (West Riding) Division face off the fanatical remnants of the 12th SS Panzer Division 'Hitlerjugend'. During these battles the 49th were given the nickname 'Polar Bear Butchers' by their SS enemy for the  ferocity of their attacks.

The battles for Rauray, along with the subsequent Operation Epsom and Hill 112 battles, hold a particular interest for me. When I first visited Normandy I spent some time walking these battlefields, staying at the nearby Chateau de Martragny. My British troops are painted up as the 6th King's Own Scottish Borderers, part of the 15th (Scottish) Division which was engaged in Epsom.

The pdf is GBP3.60, which works out at around 8 Australian pesos with the current abysmal exchange rate. As it's pretty easy to pay $13 for a schooner of beer in the Sydney CBD, this translates as a very good 'schooner sized' deal as well. :) The full colour PDF includes an historical background, force breakdowns and support lists for both sized, along with the six scenarios and campaign structure. This is an excellent product, and if you're so inclined the result which you get from playing this campaign can be used to influence the Operation Epsom campaign which is currently in development - just as in the real battle the British failure to take Rauray meant that the western flank of the Epsom assault was open to German counterattacks and fire from the Rauray spur.
So if you're at all interested in a fun, hassle free campaign based on meticulous research, head over to the Toofatlardies site and pick it up.

Operation Martlet - Chain of Command Pint Sized Campaign

 On another note, with my French Napoleonic product complete, i've been working furiously away painting up some 20mm Australian Defence Force diggers for Afghanistan, in preparation for the upcoming Fighting Season rules, which are a modern set for asymmetrical warfare based on Chain of Command. Here's a preview of what i've been working on, some of the fantastic Elhiem figures.
MUCH more to come!
L to R: SASR Operator, Radio Op, and ADF Platoon Commander

Sunday, March 29, 2015

57e Regiment de Ligne

Another quick update this time. I've finally finished painting up and basing my French divisional sized force which i'm using for Napoleon at War and play testing the up-and-coming Napoleonic ruleset from Toofatlardies. Watch this space for some after action reports.

I've designed my French force around the 1809 campaign. It's division on General de Division Saint-Hilaire's division, which fought under Marechal Davout's III Corps and later under Marechal Lannes' II Corps at Essling, where both Saint-Hilaire and Lannes were killed.

I'm still working on a divisional command stand for the brave and talented Louis-Vincent-Joseph Le Blond de Saint-Hilaire, but in the meantime i've painted up some higher ranking commanders. All of the figures i've used so far are from the excellent AB figures, excepting the Marechal Joachim Murat figure from the very talented Boki.

Here is first of the Corps command bases, depicting Napoleon's skilled cavalry commander, the exceptionally flamboyant Marechal Joachim Murat. Although Murat did not play a part in the 1809 campaign, I really could not resist painting up this command base. Murat is painted up for the 1807 campaign and he is dressed as the Grand Duke of Berg. His aides-de-camp are uniformed in the opulent magenta and buff uniforms designed by Murat himself.
Murat, Grand Duke of Berg and Commander of the Cavalry Reserve


From the flamboyant to the workmanlike, this is the first battalion of the 57th Regiment of the Line, which gained the cognomen 'Le Terrible.'

Formed from the pre revolutionary Regiment Limousin, the 57e Ligne was one of the most renowned line regiments in the Napoleonic army. The Regiment was commanded in 1809 by Colonel Jean-Louis Charrière. Charrière was wounded several times at Essling, where his uniform was left in tatters due to the musket ball strikes. At Wagram, his horse was shot out from under him and he was carried from the field. He was made Commander of the Legion d'Honneur following this, and in 1812 he was promoted to General de Brigade.
First Battalion

First Battalion in line behind its skirmish screen of voltigeurs
First battalion in attack column
Chef de Battalion Gleise commanded the second battalion during the 1809 campaign, and he was wounded at Essling.


Second Battalion with voltigeurs deployed

Second battalion in attack column


For each regiment, I have based the first battalions with a mounted officer and eagle, so they stand out. Subsequent battalions have officers on foot. At the moment I have each regiment with two battalions, but will be adding a third to some of the units, including the 57e.

I've also included skirmish bases for each battalion, as per the Napoleon at War basing but also used in the Lardies Napoleonic set.


That's it for now. Next i'll be posting some images of the next battalion and the Brigade command stand.

Tuesday, February 10, 2015

The Men of the North

Wow, it's been a REALLY long time since i've posted anything on the blog. A lot has happened since the last post back in October. Besides the usual festivities associated with Christmas and the silly season, I spent six weeks visiting Vienna, Prague, and travelling around Turkey.
Much more on that in future posts, suffice it to say that as someone with an interest in history, particularly Habsburg Austria and the Byzantine Empire, it was a pretty amazing experience. For now, i've included a picture of sunset over Istanbul and one of yours truly in front of the 14th century Byzantine fortress above the town of Andalou Kavagi. Armed with some excellent first hand research on Byzantine military costume and equipment from the cave churches of Cappadocia, I'm really keen to get my Byzantines finished. At the moment, i'v got a unit of six Gripping Beast and Crusader cavalry nearing completion. My Byzantines are going to be for Terror Mundi, the upcoming Dux Britanniarum supplement i've been working on set in 11th century Italy and Sicily. I'll keep everyone posted as this progresses, some AARs will be on the way soon.
Sunset across the Golden Horn to old Istanbul 
Me in front of Yoros Castle on the Bosphorus

I also *may* have rather impulsively invested in 15mm Austrian and French armies for the 1859 Second Italian War of Unification. Ahem... Well, they're currently first in line to be de-flashed and undercoated, so we'll see where that project goes. I've no idea what i'll do with them yet, but I've always found the war fascinating. Perhaps by the time i've completed both forces, the TooFatLardies Napoleonic rules will be out and ready for some tweaking.

Speaking of the Lardies, Rich has release the latest of his Pint Sized campaigns, Kampfgruppe von Luck. This is based around the defence of le bas de Ranville on D-Day +1. As the 6th Airborne Division and the 21st Panzer division are the forces which my Chain of Command forces are based upon, i'm very keen to have a crack at this campaign down at the club. As with the 29th Division pint sized campaign, this is useable with Battlegroup, Bolt Action or your WWII ruleset of choice, and as before the research and presentation is exceptional. At the price of a pint, (actually cheaper than a pint down under!), you simply cannot go wrong. Expect to see some AARs of the campaign coming up in the next few months.

Anyway, enough blathering for now. One of my goals for this year is to increase the frequency of updates on the blog. I've completed loads of stuff over the last few months, it's just a matter of photographing it and posting it up.

For today, here are some additions for my Dux Britanniarum Romano-British. I had rebased some Late Roman figures to use as commanders, however they felt a little too Roman for a campaign set in the Kingdom of the North. Not that anyone really needs an excuse to paint up the gorgeously sculpted Musketeer Miniatures figures. Incidentally, these are now available from Footsore Miniatures, following Bill Thornhill's move the the states.

Defenders of the Old North
The Gwyr y Gogledd forces muster

I've used the Dux Brit rules to role up names and some background information for these guys. A campaign based around the Kingdom of the North (using the Gwyr y Gogledd adaptions from Dux Brit: The Raiders) is on the cards for later in the year.

First up is Gwerthefyr the Able, the commander of my Gwyr y Gogledd - that's Men of the North for those of you not fluent in old British. The 29 year old Gwerthefyr is a fine warrior, despite his diminutive size. The son of a Decurion who served on the wall before the eagles left britain, Gwerthefyr is an entirely honourable commander. In campaign terms, this means he can never commit regicide and seize the kingship.
Gwerthefyr the Able
Pedrog is the champion of the Romano-British force. 26 years old and of average build, Cerdic is a dutiful follower and a skilled warrior. The superbly grisly Pedrog and Gwerthefyr figures are some of my favourite sculpts.

Pedrog, the British champion

Next up is one of the nobles, Conan, tall and strong with the constitution of an ox. Son of a British warlord formerly allied with Rome, the 28 year old Conan is a formidable warrior.
Conan, son of a warlord. LMBS shield transfer

The 30 year old Vortiporius the Ambitious is an expert horseman. It is rumoured that royal blood flows in his veins, and that his birth was the result of a drunken encounter between King Iddon and the daughter of a stable hand. While there is an uncanny resemblance between Vortiporius and the old King has led to the sobriquet 'the Ambitious,' it would be a brave man who would question the honour of this fearsome warrior.

Vortiporius the Ambitious. LBMS shield transfer.
The Gwyr y Gogledd rules allow the Romano-Brits to field units of their warriors of hearth guard as mounted troops. I painted up some of these excellent Gripping Beast late Romans as mounted warriors along with a mounted version of Vortiporious. The figures came with the old style GB horses, so I remounted them onto some Aventine nags. The shield patterns are from Little Big Men Studios.
Vortiporius the Ambitious a cheval. 
Gwyr y Gogledd horsemen

I also finished a unit of Gwyr y Gogledd Comanipulares, heavily armed hearthguard. Again, these are the exceptional Musketeer/Footsore figures. Alongside the figures, i've finished off a couple of fenland / marsh terrain pieces. Here is one along with my Romano-British watchtower. This was scratch built along with some other dark ages buildings. The design was taken from Mitch's blog.
Thats it for now, i'll be back soon with more updates. Thanks for reading!
Guarding against the Saxon menace
Fen / Marsh terrain

Comanipulares and nobles

Sunday, February 2, 2014

CoC - At The Sharp End Review

A bit of exciting news came through yesterday, with Rich et al at Toofatlardies releasing their Second World War campaign supplement, Chain of Command: At The Sharp End. I've had a read through and have to say it is superb. The supplement is available in pdf format for the princley sum of £6.00. The 48 page pdf is full colour, clearly laid out and has loads of helpful images and diagrams.

In a nutshell, the supplement enables you to create a platoon level campaign during the second world war, though it would be easily translatable to other conflicts like the Spanish Civil War or Korean War with little effort. As with the excellent campaign system in Dux Britanniarum, the focus is on playability and minimising paperwork and planning. Three 'levels' of campaign are included, the No Map Campaign is the least fuss, taking literally minutes to set up and play. The Simple Map Campaign involves a little more planning, but includes a background narrative which, if you're anything like myself, is really the reason why we play campaigns. The Full Map Campaign requires the most effort to set up, but is also the most rewarding in terms of narrative and historical engagement. To be honest, the level of preperation required even for the Full Map Campaign is pretty negligable, and if you're like me and enjoy digging out a GSGS map and a couple of Battlezone or Battleground books, then it can hardly be called strenuous.
I managed to get a Full Map Campaign based around the 21st Panzer Division's counterattack against the 12 Parachute Battalion in Ranville on D-Day. It took me just an hour or two yesterday afternoon to sort out, and I had figures on the table playing the first battle last night.
The book contains some example Full Map Campaigns based around the Canadians on Juno Beach and the 5th Wiltshire's attack on Hill 112.

The campaign system itself is elegant, immersive, and plays quickly with minimal book-keeping. Besides the ebb and flow of the campaign, the casualties, reinforcements and replacements, even bravery citations and awards are all simulated effectively, making for a very immersive experience. Playing the first game of my Ranville campaign, I was struck by how much more conservative I was with the forces, particularly the understrength paras. In the campaign system, the player must balance the benefits of victory in one battle with the impact of casualties on the overall campaign. Which adds another layer to the Chain of Command rules, and is fantastic and engaging stuff.

Also included in the supplement is a section where you can create your platoons key characters. This part will be familiar to those who've played Sharp Practice, Platoon Forward or Squadron Forward. I really love this kind of stuff, and it really helps the engagement level when your No.2 Section commander is no longer 'Para running, with Sten' from figure pack PAR12,  but 25 year old barrel-chested Sergeant Ernie Brown,  a former door to door salesman who sold brushes, mops and feather dusters to the housewives of Colchester before joining up. Detailed backgrounds, selected randomly using 2D6, are included for the British, USA, Germany and USSR. Sidney of the superb  Roundwood's World  blog has posted an excellent character generation sheet for French Big Men in WWI, which i'll be modifying for use with my 1940 French.

Throughout the campaign, your platoon leader will be affected by three opinions. Victories and defeats will impact on your standing with the CO, and so the likelihood of getting the pick of the support options. Too many setbacks will see you called into an uncomfortable interview with the CO. Besides the CO, being too reckless with your men's lives will earn you their enmity and you could face a mutiny or even become the victim of a mysterious accident.
Finally, the effects of battle can weigh on your platoon leaders own outlook. A raft of successes can lead him to heady optimism and exhilaration, while defeat can leave him insecure and uncertain. Battle fatigue may lead to mental exhaustion or a breakdown. It's all very engaging stuff, and again is easily tracked with minimal paperwork and adds another layer of narrative to the campaign.

So that's my take on At The Sharp End. I'd also add that while it's got Chain of Command on the title page and is obviously aimed at this ruleset, there is absolutely nothing stopping you from using it with Battlegroup Overlord, Bolt Action or any number of WWII rulesets. It's a fantastic resource, and gets a very big two thumbs up from me!


I'll be posting more about the campaign i've set up, including AARs and the maps i've generated. For my next update, I'll introduce the British Airborne platoon which I painted up late last year, including the personalities i've generated for the command characters using At The Sharp End.

Stay tuned!

Sunday, May 26, 2013

21st Panzer division troops

Panzergrenadier Zug mounted up
Apologies for the lack of posts over the last few weeks, but uni has yet again managed to get in the way of more important things! This will be a rather succinct update, just some photos of the latest additions to my 20mm World War II forces for Chain of Command. 

This project has been in the works for a very long time, but now i've finally completed a platoon's worth of German heer panzer grenadiers to go up against my British infantry force. These guys did feature in the last play test report, and the more keen-eyed of you may have noticed in that report a few figures in black undercoat. 

Most Chain of Command games use a full strength platoon with some support. I've chosen to do a panzer grenadier platoon, which comprises a headquarters group of a leutnant, a feldwebel, and a panzerschreck team. Under command are three panzer grenadier gruppen, each commanded by a gefreiter and comprising two machinegun teams, each of one MG34 or MG42 gunner and three riflemen. I have also painted up some extra riflemen so I can field a regular grenadier platoon, which omits the second MG team comprising instead the gefreiter, one MG team and one four man rifle team. 
The figures are a mix of Plastic Soldier Company, AB figures, and Kelly's Heroes. I think they all work well together. 

Their rides are the delightfully ungainly looking SdKfz U-304(f) halftracks, refurbed French halftracks from the mind of Major Alfred Becker. I've included three fully armoured versions and one which must have slipped through. The vehicles are all from Raventhorpe. 

I do love all of the weird and wonderful tanks and armoured vehicles which were the brainchildren of Major Becker of the 21st Panzer Division, and have several other types waiting to be painted up, but these will do for now. 
Panzergrenadier Zug ready for action.


1. Gruppe

2. Gruppe, (the unlucky ones with the soft-skinned halftrack)

3. Gruppe

Command Gruppe, with a 3.7cm gun on their halftrack

I've created sabot bases to show the troops mounted up and allow them to be removed when the figures are deployed.

To provide some support options, I've painted up a tank and an assault gun. Tanks in CoC are useful if used in concert with infantry, but, as in reality, quite vulnerable when operating alone. I've also finished painting up some of the excellent SdKfz 250/1 and 250/9 'neu' halftracks from Shaun at S&S models, and will post some pictures when they're based. In CoC, it's usually more beneficial to have some recce vehicles, an observer team for a mortar battery, or a tripod mounted MG, than a lumbering tank. It's really enjoyable to be able to use some vehicles which in most games last about 2 seconds before they are reduced to flaming wrecks, but which are able to provide an edge to your forces, just as they did in reality.
The Panther is from Raventhorpe's 'Ready to Roll' range, and the StuG IIIG is from Plastic Soldier Company, with a crewman from Kelly's Heroes. 



Well, that's it for now. In the next day or so i'll be posting up another Chain of Command AAR i just finished playing today.

Chat soon
My 21.Panzerdivision force thus far, with a PSC Panzer IVH and a Kelly's Heroes tripod mounted MG42.







Monday, April 8, 2013

Chain of Command AAR - Hedgerow Hell

I'm a married man! A few Saturdays ago (the 16th March to be precise), I married the love of my life Laura. The wedding went off without a hitch, Laura looks amazing, the rain staying away and a great night was had by all. Strange how after all the months of planning, the night itself flashed by so quickly - I didn't even get around to see all the guests, and we only had 70! I'll post some photos up once we get them back from the photographer - who also happens to be my very talented sister, Liss!

Laur and I then headed off to Bali for a week long honeymoon. We stayed out of the busy Kuta area, in a villa with a private walled garden and plunge pool. It's an amazing place once you get out of the tourist trap, and we both had a really relaxing time. Even managed to get a bit of a tan!

So, now I know I said last post that I'd be posting more BTH2 planes, and they are photographed and just waiting for me to post them up. However, in the intervening weeks i've had the opportunity to get involved in the play-testing of the up and coming Too Fat Lardies ruleset, Chain of Command.

Chain of Command is a platoon 'plus' level rule-set for WWII. As always with the Lardies, the rules include some great innovations, and focus on the role of leaders on the battlefield. 
Rich Clarke has placed some excellent taster videos over on the lard island blog, which explain the main rule mechanics and include a play-through. I do urge you to check them out, along with Neil Shuck's recent Meeples and Miniatures podcast on the rules.

The bridge and Nez Corchu
So, while I'm carrying on with the playtesting, i'll be posting up some After Action Reports, as well as some pics of units as I add to my WWII 20mm collection. For the playlist below, my British infantry platoon from the 6th King's Own Scots Borderers, with a Churchill Mk III in support, faced off against a platoon of German grenadiers from 21st Panzer Division, aided by a tripod mounted MG42. The Germans had to a bridge over a small river, snear the (fictional) village of Nez Corchu in the Normandy bocage country. For the commanders, I've used the characters I developed with platoon forward.

Without further ado...


Seize the Bridge at Nez Corchu, mid June 1944.

Patrol Phase 

British entry point
Chain of Command begins with a patrol phase. In this phase, markers representing pre-battle reconnaissance patrols advance from entry points until they are within 12" of an enemy marker, when they are locked down.


The British patrol markers entered from a single point down the main road to the bridge. Being the attackers, they got a number of free moves. Then the Germans began to move out. Eventually the markers were all locked down in the vicinity of the small village straddling the road to the bridge. The patrol markers were removed, and three jump-off points placed for each side. The Jump off markers are placed in cover back from the patrol markers. Think of it as the patrol markers representing the furthest point of advance, and the jump-offs as 'safe' points on the battlefield from which the force commander can feed uncommitted sections or fire-teams into the battle.

German and British patrols lock down

Jump-off points placed, and ready for action


Turn 1

So, with deployment sorted, the game proper began. Chain of Command plays as a series of phases, each making up a turn. Each phase represents 10sec or so of action. At the beginning of each phase, the active player rolls a number of command dice which allow them to activate sections, fire-teams, leaders or support teams. Turns are more considerable periods of time, and represent the ebb and flow of battle. Additionally, any 5s rolled accumulate on the 'Chain of Command' dice (more on that later), and 6s can affect the turn sequence, granting the player multiple active phases.

Cpl Robson's section set off towards Nez Corchu
British attack develops










Achilles II moves up. Slowly.
The British started the ball rolling, deploying a rifle section under Corporal James Robson. Robson's section soon headed up the bocage lined road towards the hamlet. A lucky roll on the command dice meant the Brits could take the initiative early, and so on to the table came a second section under Corporal Angus Duncan, along with the Churchill III, the mighty Achilles II under command of Sgt. Norman Dudley.

 The British plan was to send Robson's section down the main road into the village, clearing the way for the churchill. Duncan's section would advance through the bocage on the right, hopefully outflanking any defence of the village. Finally, Corporal Bill MacLaggan's section would go wide on the left, trying to bypass the village entirely and reach the bridge, cutting off the German
retreat.

Movement in the Boulangerie
The Germans chose to remain hidden, hoping to ambush the advancing sections at close quarters. Robson's  section moved more cautiously as they approached the village of Nez Corchu. this was a good move, as the Germans deployed a rifle gruppe under Gefreiter Enno Holzmann to their jump off point in the village bakery and opened up with their MG42 team, killing two men and causing shock to the unit. Had Robson's men not taken cover by adopting a 'tactical' stance, they may have fared much worse. As the Bren team fruitlessly attempted to silence the MG42, the British deployed their 2" mortar team and sent it scurrying down the road. When the bakery came into view, the team set up and fired a smoke shell, hitting the target and blocking Holzmann's line of sight.

Robson's section takes cover, as the 2" mortar moves up

Literally the next German command dice was three 6s, which ended the turn immediately clearing the smoke just laid.

End of Turn 1. The British attack develops, and meets resistance.


Turn 2

Robson heads for the house
The beginning of turn two saw Robson's section loosing men and gaining shock from the Germans in the Bakery. Holzmann's gruppe was exacting a heavy toll, and the German defence was firming up. the Platoon Feldwebel, Rudi Böhler, deployed along with a tripod mounted MG42 and a second rifle gruppe under Gefreiter Heinrich Baer. Fortuitously for the Brits, the 2" was activated again and again was smack on target with the smoke. Nonetheless, Robson's Bren team remained hunkered down on 'tactical', while Robson led the rifle team in a mad dash to towards the house across from the bakery from where they could better engage the enemy.


Churchill moves up.
The Churchill was taking its sweet time trundling up the road, as was Cpl Duncan's flanking section. Even the deployment of Platoon Sgt Arthur Campbell had not been able to counter some very poor movement dice rolls. McLaggan's section, on the other hand, had swiftly moved through the bocage and was poised to break through the last hedgerow and come around the German flank.



Just as McLaggan and his section emerged from the hedgerow, the Germans deployed their last uncommited rifle gruppe, under Gefreiter Willi Reiniger. Reiniger's gruppe opened up immediately, killing one man and lightly wounding McLaggan, but only inflicting one shock.

McLaggen's section emerges...
...Into the waiting muzzles of Reiniger's gruppe


Duncan's men attack with grenades

Meanwhile, on the right, Baer's gruppe moved up to the hedgeline and went tactical, just as Duncan's section reached the other side. I was unsure of how to treat this encounter (Rich has since clarified that these troops should count as in close combat - which makes sense). In any case, both Duncan's and Baer's sections avoided firing through the hedgerow and resorted to throwing grenades. This saw Baer's troops coming off much worse, taking several casualties and a few points of shock.


McLaggan's men turn the tables on their ambushers
Back on the left, the Germans activated Reiniger's gruppe to fire again at McLaggan's troops, when the British interrupted the turn using their Chain of Command dice. Instead, McLaggan ordered his men to open up on the Germans, and some lucky dice rolling saw the Reiniger's men suffering 4 casualties (including Reiniger who was badly wounded) and 5 shock, which sent the remnants of the section reeling back towards the bridge. With all German assets engaged, the platoon commander, Leutnant Andreas Dörpfeld deployed at the bridge and rallied the fleeing men, just as the turn ended again.



Turn 3

Holzmann's MG42 team switches targets
As soon as the smoke in front of the bakery cleared, the 2" mortar again fired dead on target. Robson lead his riflemen into the building across the road and engaged the enemy killing several of Holzmann's men. However, the remainder of Holzmann's men finally had a target. With one deadly burst from the MG42 team, Robson's rifle-team was decimated, leaving the Corporal with only one rifleman remaining.


On the right, Duncan abandoned the grenade-throwing and led his rifle team through a gap in the hedgerow and into hand to hand with the remnants of Baer's men. In the brutal hand to hand, both sides took casualties and shock, but when the dust cleared it was the outnumbered Germans who held the hedgerow. Duncan and the survivors fled back through the gap, past the uncommitted Bren team and ran straight into Sgt Campbell, who berated Duncan and led the men back back towards the hedgerow.


Hand-to-hand in the hedgerows
Baer's men hold the line

McLaggan's Bren team heads for the bridge
On the Right, McLaggan's route to the bridge was clear. He ordered his beefed up Bren team to move quickly towards the bridge and engage Reiniger's tattered gruppe, while he personally led two men to secure the nearby German jump-off point.



Achtung, Panzer!

Despite the British taking heavy casualties around the bakery and in the hedgerow fight, the game was almost up for the Germans. Their force morale had taken a hammering, and now the mighty Achilles II finally clanked its way into the battle. As the turret rotated to engage the tripod MG42, the Germans scurried back into cover. Baer ordered two of his men to take a panzerfaust and to stalk the iron beast, while he led the remainder of his section back to the new defensive line. The Panzerfaust hit but failed to penetrate, and the coaxial besa MG made short work of the two landser.
Better late than never.

McLaggan's men engaged Reinegger's small group, while the Cpl and his small team made for the bridge. 

Last defenders
As the Churchill lumbered up the main road, Holzmann's gruppe fired their panzerfaust down onto the passing tank narrowly missing. Another burst of coax severley wounded the Gefreiter, finally breaking the German force morale and, with their escape route blocked, the tattered remnants surrendered. The bridge was secured, but two of the British sections had suffered heavy casualties.






 SUMMARY

Achilles II heads for the bridge
So, that was my first game of  Chain of Command. Thanks for sticking with me this far, I know it's turned into a bit of an essay, but I hope it was a fraction as enjoyable to read as it was to play. I realise now that I didn't allocate enough dice for the Panzerfaust, and if used correctly there's a much higher chance that Achilles II would have become a flaming wreck, possibly tipping the scales in favour of the Germans. The game took about 2-3 hours, although it felt very fast indeed. Its a very immersive and engaging game, and playing it feels like you are watching an episode of Band of Brothers. The command dice system really does make you think about how you will allocate your limited resources, and the Chain of Command dice are extremely useful. If it wasn't for the ability to Interrupt Reiniger's attack, it would seem unlikely that McLaggan's path to the bridge would have been so easy.

I can't wait to have another crack at the rules, and as soon as i've finished the batch of commission stuff on my table, I'll be adding to my German forces, and then starting on some British paratroopers.