Chain of Command Battle Report I (test games)

Chain of Command battle report

In this Chain of Command battle report I’m going to give the ruleset a good whirl. Having reviewed it in a previous article, it’s now time to put this Too Fat Lardies game to the test!

The first test game I did was a solo game the night before my first proper game was to take place. I pretty much only set out to learn the rules, so on my ridiculously small table (sized 3′ by not-quite 3′) I put some terrain kept the rule book at hand and started rolling.

Chain of Command Battle Report Game 1 – 28mm figures, solo, tiny table

The Forces

Germans: one and a half squads of infantry and a Sd.Kfz.251 with an infantry team on board (posing as driver, NCO, MG42 gunner and two MG42 assistants)

Soviets: Two infantry squads, one senior officer

Chain of Command battle report

The game went rather well, I got to test quite a lot of of the mechanics. The table of course was too small for meaningful maneuver (a problem you’ll into often with 28mm figures. But mostly it was just the fault of my tiny table), but it helped a lot getting to know the basics.

Chain of Command Battle Report Game 2 – 15mm figures, 6′ by 4′ table

Shortly thereafter our first proper Chain of Command game took place. The proper 1941 Afrikakorps and Early Desert British lists hadn’t been published then, so we just used earlier 1940 lists, because the difference wasn’t all that huge.
Patrol phase works a bit different to what I had thought it would from my test game, otherwise it was very straightforward. We played a game set in the deserts of Northern Africa, some time around spring 1941, using our our 15mm scale models.

Chain of Command battle report

Right from the start the germans had a crucial advantage: A few trees so they were less exposed to the burning sun.

Like in the first game it was a bit of a static shoot-out but for different reasons this time. My chronically under-staffed 1940 style rifle platoon faced off against German Panzergrenadiers. To even things out a little (I hadn’t painted any support models then) the Panzergrenadiers came on with just two sections instead of three but my guys still were outgunned because German Panzergrenadiers are all about their big, nasty, belt-fed MGs.

Here are my guys bunching up behind some cover where they spent the main part of the game (the eight-sided dice denote Jump-Off points, 20-sided dice were used to count points of shock on the units):
Chain of Command battle report

At the other side of things:
Chain of Command battle report
At least the German 50mm mortar didn’t hit anything all game long. Due to the very handy national characteristic “concentrated fire” which let me direct Bren MG (which was too accurate for its own good as a squad support weapon) fire against single teams I managed to take out a full German MG team early on.

I even sent out two small rifle teams out to advance towards the enemy. Here’s one of them, tip-toeing through the tulips:
Chain of Command battle report

However, I didn’t really manage to get them enough covering fire because Shock and casualties piled up on my fire base…
Chain of Command battle report

So slowly but surely my guys got shot up. We both decided to build some more desert terrain for the next time and I thought that adding support choices would also add a lot of mobility to the game overall. It was very much a learning game again, just setting up some figures and playing to get the basic rules. Good rules too. Me mucho likey.

Chain of Command battle report

I hope that you enjoyed this little overview of my test games. Stay tuned for the first proper game and a little overview of my force!

Sigur Squirl

Sigur is the painter behind "Battlebrush Studios" and a familiar face in many wargaming circles online. Plays a metric ton of skirmish wargames and shares his experiences here on the blog.

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