This post I was supposed to be showing you something special that I had been working on but this is now going into the 'TOO FAT LARDIES' CHRISTMAS SPECIAL 2014. I will post something on the next blog to give you the heads up on what it is about, along with a couple of pictures of the special scenario (maybe) that I will be doing with Richard Clarke of TFL who is coming around for a game on Friday.
In the meantime, I have now finished the platoon and supports for my early war Germans. They are all Warlord Miniatures, both from their metal and plastic box set. I was going to show you these in batches as I finished them but I managed to crack on and get them all done, so here they are.
And the usual staged/action shots.
Dave Green also came around yesterday and we had another three games of Chain of Command for our campaign using the West Wind Russian Campaign that is in the Too Fat Lardies Summer Special 2014. Up to this point the Germans have won two of the three games.
This was now the fourth game and third scenario - Gardening in Metgethen.
View of the table from the German base line.
The objective for the Germans was to take the Russian jump off point at the far end of the table located in the grounds of the large house.
I attempted this by sending a squad through the woods down the right flank. As this was a campaign game, both Dave and myself was being very cautious and bringing very little onto the table, neither one of us wanting to show our hand just yet. This was to be my downfall as I sent the squad unsupported towards Dave's waiting Russians. He had placed a squad near one of his jump off points on overwatch to block my path.
I had to approach within 6 inches before we could see each other, I did this in a tactical movement to make my squad harder to hit but Dave was going to get the first shot in as he was on overwatch. This was followed by his phase and another turn of firing into my squad. Being next to his jump off point he also deployed one of his support options, a scout squad. This was at close range and their SMG's could fire with four dice a piece. My squad was suffering badly but it was now my turn to fire or so I thought. Dave interrupted my phase as he now had a full Chain of Command dice, so his scout squad was able to get another round of shooting in before I could do anything.
My squad had lost seven men and as this was a campaign game, it was going to have a big knock on effect for the next game so I had no choice but to make a voluntary withdrawal and lick my wounds.
Dave played a blinder and did everything right, whereas I went forward unsupported and learnt a valuable lesson.....or so I thought.
Game five and still the same scenario - Gardening in Metgethen.
The winning Russians get to improve their defences and place a minefield on the main road, just in case I have chosen armour for my support option. (I didn't think the terrain was suitable for vehicles so, unknown to Dave I had chosen an MMG and Sniper team with my six support points)
This time I tried attacking through the woods on the left flank but with painful lessons learnt, I would do this with plenty of units in support. Unfortunately this meant showing my hand to Dave by bringing on most of my units early.
The onus was on me to push forward, I just hoped the dice gods would be with me........they weren't and another squad was sent limping back but my platoon leader was on hand and rallied these.
I couldn't afford to back off and had to try again to push through, so my platoon leader brought up the MMG and remaining squads for one big push on this flank. I knew it was going to be costly in men but with this campaign you get one batch of replacements to try and bring your platoon back up to strength and the way things were going, I would be needing them for the next game.
No such look, not getting the first round of shooting in was becoming a big problem and although I tried hanging on, German morale was reduced to zero and it was another game over.
GAME SIX - Scenario three - Gardening in Metgethen.
This was my last attempt at driving the Soviets back from the village otherwise it would be game and campaign over. The German player has to complete scenario six within nine games to win the campaign, so if I failed this time I would not have enough games left to achieve my goal.
With my replacements used my platoon strength is nearly back up to full strength, ( five men short plus a junior leader with reduced initiative) My morale was also going to be reduced by one.
Plan of action this time was going to be to avoid the woods and go straight down the middle. I hoped to get my MMG on over watch and Sniper in a good position and send my squads in through the park in the centre of the village. This would draw the Soviets to the edge of the woods where hopefully the German firepower would hopefully come into play.
I managed to get the MMG in place and sent one of my squads on the right flank running across the village square towards the park. Unfortunately the dice roll was not good and they were unable to reach the cover of the wall on the other side. Dave brought his Soviets to the edge of the woods and they ripped into my squad causing many casualties once again.
I had a full CoC dice and used this to move a jump off point forward. I was then able to position my sniper near the entrance to the park to cover my squads as the enemy appeared on the edge of the woods. I then sent a squad across the road from on my left flank but again they were cut down before reaching safety.
Things were really getting bad now and my last hope of staying in the campaign was to send my MMG squad straight up the middle and through the park. If I could reach his jump off point I may still pull this off......... No such luck, the last of my hopes dashed over the village square.
A great and fun campaign, even if I didn't make it to the end. It certainly makes you think and play your games differently to how you play one off type games. Something I will hopefully be doing a lot more of in future.