Chain of Command with Modifications - Round 2

This game, played in early September 2024, was Tom's second try-out of  his in-house modifications of the Lardies' WWII rules. 

In this game we had another test for our alternative Chain of Command house rules. This week we picked scenario two from the 'One Hour Wargames' book with the objectives being to control the two river crossings.

The Russians started with a fresh (raw) naval infantry platoon with four sections, they select an HMG, a sniper and a trained naval scout squad as their supports. The Germans have a regular rifle platoon and select a Fallschirmjäger section (Two MG42 teams) and an adjutant.

The Germans win the initiative and bring on the Fallschirmjäger section onto the table intending for them to move through the field on their left to cover the ford. The senior leader comes onto the table with an infantry section and moves through the central field.

In his first move the Russian commander comes onto the table with two sections of infantry and makes a run for the bridge. Over the following moves both sides bring on the remainder of their units. The German infantry platoon deploys with one section on the raised ground to the north of the bridge and gets engaged in a fire fight with the Russian scout section deployed north of the bridge. 

The remaining two sections and the commander in the field in the centre of the table engage in a heavy firelight with three Russian sections deployed on the riverbank and the bridge. The leaders on both sides spend much of their time rallying the infantry sections under their control. But in the long term the Germans suffer more casualties and also a  leader, resulting in the Force Morale going down to four and so  losing a Command die.

On their right the Fallschirmjäger are engaged in a fire fight with the Russian HMG and an infantry section who were supported by a sniper.

When the game finished the Russians had the edge as they held the one end of the bridge and the Germans' Force Morale had gone down to four.

On the whole the game worked well but the general thought was there was some rebalancing to be done between shooting and moving to stop games resulting in static fire fights.