Chain of Command with Modifications - Round 3
Another experiment in modifying the Chain of Command rules was carried out at Tom's house in mid October 2024. You can read about the results below: -
This was a 'Last Stand' scenario set in 1941-2 in Russia, the rules used were Chain of Command with heavy house rule modifications. The situation is that the Red Army has just been routed and a gallant remnant of the defeated Red forces is prepared to fight to the last man, in order to allow the rest of the army time to regroup.
Opposing Forces: -
The Soviets have a raw Platoon of four rifle squads plus seven support points, the Germans have a rifle platoon plus nine support points
Deployment: -
Soviets deploy all units north of the river, and have three ‘Jump off Points’, the German units arrive from the southern table edge.
Special Rules: -
1. The Russians roll as elite for force morale and as regulars for deployment but still count as raw for unit morale. They only get four ’live’ activation dice, the 5th die ignores 1- 4 results.
2. The Russians get an additional Jump of Points behind the hill to represent their defensive redoubt on the hilltop.
(a) The garrison (max one section and one attached support) will count as in in hard cover.
(b) Any enemy movement into the redoubt will be at 3”+ d6 maximum.
(c) Counts as a lost JoP for force morale if enemy take the redoubt.
3. Any panicked German units are removed from play and may attempt to arrive from the southern table edge on the German's next turn.
4. German forces are not affected by force morale.
5. The river is crossable by infantry at speed d6” per move but may not go tactical. Tracked vehicles may move through at slow speed. Troops in the river count at level ‘-1’
Victory Conditions
German player gets a major victory by eliminating all enemy units (killed or in as state of panic) or a minor victory by forcing the Russian force morale below 5.
In the game the German main advance (Commander-in-Chief and two infantry sections) moves up the road to the ford with a MMG section moving into the field to the west of the ford to give covering fire. The infantry gun moves up the low rise between the roads and comes under fire from a Russian 76mm gun in the redoubt as they deploy. The third German section advances up to the river to the west of the bridge, only to be surprised by fire from a Russian section deployed in the village and are forced to retire back behind the ridge.
The Germans move one section over the ford, only to come under fire from a Russian section deployed in the fields to the north of the ford. The Germans pass their shock test and charge the Russians, only to be forced back to the cover of the river bank. The Germans rally and, supported by fire from the MMG and field gun, charge again, only to be forced back to the river. However, the Russians finally panic and run back into the fields followed up by the German section who catch and rout them.
The second German section crosses the ford and turns west to support the third section who were stuck on the bridge under fire from the Russians in the village. The third Russian section and MMG open fire from behind the ridge but the Germans play a Chain of Command die to interrupt the move in order to run for cover in the village before the Russians can open fire.
In the village, the Russian platoon manages to pin the Germans on the bridge and then charges them, causing the Germans to panic and run back. The second German platoon forces the Russian platoon back into the village only to come under fire and get forced back to the river bank by another Russian counter attack.
As we were testing the rules mechanisms the game ran slowly and we did not get to final conclusion but the Russian’s group morale was getting dangerously low.