Chain of Command with Modifications - Round 4

This game was played at Tom's house at the end of October 2024. As always, I am grateful for the report and accompanying photographs.

This game was another play test for the house ruled Chain of Command. In it, an early war German platoon, supported by a Panzer IV and a Panzerknacker team is matched against a Russian trained naval platoon supported by a scout section, an A/T rifle and a Commissar.

The Germans refuse their left flank, deploying two jump-off points in the central field and another behind the hill on their right, protecting the road where their armour is due to arrive. The Russians allocate two rifle sections and the Commissar to a JoP on their left behind the hill, two rifle sections, senior leader and A/T rifle to the JoP in the field in the centre and the final JoP is on their right with the scout squad. The Russians have the higher force morale and get the first move, deploying one squad in the field and moving up to its edge. a second squad deploys on the left JoP and moves towards the large hill. The Germans respond by deploying their C-in-C, a rifle platoon and the Panzerknacker team in the central field and another rifle section on the JoP on their left and moving to dispute the hill.

The Russian platoon on the edge of the central field engages the German rifle platoon opposite them, causing one casualty but in their turn the Panzerknacker team fires at the Russians and a poor shock test pins the Russians who then suffer another poor panic test when the German rifle team joins in, causing them to retire back into the field. The Russian force morale drops by one. The senior leader manages to rally the retiring section them moves both sections forward to engage the single German section who, after suffering another casualty and becoming pinned, decide to voluntarily fall back into the field to rally. The Russians deploy their A/T rifle in the corner of the field to cover the road but come under fire from the German Panzerknacker team. They suffer no casualties and respond by shooting one of the Panzerknacker team. The Russians in the field go on overwatch to cover the road and the Germans opposite. When the German Panzer IV arrives it tries to shell the Russians in the field but misses, only for the Russian A/T rifle to hit it and cause a shock test, pinning the crew. Over the next two moves the A/T continues to hit the tank but causes no damage.

On the German right a second section deploys and the two sections move towards the hill to confront the two Russian sections. After a short firefight one of the Russian sections becomes pinned and one German platoon use their LMG for covering fire while their NCO leads the rifle team into close assault. The Russians use a CoC die to interrupt the move and fire on the German assaulting troops managing to hit the NCO and stall the assault. In the final throws of the battle the Russians roll a double ‘6’ allowing a second phase. A Russian section on the hill charges one pinned German unit who panic and run back. On the other flank the Russian scouts rush towards the Panzerknacker team. In the second phase the C-in-C gets the Russian section who assaulted the Germans to continue their pursuit and rout them. On the other flank the Russian scouts close assault the Panzerknacker team who fire ineffectually and then lose two casualties in the fighting and fall back into the field.

That final move produced several force morale tests and the following 'bad things happen' results - panicking section, routed section, a routed officer and a team being forced to fall back, leaving the Germans to concede the game as their group morale fell to three.