The Falaise Pocket: A Chain of Command Solo AAR | Storm of Steel Wargaming
Вставка
- Опубліковано 22 сер 2024
- I played a game of Chain of Command solo recently set during the Falaise Pocket operations with Americans attacking a German Paratrooper held village.
There's more gaming content here: www.stormofste...
You can follow Storm of Steel on:
Facebook: / stormofsteelwargaming
Twitter: / soswargaming
instagram: / abwehrschlacht
and support me through Patreon here: / stormofsteelwargaming
#wargaming #ChainofCommand #SecondWorldWar
Wow, it was looking good for the Americans early, but it really fell apart once they started to take casualties. A couple of observations: a unit gets pinned when you have _more_ shock than men, but you break as soon as it's _equal_ to twice the number of men. That means 1-man teams (e.g. a PzSck team with one man remaining) can't be pinned, they can only break. Also, I always forget it too, but once a unit is pinned its cover increases.
Cheers, I've always read it as more shock than double, but that makes sense.
Great fun to watch as usual. Glad to see you back playing CoC. A rule I noticed outside the ones already pointed out. A pinned or broken unit stays pinned or broken until the end of a turn. Regardless of the rules comments, thank you for the effort you put into this game.
Thanks, glad you enjoyed the video. I take comfort in the fact that the Too Fat Lardies themselves forget their own rules when they play, but thanks, I'll remember it for next time.
Very enjoyable watch, thank you.
Couple of observations I don't think anyone has mentioned yet.
Pinned units get an extra level of cover
Hits are divided by teams then effects rolled for. You seem to be rolling effects for the whole section then applying shock and casualties to teams.
I'm glad you enjoyed it, yeah, I always forget about the pinned increasing cover and I am aware about the teams/sections casualties. But as I do it consistently it's not such an issue. I also take comfort in the fact that both Rich and Nick forget their own rules as well. 😂😂
That immediate turn end was brutal in terms of the barrage. I played an entire game in turn 1 w a barrage that allowed me to win because my opponent couldn’t roll to get his guys in from reserve.
Yep, it set the bar low for the rest of the game. It would have been interesting to see what would have happened had it continued.
Really enjoying yourself CoC videos. I'm planning on some solo games too - these are a big help, thanks.
Cheers James, I'm glad you're enjoying the videos. It's a great game to play solo, I really enjoy it.
BTW, when before you decided to interrupt the Germans in the attempt to break the unit in the trees, that is exactly what I was thinking too.
Great call.
Fabulous game as always- I think CoC makes a terrific solo battle report. Hard to pick between Malaya, Stalingrad or Normandy!
Cheers Chris, I am glad you enjoyed it! It's a great deal of fun as a solo game, so I'm glad you enjoy the reports
The American BAR is only 3 dice and also re-roll 1' s. The pre-mature end to the pre-game bombardment happened to my opponent in two games. He now never buys them! Good for me all around!
Cheers, I missed that about the BARs, I thought they were the same as the box fed LMG. Noted for future. Yeah, it's nasty when it happens, but the alternative is that it remains in play for the entire game!
@@StormofSteelWargaming No critique intended, just info about the rules. Whenever the TFL play scenarios on You Tube that contain US troops they always forget to re-throw ANY 1's
Great game really enjoyed it. I think you might also have done the Americans a disservice when squads with more than one leader in them received a casuality. I don't think you throw for each leader, you throw to see if a leader has been hot and then randomly determine which leader it is, otherwise you could have only one casuality, as you did quite a lot, but you are throwing twice to see if a leader is hit doubling the chance of it happening. I may be wrong but I think you making it too lethal for leaders.
Thanks, as far as I know you roll for each leader. I could be wrong, but as long as I'm consistently wrong, it doesn't really matter.
You only roll once and if a leader is hit you then roll to see which one
May be wrong, but during the first firefight, with the.two American squads in the field and the Germans in the woods, I believe you were short-changing the Americans by forgetting their SMG fire(the German SMG was in range, so why not the Americans?). Once the Germans started taking shock, remember that units pin as a squad, not as separate teams. Or at least that has always been my understanding of the rule. So you can't have one team in a squad pinned and the other not, as you seem to have. Also, even though their leader pulled shock enough to un-pin, remember that units do not become un-pinned until the end of the turn.
Yeah, I just forgot that stuff in the heat of the moment. You are correct about the separate teams versus the section, again I just forgot.
@@StormofSteelWargaming Happens to all of us. I'm not sure it really changed the outcome all that much, with the dead JLs having most of the impact there. Tight game on a good-looking table.
@@grantlancaster9051 as long as you make the mistake consistently throughout the game, it's not a mistake, is my usual take. Thank you, it was a really enjoyable game, like you say, very tight!
@@StormofSteelWargaming Wish the Americans had kept it together long enough to get into the town, those ruins n' rubble would have made for some nice street fighting
@@grantlancaster9051 yep, this game calls for a part two, I think...
When units are pinned they go down and improve cover by one. I think you missed this right before you spent the US Command Dice to avoid the morale role at the end.
Yeah, I made a mistake. Never mind ay?
Hi Alex. Great video. I have a question if you don't mind. Where did you get the ruined buildings and the cobble stone roads?
Cheers Chip, I am glad you enjoyed the video. The roads came from Magister Militum, but they are made by a company in Australia originally, I think. The buildings are all scratch built for the most part, the ones that aren't are from JR Miniatures (I think?) which I also bought through Magister Militum.
@@StormofSteelWargaming Thank you Alex. I will try to find them.
The roads are by Miniature World Maker: miniatureworldmaker.com.au/products/id-6559/productlist/ But I got them through Magister Militum in the UK.
@@StormofSteelWargaming Thank you sir. I found the JR Miniatures. They are now Novus Designs.
Good game - I'm wondering about the power of machine guns in ChoC, say against troops advancing in the open. HMGs don't seem to have the devastating effect of kills and wounded that I've read about from WW2 veterans. I've noticed that in my own games too. It takes a while to have serious impact. Wondering if this is because of the short real time period that a turn represents. I know I should ask the Lardies and I will; just wondering what players here think too.
Thank you, I'm glad you enjoyed it. I would say that these were LMGs rather than HMGs, and as they are firing from an improvised position are not being used to kill specifically, but to supress the advancing troops. I think a fixed position HMG would have more effect as they are rolling at least ten dice in firing.
@@StormofSteelWargaming OK, thanks. Must've been under-dicing my HMGs. Another part of the rules I've been forgetting! Have to re-read some of those details
When there are two leaders and you score casualties, I have seen other players roll is a leader is hit first, then roll which leader. They don't roll for each leader.
Is there are rule reference for your approach please?
Thank you.
Yep, I play it my own way. I forgot the actual rules.
Tell me about your River and bridge and trees
The river came from Magister Militum, it's a latex one, I dont remember the name of the company that originally make them, but MM sell them on their website. The bridge is from Battlescale Miniatures and the trees are various ones from ebay or hand made.
@@StormofSteelWargaming thank you for taking the time to answer.