Fix, Fire, Flank, Finish

Well, that certainly wasn’t as planned. At the start of the pandemic, there was disruption, to be sure. Then we got into a routine. I expected to be able to paint, play online, build terrain, and post thoughts on the blog. Work, however, had other ideas. I was assigned to lead a big planning effort, followed closely by leading a smaller, more focused review. That, thankfully is all behind us.

With Vancouver Island being fairly safe at this time (only 1 case in the last 6 weeks – having a moat really helps), Lucius and I got together for a socially distant (2m+) Chain of Command Game. Rather than jump back into our Kampfgruppe Von Luck (KVL) game, we wanted to refresh ourselves with the rules.

The scenario was time-appropriate for a diversion from KVL. On the 6th of June, the North Nova Scotia Regiment, supported by the Sherbrooke Fusiliers, raced south pushing back resistance until it stiffened near the town of Authie. One town in that path was Villons Les Buissons (which will feature later as a key point in the defence against a German counter-attack). Our scenario then, was one where the North Novas would attempt to capture a cross road at the edge of town. The town is being defended by elements of 642 Ost Battalion, seconded to 736 Grenadier Regiment. The Ost Battalion, like many others, had been assigned to construction duties when the invasion hit.

The North Novas had 10 pts of support, and chose a pre-game barrage, a FO, and an extra section. Sadly, we were missing a section of Canadians, so a section of Paras were drafted in to take their place. They must have missed their drop zone and, eager to get into action pushed south once they linked up.

The platoon of the 642nd also had 10 pts (as they are rated green), and, true to their purpose in the region, took 2 minefields, an entrenchment, a SFMG 42, and a sniper.

The game played quickly, and we got to get acquainted with the rules again. My minefields, covered by an entrenchment where the MG42 was going to go, didn’t slow up the advance. The North Novas called in a barrage and with it, locked down 2 of my Jumping Off Points and focused on my right!

I had placed my Jumping Off Points too close together. The Novas advanced under the creeping barrage into hard cover, and when the barrage finally ended, the lack of quality on the side of Ost Battalion was evident as my first squad was cut down and the remnants broke.

My sniper winged the FO, but couldn’t kill him. My MG 42 finally got on the table in a position to do harm, but it was too late. My platoon commander was killed, and the gun crew broke, joining those not pinned in the barrage. From 39 troops including supports, 9 made it away. The rest were killed or captured (or pinned under the barrage when my morale hit 0). I had hit 7 of the North Novas, which means 3 were killed or badly wounded. Like history, the town fell quickly and with little harm to the Canadians.

The game was great fun. My set-up was poor, which made it difficult to be flexible. Also – green troops! They are hit so much more easily, especially at close range. Once the barrage pinned my centre, what little I had on the right flank fell quickly to the advance. Adding to the mix were the dice. Lucius’ rolls were excellent. He got the barrage back a second time, and managed enough Chain of Command dice to keep it going twice at turn end. Regardless of luck, he stuck to the standard TTPs, he went through the stages of Fix, Fire, Flank, Finish.

It was a fun game, and great to play again in person.

Next week we’ll be resuming of KVL campaign with game 3 – attacking the corridor of death.

The table is already set up! 

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