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Author Topic: AARs - CoC on Sicily 1943  (Read 12931 times)

Offline Utgaard

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Re: BatRep´s - CoC on Sicily 1943
« Reply #30 on: 10 February 2025, 10:52:26 AM »
Reconnaissance-in-force

Max and I used our monthly CoC game last Saturday to further refine our self-designed scenario.
It is roughly based on a reconnaissance-in-force in which a central object has to be captured - in our case a farm dominating an important crossroads.

A normal patrol phase is played, followed by a reconnaissance phase of variable duration in which only light troops, scouts and motorised squads may be deployed, the number of which is secretly determined by both players (but the more troops are deployed, the more difficult it becomes to bring reinforcements into play).
All other troops then appear in the normal game following this phase.
And there is a kind of ticking clock - the side that does not hold the object loses 1 of its Force Morale at the end of a round.

Max took over a platoon of US Parachute Infantry (Elite), which was reinforced by a squad of Goumiers and a 57mm AT gun..
Opposite them was a platoon of Fucilieri of the ‘Livorno’, reinforced by a squadra esploratori, a squad of Brixia mortars, a FIAT 3000 and a SPA AS.37, in which one of the Livorno squads embarked, and I had also allowed myself a Red Dice ... 2 wasted support points, as it turned out

The Red Dice failed me completely, only once it showed a usable two - otherwise the whole game only fives/sixes, exactly the two numbers that don't count with it ...

Above all, however, I made some fatal mistakes and therefore deserved to lose:

I should have let the motorised Fucilieri squad disembark at the farm instead of sending them into the village.
This would have allowed me to better mitigate the losses and hold the farm together with the scout squad, but above all it would not have been completely isolated there, as was the case in the village.

Because of this isolated position, I was forced to activate the squad in the village at all times - on the one hand to reduce shock, which accumulated over time, and on the other to be able to return fire from the Goumiers and the bazooka team.
And in the end, it were exactly these orders that I lacked elsewhere, for example to bring my reinforcements into play.

Max, on the other hand, played it smart, focussed his fire on the few defenders in the farm and therefore deserved his victory.
Congratulations!

A complete AAR and much more pictures on my Blog at:
https://utgaards-blog.blogspot.com/2025/02/chain-of-command-aar-reconnaissance-in.html



The battlefield ... somewhere on Sicily


esploratori enter the main objective - the small farm


Meanwhile some fusilier try to deny the village to the advancing Goumiers


US Paras ready to attack the farm


The fight in full swing

Offline CapnJim

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Re: BatRep´s - CoC on Sicily 1943
« Reply #31 on: 10 February 2025, 03:12:02 PM »
Nice report, terrain, and minis, as usual.  Nice to see the US boys win for once... 8)
"Remember - Incoming Fire Has the Right-of-Way"

Offline Utgaard

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Re: BatRep´s - CoC on Sicily 1943
« Reply #32 on: 11 February 2025, 05:53:29 AM »
Thank you for the compliments  :)

And yes, it was well deserved for the US boys!

Offline Utgaard

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AARs CoC on Sicily 1943 - Patrols at Ponte Olivo
« Reply #33 on: 13 March 2025, 09:45:52 AM »
On Saturday there was an introductory game in Chain of Command for Stefan from our club ?Weiss Blaue Strategen?.
He commanded one platoon of US Parachute Infantry that I had provided and played against Max's Bersaglieri, which he had set up according to my new army list.
I took over the game management and was on hand to answer Stefan's questions.

Some pics of the game:







Stefan even managed to win the game also supported by some incredible dice rolls like this one  :o




But what was much more important for us was that all three of us had fun and it was Stefan's first game of CoC, but not his last for sure.

More pics and an AAR on my Blog at:
https://utgaards-blog.blogspot.com/2025/03/chain-of-command-aar-clash-of-patrols.html

Offline TacticalPainter

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Re: AARs - CoC on Sicily 1943
« Reply #34 on: 13 March 2025, 08:58:26 PM »
This is a great thread, some lovely tables and game reports. It?s interesting to follow your journey in scenario design and introducing new players. Nothing like a beautiful table to grab a new player?s attention!

Offline BillK

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Re: AARs - CoC on Sicily 1943
« Reply #35 on: 13 March 2025, 10:02:03 PM »
Very nice stuff.
Really enjoy folllowing this thread.

Offline CapnJim

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Re: AARs - CoC on Sicily 1943
« Reply #36 on: 14 March 2025, 12:41:04 AM »
It's always good when the new guy wins.  As you mentioned, it tends to whet his appetite...

Offline Utgaard

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Re: AARs - CoC on Sicily 1943
« Reply #37 on: 15 March 2025, 08:25:49 AM »
Thank you very much guys, really appreciate that!  :)

Offline Utgaard

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Re: AARs - CoC on Sicily 1943: Fight for Pozillo
« Reply #38 on: 10 April 2025, 10:47:01 AM »
On Saturday Daniel, Max and me met up again for our monthly CoC game, so we had another Big Chain of Command, which we also used as the final test for our self-designed scenario: Reconnaissance-in-force (I'll post the scenario on the blog in the next few days).

The vanguards of an American and an Italian battle group clashed at Pozillo, a rather small village on Sicily and both sides tried to secure the small village as a base for further operations.
What followed was a fierce and bloody battle in which more and more troops became involved with the US Boys try to hold their strong position and the Italians to dislodge them from the village of Pozillo.

It was another exciting game in which Daniel's perfectly played patrol phase was ultimately the deciding factor in favour of the US Boys:
The Americans controlled the village from the start, but at the same time had denied the Italians the church as a jumping-off point for many phases and were able to pin them in their cover outside of Pozillo.

In addition, Max and his Italians had relied for too long on being able to drive the US Armoured out of the village simply by firing on with one of his Fucilieri squads, albeit very devastatingly, supported by the Cannone da 65/17.

For a complete AAR including more pics please have a look on my Blog at:
https://utgaards-blog.blogspot.com/2025/04/big-chain-of-command-aar-fight-for.html


And here are some pics from the game:

The battlefield is set


US scouts push forward outside ...


... and US Armoured within Pozillo


First blood - the Italian AB41 is out of action


The Italian Fucilieri attack ...


... but are soon repulsed by US Airborne positioned behind the hedges.



Offline Hu Rhu

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Re: AARs - CoC on Sicily 1943
« Reply #39 on: 10 April 2025, 10:00:17 PM »
Great pictures.  Your board and terrain is excellent.

Offline Hoagie

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Re: AARs - CoC on Sicily 1943
« Reply #40 on: 11 April 2025, 07:27:56 AM »
Looks fantastic, as always! Sounds like a fun game too! I've never played CoC, mainly because I kind of want a little more toys on the table than just plt+ vs plt+. How does Big CoC run ruleswise to games like IABSM or Battlegroup who are designed to run sligtly bigger battles?

Your Italy AAR's are certainly inspiring me to invest a little into mediterranean terrain (in anticipation of BG:Italy).

Offline Dubar

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Re: AARs - CoC on Sicily 1943
« Reply #41 on: 11 April 2025, 03:25:07 PM »
Really like your buildings, very Mediterrainean(-10sp?)!!!  Plus your dice bucket, looks cool with the roundel emblem!
The crow flies at midnight

Offline CapnJim

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Re: AARs - CoC on Sicily 1943
« Reply #42 on: 12 April 2025, 12:42:52 AM »
Great report, including the pics.  Another win for the Americans, eh?

Offline BillK

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Re: AARs - CoC on Sicily 1943
« Reply #43 on: 12 April 2025, 03:09:36 AM »
Really do like your terrain layouts.

Offline Utgaard

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Re: AARs - CoC on Sicily 1943
« Reply #44 on: 12 April 2025, 07:13:09 AM »
Many thanks to all of you, really appreciate that  :)


<Snip>I've never played CoC, mainly because I kind of want a little more toys on the table than just plt+ vs plt+. How does Big CoC run ruleswise to games like IABSM or Battlegroup who are designed to run sligtly bigger battles?</Snip>

I don't think you can compare the systems directly.
As far as Big CoC is concerned, it's no problem for us to play an infantry and a tank troop (3-4 tanks or armoured cars) at the same time, including the supports.

Even 2 infantry platoons are easy for a player to handle, but here you often lose focus and concentrate more on the platoon where the action is - which is not historically wrong as a commander to lose the overview and get lost in details.

However, Big CoC is also meant to be a multi-player game and that works really fantastic, we will soon be so many players that we will be playing at company level, so to speak, with 3-4 infantry platoons and 1-2 tank platoons.

With Battlegroup you could still trade the crowd as a single player, but even then it doesn't play quite as smoothly for us.
For really big games, we would rather switch to ‘O’-Group; we want to test this system later this year.

 

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