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Chain of Command - First after action report (solo game)

I have recently built and bought some Terrain for my Italian board. This was the first occasion I could pull together enough stuff to make a 4ft x 4ft board and play a game.

Not everything is perfect – I want to do more work to the field, base the trees, build hills and rocky outcrops, drybrush the roads, build/buy new walls and paint more miniatures. But I finally got to play so I was very happy!

I played a solo game of Chain of Command. The basic fluff was the allies have landed in Sicily and after an easy day on the beaches they begin to push inland. The scenario was flank attack with the US 82nd Airborne attacking and the Italian Aosta Infantry Division defending.

With the scenario and force rating differences the Italians had nine support points and the US had four. The US brought a M8 Scout Car and a predatory bombardment (I’d imagine naval guns in the Mediterranean). The Italians had a tripod MMG and a M14/41.




To start the patrol phase the Italian started off near the crossroads, near the two-storey house. The US came in from the edge near the buildings and vineyard and the other group came in from the forest.




The Italians tried to turn the US forcing them away from the vineyard to keep them down the board, towards the forest. The US quickly tried to push up through the vineyard and the forest in order to avoid having to put their jump off points on the board edge.






With the Italians only having three patrol markers (to the US 6), the Italians elected to lock down all their patrols early in the hope of catching the US out.

After placing the jump off points, the US ended with two near the vineyard and two in the forest, both great positions, putting the Italians on the back foot in terms of usable terrain.



The Italian ended up in an odd position for their jump off points, on the board edge and behind a wall with minimal cover.


The first turn went to the US
<DICE PIC>

…end of turn – interestingly preparatory bombardment loses its effect (lucky Italians)! With their double phase (and remaining dice) the US decided to try and steal a march on the Italians and deployed a squad in the forest.


The next role was quite flexible for the US



The US elected to move up the squad in the forest to put pressure on the Italians by threatening their jump off point on the road.


The US also brought on a mortar near the vineyard to shell the big house, if it was occupied, and a senior leader in the forest to push the advance.



The first phase for the Italians saw them receive an odd roll for most nations but a good one for them! I was using a fucilieri list for Sicily which essentially mean section leaders could activate on a 4 but had 2 command points. The Italians seeing their jump off point under threat deployed a section to the road, to fire on the appearing US.



Partially behind cover, the US took two kills only, both to the MG team.


With their other dice the Italians introduced the M14/41 on the road and it fired at the mortar. Heavily obscured it failed to do anything.


The US acted and gained the first chain of command points.


Seeing the opposition, the US senior leader decided to pull his men back into the forest and wait for the right time to strike.


Back to the Italians who rolled very low.


With the US backing off the Italians took the opportunity to reorganise along the wall to wait for the US attack by introducing the sole Italian senior leader.  The senior leader also put one of the two machine guns (due to the historical characteristics, the Italian machine guns are treated as automatic rifles) teams in the section on overwatch.


US phase began with a high roll.


To tip the balance back in their favour the US introduced their Greyhound who fired on the Italians who now are in the open occupying the road.


The Italians were surprised by this and four shock was applied and two deaths.


Seeing the weakening of the Italians the US Senior Leader in the forest reorganised his men, swapping some men over to the MG team and moving them up (slightly) tactically.


Back to the Italian phase and a fortuitous roll – a double phase.


After deliberating the Italian command saw the moment to cripple the US attack and take back the initiative. In a daring attack he ordered the section behind the wall to advance in the forest towards the paratroopers, throwing grenades as they go (Avanti Savioia!).



The grenades hit their mark, shocking and killing one of the paratroopers. This movement brought the Italians within 4 inches of the US and close combat ensured! Bitter close-range hand to hand fighting ended in appalling results for both sides.


After the battle, nine Italians and 7 paratroopers lay dead. Although still numerically superior the Italians lost combat and broke off back towards the big house. Luckily they were one shock marker away from routing from the table.


The US were also left in a dire situation. Somehow no leaders were affected on either side.



The next Italian phase begun, hoping to regain the initiative.



A terrible roll for the Italian as it allowed none of their sections or senior leader to activate. There were mixed feelings at this point about the Italian attack. It certainly blunted the US attack from that direction but at what cost.

The Italians decided to use this opportunity to activate the M14/41 to fire on the Greyhound, allowing them to use the walls to defend again. However, another miss.


The junior leader also began removing some shock from what was left of his infantry team.

US phase and they roll another end of turn.



They use the remaining dice to fire the Greyhound at long range at the M14/41 with no result.

Next US phase and a more balanced roll.


The senior leader rallys his men in the forest and the Greyhound takes another shot, missing again.



The Italians then roll their command dice – four 6’s! Italian aircraft overhead so everyone hits the dirt and can’t move for this phase and the next making the Italian counterattack impossible.


With the remaining dice the M14/41 takes a shot at the Greyhound and hits, resulting in a damaged gun site for the armoured car.

<PIC>


The next Italian phase sees a better roll.


Still unable to move the Italians rally some shock off what remains of their section and deploys a machine gun to the ground floor of the big house.



Back to the US phase.


To even the armoured fight, the US deploy a bazooka in the vineyards hoping to get a flank shot on the M14/41. The wall obscures them and the miss.


The Greyhound attempts to fire on the M14/41 but once again misses.

The Italian phase begins with a balanced roll


The Italians take the opportunity to move up and fire the M14/41 (to no effect), rally the shock off the squad and move the MG to the top floor of the big house. They also decide to deploy an infantry team (with the junior leader to clear off the bazooka (to no effect).


The US roll their command dice and…double phase!


Knowing they have another phase they fire the Greyhound at the M14/41, but still no hit. With their remaining dice they move up the bazooka team for a better shot and fire into the M14/41

<PIC>

and….HIT! The tank goes up in a heap of smoke and twisted metal.


The second US phase. End of turn!


The mortar fires on the Italian infantry team and causes a couple shock.


The US third phase



With the M14/41 gone the US decide to deploy their second section in the vineyard and cautiously move up.



The senior leader in the forest continues to rally his men.


The Greyhound also fires upon the depleted Italian section, killing one more.



The Italians, finally allowed to play again, and now down to four dice have a bad roll.


The Italian infantry team fires on the bazooka to no effect.

Back to the US who roll…


The mortar once again is used on the infantry team, killing one.


The senior leader in the forest clears his men and starts to cautiously move up, staying deep enough in the forest for now.

The US also begin to move their infantry down through the vineyard but out of site of the big house machine gun.


The Italians roll and get…


The Italians are in a bit of a hard spot. Their force morale is at a 4, the US is still at a 9, they need to try and hurt the US…but how? The infantry team fire on the bazooka team causing one shock


Part of the depleted Italian section moves up and clears some shock, trying to get into cover.


Finally, the MG in the big house tries to drive off the Greyhound, pushing it back slightly.


The US phase now.


The US continue to move up through the vineyard


And push up their depleted squad in the forest.


Finally, they deploy their lieutenant to the vineyard to push forward the attack

<PIC>

The Italian now roll


This roll allows them to get their depleted squad in the house. Amazing considering how badly they were pinned (which was cleared during the copious amounts of double phases).

The Italian, throwing on their last reserves, decide to deploy the balance of their last section (2 MG teams) behind the wall to fire on the US in the vineyards.



In the hail of fire the US take one shock.

With the US now. Another double phase.


The US decide to move up in the vineyard and fire at the Italians


This caused a shock of their own. The Greyhoud also resumed firing and was more devasting.



Killing one and adding another shock. The next US phase and…another phase!


The Greyhound decided to move in and open up on the infantry again, killing a couple more.


The US roll their dice again and DOUBLE PHASE!


This time the US continue their advance through the vineyard.


The final US phase...


The three 1’s were combined to and more fire from the greyhound was poured into the Italians, killing 3.


With no way to strike back at their foes, the Italians conceded and left the field to fight another day.




Hope you enjoyed the after action report. Even with no opposition, it was good to get a game on the partially completed table!

Comments

  1. Very nice looking table. Can the Italians activate their junior leaders on a three? Also, it was not clear whether you were adding command dice together (so you can add 2+2 to make a 4 )?

    And the US forces seemed to be very lucky in their command dice.

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  2. This comment has been removed by a blog administrator.

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