An interesting evening introducing
Ryan (huge
WW2 Japanese fan) to Chain of Command, and a very fun game which demonstrated how CoC does encourage a more tactical, even cerebral approach to the game. Gary was his opponent, and had a veteran British force that was tasked with defending the Probe scenario, i.e. preventing the Japanese exiting via that table edge. The Japanese had the (nearly official) 1941 list, with a type 92 combat car in support, while the Brits laid a minefield.
The Japs have a 2" extra move in the Patrol phase, which made things interesting - basically they slightly flanked the British on both flanks, leaving them a touch constrained compared to the wider Japanese choices. Ryan's initial dice were excellent - I think he got three phases on the trot, deploying a section on the right flank (with the rule that allowed him an extra 6" out from the jump off point) and a whole mortar section in the centre. The next phases were a game of cat and mouse: Ryan brought on another section in the centre, and Gary brought on all three of his. Lots of cut and thrust, the type 92 almost getting shot by a Boyes AT Rifle on overwatch, but basically Ryan was waiting for a chance for two phases at once again, which never materialised, to deploy his one remaining section and hit Gary's shifting weak spot.
I still reckon the British over-committed - I'd have left one section in reserve to see where the Japanese chose to make their main attack: instead one section shifted from one side of the board to the other.
Either way - fascinating game. And we may have a convert (and I commend Ryan's
blog to you if you haven't found it yet) :D
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Jump off points, Japanese on the right. |
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The first Japanese section makes an advance |
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Mortars lined up along the hedge line |
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The British holding up the Japanese right. |
First photo Mike - my jump offs are to the right not the left.
ReplyDeletePah. The ONE photo I took from the other side of the table :D :D
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