Posts

Swings and Roundabouts – Burma, 1944

Image
Ivan, a relatively new member of the HKSW, had been interested in getting into Chain of Command, and after a couple of prior games – a Big CoC run where we shared a British platoon on tha attack, and then a 1v1 with him borrowing a German platoon to play on the defence – he got his first taste of the Far East setting on Friday evening. This time he'd take a British platoon on the offensive, while I'd be defending as the Japanese, on Mission 3: Attack and Defend. Ivan got 12 support points, which he spent on a Stuart (5), a Universal Carrier (3), a pre-game bombardment (2), and an extra 2" mortar (2); while I spent my 5 points on a 47mm gun and an entrenchment for it. Both of us started at a full 11 morale, meaning this would likely be a fight to the death. The Game The state of affairs at the end of the Patrol Phase: Ivan seemed to be concentrating on his right, with a forward but uncovered Jump-Off Point. My own position was a little awkward. Barrier growths for the Far E...

Clash at the Creek – Burma, 1944

Image
To conclude our three-game run of Chain of Command in the Far East, Gareth and I played a round of the Attack on an Objective, which would give both of us the full run of our support options. We had a slightly later start than usual, and Gareth was unfortunately a bit drowsy while recovering fro some health issues, so (spoiler alert) we concluded a bit early before the decisive result. For this scenario, the attacker and defender roll separately, with the attacker getting 1D6+10 and the defender 1D6+5 points. Gareth rolled a 4 and I rolled a 5, and with rating adjustments that meant the Japanese would get 14 points of support and the Indians 11. Making full use of his budget and possible options, Gareth went for a Type 94 tankette (3), a flamethrower team (3), a Red Die (2), a Ruse (2), and a mortar barrage (4) (I'd actually made a mistake when giving him his support list and it ought to have been 4 points, but he spent 1 point on an SMG he then forgot about so it all came out the ...

Return to Traitor's Toll

Image
Facing the prospect of a quiet weekend, I set up another Traitor's Toll table and had a go at a solo run of Patrol Duty, the game's 'standard' mission. The main differences from the Training Mission would be a) proper plots, and b) a considerably larger number of guards (10 versus 5 for the solo versions of the respective missions). The table as set up after deploying and scattering civilians. I need to do some proper market stalls and other such scatter at some stage, as the playing surface is still a bit sparse with what I have currently. My 10-guard squad. With a budget of 45 points for solo players, that meant a captain and nine other guards, plus 3 points left over for extra kit. My captain had a bow (+2) and I brought in a crossbowman (+1) from a different squad. One third in total, including the captain, would have to be left in reserve, which in my case would include the man with a sheathed sword (second top left) and the man with a spear (bottom middle). My fir...