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Clash at the Creek – Burma, 1944

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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

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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...

A Short, Sharp Shock – Burma, 1944 (again)

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After a couple of weeks of work-related obstructions, Gareth and I were able to resume our usual Tuesday gaming night and did another run of Chain of Command. This time we'd do Mission 4: Delaying Action. The defender (once again, my Indians) has an objective in their half of the table, and whoever holds it at game end wins. Unlike most scenarios where the final countdown can only be triggered if the attacker has taken an objective, in this one the defender can start the clock if two turns have elapsed. In addition, the objective counts as a jump-off point. Gareth had rolled modestly for support, getting a total of 9 points which he spent on an adjutant, an SMG, a ruse, a tankette, and a sniper. I got half his total rounded down, plus 1 for platoon rating adjustment, and spent my 5 points on a machine gun and an extra mortar. The Game Jump-Off Points and Objectives: Gareth had got quite a concentrated position and would be able to converge quite effectively on my left flank. In ret...