This was our second trial game of Chain of Command 2, so we
wanted to up the ante slightly. We also wanted to have a direct comparison with
the original Chain of Command. Fortunately, not long ago, we had played Scenario
2, from the “Closing the Gap” PSC. This scenario had a standard Canadian
platoon, supported by a Sherman tank, attempted to cross the river and enter
the outskirts of St Lambert.
The town of
St Lambert was defended by a standard German platoon, supported by a Panzer
IVH. The Canadians also had 9 points of support (electing to take a 4th
infantry section and a 6lb A/Tank gun) and the Germans had 5 points (electing
to take Pak38 and a 2nd Senior Leader).
The Canadians were played by Dave & Mal and the Germans
played by Rob & Steve.
Under CofC2, the rulebook scenario 4: “A Delaying Action” introduces
an Objective around the centre of the table (in the red box). The German patrol
markers also start quite well forward, so this was going to be a short Patrol
Phase!! The Canadians gained one free move, but ended up a point down on Force
Morale (FM), so really gained no benefit. However, they did secure Jump Off
Points (JoP) out toward the woods on their left and a threatening JoP in the
woods to the South.
The Germans managed to establish a JoP in the orchard to the
North-East and one further back in the village, overlooking the river, to the
South of the bridge. The Germans then elected to place their Objective JoP in
the ruined house, just to the North-East of the bridge.
The Canadians opened strong, pushing the Sherman forward, to
laydown suppressive fire on the central German JoP/Objective, while Red &
Blue sections pushed through the woods in the North, toward the river. The Germans
responded by deploying Red section in the orchard, while the Panzer IV moved up,
to try to get a firing position on the Canadian infantry.
After an initial misplaced smoke round, the Canadians laid
an effective smoke screen on the far bank of the river and pressed Red section
across. However, just as Blue section was about to enter the water, the wind
suddenly picked-up blowing away the smoke (The Canadians rolled a triple 6!).
Fortunately, the Canadians soon rolled a couple of double 6s
and managed to scrabble Blue section over the river and into the woods. The
Canadian Red & Blue sections then started to infiltrate through the North
side of the woods. The Germans, realising that the Canadians were attempting to
out-flank them, pivoted Red section round to overlook the likely
line-of-advance of the Canadians, while deploying Blue section, to guard Red
section’s left flank.

Another double 6 allowed the Canadians to change axis and
move South to the edge of the woods. Red section, spying the exposed flank of
the German Red section, fixed bayonets and rushed forward. Spotting the
Canadians coming out of the woods, the German Blue section moved to support
(being within 4” of the melee). The Canadians still had a ‘3’ in hand, so moved
their Blue section up to support Red section and fortunately got a decent move
roll, turning the melee into a one-on-one, section-on-section fight (this is
another V2 change). However, the bigger V2 change is the melee result rolls.
Now a 5 just causes Shock and a 6 causes a kill. Melees are far less deadly
now, to both sides!
The net result of both melees was that both Canadian
sections were both thrown back.
Back in the centre, the Germans deployed their Pak38 into
the Objective ruined house, missing the Sherman with it’s first round. As the
Sherman had been laying down effective fire on the German Blue section in the
orchard, driving them back, the Panzer IV edged around the corner of the
building, to get a shot at the Sherman. However, the Sherman struck first, severely
shaking the Panzer crew, but, in turn the Pak38 then immobilised the Sherman!
Realising 2 vs 1 was not good odds, the Canadians deployed their 6 pounder.
Boom! One ex Panzer IV!?
In amongst all this excitement, the Germans had used their
Chain of Command dice to end the second turn, thereby starting the “Final Countdown”
(sneaky Rob!). This put the time pressure firmly on the Canadians!

The Canadian Blue section, led by Sgt Buchannan, saw their
chance. Realising that the Germans, who had just defeated them in hand-to-hand
combat, were now retreating further back into the orchard, the Canadian Blue
section raced toward the objective (another double 6!), surprising the Pak38
crew and driving them out of the objective house. The Germans had felt safe, as
they had deployed Yellow section, on the Eastern bridge approach, alongside the
objective. These guys would normally have been able to quickly reinforce the
Pak38 crew. However, the same double 6, that allowed Sgt Buchannan to storm the
Objective, had allowed Lt Bowe to lead the Canadian Yellow section, over the
hedge, onto the road and then a full 15” down the road, before finally charging
over the bridge, into the startled German Yellow section!

The Germans briefly attempted to recapture the objective,
using the depleted Blue section, but Sgt Buchannan’s men were having none of
it, kicking them back out of the house, before rolling a double 6, on the first
phase of the “Ticking Clock” to end the game!? Close run stuff!!
This was our second outing with CofC2. We wanted to try AFVs
and were pleased with the results. AFVs are no longer hopeless white elephants,
waiting for a spare 3! We hadn’t planned to exercise Close Combat, but ended up
with 6 fights! Under V2, Close Combat is no longer the Section man killer it
was. It is still decisive, with plenty ‘back & forth’, so a good
improvement. I really liked the introduction of Objectives and the Final
Countdown & Ticking Clock introduce some real cinematic jeopardy!?
All-in-all, I like CofC2.