Churchills, Jocks and a Jagdpanther – a Big Chain of Command Battle Report

Our illustrious Chairman takes us through a recent game of Chain of Command.

Picture the scene, Linton Village Hall on a sunny Saturday morning, a gathering of War Gamers at one of the oldest clubs in the UK and a game of big CoC. Me, Mark J (club chairman), Alan K (long time fan of Lard), Pete S (best damn terrain builder south of Leeds), Eric G (bravest of them all) and last but never least Dave P (another keen lardman). All of us ready to do battle across an eight by five table.

I decided I had to run a game of Chain of Command at the club based around the aftermath of the encounter at Hill 226 on Sunday 30th July 1944, right at the start of operation Bluecoat in Normandy. What happened on that day was a crushing encounter for the Scots Guards, who were I believe one of the first British units to encounter the mighty Jagdpanther, three of them in fact. The encounter left 11 Churchills destroyed and sadly quite a few Scots casualties. If you go to Hill 226 now you will see a memorial to them.

The game took place Monday 31st July with a bit of a ‘what if’ twist to it. What if instead of simply zooming off after giving the Guards a very bloody nose, the Germans consolidated against the Guards right flank just beyond Hill 226 taking advantage of their tactical victory.

British forces
Two platoons of British infantry, The Argylls. Supported by a Vickers machine gun team, one 17 pound AT gun, an engineer team and a medic. Both platoons were armed with Gammon Bombs. The British also benefited from a pre battle bombardment and a company HQ and replen point.

One troop of Scotts Gaurds, 2 Churchill mk VIIs supported by 1 Churchill Crocodile from the 79th Division.

German forces
1 platoon of German infantry, 326th Division. Supported by MG42 team, 20mm flack cannon, 88mm flack gun and a Stug IIIG.

One Jagdpanther, 311 Leutnant Scheiber

The Battle
We played a broad front big CoC with two British objectives. British orders were to take both objectives (a road junction and farm just beyond Hill 226) and hold until reinforcements arrive. The British had good intel having carried out night patrols and were aware that while the Germans had pulled in some heavy fire power, they were short on manpower. Actual intel at the time stated that the 326th were depleted and in need of rest.

The Germans having hastily consolidated their position had relatively poor intel, I told the German player to expect heavy armour and a flame thrower. I took the decision to add a Crocodile as they were in the area at the time. The addition of intel worked well, with the German player selecting two mine fields and placing one across a road, the only place where the Crocodile could pass without using its flame thrower or another Churchill smashing through the bocage hedges to clear a path. I had given the Crocodile three shots with the flamethrower.

The battle started with Pete’s platoon probing the middle section of the battlefield hoping to sweep right around the woods to reach the farm. Eric to the left fank heading for the road junction, a dangerous mission given substantial open ground to cover towards the objective. Dave’s troop supported Pete’s sweep by pushing against the German’s weaker right flank (or so he thought).

Alan played things pretty cool, not deploying for the first four phases as he tried to sus out the British plan. He knew given the terrain (bocage into farmland) that the Brits would have to pepper pot with one Platoon taking the attack to him, exposing his position with the other following up and of course the heavy armour and support. Despite a lack of Germans, the British attack was quite sluggish, and they failed to deploy their platoon mortar teams. The open ground between hedges was clearly worrying them and over occupying their thoughts.

Pete was the first to take the bit between his teeth ordering Eric to push on (Pete had company HQ) he moved forward with two sections leaving one behind cover. Time for the first German ambush. As the Argyles began to cross a field toward another hedge and potential German territory, they heard the Blam! Blam! Blam! of a 20mm flack cannon. The section hit the dirt taking one causality and two shock, could have been a lot worse.

As this was taking place the Crocodile rumbled into view just to the right of Pete’s platoon, further right a Mk VII took on a bocage hedge hoping to flatten it and create another route to the Farm for the Crocodile. Unfortunately, the Mk VII didn’t make it across the hedge and was ambushed by a couple of German infantrymen with a Panzerfaust, Boom! one Churchill down. Not looking too good for the Brits. To make things worse Alan had thrown a double phase and once again blasted the poor Argylls with his 20mm, a section corporal was hit and stunned leaving the lead section stuck in the open.

Now was the time for the Crocodile to have a go, having got into range Woosh! Great streaks of flame burst out toward the 20mm flack gun destroying it and the crew plus the hedge it was using for cover. There was now a gap in front of the Argylls in open ground. What would they do next.

Alan clearly feeling it was time for some serious heavy metal deployed Jagdpanther 311 at the farm with a line of site along the road through the woods into British territory. The British responded by deploying their 17 pounder in line of sight of the Jagdpanther, a gutsy move given they would not be able to move away in time if things didn’t go well. The Germans struck ambushing the 17 pounder as it deployed and got ready to fire. An 88mm HE shell hitting the gun but doing no significant damage, unbelievable luck. The crew wasted no time firing an AT round at the beast and taking it out in one shot to a roar of cheers from the Brits. The last few minutes may have turned the battle in their favour.

On the British right flank Eric had followed orders and had pushed hard, finally deploying his platoon mortar and laying smoke he quickly moved toward the objective using sound tactics of cover and move and deploying a reconnaissance team. However just as he reached the objective, he was ambushed by a German infantry section losing two men and gaining shock. Eric continued to lay smoke well, blocking line of sight but his attack had stalled. He fought on to hold the road junction but lost a section corporal, his lead section was now severely depleted and pinned. Eric pushed on with his two remaining sections towards the German infantry section.

Pete deployed his Lieutenant and rallied the lead section; on they went with a fresh section in support towards the broken ground. No smoke was used, and his men again hit the dirt after hearing the awful BRRRRRRP! of an MG 42. The lead section had been ambushed by a tripod mounted MG42, once again luck was on their side and while this stalled their advance they took no casualties. Pete finally started to lay smoke across the German line buying his men some time to recover and move.

The Germans sensing a pivotal moment in the battle deployed another infantry section in front of Pete’s platoon. However, Eric poured fire onto their right flank forcing them back into a cornfield and in line of site of the Crocodile. Woosh! another blast of flame and Five of the section were gone, their leader remained unscathed amazingly and they fell back to some vines to the left of the Farm. The Germans now pulled back their other section giving up the road junction to consolidate their position at the farm, the Stug III was also deployed.

Once again, the Brits stalled staying behind their line of smoke and not taking the ground. The second Mk VII pushed on to right of Pete’s flank where his third section had deployed in the woods in front of the farm. The Crocodile moved across the minefield which had now been made safe by the engineer team. The British re-supplied obtaining more smoke and got ready for a final attack but time had run out.

A great game followed by a de-brief at the pub next door. What did we learn from this game. As always having fun is the main objective which we did. The Brits had opportunities to push on which would have resulted in causalities, but we all agreed would likely have won the day. Easy to say hard to do, no one wants to lose their troops.

Quest Round 2

Tony F reports on the further adventures of Frodo and the rest of the Hobbits as he and Phil, along with guests Jon and Andy, play through the Quest of the Ringbearer. You can read his report of the first two scenarios here.

Scenario 3 – Buckleberry Ferry
“Two steps on the water”

Scenario three saw the Hobbits attempting to cross the Brandywine at the Buckleberry Ferry. They had to race three ringwraiths to the ferry to cross the river. The game went encouragingly well for the Good side initially, with one wraith despatched in short order (we were discovering that at this point in the Quest they were, if not feeble, then certainly not as frightening as we expected in combat, even to hobbits).

But then our game took a rather odd twist. In a move probably not foreseen by the scenario writer, Andy had one of the ringwraiths jump on the ferry before the hobbits reached it and take it to the other bank, leaving them stranded. The four hobbits managed to gang up and take down the remaining wraith on their side of the river, but we were left with a bit of a standoff. The hobbits were on the wrong side of the river, with the vital ferry on the other bank guarded by the single remaining ringwraith. Their only option would be to swim, but the swimming rules and the hobbits’ fear of water meant doing that would probably allow the wraith to pick them off one at a time as they emerged. So in the end we called it a draw, as neither side could see a way ahead.

The hobbits find themselves on the wrong side of the Brandywine facing a lone ringwraith – but with no way across apart from swimming…

Scenario 4 – The Old Forest
“See those trees, bend in the wind, I feel they’ve got a lot more sense than me”

The final scenario of our first session was a bit unusual, with the hobbits trying to cross the Old Forest in the face of – er – nothing. Just trees. Instead of orcs or wraiths, the trees of the Old Forest came alive and tried to hem them in and trap them – the trees couldn’t kill the hobbits, merely capture them.

Our game ended quite quickly, with all four hobbits rapidly overwhelmed, and hoping desperately for rescue. In hindsight, the scenario setup wasn’t particularly specific about how many trees should be placed on table, and we we may have overdone it, leaving the hobbits little chance of getting to safety – Jon and I barely made it halfway across the table.

So this one went evil’s way, leaving the score at

Good 2-1 Evil

The Quest will resume at the club’s Christmas meeting, where we hope to get through another 3-4 scenarios.

Return to Tatooine

The good weather appears to have slowed down member’s painting and modelling activities, so instead of a WIP Wednesday post, here’s Tony’s account of the Society’s game at Broadside.

At the recent Broadside show in Gillingham, the club resurrected an old game from many years ago – its first outing was way back in 1997. Originally named with the simple but descriptive title of ‘Tatooine Droid Hunt’, it was rebadged as ‘Utini!’ for this outing, which is a Jawa exclamation of shock or surprise.

The game centres around a Jawa sandcrawler during the opening scenes of Star Wars:A New Hope. Imperial stormtroopers are hunting for C3P0 and R2D2 amongst the droid waifs and strays which have been collected by the sandcrawler crew. Back in the day we didn’t take any photos of the game in action (it was before the days of camera phones) so this was a good chance to fill a gap in the club’s historical record.

The sandcrawler was scratchbuilt by Phil, the stormtroopers and Jawas are long-OOP figures from West End Games painted by Tony F and the droids are from the Galoob micro-machines range. Phil is going to write-up the sandcrawler build in more detail for the website, but for now here’s a gallery of photos from Broadside taken by Andy.