The overall layout of the table prior to all the lads arriving. Hopefully with enough interesting terrain and open spaces to make the game interesting for everybody |
We thought it was time to get the lads out again for a slightly smaller game of CoC on the "Big" scale in order to become increasingly more familiar with the rules and to see if we
could co-ordinate our attacks better as supporting platoon commanders in order to achieve victory.
The game was setting up as a German Counter-attack on an established position in a town on the outskirts of Arnhem. The British know there are resilient Panzer Grenadiers on the attack as well as scouting reports of armour close by. They also know that their own armour is close but at least two full turns away from supporting them.
As we know, a turn in CoC can be quite elastic and at times can feel like an eternity.
Handmade buildings from the old collection of "The Lonely Gamer" himself Nathan acquired many, many years ago now. Starting to get a lot more use in recent years. |
The Germans got a good jump on the allies in this phase being able to push quite aggressively on our left flank and causing no end of issues for Martin and his West Riding lads. |
The chaps first deploy and take some shock almost immediately |
Phil moves his Panzer Grenadiers up rapidly over the creek bed and up to the hedge line very close to our most extreme left jump off point |
Mikes British Para's take to the courtyards of the local houses to see if they can hold-up the advance |
Steve's troops go Tactical and look to get after the Brits as quickly as they can. |
The combined effect of four LMG's concentrating fire on Marty's boys has a devastatingly quick effect on his shock and starts an immediate recovery mission for the allies on the left |
Mikes Airborne take the extreme house and attempt to lay some fire upon Alex and Steve's advancing forces |
On the left the aggressive pincer movement continues |
That bloody MG42 caused some havoc early in the game let me assure you |
I think that jump off point should have been in the actual courtyard itself |
My lads finally come on and deploy a Bren and a sniper up top |
Whilst the rest of the section takes to the first floor windows to add support |
Alexanders section find a perfectly protected position to set up some sustained automatic fire |
The Red Devils make a run for the house on the right and cop a spray of hot lead |
Phil's German advance comes to a halt temporarily |
A British 2" Mortar attempts to lay some HE on the enemy forces to the left...with very, very limited success by the way! |
Martin brings on his platoon on Cromwell's to counter what German armour may soon be rearing its ugly head in the vicinity |
Sure enough, a platoon of Stug's and Panther's arrive...perhaps once again a little too quickly ( I think it is one vehicle per phase only). Once again, learning the rules as we go. |
The Germans advance and capture the first allied jump off point...Force Morale is low |
The lead Panther, paying no heed to local farmers horticultural efforts, pushes forward. |