Saga “Age of the Wolf” Campaign Supplement Review

Tomahawk Studios’ Saga has captured my imagination and attention lately. Last summer I finished a six-point Anglo-Dane warband before we moved to a new state in hopes of finding gaming partners through the popular system. I recently connected with a few other new players. When Age of the Wolf (AotW) released, we bought up a copy as quick as possible. While we have had a great time playing one-off Saga games, AotW‘s campaign system adds a whole new layer of enjoyment. Now my Anglo-Danes have names and histories! Their heroic deeds and unfortunate failures echo from game to game, and my collection is starting to grow again. With our first campaign season complete, it is time to deliver a short review of AotW.

Campaign Mechanics

AotW‘s system is highly abstract and asynchronous. There are no meta-maps to track, no wonky points values to move around, and no need to have every player in the room at once. While campaigning on a big map where territories grow and shrink is a lot of fun, my experience is that complex campaigns peter out quickly. I have very little time available for my hobby these days, so I appreciate the flexibility of AotW. Armies don’t march across maps in AotW, but the campaign adds some extra meaning to game outcomes, a little character to your warband, and a lot of motivation to keep building and playing. The system’s flexibility is also a major asset. Players can easily jump in to the campaign, drop out, or temporarily withdraw without disrupting play.


Anglo-Danes catch a Norman supply convoy in a classic hammer-and-anvil ambush

In short, the campaign plays out over six “seasons.” In each season, each player chooses one action (raid, campaign, defend) and one target. Everybody’s actions are compared together on a simple chart that generates the types of games to be played in the season. The whole process takes just a couple minutes. Players are then free to schedule their own games at their convenience within the realtime limits agreed to by the group. Can’t play a game this month? No worries…just pay the Danegeld in money or land and move on to the next season.

The campaign is built around the saga of your warlord. A few die rolls at the beginning of the campaign generate unique skills and traits for your warlord that turn him into something akin to a “Hero of the Viking Age” character. For instance, Tostig Bloodeaxe (my Anglo-Dane warlord) his favored by the gods (and so may roll twice on the post-battle fate table and choose his preferred result) and has a blood feud with another player’s Viking warlord. Tostig also has a “Conqueror” ability that adds attacks to units within M distance if Tostig himself is not in combat. Your warlord’s warband will grow and shrink each season depending upon casualties taken in combat and the result of fate rolls between games.


Anglo-Dane hearthguard clear the woods of pesky Norman crossbowmen

Campaign scores are based on your warlord’s accumulation of land, wealth, reputation, and campaign victory points. The first three are usually earned as a result of successful campaigns, raids, and defenses respectively, though there are other options too. For instance, Tostig can gain reputation and wealth if he slays his blood feud target in combat. Pursuit of these various types of points adds depth to individual games. Take our last game for example: though my warband won (leaving behind several burning Norman supply wagons), my opponent actually walked away with bigger gains in reputation and wealth because he fulfilled his blood feud by wounding my warlord.

I won’t go in to all the details of campaign mechanics here. If you want more of those details, you can check out an extended run-down at the Harold’s Revenge blog.

Warbands start at four points, and the composition is limited by the amount of land (levy), wealth (warriors), and reputation (hearthguard) that you warlord collects. Ordinarily, warlords start with two of each (land/wealth/rep), so may select up to two of each type of unit. Players receive limited reinforcements at the beginning of each campaign season. After games, warbands lose figures as permanent casualties at a rate of one for every four models removed during the game. In the post-game phase, some fate roll results deliver reinforcements or unit upgrades. I am still confused about how “units” in the campaign tracker and “units” in the game relate. Can players balance their units in games for optimal dice generation or pursuit of mission objectives, as in a normal game? If so, how does one track which campaign “unit” took casualties? I need to do more reading. For now, we’re letting players reorganize their warbands in game. We then track how many of each type of unit (levy/warrior/hearthguard) took casualties and let the player decide which campaign units lose models permanently.


Rogbert the Handsome and his warrior meat-shields go in for the kill against Tostig Bloodeaxe, the Anglo-Dane warlord and unlucky target of a Rogbert’s blood feud.



So, after our first season, would I recommend purchasing AotW? YES! The system is straightforward and simple to manage. Although built for the 1066-set, it could easily be translated for Crescent & the Cross. Plus the price is right at less than $20. In all, we have already gotten a fantastic return on investment in this supplement.


The crucial moment. Tostig desperately fights for his life at the top (he escaped with a flesh wound) while the elite Norman knights confidently ride in for the kill in the center…a little too closely to some Anglo-Dane warriors. The subsequent Lords of Battle assault devastated and exhausted the knights.



A Middle-Earth Brawl

Sometimes I get the itch to break out a golden oldie. Today, that was GW’s Hobbit Strategy Battle Game ruleset. Years ago, I played LotR SBG regularly with a terrific group of gamers in San Antonio. I haven’t had a game since then, though. To help me scratch the itch, two local friends came over and claimed a couple of commands. That doesn’t sound quite right, but…

I set up a simple scenario that featured a large band of orcs, led by a ringwraith and his lackies, attacking a small village. The village militia, not wanting their homes burned down, turned out to repulse the raid. Nearby, a small band of rangers led by Aragorn that had been stalking the ringwraith decided this was their time to strike.

Each player took a different faction (human militia, rangers, orc) and received different objectives. The orcs scored points for burning down buildings and killing leaders. The militia scored by keeping buildings standing and breaking the enemy force. The rangers scored for killing the ringwraith and orc captains. The forces involved were large for SBG at around a thousand points for the orcs, and combined thousand points for the men.

Eschewing subtlety, the orc commander rushed his force forward right down the center in a giant tidal wave of smelly evil. A giant scrum emerged in the center of the table. Unbelievable dice rolling and the decision to front-load the orc captains at point of attack led the town militia to collapse fairly rapidly. On the orcs right, the rangers burst out of a large forest to wipe out a small contingent of warg riders and pose a major threat to the flank.

The orcs isolated the militia’s right flank, cut down the militia captains, and surrounded the remaining men. In the center, the militia’s leader rallied a defense and joined in with the rangers to dent the orcs’ right flank.

Defenders Pocketed

Surrounded! (and doomed)

Seeing an opportunity, Aragorn plunged in to the brawl chasing the ringwraith. In a brutal round of combat (three attacks, three hits, three 6’s to wound), Aragorn smashed the enemy general.

We had to call the game soon afterward. The forces of men were a model away from breaking while the orcs still had around 15 models to go. However, in a classic wargamer move, the orc player opted to kill everything on the board instead of fulfilling his objectives. As a result, the forces of men decisively won in terms of victory points. Their keys to victory? Kill the ringwraith and die slowly.

Aragorn and Ringwraith 2

Aragorn (foreground) winding up to smash the ringwraith



This was a pleasant way to spend an afternoon. I always have a good time with the SBG rules. If I play the scenario again, I’ll shrink the forces to emphasize heroes, and maybe give each hero a particular task to accomplish. I should probably touch those orcs up at some point too. I bought them as a pre-painted lot off eBay. They look pretty good at gaming distance, except for a few of their bases.

Battlegroup Playtest – Brits vs. Germans in Defensive Line

I have been hooked on Chain of Command for a few years now. Sometimes I get the itch to move up to a company-level game, though. I enjoy the greater degree of combined-arms action at the company level. Companies still turn decisively on the actions of individuals, so they make for characterful subjects. I cut my teeth on Flames of War. I enjoyed the game, but it was definitely a game. When I came across I Ain’t Been Shot Mum, I moved on from FOW without a second thought. Unfortunately, nobody else came with me, and several games of IABSM have left me feeling ambivalent about the system that sounded so good on paper.

I am in the initial planning stages of a new project now—Ardennes 1944. The Battle of the Bulge is among my favorite topics of traditional military history, and this project has been gestating for a while. I am inclined to play it at the company-level, so the first step is to settle on a system. I have narrowed the competitors down to two: Battlegroup and IABSM. This weekend, I tested the Battlegroup by Iron Fist Publishing. How did it go? Read on!

Battle Report

We played the defensive line scenario at the platoon level, capping points at 500. I played a British infantry platoon on the defensive with some armor support. My opponent played an attacking German SS platoon with armor support. I included a little bit of everything in each list so that we could give every mechanism a trial run – artillery in direct and general support, armor, armored transports, machine guns, and defenses. I didn’t take sufficient notes for an in-depth battle report, but here’s an overview of the action:


The Germans out-scouted me, so I started with a morale counter. My opponent’s probing force (including his battlegroup commander in a Panzer IV, on which also rode his FOO and a machine gun team…probably a bad idea) pressed forward brazenly. A farm divided my fields of fire to the front, so I positioned a 6 pdr to deny the larger central area. The little gun didn’t inflict much damage besides some pins and a kill on a recon halftrack, but it spooked the hasty assaulters and denied most of my front for the rest of the game. On my right side of the board (west), a single infantry squad cowered in foxholes, praying for armored reinforcements. My opponent wisely targeted them for a breakthrough.

Three turns in, most of my opponent’s reserves showed up. They were primarily Panzer IVs with panzergrenadier tank riders. They closed the gap quickly and scared the solo rifle squad off the table (pinned, a single kill, after which I failed a morale roll). The British platoon commander rushed over, dismayed to find his squad heading for the rear. He stepped into the breach, positioning himself with his trusty PIAT team behind a hedge.

The German attack came on relentlessly. My FOO furiously worked the direct-support mortars. These guns didn’t inflict many casualties, but they expended a lot of rounds and achieved some key pins to slow up the assault and force my opponent to draw morale chits. My armored reserves came in just as the Germans crashed through my front-line defenses…and not a moment too soon! My Firefly dispatched two Panzer IVs, forcing morale chit draws. These, together with earlier draws to rally troops, broke my opponent’s battle rating. A narrow victory for the plucky British defenders!


The Good:

Overall, we had a good time with Battlegroup. The game came to a satisfying conclusion within about two and a half hours, which was impressive considering this was our first time playing. I spent the first two turns furiously flipping through the rulebook, but by turn three everything clicked perfectly. My only persistent question came from autocannon fire, but that was a minor issue. By the end of the game, we were only making infrequent references to the rulebook and playing right off the two-page quick reference sheet. Play also moved quickly because the turn structure allows players to coordinate unit actions and focus on key tasks. We rarely had enough orders to issue one to every unit, though, so player control was not total or given.

Battlegroup’s morale system is outstanding, and my favorite part of the game. The system creates a lot of tension when drawing chits and denies players perfect knowledge of their opponent’s standing. The inclusion of random events in the chits is fun too. Sometimes the chit doesn’t damage morale, but brings in an airstrike, causes an enemy tank to drive over a mine, or pins an enemy unit. Those random events bring a gratifying degree of friction and narrative to the game.

The scouting phase is another of the system’s strengths. The side with the fewer reconnaissance assets must take a morale chit before the game begins. Most scenarios also start with several turns where only reconnaissance units are on the table. This gives a role to units that are often under-valued and under-represented in other games. Here, recon units can snag key terrain and screen the arrival of the main force.

Finally, I like the system’s point-based force building scheme. I can hear Lardy gasps. The system helps players create reasonably historical forces that are reasonably evenly matched, though. This makes collecting figures easier, scenario design simpler, and the game more “pickup” friendly. A group could pick this game up and set point-values for a session’s play, significantly cutting down on preparation and coordination requirements.

I have to give a shout-out to Battlegroupbuilder for making the force-building and roster-printing process a snap!

The Not-So-Good:

Reviewing my list of complaints reveals something fundamental about Battlegroup – it is definitely more a game than a simulation. That’s not a bad thing in and of itself. It is a point of interest, though, and one the game’s creators have acknowledged elsewhere as a design principle.

My first complaint is that players control elements down to the team level. I understand the thought behind this. After all, the game is supposed to scale from the squad all the way up to the battalion level. Because I am looking for a company-level game, I prefer control down to the squad level (the old two-levels-down dictum). Team control gets messy, and as the size of engagement grows the complexity of tracking units explodes. I admit that it does work well at the platoon-plus level, which is what we played.

Officers and senior NCOs play a minor role in Battlegroup. Officers give you an additional guaranteed order, and most can call artillery or mortar strikes, but otherwise they are just another infantry team. The system incentivizes lead-from-the-rear officership. This criticism reveals my Lardy orientation. I want my leaders to be out front and influencing the battle. I also want them to have some personality for the sake of game narrative.

German Recon Moves OutArtillery, I thought, was a bit wonky. The basis of my complaint is the way fires come in. An observer calls for fire, the spotting round deviates (upwards of 4D6”), and then the player decides whether or not to fire for effect. There’s no firing adjustments, though some spotters such as FOOs can re-roll one scatter dice, and a new mission must be called each turn. Artillery’s effects spread strangely in the beaten zone too. Possible hits are calculated by the number of guns firing, usually maxing out at four hits. These are placed one at a time on units by proximity to the barrage aim point. One team could pick up a hit while an adjacent team just a few inches from the aim point gets away unscathed. The trade-off here is between speed and realism. Battlegroup sacrifices some realism to streamline the game. Again, this is not an inherently negative aspect, but potential players should be aware of it. On a related note, the game does not allow players to call for smoke. The designers explain smoke’s absence by claiming its presence on the battlefield is abstracted and incorporated into the observation roll when conducting aimed fire. This is another example of streamlining play. It works for the game, I think, but I’m looking for something more realistic. Besides, smoke capability would give my 2” mortar team something to do besides twiddling their thumbs off-table.

My final complaint is about ammo tracking on vehicles. Players have to choose an HE and AP load-out for each vehicle before the game begins, then track rounds fired. I didn’t think tracking was burdensome, but the system just didn’t do it for me. The purpose of the rule, I think, is to force players to make strategic decisions about main gun usage, and to encourage the purchase and use of soft-skinned ammo carriers rarely seen on most miniatures battlefields.

Bottom Line: I enjoyed Battlegroup and will play it again. I think it is a terrific system for club or convention play, or for introducing new players to WWII gaming. I will also continue buying Battlegroup’s theater handbooks. Not only can I use their theater-specific rules and force lists for inspiration and general guidance in other games, but the books are packed with inspiration eye candy. That being said, I don’t think Battlegroup will be my go-to rules for my own projects. Fortunately, I can base figures for my alternative system in such a way that they will work perfectly for the occasional Battlegroup game.British Reinforcements Move Out

Where to next? I am returning to IABSM for another trial run. Previous experiences with IABSM generated two great complaints from me: the system was too chaotic and rarely produced a satisfying conclusion in an afternoon or evening. I have some house rules brewing to address these issues:

  • Steal Battlegroup’s “reserve move” order idea – Units in IABSM will be able to reserve their movement to use later in a turn or on a tea-break, hopefully enabling better coordination
  • Units chits/cards will be for a unit type (e.g., armor platoon, infantry platoon) where possible, not for specific units. I hope this will give players the opportunity to better coordinate actions and concentrate efforts. I understand the stated rationale for the system’s inherent chaos, but I’m not so convinced of its accuracy or necessity. I am convinced that it gets in the way of a satisfying game for many players.
  • Use Battlegroup’s point values as a rough guide in scenario building.
  • Abolish the linkage between number of men in squad and number of actions. I’m going to have to figure out the nuts and bolts of this, but it will probably resemble CoC’s activation options.
  • Spotting – Need to think hard on this. Hidden deployment and blinds are a fun part of the game, but they require a lot of bookkeeping and make players overly cautious. Definitely good for simulation, but maybe a little too harmful for achieving decisive action in an afternoon.
  • Incorporate morale – This is easy…one of the Lardy summer specials features a bolt-on morale system for IABSM
  • Less a house-rule, more a best practice – Incorporate more of a reconnaissance fight in scenarios

Do you have any house-rules for IABSM that have improved your gaming experience?

Review: Churchill by GMT

November 1943, Tehran. Soviet forces force back the Germans on the eastern front, but slowly. The war in the Pacific grinds toward Japan, though islands capable of basing bombers are just out of reach. Churchill keeps going on about the Mediterranean and the importance of seizing Rome, and maybe inserting troops in the Balkans thereafter. I would really like to push OVERLORD back a few more months in order to focus on speeding up my Pacific campaigns, and to invest some effort in building the framework for a post-war United Nations. But can I resist Stalin’s demands for a second front? Can I keep Churchill’s mind out of the Mediterranean? Can I do something about rumors of communist infiltration in Southeast Asia?

In a single turn of GMT’s new Churchill game, players face similar dilemmas and more. Churchill is about winning the war, but each of the three players also has to keep an eye on winning the peace. The result is a deliciously delicate balancing act.ChurchillBox

Churchill is the brain child of game designer Mark Herman, one-time CEO of Victory Games and creator of notable titles such as Gulf Strike and For the People. He makes clear that while the object of the game is to “manipulate the end of World War II” to each player’s relative advantage, the game is not about direct competition. Instead, it is a game of “coopetition” (or is that comperation?) in which players both compete and cooperate. A player’s best chance of winning comes through defeating both Germany and Japan while racking up conference victories (more on this later), building clandestine and political influence in various states, dominating select “global issues,” and achieving military objectives. The trick, however, is two-fold. First, no one player can “go it alone” and win the war. Second, uncooperative players who outscore their opponents by too large a margin can lose by doing so. Act like a domineering jerk? The other two powers cooperate against you in the postwar world to undercut your victory.

Gameplay proceeded much faster and more intuitively than I anticipated. Each turn, of which there are ten in the full scenario, confronts each player with numerous strategic dilemmas. Options, opportunities, and desires always exceed a player’s capacity for action. Good strategy demands prioritization, and therein lays the challenge. The basic quandary of possible ends outstripping means is very reminiscent of another of my favorite games, GMT’s Twilight Struggle.

Enough rambling, though. How does the game actually play? Each turn has two phases: conference and war. Turns commence with selection of a conference card that mandates a few conditions, such as required resource commitments per player or the randomized destruction of clandestine networks. Each conference has three cards with different conditions, but only one will be used for each conference per game. No two games should be identical, then. In every conference, players will have a seven-card hand. The cards represent a key staff member with a “power” rating and conditional ability. Players then take turns using these cards to debate various issues. Issues range from opening a second front and placing clandestine networks or political influence to atomic bomb research and “directed offensives” that require specific players to commit resources to fronts Churchill Game Boarddetermined by the winner of the issue. The conference board is an ingenious design. Issues start stacked in the middle. Staff cards advance an issue along the player’s track according to the card’s power value. If a player can move a card all the way to level seven, he captures the issue and takes it off the table. Otherwise, issues remain open for debate. So, if Roosevelt’s power level three staffer moves an issue onto the US track three spaces, a subsequent Soviet play of a power level five staffer moves the issue three spaces back to the center, then two spaces onto the Soviet track. The phase ends when each player’s hand is exhausted. Players generally win any issue remaining on their track at the end of the conference.

Players resolve issues and allocate production resources next. A player’s options depend upon the issues he or she won. If, for example, a player won a “Pol/Mil” issue, that player can cash in production points for clandestine markers or political influence that he can place on the board later in the turn. Players also convert production markers into naval or offensive support points, which they then allocate to the various war fronts. Naval support enables amphibious operations. Offensive support improves a front’s odds of advancing.


In the war phase, players take turns placing clandestine networks and political influence, then attempt to advance fronts closer to Germany or Japan. Fronts advance by rolling a success number on a D10, the number being two or less naturally, but modified by offensive support and enemy reserve markers. The game ends when both Germany and Japan are defeated, or after ten conferences (five in the tournament scenario).

The game is best played with three players, but “’bots” enable play with fewer (or zero) human players. Each ‘bot is a set of rules uniquely tailored to a Big Three member. Pitting three ‘bots against one another is entirely possible, and may be a good way to learn the rules.

The game’s components are very nice. The main board is attractive, durable, and highly annotated. Nothing feels cheap. I especially appreciated the rulebook’s layout. The book begins with a “quickstart” section that gives a broad outline of play. Its next section is a detailed breakdown of each phase. It concludes with a surprisingly engaging narrative of an example game turn. The book’s index is organized in several broad categories. Here’s the bottom line: I comfortably understood gameplay after one read through and I never had a problem finding anything during play.

InvadersAt Yalta

An expansion pack waiting to happen?

How did we do in our first play through? Poorly! We played the tournament scenario covering the last five conferences, all in about three hours—pretty good for the first time! At the end of the game, Allied forces were in the Rhineland and Prussia, but Germany had not yet fallen. In the Pacific, we were nowhere close to Japan. The Soviet player ended with the most points, but because neither Axis power surrendered he had to remove D6 points from his score. The second place player removed half of a D6 roll from his score, and the third place player added D6. In the final rankings, the Soviet player fell to second. Our after action review turned up numerous mistakes in our approach to the game. For starters, we all focused too much on “peripheral issues” instead of on winning the war. We got carried away with clandestine networks, political influence, Northern Italy (thanks, Churchill!), and pointlessly bickering over theater leadership. We also noticed that for the first three conferences, none of us really talked, negotiated, or coordinated with one another. Each player hid behind his hand of cards and worked to thwart the others at the conference table. In the later conferences, we learned to negotiate. Sure, some diplomatic fighting continued, but we were able to utilize our resources more rationally and advance more quickly. There’s a good lesson here—Churchill is not a zero-sum game. Working together is crucial.


Final Evaluation:

The Good – Churchill constantly confronts players with dilemmas and demands a coherent strategy, but the actual nuts-and-bolts gameplay is very streamlined. I was impressed with how easily we grasped the core mechanics and how quickly the game played. The game also nails coopetition, though we didn’t. Churchill captures the historical dynamics of the WWII alliance well. I would advocate its use as a teaching aid, even at the high school level. Finally, the game is challenging and offers an enormous amount of replayability. Not only will conference conditions vary from game to game, but each player faces unique problems and demands. I played Roosevelt last time, and I have no doubt that the game will look very different in many ways if I sit in Churchill’s or Stalin’s seat next time.

The “Could Be Better” – Finding an issue with this game is tough. I loved it. The possible issue I remember was in score tracking. Scores cannot really be tallied until the game is over. Turn-to-turn tracking would be a little wonky for a number of reasons. However, winning the game requires minimizing the point spread between high and low scores. This can be tricky if you’re not sure where everyone stands. This did not bother me much, in fact I thought it was pretty realistic, but I can see how someone might get a little frustrated.

Verdict: Buy it. Play it. ASAP.

Tanksgiving 2015!

Every year I like to host a big event with prizes, beer, and plenty of food. This year I reached back to my FoW roots for inspiration … and TANKSGIVING 2015 was born. I wanted a quick-play, arcade-style game that maximized plastic, resin, and lead carnage. So, I sat down over the course of a few nights with my current favorite ruleset, Chain of Command, and cranked out something workable.

The rules modifications, quick reference sheets, and more that I used are downloadable below. They are free for anyone to use. I just ask that if you do use them, then send me a message and let me know how they worked for you or what modifications you made.

Rules Addendum

Tanksgiving Morale Chits

Chain of Command is a terrific game, but it is geared toward historical accuracy and infantry-based forces. Since I wanted a game that was neither accurate nor infantry-based, I needed to make some modifications. Here were my design principles:

  • Game must move quickly with minimum player downtime
  • Game must have simple mechanics; players should be able to play more or less solo within 3-5 phases
  • Game needed to be arcade-like with larger-than-life characters
  • Game needed to encourage offensive actions — There should be many burning hulks on the table and plenty more spare vehicles waiting in the motor pool as replacements
  • Game needed some random elements, just to make things interesting

Rules Modification Overview

Adjusting the Chain of Command mechanisms for Tanksgiving was pretty simple. We skipped the patrol phase. Instead, each player placed on jump-off point from which his tanks deployed. Since I planned for six players, each side being a team of three, I had each player place his JOP along his table edge within a 20151122_134518designated third of the table length. Tanks could come on anywhere along the table edge within 9″ of this JOP, moving on as though they had started the phase on the table edge. I wanted to ensure rapid arrival and entry into action.

Players had an activation pool of four dice with the usual rules applying except that rolls of “5” could either add a pip to any other die rolled or count toward a CoC die. If a player rolled a double 6, he could take a second phase but not the rest of his team.

Tanks were worth a number of points equal to their list value in the CoC rulebook, so a Panzer IV from list seven was worth seven points. Players started with 25 points and could purchase any tanks up to that value, though they were not allowed to have more than four tanks under their command at any point. Players were also allowed to purchase additional tanks at any time by spending points. Killing an enemy tank earned players points equal to the value of the KO’d tank.

I stole the morale system from Battlegroup for this game. Every player started with a Force Morale of 10. Every time players lost a tank they drew a morale chit from a cup. Most chits had a value between one and20151122_134453 three, though several had special events such as mine strikes, booze caches, mad minutes, and aerial attacks. For more on these random events, see the downloadable rules sheet below. When a player hit zero on force morale, he was out of the game. Play continued until all players on one side were eliminated.

Each player also had one Ace, which worked like a senior leader. Each Ace also had a unique ability such as +1 on his rolls to hit or free removal of one shock point per phase. I created cards for each Ace with some personality information too, but sadly the files seems to have vanished from my hard drive so I can’t share them. Every time an Ace scored a kill, the owning player marked it. Killing an enemy Ace also earned bonus points.

At the end of the game, every player rolled a die, the high roll earning the grand prize (a gift certificate to our local gaming store). Every player on the winning side got to add a second die to their roll, and the two highest scoring individual players also got to add a die.

Finally, the player controlling the Ace with the most kills also walked out with a prize–this one a six-pack of my favorite local beer.

Brief Report

So how did it all go? Life conspired against most of our players, so only three of us gathered for the game. We played it as a three-way free-for-all, each player taking a turn activating in a clockwise manner. We had a great time, though I know if would have been better with more players. (Unfortunately I forgot to take more pictures. Caught up in the heat of the moment, I suppose.)

The most entertaining part of our game came at the very end when only two players remained. The surviving Aces were locked in a shootout across fairly open terrain, one in a StuG and the other in a 20151122_165104Sherman with a 76mm gun. Crazy defense rolls and poor strike rolls kept both tanks in the fight over several phases, though each slowly accumulated engine damage and crew casualties. The StuG became immobilized, trapped in the open. Then, when the American player started his victory lap, he rolled his activation dice and guess what? Four sixes. Crazy. We rolled on the random events chart and came up with a rainstorm, which reduced visibility to 18″. The Sherman was 21″ from his prey, so moved slowly to get in range for the kill shot…and rolled a 2. I built up a CoC die on my phase and when the Sherman moved again on his, I took a snap shot and detonated the tank. Victory! (Sometimes being lucky is better than being good.

Overall, the rules worked really well. With only four dice and a maximum of four tanks per player, play flowed quickly. Everybody picked up the limited rules within a few phases and required little to no support. I need to think about modifying the way points are earned and spent, so if you have feedback I would appreciate hearing from you.

If you use the rules, enjoy! And Happy Tanksgiving!

Chain of Command Battle Report – US Infantry vs. German Panzergrenadiers

Battle report! This past weekend my brother came down for a game. I had intended to break out a new board game but life conspired to limit my preparation time the week prior. So, instead of muddling through a new game we settled for something we both know—Chain of Command! This system is one of my favorites, as regular readers will probably note.

My purpose in this game was simply to put a lot of toys on the table—terrain, soldiers, and AFVs. I especially wanted to give rarely-used kit some exercise. We set the game somewhere in Normandy. Two wary patrols with armor support nearby ran into one another at the ubiquitous crossroads village. We used the Patrol (#1) scenario.


The village from the German (north) table edge

US forces included a standard infantry platoon with a medic and extra bazooka team. In support was a platoon of three M18 TDs, an M20 scout car, and a lone (senior leader) M4 Sherman (75mm).

German forces consisted of a standard panzergrenadier platoon with an attached sniper. Armor support was a motley collection: a Panther (senior leader), two Pz IVs, and a Marder IIIM.

My ulterior motive in this game was to test some “Big CoC Lite” rules for a Tanksgiving Day game I am planning for November. I gave each infantry platoon the standard five command dice with no modifications to the normal rules. Each armor “platoon” had a pool of three command dice rolled simultaneously with the infantry platoon’s standard dice pool. The extra armor dice could only be used for the AFVs and the infantry pool dice could only be used for the standard platoon and scenario attachments. Rolls of a “5” in the armor dice pool could either increase the CoC die count (as per usual) or bump up the roll of any other dice in the armor dice pool by one pip (so one could use a “5” to make a “2” into a “3” – Useful because the AFVs only activated on 3’s and 4’s). The system work decently, but I will make some adjustments before Tanksgiving, which I will address at the end of this post.

The idea, by the way, came from the outstanding blog Gaming with the Silver Whistle. If you want to ogle some miniatures wargaming masterwork (or wallow in feelings of inadequacy), then you can check his website out here:

The specific post that inspired my rules experimentation is here:

Patrol Phase

The Patrol scenario permits players to choose between three and four patrol markers, then requires players to roll a dice to see which third of their long table edge the patrol markers come in on. Both of us opted for three markers and we ended up in opposite corners (NE and SW as designated on the table). Each of us rolled up an 11 for morale so we conducted another roll-off to see who went first, which I won.

German end designated as

German end designated as “north”

I wanted to get to the church in the middle for no particularly good reason, just because it looked cool and offered a dominant position in the middle of the field. My first moves were in that direction. I made it just beyond the church before my opponent locked me down. I worked the rest of my markers around the south end of the board going east. By the end of the phase we were pretty well lined up to fight down the length of the table, my opponent ensconced on main street while I wandered in the southern fields.

At this point I have to confess that I lacked a good, comprehensive plan. In CoC, that is usually deadly. Just a word of warning.20151025_153427

However, knowing that my opponent is usually an extremely cautious and conservative player, I thought maybe I could get a jump on him and grab his eastern-most JOP. My JOP south of the little orchard gave me a fantastic covered avenue of approach across an isolated part of the battlefield. Perfect! Now I just needed to execute…

Game Progress

…and that’s where things fell apart.

I began with an attempt to capture the German JOP on my right. A squad deployed and moved through the orchard. Halfway through—BANG!—a mid-field German sniper in a second story window winged the squad’s junior leader, dropping him with a wound. My medic rushed forward and patched him up under ineffective sniper fire and the squad pressed forward. Then, instead of waiting to establish covering fire, bring up some armor, or even secure a double-phase, I pushed the rifle team ahead toward the building. I got what was coming to me. A German LMG team leapt out of the house in a CoC-die ambush, killing three riflemen. Before I could react, the rest of the German squad appeared and close assaulted by rifle team survivors. The Americans died to a man but took four Germans with them. -2 US morale.

That about sums up my feelings...

That about sums up my feelings…

Meanwhile, in the center of the table, I brought an M20 scout car on to overwatch the suspected sniper position. Problem was I totally forgot about the PzIV sitting at the other end of the road on which the M20 positioned itself. The crew must have been quite shocked too, at least for a split-second after realizing their mistake. A single round from the panzer detonated the M20. -1 US morale.

Things started to go my way at this point. I brought an M18 on in the center of the southern table edge. The TD crept up a hedgerow, ready to pounce on the PzIV. The German tank didn’t want to get in a gun duel but did want to reinforce the isolated, now-short squad holed up on the JOP on my right, so it crashed through the hedgerow to get in position. At least, it tried to crash through the hedgerow. Doubles on the dice bogged the tank. I then gained a double phase and plenty of time to peak my M18 out for a sideshot on the bogged panzer. Good for a kill! -1 German morale.

Curious about the happenings, a second PzIV rolled on to the board just behind his destroyed counterpart. I played a CoC-die to interrupt. The M18 put a round right through the oncoming PzIV, killing the driver and inflicting two shock. The PzIV then returned fire. The M18 crew, working furiously to chamber a new round, breathed a sigh of relief as the round whizzed by. In the subsequent phase, the M18 put another round into the PzIV, this time wounding the commander and inflicting two more shock. The panzer crew had had enough and bailed out. -2 German morale.

M18s took up position in the lower right. PzIVs turned the upper right into a smoking tank graveyard.

M18s took up position in the lower right. PzIVs turned the upper right into a smoking tank graveyard.

The rest of the game mostly consisted of ineffectual maneuvering. I had worked a second M18 up on the left and put it in a dominant position overwatching the east-west road on my opponent’s side of the board. This severely limited his freedom of maneuver. Instead of continuing my attack on the right, however, I tried to move the US platoon’s two remaining squads up on the left. Honestly, I didn’t have a solid plan so they moved slowly and achieved little.

Maybe they would have had better luck hiding in the grass than on that odd platform?

Maybe they would have had better luck hiding in the grass than on that odd platform?

One last burst of excitement punctuated the final moments of our game. I had moved my third and final M18 up on my right around the orchard, intending to blast the short German squad off their JOP. As I did so, the Germans dropped a panzershrek team in the open just over 6” from my TD. Before the TD could react, the panzershrek team fired and hit. My three dice of armor didn’t afford much protection from the panzershrek’s thirteen dice. Miraculously, though, the Germans achieved only two net hits resulting in two shock and the death of the hull MG gunner (nonexistent anyway). The M18 crewman standing on the back deck to man the .50 caliber MG (he had been preparing to spray the JOP building) swung his weapon forward and obliterated the stunned panzershrek team before they could withdraw at the end of the phase.


Dinner called so we decided to end the game, tied on morale. Later I realized that my opponent could have played a CoC die to end the turn and rout my broken BAR team on the right, which may have dropped my morale a point or two. But, it didn’t happen, so we settled for a draw.

I really struggled this game to put together a coherent, focused attack. Chain of Command punishes players in a rush to get killed, and that’s exactly what I did. Rather than taking my time to set up, I rushed in early and lost a squad as a result. I should have more carefully prepared by attack by isolating the building, putting some armor on overwatch, and approaching the enemy JOP under covering fire. Also, instead of dithering around on the left, I should have committed to finishing my attack on the right. Concentration!

The split dice pool worked ok. The tanks didn’t end up activating often, strangely. This might have represented a tanker’s hesitance in close terrain fine, but gamers might get a bit frustrated with it at Tanksgiving. I think I may expand each player’s dice pool to four, retain the option to modify a die roll by a pip with a “5”, and give players double phases on double “6’s”.20151025_145545

Ukraine ’43 and Chain of Command

Having the house to myself this weekend, I chose to geek out on gaming. I chose the sort of game I can’t afford to do with children in the house, namely table-sized, day-long hex-and-counter affairs.

First up, Ukraine ’43!

This is the new, second edition release from GMT. We had played Ardennes ’44 before, another game from the same family by Simonitch, so we were vaguely familiar with a few of the core mechanics. Ukraine ’43 has a different feel, in part because of the enormously larger scope of operations. Units move and behave slightly differently to account for their larger sizes (mostly divisions instead of regiments), larger hex-to-ground ratio, and extended time scale (each turn represents 5 days). For our first outing we decided to play scenario #1, a seven-turn opportunity to re-enact Zhukov’s August (Operation Rumyantsev) assaults on the German southern front focused on the capture of Kharkov.

Ukraine 43 Overview

The Game Board

I took on the role of Soviet commander, flush with patriotic spirit and a desire to crush the fascist invaders. After a promising initial turn, however, my lightning offensive ground down in to something resembling a WWI action….and not even of Brusilov Offensive quality. Uncle Joe was not pleased. I struggled to amass sufficient force to drive opponents out of key areas and lost the momentum within a few turns, freeing my opponent to create some uber-stacks of elite armored and panzergrenadier units. We did get some “cinematic” moments, like a Tiger-led counterattack to rescue a pocketed infantry division, the GrossDeutchland’s timely ride from reserve to reestablish the German northern shoulder, and repeated (and costly) frontal assaults by some brave Soviet infantry divisions.

Tigers to the Rescue

Tigers to the Rescue!

Would I play again? Definitely! I am excited to have another go at it, especially now that I better understand some of the mechanics and can “read” the map more effectively. We realized on turn six that we had not been utilizing mobile assaults–using them would have changed the game significantly and made gameplay more fluid. Once I started applying them I made better progress, but then again some especially nasty German armored units also started to realize the joy of mobile assaulting, much to my consternation…

GD to the Rescue

GD Saves the Day

Lessons Learned for Next Time: Plan offensives 2-3 turns out in order to concentrate artillery (key to Soviet success!) and make better use of mobile assaults.

The weekend continued with some Chain of Command action, the Too Fat Lardies (TFL) game that has been my sole miniatures focus for the past year or more. This time we played the second game in a generic campaign we are using to experiment with the excellent TFL campaign supplement At the Sharp End. The action is vaguely set somewhere southwest of Carentan and follows the efforts of a platoon of American paratroopers attempting to blunt a German counterattack in the early days of the Normandy campaign. In our first game, the German attackers pushed back to the US outposts. Today, the plucky paratroopers attempt to delay the German advance to give the main line of resistance time to prepare.

We set up a board with high hedges (not exactly hedgerows) and the main road down which the German attack progressed. We played scenario four, a delaying action. The attacking panzergrenadiers needed to capture the paratrooper jump off point near their table edge (conveniently barricaded in a segregated field). The paratroopers had to prevent that from happening.

CoC Endgame

Patrol Phase – Notice US JOPs concentrated in the center…their left begged for a flank attack

The patrol phase started well for the paras. They rapidly pinned the advancing German patrol markers and forced sub-optimal JOP deployments. On the other hand, the US markers were clustered in the center–the resulting jump off points were divided by the main road and unable to facilitate the rapid deployment of troops to cover flanks.

Base of Fire


I was able to exploit this by pinning the paras in the center, then loading my left side to move up and make the position untenable. Viewers may have thought they were watching an early modern maneuver campaign. Elements moved very cautiously, the paras afraid to come in to anyone’s line of sight, but also unable to deal any damage. A late game effort to check the German flanking attack bungled on awkward terrain utilization…the resulting firefight was short, sharp, and deadly. A para sniper did put two kills an overwatching German squad, but heavy LMG return fire knocked the sniper out along with three squaddies. At that point, an approaching StuG convinced the second para squad that they had delayed the enemy long enough. Sensing trouble, the para platoon leader ordered a voluntary withdrawal to the main line of resistance.

StuG Beast

The Big Scary StuG…Also known by the paras as “time to go”

The campaign system is great fun and adds a lot of character, tension, and additional considerations to an ordinary game. The paras, for example, were probably a little too sensitive to potential casualties and ended up playing it too safe. Neither force suffered much and force morale on both sides ended at a high 10. Needless to say, the paratrooper’s CO was not happy. One more performance like that and resources will be allocated elsewhere. The German CO, meanwhile, was very satisfied with the rate of advance and will be reinforcing success next game. The men from both platoons remained neutral, though rumors are circulating among the paras that Tigers are on the loose…