Friday, 20 July 2018

Chain of Command

After waiting for FOF for WW2 for longer than... WW2? I gave up and started looking at what was on offer.  After reading rules and watching some videos I decided to give Chain of Command a go.  Only problem was finding someone who was keen to play Historical in the domain of fantasy and SF.  I made the mistake of going 28mm, and set about replacing all my terrain.  Time passed.

And then someone showed interest.  We played our first game of CoC.  I was impressed, it gives a good flavour, gives you lots of hard choices, and has lots of support with campaigns, so no fear of powergaming.

Even the patrol phase was tense and fun.  Here are a few pics from our game.  We made lots of mistakes, rule wise and tactically.  Like, I ended up dividing two of my gruppe before I realised the cost.

The Fallschirmjaeger get an order to run as far as possible to the corner, and end up running way to far. 

Germans and US Paratroopers engage amongst the hedges on the east edge of St. Du Mont. 

The elite US pour on the hurt. 

The bocage in the distance becomes a pain, splitting up a squad of Germans and making it difficult to move. 
A very good game was had.

Saturday, 5 August 2017

FOF extended WW2 Vehicle list

The EXCEL calculation file can be downloaded from Google docs at this link:

Note that the vehicles with a white or grey background have not had their machine guns added.

Tuesday, 31 January 2017

Normandy - Pulp Alley

Here at the BIG Force on Force blog, we'd like to reassure our readers (is there anybody really out there ? Or am I just wittering on to myself ?) that we don't just play Force on Force. No, siree; we play 'both kinds' of games, Force on Force and Pulp Alley. For those of you not familiar with the Pulp Alley set of rules, they are extremely simple and flexible, ideal for narrative driven small-scale skirmishes of an heroic nature. They've been used for Indiana Jones-style games, in the WH40K universe, costumed superheroes, and even Wars of the Roses... We decided to apply them to Normandy 1944, to see how they would work; we made the game 'gritty' to prevent too much Hollywood heroics, and used 15mm figures. (Usually we would use 28mm in Pulp, as each figure has 'character', but the only WW2 figures we had were from Flames of War).

The premise was simple - a small section (8) of US paratroopers have landed in Normandy, and ambushed a staff car, which has crashed a little way up the road. Some local Germans (5 troops with a guard dog) have heard the shooting, and are out to investigate. The major 'plot point' is the briefcase in the staff car, containing important papers. There are also a couple of caches of weapons scattered around as minor 'plot points'.

The game was quite bloody, due to the close terrain. Both sides picked up a minor plot point apiece. but made their main effort for the staff car. The Americans got there first, but were repeatedly denied the chance to seize the briefcase by grenades and burst fire from the Germans. The German sergeant (Schultz - 'I know nothing... nothing') made an unopposed grab for the papers right at the very end... and failed. The game ended in a draw.

The bocage - the staff car has crashed into the house at the crossroads. The weapon caches are in the fields.

The Germans advance cautiously across the field towards the crossroads from the left side of the board.

The paratroopers approach from the right side of the board, sticking to the hedges. The sergeant investigates a cache.

The German corporal finds a para-dropped weapons container.

'Private Hunde' sniffs around the house; the paratroopers are not animal lovers, and shoot him...

Private Schumann spots paratroopers crossing a field, and engages them.

US paratroopers getting the worst of the firefight around the staff car.

The two opposing sergeants in a stand off at the staff car.