Almost scince we started playing CoC we have been talking a lot about playing bigger games. Big CoC was an instant hit with us and I think one third of the games we played have been Big CoC. But we have wanted a more elaborate scenario for games with several attacking platoons and one defending - a very realistic attack scenario in WW2, which I don´t think Big CoC recreate quite as well as it does games with the same number of platoons on both sides. We wanted a scenario where the attacker needed to take bigger risks, facing time shortage to take the objective, and a numerically inferior defender that had a distinct upper hand when the attacker stumbles into prepared defences. When we turned out to be three players for a night of CoC we made up the following scenario, and it turned out to be an very exiting game. The attackers were one Italian and one German platoon, and a Soviet platoon defended. We played on a 8´ by 4´ board. It played out very well, and the fortunes of war waxed and waned back and fourth several times as it should in a good tabletop game! Here are the rules for the scenario: Hasty AttackStart by setting up the terrain as normal. Once you have decided which table edge the defender will deploy from, mark out a zone on the defender's table edge. This zone starts at the table edge, and extends 12" into the table. If you are playing with a wider board then standard the defender's zone will be limited to 6' in width. So if you have a 8' wide table, the zone will end 12" from each short table edge as well. To win, the attacker must have an uncontested Jump Off Point in the defender's zone when the third turn ends, or win by reducing the defenders' morale. Any other result is a win for the defender. Note that it's at the end of the third turn, not third phase. The Patrol Phase The scenario is played with the attacker and defender deploying their patrol markers on opposite sides, on the long table edges.. The defender has four patrol markers witch is places ut to 18" from his table-edge in a continious line with no more than 12" between the markers. The attackers place three patrol markers each at a point anywhere along their table edge, the attackers need to have one each of their respective patrol markers within 24" of eachother. During the patrol phase they always need to have two patrol markers within 24" of each other in this way. The patrol phase begin with each of the attackers rolling a 1D3+1 and taking that many moves. The side with the highest morale makes then their move/es altering moves until the patrol phase ends. Morale, Force Support and Special Rules The defender gets three free special CoC-Dice, this three dice can´t be used to end turn, but otherwise functions as ordinary CoC-Dice. The defender also gets two free entrenchments. The defender rolls for morale as usual but the attackers roll only one die, using that morale togheter. Moral loss to any of the attacking platoons lower their unified morale. Effects of low morale applies to both attacking platoons. Each attacker rolls 2D6 for support. The defender gets half of the attackers combined support-roll, rounded down. The force morale ratings is then compaired for both attacking platoons individually against the defending platoon. The result of this is then combined for the defending platoon. More photos from the game are to be found in our pictures section!
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WW2 Campaign BlogThis blog follows the second Chain of Command club campaign, set in the intense fighting over Stalino in October 1941. Archives
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