Friday, January 9, 2026

Pushing forward - a Big CoC2 Chain of Command Battle Report

 For Christmas I picked up a copy of Big CoC2, the supplement that guides you through creating larger battles in CoC2. This is a case of trying to run before you can walk as I am relatively new to the rules, but I like the idea of larger battles, possibly bringing in some other players but more just extending a scenario over multiple phase lines. 

As I was playing solo, I also thought I would take the opportunity to see exactly how flamethrowers work in this game without irritating my opponent and, more importantly, how to defend against them. So all good fun.

The scenario is a deep battlefield scenario, where there is an intermediary phase line and the final objective. The way CoC works in this case is that the lead platoon is replaced by the following platoon once the initial phase line is taken, in this case the high ground where the cottage is. The final objective was placed on the crossroads, and the scenario played out on a 4’X8’  table.

A German panzergrenadier platoon defends, bolstered by a PaK40 AT gun, a light infantry gun and an additional panzergrenadier section. Because the odds are two to one they are awarded extra support and CoC points so they also opted for a second senior commander, a minefield and mines in the verges along with two emplacements for their guns.

The British spent most of their support points on the Churchill Crocodile (attached to the lead platoon), rounding things out with a 6 pdr., engineer team, replen point, smoke barrage and an adjutant, all held at the HQ level, a new level of command in Big CoC2. The adjutant in Big CoC2 can be subbed in as a replacement senior commander in a pinch. Because I was playing solo I drew up three support options for each side and then chose randomly.



1. The battlefield from the German lines

The British enter from the top. The objective is at the crossroads, just to the right of the big farmhouse in the foreground. The phase line objective is the high ground where the cottage is upper left. German jump off points are established in the cottage top left, deep in the woods (top right), behind the hedge row (mid-left) and in the farm yard at the bottom.



2. The battlefield from the British lines

A high stone wall spans most of the British start line (bottom), with a few gaps. Jump off points are established at both ends of the wall, with one a bit more forward (bottom left) on the edge of the woods.



3. First Phase line

The phase line objective is in the cottage on the high ground. The British need to secure this as it dominates the crossroads below.



4. The Objective

The final objective is the cross roads to the right of the farmhouse.


Phase 1 - The High Ground



5. Suppressing fire on jump off point

The Germans get the initiative and deploy from their advanced JOP, only a couple of moves away from the British JOP. They immediately lay down suppressing fire on the JOP.



6. Cottage occupied, fire team sent to windmill

At the same time they deploy a second section and senior leader into the cottage, sending a light machinegun team over to take up a commanding position in the upper floor of the windmill.



7. Unwelcome guest to the party

The British lead off with their beast, but the Crocodile spots a minefield blocking the road where it passes through a high stone wall and changes course.



8. British section moves to protect threatened jump off point

The first British section deploys from their rear JOP on the left flank, along with a 2” mortar. The mortar drops a smoke round in front of the cottage while the rifle section scrambles to cover the threatened JOP.



9. 2" mortar goes into action



10. Jump off point seized

 A second British section is deployed on the far side of the railbed, moving to engage, but the Germans win the race. One of their light machinegun teams seize the JOP, and although they take some heat from the British they immediately end the turn (they had started with a full CoC die) reducing the already lower British morale by 1.



11. Windmill put to the torch, phase line surrendered

The Crocodile manages to maneuver to where it has a clear line of sight through the gap and sends a burst of flame into the windmill, now occupied by a light machinegun team - three of the four there are killed. Not visible here, but another British section had reached the wall to the right, and although taking some heat were in a position to soon spot the other Germans still concealed in the cottage. With their units on the right flank outnumbered, the Germans decide to cut their losses, and abandon the phase line in a tactical withdrawal, gaining one morale point for the morale differential between the platoons but not inflicting enough damage to the lead platoon to prevent them from going into reserve.

While the 2nd platoon consolidates on the phase line, the Germans, with the same platoon, slightly recovered, regroups on their new objective, the crossroads.



Phase 2 - The Crossroads



12. 2nd Platoon takes over the advance

Using the raised railway bed as cover the second platoon begins its advance on the crossroads while the Crocodile rolls up across the fields to their right in support.



13. Advance under cover of rail bed



14. Overview

A second section follows the first (bottom) while the Croc rolls across the road (no mines!) looking to maneuver into range of the farmhouse if and when the sneaky Germans finally show their faces.



15. German guns open fire

The German infantry gun and Pak 40 open fire on the advancing infantry from entrenched positions flanking the rail bed. The British scramble for the cover of the orchard.



16. Overview

At top two British sections, caught in the open, race for cover while the third section deploys from the cottage and begins to make its way forward along a stone fence. The Crocodile rolls up the middle.



17. Taking heavy fire on the road

The German infantry finally show up, deploying three sections over a double move as the Crocodile comes into panzerfaust range. The Panzergrenadiers rake the advancing British infantry and unleash six panzerfaust shots against the Crocodile. None of the panzerfausts score a hit - all they succeed in doing is getting the Crocodile a bit riled up.



18. Broken!

But it’s out of the frying pan into the fire for the lead British section. Spotted on the road they are gutted by light machinegun and rifle fire and break, along with the platoon sergeant.



19. Overview, British advance stalled

The broken section, along with a senior leader, fall back top right while next to them the second section hugs the cover of the railbed as the German guns continue their fire. In the farmhouse three sections are now deployed, one still hidden in the bottom floor although a scout team is sent out with the section’s panzerfausts to make another attempt at knocking out the Crocodile. On the German left (bottom) a fourth PG section deploys and fires its panzerfausts at the Crocodile (more misses!) while their small arms catch the third British section in the open on the wrong side of the wall. At this point the Germans use a CoC die to end another turn. The first two “Bad Things Happen” rolls reduce the British morale to 2, so the British are forced to spend a CoC die to avoid the third. Now with only three command dice at their disposal, the entire British advance grinds to a halt.



20. Crocodile toasts the farmhouse

As the British infantry try to recover (hoping to accumulate enough CoC points to swap in the first platoon) the Crocodile unleashes some fiery retribution. A blast at the farmhouse causes little damage but a great deal of consternation..



21. And then the German section on British right gets flamed

It then turns its attention to the German section on the British right that had ventured forward to deliver its two (failed) panzerfaust shots. The section had lingered too long, hoping to break the British section caught in the open along the stone wall, and now suffer badly as a result.



22. German commander to the rescue

The German senior leader exits the farmhouse to rally the section that has been flamed in the open. The section shakes off its shock and dashes back to the cover of the orchard.



23. Smoke barrage arrives

At this point, delayed a turn, the British smoke barrage arrives! Laid down to provide some cover to give the British time to regroup, it ends up mostly protecting the Germans from subsequent Crocodile bursts.



24. But fails to protect the third British section as it enters the orchard

The smoke screen also fails to protect the third British section, still in good shape, that had moved into the orchard for cover from the German guns. The fourth Panzergrenadier section, hiding in the farmhouse basement, now breaks cover to move into the orchard and engage the British. A couple of rounds of light machinegun fire tear the enemy up, pinning the British section.



25. Pinned!



26. Um - time to go, maybe?

Mission accomplished, the Germans in the orchard, calling in their scouting team, scramble back to the farmhouse as the Crocodile rolls out of the smoke and into the orchard. 



27. 80 d6 later...

About 80 d6 of fire is poured over a series of turns from five German machine gun teams into the British section that has been pinned by the cottage. Finally this succeeds in breaking that section, reducing the British morale to 0 and ending the game.



28. End of game

So despite a rocky start the Germans manage to survive the onslaught of the Crocodile and break the British attack. Interestingly enough, the second platoon’s 2” mortar, PIAT team and 6 pdr. never had an opportunity to deploy in the second phase. The British also still had the first platoon, in very good shape, held in HQ reserve but again never had the points to swap them in as these needed to be spent to avoid going to 0 moral when the first section was broken. 

The whole game played through quite quickly, with the first phase line surrendered early - I think that quick victory made the British a bit cocky in the second half. The tactical withdrawal worked well for the Germans, although they had hoped to stick it out on the first phase line a bit longer and cause a bit more damage - the Crocodile put an end to that silliness. Overall I really liked the way these Big CoC2 rules played out and it was fun to have a scenario that extended over a deeper battlefield, longer timeline and with more pieces in play. I look forward to diving deeper into these going forward.

Saturday, December 6, 2025

Delaying Action Scenario - Chain of Command

I haven’t written up a battle report for ages, or indeed posted at all on this blog, but have been really enjoying our foray into the Lardies’ Chain of Command rules. The other day I decided to game solo, with the intention of fielding my newly minted British paras against a German platoon of green conscripts. I was curious about two things. The first was how the paras would fare, as at first glance they seem to field a lot less than the standard British platoon for a greater cost. But I had noticed the superior junior leader rule, which really adds to the command and control aspect, paying off on my first deployment roll that featured three fours!

I also noted the addition of the sniper and some of the airborne specific options, like upgrading a rifle section to be two Bren guns. I took the last option, and then spent their remaining points (rolled low) on a 2” mortar, a 6 pdr. and crew and a PIAT team as insurance. As it turned out the PIAT was never fielded but both the mortar and especially the 6 pdr. earned their keep.

The green Germans meant that they actually received more support points than the attackers, which they spent on what is always my first choice, an additional senior leader, plus a Marder II and a Stummel, giving me an odd little Kampfgruppe which seemed to work for a hastily thrown together delaying action - the scenario I was playing. The Germans also rolled a spectacular morale roll (feeling cocky) which gave them 11 morale to the British 8.

So on to the battle…



1. The Battlefield

As we are still learning the game and playing fictional scenarios, we have been constructing our boards randomly, dicing for the elements on a grid basis. The rolls generated lots of terrain this time, three hills, some large areas of tall crops, and a huge area of soft ground on the British right (this view is from the British end of the table).

It also generated a good defensive positions for the Germans, with a low stone wall running across most of their deployment area (top of board) backed by a couple of hills that provided some rear area cover.

Out of the frame, on the left, is a small copse of trees, really the only cover available to the British on that flank.



2. Airborne Jump Off Point

The key jump off point used for the para attack.



3. The Objective

This German JOP is the objective. Holding this at game end wins.



4. Germans on right

The Germans, getting the initiative, begin by deploying a section on their far right behind a stone wall bordering a track.



5. Armour rolls in

At the same time they opt to get their armour support on the field, a Marder II and Sdkfz. 251/9 Stummel, as these need to get well forward to be beyond the hills and have an open field of fire.



6. German line

An overview of the German line, with one section deployed on the right and the armour top left. The objective is behind the stone wall at the top.



7. Airborne Bren section deployed

The British deploy their Bren section on the left, the British lieutenant deploying with them as does the 2” mortar a bit further back, to provide fire support for the main attack on the right.



8. Airborne rifle section deployed

At the same time the first rifle section deploys, scrambling to get over the hill and into the cover of the large  field beyond.



9. British initial deployment

Bren section is in the copse at the bottom, the lieutenant just behind and the 2” mortar at bottom right, which immediately goes into action. The rifle section is on the hill at top right.



10. Rifle section chewed up

The paras are immediately in trouble as the Germans deploy a second section in front of the objective JOP who, along with the Marder II and Stummel, deliver devastating fire.



11. Third German section deployed

The third and final German section is deployed on the right, bringing 26 FP die to bear on the British Bren section in the copse.



12. Bren section at losing end of fire fight, withdraw to cover

With their lieutenant wounded and then stunned the Bren section, at the losing end of this vicious firefight, is forced to fall back behind the copse to regroup.



13. Overview

The Germans are now fully deployed behind the stone walls. The British 2” mortar has dropped some smoke, trying to give their already beleaguered attack a bit of respite while the Bren section, bottom left, prepares to pull back.



14. Battered rifle section makes it to cover

The para rifle section makes it off the hill and disappears into tall crops but have left half their section behind as casualties on the hill. They desperately need some support…



15. 6 pdr. goes into action...

Which arrives in the shape of the 6 pdr. (Obviously not a 6 pdr.🙄 For some reason I got it in my head the Airborne Pack Howitzer was their version of the 6 pdr. ) The first shot clips the Stummel (which I'm not taking back!)



16. With spectacular results

And the second seriously rattles the Marder II which has pulled beyond the smoke to get a shot in. A double phase allows a third shot that blows the Stummel sky high! This is followed up with a fourth shot on the next British phase that dispatches the Marder and suddenly things are looking much better for the British.



17. Final airborne section deployed

The British use this opportunity to get their third section into play, albeit a bit more cautiously this time, using the hill as cover before sprinting to the fields. The 6 pdr. although still in action, has been clobbered by the full weight of the German small arms fire as the gun has become the only visible target. 



18. Germans now take heavy fire

The tables are now reversed. As the Germans move to reposition from their right flank to protect the Objective JOP, they take heavy fire from the mortar and Bren section, back in action. A German section leader is killed and the green troops are rendered ineffective by mounting shocks. Also the loss of the two AFV’s have reduced the German morale to 5 and they are now operating with one less command die.



19. Overview

With time running out for the British (the Germans have hoarded their CoC points and now spend 9 to end the second turn and initiate Final Countdown) the British press home their attack. Under heavy fire and mounting casualties the two rifle sections press forward into small arms short range centre right with the platoon sergeant taking a couple of bullets but pressing on. The 6 pdr, bottom right, still pinned at turn end, is out of the fight. Both sides are now down to one morale point apiece so not many command dice in play…



20. British press home the attack

The ticking clock rounds end and a double six will give the game to the Germans. The British, on their phase and with a single section leader activation die available, debate whether to hazard a close combat to seize the Objective JOP (a gamble that might come up short of contact, although they have the numbers and both German leaders here are hors de combat) or fire a volley. They opt for the latter, score a wound on the German sergeant and the enemy morale drops to 0. Game end.



21. Game end

I am fascinated by the way CoC games come to an end - such interesting game mechanics. Usually, with reduced command dice, the play switches rapidly from side to side and becomes super focussed. Peripheral troops become irrelevant as all the action zeroes in on the key point of the battlefield, creating a terrific narrative tension. In our half dozen games so far I think they all have ended through morale loss, even though every attempt is made to seize the objectives and we are often a phase or two away from that probably happening.

So Airborne vs. German green infantry? I would say the airborne superior junior leader really gave a lot of command options to the British, and the extra 2 FP die for 1 support point seemed value for the upgrading to a Bren section. The sniper only took two shots, both misses, and the PIAT was never deployed. This was probably my fault, having chosen two of the three units (sniper, mortar and PIAT) that all activate on 1’s, rolls which just didn’t show up for most of the game.

I love the 6 pdr. - it was my favourite weapon when I played Battlefront WWII and it has paid off in spades twice now in CoC games. And I can’t field the British without them having their the ubiquitous British 2” mortar, which again totally out performed and, being adjacent to its JOP, managed to replenish successfully although too late to fire again.

German green troops? Honestly, with the extra senior commander, they were rarely debilitated by the increased shock effects and their good morale roll padded them from the decreased command dice later in the game. So I would say I got value for money, gaining those 5 support points. However those were spent badly on the two lightly armoured AFV’s - next time I will be fielding AT and infantry guns, I think! Armour has not performed well in our games, which suits me fine as I prefer infantry battles anyway!