This weekend Andy and I tried out the TooFat Lardies/Reisswitz Press WW2 Battalion level game 'O' Group. We''d both bought copies when it was released but had not got around to giving it a spin so I dug out the 6mm German and US battalions I'd painted up and we popped down Bristol Independent Gaming to give it a go..
Whilst there are some broad(ish) similarities with the likes of Chain of Command, the game plays in a very different way with more emphasis on ordering platoons to do things. Like CoC you roll several dice at the start of each turn (here called Battalion dice); 1's being discarded (though roll too many and you can be in trouble - see later, 2 through 5 giving you a Company Order open and 6's a HQ Order. HQ Orders (from your Battalion HQ) can be used to supplement your Company Orders in a turn or held back in a pool - the amount you have in store is added as a modifier to the start of turn initiative roll so the question you need to ask is whether best to save them or use them...
At the start of this scenario my Americans had two units (each of two sections) of Recon troops who can attempt to reconnoitre any terrain feature or a spot a Combat Patrol (more on these later) forcing it to withdraw.
We weren't 100% certain that Andy should have been able to do that. Companies have quite strict sectors to operate in and the platoon that charged the farmhouse moved out of its sector into the other Company's to do so. However boundaries can be altered if the battle situation changes; maybe the player should have to stipulate this before rolling their dice at the start of the turn? Whatever it was a dramatic and exciting end to the battle!
Overall I must say I found our first 'O' Group battle an enjoyable experience. Andy is a great opponent and the rules relatively simply putting the emphasis on players command decisions. I'm already looking forward to our next battle when we get to push a few tanks around on the table!