Showing posts with label Cold War Commander. Show all posts
Showing posts with label Cold War Commander. Show all posts

Friday, 6 January 2023

Cold War Commander: Guardians of the Homeland...

Having played a couple of games of Cold War Commander (2nd edition) soon after it was released and -  despite a confusingly written and laid out rulebook - enjoyed the games, other projects kinda got in the way at the tail end of 2022... Anyway new year, a new resolution to play a few more games of it in 2023 as the game is fun and allows for bigger games than Seven Days To The River Rhine and who doesn't want more tanks on the table? So last night Andy and I played a somewhat off the cuff 1973 Arab-Israeli game set on the Golan Heights to try and remember the core rules and try out some things we hadn't last time around (like artillery).

We picked the Breakthrough scenario from the rulebook but didn't bother calculating points putting up an IDF Centurion company (with some recce elements) against two Syrian T-55 Tank companies and a BMP Mechanised Infantry company (also with some recce elements). The Syrians also had some off-table artillery.

I decided to hold back one T-55 company and deploy them using the Flank Deployment rules, pushing forward the Mechanised Infantry company (who were quite keen) and the other T-55 company (who were less so and only obeyed their first order - units can be issued second, third orders etc but it becomes harder to do so each time.)


The Israelis were deployed behind the ridge line overlooking the Valley of Tears...


As well as on it.


One thing I especially like about Cold War Commander is that recce units have a purpose other than getting blown up. Using the Fast Play Recce optional rules they can nip across the table quite quickly and once near the enemy attempt to spot the enemy and communicate with their own army's command element - if successful this make it easier for that command element to issue orders (reflecting their improved battlefield awareness). 

Andy's AMX-13 recce units swiftly pushed forward, one managing to spot the advancing enemy BMP's and radio in to a nearby Centurion Platoon HQ tank...


Who ordered his unit to open fire on the advancing Syrian Mechanised Infantry...


Hitting two of the BMP's but not managing to knock either out - three hits on any one AFV would have managed that but Andy split his fire between BMP's inflicting two hits on one, one on another and none on the third. Andy attempted to issue a follow up order to fire at the BMP's again but failed.


Whilst the main use of Recce units is to spot the enemy and communicate back, they can also shoot in the Initiative Phase and Andy's second AMX decided to have a pop at the advancing Syrian BMP's which I had split into two formations...


The AMX only inflicted one hit on the lead AFV but also managed to Suppress it (so it would take not action in my subsequent turn).

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An overview of the battlefield at this point showing the T-55's starting to obey orders and advance, whilst the BMP's split into two formations, one pushing into the wooded area, the second flanking around by the farm.


Spotting the BMP's moving towards the wood, Andy's Centurions had a pop at them...


But despite the exposed flanks, they did not manage to knock out any of the BMP's, though three were Suppressed in this round of firing. Unfortunately for Andy the Centurion Platoon did not obey orders for a second round of firing which would have probably gutted the BMP's.


At long last the T-55's pushed forward into range allowing them to target another IDF tank platoon which had been advancing on the Syrian left.


Three Centurions were hit and Suppressed but none knocked out.


The BMP commander attempted to order his unit to fire their Saggers at the advancing Israelis but not only failed to do so, but rolled a 'Double 6' in the process - a Command Blunder!


Misinterpreting the orders the BMP's fell back half a move towards their table edge...


Which was somewhat fortuitous for those on the Syrian left who had been hit in the flank previously.


With most of their BMP quarry now hidden by the cover of a small rise, the Centurions on the ridge line switched target...


And in two rounds of firing hit five T-55's - destroying one and suppressing another, subsequently forcing it to fall back.


Another Command Blunder, this time by the Syrian CO, saw the T-55's fall back, taking them beyond their range but keeping them within the Israelis!


The blunder saw the nearest Syrian unit to the Israelis take 2 D6 of hits resulting in the T-55 blowing up!


In the Initiative Phase, Andy decided to send his Recce units hunting, targeting the Syrian BRDM's. In the woods the AMX-13 missed when it fired at the Syrian Recce AFV...


But outside the woods the second AMX-13 brewed up another Syrian BRDM with a well placed shot!


However just when Andy was thinking he had the measure of the Syrian attack, I managed to activate my Flank Deployment, bringing in the second T-55 company behind the Israeli right!


The company was ordered to advance and I rolled a 'Double 1' - a Command Bonus! This allows the unit to take a second action without rolling, so the the T-55's advanced as ordered then they opened fire!


However, before they did, Andy decided to try some reactive Opportunity Fire...


Hitting two T-55's bit not managing to knock out or suppress any of them.


The opportunity fire done, the T-55 rounds slammed into the Israeli Centurion platoon. One took hits but was not suppressed, a second though was Knocked Out.


In the same turn the other T-55 company and the Mechanised Infantry company with their Saggers opened fire on the other Israeli tank platoon. Again Andy tried Opportunity Fire but not no effect, unlike the T-55 and Sagger attack which killed two of the Centurions.


At this point Andy facing a two pronged attack and with one-third of his armour on fire, decided discretion was the better part of valour and ceded the field of battle to the Syrians.

Whilst it took us a little while to get our head around things again after long break (not helped by the rulebook layout!) this proved again an enjoyable game and reminded us that hiding in the rulebook is a good set of rules.

This was our first Arab-Israeli game using Cold War Commander and it was interesting that the Soviet kit is even worse in Arab hands than Russian ones! The maximum range of the Syrian T-55's was only 60cm reflecting the poor gunnery of the Arab tank gunners and the export level of the Soviet kit (a Soviet Cold War equivalent has a range of 70cm) whilst the Centurions had a range of 125cm! Andy made the mistake of closing with the T-55's allowing them to engage the Israeli armour rather than standing off, one I suspect he won't make again...

We tried the Artillery rules with the Syrians having an FAO direct off-table artillery support. We tested both Concentrated and Barrage artillery attacks and whilst not very photogenic(!) the rules seemed to work well enough, with the Syrians managing to suppress a couple of tanks on occasion. 

Certainly Cold War Commander appears a set of rules to persevere with - and play a little more regularly to keep our hand in. Next up we'll have to give the infantry rules a try.

Wednesday, 10 August 2022

Cold War Commander: Assault at Langenberg!

After a recent weekend of Sharpe Practice shenanigans (reports to come) Andy suggested we tried out Pendraken's new edition of Cold War Commanderwhich I'd recently picked up, and give my Cold War '58 forces a blooding. We chose the Assault scenario from the rulebook and by way of a change had the Americans counter-attacking the Soviets, attempting to seize two important hills (at the top of the picture).


To resist the fascist capitalist aggressors the brave liberators had a platoon of five T-55's... (can you guess which side I was playing?)


And a Heavy Tank Platoon of three T-10M's (we decided to operate on a 1:1 vehicle scale not the 1:3 suggested in the rules as it makes no difference - the extra tanks in the platoons are the HQ vehicles and only issue orders in the game - they could well have been APC's or soft skin vehicle models if I had have had some to hand).


The Americans has a platoon of M103 Heavy Tanks (its HQ unit at the rear as the M103's moved forward).


And two platoons of five M48A3's each (the HQ unit of this platoon is out of shot as the US medium tanks were very keen to advance!). Andy kept his second platoon off table initially to use as Flank Deployment.


The T-10's took up position behind a small copse on the flank the US heavy tanks were advancing down...


Whilst the T-55's took up position on the Soviet left and waited the appearance of the M48's.


This did not take long and the T-55's opened fire on the advancing American medium tanks, their initial volley suppressing one M48.


Andy had split his platoon into two elements and pushed the other two tanks towards the centre.


Spotting an opportunity the T-10's decided to have a pop at these M48's but failed to hit them.


After a couple of failed attempts, which largely negated their value, the Flank Deployment M48 platoon arrived on the table.


The first M48 platoon moved up to engage the T-55's (apart from the suppressed tank which remained behind for this turn).


But it was the Soviet gunners who struck first suppressing two M48's attempting to hide in the small copse...


Another round of 100mm cannon fire subsequently destroyed the two US tanks!


Cold War Commander uses a similar system to Warmaster (and Black Powder) in that you can keep ordering a unit to do something (albeit it is harder to each time) and the gods of war(gaming) were with me as the T-55's accepted a third round of orders to fire at the enemy...


Allowing them to destroy an M48 in the other platoon and suppress another.


With the US advance down their right flank faltering as they came up against the accurate Soviet gunfire...


The M103's began to move forward down the American left...


Again a good run of dice on issuing orders saw the US heavy tanks storm down the table and get in behind the Soviet heavy tank platoon!


Unfortunately for Andy his next order was one too far and the M103's didn't fire into the exposed rear of the T-10's. The Soviet heavies took the opportunity of the American confusion to open fire on the M103's as they emerged through the trees and suppressed all three M103's.


However luck then deserted the Soviets as the T-10's next order failed with the American heavy tanks recovering but again failing to fire at the enemy.


Back on the US right Andy tried to sneak his second platoon of M48's around the flank of the T-55's...


The 100mm cannon barked again...


And another M48 brewed up with a second suppressed.


The gods of war(gaming) then decided to have a laugh at the Soviets expense as a follow up order was blundered (no doubt because I was using a Saracen as a Soviet CO model!)


And the T-55's began pulling back from their position!


Seeing this the survivors of the M48 platoon pushed forward in an attempt to rush the hill but the tankers were wary and only moved forward once claiming static affected their ability to hear the follow up order...


Meanwhile the Soviet right saw the clash of the titans as the heavy tanks began to get to grips with each other. M103 fire first suppressed a T-10...


Before destroying it!


However the return fire of the T-10M's 122m cannon suppressed one M103...


Before destroying it.


This was the end of turn 8 and as the Soviets had defended the objective but not broken the US battlegroup, it was a Minor Victory for them.

As this was our first game of Cold War Commander we had tried to run a fairly basic game and still managed to get confused (CO orders) and miss certain rules (Opportunity Fire? Whoops...). It must be said that the 2nd edition rulebook is not the huge improvement on the first I was hoping for, rather than re-write it in a more coherent fashion Pendraken have just added more text which doesn't always help understanding. Fortunately I'd watched some videos on YouTube which helped with the basics. 

Despite the problems with the rulebook, within it there appears to be a really good game, the battle was fun and I'm sure as we add more things to the game (the Recce rules look like they add something interesting) we'll get much more out of it. Pendraken have missed a trick here not re-writing the rulebook from scratch (keeping the rules as is, just laying out and explaining them better) and I'm sure this will put people off as it is a confusing read, however, as I said, there appears to be a great game hiding within and some perseverance, watching of YouTube and asking questions on the CWC forum should hopefully reveal it