Chain of Command 6mm

Scenario 3, ‘attack and defend’ featuring Carlists (attackers) and Brigadistas (defenders).  Although owning all that is needed to run this game in 28mm as well as enough Flames of War in 15mm to bodge the army lists (possibly Soviets vs Finns) I gave Chain of Command a whiz in 6mm.  This was partly to run through the rules again and partly to avoid the hassle of pulling out the 28mm models and terrain.  The figures here are Irregular 6mms based in the factory strips of 3s and 2s (support weapons) with foot singles as Junior and mounted as Senior leaders.  This basing was adequate for sections but poor for squad organisation.  Using tokens for individual losses and removing strips of 3 was the best that could be done.  In an actual game losses would be likely to be spread across a section rather than taken squad by squad.  The basing could not cope with this.

Carlist Senior Leader, infantry and jump off point.

Brigadista Junior Leader, mortar and jump off point.

All measurements were in cm so the 1.2 m square mat acted as 120″ or 10′ square.  The Carlists spent scenario points on a Panzer I, random air support and LMGs for their squads.  The random air support comes in at the end of every turn, its only a few shots but money well spent.  The Brigadistas took a 20mm autocanon and a mortar for 1 of their mortar squads (the other got left out of battle as I forgot about it).

Patrol markers moved forward as normal but with a great deal more space to shift around in.  Some markers went forwards then back again in an effort to constrict and lock down opposing markers.  Converting these to jump off points Irregular trucks have been used.  In the image below is a Carlist jump off point to the East of the village just in line with the Brigadista jump off point roughly at 12:00.  The game developed into a struggle for the village and its environs.  Not unreasonable for a Spanish Civil War setting.

Opposing jump off points were just over 6cm apart on either side of the village.  This seems legal as both were behind cover and out of sight of the other.  In gameplay terms this may not be wise as if one side but not the other gets the dice to deploy strongly around their jump off point then the opposition’s jump off point is at risk.  The Carlists found this out.  A rules error led to them deploying a single squad opposite a Brigadista section.  They were quickly outshot further increasing the Brigadista advantage in numbers prior to melee.

To the South of the village both sides duke it out amongst the crops.  The firepower advantage of the Carlist LMG will gradually tip the balance.  The conspicuous green jewels indicate losses.  Dice are being used to show shock but as both sides are aggressive and ignore the first point of shock not a lot of shocking is going on.

In the village the Brigadistas are through the houses, cut through the Carlists like ‘manteca’ and overrun the nearby jump off point.  Advantageous morale rolls see the Carlist morale drop twice from 9 to 5.

The Brigadistas see an advantage and rush on towards another Carlist jump off point to the East of the fields.  The Carlists use a command point and move it to safety.  If this had been lost it would probably have been curtains for the Carlists.  The Brigadista section behind the Western field is taking heavy losses.

The Carlists close in and finish them off.  The Brigadistas have deployed a 20mm cannon (note slightly oversized model).  It is more concerned with the Panzer I off camera that is gradually getting closer to the action than with the nearby Carlist infantry.

The Carlists still have the 2 squads and Junior Leader from the section wiped out earlier in the village.  These deploy and start a firefight with the remaining Brigadista section.   The other Carlist section charges the 20mm crew who bravely run away.  Brigadistas do not rout so the Carlists face the prospect of chasing them off the table.  The nearby Brigadista jump off point is moved to safety with a command point.

The panzer I finally comes into view although it has been taking the odd shot for a while.  It will threaten the Brigadista jump off point ahead.  One Carlist section sets off after the Brigadista gun crew and the jump off point behind.  There is only a mortar section between them and the final Brigadista jump off point to the North of the image below.

With few remaining infantry and 3 jump off points being threatened the Brigadistas call it a day.  They were outclassed in support points as they were the nominated defenders in this battle.  The initial agressive stance almost drove the Carlists off but at too high a cost on casualties: A microcosm of the governement strategy throughout much of the war.

The game worked well enough for patrol and deployment.  Less so for ranges and line of sight as the 6mm lads are too small to position precisely.  In some cases they may be facing the wrong way, it is hard too tell.  The 1.2 m square placing area was way too large although using the figure height as the ground scale it is not a massive area.  At 3mm to 1m the 1.2m would 1200*3 or 3.6km.  The figures would be better mounted as squads although this would require cutting and building up the bases. The height of the 6mm strips and the difficulty in separating models without leaving their feet (only) on the factory base makes basing these 6mms a job requiring metal cutters and a stack of basing putty/filler.  With roughly 2 strips to a base and a strip running at twice the price of a single 15mm from Irregular the cost saving by working in 6mm rather than 15mm is minimal (unless you already have the 6mm models).