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O Group first solo game. 2
First solo playthrough of O Group. This is a copy of my post on the "O Group" Facebook group. Apologies for the duplication but I know not everyone uses Social Media. I won't bore everyone with photos of my table, I guess you've all had enough views of Cristot for now. I'll limit myself to the points I've learned and my view of the rules after a single game. First of all, congratulations to Dave Brown for a cracking set of rules. They play smoothly and pretty quickly, considering how much I had to keep looking up. There's a lot of meat in there and it's easy to overlook something like the interdiction roll for deploying units on table. After the first 3 turns I was pretty confident on much of the basics. I really love the intertwined combat phases, where you have the ability to reply to many of the moves your opponent makes. It's a challenge whether to reply with opportunity fire, or keep your orders for your own phase. Now my observations. First, it does seem to mirror combat more closely than many other WW2 rules I've played. And I've played a lot of them over the years. Combat tends to result in shock and suppression more often than not, with actual base losses fairly scarce at first. Artillery is a different kettle of fish, more of which later. Movement can be frustrating, just as it was in battle. I like the dicing for movement. If you really want to get somewhere, use a rapid move and forego firing. You should have other platoons covering your advance anyway. Keep an eye on shock levels. It's easy to become suppressed if you start with 1 or 2 shock and you're in range of the enemy. They can respond in your phase too! I had several cases of failing to rally any shock off at all, leading to a forced retreat of a 2 or 3 units. It's chilling when your platoon is forced back 3xD6, especially when it hasn't advanced very far yet and ends up not far from your table edge. I didn't see too many times when I had too few orders. Only used one HQ order in the whole game. Both sides kept their HQ tally as high as possible. The prospect of gaining initiative and an extra order is too tempting. Even if you have fewer orders from your O Group dice roll, you can still win the initiative when your HQ orders are similar.I also used the Company Commander order sparingly. Artillery. Mortars got used much more than higher level support, for obvious reasons. Mortars however, don't inflict a lot of losses. they do inflict shock and suppression though. Save your heavy guns for use against the built up areas, where the extra firepower is needed to inflict damage. The larger burst radius also catches more adjacent units. Not a good prospect when you're defending a town. Fubars are where you eventually wear your opponent down. I didn't make any close assaults, except for one against a lone, suppressed company commander. Lesson learned, if your on your own, fall back! Armour didn't play a big roll neither. The Shermans did almost nothing and the Panther, coming on near the end, killed a tank section before succumbing to medium artillery and causing the final Fubar marker that ended the game. Altogether a really enjoyable experience and I look forward to playing against an opponent soon. Regards Andrew HOLMES
Started by Andrew Holmes @ · Most recent @
Turns Vs Turns in CoC Pint Size Campaigns 4
The Chain of Command rules show Phase(s) played which comprise a Turn. One or more Turns comprise a game. Looking at "At the Sharp End" on page 17 & 18 the Giving Ground section our group has a difference of opinion. I believe they are discussing "Turn" to mean Campaign Turn as in a Game as shown on page 16. Others think it means both - a Campaign Turn and also a regular Turn within a game. So a couple of questions: Can withdrawal with the Commander's approval be done during a game or must it be done prior to the start of a game? As an example, both the Germans and Allies play 1 Turns and then 5 more phases. The Allied player decides things are not going so well because a Tiger has just shown up and they have no AT assets. But they have a CoC token. They play it and end the Turn. They say it was sanctioned by the Commander and want an entrenchment or minefield in the NEXT game (played on the next board). Is this right? Or is this actually a Hasty Withdrawal? Does a Commander sanctioned withdrawal have to be prior to the either side starting the game by entering the table? BTW, I just want to get it right. I'm the umpire - not one of the players and this is the 4th game of the campaign. Thanks in advance, Mitch
Started by Mitch Abrams @ · Most recent @
Algeron 10
Hi Everyone: I have looked for the Algy rules and finally ordered the Summer 09 version from the TFL website, thinking this was a complete ruleset. It may be complete, but I am not sure. There are no cards, which I believe drives the game. What ever happened to these rules? Are there any cards to download? I cannot find any in the Files. I have wanted to play these for sometime, but they seem to be out of print. Any suggestions?
Started by Rob Roy @ · Most recent @
CoC Blitzkrieg 1940 French 2
Hi all, I have a couple of questions about the French support option Escouade de Fusiliers Motocycliste. If you take two, the book says to use a full Group de Combat from the Reconnaissance Rifle Fusilier List. Am I correct in assuming this is the Reconnaissance Motorcycle Fusilier List? Also, should the Junior Leader in the original support option have a rifle instead of an SMG? Many thanks Ian
Started by Ian Milnes @ · Most recent @
2nd Seminole War SP 2 game 2
The pandemic has put my face-to-face gaming on hold for over a year and I have missed multi player games. I particularly wanted to do a 2nd Seminole War game, using some minis that haven't made it to the table, so went looking for a straight forward scenario that had Marines and Navy troops. I decided on the January 26th, 1837, the battle of Hatchee-Lustee Creek. The army & marines found a large Seminole village with many cattle on Hatchee-Lustee Creek. Today this is called Reedy Creek, and is near what is now Disney World. Much as happened historically, the Seminoles lacked the manpower and ammo to hold off the government forces. After fierce fighting the Americans routed the Seminoles from the area, and those who were not captured disappeared in the cypress. It was a very bad defeat for the Seminoles in central Florida. A large number of cattle and a hundred horses were captured from the Seminoles, along with the loss of all their camp goods, clothing, blankets, and cooking pots.. Link to the Fickr AAR Click on the pic to get the descriptions https://www.flickr.com/photos/6mmgaming/albums/72157719060470407 Mark
Started by Mark Luther @ · Most recent @
BT7 Dimensions 16
Hi all ¨C slightly odd request - does anyone have a larger scale (1/48, 1/50 or 1/56) BT7 model they could measure and give me the length of? For context, I want to print a 3d model of the BT7, I have an object file, but no scale. I have tried scaling it to the Wikipedia dimensions, of just over 5.5 metres long, but it looks too large, and I am not sure where the Wikipedia dimensions are taken from.. front of track, front of hull etc. So if someone could tell me the length of their BT7 model, and where that measurement is from (nose to rear plate, front of track to rear plate or whatever) ¨C it would be a massive help. Thanks Doug
Started by Doug Melville @ · Most recent @
Totenonntag Pint-Sized Campaign
Trying to ramp up to introduce the gang to desert warfare. Have one question about Totenonntag's special rules, though. The British player starts out as Green, but can spend Support Points to upgrade teams and squads to Regular. So ... how many commad dice do the British roll at the start of a phase? 4 for being Green, or 5 for being partially Regular?
Started by Tom Huntington @
You have been unsubscribed from [email protected]
My email I use is mrtank688@.... reese9925@... is an old email address vigorously defended by AT&T who likely are plotting to get me to come back to their phone and cable services. It is also mixed up with Yahoo. I use it as an emergency contact now. Not sure how I ended up registering on the site using that email. If it ISN'T me.......???? Michael Reese
Started by Michael Reese @
Message removing me from group
What is up? Was that an error? Surely Richard doesn't have a grudge against me, assuming he remembers me at all. Mike Reese
Started by Michael Reese @
Trafalgar Collection - Kiss Me Hardy 10
Hi all, Earlier this month I finished off an 18 month project to build a collection of Warlord 1:700th ships to play Trafalgar using Kiss Me Hardy. I have put together a blog post looking at the collection as a whole together with a video looking at my thoughts and ideas for playing with the collection, which, fingers crossed, might get a run out at Clotted Lard later in the year If you would like to know more then just follow the link to the blog https://jjwargames.blogspot.com/2021/04/all-at-sea-trafalgar-collection.html Cheers JJ
Started by Jonathan Jones @ · Most recent @
Richard status? 20
Can anyone share what's happening to Richard? Thanks Chuck
Started by cscholti @ · Most recent @
CoC Leader casualties 4
Hi all, If you have both a junior and senior leader within 4" of a squad that takes casualties, do you roll for both leaders? If the squad only takes one casualty, which leader do you roll for? We rolled for both, as the squad had taken 2 casualties, and randomised when the squad took one casualty. Regards Ian
Started by Ian Milnes @ · Most recent @
WW2 88mm Flak 36 8
So I decided to pick up a model 88, and before it arrives I'm wondering about colour. Ie, early or Late War?* Does the 88 figure in an on table role in any PSC? I can remember off table, but not on. It's much more likely to get on table in a PSC. Cheers Doug *Of course, the correct answer is to buy two, but I do have to have priorities.
Started by Doug Melville @ · Most recent @
Hussites in SP2 3
This may be a goofy idea but ever since I fell in love with the Hussites (decades ago), I've been trying to get them on the table. I've only played SP2 a couple of fimes but I'm suddenly wondering if it is flexible to accomodate the Hussite Wars. So.... the obvious question is whether any of the local gurus has done work in this area. TIA Tom in Seattle
Started by Tom Downs @ · Most recent @
Sharp Practice basing for smaller scales 12
Hi all, I'm sure some of you play Sharp Practice in the smaller scales (15mm and under) and have multi-figure bases. By this, I mean having the usual number of bases in a unit (say 8), but having more than one figure per base. So a unit of 8 line infantry might have 32 figures or whatever in it. My question is, what do you do about firing lines? My understanding of AWI and Napoleonic combat was that a firing line was at most 3 ranks deep, correct? So if you have two ranks of 4 bases, it might look right in 28mm, but what about if each base is two or more figures deep? You would have too many ranks. Feel free to tell me that I am being too fussy, and that I should just use marching/standing figures and apply my imagination! I am curious, though, if anyone has come up with any solutions or suggestions on this. In particular, I am curious if anyone is doing something in 10mm. Cheers, Chris
Started by Chris Lendrum @ · Most recent @
Scenario Ideas 3
I am pretty sure someone else would have pointed these out, but some nice Black Powder scenarios from Barry Hilton et al that would translate very neatly into Sharp Practice scenarios. Simply replace each 'battalion; or cavalry regiment with a group. Available for free online. https://drive.google.com/file/d/1-lvNIOb5vmkGVPjSkacUSdfoRNKoRGnc/view Cheers Doug
Started by Doug Melville @ · Most recent @
Pint Sized Campaign for Desert Chain of Command 4
Hi all, Does one exist in any of the specials or somewhere else? Sent from my Galaxy
Started by bill @ · Most recent @
CoC APC 5
Hi all, just after some clarification re APCs. When a section disembarks, if I want the APC to move and/or fire, how many men do I leave in it? I think I have to leave a driver (one man) and crew for an MG - one man, two men, three? This then leaves me with, perhaps, a full team and an understrength team in the section, or do I leave a full team in the APC? regards Ian
Started by Ian Milnes @ · Most recent @
Hex mat 13
Hi folks, I'm thinking of giving Bag the Hun a go, but I am not keen on shelling out huge sums on a hex mat till I have given it a few trial games, any recommendations for a cheap 6 x 4 blue hex mat? At the worst it can stand in for hex based spaceship games or naval. Doug
Started by Doug Melville @ · Most recent @
IABSM Force roster 2
Long time since I posted on here! Someone was asking on the other TFL forum about the old force roster which used to lurk in the files section of the original yahoo forum. I¡¯ve just had a look through the files section here and can¡¯t see it any more. I have a copy which I¡¯d happily upload, if I knew how to do it! I think it may be of use to some to help record losses to sections - I know a lot of people (me included) use micro dice for casualties/shock, but it gives people the option of a crib sheet if they prefer. Anyway, if anyone knows how I can stick it in the Files section then maybe they could let me know. Stay safe and keep rolling them bones... Mervyn
Started by Mervyn @ · Most recent @
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