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Saturday, 24 October 2026

A Drop Too Far?

This week saw a further outing with the recent No Easy Ground rules. The scenario I devised would see British paratroopers dropped behind German lines to nullify two bunkers guarding the approach to Kleine Bikkelheim.
The bunkers were only manned by low grade troops their morale would be set at 3 not the usual 5. The drop would be at night for the first two turns limiting visibility, to win the paratroopers would have to capture and hold the bunkers until at least the end of turn seven against the inevitable German counter attack. Extra turns would be diced for after turn seven to represent the British relief troops bring delayed. The German counter attack would begin on turn four.
The drop would be conducted with the good old paper squares off a rule method.
This is how they landed.
Red Dot - Platoon
Pink Dot - Platoon lands of target, dice for arrival and table edge entry on turn three.
Orange - Heavy weapons crew who must move into contact with the weapon.
Green - Company Command.
Blue - Piat can be collected by any platoon or the company command.
Yellow - Single dot = Vickers MG, Double dot = Mortar.
Onto how it all transpired.
Time being of the essence the command group immediately launched a bold assault on the bunker they landed near. Although taken by surprise the garrison were able to repel the assault.
The team in the machine gun dug out hear the sound of gunfire and explosions.
The defenders reactions are determined by an AI spreadsheet used in my solo game back in 2024.
They redeploy into the cover of a fallen tree and cover the approach road to the rear.
The paratroopers are already dashing down the road taking advantage of the poor light.
Meanwhile Lt. Bickleigh leads his troops on another assault on the bunker. This time they are successful, one objective secured.
Over on the other flank the second bunker is being assaulted successfully. Unfortunately I didn't take a photo of this, running the game and playing stretches my multi tasking skills it seems.
The road now being covered by the German
 MMGs the paratroopers approach under cover of the hedge. It is now daylight and are taking fire.
With two objectives secured the paratroopers now take up position to defend them from an inevitable German response 
Paratroopers now flank the German MMGs.
The MMGs are over run.
The Germans are here. Steady lads, give them hell!
The Germans weather the hail of fire keeping the British centre and left occupied.
While their comrades attempt to retake one of the bunkers.
They succeed!
With the Stug in support is the tide turning against the brave paratroopers?
Turn seven is the British relief force here? No a further turn is to be played.
With their force depleted by heavy fire and despite the armour support they are unable to retake the other bunker. No turn nine the relief arrives and the Germans withdraw.
A splendid close fought action on our second outing with the rules so a thumbs up from us both. Knowing when and how to use your command tokens and when to pass the initiative back to your opponent adds a certain dynamic. Some of the abstractions can grate but you can usually work out why the author has done it, though some design notes would be useful. Oddly five figures are a platoon but one vehicle is one vehicle? This doesn't worry us Rapid Fire veterans, which we always played as though one figure was one man in our heads. We will certainly play again, but before then Dave intimated that he would like to play Chain of Command again. Yes you read that right!
Until next time take care and KBO

1 comment:

  1. Thanks Phil, it sounds like the rules are working and giving a good narrative. I love the 'jumpers' dropping from the ruler.

    Yes, surprised at the CoC request on the back of a playing with this system. Are minds still being made up?

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