For the game we pulled out my 1944 SS Panzergrenadiers and my 1944 Soviets. I elected to play the Soviets seeing as they have not yet won a single game and I was determined to break their curse. We then set about performing the patrol phase (scout teams recceing each other) and establishing our jump-off points. With this un-photogenic process complete we chose our support options. Because of the sheer firepower of the SS Panzergrenadiers I was granted 10 support points automatically. The scenario granted me a further 6 and the Germans 3. In the end we each had the following:
3xRifle Sections (10 Men, 1 LMG)
1xNaval Infantry Squad (10 Men, 1 LMG)
3xGrenadier Sections (10 Men, 2 LMG)
The LMG team retreated back behind the stone house. In the next few moments the remaining team in the building would be shot to pieces and sent running as well.
Surveying the carnage of the previous few minutes the SS Ober sturm furher lingered in the open for just a moment too long, this time the sniper's round did not miss and with a thud the German officer was dead. This spelled the end for the Germans as their morale promptly hit zero.
I have to say this was one of the more entertaining games I have played in a while, and not just because I broke the curse with my Soviets. Most of the time when I play Chain of Command we view being at 5 or less morale points as pretty much the end of the game. Yet, my father and I played a solid hour with both of use lower than that threshold and it was hilarious. Even though I technically won I would like to think that really I just lost a little less than my father did.
The rules we used can be found here: http://toofatlardies.co.uk/
My father's blog can be found here: http://spqrdave.blogspot.ca/