My first entry for the painting Competition this year: (as copied across from AH blog)
"Just a quick post to say I am alive and well and contributing as best as I am able...
I 'break my duck' with a couple of 15mm Flames of War German half tracked recce vehicles, the SdKfz 250/9...
A recce vehicle mounting a 2cm main gun, backed up by Co-ax MG, on a small half-tracked chassis...
I 'picked these up' about middle of last year when my son bought these 2nd hand from the bring and buy stall as a prezzy for me, at the Panzerschrek tournie in Palmy North here in NZ... he's a good lad :)
Quick and easy to paint I figured I would lash some paint on them to get some points rolling in the challenge... a meager start but at least I am still breathing...
Funnily enough it wasn't until I had undercoated and base coated the vehicles that I noticed one had lost part of its front mud guard. This was quickly painted up as battle damage as I couldn't be bothered to try and correct it then!
More ambitious things in the pipeline, so watch this space... I've got a Mumak on the go, and am half way through assembling Smaug... fingers crossed I get them done in time..."
Curt's kind response...
Nicely done Scott and welcome back for this year's journey. As usual your muted camo looks fabulous. I've always had a soft spot for WWII German recce vehicles - they always looked so much more modern and nasty than most of the clunkers the Allies used.
12 points for you as we await your Mumak (the Tiger of LotR).
Showing posts with label Flames of War. Show all posts
Showing posts with label Flames of War. Show all posts
Friday, January 15, 2016
Friday, October 16, 2015
Blood , Guts and Glory
Finally managed to catch up with Ste, for some gaming fun. He wanted to play some FoW and suggested something themed from BGG. We set the game at 1500pts. I set the board up for some Lorraine action.
He brought along his American, 7th Cavalry tank company. 8 Confident Trained Shermans and 5 Stuarts with 4 CV Tank destroyers and a FV paratrooper platoon.
I rolled out a Panzer Kompanie - the 'panzer bums' for the first time...14 PIVs, 6 Stugs, 4 Mobel wagons and a short GPG platoon.
We rolled off for mission and got Hold the Line... I was AutoAttack so Ste started deploying.
Having 5 platoon, meant 2 on and 3 off for Ste, but both on, could be in ambush. After much deliberation Ste decided to 'deploy' his TD's and paratroopers - hoping to be able to get in a sneaky assault on some of the poor quality German armour... So with nothing facing me on the table, I put everything down, then Ste placed his 2 HQ tanks... one behind the hill and one behind the farm house behind rear ob.
With deployment done... I rolled out... With nothing on the front objective, I was tempted to rush it straight away, but I'd only just be able to reach it and then take all the fire from the ambush due to ATD, and had no recce to mitigate ambush... so I made a regular move up to start with in turn one, expecting Ste to place his ambush and then I'd have something to shoot at... I had one target this turn, the 2ic that my own 2ic had a single shot at down the flank but missed...
Interestingly, Ste choose not to deploy his ambushing troops, preferring to wait one turn, he return fired with his 2ic bailing my 2ic.
My turn 2 and I thought , well its now or never..time for the bum-rush! I at the doubled the first panzer platoon past the front objective, then backed it up with the other two moving normally and contesting the objective with the lead tanks. I ATD'd the mobel wagons round the wood to check out the other side of the corn field. The GPG's moved up to wood edge, hoping the troopers would storm trooper out their vehicles through the wood. I sent the flanking Stugs ATDing down flak to cover the other objective making Ste have to react to two threats at once. The GPGs failed their storm trooper move but I had the ob covered and all close by ambush positions covered. Ste couldnt now deploy on the objective... he'd have to try and shoot me off...
Ste popped his TDs in tree line on wood overlooking front obs, and his Paras in woods behind stugs looking to charge and ambush them from the rear... aided by his CO emerging from behind farmhouse. The 2ic moved over as well to assist the TDs...
Ste's shooting was not the best, only managing to bail 2 tanks from the leading panzer platoon that had ATD'd, and destroy one tank that was contesting the objective from the following platoons. I still had one tank contesting the objective...
The CO shot up the Stugs on the flank killing two and the third fled, giving Ste a point but it was all over as he had nothing more to stop me starting next turn holding the front objective....
Game ends 5-2 to ze Germans.
Post game discussion and it was clear Ste held ambush too long. Perhaps he didnt even need to ambush could have just deployed, with paras holding front obs and TDs in over watch on hill. Or he could have had more armour on the table instead from the start either in ambush or not...
Next time we'll try a fair fight mission and see how that plays out...
Ste's reserves that never had a chance to arrive...
Still an enjoyable game, and a chance to catch up for a natter too...
Sunday, July 12, 2015
Getting back to enjoying a weekend of hobby fun.
After a frantic few weeks with the new business, where I have at times felt my feet haven't touched the ground... it was nice to get the chance to 'chill out' with a some hobby time for the weekend at the FoW Panzerschrek doubles tournie at Palmy North.
I wasnt 100% sure I'd be able to attend but wifeypoos gave me the green light, having secured a little help to run the store on Saturday morn.
So that was me off with army packed up, and another last minute addition, my son Chris choosing to come along to watch and see what else was going on at the event.
A frosty early morning start, had me getting to Pauls just about on time, and then a wait to collect Ste and then we were all off, driving through the dawn rising sun of a foggy frosty morning to Palmy... Paul was running his soviets with Ste along as 2ic...
Once arrived we registered and I met up with team mate Bryan.
I was running 1000pts of panzers from Desperate Measures with some nebs for a little arty help and Bryan was running Fuhrer Begliet GPGs backed up by StuHs and Remer along for the ride...
We tried to cover a few bases with this combo and just hoped we might get a match up and mission where things might work out in our favour... but since our team name was Kampfgruppe "wooden spoon"... we were not aiming too high!
Game 1
First up Game 1 saw us play Wayne Turner of BF staff fame aided by Victor Pesch. They were running soviets. Game was Breakthrough and we ended up as attackers.
As it happened we got off to a blinder in the this game... first turn saw us move up to shoot up Victor's T34s parked in a wood whilst the recce Luchs and GPGs raced for the nearest objective. Remer would lead more GPGs on from reserve to go for the further objective.
After weathering a little largely ineffective return fire from the soviets, our 2nd turn saw us kill off the T34 platoon and continue our advance with Luchs and GPGS, parking up on the first objective; my son delivering the coup-de-grace on the T34s as he sauntered past at the right time, asked if it was OK to throw my dice and did so, killing the T34s, then sauntered back off to his WW2 aeroplanes! The problem for the soviets was not that we were on the objective, as it wouldn't go live for several more turns, but that we had killed the only on table platoon from Victor, which resulted in an immediate company morale check, which Victor obligingly failed. His company thus broke which in turn auto broke the whole force! This gave us a rather rapid and unexpected 6-1 win after 2 turns...
The mid tidying up shot from this first game... we had come on from the top centre corner ...
This result shot us to the top end of the leaders for the next round of opponents and were then drawn against Nick and Tim's 'Flaming Roundheads'... running a combined British force featuring lots of Crocs, infantry Challengers, Cromwells and a pesky tiffie... The game was Dust up.
Game 2
This became quite a cagey affair, with the tiffie making itself known, taking out a panther early...We tried to make headway across the board leading the HQ panzers and StuHs through the centre town and a tank duel developed between the Panzers, StuHs and the Cromwells which the panzers eventually prevailed in but by then the crocs and infantry were on pressuring our objective...which forced us back on to the defensive and the usual style of feeding teams into the zone, and hanging on by your fingers nails whilst trying not to die and kill what you could!... Our own reserves arrived but failed to achieve much in the face to defending crocs and challengers... Our dogged desperate defense in the end had us at least gain a point for the killing the Cromwells... and help keep the Roundheads to 3. So a 2-3 against... we did kill a croc with a side shot from a panther so I'll take that as a morale victory! ;-)
Game 3
And what do you know, were drawn against Paul and Ste, in a Fighting Withdrawal. The soviets were Auto Attack so we'd be defending. I didnt fancy our chances having been run over by the Shtraf in a practice game, but we had learned a little from that experience...
We also decided to keep Remer and the full GPG as the ambush. Our Panzers went into position to hold the flank objectives.
This game quite frankly couldnt have gone much better for us, we seemed to just get a feel for how it would develop and even though we were defending we were just about able to take the game to the Soviets. The soviets threatened the objectives with the tanks and rushed the shtraf up the centre, at-the-doubling to get into position... but this played into our hands... the GPG ambush was revealed and since the shtraf had doubled, the ~30-odd MG dice turned into ~60... then the nebs and StuHs joined in... when the smoke cleared the Shtraf had been largely gutted... and our panzers had been able to tie up and deal with the T34s. The cat killers did managed to snipe our Panthers despite our best attempts to cover them in smoke. But with the shtraf gutted and the T34s taken care of.. it was shortly clear that the Soviets were pushing it up hill, and they conceded the game. So we a lost a point for the loss of the Panthers... resulting in a 5-2.
So with 3 games in we were sitting on 11 points... far better than we had expected!
As it happened Chris had had a great day too, getting involved with a chap demo-ing a WW2 air-war game he had under development, which from my quick glance, seemed to work a little like X-wing... then with the promise of a Terminator themed game coming Sunday, Chris couldnt wait to get back and try that out too!
Arriving back home and wifeypoos had had a quiet day at the shop and then traveled to Wello for some shopping and collected Smaug from GW that I had ordered a couple of weeks back...
An awesome model, yet when I am going to find the time now to build and paint it is anybody's guess...
A Facebook message later that night had me informed by Bryan that we were actually in 5th place
and were drawn against Simon McBeth and Chris Otton in a Free for all for first thing Sunday morning.
Sunday morning and a rinse and repeat of saturdays journey though thankfully no frost this time.
After the traditional beauty pageant; armies on parade, it was on with the game.
Game 4
Simon and Chris were running Brit/NZ infantry with some 105 arty, shermans UCs, m10s, 6pdrs, 17pdrs.
Another mobile mission that turned into another cagey affair, that again became a tank duel, with a little arty assistance... each side looking to soften the other up before progressing with any real attack. Neither side really prevailed, and with some naff dice on both sides... neither side made much head way...then game timed out with us losing out in another 2-3.
Game5
The final game saw us drawn against Damo and Shep, with another soviet horde with 2 Shtraf blobs and flame tanks and a God of war battery, plus 2 pltns of SU's, and some AAAtrucks.
Mission was Surrounded, and on the longer tables this had us terribly stretched out. Bryan and I looked at each other and agreed, we were dead... so we looked to see if we could just pick up a couple of points by picking on the small soviet units; the SU's and trucks...
After a turn of re-organising, one bonus of a very mobile list, we had things as best arranged as we could hope for. The two Shtraf came at us from two sides going for each objective. The main thrust backed up by the flame tanks...
We started firing and shooting up the soviets as best we could... the panthers managed to take out one SU pltn and the GPGs shot up the AAA trucks. Fire from the StuHs and panzers had begun to hurt the flame tank platoon but not before it had fried up the short defending GPG platoon. The Luchs and a couple of half tracks were knocking off odd teams from the other shtraf on the other board side.
Things got a little confusing late in the game as a huge artillery template dropped on the Germans, and troops got flamed and pinned and there was some discussion over who was pinned or not and where Remer was and who he was with, and I think the confusion had us talking at cross purposes about the rule in question. But we managed to get it resolved... though it chewed up some time unnecessarily...
The crucial final phase ensued and it was an all or nothing defence for us now...all our tanks that could drew a bead on the remnant of the flame tanks... the GPGs lead by Remer roared back down the road ready to assault the houses by the objective that the shtraf had just captured. everything opened up that could, with the nebs getting dropped into the chaos as well... one of the StuHs had to moved forward to point blank range to to keep the objective alive another turn...the tank fire managed to kill off enough flame tanks to force a morale check which they failed, so we were now three enemy platoons destroyed... Remer and the GPGs assaulted and killed more Shtraf but they hit back gutting the GPGs and killing Remer and only the Pltn Commander managed to survive and break off... and with that time was called... we had miraculously held on for a defensive 5-2 win, having only lost the short GPG pltn.
If the game had gone on any longer we may have killed off the last of the shtraf or last of the SU on the 'busy' end of the table, but the other shtraf blob on other objective would have captured that, but would have needed another turn to start their turn holding it and thus win... so time became crucial in the game, and confusing situations and messy assaults can drag these things out...
So that was that tournie over, with 3 wins and two losing draws... not too shabby as they say, and far better than we ever anticipated...
We stayed till the end to cheer and applaud the winners... only to be quite literally gobsmacked when, once 1st to 4th had been announced , we won 'Best Generals' for 5th place - winning a medal and prize choice from what remained... I picked up State of the Nation, and Bryan grabbed Grey Wolf... Very cool! All competitors also got a free WI magazine and a free FoW Objective marker!
Excellent prize support from BF.
Home with a smile on my face and a kiss from wifeypoos evidence by my lipsticked cheek.
A great weekend, and good to catch up with past acquaintances and friends and meet new folk, particularly good to meet Mike Haught of Scary Biscuits blog fame. Really nice guy. Well done to Mike and Andrew who came first.
Russell and Tony came 2nd, and Nick And Tim of the Flaming Roundheads came a deserved 3rd, and the Stanton twins came 4th.
Victor Pesch deservedly won best painted and he got my vote for some very nice Soviet armour and supporting infantry.
A great weekend all round and a nice chance to clear the head a little from being busy at work recently :)
There was also much good natured general chat, carry on, and banter and discussion, and with the WFB-ers active at the other end of the room, I couldnt help but chuckle when another Scott started whooping and hallooing with clippety clop hoofbeats - looking for a bonus re-roll in his game... a tongue in cheek dig at some of the crazy new "rules" in what WFB has become - Age of Sigmar...
I wasnt 100% sure I'd be able to attend but wifeypoos gave me the green light, having secured a little help to run the store on Saturday morn.
So that was me off with army packed up, and another last minute addition, my son Chris choosing to come along to watch and see what else was going on at the event.
A frosty early morning start, had me getting to Pauls just about on time, and then a wait to collect Ste and then we were all off, driving through the dawn rising sun of a foggy frosty morning to Palmy... Paul was running his soviets with Ste along as 2ic...
Once arrived we registered and I met up with team mate Bryan.
I was running 1000pts of panzers from Desperate Measures with some nebs for a little arty help and Bryan was running Fuhrer Begliet GPGs backed up by StuHs and Remer along for the ride...
We tried to cover a few bases with this combo and just hoped we might get a match up and mission where things might work out in our favour... but since our team name was Kampfgruppe "wooden spoon"... we were not aiming too high!
Game 1
First up Game 1 saw us play Wayne Turner of BF staff fame aided by Victor Pesch. They were running soviets. Game was Breakthrough and we ended up as attackers.
As it happened we got off to a blinder in the this game... first turn saw us move up to shoot up Victor's T34s parked in a wood whilst the recce Luchs and GPGs raced for the nearest objective. Remer would lead more GPGs on from reserve to go for the further objective.
After weathering a little largely ineffective return fire from the soviets, our 2nd turn saw us kill off the T34 platoon and continue our advance with Luchs and GPGS, parking up on the first objective; my son delivering the coup-de-grace on the T34s as he sauntered past at the right time, asked if it was OK to throw my dice and did so, killing the T34s, then sauntered back off to his WW2 aeroplanes! The problem for the soviets was not that we were on the objective, as it wouldn't go live for several more turns, but that we had killed the only on table platoon from Victor, which resulted in an immediate company morale check, which Victor obligingly failed. His company thus broke which in turn auto broke the whole force! This gave us a rather rapid and unexpected 6-1 win after 2 turns...
The mid tidying up shot from this first game... we had come on from the top centre corner ...
This result shot us to the top end of the leaders for the next round of opponents and were then drawn against Nick and Tim's 'Flaming Roundheads'... running a combined British force featuring lots of Crocs, infantry Challengers, Cromwells and a pesky tiffie... The game was Dust up.
Game 2
This became quite a cagey affair, with the tiffie making itself known, taking out a panther early...We tried to make headway across the board leading the HQ panzers and StuHs through the centre town and a tank duel developed between the Panzers, StuHs and the Cromwells which the panzers eventually prevailed in but by then the crocs and infantry were on pressuring our objective...which forced us back on to the defensive and the usual style of feeding teams into the zone, and hanging on by your fingers nails whilst trying not to die and kill what you could!... Our own reserves arrived but failed to achieve much in the face to defending crocs and challengers... Our dogged desperate defense in the end had us at least gain a point for the killing the Cromwells... and help keep the Roundheads to 3. So a 2-3 against... we did kill a croc with a side shot from a panther so I'll take that as a morale victory! ;-)
Game 3
And what do you know, were drawn against Paul and Ste, in a Fighting Withdrawal. The soviets were Auto Attack so we'd be defending. I didnt fancy our chances having been run over by the Shtraf in a practice game, but we had learned a little from that experience...
We also decided to keep Remer and the full GPG as the ambush. Our Panzers went into position to hold the flank objectives.
This game quite frankly couldnt have gone much better for us, we seemed to just get a feel for how it would develop and even though we were defending we were just about able to take the game to the Soviets. The soviets threatened the objectives with the tanks and rushed the shtraf up the centre, at-the-doubling to get into position... but this played into our hands... the GPG ambush was revealed and since the shtraf had doubled, the ~30-odd MG dice turned into ~60... then the nebs and StuHs joined in... when the smoke cleared the Shtraf had been largely gutted... and our panzers had been able to tie up and deal with the T34s. The cat killers did managed to snipe our Panthers despite our best attempts to cover them in smoke. But with the shtraf gutted and the T34s taken care of.. it was shortly clear that the Soviets were pushing it up hill, and they conceded the game. So we a lost a point for the loss of the Panthers... resulting in a 5-2.
So with 3 games in we were sitting on 11 points... far better than we had expected!
As it happened Chris had had a great day too, getting involved with a chap demo-ing a WW2 air-war game he had under development, which from my quick glance, seemed to work a little like X-wing... then with the promise of a Terminator themed game coming Sunday, Chris couldnt wait to get back and try that out too!
Arriving back home and wifeypoos had had a quiet day at the shop and then traveled to Wello for some shopping and collected Smaug from GW that I had ordered a couple of weeks back...
An awesome model, yet when I am going to find the time now to build and paint it is anybody's guess...
A Facebook message later that night had me informed by Bryan that we were actually in 5th place
and were drawn against Simon McBeth and Chris Otton in a Free for all for first thing Sunday morning.
Sunday morning and a rinse and repeat of saturdays journey though thankfully no frost this time.
After the traditional beauty pageant; armies on parade, it was on with the game.
Game 4
Simon and Chris were running Brit/NZ infantry with some 105 arty, shermans UCs, m10s, 6pdrs, 17pdrs.
Another mobile mission that turned into another cagey affair, that again became a tank duel, with a little arty assistance... each side looking to soften the other up before progressing with any real attack. Neither side really prevailed, and with some naff dice on both sides... neither side made much head way...then game timed out with us losing out in another 2-3.
Game5
The final game saw us drawn against Damo and Shep, with another soviet horde with 2 Shtraf blobs and flame tanks and a God of war battery, plus 2 pltns of SU's, and some AAAtrucks.
Mission was Surrounded, and on the longer tables this had us terribly stretched out. Bryan and I looked at each other and agreed, we were dead... so we looked to see if we could just pick up a couple of points by picking on the small soviet units; the SU's and trucks...
After a turn of re-organising, one bonus of a very mobile list, we had things as best arranged as we could hope for. The two Shtraf came at us from two sides going for each objective. The main thrust backed up by the flame tanks...
We started firing and shooting up the soviets as best we could... the panthers managed to take out one SU pltn and the GPGs shot up the AAA trucks. Fire from the StuHs and panzers had begun to hurt the flame tank platoon but not before it had fried up the short defending GPG platoon. The Luchs and a couple of half tracks were knocking off odd teams from the other shtraf on the other board side.
Things got a little confusing late in the game as a huge artillery template dropped on the Germans, and troops got flamed and pinned and there was some discussion over who was pinned or not and where Remer was and who he was with, and I think the confusion had us talking at cross purposes about the rule in question. But we managed to get it resolved... though it chewed up some time unnecessarily...
The crucial final phase ensued and it was an all or nothing defence for us now...all our tanks that could drew a bead on the remnant of the flame tanks... the GPGs lead by Remer roared back down the road ready to assault the houses by the objective that the shtraf had just captured. everything opened up that could, with the nebs getting dropped into the chaos as well... one of the StuHs had to moved forward to point blank range to to keep the objective alive another turn...the tank fire managed to kill off enough flame tanks to force a morale check which they failed, so we were now three enemy platoons destroyed... Remer and the GPGs assaulted and killed more Shtraf but they hit back gutting the GPGs and killing Remer and only the Pltn Commander managed to survive and break off... and with that time was called... we had miraculously held on for a defensive 5-2 win, having only lost the short GPG pltn.
If the game had gone on any longer we may have killed off the last of the shtraf or last of the SU on the 'busy' end of the table, but the other shtraf blob on other objective would have captured that, but would have needed another turn to start their turn holding it and thus win... so time became crucial in the game, and confusing situations and messy assaults can drag these things out...
So that was that tournie over, with 3 wins and two losing draws... not too shabby as they say, and far better than we ever anticipated...
We stayed till the end to cheer and applaud the winners... only to be quite literally gobsmacked when, once 1st to 4th had been announced , we won 'Best Generals' for 5th place - winning a medal and prize choice from what remained... I picked up State of the Nation, and Bryan grabbed Grey Wolf... Very cool! All competitors also got a free WI magazine and a free FoW Objective marker!
Excellent prize support from BF.
Home with a smile on my face and a kiss from wifeypoos evidence by my lipsticked cheek.
A great weekend, and good to catch up with past acquaintances and friends and meet new folk, particularly good to meet Mike Haught of Scary Biscuits blog fame. Really nice guy. Well done to Mike and Andrew who came first.
Russell and Tony came 2nd, and Nick And Tim of the Flaming Roundheads came a deserved 3rd, and the Stanton twins came 4th.
Victor Pesch deservedly won best painted and he got my vote for some very nice Soviet armour and supporting infantry.
A great weekend all round and a nice chance to clear the head a little from being busy at work recently :)
There was also much good natured general chat, carry on, and banter and discussion, and with the WFB-ers active at the other end of the room, I couldnt help but chuckle when another Scott started whooping and hallooing with clippety clop hoofbeats - looking for a bonus re-roll in his game... a tongue in cheek dig at some of the crazy new "rules" in what WFB has become - Age of Sigmar...
Monday, May 11, 2015
North Africa Campaign Day - FoW, with a twist!
On Saturday Bowman Towers played host to a days FoW campaigning, set in the MidWar North African theatre... 3 Axis players would face off against three Allied players in a team event.
But this was going to be FoW, with a twist...
Brett and Paul have been working on ways to perhaps make the game a little more interesting and flowing, and while the core game mechanic and deployments would remain the same... the position and number of objective markers would be adjusted, and there would be an introduction of a 'force morale' system, which could have the effect of reducing your forces morale rating over the course of the days campaigning as wear and tear took its toll on battered forces...
This is further detailed here on Pauls blog...
So the day saw myself, Ash and Brett play the dastardly Huns, each bringing 1000 points of Midwar Kraut goodness to the tables.
The sneaky cunning Allies were Paul, Ste and Bryan.
Three tables were set up loosely depicting North Africa, Sicily and Italy...
The force I would bring to the table was a Confident Veteran Panzerkompanie:
HQ ; PzIV G + PzIV F1
CBT; PzIV F1 + 2 x PzIII L/M
CBT; PzIV F1 + 2 x PzIII L/M
Recce: 2 x 8Rad
Thinking was the CO with a big gun to kill stuff, the 2ic with an independent ability to fire for effect or direct fire smoke to conceal trickier targets.
The CBT platoons each had 2 PzIII, with Rof 3 AT9 that's quite usable in midwar against most targets, only downside is range... backed up again with direct firing smoke from PzIV.
The cheap recce would do what recce do!
I figured I'd have an even chance against tanks and good chance against infantry/mech...
Game 1 and I drew Paul with his Confident Trained Shermans and Grants, in Free for All.
This game could go either way...Pauls trained tanks are easier to hit, but he has range on me and semi-indirect fire... I'd have to close to get effective shots, hope to do some damage, lob off a bit of smoke and weather the return fire.... its going to come down to who blinks first... in gaming parlance... who gets the better dice...
Paul got first turn and adjusted slightly and sneaked one tank ahead behind cover to contest the loose objective, but held fire.
I couldn't move anything up to contest without being caught in a crossfire... so I decided to just start trying to take out his trained tanks. My CO hit as did a several of my PzIIIs... but Paul rolled 5's+6's for all saves.... Curses... Oh well in return fire he's hitting me on 6's... 20+ dice later (semi-indirect fire remember?)... and nothing higher than a 2 rolled for an armour save and I have the 2ic dead and two tanks dead from the left flank platoon, the third typically fails morale and I am down 4 tanks... facing 8... with more of the same to come... I could dance about and try and play cat and mouse, but with Paul sitting on 2 objectives out of 3 he was just going to wrack up the points and I'd likely just lose more Force Morale points, so I elected to withdraw... first game over in about 10 mins... Not a very auspicious start to the days gaming... on the plus side, it can only get better ...right?
Game 2 and I am facing Ste and a mad mix of Fearless Trained Indian Infantry, with Confident Vet Pios and two platoons of Matildas, in Dust Up.
Ste put three infantry platoons on the table, against my one platoon of panzers, plus HQ tanks. Again my opponent quickly had the jump on two out of three objective markers so I was forced to be aggressive which is justly right for armour...
Ste camped one infantry platoon in a building t-junction with an objective, moved his small pios into a little palm tree cover and more indians held a hill top objective.
I sent the cbt platoon for the hilltop indians with the HQ tanks moving to keep harassing the other troops till my reserves arrived. As the five tanks past the pios they sprayed them with MG fire. 20 dice and 11 hits on the 4 element un-dug-in platoon. Expecting to see the pios evaporate... Ste then passed every save, all 11 dice came up 3+...
Ste was battling his own issue as his troops steadfastly refused to dig in, and were prey to continued MG fire, and though I whittled him down gradually he held on. My Panzers eventually, got to and sprayed up the hill top indians then rolled in for the assault... 3 hits on 3+...and I miss with two...whats worse Ste comes back at me with sticky bombs, gets a couple of hits, and yep I rolled two 1's for top armour saves, two tanks go boom! Oh for @#$^% sakes!... I swing back, and miss, and Ste fails to motivate... so I 'win' and advance to push him off the objective with my lone panzer... but then it comes down to a morale check for the lone panzer, a fail and my force withdraws!
I rolled a 4, so I am still in it by the skin of my teeth...
The only good bit of that was seeing some sticky bombs also blow up the indians!
Reserves then start arriving for both of us... The matildas arrive and double time to try and get near the action... my panzers and 8rads arrive and move to attack the T junction.
With time running out, my 2ic parked on the only objective I have keeps the matildas at bay, just as they trade insults...My lone panzer on the hill with the indians manages to hold them off as they try an assault...
Finally things hot up in the T-junction as my armour try an assault, but only bops a pio team who come back at me with the crazy indians joining in... thankfully I pass my saves, but then fail to motivate and must withdraw, reversing over a hedge one tank bogs and is captured... and that's the game...
Over the course of the game Ste has wracked up more objective points than me so he's the winner...
Well that should have gone better... lady luck farts in my face again! Still at least I got to kill some stuff this time...
Game 3 is against Bryan and his Fearless Vet Yank Paras... with Trained support - Howitzers, recce and M10s, in Encounter...
Again I find the revealed objectives have me at a disadvantage. Bryan is camped on one from the start with his core force. I have a chance to sneak the flank one and my 2ic heads for that and stops there for a sausage sandwich... My panzer platoon and CO move forward to start harassing the paras position and threaten the other flank objective which Bryan has his 2ic trying to hold. Taking some cover from the assorted huts and building they fire on the howitzers, being trained and large guns in the open, they are easy targets and I start whittling them down. In return Bryan pops his m10s and nails my CO.
In their turn my panzers return fire and kill the m10s, over two turns, then settle back to finishing off the guns. My reserves arrive and start rushing to get in on the action. Bryan starts getting reserves on and some paras get going running towards my 2ic, who backs off not wanting to be gammon bombed by crazy yank paras... so I lose points for that objective, but have gained the other flank one having mg-ed off Bryans brave 2ic.
The howitzer platoon is virtually destroyed and withdraws... and the cat and mouse starts on the other flank... Bryans HMG platoon arrives with no hope of hurting the tanks and I look to take them out ... but again time catches up with us... I didnt fancy my chances assaulting Bryans paras with Gammon bombs in the centre with just three tanks after my sticky bomb experiences until I had reduced their numbers but they had refused to die... so with that the games ends, with Bryan just ahead on objective points though at least this time I won the exchange on force morale points having killed two platoons.
A better game for me this time, which probably would have gone my way in the end if time had not been a factor, but they're the breaks...
And with that the day came to an end...
As the points were tallied up it was clear the Germans had taken a pasting... all three German players added together managed to just beat Bryans points, but when you add in Pauls and Stes scores it wasn't anywhere near close... I wonder if the date had anything to do with it, May 9th... VE day?
Ah well, a good days fun and dice rolling, in great company... if only the gods of dice and games wouldnt keep taking great delight in their gaseous expulsions in my facial orientation! ;-)
Oh and a special thanks to 'Mrs Ste' for the wargamers cupcakes with handcrafted dice on top - very impressive :)
Brett and Paul have been working on ways to perhaps make the game a little more interesting and flowing, and while the core game mechanic and deployments would remain the same... the position and number of objective markers would be adjusted, and there would be an introduction of a 'force morale' system, which could have the effect of reducing your forces morale rating over the course of the days campaigning as wear and tear took its toll on battered forces...
This is further detailed here on Pauls blog...
So the day saw myself, Ash and Brett play the dastardly Huns, each bringing 1000 points of Midwar Kraut goodness to the tables.
The sneaky cunning Allies were Paul, Ste and Bryan.
Three tables were set up loosely depicting North Africa, Sicily and Italy...
The force I would bring to the table was a Confident Veteran Panzerkompanie:
HQ ; PzIV G + PzIV F1
CBT; PzIV F1 + 2 x PzIII L/M
CBT; PzIV F1 + 2 x PzIII L/M
Recce: 2 x 8Rad
Thinking was the CO with a big gun to kill stuff, the 2ic with an independent ability to fire for effect or direct fire smoke to conceal trickier targets.
The CBT platoons each had 2 PzIII, with Rof 3 AT9 that's quite usable in midwar against most targets, only downside is range... backed up again with direct firing smoke from PzIV.
The cheap recce would do what recce do!
I figured I'd have an even chance against tanks and good chance against infantry/mech...
North Africa |
Sicily |
Italy |
This game could go either way...Pauls trained tanks are easier to hit, but he has range on me and semi-indirect fire... I'd have to close to get effective shots, hope to do some damage, lob off a bit of smoke and weather the return fire.... its going to come down to who blinks first... in gaming parlance... who gets the better dice...
Paul got first turn and adjusted slightly and sneaked one tank ahead behind cover to contest the loose objective, but held fire.
I couldn't move anything up to contest without being caught in a crossfire... so I decided to just start trying to take out his trained tanks. My CO hit as did a several of my PzIIIs... but Paul rolled 5's+6's for all saves.... Curses... Oh well in return fire he's hitting me on 6's... 20+ dice later (semi-indirect fire remember?)... and nothing higher than a 2 rolled for an armour save and I have the 2ic dead and two tanks dead from the left flank platoon, the third typically fails morale and I am down 4 tanks... facing 8... with more of the same to come... I could dance about and try and play cat and mouse, but with Paul sitting on 2 objectives out of 3 he was just going to wrack up the points and I'd likely just lose more Force Morale points, so I elected to withdraw... first game over in about 10 mins... Not a very auspicious start to the days gaming... on the plus side, it can only get better ...right?
vs Pauls Shermans |
Game 2 and I am facing Ste and a mad mix of Fearless Trained Indian Infantry, with Confident Vet Pios and two platoons of Matildas, in Dust Up.
Ste put three infantry platoons on the table, against my one platoon of panzers, plus HQ tanks. Again my opponent quickly had the jump on two out of three objective markers so I was forced to be aggressive which is justly right for armour...
Ste camped one infantry platoon in a building t-junction with an objective, moved his small pios into a little palm tree cover and more indians held a hill top objective.
I sent the cbt platoon for the hilltop indians with the HQ tanks moving to keep harassing the other troops till my reserves arrived. As the five tanks past the pios they sprayed them with MG fire. 20 dice and 11 hits on the 4 element un-dug-in platoon. Expecting to see the pios evaporate... Ste then passed every save, all 11 dice came up 3+...
Ste was battling his own issue as his troops steadfastly refused to dig in, and were prey to continued MG fire, and though I whittled him down gradually he held on. My Panzers eventually, got to and sprayed up the hill top indians then rolled in for the assault... 3 hits on 3+...and I miss with two...whats worse Ste comes back at me with sticky bombs, gets a couple of hits, and yep I rolled two 1's for top armour saves, two tanks go boom! Oh for @#$^% sakes!... I swing back, and miss, and Ste fails to motivate... so I 'win' and advance to push him off the objective with my lone panzer... but then it comes down to a morale check for the lone panzer, a fail and my force withdraws!
I rolled a 4, so I am still in it by the skin of my teeth...
The only good bit of that was seeing some sticky bombs also blow up the indians!
Reserves then start arriving for both of us... The matildas arrive and double time to try and get near the action... my panzers and 8rads arrive and move to attack the T junction.
With time running out, my 2ic parked on the only objective I have keeps the matildas at bay, just as they trade insults...My lone panzer on the hill with the indians manages to hold them off as they try an assault...
Finally things hot up in the T-junction as my armour try an assault, but only bops a pio team who come back at me with the crazy indians joining in... thankfully I pass my saves, but then fail to motivate and must withdraw, reversing over a hedge one tank bogs and is captured... and that's the game...
Over the course of the game Ste has wracked up more objective points than me so he's the winner...
Well that should have gone better... lady luck farts in my face again! Still at least I got to kill some stuff this time...
vs Ste's Brits & Indians |
Game 3 is against Bryan and his Fearless Vet Yank Paras... with Trained support - Howitzers, recce and M10s, in Encounter...
Again I find the revealed objectives have me at a disadvantage. Bryan is camped on one from the start with his core force. I have a chance to sneak the flank one and my 2ic heads for that and stops there for a sausage sandwich... My panzer platoon and CO move forward to start harassing the paras position and threaten the other flank objective which Bryan has his 2ic trying to hold. Taking some cover from the assorted huts and building they fire on the howitzers, being trained and large guns in the open, they are easy targets and I start whittling them down. In return Bryan pops his m10s and nails my CO.
In their turn my panzers return fire and kill the m10s, over two turns, then settle back to finishing off the guns. My reserves arrive and start rushing to get in on the action. Bryan starts getting reserves on and some paras get going running towards my 2ic, who backs off not wanting to be gammon bombed by crazy yank paras... so I lose points for that objective, but have gained the other flank one having mg-ed off Bryans brave 2ic.
The howitzer platoon is virtually destroyed and withdraws... and the cat and mouse starts on the other flank... Bryans HMG platoon arrives with no hope of hurting the tanks and I look to take them out ... but again time catches up with us... I didnt fancy my chances assaulting Bryans paras with Gammon bombs in the centre with just three tanks after my sticky bomb experiences until I had reduced their numbers but they had refused to die... so with that the games ends, with Bryan just ahead on objective points though at least this time I won the exchange on force morale points having killed two platoons.
A better game for me this time, which probably would have gone my way in the end if time had not been a factor, but they're the breaks...
vs Bryans Yanks |
And with that the day came to an end...
As the points were tallied up it was clear the Germans had taken a pasting... all three German players added together managed to just beat Bryans points, but when you add in Pauls and Stes scores it wasn't anywhere near close... I wonder if the date had anything to do with it, May 9th... VE day?
Ah well, a good days fun and dice rolling, in great company... if only the gods of dice and games wouldnt keep taking great delight in their gaseous expulsions in my facial orientation! ;-)
Oh and a special thanks to 'Mrs Ste' for the wargamers cupcakes with handcrafted dice on top - very impressive :)
Tuesday, April 28, 2015
Panzer IV's, Mobelwagons... and the 'Panzer Bums!'
The last weekend's long holiday in remembrance of ANZAC day here in NZ, allowed me some time off, to finish off, a project I have had on the the go for several months now...
The first part of which was completing another box of PSC panzer IV's...
I made 4 in the Ausf H variety, to complete the missing platoon command and platoons tanks, by turret numbering, giving sufficent for an HQ and 3 combat platoons of 4 tanks each...
Back to the core project and I needed 4 Mobelwagons... These are Battlefront resin and metal...and were a bit of a sod to put together! The worst part was the gun mount, which once assembled then sits off centre on the mounting point, and wouldnt rotate properly without hitting the hull sides... Darm it! I was going to drill and pin it so it could rotate... but after buggering about for a while I gave up, cut off the mounting lug from the base of the gun and just glued them into position so they sat centrally and glued the base of the front gun shield to the hull front side for extra strength and stability...
I glued the side walls in the lowest position as I hope these will be shooting up ground targets as well as their original AAA role! I have added decals to the hull sides but you cant really see as they are hidden under the lowered side panels.
So this completed the require platoons for me to field... "The Panzer Bums!"
"Here come the Panzer Bums" (hummed to the tune of Men In Black...) ;-)
I read a battle rep a few months back on the WWPD site where they described a force of Reluctant Trained panzers from the Blood Guts and Glory book as the 'Panzer Bums'. Intrigued I read the report and laughed it off...Reluctant Trained was a little out of my comfort zone, being more used to the Confident Veteran German troops... but then a little comment in the report said that while they typically take horrendous casualties, theres frequently still enough left to get the job done and the list had proved to be quite successful on the whole...
...that got me thinking... and playing about on EasyArmy... and sure enough... at ~1750points you get a ton of armour... 20 medium tanks, 4 AAA and 14 halftracks and two platoons of MG/faust infantry. Thats a shit load of firepower! Even if half of it gets destroyed there's always going to be something to fire back...
So there we have it, the Panzer Bums ready to rock and roll in Lorraine... the only fly in the aspic is no recce... so ambushes are no doubt going to hurt... but with 14 halftracks zooming ahead they could be the forced 'recce' of the main tank force... whatever pops up in ambush is probably going to catch a ton of return fire... oh and no artillery...so no smoke either!
The Panzers in the above list are admittedly Ausf J's... which just means they also have slow traverse on the turrents, but I dont think anyone is going to mind too much me proxying them with the Ausf H.
I recall a mate telling me that Trained armies are usually 'shooty armies' ... well yep I think that's certainly the case here... and since this force is Auto-Attack you'll always have all the guns on the table...
Of course, being Reluctant Trained...its going to hurt!... So I also made a whole load of burning tank markers recently too - gulp!
Wish me luck!
The first part of which was completing another box of PSC panzer IV's...
I made 4 in the Ausf H variety, to complete the missing platoon command and platoons tanks, by turret numbering, giving sufficent for an HQ and 3 combat platoons of 4 tanks each...
Panzer IV Ausf H |
The remaining Panzer from the boxed set of 5 I turned out an Ausf G... no side Schurzen armour for this fellow... but still a nice big gun, which in the MidWar setting he is destined for, should be ample...
Panzer IV Ausf G |
Back to the core project and I needed 4 Mobelwagons... These are Battlefront resin and metal...and were a bit of a sod to put together! The worst part was the gun mount, which once assembled then sits off centre on the mounting point, and wouldnt rotate properly without hitting the hull sides... Darm it! I was going to drill and pin it so it could rotate... but after buggering about for a while I gave up, cut off the mounting lug from the base of the gun and just glued them into position so they sat centrally and glued the base of the front gun shield to the hull front side for extra strength and stability...
Mobelwagons |
I glued the side walls in the lowest position as I hope these will be shooting up ground targets as well as their original AAA role! I have added decals to the hull sides but you cant really see as they are hidden under the lowered side panels.
So this completed the require platoons for me to field... "The Panzer Bums!"
"Here come the Panzer Bums" (hummed to the tune of Men In Black...) ;-)
I read a battle rep a few months back on the WWPD site where they described a force of Reluctant Trained panzers from the Blood Guts and Glory book as the 'Panzer Bums'. Intrigued I read the report and laughed it off...Reluctant Trained was a little out of my comfort zone, being more used to the Confident Veteran German troops... but then a little comment in the report said that while they typically take horrendous casualties, theres frequently still enough left to get the job done and the list had proved to be quite successful on the whole...
The 'Panzer Bums'... |
...that got me thinking... and playing about on EasyArmy... and sure enough... at ~1750points you get a ton of armour... 20 medium tanks, 4 AAA and 14 halftracks and two platoons of MG/faust infantry. Thats a shit load of firepower! Even if half of it gets destroyed there's always going to be something to fire back...
So there we have it, the Panzer Bums ready to rock and roll in Lorraine... the only fly in the aspic is no recce... so ambushes are no doubt going to hurt... but with 14 halftracks zooming ahead they could be the forced 'recce' of the main tank force... whatever pops up in ambush is probably going to catch a ton of return fire... oh and no artillery...so no smoke either!
The Panzers in the above list are admittedly Ausf J's... which just means they also have slow traverse on the turrents, but I dont think anyone is going to mind too much me proxying them with the Ausf H.
I recall a mate telling me that Trained armies are usually 'shooty armies' ... well yep I think that's certainly the case here... and since this force is Auto-Attack you'll always have all the guns on the table...
PanzerKompanie from Blood, Guts and Glory |
Of course, being Reluctant Trained...its going to hurt!... So I also made a whole load of burning tank markers recently too - gulp!
Wish me luck!
Tuesday, March 31, 2015
Go Go German Sherman!
'Operation Midnight Panzer' has continued and five more hulls roll off the assembly line... they were assembled during the painting challenge,... but at the end of the evening, when I had had enough of painting for the evening, I'd spend the last 20 mins or so, of the night, assembling one of these tanks... and so on...
They are 15mm scale Panzer IV Ausf H, one of the later models of the Panzer IV with the long barrel high velocity main gun, and sporting side armour Schurzen skirts...
They are plastic kits from Plastic Soldier company, which I continue to find easy to assemble and cost effective... and once again painted in a late war 3 tone came pattern. No airbrushing, just block painted, shade wash and drybrush. A little detail work picking out tools etc. Do the tracks... a little HB pencil to denote worn parts on tracks, some drybrushed weathering, a little rust effect on the exhaust.. and finally decals.
Now I know the turret numbers are not sequential so these are not from the same platoon. This is because the first time I put turret numbers on the first PzIVs I got, I had not understood their significance and went with a mixture of assorted numbers. Thankfully I found the left over decals so have started to bulk out the original formation with the 'missing tanks'! If you get my drift?
So that's 10 Panzer IVs ready, and the plan is to complete one more box of five PzIVs, featuring a few commanders peaking out of their hatches, and that will give me three combat platoons plus the HQ panzers... enough for a horde of 'German Shermans' to confront the allies, ... perhaps in the Lorraine region...? Hmmm, wonder what list I'm looking at? :)
German Panzer IV H: (FOW)
FA6, SA3, TA1.
Main gun, range 32", AT11, FP 3+
Co-Ax and Hull MGs
Side Armour Schurzen, and Protected Ammo.
They are 15mm scale Panzer IV Ausf H, one of the later models of the Panzer IV with the long barrel high velocity main gun, and sporting side armour Schurzen skirts...
They are plastic kits from Plastic Soldier company, which I continue to find easy to assemble and cost effective... and once again painted in a late war 3 tone came pattern. No airbrushing, just block painted, shade wash and drybrush. A little detail work picking out tools etc. Do the tracks... a little HB pencil to denote worn parts on tracks, some drybrushed weathering, a little rust effect on the exhaust.. and finally decals.
Now I know the turret numbers are not sequential so these are not from the same platoon. This is because the first time I put turret numbers on the first PzIVs I got, I had not understood their significance and went with a mixture of assorted numbers. Thankfully I found the left over decals so have started to bulk out the original formation with the 'missing tanks'! If you get my drift?
So that's 10 Panzer IVs ready, and the plan is to complete one more box of five PzIVs, featuring a few commanders peaking out of their hatches, and that will give me three combat platoons plus the HQ panzers... enough for a horde of 'German Shermans' to confront the allies, ... perhaps in the Lorraine region...? Hmmm, wonder what list I'm looking at? :)
German Panzer IV H: (FOW)
FA6, SA3, TA1.
Main gun, range 32", AT11, FP 3+
Co-Ax and Hull MGs
Side Armour Schurzen, and Protected Ammo.
Friday, March 20, 2015
Panzer III Ausf M
With the Analogue Hobbies painting challenge deadline of 20th March virtually upon us, I managed to sneak one last entry in at the last minute.
I had been waiting for more ANZAC Diorama figures to do, but again there were gaps in the time-frame of the 'supply chain', allowing me to get back to some of my own stuff...
So, here's a platoon, or 'Zug', of five Panzer III Ausf M, in 15mm scale, by The Plastic Soldier Company.
I love the PSC kits, great value for money, and easy to put together.
I have painted them up in my usual three colour German camo scheme, to match my existing FoW forces... I also used GW 'Rust effect' paint on the exhausts... Decals by DOM.
The Panzer III may not be as 'sexy' as the big cats, but it was a workhorse of the mid-war period and was still seeing action later in the conflict, so this platoon will be complimenting my existing Mid and Late War forces...
The Ausf M was just about the last incarnation of the PzIII, and had seem increases in armour thickness, size of main gun to 50mm and addition of Side Armour skirts or 'Schurzen'.
In the game, it has FA6 SA3 TA1, has a range of 24" with main gun and ROF3, AT9, FP4+, plus the usual MGs. That makes it quite a useful infantry support tank, able to knock out infantry, gun teams and lighter armoured vehicles, like half-tracks and suchlike. Its still a threat to the side armour of heavier tanks and will certainly hold its own against most tanks in the MidWar setting...
This platoon has been part of my background hobby work, which has gone under the project name of 'Operation Midnight Panzer'... with me typically ending an evenings hobby work, gluing together one of these little tanks before heading to the 'woodhill'... more of those to follow in a subsequent post...
I had been waiting for more ANZAC Diorama figures to do, but again there were gaps in the time-frame of the 'supply chain', allowing me to get back to some of my own stuff...
So, here's a platoon, or 'Zug', of five Panzer III Ausf M, in 15mm scale, by The Plastic Soldier Company.
I love the PSC kits, great value for money, and easy to put together.
I have painted them up in my usual three colour German camo scheme, to match my existing FoW forces... I also used GW 'Rust effect' paint on the exhausts... Decals by DOM.
The Panzer III may not be as 'sexy' as the big cats, but it was a workhorse of the mid-war period and was still seeing action later in the conflict, so this platoon will be complimenting my existing Mid and Late War forces...
The Ausf M was just about the last incarnation of the PzIII, and had seem increases in armour thickness, size of main gun to 50mm and addition of Side Armour skirts or 'Schurzen'.
In the game, it has FA6 SA3 TA1, has a range of 24" with main gun and ROF3, AT9, FP4+, plus the usual MGs. That makes it quite a useful infantry support tank, able to knock out infantry, gun teams and lighter armoured vehicles, like half-tracks and suchlike. Its still a threat to the side armour of heavier tanks and will certainly hold its own against most tanks in the MidWar setting...
This platoon has been part of my background hobby work, which has gone under the project name of 'Operation Midnight Panzer'... with me typically ending an evenings hobby work, gluing together one of these little tanks before heading to the 'woodhill'... more of those to follow in a subsequent post...
Thursday, January 15, 2015
It's WWII Jim, but not as you know it...
Ste kindly invited myself and fellow POM migrant, Ashley, round to his mountain top pad, for a demo game of Bolt Action.
I finally arrived, having negotiated the uphill slalom course to reach his top of the world eerie, having taken the last section on foot, and despite missing my cramp-ons, did successfully attain the summit!
NZ never ceases to amaze me, and with land at premium prices to be near the 'Big Smoke', they build houses anywhere they can, even if they could be compared to the north face of the Eiger!
But the view from the top was very impressive, and well worth the effort.
Back to matters at hand, and after introductions and good bit of chat we got on with the game.
Ste had prepared a simple skirmish to give me and Ashley an easy run through of the game, on a 4 x 4 board.
Ashley took the Krauts with a Leutnant, 2 Infantry platoons or Zugs, a medium Mortar team with observer and a MG42 team.
I got the Brits who had an Officer commanding, 3 infantry platoons and an artillery spotter for off table supporting fire.
We each had an objective on our own side of the board, which we had to defend whilst attempting to capture the enemy one.
All platoons started off table and had to be brought on.
Here's the game after first couple of units move on, I am Brits from the right side.
Ashley had got a platoon up against the church wall, and pinned my platoon opposing them in the corn for several turns. I started an end around with a flanking platoon...
As the game progressed Ashley got his MG42 set up on the road, Mortar behind the Church and eventually the second platoon behind the church to reinforce the position.
I managed to get my 3rd platoon up the right flank of the corn field to support the pinned platoon. But the ace up my sleeve was the artillery observer, who called in fire, which when it arrived killed the MG42, and pinned just about all of the Krauts...
This opened the way for me to move up and stick it to 'em... they don't like it up 'em Sir!
I was successful at dislodging and destroying the platoon on the church wall as my pincer move closed in, and managed to pressure the last defending German platoon, thus getting ready for the finally assault on the objective...
But at the crucial moment on the last turn with it all set up, my dice turned to custard, and my assault was repulsed.
We called it there a draw.
I was pleased to have pressured the kraut position and kept the heat off my own.
The game play was indeed interesting, there were similarities to several games, from different aspects... it did feel a little like "WWII-40k", but then the order mechanism broke up the play from the typical IGOUGO mechanism which I liked.
The pinning mechanism was certainly interesting and seemed to be a primary part of the game, and how you managed or mitigated its effect. Assaults were very bloody affairs and resolved quickly with no messing about!
I did feel there was a lot of building up, for a final flurry of dice to decide the matter, and that final dice round I felt a tad frustrated when I exhibited my classic "Bowman-wargaming-dice-luck" skills when it mattered most... I was left wondering whether the assault phase should be better to go 'back and forth a bit' more reminiscent of FoW perhaps?
I'll still happily play it again, and see what I get from a second experience. Not sure whether I will be diving in with both feet, as I have admittedly tried to narrow my wargaming interests, rather than widen them adding another game to the list of things to buy and paint. I wasn't over awed by the figures but there are may ranges to choose from, from what I understand, but I did like the 28mm scale tanks, that Ste had on the side, though we didn't get to use.... (reminiscent of my youth building Airfix tanks...)
I was wary of the fact that this may eventually head towards some 40K-Armageddon induced arms race to buy, build and paint as many tanks as you can, and have then lined up track to track along your board edge...
But Ste assures me game play remains enjoyable enough, without getting silly, if you kept it primarily an infantry game, with the odd bit of tank support...
I'll certainly give it another whirl, and thank Ste for hosting and Ashley for being a fun opponent to play against.
I would have stopped to chat over the game afterwards, as is the wargamers norm, but
I had to leg it promptly home then however, as I had long drive home and didn't fancy turning into a pumpkin half way up the highway... glass slippers and all that ;-)
Having experienced WWII in 28mm, it was time, the following day, to get back to the period in a scale I am far more familiar with, and face my Kryptonite!
Yes, I played Flames of War again!
ValleyCon is just around the corner, and is set for 1500points in MidWar. A last minute decision by Bryan had him deciding to enter!
Bryan hasn't played in probably over a year, much like myself, and we both had probably forgotten half the rules. But I offered to host a game for him to give him a practice refresher before being dropped in the deep end of the two day tournament.
Bryan was running German grenadiers, from Tunisia, with HQ + Mortars, 2 infantry platoons, Pak38s, LeIG7.5cms, LeFH105mms, a pair of StuGs, and some halftrack AAA, and Stuka.
I don't have much Allied stuff, so just ran a Canadian Sherman Company, with some UCs and a Kittyhawk.
Bryan wanted to try out Breakthrough, so we played that mission.
Here's the game after first couple of turns...
I started in top right corner heading for bottom left (telegraph pole markers). I got a reasonably good start and in first turn ran over the leading Gren platoon, as Bryan hadn't got any AT support near them, and they didn't have any integral AT weapons.
Then things start to go pear shaped... the IGs and Pak38s opened up and I lost a Sherman. Here's where things went wrong... instead of avoiding the guns and skirting the terrain, I decided to engage the AT guns , thinking, they'd fired, would be saving on 5+ and I had semi-indirect fire, so would have a heap of shots, and re-roll misses... I just needed to get some 6's... Shortly after, and 14 dice rolls later, I was looking at my dice, just to check there were actually 6's on them somewhere...
Cut a long story short, I pressed on and eventually sorted out the IGs with the carriers and CO. But not before I'd lost a platoon of Shermans.
My reserve Sherman platoon came on, and went straight for the un-dug in grens who had just reached it, hoping to hose them off... but my dice were crap as usual and then I also realised I had just missed a chance to deal with the StuGs... things went from bad to worse...
Air support for both of us did little all game, but had the potential to be annoying...
I kept trying though, and didn't give in, and even managed to kill the kraut CO, the mortars, the IGs and a German Gren platoon and managed a do or die, last turn assault on the objective, with the CO and 2 Shermans, but my dice still were not to be and I was beaten off, with Bryan holding on for the win, Bryan taking it 4-3.
By end of the game I had lost just about everything in my force, with just the CO left... who will shortly be attending a court martial and firing squad for ineptitude...
Not too bad to get back to the game. I quickly got the hang of the rules again, despite a year long gap.
I displayed my usual tactical flare, or lack of (hindsight is great!), and marvelled at my on going "Bowman-wargaming-dice-luck" ...
I think Bryan got something out of the game, learned or remembered a few things, and gave him food for thought on list build options and things to consider for his force, and how to play them in the missions ahead for the tournament.
I half pondered attending the tournie myself, but quickly discounted the idea... that way, madness lies...
I finally arrived, having negotiated the uphill slalom course to reach his top of the world eerie, having taken the last section on foot, and despite missing my cramp-ons, did successfully attain the summit!
NZ never ceases to amaze me, and with land at premium prices to be near the 'Big Smoke', they build houses anywhere they can, even if they could be compared to the north face of the Eiger!
But the view from the top was very impressive, and well worth the effort.
Back to matters at hand, and after introductions and good bit of chat we got on with the game.
Ste had prepared a simple skirmish to give me and Ashley an easy run through of the game, on a 4 x 4 board.
Ashley took the Krauts with a Leutnant, 2 Infantry platoons or Zugs, a medium Mortar team with observer and a MG42 team.
I got the Brits who had an Officer commanding, 3 infantry platoons and an artillery spotter for off table supporting fire.
We each had an objective on our own side of the board, which we had to defend whilst attempting to capture the enemy one.
All platoons started off table and had to be brought on.
Here's the game after first couple of units move on, I am Brits from the right side.
Ashley had got a platoon up against the church wall, and pinned my platoon opposing them in the corn for several turns. I started an end around with a flanking platoon...
As the game progressed Ashley got his MG42 set up on the road, Mortar behind the Church and eventually the second platoon behind the church to reinforce the position.
I managed to get my 3rd platoon up the right flank of the corn field to support the pinned platoon. But the ace up my sleeve was the artillery observer, who called in fire, which when it arrived killed the MG42, and pinned just about all of the Krauts...
This opened the way for me to move up and stick it to 'em... they don't like it up 'em Sir!
I was successful at dislodging and destroying the platoon on the church wall as my pincer move closed in, and managed to pressure the last defending German platoon, thus getting ready for the finally assault on the objective...
But at the crucial moment on the last turn with it all set up, my dice turned to custard, and my assault was repulsed.
We called it there a draw.
I was pleased to have pressured the kraut position and kept the heat off my own.
The game play was indeed interesting, there were similarities to several games, from different aspects... it did feel a little like "WWII-40k", but then the order mechanism broke up the play from the typical IGOUGO mechanism which I liked.
The pinning mechanism was certainly interesting and seemed to be a primary part of the game, and how you managed or mitigated its effect. Assaults were very bloody affairs and resolved quickly with no messing about!
I did feel there was a lot of building up, for a final flurry of dice to decide the matter, and that final dice round I felt a tad frustrated when I exhibited my classic "Bowman-wargaming-dice-luck" skills when it mattered most... I was left wondering whether the assault phase should be better to go 'back and forth a bit' more reminiscent of FoW perhaps?
I'll still happily play it again, and see what I get from a second experience. Not sure whether I will be diving in with both feet, as I have admittedly tried to narrow my wargaming interests, rather than widen them adding another game to the list of things to buy and paint. I wasn't over awed by the figures but there are may ranges to choose from, from what I understand, but I did like the 28mm scale tanks, that Ste had on the side, though we didn't get to use.... (reminiscent of my youth building Airfix tanks...)
I was wary of the fact that this may eventually head towards some 40K-Armageddon induced arms race to buy, build and paint as many tanks as you can, and have then lined up track to track along your board edge...
But Ste assures me game play remains enjoyable enough, without getting silly, if you kept it primarily an infantry game, with the odd bit of tank support...
I'll certainly give it another whirl, and thank Ste for hosting and Ashley for being a fun opponent to play against.
I would have stopped to chat over the game afterwards, as is the wargamers norm, but
I had to leg it promptly home then however, as I had long drive home and didn't fancy turning into a pumpkin half way up the highway... glass slippers and all that ;-)
-----o0o-----
Having experienced WWII in 28mm, it was time, the following day, to get back to the period in a scale I am far more familiar with, and face my Kryptonite!
Yes, I played Flames of War again!
ValleyCon is just around the corner, and is set for 1500points in MidWar. A last minute decision by Bryan had him deciding to enter!
Bryan hasn't played in probably over a year, much like myself, and we both had probably forgotten half the rules. But I offered to host a game for him to give him a practice refresher before being dropped in the deep end of the two day tournament.
Bryan was running German grenadiers, from Tunisia, with HQ + Mortars, 2 infantry platoons, Pak38s, LeIG7.5cms, LeFH105mms, a pair of StuGs, and some halftrack AAA, and Stuka.
I don't have much Allied stuff, so just ran a Canadian Sherman Company, with some UCs and a Kittyhawk.
Bryan wanted to try out Breakthrough, so we played that mission.
Here's the game after first couple of turns...
I started in top right corner heading for bottom left (telegraph pole markers). I got a reasonably good start and in first turn ran over the leading Gren platoon, as Bryan hadn't got any AT support near them, and they didn't have any integral AT weapons.
Then things start to go pear shaped... the IGs and Pak38s opened up and I lost a Sherman. Here's where things went wrong... instead of avoiding the guns and skirting the terrain, I decided to engage the AT guns , thinking, they'd fired, would be saving on 5+ and I had semi-indirect fire, so would have a heap of shots, and re-roll misses... I just needed to get some 6's... Shortly after, and 14 dice rolls later, I was looking at my dice, just to check there were actually 6's on them somewhere...
Cut a long story short, I pressed on and eventually sorted out the IGs with the carriers and CO. But not before I'd lost a platoon of Shermans.
My reserve Sherman platoon came on, and went straight for the un-dug in grens who had just reached it, hoping to hose them off... but my dice were crap as usual and then I also realised I had just missed a chance to deal with the StuGs... things went from bad to worse...
Air support for both of us did little all game, but had the potential to be annoying...
I kept trying though, and didn't give in, and even managed to kill the kraut CO, the mortars, the IGs and a German Gren platoon and managed a do or die, last turn assault on the objective, with the CO and 2 Shermans, but my dice still were not to be and I was beaten off, with Bryan holding on for the win, Bryan taking it 4-3.
By end of the game I had lost just about everything in my force, with just the CO left... who will shortly be attending a court martial and firing squad for ineptitude...
Not too bad to get back to the game. I quickly got the hang of the rules again, despite a year long gap.
I displayed my usual tactical flare, or lack of (hindsight is great!), and marvelled at my on going "Bowman-wargaming-dice-luck" ...
I think Bryan got something out of the game, learned or remembered a few things, and gave him food for thought on list build options and things to consider for his force, and how to play them in the missions ahead for the tournament.
I half pondered attending the tournie myself, but quickly discounted the idea... that way, madness lies...
Thursday, January 23, 2014
A little panzer love...
As part of my entries to Curts Anologue Hobbies Painting Challenge, I painted up a set of 5 Plastic Soldier Company Panzer IV F1's ...
These had been destined to add an extra dimension to my Midwar Flames of War German forces... I had been waiting and waiting for PSC to do the PzIII (LM) variants as this seems to be the bees knees for MidWar Krauts but they still hadn't got round to it, so I grabbed a box of their Panzer IVs and made the Ausf F1 variant...
I quite liked the direct fire smoke capability and the bombardment possibilities...
Finished in my typical 3 colour camo style...
Not sure when they'll see action now as I've kinda lost interest in the game...
But a sense of 'completeness' has made me paint them up anyway as I had made them for the challenge...
These had been destined to add an extra dimension to my Midwar Flames of War German forces... I had been waiting and waiting for PSC to do the PzIII (LM) variants as this seems to be the bees knees for MidWar Krauts but they still hadn't got round to it, so I grabbed a box of their Panzer IVs and made the Ausf F1 variant...
I quite liked the direct fire smoke capability and the bombardment possibilities...
Finished in my typical 3 colour camo style...
Not sure when they'll see action now as I've kinda lost interest in the game...
But a sense of 'completeness' has made me paint them up anyway as I had made them for the challenge...
Thursday, August 22, 2013
StuGs and StuHs - StuG Battery
More German armour... The humble StuG or Sturmgeschütz (Assault Gun) was the first boxed set of armour I got for my fledgling German forces a few years back... The BF boxed set contained 5 vehicles and looking through some of the army lists I was using at the time, I noticed an option to upgrade one StuG to a StuH or Sturmhaubitze (Assault Howitzer), per platoon of StuGs. So I did that, making 4 StuGs and One StuH...
It wasn't until I was introduced to what 'breakthrough guns' can do to infantry, at the hands of Pauls SU122s one game, that I instantly became enamored of these deadly vehicles...
However finding an option to take StuHs in numbers with my desired German forces, was not always straight forward, as they often were not a support choice for the Mechanised German forces I was favouring using...
But they have stayed on my radar, and I have always looked to see where they may fit... Whenever I had used them they were proxied by my StuGs, but I really don't like using proxies... so with many other platoon options sorted, it was time to get some StuHs done, so I ordered a box from PSC...
You just cant beat the price of the PSC kits. Yes they are more time consuming to make than the BF resin/metal kits, and don't have the same heft as the BF ones. But when you can get 5 plastic ones for about the same price 2 Resin/Metal ones, its just a no brainer...
I decided to make 3 StuHs and 2 StuG Gs, with the Saukopf (Pigs head) styled main gun. This gun shape was better at deflecting incoming rounds, and would also help distinguish these newer vehicles from my existing BF StuGs...
More detailed info on the StuG and its variants here, thanks to wikipedia.
Rear views...
Adding the BF vehicles, I can put out a platoon of 4 StuHs, the BF will be the command vehicle...
My BF boxed set was painted long ago and in a slightly differing paint style, but they still seem to match in well enough, though I may give the BF ones another coat of matt varnish to dull them down better to match in... size-wise there is very little difference...
And adding in the StuGs, I can field 2 platoons of three StuGs, the Saukopf mantlets identifying the command vehicles
So I guess I now have the option to field a StuG Battery, another German force variety...
There's more to this story however... During the making of the PSC kits, I noticed that there was damage to the top hull, in the same places on all the sprues, ... It looked like some kind of damage had occurred as the sprues were taken from the mould? I let Will at PSC know my concerns, and despite still being able to make the kits, with a little greenstuff repair work to each, Will sent me a replacement box free of charge!
Now that's excellent customer service!
So I'll shortly have another 5 vehicles to add - I'll most likely add more StuHs, as I have finally come across a force which combines my 'beloved' half track force, with StuHs - The Fuhrer Begleit forces, currently a pdf armylist from BF website... looking forward to trying it out at some point in the future. I just need to order some Begleit tank riders from BF for the StuHs... watch this space for more...
It wasn't until I was introduced to what 'breakthrough guns' can do to infantry, at the hands of Pauls SU122s one game, that I instantly became enamored of these deadly vehicles...
However finding an option to take StuHs in numbers with my desired German forces, was not always straight forward, as they often were not a support choice for the Mechanised German forces I was favouring using...
But they have stayed on my radar, and I have always looked to see where they may fit... Whenever I had used them they were proxied by my StuGs, but I really don't like using proxies... so with many other platoon options sorted, it was time to get some StuHs done, so I ordered a box from PSC...
You just cant beat the price of the PSC kits. Yes they are more time consuming to make than the BF resin/metal kits, and don't have the same heft as the BF ones. But when you can get 5 plastic ones for about the same price 2 Resin/Metal ones, its just a no brainer...
I decided to make 3 StuHs and 2 StuG Gs, with the Saukopf (Pigs head) styled main gun. This gun shape was better at deflecting incoming rounds, and would also help distinguish these newer vehicles from my existing BF StuGs...
More detailed info on the StuG and its variants here, thanks to wikipedia.
![]() |
PSC 15mm StuGs and StuHs |
![]() |
3 x StuH 42 |
![]() |
2 x StuG with Saukopf mantlet |
Adding the BF vehicles, I can put out a platoon of 4 StuHs, the BF will be the command vehicle...
![]() |
StuHs, plus the BF one to right as command vehicle |
![]() |
BF StuG to left, and PSC StuGs |
And adding in the StuGs, I can field 2 platoons of three StuGs, the Saukopf mantlets identifying the command vehicles
![]() |
4 x StuH , & 2 x 3 StuGs |
So I guess I now have the option to field a StuG Battery, another German force variety...
There's more to this story however... During the making of the PSC kits, I noticed that there was damage to the top hull, in the same places on all the sprues, ... It looked like some kind of damage had occurred as the sprues were taken from the mould? I let Will at PSC know my concerns, and despite still being able to make the kits, with a little greenstuff repair work to each, Will sent me a replacement box free of charge!
Now that's excellent customer service!
So I'll shortly have another 5 vehicles to add - I'll most likely add more StuHs, as I have finally come across a force which combines my 'beloved' half track force, with StuHs - The Fuhrer Begleit forces, currently a pdf armylist from BF website... looking forward to trying it out at some point in the future. I just need to order some Begleit tank riders from BF for the StuHs... watch this space for more...
Sunday, August 18, 2013
Converting FoW Infantry Teams
In my ongoing quest to find a German list that actually works, I have been playing about with more army list options, more drama on this topic can be read here.
One of these involved a change from my regular Panzergrenadiers, to the SS variety, who have an option to upgrade a number of teams from the platoon to being Panzerfaust equipped.
Rather than buy a whole new packs of Grens to do this I decided to just add the Panzerfaust teams, via rare earth magnets...
So I took an existing base of 4 guys;
... and carefully removed them from their base. I prep'd the Panzerfaust guy and drilled out his base from the underside, and superglued a magnet into place.
I then drilled out a hole in the original base and glued a magnet into the hole, getting it flush fit with greenstuff from the underside. Then I put the original 4 guys back on the bases and re-did the flocking. Panzerfaust guy was painted up, and hey presto, he sticks nicely into place. So no having to guess or remember which stand is the panzerfaust...
So I didn't get mixed up with magnet polarity, I marked this base H for helmet for the panzerfaust guy, as the other was wearing a cap (I did two bases at the same time)
And of course when being used as a regular MG team, the panzerfaust guy comes off, and a magnetized twig from the garden works as a fallen log to fill the gap...
You could of course get really clever, with the 'gap fillers', but the twig had to do quickly as I had a game that night...
I really wanted to do this right as its damned annoying when someone is using proxy teams and you get up close and personal only to find out, "...oh, that's the panzerfaust team, didn't I tell you?".... yeah right...
One of these involved a change from my regular Panzergrenadiers, to the SS variety, who have an option to upgrade a number of teams from the platoon to being Panzerfaust equipped.
Rather than buy a whole new packs of Grens to do this I decided to just add the Panzerfaust teams, via rare earth magnets...
So I took an existing base of 4 guys;
Standard base awaiting conversion |
... and carefully removed them from their base. I prep'd the Panzerfaust guy and drilled out his base from the underside, and superglued a magnet into place.
I then drilled out a hole in the original base and glued a magnet into the hole, getting it flush fit with greenstuff from the underside. Then I put the original 4 guys back on the bases and re-did the flocking. Panzerfaust guy was painted up, and hey presto, he sticks nicely into place. So no having to guess or remember which stand is the panzerfaust...
Magnets in place and original figures rearranged... |
So I didn't get mixed up with magnet polarity, I marked this base H for helmet for the panzerfaust guy, as the other was wearing a cap (I did two bases at the same time)
Magnets drilled and glued into position |
Hey presto, Panzerfaust MG team. |
MG team with 'fallen tree trunk.' |
Two MG/Panzerfaust teams |
Two MG/'log' teams |
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