Showing posts with label British. Show all posts
Showing posts with label British. Show all posts

Saturday, 30 May 2026

Note to Self: WWII Question to the Germans - "What was it like fighting the British?"


If you want to know the answer watch the video: 

https://www.youtube.com/watch?v=tDOWXeWFNJg

Spoiler alert: We can be beaten and pushed back, but somehow "we don't break like the others". We are annoyingly back the next day as if nothing happened! Importantly we don't know when we are beaten so - we tended to spoil the German's day and with it their Germanic plans for world domination!

Happy ending or am I believing an jingoistic urban myth (but from the mouths of Germans)?

Tuesday, 5 March 2024

Dunkirk 1940 the German View - Audible Book

Although I have not been posting I have been listening to "wargaming stuff" throughout February. I can highly recommend this book to get a much needed German perspective on the fighting around Dunkirk (see below, a valuable item to my understanding of the early 1940 campaigns): 


Like a lot of the factual Audible books I listen to, as soon as I was getting into it, I could not resist getting a hard copy - there was too much detail I knew I would want to go back to, even though it was still at a hardback price! That in itself is a complement to the quality and standard of the careful research that went into the book. The RAF got a better press than usual, as the German infantry also did not like being attacked from the air (no "superhuman" soldiers there) and the almost comical German command and control problems were highlighted.

Well worth the read if you can get it!

Thursday, 13 January 2022

Beda Fomm Boxed Game

A few weeks into 2022 and already there seems to be a steady meme or theme to my interests emerging, aka around the battles from the early Western Desert 1940-41 with the Western Desert Force taking on the Italians 10th Army. I was just thinking out loud to myself on a previous post of pushing this thought experiment forward, along the lines of perhaps revisiting the old Command Decisions rules set (aka Frank Chadwick) .. Benghazi Handicap being long out of print and circulation (but there is a Beda Fomm scenario on the Command Decision: Test of Battle website). Then out of the blue a good friend (who read the earlier blog post) sent me a special "surprise" package through the post - a very, very relevant game called Beda Fomm. This is an absolute gem, being a Consim Press 2010 republished version of a 1979 game from Frank Chadwick [yes, of my favourite Command Decision fame .. but note the year "1979", this is pre-Command Decision I publication date, but reading the game you can clearly see the influences coming through that he tool and emerged/developed into Command Decision miniature rules set]. Please see the Boardgamegeek links below for more detail (see below, and it just goes to show that a "good game" is still a "good game" no matter the "age of the game"; the difference between the two edition just seems to be more of map and counter production quality not rules):

1979: Original

https://boardgamegeek.com/boardgame/6914/beda-fomm

2010: Re-Published

https://boardgamegeek.com/boardgame/72941/beda-fomm

There is some lovely evocative box art too on the new game too, along with excellent quality counters and maps inside (see below, you have got to love seeing those MK VIs tin-can light tanks looking busy as they boldly go striding across the desert): 


The actual game map (or battle area) is only a very small part of the Western Desert as the battle came at the very end of Operation Compass - when the Italians were in full retreat and was in effect a brilliant "closing the door" swinging movement of British armour from out the desert which sealed the fate of the Italian 10th Army once and for all in Cyrenaica (see below, the map; the plan is to play the game to see where the battles occur and then put this area of interest onto the table top under "Edition One(?)" Command Decision [CD I]): 


Note:
All this Western Desert Force interest in 10mm means that there has been lack of painting progress on the15mm Malburians - they are "furloughed" as such for the time being, but rest assured their time will come.

Breaking News: Somebody else seems to be doing something very similar to me in 2022! Lovely terrain, some nice 6mm models and Command Decision (IV) Test of Battle, see link below: 

Monday, 3 January 2022

Test of Battle Beda Fomm Scenario

The last revision of the Command Decision WWII wargame rules system was Command Decision: Test of Battle (see link below): 


The site itself does not seem to have been updated since 2011, however from here you can see the OrBats and scenario (see below, a screenshot of the British Order of Battle):


And the Italians too (see below, quite a few M13/40's required)


Command Decision formation morale values are shown (see below, not sure what game system WPD is referring to)


The aim for me is perhaps to do this in 10mm Pendrakon. It would be interesting to find out if CD: Test of Battle (or any other variant is still actively being played in the wargaming community). There does seem to be "some" activity on the linked CD:TOB forum. 

Sunday, 2 January 2022

WWII Western Desert interest for 2022

This will be a thing for me in 2022, the Western Desert theatre of operations - starting with the British 1940 Western Desert Force (O'Connor's boys) Tolls Royce Armoured Cars, those quaint light (MK VI) tanks and woeful early cruiser tanks (A9, A10, A13). Doing it in 10mm Pendrakon (see blow, my first British Cruiser troop assembled - A13 Cruiser Mk II): 


Meanwhile scanning the internet and bookshelf for inspiration ... and hitting You Tube over the remaining part of the holiday ..

Operation Compass: 

https://www.youtube.com/watch?v=b71kdhj27rk

https://www.youtube.com/watch?v=jw4-ytNktYg

Churchill:

https://www.youtube.com/watch?v=NK0FNnTX6c

Monty:

https://www.youtube.com/watch?v=a1QapjJzTRE

https://www.youtube.com/watch?v=duOYnIGivys

Recommendations gratefully accepted ;) 


Wednesday, 29 December 2021

2022 15mm Malburian Project

As the word Blenheim has been mentioned and "we need some more British" the 15mm Malburian "stash in the attic has been activated (a Dixon's generic 15mm Malburian army pack I got four years ago) into a New Year's painting project (see below, there are enough for eight battalions at ten men per battalion which correspond to the house rules we use)


Watch this space.

Monday, 27 December 2021

Waterloo 1815

The second December 2021 major historical battle refight was none other than Waterloo itself, the big wargaming granddaddy of them all, played under Sam Mustafa's Blucher rules. Myself, I am an inexperienced but enthusiastically keen Blucher player (with a grand total one play-test game under my belt) so I was really appreciative of some old hands "on-side" to assist me. I was playing "Allied" (aka British) and hopefully we expected to see some Prussian colleagues appear at some point to supplement our Dutch and Germanic comrades in arms. "When" was shrouded in the scenario designer's "Fog of War" card turning "chilling suspense" mechanic. To win the French had to hold at least three out f four of the Victory Points (Frischermont, Papelotte, La Haye Sainte and Hoguemont) at the end of any one of the Allied turns (which stops the French player from ignoring one half of the battlefield). 

My part of the line was on the Allied left, from Frischermont, Papelotte to behind La Haye Saint, hence the focus of my few snapshots there which quickly developed into a fierce cavalry combat, one the Allies "had to win" (see below, the French push hard at Frischermont with a whole corps of infantry and a cavalry corps in support, they clearly hope to sweep round the Allied left [while Papelotte off camera to the right is being invested by French artillery]): 


The highpoint of the French cavalry attack was to make a bold and audacious charge that was left "high and dry" as Allied committed its cavalry reserves, including horse a flanking unit of artillery. However because of this sacrifice, the French infantry was given the clear run in to assault Frischermont, a costly soak-off for sure (see below, the Allied success was still costly in strength points and commitment of "key" reserves): 


Frischermont is assaulted by the French infantry corps, but the French are beaten back at heavy cost to both the defending garrison and the attackers. The garrison is now critically weak and the Allies know that the French will come again, they have to. The stout hearted British (as there are Scottish in the mix here) infantry ready themselves for an inevitable bayonetted counter-attack with full highland swirl (see below, this is the end of "thin read line" that cannot allow itself to be curled up from its flank, the only remaining chance of reinforcements are Prussians "when" [or "if" the come]): 


To buy the garrison some time it is now the turn of the British cavalry to charge forward, in order to finish off the remains of the French cavalry and more importantly pin the French infantry into a static defensive square formation, though in so doing so, paying a "blood price" for this gallant gesture (see below, still no news from the Prussian - where are they? Grouchy seems to be doing his job properly today!): 


Across to the Allied centre and right of the battlefield a huge cavalry flanking attack to the far right of Houguemont has come nought, both sides fighting themselves to a standstill. The heavy French infantry attack is commencing at Hoguemont proper, La Haye Sainte has been pounded mercilessly by the Imperial French Artillery Reserve - its garrison being destroyed and now La Haye Sainte is occupied by British infantry, with a French infantry assault bearing down on them. Papelotte is also being assaulted after the garrison was bombarded by yet more French artillery. The battle is reaching a "critical moment" (see below, note how more French cavalry tussle with the Allied cavalry near Hoguemont to allow the infantry clear line of attack to go in):  


Frischermont is taken by the French infantry but they are immediately thrown unceremoniously back out again by a bloody British counterattack, lead by Pictons "devil's handmaidens" the Highlanders, Picton falls mortally wounded in teh front line as the last French cavalry unit is destroyed. The left Allied flank has now been successfully stabilised, but at a high cost (see below, off camera Papelotte was attached, it falls to the French infantry but Maitland's Guard follow the Scots fine example and quickly retake Papelotte - still only 'bad news' from the Prussians as Grouchy is seemingly stopping their arrival on the battlefield):   


Hoguemont was attacked and lost, but retaken by Allies the following turn, a literal blood-bath and the French are exhausted on the Allied right flank. This means with the advancing passage of 'game time' "night is coming" for the Allies and will arrive well before any reinforcements from Blucher (Wellington did say he would take "either" in the film). With this in mind Wellington now orders a central infantry advance to stymy the dangerous French infantry attacks from taking any of the four strongholds, as tomorrow he will surely be joined by the whole of Blucher's forces for sure (after Blucher gives a sound telling-off to Scharnhorst and Gneisenau for prevaricating on this day). Note: La Haye Sainte had fallen but it too had been retaken by spirited counterattack, the French Artillery Reserve was now "out" of ammunition and being hastily withdrawn and the French Imperial Guard was as yet still uncommitted on Napoleon's baseline (see below, with less than a hour of daylight even if the Guard is committed it will not be able to achieve the three VPs required): 


Night falls and Napoleon retires conceding the battlefield and his fate. A great game, an Allied win, even without Blucher. All told this was my fourth full blooded attempt at a Waterloo refight and I think it pulled it off best, partly because of the rule-set (Blucher) and partly because of the attitude of the players themselves. A spledid day out .. I will play more of Blucher in 2022 methinks .. perhaps in Epic Scale though ;) 

Sunday, 26 December 2021

Ramillies 1706

Well I managed to get a couple of big games in during December, one of which was Ramillies, a great Marlburian bash of epic proportions in 15mm (see below, a confident [Umpire Driven "Bot"] French General surveys his dispositions - he may be facing the feared British but he has two line of solid French infantry defending a water obstacle, backed by fortified villages and with "life" insurance of the finest French cavalry behind them - over to his right securing flank is the Elector of Bavaria and his army, what could possibly go wrong?):


John Churchill meanwhile has it in mind to unsettle the Frenchman with his superiority in artillery to both counter battery and bombard the French strongholds before his "obvious" assault with his dreaded British infantry (see below, this activity completely transfixes the Frenchman): 


Meanwhile the Duke of Marlborough has amassed the most cavalry seen on a European battlefield facing the Elector of Bavaria's forces. He intends to smash the Bavarians while the French stand transfixed at the British flags; the French haunted by the thought of Blenheim and fixated by Louis XIV's instructions to defend sturdily against the British - aka not be beaten by "them" (see below, the Allied cavalry will soon hurl themselves forward in a desperate gamble): 


There are columns of Allied infantry to back up the cavalry by assaulting the Bavarian held fortified villages on the Allied left (see below, a lot depends upon the tenacity of the Dutch infantry):  


Meanwhile the British artillery continue to pound away (see below, they are keeping the French artillery quiet with some "good rolling"): 


In fact the defenders of Ramillies find themselves situated n a place far too hot and give way to fear and panic (see below, the [yellow counter indicates a] routed unit disrupts the unit [indicated by an orange counter] behind it - in so doing "fixating and worrying" the French commander away from the Bavarians plight, somehow the village needs to be garrisoned again): 


Meanwhile the Allied cavalry are trading blows with the Bavarian cavalry away on the other [Allied left] flank (see below, the disruption this leaves the defenders in will be seized upon by the next fresh Allied wave of cavalry): 


Before the French can re-garrison an Allied infantry unit takes opportunely enters Ramillies (see below, the French commander in incensed and it will be immediately counterattacked): 


All hell has broken loose on the Bavarian flank. Ramillies is being fought over in the background but the Allied infantry have stormed the far right Bavarian village and flanked the Bavarian cavalry line to make a crushing "L" (see below, the Allied cavalry have the upper hand and Elector of Bavaria commits his reserve and hastily sends a note to the French commander pleading for additional help): 


The Bavarian flank must hold or the combined French/Bavarian army is lost. The Bavarian infantry has been forced to hold defensively against the cavalry in square which is perilous given the proximity of the advancing Allied infantry - in particular an elite Dutch regiments (see below, the cotton wool smoke indicates how much of a battle there is, all along the line, the majority of it being a head on cavalry-on-cavalry engagement): 


The battle swings back and forth. Ramillies had been re-taken by the fierce French infantry counterattack (see below, routing [yellow] and disordered [orange] Allied infantry stream away from Ramillies, however note, the battalions of red coated Danes forming up to the left of the routers. They have secretly countermarched from the Allied right flank to the Allied centre and will again attack Ramillies - another testament to the brilliance and planning of the Duke of Marlborough): 


The Bavarian infantry is fighting at hopeless 3:1 odds and the first line of Bavarian cavalry has been swept away - the Bavarian reserve is committed but is ground down by waves of fresh Allied cavalry. There were even sightings of the Duke of Marlborough himself leading the attack in (see below, at last the French commander has sensed something is amiss with the Bavarians - so he is committing French reserve cavalry in, but alas it is only in "penny packets" which is too little too late. By the time it takes to reach the Bavarian flank it will be all over): 


The Bavarian infantry breaks and routs away and the remaining cavalry (French and Bavarian) are hopelessly outnumbered as fresh Allied cavalry are ready for a third attacking wave (see below, the second column or rather lined mass are ready to attack Ramillies the hinge of the Bavarian/French line): 


The Allied infantry in the centre retake Ramillies (for the third swap in ownership for the day), this time it is the brave Danes who unpack their suitcases and take up lodgings (see below, the French seem to fear every form of "Red Coat" in Marlborough's army): 


The Bavarian side of the battle is where all hangs in the balance. Confusion and disruption reign on both sides of the battle lines, the only difference being the Allies can pull their disrupted units out and send in plenty more fresh units (see below, over half the French cavalry will not move or engage in a meaningful way today as it is in the "wrong" place whereas all bar a token force is exactly where John Churchill needs it): 


The Elector of Bavaria stands transfixed as powerful formations of  Allied horse hold him in square and a line of fierce Red Coats (again not strictly British but lead by an enigmatic character some swear was the Duke re-horsed from a "previous adventure" with Bavarian cavalry) assault the Elector in close quarter fighting (see below, the Bavarians in a tight spot, vexed with both numbers and tactical dispositions against them): 


The Bavarians are crushed, the Elector falls badly wounded and is captured, this event causes the first of several French/Bavarian morale checks as the Allies have delivered to date, through crushing routs and combat losses, that are 20% of the total French/Bavarian forces (see below, this game mechanic is an additional "line of sight" morale check that makes some "Fresh" units go to "Disordered",  "Disordered" to "Rout" (see below, for atheistic reasons I really think there really should have been more "cotton wool" used at this point to convey the tragedy of the situation): 


The Bavarian right flank (aka the Allied left) has crumbled and "gone". It no longer holds any of the fortified villages, its general has been captured, most of its infantry has routed off table and further resistance depends upon reconstituted "disordered" units outnumbered 4:1 (see below, the writing is well and truly on the wall and in actual fact running, kicking and screaming off the battlefield): 



The next round causes another army level morale check (25% and 30% checks come in quick succession). The Allied cavalry have pushed the Bavarians completely off the battlefield (see bottom left of the photograph) while Ramillies itself is convincingly held by the fierce Danes and the British infantry (although outnumbered) are now walking up to the water obstacle unopposed (see below, as the French Army now starts its withdrawal in a completely different direction to the Bavarians (see below, this is a strategic disaster, the French King Louis XIV will be most displeased [sent into a fit o rage], even if his "orders" were followed "to the letter" by his Marshals):


The battle of Ramillies thus falls into the strategic category of an Allied "major win", as per history which felt right. The rules were a house rules set and are designed to play very quick (combat and morale factored into one spreadsheet driven dice roll) - in total it took five hours to play the game, so it was able to complete the battle  in a single Saturday afternoon (which I consider a major accomplishment). My previous club attempt of refighting Ramillies using "Under a Lilly Banner" rules in 25mm literally took months of actual calendar time (the battle area left set up) and had a playing time of weekends and evenings that tallied in upwards of twenty plus hours. Although that was a beautiful spectacle, "doing the deed" in an afternoon is an Olympic Gold result IMHO ;)  

Saturday, 8 February 2020

Fighting the Blitzkrieg in a Universal Carrier

I got it because it was cute .. the British "Universal Carrier" (see below, or alternatively known as the "Bren Carrier" [can anyone tell me the difference as I am too lazy to Google it] with later WWII British Crewmen):


A close-up. I initially dallied with the thought that I could paint it up for the Eastern Front in Soviet colours with a Maxim or PTRD in it, but the temptation to use it as an excuse to build up a 28mm force of Late War British Infantry [PBI] was too great (see below, the only things not attached as yet are the side skirts which will be done after painting):


Chalk up yet another crazy project to do.

Thursday, 26 September 2019

10mm Late WW2 British Infantry .. Shades and Highlights (4) Labelling and Game Aids

The final bit of the figure basing puzzle is how to label the bases clearly as to "what" a counter is in respect to the Order of Battle. The cunning 10mm gap at the rear of the bases was left so a clear label could be placed. As I was specifically painting these up for FireMove (see Simulating War by Prof Phil Sabin) and denoting which company a platoon belongs to is the most important factor I decided to go for a simple colour band (see below, not really that generic for other game systems and I may peel the labels off later, but it is a good cognitive helper in FireMove):


Let us not forger the Germans too. I was going to use six existing German infantry bases (without cunning space for labels at the back) so I created a sheath with compant colour at the back and a white marker at the front to denote they were "dug-in". If they "moved out" I would simply detach the white marker (see below, note the British Infantry does not have the option of starting FireMove as dug-in as they have already moved up some 500m to get to the baseline):


All miniatures now ready for their FireMove run-out at Connections UK 2019. Next I thought time to pay some thought and attention for gaming aids. To help ease the cognitive loading during the game with some simple rule reminding devices. I am thinking colour coded firing sticks [coffee stirrers] to help the players visualise and arrange 'valid' fire patterns - particularly as in FireMove different companies cannot combine in the same "fire attack" and I wanted an easy way to show this - hence the coloured coffee stirrers, coloured cocktail sticks to indicate spread of fire and/or close combat (see below, serrated disc for Victory Point hexes and the yellow one for the British Mortar spotting):


All good stuff, the photograph above is post Connections UK 2019 where I am looking to restock on the bits and pieces that inevitably go missing. Looking ahead (past FireMove) I might well make up some urban terrain for Block Busting, the next game in Phil Sabin's book.

Tuesday, 10 September 2019

10mm Late WW2 British Infantry .. Shades and Highlights (3) Basing

From figures stuck on coffee stirrers to based on a 40mm by 40mm base (see below, luckily I had a stack of suitable bases handy which I PVA'ed figures and sand onto - my "library stock" Anita's Acrylics 'browns' [a watery mixture of Burnt Umber and Coffee Brown mix] was brought into play):


Then I applied a watery black (again Anita's Acrylics) that was seeped around any ridge or stone (see below, the last 10mm of the base was left flat so I could put on a unit designation):


The Anita Acrylic "Coffee Brown" was extremely useful in putting a highlight down over the dark brown Burnt Umber and Black, followed by a dry-brush in White (see below, the other 'big win' was using a very cheap [I think picked up from The Works] bargain 'Art' brush in wet/dry brushing fashion - perfect for basing):


More PVA and apply a layer of flock followed clumps of static grass (see below, the bottom left hand corner is finished):


The final batch is complete (see below, 12 x Rifle sections, 2 x Vickers HMG, 2 x 3" Mortar, 1 x HQ, 2 x PIAT and a 1 x LMG):


A close up of a Rifles section (see below, two rifles and a Sten gun):


The Vickers HMG (see below, two crew and an officer looking on):


The 3" Mortar (see below, an officer and one 'overworked' loader):


All good, a bit of unit identification and we will be ready to go!

Monday, 26 August 2019

10mm Late WW2 British Infantry .. Shades and Highlights (2) Painting

The "factory style" of 'batch painting' proceeds apace (see below, six coffee sticks of infantry and three of supports, ahem - surrounded by ten 28mm GW fantasy 'impulse buys' for Dungeons and Dragons use that have been primed grey [ .. don't judge me .. I am fallible .. ]):


The 'base coat painting was:
  • General Shade: [First Shade of] Vallejo Burnt Umber Wash
  • Uniform: Vallejo British Uniform Green [Model Colour]
  • Flesh: Vallejo Dark Flesh [Game Colour]
  • Boots: Vallejo Black [Game Colour]
  • Webbing: Vallejo Khaki [Model Colour] 
  • Weapon Stock: Vallejo Beasty Brown [Game Colour]
  • Gun Barrels: Vallejo Gun Metal [Game Colour]
  • Helmets and Large Weapons: Vallejo Russian Green [Model Colour] - note in the past I made the faux pas of applying "gun metal" to Vickers HMG, PIATs and Mortars instead of a basic green as per the helmets.
Base coating approaching completion (see below, at least this way you progressively paint less and less on each model):


Another Vallejo Brown Wash follows (see below: a close-up of the British PBI - it seems to be an intense study in shades of green, brown and khaki):


Highlights follow - I took one coffee stirrer of infantry through the remaining regime of:
  • General Shade: [Second (lighter) Shade to blend] Vallejo Burnt Umber Wash
  • Uniform (Highlight): Vallejo Grey Green [Model Colour]
  • Flesh (Highlight): Vallejo Flesh [Model Colour]
  • Boots: Vallejo Black "light touched up if needed" [Game Colour]
  • Webbing: Vallejo Khaki "again as the wash had darkened the webbing" [Model Colour] 
  • [NA] Weapon Stock: Vallejo Beasty Brown "was left dulled" [Game Colour]
  • [NA] Gun Barrels: Vallejo Gun Metal "was left dulled" [Game Colour]
  • Helmets and Large Weapons (highlight): Vallejo Russian Uniform Green [Model Colour] - note in the past I made the faux pas of applying "gun metal" to Vickers HMG, PIATs and Mortars instead of a basic green as per the helmets.
I was pleased with the end result (see below, a suitably murky brown and green mix): 


Next "to do" is the remaining eight coffee sticks of infantry and support weapons.