Showing posts with label Western Europe. Show all posts
Showing posts with label Western Europe. Show all posts

Sunday, 3 May 2026

Italian WW2 Infantry Platoon for Chain of Command (Wargames Atlantic Figures)


Two packets (32 figures each) of Wargames Atlantic WWII Italian Infantry allow a Chain of Command basic platoon plus some extra infantry supports (another squad, plus SMG upgrades and extra pioneers/engineers [people with spades] specialists). Altogether a nice entertaining project (see below, housed in the carefully "husbanded" [much to the annoyance of the long suffering wife] butter and margarine tubs - we seem to eat a lot of dairy products that might not be good for my cholesterol):    


The mass assembly complete and the weather outside favourable meant it was spray painting time (see below, attacked from four quarters the Italians take on the subtle sheen of Ghoul Grey courtesy of "The Colour Forge" [www.thecolourforge.com] 500ml spray can): 


Next stage is to grit the base (PVA, sand and grit) before putting over a Vallejo Brown "Dipping Wash". Please note the cute CV33 AFV tucked in amongst the infantry (see below, provided as a generous Xmas gift from Renko, to the chagrin of the Greeks): 


The intention is to paint the platoon up in "homeland european green" to fight the Greeks in 1940/41.

Tuesday, 1 July 2025

WW2 US Infantry Painting Guides from around the Internet (20mm)

The crazy "Project" a 1:1, US, WWII, ETO (Normandy/Germany), Infantry Company (minus the 60mm Mortar supports - that is a small follow on mini-project) painted in 1/72 from an assorted plastic figure collection of Revell (Ardennes), Italieri, Caesar and Plastic Soldier Company [PSC] (see below, the sunlight lit painting tray) :  


I have adopted the finish a small pilot (squad) batch then go into "death before glory" full factory production mode. It seems to be working but I have a tight deadline!

Painting Guides: 

First of all the one I ended up using (see below, designed for 15mm FoW figures but I used it for my 1/72 plastic miniatures): 

Vallejo Model Colour (majority): 

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

Gathered from my Internet searching a wealth of riches from other web-sites: 

Contrast Paints (an alternative I considered, but not for 20mm):

Normal Paints: 

Saturday, 31 May 2025

WW2 US Infantry Company OrBat

Great reference point for US Infantry Company OoB:  

Useful for these game systems: 

  • Chain of Command
  • Command Decision
  • Spearhead
  • SL
  • ASL
  • Crossfire
Perhaps?

Thursday, 28 November 2024

WW2 US Tank Destroyers Book: The Tank Killers

Now here's the thing, what is the difference between a US Tank Destroyer and a US Tank? Late war, seemingly not much on the surface, they are tracked AFVs but they are supposed to fight very different battles. A Tank Destroyer is a 'counterattack' weapon and the the Tank is an 'attack' weapon (according to the 1941 US Army Doctrine). Early war if you were a Tank Destroyer, you either towed an AT gun or mounted it in a light transport (37mm anti tank gun on a M6 Dodge or a 75mm anti-tank gun on a M3 Half-Track). Tunisia was an interesting time, for mobility that was not a good solution, The transition to a fully tracked model started and we got the M10 (Wolverine - 3" anti-tank gun), M18 (Hellcat - 76mm anti-tank gun) and M36 (Jackson). 

Patton hated the concept as he viewed the Tank Destroyer as another form of tank, but the M10 and M18 were not, they had thin armour and so were fast and carried a better weapon to that of the standard Sherman. Tank Destroyer crews were also supposed to be able to hunt enemy armour in closed terrain with bazookas and Tank Destroyer training including fighting dismounted with infantry. The Tank Destroyer (TD) battalions were initially kept separate from the Armoured Divisions but the infantry happily grabbed them. Later in the war US Armoured Divisions could find themselves with Tank Destroyer battalions attached, initially awkwardly but a useful combat synergy arose. 

The "theory" was that the TD Battalions were Divisional or Corp assets rushed to a threatened sector facing a German armoured attack. They could move fast, get into an ambush position or turn flanks and they were highly successful, despite the "battalion formation" seldom being used in battle (see below, this book opened my eyes to the US infantryman's friend for killing enemy armour):   


The battalions found themselves parcelled out in companies and platoons, attached to regiments and battalions of infantry. The higher ranking infantry officers had to be dissuaded from "seeing a tank", pointing to the open topped turret helped, which meant "clearing the path of enemy infantry in attack was essential"! Yes, as the Americans were advancing, the Tank Destroyers were attacking, by stalking and facing off the inevitable German counterattack, which was their forte. Tank destroyers always seemed to be in the right place, at the right time for the "wrong job" from what they were designed for, so they were used in many ad hoc situations, because the US Commanders had them to hand (and could not afford to wait until an armoured battalion showed up). Successful operations with reconnaissance and cavalry was notable, as unlike the tanks the tank destroyers could keep up with the recon troops. Their close training with infantry put them as ideal (far better than tanker training) to be direct fire weapons for infantry - and the infantry knew they had to clear the ground ahead for the Tank Destroyers. Tanks, being armoured, trundled ahead and got themselves into trouble.  M10 and M18 were exceptional in this, the M36 was blessed with an excellent 90mm anti-tank gun but had the armour of a converted Sherman chassis. Some units changed back to M10s because it hindered their operations. Tank Destroyer units suffered less than infantry and tanks, so probability wise it was a good posting, but it was going to be eventful, you would certainly "see the elephant". Their biggest enemy was internal to the US Army, Patton and other armoured Generals hated them and the force was quietly disbanded in peacetime during the late 1940's.

From a wargaming perspective the potential is great at the skirmish level (a supported platoon), especially when in late 1944 the US Armoured Division finally figured out how to use TDs in combination with tanks. TD/tank pairs with armoured infantry could bring all arms and manoeuvre to great effect.

I can recommend the book and was politely surprised that it was again a "Free" read choice for monthly subscribers to Amazon Audible.

Final Note: The late war 1945 Paderborn incident/battle reference in Tiger Battalion 507 was
also alluded to here, described as "a company roughly handled" as opposed to completely routed by two platoons of Royal Tigers. Interesting, it has got me looking at my 20mm US Tank Destroyer pairs (like the ark, I got them in twos) of M10s, M18s and M36s.

Wednesday, 16 February 2022

Connections 2019 - FireMove and Exiles' Party (Part 2 of 2)

Phase II: The attack is going in hard on the German right flank. "Bags of smoke and flank left" as I think the British Army expression goes, plus a huge concentration of the British PBI force, three infantry companies attacking to one defending certainly helps. 75% of the British battalion are hitting at this point here .. ouch .. (see below, top of photo, another close combat goes in against the middle German platoon): 


The advance is merciless and methodical ... although momentarily stalled. FireMove does not always produce fluid flowing play as the defenders can with the roll of the dice can produce an unexpected roadblock (see below, the heavy British pressure is held for at least one more turn and time is a factor in this game as there is an implicit fatigue and exhaustion point):  


Note how the British green company has been reduced under the withering fire of the "other" German company and logistics "firing out one platoon". Attacking entrenched infantry at 1:1 of odds, even with two HMG Platoons, does not bode well for the attacker. Meanwhile at the north/top end of the photograph an infantry assault clears another German platoon from table (see below, that is 2VPs for the British and 2VPs for the German in infantry KIA):  


The British infantry advance on towards the German baseline, pressing on, heeding the ancient axiom of "not fighting where you do not have to". One consequence of this headlong rush forwards is the awful intermingling of platoons from different British companies which hinders both suppressive supporting fire and close assault execution. Different coloured companies cannot fire in mutual support or perform mutual assaults together, although a "white" Vickers HMG could - subtle but effective rules (see below, the German baseline is a feast of additional or rather potential VP that are up for grabs):  


A line of VP markers are placed along the German baseline that are "up for grabs" - which serves to emphasise the plight of the German defenders. The German turn is rather quick as the British have done a good job in suppressing them so the only action left open to then is to rally and recover - becoming fresh again (see below, please note the third white platoon on the British baseline is the British scout stand which has chosen to retire, its job): 


For who the dice rolls! In this case a terrible "one", for the Germans. No hits are automatic so a "one" can mean a failure at the most critical of times (see below, I think the roll was probably defensive fire or a German close assault that went horribly wrong, with the action probably fat away from this safe German platoon): 


British Turn (Reinforcement Call - burning 3VPs to bring on some tanks, but risking them [minus 1 VP for any lost] on the assumption in the time remaining they can be driven off the board from 2VPs each): With an opening created and a safe zone cleared by the British Infantry Battalion asks for (as yet unallocated by Brigade) armour support to exploit this opportunity. A favourable dice roll - possibly influenced by imbibed strong beer, sees two |75mm Sherman tanks and a 17 pounder Firefly Sherman appear ominously on the British baseline. Note, also the use of black painted cocktail sticks that denote movement - so a unit cannot fire if it has a black stick on, this was a very useful aide memoire (see below, this really looks like curtains for the German right flank, time perhaps for the German to ask for armour support (?) as he sees this threat develop - see how those movement markers imply the final German platoon in the north is about to be surrounded.):  


The last German platoon in the north is becoming an awkward embarrassment to the British. With clock ticking and the British player burning VPs to bring on his armour "en masse". This turn seems to be stetting the German player up for the kill next turn (see below, the 3" mortar and Vickers HMG's do not have to "pay" the logistic tax, so the southern half of the battlefield seems to be semi-permanently supressed to the German player): 


Discretion can sometimes be the better part of valour, true the German player could possible make a brutal close assault on an adjacent British platoon, but in all probability he would be pinned and lost on following turns (see below, instead he elects to retire while he s able to and also in so doing removes a potential VP from the British coffers): 


Seen from the German perspective the final brake out with an intact British armoured formation being released to wreck havoc in the German rear area, on reflection is a rather depressing viewpoint (see below, all the British armour will have exited in two turns or be in place to try and shoot up his Stug III if he chose to bring it on - which would be on a friendly German baseline hex, not adjacent to an enemy unit. It cannot fire on the turn of its entry so would receive incoming fire. The danger is deemed too great, the gain is too little and the opportunity passed [Note: The German armour could be asked for on the turn after British armour was spotted]): 


Breakout as seen from the British side (see below, four VPs from the German Baseline hexes and six VPs for the British armour exiting off table make a swing of ten VPs which is a crushing victory - a token defending British infantry force in the newly captured farm house [which offers protection as good as entrenchments] can hold off any German counter attack as they would have to leave the protection of their entrenched positions):


Called convincingly for the British. Well played, a gentleman's ending to a fittingly good game between friends, and we are the last ones in the house to boot  (see below, it is not a good sign when your opponent has to move from his side of the table to your right flank to move his troops along your baseline): 


A good end to a great night old in Old London Town! That was a good run out for FireMove and some extended rules, once again thanks goes to teh Exiles for being such great sports.

Monday, 14 February 2022

Connections 2019 - FireMove and Exiles' Party (Part 1 of 2)

Can I set the scene correctly? It is so long ago now. Late at night, in a Gaming Café in South London, underneath Waterloo [I believe, as I did get a little disorientated as we traversed all those London back lanes] in pre-Covid times (2019), four people did meet and bring their own game to a rather special venue. The game was a miniatures table-top version of "Fire Move" by Professor Phil Sabin of Simulating War fame, or at least should I say this was "The London Exiles" variant - as I met up with two of the 'newer' members of the Exiles (my old London Wargames Club), a club who IMHO represent the finest of the Old Guard of the wargaming fraternity (see below, an epic venue, strain your eyes to see some nicely painted 10mm WWII Pendrakon Figures on the table if you can, a scenic flocked battle board, but most importantly of all - the finest of company, good strong beer and beautiful gourmet burgers to boot - had I died and gone to some form of wargaming heaven?): 


The bar, the food and waitress service were exceptional and the "the gaming crew" certainly took an avid interest in our table's game [partly as it did not come out of one of their stable "off the shelf" boxes - in fact I literally wheeled in the components in a suitcase, they were intrigued]. The game had already had two outings that day at the Connections UK 2019 Professional Wargaming Conference held at KCL, but here "Fire Move" was going to be put to its most serious test as yet in my eyes, this being the measure of the respect I have for the Exiles as arbiters of wargames taste (see below, friendly staff and a buzzing atmosphere): 


One final shot of the whole crew and the first dice of the night are ready to be rolled (see below, British attacking from the left with the Germans defending on the right, a standard probing battalion attack at a sector "believed" to be thinly held by a couple of "under strength" German infantry companies):


A first departure from the basic Fire Move game and Connections UK script was the introduction of the "Fog of War" hidden placement and spotting rule - rather than just laying the German defenders out, the British had to find them. They could do this by getting close enough to spot stationary infantry or enticing the Germans to reveal their position by firing on them (see below, the German player was given ten red poker chip tokens that represented "places where the Germans could be in clear LOS" to the British baseline - note the wood below is in a contested "no-man's land"): 


The British player deploys troops from three out of four of his companies (blue[A]-white[B]-green[C]), five platoons in total, in a left-middle-right attack formation with the fourth company (yellow[D]) held back in reserve. The British white counter in the middle of the left baseline is a "recon counter" that can flush out red hidden German "poker counters" - it cannot assault but it can spot, this is in difference to Frank Chadwick's "patrol counter" and is another experimental element (see below, note no pre-game artillery bombardment was opted for, rather and again going away from the basic book version of the game it was going to be available "on call" during the game): 


Turn 1: Nothing spotted or heard from the Germans as yet [are they really there?] so the British infantry move gingerly forwards. The phycological sight of the row upon row of hidden "possible" concealed enemy positions gives a much heavier level of caution to the British plater, a trepidation of the unknown (see below, it was getting a little bit tense at this moment, "I don't like it Sarge! It's too quiet!"): 


On the German turn [3] there is "contact" as three German platoons are revealed, two from the "purple" company [top of photograph - the white piece of card to the front has a series of crosses drawn on it to denotes it is dug-in, something that is not really captured in the photograph well] and one from the "grey" company [bottom of photograph] - as they "open up" on the advancing Tommies. We played if you come within two hexes of a "red poker" counter you can "roll for a reveal" - same odds as shooting but just determining if anything is there or not (see below, the "grey" company platoon attracting the attention of the 3" British off-table mortar for his troubles):  


Again deviating slightly from the book, as I allowed the British to call down a 25 pounder smoke barrage to conceal their advance from direct fire. This was a LOS impediment which saved the British from withering fire - one shot spans two hexes rather than a point-to-point attack. I like the diverse nature of this spread of fire as opposed to most miniature game systems. Works best with hexes for sure. Chain of Command in effect does something similar by spreading casualties across a group in LOS, albeit with a different mechanic (see below, the beer is being drunk as casualty chits mount up, from strained memory we played every eighth casualty a platoon was removed, likewise the British had an ammo restriction which removed platoons to get replenished - so they could not be over zealous in their shooting. The above two rules make it a very different game from the normal WW2 tactical game experience):


From various cheap "number and word" games you can find in the high street shops that sell budget games for kids (Sudoku, Bingo and the like) I cannibalised "number chits" (see markers to the left and right of the board). These are used as casualty as logistics counters for the British and (decreasing) mortar allocation points. Also note - the new white British counter that has appeared on the baseline is the Vickers HMG platoon that has come down from a higher echelon for the attack to complement the organic battalion 3" mortars as support weaponry, once placed it cannot move (see below, the attack has reached a critical "reveal" stage, over half the British forces are on the table and most, but not all the German forces are shown - the British player can now choose his "main point of attack):   


The British player commits his last company (yellow [D]) to attack in the North (top), therefore reinforcing the success of blue company but still continuing the pressure in the South (green company). The British player has taken losses but not had to remove a platoon to date - logistical or by enemy fire (see below, note the German player has lost one platoon from an infantry assault, the only way the Fire-Move rules allow an entrenched platoon to be removed from play - it can be hit and suppressed [so it cannot fire back] any number of times): 


The British attack progresses and the final German counter is revealed. Two infantry assaults are prepped to "go in" on the next British turn unless the German suppressive fire can register hits this turn - making the British spent and unable to go in. Just off camera, a second Vickers HMG platoon has appeared. The infantry advance in the North is complemented by intense suppressive fire in the South, it is starting to look grim for the German (see below, nothing is guaranteed until an assault or fire hits .. a one is always a miss and it is so suppressing how many times a one comes up when statistically unexpected on a d6 .. Lady Luck is a cruel mistress):


Useful playing aides: Caught on camera are the "painted long stem coffee stirrers" which I used to help the players "get the rules right". In particular direct fire and assaults can only be supported by friendly stands from the same company (or the British HMG stand). Without remembering in a semi-permanent form (as in lasting over the turn) this is easily muddled up in the heat of "game play" (see below, I also think it gives the player an aide for forming his "fire plan" rather than letting organically grow, and be wasteful of ammunition, which does play a significant part in this game): 


To be continued ... the second half as the attack is pressed home.