Showing posts with label v4. Show all posts
Showing posts with label v4. Show all posts

Tuesday, 14 January 2020

AAR: 15mm Flames of War, D-Day+1 (Canadians vs 12th SS)

Hi folks,

With the new year, new effort has gone in to getting dates booked for regular gaming sessions at our local venue. Also known as attempting to herd cats when it comes to getting at least four gamers together on one day.

As such, to start things off we got ourselves sorted out for the first game of the year in Billingham at the new location of the dance studio we use. A much bigger room with adjoining space... which of course set us to wondering how many more tables we could get!

While I remember, Martin's report on this game can be found here.


We had a little discussion about games after our last meeting in Scruton in December, but in the end I decided to 'host' this one, as my FoW stuff hasn't been out the boxes much. Dave had offered to do something with his Americans. My recent reading has been about the Canadians in Normandy so I figured I would set up a game to reflect some of my reading.

I really had three major aims for this game:

1. Try to represent the situation in the days following D-day, when things were still in a state of flux and the German troops were being deployed into the fight with little coordination. The German units in Normandy, while having some experienced officers and NCO's, were just as prone to tactical mistakes.

2. Try to show the guys how the Commonwealth/British troops have to work in defence, as they have mainly only ever been attacking during our scenario games.

3. Try to show that tanks can't hold urban areas, and the importance of combined arms.

The tables were set up reasonably quickly. I provided the rough outline and the guys set to arranging bits.






The table was more than 12' by 6', but we used the ends for holding paperwork, models and drinks. The setup wasn't of any particular place, but representative of the Eastern side of the allied landings (north of Caen). Lots of large crop fields and a few orchards and farmsteads.

The guys all played the Canadians for this game, and had an understrength infantry company with a section of 2 x 6-Pdr A/T guns, a platoon of 4 x Vickers HMG's and 2 of the support companies 3" Mortars. They were tasked with holding the crossroads in the centre, and decided to hold the crossroads and each of the farms in order to prevent flanking. One platoon went to each location and one was held behind the hamlet in reserve. They also had a battery of 14th Field Regiment Priests (theoretically) and the guns of HMS Belfast (again, theoretically). Representing history, these would be unavailable until later in the game, though they did not know this when they set up.

The Germans were attacking the crossroads, were unaware of the exact allied positions and in a hurry to counter attack the beaches. I was running a very simple system for the Germans. Each turn I would roll for reserves (odds/evens = yes/no), composition of reserves, location of entry along my table edge and reaction of the on table Germans to the situation (again, will they do x, yes/no).

I wanted the attackers to be particularly armour heavy, to represent some of the early armoured counter attacks which were unsupported by infantry or had limited infantry, and how useless these were against troops in built up areas and Norman farm complexes. I also wanted to get my newly painted Panthers and Panzer IV's on the table!

Three Panthers opposite Ian

Two Panthers up the middle, along with a mounted Panzergren platoon. 

I do like Dave's trees. 

The Canadian central defences - not much to see. 

Dave's farm - the same, not much to see!

Panthers and some Panzergrens mounted in halftracks led the way. For this game we were using a simple 'what makes sense' system with regards to spotting. Units that had fired were visible (generally), or else on a successful skill check hidden units could be spotted (where we assume units are looking for the enemy). On the right, Dave's farm came under attack by a large platoon of mounted Panzergrens. These weathered a storm of Vickers .303 fire to unload close to the walls, while the troops inside assaulted into the building. A tense back and forth raged, before the attacking platoon was repulsed. The survivors took further casualties falling back over the field, before being picked up and whisked off to reorganise - and report the enemy's position.

In the centre, not much happened. The Panthers advanced to the crossroads but would not risk ambush from the buildings. The 251's took mortar fire which was ineffective, and smoke was fired at the lead Panther.

On the left, the panthers advanced cross country, encountering no enemy forces but being subject to a very heavy bombardment from HMS Belfast as the Naval OP had eventually fixed his radio (1 in 6 chance every turn).

Note: we play a bit fast and loose with the command rules and splitting of units. For the Canadian 6 Pdrs and Vickers, they effectively became part of the platoon to which they were attached, and had to be supported by infantry. I feel this better reflects how these support weapons were used.

Green marker is the ranged in marker for HMS Belfast. The Canadian infantry out in the open here soon scarpered into the safety of the farm buildings. 

Survivors of the failed assault on Dave's farm fall back - the red lego token means the unit is pinned. 

Smoke on the lead Panther, which only served to warn the Germans there was something ahead to worry about. 
There were a few minor moves from the Canadians, mainly shifting a 6-Pdr out of sight of the Panthers, and moving some Piat teams around to try and get flank shots on Panthers. Dave meanwhile re-jigged his defences to cover gaps caused by casualties.

Canadian side of the crossroads - lots of hiding units - the buildings were full as well. 

More German re-enforcements arrive - a platoon of Panzer IV's and two more platoons of Panzergrens. 

Orchards need basing...

Dave had no A/T guns on his end, and I think his Piat had been taken out early. Dave's platoon was by far the worst hit in the fighting. Probably an MC or DSO in the works for the platoon leader. 

Panthers move around to open up fields of fire, while the Panzergrens dismount and move into the orchard. 

Some Canadian re-enforcements arrive to try and stem the tide. Two more of the support companies 6-Pdrs. The first time these limbered models have seen the table I think?

Another view of towed 6-Pdrs

A couple of 17 Pdr armed M10's also arrive on the other flank, heading out to take on three Panthers. This shot shows the reserve platoon and Mortar postions at the rear of the crossroads.  

The Panthers close in on Ian's farm. A gutsy Piat team gives the Panther on the road a nasty shock and earache, but the 5+ firepower roll really makes it hard to kill stuff with it. 

The Panzergrens at the crossroads dismount and enter the orchard, where they get hit by 3" Mortar fire and small arms fire. This causes heavy casualties, pins the platoon and sends it back. 
As more Panzer IV's arrive in the centre, a platoon of StuGs turn up on the left, adding more pressure to Ian's flank. To help, a troop of two towed 17-Pdrs arrive, and were rushed over to Ian's flank to support the M10's.

The Panther on the right is bailed by a Piat shot, while the platoon 2" mortar puts down smoke to shield the Piat team. 

One of Martin's 6-Pdrs (hidden behind the far hedge between the buildings) takes a shot at the side armour of the Panther, but misses. The gun was then taken out by return fire. 

The 6-Pdr is a little more visible in this shot. You can also see the black marker representing the 3" Mortars ranged in spot. 

The full strength Panzergren platoon is hit hard, the orchard soon filling with bodies. 
It was around this time that 14th Field Regiment, RCA, finally got off the beaches and could lay down some fire. Immediately the SS infantry began to take a hammering - mainly those around Dave's farm who had been closing in on his dangerously depleted platoon. His troops had already fallen back further into the compound to avoid the fire from 5 Panzer IV's and the mortar bombardment of the previously occupied buildings (the Germans being unaware the troops had pegged it out the back door...).

Meanwhile, Ian's M10's work their way forward to get a shot. Unfortunately at this time the dice roll came up for the Panthers to move, and an M10 was lost. The other, returning fire, bailed a Panther. Thankfully the Canadians also received some tank support in the form of some Sherman DD's. These were shifted over to help Dave.

Having been bailed once by the M10, a Panther is hit by long ranged 17-Pdr fire from the hill to the rear. Another bailed result and a failed last stand check saw the crew head for the rear. 

The StuG's had arrived and poured fire into the farm buildings. A 3+ save and then a firepower roll to have to kill teams behind those stout walls really made then Canadian Infantry tough to shoot out of the buildings. Try as I might, the dice rolls were not coming up with any more German infantry. 

The Panzer IV's in the centre move up to support the Panthers. Martin attempts some 6-Pdr fire, which fails to hit. He then lays a smoke screen with his 3" Mortars (we did this in the wrong order, smoke bombardments are supposed to happen first). 

Artillery and small arms fire (those Vickers teams were helping) took out one Panzergren platoon as it advanced through the orchard. The other platoon (seen here on the far right) was also hit and moved behind the hill to lose LoS. Every time they moved forward, they were hit by artillery (including HMS Belfast's guns, hence the big craters)). Meanwhile the Panzer IV's worked their way into the orchard and continued to shoot up empty buildings. DD Shermans can be seen top of the image. 
With a lack of infantry, the German armour began to push forward themselves. This is where the guys carefully marshaled (other than Martins...) A/T assets began to prove their worth. As the German tanks moved into more open ground, they were hit by fire from deployed guns.

Dave's Sherman DD's move up to support his remaining infantry and try to flank the Panzer IV's. 

The 6-Pdrs wait... Martins gun on the right was soon to be knocked out as the Germans, replicating Eastern Front tactics, charged through the smoke screen. Shooting through two hedges is tricky by the rules, but I went with a 'skill check to see a target' and the target got concealment. 

Nice shot of the smoke and waiting 6-Pdr. You can also see here a German Recce platoon that had arrived but could not get through the hedgerow in their halftracks. 

Ian's two 17-Pdrs deployed on the crest of a hill.They would take out the second Panther (just to the right of the building) who was unclear where the shots came from. The third Panther kept passing it's last stand test, but backed up as it assumed there was enemy armour behind the farm. 

Bit of a gap in images there. Martin received two more M10's, which he carefully moved to be able to ambush advancing Panzer IV's. Two Panzer IV's were brewed by these, and another by Piat fire from the buildings. Ignore the armoured roof on the 3" M10's - they are modelled for a Op Totalize unit, and my 17-Pdr versions are still in the paint pile.  
No photo's, but in the centre another troop of three DD Shermans took out two Panzer IV's who had killed one of Martins infantry sections left in the woods. They pushed through the woods only to come face to face with the Shermans. An exchange of fire left both German tanks burning.

In the orchard, the two 6-Pdrs engage Panzer IV's - say what you like about their effectiveness vs big cats - versus these Panzer IV's. Dave's Shermans had moved up to get in on the act and killed the final one. 

Those are going to be some smokey apples. Dave's infantry were also re-occupying the buildings they had previously left, as the final German infantry platoon was being hammered by repeated bombardments. 
With no more German infantry in the offing and tank casualties mounting, the SS troops broke off and the battle ended. The Canadians held their objective (although there was a Panther parked on it for a while). A really good example of this being a period where the advantage lays with the defender, and how allied artillery is hugely effective against troops in the open advancing. For Dave especially just getting the pin on an advancing platoon was huge, and kept the pressure off his beleaguered platoon.

The final lay of the table at the end. The Germans were on the objective but could not hold it. Infantry moving into the building near them would have been too dangerous. Without their own infantry, the way to the beaches remains closed!

Ian's troops held out all game with few casualties versus 6 German tanks, one of which had a 10.5cm gun. You can also see here the other troop of Shermans and the Panzer IV's in the centre. 

While Dave fought off three Panzergren platoons and a troop of tanks, but took heavy casualties doing it. 
And that was it, another little dabble into the peculiarities of the Normandy campaign. I'm really looking forward to the British and SS books coming out for late war v4 in the next few months. I know I'll be left wanting more, but it will make these games a bit easier paperwork wise. Still really like the mechanics of the game, loved the look on the table (although as ever, it was set up in a hurry and is a portable set - more time to set the table would always be better and give a better finish). First time we did not run out of hedges, but more field material required to fill in some of the open spaces. The Hotz stuff is great for that, but I need some (bigger) area's of standing crops.

Orchard also needs based (I re-based these just before the game) and possibly needs extending as on a 12' by 6' I felt like I should have had a few.

As ever, mat provided by Dave, as were a lot of hedges. Models were mine aside from the German Halftracks, which were kindly loaned by Ian. Mine are still in the painting pile...

Next game set for the beginning of Feb, but no arrangements as to what. Possibly 10mm Fantasy - better get cracking on my painting.

Saturday, 20 July 2019

State of the Collection - 2019 - Videos

Hi folks,

Last weekend I had an opportunity to go through my WW2 collection and undertake a bit of a audit over where I am at. I last did this back in 2017, having not gotten round to a similar exercise last year.

I find this is useful for a variety of reasons. It reminds me where I am at with the various aspects of the project, helps me focus on what I want to work on next, and is a useful record for insurance purposes!

While the main aim was to take some video footage, I did take some pictures, but I am having some issues uploading them currently (as I stupidly uploaded the video's again...). So for today, here are the video links, which a picture blog to follow!

First up, German armour:


German Artillery and AA:


German Infantry and Anti Tank:



Allied Armour:


Allied Artillery and AA:


Allied Infantry:


Landing craft:


Model storage:


Saturday, 22 June 2019

Finished: 15mm German HMG42 teams

Hi folks,

Finishing up the German units which I had squeezed onto the paint desk for the Utah beach game, I've managed to finish my two platoons of German Tripod Mounted MG42's.


Completion of these two units bring my total number of German HMG teams up to 12...

To quote Wikipedia: "The MG 42 (shortened from German: Maschinengewehr 42, or "machine gun 42") is a 7.92×57mm Mauser general-purpose machine gun designed in Nazi Germany and used extensively by the Wehrmacht and the Waffen-SS during the second half of World War II. It was intended to replace the earlier MG 34, which was more expensive and took much longer to produce, but both weapons were produced until the end of World War II."



These models are a combination of two sets of Battlefront models. Some were from an older 'early war' set, while the others are from a later set. I replaced some of the figures on the right hand teams, as the third figures for them were pretty poor.

The left hand platoons, I have tried to go with a mix or regular uniform and splinter camo kit.

There is a reason for so many teams - honest! With the size of tables we play on and the nature of the games, we tend to use a lot of MG42 teams with Pak and infantry support (although we have had a farm complex defended by a full platoon). As such, four teams just aren't enough. Martin has painted quite a few, but I had also started these for my own collection.

With these guys off the table, I'm on to the Sherman Crabs - hopefully an update on these won't be too long!

Thursday, 9 May 2019

Flames of War D-Day and Late War releases

Hi folks,

I do occasionally delve into some hobby stuff for Flames of War on my blog, and came across a few things which I thought was worth talking about. Oddly enough, I feel that my position within the hobby as a gamer is a bit odd.

I don't play competitively (I've not played a one on one competitive game of Flames of War for years). I use the rules and source material to play scenario games that I think get over the 'feel' of the period and theatre I want to play, without being clunky. But I also freely alter and interpret the rules and forces to suit myself or my group. And the guys I play with are happy to just wave a hand, chat about what we think something should look like or work like in the rules and crack on with 'unofficial' units or kit.

But I still love new printed 'official' material...! I still love to keep track of what Battlefront are doing and releasing, what new stuff is in the pipe line, etc. It's a bit of an odd place to sit, really.

Anyway, with that in mind, I thought I would do a post about some of the stuff that's coming down the pipe in the next few months. I've seen some scattered information around about this, but wanted to condense it all here - of course, this week the guys over at Breakthrough Assault have also started posting stuff, but I had initially through about this post following a tweet I saw last week while entering the BF twitter competition (which, incidentally, I won!).

In June (6 June 2019), Battlefront will be releasing their 'version 4' Late War stuff. This initially consists of a 'Fortress Europe' book which has 'basic' Late War lists for the Germans, Americans, British and Russians. Breakthrough Assault have some excellent previews of this here. These forces are described as covering the period from 'Mid War' in 1943 till May 1944, and are designed to allow crossover of some of the 'Mid War' stuff players have into the 'Late War' period. So really this covers some of the fighting in Italy and Sicily.

Also in June, Battlefront are releasing this (also covered by Breakthrough Assault here):

 

So this box, which replaces the old 'Open Fire' box set is supported to retail at $50, and contains lots of plastic:

3 x Panzer IV's
2 x Pak40's
1 x Grenadier Company (2 x Grenadier Platoons with Company HQ)

5 x M4A1 '75mm' Shermans
3 x M4A1 '76mm' Shermans
1 x US Para Infantry Platoon

As well as a full colour v4 rulebook, V1 Flying Bomb terrain piece, unit cards, and other bits such as dice. That is a lot of stuff for (probably) around £50. A German Grenadier Company with support and a US Tank Company with support.

Edit: Battlefront has this box on preorder for £35

From my perspective, even if you decide not to play v4, thats a lot of high quality 15mm models for your money. The Shermans are not the difficult to assemble ones found in the early days of the original 'Open Fire' box, while the infantry looks like the decent hard plastic stuff found in the earlier box - be careful when clipping the Pak40 parts out the frame! If it is the same model, bits would snap if torque was applied when cutting. I think this box will be popular even if it's just something people buy because of the value of the plastic.

At the same time will be released:



The Fury box seems to be a 'simple' starter, which includes 3 US and 2 German tanks, the rules and a few other bits. Card packs for Fortress Europe provide unit cards, which give unit stats and special rules. These are definitely NOT a requirement to play, but certainly do seem to help as they save you flicking through a book for stats, and often explain unit rules on them.

Colours of War also points to Battlefront going back into partnership with Vallejo (hurrah)!

In June there will also be some massive army deals to go with Fortress Europe:



These appear to be priced at $100 on the tweet I saw, so I would expect a similar price in Pounds post VAT. They all appear to have a large amount of plastic in them, and give a great starter for an army. I'm pretty sure the German or US one, when combined with the 'Hit the Beach' box troops, will give you around 100pts worth of troops (around 1500 points worth in 'older' editions?). These boxes also include v4 rulebooks!

Edit: Preorder priced at £70

With the release schedule for more specific 'Normandy' era 'Late War' books being:

US - July 2019
German - September 2019
British - Feb 2020
Waffen SS - April 2020 (not included in the German book due to delays in getting plastic SS infantry finished, apparently)

These books fill in more of the specifics from the 'Fortress Europe' book that's out in June, while the June book allows those with armies coming further down the line to still play. I would expect specific unit releases for the different units covered in the book but not included in 'Fortress Europe'.

Further on still will be:

Soviets, German East front and Axis Allies books in 2020
American, German and British 'Bulge' books in 2021
Soviet, German and 'other' books in 2022

As with the other 'Mid War' books, a benefit (and a damaging problem to some) will be that you can mix and match the same nation lists more in Late War, effectively allowing you to build some either very historical or very unhistorical armies. So you can build a D-Day US tank list, but pull support units from the Bulge book to represent a particular unit at a particular time, or visa versa, for example. Or I can build my Totalize forces of mixed tank and infantry as they would have been during the night assault on 7/8/44.

However, this also does lead to players being able to field Panthers and Ferdinands in the desert (to use a mid war example), it's a bit of a dual edged sword (and I view that as being an issue for players and their own playing groups to resolve).

So all in all, a large amount of good value plastic 15mm stuff will be hitting the shelves soon, which will hopefully bring more interest to the game and the hobby. Personally, I'm looking forward to seeing what the new stuff includes and how we can use it to make our own club games bigger and better. Even if it's just to borrow ideas we can twist into other things!

Monday, 17 December 2018

AAR: Escape the Pocket! 15mm v4 FoW

Hi folks,

Those of you who also follow Dave will have spotted his photo's today of yesterdays WW2 game, but I've a few of my own to post so thought I would share my perspective.

As usual, we were playing Flames of War v4. Unusually, we played this game without any significant alterations (so no random events). The scenario was thrown together last minute and is only roughly based on recent reading about American advances post Operation Cobra.


This also fit with Dave's current American FoW force, which is pretty light on infantry currently while he gets stuff painted up. We laid out a table with a 'main road' up the centre - representing the American main axis of advance for one of the Armoured Divisions Combat Commands.

The Germans would be played by yours truly and would be attempting to cross the width of the table. The German models were a mix of mine, Ian's and a single Panther of Dave's. In the picture above, the Germans would be travelling from right to left. The American forces were strung out all along the road, with the objective of stopping the German escaping.

American forces were whatever Dave decided made sense to put on the table, while the Germans were randomly selected from the v4 late war German unit cards, with D3 units arriving a turn, each at a random point along one table edge (allocated via a D6 roll).

Dave and Ian decided to keep the roleplay aspect by moving their columns up the road, while we initially used skill checks for units spotting each other to determine whether they did and realised they were enemy units. The pocket was, after all, 'sealed'.

Early turns saw some StuG's attempting to use the railway line as an escape route - they ran into the tail end of the M10's and were all brewed up. 

Meanwhile, on the other end of the table a American Recce Patrol passed some Flakpanzer 38t's, much to the surprise of both parties. The fire from the Flakpanzers bailed one Greyhound, while return fire knocked out both German vehicles. 

The StuG's trundle on - both sides still failing skills tests to spot the other. 

Some Stummels and Halftracks meanwhile try to get through the convoys, but get stuck up on the hedge, hit with artillery fire then caught in the open by Shermans. A single one survived for a few turns before also being brewed up. 

In the centre, a couple of German A/C's duelled with a pair of M8's and some M18's - both survived till the end of the game, before being surrounded and surrendering. They accounted for an M8 and an M18, and forced the other M8 to flee. 
The game moved on, with the American's starting to react and trying to pinch off the entry points.

Another view of the crossroads - the American Company CP was int he farm at the top of the picture. 

The American tank platoon that had been moving off table sorts themselves out, alerted by the sound of nearby firing. A unit of Wespe's got a kicking from these tanks and the Recce unit. 

View from the top of the hill! Zoomed in a bit, but still looks cool! You can see one of the small lego tiles Dave uses for markers - green with a small printed 'bailed' sticker on it, yellow for 'pinned'. 

Burning StuG's - they managed to bail one M10... the return fire was pretty devastating!

More German motorised and mechanised infantry arrive, as well as some Panzer IV's - who become the target of the M18's while the Puma's get out of dodge. 
The American's were consistently able to bring weight of fire on the German's - those M10's and M18's packed a punch - we weren't sure about the historical accuracy of using the M18's, but they were nice models...

Finally, some big cat's arrived, in the form of some Panthers. One plucky Stuart bailed one of them, while it's comrades went and hid....

Return fire bails a Stuart... must have passed straight through (I failed the firepower roll). 

The American M18's decide to apply 'tactics' and re-deploy, aiming to get flank shots once the Panthers advanced. The M3 guns are actually 57mm guns. 

Elsewhere, the American's advance while German vehicles burn!

German infantry hunkers down, taking out some US infantry that were hanging around in the woods, but being subjected to artillery fire in return. 

Another group of Germans arrive, some Panzer IV's and mortar half tracks. Some German foot infantry also dash across the table, trying to make it to safety. 


However, the Panzer IV's advance was met by a wall of American armour, and again failed to inflict casualties (another bail on an M10)

The Panthers push forward to the crossroads, while Ian tries to get behind them with his Shermans, running into some Panzerfaust fire from German infantry in the buildings - no Shermans lost though!

Another nice shot from up on the 'hill' caused by a higher table!

The battle at the crossroads gets fierce. Bazooka teams let fly, and infantry assault but fail to harm anything. A Panther is lost to flanking fire from a 76mm Sherman. 

The Germans get one Panzer IV, a Panther and a couple of Infantry squads over the table, killing a few Shermans in the process. 
Things wrapping up...

Surrounded German units start to give up. 

Turret eye view from the M18's

Against all expectations, the Stuarts and Greyhounds survived, and even got in some kills. 
All in all, the scenario worked ok - though in future I would award victory points for every German unit making it across and every American unit move off to support the advance. Some unarmoured convoys would be nice as well, for the Americans and Germans. More hedges are also required!

On the other side of the hall, the rest of the lads were involved in some 'spear chucking' - playing Hail Caesar. Lovely looking models, but the terrain needs some work!












No idea what was going on, but they seemed to enjoy it and it kept them off the street and out of the community for a few hours!

My own care in the community efforts have been to prep for the AHPC which starts later this month. This has included assembling some 40mm SP Bofors... which is not a painful experience, honest!


Hopefully, I'll get some more gaming in when the club next meets on the 30th. I've also (hopefully) secured a more local hall to use next year to try and get some monthly big games in! We just need to get a few folding tables in the new year.

Hope everyone gets what they are after for xmas, and that everyone has a great new year. Just remember as well, there is a community of people out there that shares the same interest, and while the time of year can be tough for many, there is always someone out there to talk to! Have a good one,

James