Monday, 19 February 2018

Chain of Command Battle Report: Attack and Defend

Vlad and I got another game of Chain of  Command in last week.This time we played the attack and defend  mission. I played the US Airborne attacking Vlad's German Heer. The US were supported by three Sherman Tanks, and and engineer section (comprising of a flame thrower team and a demolitions team). The Heer platoon was supported a Panzer IV and a Flakpanzer with a 20mm cannon.
The Americans objective was to get the demolition team in contact with the 88 flak batteries (which were not able to fire- they were just an objective). Obviously the Germans objective was to stop them. This game was played out using Vlad's 15mm figures and terrain.

The Germans began the game holding a farm house with good sight lines covering the objective, and their two armored vehicles threatening the roads heading towards the 88 battery.I deployed my paratroopers in the cover of a near by farmyard, and set up the light mortar were it could fire on the Germans defenses. I was very lucky, winning three or four turns in a row near the beginning of the game.My Sherman managed to fire on the Panzer IV. It still took five shots to knock the Panzer out! never the less, with the Panzer gone, I could bring the rest of my platoon up to attack the trenches and farm house. 

I used my Machine gun teams to suppress the German infantry while my rifle teams maneuvered ever closer.The Flakpanzer was a bit of a pain, as it sat right back and used its High Explosives to slow my advance up the roads. Vlad was uncharacteristically unlucky and only managed to kill a couple of paratroopers with the Flakpanzer before my Sherman was able to knock it out. After that it looked bleak for teh Germans, as  I used my Paratroopers to suppress the Germans while I was able to bring the engineers up to use their flame thrower to clear out the defenders. All the time the Shermans and the light mortar dropped a lot of HE shells on to the German defenses.

Vlad was unlucky that I knocked out his Panzer IV before he got to do much with it, as it meant I was free to maneuver closer to the targets. I was pleased with how well able to use fire and maneuver tactics to advance through cover while suppressing the Germans. As paratroopers are Elite solders the -1 to the Germans shooting due to the effects of suppressing fire meant that it was very hard for Vlad to stop my men advancing. 

Here are a few pictures from the game...

Wednesday, 7 February 2018

Jungle Terrain Work In Progress

 I have not been idle the last few weeks. I have been making lots and lots of jungle terrain. Much of this is bits and pieces of old terrain re-based, and the rest is bits and bobs I bought from the pet shop or cheap home-wear houses like B+M and Poundland. This terrain will be very useful, as it can be used for Burma (Bolt Action), Africa (Congo or Force on Force) or even the Caribbean (Pirates or Freebooters Fate).  It could even be used for Scifi or fantasy too. 

There is lots more to follow. I plan to make more, including center pieces and more unusual pieces. 

Saturday, 27 January 2018

Home Front: A Few More Home Guard

 Here are some shots of three more Home Guard  swelling the ranks of the Defenders of the Realm. They are all from Warlord Games. The one at the bottom has roller-skates on, but I thought this idea was a bit silly (try firing a Tommy Gun while on skates!) so I banked the basing material up over the wheels.
 My favorite one is the old guy having a tea break. I just hope Jerry doesn't invade while he is brewing up!

Saturday, 20 January 2018

Konflikt 47:|Soviet Ursus Infantry (Ggrrrr!)

I bought these at Salute last year and painted them a while ago, but never got round to photographing them at the time. I have been waiting for some good daylight to get some decent pictures and this week I finally manged to snap a few photos for the blog.

These are Ursus troopers for Konflikt 47. This is a Weird WW2 rules based on Bolt Action. It allows me to use my existing Soviet and German armies with as many or as few 'weird' tweaks as I like. This has the huge advantage that I don't have to buy and paint a whole new army, but instead can add to my existing one as the mood strikes (and as I can afford). 

Ursus Infantry are a weapon utilising Ursine DNA to create an 8ft tall man/bear hybrid that could go toe-to toe with any enhanced infantry on the battlefields of 1947. Powerful, but lacking control, the Ursus soldiers were often unleashed in highly contested areas of the battlefield to tip the balance of favour towards the Soviet army.

Thursday, 11 January 2018

Home Front: Civilians and Volunteers

Apologies for the dodgy photos but the light has been very poor this week in the UK.  Here are a few more additions to my Home Front collection. First up...and old man, This one is made by Foundry and is a Perry Sculpt. Just a nice useful civilian figure...also useful for VBCW.

Next, Mr Churchill...or perhaps an actor impersonating the Prime Minister? Not a great sculpt, I forgot where and when I got it, but I think it might be from Westwind. Useful as an objective in some scenarios. 

And finally two of the cast of Dad's Army in their civvies. Sargent Wilson and Lance Corporal Jones from Warlord. Lovely Sculpts, full of character, by Mr Hicks. 

Saturday, 6 January 2018

Home Front: Dad's Army Cast.

 For my Dad's Army/Sealion collection I have painted these two...One is verger Maurice Yeatsman (made by Foundry and sculpted by the Perrys) and the other is Private Godfery, in his civvies (from Warlord Games, and sculpted by Paul Hicks). Both look amazingly like the cast member they are based on. 
Nice additions to my growing collection. 

Wednesday, 3 January 2018

Stalingrad Game Photos

Unfortunately I was at work on teh 27th, so I missed the All Day Game at Earlswood Wargamers, although I did pop in for a chat and to take some photos after work. I was glad I did as it gave me chance to see Big Al's Stalingrad board in action...Oh My God! 

Alas my camera ran out of power after a few minutes of watching the game, but I managed to get these shots off...Prepare to be amazed by what is possible the best urban battle board EVER! Big Al scratch built these boards himself. I am going to shut up and let the photos do the talking...

Nuf said.

Monday, 1 January 2018

Home Front: German Agents Disguised as Nuns?

Recently I have been continuing my interest in Operation Sealion as an alternative World War Two setting. Sumner 20017 saw a flurry of releases from Warlord Games to support their Bolt Action Operation Sealion supplement and these complement the original Wargames Foundry Home Guard figures quite nicely. 

Some of the figures are certainly more tongue in cheek, but I love that. I am a massive fan of Dad's Army and don't mind if my Sealion collection veers into the slightly silly or even has a shade or two of Pulp. 

The idea of German agents disguised as nuns seems to have originated in the the "Fifth Column" scares in the British media at the beginning of the period in 1941-42 when the threat of invasion looked real. As far as I am aware it was just hysteria/media hype, and no German agents ever dressed as nuns...never the less the idea fits in well with the slightly silly Dad's Army vibe. 

These figures are by Warlord and Foundry. 

Wednesday, 20 December 2017

'Punative Raid' in South Carolina: An American War of Independence Battle Report

I went down to Earlswood Wargamers for an AWI game with Big Al and Spike a couple of weeks ago. I took my camera and here are a few of the photos I took.

Figures belong to Big Al and Spike. Terrain is either Big Al's or club (mostly made by Big Al in the first place).

The game was based around a British punitive raid against a Southern Gentleman who has been supporting the rebels. I took the role of the Hessian Battalion commander, while Big Al played the Brits. Spike was the hastily assembled militias trying to defend the Southern Gent's plantation.

A southern Gentleman leading the local militia.

The Plantation

Southern Militia ready to fight to protect their homes (well the southern gentleman's home anyway)

The Hessians arrive on one flank...

lead by their brave commander (Me!)...

With a small force of Jagers.

South Carolina Woodsmen are the plantations first line of defence

Elsewhere on the battle field the Brits advance is hampered by the retain and the harassment of the Southern rebels skirmishers

The Hessians advance in lines over the fields, ignoring the skirmishers sent to slow them down. I held my nerve and kept on advancing, resisting the urge to start exchanging fire with skirmishers dug in behind cover.

The Brits advance strait into the waiting 6pdr cannon set up on the road ahead.

The Hessians scatter the skirmishers and advance on the big house. They exchange fire at short range with the militia, and then the grenadiers charge in.

The militia break before the grenadiers charge. The southern Gent tries to rally them

But its not going to stop the grenadiers ransacking the big house, then putting it to the torch.

All in all a great game, on lovely terrain with beautiful figures. Thanks to Big Al and Spike for letting me join in.

Sunday, 17 December 2017

Freebooter's Fate Scrap

Following my declaration to post regularly to my blog I have had technical problems with my computer that has taken two weeks to resolve (my hard drive packed in and have had to start from scratch!). However, with that behind me I can get back to blogging with what I hope will be a rapid flurry of blog entries.
Without further ado, here are some pictures of a game of Freebooter's Fate Pulp Citizen and I had a few weeks ago round in his man-cave. The scrap was the first outing for My Imperial Armada, fighting to rid the island of the terrible scourge of the Brotherhood, a band of cowardly assassins.
My brave boys (and girls) of the Imperial Armada...
Pulp Citizens cowardly masked assassins of the Brotherhood...
The scrap got of to an early start with my gunners taking up position to provide covering fire

 Pulp Citizens crew continued to sculk about in the shadows
By using my captain as bate I managed to draw the  assassins out of the shadows as they tried to take advantage of my 'tactical error'. My captain survived their attacks and the heavy hiters from his crew counter charged and cut the assassins down.
 My marine chassed after on of the assassins henchmen, but came of worse in the fight.  
With time running out the cowardly assassins proved reluctant to risk crossing open ground where my gunners could snipe at them, and other than them  chucking a few poisoned knives at my men, the fight was pretty much over.

All in all a great game, and a satisfying first outing for the Armada. They combine good ranged attacks with reasonable close combat ability and great morale.