Tuesday, 21 October 2025

'Lucky' George

 Another game out of the blue, Paul gave me a shout and I spent some brownie points and sorted a late war do for the Sunday morning. I found three sort of linked scenarios in the WSS archive and we decided to do the first, it was an American Armoured Infantry Platoon vs Panzergrenadiers, in the book it was a Probe scenario but for V1 of the rules, for simplicity we played it as per V2, this proved very different.

Both sides were limited in the support options they could take, so when Paul pointed this out, out went my infantry gun and mines in the verges, instead in came a sniper and a 5cm mortar, Paul added a second 60mm mortar, an M8 (my Humber pretending to be the M8) armoured car and an M3 halftrack, more on the latter later. We both took a Red die.

Somewhere in rural Germany '45.

Paul put a couple of scouts on my right and two LMG's on my left along with the mortars, and then an infantry squad, the M8 came in on the road. I had put one Grenadier squad down and shot the two scouts, very quickly I had all my forces on the table, two on the edge of a large wood and a third hiding for now behind a small wood in the centre of the battlefield. The M8 slowly inched forward and swerved towards my left flank, a panzerfaust shot put paid to this and further blocked the line of sight towards my lines. An Ami infantry squad tried a run to get closer to the little wood but I caught them in the open and quickly pinned them, things looked grim for the Americans, I did not envy their attempt to run a section off my table edge. 

I hold the small wood.

American recce, yes I know it's a Humber.

Things began to pick up for the Yanks as they concentrated fire on my far right flank section, it slowly took casualties and I dropped a smoke grenade to help, while these guys held Paul could not attempt a rush forward on that flank. I felt fairly confident, I had forced the enemy machine gun section back into the trees and my right flank refused to run. Then, out of nowhere the M3 complete with a squad turns up, and at last my right flank was left with only a sniper to protect it, and a mortar with no ammo. Paul used a CoC die to move a Jump Off Point and all of a sudden he was within decent running distance of my right and his halftrack was approaching my left, I only had one squad left with panzerfausts and they would be firing at long range, I would also have to move them out of the protection of the wood to manage it.

An unfortunate squad.

Panzerfaust victim.

Having moved his JOP Paul set a squad running forward to kill the sniper and head for the nearby table edge, he tried a smoke grenade and suppressing fire to help the move but I caught his men in the open, pinned then wiped them out. This left him with an opening to run the halftrack towards victory, but he would need some old fashioned luck. All during the game we had both been praying for a double turn without managing it, Paul especially to build up a decent assault, but the gods favoured me on this occasion, as they had already done with my morale throws. I managed to move the 'faust armed squad forward and let fly at the halftrack, the first shot missed but the second hit the M3 in the flank, Yankee morale broke, I sat back relieved.

A dash for victory, oops.

The second push about to be hit.

A great game despite a shaky start for the Americans. At one point I needed two fives for a CoC die to end the turn and claim victory, I sweated whether to continue firing at the enemy in the open on my right by using three of the four pips I had been keeping or hope for two fives with my next throw, I chickened out and used the three pips, what came up in the next throw, two fives! It was a tough game for the Americans to win but at the same time I only had three squads to hold the line, if my guys on the right had not held out for so long it would have been difficult to hold the Yanks off. The next scenario has the Americans fighting for the outskirts of a village, the third game will be inside the village. I can take the Grenadiers again or Volksgrenadiers or Volksturm, interesting.

I see my wargaming has now come full circle, apart from mucking about with Airfix 1/72 in domino castles and battles under the sideboard my first real wargaming was WWII. Charles Grant's 'Battle' kicked things off along with, yes, Airfix kits and soldiers, back in those days you simply could not get say, a Panzer IV or a 'Hanomag' so you did what the movies did, improvised. I moved on of course and with more time and money I went full medieval for years, no idea what happened to the WWII stuff. After medieval I jumped into the American Civil War, then it was Ancients and Italian Wars, with a couple of speed bumps along the way, Wings of War, X-Wing and Dux Britanniarum. Now, as you can see from the posts over the last wee while I am firmly back with WWII. I still have my Ancients and ACW but it is increasingly hard to get games with them, sadly especially with the former, all my own fault as I will not play Hail Caesar. No matter, I can get WWII games and as you can see I am enjoying CoC2.

 Anyway, I am having a bit of a break this week, Matt has a cold so I won't be making my way North to Penrith and the club is still in limbo, I did offer a game but there were no takers. So I will finish my Fallschirmjager, got the last MG yesterday, get on with some Roman cavalry and some mapping.



 

Friday, 17 October 2025

It's Cold Outside

 We had no club this week, as expert as we are at fighting with wee sojers we cannot fight red tape. I therefore offered Jimi a game here in the bunker, we decided on an Eastern Front tussle around winter 1943, Jimi brought his newly painted winter vehicles and his Gebirgsjager while I led the brave forces of the Motherland. I set up a Soviet attack on a ruined village and for some fun I allowed the Jerries to place half their order dice in the village and they would only be uncovered if they shot or Russians got within 12" of them, the rest of their forces would arrive on turn 2. I also had a Eureka moment and decided I have planes, so why not use them, for this I put a blue die in the bag and when it was pulled out a second die roll would be made, 1 your plane arrived but the enemy chose the target, your own troops obviously, 6 and your plane arrived and you had complete control, anything else and nothing was heard. Each side would have one flying sortie.


Jimi had his StuG III, a truck and a 251/17 along with a mortar, MMG and a sniper, I went a bit heavy and support was a KV1, SU76, 3 trucks and a squad of tank riders, in hindsight I should have given the Russians some extra support points as they were attacking a dug in position. No matter I quickly threw one squad forward and the Germans opened up on the gift but I spotted most of their line for the follow on troops. I pushed for a wood on my left flank intending to outflank the village but Jimi countered this with his second wave, his squad of skiers whom I cannot seem to kill off in games with Jimi backed up by the 251/17, we settled into a firefight. On my right I put my armour and stupidly lost my tank riders for almost no gain, however my SU76 was a star and cut up the German centre while the KV1 dualed with the StuG and eventually blew it up.

SU-76.

KV-1 with tank riders.

Ooops too soon.

Then literally out of the blue, the blue die that is, a FW-190 was seen circling the battlefeld but the pilot was having difficulty and stayed on the periphery, a bit later a YAK-3 also turned up however he decided to shoot up his own troops, happily for me however he also seemed to be having a hard time finding an actual target. Things were looking fairly good for the Soviets, the firefight on my left flank was still anybody's, the Germans had no armour and had lost a couple of units more than me, then of course fate stepped in. The FW-190 roared across the battlefield and dropped a bomb square on the SU76, it hit the open top and up went the assault gun. We had by now got to turn 6 and time was up, although I was one unit up on Jimi it was still anyone's game, despite me having a KV1 on the prowl. 

StuG III.
 
The skiers.

The new vehicles in the snow.

Boom.

Why didn't the planes attack right away, there is a table you roll on when an airplane turns up, and on a 2 or 3 the plane is lost for that turn, and both Jimi and I rolled a few 2's and 3's. We have not seriously played Bolt Action for some time and we forgot several rules which may or may not have had some effect on the game, but we were both victims of this so no harm done. It was a good game nevertheless and those damn skiers are still at the top of my hate list.

Look close, the SU-76 blows up.
 

Still looking.

 Another day and another wargame, this time it was an away game at Erik's, the Battle of Nantwich 1644, Erik is a published author and has completed several tomes for Helion & Co. so we had a brief history of the battle, a map and several pages of rules. I was quite surprised to see another snow covered layout but it looked very good with both forces arrayed ready to go. I took the Royalists as I had done so previously, they were a bit outnumbered in units but they were better quality, I was quite taken aback by the numbers and decided to launch an attack on my left while my right stood guard, all of this was predicated on my cavalry beating the Parliamentary horse and then helping to roll up the enemy line. There was no Plan B.

Nantwich.

Royalist artillery.

Parliament.

Royalists on the right.

I was not sure what Erik's plan was as he started quite hesitantly and then even slower as he concentrated on keeping his right flank in the fight. Plan A had succeeded spectacularly and the enemy horse were completely chased from the battlefield, on the other hand I had managed to stop mine from pursuing, they now supported my infantry as they came to blows with the Parliamentary foot. Although the Royalists were outnumbered in cavalry they had one more infantry unit and the numbers told as the enemy line folded as one unit after another were brought under superior numbers. Cavalry also ran riot in the Parliamentarian rear, dragoons fled and the enemy baggage and artillery train were captured. 

Plan A goes into operation.
 
The enemy cavalry are broken.  

My infantry advance along the line.      

Pressure begins to mount against my right.

More enemy flee.


 The photographs are all there, but not necessarily, in the right order.  (c) Morecambe and Wise.

Over on my left I had withdrawn my outnumbered cavalry as far as I could and had managed to send some infantry to support them, but the weight of horse against my two troops looked like I would be in trouble, I so wanted at least one of my troops to win a melee and gain some time. It was not to be as the enemy smashed into my cavalry who quickly broke and fled. All was not lost however as my infantry had thrown back a rash charge by more enemy cavalry, also with the rest of the enemy chased from the field my whole army were now heading for my right flank.

At this point we called a halt, the historical result had been overturned and the surviving Parliamentarians withdrew into Nantwich leaving their artillery to add weight to the Royalist besiegers. An excellent game and although I had the upper hand in most of the combats I was very lucky that my left flank cavalry had performed with elan. 

The club is still in Limbo and will not be available once again on Tuesday night, and again my own wargaming cup runneth over, with this game in the bag, I have another on Sunday with Paul and a trip to the Penrith Dungeon on Wednesday to play Matt.

I have more on my Fallschirmjager trials, having heard nothing from Black Tree, quelle surprise, I ordered up a pack of MG42's from Artizan. The pack duly arrived and once I had cleaned and primed them it dawned on me that only one figure carried a machine gun. Yes it was a perfect fit for a Chain of Command team but in my experience all MG packs have a gun and a loader, not three loaders. So once again I have had to order up another FSJ machine gun pack (their lying down packs have two guns). These things are approaching the same price as a real one. 

Despite all the madness inflicted on us these days I found out this week about PDA that's Pathalogical Demand Avoidance to be exact, which boils down to if you tell your kid to brush his (or her Reg) teeth, or to tidy their room, or simply sit at the table and he/her doesn't do it, it is not their, or your fault. Yes the little darlings have PDA. I know for sure that if I did none of those things when my mother told me my feet would literally leave the ground. I do however have some sympathy as I believe I may suffer as well, in adults it is Chronic Avoidance of Everyday Tasks, like 'put the bins out, it's the grey one!' or 'did you take that chicken out of the freezer' or, like today, 'get your drill and old clothes on and meet me in the garden'.

I have now had what should be the last of my scans, I glow in the dark, so if these are fine I should be heading for an op at some point hopefully in the near future, but when, how long is a piece of string.

Thursday, 9 October 2025

Paras v Paras

 The club would be closed this last Tuesday for a parents evening, which means parking is a problem even if we could find a classroom open. I was supposed to be playing Rob so we set up a game on the Monday afternoon instead of the usual Tuesday. I wanted to use my new Fallschirmjager and Rob provided US Paratroopers as an opponent, I still required two LMG teams to make up a possible fourth squad for the new platoon but Black Tree design were to put it mildly, tardy. The new figures arrived after the game and were Afrika Korps and not Fallschirmjager, they have not had the decency to reply to my emails either.

No matter I found another scenario from WSS but thought Rob would have a hard time so I 'adjusted' it, a US force were defending a farm and my boys had to drive them off, the orginal was based on an action from 'Band of Brothers', it was OK, but I am not in thrall to the series. So I chose two MMG's and a Pz IIIN for my support while Rob took a HMG and two 60mm mortars.

The Jerries try a sprint to cross a road.

The Yanks invest the farm.

The lone survivor of the HMG.

Visibility was a problem as the farm was surrounded on one side by an orchard and it was enclosed by a brickwall, a medium obstacle which drastically reduced what you could see. I decided I would attack into the orchard and flank the farm or pick off a nearby objective, the rest of my troops would slowly move forward towards the buildings when they had a chance. Rob opened the combat by placing troops in the farm and orchard while setting the HMG up in the road which passed the farm taking my own MMG in the nearby woods under fire. I countered this by deploying a squad beside the gun and sending a wall of lead along the road which quickly killed off the threat to my right.

The Fallschirmjager move on the orchard.

Armoured support.

MMG team in a wood.

We were both fairly blessed with double turns and I used mine to advance on the orchard and deploy the rest of my troops on this flank, the tank sat on overwatch ever fearful of a bazooka team. Rob now got aggressive and put his remaining squad in the orchard and tentatively move towards me. I now sent the tank and a second squad into the trees and the Yanks melted under the withering fire. Rob had been using his mortars during the battle but they must have been firing duds. The orchard was now in German hands and I ran forward to capture a stunned leader, Rob now surprised me by repositioning his bazooka and my panzer crew panicked, but the bazooka team also obviously did not like the odds and missed, they now stared death in the face as I picked up the dice for my phase. Rob threw the towel in at this point.

Jerry closing in.

Grab him lads.

Ooops, we missed Hank.

I should also add that American morale was by this point fairly fragile and I was about to line the walls in order that I could shoot into the enemy squad holding out in the farm, and there was no answer to my tank. Although the American squads are large at this point in the war the firepower thrown out by the Fallschirmjager with two MG42 teams in each squad is ferocious. A good game and a nice win for the new boys on the block. I would still like to play the original scenario at some point, oh, and I have ordered the LMG teams I need from Artizan.

'Lucky' Jimi is a fine figure painter but for some reason was not keen on painting up the three vehicles he had for his Winter Germans, so with not a lot going on I volunteered, I thought it would be interesting to try a winter scheme. I first saw a 'winter' army in the shape of white based Vikings over forty years ago in a WRG tournament in Glasgow when it was not a thing. I was steamrollered and my Scots never forgave me but that's another story. I found a 'how to' video from Sonic Sledgehammer the same guy who inspired me to use Contrast paints on my Fallschirmjager on whitewashing vehicles. I found this very easy but did not put the effects on as heavy as Sonic, I prefer them as Spring is turning up and the colour is wearing off although I did put snow on the tracks albeit not heaps. One happy side effect to the watery whitewash I used is that once dried it looked like there had just been a light falling of snow, well I thought so.

No snow.
 

Snow on tracks etc.

I had a look at the Nauk Nauk app, you get two free 5 second goes with it, I quickly tried it out on the table I had set up for the game with Rob. I will add the links here, they may or may not work, but I think it is impressive. I have seen longer videos of the same type and they are amazing.

Game 1

Game 2 

I have just finished the 2nd Season of House of the Dragon, what a complete waste of my time, eight episodes where basically nothing happens apart from a couple of sons are bumped off, one side has six dragons which in that world are the equivalent of nuclear munitions but the Queen is reluctant to use them, what! There is a blockade where she sends food in! She and the other one disappear with no one noticing and turn up in the enemy camp, and then just walk home again. Dire. I can only take it George R. Martin hasn't a clue how real medieval monarchs would act, and don't get me started on how many women are in charge.


 I will leave you however with good news, catch Black Rabbit on Netflix, yes there are a couple of things which annoy me, but that is not unknown. I am saving Slow Horses for a binge. 

The Club is being held up by modern red tape as our Leader is in Nepal and the venue is a school which has to protect the children from ........... guys who play with toy soldiers.

 I will therefore either be in limbo or having an Eastern Front game here in the Bunker, and talking of dark places I should be at the Dungeon week after next.

Sunday, 28 September 2025

Stop Press

 Relaxing after leading my British against Ian and with a quiet weekend coming up I awoke to a message from Paul looking for a game, my spirits rose immediately and my brain went into overdrive, but of course first off I got the green light from the boss, fourth game in a week, it was required.

I have been throwing money away recently, new buds, those little things the yoof have in their ears, the car, books, paints and a subscription to Warfare, Soldiers and Strategy. I have decided to give the magazine a second chance as I gave up with all of them some time ago, my main thought process is that they do a lot of scenarios for Chain of Command and I was flush, for now. With Paul coming I chose an Eastern Front scenario "A Delaying Action at Uman" set in 1944 on the borders of Romania, not Ukraine as I had thought. The Germans were defending a small village and a nearby bridge, the Russians had to drive the Germans off, however if the bridge collapsed, which it might if a tank or large vehicle crossed it, both sides would take a hit to their morale, the Germans needed it, the Russians wanted it.

Uman.

The Soviet deployment area.

Paul got twelve points of support so I got six, in fear of a T-34 or KV-1 I took a Pak 40 along with an extra Senior Leader, Paul went for a heavy machine gun, a Scout squad, sniper and pre-game barrage, oh and a couple of captured panzerfausts.

I decided of course to wait and see where the main attack would come from so I was slow off the mark, the Soviets threw their Scout squad forward very quickly in order to use them as a Jump Off Point, sneaky. Soon there was a Soviet squad on my left, a HMG in a wood to the front of the village and the annoying Scout squad running for one of my JOP's, I was looking at an early disaster as Paul got a double turn and captured my JOP, I scrambled for a plan to get it back. I started with a squad in the large barn which also held the objective, but just as I was looking to advance I threw three sixes and the turn ended, off went the JOP and my morale fell to 7. The brave Scouts were now turned on and their numbers and morale fell alarmingly, to add to this punishment I proceeded to throw sixes like confetti, one throw resulted in four sixes and this brought another turn to an end but also brought heavy rain to the battlefield and visibility fell to 18", all of a sudden most of the Soviet force were blind and the Scouts broke, leaving their leader stunned, alone in the wood.

The objective building.

Reds in the woods.

Every turn after that I prayed to the Gods that no more than two sixes turned up so that the rain could continue. Paul now brought on the rest of his forces and I did the same in order to build up a firebase for the inevitable assault, the Soviets on my left advanced and I met them with the Pak 40 and a squad from one of the houses, these men suffered horrendous losses and were left with only a handful of men and at last the Russian morale also fell. My squad doing most of the damage were now picked on however they held on and although pinned stayed put in the building. Paul now managed to bring a new Squad out of a wood, across the road and towards my perimeter, I countered this by bringing on my last reserves and attempted to shoot them up as they repositioned, this failed and they managed to assault the house and break the survivors. 

Now boys, at em!

Heading for the stunned Soviet.

Heavy machine gun, nullified by the rain.

Blind snipers.

The last men standing.

The morale of both was now at 5 and victory was within grasp of both sides. By sheer luck I got more of those sixes, the Pak wiped out the remaining Russians in the open field and I pushed my right hand squad forward into the wood to capture the stunned leader, this caused several morale throws and finished the Soviet assault, Uman was still in German hands as night fell.

 This was a superb game with a lot of excitement, the rain was a huge obstacle for the attackers and a boon for the defenders, I was terrified of ending the turn and the onset of fair weather as I kept throwing six after six. I thought the quick loss of the JOP had set the pace for my defeat but the Soviets paid dearly for taking it, losing the squad and leaving the stunned leader to be picked up. Paul is a canny opponent and always provides a good game, the scenario too was worth the subscription and I will play it again along with others.

If you are interested in WW2 can I ask you to have a look at WW2TV, Paul Woodage runs the show on his own, he asks that if you enjoy the content, like and subscribe as it helps him to keep up the excellent service he provides. I am being selfish on this as I love the show.