Thursday, 27 November 2025

Pyrrhic Victory

 So, what's new, nothing much in a word. I have ordered up the first of my 'bits and pieces' now that I have stopped with the big projects, namely some Soviet Tank Riders, a Nashorn Panzerjager and an M3 Grant, they are all 3D prints and are from Mardav miniatures. I fully realise two things, the Nashorn will probably never get on the table and probably neither will the Grant which I am lending and leasing to my Soviets, the latter is fantasy it seems as mate Robert pointed out the Russians got the Lee version, well on this ship a Grant was sent, take it up with Stores.

I am now doing my little walk again along Crag road to get my stamina up and my diabetes down, while up there I wondered if I was defending the village of Millhead which I could see sitting on a ridge, where would I put my anti-tank guns, this led further to me wondering if a shot would actually reach it from where I was. So once home I got on to Google and used my skills to provide ranges for different anti-tank guns from my house. Now before you jump on my back I know the effective or maximum ranges will depend on who you listened to or read last so although the 17pdr and 88mm could throw lead out to between 8-10 miles on a good day I have went for averages. The Pak 43 is very impressive, Bolton-le-Sands is about 15 mins from me.

Club member Mike was stuck for a game this week so I offered one here as I would not be at the club, he settled on WW2 and Chain of Command although he was offered other periods. He had tried CoC at the club and it had been a bit of a disaster so I said I would put on a trial game. This also gave me the chance to get my new snow roads out and see how they looked in action, I ended up very happy with them. The game was a German defence of a small village on the Eastern Front, for ease I had already chosen the supports for both sides and Mike went with the Jerries, they had a SdKfz 251/9 (Stummel) and a Panzerschreck while the Russians brought a HMG and a Valentine III tank as support to the fight. I took both the vehicles as I had them and I think only the Stummel has ever seen action, I think I was as disappointed with the Valentine as the Russians were.

The battlefield.
  
Stummel.

Russians probe forward.

Valentine.

Dead Stummel.

In a nutshell the Russians lost out as we approached 2200 hrs, I had nailed the Stummel but the Germans had a firebase in the village and I had taken heavy casualties, so many that even having the only armour on the table I could not turn the tide. I think Mike had a better experience this time and said he enjoyed the game.

And now for the serious stuff, Matt came for our fifth game in the Gembloux Gap campaign, he was riding the crest of a wave having won the last three games and I had suffered fairly heavy casualties with no chance of replacing them for now. Despite having lost the equivalent of a squad I got a free infantry gun and I managed to replace the missing guys with a motorcycle group which had two LMG teams and still had points left to get a 60mm mortar. Matt took an extra 50mm mortar, off-table MMG and a mortar barrage, the mortar barrage surprised me, thankfully in this scenario he is not allowed any tanks.

The terrain and scenario rules are such that the Germans did not get far in the Patrol Phase while I managed for once to get JOPs where I wanted them, I would have to hold out long enough to get a full Chain of Command die and end the turn, because my supports would not turn up until Turn 2. Quite quickly Matt had all his squads on and had formed a firing line in a large wood and waited for me to turn up, I waited to pick up that magical dice and then unleash hell. Matt caught me out with a Fifth Columnist who acted in my rear as a German sniper, anyone who then deployed would be menaced by Jean Claude, I had to get rid of him. I took a chance and deployed a two man grenadier team and searched the woods, the danger was that Jean might shoot and kill my leader or/and the waiting enemy line in the wood would open up and I would lose the two men and my morale would fall, but I had to take the chance before I began my deployment. Sure enough in the next phase I ended the turn, my supports began to turn up and my team took Jean Claude towards a waiting lamp post, they did die in the effort but their loss meant nothing to French morale.

It was my turn to deploy everything on the table and I occupied two buildings which became the lynchpins of my defence. Matt brought along his off-table machine gun and I started dropping smoke on it, this turned out to be the world's worst mortar team and it took all six shots to close the MMG down, and soon after the turn ended and all the smoke disappeared! A firefight now developed between the opposing forces and although I shot oodles (easily well over 100+) into the wood it all seemed to have no effect while my own casualties began to mount, my morale however was holding yet it was slowly falling. Matt now unloaded a mortar barrage on part of my position and it managed to break the infantry gun team before I could rescue them, but apart from this it was fairly ineffective and an end of turn stopped the whole thing cutting it short.

French deployment area.

Germans hold the wood.

My free gun.

Solid defence.

I was now beginning to win the firefight but it was taking time and my morale was only just holding out, I dispaired of throwing 5's and 6's. I had lost an infantry squad but the two in the houses held firm, eventually the German line was weakened to a point where it was pointless to continue so they withdrew.

Targets!

Incoming!

This one was staged for propaganda purposes.

As the dust settled both sides had lost heavy casualties, the Germans would now retire their platoon and bring up a new one for the return fight, I have to fight on so although I think I can still get a respectable force on the table I will have to be very careful to keep it in the fight. Luckily the Germans have a very difficult approach to my lines but I will be very lucky to get away with another blocking action, we intend to play this next week before my operation and the festive season closes me down until after New Year at the earliest. I also have a second intro game against Erik. 

I have to confess I flouted the rules of the World Wargaming Die Rolling Convention 1925 as I changed dice soon after starting the game and showed my disrespect further by changing back again halfway through. I respectfully plead for understanding as rolls of 36+ usually ended in 'nil points'.

 

 

Saturday, 22 November 2025

Tempus Fugit

 Life is racing on, I seem to be playing catch up, health, birthdays and the ever encroaching Christmas, which has been in our sights now since around September? The local supermarkets, there are no shops per se, are already full while the local roads in Carnforth are a nightmare on a weekend and also now during the week, people turning up for a game find it increasingly difficult to park in the village. So what's new.

With no soldiers to paint I decided to at last get a few more explosions to use in a mortar barrage, years ago I got a very large tub but couldn't find such a beast this time so got two bags of Woodland Scenics foliage. This was disappointing as they were not large but expensive, so in the end I only got two markers out of them, but I did get around to using that heat glue gun I have had for years. I won't buy anymore so will make what I have do.

New and old.

Next up was a couple of bombed out buildings, I got these from Inverness and they were excellent 3D prints, a huge amount of detail for those up for such and reasonably priced I thought. I primed them black then picked out the walls, floors and bricks, after this I set too with the dry brush and then an overall wash with Agrax Earthshade, in the end I ended up with two buildings suitable for the old three foot test. That's my stretch these days.



The latest book from Helion on the Italian Wars is the Battle of Pavia, I have quite a bit on Pavia as this is the period I have based my armies on but I like to complete series, good friend Charles Singleton once again kindly used his influence to procure me a copy.

I also took reciept of my snow roads from Poland, not perfect but better than using my normal dirt tracks, my only beef is that there are not enough straights in the pack. I have asked for some straights but if this is not possible I will probably get another pack as standby. 

Of course there were games the first was at the club, Simon and I played the Uman game from WSS magazine, I didn't have much time for pictures as the club was busy with people popping over whom I have not seen for a wee while. The Russian assault did not make a lot of headway against the German defences, the end came as I managed to launch a Panzerschreck team from ambush to blow up the KV-1, kill its commander and a nearby officer and two of his men as the explosion rocked the table. As you will know I am quite at home with version 2 of the rules while Simon is not.

The main game of the week was next, 'Blitz on Villeroux', Matt was continuing his lunge through the Gap and could bring armour along for this scenario. The defensive position looked quite good but with Panzers available I was forced to take a 25mm anti-tank gun, for which I had a cunning plan, and an R35 light tank. Matt took as supports a 75mm infantry gun, an off table MMG, SdKfz 222 and a Pz IV. He had to get two units off my end of the table.

My useless mortar.

Armour and gun.

Refugee's fleeing the Boche.

The Jerries came on quickly and concentrated on my left flank opposite of which was a large wood which his infantry lined and hid in. I placed my men in the houses and a barn, after which the enemy infantry gun and MMG appeared along with the armour, the tank eased forward to get in range of the buildings to spot the men in them, it was time for the surprise. I used a command die to place the 25mm on the table almost in front of the tank, I knew this was a one shot wonder as the return fire would no doubt pin or break the crew but it had to be done. Bang, the tank was hit but the shot only knocked out the hull machine gun, sure as god made little green apples the return fire pinned then broke the gun crew. I now brought on my little tank and it began a dual with the Panzer IV, this lasted all the remaing game with the German hitting and me saving and vice versa.

Surprise!

Busy wood.

Achtung Panzer!

I had taken a mortar but it's nine shots resulted in nothing but clouds of earth, I did manage to kill some of the crew of the infantry gun and rout one of the squads in the wood but again many of my hits failed to turn into casualties. Matt was having a hard time shifting my dug in troops but in the end I lost the squad holding the left flank and due to officer casualties my morale had plunged, the German armoured car had also managed to flank my defences and was heading for the table edge with nothing to stop it. I decided to withdraw before I lost anymore men.

Once again due to the difference in morale the Germans managed to return almost all of their casualties ending up with only one dead and one in hospital, I have now lost a complete squad and these guys will have to fight on for the next game. 'Get the Guns' is next, the French should manage well on this table but I have thought that before. Thankfully the Germans do not get the same fistful of support points as the last game and I get a free infantry gun.

Not a lot planned for the coming week apart from the next game in the campaign on Thursday, not sure about the club. 

Saturday, 15 November 2025

Rebels

 The club is back and sorted now, however I had a game organised with Matt in Penrith so did not attend, it has been a bit since I had a trip to the Dungeon and I asked Matt to do anything except WWII, I braved torrential rain and roadworks to arrive at our usual time of 1000 or ten double-O as we used to say, just as easy to say ten hundred I guess, but I digress. We were doing the American Revolution and Matt had set up the usual lovely table, he uses Rebels and Patriot rules, I have played these once before in one of my first visits to the Dungeon, maybe even the first. Normally I would play the British if given a choice but I found myself commanding the Rebels, we had to stop the British from completing a bridge they had started to build across a small stream. To this end I had a couple of regular units along with four Militia types and two Indian warbands, the British had four skirmish units, and a couple of regular battalions most of whom were Hessians, further supported by some cavalry and a cannon, recollections may vary on numbers.

Another lovely set up from Matt.

I decided to put the natives on my left flank to hopefully rush the dragoons and the engineers at the bridge, all the rest of my little army was on the right and again I hoped to rush forward and set up a firing line to overwhelm the British as they turned up. The indians were slow off the mark while the right flank surged forward, all apart from one Militia unit which would fail activation for most of the start of the game. Matt marched his regulars towards the bridge as my boys cut down the dragoons and forced the engineers to retreat, he eventually got his cavalry to join the British skirmishers on his left and he moved on my right. It was now I was thankful that my cautious battalion had not moved and with some skirmishers we stopped the cavalry and sent them packing. It did not all go my way as the Royal Artillery cut down my skirmishers and forced them back, the gun was proving to be a right nuisance and  would continue to be, I also lost one of the Indian warbands. 

My Indians moving cautiously, very cautiously forward.

Militia move forward.

Men of the match, or people of the match according to British Rugby.

The Indians rush the building site.

Nevertheless I had halted the work on the bridge despite the engineers continuing to try and return to their work (Matt needed 60 points, rolling dice every time the engineers activated at the building site), Matt huffed and puffed but for a moment he came back into the game as his gun forced a retreat on a Militia battalion which had been doing sterling work, this frightened them as their firepower seemed to fall off dramatically. I had by now given up my attempt to close the bridge and instead was relying on firepower to keep the British at bay. As the enemy wavered I sent my last Indian warband to attack some very rash skirmisher who had crossed to my side of the water, they cut through these men and continued on to take up a position to hit a second unit in the flank, to aid this I had moved my remaining damaged skirmish units from the right flank to the left in order to pressure the bridge defenders and prevent them shooting at the friendlies.

More Americans move on the centre.

It's all over as the Bridge defenders are overwhelmed.

At this juncture I managed to kill the last of the engineers and although a second unit could appear it would have to get to the bridge and run the gauntlet to get anything done, Matt handed over his sword. A nice little scenario and well balanced which could go either way, it just went mine this time. As always a pleasure to fight in the Dungeon, wargaming at its best. You can read Matt's account here.

I have 'splashed the cash' again recently. First up was a couple of 3D bombed out buildings from Highlands3D, these are excellent and full of detail which does not show up well on the photographs, there are pictures on the walls and lying on the floors, slippers, plates a carpet and all sorts, everytime I look I see somthing else. Probably too much detail for me to bother about but we will see. Secondly I felt I needed at least a couple more explosion markers as I can see the mortar barrage being used more in CoC2, I originally bought a giant tub of foliage but couldn't find one so bought a couple of packs from Woodland Scenics. This was better than the stuff in the tub but it was expensive and I only managed one explosion per bag when I had wanted three, but they will have to do. I also treated myself to the Cavalry Trilogy book as I wanted to have my own copy, but kudos for Robert for bringing it to my attention and for me to read. I am sure there was something else, oh yes, the new updated 'At The Sharp End' from Too Fat Lardies, no I probably do not need it as I have oodles of mini campaigns to try out but it scratches an itch. 


The new with one I prepared earlier.

Friend Erik asked if I could put on a CoC game as he had just bought the rules and wanted a try out. I sorted out a Probe scenario thinking this was a nice easy one, in actual fact the attacker would have to be fairly lucky to win this one, of course with differing dice rolling anything can happen but even so. Erik had a British Platoon so I took the Germans, just normal Heer so that he would not be hit by the wall of lead from panzergrenadiers etc. Erik was a bit unlucky as his smoke rounds went awry and he lost a squad to some heavy fire from the Cafe de Normandie, made more effective by several double rounds of play. In the end British morale fell to the point where there was no recovery or chance to attain the victory objectives. I can give Erik the chance to play more games hopefully. 

The British turn up.

Still they advance.
     

The Germans prepare.

More Jerries turn up.

The battlefield from the British positions.

The lynch pin of the defences.

I have sorted a game at the club this coming week, a CoC scenario against Simon's Russians, I played the same scenario against Paul a few weeks ago when 'rain stopped play' so I am hoping for bad weather. Matt will be back in the Bunker on Wednesday as he cuts a swathe through the French on his way to the Channel.

On the entertainment front 'The Last Frontier' and 'Cemetery Road' are approaching their end and I have enjoyed them but what will be up next. What about the new knitting yes knitting show on Channel Five (yes it is still there) with Tom Daley....... nope.

?????

 It's a funny old world, I saw a note on the Tribal Class Frigates Facebook page today about the 'crossing of the bar' of 'Soapy' Watson who served on Nubian at the same time as me. Way back in the mists of time during an exercise I was in a Wasp helicopter being ferried with two other guys to an 'incident' to reinforce our Royal Marine detachment, we had to jump from the hovering Wasp. The guy to my left went out but 'Soapy' would not, I was supposed to be last out being in the middle so I thought it was my duty to help him out by pushing him towards the open door. Above the din the pilot noticed and intimated I was to leave him alone and get out myself. RIP Soapy. If you have ever watched the movie 'Virgin Soldiers' with the tape and banner that was our job in the Internal Security platoon, lol.

Friday, 7 November 2025

Normandy

 Somewhere in Normandy, a scenario from Nick Skinner in Wargames, Soldiers & Strategy, looking at command and how you enterpretate it on the table top, I have just looked enterpretate up to ensure I spelt it correctly and it is 'archaic', much like me actually and the great majority of wargamers, I digress. A first look at the scenario and you get the impression the Jerries are up against it, they are defending with a weak platoon, two squads and very little support although they do have a Pz IV but it does not appear until turn three or you can use a COC die to bring it on faster. The British have a full platoon, a mortar barrage and a Sherman with no delay. 

The battlefield from the German edge.

I have now fought this twice, the latest game last night, this time I swapped the Germans for command of the British, I also used my Airborne figures as they hardly ever see the light of day. I decided to probe both flanks of the enemy position, I also quickly got my senior leaders involved, one on each flank in order to keep things under control, the Sherman also made an appearance but well back out of panzerfaust range. The Germans had a squad on their right near the two bombed out houses and another along with a MMG in an orchard in the centre. 

My left advance.

The Jerries are waiting.

The firefight began and Billy (my opponent) began to win, helped by several double phases, I eventually managed to get the Sherman up and fling some HE into the orchard, but it was slow going. I did not want to have my squads shot to bits and rendered useless so I withdrew the one on my left, it was too late for the other as it became pinned on the edge of a small copse. I have never been a fan of the mortar barrage but now felt compelled to bring it down, it would be a test of the system under V2. To Billy's horror I got devastating fire, my first roll killed off the sniper team, after that it dealt out a couple of headaches and a finger cut to the infantry and the MMG. The second round did nothing at all and then Billy played a CoC dice and ended the stonk, well that was a big change from V1, I basically got nothing out of it and lost my final shot, yes I was lucky and unlucky but them's the breaks.

The Sherman arrives.

The barrage hits.

German armour arrives.

 I now brought on my third squad and also brought the Sherman a bit closer, I had also managed to unpin my right hand squad and concentrated all my fire on the MMG, this was wiped out and forced Billy to withdraw the remnants of his men in the orchard, he pulled them back towards the crossroads which was the ultimate British objective. I now advanced and reorganised my attack by capturing a Jump Off Point and moving the Sherman up cautiously to take a house under HE fire, my infantry also manouvered to eventually bring the last German position under concentrated fire. To help I managed to get my PIAT team on table and they were sneaking forward to get into a position to fire at the now arrived Panzer.

Billy was now down to four command dice and rolled four sixes, his luck with double turns had vanished and reverted to me but this time he rolled for reinforcements and all of a sudden his two squads were back to full strengh, he got a six. This was going to make my assault on his position costly so I threw caution to the wind and moved the Sherman up, the Panzer interrupted but merely scratched some paint on the Sherman, the return fire caused the Panzer to blow up and kill its Leader. German morale fell to zero and it was game over.

The Orchard falls.

Everyone to the left flank.

The end.

A very good little fight with some nice twists, my devastating bombardment and consequent failure, we also had a medic revive a wounded leader, a first for me, sadly he was German, I also feel that the Jerries need that tank and should keep a COC die for it. The lines of sight are poor due to bocage type medium obstacles, clumps of trees and the orchard, so caution is required. I realise now my biggest mistake was not taking advantage of suppressing fire.

Oh, and I played the Germans in the first game and although putting up a desperate defence I was beaten in the end. One to remember and play again.

I am playing away next week so not Chain of Command but a visit to Matt in Penrith for what I am sure will be a good day.