Showing posts with label Normandy. Show all posts
Showing posts with label Normandy. Show all posts

Saturday, 25 October 2025

RE-PLAY 2025 Show Report

I've just dropped my latest video, a show report covering our fantastic day at RE-PLAY 2025, the annual wargaming event hosted by the Milton Hundred Wargames Club and the Royal Engineers Museum in Gillingham, Kent. 


What truly sets the RE-PLAY show apart is its unique and incredible setting. As we discuss in the video, the games aren't simply on tables in an empty hall; they are meticulously placed amongst the museum’s jaw-dropping historical exhibits. Imagine setting up your dice and tape measure next to a piece of the Berlin Wall or a massive V2 rocket! This spectacular backdrop creates an electric atmosphere, combining the joy of tabletop wargames with the gravitas of genuine historical relics. It’s an immersion unlike any other and genuinely great for introducing the general public to the hobby.

Our focus for RE-PLAY 2025 was a deep-cut historical scenario: "The Attack on Hill 112," set during the brutal fighting in Normandy, July 1944. This fierce engagement was part of the wider British offensive, Operation Jupiter. Using the beloved Rapid Fire Reloaded rules, Reject Dan (running his first-ever show demo—a huge congratulations to him!) guided players through the assault. The British VIII Corps, spearheaded by the veteran 43rd (Wessex) Infantry Division and supported by the heavy armour of the 31st Tank Brigade—including scary Churchill Crocodile flamethrower tanks—were tasked with seizing Hill 112. This seemingly innocuous ridge was, in reality, a critical fortress commanding the battlefield.

The game mechanics perfectly captured the tension of WWII wargaming. The British faced a difficult, costly climb against entrenched German Panzergrenadiers, who were using interlocking machine guns, concealed anti-tank weapons, and deadly Nebelwerfer rocket artillery to hold the line. The German orders were strict: hold until the inevitable counterattack arrived, featuring heavy armour like Tiger I and Panzer IV tanks.

While we were incredibly busy talking to both wargamers and the general public and running our own scenario (a testament to how engaging the show was!), I managed to grab ten minutes to dash around the hall. The photos and video snippets show the sheer variety of wargaming on display. This annual event, expertly organised with the Milton Hundred Wargames Club, always draws a wide range of clubs, showcasing everything from ancients and fantasy to modern skirmish games.

Friday, 12 April 2024

Hunting Big Cats in the Normandy Bocage

Tiger Tanks and Panzerschrek teams lurk in the woods and Bocage of Normandy 1944. This What-a-Tanker battle report combines several games testing out my supplementary rules that bring Panzerschrek anti-tank teams into the game.   


The rules are nothing fancy, just an A4 sheet of very basic rules using tokens (some of which are Blinds) for the movement of Panzerschrek teams in the Normandy Bocage in the summer of 1944. If you want a copy just drop me a line with your email address and I'll be happy to send them to you.

Wednesday, 18 August 2021

Painted British Infantry Platoon

Back in May, I did an unboxing video of some 15mm figures I had ordered and eagerly received in the post. Fast forward several months and I have finally got round to finishing them! A combination of work, decorating and a penchant for overworking my hobby time has delayed these long beyond my original plans. But they are done now and I hope to use them soon in a game of Chain of Command. 


As usual, I bought more figures than I could use, so I expect I will eventually paint up some more support options.

The Lieutenant & Platoon Sergent

The platoon has three identical sections

A PIAT team will come in handy at close range

This Vickers HMG team can lay down a lot of fire from long range.


Sunday, 6 June 2021

D-Day Normandy MDF Buildings from eBay

If you are wargaming on a budget most MDF buildings will be too expensive to have more than a few. I recently bought a set of buildings from a small independent manufacturer selling on eBay which were excellent value for money. The details are basic but with a good paint job, they will enhance any wargames table at a fraction of the cost of other commercial products.


I don't often single out a manufacturer like this (and no, I'm not on commission!) but these were such good value I had to do a video to show them off. 


Tuesday, 18 May 2021

Unboxing: 15mm Late War British Infantry

The problem with completing one project is that it inevitably leads to another. So having 'finished' my British Airborne troops for Chain of Command I couldn't help myself and decided to expand my British forces even more. So last week I bought some 15mm Command Decision WWII British Infantry figures from Skytrex. Cast in white metal these figures are packed with detail and character. So much so that I decided to make a short unboxing video to show them off, straight from the packet.



I have bought enough miniatures for a full Infantry Platoon, plus some support elements such as a Vickers MMG, extra 2" Mortars and medics. The models need a little bit of cleaning up but I hope to get started on these soon.

Monday, 10 May 2021

Tank Duel at Breville

Today I thought I would share a very short video battle report that follows from the game I posted on my channel on Friday. I recycled the same terrain for a very quick game of What a Tanker!


The game was pretty short, but good fun none-the-less. 

Friday, 7 May 2021

The Road to Breville: A 30 Minute Battle Report

Last weekend, I used my newly enlarged games table for the first time and played a solo game of Chain of Command. The battle is set on D-Day, east of the Orne River and Canal near the landing ground of the 8th Airborne Brigade. While the action is fictitious the landscape is as close as I could get it for the location. I used Scenario 6 in the rulebook, attacking an Objective, with the Germans defending a critical crossroads. 



As before, I am trying to keep these video battle reports to about 30 minutes (give or take), so I didn't film every dice roll except for a few critical ones towards the end of the game. There are plenty of great Chain of Command games played in their entirety on youtube, which is great if you have a couple of hours to spare. However, I wanted to offer something a little more 'bite sized' without the spectacle of watching me fumble my lines, flicking back and forth through the rule book while muttering to myself. I hope you enjoy this shorter format and of course if you do please hit the like and subscribe buttons. 

Friday, 23 April 2021

Battle Report - Assault on Morris Battery

My latest solo game at home has seen me get my newly painted British Airborne out on the table for a very exciting game of Chain of Command. As before I have made a 30 Minute Batrep video to record the game which you can see below. 

 

This was a very exciting game and thoroughly enjoyable. Here are a few pictures from the game but you'll have to watch the video to find out who won! 

The game used a lot of scenery that I haven't had on the table before, including these trenches and barbed wire fences. 

I also had some of my farm building on the table although they ended up playing no part in the game. 

The British have been tasked with assaulting and knocking out a fortified german gun battery overlooking the D-Day Beaches. They have a lot of open ground and barbed wire to cover. 

The British are Elite troops so get six command dice which is a huge advantage giving lots of flexibility in the game. 

British Para's get stuck in and earn their nickname The Red Devils. 

A very enjoyable game and I hope you enjoy the video. 

Wednesday, 21 April 2021

Fields full of Hedgehogs

No, I haven't started painting cute garden animals for a fantasy game (relax Ray!). I'm talking about the Czech Hedgehog variety that often littered the beaches and fields of Normandy.  I'm always on the lookout for small battlefield items that can 'decorate' my games tables and this was a case of desire meeting serendipity in a most satisfying way. 

Friday, 13 November 2020

Signposts for Normandy

Today I have another small addition for my 15mm Normandy 1944 terrain. These signposts are from Peter Pig and feature some signpost decals that Model Dads released back in 2014 I think. I'm not sure the decals are sold any more which is a great shame because they are pretty good...and I've finally got some signs to put them on! I have kept a few of the signs blank so I can fill them out at a later date when I have a specific game to use them in. 

The Peter Pig set consists of eight metal signposts, some typical roadside signs and some more ad-hoc affairs presumably put up by the military. You may notice that some of the signs feature the names of locations in the British and Canadian sectors around Caen. "But you have American infantry" I hear you say, which is true at the moment... 

I have just bought a load of British Airbourne troops for battles in the eastern end of the Overlord lodgement, which I'll be painting in the Analogue Painting Challenge over the winter. A mix of very nice figures from Peter Pig and Skytrex are sitting on my desk as I type this. I'll be cleaning them up and preparing them for the challenge over the next few weeks... but more on that in a later post, closer to the time. 

Wednesday, 11 November 2020

Panzerkampfwagen III Ausf N

The Panzerkampfwagen III Ausf N was the last production model of the Panzer III and the only version to be armed with the 7.5 cm L/24 gun. The gun had been used on earlier versions of the Panzer IV and fired a much more effective high explosive round than the longer barrel guns fitted to earlier versions of the Panzer III. Only 700 Ausf N's were made and all used chassis from earlier versions of the Panzer III, most based on the Ausf J, L and M. 


The Ausf N had frontal armour of 50mm and side armour of 30mm so it wasn't as well protected as its larger cousins. However, it had a maximum road speed of 40 km per hour with an average speed of 20 off-road making it's relatively 'nippy'. Its theoretical range was 155 km on roads and 95 km off-road and like all German armour towards the end of the war was limited mostly by fuel supplies rather than spare parts. As well as the main gun it could carry 64 rounds of a mix of 7.5cm armour piercing and high explosive shells, and 3750 rounds of a 7.92 mm machine gun rounds, belted in 150 round bags. 

It looks fairly small compared to the Mark IV and of course Panthers and Tigers. At just two-and-a-half meters high and weighing in at about 23 metric tons, it was a lightweight compared to the heavy vehicles that we are used to seeing. However, its ability to ford 60cm deep water, cross a 2.3 m wide trench and obstacles up to 60 cm tall (and climb a 30 degrees slope) made it an ideal infantry support vehicle. In the Russian campaigns, they were fitted with Schurzen to protect the sides from anti-tank rifle fire. This practice also provided some limited protection against bazookas and PIATs later in the war. The Ausf  N saw service in Russia, North Africa and Europe and the Germans even gave some to their allies in Hungary. 

Production ended in 1943 but some of these were still in use 1944, albeit in very small numbers, continuing in their role as infantry support tanks. However, by this time most surviving Pzr III's were being taken back to be converted into the turretless Sturmgeschütz III.

Friday, 6 November 2020

Citroen Traction Avant from Peter Pig

I have been looking for a few small items as 'scatter terrain' for my 15mm Normandy setting and wanted to get myself some civilian vehicles. Peter Pig make this nice looking Citroen and I decided I needed to get it. It's a generic version of the Traction Avant family of cars which began production in 1934 until 1939/40 (resuming again after the war). This Citroen featured front-wheel drive, independent suspension and unlike many of its contemporaries, it avoided the need for a separate chassis (on which the 'coachwork' was built) by adopting a welded unitary body approach. This made the vehicle lighter (70kg lighter than equivalent vehicles) and more fuel-efficient. Its lower profile also gave the vehicle a much sleeker and stylish aesthetic which was quite unique when it first came out. In short its a beautiful looking car. 

Production was temporarily halted during the war but resumed again in 1945 and the series continued in production well into the late '50s. Designed for mass production is was cheap enough that a well off farmer may well have been able to afford one so it won't look out of place parked in front of my 4Ground farmhouse. 



I went for the simple black bodywork because it looks so elegant with its chromed bumpers and fittings. Yellow headlights and green number plates finish the look. As usual, I gave it a couple of coats of gloss varnish but instead of finishing off with a flat matt varnish I only applied Matt varnish to the tires. And unlike my military vehicles, I didn't add any mud splashes...this car has been looked after by its proud owner! 

Wednesday, 4 November 2020

Tank Battle at River Cottage

Last week I posted a Batrep for a Chain of Command game set in Normandy 1944 which kept me happily occupied in the early part of the Half Term holiday. I had a few days off work but we weren't going anywhere so I decided to keep myself busy getting in some Solo games. It took me a couple of days to set up the terrain (I'm very fussy!) and I completed a full game of Chain of Command which saw my American Riflemen beat a German Infantry Platoon who were ensconced in a Normandy Farmhouse. When I'd finished the game I packed away the figures but decided I didn't want to break down the terrain set up I'd built instead reusing it for another Too Fat Lardies game, What a Tanker!

The Setup

The action in this game is set earlier in the day before the infantry arrives and sees a Tiger I face off against a Sherman M4 and a Firefly. I've played a few games with the Tiger before and I knew from experience that it's a tough nut to crack so although the Allied tanks came in at more points I didn't feel that this was an unbalanced game. 

The Action

As with my earlier Batrep, here's a picture of the setup, this time showing the Tiger coming in from the left and the M4 and Firefly coming down the lane from the right. 


You may notice that this layout differs only slightly from the Chain of Command game I posted last week. The shell craters at the main road junction are missing...but I'll come to this a bit later! 

As with my previous Batrep, I'll be listing the dice rolls for Command Dice for each tank so you can see how I decided to use the dice. I'll list the dice in order, from one to five. Any 6's are at the end where they belong but I'll try to show what I converted them to by striking them through and listing the conversions afterwards in italics (where I remembered to write it down!). Later in the game, as temporary damage is taken, you'll notice the number of command dice being reduced or increased as the damage is inflicted and repaired. 

You'll also notice that the order in which the tanks go varies because I'm rolling for initiative each turn which occasionally made for some interesting moments! 

Turn 1

Tiger 111345 - The tiger is unbuttoned and remains so throughout the game... partly because that's how I did the model but also to improve its vision and therefore targeting opportunities. The Tiger moves towards the junction but poor movement dice means it doesn't get all the way there. 

Firefly 112345 - The Firefly is in front of the M4 so moves out of its way by driving to the bottom of the hump-backed bridge. Its a tall tank so can still see over the bridge, giving it a 'hull down' position. The commander can't see the Tiger yet so doesn't acquire the target this turn. 

Sherman M4 11136611 - The perfect set of dice to be honest. The Sherman's engine roars to life and the tank surges forward. It makes it to the stream, crosses, and still has enough movement (using the wildcard dice for movement) to get to the field gates in a bold flanking move. If it can get behind the Tiger it can get a rear shot while the Firefly keeps it busy to the front.

Turn 2

Tiger 11256623 - The Tiger moves up to the junction and Acquires the Firefly (converting wildcards to Acquisition dice) but doesn't have enough dice to aim and fire. None the less the Firefly command must be having palpitations as he looks directly down the barrel of that 88!

Sherman  M4 1224461 - The Sherman using its wild dice to get more movement in and is now almost behind the Tiger in a hope to force it to shift position. 

Firefly 2234563 - The Firefly commander is able to Acquire the Tiger (it is VERY visible right now!), orders the gunner to aim and fire. The shot is on target but rather disconcertingly the AP shell impacts uselessly on the Tigers frontal armour. 

Turn 3

Tiger 335666111 - The Tiger goes first again and now the commander has a decision to make. He has the dice to shot at the Firefly but he's about to be flanked by the M4, so instead he decides to shift position. The Tigers engine belches black smoke and it lurches forward down the road to the farmhouse. A 90° turn puts it in front of the Farmhouse with a close-range side view of the Firefly. He's unable to fire this turn but it will force the Firefly to move. 

Sherman M4 1135561 - The Sherman moved across the Wheatfield into the road but can't acquire this turn.

Firefly 1122361 - The Firefly commander is a little perturbed to have the Tiger pointing its huge gun at his side armour to decides to reverse 90° into the field and use the Bridge to obscure itself from the Tiger. Both tanks loose acquisition in this careful games of chess. 

Turn 4

Tiger 2555661 - With the Firefly temporarily retreated the Tiger reverses out of the farmyard back on the road, shielding himself from the Firefly with the building, but now facing the M4 down the main road. The Target is acquired and the gunner is aimed but there are not enough command dice to fire the gun... maybe the mechanism jammed or the gunner wasn't quick enough. The Sherman Commander's life flashes before his eyes! 

Firefly 11246622 - The Firefly commander decides that he needs to change position again. He gets out onto the road and over the bridge and while he can acquire the target again he's not in a position to fire just yet. 

Sherman M4 334562 - The commander has a moment of rash bravery and decided to fire at the Tiger rather than trying to reverse out of trouble. The shot hits but once again the round bounces of the Tigers armour. The commander's heart sinks little knowing that inside the Tiger the German crew are more than a little alarmed at the second resounding strike on them. No one likes being shot at, no matter how thick the armour! 

Turn 5

Sherman M4 1224463 - The Sherman commanders luck holds as he gets to go first. Another round of AP streaks towards the Tiger tank scoring three hits. The Tigers armour should have shrugged this off but with just two saves it takes a point of temporary damage! The Tiger will operate with one fewer command dice until repaired. Having hit its target the Sherman reverses back into the wheatfield and out of view. 

Firefly 23456633 - Now the firefly gets to shoot, converting wild dice to aim dice to improve the shot. It scores three hits on the tiger but with 5 saves the shot impacts harmlessly on German armour. 

Tiger 22345 - No drive dice to move, not enough acquisition dice to see the Sherman through the Bocage and no wildcards to repair the damage. There is little the Tiger can do this turn. 

Turn 6

Tiger ????? - For some reason, I didn't write down the dice roll this turn (sorry) but again little happened and the Tiger is still in the sights of the Firefly. 

Sherman M4 ?????? - Yep still didn't make a note of the dice but with no drive dice amongst them the Sherman can do little this turn. 

Firefly 4566661333 - With some wild dice the Firefly takes very careful aim... scoring 5 hits on the Tiger. Three saves mean the Tiger survives for now but as most of the hits were criticals the damage is permanent so the Tiger lose one command dice which cannot be repaired. The hull is hit damaging the running gear so the tiger will move a little slower in future. 

Turn 7

Firefly 344455 - Perfect timing for the Firefly to win initiative. It takes aim, fires, reloads, fires a second time and reloads again. The first shot impacts harmlessly on the Tigers armour but the second hit does more temporary damage to the already beleaguered Panzer. 

Tiger 16Repair - The Tiger repairs a point of temporary damage but that returned command dice will only be available next turn so, for now, all the Tiger can do it try to get out of the Firefly's view. The Panzer reverses (slowly) behind the farmhouse. 

Sherman M4 14556623- The Sherman commander senses the wounded Tiger and decides to continue shooting at it. The M4 pulls into the road again and fires, but once again its shell impacts harmlessly on the Tigers impressive frontal armour. 

Turn 8

Tiger 336Repair - All the Tiger can do now is repair the temporary damage and hope its armour holds out long enough to give it a chance.

Firefly 1222461 - Having lost acquisition of its target the Firefly decides to change position and box the Tiger into its current position. The Firefly moves up to the junction with ample move to take up a partially concealed position behind the farm's pigsty where it reacquires the Tiger. 

Sherman 12246631 - Once again the Sherman nips out into the lane, acquires its target down the road, aims and fires. However, this time in its haste to shoot it misses its target entirely. Using the last wild dice it reverses back into the field and relative safety. 

Turn 9

Sherman M4 34456611 - Once again it nips out into the road, aims, reloads another AP and fires before darting back into cover. This time the shot is on target but predictably the hit is saved by the Tigers armour. 

Firefly 1244563 - Shifting position slightly the Firefly hits the Tiger once again with its 17pounder gun. The shot is on target but once again the Tigers formidable armour shrugs off the impact. 

Tiger 1344 - The Tiger commander has some wounded (possibly dead) crew, damage to the running gear of his tank, the inter-com is on the blink so he having to shout orders and all the remaining crew are being deafened by the gong-like clang of AP rounds hitting their armour. 

Turn 10

Sherman 1133465 - Another move into the road, aim and shoot again on target but with little effect. The Sherman commander curses orders the gun reloaded and reverses the tank back into the field again to take some concealment from the hedgerow. The fact that the Tiger hasn't fired in a while suggests the enemy is having some trouble. 

Tiger 366Repair x2 - One of the unconscious crewmen is revived and the intercom is fixed (two wild dice used for repair) so the Tiger regains two temporary damage and will be back up to 5 command dice next turn...if it lasts that long! 

Firefly 1122463 - The Firefly moves again but is able to aim and fire once more inflicting two temporary damage on the Tiger once again!! The Tiger crew are now sooner repairing the damage that they are receiving more. If they don't fire back soon this fight will end only one way. 

Turn 11

Tiger 226Repair - The Tiger does the only thing it can, repair some damage and hope to survive long enough to hot back. 

Sherman M4 1133465 - Convinced now that the Tiger is critically damaged in some way the Sherman commander hoves out onto the road and rolls down to stop next to the Firefly. Taking careful aim its shot is on target but once again ineffectual. 

Firefly 1134565 - Aims while reloading from the last turn then fires and reloads again. This shot is critical and deals another point of permanent damage and cripples the Tigers running gear even more.

Turn 12

Tiger 445 -Again the Tiger can do nothing and the crew are too shaken even to make any repairs. 

Firefly 135666445 - The Firefly gunner aims carefully, and prepares to out two rounds into the crippled Tiger. The first hit slices into the Panzers weakened armour, hits some of the rounds inside and with a muffled WHUMP the commanders hatch blows open and flames shoot skyward. 



Analysis

Well, that was a very satisfying game which went on longer than I expected. The Tigers armour is formidable, shrugging off multiple hits from both the Sherman and the Firefly. In the end, it was the 17pdr gun in the Firefly which did the job. Once the Tiger started to take damage and was unable to move out of sight of the Allied tanks it couldn't repair damage as quickly as it was taking it. 

Shortly after this encounter German artillery bombarded the road junction in response to a request from the Tiger commander, radioed in just before he was killed. The Allied tanks skedaddled and German infantry took possession of the Farm as a forward command post. The burning Tiger was recovered and hauled away from the road just before some American infantry arrived to try and take this important position back from the Germans. 

Wednesday, 28 October 2020

Battle of River Cottage

I have a few days off work this week and decided that I would try to get a couple of solo games in to occupy myself. Back in January the wife and I had been discussing various trips, including some long weekends, to coincide with games shows or exhibitions we wanted to visit. Needless to say, these fell to COVID one by one, leaving just this week as the last possibility for a trip away. Sadly the closer we have got to the week, the more unlikely has seemed a break, and in the end, we decided it just wasn't worth booking anything. Our area has recently entered the High Tier of Covid restrictions and the places we wanted to visit are in the Very High Tier...so unnecessary travel seemed a little foolhardy. The half-term holiday has therefore turned into Groundhog Day again, and we are trying to keep ourselves busy at home. At least I have my little metal men to keep me occupied! 

The Setup

My first game is for Chain of Command and as is my way I created the setting first before looking at scenarios to play. The layout of the table took me a couple of days of tinkering to get it looking how I wanted it and ironically it turned out that I spent more time designing the layout and setting up than it took to play the actual game! (To get more from it I'm going to re-use the layout for a game of What a Tanker). The scene opens on a Normandy farm nestled against the banks of a small stream. Chalet de Riviere was only recently abandoned by its owner Monsieur Hugh as the front got nearer. The recent bombing of the road just outside his property was the final straw so he gathered his family together and they fled in their ageing Citroën. 

With the scene set, I had to pick a Scenario from the rulebook. I picked Scenario 3 'Attack and Defend' so it was clear that someone was going to find themselves in the farmhouse and associated buildings. I rolled a dice to decide if it would be the Americans or Germans, and as in the previous game (here) the Germans found themselves on the defensive. Both sides rolled well and started the game with a Force Morale of 11. Should one or both sides drop below three the game will end. 



The next step was to decide on what support the platoons would have. I rolled 5 for the Americans so I picked the M5 Light Tank which I recently painted. This would give them access to another MG and of course some HE to use against the buildings. The Scenario says that the defenders have half the support of the attackers (rounded down) but because the german platoon has a force rating one below the Americans I can add one point of support giving them 3 points to spend. After a bit of thought, I decided to take another Senior Leader (an experienced NCO) to give the Germans some additional flexibility. I used their last support point on a Medical orderly because I had a feeling they were going to need it.

US Rifle Platoon with an M5 Light Tank as Support

German Infantry Platoon with an additional Senior NCO and a Medical Orderly


The Scenario states that the Germans can place their Patrol Markers up to 18" onto the table edge but because my table is small I made this 12" instead. Then the Americans place their markers on their table edge and roll to see how many patrol moves they can make before the Germans respond. I rolled two moves. As in my previous game, I reduced the patrolling movement to 6" rather than 12" because of the table size but even that brought the Americans within 12" of the enemy, locking them down. The jump-off markers are then placed away from the enemy, in cover, so for the Germans basically inside the buildings, and in the Large Wood on one flank and in the Bocage on the other flank. The Americans were able to set up jump off markers in the small wood and in various fields on their side. All fairly predictable given the constraints of my small table. 

The Action

The Americans go first as they are the aggressor in this scenario. As before I'll list the Command Dice rolled at each stage so you can see how I chose to use them.

Turn One

(A) 66441- Well the Americans keep the Phase but as I don't want to bring on my Bazooka Team or a Senior Leader yet I decide to hold any actions and go straight to rolling the command dice again.
(A) 64421 - Again I had no desire to bring on a Senior leader just yet but I combine the two and one to allow me to bring on a Junior Leader. The M5 Light Tank comes on at the end of Green Lane, but without any clear targets, I decide not to fire the main gun. 

(G) 65321 - The Germans gain one Chain of Command Point and decide to start deploying Squads to defend the Farm. I imagine the site - on the main road and with easy access to the phone lines - would make a good forward command point and is, therefore, worth defending. Squad One deploy to the upper floor of the Farmhouse which not only gives them good all-round visibility from an elevated position but also gives them an advantage if they need to defend in hand to hand fighting. The Second Squad deploy to the upper floor of the Granary, again giving them an elevated position with good forward visibility. Now I decide to take a chance and deploy the Panzershrek Team out in the yard. From here it has line-of-sight on the tank and it is worth the risk of exposure if they can take that out quickly. The range is effective and the target is partially obscured by intervening terrain so I need to roll 8 on 2d6 to hit the target. I roll a nine! Now I roll Thirteen hit dice knowing full well the M5 only has thin armour (he gets to roll just 4 armour dice for a save). Out of 13 dice, only one hit and the M5 saves two...the shot skids off the tanks frontal armour! 

(A) 55432 - The Americans start this phase with two extra Chain of Command Points. They then deploy Squad One into the small woods (marked Les Copes on my earlier map). Unlike the last game, I made sure these deployed more than 4" from the front of the wood so they wouldn't be targeted by any Germans in the Farmhouse. I also deployed the Platoon Sergent with them to give them the flexibility I think they will need for their location. I then deploy Squad Two in the long field between South Lane and the Stream. They are just able to reach the tree line behind what turns out to be a bush covered bank (possibly the remnants of earlier bocage) which will give them some hardcover. 

(G) 66551 - The Germans retain the next Phase and gain two Chain of Command points. This just leaves the Panzershrek team to have another pop at the M5...This time they miss the tank entirely! 
(G) 63222 - It's clear the Americans in the small wood plan on taking up a firing position against the Farm so the German Player (that'll be me of course) decided to try to outflank their position by deploying the third Infantry Squad behind the bocage on the edge of the Upper Wheatfield. It's a strong position in hardcover and in combination with the fire from the farmhouse - both penetrating up to 4" into the wood - means the Americans can't 'hide' in this bit of terrain. They open fire immediately and while no Americans are killed they do take 4 points of shock. Meanwhile, the Squad in the Granary open fire on the infantry in the long field and despite the hardcover manage to inflict one kill on the newly arrived squad. 

(A) 65322 - The Americans gain another Chain of Command Point and sense an opportunity... Squad one was going to move to the front of the wood and take up a position along the wall that separates it from the small pasture (now home to dead cows). However with the Germans on their flank, its clear this plan would be virtual suicide. Instead, they keep the bulk of the woods like a shield between themselves and the farmhouse, and move to the western side of the wood, overlooking the Upper Wheatfield. Moving means that when they open fire it is at half effect this turn, but they still manage to inflict some shock and a kill on the Germans. Then the Americans deploy their last remaining infantry squad to support the position. The BAR team deploys against the wall overlooking the field and opens fire, inflicting another shock and a kill (the Obergefreiter manages to avoid injury...I haven't forgotten to check for leader casualties this time!). I realise that now the German Squad is facing two American Squads and is in an unequal firefight...not the first time I have managed to outwit myself in a solo game!! 

Just when it looked like this was already developing into a significant phase in the game (possibly a decisive one) the American 2nd Squad in the long field opens up on the Granary. These citizen-soldiers must have really been paying attention in their training back in the States because they are deadly accurate. They inflict two kills on the German defenders and one is a hit on the Obergefreiter. I roll on the wound chart and, you guessed it, I roll a one... killed outright! I consult the 'bad things happen' table and the Germans lose their first force moral point. Worse still this squad is now leaderless.

(G) 65541 - Two more Chain of Command points are small comfort after that last phase. I bring on the Senior NCO (one of my support options) and deploy him to the Granary to take command of the Squad in there. I decide not to take any chances and also deploy the Medical Orderly in here. 

(A) 55311 - The American Commander (also me!) is anxious to deal with the German infantry over by the Upper Wheatfield but also wants to use the tank this turn. I could combine the double ones into a two and activate a whole squad but instead, I decided to activate the BAR teams from each squad. The BAR gets to re-roll 1's which may give them an edge when shooting against an enemy in hardcover like bocage. I make the right choice as the re-roll option turns two misses into hits and after rolling for effect the overall result of these teams firing are two kills and point of shock on the German 3rd Squad. 

Then the Junior Leader in charge of the M5 light tank acts. He is getting more than a little rattled by seeing incoming rockets from the Panzerschreck. His tank's armour is no match for a shaped charge designed to breach much tougher vehicles and so far they have been lucky not to be destroyed. The prospect of losing his men, or being burned alive if the tank explodes, galvanizes him to action. He decides not to move forward but instead orders the bow gunner and the main gunner to target that Panzershreck team before they are themselves destroyed. A hail of bullets and a HE shot from the main gun kill one infantryman in the German team and seriously rattle the remaining guy with two shock inflicted.  This unsurprisingly Breaks the team. The remaining man remembers his training and keeps hold of his rocket launcher but quickly flees to the other side of the Farmhouse and relative safety. 

(G) 55421 - Things aren't going well for the Germans but they pick up two more CoC points (giving them one full dice and starting on a second) and ponder their next move. I deploy the Platoons Unterfeldwebel to the Farmhouse to support the Squad in there. He immediately instructs the MG team to open fire on the US infantry in the long field. I needed to use a laser pointer at this stage to check they had line-of-sight between the trees, but they could see the target and opened fire...to absolutely zero effect! Meanwhile, the beleaguered Squad Three (on the main road overlooking the Wheatfield) open fire on the Americans in the small wood, but again with little effect.

(A) 44331 - The Americans bring on their Platoon Leuitenant who orders Squad 2 in the long field to continue to fire on the Granary. This inflicts another kill and point of shock on the occupants. Then the Senior NCO, the Sergent with Squad One, orders them to lay down covering fire against the Germans across the field. The Rifle team provide the covering fire, while the BAR team continues to pick away at the enemy piling on another point of shock. Then the Junior Leader in the tank, still feeling relieved at seeing off the Panzershrek, orders his tank forward. Progress down Green Lane is cautious but as they move they put a HE round into the Farmhouse sending dust and plasterwork flying. None of the Germans inside of the building are killed, but that are shocked by the impact. Then the Americans deploy their Bazooka and, for want of a better target, it also fires at the building. However this time the round hits the outside and aside from shaking free some dust it has no effect on the defenders. 

All Squads, Teams and Leaders have now been deployed by both sides. 

(G) 52221 - Another chain of command point. I decide not to use the full CoC dice to end the turn because the Panzershrek team is still Broken. If I can get the shock reduced I can get them back in the game later after ending the turn. For now, Squad Three is sticking to its position behind the Bocage. They open fire at half effect (due to the suppressing effect of covering fire) but they still manage to inflict two kills on the Americans. Squad two in the Granary continue firing on the Americans in the long field, inflicting more shock. Meanwhile Squad One in the farmhouse has few targets to choose from. Only the MG team has something to shoot at and this turn he goes for the Bazooka team, sensing an easy kill. One of the two-man team is killed but the Bazooka will work as well with one man so it's not out of action yet. 

(A) 64311 - The Americans keep up with their existing targets but fail to hit home or inflict any shock this phase. A welcome, but brief, respite for the Germans. 

(G) 65332 - Another Chain of Command point is added to the collection. The Platoon NCO in the Granary opens the door, pokes his head out and shouts encouragement and orders down to the Panzerschrek team in the road. One point of shock is removed and the team is no longer Broken, 'just' Pinned. Meanwhile, his squad continue to fire down on the Americans in the long field killing another infantryman. The 3rd Squad continue to exchange fire with the GI's across the field but are having a hard time dodging covering fire and taking shock. The squad is looking dangerously tattered and probably ought to withdraw. 

(A) 44432 - The Platoon Seargent with Squad One continues to order his men to lay down covering fire while the BAR team tries to take out anyone it can see. However, the real punch is about to be landed as US Squad three managed to get into position the last turn. The whole squad now opens fire on the Germans across the wheatfield, killing the last of the rifle team. This brings the whole squad down to breaking point and they fall back off the table and are lost. Worse still this precipitates severals rolls on the Bad Things Happen table resulting in the loss of 3 Force Morale points. The Germans are now down to just five morale. 

(G) 65554 - Three more CoC points give the Germans two full dice to use. I decide to activate the Senior NCO in the Granary again and he is once again able to remove a point of shock from the Panzerschrek team. They no longer have equal men and markers but will remain pinned until the end of the turn. The NCO then uses another command initiative to activate squad 2 in the Granary and orders them to continue firing on the Americans in the long field, inflicting another kill and another point of shock. Then I  use one of the Chain-of-Command dice to end the turn. The Panzerschrek team can now remove the Pinned marker and I plan to get them back in the fight if I can. 

Turn 2

There is a brief lull in the shooting. The Germans are shocked at the loss of one of their squads but they know how important this location is and are determined to fight on. Ammunition is passed around, words of encouragement are spoken and men on both sides brace themselves for the fighting to resume. This is the situation at the start of Turn two. 


(A) 53321 - The Americans now have a full Chain of Command dice which is a useful asset to have when the battle is going your way. The Tank moves forward again while pumping another HE round into the Farmhouse. Smoke is coming from the broken windows so it must be having a deleterious effect on the men 'sheltering' inside. 

Meanwhile, the Platoon Seargent orders Squad One to move from the western side of the small wood to the wall that runs along the north. They can't all make the move but a few of then get far enough to shelter behind the wall looking east. The BAR team also doesn't have enough movement to get into position this phase but next time it will be in a strong position and will enable the whole squad to start laying down fire on either the Granary or the Farmhouse. Behind them, Squad three crosses the wall into the wheatfield with the intention of swinging around and supporting the final assault on the farmhouse...if the fight lasts that long. 

(G) 54221 - Yet another Chain of command point is added to the pile. Both Squad one in the Granary and the MG from the Farmhouse train their fire on the Yanks in the Long Field dealing two more points of shock on them. This Squad is close to breaking and the Germans can sense it. 

(A) 44421 - Combining the two and one give the US player (still me!) a chance to utilise all his main assets. The M5 Light Tank stays in position this time, fires another HE round into the Farmhouse increasing the dust and smoke hovering around the building. The bow Gunner targets the windows with his Hull MG. Meanwhile, Squad two, while looking a bit battered still has some fight in it yet. The Platoon's Leuitenant orders them to continue targeting the Granary, dealing another point of shock. Then, over in the small woods, the Platoon Seargent directs Squad One to use the rifle squad to lay down covering fire on the Farmhouse while the BAR team gets into position along the wall. 

(G) 55322 - The Germans get two more Chain of Command points. Looking at options I decide to combine the double 2's to allow them to activate a senior leader. The Senior Leader in question is the NCO in the Granary, who rallies some shock from his squad. Despite coming under covering fire they also manage to inflict two points of shock on the Americans in the long field, finally Pinning them. As this happens the MG in the Farmhouse picks off the Bazooka Team down by the bridge. The remaining riflemen in the Farmhouse, also suppressed by covering fire, still manage to kill one infantryman in the small woods. The German options seem to be dwindling but they still have teeth and are ready to fight on to the bitter end. 

(A) 63321 - Once again the American Player (moi!) combines the two and one to enable activation of all the combatant squads. Starting with the M5  it once again slams a HE round into the farmhouse and opens with the hull MG. This kills one german and inflicts another point of shock on the occupants. Then the Jnr Leader of Squad One in the small woods orders his rifle team to continue covering fire on the farmhouse while the BAR team targets the Granary. This deals another point of shock on the beleaguered occupants. Finally, squad two continues to put down covering fire on the Granary. The Americans are inching towards a position of fire dominance and its just a matter of time before they break the Germans. 

(G) 55331 - The Panzerfaust team has finally moved to a position where it can get a shoot at the American Tank....and he misses again!! This guy needs a job in the Canteen because he's clearly not cut out for combat operations!! Both the Squads in the Granary and the Farmhouse try to fire but both are dodging covering fire and manage to hit nothing this phase. Their morale is flagging and is about to take the final knock. 

(A)  64443 - The American Leuitenat rallies a point of shock off squad two and directs their fire against the Granary. The fire from here has become more and more desultory and he senses the unit inside must have taken significant casualties and is close to breaking. A few dozen yards away Squad one in the woods also targets the Granary. Between them, they manage to inflict another point of shock which finally breaks the unit and kill another German, finishing the rifle team. This is decisive as the unit has now been broken and lost a team so there will be two rolls on the Bad Things Happen table. While the German commander (yep, me) tries to use one of his Chain of Command dice to avoid one Morale check its a bit pointless because the unit flees from the table taking the NCO with it initiating yet another Force Morale test. 

The German Force Morale now has fallen below the threshold for this scenario and the remaining unit in the Farmhouse beat a hasty retreat. 

Analysis

That was a fun game to play out, especially as I managed to surprise myself... quite a feat when playing a solo game! I'm keener than ever to get this game in the Shed-o-War for the Rejects, although that's likely to be some time away. 

Once again I don't think I made any serious errors with the rules, but I'm open to comments if you think I missed something. The only downside to this game was that I spent more time setting up the terrain than it took to actually play the game... Which leads me to an idea. I'm going to keep the table set up but switch to a game of What-a-Tanker later in the week. They can fight over the same ground with a different set of rules by TooFatLardies, so expect another BatRep probably early next week. 

Wednesday, 21 October 2020

M5 Light Tank from Skytrex

One thing that quickly becomes clear when looking at American tanks in WWII is that the nomenclature is often very very confusing. The M5 Light Tank was a modified version of the Earlier M3 (sometimes known as a 'Honey' to the British). The M5 was originally designated the M4 Light Tank but that was changed to M5 to avoid confusion with the M4 Medium Tank (the Sherman). Meanwhile the British just gave up trying to understand American designations and called it the Stuart VI. 



The M5 grew out of the fact that by 1941 the Americans were looking ahead and expected a shortage in radial engines (which were needed for aircraft) and started looking around for alternatives to power their tanks. They naturally looked at the automobile industry and so the M5 was powered by twin Cadillac V8 engines. The result was a tank that was lighter, roomier and cooler, and the automatic transmission also made crew training simpler. 



The hull was all-welded and the designers moved the glacis armour out slightly making more room for the drivers. They had their own hatches (enlarged on later models) and in the later M5A1 even had access to a hull escape hatch behind the assistant driver's seat. This feature was only possible because American tanks put their track wheel suspension on the outside of the tank in easily replaceable vertical volute spring arrangements. The Germans, on the other hand, used a much more sophisticated torsion bar arrangement that traversed the underside of their vehicles. Arguable the German solution made for a smoother ride but repairs were much more difficult and of course, there was no room for a floor escape hatch. The American approach fitted their philosophy perfectly; vehicles could be replaced easily, highly trained crews could not. 



The M5's turret was essentially the same as in the earlier M3A1, but its lower height (due to new transmissions and driveshafts) meant the turret traverse mechanism could be attached to the underside of the turret basket. This gave the turret crew more room and as any modern tanker will tell you, good ergonomics in a tank is worth its weight in extra ammunition! As already indicated there was a later version, the M5A1 (also called the Stuart VI by the British!) which incorporated a new turret design with a distinctive radio bustle on the rear. The .30cal AAMG mounted on the new turret was moved from the rear of the turret to its right side. 



My model came from Skytrex and the moulding was really good with very little clean up needed. I needed to do a little work drilling and epoxy glueing the MG to the Turret in the hope that the resulting bond can survive handling in a game!  Next week I'll be showing off a Panzer that I've not painted before.  

Wednesday, 14 October 2020

Armoured Cars - The M20 Utility Car & Sdkfz 222

This week I have a couple of Armoured Cars for my WWII Normandy games using Chain of Command. Both models were purchased from Skytrex and will compliment my existing forces nicely. The castings on these are pretty good and there was very little flash to be removed (more on the angular surfaces of the 222 than on the M20). I have left specific unit markings off these vehicles but included things like national symbols, number plates and names.