Tuesday, 30 July 2019

A 28mm WW2 Skirmish Project

Sometimes one of those moments of serendipity happens.  In this case it was related to my Big Terrain Issue.  I have a really limited set of 28mm terrain in Cyprus.  Basically I have some nice scratch built Mediterranean style buildings, originally intended as Peninsular war, as well as some pieces of American frontier, ACW terrain. .. there is a little flexibility in it but not much.

I was looking for a sprue of Perry continental riflemen on eBay, as one does, trying to pad out the Colonial militia before they face the wrath of the Huron warbands.   Unfortunately what caught my attention was three sprues of plastic 28mm Fallshirmjagër at £6, including postage, half the price they really should be.  18 figures...

Rude not to bid I thought, although I expected to lose and went only for a minimum bid.  I was a little surprised and disconcerted when I won the bid a few days later, at £6 including postage...  what had I done?



Of course I've just gamed Five Men at Kursk, a misnamed section strength game, and putting that together with those German Paras I came up with that serendipitous moment I mentioned, realising that I already had terrain for these guys over in Pathos.  Crete 1941 here I come...

The Fallshirmjagër would also look ok serving in Southern Italy or Sicily... and the Mediterranean terrain would stretch to there too.  I was a bit over pleased with myself considering I had only bought eighteen figures.

Seems to me that I could develop a good skirmish game from these figures, and given that I already have the terrain it won't take up much storage, which is my other big problem.

The next issue was the opposition.  For the battle of Crete I needed Commonwealth forces.  In terms of value for money there was only one game in town, the Perry 's 8th Army.  A sprue of 12 figures cost me another six quid.  I added in a Warlord spure of 8th Army, six figures for £4.  They too can serve in Sicily, Italy or Crete.  I felt that the Perry Officer and Sergeant sprue were also needed, another £2.  That gave me a short platoon of 20 figures for a reasonable £12.



Cost so far £18 for 38 figures.

Turning to the recesses of my spare stuff draw  I rooted out ten plastic army men, in 28mm bought at the pound ship.  This is a spare section for the Brits.   Cost 50p for fifty or so.  Bargain.  In the words of the President of the Marshal Petain Society, "they are as good as Irregular Miniatures at least! "  Ah, damned by feint praise! 

£18.50 then.



Not sure about the guy with the radio though.  With 27 men in the British "platoon" I seem to have acquired, as if by accident, Chain of Command size forces, and could certainly manage Fivecore games.

The Germans however are still looking light in numbers.  I may need to add a half dozen more, just to keep  the them on par with the Commonwealth force.  They certainly need two sections so I'll be keeping my eye on ebay.

Another little ongoing project...

Sunday, 28 July 2019

Upgrading 5 Men in Normandy .30 Cal Edition

Having updated my copy of Five men in Normandy to the .30 Cal edition, after an excellent offer on Wargames Vault, I decided to set up my campaign properly.  The focus is on developing and following a small group of WW2 soldiets through a series of missions.

Play follows only a few figures each turn, almost simulating an action movie, until a firefight or scurry action involves the whole group for a turn.  The updated version has tweaked some of the mechanisms,  action dice have in increased, as well as done a general tidy up.

I enjoy the capacity for solo play in these rules and the update has had a solo play section added.  Five men in  Normandy follows a small group of soldiers, typically five.  In terms of play I prefer Five men at Kursk and the full section game, so I will be using the combat rules from that, and the campaign rules from this new edition.
When I get a spare hour I'll remove the spellchecker lines from this table










Some of the new rules

New Solo Mechanism 
When making the Action roll for the enemy, roll an Order die as well. 
On scores of 2-5, the turn is played as normal, taking whatever action is most sensible according to their mission.  On a 1 or 6:

1 - Halt!
Whether concerned about a recent development, 
a squad leader losing his nerve or trying to 
regroup the unit, the enemy will avoid 
advancing this turn. 
Stragglers far from the unit will try to rejoin it, 
otherwise figures will move to positions of 
better cover. They will fire on targets that 
present an immediate threat, otherwise duck 
down and try to avoid taking fire.

6 - Forward!
An overzealous squad leader, the right moment 
or excessive patriotism, it's time to take the fight 
to the enemy.
Figures will attempt to close the distance with 
the enemy, getting close enough to throw 
grenades or Brawl where possible. 
Weapons will be fired for maximum Shock to 
facilitate this.

Generating forces 

Roll 5 times on the following table. (2d6)
Troops received.

2  One figure with bolt action rifle
3  Two figures with bolt action rifles 
4  One figure with SMG
5  One figure with bolt action rifle
6  One figure with bolt action rifle, one with SMG
7  Two figures with bolt action rifles.
8  Three figures with bolt action rifles. 
9  Two figures with SMG
10 Three figures with bolt action rifles
11 One figure with MMG
12 One figure with sniper rifle

For each 8 men (or part thereof) trade a bolt action rifle for an LMG.  Each man has 2 grenades

Additional weapons d6
6.  Mortar 
5.  MMG
4   bag of 6 grenades
3.  No extras
2.  Extra smokes...
1.  Limited ammo.

Campaign Mechanisms

Dice for mission and location
Fight the mission
Dice after mission events
Dice Campaign Events
Replacements roll 
New Mission

Below is the sequence of events that 
occur after fighting a mission. 
• Determine fate of wounded and 
replacements
• Determine morale changes 
• Gain skills 
• Roll for character events 
• Carry out player actions 
• Determine follow up mission




Knocked down figures after the battle.
Roll Result
12.      Mental scar 
Made it out okay but has battle stress, nightmares or 
other mental issues.
Roll 1 negative morale die.
11.      Knocked out
Back in action.
10-9.   Dramatic scar
Big hit with the ladies but back in action.
8-7.     Light wound 
The soldier will be out of action for 2D6 days.
6.       Moderate wound
The soldier will be out of action for 3D6 days.
5.       Seriously wounded 
The soldier will be out of action for 5D6 days.
4 -2  
The war is over for this guy.


Campaign Events table
Roll Event

1.     Letter from home 
2.     Change of motivation
3.     Pick up new oddball private
4      Extra training
5.     Meet the boss 
6.     Bad News for our boys
7.     Promotion or commendation
8.     Delay 
9.     Quick recovery
10.   Milestone reached  
11.   Scavenged loot 
12.   Reassigned
13.   Leave
14.   Platoon R&R
15.   Bottle of booze 
16.   Sickness - random soldier 
17.   Accident
18.   Argument
19.   No break
20.   Where are the rations?

Replacements roll

6  Three figures with bolt action rifles
5  Two figures with bolt action rifles
4  One figure with bolt action rifle, 
3  One figure with SMG
2  One hard bargain
1  No men available.  Roll twice next time.




Thursday, 25 July 2019

Pepin the Fat, King of Franks

Longships!  It's all my own fault.  "Let's have a look," they said.  "I'll buy the rules and get some Vikings in," I said.
"Ah, but..."  They said, "we have loads of old, really old, true 25mm figures."  "No problem, 25mm it is," I nod...

Oh how I lead with my chin when I've been drinking!

Warrior Miniatures 25mm Vikings were the answer.  Great figures, and proper old school 25mm scale.  I bought three boat crews, just for a look you understand.  Job done!

"Ah, but let's expand this and do a campaign," they said.


Irish, Welsh Scots Saxons and Vikings, we had the lot.  Nobody had the Franks though.  Well,  I've always liked the Carolingian figures from Minifigs.  It's that wacky helmet.  "I'll do it!" I pledged.

Mind you on second thoughts that helmet always looked like a souwester to me. 

I never learn it seems.


Caliver, the current Minifigs producer couldn't supply the Carolingians, for complicated reasons I still don't quite understand.  So I went back to Warrior, with a cunning plan.  That Carolingian helmet is more than dodgy, and plain nasal helms far more likely.   The Ottonian Gospels show mounted Warriors in mail on horses with round shields (as well as kite shields but the date is 983 AD so that would be late for our campaign.)  


An Ottonian illustration.
So... Mounted in mail with nasal helms, round shields, swords and spears.  Most Dark Age cavalry would do at a pinch, but I went for Spanish from Warrior's El Cid range.  Technically these are a century out of time, but they look fine as Ottonian Cavalry.  The Spanish have a mix of unarmoured and mailed cavalry, and I gave them plain round shields.  

As for the Moorish influence on some of the figures... well the Carolingians fought the Moors for a century or more, Roncevales Pass comes to mind.  With those plain round German shields they look perfectly acceptable as Franks.

The first part of the plan was to base them up individually.  To use them as pseudo Bretons with my Lion Rampant armies they need a matching base pattern.  The army of Conan the Vegetarian has much the same composition as the Franks.  

My Normans are of course Conquest Miniatures, big modern sculpts, but the Normans would consider themselves superior to the Bretons anyway, being that much bigger figures in terms of medieval iconography... sometimes my head operates its own logic! 


I also wanted these Franks based individually to allow me to explore Outremer Faith and Blood, the Osprey Wargames skirmish rules for the Crusades.  Using the figures in their actual period, fighting Ben Yusef's invasion of Spain is quite tempting.

With that in mind I ordered a few Moorish figures from the same range.  I have a vague notion for a Campaign on the History of El Sid, Count of Benidorm, and his Conquest of the resort.

The Franks will be a formidable enemy for any stray Vikings in our Longships  campaign, with the ability to charge in Swineshead and sweep away the enemy, and with 30 more points than everyone else!  This is the army of the paladins; Roland, Oliver and Charles Martel.  Expect them to charge like the crazy guys they are!

The Army of Pepin the Fat, King of the Franks
General, King Pepin the Rotund
Unit 1. Lord Roland (6 bases). Leader 3x Armoured Cavalry 3x Unarmoured Cavalry  20, 45, 27 = 92  
Unit 2. Lord Oliver (6 bases). Leader 3x Armoured Cavalry 3x Unarmoured Cavalry  20, 45, 27 = 92   
Unit 3. Captain Martel (8 bases). Leader 3x armoured  

3x Unarmoured 1x Champion 20 24 39 10 = 93
Unit 3. Captain Namon (8 bases). Leader 3x armoured  

4x unarmoured 20 32 39 = 91
Unit 5.  Archbishop Turpin. (8 bases). Leader 4 x unarmoured 3 Levy 20 32 9 = 61
Total 429
 

The figures were easily cleaned, and mounted on plasticard or 20mm metal discs for the foot.  I tend to undercoat in a mix of brown and beige for medievals. 

The day before they are due to appear on table... well getting there...

King Pepin  really is a fatter figure than his lads. Looking a little rough here without any dip....     
The Foot get magnetic basing, to adhere to a 40mm square template.  The horse are on narrower bases, but under Longships it doesn't really matter since its not the size of the base that counts so much as the unit itself.  I want these horsemen for skirmish gaming too, so a smaller base is preferable.

The last phases are the easiest.  A wash with Vallejo highlighter, and some texturing on those bases, followed by some varnish to seal the figures.  But this is not Cyprus, where textured bases dry in an hour.  The Vikings took two days, so that might be a little delayed.






 

Out in the cold, planning a pint sized COC campaign.

Out in the cold: Moose and Otis in the Snow, 1944

I've been reading up on the battle of the Bulge as part of my fivecore games featuring the US 2nd division and it's defence of the twin towns.  Further West however another veteran US Division, the 1st Infantry, or Big Red One, was also fighting to hold the line on the Morschheck road.

12 SS are just down that road,  and they mean business.

Using maps from the official history I've singled out E company's battle, and focused in on the platoon holding the vital road to Morschheck.  Only a tiny part of the centre of the map shown will appear as a tabletop

This looks very much like a pint sized Chain of Command campaign for my 20mm Italeri figures in Durham!  Moose and Otis of E Company 26th Inf Regt, 1st Inf Division "The Big Red One" have survived D-Day, Normandy and Aachen.  They now find themselves deployed on the critical ridge in front of Dom Burtgenbach right in the path of 12th SS advance.  Can our heroes survive against the Hitler Jugend? 

An alternate name for this pint sized cam could be "what's that coming over the hill, it's a jagdtiger...!


Game One.   The Kubelwagen on the Morschheck road.




Game One:
The first morning.  Recce elements probe the newly constructed E company defences. Light German Infantry forces support this.
Big Red One:
1st Platoon E Company 26th Inf Regt
2 bazooka teams attached

12 SS Reconnaissance.

2 Kubelwagen,
2 Sdkfz 234/2 Armoured Cars
One section 8 Infantry.

Game 2. The Reich strikes back, the Jagdpanzer attack. 


Game 2:
Next day, and the Germans are moving main elements against E Company.  1sr Platoon still hold the centre between the other platoons in the Company and E Company 18th Regt on their left.
The Germans have sent another Puma Armoured car, but this time a Jagdpanzer and an Infantry Company are in support.  E Company must take the brunt of it.

Big Red One:
Survivors: 1st Platoon E Company 26th Inf Regt
2 bazooka teams attached
1 30 CAL MMG team.

12 SS

1 Sdkfz 234/2 Armoured Car
1 Sdkfz 186 Jagdtiger
One platoon, two sections 8 Infantry, 
Support one MMG Team

Game 3. When I nod my head you hit it... 9 Kompanie attacks




Game 3.
Day three.  E Company 18th Regt have been destroyed on our right.  Our company has had to extend across to fill the line.  G company 26th have move to support our left.
Support has come up with some 57 mm A/T guns, butt the Sherman tanks supporting us are just to the rear.

Big Red One:
Survivors: 1st Platoon E Company 26th Inf Regt
2 bazooka teams attached
2 57 mm A/T guns Sgt Warner
1 30 CAL MMG team.

12 SS 9th Kompanie

1 Sdkfz 186 Jagdtiger
One platoon, two sections 8 Infantry, 
Support one MMG Team


A photo from the action as the 57 mm guns move up through the mud.  My reading suggests that this is actually Warner and his team, and the Bűtgenbuecher Heck treeline can be seen in the background.

Game 4: What the Heck?  26th Pz Grenadier Attack


Game 4:

We survived another day!  The Bűtgenbuecher Heck is a forested area to our right front.  So far the Germans have been using the road, but E Company's defense has made them reconsider.  An SS Panzer Grenadier Regiment is moving through those woods with the sole intention of destroying E Company.  German Infantry, how tough can they be?


Big Red One:

Survivors: 1st Platoon E Company 26th Inf Regt
2 bazooka teams attached
1 57 mm AT gun
1 30 CAL MMG team.

12 SS, 26th Pz Grenadier

Hauptmann Mueller
1st platoon, two sections 8 Infantry, 
Support one MMG Team
2nd platoon, two sections 8 Infantry
Support Mortar team

Saturday, 20 July 2019

Ernie's strongpoint

Game 2 of Five Men in the Bulge

PFC Ernie Borgnine has been left to hold the Krinkat road.  In a ruined house hastily fortified Ernie and three of his boys await the dawn, and reinforcement by C Company.  

Squad Sergeant "Rock" Hudson is leading the rest of the section up in support, but has waited at the canteen for a good breakfast before setting out. 



Weissmueller's section move on table, but the MMG hammers away.  Two of them bail off table. 


Johnny is left with his section of 8 men
Ernie and his boys have just had coffee and are midway through a pack of Lucky Strikes... each.   The radio guy is just out of shot visiting the latrine.

 Hooray for our side, Hudson leads his reinforcements on table.


Weissmueller gets a scurry move.  They get into cover and deploy the Lmg.


A good shot causes the Yank MMG gunner to flinch.  He ducks behind cover, scared.  The radio guy returns from the latrine and gets on the net to the Major.


The Germans shooting is better.  A knock down hit on Ernie!  Just a scratch, but he slumps to the floor.


Hudson splits his men left and right.  Two of them risk a peek over the snowdrift hedgerows.


But Johnny Weissmueller has sent two of his own boys out to the flank. 


Young Klinkerhofen sprays away with the SMG.  The shock dice make the two GIs bail.  A grenade from Andi Merkell completes their rout.
Young Klinkerhofen gets a flinch as the Americans target him.  He ducks back into cover, scared.



But Klinkerhofen and Merkel use the position to lob grenades into the strongpoint.  One knockdown, lots of smoke.
The Germans rush up more men, but Ernie is back up and gets the MMG working.   One knockdown 



Close quarters and the Germans are struggling. 


Another potato masher across the hedgerow.   


But Ernie repositions the MMG in a scurry.  The Germans at the hedgerow are enfiladed. 


Bob Seger and Tommy Hanks arrive to relieve the bunker.  Any Lucky Strikes left Ernie?  NO?

Johnny leads his Panzer Grenadiers off table.  Hopefully the Yankees won't have an MMG next time.

But an on a minute.  Where in all of that was Sergeant Hudson?  Turns out he stayed at the back behind the furthest hedgerow.

The platoon Commander has requested Hudson be transferred to battalion.  That has since been accepted, as has Ernie Borgnine's promotion to temporary Squad Sergeant.

Friday, 19 July 2019

Hudson's less than impressive Bulge

One of those pub conversations following a club game had me thinking about Five men in Normandy (A really small Hollywood style game) and Five Men at Kursk (a section vs section game).  The Honourable McGurk rated them highly, and I remember gaming with them last year and liking them a lot for solo play.

I had already dug out the 1/72 2nd Indianhead to revisit Sergeant "Rock" Hudson and his defence of Krinkat.   Hudson's Bulge was to be a Chain of Command game, but Five Men at Normandy are in many ways radically different and worth a go for a solo game.

I was convinced enough to give it another go...

In a "Scurry" move Hudson and his boys begin their patrol at dusk.
As each side begins their turn a d6 is rolled.  Hudson rolls a 1, a scurry move, and his entire squad can make a full move from the table edge "redeploying."  They can't be fired at, but have no line of sight to the Germans of Gefreiter Weissmueller's 990th Pz Grenadiers.
A 6 would have indicated a general firefight had broken out.  Instead of two figures acting during the turn all figures can fire.  I didn't get one of these all game!


Weissmueller's gets his Lmg team covering the road.  His men are in good cover behind hedgerows and snowdrifts.
Two of the Panzer Grenadiers use their turn to pop a peek over the hedge into the field beyond.  Weissmueller is the figure on the left here.



An American is spotted at the far end of the road.   The LMG must take a displacement roll 1d6 inches in a random direction.


The LMG randomly moves into a fairly good position, but PFC Ernie Borgnine makes a pretty convincing shot.  A loader finches and is out of action. 
Most shooting rolls a kill dice (black here) and a shock dice.  Ones and sixes give results.  The kill dice is self explanatory, a 1 is a knock down, a 6 is an out of action.  The shock dice is more radical.   A 1 is a flinch, d6" out of position, or a bail, 12" towards your entry point.  Different weapons roll different dice, but typically it's one of each. 


Young Audie lobs a grenade, catching two Germans, who bail.  Just out of shot is Weissmueller who chases them and rallies them back to the action. 


The German LMG gets a line of sight on Young Audie and his rifle grenades.   He tries to bail but is knocked down.
The GIs use fire and movement to assault the survivor of Young Audie's grenade.  He should have run faster as his guard fire fails and he is put out of action



Hudson moves his men to outflank the Pz Grenadiers left. 


And Ernie Borgnine and his mate get on the right flank.   Ernie's fire causes yet another German to bail, one of the loaders, even though the kill dice are poor.


But the LMG fire sees Hudson himself bail from the ruined house.  Gee Whizz Sarge!


Young Klinkerhofen lobs a potato masher at Ernie and his pal.  Ernie's mate flinches away a full 6 inches.  That's almost a bail!
But Ernie earns his keep, with a bail and a knock down.  That will teach them to cancel Airwolf! 


Gefreiter Johnny Weissmueller rolls a scurry.  With the campaign in mind he takes his men back within three inches of the baseline, and off table.

And after the game...

The 2nd "Indianhead" Infantry Division have lost one man killed, and two, including Young Audie are returned.  Ernie Borgnine had only a scratch!   Hudson has lost his men's faith and must regain it next game.

Private Klinkerhofen returns to duty for the 990th but the Germans lose two men killed and two wounded and missing next game.

In retrospect I used the American fire and movement well, aided by the automatic Garand rifle which allows the Americans to fire at any point in their movement.  I nearly came unstuck when the BAR man was killed, and Young Audie didn't duck back before firing, since I left the "Peek" marker on him.  That allowed him to be targeted.  The right flank move by Ernie was the winner.

The Germans tried to defend a static position, but were exposed on both flanks.  Weissmueller needed to attack at one point rather than a spread out and ineffectual defence.

But the campaign continues...

Weissmueller dices for the follow up game.  It's a "Destroy" Scenario.   The Americans have set up a machine gun nest in the ruined buildings on the Krinkat road.  The 990th must wipe it out. 


PFC Ernie Borgnine commanding the strong point during the night.  He expects the Germans at dawn...