WiP Complete - 3 Rare Tanks
Rabbit Holes and Sidetracks
Also, as I'm rather proud of them and haven't posted them before, here's my rocket troop, featuring a Phoenix Miniatures crew and scratch-built launcher.
The Unic P107 half-track and Daimler Scout Car, with their respective crews are the only original members of the last WiP post. So, they deserve a few more photos, starting with the P107 with driver, gunner and a few infantry ...
The other completed items, indicated by yellow arrows[2], consist of two MG, and one ATG, entrenchments, a kneeling figure and some casualties.
The entrenchments were the result of messing with Milliput when filling the tanks that haven't as yet been completed - I always make up too much. The larger gun emplacement was a set of plastic 1/72 sandbags that came with a Checkpoint kit (Hasegawa IIRC) and thought I might as well do them as well.
The final distraction was finishing off a Hinchliffe 25mm Hellenistic General that had been sitting half-painted on the window ledge for longer than I care to admit.
So, as the next CoC campaign game is not scheduled for a while yet, I should be getting on with completing the tanks[3], which are pretty well advanced, for my next post. Well, once the last of the DIY chores is done - they don't take that long but I'm a world-class procrastinator.
The Old, the Quick and the Obsolescent
With another so-called heatwave making painting difficult / unpleasant, I am using the time to make up some metal kits.
First out of the blocks was a British M1800 Bromefield 10" Iron Howitzer ('The Old'). This will be a drop-in[1] option for my 20mm Napoleonic gun crews. This piece, was only used in sieges during the Napoleonic period and rarely at that, BUT it's just so full of character I couldn't resist getting one.
The armoured vehicles are to fill out my 20mm WW2 collection, and add some recce capability ('The Quick'), and some second-rate equipment ('The Obsolescent') that was fielded in NW Europe when there was nothing better available - it's also cheap (support points) in Chain of Command.
The kits are by the now sadly defunct MMS Models, and clockwise from bottom left are: a Panzer II 'Luchs' (light recce tank); a Panzer III Ausf J (still awaiting its main armament, a 5cm KwK 38 L/42); a Unic P107 half-track (a French hand-me-down used by 21st Pz); a Daimler Scout Car[2]; and a Tetrarch CS to support my upcoming Airborne platoon.
Of these, I have to say my favourite is the Panzer III, and I'm justifying getting one on the basis of several being in Panzer Kompanie Mielke at Arnhem; and I'm particularly partial to the marks with the short 50mm gun. But, having put the kit together I have to say I found the Luchs has rather caught my fancy.
All these kits will need some additional cleaning and filling, but I'll do them all together in a single session when they're all ready. With the exception of the Tetrarch, I will be fitting figures to the vehicles (removable in some cases) which is why most still have their hatches missing - they will be fitted when I work out how the figures will be placed / posed.
Notes:
[1.] I mount my gun crews on a large base and their guns on a separate base that can be dropped in amongst the gun crew. This has two benefits: one the gun being on its own base is closer to the correct height compared to the gun crew; and, two I can easily swap between 6pdrs, 9pdrs and howitzers.
[2.] Note the roof folded back, Chain of Command only lists the Daimler Scout Car as roofless but all marks after the first had a roof that could be folded back.
When it's Too Hot to Paint
After my opening paragraph about painting in hot weather, I should perhaps own up and admit some paint was involved in this process to colour the sides of the foam-boards in the 'pits' that hold the figures. The shapes depicted in the pits match the base sizes I use for my figures which are on a mix of single and double figure bases. Also, I use different base shapes to distinguish junior and senior leaders.
CoC v2 - New Rules vs Old - Questions?
The German JOPs were well advanced and more handily placed, two either side of the road leading to / through the buildings and a third over on the German's righthand edge of the table - see composite image from the German viewpoint below.
This meant John's panzergrenadiers were going to start pretty close my JOPs and have a good head start on their right to get a team to my base edge. This game would've been over pretty quick under the old rules, where exiting a team off the defender's base edge was all that was required to win a Probe scenario. The new victory conditions for this scenario require the attackers to capture a JOP in addition to exiting a team off the enemy's table edge; there's also a turn limit to put the attacker under time pressure.
My Command Dice didn't allow me to bring on a section in response, although at this stage I wasn't sure I was ready to commit one. I was able to deploy my lieutenant (senior leader) in the upper floor of the Derelict House with a 2" mortar team behind it. The lieutenant immediately directed it to fire HE against the German section on their right flank but to no effect. The Germans continued their advance on both flanks and this time I responded by deploying a section in the Compressor Building (but not yet in a position to fire out). Also, I deployed my PIAT team in the ground floor of the Derelict Farmhouse (why I did this I can't think[1]), and a second 2" mortar behind the farmhouse.
This was all looking rather threatening, but with a section in Compressor Building and my 'massed' 2" mortars I was feeling a little more secure.
Now I was starting to panic! The only good news was that the Germans approaching the Compressor Building were caught 'Danger Close' and so needed to stop for the duration of the bombardment.
Next in line to fire at the section in the Compressor House was the panzergrenadier section facing it[4].
This was all at close range, even for the Obergefreiter's MP40, but, thanks to the hard cover, it only inflicted five shock, which left them teetering on the brink of being pinned (8 figures with 8 shock).
If I was panicking before, I was bricking it now, which probably explains my forgetting to take photos for the next couple phases.
The junior leader survived as he was stunned in the first phase's fire so escaped being a casualty in the second and then recovered as it was the end of a turn. We have always played that leaders with no troops left under their command leave the table (removed). Once again, we searched the rules but could find nothing covering this situation so played it that way anyway.
Next was John's third attempt to deploy his 'hesitant' sniper, which again failed with no senior leader off-table to chivvy on the men.
In my phase I got my second CoC die which again had to be used to end the turn[8] and this time start the 'Final Countdown', which with John's Force Morale at only 4 it would only last four phases.
... and continued to advance his right-flanking section, shown here with some shock from my remaining 2" mortar that had replenished from a friendly JOP.
It was now, as the final countdown ended, that I found out it was anything but final, as the game continued! I really should've read this bit of the rules more thoroughly. So in my next phase, to provide more protection to my JOPs, I brought my section in the Compressor Building across the road to the farmyard. Unfortunately, the Bren team didn't make it all the way across the road.
Ready for my CoC v2 Debut
CoC Anti-Tank Trainer - Game 2
... who promptly flayed the British section that had advanced to the edge of the wood; almost all the losses and shock fell on the unfortunate Bren team who were wiped out[1].
The British then withdrew their depleted section further back into the wood to escape the hail of fire coming from the churchyard. In return, the British tanks managed to wipe out the weakened Panzerschreck team and inflict some shock on the remaining team.
In the following consecutive phase, the Panzerschreck team fired their last round at the remaining Sherman but missed. Also, around this time, the Panzergrenadier sections in the churchyard, their job down against the infantry in the wood, retired back round either side of the church so as not to provide a target for the remaining Sherman.
Then, fate delivered the Germans another double phase and end of turn. In the first phase some of the Panzergrenadiers behind the church started to move back into their firing positions and the last, off-table, Panzergrenadier section deployed by the Station Row Cottages. The British spent their only CoC dice (these were as rare as hen's teeth in both games) to interrupt and open fire with the section behind the hedge but to little effect. In return the Panzergrenadiers annihilated what was left of the section accompanying the Sherman (this was the much-weakened section that had been in the wood earlier)
This gun, which should never have appeared (I didn't have enough support points to pay for it!!!), was able to deploy in a position where it could engage the British tanks in flank.
Having only a limited armour penetration capability it selected the Stuart as its target and, needing a score of 4+, managed to score 3 hits from 4 dice. As if that wasn't bad enough the Stuart then failed to get a single save from its 4 dice and promptly blew up.