From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).
Showing posts with label 20mm WW2. Show all posts
Showing posts with label 20mm WW2. Show all posts

OPERATION TENDERFOOT

A Learning Game for Novice Commanders

This is the game set up in the last post (here) to bring Kev (playing the Germans advised by John) and Ian (playing the Brits advised by me) up to speed with Chain of Command (CoC2).

As a learning game there was no time for note taking, and few photos, so this is very much a top-level narrative of the combat.


The Preliminaries

This was a British 'Attack on an Objective' mission, the objective being just inside the front door of the large farmhouse, 'Manor Farm'.  


The Patrol Phase ended quite quickly as the German patrol markers start 20" in from their baseline and soon locked down the British patrols.  The position of the resulting jump-off points (JOPs) are roughly indicated by the red and blue ellipses.


The Germans then put down any defences they had selected from their 8 support points, a barbed wire entanglement (1pt.) that would prevent any ingress through the front of Manor Farmhouse.


With his remaining 7pt.s, Kev had, as would be disclosed during the game, opted for: 1x leIG.18 7.5cm gun with junior leader and 5 crew (3pt.s); 1x senior leader (2pt.s); and 2x entrenchment for one team (1pt. each).

The Brits (Ian), with 14pt.s of support, had selected: 1x infantry section (5pt.s); 1x M3 Halftrack APC (3pt.s); 1x Flamethrower team (3pt.s); 1x 2" Mortar team (2pt.s); and, 1x Adjutant (1pt.).


The Game

As the attacker, Brits took the first phase, and wasted no time in deploying three infantry sections, one from each of their JOPs.  The central section headed into the Derelict Farmyard, while one went right flanking through the orchard and the third went left towards the gap in the hedge by the wood.

The Germans took no notice in their phase and sat tight waiting for the British to come closer.  

Over the next few phases, more Brits deployed onto the table with a senior officer and a 2" mortar team deploying behind the derelict farmyard ...


... and the fourth British, support, section deploying into the orchard reinforcing the right-flanking attack.

The Germans (Kev) reckoned the right flanking attack was the real threat, supported by fire from the Derelict Farm, and the left-flanking section was just a distraction.  As a result, they felt compelled to act and disrupt the Brits before they could get much further.  To this end, they deployed a section from their central JOP such that the MG42 (LMG team), directed by their junior leader to employ maschinengewehr, could engage the Bren team in the Derelict Farmyard.


But all they managed to inflict were 3 points of shock. 


This poor shooting by the Germans turned out be just the start of what was a fairly consistent theme throughout the game.

The Brits' Lieutenant countered this by moving up to rally the Bren team and return fire.  The Germans hit the dirt (they had accrued quite a few CoC points during the early phase when not responding to the British deployment and advance).

However, the British stayed focused on the plan, and with a smoke grenade to provide cover against any shooting along the road, the right flanking sections advanced out of the orchard.


And then over into the next, 'dead cow', field.  At that point, to stop the Germans feeling free to concentrate on these sections, the left flanking section moved out, advancing at the run towards the German JOP by the Bureau de Poste.  


John and I were both surprised to see the Germans choose to ignore this threat; Kev felt we were being overly precious about JOPs and that he would be better off sacrificing it to keep his defence compact.

Instead, the Germans now deployed a fully-entrenched section in the dirt road running down the side of Manor Farm to engage the British in the 'dead cow' field opposite.


But their run of terrible shooting dice continued, and the Brits, this time viewed from the German side (the orchard is just out of shot on the far side of the road) escaped unharmed.


In the centre the, the MG42 ...


... and Bren duel was continuing but failing to achieve much either way, with shock being rallied off as fast as it was being put on.


At this point, the Brits unveiled, what they hoped would be, their masterstroke.  An M5 halftrack with a flamethrower team on board, deploying on the dirt road running alongside the Derelict Farm.



At the same their two 2" mortar teams choked off much of the German defensive fire with a salvo of smoke bombs, ...


... leaving only the section facing the Derelict Farm in the clear.



With this reduced firepower, German shooting, already pretty much abysmal in this game, was largely reduced to ineffectiveness. 

The M5 now raced flat out towards Manor Farm, ending up slap bang in the middle of the crossroads.


At the same time the British left flanking section captured the German JOP by the Bureau de Poste (their shock is just from running as hadn't been fired at yet).



The Germans responded by deploying their 7.5cm infantry gun in the road to take the M3 halftrack in the flank.


But true to form, for this particular bunch of Germans, they missed!

At this point the game reached a very messy climax.  First, the flamethrower team dismounted from the M3 to shoot at the Germans on the far side of the barbed wire (just off the left of the photo below), killing two but only inflicting 2 points of shock


Then the infantry section (emerging through the smoke on the road in the photo before last) launched a close assault on the smoke-bound Germans in the dirt road entrenchments (see above photo).  They lost and had to retreat from the fight.

The Germans then used a CoC die to end the turn to rid themselves of the smoke.  A series of short-range firefights followed with the Germans generally getting the worst of it, with masses of shock pinning a section in Manor Farm, until the flamethrower team ran out of fuel.



Then the Dice Gods finally chose to be kind to Kev and scored three consecutive phases.  In the second he not only managed to Rout the British section in the 'dead cow' field, but also threw three '6's to end the turn that saw them leave the field with their junior leader.  The end of the turn also saw his junior leader in Manor Farm recover from being stunned which was enough to unpin his section. 

The net result of three unanswered German phases, reduced the British to parity in terms of numbers but left them carrying far more shock than their opponents.  With capturing the objective now looking impossible, Ian directed his British platoon to withdraw to fight another day.

It had been a Close-Run Thing.


Post Mortem

Kev's Germans had been convinced the Brits would come with tank support.  Consequently, they had avoided deploying into any of the buildings where they could be shelled with HE, until they realised, from the other support the brits deployed, that one was not coming.   

It was interesting to see Kev disregarding the threat to a JOP to stay focused on defending the objective, which with hindsight was a good call.  It would've paid off sooner if he hadn't rolled execrable firing dice throughout the entire game until his triple run of phases at the end.

I was also surprised to see how close Ian got, without any armour support, something I usually see as essential against strong stone buildings.  His idea to put a flamethrower team in an M5 to get it quickly into the fight was an inspired move that caught everyone flat-footed.  It also threw up some bits of the rules that that neither John nor I had used before and raised the following questions.

1). What is a unit's rear when conducting a close assault?  It is not defined anywhere and I thought that being out of the assaulted unit's arc would have this effect but the consensus was that it had to be directly to their rear.

2). Can passengers fire from an open-topped APC, in this case from an M3 halftrack?  We reckoned the rules don't allow it but only because it doesn't say they can - but it doesn't seem an unreasonable action.

3). Do troops doing an Assault Dismount count as moving i.e. do they halve their fire dice?  And, if so, can an opponent React Fire at them before they fire?

4). When exactly does one phase end and the next one start?  In particular can your opponent use a CoC die to end the turn in your phase if you've used up all your actionable command dice, but they haven't yet thrown their command dice?  I thought yes, again the majority thought different.


If you know the definitive answers to these do let me know.

 


Another CoC Game Ready to Go (OP TENDERFOOT)

A Trainer Scenario - a.k.a. OP TENDERFOOT

A couple of friends down at the club, Kev and Ian, have been looking to get into Chain of Command, version 2 (CoC2) and have asked John and myself to get them up to speed.  So, we agreed a game at my place with John advising / instructing one side while I assist the other.

The chosen mission is a British infantry platoon ...


... conducting an 'Attack on an Objective' against a German infantry platoon.



The table set-up is shown here from the British side, ...

... and here from the German side.


The 'objective' is the large farmhouse by the crossroads.  As the focus for this game is to get others up to speed I will have to keep note taking and photos to a minimum.  This means a much shorter BATREP than normal (a good thing?) and probably just a short photo montage - we'll have to wait and see how it all goes.

 ---ADDENDUM---

Just because I have them, I thought I'd add some side views.



Eindhoven Reached - But Not Taken

Painting an Airborne Platoon for Kampfgruppe von Luck

A Work-in-Progress (WiP) - 1st update

A few posts back I posted (here) the 20mm figures for my next project, an Airborne platoon (and supports).  At that point the figures had all been cleaned up and primed.

Since then, I've have made some progress and reckon I'm almost a third of the way through, excluding the vehicles and glider - hence the rather silly title for this post.  But enough for an excuse to post a few photos.

First, the two guns: a 75mm Pack Howitzer; and, an Airborne variant of the 6-Pounder Anti-Tank Gun.

Each should have a crew of 5 men plus a junior leader, but the other figures are not finished yet, and can be seen in some of the later batches below.  BTW, by 'finished', I mean they are fully painted but have yet to sprayed with matt varnish and their bases textured and painted.

Next up, a mixed bag of a medic and assorted casualties (most of whom look beyond his help) and a bailed-out tank crew.


I've had the tank crew for ages so thought I'd include them in this batch.  The set included 5 figures but I didn't like one of them with an MP40 so he didn't make it out of the tank.  

Now, a Vickers medium machine gun with its full 5-man crew (no junior leader).


These are Adler IIRC (most of the other figures are FAA) and slightly bigger, but not enough to show.  Firing the gun is 'Lofty', so called because he has oddly long legs, and if he were to stand up, would tower over most of his comrades in arms.

Last of the fully painted figures are three 2" mortar teams (two of them have a second figure in a different painting batch), a figure with a supply canister (to serve as a supply point), and three individual paras (not sure why they went into this batch).


And, coming up behind these, are three more batches.


They've all had their faces and hands done and outlined in black, and the batch (what I call a plastic container's worth of figures) on the left has had the Denison smock painted and the webbing picked out in black. 

The only other progress has been assembly of the three SHQ Airborne Jeep kits, shown with some more supply canisters that will be used for jump-off or supply points, or maybe just battlefield scatter.  


The Jeeps will have magnets counter-sunk into the seats, which will hold in some AB Jeep crews I have - they will have magnets inserted where the sun doesn't shine.

Compared to many others I've seen, this is slow progress, but I'm fairly pleased with it.  Unfortunately, we're just running into another week and a bit of hot weather (by UK standards).  Not only do I find painting unpleasant when a bit sweaty, but also the paints dry quickly, and trying to keep them a suitable consistency makes it even more trying.  In short, I expect progress to slow over the next ten days or so.  But I shall try and keep them ticking over.


A WiP Too Far?

Having made the 21st Panzer Division special vehicles for the Too Fat Lardies 'Kampfgruppe von Luck' pint-sized campaign (Link), I have finally taken the plunge to get started on the British Airborne troops for that campaign.

I am not sure it's a great idea but I've cleaned up all the figures and I am going to try and do them in one massive batch.

My Platoon Board for a British Airborne Platoon shows the organisation.

And here are the figures for basic platoon plus: 1x additional support section with extra Bren for the 2-Bren section option; 3x snipers; 3x PIAT teams; 1x Engineer Flamethrower team; 1x bailed-out tank crew; 1x 75mm Pack Howitzer; and, 1x Airborne 6-pdr Anti-Tank Gun; and, various supply canisters and collapsed parachute canopies.


Most of the figures (and both guns) are 20mm from Figures Armour and Artillery (FAA), and now available from Lost Battalion Publishing in the States, with a few Adler figures (now sold by Heroics & Ros).  The parachute canopies, and most of the supply containers, are from Empress Miniatures.

This cleaning up took a long a time, not helped by my dislike of bendy gun barrels.  The 6-pdr barrel was rather thin and not very straight so I cut it off at the retaining band and drilled out what was left of the barrel to insert a steel rod.  The rod needed thinning down slightly to go inside, and to fit the muzzle-brake created by drilling holes in what was more of a flash-suppressor than muzzle-brake  This took me the best part of day to do but I'm pleased with the end result, albeit in this close up you can see it's not perfect.

So, where are the crews for the guns you ask?  Here they are, together with: 2x 2" Mortar teams; 1x Vickers MMG team; assorted casualties; and, a few spare figures (singletons for casualty removal).


As if this wasn't a big enough challenge, I also treated myself to a must-have scenic accessory.


Whether this is all proves too much (just like Market Garden) and has to be put aside for a break when painting fatigue sets in seems pretty likely - but for now I'm going to give it a go.


21st Panzer Ready to Roll

It was only when writing the last post that I realised I had completed the 20mm vehicles for future Chain of Command (CoC) games that I had featured in earlier Work in Progress (WiP) posts and just put them away in the cabin without posting.

So, time to dig them out and show what the finished articles look like.


The lead vehicle in an old MMS metal kit only included in the picture for comparison with the resin and white metal vehicles from Early War Miniatures (EWM).  The others are described in turn below:


UNIC P107 U 304(F) troop carriers 

These are 'built' straight from the EWM 'kits' with a resin body and white metal wheels, tracked running gear and MG42 mount.  The figures are also those supplied with the vehicle, albeit I only used 6 of the 8 seated infantrymen provided.  The camouflage scheme is taken from a WW2 photograph of this vehicle and gives them (IMO) a lot of character.  


One slight niggle is that the gun shield on the MG42 mount on the P107 was different but I decided to let that pass. 

The driver and commander have been glued into the front seats as shown below alongside the 150mm self-propelled gun.


The seated infantrymen in the back can be removed, as they are all attached by their feet to a false floor as described in a previous post (Becker's Specials - Build Complete-ish).




Sdkfz 135/1 150 SPG LS(f), 150mm self-propelled gun

This was also pretty much built straight from the 'kit', also with a resin body, and white metal gun mounting and recoil spade.  The few minor changes also were also discussed in the earlier post.  


The camouflage scheme for this vehicle was taken from this book which I had treated myself to; it's jam-packed with beautiful artwork.


The gun crew in this vehicle can be removed as they are also fixed to a false floor, the shell cases around their feet, as planned in the earlier post, making the joints more robust.




Pak40 Somua MCG S307(f) Panzerjäger

This vehicle was the real inspiration for the whole batch as it's in the Too Fat Lardies 'Kampfgruppe von Luck' pint-sized campaign and Hans Hoeller's memoirs 'D-Day Tank Hunter'.  Its camouflage scheme was also taken from the book mentioned above but slightly tweaked to match that in the photos of Hans Hoeller's book.  As this was an ambitious kit-bash of the EWM P107 kit I shall indulge myself with a flurry of captioned photos.

Left side

Right side

Front

Rear

Close-up of fighting compartment

Close-up of scratch-built tools

It's not perfect, but I'm still pretty pleased with this effort, and it deserved the up-market crew from AB Figures (actually a Flak crew) who are secured by magnets in the figures and the seats.  The biggest error is the retention of the seating down either side of the fighting compartment.  This was error in reading the plans I used but fixing it would've undone much of the work put in and I doubted the structural integrity of the resin body would survive their removal so I decided to leave it as is.

Becker's Specials - Build Complete-ish

Finally, after lots of failed attempts I've managed to get my scratch-built S307(f) finished and ready for painting together with the other vehicles intended for 21st Panzer in the Too Fat Lardies 'Kampfgruppe von Luck' campaign.


The reference in the title to them being not quite complete, is because the Pak40 on the S307 and the machinegun mounts on the P107 carriers are not yet attached to make the painting easier - see below.


The P107s are straight Early War Miniatures (EWM) 'kits' (resin body and white metal axle/wheels and tracks/running gear).  Once painted I will glue the driver and commander in the front seats and attach the machinegun mounting.  The 'passengers' have been attached to plasticard false floors so they can be removed as required.  Unlike the Sdkfz 135/1 SPG crew these are not just superglued on, but have holes drilled up into their legs and plastic rod inserted.  This rod is then passed through holes in the plasticard floor and rivetted under the 'floor' with a hot blade.

The Sdkfz 135/1 gun crew are now more secure on their false floor with empty shell cases glued around their feet - see below. 


This vehicle is also a straight EWM build with a separate metal gun and recoil spade at the rear.  The only extras were a gun-rest, fashioned from a piece of scrap plastic from my bits box, and some steel wires as latches holding the spade in the raised position (not shown).

The Pak40 S307(f) now only requires the gun mounting to be attached, it's just resting in place in the photos below.



I'm pleased with the build, the gun mounting should be a bit lower, as should the top of the bonnet, but holding it up against a 1/76 scale drawing it's close enough.



I was rather pleased with some of the detailing like the engine hatches and tools all fabricated out plastic bits and pieces (the close-up below shows just how messy I am when using glue).


Other details (see below) include the shot rack below the gun breech, made from plastic rod (ends rivetted with a hot blade to create the cartridge rims[1]) and plasticard.  Also, in the photo below can be seen the magnets for holding the crew in place, and the rack of jerrycans on the back.


The jerrycans were 3D prints I bought especially off eBay from 
Diesel Dog Models as my bits box turned out to only have Allied jerrycans.  Nice prints as can be seen below, albeit I've spilt quite a bit of glue on them.


Next comes the painting, although I suspect a few more flaws might show up once I get the first coat on.


Notes:

[1.]  There should be 8 rounds in the rack, but six was all I could fit in ...   :o(