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

The Paras Have Landed! And About Time Too!

I have finally finished painting and basing my 20mm Airborne platoon[1], and support units for Chain of Command (CoC).  This has dragged on far longer than I hoped, and as usual the obligatory photo session shows up the faults like nothing else; albeit some are helped out by the poor focus in some of the photos.

So, with no more ado, here they are, in their new magnetised storage box.


The platoon commander and his platoon sergeant ...


... have at their disposal three sections like this one, consisting of a superior junior leader (Sgt), a 3-man Bren team, 5 riflemen, and a corporal with a Sten gun.


They also have a sniper in the platoon (I have painted 2 more as support options).


When it comes to support, they have the option to reorganise one section with two Bren teams, and they can also call on an additional section.  As the platoon lacks any integral anti-armour capability (other than Gammon bombs) I have four PIAT teams they can call on, all slightly different.


There are also three 2" mortar teams in the support pool.


Heavier support can be supplied, courtesy of a 5-man Vickers MMG team ...


... an Airborne 6-pounder anti-tank gun with a junior leader and 5-man crew ...


... a slightly blurry 75mm Pack howitzer, with junior leader and 5-man crew ...


... perhaps called up by their forward observer (FO).


And if I want to get really nasty, I have a 3-man flamethrower team.


Unfortunately, the opposition will also get nasty, with the inevitable consequences, 7 men hors de combat, 1 walking wounded and another being carried in for the medic to treat while two others rummage through supplies looking for more meds.


Finally bringing up the tail, are some bailed-out tankers (that got included in the painting batch).


The Jeep crews are also finished, but their mounts are not, so they will have to await them before they get a photo-shoot.  I also have the discarded parachute canopies, supply containers and wrecked Airspeed Horsa to complete before I can move on to something different.


Notes:

[1.] The vast majority of these figures are by Figures, Armour, Artillery (FAA), now in the States.  A few, such as the Vickers gunners are by Adler, and some figures used the Adler separate heads.

An Airborne WiP

The heat-waves (and, to be honest, the World Cup) has played havoc with my ongoing 20mm Airborne platoon project.  With the weather cooling (and the matches fewer) I've managed to get back to it, albeit with a bit of modelling rather than painting.  To build on this, and reinforce my mojo, I thought I'd post an update of where I am and how far I still have to go.

The completed figures, except for final varnishing and base texturing, are shown in the two photos below.

Support platoon + Brens, snipers, PIATs, 2" mortars & medic 

Gun teams, casualties & tank crew

Some of these, including about half of the crews for the 75mm pack howitzer and 6-pounder anti-tank gun were completed in my last post, but now the crews are complete a couple of shots showing how I crew my guns.

75mm pack howitzer, junior leader & 5 gun crew



6-pdr ATG, junior leader & 5 gun crew

This leaves the core platoon still to do.  I left them to do last, as this way I can't play games without them so I can't put off support items and extras for another day if I want a game.  

Three sections of the core platoon + a few extras

Each section has a junior leader with a Sten submachinegun, 3-man Bren team and 5-man rifle group (1 equipped with a Sten).  In the above one junior leader is missing as he was painted earlier by mistake and in his place is one of the support flamethrower team whose place he took in an earlier batch.  Also included are a couple of extra casualty figures cut down to size from a different manufacturer.

And finally, the most recent bit of progress, the crews for the Jeeps.

Jeeps and crew + Tatra T-57K Kubelwagen & airborne supply canisters

The Jeep crews are by AB figures and sit in the SHQ Airborne Jeeps really nicely.  To make them removeable, yet secure, they have had magnets added to both the figures and their positions in the Jeeps.

A nonchalant Jeep passenger ...

... and the magnets holding him securely in place

The last photo also shows some greenstuff, tidying up the holes where the magnets were inserted and providing a footing for those Jeep crew whose feet didn't touch the floor.  

So, now I just have to paint up this lot and I'm there, well except for the Horsa glider kit still in its box - does it ever end?


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.