Flames of War: Fielding the PSC German Heavy Weapons and FOW Artillery Command

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After focusing on my Flames of War (FOW) Allied forces for a while, I decided to throw some energy back into beefing-up and diversifying my late war Germans. Although my German troops seldom see play, getting some infantry punch on the table led me to a number of mortar and other support weapons platoons the FOW rules offer.

Battlefront, the maker of FOW, has a number of good platoons which run anywhere from about $12-20 each. Having recently tried my hand at the Allied Stuart Tank set from the growing line of 15mm WWII kits from the Plastic Soldier Company (PSC), I spotted the Late War German Heavy Weapons box. At around $25, the set looked to be an excellent and economic way to get a lot more German infantry on the table at perhaps a quarter to one-third the cost of the official FOW models.

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The PSC box comes with four MG 42 teams, four 8 cm mortar teams, four 12 cm mortar teams, eight Panzerschrecks and eight Panzerfausts. Also included are four Panzerschreck loaders and four ammo carriers. With about 70 bits on the sprues, this set was going to add a lot of action to my already extensive German infantry collection.

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Cutting out and gluing-up the tiny pieces from the PSC sprues is a bit of nerve-racking task harkening back to my early years wrangling with assembling soft plastic HO scale Airfix soldiers. That said, following PSC’s simple assembly diagram (above) and keeping all the parts carefully organized on the workbench is key to getting the job done right and not losing anything along the way. Flames of War rules call for basing Panzerschreck teams in groups of four miniatures per medium stand, allowing for four total teams to be constructed from the PSC set with two Panzershrecks plus a loader and ammo carrier per team. The 8 cm mortar and MG teams likewise went on medium bases and the big 12 cm mortar teams were glued-up on larger bases. I had a few extra plastic FOW Germans on hand from a bonus promotional sprue I received from the Open Fire! box set, and adding those to the 12 cm mortar stands helped finished those off.

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With a bunch of new mortars in the field, I also needed to add some additional command and spotters to make them playable. FOW offers an artillery command headquarters blister pack which I added to the mix. The set comes with enough models that I was able to create three two-man spotting teams, a few command stands (adding in Panzerfausts from the PSC kit) and a nifty HQ vignette with a four figures surrounding a table with a radio operator.

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Painting Germans is a simple process for me with a base spraycoat in flat black followed by a darkish grey uniform and details picked out in flesh, blacks, browns and gun metal. The stands get finished off with some simple grass flocking and a matte varnish spray. Getting a consistent finish on the PSC models made them blend in nicely with my FOW models.

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For comparison’s sake, the PSC figures do tend to be a tad smaller and thinner than the typically-chunky FOW figures. Since most my PSC figures are being fielded on separate stands, I don’t see the minor scale differences being an issue at arm’s length on the tabletop battlefield. In addition, the extra poses in the PSC casting add some nice variety and animation in the troops once deployed.

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IMG_2217My FOW German force has long-relied on the strength of deploying large numbers of tanks in my games, so these new additions should be a nice compliment to getting more action from my German infantry. Now that it’s fall, I’m anxious to rush my new PSC and FOW Germans to the tables at Metropolitan Wargamers in Park Slope, Brooklyn and add a new season of playablity to my battleworn forces.

Flames of War: Breakthrough Mission

bocageShortly after fighting ashore and in the iair drop zones on D-Day, the Allies quickly discovered a new enemy awaiting them: bocage.

Lacing the Normandy countryside, bocage was a tight overgrown network of hedgerows of shrubbery, stone walls and copses of trees lining the rural French fields. All but impassable by Allied armor and difficult to fight through for infantry, bocage slowed the push inland and delayed the taking of key objectives. It was only through the quick-thinking and inventiveness of the Allies that new tactics were hastily developed. To free-up the passage of tanks, hedgerow cutters were welded to the front of armored platoons and demolition crews blasted gaps to continue the forward march. Fighting amidst the bocage would prove to be deadly for both sides, as recounted in the 1988 paper by Captain Michael Doubler. It’s required reading for anyone interested in the tactics of bocage warfare.

This past weekend at Metropolitan Wargamers in Brooklyn, four of us got together to slog it out in the bocage tabletop of a Breakthrough Mission as provided in the Flames of Wars rules. The mission scenario calls for use of the Mobile Reserves rule for the defenders and the Delayed Reserves rule for the attackers. The Germans chose to field a 1250-point Fallschirmjager company backed with heavy machine guns, a Nebelwerfer rocket battery, Stugs and Pak 40 anti-tank guns plus a 1250-point tank company armed with mechanized infantry, Panzer IVs, Stugs and one imposing Tiger tank. We Americans also fielded two companies beginning with a 1250-point rifle company with three infantry platoons, Shermans, a weapons platoon of light machine guns and mortars and a P-47 Thunderbolt for air support. The other US company was pulled from the 82nd Airborne with a Priest mobile artillery battery and Stuart light tanks. To aid in navigation of bocage, the US armor were outfitted with hedgerow cutters. The Germans had six turns to take an objective and it would be the Americans’ job to stop them.

BTMapThe table was laid out thick with bocage surrounding a small village and a nearby farm. Americans rolled as the defenders meaning all our mobile units — all the tanks and artillery we had — were going to be held off the board as reserves. I hid all my rifle platoons in the town’s buildings and stuck the machine guns and mortars in the field between the Germans and their nearest objective. In the opposite corner, the Airborne platoons deployed near the farm hoping to camp out on the German objectives for the duration of the game.

As the attackers, the Germans deployed in their assigned corner of the table. Their rocket battery, anti-tank guns, heavy machine guns and the majority of their infantry dug into the field outside of the town. The large tank company deployed in the adjacent field. Held off-table was a Stug and a Fallschirmjager platoon, hoping for the a delayed reserves roll beginning on the third turn to put them right on top of one of their objectives at the opposite corner.

IMG_2177As the attackers, the Germans got the first turn, quickly pressing their armor toward the center of the table while the rocket battery, heavy machine guns and anti-tank cannons poured fire into the town, pinning one US platoon. Reserves failed to arrive on the first US turn and the P-47’s first run came up empty. As per the plan, the US Airborne pushed into the farm buildings to hold the nearest objective.

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IMG_2181In the second turn, the Germans continued to light up the town with the US companies pinned in the buildings. A Stug opened fire down a lane but the Americans avoided being hit. US bazooka teams moved into the barn at the edge of town and took shots on the a German Stug and approaching half tracks but to no effect. The US machine gunners attempted to fire and then assault the nearing Germans but were thwarted by the thick bocage and failed terror test against a nearby Panzer. The Thunderbolt once again on did nothing its second run while the Airborne units at the farm ran across the road into the treeline, securing the second German objective.

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IMG_2191In turn three, the German players thankfully failed their first attempt at calling in reserves. Pressing on, German half tracks raced through the town toward the American weapons platoon which took heavy casualties and lost the machine gunners to fire from both sides. Stugs and artillery continued to pound the American rifle platoons in the town. At the top of their turn, the Shermans arrived and made a hasty path to cut a hole in the bocage standing between the rest of their reserves and the nearby road.

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IMG_2189Things really heated up in turn four as the Germans rolled on their first reserved Stug platoon near one of the objectives and the awaiting US Airborne. German infantry and Panzers pushed into the next field, knocking out the US mortars and eliminating their first platoon. The Americans pulled in the rest of their reserves but immediately created a bottleneck of Shermans and Stuarts as paths were cleared through the bocage. The P-47 came in hard on the Germans in the field, knocking out several units and destroying a Panzer. Finally, the fearless Airborne did what they’re trained to do and burst from the treeline to assault the newly-arrived Stug platoon. Two Stugs were destroyed and the third fled the field after a failed morale test. The objective was still held by the Americans but things were looking dicey with Germans coming in from all sides.

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IMG_2200The fifth turn started with the final German reserve platoon arriving amid their burning tanks and assaulting the US Airborne. Through a series of attacks and counterattacks, the two groups whittled each other down. The Germans were eventually ground down to two remaining stands, lost their morale check and were destroyed. The victory for the Americans was short-lived, however, and the heavily-damaged Airborne platoon also failed a morale save and likewise fled the battle. With the game nearing it’s end, a Sherman was destroyed and blocked the road. All the US armor and artillery was effectively shut-out of the game. As the Germans covered an objective, the American P-47 made one final run to force a German morale check but to no avail. The Germans had won the day.

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IMG_2210There were a number of things that had gone wrong for the Americans. The rifle platoons never got out of the town, contributing almost nothing to the battle. Had they hauled their way toward the forest in the middle of the board, pressure would been greater on one of the objectives. The restrictions on the reserves also hurt the Americans, with nearly half their force never getting a chance to get in the fight. The US Airborne were typically deadly in their assaulting enemy armor and ground troops and proved to be the one positive for the Allies. On the German side of the table, much of its large armor platoon, including the Tiger, was sidelined for much of the battle as they navigated the hedgerows and roads.

The game was a new experience for one of the German players who typically games in the wide-open spaces of the Northern Africa theater from earlier in the war. As in 1944, bocage played the role of a third unmovable enemy on the table. The bocage was frustrating for all players but this time sided more with the Germans in their breakthrough victory.

Flames of War: La Fiere Causeway 1944 Scenario

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In the late evening of June 5th and pre-dawn hours of June 6th, 1944, a steady flow of Allied paratroopers began dropping throughout the French countryside to clear the inland way for the D-Day beach landings to come later that morning. Like elsewhere, scheduled US Airborne drops near Sainte-Mère-Église left paratroopers scattered around the countryside. To the southwest of the town’s target area, a contingent from the 82nd Airborne found itself near a quaint French farm compound and a small bridge over the Merderet River. Recognizing the river crossing as a key defensive line, the assembled paratroopers established a perimeter along the river. A few hours later, the US troops were met by a German Grenadier and armored battallion hoping to stall the Allied invaders from moving inland. The battle that erupted at the river would rage for three days until the German force withdrew in time for the arrival of US infantry and Sherman forces rolling in from Utah Beach on June 9th.

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The Flames of War website offers a basic scenario of the encounter at La Fiere Causeway suitable for 1500 point forces on either side. This past weekend a visitor to Metropolitan Wargamers and I had a go at the scenario with my US Airborne facing off against his Germans. As with the historical record, my force held closely to the scenario’s outline with two parachute rifle platoons with plenty of bazookas supported by a platoon of light machine guns, parachute engineers, a glider artillery platoon and M18 tank destroyers. On the German side of the table, my opponent lacked the primitive French tanks that historically fought at the battle. Instead, he filled his force with a number of Grenadier platoons mounted in half tracks backed by two small platoons of Panzer IVs and a Nebelwerfer rocket battery.

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As per the scenario rules, each of us chose half of our platoons to be held in off-table reserve. Beginning with the Germans, we alternated deploying our starting forces on the table. My American engineers took up position in the courtyard of the farm on my left flank, the machine guns lined the hedge on the other side of the bridge and a rifle platoon deployed on my far right flank. As expected, the Germans deployed a tank platoon at the road entry point and the rocket battery and a mounted Grenadier platoon in the field on their left flank.

IMG_2165With the Germans taking the first turn, the first Panzer IV platoon made way for the river crossing at the middle of the table while the half tracks rolled for the ford on the American right flank. Deployed in and around the farm buildings, the US engineers quickly laid down mines at the foot of the bridge and an Airborne platoon crossed the river to meet the approaching Grenadiers and the rocket battery beyond.

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IMG_2167With turn three, German tank and Grenadier reserves appeared on the table edge opposite the farm and pointed their way toward the French buildings and the nearby bridge. Four US bazookas bailed one Panzer in the clearing across  the river but three other Panzers made it across at the middle ford. US tank destroyer reserves came on the table and immediately poured machine gun fire into the half tracks across the river. The Grenadiers bailed from their transports and the half tracks raced to the rear while the Nebelwerfers failed to score effective shots in the hearty US Airborne troops.

IMG_2171With the Grenadiers on the run back to defend the rocket battery, the US tank destroyers turned their attention on the Panzers and quickly destroyed one while the others continued to push on unharmed due to the protection of their side Schurzen armor. At the farm, the approaching Panzer and Grenadier platoons exchanged fire with the engineers and riflemen defending behind the stone walls. Even with heavy casualties, the engineers repelled a direct assault by two Panzers as a fresh rifle platoon rushed to reinforce the farmyard strongpoint.

Alas, by the fifth turn the game was effectively over for the Americans as the late-arriving US howitzers once again failed to hit in one final volley against the Panzers rushing to seize the objective. The Americans had chased both Grenadier platoons from the field and destroyed a couple Panzers, but the Airborne focus on defending rather than seizing objectives allowed the Germans to take the table.

At the game’s outset, both of us shook our heads with the difficult mission ahead of us. The Airborne never effectively engaged in a close-quarters assault that might’ve taken out more of the tanks sooner on in the game, and artillery on both sides contributed nothing to the game. As with the last few FOW games I’ve played, the engagement at La Fiere once again pointed out the strength and tactical importance that infantry played in WWII. Keeping men moving and in the fight is key to victory, and this time around the German troops got the better of the day.

Flames of War: Fielding the PSC Panzer IV Tank

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One of the greatest military impressions Germany left on the face of warfare during World War II was in its feared armored forces. The famed Tiger I heavy tank gets a lot of the glory for its independence and near idestructability, but the Panzer IV medium tank served as the real backbone of German armored forces throughout the war. With improvements to its armor and gunnery made throughout the war, the Panzer IV would prove to be a tough nut for the Allies to crack until very late in the war. Especially in the period from the D-Day landings through to the Battle of the Bulge, the Panzer IV played an ever-increasing role in attempting to stymie the Allied advance right up until the eventual fall of the Third Reich in the spring of 1945.

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I already own a fair amount of German armor with Tigers, Panthers, Jagdpanzers and Stugs, but my force was sorely lacking in Panzer IVs. Most of my German tanks thus far have been from Battlefront, the makers of Flames of War (FOW). They offer a late war Panzer IV platoon in the pricey $50-60 range, depending on whether you pick the set up online or in a store. Going on some recent experience with the PSC Allied Stuart tank set, I went with the Panzer IVs from the Plastic Soldier Company (PSC) at about half the FOW cost.

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Unlike the FOW sets, PSC kits come with options to model miniatures in several periods. This allowed me to model my tanks as the later war Panzer IV Ausf H with its extra armor and gun power. Like the Airfix kits of my youth, the PSC tanks are comprised of lots of little parts. The diagrams included in the box offer clear color-coded keys to getting the correct pieces off the sprues and blow-up schematics for gluing the pieces together. If you’re like me, keeping your workspace clean and organized will prevent you from losing your mind during the multi-step assembly process. The sprues also leave some leftover parts which either go straight into the trash or into container of miscellaneous plastic for future modelling use.

Lots of parts means lots of steps. The turrets alone are compromised of 9-10 parts and aligning the tank tread sections needs to be done carefully. I also found the hole on which the turret sits to be a bit tight, so I carefully drilled those out slightly larger. My Panzer IVs were completed with a basic grey-schemed paint job over a flat black spray base to match my existing models. With assembly, painting, decals and a matte finish finishing coat, these tanks are ready to hit the table in just a couple work sessions.

Compared to FOW models, the PSC tanks take a bit longer to put together and parts can be finicky, but I really like the PSC models when complete. The PSC tanks offer crisper molding and some fine details like a slight sag in the upper parts of the treads and hangers for the  side and turret Schurzen. Models are light, making for easier storage and transport. Putting together kits from PSC just feels a lot more like model building than what you experience with FOW and some other manufacturers.

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With so much economic pressure on miniature wargame funding budgets, you can’t beat getting more armor in the field for the low cost and fine results from the Plastic Soldier Company’s Panzer IV kit.

Flames of War: Modelling European Western Front Buildings

153770I got into miniatures wargaming through a combined set of interests I developed as a kid: history, role-playing and scale modelling. One of the aspects of gaming I enjoy is setting up a realistic and engaging tabletop battlefield, both for the visual effect but also to reproduce the playable advantages and challenges found in waging scenarios within scenery.

I’ve been searching high and low for an affordable and well-made set of buildings to add to my 15mm Flames of War World War II gaming set in the post D-Day Western Front. Battlefront Miniatures, the makers of Flames of War, launched their own series of buildings last year. The pre-painted buildings are beautiful, albeit a bit too perfect and pretty expensive at $40-50 each. Miniature Building Authority (MBA) has been a long-time producer of fine pre-painted buildings. Like the structures from Battlefront, MBA models feature removable roofs but also convert into ruined bombed-out versions. At $40-50 for single large buildings or for pairs of smaller ones, the MBA buildings are also pretty pricey. MBA keeps a small line in stock, but they have dozens of out-of-production models which you can also find at conventions and occasionally online. JR Miniatures is another standby in the industry, but I find their relatively low-priced line of buildings is a bit of a mixed bag in terms of casting and playability.

markivWith building up my gaming real estate on my mind, I posted to the message boards at The Miniatures Page. Some suggestions pointed to the above manufacturers, but several posters also mentioned Mark IV Miniatures. The company is run by Jeff McCarron, a second-generation gaming modeller out of Colorado who obviously puts great care and passion into his work. McCarron sells his models directly and distributes them through Musket Miniatures, and I found him to be incredibly responsive to a couple questions I had before ordering. As it turned out, a fellow member of Metropolitan Wargamers had recently picked up the large church model and a couple houses from Mark IV. After playing with his models during our big Summer FOW event and Barkmann’s Corner scenario at the club, I decided these were the buildings to sink an investment into.

1148873_10201247963855523_305675209_nI decided to go with several two and three-story buildings, a barn, a courtyard and some walls, all ordered from Musket Miniatures. With all these models, I’d have the flexibility to set up a fairly decent-sized town or play with them as a separate farm estates. The castings arrived clean and required little tidying-up of residual flash with a knife.

20130830-233936.jpgI did have to put in a bit of work gluing plastic tabs to the undersides of the floors and roofs to provide a snug fit for each story of the buildings. The larger one-story bank building also required a wall and metal cast windows to be glued in place.

20130830-234253.jpgFor painting reference, I searched online for photos of European villages. After a light grey spray basecoat, the stucco walls of the buildings were dabbed with a bit of foam sponge in sandy gray-brown stucco and then dry-brushed with an off-white paint to add variety to the wall surfaces. Exposed stonework, the courtyard cobbles and masonry details at the corners, doors and windows all got combinations of varying shades of grays, browns and whites to create some depth.

IMG_2115Shutters, doors and windows were painted with dull blue, white, green and red trim, mimicking some of the variety in paint schemes I had found in photos online. For the roofs, a black undercoat was dry brushed in a couple shades of grey with a bit of browns and dark green shades mixed in. On the barn model I glued on some thin pieces of lichen to add the look of vines covering part of the walls.

IMG_2117The walled courtyard and modular wall sections got a two-part paint scheme over the gray primer. A watered-down brown-black wash over the bricks and cobbles filled the cracks with a dark shading finished-off with an off-white dry-brushed highlighting coat. The courtyard and wall gates started with a dark brown base with a lighter brown adding aged detail to the wood. Iron hinges got a black undercoat with some rusty metal dabbed over it. The result was some very realistic stone and brickwork walls.

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IMG_2125I couldn’t be more pleased with the buildings. They’ve already seen some action on the tabletop in my recent Singling ’44 game and combining them with my existing trees, roads and lichen hedgerows really brings the battlefield to life. I’m already eying a few of the other models offered by Mark IV, including some ruined versions of the same buildings which come cast in some exciting bombed-out interior detail.

At Metropolitan Wargamers, there’s some early plans being laid for another big day of gaming to coincide with the fall’s Flames of War Tanksgiving 2013 event and there’s certain to be plenty of WWII action before then. With my new buildings from Mark IV on the table, these miniature landmarks are certain to add even more depth an interest to all out future games.

Flames of War: Singling 1944 Scenario

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By the winter of 1944 the US 4th Armored Division had distinguished itself through a number of actions in France ranging from Operation Cobra in July and the Battle of Arracourt in September all the way through various engagements heading east toward the French-German border. Battleworn and bogged down in the wet winter slush of eastern France, the 4th Armored lumbered to the outskirts of Singling, Lorraine on December 6th, 1944. As part of the defensive Maginot Line, a hasty attack was thrown together to take the farm town with a small force of tanks and infantry. Finding themselves caught up fighting superior elements from the German 11th Panzer Division between the cottages and tight roads of the village, the day’s battle eventually fell to a stalemate and the 4th Armored pulled back. In the coming days, a hail of American artillery and subsequent ground force attacks eventually took Sibling.

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The WWPD site has a handy Flames of War scenario available for the action at Singling called Abrams’ Folly. In addition, there’s some other gaming-freindly write-ups available online as well as some great historical documentation (including maps and photos) on the battle at Singling. Before heading off to an annual family vacation to Cape Cod, I had a chance to try my hand as the Americans in the Sibling scenario this past Wednesday evening at Metropolitan Wargamers in Brooklyn.

bggbookEach of us fielded 2500 points, sticking as close to possible with the forces outlined in the scenario. I used the Blood, Guts and Glory book which focuses on the armor-heavy battles in this region of France in late 1944 through early 1945. My force featured a mix of 75mm and 76mm Shermans, some tank destroyers, two armored rifle platoons and an off-table 105mm Priest battery. My German opponent started with a Panzer IV platoon, a Jagdpanther platoon, an 10.5cm leFH18 battery, a platoon of Pak 40s and a couple infantry platoons. As it was historically, the Americans were clearly in for a tough fight.

In December ’44, the US entered Sibling from the south but the scenario places the American point of entry at the western edge of the table. The Germans deployed first with infantry and Jagdpanthers in the town, the Panzer IVs to the northwest and the Pak 40s in prepared positions to the southwest. The artillery battery was positioned to the northeast of town with spotters stationed in the church belfry and the attic of a house near the town center.

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With the first turn, the Americans rolled in around the main road to the west. Seeing the Pak 40s, all the armor rolled north toward the Panzer IVs parked around and behind a small copse of trees. Infantry platoons made way for the center and the orchard just south of the road. My US plan was to avoid the killing alley of the main road while the infantry would swoop toward an assault on the infantry and Pak 40s to the south and the armor would rumble to the north toward the German tanks.

The US 76s made quick work of the Panzer IVs in the first two turns and then turned toward the center of town. The Jagdpanthers crept out from behind buildings and took a few a shots down the road, eliminating a Sherman. A German platoon camped out in a house at the western edge of town made a misbegotten attempt at an assault on the Shermans, bailing two with Panzerfaust fire but ultimately running off when faced with return attacks from the US armor. Another Panzerfaust-wielding squad popped out from an adjacent cottage and destroyed another Sherman with a quick rear shot before being machine-gunned down. By the end of the third turn, the northwest area of the table was a snarl of burning German tanks and shaken but advancing US Shermans.

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To the south of the road, a stalemate which would run the whole game commenced. The Priest battery struggled to range in and hit the Pak 40s on every turn, proving to be a complete waste of points. The American armored infantry platoons to the south of the road spent most of the game being pinned by German sniper fire and artillery barages, all the while struggling to progress through the orchard. Not until the fourth turn of the game did the American infantry truly get in the fight, exchanging fire with two nearby platoons of Germans but losing nearly half their number to fire from the Pak 40s and German heavy machine guns.

In turn four, things got bad for the Germans. After littering the field north of town with charred wrecks of US armor, several American tanks broke to the middle of town toward the three remaining Jagdpanthers. A near-certain side blast to one Jagdpanther glanced off with no effect, but then an extremely lucky shot from a US 76 destroyed the Jagdpanther command tank. While the Germans scrambled to appoint a new command tank, the Americans ganged up to destroy one of the two remaining Jagdpanthers. With the platoon reduced to just one remaining tank, the German player rolled and failed a morale check and the last tank fled the center of town.

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With the center of town secured, all German armor destroyed, a stalled infantry firefight to the southwest and the American tanks advancing to the German artillery battery, the game was called at the fifth turn. I was honestly surprised by the American victory, upsetting the historic outcome of the battle. We stood around for some after-action what-ifs for both sides while packing up the table, and clearly there could be improvements in choices of forces and tactics the next time we head back to Singling.

Flames of War: Fielding the PSC Stuart Tank

While the durable US M4 Sherman gets most of the glory in the annals of WWII Allied tank history, the M3 Stuart also played a significant role in providing valuable infantry and reconnaissance support throughout the war. The Stuart was originally supplied to the British ahead of the US entry into the war, but American tank crews would eventually use them throughout the European, African and Pacific war theaters. Armed with .30-calibre machine guns and a 37mm main gun, the Stuart proved itself to be a finicky yet effective part of many of the war’s major actions and campaigns, including the D-Day Normandy campaign of 1944.

Most of the US armor I use in Flames of War gaming comes directly from Battlefront, the makers of the popular 15mm WWII wargame. Battlefront manufactures beautiful models but the company is often criticized for its prices. I already own a fair number of Battlefront’s M4 Sherman tank models. With so much of my armor tied up in the sameness of my Sherman platoons, I’ve long wanted to add some diversity in my force with a light tank platoon option.

Coincidentally, the Plastic Soldier Company has recently been expanding its small but growing line of 1/72 and 15mm WWII hard plastic infantry, vehicle and armor sets. At nearly half the price of the FOW offerings, the 15mm Plastic Soldier Company boxed sets look to be a legitimate bargain alternative. As luck would have it, among their new releases from the past month was a 15mm Allied Stuart set containing five models which make up a perfect light tank platoon for my FOW force.

Despite the relative low cost, I approached my first go-around with the PSC with a critical eye. The Stuart set comes with enough parts for five tanks from the early, mid or late WWII periods. The flexibility of the modelling is fantastic, but it does result in a bunch of unusable waste parts left on the sprue. Gluing the models up for the late war was fast, with the finely-detailed casting going together smoothly. A relectuant criticism of these otherwise excellent models is the way in which the turrets fit to the hulls with tabs which were a bit tight for my liking. I wound up cutting the tabs off so the turrets move more freely, but this extra step did destroy the other strong points of the PSC models.

After the glue dried, the models got a coat of green armor spray followed by some black and metallic paint brushed on the treads. Tools and stowage attached to the hull were picked out in detail, and then all the tanks got a watered-down brown wash. I applied some appropriate US decals I had left over and then the tanks got some splattered mud details in a lighter mud color.

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The result of my Stuarts and my first experience with the Plastic Soldier Company is entirely satisfying. Not only can’t I wait to roll these fast, deadly tanks onto the table in my next game, I likewise will be anxiously awaiting what new releases the company has in store to further build-out my forces.

Flames of War: Barkmann’s Corner Scenario

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Ernst Barkmann was one of the top German tank aces to fight in World War II. Commanding a Panther tank, Barkmann served throughout the entire war on both the Eastern and Western Fronts. Not only was he deadly while at the command, but his crew became adept at making on-the-fly field repairs and getting back into action. By the time he surrendered to British forces in the spring of 1945, Barkmann had become one of the most decorated German tank commanders of the war. He was not yet 26 years of age.

barkmannmapFlames of War offers a special Ernst Barkmann warrior set which includes Barkmann commanding his Panther plus a separate mobile repair shop. FOW also provides free scenario rules for the famed “Barkmann’s Corner” engagement from July 27, 1944. Fought in the Normandy region of France, the small battle is a classic in which Barkmann’s single tank went up against a column of over a dozen US Sherman tanks. In the end, nine Shermans and other vehicles were destroyed before Barkmann was able to slip away to safety. I’ve had the Barkmann model painted up for a few years, but I had never fielded it in a game of his most famed run-in with the Americans. With a frequent summer guest of the Metropolitan Wargamers club leaving NYC for home in Florida this coming week, the two of us got together this past weekend to have a go at the scenario.

As per the rules, the small 4′ x 4′ playing area is set with fields and roads heavily crisscrossed with the high bocage hedgerows of Normandy in which I love to set my games. Barkmann’s tank and his supporting Panzergrenadier platoon begin dug into positions around a small farm at one end of the board. In the opposite corner, the US tank command group and their first platoon of M4A1s begin the game slowly rolling down the narrow road but blocked by a burning tank. The first platoon is strengthened by the presence of Staff Sgt. Lafayette Pool, another special figure offered from FOW. Historically, Pool wasn’t at this engagement but the inclusion of the hard-charging tank ace from Texas helps balance the scenario a bit. Two larger platoons of Shermans lie in the column off the board but enter on turn two and three. The Americans need to keep things moving and Barkmann’s there to stop them.

With the first turn, the US armor column begins down the road toward the farm objective in the near distance.

bark1Barkmann lies in wait behind a small copse of trees with the Panzergrenadiers gone to ground behind the bocage.

1075723_10201126852027803_1689119621_nIn the next few turns as the Americans slowly moved over the dense bocage lining the roads, the US plan became clear. The command tanks and Pool’s platoon headed toward the house and the German right flank. The remainder of the Shermans broke toward the German center and left, bogging repeatedly along the way. In the meantime, Barkmann moved to the far side of the farm house to protect his side and line up several shots on Pool’s platoon.

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3637_10201126853787847_675127225_nWith the Americans splitting in two directions and the German infantry safely in the house, Barkmann took several side shot’s at Pool’s platoon and then rode bravely to the road to begin taking shots at the approaching center Shermans. As Pool became the final survivor of his platoon, Barkmann swung his attention back to his left flank and the bulk of the closing US force which had freed itself from a series of challenging bogged turns.

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1012007_10201126856347911_1734345823_nAs the two largely-intact surviving Sherman platoons continued to attempt a flanking move on Barkmann, his Panther was forced into movement each turn to align shots and stay covered. Pool also managed to pour fire into the farmhouse with his main gun, eliminating some of the Panzergrenadiers before fleeing the table on a failed motivation test. With the twelfth and final turn, Barkmann had backed himself up to the house to protect the objective and eliminated a couple more tanks along the way. Had there been one more turn and roll of the dice, and the game would’ve gone for the Americans.

1011343_10201126857107930_1603972880_nAfter the large Total War scenarios at the club the previous weekend, it was a welcome break to play a small yet engaging battle with a limited amount of models to command. The bocage is the great equalizer in the scenario, providing alternate turns of benefit and frustration to each side as movement is stalled and lines of sight are blocked. Having read a number of historic accounts of the field-to-field fighting throughout Normandy in the spring and summer of 1944, the Barkmann’s Corner scenario went a long way in showing that choosing where you fight can be one of the most important factors in the outcome.

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Flames of War: Metropolitan Wargamers Summer 2013 FOW Day

Taking advantage of a renewed interest in the popular Flames of War 15mm miniatures WWII wargame, Metropolitan Wargamers in Park Slope, Brooklyn hosted a big day of gaming this past weekend. Both experienced and new players alike came together on two of the club’s largest tables to play to big scenarios over the better part of Saturday afternoon.

Metropolitan Wargamers

MWGFOWI mention it often, but the amazing group of people who make up the Metropolitan Wargamers club bears mentioning again. The club will celebrate its 20th anniversary next year, and it’s a real gamers paradise for those of us living in New York City. Visitors and a core group of long-time members drop by the club throughout the week and engage in all manner of games, from boardgame favorites and card games to large scale historical miniatures battles and grand strategic campaigns. The club’s space occupies an entire basement-level of a typical Brooklyn rowhouse and is lined with shelves full of games and miniatures collected by members over two decades. Playing space includes a number of the club’s award-winning sand tables, regular tables and racks on which ongoing games can be stored as they are played out over the course of weeks or even months.

The club is an incredibly diverse and supportive environment for those of us who share our common passion in gaming. With 2014’s anniversary coming up, I hope to dedicate more space here in the near future with some history and perspectives from members.

Summer 2013 FOW Day

totalwarThe folks at Flames of War provide special Total War rules for gaming large-scale matches like those we played this past weekend. With a few weeks of planning, I helped round up 10 players for the day’s game. We settled on two games from the late war, one each on the Eastern and Western Front. The Western Front game featured two teams of two players each on the German and US sides with each team running 3000 points on a 4’x8′ table. On the Eastern Front, two three-player teams squared off in a tank-heavy scenario on one of the club’s famed sand tables with each team compromised of 5000 points. Each game featured endgame objectives and were slated to run to eight turns. With games these large, we were up for a very long day of action.

On the Eastern Front, the table was wide open with widely-sloping sculpted sand hills, small copses of trees along each long side and a Y-shaped road bisecting the table. I spent the day riveted to my own game on the Western Front table, but the German and Russian armor spent the day pounding away at each other. By mid-day, things had looked pretty good for the Germans as many destroyed Russian tanks stood smouldering midfield. All that changed in the latter half of the game as the Russians rallied to victory.

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My game on the Western Front featured a generic French landscape cut up into winding narrow roads lined with the notoriously difficult bocage hedgerows which stymied both sides in the engagements fought in the region throughout 1944 and 1945. A church stared across the board to a stone bridge crossing a narrow stream to a small village. On the other end of the table, a small farm was set beside two wheatfields with two more rural stone houses in the near distance.

IMG_1903Our US plan was to place the majority of our armor on our right flank, supported by mobile infantry deployed in a small wood. On the left flank, the US Airborne deployed just outside the wheatfields with its small parachute battery to the rear. At the center of the board, our M7 Priests with their 105mm guns formed another battery while one lone Airborne platoon pushed to hold the buildings in the town with a vantage covering the bridge.

The game started poorly for the Americans as the Germans quickly pummeled the American Shermans and kept the infantry hiding in the woods. In the center, the US infantry struggled to occupy the buildings as the Germans quickly rolled five exceedingly threatening tanks behind a row of bocage overlooking two objectives. The American’s P7 Thunderbolt was likewise ineffective through the first few turns of the gaming, missing all targets except on German tank which burst into flames while bogged over a hedgerow.

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The fight on the American left went better from the start as the US Airborne filled the wheatfields and headed for the hedge and road beyond. A brief scare from a platoon of German Stugs, a row of halftracks and a platoon occupying the farmhouse  was solved with our trusty American Shermans. With a combination of artillery bombardments, heavy fire from the US tanks and some shooting from the advancing Airborne, the crossroads in front of the farm was turned into a smoking mass of destroyed German armor. Just as the German right flank stood wide open to the rolling Shermans, the command tank bogged in the woods where it and its entire platoon would remain for the rest of the game.

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IMG_1924By mid-game things looked good for the Germans, but the resilience of the Americans would prove to be the edge in the second half. The American armor was pretty torn up on our right flank, but the US kept making some remarkable morale rolls to stay on in the fight with the dwindling German tanks. At the center, the Priests had lost one of their guns but snuck back into cover to continue taking direct shots across the river at the remaining German armor. The US Airborne platoon occupying the town’s buildings risked a run toward the river, taking casualties along the way despite the smoke covering the German line on the far side. The fight between the wheatfields and adjoining treeline saw the Germans and Americans whittling each other down.

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In the final turn, the 101st Airborne finally got in close enough for a tank assault, destroying one tank and pushing another back from an objective. It was a bloody fight, but in the end it was an American victory with four of six objectives held. On both tables, it had been a good day for the Allies.

And it was a long one, too. With a nearly eight hours of gaming and only brief breaks to grab a drink from the fridge up front or a hotdog off the grill out back, the two games had been exhausting but enjoyed by everyone – win or lose. That’s the kind of spirit we at the club experience every week, and already there’s some after-action discussion about when we’re planning our next big Flames of War day in Brooklyn.

Flames of War: Fielding the Guards Armoured Division

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Among the multi-national Allied forces that participated in the campaign following Operation Overlord on D-Day on June 6, 1944 were the British Guards Armoured Division. Arriving a couple weeks late to the party on June 26, the Guards would roll on to participate in many of the key post-D-Day engagements including Operation Goodwood, Operation Market Garden and the Battle of the Bulge. I’ve been encountering the Guards over and over again in Rick Atkinson’s engaging The Guns At Last Light, the latest and final volume in his “Liberation Trilogy” telling of the Allied march to victory in World War II. And so, it is great timing that I’m finally getting around to adding the Guards as my first allied group supplementing my already extensive US forces in my Flames of War gaming.

FWOFBoxI’ve been working away for half this year on finishing up the models included in the excellent Flames of War Open Fire! box set. Among all the plastic goodies included, the set offers up a nice Guards platoon to provide support to their allied US Airborne infantry. The eight models include six of the US-supplied Sherman V tanks and two of the famed Sherman Firefly tanks, retrofitted by the British with a massive 17-pound anti-tank gun.

Aside from a rather significant and well-documented issue with some parts fitting together, the models glue up pretty nicely. To the included stowage and gear included on the sprues I also added some leftover bits. A quick coat of green armor spray paint followed by black and silver lightly brushed on the treads made up the majority of the painting work. The exposed drivers received a tan uniform, black beret and radio headset picked out in detail. Crates and tool handles strapped to the hull got a quick touch of brown.

IMG_1894For decals — a big oversight in not being a part of the Open Fire! kit — I used a set from the Plastic Soldier Company and guidelines found on the Flames of War site. I found the decals from PSC to be easier to apply than those I had used from FOW in the past, but I did still use a few Allied “star” markings I had lying around from previous US tank models from FOW. With the decals dry, a bit of dried mud color and watered-down brown wash added some wear and tear around the tanks before they were hit with a matte finish.

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IMG_1898Now that I’ve got some Brits on the table, I’m eying some UK infantry to add some depth to my collection and flavor to my games. There’s a big full-day Flames of War gaming event coming up in just a few days at Metropolitan Wargamers, but I don’t think the Guards will be making an appearance this time around. Still, it will be good to know they’re waiting to throw in with the Yanks on another day in the near future.