28mm: US Airborne Support Weapons By Warlord Games

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With my first 101st Airborne troops completed in 28mm, I’ve moved on to adding some support weapons. As a relative newcomer to World War II at this scale, I’ve also taken the opportunity to try another manufacturer’s miniatures for the sake of comparison.

WarlordlogoIn 2008, Warlord Games launched a small selection of WWII miniatures acquired from another manufacturer. To compliment the line of models, about three years ago Bolt Action came to the game scene with a slickly-designed rule set published by Osprey Publishing and a now vastly-expanding line of miniatures from multiple nations and combat theaters of WWII. The Warlord Games plastic and metal line of soldiers, artillery, transports and armor, along with the Bolt Action game system, have come to dominate the market and tournament scene for gamers playing tactical-level WWII in the larger 28mm scale.

For my first figures from Warlord Games, I stuck with a few metal models which scale nicely with my figures from Artizan Designs. The castings display a lot of exaggerated poses, animated facial expressions and detailed equipment which look great on a wargaming tabletop and reveal the influence of the designers who hail from the world of Warhammer and Warhammer 40,000 from Games Workshop.

AB Paint SchemeIn painting my first Warlord Games miniatures, I went with my same quick and simple painting scheme I’ve been using so far:

Painting 28mm US Airborne Support Weapons

  1. Clean flash from metal models with a sharp knife and glue to metal washer or plastic bases.
  2. Apply filler putty to bases. When dry, scrape off excess with a sharp knife.
  3. Base coat models and bases with flat black spray primer.
  4. Paint uniforms and bandages on helmets with Tallarn Sand.
  5. Paint helmets and knee and elbow patches with Waaagh! Flesh.
  6. Paint faces and hands with Tallarn Flesh.
  7. Paint webbing and packs with Baneblade Brown.
  8. Paint bases, boots, gun stocks and helmet straps with Dark Brown.
  9. Apply Agrax Earthshade wash to uniforms, helmet netting, webbing and packs.
  10. Mix 50/50 Baneblade Brown and Off White and lightly dry brush packs, webbing and socks.
  11. Lightly dry brush bases, gun stocks, helmet netting, holsters and elbow and shoulder patches with Baneblade Brown.
  12. Paint metal gun, bazooka and mortar parts with black and finish with a light dry brush of metallic silver.
  13. Paint eyes with small dots of Off White and Dark Brown. Clean up around eyes with Tallarn Flesh.
  14. Mix 50/50 Tallarn Flesh and Off White and brush highlights on cheekbones, chins, forehead, nose and hands.
  15. Apply Company B decals to shoulders and helmets, followed by a coat of Solvaset decal fixative from Walthers.
  16. Cover bases in white glue and cover in 50/50 mix of fine light green and dark green grass flock.
  17. Glue small pieces of clump foliage to base.
  18. Spray coat completed models with matte finish.

To begin, I’ve painted up a 60mm mortar team and a bazooka crew. here’s a few photos of the final results:

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I’ll probably add a light machine gun and some other models from Warlord Games soon, but for now my US Airborne forces will be able to pack a bit more punch in upcoming games.

28mm: US Airborne By Artizan Designs

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After a lot of modelling and gaming World War II over the years at the 15mm scale and some toes dipped into 6mm last year, I decided to move up to 28mm at the beginning of 2015. At this larger scale, there’s a lot less needed in terms of getting numbers of models on the table and there’s an opportunity for much more detail and personality in the figures, too. At about $2 USD per metal figure on average across a number of manufacturers, a more than healthy sized force for squad level engagements can be had with 30-40 or so figures on a side for under $100 USD.

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To get started, I happened a  timely sale deal for Artizan Designs miniatures ordered from Brigade Games. I’m very much a late war post-D-Day player, so I purchased a variety of US Airborne riflemen, officers, characters and a M1919 30 cal. machine gun team. I really like the detail in sculpts on the Artizan figures, so the prospect of getting these guys painted up was pretty exciting.

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Artizan Designs provides a lot of painting reference information on their site, and the US Airborne painting guide gave me a good jumping off point. I have plenty of experience painting the US 101st Airborne Division in 15mm, and the larger 28mm scale gave me the opportunity to work through a lot more detail with my miniatures. My existing paint inventory as well as a few extra colors from Citadel gave me all I needed to whip up a solid painting scheme.

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US 101st Airborne decals from Company B

To finish off my figures, I really wanted to add that last bit of realism at this scale with the appropriate patches and uniform markings. Since my painting skills don’t extend to the level of detail needed in painting patches and insignia, I was pleased to come across decals at this scale from Company B.

After some minimal flash clean-up, the individual figures got glued to metal washer bases. The prone LMG team went on a 60mm plastic base from Proxie Models and the two-man team on the move was glued to a larger metal washer. Here’s the painting guide in detail for my US Airborne:

Painting 28mm US Airborne

  1. Clean flash from metal models with a sharp knife and glue to metal washer or plastic bases.
  2. Apply filler putty to bases. When dry, scrape off excess with a sharp knife.
  3. Base coat models and bases with flat black spray primer.
  4. Paint uniforms and bandages on helmets with Tallarn Sand.
  5. Paint helmets and knee and elbow patches with Waaagh! Flesh.
  6. Paint faces and hands with Tallarn Flesh.
  7. Paint webbing and packs with Baneblade Brown.
  8. Paint bases, boots, gun stocks and helmet straps with Dark Brown.
  9. Apply Agrax Earthshade wash to uniforms, helmet netting, webbing and packs.
  10. Mix 50/50 Baneblade Brown and Off White and lightly dry brush packs, webbing and socks.
  11. Lightly dry brush bases, gun stocks, helmet netting, holsters and elbow and shoulder patches with Baneblade Brown.
  12. Paint metal gun parts with black and finish with a light dry brush of metallic silver.
  13. Paint eyes with small dots of Off White and Dark Brown. Clean up around eyes with Tallarn Flesh.
  14. Mix 50/50 Tallarn Flesh and Off White and brush highlights on cheekbones, chins, forehead, nose and hands.
  15. Apply decals to shoulders and helmets, followed by a coat of Solvaset decal fixative from Walthers.
  16. Cover bases in white glue and cover in 50/50 mix of fine light green and dark green grass flock.
  17. Glue small pieces of clump foliage to base.
  18. Spray coat completed models with matte finish.

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Filler putty applied to US Airborne .30 cal machine gun teams

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Helmet and uniform base coats on US Airborne riflemen

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Flesh base coat on hands and faces on riflemen and command figures

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Uniform, helmet and flesh base coats on the .30 cal machine gun teams

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Washes and dry brush layers added to the .30 cal machine gun models and bases

And now, a whole series of my completed US airborne troops from Artizan Designs…

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I still want to fill out my US forces with some additional troops and support weapons, so there will be more to come from Artizan and some other manufacturers. Getting some Germans ready for the table is another pending project on the workbench. Transport and armored vehicles are also very much on my mind. I’m also still debating rule sets, and I’ve been reading up on a variety including the popular Bolt Action from Warlord Games and Nuts! from Two Hour Wargames. With my first 28mm troops ready for action, WWII at a new scale is keeping the period exciting for what I’m certain will be another new year of painting and playing.

Flames of War: 70th Anniversary Battle Of The Bulge Mission

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This past week marked the 70th anniversary of the Battle of the Bulge fought between Allied and German forces in the snowy, wooded Ardennes region of Western Europe. The six-week German offensive through a frigid December 1944 and January 1945 surprised Allied forces and proved to be costly for all involved. At its conclusion, commanders on both sides counted nearly 100,000 casualties and much of the German ground and air reserves had been smashed as a result of their ill-fated gambit against the Allies.

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The Battle of the Bulge Mission rules from Flames of War

To mark the occasion, several of us met at Metropolitan Wargamers in Brooklyn, NY to run through the big Battle of the Bulge Mission available free online for Flames of War. The simple scenario plays out on a huge 6′ x 8′ tabletop with 4000-point forces on either side drawn from the Nuts! and Devil’s Charge books as well as the Panzers To The Meuse PDF. We set our table using a large off-white canvas with roads crisscrossing the forested field dotted with a few small structures.

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101st Airborne US Parachute Rifle Company from Nuts!

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US Glider Rifle Company from Nuts!

On the Allied defending side, I ran my US 101st Airborne Division “Easy Company” list made famous by the book and TV series Band of Brothers. Several special character Warrior figures were included in my list and I also added a hefty group of five M4A3 76mm Shermans and an 81mm mortar platoon. My partner fielded a US Glider Rifle Company, also with 81mm mortars and a 57mm anti-tank platoon. In support, his list was rounded out with M7 Priests, M18 Hellcats and a tank platoon with a Jumbo, two Easy Eights and two more M4A3 76mm Shermans.

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Lehr Panzerkompanie from Panzers To The Meuse

For the armored attacking Germans, both players pulled Lehr Panzerkompanie lists from the Panzers To The Meuse PDF from FOW. Across the lists, a swarm of Panzer IV platoons were accompanied by Panther G and Jagdpanther tanks, Puma armored cars, rocket launchers, Wirbelwinds and two Panzergrenadier platoons. To supplement their massive armored ground forces, the German players also opted for limited air support from a ME 262 A2a Sturmvogel jet plane.

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Initial Battle of the Bulge set up as German players plot their offensive

Per the scenario, the largely infantry US forces were deployed with the exception of our 76mm tank platoon and anti-tank guns which we held in reserve. The US anti tank platoon deployed at the center of the board with their M20 Greyhound scout cars, ready to spring support with the soft but deadly Hellcats to either flank.

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Panzer Lehr forces deploy and move toward the American right

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The German armored assault pushes to the American left

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German ME 262 jet attempts to dig the 101st Airborne out of their positions

The German forces moved quickly onto the board with reconnaissance moves from the Pumas stretching across the table. A mass of Panzer IVs and the Jagdpanthers rolled to the US right. On the American left, Panthers moved to cover in a small wood while the two platoons of mounted Panzergrenadiers pushed down the road toward a US rifle team dug into another woods looking to attack with an armored assault. At the rear, the first run of the Sturmvogel took after the US Airborne in position protecting an objective to no effect.

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The German armored assault on the US rifles in the woods

The German armored assault commenced but was bounced back over the first couple turns with the Americans taking only a few losses from the protection of the trees. Panzer IVs moved in to support from behind the German halftracks and took fire from the Jumbo, Easy Eights and 76mm Shermans sitting in a treeline across the road. The Americans sprang their first ambush, placing anti-tank guns nearby the Panthers. While shots from the US AT platoon were unable to crack the heavy panther armor, their position would go on to strongly limit the maneuverability of the Panthers for the whole game.

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US 76mm tank platoon springs an ambush on the right

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US tanks receive heavy fire from the Panzer Lehr

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US Hellcats move to stop the German armor advance

Over on the German right, the Panzer IV and Jagdpanther force divided around a wooded area and was engaged by the platoon of five 76mm Shermans exposing themselves in ambush. Over the next several turns, armor fire was exchanged as the German tanks sought cover in and around the woods. Three 76mm Shermans were quickly destroyed and the position was quickly reinforced with the US Hellcats deploying from behind a nearby barn. One Jagdpanther quickly bogged and sat stalled over repeated attempts to unbog for the majority of the remainder of the game.

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Panzer IVs are devastated by US armor fire from the woods at the left

Back on the US left flank, the German armored assault was pushed back with most of two platoons destroyed in a crossfire from American rifle infantry in one woods and tank fire from another. the combined fire from the US armor likewise laid waste to the approaching Panzer IVs and Pumas. At mid-game, the American left was holding but the US right was in trouble.

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The ME 262 Sturmvogel takes a run at the US Priests

Supporting fire from both sides proved relatively ineffective throughout the game. The German ME 62 failed to score a hit on multiple runs over the table both to infantry and the rear American Priest platoon. The Priests themselves served to only stall the German armor advance with poor results from multiple bombardments. German rocket fire from their rear also showed little for its repeated efforts once spotting teams were in position on both flanks.

IMG_4840German Panthers are thwarted by smoke rounds at the US left

IMG_4841German armor pushes for the crossroads objective

By the sixth and seventh turns, the game continued to progress steadily on two fronts. At the US left, Panther tanks moved into position after their allied Panzer IVs sat burning all around them. Smoke rounds from two US mortar platoons effectively kept the Panthers out of most of the fight as they crept forward and back in the woods. Finally, a couple of side armor shots from the American anti-tank 57mm guns took a couple of the Panthers out and effectively ended the German threat on one side of the field.

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101st Airborne troops rush forward to contest the crossroads objective

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Panzer Lehr forces attempt to push out the 101st Airborne

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German armor continues to roll to a second objective crossroads at the rear

Things were fairing much better for the Germans all along at the other end of the field. Over several late game turns, the German armor pushed forward, leaving all the US Hellcats in flame and the final surviving 76mm Sherman fleeing the field. The veteran 101st Airborne troops continued to snarl the German advance, remaining static and dug in under wooded cover. With the Americans handily holding their left, two US platoons ran to the right to shore up the defense of two objectives. Just as one platoon of US paratroopers broke, a round of fire from the Priests took out one of the Jagdpanthers. With German armor at one objective and pushing hard at a second, a lot of American troops were poised to go down contesting two crossroads with plenty of mortar support ready to shift their attention across the table.

The written scenario doesn’t call for a turn limit, but after having played for nearly eight hours we called the game at the ninth turn. This was one of the longer and larger FOW battles we had played at the club in Brooklyn in this year. In a year of 70th anniversaries, wrapping up with an exhausting and dynamic Battle of the Bulge game seemed the best way to play some tribute in miniature to the largest battle fought in US history.

Flames of War: Utah Beach “Uncle Red” 1944 Scenario

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When most people think of the D-Day invasion at Normandy on June 6th, 1944, the deadly images from the US landings at Omaha Beach in popular movies like The Longest Day or Saving Private Ryan generally come to mind. Utah Beach was added as an objective for US forces late in the invasion planning and occupied the far right of the Allied coastal assault. The beach was divided into three sectors (Tare Green, Uncle Red and Victor), and the landing of some 23,000 troops and armor support started the day’s invasion at 6:30am. Awaiting the invasion was the German 709th Infantry Division.

utahmap2Map of US 4th Infantry Division at Utah Beach June 6, 1944 (“Uncle Red” circled)

The US 4th Infantry Division at Utah Beach, including Gen. Theodore Roosevelt Jr. and author J.D. Salinger, came ashore with relatively few US casualties of just 400 compared to the 3000 at nearby Omaha Beach. The success of the assualt is credited largely to the effective landing of more Sherman tank support, relatively light German fortifications covering the exits from the beach and early inland actions by the 101st and 82nd Airborne Divisions earlier in the morning.

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US 17th Airborne Division using a sand table before Operation Varsity in 1945

 Metropolitan Wargamers in Brooklyn, NY is pretty well known for the sand tables which occupy our space, and some of our founding members have won several awards for presenting sand table games at conventions over the years. Sand tables have been used by military planners since ancient times when sticks and stones were simply laid out in the sand on the ground.

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NY Army National Guard troops train with a sand table at Fort Irwin, CA in 2011

Despite all our military technological advancements, modern war colleges and even troops deployed in the field today still use sand tables for training and planning real-world actions. Gaming on a sand table provides a great amount of flexibility and realism in shaping the contours found in real-life battlefields, adding tremendous playability to just about any scenario.

HitthebeachmapFlames of War “Hit the Beach” scenario set-up

This past weekend a few of us ran an Uncle Red beach assault scenario on one of the club’s sand tables using the Flames of War Amphibious Assault rules and ‘Hit the Beach’ scenario.The 4′ x 5′ table I set up featured a sculpted surf landing zone, sea wall and two beach exits leading to an inland area. Each player placed an objective. The German player then deployed their coastal defenses at the beach including barbed wire, two bunkers, tobruk machine gun nests and a Grenadier platoon. At the rear of the table, the Germans deployed an artillery battery and another machine gun platoon in a nearby house defending their objective. Half their 1500-point force remained off the table in reserve.

IMG_2813The US landing begins against the fortified coast and German artillery at the rear

The Americans began with a naval gun barrage pinning every German platoon but only detsroying one stand at the beach. With the first turn, two boat assualt platoons and a pioneer platoon landed at their left and center area of the beach. Choosing to shoot rather than move at the double, the first three American platoons were quickly pinned and subsequently destroyed in the first two turns of the game.

IMG_2814View from the German rear with Americans landing

Choosing to still keep their D-Day tanks off the beach, the Americans attempted another landing in turns three with only two boats able to land. Naval guns and P-47 air support attempting to hit the rear German artillery proved completly ineffective as troops at the beach continued to be pinned and detsroyed.

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US waves struggle to get off the beach

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Remanants of US platoons get over the sea wall in turn four

With still more delayed landing reinforcements and no tanks heading for the beach, two US platoons breached the sea wall in turn four. Moving at the double and under heavy machine gun fire, the short-lived progress was stalled and the platoons lay pinned with heavy casualties.

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Swimming Shermans finally come ashore with more infantry

Switching tactics in turn five, the Americans went for the right side of the beach. Two boat crews hit the beach moving at the double with three Shermans coming ashore in support. Two tanks immediately bogged, creating two targets stuck on the beach for the next round of incoming German artillery.

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Shermans pour fire into the German defenses

With turn six, one more Sherman made it to the beach while another was swamped and lay destroyed in the surf offshore. Just one more boat of infantry landed to support a pinned and heavily-damaged platoon already on the beach. Progress was made over the sea wall with US troops moving out of range of much of the German machine gunners on the far right edge of the table. Finally, the US did some damage with fire from the Shermans destroying several Grenadier units and a tobruk nest. At the bottom of the turn, the Germans brought on their first reserves with a Nebelwerfer battery at the back of the table. One Sherman was hit and destroyed by German artillery and another’s crew bailed out.

The US looked to be making a bit of progress as turn seven began with their M7 Priest arillery platoon landing with half of the platoon bogging right off the boat. The remaining three guns, along with three Shermans, took  shots at the German defenses and destroyed two more Grenadier stands. German infantry reserves began rushing on the table in front of the artillery to cover the American objective. On the beach, another monstrous German barrage left the Priests in flames and just one surviving Sherman. At turn eight, the Americans ceded the table after only one additional landing craft of troops made it to the beach to join their final Sherman.

This was our first FOW beach landing at the club, and a big learning experience for us. The US players chose to play way too conservatively from the outset with troops moving too slowly off the boat in the first two turns. Leaving the Shermans off the beach until the fifth turn was also a huge mistake, as getting them on sooner would’ve provided greater pinning support and potential for smoke cover for the boat infantry. US air support was frustrating, as often seems the case, and use of the naval guns was likewise botched. The US also suffered from poor luck with too many landing craft either not getting back off the beach to grab more reserves or failing to land existing floating reserves. In many turns, just one of three boats were able to arrive, making it impossible to hit a critical mass of troops on the beach.

Several of us at the club are planning a weekend-long D-Day series to celebrate the 70th anniversary of the Normandy campaign this June, so look for more practice scenarios and a lot more on the anniversary event in the coming months. As Gen. Roosevelt said at Utah Beach, “We’ll start the war from right here!”

Flames Of War: Encounter Mission

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The official FOW website makes all the missions from the third edition rules available online, and they’re a quick way to throw together a game and practice tactics without putting all the work needed into a historic scenario. Having been away from a Flames of War table for a week or two, a couple of us at Metropolitan Wargamers in Brooklyn, NY threw together a quick, non-historic Encounter Mission last weekend.

IMG_2698Encounter Mission table (German deployment to right and US to the left)

My opponent, playing as Germans, rolled as attacker and chose the long side of the table with the church on his right and a farm and wooded area to his left. This left my US 101st Airborne with the bridged river at my right and a farm at my left as defender. As per scenario rules, we each began by placing an objective on either long edge of the table, placing half our platoons in reserve and deploying the remainder of our starting units along our edges.

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Germans Stugs move to control the center

The Germans won the roll to go first and immediately pressed toward the center around the church yard with their Stug platoon and on their left toward the river with Panzergrenadiers. It was clear the Germans hoped to make  speedy run to the objective just on the other side of the stone bridge and ford on the river.

IMG_2700US anti-tank platoon rolls to seal the German advance at the bridge

In my first turn, I moved my M-18 Hellcat tank destroyers to the bridge and hoped to get some quick kills in on the advancing German Stugs from the bridge.

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Members of the 101st Airborne take position in the woods

On the other side of the road to the bridge, my US Airborne hustled into the two sets of woods. Hiding among the trees, the paratroopers looked to seal the flank against the advancing German mounted troops on the other side of the river.

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One Hellcat burns at the foot of the bridge while another fires from the bridge

With my Hellcats missing their shots on the advancing Stugs, the German guns rolled to the intersection just beyond the bridge and destroyed one of my anti-tanks. While the loss of the Hellcat halved my anti-tank capabilities, the burning hulk effectively shut down the German path to the bridge.

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US Airborne and German Panzergrenadiers exchange fire over the river

Across the river, the 101st troops safely fired from the treeline toward the mechanized Germans across the river. With combined fire from a a nearby remaining Hellcat, Jeep and armored car from the tank destroyer platoon, a German halftrack was destroyed and forced its troops to dismount. Returning fire, the Germans destroyed the armored car and Jeep.

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Stugs cross the field as an Airborne platoon lies behind the bocage beyond

With the road to the bridge shut down, the Stugs turned to speed their way across the fields at the center of the board. An Airborne platoon took up position on the other edge of the field, lying in wait for the advancing Stugs.

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The US P-47 hits the Stugs in the open field

The Stugs sitting in the open field made for a quick target for the P-47 Thunderbolt which flew on in turn four, leaving one Stug in flames and a second with its crew bailed out.

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The Stugs reach the gap at the field edge and destroy the remaining Hellcat

I their next turn, the Stugs remounted and made their way to the gap at the far edge of the field. A couple quick shots to the side armor of the remaining Hellcat destroyed the remaining US tank destroyer which had been busying itself pouring fore into the still-mounted Panzergrenadiers. It looked bad for the Americans with nothing standing between the German Stugs and the objective just beyond the river ford.

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US Shermans make quick work of the remaining Stugs

Luck switched back for the Americans as they successfully rolled for their Sherman tank reinforcements in turn five. The Shermans moved to the river’s edge and destroyed the remaining three Stugs. Not only had the German armored advance to the objective been thwarted, but yet another easy path had been closed-up with a burning Stug clogging the exit from the field.

IMG_2710Panzer IV reinforcements move to take the US left

By turn six, the German Panzer IV reinforcements were rolling down the road looking to run around the far edge of the field and attack the US left flank. The left side was only held by a US light machine gun and rifle platoons, so armored support was badly needed if the Germans were to be stopped.

IMG_2716The first turn at the battle of the crossroads on the US left

At the intersection on the US left, ferocious fighting erupted as an assault from the usually stalwart 101st Airborne was repelled. The Shermans moved in and destroyed a Panzer IV.

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The second turn of the battle of the crossroads on the US left

With space and options getting tight, the Panzer IV’s returned fire and Sherman was left burning. With a two-on-two fight. the Shermans destroyed another Panzer IV in the sixth turn and the final German tank fled the field after failing a morale test for the pummeled platoon. With German armor destroyed across the field, the US rifle and light machine gun platoons scurried to the German right toward their objective behind the church.

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German half tracks struggle to cross the river on the weakening American right

The final turns of the game played out back at the river with the reinforced Germans struggling across the river. Fire continued to be exchanged with the US rifle platoon in the forest which eventually fell back into the treeline at the road.

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The Thunderbolt engages German transports at the river crossing

Another run from the Thunderbolt threw more Germans from destroyed transports. Remaining Germans trucked over the river and around the woods with only only a few US rifles between them an victory with capture of the objective.

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The final showdown at the contested objective

On the eight turn, it all came down to the contested objective. With a full US parachute rifle platoon in the woods and another heavily-damaged one nearby, the final battle looked like it was going to be decided with some bloody assaults. It looked like anyone’s game, but the Germans were now at half-strength on the table, and a failed motivation test caused the Germans to cede the battle.

German artillery never played a factor in the game, and the heavy terrain shut down use of US air support except for in two deadly runs of the game. Tanks on both sides wound up serving more as roadblocks at some key points on the road, and the river also played an important role in the US defense against the German advance.

We’ve got a couple historic scenarios at the club I’ll be reporting on soon, including a landing at Utah Beach and a scenario from the first day of the Battle of the Bulge. What makes FOW flexible and so enjoyable as a system is the ability to play historic and non-historic engagements, something I experienced last week and am certain to see more of in my after-action reports soon to come.

Flames of War: Metropolitan Wargamers Tanksgiving 2013

Tanksgiving PicAbout ten of us at Metropolitan Wargamers in beautiful Park Slope, Brooklyn kicked off the holiday season this past weekend with a day of WWII armored action in conjunction with our first Flames of War Tanksgiving event. The official rules for the event called for 1500-point companies facing off in multiple games throughout the day. Given we had so many new players interested in playing their first games of Flames of War, a few of the more experienced players decided to play host with our own forces brought along for the day over two tables.

FFAMissionThe bigger of the two tables featured Allied forces facing off against Germans in a Late War Western Europe scenario. The Flames of War website offers a group of basic missions of increasingly-complex scenarios, each easily playable in about three hours. Given we were dealing with an entry-level game, we went with a beginner-friendly Free-For-All mission with two 1500-point companies on each side.

IMG_2442Allied defenders (left) and German attackers (right) deployed

Since this was a tank-focused game, we went easy on terrain with just a smattering of wooded areas, buildings and fields spread over the table. The Allied forces defended, beginning on the side of the table defined primarily by a small river crossing bridge on the Allied right and a field and nearby farmhouse on the Allied left.  On the attacking German side of the table, a walled farm complex surrounded by a tree-lined road sat to the German left and a group of wooded areas to their right. A small town was situated squarely at a crossroad at the center of the field.

IMG_2446Guards Armoured and 101st Airborne started in the farm field

The British Guards Armoured Company began near the farm at their left, deploying its Sherman and Firefly tanks along with one platoon from the US 101st Airborne. Near the bridge, the US 4th Armored Company set its 75mm and 76mm tanks and finally deployed its 105mm artillery platoon at the center of the table edge hidden behind a copse of trees. The Germans deployed Panzer IVs, two Tiger tanks and a Grenadier platoon near a forest at their right. A large group of Panthers started near the center behind the small town with a supporting dismounted Panzergrenadier platoon on their left and a two-tank Panther command platoon at their extreme left.

IMG_2444US 75mm and 76mm Shermans tanks at the bridge near the German objective

With the German player starting things off, their main thrust of Panthers moved toward the center of the table while their Panzer IVs and Tigers made a move looking to shutdown to the advance of the Guards Armoured and US airborne troops. The Panzergrenadiers made their way for the walled farm and the treeline at the neighboring road, and the commanding Panthers looped around the farm toward the river and the American right flank.

IMG_2448A Tiger sits burning after being hit by a Firefly

On the Allied first turn, the 101st Airborne made a beeline for the neighboring forest across from the field while tanks rolled into the gap between the forest and the field. A lucky opening shot from a British Firefly took out a German Tiger, providing one of the only bright spots for the Allies during the entire afternoon. The spotter for the US howitzers ran for the cover of the town’s buildings while the mass of American tanks on the right split to hold off the center German advance as well as the German command section’s coming end-run at the river.

IMG_2453The Armoured Guards take ferocious fire from the German tanks

In the second and third turns, the German players began running the table to their victory. A concentration of fire into the town destroyed the US artillery spotter, effectively shutting down any good chance of Allied artillery support. The Tigers began laying waste to the line of advancing Shermans in the field and rolling in the open. A failed assault on the German tanks by the 101st Airborne out of the woods stalled under a hail of machine gun before it began, but the Guards Armoured managed to route the Panzer IVs off the board and whittle-down the Grenadiers making their way between the town and farm house nearby.

IMG_2460Panzer IVs and Shermans aflame as the 101st Airborne sprints across the field

By the fourth turn, German infantry making their way through the open both for the bridge and objective near the American artillery were mowed down under heavy machine gun fire from the US Shermans. Finding a gap amid the tank fight around them, the 101st made a dash to the next forested area while German tanks poured more fire into the British armor at the rear. At the bridge, American 76mm guns managed to destroy one command tank and bail the crew from the other. Unfortunately, the remnants of the American armor were outgunned and entangled in the burning shells of their comrade’s tanks. With nothing left to stop the advance, German tanks rolled to the center and seized their objective.

IMG_2458Nothing left to stop the German advance to victory

While things raged away on the European table, an Early War showdown between 1500-point British and Italian forces in Africa dustily clamored away one table over. You couldn’t get a more different game with less advanced equipment and differently skilled troops battling in a desert environment laced with prepared defensive positions. Since most of my gaming has focused on Late War Europe, the earlier war stuff fascinates me and I’m definitely going to make some time to try my hand at this other period soon.

IMG_2440Early War Italian and British desert action at Tanksgiving in Brooklyn

As it turned out, the Italians took the game on the Africa table, making our first Tanksgiving event a 2-0 victory for the Axis powers. I learned a mass of German armor is really hard nut to crack unless you’ve got some effective artillery and enough infantry to assault and push to an objective. Every game under my belt gives me ideas for the next. Win or lose, I think a few hours of playing may have hooked a couple new players on Flames of War. For that, we’ll all be thankful as we deploy our platoons for another game very soon.