New Game Weekend: Memoir ’44

mem44box

I’m about 10 years late to the WWII board game Memoir ’44, but after a few first plays through it this past weekend I’m glad this modern classic is now part of my gaming arsenal. Released by Days of Wonder on the occasion of the 60th anniversary of the D-Day Normandy Invasion in 2004, the game has won numerous awards and remains high in the esteem of casual and serious wargamers alike.

mem44contentsContents of the basic Memoir ’44 game from Days of Wonder

The base Memoir ’44 game runs about $40 and contains over 300 playing pieces. The blue-grey Axis and green Allies tank, infantry, artillery and defensive features look fantastic, and playing with them evokes the little plastic toy soldiers of many a kid’s youth. The reversible game board with a beach on one side and countryside map on the other provides the basic layout for the more than a dozen historic scenarios included in the easily-read rulebook. Scenarios are laid out using hex tiles with various terrain features such as towns, forests, hills, rivers and hedgerows. Each historic game scenario is presented with a clear illustration on how to lay out the appropriate terrain tiles and initially deploy forces on each side.

M44cards

Sample Command Cards from Memoir ’44

Command cards and battle dice provide the basic drivers of game mechanics. Cards provide activation of one or more units in the left, right and/or center portions of the board. Infantry may move once and attack or move twice, artillery may move or shoot, and tanks may move up to three hexes and engage in combat. Attacks are resolved with a simple roll of special battle dice which hit units based on the icon results on each die face and what units are present in the combat. Die rolls may also result in misses of forced retreats. When a player finishes their moves and combats, they draw a fresh card and play passes to the opposite side of the board. Games are scored by destroying units or securing objectives like bridges.

IMG_3022

The Sainte-Mère-Église scenario for Memoir ’44

As fairly experienced WWII historical miniatures players with Flames of War, both my son and I were pleasantly surprised by the fun to be had with Memoir ’44. The intro scenario is for Pegasus Bridge which we tackled in about 20 minutes to get a feel for the game. Next up, we tried Sainte-Mère-Église with a fun added feature of actually dropping a fistful of paratroopers onto the board. We both found the command cards to be a good mechanic to represent the effectiveness of delivering orders on the battlefield. In out second game, my son’s tanks lay parked at the corner of the board the entire game since he never drew a card allowing activation of units to his left. We each pulled a couple special cards, allowing things like airstrikes and close assaults to happen as the game quickly moved to a finish in about four or five turns. With the basic rules under our belts, we’re anxious to push on through the remaining scenarios included in the basic rules.

M44terrainContents of the Memoir ’44 Terrain Pack expansion

The scores of  available official scenarios, expansion editions, campaign books and army packs add an amazing amount of replay value to Memoir ’44’s basic rules and mechanics. A nifty online design scenario design tool also allows armchair historians to have a go at creating official-looking games of their own, and I can just imagine the educational possibilities in using it in school settings. Along with the base game, I snatched a copy of the Terrain Pack expansion which offers nearly 150 additional tiles, markers, special unit tokens and four additional scenarios. With the vast expansions of Memoir ’44, just about any interest in the air and land battles of every major front in WWII can be endlessly played and explored.

I realize I’ve just begun with Memoir ’44, and I’m certain to have both my boys playing along with me. There’s so much appeal in Memoir ’44 for kids or adults who have dabbled casually in war-themed board games like Risk or Stratego, plus the added interest of easily replaying historic WWII battles. Quick games, some real history and a fun box of toys — Memoir ’44 brings the complete package to the table.

Flames of War: Fielding the PSC Cromwell and Firefly Tank

cromwell

I started out a month ago putting together my British 7th Armoured Divison for my Flames of War gaming with a couple platoons of FOW’s boxes. I wound up with two great looking platoons and a command section, but I really wanted two more platoons of the storied Desert Rats to beef up the company to maximum size in my post-D-Day break through scenarios.

PSCcromwell

While I love the detail in the cast resin FOW models, you can’t beat the value of the kits from the Plastic Soldier Company. For about half the cost of the FOW boxes, I’m been able to double the size of my company and field a formidable wall of nimble British armor on the tabletop. Ordering directly from PSC, I was also able to add an extra Cromwell to the five included in the box plus two Firefly models for a total of two additional four-tank platoons.

IMG_2966

Two platoons of the 7th Armoured Division PSC Cromwells and Fireflies

Assembling PSC kits always reminds me of the hours I spent frustrated and thrilled gluing-up Airfix models as a kid. While FOW cast resin and metal tanks go together in a couple simple steps, there’s a particular investment in time and focus needed with boxes from PSC. The FireflyPSC molded turret  is simple to assemble, but the multi-piece tracks are a challenge even though the results with the sagging upper tread is a nice detail. The turrets on the PSC Cromwells have many pieces but fit nicely with patience, and their single-piece tracks are a breeze.

IMG_2962

Close-up of the PSC Cromwell and Firefly models

PSC tank sprues come with multiple modelling options, although there’s no stowage included in PSC offerings. To add a bit of detail, I attached some folded mesh panited as camouflage netting to rear the hulls of a few of my PSC models.

britfirefly

Members of the 7th Armoured Division with their Firefly in Normandy

Comparing the PSC and FOW models, there are some differences. PSC models tend to be thinner than the chunkier FOW kits, expecially in regards to the main gun barrels. The PSC tanks are also significantly lighter and their turrets require a bit of extra drilling to provided free movement more easily found in the magnet-mounted FOW turrets.

IMG_2963

Firefly model comparison from PSC (left) and FOW (right)

The FOW Cromwells and Fireflies both come draped in camouflage and other cast details, yet when mixed together side-by-side with the more sparely-detailed PSC kits some nice variety across the four platoons is acheived. Separate decals are also needed to complete the PSC tanks which do not include any markings options in the kits.

IMG_2965

 Four platoons and command for the 7th Armoured Division “Desert Rats” from PSC and FOW

Ultimately, the PSC and FOW models come together quite nicely with a consistent paint job and markings. If anything, the slight differences in the models will make tracking cohesive platoons on the table a bit easier when the Desert Rats roll onto the game table in the very near future.

Flames of War: Fielding the FOW Royal Artillery Battery

25pounder

My progress on my new British forces continues with my fielding of a full  Royal Artillery Battery for Flames of War. Dating back nearly 400 years, the British Royal Artillery Regiment (or RA) has been a mainstay of support for British infantry over many continents for a couple centuries. In World War II, the massed 25-pound guns were important for their rapid fire when manned by capable British crews.

fowroyalarty

FOW provides specific rules to account for the adept British guns with the ability to field eight or twelve guns and range in on targets even under initial missed attempts with massive bombardments. In short, these guns provide incredibly deadly strength to any Late War British companies in post-D-Day scenarios the likes of Villers-Bocage or Operation Market Garden.

IMG_2840My RA Battery is made up of two FOW kits, one of which I scored for a song from a fellow club member during a summer flea market at Metropolitan Wargamers in Brooklyn, NY. After gluing everything up, the models get a basic green undercoat followed by my quick finish of drab brown for the uniforms with brown boots and off-white coverings. Figures get finished off simply with a wash to add depth, as do the guns with some rusty dirt streaks.

IMG_2836Sand bag emplacements are finished with a few layers of browns, and stonework get a some built-up coats of grey. Stands are finished with details for stacked crates and discarded brass shells on a brownish dirt basecoat followed by two different grass flockings.

IMG_2837

IMG_2838

IMG_2839

My sets came with two different command bases, the first with a nice diorama of a demolished building with a motorbike parked out back. As orders are being passed between officers, another pours tea from an aluminum kettle. The other command stand features a crowd of staff around a field table and radio operator with one dapper officer standing to the side, cane in-hand.

IMG_2835

Each four-gun battery is filled out with two other command teams and a spotter, waiting to call in the guns on the unsuspecting German forces. All together, I’m anxious to get my British RA into action with my 7th Armoured and Guards Armoured tanks in the very near future. All that’s left is some British infantry, so stay tuned for their appearance on the field in the very near future.

IMG_2834

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

utah1944

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.

ussandtable

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.

modern sand table

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.

IMG_2816

US waves struggle to get off the beach

IMG_2819

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.

IMG_2821

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.

IMG_2822

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

IMG_2697

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.

IMG_2699

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.

IMG_2701

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.

IMG_2702

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.

IMG_2703

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.

IMG_2706

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.

IMG_2707

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.

IMG_2708

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.

IMG_2709

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.

IMG_2717

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.

IMG_2714

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.

IMG_2715

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.

IMG_2720

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.

2014: Opening New Fronts

wraondsnyIn the middle of 2013 I somewhat unexpectedly re-launched Brooklyn Wargaming with a new design and a renewed posting vigor. Since then, I’ve had more than 10,000 visits from readers all over the world. Together with these folks I’m sure to never know, we share a continued passion for gaming I am committed to infusing in every one of my postsings here.

My World War II Flames of War posts are clearly the favorites for visitors to the site. My FOW After Action Reports continue to garner a lot of daily views, and people in particular seem to love the Barkmann’s Corner scenario I played in July at Metropolitan Wargamers in Brooklyn, NY. More AARs and building-out my various national forces in my FOW Modelling posts will be a big part of 2014.

As for other stuff on the site, my few posts on Warfare In The Age of Reason are quickly shooting to the top of popularity. I really enjoy writing up my plays a variety of board and card games through my New Game Weekend posts, and taking a look backward at Retro Gaming The 70s & 80s often result in emails from people like me who have fond memories of hours spent at play in the past.

Looking to 2014, here’s where my focus will continue and grow on Brooklyn Wargaming and the tabletop each week.

World War II

For years, I’ve played a lot of FOW with a big focus on Western Europe. To start the year, I’ll be playing a beach landing or two as a way to prep for the 70th anniversary of D-Day this summer, and I’ve also got a handful of other historic scenarios I’ve been working-up over the past few months.

a3ee242c52

Over Thanksgiving, my brother (another lifelong gamer like myself) handed me a copy of Antony Breevor’s Stalingrad and told me it was the best military history book he’d ever read. The highly-readable account of the vicious siege of Stalingrad has gotten my hooked on the idea of expanding my WWII gaming into the Eastern Front in the new year.

Desperate-Measures

As a first step toward this front of the war, I picked up the new FOW Desperate Measures book. While this intelligence briefing is centered on the closing months of the war battled among German and Soviet forces, there’s also a newly-released updated edition of the FOW Red Bear book which gives a broader look at the Allied forces on the Eastern Front. These resources coupled with my historical reading on Stalingrad have whet my appetite for fielding some large masses of Russian forces on the table. A couple other guys at the club in Brooklyn have already started putting together some of Stalin’s finest and I’m very much looking forward to the Eastern Front opening up my WWII gaming with some scenarios this year.

716532

I spent a chunk of the past year reading Rick Atkinson’s Guns At Last Light, the third book in his World War II Liberation Trilogy. The book’s focus on the D-Day landings through the campaigns in Western Europe to the fall of the Third Reich squares with the majority of my FOW gaming from the past year. Working my way back through Atkinson’s books, I’m just starting in on The Day Of Battle for Christmas. As with my new swing in interest toward the Soviets and Eastern Front, I’m looking to Atkinson’s second WWII book to fill in my knowledge on the southern European campaigns in Sicily and Italy. Whether I get some Italian troops on the table by year’s end remains to be seen, but I’m really looking to 2014 as another big year of WWII gaming and learning.

Seven Years War

I grew up in Western New York State and then lived for a period of time in Western Pennsylvania, so the French and Indian War has always lingered as an interest but has never found its way into my gaming.

lastmohicanpen

James Fenimore Cooper’s The Last of the Mohicans and other books in his Leatherstocking Tales series have also been favorites since boyhood. These colorful stories are set within the wilderness backdrop of the colonial wars of the Americas fuel much of my love for the French and Indian War period, and my visits to historic sites like Fort Niagara and Fort Necessity have added physical understanding to the frontier conflicts of the period.

ageofreasonrules

Toward the end of 2013, a fellow club member introduced me to the Warfare In the Age Of Reason rules and the Seven Years War. While my experience gaming battles from the period have thus far had a European focus, my long-time interest in what most consider the world’s first global-scale war holds tremendous interest for me. To this end, I hope to make wargaming the Americas front with the FIW a project for the coming year. Modelling 15mm miniatures of colonists, French, British and Native Americans, along with requisite early American frontier terrain, is sure to be making an appearance here in the coming months.

World War I

While I’m on the subject of world wars, I can’t help but acknowledge the calendar and the 100th anniversary of the beginnings of World War I this coming July.keegan_first_l

My only real exposure to the war so far has been with John Keegan’s excellent The First World War. I’ve read a half-dozen of Keegan’s books, and his 1999 overview of the Great War gave me a solid introduction to a war that’s often overlooked by most Americans like myself. Clearly this is a major period in modern warfare I could stand to learn more about.

9780385351225_p0_v1_s260x420

To get myself back into the period, I’m planning on reading Max Hasting’s Catastrophe 1914: Europe Goes To War which made many top nonfiction lists at the end of 2013. I’ve only gamed WWI once with a 28mm French-German trench warfare scenario at a convention back in 2011, but there are a number of club members with miniatures from the period I may prod into using in some games this year. There are also rumors afoot that the makers of FOW are expanding into WWI just in time for this year’s anniversary, but for now I think some time with a few good books should be enough tribute from me in 2014.

And…

I can’t really tell with complete certainty where this coming year in gaming will take me. Like with most battle plans, a grand strategy can be laid out but actual events often unfold very differently in the fog of war. I can say there will be more miniatures, more scenarios and more completely fresh games to come here on Brooklyn Wargaming by New Year’s Day 2015. For now, here’s to old fronts not forgotten from 2013 and new fronts to come in 2014.

Flames of War: Fielding the FOW Universal Carrier

UniversalC

British Universal Carriers in Normandy 1944

Used extensively by Commonwealth forces in all theaters throughout WWII, the Universal Carrier served as a transport, a towing vehicle and a quick-response weapons platform for machine guns, flamethrowers, anti-tank guns and mortars. So popular were these agile and flexible vehicles that production ran until 1960 and over 100,000 eventually rolled off the assembly line, making them the most-produced armoured combat vehicle ever produced.

With my new British forces moving along, I picked up a few inexpensive packages of Universal Carriers in the flea market at Fall In! this past weekend. The models from Battlefront come three to a carded package in solid-cast resin with metal crew and gun options. The packs I got were the early war models but I decided for gaming purposes I’d fudge them a bit to make them work in my late war gaming. Along with a carrier from my Royal Artillery battery I’m also working on, I’d wind up with seven vehicles to start.

IMG_2432

Carrier example with rear gun mounted

I chose to model my inital six carriers with extra 50 cal. machine guns, hoping to use them to quickly get into a fight and pin down German infantry with a hail of bullets. Adding the 50 cal. gun was a field modification during WWII, but without any extra parts on hand I simply clipped the barrels on the guns at the front and added a bit of plastic to make some semblence of a machine gun manned in the front seat.

IMG_2430

Carrier example with the rear gun carried in the back

Since construction is minimal, these glue-up fast. I modelled a couple of the guns in the back thrown in the back seat as if those guys were moving fast to get into action before re-mounting their guns. After a quick spray of green armor basecoat, the crew get hit with some drab, brown and flesh paints and washes. Tracks get a black base followed on with some metallic dry-brushing. Guns and other details added from some leftover tank stowage get some gun metal, browns and weathering. I decalled the carriers with the Guards Armoured markings, and then everything got a splatter of muddy earth tones.

IMG_2427

Guards Armoured carrier platoon ready for the roads and fields of Europe

With so many British troops cruising around Europe in these vehicles during the war, adding just a few of these to my growing menu of options in creating British company lists for my FOW gaming at Metropolitan Wargamers in Brooklyn, NY was a good place to start. I’ll fill in these early war models with another three of the late war models at some point, making it into a nine carrier transitional platoon of old and new model vehicles. One of the reasons I wanted to expand my Allies with UK forces was the chance to model different infantry, armour and artillery. Getting these nifty little Universal Carriers into the mix will definitely give my games some new interest on the tabletop and hopefully wreak havoc on my German opponents.

Related articles

Flames of War: Fielding the FOW Cromwell and Firefly Tank

dratsBy the time of the Normandy Invasion in June 1944, the British 7th Armoured Division had already seen plenty of war. The division first distinguished itself early in the war in the dusty North African campaign, going brutally head-to-head with General Erwin Rommel’s tough Afrika Korps and earning the nickname “Desert Rats.” In the mid-war invasion of Italy, the division adapted to the southern terrain of Salerno and Naples and helped in securing the Allied push northward.

cromwellA British Cromwell in WWII Europe

fftankSherman Firefly on a street during WWII

Back in the UK following its successes in Africa and Italy, the 7th Armoured rested and retrofitted with new Cromwell and Sherman Firefly tanks in preparation as a follow-on force in the D-Day landings in mid-1944. Over the next six months, the division’s 75mm-armed Cromwells and 17-pound-gunned Fireflies were present during Operation Perch, Operation Goodwood, the Battle of Villers-Bocage, Operation Spring, Operation Bluecoat, Operation Cobra and the final pushes into the Low Countries and Germany. By the war’s end, the battle-weary Desert Rats had cemented themselves as one of the most celebrated divisions in World War II.

fowcromwellAfter being introduced to British Armoured forces with the excellent plastic Sherman and Firefly models included in Flames of War Open Fire! box set, I’ve recently swung some significant focus on building-out a decent amount of UK late-war forces. Modelling the storied 7th Armoured Division seemed like a logical next step in bringing the UK to my Allied forces on the table.

Through some serendipity, I happened to score a couple of half-price box sets of the FOW Cromwell Armoured Platoon from a fellow club member at Metropolitan Wargamers in Brooklyn, NY. Between the two boxes, I’ve been able to assemble a company command of two Cromwells plus two platoons of three Cromwells and one Firefly each. The models feature individually-cast resin tanks, each with their own detail of stowage and ragged camouflage, along with cast metal treads, gun barrels, crew and other details. Compared to curvaceous US Sherman tanks, I also really enjoy the flatter hull profile and boxy riveted turrets on the Cromwells. Although pricier than alternatives from makes like Plastic Soldier Company and Command Decision from Old Glory Miniatures, official FOW models are generally hard to beat for their heft and historical accuracy.

IMG_2334Primer and base coat on treads and stowage

After assembly, my models were hit with a green armor base coat. Tank treads start with a black coat followed a slight wash of metal. Tools, stowage, ropes and the other stuff on the tanks all get a mix of built-up layers of browns, greens and metallic colors. I especially liked the tiny tennis rackets strapped to a couple of the tanks, a nod to the British gentlemen who came to Europe not only equipped for war but for hopeful yet unlikely leisure pursuits. These details really create a lot of depth, interest and personality among the tanks which can otherwise get very visually redundant en masse on the table. Finally, the exposed crews get a a bit of brown-drab uniform color and some flesh tones to finish off those brave Brits.

IMG_2344Decals being applied (grrrrrr….)

I do have to say, the red-and-white Desert Rats vehicle marking has a really big cool factor for me. The FOW kits conveniently come with appropriate decals for the 7th Armoured Division, making finishing off the tanks one step easier than with competitor model-makers that don’t generally supply decals with their models. That said, I find the FOW decals to be incredibly finicky and fragile, and I found myself re-applying several to get them on just right. Once the decals are dry, all the tanks got splashed with mud here and there with some earthy dry-brushing.

IMG_2350Cromwell command section

IMG_2352One platoon of three Cromwells and one Sherman Firefly

IMG_2354Cromwell close-up

IMG_2356Sherman Firefly close-up

In terms of gameplay, I can’t wait for the 7th Armoured Division to go up against some Germans. The combined one-two punch of the faster-moving Cromwells and the hefty-gunned Fireflies should reinvigorate my games away from the sameness I’ve had in just playing with my large group of US Shermans for a couple years. Already, I want more of these platoons to really get the division bulked-out. I’m thinking a follow-up with Cromwells and Fireflies from the Plastic Soldier Company will supplement the finished FOW models nicely. Until then, the 7thArmoured are ready to roll and there’ll be more to report soon on my post-D-Day British force project.

IMG_2348The Desert Rats ready for action in France and beyond…

Related articles

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.

IMG_2179

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.

IMG_2183

IMG_2185

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.

IMG_2185

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.

IMG_2196

IMG_2187

IMG_2198

IMG_2193

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.

IMG_2208

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

lafiere1944

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.

causewaygamemap

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.

IMG_2161

IMG_2163

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.

IMG_2169

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.