Battleground: Brecourt Manor 1944 Scenario

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This year’s 71st anniversary of the Allied invasion of Normandy on June 6, 1944 didn’t get the same attention as last year’s full weekend of D-Day gaming at Metropolitan Wargamers in Brooklyn, NY. Even so, a few of us did come together for a quick run through a gamer favorite small-scale battle at Brecourt Manor.

101stABDDaydropsDrop zones of the US 101st Airborne on June 6, 1944 and the area around Brecourt Manor (circled in red)

Made famous in more recent years in the hit HBO series Band Of Brothers, the action at Brecourt Manor by a couple dozen men from the US 101st Airborne has long been a favorite for military historians and a textbook example of a small-scale assault on a heavily defended position. With four 105mm howitzers firing on Utah Beach, the German gunners were defended in a series of shallow trenches by several MG42 heavy machine guns and a number of infantry. Through surprise and quick movement through the trenches, the US Airborne quickly took the position and disabled the German guns.

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Skirmish Campaigns  “Normandy ’44 – First Hours” scenario book

For our replay of Brecourt Manor, we turned to the classic Normandy ’44 – First Hours scenario book from Skirmish Campaigns. The Skirmish Campaigns series of books offers well-researched and detailed campaign scenarios filled with orders of battle, terrain layout maps and deeply descriptive narrative of how actual engagements unfolded during World War II. Adaptable to a number of rules systems, the scenario as outlined in the book scaled nicely to our game. Using most of my recently painted 28mm German and US troops and classic Battleground WWII skirmish rules, we were set to replay Brecourt Manor.

IMG_6025The 101st Airborne plot their assault on Brecourt Manor

Two players split their command as the US Airborne and set their battle plans before my Germans deployed in the trench system. Beginning German positions were defined by four gun emplacements each crewed by a team of five rifle-armed gunners and an officer. I also placed three MG42s at different points in the trench lines and one patrolling battery command squad of four riflemen and two officers deployed at the western end of the position.

IMG_6027Germans sit at the ready in their positions at Brecourt Manor

The Americans moved first, slowly deploying a .30 cal machine gun crew from behind the farmhouse at the northwest corner of the table. Directly to the north, a bazooka team crept into position behind a copse of trees with two fire teams behind the nearby hedgerows in support. To the west and toward the south, the other two US fire teams set up and moved toward the German lines, also under cover of the thick bocage.

IMG_6026105mm gun crews stand at the ready

Spotting the American bazooka team to the north, I quickly redeployed one of my machine guns to hold back the advance on that side of my position. Not waiting to get their machine gun in place, the Americans advanced on two sides and took heavy fire to their fire teams leaving them pinned in place. Hoping to pin down the Germans at the strongly defended north and western edges of the position, the US machine gun attempted to lay down a stream of fire but jammed is the trigger was pulled on its first shot of the day.

IMG_6029A 105mm gun position is destroyed by an American bazooka

Even under fire, the US bazooka team managed to get into place and a shot destroyed the northernmost howitzer, killing one German gunner and suppressing most of the rest of the gun team. On the western side, another of my redeployed machine guns was instantly spotted and raked with American gunfire and all but knocked out of the rest of the game. With only one MG42 left in the western trench line, a US Airborne team moved with over confidence toward making their first assault. The foolhardy bravery of the Americans was met with combined arms fire from my remaining MG42, rifles at the gun position and shots from the command squad. When the smoke cleared, one American fire team was left with just one man standing and the other had been briefly pinned.

IMG_6028   US Airborne units ready for a close assault at Brecourt Manor

By turn three, the American machine gunners cleared their jam and were finally able to lay down strafing fire along the entire western edge of the German trenches. With bullets whizzing overhead, the Germans were forced to the ground and the remaining Airborne came over the hedge and made way for the German howitzer. The Airborne soldiers poured into the German gun position and hand-to-hand combat ensued leaving two Germans and two Americans dead in the melee. With no clear victory in the first close combat of the day, the Americans bounced out of the German position, pulling back toward the hedges from where they had just come.

Back to the north, the American bazooka team had been cut to just one man who had retreated under heavy fire. One other US rifle team at the north had been eliminated, and the last had been whittled to just two injured men. With just a few rattled troops strung along two sides of the field, the US Airborne retreated and left three guns ready to continue raining shells on the beaches in the distance.

What the scenario showed us, as it did on the actual day some 71 years ago, was the importance the US machine gunners in a tight assault like the one at Brecourt Manor. Met with a larger, more well-defended German force, the American machine guns were the equalizer in real life. Had the American soldiers on our tabletop focused their assault after pinning the German defenders, our game this month may very well have gone the way of history with another victory in the hedgerows of Normandy.

Gaming In The Shelfie Era

Pianosettlers

Photography has been a personal and professional interest of mine for more than twenty years. One particular area of photography that has long fascinated me is frontier photography of the United States. I was turned on to the period in the 1973 classic Wisconsin Death Trip by Michael Lesy which frames a late 19th-century town’s life in photos ranging from the deeply personal to the macabre. Given the complexity and expense of early photography, I’ve always thought of the personal, logistical and financial choices made in people capturing images in the late 19th through early 20th century.

Photographs of American frontier people and their possessions have always held a big pull for me. In the photo at top (from the Nebraska State Historical Society’s Prairie Settlement collection) a family has chosen to hire a photographer to document them on the new frontier. Aside from the family in the foreground, the photo is filled with possessions. What the family owns occupies more than three-quarters of the photo — land, cattle, horses, mules, hogs, wagons and a prominently placed piano right in the middle of the family. So large are the family’s holdings the photographer has needed to climb to the top of a hill or perch on a ladder to take it all in with a shot taken from a godlike point of view from above. The photo conveys much including survival and success not only with the portrait of the family itself but in the wider portrait defining the family by what they own.

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A picture of another Nebraskan family from the same period (above) puts what is among their most valuable possessions — a team of horses — on an equal plain with the family. One of the family’s cattle stands above them all on the sod house’s roof, a quirky accident placing the ownership of livestock not only on equal par but above the family in terms of importance. A table decorated with a blanket has also been hauled out of the home and set with food, and it appears some celebration is being documented. The family’s possessions — the house, the animals and the land — dominate the photo. As with other frontier photos of the period, the celebration of success is what’s captured in the photo. It provides a document that says, “Here we are. Here’s our stuff. We’ve made it.”

PhotoBooksPhoto books of people and their possessions by Peter Menzel and Gabriele Galimberti

People, and seemingly Americans in particular, have a long tradition of defining themselves by what they own. From the 19th-century frontier until relatively recently, photos of what we own have largely been for the benefit of ourselves and perhaps the closest of family and friends. In the era of mass self-documentation of even the most mundane activities, meals, possessions and “selfies” distributed through Facebook, Twitter, Tumblr, Instagram, Reddit and other social media platforms, what people own is now widely available for all to visually consume. Some sites critical of the trend, such as Rich Kids of Instagram, point out the more absurd edges of what we’ve all come to accept as just another part of our digital day-to-day. Photojournalists have taken a more documentary approach in such series as Material World: A Global Family Portrait, Toy Stories: Photos of Children From Around the World and Their Favorite Things and Personified: A Photo Series on People and Possessions. It’s clear for many of us, we are what we own.

Last year I became highly aware of the trend among my own gaming subculture. Many of the online groups I had joined to share historic knowledge, miniature modelling techniques, learn about game industry news or discuss rules were quickly filling up with a photos of people’s stuff. As a subset of the “selfie,” the “shelfie” is popular among gamers as a way of showing just how committed they are to the hobby the the sheer size of their collections. Some of the photographed collections border on historical archives of out-of-print games collected over decades in the hobby. More often than not though, many of the photos appear to be presented with a flair of a “top this” subtext or alternately a “this is all I have” apology to the virtual crowd. Things amped up during the past winter holiday season with a torrent of online photographs posted to gaming sites I frequent depicting a virtual arms race of heaps of games received as gifts or bought for themselves.

BNRedDotThe Barnes & Noble “red dot” clearance sale is wildly popular with gamers

This spring the US-based bookseller Barnes & Noble is running what I quickly came to learn was an annual 50%-off game clearance sale, and there was enormous online gamer excitement and chatter in the weeks leading up to the event. Gamers plotted elaborate routes to multiple locations, connected with employees for inside connections, shared inventory reconnaissance (or lack thereof) and even concocted complex plans of buying from one store and returning at another store for a higher value of store credit (an idea not supported by many online). Others, living far away from a B&N store, lamented jealously they were being left out of the sales rush. As the sale period progressed, complaints also arose in a mix of comments on poor local selections or having to settle on buying something the person didn’t really want. Buying something — anything — was critical to many, lest a gamer somewhere feel left out during the sale. In the weeks following, photos of “the haul” have appeared in social media displaying stacks of games purchased (often in multiple copies for gifts or re-sale). Again, photos and shopping stories were met with comments ranging from congratulatory to jealousy to the feelings that this was simply another example of how life isn’t fair.

The emotions wrapped around photographic documentation of the acquisition of games are not limited to the holidays or special sales by corporate retailers. People who post pictures and tales of finding bargain second-hand games in local thrift stores are likewise met with digital slaps on the back or lamentations that some people’s thrift stores are unjustly better than others. Reviews of gaming conventions are increasingly dedicated to celebration or criticism of purchasing opportunities, and in the past year I’ve seen an increasing number of photos showing not only the fabulous games played at a convention but also of all the stuff a person managed to buy while there.

IMG_3025My own “shelfie” taken in mid-2014

I’m a lifelong collector of many things, including comics, books, model trains, music, toys and, yes, games. My comic book collection paid for a lot of my college education. My parents are collectors, too. So was my grandmother. I have great memories and stories about an insane find at a flea market, working for years to track down a long-sought item or hours of relaxed browsing through dust boxes at a yard sale. It’s in my blood — I love collecting.

Gamers I’ve known for decades are also more often than not cut from similar collector cloth. There’s always something new to buy – a board game expansion, a new army to paint, a campaign module, a new edition of rules or the latest hot release. The hobby naturally attracts collectors. I know people with more games than they will ever play or even open for that matter. I also know people who are no less passionate as gamers with small collections of games.

Within the endless stream of online photographs and stories of consumer victory and defeat in the gamer community, there’s a lot of personal information that rises to the surface from comments. Couples have babies or get divorced. Jobs are lost and others find new careers with richer paychecks. People relocate for a variety of reasons, sometimes willingly and sometimes not. Some owe taxes or are buried in household bills while others spend their hefty refunds or max out credit cards. Narratives vary, priorities shift, lives are lived and another game is purchased.

Like most games, life has a time limit. We do what we can to play the game right and by the rules, celebrating our victories along the way (sometimes with a bit too much passion) and hopefully learning from our mistakes. Like those families struggling to show in photographs how they had made a life on the 19th-century American frontier, we all want to show we’re not only surviving but thriving. The photos of shelves and hauls gamers share (again, sometimes with a bit too much passion) may possibly just be the way we’re all trying desperately to communicate, “Here I am. Here’s my stuff. I made it.”

Flames of War: Novus Design Studio 15mm City Block Ruins

ruinsWar is destructive by its very nature, and World War II was the most destructive war in history. Aside from the tens of millions of military personnel and civilian deaths, the war brought unprecedented ruin to the thousands of villages, towns, cities and industrial areas through and over which the war was fought. The nearly immeasurable physical and financial impacts of WWII rippled for decades to come, including enormous effects on buildings and other physical spaces worldwide.

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My 15mm European terrain during a recent game

For my 15mm WWII wargaming using Flames of War and I Ain’t Been Shot Mum rules systems, my terrain has been modeled almost entirely on Western Europe using buildings from numerous manufacturers collected over the past few years. In all my 15mm modelling, destroyed buildings have largely been absent so far, so I’ve been really happy to add my new city block ruin models from Novus Design Studio to my terrain collection.

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NDS was founded just about a year ago in April 2014 by Robert and Nancy Rumfelt, the founders and original owners of JR Miniatures. Like many wargamers, I’ve got a long history with models from JR Minis and so in many ways I knew what to expect from NDS when the company’s launch was first announced. I watched their inventory grow in the past year covering 6mm, 15mm and 28mm scales across WWII, sci-fi, fantasy and modern themes, and they’ve continued to add new products in the new year.

IMG_4969A complete set of four 15mm city block ruins from Novus Design Studio

The two and three story 15mm urban ruins retail for $26-31 USD each but I picked up a full set of four in a 40% off deal NDS ran at the end of 2014. The straight and corner buildings match up nicely together in a row or bunched into a city block in various configurations. The models also look great placed among buildings from other manufacturers, especially other city row houses from JR Minis. The castings in a creamy resin require a little flash clean up with a sharp hobby knife and air pocket holes show up here and there but don’t distract from the destroyed nature of the structures.

Novus Sample Front BackFront and rear view depicting multiple removable floors of a typical city block ruin model

All the NDS city block ruins feature removable floors molded with plank floors, piles of rubble, walls and interior doorways. The buildings have staircases and walls on the interior, broken window panes and more rubble on the attached sidewalks at the front. Everything about these make them very usable for 15mm gaming whether it be for 20th-century historical scenarios or contemporary and near-future gaming in European or even American urban settings. Getting multiples of the models on the table would easily allow setting up a truly impressive cityscape ravaged by the impacts of war.

IMG_4987Cleaned and primed corner city block ruin model

After cleaning up the flash on the models, I washed them all in warm soapy water to remove excess casting residue. The main building structures got a spray of flat gray as a base coat followed by layers of dry brushed tan, light gray and off white paint on the exteriors. Sidewalks also received grays and off white to highlight piles of ash and broken masonry heaped on the ground. On building had shutters which were painted in a dark blue and green and then highlighted with the same color mixed with a bit of white.

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For the interiors, the removable floor levels were base coated in flat black. Plank floors were built up in layers of browns ranging from dark to light in each coat. I went basic on interior walls, using an off white to create a simple plaster look. As with the exterior, the rubble and tile floors on the ground floors were built up in grays and off white.

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After a finish of a few coats of clear matte spray, the city block ruins were done. Arranged in a square block or stretched out in a row, these models easily blend in with other 15mm terrain manufacturers and add a great bit of variety to a tabletop set up. Bringing a bit of destruction to my overly neat wargaming battlefields is a welcome addition with my first buildings from Novus Design Studio.

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I Ain’t Been Shot Mum: Gela July 11, 1943 Scenario

gelaWe continued our play through Operation Husky and the invasion of Sicily in July 1943 this past weekend at Metropolitan Wargamers in Brooklyn, NY. We’re working our way through the events of July 11th in the Sicilian Weekend book by Too Fat Lardies for their I Ain’t Been Shot Mum rules for 15mm World War II play.

HuskyMap2Operation Husky, July-August 1943 (Gela in green)

The scenario represents the northeast section of the town of Gela where ferocious fighting had taken place the day before in the early actions of the Allied invasion of Sicily. The table was set up with a couple dozen buildings from a variety of manufacturers, including JR Miniatures, Battlefront, Mark IV Miniatures, Miniature Building Authority and Games of War. The occupying US troops all began hidden in  Gela with the Italians arriving on blinds at the opposite end of the table over a small railroad cut, bridge and road surrounded by open farm fields dotted with trees. The objective was simple: the Italians had to take back this corner of Gela and the Americans had to hold what they had fought so hard for the previous day.

Sicilianweekendcover‘Sicilian Weekend’ by Too Fat Lardies for their I Ain’t Been Shot Mum WWII rules

The Americans deployed in well-defended positions in the town with two platoons of rifles and light machine gun squads perched in buildings. A combat engineer platoon armed with a 37mm M3 anti-tank gun in tow sat hidden along the main street through town. Off board, 4.2 inch M2 mortars and 105 mm M2A1 howitzers from the 33rd Field Artillery Battalion were available as support to be called in by the captain from the company HQ perched in the tall building at the center of town. Tough and dug into great positions, the Americans looked to have a clear advantage.

IMG_5651The tabletop battlefield for Gela

As in the previous scenario southeast of Butera, the Italians again represented a massing of manpower from the Livorno Division with six small rifle platoons and a machine gun support platoon. Accompanying them this time was Mobile Group E compromised of light French Renault R35 tanks and pre-war Italian CV33 Tankettes. What the Italians lacked in a starting position on the field and quality of equipment and troops, they certainly made up for in volume as they began the game arriving on three blinds per turn.

IMG_5652Italians arrive northeast of Gela

As the Italians neared the town, the Americans bided their time and sought not to reveal their positions until the approaching forces were nearly on top of their positions. Approaching in the open, the Italian blinds were spotted in the open to reveal tanks and infantry closing in at the center and edge of town. With IABSM’s randomly card-activated units mechanic, my US commander was perhaps overly cautious in waiting a turn or two too long to start getting the American cards into the deck. This all but negated off-board US artillery support for the game and allowed the Italian attackers to get dangerously close to seizing a quick victory with nary a shot fired.

IMG_5653Italians swarm the edge of the town and the hidden American positions

On the Italian left, one of their early shots fired down the street took out a crew member of the M3 anti-tank gun, forcing the remaining American crew to haul it back around a corner to safety. In answer, the US engineers opened fire at close range and threw back the initial push by the Italians on the American right. At the center of town, US rifles, machine guns and bazookas firing from within a massive central building ripped into the Italians marching forward in the open. Under heavy fire at their center, the Italians fled for cover to either side as their approach was slowed and their returned rifle and tank shots had little effect on the Americans.

IMG_5654Italians encounter fire from US engineers defending from buildings

IMG_5655Italian infantry duck for cover as they receive heavy combined arms fire from the Americans in the large central building

IMG_5656Italian armor repositions away from American fire

With nowhere to go but forward, an Italian rifle platoon at their left assaulted the US engineers holding down the American right from a building. The Americans took heavy casualties and were thrown backward from their position into the open street to the rear. In response, returned fire from engineers in a nearby building flung the Italians back from their brief victory.

IMG_5657Italian rifles push a US engineer platoon from the building position

Back at the center, another round of combined arms fire from the Americans in the large central building continued to feed shots into the Italians, forcing them to continue to slide into cover to either side of the open field outside town. While pushing the Italians back with casualties and shocking fire provided a short-term positive for the US, it also allowed the Italians the chance to redeploy and set themselves for a move into town on the American left.

IMG_5658Italians slide from the center toward the American left

Meanwhile on the US right, the surviving engineers were chewed up by additional fire in the street which stalled them out of the action. With the main street into town wide open, the first Italian tank positioned itself to roll down the cobblestones. Waiting in the distance was the American anti-tank gun with a clear field of fire down the street looking to stave off an armored assault into the heart of Gela.

IMG_5659Italian armor sneaks around the American right as the US 37mm M3 anti-tank gun waits in the distance

With the Italians abandoning the center, the fight moved to the flanks. One US rifle platoon moved to reposition into buildings further to the edge of town on the American left as two Italian platoons, one already having suffered heavy casualties, snuck between buildings for cover. The American engineers on their right sought to hold down the approaching Italian tanks and three rifle platoons, and the US anti-tank gun crew had yet to fire a shot. The American rifles, machine guns and bazooka crews who had caused so much damage at the center were facing a choice of redeployment as their Italian targets skirted to either side.

IMG_5644Italians mass for an attack on the US engineers

Several hours in, we called the game. The small-scale tactical nature of IABSM is highly contingent on when a platoon or command ‘big man’ card activates. With so many Italian cards in the deck, a run of activated Italian unit cards may have provided the push they needed to get to the main street and victory. That said, each US card drawn was continuing to have devastating results on the somewhat weaker Italians, causing casualties and flinging them into reconsidering different routes. The large number of Italian on the field were still poised to match up with the higher quality American troops, although the US had clearly blown an early opportunity to use their off-board artillery effectively. Good and bad command choices had left Gela contested for the day.

I Ain’t Been Shot Mum: South East of Butera July 11, 1943 Scenario

SicilyJuly1943Operation Husky, the Allied invasion of the island of Sicily, commenced on July 9th 1943 with combined naval, air, airborne and amphibious forces from the United States, England and UK colonial nations attacking a largely Italian force backed by their German allies. Over the next five weeks, the Allies took the arid and rocky island of Sicily and opened up the Mediterranean for the eventual invasion of mainland Italy.

HuskyMapOperation Husky, July-August 1943 (area around Butera in green)

The Sicilian Weekend campaign guide for I Ain’t Been Shot Mum offers 24 scenarios from the opening days of Operation Husky on July 10th and 11th 1943. Like the other scenario books from IABSM publisher Too Fat Lardies, the Sicilian book presents solid historical background and maps, along with force lists and detailed briefings for each side easily adaptable to a number of lines of 15mm WWII miniatures. The scenarios may be played individually or as part of a linked campaign, and so we recently started playing through a few of the Sicily scenarios at Metropolitan Wargamers in Brooklyn, NY.

Sicilianweekendcover‘Sicilian Weekend’ by Too Fat Lardies for their I Ain’t Been Shot Mum WWII rules

We began with the eighth scenario in the book, southeast of Butera on the morning of July 11th 1943. Members of US 3rd Infantry Division are presented with a simple mission of aggressively pushing through the field to link up with their fellow Americans at Gela. The Italian force from the 33rd Infantry Regiment of the Livorno Division, must hold the invading Americans back.The scenario presents the Italian and American forces each entering the table in column on blinds. The counter attacking Italians rolled in mounted in trucks at one road at the table edge, and the Americans arrived on foot at one end of the table.

IMG_5605Initial forces arrive on the field in the early turns

IMG_5606Italians rush to the battle and deploy from a column of trucks

My first to arrive American machine gunners and bazookas quickly took up position on a rocky hill overlooking the road and a crossroads in the distance. Italian trucks moved in with their heavy weapons likewise leading the away with machine guns and 81mm mortars deploying at the road edge. Initial long range fire from the US machine guns pushed some of the Italian line back over the road. The Italians offered several rounds combined of direct mortar and machine gun fire in return, spraying bullets and landing rounds amid the bunched-up US machine guns. The Americans scooted back over the crest of the hill and the bazookas ran off to meet the other Americans arriving by the road to their right.

IMG_5608American machine guns take Italian mortar fire and fall back

IMG_5607US machine gunners rally back to their positions and pour fire into the Italian lines

 As the heavily-damaged US machine guns rallied, the Italian column continued to advance on the board in force. Four Italian rifle platoons spread out from the road to run at the advancing American column ahead and to cover the crossroads overlooked by two rocky hills. As the Americans moved straight on to meet the Italian front line, a recon platoon accompanied by four bazookas made way for the hills and the Italian flank.

IMG_5609Italian rifle platoons sprint ahead through the open field

IMG_5611A US recon platoon moves to take position atop a hill as Italians deploy at the crossroads

IMG_5612A firefight erupts between two hills as American bazookas hump their way around the Italian flank

IMG_5613The Italian line folds back toward the road under US fire in the field

With an Italian front deployed across the field in several lines and more rifles rushing into the hills at their left, the battle settled into two main firefights. American rifles at the center gradually pushed through the field toward the overwhelming number of Italians. Between the two hills on the Italian left, Italian and American rifles echoed back and forth. As gunfire was exchanged across the lines, US bazookas attempted to run to engage the Italian trucks which had made their way to safety beyond the battle at the rear. Despite moderately mounting Italian casualties, the Americans just could not break through.

The US forces ultimately ceded the field to the Italians. Even with superior command quality, the initial deployment of the US machine guns had been a bit premature and was not met by the quick arrival of supporting rifle platoons. Rushing them to the hills at the crossroads might have made a difference. The Italians had also managed to get the vast majority of their troops on the board early in the game, and their neatly arranged front line allowed them to angle directly over a defense of the road. In our refighting of the early hours of July 11th, 1943 the massed Italian counterattack had stalled the US invaders southeast of Butera. What awaited at Gela later in the day would unfold in our next battle.

I Ain’t Been Shot Mum: West Of The Oktiabrski State Farm July 12, 1943 Scenario

t34OktiabrskiThis past week, two of us at Metropolitan Wargamers in Brooklyn, NY headed back to the summer of 1943 and the opening days of what would become known as the Battle of Kursk. The German offensive in Soviet territory, known as “Operation Citadel,” took place southwest of Moscow and led to one of the largest tank battles of all time, the Battle of Prokhorovka. It was south of Prokhorovka at the Oktiabrski State Farm where our game began.

BKCover‘Battlegroup Kursk’ from Iron Fist Publishing

Our 15mm battle was a mash-up of game systems, using Flames of War models, I Ain’t Been Shot Mum rules and a scenario lifted from the Battlegroup Kursk book by Iron Fist Publishing. Aside from its own set of tabletop rules, the Battlegroup Kursk book offers some well-drawn scenarios easily adaptable to a variety of gaming systems and scales. Our scenario, “West Of The Oktiabrski State Farm,” was the second of seven scenarios from the section entitled “The Inglorious 12th July.”

oktMAPMap of the West Of The Oktiabrski State Farm scenario

IMG_5577Soviet blinds deploy and move as T-34s are spotted pushing on the left

Our first Eastern Front and largest IABSM game to date started with the German infantry, Pak 40 anti-tank guns and two StuG III units deployed in hidden on a third of the table. Across a wide field, the Soviets deployed on blinds along the table edge in and around a collective farm complex. The initial Soviet blinds featured three infantry platoons at the center, a T-34 tank platoon to the left flank and one more tank platoon arriving on blinds in the second and third turns. Each side also featured off board artillery and the German side also had air fire to draw on throughout the game, although none of it would play a measurable role during the battle.

IMG_5547Soviet armor rumbles toward their first objective

IMG_5578A Pak 40 reveals itself to the approaching Soviet T-34s

IMG_5569The T-34s and Pak 40 exchange fire across the open field

IMG_5571The Soviet commander exposes Germans dug into the field just as his tank is destroyed

IMG_5575The first wave of Soviet armor burns in the field as reinforcements arrive on a blind to the rear

Soviet objectives sat at the German-defended crossroads, and so the T-34s pushed hard in the initial turns toward the road entry at the edge of the table at the Soviet left. Rolling quickly toward the road, the T-34s encountered a Pak 40 position at a hedge dominating a field of fire at the center of the table. The Pak 40s immediately hit the tanks, damaging the turrets, sights and mobility of the T-34s. Over several turns, fire was exchanged between the T-34s and the German anti-tank crews, leaving several burning tanks and a partially destroyed German gun position. Mid-game, a reinforcing platoon of T-34s moved to support the first wave of nearly-destroyed Soviet armor but were likewise halted in a crossfire from the surviving Pak 40s and three StuGs moving out their hidden positions and toward the road. The Soviet tank commander managed to close gloriously on the objective, but the StuGs and hidden German infantry positions stalled the advance and his tank went up in flames with those of his comrades, too.

IMG_5570Mid-game with Soviet blinds arriving on each flank, infantry at the middle and thick lines of German defenders in the distance

IMG_5572German Pak 40s and MG42s hold the center

With the Soviet attack on the left completely at a standstill, infantry moved from the farm complex toward the crossroads objective in the distance as T-34s maneuvered to their right using a forested area to cover their advance. The Germans moved to strengthen their center with the deployment of MG42s which laid fire into the Soviet infantry. German infantry deployed across the crossroads objective and were buoyed by the support of another StuG platoon on the opposite side of the trees.

IMG_5573T-34s try to push from the right using the forest as cover

IMG_5574T-34s and StuGs duel at the edge of the forest as infantry begins to take heavy casualties on both sides

Between the road and forest, the battle for crossroads began. Soviet infantry were cut down in the open and the Soviet armor moved cautiously around the woods to fire into the German infantry and armor. As the T-34s rounded the edge of the forest, a crossfire of Pak 40 and StuG shots stalled the Soviet tank advance with the Germans suffering a loss of only one StuG in the firefight. With the objectives at the crossroads and road at the table edge still secure, the day tipped to a German win effectively repelling the Soviet attack.

I hardly ever play Soviets, and in a look at the battle afterward I reasoned a consolidated attack to the road on the German right may have provided the critical mass of armor needed to sway the victory. The German anti-tank guns had effectively pinned the center, and a replay with T-34s massing to one side may have provided just enough of a steel wall to allow the other tanks to move to the objective instead of dying in the open. With our largest IABSM battle played out over several hours, we thought having a crack at one of the other Eastern Front scenarios would be worth it to test if Soviet metal might prevail over the German invaders on another day.

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.

New Game Weekend: Fire In The Lake

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I sometimes forget that I was born during the Vietnam War, one of the more complicated military conflicts in American history. In April 2015 we’ll be sitting 40 years after the fall of Saigon and the pullout of American involvement in the region’s conflict which began in the mid-1950s. To mark the occasion, the US government has quietly launched a special 50th anniversary Vietnam War Commemoration website this past year. Decades later, the complicated legacy of Vietnam continues to reverberate as even the website has proven to be controversial.

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Game set-up for the Fire In The Lake 1965-67 beginner’s scenario

Having played a few games of Cuba Libre over the past year, I’ve finally had a chance to dive into another in the COIN Series from GMT Games this fall with the Vietnam War themed Fire In The Lake. The counterinsurgency (COIN) games focusing on modern conflicts have fast become new favorites among a lot of us at Metropolitan Wargamers in Brooklyn, NY, and since the summer a core group at the club have been working through multiple games of FITL and getting a decent handle of this richly complex game.

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Sample cards from Fire In The Lake

Like other games in the series, FITL uses a card-activation mechanic to drive the game among the competing factions of US forces and US-allied South Vietnamese ARVN counterinsurgency and the insurgent northern NVA and Viet Cong guerrillas and regulars. Cards provide turn order at the top of each with a symbol for each faction. Each player chooses to use the Event on a drawn active card, conduct an Operation and/or possibly also conduct a Special Activity related to the Operation. Operations include such things as Rally or Train (recruiting troops, irregulars and/or building bases); March, Patrol or Sweep (to move and expose and/or remove guerillas), Assault or Attack (to remove enemies); and, Terror (to effect support and opposition). Adding in Special Activities such as the VC’s Tax and Subvert, the devastating Air Strike from the US, Ambush and Infiltrate from the NVA and the ARVN’s Govern and Raid makes for a powerful set of player actions.

The card text contains effects beneficial to the US and ARVN COIN players at the top and NVA and VC events in a shaded box at the bottom. Events can produce either immediate benefit to the player using the card or a negative result to another player, so a player might choose to act on a card’s Event merely to prevent another player from using the Event. Keeping an eye on turn order and the next available card also drives decisions, as one player’s choice can limit or enable the next choice available to the following players. Every nine cards contains a random Coup card which pauses play for a round of faction-specific series of phases whereby resources are gained, troops are redeployed, pieces are reset and victory conditions are checked.
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FITL Support/Opposition, Control and US, NVA, ARVN and VC Victory track markers

Each of the four groups has their own path to winning the game with victory points scored at the edges of the board on a track that also marks Resources, Aid and Patronage levels. The VC score by shifting the population of provinces toward opposition and constructing bases while the somewhat allied NVA win through gaining population control and creating bases. The ARVN player gains points through population control and earning patronage from the population of the cities and provinces. The United States wins through shifting support and building up the number of available bases and troops (reflecting a victorious withdrawal of the military from Vietnam).

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Another FITL game in progress this week

The combination of random turn order, Events, Operations and Special Activities creates a dizzying amount of variation to how a FITL game plays out over a few hours. With many interdependent actions and victory conditions, an unpredictable stack of Event cards and uncertainly timed Coup scoring rounds, Fire In The Lake makes returning to Vietnam again and again a most worthy choice.
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New Game Weekend: Force On Force

Enduring FreedomFor a person who spends an outsized amount of time reading about, researching, modelling historic soldiers and playing wars of the past, I have pretty much ignored the wars of my own lifetime from the late 1960s to present. Born during the Vietnam War, I grew up in the last two decades of the Cold War. From there, the protracted engagements in Iraq and Afghanistan and the ever-shifting nation-less “War On Terror” have occupied my adult years. The United States has been at war for most of my life and all that of my two sons. For a whole host of reasons, I prefer to set my wargaming in the comfortable distance of the past.

FOFRulesForce On Force rule books from Ambush Alley Games

This past weekend at Metropolitan Wargamers in Brooklyn, NY, I took a rare trip to a modern tabletop battlefield with my first play through a couple of scenarios using the Force On Force rules system. Published in 2009 by Ambush Alley Games and distributed by Osprey Publishing since 2011, FOF has become the go-to rule set for miniatures gamers focused on modern conflict. The rules provide elegant gaming mechanics for asymmetric warfare between elite regular units and irregular forces. Using this, the FOF system accounts for the more advanced tactics, leadership, communications and equipment of US and NATO forces against the highly motivated yet less professional and poorly equipped irregular Taliban forces.

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The Afghanistan battlefield for our Force On Force scenarios

Our two scenarios presented a generic engagement between US Marines and Taliban forces in and around two typical walled compounds in rural Afghanistan in 2010. Amid the arid trees, hills and fields, the table was set with a hefty collection of 25mm Middle East structures from the Miniature Building Authority. The eight-turn scenario involved two four-man Marine squads attempting to hold a walled compound against the encroaching Taliban forces.

IMG_4792US Marines squad in Force On Force

As elite forces in FOF, the US Marines carry initiative and announce two actions  at the beginning of the turn. Actions include combinations of such things as shooting, remaining on overwatch, hiding, tactical movement of up to 6″ or rapid movement up to 12″ with a subsequent penalty for firing. The elite nature of American Marine regulars allows the unit to function without a troop quality check. Shooting for the US is achieved with D8s, one for each figure in the squad, with additional dice thrown into the mix for special or heavier weapons. For the Taliban without leaders present, movement must first be determined with a troop quality check with one D12 per each figure in the squad, and shooting is done using D6s. With their local knowledge, Taliban forces can also choose to move anywhere at any distance on the table provided they do not cross line of sight of any US forces.

IMG_4790Taliban unit in Force On Force

Thus the differing size of the dice thrown for each squad type — US regulars and Taliban irregulars — is used to determine all the variations in asymmetric troop quality. In FOF, any rolls of 4+ are considered successes, so the relatively easy D12 motivation tests for the Taliban account for their zealous dedication while their weaker D6 combat rolls mimic their relatively untrained fighters and poor weaponry with only a 50/50 chance of hitting anything. In addition, a Taliban figure firing a rocket-propelled grenade RPG gains two extra D6 but hits must be re-rolled with results of a 1 indicating a dud rocket and no effect to the target. On the other hand, US forces hit 2/3rds of the time using their D8s. Hits are applied randomly to figures in the unit, except for successful hits from US snipers which allows for a choice of targets.

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Second US Marines squad with sniper advances

In our game, the first US Marine squad began in a field adjacent to the objective compound with a single Taliban unit perched on an adjacent rooftop. The Marines chose to remain in cover on overwatch, allowing the Taliban a first ineffective round of fire. The Marines returned fire killing one of the Taliban fighters. Turn two saw the entry of the second US Marines team, including a sniper, while the first team scooted into the compound at a full 12″ of rapid movement through two open doors. The Taliban’s second unit, including an RPG, entered the table with a lucky roll of 6 which allowed them to deploy at the corner near the second US unit and the compound.

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Second US Marine squad takes heavy fire from two Taliban units

Over the next two turns, the first US team remained within the compound guarding the objective while the second US squad crept to a copse of trees just outside the compound’s walls. At the wall, the Taliban fired their RPG to open a hole in the wall to expose the US Marines inside. Another Taliban unit with two RPGs and a leader rolled another 6 to also deploy near the compound, moving close to their nearby allies to give the other unit the benefit of the leader.

Along the way, “fog of war” event cards were drawn on rolls of 1 during reactive fire. These cards add an extra element of randomness to a FOF game. The first card eliminated the Taliban’s ability to move anywhere on the table out of line of sight due to an US drone launching overhead. The second card drawn allowed the Taliban to set an improvised explosive device (IED) between the second US squad and the compound, effectively eliminating a direct path to the objective. The final card was pulled by the Americans an allowed for an “excellent position” to be created to protect the second team at the trees.

In the meantime, combined fire from the Taliban eliminated the US sniper in the trees and injured the other three members of the squad, effectively pinning them for the remainder of the game with no friendly force nearby to attempt a first aid check. With one American squad left and the Taliban poised to close in on the compound from multiple directions, the game went to the Taliban.

We switched sides for the second game with one US Marine unit immediately taking up position within the compound and the second unit moving under cover through the nearby ruins and trees. The Taliban reinforcements were not as lucky with their placement, and all entered at the far end of the table with stalled movement due to a lack of leadership. Again, a fog of war card eliminated the Taliban’s free movement on the table. A RPG shot blew up one building in the target compound, but the Marines survived and pulled back to another building. By turn six, the second US squad most moving to protect the compound and the Taliban forces, while great in number, had failed to advance far enough to prove a threat. A final fog of war card brought in a sandstorm, effectively shutting down shooting and movement for the remainder of the game. The US Marines had done their job and held the objective and the day.

One of the benefits of gaming modern war is the wealth of immediate information available in refighting actual engagements or creating other realistic scenarios. For our battle, some of the excellent coverage from National Geographic’s documentary Inside The Afghanistan War was used, and countless books, articles, photos, videos and websites provide further information and inspiration. The Force On Force rules do a masterful job at representing small engagements between regular and irregular forces, and I look forward to another series of games bringing in additional types of weapons, support and vehicles to the mix. Yes, our modern wars are still unfolding immediately in real-time, but with FOF a better appreciation of the tactics and challenges of today’s soldier is well represented for the interested wargamer.

Flames of War: JR Miniatures 15mm Arnhem Row Houses

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I picked up two different 15mm JR Miniatures Arnhem row house models on my recent trip to the HMGS Fall In! 2014 convention at a real steal of 40% off the list price. At nearly 12″ long and up to 8″ tall, these cast resin models create a quick urban feel to a tabletop battlefield. Each model has lift off roofs and interior floor and wall sections which pull out to allow for stands of troops to occupy varying rooms and levels. The roofs on the models also contain open parapet areas where artillery spotters, machine gunners or other troops can placed to command the battlefield from high upon the rooftops.

IMG_4674Cleaned and primed Arnhem row houses from JR Miniatures

As with most of my experiences with JR Miniatures models, there’s a fair amount of clean up to flash before getting started. The castings also contain a few air holes here and there, but nothing that detracts too much from the overall models. If anything, missing pieces of a cornice or a small hole in a wall might be chalked up to gunfire.

Here’s a simple outline of my technique for painting resin buildings:

Painting Western European Buildings

  1. Use a sharp hobby knife to carefully remove extra resin flash from casting. Particular care should be taken to make sure interior floor sections lift out of the model easily.
  2. Wash models in warm soapy water to remove molding residues. Allow models to dry overnight.
  3. Spray prime roof and removable interior floor sections in flat black and main building sections in flat grey. Allow primer to dry overnight.
  4. Paint roofs:
    1. Tile roofs begin with a dry brush of 50/50 black and red paint, followed by a dry brush coat of red paint and finished with a dry brush of orange paint to highlight.
    2. Shingled roofs begin with a dry brush of dark grey, followed by dry brushed coats of lighter browns, light greys and dark green.
    3. Stuccoed areas in roof gables and dormer windows receive a dry stipple brushed coat of light brown followed by off-white paint dry brushed with the same stipple brush.
  5. Paint floor sections:
    1. Dry brush floorboards with layers of dark and lighter brown paints.
    2. Paint wall sections in off-white paint.
  6. Paint building facades:
    1. Stucco walls receive a dry stipple brushed coat of light brown followed by off-white paint dry brushed with the same stipple brush. Dab some random areas with more off-white to create areas of more fresh stucco to create variations along the street.
    2. Dry brush a slightly heavier amount of off-white paint over cornices and door a window molding to create more depth of highlights.
    3. Stone areas receive a dry brush of light grey followed by off-white dry brush highlights and a dark brown wash in recesses.
    4. Brick areas are dry brushed with 50/50 black and red paint followed by random dry brushing in off white paint to highlight.
    5. Paint doors and shutters with a variety of blues, whites, greens, reds and browns. Follow basecoat with highlight in same color slightly lightened with off-white. Dab doorknobs with brass paint with a fine brush.
    6. Window panes are all carefully given a light coat of black and then dry brushed with dabs of lightly dry brushed white paint to give the illusion of glass.
    7. Sidewalks are dry brushed with light greys over a medium grey basecoat.
  7. Ground areas at the rear of the buildings receive brown and green dry brush coats followed by grass flocking and small clumps of foliage.
  8. Coat models in several layers of spray clear matte finish, allowing each coat to dry before applying an additional coat.

I was able to achieve a pretty decent tabletop quality finish to my buildings with maybe three hours of work on each model using the painting scheme above. Since colors on buildings are rarely monotone (unless newly constructed), I use a plastic surface on which I dab a variety paint shades and mix colors from this palette as I go with my dry brushing. I then build up areas with heavier amounts of one color or another to pull out highlights, create varying textures and differentiate from one building to the next along the street.

IMG_4695A completed JR Miniatures Arnhem row house

IMG_4694 The other completed row house with corner shop

IMG_4692Close up of the corner shop

IMG_4698A view along both row house blocks

IMG_4697Rear detail of one of the blocks

IMG_4693Close up view of the facades

IMG_4696A German Stug parked in front of the row houses

IMG_4691Overhead view of the interior floors

IMG_4690A floor section being removed for placing troops inside

I’m really excited about these models which nearly double the footprint of my existing Western European buildings in 15mm. Models from JR Miniatures fit in nicely with my buildings from Mark IV Miniatures and terrain from a variety of other manufacturers. Although modeled on actual streetscapes of Arnhem, the buildings are easily usable in creating the look of many densely populated areas of France, the Netherlands or elsewhere in Western Europe during late war operations.