New Game Weekend: I Ain’t Been Shot Mum

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As a World War II gamer, I have a newly-discovered love for a game which doubles my gaming possibilities with all the time and money I’ve  got invested in the 15mm Flames of War game which is the modern standard for the period. The past two weekends at Metropolitan Wargamers in Brooklyn, NY, I’ve been turned on to I Ain’t Been Shot Mum which is billed as “the other World War II miniatures game. For gamers with a lot of miniatures on hand and a hankering to play WWII at a different and more historical level, IABSM is well worth it.

TFLlogoNow in its third edition, IABSM has been published since 2002 by Too Fat Lardies, UK-based makers of a number of wargaming rules systems for a variety of historical periods. Overall, the game provides WWII wargamers with a simple, sleek set of skirmish rules that focuses far less on fielding shiny models and more on tactical decisions on the tabletop. IABSM is a true “what you see is what you get” system with a 1:1 scale at 15mm but easily adaptable to other model scales. One guy on the table equals one soldier in the field during battle, taking the game down to a level that really “feels” like commanding a group of troops. The smaller, less abstract scale of IABSM games provides a lot less “gaminess” to the systems, and relies a lot more on the decision-making skill of players commanding forces on each side. In many ways, the game is a throwback to original Kriegsspiel invented for use in Prussian army training two hundred years ago.

IABSMcardsSample cards from I Ain’t Been Shot Mum from Too Fat Lardies

The core rules of IABSM retail at under $20, and provide a number of basic underlying mechanics easily usable in any battle or theater of WWII. As an avid FOW player who is often faced with hundreds of pages of more grand-scale rules, army lists and ongoing modifications, the elegance of the skirmish-level IABSM comes down to five main areas:

1. Random Activation: Rather than playing by a simple “I go, you go” turn-based mechanic, IABSM games are powered by a set of cards which randomly activate deployed troops in the field. At the beginning of the game, a deck of cards is shuffled with each card representing a unit in the game. Cards are drawn and units are activated in turn, with units choosing a number of actions based on their quality. Highly-trained US Airborne troops may have four actions when activated, while less elite regulars may only have three. Actions include movement, firing, spotting the enemy and many other activities which makes commanding a unit’s turn one of many possible choices. Cards are added to the deck as new units arrive and removed if a unit is destroyed. Drawing a “tea break” card ends the turn with one final round of shooting for available inactivated units before the cards are shuffled a new turn begins.

2. Morale: Troop morale is nearly as important as firepower on actual battlefields. A well-armed but rattled group of soldiers may prove to be nearly ineffective in the field without some stalwart command leading the way. IABSM offers several levels of morale with pinning, shock and suppression which progressively eats into how effective a particular force can perform on the table. When being shot at, a simple table resolves possible kills as well as whether a unit is progressively shocked into poorer performance in subsequent turns or entirely immobilized due to overwhelming fire.

3. Command: Commanding and junior officers in IABSM are represented as “big men,” with individual cards allowing for their separate officer actions to drive gameplay. Through proximity or attachment to their forces, commanders can greatly affect morale by clearing shock from troops and boosting their strength in subsequent exchanges with the enemy. The presence of command also doubles the chance of troop activation, as a drawn “big man” card can press an attached unit into action without its own card being drawn.

4. Blinds: In real-world combat, knowing the enemy position through intelligence, observation or contact is almost as important as the engagements that result. While many miniatures games present an open table where nearly everything is known from the get-go, IABSM preserves a “fog of war” element with the deployment of “blinds” on the table. Represented by oval-shaped markers, blinds are able to move around the table without revealing their actual make-up. Thus, a player might move a small unit, a large platoon or even a false blind containing no troops around the table without the enemy knowing its true make-up until revealed. This allows players to add an element of diversion to the game, as an enemy way burn up several turns chasing a ghost across the table as real forces jockey into position.

5. The Game Referee: One of the hallmarks of wargames until recent decades was an all-seeing, all-controlling game referee. As a non-player, the referee not only provides clarifications on rules and contested play on the table, but they also are able to maintain a level of secrecy between each player as a scenario unfolds. The game can be played without a referee, but the presence of one adds yet another depth of to the “fog of war” randomness employed already with blinds and random card activation.

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Beyond the base rules, Too Fat Lardies offers a number of IABSM scenario and guide books for Europe, Italy, North Africa and the Pacific. General lists allow for the creation of custom scenarios, but I really like the historically-specific books. The past two weekends, I played the first two games in the D-Day-themed Where The Hell Have You Been Boys? book which contains over twenty scenarios from Omaha and Utah beaches to the inland. Following the United States advance and subsequent German counterattacks, each scenario lays out a simple briefing for the German and US players along with a referee sheet, terrain map and a guide to forces and cards needed for play.

IMG_3554“Protect The Guns” scenario set-up for IABSM

IABSMGameScenes from the German defense above Pointe du Hoc in “Protect The Guns”

My first game — “Protect The Guns” — saw me playing as the defending Germans looking to hold off the Allied advance from Pointe du Hoc with a couple heavy machine guns, snipers and some off-board artillery. One of the remarkable things about IABSM is the vast amount of space represented on the table, making decisions of movement and firing  very important. My artillery was also very unreliable, representing some of the German communication challenges come alive. That said, with only a few men at my disposal, I was able to stave off and force the Americans to redirect through constant harassing fire until their reinforcements entered under a blind at my rear. With one of my machine guns and both snipers finally destroyed, the last of my Germans found themselves pinched on two sides of more-skilled US troops who took the game.

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“Holding The Pointe” scenario set-up from IABSM

In “Holding The Pointe,” my Germans were on the counter-offensive and looking to push the Americans back into the sea. With all my forces deployed at the game’s start and all American units under blinds, my Germans began in overwhelmed confusion. This disadvantage made the game play so much more like the actual action in Normandy as German forces scrambled to head-off the Allied attack inland. Rather than focus my attack, I made the poor gamble of splitting myself to chase two sets of US targets. By the time a large force of German reinforcements arrived in the seventh turn, my initial force had gotten chewed-up in a series of stand-off firefights amidst the thick bocage near my original deployment. My divided force tactics were ultimately my undoing, and I’m certain a more textbook massed attack may very well have giving me a greater shot at victory.

With a couple of games under our belts, we’re going to continue right through the IABSM D-Day scenarios and beyond. We’ve managed our games without a referee so far through some really good fair play, but we’re anxious to try some scenarios with the referee element. Overall, the up-close feel for command and the heightened tactical realism in IABSM has given me a second WWII game to love at the 15mm scale.

Flames of War: Omaha Beach “Easy Green” 1944 Scenario

OmahaBeachSandwiched between tall bluffs on either end, a five-mile stretch of Normandy coastline was designated Omaha Beach near the center of the Allied D-Day landings on June 6th, 1944. Landing at Omaha was the relatively fresh US 29th Infantry Division. With British and Canadian troops landing on beaches to the left and other US men landing at Omaha Beach to the right, the 40,000 Americans at Omaha met with the highest rate of casualties of the day with some 3,000 falling in the French surf and sand.

OmahaEasyGreen“Easy Green” sector on Omaha Beach, Normandy 1944

Lying in wait at Omaha was a mix of green recruits and older veterans in the German 352nd Infantry Division. Dug in at the coast in a wall of pillboxes, bunkers, gun pits and trenches, the German men (and unknown number of boys) met the US invaders with a storm of machine gun, artillery, mortar and rocket fire. For the US, little went right as landing craft drifted off course and special floating DD M4 Sherman tanks were swamped and sank offshore. Only through improvised efforts and a slow, methodical pace under withering fire did the American infantry finally make it through the German lines to control the beach by the close of the day.

EasyGreenFOWMap set-up for the Flames of War “Easy Green” scenario

In preparation for our upcoming D-Day Plus 70 weekend at Metropolitan Wargamers in Brooklyn, NY on June 6th-8th, a couple of us have been playing out beach landing practice games. Flames of War offers a specific outline for coastal assaults with their “Hit The Beach” rules, but we’ve found them to be very difficult to play with US invaders losing more often than not. Last summer we ran through our first beach landing on one of the club’s sand tables with a Utah Beach “Easy Red” scenario in which the US failed horribly. Since then we’ve been studying up, tweaking our forces and diving deep into the particular rules for a tabletop beach landing game.

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This past week we ran through the Omaha Beach “Easy Green” scenario to what was probably our most evenly matched and played game to date. The scenario sticks pretty closely to the situation at Easy Green with one beach exit road guarded by lines of barbed wire, trenches, mines and anti-tank obstacles. Finally, a combined defense of heavy machine guns, a 5 cm KwK 39 gun bunkered at the coast and Nebelwerfer rockets at the rear provide a daunting nut for the US infantry to crack. For our game, my German opponent was able to field forces as outlined in the published FOW scenario but I had to modify my American list slightly to fit my model collection. Even with slight changes, our final lists had the US at a few more points stronger than the Germans as per the mission outline and the game rules.

IMG_3452The first US boats land and platoons rush ashore

After an initial US naval bombardment which destroyed one stand of German infantry, my boats and DD tanks headed for the beach. In the initial wave, one DD tank sank in the water offshore and one boat was delayed in the bouncing surf. With two platoons of US infantry on French ground, they made way for the barb-wired seawall. Further down the beach to the right, my three surviving Shermans rolled to the one exit causeway from the beach.

IMG_3453DD Sherman tanks make it across the beach toward the exit ramp

In the opening salvo from the Germans, rocket fire came in from the rear of the table as entrenched guns fired from the beach defensive lines. US troops did well with dice roll saves and lost just a few teams before ending the turn pinned high on the beach.

IMG_3454German Nebelwerfers sit atop a hill overlooking the Allied objective

In the next couple turns, landing craft continued to meet mixed success in landing and stalling on the sea. Luckily, most boats didn’t drift too far down the beach, allowing me to execute my general plan of running infantry to the left while my tanks dealt with the heavier nests and pillbox to the center and right. One tank bogged in the sand but the other two rolled over the barbed wire to take up position at the line of minefields, sending fire into the Tobruk nests and gun bunker. A couple turns in, the bunker was in flames and the German machine guns had been dealt with. The way was clearing for the US infantry to push inward.

IMG_3455The 5 cm KwK burns in its bunker as US troops push over the seawall

IMG_3456DD tanks struggle through the coastal defenses and take heavy combined fire

With several US platoons whittled-down in their struggle through several tiers of barbwire, one platoon of German infantry arrived and made way for the row houses near the objective and remaining rockets on the hill. In the open, the Germans took fire from naval guns but most survived to find shelter in the buildings. Back on the beach, my final US reserves of M7 Priests landed at the center of the beach and one heavy machine gun section tramped forward at the extreme left. With these late arrivals so far back from the main action, it was up to the forces already inland to get the job done.

IMG_3475German defenders rain mortar and machine gun fire into oncoming US troops

IMG_3476With German defenders destroyed at the beach, the 29th Infantry Division hustles inland

With the major defenses eliminated at the beach, the Shermans turned their machine guns on the remaining German infantry manning the trench line high on the central hill. At the same time, US infantry began pushing into the German position after spending turns alternately being pinned by rocket and mortar fire, removing barbwire and shooting back with light machine gun, rifle and direct mortar fire. Despite their losses, the combined arms of my US troops really shined, as was often the fateful experience of their German opponents 70 years ago.

As the game moved into the second-to-last turn, the Americans were ultimately just too far away and too weakened to make the final push to the objective still held by the remaining German infantry comfortably defending from the nearby houses. It had been a pretty even match, but timing was everything. Luckily for the Allies on June 6th, 1944, the only limits on the day’s outcome at “Bloody Omaha” was the grit and dedication of the storm of humanity hitting the beach.

Metropolitan Wargamers D-Day Plus 70 Event – June 6th-8th 2014

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This June is the 70th Anniversary of the Allied D-Day landings at Normandy, and New York City’s oldest and largest wargaming club Metropolitan Wargamers is celebrating with a full weekend of events.

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La Fiere Causeway at Metropolitan Wargamers in Brooklyn, NY

Whether you’re new to the hobby or an experienced gamer, there will be plenty of WWII action the entire weekend. On the evening of Friday June 6th we’ll begin with Flames of War airborne landing scenarios. Saturday June 7th kicks off at noon with a FOW beach landing scenario on one of the club’s famed sand tables. Sunday wraps up the weekend with a couple FOW breakthrough battles and a large Memoir ’44 board game. Other WWII-themed games will run throughout the weekend.

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Utah Beach on one of the sand tables at Metropolitan Wargamers

We’ll have FOW scenarios set up for the weekend with plenty of miniatures and stunning terrain on the club’s tables, so all you need to bring is your passion for wargaming and history. Our FOW miniatures games are fun and a feast for the eyes, and you can get a sense of what’s in store for the weekend by viewing some of our past scenarios at the club here.

Admission for the full weekend of gaming is just $10 and a great opportunity to visit a very unique community of gamers in the heart of Brooklyn’s Park Slope neighborhood.

For more information and to RSVP for the D-Day Plus 70 weekend, check the Metropolitan Wargamers website or join our Yahoo group.

Flames of War: Dust Up Mission With “Blood, Guts and Glory”

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Although actually made up of a number of battles and assaults during World War II, the post-D-Day breakout actions by the Allies in late 1944 in Northern France has become commonly known as the Lorraine Campaign to military historians. Frustrated by poor weather conditions and weak supply lines, the General George Patton’s 3rd Army push into Germany eventually led to the wintery and more famed German counteroffensive with the  Battle of the Bulge in the winter of 1944-1945.

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Flames of War offers a book outlining the Lorraine Campaign with Blood, Guts and Glory. US lists in the book focus on the powerful tank and armored rifle companies which made up the steely backbone of Patton’s daunting force. For the Germans, the cobbled-together 106 Panzerkorps Felderherrnhalle and 111 Panzer brigade are outlined with forces full of some of the best Late War armor and equipment albeit under somewhat challenging motivation and experience ratings.

A couple of weeks ago at Metropolitan Wargamers in Brooklyn, NY, two of us had a go at a fictional battle set during the Lorraine Campaign. We play against each other a fair amount, and both of us were looking to switch things up commanding some very different forces. The tabletop terrain was also different with a more open battlefield lined with fields, woods, gentle hills and two farms. All of this was quite a departure from the games we have most played set in the days and months after the Normandy Invasion in June of 1944.

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My opponent’s Panzerkompanie was  full of armor – Stugs, Panthers and Panzer IVs – and  supplemented by an Aufklärungs platoon and a couple Wirbelwinds to chase away any US aircraft. For my US force, I wanted to try out some underused rifle platoons which were supported by 105mm M7 Priests, some Shermans and a P-47 Thunderbolt buzzing overhead. We also chose a different game framework, opting for a somewhat complicated Dust Up scenario from the official Flames of War missions list.

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Our Dust Up scenario with my US forces in the foreground and Germans in the distance

Well, as the game played out, I quickly discovered I had brought infantry to a tank fight. With one of my infantry platoons camped out in the woods near two objectives, my hope was to stave off the German armor advance with repeated bombardments from my Priests and diving runs from the P-47.

IMG_3398US M7 Priest platoon taking up position

IMG_3399US rifles deploy in the woods to guard a nearby objective

Things went well for me in the early stages as Panthers stalled moving through the woods. A Wirbelwind and two Panthers were subsequently destroyed from 105mm volleys , but my P-47 failed to get any traction in stopping a group of Stugs creeping along the table edge. Even so, a couple turns in I was feeling fairly confident my artillery fire would whittle away the rolling German advance.

IMG_3401A German Panther and Wirbelwind are destroyed by incoming US 105mm fire

IMG_3400Panthers make through the woods but one bogs in the terrain

IMG_3402The P-47 Thunderbolt attempts a run at a Stug platoon

IMG_3403More fire from the Priests take out another Panther

My plan fell apart as the first German Panzer IV reserves came on the table at the corner behind my Priest battery and made quick work of the nearly-armorless US mobile artillery. I swung my surviving Priest and supporting Sherman around and engaged the Germans at close range with direct fire, but succeeded in only cracking open one German tank. In another turn, the Priests were wiped from the board and only my infantry platoon remained to defend my end of the table. The P-47 appeared again to control the center of the battlefield, but missed on its run. The US center and flank were crumbling by the time turn four approached.

IMG_3405Panzer IV reinforcements surprise the Priests from the rear

IMG_3406The Thunderbolt tries to stall the German armor in the middle of the field

My reserve Shermans came on the table near a farm and quickly engaged with the Panthers which swung to meet the US armor advance. Shots from my heavier 76mm guns lit up a Panther and bailed another’s crew. The German tanks returned fire, destroying all but one 76mm Sherman as more Panzer IVs showed up with the Aufklärungs platoon close behind.

IMG_3407Reserve American 75 and 76mm Shermans roll on the board

IMG_3409The last of the Priests burn as more Panzer IVs appear

In the fifth turn, my final supporting infantry platoon arrived in their halftracks, dismounted and made a desperate run for an objective in the open field. The infantry on my side of the table also broke from the woods in a last-ditch assault on a mass of German tanks creeping toward an objective but were repulsed. With German armor swarming an objective, the game went to the Axis.

IMG_3410A reinforcing column of US rifles follows-up the Sherman advance

IMG_3413A lone Sherman survives as the US rifle company dismounts and heads for an objective

IMG_3414US riflemen break from the woods in a desperate assault on German tanks at an objective

IMG_3415With tanks aflame in the fields, the Germans take an objective

Clearly, my US plan from the outset was a stretch. Had I taken the more historic approach of Patton in the Lorraine Campaign of 1944, a fully-armored US force may very well have stood a fair chance against all the German tanks shuttling here and there on the tabletop. Balancing history and what-ifs is what makes playing Flames of war so engaging over and over again, but next time I’ll be careful not to second-guess the command decisions made in Northern France some 70 years ago.

Flames of War: Fielding the FOW M10 Tank Destroyer Platoon

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The Blitzkreig of German armored forces is one of the more enduring tactics introduced in World War II. Swarmed masses of German tanks and mechanized forces in the early war period rolled through Poland, France, Belgium and the Netherlands in Western Europe and punched into the Soviet Union with Operation Barbarossa in 1941. With early Panzer and later Panther and Tiger tanks ruling the battlefields of Europe, Allied forces struggled for solutions to crack the German tide of iron.

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A US M10 tank destroyer comes ashore in Normandy after D-Day in 1944

By mid-war, the Americans had a solution with the M10 tank destroyer. Introduced first into the battlefields of North Africa in 1943, the M10 GMC (“gun motor carriage”) carried a big 3-inch/76mm gun and on a Sherman hull. After success in Africa against earlier model German tanks, M10s became part of the post-D-Day Allied breakthrough campaign. While effective against Panzer III and IV tanks, more heavily-armored Panther and Tiger tanks still proved problematic. Luckily, the M10 was supplemented by the British-modified Sherman 76mm Firefly and the later US-built M18 Hellcat which was quicker on the field. The combination of these three tank destroyers, along with the stalwart work of Allied infantry and deadly air support, turned the tide in Europe.

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One of my earliest 15mm WWII purchases years ago, and somewhat at random, was the now-discontinued M10 Tank Destroyer Platoon set from Flames of War. I think at the time, I just liked the look of the models and I was looking to fill-out my new US forces with more variety. To get to a full platoon of four M10s, a fellow club member at Metropolitan Wargamers in Brooklyn, NY recently gave my two more M10s to which I’ve added an additional M20 scout car.

IMG_3389New M10 tank destroyer and M20 scout car

IMG_3388New M10 tank destroyer

IMG_3387New M20 scout car

IMG_3390US tank destroyer platoon with new models (left) and older models (right)

With my existing and new section sections, I now can field a full tank destroyer platoon using a variety of Allied Late War European lists. Anti-tank tactics in the game provide multiple opportunities for the M10 platoon to be used in combination with infantry and other Allied armor on the game table. With optional deployment as a recon platoon using the M20 scout cars, the M10s can create ambushes to wreak havoc on German tanks. Admittedly, using this full platoon will take some practice but I’m certain they’ll be causing headaches for my German opponents in the very near future.

Micro Armour: Getting Started

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After years of wargaming World War II with Flames of War, I’ve been looking for a change of pace for the period. I’ve recently caught up on the vast majority of my modelling projects, including fairly extensive American, British and German Late War forces as well as a bunch of terrain. I’ve also been interested in playing larger battles, something that becomes a bit unwieldy with FOW. In looking for a way to expand my WWII gaming experience, I’ve been weighing factors of scale, cost, storage and time. After a lot of thought, I’m going small and getting started with WWII in micro scale.

The standard in micro scale gaming is GHQ. Founded in the late 1960s and based just outside Minneapolis, Minnesota, GHQ manufactures an extensive line of pewter miniatures for WWII, Modern, Napoleonic, American Civil War and various naval eras. In the early 1990s, GHQ also began offering N and HO scale vehicles targeting model railroading enthusiasts. Along with their gaming models, the company has developed a number of rulesets and terrain-building supplies appropriate for various eras of combat at the micro scale level. For over 40 years GHQ’s models have been held in high regard by wargamers as well as the US military which uses the company’s products for training and planning excercises.

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World War II miniatures scale comparisons (from www.historicalwargames.net)

The 1/285th (6mm) scale of GHQ’s WWII models offers a number of differences and potential advantages to larger scales, such as 1/100th (15mm) FOW miniatures and 1/56 (28mm) models from the expanding Bolt Action game line from Warlord Games.

  • Scale: In 6mm micro scale, an entire infantry platoon can be represented with approximately 3-5 figures mounted to a small square or round base. An inch on the table approximates 100 yards on the battlefield. This allows for larger multi-company or battalion level games compared to smaller single company and platoon skirmish games at a 15mm or 28mm scales.
  • Cost: Wargaming at any scale is an investment, but micro scale allows for the depiction of large battles for a fraction of the cost of larger scales. The starter sets from GHQ provide around twenty tanks for $40, making individual armour models just a couple bucks each compared to the 15mm scale where tanks can run easily to triple that cost. Fielding an entire 6mm infantry and armor company might run just $10-20 while that same company at 15mm could run hundreds of dollars. And, since each micro scale tank represents a platoon and a platoon in FOW may run to maybe six tank models (or more), the game scales cheap and fast into grand scale engagements.
  • Storage: As the website says, I live in Brooklyn, NY, so storage is always an issue for my board games, cards games, miniatures, terrain and hobby supplies. I keep a lot of my miniatures at my local club, Metropolitan Wargamers, but I like having stuff around the apartment for when the gaming mood hits. At the micro scale level, dozens of tanks, infantry and vehicles can be carried in a shoulder bag or kept in a drawer. Compared to my FOW collection which sprawls over multiple bags and boxes, micro scale makes for some quick and easy game deployment just about anywhere.
  • Time: Painting micro scale takes a fraction of time compared to larger scales. A quick spray of white primer followed by a thinned color basecoat, a couple dots of detail, a wash and maybe a tiny decal is all that’s needed to get forces on the table and ready to game.

IMG_3211GHQ’s US Shermans vs. German Panzer IVs box set

IMG_3210GHQ’s US Armoured Infantry Command 1944 box set

To get started at the micro scale, I ordered two sets from GHQ. The Shermans vs. Panzer IVs Battle Box comes with ten tanks per side, a storage case and a set of rules — everything needed to get a game started. To this, I added the US Armoured Infantry Command 1944 set with additional tanks, half-tracks, jeeps, armoured cars and a bunch of infantry. To get some Germans into action, I think I’ll be going for the German Kampfgruppe 1944 for a nice mix of infantry, transport, Marders and even some horse and wagon teams.

IMG_3214Assembly of my first GHQ micro armour sets

In well under less than an hour’s initial work, my first sets of micro armour glued up fast with some careful organization of parts and assembly with superglue and tweezers. Already I’m loving getting so many models ready for paint and then on to the table in no time at all. The saying is “go big or go home” but my new micro armour project looks like its already going to be a massive amount of fun in a very small package.

Flames of War: Fielding the FOW Hawker Typhoon

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The story of the British Hawker Typhoon in WWII is one best told in two acts. Its early use beginning  in 1941 met with very mixed service results against superior planes in the German Luftwaffe  and production of the plane was nearly scrapped by the Royal Air Force. However, with a bit of re-purposing, the Typhoon’s speed was soon coupled with increasingly-heavy bomb payloads to become an effective fighter bomber against ground targets.

In 1943, the Typhoon really came into its own when armed with wing-mounted rockets and fuel tanks providing greater flight range. While of questionable effectiveness against tough-armored German tanks, a run from a squadron of  Typhoons with rockets firing struck fear into German forces and devastated supply lines and production facilities in Western Europe. The Typhoon’s role in D-Day, Operation Goodwood, Operation Varsity and other engagements was both disruptive and deadly in support of ground campaigns all the way to the war’s end.

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Flames of War offers a model of the Typhoon as well as a short online guide to painting their model. With my British ground forces fairly well built out with artillery, tanks, infantry and support weapons, adding some air support seemed to be the next natural step as well as another interesting modelling project.

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I picked up my model online at a slight discount online and went straight to work. I painted the plane in a RAF grey and green camouflage pattern with yellow details to the nose and leading wing edges. Next, I added black and white “invasion stripes” which had been used on Typhoons since earlier in the war, although my plane was going to be flying over late war Normandy. The decals included with the kit finished off the plane with “V” markings, subtly allowing me to add my own initial to my completed plane. Finally, a little watery rusty brown wash brushed along the seams in the fuselage added a weathered look of many previously-flown missions.

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With my existing American P-47 Thunderbolt, having the Typhoon in my miniature Allied arsenal is sure to add more depth and choice to my Late War Western Europe gaming. With the Typhoon hitting the table in the near future, my hope is its presence above the battlefield will rain rocket-fueled terror and distraction on my German opponents just as they did over Europe some 70 years ago.

Flames of War: Lingevres 1944 Scenario

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By D-Day +8 on June 14, 1944, the British 50th Infantry Division had pressed about 5 miles inland from Gold Beach to the outskirts of Lingevres. Dug in at the town were elements from the Panzer Lehr Division with several Panther tanks ready to force back the looming British attack. With 6-pdr anti-tank guns in tow, the British pushed into town mid-morning following a bombardment by 25-pound artillery and runs from supporting Typhoons above. A ferocious battle commenced between the 4th/7th Royal Dragoon Guards and the German Panthers. When the smoke cleared, several Panthers sat burning as victims of Sherman Firefly and anti-tank gun fire. At day’s end, the British controlled Lingevres.

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British 6-pdr anti-tank gun deployed outside Lingevres, June 14, 1944

The WWPD website has a Lingevres scenario available which two of us adapted for play this past weekend at Metropolitan Wargamers in Brooklyn, NY. Using the scenario as a guideline, we laid out the tabletop battlefield with cornfields stretching outside the town occupying two-thirds of the table. With our 1750-point forces on each side, the Germans began with two platoons of infantry and a heavy machine gun platoon inside two buildings and the church at the center of Lingevres. The British then deployed with their artillery battery, two rifle companies and a recon patrol. All other forces were held off table, with German delayed reserves set to arrive in turn three and British reserves eligible to arrive immediately at the beginning of the game.

Victory conditions as presented were simple — the British needed to take three buildings in the town and the Germans needed to drive the British from the field. How the game played was not simple and once again revealed my need to sink more work into creating accurate, playable scenarios for FOW.

IMG_3163Germans dug in at Lingevres in the town’s buildings while British artillery and infantry deployed from the cornfields in the distance

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Initial movement of British forces into Lingevres with recon carriers moving left and infantry moving into the woods near the church

The first two turns of the game saw the British marching from their edge of the table toward Lingevres. At the town, a German machine gun platoon sat waiting in a building at the crossroads while two other infantry platoons took up position in the church and shops across the road. By turn three, British artillery had opened fire on the machine gunners and pinned them. The first British tank platoon also rumbled onto the table, as did the German Panthers which made way for the center of town.

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Panther reserves roll into the center of Lingevres

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British infantry in the woods take fire and are pinned as armored reserves move from the rear

The first British infantry platoon made way through the woods at the center of the table but were pinned and cut down over two consecutive turns of fire from nearby Germans. The British recon patrol, edging its way through the bocaged fields near the church, was chased away with the appearance of the Panthers.

IMG_3167A British Sherman takes up position to spot for the artillery battery

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British infantry move from the farmhouse across the field

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Panthers destroy a Firefly and the Sherman spotter tank at the edge of town

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British infantry fall back after taking fire from the German half-tracks

On the main road to town, the British ran their Sherman spotter tank and lead Firefly toward the nearby farmhouse. On the other side of the farmhouse, a British infantry platoon moved into position using the building and nearby bocage as cover as they made way for the open field. The heavy British push around the farm was stymied with the arrival of German halftracks which fired machine guns into the field. By turn five, the Sherman spotter tank and spearheading Firefly also lay in flames after some quick shots from the German Panthers.

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British machine gun carriers and tank reserves roll on

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Armored reserves move to support infantry

IMG_3172 British infantry reserves move in near their artillery battery

By turns six and seven the inital British assualt had been repulsed at a safe distance from town. All German infantry platoons remained safely bunkered up in the town’s buildings, and the spotter for the German’s reserve 12cm mortar platoon was now camped out in the church’s bell tower. The three Panthers prowled back and forth at the center of town, and the incoming fire from the British artillery in the distance was the only real agitation to the occupying Germans. The Britsh rolled on their final reserves of machine gun carriers, Sherman/Firefly tanks and a fresh infantry platoon.

Even with all reserves on the table, the British attack was stumped. With one rifle platoon destroyed and a second whittled down, the British had just one intact infantry platoon on the field. One tank platoon struggled through the fields to one side of town, while the second sat idling on the road to town. Clear lines of fire around the church and town center presented open killing zones for the Germans in the town’s buidings and the three Panthers. All the Germans needed to do was sit in place and mow down the coming British.

I love playing wargames for historical scenarios, but our game this past weekend at Lingevres presented some serious limitations to the FOW rules as written. Playing an even match of 1750-point forces per side ultimately did not allow for a satisfying game for either player. What works for a head’s up FOW tournament game or randomly-rolled mission simply does not play well in recreating historic engagements.

In our Lingevres game, the British simply didn’t have enough units to create a critical mass to advance into town under what was sure to be withering fire from the Germans. We decided we liked the scenario, but perhaps the British needed a 50% increase in points, perhaps with additional rifle and tank platoons and a Typhoon providing air support.

With a three-day D-Day weekend being planned at our club this June, we’ve got multiple historic airborne, beach and inland fights to sketch out in the coming months. There’s going to be a lot of playtesting and tweaking to get our historic games to play well. With wargaming, striking the balance between a game that provides both historic accuracy and the potential for different outcomes is the real challenge that lies beyond just the roll fo the dice.

Flames of War: Modelling Western European Terrain in 15mm

normandystuartterrain

I’ve had a lot of great feedback from the past year of posting after action reports for Flames of War games. Fellow players have been universally complimentary on the layout of my terrain used in my scenarios. With that, I’m increasingly being asked questions about the make of my models, where I buy them and how I achieve some of the other rerrain modelled  in my games.

Modelling terrain, like any aspect of miniatures wargaming, has to take into account the three main factors of skill, budget and time commitment. I find myself somewhere in the middle of all three categories, and I feel my level of personal investment in my terrain modelling is reflective of this. One of the many benefits of belonging to a club like Metropolitan Wargamers in Brooklyn, NY is the opportunity to share in our massed collections of terrain and create some pretty impressive-looking games.

As a longtime miniatures hobbyist with a passion for scale modelling, I wanted to share a quick round up of the current state of my 15mm terrain collection I use for Flames of War. To date, my FOW gaming has focused on the European Western Front, so the vast majority of my terrain focuses on buildings and other features appropriate for France, the Low Countries and Western Germany. All that said, let’s take a European tour in miniature…

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Any small town or rural tabletop Western European battlefield needs buildings — barns, houses, shops and cafes — not only for visual appeal, but to provide covering positions and even possible objectives during game play. FOW offers a fine line of pre-painted buildings but I find them to be a bit on the expensive side and toy-like. I also like to paint, so breaking up modelling little tanks and soldiers with some miniature real estate projects makes for a nice change to hobbying routine.

Last year I discovered the cast resin terrain produced by Mark IV Miniatures. As a second-generation wargamer, the owner of Mark IV obviously invests a great deal of care to his Western and Eastern front models. All the buildings come with removable multiple stories and roofs, making their use in FOW gaming a breeze. I just acquired my second set of models from Mark IV (ordered from Musket Miniatures), giving me a number of houses, barns and shops which I set close together as a village center or spread out for use in the countryside. For my towns, I also have a set of Mark IV  walls, a cobblestone courtyard and nifty fountain monument model. At about $18-24 per model, Mark IV’s offerings are my hands-down favorite in miniature buildings.

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With so many Mark IV models on my shelf, I wanted to add in a few more commercial structures representing stores or cafes common to European towns small and large. The excellent Model Dads UK blog recently reviewed the 15mm town shop models from Games of War. Based on a shop in Caen, the GOW shops come in three different pre-painted varieties for about $24 each shipped from the UK.

The GOW buildings scale nicely with my Mark IV models, and just a little work weathering the existing paint blends them nicely into the streetscape. I also added some signage and posters to the exterior walls, bringing a bit more sense of liveliness to the townscape.

IMG_3111Painting Mark IV and Games of War buildings

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The first 15mm buildings I ever bought were from JR Miniatures. An old standby in the hobby, JR offers a wide variety of scales and themes for eveything from Ancients to Historicals to Sci Fi. I have a small, roughly-cast farmhouse and outbuildings from JR which I use as area terrain. Overall, I find JR’s buildings to be a bit less crisp in detail than those from Mark IV and GOW, and many buildings don’t open for placement of figures.

Last year, I picked up a basic JR European stone bridge at a convention for about $14. The simplicity of the model made it easy to paint with a few stone-colored dry-brushed layers of paint. The model stretches over just about every river running through my gaming tables, and I may very well pick up another bridge in a different design from them soon.

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On the higher end of the terrain options, I’ve always had a thing for the Miniature Building Authority. MBA’s extensive 15mm European line comes pre-painted with lift-off sections to place units in the buildings or model them as destroyed structures. They also carry some rather unique structures and large set-pieces like a multiple-model farm complex or full train depot set-piece.

My brother and his gaming friends have been collecting MBA buildings for years, buying a few buildings a year and sharing in their collection. Taking their gradual approach, I recently started small and ordered a couple of their shops and a large, beautiful hotel model for my collection. Over time, I hope to add more from MBA and grow toward larger, more urban scenarios.

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Laying out a gaming table almost always necessitates having roads. I bought some rubberized roads years ago at a convention which suit rural unpaved areas well. A small town or rural setting requires having paved streets, and cobblestones provide a suitable road surface for Western Europe at the time of WWII.

I experimented with stone-textured papers and looked at rubberized stone streets, but none of them provided the depth or the solidity inherent in a stone road. Finally, I’ve bitten the bullet and invested in a set of the FOW cobblestone roads  at a slight discount from a seller on eBay. With a total of more than 6-feet of pre-painted cast resin roads, the box has given me what I think to be plenty roadway for my tanks to rumble down.

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Trees are one of the standard needs for any miniatures wargaming table in any era. Several wargaming manufacturers offer boxes of pre-made tree stands and bases for around $35-40 for maybe a dozen trees. I choose to go the economic bulk route and make my own using trees, flocking and modelling details from Woodland Scenics. For about $75 I’ve been able to make more than enough to fill even the largest battlefields.

IMG_3040Tree-making assembly line

Using two different sized trees from the WS Ready Made Trees Value Pack line, I first glued groups of 2-3 trees to cork coasters picked up at a craft store. On top of the spray-painted green coaster bases, I apply white glue and sprinkles of gravel of varying sizes in random places. After dry, another coat of glue to the remainder of the bases is then flocked with a basic green grass flocking. A few twigs and larger rocks glued here and there add some more depth to the little mini-scenes on each base.

IMG_3041Applying white glue to the tree bases before flocking

Bases are finished off with coarse clumped foliage to represent bushes and undergrowth. Mixing colors of the trees and foliage provides a realistic look. Gravel and larger rocks get hit with some brown washes to tone down the glaring brightness of the paths and piles on each base. All my work is done assembly line style in stages over an old baking sheet so excess flock and gravel shaken from the bases can go back in their containers to use again. When finished, I hit the bases with a matte spray to hold everything in place. In just a few hours time, my model forest on some 30 bases is ready to provide cover for any troops seeking concealment from enemy fire.

IMG_3156Completed homemade trees

Putting it all together, a dozen buildings, cobblestone roads, a bridge and a bunch of my homemade trees gives me more than enough terrain to present rural and town landscapes in Western Europe. Adding in some river sections, dirt roads and fields from fellow club members completes the look of just about any inland battle scenario in Normandy. Check out the pictures below of the results, and keep an eye on my after action reports for future glimpses into my tiny tabletop fields of battle.

IMG_3161Farm complex with Mark IV buildings and walls, JR Mini bridge and FOW fields and river

IMG_3159Games of War shops with added weathering and signage

IMG_3162Row of Mark IV buildings

IMG_3160Mark IV buildings and monument

IMG_3158Town set-up with terrain from Mark IV, JR Mini, FOW, Games of War and my homemade trees

IMG_3157Town set-up with terrain from Mark IV, JR Mini, FOW, Games of War and my homemade trees

Flames of War: “Desperate Measures” Tanks On The Steppe

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Late in 2013, Flames of War re-launched their Late War Eastern European Front books and models with the release of Desperate Measures. The slim guide to the German and Soviet forces of 1945 is packed with lots of fun and flexibility in fielding tons of armor and mechanized troops slugging it out in the final months of World War II.

My usual FOW gaming opponent at Metropolitan Wargamers in Brooklyn, NY has made a sizable investment in Soviet models and Eastern Front terrain. His rural church model in particular looks fantastic on the table with real gold leaf applied to the classic onion dome. Playing from the Desperate Measures book for the first time this past week allowed me to field a bunch of German armor which has mostly sat idle for a year or two as I’ve focused on playing Allied forces in Western Europe.

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My German list was a Confident-Trained Panzer Kampfgruppe with a Panther G HQ, two Jagdpanthers, two Panzer IVs and a Confident/Veteran Schwere Panzer platoon of three Tiger I Es. The Soviets rolled out a Confident-Trained Tankavoy Batalon with a T-34/84 obr 1944 HQ tank, a platoon of seven T-34/84 obr 1944 tanks, a ten-tank T-34 obr 1942 platoon and two four-gun platoons of the heavy SU-100 tank killers. At 1500-points on a side, there was a ton of Soviet hardware sitting on the tabletop against a small, but diverse German force.

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This was my first time playing these lists, so we went with a straight-forward Free-For-All from the basic FOW missions list. The table presented a mix of woods and buildings for cover, and roads and a railway cutting across the table. We placed out objectives, deployed our lines of tanks and the Soviets rolled for the first turn.

IMG_3092Following deployment, Soviet tanks roll forward on turn one

IMG_3094T-34s reach the railway and center with SU-100s in support

IMG_3093Panzer IV’s lie idling in the woods with Panther command tanks nearby

IMG_3096Tigers defend the objective at the middle of the table

With the Soviets beginning the game as having moved, they weren’t able to take any valid shots. The T-34s pressed to the edge of the railroad tracks on their left and the central forested area at the middle of the table. On either flank, the SU-100s sat parked and looked to take advantage of their ability to re-roll misses by firing from stationary positions. I perched my Jagdpanthers in a wood at my left flank and aimed at one platoon of SU-100s in the distance. The Tigers sat at the middle of the table, looking to attack from behind two huts and defend an objective. My Panthers and Panzer IVs took up position on my right, hoping to stall the massed T-34 assault over the railway.

IMG_3097T-34/84 obr 1944 tanks take up position around the central woods

IMG_3099The T-34 obr 1942 platoon is lit up by  fire from the Panzer IVs and Panthers

IMG_3098A Panther explodes with returned fire from the surviving T-34s

IMG_3102With one Panzer IV crew bailed out, the T-34s press the attack

IMG_3104Surviving T-34s burn after closing on the Panzer IVs

The game quickly divided into three main fronts. The Panzer IVs and Panthers dueled over the railroad with the T-34 obr 1942s. In three successive turns, the advancing Russian tanks were hit twice and then fled the field with a failed morale test. Along the way, the Germans lost a Panther from the command HQ and a Panzer IV, cutting German tank force in half on that end of the table.

IMG_3103T-34/84 obr 1944 tanks roll to the center and engage the Tigers

IMG_3105Tigers burn on the field

At the table’s center, the T-34/84 obr 1944 tanks moved into position around the central forest and fields. The Tigers moved in and out of cover, taking deadly shots. By the third turn, two of the Tigers had been bailed by combined fire from the T-34/84 obr 1944s and the SU-100s on either side. Struggling to remount their tanks, two Tigers were destroyed and the remaining tank fled the field.

IMG_3101Jagdpanthers blaze away at SU-100s in the distance

Beyond the church at the German left, the two Jagdpanthers destroyed the SU-100 guns in front of them in two turns. With the flank open and the rest of the table locked in mobile tank duels, the Jagdpanthers fired their engines at the double to occupy the objective beyond the burning SU-100s. With the Germans below half-strength following the destruction of the final Panzer IV, the game came down to one company morale check which the Germans passed to win.

We were both pretty pleased with how evenly matched the game had been on the Eastern Front. The sheer number of tanks kept the Soviets in the game even as the Germans rolled devastating hits in almost every turn. The SU-100s at the railroad, on the other hand, managed to miss most of the game until their combined fire with the T-34/84 obr 1944 platoon ran the Tigers off the table.

I’ve spent the past couple years gaming back and forth across Western Europe from D-Day onward, so a new front and some new forces was a great change of pace. Leafing through the rest of Desperate Measures, I can see there’s plenty of opportunity to run around more tanks and maybe even some poor, unlucky troops on the Eastern Front again soon.