Saturday, 7 May 2016

Refocusing on Germans.

With the table cleared and the Russians packed away for a while now I have decided to focus next upon finishing my German Platoon with the intention of adding Hanomag half tracks for each squad and padding out the infantry. I'm painting another 10 man squad, these are sold as SS, but like others I'm not keen on playing with SS troops so they become a squad of well armed Panzer Grenadiers. These are metal figures, perfect match for the plastics and represent a 10 man late war squad made up as below;

1 NCO with SMG
1 MG 42 plus loader
2 assault rifles
1 soldier with SMG (?)
4 riflemen, 2 of whom have a panzerfaust over the shoulder.

A good mix of equipment.

I'll be going with just 4 squads although I will have options as to what to take, for example once finished I'll be able to select from 5 PG squads, a Hitler Youth squad and a Volksturm squad, depending on the location. The Hanomag kits are easy to put together, and I now have five of them as I found a seller on eBay with lots of them at a good price of £12.50 per kit. One will tow the anti tank gun too.

I laid out all of my Germans in order to be able to get an overview of where I'm at. I'm pleased with progress so far and I hope one day to throw everything on the table in a game of Tank War against my US force. For the time being I'm going to fight smaller 500 point solo actions as the last game was a bit slow going.
Progress. The two unmade kits are another Hanomag half track and the Puma that I intend to use as the command vehicle.

This is why this kit has sat on the shelf for three months! So many small parts.

Col. Von Strohm leads the way!

4 metal Hitler Youth figures, anti tank weapons.These will be expanded from the 'Last Levy' box set.

The new road sections, so far!

The fourth grenadier squad underway.

'Patton' awaits his paint job.

The German force ( reinforced platoon?) awaiting 4th squad.

On the US front I intend to bring all four squads up to full strength (12 men), and finish off the last couple of transport trucks for them. I also now have a half track kit to build  that will tow the US anti tank gun.

Terrain news.
A slight cock up resulted in a delay to most of my new road system arriving, but all sorted with the friendly help of the terrain maker Andy and it should be here early next week. The bits that did arrive a week ago I'm really pleased with. It's a solid and well made product and you can get a glimpse of a few sections below. I'll use this for my town based layout and keep the other more rural road sections for the more rural set up. River sections also due Tuesday. I seem to have had a long wait for both my road and river sections but I'm confident that it's well worth the wait.

German Tank War force.

Wednesday, 4 May 2016

More notes on Bolt Action rules.

At this stage I decided to put down some notes on how the rules play in order to help me retain it in my head, more useful than a full game write up, for me at least.

The battle was over by turn five with the Soviets being driven back right across the front. Only one squad managed to get forward enough to occupy a building where on turn five they did fight off an assault, but with the T34 burning in the alley beside them and no support they had no chance of reaching an objective as the way was covered by a German MG42 deployed in MMG mode.

The assault rules in BA are simple and brutal, no other way of describing it, both sides lose all pin markers (pins represent suppression), as the adrenaline kicks in and men fight desperately for their lives, so no 'to hit' throw, just the throw to 'damage' which for regulars is a straight 4 plus throw. In a normal open fight situation attackers fight first, casualties are removed then defenders fight back. Assaults can only be made on a 'run' order which gives infantry a 12" 'charge' move effectively.

There is an opportunity for the defenders to open fire if they have not already taken an order that turn, and subject to the attack coming in from over 6" away (surprise attack if less than 6"). Where an assault is made against a defended obstacle (ie wall of building etc), both sides fight simultaneously, as was the case here, the Germans losing four men and the Russians two men resulting in the entire German squad being lost! Where assaults result in a draw you simply fight a second round, or even third round straight off until one side loses, I said it was simple, but somehow it works!

A few notes about 'pin markers and pinning', Having played a few run through games now I'm aware of the importance of using machine guns to suppress the enemy, even where no casualties are caused the high rate of fire of machine guns giving a high chance of scoring a pin. If we look at the German MG42 ('Hitler's Buzzsaw) for example it can be carried as part of an infantry squad where it gets three shots for the gunner and loader, or deployed as a fixed team in MMG mode where it gets four shots and has an additional loader. In order to represent the higher standard of training and weapon quality however the German's get to add 1 shot/dice which gives them powerful firepower every burst. With a five dice throw you are likely to get at least the pin (only 1 pin per turn however many hits), and once you put two or three pins on a regular infantry unit it's hard to get them to follow orders without rallying off the pins). Of course playing Russians means you do get to re roll failed morale checks (under the  'no going back' special rule) and the Commissar will likely shoot anybody who fails to follow orders.

Medics are fun, keep your medic within 6" of your units and you get to make a save roll (6) to save a casualty. There was a funny post on the BA forum re medics and assistants recently where it was suggested that a triangle of 3 medics would produce endless save opportunities, until pointed out that you can only take a single medic, but he or she can have assistants such as stretcher bearers who do not make save rolls, but may carry sidearms. This then led to a debate a round medics using pistols to defend themselves. Personally I play no medic sidearms unless used in self defence, or it makes them fair game as a target!

I had to think about the sniper rules and look them up again, but again very clear and straightforward rules, if your sniper shoots HE picks the target and ignores all cover modifiers as he will wait until a head pops up before he takes his shot. IN my case  I ordered the German sniper  deployed in a building to try to shoot the NCO of a reduced and pinned Russian infantry squad in soft cover, so a sniper will only really miss on a throw of one. One shot only of course, he put a third pin on them but missed his target. With BA being a one to one scale game you do get drawn into these man on man situations which is quite fun, I imagined that bullet whistling past the Russian NCO's ear and the entire squad throwing themselves down.

The T34 had a tough game, surviving two panzerfaust shots and the first shot from the Tiger, it was hit on turn 4 by the Tigers second shot, and with the Tiger classed as a super heavy anti tank gun (penetration 7) it scored massive damage and the T34 immediately went up in flames. It did get off one shot against the Tiger, but failed to penetrate it. Again even the Tigers hull mounted MG can pin and cause casualties and can select a different target to it's main gun, against enemy infantry it's lethal.

If I am honest I missed playing the Americans with their special 'fire and manouevre' rule that allows them to move and fire with no penalty for moving, this entire game was sold to me as 'Saving Private Ryan on the tabletop' and no doubt that's the campaign I enjoy playing most. The Russian tanks are better against the big Panzers, but still vulnerable.

A few more pics to be going on with, on Monday being Bank Holiday eldest daughter was over so as usual I took my Grandaughter Crystal upstairs as she likes to see 'Grandads room'. With the new houses on the table her face lit up and she spent a supervised half hour moving all the figures around, hiding them in the buildings and generally enjoying herself, after which I abandoned the game! Still, I love watching her playing with them and her Dad as usual brought me a lovely selection of beers from the wholesale place he uses, have to say I'm coming round more to the lighter 'golden' ales, the 'Firecatcher' has an amazing depth of flavour for a 3.5 ABV beer, one of the best I have tasted.

Warlord Tiger, resin and metal kit painted by me!




Russian casualties lined up along the table edge!


T34 explodes.

First casualties from the beer selection.


Monday, 2 May 2016

A few quick thoughts on Bolt Action.

Just playing through the last turn/s of the game this morning, so I thought I would jot down a couple of notes that have occurred to me whilst playing in order to keep them fresh in my mind.
  1. The visual impact of the figures and terrain is being spoiled by the order dice and pin markers following the units around. The red Soviet dice are especially irritating! I saw a great way round this on the BA forum and I'm going to borrow it, simply add a narrow shelf  to both table long edges and use printed unit identification cards to slide along the shelf so that it remains in line with the unit it represents, and place both the order dice and pin marker dice on the cards off table. This could also mean that I can begin to give each unit it's own characteristics, name the NCO's etc but still be visible to both sides. A trip to B&Q in the week should see this simple idea added.
  2. Officers are pretty useless as the rules stand, they serve only to add a morale bonus to troops within 6" and not much else. However, judging by rules co author Allesio Cavatore's interview at Salute things are about to change on this front. Interestingly, there is also much talk about templates being introduced for High Explosive shots, presumably as per Flames of war. I like this idea, but many others are up in arms about it, funny lot wargamers! As it stands it does seem a little odd that there is no way of determining the fall of a shell, if you range in it's on target, if you don't range in you don't fire, even where the target is surrounded by other enemy units.
With the second edition of Bolt Action not too far away those interested in the future direction of this fine game might want to give Alessio a listen. The youtube video below is cut to play at the point of his short interview, and although he makes it clear he is writing to the Warlord managements brief, he does hint at some useful tweaks to come, officers effectiveness being one of them. 

Back with AAR shortly.

Link.


Sunday, 1 May 2016

A big day for football fans.

Having been brought up on the terraces at Milwall from aged seven where all the men of the family would meet every home game, (how things have changed), football is sort of in my blood! For the past 30 years though I have been a distant supporter of Manchester United, an armchair supporter I guess you could say, so todays big game against Leicester presents me with something of a dilemma. Like everyone else it seems I want Leicester to win the Premiership title in order to send a message to the 'big boys' that it is NOT all about money. Not sure where I'll watch it yet, I have an invitation to join a couple of friends, but the pub across the road (The City of London) is also showing it and the atmosphere in there can be great on a big match day so might pop over there as it's our local (Free House, so some nice real ales.

I'm halfway through 'Point Defence' hope to finish it later this afternoon or tomorrow. With 24 order dice in the cup the turns are taking time and I'm checking things out as I go along with the rule book to be sure I get it right. This game features preliminary bombardment AND a German air strike (if it arrives!). I'll write the game up in its entirety for the next post, but let's just say that the Soviet tank riders have had an unpleasant experience in turn 2 due to my leaving them exposed to fire from a German vet Grenadier squad armed with assault rifles who caused enough casualties to require a morale check that they failed, having 2 pins. Under the Soviet Special Rules you do get to re throw that failed check, but again it failed, so off they went!

The rules are playing in true Bolt Action style so far, the T34 has survived two separate panzerfaust shots fired from buildings, the first one glanced (phew) and the second missed. I expected those shaped charges to tear through the armour, and one was a side shot! I'm getting the hang of  mortars now especially useful for indirect fire. Had a lucky shot from the Soviet medium mortar team, ranged in on target first attempt (6) and dropped the HE right down onto a German squad who lost five men, failed the morale check for half casualties and were lost.

In order to simplify things a little I'm playing that each house can occupy one infantry squad and not bothering to fight up and down stairs on to different floors as it can become too complicated in my view. So an assault into a building becomes somewhat easier to deal with, especially when playing solo. There is also the option to play 'around' the buildings but let's face it we all like hiding our little men in model buildings don't we?

AAR will follow, but here's a few pics to be going on with to show off my new taller trees from S&A scenics. Simon kindly made them for me in order to life the scale a bit alongside the large buildings. I'll probably buy more in due course.

Trees all by S&A scenics, two sizes. Resin crater not yet painted.

Tank rider squad disembarks.

How did he miss! Panzerfaust is a 'one shot' weapon so once fired that's it. He can of course still fire his rifle.

I like this shot.

PaK40 anti tank gun, can pivot on an 'advance' order or as in this case move up to 6" and redeploy on a 'Run' order. Can't fire until next turn though so that juicy target may slip away, depends who activates first.

The ME262 awaiting orders to make a ground attack run. The dappling effect was a sod to paint!

German High Command inspect the first 'captured' Soviet dice, rather a showy affair! I'm not keen on the red dice either to be honest. 

Overview, I'm pleased with the thinner taller (14") kebab skewer flight stand as it seems to lift the aircraft more into scale





Thursday, 28 April 2016

'Point defence' a Tiger's eye view!

The Tiger is on the table! Lost count of the hours of footage I have watched about this iconic Panzer, from design to construction and on to it's last desperate battles in Normandy, it's good to be finally able to 'play' with one in a game of bolt action. Here it is pitched against a Soviet force that includes a T34 and plenty of cover to break the sight lines up, so I'm more confident of it than my M4 Shermans, but we shall see.

'Point Defence' was the scenario rolled for, so a roll for attack/defence and table sides saw the Germans defending and the Russians attacking, perfect for a try out! Its basically the standard six turn scenario (roll for final seventh on turn six. D6), As it's solo I decided to deploy the Germans at the point of disembarking from the half tracks and rushing to take control of the village, 12" from table edge, and then have the Russians off table to start the game, with all coming straight on in the first wave. There are 3 objectives represented by round bases with ammo/gas etc that have been placed within 6" of the table edge and 24" apart as per the scenario. The Russians can win by taking two of the objectives before the end of the six turns, quite a challenge when facing two MG42 teams and a Tiger!

Took a few eye level pics, as that's what Bolt Action true line of sight is about, not much to see so far from the German perspective, but the observer is well sited to see all along the road and beyond the village, when those Russians come on, he will will see them first. What I love about this game are those wonderful 'cinematic' moments that you can capture, I think these troops have a real sense of movement.

Back with full report soon.












Col. Von Strohm is never far from the action!


Sunday, 24 April 2016

Sunday again!

It's unseasonably cold and damp for this time of year, and having been up early to run my daughter to work followed by the usual dog walk on the beach I plan another run through of Bolt Action today.  I'm just sitting catching up last night's Match of The Day (poor old Villa), while sticking another MDF building together for the game, but the table is basically set up ready as seen below. I will go through the standard Bolt Action procedure so dice for scenario, dice for attacker/defender, place objectives, deployment, first wave plus reserves etc. game will be German v Russian and I will write it up in full for the blog.

Tank riders will be used for the first time and I have managed to squeeze five of them onto the deck of my T34/76, including one I made up from plastic bits to create the guy pointing and grasping a panzerfaust. They of course represent an eleven man squad armed to the teeth with SMG's so that's a LOT of firepower combined with mobility. From reading the BA forum it seems TR's will be lucky to get beyond the first move without the riders being forced to dismount, but a run order or movement by road could potentially push them well forward towards an objective. It's a typical BA dilemma, do you push them forward as part of the first wave, or hold them as reserves to exploit a situation that might arise. One bit of advice was to hold them back for a flank attack, but that's risky as they may never actually get on if the dice go against them.  From the German perspective opening up on the tank (you can't target the riders specifically), will force a dismount, but you are then faced with eleven angry riders getting 3 shots a piece for the SMG's. Should be an interesting game.

You would not want to mess with these guys!

Typhoon testing out it's new kebab skewer flight stand!
 
I love a bit of MDF!


Saturday, 23 April 2016

Tiger #2 and Hetzer completed for Tank War.

This is just a quick photo update to show off a few latest pieces which includes a second resin and metal Warlord Tiger 1 plus a lovely little 'Hetzer' with it's amazingly low profile and sloped front armour. The Hetzer is also a Warlord resin kit, went together like a dream in about ten minutes. It came with a fantastic commander metal figure, but I decided to do this one 'buttoned up' hatches closed in order to retain the profile, you can hide it behind almost anything! The figure became the commander of my second Tiger, and once again the fine character face stands out for me.






The US force for Tank War.

Terrain upgrade.
I mentioned previously that I find myself in a position where I am able to spend a bit of extra cash on my hobby for the first time in years, (given the usual domestic demands of mortgage and kids etc), thanks to a transfer out of an early pension scheme. I'm not getting any younger, I'm 58, and having 'lost' a big slice of my fifties to depression from which I am slowly recovering, I'm determined to waste no more time and to start enjoying my life again. I'm mobile again and the freedom of being back behind the wheel of a car is amazing.

Anyway, the upshot of all of this is that I have been able to invest in some better quality terrain and scenery. On order I have new roads, wider roads for towns/villages, some lovely river sections, and some taller trees from Simon at S&A scenics. Simon is making me some bespoke trees in the same style as his 'size 4' in order to raise the scale slightly, they will mix nicely. I also have resin craters and rubble mounds etc to dress things up a bit. I have plans to re texture the entire board surface at some point too.

Pics below from the eBay purchase, they should be with me early this coming week, but I think you can see the quality of the finish on both the roads and rivers, the wooden bridge is also included and all are made to order. I particularly like the roundabout on the crossroads section. I will post a full review once I have them, plus links to the sellers sites.




Manufacturers image showing scale with 28mm vehicles.

Buildings.
Decided I also required more MDF buildings, and after a lot of searching went with those made by 'Daves Wargames' via ebay. They are slightly cheaper than the two huge buildings I currently have and MUCH easier to put together in no time. Of note is the fact that the kits all arrive pre punched from the sheets, that saves an awful lot of time too. I have another three to put together at which stage all will be painted and dressed up a bit with period detail.




And as you can see from the pics above the table is set for a game of Bolt Action, this time German v Russians so I have tried to create a more open board, no hedgerow along the roads, but with smaller pockets of cover to exploit. I was reading a thread re Tank Riders on the BA forum where it was pointed out that as the rules stand a single pistol shot from say a medic's sidearm could force an entire SMG armed TR squad to jump off immediately! Have to get mighty close though, but that's BA for you!