2019-09-05

Chain of Command - 15mm Panzergrenadier Platoon

Time for something different, both smaller and more modern than my usual stuff. Finally finished a platoon for Chain of Command for myself. And it only took a year, too...

For theme, I elected to go with a platoon from the 21st Panzer Division in Normandy, because they have some fascinating vehicles and because I enjoy reading Panzer Commander (by Hans von Luck, who would be in command of the 125 Panzergrenadier regiment of the 21 Panzer during Normandy).


The main platoon, with HQ group and 3 squads, as well as Patrol Markers (with several village names from around Caen, some of them well known).


Each squad consists of a junior leader and two teams with 4 and 5 men each, as well as 2 MG42s (and an extra man for carrying the squad allocated panzerfausts, he can be replaced by an ordinary rifleman once those are used up).


And of course the platoon HQ, with the Lieutenant (more often a senior sergeant at this time of the war...) and two men with a Panzerschreck (do not apply armour to a panzergrenadier platoon, they have plenty of counters...)


For support, there is a fourth squad of Panzergrenadiers from another platoon, but otherwise similar to the in-platoon squads (except they don't count as platoon casualties in campaigns, gamey but might be necessary... and more men on the ground is always useful).


There is of course also a second senior leader (either this platoon were lucky and had two men competent enough, or there's some support from the company... or it's two understrength platoons working together, the justifications are endless). In any case, provides some welcome extra command and control of the battle.


Thematically, it feels wrong to not have a heavy machine gun available. Might not always be the most necessary (not when you have 6-8 LMGs available), but eh.


When you need some heavier firepower, you call in the regimental mortars (or any of the other artillery available). And hope you have a spotter who can actually call them in.

 
And, in case on Panzerschreck team wasn't enough, here's a second. Because screw tanks.


And in case you want something with more range, there's also a 5cm PaK38. Its small size would make it easy to hide, and while it might not have enough punch to take out enemy tanks from the front, lighter armour will do best to stay away.


What's better for getting around than a car? Two cars! (One Kubelwagen, and one heavier Steyr, but gamewise the same).


... or there is the Sd.Kfz.250/9, a halftrack converted for recce purposes. A 2cm autocannon generally hits the right point between cheap and lethal when the main fight is infantry vs infantry. And being (nominally) armored itself isn't a bad thing.


For your heavier anti-tank needs, there is always the mobile bush... I mean the S307(f) PaK40. More mobile than towed anti-tank guns, and at least somewhat armoured. The bad point is that it is taller and harder to hide, but hopefully liberal application of bushes should help there.


Last I checked, there were no rules for this vehicle in Chain of Command. I could of course stat it up, but for quick play and ease of use, I will probably run it as a counts-as Marder.


Finally, there's a Panzer IV, because how can you have germans without the workhorse of the Panzer arm?


With some extra bushes for protection and hiding from the ever-present allied air forces. Not as much as some other vehicles (*cough*S307(f)PaK40*cough*), since it has to be mobile (or prepared to be mobile), but hopefully enough.


"Please think I'm a bush, please thing I'm a bush..."


All in all, a decent force with plenty of options. Doesn't make it worse that Panzergrenadiers are generally considered the strongest platoon for their force rating in Chain of Command, borderline broken if you ask some... time to get some games in and figure out how to use them (and maybe how to counter them). Just need to get a Lorraine Schlepper or two for maximum HE power too.

Bases were washers, 15mm for ordinary soldiers, 20mm for leaders and MG teams (the latter with gunner and loader on the same base), 25mm for the larger guns. Squads and teams are denoted by "pixel pearls", with one color being unique for each of the larger squads (giving Green, Yellow, Orange and Blue squad), another color for HQ (Light Green) and smaller support choices occasionally sharing (pink for anti-tank choices, red for primarily anti-infantry).


Oh, and I accidentally painted a pair of bunkers at the same time... I have no idea what to use these for, but since I had them, might as well paint them, I guess.

/Fool Out

2019-08-04

Blood & Plunder Battle Report - Flibustier Nau vs Black Caribs

It's been quiet for too long. Quick, grab my Jolly Roger and bring me that horizon...

I got another game of Blood & Plunder in, and hopefully, I can tell its story (it was a bit hot when we played, so memory might be faulty and overheated, as can the pictures). But it was a 200 point game, first one in a bit too long for me.

I wasn't fully prepared, but wanted to try out something fancier than the usual Experienced (or Untested) Commander. And I wanted to try out the frenchmen, because I haven't used them in too long. So what would be fancier than Francois L'Olonnais (he of the many mispronounciations)? (well, maybe Laurens de Graff, but I haven't painted him yet, and there were one other thing I wanted to try out...)

End result:
Flibustier Nau
L'Olonnais (also known as Hollandaise)
6 Flibustier
7 Flibustier
(the main fighting force, being good at pretty much everything... if they survive)
4 Engagés
4 Engagés
(and some cheap support for the Flibustiers)
11 Marins with
 - 3 Blunderbusses,
 - Grenadoes
 - a Grizzled Veteran
(these are interresting. A Fight Skill of 5, Hard Chargers, Ruthless, and enough Firepower to put some fatigue on whatever they're charging first, if they have enough actions... means 11 angry sailors hitting on 3+)

Up against me were some Black Caribs (all converted from various plastic kits)

Seasoned Southern Tribes Commander
4 African Warriors with bows
4 African Warriors with bows (these two will be referred to as the bowmen)
8 African Warriors with Pistols (pistoleers)
8 African Warriors with Muskets (musketeers, accompanied by the commander to remove Slow Reload)
6 Native Warriors
 - Veterans
 - Throwing Weapons

Scenario was Rescue, with the Black Caribs defending ("they've captured some poor merchant and are going to do unspeakable things to him. We must stop them, he's ours to do unspeakable things to")


A nice village in the middle, with Africans (and natives) spread out in it, most of them in the biggest house.


In total, the big house had 4 out of 5 units, with the musketeers (and commander, and merchant) on the balcony, archers in the upstairs room, Native Warriors downstairs and pistoleers in the covered entrance.


The last unit of bowmen were up on the roof of another building nearby, having an excellent view of the area.


The frenchmen were split (to prevent the Caribs from just running away), with some Flibustiers and their servant Engagés coming in from the "north"...


 And the other unit of Flibustiers, with L'Ollonais, their servants and the horde of angry sailors coming in from the south.


The southern Engagés gets the honour of opening the firing, with a salvo into the bowmen in the big house... and 3 out of 4 hits. They're even within 12", so they get Ball & Shot on those, although the shot fails to do any more hits.


Then the Flibustiers follow up, and eager to not be overdone by their servants, get another 3 hits (and more chances for Ball & Shot).


Suffice to say, that unit of bowmen weren't a problem any more after that salvo.

The Black Caribs spent most of turn one getting rid of the Fatigue generated by L'Ollonais "Terror" special rule. And then, on turn two...


Thirsting for vengeance, the pistoleers charge through the house and into the Flibustiers with the hated L'Ollondaise.


Their pistols firing, there isn't much left of the Flibustiers afterwards. But H'Ollondaise isn't that easy to kill, he jumps over to the Marins with a Fortune Point...


And then leads them into a countercharge where everything goes of as intended. Blunderbusses and pistols leave the pistoleers on 2 fatigue (and somewhat fewer than before), and the the sledgehammer of 12 attacks hitting on 3+ arrive.


The end result is a red smear among the crops.


The rest of the turn is spent maneuvering. The Black Carib Musketeers move down as the Native Warriors move out to deal with the northern flank.


The northern Flibustiers countermove to deal with the Warriors.


And the northern Engagés move in to start a longrange firefight with the bowmen who have harried their southern brethren (essentially preventing that unit from ever doing anything useful again by making them shaken every now and then).

And then it was Turn 3.


The northern Flibustiers do what they do best, going in close and blasting things away with Ball & Shot. Only two Native Warriors are left. But these swiftly rally, and tries to get vengeance...


... Only to be shot down by the pistols of the (thought to be unloaded) Flibustiers... oops?


The Black Carib Musketeers goes the other way, and charge into the (actually unloaded) northern Engagés. Amazingly enough, they manage to stay alive and not too badly shaken.

Turn 4!


Doing a swift about turn, the northern Flibustiers rushes to their servants' aid (as do the Marin sledgehammer, but they're just a bit too far away).


Getting pounded from two directions by angry frenchmen that seem just a bit to insistent, the Black Caribs run away, and then finally fails a Strike Test.

Victory for the Hollandaise and his angry frenchmen, with surprisingly few casualties.

A few things I took away from this game:

-The Black Caribs, while potentially nasty, can get beaten, and quite well at that. Still, the list seem to work, which is good (since I designed it in large parts for my friend).

-L'Ollonais is fun with all his many special rules (and I even forgot one of them, should have had a fourth Fortune Point... that I never would have needed).

-As are Ruthless Marins with blunderbusses. They worked exactly as expected, I will have to paint up some of these "for real", instead of using dutchmen and a few copies of "Comment Parler Français".

-Engagés were surprisingly good for their points, almost like the English Militia I have had the "joy" to encounter a few times. Cheap enough to not care too much about (and wasting resources on killing them is almost always non-optimal), but annoying enough that they can't quite be ignored. I will have to paint a few of these as well, although dutchmen can serve for now.

-Ball & Shot is an actually useful rule, and not just something fluffy and nice to read. I think I rolled more 10s at short range this game than all my other games combined...

-French Buccaneers (and offshoots like Flibustier Nau) are fun to play, I need to do it more often. Perhaps time to give the Dutch a break.

/Fool Out.

2019-07-07

Fool-proof way of painting miniatures with speed - Blood & Plunder Jewish Militia

It can be daunting to look at the mountain, or at least minor hill, of unpainted miniatures that got delivered once you've dived into a new game. So here's my way of doing it easily and reasonably quickly (that quick-part is very useful if you're like me and refuse to play with unpainted miniatures). The miniatures used will be a unit of 8 Jewish Militia for Blood & Plunder, modelwise a mix between Dutch and Spanish Militia models.

I will mention some of the colours used, but this shouldn't be read as holy writ, but rather as my very personal suggestions. Anything even near that (or wildly different, if you have some other ideas) should do. I'm using mostly Vallejo Model Color (VMC), some Vallejo Game Color (VGC), as well as a few Tamiya Acryllic Flat (TXF) and Army Painter Warpaints (APW). Generally, I prefer Vallejo, but many years of painting have left me with a mix of different brands.

Step 0 is to look over the miniatures, remove any extraneous bits such as flashing (a decent knife and a file is very useful here), and, if metal figures, straighten out any bits that have become bent. Both tweezers and fingers can be useful here, but the most important part is patience and steady hands (or you might end up with a second bend next to the first one, instead of removing it all together).


Then, the models are mounted on handles (old Tamiya paint pots and sticky putty is the painters best friends), and primed. I prefer a white primer (Army Painter Matt White) for Blood & Plunder, giving somewhat brighter colors.

The numbers written on the handles are to track the skin colors used, since one shade of "european flesh" can be confusingly close to another. There is also an I to keep track of which unit these 8 belong to (since I tend to paint more than one small unit at a time).


Then, it's time to paint the skin colors (VMC 927 Dark Flesh, 955 Flat Flesh, 86 Medium Fleshtone as well as VGC 036 Bronze Fleshtone, for various shades of "has seen the sun"). The mix of shades means that the models does not look too uniform or cloned, and is even more useful if you have several of the same sculpt.

At the same time, the base is painted. Since Firelock Games have nice bases incorporated into the figures, nothing special is needed. Just give them a nice wooden color (VMC 875 Beige Brown).



The next step is what I call "various shades of linen-ish", where shirts, pants, socks and anything else that I don't have specific intentions for is painted. For this, I tend to mostly use off-white and light brownish shades, with some slightly more colorful for variety. The trick is to have a semi-assembly line style of painting. Pick a color, go over "some" of the models, paint the shirt on one, the pants on another, the socks on a third and so on to give extra randomness. One does not need to use every color on every miniature either, further increasing the variety.

(Using VMC 986 Deck Tan, 837 Pale Sand, 847 Dark Sand, 819 Iraqui Sand, 821 Ger. C. Beige and 886 Green Grey. A certain theme can be seen in the choice of paint colors. Anything sand is usually good if one is out of ideas.)


Of course, the jackets also need to be painted. These can be a bit darker, since they could be both heavier and/or one of the fancier pieces of clothing a militiaman owned. Dark/mustard yellows can be useful (for plain buff coats), as can dark blues, browns or greens... anything dark, really.

(For me, I'm using VMC 862 Black Grey, 888 Olive Grey (really a dark olive green), 824 Ger. Cam. Orange Ochre and TXF-8 Flat Blue.)


The jackets have cuffs, lapels and occasionally shoulder decorations. These should be painted, and is a perfect opportunity to add some more color. Several figures also have sashes and/or a neckpiece, which are another perferct opportunity. I generally grab the somewhat brighter colors for this (in this case VMC 820 Off-white, 957 Flat Red, 962 Flat Blue (which, despite the similar name, is significantly different from the Tamiya paint), 968 Flat Green, 961 Sky Blue and 981 Orange Brown).


One thing that has so far been left unpainted (well, only covered by adjacent colors, which mostly means "flesh") is the hair of the models. Since most of these will have darker hair colors, a somewhat limited palette can be used (VMC 862 Black Grey and 874 USA Tan-earth, VGC 051 Black and APW Oak Brown).


Next up is what I term "leather items", for all that most of them would probably not necessarily be made of leather. Boots, belts, scabbards, hats, and so on. Brown colors are preferred, although I tend to use some black as well (VGC 051 Black, as well as VMC 846 Mahogany Brown, 983 Flat Earth, and 826 German Cam. Medium Brown were used for these, while the bandoleers (and a few other things) were painted VMC 988 Khaki).


After those, it's a three-in-one. First up, any hat decorations/feathers were painted. Since these will be (mostly) Dutch, I opted for a mix between blue, white and orange (specifically VMC 981 Orange Brown, 820 Off-White, and 961 Sky Blue). Then, everything that would be wood (and sword handles) got painted wood (VMC 875 Beige Brown). Finally All the larger metal items (helmets and gun barrels, mostly), got some medium grey (VMC 870 Medium Sea Grey) on them, to simplify the next step.


Said next step would be all the metal bits. First, everything, down to the last button or buckle, was painted steel (VMC 864 Natural Steel). Metallic paints does not always cooperate, but the underlying layer of grey helps it along, hiding any patchy spots. Still, it's always a good idea to look everything over and go for an extra layer where necessary. Then, to add some variety, selected bits, locks, sword pieces, buckles, buttons and what-have-you were painted brass (VMC 801 Brass), since at least some of these would more likely be of brass than anything else.


Then, because I tend to be a bit of a messy painter, it's time to touch up any and all misplaced splotches, especially on any flesh parts (this is the main reason to write down those color choices for skin shades down in the beginning). At the same time, the matches on the matchlock muskets gets painted a suitable "white-ish" color (VMC 986 Deck Tan). And everything is finally painted.


The next step is where the magic happens. Everything is given a coat of brown shade (Citadel Agrax Earthshade, the one GW product I freely admit to using), to bring out contours, add some grime, shade things and generally make it looks nice and unified. If I weren't so lazy, I could probably add highlights after this step, with the original colors, to make them even nicer, but by now, I'm generally looking for the next thing to paint and losing patience.


The base rim is done in my choice of national color (since these will be used almost exclusively by the dutch, they get the orange (VGC 008 Orange Fire over VMC 981 Orange Brown) of the rest of my dutch), and unit markings (in this case, a single stripe of light grey (VMC 884 Stone Grey)). This is the best the models will look, and if I wanted to win prizes, I would show them like this (and add highlights etc).


Finally, because these are metal figures, those have a unfortunate habit of loosing paint when handled roughly, and these are gaming pieces first and foremost, they get varnished. Heavily. First, two layers of gloss or semi-gloss varnish (Army Painter Satin Varnish), for pure protection, followed by one or two layers of matt varnish (Army Painter Anti Shine Matt Varnish) to reduce the shine and give additional protection. Always make sure that the varnish is completely dry before applying the next layer, especially when going from (semi)gloss to matt. I generally allow a drying time of at least 12 hours, often more.


And once the varnish is dry, the figures are finally ready to be demounted from their handles, and can be grouped significantly closer to each other.


Of course, I rarely paint only 8 figures. These 8 had company with another unit of Jewish Milita (8 men strong as well), a Commander, and 4 sailors with weapons upgrades... The line painting method is especially useful when you have as many models to paint as I do, since by the time you've painted any chosen color on the last figure, the first one is as good as dry. Of course, it might also disheartening to have that many semi-painted figures staring back at you. My first advice would be to chose whatever amount feels most comfortable with you (I rarely go as far as 20 models in one go these days, especially if I want a more uniform appearance... these were a kind of exception, certainly helped by their lack of complete uniformity)

Finally, to emphasize once more, this is how I paint my models, not necessarily the one true way of painting your models. But I'd like to imagine that I might have some small tricks that other people can find useful, and to show newer painters that it's not all that difficult to get something surprisingly good-looking, as long as you have (somewhat) steady hands and (a smidgeon of) patience.

/Fool Out