2018-02-25

Chain of Command - 15mm German Grenadier Platoon

It's time for a new game and old scale/period. Chain of Command has erupted onto the local club, in 15mm scale. So it's back to ww2 for me. Since it's played with a reinforced platoon (compared to the reinforced company in FoW) and individual basing, I can't re-use quite a lot of my stuff. Vehicles will be fine, but this is mostly an infantry game.

First up though, a platoon for a friend, German grenadiers for roughly the eastern front, '44.


This is the core platoon, as well as some quite a lot of support.


First up, the platoon HQ. A Senior Leader, the Lieutenant (or possibly sergeant) in charge of the platoon, and an anti-tank team with a panzerschreck. These have all been marked with white beads ("pixelpärlor", from Panduro here in Sweden), which makes for a surprisingly nice and discreet, but still easily visible, unit marking. Incidentally, white was the waffenfarbe ("corps colour) for German infantry.


First squad, with yellow beads. Every base has a bead, but they're mostly behind the soldiers so are a bit tricky to see from the front.


Second squad, orange beads. Each squad consists of a Junior Leader (squad commander, usually a sergeant or a corporal) an MG team with the squad MG42 and three men, and a Rifle team of 6 men. The squad also have a one-shot Panzerfaust. To keep track of whether the squad has used theirs, one extra rifleman also carrying a 'Faust is included in each squad.


Third squad, blue beads. Basing is quite simple. Most riflemen are single based on 15mm washers, all Leaders are on 20mm washers. Any light machine guns, which generally require a crew of more than one to work as effectively as possible, are based 2 men on a 20mm washers. The intention is that when the crew is reduced to a single man (and the firepower is reduced), you place a highly visible marker next to the base, which then reminds you that they're firing at reduced power, and you should do something about that.


Just as important as the actual soldiers, are the Jump-Off points, where your units will deploy from. You can make do with flat, boring, counters with some kind of marking on, but more scenic ones looks much better. Here we have a wooden barrel with a rifle and cap next to a bush, an old grave for some unlucky soldier (still with his helmet on top), a metal drum with a sign leaning on it, telling you that danger's close, and finally the road sign pointing towards Berlin and Krakow.


Support is something very important in Chain of Command, making for a somewhat more balanced experience. For the Germans, the single most important support option is quite possible the additional Senior Leader (with a white bead, since the Senior Leaders should be easy to keep track of). Next to him, a kubelwagen, which is cheap and might always be useful.


The second most important support choice, according to people more knowledgeable than me, is an additional infantry squad. Green beads on these fellows, otherwise identical to the three squads of the core platoon.


Since it's an infantry game, a heavy machine gun seems a very useful piece to have as well (nevermind the fact that every grenadier company had a platoon of these, making it the most likely support for the infantrymen). MG42 on a tripod and 5 crew, all with light green beads. Because the HMG is a bit too long to fit on a 20mm washer, it's instead mounted on a 25mm one. As with the infantry LMGs, two crew are mounted on the base. Once they're reduced to one, firepower is also reduced.


For when you want something a bit heavier, every most (because if I say "every", someone will find an exception) infantry regiment had light infantry guns. 7.5cm leIG18 with 5 crew and a Junior Leader. As with the HMG, 2 crew and the gun is on a 25mm washer. Red beads on this one, as the closest thing to on table artillery (red is the waffenfarbe of the german artillery, although infantry guns strictly counted as infantry since they were part of infantry regiments).


Even if it's an infantry game, armour can still make an appearance. For lighter armour, there is the 5cm PaK38. 5 crew, Junior Leader, 25mm washer for the gun. Very similar to the leIG18. These gets pink beads, since Panzerjäger regiments had pink as their waffenfarbe. The crew would wear white, however, as with the infantry gun, they're part of the infantry regiment


As can be seen, even on the larger washer, the gun isn't really confined. I'm tempted to mount it on an even larger washer, but think I will stick with this one. Gods know how I would do a PaK40. Probably not, and instead use them mounted on vehicles.


Now for some smaller support options. First, a 5cm light mortar. Since I was limited in how many colours of beads I could get, these also have red beads.


The platoon HQ has a Panzerschreck team, but it might be a good idea to have the option for another one. Pink beads, since they're anti-tank.


While there's not many large guns on the table, artillery support can be called in from off table. For that you need an observer team. Red beads once again, especially since they're artillery. Technically, they're from the regimental mortar platoon, so would be infantry, but close enough. The observer team counts as a single model, but to make it more scenic, I mounted two men o a 20mm washer.


Next up, to prove that you don't need big guns to make an enemy advance grind to a halt, a sniper team. As with the observer team, they count as one model, but are mounted two to a 20mm washer to make them more scenic (and get space enough for a bush to hide behind). A red bead for these as well, though I might replace it to reduce confusion with the observer team.


Finally, some pioneers to reduce fieldworks. Specialists and not overly useful, but I had the models, so I might as well. All of them have black beads, the only fitting (you guessed it, dedicated pioneers had black corps colours). Each team can either be gotten separately, or you can field a section with two teams, a Junior Leader and some flexibility in exactly what those two teams should be.


First up, mine clearance team. Finding and neutralising mine fields with metal detectors, spades, bayonets and rods (and brass balls)


 Next up, demolition team. Can remove most kinds of problems with explosives. Bit limited in the mount of explosives they carry, though...


Finally, a flame thrower team, for when there's not as many field works but lots of stuff that need a judicious application of (literal) firepower.

All of these are for a friend, and the assumption is that he can provide any vehicles needed himself. If that would prove to be wrong, I guess I'll have to provide another post with some random painted german tanks and such as well. What a horror :p

/Fool Out

2018-02-15

Blood & Plunder - Brigantine

Not quite dead yet. And even better, there's sails on the horizon!


I think she's spanish, sah.


So. I'm finally finished with my brigantine for Blood & Plunder. One step larger than the Sloop, she's an impressive ship, at the same time easy and tricky to build and rig.


She's currently flying Spanish colours, but I have a feeling that this ship, more than any of the others, will see use with all my factions, both current and yet to come. The Brigantine seems to hit that sweet spot of neither too much, nor too little (of course, I haven't played nearly enough to be certain of this, but it's a working theory).


She's got one more deck, and one more mast, than the Sloop, giving space for more units, and not quite as vulnerable to getting the mast shot off. Of course, that comes at a price. She's not as maneuverable as the Sloop, and is more affected by the wind coming in from the fore.


The rear deck has space for two Swivel guns as well as four cannons (two on each side).


The middle deck has an additional four cannons (or at least space and gun ports for them), as well as a mast.


The fore deck only contains a mast and space for four swivel guns. Still, an excellent position for either snipers or a boarding party (and/or a defense-against-boarding party, if that's a thing).


She even got a nameplate. 3D printed letters, attached with super glue. She's named Hermione, not as a Harry Potter reference, but because I found out that the English, the Spanish and the French all had had at least one ship named Hermione. Since she's going to be a multicultural ship, that makes it an excellent name for her.


As with the sloop, most guns, as well as the tiller, are attached with magnets and can be removed when not needed (or, in the case of the tiller, in case I need to fill the aft deck with men).


The cannons on the aft deck, however, are just the ends of barrels sticking out, and has not been magnetised. My theory is that I will want at least four cannons on her at all times so it should be less of a problem. And it greatly simplified assembly and transport.


Everything can then be picked off, the masts folded, flags removed (as with the sloop, and thus replaced with appropriate ones for whichever nation's currently sailing her), and she's ready for transport.


She's had a few battles already, and so far come out victorious (which is defined as "still floating in the end"...)

Now, bring me that horizon

/Fool out

2017-11-19

15mm Shermans Galore

Those who know me, might know that I have a certain... fascination for the Sherman tank of WW2 (the word fetish has also been used...).. But after putting all my US Shermans on a table, I must ask myself a question. Is it possible to have too many Shermans?

All of these are in 15mm scale (or 1/100th scale), and were painted with Flames of War in mind, which makes me even more annoyed that I can't appreciate (or stand) the rules as they are in the new version.

Anyway, let's do an inventory together.


First up is Able Company. These are in fact some of the first 15mm models I painted, and it's noticeable in places. There's also a fair bit of wear and tear (especially machine guns that's been broken of, or lost a barrel). I've considered repairing and repainting these, and if/when I get back into 15mm World War 2 tabletop again, I think I will (the good thing about historical games, you're not tied to a single rules system, so when that rules system goes belly up or becomes unpalatable, it's just to get a new rule system).


First up, first platoon. 5 Sherman M4A1 with 76mm guns. They painted for Normandy '44, but can of course be used for games (and lists) set later than that as well. It's just that the black camo was mostly used (as far as I could tell) during Normandy, after that the US army simply didn't bother with camo, the Olive Drab of the Shermans were good enough (unless it was snowing, then some kind of whitewash was used).


Second platoon, equipped with M4A1s with 75mm guns. Painted similarly to first platoon. The tank commander sitting in an open hatch serves to denote the platoon command vehicle. Furthermore, every platoon command vehicles has an air recognition panel on the engine deck or the back of the turret that is clear yellow, making identification in the heat of a game that much easier. Of course, Platoon Command Vehicle recognition is no longer quite as important in the new Flames of War rules. (no, I'm not miffed at all, what makes you think that?)



Third platoon, with another 5 M4A1(75)s. These were painted to be able to use the list for games set earlier than Normandy, as well as when playing 4th, 5th or 6th Armored Division during Normandy, before those got equipped with 76mm armed Shermans). The fact that I thus had a full company was kind of an added bonus.


Finally, the HQ for Able Company. The Company Commander, front and centre, in a Sherman M4A1, the Company Second-in-Command in an M4 to the left of the image (incidentally, my very first 15mm Sherman) and finally an M4(105mm) back and out of focus, for when it's not attached to the battalion support platoon. Initially, HQ couldn't be equipped with 76mm armed Shermans (they were only available in a single platoon during Normandy)


As lists changed and the war moved on, 76mm Shermans got a bit more widespread, and HQ units could now take them. Hence, an alternative Company Commander, in an M4A1(76). I try to always have two occupied and open hatches for Company Commanders and higher command teams, to make them somewhat easy to spot on the table.


Next up, as the war moved on and improved Shermans became available, we have Baker Company.


First platoon, equipped with a pair of M4A3E8(76), commonly known as Easy Eights, an M4A3E2 Jumbo, as well as a pair of more ordinary M4A3s, one with a 105mm gun, the other with a 75mm gun. This platoon has on occasion been nicknamed the Anvil, since that's more or less how it's used, as a barely moveable, surprisingly resilient piece of hardware for the enemy to be crushed upon.

Second platoon is somewhat similarly equipped, with a pair of M4A3(76) and a pair of M4A3(75). Fifth tank (or first, since it's the platoon commander when present) is another M4A3E2 Jumbo. Has been nicknamed the hammer, since (when without the Jumbo), it can be used to flank around and drive enemies onto the anvil.


Third platoon does not have quite as refined a role. A pair of M4A3(76) and a trio of M4A3(75)s, with the better part of an infantry company allotment of sandbags to provide some extra protection.


Finally, the HQ. Another M4A3E8, Daring, and an M4A3E2 Jumbo equipped with an 76mm gun (a common field conversion), ironically named Speedy. Finally, the company recovery vehicle.


Add to that the battalion support platoon of 6 M4A3(105) Shermans... well, strictly the platoon only had 3 105's, but another 3 were allocated to the 3 Medium Tank Companies in the battalion, and commonly regrouped to the support platoon. Anyway, add those...


... and a Sherman equipped with a bulldozer (always useful to have, as long as you don't mind loosing the hull machine gun).


And then a Battalion Commander. Well strictly, this is a specific Hero, Creighton Abrams (awesome dude and tank commander). The observant might note that there's two tanks. These are both Creighton Abrams, in his Thunderbolt VI (left), an M4A3(76), and his Thunderbolt VII (right), an M4A3E8(76) he got once Thunderbolt VI was run into the ground during the Battle of the Bulge.


Anyway, add all that, Able Company...


... and Baker Company...


... and you get the better part of a Tank Battalion. A Tank Battalion consisted of 3 Medium Tank Companies equipped with Shermans (and I have 2), one Light Tank Company with M3/M5 Stuarts or, later in the war, M24 Chaffees (I currently have a single platoon of 5 M5 Stuarts), a Battalion HQ with 2 Shermans, a platoon of 105mm Shermans (seen above), another platoon of M4 Mortar Carriers (which I also have) and various non-armored support elements.

So. Do I have too many Shermans? Or do I not, and should instead go for that third company, and a Light Tank Company to round it off? If I were to do that, I would probably go for Baker getting more Easy Eights (3 in each of the first two platoons), moving the M4A3(76) to Charlie Companys first and second platoon (fill up with M4A3(75)s), and a platoon of early M4A1s to stand in for 1st platoon, Able Company when fielded before the introduction of 76mm guns.

/Fool out

2017-11-16

SAGA - Norman warband

From a boatload of vikings, to a somewhat smaller band of french farmers and viking settlers; my Norman warband for SAGA (and other Dark Age historical miniature wargames)


Now, while my Vikings could be classified as an army, the Normans are not nearly as many, and the SAGA term of Warband seems fitting. They might be expanded in the future (especially if some of the SAGA v2 rumours are true, but for now they seem fixed)


First up, Levies. Norman Peasants armed with bows. Normans is one of the factions that have significiant use of levies, with several abilities to enhance these, both in hitting power and range (a very nice trick to play when the opponent thinks himself safely out of range). A few coats of maille might occur, but they're generally unarmoured and armed with nothing heavier than daggers and hatchets. Well, aside from their bows of course.


The first unit of Warriors, and the one Normans never should leave home without: crossbowmen. Crossbows act like bows, but better (specifically, they have an easier time by lowering the armour/to-hit-number of the target). However, while a Norman warband can have as many units of levies as they want, they're limited to a single unit of crossbowmen, of no more than 8 models. One might notice a kind of theme for the Normans so far with ranged units. That is in fact half the theme of the Normans.


Distinguishing between different Warrior units is generally easy, but as an added help, their sheilds follow a theme. The first unit have red shields with a single white line (straight or crooked), the second have two white lines on their red shields, and the third and fourth have three and four lines. It gives a nice look, and somewhat more regimented than the wild vikings. Of course, since the first unit is crossbowmen who are generally unarmed, there aren't that many shields with a single white line.


The second and third unit of Warriors showcase the other half of the Norman theme: cavalry. Horses are faster than infantry, but a bigger target (and thus easier to hit) for arrows and bolts. These two units are each 4 figures strong, but can be fielded together for an 8 strong unit. If/when the Normans gets expanded, these will be increased to a pair of 8 strong units. But that would require me to paint more horses...


Finally, the fourth unit of Warriors, foot spearmen this time. They're rarely fielded because they do very few things that can't be accomplished just as well with mounted Warriors. Still, since I had the figures for it (bought to convert some to crossbowmen), it was just as easy to paint up a unit, just in case.


The Hearthguards of the warband, Norman Knights, are also mounted and provides a fast, hard-hitting force. Currently, I have two units of 6, my preferred way of fielding Hearthguards, but these will be expanded to units of 8 at the same time as my mounted Warriors for more versatility.


Differentiating between the two units of hearthguards are easy. The first have red shields with straight white crosses, while the second instead have more crooked crosses. Once again, keeping it regimented with the same colours and similar shapes, but with noticeable differences both between individuals and units.


Finally, the Warlord himself. Since mounted Warlords get a slightly larger base /up to 60mm diameter), it can look a bit empty with just the single model on it, even if horses take up a larger space. The solution is obviously to have a second horse and rider as a bannerman (he is ignored in all interactions with rules, serving only as an extra marker for the Warlord).

All models are plastics from Conquest Games, their Medieval Archers, Norman Infantry and Norman Knights box sets. The crossbowmen are converted from the archers (and a few infantry) bit metal crossbows from somewhere (I've forgotten where exactly). The Norman Infantry contain 44 bodies. I have so far used 10 or so, leaving me with many more. Well, Normans surprisingly often used mercenaries, so why not use a few bodies for that?


8 generic Mercenary Warriors, for use by any faction when I need more foot troops. Also, since I had no theme for their shields, and in fact wanted it to be a random assortment of everything, I could throw in some "special" symbols in there. Highly amusing, at least for me.


Also, 8 Flemsih Mercenaries. These can either be used as generic warriors, if one ignores that they're all carrying maille, generic-ish hearthguards, since they're well armoured, or special Flemish Mercenaries that Stuido Tomahawk (the creators of SAGA) has put out rules for (let's hope the rules for those carry over to SAGA v2). If acting as Flemish, they would work essentially as a somewhat mobile house full of warriors. They fight as warriors, but have better armour and a shield wall that provides further protection. However, due to all this armour, they're slowed down and can only advance slowly.

/Fool out