RSS

Category Archives: Overlord

Late War Fallschirmjäger army

Late War Fallschirmjäger army

Even by the standards of this blog, my output seems to have been low for some months now. Well it is not that. As some might know, last year I decided to tackle an old project of mine. A mid to late war Fallschirmjäger army for the eastern and western fronts (Italy will see a seperate one). So I started of with some artillery and a PaK 40 as well as some support weapons, mortars.

Around New Years I began the project in earnest with everything you will in this post. As I said this had been a long time coming, since with the exception of 15 minis all of these had been cleaned and primed 15+ years ago. So it was long overdue to get them table ready.

Before anyone asks, with the exception of a few minis I will point out, all of these are by Victory Force Miniatures. Which might seem like a problem, since their range is only about a maximum of 20 different models strong. But as I said these are meant I represent a 1943 or 1944 and later force. By that time many units had seen a huge influx of new recruits trained and equipped at different times. So while some men still had old one colour Knochensäcke and helmet covers, others had Splittermuster (which came in distinctly different shades depending an manufacturer and batch) or Sumpftarnmuster. So that allowed for a lot of variety. Some went for painted metal items (helmets, canteen cups,…), trousers and ammo bandoliers. All in all these led to a very colourful force and I am happy to say… there are no two minis that share the same pose and colour scheme.

For the time being, these are based in the Fallschirmjäger list from Battlegroup Overlord, which will also work for the eastern front or later periods like Market Garden. If other lists for that period get published in later books, I will mostly likely tweak this force.

So up first is the battlegroup HQ.

Fallschirmjäger Battlegroup HQ

Up next are the spotters for all that artillery they have. The officer with the Scherenfernrohr is by Offensive Miniatures, the soldier with the map is from Warlord Games

Fallschirmjäger artillery spotter team

To make sure that these guys can actually reach the artillery, there is also a radio team (standing in for a wire team under the rules).

Fallschirmjäger radio team

The prone sniper is a converted Heer sniper by VFM, the sniper / spotter team is from Warlords plastic range (although I think I needed to convert the rifle to be scoped).

Fallschirmjäger snipers

There are two scout foot patrols. I rather like them, since they pack quite some punch with their FG-42s. As some will notice, the second team comes with G43s, but those will serve as stand-ins for the FG-42s.

Fallschirmjäger foot scout patrol
Fallschirmjäger foot scout patrol

On to the infantry platoon HQ.

Fallschirmjäger infantry platoon HQ

Plus those platoon support options not done last year. Writing this, it dawned on me, that I am still missing the medic for this force. So I think there will be one more mini to paint.

Fallschirmjäger MG-42 HMG team
Fallschirmjäger Panzerschreck team

Now all three Trupps, with the exception of one NCO and one LMG assistant, feature the same minis. But as I said above, I think the variation in clothing / equipment colours and a few head swaps really makes them all look different.

1st Fallschirmjäger Trupp
2nd Fallschirmjäger Trupp
3rd Fallschirmjäger Trupp

The rules give the option to swap one of the regular riflemen for a secong LMG or two equip up tomtwommen with Panzerfäuste. So I build those options as well. All these are Warlord plastics (with the exception of the first and forth from the right with a Panzerfaust).

Fallschirmjäger LMG options
Fallschirmjäger Panzerfaust options

So what is left now. Well some anti aircraft and heavy anti-tank firepower.

For the anti-aircraft option I went for a 2cm FlaK 38. Essentially I see this as a light force and felt that a manhandled single barrel FlaK made more sense than a Flakvierling.

The model is a 1:48th scale plastic kit and the crew are converted Warlord plastics. I felt that since the kit gave me the option to depict the gun in any state I wanted, it would be nice to show it in the process of being limbered up, hanging half in the air.

Fallschirmjäger FlaK 38
Fallschirmjäger FlaK 38
Fallschirmjäger FlaK 38
Fallschirmjäger FlaK 38

And for the heavy anti-tank option I went for an Acht-Achter. I felt this was needed, since the Fallschirmjägerlist gives them StuG III or PzKw IV support at most.

The model itself is an old 1:48th scale FlaK 18 by Bandai that I have had for ages. I felt it would fit this force well, so it received some weathering and was given a Warlord plastics crew.

Fallschirmjäger FlaK 18
Fallschirmjäger FlaK 18
Fallschirmjäger FlaK 18

So this is it. All in all 96 minis, most of them in camouflage clothing. While I really, really like the result, I am really fed up painting Splittermuster and Sumpftarnmuster, especially all the „raindrops“. So I guess it will be at least 2023 before I start on the Volksgrenadiere (or so I say today).

Full Fallschirmjäger force
 

More Fallschirmjäger support weapons

More Fallschirmjäger support weapons

Before we left for Scotland in September I wanted to start on something small, that could possibly be finished fast after our return.

It turned out I actually managed to finish them, including the basing, in under four days (including two days on the day job). Not actually sure how, since Splittermuster camo is not exactly a fast subject.

Up first is the 8,8cm Racketenwerfer 43 Püppchen rocket launcher. The launcher, as well as the loader and gunner are from Westwind. Not sure if it is still the same, but back when I bought it the minis came with those terrible cartoonish heads. So those were replaced with Fallschirmjäger heads from Westwind.

Fallschirmjäger 8,8cm Racketenwerfer 43 Püppchen

Now when I had finished the Team, I felt it looked extremely bare on the base and if I remember correctly the Püppchen team is three men in Battlegroup Overlord. So I added a NCO from Victory Force Miniatures. Usually I would say that VFM look too large next to Warlord, but with the head swap on the other minis, they blend quite well.

Fallschirmjäger 8,8cm Racketenwerfer 43 Püppchen
Fallschirmjäger 8,8cm Racketenwerfer 43 Püppchen

Up next is the 2,8cm schwere Panzerbüchse 41. Unfortunately there is no official slot for them in Battlegroup Overlord, but I always loved the looks of this gun, so I could not do without it. And since there are stats for the Panzerbüchse itself, one can always come up with a price for the team.

Fallschirmjäger 2,8cm schwere Panzerbüchse 41

As with the Püppchen, this one is a Warlord set and again, I replaced the heads with Westwind ones.

Fallschirmjäger 2,8cm schwere Panzerbüchse 41
Fallschirmjäger 2,8cm schwere Panzerbüchse 41
Fallschirmjäger 2,8cm schwere Panzerbüchse 41

Up last are two 8cm Granatwerfer 34 mortars. Again these are by Warlord. In this case they even retained their heads. The faces are not cartoonish and some have their hands moulded to their heads, so it would have been a lot of effort to remove them anyway. But I replaced the mortars with mortars from Victory Force, which I still had lying around from a few conversions I did ages ago. The Warlord ones looked too tiny for my taste.

Fallschirmjäger 8cm Granatwerfer 34 mortars
Fallschirmjäger 8cm Granatwerfer 34 mortars
Fallschirmjäger 8cm Granatwerfer 34 mortar
Fallschirmjäger 8cm Granatwerfer 34 mortar
Fallschirmjäger 8cm Granatwerfer 34 mortar
Fallschirmjäger 8cm Granatwerfer 34 mortar
Fallschirmjäger 8cm Granatwerfer 34 mortar

This is it for today. Looking at these photos though, I think I will have to put more effort into my photos again in the future. These were taken on my iPad, as I have done for months now. I think I need to switch back to my DSLR.

 

American heavy metal

American heavy metal

Apologies for the silence in recent weeks. I have been working on a bit project recently and it is current not at a stage where it is worth sharing. Anyway it recently dawned on me, that there is something I had forgotten while catching up.

But let me tell you the story behind it first. I started wargaming WWII around 15+ years ago. While I basically made my best efforts to get everything right, a lot of it was a case of “close is good enough”. And with many things, it actually was. My first two nations were Germans and Americans. With the infantry for either side things went pretty well. Same for most of the German vehicles. Now the American vehicles were a completely different story.

I ended up with a black green colour and to be fair… it was not even close to the darker colours some vehicles were painted in stateside before the US entered the war. Over the years this annoyed me ever more. Even to the point, where I hard not plan any games using Americans for our monthly Battlegroup games. Which was a shame, since it essentially was an army that could be fieled to regulation. When I to have a game of Operation Cobra for Crisis last year it was clear that this had to change. So in addition to painting a few new vehicles (two 76mm Sherman’s and Motor gun carriage) all of the old stuff that I had painted in the wrong colour were repainted. I did not want to go through all the hassle to repaint the stowage and markings, so I carefully airbrushes to the very edge of them, only touching things up afterwards. This actually worked quite well, except for the ID stars which all had to be repainted by hand. But enough about that… here are the (mostly) tanks:

I am really happy with these now and they will see action far more often now.

 

Battlegroup objective markers

Battlegroup objective markers

Ok, so let’s get the party started. For those of you playing Battlegroup, you will know that many scenarios require objective markers. Usually something between one and four. So far I did three for Berlin or other late war urban settings. Obviously that is too few even for that setting. So one more was needed. And while I was on it, I did a few more.

Battlegroup objektive marker

Battlegroup objektive marker (Fall of the Reich)

Battlegroup objektive marker (image edited to comply with German law)

Battlegroup objektive marker (Fall of the Reich) (image edited to comply with German law)

Up first is another one for Fall of the Reich. When Germany went about conquering virtually all of Europe as well as large parts of Russia and North Africa, they looted whatever they could, including many acheological artefacts.  When the Allies entered Germany, the Nazi high ups wanted to move many of these items out of the way, preferably into their own private collections. And I wanted one of these items, that could not be moved fast enough.

In this case I simply took an Egyptian artefact from Crocodile Games Wargods of Ægyptus range and placed it inside a wooden crate (build from plasticard) and added a helmet and G-43 from a Tamiya 1:48 scale infantry set.

Battlegroup objektive markers

Battlegroup objektive markers

From left to right these are a wayside cross (1:48th scale scenery item), an Western Allies fuel dump (barrels and jerry can from a 1:48th scale Tamiya accessory set with the Tommy Gun being from Warlord Games) and a simple tattered scare crow (matchsticks and tissue paper soaked in white glue).

Battlegroup objektive markers

Battlegroup objektive marker (Spring to fall)

And another three ammo or fuel dumps. Again, weapons are from Warlord Games and the rest is Tamiya 1:48th scale.

I tried to keep everything on the two photos as generic a possible. Only the two German fuel dumps are painted for an early and mid to late war period. But all in all, there are two markers (cross and scarecrow) that could be used virtually everywhere in Europe or Russia for any period of the war. With the those two and a mix of a German objective and an allied one (depending on the opposition) I will always have at least four options.

Battlegroup objective markers

Battlegroup objective markers (Winter)

And last a few for winter settings. Left to right these are a snowman (sculpted from Greenstuff with snow flock added after painting), a “V” that someone peed into the snow, a stack of barrels and a jerry can covered by a tarpaulin and snow (again Tamiya items and white glue soaked tissue paper) and a simply scare crow (done like the one above). Now I have to admit, that these are kind of a reserve, for right now these are my only winter scenery items.

All of these were done last winter.

 

Pegasus Bridge, a Horsa Glider and other things

Pegasus Bridge, a Horsa Glider and other things

As you may know, we wanted to host Pegasus Bridge at Crisis in Antwerp this year (and eventually we did so). Between the three of us we already had a lot of buildings, hedges and so on. But this still required some more terrain.

Not many buildings for the vicinity of the bridge were required, but I wanted some more variation. Since I still had the château from Sarissa Precission around, so that seemed like the natural option. It had been a nice kit to assemble and was a nice kit to paint. If I was to do it again though, I would probably leave the first floor windows and shutters off for easier painting.

French Chateau French Château
French Chateau French Château

But we also needed a Horsa Glider for the game. Martin had a model by Grand Manner around. Martin was unsure if he could give it due credit, so I painted it up. I Ieft the landing gear off to me the model fit the scenario since the Gliders used for the attack on Pegasus Bridge all had rough landings and ripped their landing gears off. It was nice enough to airbrush up, but I think the dimensions are somewhat off. The lower hull and underside of the wings were painted in a dark green, the top in camouflage. So I started by doing the camo and then taped the edge off. Which is when I realised that something was amiss. For example I used the forward doors and tail wings as a guide, but under the main wings the lines ended up too low. But I felt this was acceptable, since people could hardly see this spot. So the lower half of the glider was painted in dark green and filters and washes applied. Now I taped off the invasion stripes and again, I noticed that something was not quite right, for there was too little space on tail. In the end the RAF roundels on the tail ended up overlapping the invasion stripes for that reason. To finish things off, I placed chalk markings on the flank saying “Lady Irene” to make it match the glider Major Howard landed in.

Horsa Glider Horsa Glider
Horsa Glider Horsa Glider
Horsa Glider Horsa Glider
Horsa Glider Horsa Glider

And up last, the most importer building for the game… the bridge itself. Again this was a Sarissa kit. I had been too lazy to assemble the model, so I bought a model that had already been build and sold my kit on. In retrospect, this did not make things that much easier, since it had not been assembled as clean as I would have done, so I had to do a lot of sanding and so on.

I wanted to keep it in the very light grey of the original, but in the end, this seemed a little bleak to me. So I added rust marks to the model, which gave it a lot more character.

Pegasus Bridge Pegasus Bridge
Pegasus Bridge Pegasus Bridge

If you want to see some more detail shots of the bridge, those can be found in my post about the British Paras.

In the, it turned out to be quite a nice game. We used the Battlegroup Overlord rules and they worked very well even at this small size. It was especially interesting to see how different tactics played out. If the British went for a defense in depth, it usually went well for the Germans, since they could usually wipe out the British first line of defense (after stumbling into it) and then using the superior range of their SP gun(s) (,depending on how many survived the PIAT,) to destroy the rest. If the British went for a strong first line of defense, the Germans were too weak to protect their SP guns sufficiently and took too many loses to take the bridge. It will be interesting to see how future games play out.

So I am leaving you with a (very) few pictures from the game at Crisis.

Pegasus Bridge Pegasus Bridge table
Pegasus Bridge game Pegasus Bridge game
Pegasus Bridge game Pegasus Bridge game
Pegasus Bridge Pegasus Bridge table

 

 

Crisis 2014 – Our game

Crisis 2014 – Our game

OK, now that things have settled in a little bit more, here are some pictures from our very own game at Crisis too.

We did run a demo for Battlegroup: Overlord. All in all the game was quite uneventful. A British unit consisting of two Troops of Shermans, a Troop of Honeys, three sections of Motorized Infantry and the usual support up against German ad hoc defenders from a Wehmacht unit with a few Panzer IV, a Panzer V, a 5cm and 8,8cm PaK each, Infantry and Panzerwerfer. The Brits had to expel the Germans and if possible destroy them. In the end both sides traded shots over the river. The Germans seemed unable to hit the broad side of a barn and the Brits were able to hit, but their shots simply bounced off the German armour (and not just the Panthers armour). All the while the British off-board artillery did a good job at pinning German troops, which in turn did a good job at recovering. In the end the only casualties were a Firefly (which took a direct hit from a Panzerwerfer rocket) and a Sherman taken out on the bridge by a Panzer IV.

Before I give you the pictures, I would like to say thank you, to the Tin Soldiers of Antwerp for running another fabulous show. As usual I am really looking forward to next year. I would also like to thank Julian for being my partner in crime this weekend. Also thanks to all those who stopped by to ask about the game and the nice comments! Also all the friends (not going to mention any names, since there would be more than two dozen and I would not want to miss anyone) who came by or into whom I ran at the show. It was just great chatting to you guys!!!

Crisis 2014 - The whole of the table

Crisis 2014 – The whole of the table

Crisis 2014 - Sherman troop on the move

Crisis 2014 – Sherman troop on the move

Crisis 2014 - Panzerwerfer firing

Crisis 2014 – Panzerwerfer firing

Crisis 2014 - Firefly taken out be a direct hit from a Panzerwerfer

Crisis 2014 – Firefly taken out be a direct hit from a Panzerwerfer

Crisis 2014 - Panzer in defensive positions

Crisis 2014 – Panzer in defensive positions

Crisis 2014 - British Shermans driving up to the bridge passing the burning Firefly

Crisis 2014 – British Shermans driving up to the bridge passing the burning Firefly

Crisis 2014 - Moving up to engage

Crisis 2014 – Moving up to engage

Crisis 2014 - A bridge too far for this Sherman

Crisis 2014 – A bridge too far for this Sherman

 

Two games of Battlegroup Overlord (part 2)

Two games of Battlegroup Overlord (part 2)

So here is the second game we played this weekend. This was to be the game where I wanted to test an infantry heavy game with few armour and no AT-guns.

Again I need to apologize for the picture quality. While the picture quality was slightly better than from Fridays game, it is still far below par.

Game 2

We set this fictional game somewhere on the Cotentin Peninsular in the days after the D-Day landings using the “Take the Hill” scenario from the main rules. Fitting enough, there was a hill in one corner of the table with a small village. The rest of the table featured some corn and wheat fields, grazing cows, roads, hedges and small woods.

The Americans (played by Martin) consisted of a forward infantry HQ, a regular quality infantry platoon (HQ, three fire teams, three BAR teams), a medic, a .50cal HMG team, an artillery spotter team mounted in a jeep catering for a battery of off-board 105mm howitzers, a Greyhound scout car and two M10 Wolverine tank destroyers.

The Germans (played by me) was made up of a  Veteran Panzergrenadier platoon (HQ, three infantry sections, three MG-42 LMG teams), a medic, a tripod mounted MG-42 HMG with extra loader team, a Panzergrenadier foot scout patrol, an on-board 8cm mortar team, an artillery spotter team catering for another two 8cm mortars off-board and a StuG IIIG.

Table seen from the German side

Table seen from the German side

Both sides were able to deploy 50% of their forces at the beginning of the game, with the rest arriving as reinforcements at the beginning of turn 4. The German defenders deployed the StuG behind the village on the hill road, the HMG team on the their left flank in the corn field, the Panzergrenadier scout team in the bombed out semi-building with the spotter team in front of them in the garden. One of the LMG teams deployed on the upper floor of the detached building, with the HQ on the lower floor and the 8cm mortar behind. Four of these units started in ambush positions, but I completely forgot to make use of that (which cost me dearly), so I will not even mention which ones.

The Americans deployed three vehicles on the road leading onto the table, with the M10 being front, the spotter jeep bringing up the rear and the Greyhound sandwiched between them. One of the infantry teams was in the field to their right one on the road on their left. In the field to the left there was also the Forward HQ and a BAR team.

Table seen from the American side

Table seen from the American side

The Americans went first and there was a general advance of the infantry. Then the artillery spotter called in fire and that one really hurt. Both barrages were aimed at the bombed out semi and were virtually spot on target. This resulted in the loss of two Grenadiere from the scout team, the spotter teams Kübelwagen went up in flames and both the recon section and the spotter team were pinned down by the fire. No idea why I did no pre-empt this with a mortar strike of my own using the ambush option! Both the Wolverine and Greyhound moved forward with the intention of adding their own firepower to the carnage, but the M10 failed to spot the target house amidst all the explosions and the Greyhounds HE shot missed.

In general the Germans decided to let the Americans get closer so their only action for this turn was for the pinned troops to stick their heads out again.

Armored firepower

Armored firepower

The Americans went first on the second round again. And once more the artillery was spot on. And this time the tank destroyer and scout car added to the carnage. While the Grenadiere lost no man, they withdrew deeper into the ruins for protection. Far worse off was the spotter team, which was wiped out. Otherwise there was only a further advance by the infantry. The StuG decided to interrupt the move of the infantry advancing towards the village with its only round of HE ammo, but that one missed wild.

Now the Germans got into action. I finally remembered, that my mortars could also be directed in by the Grenadier HQ, which they promptly did. While the first salvo scattered a good deal this was actually quiet good, for one round went straight into the open-topped tank destroyer (I rolled double sixes for my anti armour roll) setting it aflame.

Death at the crossroads

Death at the crossroads

The second salvo scattered too, but it came down amidst the infantry, causing little physical damage, but pinning them down. In the end the salvo pinned the artillery spotters, the forward and platoon HQ´s as well as the BAR section. Now the StuG rumbled through the village and fired its roof mounted MG at the infantry advancing towards the village, sending them for cover as well. So essentially, Martin was down to two un-pinned units!

StuG in the village

StuG in the village

As a result the Americans did virtually nothing but get up again after the mortar barrage, which Martin did exceptionally well, rolling for 5 unpinned units! The only real action was a further advance of the infantry fire team on their left flank. At this point the HMG team in the corn field decided to take them under fire, only to find them out of range.

With initiative passing back to the Germans, they decided to fire their off-board mortars once more. And again the results were horrible for the Americans. The Greyhound took a round trough its open turret, too (I rolled another double six!). The fire team, forward HQ and spotter team all went to ground again, the HQ and spotter team each taking a casualty for good measure, too.

US Infantry in the open pinned by mortar fire

US Infantry in the open pinned by mortar fire

The StuG shifted its MG fire to the BAR section in the fields, but failed to make an impression. At the same time the on-board mortar team relocated  out of the shadow of the house to fire at the American infantry advancing on th village, but failed to spot them in the hurry.

MG 42 HMG team lying in ambush in the corn field

MG 42 HMG team lying in ambush in the corn field

The next round saw the arrival of the reserves. The American reinforcements arrived on the table and began to move forward. The most interesting was the second M10 now present, which took a shot at the StuG at once. Fortunately for the assault gun, it was only a glancing hit and did no damage. Otherwise there was not much going on, except for the American fire team advancing on their left flank which decided to try their luck with the HMG team. But before they could fire, they failed to spot them. HMG team, seeing this decided to spring their trap and fire at their adversaries, but they too had problems spotting them behind the hedge with all the smoke drifting over the battlefield.

I rolled well for the Germans and all the remaining troops made it onto the table at once, beginning their track from the table edge. The on-board mortars opened up once again, this time wiping out the spotter team, ending the threat of American artillery for good. In addition they also wiped out the forward HQ and the BAR team. Now the StuG decided to fire back at the Wolverine, it turned, fired and missed. In desperation, the on-board mortar team fired at the M10 and now they got lucky, too. They too scored a direct hit and destroyed the tank destroyer (this time I rolled a five and six… not bad for one day!).

But there was one more thing. With all the American losses they had to draw a lot of chits, one of them being an air support counter, meaning that next round the Americans would get support by P-47 Thunderbolt.

German on-board mortars

German on-board mortars

And the fighter made quite an impression the next round firing its rockets at the StuG and blowing it to smithereens. Once more the American infantry wanted to fire at the HMG team and once more they failed to spot them. The .50cal opened up on the Grenadier scout team in the house and caused them one more casualty. But this was about it for the Americans.

https://dhcwargamesblog.wordpress.com/wp-admin/post.php?post=8687&action=edit

American .50 cal team

Now the Germans picked up their attack again. With the majority of the American troops now on their left flank, the German HQ moved out of the building into the yard to get a visual on them and started to direct the off-board mortars in. The attack pinned the American infantry en route to the village and the HMG team, but most importantly killed off two of the .50cal crew sending the last man fleeing and this also brought the whole American battlegroup to its breaking point, ending the game.

German Platoon HQ

German Platoon HQ

All in all, we had an extremely entertaining game, dominated by artillery and mortars. This definitely showed us the need for some counter-battery options.

Otherwise we talked long and hard about ranges. With the Battlegroup rules being written with 20mm in mind, we have constantly been thinking about whether to adjust ranges or not. The more we play, we feel that the ranges are fine as they are. They could be a bit longer to be realistic, but then again not so much that they would warrant a multiplication by even by 1,5. Why? Well the way ranges are right now, it allows for nice maneuver warfare, which in turns results in nice games. Once we were to multiply ranges by more than 1,3 this would be lost, even on a large table. Anything below, would make the change virtually cosmetic. So for now we will keep things the way they are. And this is not just the perception Martin and I had, but also something Julian, who has only had experience with 20mm so far, voiced. So we cannot be too wrong! 😉

German reinforcements advancing

German reinforcements advancing

 

 

Two games of Battlegroup Overlord (part 1)

Two games of Battlegroup Overlord (part 1)

As virtually anyone with a little knowledge of military history will know, last Friday saw the 70th anniversary of the Normandy landings (aka. D-Day). We decided to take the opportunity to play some games set during the Normandy invasion. The first game was played on Friday with Julian and the second one on Sunday with Martin.

I also wanted to take the chance to put the rules through its paces. All the previous games we played featured a realistic amount of armour compared to the number of infantry, but I wanted to see how they felt with no or very little armour. I also wanted to see how it played out when not using the Battlegroup force lists to create the forces for the game, but using a scenario from a third source.

Now before I start with the game reports, please let me excuse the more than poor picture quality. My camera is acting up these days (which also caused huge problems during our trip to Scotland). Amongst other things I cannot use the lens best suited for close-ups, I cannot use the program that allows me long exposure times (essential for close-ups) and most pictures are overexposed. In other words, I simply cannot take any pictures on the usual level of quality.

Game 1

This was the game without any armour using a ready-made scenario. In this case “Purple Heart Hill” from the SkirmishCampaigns book “Normandy ´44 – Heroes of Omaha and Panzer Lehr”. The scenario features the defense of Hill 108 (rather a slight slope, which is why you the board shows no real rise) by the American 175th Infantry Regiment against Elements of Kampfgruppe Bohm on June 18th.

The table featured fields, an orchard, two light woods, a little low bocage and most importantly a ravine running most of the western edge of the board. The Americans would deploy in a trench on the northern half go the table which the Germans had to take to win the game. They would also deploy in foxholes and were allowed to place two minefields.

The German force (played by me) featured a 4 man infantry Platoon HQ, two infantry squads, a two men recon team (which we played as a spotter team), 8cm Mortar team, HMG team and 7,5cm infantry gun. Julians Americans featured an infantry platoon HQ, two Infantry fire teams, one 60cm mortar team and a .30cal team.

Purple Heart Hill table

Purple Heart Hill table

The American infantry would deploy in the trench, while the other troops were to deploy in the foxholes placed on the edge of the eastern small wood.

The Germans would start one infantry squad on each flank (one of them starting at the mouth of the ravine), the infantry gun on the western flank and the rest of the troops in the corner.

Now one thing I need to mention before we start the report. With the exception of the first and last rounds I managed to roll low for the number of orders for my Germans every round. So while Julians Americans virtually had more orders than units all the time, the Germans usually could only activate two or three units. In general my dice rolling was quiet poor, while Julians was good.

At the beginning of the game the Americans decided to lie in ambush and wait for the Germans. Both German infantry squads started their advance towards the enemy. For the one on the eastern flank this would be their only move until the last round for lack of orders. The one on the western flank came under fire from both the American infantry squads and the mortar team which resulted in both the main squad and the LMG team becoming pinned under fire. The German HMG and recon teams advanced into the orchard and the infantry gun opened fire the American mortar team, missing twice. Ending my first round, I decided to un-pin my pinned troops.

American trench

American trench

Not that it proved much use. On the next American turn they came under fire from the American infantry and mortar teams once more, which pinned them again. So as a result they could do nothing and the next German activation just saw the infantry gun fire and miss again. The HMG team joined in as well and while scoring a few hits, the foxhole kept the American mortar team safe. And again I decided to un-pin my troops again.

US Mortar team

US Mortar team

At least the Germans managed to gain initiative for once. This time the Infantry gun managed to hit once, but again, the foxhole kept the mortar team safe. The LMG team on the western flank opened fire and managed to pin one of the American  infantry squads. Under their cover the rest of the infantry squad advanced towards the trench. The Americans fired their mortar at the German infantry and the .30cal opened up on the recon team, but both failed to do any harm. To finish things off  the American infantry managed un-pinned themselves. The next round the American infantry teams pinned both their German counterparts and the LMG team in the ravine. To end the circle of pinning and un-pinning, the 6cm mortar team fired at the LMG team for effect killing their NCO. This enraged the machine gunner so much, that he rose in spite of the incoming fire and in turn pinned one of the American infantry teams.

On their own activation, the infantry gun switched its fire to the American infantry in the trench idling one of them. At the same time the German HMG team advanced further through the orchard, but failed to spot any enemy. And once more, the round ended with me un-pinning my infantry team.

MG-42 team in the orchard

MG-42 team in the orchard

Now the Landser stormed into the trench and annihilated the Americans pinned by the LMG and Infantry gun fire. The infantry gun tried to shift their fire to the other American fire team, but found them out of range. Now the Americans tried to evict the Germans from their trench. But their infantry lost their nerve and would not assault them. So they brought the mortar to bear on the trench, but that one failed to hit.

Storming the trench

Storming the trench

The next round the American infantry chose not to assault the Germans in the trench, but cleared them out with gunfire. The rest their mortar and .30cal tried to kill both the German LMG team and recon team to lower the Germans moral, but failed to make an impression.

Now it became clear that the Germans might not get the chance to take the trench and they too did everything to kill off American teams. And for a chance they did that well. The infantry gun scored a direct hit on the foxhole housing the mortar team, killing them all. The MG-42 on tripod opened up on the .30cal wiping it up and the mortar team fired their only rounds this  game, but only managed to kill part of the HQ team.

At this point we had reached the end of the 8th round and had to roll to see if gameplay would continue, which it did not. But the game ended with a close call. Counting our counters we found that the Americans were just one point shy of their breaking point, while the Germans were only two points away from doing so themselves.

So how did it go with an eye towards trying out the rules some more? We found that the Battlegroup rules actually played out quiet well with a third-party scenario. While not all the troops in the scenario had exact counterparts in the Battlegroup force rosters it was easy enough to find close options, use their Battlegroup rating and translate quality rating to Battlegroup. The game was still balanced and was great fun (even with my horrible dice rolling).

Playing an infantry only game was fun, too. I was afraid, that this would lead to an all too quick end, but this was not the case. The only annoying thing was the constant pinning and resulting un-pinning, but this was mostly due to Julian rolling extremely well and me rolling extremely poor. In a game with average dice rolling this should not be the case. So all in all it was not only fun, but proved well for my general trials of what the rules can do well and what not.

I will try to post a report of Sundays game tomorrow, so stay tuned!