Tuesday, 28 August 2018

Medic!! A quick support option in Chain of Command

Pretty self explanatory really. Medics are used in Chain of Command to get your wounded leaders back in the fight - no-one cares about the other guys apparently. They are List 1 options so cost only 1 support point, and are damned useful to have around. Bolt Action also has a Medic option for your Platoon Command so its useful thing to have for both games.

The problem is finding suitable figures. That's not to say there are none, because there are quite a few available, but they tend to be full stretcher teams and the like, or available as part of a bigger pack with other figures I don't have much use for. What I wanted was just one guy.

Fortunately making \ converting a Medic for my Germans at Stalingrad is not a massive challenge. The German combat medic had a couple of easy identification points - mainly a white tabard and arm bands with red crosses and a bag to haul around his wares.

The tabard is beyond me - but then again was not always worn, particularly on the Ost Front where shooting at Medics was something of a sport. They also wore helmets either in white with different styles of red cross, or a standard helmet with more discrete markings - again because wearing a white helmet with a red cross on it is probably asking for trouble on some battlefields.

I put together a kneeling figure from the spare bits from my Warlord plastic Pioneers \ Early War infantry. The satchel came from the bits box - I think it was in the old Wargames Factory Zombie Hunters set, with a sling made from paper soaked in pva, the armbands are the same.


Painting was in my now standard quick and dirty early \ mid war scheme I have used for all my Stalingrad figures. I couldn't resist the white helmet option as it makes him stand out on the table a bit, which is nice for me visually but probably a bit of an issue for him - ah well, if the Russian snipers are shooting at him, they're not shooting at the Leaders I suppose.


I need to do a bit of touching up and dirty up the base to match the rest of the platoon, but I quite like him.



Tuesday, 21 August 2018

"Where the Iron Crosses Grow" Stalingrad Reinforcements

I saw the Empress Miniatures "Veteran Wehrmacht Infantry" set a couple of months ago, and weakened. It has to be said they are pretty damned good, and easily recognisable as their silver screen counterparts - my only peeve is Kruger would look so much better with a knife or bayonet in his hand IMHO. Cant have everything.


It took a while for them to get to the painting table, but spurred on by our ongoing Stalingrad Chain of Command campaign I finally got them painted.


I'm pretty happy with Steiner, Kern and Schnurrbart but I seem to have given Kruger a massive nose - I#ll have another go.

Not sure if they will be happy transferring from Sevastopol to Stalingrad, but after the last game I need the assistance.

Wish Empress would produce Colonel Brandt and Stransky to complete the set


Saturday, 18 August 2018

Stalingrad Campaign - Day 2, into the Kill House and thoughts on Chain of Command

It was my turn this week to try to push the Russian patrols out of Fallen Heroes Square using Chain of Command (CoC).

I won't go into a blow by blow after action report for a couple of reasons. The main one is that we at the Old Codgers Gaming Club (OCGC) have four members and three of us have Blogs, so it seems a good idea to take it in turns to run the battle reports when the others are playing. This division of labour should mean we are free to play and enjoy the game without the constant urge to take photos and make notes. In theory at least. Day 2 s patrol action is covered on Andy's Blog which can be found here

https://rangoruk.blogspot.com/

Mark will also be covering this too - but he is a bit partisan so take what he says with a pinch of salt!

http://exiledfog.blogspot.com/

I can give a quick run down on "the cunning plan" which was to push forward with only 3 patrol markers right up the centre of the table to try and gain some advanced Jump Off Points (JOPS) then just kick the Soviets out by brute force in close assaults with our "HandGranaten!" tactics before their numerical advantage kicked in. It sort of worked. My Pioneers are rated Elite so they can deploy further forward than Regulars, and they're better in close assaults and slightly less likely to be hit by small arms fire. We managed to grab one building but the fighting in and around it was fierce and casualties were very heavy on both sides. The Soviets withdrew, handing a somewhat Pyrrhic victory to the Germans. It was an interesting game but it showed up our "ring rustiness" with the CoC rules - we made several slips, but they probably evened out so no real damage done.

What it also did was make me think of why I like Chain so much (see - I nearly typed something else there). I think it comes down to something I had not really thought about before - pressure to be competent. Unlike any other set of WW2 rules I have played CoC rewards competence and punishes incompetence with usually equal measure. Because the games are brutal and unforgiving if you screw up you only have yourself to blame. In a campaign setting that is even more apparent. I'm really enjoying our campaign, but the pressure really is on.

Obergefreiter Michael Baumbach will not be returning to Ausburg
Day 3 will be a German attempt to probe the Soviet lines in preparation for the main assault.


Thursday, 16 August 2018

Stalingrad Campaign Day 1 part 2

So back in Fallen Heroes Square...


Facing each other across the quiet of the Square are a platoon of Panzer Pioneers from PzPio Abt 50 lead by Feldwebel Karl Trost (AKA Paul D), and on the Soviet side an Infantry Platoon from the 339th Infantry Regiment of 308th Rifle Division under Jnr Leytenant Mikhail Saburov (Andy P).

Both platoons are already under strength - as a side note we (possibly foolishly) decided to start the campaign with some randomly determined losses so we rolled a D6 per squad to determine how many short we were from full strength. This is following the historical example - I had always assumed the Pioneers at Stalingrad were at full strength when they started, which had caused me some problems when I was writing a scenario for Battlefront WW2 battalion level games some years ago as we couldnt get everyone on the table! Since then many new sources of information have become available from authors such as Glantz and Mark and it is clear that those "fresh" units were already close to half strength BEFORE being sent to Stalingrad, and the Soviets had to survive a crossing of the Volga under fire to reach the city.  In this case Trost was short 8 men from his book strength of 40, Saburov was short 15 men from his book strength of 41. We took this into account and recalculated Force Ratings at the campaign start. Andy P running the Sovs also decided to scrap one Squad from his orbat to boost numbers in other squads, Paul D had fewer missing so kept his "book" ORBAT for now.

Soviets deploy their 50mm mortar team and a rifle squad under Sgt Belik in the trenches on the East of the Square, taking up  overwatch positions. A second Squad under Sgr Zelenko is holding the building on the North West corner of the Square known as Dom 1






Immediately the Germans deploy 1 Squad under in the buildings West of the Square (Haus 4) , the other an LMG team with Trost in the centre of their positions at Haus 2. Their fire kills a Soviet infantryman in Dom 1.



The Soviets return fire with their light mortar and place suppressible fire on the German positions, but in return the light mortar is hit again and the crew retires, costing the Soviets a Force Morale point.

More Soviets mass on the East of the square and consolidate their positions in Dom 4. They have a small but potent squad under Sgt Rashkova with a pair of DP "Record Players". 


This position allows them to shoot up the German squad in Haus 4 across the Square. Obergefreiter Winkler is hit and wounded in Haus 4


Luckily the Germans have an attached Medic, and he quickly moves to tend the NCO

On the East of the Square the Soviets squad under Sgt Shlepin start to move down the trenches, attempting to outflank the German positions and consolidating around Dom 4.




In response to this outflanking move the Germans deploy their Senior Leader to rally the forces in Haus 2 - what is rapidly turning into a strongpoint. Their fire wounds a Soviet NCO.

The Soviets now have accumulated enough Chain Of Command points to have a CoC dice – and after pushing forward to further outflank the German strongpoint they use their CoC dice to move their Jump Off Point on the East side of the Square behind Haus 1.


Meanwhile on the West side German fire is starting to tell – three Soviets are now dead in Dom 1. 

Back in the strongpoint the Trost deploys some troops to cover the threatened flank. All three Squads are committed.

The Soviet Senior Leader Lt Mikhail Saburov now bravely moves to join his flanking Squad – under heavy fire from Haus 2. Totally ignoring enemy fire he stands on the parapet of the trench and fires his pistol at the Fascists, who respond with a huge volume of MG fire – and miss!





In the strongpoint two Germans on the ground floor are killed by Soviet fire.

Saburov, still exposed, orders his men forward with a Urragh!!, Shlepin and his men surge forward  and at the same time behind the attacking Squad a small group of pioneers with a ROKS2 Flamethrower deploys from Ambush using a CoC dice. Although their fire and that of the attacking infantry causes a kill and 2 shock, they fail to get close enough to close assault the German position.



The Germans respond with a hail of fire on the now exposed Soviets – cutting down the squad with the exception of Shlepin who is wounded, and two of the ROKs crew. The rest are forced to withdraw.



Shlepin calls out “Do svidaniya Rodina!” and throws a grenade into the building before attempting to assault – but his bravery is not rewarded and he slumps against the outside of the building hit again.



An eerie quiet descends, broken only by the cries of the wounded. Both sides have suffered heavy casualties, and both are now at Force Morale 4. Neither side has achieved their objective, and much blood has been spent.

Losses on both sides were heavy, particularly the Soviets. Had the assault on Haus 2 been more successful they would have almost certainly forced a German withdrawal, but it failed, leading to a mutually agreed draw.

The wounded Shlepin manages to crawl back to his lines under cover of darkness

As both sides withdraw, their positions are already being taken by fresh platoons who will try again to take control of Fallen Heroes Square!

So a rather good game - we still have some homework to do - decide on post game results, possible medals etc. I was lucky enough that my platoon from Pio Abt 305 was not involved, but orders have just arrived, and it looks like were off to Fallen Heroes Square to see if we can succeed where the Panzer Pioneers failed.
  



Wednesday, 15 August 2018

Stalingrad Campaign Phase 1 Day 1 Part 1 - Ok not THE Fallen Heroes Square - A Fallen Heroes Square

We finally kicked off our Chain of Command Stalingrad Campaign last week. It has been about 8 months in the preparation, building forces and terrain - and we are probably 4 months behind schedule and still not ready - which is not bad going considering the OCGCs (Old Codgers Gaming Club) previous efforts.

First crack went to Paul D commanding a German Panzer Pioneer Platoon, opposed by Andy P with his Soviet infantry.

We were playing the initial Patrol \ Encounter scenario, which will determine for now who has the campaign initiative.

The table was set us as a 4x4 at Asgard Wargames, which is convenient for us all and has plenty of space.

So here is the table after the Patrol Phase. As you can see, the front line has skewed slightly, running roughly across the diagonal of the table.


Before we go further I should explain a couple of points.

Firstly the pics are in monochrome. This is because my photography skills are challenged and I was using my phone rather than my proper camera. This helps disguise my pathetic lack of understanding of such things as lighting and exposure. I also like the effect, which looks "cool". Lastly it helps hide the fact we still have not finished all the terrain......

Secondly we are using the Haus \ Dom system to identify buildings. This is pretty authentic. Both sides in the battle adopted a quick code to identify buildings on maps of Stalingrad. On the Soviet side few of the defenders had local knowledge, so saying "the enemy is massing near 15 Lenin Prospect" was not going to help, and the Germans were resorting to trying to identify landmarks by interrogating prisoners in a foreign language, which lead to all sorts of confusion. Both sides therefore settled on a system of numbering buildings sequentially - the Germans using "Haus", the Soviets "Dom" (both meaning house) followed by a number. There is a great diagram of this in Jason D Mark's epic history of the battle in the Barrikady "Island of Fire" if you can get a copy - brilliant book, highly recommended!

This resulted in the Sovs placing their Jump Off Points (JOPs) in the trenches between Dom 3 & 4 and the corner house Dom 1.




The Germans had pushed forward with their JOPs in Haus 2 & 4 and the trenches next to the downed HE111 between Haus 4 and Dom 1.




  Deployment and first turns next

Sunday, 5 August 2018

SB2 for Blood Red Skies Part 3

I'm going to finish this up with a few thoughts on the Zvezda SB2, and then for balance a quick look at the same plane from Armaments in Miniature.

On the whole I think the Zvezda kit is a nice model and by re-boxing it (and the Blenhiem and Ju88) Warlord have managed to plug something of a gap for Blood Red Skies players. Well done to Warlord for what must have been some fast thinking and fancy footwork.

I can't help but feel however that the style of the SB2 model is out of kilter with the "home grown" Warlord releases, which have a lot of over-scale panel lines that make them a bit more fun to paint. That's not to say there is a problem with the Zvezda kit, it just doesn't share the same style. You can paint panel lines freehand of course, but it will not be as easy as on the Warlord models. It also has some parts that are clearly destined to snap off with normal gaming handling - which is a surprise given these were originally designed as gaming models for Zvezda's "Art of Tactic" game. Having said that, they're not going to be missed and do not contribute towards the overall look of the model particularly anyway, so its not a big issue.

All in all a thumbs up there!

Now on to Armaments in Miniature

Coincidentally I also had a SB2 by Dave Schmid's Armaments in Miniature (AIM), so I thought it would be interesting to paint that one up in the same style to compare to the Zvezda ones.

AIM models are cast in lightweight resin so should sit on an Advantage \ Bomber base for BRS with no over balancing. However to do that you will need to deal with one slightly unusual AIM feature - the hoofing big screw and resin mounting sticking out of the bottom. AIM does this so the models can be attached to a base with a magnet, but I don't think that is needed for BRS and it is pretty obvious. Getting the screw and plug off is simple but takes some faith and balls at first as it feels like you are going to break something, however a pair of side clippers does the job without too much fuss and after a bit of sanding the resultant hole can be opened up to take a Hawk Widget so they will sit on an Advantage base, or you could use greenstuff to make a socket. It is a fairly easy job but it does add to the general level of "faffing on".

AIM are single piece castings, so other than a little cleaning up and removing the screw (if you want to) there is no assembly, which is a plus if you have big clumsy fingers and the innate ability to spill glue like I do this is welcome. The detail is less fine than on the Zvezda models, and on the SB2 in some places is positively agricultural, and it looks "plumper" (more Fat Yak syndrome?) but it does score over the Zvezda kit in that it has a plethora of panel lines to paint.  Interestingly the AIM version has what I think are the earlier SM100 engines with front mounted radiators that look a bit like radials (but aren't).

Dimensions on both models are similar enough that I would be happy using both even in the same flight, though the AIM model looks a little chunkier. I expect on the finer points of dimensions Zvezda to have this right, as they're a "real" established plastic kit company based in Russia so should have excellent research opportunities and production facilities , whereas Dave from AIM is a talented hobbyist working out of a small (I presume) set up.


So here are both models painted in the same style, with the AIM SB2 closest to the camera. I have not finished the undersides, or fitted the Advantage base, but I think it is a fair comparison shot for the purpose of this blog.

All in all the AIM model is a nice option. Pricing is very reasonable $6 each, and shipping from the US to UK is reasonable too. Of course you don't get the Advantage base, cards etc to play Blood Red Skies, but if you have spares you can swap those over as I plan to do.  I understand Warlord are planning to sell the bases on their own so if that happens (and I hope it does soon) AIM becomes a real option, particularly for the planes Warlord don't make.

All in all I think I prefer the AIM model, but only just. If I were buying specifically for BRS and didn't have any spare bases I would buy the Warlord version. As it is I am going to mix and match.

Here is a link to Armaments in Miniature - Dave doesn't have an online shop, but you can easily email him with your requirements and he responds quickly and efficiently.

If you found this helpful or interesting you can subscribe to the blog by clicking the button on the right. Thanks!