Showing posts with label German. Show all posts
Showing posts with label German. Show all posts

Wednesday, April 01, 2020

Richard's March

What a crazy month. In New Zealand we are locked down for at least the next three weeks. All schools and businesses are closed except for essential services, and we are required to remain at home except for buying food, medicine, and other essentials, although you are still allowed to walk around your neighbourhood. Needless to say, there are more people out walking each day that I've ever seen in the past.

I'm working from home, and Sarah has taken on home-schooling the kids. In a way it's a relief to have reached this point: over the last few weeks you couldn't plan even a few days ahead due to the rate at which the situation was changing. Now, we are on an island of certainty for four weeks: hunker down, stay in your bubble, and make do with whatever activities are already in the house.

March is always a busy month at work, and I ended up working some pretty long hours before the lockdown, but I still managed to get a few things done on my list.

1. Painting 28mm FJ. 

I completed two squads during March. One had previously been painted but hadn't based, and the other had been base coated. I still have some support weapons and a squad of Luftwaffe troops to go.
2. Find a set of WW2 rules that I enjoy playing in 28mm.

Alas, games are pretty much off the menu for the foreseeable future. But at least it looks like I'll have an army to use once things return to normal.

3. Paint a Landsknecht square for Impetus.

Moving on.

4. Complete a Black Seas fleet box. 

I completed two frigates and a third rate. This means I've now finished the Master and Commander box..
For my smuggler hunters, that leaves the following still to go:
  • 1 x First Rate. Purchased.
  • 2 x Cutter. No indication of when Warlord are going to release any of these.
  • 3 x Schooner. On order.
  • 1 x Gunboat Squadron: Primed.
5. Try out Battlegroup: NORTHAG, and write a review. 

There was a post on the PSC Facebook page that they would be sending a PDF of the rules to all pre-order customers, so I should be able to do this in April with some solo play.

6. Complete some of the random FOW platoons that I have lying around. 

No progress.

7. Syrians for Team Yankee.

No further progress.

8. Put together an event or campaign of some kind. 

In this time of physical distancing, this is on hold.

March Summary
  • Models Finished: 20
  • Leadpile Size: Reduced!
  • Month Rating: Productive.

Monday, January 08, 2018

Completed Army for ValleyCon 2018

Over the weekend I completed the painting for my ValleyCon list. There wasn't much to do, as it's built around units that I already had. The tanks are painted up as belonging to II./Panzer-Regiment 5, themed on the attack on the Gazala Line in May/June 1942.

I've had to make a few compromises with the Panzer IIIs - I was short a couple of Ausf. Js and don't have time to source new ones, so I've had to use a couple of Ausf. Ls, replacing their guns to try and make it look like they're not actually the up-armoured version.
All 80 points - not much considering an equivalent British force would probably comprise a full regiment of Honeys...
Panzer III Platoon
Panzer IV Platoon
Panzer II Platoon
5cm PaK38 Platoon
One of the 5cm PaK38 guns
8.8cm FlaK36
Objective Markers

Tuesday, January 02, 2018

Army List for ValleyCon 2018

ValleyCon is coming up at the end of January 2018. After two years of 1000pt Early War, the format has changed to be full V4 at 80pt Mid War. This is an interesting call, given that V4 at Call To Arms last year (albeit prior to the release of Fighting First) was cancelled due to a lack of registrations, but I'm of the opinion that it was the right one. V3 was remarkable for the completionist nature of its lists, but the core ruleset has done its dash and the community needs to move on to the new version, however there are still issues with the balance of the EW and LW conversion. Starting afresh with the native V4 lists is absolutely the best approach. I do have lingering concerns about the suitability of V4 as a tournament ruleset, so the event should be able to confirm or refute those.

Whereas there are probably half a dozen Early War lists that I would have felt inspired to build, and probably twice that number of Late War lists, the MW books are slim pickings, and I couldn't get excited about anything. Maybe it’s that we've all been playing the North Africa setting for a long time, this is now the fifth version of these lists in 15 years, and it’s also the only version of lists that didn’t correct and expand on the edition that preceded it. Whatever the reason, I've left it too late and have ended up limited by what is already in my collection. Having played Brits for the last couple of tournaments, it’s time for a change, so I’ve decided to take Germans.

The list I have ended up with is themed on 21st Panzer Division at Gazala, May/June 1942. The theme establishes the bounds in terms of the types of equipment I can use - a mix of short- and long-barreled Panzer IIIs, the division only had a handful of long-barreled Panzer IVs at this time, and Marders hadn't yet made an appearance.

I also want to try and capture the flavour of DAK operations, which is stereotyped in my mind as close cooperation between tanks and anti-tank guns, with the iconic image being the 8.8cm FlaK, firing off its trailer.

That means that my 80pt list looks like this:
Panzer III Company - Afrika Korps
Company HQ - 1 x Panzer III (short), 5pts
Panzer III Platoon - 2 x Panzer III (short) and 2 x Panzer III (long), 24pts
Panzer IV Platoon - 3 x Panzer IV (short), 18pts
Panzer II Platoon - 3 x Panzer II plus the 'Forward Scouts' command card, 8pts
5cm Tank-hunter Platoon, 12pts
   3 x 5cm PaK38 
8.8cm Heavy AA Platoon, 12pts
   2 x 8.8cm FlaK36 
'Pure Luck' command card
Total Cost: 80 pts
In game terms, I'm not really sure how it'll go. It'll be the first list I've taken to a competition without any infantry. The PaK38s will help keep Crusaders and Stuarts out of my flanks, but AT9 struggles against FA6, so Shermans will be a problem. The sweet spot for Afrika Korps is definitely the Marder III platoon, and three of those would be far better than two 88s. The Panzer IIs, while a lot more expensive than a platoon of armoured cars, provides an extra combat platoon, which is critical given the unforgiving nature of the V4 morale rules.

I only have the PaK38s to paint, so will post photos of the army once they're done.

Monday, April 24, 2017

FOW V4-LW Game Review

Let me get this out of the way first: Flames of War Version 4 is an excellent game.

McZermof and I played two games at the club on Saturday. The set-up was 1750pt late war tank companies on an 8x6 table. We were a bit light on terrain, particularly roads, so that's something we'll have to work on for next time. 48 square feet is a lot of real estate to cover, but we managed to arrange it to avoid having large lines of sight.
For the first game, we tried the "Battle Plans" mission selector from the More Missions PDF. I chose a Prepared Attack posture, while McZermof went for Hasty Attack. The die roll to chose the specific mission had me defending in Breakthrough. This made sense: you could imagine that the British were in the process of preparing for a major operation when the Germans threw in a spoiling attack. I quite like the Battle Plans concept, but would need to think through how it would work in a tournament context.

Due to the size of the table, the game broke into three separate actions: a German left hook of three StuGs running into three Comets, which was a matchup the Germans were never likely to win; a right hook of seven StuGs and two Hornisse against five Comets, which were slightly better odds; and a flank march of Sturm Scouts that had to come onto the table in the face of four Stuart Jalopies and three Universal Carriers. The end result was a British victory for the lost of five of their eight Comets, most of the damage being done by an Hs129B3, with the Germans hitting Formation Last Stand at the start of their Turn 5. All up, the game lasted a bit over an hour.
The British Right Flank: Comets afloat in a sea of burning StuGs.
The Killer Blow: The StuG missed, the Typhoon hit, the Germans broke.
For the second game we decided to play Dust Up. This game went much better for the Germans. Their reserves turned up and were able to make a concentrated push for their objectives, while the British reserves were late and had to be committed piecemeal to try and stop them. The Luftwaffe turned up every turn except for the first, and their lone Hs129 single-handedly removed five Comets from the British left flank. It all came down to a single 4+ Unit Last Stand for the Stuart Jalopies, who through speed and determination had managed to get themselves past three StuGs and onto an objective before being reduced to a single tank. They failed, leading to Formation Last Stand for the British at the start of their Turn 7. This game was a bit longer, at about two hours, but still pretty good for a 1750pt game that involved a lot of chat and leafing through the rulebook.
The End of Game 2. Note Stuart Jalopy on the objective in the far distance, about to fail its Unit Last Stand
As mentioned in my previous post, there were three main things I had wanted to learn from the day.
  1. Pace and Space. Light Tank mobility is amazing, particularly on such a large board. Special mention goes to the Stuart Jalopies, whose combination of Light Tank and Spearhead opened up interesting possibilities for deployment in Dust Up. Half-tracked is not as good cross country, but given a decent road network it would come into its own.
  2. Transport. I didn't end up using the halftracks at all. The infantry in fact didn't move much at all, due to me being the defender in both games: they parked themselves on the objectives and sat there. The lack of roads on our table would have limited their advantage anyway.
  3. Air Support. The Hs129 was the MVP of game two, and my Typhoons did pretty well on the occasions that they turned up. While the reduction in AT to 3 for all bombs and rockets means that those weapons are not going to be a huge problem for tanks, cannon-armed aircraft are incredibly potent against medium armour. An immediate change I will be making to this particular list is dropping the Carriers for a pair of Bofors SPs so that I don't feel like such a sitting duck next time around.
To summarise my thoughts from the day, the ruleset is quick and clean, yet are still undeniably Flames of War. Many rules have been stripped back or removed entirely, but it's evident that an awful lot of thought has gone into what has remained. This would be the benefit of having had Team Yankee in the wild for a couple of years prior to V4 being released, in what was effectively a massive open beta of the revised mechanics. No matter how thorough the playtesting process, there is no possible way that V4 could have been as significantly a change from V3 while still being as slick as it is, were it not for the influence of TY.

There were only a few issues that we came across.
  1. Fighter Interception. Under V3, purchasing air support gave you access to both ground-attack aircraft and fighter interception. It appears that under V4 the only fighter interception available is the 25pt purchase in the Early War British and French lists. I have no idea why this would be the case.
  2. Hans-Ulrich Rudel. Not present in this game, but if your opponent happens to bring Rudel along, then all you can do is resign yourself to losing two tanks a turn for the entire game. First impressions, given what I've already noted above regarding cannon-armed aircraft, are that he's probably broken. I cannot understand the logic of making him immortal (Charmed Life, page 43 of Special Rules and Warriors), rather than being given a variation of the 3+ Warrior Save (page 3 of the same book).
  3. Semi-indirect Fire. It took us a few minutes to try and work out what exactly can be rerolled by Semi-indirect Fire when needing 7s or 8s to hit. I'm still not quite sure that I understand how it's meant to work.
And that was it. Two full 1750pt games with a new set of rules resulted in only three quibbles. To reiterate my opening statement, V4 is an excellent game, and I look forward to playing more of it.

Friday, December 09, 2016

Armies for "Remember December"

I have completed painting my army for tomorrow's 1000pt Flames of War event, "Remember December" themed on Italy in 1943. I've played a couple of test games to get a feel for the list, and it's not quite as gloriously bad as I had thought. Yes, half-on/half-off games with delayed reserves are going to be a particular problem, but the Motor Platoons, while small, each put out as much firepower as a full sized Rifle Platoon, and are hard to assault due to being ROF 2 when pinned down. The Shermans are good, provided you can keep them alive, the carriers provide 12 dice of mobile machine-gun fire that could be useful if applied at the correct time and location, and ROF 3 AT 10 anti-tank guns are always going to be dangerous. As a bonus the company counts as Infantry instead of Mechanised, so it's possible I won't end up spending the whole day having to attack.
My 14 year old son will also be playing, which is nice. It's his first FOW event, so he's a bit apprehensive, but we've played quite a few games and I think he should be fine. The main thing he wants to get out of the event is enough confidence to play FOW at ValleyCon. He's taking a German Grenadierkompanie, using my late war Gebirgsjäger models.
German Grenadierkompanie (Tunisia and Italy) - North Africa (2016 Revision)
Company HQ, 45 pts
Grenadier Platoon, 3 Squads + Panzerknacker, 160 pts
Grenadier Platoon, 2 Squads + Panzerknacker, 115 pts
Grenadier Machine-gun Platoon, 135 pts
Grenadier Anti-tank Platoon, 85 pts
   2 x PaK38 + Transport 
Assault Gun Platoon, 340 pts
   2 x StuG III G
Rocket Launcher Battery, 120 pts
   3 x NW41 + Transport  
Total Cost: 1000 pts
The list is pretty handy, certainly a lot better than mine. Six platoons, cost-effective artillery, lots of firepower.

Hopefully I'll remember to take lots of photos tomorrow, and will post here how we get on. It should be a great day.

Saturday, June 18, 2016

Recent Painting

It's been a quiet couple of months, with just a few bits and pieces completed. I've finished some StuGs and Panzer IVs as support for my Italy-theatre Germans.
I don't enjoy painting dunkelgelb
And I really don't enjoy painting it over Zimmerit...
I have also painted up a few Warmachine models, as the upcoming release of Mk3 has rejuvenated my interest in the game. I'm going to go back through my collection for touching up and rebasing.
Repenter
Exemplar Bastions. Three down, two to go.

Tuesday, October 06, 2015

Weekend Painting

Over the weekend my wife was out of town, so I had a bit more time than usual for painting after the kids were in bed than could usually be justified. I ended up painting four Jagdpanthers that I had picked up at some stage on a whim. These were resin kits that included a plastic sprue with tracks, gun barrels, hatches, stowage etc.





Not 100% happy now that they're finished: the plastic tracks are excellent, but they are wider than the metal tracks the resin hull was originally designed for, so stick out about 1mm wider than they should. I didn't notice until I glued the front mudguards on, and I'm annoyed that I didn't stop at that point and fix it. At some stage I'm going to have to go back, take them off and work out where to slim the parts down and make them fit better.


Now that I have 900-odd points of Jagdpanthers, I'm not entirely sure what to do with them. They are of course useful as a support platoon for a variety of different lists, although I'm not sure many games could justify four of them. More promising are a couple of Jagdpanther lists, being the 654. and 559. schwere Panzerjägerkompanie lists from "Atlantik Wall" and "Bridge by Bridge" respectively.

I like the look of the 559. list, with the idea of Jagdpanthers backed up by StuGs, Wirbelwinds and FJ being quite attractive. It'll be hopeless on the table: a company of a small number of expensive tanks, fragile on the flanks, that will usually end up having to attack, without being able to take any recce platoons, but at least it'll look good as it falls in a screaming heap.

The 654. list for Normandy doesn't have any combinations that jump out as strongly, but it's been suggested that people might be keen for a Normandy day at the Club sometime so it's something I'll have to look into.