Friday, 3 July 2026

250th Anniversary Independence Day Parade

 Happy 4th July to our US cousins! As it is the 250th anniversary of the Declaration of Independence, I thought I'd have a parade for my WW2 US troops. I'm afraid the US has always rather played second fiddle to the British and Germans in my various collections, although my first proper allied army for Charles Grants 'Battle' was American (Airfix US Marines, Shermans and Halftracks) . My 15mm US  collection has been acquired relatively recently so isn't as large as some of the others.


The US forces lined up for inspection. Unlike their Russian comrades, I arranged these in ranks rather than marching down the table. They take up rather less space that way (many thanks to Mr Kemp for that idea!).


Eisenhower himself is here to inspect them (Roco personality figure).


First up the Queen of Battle, the US infantry. Just some representative figures put out, roughly a Regiment of three battalions in Command Decision terms. These are almost exclusively PSC hard plastic figures, and very nice they are too, if a pain to assemble. 

These are all on 30x30 bases and in theory could be used as teams for WRG etc as one base per group of three has a leader on it and another has a BAR. They are pretty generic infantry in tan/khaki uniforms rather than OD, and I confess I use them for everything including US Paras.

We also have half a dozen halftracks for the Armored Infantry, mainly QRF. I've got a load of unbuilt PSC halftracks I should assemble at some point as really I need another four or five at least.


Next the Cavalry. Three MG armed jeeps (BPM 3D prints), three M8 armoured cars (QRF) and a QRF White Scout Car. Nice models of which the Scout Car has been used the most. I want to do some more NWE scenarios featuring US forces so hopefully the Greyhounds will have some more outings.


Tank Destroyers, a pair of Battlefront M10s, a pair of towed 57mm guns and a Battlefield 3D 75mm SP. I cant recall the 57mm manufacturer, possibly Skytrex? They are the US version of the 6 pdr anyway.

I actually have four Battlefront M10s, but I converted two of them into Achilles, although they can stand in as M36 Jacksons if needs be.  

A lot of this US stuff is interchangeable between the later war British and Russians.


The mighty Armor command! A fleet of green tanks.


The front rank are the Light Tanks. Left to right, a pair of QRF M3s (rather undersized), a Skytrex M3A5, a Battlefield 3D M8 Scott, and then three PSC M5s - all hideously oversized. I've got several more of the PSC ones unbuilt. They came in the 'US Tank Company' box.

Behind them we have the first rank of Medium Tanks. Three PSC 75mm Shermans of various types and three Zvezda M3 Lees, which have seen a surprising amount action albeit in Russia mainly and just once under US command in Tunisia.


Two more ranks of Medium Tanks. Three more PSC Shermans and three Peter Pig Shermans, with the final rank being four PSC 76mm Shermans. Many of these are interchangeable with British and Russian stuff, and some of the Shermans have very clearly got British commanders. The 76mm Shermans have seen more service with the Russians than anyone else, although iirc I did use a couple in some Bulge games. I've got several spare turrets, including a couple of Firefly turrets, 75mm turrets and a 105mm. I've put the 105mm turret on the Sherman third from the left in the front rank.

I used to have more Shermans but thinned them out a few years ago, moving on some QRF, Roskopf and a few PSC ones to John A.


The artillery park is quite small but you don't actually need a lot of artillery as it is mostly off table although I like to use the gun models if I have them. Front row are a pair of 75mm pack howitzers mainly for Airborne use. Second rank is three 105mm howitzers (Peter Pig), and the third rank is a PP 155mm howitzer, a Roco 8" howitzer and a Quad .50 cal AA halftrack. The latter is a PSC chassis and I built the AA mount out of spare .50 cal MGs! What was I thinking....

The 75mm howitzers were recently seen engaging Tigers in Sicily.


Various HQ/rear area vehicles. First rank Sherman ARV (a bodged up spare turret on a PSC Sherman chassis), a lovely Battlefield 3D (maybe BPM?) Dodge Ambulance and a B3D armoured bulldozer.

Second rank is a Roco Dodge radio truck, a six wheel radio lorry built on a Roco chassis and a QRF Dodge Ambulance I use as a radio truck. The radio lorry I cleverly made so it is too high fit into my normal slimline A4 box files, so it goes in a special box.

I've got loads more US softskins, but how many Dodge and GMC trucks do you want to see?


And lined up on the airfield, we have the USAAF. It is quite right that the US should have lots and lots of planes. These are all 1/144th scale and largely various donations from Tims immense collection.


The first rather motley group of fighters. A P40 Warhawk, a P-47 Thunderbolt and an Airacobra. In the rear is a metal Spitfire in US colours. The P47 has been out to play for ground support but I've not used any of the others.


And some more late war fighters, a pair of P-51 Mustangs and a pair of P-38 Lightnings. I've used the P-38s a few times as everyone likes a Lightning. All plastic kits.


Finally some bombers. A B-20 Havoc (diecast), a B-25 Mitchell, a B-26 Marauder and a B-17 Flying Fortress. The medium bombers have seen quite a bit of action as I like to use them for air interdiction in my WW2 games, but the B17 has only been in use once - the opening bombardment for Operation Goodwood. Apart from the Havoc, these are all plastic kits.


Finally we have the utility aircraft, three 'Dakotas', actually Zevzda IL-3s(?) minus the gun turret. I did them in plain OD without markings, but I'm thinking I should mark them up really. I realised as well that I completely forgot to put out the tiny resin L2 spotter plane. It is so small I forgot about it in the aircraft box.

So there we have it, the US Army. While they haven't featured as much on the blog as some others, I have plenty of US themed games planned - more trips to Market Garden and Normandy, the Battle of the Westwall and perhaps even some trips to Tunisia.

Happy Independence Day!



Wednesday, 1 July 2026

Arras 1940

 Arras is one of the iconic battles of the 1940 campaign, and one of the great what-ifs, particularly the fate of one Erwin Rommel. I ran it fairly early in lockdown as a One Hour WW2 game and much fun was had, although I've actually got enough kit to do the Command Decision version (!). Far too many Matilda Is.

Anyway, a brief summary: after the Germans broke through at Sedan they rapidly isolated all the Allies units in northern France and Belgium. The counterattack at Arras was an attempt to cut off the Panzer spearheads, or at least to allow some units to escape back into the rest of France. Originally conceived as a four division attack, it was repeatedly watered down until it ended up being executed by barely a brigade. Wiki summary here: https://en.wikipedia.org/wiki/Battle_of_Arras_(1940)


Here we are, Arras itself is in the northeast with the river Scarpe running through it. The terrain in the area is generally fairly flat and dotted with small woods and villages. The isolated Allied units are attacking from the north and various German motorised units are to the south - the Panzer Regiments being busy motoring westwards to the sea.


The Allied forces, 4th and 7th RTR comprising 1st Army Tank Brigade and mainly equipped with Matilda Is and a handful (16) Matilda IIs. These are represented as two (heavy armour) tank units. There are also 6 Durham Light Infantry (DLI) and 8 DLI from 151 Brigade, both leg infantry. 6 DLI are on the right and 8 DLI in reserve. Finally there are elements of 3 DLM, our old pals from the Battle of Gembloux. This is actually a composite unit as many of the surviving tanks of the DLMs had been distributed as infantry support. This is a powerful elite and heavily armoured unit (Somuas were pretty good in 1940), but is also flagged as unreliable - irl 3 DLM was first accidentally shot up by British anti tanks who misidentified them, and then became embroiled with 7th Panzer Regiment who motored back east to the sound of battle. 

The Allies don't have any significant artillery or aircraft, which may be an issue.


Closer view of my Matildas. These are all Zvezda models although I have some Peter Pig Matilda Is as well. Some of them have gas detection patches on. I've been generous and given both Regiments a model Matilda II although irl they were mostly in 7 RTR.


The Germans are a right rag bag. SS Regiment Totenkopf was the first unit to encounter the heavy British tanks, and panicked badly. SSTK was drawn from concentration camp guards, but unlike camp inmates, the British shot back. These are represented as three unreliable infantry units in trucks.

In reserve we have Schutzen Regiments (SR) 6 and 7 from 7th Panzer Division who were made of sterner stuff. They were reinforced with the divisional anti tank battalion, plus field guns and heavy AA guns firing over open sights. These guys are all in reserve, we have I/6 SR with AT guns, II/6 SR with heavy 88mm (elite) AT guns, I/7 SR also with AT guns and II/7 SR who are just a regular infantry unit. Both the units with AT guns are 'unreliable' as the Germans rapidly discovered that their 37mm shells just bounced off the Matildas and Somuas. The 88s and regular infantry are reliable though. 

Finally the Luftwaffe is present in the form of a regular bomber unit. There aren't any German tanks so no German blitzkrieg options and strangely German air superiority doesn't impede Allied reserve movement. German reserve movement will be impeded by the Allied tanks though.

With so many unreliable units, particularly the otherwise devastating Somuas, this is going to be a wild ride. 


The 7th RTR attacked in the centre and II/3SS ran away. German reserves failed to move up (rolled a 1) and the centre was open! The Germans bombed 6 DLI.


6 DLI collapsed under the bombing and 3rd DLM moved up to fill the gap (I made a mistake and made it roll for arrival even though the Germans have no tanks).


4 RTR attacked on left and easily routed I/3 SS. The 88s moved up into the line.


On the right III/SSTK decided to stand while 3rd DLM didn't turn up after all (failed its reliability test) and 8 DLI took their place. irl 3rd DLM became embroiled in a tank battle with 7th Panzer Regiment so didn't manage to intervene decisively.


7th RTR tried to outflank the 88s through the centre but failed. The lull allowed more German anti-tank guns (I/6 SR) to move up. The Luftwaffe busily bombed 8 DLI and missed.


Both 4 and 7 RTR attacked the German gun line and bounced. II/6 Schutzen decided to stand and fight.


7th RTR attacked the centre again while the Luftwaffe bombed the right.


The Matildas overran the 37mm Pak 36s and their place was taken by the last German infantry reserve, II/7 SR. The DLI had also had enough of the bombing and withdrew.


7th RTR tried once more in the centre and bounced. III/SSTK attacked on the right however....


And sent 7th RTR packing, at which point with only one unit left in the field, the Allied attack collapsed. That was a fairly historical outcome, 3rd DLM failed to arrive, the British infantry were pinned down and separated from the tanks and the Matildas were unable to break through the gun line. 

Having the 3 DLM as an unreliable unit is quite a clever way of modelling its travails on the day, but it adds a real wildcard as it is the best unit in the game with a 50% chance of arrival. The unrelieble German units are great fun as you just don't know who is going to stand or not, and with no less than five of them, I guess the luck on those evens out a bit.

As such an important battle and such a random scenario, it deserved another go.


In a catastrophic opening, 4 RTR assault I/SSTK. The SS stand and fight and rout 4 RTR on a 6! 3 DLM manages to move up and take their place, and this time decides to stand and fight under Luftwaffe bombing. Maybe not such a bad result after all as now the elite heavily armoured French are in action.


7th RTR attacks the centre but II/SSTK decide to stand as well and the attack fails. The Luftwaffe bomb 6 DLI with no result. The German luck on reliability somewhat balances out 3 DLM.


Heavy fighting in the centre again has no result (both sides rolled 'attack centre').


7 RTR tries yet again and bounces off the SS. The Luftwaffe finally see off 6 DLI however, and their place is taken by 8 DLI.


The British infantry immediately get stuck in and assault III/SSTK, who also decide to stand and fight.


But the DLI rout them anyway, and II/6 SR move up to fill the gap. I'm saving the Pak 36s for the tanks, as the AT guns still get a bonus despite their heavy armour.


3rd DLM goes into action on the left and demolishes I/SSTK.


The Luftwaffe bomb them, even though this is a low odds attack. It allows the Germans to make a reinforcement roll in this sector and I/7 SR moves up. Still untried of course. The Germans have to make reinforcement rolls as they are facing armour in the sector.


3 DLM attack I/6 SR who promptly run away. 7 RTR have another go in the centre and II/SSTK runs for it, its place is taken by II/6 SR with its 88s.


3 DLM try to outflank the 88s and fails (very unlucky! Needed a 3+). This allows I/7 SR to fill the gap. The Luftwaffe bomb the Somuas ineffectively again.


Heavy fighting in the centre once more as 7 RTR and II/6 SR duel repeatedly but with little effect. Both sides need 5+ to hit.


3 DLM attacks the gun line and the Pak 36s stand. The attack fails. The Luftwaffe see off 8 DLI though. Only two allied units left now!


3rd DLM overruns I/7 SR, forcing the Luftwaffe to hold the line once more. II/7 SR make an unsuccessful flank attack on 7 RTR.

 
7 RTR try again the the centre and II/7 SR on the right, all to no effect.


3 DLM are held by the Luftwaffe while 7 RTR sees off another attack by II/7 SR.


3 DLM fights its way through the Luftwaffe, and 7 RTR concentrates on the 88s but is held off.


More attacks on the flanks by both sides which are ineffective.


But finally a double combat on the left flank sees 3 DLM overrun the 88s. With just one German unit left in action, it is a very hard fought Allied victory! Once that Somua is in action, things can go south very quickly for the Germans.


General view at the end. You don't often see that many dead units in Dominion.

That was perhaps a more random scenario than some of the others due to the profusion of unreliable units, but it was great fun nonetheless. It was interesting how much of a slog the Allied tanks found it without air superiority, as without artillery or bombs to blast the way ahead, armour struggles a bit unless it has a serious quality advantage.

I really enjoyed that and it captured the flavour of the battle very well. Now I've got my head around them more, I understand how the rules work and they are another excellent addition to the Dominion series. That is probably enough Dominion of the Blitzkrieg for now, so on to other things for a bit.



Monday, 29 June 2026

Strike Force One

 Recently on the Wargames Developments WhatsApp group the subject of Strike Force One came up. This was first produced in 1975 by SPI as an introduction to (board) wargaming and they used to give it away free at conventions etc. Hilariously it is still in use today on professional (as in DoD etc) wargaming courses in the USA, where the students are introduced to the basic game and then modify it for Cyber, drones, chem etc. One of my WD colleagues was involved in some of the chat about modelling chemical weapons, and some of the others were a bit disparaging about how simple it was etc. 

Anyway, I'd completely forgotten I own it, but of course it was given away free with Nicky Palmers 1977 book "Comprehensive Introduction to Board Wargaming", a book I read cover to cover at the time. Nicky Palmer also took part in the definitive two part series replay of 'Third Reich' in the AHGC General along with Marcus Watney, from which I learned a few more interesting strategies. I was fortunate enough to play a few games with Marcus in later years.

Anyway, I digress. I did play Strike Force One a few times in the 1970s and then forgot about it. After the chat on the group, I just had to give it another go.


It really is pretty minimal, ten counters, four turns but a surprisingly comprehensive set of rules as it has to explain in some detail concepts like CRTs, 'moving adjacent' (aka Zones of Control) etc. There is a page or so of advanced rules which include things like stacking and more advanced terrain effects.

The game is set in  a hypothetical WW3 invasion of West Germany with four US companies facing six Soviet ones. The Russians have four turns to capture two of the three towns.


The initial setup is fixed. ZOCs are sticky and in the basic games woods are impassable - lets assume everyone is mechanised and these are dense forests. Units can only stack one per hex, movement is four hexes and every unit has the same combat value. The CRT is pretty brutal, a 2:1 only gives a 50% chance of success and most results are retreats. A single 'Defender Eliminated' appears at 3:1, so most eliminations will be by forcing retreats on units which cant - due to ZOC, stacking or blocking terrain.


The Russians swarm unit X at 3:1 and push it back. This exposes unit Y to encirclements next turn if it doesn't do something. Combat between adjacent units isn't mandatory btw, but ZOC stop all movement and retreat.


The US try a 1:1 counterattack and manage to roll AE! that isn't good. They push Z forward to protect Y southern flank (it is on an objective).


The defence collapses spectacularly in concentric attacks. One Russian pins A in the village at the top.


By turn 4 it is a complete wipeout. 

OK, that was good to remind myself of the rules. I need to be much more canny with the US and make use of the blocking terrain to channel attacks so they are only at 2:1 or worse. Unfortunately the initial setup is fixed so X is always going to get attacked at 3:1.


On the next run the US did a bit better, and ended the game losing but with half their units and one village in hand.


Next game ended up much the same. I seem to recall the attacker having a much easier time of it when I used to play, but some of the people on BGG seem to think it is more balanced game, so I'm either a brilliant Russian or useless US player.


I thought I'd give it a go with the advanced rules. Woods cost 2MP but combat strength defending is doubled in them. Units can also stack two per hex. The US weathered the first attack, abandoned the centre and then occupied a lot of woods. The ZOCs block access to the villages and the defending units are doubled in the woods, and they all have open retreat routes. This is a much tougher position for the Sovs to attack. 


The Russians focussed on the north and managed to drive the US out of the woods (at 2:1 with four units) and then the village.


I'm not quite sure how the US managed to both lose a unit and get another surrounded! I must have made another mistake.


With two villages in the bag, the Sovs just put ZOC on the last US units to keep them bottled up.

That was actually kind of fun and an interesting blast from the past. I think it is very funny that serious people are still playing this, but I can see how it is a simple framework you could add chrome to - rather like the Neil Thomas One Hour rules.


There is plenty of stuff about it on BGG https://boardgamegeek.com/boardgame/5960/strike-force-one-the-cold-war-heats-up-1975 and you can always download it from the SPI games archive should you feel the inclination.