Tuesday, 18 February 2025

BPM 15mm Sdkfz 221 Armoured Cars

 Are they Sdkfz 221s or 222s? I could find out but I really can't be bothered. After the Operation Crusader game I realised I 'needed' some more sandy four wheel German armoured cars as I had to press some Panzer Grey ones into service for that game. It helped differentiate the divisions but was aesthetically unpleasing.

I'd hoped to pick up a couple of Zvezda ones from the 'plastic kit man' at Partisan, but he was all sold out, so BPM it was, as I was ordering some stuff anyway.


And very nice they are too. Very reminiscent of the Airfix 'German Reconnaissance Set', always a look I strive for. These have the little triangle mouldings on the hubcaps.

Single piece prints with separate turrets. I went for resin for these as like the Hetzers, I was concerned about striations in APL on the sloped surfaces and these are nice and smooth. They also have spare wheels on the right hand side, which they should have and are unaccountably missing from some models.



Nice sharp edges and very neat models with little flash.


The anti-grenade netting is nicely printed, but unlike the Forged in Battle ones, no crews heads moulded into the turret space. I vaguely looked out a couple of commanders but decided against it.


These both got a dunkelgelb base (actually VJ Dark Sand) with an inkwash and then a heavy drybrush of sand over the top. I did a very, very light disruptive scheme on both of them, light green on one and red/brown on the other, so they will do for the desert and 1943 onwards in Europe/Russia.

The whole thing was finished off with plain hollow white balkan crosses (which stand out surprisingly well) and a light drybrush to pick up the highlights. I ran a dark wash into the grenade netting then dryrbrushed it and it came out quite well.

Nice little models which will hopefully see service soon. 



Friday, 14 February 2025

Dom Buetgenbach, December 20th 1944

 I was keen to run another winter game in December and this time picked one I've had in stock for a while, the attack on Dom Buetgenbach on 20th December 1944. I managed to run it on 17/18 December 2024 so almost 80 years to the day.

This battle took place during the Battle of the Bulge, and was 12th SS Panzer Divisions attempt to outflank Elsenborn Ridge from the south and break through to relieve Kampfgruppe Peiper. As usual, I ran this with my One Hour WW2 variant.


Battlefield from the south. Bullingen is up in the top right corner (gently burning due to US shelling) and Dom Buetgenbach is the town behind the river in the bottom left. The road through Bullingen and Buetgenbach is designated as Rollbahn C by 6th SS Panzer Army. There are three north-south ridges and the Germans have to capture all of these, as well as Dom Buetgenbach.

The game scenario starts before dawn on the 20th, the day of one of the heaviest German attacks although irl the first attack was on the 19th. It is misty and the ground is bad going everywhere due to the snow and mud.


Deployed to stop the SS is II/26 Infantry Regiment, 1st Infantry Division. Major Daniels battalion was reinforced with an extra rifle company, tank and tank destroyer platoons and supported by no less than four(!) artillery battalions. They had time to dig in and even lay some minefields, and as historically, have deployed in an extended line along the forward ridges with the armoured company in reserve. Minor German attacks down the road from Bullingen had been repulsed the previous day.

John and Simon commanded the US.


To break through, 12th SS Panzer despatched 26th SS Panzergrenadier Regiment and 12th SS Panzer Regiment, the whole force commanded by SS Standartenfuhrer Zeiner, CO of the panzer regiment. All the units were understrength and had suffered heavy losses already attacking Elsenborn Ridge.

First up is I/26 SSPGR in halftracks, reinforced by armoured engineers commanded by Jerry. They are coming on from the direction of Bullingen and attacking the northern part of the US line. 


Quite an impressive box of Germans! 

The rest of the kampfgruppe are still moving up to their assembly areas, the darkness and bad ground conditions make their arrival a bit random. II/26 SSPGR is commanded by Tim and has been committed to a flank march around the south, with their objective the southern ridge. They also have the Regimental SP 150mm infantry  gun company.

12th SS PR lost so many tanks at Elsenborn that their surviving Panthers and Pz IVs were concentrated into a single large company. The division was also assigned 560th SS Panzerjaeger battalion, equipped with Jagdpanthers and Jagdpanzer IVs. The Jagdpanthers were misidentified repeatedly as Tigers, and in AHGCs Panzer Leader Elsenborn scenario, they magically become a company of Tiger IIs!

Pete commands the tanks and plans to send the panzer company to support Jerry and the Jagdpanzers to support Tim, if they ever get to the front.

The battlegroup is rounded off by a couple of artillery battalions and various logistic and command vehicles.


The northern ridge is held by E and F companies, II/26. These are normal rifle companies but as they are US, I gave each one a jeep stand as well to transport all the Coca Cola and ice cream Minefields can be seen laid in the valley below. Simon commands these.


The southern ridge is held by Company G with 57mm AT guns and the attached Company I with engineers. Simon commands company G and John Company I. In reserve are the tanks and M10s and various logistics vehicles. The US AT gunners had managed to scrounge some APDS ammo for the 57mm guns, and the M10s had HVAP so I'm just treating the Panthers as normal tanks. The Jagdpanthers will still be heavy though.

Company I has an armoured bulldozer attached to represent the engineers. I'm sure this wouldn't normally be in the front line, but I'd painted it so....


And in support they have 3 x 105mm battalions and a 155mm battalion. This is going to pose real problems for the Germans. I've solo played this and got a German win (just), but they have to be really careful about when to expose themselves to US forces as any unit can call down a crushing barrage.

OK, well lets see what happens,


I/26 SSPGR boldly motored down the main road from Bullingen under cover of darkness. Not a great deal happened until turn 2...


When the Germans got incredibly lucky with their reinforcements and both panzer units and the engineer company of II/26 SSPGR arrived! Tim immediately put these up against the US engineers on the southern ridge as dawn broke.


Back in the north, the panzergrenadiers headed northeast, but the woods and minefields constrained their deployment so the panzers had to be content with sitting on the road southwest of Bullingen.

The US now had some targets and duly dumped artillery fire and fired both rifle companies on the southern PGR company. This inflicted enough hits to disorganise them. The halftrack armour provided some protection from shell splinters, but not from close range infantry fire.


The Germans in the south got the same treatment. The German infantry were in hard cover, so the artillery went for the Jagdpanzers, and combined with the US engineers, they inflicted two hits on the heavy German armour.


Jerry was undeterred and pressed on through the barrage. Ambulances came up to casevac the battered PGR company, but the armoured engineers moved up onto the end of the ridge while the panzers closed up to provide close fire support. 

The US switched all its artillery to the north which kept the disordered company disordered but didn't do much damage to the PG engineers.


In the south the Jagdpanzers and German artillery shot up the US engineers and then the German infantry tried their hand at an assault! This failed to dislodge the Americans so they were forced back off table, but it meant the US couldn't reorganise next turn.


The battle in the north settled into 'hard pounding'. All the German units which could, halted and opened fire, but the disorganised company was still disrupted under heavy fire despite the best efforts of the ambulance crews. Company E took some hits, but being veterans remained in good order. 


The Germans kept up the pressure in the south. The Jagdpanzers now assaulted the US engineers supported by all the German artillery. Again they were repulsed and fell back disordered, but the US had now taken six hits(!) and were in poor shape and still unable to reorganise. To add insult to injury, the other two panzergrenadier companies had turned up. 


Major Daniels had a look at the situation and made the bold decision to pull the engineers back. They were slowed by the German barrage but still got to the edge of Dom Buetgenbach. Driving up the road in the opposite direction to cover the withdrawal was the US tank company, which took up position on the reverse slope as the ridge looked to be an extremely unhealthy place.


In the north, weight of fire finally caught up with the Germans and the disordered PGR company disintegrated, ambulances ferried away the wounded. The US were also in poor shape though, and Company E had to call up its own ambulances to help out.


Too little too late. The Germans in the valley opened fire, and the armoured engineers followed it up with a close assault which overran the US position. The survivors fell back through Company F and left the field. The remaining US troops were now in big trouble - outnumbered 3:1 and outflanked too.


In the south the entire II/26 SSPGR advanced while the Jagdpanzers reorganised. The engineers dismounted and marched into the dense woods, the SP Infantry Gun company advanced onto the road junction and the final company motored along the road to support their right flank. 


In response the US focussed their artillery, tanks and the infantry of Company G on the German infantry guns, but were unfortunate in only inflicting two hits. The US engineers were able to take a break and reorganise though.


In turn the Germans pushed their third company up onto the ridge, and the reorganised Jagdpanzers moved up in support.


More slugging on the north ridge. The German armoured engineers took a pasting and needed reorganising. Conversely Company F took enough hits to disorganise it but was still hanging on.


Company F decided discretion was the better part of the valour and fell back to the forest south of the ridge. It seems to have reorganised at some point too. The Germans rushed the ridge with the tanks taking up position on the high ground, while the PGR lined the stream, possibly in preparation to make a crossing.


In the south the Germans cycled their units - the Infantry Guns fell back to reorganise while the Jagdpanzers moved up. The US tankers had been doing a great job of holding the Germans off, but faced with the Jagdpanthers, had second thoughts. The US engineers had meanwhile garrisoned Dom Buetgenbach.


Alamo! Alamo! Company F fell back across the stream while they still had the chance and the US engineers blew the bridge. It had already been prepped and went up easily. Faced with the long German 88s the US tankers wisely fell back as far as they could,


The US covered their retreat with a stonking barrage which wiped out another panzergrenadier company. Company G was still dug in at the end of the ridge covering the minefields though. The Germans here were looking a bit ragged but now firmly controlled the crossroads, and the Jagdpanthers are in a very dominating position.

We broke for the night at that point.


In the north the great artillery duel continued. Both sides pouring fire into the exposed infantry, and frantically running ambulances back and forth to keep them in the fight. This could go on for some time, it was like Verdun! The Germans had managed to get one company over the stream. 


In the south, after reorganising and exchanging some ineffective fire with Company G (whose trenches completely insulated them from fire), II/26 SSPGR moved forward to attack Dom Buetgenbach. There was a bit of a traffic jam due to the poor offroad movement and it ended  with the motorised engineers in the adjacent woods, the Jagdpanthers still up on the road junction and the motorised infantry and infantry guns on the road in the open. The Germans had to be a bit careful as they need to hold the road junction.


Company F finally succumbed to massed German fire, although once again the US artillery hammered the armoured engineers and once again the ambulance crews were kept busy. In an exciting move one of the armoured PG companies had made it up onto the final ridge, but not before the US tank company had occupied the southern end. The Germans needed to capture the hex the tanks were on as it overlooked the road exit.


The US concentrated their fire on the PGR on the ridge, but failed to destroy them. This gave a chance for the rest of I/26 SS to sort themselves out. The German engineers attempted to demolish the banks to create a ford across the stream but failed.


But in a shock development, the Germans managed to take Dom Buetgenbach! The artillery, infantry guns and Jagdpanzers shot the town up, and the motorised engineers close assaulted it. The US engineers had never fully reorganised from the earlier battle, and the Germans managed to weaken and then rout them.

Just one more objective to go and time running out, although the US tanks, hull down on the ridge, would be hard to dislodge. 


The Germans moved up their armour to tackle the US tanks, and massed as much infantry adjacent as they could. This left the SP infantry guns to hold the crossroads, but as they had reorganised, they relied on their ZOC to block access. Seizing their chance, Company G left their trenches and pushed south along the ridge adjacent to the crossroads. They had to halt in the German ZOC, but it was a significant threat.




The Germans chose to focus everything they had on the US tanks, who came under fire from two companies of tanks and two companies of panzergrenadiers plus all the German artillery.


They were finally assaulted by the reorganised German armoured engineers who overran them and took the last objective. They wouldn't have done it without every single unit in support.


Back at the crossroads, the SP infantry guns occupied the objective and the US responded with all their artillery and a follow up close assault from Company G.


Sadly the Germans hadn't had time to dig in, so exposed to the artillery and then attacked by the veteran US infantry, the SS just disintegrated. The US had retaken the objective! This also left Tim holding them off on his own in his Kubelwagen, firing his Luger.


The Germans now had to dash back to try and kick the Americans off again. The poor terrain and congested roads worked against them, and just the Jagdpanzers and one motorised company made it in range of the Americans while the other units lagged behind.

The Americans dumped more of their apparently endless artillery on the Germans. Do they have automatic cannon?


The Germans made a desperate final attack on the US position, but would have needed every single shot to register a hit, but instead they scored a fairly average four hits. The close assault by the Jagdpanzers was repulsed and the US finished off the Germans in the valley with more artillery. So battered and bruised, Company G saved the day by still holding the crossroads.



The Germans had a firm hold on Dom Buegenbach though, even if they hadn't actually cleared any of the mines across the road to Bullingen yet!

In the real battle the Germans made repeated assaults but were eventually held off although sections of the US line were overrun in the process and then retaken. Peiper was left isolated and eventually blew up his remaining vehicles and retired on foot. 12th SS lost so many tanks that they ended up consolidating all their remaining armour into a single company, but the Jagdpanthers went down in history as the 'Tigers' which attacked both 1st, 2nd and 99th US Infantry Divs. Peipers own real Tigers didn't contribute much at all, as they lagged along at the back of the column.

That was very close and went right down to the wire, and also featured lots of frantic action and some agonising decisions. It is an interesting contrast of numbers vs quality and a good defensive position. The massed US artillery wasn't quite as devastating as I'd feared as over half the German force is armoured which gives a modicum of protection, but the Germans had lots to do and the US timed their withdrawal to perfection. I was also impressed with their defence layout which worked rather better than mine when I solo'd this last year.

It was fun to go back to the Bulge in December, but I'll resume our travels in the Western Desert next. 









Tuesday, 11 February 2025

BPM 15mm Hetzers

 While I do have some 6mm Hetzers, I've never had any in larger scales. Earlier this year I picked up a scenario book covering the Seelowe Heights which features a lot of Hetzers, so I thought it worth adding to my ever growing heap of German tank destroyers. A couple of thousand were built from late 1943, so rather more numerous than King Tigers, of which I have four. Ahem. 


These two are resin models from Butlers Printed Models (BPM). I went for resin as I was concerned about striations on the sloping hulls on cheaper filament types, and these came out very well indeed. Single piece models, but I went for the earlier version with the remote MG turret, which was supplied seperately (along with a spare, thanks BPM).


Lovely little models which capture the feel of the real thing very well. No assembly required apart from the MGs and sizewise they fit well with my Zvezda Pz 38ts, possibly a little longer, but the Zvezda models are notoriously undersize. The tracks are a bit crude, but they aren't very visible.


Lovely fine detail on them, the exhaust is very crisp as are the various raised bits. The panel lines around the hatches are so fine you can  hardly seem though, especially under the camo paint. I did a pinwash around most of the raised and sunken parts which helps pick them out. 


I looked at various colour schemes but in the end went with a dark sand base for both (rather then late war Czech dark green), one of them got standard 1944 green/brown disruptive and the other got the later war 'ambush' pattern. It isn't a scheme I do very often as it is so time specific, but it seemed appropriate for at least one of the these. Otherwise it was mud all over the running gear and wheels and light drybrush to pick out the highlights. I put basic balkan crosses on and some plain 'turret' numbers on one of them as like most late war vehicles, they weren't covered in heraldry. 


Friday, 7 February 2025

Syria 2025

 Another of Johns modern polmil matrix games, this time covering what happens in Syria after the overthrow of the Assad regime. John had sent out comprehensive briefings which included a veritable alphabet soup of the various factions involved. Fortunately I was cast as the USA, and as we were playing week long turns starting the week after the overthrow (so spanning the Inauguration) , I managed to get to play both President Biden and President Trump.


As ever with remote committee games, there isn't much eye candy I'm afraid. This is what I spent two evenings looking at. Glad I have my extra monitor. We had a lot of players for this one (eight? nine? I lost track in the chaos).

I had two mandatory objectives, which were fairly obvious. 
1. Establish a stable non sectarian government which didn't include any terrorists (particularly IS).
2. Ensure the Russians don't retain any bases in Syria
3. One of my choice, which I elected to be "No further expansion in the US ground presence"

In playing the game I also seemed to adopt three extra unofficial objectives of saving the Kurds, smashing IS all on my own and preventing another civil war breaking out. Team America, World Police. yay. That probably made my job harder than it needed to be.

The other players obviously had their own objectives, some of which harmonised with mine, some of which were in conflict. Figuring those out and trying to thwart them is one of the joys of this sort of thing.


John provided some useful maps, as well as extensive briefings on the various factions, their aims, motivations, who their foreign supporters are, who they dislike etc. as well as the global and regional powers with their fingers in the conflict.


This was the most useful map as it showed, as far as we know, the areas controlled by the various factions. As you can see, the Kurds control more of Syria than HTS do, much to the fury of Turkey. The main US base is that blue semi circle at the bottom, but there are other bases scattered around, particularly in the SDF area in the northeast. The Russian air and naval bases are in the northwest in that enclave around the coast in the HTS controlled area.


The regional map formed the basis for the game control board, which kept track of which factions were in government, who was in conflict, whether a state of Civil War existed and the current IS threat level.

This was the situation after six weeks of play (game time), just HTS and the Druze are in the government, the evil Turks having just pulled off a stunning coup by invading northern Syria and forcing the YPG (the main Kurdish faction) out of government.

I won't do a blow by blow account, but along with bashing IS (no-one else seemed remotely interested) I did support the gradual expansion of the coalition government and managed a great diplomatic coup to terminate the leases on the Russian bases. The Turks and Russians ran around like bulls in a china shop however, as Erdogan released his army on a deliberate programme of terror against the Kurds with Russian(!) air support, while the Russians flew in Spetznaz units and fortified their bases. President Trump had a very direct phone call with President Erdogan to get him to wind his neck in, and the Ukrainians took advantage of the Russian pre-occupation with Syria to resume offensive operations in the Kursk oblast.

There was so much going on it was like playing whack-a-mole. In end, and much to everyones astonishment, we did have a fairly stable coalition government in Syria (mainly thanks to the diplomatic skills of John B) and they had even managed to eject the Russians from their bases. IS was back in its box and the US was able to start reductions in troop levels, the only dark clouds on the horizon was that the Alawites refused to participate in the coalition despite repeated efforts, and the Kurds had not obtained any degree of regional autonomy via federalisataion.

That was a really good game on an incredibly complex and confusing subject, and excellent primer on modern Syria, and a good model of the exteme diffculties of decision making and policy implementation in the region. At one point I did just think of washing my hands of the whole sorry mess, but it actually turned out OK in the end, thanks to the sensible leadership of HTS. I suspect the game outcome is somewhere towards the extreme end of likely favourable outcomes, but fingers crossed.

One bright idea which noone came up with was for the US to simply buy Syria, evict the occupants, and create a 'US Riviera on the Mediterranean'. Well, perhaps that is for a future game.