Thursday, 9 October 2025

Battlefield 3D Marmon Herrington Mk III

 With an eye to my planned Megablitz game at COW, I wanted to expand my British desert armoured car collection. I've already got a QRF Marmon Herrington Mk II, so I fancied something similar but different.


And here is an absolutely gorgeous Battlefield 3D resin Marmon Herrington Mark III. A fascinating vehicle as it mounts a Boys ATR and no less than two Vickers guns, one as a coax!


This is a joy to 'assemble' as there isn't any assembly. The hull and turret are just single piece prints, so no sticking on wheels, MGs to get knocked off or anything like that. What a lovely model and not a striation in sight. It even has the correct treads printed on the tyres.

My only slight anxiety is the relatively thin ATR gun barrel, but if it gets snapped off I can always replace it with wire I suppose.


Like so many 'box' armoured cars, it has lots of nice sharp edges to take a drybrush. I thought about adding some stowage but it is quite a busy vehicles already with its spare wheel, various tools and all sorts of things seemingly welded to the hull.


I did this in three tone Caunter (dark green over grey over sand) to join my early desert armoured car fleet. The desert sand basecoat got an inkwash, then a heavy drybrush of desert sand again, then I did the camo, pinwashed around some of the highlights, and did an overall drybrush of pale sand. It looks suitably battered an dusty I think.


Here it is next to my QRF Mk II. If a picture speaks a 1000 words, I think this clearly demonstrates why traditional manufacturers are in big trouble in the face of the 3D print revolution. The QRF one is a nice enough model, but it is pretty crude in comparison to the print, and it has lots of fiddly bits which needed sticking together. Getting the wheels to stick on the QRF one was particularly nightmarish. 

Having seen the B3D one though, it looks like I need to adjust the direction of the turret mounted Vickers on the QRF one. 





Tuesday, 7 October 2025

Battle 2025 Pt 4 - Reconnaissance in Force

 As I mentioned in the previous post on "Battle", the  Reconnaisance in Force scenario was unusual in that it was only illustrated with maps and not photos. Apologies if I've overcompensated a bit here. I've only been planning to play this for 50 years, so I may have got a bit carried away...



The battlefield from the south. I've annotated the various landmarks but you may need to click on the image to read them. I added in some extra hexes from my desert box for this one, so its 10 x 16 hexes, the biggest Hexon layout I've ever used, apart from Market Garden.

This pretty much replicates the layout Grant used, although I could perhaps have shifted the river up another hex.  The critical features are River Wood, River Farm, Round Wood, Long Farm and River Bend Farm, which are all mentioned in the original text, although hilariously the name of some of them changes from chapter to the next!

The Russians are conducting a reconnaisance in force, they need to find out where the Germans are and ideally penetrate their position. I ran through the OOB for both sides in a previous post. 


And here are the Germans. In the original they were all deployed hidden, but playing it solo it was just easier to put them out on the table. In my head I can imagine an empty battlefield. They are laid out pretty much as in the original, although the defenders don't have quite as many Psk teams the original Germans did, but perhaps have more mortars.


Round Wood and River farm are heavily defended. Two platoons in each, plus the respective Company HQs, a pair of tripod MG sections, a Psk section and an 81mm mortar section. The two Stugs are also parked up on the main road next to the farm, and 120mm mortar observer is in Round Wood. The two HQs can see almost all their subordinate troops from here, so they can stay in communication.

As in the original, I'm assuming these are all concealed in the depths, so normal spotting distances don't apply. Grant never really explains this in the text, but I figured it out from the narrative. 


Over in River Wood we've got three rifle sections and a Psk section supporting the Stugs. These guys can all be kept in command from River Farm. 


River Bend Farm is more of an outpost. A rifle platoon, 81mm mortar section and the towed 50mm AT guns. I'm not going to let smaller calibre AT guns (like this one) fire HE rounds, so the mortar is there to give them some HE capability. It was that or put one of the tripod MG42s there. I'm going to let any element of a company call in company mortars like these, but they have to be able to trace a line of adjacent occupied hexes back to the mortars.


And just for the hell of it,  the 120mm mortar battery is deployed on table in the woods, with their truck tows held offtable. Battery HQ is just behind the wood.

And with that, off to battle.


As in the original, 1 Coy sets off up the far east road behind the wooded hill. Grant tended to treat features like these as impassable, so I will too. Reverting to the slower movement rate means the halftracks only advance 3 hexes up the road, and it will take a few turns to get to the northern pass, as it did in the original.


In the centre 2 Coy leads the Regimental HQ assets on. The plan here is to use Long Farm as the Regt HQ and clear Round Wood to start with. The leading platoon moves two hexes and dismounts adjacent to the farm. The trucks are hideously vulnerable to any sort of fire.


And finally on the left, 3 Coy very cautiously sends a platoon to clear the small copse. Yes, I know it is empty, but our little plastic heroes don't know that. It will also be a useful jumping off point for an attack to clear River Wood. Visibility was average, so the Russians can now see the Stugs parked up across the road 1000 yards away. Debussing seems like a very good idea!


Predictably the Stugs plaster the hex with HE and the trucks blow up. To add insult to injury, the mortar in River Farm gets the range and starts dropping bombs. Very fortunately for the Russians, the Germans are unlucky and only a single casualty is inflicted on the infantry. Not a healthy spot! The Russian infantry are made of stern stuff and pass their morale.

.

Much the same thing happens in the centre. The German FOO calls up the 120s and plasters the leading platoon. The Germans were really quite fortunate with their radio calls and ranging rolls. The trucks are immobilised and a couple of infantrymen go down, but they pass their morale test.


Nothing much happening on the right. The APC convoy continues on its way. No activity observed in the trees and buildings in the pass.


In the centre it is a different story. The artillery fire causes the Russians to dive for cover and the rest of 2 Coy tries to find covered locations to debus, which all end up on the baseline. The Company CO sends a request for help and the Regimental Mortar and Artillery companies deploy (off table) , the FOOs for both wend their way along the (offtable) column but don't make it to the table this turn.

The leading Russian platoon ducks into the cover of the buildings, but the heavy mortar fire follows it. The Germans in the Round Wood reveal themselves too, and small arms fire breaks out. The buildings give quite good cover though, and amazingly the Germans all miss while the Russians hit one of the enemy, The Russian SMG gunners are out of range of course...


Over on the left, 3 Coy tries to deploy out of sight of the massed German armour. The lead platoon nips into the copse where they are out of sight, and some of the other transport moves on and hides up behind the copse and out of sight. The Russian Company CO sent an urgent contact report "Enemy SP guns!".

For their part, the Germans are content to lurk in River Farm and River Wood, but the Stugs advance tactically to unite in a single hex. The Germans had to move first, and wanted to hedge their bets in case any Russian tanks turned up, otherwise they could have moved more aggressively against the Russian infantry who didn't even have any anti-tank rifles. 


The halftracks emerge from the pass, neatly within sight of the Pak 38, which takes a shot and duly misses. There isn't much point in the mortars opening fire, while the Russians are still mounted up in their APCs.


In the centre it is bedlam around Long Farm as the rest of 2 Coy dismounts, both the FOOs also roll up and dismount. To add to the traffic jam, the 45mm AT guns motor on and unlimber facing northwest to defend the farm! They can just get a bead on the Stugs from here, but obviously can't fire this turn having just unlimbered.

The Germans keep shelling the farm buildings, but without much effect, while you can see the other two platoons of 2 Coy moving up behind the hedges.


Much excitement on the left however, as the appearance of German armour encourages the Russians to bring on the T34s. In the ensuing exchange of fire, it turns out that T34/76s really aren't as good as T34/85s. One of the T34s goes up in smoke, as does one of the Stugs.

Over on the far left 3 Coy probed River Wood with one platoon while the rest of the company deployed. Sadly they found out the hard way that the wood was occupied and that advancing in the open was very unhealthy. At least the covering fire from the company MG platoon hit some of the German riflemen and pinned them. The Russian 50mm mortars failed to range in, unlike the German 81s.


Having seen what happens to mounted infantry when their transport is destroyed by anti-tank fire in a previous game, 1 Coy piled out of their halftracks, mostly out of sight. The Pak 38 fired again at the now empty vehicles, and missed again. It would be an awfully long walk over that open ground, but there wasn't much other choice.


At River Farm things took an interesting turn. The Stug decided that it couldn't realistically survive against the the two remaining T34s plus the AT guns, so bugged out across the river! The Russians couldn't move and fire to catch it, so instead brassed up the German infantry positions with MG fire. The Russians also managed to range their Regimental mortar company onto River Farm, which vanished under a barrage of 82mm bombs.

The infantry skirmish between the copse and River Wood puttered on inconclusively.


In the centre the Russian artillery ranged in on Round Wood, scattering death and destruction everywhere. After a seemingly charmed life however, the German FOO had his radio pack up this turn, terminating the German 120mm fire. This was followed by a barrage of 76mm shells which terminated him permanently.

2 Coy meanwhile lurked among the woods and buildings waited for the German defenders to be softened up.


1 Coy started to shake out into extended skirmish lines, with the mortars and MGs in support. The German mortars opened up and managed to inflict a hit on one platoon, but they passed their morale. The Russians need to spread out more to minimise the effects of the mortar fire.


In the face of the mortar barrage and tanks, the Germans fell back to the rear edge of River Farm. The Russian mortar FOO failed to range in, but the 76s continued to pound Round Wood, as did the Russian tanks. Maybe the Stug should have hung around. The Germans couldn't get their Psk into action as the T34s were too far away. In retrospect, perhaps a death or glory Tank Hunter charge would have been in order.

2 Coy lined up to start clearing the wood. mmmm, they do look a bit bunched up...  


And over on the left, the Germans in River Wood finally fell back. 3 Coy massed up to hide behind the wood and avoid being shot up in the open, fortunately the retreat of the MG in River Farm had opened up this hex now.


1 Coy continued to advance, slowly, and the Germans continued to mortar them, picking the more packed hexes. I was using the 'direct hit' rule here (roll a natural 10+ and you roll an extra dice), but I'm not convinced it added anything.


In the centre the tanks and infantry of 2 Coy advanced behind the artillery barrage. the leading edge of Round Wood was completely cleared out. Sadly one of the platoons suffered appalling losses from flanking rifle fire from River Bend farm, despite the mortar FOO dropping a barrage on the farm. Ouch!

The Germans reoccupied the leading edge of River Farm. The T34s are being very careful to avoid the Stug, which is parked up across the river, but being stationary, fires first. The Russians really don't want to lose another tank. 


3 Coy moves into River Wood but takes heavy losses due to fire from River Farm, as well as the remining defenders. It really isn't much fun being an infantryman!

One of the German rifle teams breaks and heads for the bridge.

3 Coy is really quite battered now and needs to be careful to avoid the Stug a few hexes away (you can just see it tucked into the wood). In a very sneaky move, the Germans also sent the 120mm battery HQ forward to join the Stug, where it can spot for the 120s!



Over on the right, 1 Coy continues to trudge slowly forwards under mortar fire. Those lines are getting thinner and thinner!


Carnage in the centre. 2 Coy goes in behind an artillery and mortar barrage plus covering fire from the tanks, but is looking distinctly ragged now as the Germans just keep inflicting losses on them. One of the platoons falls back in disorder.


River Wood is also a bloodbath in the close quarter fighting. The last German defenders are ejected, but at great cost. The Russians really, really don't want to advance into view of the Stug and 120mm mortars.


But suddenly, things quieten down. The remaining defenders of River Farm pull out, the routed survivors from River Wood are over the bridge now, but 3 Coy is fought out and just (cautiously) occupies the rest of the wood. The sneaky anti-tank guns have moved up (bottom right) to try and threaten the Stug at maximum visibility range.


In the centre, the last defender of Round Wood surrenders but 2 Coy is pretty much fought out now too. In a shock development the T34s head off up the road to River Bend farm, and machinegun the German mortar team. The MG fire also immobilised the Pak 38 tow,


The bold deployment of the 45mm AT guns proved to be a bit unwise, as the German battery CO calls down a 120mm stonk on one of the guns and knocks it out!

The Germans from River Farm have a brisk firefight with one of the SMG sections from 3 Co. on the edge of the wood but are clearly going to make it away over the bridge. The sneaky Stug moves east one hex, covering the bridge at River Bend Farm, but covered from the remaining AT gun by terrain.


With their tow gone and about to be overrun by infantry, the Pak 38 crew bug out only to run into an 76mm artillery barrage. Luckily for them, it is fairly ineffective although it does finally demolish the gun tow.

One of the T34s tactical moves around the wood to engage the Stug. The Stug fires first and hits it, but rolls a miserable 4 for penetration. The T34 misses completely.

2 Coy has had it, and is content to just occupy Round Wood.


With the Germans now retreating, 1 Coy marches up to the edge of River Bend Farm and captures the abandoned AT guns. The halftracks now emerge from cover and begun to move up along with the support weapons. 


And that is the general situation at the end of play. I've done rather worse than Grant did in the original with two companies out of action and the Germans very much still holding the north bank! We have at least ejected them from their positions along the south bank, but with just one rifle company left in action and the Germans still with active armour on the far bank, it is time for the Russians to stop.

That actually went very well, although as in the original, the armour battle is key - once the tanks are free to rampage, they can roll around shooting up the infantry positions largely with impunity. I'm still no sure retreating the Stug was the best move, but facing a 4:1 ratio of AT weapons it seemed the best thing to do.

The infantry/artillery battle went very well. At one point I thought I'd made it too easy to call in fire compared to the original, but the dice evened out in the end. With these rules and Lionel Tarrs, infantry are hideously vulnerable to fire in the open and you have to time their commitment very carefully. I was perhaps a bit gung ho with the Russians, but I did my best to shield them from fire as much as I could and soften up the enemy positions first. The stalking and use of terrain masking (made easier to manage by using a hex grid) had a certain 'Tigers at Minsk' feel and was quite good fun. I don't recall doing that with the original rules. 

The morale rules still felt very like the bolt on they seemed to be in the original game, although a few units did break after suffering 75%(!) losses, and there was clearly a whole load of stuff going on with hidden units and spotting in the original game which are never mentioned in the text.

Anyway, I think that was a reasonable tribute to the genius of Charles Grant, and I consider that itch thoroughly scratched. That game rattled along considerably faster than the original due to using hexes and troop stands instead of rulers and individually based figures, but even so, modern rules are just so much faster to execute to get to sensible result. I'm very taken with Norms 'Tigers at Minsk' for a quick tactical game, with a few minor modifications naturally and the new WRG 1925-50 for a rather slower but perhaps more realistic one. I don't imagine I'll be back to Grant any time soon, but thanks for the memories Charles.











Friday, 3 October 2025

Der Tag 1916 revisited

 We fancied another trip to the North Sea in 1916, so Jim put on 'Der Tag 1916' again. This featured on the blog a few months ago, but briefly it is a solo game about Jutland, although we played it as teams. 


The campaign is regulated on this abstract map of the North Sea over four seasons/turns which span 1916. As it features every single battleship and armoured cruiser, combat is rather abstracted to cope with the sheer number of potential ships involved.

The British allocate their ships between Dover, Rosyth and Scapa. The Germans then draw an operations card (which can be anything from a raid to The Big One) and the British try to stop them. VPS are scored for sinking enemy ships, and the Germans get them for successful ops too. 


Once again an array of dodgy hats was on display. I was Admiral Bacon again (Dover Patrol), Tim was Beatty, Mark Jellicoe and Russell was Jerram. John played the role of Scheer and had made a special Imperial Navy badge for his naval officers hat. Very impressive.


The spreadsheet for keeping track of the ship locations and statuses. There are an awful lot of them! The fleet locations are important because each port has a minimum and maximum berthing number, and each port has a greater or lesser chance of getting to the various sea areas. If any combat occurs, it is over three rounds and ships further away may only arrive on turn 2 or later, if at all. BCs and ACS tend to get their quicker, and bad weather can foul up all plans.

In the event, the weather was generally lousy, which favoured the Germans.

Spring 1916 saw a raid on Scarborough in good weather, the BCs sortied and there was a brief battle with the Germans which resulted in no losses on either side, although both had some damaged ships. The German broke off at that point. 

Summer 1916 had a raid on Harwich in bad weather. The Dover Patrol managed to intercept and in a brief engagement we sank the Margraf (a German BB+), but lost HMS Hibernia in the process. As the latter was a clunky pre-dreadnought, that was a good exchange. The Germans broke off before the fleet from Rosyth could intervene.

Autumn 1916 saw no action in bad weather and the Germans remained in port and build up morale (VPs).

Winter 1916 was also down as no action in bad weather,but Scheer always has the option to override and he declared Der Tag, so a fleet action was fought in the central zone of the North Sea. Beatty arrived on the scene first and was duly pummelled by the massed High Seas Fleet, losing two BCs and two BB+ (Indefatigable, Queen Mary, Malaya and Valiant). 

The Grand Fleet arrived on the scene in the third phase (due to bad weather) and a single huge round of combat was fought between the massed battleships. When the smoke cleared, no further ships had been sunk! The Germans were well ahead on points at that point, but out of time and had to break off and head for Germany with the Grand Fleet undefeated.

Overall it was another German campaign win on points.

That is a really fun game and we managed to rattle through the whole thing fairly quickly now we know what we are doing. I am sure there is an optimum strategy for the British, but we haven't figured it out yet. So much is down to vagaries of the German action cards, but it is very atmospheric and works well for team play.



Thursday, 2 October 2025

Battlefield 3D Sherman Crab

More fun stuff for the Allies! was vaguely thinking about D-Day scenarios and Funnies and thought I should beef up my collection of armoured engineering vehicles. I was buying a load of stuff from Battlefield 3D anyway, and they have all sorts of things in their huge US range so.....


I ended up with this completely impractical Sherman Crab!


Now this is the sort of model which in 20mm would be a fiendishly complex kit with a million parts. But not this resin 3D print, which has precisely two parts. A turret and a hull, the latter has all the mineclearing gubbins moulded on.

I had seriously thought about converting one of my spare Shermans into one of these, but this is just so much easier, if less satisfying.


This is a slightly cruder model than some of the B3D offerings as you can see from the engine deck, but the mine gear, pistons etc are very finely printed.

It sits very nicely though and looks just like the great hunk of metal it is.


It just got painted plain OD, and I added allied stars as none of these were sent to Russia. I puzzled a bit over which bits of the mine clearing gear to paint and in the end I did the piston shafts and drive shaft as oily metal. The actual rotating shaft I did OD but the mine chains are bare metal with a  liberal applications of mud and a wash. The whole thing got a lot of dust drybrushed onto it, particularly around the front, but t doesn't show up too well in the photos.

This one is a bit of indulgence, rather like the armoured bulldozer I got last year, but I have got a few scenarios in mind where it might get used. I'm sure you can never have too many armoured engineering vehicles.

 

Monday, 29 September 2025

Massed 'Dominion of' titles!

 Well, this lot popped through the door recently, a very nice treat. 


Many, many pre-printed 'Dominion of the' titles. These are all Lulu prints which are so much nicer than my homegrown printing efforts and only a couple of pounds more than the PDF equivalents.


As I'm planning on running Alexander the Brief at a few more events, the author very kindly sent me a couple of display copies of Dominion of the Spear and Dominion of Pike and Shot. An added bonus is that these books also contain all the scenarios for each period as well. Result!

The only downside to having the books is that they don't come with a separate QRS. As John Salt discovered with the WRG (neu) rules, Lulu seem incapable of printing those. But fear not, the QRS is printed on the back cover of the book! A very clever solution. 


I've already got the PDF of Frederick the Great, but I also ordered the Lulu version as it is so much nicer. I was vaguely thinking of doing a mini campaign of the '45 using them, but then I discovered that this edition also includes the AWI/Stuart rebellion etc already (Dominion of the Claymore/Tomahawk?). So that has saved me the bother and includes an extra battle I'd never even heard of from the '45.


Being long interested in the WSS, I just had to have this too. As an added bonus it includes a load of stuff for the ever mysterious Great Northern War as well. A period I've always been vaguely interested in, but could never be bothered to actually do anything about it. Now I have rules and a ton of historical scenarios, there is no excuse. 

What a fantastically good value set of stuff. I'd highly recommend the Lulu versions of these rules as they are very inexpensive and look so much better than my PDF prints. Hats off to those of you who understand the mysteries of booklet printing and can do it themselves, personally I'd rather pay a bit more for someone else to figure out how to do that.