Thursday, 16 January 2025

Sherman turret conversions (1) A new Firefly

 One of the nice things about PSC kits is you get masses and masses of spare parts on the sprues, in some cases, enough to build complete extra vehicles. I have ludicrous numbers of Shermans, from a range of manufacturers, but predominantly from PSC , so I also have a ludicrous number of spare Sherman bits.


I have many, many more sprues like this. These are from the US Tank Company box, so have 75mm, 76mm and 105mm turret options. I also have some turret bits left over the British tank box, although fewer of those.

I recently had a bit of a Sherman clearout (getting rid of half a dozen) , but felt I didn't have enough Firefly turret options for the British, so rather than  buy yet more Shermans, I just thought I'd do another Firefly turret.


It was going to be a bit of a mongrel, with bits from various sprues and my bits box. Fortunately I still had one 17pdr barrel and external mantlet in stock (the other 17pdr barrels have been used in other projects). I also had a Firefly turret top, but no base, fortunately the US turret sprue has turret bases for both 75mm and 76mm turrets, and the turret base from the 75mm turret fitted perfectly. I was also able to use a spare 75mm mantlet interior to mount the 17pdr barrel. 


Not looking too bad! The hatches are a bodge however. I don't have any spare Sherman split hatch turret mounts, although I do have some spare split hatches. I do however have some 76mm turret hatch mounts, so I had to file one of those down to fill the hole in the turret, then glue the moulded split hatch on top.

I also found a small rectagonal hatch (maybe from a Battlefront kit?) which fitted the Firefly loaders hatch OK. They both stand a little proud but I think they will be OK. 


The last thing was to put a large turret box from the spares pile  on to act as a counterweight, which gives it more of a Firefly look.


The final thing was, would the (cast hull) US turret base fit the hole in the (Welded Hull) British hull? PSC really likes to vary its hull/turret fittings in a bewildering variety, but fortunately on this occasion it did, with only a tiny bit of filing required.

Great, that just needs painting now.


And here it is with its paint job, plonked on a 75mm Sherman hull. I did it with VJ Russian Uniform with a heavy wash of Bronze Green and a bit of a drybrush.


It doesn't look bad at all. The only obviously wrong thing is that the hull MG hasn't been blanked out.


And the counterweight looks OK. Although the turret is a slightly different shade to the hull, that doesn't really matter,  as a lot of these were new turrets retrofitted onto existing hulls anyway.


It is a very good match for a 'proper' one. I'd have made up some Firefly turrets from the original sprue, but you don't get enough of the turret bases for that (unlike the T34 sprue where you can make up both the 76mm and 85mm turrets), so I was grateful for for the 105mm/75mm/76mm sprue which included bases for both types of turret. 

Great, another useful model done, and which only requires storing the spare turret and not an entire hull.






Tuesday, 14 January 2025

Battle of the Jarama with NQM

 After my various experiments with NQM at Regimental and Corps scale, I wanted to try something at Front Scale, as really that is where my operational gaming is at for a game in a manageable length of time. My own Sinai 67/Panzergruppe rules are pitched at that scale, and I've run loads of Army level games in an hour or two using them (including the Six Day War, all ten days of Arnhem, Operation Goodwood, Operation Crusader and Gazala).

Anyway, digging aroud for scenarios I was rather inspired by Graham Evans various NQM SCW games, so I dug out my Jarama 1937 scenario. I originally wrote it for Megablitz with battalion sized elements, but I later re-did it for Panzergruppe and my SCW variant of OP14 with regiment/brigade sized elements. I solo played it quite a few times and ran it remotely over Zoom a couple of years ago in the early days of lockdown. With regimental sized elements it was an obvious candidate for NQM FSO treatment.


The battlefield. The real battlefield isn't huge, with a 30km frontage. For my remote Panzergruppe session I used 5km hexes (so a six hex frontage) to keep the amount of real estate manageble, but for this outing I reverted to my OP36 ground of 3km hexes and I ended up with a 9 x 11 battlefield. I added a bit of space on the baselines as I found NQM needs a certain amount of room for all the HQ/LOG stuff.

The front line is in the west (running north to south) , the River Jarama runs down the middle of the board, the River Manzanares is at the top with Madrid offtable and the River Tajuna runs across the southeast corner. The road to Valencia runs off the bottom right, and the road to Toledo runs through Ciempozuelos in the bottom left (currently held by the Republicans). St Martin is the village on the T junction west of the road bridge and Arganda the village on the Madrid-Valencia Road. The Nationalists attacked in Feb 1937 with the aim of reopening the road to Toledo and cutting Madrid off from Valencia.

The Republican supply routes run from Valencia and Madrid along the road network, and the Nationalists run along the road to/from Toledo - a bit of a problem as the road south is cut! They do however have supply dumps at the two villages and a supply line to the north.


The front lines. The Popular Army (PA) had eight mixed brigades in the region under general Posas, organised into four ad-hoc 'divisions' called Agrupacions, although one only had a single brigade. The brigades in theory had four battalions and an artillery battalion, but all were very weak and lacked cohesion so in the main I rated each PA brigade as the equivalent of a regiment. I grouped them into three Agrupacion, and each of these also had HQ/support unit as otherwise there weren't enough units to even cover the front, let along have a reserve. As the PA artillery was so dispersed, I allowed the HQs to fire one hex in support. The entire Corps only got a single field artillery brigade otherwise, located at St Martin. I rated all the divisions as poor morale (2). The Corps has a single LOG unit, located at St Martin. It can only function if it can trace supply to a supplied road. The supply stuff is lifted directly from Panzergruppe. If LOG units can operate without supply sources, the entire real offensive doesn't make any sense.

The Republican objective is to hold the line and keep the roads open.


The river valley and Madrid Valencia Road. There isn't any depth to the PA position, although Miajas rather better equipped Corps is off to the north. Posas Corps has a single engineer battalion, currently located by the Pindoque rail bridge visible in the gap between the hills and the River Manzanares.

It is February so it is wet, cold and the rivers are in spate. The hills and rivers are all 'difficult' so impassable to vehicles unless at a bridge. The only exception is that I allow guns on the hills, as both sides deployed artillery on the heights, but again, moving at the 'difficult' rate. 

Each turn (each turn = 1 day) there is a weather roll. If it is heavy rain the rivers become completely impassable and all air is grounded, if overcast/drizzle air is half effect and if clear (unlikely) air operates as normal. This is lifted directly from Panzergruppe.


The Nationalist Army of Africa (hereafter AoA) is the best force Franco has at his disposal, but already the quality of the Moroccan infantry has declined after the heavy losses fighting at Madrid over the winter. The AoA 'brigades' are much stronger and better equipped than the PA ones, generally with two regiments of three battalions each, and a mix of Spanish Foreign Legion (SFL), Regulares (Moroccan) and some normal Nationalist units. I made each AoA brigade up as mini divisions with two regiments and an HQ/support element and to keep things easy, differentiated them between SFL brigades (morale 4) and Regulares (Morale 3). The AoA also had a brigade of heavy (149mm) artillery and support from the Condor Legion - tanks, 88mm guns, German artillery and aircraft.

The brigades were grouped into two 'divisions', which were the equivalent of Corps, East and West, depending on their garrison location in Morrocco. West Division had the southern part of the line, with two Regulares and One SFL brigade, a brigade of Field Artillery and the Condor Legion 88mm AA/Artillery. Their initial objective was to reopen the road to Toledo, then cross the Jarama east of St Martin.


Further north was East Division (commanded by Varela) iirc. This only had two brigades, one SFL and one Regulares, but had the Corps heavy artillery, all the Condor Legion tanks and Col. Barcuelos Cavalry Brigade. The latter I modelled as a single regiment equivalent, morale 3. Their objective was to establish a bridgehead over the Manzanares (and bridge it with their engineers) and to take the Pindoque rail bridge.


In support were the Condor Legion bombers. Yes I know they are the wrong colour, but I wanted to use my 1/144th scale planes,  not my 1/300th scale ones. It has three engines so gets 3D6 of medium dice - rating it as 'heavy' would have been too imbalancing. Each Corps also had a motorised LOG column, which like the PA, only functions if it can trace road supply.


Waiting to come to the rescue of Posas is Miajas Corps. Two brigades of Communists and four International Brigades. These guys are considerably better equipped and cohesive than Posas lot, so all morale 3 and with an HQ/support element for each two brigades. The communist have an AT gun as their support (medium vs armour). There is also Pavlovs Tank Brigade with around 6o running T26s and BA-10s. The Nationalist Panzer 1s are treated as light armour when fighting these. All the armour only gets 2SP as they are really battalion sized units, but very scary to infantry without many AT weapons, so the Pz 1s are medium when fighting infantry.

The Republicans had very weak air support to start with, so they just get a single engine (1D6) biplane bomber, but when Miaja rolls up, so do fleets of SB2s, which get 2D6 each. As with the Condor Legion, all planes rated as Medium to avoid things getting silly. Similarly everyones engineers are just treated as infantry, these are blokes with shovels and wheelbarrows, not armoured panzer assault engineers.


The battle opens on the 6th Feb with a heavy bombardment in the north. The weather is overcast but the AoA heavy artillery is still quite effective and the 88s joined in too. Pre-movement bombardment seems to be the way to go here. In fact I ended up doing that a lot in the game as it meant you could shell units before they had a chance to dig in, and was also quite a neat way of differentiating between advance-to-contact and prepared assault. Neither side had any recce assets, so the only way to recce stuff was to stand next to it.


In the south things were more leisurely, just the AoA field artillery vs Ciempuzuleos, which naturally missed but put the defenders under bombardment.


In the north both AoA brigades rolled forwards led by the Panzers. Even though they have 2SP I'm letting the tanks stack as that is what they did. Normally leading with the tanks would be a good move, but not when the defender rolls two sixes! The defenders run out of ammo but the field is littered with blazing panzers.  As far as possible I'm trying to keep the HQs back so they can reorg units.


The south sees a similar furious exchange of fire, although this time it is the Regulares rolling 6. The PA artillery fires defensively and hits the SFL. And yes, I am allowing units under an artillery bombardment to attack. In a game with regimental sized units and day long turns, I don't see why not, and otherwise it is far too easy to lock down large areas of the battlefield. It isn't all a free lunch though, as will become apparent.


Outcomes. The Regulares manage to storm the town! If the SFL try this, they will take automatic hits from the artillery, and as they both have a hit each anyway, that would be really bad - so the artillery barrage does have a pinning effect and it is player choice whether to take the hits or not.

For the assault/combat outcome, I am modifying the dice roll by the number of hits on the enemy AND the quality of the assaulting unit. That gives the better quality Nationalists an edge, at least until their losses mount and quality declines. So here the Republicans were at +3 (hits on enemy) AND +2 (morale) while the AoA were on +2 (hits) AND +3 - the morale of the Regulares as I elected them to conduct the assault. 


In the north the AoA carries the PA trenches, partly due to their superior quality. There aren't any defensive barrages to worry about here but the attackers will be under their own barrages, while the defenders are back on the road and next to their HQ bases so everyone can reorg except the units under the artillery fire.


The final outcome move here is that the SFL withdraw from the barrage so they can reorg. They only used 1MP to advance into contact so have one left to withdraw again. Another advantage to a formal assault as opposed to attacking after using all your movement up.


In the north both sides LOG units move up to take off all the out of ammo markers. The big red counters are disorganised units (I later started using less obtrusive markers). The panzers attempt to remove their single hits too, and both roll low and each takes a permanent hit. Argh! The PA remove their hits and are left with one permanent casualty.

So at the end of the day, the PA line has been pushed back in the north but it is very much still a dogfight, and but a big Nationalist success in the south.

That account was a bit phase at a time - I'll not do so much detail on future turns.


Up north the torrent of air and artillery fire continued - the Republican planes bombed the damaged panzers, recce'd by the PA unit dug in beside the hill. The PA defensive fire prevented the AoA infantry advancing much as the PA dug in on the road. The Republican line was stretching and the Corps engineers were hurriedly thrown in to hold the line behind the Manzanares.


The big decision in the south was whether the PA would counterttack, but in the end Posas decided they were too weak to do it. Perhaps if all the air and artillery hadn't been in the north. The PA just dug in on the road to St Martin and the AoA nibbled at the next position along, supported by their field guns. The disorganised troops in Ciempozuelos would have to reorg at the end of the turn.


In the north the AoA wiped out the PA units on the road and the panzers advanced through the storm of artillery fire to take the position. The Nationalist infantry was all pinned down by artillery fire and unwilling to take the hits from advancing.


In the south the Regulares stormed the next PA position. The quality difference helped them win the opposed DR. I've started using casualty markers to keep track of disorganised units as they are less obtrusive. 


A last big effort by the Nationalists in the north as they attempt to break through.


And one battered panzer battalion makes it across the Pindoque Bridge! Sadly Pavlovs Tank Brigade has just rolled down the road from Madrid. The Republicans managed to slip a brigade into the Pindoque gap as the Nationalist infantry are all pinned down by artillery fire. I rolled to pro-rata the movement - the AoA would have taken a hit to keep the route open due to the artillery barrages. 


In the south the Legion assault fails but the Regulares consolidate their grip on the road to Toledo. 


Pavlovs tankers destroy the panzers and take control of the bridge again, but the Republican line is crumbling here. The PA lay down a barrage to interdict the Nationalist infantry, but the writing is on the wall in this sector.


In the south, the SFL are reinforced and try again. This time they are successful and advance adjacent to St Martin. various units have run out of ammo (the blue markers). You can just see that the Republican line has retreated and is now anchored on the hills and river. I wasn't quite sure how to handle this from an orders point of view, so I allowed the AoA to follow up,  but I guess they should have waited a turn.


In the north the Republicans have largely disappeared now, apart from the engineers being bombed by the Condor Legion. The Republicans artillery is now in the front line! A lot of the Nationalist units have pulled back from the numerous barrages so they can reorganise and resupply though, harrassed by the Republican airforce.


Resuscitated, they advance again, picking their way through the various barrages. Some Regulares make it up onto the (difficult) hills overlooking the river.


And in the south the PA falls back to a ring around the St Martin bridge. The AoA uses pre-movement bombardments to catch them before they can  dig in again, but essentially just follows up.


In the north the situation becomes dire. Concentrated air and artillery wipes out one of Pavlovs tanks and the other withdraws. The Nationalists are advancing en masse.


In the south however the Regulares are repulsed (the big yellow counter). The Nationalist artillery is firing a lot of CB fire in an attempt to finish off the Republican artillery, but so far the St Martin bridgehead is holding.


The Republican engineers are wiped out by massed fires. There is nothing to stop the Nationalists now, although many of their units are damaged and morale has been reduced by casevac. 


They sieze a large bridgehead over the Jarama, and Barcuelos cavalry exploit in the direction of Arganda. This is the cue for Miaja to arrive. The Communists lock down the Madrid Road at Viacamadrid, while the Internationals and Pavlovs remaining tanks counterattack. I should have taken a couple more photos of this, as the Nationalists are also busy bridging the Manzanares!


The remains of Posas Corps are back over the Jarama now, with Republican troops occupying the heights. More Internationals are marching down the road to support them past the village of Morata. A regiment of SFL rush the St Martin bridge, taking losses from artillery fire but they sieze a bridgehead. It is all very heroic!


The general situation around the 12th February with the Nationalists across the Jarama in the north and south but the Republicans are still occupying the Pingarron heights behind the river. 


On the 13th the Republicans manage to get back to the Pindoque bridge, again. The Nationalists are dug in across the Jarama but with the river at their backs they can't be supplied so will have to withdraw. Barcuelos cavalry have already pulled back.


In the south the Nationalist have a serious bridgehead at the St Martin bridge, but the Republicans are dug in around Morata and there is little prospect of the Nationalists getting to the Valencia Road now.


I rather ran out of steam at that point (after 8 turns) although the scenario is supposed to run for 9. I couldn't see any realistic prospect of further advances for the Nationalists and the Republicans would need to significantly re-deploy to push them back in the south. It had taken me three and a half hours of playing to get to this point (excluding setup), which with two Corps on each side is in line with the suggested playing time, but I was knackered.

Reflections

TBH I was actually a little disappointed, both my Panzergruppe and OP14 iterations played twice as fast to get to a similar point and both seemed to have a lot fewer moving parts and more in the way of high level decisions. On reflection though (and in writing this account) it produced a good narrative and a reasonably historical result and pretty much did what it said on the tin. I think it may be a bit slow for remote game sessions with too many bits to think about, but f2f would probably be OK, and obviously playing both sides solo I've go twice as much to think about. 

I'm quite happy with the bits of Panzergruppe I grafted on for the weather and logistics elements, and I'm also happy with the way artillery works now (even if it isn't exactly as written in the rules). One thing I'll probably keep for future games is the combination of quality and losses for combat outcome determination, even if it is fractionally more arithmetic. I'd also dispense with the dice rolls for weather and substitute cards instead - cards have memory and dice don't. I didn't roll 'heavy rain' at all! 

This scenario is essentially a WW1 battle with more modern tanks and planes, and any high intensity battle will have a prolonged attritional segment before things open up and start moving a bit. One thing I was very pleased with was the way the game settled down into  a series of formal assaults with the occasional pursuit and advance to contact and an even more occasional breakthrough and exploitation. I want to try it in a more open environment, probably the desert, for which I'll drag out my well playtested Operation Battleaxe scenario. I think re-running Crusader or Gazala might be a bit much at present. Who knows, if I play it enough I might even feel confident enough to play with other humans.

For anyone interested in the previous iteration the link is here: https://tgamesweplay.blogspot.com/2021/05/battle-of-jarama.html


Friday, 10 January 2025

Vikings

 Another Decision Games mini game, this time "Vikings" which covers various adventures undertaken by the sea faring Nordic warrior/settlers. Tim was going to run this on one of our weekly game sessions but wanted a run through first, so Russell and I pitched up to play test it. It is designed as a solo game but works perfectly well with a GM and player team. 



The map is a stylised point-to-point map of dark ages Europe. Unusually for a Viking game, this is a strategic game and the map goes all the way from the Black Sea to North America! 

Even more unusually, it is structured as s series of "Sagas", which encompass a range of different objectives.  These are drawn randomly and generally involve settling/pillaging various areas and also include some Quests. You have to complete all the objectives within a set number of turns as determined by how many "voyage" cards are allocated to that Saga. Like other DG games in this series the number of actual voyage cards can vary during the mission depending on what happens. 

The Saga gives you starting levels of gold, Edda points (favour of the gods) and other resources. You have to draw a Jarl to lead the expedition, and the Saga ends when you achieve your objectives, run out of voyage cards or you don't have any Jarls left! 



For our first Saga we drew one which required us to establish two settlements, or which one had to be in Vinland (America). The Saga included one quest, which unfortunately was in Constantinople! Not much chance of doing both, so we set off towards America via Iceland. We'd drawn Harald as our Jarl, who was good at fighting, but an average sailor.. Really we needed Leif Erickson for our transatlantic voyage. 

We just had enough gold to buy some ships and men, but we needed to get more en route as settlements cost  money to establish. You can get money by sailing to a trade centre and trading, or by winning battles and pillaging. Given Haralds skills, you can guess which we went for... 

There are only six settlemen counters, we started with two and we needed to place two more. The reverse side is the "pillage" marker, and you can't settle a pillaged area in the course of the same Saga. 


We actually managed to sail to Iceland and settle it, which was a good start. For sea yoyages you move half a D6 spaces, and dont want to be stuck at sea. We  got lucky and made it in one go to Iceland, defeated the natives and built our settlement with the gold we'd looted from them. 

The trip to Greenland didn't go well, we lost a unit on the way, but we did manage to land and pillage the area as there weren't any enemies to fight. 


We made it to Vinland but met hostile natives and lost another unit, leaving just Harald and his bodyguard! We had enough gold to build the settlement, but there wasn't a hope of getting to Constantinople in the remaining time, so we called it there. We'd failed the Saga so lost an Edda point. 

You can string the Sagas together as a campaign , so your gold, settlements and Edda points carry over. 


The next Saga required us to undertake two quest AND the establish a new Kingdom! This in turn required us to conquer and settle a fortress, a warrior kingdom and a traditional centre. Nothing difficult then... at least we got a lot of gold to start. 

Fortunately some locations combine characteristics, so both Novgorod and Paris combine being trade centres and fortresses. East or West? In the end we decided to do a Ragnar Lothbrooke and attack Paris, followed by an assault on Wessex for the 'warrior kingdom'. 

We had enough gold to buy ships, a couple of infantry and a berserker. This time Harald sailed via Ireland and pillaged it, then landed in Normandy and pillaged that too. 


The it was onto Paris and a hug battle for Paris, and in which Harald was killed! Disaster! However had kept an earlier voyage card which let us draw a new one, Leif Ericsson! Leif appeared in Denmark and we used the loot from Paris to raise a new fleet and army, leaving Haralds survivors to hold Paris. Good job too as  French army tried to retake the city. We held it. 

Leif meanwhile sailed over the North Sea and landed in Scotland. 


Th Great Viking Army marched South and defeated Alfred! Wessex was occupied. Now we just had the matter of those two Quests. One was in southern Spain, the other in Vinland. We'd earlier drawn an event which revealed the Spanish one to be "runes", although it wasn't completed. If we could complete the other one, they would both count as successful and the runes get shuffled back into the deck. 


Leaving a garrison in Wessex, Leif sailed north again. Luckily for us, Leif is a good sailor and gets an extra move. Despite this, we still had to move seven sea spaces all the way across the Atlantic. 


Leif lost all his accompanying units en route, but thankfully we still had our earlier settlement established so we didn't have to fight our way ashore and he made it to Vinland with time to spare. This automatically satisfied the other quest, so the Saga succeeded.  Phew. 

What a clever game,there is a lot more to it than I've outlined with lots of period flavour, but hopefully that gives an idea of it.

We ran these two Sagas again later in the week with more players, and with a bit more experience and more canny play, managed to win them both, although once again the casualties among the Huscarls were horrific.