Thursday, 29 February 2024

15mm Peter Pig German Motorcycles

 My DAK force needed some motorcycles, both for the recce elements and the attached motorcycle battalions.

Although I have some old Roco motorcycle combos in panzergrau, I wanted some new ones as well as they will do for later war motorcycle troops in Europe and Russia too. These are Peter Pig ones, although other manufacturers are available.


Being a complete cheapskate I bought one bag of m/cycle combinations (each with a bike and sidecar) and one of single bikes. Half of them are reserved for the Italians, although tbh with sand coloured bikes ridded by blokes in sandy coloured uniforms, they will all end up looking much alike.


They are lovely castings, although there aren't any obvious locating lugs for the sidecar. You just have to glue it in place and hope for the best. The motorcycle sidecar rider is supplied with a separate head, which also needs gluing in place, otherwise no assembly is required.


They have lots of detail, nice deep lines and perhaps more important, plenty of character. I'd originally planned to base some dismounted troops next to the single bikes to thicken them up a bit, but in the end decided against it. I have some single mounted bikes I use for Russian recce troops, and they look fine on the tabletop.  


With such nice deep castings, they take a wash and a drybrush really well. I also picked out the numberplates on the mudguards in white and dobbed one some black 'registration numbers' with my micron lining pen.

Very pleased with those, much nicer than my old Roco plastic motorcycles. 


Monday, 26 February 2024

Dom Butgenbach, 20th December 1944

 The second of my December Bulge games was Dom Butgenbach, also taken from the CD IV rulebook (scenario 6). This took place on 20th December 1944 and is a contrast with the earlier TF Rose, as this time the Germans have numbers, but the US forces have a huge qualitative advantage.


Battlefield from the south, this engagement features one of the numerous attacks put in by 12th SS Panzer Division vs 1st Infantry Div, 'The Big Red One', in the northern sector of the Bulge. Dom Butgenbach is the town between the two river sections, Bullingen is in the top right corner and the three hills to the left and the town together comprise the four objectives the Germans have to capture.

As with the Marnach scenario, the ground is all bad going and the woods are dense. The creek is bad going for infantry and tracked vehicles, impassable to wheeled. This battle was fought in early morning mist, so I'm keeping the standard 2 hex visibility.


This is another 'battalion scale' scenario, so the US have four rifle companies and a composite 76mm Sherman company. I could have attached the Shermans out, but I thought it would work better if they were available as a mobile reserve. The US units are all rated as Veteran.

The US forces all start dug in, so I put one rifle company on each of the objectives. They also have a couple of minefields, which are actually really useful to channel German vehicular movement, given the broken terrain.


The US also have masses of artillery support, two entire artillery battalions! I also gave them two supply columns, which should be plenty for their five companies.


The Germans have masses of troops, mainly two battalions of panzergenadiers, one in trucks the other mounted in halftracks. Unlike their pals in 2nd Panzer Div, these units are all understrength and lacking many of their SP guns. I rated them all as standard infantry, although one company of the 2nd Bn had some Sig 33s in support, so rated as Heavy.

In the CD scenario these guys have poor training but high morale, so I averaged it out as average troops.


They also have a couple of artillery batteries, just the one supply column and an attached Panzerjaeger Bn. This has a company each of Jagdpanzer IVs and Jagdpanthers - it was the latter which overran Charles B MacDonalds rifle company as recounted in 'Company Commander', and which have been endlessly misidentified as Tigers in various accounts of the battle. In the old Panzer Leader 'Elsenborn Ridge' scenario, they even became a company each of Tiger I and Tiger IIs! Still, they are Jagdpanthers and obviously quite scary. I'll rate these as Heavy Tanks.



I did a bit of shuffling of the US troops and put an outpost in the woods in the centre, covering the mined road, with the Shermans hull down on the ridge above. I figured the good road network would let them rapidly redeploy. I'm not going to let them stand and die like the Stuarts in the last game.

The other minefield is just visible on the road in the far south in front of the position on the ridge. It blocks the road and links neatly with the forest hex to restrict rapid access to the southern village.


The initial German force is the armoured PG battalion. I opted for caution and they came on in the southeast, using the forests as cover. I'm going to try and gang up on the southern ridge. The infantry will need to dismount to enter the forest.


Naturally the Shermans responded by motoring along their lateral road to bolster the defence. Wellington would have approved. I'm very glad visibility is restricted by mist in this scenario!


The Germans push all their units forward at once to maximise their concentration of force. One of the PG companies deliberately advances right to the ridge to draw fire and let the other units get into position. The US respond with a torrent of direct and artillery fire - those US artillery battalions are terrifying. The PG company in the open is almost destroyed, and becomes disorganised.   


The German reinforcements arrive. Armour leads the way southwest from Bullingen as the lorried PG follow up behind. The Germans reorg the shattered PG company and push another across the open ground in their halftracks while artillery and the third company provide covering fire.

Once again US defensive fire shatters the advancing grenadiers and they become disorganised.


In the north the Jagdpanzer IVs (or Pz IV (70) if you prefer) take up fire positions across the minefield as the infantry line advances. Two of the companies are planning on using the forest as cover to approach the roadblock. US defensive fire chips a hit off the Pz IV/70s.


Carnage in the south! The exposed disorganised PG company is eliminated by US fire and the other disorganised PG company retreats into the forest to make way for the Jagdpanthers. Losses to the US defenders are now heavy enough that they need to reorg, the extra resilience of Veteran status saving them so far.


Chaos in the north! Three PG companies move next to the roadblock, so a retrograde move seems in order. Of course I'd completely forgotten about the ZOC rules, so my cunning US plan to fall back three hexes down the road runs into a hail of German small arms fire. Hey ho, at least the company is out of sight of most of the Germans now. The company on the ridge manages to knock out some more Pz IV/70s as well.


I really, really need to stop the US troops reorganising, so the Jagdpanthers don't stop to fire but instead roll to the top of the ridge, ready to assault the US infantry. The Germans reorg their battered PG in the woods to threaten the Shermans.


The US guns are down to one fire mission each. The barrels are red hot.


The US artillery fires its last shells at the Jagdpanthers, but with no effect. The Shermans inflict some hits though.


In a bold move, the Jagdpanzers and lorried PG bypass the minefield and line up for a mass frontal assault on the northern ridge. The Jagdpanzers are positioned to assault, while the PG provide fire support.

The move is unopposed by the US artillery as they have run out of ammo....


Despite taking enough hits to disorganise it, the Jagdpanthers are shot in by the German artillery and infantry, and finally manage to overrun the first objective. 


In the north, the first German assault fails and both the Jagdpanzers and one PG company become disorganised. The isolated US rifle company in the open doesn't have much choice but to retreat into the  woods as its other route is still restricted by a ZOC.

I made a mistake here, the Jagdpanzers should have retreated a hex. Too much time playing the Napoleonic version.


Faced with the mass of German units in front, the US troops fall back to Dom Butgenbach. They still have a pretty solid line and the Germans are quite chewed up.


The resupplied US artillery obliterates one of the PG companies.


But the disorganised Jagdpanzers (4 hits!) manage to overrun the US infantry this time, supported by the remaining German infantry. If I hadn't made the retreat mistake, this wouldn't have been possible, but it was a very exciting turn.


All over the north section of the battlefield battered units reorganise. US artillery are pummelling the battered PG with the Sig 33s, and they become disorganised. The Jagdpanzers are up and running again, albeit still with a few hits.


The Jagdpanthers keep up a desultory fire on Dom Butgenbach while armoured PG move up in support. I would have reorganised them, but didn't have the supply capacity.


In the north both sides infantry keep reorganising while under shell fire. One lorried PG company moves up to assault the US infantry and and is heavily shelled.


In a bold move the Pz IV/70s cross the stream, heading for the fourth objective. The battered Sherman company doesn't really have any choice but to block the move, and US infantry reoccupy Dom Butgenbach. The US just need to hold one objective to win, so perhaps I should have concentrated on the town, but that sounds like defeatism!


The US infantry in the woods have now taken six hits, just one left, but repel the PG assault. Again, I should have retreated the Germans at this point. The US can't reorg as they were assaulted,


The Jagdpanzers assault the Shermans, behind artillery fire!


They easily shrug off the US defensive fire and overrun the remaining US tanks.



The Jagdpanthers move up to the town, covered by the PG on the hill. The PG in the woods reorg after their successful assault (which left them disorganised). The US defenders are completely surrounded now. Alamo, Alamo!

It is turn 12, but the random game end roll indicates another turn....


And on turn 13, shot in by almost all the remaining German units, the Jagdpanthers overrun the town.

Oooh, that was so close. If I'd not made the mistakes with the failed assaulting units not retreating, the US would have had that. 


Final view of the battlefield. The US have been wiped out, but the Germans have also suffered brutally, losing four complete companies and all the remainder with varying degrees of damage.

That was really hard for the Germans, as most of their units aren't that tough, and every time they exposed anyone to view, the US could drop 4D6 of artillery on them, plus whatever other direct fire assets they had. tbh, the US should win that most of the time.

One tweak I should do to the scenario is allow the Germans two supply units. They have eight combat units (plus two artillery), so even with two LOG columns, the ratio would be 1:5, whereas the US have a supply ratio of 1:3.5, which is a large advantage in a defensive fight as they can just sit tight and reorg hits off. Like Dom Butgenbach, worth another play through I think, but I'm pleased this One Hour variant works for historical scenarios as well as the standard OHW ones.




Friday, 23 February 2024

Sheffield Wargames Society Xmas games day

 I popped along to the SWS Xmas games day back in December. This has been an annual event for many years, as an alternative to the usual club evening meeting on Wednesdays in the period between Christmas and New Year.

Now that my regular group almost exclusively game remotely on Tuesday and Wednesdays and get our f2f fix on monthly Fridays, I don't get down to the club much, so it was nice to go along and see some old faces. 


Andrew, Bish, Lloyd, Graham and Jerry were all taking part in this huge air combat game. Unfortunately it was one of those 'one squadron activates at a time' type of games, so as far as I could tell, most of the players didn't have anything to do most of the time. I've seen the most of the others at Tapton on a number of occasions, but it was nice to see Jerry again.


There was a huge 6mm Cold War game going on. The club had rented the big hall at the Social Club for this day, so a lot of the games were bigger than usual.


Russian armour lurking among the hedgerows. I really liked the buildings being used for this.


And another big microarmour game. Also modern. Lots of nice game ng mats in use too, they look so much better than the plain cloths we all used to use. 


Lots of toys lined up. Maybe this is a big year for 6mm?


There was also this big Horse and Musket game - Napoleonic, SYW? I couldn't really tell as it was quite small scale, although I did see some Austrian flags. 


The massed units looked pretty good.


John and I met up to try something a bit less ambitious, another playtest of my One Hour Napoleonic variant. Wavre again as it is  a manageable scenario, with quite a lot going on.


As before, the French (John) got over the Dyle at Limale and flanked the main Prussian rearguard in Wavre. The Prussian cavalry are poised to launch a desperate counterattack against Vandammes hordes. Grouchy is watching from the hill to the right. We were done in a couple of hours, including setup takedown chatting and a bit of light browsing of the Bring and Buy.

A very enjoyable afternoon, and even if I don't go to the weekday sessions anymore, I'll at least try and keep going to this once a year.



Thursday, 22 February 2024

15mm BPM Kubelwagen

 I do have a few (grey) Kublewagens already, but wanted a sand coloured one for DAK. All very Airfix Recce Set. 


This is the BPM offering in APL. tbh it is a bit crude, particularly the lines on the sides of the body, but OK for the price.


The wheel on the bonnet is nicely done though, much better than my PP Kubelwagens.


As ever with 3D prints, no crew included, but it is crying out for some figures in it. The interior detail is actually quite good, and the rear number plate stands out too (I painted it white and scrawled on a Heer numberplate with my 0.05mm micron pen).


You can see it looks a bit rough from the side, but OK. I'll probably re-paint one of my grey ones in sand to go with it, and I've also got an old staff car in need of a repaint. The Germans used quite a few light cars, so they will all be useful additions.



Monday, 19 February 2024

15mm Desert Pocket Armies - German stage two

 As with the British desert stuff, I rather bit off more than I could chew to paint in one go with the Germans , so I left some more stuff to do later. These were mainly more vehicles, but in the end I worked out how much extra German infantry I'd need and added those into the mix too.


Got there in the end. I found this lot hard to get finished as I'd had Covid for a few weeks and didn't have much energy. The brain fog went on a while with the latest infection. Ugh. Horrible disease. 


A couple more trucks, the tilts are removable on these ones.


Two more infantry 'companies' of three bases each. These are all from stuff I had spare and are a mix of Peter Pig DAK and late war German infantry, and a fair number of PSC early war German infantry too. I found a big box of spare PSC Germans in the loft...


Various support items. More MG teams, a PSC 75mm Infantry Gun (yes, I have some of those spare too), plus a 50mm mortar, anti-tank rifle and another engineer team, this time with a flamethrower. This lot are all PSC early war infantry painted as DAK. It really is a big box of spare stuff. 


Some more individual figures to be leaders, FOO etc. If I ever play Crossfire with these figures, they will need PCs and single figures are useful for all sorts of stuff in general. These are largely repurposed from my late war German infantry, for whom I have far too many leader types.


And one or two more tanks! I'll do a seperate post on these. Yes, these are also all different colours, and the Zvezda Pz IVD has mysteriously become a PzIVE.