Thursday, 3 April 2025

German WWII Pocket Army in 10 / 12mm



Having sold off the 20mm (1/72) WWII stuff last year, I have been buying the bits to put some 10 / 12mm (1/144) forces together.

In the first instance I am going for a German mid war starter force - a new ‘Pocket Army’. 


WWII can pass across the painting table at surprising speed compared to other periods and so it makes for a good quick project to fit in between other bigger projects, that you sometimes need a rest from!


Anyway, kampfgruppe Schmidt is ready for action, comprising as follows;


9 x Infantry bases (6 figures per 45mm base)

1 x Mortar base (with 2 mortar teams and an observer)

2 x HMG bases (1 HMG per base)

1 x OBA observer team (radio operator and observer with field glasses)

2 x PaK 40 bases (75mm anti-tank guns and crew)

1 x HQ base (Horch car and two officers)

3 x StuG III vehicles.

1 x Opel truck





The infantry, mortar and HMG and OBA observer team are Victrix hard plastic figures from their German Infantry pack costing £30, but there are still enough figures left to do quite a few more bases … perhaps even another company of infantry if I get a little creative.


All the vehicles are from Anschluss Wargames. They are resin and the StuG’s cost £3.75 each, the Horch car cost £3.50 and the Opel truck £3.25


The Anti-tank guns are metal from Pendraken Miniatures, costing £3.20 for the pair.


So for around £50 a flexible WWII Pocket Army can hit the table, for say just over £100 plus associated postage for the two small forces.


I have tried to base these so that they can fit into both rural and urban scenarios, but I am not sure that I have achieved that as much as intended. The problem is that if the base goes too dark, you visually ‘lose’ the figures in them. I had to add some light turf (a sort of dusting) to brighten these, but I think that has left them a bit ‘messy’.


Although the Horch car is based, that was really just to create a HQ scene and for this project, for now at least, I am generally not going to base the vehicles. The advantage of basing would be the raising of the vehicle so that they look right next to the based infantry, but I think un-based vehicles sit better on a variety of terrains - we shall see!


The infantry bases each represent a rifle section, so the nine base gives a company of three platoons, a fairly perfect size for my own rules, rather small for ‘O’ Group and also on the small side for Rapid Fire Reloaded scenario books that I have, though the ‘head count’ on the bases might make for a better visual for Rapid Fire games. 


In any case, it is just a starter force and it will be easy to introduce other bases and broaden the versatility.


My intention now is to do a mirror force for the mid-war Soviets. I will look to add a 7th figure to the infantry bases to represent bigger platoons and see what that looks like and probably run one of the platoons with three sections of sub-machine gunners.


After which … ‘Attack on the Rail Station’ and others beckon! 


Progress can then slow down a bit, perhaps a platoon of Hanomag half tracks for the Germans and a truck platoon for the Soviets, before turning to either a British / commonwealth or American force for another ‘Pocket Army’.

Tuesday, 25 February 2025

New (but old) WWII tactical rules



Wargame Rules for Armoured Warfare at Company and Battalion Level 1925 to 1950, Bill Farquhar, a pseudonym used by John Salt.


These have just dropped through the post, via the print on demand service ‘Lulu’. I have only had an opportunity to briefly browse them, but my nostalgia button is already in overdrive!


In the 70’s Wargames Research Group (WRG) were the rules staple of most wargamers, reinforced by their use as ‘standard’ on the convention circuit.


Amongst the wide range of periods covered my WWII rules of choice were the 1925 - 1950 Armour & Infantry set. These covered platoon to battalion level action and between these and my 6mm figure collection (pocket money affordable!), I played the hell out of them and several of the pages still are imprinted in my mind’s eye.


In 1979, WRG brought out their ‘Moderns’ set, covering 1950 - 1985 for the company to battalion level game, with an armour focus. The cover looked exactly like the cover shown here, but in a pale blue instead.


Today, John D Salt has brought us a set of rules that sit between the above two sets, that is, the ‘Moderns’ version, but for the earlier period of 1925 - 1950. Essentially the text has been taken from the Moderns set, with things like helicopter and ATWG rules removed and all the 1950 - 1985 aspect has been replaced with WWII troop and vehicle types.


There is much here that is familiar to me and from that commemorative style cover to browsing the content, I have already found a simple pleasure in just owning it.


It needs to be understood that this is an old school style rule set. There are some things that these days can be a little slicker, like observation rules, but that is not the point, these rules are meant to be fully sympathetic to WRG era of the 70’s and in that regard, they absolutely are. It is a job well done.


One of the first things I do when looking at a new WWII system is to see how the author has handled the German Tiger I tank compared to the Panther tank. It always makes for a fascinating study, as the former went into production in 1942 and the latter half of 1943. The Tiger I was a heavy tank, formidable at the time, with a fearsome reputation, but just a year and a half later, the Panther tank, a medium MBT, had made a generational leap in design and their comparison is says much about the nuance of gun / armour rules.


Plenty of systems have them as close equals, some even give the Tiger an absolute advantage, surely something that could only be attributed to elite crews, but this is what we have here;


[The first thing I look at is the Armour Classes page, which is set out just like my 1975 set, only more comprehensive in terms of vehicle types listed].


The Tiger I armour  is classed as V front and IV sides and for armour it is grouped in the same class as the A22 Infantry Tank, Mk IV Churchill, KV-1, m41, and the up-armoured T-34. The guide tells us that Class V armour covers 90mm - 120mm and Class IV is 65mm - 85mm.


The Panther armour is classed as VI front and III side and for armour it is grouped together with StugPz IV, Jagdpanther, M4A3E2 Jumbo, SU-100, SU-85M and Centurion. The guide tells us that Class VI covers 125mm to 160mm and Class III is 45mm - 60mm.


The notes indicate that protection is a combination of armour plate thickness and slope, the quality of the steel and fasteners used, plus good design presenting no vulnerable spots of shot traps. Clearly that superbly sloped Panther front armour is at play here. I love this sort of stuff!


I won’t know until I have read all of the rules whether size /profile has also been used to shape the final placings … as the little Hetzer looks good in the stats!


For Firepower, the Panther’s 75/70 gun and the Tiger’s 88/56 are close performers …. i.e. you never want to be on the wrong end of either of them, but when it comes down to actual stats with standard ammunition, the Panther’s gun has the edge over the 88/56 at range (for penetration, it rightly is the case that the 88 has better HE performance), but it is by a present, but small margin, that will really only influence the margins of some of our engagements.


As an example of the performance of these sort of guns, the Panther’s 75/70 is automatically penetrating all armour classes of IV and below. At Class V a die roll of ‘6’ is needed at 2750 metres, with -1 to that die roll for every 250 metres below that. So at 2000 metres the die roll would need to be ‘3’ or higher. This formula is used for each higher armour class thereafter, with Class VI starting at 1250 metres and Class VII (Tiger II, Elefant and Super Pershing) at 250 metres.


For game scale the player uses 1mm = 1 metre or 1mm = 2 metres depending upon size of figures used. I will be using 10mm / 12mm figures on a domestic table, so will likely go with the latter.


There are (of course) To Hit charts and on the longer ranges, the Tiger gets the slight advantage.


There is Target Acquisition and this is obviously done in the old school way (as the rules are a lift from the 70’s text) and on first sight the number of modifiers to this is a reminder of some of the heavy lifting that rules of that generation were built around. However fellow blogger John H. Has play tested the rules and in his review, he felt the modifiers quite quickly became familiar.


I have found looking into these rules a real pleasure. The task was to re-create a rule set that would nicely compliment what WRG were doing between 1973 and 1979 and to ‘imagine’ the set that WRG would have brought out, had they taken that next step in their WWII tactical rule development. In that, these are a perfect fit. It is like stepping back in time. I am that teenager again!


It is a comprehensive set and of particular note, it is fully self contained. All the troop types and vehicles you will want are here, so no ‘Codex’ style supplements - you just buy the rules.


In the links below, fellow blogger John H has a combined review with an AAR that gives a deeper overview than this post. That post also contains links to other replays, so you might want to check that out for some wider opinion.


The Lulu page is here to purchase the rules;


https://www.lulu.com/shop/bill-farquhar/wargames-rules-for-armoured-warfare-at-company-and-battalion-level-1925-to-1950/paperback/product-wdkk97.html?q=bill+farquhar&page=1&pageSize=4


A limitation of Lulu is that it doesn’t print single sheets of card, so they can’t bundle play aids when printing and sending the book. My understanding is that The Wargames Website (UK wargame forum) has proposed to host the PDF, but I couldn’t find it. There is an e-mail address in the rulebook, which I used and John Salt kindly e-mailed me the PDF. Of course, they are on the same deep yellow background as the 70’s original, just adding another level of WRG authenticity.


Fellow Blogger John H’s AAR and review is - Here


https://hereticalgaming.blogspot.com/2025/02/the-farquhar-version-review-of-missing.html


Thursday, 6 February 2025

Campaign News

 


A new campaign starts today (ACW) and the WWII Krosnogord campaign will shortly see its first major engagement (see link below).

My second campaign undertaking of the year is about to start - the ACW Graysville Campaign, which is a fictitious action between two divisions.

It is Morning, 18th June 1863. Confederate Major General Ewell has been ordered to the town of Graysville, which sits on a strategically important part of the road net. He holds 1st Brigade under Colonel Scott there in reserve, while his 2nd Brigade (Brigadier General Elzey) is dispersed further forwards and has been deployed beyond Mott’s Run to cover the two approach roads and associated bridges. 1st Cavalry Brigade is deployed to cover the small rise that overlooks Old Mine Road,

A Union division under Brigadier General Shields in approaching. His orders are to secure Graysville with all haste.

I have taken the inspiration for this campaign from Charles Grant’s book ‘Programmed Wargame Scenarios’. Accordingly I spent yesterday writing down orders for the two sides, but more importantly, similar to the mechanics proposed by Grant, for each confederate unit and currently held position on the map, I have recorded a dice driven response to any hostile action.

What this means is that, for example, as Dowdall Church is attacked, the 31st Virginia regiment located there will dice against a number of pre-determined response. So until that happens, we will not know how 31st will respond. Mostly the responses are weighted towards a certain decision, but who knows what the dice will give us.

Likewise, I have set up some variables for the Union attack. At the start of play, a D6 will determine how Shields will deploy and direct his division. So the first thing we must do is to determine that. Let’s work out Shield’s initial plan now!

Roll …… 2, the result says;

1st & 2nd Brigade, plus Battery H push down the Old Mine Road. 1st Brigade will clear Peavine Ridge and 2nd Brigade with the artillery will push on along the road to seize Duffy’s Mill.

3rd Brigade advance directly along Piney Turnpike to capture Rock Spring, while Colonel Brodhead will take his two cavalry regiments to secure Dowdall Church.

These manoeuvres are a pre-cursor to taking the bridges across Mott’s Run and advancing onto Greysville.

The next task will be to advance the union onto the map and see how the forward confederate elements respond to the ‘sea of blue’ before them! No doubt a relay of messages and orders will quickly follow and the campaign will start to take shape.

From here on in, all of the campaign narrative will be made solely at my Commanders site, under the Graysville Campaign tag (see link below).

I will be using my own rules and the Warlord Games Epic ACW figures. 

LINK TO ACW CAMPAIGN - https://commanders.simdif.com/grayville_campaign_1863.html

LINK TO WWII CAMPAIGN - https://commanders.simdif.com/krosnogord_campaign_1944.html

As always, thanks for passing by. Norm.

EDIT



An opening action has been fought!