Showing posts with label BKCII. Show all posts
Showing posts with label BKCII. Show all posts

Sunday, 17 November 2013

AAR - A Test Game

Having just returned from holiday yesterday afternoon and having re-read BKCII I thought it was high time I got a game in to re-familiarise myself with the rules. I also had a few ideas that I wanted to try out on the table.

Scenario:
To keep things simple I went with the encounter scenario from the rulebook set in the summer of 1944. The battlefield features a central road running in a valley between both armies, both sides of the table feature various numbers of small hills some of which are wooded.

House Rules:
I thought seeing as I have large amounts of 6mm completed for the 1 to 1 scale games I used to do I'd try out BKCII at this figure scale (lets call it squad scale as opposed to the usual platoon scale). To do this I used/came up with/amended the following rules:

1. Use the Commanders optional rule but amending note 2 for this rule so that commanders aren't forced to move first and removing note 3 completely as I felt that a commander could move and command his troops without penalty (however this penalty could be applied if a CO/HQ moved out of a command post).
2. Companies with more than 1 HQ stand (for example a tank company with a HQ tank and a deputy HQ tank) could use that reserve HQ to take over command of the company if the main HQ was lost.
3. Replacement of lost HQ's - I decided not to allow this seeing as I was using the commanders rule. If a formation lost its HQ I would still allow it to activate at a -1 (perhaps representing a junior officer attempting to take command) or be taken over by a higher HQ.
4. For better trained formations I'd allow a platoon HQ stand to give more tactical flexibility.
5. For formations that fail to activate at all I'd allow a higher HQ to try and activate them (with appropriate penalties depending on doctrine and distance).
6. Although not used in the game described below I thought that off table artillery ought to be represented as a single model per battery hence they'd keep the same stats as per the rules. I may well also use the reduced artillery fire zones optional rule.
7. Hits stay on. I did also think of using ARV's to remove a hit by activating beside a damaged vehicle, this gives a reason to use all those painted ARV's I have.

The Forces:
For last nights game I selected the following:
Russians -
1x T-34/85 CO(CV8) (battalion commander)
2 Tank Companies, each with: 1x T-34/85 HQ(CV7) (company commander) and 3 platoons each with 3x T-34/85.
Germans
1x Pzkpfw IVH CO(CV9) (Company HQ) and 1x Pzkpfw IVH HQ(CV8) (deputy company HQ)
2 Panzer Platoons, each with 1x Pzkpfw IVH HQ(CV8) (platoon HQ) and 4x Pzkpfw IVH's
1 Panzer Platoon with 1x Panther G HQ(CV8) (platoon HQ) and 4x Panther G
The reason for the mixed company was simply because I couldn't find the box with the rest of the Pzkpfw IV's in!

The Game:

Turn 1:
The Germans activate first and the Panther platoon moves out in wedge formation on the German right closely followed by one of the Pzkpfw IVH platoons with the Company HQ tanks taking up the rear. The other Pzkpfw IVH platoon takes up hull down positions on two hills on the (defensive) left flank.

The Russian tank companies are both deployed in platoon columns in a reverse V formation. One company is deployed on the right and the other on the left with the Battalion HQ in the centre between them. The right hand company moves off first and deploys its platoons in to line whilst still maintaining the V formation. The right hand platoon is then hit by opportunity fire from the hull down Pzkpfw IV's which although causing ten hits in total fails to destroy a single tank, though all 3 tanks are damaged and surpressed.

The left hand T-34/85 company fails its activation roll so the battalion HQ has to intervene to get them moving and deployed in to line (they were also in a V formation). This company halts just before it climbs the hill separating (and shielding) it from the advancing German right wing.

Turn 2:
The hull down Pzkpfw IV's activate and destroy 2 of the T-34's they fired at last turn, fortunately for the T-34's they fail to activate again. The Panthers are next to activate moving down the hill on the German right flank and in to the valley. On their next activation they open fire on the right hand T-34 companies leading left platoon suppressing 2 of the T-34's. The remaining T-34 from that platoon Op fires the Panthers damaging but not suppressing one of the tanks (which managed to save 4 out of the 5 hits). The right hand Pzkpfw IV platoon fails its activation roll whilst the Company HQ moves up to a hull down position on the hill.

Both of the Russian companies fail to activate so the Battalion HQ has to get involved again and manages to push the left hand company forward and gets one of its platoons in to a hull down position on the hill. The right hand Pzkpfw IV platoon and the Company HQ both Op fire this platoon knocking 2 tanks out and damaging a third. This set back must of been the reason for the Battalion HQ to fail to activate again hence ending the turn.

Turn 3:
Both Pzkpfw IV's platoons fail to activate this turn but the Panthers make up for that by rolling a double 1 and proceed to shoot up the remains of the right hand T-34 companies leading two platoons, one Panther is suppressed by Op fire and then is forced to fall back as the T-34 Company HQ opens fire on it. The Panthers activate again and destroy the T-34 HQ and force the leading tank of the third platoon to fall back damaged. The Pzkpfw IV Company HQ activates and engages the final remaining damaged hull down T-34 from the platoon that was decimated last turn. The 2 HQ tanks score a total of 5 hits but only one is saved and the T-34 is destroyed which means the Russian Battalion has now reached its breakpoint.

The T-34 Battalion HQ succeeds in passing the break test and the Left Hand T-34 company moves another of its intact platoons forward to engage the Panthers. Although they manage to damage and suppress a couple of Panthers the Op fire from the Pzkpfw IV's is deadly causing another pair of T-34's to burn. At this point I ended the game as the left hand T-34 company had failed to reactivate and the right hand company wouldn't move at all (having lost 70% of their number who can blame them?).

Observations:
Overall everything worked well and the game flowed well even though I was a bit rusty. Points to note for the next time:
1. The Russians definitely needed at least 1 more battalion as a 2nd wave. That said things may well of been different with the forces I did use had the Germans not had the Panthers with their 4+ saving throw and slightly better gun.
2. I must check if hull down vehicles count as hull down when the observer is at the same height as they.
3. I really must remember to reset the camera as the pictures I did take didn't come out well at all - unfortunately I'd left the detail setting on hence the reason there are no photos with this post!

I'm having another go today with different forces.

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Tuesday, 17 September 2013

US Artillery WIP

Just a quick update tonight.

I've found time to add all of the gun crews to the US artillery pieces:


Hopefully I'll get these flocked tomorrow night.

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Saturday, 14 September 2013

A simple conversion

I did these some time ago now but thought I'd put some pictures of it up. This is the armoured ammunition carrier (Munitionsträger Hummel) used to supply Hummel batteries.


The model is the standard Hummel hull (G060 or G033 if you have spare Nashorn hulls like I did) with the gun barrel removed and "plated" over with a small square of cardboard. I've then added some of the various ammunition boxes supplied with Adler Miniatures WWII gun crew packs (they could of been from the Soviet or German packs).


I'll be using these for campaign games where ammunition supply could be an issue.

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Russian Regiments

Another batch of units that are being reboxed.

1223rd Self Propelled Gun Regiment
This Regiment formed one of the Self Propelled Gun Regiments attached to the 29th Tank Corps in 1944. This unit was one of two equipped with lend lease M10 tank destroyers, unfortunately there is only a single picture and no details on their combat performance (see http://www.o5m6.de/m10_wolverine.html). Each Regiment has 4 "companies" (equal to a single German platoon) each of which is represented by a single M10 (US19) stand. A fifth M10 is used as the HQ. The Regiment also has a tank riding SMG company (SR3).


14th Guards Separate Heavy Tank Regiment
This Regiment was occasionally attached to the 29th Tank Corps (from the 5th Guards Tank Army reserve) so forms one of the optional Army level attachments available for the BKC version of the 29th Tank Corps. As with the 1223rd Regiment above this Regiment also has 4 "companies" each of which is represented by a single IS-2 (S16) stand. A fifth IS-2 is used as the HQ. The Regiment also has a tank riding SMG company (SR3).


20th Guards Super Heavy Howitzer Artillery Brigade
Another small but powerful Russian unit, consisting of 4 Super Heavy Artillery Battalions. As each Battalion had three batteries of two 203mm howitzers I decided to represent each Battalion with a single 203mm Howitzer (S33). For on table use I may well add a set of S65 tractors (S46) and probably a HQ.





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Schwere Panzer Abteilung 503 & 3rd Abteilung Schweres Panzerjager Regiment 656

More German units this time for Kursk. As usual the Heroics and Ros references are shown in ().

Schwere Panzer Abteilung 503
Although none of the Abteilung's Tiger I (G019) companies fought together at Kursk I couldn't resist doing all 3 and a HQ.


3rd Abteilung Schwere Panzerjager Regiment 656
This is Sturmpanzer IV Abteilung 216 which was assigned to Schweres Panzerjager Regiment 656 along with 2 Ferdinand equipped Schwere Panzerjager Abteilungs (653 & 654). The Abteilung has 3 companies of 3 platoons of Sturmpanzer IV's (G073) and 1 HQ.


This Regiment also included two remote controlled demolition companies. Whether I'll ever build the rest of the Regiment I don't know.

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II./Panzer Regiment 11

I've been sorting some models out today and thought I'd snap a few pictures as I transferred them from one box to another. As usual the Heroics and Ros references are shown in ().

II./Panzer Regiment 11
This is the 6th Panzers only organic Panzer Abteilung during the summer of 1944, it's Panther Abteilung was provided by I./Panzer Regiment Grossdeutschland. This unit has been reorganised to platoon scale (i.e. its appeared before on this blog) so now has 4 Pzkpfw IVH (G015) companies each of 3 platoons. The Abteilung has a Pzkpfw IVH HQ, a Pzkpfw IVH recce platoon and a single Engineer Stand (GWG12) with its Sdkfz 251/7 (G151) transport.


The Abteilung will also gain a single Sdkfz 7/1 (G078) stand for air defence.

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US and German Artillery - WIP

These are what I'm currently working on. As usual the Heroics and Ros references are shown in ().

B Company, 635th Tank Destroyer Battalion (Towed)
3 platoons of 76mm anti-tank guns (US23), each platoon will have a M3 halftrack tow.


7th Field Artillery Battalion
3 batteries of 105mm howitzers (US28).


5th Field Artillery Battalion
3 batteries of 155mm howitzers (US29).


IV./Artillery Regiment 352
3 batteries of 150mm howitzers (G062). These guns will also double up as III./Panzer Artillery Regiment 73 for my 1941 Panzer Division 1 list, technically they'd probably be in a different colour but it fits nicely in to my multi use unit plan.


Will post pictures of the finished guns later in the week.

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16th Infantry Regiment, 1st Infantry Division 1944

Here's the almost complete 16th Infantry, the crew figures need adding to the anti-tank guns and the yet to be painted command figures need adding as well but at least you can get an idea of what the completed regiment will look like. I'm actually missing the 105mm infantry gun as I forgot to buy some crew figures for it, doh! The Heroics and Ros references are shown in ().

HQ and HQ Company
This consists of a recce section (USR1), a HQ (US58 - to add) with jeep (US38) and a 57mm anti-tank platoon (US22) and Studebaker tow truck (US40).


Rifle Company
There are 3 of these in each battalion each with 3 platoons (USR1 & US01 for the bazookas). Each infantry stand has five figures which is my standard way of representing infantry stands.


Support Company
There is a single one of these in each battalion. This company consists of a 81mm mortar platoon and 2 HMG platoons (USR2). All support stands consist solely of the weapon and its crew, occasionally I will add additional infantry figures if the weapon is crewed by only 2 figures.


The Full Battalion


The Full 16th Infantry Regiment
Well almost the full regiment anyway. At the front you can see the yet to be completed CO stand complete with a Dodge Weapons Carrier (US39), along side the CO we have the Regimental anti-tank company which I've modelled as two stands due to its size (9 guns - I use the WW2/Modern Spearhead method of representing small companies as two stands, this method will make more sense when you see the larger (12 gun) 76mm anti-tank company in my next posting).



Thanks for looking, more to follow....

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Friday, 13 September 2013

741st Tank Battalion, 7th Corps

Managed to take a small batch of photo's of the units supporting the US 1st Infantry Division. This is the 741st Tank Battalion, 7th Corps which was attached to the Division during D-Day itself through to the 15th June 1944, it could also be used to represent any of the other tank battalions that were attached to the Division during June. The Heroics and Ros references are shown in ().

HQ and HQ Company
This consists of (left to right) the HQ tank (US04), a recce platoon represented by a single jeep (US38), a Gun Platoon in the form of a M4 with 105mm gun (US04A) and an M21 Mortar Halftrack (US31) representing the mortar platoon:


Medium Tank Company
There are 3 of these in the battalion, each has 3 tank platoons. 2 platoons are represented by M4's (US04) and 1 by a converted M4A1 dozer (US36 with the dozer attachment points removed - H&R don't make a M4A1 thats suitable for the US tanks in the ETO, the one they do make has sand guards):


Light Tank Company
There was only the one of these in the battalion, which like the medium companies has 3 tank platoons each of which is represented by a single M5A1 (US03):


741st Tank Battalion


Please see my earlier post for the units BKCII TO&E.

More pics of the Infantry Regiment to follow when I get chance of the weekend.

Thanks for looking

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German Infantry Division 352 Normandy 1944 The Army List

This is the opposition for The Big Red One. I've still to decide quite how many fortifications to build but there will be quite a few of them:

GERMAN INFANTRY DIVISION 352
NORMANDY JUNE 1944

CORE UNIT

Grenadier Regiment 915

HQ: 1x CO (CV9)
Anti-Tank Company:
1x 75mm ATG/Truck
Infantry Gun Company:
2x 75mm IG/Truck; 1x 150mm IG/Truck
Pioneer Platoon:
1x Engineer Stand (Panzerfaust)
Reconnaissance Platoon:
1x Bicycle Scout Stand

I./ & II./Grenadier Regiment 915, each with:
HQ: 1x HQ (CV8)
3 Rifle Companies, each with:
3x Rifle Stands (Panzerfaust)
Heavy Company:
1x HMG Stand; 2x 81mm Mortars

DIVISIONAL ATTACHMENT OPTIONS

I./Grenadier Regiment 726 (from Infantry Division 716):
HQ: 1x HQ (CV8)
Bicycle Rifle Company:
3x Fortress Rifle Stands/Bicycles
3 Rifle Companies, each with:
3x Fortress Rifle Stands
Company Support Stands:
2x 81mm Mortars

I./Artillery Regiment 352:
1x FAO (CV7)
3 Batteries, each with:
1x 105mm Howitzer/Horse Limbers

IV./Artillery Regiment 352:
1x FAO (CV7)
3 Batteries, each with:
1x 150mm Howitzer/Horse Limbers

2./Pioneer Battalion 252
3x Engineer Stands (Panzerfaust)

Panzerjager Battalion 352:
HQ: 1x HQ (CV8)/Kubel
Anti-Tank Company:
3x Marder IIIH
StuG Company:
2x StuG IIIG
AA Company:
2x Truck mounted 37mm AA

Air Support:
0-1x FW-190
0-1x HS-129

Assets (per stand):
0-2x Artillery HE
0-1x Artillery Smoke
0-1x Aircraft Ground Attack

Fortifications:
0-12x Trenches (1 stand width each)
0-?x Gun Pits (for 1 artillery or AT stand)
0-?x Wire (20cm)
0-?x Dummy Minefields (20x10cm)
0-?x Marked Minefields (20x10cm)
0-?x Unmarked Minefields (20x10cm)
0-?x Anti-Tank Ditch (20x5cm)
0-?x Dragons Teeth (20x5cm)
0-?x Dug-outs
0-4x Pill-boxes
0-2x Medium Bunkers
0-4x Heavy Bunkers (1x 150mm gun each)
0-1x Command Post (+1 CV)

NOTES

1. Morale Grade: Regulars.
2. Flexible tactical doctrine.
3. No air superiority.
4. Rifle stands may additionally receive a second anti-tank upgrade in the form of Panzerschrecks. However there is no evidence that the division received any. If Panzershrecks are used a maximum of 1 per company is allowed (not fortress rifle stands).
5. Infiltration: +1 to command value for flank deployment.
6. 150mm guns in heavy bunkers can be used as indirect artillery (via a FAO in a Command Post) or for direct fire.

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US 1st Infantry Division Normandy 1944 The Army List

This is the army list I've created to model a Regimental Combat Team (or RCT) and its supporting Divisional assets:

US 1ST INFANTRY DIVISION
(THE BIG RED ONE)
NORMANDY JUNE 1944

CORE UNIT

16th Infantry Regiment

HQ: 1x CO (CV9)
Anti-Tank Company:
2x 57mm ATG/Truck
Cannon Company:
1x 105mm IG/Truck

3 Rifle Battalions, each with:
HQ: 1x HQ (CV8), 1x Mine Marker
AT Platoon: 1x 57mm ATG/Truck
Recce Section: 1x Scout Stand
3 Rifle Companies, each with:
2x Rifle Stands; 1x Rifle Stand (Bazooka, M1A1)
Support Company:
1x 81mm Mortar; 2x HMG Stands

DIVISIONAL ATTACHMENT OPTIONS

7th Field Artillery Battalion:
1x FAO (CV8)/Jeep or L-4 Grasshopper
3 Batteries, each with:
1x 105mm Howitzer

5th Field Artillery Battalion:
1x FAO (CV8)/Jeep or L-4 Grasshopper
3 Batteries, each with:
1x 155mm Howitzer

62nd Armoured Field Artillery Battalion:
1x FAO (CV8)/M4
3 Batteries, each with:
1x M7 Priest

1st Reconnaissance Troop (Mechanised):
HQ: 1x HQ (CV8)/M8 Greyhound
3 Recon Platoons, each with:
1x M8 Greyhound; 1x Jeep

B Company, 635th Tank Destroyer Battalion (Towed):
3x 76mm ATG/M3 HT

A Company, 1st Combat Engineer Battalion:
3x Engineer Stands

741st Tank Battalion, 7th Corps:
HQ: 1x HQ (CV8)/M4
Recce Platoon: 1x Jeep
Mortar Battery: 1x M21 HT
Gun Platoon: 1x M4 (105)
3 Medium Tank Companies, each with:
3x M4 (75) or M4A1 (75)
Light Tank Company:
3x M5A1

1st Battalion, 501st Parachute Infantry Regiment, 101st Airborne Division:
HQ: 1x HQ (CV9)
Mortar Platoon: 1x 81mm Mortar
3 Rifle Companies, each with:
2x Paratroop Stands
1x Paratroop Stand (Bazooka, M1A1)

Naval Support:
0-2x Naval Gun Fire
0-1x Naval Rockets

Air Support:
0-1x FAC (CV8)/Jeep
0-3x P-47 (Bombs or Rockets)
0-1x B-25 Mitchell

Assets (per stand):
0-4x Artillery HE
0-2x Artillery Smoke
0-2x Aircraft Ground Attack

NOTES

1. Morale Grade: Regulars (Paratroops: Motivated).
2. Normal tactical doctrine (Paratroops: Flexible tactical doctrine).
3. Full air superiority.
4. Close Artillery Support: Any command unit can request artillery support using the CV of the FAO and the LOS of any infantry or infantry support unit within 20cm of the command unit.
5. Tanks and tank destroyers may be used as off table artillery.

Photos of the finished platoons to follow....

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Wednesday, 29 May 2013

German Infantry 1944

This is the first of the two German Infantry Battalions for my Grenadier Regiment:


The battalion has 3 companies of infantry (note the Panzershreck equipped stand) each of 3 stands (GR8):


3 82mm Mortar Stands (GR2) representing those of the support company and of the Grenadier companies which are consolidated together to allow them to be represented at 1:4 scale. On the far right is the single MMG stand (GR2) (part of the support company):


Battalion HQ (G185) and Kubelwagen (G089):


Also completed are the support elements from the Regimental Anti-Tank and Infantry Gun Companies. First up is the 75mm PAK 40 (G054) and the 150mm sIG33 infantry gun (G067):


Then we have the 75mm infantry guns (G066):


I still have truck tows to add to motorise these support companies.

Finally we have the StuG IIIG (G064) Company and Marder IIIH (G035) Company forming part of the Divisional Panzerjager Battalion:





The Marders are probably the incorrect models for Normandy but the correct versions don't seem to be available in 6mm.

All models are from Heroics & Ros (Heroics & Ros codes are shown in ()).

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Monday, 18 March 2013

An Update

Sorry it's been a while since I posted, works been pretty busy of late and thats taken up much of my energy. I thought it was about time I posted an update:
Painting:
I have gradually fought my way through the two 1944/45 era Russian tank brigades and they are now both complete (pics to follow later), though at some point I want to add the bits needed to make them usable for 1943 - I have everything I just need to paint it.
I have also painted up a IS-2 Regiment, which at 1:3 scale has 9 of the beasts (2 per company and 1 HQ tank) and I'm just in the process of painting up the SMG company to give the regiment some infantry support. This unit represents the 14th Guards Separate Heavy Tank Regiment which was attached to the 29th Tank Corps in June '44. This regiment was part of the 5th Guards Tank Army as an army asset rather than being a permanent part of the 29th Tank Corps. I will also be painting up the earlier KV-1S equipped version of this regiment for 1943/early '44 games.
Also on the painting table are the two company command units needed to complete the two Panzer Grenadier Companies I did earlier in the year.
Old Models:
Recently I discovered how effective Dettol is in stripping the paint off old models. So far I've managed to recover 69 models and have plenty more to go at. It does take a bit of effort and Dettols pretty pungent stuff but it's definitely worth the effort as you do end up with effectively new models (which are also germ free!).
Projects:
Having recently sold off some of my old 15mm I used the proceeds to finish off a few of my armies so I'm now looking to paint up the following formations (how long they'll actually take me is another matter entirely!):
Various Russian and German WWII units including various assault gun, heavy tank and artillery units. The 29th Tank Corps will get its SU-76's, SU-85's, SU-122's, SU-152's, ISU-152's and Lend-Lease M-10's. A Panther Battalion will be added to the existing 1944 Panzer Regiment. There's lots more on top of all that.
October War 1973 - I have put together the models needed for an Egyptian Tank and Infantry Brigade (more on these units as they get built). I have also put together a few Israeli Battalions to give the Egyptians something to fight - these battalions will be made up of M48's, M60's and Centurions and there will also be some infantry though the actual type of infantry unit is yet to be decided (probably mechanised but Para's are also an option). I also have some brigade (Israeli) and divisional (Egyptian) level support.
Cold War 1989 - I have created a BMP (BMP-1/2 & T-72) equipped Motor Rifle Regiment and a Tank Regiment (T-72's, no BMP battalion) from one of the Motor Rifle Divisions stationed in Czechoslovakia. I also have the models to do the Divisional Anti-Tank Battalion, the Divisional Recce Battalion, a 2S3 Battalion and various other divisional assets. To face them I have elements from the US 3rd Infantry Division (Mechanised) which will include an M1 Abrams equipped tank battalion and a M2 Bradley equipped mechanised battalion, again there will be plenty of brigade/divisional level support.
Thats all for now.
Cheers
Richard
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Friday, 25 January 2013

BKCII - The Build Up Part 2

Over the last few nights I have found time to base up a few new models from Heroics and Ros:

On the front row we have some T-34/85's (S09) (the first of a batch of 23 to finish one tank brigade and add a new one). On the second row are some Panther G's (G017) which will form part of the first of 4 companies of Panthers from I./Panzer Regiment Grossdeutschland which was attached to Panzer Regiment 11. Finally on the back row we have the Sdkfz 251/9 (G041) and Sdkfz 251/2 (G021C) to complete the 2 companies from I./Panzer Grenadier Regiment 114 and a single Sdkfz 251/7 (G151) as transport for the engineers from II./Panzer Regiment 11. All are now undercoated.
Next up are the completed Panzer Grenadiers that form most of the first two companies for I./Panzer Grenadier Regiment 114:

These have been repainted to bring them up to the same standard as my new models and the bases re-flocked. Each of the two companies consists of 5 Sdkfz 251/1D, 4 bases of Panzer Grenadiers (1 on the left with a Panzershreck) and 1 base of tripod mounted MG-34/42. On the top right of the photo you can see the engineers for II./Panzer Regiment 11. I took a few more close ups:


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Wednesday, 17 October 2012

1/2 a BKCII Game

I managed to get in half of an 8 turn BKCII early Russian Front game this evening, unfortunately I lost about an hour setting the table up but I had to sort stuff out to make space for my small 4' x 3' table (which incidentally must be getting on a bit now as my Dad built it for me some 20+ years ago).

The game itself went well although it was probably a little on the slow side simply because I kept looking things up (it is only my 2nd game after all and playing solo doesn't help either but wargamers are few and far between in Lancashire). The Russians deployed a full tank regiment from the 2nd Tank Division, 3rd Mechanised Corps; the Germans deployed Panzer Regiment 1, 1st Panzer Division. The first two turns consisted of a burst of movement followed by an almost complete failure on my part to roll well and activate anything. On top of all that the Russian CO blundered on his 1st activation and promptly left the table!

During turns 3 and 4 both sides continued to advance and commenced firing at each other. Another blunder saw a BT-7 destroyed by the blunder outcome (it ended up taking 12 hits!). The Germans managed to take out a KV-2 but it was hard work as the KV tanks have a 4+ save and the Germans suffered losses in return. I halted the game at this point as I'd run out of time.

I jotted down a few things to learn from this game, these are:

1. It may well be better to have a HQ per company (it would only be able to command it's own company though) for the Germans just to give them the opportunity to out manoeuvre the Russians. This would obviously need to be balanced out by the number of Russian units fielded. A rough ratio of 1 German battalion to 1 Russian regiment might be right if the Germans have a lot of HQ's though at the end of the day things are rarely fair and balanced in war.
2. The Germans should be fielded with a mix of troops to get the combined arms effects that they were so skilled at - hitting the advancing Russians with artillery and airstrikes would of been very helpful to the Germans.
3. I really need to base my CO's/HQ's on either different sized or different shaped bases, there were times when I accidentally moved a HQ because I couldn't easily tell them apart from the normal stands.

Sunday, 14 October 2012

Anglo-Zulu War

Since trying out BKCII a few weeks back I've been thinking about how these rules could be used for the 1879 Anglo-Zulu War (AZW). I've managed to write down quite a few ideas as to how to do this and what rules to ignore as they aren't applicable to the AZW (such as aircraft). A few of my thoughts are as follows:

1. Activation is by "Battalion Group" of by troop and each company/troop will have a command stand (see CHQ and THQ notes below). A Battalion Group is something of an ad-hock formation consisting of a varying number of companies under a HQ - an example would be the British Infantry Companies left to guard the camp at iSandlwana which consisted of 5 companies of the 1/24th Foot and 1 from the 2/24th. This would he treated as a separate command to the other forces left at the camp. There is also nothing to stop this formation changing size as reserves are allocated to it by the CO, so for example the Battalion Group detailed above might initially only have a few companies assigned to it (as it did to begin with in reality) but grows in size as the game develops. I might use another term rather than Battalion Group but it will do for now.

2. I will use of thin smoke stands for units firing repeatedly and rapidly with Martini-Henry Rifles and other black powder weapons - this will reduce the number of firing dice for the unit (and for those shooting at them) due to the reduced visibility caused by the clouds of smoke. This problem can be avoided by controlling the way a unit fires.

3. I will try and make the Zulus psychologically different to use as they had a rather different view of death to the British.

4. Figure to man ratio will be 1:5. Ground scale is roughly 1cm = 10 yards.

5. 1 base = 1 section of up to 20 men. Each section base has 3-4 figures on a 30mm square base. Mounted Infantry bases have 3 figures on foot and a separate horse holder stand, most foot bases will have 4 figures.

6. Company Headquarters (CHQ) - these are not normal command units, the usual rules for not targeting HQ's apply but CHQ's only have the following game effects: They add an extra dice to units firing (representing their direction of the fire); Loss of the CHQ adds a -1 to the CV when a higher HQ/CO tries to activate the company (representing the loss of command functions); If all of the companies stands are wiped out the CHQ is removed. For campaign games the CHQ stays on the table as it can still be overrun by the enemy and hence count for Victory Points for them.

7. Troop Headquarters (THQ) act as normal HQ's but may also add the 1 extra dice when the troop is firing (as can any command unit). The THQ's are different to the CHQ's because the Mounted Infantry often acted independently.

I based up my 1st company of Zulu's earlier (3 bases, 12 figures) and will have completed another 4 by the end of tomorrow then it's on to the Natal Native Contingent (a formation consisting of 3 regiments of African Infantry organised along British lines with European officers) and the Mounted Infantry (Natal Mounted Police and Natal Carbineers). All my figures are Baccus.



Romanian Cavalry MkIII - Decisions

I've made the decision to go with 1:4 rather than 1 stand = 1 platoon as I felt that was a better way to do organise things. So that now means the TO&E I posted last time is slightly different as each cavalry squadron now has 2 infantry stands rather than 3. I also decided to drop the battalion HQ's as because of the small size of the squadron the regiment really ought to be the manoeuvre unit, this now gives the Brigade 3 main manoeuvre units each of which can be strengthened by attaching out the brigade level support squadrons.

I have also completed BKCII lists for most of the rest of the units that made up the Romanian 3rd Army which has made for quite an interesting research project, I just have the Infantry Division list to do and that's everything for the 3rd Army. Unfortunately the Cavalry Corps had no Corps level support units so is rather a week formation really (and in reality is really only a division in size).

As for actual models I have completed 2 cavalry regiments (which admittedly were already painted) but would have to spend some hard earned cash with Heroics and Ros to enable me to complete the rest of the brigade. I suspect that if I do complete the brigade I would add 2 more cavalry regiments - 1 motorised, 1 as horsed cavalry - to enable me to field a semi-motorised or a horsed cavalry brigade. The only difference in the brigade support squadrons appears to be the number of "tanks" in the Mechanised Recon Squadron (4 real tanks for the horsed cavalry and 6 for the semi-motorised cavalry which I would do as 1 and 2 models respectively just to make the differences in the two units more apparent on the table top), other than that there are no other differences.

I have another solo BKCII game involving a June 1941 clash between the Russian 3rd Tank Regiment (2nd Tank Division, 12th Mechanised Corps) and Panzer Regiment 1 (1st Panzer Division) scheduled in for Wednesday evening. This is a semi-historical encounter as the Panzer Regiment was in reality the 11th equipped with Pzkpfw 35(t)'s rather than the 1st equipped with Pzkpfw IIIG's but it was in the same area at that time. How well the Germans will deal with the 4 KV-1's and 2 KV-2's the Russians will field I don't know, but they will definitely fare better than a unit equipped with Pzkpfw 35(t)'s! The 1st Panzer was one of the few units with 50mm armed Pzkpfw III's so is somewhat better off than the 37mm armed Pzkpfw 35(t)'s fielded by Panzer Regiment 11. Report to follow later in the week.

Tuesday, 9 October 2012

Romanian Cavalry MkII

I've done quite a bit more research on the Romanian cavalry formations and have amended the organisation of my BKCII Romanians as follows:


Romanian 1st, 7th and 9th Cavalry Brigades June-July 1941

Brigade Headquarters:
HQ: 1x CO (CV8) (Mounted)

3 Horse Cavalry Regiments, each with:
Regimental HQ:
1x HQ (CV7) (Mounted)
1 Cavalry Battalion:
Battalion HQ:
1x HQ (CV7) (Mounted)
2 Mounted Squadrons, each with:
3x Infantry Units (Regulars*), 3x Transport Units (Horses, Cavalry)
1 Cavalry Battalion:
Battalion HQ:
1x HQ (CV7) (Mounted)
1 Mounted Squadron:
3x Infantry Units (Regulars*), 3x Transport Units (Horses, Cavalry)
1 Mounted LMG Squadron:
3x Infantry Units (Regulars), 3x Transport Units (Horses, Cavalry)

1 Horse Artillery Regiment:
2 Horse Artillery Battalions, each with:
2 Batteries, each with:
1x Artillery Unit (75-76mm)

1 Mortar Squadron:
2x Support Units (Mortar, 81mm), 2x Transport Units (Trucks)

1 Anti-Tank/AA Squadron:
3x Support Units (ATG, 37mm), 3x Air Defence Units (13.2mm), 6x Transport Units (Trucks)

1 MMG Squadron:
4x Support Units (MG, ZB-53), 4x Transport Units (Trucks)

1 Pioneer Squadron:
3x Engineer Units (Pioneers), 3x Transport Units (Trucks)

1 Mechanised Recon Squadron:
1x Recce Unit (R-1), 1x Recce Unit (Infantry), 1x Transport Unit (Truck), 1x Recce Unit (Infantry), 1x Transport Unit (Motorcycles)

Notes:
  1. One of the cavalry regiments was to have been motorised but the outbreak of war in 1941 prevented this.
  2. Infantry Units (Regulars*) - these infantry units have half the number of LMG's per squadron (12 instead of 24), reduce AP attacks to 2/30.
  3. Horse artillery guns are 75mm Krupp Model 1904/1912 Field Guns. Guns are available as scheduled assets only.
  4. Brigade support squadrons are to be attached out to the cavalry battalions.


To field one of the Semi-Motorised Brigades (5th, 6th and 8th Brigades) I would need to swap one of the cavalry regiments for:


1 Motorised Cavalry Regiment:
Regimental HQ:
1x HQ (CV7) (in truck)
1 Motorised Cavalry Battalion:
Battalion HQ:
1x HQ (CV7) (in truck)
2 Motorised Squadrons, each with:
3x Infantry Units (Regulars), 3x Transport Units (Trucks)
1 Motorised Cavalry Battalion:
Battalion HQ:
1x HQ (CV7) (in truck)
1 Motorised Squadron:
3x Infantry Units (Regulars), 3x Transport Units (Trucks)
1 Motorised Heavy Weapons Squadron:
2x Support Units (MG, ZB-53), 1x Air Defence Unit (13.2mm), 1x Support Unit (ATG, 37mm), 4x Transport Units (Trucks)

An extra Recce Unit (R-1) should be added to the Mechanised Recon Squadron as the Motorised Brigades had more of these "tanks" than the normal Cavalry Brigades.

I'm still debating whether to keep to 1 stand = 1 platoon or to scale the vehicles at 1:4 and the infantry/cavalry at 1:40. This would create smaller units but I could have more off them.

Sunday, 30 September 2012

First BKCII Unit

Having discovered 28 spare cavalry bases this afternoon I decided, as they were already painted as WW2 era Romanians, that I would make them the first unit I'd put together for BKCII. In BKC terms the unit consists of the following (I haven't had chance to upload any pictures yet):

1st Cavalry Brigade 1941:



1st Rosiori Regiment General Corp de Armata Alexandru Averescu:
1x CO (CV8)
Engineer Troop: 3x Engineer Unit (Pioneers), 3x Transport Unit (Horses, Cavalry)
MG Troop: 3x Support Unit (MG, ZB53), 3x Transport Unit (Horses, Cavalry)
1st Squadron: 
1x HQ (CV7)
1st Troop: 3x Infantry Units (Regulars), 3x Transport Unit (Horses, Cavalry)
2nd Troop: 3x Infantry Units (Regulars), 3x Transport Unit (Horses, Cavalry)
2nd Squadron: 
1x HQ (CV7)
3rd Troop: 3x Infantry Units (Regulars), 3x Transport Unit (Horses, Cavalry)
4th Troop: 3x Infantry Units (Regulars), 3x Transport Unit (Horses, Cavalry)

Each command unit consists of 2 mounted figures, each MMG consists of 1 cavalryman and 2 pack horses carrying the MMG's, and each infantry and engineer stand consists of 3 cavalrymen. All figures are mounted on 30mm square bases and are from Heroics and Ros (pack SR4 Soviet Cavalry).


The Brigade has 3 of these regiments, an Artillery Regiment and an assortment of motorised supporting Squadrons (Anti-tank, Recon, Mortar, Pioneer and MMG). This Brigade fought on the Eastern Front in 1941 taking part in the Battle of Odessa as part of the Romanian 5th Corps (15th Infantry Divison and 1st Armoured Division). 

Wednesday, 26 September 2012

Blitzkrieg Commander II


I decided to try a solo test game of Blitzkrieg Commander II (BKCII) the other night as the local wargames club in Chorley uses this for its WWII games and I thought it would be a good idea to see how it works before going along. 

I went for a 6mm game set in 1941 using a Russian motorised regiment from a Tank or Mechanised Division vs a Schutzen (Panzer Grenadier) Battalion. Both units were represented at 1 stand = 1 platoon/battery. True to form I managed to blunder on the very first Russian activation roll! Strangely the Russians activated far more than I'd of expected with a Command Value (or CV) of 7, it may have been something to do with the +1 CV for all doing the same thing rule given to armies classed as having Rigid Doctrine?

Rather stupidly I deployed the Schutzen Battalion over too wide a frontage and had trouble activating all of it in one go. Then on top of that  it failed to activate when I was planning to dismount the infantry from their trucks and then proceeded to lose two platoons to Russian fire when their trucks blew up!  

Unfortunately I didn't get time to finish the test game but thankfully I did get far enough in to the game to get the leading two Russian Battalions in to firing range of the Schutzen companies so I did get a couple of turns using the shooting rules. Both sides ended up losing quite a few platoons of infantry once I realised that it was far better to concentrate your fire on one target than hit multiple targets and then have the hits taken off at the end of the turn.

Overall the game played well and was easy to remember though taking the hits off is a little strange (there is an optional rules to leave them on at the end of the turn). I felt that there had been quite a bit of thought behind the mechanisms so that although they are easy to use (and remember) you still appeared to get a similar result to more complex rules sets. Also I felt that BKCII (and Cold War Commander) is very well supported via the online forums.

Having tried out the rules it got me thinking that this style of system might be adaptable to the Zulu War and possibly to the Ironclad era (1860-1885) - both are periods I have miniatures for but haven't yet found rules I'm happy with. I found with the Ironclads that most sets of rules are far too focused on the detail and can't be used for fleet actions without causing me headaches or RSI from throwing hundreds of dice to represent each and every gun firing!