Monday, 21 December 2015


The previous post has the scenario and the complete force lists, so here is the action...

First light was breaking as the US armour began their assault…

The Volksgrenadier deployed first, holding the line along the edge of Hulsa, 105mm Flak on their right, covering the roads, HMG bunker doing likewise on the right. Fortified buildings were designated (the church and a building on the right), minefields and PRTP placed (on roads and on the bridge). 

The battered edge of Hulsa, the German end of the table. The white building with an orange roof, at the back, is the hotel on the edge of town.

The Rinnebach stream, all quite at dawn. The American end of the table.

The US then deployed Recon Team Able-12 around the bridge, with the Piper Cub spotter circling overhead. The US took turn 1 and the GIs began to advance on foot, M8s rolling along side, until an ambush fire shot from the 105mm Flak wrecked one if them with a long range blast of nowhere, with the first shot of the game, kaboom! Bad start. 

The Piper Cub swung over the town, and recieved MG and rifle fire from the ground and was pinned, preventing it calling in any artillery fire on turn 1.  Behind the initial recon troop’s advance, the Priest and attending supply truck of Combat Team Harris rolled on to take up a firing positon on the far river bank. The first P-38 swooped in, unleashing its bombs on the 105mm’s dug-out, but they deviated wide and had no impact… beyond forcing another early counter on the Germans. Their stack was racing up, adding to the US objective held and the ‘dispirited enemy’ special rule. 

 P-38's first bombing run on the 105mm Flak gun. Behind the Piper Cub pinned by heavy ground fire. 

GIs of Recon Team Able-12 make their away across the fields towards Hulsa, to meet a lot of MG fire from the hotel area. The then fell back to the same bushes they started from, and hunkered down here out of trouble. 

 An early move, the second M8 Greyhound takes up station by the woods to call in mortar fire on the town and bunker. Unwittingly, he is just 6" from the junction, which is mined out to 5". A far better use of the armoured car than getting it killed in a fruitless attack.

The Germans got back onto ambush fire, sprayed a few MG shots into the fields to cause some pinning, but held fire with the potent off-table Nebelwerfers until better targets arrived. More ground fire hit the Piper Cub and damaged it this time… pinning it again. It was having a tough day. Also, some 120mm harassing mortar fire hit the bridge area, pinning a few units, including the forward radio halftrack hidden in the woods. 

The US advanced continued, with infantry now in the woods and hedges. The last M8 Greyhound took up position short of the road junction (and fortunately just short of its hidden mines) to start calling in 82mm mortar fire on the edge of town. The five Shermans of Combat Team Harris started to roll over the bridge, whilst from the south, two M26 Pershings nosed onto the table, to recieve instant fire from the 105, which missed. Their return fire pinned the gun crew in their dug-out with multiple HE shells. Now the 155mm artillery began to fall, the Long Toms thundering into the edge of town around the church, which proved its worth as a fortified building, and the Priest joined in the barrage. It all had little immediate effected. The second P-38 skimmed in to unleash more bombs, but again the church proved too solid a defence (althoug it was being turned into rubble). Taking it, held by elite Hitler Youth, was going to be a very costly fight.

The German repsonse was to immediatetly tactical co-ordinate to get the 105mm Flak firing again, and its first shot hit and destroyed the lead Pershing… new tank, same result as ever! On the right, the HMG-42 in the bunker began to area fire into the woods, now full of cautiously advancing enemy infantry. It's constant pinning, for 7 consequtive turns, would stall the GIs advance all game, with no response for them against its firepower and 2+ cover save. It looked another tough nut to crack.  The Germans then let loose the Nebelwerfers at the bridge, its big stonk smashed down to destroy the US Forward HQ in his M20 armoured car with a direct hit, and pin some Shermans. Ouch, his loss would be felt, no command and control re-roll every turn, or tactical co-ordination either! 

 GIs hug the hedgerows under long range MG area fire from town. 

 Pinned in the woods, this GIs never got any further, facing a blazing HMG pillbox... with nothing heavy to hit back with. A few rounds of area fire back did nothing.

 The enemy bunker, it fired every turn and cut the woods, and then the infantry in it, to shreds. It was still untouched when the Germans pulled back.

Turn 3 and the US rolled very well for their reinforcements, the rest of Combat Team Harris arrived, infantry in their half tracks, and most of Combat Team McCarthy in the south too. The fight was on. More 155s smashed into the town (called in by the infantry platoon HQ), and the Volksgrenadier’s own Platoon HQ caught one shell and was wiped out, the Germans had lost a precious officer. Meanwhile, the church continued to be a rock, protecting the men (and boys) inside (obviously hiding in the crypt from the barrage overhead). The 105 Flak, the subject of the American’s ire, was pinned again. Next turn, its inexperienced crew failed to rally on another tactical co-ordination attempt. 

 Volkssturm Platoon HQ, before a 155mm shell killed them all, costing the Germans a valuable officer. 

 The first M26s of CT McCarthy arrive to face the 105mm Flak, on ambush fire... 

 McCarthy's forces all arrive together. The lead Pershing was whacked by 105mm Flak fire straight away, but the others swiftly removed that threat.

The Germans first reinforcements now arrived, armour in the form of a Panther and the Jagdtiger, which found the going hard (the town’s rubble strewn roads were counted as off-road). With the off-table Nebelwerfers reloading, they threw out some more harassing 120mm mortar fire, and more area firing MGs, which kept the US infantry well pinned and going nowhere. The 105 Flak was pinned in heavy fire all around, but still a threat if it could just survive a turn. 

A lone Panther moves up to take up position on the edge of town, as ever, my Panthers performance was, well, less that amazing... but both survived, if with a few extra dents. 

 First reinforcements, the Beast of Hulsa, my Jagdtiger's first ever run out on a battlefield. One scary monster. 

It didn’t, desperate to see the gun silenced, MG fire raked the dug-out, killing the crew until the last man ran. Things looked bad on the German right. With the US troops closing in, could the Volksgrenadier hang on for the reinforcements behind?  The US artillery was putting them through the mincer turn after turn. 

McCarthy's men deployed to face the church. Note, the red dice of doom, well, suspiciously high rolling... cover saves... no problem. 

CT McCarthy's Pershings advance towards the church. 

 More Volkssturm await on ambush fire, next door to the church, as the GIs keep up the pressure.

Those needed German reinforcements were arriving in dribs and drabs, but two half tracks were on the way, as was the Jagdtiger (slowly). The supporting 251/17 arrived and immediately engaged the Piper Cub with its 20mm Flak, 2 hits saw the spotter shot down… to cheers from the Germans. One of the resulting 2 chits was another aircraft, and with a forward air controller on the table, a bomb-armed P-51 Mustang raced in low... to groans from the Germans. 

The USAAF returns... P-51 Mustangs in close support, the first of two to arrive over Hulsa this morning.

As the firefight on the edge of town continued, MG42’s melting their barrels and piling up spent brass high, the Combat Team Harris began its main push forwards, all the tanks and halftracks now over the bridge and swinging into the fields in the centre, HE rounds flying to try and pin those MGs and relieve the infantry ahead, which was still largely stuck in the hedges and woods and unable to get much effective return fire off. The Sherman’s fire helped, as did the Mustang’s two bombs and more Priest and mortar stonks on the church. 

 Sherman's lead CT Harris into the attack.

Armoured Infantry following close behind. The ARV sat awaiting an order all game, but there was always other demands...  so it just sat. 

CT Harris on the move over the Rinnebach stream. 

 Moving up at just 5" per move, the Beast found getting into the battle the hard bit. 

At the chuch, with a Pershing directly in front, the Volksgrenadier readied their panzerfaust and, judging that it was just out of range, made the bold decision to advance on the tank, into the open, to get an anti-tank shot. This might seem like madness, but the plan was actual well thought out. Return US fire would devastate the squad, but they could Fall Back!, losing just 1 man and become pinned, but then be back into the church’s 3+ cover save. Well, the plan seemed sound, except the panzerfaust missed on a 1. OK, at least the squad could be saved… but no, the first US area fire from the engineer’s half track .50 cal pinned them. Now they were in the open and not able to fall back, ot-oh! Now MG fire from Pershing tanks swept the Volkssturm squad away in the blaze of bullets until the last man was pinned and thus removed. One more chit to the ever growing stack.  

 Rash Volkssturm advance into 'faust range. The plan was sound(ish), until the dice were rolled. 

With the church defenders all pinned the US combat engineers now made their advance, dismounting to close on the church (and the prospect of flamethrowing child-soldiers in a church looked highly probably!). But this plan didn’t work either, the Germans used more tactical co-ordination to get their squad shooting again, and pinned the engineers outside, now also stood in the open. In a desperate measure to hold the edge of town the artillery observer in his bunker called upon the reloaded Nebelwerfers. He was also in the blast zone as the big 210s screamed in, wiping out the US engineers, pinning both Pershings and the infantry squads following behind them. The observer’s bunker saved him from his own fire. The bitter fight for the church had reached stalemate, the US all pinned down, the Gemans almost out of troops, until the 2 Panzer Grenadier squads debussed from their half tracks into the church again, before their Hanomags retreated off the table to save the chits. The new infantry’s MG fire would then sweep away the last US infantry to their front and, when a lurking Panther at the edge of town glanced a shell off the lead Pershing, its already pinned crew abandoned their tank and the fight for today. It was now obvious the church would not fall to the single M26 left and a lone half track, which was returning MG fire for all its worth. Combat Team McCarthy had shot its bolt in the southern flank of the attack, it was down to Harris’ men to win the day in the centre.

 McCarthy's attacking infantry move on the church, engineers in the fore. 

 Ouch, well placed 210mm Nebelwerfer strike causes havoc... and effectively ended the southern attack. 

The attack in the centre rolled on in great force, Shermans blazing HE and MG fire into the town buildings, whilst the armoured infantry debussed and advanced on foot to take the lead. Overhead the P-51 circled round and came in strafing, but ran smack into accurate 20mm AA fire which drove it off pinned and damaged. The SdKfz 251/17 20mm flak crew were proving their worth waiting on ambush fire. 

Here comes Harris' armour, thundering over the fields, MGs and 75mm HE blazing away. The infantry are still close behind in a well co-ordinated combined-arms attack. Artillery, then tanks, then close assault by infantry racing forwards and dismounting... the Volksgrenadiers couldn't match them and were overwhelmed at the hotel.

Light armour reinforcements take cover (hide) from the approaching Shermans. 

At the hotel in the centre the last Volkssturm and their HMG had finally been destroyed by artillery and Sherman fire, and the first US infantry moved up into the objective buildings, before spotting the Volkssturm panzerschreck team which had been trying to sneak up through the alleys unseen. A blast of area fire from their M1s and BAR saw the enemy pinned, and lose a man to a rolled 1 for its cover save. 1 man, pinned, and the ‘schreck team had seen enough too. Also, an obejctive was in US hands. 2 more counters on the stack.

The battle looked increasingly desperate for the Germans, but one ‘panzer ace’ Panther was now in position and lurking on ambush fire for Sherman targets to appear. The Jagdtiger was manouevring behind the church, now on reserve move ready to pop-out and take down the last Pershing, which was itself now dueling with the other Panther, glancing an anti-tank round of its glacis and taking a glancing hit in return (to-hit rolls were good, but penetration rolls shockingly bad). 

 Panzer Ace on ambush fire, behind the Tiger is knocked out... just scenery. He kept the Shermans cautious. 

Panther and Pershing meet head-to-head and trade big blows, both unable to penetrate on rubbish dice throws. 

The SdKfz 250/9 hiding in town moved to bring some 20mm area fire onto the hotel and pinned the US infantry inside, but exposed itself to a tempting long range Sherman shot, if it moved to the road junction on the German left to get a line of sight. It duely did, trying to lined up the little armoured car, only to find itself on the hidden minefield. The mines went off and Sherman was left a smoking wreck by the road. Straight after this, the US found the second minefield as well, as an infantry squad advancing down the lane from the barn walked into it, lost 2 men and was also pinned down. 

 Oops, a Sherman finds the minefield... hoping for a sneaky long shot. M8 still calling in the mortar stonks. 

There were now 12 pinned US units on the tabletop. Next turn, they took 2 chits for unpinning and rolled 2 on 2D6.. eek! Half the force just wasn’t fighting. But, in compensation, one of the chits was another aircraft and, with the forward air controller still busy on his jeep radio at the back, another P-51 Mustang buzzed in, this time rocket-armed. The USAAF was having a busy day. 

The fourth air attack of the game saw the next P-51 target its rockets on the, well what else? … Jagdtiger. The lurking beast hadn’t fired a shot when four 5” rockets screamed down at it, and 3 hit (on sixes)!  In a massive fireball the Hunting Tiger was gone… left a burnt-out hulk. The German players looked glum as another chit landed on the pile. Looking at the large stacks, it seemed even on numbers taken (it was actually pretty even on BR inflicted too), but the Germans were much closer to breaking.

Enemy eliminated. The Beast meets 3 5" rocket hits and its very dead.. never fired a shot, first game blues (it's only waited 10 years to see a battlefield, oh well, back in the box).  

 Burning hulk... so much for the Beast of Hulsa. No match for the flyboys of USAAF.

And then break they did, when the next US chit taken turned out the Endkampf counter, and forced the German to take 4 extra counters… with the loss of the Jagdtiger the fight had just gone out of them, under relentless 155 fire, repeated air attacks and with the US troops now in the hotel in force and Shermans grinding into the streets. The Germans pulled back, obviously saving the two Panthers and most of the panzer grenadiers to fight another day. The Volkssturm had been slaughtered, only 3 men left from the platoon and its support units.

The attack in the centre, heavily pinned but still coming as best they can. The lead Sherman has nosed out to try and pin the ambushing Panther panzer ace...brave boy! The 75mm L70 ambush fire missed it, and the area fired HE did nothing, but when the smoked cleared, the Panther had gone... pulling back to fight another day. 

By midday, Hulsa could be reported to be in US hands… one more small step on the road to victory in Europe.

It was cracking day, I enjoyed umpiring and watching it all unfold. The late war US forces looked a formidable beast, the Germans felt it had been a forlorn fight against too powerful an enemy, but a balanced game non-the-less. The USAAF and the US artillery firepower had blasted the Germans all game and even their great cover save rolling had, in the end, succumbed. Luck can't last forever. Thanks to all the joined in, 9 players in all throughout the day. 

Tactically, the Germans forward deployment didn’t help, it exposed them to too much artillery fire early on, perhaps a deeper deployment in the town, and a swift counter-attack at closer quarters might have worked, and cut down the long-term effect of the US artillery. The US attack had been rather slow, an attritonal meat-grinder, in the south Combat Team McCarthy had been stopped and had very little left, a M26, a Sherman artillery spotter, a M3 and the forward air controller was it. But, Combat Team Harris’ determined drive had cracked the Germans open and secured Hulsa.

Hope you enjoyed the write-up and have a Merry Christmas all. Hopefully Santa will bring the toy soldiers you need... I know there is a parcel with almost 200 Early Imperial Romans in it under our tree. 


This is the scenario we played, and the force lists. I will add the AAR for what happened and all the pics I took asap. 

Game Size: Company (3D6)

Situation Report:
April, 1945. US armoured forces are appoaching the small, central German town of Hulsa, held by the scatch forces of Kampfgruppe Lehmann, mostly made up of local Volkssturm and Hitler Youth infanty drafted in to delay the American advance whilst other units are moving up into Hulsa behind them. 

In the night, under cover of a strong artillery barrage, US reconnaissance units have captured two bridges over the Rinnebach stream west of the town and two armoured combat teams are now in place to use these bridges to begin their attack on Hulsa at dawn, moving in from the west and south. 

Behind the German defenders extra reinforcements have already been directed to Hulsa, panzergrenadiers and heavy armour of Stossgruppe Faulks, to block the threatened American breakthrough. Stossgruppe Faulks are the last reserves in the area, and whilst potently equipped, they are Hulsa’s last hope of holding out.

The Battlefield:
The western edge of the town of Hulsa and the open fields between the town and the Rinnebach stream. The Rinnebach has wooded banks and a strong stone bridge. There is a single small farm/barn between the stream and the town. On the western edge of Hulsa is a park area with a hotel building in its grounds.

There are 5 objectives on the table: the Rinnebach bridge, the road junction on the edge of Hulsa, the hotel and 2 other buildings in Hulsa itself. 

The Rinnebach stream is fordable, counting as dangerous terrain for all units to cross, including infantry, except by the bridge.

The Battle:
The Germans are expecting the attack, 2D6 units may start the game on Ambush fire. The US forces are attacking and take the first turn. 

Kampfgruppe Lehmann is deployed first, anywhere in their half of the table. All units are placed, as are all Defences. The German player should also mark his PRTP, 2 minefields and fortified buildings as well as his timed mortar strikes. 

Next, deploy Recon Team Able-12, anywhere within 30” of the US table edge. The US player should also mark his timed P-38 air strikes. 

From turn 1, Combat Team Harris starts to arrive at D6 units per turn until the entire team is on the table. They enter via the US table edge.

From turn 2, Combat Team McCarthy starts to arrive at D6 units per turn until the entire team is on the table. They enter via the southern table edge, between the stream and the road (inclusive). 

From turn 3, Stossgruppe Faulks starts to arrive at D6 units per turn until the entire kampfgruppe is on the table. They enter via the German table edge, through Hulsa itself. 

These are split into three groups, the forward units of Reconniassance Team Able-12, already in place holding one of the two bridges they seized last night. The northern Combat Team Harris, utilising the bridge, and the southern Combat Team McCarthy, moving up from the southern bridge (off the map). 

RECON TEAM ABLE-12 (All deployed within 30” US table edge)
Forward HQ in M20 AC w/ radio comms network 51 3 officer
Forward Signals Unit M3 HT 29 1
Dispirited Enemy         15 0

Infantry Platoon, with 3 bazookas, on foot 137 13 officer (fire superiority)
MMG team         18 1

Aerial Artillery Observer - L4 Piper Cub 71 3 officer (spotter+)
2 155mm howitzers (off-table) 140 0

2 M8 Armoured Cars 52 2 scouts 2

COMBAT TEAM HARRIS (Arriving via northern bridge)
Armoured Inf Platoon in 5 M3 HTs 176 20 officer (fire superiority)
M7 Priest                 44 2

Sherman Platoon, 4 M4s, 1 M4A3E8 (officer) 246 15 officer

Supply truck        8 1 (resupply)
M4 Sherman ARV       22 1 (recovery, repair)

COMBAT TEAM McCARTHY (arriving from south between stream and road)
FAC Officer in Jeep 26 1 officer (air spotter 2+)

Infantry Squad in medium truck 30 4 (fire superiority)

M26 Platoon, 3 M26 Pershings 195 12 officer

Combat Engineer Squad in M3 HT 61 3
with flamethrower and 2 demo-charges

2 1st priority artillery requests 40 0 (2+)
2 timed P-38 airstrikes 20 0
Supply Truck 8 1 (resupply)

Armoured Forward Artillery Observer in M4 Sherman 60 3 officer (spotter +)
2 81mm mortars (off-table) 54 0

Totals 1503 pts 86 BR 8 officers, 2 scouts

Kampfgruppe Lehmann is already deployed to hold Hulsa. Stossgruppe Faulks will arrive as reinforcements.

KAMPFGRUPPE LEHMANN (All deployed anywhere within German half of table)
Forward HQ in 250/3 31 3 officer
SS Feldgendarme Team 20 D6
‘To the Last Bullet’ 15 D6
Forward Signal Van 18 1

Volkssturm Platoon, each squad 1 Pzfaust, MG42 team 95 5 officer
HMG42 Team 22 1
Pzschreck Team 22 1
Hitler Youth Tank Hunter squad - 5 pzfausts 52 4
Hitler Youth Tank Hunter squad - 5 pzfausts 52 4

Sniper+observer 15 1 scout

105mm AA gun 51 3

2 Fortified buildings 40 0 (3+ cover)
1 MG42 Pillbox 54 1 (2+ cover)
2 Minefields 40 0
Tunnels         30 0
1 Artillery Observation Post 26 1 (3+ cover)
Gun Dug-out (with 105) 20 0 (3+ cover)

Forward Aid Post 20 5

2 210mm Nebelwerfers (off-table) 208 0
PRTP 15 0

STOSSGRUPPE FAULKS (Arriving via German table edge as reinforcements from turn 3)
‘Atypical’ Armoured Panzergrenadier Platoon 189 16 officer
all in SdKfz 251s, 1 pzfaust per squad, 3 MG42s

Panther G (Panzer Ace) 114 3
Panther G 94 3
Jagdtiger (Panzer Ace) 162 5
SdKfz 251/17 20mm AA 18 1
SdKfz 250/9 armoured car 36 1 scout
Supply Truck 8 1
SdKfz 9 ‘Famo’ 18 1

3 Timed 120mm mortar strikes 30 0

Totals 1502 pts 61+2D6 BR  3 officers, 2 scouts

Monday, 14 December 2015


On Sunday 20th, so this Sunday, I shall be running a large Battlegroup 'Fall of the Reich' demo-game, at Slayer Games in Mansfield.

I have prepared a scenario for the game, a US Armoured attack on the central German town of Hulsa, held by a Volkssturm unit, but with reinforcements on the way to counter the threatened US breakthrough.

All are welcome to come and have a go, on either side. I shall be umpiring throughout the day, and the game starts at 11-ish in the morning, to run through the afternoon. I'll be providing everything, scenery, all the forces etc (nice chance to get it all out really).

If you live in the area and have Sunday afternoon free, then what better way to do it than trying to crush the last remnants of the Nazi's war machine (or save them)? I'm looking forward to it, it should be great fun. I'll do a full AAR of the game and some photos next week.

Tuesday, 1 December 2015

New M5 Stuarts

As I continue the on-going reviews my various WWII 20mm armies, I final got round to a job I've meant to do for a while, replacing my old Brittania M5 Stuarts with Plastic Soldier Company ones. I have 4 Brittania ones which have been doing good service (well, if good service means getting blown up a lot) for the past 15 years. Time to be upgraded with the super PSC kit, which are just better models all round really.

An evening's work in construction and then spray base coating, (resulting in a green spray can explosion that coated a fair proportion of my kitchen in US Army drab green splatter and a huge clean-up job involving paint remover on work surfaces and the backdoor) and then an evening painting, adding decals, weathering and finally (the best bit) adding AB crew. The new M5s are ready to roll. The old 4 will go into retirement, I can't imagine a game when I will field 7 M5s. I guess I should sell them! Open to offers...

 The new PSC trio and AB crew.
 Platoon command tank, Bonnie-Nouvelle II. 

 The old platoon, now heading for the breakers yard, or Ebay.

 A comparison, PSC on left, Brittania on right. Actually....!

That just about completes the work on my late war US Army, the only unit I'd really like to add is a 90mm AA gun and tow as a big AT gun, but it is hardly an urgent requirement, one day I'll treat myself to a Milicast one. With the US forces complete I'll continue with the last of my German 'Fall of the Reich' forces and then the bigger task of revamping my Russians, a job for 2016.

Each new year I try to give myself one major painting task to get done that year, either a new army for a new game or something substantial like that. With January approaching I'm yet to decide what 2016's task should be. Three projects appeal, i. a Polish-Lithuanian Commonwealth army in 28mm to play Maurice with. My friend already has a 28mm Sweden force for the period they could fight. The seductive call of a new army. ii. A 28mm Roman Imperial Legion to fight the barbarians, as I'd really like to develop the 'Soldiers of God' rules into 'Soldiers of Rome' or iii. Have 6 months just reworking and adding to all my terrain. It's looking a bit shabby, with a lot of chips and broken pieces, trees with shed leaves etc, and I could do with adding a few new buildings etc to revitalise it all. That is a big job too, but terrian peices need some love too. One to think on, how best to spend the time in 2016?

Monday, 23 November 2015


Here are some pics of the latest editions from the painting tray. Painting time is tight at the moment (it always is), but I try to keep it ticking along somehow, even if its just a new squad here or there. If painting stagnates I fear it might never get started again.

I’ve decided to turn my rather ad-hoc collection of German models into a Fall of the Reich force, specifically for  late 1945 games. They could stand–in in ‘44 in Normandy or the Bulge, but I wanted to give them that late war character, and as a rather 'bitz-and-bobs' collection of stuff I've added over 10 years, they fit right in. So, I’ve added a few new units to them, 2 squads of Hitler Youth tank hunters, loaded down with Panzerfausts, a 105mm Flak gun and crew (including flak auxiliary loaders) pressed into service as an anti-tank gun of last resort and, to help keep them all in the fight longer, an SS Feldgendarme unit of 3 men. Also, still on the painting tray are the dregs of my unpainted German infantry which shall become a rag-tag Volkssturm platoon, but will include a few regulars as their NCOs. They’ll look like rubbish, and probably fight like it, but that’s the style of German army I want (I have my Fallschirmjager battlegroup as a more organised force should I need/want them). I can blag an Atypical squad or platoon from them for larger games.

Also, I had box of PSC 250 half tracks still untouched, so I added them to the force. A 250/1 for a spotter or as a command half track and a 250/9, as I’m a bit short on German recce units, so my sole 234/1 sees a lot of action. The third model in the box is being sent to North Africa to join my DAK force as a HQ or recce unit for 1942 or later games (long term planning here, as the DAK battlegroup is 1941 only atm, but later I'd like it to fight my Yanks in Tunisia as well as the Brits in Libya, which will require some new US tanks - Grants - hurrah!).

All these new models I hope to use at an upcoming event. I’ll be running a BG demo game at Slayer Games in Mansfield on Dec 20th, using Fall of the Reich (I think, or I might go with a festive theme and end up in the Ardenne's snow - choices, choices). More info on this soon. 

All my other German forces have an 88, so I went for something completely different - a 105. Fujimi kit (secondhand from the B and B at the Bovington show), crew by SHQ and Battlefield miniatures.

 PSC 250s camoed up.

 Hitler Youth squad 1

 Hitler Youth kids, squad 2

Papers please... SS Field Police unit. 

Apropos of nothing really, I finished the next  models a while ago. They are for a rebels vs authoritarian security guards in white (no copyrights infringed I believe) sci-fi skirmish board game I was planning, to play with my eldest for our own entertainment. We’ve had one Sunday afternoon game, with some basic rules we scratched together on the back of an envelope (literally). It worked well, my rebel guys broke into the base (very old Judge Dredd floorplans I found in a box, from the 80s) and fought their way to the high security databanks, which they then destroyed with a demo-charge before escaping.  I’ll add a few aliens to my rebel alliance I think, and toughen up the Central Authority guards in the super-armour to make up for my extra numbers. It’s become a homebrew version of Imperial Assault really, but better imho!

 My rebel commando freedom fighters – Infinity models. I need a few aliens really too. Tempted by the CP Model ones. Sometimes known unfairly as the ‘Terrorists’.  Bases are scratch built by me from the bitz box. 

The Central Authority’s tyrannical ISP 'Internal Security Police', fearsome in their white armour (and looking a bit like the power rangers – such it is when a 9 year old decides the colour schemes). They are Hasslefree models chosen by him, and very cool, for the baddies (or forces of law, order and security). 

I'm kind of hoping this might build into a narrative campaign as I fight to free the galaxy and the ISP hunt my men (and aliens) down.  Early days atm.