Friday, May 24, 2013


Before our friend Mr Ray departs again for the USA I set up a WWII Battle of the Bulge Rapid Fire game at the SESWC.  I supplied the troops, scenario, buildings and the SESWC the scenery.  Mr Ray Neal and Tim Wilson commanded the Germans, Bart Zynda and Campbell Hardie the Germans whilst I umpired.

German armor start on Stoumont road
 The game was a slight variant on the Stoumont scenario in the excellent Rapid Fire Battle of the Bulge scenario book.  I changed the terrain increasing the table to 6ft by 4ft and revised the OB to agree with the models I have available.  In the original scenario the US have a 90mm AA gun and a company of 76mm AT guns – I replaced the 90mm with an immobile M36 TD and the 76mms with 57mm AT guns with a few APDS rounds.  I also made the mist lifting on turn 4 slightly variable.  I allowed the German vehicles to move at full speed on the road in the mist.
Last stand of the GIs at burning Roua
The Germans made an impressive start moving quickly splitting their forces with the tank coy and an infantry unit going straight for Stoumont whilst the rest of their initial force moved cross country towards Roua.  At the edge of Stoumont the leading Panther was heavily damaged by the string on mines and then knocked out by opportunity fire from a 57mm ATG. 

This held up the attack on Stoumont.  The German reserves appeared on turn 3. The infantry unit moved to reinforce the advance on Stoumont and the other units moved to join the attack on Roua.  The attack on Roua went well for the Germans and the engineer’s flamethrower set fire to both the buildings and the defenders were wiped out as they emerged from the blazing buildings.   The Panther trying to maneauvre on the road from Roua was heavily damaged by the concealed M36 which was heavily damaged in return but managed to expend all its ammunition.

The German armour supporting the attack on Stoumont suffered an ignominious fate – the Sd251/9 and the Wirbelwind were both destroyed by direct hits by mortar bombs and the Panzer IV was destroyed by Joe from da Bronx who made a heroic action and hit the tank with his bazooka.  However the German infantry managed to storm 2 of the buildings in the town.

Joe from da Bronx gets the Panzer IV!

Wirbelwind hit by mortar fire

At that point we had to end the game.  It was a draw with the Germans holding 4 of the buildings.  The US still had both their Shermans in action with the Germans reliant on their remaining seriously damaged Panther.

More photos and descriptions on flickr

Here is the OBs and briefings for the players.

The game is based on Kampfgruppe Peiper’s attack on the village of Stoumont on 19th December.  The game lasts 15 turns.

German objectives
To win:  capture Stoumont and drive all US forces from the buildings.
To draw: occupy and hold a minimum of of 4 buildings in Stoumont and/or Roua.

US Objectives
To win:  prevent the German force from achieving its objectives above.
To draw: prevent the German force from holding more than 4 buildings at the end of the game.

Small Arms Fire
German infantry firing groups add +1 to their fire effect rolls.

The first 3 turns are played in mist which reduces visibility to 12 inches.  Roll from turn 4 for the mist to lift on a D6 score of 3-6.

The ground is muddy.  Reduce all of road vehicle movement by 1/3rd. 

US Order of Battle 

All troops REGULAR

3rd Btn, 1119th RCT, 30th Inf Div  - test @ 20 casualties
HQ:      CO + 5 figs inc  60mm mortar, lt truck
Coy A:  10 figs inc  Bazooka
Coy B:  10 figs inc  Bazooka
Coy C:  10 figs inc  Bazooka
Wpns Coy: 11 figs with HMG, MMG, 81mm mortar, 57mm ATG, 3 jeeps, truck

Coy B 743rd Tank Btn:  2 M4 75mm
Coy A 823rd Tank Destroyer Btn:  2 57mm ATG, 6 crew, 2 M3 ½ TR 
(ea 57mm has 3 rounds of APDS - AT 2 at short and medium range)
C Coy 110th Tank Destroyer Btn:  M36 TD (Note - immobile with only 4 shots!)

US troops must deploy west of the line US-US except for 1 coy of infantry which must be deployed within 8” of Roua for the first 8 moves.   

Support coys are independent units.

Daisy chain of mines
The US battalion has a single daisy chain of mines to use only on roads.  One figure must reach the roadside to deploy the mines.  Test only for the first vehicle to cross.

German panzergrenadiers and paras move on Roua

German order of battle

All troops ELITE

Initial Force

Btn HQ:  CO + 5 figs, Sd251/3 Cmd
9th Coy:  8 figs, panzerfaust, Sd251, Sd251/9 75mm*
9th Eng Coy:  8 figs, panzerfaust, flamethrower, demo, Sd251/7 Eng
Para Coy: 11 figs, mmg, panzerfaust
Tank Coy:  Panther, Panzer IV


Tank Coy:  Panther, Wirbelwind SP AA
11th Coy:    10 figs, panzerfaust, 2 Sd251
12th Coy:    120mm Mtr, 3 crew, Sd251, Sd250/9 75mm *

* count as 3 figs for morale

Tank coys are independent units.  All others test as a single unit on 20 casualties

All German troops enter on the south road to Stoumont.  No German AFVs can operate south of the Stoumont road.
Reinforcements can be diced for from turn 1 – needing a D6 score of 3-6 to succeed – and appear 2 turns later.

Tuesday, May 14, 2013

World Wars Experience Day at East Fortune

It was busy weekend for demos as well as helping with the SESWC demo at the Carronade show at Falkirk on Saturday on Sunday I helped put on the club demo at the National Museum of  Flight at East Fortune in East Lothian.  The museum is part of the National Museums of Scotland.  The demo wargames were a small part of their annual World Wars Experience day. 

Our demo was a 28mm game set in the closing days of the Normandy Campaign in 1944.  We used Bolt Action rules and ran it as a demo game but got members of the public involved to roll the firing, morale and command dice.  There was lots of interest in Colin Jack's militaria collection - especially the helmets.  As well as our game Falkirk Wargames club put on a WWI Aerial PP game and a WWI naval game.
Noramndy 1944 game - Colin's helmet collection in background
Our games were in the hangar beside the Museums Concorde.  Very impressive....but sorry no photos...

German re-enactors watching approaching rain

Outside there  were WWII re-enactors in British German and US uniforms with their equipment and WWI re-enactors in Gordon Highlanders uniforms.   In the Concorde hanger there were also dress up stalls for children to try on WWII clothing, design your own boardgame, Miss Dixie Belle’s Parlour for WWII hair dos and even social dancing.

More photos of the event by Derek Hodge at the SESC website
Jeep at RAF encampment

Interesting event....if invited we will be back again next year.   Here is the link to the museum website

Monday, May 13, 2013

Carronade 2013 at Falkirk

This Saturday I went to the Falkirk Wargames Club's show Carronade 2013.  Gerry Henry presented his superb 10mm Nachod 1866 display as  the SESWC contribution.  I supported Gerry at the display.  I did not know so many people knew about the Seven Weeks War of 1866.

Nachod 1866 - Gerry surveying his terrain

Prussians pour thru the main street of Nachod
Other highlights of the show were the League of Augsburgs 17th century skirmish game, THEM from Bathgate Wargames club, The Wild Geese from Border Reivers – the latter 2 both being PP games. 

League of Augsburg - really nice terrain for their skirmish demo game

Wild Geese - airfield and DC3 in distance
 The outstanding PP game for me was the 1944 Pacific Carrier attack game by RAF Leuchars.  I really liked it.  The public got to play the attacking Japanese pilots...complete with ceremonial headbands.

RAF Leuchars attack on CV9 PP game and yes those are cherry blossoms.....

US Carrier awaits attack
 The show was busy.....I will be back again next year.
More photos at

Friday, May 10, 2013

20mm WWII: MTSENSK 6th October 1941

As it was Victory Day in Russia today – 9th May - I set up a WWII Eastern Front  Rapidfire game at the SESWC.  I supplied the troops and the scenario, Colin Jack and the SESWC the scenery.

German centre armour vanguard under Mr Ray deploys on the highway
The game was a slight variant on the Kamenewo scenario in the Rapidfire Eastern Front scenario book.  I simplified the terrain by omitting the river in the original map – moving it of table and revised the German OB to agree with the models I had available.  Mr Ray Neal, Campbell Hardie and Steaurt Endicott commanded the Germans, Bart Zynda and Colin Jack the Soviets whilst I umpired.

German centre column engages T26

The Germans made an impressive start to the game sweeping onto the table and quickly knocking out the rearguards T26 which was dug in on the highway and wiping out most of the infantry beyond the ridge line.  The Germans PZIIs and PZIVs were making good going beyond the ridge when on turn 6 the soviet BT7s arrived and dealt with a PZII.  Next turn the T34s and KV1 appeared engaging the PZIIIs.  The game was all over in 2 more moves with the German players conceding at the of turn 9 by which time only 1 of their tanks was not knocked out or heavily damaged.  The T26 remained the only Soviet tank loss at the end of the game.  The BT7s proving remarkably effective and lucky not suffering a single hit whilst dealing with 4 German tanks.

The Hero BT7s surrounded by burning wrecks of their enemies
More full size photos and descriptions of the action on flickr at:

Here is the OBs and briefings for the players.

Soviet Forces

HQ:  CO + 3 figures including 50mm Mtr, car
Rifle Coy:  8 figures
Rifle Coy:  8 figures
Rifle Coy:  8 figures
Supp Coy:  82mm Mtr, 45mm ATG, 6 figures, truck
Att Coy:  T26


4TH Tank Brigade HQ  - turn 6
T34/76 , T60

1st Tank Battalion – turn 7
4 T34/76, KV1

2nd Tank Battalion – turn 6
4 BT7

4th Motor Rifle Btn: - turn 8
HQ:  CO + 3 figures including 50mm Mtr, car
Rifle Coy:  8 figures, truck
Rifle Coy:  8 figures, truck
Rifle Coy:  8 figures, truck
Supp Coy:  MMG, 82mm Mtr, 6 figures, truck

Support – turn 9
Gds Mortar Bty:  1 SP BM13 Katyusha, FO team, car   

Morale.  Test per battalion.  4th Brigade tanks are ELITE!

The German objective is to cross the table and advance to Woin.  The Soviet objective is to stop the German advance and drive them back to within 2ft of the fascist entry side. Urraah!

The Soviet rearguard including the T26 can be dug in any point 2ft north of the south table edge.

Reinforcements enter anywhere along the north table edge.

Woods are impassable to tanks.

The Germans will enter along the road or on their wide left flank due to them crossing the river running along the south table edge.

German left flank armour under Steaurt now shattered by T34s and KV1

German Forces - elements of the 4th Panzer Division


1st Coy: 2 PZIII
2nd Coy:2 PZIII
3rd Coy: 2 PZIV
4th Coy: 2 PZ38T
5th Coy: 2 PZII

34th MC Battalion
HQ: CO + 5 Figs incl ATR, 50mm Mtr, car
1st MC Coy:  9 Figs on 3 MC combinations
2nd MC Coy: 9 Figs on 3 MC combinations
3rd MC Coy:  9 Figs on 3 MC combinations
4th MG Coy: 2 MMG, 81mm Mtr, 9 Figs, truck
5th Hvy Coy:  50mm ATG, 75mm IG, 6 Figs, 2 trucks
Armd Inf Coy: 10 Figs, Sd251

AA Bty:  88mm AA, 5 crew, tow
103rd PZ Art Regt:  2 105mm How, 8 crew, 2 tows Plus FO, Car

Morale – Regular.  Infantry test as 1 unit. 

Tanks are ELITE.  Tanks test per company.

The German objective is to cross the table and advance to Woin.  The Soviet objective is to stop the German advance and drive them back to within 2ft of their entry side.

The German units must enter in a 1 vehicle wide column along the road and in a 1 vehicle wide column on their left flank.  This simulates them crossing the river Lisiza along the south table edge.

The Panzer Regt must all be on table before any other German units can enter.

Woods are impassable to tanks.

Wednesday, May 8, 2013


I got back on Monday from a week away on holiday to Italy.  The weekend before I went I setup a 4 player Black Powder AWI game at my place.  It was a fictional follow up action to the Battle of Germantown in October 1777.
Action all along the line.....the British cavalry move to flank the fence line
Mr Ray Neal and Bart Zynda commanded the Patriots whilst Kevan Gunn commanded the British and Hessians with my support.  It proved a good game and we played 11 of the planned 12 moves.   Each side won on their left flank but the British victory on their side was greater than the Patriots so we agreed between us that it was a British victory.   My command rolls on hte British right proved very bad – my first brigade at the key point of the game not moving for 4 turns.  Eventually they got going but by then the Patriots had awoken lined a fence and broke both my highland units with their fire.  Far too many of my return shots simply hit the fence posts!

Too late - the British right closes with the Patriots

We used my fog rules but the visibility improved to the maximum on 30” on move two and never worsened!

Bart has written a fuller account of the gameplay on his blog at:

There are more of my photos with descriptions on flickr at:

I may add this game as an AWI scenario page.


Following the failure of their surprise attack on the British at Germantown Washingtons’a army retired towards Valley Forge.  The rearguard under Greene camped on the Whiskey Creek on the night of 11 October.  
Earl Cornwallis commanding the British vanguard decided overnight to launch a surprise attack on Greene’s isolated command.   Marching before daylight his plan is to fall on Greene’s camp at first light as had been done at the Paoli massacre.  He is helped in this by well paid local guides.

Except for a few pickets the Patriots are still encamped as the first British troops approach their positions.

The game starts at this point……
British and Hessian left pushes Patriots into the creek....

Outline of Scenario
The Patriots have 3 infantry brigades encamped on the table south of the Whiskey Creek with a further 2 brigades deployed north of the creek.  Two units of skirmishers are alert and deployed as pickets.  All the encamped units have to be woken and ordered to form up individually.
The British start with 2 brigades marching on from in turn 1. They have 2 further brigades marching to the action who may arrive from turn 2.
Game Notes

The first 2 brigades of the British can move onto the table in any formation.
The other reinforcements arrive in march columns coming down the entry roads (battalion by battalion) so it will take a couple of moves for a complete command to come on.  Attack columns are not permitted - this is the AWI….

Fog Rules
This battle can be effected by early morning fog. Here are simple rules for this.
Visibility at the start of the game is 24”. D6 from the 2nd turn onwards.
Score 1,2 - result is visibility falls by 6”.
Score 5,6 - result is visibility increases by 6”.
Worse visibility is 12”, best is 36”.
Troops cannot fire at any target outwith the visibility level. Charges can only be ordered if the target is visible at the start of the chargers turn.

Command Ratings
Command rating of all commanders is 8.
However orders to wake/form up the Patriot units encamped on the table start at command level 4 on turn 1 and increase by 1 each turn until it gets to 8. Individual unit orders have to be given to form up these units - not brigade orders.

House Rules/Terrain
We used our usual House Rules.  The houses on the table are symbolic and it is their boundary fences which have an effect, counting as an obstacle to movement and giving a +1 Morale Save to units behind them.

Each turn is 20 minutes. Game ends after 12 turns or exhaustion.....

Loyalist butterfly gun gets last blast at charging Patriot militia....
British Army order of battle
General Earl Cornwallis (8)

1st Brigade BG Edward Mathew
Comb Guards Battalion                  24 figures

1st Grenadier Battalion                   24 figures
4th Foot                                           24 figures
Lt Inf Det                                         12 figures
Foot gun

2nd Brigade MG Grant
Loyalist NY Foot                               24 figures
42nd High Foot                                 18 figures
71st High Foot                                  18 figures
Lt Inf Det                                           12 figures
Butterfly gun

Hessian Brigade MG Johann Daniel Stirn
Erbprinz Infantry Btn                       24 figures
Donop Infantry Btn                          24 figures
Grenadier Btn Minningerode           24 figures
Hessian Jaegers                             12 figures

Foot gun

Cavalry detachment
Light Dragoon Sqds                          12 figures
Legion Sqds                                      12 figures

Patriot Army order of battle
General Nathaniel Greene (8)

South of Whiskey Creek
Right Wing Continentals Major General Sullivan
2nd Connecticut Regiment             24 figures
4th Connecticut Regiment              24 figures
1st Virginia Regiment                     24 figures
5th Virginia Regiment                     24 figures

Morgans Rifles Sk                          12 figures

Left Wing Continentals Col Hartley
1st Maryland Regiment                  24 figures
2nd Canadian Regiment                24 figures

2nd Pennsylvania Regiment         24 figures
Militia BG John Armstrong, Sr.
Pennsylvania Militia                        24 figures
Pennsylvania Militia                        24 figures
Pennsylvania Militia                        24 figures
Pennsylvania Skirmishers              10 figures

Butterfly gun

North of Whiskey Creek

Cavalry Captain Allen McLane
Delaware Horse                               8 figures
Continental Lt Dragoons                  6 figures

Brigade MG William Alexander, Lord Stirling
North Carolina Regiment                 24 figures
New Jersey Regiment                     24 figures

New  Jersey Militia                           24 figures