Monday, October 12, 2026

Teeny Tiny WW2

Last Thursday Julian set up a small Second World War game to try an infantry-only action using some of his 2 mm Irregular Miniatures figures.

We were somewhere in the Hürtgenwald in the autumn of '44. A US rifle company had been assigned the task of capturing, or disabling a German command and observation post atop a heavily wooded hill. American comms are down, so to achieve this task, they had solely three rifle platoons of three sections each, with 'attached' heavy mortars. The German defenders consisted of a single rifle gruppe supported by two heavy machine gun teams. Half of the table was woods, on and around the hill. The Americans approached from clear ground, into increasingly wooded terrain.

I did not take photos every turn, but have enough to tell the tale in pictures.

This photo, taken a few turns into the game, shows the Americans, closest to camera approaching the German position on the hill. If you click to enlarge the photo, you'll clearly see the company HQ in centre-foreground, with one of the mortars to the right, the other two further forward. The three rifle platoons^ are approaching the hill in a concave arc. One squad is behind the others as it suffered a 'neutralised'* result due to fire from one of the German HMGs.
*The term used in the rules for troops temporarily suppressed, heads down, ducking, covering up or otherwise interrupted in their movement (and firing).
^Command for the rifle platoons is included with the bases. We did not nominate which section, but should do so in future for command and morale effects.

On the other side of the hill, the German commander has called up the reserve gruppe who had been enjoying time in the village, dining on Heidi's famous apfelstrudel.

 A close-in view of two American sections approaching the defenders.

The rules cleverly use a fire-move sequence, so any troops that are 'neutralised' do not move (nor fire in the subsequent fire phase).

I took the Germans as, never really knowing what to do in a WWII action, it was simple to 'just defend'. I did not expect to last long as I watched this mass come on, suffering little effect from my HMGs.

Before I knew it the woods were swarming with Yanks. My HQ is in the pill box (base placed behind it), the two HMGs to the right of it, firing from the edge of woods and the rifle gruppe further forward in the woods to try to stem the attackers.

Boom! A direct hit from one of the US mortars on the pill box and my HQ was eliminated. (I'll say that the Germans passed their morale test as we forgot to do one!).
[Note to self after looking at this photo. I must wear glasses when placing these figures. The HMG team is supposed to be facing the other way. Didn't notice that with the naked eye!]

It was looking bleak for the Germans at this stage as the net was closing, but there was a minor reprieve. The Americans had taken losses and an adverse morale result had them seeking cover. My infantry had moved back towards cover in front of the disabled pillbox. One HMG to their right, the other further right and a little downslope in the woods (soon to be eliminated).

This looked like it with close attacks on the remaining defenders, 

...a loss of a rifle section each...

and both sides sought cover.

The 'cavalry' had arrived in the form of the second German gruppe.

The firefight went the way of the Americans. Germans retreat. Objective captured (albeit not intact).

That was a top little action and the old Wargame Research Group 1925–1950 rules came through. No need for arbitrary mechanics like command dice or cards when you simply use orders, simultaneous movement (our approach rather than the alternate movement of the rules) and morale.

That was the last game of the 'season' for us. Soon afterwards Julian headed off for what will be a long period in the 'frozen north'. A suspension of games locally means that I can focus on developing forces for some of my expansive ideas. Similarly for Julian. We compared notes and made a list each of our aims for what we'd like to get done 'tween now and March. Some practical, some more hopeful. It will be fun when he's back to see how we each went.

I'll keep mine under my hat for now. Except to say that, no surprise to followers of my blogs, building the remaining 1/700 ships for the Pacific War (plus painting a good few) and finishing my Age of Sail ships are in my 'to be completed definitely' column, along with on-going painting of figures for battles of the revolutionary & Napoleonic wars.

With Trafalgar packed away and the ocean sheets removed, my table has reverted to a work area.


Thursday, September 3, 2026

That's was just marvellous

I zoomed over to Tony's place yesterday afternoon for a fabulously enjoyable, visually exquisite and socially delightful game of War of Spanish Succession.

My screen shot of the table (so quality is a bit ordinary). Allies at left, French to the right. The town of Vannes-Koortrijk occupies two hexes and is worth two victory points (one for each hex/section).

The scene was the fictitious Action at Vannes-Koortrijk (1703), pitting the Allied (British and Hesse-Kassel) army of Lt Gen Charles Churchill against the French lead by his old foe Maréchal Clément-Alibert, Comte de Rabachière.

Tony's rules are adapted, heavily adapted, from a Command and Colors derivative 'Tricorne'. They are deliberately at the toy soldier end of the spectrum, but have sufficient, clever period feel that one knows that it is the early 18thC. The rules are succinct, clear and logical. So much that, the answers to the few questions of clarification that I asked were the consistent and logical one. There are plenty of decision points for players, but no 'clever' gamey mechanics to artificially prevent you from moving troops or preventing you from making your own blunders.

Despite the, superficially, genteel nature of the art of war of the period, our game went along at a bit of a clip and came to a conclusion after only four, action-packed turns—this will seem even more so in this photo report as I did not record each stage of combat/retreat moves, so you are going to see a series of before and after photos.

Opening moves: the Allies advanced towards Vannes-Koortrijk, and, tentatively, advance their right wing cavalry. A cheeky shot from the artillery attached to the infantry produced a hit on one of the French cavalry units (white counter centre-foreground). Meanwhile, the French infantry occupied the first hex of Vannes-Koortrijk.

At the east end of the table, the Allies advanced their cavalry slightly (at right), while the French pressed their infantry forwards.

Back at the western end, the French cavalry attacked...

forcing one of Cadogan's units to retire, which, being unable to do so, was eliminated (rookie error). However, the victorious French cavalry was forced to retire in the follow-up mêlée.

The British counter-attacked, dishing out the same medicine to the right-hand French cavalry: honours even! (The counters just off table show the victory points. French at right had one (red counter) for capturing one sector of the town and a gold for the eliminated British cavalry. The Allies have one (white) for the eliminated French cavalry).

In the centre, the Cirencester’s British infantry advance closer to Vannes-Koortrijk which is now completely occupied by Bichotte’s French infantry.

Cadogan's cavalry attacked once more, the resulting mêlées caused losses to both sides, but were indecisive. (French now have two victory points for the town (red counters) and a gold for the eliminated British cavalry. The Allies still just the one).

Back on the eastern flank, Wyndham’s cavalry charge the exposed flank of Pelletier’s infantry...

breaking one unit and forcing a second to retreat.

Back on the western flank, Viriac’s cavalry broke one of Cadogan's regiments (closest to camera). Victory points four French to two Allied.

The cavalry action continued on the eastern flank too. Wyndham’s Spiegel Karabiniere's that had rained down on (reigned down? bridled?) Pelletier’s infantry, turned their attention to Bourgeois’ cavalry, badly mauling the Gendarmérie de France (no less), forcing them to retire.

It was getting hot in the centre. Bichotte ordered his infantry to attack in force, their line extending either side of Cirencester’s. (The small red arrows indicate those French units that have moved and will receive a reduced number of dice in the combat).

It did not go well. Each attack evaporated in a puff of Gallic optimism, one of the units failing its morale test. (It was not the first time that Tony's dice were to let him down).

Taking full advantage, Cirencester counter-attacked, with dramatic results. The French were ejected from Vannes-Koortrijk. (It was not the first time that my dice were to come through).

Further east, Herrenhausen’s allied infantry (centre of photo) sought to take advantage of Pelletier’s infantry that had been weakened by the successful charges of Wyndham’s cavalry, but faltered in the attempt. To their left, Wyndham's and Bourgeois' cavalry continued their mêlée.

Back on the west flank, Cadogan attacked again, indecisively..

Viriac’s troopers counter-attacked with mixed results...

 breaking one of the English horse, but seeing one of his own units sent in retreat. Gaps were appearing in the lines of both sides. Game tally (near side of photo) five victory points to the Allies, four to the French.

Bichotte lead his infantry into Vannes-Koortrijk to eject the 1st foot guards from the other side of the town, but they were not to be moved.

The cavalry mêlée on the east flank saw the Gendarmérie de France bested and forced to retreat, but neither side could deal the 'killer blow'.

It was a different matter on the west flank. Cadogan retired his remaining cavalry (Wood’s Regt) to the hill in his rear. They were promptly followed up and attacked by Viriac’s troopers, but held firm, breaking one of the French units and forcing the other  to retreat, Viriac was a casualty in the mêlée!

This demonstrates the fall of the dice for most of the day. Tony had numerous (I think seven) opportunities to kill one of my generals, but, as the balance of probability would have it, was unable to get the 1/36 chance. Muggins here gets a first shot at it and up comes with the required double six!

Viriac's demise was enough to push the victory points to the required seven for the allies and deliver the 'W'.

What great fun that was and a real roller-coaster of a game. Beginner's luck was my friend on the day, but no friend better than mon hôte Mr Foy. It's always great to see Tony's lovely table and troops in photos on his blog, but all the better to get that bit closer to them over a video call.

Thank you so much Tony for a wonderful game, an excellent afternoon/evening (my end). Additionally it was great to be able to chat about the game and related topics along the way. Marvellous.

Sunday, August 30, 2026

A delight to come

Tony 'MSFoy' sent me a copy of the latest version of his rules for my interest and enjoyment. In the course of our ensuing correspondence he said

Maybe if the planets line up properly sometime, and we can find times and technology which will work nicely, we could attempt a Zoom game of CJ-L?

I did not need a second invitation.


The game is set for 0600 UTC Wednesday, so it's another early rise for him and a morning of excited anticipation for me!

Thursday, June 25, 2026

With that he brings up his ton

One hundred and seven actually. Twenty more to build. Ummm, make that 22 as Simon kindly gave me three more (Mizuho, Bogue and Nelson)! Nelson went to the 'build later' group, along with Julian's Ajax and Graf Spee.

Japanese battleships (L to R) Kongō, Haruna, Fusō, Yamashiro, Ise, Hyūga, Nagato, Mutsu, Yamato and Musashi.

Grand total built, including those Julian built previously and 3D printed, is currently 167.

With this many built I have been able to tick off some more of my interim targets:

- all Japanese cruisers built—completed previously

- 30 remaining—completed

- 100 built by me—completed

- all Japanese destroyers built—completed

- all Japanese battleships built—completed

- all Japanese carriers built,

- 18 remaining,

- all RN & RAN ships built,

- 12 remaining, 

- all USN ships built,

- BINGO!

Musashi (closest to camera) and Yamato up close, such magnificent ships with superb lines.

Japanese destroyers (L to R, front to back) two Kamikaze class, two Mutsuki, two Fubuki, two Fubuki II, three Akatsuki/Fubuki III, one Hatsuharu, three Shiratsuyu, three Asashio, six Kagerō, three Yūgumo, two Akizuki and two Matsu.

Same again, comin' at you.

Plenty to paint now, of course.

With ship building well and truly under control, I have turned my attention to painting figures. No ship building for over a week. I'll get back to the ships soon though as I have now, finally, 'scratched' the long-nagging figure-painting itch. Time to 'juggle' between ship building, painting figs and painting ships, so as to keep all the 'balls in the air'.

Friday, May 1, 2026

Alexandria, hier kommen wir

It is 17 March 1942, except it isn't. This is the first year of a counterfactual Second World War, which broke out in 1941 after the accord previously signed by British Prime Minister Neville Chamberlain and German Führer und Reichskanzler Adolf Hitler finally broke down. German troops have flooded into Western Europe and war has broken out in North Africa as well.

The delay in the beginning of war has not halted the forward march of technology. Far from it. The 'industry' of war continued to produce more potent planes, tanks and armament, the Germans especially developing potential 'super weapons' for the conflagration that seemed all to likely to erupt. Of course, none of it has yet been tested in combat: while troops have no doubt been trained in using the new weapons and 'kit', they have had no experience in action. Nor have their leaders nor command systems. Pilots are far from expert too - even those who served in the Spanish Civil War are already finding that their experience is ill-suited to the new generation of planes.

But now, with a British fleet amassed in Alexandria, exerting control over the Mediterranean, Oberkommando der Wehrmacht has developed an audacious plan to cripple it, in place, with an attack using the newly developed Fritz X guided bomb. A Staffel of six He-177 bombers, each armed with three of the potentially deadly Fritz X, took off from Comiso (Vincenzo Magliocco), Sicily at 0230 hours. Two of them developed engine over-heating early on, so returned to base. The remaining four bombers were joined, en route, by their fighter escort, two flights each of three Reggiane Re.2001 Falco II, launched from the carrier Aquila, operating riskily quite close to the North African coast.

A Fritz X, fresh off the production line (Source: Wikimedia commons)

Meanwhile, in Alexandria, at 0555 radar operators identified suspicious contacts, 129 km to the north-north-west. Two minutes later the plotters and controller confirmed the contact and six fighters were ordered to scramble.

In another three minutes, they were in “cockpit readiness” (“readiness 5”). They took off rapidly, the last becoming airborne after a few minutes had elapsed. It was now 0603.

The Spitfires then climbed and vectored onto course for interception. We pick up the action at 0606.

[Note: at this early stage of the war, aerial photography is still very much in its infancy 😀]

(Above and below) Forty-nine kilometres to target: the four He-177s with their close escort of three Re.2001s flying at 15 000 ft, and top-cover slightly behind and above at 16 000 ft.


The intercepting Spitfires were some 3 km (3 000 yards) to the south, cruising at 17 000 ft.

Closing to 500 yards, the Spitfires dove to 16 000 feet.

Green section, lead by Flight Lt Battler Britton turned 180º to port, decreasing altitude to 15 000 ft, while red section, lead by Capt Oliver Biggs, flew ahead at 16 000 ft. For their part, the bombers and escorts flew straight ahead to the target, while top-cover increased speed, Sottotenente Figus and Malvezzi banking slightly to port and starboard respectively, Capitano Robetto flying straight ahead.

However, things did not go completely as planned. Pilot Officer Wallace Wood, did not control his hard turn, losing more altitude than planned and only effecting a turn of 30º.

Responding to red section, Capitano Giuseppe Robetto ordered his top-cover wingmen, Sottotenente Giovanni Figus and Nero Malvezzi to make 180º turns to starboard and port respectively, while he reduced altitude to 15 000 ft and airspeed to fall in behind the bombers and escorts.

The tight turns proved too much for the Regia Aeronautica pilots too, as, like Wood, they lost altitude during the manoeuvre and only effected a 30º turn.

Having flown 'as if at a show', Flight Lt Britton came within range of the starboard escorting Re.2001 of Sottotenente Alessandro Veronesi, causing five points of damage.

The He-177s and their escorts increased speed to maximum, but were unable to outrun the Spitfire's of green section. Flight Lt Britton and Flying Officer Arthur Rogers each scoring six points of damage on bomber vier and bomber zwei respectively. Shrapnel from the fire of the former temporarily dazing bombardier Hans Grasser.

Meanwhile, red section turned 180º trying to return to the fray, but Pilot Officers Alfred Lacey and Barrington Ainsworth did not complete the manoeuvre effectively, 'falling' well below the altitude intended and heading off away from the bombers.

The action had now split into three parts. Britton and Rogers locking onto the bombers, but wary of their close escorts, Biggs and Robetto trying to speed back to the fray, while Lacey & Ainsworth, Figus & Malvezzi, some 2 1/2 km north of the current location of the bombers, were looking to engage one another.

Tailing the bombers, Britton and Rogers closed to point blank range and fired, long and hard. Bullets from the bombers' tail and dorsal machine guns flying past, within millimetres of their machines.

Each inflicted another six points of damage on their respective targets (bomber vier and zwei once more). Battler Britton caused two critical hits, damaging bomber vier's rudder and elevators and wounding rear gunner Dietrich Schmidt.

Seeing the Italian fighter escorts closing in and with Britton's plane out of ammunition, the British pilots turned to port and sped away from the action, but not before Tenente Mario Baron fired on Britton's spit., narrowly missing his target.

A couple of kilometres to the north, glancing right and left respectively, Capt. Biggs and Capitano Robetto turned towards one another. Yet the sky before each was suddenly empty. Losing control, or perhaps deliberately, Biggs had descended rapidly, heading away from the Italian capitano and effectively out of the fight. Taking stock, Robetto turned to starboard and increased speed to maximum, attempting to return to his position behind and above the four Heinkels.

It was now 0607.

The four He-177s were 43.4 km from Alexandria. A mere five and a half minutes to release of their ordnance.


That was an absolutely fabulous game of aerial warfare with plenty of drama. It's a challenge just to 'fly' the darned planes, let alone when the other fella is moving as well AND trying to shoot at you!

Taking the Heinkels and Reggianes I thought that we were going to get away scot-free then, all of a sudden, I had two Spitfires on the tail of the bombers! At point blank, hits from the fighters were definite, but the all important critical hits are more difficult to obtain (a 1 in 6 on a D6). Then, if successful, a separate D10 for location, with only a 1 in 10 of the 'dreaded' explosion.

That was only our second use of Scramble (with our adjustments) and they are definitely the ducks nuts for us.

Game details
Rules
Scramble! by Alan Butler and Andrew Finch, but with simultaneous movement, firing (once per turn) anytime in the move and with modification (reduction) to the effect of a hit (to the damage per weapon factor) and the probability of a critical hit, as described above.

Planes
All 1/700 Skywave He-177s, 3D-printed Spitfires and scratch-built Re.2100s (scaled on computer, printed and then assembled by moi)