Monday, March 12, 2012

2012 Spring/Summer Projects Preview

Now that Cold Wars is over and I picked up some new lead to add to the pile, I thought about the projects I want to do for the coming Spring and Summer.

I have been painting a few individual figures here and there as test models for brand new projects. They are a motley assortment of WWII, Sci-Fi, Old West, Weird War II, and Moderns. Here are a few pics to preview what I will be up to as the weather gets warmer.


Early War SS.

Buffalo Soldiers. (cue Bob Marley).

Kolony Militia Test Paint.



Goumier.


The Sarissa Precision Charcuterie (butcher's shop).

AT-43 Red Blok Kolossus converted and turned into Weird WWII "Iron Ivans".

Iron Ivan tank hunter team.

The barrel on the grenade launcher has been replaced with a turned tapered plastic barrel to make it into a 37mm ATG.

Dust Tactics "Luther"

Dual Pak 43 ATGs. Is that overkill maybe?




Oh good, this one only has one Pak 43...

The Project List for Spring Summer (in order of what I want to finish first):

Mordheim Kislevite Warband (using Old Glory Cossacks-the old OOP GW models are WAY too expensive). 15 models.

28mm Buffalo Soldiers group for our club Old West project (Artizan Designs Miniatures). 10 models.

28mm Early War SS (Warlord Miniatures). 30+ models.

28mm Early War Brits (Warlord Miniatures). 30+ models.

28mm Kolony Militia and Rebels (to help Chalfant playtest the forthcoming sci-fi system from Iron Ivan Games-tentatively titled "Zero Sum Oblivion"). I also picked up some vehicles to go with them (Old Crow Models). 50+ models.

28mm Modern USMC in current day operations gear (Eureka Miniatures). 14 models.

28mm Moroccan Goumiers (Artizan Designs Miniatures). I want to do some conversions for these to add heavy weapons that aren't currently available and to add some variety so they are usable from Italy all the way through the Vosges Mountains campaign and into Germany 1945). I really look forward to this one. Painting the traditional striped hooded pullovers they wear is really fun. 30+ models.

 28mm Belgian Chasseurs Ardennais (Warlord Miniatures). 10 models.

More Dust Tactics and AT-43 stuff as it becomes available and I can find it.

Ongoing: Finish the rest of the Sarissa Precision French Village I started...

Friday, February 17, 2012

Sarissa Precision Laser Cut MDF Inn

Continuing on with the Sarissa Precision buildings project, here is the second completed building. I turned this large storefront into a rural French Inn. I decided to name it "L'Auberge de Chat Noir" (the Black Cat Inn). In fact, I have a black cat sitting on my lap as I type this, so it is quite fitting (Her name is Gizmo). I haven't put the sign onto the storefront yet, as I am looking into printing it onto some waterslide decals rather than try to hand paint the lettering. My skills as an ex-billboard painter don't apply well to 1/56th scale buildings...

If the waterslide decal printing works out well, I might even try to print some French advertisements to go on the side of some of these buildings. Every French town and village needs a Suze Apertif ad.

Here are some shots of the finished building. Once again, the kit straight out of the box went together like a charm and I added details of my own. Hope you enjoy!

I have a large two unit terraced shop, two small terraced houses, and a small terraced shop to finish...







Sunday, February 5, 2012

Sarissa Precision Laser Cut MDF House

I just finished putting together and painting the first of my half dozen Sarissa Precision laser cut MDF buildings. I have been interested in these products for a while, but only recently decided to take the hit on shipping and currency conversion to get them from across the pond. I am really glad I did. These kits are amazing. I picked up the entire range of their 28mm WWII Normandy series. By buying one of each, I have myself a nice little French village.

I have never worked with MDF before, much less laser cut kits, so I wasn't sure what to expect. The material is nice to work with. You can cut it if you have to, you can sand it easily (though use a breath mask), and it glues well with regular old wood glue (though I also used some CA glue for some parts).

Straight out of the box, these kits are excellent. The kits go easily together and the laser cuts are precise. The kits overall are well planned and are pretty accurate architecturally for the period and region (at least to my amateur eyes). You could easily slap these together as is, spray paint them with a tan undercoat and finish off the details and you would have a great bunch of buildings. Being the kind of gamer I am, I couldn't resist using these as a blank slate for adding a ton of my own detail. I decided my buildings had to have plasticard shingled roofs, detailed chimneys, rain gutters and spouts, and custom shutters. I say this not to put down the original kits, but simply because building this kind of terrain is something I enjoy. The great thing about the kits is it saves me hours of headache measuring, cutting, and building my own. With the basic kit I just need to add the details, and since they are laser cut and so precise, adding details is easy, especially for adding the plastic sheet shingles to the roof.

Here is the kit straight out of the box from the Sarissa Precision website (I didn't get a shot of mine before I painted it). So far, I have 3 of the buildings built, and one of them painted with 3 more to finish. I also began working on some back yard walled gardens for the terraced houses.

Here are the shots of the completed version. I prefer a clean style to my buildings (except for ruins), and I use little to no drybrushing on most smooth surfaces. You could add your own interior walls if you liked. For now, I just painted the floors brown and brushed on some wood grain with a darker brown to save time.

If this building looks familiar, it's because I painted it to match my other 28mm building, the Normandy Farmhouse. I figure it could be paired with that building for a Norman farm complex.

Anyway, hope you enjoy!

More to come!







Thursday, January 19, 2012

Battle of the Bulge Club Game

Our game club, Army Group York (York Pennsylvania) played the following scenario on January 7th. The game was a platoon level game using the Disposable Heroes: Point Blank rules. Each player controlled a squad and/or platoon command and support assets. The following scenario is what was handed out to players before the game.

January 3rd, 1945, Neffe Belgium.

The great German surprise offensive has been stalled. After driving for the Meuse River and towards Antwerp, the Germans were stopped cold around the now famous town of Bastogne. Now that the "siege" has been lifted and the U.S. is back on the offensive, it falls to you to spearhead the attack or to hold onto ground already bled for. Despite running out of steam and never coming close to their objective of Antwerp, the Germans have still managed to launch a new offensive in Alsace and Lorraine (Operation Nordwind). While most of the German units in the immediate Bastogne area are short of men and supplies and are now on the defensive, they are still able to mount counterattacks and many of the units are experienced veterans. U.S. forces are tired and battered, but they are once again on the attack with clear weather and ample air support.

Historical Situation: (Meeting Engagement, U.S. slight defensive posture).

Neffe was one of the first towns the Germans captured on the way to Bastogne. American armored units from Team Cherry and some 101st Airborne engineers held out as long as possible, but eventually it was captured and they were driven back into Bastogne itself. The initial counterattacks out of Bastogne in January had been successful, but the situation was very fluid. Probes and attacks were met with counterattacks. On the way out of Bastogne, units of the 101st had captured Foy and several other towns on the northern shoulder of the city, but now it was time to start the drive East.

The Battle

January 3rd: U.S. forces have sent in a forward platoon into the Western portion of the village and discovered it to be empty of Germans. However, the sound of engines can be heard from the East. The Americans will have little time to dig in and for the Germans it is a race to capture any vital ground possible to delay or hold the Americans.

Historical note: This is a semi-fictional scenario but is based on a known village (Neffe), and involves actual units operating in the area. I could not find reference to a specific action taking place in the town at this exact time, but the units are correct and the town layout is based on photos and maps of the area. The setting and time frame was chosen because I liked the look of the town, and I wanted to be able to have both sides on the attack. Plus, I think the post Offensive phase of the Bulge is a neglected gaming period. Both sides were tired, stretched thin, and were required to take part in a chaotic operational situation.

The Forces:

U.S. Airborne platoon of the 101st Division, 506th PIR. No support except possible reinforcement by unknown U.S. armored units.

Germans: Elements of 26th Volksgrenadier Division Division, Grenadier-Regiment 77. Supported by tanks of the 130th Panzer Regiment of the Panzer Lehr Division.

Objectives:

Both sides must consolidate their hold on the town by driving out enemy forces and capturing and cutting off routes of approach as well as taking as many tactically valuable locations as possible.

U.S. Airborne Briefing

Lieutenant,

We are on the move. Fritz has put his head in a noose by attacking into the Ardennes Forest. Now it is up to us to hang him. Your platoon is the vanguard of our counteroffensive designed to hurl his forces back on all fronts. We have reports that a new German offensive has opened in the Alsace and Lorraine region, but it appears to be a bit of last minute desperation. Regardless, it does not change our objective here.

The Germans have left a minimal blocking force around Bastogne as they attempt to withdraw. We are pushing on Foy, Noville, and Bizory, but we must now begin to push East. Your objective is the village of Neffe. German counterattacks are possible, but we expect minimal opposition by tired and dispirited enemy troops.

There is only one main road into Neffe, and it has a view of the valley beyond, but there are several large hills facing the town the enemy could use to spot for harassing artillery. Those hills and any roads or exit points beyond the main village must be taken. Establish a platoon CP within the village as a base for further advances. There should be at least a few buildings standing that will provide some good cover and observation. Keep an eye on the stream and some of the trails leading off the main road as it might offer a covered approach to the enemy. We can expect no air cover for this push as all of our air groups are shooting down the Luftwaffe somewhere else. Artillery support is limited to your platoon 60s. Our artillery is still getting organized in Bastogne and has not been able to keep up. If confronted by a large German counterattack with armor, call for support from HQ and we will try to dispatch some tanks from the remains of Team Cherry. However, it is possible no help will be forthcoming as they will be needed everywhere at once across this sector.

Objectives (select two capture, one hold):

Capture:

Main road exit
Eastern road exit
Bridge over creek
Hill 210

Hold:

Establish Platoon CP in village and hold (Platoon HQ)
Main road and trail crossroad
Creek bridge
Southern farm

German Briefing

Herr Leutnant,

Our great offensive has been temporarily halted. While some of our units withdraw to reorganize, we have been tasked with holding the line outside Bastogne in the hopes of a future counteroffensive. The Americans have broken out of our ring of steel at Bastogne, but they are already bogging down in our stubborn defense and the poor roads. Thanks to a Luftwaffe air offensive and our offensive in Alsace and Lorraine, it has drawn off most of the prowling American air support. Time is of the essence here. We must hold long enough and as far forward enough to buy time for our forces to regroup.

The town of Neffe is our first objective. It is one of the key roads out of Bastogne heading east. If we can stall the Americans here, we can help our forces fighting north of Foy. Our grenadiers must bear the brunt of the work as the panzers withdraw. However, a company from the Panzer Lehr division has been allocated to support this sector. There are not many of them, but since American armor is not expected in the immediate area, this should not be a problem. We have reports of only a platoon of American airborne troops in the town. If we strike fast, we can catch them before they are prepared.

Neffe has only one main road into the village. However, there are three other possible entry points: a valley stream, a small trail connecting the main road, and a small road that crosses the stream and links up with the main road behind the village. Use your scouts to locate and guide your squads in. Taking the secondary road that links up behind the village would be an ideal flanking mission. The stream will be little use to vehicles, but might be a way for infantry to sneak into the village. The main road is probably the most dangerous, as it will surely be covered by fire unless you act swiftly and get into town before the Americans. The trail is probably the most limited as it is merely a covered approach alternative to the main road.

Objectives (select 3 Capture):

Capture:

Village
Bridge over creek
Secondary road exit
Main road exit
Destroy or capture American troops
Destroy any American armor

The Table: 6'x8' (Deployment zones along 8' edge)

The Forces:

U.S. Airborne
ACC: 5
CC: 6
Gut: Lt. (10), Platoon Sgt. (9), Sgt. (8), Corporal (7), Private (6)
T&E: Elite +2

1x Platoon HQ (Player 1):

1 Lt. w/ M1 Carbine
1 Platoon Sgt. w/ Thompson SMG
1 Medic
1 Radioman w/ Thompson SMG
2 Privates (Runners) w/ M1 Carbine

2x Rifle Squad (Players 2 & 3):

Rifle Team:

1 Sgt. w/ Thompson SMG
7 Privates w/ M1 Garand

LMG Team:

1 Corporal w/ M1 Garand
1 Private (LMG Gunner) w/ M1919A6 LMG
1 Private (Assistant) w/ M1 Carbine
1 Private (Assistant) w/ M1 Garand

1x 60mm Mortar Squad (Player 4):

1 Sgt. w/ M1 Carbine
1 Gunner w/ 60mm Mortar
2 Privates (Assistants) w/M1 Carbine
4 Privates (Ammo bearers) w/ M1 Garand

1x MMG Team (Player 1):

1 Sgt. w/ M1 Carbine
1 Private (Gunner) w/ M1919A4 HMG
1 Private (Assistant) w/ M1 Garand

2x Bazooka Teams (Player 1):

1 Private w/ Bazooka
1 Private w/ M1 Carbine/Thompson SMG

2x M4A3 Shermans (Player 1)

Note: The MMG, Bazooka Teams, and Shermans can be controlled by Player 1 or given to any other player in the U.S. Force.

Germans

ACC: 5
CC: 6
Gut: Lt. (9), Platoon Sgt. (8), Sgt. (7), Corporal (6), Private (5)
T&E: Veteran +1

1x Platoon HQ (Player 1):

1 Lt. w/ MP-40 SMG
1 Platoon Sgt. w/ MP-40
1 Radioman
2 Privates (Runners) w/ Kar-98k

3x Rifle Squads (Players 2, 3, & 4):

Rifle Team:

1 Sgt. w/ MP-40 SMG
6 Privates w/ Kar-98k

LMG Team:

1 Corporal w/ MP-40 SMG
1 Private (Gunner) w/ MG-42 LMG
1 Private (Assistant) w/ Kar-98k

1x Panzerschreck Team (Player 1):
1 Private w/ Panzerschreck
1 Private w/ Kar 98k

1x HMG Team (Player 1):
1 Corporal w/ MP-40 SMG
1 Private (Gunner) w/ MG-42 HMG
1 Private (Assistant) w/ Kar-98k

2x Panzer IV H (Player 1)

Note: The Panzerschreck Team, HMG, and Panzer IVs can be controlled by Player 1 or given to any other player in the German Force.

This game uses the rules system Disposable Heroes: Point Blank. In addition, we used some special rules for platoon sized games. These include rules for runners, ranging mortars and ammunition, as well as some of the special rules from Point Blank (add T&E to wound score).

The scenario also involved pre-game recon. Each platoon HQ player (Player 1) was allowed to make 3 recon attempts from a scout in each of his squads. We used the recon chart in the optional section of Disposable Heroes & Coffin for Seven Brothers (using the infantry entry). Failed recon rolls can mean the loss of the scout. Each scout may make multiple attempts to recon, but the chances of getting killed or captured go up (follow the rules for recon in DHC7B) except that instead of discovering hidden units there are different outcomes for each side:

For the U.S., recon attempts allow German units to be discovered and placed on the table before the U.S. deploys.

For the Germans, each of several locations on the German deployment side can be rolled for:

The Secondary Road
The Frozen Creek
The Trail

If a location is discovered, the Germans may bring troops onto the table at those locations within their deployment zone. If none of them are discovered, the Germans must come in on the main road and within 6" of either side.

Reinforcements: On turn three, the Germans may bring the third squad onto the table. The German platoon commander may make 2 last recon attempts to discover an entry location, or may use a location physically controlled by the German force. The U.S. Player may attempt to call for armored support by making a Skill Check (easy -1) by the radioman (considered specialist).

Each side is allowed one pre-game meeting to allow platoon commander's to give their initial orders and describe a battle plan. How they do this and what they decide is up to them, but their objectives are established by the scenario. This important because during the game, platoon commanders are not allowed to communicate instructions to their squads without sending runners. Runners can be sent to a squad. To do so, the player must measure to the squad leader he wishes to talk to, then he must measure the distance and spend the correct amount of Activations to send the runner (using the Command and Control rules from Point Blank). The runner is placed next to the squad leader for that Activation, and while there, the platoon commander may actually talk to the squad leader. After this Activation, the runner is automatically returned to the platoon HQ.

We also used rules for limited mortar ammo. The 60mm mortar squad arrives on the table with only 3 of each kind of round (smoke and HE). The mortar player must then send ammo bearers back to get more ammo during the game. This works by allowing an ammo bearer to go get ammo within a certain distance of the table edge during his Activation, and then return with 3 rounds. It is generally pretty easy to keep the tube supplied, but the ammo is not unlimited for the game.

The last special rules we used was ranging mortars. This allowed a mortar team to establish bonuses for firing on the same targets during the game. This was recorded on a special range card. This allowed the mortar team to dial in on a target and land more accurate rounds as the game went on...unless the target moved. Because the mortar team mostly fired smoke during the game and then got wiped out...this didn't seem to come into play!

Finally, we allowed platoon commanders to "give away" up to their T&E bonus in Activations to other players under their command at the beginning of each turn. This came in very handy at certain points in the game!

Once recon is complete, both sides rolled for Initiative. The winner decides whether his force deploys or the opponent.

The Game:

The pre-game recon went horribly for the Germans. And by horribly, I mean that there was not a single location successfully discovered AND all three scouts were lost.

The Germans also lost initiative to start.

The game began with the Germans piling their squads along the main road. Thankfully the U.S. were not in good positions to cover them with fire yet, so there was some room to shake out into better terrain.
Neffe,
The Germans began their assault by sending a rifle squad over a hill and towards a gully with the trail, where hopefully they would be able to stay out of sight of U.S. troops moving into town until close enough to assault.
Skirmish line.
Both Panzer IVs advanced down the road but turned off to the left side of the road and down into the depression towards the creek. There they tried to acquire U.S. units coming into town. With another round of bad rolling, they failed miserably to find their targets.
Germans use a Panzer IV to advance.
The Panzer IVs were being used by an infantry squad as cover as they advanced. The HMG team deployed along the road and began to pound away at U.S. infantry moving into town. This would prove to be one of the more effective units on the German side.

The U.S. quickly moved their troops into the town of Neffe and sent a squad towards the bridge. The push towards the bridge is assisted by the smoke from the 60mm mortars which put down a nicely targeted and dense smoke screen.
U.S. advance on the bridge using smokescreen from the 60mm mortar.
As the turns progressed, the Germans attempted to push over the hill and towards the town using the trail valley and the woods as cover. However, several U.S. riflemen in the two story building in Neffe  pounded the German squad with heavy, accurate, and deadly Garand fire. The German squad leader went down followed by two more German riflemen. They had barely even had a chance to return fire. Had the advance been coordinated better, the German LMG team might have been better placed to put fire on the U.S. riflemen. As it was, the German rifle team went into action unsupported due to the timing and the lay of the terrain.

The German squad in the middle along the main road started to put pressure on the U.S. troops in the town, but also began to take casualties of its own.

Meanwhile, one of the Panzer IVs came to life and started blazing away at U.S. targets, first in the barn of the middle farm, then in the village. To deal with this armored threat, a U.S. bazooka team fired at the Panzer IV and knocked a track off, immobilizing it for the game.
Immobilized Panzer IV.
The U.S. have been busy as well, bringing heavy rifle and LMG fire onto the German advance. By now, the third turn has arrived and the Germans managed to recon a new entry and then brang their third rifle squad onto the table as reserve. They would need it. The U.S. attempted to call for armored support, but could get through. They tried again right away next turn and American Shermans arrive in the nick of time. However, before the U.S. players know what happened, one of the Shermans is destroyed by the German Panzerschreck team. A duel between the remaining Sherman and the two Panzer IVs begins.
Brew up! A Sherman goes up in flames.
On the right of the German side, a brave LMG gunner stepped out behind a wrecked U.S. ambulance and begins blazing away at U.S. riflemen in the village. He is pinned by return fire, but not before he was able to cover the advance of a lone German riflemen who ran up to a building housing a U.S. bazooka team and put a grenade into the window. The blast killed the assistant and the gunner ducked out the back. German HMG and LMG fire has begun to have an affect on the U.S. troops in the town, but they are still in a solid position and the Germans are losing the steam needed to take the town.
 On the German left, the recently arrived rifle squad tried to push towards the bridge only to be pushed back into the woods by the U.S. troops that had made it to the bridge under the smokescreen.

For some unknown reason, the U.S. moved up their 60mm mortar team to the farm in the middle. From here they were greeted by the immobilized Panzer IV with several HE rounds from the main gun and withering hull MG fire. The 60mm mortar squad is all but wiped out.

In the tank duel, the Panzer IV landed a killing blow on the second Sherman and sent the turret skyward in a ball of fire.
"Hey sarge, what are we doing here? Isn't that a German tank over there?"
With the German advance checked on both sides, the battle starts to die down. The U.S. took some casualties but were able to hold the village (though their platoon HQ never set up a CP, but that was because of a miscommunication on my part in describing the U.S. objectives to the players). They did take and hold the bridge. The Germans were unable to kill enough U.S. troops, but they did destroy both Shermans. However, they failed to take any other objective.

The end of the game saw the U.S. in a better position than the Germans.

All in all, it was a very fun and intense game, with some very heroic moments as well as some tough fighting. The players generally didn't use the platoon runner communication rules.

Thanks to the guys at the club for playing. Chalfant, Tony, Greg, Dieter, Rob, and I had a good time. We could have used an extra 2 players, but made do with what we had.

I look forward to the next big platoon level game with Disposable Heroes: Point Blank. The rules play fast with each player controlling a squad, and with a large table, the ground scale looks pretty good in 28mm.

Monday, October 17, 2011

Introducing...Disposable Heroes: Point Blank!

With the imminent release of Iron Ivan Games newest wargame system, Disposable Heroes: Point Blank, I thought I would take the time to post a short 1 turn battle report to show how the system plays.

Disposable Heroes: Point Blank is our newest system and is our first 1:1 individual skirmish set. The rules are designed to allow players to game pretty much any modern fire arms period from WWI all the way up to today and beyond. Players will find that Point Blank allows for fast and intense tactical action while allowing for an almost role play element without all of the complexity of an RPG or traditional overly detailed crunchy simulation. The focus of the rules is on tactical decision making and every player's action can alter the course of a fight. There are rules for infantry, support weapons, vehicles and artillery. The scope of the game is squad level, where players control roughly a squad of soldiers and perhaps a support weapon or vehicle. Players are controlling individual soldiers, weapon teams, and vehicles. Larger games are possible with multiple players, yet even single players can handle two squads. The rules provide lists for WWII, Vietnam, and modern forces.

On to the battle!

For this battle, I chose one of my favorite conflicts: WWII, and one of my favorite periods of the war: France 1940.

The forces:

German Motorized Infantry Squad

Accuracy: 5, Close Combat: 6, Guts: 9/8/7, Training and Experience: Trained +0.

Squad Leader (Sergeant) with MP-38 and Luger pistol.
Squad Leader (Corporal) with Kar-98k rifle.
2x Light Machine Gun team with MG-34 LMG and Kar-98k rifle (assistant).
4x Riflemen with Kar-98k rifle.
Anti Tank Rifle Team with PzB38 and Kar-98k rifle (assistant).
Anti-Tank Gun Team with Pak 36 and Kar-98k rifles (assistants) (led by Corporal).

French Dragons Portes Squad

Accuracy: 5, Close Combat: 6, Guts: 8/7/6, Training and Experience: Veteran +1.

Squad Leader (Sergeant) with Fusil Mle 1916 rifle.
Squad Leader (Corporal) with Fusil Mle 1916 rifle.
2x Light Machine Gun team with FM-24/29 LMG and Fusil Mle 1916 rifle (assistant).
3x Riflemen with Fusil Mle 1916 rifle and 1x rifleman with Fusil Mle 1916 VB grenade launcher.
Panhard 178 Armored Car.

Both sides are roughly 200 points. The system has a points system available for those who like to use them, but it is NOT designed as a tournament style points system. It is just a way of coming up with a number for when you create historically based squads and their worth in terms of rules function only (stats and weapon costs).

My rationale for the French having a higher T&E score is that these are Dragons Portes. The kind of troops in the French Army who had been given special training in combined arms warfare and who had the higher esprit de corps of armored infantry units. Their Gut score is standard reflecting that they might have at one point had a higher morale score but the French campaign in 1940 was not going well, so it evened out.


The German Guts and T&E was based on the idea that they had a higher Guts because they were on the winning side in the campaign of 1940 and were pushing towards a (hard fought) victory, but their T&E was simply trained (+0) to show that while the unit might have had experience in Poland in 1939, with the high casualties in that campaign and the influx of new recruits for this operation, it evened out. What this meant was that the French were better trained, but slightly more shaky in morale, while the Germans had higher morale but were nothing special in training.


One of the fun parts of the game is coming up with interesting combinations of stats that reflect lots of different potential troops types. That way you aren't stuck with "Germans are always elite with better morale". Now you have two dimensions with which to represent troop quality. Want to do fanatical but poorly trained troops such as the Hitlerjugend units in the fall of Berlin? Give them an Elite Guts score (10 scale) but poor Training & Experience (Poor -2). There are tons of possibilities.

The scenario itself is a pretty straightforward meeting engagement type of combat patrol, though the Germans are in a slightly more defensive posture. The table set up is as shown below. The German deployment zone goes down the left side of the table while the French deployment is on the right. The scenario is that a French R-35 has been knocked out on a road leading to a German salient (the crew escaped). The French are attempting to locate and destroy the Pak 36 that knocked out the tank. The French Dragons Portes squad is attacking just as the Germans are moving up troops to expand out of the salient.

Here is the table:


The game began with a roll for initiative. The Germans rolled a 9 and added their Guts of 9 plus their T&E of +0 for an 18. The French lost by rolling a 4 and adding their Guts of 8 plus their T&E of +1 for a 13.

The German player receives 9 Activations he may use during the turn (Guts of 9 plus T&E 0=9). The French also get 9 Activations (Guts of 8 plus T&E of +1=9). The report is a single turn from a game.

German Activation 1: The Germans decide to go first. The German player moves his LMG team up to the corner of the farm shed.


French Activation 1: The French LMG team moves up to the edge of the road looking down a long gulley alongside the road and sees a column of German troops. The French let fly with a burst of LMG fire and manage to suppress one of the German riflemen at the lead of the column.


German Activation 2: The two rifles behind the lead share their Action Points to scatter out of the ditch and onto the road or into the bushes. This leaves the lead and the last rifle in the column exposed in the ditch.


French Activation 2: The same LMG that had suppressed the lead German in the ditch puts more fire downrange. After failing his Gut Check and becoming suppressed, the German player decides to have his rifleman Fall Back. This move allows him to shake off some of his suppression now that he is in a better position away from the deadly hail of fire.


German Activation 3: A second German LMG team moves up into a firing position and is able to set up a Crossfire with the other German LMG team (this makes LMG fire more effective). The first burst does not find its mark, but this Crossfire will come into play later.


French Activation 3: The French LMG team continues to pour fire into the ditch, this time dropping one of the exposed German riflemen, wounding him and removing him from the game.


German Activation 4: The 2nd LMG team begins to bring it's fire to bear on one of the French LMG teams that had been firing down the ditch. The fire causes the French team to become suppressed, momentarily silencing their gun. The German LMG's assistant was able to help keep the German gun in action, despite a jam during firing.

French Activation 4: A French Panhard 178 Armored Car arrives on the scene and moves onto the road. It turns it's turret and finds a German LMG team in the sights. After acquiring the target, the Panhard lets loose with a blast of 25mm cannon and some machine gun fire. The German LMG team is hit and the assistant is wounded while the gunner is suppressed.


German Activation 5: The German player does not like this new French arrival and sends his Anti-Tank Rifle team over to try to knock out this armored threat. The ATR moves up and finds a firing position. He hits the Panhard, but the round bounces off. He then quickly reloads so he is ready to fire again next time.


French Activation 5: The French corporal wants to get the LMG team back into action, so he rallies them by waving his arms wildly and shouting.


German Activation 6: The ATR team once again puts a round into the side of the Panhard. The shot bounces off, but the ATR gunner reloads and lets fly again. This time the round penetrates the hull. The vehicle suffers minimal damage but suppresses the crew.

French Activation 6: The Panhard decides that discretion is the better part of valor and pulls back down off the elevated roadway and out of sight of the ATR team.


German Activation 7: The German LMG fire is beginning to take it's toll. The French LMG team is now heavily suppressed.



French Activation 7: A French rifleman makes a dash forward to attempt to get into a better position.


German Activation 8:The German LMG team's fire is becoming so effective, that the French LMG team decides to Fall Back away from the fire and into a (slightly) safer position.

French Activation 8: A French rifleman lets loose with a rifle grenade at the German LMG team near the shed to try to take them out. The round explodes harmlessly nearby, but does cause the LMG team to be lightly suppressed.

 German Activation 9: The German Corporal rallies his LMG team to get them back into action. They quickly draw a bead on the French corporal who had been rallying his men while standing along the road. The burst misses, but causes the corporal to become suppressed after ingloriously diving off the road and into the ditch away from the fire.


French Activation 9: The French player moves up an LMG team desperately needed to try to wrest control of the firefight away from the Germans. The team moves up into an orchard.

With that, the first turn of the game comes to an end. The next turn would begin with a new roll for initiative. The Germans have taken two casualties, so would be down two Activations on the next turn, and their initiative will be taking a hit. The French are not in a good position, but they have not taken any casualties. However, their firepower is either not in a good position, or is heavily suppressed. It will be hard to tell how the next turn will go.

Will the Germans be able to even the score? What is the Panhard going to do? Do the French have enough maneuver room to bring up their firepower and push the Germans? Where is that Pak 36 lurking? Will the French be able to move some of their rifles into close range and unhinge the German position? Will the Germans launch their own counterattack now that they have suppressed some of the French?

I hope you enjoyed the battle report. This is only a small taste of what the rules set allows you to do. This game went very quickly and the action flows from moment to moment in ways that are tense and challenging. We didn't even cover the use of skill checks or spotting and hidden rules. That will be another game for another day.

Disposable Heroes: Point Blank is a 100 page book crammed from cover to cover with solid gaming action. We hope to release the game at Fall In this year in Lancaster, but this is depending on printing time. As always we will be taking preorders for the book as soon as we are sure we ready to go. Stay tuned!