Showing posts with label Army Group North Miniatures. Show all posts
Showing posts with label Army Group North Miniatures. Show all posts

Saturday, December 29, 2012

The Undefeated: The 10th Motorized Cavalry Brigade vs. the 4th Light Division AAR.


Ambush Along the San River

September, 1939. German troops have crossed the Polish border and are smashing their way through Polish defenses with massive air and artillery support. Hard pressed everywhere, Polish troops fought hard to delay German advances so that the French and British, who "guaranteed" Polish borders against German aggression, would declare war against Germany. The Poles would fight in vain.

The Early War has fascinated me for a long time. The valiant stands of Polish, French, Belgian, Dutch, Danish, and Norwegian troops is a study of the "Futile Gallantry" of the early phase of WWII. One Polish unit in particular stands out: The 10th Motorized Cavalry Brigade. This tough unit fought intense defensive battles around Lvov against the German panzers of the 4th Light Division, 2nd Panzer, and delaying actions in southern Poland against troops of the 1st Gebirgsjagers. The unit became so adept at ambushes along the pine ridges of the Beksides mountains that German troops became fearful of the ever present danger lurking behind the trees.

As I posted about previously, I recently picked up a platoon of these troops from the new range by Blitzkrieg Laboratory (released through Gorgon Studios). I ran a game using these troops at the last HMGS East convention, Fall In 2012, but I forgot my camera and my phone battery died, so I never got any pics. With the end of the semester (I teach, and I'm a PhD student), I had some time to put together a game and get some good pics as well as do a more detailed after action report.

The battle was between German motorized troops of the 4th Light Division up against the Polish 10th Motorized Cavalry Brigade.

I used Disposable Heroes: Point Blank. This AAR will be the first of a series of battles using these rules to demonstrate not only how the rules work, but how adaptable they are for all kinds of conflicts, periods, and tactical engagements. From WWII infantry battles, to Vietnam, modern, and all tank battles using 1/285th (6mm) minis, Point Blank is a system that allows you to do all kinds of games.

The game table layout:



The map depicts a small farm near a bridge over the San River (more of a creek here, really). The Germans are attempting to push along the river and capture the high ground around the farm as well as push recon and motorized troops across the creek. The Poles are attempting to stop the Germans by knocking out their mobile units.

The Objectives:

German: Capture Hill (2), Hill (3), and the bridge. The farm is a secondary objective.

Polish:  Knock out, immobilize, or drive off any German tanks or vehicles. Preventing capture of bridge and hills are secondary objectives.

The Forces:

Polish:

ACC: 5
CC: 6
Guts: Corporal (9), Lance Corporal (8), Private (7)
T&E: Elite (+2)

Rifle Squad (Player 1):
1 Corporal w/Wz98 Rifle
LMG Team:
1 LMG Gunner w/Wz28 LMG
1 Assistant w/Wz98 Rifle

AT Rifle Team:
1 AT Rifle Gunner w/Wz35 AT Rifle
1 Assistant w/Wz98 Rifle

1 Lance Corporal w/Wz98 Rifle

LMG Team:
1 LMG Gunner w/Wz28 LMG
1 Assistant w/Wz98 Rifle

3 Riflemen w/Wz98 Rifles

Tanks and Support (Player 2):
3 TKS 20 FK w/20mm Cannon

AT Gun Team:
1 Gunner w/Bofors 37mm AT Gun
1 Lance Corporal Assistant w/Wz98 Rifle



TKS 20 FK and Bofors 37mm AT Gun.
German:

ACC: 5
CC: 6
Guts: Sergeant (8), Corporal (7), Private (6)
T&E: Veteran (+1)

Motorized Infantry Squad (Player 1): 

1 Sergeant w/MP-38 SMG

LMG Team:
1 LMG Gunner w/MG-34 LMG
1 Assistant w/Kar-98k Rifle

LMG Team:
1 LMG Gunner w/MG-34 LMG
1 Assistant w/Kar-98k Rifle

5 Riflemen w/Kar98k

Opel Blitz Truck

Motorized Infantry Squad (Player 2):

1 Sergeant w/MP-38 SMG

LMG Team:
1 LMG Gunner w/MG-34 LMG
1 Assistant w/Kar-98k Rifle

LMG Team:
1 LMG Gunner w/MG-34 LMG
1 Assistant w/Kar-98k Rifle

5 Riflemen w/Kar98k

Opel Blitz Truck

Tank Support (Player 3):
2 Panzer I B
2 Panzer II B

Motorized Rifle Squads.

Panzer Is and IIs.
Deployment:

The Germans must come on the table on the road. However, they are allowed some pre-game recon to find alternate entry points on the table. If these are successful, they may allow the Germans opportunities to change the deployment. The Poles can deploy anywhere on their half of the table. However, they do not set up before the game starts, instead, they deploy by Activating a soldier, team, or vehicle and placing it on the board. No model or team may deploy closer than 16" to a German soldier, team, or vehicle. 

The game begins with recon rolls for the Germans. I took the recon chart from the Disposable Heroes & Coffin for Seven Brothers book (page 45) and used it to allow the German player the chance to reveal different approaches to coming onto the table during the game. If the Germans rolled well enough, they would be allowed to enter the table in more advantageous locations. If they rolled really well, they would have been able to outflank the Polish positions. Recon, however, involves risk, and each player had to allocate an infantryman or tank to act as a scout to enable the players to roll on the table. If the roll went badly enough, they could be killed or destroyed.

I Followed the chart on page 45 of Disposable Heroes & Coffin for Seven Brothers and used the "Light Tank/Infantry" column. I also used the Chance to be Destroyed column as well. If a roll was high enough, the scouting model may have been killed or destroyed (removed from game). If a roll was a success, it allowed for a better German deployment on the table at the start of the game. The German players did not have to use the newly revealed recon location, but it is an option.

1st Success: German player allowed to deploy up to 12" along right hand table edge (Hill 3) up to 6" away from the edge.

2nd Success: German player allowed to deploy up to 12" onto the table, between river and Hill 2.

Success 3: Outflanked! The German player allowed to deploy on the road along the Polish deployment edge on the left side, up to the bridge (but not on it).

The Game:

The game started off with a roll for recon, which resulted in the German's achieving two successes. They decided to take advantage of the 2nd success and advance a squad along the hill.The Germans suffered no losses from the recon rolls (though there were some close calls).

Next, Initiative was rolled, with a tie: Germans (8 Guts + 7 + 1 T&E=16) vs Poles (9 Guts + 5 + 2 T&E=16). Since it was a tie, but the Poles have a higher T&E, they won initiative. The Poles decide to allow the Germans to go first since they wanted to hold back forces for the ambush.

German Activation Pool: 9 Activations (8 Guts + 1 T&E).

Polish Activation Pool: 11 (9 Guts + 2 T&E).

German Activation 1: (this Activation allows the Germans to place their forces on the table within 6" of the edge or using one of the pre-game recon locations-all subsequent Activations will be with individual soldiers, teams, or vehicles): The Germans move an Opel Blitz truck with a Motorized Infantry squad on board down the road 12". Half of the squad disembarks. The other squad arrives on the table dismounted without the Opel Blitz. They take advantage of the cover of the hill revealed by the successful pre-game recon. Next, a Panzer I moves down the road 16" towards the roadblock (a wagon pushed across the road). This move provokes a snap fire by the Polish AT rifle team. They hit the Panzer I but fail to penetrate.

Dismount!

Polish Activation 1: The now revealed AT rifle team reloads and takes another shot at the Panzer I. They hit and penetrate, killing the commander and inflicting light damage to the tank. The driver passes his Gut check. The AT rifle team then reloads.

Next, a hidden Polish Bofors AT gun fires at the Opel Blitz with infantry on board. They Acquire, hit, and heavily damage the truck. The driver and his assistant is killed outright and the rest of the squad bails out. The AT gun then switches targets to the infantry squad that has dismounted.

Bail out!
German Activation 2: A German LMG team moves up to the cover of the wrecked car and puts some fire on the Polish AT gun while some of the riflemen move up to the cover of the trees along the side of the road.

A German corporal, which had taken advantage of the advanced position along the hill moves towards the Polish AT gun and throws a grenade. The blast does not harm the AT gun crew and they keep their nerve.

The damaged Panzer I, with a dead commander, decides to reverse at fast speed off the table and withdraw from the battle.

Polish Activation 2: The Poles reveal an LMG team in the barn which opens up on the German infantry dismounted from the truck. They kill the Sergeant and suppress the LMG team.

German Sergeant goes down from Polish machine gun fire.

The AT gun fires at the German infantry as well, and suppresses the Corporal of the squad. Both leaders had been at the front of the column when they dismounted. Leading from the front is dangerous work...

German Activation 3: The LMG team that had been suppressed by the fire coming from the barn rallies and hops over the fence to take cover behind the hay pile. They return fire to the Polish LMG team and suppresses them, though while firing their gun jams.

On the other side of the road on the hill, a German LMG team moves up and puts fire on the Polish AT gun crew. They kill the gunner and suppress the loader, though they also experience a jam.

At the same time, a Panzer I drives north of the road along the hill and attempts to find the AT gun to bring machine gun fire to bear. The crew acquire their target and pour fire into the AT gun position, driving off the crew by inflicting more than five suppressions.

Polish Activation 3: The Poles move up an LMG team to the position previously occupied by the AT gun crew, knowing the Germans will be pushing towards this objective. They draw a bead on the Germans approaching them along the hill and kill both the loader of the German LMG team and the Corporal of the squad. This fire also suppresses the machine gunner.

In a bold move by one of the TKS tankettes, the crew slowly drives around the curve of the hill until the German Panzer I is in view. Since they are within 12" they Acquire the target automatically. The TKS fires, but the two shots are glancing blows to the top part of the armor of the Panzer I.

German Activation 4: The Germans rally their LMG team and start to bring a crossfire onto the Polish infantry in the barn, suppressing them. Elsewhere, more German infantry move up along the hill trying to get into position to assault the Polish AT gun position.

A Panzer II arrives and finds the TKS in its sights. It scores a hit with its 20mm cannon, but the shot skims off.

Polish Activation 4: Luckily for the Polish LMG team in the barn, a nearby Corporal rallies them and gets them back in the fight. The LMG team puts fire onto the Germans position behind the haystack, but to no effect.

Now that they have the target zeroed in, the TKS pours 20mm fire into the Panzer I until it explodes.

Brew up!




German Activation 5: The Germans maneuver more of their infantry and put more fire into the barn, but to no effect.


The Panzer II fires at the TKS and misses.

Polish Activation 5: The brave Polish AT rifle team reloads, fires and misses the Panzer II.

Meanwhile, the game of cat and mouse continues. The TKS reverses back around the bend in the hill out of LOS of the Germans. Safe...for now.

German Activation 6: The German infantry along the road are trying to maneuver towards the barn, but having difficulty. Their move is covered by the Polish LMG team in the barn that snap fires on their move.

In the middle, the German infantry is having more luck and they maneuver the LMG team and the Sergeant towards the top of the hill. The Sergeant gets close enough to throw a grenade onto the Polish LMG team on the hill. The blast from the grenade kills the LMG gunner, but the assistant takes over.


Polish LMG team moments before a German potato masher lands among them and kills the gunner.
Pushing hard, the Germans move their second Panzer II, onto the table. It drives 16" along the left side of the hill, keeping an eye out for any lurking Polish tankettes...

Polish Activation 6: Having ignored the AT rifle team lurking under the wagon roadblock, the Panzer II on the road pays dearly. The AT rifle team fires, scoring a hull hit into a vital location, causing the tank to brew up with all crew killed.


AT Rifle ambush!
The Poles press their advantage against the German armor by revealing their second TKS high up on hill 3 in an attempt to knock out the remaining Panzer II. They Acquire the target, but when they fire the shots go wild, completely missing.

German Activation 7: The German infantry are getting aggressive. The LMG behind the haystack fires at and finally removes the threat of the Polish LMG team in the barn, while on the center hill, the German LMG team fires at and kills the remaining Polish LMG gunner. This allows the Sergeant to move up and secure the objective on the hill.

Turning in place to face its frontal armor at this new threat, the Panzer II Acquires the TKS on hill 3 and fires its 20mm cannon into the hull until it explodes in a ball of fire.


The Panzer IIs 20mm cannon makes short work of the TKS.
Polish Activation 7: The Poles in the farm are getting desperate, and begin taking rifle pot shots at the German infantry along the road. However, a lucky shot from one of the rifles in the farmhouse kills the German Sergeant who had just captured the hill.

The Poles need to destroy all the German tanks, so the first TKS rolls around the same bend in the hill and Acquires the remaining Panzer II. By turning in place, the Panzer II had left its vulnerable side armor exposed to the TKS. They get lucky with an engine shot from the side, which immobilizes the Panzer II and causes light damage.


Side shot!
German Activation 8: The Germans finally bring fire to bear on the Polish AT rifle team. They kill the assistant gunner, but the team is still in action.

Since the Sergeant was killed the LMG team moves up to retake the hill.

Now immobilized, The Panzer II turns its turret towards the second TKS who had knocked out its engine. They Acquire the target point blank, hit, score a blast against the crew and cause medium damage. Miraculously, the crew survive the blast, but are dazed by the concussion of the hit.

Polish Activation 8: Polish riflemen attempt to clear out the hill the German infantry just occupied, but their fire is ineffective.

Luckily, the crew of the TKS recover quickly. The gunner lets fly with a shot from the 20mm cannon while the driver jams it into reverse and speeds as fast as he can out of sight of the German Panzer II. The shot hits the Panzer II but does not penetrate its armor.

German Activation 9 (Final Activation of the turn): The German LMG team on the hill fires at the Polish AT rifle, with no effect, while German rifleman work their way up to support them.

The immobilized Panzer II does nothing else this turn.

Polish Activation 9-11: The AT rifle team, in a final move to finish off the remaining Panzer II, sneaks over to the stone wall along the road. They fail to hit the first time, but after reloading, their second shot hits the Panzer II in the lower hull. This shot penetrates and causes a catastrophic explosion, popping off the turret in a plume of fire and smoke.


BOOM!
Having achieved their objective of destroying or driving off all German armor and holding up the German advance, the Poles decide to withdraw from the battle. The Corporal gives the order to fall back, and the remaining TKS crosses over the San river to the safety of Polish lines. A squad of waiting Polish engineers will then attempt to blow the bridge before the Germans can secure it, and then place mines near the ford downstream to harass anyone that attempts to cross there.

Fall back!
The game ends with a Polish victory. They had suffered very few casualties, though their LMG teams took a beating and they lost a TKS.

The Germans took only one of their objectives. Though they could now advance on the farm and the bridge, they lost a truck and all of their armored vehicles. Their infantry squads took heavy losses in leaders. They will be sure to advance more cautiously now that the Black Brigade has dealt the 4th Light Division a blow they won't soon forget!

I hope you enjoyed this battle report! I really had fun playing this scenario. I hope it gives you some ideas for your own WWII games or even games of Point Blank!

Polish Miniatures are Gorgon Studios/Blitzkrieg Laboratory, with Warlord Games TKS tanks and AT.

Germans are all Crusader Miniatures, with Warlord Games tanks, and Army Group North trucks.

The houses are Old Glory.

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!

Friday, June 24, 2011

Soviet Vehicles.

From the factories of the Motherland come T-34s and some T-34/85s. Crush the Fascist Vipers!



 

U.S. Vehicles.

Some U.S. tanks and vehicles to round out the Allies. These are all late war and are made by either Army Group North or Warlord Games (ex-Bolt Action Miniatures) 1/56th scale kits.

This unit of Shermans hails from the Five Boroughs of New York. The tanks are from Company B, and all of the tank names reflect this. They are: Bronx Bomber, Boilermaker, Babydoll, Berlin Bound, and Brooklyn.
















A platoon of M3 halftracks for my Armored Infantry.

M8 Greyhound Armored Car and some Jeeps of the Recon platoon.

German Vehicles.

No collection is complete without some Germans to fight against. These are mostly Army Group North and JTFM 1/56th scale kits.
From the Blitzkreig collection.

Panzer I.
















Panzer 38t.












Panzer III C.













Panzer IV D.













Sdkfz 251 C halftrack Platoon.











Sdkfz 11.
















Stug III D.















From the Mid to Late War collection.

Panzer IV Js minus the armored skirts.












Sdkfz 234 Pumas and 2cm cannon makes nice little recon unit. The Puma is one of my favorite WWII vehicles. I don't care if they only made 101 of them, they make it into my games (and they did see a lot of action-most of them were destroyed in France).













Sdkfz 251 D halftrack platoon.











Don't forget some big cats. Panther Gs.





 

French Vehicles.

I decided to start cataloging my 1/56th scale vehicle collection. Some of my favorite pieces from that collection are French tanks and vehicles. Below are some shots of them. Hope you enjoy! All of these kits are from Army Group North's range of 1/56th scale kits.

Char B1.
















Somua S-35.
















Renault R-35s.















Panhard Armored Car.