Showing posts with label 15mm buildings. Show all posts
Showing posts with label 15mm buildings. Show all posts

Wednesday, 11 March 2026

Lots of buildings - click the picture and scroll down

 Well, I've finally finished these off, all ten of them. Scroll down to see the lot;


All of these buildings are in 15mm scale and are resin casts from Hovels. The mounted figures are for scale and are officers from the Lurkio Nine Years' War range, now sold by Gripping Beast.






I am pretty happy with these. I think that they'll be good for everything from the late-17th century right up to WW2. Some clearly suit the Netherlands/Belgium more than elsewhere and a few really need to be used together to make up an urban setting, but others might be OK for Normandy (at a pinch). In any case, I think that these models have a certain charm that you don't get from MDF buildings and I deliberately set out to paint them in a kind of impressionistic way rather than going for a totally realistic appearance.

The backdrop is, once again from a Jon Hodgson Handiwork Games book.


Tuesday, 22 February 2022

Cheap MDF houses

I bought a load of cheap MDF houses from eBay just before Christmas, because I needed a lot of basic houses that might do for my games. Specifically, I wanted houses that would mostly work for WW2 games, but maybe also be useful for earlier periods. I've finally got round to photographing them. There are thirteen buildings of varying sizes in total. Scroll down to see them all and read what I did to zhoosh them up a bit.












 As you can see, I've given them all a rough plastering with ready-mixed filler and roofed them with printed slate paper. I've also given some of them little gardens with bushes, paths and vegetable patches.

The base models were very cheap. The whole lot, plus a church that I've stuck together but not done anything else to yet. They came as a three separate plastic bags of bits with no instructions, so working out what went where took a fair while.

Quality-wise, they are very basic and I had all sorts of issues with getting them to fit together properly, the roofs being a particular problem. You can't actually remove the roofs, because they have to fit into slots cut into the end walls. Therefore, only the multiple storey houses can have figures put inside them. I converted one of the longer single storey buildings into a barn, which doesn't look that great, but it'll do on the table.

My aim was to make them look a bit run-down and bedraggled, which I think works OK. The main reason for this is because they lack any detail and I couldn't be arsed to spend much time on them and I also didn't have much time because I needed them for my 15mm Big Chain of Command game that I ran at BIG a couple of weeks ago. I'll do a separate blog post about that.

Friday, 24 January 2020

More resin scenic stuff

I am always looking for more 15mm scenic items, especially for IABSM and Chain of Command WW2, and I've bought some nice pieces from Ironclad Miniatures before. So, at the club's latest Reveille show, back in November last year, I bought a few more odds and ends which will fit in with the overall collection. 

First, a couple of burnt down wooden buildings, with just their brick chimneys still standing. Perfect for the Eastern Front, but also with possibilities for games set elsewhere;


Next, another ruined house and a fallen tall chimney which will be perfect with the bombed factory I bought the year previously.


As with all the resin pieces I've bought from Ironclad, the models are really crisp and cast using high quality resin. They are a joy to paint and look excellent on the table.

The 15mm range is quite large and there are a few nice buildings that are designed for games set in Normandy, which I really should buy sometime.

In addition to these buildings, I also got round to painting up a few resin buildings from The Square, who still don't seem to have a website, but they do have a Facebook page. The Square seem to have a presence at most wargames shows, and I always have a browse of their stuff because there is generally something I see and think would be useful. The latest things from that that I've pained are some wooden thatched houses and sheds, which I think will be perfect for the Eastern Front in WW2.


I could see these popping up in earlier periods too, most likely in my 18th century Imagi-nations Sharp Practice games 

Thursday, 27 June 2019

Another CoC AAR

A few weeks ago, the club had an all day session. In the morning I played Saga: AoM, as reported here. In the afternoon, I played a game of CoC, using my Peter Pig troops and PSC vehicles against Nigel. I wrote a scenario in advance and here are the briefings for the two sides;
British briefing

The British are pushing forwards from the town of Lambeek along the road toward the important rail junction at the town of Grolschbeek, some 5km distant. The countryside is flat and wooded with no buildings, except for a bombed sugar beet factory complex. The factory is in the centre of the table. Until now, resistance has been slight but aerial photographs have revealed a build-up of German forces in this area. The make-up of the German troop concentration is not known, so patrols are being sent forwards to test the defences.

As the British wish to push an armoured force along this road to capture the Grolschbeek junction, it is essential that better intelligence about the enemy defences is gathered. To this end, a platoon of Rifles has been sent to probe the ruined factory. Supporting the infantry is a recce section of three carriers and one M5 light tank, accompanied by an Intelligence Corps officer in a carrier

The force is;

Rifle platoon (dismounted from trucks which are off table) as described in the rulebook, i.e. HQ plus 3 sections

Recce section: 3 Universal carriers, 2 Bren teams, 1 2” mortar team, 1 junior leader

1 M5 Stuart light tank, 1 junior leader
Intelligence Corps observer (in a carrier). This officer activates as a junior leader on a 3 on a command dice. He must enter the factory area and remain there.

The British will have four patrol markers and may place three JOPs.

Objective:


Advance as far as the factory and neutralise any opposition. You are escorting an Intelligence Corps officer in a fourth carrier. He should be protected and allowed investigate the region. To simulate this, his carrier must enter the factory complex and remain there until the end of the game.

German briefing

Since being pushed out of Lambeek by British forces, Intelligence reports suspect that the next move will be to assault and capture the Grolschbeek railway junction. As reinforcements have been delayed by Allied air attacks, it is essential that British patrols do not discover that the town is currently only lightly-defended. Therefore, a number of forward defensive locations have been identified. One of these is the ruined sugarbeet processing factory on the Grolschbeek to Lambeek road. An augmented Zug of Grenadiers, supported by a machine gun section has been sent to occupy and hold the factory. The troops are carried in trucks but have dismounted short of the objective.

The force is;

Grenadier Zug as listed in the rulebook, except that each section leader has two Panzerfausts

One extra Grenadier section, led by a junior leader without any Panzerfausts

MMG section: two tripod-mounted MG42 MMGs (each carried in one unarmed SDKfz 251 halftrack) with a junior leader. This must deploy from the German table edge.

The Germans will have three patrol markers and may place three JOPs.

Objective:

Occupy and hold the sugar beet factory and prevent British patrols from advancing towards Grolschbeek.  

We rolled dice to see who would play which side. Nigel chose the British and I played as the Germans. Here is the table before the Patrol Phase. The Germans would enter from the far edge and the British from the nearer one.


A good Patrol Phase saw the Germans establishing a JOP just behind the bombed factory, from where troops were soon advancing to seize control if the buildings. 


More Germans deployed in the fields behind the factory. For me, getting boots on the ground quickly was essential to achieving my objective. 


However, the British were soon advancing tactically behind a 2" mortar smoke screen. 


I was worried about the speedy Carrier Recce Section and soon got my Panzerschreck team peppering it to good effect. The last thing I wanted were trigger-happy Bren teams driving around.


I got more troops into the factory complex, including my most important assets, the two tripod-mounted MG42s. They were my one big hope for keeping the British at bay.


However, the Brittish squaddies were getting close. I  used a CoC dice to end the turn and lift the smoke. Would this be enough to stop them getting any closer?



My section across the road continued to fire at the British in the big field surrounded by hedges, causing both shock and casualties, including the section leader. 


The British infantry in the smaller building were getting too close. Time to unleash the firepower.


First, I brewed up another carrier with my Panzerschreck.


Then I got the MG section targeting the infantry. I was gaining the upper hand. The British advanced into hand-to-hand combat, with predictable results. 


The remnants of the British section fled, leaving a dead section leader behind. British Force Morale was falling dangerously low. The Stuart light tank wasn't contributing anything. I decided to ignore it until it came closer.


Further exchanges of fire saw more British casualties, as I tightened my grip on the factory buildings. When British FM fell to 1, we called it a day. It was a win for the Germans.


I think that this could have gone either way, but a good patrol phase, plus a few double phases gave the Germans an early advantage from which they never really faltered. 

I think that I'd like to do a follow-up scenario, with the factory at one end of the table, with a similar German forces dug-in (without the extra rifle section (to account for casualties in this game) and defending, possibly with an anti-tank gun of some kind, and with the British attacking with some useful supports, probably a couple of decent tanks and maybe a Vickers MMG attached to the platoon HQ. I will have to work on this a bit. Victory conditions might be driving German FM down to zero, getting them out of the buildings or getting a tank off the table at the defending end.











Monday, 20 May 2019

Blow the Bridge - another game using this scenario for CoC

I wrote a scenario for Coc last year called Blow the Bridge. I wasn't completely happy with the scenario as written, so I tweaked it a bit to try and rebalance the odds.

Here is the scenario;
It is 1944, the Allies have broken out of France and are advancing towards Germany. The British are advancing across the relatively flat and open countryside of the Netherlands. A reconnaissance group  has been sent in front of a tank squadron to probe the German defences along a canal which is an obstacle to any further advance. Their objective is to capture a bridge over the canal, which will allow armoured units to cross and outflank the main German defensive line.

The British force consists of;

1 rifle platoon (HQ plus three sections)
1 recce section (3 Universal carriers, 1 with a PIAT team and a junior leader and 2 with Bren teams)
1 Cromwell Mk IV tank with a 75mm gun (this will only deploy on the 4th British phase, representing the advance guard of an armoured squadron)

The defending German force is;

1 standard rifle Zug (HQ plus three sections)
1 tripod-mounted MG42

1 4-man engineer section, carried in a half-track without weapons. Their role is to plant charges, not fight. If fired upon, they count as being in light cover. They will initially deploy from the table edge as a team without a leader and once deployed can only be activated by the German senior leader or on a command dice rolling a 1.

The Germans also have two lengths of barbed wire and two small prepared defensive earthworks. These will be placed after the Patrol Phase.

 The Germans can also call on support from a single SdKfz 250/9 with a 2cm auto cannon and a co-axial MG34 in an open turret. This can only be deployed by using a CoC dice and will enter from the German table edge.

The British objective is to attack the bridge and secure it before the Germans can destroy it.

To win the scenario, the British must have neutralised the engineers, driven back the defenders and have at least one section on the bridge itself.

In the patrol phase the Germans will use three patrol markers and the British will use four (because they are attacking). The British will also have two free patrol moves before the patrol phase properly commences.

The game will be play across the width of the table. The canal will be down the centre of the table, with the bridge placed in the central third of the table. The canal can only be crossed by using the bridge.

The British will start the patrol phase from either the left corner or the right. (roll 1d6 1-3 left, 4-6 right)



The Germans side of the table will be in three sections left, centre and right To see where the Germans will start the patrol phase roll 1d6 (1-2 left, 3-4 centre, 5-6 right)

So, this time the British force is somewhat stronger, having some armour appearing during the game. The Germans have also been slightly strengthened by the addition of the SdKfz 250/9.

In this game, Brian was the defending German leader, while I was commanding the British.

The table was laid out like this. Clearly the RAF has been doing some bombing and there are craters and gutted buildings near the canal. You can see how the Patrol Phase ended in these pictures.





Our Force Morale rolls favoured the Germans, who had a FM of 11, with the British being somewhat less motivated at FM 8. The Germans wasted no time in deploying a section right on the edge of the canal, protected by an earthwork.




Access to the bridge was made difficult by two sections of barbed wire. The engineers began to drive towards the bridge, protected by a tripod-mounted MG42 behind an earthwork in front of the walled farm.



The recce carrier section was the first British unit to appear. The idea was to dash forwards to seize the bridge.




I also deployed a rifle section in the ruins close to the bridge, placing them on Overwatch. I had a JOP placed just behind the ruins, which I hoped would let me get troops forward quickly.


I got another section on the table, moving them tactically in support of the carriers towards the bridge.



The Germans by the canal began to open fire on the section I had stationed in the ruined buildings, causing both shock and casualties. Over time, this would be a real problem for me.




The second section closed on the bridge, but was unable to cross because of the wire. The carrier teams dismounted, leaving the drivers in the vehicles. The rifle section on Overwatch fired at the engineer half-track, causing enough shock to make it withdraw.  Unhappily, this drew a lot of fire from the Germans in response, inflicting both shock and casualties.




The Germans were also deploying across the canal, with a section in the trees near the walled farm. My rifle section in the ruins was having big problems from accurate fire from two directions, with the MG42s causing many casualties, finally causing the few survivors to flee. This caused my FM to drop to 6. Luckily, by this point, a tank from the lead troop of the advancing squadron made an appearance. I hoped that this would turn the fight to my advantage. So far, the engineers hadn't managed to start working. I had also deployed my remaining rifle section, close to where the other one had fled, but out of sight of the Germans. The appearance of the tank led to the withdrawal of the German engineer section. 


To the right of the bridge, the tripod MG42 was hitting the recce section, with extra fire coming from a German section in the trees closer to the bridge. Luckily, my Senior Leader had also arrived with the platoon 2" mortar. Smoke time!




The smoke enabled the recce sections to get back on board their carriers and they drove forward over the wire obstacles (shown here by them being removed from the road). The Cromwell was also firing HE at the Germans, with a liberal dose of co-axial MG fire too. This was beginning to weaken the defenders, but I was worried about Panzerfausts and the even more nasty Panzerschreck. The armour of the carriers proved to be an impermeable barrier to the MG42, which was firing at the recce section now holding the bridge.



The SdKfz 250/9 now appeared. This was more of a problem, as its 2cm autocannon was capable of defeating the weak carrier armour. Luckily the Cromwell's commander was able to direct fire at the half-track and drive it off with shock and a wounded commander.



Another cross-canal firefight developed and my rifle section took up station in the ruined buildings. Combined with HE and MG fire from the Cromwell, this section was much more successful and the Germans were suffering losses now, with shock building up too.



Things were now looking pretty impossible for the defenders. The British had the recce carriers on the bridge, with a rifle section just behind and a Cromwell tank ready to blast anything that might appear from the walled farm, especially the half-track full of engineers, so the Germans pulled back, leaving the British in control of the bridge.

Well, this time the scenario delivered a British win, mainly because of the armour.

I am still not fully happy with the scenario. The tweaks I've made seem to have shifted the balance towards the attackers, but possibly too much so. I have thought about this again, and perhaps the answer might be to give the Germans a second tripod MG42 or maybe a second Panzerschreck? 

Alternately, perhaps the answer might be to leave the forces the same but play the game along the length of the table, with the canal closer to the German end, leaving the British with more ground to cover? In that scenario, the Germans could deploy in depth, forcing the British to fight along a longer approach to the bridge, with more opportunities to delay them until the engineers could place charges and blow the bridge. Currently, I like this idea better.

Monday, 17 December 2018

More CoC on a Sunday afternoon

The impromptu "campaign" between my Germans and Brian's Soviets rumbled on yesterday at the club. The scenario we were playing was Number Five in the rules - Flank Attack, and I was defending. The support dice rolls would obviously favour the Soviets, but I did end up with four points, which I decided were best spent on a FOO and an off-table battery of 81mm mortars.

The game also gave me the opportunity to get my new JoPs and ruined buildings on the table. The first few pictures show the table. My German platoon would be defending the ruined factory complex which was being used as a fuel dump. The Russians would have to cross some fairly open ground, much of which was pockmarked by craters from the Russian artillery's pre-game bombardment. 





Here are the German Jump-off Points, all close to the factory, except for a more forward one on the corn field on the left.


Brian had the higher Force Morale, 9 to my 8 and went first. Amazingly, he rolled 3 sixes, thus ending the turn and removing the effects of the pre-game barrage. I was now able to deploy my troops at will. I put my first section into one of the ruined factory buildings. 


The second one followed shortly, in the corn field.


On my right flank, Brian pushed two squads forward, detaching two scout teams.


I didn't care much for this and my FOO, who had already deployed,  contacted the mortar battery and shortly after was able to call down a barrage. This successfully pinned Brian down and blocked off my right flank.


This was the only action so far. I had deployed all my troops and most of them stayed on Overwatch while waiting for the Soviet assault to start. What I was really worried about was Russian armour, which I was certain would appear before long. 


I wasn't wrong. Two 76mm T34s soon appeared, together with the third Soviet squad and the senior leader. My anti-tank capability was my Panzerschreck team, plus three Panzerfaust 30s. Not great.


I decided that I needed to shift the mortar barrage, which had done its work, causing the loss of one scout team and several casualties on the Soviets on my right. I soon had mortar fire dropping down on the area where the tanks were advancing. I knew that it would be very hard to damage the T34s, but I wanted to keep the infantry as far away as possible.


I pulled my lefthand section back at a run, hence the shock marker on the rifle team. The JL had already removed the shock on the MG42 team. I needed to bring these across to my right, because the section there had already lost the MG42 team in a bout of Russian initiated hand-to-hand-combat.


Despite loosing the MG42, the rest of the section were slowly whittling away the Russian squad with close range rifle and SMG fire. The other Russian squad here had been pretty badly knocked about by the mortars and I didn't see it as a threat.


Before long, the remnants of both squads were pulling back. One was routing and the other in no fit state for anything. Soviet Force Morale was dropping fast.


My troops in the ruins were pretty comfortable. They were not suffering at all. Things were looking OK, apart from the armoured threat.


Brian had pulled his final infantry squad back to a more central position, a turn end having unpinned it, but it had suffered shock and a couple of casualties. I used a CoC dice to maintain the barrage, though.

I pushed a section forward, in the hope that I might get lucky with a 'Faust or the 'Shreck.


The T34s rumbled forwards. All I could do was wait.


At this point, time was running out. Elsewhere, Brian had done a typically Soviet thing and thrown his last strong squad into a charge against the intact section on my right. No pictures of this, because I forgot to take any. I ended up with a huge number of defence dice and easily won the combat, killing both his SL and the squad JL. His Force Morale plummeted to 2. At this point we called time. 

It seemed unlikely that the Soviets could win, given that they had no infantry and Brian was rolling a mere two command dice.

So, another engrossing game of CoC and another win for the Germans, who I think are ideally suited to a defensive role in Chain of Command.