Thursday, May 15, 2025

Panzer Grenadier Deluxe - St Nicolas Farm game

Another outing with PZGR today with Stephen using the included scenario based around action at St Nicolas Farm in Normandy which is a relatively small game (based on a 5' x 4' table).

Stephen took the attacking British and I the German defenders.

British have 5 Infantry Platoons with a Piat, an MMG, a 2" mortar, a Dingo, 3 Shermans and off-table Fire Support (2 missions only) controlled by a BHQ and 2 Coy HQs.

The Germans have a PAK40, 3 Infantry Platoons, 2MMGs and 2 PzShks controlled by the BHQ and a single Coy HQ all of which can set up hidden.

British are tasked with taking St Nicolas Farm and both sides get to place several terrain items (woods and fields) at start.

Stephen went with a simple straight up the gut assault on Farm which initially came a cropper as his dice rolls were uncharacteristically awful  (several snake eyes) and mine above average, with a couple of losses inflicted and lots of units suppressed, later his rolls improved greatly.

My Pak 40 did get drop on Shermans but failed to damage any, only causing suppression/fall back ! 

It was later mangled by a British Platoon firing upon it. 

This sort of gave Shermans free reign as PzShks only fire out to 6" and indeed despite managing to get such a PzShk into range (using an exploit move) then winning the initiative allowing me to go first, but then the sods failed to activate and were then obliterated by target Sherman.

One British stonk failed to inflict any damage on farm defenders but another wiped out a whole Platoon.

We soon called time as the lack of effective AT meant the Shermans would likely blast the farm defenders over remaining turns, at that stage Brits had lost 5 stands and Germans 6 (just over their 25% level)

Good to get another handle on rules and learnt that I had been classing Platoon Commanders as 'full' HQs but that only applies to BHQ and Coy HQs (although effect is minimal).

I like that whilst units can be discovered (unhidden) once they fire/move or due to recon that depending on acquisition range or weapon range they can still be unengaged (not much shooting from base edge across whole table) allowing maneuver to occur. 

The player (100ft general) knows they are there but units on ground cant draw a sufficient bead on them to take effective fire without closing on them.




Table set up with St Nicolas Farm in foreground (Brits deploy on right)






Shermans approach farm complex









German MMG opens up beside a Plt Cmdr (whose Plat has just been obliterated)





No answer to British armour after loss of Pak 40






Early stages with Brits suffering losses and suppressions






Oh if only this had lasted.....................





British concentrated on my right






Soon to be history Hun Plt defends hedgeline






The Pak 40 with open field of fire on Shermans






British advance stalled but not stopped


Thursday, May 08, 2025

Battle Group Northag game

Game today at Stephens and he selected BG Northag to use his 12mm kit with US and Soviets squaring off.

He made up two lists and I diced for side ending up with Ivans.

Am not a big fan of the Battle Group system (for various reasons) but it certainly gives a smooth playing fast paced game especially with this 'Modern' period (if you can still term in 1983 setting as such !?) set as the annoying ammo rules are gone and small arms fire a bit more streamlined with no direct fire on infantry only suppressive fire, but with any casualty caused meaning you lose a base (ie a unit) rather than just a figure.

System does not have a firm ground scale but is essentially a light low level but not quite skirmish style tactical game.

US had nice advantage of improved optics for their M60s and Abrams which proved very useful as did getting 5 x M60s dug in on table at start in Recon force compared to a lowly 2 x T64 for Soviets.

US get 4 x Abrams in Vanguard force whilst Ivans get a full company of 10 x T80 but that equated to 12 vs 9 which is maybe not a great ratio for Soviets.

Infantry forces were similar with both sides having some AA and AT assets and couple of special units.

Some nice differences in available multi-unit orders (not really in numbers as basic 9 US vs 8 Sov) as NATO types bit more flexible in some aspects with their Platoon orders as opposed to Soviets having Company orders.

I had 2 Timed Artillery Barrages and the Yanks had 1 but we both had 2 Counter Battery 'assets' so none of these actually fell, but a nice change from WW2 set is more limitation on where these can be plotted to fall (no more pounding a set up zone).

Shooting is fairly straight forward 1D6 and 2D6 system for hits and penetration (with save rolls for cover etc) respectively which is simple and works fine alongside a basic 1D6 morale test system.

The use of limited Orders and the Chit pull Morale system are very nice however we never pulled any special chits such as Helicopter Gunships today.

Probably my biggest issue with system is the 'Everything on the Table' methodology as there are no hidden units at all and therefore every unit that a line of sight can be drawn too is a viable target (no target priorities or similar either).

Targets do have to be Spotted every single time they are targeted no matter if fired on previously (I refer to this as the Hammer Films Misty Graveyard effect) but often this is automatic if target has fired and/or moved (improved optics come into play).

Whilst it good to get all your models on the table and not have to use maps or counters or similar, it is feels rather odd (and does not really suit period imho) that absolutely nothing can be hidden so a 2 man infantry team or FOO can be targeted from get go even if in buildings/cover/dug in and inert, even if they are a tad harder to spot than a vehicle. 

I did comment that it felt that we had access to contemporary drones over the battlefield with their spotting (if not attack) capabilities.

We both had mortar support and as per WW2 set the blast area is pretty large (20" diameter) so usually has several units in danger (although mostly from Pinning effect) and we both lost a couple of stands to these.

Overall system has bit more meat on its bones than 7 Days To The Rhine and Stephen prefers them to that system, I am not well enough versed in Cold War rule sets to offer an alternative so would play them warts and all and good to see the Cold War kit in action.

Only couple of pics of Stephens collection and terrain









Wednesday, May 07, 2025

Panzer Grenadier Deluxe - solo outing completed

Had further session with PZGR scenario and played it to completion (well sort of) with further ingraining (he says hopefully) of rules into brain cavity.

Tigers are pretty awesome in system with lowly Shermans having real problems dealing with them frontally  (as it should be) needing essentially critical hits, even the 17pdr armed Firefly finds it tough to destroy them outright but much more likely to at least damage or force them back.

Conversely the Tigers 88mm is very unlucky if it fails to destroy a Sherman with a very good chance of Damaging as a minimum.

That being said I did lose 2 of the 3 Tigers ! one succumbed to a lucky long range damage from a 6pdr and then a further damage from a Firefly (2 Damage equals a kill) but they had knocked out 5 of 11 Shermans and damaged 4 more so a fair trade.


The PzIVH only managed to damage another Sherman whilst being damaged itself.

The 88mm Flak 36 failed to hit anything (long range shots) before being destroyed by 3" mortar barrage.

British air support did arrive and duly  targeted a Tiger but only managed a Suppression.

Called the game as whilst a British infantry Platoon had managed to sneak onto their hill objective the Germans were firmly in control of Cintheaux but lacked numbers themselves to threaten the British high ground objective, a sort of winning draw for Krauts.

But as per history Wittman was one of Tigers brewed but this time by a lowly PIAT blast onto his flank. 

Will I plump for using PZGR at club ? most likely but maybe a different scenario although this one is fun with lots of armour in play. 




Tiger is burning








As is Wittmans vehicle and Shermans 








Last Tiger supports defence of village







Canadian armour penned in and suffering






Village looking impregnable






Cannucks under duress (red puffs are damage)








North Hants depleted with on a damaged Firefly still in play 





British infantry move onto objective 







PIAT team to be Mentioned in Dispatches at very least







Grenadiers defend village stoutly







PzIV hiding as damaged and low on ammo







But has helped stymie Canadian advance







North Hants start to suffer from tangling with Tigers







Initial Tiger advance with unlucky vehicle suffering damage and being forced backed




Monday, May 05, 2025

Panzer Grenadier Deluxe - a solo refresher

Club meeting at end of month is VE Day themed and I am intending to put on a WW2 game so going through several rule sets and scenarios for possible outing.

First up one of my favourite sets Panzer Grenadier Deluxe (by Dave Brown) which suits my 15mm collection.

Selected a tank heavy Normandy scenario 'Cintheaux' which should appeal to participating club members.

Playing through to get rules back into head space as been awhile since I used these rules.

Being WW2 hidden units are of course key especially at start of game (sort of a meeting engagement but most units start hidden on table) so not really solo friendly but the allowed areas for deployment really dictate where units are likely to be so not terrible.

In PzGr even if a unit is spotted (and placed on table) by Recon or fire/movement actual visibility limits/firing ranges mean not always able to be engaged eg Infantry in cover are only visible at 18" even if enemy aware of presence and maximum range of say an 88 is 48". 

So units can possibly maneuver a bit before coming under fire although enemy '100ft General' is aware of where they are.

Formations require activation to Move/Fire/React which is a bit Black Powder like but you can use HQ Impetus points to boost low rolls (unless rolling 4 or less on 2D6)

A quick read through and most of rules came back to me (must be filed in brain folder someplace) my only concern is trying to teach to those not familiar with rules as lots of moving parts (WW2 is by default a complicated period with the multiple weapon systems) but its not like I lack any alternative sets or scales to try :-)

Those I am also considering are IABSM, Iron Cross, WRG, Test Of Battle, Spearhead and FOB WW2 (latter two likely with 6mm kit)



British infantry Platoon (2 Rifle sections 1 Bren section and a Plt Cmd) line edge of a copse (they would start hidden) with Company HQ and a PIAT in support.








Sherman Squadrons (2 M4 plus a Firefly) approach Cintheaux defended by 'hidden' PzGrenadiers






More Shermans advance (still outside enemy range) as 6pdr 'hides' in farm






Tigers and an 88 'hidden' on wooded ridge (they must set up here)






Overviews of table top Germans deploy on ridge to left (and in village) Cannucks/Brits on ridge on right with Canadian armour on road and infantry any place else (except within 18" of village) again most everything sets up hidden and/or out of range. I have used basic hedge lines to delineate fields but may use 'prettier' versions















One of few unhidden units at start a PzIV but staying out of line of sight of Allied armour







Big cats (one of which is Wittmans - he died in this engagement historically) 






5th North Hants Yeomanry advance near farm





Defenders of Cintheux two Platoons of SS Grenadiers






Canadian armour moves up road supported by PBI


Sunday, May 04, 2025

PBEM catch up







Finished PBEM game of Combat Mission Afrika Korps with John in a randomised Meeting Engagement in western desert and was a total massacre of my poor British Force.

Just starting another game which is an adaptation of an ASL scenario 'A Wet Bridgehead' set in Tunisia 1943 and with me as Brits again.








I had no real answer to Panzers having only ATRs after loss of single 2pdr Portee








And therefore result was pretty awful























Also just finished another game on Vassal with Mike of our ongoing C&C Ancients 'campaign' with my Romans being victorious at Bagradas (I - well Vassal - had absolutely awesome run of dice rolls in this one which is very unusual)

Next up in our series is Ticinius River which looks tough for Romans




Thursday, May 01, 2025

L'Art De La Guerre - Normans and Viking in action

Last two practice LADG games with Stephen (Cork Competition this weekend) after he finally chose an army to use this being Berber.

All those practice games and his last two with actual army, the 'difficulty' of choice when he has so many armies.

I used Normans against him in first game and this saw my Knights fail to perform yet again and my lowly spearmen hold well against superior Berber types, well up until they didnt 

Second game was a very close affair with my Vikings in action this time.

I tried a flank march with Breton Ally which worked quite well drawing off several Berber units and PIPs. 

The bulk of my Norse foot then moved obliquely to engage Berbers but unfortunately my General included with Huscarls was killed by a Berber General included with Knights and this saw my center collapse.

The Bretons rolled out of their skins (its a game of skill I tell ya !) and sweep all before them and this led to probably a first for us as I took enemy camp and he took mine. 

I reached auto defeat level first but it was a close bloody game this one 

Best of luck to Stephen and he has as much practice as we could manage so hopefully will do well again.




Pics backward again



Vikings come at angle to Berbers, Bretons arrive later deep on right flank











Normans in more straight up (as Barker intended) style