Category: Painting
WW2 bamboo hut terrain
One thing I’ve discovered difficult for my Pacific Bolt Action games is finding some appropriate buildings. I simply cannot find anything in 20mm scale. There are some Quonset huts that I had gotten that will certainly be appropriate. However I wanted something a little more rustic
I opted to try my hand at building some structures myself. Using a frame of foam core board, I was able to get a simple structure assembled. I also lucked out and had gotten some thick cardboard at an angle which would work great as one piece roof sections.


One thing that stands out with these type of buildings is that they’re usually on raised platforms. Hanging onto some sticks I picked up from hitting a street food vendor (gotta love late night munchies after drinking soju in Korea), I was able to cut sections to simulate logs that a hut would stand on.
This lead me to trying to figure out a way of making bamboo walls. I had gotten some wooden food skewers that were about the thickness of a toothpick. Cutting pieces of an appropriate length, I got a pile together to make up the outer walls of the hut.
The trick of course was gluing them to the foam board. I could do this gluing them individually using PVA glue, but I figured that would be tedious. Instead I lined them up side by side using a ruler to create an even edge at the base. Slathering hot glue onto the foamboard, I could then lay the base of the hut down even with the lower portion of the wooden skewers, and carefully press the entire wall section flat onto the wood pieces. They would then be firmly affixed to the foam core walls.
I did this for all four sections of the hut. To hide some of the uneven pieces, I framed the top of the walls with a single piece and was also done on the sides of the hut. This way, I could frame the entire hut with sections of wood with relatively the same length.
For the wall sections that were peaked however, I had to glue those one by one after cutting each section individually with a slight angle. This was a little time consuming but at least I only had two small sections to work on rather than the entire walls of the hut.
After completing the outer walls, I placed the hut onto a thick cardboard base. This base would be used to create the platform for the raised hut. One section was longer to simulate bamboo flooring for the front of the structure. Cutting out larger sections and gluing them individually, I was able to make the entry flooring easily. I then used PVA to adhere the wooden supports to the hut floor.

The roofs would need a little work. I decided to go for a grass look and glued a section of cleaning cloth onto the roof piece. Being cloth however, I would need to do something to seal up the surface, otherwise it would absorb all the paint. I gave the entire surface of the roof section a coat of watered down PVA glue. After drying, this created a coating all over the roof providing a simple barrier to prevent paint from being just soaked up.


I now needed to create some windows and entryways. If I had the gumption, I would have cut our sections in the foamboard. However this would also require me to cut and glue individual wooden pieces. Instead I cut sections of popsicle sticks with very thin sections to be used for the door frame and shutter supports. Gluing them onto the sides of the hut walls, they could provide openings for troops inside to shoot out of or mark the location of the building entrance.

Some coats of paint and a basic wash, the hut was done. I opted to keep things simple with painting and gave the interior of the bamboo hut a simple black coat. I’m pretty happy with the results. The roofs fit okay and come off allowing me to place troops inside. The structure itself is pretty sturdy, however I think the real weak parts are the platform supports. Throwing the bamboo huts around in a plastic tub for storage and transportation seems like a great means to snap them off. I’ll have to be sure to keep them wrapped in some bubble wrap.
I’ll also admit the windows and doors a little lacking. It would likely be far better looking if I had cut them out. Instead I opted to go the less fiddly route but the huts turned out okay. While I would love to give a lot of attention to the buildings, I am happy just getting something together that would look decent on the table. I’d much rather spend extra time modelling and painting miniatures than dedicating a lot of time towards terrain. So while my bamboo huts won’t win any awards, they do offer fair looking structures that are flexible enough to allow troops to be put inside, and also handle your typical gaming wear and tear.

Armourfast Hanomag
So I’ve been slowly accumulating different units for my German platoon. I’ve been wanting to dabble a bit in transports. With the new Tank War book out in the wild, I also wanted to think about fielding an armored platoon with mechanized infantry units. So having a few German halftracks would be ideal.
For a while now I’ve been a fan of Armourfast. As with many of the other models I picked up from them, they offer a wargamer-grade replica. This is not a super accurate kit, but a model that has decent detail that looks good enough on the table.
The kit does not offer any crew, with a simple troop compartment. The half tracks include a rear pintle mounted MG42 in addition to a forward mounted MMG. The treads like other Armourfast models are fitted as one piece. The outer side looks good, but the inside tracks are open with struts to support the tread section. When assembled it’s really hard to see the inside tread but if you look really closely at a low angle you can see it. As typical models from the company, they are great for tabletop gaming, but nothing you want to put in a diorama.
The half tracks are a snap to put together and don’t have any gaps. If anything, the port visor guards are a little tricky to mount. There are mounting bumps on the hull of the model, but they really aren’t pronounced so it’s easy to have the ports slip a little when cementing them into place.
I gush a lot over Armourfast. However, for 20mm models you really can’t beat them. They are nice kits for very reasonable prices and given they are transport options for a Bolt Action force, perfect at two half tracks per box.
Plastic Soldier Co. Churchill
For my Bolt Action British platoon I had originally picked up a Cromwell. I figured it could be a recon element for my reinforced platoon. But for a more standard force, fielding a tank commonly used to support infantry was something I wanted. So I picked up a Plastic Soldier Co. Churchill tank kit.
The 1/72 scale models are well done. They really are a snap to assemble and fit together nicely. The treads and wheel sections fit as a single piece. The rear side of the tread section lacks detail, but it’s really difficult to notice once assembled.
The hull is well detailed. There are some nice extra bits like jerry cans for the rear tread fenders and spare tread sections. The hatch can be modeled with the doors being either open or closed, and include a tank commander figure.
There are a variety of barrels provided for Mk III, Mk IV, and Mk V tanks, as well as an AVRE variant. There is a lot of flexibility with the kit. The set comes with 2 tanks and as you have another turret available, you can really get some mileage out of the models.
I liked the bren carriers I picked up and feel Plastic Soldier Co. has another winner with their Churchill tank. It is a good buy for a 20mm platoon. Not only do they look nice assembled, but they have a lot of options for barrel types meaning you can really stretch the use of the kits out for different tank types. Quite worth the buy for 1/72 wargaming.
Review: Battlegroup ruleset
Plastic Soldier Co. and Iron Fist Publishing have teamed up to produce the Battlegroup series of books. From my understanding Battlegroup Kursk was the first set of rules released combined with supplementary material to describe that engagement in WW2. From there, a small ‘mini’ book was released with just the base rules. There are several other books released that detail different campaigns with various theater selector lists for forces and scenarios, but these only have special rules related to those campaigns. You need the small rulebook in order to play.
The scale for Battlegroup is set at 15mm to 20mm. Additionally it is a 1 man = 1 model system. There is no basing of units into fire teams. However as the game plays, actual basing isn’t really an issue. There are many examples of folks playing the game with multiple troops on single bases (like Flames of War). However, having a handful of single troops on lone bases is ideal to indicate casualties for a squad.
The rules themselves detail a pretty ambitious task of outlining a system that can be played at a variety of engagement sizes, from a squad up to an entire battalion. The squad level game is a bit of a misnomer as they expect you to take at least a platoon of troops, but it does give you varying levels of forces to play which can range from a few squads for an afternoon of fun, up to a full day of gaming at the battalion level. It’s a point system game, where you decide a point total and purchase units up to this limit. I picked up Battlegroup mainly for company level games.
The game utilizes a IGOUGO system of sorts. A player will roll a set number of dice to indicate the total units they can activate for that turn. For a platoon level this would be 2d6, while at the company level would be 3d6. I groaned a bit at this first but digging into the rules a bit more, I started to like it.
You roll to activate units, which really breaks down into teams. An entire platoon is really 4 individual units (a command team, plus three 8 man squads), and in addition you might have a few LMG teams that are also units. So that 3 platoon company suddenly mushrooms into 12-18 units, making that 3d6 activation roll a little more unpredictable. Add in additional MG teams, AT assets, field guns, artillery spotters, a few tanks, mortars, etc. You suddenly have a lot of things that may not be able to activate on your turn.
Each activated unit can be given one specific order; firing, maneuvering, a combination of the two, or just waiting in ambush to react to your opponent. Reaction orders also are a nice element, giving a chance to interrupt an opponent’s turn. This really allows for a fluid back and forth type of game making the turn progression more tense and engaging.
Movement is a flat rate for vehicles and infantry. Difficult ground will reduce movement to a d6 inch roll depending on the type of vehicle or terrain. Overall movement is a simple, easy system to execute.
There are maximum effective ranges for weapons, with small arms topping out at 30″. However this is tweaked some as there are two modes of fire. Area fire is a simpler affair where total firepower is determined and a single die is rolled to see an effect. If successful, they pin a unit.
The alternate is aimed fire which has a maximum range and individual die rolls for troop weapons, designated to inflicting casualties. Successful rolls to hit forces the target unit to roll for saves (6+ if in open ground, and much better if in cover). Failed saves result in casualties and morale tests, likely resulting in a unit either being pinned or forced to retreat. Combined with aimed fire is the need for spotting a target unit. Again a simple d6 roll test altered by different modifiers. If they can’t spot the unit, they can’t conduct aimed fire (area fire does not require a spotting check).
Vehicle fire mimics small arms fire some, however there is more gradation in target numbers to hit based on the type of gun and target armor. Also unlike infantry units, vehicles must keep track of the number of rounds fired. Close combat is more of an extension of aimed fire. When units come to within 5″ of each other, an intense firefight breaks out with both sides making attack rolls.
Morale is a pretty simple affair. If a unit is pinned they cannot be given an order until it is removed (more on that later). If a unit suffers a casualty, or is damaged, while pinned they roll on a d6 chart. On a 2 or less most units will break outright if they are pinned. The game is exceedingly dangerous to units in the open. Get them pinned and follow up with effective fire, you likely will have them break and run.
This leads into an interesting tweak to the the game, the Battle Rating (BR). Every platoon, tank, command team, etc. in your army has a value and the entire sum represents the overall morale and will of your force to fight. For each unit that is destroyed, you draw a random counter. These are also taken for other aspects of the game, such as your opponent having more scouts or when your opponent takes an objective. Effectively the only way to unpin units requires you also to draw a counter (unpinning d6 units while doing so).
The counters themselves are an uneven distribution of numbers ranging from 1 to 5 (with most being 2-4). As you draw counters you put these aside and secretly sum up the total. If the total of drawn counters ever exceeds your force’s Battle Rating, your entire group collapses and withdraws from the battle. This makes for some nail-biting decisions. Pinned units can do nothing and are exceedingly vulnerable to additional fire. If they break, you draw a BR counter. If you decide to rally some units, you draw a BR counter. So there is this fine line of deciding when to try and unpin units (or instead just let them keep hitting the dirt), as you never know how much pressure your force can take before they break.
There are rules for calling in off board artillery and air support. A series of rolls are made to simulate communication and firing priority. As off board artillery goes, there is a fair amount of randomness where rounds actually land, certainly allowing for the potential of friendly fire. Anti-air assets on the table also have a role which is a pleasant change from other systems.
The book comes with a handful of scenarios depicting typical engagements you might see, from patrols to withdrawing actions. Most scenarios also dictate the use of objectives. Given that holding objectives forces your opponent to draw BR counters, these alternate goals add some variety to the scenarios and provides for some differing victory conditions.
As mentioned earlier this is a point system game. You select units up to an agreed total. The actual force lists are rather structured however, with limited choices based on the core units you pick up. The game is very infantry-centric but armor heavy battlegroups can also be drafted up.
There are no force lists within the rules however. These are all provided separately in different campaign books which have battlegroup lists, special unit rules, unit profiles, etc. and are very much themed towards specific combat theaters. In this aspect, historical gamers will probably enjoy this as gradation in forces can be achieved to represent different parts of the war. With a universal force list for different nations, this would be harder to model. However, you are not getting a complete game just picking up the ruleset book. You also need to invest in a campaign book to play the game.
The Good – There is a lot here to like. Yes, it’s an IGOUGO system. However with the random die activation and a plethora of individual units representing a platoon, you aren’t going to be able to count on activating every model on the table during your turn. Further, the reaction orders also provide a means to make responses to your opponent’s actions making the game even more dynamic.
Pinning units matter and is an effective means to shut down your opponent. The splitting of fire modes into either suppression or trying to inflict casualties is also a nice touch via the area and aimed fire orders. Among this is the Battle Rating system. Pinned troops are effectively out of the fight. To reactivate them requires drawing a BR counter. If you let them sit pinned and they get hit by further fire, they will likely break forcing you to draw a BR counter as they are destroyed. Do you let them remained pinned and wait a few turns before opting to unpin d6 units? Or do you force your hand early and just unpin that one unit? It’s a challenging decision with slow degradation of your force’s morale, along with the unpredictability when it has had too much and will retreat, all of which makes for a fun game.
The rulebook itself is written fairly clearly and offers plenty of examples. There is a good amount of artwork and photographs to entice the reader. It’s a rather handy size and well bound. The addition of a solid quick reference sheet at the back of the book is an especially nice touch.
The Bad – The game does have its share of bookkeeping. Ammunition use for tanks is the most notable. For a tank or two this isn’t much of an issue, but running with a platoon of armor, it could bog down. I dig the concept as a means to balance out heavy hitting guns compared to the armor workhorses and also a way to mimic logistical problems, but it’s clunky. I wonder if using a d6 roll to determine if a unit was out of ammo would be better.
Another thing that crops up are past orders for opposing units. Spotting a target can also depend on whether it fired the previous turn. Get a big enough game going and it can get a little murky keeping track whether individual units fired on the previous turn or not, so you likely will need to use markers indicating given fire orders.
Some of the task resolutions require a lot of procedural die rolls. Artillery is especially damning as you need to make a fire mission request, a communications skill test, then determine how close the spotting round hits, the number of guns that are part of the strike, etc.. While all the die rolling allows for more predictable results due to probability, it can be a chore to go through.
The rules express a differing view of design also. Some parts are well detailed (like vehicle aimed fire and artillery) while other aspects of the rules are glossed over with abstract task resolution. There aren’t hard definitions of cover. Close combat is very streamlined under a general assault that takes place within 5″ of an enemy. There are some points in the rules suggesting resolution by player agreement as opposed to hard, defined rules. It just seems a bit of an odd match in how the rules are presented where some elements are highly detailed, while others are not.
The book would really be aided having an index. Some important rules are shuffled off into sidebars. It’s not incredibly difficult to find what you need, but tracking down a key rule can sometimes be a little bit of a chore. The book itself is a scaled down version of the larger campaign books. I appreciate the lower price of the rules, however the print is exceedingly small. This isn’t a comfortable font to read at all and it’s a shame a larger one wasn’t used.
The Verdict – Battlegroup is a solid WW2 miniature wargame. There are some rough spots and with larger games, bookkeeping can get to be somewhat clunky. Additionally, this isn’t the most innovate set of rules and you’ll likely be finding yourself treading over familiar game elements found in a myriad of other WW2 rules.
However it gets a lot of things right. One thing that stands out with me is the sheer unpredictability of unit activation and force morale. You can count on your plan of battle up to a point and then… well… things get interesting. It’s another game that emphasizes suppression and pinning of units. This has an important role in the game and you’ll find ordering units to cross open terrain will get either pinned to hell, ripped to shreds, or dispersing in a retreat. The utilization of cover and judicious use of ambush orders are needed.
Yes, it is a point based game. However taking a peek at some of the campaign books, it doesn’t feel like a tournament army list-of-the-month game. Battlegroup really seems to have it’s feet firmly in the historical camp. I’m certain that it’ll get some complaints on not having proper campaign TOEs, but there are far more hits than misses with the force lists.
I don’t think Battlegroup will quite replace my WW2 infantry skirmish game of choice. I need to get a few more games in, however I still feel that Bolt Action and Chain of Command both scratch that itch for me. However I wanted a ruleset I could use for 15mm and was looking for something different to Flames of War. Battlegroup does this quite well, and I totally expect it’ll be my go to rules for WW2 company action in the future. If folks are interested, an excellent overview of the rules as an intro report can be found in a list of PDF download links.
15mm sci-fi habitat structure
A short post today. As I’ve been dabbling in 15mm sci-fi models, I certainly needed to get some terrain built too. I’ve done plenty of fantasy and WWII stuff and it’s never been a real challenge to whip up something serviceable on the table. However for fair looking sci-fi terrain I’ve been a little at a loss.
Some of the model kits floating around are gorgeous, but not quite that cheap. Granted as 40K prices go much of it is a steal, but one thing I liked about running 15mm games was the low cost for picking up figures. I’d rather spend the money on another platoon of minis than just a cool looking building.
Slowly I’ve been picking up a lot of little plastic containers and odd packaging bits. For the most part I never quite figured out how to add small elements to make pieces stand out and avoid looking like a plastic tub. Then I stumbled across folks adding pieces of thin cardboard from cereal boxes to build up layers of material. Glued onto a plastic container, you can simulate doors and windows. Not to mention add additional layers in odd shapes to put on building details.
A bit of sandpaper was applied to the plastic to scuff up the surface and add some texture. I was able to add a few entrances and windows on a plastic food bin using thin cardboard. The bits of card were able to easily cover up your ubiquitous recycling symbol seen on most containers, and also could add some small detail to the building roof. Pretty easy modelling project to make a sci-fi structure.
I decided to just go with a simple base coat with a quick wash and drybrush. A very simple and quick alternate color for the windows with just a streak for highlights. Granted, it’s a very basic paint job and not too lovingly adorned for details. I think for other terrain I might try to put the effort in, but I’d rather save that for my minis. It’s serviceable, which is fine for now and I can always revisit it for a bit more color and detail later.
Italeri (and a smidgen of Revell) WW2 Japanese troops
Sadly when it comes to WW2 gaming the Pacific is usually under represented in many war games, especially miniature games. For squad based stuff, Battleground WW2 touched on it a bit with one of their supplements. However it’s always taken a back seat to the European theater. In fact, I daresay that the African theater gets more love over the Pacific.
It all comes down to manufacturers for minis, and clearly they want to produce lines that will sell. Just seems a shame the Pacific and Asian WW2 theater never seems to garner much attention. This was something I certainly wanted to rectify with my Bolt Action armies. So when the Imperial Japanese Army book hit, I certainly wanted to take a stab at collecting a force.
Fortunately, I am delving deep into 1/72 scale stuff, so getting troops is super cheap compared to 28mm. The downside is I really can’t get a lot of specific teams. However there is quite a variety of decent model ranges at that scale.
I settled on buying Italeri ranges for Japanese troops, along with the 70 mm field gun kits. The field gun kits were an especially great find as they had a lot of odd teams. In that set were AT rifle and suicide AT teams, along with some models that would be great for arty observers and could serve as mortar spotters in a pinch. Not to mention a couple of 70 mm field guns.
I like the range of Italeri models. There were a lot of options for different mortar types, including knee mortars and rifle grenade launchers. Both of which I could use to cobble together a mortar squad if I wanted. The downside was I could not field any models carrying smgs, so I had to settle with my sergeants just armed with rifles.
Being a Japanese list, I wanted lots of bodies in beefy infantry squads and planned on fielding at least 3 rifle squads and likely a full mortar squad too. Despite the high model count in the Italeri kits, I opted to pick up a Revel miniature set also. I only took a handful from that set but it was enough to fill out my infantry squads.
I also was struggling a bit finding appropriate minis for snipers. I opted to use a couple of kneeling figures and glued some plastic plant leaves on their backs to differentiate them some and still slightly capture that look of a sniper. A little wrapping of the barrels in trimmed athletic tape along with a healthy slather of water-downed PVA glue helped too.
I’m pretty happy how they turned out. A sizable force for Bolt Action with enough options to keep it interesting. Not to mention enough minis for another squad or two if I wanted to field another cheap inexperienced unit. Certainly looking forward to playing them and trying a different assault-heavy force. Now I gotta work on more jungle terrain!
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| Type 92 MMG |
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| Type 96 LMG mid-reload |
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| Type 97 AT-rifle |
Wargaming in Seoul – Orc Town
A while back I talked some about places where you can pick up different wargame supplies in Seoul. One place in particular was Orc Town. They recently packed up and moved to another location, so I thought I’d give them a visit and check out the new store.
Orc Town is now in the southeastern part of Seoul in Dongok I-dong. If you take subway line 3 and get off at the Maebong station, Exit 4, head south a few blocks alongside an apartment complex. Go past a main T intersection and one block west, you’ll eventually hit the store. It is now in the basement of a small business complex.
Be sure to look for the small sign on the side of the building over the basement stairway.
It’s certainly much bigger than the old shop. There is a small storage section where folks can leave their models in personal lockers for a fee. This is pretty nice for regulars as they don’t have to lug their models around to the store.
The new place has more space to play, with a side room just for gaming holding several tables. From what I remember, the gaming section here has almost double the number of tables from the old place. They also have a few shelves with store terrain to allow players to dabble in some different scenery layouts.
They seem to still carry similar products, including Infinity, Bolt Action, Firestorm Armada, a few Napoleonics and a smattering of other historical kits. There are also some Flames of War miniatures and some alternate 15mm WW2 sets. However Orc Town is still very much a Games Workshop store. They carry lots of 40K stuff and a good number of Warhammer Fantasy minis. The store also has a full line of Citadel paints, spray primer, and other GW hobby modeling supplies.
Sadly, I still think prices above retail particularly for non-GW products. No real clue how the prices for GW products fare but I noticed some of the Warlord games stuff being well over MSRP. I have no idea why. Maybe they can’t get distributors to send stuff over and have to go the route of resale (which likely includes having to pay extra custom fees on merchandise).
They have an online store and I’m guessing with pre-orders, you could get more of a discount to bring it in line with other international distributors. For a handful of items, given that you’d have to pay international shipping charges, it seems ordering directly through Orc Town works out maybe a little cheaper. However I do wonder if making a large order, getting a big a discount from an online retailer, and just paying extra shipping might be more economical.
Nonetheless, if you want to pick up a few models and paints Orc Town seems to fit the bill. If you are a GW fan, it’s the only place to shop. I’d also give it points for allowing space in their store for gaming. Certainly a great way to get some feelers out to meet up with other fellow wargamers.
Armourfast house
While my Bolt Action platoons have been slowly shaping up, I really needed to get some terrain together. I went the super cheap route getting some paper buildings made which came out okay. However getting troops inside a building can be a key part of the game. My paper models have the roofs firmly affixed to help keep them a sturdy construction. While I can lift them up and plop them over figures to represent troops inside the house, having models with detachable roofs would have been better (seriously have to consider working on making some with foam board).
Looking around for some options, I ended up buying a tile roofed, 1/72 farm house from Armourfast. The kit is very nice if a little pricey at $14.50 USD. The model comes with varying colors so that you could literally assemble and play without the fuss of painting. I somewhat embraced this and opted to give the model a very basic one-over with some washes and drybrushing.
The house is simple to assemble and offers some decent options regarding the windows. There are a slew of window shutters you can use to represent open or closed windows. The roof and chimney can be put together without breaking a sweat. I will say however the instructions are a bit sparse and I did have to think through the construction a bit, as there are certain ways the walls for the house and chimney fit together. Nothing brain burning, but be sure to take a bit of time looking at how the pieces fit together.
Still, working with the plastic was a breeze and a welcome change compared to thick blocky houses of resin. The pieces fit together very well, with the roof section sitting fairly snug on the house walls and easily removable. Additionally, the inside walls have small tabs on them, allowing you to put in a second floor if needed. I cut a section of board to do just that and it fits nice and secure, allowing me to get a little more coolness out of the model.
The scale of the model is for 20 mm figures. I have one of my Plastic Soldier Co. mini in the some of the pics here to give it some scale. Honestly, the house would work just as fine with 28 mm figs. The doors would be a tad small but the space on the table is pretty beefy. Overall the model measures 14 cm by 9 cm, with the peak of the rooftop at 11 cm. I find true scale 28 mm buildings end up occupying too much tabletop real estate. Something a little smaller looks passable and doesn’t seem like a brick of plastic on the table. If you need a quick bit of terrain for your table and looking for something flexible, consider giving this house from Armourfast a look.
In and out of love with Flames of War
A long while back most of the World War II gaming I did was skirmish stuff with Battleground WW2. I really enjoyed the tactics of small unit infantry action and along with a tank or two that game handled it pretty well. Larger forces for smaller scales wasn’t something I was interested in. This attitude was mimicked with my 40K gaming also. After a while, interest in skirmish-type gaming sort of waned some playing 40K and BGWW2 a lot simultaneously. I was itching for something different.
Flames of War was making some noise as trial rules, making the rounds on TMP, and it caught my interest. 15mm wasn’t a scale I was too keen on painting, but the idea of company-sized engagements with combined arms sort of hooked me. What absolutely got me into FoW though was a local mini gaming club that met monthly at a local library. Those guys were really into historical gaming (and miniature wargames in general) and that really drove me to play Flames of War.
I enjoyed the combined arms aspect of the game, while still retaining a company-sized force. The telescopic range was also interesting with longer ranges being longer distances. Yeah, artillery really should be off board assets but with the idea of telescopic ranges, it allowed me to field a few guns on the table which looked cool. I liked the idea of target experience being the factor for how easy it was to inflict casualties. I liked the idea that hits on a unit could impede movement and shooting so that casualties weren’t the only means to cripple command of a force.
The game had abstract mechanics but they typically led to historical outcomes. FoW tanks ruled the battlefield and could cut through infantry. But get those infantry dug in, and within bulletproof cover, those stands are suddenly a bit tougher to dislodge. Throw in some AT assets and they become a nightmare for tanks to effectively attack, going back to using infantry to assault infantry in those conditions. I liked that.
Another big thing was we used tables with lots of cover. Oodles of terrain were used in our games. I’ve heard of nightmare stories of some employing 40K-like tournament tables, with not a lot of terrain. We never had that issue with plenty of cover and stuff to break up LoS. We also didn’t get into min/max forces with much of the group leaning towards historical company composition for certain periods (even tried a longer campaign with Operation Husky for the invasion of Sicily). So I think I lucked out getting with a great group of FoW players.
But there were rough spots with the game. A glaring aspect was the IGOUGO turn order and no real chance for opportunity fire. Even with pinning units, they could still throw out some dice in attacks. It all became a little predictable. Add to this the meta of super efficient lists, with guaranteed attackers and defenders for certain missions, you ended up with the potential for an alpha strike army. A player could move in and cripple certain forces within the first couple of turns (especially seen with light tank armies). There were specific counters to this, which sort of made for a game where players took relatively safe lists and weren’t willing to tinker around with something different.
Moving across the world, I packed up my Flames of War models. I ended up taking a few 15mm Russian troops with me in hopes of possibly painting up an infantry force. However I let them languish for the most part as I haven’t played the game in over 8 years. Not getting an opportunity to play certainly had diminished my desire to paint.
Another bit that soured me some on the game was Battlefront’s response to competition. They always seemed to accept folks were going to use other manufacturer’s models. However when Plastic Soldier Co. hit the scene with their 15mm kits, they completely changed their attitude going for a more restrictive policy for hosted tournaments. I don’t blame them. It’s their show and their rodeo with official tournaments. Yet given they release so many different rule and campaign books and have that as a source of revenue, it seemed a little bitter on their part rather than trying to offer a more competitive priced product.
So where does that leave me now? I’m getting the itch some to dabble in 15mm again. I’m feeling the call to paint up those Russians. I’m just not sure that Flames of War will be my go to for 15mm gaming any more.
British PIAT teams – Italeri anti-tank teams
I’ve been getting the finishing touches on my British platoon for Bolt Action wrapped up. I wanted some anti-tank assets and was in a pickle for finding a PIAT team in 20mm. Hunting around I found some anti-tank teams from Italeri that looked like they would do the trick.
They weren’t quite perfect though. One ding was I was also getting quite a few models for other armies in the kit that I wasn’t working on (and the included German troops were redundant). The other was the troops were paratroopers and not typical British army troops. However one thing I like about Bolt Action is the game adopts an attitude of under-strength platoons with a mix and match force composition. I could easily see the PIAT team as misdropped paratroopers hooking up with an army platoon the initial days of the Normandy campaign. If anything, it’s encouraging me to pick up some paratroops for another force, or possibly include a small group to represent veteran squads.
The plastic itself is pretty stiff. However, it’s just a tad soft and not quite the material found in Plastic Soldier Co. kits. Overall the detail is decent. Some of the molds are blurred though. The kneeling figure has his knees clumped together in a blob, with no real definition for the legs. While most of the webbing and pack kits have a fair amount of detail, some of the packs and excess gear is a little blocky. The faces and helmet netting are somewhat sparse on detail also.
The poses are okay with the firing and cocking figures done well. There are two figures in a running pose with extra rounds that form the rest of the teams. They seem a little odd, but the sculpts capture a dynamic pose okay. It might be considered a little mismatched with the other firing and cocking figures that are in a static pose. Another small gripe is the figures look a little big for 1/72. The Italeri minis are larger by about 2-3mm compared to the 20mm figures from Plastic Soldier Company (pictured below right)
Despite my complaints, overall I’m happy with the figures. I’ve got my PIAT team, the figures look okay and look like they can take a little wear and tear on the gaming tabletop. I wish they were regular army uniformed troops, however I have to admit I am eagerly awaiting painting up a squad or two of paratroopers now. They’d make a great small contingent of veteran troops for my British platoon.






















