A while back I purchased a StuH for my Axis in Italy Bolt Action force but Warlord Games sent a standard stug III instead. They have rectified the mistake by sending me a StuH barrel, so last night I drilled out both barrels and added earth magnets to give me both options.
75mm Stug III version.
Also, I have completed a small (8 man) section to give my Kiwis a 4th section. The bren team are Perry plastic 8y with trousers made from greenstuff.
The section advances.
And a radio operator, who will act as my free spotter in most games.
Well, its been a while. Two months in fact. In that time I have done no gaming or painting. Nothing. I've played a few board games but done absolutely nothing related to wargaming, I've just had zero interest in gaming. Kent popped round the other day to pick up a Bolt Action panzer IV I'd purchased for him and we decided it was about time we did something.
So tonight we had a game of Bolt Action, my Kiwis vs his Germans, somewhere in Italy.
Kent ran with: his SS
2x SS sections
1x vet infantry section
1x 81mm mortar
1x 76mm infantry gun
1x 222 AC
We rolled up Hold until Relieved. The building became the objective Kent defended it with a sniper, MMG team and SS section.
An infantry section crosses the field, losing two men to the 222 armoured car.
The stug rumbles on from reserve.
The staghound takes a shot at the German armoured car but misses.
The Sherman misses the flank of the stug.
In the woods my section comes under pressure from 2 German sections infiltrating through the trees.
The Germans make short work of the kiwis, clearing the woods.
The staghound destroys the 222 armoured car.
The SS consolidate their position in the woods.
The Sherman and stug trade ineffective shots.
The stug finally get s a bead on the sherman, it catches fire and the crew abandon the vehicle.
The staghound continues hunting the stug, and manages to force it down in the last turn.
Result- a major German victory. In the last two turns my troops melted away under the German fire, I manged to knock out the MMG and mortar along with the 222 armoured car but was left with only my staghound and 6pdr!
As usual the battle see-sawed but in the end the Germans overwhelmed the kiwis. My biggest mistake was not concentrating my forces and so being taken out piecemeal and resulted in a very comprehensive victory.
A good game and fun to be rolling dice again. We hope to try Kent's Carthaginians using Hail Ceasar.
A couple of vehicles to support my Germans in Sicily/Italy were done tonight.
A 233 armoured car.
The 233 is one of my favourite German armoured cars. I've them in a couple of FoW forces but struggle to get them into many FoW lists. They don't benefit from the recce rules in FoW and being lightly armoured have to be used carefully. In BA though they should prove to be far more durable- having a light howitzer (1d6 HE) main gun as well as benefitting from the recce rules should prove a handful and so be a useful close support artillery vehicle.
I've decided to give my forces for Italy/Sicily (and also Tunisia) a basic dunkelgelb colour scheme of vallejo green ochre, dark tone wash then light dry brushes of green ochre and the Iraqi sand to pick out the details. Simple but effective.
The other thing I've added to my force is the very cool motorcycle/halftrack combo of the kettenkrad. How cool is that for an armoured vehicle? It will be used to tow my flak AA around. Once again a very nice Warlord games model.
And the guns- the 3.7cm flak and the 75mm infantry gun.
I'm interested to see how a force supported by the 233 armoured car, a 105mm stuh, the infantry gun and 81mm mortar fares- it has the potential to throw out a lot of hits/ pins each turn.
We upped the ante to 1000pts tonight- to field the stug and sherman.
My Kiwis (regulars ) ran:
3x 9 man sections with brens
Kent and Nigel ran:
2x Waffen SS (Vets with tough fighter)
1x Vet infantry
1x 75mm infantry gun
1x 222 armoured car
We rolled max attrition.
Turn 1- the 6 pdr deploys
Two sections advance towards the village
The Germans also run for the buildings- while the shermans and stug miss each other.
The Sherman manouvres into position.
The 6 pr is taken out by a few rifle shots- without having fired. Typical, newly painted first to die!
Pee-a-boo. The staghound lines up the stug but the shot glances off its front armour.
Alas the stug hits the Sherman but it fails to brew up.
Where did all the infantry go? Into the buildings of course.
On the far right flank (funny that given the subject matter) the SS advance on my mortar.
Only to run into my flank attack. I pinned them and got the jump on the first dice in the next turn and the "tough" SS were wiped out.
The staghound again hits but fails to do any damage to the stug.
My mortar manage to damage the 75mm infantry gun while the MMG has been knocked out by my sniper (as has the German sniper).
The two red dice indicate where two of my sections are holed up and pinned. The other building holds a SS squad and the SS commander.
The stug takes a crack at the staghound which reverses out of harms way- only to be pinned by the 222s autocannon.With pins mounting the crew refuse to follow orders in the next two turns.
The 222 continues to hold us up- shrugging off pins.
My Lt (crewing the carrier) advances up the road.
The stug continues to snipe at the staghound while my infantry in the closest building get repeatedly pinned.
The 222 knocks out the carrier and kills my platoon commander.
The staghound does last much longer.
Result: A win 7-5 to the Axis. Until the last couple of tuns I thought I had it but Nigel and Kent managed to pick off 3-4 units to take the win. The extra points didn't slow the game down and it was fun having 2-3 tan recce and AT units. Adding tough to the SS wasn't a gamer breaker by any stretch but luckily I got the assaults off first :)