Showing posts with label Great War. Show all posts
Showing posts with label Great War. Show all posts

13 April 2019

Mike's Doughboys - Progress Report

I've been working on my doughboys over the last few weeks and so far I've got a platoon mostly finished, save for the basing (more on that below), and a platoon of FT-17 tanks. On the workbench, I have another infantry platoon and all of the attachments, such as flame-throwers, infantry guns, etc. Once those are done, I should be well placed to have a game with Patrick soon!

Let's start with the infantry. Americans seem to have spent most of their time fighting the Germans in the woods during the Great War, from Belleau Wood to the Argonne. So I decided to base my troops in a shattered wood scene, trying to match this famous photo:


So I got stuck in grabbing some twigs from the backyard and gluing them to my bases. Pro-tip: try and make sure there are some sturdy twigs with a strong superglue bond so that you can pick up your bases using these and not the figures themselves. The bayonets are pretty fragile and I've had several snap off by handling them. So the trees will serve as a hand handle.



Then there's the tanks. The US primarily used the FT-17 tank. Although American-made versions, called the M1917 Light Tank, were inbound from the states, the US had to make due with French-built ones in the meantime. Had the war gone on into 1919, the US tanks would have arrived and replaced the old clapped out French versions.

This means that the American-crewed FTs were painted in French camouflage. So if you've got a French army you can use them as US tanks if you wish. French schemes are pretty garish, so I chose a simple more muted combination based on this illustration:



For painting, I chose the below pictured colors and used technical pens to bring out the panel lines and to also provide black-lining between the camo colors.





Anyway, that's all I've got to report for now! Tune in next time, hopefully for a little gun action.


29 March 2019

Over There!

- with Mike


When volunteers were called to cover the Great War on Behind Enemy Lines, I wanted to do the Americans. I’ve got several family connections with World War I. Two of my great-grandfathers fought in the war, one in the 123rd Field Artillery (155mm guns, often seen supporting the Big Red One Division) and the other in the ambulance corps. I also had a great-great uncle who died as a Marine in the bloody Battle of Belleau Wood. So when I saw the new Great War book from Battlefront, I was very pleased to see the expanded US forces included.

The book includes the the USMC, fresh off the heels of the fighting at Belleau Wood. They are fearless, well trained, and experienced. You also have the Big Red One, 1st Division, which also had battlefield experience by late 1918. You can also combine a USMC formation with a 1st Infantry formation to field the 2nd Division, which was unusual in the fact that it had both an US Army half and a US Marine half. There is also the freshly arrived and eager 42nd Division, which was commanded by General Douglas MacArthur. Together these formations present an excellent cross-section of the US forces in France.

I managed to score a copy of the new Brett's Brawlers army box, giving me an excellent start on a US Army. It's got 2 infantry platoons loaded up with flame-throwers, infantry guns, light machine-guns, VB grenade launchers and riflemen. On top of these virtual mini-armies, you also get a platoon of heavy machine-guns, a sniper, a pair of 76mm trench mortars, a 75mm field gun, two FT-17 light tanks and one Char Saint Chamond tank.
This is an excellent start! I've got some spare FT-17's that I'll add into the mix to bring the light tanks up to full strength. Other than that, that's my painting schedule sorted!
Now to get to work!!!

19 March 2019

The French...actually!

- with Greg



I can hear what you're thinking now. The French, are you serious?! Yeah, well I am. In Flames of War - Great War, the French offer some really good tactical options and also allow you, with what is effectively a single army, to field a variety of different forces that fought on the French side in the conflict.

Like the other guys, I'm starting my force off with one of the new army box deals from Battlefront, in this case Clavery's Chargers. I decided early on that I wanted the basis of my force to be built around French Infantry and the boxed deal gives you 2 full Fusilier sections to build your formation around as well as the support options such as MG's, Trench Mortars (both 76mm and 58mm come in the box) and a field gun. And yes, you get a couple of the bigger French tanks as well....


Now, while you have a number of options with the French in terms of the infantry, such as Metropolitan, Colonial, Russian or Harlem Hellfighters, because they're essentially using the same gear every time, painting them one way and running them in one of the other flavours shouldn't be too much trouble. While the Colonial and Harlem troops favoured a brown uniform instead of the traditional blue, I'm sure you could sneak it past your opponent!

So, building to an initial 60 point list and deciding that I want to start with the Metropolitan Fusiliers, my starting point looks something like this:


Compagnie de Fusilier HQ - 2 x Lebel Pistol Teams                                   2
Fusilier Section with Flamethrower team                                                13
Fusilier Section with 37mm mle 1916 gun                                              14
Machine Gun Platoon with 3 Hotchkiss HMG teams                                  11
76mm Stokes Trench Mortar                                                                   5
76mm Stokes Trench Mortar                                                                   5
75mm Field Gun                                                                                    9

This ends up at 59 points and while it doesn't have tank support to start with, it's still pretty tough. I have a couple of Fusilier sections, one to push forward and flame the trenches before an assault and one to plug gaps if needed.

With the Trench Fighters rule, my guys hit on 2+ in assaults which is awesome! They do counter-attack on a 4+ so we just need to make sure we get in tough! Being hit on 4+ should make them pretty survivable as well.

Trench Mortars and HMG's are a must in my opinion. They give up multiple chances to pin enemy in trenches or mow down the ones coming toward you in short order. If I'm defending I can also put the HMG's in nests or pillboxes for better survivability.

The 75mm gun adds much needed AT if I'm facing tanks, which judging by Pat's lists, I very well could be!


So where to from there? Fleshing the list out to 100 points should be relatively easy. As well as French tanks, I get access to the big British tanks as well...but who needs them!

I'll likely add a Char Saint Chamond. At 21 points, its a massive investment in points but dammit, its a great model and has a mass of firepower that I can bring to bear. That leaves me with 20 points...

And with that, I'm likely to add either a 2 gun battery of 75mm artillery for both impact and AT capability or, and this may surprise you, another unit of infantry, but this time Colonial Tirailleurs instead of the Metropolitan Fusiliers.

My reasoning for this is this... THEY ARE ASSAULT MACHINES!!! I'd arm them with a flamethrower and send them up. They counter attack on a 2+, they hit in assault in a 2+ and they're still hit on a 4+! They're a downright bargain at19 points in my opinion!

So there you have the beginnings of my French WW1 force.  I'v already started painting so keep an eye here for the first article on that in a week or so!

VIVE LA FRANCE!!!!

06 March 2019

The Germans of the Great War

- with Pat Gribble


The German forces of the Great War are represented by Battlefront with 4 different lists in the new Great War book. You can choose from the Infanteriekompanie, Stosskompanie, Siegfriedstellung or Jagerkompanie. Each of these has their own unique features, positives, and negatives, so there should be something in it for you, no matter your playing style.

I’ve managed to secure second-hand one of the German Army deals from the first release as well as a Stoss platoon. I’ve beefed this up with a couple of 7.7cm guns and the regimental support blister, from the sale before Christmas, which should keep me busy. Most of the army is based, but only some is painted, and my progress is best described as that of “an asthmatic ant with heavy shopping”. 

As I type, however, I keep flicking to the launch sale page on Battlefront’s website and trying to convince myself I don’t need any more, even if it is such a cheap price for more tanks.


In the first release, there were army deals for all the major nations, the Germans having Blitz’s Battlegroup, which let you make an infantry company. This time around, the Allied nations all have the same army deals from the first release. In comparison, there’s going to be a new army released for the Germans. Contained within the new Steiner’s Stosstruppen army deal, you get the following:

1x Stosskompanie HQ (with 2 teams)
2x Stoss Platoons (each with 8 teams)
2x Stoss Machine-Gun Platoon (each with 2 teams)
1x Stoss 7.6cm Minenwerfer
2x 7.62cm Infantry Guns
1x 7.7cm Artillery Battery (with 2 guns)
2 A7V tanks
1x Sniper


Looks very promising....


So, let's take a bit of a closer look at the formations you have access to and some sample 100 point lists you might consider.

Infanteriekompanie

The backbone of the Imperial Army, the infantry. Can assault, can defend. The all-purpose force. The infantry are trained (4+ skill) and confident (4+ motivation), but they do have the German special rule ‘Infanterie Vor!’, meaning their blitz move is better (3+). So what can you get? 

HQ, 3 Infantrie platoons, 3 MG platoons, a werfer section, a 7.6 Minenwerfer and 2 choices of minenwerfers or 3.7cm AT guns. Stripped right down to the cheapest option, the kompanie could be 77 points with all platoons used. But there’s so many options for the infanterie platoons!

Flamethrowers, AT rifles and rifle grenades mean a maxed out platoon would be 18 points, which is nearly a fifth of your force.


For me, a force would have:

HQ                                                                                           2 points
2 large Infanterie platoons with AT rifles                                    28 points
1 large Infanterie platoon with AT rifles and flamethrower           17 points
MG platoon with 3 guns                                                           14 points
Minenwerfer                                                                             9 points
1x A7V Panzer                                                                        19 points

1 x 7.7cm Field gun                                                                  9 points

This force should be enough to deal with anything that assaults it, and there’s 3 infantry platoons that can attack with tank support if that’s what is required, plus they have a flamethrower to pin if needed. Not sure about the AT rifles though; 5+ firepower with AT 4 is asking for a fortunate bad/good dice roll combo to hurt a tank. But they’re cheap and can move with the infantry. MG platoon for dealing to enemy infantry in the open, good for defence. Minenwerfer for coping with strong points, and a field gun to do the same or else take on enemy tanks at range.


Stosskompanie

This is the force if you’re the player in it for the assault. With a 2+ for blitz and in assault, and most of your weapons having a 4 inch range, you want to get in close fast. Not really a force for a long-range duel.

The Stosstruppen have the ‘Trench Fighters’, ‘Spearhead’ and ‘Night Attack’ special rules. The company itself has the option for HQ, 3 Stoss platoons, 3 Stoss 7.6 Minenwerfers, 2 Stoss MG platoons (max 2 guns per platoon) and 2 veteran 3.7 AT platoons. Even the cheapest version of all that is well over 100 points, even before you add options or support. Your options include an upgrade to the MP18 SMG for your HQ and 1 stand in each platoon, as well as flamethrowers.



If I were designing a Stoss force, my pick would be:

HQ                                                                                        2 points
2 full platoons with flamethrowers                                          46 points
MG platoon                                                                           12 points
Minenwerfer                                                                          12 points
Veteran 7.62cm infantry gun                                                    9 points

A7V                                                                                      19 points

Something to attack with, MGs for dealing to exposed infantry, support for taking out pesky strong points and I can’t pass up the chance for a tank. A small force, and those infantry platoons are expensive, especially with flamethrowers. But they can get close fast, have a lot of shots despite moving, and any hits with a flamethrower pin the target platoon. Also, the pistols and SMGs are AT 3 in assaults, giving you a good chance to knock out enemy tanks. These guys are just made for assaults, ensuring a fast, bloody (hopefully only for your opponent) game.


Jagerkompanie

The Jager troops are a mix between the Infantrie and the Stosstruppen. If you want, you can even call them the Prussian 27th Jager Battalion and have Finns, since this unit was made up entirely of Finnish volunteers. These guys have the  2+ for blitz, and the infantry are equipped with rifles. Your troops are confident veteran, and there’s up to 13 stands in a platoon, plus extras. The Jagers have the ‘Infanterie Vor!’ and ‘Spearhead’ special rules.

Your formation can consists of HQ, 3 infantry platoons, 3 MG platoons, 2 platoons of either 7.6 Minenwerfers or 3.7cm AT guns and a Stoss platoon, which all together at the cheapest option wold be 120 points, not counting support. However, there are numerous options you can add. The HQ pistol units can upgrade to MP18 SMG, as can one stand in each infantry platoon. Also for your infantry, there’s a flamethrower and AT rifle available for each platoon, as well as an upgrade to rifle grenade for one stand in each platoon.


This force, it was a tough one to figure out. I’m tempted to have two small infantry platoons as well as a Stoss platoon at full strength for a big assault force and leave out tanks. However, I’m going to have to go with my standard two infantry platoons and support here.

HQ                                                                                              2 points
Jager platoon (13 stand) with flamethrower and AT rifle                 27 points
Jager platoon (13 stand) with flamethrower and AT rifle                 27 points
MG platoon with 2 Maxim MG08 HMG                                            12 points
3.7cm AT gun                                                                               8 points
A7V                                                                                            19 points

Sniper                                                                                          4 points



This is a list that would be interesting to run. The two infantry units are huge, accounting for over half the points, but should be very difficult to stop in assault. They won’t have the close-in rate of fire of the Stoss platoons, and won’t hit as easily in assaults, but if they’re all attacking then they need 8 hits in defensive fire to be stopped. A couple of MG's for defensive fire. There’s also a tank and AT gun to deal with enemy tanks, and a sniper to pin anything  potentially threatening or take out a major threat.


Siegfriedstellung

If your style suits standing your ground saying “Come at me!” then this
may be the force for you. There’s 1 platoon of infantry in this list, but 10 of assorted MG's, werfers and guns. The infantry platoon can also add a Granatenwerfer and AT rifle, and upgrade to an MP18 SMG and rifle grenade. This list represents the German defensive preparations to hold the Hindenburg Line from early 1917. The Siegfriedstellung list gets the ‘Defence in Depth’ and ‘Concrete Bunkers’ special rules.

The troops are Reluctant Veterans, although the infantry can blitz on 2+, and
due to the Concrete Bunkers rule, everyone rallies on 4+. With all platoons included, the cheapest version of the company is just over 100 points.


So, what's my list look like?

HQ                                                                                                2 points
Infanterie platoon (13 stand) + AT rifle                                           18 points
7.7cm Field Gun                                                                            10 points
7.7cm Field Gun                                                                            10 points
MG platoon with  4x MG08                                                             23 points
7.6cm Minenwerfer                                                                       11 points
7.6cm Minenwerfer                                                                       11 points
7.62cm Infantry Gun                                                                      8 points

3.7cm AT Gun                                                                                7 points

The MG platoon may take nearly a quarter of the points, but I can always swap for nests/a pillbox in some missions, so there is that benefit. The list’s got a lot of guns, but they should be able to do the job. And all contained within the formation diagram as well, so no need for any support platoons. 

Speaking of which…what ARE the support options you can get?

The A7V, of course!! You can get 6 of them! But at 19 points each, that’s not likely unless you’re playing 150+ points. Or you can have support from captured Mark IV Female and Male tanks. 

Additionally, there’s the 7.62cm infantry gun trained or veteran, the 7.7cm field gun again trained or veteran and artillery batteries trained or veteran. However, a 4-gun veteran battery runs at 46 points, so nearly half your force, meaning I don’t think you will see that very often. Of course, there is also a sniper for 4 points. 

Additionally, missions that have the ‘Machine-gun Bunkers’ rule allow you to swap MG teams for nests and pillboxes: 1 MG team for a nest, or 3 MG teams for a pillbox.


The Germans look like they’ll be fun to play, and with 4 different lists I can try the different formations with a bit of proxying. My challenge now is to get my army to a table-top ready condition, something I’ll be working on over the next short while.

I'll keep you posted...

22 February 2019

ANZACs in Great War

- with Ryan Jeffares



With the new edition of Great War, I have been inspired to start a new army and as a New Zealander, the moment I saw that an ANZAC Rifle Company was a new option, my mind was made up.

ANZAC stands for Australian and New Zealand Army Corps, and in World War One, they are probably best known for their participation in the ill-fated Gallipoli campaign of 1915, where they earned a formidable reputation despite the failure to defeat the Ottomans. Later in the war, the surviving troops, bolstered by reinforcements would be redeployed to the Western Front, where they would once again earn a reputation as excellent assault troops, being rotated into the front line for important offensives.


In Great War, the ANZAC and Canadian list has a variety of special rules which help to distinguish it from the other options available to the British in the book. The Assault Divisions rule gives ANZAC and Canadian infantry a better rally value, enabling them to unpin more easily to carry on assault or return fire if on the defensive. The Trench Fighters rule and their status as veteran infantry makes them truly formidable in assaults, as they will hit enemy teams on a 2+, while the Night Attack rule provides the ability to negate some of the effectiveness of enemy fire by attacking under the cover of darkness. Finally, a Canadian Rifle Company has the option of taking an autocar, an early armoured car which carries a pair of Vickers machine guns, which can be dismounted and dug in if necessary.


For my ANZAC force, I decided to build the following as a initial 60 points force: 


ANZAC Rifle Company:
Rifle Company HQ: 2 Webley pistol teams:  2 points
Rifle Platoon: 5 SMLE rifle team, 2 Hales rifle grenade teams, 2 Lewis MG teams 15 points
Rifle Platoon: 5 SMLE rifle team, 2 Hales rifle grenade teams, 2 Lewis MG teams 15 points
Machine-Gun Platoon: 2 Vickers HMG teams 9 points
Trench Mortar: 1 3” Stokes mortar team 6 points
Support Units:
Green Field Gun: 1 QQF 18 pdr gun 9 Points
Sniper: 1 sniper team 4 Points
Total: 60 points



When building this list, I started by filling out my compulsory platoons, in this case the two compulsory rifle platoons and the HQ, which came to 32 points. This left me with 28 points to fill out the rest of my force, which I decided to spend on more core and support units to protect and support my infantry. Firstly, I decided that my force needed some HMGs to provide additional firepower with their high rate of fire, which I can switch out for bunkers or nests while defending or use to pin down the enemy when I am attacking.


Next, I thought that a trench mortar would be useful for picking off enemy HMGs and gun teams, using its excellent firepower and ability to fire over my advancing infantry. Initially, I had decided to add another HMG and mortar to my force, to further beef up my firepower but after some thinking, I figured that someone in our local group is definitely crazy enough to take a tank in 60 points list, so I figured that an 18 pdr  gun was a must to offer me some protection against armour whilst also offering the ability to pin down enemy units with an artillery template. Finally, as I had four points left, I decided to include a sniper, as this was the only unit that costs 4 points and snipers are ideal for picking off dangerous enemy teams like MGs or Mortars.


Later, when I expand the force to 100 points, I envision it looking like the following

ANZAC Rifle Company:
Rifle Company HQ: 2 Webley pistol teams:  2 points
Rifle Platoon: 5 SMLE rifle team, 2 Hales rifle grenade teams, 2 Lewis MG teams 15 points
Rifle Platoon: 5 SMLE rifle team, 2 Hales rifle grenade teams, 2 Lewis MG teams 15 points
Rifle Platoon: 5 SMLE rifle team, 2 Hales rifle grenade teams, 2 Lewis MG teams 15 points
Machine-Gun Platoon: 3 Vickers HMG teams 14 points
Trench Mortar: 1 3” Stokes mortar team 6 points
Trench Mortar: 1 3” Stokes mortar team 6 points
Support Units:
Green Field Gun: 1 QQF 18 pdr gun 9 Points
Green Mark IV Male Tank: 1 Mark IV Male 17 Points
Total of 99 Points


Moving up to 100 points, I decided to add an extra infantry platoon to strengthen the core of my force, enabling me to throw more men at an enemy position when attacking or to concentrate more infantry around the objectives whilst on the defence. At this point, I felt like I just had to add a tank to the force as they are such an iconic part of WW1, and in this case, I chose a Green Mark IV Male. I chose a Green Mark IV as I didn’t have too many points left to play with, whilst the decision to make it a Male tank was because I wanted to add a tank which was still capable of fighting other tanks. I also added another mortar and HMG to buff up my firepower and to strengthen my formation, but as these units took me to 103 points in total I had to remove the sniper from my list in order to make room.


As an alternative to this force, I’d consider dropping the tank to add another 18 pdr gun, another HMG and a sniper, which would make the force much more defensive and capable of fending off multiple tanks at once with its 18 pdrs, as I feel that the earlier list has a distinct lack of anti-tank firepower.

So, once the troops are in country, I can begin the slow process of painting all that English Uniform! Wish me luck and watch this space!


18 February 2019

Flames of War - Great War


"I think a curse should rest on me - because I love this war. I know it's smashing and shattering the lives of thousands every moment - and yet - I can't help it - I enjoy every second of it." - Winston Churchill

"Come on, you sons of bitches, do you want to live forever?" - Daniel Daly at the Battle of Belleau Wood.


In 2019, we return to the trenches of Western Europe with a new version of Great War from Battlefront. Over the coming months, a dedicated team here at Behind Enemy Lines is going to take you through the process we take to get our forces battle ready and get some action on the tables for you, both in text and also on YouTube.

Great War gets a new lease on life with the latest updated version bringing Great War into line with the current V4 rules, much the same as the updated 'Nam book. It provides a single volume containing the rules, missions, special rules and force lists to players along with the associated card packs so you should simply be able to pick up your existing Great War forces and start gaming under the new rules. Easy as that!


The new volume contains full lists for the German, British, French, American and Belgian forces taking part in the Great War with new V4 points levels and updated rules. Players who are already familiar with Flames of War should have no trouble getting straight into Great War...it's the same game, just a different war!


As stated, new card packs will be available for the five forces listed to bring existing models into line with the new rules. As well as these, there will be army deals available to get people right into the fight with only a couple of purchases.

The rules contain 13 missions centred around the kinds of conflict seen on the battlefields of Western Europe, including trench fighting. The initial three missions; 'The Big Push', 'Through Mud and Blood' and 'Green Fields Beyond' allow you to fight an almost campaign-style series of battles typical of a Great War operation.


While I won't go into detail on them, the kinds of lists you can expect to field for each of the major nations featured in Great War are:

Germany

For the Germans, you will have access to:

- Infanteriekompanie, the stalwart German infantryman and the massive array of support options to assist them in their fight.
- Stosskompanie, the German assault troops combining speed and mobility to get right into the enemy lines.
- Jagerkompanie, veteran German soldiers trained in a range of tactics.
- Siegfriedstellung, the hardened trenches providing greater protection are a facet of the troops in the Siegfried line.

You also have access to support options including the massive A7V tank as well as captured British tanks.

Britain

To take the fight to the Hun, British players can employ:

- Line Division Rifle Company, the backbone of His Majesty's forces.
- Elite Division Rifle Company, the more battle-hardened troops able to withstand great punishment.
- ANZAC or Canadian Rifle Company, the forces of the Dominion came forward to take the fight to the enemy.
- Cavalry Squadron, while the tanks may be on the field, the cavalry reigns supreme!

The British also have access to the support of their tanks and mighty artillery.

France

The French Empire has not been idle in it's defence. Taking to the fields, you'll have:

- Compagnie de Fusiliers, the French rifleman ready to defend their home.
- Colonial Compagnie de Tirailleurs, France's colonies stand ready to fight alongside their masters.
- Escadron de Cavalerie, France's mounted shock troops.
- Compagnie de Fusiliers Russe, France's Russian Foreign Legion, hardy assault troops ready to take the fight deep into the trenches.
- Harlem Hellfighters Rifle Company, African-American troops helping in France's defence. 

France has also developed their own tanks to fight alongside their valiant warriors.

United States

While a late belligerent into the Great War, the Yanks are ready to fight!

- 42nd Infantry Division Rifle Company, the more aggressive troopers of The Rainbow Division.
- 1st Infantry Division Rifle Company, the more tentative but just as ready warriors of The Big Red One.
- 4th Marine Brigade Rifle Company, the Devil Dogs.

US support consists of French equipment having been trained and readied on the new weapons upon arriving in Europe.

Belgium

Like the French, the Belgians were stalwart in their defence of their lands.

- Compagnie de Infanterie, Belgium's infantry troops stand ready to hold against the Kaiser's forces.

Belgian support will assist them in their defence.




Hopefully this quick article has piqued your interest in Great War. Keep an eye out for up-coming articles about the nations we'll be building forces for!