David Bickley's Wargames Blog

The occasional ramblings of an average gamer, journeyman painter, indifferent modeller, games designer, sometime writer for Wargames Illustrated and host of games in GHQ.



Showing posts with label WWII. Show all posts
Showing posts with label WWII. Show all posts

Friday, 3 April 2026

"The Seagull has Landed!"

William was going to join us in our weekly games for the next two weeks as it is the School Easter Holiday period. Of course that means only one period can feature on the tabletop battlefield here in GHQ this week. You guessed it of course, WWII! I decided on a pale imitation of a well known Michael Caine film with our game title giving a nod to the source, "The Seagull has Landed!" Set some weeks after a successful German landing under Operation Zeelöwe on the south coast Prime Minister Winston Churchill is visiting the works of Josiah Robinson & Son 'somewhere in the north of England' to view progress on a much anticipated secret weapon! Unfortunately some turncoat has betrayed this information to the Gestapo and a hurried raid has been put together under the direction of von Brecher with the objective of capturing Winston and stealing or eliminating the secret weapon and its inventor Professor Braenstawm...
The table layout showing both the Works in the distance and the Landing Zone of the strike force of Fallskrimjägers. And an AI generated topographical map Phil provided for me ~
Josiah Robinson & Son, the Empire Works, site of Top Secret weapon development overseen by Professor Braenstawm, the genius of his age ~
Winston giving his now customary greeting to the locals, just out of shot! While the Bishop of Matabeleland, enjoying a sabbatical, blesses local clergy and laity outside St Olaf's, all blissfully unaware of the drama about to unfold ~
On to the action via the now all too familiar anotated photomontage ~

"The Seagull has Landed!" Fallskrimjägers and Gestapo agents debus from their glider. Each squad can be placed 6" from the landing point, but then a throw of the Random Direction dice for each squad sees three back in the glider, yet to emerge.
Following on from the German deployment overseen by William and Phil, Captain Bykleigh deploys his Home Guard to defend the Works from attack while awaiting support from a column of Regulars. Will theybarrive in time or will the German reserves beat them to it?
The Fallskrimjägers make good progress in Turn 2, the run of the dice favouring the Germans.
By Turn 3 the Gestapo agents are also nearing the outskirts of the town, taking up positions along the hedge line.
To counter such a move a Home Guard Recce squad were peddling like fury to reach the hedge line first. They reach their goal but can they hold?
The remaining Squads await the oncoming Fallskrimjägers ready to give them a hot welcome!
A brisk firefight develops between the Recce Squad and the Gestapo agents. The outnumbered Home Guard are in a tight spot and see Pins Building up though initial losses are slight.
Unexpected rough going through a water meadow slows the advance of the enemy buying time for the Regulars to arrive, hopefully...
The supporting Smith Gun opens fire on the Fallskrimjägers as they struggle through the water meadows. Losses are so slight they might be firing onions!
The barrage fails to register any hits as the Gestapo cross the main road to assault the Recce Squad, but Pin markers may halt their advance.
The second Home Guard Squad dug in opposite the junction have taken four casualties. Their reduced firepower fails to stop the Fallskrimjägers moving on Bleak House Farm on their flank.
Mortar fire from both the 80 and 20mm mortars break the Home Guards' morale. The lone surviving Boy Scout runner makes for safety!
The Fallskrimjägers assault the Home Guard HQ position in Bleak House Farm. Bykleigh and his HQ are outnumbered and outclassed and inevitably succumb to their fate...
Von Brecher and his staff are caught under fire crossing the road! A Fubar results from a failed Order Test: they flee in Panic back into cover!
For a moment at least the crew of the Blacker Bombard have held up the enemy!
The loss of Bleak House Farm sees the flank of the Squad in St Olaf's threatened. They move to take up defensive positions! The situation is grave and no sign of those Regulars yet!
The Regulars finally have begun to arrive but the critical action is too far from their point of entry to be influenced quickly! So, like many an unsung hero before him, Professor Braenstawm moves forward in control of Tommy Adkins 01, covering the attempt to rush Winston to safety!
Taking advantage of the confusion caused by the surprise appearance of Tommy Adkins 01 Winston's car speeds away from the scene!
The escape route is threatened though by German reinforcements who have arrived just in the nick of time it seems!
Winston's driver is undettered, putting his foot down hard on the accelerator! The surprised Germans fail a test and unexpectedly stand aside allowing Winston to be whisked to safety!
In a final twist on the last Action Dice of the last Turn Professor Braenstawm is mortally wounded and Tommy Adkins 01 is captured to be hurried away to the Nazi scientists waiting with excited anticipation back in Berlin...
"They told us the British were retreating. They didn't tell us they left their monsters behind to guard the gates." — Recovered diary of an unknown Obergefreiter.
An Honourable draw to end the game. Winston is rushed away but Tommy Adkins 01 has been captured and Professor Braenstawm mortally wounded it seems. Home Guard losses are heavy and the town must fall to the Germans, but can it be held as more Regulars arrive...?


Wednesday, 1 April 2026

Parts of William's WWII collection

I want to share a few pictures with you of some of William's WWII collection. He's our second grandson, you've probably seen him in the occasional picture in GHQ over the last 11 years. He's always enjoyed being in the gaming room and playing with grandad's toy soldiers, but in the last year or so he's moved on to making and painting aircraft, tanks and troops under the Bolt Action umbrella. I'd like to show you some of his work, remember he's only 11 so don't judge the odd error too harshly, our wonderful hobby needs the next generation of wargamers ~

British Paras using Warlord Games Bolt Action figures. 
Two Russian infantrymen in a bleak winter setting. I liked the understated white on their helmets.
German Fallskrimjägers, the "bad guys" as a younger William would have said.
Sherman Firefly tank.
German Panther. A very decent go at the camouflaged I thought.
A Sherman Easy Eight, like the others from Warlord Games Bolt Action stable.
Airfix Spitfire with D Day markings. I think he has nine different marks of Spitfire altogether!
Airfix Stuka dive bomber!
Airfix ME109. I hope you can find something you have liked and can say a few encouraging words for William. He was fully immersed in yesterday's WWII game in GHQ and is already looking forward to a game at Phil's next week. In the meantime he and his two friends are playing another game today. 


Friday, 20 February 2026

Piddlyn-on-the-Weald, late summer 1940

It was Half-Term this week so naturally William joined Phil and I for our weekly game, with Emma making a brief contribution drawing the dice before being whisked off out to lunch by Grandma! The game, a 1940 Operation Zeelöwe setting  with the excuse of getting my Interwar/Early War 28mm collection out for an overdue airing. William joined Phil commanding the gallant folk of Piddlyn-on-the-Weald attempting to block a German attack on this section of the newly forming defence line. That left yours truly in command of the Germans. We used Bolt Action for simplicity with both sides having 12 Action Dice, not enough for all the forces once deployed. In addition we had a red Special Event Dice which once drawn allowed subsequent Action Dice to be used on units which had already received an order. This worked well enough in most Turns, enabling extra movement in a tight situation or sustained fire on a vital target.

The Germans had two commands, each of several rifle squads each supported by a machine gun squad. In addition each command had a variety of support weapon groups and ultimately the Germans could call on three tanks. The British had three commands: the LDV; the Territorials; and lastly the motorized Regulars. In addition they had a Matilda Mk1 and three Vickers Light Tanks. In deploying they were constrained by having to get all the LDV on first, followed by all the Territorials before the Regulars could deploy. This should have given the Germans the early edge in movement...

Of course the run of the Action Dice in Bolt Action is important, especially early on I've found. My Heer Recce squad reached the ford on the Piddlyn quickly, but failed to cross it...
That failure so early in Turn 1 allowed two LDV Rifle squads time to take up defensive positions taking advantage of the cover afforded by Piddlyn Wood! The Germans would have to fight to secure the ford for their tanks. 
On the German right the first squads of Fallskrimjägers found their advance halted by fire from Piddlyn Farm! The first Territorials had arrived ahead of expected time!
Taking advantage of the GPO phone line Captain Watkiss was able to keep in touch with LDV HQ while still directing his third squad to deploy in a line of trees covering his flank.
The Fallskrimjägers having landed on the far side of the Piddlyn found themselves somewhat distant from the opening action and rather exposed to enemy fire from the Farm. Now we had more elements than dice in the game choice of Action Dice and the appearance of the Special Event Red Dice became more important to both sides.
German losses on their right amongst the Fallskrimjägers soon began to mount, with Pins additionally disrupting attempts to issue orders! So confident was Colonel Robinson in the developing situation that he held the Regulars back in reserve after they might have arrived.
The Recce squad are tied down at the Ford by the LDV stalwarts, selling their lives dearly in defence of their homes! Support was slow in reaching them, leading to mounting losses and accumulated Pins.
At last the German's anti-tank gun gets into position just as the Motorized Regulars start to arrive in support of the Territorials engaging the Fallskrimjägers probing the flank of the British position.
Their ranging shot hits home on the lead truck, causing chaos in the ranks as well as three casualties!
Despite this sudden setback Col. Robinson is not moved from his developing plan. Stalwart defence by the LDV in Piddlyn Wood and steady fire from the Territorials has so far held up the German probing attacks allowing a breathing space for the Regulars to recover and deploy.
By Turn 5 the Germans have made little impression on the heroic defenders. Capt. Watkiss' men still hold Piddlyn Wood and although some Germans have secured St Olaf's church Piddlyn-on-the-Weald is still mostly held by the LDV, supported by the Territorials. German infantry have dug in along a low ridge brining more fire to bear on the hard pressed defenders. At last they hear the low roar of tanks approaching to support their attack.
The first 38T crosses the Piddlyn Ford, the LDV occupying Piddlyn Wood finally having had to withdraw. The Boys anti-tank rifle team steady themselves and prepare to fire on the advancing tank.
Boom! A direct hit - 11 on two Dx6, thanks William! The tank brews up blocking the Ford. The remaining 38T and Panzer II cannot now cross. The second crossing point is too far away in the time remaining (Turn 6) and so the Germans call off the attack, the Fallskrimjägers having suffered too many casualties to make further progress on the right. Piddlyn-on-the-Weald has been held, allowing the new defence line to be consolidated by the Regulars and the RTR tanks. 
A grand three hander of a game we all thought and another infrequently seen collection given an airing! Next week here in GHQ should feature a game with Paul, circumstances permitting! I'm looking forward then to a trip to 'Ommer'ead at the end of the month.




Thursday, 22 January 2026

The Forgotten Army?

Recently Phil and I have been discussing our various lesser used collections and when they last saw any action on the tabletop battlefield. Checking back via my and Phil's blogs we found that somehow collections had not emerged for five years or more! Subconsciously serendipity was perhaps therefore in play when I chose a Burma 1943 game using Bolt Action Mk3 for our next encounter here in GHQ. Phil as 'Orde Robinson' commanded the British and Imperial force in a counter attack against a hastily prepared Japanese defence. To further complicate matters 'Ono Onomoro', my Japanese alter-ego,has fewer dice than units in his command, only 12 matching those of the British-Imperials. As ever now the blathering is over, an annotated photomontage carrying you down into the action ~

Gurkhas guided by Burmese Scouts enjoy no terrain penalties and form the right of Orde Robinson's attack.
British troops from The Forgotten Army advance cautiously either side of the jungle roadway.
One squad comes under fire from a Japanese sniper team. The shot misses and they charge in! The outcome is inevitable...first dice lost!
Ono Onomoro's defence line is stretched taught. This squad, supported by a HMG, must cover two possible avenues of attack in his centre.
A second squad covers the main approach along the jungle roadway. In relative terms they proved the most valiant of Onomoro's troops.
In contrast his extreme left comprising his sole infantry gun never fired a shot in anger!
Having dispensed with the sniper team and the entrenched anti-tank gun the Flamethrower team clears the courtyard of Japanese troops! Three dice down now!
Just for the record: lost in action without firing a shot in anger. Wiped out by mortar fire!
"Banzai!" A desperate charge is initiated to take the attacking British squad in the flank. If successful the initiative will swing back to Onomoro.
Almost too late the third squad is moved onto the right flank where another British squad has been advancing unopposed. A brisk firefight ensues!
"Banzai!" Vicious hand to hand fighting takes place in jungle so thick one man can barely see another!
Onomoro's heroes are triumphant, the British squad is destroyed, but his losses cannot be sustained in a second combat.
The remnants are overwhelmed and the Japanese line split wide open!
One light tank makes a Kamikazi charge to fill the gap but is destroyed by anti-tank rifle fire! It's all up for Onomoro, who falls on his sword to minimise his disgrace!
Well, there you have it, that's a little seen collection given a run out. No idea when its turn might come around again. Time now to get ready for the next game with Paul...