Plastic Soldier Company Sexton SP 25pdr Review

by Tom Burgess

Models provided by the

I was very fortunate to have the opportunity to build and review a box of the Plastic Soldier Company’s 15mm Sextons.  I have an all plastic Irish Guards Tank Battalion but had no fire support to go with this force. So this project would be a perfect fit.

This would be the third set of 15mm armoured vehicle models made by the that I have built.

Before these, I had built Soviet T-70s and German PzKw-IVHs. Both sets were very good and I was very excited to get started on these.

Battlegroup: Overlord Beyond the Beaches Review

By Troy A. Hill
All images courtesy of IronFist Publishing.

When IronFist Publishing and  (PSC) first published their Overlord book in 2013, the tome weighed in at 240-ish pages. The book covered the Western Europe forces in D-Day operations, as well as D-Day+1 up until the defeat in the Falaise Pocket.

IronFist and PSC recently republished a partial re-release of the book:  (BtB) that covers “the battles inland” after D-day. The reprint is slightly over half the pages of the original (at 136 pages).

FOW: How to Teach New Players + Fog of War Cards

I know I’m late to the party on this topic, but I finally got in a couple of games with the Fog of War cards.

As a teacher, I use games such as Flames of War in my Military History course. 

Objectives are placed and platoons assigned. These games help the students learn about different equipment types and generic tactics. In addition, the games help get the students engaged in the lessons and make my Military History course fun.

One of my students, Malcolm, is an avid Flames of War player. He picked up a half-painted army from his brother and is working to finish painting it.

Iron Cross Review

Guest Post By Jörg

Do you want to know where the Iron Crosses grow? Well, is prepared to show you.  While attending Cold Wars, I came across a game of Iron Cross published by Great Escape Games being run.  I was unable to sign up for the game but stood back as a lurker for a short time to get a feel.

Honestly, among the great deluge of WWII game rules on the market, I never really noticed Iron Cross (they have been out a few years). However, after watching the game unfold, they made it onto my convention “buy list”.

Our gaming group likes to play company level actions on our WWII gaming night and we had not quite found the right rules to scratch that itch (or finish games before our local hobby shop closed at night!).  I was able to find a copy in the vendor hall and take the plunge…..  Now that we have actually played the rules, I have a decent sense of how they are intended to work and how they “feel” on the table.  So here goes!

Firestorm Tunisia: Units

By Scott Grasse

One of the exciting features of a Firestorm campaign is the use of additional “free” units that are added to players’ forces for each battle. These additional troops represent the combat power associated with the units fighting on the campaign map – the more units attacking on the map, the greater the force attacking on the battle table.

Troop types in Firestorm Tunisia: Armor, Infantry, Delaying Force, Fortification, and Roadblock.

Comparing British Tanks in Mid War V4

The Release of Armoured Fist has given the British player a wide array of options.  A quick glance through the book gives a lot to be excited about. I found myself making list after list in an effort to see what was the most cost-effective use of points. This piece will analyze the tactical uses for each of the British tanks. I expect some readers will disagree with me on some of these, and only playtesting will bear it out what works in the long run (I’m looking at you Matt Varnish), but these are my first impressions. I will also analyze the tanks based on the 71 point MidWar Standard for tournament play this year.

Some other notes on force construction.  One of the changes to the Force Organization diagram allows you to mix and match tanks to a larger degree than you could in Desert Rats. Grants can replace a Sherman platoon in their formation for example.  The Death or Glory Boys list is also cheaper (due to it being easier to hit) and requires different, more aggressive tactics for that list to work as intended. For purposes of this analysis, I’ll use the Crusaders and Valentines from their standard formations (instead of the DoGB list) when discussing points.

The DoGB list is excellent in my opinion, using Valentines 2 pdr platoon and combining them with 6pdr Crusaders for firepower. Combined, they’re an excellent combination. My concern with that list has a weakness. The Crusaders are easy to kill off, which would leave the well armoured, but somewhat limited, Valentines to fend for themselves. Playtesting will bear that out, and I am sure many folks will want to give this list a try.

Avanti – What it means to the Tournament Scene

Today we are taking a look at what may be the most intriguing book to come out so far for Flames of War (FOW) MW V4, Avanti. In this article, you will read how Avanti will change the tournament scene.

Verison 4 has really become much more of a dice game than the more historical simulation that FOW Verison 3 was. In the shooting step, it is now easier to hit previously impervious units (veteran, gone to ground, concealed and long range). Players are now able to roll a 7 or 8. To do so is difficult, but not impossible.

Tank is where it is at in Avanti. Photo Credit Wikipedia.

It’s easier to get dig out pesky infantry since repeat bombardments force a re-roll of successful saves. The more dice you throw, the better chance you have of killing what you’re shooting at.

Currently, it seems the key to what Battlefront is pushing, is horde armies. The more models you’re pushing around the table, the better. Crusader Swarms. Gobs and gobs of armoured rifle stands bouncing around the table. Or that guy who brings as many Stuarts as he can fit in his list with some heavy guns behind them.

Heck, even my German list, which has done very well, is all about getting as many Panzer III Short 5cms on the table that I can. I support these with Marders and other low expensive German units.

Battlegroup: How to win by Chitting

by Troy A. Hill
Photos by the Author

I’ve recently begun a series that looks at the . This piece will look at some basic rules of the game. All page references are from the Battlegroup Rule Book, hardcover revised edition.

Winning the Game: 

The first question a player asks of any game is: “how do I win” (or lose)? In Battlegroup, there are several ways: controlling all objectives at the end of your opponent’s turn, causing the opposing force to be destroyed or pinned so they cannot use any orders on their next turn, or (as

Battlegroup uses a secret countdown of drawing chits. When a player’s draw pool exceeds their force’s Battle Rating, that player has lost.

occurs most often) when your opponent’s Battle Counter Chits sum exceed their force’s Battle Rating.

Battlegroup uses a secret countdown of these Battle Counter tokens as a core mechanic. During the course of the game, players will be required to blindly draw morale “chits” from a bag or cup. These chits range up in value from one to five points each. Typically, there are more of the middle numbers (two and three) than there are ones and fives in the pool of chits. There are also special chits, with beneficial effects for the one who draws them. I will cover these more in a later piece.

Battlegroup: A Look at the Rulebook

By Troy A. Hill
Photos by the Author

This is the first of a series looking at the Battlegroup wargaming rules. This piece originally appeared on WWPD.net and is being reprinted here as part of an ongoing look at the Battlegroup game system.

Battlegroup is The Plastic Soldier Company’s entry into the WWII gaming system. Written by Warwick Kinrade, the rules system is a tight, fairly historical approach to gaming at a variety of force sizes, in either 15mm or 20mm scales.

They have published a core rulebook, and a variety of Theatre of Operations books, including (as of now): Kursk, Barbarosa, Blitzkrieg, Tobruk, Overlord, Bulge (Wacht Am Rhein), Market Garden, and Fall of the Reich.

I’ve had a chance to read the rules and begin some skirmish games at our local gaming club. The rules are different, much different than what I’m used to with other systems. But, they’re not complicated. The biggest challenge I’ve faced has been trying to think inside of the Battlegroup rules, and not applying rules from another game set.

This article will look at the Battlegroup main rulebook, its layout, and how it presents the core of the Battlegroup system. The rules themselves will be covered in later write-ups.

The Rule Book

Battlegroup is published by  and is distributed by Plastic Soldier Company (PSC).  The rules were written by Warwick Kinrade, with assistance from Piers Brand. The rulebook was originally published as a small paperback book distributed with the Battlegroup Kursk theatre book. It now exists as a hardcover, stand-alone product.

Fog of War: BatRep FOW Late-War

By: Benny Christiansen

The typical Dane. Happy-go-lucky with a positive look upon almost everything. Giving you a glimpse of the way the Danes do it.

In these two articles I would like to present the Fog Of War cards used at the event and also, by going through the last game in detail, I try to give you examples of how we play with the V4 rules. 

In Denmark we have a concept called “Hygge.” Try to look it up, as the closest translation is probably “Cosy”, but that does not fully cover the meaning.

We try to keep the gaming community active by hosting one-day events, where the main focus is on meeting each other and playing. For this event, the guys in Aarhus (Denmark) had arranged one of those one-day events. The games were two vs two, with 1000 pts lists for each participant. Each game would be determined by Battle Plan Cards and then a dice to see which of the missions in the Battle Plan we would play.

Originally, I was paired with my friend Stephan. We agreed that we would field some fun lists. However, due to last-minute sign-ups,  I played as a solo-player with two lists of 1000 points alone. This way we had an equal number of teams on Axis and Allied side.