31 May 2026

This weeks reinforcements

 Burnt out M9A1 Halftrack - Table Scatter 


Cheating today as this model was completed sometime ago, as due to a busy Bank Holiday week I've not finished any new models this last week.

What do you do when the print quality is not as good as you would wish - beat the model up and make a wreck, in this case a burnt out M9A1 halftrack from the 1st Battalion Rifle Brigade, for use as table decoration.




And previous to painting the M9A1 I did an angled chop on this Bedford MWD 15cwt truck so it sits as if its been driven into a ditch and abandoned. In this case the vehicle is from 7th Bridging Troop, Royal Engineers, who presumably got a bit to close to the front line.




Both pieces add a bit of colour and spice to a game table. I have some German horse drawn wagon models I'm working on to do the same with.

 

27 May 2026

Let’s talk MMG’s

 I've previously shared this article on the CoC FB page so it may be familiar to some.

I’ve spent some time looking at the MMG support option in British and German use and thought I would pen my thoughts. (The caveat being I am neither a rules nor maths expert).

The British Vickers MMG and German tripod mounted MG-42 both cost three support points and come with a crew of five and an entrenchment for the team. This entrenchment is in addition to the maximum of two that can otherwise be purchased as support units.

Both MMG command 10 Fire Power dice, but neither qualifies for the Storm of Steel bonus as purchased.

As a team the MMG is activated on a DR of 1 but can also be activated by a SL on a DR of 4 provided all other requirements are met. In addition, for the Germans, activation by a SL can allow for the use of the Maschinengewehr National Characteristic and this increases the number of FP dice to 12 or 13 depending on whether 2 or 3 Orders are used and means Storm of Steel is in effect.

Close range is up to 24”, effective range 24”+

A MMG has to be reduced down to just one crew member before any penalty is felt, with the number of FP dice being reduced by 2 at that point.

In addition MMG’s can fire suppressing fire at an area with a continuous frontage of 9” or at two teams with 4” of each other.

 


To understand better how they actually work on the table I ran a quick exercise for both the British and Germans (20 separate fire for effect dice rolls for each side) which suggest the following. *

Across the 20 rolls for the British (and Germans without the benefit of Maschinengewehr ) the best burst of fire produced 7 hits at close range and 6 at effective range. The worst 3 and 1 respectively. The average was 4.8 hits at close range, and 3.35 at effective range.

British Data


For the Germans with Maschinengewehr in effect (two Orders used for 12 FP in this example) the best result was 11 hits at close range and 9 at effective range. The worst being 4 and 2, with an average of 7.75 at close range and 5.2 at effective range.

German Data


To take the numbers a little deeper I then rolled the hit effect dice based on the best, worst and average number of hits at close range. 

With a target in the open this saw 3 shock and 1 kill achieved for the British, and 4 shock and 3 kills for the Germans using Maschinengewehr. Other results can be seen on the data image.

 


In summary with the addition of a SL for the Germans the tripod mounted MG42 becomes fairly potent producing shock and kills in most results. The downside however is that this option really needs an extra SL for the Germans to work given they only get one with their core platoons (exception being the Fallschirmjager) and so the cost for the package of the gun and SL is now 5 support points.

For the British (or non SL lead Germans) the MMG is a more steady option seemly causing shock in most instances.  

The entrenchment gives hardcover regardless of where set up and with close range going out to 24” vs the 18” for rifles and LMG it seems this is where you will get the most bang for your buck. A base of fire allowing infantry sections to manoeuvre appears to be their optimal role in game which reflects their use on the real life battlefield. Put out rounds at 18-24 inches range while well protected against any return small arms fire and allow infantry sections to move freely.

Let me know if I have anything wrong and I’d welcome people’s thoughts on how you utilise the MMG. 




*Yes I know 20 rolls is nowhere near enough for a decent statistical finding but I’m not that sad

24 May 2026

This weeks reinforcements

 
US Parachute Infantry Platoon - Normandy

I finally finished the last few figures to complete my US Parachute Infantry Platoon. This is the two section version used in Sicily and Normandy. I have sufficient figures to complete a third section  as used in later operations including Market Garden but these are still in the painting queue. 


I am looking forward to giving the platoon a spin on the table as it is quite a unique force. It is the only platoon in the CoC rulebook to field only two sections, but despite this still has a force rating of +1. (This increases to +6 if the third section is fielded !). The platoon also qualifies for a red die purchase.


Its potency is easy to see, with two Senior Leaders, and integral Bazooka and Mortar teams



In addition the five man crew for the 60mm mortar deploys with a Replen Point due to its size giving it six HE rounds at start, although it cannot fire smoke.


Each section comprises of a .30cal LMG with a crew of three and eight riflemen. That is sixteen Firepower dice for a full section with the rifle section benefiting from Storm of Steel. 
In addition the platoon is Aggressive in Close Combat




The nuance of playing with only two sections will be an interesting challenge and likely will emphasis firepower over manoeuvre - not my usual style.

21 May 2026

What makes Chain of Command so special - Part One

 This blog is all about Chain of Command being played with 15mm figures and vehicles, but so far I've concentrated more on the 15mm aspect than the Chain of Command rules themselves. Time to change that.


Chain of Command_v2 (CoC) is, in my opinion, an amazing set of rules. The rules tick all the boxes on my list of what rules should be and added some boxes I hadn't thought of.

  • 1:1 scale and matching ground scale.                                                            ✅
  • Infantry based - skirmish/platoon level game.                                               
  • The empty battlefield, fog of war and Jumping Off Points.                             
  • Friction, chaos, Command dice and Chain of Command points.                   
  • Historically based - platoons, national characteristics, tactics.                      
  • Thematic rather than competitive.                                                                 
  • Lends itself to a high aesthetic.                                                                     
All in all the rules are comprehensive without being confusing or overly complex and greatly benefit from the history of v1 and the amendments/additions made for v2. 

Scale 

The rules provide an infantry skirmish level game, where one figure equals one man, one vehicle equals one vehicle and with regard to terrain and buildings what you see is what you get. This 1:1 scale means that visually there is very little abstraction.

The rules advise that 12" on the table represents 40 yards in the real world. (1 inch equals 10 feet) This is 1:120 scale which is very close to the 1:100 that 15mm is often also classified as, so when playing at 15mm the figures, vehicles, buildings and terrain pretty much match the ground scale of the rules. 

When using a 6' x 4' table this translates into a battlefield that is 240 yards (220m) by 160 yards (145m) - not a large area by combat standards, but very much the pointy bit of the spear. 

The main fighting force for the game is the infantry platoon, with these closely following their historical counterparts. A British Infantry platoon consists of 37 men, the Soviet Motor Rifle platoon 25 with the remaining platoon types ranging between these two numbers. Allowing for some support unit purchases a force in region of 35-50 figures per side is all that is required to start playing the game. 


As somebody who loves painting figures this low figure count means I can spend time on painting to a higher quality rather than having to worry about painting a multitude of figures.

The Empty Battlefield and Fog of War

There are two clever game mechanics that make for a very foggy battlefield.
  • Patrol Markers and The Patrol Phase
  • Jumping Off Points (JOP) 
The patrol phase is almost a separate mini game in its own right that determines where each players JOP are placed at game start. (I need to get better at this phase, as currently I feel I have very little strategy behind how I play this - Something for a future post).  

Patrol Markers in simple terms are moved in turn up to 12" across the table (they must remain within 12" of at least one other friendly marker throughout this process). These markers are then locked down once they are within 12" of an enemy patrol marker. When all markers are locked down the JOP are placed using a nifty process for determining the zone into which each individual JOP is placed based on the location of the friendly marker and the two closest enemy patrol markers. There is the additional requirement that this must be at least a further 6" from the closest two enemy patrol markers, and behind cover. This all means that JOP start positions are unique to each game and table layout and that neither player has total control over where his JOP are placed.

Jumping Off Points, are a very clever device that mean that at game start no troops or vehicles are present on the table. The battlefield is empty - the ultimate Fog of War. While dependent on Command Die rolls the player controls when units enter the table, if at all and for infantry units they are free to deploy within 6" of any unblocked, friendly JOP. In consequence the opponent cannot predict when unit(s) will deploy onto the table nor at which JOP. Vehicles deploy onto the table via their friendly table edge and on a road if one is present. However there is one very cool exception for German low profile self propelled anti tank guns via the Pakfront! National Characteristic which may deploy from a JOP as if an infantry unit. 



A further element of FOW is introduced  by the use of Support Points, and their purchasing power. A player may have Support Points to spend on additional units or equipment and in most games these purchases will be unknown to the opposing player until deployed. This uncertainty reinforces the need to build a balanced force based on the core platoon that is able to cope with potentially facing a combined all arms force. No Min-Maxing here 



17 May 2026

This weeks reinforcements

British Airborne

A slow burn, ongoing project I am working on is building the airlanding equipment used by the 1st Airborne Division at Arnhem. 


Airborne jeep models are using the Marc Bergman files as the base. So far I have created

  • Addition of ammo crates and cases to the bonnet of the standard airborne jeeps
  • Creation of the medical jeep and stretchers
  • Reworking the standard 6 pdr antitank gun to the airborne version and making a towed model
  • Improving the cut down Bedford model and its towed 17 pdr.
  • Designing a STL file for the MkII trailer










Still a WIP 






14 May 2026

STL files to download

 

At the request of Leigh here are the telegraph pole and explosion core STL files mentioned in previous posts. Hopefully they will open in any printer/slicer without issue.

Links are to my Google Drive and files are currently scaled for 15mm

CC BY-SA-NC license.

French style concrete telegraph pole



Primitive Explosion



Any problems drop me a line or leave a comment


Printing a 15mm STL file - part 2

 In a previous post (part 1) I detailed the process of getting a file up and printing for the Hotchkiss Geschutzwagen 39H broken down into five parts.


The tracks printed and still on the build plate. Nice sharp detail on all the outer faces as hoped for.


All the parts as printed with supports still attached



and with supports removed

I will keep the gun separate for ease of painting, but have otherwise glued the remaining elements together.

Here you can see it compared with the same file printed as the model is purchased in one piece. The one piece print is on the left, my "kit" version on the right. Hopefully the improvement in quality can be seen. 


To my mind the improvement in quality makes the extra effort in prepping the file before printing worth the effort. A little bit of cleaning up is required to remove a couple of stray strands of filament but otherwise we are good to go. 

Priming and painting next...







13 May 2026

CoC Bombardment Markers

 

 For CoC there is a requirement to mark out the area affected by a mortar bombardment, with this being an 18" square centred on the bombardment aiming point. Like many I find the easiest way to show this on the table is to place a marker at each corner of the area affected and one at the aim point. Wanting something that looked good on the table, rather than a generic token, I decided to have a go at modeling something that would look like a mortar round exploding.

BambuStudio, the printer supplied software, has the ability to create simple, and I do mean very simple models. It offers a choice of eight primitive shapes that can be added to, altered by either changing their dimensions, or by cutting or adding elements. Playing around with this feature allowed me to create the "foundation" of an explosion marker.


Half a dozen of these were printed and I then added torn and roughly shaped foam to the spindles. These were then thoroughly soaked in pva glue which when dry meant the foam was rigid and robust, and then painted black and dark gray.


Trying to make these without the 3d printed centre was a pain as the foam had little strength, while trying to make them solely from 3d filament was also a pain, as a high level of detail had to be built into the 3d file. Doing it this way gave me the best of both options, and the perfect markers for when hell rains down on the battlefield.


12 May 2026

Making a 3d model for printing

 Many years ago I got hold of a copy of Lightwave, a 3d modelling software, and taught myself the basics of 3d modeling and rendering. This was way before 3d printing was a thing but after getting the printer I went back to it and refreshed my ability to use it for simple tasks.

As a challenge I decided to have a go at modelling the concrete telegraph poles seen in many Normandy photos. 


A nice simply shape with which to sharpen my 3d modelling skills. An afternoon of puttering around in Lightwave saw me with a basic model, which I was able to move through Blender, another modelling software, and save as a STL.


Not much to look at in the slicer, but a basic pole, with cross bars and an alternative set of bars. I ended up laying the model on its side to print to ensure nice clean cut outs and voila !


 I now have an endless supply of telegraph poles. Peter Pig figure for reference. I added the insulators from plastic tube for ease and base on pennies for stability.



11 May 2026

Printing a 15mm STL file - part 1

 

Prepping a File

As I mentioned in a previous post I purchased a STL file for the Hotchkiss Geschutzwagen 39H a while ago, this being one of the vehicles used by 21st Panzer Division in Normandy. This conversion of the  French Hotchkiss H39 saw the turret removed and replaced with an open-topped armored superstructure that could house either a 7.5cm PaK, or 10.5cm artillery piece.

  • 7.5 cm PaK40(Sf) auf Geschützwagen 39H(f): A tank destroyer version (Marder I).
  • 10.5 cm leFH 18(Sf) auf Geschützwagen 39H(f): A self-propelled artillery version.
I paid $5.50 for the file which when opened in the slicer ( I use BambuStudio) provides the following models. These are already scaled for 1:100 (15mm) so no rescaling is required.

 

In order to optimise the print quality I try to avoid printing a vehicle in one piece and look to find ways of cutting the file to allow it to be broken into sperate parts that can be best aligned on the print bed to reduce the amount of supports required and so improve print quality. The slicer software includes a "cut" feature which allows a cut to be made across a model, but with the cut surfaces being repaired so they remain solid. This is a very powerful feature, but while a cut can be angled in all three axis, it will always be across all of the model captured by the cutting too.


This cut produces these two parts 


Using this feature I try and cut out the tracks so I can rotate them through 90° and lay them on their side. This removes the need to support the upper track element. With this model the guns are already provided as separate files and so I have broken this model down to the two track halves and the two hull elements 


I have rotated the lower hull part through 90° to ensure a flat surface on the print bed. I will now print the parts in separate batches so if any print fails for any reason it only affects one or two parts.

Printing the file

Generally if the first layer of a print goes down without issue there is a good chance the rest of the print will complete without issue. I therefore try and keep an eye on the printer for the first couple of layers. If I see any issues I will often cancel the print and try again so as to ensure the best quality print I can achieve. (I am no expert at this and there are likely a great many other tricks and tips that can be used to improve print quality - but this time last year I knew nothing about any of this).

For all my vehicle printing I use a 0.02mm nozzle, which is the finest offered for the printer. This allows for a line of molten filament to be laid down on the print bed which is 0.22mm wide and 0.06mm high which seems to be about the limit for problem free printing. Print time for this model broke down into four elements, the gun, lower and upper hulls and the pair of tracks is about 4 hours. Using a larger print height you can reduce the time, but often with a reduction in quality. 

I'll be back for part 2 once the printer has stopped whirring.




09 May 2026

This weeks reinforcements

 


Elements of a Panzerjäger Abteilungen arrive with FlaK protection.




A Sd.Kfz.138 Marder III M - six support points


along with a L4500 truck with mounted 3.7cm Flak 36. Can be used in lieu of the Sd.Kfz.7/2, so costs at three support points. Need to find or create a seated gunner to man this. Not my best painting on this one, but good enough for Government work.






This weeks reinforcements

  A bit of this and bit of that. Still working on getting all the various infantry support units completed for the British and finished off ...