Well here is my completed Chasseur à pied. He is depicted has the Jon Smith Modellbau instructions suggest waiting an early version of the horizon blue greatcoat. I did contemplate painting it French blue as per the early pattern greatcoat. In the end I opted to go with the horizon blue option because it offers a contract to the kepi.
The horizon blue was mixed in with grey, black, French blue and Prussian blue was mixed in varying amounts to represent dirt and grime engrained into the greatcoat. The buttons where painted in U.S. grey and then high-lighted with pencil lead. I feel the general look of the uniform is a bit too Confederate grey. I will come back to it later see if it blue is glaze would help it.
The kepi got the French blue treatment with shadow layered with a touch of black. the piping was painted with lemon yellow and then highland with pale sand with a touch of sand mixed in. Lots of patience and a fine rigger brush. Knowing when to stop was a key in painting the piping.
Thanks for taking the time to look at this post I do hope you like the almost finished result. Please feel free to add your comments below.
Well, after the first campaign game and its one nil to Dave's Australians. So fair dinkum cobber.
More haste and less speed is the lesson I will take from this encounter.
This post will basically consist of a list of the mistakes I made. The end result was basically engineering my own defeat from a relatively strong position.
Just because I have tank does not mean I should deploy it at the earliest opportunity
When to do so would put it directly in the cross hairs of a the only Australian unit capable of destroying it. I didn't exactly make it difficult for the Australian 2 Pounder by placing the lump of metal where they want it.
One upside of this was it provided me the opportunity to use my new smoke and flame marker, recently, liberated from my wife's craft box. I suspect the destruction of this tank was a touch of karma. At the beginning of the game when I rolled my support dice I had not rolled high enough to get a tank. We decided to re-roll it so allowing me to choose a tank from the support list.
The first couple of rounds things were going quite well on the right. My squad advanced on the tentatively and made contact with the Australian section lurking in the jungle. By combining direct fire with my mortar team I was successful in pushing them back. So far so good. Alls going to plan.
Better situational awareness when advancing units
This is where it all when wrong. Over on the left of the I pushed forward with the second squad. I rolled long. This brought me within four inches of the Australian section and there by initiated the close combat sequence. Which basically desimated both sections. But because the the Australians are tough they don't take any shock while the remained of my Japanese withdrew due to a ton of shock.
The veritable movement generated by dice roles are something I really like about Chain of Command. On this instance I rolled myself into trouble with a high roll. But it beautifully replicates a unit wondering around the Jungle a stumbling into a into a enemy unit.
Remember the sequence in which to activate units (This should have been learned by now)
The was compounded by the mistake I made in the last game by not ordering my mortars to fire ahead of advancing my infantry. My ability no to pay attention to the lesson of the past possibly makes me suitable for high office.
Hold a lead back in reserve to deploy the reserve
My next mistake was to deploy my junior leader prior to getting my reserve squad on to the table. Hence, this meant that the reserve did not make it onto the table.
All this mayhem resulted in my command dice dropped to two dice. This basically paralysed my ability to move. This was compounded by the factor my senior leader was caught on the wrong side of the road.
Try not to be stupid
To react to the Australians reinforcing on the right. It was necessary to move my senior across the road to get the attack moving forward again. As he moved from cover onto the road an Australian Bren team took the opportunity to use a Chain of Command dice to interrupt his movement with a hail of bullets killing the senior leader. This reduced my command dice to zero there by forcing the Japanese to withdraw.
The first game went to the Australians. Well done Dave!
Finally I got my Japanese finished and on the table.This was the warm up game before Dave and I
undertake the Too Fat Lardies Malaya 1942 campaign. We felt we made some
interpretive mistakes in the Patrol and Deployment phases of the game we decide
to use it has a learning game.
My placement of the Jumping off points were in
the jungle when they should have been on the road according to the Campaign
notes. But that aside I got a my tank on to the table early. This was met with an Australian 2 Pounder
Anti-Tank gun. For the next couple of rounds it exchanged fire with my Type 95
Ha-Go resulting in a disabled tank and a routed gun crew.
Since the lumbering beasts had been dealt with
we started to deploy our infantry sections. I deployed mine incorrectly in the jungle
where I should have placed them on the road.
Nevertheless, I advanced two sections through the bush while the flanking
section had a Mexican standoff with a squad of Australians on the other side of
What followed for me was a lesson in close
combat I advanced a unit of infantry with in four inches of an Australian
section resulting in a close assault. The entire unit was killed (twice). It
was a really good reminder to at the very least rock a unit back with shock at
the very least, and ideally pin the before closing to engage them with close
combat, particularly if they are
One central error in this phase of play was activating
my dice in the wrong order. My senior
leader started issuing orders before The junior leader attracted to the light
mortar selection. As a rule of thumb i should work from the rear forward when
activating command dice.
Following that hammering it was necessary to regain some
honour and turn things around. This time I got the activation order correct
firing the mortar sections first and the having. The senior leader orders one
of the remaining units to fire on their Australian counterparts.
Because the Japanese squads are larger plus the support of a
mortar combined with rolling lots of sixes I made short work of two Australian
Squads on the right. This was made somewhat easier by the face my command dice
gave me three phases on the bounce. Followed by a further two consecutive
phases of play. The game ended with Dave curing my jammieness.