28mm Opel Blitz truck

The Opel Blitz was the standard light-to-medium truck of the German armed forces during the Second World War and one of the most recognisable logistics vehicles of the period. Introduced in 1930 and refined throughout the 1930s, the Blitz became central to German motorised warfare by the time large-scale conflict began in 1939. Its importance lay not in firepower or armour, but in its ability to move men, ammunition, fuel, and supplies across vast distances, making it a quiet enabler of German operational mobility.


The most common wartime variant was the 3-ton Opel Blitz 3.6-36, powered by a 3.6-litre inline six-cylinder petrol engine producing around 75 horsepower. This engine gave the truck reasonable speed on roads and adequate hauling capability, though it struggled in mud, snow, and deep sand—conditions that exposed the limitations of Germany’s logistics during campaigns in Russia and North Africa. A four-wheel-drive Allrad version was produced to improve cross-country performance, but it was more complex and never fully solved the underlying traction and reliability problems.


One of the Blitz’s great strengths was its versatility. The basic chassis was adapted into troop carriers, cargo trucks, ambulances, radio vehicles, mobile workshops, fuel tankers, and anti-aircraft platforms. Its simple construction allowed field repairs with limited tools, and spare parts were relatively easy to source early in the war. As Allied bombing intensified and supply chains deteriorated, however, production quality declined, and late-war Blitz trucks often showed reduced durability and simplified fittings.


In operational terms, the Opel Blitz became inseparable from German campaigning. It carried infantry forward during advances, evacuated wounded from the front, and sustained units holding extended lines. Yet its heavy reliance on petrol engines—rather than diesel—proved a long-term weakness, tying German logistics to vulnerable fuel supplies. In prolonged campaigns, especially on the Eastern Front, destroyed or abandoned Blitz trucks became symbols of overextended supply systems and logistical collapse.


After the war, surviving Opel Blitz trucks continued in civilian service across Europe, valued for their ruggedness and adaptability. The design influenced post-war commercial vehicles, and restored examples remain popular with museums, reenactors, and wargamers. Historically, the Opel Blitz stands as a reminder that wars are not won by tanks and aircraft alone, but by the unglamorous vehicles that keep armies moving and fighting.

The model is from Warlords and comes complete with canopy and a squad of seated infantry.

These will be reacu tomorrow.

Sd.Kfz. 231 Armoured Car Model Kit – WWII from 3D Printed Miniatures

The 6-Rad armoured cars (literally “six-wheel”) were Germany’s first generation of purpose-built armoured reconnaissance vehicles, developed in the early 1930s as the Reichswehr quietly re-armed despite the restrictions imposed after the First World War. Rather than being designed from a clean sheet, these vehicles were built on heavy commercial truck chassis produced by firms such as Daimler-Benz, Büssing-NAG, and Magirus. This approach allowed rapid production and concealed military development within civilian industry, but it also imposed significant limitations on mobility and durability.


The principal variants were the Sd.Kfz. 231, Sd.Kfz. 232, and Sd.Kfz. 263. All shared an angular, riveted armoured hull mounted on a 6×4 chassis with relatively thin armour intended to defeat small-arms fire and shell splinters rather than anti-tank weapons. Their battlefield role was reconnaissance, screening, and security, not direct combat.


Armament on the Sd.Kfz. 231 and 232 consisted of a 2 cm KwK autocannon paired with a coaxial machine gun, giving the vehicles sufficient firepower to deal with infantry, soft-skinned vehicles, and other lightly protected targets. The Sd.Kfz. 263, intended as a command and signals vehicle, dispensed with the rotating turret in favour of a fixed superstructure and enhanced radio equipment, relying on accompanying units for protection.


In European service, the 6-Rad armoured cars proved adequate on roads and firm ground but were markedly inferior off-road. Their long wheelbase, high centre of gravity, and limited traction made them vulnerable to bogging and mechanical strain in broken terrain. These shortcomings were exposed during early operations in Austria, Czechoslovakia, Poland, and the opening campaigns in France and the Low Countries.


A small number of 6-Rad armoured cars were also deployed with the Deutsches Afrikakorps during the very early stages of the North African campaign in 1941. These vehicles—primarily Sd.Kfz. 231 and 232 variants—arrived with the first reconnaissance elements sent to Libya. Their service in the desert was brief. Built on commercial truck chassis, they performed poorly in sand and soft ground, suffering from inadequate traction, frequent bogging, and accelerated mechanical wear under extreme heat and dust.


As a consequence, the 6-Rad armoured cars were quickly withdrawn from front-line Afrika Korps use and replaced by the purpose-designed 8-Rad armoured cars, which offered superior mobility, reliability, and endurance in desert conditions. By mid-1941, the 6-Rad types had effectively disappeared from active service in North Africa.


Although ultimately short-lived, the 6-Rad armoured cars played an important transitional role in German armoured reconnaissance doctrine. Operational experience gained with these vehicles—both in Europe and briefly in North Africa—directly informed the development of the far more successful 8-Rad series. For historical interpretation or wargame design, they are best represented in early-war reconnaissance and security roles, particularly in European theatres or the initial arrival phase of the Afrika Korps, rather than as long-term desert patrol vehicles.

The German 6-Rad armoured car from 3D Miniatures & Terrain is a strong and characterful representation of the early-war Sd.Kfz. 231, capturing the angular, riveted look that defines these inter-war reconnaissance vehicles. The proportions feel convincing on the tabletop, with the tall profile, slab sides, and distinctive turret immediately readable at gaming distance. Panel lines, vision slits, and surface detail are crisp without being overdone, making the model visually interesting while remaining easy to paint—particularly important for vehicles intended as supporting elements rather than centrepiece tanks.


As a gaming model, it works especially well for early-war or transitional forces, where the slightly awkward design of the real vehicle adds historical flavour rather than detracting from table presence. The clean print geometry makes it robust for regular play, and the restrained detailing avoids the fragility sometimes seen in over-engineered resin kits. Overall, this is an effective, practical miniature that balances historical accuracy with tabletop usability, and it fits neatly into reconnaissance, security, or early Afrika Korps collections where the 6-Rad’s limitations are part of its narrative appeal.

Another great model from 3D Miniatures

Rating: 4.5 out of 5.

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From Heckling to History: Adam’s Ales, Ancient Destroyers, and the Accountant Who Sold Me a Book

At the last “Axes and Ales” club meeting, I was busy unleashing my top-notch heckling skills during a gripping game of “Mission Critical” when my long-time wargaming buddy Geoff waltzed in to see what all the fuss was about. He looked genuinely impressed, or maybe he was just wondering why everyone was so enthusiastic about a room full of dice and miniature soldiers on a night that felt like a ghost town—thanks, holiday season!

I finally put an end to the heckling and took Geoff on a grand tour of the club rooms. We plopped down with a few “Adam’s Ales” — because nothing says sophisticated conversation like non-beer (yeah right!)— and after an hour of chatting, we stumbled into the riveting world of WW2 Australian campaigns in the Mediterranean. Then we hopped over to the “Scrap Iron” Flotilla, which sounded fancier than it was, featuring the geriatric destroyers HMAS Vendetta, Vampire, Voyager, Stuart, and Waterhen. Geoff, bless his accountant heart, excitedly declared he’d found a book at the library about these old sea dogs, and I figured if a boring accountant gave it the thumbs up, it was probably flying off the shelves like hotcakes!

I placed my order for the book on Wednesday, and lo and behold, like a caffeinated delivery fairy, it showed up at my doorstep today (Thursday). Who knew books could be so punctual?

A review down the track.

Marcher vs Konflikt ’47 vs Secrets of the Third Reich

I have already completed a review of Marcher: Empires at War, but did not compare it with the other “Weird War options out there.

Marcher: Empires at War sits in an interesting middle ground when compared with Konflikt ’47 and Secrets of the Third Reich. All three explore alternate twentieth-century warfare, but they differ sharply in how spectacle, balance, lore, and cost are prioritised and integrated into play.

Marcher is best understood as a dieselpunk alternate-history system rather than a full weird-war game. Its setting is rooted in a reimagined pre-Second World War world, where advanced machinery, speculative technology, and diverging empires drive conflict. Unlike K47’s rift-science escalation or SOTR’s occult foundations, Marcher’s lore stays comparatively grounded. Its technology feels like an extension of industrial warfare rather than a rupture of reality, which gives the setting a clear internal logic without relying on magic or dimensional catastrophes.

That grounding carries through to the mechanics. Marcher uses a structured D10 action-economy system, where units typically receive two actions per activation. Command decisions, objective play, and timing are central. Units are effective not because they are inherently overwhelming, but because of how players sequence actions, exploit terrain, and prioritise objectives. This produces a play experience that rewards planning and positioning rather than dramatic power spikes. In contrast, K47’s rules actively encourage explosive moments, while SOTR emphasises friction, denial, and controlled escalation.

In terms of balance, Marcher’s design intent is closer to SOTR than to K47. While still evolving, its rules focus on role clarity and objective contribution rather than raw lethality. Units tend to justify their inclusion through what they can do—hold ground, manoeuvre, support, or apply pressure—rather than how much damage they can inflict in a single activation. This avoids many of the internal balance problems that plague K47, where some units dominate simply because their output overwhelms the system’s ability to respond.

Cost and accessibility further distinguish Marcher. The core rules are freely available, and the system openly supports 3D-printed miniatures, significantly lowering the barrier to entry. This reinforces the game’s philosophy: forces are meant to be built, experimented with, and played regularly, not treated as premium centrepieces. In this respect, Marcher aligns more closely with the practical hobby ethos I value in SOTR than with K47’s more commercially driven escalation model.

Lore integration also reflects this difference. Marcher’s background exists to contextualise mechanics rather than justify excess. K47’s rift-tech framing encourages ever-greater escalation with minimal narrative cost, while SOTR’s occult logic explicitly explains why power is dangerous, unstable, and constrained. Marcher occupies a third position: it limits excess not through mysticism or horror, but through a plausible industrial-era logic that keeps escalation within bounds.

Taken together, Marcher offers a tactical, decision-heavy experience that rewards sequencing, objective play, and combined arms rather than dominance pieces. It lacks the gothic atmosphere and moral weight of SOTR’s occult war, but it also avoids K47’s tendency toward spectacle-driven imbalance. For players who want an affordable, coherent, and tactically grounded alternate-history game without leaning fully into weird-war fantasy, Marcher presents a compelling alternative.

Summary Comparison

In context, Marcher sits between K47 and SOTR in both tone and design. It lacks the occult weight and deliberate constraint that make Secrets of the Third Reich your preferred system, but it shares SOTR’s respect for structure, decision-making, and cost-to-effectiveness—while avoiding the spectacle-first imbalance that defines Konflikt ’47.

I’m not sure if I prefer SOTR or Marcher, but both are definitely better than K47, which will dominate the Weird War space due to Warlord Games’ market presence.

The 28mm Panzer 1 in use by both my Africa Corps and my Africa Corpse

The Panzer I used by the Afrika Korps should be seen in a wargame as an early-1941 stopgap vehicle, showcasing its historical use and limitations. It should not feel like a true battle tank on the tabletop. Instead, it serves as a light armored presence valued for mobility, intimidating poorly equipped troops, and influencing enemy actions rather than destroying strong targets. Its presence indicates an improvised force still moving towards a modern armored unit.

In play, the Panzer I serves well as a mobile unit for pressure and control. Its twin machine guns can suppress infantry and dominate open ground against lightly armed foes, but it lacks effective anti-tank power. Engaging with armored vehicles or strong positions feels risky, pushing the player to focus on movement and tactics rather than direct combat. This highlights how the Panzer I influences encounters without completely controlling them.

Survivability is weak. Thin armor makes the vehicle prone to anti-tank weapons, close assaults, and even small-arms fire, depending on the rules. In middle and later war periods, the Panzer I is less reliable. I like using three of them in low 750 points games of Bolt Action.

In reality, commanders used the Panzer I because it was available, not because it was the best choice, and its use served as a warning against overconfidence. Gamers should choose them as they are a budget-friendly option that provides better protection and mobility than heavy weapons teams.

The 28 mm Panzer I model from pictures is from 3D Miniatures & Terrain, which is an excellent physical match for the vehicle’s intended tabletop role. The proportions are convincing and restrained, avoiding the exaggerated bulk that often undermines early-war light tanks in this scale. Its silhouette reads immediately as a Panzer I, which is crucial for visual clarity during play and for reinforcing period identity within an Afrika Korps force.

The surface detail is crisp without excess. Rivets, suspension elements, and engine deck features are cleanly rendered, making the model easy to paint while still rewarding careful weathering. The simplicity of the Panzer I’s construction comes through clearly, lending the finished piece a utilitarian, almost exposed feel that aligns perfectly with its historical vulnerability. The model particularly benefits from desert finishing: dust, faded paint, and chipped edges all sit naturally on the flat armour plates.

Stowage potential is another strength. The hull sides and rear deck comfortably accommodate jerry cans, tarps, spare track, and crew equipment, allowing the modeller to emphasise the improvised nature of early Afrika Korps deployments. Painted in early desert schemes, the model captures that transitional phase before standardised finishes and equipment became widespread, adding narrative depth to both skirmish and campaign games.

Most importantly, the model’s visual presence supports good game design. It looks light, under-gunned, and exposed—exactly how a Panzer I should feel in play. When placed alongside Panzer IIIs, Panzer IVs, or British cruisers, its obsolescence is immediately apparent, reinforcing player expectations and encouraging historically grounded decision-making.

The model is excellent – I will order two more.

Rating: 4.5 out of 5.

Comparison between Konflikt ’47 and Secrets of the Third Reich

Both Konflikt ’47 by Warlord Games and Secrets of the Third Reich by West Wind Productions occupy the same imaginative space: an alternate Second World War shaped by experimental technology, occult science, and the intrusion of the fantastic into a recognisably historical battlefield. Despite this shared premise, the two systems diverge sharply in design philosophy, particularly in how they approach balance, escalation, and the relationship between points cost and actual battlefield effectiveness.

Konflikt ’47 is unapologetically spectacle-driven. Its design goal is not equilibrium but memorability. Walkers dominate fire lanes, rift-powered monsters delete units outright, and elite formations routinely outperform their historical equivalents by orders of magnitude. These outcomes are not accidental by-products of the rules but deliberate selling points. The game wants players to remember that turn—the moment when a Tesla walker erased a platoon or a rift entity shattered a carefully prepared defence. Cinematic spikes are prioritised over long-term interaction.

The cost of this approach is internal coherence. Because moments are foregrounded, balance within the unit roster becomes uneven. Some units are strictly better than others at similar points values, while conventional or historical units often function as tax or filler rather than meaningful choices. Over time, local metas converge quickly as players identify which options reliably deliver decisive spikes and which do not. Variety narrows not because the range is small, but because efficiency dominates choice, and the power creep rises its ugly head again!

This imbalance is reinforced by the way power is front-loaded. Many K47 units deliver high output and strong durability immediately, with minimal positional or logistical constraints. There is little need to build toward effectiveness or manage exposure over time. The result is pronounced alpha dominance: first contact can decide the game, recovery mechanisms are limited, and playing on after a catastrophic early activation often feels futile rather than dramatic. This is recognisably inherited from Bolt Action’s lethality curve, amplified by weird-war technology that further compresses decision windows.

Underlying this is a points system that largely prices destructive potential rather than leverage. K47 points do not consistently account for board control, opportunity cost, or escalation risk. The result is a battlefield dominated by hyper-efficient killing units, little incentive to take sub-optimal but thematic forces, and constant pressure on opponents to “bring answers or lose.” Cost buys damage, not control—and damage resolves problems faster than the system can meaningfully respond.

These design tensions are most clearly exposed not by the game’s most extreme units, but by those caught between ordinary troops and true centre pieces. German Schwertruppen exemplify this problem. They are presented as elite assault infantry—heavily armoured shock troops intended to advance under fire and break enemy positions—and are costed accordingly. In practice, however, their effectiveness rarely scales in proportion to that cost. While slightly more resilient than standard infantry, the improvement is incremental in a system where lethality is high and suppression rapidly erodes marginal advantages. Once they attract focused fire, Schwertruppen attrit quickly, and their offensive output is rarely decisive against walkers, monsters, or heavy rift-tech platforms.

The problem becomes sharper when viewed through internal comparison. Schwertruppen are not competing for points with other infantry, but with units that fundamentally reshape the table. For a similar investment, a player can field a walker or monstrous unit that dominates space, forces redeployment, and absorbs disproportionate firepower. Schwertruppen do none of these things consistently. They rarely compel opponent error or alter enemy plans, and consequently function as expensive line infantry rather than true problem-solvers. Their cost buys elite status in name and profile, but not in outcomes.

This stands in marked contrast to how elite infantry operate in Secrets of the Third Reich, particularly the Para-Drop Troopers. Like Schwertruppen, they are expensive relative to standard troops. Crucially, however, their cost is tied not to marginal statistical improvement but to agency. Para-Drop Troopers derive their value from deployment mechanics and scenario leverage: the ability to arrive unexpectedly, threaten rear objectives, and force immediate reactions. Even when their raw combat performance is only modestly superior, their presence reshapes opponent decision-making from the moment they are declared. Their cost reliably converts into positional disruption, tempo control, and objective pressure regardless of casualty outcomes.

This difference reflects a deeper divergence in how the two systems conceptualise effectiveness. In K47, elite infantry are expected to win fair fights in a ruleset that increasingly punishes them. In Secrets of the Third Reich, elite infantry are designed to avoid fair fights altogether. Their effectiveness lies in choosing when and where engagement occurs, often achieving decisive advantage before superior firepower can be brought to bear.

These contrasts stem from broader structural choices. K47 inherits a lethality curve that does not scale cleanly once fantastical elements are introduced. Walkers and monsters reset expectations of durability and threat, leaving elite infantry trapped in an awkward middle ground: too expensive to be expendable, yet insufficiently influential to justify their cost. Secrets of the Third Reich, by contrast, places constraint before spectacle. Power exists, but it is gated by activation limits, vulnerability windows, scenario conditions, and interaction rules such as suppression, control, and denial. Balance emerges through friction rather than raw points.

Faction asymmetry in SOTR is also narrower in effect. While factions feel distinct, no army is built entirely around a single dominant unit type, and special rules tend to trade one advantage for another weakness. As a result, imbalance is usually situational rather than absolute, and counterplay is a core assumption rather than an afterthought.

Comparative Balance Summary


Why Konflikt ’47 Remains This Way

These characteristics persist for structural reasons. Commercial pressure encourages new units to feel exciting, which often translates into being more powerful rather than merely different. The system’s inheritance from Bolt Action embeds a lethality curve poorly suited to escalation. Finally, audience expectation matters: a substantial portion of the K47 player base actively wants outrageous dominance pieces. In this context, balance is not broken so much as consciously deprioritised.

Groups that enjoy the setting but dislike the imbalance frequently intervene with house rules: hard caps on weird units, escalation costs for additional rift-tech, scenario-driven force limits that punish deathballs, or activation friction for elite units. Many groups adopt these measures precisely because the rules-as-written do not reliably self-correct.

Design Lessons: Cost Must Buy Leverage

The contrast between Schwertruppen and Para-Drop Troopers highlights broader design lessons. Points cost must translate into repeatable leverage rather than narrative prestige. Elite infantry require rule-level differentiation rather than marginal numerical improvement. Internal balance matters more than absolute balance once extreme outliers exist. Spectacle must be constrained by friction if it is not to distort valuation across an entire roster. Above all, elite units should solve problems on the table, not merely cost more to include.


Final Judgement

I prefer Secrets of the Third Reich because its miniatures, lore, and rules work together as a coherent whole rather than existing simply to deliver spectacle. The game’s old-hammer aesthetic emphasises character, weight, and clarity on the table, encouraging conversion and long-term hobby engagement. Its model range is also relatively affordable, reinforcing the idea that forces are meant to be played with, expanded, and personalised rather than treated as display pieces.

That visual identity is supported by occult-driven lore in which power comes from forbidden knowledge and unstable technologies that carry real risk. The occult is not just flavour; it explains why limits exist and why power must be managed. This narrative logic feeds directly into the rules, which emphasise constraint, disruption, and consequence rather than unchecked escalation.

In play, SOTR maintains a strong relationship between cost and influence. Expensive units buy agency—deployment options, control, and disruption—rather than fragile statistical superiority. Balance is reinforced by disciplined faction design, with advantages offset by weaknesses and thematic choices remaining viable. Taken together, the old-hammer feel, affordable models, occult logic, and interaction-focused mechanics make Secrets of the Third Reich a system where outcomes flow from decisions across the whole game, making it more coherent, resilient, and rewarding to return to over time.