Monday 20 March 2023

ACW & Fantasy Genre

Had some 2mm figures for a while, now i have finally got my act together and spent Sunday afternoon basing them. Most of the infantry regiments were completed before running out of bases.



Now my childern have entered the world of D&D, i acquired some 15mm fantasy minatures from Alternative Armies fast delivery and good quality minatures.

Sunday 24 March 2019

TankFest 2018 at the Tank Museum, Bovington

Great War Armoured Vehicles at TankFest 2018

British Mark V

Renault FT-17

The Tank on the left is the Command version of the FT-17

Armoured Car and in the background a reproduction of a German A7V




Friday 4 May 2018

1972: Defending The Street Without Joy


General Giai has ordered the withdrawal of the 3rd Division south of the Cua Viet River, the ARVN task force must delay the NVA advance to give the division time to dig in.

The ARVN must also evacuate the wounded and civilians currently sheltering at the barracks.

The scratch ARVN force must hold the barracks until all civilian and wounded markers have been removed and stop the NVA from exiting the south end of the table.

ARVN - Task Force
1x CO

Company Regulars (set up in the urban area)
CHQ – 1x HQ
                1x Mortar
                1x HMG
                3x Platoons (ARVN Regulars with M20 Bazooka)


Armoured Cavalry Assault Troop set up at the barracks
THQ – 1x HQ
            1x M113 with 106,RR
3x M113 ACAV
3x Infantry Platoons (ARVN Regulars with M72)
1x M125 – 81mm Mortar Carrier
1x M41 (broken down at barracks, cannot move but can fire)                                                                               (Can be fixed with the FOW Card: "I just gave it a good smack")


Marine Company set up at the old fire base
CHQ - 1x HQ
1x Mortar
1x HMG
3x Platoons – (Marine with M72)

Assets:

1x OV-10 (FAC)

Due to the shortage of support aircraft all requests are made with a -1 modifier
d10 to determine the type of aircraft

1d10 RollAircraft
1 - 4A-37 Dragonfly
5 - 7F-5 Tiger II
8A-4 Skyhawk
9A-7 Corsair
10F-4 Phantom II


Enter from southern edge on successful command roll from THQ
2x M48(platoons from the 20th Tank Regiment) orders to attach to the Armoured Cav Troop 
2x Trucks to transport civilians and wounded (carry 2 Civ/wounded markers each)

Off-Table 
2x 105mm Batteries (They can provide 4 fire missions each before having to be withdrawn) 

1d6 + 5 Civilians and wounded are at the barracks and need to be evacuated





NVA
The NVA must break through the blocking force and exit 25% (7 units) of the force off the south table edge.
Follow -on forces will mop up any remaining resistance. Both your battalions took some damage while crossing the border, a company of T34/85s has been added to 1st Battalion as reinforcements.

1x CO
                1x FAO
                1x BRDM (Recce)
                1x Sagger ATGW Team + BTR-40
                1x SAM-7 Team + BTR-40
                1x ZSU-57-2

1st Battalion
                1x HQ

                1x Company
                                3x T-54
                1x Company
                                3x T-34/85
                1x Company
                                3x PT-76
               

Mechanised Infantry Battalion
                1x HQ
                
                3x Infantry Companies
                                3x BTR-50PK or BTR-152 or BTR-60
                                3x Infantry (NVA Reguars)
                

Off-Table
               4x 122mm
               2x BM21

Thursday 3 May 2018

Cold War becomes Hot - 1983

Due to President Reagan's aggressive policies the Soviet Union is in a state of high tension.

With the recent downing of the Korean Airlines 747 by Soviet air force American Soviet relations are at an all time low.

The KGB has recently monitored a significant increase of encrypted communications between Britain and America...  

Then out of the blue America invades Grenade due to a perceived Cuban threat, in the Politburo tensions increase since the British Government seem to be surprised by the American action. If the encrypted traffic was not about Grenade then what was it about? They now suspect it is a ploy to divert there attention away from a NATO first strike against the Motherland.

NATO begin their exercise "Able Archer" the Soviets see this as final confirmation of a NATO first strike.

 Large numbers of there submarines sortie from there bases in the Kola Peninsular along a number of surface ships. NATO intelligence believes an amphibious invasion  force is at sea. The land forces on the inner German border are moving to forward positions. NATO puts all forces in Germany on full alert as the first of the Soviet and East German divisions cross the border.



Scenario: Assault

NATO: Colonel Mackall's Defence: British Sector..
There is an East German armoured unit heading towards a vital crossroads on our northern flank at Lubeck.

Colonel Mackall's battle-group is in position to block the East German advance.

NATO belives this will be a probe, your force is to check the East German advance and delay them for at least a day, no more forces can be spared as we expect the main thrust of red army forces within the next 24 hours.

British Battle Group - 
1x CO (CV 10)
1x HQ (CV 9)
1x FAO (CV 8)
1x AD Unit (Blowpipe) + Spartan
2x Milan with 2x Spartan
1x 81mm mortar with FV432


Team Alpha
     2x Fv432
     1x Regular Infantry
     1x Regular Infantry
     1x Chieftain Mk5

Team Bravo
     1x Fv432
     1x Regular Infantry
     2x Chieftain Mk5

Team Charlie
     3x Fv432
     1x Regular Infantry
     2x Regular Infantry with  Carl Gustav (MAW)
     1x Milan with  Spartan
   

Team Delta
     3x Fv432
     1x Infantry (Regulars)
     2x Infantry (Regulars) with Carl Gustav (MAW)
     1x Milan with Spartan


Off Table:
2x Abbot 105mm SPG

Air Support:
1x Jaguar GR1



East German - Advance Group

1x CO (CV 9)
1x FAC (CV )
1x Recce (BRM-1)
1x SA-9
1x ZSU 57-2

2x Motor Rifle Battalion:
1x HQ (CV 8)
1x BMP-1 with SA-7
1x 120mm Mortar with Truck

3x Companies
     3x BMP-1 (Sagger)
     3x Infantry (Conscripts)
     1x Infantry Upgrade (RPG-7)

Tank Battalion:
     1x HQ (CV 8)
     3x Companies
          3x T-72

Off Table Artillery:
2x SP Batteries 2S1, 122mm SP Guns
2x BM-21

Assets: 3x Chemical, 10x HE, 3x Smoke

Air Support:
2x Mig 27
4x SU-22

Assets: 1x Cluster Bombs, 2x Chemical



Tuesday 24 April 2018

Battle of Ap Bac



A scenario for the Battle of Ap Bac, adapting it for the Cold War Commander rule set with a few tweaks of my own.

This is essentially four battalions v two companies played purely to the rules would produce a very one sided game, so i have introduced a few event triggers/rules that will slow the ARVN down and try and simulate the US advisers trying to push the ARVN into combat and the ARVN commanders trying to ensure they take few casualties.

Some events like the airlift and para drop happen in a similar way as the engagement.

The two Civil Guard battalions can only move once per turn to simulate their slow movement during the battle.



Background

In November 1962, the National Liberation Front's Military Region 2 ordered the Viet Cong 261st Battalion and the 514th Battalion, the home battalion of Dinh Tuong Province, to destroy the strategic hamlets in their region and at the same time to attack South Vietnamese sweeping operations.



Between 28–30 December 1962, an American aircraft equipped with eavesdropping equipment located a Viet Cong radio transmitter. It intercepted radio signals in the hamlet of Ap Tan Thoi in Dinh Tuong Province where the ARVN 7th Infantry Division was headquartered.

The radio intercept and other information obtained by Jim Drummond, Vann's intelligence officer, indicated that the Viet Cong were using Ap Tan Thoi as a headquarters location. 

Furthermore, South Vietnamese and American intelligence personnel believed the Viet Cong had deployed a reinforced company of about 120 men to protect the transmitter.


Certain that the Viet Cong unit was no larger than the reported number, the ARVN 7th Infantry Division was instructed to attack Ap Tan Thoi.




ARVN Command Units

Colonel Bùi Đình Đạm - CO (CV 8) - Colonel Dam is in overall command of the operation.

Dinh Tuong Provincial Chief Major Lam Quang Tho - HQ (CV 7) In command of the two Civil Guard Battalions designated as Task Force A & B

Captain Ly Tong Ba - in command of the 4th Mechanised Rile Squadron. Ba will only take orders from Colonel Dam/Major Tho or act on his own initiative.

US Advisor's

Lieutenant Colonel John Paul Vann - LTC Vann flies above the battlefield in an L-19, he cannot directly command ARVN units so i have given him the abilities of an FAC/Recce unit CV 7

Sergeant Arnold Bowers - with the Airlift company acts as an FAC/FAO CV 7

Units 

2nd Battalion, 11th Infantry - 3 companies Set up on the North (short edge) of the board
       3x Companies
            3x Infantry (Regulars)
       1x 81mm Mortar
       1x 57mm RR

Civil Guard Task Force A - Enter using mobile deployment on the south (short edge)
       3x Companies     
             3x Infantry (Militia)
             1x HMG

Task Force A can only move once per turn.

Civil Guard Task Force B - Also using mobile deployment on the south (short edge) and west of Cong Ba Ky canal.
       3x Companies
             3x Infantry (Militia)
             1x HMG

Task Force B will only move once per turn and will not move closer than 20cm to a known enemy location.

1st company 1/11th - see below for deployment.
4th Mechanised Rifle Platoon - see below for deployment
8th Airborne Battalion - see below for deployment

Air:
2x UH-1 Gunships escorting airlift can both make two attack runs (Red & Blue Teams)
5x CH-21 carrying 1 company 1/11th Infantry (Call-sign: Mardigras)
1x attack run per turn, may be called in once each turn roll 1d6:-

                              1 - 3 = Skyraider
                              4 - 5 = T28 Trojan
                                 6   = A-26 Invader 

Artillery: (off-table)
1x Battery 105mm
1x Battery 107mm Mortar

These Units arrive on noted game turns

1st Company 1/ 11th Infantry (Air Assault into LZ1):
      3x Infantry (ARVN Regulars)
      1x HMG
      1x RR

This happens the turn after the 11th Infantry make contact with the VC.

American aircrews had a tendency to disregard the instructions of advisors, especially Vann, who was regarded as domineering. This will result in an automatic command blunder for the air assault and deviation direction for the assault will always be directly toward Ap Bac.

One CH-21 is always disabled, its position marked on the table at the deviation mark and Sergeant Arnold Bowers (FAO/FAC) is placed next to it, he cannot act until the next turn.

The remaining CH-21s can attempt to rescue the downed aircrew, this is achieved by making a successful air assault, Sergeant Bowers is also removed from play.



4th Mechanised Rifle Squadron  - special deployment rules* - south (short edge) and west of the Cong Ba Ky canal. Move north along the canal until opposite Ap Bac then attack from the west. It takes 1 turn to cross the canal, must perform and engineering option in initiative phase.

                 3x M113
                      3x Infantry (Regular)
                 1x M125
                 1x M113 + RR
                 1x M132 

The M132 flame-thrower only works on a 1 or 2 (d6), at Ap Bac, due to improper fuelling, it failed to work at all.

*After the Airlift has landed LTC Vann must make a successful CV -1 roll to get General Cao to order Captain Ba to advance. Their initial job is to recover the downed air crew.

8th Airborne Battalion (Timed Arrival) - The last roll of the Dice!
                
                 1x HQ
                 4x Companies
                      3x Infantry (Regulars)

*Starting Turn 8, each turn LTC Vann must make a successful CV -1 roll to get General Cao to order the 8th Airborne to land at LZ2.

Roll d6: 1-3 aim point LZ1 otherwise LZ2.

Roll 5 dice for deviation direction is always towards Ap Bac.


VC Command Unit

Colonel Hai Haong - CO (CV 9)

Units

1st Company 514th Provincial Battalion
      3x Infantry (Regulars)
      1x HMG
      1x Mortar (60mm - 2/80)

1st Company 261st Regional Battalion
      3x Infantry (Veterans - 4/30*)
      1x HMG
      1x Mortar (60mm - 2/80)

Local Guerrillas -
     2x Infantry (Regional Guerrillas)
     
Snipers
     3x Sniper Teams

All units count as in full cover while in position by the dykes/canals.
VC units never Fall Back.


A very rough map, the lines are canals,just need to make them now..








Victory Points:


ARVN/US: 

Major Objective: Occupy Ap Tan Thoi by end of turn 8

Minor Objective: Occupy Ap Tan Thoi by end of turn 12

Additional points: +2 rescuing the downed aircrew
                           

Viet Cong:

1 for each transport helicopter disabled
2 for each Gunship or Aircraft disabled/shot down

3 points still holding both Ap Tan Thoi and Ap Bac
2 points holding Ap Tan Thoi




Images from Ap Bac

LTC Vann's view from his L19





View from Ap Bac: note the VC holding a Thompson SMG


Wednesday 21 February 2018

Firebase pieces

Creating some terrains pieces to populate a firebase. Starting with a couple of mortar pits, these are designed around the 6mm mortar stand from irregular miniatures. .

Mortar pits


Gritted..


and painted..






Also, a command post for the firebase, the model is again from irregular miniatures.



The embankments made from polystyrene with a coating of poly filler.


gritted and painted..






Wednesday 17 January 2018

Working on some terrain..

Small village/town base ..

Flocked, buildings not glued for easy storage..


Added some tufts...



Stated a couple of paddy fields..


Gritted and ready for sealing..


now sealed awaiting flocking...


Edges flocked..


add the "realistic water" 




And some trees...



Starting a Village base, out in the boonies so no roads just some paths..
marked in pencil the location of paths and houses.. 


Village layout... flocking next..



Gritted ready for painting and sealing..


Painted and sealed..


Flocked..






Monday 20 November 2017

Command Stands

Finished some command stands for both US/ARVN and NVA/VC, all have dice frames (from Minibits - http://www.minibits.net/Hit-Marker-Dice-Frames-c22/) to hold casualty marker dice.. Figures from Irregular Miniatures.. Command Vehicle from Heroics and Ross


Thursday 9 November 2017

Arc-Light - Clear the Hill, Part 2

While conducting a Search & Destroy mission at a suspected enemy base the 1st/5th Air Cavalry ran into strong opposition of at least battalion strength.

The Sky Troopers were unable to reach the base and withdrew. The next day a 'Arc Light' strike hit the suspected area and the bomb damage assessment, carried out the next day showed a number of bunkers had been destroyed. We believe the remnants of the force are now running for the Cambodian border.

Search & Destroy - 12 turns

The 2nd/1st Infantry is to conduct a battalion sweep, we believe elements of the 174th NVA Regiment will go to ground in this area. Sweep through for the enemy, tunnels and caches, also search the village of Do Lan for any weapons or food caches stored there. Engineers are on hand should you find any significant bunkers or tunnel systems.

The US player deploy using either:-

  • Mobile Deployment, enter on the southern edge of the board.
  • Airborne Assault, can conduct the assaults in up to 4 locations in clear terrain.

Sweep through looking for tunnels and conduct a search of the village.

The NVA player will deploy on the east side of the board using hidden deployment, the priority is to secure the supplies carried in the tunnel system.


US - 2/1 Infantry


Qty
Troops
Arm
Move
Attacks
Hits
Save
Cost
Notes
1
CO (CV9)
Command
60
3/30
6
6
90 [90]

1
HQ (CV8)
Command
40
2/30
4
6
45 [45]

1
FAC (CV7)
Command
30
-
4
6
30 [30]

1
Recce Unit (Scouts)
Recce
10
2/30*
6
-
35[35]

12
Infantry Unit (US Conscripts)
Infantry
10
3/30*
6
-
30 [360]

3
Infantry Upgrade (M72 LAW)
Infantry
-
4/20(H)
-
-
20 [60[

1
Support Unit (HMG)
Infantry
10
4/60*
5
-
50 [50]

4
Support Unit (Mortar, 81mm)
Infantry
10
3/120*
5
-
40 [160]

1
Engineer Unit (Combat Engineers)
Engineer
10
4/30*
6
-
60 [60]

1
Attack Helicopter (UH-1 Hog)
Aircraft
-
4/50
3
5
70 [70]

2
Aircraft Unit (A-1 Skyraider)
Aircraft
-
6
4
5
125 [250]

1
Aircraft Unit (F-100 Super Sabre)
Aircraft
-
6
3
4
125 [125]

2
Transport Unit (Helicopter, UH-1 Iroquois)
Transport
-
2/50*
3
6
40 [80]
#2
1
Transport Unit (O-1 Bird Dog)
Transport
50

3
6
15 [15]
#3


  • 1st Platoon, A Company has a Dog Handler attached.
  • Engineer Team & UH-1D available to deal with any tunnel spots found, called in with a successful command roll by the CO. (The engineer unit takes 1 turn to destroy a tunnel spot, it must be unsuppressed during the turn.)


Note 1. Infantry Unit (US Conscripts) 

  • Conscript: May not use initiative to assault the enemy
Note 2. Transport Unit (Helicopter, UH-1 Iroquois) 
  • Carrying capacity of 2 spaces 
  • All-round field-of-fire due to the positioning of the weapon systems
Note 3. Transport Unit (O-1 Bird Dog) 
  • Transport aircraft for one FAO or FAC (-1 die when rolling for deviation)  


Breakpoint 10

1430 points spent of 1500 points available (1500 points selected)

Deduct 70 from your casualty points at the end of the game  



Major Objective: Capture or destroy NVA supplies, discover tunnel point in village and break the NVA unit.

Minor Objective: Find all tunnel spots and take less casualties than the NVA unit.




NVA - 1st Battalion, 174th NVA Regiment



Qty
Troops
ARM
Move
Attacks
Hits
Saves
Points
Notes
1
CO (CV8)
Command
60
3/30
6
6
60 [60]

1
FAO (CV6)
Command
30
-
4
6
15 [15]

1
Recce Unit (Scouts)
Recce
10
2/30*
6
-
35 [35]

9
Infantry Unit (NVA/VC Regulars)
Infantry
10
3/30*
6
-
30 [270]

1
Sniper Team (Sniper)
Infantry
30
1/50*
1
-
25 [25]

2
Support Unit (HMG)
Infantry
10
4/60*
5
-
50 [100]

1
Support Unit (RR, 75mm)
Infantry
10
3/40H
5
-
40 [40]
#1
1
Support Unit (Mortar, 82mm)
Infantry
10
3/120*
5
-
40 [40]




1x Supply Stand with Porters(to be moved to tunnel spot '1', located on the west side of the board)


Breakpoint 8

760 points spent of 750 points available, add 10 to your casualty points at the end of the game. 


Major Objective: Get supplies into tunnel system via tunnel spot "1".
.


Set up:

The village is located in the northern 1/3 of the board with tunnel spot '5'.

Tunnel Spot '1' is located in the middle 1/3 of the board on the western edge.



Table layout..


NVA Start positions


US Start positions using mobile deployment..