From the Shed: 20mm British Army of the Rhine (BAOR) from Under Fire Miniatures.

I got a few sample of the recent BAOR range from Under Fire Miniatures and have got some paint on them.

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An a close up of one of the miniatures (with some gravestones)…

baor + gravestone

They are really nice figures and I’m reliably informed that there are expansions to the range in the form of support weapons on the way.

 

Cheers,

 

Pete.

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From the Shed: M1 Abrams

Just finished this modest expansion for my 6mm Cold War collection: two battalions worth of M1 Abrams for 5core: Brigade Commander. This are the first production models with the 105mm gun.

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For those ‘Cold War goes hot’ games I think that for tabletop games the balance of forces is ‘best’ in the early 80s, much later and the mix of 120mm APFSDSDU tank shells, MRLS and Apaches skews the balance too much.

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I added some roads on the bases of one battalion to differentiate it. Also I went for the plain forest green paint job on these as that way they could be easily distinguished from the M60s (in MERDC) and the later M1A1s (in NATO 3 colour).

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A trio of M1s on smaller bases rounds out this little force.

 

Cheers,

 

Pete.

From the Shed: Russian Airborne Armour.

Following on from my post on VDV Air Assault Brigades I’ve done some light armour to give them some support.

asu85

First up we have the ASU85: a light self propelled gun on the PT76 chassis, designed to give the VDV some anti- tank support. It was a replacement for the much earlier ASU57. At the time of its introduction its 85mm gun (based on the WW2 tank gun) was barely adequate for the task by the 1980s when it was still in service it would have been useless at its intended role. Still any soft skins or light armoured cars would be vulnerable to its gun.

sprut

Next we have the little known 2S25 Sprut SD, the replacement to the ASU85. Mounting the usual Russian 125mm smoothbore gun it can fire all the same ammo as an MBT but from a lightly armoured chassis based on the BMD3. Given the ammo types it can fire it makes up a pretty potent support vehicle for the modern day VDV.

Pt76

Although not an airborne vehicle I painted up a few PT76 amphibious tanks. Developed after WW2 as a recce vehicle it is fully amphibious, accordingly it means it is not very well armed or armoured. Kept in service untill surprisingly recently in has seen combat in the Middle East, Vietnam, India, Africa and even Chechnya.

light armour

All models are 1/300th (6mm) scale and are from Heroics and Ros.

 

Cheers,

 

Pete.

 

 

VDV Air Assault Brigade in 5core: Brigade Commander.

During the Cold War the Soviet Union raised extensive parachute forces: the Vozdushno-Desantnya Voyska (VDV). Whilst the Airborne Division were under the command of high level HQs and would have been used for strategic and operational missions their smaller cousins the Air Assault Brigades were under the command of the Ground Forces so would get more tactical missions to undertake; because of this I thought they’d be an interesting force to field in our 6mm games of Nordic Weasel’s 5core: Brigade Commander.

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Three- quarters of the Brigade lined up. 50mm square bases for companies, 30mm square bases for platoon sized attachments.

One of the things that would have hampered the Soviet Union’s deployment of its VDV was the lack of sufficient lift capacity, especially at the strategic/ operational level. At the tactical level insertion by helicopter would have been more common but even so the number of heavy- lift helicopters to move vehicles was limited. The non- mechanised companies could be para dropped of they could be flown in by helicopter. The engineers in the brigade were trained to make landing strips for aircraft out of West German roads (doubtless these would have been recce’d in advance) to bring in heavier vehicles.

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The HQ company stand, three Heavy Companies and two recce  attachments in close up. All vehicles and figures are from Heroics and Ros.

Below is my interpretation of the brigade. Sources differ as to whether there are 2 Heavy battalions or one either way there are four battalions.

 

HQ coy

AT company, BRDM3- can be fielded as 3 AT attachments.

2 or 3 Air Assault Battalions:3 companies of Infantry (limited AT).

1 or 2 Heavy Air Assault Battalion: 3 companies of Mechanised Infantry, BMDs (Advanced AT).

Attachments:

1 light Recce, BRDM or GAZ jeep.

2 AA, ZSU 23/2s on BTRDs

3 Engineers, GAZ jeeps.

3 Mortar, 120mm.

1 AT, 85mm ATG

 

For my collection I’ve got far more attachments than I actually need, this is primarily to have some variation in what I can field.

 

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Three Engineer attachments.

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Three SO120 mortars (a breech loading 120mm mortar on the BMD APC chassis).

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AGS17 Plamya automatic grenade launcher attachments.

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The BRDM based ATGMs which act as the anti- tank attachments.

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A MMG attachment.

 

I’ve come up with a couple of scenarios to use with the unit that reflect the sort of tactical missions they’d have been given. The first is a landing to capture a bridge and then hold it against a counter attack until relieved, the second is to attack into NATO rear areas to take out a HQ. I’ll post some game reports when I’ve played them.

I may yet expand my collection to be able to field a regiment from a fully fledged Airborne Division later on.

Cheers,

 

Pete.

 

From the Shed: More Elhiem figures.

A couple of quick pics here…

 

First up I painted 4 USMC figures, enough to form a fireteam, to try out the colours to paint Woodland MARPAT pattern see here for an example. I’m pretty pleased with how it turned out. Although a full platoon of them would take a while…. Will try the desert scheme next.

marines woodland marpat

I also painted up some assorted Cold War Soviet figures for a couple of scenarios I’ve got planned, the guy with the white helmet is a Military Policeman on traffic duty:

assorted cold war soviets

Finally I got some of the insurgent gun crew to go with the improvised mortars I featured a bit ago:

insurgent gun crew

gun crews and mortars

https://www.elhiem.co.uk/

 

Cheers,

 

Pete.

 

From the Shed: 6mm terrain.

I picked up these bits of terrain from the Leven Miniatures clicky stand at the Fiasco show last year and have just got round to getting them painted.

oil tanks

A nice collection of storage tanks to add to and industrial area.

 

police hq

This is sold as the police station but to my eye it should work as any office block really. I kept the paint scheme neutral for that reason.

tv station

The TV station. The bit with the antenna coming out of it is removable, which adds flexibility to the piece.

porta cabins

I picked up two packs of Portacabins as I figured they’d be useful at add to other bits. I painted up this pair to see what they were like.

oil donkeys

This pair of oil ‘nodding donkey’ pumps were from Perfect 6  miniatures clicky (sold through Leven at shows).

 

All of the pieces were very well cast in resin with a nice level of detail and a pleasure to paint up. They should be good for my 20th century 6mm set ups.

 

Cheers,

 

Pete.

Megagame Report: Juntas.

Taking inspiration from the classic old board game of the same name (which I still haven’t played yet) Paul put on this megagame in Manchester on the 24th November. The scenario was expanded beyond the premise of the board game to have players taking on the role of the ruling politicos/ families of four fictional 1960/ 1970s South American countries, all of which were centred around the Anaconda basin. Also, there were players representing various multinational corporations trying to exploit the countries natural resources; four 2- person ambassador teams from the major powers (USA/ UK/ France/ USSR), five single player roles were given over to intelligence operators (all with bland names starting with ‘J’) and finally there were two players taking the roles of writers floating about looking for the story of the century. These final two roles were based on Ernest Hemmingway and Paul Theroux.

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The network figures on the abstracted board.

My job on the day was to run the intelligence game, something that I always enjoy doing. The game was a mixture of open and closed maps. There was a map that everyone could see that showed the info that everyone would know but a large amount of the info about the actual state of a country was kept hidden by control. This design philosophy was reflected in the intelligence game. The players had an abstracted map of the area upon which coloured figures were moved that represented local and transnational networks that could be hired to do the intelligence officers bidding. Whilst the players could negotiate and talk to other players in the game pretty freely the only way that they could mechanically interact with the game was through the networks. The hidden information came from the fact that they invested money into each network and only I as intelligence control knew who had invested what and who had ultimate control of each network. The five players were all experienced megagamers and kept me busy all day with some excellent ideas. Of the five roles four were American, and the final one was Soviet. Three of the US players worked quite closely together whilst John, playing a National Security Agency player, acted to type and kept a distance. Daniel as the Soviet was up against it from the start as the others instantly were suspicious of him, furthermore he invested heavily in the worst network in the game meaning that their loyalty to him was only matched by their incompetence in the field. Networks could be tested to see how good they were but that was not really done by many of the players.

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A general view of the hall with the screened off umpires’ section, the open map (bottom right) and the country tables round the edge of the room.

I could tell from turn one that I was going to be in for a busy game as Matt had been planning on the train down to the game, as he told me after the game’s conclusion, for his opening gambit. He wanted to buy a large quantity of heroin to have it at hand to potentially use to destabilise any of the four played countries if it looked like that they were going to move towards socialism/ communism… very CIA. His networks spent a few early turns locating and the purchasing said drugs. Ed was seemingly unhappy with his budget allocation and rather than deal with the paperwork to increase it (which was an in- game option) decided to raise his own slush fund by having his network rob some banks for him. This did wind up the counties no end as it got docked out of their budgets, as Ed’s networks were pretty good he never had an agent captured that might’ve given him away. A couple did go out in a hail of gunshots on the steps of a bank.

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The common knowledge map of the Anaconda basin.

Within the structure of the turn I was busy all the time as I needed to keep my paperwork regarding the networks up to date, thanks are due here to Becky W for helping my out with  cash counting duities. Collate the pieces of information that the intel players were asking for, resolve any other actions then relaying any pertinent info to the relevant country controls. As such I didn’t see much of the game other than that which was through the spy’s lens. John played the slow and steady game, sticking to his brief by infiltrating and bugging each countries’ radio network. This was spotted by the other three American intel players and they did try to spy on John to find out his loyalties. I just told them that they didn’t have a high enough security clearance to have the answer. At this stage of the cold war even the acronym ‘NSA’ was classified, hence its occasional nickname of ‘No Such Agency’.

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A glimpse behind the umpire’s screen where the countries’ actual data was tracked.

Daniels lowly network was nothing but not persistent taking several turns to finally blow up a dam as an act of economic warfare. As he was about to be hunted down to the others as the game drew to a close Daniel did the sensible thing and negotiated for himself a French passport. The heroin did make its way into the game as it was infiltrated, by the troika of US players when a country went over to communism, into a player’s food to make him unwell when it was withdrawn to limit his efficiency. It may have sounded far- fetched but one only has to remember the CIA plots against Cuba’s Castro during this time frame.

All in all it was a busy but very fun day and another solid political- military game by Paul to finish off Pennine Megagames 2018 calendar. The only thing that I would think about changing from my corner of the game would be to have an intel player tied to each ambassador team as it was difficult for the USSR player to do much and the US got a bigger advantage than the others as there were four players supporting that side.

 

Cheers,

 

Pete.

https://www.penninemegagames.co.uk/