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Showing posts with label Americans. Show all posts
Showing posts with label Americans. Show all posts

Tuesday, July 1, 2025

Terrain Tuesday - American paratroopers

 Some plastic American paratroopers preparing to jump, from the plastic sets of the skytrain C47 I am planning to build this month. These chaps will be waiting at the door. 




Cheers

Matt 

Thursday, May 15, 2025

A-10 Thunderbolt Hog

 A-10 Thunderbolt Hog 

An Academy A-10 Thunderbolt kit I have had laying around for more than ten years built but not painted pile of shame. This month I have been airbrushing madly to complete a lot of built kits, this chap made it to the front of the line last week. 
Reasonably happy with the results, marked up for Europe. I have another kit unbuilt, I will build that for Iraq in the future. 





Cheers
Matt

Saturday, March 15, 2025

82nd Airborne Normandy plans

 82nd Airborne Normandy



Another project for the upcoming summer my 82nd airborne in the Normandy. I will build these with rapid fire in mind. I purchased some of Simons soldiers and added some other miniatures from Elhiem, AB and Alder miniatures plus other bits and pieces to fill out the units. This way I will have Arnhem and normandy US airborne. I need to get the infantry done then I will add AT guns, crewed artillery and the glider infantry (in normal US infantry uniform). I also want to add three Waco Gliders for Normandy.  

Planning 
HQ 82nd 
Pathfinders company 
505 infantry regiment 
1/505 parachute infantry battalion 
507 parachute infantry regiment 
1/507 parachute infantry battalion 
508 parachute infantry regiment 
1/508 parachute infantry battalion 

325th Glider Regiment infantry regiment 
1/325 battalion 

319th Glider Artillery Battalion 75 mm 
320th Glider Artillery battalion 

307th Engineer battalion 

82nd reconnaissance battalion 

Elements 80th airborne AA





Cheers
Matt

Friday, December 20, 2024

101st Airborne Normandy WIP Wednesday part one

 101st Airborne Normandy



A project for this Winter /Spring  is my 101st for the Normandy, I purchased some of Simons soldiers, Alder Miniatures and added some other pieces to fill out the units. This way I will now have Arnhem and Normandy US airborne regiments. I need to get the infantry done then I will add AT guns, crewed artillery, jeeps and the glider infantry (in normal US infantry uniform). 

Plan is to build for Rapid Fire 
501st Parachute Infantry Regiment 

502nd Parachute Infantry Regiment 

506th Parachute Infantry Regiment 

327th Glider Infantry Regiment

401st Glider Infantry Regiment

377th Parachute Field Artillery battalion 

321st Glider Field Artillery Battalion 

907th Glider Field Artillery Battalion 

326th Airborne Engineer Battalion 


3 Waco gliders 

2 x C47 aircraft 

Thursday, December 19, 2024

90th Infantry Division in Normandy part 1

 90th Infantry Division in Normandy and Pays de Loire



One of the American projects I am planning to build winter is the 90th infantry division (Tough Hombres) for the analogue painting challenge. The 90th landed on Dday at Utah beach, fought their way through the Bocage west of St Lo, suffering horrendous casualties along the way. They captured the important river bridge at Mayenne allowing Pattons army to break out east the swing and close the gate on Falaise. 

My plan is to build the 357th Regiment, the reconnaissance troop, and a battery of artillery to start with. 

Historical Organisation 

Headquarters, 90th Infantry Division
357th Infantry Regiment Col Barth
358th Infantry Regiment 
359th Infantry Regiment
 
Headquarters and Headquarters Battery, 90th Infantry Division Artillery343rd Field Artillery Battalion (105 mm)

344th Field Artillery Battalion (105 mm)
345th Field Artillery Battalion (155 mm)
915th Field Artillery Battalion (105 mm)

315th Engineer Combat Battalion
315th Medical Battalion 
90th Cavalry Reconnaissance Troop (Mechanized)
Headquarters, Special Troops, 90th Infantry DivisionHeadquarters Company, 90th Infantry Division
790th Ordnance Light Maintenance Company
90th Quartermaster Company
90th Signal Company
Military Police Platoon
Band 
 

 

Saturday, July 20, 2024

Arab Israeli wars -Able Archer - Cold War Wargame Rules part 1.

Able Archer - Arab Israeli Wars 



The Arab Israeli wars loomed large on my TV as a kid, the Yom Kippur, the Iran Iraq war, then the Civil war in Lebanon, this sparked my lifelong interest in the Middle East wars. I have been using the Able Archer Rapid Fire rules for a the last ten years for the conflict starting originally with converted with plastic figs and now slowly switching over metal ranges. 

I was hoping for Ospreys ww3 rules were going to be published last year, but they held off due to the war in Ukraine. I thought I had better transfer my paper Able Archer Arab Israeli wars document to a digital location and share it along with my thoughts.

Able Archer is the Cold War fan version of the popular WW2 Rapid Fire second edition rules. All of these additional rules for Cold War gaming are of course optional for your rules. We generally fight on a 4.6m or 15.1ft (181 inches) long table at my house or at the club a 12ft table x 6ft, although the games can be played on a smaller table if required, it really depends upon the scenario. I prefer to play down the length of the table as the opportunity to fire the long ranges really comes into use with modern weapons, so ground and terrain becomes very important. 

Upcoming blog articles will cover the Cold War Arabian peninsula Army vehicle lists I use. These lists cover the Israeli, French, British, American, UN Peace keepers, plus all of the Arab armies from the suez crisis 1956 all the way up to 1991, which is my cut off for most of my armies including the Iran-Iraq war and the first Iraq war. 

I regulary play scenarios that are linked, a special forces strike to commence with,  then attack, counter attack games, the losses carry over to the next game. The changes I have made to the Able Archer European and Arabian peninsula rules reflect weather, MBT ranges, Air to Air combat and campaign system. The changes come from my experience serving in arid and desert areas during my military career.  

Weather rules

Weather has changes from Able Archer 2019 set and Rapid Fire :- these are optional rules

Wind storm - Dust being a major problem in the Sinai and the southern Arabian peninsula we often have line of sight blocked by dust storms. This can be settled at the beginning of a game with a five rolls. 

  • Turn arrival - roll a D10 or D12  depending upon number of turns for the scenario. This is the turn the storm arrives. 
  • GW direction dice,  roll the direction dice from the centre or a table edge this gives the wind direction on the table for dust. 
  • Storm width - roll using a D6, the roll is the number of Dust sections. (East section is 4 inches)
  • Wind strength - roll on a D6 +2 this is the movement per turn (unless stationary roll on GW direction Dice). The storm can blow off the table edge. 
  • Duration - roll a D6 turn duration dice. This is the number of turns the dust storm remains on the table. 
You will need to make some dust markers, I used sofa stuffing that has been airbrushed in a khaki colour 4 inches long and two inches wide. 

Rain Storm

Rain storms were also a feature, particularly on the Golan heights ( Yom Kippur war heavy rain was experienced on the Golan for three days and in the six day war a heavy rain storm prevented an Egyptian counter attack on the eastern side of the Nile) they roll in from the coast and can often drop a large amount of rain in a short period particularly on the Golan heights during wet season. 

  • Rain storm - Roll a D10 on a 8, 9 or 10 a rain storm and heavy downfall arrives. 
  • Duration - Roll a D6 this is the length of the storm. 
  • Turns arrival - D10-12 depending upon scenario length, the number is the arrival turn of the storm. 
The storm prevents any air cover arriving, halves effective observation distance except if vehicles are using ISS or TTS. Halves effectiveness of mortar fire less than 81mm size after the first turn of rain until the storm ends. Smoke generation impossible unless generated by white phosphorus artillery rounds. 

Main Battle tanks and vehicles.

Observation rules

The changing technology of image assistance equipment changes a lot over the 40 odd years covered from the 1950s to the late 80s. Each tank is listed with its options on the tank equipment card. 

Search lights (SL) - gives normal visibility up to medium range during the night, however enemy can also spot you. 

Illumination shell (IS) - illuminates a 12 inch area, normal target rules apply HE for dropping illumination shell. 

IR sights (IR) - grants enhanced observation during the night, however can be spotted by IR detection and IR users. 

Image intensive sight (IIS) -gives enhanced observation in daylight, dark or dust storms, but not through white phosphorus smoke or smoke generators.

Tank Thermal Sight (TTS) -  a temperature based system normal observation in all conditions day and night, +1 observation chance for hull down vehicles, cannot see through phosphorus smoke shell but can through smoke generators. Only available on Magach 7 and Merkava after 1981. 

Gun Values 

Each main battle tank or vehicle has a main armament, a secondary machine gun and possibly a mortar or smoke discharger also. Gun values are treated similarly to a rapid fire, however main difference is D10 chart for firing and of course the technology changes to sights, rounds and gun stabilizers. The gun values from 1 to 7 with 1 being the highest value. New antitank rounds also different from ww2 and are APCBC, APDS, APFSDS, APHE & HEAT. The respective army MBT chart and data card will list variants for each army and its dates it comes into use. 

Gun Modifiers 

  • - 2 Extreme Range + 60 inches.
  • - 1 long range 42-60 inches
  • - 1 to hit vehicle in hull down position, full cover or rough ground (shrubs and rocky rough ground etc)
  • - 1 moving target except Magach 7 and Merkava post 82. 
  • - 1 firer moving except if gun stabilized
  • -1 if moved firing ATGM
  • - 1 APHE Armoured Piercing High explosive, SAPHC Semi Armoured piercing High  Explosive, APCR Armoured Piercing Composite Rigid  vs ERA or Blazer armour. 
  • + 1 short range under 12 inches
  • + 1 firing at rear
  •  +1 recoilless rifle if spotting round fired previous turn (eg recoilless M40 rifle with rifle round)  
  • +1 APDS Armoured Piercing discarding sabot. 
  • +2 APFSDS Armoured Piercing Fin stabilised discarding sabot. 
  • + 1 Elite crew
  • - 1 poor crew

Armour 

Effectively the armour values are still rated from A to F, A being highest rating, Each vehicle has variants of additional armour that may be added. Main battle tanks fitted with Blazer or ERA armour upgrade receive better protection. All modifiers are listed in the main battle tank or the armoured vehicle in the lists.

Blazer spaced armour. A negative 1 on the D6 damage roll for vehicle, ground mounted anti-armour weapons, guided missile, and hand held anti tank weapons. 

ERA armour. A negative 1 on the D6 damage roll for vehicle, ground mounted anti-armour weapons, guided missile, and hand held anti tank weapons.  RPG can only cause heavy damage and disable a Tank, not destroy vehicle unless it is at point blank. 

Fuel 

A optional rule we use is fuel type as we tend to play linked games in a small campaign. Early in the wars petrol was common particularly in the Sherman’s, M48a1, M48a2 and the armored cars, then diesel motors then became more common by Yom Kippur. Petrol motor vehicles and tanks have a -1 value on the armour chart, later in the wars due to the problem of even a light hit by rpg or bazooka can lead to a catastrophic kill. 

Campaign effects 

When playing campaigns we like to record MBT losses, light damage return to action next game, heavy damage two games to repair, destroyed no recovery, however destroyed vehicles become Propaganda Victory point to opposing player. 

Aviation  

Major changes for aviation compared to normal Rapid Fire. The jet age was in full swing, and some prop aircraft were in use for artillery spotting and target acquisition plus ground attack role. Air superiority was a major factor however so was anti aircraft missiles. I am a big fan of jet aircraft and possibly have too much really for the games we play. I also enjoy commando type operations or reserves arriving via helicopter so to give that uncertainty I like to roll for their arrival and ability to be shot down or driven off.  

Air Sorties

The air war was mixed with results of local or sector control, and I like to have air superiority rolls for each turn therefore I use these rules five dice rolls commence at the beginning of each game. This includes helicopter support, helicopter assaults, spotter aircraft, ground support and fighters. You require four coloured D10 dice for this, or roll separately for each type.  

Types 
Prop driven Fighter.
Prop driven fighter bomber 
Jet Fighter 
Jet Fighter bomber 
Bomber
Spotter 
Helicopter attack ground support 
Transport helicopter 

Rules 

  • Roll 1 - Scenario attacking side Roll a D 12 this is your number of sorties possible. Allocate your aircraft types and number of each type. Single or multiples of type may be taken ie two fighters,  three fighter bombers, three helicopters, four fighters etc. 
  • Roll 2 - The Attacking side uses a D10 or D12 (depending upon scenario length) for each aircraft type in support. The Dice should designate a colour ie Red fighters, Blue ground support, white helicopter, green artillery spotter, black bomber or roll separately for each aircraft type. The attacking player then rolls the allocated D10s, each number corresponds to the turn the aircraft may be over the table to support the ground troops. Mark this down on a piece paper 
  • Roll 3 - Defending player rolls a D10 only, this is your sorties available. Allocate your aircraft types and number of each type. Single or multiples of type may be taken ie two fighters,  three fighter bombers, three helicopters, four fighters etc. 
  • Roll 4 -  The defending player then allocates aircraft type. Rolls D10 in corresponding colour, this is the turn arrival of air support. Mark on paper
  • Roll 5 - Players compare notes, turns may occur were opposing aircraft meet, then follow these guidelines 

Air Superiority Guideline 

This is used when each side rolls the same arrival sortie. 
  • Fighter vs Fighter - D10 roll highest wins if difference more than 8+ enemy fighter shot down, no more fighter sorties unless two fighters elected in Air support. 
  • Fighter vs bomber - D 10 roll highest wins, on 6 plus by  bomber shot down, no more sorties from that aircraft type unless two elected. If failed the bomber may drop bombs on ground target. 
  • Fighter vs Fighter bomber - D 10 roll highest wins, on 8 plus fighter or fighter bomber shot down, no more sorties from that aircraft type unless two are taken of that type Fighter bomber May drop bomb or fire rockets at ground target if it is successful in the combat. 
  • Fighter bomber vs fighter bomber D 10 roll highest wins, on 8 plus fighter or fighter bomber shot down, no more sorties from that aircraft type unless two are taken of that type. Fighter bomber May drop bomb or fire rockets at ground target if it is successful in the combat. 
  • Fighter/fighter bomber vs spotter - fighter rolls a D10, shoots down spotter on 7 plus, other result the spotter is driven off otherwise. The Fighter bomber May drop bomb or fire rockets at ground target if it is successful in shooting down the spotter. 
  • Fighter/ fighter bomber  vs Helicopter - fighter vs helicopter, helicopter shot down on a 6+, if not shot down the helicopter is driven off. Fighter bomber May drop bomb or fire rockets at ground target if it is successful in the combat. 
  • Ground attack Helicopter vs ground attack Helicopter shot down 6+ ,  if not shot down the losing helicopter is driven off. Helicopter may fire rockets or machine guns ground target if it is successful in the combat. 
  • Ground attack Helicopter vs transport Helicopter shot down 5+ ,  if not shot down the losing helicopter is driven off. Helicopter may fire rockets or machine guns ground target if it is successful in the combat and has them. Transport helicopter may drop troops if not shot down. 

Aircraft Movement 

In a turn a aircraft arrives on the players table edge then must fly from that point to the target, we have limited prop aircraft and helicopters to speed, so they will be over the table for two turns in some cases to reach the point of entry to the target. Jet aircraft have full table entry and exit ability in one turn but must enter from your own lines to attack the target flying directly over the enemy anti air or ground fire which had the option to shoot down or drive off the air attack. 

Anti Aircraft fire 

The period seen a huge growth in anti aircraft ability for foot troops and an anti air umbrella. Four types of anti aircraft fire for the Arab Israeli Wargame rules. 

  • Infantry Fire - Infantry battalion fire can use personal weapons on low flying ground attack aircraft, attack helicopter’s and transport helicopters. Roll a D10 on the roll of 9 aircraft driven off, on a D10 possible kill. 
  • Heavy weapons on vehicles - roll a D10 on the roll of a 9 aircraft driven off, on a 10 possible kill. 
  • Dedicated anti aircraft cannon systems ground or self propelled. Roll per Barrel a D10 on the roll of a 9 aircraft driven off, on a 10 possible kill.
  • Missile system - roll a D10 on the roll of an 7 aircraft driven off, on a 9 or 10 possible kill. 
If a successful hit is scored on a D10, roll a D6 
1-3 no effect
4 light damage, if transport helicopter must put down within 12 inches of strike
5 heavy damage trailing smoke, if transport helicopter must put down within 8 of strike location. 
6 spectacular destruction of aircraft, if helicopter all lives lost. 

Modifiers to result of D6 
-1 using non dedicated anti aircraft weapons if target aircraft fast jet. 
-1 if firer is target of aircraft attack 
+ 1 if second missile fired at enemy aircraft that turn 
+ 2 if missile battery fired at enemy aircraft that turn (three missiles or more) 

Campaign effects 

When playing campaigns we like to record air losses, light damage return to action next game, heavy damage two games to repair, destroyed no recovery, but Propaganda Victory point to opposing player. 


Propaganda Victory points

The rise of media has also lead to propaganda victory’s, the news media sways public opinion which can lead to support for your cause,  cease fires or pressure from foreign nations or the UN. I have written some rules relating to propaganda victory points predominantly for campaign games but can be used in a regular game also to determine victory points. 

  • + 2 points for a destroyed tank
  • + 2 points for destroyed aircraft 
  • + 1 point for each surrendered enemy company. 
  • + 2 points enemy rocket battery 
  • + 2 points for removing enemy commander 
  • -1 destroyed buildings 
  • -1 to damaged or destroyed ambulance 
  • -2 destroyed or damaged hospital. 
  • -2 refugee or civilian casualties. 

Conclusion 

Hopefully that has been of some interest, coming up are data cards and vehicles for each nation. 

Cheers
Matt







Thursday, August 31, 2023

New Books - Normandy 44

Recent purchases from the Naval and Military Press Sale, these will help me get up the dander to finish my American GIs who have been hanging around for 5 months on my too do list. I have a week off from Wargame holidays guests and have a bunch of reading and painting to get through! 



Cheers

Matt

Saturday, April 30, 2022

30 day kit build challenge part 4

 30 day kit build challenge part 4 


Last kits all sherman M4a1, will mix in my sherman allied units



total kits part 4 = 6

total kit count for April 30

Cheers

Matt

Friday, May 21, 2021

M60a3 markings Cold War Europe

 

 American M60a3 Cold War markings 

Cruising eBay which is always dangerous I picked up 6 Altaya M60a3 tanks at €3 a piece from Spain. This now gives me two M60a3 battalions to take on my Warpac for Cold War games.
 Even though they are marked up already for a infantry division it got me thinking about tactical markings for the M60a3 had things gone hot in the mid eighties in Europe. So the search has began!  


I will give them a gloss coat, then add some panel line wash and some weathering powders plus a base.


Cheers
Matt

Tuesday, November 7, 2017

American para and Fallschirmjager references

Having visited France last month I managed to get to a number of museums, I have put together some pictures for future reference for my upcoming American para and fallschirmjager brigades for rapid fire. These photos were taken at the Dead mans corner museum.


















Monday, March 17, 2014

Team Yankee .....Fail

A game put together loosely based on a total assault of a combined heliborne and armour thrust using every bit of armour I could muster for my Polish and Soviets, my Americans and Brits. The thrust was a complete victory for the soviets as the NATO dice rolling was disasterous.












Monday, June 4, 2012

Ross Skimmer Memorial Game

Last year we lost a member of our Club, Ross was almost exclusivly a ww2 gamer, he primarily collected Wehrmacht and loved to beat up yanks, so we decided to conduct two memorial games for him. In German warrior tradition I did not cut my facial hair and Chris did not have a haircut for 100 days.

Ross loved a well terrained table and Chris and I done our best for his memorial games. We conducted two games both vs Yanks, with a win for the Yanks on my table and one for the Germans on Chris's table.



cheers
Matt

Thursday, August 11, 2011

Cold War Americans

Some of "Wartime Miniatures" latest release of Cold War Americans, still missing the support weapons which are currently being sculpted, the whole range is close to release I believe.

These figures can be used from 1963 (adoption of the M16 and M79) to 1981 (adoption of BDCUs and the Kevlar helmet)so will do for any cold war period american army, these figures could also play the part of any American equiped army of the 70s and the 80s, in fact they could even be used for any imagination nation if one is inclined.

cheers
matt