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Showing posts with label British. Show all posts
Showing posts with label British. Show all posts

Wednesday, July 9, 2025

Wip Wednesday - British Armour

 Next months project is to complete my Armoured cars for my Brit’s and Canadians, undercoated and gloss coat in preparation for oils treatment then powders.



Cheers

Matt

Wednesday, April 23, 2025

WIP Wednesday

 Part of the kit challenge for April, a mix of manufactures. For the last two weeks working on plastics kits as the desire to paint is on a downshift at the moment due to jet lag from my rapid visit to Oz for my sons wedding. 

PSC plastic Lloyd carrier and 6pdr, plus resin frontline truck for my French civilians 


PSC 105mm guns a very basic kit


Hasegawa 155 long toms 

Thirteen kits completed of the goal of 16. 


Cheers

Matt


 

Sunday, February 9, 2025

Royal Engineers Caterpillar D7 Dozer

 Caterpillar D7 Armoured Dozer

Also this week I completed a simple model from Raventhorpe, a Caterpillar D7 dozer, I copied images from a build on the British Modeler Forum. I need to make the corresponding LCT number now! 

Quite happy, acrylic with enemal streaking and grime, and powders. Crewman is Plastic Soldier company. 






Cheers

Matt

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







Sunday, June 30, 2024

Operation Deadstick (Coup de main) - Pegasus Bridge part 1

 Operation Tonga - Pegasus Bridge part 1

One of my primary projects for 2024 is to build an accurate Pegasus bridge table on a permanent setting, with that in mind I have started to collect a number of period photos together, plus intelligence photos, postcards of the village. I will also identify the gliders and build them as per the description of the destruction upon landing. I will be using three or four books on the subject plus a few local photos from my visits and actual measurements for scratch building or 3d printing. I will also build specific tiles for the table to cover both the Bénouville bridge (pegasus), and the Orne river bridge (Horsa), plus the village of Bénouville up to the cross roads and perhaps the chateau Bénouville and the edge of the village of Ranville.

I plan to build all the buildings at 1/76th scale approximately so the templates are not to large. For he bridge over the canal I have purchased the 20mm resin bridge from ravensthorpe for Pegasus bridge but have already started to add a few modifications to the resin piece including new hand railings and more accurate supports and the boom gates. The bridge over the river Orne will be a 3d printed piece. The narrow gauge rail line will be likely N scale track to reduce the footprint of the line. I have purchased the Bénouville chateau also as a 3d file, not sure if i will add it to the table though as it is huge. 


The Bridges and environs

Aerial view of Pegasus bridge, the train station, water tower,  german trenches are clearly visible, along with railway line, towpath the layout of the Gardens behind. If you visit today the ground has changed a lot, the canal was widened in the 60s, the AT gun was moved and the bank on the village side considerably reduced.




The 































The Bénouville Gare (railway station) and water tower was still in its position on DDay along with the rails. I have only ever seen it on a pegasus bridge table once. The station and tower were removed in 1960, a similar station remains today which I have taken photos and measurements from.




A photo of the construction of the second bridge (replacing the swing bridge) in the mid 30s, note how the bridge if off set to the road alignment to the village of Bénouville, this was changed when the new bridge was installed in the 60s. A much better view of the light railway line, the station and water tower, directly behind it was a deep drain which runs through a culvert under the road behind the cafe Gorondee also. 



British soldiers crossing the bridge heading to Ranville. note the boom gates, metal pedestrian fencing the bank revetments, the edge of the gunpit, and the British load sign

A postcard from 1960, note the bridge footings and shorter span bridge, with the proud jetty. The old 1960s bridge in the museum grounds is one panel longer than the ww2 bridge, this is a photo of that bridge before it was moved.



A photo of the bridge after the war as the sandbags are missing on the control shack, the Pegasus sign is up on cafe Gondrée, note the large trees on the right where the train station is.



A photo of the bridge with major howard, note the footings of the building in the foreground, the germans had a MG nest in this area, note the old mill building is attached to cafe Gondree still.


Cafe Gondrée, note the brick front and shutters as it was directly after the war.



Cafe Gondrée 2017, there was no hedge during the action.



Myths about Pegasus bridge

  1. First building liberated was not in fact cafe Gondree, but the building opposite . 
  2. Commandos of lord Lovatt ; Bagpipes not played at Pegasus bridge as per the "longest day" but as the commandos crossed Horsa bridge. 
  3. Resistance told allies germans had explosives on the bridge, however they were not wired up
  4. Scars counterbalance are from the combat with the patrol boat
  5. In 1944 the bridge was shorter (photo extension) and the road was made of wooden planks either side of the rail line

Bibliography






cheers
Matt



Monday, June 17, 2024

50th Infantry Division Tyne Tees Part 5


Tyne Tees part 5

Completed some more crews for vehicles and Bren Carriers etc. another 30 odd figures to go. Again all figures are Britannia miniatures. 


Cheers 

Matt

Sunday, May 26, 2024

British tank crew

 As I am building a few British armour pieces this week I added some crew to the desk, the Britannia chaps look quite good and very happy with my finished figures. 



Cheers

Matt

Wednesday, May 8, 2024

WIP Wednesday -Artillery

 More artillery bits underway, all Early War miniatures some big guns for my British heavy artillery, airborne light artillery, correct six pounders for my British airborne who have currently Airfix guns and some Belgian Chassuer Ardennes 1940 AT and light artillery. 




Cheers

Matt 

Sunday, April 28, 2024

50th Infantry Division Tyne tees part 3

50th Infantry Division Tyne tees part 3 artillery 


 

Back working on my Tyne Tees, last month you may recall I built four priests. Two of these will join my Tyne Tees Northumberland regiment along with some towed 25 pounders. I competed the crew this eeek in preparation for the vehicles being completed over the weekend. 

First up gun crews and drivers, figures are all PSC crews. 




Then some Bren crew for the OP


Cheers

Matt


Tuesday, July 18, 2023

Ww2 British Transport numberplates

 Whilst doing research for my British for the 21st Army Group, I came across a fabulous breakdown of British number plates. I will link it below but here is a summary 



Motorcycles prefixed Letter C  

Cars, jeeps, light utility, heavy cars and staff cars letter M 

Ambulances letter A

Trucks letter Z

Amphibian letter P

Artillery Tractor letter H 

Trailer letter X 

Thread here on the ww2Talk forum 


Cheers

Matt

Friday, December 16, 2022

British Parachute Brigade additions

 British Parachute Brigade additions




Another project this winter analogue painting challenge is to complete my Dday/Arnhem British parachute brigade kit. I want add all of the ancillary bits, supply, proper foldable airborne AT guns, motorbikes,  tractor towed AT guns, tractor  towed artillery, Ops command centre. Plus complete all my British gliders. 
  1. Airborne supply dump, a small dio I have in mind. 
  2. Replace my 6pdrs with foldable airborne AT guns (replace the airfix plastic 6pdrs )
  3. Airborne motorbikes, just need to paint them!
  4. Morris cut down gun tractors with towed 17 per AT guns and mounted crews
  5. Morris cut down truck deployed
  6. Jeeps more jeeps and crews!
  7. Ops command centre
  8. Three horsa gliders especially marked for Pegasus bridge with the landed versions as close as I can get them to the pictures. 
  9. Another 3 Horsa for Dday/Arnhem
  10. Build and complete my Hamilcar
  11. Paint my Light Tank Mk VII (A17), also known as the Tetrarch
This will give me a total of 10 gliders I can put on my table.


Cheers
Matt

Monday, September 19, 2022

Duxford IWM part 3

 Part three of our visit was to the small airborne museum, as a ex Aussie Para it is always of interest! 


Most interesting were the maps of the diorama from the dday landing zones.



A number of photos will join my para equipment articles also





















Cheers

Matt