Saturday, April 12, 2014


After some requests here are my Vietnam equipment lists and rules for helicopters and boats.  Hope you find it useful.  You will see that I have reduced the effect of some weapons to improve playability.  I am also considering some other changes to the rules for fighting in dense jungle terrain.  These will be added later.


Bolt Action Rifle 24 1 n/a -1 to hit
Semi auto rifle 24 1 n/a
Pistol 6 1 n/a
SMG 12 2 n/a
BAR 30 2 n/a
Assault Rifle 24 1 n/a Ignore -1 when Advancing
LMG 30 3 n/a Team
MMG 36 4 n/a Team, Fixed
M79 Gren Launcher 18 1 +2 D2 1 +1
HMG 36 3 +1 Team, Fixed
Lt Auto cannon 48 2 +2 D2 1 +1 Team, Fixed
Hvy Auto cannon 60 2 +3 D2 1 +1 Team, Fixed
M72 LAW 12 1 +4 Shaped
RPG-2 12 1 +5 Team, Shaped
57mm RCL 24 1 +3 D2 1 +1 Team, Shaped
Bazooka/M90 24 1 +5 D2 1 +1 Team, Shaped
M19 Gren Launcher 36 2 +2 D2 1 +1 Team, Fixed
Manpack flamethrower 12 1 +2 D6 1 +2 Team, +D3 pins on Inf & art
Vehicle flamethrower 18 1 +3 2D6 1 +3 +D3 pins on Inf & Art
75/82mm RCL 36 1 +4 D3 1 +2 Team, Fixed, Shaped
106mm RCL 48 1 +5 D6 D2 +3 Team, Fixed, Shaped
Lt Tank gun 60 1 +5 D2 1 +1 Vehicle
Md Tank gun 72 1 +5 D3 1 +1 Vehicle
Hvy Tank gun 72 1 +6 D3 1 +1 Vehicle
Lt Mortar 12-48 1 D3 1 +1 Team, Indirect
Med Mortar 18-60 1 D6 D2 +2 Team, Fixed, Indirect
Hvy Mortar 18-72 1 2D6 D3 +3 Team, Fixed, Indirect
Lt How 0/24-48 1 D6 D2 +2 Team, Fixed, Howitzer
Med How 0/24-60 1 2D6 D3 +3 Team, Fixed, Howitzer
Hvy How 0/24-72 1 3D6 D6 +4 Team, Fixed, Howitzer


T34/85 9 9+ Turr Md AT & MMG, Hull MMG
T54 9 10+ Turr HV AT & MMG
PT76 9 7+ Turr Lt AT & MMG
M67 ZIPPO 9 10+ Turr Fl Thr & MMG
M48  9 10+ Turr Hv AT & MMG
M551 SHERIDAN 9 8+ Turr Hvy How & MMG Must stand to fire Hvy how
M42 DUSTER 9 8+ Turr twin Hv AC Open top, Flak
M113 APC 9 7+ pivot HMG & MMG various
M113 ACAV 9 7+ pivot HMG & MMG various Open top
M132 FLAMETHROWER 9 7+ Turr Fl Thr & MMG Open top
M8 GREYHOUND AC 12 7+ Turr Lt AT & MMG Recce, Open top
GUN TRUCKS 12 7+ Misc pivot HMG, MMG Open top


TRANSPORT HELICOPTER 36 7+ As modelled Open topped
HUEY COBRA 36 7+ Nose Gun + Rocket pods Open topped
MONITOR 9 8+ As modelled
LANDING CRAFT 9 8+ As modelled Open topped?
SWIFT BOAT 12 7+ As modelled Open topped
ROCKET PODS Treat as single shot multiple launcher - medium mortar (page 54)


1 or less Engine hit/Wpn KO Engine hit/Wpn KO Engine hit/Wpn KO Crew Stunned
2 Engine hit/Wpn KO Engine hit/Wpn KO Engine hit/Wpn KO Crew Stunned
3 Crew Stunned Crew Stunned Crew Stunned On Fire
4 Crew Stunned Crew Stunned Immobilised On Fire/immobilised*
5 Immobilised Immobilised On Fire Knocked Out
6 On fire On Fire Knocked Out Knocked Out
Effect as AFVs
* If on the ground

Engine hit/wpn ko
Dice.  1-5 Weapon KO, 6 Engine hit - lose half speed.
On Fire Add a pin. Boat goes Down.   
Successful order test will put out fire. 
If fail add a pin. Fire continues.   
Crew Stunned Add a pin.  Boat goes Down.
Immobilised Add a pin.  Boat cannot move.  Boat goes Down.
Successful order test will start the engine.
Knocked Out Boat is sunk

Unload/Load as per transport vehicles
They fire at normal ranges
Count as open topped AFVs so can be affected by any fire or at least pinned
Count as advancing - move full and fire
They always fire at long range
When flying they can only be hit by AA weapons
Count as open topped AFVs [Note so can be pinnd by AAMMG fire]

Friday, April 11, 2014


On Thursday I went to Hugh Wilson’s for our latest 28mm Bolt Action game.   This game is set along the Mekong River in the Vietnam War.  This allowed us to adapt the terrain that Hugh provided for the Don River game. Colin Jack and Dave O’Brien provided most of the figures.  Colin provided the scenario and the Vietnam buildings whilst Hugh Wilson built the excellent terrain.  We used the rules I developed for a Vietnam game last year.   These revise the weapon effects, deal with helicopters and river gunboats.  Campbell Hardie, Dave O’Brien and I commanded the Vietnamese troops and Hugh Wilson, Bart Zynda and Tim Watson the US forces. Colin Jack umpired.   

View from the north bank looking towards the firebase and river squadron base
The NVA and the VC are blockading a US firebase and infiltrating the local villages.  The US players have to defend the firebase, get a relief/supply convoy thru by road to the base, control the river traffic to prevent arms reaching the VC and pacify the villages.   Quite a set of objectives but they have lots of equipment. 

Huey ablaze at the first village
My VC forces were assigned to block the north road, Campbell’s troops were across the river on the south bank and Dave’s troops engaged the firebase.  We had effectively 3 platoons of NVA and VC troops but only a single RPG, RCL, mortar and MMG for immediate support.  Somewhere in distant support of table were 2 T54s and a PT76.  The US players’ plan was to force their relief convoy along the north bank road whilst their heliborne force captured the villages on the south bank.  The brown water squadron would sail to inspect the river traffic and support the operations on the north and south bank.

Lurking RPG takes out the M48
The VC forces lurking near the firebase simply sniped at the base with their mortar hoping to lure a US force out on patrol.  The US air landing at the first village on the south bank proved a desperate enterprise.  The first Huey which landed was knocked out by the 82mm RCL and the survivors of the squad which got out of the wreck were overwhelmed by a VC assault.  The second squad which landed fell victim to 2 ambushing NVA squads.  The supporting Huey Cobra’s rocket pods did cause casualties on the Red forces.   The main action was on the north bank as Bart forced his road column along the narrow track.  The leading M48 tank and M113 both fell victim to my RPG team.  Having eliminated the RPG team the US continued their advance but ambushes and assaults by my 3 infantry squads knocked out a further 6 vehicles.

Monitor inspecting innocent looking junk
At the end of the evening we decided to continue the game with a further relief attempt to be planned by the US forces.  Once again thanks to Suzanne Wilson for the catering on the evening.

All my photos with descriptions at

Soft transport ablaze on the north bank road

Friday, April 4, 2014


On Thursday I went to Hugh Wilson’s for the second instalment of our latest 28mm Bolt Action game.  The game is set along the Don River in early 1943 with the Germans and Italians defending against Soviet Operation Little Saturn.  Campbell Hardie and Colin Jack provided most of the figures.  Campbell provided the scenario and Hugh Wilson built the excellent terrain.
Churchill's cover the river crossing
The Soviet army supported by naval troops are attacking across the river.  Bart Zynda, Mr Ray Neal and I commanded the Soviet troops and Hugh Wilson, Colin Jack and Tim Watson the Axis.  Compared with our first evening’s play this second evening was more lively with some serious casualties being suffered.
Dreaded 88 opens up on the Churchills
My tank attack on the southern end of the table finally recovered from the artillery strike and engaged the German infantry holding a small village.  Two German tanks arrived as reinforcements but their gunnery was very poor and both fell victim to my T34s.  Bart continued the attacks across the river by his Soviet naval troops and with the support of his KV1 knocked out a plucky German PZII which had been gunning down the wading infantry
PZIII blown apart by the T34s
Ray’s infantry and armour attack on the northern bank was making progress and his great shooting by his mortar silenced the Italian controlled 88mm AA and 100mm Howitzer.  The Soviet river tank (armoured gunboat) recovered previous damage and fired effectively into the Italian defenders.  The highlight of the game was a heroic Soviet air attack delivered thru heavy axis flak which wiped out a squad and pinned a further 7 units.  Sadly the inexperienced Soviet pilot had mistaken the wrong side of the river and all his victims were in the Red Army or navy.  This catastrophe stopped Mr Ray’s attack completely.
The deadly Soviet air attack
Despite this setback at the end of the evening we decided that the game was clearly a Soviet victory.  In summary at the end the Naval infantry were across the river, 4 of the 5 German AFV’s had been knocked out along with all the Italian artillery for the loss of 1 Soviet Churchill and some infantry.

Once again thanks to Suzanne Wilson for the catering on the evening.  All my photos of the complete game with descriptions at

The first game report is at

There is a thread by Campbell Hardie showing the construction of the river tank at

Bart Zynda has blogged an account of the action in English and Polish at

Thursday, March 27, 2014


We played this game at the SESWC 2 weeks ago.  It represents the attack of the 106th Panzer Brigade on the 90th US Infantry Division.  Historically this attack was as disastrous as the later attacks that month by Panzer Brigades on the 4th Armoured Division.  The game is based on a scenario which I got from Mark Piper’s 20th Century Wargaming site on the internet.  I slightly revised the OB to agree with my available models. I supplied all the troops for the game and Colin Jack and I provided most of the roads and buildings.

German AA Cover - but no allied airpower arrived
Scenario Outline
The Panzer Brigade advances onto the table and is met by the HQ elements of the 90th Division.  Three US infantry battalions with attached supporting units arrive in stages around the battlefield as the game progresses.  The game starts in darkness, which limits all movement and visibility, the arrival of dawn is randomized as is the last move of the game.  Unusually the Germans have an objective of withdrawing 2 of their attacking companies of their own base line.  This is because Hitler had limited this Panzer Brigades involvement in the attack to only 2 days.

Panzer Brigade commander - looking for the Allies - before his rapid strategic withdrawal
How the game played
The German commander took the bulk of the German forces and attacked towards the Foret de Landers but was delayed by the limited movement in the dark.  Finally after a struggle he managed to clear the forest despite the effective off-table US artillery fire.  His advance beyond that point faltered as the US reserves filtered onto the table and even the M5 Stuarts proved effective shooting into the rear of the German armour.  The game lasted 14 turns and ended as a draw with the Germans achieving  2 of their 4 objectives – clearing the forest and withdrawing 2 companies of their baseline.  For once I forgot to take my explosions and smoke to the club and this combined with umpiring limited the number of photos that I took.  Bart Zynda who played the part of the overall German commander has written a more detailed account of the action on his blog at

Victory Conditions

German Objectives
Clear Mairy for at least one ‘turn end’
Clear ‘ForĂȘt de Landres’ for at least one ‘turn end’
Exit 2 companies off table edge at A5 or A6 by game end – the German start point
More American troops destroyed than German.

Germans achieve:
4 Objectives: Major German victory
3 Objectives: Minor German victory
2 Objectives: Draw
1 Objectives: Minor American victory
0 Objectives: Major American victory

Game End
The game lasts 10 turns initially. Then ‘Sudden Death’ turns start:
1.         Roll 1D10 at the beginning of each turn.
2.         If 1D10 < (Sudden Death x 2) then game ends.
Example: D10 Roll = 5.   Game ends if it is ‘Sudden Death’ Turn 3 or higher.

The game starts in the early morning hours of darkness.
‘Darkness’ Turns – Visibility: 6”
Maximum movement - Roads: 9”, Other: 6”
‘Dawn’ Turns – Visibility: 12”
Maximum movement - Roads: 15”, Other: 6”
‘Day’ Turns – Visibility: Unlimited
No movement restrictions

‘Darkness’ to ‘Dawn’:
Roll 1D10 at the beginning of each turn.
Divide the die roll by 2 (round down).
If this is less than the turn number, ‘Dawn’ has arrived.
‘Day’ arrives automatically two turns after ‘Dawn’.

Terrain Notes
Many roads had hedges which blocked visibility
Numerous open areas should have fields

The long German column -too long -  the head is finally nearing the forest
German OB
Germans are Conscripts

Stossegruppe 1, Panzer Brigade 106

Stossegruppe HQ
1 Pz V ‘Panther’
1 PzIV ‘Wirbelwind’ w/qd 20mm AA

3 Panzer Companies
Ea 2 Pz V ‘Panthers’

Attached Volksgrenadier Company (attached & riding on tanks)
8 SMG figures

Composite Armoured Panzer Grenadier Btn
HQ of 6 figures, Sd 251Halftrack w/3.7ATG
2 Coys of 8 figures , Sd251 Halftrack
Coy of MMg, 3crew, Sd251 halftrack
End Coy, 8 figures incl Flamethrower, Sd251 Halftrack
Wpn Coy:  20mm Drilling AA SD251 Halftrack

US Weapons company deploys
American OB
Americans are Trained

Elements 90th Infantry Division HQ units start in the wooded area: ‘ForĂȘt de Landres’.
90th Div Signal HQ Company
8 Figures incl bazooka
1 M8 Armored Car
90th Div Artillery HQ Company
8 figures incl Bazooka
1 M7 SP How

949th Field Artillery Battalion
1 FO jeep + 3 155 Howitzers (off Table)

344th Field Artillery Battalion
1 FO jeep + 3 105 Howitzers  (off Table)

The following Infantry Battalions enter as reinforcements.
I/358 Infantry Battalion enters table edge H6
Attached Company: M4 Sherman
II/359 Infantry Battalion enters table edge D1
Attached Company: 2 M4 Sherman  (1 75mm/1 76mm)
III/359 Infantry Battalion enters table edge A2
Attached Company: 3 M5 Stuart

Each Infantry Battalion enters in the following order:
Turn 3: Infantry Company
Turn 5: Battalion HQ Company + Weapons Company
Turn 7: Infantry Company + Attached
Turn 9: Infantry Company

Each Infantry Battalion has Headquarters & HQ Company
HQ: 6 figures
Weapons Coy:  57mm ATG, Hmg, Mmg, 81mm  Mtr  and 11 crew, transport
3 Rifle Companies ea 10 figures incl Bazooka