Monday, 19 June 2017

Lardistan the Rules Part 2

Rules of Engagement:

The following rules of engagement are in

COIN forces cannot fire on or enter into close combat with insurgents which are not
considered a threat.

Technicals and crew served weapons are considered a threat and may be engaged.

Civilian units may not be engaged without penalty (see political victory).

COIN forces may not shoot through or past 2 inches of civilians.

Covering fire is not allowed within 4 inches of civilians.

COIN units may engage just the one unit as long as they only using single shot fire - so all assault rifles would count as semi auto and no MGs/HE. Otherwise hits get shared meaning that any other units within 4 inches will be hit.

Units on Over watch can react to insurgents 'tooling up' however this requires a successful spotting roll by the over watch unit of 2+. If successful the team react to this.

Insurgent units not tooled up can be engaged and searched/dispersed if a COIN unit gets to close combat range (this does not count as entering close combat). It takes one phase to 'secure' being the turn it moves into close combat range. The insurgents cannot move away in their next phase and then one activation to resolve the search/dispersal. This results in the insurgent unit being immediately removed from play reflecting it's arrest/dispersal. For each of these units removed from play a COIN force rolls a D6 and on a 5+ the insurgents are found to be a threat and arrested. An arrested unit tests on the morale table as section wiped out. Any other result does not require a morale test to be made.

It takes a full, activated Phase to switch between being 'tooled up' and not being tooled up'. The unit may take no other action.

Insurgent forces that are tooled up are treated as a threat.

Units who are tooled up may spend an entire activated Phase out of line of sight of any enemy to cache their weapons and return to being treated as non-threatening.

Holy places and other civilian buildings may be deemed as a non-engagement zone preventing or limiting the use of HE etc and limiting them to smalls arms fire or no fire zones. These will be scenario dependant.
If the enemy are 'tooled up' they can be engaged as follows:

By troops activated by a leader but not by troops activated as a unit.
For example, a section activated on a 2 cannot engage, but a 3 would allow the leader to authorise the engagement.

By snipers.

If they have engaged friendly forces, then they may be engaged by all troops as normal.

 Remember, if there are civilians within 2" of the line of fire OR within 4" of the target, they will take hits too EXCEPT from snipers and Designated Marksmen. Civilians within 4 inches will avoid being hit if the unit engages using single shot as


In COIN operations, for the most part civilians in our games should be considered to be going about their normal daily life and allowing the war to interfere with that as little as possible. They are represented on the table in groups who are going about certain tasks. For example, eight civilians may be tending the rice fields while six may be in the village. If within 4” of a military unit being fired on the hits will be divided among them as though the civilians were a military unit.

When firing starts they can behave in such a wide range of manners as to be impossible to truly represent. The following table should be used as a guide along with common sense to tell you what any civilians in your games will do when they see combatants or when the firing starts.

Dice Upon Seeing “Unfriendly” Combatants or When the Firing Starts

1 Ignore it
2 Attempt to hide, seeking the nearest cover
3 Attempt to hide, seeking the nearest cover
4 Attempt to hide, seeking the nearest cover
5 Run directly away from unfriendly troops
6 Run away in a random direction

It is, of course, possible that the scenario designer may wish for civilians to have a role to play in his game. For example a terrorist group may instruct the civilians to walk across spoor in order to hide their tracks. A simple guide here is that civilians may do as they are told, the easier and more simple the instructions the greater chance you have of it being done. Civilians are unlikely to intentionally risk their lives in any heroics. Terrorists may also seek to use the civilians as a human shield. A Humans Shield counts as a List 4 support Option and is only effective if a 3+ is thrown on 1D6 – otherwise, insufficient civilians were found. Should he so wish, an insurgent player may replace a spotted Blind with civilian figures and control them. He can do this with a real or dummy Blind, with those replacing a Dummy being genuine civilians and those replacing a Real Blind being insurgents with concealed weapons. Only weapons up to and including assault rifles can be concealed – LMGs, SAWs, RPGs etc are too big. It takes the 'civilians' one full activated Phase to retrieve their weapons.

COIN forces should encounter civilians during games and suitable models should be sought. Civilians have long been used by the military as a source of information and COIN forces may try to gain information from the civilians they meet. To do this they need to be accompanied by an interpreter.

Intelligence may be sought when not under fire. It takes a full phase and being activated to question a single civilian and a leader must use 2CI to do this.

What the civilians know may be dictated by the scenario, or, failing that, the player can roll a D6 to determine what is learned. On a score of 1-5 the civilians know nothing and have little interest in the conversation. On the roll of a 6 consult the following table, rolling another D6:

Dice Result
1 This civilian is a human bomb. He instantly throws himself into the nearest Team and detonates his bomb, using 8D6 firepower dice with any roll for hits on leaders being at a -1 to the dice throw.
2,3 This civilian looks like he knows something. On his next activation the Leader must remain with this individual, doing nothing else.
4,5 This civilian knows absolutely nothing.
6 This civilian knows much. The Insurgent Forces player must reveal his closest unspotted Blind.

Collateral Damage
When COALITION FORCES fire any crew served support (.50 and above and including rockets and missiles such as LAWs, AT-4s and Javelin etc.) or vehicle mounted weapon (.50 and above) at or into any structure, any ‘Kill’ result may result in inadvertent civilian casualties or damage to civilian infrastructure.

Whenever such fire occurs, the INSURGENT player must roll 1d6 for each Kill result with a 6 indicating collateral damage has occurred. The COALITION FORCES player must roll on the Force Morale Chart as appropriate.  This does not apply in a 'free fire zone'.

At the start of any scenario roll a D6. On a result of 1 a press team will be attached to the COIN force. The press team will accompany the most senior leader for the entire game. If that Leader is killed or wounded, roll a D6 and on a 4-6 the press team suffers the casualty. This will affect the Political Victory conditions.

Where a media team is involved in the game, any civilian deaths will count as a -4 towards a COIN Forces Political Victory. At the same time all Insurgent Political Victory points are doubled. If a member of the media team is killed roll a D6 at the end of the game to determine where the press apportion blame. On 1-3 the media presents the COIN forces in a negative manner, on 4-6 they blame the Insurgent forces. Whichever side so blamed will reduce its total Political Capital by half.


No Effect
-1 point
-2 points
-3 points
Team wiped out
1 2
3 4 5 6

Team Suppressed *
12 3
4 5

Team Breaks +

1 2 3 4
5 6

Section wiped out

1 2 3
4 5 6

Section Suppressed *
1 2
3 4
5 6

Section Breaks +

2 3 4
5 6
IFV suffers complete loss of a function e.g. immobilised, main gun disabled

1 2 3 4
5 6

IFV is destroyed. This includes the loss of the team in the vehicle, so no roll is necessary for that, but any Leader MUST also be diced for.

1 2
3 4 5
Team/Superior team Leader wounded
1 2 3
4 5 6

Team/Superior team Leader killed

1 2 3 4
5 6

Team/Superior team Leader breaks

1 2 3
4 5 6

Junior/Superior Junior Leader wounded
1 2
3 4 5

Junior/Superior Junior Leader killed

1 2 3
4 5 6

Junior/Superior Junior Leader breaks

1 2
3 4 5 6

Senior Leader wounded

1 2 3 4
5 6

Senior Leader killed

2 3 4 5
Senior Leader routs from table

1 2 3 4
5 6
Support Unit killed

1 2 3
4 5 6

Support unit breaks

1 2 3 4
5 6

Loss of JOP

1 2 3
4 5 6

Blue on Blue *

1 2 3
4 5 6
Civilian Casualties *

2 3 4
5 6
Kill an enemy medic (not all)

1 2 3
4 5 6

Loss of high Value Support Option +

1 2
3 4 5

* Only applies to COIN Forces
+ Insurgents only

The following Table indicates what impact a falling morale level will generically have on your force, but each Army List may include a specific table for this. As the Force Morale Level drops dangerously low, a force will begin to lose Command Dice, Jump-Off Points and, ultimately, will break, Routing or surrendering.

A Political Victory is the type least liked by the men on the ground. It presents them with objectives that are not always convenient when trying to achieve the Military Victory. Nevertheless, in the grand scheme of things it is just as important. Both players need to consider how their actions will play out on the bigger stage, how what they do will affect the ‘folks back home’ and how the politicians and the media will react. The Insurgent player should be aware that underlying all of his orders and military objectives is the need to keep his force together as a coherent unit. This need will sometimes force the player to abandon his military objective and instead concentrate on achieving a Political Victory. A vital consideration in keeping his force as a coherent unit is to try to retire from the table through his Friendly Edge. Any troops that do so are assumed to have escaped and can fight again. Any troops who withdraw via an adjacent edge will roll a D6 for each Team.
On a 1-4 they escape and re-join their unit.
On 5 or 6 they are dispersed by the mopping-up operation. Troops leaving the table via the opposite edge will be dispersed on a 4 or 5, and captured on a 6.

COIN Forces can improve their chances of a Political Victory by policing the battlefield effectively. To do this they need to make contact with their opponents JOPs. They can do this during the game, as usual, or will automatically do so if they force their opponent to withdraw. If a military stalemate is achieved, then they will only have access to those they JOPs they have captured. 

Achieving a Political Victory involves making more Political Capital than your opponent. Political Capital may be measured on the following table.

Each Tier 1 estimated KIA
Each foreign soldier KIA
Each Tier 1 confirmed KIA
Each foreign soldier critically wounded
Each Tier 2 confirmed KIA
Each foreign soldier MIA
Each PW
Each foreign soldier PW
Each dispersed
Each local force soldier KIA
Each collateral damage incident
Each armoured vehicle destroyed
Each cache found
Each softskin vehicle destroyed
Documents discovered
Each helicopter shot down
Senior Leader killed
Each UAV shot down
Senior Leader PW
Each jet shot down
Media Killed
Media killed
Each Arrest

Each Arrest by local forces.

insurgent killed or Free World KIA refers to every man that was killed during the game.
insurgent bodies are retained where the entire squad or weapons team is killed, so there are no survivors to remove the bodies of the dead.
COIN MIA are men whose squad or weapons team is wiped out and their position over-run by the enemy who then hold that at the End of the Turn.
PWs are men who are captured as a result of Close Combat or insurgent troops who leave the table by the edge opposite to their designated Friendly  Edge and are then captured in the mopping-up operation.
Local forces are those indigenous forces on the side of the COIN forces, such as the Afghan National Army.
To be destroyed, a tank or AFV must be completely destroyed or disabled but in an area controlled by the insurgent forces at the end of the game.
Tier 1 Insurgents are the core fighters – for example PAVN, Taliban Foreign Fighters etc. Tier 2 are local forces such as Local VC.

Whichever side gains the most Political Capital from a game will win the Political Victory. Achieving up to 5 more points represents a minor political victory, between 6 and 12 more is a significant political victory, 13 to 20 more is a major political victory, and in excess of 20 more is a political coup that gets you on the 6 o’clock news.

NOTE:These are not written in stone and are just given to show my thought process on them.

Lardistan the Rules Part 1

Well its really a hash at producing some rules to use. I have used the cold war rules as a starter plus information i got from other peoples play tests of fighting season and emails from big Rich.

Richard has stated on the TFL forum that he does not want the rules to bog down in a load of fire power rules, so we went back to the original rules and started from there.

We agreed on a 7.62 weapon system having a longer close range (36") than a 5.56 weapon system (24"), so we can differentiate between 5.56 SAW's and 7.62 GPMG's. Both get 8 dice standard but lose two for single crew. However the 7.62 GPMG do get the option of a second crew man so back up to 8 dice.

Box fed get the standard 6 dice but lose two for single crew same as the WW2 rules, the LSW is classed as a BAR so gets 3 dice, the covers the Danes and USMC who also use a LSW weapon.

ISAF assault rifles had a value of 3 dice under 24" which basically equates to ISAF forces using the weapons on full auto, so we swapped it out to 1.5 dice under 24", this represents aimed fire using advanced optics etc.

The trusty AK needed to be used on full auto as any decent pic of insurgents seem to show them spraying and praying... so i went with  2 dice under 18", this represents the inaccuracy of using it full auto but still kicking out the firepower at close range.

Disposable launchers are base on Armour penetration @ 500m quoted in cm then divided by 4 to give a AP value. HE value was based on TNT equivalent load, which is still a work in progress. I have used the TNT equivalent load for a 81mm mortar as a base line.

So an RPG 7 has an AP of 7 dice and a HE value of 3 dice.

AT-4 CS has an AP of 10 and HE of 3, the reason for the low HE value is the AT-4 used seems to be the high penetration CS (CS= close confines or soft launch) which is designed more for anti armour use rather than the dual purpose war head.

M72 LASM, AP 7 and HE 4 as this has a higher yield anti purpose warhead.

84mm Carl Gustav has an AP 10 HE 5 as this weapon has both a HEDP and a HE round available. Effective up to 700m

MK 152 SMAW-D has a AP of 15 and HE 4 max range of 500m.

I have used a doc from the yahoo group as a base and generated my own values on top. So if you have any thoughts queries or can give feedback it would be most welcome.

Weapon Values

Other thoughts are soft launch so can be used in buildings, mouse-holing and bunker busting. So a dedicated weapon system that is designed to ignore cover before exploding.

I have started on vehicles as well based on the STANAG levels, i did manage to find a RHA equivalent value for each level and then used the CoC calculator and generated an armour value from it.

Vehicle Data sheet and heavy weapons.

I have also got to decide on how the COIN part of it works, compared to a normal stand up and fight battle. One part i am having problems with is the IED rules. I still need to decide how the different types of IED work and how the counter IED equipment that is issued would counter each one of them.

I have made a start of fleshing out some of the COIN rules below, which are from the draft cold war rules and from the excellent sites for CoC Mogadishu and Vietnam.

Insurgent Rules,

Fleet Footed: Ignore difficult going due to local knowledge or light equipment. May move 3D6 without accumulating shock.

Ghosting: Leaders can spend a Chain of Command pip (not dice) to leave the table
with a unit which can include themselves in contact with a JOP provided they are
outside of line of sight of any enemy within 12 inches. This can be done before or after movement. They can then re-enter at another jump off point (as for a normal unit placement) in a subsequent phase.

Rat Runs: Insurgents often know the ground well and have prepared routes to enable movement around the battlefield. As such, any insurgent unit with this ability can withdraw from the table and redeploy. To do this, one member of the unit must achieve base to base contact with a Friendly JOP – the whole unit is then removed from the table. Now throw 1D6 – this is the number of friendly phases they MUST remain off table (this is the time they take redeploying). This roll may be kept secret if playing opposed. Once the dice has counted down, the unit is available for deployment once again through any friendly JOP still in play. If there is any interdiction of off table insurgents, they are affected the same as all others.

Mullah’s: A mullah attached to a unit may remove up to 2 points of shock per phase in which he is activated. He activates on a 4 or 5, in the latter case no CoC point is collected.

Routing: Taliban can be forced to break when shock is as per original rules.

Deploy one unit an additional 6” further from a Jump-Off point than would normally
be the case or Move a jump-off point (after the patrol phase, before the first game phase) up to 18” in any direction, so long as it is further than 12” from any enemy troops or Jump-Off Point.

$10 Taliban:


Option 1. Linear but with direction unknown. This is best suited to a COIN type scenario, which is much less linear. The Insurgents place the relevant number (as determined by the Threat Rating) of JOPs anywhere on the table. The Insurgent force then secretly selects its Tactical edge – this is the route to 'safety' and is the table edge across which they must withdraw if leaving the table. The Counter Insurgency Force then decides on a Tactical Edge. They then have a choice – they can draw a line along the foremost Insurgent JOPs as seen from their Tactical Edge and deploy their own JOPs, abiding by the normal rules, anywhere not within 24" of the Insurgent JOPs. Alternatively, they may have a 4' length of deployment zone. This may be split as they wish along the table edge. They may bring their forces on as they wish at any of these points using the normal deployment process. If they need to leave the table, they MUST do so through the same areas.

Option 2. From an On Table Location. In this case deployment is from an on table location – it could be a HLS (although this would not be normal given the ground scale, an off table HLS being more likely), it could be a location into which troops will fast rope (think "Blackhawk Down"), in which case the JOPs will be removed once the last 'stick' has deployed, or it could be a base location such as a 'platoon house'. In this case the Counter Insurgency player places his JOPs and then the Insurgent player places his abiding by the normal rules and not within 24" of an opposing JOP. But note that the target forces should be deployed in the target already. What they are should be scenario or randomly determined. 

In addition, some forces may be allowed more flexibility and this will be detailed in the relevant Army Lists, for example:

1.    Some forces may be allowed a wider distance between markers.
2.    Some may get to go first regardless of Force Morale OR may get to choose who goes first.
3.    Some forces may be allowed to split markers into sub groups – maintaining the distance within a group but not between groups.
4.    Some may have a number of free moves.
5.    Some may move further each time they move.
6.    Some may be allowed a 'depth' JOP option as a support choice. This is something they can deploy during the game behind enemy lines representing, for example, a bypassed position.
7.    Some may be allowed a 'depth' table edge JOP option as a support choice. This is something they can deploy during the game on any table edge to represent vertical envelopment. We're not going to see troops insert on the table once the action has started, but we can see them coming on having been inserted.

Thursday, 18 May 2017

BVS 10 Viking 

Here is the initial layout of the armour panels  on the side supporting bars i initially added.

Below is the actual stuff i bought from 4D models if anybody is interested cost £8 at the time.

I added the the supporting struts to the left side to hold the armour in place, which was really just spare plastic card strip.

Below is a pic of the GPK turret from S&S miniatures which has replaced the actual , and the anti ATGW wire cutter for front, which is currently just a piece of square plastic. It needs a a cut out as well.

Have added the support structure for the IED antennas on troop compartment and the right hand side bar armour being added plus a rolled cam net on top, just because it was spare. What cannot be sen are the two jerrycan holders on the back of the troop compartment which i had left over from the ASLAV build.

I didn't really pay close attention to how badly the tracks were cast until my friend Ken pointed it out, which means i am either going to have to build up the tracks with green stuff or hide them under mud etc.. so more work needs to be done. I will use Halfords undercoat to show up all the issues and fill in any blips with the resin.

Saturday, 13 May 2017

An Impulse buy!

So i didn't manage to get to salute this year but i did send a shopping list with the guys who did, so i ordered the following from Britannia/Grubby tanks.

I was debating not to buy the vehicles as the reviews of the resin vehicles have not been the best, but as said it was an impulse buy, i don't even have any British figures.

The figures themselves paint up really nicely (i think).

The quality of the resin on the two WMIKS was poor, i seemed to have two types of resin, also one was a different colour to the other and was a lot more brittle, so much so whilst cleaning up one of the castings the floor snapped in half. I was tempted to leave it like that as a IED casualty, i might still do that.

I did intend to crew them with some Elheim crew but they need quite a bit of work to do that, i might keep them back and see if they fit the excellent jackal from MJ Figures

I tried my hand at a spare wheel cover, to hide what looked like a bicycle wheel that was sent with the model. The spare jerry can came from the spares box, left over from my ASLAV build.

Some mood shots on my new hill terrain, with and without flash.

And some close ups of both of them, i am still not sure on the overall finish colour wise or the models themselves but hey ho!

Below can be seen an amorphous blob of resin that calls itself a Viking, i have cut off the original turret and will be fitting (or not) a HUmvee GPK turret from S&S miniatures which is where i bought my Toyota Hilux from (more on that later). The white plastic is going to be the supports for my attempt at bar armour later on.

What am i going to do about the mess between the two cab bodies is anybodies guess especially when trimming away the excess resin i came across a reinforcing metal rod, in completely the wrong place.

Its barren in them Thar hills.

So the hill has its initial undercoat of paint which i liberally sprinkled some dried tea granules over whilst still wet. And added a few small boulders from the garden. This was put on yesterday and allowed to dry overnight, this allows me to spot any spots i missed with initial coat.

I then gave it a dry brush of "retro ochre" and then "coast" over the top, both from the Wilko's tester range of paints.

This will then blend in with the colour of my figure bases. The figure is to show the scale of the hill. It will make a nice corner piece for my set ups.

Monday, 17 April 2017

The hills are alive.

So I managed to collect a range of polystyrene packing panels from a delivery at work with the intention of using them for hills for my Afghan terrain collection.

So I drafted a rough shape using the stacked tiles and cut them roughly with a craft knife.

In the above picture you can see the area where I plan on putting a small building, representing a goat herder's residence.

I added the rough building layout including some walls and started cutting out the road leading up the hill.

 I began covering the hills with some plaster bandage which is usually used in railway modelling from my local Hobbycraft. It was hoped to smooth out the contours some what before i added the texturing. I also added some large rock to break up the sparseness of the hill.

There is a fighting position on top of the hill which I intend to cover with a roof to represent a bunker. I have also toyed with the idea of a heavy weapon position on top of the hill, prior to me covering the very top with plaster.

The whole of the hill will be covered with the usual gloopy mix i used on my previous buildings and then painted with the usual colour palette. You can see the cloth i will use for my table covering underneath the hill.

I have also finally got round to finishing off my market stalls which i started off last year!

Above can be seen the fruit and veg sellers wares being showed on a make shift rack using balsa and matchsticks, while a mangy dog sniffs round for scraps.

The above guy is a spice merchant with his attendant spice scales.
Yes i know the figures are shiny as usual due to the gloss varnish and have yet to give them their Matt overcoat of army painter Matt varnish.

I have another stall part made but have yet to decide if i need him yet.