Convoy Escort Mission: Fireteam:Modern AAR

This game was played suing the latest revision of the Fireteam:Modern rules and pitted a small force of US soldiers against Taliban insurgents around a small compound somewhere in the Afghan “Green Zone”.

The mission for the American force was to safely escort a small convoy of three aid vehicles across the battle area.

The US force comprised of an officer, a LAW trooper, three 4 man fire teams and a sniper team. The insurgents force was made up of 4 cells varying between 5 and 6 men, a leader and 2 HMG armed technicals.

Early in the game the Americans took a few casualties and the lead vehicle of the convoy was hit by an insurgent RPG and destroyed. This prompted the convoy to turn around and retreat to safety until the US forces could clear the insurgents out of the area.

Using fire and maneuver squad tactics with good overwatch support the Americans advanced across the table wiping out most of insurgents and securing victory.


Fireteam:Modern – AAR

Had a chance to play another game of Fireteam:Modern this evening.

The scenario involved a small British patrol having just cleared a compound and realizing that they were surrounded by Insurgents.

Having contacted base by radio for support the British had to hold off the enemy until support could arrive (a Jackal and a Mastiff) and then exit the area.

The insurgents took heavy casualties while the British ended up with 4 men with serious injuries.

The game resulted in a win by default for the insurgents as the British were in able to evacuate within the turn limit of the game. Had the game continued it was looking very likely that the British would escape.


More Card Buildings

I have recently been working on some new printable card buildings suitable for modern wargames such as Fireteam:Modern.

Apartment Building PDF

This allows a multi-storey apartment block with balconies to be constructed. The design is modular so any number of floors can be stacked on top of one another.

Embassy Building PDF

This PDF file includes a simple concrete government building, modular concrete perimeter walls and a gate guard box.


My previous card buildings are also still available…

Large Building 2

Large Building


A Mosque built using the “Large Building 2” Pdf and some walls. The Minaret is made out of a type of card with a toy salt shaker on top for the dome/spire.

Walls 2


Small Building 2

Small Building

Naval Command AAR: RAS operation 1982

This is a brief after action report of a Naval Command game I played at the Minehead Wargames Club this week.  The game used a fictional scenario set during the 1982 Falklands conflict. I took Command of the British Royal Navy and my opponent Martin took Command of the Argentine Navy and Air Force.

The British objective was to successful re-fuel the carrier HMS Hermes and then clear the area while the Argentine mission was to sink the British carrier.

The game began with poor weather conditions for the first three turns prevented any aircraft operations (aside from high level AEW aircraft).  During the opening turns the RFA group altered course to rendezvous with the approaching carrier group while the Argentine fleet raced to intercept.


Before any aircraft could arrive on scene the Argentine Type 209 submarine ARA San Luis (note the proxy miniature as I stupidly left the sub model at home…) attacked and sank the Leander Class Frigate HMS Andromeda with a torpedo.


HMS Broadsword fired a salvo of four Exocet missiles at the ARA General Belgrano, hitting with three (one was shot down by defensive AA fire from a nearby destroyer) causing substantial damage but not enough to put the ship out of action.


After its torpedoed attack the Argentine sub was hunted down by British ASW helicopters and eventually sunk by helicopter launched torpedoes.


Meanwhile the Belgrano closed in on the British Type 42 destroyer HMS Exeter and sunk it with a devastating salvo from her battery of 6″ guns.

By this point the RAS operation was complete with HMS Hermes having fully loaded wits fuel and stores from RFA Stromness allowing the British carrier and its escorts to turn around and start their attempt to out-run the enemy fleet and clear the battle area.


In one last attack the Belgrano was hit and crippled with sea skua launched from one of HMS Broadswords’ Lynx helicopters.

HMS Hermes managed to outrun the enemy ships. The Argentine Air Force carried out repeated air strikes with A4 Skyhawks and IAI Daggers that were well defended against allowing the carrier to escape with minor damage.

Although  technically a win for the British (HMS Hermes successfully re-fueled and escaped) the loss a Type 42 Destroyer, a Leander Class Frigate and substantial damage to HMS Hermes from Argentine bombs would have a serious impact on the continuing British campaign to re-take the Falkland Islands.


Naval Command – Revised Rules


The latest update to my Naval Command rules is nearing completion. The updated has been based on experience gained from playing the game and comments and suggestions from the community of Naval Command players. Here is an overview of what has changed.

The rules have been re formatted and some re-written to make them clearer and easier to understand. There are many small and more substantial changes and improvements to the rules, some of the most important are detailed below.

Air and Missile Defence

The more defence saves a ship makes during a turn, the less effective they become. This can lead to ships defensive systems becoming overwhelmed by incoming missiles and attacks, forcing players to think much more about providing effective air defence for a battlegroup.

Shooting down Aircraft

When a successful defence roll is made against an aircraft the subsequent roll to shoot it down is now unique to each aircraft type, representing how some aircraft are harder to shoot down and may have better ECM or the maneuverability to avoid attack.

Small Arms and Light Weapons

Ships can now carry out close range attacks using small arms and light weapons, this allows games to involve small craft such as fast attack craft.

Image result for fast attack boat

Expanded ASW Rules

Specific rules are now provided for a range of ASW weapons such as Anti-Submarine Mortars, Rockets and Depth Charges.

Image result for depth charge

Improved and Expanded Fleet Lists

Many tweaks and modifications have been made to existing ship data in the fleet lists as well as new data for additional ships and aircraft.

Storozhevoy : The Real Hunt for Red October

In November 1975 the Soviet Krivak class anti submarine frigate Storozhevoy was involved in a mutiny. This mutiny and the Soviet navy’s response would go on to inspire Tom Clancy’s best selling novel The Hunt for Red October.

The mutiny was instigated and led by the ships political commissar Captain of the Third Rank Valery Sablin. Sablin wished to make a political protest against what he believed to be widespread corruption within the Brezhnev government.

His plan involved commandeering the ship and then sailing it out of the Bay of Riga (where elements of the Soviet Baltic fleet were based) and onto Leningrad (modern St. Petersburg).


Sablins intended route from the Bay of Riga to Leningrad

On arrival in Leningrad he would navigate the ship along the Neva river and then moor alongside the Cruiser Aurora, a museum ship and symbol of the Russian Revolution. Sablin then intended to broadcast a national address to the people of the Soviet Union. This address would say what he believed the public wanted to say openly but could only be discussed in private: “that socialism and the motherland were in danger; the ruling authorities were up to their necks in corruption, demagoguery, graft, and lies, leading the country into an abyss; communism had been discarded, and there was a need to revive the Leninist principles of Justice”.

Cruiser Aurora.jpg

The Aurora in St Petersburg

On the evening of the 9th of November 1975 Sablin put his plan into action. He lured the captain to the lower deck with false reports of some officers being drunk on duty and requiring disciplinary action. On his arrival Sablin detained him and other officers by locking them in the forward SONAR compartment allowing him to take control of the ship.

After a vote from the remaining officers saw 8 vote in favour of the mutiny and 7 against (these were also imprisoned) Sablin set about winning the support of the ships crew for his plan. This was easy as he was a popular officer among the seamen and was able to motivate them with a passionate revolutionary speech.

On discovering that their plan may soon be revealed as one officer had managed to get off the ship to raise the alarm Sablin took the decision to set sail immediately instead of waiting until the rest of the fleet was scheduled to set sail in the morning.

Under the cover of darkness and with her radar switched off to avoid detection the Storozhevoy slipped out of port and out to sea.

Valery Sablin

Upon learning of the mutiny the Kremlin  ordered that “control must be regained” while fearing that Sablin may attempt to gain political asylum for himself and his crew in Sweden.

Half of the Baltic fleet was put to sea to pursue the mutineers. The force was made up of 13 naval vessels with 60 warplanes including Yak-28 jet fighters.

YaK 28 "Brewer C".jpg


The fighters dropped 500lb bombs around the ship and carried out repeated strafing runs against the Storozhevoy. These attacks damaged the ship’s steering forcing her to stop dead in the water in a position 43 miles from Swedish waters. Soviet ships began to close in on the Storozhevoy firing warning shots until they were close enough to carry out boarding action with marine commandos.

Upon boarding the commandos found Sablin had already been shot and was being detained by members of the ships crew who had also released the captain and officers from their imprisonment.

On their return to shore the entire ships company was arrested and interrogated by authorities however only Sablin and his second in command Alexander Shein (a 20-year-old seaman) were eventually tried for the mutiny. The rest of the crew were free but were dishonorably discharged from the navy.

Shein was sentenced to prison and was released after serving an eight years. Sablin was convicted of high treason and was executed by firing squad on the 3rd of August 1976.

Krivak Class Frigate

In 1982 as part of an academic thesis: “Mutiny on Storozhevoy: A Case Study of Dissent in the Soviet Navy” Gregory D. Young investigated the events of the 1975 mutiny. This thesis was placed in the US Naval Academy archives. A few years later the thesis was read by an insurance salesmen by the name of Tom Clancy…

Gaming the Mutiny

The mutiny on the Storozhevoy could be used as a naval wargaming scenario using my Naval Command rules.  One player takes command of the Krivak class Frigate Storozhevoy under the command of Valery Sablin while the opposing player takes control of elements of the Soviet Baltic Fleet and Soviet Airforce. The Baltic fleet will outnumber the mutineers making this a tricky mission. I would suggest using the hidden deployment rules and giving the Storozhevoy and additional decoy marker.


The Storozhevoy begins the game 60cm from the port to represent its head start by leaving port at night. The Storozhevoy also automatically wins the initiative for the first turn.

The objective zone is a square area 60cm from the Storozhevoy’s starting position.

Mutineer Objectives

By the end of 10 turns the Storozhevoy must make it to the objective zone. This represents the ship leaving Soviet territorial waters.

Soviet Objectives

The Soviets must attempt to cause enough damage to force the Storozhevoy to stop or slow down enough to bring another ship alongside to enable boarding.

If the Storozhevoy is sunk the game results in a draw as although the mutiny has been stopped, the mutineers may become martyrs to their cause.






Naval Command: AAR – Amphibious Assault

This AAR features a game using my Naval Command modern naval rules that I put on at the Minehead Wargames Club a few weeks ago.

The scenario was a fictional amphibious assault on the Kaliningrad area by combined NATO forces during a hypothetical modern day conflict with Russia.

Russia had invaded the Baltic states (Latvia, Lithuania and Estonia) and NATO had triggered article 5, resulting in a full military response to the Russian aggression. The NATO plan was to attempt to capture the Russian enclave of Kaliningrad which could then be used as a bargaining chip to force Russia to withdraw from the Baltic states. The overall plan involved an amphibious operation combined with a land attack through Poland. Our game focused on the amphibious operation.

The NATO task force was divided between two players (Mark and Roger) each in command of an amphibious battle group.

The Russian fleet (played by myself) was also divided into two groups, a Cruiser group (currently at sea) and a destroyer group (currently at anchor off the coast). The Russians also had air force elements based at an on-table airbase.

The NATO objective was to land as many of their land forces on the shore as possible.

The Russians got off to a terrible start, their Kirov class battlecruiser suffered and engine malfunctioned and was rendered immobilized for the duration of the game. This was shortly followed by a successful Tomahawk Cruise Missile strike from the US Ticonderoga class cruiser that totally obliterated the Russian airbase before any jets could be scrambled and launched.


The Russian airfield after the Tomahawk strike

This bad start set the precedent for the rest of the game, the Russian forces took heavy damage from the incoming NATO fleet and without their air power could do little to respond. The only consolation for the Russians was that they were able to knock out an American carrier with a Submarine.


The US carrier takes a missile hit from a Russian sub

Although the NATO forces didn’t make it to the shore the game ended with nearly all the Russian ships put out of action and the remaining Russian sub (having been detected by an ASW helicopters dipping SONAR) being rapidly hunted down by NATO ASW elements.

Overall it was a fun game and all of the players enjoyed themselves. Mark and Roger found the rules easy to pick up and learn and not too complicated for players new to the Modern Naval period.

Photos kindly provided by Paul Davies.