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Grasshoppers and Elephants

Grasshoppers and Elephants

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Project Blog by thebelon Cult of Games Member

Recommendations: 1629

About the Project

This project is my way of trying to compile and complete my growing collection of models from Vietnams resistance war against America era miniatures, rather than having a box of dusty lead it will be rather cool to have a box of painted miniatures. This project has been ongoing on and off for a few years now. It started off as a collection of books on my Kindle about the vietnam war then i got into 15mm with battlefronts tour of duty that i first tried playing at a demo game at the grumpy gamers convention at wayland games. Then i started collecting 20 mm vietnam miniatures for use in FNG, force on force ambush valley and the lard's charlie don't surf rule set. i found the 20 mm miniatures by chance wandering round salute i came across the grubby tanks stall they have a huge range of us and NVA and VC in metal as well as a very swish resin firebase and resin huts, This project will cover mainly my 28mm collection and maybe dip into my 15mm and 20mm collections at some point. I plan to collect and paint as many of the Gringo 40s range of figures that i can for both the Vietnamese and Free world forces. Im going to use the painting guide from the flames of war tour of duty book as much as possible as i am colour blind and brown and green can be awkward to work out. This can lead two some interesting colour choices.

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Starting a tour of duty

Tutoring 1
Skill 2
Idea 1
1 Comment

At the end of last year we started playing through a tour of duty at the local ilford wargame club.

I have been having a go at running the campaign as GM and leading the local forces against the US Army.

So far we have run three missions which equates to three months in country.

The next mission will be a night assault on the US fire base that will not move on the date tracker of the campaign but can create other effect for the players.

The first two missions In country were single squad missions patrolling the area looking for weapons caches and other signs of vc in the area.

This game is great at creating a tense atmosphere. Even though the area was a low threat level each movement by the us fire teams had to be carefully considered.

The threat of booby traps and a sniper in the trees was always around.

Do you rush forward ignoring cover or move carefully giving your teams cover but also more time for the enemy to take up defensive positions.

Both of the initial missions went well for tye US with only villagers looking on as they carried out the mission. A trip wire was triggered at an objective but luckily it was a dud.

Near the end of the second mission a loan sniper took some pot shots forcing the same US grunt that had set off the trap last game  into sone cover that had been booby trapped,  again it was a dud.

This dude is now called lucky B.

The lone sniper then evaded into the trees knowing there will always be another time.

The third mission was a little different the threat level increased and the US had two squads with support available.

The VC held off and sneaked into positions arriving from tunnels to hit the US when they were in tye open.

The VC took aim from the trees with a MMG and wounded a grunt In the open then and suppressed his team mates.

A group of rifle armed local force VC moved up behind a wall to take out the rest of the squad only to be shot at by an m79 trying to suppress them but its a lucky shot and manages to take one soldier out and wound two others.

This turned the table in the US forces favour allowing them to move the wounded into cover and move on to the final objective uncovering a local weapons store.

This mission ended up as a hollow victory due to the WIA grunt becoming KIA

A new recrute was added to the platoon but now has to show his worth under fire.

The fire base assault mission up next will show another of this games great strengths in that players can be added at any time by running one squad per player. Think its going to be interesting to see if support options will go where needed most for the mission or if it goes to help a players squad.

 

 

 

Transports and armour support

Tutoring 2
Skill 4
Idea 4
No Comments

Been working on my 20mm us platoon, when I rolled up the platoon in the Nam 68 rules it turns out they were a mechanised platoon.

Luckily I had a few m113’s from grubby tanks that needed painting so the big brush and tye green paint came out bam.

Thought I would splash some paint on the patton tank at the same time.

Finally got around to magnetising the Vietnamise and US forces fitting them safely in a rub.

May look into a box Insert so I can have another layer hopefully big enough to store my NVA in the same box.

Bam 💥 nam 68 arrived

Tutoring 3
Skill 4
Idea 4
No Comments

Woke up to the post man bringing me presents, to day it was the Nam 68 rules.

Luckily it was my day off so ran about doing all the boring stuff so I could delve into the book in the evening.

After a quick flick through the rules I felt the need to get some toys on the table.

For learning the rules I’m going to use my 20mm brittania miniature collection using the US army vs the VC.

I went with 20 mm as I can use my 2 foot square box frame table halfing all the measurements, as I’m a bit limited on space at home.

I was also missing an opponent/umpire.

This game uses an umpire for the enemy force. I’m rubbish at playing both sides objectively as I find it quite boring and never feel like I have won or lost.

So I decided to work out a solo mechanic that slots into these rules nicely.

In nam 68 you draw moral tokens some of which have buffs to play on the opponants turn.

I was able to bake these into the players actions.

Eg low ammo was changed to if you are firing full auto or suppressing fire and roll a 1 do an ammo check (like in old school necromunda)

To recreate the chance of a return fire token when you fire at en anemy flip a card if its a joker they get to return fire as if they used the return fire token .

Traps are another card the umpire can use against you, so I just flip a card if doing a run action or moving into a building if its a joker a trap is found.

The umpire creates a pool of VC units using a card deck that they can choose the squads they will have on the table discarding the units not needed.

I just created the unit pool then placed the cards upside down keeping them all.

In this scenario the Vc would get 2 units and I created a pool of 4 options.

To make it more interesting the vc were set up on the table using a blank marker that when seen by the us would be revealed as a random card from the unit pool that way I would never know exactly what would be around the corner.

Last but not least to activate the enemy I would shuffle a card deck and flip a card if its black the unit would fall back to closest cover and suppress fire.

If in cover it will do an aimed shot if it can failing that stay where it is.

If the card is red it will move forwards to cover if it can firing suppressive fire if they have a target.

If they have no target they will run towards enemy.

If a joker is pulled a random civilian will become an insurgent if no civilians ignore.

The  markers used as possible contacts move towards enemy on a red number

Move towards objective on a black number

If its a character card of any colour they stay put.

If its a joker the counter is revealed and then act as normal.

The US player can spot a VC token causing the unit to reveal with a new basic spot action using the rules from the aimed shot for identifying target.

The main thing is these solo rules cover most basics if something comes up not covered just go with what’s coolest and will do most harm to you.

Next step was to roll up a mission.

 

The mission was local sweep.

The US need to in search an objective in a village containing civilians.

The rules of engagement have changed from a free fire zone to strict ROE no civilians can be targeted.

The us have a single squad split into 2 teams.

the point team lead by a corporal with 3 m16 and 1 m79.

And a support team led by a sergeant with 3 m16 and 1 m60.

The point team starts on the table with the rest of the squad arriving on turn 3

The vc created a force pool of

1 x booby trap

1 x 3 man rifle team

1 x 3 man main force vc 1 x sniper

1 x 3 man smg team.

These cards were placed face down and as one vc unit can be placed at the stary in this mission one point of contact marker was set up in the vc starting zone out of sight from the us.

The second point of contact would arrive at the beginning of a vc turn if a red face card is flipped.

Last thing before the scenario starts I had to work out each forces moral.

This is used to see if your force stays and fights or flees.

The vc had a combined moral of 26 to the US moral of 16.

The point team advance up the road through the village as they are weary of booby traps in the Bushes of the beaten track. The objective is insight but they are aware of movement to the north west could it be a farmer going about his business or are the local forces leading them into a trap?The point team advance up the road through the village as they are weary of booby traps in the Bushes of the beaten track. The objective is insight but they are aware of movement to the north west could it be a farmer going about his business or are the local forces leading them into a trap?
The point team push forward, one member of the squad moves towards a villager advising him to move out of the area then takes cover against the hard walls of the building. The rest of the squad move onwards checking for movement ahead of them as they go. Before they reach the cover of some trees and bushes they start to take fire from 3 VC with rifles, a firefight ensues. The m79 fires with its signature bloop the shot falls short sending up a spray of earth and bits of tree. The m16 equipped troops manage to pin one of the vc giving them time to move up into the trees. The two unpinhed vc get moving one takes cover by a house covering the objective and keeping a civilian close by making the m79 useless the other vc advances to the side of the building hoping to outflank the US soldiersThe point team push forward, one member of the squad moves towards a villager advising him to move out of the area then takes cover against the hard walls of the building. The rest of the squad move onwards checking for movement ahead of them as they go. Before they reach the cover of some trees and bushes they start to take fire from 3 VC with rifles, a firefight ensues. The m79 fires with its signature bloop the shot falls short sending up a spray of earth and bits of tree. The m16 equipped troops manage to pin one of the vc giving them time to move up into the trees. The two unpinhed vc get moving one takes cover by a house covering the objective and keeping a civilian close by making the m79 useless the other vc advances to the side of the building hoping to outflank the US soldiers
As the fire fight carrys on the rest of the squad arrive hurrying into positions using the building as cover hoping to be in time to help the pinned down point teamAs the fire fight carrys on the rest of the squad arrive hurrying into positions using the building as cover hoping to be in time to help the pinned down point team
The m60 gunner lays down suppressing fire pinning the enemy one lucky shot almost goes through but just causes a scratch on the lucky VC fighter.The m60 gunner lays down suppressing fire pinning the enemy one lucky shot almost goes through but just causes a scratch on the lucky VC fighter.
The sergeant and a private push up around the building trying to outflank the now dug in vc, on the other side of the village the corporal and another grunt have pushed into some trees when they see movement (the second enemy contact arrived) using the trees as cover they try to see what the movement is (one of the vc force pool is flipped over its the booby trap) they see rustling in the bushes ahead it turns out to be just some wildlife scared by all the gunfire, unfortunately the corporal was paying to much attention on the movement and not his surroundings the last thing he feels is a trip wire on his leg, he takes the full force of a grenade explosion and becomes the first KIA the grunt behind him takes frag damage but luckily his flack jacket saves him. Unfortunately the shock of the death and explosion pushes the force moral almost to breaking. They have to suppress the enemy and get to the objective The sergeant and a private push up around the building trying to outflank the now dug in vc, on the other side of the village the corporal and another grunt have pushed into some trees when they see movement (the second enemy contact arrived) using the trees as cover they try to see what the movement is (one of the vc force pool is flipped over its the booby trap) they see rustling in the bushes ahead it turns out to be just some wildlife scared by all the gunfire, unfortunately the corporal was paying to much attention on the movement and not his surroundings the last thing he feels is a trip wire on his leg, he takes the full force of a grenade explosion and becomes the first KIA the grunt behind him takes frag damage but luckily his flack jacket saves him. Unfortunately the shock of the death and explosion pushes the force moral almost to breaking. They have to suppress the enemy and get to the objective
His ears still ringing from the grenade the grunt starts taking suppressing fire which gets through with a lucky shot taking him out of action with a serious wound. The sergeant knows he has to do something or risk losing the battle and the body of his dead comrad so he advances around the corner placing suppressing fire on the vc in the bushes, followed by another member of his squad tossing a frag into the bushes taking out the enemy fighter, pushing them over there moral limit the remaining vc fighter dissapears into the bushes and the village goes quiet, the US advance to the objective weary of traps and search the building finding a very well hidden weapons cache. The squad now have to secure an lz so the dead and wounded can be removed from the village and engineers can be landed too destroy the weapons cache reducing the VCs ability to fight in the local area.His ears still ringing from the grenade the grunt starts taking suppressing fire which gets through with a lucky shot taking him out of action with a serious wound. The sergeant knows he has to do something or risk losing the battle and the body of his dead comrad so he advances around the corner placing suppressing fire on the vc in the bushes, followed by another member of his squad tossing a frag into the bushes taking out the enemy fighter, pushing them over there moral limit the remaining vc fighter dissapears into the bushes and the village goes quiet, the US advance to the objective weary of traps and search the building finding a very well hidden weapons cache. The squad now have to secure an lz so the dead and wounded can be removed from the village and engineers can be landed too destroy the weapons cache reducing the VCs ability to fight in the local area.
Final thoughts. This is a great set of rules, I'm sure I got a lot wrong in my first playthrough but now I have a game under my belt I'm sure when I read the book now bits will make more sense. The rules can be brutal and punish you for example  if you send your men in the open with no covering fire they are in trouble. The pinning mechanic works very well and combined with the moral mechanic can really put pressure on what you do as you need to be careful not to take hits but still need to push on to the objective. I was also pleased with how my solo mechanic worked, the enemy moved sensibly on the table and caused some problems for me early on almost stopping my assault before it began. The booby trap was also nasty leaving me on the brink of routing it really was on a knife edge until the last secondFinal thoughts. This is a great set of rules, I'm sure I got a lot wrong in my first playthrough but now I have a game under my belt I'm sure when I read the book now bits will make more sense. The rules can be brutal and punish you for example if you send your men in the open with no covering fire they are in trouble. The pinning mechanic works very well and combined with the moral mechanic can really put pressure on what you do as you need to be careful not to take hits but still need to push on to the objective. I was also pleased with how my solo mechanic worked, the enemy moved sensibly on the table and caused some problems for me early on almost stopping my assault before it began. The booby trap was also nasty leaving me on the brink of routing it really was on a knife edge until the last second

I also think this will be an awesome multiplayer game with each player in charge of a squad.

Splashing on some paint

Tutoring 4
Skill 4
Idea 4
No Comments
Painted the interior with ak apc interior paint, it's an odd green colour looks very bright so gave it a wash of army painter strong tone to dull it down a bit. The exterior is the ak us olive drabPainted the interior with ak apc interior paint, it's an odd green colour looks very bright so gave it a wash of army painter strong tone to dull it down a bit. The exterior is the ak us olive drab
The tracks were painted with vallejo dark german grey, the whole vehicle then had a dry brush of bone to bring out the details once that was fully dry the whole vehicle had a watered down wash of army painter strong tone followed by ak ultra matt varnish. Not sure if the hatches would be interior green or exterior green when open as can only find black and white photos of that angle. Think the interior green breaks the dull olive green up so in cool with them as they are The tracks were painted with vallejo dark german grey, the whole vehicle then had a dry brush of bone to bring out the details once that was fully dry the whole vehicle had a watered down wash of army painter strong tone followed by ak ultra matt varnish. Not sure if the hatches would be interior green or exterior green when open as can only find black and white photos of that angle. Think the interior green breaks the dull olive green up so in cool with them as they are

Converting a couple of m113 for use by the arvn

Tutoring 3
Skill 4
Idea 3
No Comments

Got hold of a couple of rubicon m113 kits, these are crazy detailed with crew and full interior included. The kit comes with options to make us or anzac vehicles.

I kind of wanted to use them as support for my Arvn platoon.

from what I can work out from osprey books and the internet the South Vietnamese had a slightly different load out on their vehicles, they still used the 50cal on the turret with a front sheild which eventually became the m113acav with turret surrounds, rather than having m60s covering each side they would have 30cal with or without gunsheilds. I had to scavenge the 30cals from my bolt action bitz box of doom.

The Arvn used the m113 slightly differently than other forces, rather than using them as transports they preferred to use them in a light tank role with a larger crew to man all the weapons, as they found earlier in the conflict that the vehicles could advance quickly putting the enemy on the back foot only for the assault to slow down when the infantry disembarked getting bogged down and loosing momentum. Saying that there are plenty of pictures online of infantry sitting on top having lifts so I am more than happy to use them as infantry support and transports in games.

I also will have to change the heads of the crew using some gringo40s arvn heads I have left over from a previous conversion.

Building the hullBuilding the hull
Converting a couple of m113 for use by the arvn
Converting a couple of m113 for use by the arvn
Turret bits with modified weaponsTurret bits with modified weapons
Converting a couple of m113 for use by the arvn
Making some removable tank riders to show if passengers are on board Making some removable tank riders to show if passengers are on board

These are some reference images I found on line showing some different load outs on the vehicles.

20mm pavn from East front miniatures

Tutoring 3
Skill 5
Idea 3
No Comments
20mm pavn from East front miniatures

These models are from East front miniatures and are great quality and full of detail for the size and needed very little if any clean up.

I decided on multibasing as ot makes it quicker to move on the tabletop and can look quite imposing in game.

I have found with smaller miniatures that going for brighter colours than I would use for larger equivalent models makes them show up much better on the table top.

 

Tiny tiger stripes

Tutoring 1
Skill 3
Idea 2
No Comments

I have been working on and off with an idea fir a solo miniatures/bord game set in vietnam focusing on the indigenous troops with Us special forces advisors.

the game will put you in the position of controlling your unit with a limited amount of orders to complete a primary and secondary objective in the time allocated.

The game needs a marker to show where the player deploys from and recieves reserves from so i thought it would be cool to create a diorama based on the hq unit which is technically who the player of the game would be.

these models are a mix of brittania miniatures special forces and platoon miniatures arvn.

the tree was made out if a broken resin tree and some bits of twig glued and green stuffed on to make twisty roots

Entry point token Entry point token
The grunt playing pieces are multibased with two dudes to a base and the command units are on single basesThe grunt playing pieces are multibased with two dudes to a base and the command units are on single bases
Tiny tiger stripe cammo was a bit of a challenge but i am pleased with the results Tiny tiger stripe cammo was a bit of a challenge but i am pleased with the results
This is the full recconaisance team and a supporting squad from a mobile guerrilla force rifle platoon This is the full recconaisance team and a supporting squad from a mobile guerrilla force rifle platoon

Rubicon Pavn

Tutoring 5
Skill 7
Idea 5
1 Comment
Bam ? Bam ?

Picked up the rubicon Pavn set at salute.

kind of wanted to check out the models for a while.

the plastic kit is great and full of options but the models are quite a bit smaller than some if my other models so do not mix well.you get 30 models in the set with options for heads and rigles as well as support weapons command and radio operator.

Managed to build and paint them in a day and a bit, painted them up fast and sloppy with base colours followed by army painter strong tone then a bit of a high light.

pretty pleased with the results and should look swish on the tabletop.

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