Battlegames
Editorial
Contents
Editorial
Forward Observer
Competition
10
13
19
Larry Leadhead
32
33
To boldly go
37
Recce
39
Dave Robotham, UK
Mike Siggins, UK
Win something!
Henry Hyde, UK
Stuart Asquith, UK
John Kersey, UK
Adrian Hussey, UK
Guy Hancock, UK
Mike Siggins, Greg Horne, Alistair Birch with Andy Crofton, Guy
Hancock, Richard Baber, Steve Gill, Dan Mersey, Stuart Asquith,
Roger Smith & me!
Web: www.battlegames.co.uk
Battlegames
I will always try to paint the skin on a gure rst for a variety
of reasons. I nd that if you paint the miniature from the
inside layer out (the skin, then the shirt, then the tunic etc.),
you will not be painting over previous layers. In eect, you
are minimising the chance that you will get paint on already
nished areas of the model. But, for me, the biggest reason
is that I enjoy painting esh on a gure and I nd it the most
interesting part of most miniatures. Painting the face and
hands (and other eshy bits) rst really does give life to
the gure, and can drive me on to complete the rest of it.
Both the Russian and Swedish infantry can be
painted with the same style and colours: there is not a
huge dierence in skin tone between the two nations.
But there are literally hundreds of methods of painting
skin with an equal number of formulated paints to
help you along the way, so you can add variety to your
troops with ease. I painted the Russian and Swede in
two dierent styles, both of which start with the same
base colour, but build dierent colours on top of it.
Battlegames
MUSKETS
THE UNIFORMS
IN CONCLUSION
Battlegames
Forward observer
Trends
by Mike Siggins
MUSING ON MINIMALISM
40MM
28MM
What was the name of the German offensive designed to outflank the French and British
defences at the outset of the war by sweeping through Belgium?
2.
Who directed and produced the 1969 hit movie Oh! What a Lovely War!?
3.
4.
What was the real name and final rank of Lawrence of Arabia?
6.
7.
Which German arms manufacturer was famous for its artillery pieces?
8.
In which museum in Dorset, UK, can you find restored examples of WWI tanks?
9.
What did Kaiser Wilhelm II, Czar Nicholas II of Russia and King George V of England have
in common?
10. Which treaty formally ended hostilities between Great Britain, France and Germany?
Answers must be sent with your name and postal address clearly marked, to:
WWI, Battlegames, 17 Granville Road, Hove BN3 1TG, East Sussex, UK. CLOSING DATE FRIDAY 1st JUNE 2007.
A photocopy, printout or manual copy is ne no need to destroy your copy of Battlegames!
Our lucky winners of the Punic Wars competition in issue 6 were subscribers Moira Rainford of Sleaford in Lincolnshire and Mr O
Adamberry of Gibraltar. The answers were: 1) the Carthaginians; 2) Sicily; 3) Hamilcar Barca; 4) Iberia (modern Spain); 5) Lake
Trasimene; 6) Cannae; 7) Scipio; 8) Zama; 9) the Numidians; 10) Tunisia.
Honourable mentions in dispatches for the runners-up who also sent correct entries: Mr P J Day; Mr A Stephens; Mr J G Taylor; James
Hall; and David Logan. Well done!
The judges decision is final. No correspondence will be entered into. This prize carries no cash alternative. One entry per household only. Battlegames Ltd takes no responsibility for the safe
arrival of entries. Please ensure that your details are legible. The winner will be announced in the next issue of Battlegames.
Battlegames
Int
Init
Str
Von Eintopf
77
73
Cour Char
24
97
24
88
Von Probe
100
01
95
01
20
10
Von Brettlingen
29
41
01
32
35
77
Von Dorendorf
70
88
61
20
94
13
10
Battlegames
THE BATTLE
light over the area and General Lowe was able to see
Grahams outnumbered men from the ashes of their
rie re. The heaped bodies of the rebels demonstrated
that the defenders had given a good account of
themselves. The British cavalry was seen by the rebels,
who immediately turned their artillery on them.
The four remaining 13pdr guns of N Battery, A
Brigade, RHA, which had advanced with the cavalry,
deployed and with a few well aimed rounds put the
enemy pieces out of action. The horse artillerymen
then turned their attention to the rebel infantry, before
ceasing their re to allow the British cavalry to charge.
After a circuitous approach march the Household
Cavalry and the 7th Dragoon Guards smashed
into the ank of the rebel infantry, swiftly reducing
them to a disorganised mob that ed the eld.
Heavy casualties were inicted on the rebels,
with only minor losses to the British.
THE TERRAIN
Battlegames
11
THE FORCES
The British
Major General G Graham VC CB RE commanding:
a 4th (Royal Irish) Dragoon Guards (detachment) (15)
b 7th (Princess Royals) Dragoon Guards (troop) (42)
c 2/The Duke of Cornwalls Light Infantry (611)
d 2/The York and Lancaster Regiment (600 [estimated])
e Royal Marine Light Infantry (600 [estimated])
f Royal Marine Artillery (acting as infantry) (427)
g Mounted Infantry (detachment) (70)
h N Battery, A Brigade RHA (2 x 13pdrs)
i There was also the captured enemy Krupp gun,
mounted on a railway track and served by a
detachment of the Royal Marine Artillery.
Major General Drury Lowe commanding:
j Household Cavalry (3 Squadrons) (375 [estimated])
k 7th Dragoon Guards (less one troop) (611)
l N Battery, A Brigade RHA (4 x 13pdrs)
The quoted historical strengths of the two sides have
been converted into four dierent gure to man ratios
1:20, 1:33, 1:50 and 1:100 to assist the recreation
of the combatant forces on the wargames table.
Unit
1:20
1:33
1:50
1:100
30
19
12
30
18
12
30
18
12
21
13
19
11
30
19
12
Totals
165
101
65
32
Battlegames
Unit
1:20
1:33
1:50
1:100
Infantry
(500) x 16
25
15
10
Cavalry
(500) x 2
25
15
10
Totals
450
270
180
90
VICTORY CONDITIONS
Its fair to state that the Great War (or the First World War)
remains a minority interest and fairly barren territory for
the avid gamer. A strong image of the conict, which we
can call the Alls Quiet on the Western Front Syndrome for
convenience, still remains. Its masses of soldiers rising
from rat-infested trenches, going over the top and being
mercilessly mown down by machine guns to little or no
eect. In their turn, the opposition may counterattack and
suer the same fate, very few
tactics and mindless slaughter
being the order of the day.
Although some aspects of
the conict did take on this
form, the conict really was
much more varied than this.
It was truly a global conict
(although whether it, or
the Seven Years War, was
the rst one, is arguable).
Fighting took part in:
France, Belgium and
the Western Front,
using massed armies
East Africa, using
makeshift colonial forces
The alpine heights
and mountains of
the Italian Front
The Balkans, with a
hodge-podge of minor
nationalities involved,
picking up where two minor
Balkans Wars had left o
The Middle East, with the
western powers facing o
against Turkey and its allies
from the Central Powers
Russia and the
Eastern Front
Naval actions o the coast of South America
Mainland China and Polynesia, where British and
Japanese forces subdued German colonies
Wargamers have tended to avoid the period, as it seems
to lack the essentials of good gaming; colourful armies and
terrain, a balance between re and movement on the table
13
Battlegames
15
Turkish defenders
The defender has a reinforced platoon comprising:
Even the large 2ic command
scale battles and
rie team.
campaigns were
one infantry
often composed of
platoons with
Howitzer
small actions at a
command rie
battery
much lower level.
team and nine
Communications
rie teams.
were evolving,
machine gun
but still primitive
platoon with
Limit of heavy machine gun range (24)
(pigeons were
command rie
still being used
team and two
for battleeld
HMGs.
reports!) and so
They start set
it proved dicult
up
in trenches.
Deployment zone
to coordinate
Ottomans
the actions of
Map for part 2: the Turkish counterattack. The trenches must now serve the ANZACs.
count as Conscript
forces much
Fearless.
after the rst clash. This leads to some interesting gaming
ideas, simulating this loss of command and control, so
ORDERS
that the forces do not act exactly as the player wishes.
ANZAC attackers
The Strongpoint Assault represents that most typical
The enemy occupies a key height which needs to be
of WW1 actions the assault and occupation of a key
assaulted and held until relieved. This will distract the enemy
piece of terrain. Taking the strongpoint against prepared
from a major oensive occurring in another part of the line.
repower and a determined defence was only the rst
An opening bombardment by forces o the table
challenge. Inevitably, the defenders would fall back and use
will keep their heads down and help the assault.
local reserves to organise a counterattack. The attackers
thus became the defenders with the remnants of their force,
Turkish defenders
and had to hold until relieved by follow-on forces. Often
You occupy a key strongpoint which must be held at
16
Battlegames
THE GAME
enough to gain the heights, their trials are not over yet.
They must organise a defence of the heights against a
hasty counterattack by the defenders covering force.
Turkish attackers
The attacker has a company (minus) comprising:
company command rie team
two infantry platoons with command
rie team and nine rie teams
howitzer battery with spotter and four howitzers
Ottomans count as Conscript Fearless.
The howitzers have limited ammunition, roll D6
1, 2
No ammunition
3, 4
Enough ammunition for one turn of ring
5, 6
Enough ammunition for two turns of ring
ORDERS
The attacker wins if they hold the hill and have forced
the enemy to fall back. They may then occupy the
prepared positions and the game can continue into
the follow-on scenario Counter Attack in which
they become the defender with the surviving forces.
SPECIAL RULES
Prepared Position
The defenders have the advantage of ground and use the
Concealed, Gone to Ground and Bulletproof Cover rules.
Over The Top
Units climbing out of trenches and may only move
half their move after leaving the trench.
Nothing Up The Spout
As depicted in the Gallipoli lm, the attackers
x bayonets and may not shoot until after they
Assault the defenders in the Prepared Position.
Opening Bombardment
In the early war period, artillery was still developing the
art of spotting damage and adapting their re to take into
account the results of damage reports. In the Nek encounter,
the opening bombardment lasted only 30 minutes and
stopped a fatal 7 minutes before the infantry assault, giving
time for the defenders to recover, re-man the trenches and go
on to mow down the assault waves. Shockingly, this situation
was to occur time and time again during the war and was
known as the Rush to the Parapet. To simulate this roll a D6:
1, 2
3, 4
5, 6
PART 2: COUNTERATTACK
ANZAC Defender
The defender has the survivors of the company
after the assault, including follow-on waves.
They have the advantage of the trenches and
may use the Prepared Position special rule.
Anzacs count as Condent Trained.
Turkish attacker
The enemy needs to be driven o a key height that they
have just assaulted. The height must be taken with forces
to hand to avoid the enemy turning a vital ank.
ANZAC Defender
You must hold onto a key height you have
gained at much cost. Losing the height will mean
another bloody assault to re-capture it.
THE GAME
CONCLUSION
17
One mans experience of a real big push: Harry Knott at Hellre Corner
Battlegames
NOTES
The Battle of Ravenna. Enraged by the relentless French artillery re, the defenders cavalry sally out from their entrenchments. On the French side, the
Landsknechts launch their assault on the redoubt as the Spanish and Papal infantry move up to meet them. Figures and terrain part of the authors motley
collection from a variety of sources and manufacturers. Photo by Richard Ellis.
Battlegames
19
Battlegames
21
22
Battlegames
23
Units
Type
Class
Notes
Description
Seigneur de la Palisse
Gendarme
Elite
Unknown
Artillery
Regular
Siege
30 guns (French)
Artillery
Poor
Field
Poor
Crossbow
Seigneur de Molart
Missile Foot
Jacob Empser
Pike
Elite
Pike
Regular
Pike
Poor
Missile Foot
Poor
Thomas Bohier
3,500 Gascons
5,000 Landsknechts
3,000 infantry,
Picards and Gascons
Odet de Lautrec
Gendarme
Elite
Federigo de Bozzolo
Pike
Poor
Missile Foot
Poor
Crossbow
Duke of Ferrara
Artillery
Regular
Field
24 guns (Ferrarese)
Light Horse
Poor
Crossbow
Light Horse
Regular
Gendarme
Elite
Artillery
Poor
2 guns
10
Yves dAlegre
11
Fabrizio Colonna
Units
Type
Class
Notes
Description
670 Papal lances
Gendarme
Elite
Gendarme
Regular
Gendarme
Regular
Gendarme
Regular
Pedro Navarro
Marquis of Pescara
Pike
Regular
Missile Foot
Regular
Pike
Poor
Artillery
Regular
Siege
Artillery
Regular
Field
Arquebus
2,000 Papal infantry
30 Spanish guns
Special
Regular
Light Horse
Regular
Light lance
A fearsome formation of Swiss pikes. Dense formations like this were characteristic of the Renaissance, during which the longest weapons seen since the
phalanxes of Alexander the Great and his Successors were revived. 28mm troops at varra 1513, a game staged at Cavalier 2007 by George Moraitis.
24
Battlegames
SCALES
TURN SEQUENCE
Fatigue Points
State
0-1
Formed
Notes
2-5
Unformed
6+
Disordered
Dispersed
Unit is immediately
removed from the
table
Troop type
Order
Gendarmes
Close
Priority
2
FPs to Panic/Disperse
Poor
Regular
Elite
5/7
6/8
7/10
Pikes
Close
Pike, mle
2 (3)
7/9
8/12
9/14
Missile Foot
Open
Arquebus or crossbow
5/7
6/8
7/10
Light Horse
(missile)
Open
Arquebus or crossbow
5/7
6/8
Light Horse
(Stradiots or ginetes)
Open
5/7
6/8
Artillery
(Field or Siege)
Open
5/7
6/8
Generals
1. Use this speed when charging, countercharging, evading, retreating, routing or pursuing
2. Elite Swiss pike have a normal move of 3.
Battlegames
25
MOVEMENT
1 hex
2 hexes
3 hexes
(about face)
Close order
Open order
Dicult
Severe
Earthwork
Gendarmes
+1/1
Pike
+1/1
+1/2
Missile Foot
+1/0
+1/1
+1/1
Light Horse
+1/1
Artillery
Battlegames
CHARGES
Evading
Light horse and Missile Foot (only) can evade if
charged. An evading unit turns 180 degrees and moves
away from the charging unit in an attempt to avoid
mle. It must move at least its normal move distance,
and can move its rapid distance if necessary.
The charging unit follows in the evading units path. It
must move at least half of its normal move distance, but
can stop at that point if you wish. However, Swiss pike or
Gendarmes must move their full rapid move distance.
If the charging unit, as it follows the evader:
1. nds another enemy unit in its ZOC, it can ignore
Battlegames
27
Shooting Results
Shooting
Factor
Hits inicted
0
+3
1-4
5-10
11-20
+2
1-4
5-8
9-14
15-20
+1
1-6
7-12
13-18
19-20
1-10
11-18
19-20
-1
1-11
12-19
20
-2
1-12
13-20
-3 or less
1-13
14-20
SHOOTING
Control test
Gendarmes or Swiss pike who take FPs when shot at
must pass a control test. Roll a D6 and score greater
than the number of FPs inicted to retain control. If
you roll less than or equal to the FPs inicted, the unit
must advance on the nearest enemy in the next turn. If
an enemy unit is in charge reach, they must charge it.
Close
Long
Arquebus or crossbow
Field artillery
Siege artillery
-1 for...
Target is in cover
Target is Gendarmes
at close range
Battlegames
Count...
MLE FACTORS
For...
Notes
+1
Superior Impetus
Fully-armoured Gendarmes > 1/2 armoured Gendarmes > Light Horse > Pike > Other Foot.
Mounted troops cannot claim impetus against a pike unit if it is stationary, facing them and
not Disordered.
+1 or +2
Superior Quality
+1
Superior Numbers
+1
Superior Weapon
Pike > Heavy Lance > Light Lance > Mle Weapons > Arquebus/Crossbow.
Pike only counts if the unit is facing its opponent and is not Disordered. Lance only counts if
the unit is charging or counter-charging.
+1 or +2
Superior State
+1
+1
+1 or +2
Terrain advantage
Does not count against a pike unit that has formed hedgehog.
+1 for features such as woods, slopes, hastily thrown up earthworks (e.g. Ravenna). +2 for
prepared defensive positions (e.g. the Spanish redoubt at Bicocca).
MLE
Dierence
Major
defeat
Defeat
Draw
Victory
Major
victory
+6
1-6
7-20
+5
1-8
9-20
+4
2-10
11-20
+3
3-12
13-20
+2
1-3
5-14
15-20
+1
2-5
6,7
8-16
17-20
1,2
3-9
10,11
12-18
19,20
29
Landsknecht mercenaries who wielded the famous wavyedged two-handed sword known as the amberge were
paid double the normal rates because of the dangerous
work they did, and were called Doppelsldner as a result.
Gendarmes
Light Horse
Other foot
Gendarmes
Light Horse
Winner: Rally
Loser: Recoil
Loser: Recoil
Gendarmes:
Break in/through
Winner: Rally/Follow up
Pike: Rally
Foot: Rout
Loser: Recoil
Loser: Rout
Mtd: Pursue
Winner: Rally/Follow up
Winner: Rally or
Rally back
Pike: Rally
Foot: Rout
Loser: Recoil
1. Swiss, or Landsknechts ghting bad war opponents, must always follow up or pursue.
Non-disordered Pike
Disordered Pike or
Missile Foot
Gendarmes or
Light Horse
30
Battlegames
Other foot
Gendarmes
Light Horse
Pike: Rally/Pursue1
Pike: Rally
Loser: Recoil
Foot: Rout
Gendarmes: Rout
Mounted: Rout
Foot: Rally
Winner: Pursue
Foot: Rally
Foot: Rally
Pike: Recoil
Loser: Rout
Gendarmes: Rout
Mounted: Rout
Mtd: Pursue
Mtd: Pursue
Winner: Pursue
Pike: Rally
Foot: Rout
Gendarmes: Rout
Loser: Rout
FPs
Denition
Recoil
Follow up
Break in
Immediately break into the opponents formation/hex. The mle continues next move. Both sides count
mle weapons rather than Pike/Lance. (Physically, both units stay in the same hexes.)
Break through
Immediately break out of the opposite side of the opponent into an adjacent hex,
facing in the same direction.
Hold
Next move, remain in the current hex, facing in the same direction. May not charge or move but may re.
May attempt to remove FPs in the Rally/Reform phase.
Rally
Next move, form up in the current hex, in any desired facing/formation. May not charge, move, or re. May
attempt to remove FPs in the Rally/Reform phase.
Rally back
Next move, form up a normal move to the rear, facing in the same direction. May not charge or re. May
attempt to remove FPs in the Rally/Reform phase.
Retreat
Next move, retreat a rapid move to the rear, facing away from the enemy. May not charge or re. Rally the
move after that.
Rout
In subsequent moves, rout a rapid move to the rear, facing away from the enemy. After the initial hex of
movement the unit is treated as open order. Continue routing until the unit is safe (see below), when it
may test to recover its morale. If it either fails this test, reaches its dispersal value, or routs o the table, it
disperses and is removed from play. If it passes its morale test, it must rally in the following move.
Pursue
In subsequent moves, pursue the routing unit at rapid speed until the routers either break contact or disperse.
The move after that, the pursuing unit must either rally or rally back.
If a pursuing unit is still in contact when routers leave the table it follows them o and tests morale at the end
of that move. If it fails this test, it disperses in pursuit and is removed from play. If it passes, it must rally (o
table) in the following move, and can then re-enter the table in the same hex the following move.
MORALE
REFORMING
31
RISK TO GENERALS
A FINAL WORD
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INTRODUCTION
PERIOD
BACKGROUND
GROUND
Situation
You are the escort commander for a convoy of supplies
that are destined to be delivered to a signicant
defended town to the west, o the table.
Mission
To move a river-borne convoy through
hostile territory to safety.
Forces
The convoy. The convoy contests of four
barges loaded with supplies.
Four barges of supplies, each crewed by two gures:
Two Danube escort boats; each would have a crew
of 20 men of which 14 were at the bank of seven oars
on each side. In the battle, I used two gures per boat
and kept a paper record of losses from the 20.
Battlegames
33
A scene of calm and tranquillity. The Austrian land-based escort, an escort ship and convoy of barges
on the river. All photos taken live by the author of models and gures in his collection
Coordinating instructions
Prior to the disclosure of any of the enemy (French) forces
on the table, the convoy commander must determine the
deployment of the land-based element. The dismounted
escort enter at point A on move 1, distributed on
either side of the river as the commander wishes.
Situation
The attacker has a cavalry outpost, equivalent to one
squadron of dragoons, at the inside of the fork in the river
at the junction (B). At (C) is a hussar outpost, which can
see the approach to the river fork. In the town (D) are
two battalions of infantry and half a battery of artillery
(one gun). A similar force, with a the remainder of the
dragoons regiment, is o the table some way south of E.
The remaining hussars are o the table to the west of F.
Mission
To destroy or capture the enemy river convoy before it
sails into safer territory (i.e. o the table to the west).
Forces
One regiment
of hussars
One regiment
of dragoons
(dragoons
may operate
dismounted
if the player
desires)
Four
regiments
of infantry
One battery
of two guns
Coordinating instructions
When the Austrian escort and lead boat enter at A on move
1, the dragoons at B will act as ordered and the hussars at
C may move to alert the village at D. The garrison at D (two
regiments of infantry and a half battery of artillery) may not
deploy until alerted by the arrival of the squadron from C.
At the same time, the attackers draw one of three
envelopes, which will determine the move on which his
second force (the remainder of the dragoon regiment,
two regiments of infantry and the other gun) appear at F
marching back to the town D. The three envelopes each
have a dierent move written on a slip of paper in them.
More detail is given in the section on game mechanics.
GAME MECHANICS
A scene from the rst game. The Austrian escort have been overrun by both infantry and dragoons and the gun is in peril. On the water, a barge has run
aground on an island, harassed by re from dismounted dragons on the far side, and the escort ship is making its way past.
34
Battlegames
Hazard
Action
Small
islands
Bridges
Island
divide
Short
range
Medium
range
Long
range
no eect
no eect
no eect
1 casualty
no eect
no eect
1 hit
1 casualty
no eect
no eect
2 hits
3 casualties
1 hit
2 casualties
no hit
1 casualty
3 hits
4 casualties
2 hits
3 casualties
1 hit
2 casualties
4 hits
4 casualties
3 hits
3 casualties
2 hits
2 casualties
POSTSCRIPT
35
In game two, the Austrians concentrated their escort on one side of the river, but sent barges up both rivers at the rst junction. Foundry gures, CSGs boats!
The second game, with chaos on the river. An escort ship is unmasted and sunk, a barge has been sunk and its crew and debris are stranded on the island,
while a further barge and escort ship prepare to run the gauntlet, but Austrian infantry are closing in on the French gun.
36
Battlegames
To boldly go...
37
rth London Wargames Group toured this extremely popular Starship Troopers game around the
shows last year. Here, they were drawing crowds all day at SELWG, Crystal Palace in October 2006..
Battlegames
Recce
Products and services scrutinised by our team
Battlegames strives to give fair, unbiased
and truthful reviews of all products
and services. The views expressed
here are those of the reviewers
concerned, who have been asked to
express their honest opinions.
STRATEGIA E TATTICA
28mm medievals
This pack of four medieval footmen
are of reasonable quality, retailing at
a decent price of 5.00 Euro (roughly
3.50). Each gure is posed dierently,
and arrives with a separate head
and weapon (this pack came with a
two-handed axe, a falchion, and two
studded clubs), allowing for plenty of
variety in your units. Size wise, these
gures t in quite well alongside the
other medieval footmen Ive owned
(Foundry, Black Tree, Qualticast).
Sculpting detail on these gures
is very good in my view nice,
clean sculpts without a lot of extra
detail. This makes the gures easy
to paint (great swathes of detail on
a 28mm miniature look great when
tackled by a competent painter,
but I frequently ounder on it!).
On the down side, one of the heads
appears to be much smaller than the
STRATEGIA E TATTICA
15mm ancients
Oh dear, I feel a bit bad about
this review. I wasnt frothing with
enthusiasm about the Strategia e
Tattica 28mm medievals, and Im
really not too keen on their 15mms.
However, Henry asked me for an
honest review, so here goes.
These gures (SAS2: Sassanid
armoured cavalry and SAM1: Samnite
command) remind me why I stopped
painting 15mm gures and sold my
collection o. The quality is as good
as youll see in most other 15mm
ranges they could stand side-by-side
with the ubiquitous Essex quite easily
(apart from the horses) and the
poses of the gures are pretty standard
(horsemen point their lances in the
air, swordsmen waggle their weapons
about a bit). The sculpting detail is very
good, too. But the proportions of these
gures dont do it for me. The humans
are a bit too cartoony (all heads, hands,
and dumpy bodies and legs), and the
horses, like most wargames horses,
are just not quite right. The horses, in
fact, are smaller than most others Ive
STRATEGIA E TATTICA
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EUREKA MINIATURES
KHAZAD-DUM DRAGON
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LATE ARRIVALS
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All packs not priced are 1.05, and except where stated contain 10 foot.
BR88 8th Army riflemen
BR89 8th Army Thompson smg
BR90 8th Army Bren
BR91 8th Army Vickers MG (2) x3
BR92 8th Army Command
BR93 8th Army Field telephone (5)
BR94 8th Army 3 mortar & crew (3)
BR95 8th Army 2pdr A/T & crew (2) 1.65
BR96 8th Army 6pdr A/T & crew (2) 1.65
BR97 8th Army 25pdr FG & crew + ammo trailer (1) 1.65
BR98 Monty 30p
GR145 DAK riflemen
GR146 DAK riflemen pose 2
GR147 DAK MP40
GR148 DAK MG34 (2) x5
GR149 DAK MG42 (2) x3
GR150 DAK 5cm mortar & crew x3
GR151 DAK 8cm GWR34 mortar & crew x3
GR152 DAK officers
GR153 DAK radio operators (5)
GR154 DAK 75mm IG & crew (2) 1.65
GR155 DAK 8.8cm FLAK 36 - A.T./A.A. & crew (1)1.65
GR156 DAK FLE 105 field gun & crew (1) 1.65
GR157 DAK 150mm IG + crew (2) 1.65
GR158 DAK 37mm A.T. gun + crew (2) 1.65
GR159 DAK PAK38 50mm AT gun + crew (2) 1.65
GR160 DAK PAK40 75mm AT gun + crew (2) 1.65
GR161 DAK Russian 76.2mm FG + crew (2) 1.65
GR162 DAK Rommel and Ramcke 60p
Postage and packing
UK and BFPO 10%, Europe 20%, Rest of the World 30%
P&P UK
1.50
2.00
P&P Europe
2.50
3.00
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48
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