Welcome to Cold War Gamer, a blog I am using to record my Cold War wargaming projects. These range from fictitious Cold War hot projects to historical conflicts that took place around the globe throughout the Cold War era, all modelled and gamed in 20mm. The blog includes links to various resources useful to the Cold War Gamer.

My current projects include: Central Front; British & Soviet. South African Border War; Angolans and South Africans. Soviet Afghan War; Soviets and Afghans
Showing posts with label Terrain. Show all posts
Showing posts with label Terrain. Show all posts

Tuesday, 23 June 2015

Terrain - The African Bush of the Angolan Border


The sparsely populated African bush was both the backdrop for the South African Border War and the geography that shaped the development of the SADF war fighting doctrine and the design of the vehicles that they used to execute it.  Their wheeled vehicles that formed the flying column of operation Savannah and many of the later cross border operations of the war had a profound effect on modern doctrine, force structues and vehicle design that now underpins the operating concepts of a variety of wheeled formations fielded by a number of the worlds major powers including the US and China.



Represening both the visual and military impact of the African bush is a key component to gaming this Cold War conflict effectivly.  In many respects it is the impact of terrain and environment on the conflict that marks it apart from the Central Front in Europe.   With that in mind I set out to generate a view of what terrain components I would need to represent and recreate this unforgiving environment effectively on the table top.



The key elements seem to be:
  • A lack of roads and tracks
  • The flatness of the terrain
  • The impact on both visibility and manoeuvre of the shrubs and trees that comprised the  bush
  • The seasonality which drove both the operational cycle and the look of the terrain from dry arid to wet green, lush and boggy. 
  • The limited settlement and impact of man
The ground overwhich the conflict was fought sits within the tropics and the environment can broadly be categorised as tropical savanna.  When you use that word it tends to conjour up a view of rolling grass land but it actual covers a variety of eco systems ranging from open grass land to dense woodland and just about everything in between.  Unlike central europe the dominant driver in Africas sparsley populated open spaces is less likely to be man and more likly to be fire, the local geology the season and the grazing population.



Wikipedias entry on tropical and sub tropical grasslands provides links through to a range of eco systems that sit within this area and searching against a range of the terms will lead to an appropriate set of picuters being delivered.  Equally study of the terrain in the background to the images of the war is also useful as well as looking at what the modern tourist uploads to google earth.

I believe their are a number of features worth including for the table top representation of these environments both for their impact on the game and to set the context for conflict in Namibia and Angola these are:
  • Low bush
  • High bush
  • Shonnas
  • Roads
  • Waterholes
  • Rivers
  • Bridges
  • Termite Mounds
  • Krals 
  • Koppie
low Bush - Within the immages and the deffininitions of tropical savannah you end up with a variety of vegitation patterns that will affect game play.  The grasses seen in the picture above  and in the bottom of the two below may provide concealment in the prone position.  Whilst the low bush which contains a variety of scruby and often thorny 4" to 6" plants will affect visibility and can conceal both standing figures and smaller vehicles such as Elands and T-54/55. Higher vehicles, Ratels Buffels and Caspirs would be less affected.



High Bush - For my terrain definitions high bush starts to introduce trees these can be sparsly scattered amoungs low bush where the imact is marginal other than astheic. As the density increases they should affect visibility and manoeuvre, at the upper end they become woodland.  Prior to becoming a wood their impact could be to impose a maximum engagement range and speed, which would reflect the fact that you need to work your way through them even in armoured vehicles.  Regaurdless of season their always seems to be quite a high degree of dead material which would also need representation.






Shonnas - I could find no formal definition of Shonnas they are described in a number of texts as open areas, which I have assumed were free of Bush cover, the two pictures below illustrate what this might look like.  They also seemed to be associated with soft sand and boggy ground around rivers and streams so could come with game effects around probability of bogging in.




Roads - what passes as a road in the African bush can cover a variety of options from vehicle trafficed unmade tracks through to more familiar tarmaced roads.  from a review of maps and immages they do seem to have a tendancy to run straight probably due to limited obsticles to dodge.







Waterholes - these dont really affect the action but can break up an otherwise  uniform terrain and provide some African context.  Having said that you'd rather expect the grazing population to "do one" as soon as the shooting started.


Rivers and Streams Were generally few and far between in the operational area, but dominated manoeuvre in the battles fought in the clossing stages of the War around Cuito Cuineval around which the action of Operations Modular and Hooper played out.   They could play a significant role in shaping both manouver and the contact points between the forces due to the limited crossing points and this is born out in a number of texts on the war.  Significant areas of reduced mobility including boggy and flooded ground could extend the crossing problems particularly in the wet season. 


Bridges - Bridges are bridges the world over but for my African games I think I am looking for a couple of types.  The Ex military Baily bridge and the simple concrete or wooden bridge are both fairly evocative of the third world.



Termite Mounds - One of the few tactical significant insects is the termite, the mounds are large, can provide cover and in a broadly flat terrain offer a vantage point for dismounted troops, they are mentioned in a number of texts and seem worthy of representation. Not sure whether the ocupants object to people standing on their homes or indeed shooting them up.


krals - are traditional small scale settlements scattered around the area.  They incorperated a degree of protection for a family group or indeed small group of families.  As with all things in the modern age these could be of all traditional construction or mixing traditional building methods with more modern materials.  Equally the lifestyles of the occupants could be traditonal or mixed.  In gameing terms these can represent an activity focus for patrols or just form part of the more general terrain.




Koppie - an isolated rock outcrop or small hill common on the affrican veldt less common in the Southern Angolan operational area from most of the literature I have consumed to date.  They always struck me as an interesting idea for a terrain feature. 


Clearly a variety of terrain types were fought over and a range of terain components are needed to  create a representation on the table top to represent the environments and ground that was fought over.


Topographic Maps, oddly enough as the Border war was fought at the back end of the Cold War both the US and the Soviets developed fairly extensive mapping of the area. The maps are available to download free or at low cost on line.  Mapstore one of the pay to download services offers an excellent preview capability which might be good enough and is very easy to navigate to specific locations if you have a rough idea of where they are.  Examination of this data can give you a good general feel for the topography either generally or for specific battle sites.



The Soviet Maps take a little more effort to work out where you are but once you have cracked that their 1:200,000 Maps have quite a reasonable level of detail, a quick purusal is enough to understand, its flat, the road/track network is sparce and major rivers are a potential problem.


The US Maps are a little easier to use however at 1:250,000 the coverage is less good and they are a 1973 survey as opposed to a 1980 survey, not that I suspect a lot changed in the bush in 7 years. Both the US and Soviet Map sets can be found and downloaded I find the pay to use sites are slightly better organised and easier to find and use.  The charges are relativly low with individual sheets for $1, whole sets tend to come in at $10-$15.  Soviet Map coverage of the central front from the same source is also very good.

I must add that I have never been to any of these place and that my experience of them has been derived from reading, reviewing immages and looking at maps.  If any with more physical experience of environment have views on what aspects of the bush impacted the fighting and should be represented in a gameing context please feel free to contribute. The next couple of posts in this series will focus on towns and villages with a look at building styles as well as examening how to build the terrain to acheive the requiered table top effect.

References:

On Line:
Mapstore Topographic Maps of Angola
Blueplanet Biomes
BBC Savvana Grasslands
Wikkipedia Sub Tropical Savvana
Angolan Moepane Woodland

Books:
The SADF Border War 1966-1989, L Scholtz



Saturday, 11 January 2014

Review - Book, Confrontation, The Strategic Geography of NATO and the Warsaw Pact



I picked up on this books existence from a TMP thread, if your interested in wargaming the cold war this is an invaluable reference, why? Put simply gaming a war that never happened is an easy thing to do in a trivial way but requires a level of involved study if it is to be in any way a recognisable representation of the conflict in question. For this you need to understand:
  • force composition
  • force quality
  • force doctrine
  • equipment
  • force quality, equipment, organisational and doctrinal evolution against time
  • the political context and its evolution
  • the geographical context


whilst items 1-5 are covered to a level in many references the geographical context is generally poorly understood and poorly discused. In this book Hugh Faringdon not only sets out to analyse the geopolitical nature of the Cold War against a range of well understood Geo political models which he does in part 1, the basics of Security and `war, he also examines the detailed nature of the Terrain across the Central Front.

In part 2 The Map of Confrontation, he looks at the specifics of the conflict the two superpowers their associated alliances, the regional areas of potential conflict and the effects of the geography on the nature of the conflict. Why is this important well its a comprehensive independent analysis of the force distribution composition and the effects of the physical and social geography on operations. This is examined from the perspective of the current operational plan and deployment and from the perspective of History, primarily world war 2. In this he provides a wealth of understanding of terrain, its impact and the deployments together with a range of very useful maps.



why should you be interested in this as a war gamer, well in one fairly inexpensive volume he succinctly summarises what must amount to years of geographical, historical and contemporary military and political analysis. This book was written in 1986 and was based on information available at the time so like all models some of this will be wrong but it provides a readily digestible framework against which cold war games and campaigns can be framed and can save a lot of effort studying maps and google earth to pick the right spot for the game.



the first two scenarios I penned took a degree of study of the ground against the operational context to find places that would allow me to explore the nature of the operational and doctrinal activity that I wanted to develop. With this volume it was a matter of reading to identify location and deployment and understand the potential impacts a significantly reduced work load.

quite simply a gem, as ever its not that digestible cover to cover but once you have familiarised yourself with what it has to offer it will remain an invaluable reference for an eternity. If you are into scenario generation and want to understand the geographical context to the operations you are creating this is a gem of a book. If your games are based on points values and imaginary terrain it is not for you. A great buy if you can find a decent second hand copy below £13.

Confrontation, The Strategic Geography of NATO and the Warsaw Pact @ Amazon

Other Book Reviews:

Review - Book, Mil Mi 8/Mi - 17 Rotary Wing Work Horse and War Horse
Review - Book, A History of Soviet Airborne Forces 
Review - Book, Soviet Tactical Aviation
A History of Soviet Airborne Forces
Soviet Tactical Aviation
Armies of NATO's Central Front
Red Thrust, Central Front
The Soviet Afghan War, How a Super Power Fought and Lost
Weapons and Tactics of the Soviet Army
Soviet Air Land Battle Tactics
The Military Balance
Encyclopaedia of the Modern British Army
The Soviet Conduct of Tactical Manoeuvre
First Clash
The Third World War
The British Army in Germany

The Cold War Bookstore contains links to over 60 Cold War titles covered in my book list






Tuesday, 22 January 2013

Terrain - Modern Utilities and Infrastructure

Part of the Modern landscape is created by a variety of distribution and utility services, these range from petrol for vehicles, electricity distribution and generation, water and water treatment, telephony mobile and fixed, radio and telivision all of which have impacted on the landscape.  This post looks at Power, Water and Petrol with the production of a Water Tower, Petrol Station and a bunch of electricity pylons and telegraph poles.




These pictures provided the inspiration for the Petrol Station and the Water Tower.  Both of which were scratch built.



As can be seen from these pictures the Water Tower is made from some old favourites in the junk modeling world, a Yogurt Pot and the card board centre from a roll of Kitchen Paper. Both of which required fairly significant work to disguise there origins. The initial attempts at this seen in the picture above involved building some detail onto the smooth surfaces with cardboard and plasticard and then trying to change the surface texture using wall filler.  This still left me with a yogurt pot or more accurately creme fresh pot sitting on a less obvious long toilet roll.


In the end the trick proved to be rounding out some of the hard edges under the lid around the top and between the pot and the toilet roll.  which I thought created a more convincing effect.  Bizarly the original inspiration looked more like the yogurt pot on the toilet roll. The guard rail around the top was added using brass rod and wire.


The Water Tower was then painted "white" in Ocher tones and mounted on an MDF base. 


The Garage was built more in line with the techniques described for the other buildings that I have covered in this series of posts.  An MDF Hard board base onto which was mounted the petrol pumps, building and raised flower bed.  The buildings windows were plasticard with frames built from Plastic strip whilst the walls were constructed from molded plastic sheets.  The cover over the refuling area is MDF edged with plasticard and the small walls were built from strips of Foam core covered in wall filler.  The Garage represents a small filling station and was built under scale to keep the foot print down to a manageable size.




The building and pumps were painted "white" in grey tones and the fore court Grey overwashed with lighter tones and finally weathered with Kahki washes.  



The pylons were Hornbys rather expensive offering and whilst not really representative of pylons in Europe do add a distinctively modern flavour to any game, they have been based on MDF and whilst the base has been painted the pylons are not.




The Car park is another MDF Foam core offering with the surface detail just painted on.  I have an intent to do something similar but a little bigger with more features in the parking area.  You can never have too many car parks and they add usefull areas of grey to built up areas.  The Telegraph poles are Dapol and based on coins.




In addition to the major terrain pieces I have a range of what I call micro terrain designed to create a bit of character these range from the tin outhouses/sheds through to wheely bins from hornby mounted on coins to ground dumped containers and a range of small utility huts and roof detail that can sit on or alongside other structures.  The pavements and low ground cover are used to edge roads around built up areas and help to define the extent of the "Urban" space.

Other Posts in this Series: