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  • in reply to: Pre-emptive NATO air strikes? #156089
    Stephen Madjanovich
    Participant

    Maybe a self aware computer wants to play a game. Couldn’t resist.

    in reply to: Are there Red Sonja novels? #156027
    Stephen Madjanovich
    Participant

    Check out Wikipedia. There are novels, I am sure they are “modern”. I was wondering if there was a large collection or graphic novel one could use as a basis.

    in reply to: Bob Naismith sci fi figs #155811
    Stephen Madjanovich
    Participant

    Very nice looking. I find myself somewhere on the scale between Tony and Mike H wrt myself doing 3D printing. I have some 3D printed minis in my collection and the quality makes me realize I may have to get into it at some point, but the number of options and what features and sizes I would need are areas I need to learn. I have also learned the process(es?) which produce the fine details, smooth layers, accurate curved surfaces and good surface finishes tend to use materials which are brittle.

    In any case beautiful work. I like that they look like developments of present day equipment taken to future time. Not the dreadful “space marines” I see too much of.

    Pardon my ignorance but can these be printed in different sizes (I game in 15mm)? I have heard some files can and some cannot and it is not the lost detail but the design behind the surface doesn’t scale on some designs.

    in reply to: Five Parsecs from Home 3E First Game! #155367
    Stephen Madjanovich
    Participant

    I was at Modiphius.com. I didn’t see Modiphius.net. They had a lot of discussion threads but I couldn’t find anything on Parsecs. Is .net the discussion group and .com the sales site?

    I THOUGHT I saw March release on the blog. Could be it was May and I just mixed up the M months, sorry.

    in reply to: Five Parsecs from Home 3E First Game! #155335
    Stephen Madjanovich
    Participant

    Well went to the blog. Gonna be published, a month ago, by Modiphius.

    Looked them up on the web and nothing, no posts, any acknowledgement at all. So does this mean they are behind schedule and won’t admit it? You would think searching for Parsecs would get something, as they like discussing all kinds of things. Or is Five Parsecs so small they don’t notice or care?

    Is there more than one Modiphius?

    Is it a dead issue?

    What caught my eye is after it has been “out” a month or so (like now) it will be available from WV as pdf. No joy.

    in reply to: M,m,m, mm, mmm, monster! #154985
    Stephen Madjanovich
    Participant

    When I first saw just the title I though “Yum, monster”. Then I opened the thread. Definitely not Yummy! Kinda looks like it should be on Davie Joneses crew, but on the Nostromo!

    in reply to: Ambush Alley Errata? #154859
    Stephen Madjanovich
    Participant

    I have the same version number. I looked on the Ambush Alley Games site and they list the 2007 edition on their pdf for sale. Version 1.8.3 is copyright 2007 and printed on 2008 so I assume this is the last (latest?) version. So still some “issues” with even this version. So at some point time to create a “new errata” probably (I assume) based on all of our input. If Shawn would be so kind as to add his $0.02 towards this effort, or make it available on the AAG site, or a link to here, that would be great.

    in reply to: Next Question Firepower and Defense Caps #154806
    Stephen Madjanovich
    Participant

    That is firepower. I see that in both. I do not see a defense cap in FoF but it is in AA.

    in reply to: Grenades #154784
    Stephen Madjanovich
    Participant

    So rules for grenade launchers as separate items firing indirect from the rest of a teams direct fire weapons. Here grenade launchers cannot be used against hidden units or ones not in LOS of the team with the only exception being against Hot Spots.

     

    For attacking troops on or reinforcements who come in at that hot spot. Roll an attack as normal except reduce the troop quality die by one level. If the troop quality die would be reduced below D6 that unit cannot employ grenade launchers in indirect fire. So any troops presently within 3″ of the hot spot or any who arrive on it in the next game turn receive 3D attack for each grenade launcher employed. This attack remains until after the next check for reinforcements. If they arrive on this hot spot they are attacked.

    Also with the usual reduction of 2D you can suppress the hot spot with only a single 4+ die roll required to succeed. If the hot spot is suppressed NO REINFORCEMENTS may enter from that hot spot until a game turn without a successful suppression attack has occurred.

     

    I am sure automatic grenade launchers are in the game but I couldn’t find them in the base rules and am not checking everything for now. Treat as above except the number of dice would match what is published elsewhere. Please note the 2D reduction if suppression is attempted still applies.

    in reply to: Grenades #154783
    Stephen Madjanovich
    Participant

    Good stuff there maggico. I think using it as you have it would work for attacks against units out of LOS. How about if you fail with a roll of 1 with any die your team suffers one attack for every 1 rolled!

    Yeah, why not. It simulates that the grenade is throw back. AP:3 works on the assumption about what type of army you play. Regular (D8) or Irregular (D6).

    The intent is not a grenade thrown back but one that might hit something and bounce back towards the person who threw it, hence the need to be over 3″ away.

    in reply to: Next Question Firepower and Defense Caps #154782
    Stephen Madjanovich
    Participant

    Just went through the rulebook and QRS for Force on Force and find no mention of any cap on defense dice. No examples, nothing. So I assume there is no defensive cap like firepower cap.

    in reply to: Ambush Alley QRS? #154781
    Stephen Madjanovich
    Participant

    Found it! Both versions are part of my Ambush Alley rulebook. And not too far apart, one just before the fog of war and asset cards and the other after. Doh!

    in reply to: Next Question Firepower and Defense Caps #154780
    Stephen Madjanovich
    Participant

    Can you give me a location in the rules please?

    in reply to: Ambush Alley QRS? #154778
    Stephen Madjanovich
    Participant

    I have a print out but can’t find it anywhere on my hard drive. It should be here somewhere!

    in reply to: Grenades #154740
    Stephen Madjanovich
    Participant

    Good stuff there maggico. I think using it as you have it would work for attacks against units out of LOS. How about if you fail with a roll of 1 with any die your team suffers one attack for every 1 rolled!

     

    Sorry I can’t find it right now but how does the AP:3 attack work? You roll 3D(?) hitting on your quality die value I assume. For off board artillery that is assumed to be D8 (found that much). So assuming my interpretation is correct combined with maggico’s ideas I propose the following.

    For Hand grenades attacking units out of LOS only (if in LOS they would use regular weapons); Maximum range is optimum.  The team using the hand grenades must number at least 3 functional figures. Since the target(s) are out of LOS you roll one troop quality die type lower (D6 cannot be reduced so D6 troops cannot utilize these rules).   Roll 3 dice for the attack. If the target is under 3″ away, then for every 1 rolled, one attack is made against the team. How does that sound? If the target is over 3″ away failures are ignored.

     

    I have also been thinking grenades could not be used against hidden units as there would be no intel at that level (and to keep them from getting too powerful and effective). However, grenade launchers could be used to attack hot spots. I have to read the rules on suppression as well as attacks (handle like on board mortars but without the need for LOS OR observers as Hot Spots should be suspect areas known to troops) to see how I would go about that.

    in reply to: Looking for 15mm BTR-60s and BMPs #154733
    Stephen Madjanovich
    Participant

    Jim

    Thank you for the alternate but I already bought the QRF ones from Scale  Creep with whom I have done business with before.

    in reply to: Grenades #154702
    Stephen Madjanovich
    Participant

    Yea. I see it as a potential area which needs covering but just how and what effect I am trying to “correct” or cover for I am not sure. Basically you need LOS to attack. So it is against units out of sight. So they would either be harder to hit (no exact position) or would you shoot at any area an enemy may potentially occupy.

    That is why I am asking for ideas as my own thoughts can use some more clarification. Thank you all.

    in reply to: Looking for 15mm BTR-60s and BMPs #154698
    Stephen Madjanovich
    Participant

    Maybe QRF or QRF through Scale Creep Miniatures, maybe less postage that way?

    Yes, that works for me. Thank you both.

    in reply to: Ambush Alley Questions and thoughts #154447
    Stephen Madjanovich
    Participant

    So these will be the last of my attempts to add into the Ambush Alley! rules. I think anything after this could be “just use Force on Force” or similar If people would like seeing my house rules let me know and I will keep posting. At this point I will probably start incorporating bits of other rules sets and might change base aspects of AA so I can’t see that being of benefit or use to others. If someone wants to create a crowdsourced version of AA 2nd edition I would be happy to contribute but keep in mind what I have said above.

    I am writing this for 15mm figures as that is what I use. If you want to use these in another scale I leave it up to the gamers to change the sizes of buildings to reflect that. If you have ideas or input please post here for others to use. As always this is my ideas and interpretations your mileage may vary. I am going to try to lay this document out to match the written rules as in the section title and the original page where rules addressing that aspect of these changes would be located.

    I may repeat myself here as the original of this document included my work on walls. Use the original post as primary as I am only considering buildings in this post.

     

    First I have split buildings into two sizes. Structures approximately the size of a large(ish) single family home and then larger buildings. To differentiate any building larger in both horizontal dimensions than 4″ (10 cm-pick one unit of measure) or higher than 4 storeys including a flat or occupiable roof is considered a large building. The others are just buildings by these rules. A building can be treated as a large building if significant, say a target building or one which has some significance to the scenario requiring more detail or application of some aspect of these rules. Players should be in agreement on this. For simplicity buildings have no underground floors.

    SET UP THE TABLE page 9

    Every large building requires a separate map of each floor of the building either on table or just off for player(s) to place their figures where they are inside that building. It is to be the same size as the model it represents. An area around the inside perimeter of the building 2″ wide defines the area exposed to the exterior forces. The remaining area is called the center and is not exposed nor is the area on one side exposed to external forces on the other side unless they can trace a LOS from one perimeter area to the other without touching the center area.

    Optionally players may add interior details such as walls, furniture, machinery, storage etc. but this is not needed nor covered in these rules.

    PLACE INSURGENT HOT SPOTS page 9

    A hot spot in a multistorey building MUST state which floor it is located. They are always located in the exact center of the center area for large buildings and the center of the model for buildings on that level. Almost always for buildings this will be the ground floor. Large buildings may have subterranean floors designated as the hot spot or the ground level or possibly the roof in the case of helicopter placed troops.

    SET UP REGULAR UNITS
    SET UP INSURGENT UNITS PAGE 10

    Any forces beginning the game or occupying a building during the game are to be placed preferably on the building roof, or if not stable adjacent to that building. They will have a counter or card placed beneath the figures indicating the floor they occupy after movement. Forces occupying a large building are to occupy the map of the appropriate floor.

    UNIT COHESION page 13

    Any forces with a cohesion distance of 2″ may be placed over two adjacent floors. All others must occupy the same floor level.

    LINE OF SIGHT (LOS) page 16

    Forces in a building have 360 vision and weapons coverage with all troops in the building. LOS is not blocked by the building into it or out of it but is blocked through it. It is assumed there is either enough windows or doors or any building in a war zone has sufficient damage to provide openings.

    Forces in a large building have 180 vision and weapons coverage if in an exposed area. The building wall on the side the forces are located defines the base line of the 180 arc. ONE figure in a corner of a large building allows their unit 270 coverage, again with the walls defining the edges. Troops in the centre are out of LOS to forces outside that floor of that large building. LOS can be traced from outside the large building where it is not interrupted by the center.

    LINE OF FIRE (LOF) page 16

    Forces inside a building (either size) who can see or be seen as in LOS above can be attacked. What level of cover the building provides is up to the scenario designer.

    OVERWATCH page 21

    Units in the center of a large building can be placed on overwatch only against other units on that floor of that building. Units in the exposed area of a large building may be placed on overwatch with the same coverage as the LOS rules above. Units in buildings are on 360 overwatch.

    MOVEMENT page 22

    new section

    MOVEMENT INTO, OUT OF OR INSIDE BUILDINGS

    You can freely MOVE UP OR DOWN ONE LEVEL per turn at no movement cost IF YOU ARE ALREADY IN ANY BUILDING. Only a single level and only if you start in the building.

    If you start a turn inside a building you can place the unit anywhere on that floor or an adjacent one.

    If you start a turn inside a large building you can move the unit anywhere within 6″ and up to one level higher or lower.

    Entering a building is covered under house clearing and the rules if the scenario requires it. This should only be scenarios where an insurgent force or forces has the time and inclination to booby trap most structures, think Fallujah, Stalingrad, Berlin, etc.. Local quickly evolving rebels would need time and access to equipment (supplies) to prepare a town or city. Regular forces can and will do so but again only if the built up area is abandoned and they have the time and supplies. For most scenarios you should treat all buildings as accessible and open.

    Units exiting any building exit on the ground floor. If the scenario calls for it sewers may be accessed from any subterranean level. Also any building connecting another allows movement between them on any floor levels (including roofs) they share.

    A regular unit may spend an entire turn’s movement to climb one storey of building, wall or cliff face.

    RAPID MOVEMENT page 22

    May only occur in large buildings. Still only one floor, up or down, can be traversed between.

    OUT OF CONTACT MOVEMENT page 22

    May only occur in the center of large buildings. Each level climbed or descended counts as 2″ of movement.

    FIRE COMBAT: COVER DICE page 24

    Units in buildings are treated just like in the LOS rules above. If they cannot be seen they cannot be attacked. If they cannot see they cannot attack.

    OPTIMUM RANGE page 26

    Units can attack up or down ONE level and only if inside the same building (or connected ones on the same level). Units in buildings are always at optimum range. Units is a large building use the regular rules except if at different levels add 2″ to range.

    CLOSE ASSAULTS page 33

    Close assaults in large buildings must be in a straight line and cannot cross a center but can to to or from a center.

    Please let me know if I missed possible applications of rules for buildings or if you don’t agree with my interpretations. If you disagree be prepared to defend based on the rules please. If you disagree please show where in the rules I made a mistake.

     

    in reply to: Scenario 2 Ambush Alley #154358
    Stephen Madjanovich
    Participant

    In the vein of AA and FoF I would like to have just one solution, and a simple one, for possible situations. Not ideal but not trying to make too much out of this.

    in reply to: Ambush Alley Questions and thoughts #154350
    Stephen Madjanovich
    Participant

    Please revisit my thread on scenario 2 as I put some of this thread’s discussion into that one. Thank you.

    in reply to: Scenario 2 Ambush Alley #154349
    Stephen Madjanovich
    Participant

    When I played the first scenario I thought if the insurgents retook the hot spot it would come to life again. Reading the rules after the game I found no such thing.

    Thanks for the link. I just bought a bunch of built HO train buildings off a guy so will be fine for most structures. I also bought a lot of basswood sheet in order to make theater and period specific buildings based on some 6mm African structures I bought off Irishserb about a year ago. Just make everything 3x the size.

    I am working up a basic set of rules for a little more detail covering buildings. See may earlier posts. One aspect I would like opinions on;

    When I played scenario 2 I assumed troops could be placed in structures in such a way they would be out of LOS from either any direction (holed up in the center of the building away from doors and windows) or from a general direction (again holed up away from doors and windows but this time on one side of the building). Quickly looking at the appropriate section of FoF the gist of the rules as written is everything inside a small(ish) building is visible and attackable from all sides at all times as well as being able to return fire and sight.

    So which do people prefer, some rules to allow for full cover under certain conditions and limitations or every building is a glass block?

    Please note that I consider these buildings to be up to large single family homes, small (up to 4 unit) apartment buildings, offices, stores, factories, etc. with footprints of say 40 to 60 feet per side maximum.

    FoF gets into much more detail involving demolitions, breaching etc. which I will not be addressing until later. I am still looking more at adding to Ambush Alley! and not switching to FoF at this point, if ever. Thank you for any and all feedback as my intent is to provide solutions that many of us can use, not just for me.

    in reply to: Ambush Alley Questions and thoughts #154331
    Stephen Madjanovich
    Participant

    Here is my attempt at introducing more detailed rules for walls in Ambush Alley!

     

    Expanded rules for walls in cover and movement.

    These rules are applied to Line of Sight and Line of Fire, pages 16 and 17.

    Walls which are less than man height still provide cover under the following conditions.
    The firer and target are on the same level.
    The firer is one level higher (storey in a building or about 10 feet or 3 meters of hill, etc.) and the wall is closer to the target than the firer.
    The firer is more than one level higher and the target is 1″ or less behind the wall.

    Walls which are about man height to a storey high provide cover;
    if the target and firer are on the same level.
    if the firer is one level higher and the wall is two thirds of the way from the target to the firer. (so a target 12″ from the firer is protected if the wall is up to and including 8″ away from the target.
    if the firer is above one level higher than the target and the target is 2″ or less behind the wall.

    Add the following to Movement, pages 22 and 23.

    Walls which are less than man height cost 2″ of movement to cross.
    To cross walls man height to one storey high require regulars to start adjacent to the wall, spend their entire movement allowance climbing over the wall and end that turn adjacent to and on the opposite side of the wall.
    A regular unit may spend an entire turn’s movement to climb one storey of building, wall or cliff face.

    Cover (p25 under cover dice)

    A regular unit may treat a soft skin vehicle as providing “In cover” level of defense.

    in reply to: Project Slow Burn #154327
    Stephen Madjanovich
    Participant

    Gems!

    in reply to: Project Slow Burn #154301
    Stephen Madjanovich
    Participant

    Ooohh, here we go again. Whee!

    in reply to: Alien Blobs #153993
    Stephen Madjanovich
    Participant

    Excellent work guys.

    Thanks for the link Dan.

    in reply to: Ambush Alley Questions and thoughts #153881
    Stephen Madjanovich
    Participant

    maggico

    Thanks for the post. I looked it up (been doing other things lately including too much Youtube) and it is located under terrain, buildings in FoF. I looked in some of the other seemingly appropriate supplements but nothing to contradict FoF.

    So, in my interpretation, you can freely MOVE UP OR DOWN ONE LEVEL per turn at no movement cost IF YOU ARE ALREADY IN A BUILDING (my emphasis). Not as bad as I feared, only a single level and only if you start in the building. So for most houses, offices, apartments and smaller factories or warehouses I can see you moving anywhere in the building or anywhere and up or down a level. Entering a building is covered under house clearing and the rules (elsewhere?) state something like you have 360 vision and weapons coverage with all troops in the building. It is assumed there is either enough windows or doors or any building in a war zone has sufficient damage to provide openings.

    I still will make house rules to allow you to “climb” levels (ropes or unaided climbing) and move over walls or other obstructions of various heights.

    in reply to: Alien Blobs #153880
    Stephen Madjanovich
    Participant

    Cloudy pink blobs may (your opinion since we haven’t seen the result) appear closer to the appearance of the movie ones. My teen son informs me that it starts the movie clear and as it absorbs more people/food it got both redder and cloudier. Again food for thought.

    Love the snail shells and the ideas that have grown from them.

    in reply to: Alien Blobs #153876
    Stephen Madjanovich
    Participant

    Kinda looks like a scorpion dissolving…

    in reply to: Alien Blobs #153834
    Stephen Madjanovich
    Participant

    I have to agree with Patrice (I just hate being a “me too” poster) I think you hit that one out of the ball park!

    So, use them for a Star Trek away mission (from TOS, I don’t know all the episode names), or an alternate alien for your colonial marines to have a bug hunt with? Another idea which flitted trough my mind is a zombie game variant crossed with the Steve McQueen Blob movie.

    in reply to: 3D Printing Experiments #153546
    Stephen Madjanovich
    Participant

    Frankly what Mr Average said. I like the “heft” of metal. No real benefit (for me) over plastic except my 47+ years old collection started with metal and is still 99% such. Very much like my Lionel trains, the ones cast from metal (steam engines) from the ’40s to early ’60s “feel” higher quality than the plastic bodied ones from more recent. Even though the ones from the ’70s and ’80s were more detailed or accurate.

    in reply to: The Genesis of Junta #153449
    Stephen Madjanovich
    Participant

    Vincent

    Thank you so very much for this game. I have two copies of the very first printing (one which I picked up back then and another I came across when another similarly aged gamer was downsizing). Far and away my most played game. Probably put 4 to 6 games a year on it. I have a recent version but never brought it out. I feel like I should be duplicating the guys in Wayne’s World, prostrating myself and chanting “I am not worthy”.

    BTW I have also been collecting suitable 6mm figures and buildings so as to bring the game to the miniatures table.

    in reply to: For Sale: 6mm Junker scenery (Anshan) #151193
    Stephen Madjanovich
    Participant

    Did this sell?

    in reply to: Ambush Alley Questions and thoughts #151017
    Stephen Madjanovich
    Participant

    Great. Thank you for showing where you got it from. Mine is totally my opinion. I searched FoF but didn’t see it. I wonder if it was changed or detailed more in one of the supplements(?) like Fallujah, as that one deals (I assume) with combat in urban areas.

    in reply to: Ambush Alley Questions and thoughts #151002
    Stephen Madjanovich
    Participant

    How far does a unit move vertically?

    I assume that the team move the distance at tactical speed (6″), then if the roof is at 6″ from the ground, then the team is on the roof.

    I have been thinking hard on this one for the last while and decided on “house ruling” the following.

    A unit which starts a turn adjacent to a building or wall takes an entire turn to “climb” one level if stairs are not present. If a unit has access to stairs (either interior or exterior) every level of change in (or on) a building takes half a turn of movement and, units can only move at cautious rate the turn they use stairs. So to go up (or down) one level takes 3″ of movement.

    Does this occur before the results of the fire take effect?

    I use to make this check before, then apply the result of the fire and, last, apply the total result. Then if my unit fail the morale check, don’t start to be shaken until the effects of the fire are applied.

    Personally I like the idea that irregular units which come under fire as a result of interruptions may immediately be forced to abandon any further action or be subject to casualties but forced to pull back has a “good feel” to it, it seems the consensus (here and in Just Jack’s Ambush Alley thread) is those units would still be subject to the effects of that fire. So even if a leaderless insurgent unit fails it’s first morale check (by coming under fire at all) it still takes casualties from that fire even if it immediately is shaken.

     

    I think I should also mention I play in 15mm so each story would be about 1″ high. I also am assuming any building in the scenarios (unless otherwise stated) will only be a single story high.

    Similarly walls high enough to cover a person require a turn to climb and get over. So you would start adjacent to a wall then end the movement for the turn on the opposite side. Shorter walls, enough to give cover take half a turn’s movement. So you could start 3″ away from a short wall and end movement adjacent to the other side or alternatively start adjacent to a wall, cross it and still be able to move 3″.

     

    Again all these are my “house rules” as none of these seem to be addressed in AA, or FoF that I can see. If it is addressed in FoF please send me to the right place as if I am making up things not in AA but in FoF (or Tomorrow’s War), or any of the supplements, and I would rather import from an existing rule (especially based on the assumption I will be using FoF in future). Thank you all for your feedback and thoughts.

    in reply to: Ambush Alley Questions #151001
    Stephen Madjanovich
    Participant

    No apologies needed. Thank you for all the feedback. Also thank you for seeing how FoF works as opposed to AA.

    It seems there are quite a few changes, mostly minor, wrt to AA. I can see when I make the transition I have to keep on target very closely.

    in reply to: Ambush Alley Questions #150984
    Stephen Madjanovich
    Participant

    Please point me to where you see this. I have looked everywhere in Ambush Alley. Both QRSs, basic definitions, mixed units with leaders, leaders, interruptions, fire combat, close assault, MORALE (a leader in an insurgent unit would roll THEIR morale die size for themselves but the rest of the unit rolls their own morale die size) and the solo game rules.

    I do not see any effect of insurgent leaders in morale checks, except their presence means insurgents do not take morale checks for being fired upon. You still use the insurgent quality with no modifiers for the leader’s presence.

     

    Perhaps this is from Force on Force or even Tomorrow’s War. Please no offence I want to transition to FoF so knowing what is coming is good. But I am playing AA now and want to get it “right”. I know a lot is not covered, and some will be changed with FoF (such as number of base defense dice is based on number of attacker’s dice not just defenders unit size) but I see AA as an easy intro to the system. I have FoF and it could be laid out better, that is why I am starting with AA. I also have FoF simplified and think AA is the better intro for me. Thank you for any and all assistance.

    in reply to: Ambush Alley Questions #150954
    Stephen Madjanovich
    Participant

    Just reviewing this thread and have the following question for Ambush Alley.

    (quote Just Jack)Another question: if an Insurgent group is TQ6 but has a TQ8 Leader, it makes the Interrupt Test with D8, right? That’s how I’ve been playing it.

    I can’t find this, using leader’s TQ on interruption tests vs the unit’s TQ. Anywhere?

     

    in reply to: Source for 6mm, 1/300 Helicopter Rotor Discs #150926
    Stephen Madjanovich
    Participant

    I bought a few sets off this company a couple years ago. They show nothing available but maybe you can contact them. I seem to remember another internet site. Not much to go on but……..

    https://www.ebay.co.uk/usr/lazerlinedesigns

    in reply to: Heroics and Ros 8th Army #150839
    Stephen Madjanovich
    Participant

    Here is the best picture. If you want anything specific let me know and I will try.

    Basically guys in shorts with helmets. As I said I bought these decades ago. I also do not know if the support were separate then or part of the package. If you really want to know I can look it up in old catalogs. Many older figures or ranges have been updated recently so your mileage may vary. In case it is not clear the infantry strips consist of 7 guys with Lee Enfield’s and one with an SMG (Thompson or Sten?) Support weapons  strips are 1 with mine detector, three guys and a mortar (2 loaders and one spotter) and the second strip has a HMG (Vickers(?)) with a separate ammo handler, A standing spotter, an officer and a radio signals operator. Hope this helps.Every type of H&R 8th Army I have

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