
As discussed in the previous articles here, here and here, I decided last year to do a demo game based on the controversial 1978 Cassinga Raid, which was an early engagement in South Africa’s ‘Border War’ in Angola. I took it to Warfare 2019 in Reading last November, where it won the trophy for Best Demo Game and I’ll be taking it to two more shows in 2020 – Partizan 2020 in Newark in May and Crusade 2020 in Penarth, which takes place in two weeks, on Saturday 25th January.
I don’t yet have any players for either show, so let me know if you want to come and play! 🙂
The game is designed for Battlefront: First Echelon, which is my own long-in-development Cold War variant of Battlefront: WWII by Fire & Fury Games. However, this scenario (and indeed much of the Border War) is so low-tech that the Battlefront: WWII rules can be used as they are, using the appropriate unit cards and scenario rules (see below).
So as I haven’t posted it yet, here’s the full scenario:
The Cassinga Raid, 4th May 1978
Historical Overview
The Angolan Civil War began in 1975 following the sudden end of Portuguese colonial rule in the country and the subsequent scramble for power by various rival independence movements. The Soviet Union and Cuba were very quick to throw their political and military backing behind the People’s Movement for the Liberation of Angola (MPLA) faction, who quickly defeated their US and South African-backed FNLA and UNITA rivals to become the de facto Angolan Government.
The MPLA soon began providing other African liberation movements with bases, protection and logistical support; most notably for the South-West African People’s Organisation (SWAPO) and its military arm, the People’s Liberation Army of Namibia (PLAN). SWAPO-PLAN rapidly began training guerrillas and launching raids across the border into South-West Africa (modern-day Namibia), which had been ruled by South Africa since the end of WW1.
By 1978 the South African Government decided that it could not tolerate any further attacks and ordered the South African Defence Force (SADF) to mount a limited strike into Angola, with the intention of destroying SWAPO-PLAN’s bases and thus preventing further raids.
Two mechanised spearheads of the SADF’s Operation REINDEER would strike at SWAPO-PLAN forward bases near the border, but the third spearhead would be a parachute assault on Objective ALPHA, which was SWAPO-PLAN’s main headquarters and training base at ‘Camp Moscow’ (the former mining settlement of Cassinga). This assault succeeded by the skin of its teeth, with the paras completing their objective and extracting by helicopter just as a Cuban armoured relief column arrived to oppose them.
From a military standpoint, the Cassinga Raid proved to be highly effective (despite some extremely shoddy planning and potentially disastrous decisions) and SWAPO-PLAN operations reduced markedly during the following year. However, it was politically disastrous for South Africa, being reported internationally as a deliberate attack on a refugee camp and as a ‘massacre of the innocents’.
Regardless of the controversies, the raid makes a very interesting tactical situation and we have based our scenario primarily on the dissertation by General Edward McGill Alexander, which seems to be the most balanced and comprehensive account of the battle produced to date.
Briefing for Colonel Jan Breytenbach, Commanding Officer, SADF Composite Parachute Battalion
Situation
The increased level of SWAPO-PLAN terrorist raids from Angola into South West Africa has become intolerable to the government and a limited offensive, code-named Operation REINDEER has been put in motion to seek out and destroy SWAPO-PLAN within their Angolan safe-havens. Two of the three battlegroups taking part in the operation will be ground-based, but the newly-created 44 Parachute Brigade has been tasked with forming the third element of the operation; taking the fight to the enemy deep within Angola.
You have assembled a Composite Parachute Battalion from the Citizen’s Force reservist 2 & 3 Para Battalions, leavened with a sprinkling of regulars from 1 Para Battalion. This will be inserted by parachute onto the SWAPO-PLAN base, designated Objective ALPHA (the former iron ore mine of Cassinga) and will then be extracted by helicopter. The SAAF promises that there will be ample close air support for the assault. The construction of a nearby SA-3 SAM site means that this type of operation will probably not be possible in the future, so you need to get the job done.
Mission
Your Composite Parachute Battalion is to assault the SWAPO-PLAN base at Cassinga, with the intention of inflicting maximum personnel and material losses on the enemy.
Execution – General Outline
The battalion will comprise a tactical headquarters, four understrength rifle companies, two independent rifle platoons, a mortar platoon and an anti-tank platoon, plus an airborne reserve consisting of a reinforced rifle company (see Order of Battle below).
Following electronic jamming and a preparatory air bombardment by the SAAF, the battalion will jump from C-130 Hercules and C-160 Transall aircraft onto their designated DZs surrounding Objective ALPHA (see DZ Map below) and will assault the objective to achieve the Mission. The Battalion will then extract by helicopter in two or three lifts as necessary, from the designated Helicopter Landing Zones (see LZ Map below).
Aside from those Cuban and other foreign advisors involved in training SWAPO, you are wherever possible, to avoid direct confrontation with FAPLA (Angolan Armed Forces), Cuban or other non-SWAPO military units. There is a Cuban armoured battlegroup at Tetchamutete (only 15km to the south), consisting of a company of T-34 tanks and several companies of armoured infantry, but we are hoping that the SAAF jamming effort will restrict their ability to respond effectively to our operation.

Execution – Detailed Tasks
The sub-unit taskings are:
• A & B Companies, with the Battalion Headquarters and Mortar Platoon, will drop to the west and will directly assault the objective.
• C Company will drop to the east of the objective and will establish a stop-line to prevent enemy forces from escaping in that direction.
• D Company (-), with the Anti-Tank Platoon, will drop to the south of the objective and take the SWAPO Engineer Compound at the southern end of the town before establishing a stop-line to prevent escape, as well as to prevent any intervention from the Cuban garrison at Tetchamutete.
• E Company is the airborne reserve and will remain on board its C-160 Transall aircraft until called in to reinforce the operation.
• 11 Independent Platoon will land to the north of the objective and will assault the tented training camp before rendezvousing with the battalion.
• 9 Independent Platoon will land to the north of the objective and will assault a complex of brick buildings, thought to be the Cuban advisors’ accommodation, before establishing a stop-line to prevent escape along the road to the north.
• Further paratroops and a medical team are being deployed to defend the Helicopter Admin Area, which has been established deep in the Bush and well away from any enemy forces.
• We estimate that it will take two hours (8 turns) to subdue the SWAPO-PLAN garrison, retrieve documents and prisoners and destroy defensive weapons and structures. The first helicopter lift is therefore planned for 1000hrs (Turn 8).
Preparatory South African Air Attacks
During the Close Air support Phase of the South African Turn 1, the South African player will conduct a series of pre-planned air attacks on Cassinga. These will happen automatically and there is no Call For Fire roll to bring these in. There will also be no SWAPO AA fire:
1. A formation of Canberra bombers will conduct an ‘Alpha-Bomb’ attack on the centre of Cassinga, timed to catch the bulk of the SWAPO personnel at the daily morning parade on the parade-ground. These were hundreds of spherical, basket-ball sized fragmentation bombs, which would arm on impact, then bounce back up and explode at approximately 10 feet from the ground. Historically this attack probably caused the majority of casualties on the day. The beaten zone for the Alpha-Bombs is 4x Large IDF Templates wide by 4x Large IDF Templates deep (500x800m), centred on the road-junction in the centre of the town and aligned along the north-south main road. This should completely encompass the parade-ground and a lot more besides. All SWAPO units within this beaten zone will be attacked with an air-to-ground modifier of +3. Units within Built-Up-Sectors, Bunkers and Trenches will gain an additional -1 cover modifier on top of their normal cover modifier, as these are light fragmentation weapons with little penetrative effect.
2. Two Buccaneer ground-attack aircraft will attack the tented training camp and one of the identified AA sites (player’s choice) with bombs. These aircraft may return in Turn 2 to make a second attack on these targets (which does not require an Air Support roll), or any target identified by the Forward Air Controllers (this DOES require a Call For Fire roll). The Buccaneer attacks may not overlap the Canberra attack. The Buccaneers will return to base at the end of Turn 2.
3. Once the Canberras and Buccaneers have made their initial strikes, a single Mirage III may perform a single strafing run on any target (for this attack they do not need to be spotted and an Air Support roll is not required). Note that the Mirage attack may in this instance overlap the Canberra or Buccaneer attacks and may therefore exploit any previous Disorder caused by the previous attacks. The Mirage will then return to base.
Parachute Drop Procedure
Each South African Manoeuvre Element (ME – a Company, Independent Platoon or Battlegroup HQ) is allocated to a pre-determined Drop Zone (DZ), in accordance with the mission plan. These DZs may not be changed.
Every ‘unit’ (i.e. individual troop-stand) in each South African ME is represented by a Drop Marker made of thin card or heavy paper (normal printer-paper is a bit too light for the job!) and matching the base-size of each unit. The Drop Marker must display exactly what the unit type is and which ME it belongs to, exactly matching the order of battle.
Each ME’s Drop Markers are then arranged in a single row, along a 12-inch ruler, representing the ‘stick’ of paratroops. The order of troops within the stick is entirely up to the South African player.
Once the initial air attacks on Cassinga have been completed (see above), hold another 12-inch ruler or dowel (or one of my flight-stands) vertically in the centre of a DZ and place the ruler holding the appropriate ME ‘stick’ across the top of it, to make a ‘T’. Each ‘stick’ of Paras must be aligned north-south.
As an extra challenge, the umpire may decide to double the drop-height, due to the historically scattered drops by all except C Company and 9 Independent Platoon.
Then flip the ruler over to drop the paras onto the DZ.
Once all Drop Markers have been dropped, roll on the Bail-Out Table for each marker, using the following modifiers:
+0 Landed within 1 inch of an undisordered enemy Troop or Gun unit.
+1 Landed in a River, Pond or off the table.†‡
+2 Landed on Woodland, Swamp, Built-Up Sector*, Wall*, Hedge*, Trenches*, Bunker* or if the marker is hung up on a tree model in Bush terrain.
+3 Landed in Bush, Clear terrain or on a Road or Path.
* If a Drop Marker lands on or touching a BUS, Trench or Bunker, it is placed immediately adjacent to that feature and outside it (i.e. it will not drop immediately into field defences!). If a Drop Marker lands on a wall or hedge it must be placed immediately adjacent to that feature, on whichever side the majority of the marker landed.
† For a bit of devilish amusement, my terrain includes a crocodile lurking in one of the water-features… Any unit landing on the crocodile is instantly KOd and any unit landing within 1 inch of it suffers the +0 landing modifier.
‡ If a unit lands off-table, place the marker on the edge of the table at the closest point to their planned DZ.
Drop Markers that survive the landing are immediately replaced by models (plus Suppression or Disorder Markers where appropriate), which must be placed within the ‘footprint’ of the marker, though may face any direction.
The above procedure takes place at the end of the Air Support Phase and before the Offensive Fire Phase. South African units may then conduct Offensive Fire, Manoeuvres and Close Assaults as normal.
Airborne Reserve Company
To call in the reserve E Company, one of the South African ground-based FACs must make a successful call for Close air Support on the turn before E Company is due to drop. The DZ for the drop must be designated at the time the successful call is made and must be any one of the designated DZs. Once designated this may not be changed, though it may be cancelled on a second successful Call for Fire roll during the turn in which it is due to arrive (in which case the company goes back into reserve and may be called again).
If the reserve E Company is called in, their C-160 may be subjected to AA fire. If the aircraft is Suppressed, Disordered or Knocked Out, roll on the Bail Out Table for each unit first before rolling again for landing using the above procedure.
Be aware that if E Company is called in, this will require a third helicopter lift to extract.
Calls for Fire
The South Africans may use the WW2 British Call-For-Fire Table.
Only the South African Mortar Platoon may fire as a battery and concentrate fire. Note that in order to fire as a battery, each of the platoon’s mortars must be emplaced within 2 inches of the next mortar in the platoon, as per the standard rules.
Any SWAPO, FAPLA or Cuban weapons with an IDF capability (such as 60mm mortars and B10 82mm recoilless rifles) may only fire IDF at self-observed targets.
All mortars may fire HE Shelling, Random Shelling or Smoke missions. B10 Recoilless rifles may not fire Smoke. Only the South African Mortar Platoon may concentrate fire, as mentioned above.
Close Air Support
Turn 2: A Cessna 185A Air Observation Post will arrive to coordinate Close Air Support. It will remain in situ over the table until withdrawn or destroyed.
Turn 3: A single Buccaneer armed with rockets will become available to perform Close Air Support missions. It may perform two rocket or tank-busting attacks (in subsequent turns) before returning to base.
Once the Buccaneer has returned to base, a Mirage III will become available to perform a single strafing or tank-busting attack.
Turn 6: A single Buccaneer will return to provide Close Air Support, again armed with rockets. It may conduct two Rocket or Tank-Busting attacks (in subsequent turns). It may then conduct a single ‘Show of Force’ as a third attack, which is conducted in the same manner as a Strafing attack (-1 versus Vehicles and 0 versus Troops, Guns & Soft Vehicles), but any KO results are commuted to Disorder.
Once the Buccaneer has returned to base, a Mirage III will again become available to perform a single attack.
Another rocket-armed Buccaneer CAS mission will become available 3 turns after the Buccaneer returns to base.
This sequence of Buccaneer and Mirage support is repeated until the end of the scenario or until the SAAF lose two Buccaneers, at which point all further Buccaneer CAS missions will be halted and the Mirage IIIs will halt their strafing runs (the Mirages were meant to be providing air defence in any case, not conducting strafing runs!).
If there is no FAC available to direct an air strike, fighter-bombers may self-observe vehicles or AA guns by rolling on the Close Air Support table with an additional -3.
Recovery of Intelligence
It is thought from aerial reconnaissance that the brick building east of the parade square is the camp headquarters building and is therefore most likely to contain intelligence material. It takes a unit one whole turn occupying a Built-Up Sector to effectively search it. Any intelligence material contained therein will be revealed by the umpire.
When an enemy unit is knocked out in close combat, roll a D10. On a roll of 8, 9 or 10 that unit will be captured and may be extracted for interrogation. Add +1 to the roll if a Command unit is involved in the combat. Treat PoWs in the same manner as casualty markers (see below).
Demolishing Structures
Structures (i.e. brick BUSs and bunkers) will be destroyed if they are subjected to an unmodified roll of 10 during an air-strike. Otherwise they may be demolished by troops occupying them and performing ‘Improve Position’ actions, as per the standard Battlefront: WWII rules.
Intelligence may not be recovered from demolished structures.
South African Casualties
When a South African ground unit is KOd, replace it with a casualty marker.
Casualty markers may be moved if there is a friendly unit in base-to-base contact, but may only do so at half speed.
Units with casualty markers attached may not initiate close combat, but may perform any other action.
Casualty markers may ‘self-load’ onto landed helicopters within 1 inch.
Casualty markers left behind after extraction will be worth a lot more Victory Points to SWAPO (see below).
Helicopter Extraction
The helicopter extraction force is waiting, deep in the bush, at the Helicopter Admin Area (HAA), for the order to tale off, fly in to Cassinga and extract the paratroops (in at least two lifts). This will normally consist of six Puma transport helicopters, but there is one additional Puma helicopter held in reserve at the Helicopter Admin Area. This reserve helicopter may be brought in to replace losses for 2nd and subsequent lifts and may be added in any circumstances to the final lift.
The South African player must make a successful Air Support roll on the turn BEFORE the helicopters are due to arrive, designating each helicopter to one of the pre-planned LZs. Only one Air support roll is needed, regardless of the number of helicopters and LZs being used. The South African player must make a note of how many helicopters are allocated to each LZ.
The SADF plan estimates that the first lift from Cassinga will take place at 1000hrs, so the South African player may not call for helicopter extraction before the Air Support phase of Turn 6.
Once successfully called in, the helicopters will arrive during the Air Support phase of the FOLLOWING turn. They will arrive on the table-edge as a single formation from any direction, before splitting and moving to their allocated LZs.
The Pumas will fly at Nap-of-Earth and are therefore treated for line-of-sight and spotting purposes, as a large, moving vehicle.
The Pumas have an Armour rating of 0 and may carry 4T. They are only armed (with a door gun) when troops are loaded (i.e. the loaded infantry use their own machine guns to defend the aircraft when on the ground – e.g. if troops have boarded the helicopter but enemy troops appear before take-off).
Each landed helicopter fills the ‘footprint’ of a Small IDF template. These may not overlap and may not protrude outside of a designated LZ.
If the enemy has occupied a designated LZ, any helicopters allocated to that LZ will still have to fly to that LZ (and be subjected to AA fire), but may then immediately divert to an alternate LZ.
The helicopters will stay on the ground for as long as the South African player desires and will depart again during the South African Air Support phase.
It takes 1 action for a unit to board a helicopter during the Manoeuvre Phase.
Provided they are within 1 inch of a helicopter, units may board using a Panic, Retreat or Rally action.
Commanders, FACs, 60mm mortars and Anti-Tank Teams may count as ½ units toward the helicopter’s maximum loading capacity, due to their low manpower. It will therefore be necessary to keep track of casualty markers resulting from these units (perhaps different sizes of base for the casualty figure, or a different number of casualty figures on the base).
While on the ground, helicopters may be spotted and targeted as large soft vehicles.
The helicopter formation will not return until the 4th turn after the last helicopter has departed the table.
If a helicopter is destroyed with troops on board, the troops will attempt to bail out at that point as if from a destroyed vehicle, though with an additional -3 modifier. An extra Troop unit is created for the aircrew; if they survive the crash they will use the same stats as a FO unit.
For the purposes of this scenario, any Suppression or Disorder markers collected by the helicopters are automatically removed at the start of the South African Air Support phase. Their only effect is on the ability of any loaded troops to fire or the ability of the crew to defend the helicopter during close assault on the ground.
If a grounded helicopter is engaged in close combat while on the ground it will defend itself with a close combat rating of +0/+0 and may never be outflanked. Any losing result will destroy the helicopter; boarded troops may then attempt to bail out in the normal manner and will immediately conduct a Fall Back action Disordered, regardless of the result of their Bail Out roll. Any casualty markers will be automatically knocked out and handed to the SWAPO/Cuban player for later VP calculation.
If a loaded helicopter is shot down while attempting to depart the table, the passengers may attempt to bail out as if from a vehicle, though with an additional -3 modifier. Any casualty markers are automatically knocked out and handed to the SWAPO/Cuban player for later VP calculation.
If a loaded helicopter departs the table with a Suppression or Disorder marker, any loaded troops or casualty markers must roll on the bail-out table as they leave the table and any units knocked out as a result must be added to the casualty total.
Victory Points
Each Knocked Out SWAPO Troop unit +1 VP
Each Knocked Out SWAPO Commander or Hvy Wpn +2 VPs
Each Captured SWAPO troop unit or Heavy Weapon +2 VPs
Each Captured SWAPO Commander +5 VPs
Knocked Out Dimo Hamaambo +10 VPs
Captured Dimo Hamaambo +50 VPs
Each Searched BUS +2 VPs
Each Demolished BUS or Bunker +2 VPs
Discovered Document Cache +50 VPs
Each Knocked Out Cuban/FAPLA Armoured Vehicle +1 VP
Each Cuban/FAPLA ME reduced by 25% +1 VP
Each Cuban/FAPLA ME reduced by 50% +2 VPs
Each Cuban/FAPLA ME reduced by 75% +3 VPs
Each Captured Cuban/FAPLA unit Same as Knocked Out (no added value)
Briefing for SWAPO-PLAN Army Commander Dimo Hamaambo at Camp MOSCOW
Situation
Things have been busy at Camp MOSCOW (Cassinga) recently. The latest batch of recruits are just completing their training and you now have four fully-trained Detachments ready to send sown south to Camp VIETNAM, ready for the annual infiltration campaign into Namibia. This year’s infiltration will undoubtedly be a lot harder than last year, as the Boers have been heavily reinforcing the border area, while their special forces have been ambushing your cadres even on the Angolan side of the border.
Things are much safer here, however. The border is 260km away and the only risk is from air attack; the threat even of that will be removed once your Russian friends finish building the nearby SAM site. Nevertheless, your camp is well-prepared for all eventualities and has extensive entrenched defences and heavy weapons, as well as a nearby Cuban garrison at Tetchamutete, only 10 miles away.
It is now 0800hrs and you are having your breakfast in your house while the revolutionary cadres assemble on the parade square outside to salute the flags of Free Namibia and Angola and to receive their daily orders and work-tasks. Your signals officer is grumbling that all the frequencies seem to be jammed and he can’t raise anyone on the radio, not even the Cubans at Tetchamutete. You are about to reply, but what’s that sound…? Jets? You look out of the window and four twin-engined jet-bombers are flying in line-abreast down the line of the main road. From the engine configuration they’re Illyushin 28s and are probably Cubans giving your cadres a fraternal revolutionary fly-past. Cadres and even the anti-aircraft gunners are waving to the fly-boys…
But why are the bomb-doors open…?
As you watch, each bomber disgorges dozens of what appear to be tiny black footballs and you realise with horror that they are enemy bombers!
The world erupts around you…
Mission
Survive! And try to save as many of your cadres as you can while you’re at it!
Execution
Your order of battle can be found below, though half of it is probably already dead. You have/had a Headquarters and Defence Group, four ‘Front Detachments’, which are rifle company-sized units, a Training Company, a Reconnaissance Company and an Engineer Company. Note that the Front Detachment and Training Company have only mixed and obsolete weapons, so use the Guerrillas unit card (FA-40). The Reconnaissance Company uses the Infantry card (FA-37) and the Engineers use the Combat Engineer card (FA-38).
The bulk of the Front Detachments are currently on parade on the parade square; this includes the commander of each Detachment and two-thirds of the rifle sections in each Detachment. These are formed up in close order. The rest of each Detachment, including the Detachment mortar section, is deployed on guard duty within the Detachment’s designated defence zone (see the deployment map at Annex B).
The Training Company is conducting its own small parade within its tented camp area (formed up in close order).
The Reconnaissance Company and Engineer Company are senior enough to be excused morning parade and are therefore deployed within the built-up-sectors in their respective deployment area. One section in each company may alternatively be deployed within in an entrenchment within their deployment area.
Commander Dimo himself is deployed within his house, which is a concrete building on the north side of the parade square. The two heavy anti-aircraft are dug into weapons pits at the western end of the north-west trench-line. The rest of the Headquarters Group’s heavy weapons are spread evenly around the perimeter; allocate one heavy weapon (either an 82mm B-10 recoilless rifle or a DShK 12.7mm HMG) to each of the four Front Detachment defence areas and deploy within an entrenchment.
Most of the SWAPO trucks are parked in the Motor Transport Section, which is co-located with 1st Front Detachment. However, one truck is parked at the Engineer HQ and Dimo’s personal car is parked immediately outside his house. SWAPO vehicles may only be moved if units have boarded them and they do not count toward ME strengths, losses or VPs. Their Troop Quality rating will be the same as the best-quality unit that has boarded the vehicle. Cuban/FAPLA vehicles however, are classed as units in their own right and count toward ME strength, losses and VPs.

SWAPO Anti-Aircraft Fire
The shock of the attack means that SWAPO units may not perform AA Fire during Turn 1. They may however conduct Defensive Fire as normal.
Friendly Reinforcements
The Cuban/FAPLA garrison, situated some 15km away at Tetchamutete is your only hope, though communications to them are presently jammed. See the order of battle below.
For game purposes the relief column will automatically arrive on the Tetchamutete road at the start of SWAPO Turn 16, However, if a SWAPO unit manages to escape by vehicle on the Tetchamutete road the column will arrive three turns after that vehicle leaves the table.
Of course an umpire can always bring the column on early to keep things interesting…
Victory Points
Each Knocked Out SADF Troop unit +5 VP
Each Knocked Out SADF Commander +10 VPs
Each Captured SADF Troop unit +25 VPs
Each Captured SADF Company Commander +40 VPs
Knocked Out SADF Battalion Commander +75 VPs
Captured SADF Battalion Commander +100 VPs
Each Destroyed SAAF aircraft + 25 VPs
Terrain
Movement Through Trenches
Troop movement along trenches is conducted at half-speed.
Troops do not need to perform a Breach action to enter trenches, though they must perform a Breach to leave trenches, unless it is via a ramp exit or similar.
Units in trenches may not be enfiladed by fire (in reality the zig-zags of field trenches were far more dense than shown on the table and effectively prevented enfilade fire).
Units in trenches may not be outflanked by units moving along the same trenches.
‘Bush’ Terrain Type
The Angolan Bush or ‘Bundu’ is a curious terrain-type: Although a lot more open than what would normally be considered as ‘woodland’, the trees, shrubs and long grass severely restrict lines of sight – not as badly as dense woodland, but more so than what would be considered to be ‘sparse’ terrain in Battlefront: WWII.
A unit may therefore observe through a maximum of 10 inches of Bush terrain. This is cumulative, so a unit can observe through 4 inches of bush, then a clear/sparse area and then another 6 inches of Bush.
A unit observed through Bush terrain is classed as being in Sparse concealment and Soft cover.
The edge of Bush terrain does not block line of sight.
The trees and shrubs of the Bush, as well as numerous termite-hills and small water-holes or dried-out hollows can be punishing on vehicles, so all Vehicle movement through Bush is performed at half-speed. Troops may move at full speed.
Bunkers
Anti-Aircraft Guns, Recoilless rifles and Mortars may not be placed within bunkers.
HMGs such as the DShK may occupy bunkers, but they may not perform AA fire while doing so.
Troops within bunkers may not perform AA fire or use RPGs.
Built-Up Sectors
These are a mixture of soft and hard cover. The hard cover BUSs represent some concrete and mud-brick buildings and compounds, some of which were clustered in the town centre (HQ, stores, hospital, etc), while others were at the northern and southern extremities of the town.
Tented Training Camp
Treat this the same as the Bush: Sparse Concealment, Soft Cover and half-speed for vehicles.
Sequence of Play
The South African player will perform the first turn of the game.
The game will last a maximum of 24 turns or until the SADF loses four helicopters. Any SADF units left on the table after that point will be classed as captured.
Recovery of Intelligence
Before the game starts, the umpire will place one Intelligence Materials chit beneath one BUS in Cassinga. This will NOT be the building that the SADF assume to be the HQ building – this is in fact simply a store-building. The documents are instead to be found in Dimo Hamaambo’s house, which is to the north of the parade square. If the SADF player has read this scenario, place the chit under a random BUS.
As mentioned in the SADF briefing, PoWs may be captured on a roll of 8, 9 or 10 whenever a SWAPO unit is defeated in close combat. Add +1 to the roll if a Command unit is involved in the combat. They are treated in all respects the same as casualty markers.
Modified Victory Conditions (UMPIRE’S EYES ONLY!)
Note that after the first SADF helicopter lift, General Constand Viljoen, the General Officer Commanding the Army, will arrive and will join Breytenbach’s headquarters! The SWAPO player will then gain double the VPs for knocking out or capturing Breytenbach’s HQ.
Unit Cards
Being a card-carrying technophobe, I haven’t yet worked out how to import pdf documents into this webpage, so go to the Battlefront Card Creator Page and select a list of cards for each side (keep the Ctrl key pressed as you click on each unit card in order to create a list) and it’ll then create a pdf document, with nine cards (3×3) per page that you can then print off. You’ll need the following unit cards:
SADF-27 – Parachute Infantry
SADF-31 – Assault Pioneers
SADF-34 – Commander
SADF-35 – FO/FAC
SADF-37 – M1 60mm Mortar
SADF-46 – Puma
SADF-51 – Para Antitank Team
SADF-52 – Mirage III CZ
SADF-59 – Cessna 185A
SADF-60 – C-160 Transall
SADF-61 – Buccaneer S Mk 60 (Cassinga)
FA-02 – T-34/85
FA-06 – BRDM-2
FA-09 – BTR-152
FA-21 – UAZ-469
FA-23 – Ural-375
FA-26 – B-10 82mm Recoilless Rifle
FA-28 – DShK 12.7mm AAMG
FA-30 – ZPU-2 Twin 14.5mm AAMG
FA-31 – ZPU-4 Quad 14.5mm AAMG
FA-33 – ZU-23-2 Twin 23mm AAA
FA-36 – Commander
FA-37 – Infantry
FA-38 – Combat Engineers
FA-40 – Guerrillas
FA-43 – Brandt 60mm Mortar
FA-63 – GAZ-66
That’s all of it for now. I hope to catch up with some of you at Crusade! 🙂


















French Deployment
Austrian Briefing
Terrain Notes
turns total).
Game Unit Labels






Above: The full Battle of Shiloh scenario map. The Shiloh Church sub-scenario happens on the lower left-hand side of the map.
Above: On the Confederate left flank, Pond’s Brigade, having beaten back McDowell’s Union Brigade, busies itself with looting McDowell’s former camp. As McDowell conducts an ordered withdrawal across the open ground of the Howell Field, the Confederate corps commander, General Leonidas Polk arrives to survey the scene, followed by Johnson’s Brigade. However, Pond’s Brigade belongs to Ruggles’ Division of Hardee’s Corps, not to Polk, and can’t be persuaded to move any further forward.
Above: In the Confederate centre, Russell’s Brigade (of Clark’s Division) also conduct a little light looting (of Buckland’s camp) before continuing their advance. A battery attempts to deploy on the road alongside Russell, but is immediately driven off by Union artillery firing down the road. Undeterred, more Rebel artillery moves forward, accompanied by Cleburne’s battered brigade, which in game terms is already ‘worn’.
Above: A little way to the right, Stewart’s Brigade (of Clark’s Division) is freshly-arrived and moves forward to plug the gap between Clark and Ruggles.
Above: On the Confederate right flank, General Ruggles leads Anderson’s Brigade across the Shiloh Branch and into the woods beyond, aiming to turn the Union left flank at the Review Field. Behind him, Wood’s Brigade of Hindman’s Division arrives on the field. Hindman’s Division was manoeuvring to outflank Sherman’s original line along the Shiloh Branch, but has been overtaken by events.
Above: Despite the initial repulse of Sherman’s Division, a second Union defensive line is now starting to solidify beyond Shiloh Church, stiffened by the arrival of McClernand’s Division. On the right of the picture, Raith’s Brigade, reinforced by an artillery battery, is forming up along the line of their camp. Behind Raith, Marsh’s Brigade is deploying along with an artillery battery, to cover the open ground of the Review Field. Behind them, Hildebrand’s routed brigade has rallied and now waits in reserve. In the centre, Sherman’s two batteries have fallen back and have re-deployed to fire down the road. In the distance, Ullyssees S Grant can be seen galloping to the battle along the road.
Above: On the Union right flank, Buckland’s battered brigade is falling back across the corner of the Howell Field to a new position alongside the central battery. Behind them, Hare’s Brigade is taking up positions along the edge of the Howell Field and McDowell’s Brigade has now successfully fallen back to the edge of the wood, from where it can sweep the open ground of the Howell Field with rifle-fire.
Above: McDowell’s Brigade in close-up.
Above: On the far Confederate right flank, Shaver’s Brigade of Hindman’s Division (Hardee’s Corps) has appeared on the edge of the Review Field. This flanking move could have been fatal for the Union position, had McClernand not specifically placed Marsh’s Brigade, together with a battery of artillery there as a flank-guard against just such an occurrence. Marsh immediately takes Shaver under fire and the supporting artillery knocks out a battery of Rebel artillery that tries to establish itself at the edge of the field. Shaver is unable to reply, as his men only have short-ranged smoothbore muskets (Marsh has a mixture of smoothbores and rifles).
Above: In the Confederate centre, Clark’s Division (Russell’s and and Stewart’s Brigades) pushes forward past Shiloh Church, while Cleburne’s Brigade moves to support Ruggles’ and Hindman’s attack on the right flank.
Above: Behind Russell’s Brigade, a few damaged artillery batteries wait in reserve; there is precious little opportunity to use them in this terrain and as casualties are mounting, the Confederates can’t afford to offer such easy targets to the Bluebellies.
Above: On the Confederate left, Pond’s Brigade is still resolutely refusing to move forward and Polk lacks the authority to order it to do so. However, Johnson’s Brigade has now deployed at the edge of Howell’s Field and is ready to renew the assault against McDowell, who waits on the opposite side of the field. Rebel artillery has also deployed at the Howell Field, but proves incapable of hitting anything…
Above: Grant’s army has now formed a large salient around the central crossroads. On the left of the photo, Hare’s and Buckland’s Brigades line the edge of the Howell Field. In the centre, two batteries dominate the central road, flanked by another battery and Raith’s Brigade guarding Raith’s camp. On Raith’s left, Marsh’s Brigade and a battery of artillery guard the flank at the Review Field. Hildebrand’s and Veatch’s Brigades wait in reserve.
Above: At long last, a massive coordinated Confederate assault erupts against the Union line! On the Confederate right, it becomes very apparent to Shaver that he is totally out-gunned by Marsh, so he opts to decide the issue by bayonet. On his left, Ruggles personally leads Anderson’s Brigade forward against Raith, while Hindman brings Wood’s Brigade up in support. On the Union side, Grant manoeuvres Veatch’s Brigade to support Marsh’s left flank at the Review Field.
Above: In the Centre, Russell’s Brigade attacks Buckland, though Stewart has a crisis of confidence and fails to join Anderson’s assault on Raith.
Above: On the Confederate left, Johnson joins in the fun and charges across the Howell Field to engage McDowell. He expects to suffer some flanking fire from Hare’s Brigade on the right, but by sheer luck, Hare’s is the only Union brigade in the battle to be equipped with smoothbore muskets and they simply don’t have the range!
Above: Despite the odds being generally against the Confederates in the centre, the Union salient is utterly smashed and the Bluebellies fall back in disorder (severely trampling Raith’s tents, as can be seen…)! Russell in particular, breaks through Buckland’s line and pushes deep into the Union position, overrunning one of the Union batteries [Peter, playing Grant, suffered some of the most appalling dice-rolling ever seen in the club, rolling 1 after 1 after 1…].
Above: However, despite having the odds in his favour, Johnson is beaten off by the redoubtable McDowell. Hare now advances against Johnson’s exposed right flank, hoping to enfilade Johnson’s line and crush him under the weight of fire. However, Johnson manages to pull back to the safety of the trees without serious loss [Peter’s dice-rolling again…]
Above: However, Union retribution is swift and Grant throws Veatch’s Brigade forward to stabilise his left flank. Shaver’s Rebels suffer heavy casualties and are thrown back across the Review Field, disordering Wood’s supporting brigade in the process. Hindman rides forward, seizes a Battle Flag and leads Wood’s Brigade forward against Veatch! However, Hindman’s efforts are for naught as Wood is pushed back after a dogged struggle.
Above: Unfortunately for the Rebels, orders arrive from General Hardee, calling Hindman’s Division (Wood’s & Shaver’s Brigades) away to another sector of the battlefield. It’s now left to Anderson’s Brigade and Cleburne’s Brigade (which suffered heavy casualties during the initial stages of the battle on the Shiloh Branch) to retake the Review Field. In the meantime, Hubbard’s Battery makes life miserable for Veatch.
Above: The initial Confederate jubilation in the centre was also short-lived as Russell’s Brigade was subjected to canister fire by the two surviving Union artillery batteries, plus Raith’s and Hildebrand’s Brigade. Russell’s men broke and ran, but the gap was quickly plugged by Stewart’s Brigade.
Above: Once again, Stewart was subjected to fire by the Union artillery and by Hildebrand’s Brigade, but a short, sharp charge soon got rid of Hildebrand.
Above: On the Confederate left, Johnson’s Brigade had by some miracle, managed to escape destruction in the Howell Field and had retreated back to the safety of the woods. By another miracle and at long last, Pond had managed to rally his brigade and now charged McDowell!
Above: But once again, McDowell’s green troops held their ground and Pond was thrown back from the Howell Field. With the field clear of friendly troops, the Confederate artillery re-commenced their ineffectual fire across the Howell Field… On their left, Trabue’s newly-arrived Brigade had formed column and was driving into Owl Creek Swamp in an attempt to outflank McDowell, but it all seemed too little, too late…
Above: Over on the right flank, Ruggles once again had his sabre in hand as he led Anderson’s Brigade in a charge against Veatch’s Brigade at the Review Field. Cleburne’s Brigade hadn’t had time to change formation from column to line, but joined the attack regardless! However, Cleburne’s men suffered for their boldness, as their column was shot to pieces and halted in the open ground of the Review Field. Cleburne himself narrowly avoided death for a second time (having already received a flesh wound during his failed assault across the Shiloh Branch), as one of his staff officers was killed alongside him! Anderson’s Brigade charged on alone and threw back Veatch’s Brigade, but it wasn’t the killer-blow that it could have been, had Cleburne been there with them.


nklin 30th November 1864
Above: The left wing of the Confederate army advances through the woods to assault the Union encampment. As with so many ACW battles, the bulk of the table here is classed as woodland, with the few open fields being delineated by fences. Here the area to the left of the river is woodland, but the area to the right enclosed by the fence, is open (marked as the Rhea Field on the map).
Above: Cleburne’s Brigade leads the assault, being the left-flanking brigade for Hardee’s Corps. Hardee isn’t on table, but the scenario rules allow him to influence any of his units within 6 inches of the right-hand table edge (reduced to 2 inches through woodland). This means that at the start of the game, Cleburne lacks a senior leader to provide encouragement. Cleburne is however, an Exceptional brigadier, so can manage reasonably well on his own. The second line is formed by Anderson’s Brigade, which belongs to Ruggles’ Division of Polk’s Corps. Ruggles is the mounted divisional leader to the left of the line. These troops are all Green and poorly-armed with smoothbore muskets. Their artillery is little better, being poorly-trained and armed with mainly smoothbore pieces, with only an occasional Napoleon or rifled piece.
Above: On the extreme Confederate left flank is Pond’s Brigade, which also belongs to Ruggles’ Division. Pond also has some boggy ground to contend with on the left flank, in addition to the water-obstacle of the Shiloh Branch. Again, these troops are Green, but there are at least a few rifled muskets among the ranks this time.
Above: Hastily roused from their beds and deploying from their lovingly-modelled tents 😉 , Sherman’s Division rushes to occupy defensive positions along the edge of the wood, facing the Shiloh Branch. There is a strip of open ground along their side of the river (the edge of which is delineated by the fence), which potentially gives them a killing-ground in which to stop the Rebs. On the left of Sherman’s line (on the right of this picture) is Hildebrand’s Brigade with an attached battery of 12pdr Napoleons. In the centre is Buckland’s Brigade with an attached battery of rifled guns and on the right flank (out of shot) is McDowell’s Brigade, which is facing Pond’s Confederates.
Above: A view of Sherman’s left flank, with Hildebrand’s Brigade closest to the camera and Shiloh Church (which is little more than a log cabin) to the rear. Next to Shiloh Church, Raith’s Brigade of McClernand’s Division is still lounging around in its encampment, unaware of the approaching Rebs.
Above: To Sherman’s rear is the rest of McClernand’s Division (Hare’s and Marsh’s Brigades, plus a couple of artillery batteries), still fast asleep and widely dispersed in its encampments.
Above: Cleburne’s Confederate Brigade advances to the Shiloh Branch, partly surprising Sherman’s Bluebellies. The Union troops only fire with half-effect, but there are an awful lot of them! Cleburne is still on the edge of woodland and gains some cover-benefit from that, though Cleburne’s men are soon suffering casualties and disorder from a withering hail of fire. The Rebs attempt to return fire, but are hampered by their short-ranged smoothbore muskets.
Above: While Cleburne mounts his frontal assault, Ruggles orders Anderson’s Brigade and a battery of artillery to deploy on Cleburne’s right. One of Hardee’s batteries also attempts to deploy on the right flank, but is immediately driven back by Union fire. Nevertheless, Ruggles’ gunners are soon inflicting damage on Hildebrand’s Union infantry.
Above: Pond’s Confederate Brigade on the opposite flank has still has not contacted McDowell’s Union Brigade, thanks to the boggy ground along the banks of the Shiloh Branch.
Above: Back at Shiloh Church, Cleburne’s dynamic leadership quickly sorts out the disorder in his brigade’s ranks and the ‘Rebel Yell’ is heard for the first time this day, as his men throw themselves across the river and the open ground beyond, to assault Buckland’s line. The joint effects of close-range musketry and canister inflict further losses on Cleburne, but effective return fire disorders Buckland’s line and Cleburne’s boys close to contact! A prolonged combat sees both sides suffer casualties, but Cleburne’s men are finally forced back across the Shiloh Branch. But no matter, as Russell’s Brigade (the first brigade to arrive from Clark’s Division of Polk’s Corps) is already formed up and ready to renew the assault. Two more artillery batteries have also been added to the Confederate right wing.
Above: On the Confederate right flank, Anderson’s Brigade has crossed the stream and moves forward as the Rebel artillery starts to punish Hildebrand’s Union Brigade.
Above: Over on the left flank, Pond’s Brigade has finally struggled across the Shiloh Branch and is skirmishing with McDowell.
Above: As Pond engages McDowell more closely, General Polk arrives with reinforcements in the form of B. Johnson’s Brigade and a battery of artillery and moves up to support Pond’s attack.
Above: Buckland’s Union Brigade struggles to reform its ranks following the combat with Cleburne and Russell’s Rebel Brigade is swift to take advantage! The Rebel Yell is heard once again as Russell’s boys charge across the Shiloh Branch.
Above: On the Rebel right flank, Anderson’s Brigade continues its flanking move, clearing the gun-line and thus allowing the Rebel artillery to support Russell’s attack.
Above: Unseen by the Union side, Hardee is also moving Confederate formations (primarily Hindman’s Division) to outflank Sherman’s line at Shiloh Church and these brigades will soon arrive on Anderson’s right flank.
Above: The battle at the bridge is hard-fought, but Buckland’s Union Brigade is grudgingly forced to give ground and falls back on its camp.
Above: Despite Russell’s success, Cleburne struggles to rally his worn brigade south of the bridge. At the bridge, two newly-arrived Rebel batteries suffer losses from accurate Union counter-battery fire, but at long last, the Union line is starting to crumble and one of the Union batteries has withdrawn along with Buckland’s Brigade.
Above: Following the combat against Russell, Buckland initially only fell back as far as the camp. However, his men then suffered a further crisis of confidence and retreated back through the woods to form a new line near Shiloh Church, leaving Russell’s men to loot their camp at leisure.
Above: On the Union left, Hildebrand’s Brigade had not been in close combat, but had suffered a constant trickle of casualties due to accurate Confederate artillery and musketry fire. then, with the collapse of Buckland’s Brigade on their right flank, their confidence was completely shattered and the brigade broke and ran for the relative safety of McClernand’s Division! finding themselves suddenly alone, the supporting artillery pull back to Shiloh Church, where Raith’s Brigade is finally starting to form up.
Above: As Hildebrand’s men stream back in panic, McClernand’s Division forms up on the road and prepares to march to Sherman’s aid.
Above: On the Confederate left flank, Pond’s Rebels finally get to grips with McDowell.
Above: With only light casualties on both sides, McDowell withdraws steadily through his camp, under intense pressure from the Rebels.
Above: McDowell is in a very isolated position and is facing increasing numbers of Rebs. McDowell therefore takes the decision to pull back further, anchoring his right flank on the bog, his left flank on Buckland’s wavering Brigade and using the open ground of the Howell Field as a killing-ground (all the while waiting for McClernand to support him).
Above: As McDowell pulls back, Pond’s Rebels pause a while to loot the camp.
Above: As McDowell pulls back through the Howell Field, he breathes a sigh of relief as he spots one of McClernand’s Brigades approaching from the rear.
Above: Having finally roused himself, McClernand quickly deploys his division to receive the Rebel assault. In the distance, Hare’s Brigade is sent to the right wing, to support McDowell, while the centre is reinforced by a third battery of artillery at Shiloh Church. In the foreground, Raith’s Brigade forms a new line at their camp and attempts to plug the gap left by Hildebrand’s routed Brigade.
Above: To Raith’s rear, Marsh’s newly-arrived Brigade moves to cover the left flank, but is alarmed to spot new Rebel formations approaching from that quarter (these new Rebels are the lead elements of Hindman’s Division of Hardee’s Corps, which have appeared on the flank of Sherman’s former position). McClernand therefore deploys an artillery battery to sweep the open ground of the Review Field (on the right of the photo) and support the left flank. In the distance, Veatch’s Brigade is also on the march.
Above: With their immediate front suddenly clear of enemies, the Rebel guns cease fire and limber up to join the advance…
Yes I know, it’s all been a bit Cold War here just lately, so here’s an antidote: some AB Figures 15mm Napoleonics I painted back in the spring and summer…
Above: I had a couple of Polish Chasseur à Cheval figures left over, so thought I’d stick them together with a general of cuirassiers to create a Franco-Polish cavalry corps commander base. This represents
Above: A couple of skirmisher bases for the French 9th Light Infantry Regiment. These are from one of the four Chasseur (Centre) Companies in each battalion, as signified by their red-tipped green plumes and green fringed epaulettes with red crescents. Most regiments had slight variations in terms of the fine details of cuffs, epaulettes, plumes, elite company distinctions, etc, many of which are not recorded or changed so frequently that they are near-impossible to research. However, the 9th Light Infantry were recorded in 1809 as having the plume and epaulette colours shown, with white shako-cords (these were very common colours anyway, though some regiments had plain green, without the red details). Their cuffs were plain blue ‘Brandenburg’ style with a red cuff-flap (yellow cuff-flaps for the Voltigeur Company). The gaiter lace and tassels were white for all companies.
Above: I’ve posted them here before, but here is a full battalion of the 9th Light Infantry in close order, showing the elite Carabinier and Voltigeur Companies:
Above: Some time ago, I did an article on some 
Above:
Above: The Bavarian 1st Light Infantry Battalion. Each Bavarian infantry brigade typically consisted of two Infantry Regiments (each of two battalions) and a Light Infantry Battalion, for a total of five battalions per brigade. There were two brigades per division, plus a cavalry brigade. As previously mentioned, I use Napoleon’s Battles rules, where every unit on the table typically represents a brigade rather than a battalion. You might therefore be wondering therefore, why I’ve painted Light Infantry, as there were no Bavarian Light Infantry brigades. However, I do occasionally play other rulesets such as General de Brigade, so each of my ‘brigades’ then becomes a ‘battalion’ and it’s therefore handy to have every fifth Bavarian unit painted as Light Infantry.
Above: All Bavarian Light Infantry Battalions had essentially the same uniform of a dark green coat, grey breeches, white belts and leather crested helmet. Battalions were distinguished by the colour of the collar, which in the case of the 1st Battalion was red. Note that the green plume indicated the elite flank company, while the centre companies had small coloured tufts to identify the company. However, all of AB’s firing Bavarian figures have plumes, so I’ve painted them green. A second elite company, designated ‘Carabiniers’ was added in 1811 and these had red plumes as shown above.
Above: Bavarian artillery. These are actually Battle Honours models, which were sculpted by Tony Barton during the 1980s, long before he started his own company, AB Figures. These models belonged to my old Napoleonic collaborator Richard Boulton. He tragically died of leukaemia around 23 years ago, aged only 28 and after his death, his wife gave me a few packs of unpainted Bavarian artillery she’d found at the back of a drawer. It’s taken me a while to get them painted, but they’re finally done and I used a few more for Baden artillery.
Above: Brunswick Horse Artillery 1815. At long last earlier this year, Mr Barton finally got around to finishing off the Waterloo Brunswickers, which along with the Ottoman Turks, was the very first range of figures to appear in AB figures’ catalogue. For the last 25 years I’ve made do with some Old Glory 15s gunners, but my AB Brunswickers are complete at last! However, looking at the zoomed-in photos I can now see that my eyesight is starting to let me down when painting the fine detail, such as the yellow piping and death’s head badges on these. So it might be time to get a magnifier… 🙁
Above: In Napoleon’s Battles only heavy and horse artillery is represented, so light foot artillery isn’t normally needed. However, I have a few friends who play Age of Eagles, which is set at the same level (each unit representing a brigade), but does include the light foot artillery. Consequently, I’ve been getting some additional foot artillery for my collections, starting with this one for the Brunswickers.
At long last, all that research, scenario-writing, model-making and terrain-building finally paid off last weekend as our Carringa Raid game took the prize for Best Demo Game at Warfare 2019! As regular readers will know, I only do demo games at shows for the celebrity status, adulation, free drugs and groupies, but where these are not forthcoming a nice trophy will do… 🙂
Above: The map for the historical South African assault plan. The scattered drop, caused by poor planning and mis-scaled maps, caused the drop to be far more scattered (this was reflected in both our games) and this plan was heavily modified ‘on the fly’. The scale for this map is 1 square = 1km = 2 feet of table. Note that I’d originally planned to do this on a 6′ x 8′ table and drew the map accordingly, but then realised I could fit all the action happily onto a 6′ x 6′ table, hence the overlaid grid.
Above: An overview of the battlefield at 0800hrs. As Commander Dim Hamaambo’s SWAPO-PLAN forces hold their morning parade in Cassinga, the sound of jet engines approaches…
Above: The initial air-strike, conducted by SAAF Canberra bombers carrying hundreds of 10lb ‘Alpha-Bombs’ (small, spherical anti-personnel bombs) lays waste to a 500m x 800m swathe of central Cassinga.
Above: The casualties on the parade square are horrific, with around 50% of the assembled revolutionary cadres being cut down in this cowardly attack!
Above: Further aerial death arrives in the form of SAAF Buccaneer fighter-bombers.
Above: A second section of Buccaneers attacks the anti-aircraft gun position on the western edge of Cassinga and succeeds in destroying some of the guns. Tragically for SWAPO, the anti-aircraft gunners were caught napping by this surprise attack.
Above: Not to be outdone, a section of Mirage III fighters dives down to strafe the parade square, adding to the carnage.
Above: With Cassinga burning, a large formation of C-130 Hercules and C-160 Transall transport aircraft, carrying Jan Breytenbach’s Composite Parachute Battalion, climb to drop altitude and disgorge paratroops on to six Drop Zones around the town.
Above: Due to an error of scale on their planning maps, some of the drops are catastrophically scattered, particularly on the eastern side of the town. Breytenbach, along with most of the Battalion Headquarters, Mortar Platoon and part of Bravo Company, lands either in or on the wrong side of the river.
Above: Alpha Company are probably the most scattered of all and one of its sections comes within a whisker of being lunch for a crocodile…
Above: Some of Alpha Company land right on top of SWAPO positions around Cassinga, with the Company HQ landing right next to the surviving anti-aircraft gun position!
Above: Yet more of Alpha Company land close to the Training Camp and are intermingled with 11 Independent Platoon. One section of 11 Platoon goes missing during the drop and is never found. This means that 11 Platoon is one-third understrength right from the outset.
Above: 9 Independent Platoon land relatively well-concentrated near their objective at the northern end of Cassinga, but initially struggle to organise themselves in the moments following the landing.
Above: At the top-left of the picture, Charlie Company lands concentrated and in good order. they quickly move to establish a blocking-line near the cemetery. Meanwhile, in Cassinga, Commander Hamaambo has survived the air attack and desperately tries to rally his troops. Some run to defensive positions, while others jump into vehicles and attempt to drive to the safety of the Cuban garrison, 10 miles away at Tetchamutete. However, the moving trucks become easy prey for prowling Buccaneers.
Above: At the southern end of town, Delta Company and the Anti-Tank Platoon land well, though alarmingly close to SWAPO positions. Wasting no time, the paratroops rally and launch an immediate charge on the SWAPO trenches.
Above: Quickly overwhelming the defenders, Delta Company and the Anti-Tank Platoon clear the trenches and push on to storm the SWAPO Engineer Company HQ at the southern end of the town. Some of the engineers attempt to escape by truck but are swiftly dealt with by the Anti-Tank Platoon’s RPGs. However, some of the engineers manage to hold out in a trench and bunker complex beyond the HQ building.
Above: On the western side of Cassinga, Alpha Company manages to destroy the remaining anti-aircraft gun, but comes under intense fire from the trenches and buildings beyond. Captain Swart, commanding Alpha Company, is cut down by SWAPO fire and his men take cover while their mortars lay down smoke-screens. The advance into town has temporarily stalled, though the rest of Alpha and Bravo Companies are finally starting to arrive following the scattered drop.
Above: On the northern edge of Cassinga, 9 Independent Platoon assaults a series of fortified brick buildings that are thought to be accommodation for Cuban advisors. However, the troops in residence are actually the ‘elite’ SWAPO Reconnaissance Company who, while a cut above the rest of SWAPO-PLAN, prove to be no match for the paratroopers and are quickly pushed back along the trench-line.
Above: Back at the southern end of Cassinga, the Anti-Tank Platoon has dealt with another truck attempting to break out of encirclement. Meanwhile, Delta Company has finally destroyed the SWAPO Engineer Company and stormed its fortifications, though not without loss, as a section of paratroops is killed while storming the bunker complex.
Above: With Dimo Hamaambo rallying the last of his surviving revolutionary cadres in the eastern trench-line, a Mirage swoops down to make a strafing-run along the trench-line. However, the South African pilot hasn’t noticed a DShK heavy machine gun lurking among the sandbags… By the time the pilot sees the tracer it’s too late and his aircraft is riddled with .50-calibre bullets. Trailing smoke and flame, the Mirage streaks over the town to explode in the bush beyond.
Above: Dismayed by mounting losses and the sight of the Mirage crashing into the bush, Breytenbach orders his airborne reserve, Echo Company to drop onto Charlie Company’s DZ, with the intention of reinforcing the stop-line on the eastern side of town and closing the fist around SWAPO. However, the addition of Echo Company to the force will now mean a third helicopter lift!
Above: Echo Company lands well and moves swiftly to take up positions near the cemetery and prevent any escape from Cassinga.
Above: The orbiting Cessna 185 Forward Air Control aircraft spots some SWAPO attempting to escape into the bush and calls in a Buccaneer strike. SNEB rockets shred the fleeing guerrillas and the survivors are soon rounded up by Echo Company.
Above: Dimo Hamaambo, with the last knot of SWAPO survivors, is still holding out in the trenches at the north-eastern corner of Cassinga. 9 Platoon has now cleared the northern villas and moves forward to assault an imposing bunker. Charlie Company also now move forward, crossing the open ground to support 9 Platoon’s attack. Alpha and Bravo Companies meanwhile, sweep through the town, clearing the buildings as they go.
Above: As is always the case with our games, anyone is free to join in the fun and a young chap by the name of Nathaniel joined us to take command of Charlie Company for a few turns. He had a challenging task ahead of him; assaulting SWAPO who were deeply dug-into a bunker. Paddy (Breytenbach) passed him three dice to roll, as Richard (Dimo) looked on, confident that his sandbag and log walls would protect him… “Oh no!” cried Natahnie
l, “I’ve rolled three zeroes!” 🙂
Above: With SWAPO finally neutralised, the first wave of Puma helicopters arrived to fly out the casualties, the PoWs and the two Independent Parachute Platoons. The rest of the battalion busied itself in searching the town for documents and heavy weapons, as well as with preparing a defence against the predicted Cuban counter-attack.
Above: The second lift arrived and Alpha, Bravo and Charlie Company Companies embarked, leaving only Delta and Echo Companies, plus the depleted Anti-Tank Platoon, Battalion Headquarters and Mortar Platoon. Before the helicopters have even lifted off, the sound of tank-engines is heard…
Above: The mine-strike is quickly followed up with a full-scale ambush as the Cuban column is subjected to a volley of RPGs, though to little effect!
Above: Cuban Motor Rifles frantically bail out of their BTR-152 personnel carriers and rush forward to support the tanks. However, a Buccaneer appears and destroys a second T-34 with SNEB rockets! As 60mm mortar bombs land among the Cubans the Buccaneer returns for a second pass, but is driven off by concentrated anti-aircraft fire from vehicle machine guns and some hastily-deployed ZPU-2 anti-aircraft guns.
Above: Having circumvented the minefield, the survivng T-34 pushes forward, but comes under a heroically suicidal close-assault by the commander of Delta Company, accompanied by a section from the Anti-Tank Platoon and the Assault Pioneer Section! The Mortar Platoon screens their assault with smoke, but withering fire from the tank and it’s supporting BRDM crushes the valiant charge. However, their comrades are swift to take revenge, destroying the BRDM and a BTR with long-range RPG fire and driving off the T-34, which retreats back up the road in a state of some panic (somehw managing to traverse the minefield unscathed). A FAPLA (Angolan Armed Forces) Motor Rifle Company moves forward to deal with the South Africans…
Above: Meanwhile, on the eastern side of town, the Cuban Motor Rifle Company, supported by a truck-mounted FAPLA company, starts to clear the trenches and buildings in the south-eastern corner of Cassinga.
Above: However, as the Cubans push forward, a steady trickle of casualties is inflicted by the combined efforts of Echo Company and the Mortar Platoon and the Cubans make slow progress.
Above: Having suffered heavy losses, the FAPLA Motor Rifles pull back to cover. The T-34 has moved forward in cautious support, but somewhat unsurprisingly, can’t be persuaded to push forward. Seizing the opportunity, the survivors of Delta Company and the Anti-Tank Platoon make good their escape and withdraw back to Breytenbach’s HQ north of the parade square. However, they are forced to leave their wounded and the bodies of their comrades to the tender mercies of the Cubans.
Above: Similarly on the eastern side of Cassinga, mounting casualties among the Cuban Motor Rifles means that they too are reluctant to push forward, despite the threats of their political o
fficer! The sound of returning helicopters can now be heard…
My thanks to Paddy Green and Richard de Ferrars for being the prime-movers in running the game (twice!) over the weekend. Thanks also to Steve Uden for providing the ‘front of house’ all day Saturday and thanks to all those old friends and new who we met over the weekend.
It was great to finally meet so many people who I’ve only known through the wonder of the interweb, as well as a stack of friends both old and new! 🙂
As discussed 
Above: But what’s this? It looks as though their Cuban fraternal revolutionary comrades are conducting a fly-past in their honour! But hang on, those engines don’t look right for Illyushins… Four South African Canberra bombers in line abreast unload 300x 10lb ‘Alpha-Bombs’ onto the parade square. The spherical, football-sized bombs hit the ground, bounce once and then explode ten feet above the ground, saturating an area 500m x 800m with shrapnel.
Above: Close behind the Canberras come four Buccaneers, who release 1,000lb bombs onto the anti-aircraft positions and training camp. A pair of Mirage III fighters then strafe the survivors of the earlier attacks. Behind all of this comes a wave of C-130 Hercules and C-160 Transall transport aircraft, who start to disgorge paratroops all around the town.
Above: The parade suffers around 20% casualties in the initial bombing-run, while trucks and buildings burn. Comrade Dimo Hamaambo, the camp commandant, was fortunate enough to be in his house (the red-roofed building) at the time and managed to escape by the skin of his teeth! The shocked survivors are in various states of disorder. Meanwhile, the Training Unit has suffered around 40% casualties and the section of ZU-23-2 anti-aircraft guns has been knocked out. And yet the battle has only just begun…
Above: Commandant Rhys Breytenbach conducts the para-drop for Charlie Company, on the eastern side of the battlefield. Unlike the historical battle, most of the paras dropped fairly well-concentrated around their DZs. Two sections land in the ponds of the eastern valley and a lot of sections land Suppressed or Disordered (in game terms), but none are lost, which is a good start. [Note to self: Make them drop from a higher ‘altitude’ above the table next time… 🙂 ]
Above: A Mirage III adds to SWAPO’s misery by conducting a strafing-run through the carnage on the parade-square, causing a few more casualties. At the bottom-left of the photo, Breytenbach’s headquarters group, combined with Captain McQueen’s Bravo Company, has quickly rallied and is making a bee-line for the centre of the town. On their left, Captain Swart’s Alpha Company has landed more scattered; elements have managed to reach one of the AA positions, but is being badly shot up by the surviving ZPU-4 AA gun in the second AA position, as well as by the infantry and a 60mm mortar section of the SWAPO 1st Detachment in the trenches north of Comrade Dimo’s house.
Above: Back at Breytenbach’s DZ on the western side of the town, the battalion Mortar Platoon, along with Bravo Company’s mortar section, set up their weapons and prepare to conduct fire support. They are almost immediately in action as Charlie Company calls for support in interdicting some fleeing enemy troops on the eastern side of town, while Alpha Company calls for support in suppressing the ZPU-4, which has already eliminated one section of Paras.
Above: The SWAPO ZPU-4 AA section, along with the 1st Detachment, make a brave stand against the enraged South African Paras, but are finally overwhelmed by the combined efforts of the HQ, Alpha and Bravo Companies, aided by the Mortar Platoon. comrade Dimo escapes by the skin of his teeth, fleeing along with the parade survivors for the safety of the eastern trench-line.
Above: On the eastern side of town, Commandant Forbes’ Charlie Company has managed to extricate itself from the bog and sets up a stop-line around the walled cemetery on the eastern side of the town. Nevertheless, some SWAPO units from the 3rd Detachment manage to slip past their cordon, through a wide gap to the south-east.
Above: At the southern edge of the town, Captain Smitt’s sorely-understrength Delta Company manage to storm the SWAPO Engineer Company HQ thanks in no small part to effective supporting fire from Lieutenant Peters’ Anti-Tank Platoon. However, flanking fire from elements of the SWAPO 4th Detachment in the southwestern trenches (at the bottom-left of the photo), plus an 82mm B10 Recoilless Rifle section, cause them serious problems and one of the Delta Company sections falls victim to SWAPO fire during the assault. To make matters worse, the SWAPO Engineer Company quickly manages to rally in the trenches beyond the HQ buildings, while the 4th Detachment is soon reinforced by the rest of their unit, who have somehow managed to survive the parade (and the subsequent strafing by a Mirage and rocketing by a Buccaneer) unscathed!
Above: At the northern edge of town, Lieutenant Witt’s 9 Independent Platoon has managed to discomfit the ‘elite’ SWAPO Reconnaissance Company by directing a large volume of suppressive fire onto their accommodation buildings. One of the SWAPO sections flees and falls back to the safety of the second building. The Recce Company Commander is made of sterner stuff and holds his ground, though is similarly forced to fall back when the South Africans assault the house. Witt’s men move forward, though soon find themselves under effective fire from the second house.
Above: In the northwestern corner of the battlefield, Lieutenant Botha’s 9 Independent Platoon has no such trouble and quickly overwhelms the hapless SWAPO Training Unit with a bayonet-charge on their tented encampment. A couple of SWAPO sections attempt to flee but are ruthlessly cut down and Botha’s men move on to join the assault on the town.
Above: The SWAPO Recce Company, having been forced out of its comfy accommodation, now largely panics and flees eastward, unaware of Charlie Company’s presence there. However, one determined section holds out in the orange house and delays Witt’s 9 Platoon long enough for the rest of their company to escape.
Above: In the south, Delta Company attempt to maintain the tempo of the advance by attacking the SWAPO Engineer Company in the trenches. However, the Engineers have recovered their wits, while Delta Company no longer has the support of the Anti-Tank Platoon, which has been left behind at the main road. Flanking fire from the bunker first disorders one of the Para sections and further fire from the trenches finishes them off. Nevertheless, the Company Commander and a section of Assault Pioneers reach the trenches and engage in close combat with the SWAPO Engineer HQ Section, but fail to deliver the killer-blow and the SWAPO Engineer commander falls back once again. Emboldened, the SWAPO Engineers prepare to mount a counter-attack on the severely-weakened Delta Company, which is now reduced to 50% strength! The South African Anti-Tank Platoon moves forward to assist, but they have their own problems, being still under fire from the 82mm B10 and 4th Detachment’s 60mm mortar.
Above: Charlie Company moves forward, across the open ground, from the cemetery to the outer trenches on the eastern side of Cassinga. There they engage in a firefight with the survivors of the SWAPO 2nd and 3rd Detachments, who have rallied around Comrade Dimo in the main trench-line. However, this also means that SWAPO elements are now slipping away on either side of Charlie Company’s line.
Above: Called in by the Forward Air Controller in the orbiting Cessna 185A, a Buccaneer returns to perform a rocket-strike on surviving SWAPO positions. However, previously unseen 12.7mm DShK heavy machine guns open up and throw off the pilot’s aim.
Above: The South African mortars are directed to switch their fire onto the heavy machine guns.
Above: Hot on the heels of fleeing SWAPO units, Breytenbach’s HQ arrives along with Bravo Company on the bloody parade square. One heroic SWAPO 4th Detachment section has volunteered to stay behind to cover 4th Detachment’s withdrawal (they are now slipping away to the south, around the rear of Delta Company and the anti-Tank Platoon) and these glorious Heroes of the Revolution successfully fight off a close assault by the enemy before coming within a whisker of killing Breytenbach himself! However, the rest of Bravo Company has now finished clearing the previous trench-line and soon swamps the lone SWAPO section with fire, before finishing them off with a close assault.
As mentioned in recent posts, I’ve spent the last few months building terrain-boards, painting troops and sticking together aeroplanes for my forthcoming demo game at 
After much deliberation regarding building materials, I decided to use high-density 2′ square polystyrene boards: 9x 25mm-thick boards to form the base and 9x 12mm-thick boards, which would form a top-surface into which the trenches, rivers and gullies would be cut before sticking on to the base-boards. The upper boards were then stuck onto the base-boards using PVA glue:
Once the boards were stuck down, I used Polyfilla to smooth the western river-valley and the boggy eastern valley. I then used a sanding-block to finish off the Polyfilla, to smooth off the sharp and ragged edges of knife-cuts and to carve the course of the main road.
To add detail to the trenches, I cut about a hundred matchsticks in half and pushed them into the polystyrene every inch or so along the trench-walls, to give the impression of reinforcing posts. I then topped the trench-edges with a load of pre-made resin sandbag strips by a company called
I then slapped some more PVA glue on the boards (carefully avoiding the sandbags and the bits I wanted to leave smooth as rivers and ponds) and spread some sand to give the surface texture. I used builders’ sharp sand instead of the fine ‘play sand’ I use for model-basing. Once the sand was dry I sprayed the two valleys, the drainage-ditch and the trenches with dark earth spray-paint, to give them a deeper, darker soil colour, a dark base-colour for the water areas and some shadows in the trenches and bunkers.
The river was then painted in using ‘Teak’ coloured Wilko’s acrylic varnish. From looking at the area on Google Earth I could see that the eastern valley is dotted with numerous ponds and soggy patches, so these were also added using varnish. I also added a trickle of varnish to the drainage ditch. Three very thick coats of varnish seemed to do the trick for the water-features and gave a very nice, glossy finish.
The next phase of painting was to pick the roads and footpaths out in a lighter shade of cream and finally the whole board was treated to a light dry-brush of white (avoiding the sandbags and water-features). Now to get the flock out…
For the flock and undergrowth I decided to use the excellent
For the ‘Bush’ terrain that covers most of the table, I again painted the areas with PVA and then sprinkled on some Woodland Scenics ‘Underbrush’ in Olive Green. That was then followed up with coarse-grade Burnt Grass flock.
I decided to leave the designated helicopter Landing Zones as bare earth, but flocked the other open areas with dappled flock in ‘Earth’ shade.
Concurrently to building the terrain boards I was also making trees from plastic Woodland Scenics tree armatures. Unlike all the other trees I’ve made lately, these are not based. Instead I take sewing needles and heat the ‘eye’ end of the needle for around ten seconds in a candle-flame. The hot needle is then pushed up the trunk and easily melts its way into the plastic to a depth of about 10mm before setting hard (and/or your thumb if you’re not careful and/or wearing good gloves!). These then can be simply stabbed into polystyrene terrain-pieces; they look a lot better than based trees and don’t damage the boards at all.
I need a walled cemetery for the eastern side of the battlefield, so decided to make a generic cemetery that could be used pretty much anywhere from Angola to Normandy. The walls and gates are from
While I’ve already got some grass & wood ‘hootches’ that are useable for Angola, I need some solid brick buildings, so bought these from Peter Pig. A quick google for Angolan houses suggested some appropriate colour-schemes.
I need some anti-aircraft gun positions, so thought that these Vietnam artillery positions from
I also need a small tented camp, so this single-piece resin camp model by Peter Pig fitted the bill. I’ve added the flagpole and SWAPO flag. I’ve also made two more stand-alone flagpoles, flying the SWAPO and Angolan flags, to be stabbed into the terrain-board in front of the town parade square, as well as some road-signs for a bit of extra detail.
I’ve already covered the aircraft in my previous posts
While I’ve got all the SWAPO-PLAN, FAPLA and Cuban infantry I need from Peter Pig, I still needed a few more South Africans, so painted these up a few weeks ago. They’re Peter Pig Israelis, which are perfect for 1980s South African Paras, but slightly wrong for the 1970s, in that the rifles should be the FN FAL R2 and not the R5 (Galil copy) and the helmets should be British pattern in bare green steel, rather than the cloth-covered plastic helmet of the 1980s. However, there aren’t really any suitable figures, so 1980s South Africans will have to do.
This week I actually managed to get down to club (the 
Above: The village of Ediva sits a few kilometres south of Cahama, alongside the main Cahama to Xangongo road and is presently occupied by a Motor Rifle Company of FAPLA’s 3rd Brigade. They have an attached forward observer with a battery of ZIS-3 76mm guns in Direct Support; these guns have been instrumental in halting previous attempts by South African units to cross the river and attack Ediva from the west.
Above: On the north side of Ediva, a mixed AA Battery consisting of an SA-8 ‘Gecko’ and ZU-23-2 twin 23mm guns scans the skies for South African aircraft.
Above: But here comes trouble… The SADF assault on Ediva is being conducted by Task Force X-Ray’s ‘Combat Group 1’. This group consists of a company of mechanised infantry in Ratel 20 infantry fighting vehicles, an armoured car squadron equipped with Ratel 90 fire support vehicles, an AA group equipped with Ystervark SP 20mm guns, an 81mm mortar group equipped with Ratel 81, a battery of G2 140mm guns (WW2-vintage British 5.5″ guns) and a Buffel armoured recovery vehicle. The mech infantry and armoured cars have been mixed as three ‘Fighting Elements’, each consisting of a mech infantry platoon and an armoured car troop.
Above: As FAPLA troops lurk unseen among the hedgerows and houses of Ediva, Fighting Element ‘Alpha’, led by the troop of Ratel 90s, advances cautiously up the main road. SADF infantry dismount from their Ratel 20s just as the first 76mm shells start to land around them.
Above: 1km to the east, Fighting Element ‘Charlie’ advances along a dirt road running roughly parallel to the main riverside road. However, the leading Ratel 90 is ambushed by FAPLA infantry armed with RPG-7s and immediately bursts into flames.
Above: The rest of Fighting Element ‘Charlie’ returns fire and a BTR-152 is destroyed while attempting to flee. However, the RPG-toting FAPLA infantry slip away into the bush.
Above: In the centre, Fighting Element ‘Bravo’ has been ‘bundu-bashing’ across country to reach Ediva and emerges from the bush right in front of a very startled BTR! Both sides exchange fire at point-blank range around the corner of a hedge and by some miracle the Ratels are all suppressed, while the BTR escapes unscathed! The driver slams the BTR into reverse and withdraws as fast as he can toward the village. However, he doesn’t make it… The Ratel 90 crews recover their wits and 90mm HEAT rounds slam into the BTR.
Above: Although the FAPLA troops are hard-pressed by the SADF, help is on the way from 3rd Brigade at Cahama. The 3rd Brigade’s T-54 Tank Company, accompanied by an SA-9 ‘Gaskin’ SAM system, appears on the main road.
Above: A second BTR-152 Motor Rifle Company, plus battalion headquarters and 76mm artillery observer, arrives on the eastern back-road.
Above: As the leading T-54 appears on the road ahead of them, Alpha’s Ratel 90s open up with a furious barrage of 90mm fire, all to no effect as the T-54’s thick armour shrugs it off! The T-54 halts and takes aim, easily destroying one of the Ratels. The Ratels open fire for a second time, though this time score an effective hit and the T-54 starts to burn.
Above: As their Ratels duel with the T-54s on the main road, Alpha’s infantry weathers FAPLA artillery and uses the cover of the hedgerows to approach Ediva.
Above: On the eastern road, Charlie’s surviving Ratel 90 spots the approaching column of BTR-152s, but is forced to defend itself against a bold (though doomed) attack by an isolated FAPLA infantry section.
Above: This gives the FAPLA column time to dismount from their BTRs before the Ratel turns its attention back to them and picks off the (now empty) lead vehicle. The FAPLA infantry move up through the bush, determined to make the Ratel taste RPG…
Above: However, in the centre things are turning against FAPLA as Bravo, with the assistance of a section from Charlie, assaults and overruns FAPLA infantry dug-in among the hedgerows.
Above: Supporting fire from a BTR in Ediva does little to slow the South African advance and the appearance of a Ratel 90 forces the BTR to withdraw back into the village.
Above: The SADF headquarters group prepares to move forward with the Buffel (on the right) to recover the SA-8 once it has been captured.
Above: With casualties rapidly escalating, FAPLA start to pull back.
Above: Although inflicting significant losses on FAPLA, the SADF’s cautious attack has allowed the SA-8 to slip away through the bush, back to the relative safety of Cahama.