Новини - литература и периодика - Архив 2019г.

Раздел за фирмени новини
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Мнение от Клуб Стендов Моделизъм България » 15 ное 2019, 12:00

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1. Airbus Helicopters изпита в полет безпилотен вертолет - 2019-11-14 21:42:50
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Европейският вертолетостроител Airbus Helicopters тества за първи път в полет безпилотния вертолет VSR700. Това съобщава Flightglobal.


2. Rafale ще бъде развиван до 2070 г. - 2019-11-14 21:22:26
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Франция има намерение да развива Dassault Rafale до около 2070 г., което значи и че той се планира да остане на въоръжение толкова време. Това съобщава Jane’s.


3. Финансовата гвардия на Италия получи първия AW169 - 2019-11-14 20:41:06
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Италианската компания Leonardo достави първия вертолет AW169M предназначен за Финансовата гвардия на Италия (Guardia di Finanza). Събитието се е състояло на 12 ноември 2019 г. в завода на компанията във Верджате.


4. Правителството планира да вложи още 300 млн. в придобиването на F-16 - 2019-11-14 18:53:17
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Още 300 млн. лева ще бъдат вложени около придобиването на новия изтребител в рамките на следващите три години. Това става ясно от обсъждането на военния бюджет в Комисията по отбрана в Народното събрание.


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Мнение от Клуб Стендов Моделизъм България » 15 ное 2019, 18:00

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1. Sneak Peek at February's Artwork - 2019-11-15 11:32:00
On today's blog post, we're looking at three fantastic pieces of artwork from a few of our February 2020 titles. Let us know what you think in the comments section. If there are any March titles you would like to see artwork from, be sure to mention that too! Campaign 346: Yalu River 1950– 51 by Clayton K. S. Chun
Artwork by Johnny Shumate

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This piece of artwork, requested by AdamC, depicts troops from Task Force Faith returning fire on Chinese troops in the hillsides on 1 December 1950. They are supported by an M19 Multiple Gun Motor Carriage, armed with two Bofors 40mm guns and a Browning .50-cal. machine gun. The M19’s twin 40mm guns’ high rate of fire was especially effective against Chinese massed infantry attacks.
Elite 231: Soviet Airborne Forces by David Campbell
Artwork by Johnny Shumate


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This next piece of artwork shows VDV Paratroopers from 1952–60. The paratrooper on the left is a light-machine-gunner from the 381st Guards Parachute Regiment and is wearing the one-piece KLMK overall (kamuflirovannyi letnyi maskirovochnyi kombinezon, ‘summer camouflage deceptive overalls’) and face mask, newly issued to paratroopers in 1960. He carries an RPD (Ruchnoy Pulemyot Degtyaryova, ‘Degtyaryov’s hand-held machine gun’.
The one in the middle is a grenadier from the 108th Guards Parachute Regiment from the 7th Guards Airborne Division. He is one of a few soldiers in his regiment to be equipped with the new RPG‑2 (Ruchnoy Protivotankovy Granatomyot, ‘Handheld Antitank Grenade Launcher’).
The final paratrooper is from the 337th Guards Parachute Regiment in 1952. His post-war uniform was, like that worn by most of the rest of the Red Army, barely distinguishable from those worn in the latter years of the Great Patriotic War. He is carrying an AKS‑47 (Avtomat Kalashnikova Skladnoy, ‘Kalashnikov’s Automatic Folding Rifle’).

Combat 46: British Rifleman vs French Skirmisher by David Greentree
Artwork by Adam Hook

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This last piece, requested by PAUL W, depicts the struggle for La Haye Sainte. French light infantry attacked the farm of La Haye Sainte. The riflemen use their sword bayonets to defend themselves as they are out of ammunition while musket-armed personnel of the light company of the 5th Line Battalion KGL are still able to fire their weapons.


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Мнение от Клуб Стендов Моделизъм България » 16 ное 2019, 12:00

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1. В рамките на PESCO ще се създаде европейска система за РЕБ - 2019-11-15 21:48:02
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В рамките на програмата на ЕС за Постоянното структурирано сътрудничество в областта на отбраната (PESCO) ще бъде създадена въздушна система за радиоелектронна борба (РЕБ). Това бе съобщено на 12 ноември 2019 г.


2. След инцидент с правителствения Falcon 2000 се заговори за нов самолет за АО28 - 2019-11-15 20:31:46
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След неособено сериозен инцидент с правителствения самолет Falcon 2000 (LZ-OOI), който стана днес, 15 ноември 2019 г., открито се заговори за придобиването на нов самолет за правителствения „Авиоотряд 28”.


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Мнение от Клуб Стендов Моделизъм България » 19 ное 2019, 12:00

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1. Русия все още преговаря с ОАЕ за различни изтребителни програми - 2019-11-18 18:19:45
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Русия и Обединените арабски емирства (ОАЕ) продължават с преговорите за покупката на тежките изтребители Су-35, както и за създаването на нов лек изтребител от следващо поколение. Това съобщава РИА Новости, цитирайки Дмитрий Шугаев, директор на Федералната служба по военно-техническо сътрудничество.


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Мнение от Клуб Стендов Моделизъм България » 19 ное 2019, 18:00

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1. ANNOUNCEMENT: UNDAUNTED: NORTH AFRICA COMING JUNE 2020 - 2019-11-19 10:49:19
In June 2020, the Undaunted series is set to continue with Undaunted: North Africa, a new two-player deck-building game of tactical combat designed by David Thompson and Trevor Benjamin, with illustrations by Roland MacDonald.

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The game puts players in command of either the Long Range Desert Group, a reconnaissance and covert operations unit of the British Army, or a unit of the conventional Italian army. Each player will have to use their forces and the landscape to their advantage as they strive to claim, hold, or destroy key objectives over a series of missions.

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Building upon the critically-acclaimed Undaunted system, Undaunted: North Africa is sure to test players leadership skills to their limit. Fortunately they’ll have some extra tools at their disposal, with the introduction of new actions, soldier types, vehicles, structures, and more!
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The North African Campaign has begun. Take control of the British Army’s Long Range Desert Group and operate behind enemy lines or command the formidable Italian forces opposing them. In this sequel to Undaunted: Normandy, players will once again lead their sides through a varied series of missions. As casualties mount, wounded units leave the players’ decks, forcing them to adapt in the face of changing tactical circumstances. Use your cards to strengthen your forces, deploy vehicles to advance rapidly across the battlefield, and seize the initiative as you determine the outcome of the North African Theatre.
About David Thompson
David Thompson was born in Savannah, Georgia. He grew up playing Dungeons & Dragons and other roleplaying games, but turned his attention to Eurogames and Wargames in the 2000s. He began designing games in 2014, after moving to England and meeting the Cambridge-based chapter of Playtest UK. His first published design was Armageddon, followed by Orc-lympics, Pavlov’s House, Warchest, Castle Itter, and Switch & Signal. He now lives in Dayton, Ohio with his wife, two daughters, and son.
About Trevor Benjamin
Trevor Benjamin was born and raised in New Brunswick, Canada. He has taught English and Mathematics in China and Taiwan, and studied and taught Linguistics in Germany, Belgium, and the Netherlands. He now lives in the UK with his wife and two children, where he has had the great fortune of meeting David and the rest of the Cambridge design community. His published games to date include Dice Heist, Light & Dark, Cafe Fatal, Orc-lympics, Warchest, and Rolling Bandits.
About Roland MacDonald
Roland MacDonald is a graphic designer, illustrator, and board game designer. With a BFA in Fine Arts and an MA in Game Design, he started working doing 3D modelling for PS2 and PC games. After doing concept art and illustrations for Shogun 2 Total War, he moved on to work primarily on board games, illustrating titles including Stop Thief!, Kaiju Crush, and Battle Line.
About Osprey Games
Osprey Games is the dedicated games division of Osprey Publishing (part of Bloomsbury Publishing plc) and publishes a wide range of wargames, card games, and board games. Launched in 2014, the company has produced an array of critically acclaimed titles, including Frostgrave: Fantasy Wargames in the Frozen City, Bolt Action, Odin’s Ravens, Wildlands and The Lost Expedition.


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Мнение от Клуб Стендов Моделизъм България » 20 ное 2019, 12:00

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1. Черна гора купува Bell 505 - 2019-11-19 15:14:15
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ВВС на Черна гора ще се сдобият с четири леки еднодвигателни вертолета Bell 505. Това съобщава сръбския авиационен портал Tango Six.


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Мнение от Клуб Стендов Моделизъм България » 20 ное 2019, 18:00

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1. The Elite: Special Air Service Regiment (SASR) - 2019-11-20 10:52:00
Ahead of the release of his latest book for Osprey, The Elite: The A–Z of Modern Special Operations Forces, we asked author Leigh Neville to tell us about some of the units included in The Elite. In this series of five blog entries, Leigh looks at his personal top five military or police special operations forces (SOF).

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Number 3
Special Air Service Regiment (SASR)
I may be a little biased being Australian born but the Australian Army’s Special Air Service Regiment (SASR) is extremely well-respected by international special operations forces (SOF), particularly for its skills in long range, long duration, special reconnaissance and surveillance. In the early days of Operation Enduring Freedom (or Operation Slipper as it was known by the Australians), SASR found immediate favour with the US Marines deployed to southern Afghanistan as the Australians conducted vehicle-borne long range patrols to seek out ‘ground truth’ in the region. None other than then-General James Mattis would later remark that SASR was instrumental in those early days.

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Victoria Cross recipient Corporal Mark Donaldson of SASR.
Image courtesy of LT Oldaker Aaron; Commonwealth of Australia
Long-range reconnaissance has always been a speciality of SASR, however, the unit really honed those skills back in the 1970s when it was under threat of disbandment due to the post-Vietnam drawdown of the Australian Army. The regiment made itself indispensable by carving out a niche within the then-dominant strategic priority of defense of the Australian homeland. SASR developed techniques, and heavily modified vehicles and equipment, to allow it to patrol for weeks in the inhospitable Outback of Western Australia. Decades later, this work would pay dividends in Afghanistan and Iraq.
In 1979, SASR was also given responsibility for the recovery of Australian citizens held overseas, counter-hijacking, and the protection of off-shore oil rigs, culminating in the development of a specialist counter-terrorism element within the regiment known initially as Nullah and later as the Tactical Assault Group (TAG). Today there are two TAGs, one called Tag-East, based on the east coast and manned by 2 Commando Regiment, and the original west coast based TAG-West.
Their innovation in counter-terrorism (CT) techniques (including such lateral thinking as using a mechanic’s workshop roller board hidden under a vehicle to covertly infiltrate operators, and being one of the first to mount extending ladders upon the roofs of response vehicles) saw members of SASR become well regarded by their contemporaries within US, British and European CT units. Lacking the budget of many of its peers at the time, SASR relied upon ingenuity to get the job done.
SASR maintains a number of recent battle honours, including East Timor, Afghanistan and Iraq. In the latter, it again provided a much-needed capability in special reconnaissance and was specifically requested by US Central Command during the planning of the invasion. Once on the ground in Western Iraq, SASR marauded far and wide, capturing vital airfields, interdicting senior Iraqi officials attempting to flee to Syria and, along with the British SAS and American Delta Force, tied up much of the Iraqi Army facilitating the ground invasion into Southern Iraq.
At the close of the invasion phase, SASR found itself a new role guarding Australian diplomats and intelligence personnel in Baghdad. Although the regiment desperately wanted to join the joint US/UK task force hunting down Iraqi leadership (and later responsible for demolishing al-Qaeda in Iraq), SASR returned to Afghanistan where it would continue to deploy in six-month rotations until 2014.
These Afghan deployments saw the unit again praised for its reconnaissance skills with patrols often lasting more than a month, and later as an integral element of the Coalition’s strategy to decapitate the Taliban by targeting so-called high value targets such as bomb-makers and leadership figures. During a single deployment, SASR could see itself working with the Australian reconstruction efforts in Uruzgan, ensuring a protective bubble around the counter-insurgency efforts; carrying out strategic operations for the Coalition such as supporting the 2008 operation to transport a turbine to Kajaki Dam; and undertaking capture/kill missions with the US-based counter-terrorist task force.

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SASR operators, including Victoria Cross recipient Corporal Ben Roberts-Smith (centre with undisguised face), await helicopter boarding in Afghanistan 2010.
Image courtesy of LT Oldaker Aaron; Commonwealth of Australia
SASR has gained the acceptance of its contemporaries through a willingness to take on the difficult tasks. In fact, the US Special Operations Command singled out an SASR patrol as being instrumental in keeping alive the doomed Ranger quick reaction force on Takur Ghar in the infamous Battle of Robert’s Ridge. The patrol maintained a covert observation post for several days atop a nearby peak, guiding in air strikes to keep enemy forces at bay. The unit’s hard work has paid off – SASR’s endurance and tactical skills have seen the Americans recognise it as a ‘Tier 1’ SOF unit able to be deployed in a similar way to their own SEAL Team 6 or Delta Force.


Check out Leigh's previous blog posts about his fourth and fifth picks.
The Elite: The A–Z of Modern Special Operations Forces publishes 28 November 2019. Preorder your copy here.


2. Designer Blog: An introduction to Romance of the Perilous Land: A Roleplaying Game of British Folklore - 2019-11-20 08:18:00
Publishing on 12 December, Romance of the Perilous Land: A Roleplaying Game of British Folklore is one of the two launch titles for the new Osprey Roleplaying series. Written by Scott Malthouse, the game sees players take on the roles of valiant knights, mighty barbarians, subtle cunning folk, and more as they roam the land fighting evil, righting wrongs, and creating their own legends. On the blog today we have an introduction to the game from author Scott Malthouse.
Hello and welcome to the first post about Romance of the Perilous Land: A Roleplaying Game of British Folklore. Today I’ll be explaining the setting and what to expect when playing the game.
First off, Romance of the Perilous Land is an exciting roleplaying game that immerses players in a world of danger, monsters and magic. The titular Perilous Land is based on a hazy mythical Britain, a land where Robin Hood stalks the woodlands, Lancelot leads quests against a local coven of hags, and Mordred sits in his tower, plotting the downfall of Arthur Pendragon. While the game isn’t set in Britain, it does include a wealth of creatures and folklore from regions and countries in the British Isles - brownies, fairies, knuckers, revenants, giants and more run rampant through the 11 kingdoms. The book has more than 80 different creatures in its bestiary, some of which are fantasy favourites while others come from more obscure parts of British lore.
The game is set in the Age of Valour, a time when Camelot is forging alliances with other kingdoms in order to battle the powers of darkness: The Black Lance and the Sisters of Le Fay. The Black Lance is led by Mordred, a turncoat knight who believes he is the rightful heir to the throne of Camelot and so wishes to depose Arthur by force. In Norhaut he builds his forces, but his allies are present throughout the Perilous Land as mercenaries, knights, spies and corrupt nobles. While Mordred wishes to take Camelot for himself, the enchantress of the Wytchwood, Morgan Le Fay, leads her Sisters of Le Fay in a war to bring Camelot to its knees. During the previous Age of Doom, a mysterious event caused the dormant malevolent creatures of the Perilous Land to become active once more and run rampant. Seeing the land plunged into shadow, Arthur embarked on The Great Search to find allies, knights, cunning folk and others who would fight these monsters. Morgan Le Fay believes that these magical beings have the right to live in the Perilous Land and sees Arthur as her mortal enemy. Her Sisters of Le Fay join her fight against civilisation, desiring a return to the natural order of things.

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Artwork by Alan Lathwell
Both the Sisters of Le Fay and The Black Lance are two of a variety of factions in the Perilous Land, some evil, some good and others neutral. Players will have the chance to join one of these factions, such as the valorous Knights of the Round Table, the rugged Iron Hawks, the mystical Fellowship of Enchanters, along with others. Factions offer a new dimension for character roleplay, with each having a series of requirements for joining that faction. For instance, the Order of the Fisher King must always quest for a cure for their ailing monarch - if a member ever stands in the way of retrieving a cure they will be put to death, while the Merry Men of Sherwood must distribute 50% of their treasure to the poorest in society.
If you’ve ever played a roleplaying game before, the rules of Romance of the Perilous Land will be familiar, and newcomers to the hobby will find it easy to pick up and play. In the game some players will each create a character. Perhaps this will be a valiant knight, a magical cunning folk, a survivalist ranger or one of the other classes. Using backgrounds, talents, skills, deities and factions, they will fashion a unique character. One player will take the role of the Game Master (GM), who referees the rules, crafts the world and creates adventures for the player characters to embark on in the Perilous Land.
Characters have several attributes: Might, Reflex, Constitution, Charisma and Mind. Each attribute is assigned a number - the higher the better. When a player wants to do something, like climb a wall, kick down a door or pick a pocket, they have to roll equal to or under the relevant attribute with a twenty-sided die (d20). The GM decides how difficult a task will be, which will reduce the target number needed. Characters can use skills they are proficient in like riding, thievery or history to give themselves a better chance of success.
Of course, players are bound to find themselves in a scuffle on their adventures, whether it’s with a devious brigand on the road or in the watery abode of the finfolk. Combat in Romance of the Perilous Land is designed to be simple, but tactical - perfect for theatre of the mind play or with miniatures and a battlemat. All enemies have a Hit Die (HD) which determines how challenging they will be in a fight, and with the HD system it’s easy to create your own monsters on the fly using just one number. Players will be using their weapons, talents and class features to best their opponents and emerge victorious. Some will be able to tap into the vein of wyrd in the world in order to cast spells. The most powerful of these casters are cunning folk, who can cast spells to solve problems and harm their enemies. Cunning folk can use spell points to prepare a variety of spells of their class level or lower. They can even take a risk as prepare spells above their level, but there’s a chance things could go wrong.
In the next post I’ll be talking in more depth about creating a character in Romance of the Perilous Land.
Eager to start your adventures with Romance of the Perilous Land: A Roleplaying Game of British Folklore? Preorder your copy today!


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Мнение от Клуб Стендов Моделизъм България » 21 ное 2019, 12:00

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1. Договорът за демонстратора в рамките на проекта FCAS ще бъде подписан през януари 2020 - 2019-11-20 21:38:34
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Франция и Германия са се договорили за детайлите по съвместната им програма за създаване на боен самолет от следващо поколение, в рамките на проекта FCAS (Future Combat Air System) и през януари се очаква сключване на договор за създаване на технологичен демонстратор. Това е заявил изпълнителният директор на Dassault, цитиран от Reuters.


2. ВМС получиха употребяван вертолет AS 365N3+ - 2019-11-20 20:41:35
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Българските ВМС са получили днес, 20 ноември 2019 г., употребяван двудвигателен вертолет AS 365N3+ Dauphin, който трябва да замести катастрофиралия през 2017 г. борд 902.


3. Монголия получи МиГ-29 - 2019-11-20 20:21:41
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Монголия получи два МиГ-29. Машините са предназначени за ВВС на страната и са употребявани преди това от руските ВКС.


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Мнение от Клуб Стендов Моделизъм България » 21 ное 2019, 18:00

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1. Last Days: Zombie Apocalypse: Seasons - September Playthrough - 2019-11-21 10:28:55
There is something magical about autumn (or, should I say, Fall). The wind starts to get a little bite of winter to it, blowing the leaves from the trees and scattering them across the ground. You can hear the sound of the dried leaves crunching underfoot as everyone goes about their lives.
Of course, in Last Days: Zombie Apocalypse: Seasons it is a little less pleasant. The sound of crunching leaves could be a shambling Zombie, or perhaps another survivor with unknown intentions, and the cold winds aren't as invigorating when you don't have somewhere warm to return to.
In the video below, Last Days: Zombie Apocalypse author Ash Barker is joined by Jay as they work together to fight off an incoming Zombie horde. Will they survive the undead unslaught?

Want to see how you would fare in this post-apocalyptic, zombie-infested world? You can order Last Days: Zombie Apocalypse and Last Days: Zombie Apocalypse: Seasons from the Osprey Games webstore!
If you want to see more videos from Ash, make sure you !


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Мнение от Клуб Стендов Моделизъм България » 22 ное 2019, 18:00

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1. Designer Blog: An introduction to Paleomythic: A Roleplaying Game of Stone and Sorcery - 2019-11-22 09:09:00
Publishing on 12 December, Paleomythic: A Roleplaying Game of Stone and Sorcery is one of the two launch titles for the new Osprey Roleplaying series. Written by Graham Rose, the game transports players to the land of Ancient Mu - a harsh, prehistoric world of biting cold winters, savage predators, and hostile tribes. Today, Graham is on the blog to introduce you all to his upcoming game.
I coined the phrase ‘stone and sorcery’ to capture the idea I had for a genre, which takes some of the principles of sword and sorcery back in time. I wanted to strip away the technology of sword and sorcery (such as it is), whilst maintaining its fantastic and otherworldly experience. My intention was to create a world of primitive wonder, with as much potential for adventure as any fantasy setting.
Paleomythic is the result, and presents a mythical prehistoric world on a continent that never was. This is a land of dangerous megafauna, of mastodons and sabretooths, otherworldly spirits and of primitive ‘beast-men’. The setting gives glimpses and hints of things gone before; of forgotten civilisations and strange, ancient peoples.
Set on the continent of Ancient Mu, Paleomythic gives players the chance to have their characters explore a land of searing deserts, foetid swamps, tangled forests and frigid mountains. All types of terrain that exists, or that have existed, can be found on the continent of Ancient Mu. This is the backdrop to adventures of survival, conflict and wonder. Survival
To survive in Paleomythic is to learn to gather enough foods to sustain yourself for the journeys ahead, or to face the danger of hunting down a beast, such as a huge aurochs, or even a mammoth. Survival is also about using fire to heat a cave during a freezing night, or finding shelter from a sandstorm in an arid wilderness. To survive in the world of Paleomythic is to compete against wild animals such as ‘tusk cats’ (sabretooths), dire wolves or huge birds of prey called teratorns.
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Artwork by John McCambridge Conflict
When characters must fight in the world of Paleomythic, the stakes are high. They must enter combat armed with weapons of wood, flint and bone. These can inflict cruel wounds on their opponents, or they could just as easily fall apart in the characters’ hands. Opponents are many and varied, from enemy tribes and feral beasts, to fearsome and strange beast-men (such as the menacing ghouls of the deep caves, or the savage boar brothers and tail sisters). Wonder
Ancient Mu is a continent almost absent of uniformity; a place of many types of people, with their own customs, traditions and societies. There are tribes that worships gods, or that venerate their ancestors. Some celebrate death, yet others mark the birth of a child, or the coming of a season. The land also has many mysterious places, spoken of by travellers or hinted at in ancient stories. Some speak of the City That Was, a forgotten place of dark stone buildings. Yet others whisper of the Barrow Land, where the spirits of the dead roam.
Despite having some established features, the setting of Paleomythic is very much reliant on a set of tools rather than being specific and defined. The exotic locations and the areas inhabited by the tribes of beast men are implied rather than precisely positioned. Many tribes and settlements are yet to be established - the tools are there for the GM to create and place these in a land of their own creation. Playing Paleomythic
Paleomythic is a setting that is possibly familiar to some; in that it is in many ways similar to other fantasy genres. Players experienced with fantasy RPGs will have no trouble adapting to the game. Their characters will have adventures, search for treasure, combat monsters and even dabble in a little sorcery.

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Artwork by John McCambridge
Common to the theme of sword and sorcery is the idea that adventures are personal struggles against both mundane and exotic dangers. Paleomythic is designed with this in mind, encouraging tales in which characters are striving to best savage enemies, overcome hardships and further their tribes interests.
Paleomythic is also perhaps unique. Common themes occurring in fantasy games are changed or even absent. Tools and weapons are made of materials such as wood, flint and bone rather than metal. A character might wear a helm made from a skull, armour made from bones, and wield an obsidian tipped spear. For Paleomythic characters, treasure might be materials useful for making tools, or for the lucky, a handful of precious stones and gem fragments useful for trade.
Different too are the settlements and societies; there are no sprawling cities or large towns in Ancient Mu, there are no shops and taverns for characters to haunt. Instead, there are tribes dwelling in hide tents, caves or earth mounds. There are settlements with houses made of mud bricks or stone, perhaps scavenged from ancient ruins. Nomad encampments of bright tents can be encountered, where characters can barter for exotic goods.
Belief in spirits, deities and the supernatural is also prevalent throughout Ancient Mu. This is a land of scorpion, toad and insect gods, of mouthless deities that rule spirits, and of goddesses that run wild in forests and ancient woods. Some beliefs have been corrupted and skewed to evil ways, enforced by cruel priests that subjugate their followers. Other dark things are whispered, about the evil sorceries wielded by the followers of old, almost forgotten deities.
The wilds of Ancient Mu are where the beasts have dominion. Many beasts are recognisable; there are plains filled with horses, goats that stumble on mountain sides, and deer that roam the forests. Others beasts may be strange and frightening to characters; such as the horse-rhinos that forage the scrubland of Mu, or huge spike tails, that can maim and kill with a swing of their tail.
The Paleomythic rulebook is completed with an adventure to get players used to the setting. This follows the tradition of many fantasy role playing games, occurring in an underground cave setting filled with danger. Hopefully, it’ll prove to be a simple, fun and exciting introduction to the world of Paleomythic.
Eager to start your adventures in Ancient Mu? Preorder your copy of Paleomythic: A Roleplaying Game of Stone and Sorcery today!


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1. Guadalcanal 1942-–43 - 2019-11-23 11:44:00
On the blog today, Mark Stille, looks at some of the myths that occurred during the campaign for Guadalcanal, the subject of his latest book, Guadalcanal 1942–43.

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The campaign for Guadalcanal is one of the best known of the Pacific War, but it remains misunderstood from several important perspectives. My latest Osprey book on Guadalcanal, the Air Campaign Guadalcanal 1942–43 is another attempt to clear up some of the misunderstandings and myths surrounding this epic campaign.
When it comes to the air campaign over Guadalcanal, it is obvious that it was the decisive air campaign of the Pacific War. Including the two carrier battles during the campaign, both of which inflicted heavy losses on the Imperial Japanese Navy’s Air Force, the six-month campaign by the Japanese to knock out American air power on Guadalcanal was nothing less than a disaster. Not only did the IJN’s air units fail in their mission to gain air superiority over and around the island, but the Japanese suffered calamitous losses in the process. IJN aircraft losses are hard to determine with certainty, but approached a total of 700. Even harder to ascertain is the total of Japanese air crew losses. American aircrew losses are much easier to determine. Between Navy, Marine, and Air Corps units, some 420 aviators were lost. In comparison, Japanese aircrew losses were at least twice as many and maybe as much as three times as many. In comparison, 110 Japanese aviators were lost at Midway. The raw number of Japanese aviator losses is bad enough but does not take into account that these were the cream of the IJN’s highly-trained prewar aviators. Once they were gone, they could not be replaced and the effectiveness of Japanese air operations suffered accordingly. This degradation was evident in 1943 as the war moved up the Solomons and accelerated until in late 1944 the Japanese were forced to give up on conventional air attacks.
Another myth exploded during the Guadalcanal air campaign was the invincibility of the Japanese “Zero” fighter. American losses in air combat for the period 7 August through 15 November were 109 aircraft, including 70 Wildcats (the standard Navy and Marine Corps fighter) and 13 P-400/P-39 (the terrible fighter which the Air Corps brought to the island). Losses of the vaunted Zero during the same period were 106. Not all of these were due to air combat, but the great majority was, making Zero losses greater then Wildcat losses. The nimble and long-ranged Zero had gained an early-war reputation for invincibility primarily since it was piloted by combat-experienced pilots. For the first time, American Marine and Navy fighter units on Guadalcanal found a way to capitalize on the Zero’s principal weakness which was its extreme vulnerability to damage. This was due to some outstanding American small unit leadership. Marine squadron commanders came up with a set of tactics which played on the strengths of the Wildcat and avoided the strengths of the Zero. These tactics avoided dog fighting with the Zero, but late in the campaign the American fighter pilots were confident enough to take on the Zeros directly. Even at this early period of the war, the Japanese were having problems replacing losses and the overall state of training was so deficient that the Japanese were forced to pull units from combat for remedial training. American pilots, almost all of which had no combat experience before arriving on Guadalcanal, proved to be more adaptable and ultimately superior airmen, in spite of the fact they were flying an “inferior” fighter.
The problems of the Japanese aviators were exacerbated by the way the Japanese were forced to fight the air battle. The major Japanese base at Rabaul, from which almost all Zero and bomber sorties originated, was 565 miles from Guadalcanal. This limited the number of sorties the Japanese could mount, increased operational losses, and put the Japanese in a tactical box when planning air operations. As a result, the Americans quickly learned how to cope with the daily bomber raid, escorted by Zeros, which came over the island at the same time each day. From coastwatchers and radar, American fighters were in a position to take a daily toll from the Japanese. Japanese bombers were ineffective during the campaign – they accounted for only a small number of aircraft destroyed on the ground and never succeeded in knocking the airfield out. The Japanese 11th Air Fleet based in Rabaul proved it was not up to the challenge of defeating the small American air force on Guadalcanal. Not until late in the campaign did the Japanese develop other bases closer to Guadalcanal which would allow the Japanese to bring their superior numbers to bear. This was a classic case of too little, too late. It is fair to say that IJN lost the air campaign over Guadalcanal because of a lack of bulldozers.
The other theme of the book is the effort by the Cactus Air force to stop the flow of Japanese reinforcements and supply to the island. This highlighted the interdependence of air, naval and ground forces in the campaign. For the Americans, even a small number of attack aircraft on the island prevented the Japanese from bringing more troops there unless it was as part of a major convoy operation or as part of the nightly “Tokyo Express” which was inefficient and was unable to move heavy equipment. As long as the Cactus Air Force was intact, the Japanese could not move enough troops to overwhelm the Marines on the ground. The basic need to reinforce the ground forces on both sides drove the air campaign as well as the six major surface engagements of the campaign.
Leadership also mattered. The American commander, Vice Admiral William “Bull” Halsey kept his promise to the Marines that he would support them with everything he could get his hands on. He drained the South Pacific of every available Navy and Marine fighter, dive-bomber, and torpedo squadron and sent them to the island. When the Japanese mounted two major operations to move troops to the island in larger convoys, Halsey committed whatever ships he had as well. On the other hand, Admiral Yamamoto Isoruku was tentative and never marshaled his superior air and naval forces for a knock-out blow. When he made a major effort, it was mismanaged. The salient example of his ineptitude was in November when he sent a convoy to the island, and complete destruction, before he ensured the Cactus Air Force had been neutralized. Yamamoto’s performance at Guadalcanal should cement his reputation as one of the most overrated admirals ever.
Guadalcanal 1942–43 is one of the first focused examinations of the air campaign and tries to explain why the Japanese were so ineffective and how the Americans kept the airfield on the island operational for almost the entire campaign. More than just an examination of the numbers and types of aircraft, it places the operations of both sides into the context of their overall strategy and provides insight into why the most decisive campaign of the Pacific War turned out in the Americans’ favor.
Guadalcanal 1942–43 publishes on the 28th of November. Preorder your copy here.


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1. Osprey Games at Dragonmeet 2019 - 2019-11-25 16:20:47
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This Saturday, the Osprey Games team are heading down to London for Dragonmeet 2019 with our latest books, games, and miniatures!
This year will be extra special for us, as we will be launching the Osprey Roleplaying series at the event! Our first two RPGs, Romance of the Perilous Land: A Roleplaying Game of British Folklore and Paleomythic: A Roleplaying Game of Stone and Sorcery, will be available, and we are delighted to announce that we will be joined on our stand by authors Scott Malthouse and Graham Rose!
Away from the stand, Gaslands designer Mike Hutchinson will be demoing Gaslands: Refuelled for anyone who wants to try out his wargame of post-apocalyptic vehicular mayhem.
We can’t wait to see you all there!


2. Sent By The Iron Sky Extract - 2019-11-25 15:47:43
Sent by the Iron Sky by Ian Gardner follows the story of the men of 3rd Battalion, 506th Parachute Infantry Regiment, from their entrance to the war, to their defence of Bastogne, and their occupation of Berchtesgaden. Find out about one of those men with this exclusive extract.

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Ralph Bennett

“I was in a large tool shed on the northern side of the railway junction, peering across the tracks through my field glasses. It looked like the entire German Army was coming my way in what seemed like one black solid mass. I took two men and moved forward along the edge of the embankment. We’d only gone about 25 yards when we heard German voices coming from the other side of the tracks. I threw a grenade and scrambled across the railway lines and found myself looking down on a dozen or so enemy soldiers, who were standing in a wide waterlogged ditch on the other side. Simultaneously, they lifted their heads and looked up toward me. They were so close I could see the horror and panic in their eyes. I emptied an entire clip from my TSMG into their faces and ran like hell back to the CP. Although I did not realize it at the time, that shooting became a defining moment that haunted me for the rest of my life. When I got back to warn the platoon, Lieutenant Andros told me that Harry Clawson had been hit and I was now the new platoon sergeant.”
While Bennett had been away, Andros and Clawson had been desperately trying to contact the battalion by handheld radio when a shell had exploded, killing Andros’ signaler and wounding Clawson. Andros himself was incredibly lucky to escape with nothing but a flesh wound and a dent in his steel helmet. Three or four men from the platoon started firing from the corner of the signal house as the enemy tried to advance across the junction. During the exchange of fire Second Lieutenant Willie Miller was seriously wounded in the neck. The crossing soon became cluttered with enemy casualties as grenades were exchanged back and forth. But with the enemy pushing forward on both flanks and overrunning vital positions, it was impossible to remain. Meanwhile due to lack of stretchers, Dr Morgan and his medics, who had come forward with Sink, were unable to remove all the wounded from the house. Morgan decided to stay and look after the remaining casualties until the rest of medics could return. It soon became apparent that they would not be coming back, so when Andros and his men pulled out, the “Doc” opted to stay behind with the remaining wounded, including Clawson and a young machine gunner called Morris Thomas. As Bennett later recalled:
“With enemy troops about to envelop our position from both the north and south, I decided to cover the withdrawal with my 60mm mortar and two men. There was a wooden hay cart behind the house and Alex climbed on top to spot for me. I held the tube almost vertically and let the first bomb go. Open-mouthed we all watched as the shell launched directly above our heads and came down no more than 10 yards away! At least it gave me a starting point from where I was able to adjust and drop the other shells more accurately behind the embankment. We could hear screaming coming from the other side of the tracks. I think our shells temporarily fooled the Germans into thinking that the spot had been zeroed by artillery, which at least kept them from trying to cross the railway line again. At this rate I only had enough mortar ammo to last me for about ten more minutes but it bought enough time for Andros and the others to get out. When I ran out of ammunition I threw the tube into a waterlogged ditch. Dr Morgan did not want to leave when I told him it was time to go. Pulling myself smartly to attention, I saluted and told the Doc that I would do my best to get back.”
Bennett had only been gone a few minutes when the signal house was overrun, and despite his protests, Doctor Morgan was marched to the nearby town of Ommeren. Although their injuries were by no means life-threatening, Clawson and Thomas were left behind. Morgan glanced back and saw a column of dense smoke rising from the building and thought of the two men now trapped inside. At some point afterwards the Germans moved the bodies of Clawson and Thomas to a forward aid station on the southern side of the railway embankment, where they had established a temporary cemetery. The corpses of the two Americans were then buried on the northern side of the tracks, presumably to keep them separate. Over the weeks that followed, the shallow graves were covered by floodwater and any external sign of their existence washed away.


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Ralph Bennett seen here on November 12, 1944, receiving his much deserved Silver Star from LtGen Lewis Brereton. The 60mm mortar sergeant won the award while covering the withdrawal of H Company from Opheusden on October 5. (Ralph Bennett)


Want to read more? Pre-order your copy of Sent by the Iron Sky now!


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1. How the US Air Force Won in Korea and Couldn't Claim the Victory - 2019-11-27 15:20:00
On the blog today, Thomas McKelvey Cleaver, author of MiG Alley: The US Air Force in Korea, 1950–53, recounts the heroic efforts of the Sabre fighter-bombers of the 18th Wing, which ultimately changed the final outcome of the war.


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From the outset of the Korean War, American military leaders saw US airpower as the primary agent to prevent the Communists from overrunning the country during the first year’s war of movement, and later the sledgehammer that would break the obstinacy of their Communist opponents in the peace negotiations and bring about the end of the war. Unfortunately, throughout the war, this never happened. As Seventh Fleet commander Vice Admiral J.J. “Jocko” Clark put it, “the interdiction campaign didn’t interdict.”
In April 1953, the peace negotiations at Panmunjom recommenced after having been stalled for the previous 18 months. Intelligence learned that the Chinese hoped to go on the offensive in the summer, to change the “facts on the ground” and influence the outcome of the negotiations. Bombing sorties against the transportation system were increased in May and June, which resulted in the planned Chinese offensive being delayed until mid-June. With negotiations hanging up on the riots happening in South Korean prisoner of war camps and the decision by the South Koreans to allow the Communist prisoners to escape from the camps rather than forcibly repatriate them, the outcome of the war was on a knife-edge. The attack broke through Eighth Army’s defensive lines and threatened a breakthrough that could end with a third fall of Seoul. The UN army lacked the reserves to stop the Chinese and action was limited to closing the hole and blunting the enemy spearhead. A second Chinese attack aimed at Seoul and Inchon was expected any day.
On the night of July 15/16, 1953, the Sabre fighter-bombers of the 18th Wing took part in a mission that did affect the final outcome of the war, one that the Fifth Air Force would deny had ever happened until Major Flamm D. “Dee” Harper of the 18th Fighter Bomber Group told the story for the record in 1992.
Captain Harper had been shot down over North Korea and injured in his ejection three weeks earlier and was assigned a ground job as Group Operations Officer, which carried with it a spot promotion to Major. On July 15, 1953, with both 18th Wing commander Colonel Frank Perego, and 18th Group commander Colonel Maurice Martin attending a conference in Tokyo, Deputy Group Commander Lieutenant Colonel Glenn Stell was the acting group commander. By 1700 hours the wing had completed all missions Fifth Air Force’s Joint Operations Center had assigned.
Harper recalled, “Two flights were still north of the Main Line of Resistance, but at the Combat Operations Center, we were putting the day’s activities to bed. Lt Colonel Harry Evans, commander of 12th Squadron, who was leading a flight still north of the MLR, contacted us and said he had located about 100 enemy boxcars in a marshaling yard near the front. Everything they shot exploded, which indicated munitions! He also said another nearby marshaling yard was also loaded with boxcars and gave the map coordinates. We finally had a real target!
“Night was rapidly approaching and we were a day fighter outfit. I knew that by morning the munitions would be dispersed and this prime target would no longer exist. Instant action was required. While the duty officer relayed the scramble order and target data to our two alert flights, I contacted the duty officer at Fifth Air Force Headquarters. I told him the targets and stressed the need for immediate action, that I was launching our alert flights while he obtained the necessary authority. Considering the seriousness of the situation. I never once thought we may not receive such authority. The duty officer was also advised we would load all aircraft for immediate strikes.
“Within fifteen minutes we were ready to launch 16 aircraft. Again I contacted Fifth Air Force for authority, and was told that General Barcus, the commanding general, was at dinner, and they didn’t want to disturb him. Again, I told the duty officer we would launch the ready flight and would turn everything around upon landing to augment the force as rapidly as possible. He worked on the obtaining necessary authority.
“By now this was a major operation. Every organization on base was at maximum effort. I was the only one who knew none of this had been authorized by Fifth Air Force.
"We continued launching flights. The sun set. The squadron commanders told me that the fires in the targets were so bright our pilots could read their instruments by them.”
12th Squadron commander Evans later recalled, “The whole valley in the target area looked like daylight. We did not need maps or photos. We just headed north, and when we got to 6,000 feet, we could see the fires on the horizon.” 67th Squadron commander Lieutenant Colonel Carroll L. “Stan” Stanton, remembered, “When my flight arrived over the train, Harry’s was just leaving. It was now almost pitch dark. It was obvious we were setting ourselves up for a mid-air collision. That would have really ripped it! I took control and assigned holding quadrants, then called individual aircraft in and out of the target area. I’ve never seen a fireworks display that comes close to the show that night. Burning ammo flew thousands of feet into the air, and secondary explosions were everywhere!” As the night wore on, clouds moved in and pilots were logging 40 minutes of weather on each sortie. After several hours of sustained attacks, a C-47 with a forward air control team arrived to take charge.
Major Harper continued, “Due to the press of events. I had not advised Colonel Stell we lacked authority, a serious breach of command authority, because up to this time I had not considered Fifth Air Force approval to be a problem. In my mind, I knew approval was imminent. I was just busy doing my job hacking through the red tape. I continued contacting Fifth Air Force Headquarters for authority. At one point I requested they order me to stop or else obtain authority, but neither occurred! In my opinion, the response from the 18th had been so fast that after General Barcus completed dinner, no one wanted to tell him he’d missed the war! In my defense, we were striking the only real target I had seen during the seven months I was in combat. I was also aware that after going this far. I had better finish the job. I made the personal decision to remain silent. There was no need for anyone else to be open for court martial.”
Shortly after midnight, ground fire claimed two Sabres and one pilot was down in No Man’s Land. “Because of these losses, I knew our operation could not be swept under the carpet. We shut down shortly thereafter feeling assured our target had been destroyed. The 18th Fighter-Bomber Wing produced 212 sorties, of which 120 had not been authorized.”
Harper realized the upper echelons were upset at 0300 hours, when he saw an order to Colonels Perego and Martin to return to Fifth Air Force Headquarters immediately. “After the day’s events, I was totally exhausted and extremely shaken, considering that I was not in good physical shape to begin. With visions of a court martial and a possible sentence in Leavenworth, I went into shock prior to falling asleep.”
The next day, Colonel Martin walked into Harper’s office at 1430 hours. Harper was officially informed he would not be court-martialed, and would receive no citation. “After a considerable pause, Colonel Martin continued. ‘As Air Force officers we are all required to make decisions. Yesterday, you made the right decision. If you never make another decision, you have earned your pay for the rest of your career.’”
Following the destruction of the ammunition trains, the expected second assault failed to take place. The hope that airpower would change things had happened, but the Air Force couldn’t officially claim its victory because staff aides had been reluctant to interrupt General Barcus’ dinner to obtain proper bureaucratic approval of a one-time-only opportunity. Barcus, who had consistently “pushed the envelope” in an effort to achieve this result, would never claim his victory. The Sabres of the 18th Wing had literally saved the conclusion of the Korean War by stopping the planned Chinese attack in its tracks before it could begin. The armistice was signed ten days later.

Order your copy of MiG Alley: The US Air Force in Korea, 1950–53 now!


2. The Elite: Sily spetsial’nykh operatsii (Special Operations Forces) - 2019-11-27 11:32:00
Ahead of the release of his latest book for Osprey, The Elite: The A–Z of Modern Special Operations Forces, we asked author Leigh Neville to tell us about some of the units included in The Elite. In this series of five blog entries, Leigh looks at his personal top five military or police special operations forces (SOF).



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Number 2
Sily spetsial’nykh operatsii (Special Operations Forces)
One of the most newly established units on the global stage, and one of the most interesting, is the Russian sily spetsial’nykh operatsii or SSO, which translates as Special Operations Forces. Russia is well-known for its Spetsnaz (Special Purpose or Special Designation) units which became synonymous with Russia’s decade long engagement in Afghanistan. These units still exist in various forms across most Russian intelligence and military organisations, however they generally perform a raiding or ‘shock troop’ role (with the exception of the Federal Security Service’s specialist units that focus on counter-terrorism and covert operations).

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An SSO operator on recent exercises. Note the Glock pistol and rails, M4 style stock and combat optics on his AK-74M.
The SSO, however, were established in 2012 as a direct contemporary of Western units such as the British SAS and are even organised into ‘departments’ which mirror the ‘squadron’ structure within the SAS or Delta Force. SSO, under the command of the Komandovanie sil spetsial’nalnykh operatsii (KSSO) or SOF Command, are trained to operate covertly with 16-man elements (the equivalent to an SAS ‘Troop’) specialising in mountaineering, small boats and combat diving, and parachuting along with dedicated elements trained in sniping and close personal protection.
SSO operators have seen extensive combat in Syria since 2015, with a Russian officer noting that their role included ‘… reconnoitring targets for Russian airstrikes, providing targeting information for the bombers, and conducting other special missions.’ These ‘other special missions’ appear to have included mentoring pro-Assad forces and Iranian-supported Hezbollah units. They are also rumoured to have undertaken ‘kill or capture’ missions against high-value targets within Islamic State and anti-Assad groups.
In January 2018, SSO were deployed to hunt down the insurgents responsible for an indirect fire attack on the Russian-controlled Khmeimim Air Base in north-west Syria that claimed the lives of two Russian service members. According to the Russian military, ‘During the final stage of the operation, a group of Russian Special Operations Forces established the location of the subversive group of militants near the western border of the Idlib province. Upon the terrorists’ arrival at the facility where they were preparing to board to a minibus, the entire sabotage group was destroyed by a Krasnopol high-precision artillery shell.’
In another mission in November 2016, a 16-man element was tasked to ‘… conduct recon and localise concentrations of terrorists and equipment to guide our aircraft. We took up positions and went to work’ in Aleppo Province. The SSO team guided in Russian airstrikes until their position was discovered by al-Nusra insurgents and targeted by indirect fire and later an armoured SVBIED (suicide vehicle-borne improvised explosive device) built upon a captured Syrian BMP-1 infantry fighting vehicle.
The SSO engaged and destroyed the SVBIED: ‘… the shakhid-mobile [SVBIED] was led by a bulldozer covered by 3-4 layers of steel plates, with sand between them. The shakhid-mobile followed. We took up a position on the right flank, the Kornet [9M133 anti-tank guided missile] operator hit the BMP with the first shot. The explosion was such that it took out the bulldozer too.’ The SSO Kornet operator later destroyed an insurgent tank and a ‘heavy technical’ mounting a ZU-23 anti-aircraft gun.

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A pair of SSO Chaborz M-3 rough terrain 'dune buggies' in action on a recent exercise.
Due to the nature of their operations, SSO have an enviable budget (in Russian terms) and are equipped with a range of both domestic and internationally produced weapons and equipment. For instance, it’s not unusual to see SSO snipers using Austrian-manufactured SIG-Sauer SSG08 sniper rifles or the German Heckler and Koch MR308 (MR762), the civilian variant of the HK417. Their standard issue pistols are Austrian Glocks and they dress in copies of Western camouflage patterns such as MultiCam and ATACS-FG. They have also followed Western units in employing a range of civilian pick-up trucks and the domestically manufactured Chaborz M-6 rough terrain vehicle.

Check out Leigh's previous blog posts about his third, fourth and fifth picks.
The Elite: The A–Z of Modern Special Operations Forces publishes 28 November 2019. Preorder your copy here.


3. Designer Blog: Creating a Character in Romance of the Perilous Land - 2019-11-27 08:20:28
Publishing on 12 December, Romance of the Perilous Land: A Roleplaying Game of British Folklore is one of the two launch titles for the new Osprey Roleplaying series. Written by Scott Malthouse, the game sees players take on the roles of valiant knights, mighty barbarians, subtle cunning folk, and more as they roam the land fighting evil, righting wrongs, and creating their own legends. Scott Malthouse is back on the blog today looking at character creation in his upcoming RPG!
Welcome to the second designer blog for Romance of the Perilous Land: A Roleplaying Game of British Folklore, where this time I’ll be talking about how you create a character in the game.
Romance of the Perilous Land is designed to have a fast and simple character creation, but with enough depth to make your character mechanically fun to play. A character comprises of the following elements:
1) Attribute scores
2) Class
3) Skills
4) Talents
5) Backgrounds
6) Deities
7) Factions (optional)
In the game players take on the roles of heroes of a mythic land. Some will have great strength, others will have a keen intellect, while some will be charismatic enough to talk their way out of sticky situations. There are five key attributes in the game: Might, Reflex, Mind, Constitution, and Charisma. For anyone familiar with traditional roleplaying games, you will be right at home with this spread of attributes. In Romance of the Perilous Land, the higher your attribute score, the better. Players can generate their scores in several different ways, whether it’s a set array of numbers or rolling dice to randomly determine your score.
Before you generate your attributes, you’ll want to think about what kind of character you want to play - will you be a valiant knight who defends the innocent? A sly thief who strikes from the shadows? An uplifting bard who bolsters their allies with stories and songs? A wild barbarian who’s as tough as nails? An eagle-eyed ranger with great survival skills? Or perhaps a magical cunning folk who weaves spells? These are known as classes, and they define a host of things about your character, including the kinds of weapons and armour they’re trained to use, their save proficiencies, their skills, their hit points and the special class features they get as they level up.
Let’s say we want to make a bard. This class is all about inspiring your party to do great things while reducing the morale of your enemies. As a bard, you will want to have a high charisma score, because that’s the attribute many of your class features rely on, like Battle Song, which gives an ally a better chance to hit an enemy in combat. You might want to keep your bard out of the front line of combat, so putting your next highest score into reflex, used for ranged combat, might be a good idea.

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Artwork by John McCambridge
Skills are an integral part of the game, representing certain areas your character specialises in. Going back to our bard, we have the option of taking three from a list of five skills, so we opt for Persuasion, Perform and Bluff. Each skill is linked to an attribute - all three of these skills are tied to charisma, which is our bard’s highest score. Skills give you an edge when using them while trying to perform a relevant task, allowing you to reroll your die and take the highest result. Your class isn’t the only place to get skills - your background also grants two more to help flesh out your character. Backgrounds can enhance the roleplaying experience by giving your character a history, along with skills, equipment and some starting cash. Maybe our bard used to be an outlaw, living on the streets and stealing to stay alive, so taking the Outlaw background makes sense and it gives us two more skills: stealth and thievery - both tied to reflex, which is our second highest score. We also get a makeshift dagger, a black cloak, a set of lockpicks and 3gp. Now we can start seeing our bard coming together.
Every first level character starts with a talent - a special ability they have that sets them apart from the average person on the street. Talents offer a way to further customise your character to fit the playstyle you’re going for. Some have prerequisites that must be met in order to take them, such as Fleetfoot, which requires a character with 12 reflex. There are 42 talents in total, so plenty to choose from, but not so many that it gets confusing. There are a couple of bard-specific talents, so let’s take Instrument of Valour, which allows our bard to choose a bard class feature and gain another use of it each combat. Suddenly this character has become more potent. You gain a new talent at level two and every two levels after, so you’re free to build your character in any way you want. For example, we might want to give our bard some spells next level, so we opt for the Magic Initiate talent, giving us access to some low-level (but incredibly useful) spells.
Most people in the Perilous Land worship a patron god or goddess. These are all based on real Celtic deities and offer more roleplaying opportunities for your character. Each deity has one or more classes with an affinity to them. For bards, the beautiful harpist Fachea, the goddess of creativity, is the perfect fit. We can note that Fachea is popular with people from the south, so we may determine that our bard is from a southern kingdom like Ascalon, perhaps from the capital city of Hykaria (hopefully avoiding Vortimer’s brutal battle pits).
There are various factions in the Perilous Land, some allied with Camelot, some standing with the forces of darkness and others neutral to these two sides. Becoming a member of a faction is completely optional, but they offer even more roleplaying opportunities for your character. Our southern bardic outlaw could be a monster-hunting Iron Hawk, a valiant Knight of the Round Table, or a member of the Order of the Fisher King, but none of these quite seem right for them. However, the Merry Men of Sherwood makes sense - they too are outlaws with a heart of gold! Joining this faction gives a few rules to live by. For the Merry Men, this includes giving 50% of our treasure to the need, and being fiercely loyal to Robin Hood. There’s also a 1 in 6 chance we’ll meet a fellow Merry Man in a forested area, who we can call on for aid, which could come in handy.
Now all that’s left is to give our bard some equipment, a name and a short backstory (which should be easy based on the selections we’ve made during character creation). Our class gives us the chance to start with a sling and leather armour, which seems fitting for a ranged character. There are full equipment lists in the book so you can kit out your character so they’re prepared for adventure. Our name will be Liana Willow, hailing from Hykaria. A daughter of a spice merchant from the far off Bronze Lands, Liana decided to make roots in Ascalon, much to the chagrin of her parents who still reside overseas. She had always loved the stories of foreign kingdoms and set about collecting the tales and verses of Ascalon and the Perilous Land. But despite her best efforts, she fell on hard times, having to steal to stay alive. Having being caught by Vortimer’s Golden Guard, Liana escaped her cell and left the city, worried she’d be sent to the battle pits (or worse). Fleeing to the Forgotten Forest, she had to contend with a family of vicious goblin-like redcaps. Fortune shined upon her that day and she was aided by two members of Robin Hood’s Merry Men, who helped slay the redcaps. Liana decided to join the Merry Men and fight for injustice, all the while seeing it as an excellent opportunity to travel and record the vast lore of the Perilous Land.
And there we have it - a fully fleshed out character we can start our adventures with. What kind of hero will you create in Romance of the Perilous Land?
Eager to start your adventures with Romance of the Perilous Land: A Roleplaying Game of British Folklore? Preorder your copy today!


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1. The Elite: 75th Ranger Regiment - 2019-11-28 11:59:00
Ahead of the release of his latest book for Osprey, The Elite: The A–Z of Modern Special Operations Forces, we asked author Leigh Neville to tell us about some of the units included in The Elite. In this series of five blog entries, Leigh looks at his personal top five military or police special operations forces (SOF).



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Number 1
75th Ranger Regiment
I have chosen the 75th Rangers, a unit close to my heart due to my work with a number of Ranger veterans on my book on the Battle of Mogadishu, Day of the Rangers, and because it is the SOF unit which has evolved the most in the twenty years of the so-called Global War on Terror. For many years the Rangers were seen as the ‘little brothers’ of Delta, the guys who pulled security around a target while Delta cleared the objective, but Afghanistan and Iraq have seen the Regiment become far more than an elite ‘light infantry unit’. Today the 75th Rangers are capable of a full-spectrum of special operations missions.
This evolution began in Iraq with the unit graduating from securing cordons for Delta to manning its own element, Task Force Red, in the war against al-Qaeda in Iraq. Based out of Saddam’s hometown, Tikrit, the Rangers ran unilateral kill or capture missions, chalking up an impressive tally of detainees (no shots were fired on more than 90% per centof the missions), and the Regiment increasingly became adept at conducting covert entries. Without waking the neighborhood, the first a wanted insurgent would know of the Rangers’ presence was the muzzle of an M4 in their face at 3am.

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75th Ranger Regiment Conducting Operations in Iraq, 26 April 2007.
Image courtesy of the US Army.
Task Force Red operated as part of the larger Joint Special Operations Command (JSOC) Task Force identified by numerical designations which constantly changed (Task Force or TF 145 for example). Each was given a colour coding and geographic responsibility for an area of Iraq. Famously, UK Special Forces were known as Task Force Black and operated principally in Baghdad (with occasional missions to Basra to support British conventional forces); Task Force Blue was to the west with a SEAL Team 6 squadron supported by a Ranger element; and Task Force Green was to the north of Baghdad and was staffed by Delta Force.
Task Force Red was comprised of a rotational light battalion of Rangers and a small troop sized element of Delta operators. When they found the number of objectives turning out to be ‘dry holes’ increasing, the Rangers realised that their quarry were spending the night in different locations to avoid the raids, so instead of nighttime strikes, the Rangers took the dangerous step of conducting daylight operations to nab their targets. Although effective, it also saw the Rangers involved in a number of protracted running firefights as entire city blocks converged on the raiders.
In Afghanistan, the Rangers were sharing command of the Afghan theatre subordinate command of the JSOC Task Force with SEAL Team 6, but their successes in both Iraq and Afghanistan saw former General Stanley McChrystal, himself a former Ranger, give operational control of Afghanistan to the Regiment, a move that ruffled more than a few feathers at SEAL Team 6. It also caused some comment from Task Force Green, as when Delta reoriented toward Afghanistan during the Surge, they found themselves playing somewhat ‘second fiddle’ to the Rangers.
In 2009, the Regiment conducted an audacious campaign to destabilize the insurgency. This campaign was known firstly as Team Darby and later as Team Merrill (both named after famous Second World War Ranger officers). The concept was simple, if extremely dangerous – insert into a known insurgent hot spot, establish a temporary combat outpost, and goad the enemy into attacking.
When the Taliban inevitably took the bait, they were hammered by artillery and airstrikes called in by the Rangers. The missions were successful in undermining insurgent control in contested areas, but came at a heavy cost – some sixteen Rangers were killed in action during the year the missions were conducted.

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Rangers conducting a compound assault in Helmand Province, Afghanistan in 2011
Image courtesy of Sgt. Matthew Friberg
The Rangers are still active in Afghanistan, primarily against Islamic State-Khorasan in the east of the country, but they have also deployed in recent years to Syria, both conducting mentoring for anti-Assad forces and working as part of JSOC’s Expeditionary Targeting Force to capture or kill Islamic State high-value targets. They have also conducted some unusual missions, particularly so for a unit that tends to operate away from the limelight. Rangers in modified Stryker infantry carrier vehicles were seen in high-profile patrols flying large American flags in an effort to deconflict between Turkish and Russian forces and the Rangers’ Kurdish allies.
All in all, the 75th Ranger Regiment deserves the top spot simply because of its incredible evolution with successive leaders, and a strong NCO cadre, seeing opportunity and innovating in both tactics and equipment to match the ever-changing threat environment. Reports indicate that the Regiment is today turning increasingly to the oft-termed Great Power Competition and its impact on unconventional warfare against state actors like Russia. Ranger leaders understand that the future may well be peer or near peer conflict and are aligning the Regiment to meet the challenge.

Check out Leigh's previous blog posts about his second, third, fourth and fifth picks.
The Elite: The A–Z of Modern Special Operations Forces publishes today. Get your copy here.


2. Judge Dredd: Helter Skelter - Wildlands Crossover Rules - 2019-11-27 16:27:41
Do you think Judge Dredd and his gang could take out the Gnomads? Or could the Mages Guild beat the Strontium Dogs? Well, with these free downloadable crossover rules you can find out for yourselves!
These rules have been designed to make Wildlands and all its expansions compatible with Judge Dredd: Helter Skelter, letting you combine the two worlds and battle it out with everything you've got!

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The Lawbringers take on...well...the Law. Who will come out on top?
You can download the rules for free from our Gaming Resources page! Give them a try and let us know who comes out on top in your games!


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1. Designer Blog: Creating Characters in Paleomythic - 2019-11-29 11:56:00
Publishing on 12 December, Paleomythic: A Roleplaying Game of Stone and Sorcery is one of the two launch titles for the new Osprey Roleplaying series. Written by Graham Rose, the game transports players to the land of Ancient Mu - a harsh, prehistoric world of biting cold winters, savage predators, and hostile tribes. Today, Graham is on the blog to tell us a little more about creating your characters for Paleomythic.
Characters in Paleomythic can be incredibly varied. They are defined using traits and flaws; adjectives that describe their qualities and foibles. A character might therefore be fortunate, guileful, resilient and strong, but also clumsy.
A character will have one or more talents. Talents encompass a number of concepts, such as character roles, abilities, experience, knowledge and training. A character might be a Barbarian, a Crafter, Fire Maker, Snake Charmer, Storyteller or Tracker. They might also be a Summoner-Priest, a Warrior-Shaman, a Seer-Mystic or even a Feral-Doomsayer-Savage.

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Artwork by John McCambridge
Talents can confer useful and practical skills. Characters travelling for long periods will find a Gatherer a very useful companion when food becomes scarce, and a Fire Maker will help to protect the adventurers from bitter winds and the cold of the night.
Talents can also grant strange and uncanny abilities, such as the ability to command animals (the Beast Tamer talent) or the ability to summon animal spirits by painting on cave walls (the Cave Painter talent).
Then there are the eerie and disturbing talents; like the Soul Eater, who can steal the abilities of the dead, the Effigy Maker, who can animate figurines to do their bidding, or the Shaman, who can travel into the realm of the dead.
To enhance the setting experience and atmosphere, characters can be described like a person in a story, rather than with numbers and statistics. This is a Paleomythic character, ready to play:
Nahmuna, a young female who is agile, brave, dexterous, resilient and wilful. She is a talented fire maker that grew up fascinated by the work of the tribal crafters, and is the survivor of a plague which killed many others.
Nahmuna is slender, lithe and sports a few scars from past fights. She carries a bag containing rope, a gourd, a fire maker, oil and a rushlight. She has a bone knife tucked into her belt. Nahmuna wears a hide hat, a simple tunic and shoes.
When considering the background and appearance aspects of a character, I decided it would be evocative of the setting to tie these areas of the character to their traits. In this way, the traits a character possesses truly reflect their life. In Paleomythic, this is achieved by choosing a few of the characters traits, and then selecting background rationales and effects on the characters appearance.

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Artwork by Mars Oosterveld
For example, a character with the trait resilient can relate the tale of how, when they were young, they were poisoned by a dangerous creature, but managed to survive. Similarly, a character with the trait brave might be described as having a scarred body, whereas a character with a quiet tread might have the guileful trait.
Eager to start your adventures in Ancient Mu? Preorder your copy of Paleomythic: A Roleplaying Game of Stone and Sorcery today!


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