Review: Infiltrated

I recently finished Infiltrated, the latest (as of this post) entry in the Duncan Hunter series by Mark Hewitt. I was extremely relieved to be done with it, having gone ahead with the final two books out of plain curiosity. It probably was not the wisest decision out there.

By now the main character is an internet Navy SEAL meme done unironically. The set pieces are reduced to the same old superplane gimmick that’s already been repeated many times over. But those are small problems compared to the absolute biggest sign of devolution: The series has become more than ever like William W. Johnstone.

Like Johnstone, the final two books have been taken over more and more by repetitive political rants. They reach a particular low in Infiltrated, not helped by a change in tone. The conspiracies go from “The Hindenburg was destroyed by communists and Amelia Earhart kidnapped by a Soviet submarine and sold into slavery in the Middle East” to boring, annoying, and slightly creepy internet conspiracy theories turned real. It’s like going from “Actually, JFK was killed by a combination of Jackie and the car’s driver” to someone going on tirade after tirade on the “international bankers”.

So yeah, I’m glad to be finished. It was a fun ride for a few books, but overstayed its welcome without a good stopping point.

Review: Small Unit Infantry Ambush Tactics

Small Unit Infantry Ambush Tactics

It’s very rare that I find a book that’s essentially a “strictly worse” version of another one. Where another work exists that can do literally everything it can and do it better. Yet that is the case for Small Unit Infantry Ambush Tactics, a how to fight guide about-look at the title.

By itself it’s not too bad, showing different ambush types and critiquing rote training. But it’s just that Special Reconnaissance and Advanced Small Unit Patrolling has everything it does and so much more. Plus the latter book has a far better tone, giving credit to the establishment where the author thinks it’s due instead of the more overly critical one of this book. So I feel comfortable in saying: Get Wolcoff’s masterpiece instead.

Review: A History of Cavalry From The Earliest Times

A History of Cavalry From The Earliest Times

Now long since in the public domain (the first edition was in 1877 and later ones were published to 1913), George Denison’s A History of Cavalry From the Earliest Times was a look back at thousands of years of mounted operations. It’s an interesting time capsule. The aim was a sincere chronicle of cavalry and a look forward into an age of increased firepower. It’s a successful one given the limitations of the time.

The biggest problem, besides a 19th Century perspective on the world, is that Denison only had famous text sources to work with. Still, you can’t blame someone for being a product of their time or not having resources that only emerged later on. And he gets both important analyses essentially right. The first is how the role of mobile forces hasn’t really changed for thousands of years. Even if they swapped their horses for motorized vehicles. The second is how firepower and lethality was increasing, with him citing vastly higher casualties in recent (as of publication) battles compared to earlier ones with muzzleloaders.

Of course, the flame of cavalry would be briefly extinguished when offense against it rose massively by 1914 while defense did not. But another vehicle would soon pick up the torch. In any event, this is a good piece of classical military history.

Weird Wargaming: The Mobile Corps Squad

So first I must say that I owe a lot to the Battle Order website and channel for inspiring me. Go check it out. Anyway, the GENFORCE-Mobile document, while a tour de force overall, has surprisingly little on the absolute smallest unit tactics. It does say that the basic and mobile forces do use very similar tactics (it’s just the latter have more training on them). Anyway, there isn’t much to say for the high-intensity doctrine. Primarily use lines, squads are unitary without teams, the vehicle commander doubles as squad leader, and that’s that.

The table of orders and equipment does (by virtue of looking at quantities of in a platoon), have one RPK variant and one RPG variant (marked as an RPG-29 in that example) per squad in the mobile forces, similar to historical practice. The company weapons platoon has an array of light ATGMs (marked as Metis, but those would probably be superseded) and PKM belt-fed machine guns.

(Strangely, the early 199X OPFOR squad is actually weaker on paper dismounted than its predecessors, with only one magazine machine gun instead of two belt-fed ones).

Soviet unitary squad line. From DDI-1100-7-776, The Soviet Motor Rifle Company, 1976

The legacy regular army, basic forces, or whatever you call them uses this doctrine relatively unchanged. But what about the new ones?

I had the Sovereign Union’s mobile corps using tank-based IFVs. There have been similar attempts in actual history, yet I figured these would be the more interesting. Basically the priorities shift a lot here. The historical BMP-3 is skewed in exactly the wrong direction. Instead of a glass cannon packed with all kinds of boom-makers, the focus is on shielding the newly-important resource with tank-level armor.

So in this timeline the BMP-3 is one of those things that only sees small amounts of use in its home country, but nonetheless achieves success on the export market. The Mobile Corps in All Union primarily rode into Romania with either BMP-2s or IFVs based on existing tank platforms. Whereas the historical T-64 APC proposals were an act of desperation, these have a deliberate goal of more protection and mass production ability, similar to the Israeli tank-APCs of real life.

Two real Soviet surplus IFV proposals are two from Ukraine, the circa 36 ton “Vavilon” on the T-64 chassis and the 46 ton “Berserk” on the T-84 (upgraded T-80) one. Apart from trading protection (the Vavilon was advertised as having STANAG 6 30mm AP protection and being able to withstand a 125mm round from 500 meters, likely against the front) for weight and logistical issues, the armament is pretty standard IFV fare: A 30mm autocannon, various machine guns and grenade launchers, and ATGMs. Crew of both is three for the vehicle itself and up to eight dismounts.

Now for the fun part.

Option A: 7+3 Unitary

Composition: Squad leader/vehicle commander (rifle/PDW), vehicle driver (PDW), vehicle gunner (PDW), 1-2x machine gunner (LMG), 1x rocket launcher (RPG), 1x assistant (rifle+RPG ammo), 1x rifle grenadier (self explanatory), 2-3x riflemen (rifle). One of the riflemen could be a “deputy leader” who commands dismounts when the commander stays with the vehicle.

This is the smallest and most conservative organization. It’s designed to duplicate the BMP procedure of having one empty paper-strength seat so that platoon/company troops can ride along. It fights like a standard unitary squad.

Option B: 8+3 Unitary

Composition: Squad leader/vehicle commander (rifle/PDW), vehicle driver (PDW), vehicle gunner (PDW), deputy commander (rifle), 2x machine gunner (LMG), 0-1x marksman (DMR), 1x rocket launcher (RPG), 1x assistant (rifle+RPG ammo), 2-3x riflemen (rifle, possibly one with underbarrel).

This also fights as a unitary squad, although a marksman is moved to squad level and the deputy commander who controls the dismounts is a permanent table position. Still fights as a simple unitary squad. Marksman is optional

Option C: 4-4-3 Fireteam

Composition: Squad leader/vehicle commander (rifle/PDW), vehicle driver (PDW), vehicle gunner (PDW). Fireteam A: Team leader (rifle), team machine gunner (LMG), team launcher (RPG), rifleman (rifle, ammo for MG/RPG). Fireteam B: Team Leader (rifle), team machine gunner (LMG), team launcher (RPG), rifleman (rifle, ammo)

This is a massive divergence and features the dawn of the fireteam, with two four-man elements and two RPG launchers (with one of the riflemen possibly a marksman). Naturally, more advanced formations and dismounted maneuvers are used.

My personal choice for the sake of the All Union story would be Option B. It’s still similar enough to be comfortable, informal task-organized teams can still easily be formed if need be, but is also more advanced. Not just having a squad marksman but in having a specific dismount commander, which makes it easier for the APC to act as part of a separate “armored group“.

A Thousand Words: Armoured Commander II

Armoured Commander II

Surrounded by all kinds of danger, a threat can come out of nowhere and kill you. This describes war, but it also describes roguelikes, the kind of deliberately unfair randomized video games that have occupied a niche for decades. Naturally, someone had the great idea to combine them. The result was the Armoured Commander series, with the second installment being the subject of this review.

You are a tank in World War II. You can command just about any kind of tank in any campaign at any point during the war. Try and survive in a world of ASCII graphics and constant threats. The deliberately ultra-retro UI gives the game a bit of a learning curve, but I didn’t consider it too hard. A more intentional “issue” is that you get what you want. I learned the hard way that a Renault FT means you’re slow, you’re weak, you’re inaccurate, and the commander has to do a ridiculous amount of multitasking.

This is an excellent game for anyone who likes roguelikes and/or tanks.

Review: Wet Work

Wet Work

Mark Hewitt’s Hunter series continues its crazy in Wet Work, the fifth installment. It gets harder to review a later book in a long series unless the quality changes massively in either direction. This is not the case here. Like most of its predecessors, it’s a sprawling technothriller with a ridiculous main character who makes John Rourke look like an everyman in comparison.

Thankfully, one thing about this book is different and better. The final action set piece is actually tense and well written. But even that can’t break it out of the pack of “I love reading them, but don’t really recommend them for other people” that the first four established.

VTOL Landing Zones

Finding the (ideally) safe landing zone radius for hypothetical VTOL transports is a little hard because there haven’t been that many of them. The first precedent is the ideal landing radius for a V-22.

From a Marine Document, we get:

V-22s are about 84 feet wide at their widest. So that ranges from 2.1 times their width/wingspan to 4.1 times.

The second is an EASA draft regulation on “vertiports”. The “D” value is defined a circle around the aircraft when its thrusters are in takeoff/landing mode.

Credit EASA

The draft describes the safe landing area as at least 1.5 times the D-value of the aircraft plus a safety buffer of at least 3 meters or 0.25 times the D-value, whichever is greater. These are of course just guidelines (and keep in mind they’re for constant civilian travel, not military action), but they’re still good rules of thumb.

Review: World War III 1987

World War III 1987 Blog

Now that the main war has finished, I feel comfortable reviewing the World War III 1987 blog. Now, I must admit that I’m benefiting a lot from the context I’ve learned since I’ve started Fuldapocalypse. Part of it is that there are too few 198X Cold War Hot works of fiction instead of the too many. But another part of it is that web serials (which this ultimately is) and traditional books are apples and oranges. Or, to be more accurate, the relationship between them is like that between baseball and cricket, boxing and mixed martial arts, or rugby and American football. All involve hitting a ball with a bat/pileups of burly players/beating one’s opponent up, but anyone with knowledge of both would admit to big differences and often a lack of overlap.

Likewise, writing a book and writing a serial both involve creative writing, but they also have different priorities and require different skillsets to really excel at. And I can say that as a serial, the WWIII87 blog succeeded very. The first thing a serial needs to do-and I mean needs, is be punctual with updates. While there were understandable human slip ups, the update schedule was nonetheless brisk.

The update schedule was good, and so was the content of said updates. I could quibble with a lot of things, but I don’t really have the heart to go “no, the combat power of that division was (X) instead of (Y)” or nitpick minor technical details or circumstances. There are just too many soft factors and confounds in a hypothetical Fuldapocalypse to really call any one outcome plausible, especially given the unlikeliness of a sustained conventional conflict (Cold War era field manuals from both sides are very clear-a third world war is likely to start off conventionally, but highly unlikely to end that way). Let me just say I’ve read substantially worse and leave it at that.

I do have to take issue with the plotnukes, which do the Hackett style of “trade two cities” (Madrid and Gorky/Nizhny Novgorod), and which serve as a Deus ex Atomo at the end. Though even there there isn’t a real good way to do them. I think the least contrived option, which I really haven’t much of in other fiction is to have them deployed tactically against field formations but not strategically against targets in cities or deep beyond the front (kind of like a local version of Arc Light’s skewed extreme counterforce strikes to make a large exchange survivable). Like faster than light travel in science fiction, you just have to try and stay consistent and run with it. And I’ll admit the nuclear ride, when the story goes there, is a little bumpy to me. There’s also a little too much focus, IMO, on detailed actions in the peripheral theaters, which made the pace on the truly important Centfront somewhat slower than I would have liked.

That being said, this is a good effort and my hat’s off to the writer. My personal journey since starting Fuldapocalypse and reading so many books has broadened my mind, and the serial has progressed throughout this blog’s existence. Congratulations and good work!

Review: Luxury Fleet

Luxury Fleet

Professor Holger Herwig’s Luxury Fleet is the single best book on the Imperial German navy that I’ve read. It manages to be both detailed and fun, going into political squabbles and technical details while remaining easy to read. Reading it really gets you a feel for the “Luxury Fleet”, or “Tirpitz’s Folly”.

It’s great to read this alongside Andrew Gordon’s The Rules of the Game, an equally effective study of its adversary. But if you’re into naval history at all, this is well worth a purchase on its own.

SOF Infiltration Techniques

I’ve decided to kick off the new year on Fuldapocalypse with my current “I justify it by claiming it’s for book research, but really it’s mostly for its own fun sake” obsession. This is the way special forces teams are infiltrated (moved in to their target, almost always with the intention of stealth).

Granted, there are elite teams moving about in All Union (without spoiling any specific element), and the Soviet-Romanian War saw the biggest deployment of special forces in modern history. But it’s still a fascinating topic. So in rough order from least to most complicated…

  • On Foot. This is the most basic type, with very obvious limitations. In this case the borders are already packed with conventional troops (including recon ones), so very few to no SPF teams would go in that way.
  • Helicopter/VTOL. This needs little explanation. Both its strengths and weaknesses are pretty obvious to those with basic military knowledge.
  • Boat. This also doesn’t need much explanation. In this specific case, it’s hindered by Romania having only a small amount of coastline suitable for amphibious landings. One 1970 CIA analysis put it at only nine miles (page 10), but this admittedly would be far less a problem for small SOF craft as opposed to large landers.
  • Ground Vehicle. AKA the Desert Rats. This gives the force a lot more mobility once in the target area, but it also makes it more noticeable and adds to their logistical areas. And especially for the more prosaic role of most spetsnaz, this also overlaps to a large extent with the horde of BRDMs and long-range patrols in “conventional” units.
  • Static Line Parachute. This is less precise than helicopters but can take advantage of (often) longer range or higher-performing aircraft. The type of aircraft also differs-I have a soft spot for planes like the An-2 and C-145 Skytrucks that are small for mass paradrops but quite able to release small teams.
  • Infiltration in Peacetime. This uses secret agents and other “peaceful” means to help bring the SPF in before the fighting starts. The problem is that you need a good network of secret agents to succeed this way.

These are the mundane, usual, “boring” techniques. Now for the “interesting” ones.

  • Free fall parachute jumps. Requiring more skill and risk, this is further divided into the “easier” HALO (High Altitude, Low Opening) and “harder” (High Altitude High Opening) jumps. The former is mostly intended for unconventional war to keep the drop plane hidden (in a visual and sound sense) and less vulnerable, while the latter is an extreme jump that involves the parachutists gliding a considerable distance.
  • Ultralight aircraft and paramotors. Mentioned in both the GENFORCE-Mobile and TC 7-100.2 manuals for special forces insertion, these seemingly silly devices have been considered a serious way of moving in. The performance of motorized paragliders and ultralight planes varies, but can be “increased” if only a one way trip in is needed.
  • Wingsuits. The most exotic yet, these are mentioned in TC 7-100.2 and the various Worldwide Equipment Guides. Still conceptual as of this writing and the absolute hardest to use, these squirrel-gliders are nonetheless, well, awesome. Especially the powered ones.

It’s important to note that the majority of historical spetsnaz from the 1950s to 1991 were still two-year draftees. The best and most motivated two-year draftees, but still two-year draftees. Infiltrators in the second category in a Soviet-style military would have to be officers or professional volunteers with longer-term contracts to get the time to master such exotic techniques.

A massive number of Soviet, Bulgarian, and Afghan special purpose forces participated in the invasion of Romania. The very first substantial Soviet casualties in the war came when a Romanian MiG-23 shot down a transport carrying SPF for a parachute insertion, killing all eighteen people on board. While those three nations are well known, there have also been rumors of other SPF as well as western mercenaries disguised as employees for humanitarian NGOs.