18 Hours – The true story of an SAS war Hero by Sandra Lee – a review

The book 18 Hours: The True Story of an SAS War Hero by Australian journalist Sandra Lee is a compelling non-fiction account of military history that deeply engages readers with its vivid storytelling and emotional depth.

Published in 2006, it tells the true story of Australian Signalman Jock Wallace during the crucial Operation Anaconda in March 2002, one of the earliest and most significant battles in the War in Afghanistan. Throughout the narrative, readers are taken on a journey that details not only the intense combat situations faced by Wallace and his fellow soldiers but also the personal challenges, fears, and triumphs that shaped their experiences. As tensions rise and alliances are tested in the unforgiving landscape of Afghanistan, the book paints a rich portrait of bravery, sacrifice, and the human spirit in the face of overwhelming odds, making it an essential read for anyone interested in understanding the complexities of modern warfare.

The intense narrative focuses on a marathon 18-hour gunfight that occurred in the hostile Shahi Kot Valley during Operation Anaconda, the 2002 US-led offensive against Al-Qaeda and the Taliban. Jock Wallace’s unit, part of the coalition force, went into the operation with dangerously incorrect intelligence, anticipating they would encounter minimal resistance—perhaps fewer than 250 enemy fighters. Instead, upon storming the valley, they were immediately plunged into a massive, desperate battle against a far larger and more concentrated enemy force, turning the engagement into one of the largest combat operations of the war at that time.

The brutal encounter was quickly and aptly dubbed “Hell’s Half-Pipe.” Lee’s documentation meticulously details the extreme conditions and constant peril faced by the soldiers throughout the extended engagement. They were relentlessly assaulted by an overwhelming volume of incoming fire, including sustained, heavy machine-gun fire that constantly threatened their positions, as well as a devastating barrage of mortars and rocket-propelled grenades (RPGs). The soldiers felt trapped and risked being completely overwhelmed, with the account highlighting the extraordinary courage, particularly of individuals like Australian Signalman Jock Wallace, who fought desperately to hold off the enemy, call in critical air support, and rescue their injured comrades.

18 Hours is widely praised for its gripping intensity and realistic depiction of combat, capturing the raw emotions and harsh realities faced by soldiers in the field. Critics and readers alike commend Lee for his ability to transform a complex military operation into a powerful human story that delves deeply into themes of courage, resilience, and brotherhood in the face of adversity. The narrative not only recounts the events of the operation but also explores the personal struggles and sacrifices of each character involved. The book serves as a significant tribute to the sacrifices made by Australian servicemen, highlighting Wallace’s selfless actions—holding the line against overwhelming odds, evacuating the injured under fire, and maintaining crucial communication with command. This detailed portrayal of bravery and sacrifice resonates with readers, making it a highly respected work for those interested in contemporary military non-fiction and true stories that exemplify heroism in modern warfare, enriching the reader’s understanding of the personal costs of conflict and the spirit of those who serve.

A great read.

Rating: 4 out of 5.

Hellfire Heroes Playtest

I have been working on a simple 1939 to 2025 set of section based rules that incorporated the elements our group was after.

I have placed the current version of the rules on the Guru Pig website feel free to download https://gurupig.com/wp-admin/post.php?post=25630&action=edit – I only ask that you provide constructive feedback on guru@gurupig.com and treat it for personal use only.

The game features a crucial Activation section that connects your team’s effectiveness to their experience, with seasoned squads performing better under pressure than inexperienced ones. It also includes a Suppression mechanic that reflects the psychological effects of combat, where enemy fire reduces a team’s functionality and morale. Together, these elements provide a realistic simulation of infantry combat.

This game focuses on unit cohesion and leadership, with team-based mechanics that enhance soldiers’ effectiveness as a unit. An NCO can boost a team’s Activation, helping them act decisively during panic. The game’s structure promotes thoughtful decisions, rewarding strategy over brute force, as each dice roll narrates a tale of courage and the unpredictable nature of war.

Australian Command Section moving through the open with a “hugging the ground” marker.

Japanese moved into position

Australian command section moving forward

Australians moving forward in the section moving in the open (a bad thing) has two suppressions – not in a good state.

Four more hits and four more suppressions, removing a figure with two suppressions left over. They will need to do something drastic to survive if they stay in the open.

Lots of rules discussions, debates and roll dicing. More play testing is required for players to get used to what are quite different concepts, but on the day we only made a few “house keeping” type changes.

Step into the gritty, close-quarters chaos of military action with Hellfire Heroes: Section Level Skirmishes. This rule set puts you in command of a single fighting section, where every man and every decision counts. Forget grand strategies; this is a game of immediate, life-or-death tactics.

Using a fast-paced, intuitive system, you’ll manage the high stakes of small-unit combat. Will your team brave open ground in a desperate dash forward, or will they “ground hug” and take cover under a hail of enemy fire? Our innovative Suppression mechanic means that incoming fire doesn’t just inflict casualties—it tests the very will of your men. As your soldiers are pinned down and pushed to their limit, their ability to act becomes increasingly strained, forcing you to make crucial decisions under pressure.

From the first shot fired to the final charge, Hellfire Heroes: Section Level Skirmishes. is a tabletop wargame that captures the brutal reality and heroic moments of front line combat. Take the fight to your enemy, and see if your troops have what it takes to seize victory from the jaws of defeat.

Afghan Leader – Ahmad Sha Massoud

Another one that I have had in the “metal mountain of shame” for a long time. I was originally going to use it for the “Afghan Northern Alliance” leader Ahmad Sha Massoud – the “Lion of Panjshir”.

September 2, 1953 – September 9, 2001, he was an important Afghan military leader and politician. Known for his role during the Soviet occupation from 1979 to 1989, he became a guerrilla commander uniting factions against Soviet forces.

In the 1990s, he led the government’s military against rival groups and emerged as the main opposition commander after the Taliban took control in 1996, advocating for democracy until his assassination in 2001.

Two days before the 9/11 attacks, Ahmad Shah Massoud was assassinated in Afghanistan, leaving a complex legacy of respect and debate as a hero of the Northern Alliance who fought against the Taliban. His death occurred as he was gaining international recognition, and torn posters of him in Kabul serve as a reminder of his struggle and Afghanistan’s turbulent history.

Massoud was awarded the Order of Ismoili Somoni  Tajikistan’s highest award .

Massoud is recognized as a leading guerrilla leader of the 20th century for his fight for Afghan freedom against Soviet invasion and oppressive regimes. Declared a “National Hero” by President Hamid Karzai after the Taliban’s removal in 2001, his legacy is commemorated on “Massoud Day” each September 9.

His supporters honor him as Amer Sāhib-e Shahīd ,”(our) martyred commander.” In 2007, a street in New Delhi was named in his honor, highlighting his lasting influence and impact on global awareness of Afghanistan.

His son, also Ahmad Massoud now leads the National Resistance Front of Afghanistan against the Taliban, inspired by his father, Ahmad Shah Massoud, a legendary hero in the fight against Soviet invasion and Taliban rule.

Educated in Iran and trained at Sandhurst, he aims to continue his father’s legacy after his assassination by Al Qaeda on September 9, 2001, when Ahmad was just 11. This loss has driven him to fight for Afghanistan’s freedom and stability, linking his personal story to the events surrounding 9/11. Now, he symbolizes resistance, seeking to unite support against oppression and restore hope in his country.

His father was Afghanistan’s Minister for Defence from April 1992, until September 9 2001.

In the jungle the mighty jungle…………

This report has been around unfinished for over a month so I am sorry for the delays in getting it to “print”.

“The adventure of my life started when I purchased an African pottery artifact of unknown origin for my collection.

When placing the piece on a shelf in my study I accidentally dropped it shattering to pieces. What I found amongst the shattered shards was a strange parchment written in a language I could not understand. Suddenly the words on the paper changed so that I could understand it. Amazed I was later to find that the parchment would change to whatever language the reader could understand.

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The parchment talked of jewels located near a large Mopane tree, but warns the reader that any adventure would be dangerous in extreme.

I mistakenly shared my desire to mount an expedition with a colleague Manfred Mettlewane who decided to conduct his own search in opposition to mine.

Crossing paths many times Manfred and I  finally found ourselves again together on the same riverbank opposite the town of Nokandoo.

Local natives had spoken of a large Mopane tree in the middle of jungle, but also warned of the “Black God” also lurking in the dense jungle. Dismissive of their superstitions we were both determined to reach the treasure first and claim it for ourselves.”

Lord Archibald Thurston 1872.

And so the game begins!!!

Both expeditions were of similar size consisting of a few characters (heroes), former military personnel and some trained Askaris. The British forces were lead by Andrew W and the Germans by David K.

The black God and other jungle nasties were controlled by myself. These consisted of the Black God, various jungle animals, “The Ghost who Walks”, and if enough jungle animals were killed, the “King of the Apes” and his retinue. At the start of each player turn they would roll two dice and on a roll of a 7, 11 or a double a “nastie” determined by myself would arrive. On a roll of “box cars” the “Ghost who Walks” would arrive and once six animals were killed Tarzan, Jane, and Cheetah would turn up to protect the jungle.

Un-be-knowns to the players wild animals would only attack if a unit “ran” (moved at the run)  away from them or moved towards them.

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Movement was made unpredictable by the dense jungle and the many and varied paths.

Each time a unit moved to a fork in a path they needed to roll a dice to determine which direction they travelled in. If accompanied by a hero they did not need to dice as we all know that heroes  always know in which direction to travel.

Initially both sides acted quite independently trying to find the Mopane tree and the treasure. Several units were travelling around in circles due to the random movement rules.

Not long into the adventure Lily Mettlewane found her Askaris running quickly back towards her, closely followed by a charging Rhinoceros. She aimed, she fired, she finished her cup of tea, and she watched the Rhino collapsed at her feet!

A pity that Manfred was not as skilled as he found himself lost in some ruins.

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Lost beyond belief some British Askaris accidently found themselves in the German camp. Finally the fragile truce was broken as the “stoned” Schultz, the German guard, was quickly overran and continued to deny knowing anything!!

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At last both sides were working their way through the jungle to their objective but still fearing what might await them they continued to refuse to fire on each other.

The British were the first to break through the final clearing to be confronted by the Black God.

20170524_190415While the massive ape studiously ignored them the British moved stealthy toward the piles of jewels under the shade of the Mopane tree. As soon as they had filled their sacks with jewels and started moving for home the “Black God” attacked.

They valiantly tried to resist but were quickly dispatched by the huge creature.

At the same time as the British were being dispatched the Germans arrived at the Mopane tree and were just about to make their escape when the “Black God” leapt upon them. One by one the Germans fell but were inflicting suppression markers on the creature. Finally both Herman and the “Black God” were down to their last suppression markers. Just as he raised his shotgun to finish off the ape Herman was thrown across the clearing and fell in a silent heap.

With the creature finding it hard to activate with maximum suppression markers,  first Lily Mettlewane and a German squad  and then the British were able to sneak away with handfuls of jewels.

The race was on to see who could get the most jewels back to their camp, however the Germans were not aware that their camp was being held by British Askaris.

Up until now there had been little or no “nasties” appearing on the scene. Suddenly first one, then two then three and then four elephants appeared to surround the German troops. Fortunately for the players no jungle characters had yet appeared.

Meanwhile the British continued unmolested towards their camp on the river.

The Germans thought they were finally home when the “Black God” finally activated getting rid of all of his suppression markers and started charging down the pathway to collect his jewels.

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The result was inevitable.

The German expedition was  now in tatters with only Lily left. Vainly trying to re-capture her camp so that she could escape with the few jewels in her possession she engaged in a long range fire fight with the British Askaris. After first one and then a second Askaris fell to her expert shooting, but her luck finally ran out leaving the British and the jungle to the spoils.

The British had the luck with not having to deal with many jungle nasties, but also used their heroes well in a supportive roll to assist with activation and movement.

Another great Fubar scenario showing the flexibility and fun the rules possess.

The score was British seven jewels, the Germans zero, but they did have one rhino and two elephant trophies. The Germans were very unlucky not to have destroyed the “Black God” which would have given them an overwhelming victory.

David S.

“The dust of Uruzkan” 29 – 30 April 2017.

The weekend’s plan was to have as much Modern  gaming as lack of sleep, bubbly and red wine would allow.

The Friday commenced with a repeat of the Wednesday night F.U.B.A.R. game that ended in the same result.

A mini campaign was organized for the Saturday with the objective to gain “political points” over a series of games to determine the winner. The insurgent, Blake, definitely started on the right foot by bribing the provincial Governor’s wife with chocolate and even having the audacity to try (and succeed I may say) and corrupt the Governor with high class champagne and red wine. The result being a very quick gain in enough political points to achieve victory without a shot being fired.

Despite this, the British had a quick brew (code for more champagne) and tried to claw back enough victory points to at least gain some modicum of respect.

Scenario 1: The Patrol

The Patrol was a simple game where the British had to pass through 3 points on the table to achieve victory. A very aggressive start by the insurgents forced the British to deploy Sergeant Gainsmith forward to “sure up” what was a very precarious position. He fought off two insurgent groups before being medevaced to recover from serious wounds.

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The British were always on the back foot and were forced to retreat leaving their ANA partners to hold the ground over night. With only one area being patrolled by the British the victory points were:

British 1 VP

Insurgents 2 VP

Scenario 2: Interrogate the Locals

With enough civilian groups scattered over the table now was the chance for the British to hit the lead in political points. The insurgents declared their tactics early by shooting at their own townspeople to make them disburse off the table. The tactic back fired when they soon realised that they can only gain political points if the “good guys” (Rule 1 – he who has the blog password writes the history!!!”) failed in their interrogation.

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In between taking the odd pot shot at insurgents the Platoon Sergeant and “Terp” went from group to group. After rolling two ones in a row the “bad guys” (see rule 1) had two more political points to zero. The result could have been far worse as a further roll of 1 for each group would have meant that one of the civilians would have been a suicide bomber and unleashed carnage on the interpreter and any in close proximity.

Finally, the Sergeant who grew up on a farm, was able to obtain some important information from one of the local goat herders.

The damage had now increased with the totals:

British 2 VP

Insurgents 4 VP

Scenario 3: Recover the Scimitar

Alas the scenario was not as romantic as the name conjures in the mind. No trying to recover some long lost weapon of the prophet, because whilst you could argue that it was technically owned by “Big Tony”, you could hardly call the British PM a prophet, although some die-hard supporters might.

After falling way behind in the political war the British were determined to succeed.

With higher morale and the associated initiative, and some aggressive and enlightened patrolling, the Scimitar was only just outside the deployment range of one of the drop-off points. With the hero from Scenario one, Sergeant Gainsmith, now returned to duty things were looking bright for the British.

Sergeant Gainsmith repaired the vehicle in two phases and had it roaring on its way off the battlefield.  Even some hasty RPG shots failed to stop the British from achieving a quick and decisive victory.

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British 4 VP

Insurgents 4 VP

With the game over so quickly the insurgents decide to enable the British to recover from the initial bribery and corruption scandal if they achieved total victory.

I am sure that the Governor’s wife would argue that the corned beef and roast vegetable dinner had already made up for the chocolates, if not the champagne and the red wine.

The Scimitar was allowed to return and the game continued as an encounter battle.

The British patrol phase had allowed them to command the cover of the irrigation ditch, whilst their 82mm mortars were able to bombard targets at will. Insurgent team after insurgent team were destroyed with the battle ending with only the insurgent leader and junior leader left (amazing how these the guys in power always survive).

With both sides remaining on 4 Victory points the weekend was declared a draw and a complete success.

Medevac the wounded – Wednesday 26 of April, 2017

As I was having a Modern Gaming weekend I wanted to start getting organized so a game of modern Fubar was set up for David K and Andrew W to play while I heckled and umpired.

The scenario was an escalating one where the British forces were trying to evacuate 2 wounded from a newly built mosque (see a previous blog). Random forces were being sent to aid in the rescue whilst a rag tag group of insurgents were trying to prevent them.

The early arrival of two “technicals” did not help the British, although a Scimitar did even things up causing damage before suffering an RPG hit.

Instead of evacuating the wounded their number was gradually increasing as members of the rescuing force came under heavy fire.

Even the arrival of a an RAF Reaper UAV with two “hellfire missiles” was unable to turn the tide. A decisive victory to “Insurgent Dave”.

Andrew, if it is any conciliation, I suffered the same fate on Friday night against Blake!!!!

More painting

With a weekend of modern wargaming looming I was lucky to get some figure painting time to get through some small projects that I wanted to use over the weekend.

Afghan goat herders and their goats.

In the January 16 2017 blog I showed off some civilian bases that I had created for groups of civilians for modern gaming in Afghanistan.

Now for the figures to go on the bases. The first group was some “Saga” figures that I had obtained, but decided to “modernize by the addition of the odd AK47:

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“Eureka” Afghan civilians.

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Afghan National Army.

Next was a platoon of ANA that is surprisingly well equipped!!!

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Well there you have it some more painting projects done and dusted.

The trials of Sergeant Aitkin (or should that be aching) 29 March 2017

Well it was time for another of those damned patrols in the green zone. Insurgent  forces were known to have infiltrated as far as the major irrigation canal through the normal patrol zone and were causing problems for the locals.

Both Dave’s were up for another game of modern Fubar this time using the optional morale and ISAF casualty rules they had just discovered.

Dave K had his usual insurgents with 2 only 6 man green units with RPG and a veteran unit also with RPG. These were lead by a veteran tribal leader.

Dave S had a British force led by Sergeant Aitkin a veteran of twenty years and two squads of 4 veterans armed with a variety of weapons.

As normal the patrol began with Dave K’s insurgents charging forward and the British of David S advancing cautiously trying to position one section on a hill that would provide flanking fire. Suddenly as they rounded a bend in the irrigation ditch both forces ran into each other. With the Desert Hawk airborne providing positive identification (PID), Sergeant Aitkin quickly seized the initiative and the insurgents were quickly in trouble as Alpha squad rained a torrent of fire  down on them.

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When the dust settled no insurgents were left standing.

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Alpha squad moved in position to direct suppressing fire on the insurgent veterans on the hill while Bravo squad failed to activate for the third turn in a row. Massed fire from two insurgent squads caused a hit on one of Alpha squad which Aitkin diagnosed as a T2 (rolled a 3  with a plus one for diagnosis in the field without a medic) requiring medical evacuation (Medevac) as soon as possible.

20170329_204822 Aitkin held their current position while Alpha squad escorted their wounded comrade back to the Medevac area (rear centre of the table).

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Bravo squad finally earned their pay with devastating fire on the insurgents on the rocky outcrop leaving only a single survivor.

With Alpha squad temporarily out of action and Sergeant Aitkin out on a limb the situation was in the balance. David K, seeing his chance, charged Aitkin with his leader and Veteran squad.

Whilst crossing the open ground Bravo Squad was able to bring down the insurgent leader.

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Despite this the veterans continued the charge and leapt into the irrigation canal.

Bravo squad moved to reinforce Aitkin, who brought two insurgents down before they reached him, and another in close combat before he fell.

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Bravo squad could finally draw a line of fire on the insurgents who were about to dispatch Aitkin. The Bravo squad marksman (DMR) fired two shots and Aitkin was safe.

This was enough to break the morale of the two surviving insurgents who ran to fight another day.

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When the Bravo squad finally reached Aitkin they found him dazed, but otherwise AOK (rolled a one on the casualty table!).

With his head aching from the graze on his forehead Aitkin lead Bravo squad back to the Medevac area where they were informed that their colleague had been wrongly diagnosed as a T2 and would be back to the unit in a couple of days (rolled a three with a medic present = “return to combat”).

Although the patrol was a complete success the result was so close to being FUBAR!!!

Wargaming – Skirmish wargaming on a grand scale

Medieval F.U.B.A.R using Schleich Knights.

Hi all I have finally had time to get this post on-line. Sorry about the delay.

20170215_203052You would have seen from my previous posts that we are fast becoming fans of the F.U.B.A.R. “one page” rules systems. They have a great selection of Medieval versions that cover Dark Ages, Arthurian and High Medieval.

https://fubarwargames.wordpress.com/

Having organized a display game with some Schleich Knights some time ago I thought it was about time that they surfaced again as they would make a simple introduction to Andrew (of Count Andrew infamy) to the rules. The real advantage of Schleich Knights is the amount of time that it takes to paint them!! While the price is high at about $10.00 an infantry figure there are some “games” companies out their that are charging this for an individual 28-32mm figure.

If you need an excuse – the Grandchildren really love the knights and farm animals. They would be an excellent purchase so they can play with Grand Dad’s “special toys” on their next visit – honest!!!

Given we were playing with 90mm figures, a 6 feet by 8 feet table was used. Terrain was a combination of purpose built, and some “cheap” farm fences that were scrounged years ago from somewhere. A fair sprinkling of Schleich farm animals were scattered around  the pens and fields for atmosphere. Some of you will remember the “attack of the killer geese” from our display game, but alas for this game the animals were only spectators.

Each figure was treated as a single unit with only one hit point. I will include a spreadsheet on the “Our Rules” tab of our blog that provides the statistics for each figure.

The one difference with the High Medieval version of the rules is that there  is no suppression capability for units (figures). All unsaved hits are simply treated as wounds.

Retinues were basically the same with both the Red and Blue Knights having two mounted  knights, a mounted sergeant, a long-bowman, a cross-bowman, a dismounted knight, and three dismounted sergeants.

Almost from the start of the game the Blue Knights imposed their superiority (good dice throws) and quick and fun game ended with two casualties to the Blue Team and the Red Team – well there was no Red Team

New “Hoth” terrain and Star Wars figures.

As I have said in the last few F.U.B.A.R. blogs I was really looking to utilize the rules for use with my old “25mm Westend Games” figures.

I have now rebased all of the figures I had painted and finished the terrain for the games. I just need to finish those pesky rebels he says sounding as if he is having an asthma attack. Photos of terrain and figures below. I am looking forward to games in the next few weeks.

 

Wampa Tunnels:

I have introduced a new rule for Wampa tunnels.

4 Wampa tunnels are placed in turn prior to deployment, two by each side.

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Only characters can enter a tunnel with the following D6 effect:

6 Move to the entrance of any tunnel of your choice.

2-5 Move to the tunnel entrance that corresponds to the number rolled.

1 Attacked by Wampa roll again next turn (this may result in another attack).

Any hero or unit within 6 inches of a Wampa tunnel is automatically attacked if accompanied by a droid.

On subsequent turns an activated Wampa will roll for Initiative and activation as a new Indigenous Neutral Player. They will automatically move towards the closest unit or hero and attack if in charge range