ZONA ALFA: Zoned out

Stephen gives us his thoughts on another ruleset.

If you don’t like negative reviews then you may want to stop reading.

That said, whilst this may not be a glowing endorsement, neither is it scathing.

I’ve taken the recent pandemic to make my way through some of the Osprey rules I bought.

Now, Zona Alfa does have some following in the club. And I should preface what I am about to say by making it clear that I have not played the game. But I have given it a few read-throughs. So I reserve the right to take back everything I am about to say!

So, what’s my problem with Zona Alfa?

Well, it isn’t the game mechanics per se. When it was played at the club there were some post-game comments about some inconsistencies and other bits not being clear. That can often be the case with the Osprey blue books, where authors can be constrained by page count. You have to go into them knowing that you may have to do a little bit of work yourself (although part of me also thinks 60 odd pages is enough to get the job done).

That can be OK, so long as there aren’t too many vagaries or incomplete bits.

My problem with Zona Alfa is that…well, it’s all a bit bland and vanilla.

I loved the concept behind the game when it was announced – scavengers ranging over a warped post-apocalyptic world. I was up for that.

However, in Zona Alfa there is no attempt to tie the conceit of the game into the game mechanics. The background is all just a bit of fluff that could be tacked on to any game.

For example, the idea is that scavengers scrounge across a wasteland looking for abandoned hi-tech equipment. But there is no attempt to say anything about that equipment and what it can do to enhance your gang of scavengers or what effects it has on the game. All it’s given is a monetary value. You find a bit of unnamed tech and it’s worth x roubles.

Big whoop.

Since the raison d’etre behind the game is this equipment then I would have expected a bit more. It should be something, it should have a game effect. There’s also something called ‘anomalies’ – areas that have been warped that create unique hazards. Sounds interesting, eh? But all you do is make a roll to see if it explodes.

Again, big whoop.

All of the above could be easily tacked on to any set of rules.

The game mechanics themselves seem OK. In fact, all you’re really getting for your money is a nondescript (but quite serviceable) set of skirmish rules. But with bits of Russian thrown in for good measure in an attempt to give it the smokescreen of character.

Truth is, there’s nothing in the Zona Alfa rules themselves that tie them in to the game world. Compare that to Black Ops, another Osprey game where you control a team of special ops troops to sneak about and conduct espionage. In Black Ops the rules build in mechanisms for stealth since that is the point behind the game. Zona Alfa fails to do the same, the rules just aren’t tied in to the game world.

Quite simply, there’s no reason to buy Zona Alfa. As it is, if you want to play a game with scavengers finding random tech that just has a monetary value or explodes you could use whatever rules you want. Zona Alfa doesn’t add anything, but neither does it take away. It gets an indifferent 5/10

Birch Forest

John Lambert gets green fingers.

I’d missed out on the bargain miniature Christmas trees from The Works but needed some trees for Zona Alfa. I thought about birch trees, this is how I made them.

Wire Armature
I used wire armatures for the trees and found a tutorial on the Marklin model railway site. I had some thin wire from B & Q Garden section and start by cutting two pieces about 45cm long and folded them in two. I placed the handle of a wooden spoon in the bends and gripping the 4 strands of wire in pliers, rotated the handle to twist the wire. I continued twisting until I wanted to inset a branch. These were made by taking a piece of wire about 20 cm in length which I bent half way. Taking one of the 4 strand of wire, I twist this around one half of the new piece of wire, the second half of the added wire now becomes a strand for the trunk, then continued twisting the trunk until I was ready to insert another branch. I then went back to twist the two wires for the branch until it was long enough, leaving lengths of wire at the end of the branch. The tree canopy will be attached to these. I then continued up the trunk, dropping the number of trunk wires or splitting the trunk into two near the top. The loops at the foot of the trunk are folded out and glued to a base.

The next stage was to get rid of the twisted wire appearance and add some body to the lower section of the trunk. I used Decorator’s acrylic caulk for this, using a wet modelling knife to smooth the caulk and provide texture. I didn’t add caulk to the free ends of the branch. Once the caulk was dry, I painted the trunk pale stone colour, applied a thin pale green wash then dry brushed white. I painted the ends of the branches black. I had a look at our local birch trees, the branches lose thickness abruptly then a mesh of fine branches drop down almost vertically.
I had a pack of black scourers also from B & Q and by gently ripping the scourer, I could get a very thin mesh which I would superglue to the black branch ends

This mesh is pretty robust and ideal to provide the canopy. For foliage, I had some small clump foliage which was just the job. Once the canopy pieces were glued to the branch ends, it was time to add the foliage. I dry brushed the canopy with PVA and sprinkled the canopy with the clump foliage, leaving to dry overnight. The next day, I gently brushed off any loose foliage and the tree was complete, once sprayed with matt sealant.

Tree on left is painted Armature ready for canopy mesh, Tree on right has partial canopy applied. Tree in centre is finished tree.
If you look a photos of Birch forest, the trees are often grouped closely together in stands, I think due to a symbiotic relationship with soil bacteria. I decided to create stands that would conveniently fit into a storage box. These could be grouped together as dense clumps, or spread out to form a birch forest. I used the same technique as the trees above.

Red Alert

Marcus sounds the alarm!

Having played in a demo of Red Alert from PSC games at Salute 2019, I was really taken by the design. I had often toyed with the idea of playing Command & Colours Ancients, and eventually bought Memoir ’44 for one of my boys for Christmas, but it has never been a favourite. However, the theme of Space fleet combat and the dynamics really seem to work. They certainly seemed to reach a sweet spot for me.
However, I didn’t buy the game at Salute. Despite some very good offers, I just didn’t want the miniatures. I have some space ships of my own, plus the aesthetic didn’t really appeal. Soon afterwards though PSC released most of the components separately.

Unfortunately, due to building work at home, the game was consigned to storage after just one play won by Son “Tzu”, who can’t get enough games (Or should I say winning games…). Now in lockdown, it has made its reappearance.

Having played through the first scenario for a second time, we set up Declaration of War, the second introductory scenario. Like all the scenarios, the introductory scenarios mark both fleets’ starting positions. However, they also mark the exact deployment of each unit. In later scenarios you choose where to deploy your fleet, which is chosen by drawing a card for your core force and having some additional points to choose additional units.

In this scenario the objective was simply to destroy 13 points worth of the enemy. The initial set up is shown above.

I had to cobble together some fleets as I am still repainting some old models (from Zandris IV). We played a Star Trek inspired game (despite the fighters), Federation (Son Tzu) versus Romulan (Me). Still, I didn’t have enough figures for all the units in this game, so the number of units was often displayed on a dice with the unit. The Federation was particularly short on Cruisers, so the Intrepid’s (Voyager) represented three ships, and the groups of two Nova’s (destroyers) also represented three ships. Three ships is the default strength for most units (all in this game). A hit will normally result in the loss of one ship.

The earth-like planet is at the centre of four hexes and the gravity well extends through these. This inhibits movement but it is more difficult to hit another ship inside it from outside the gravity well. Asteroids and planets block line of sight, as do ships. We also missed some markers only available with the core game. I used blue counters for “star” tokens. These are order tokens used in addition to the command cards. Also there are Red Alert markers. These are a combat result which can occur on the custom dice, illustrating “when bad things happen” during combat. They will require a retreat. I had a couple of these from an expansion, but that was all, so I used additional red counters.

Early contact and Son Tzu’s fighters take some damage while the Romulans move up on their left and…

…in the centre, the Romulan fighters also suffer some damage, but nearly knock out a federation unit.
But a very different picture emerged after the next moves.

Son Tzu moved up his fighter on the Federation right and used a “fighter swarm” combat card against my Battleships. With seven combat dice, he rolled five hits, turning my warbirds into a cloud of incandescent gas. If we had some debris tokens, they would be on the table adjacent to the two “yellow” fighter groups. One of them suffered a loss minor loss as a result.

Things did not look good for the Romulans at this point. 6 – 0 down. However, the Romulans also struck back with a concentrated fighter attack forcing back the battleship group in the centre marked with a Red Alert (which probably saved the group from destruction at that point), causing the remaining Federation battleship to retreat two hexes. One of the Romulan fighter groups was also badly damaged and retreated. However, The Romulans are still 6 – 0 down, with the Federation cruisers moving up into the centre.

Son Tzu could smell victory, but it was to prove elusive. The remaining Romulan fighters and destroyers picked off the remaining battleship to take revenge and even things up, despite taking some damage. While Son Tzu waited for the perfect card to launch his final assault, the Romulans deftly vectored their strike classes, the destoyers (again) and cruisers onto one cruiser group as it moved up in the centre…

…and then the other.

Although the second Romulan battleship group took some severe damage from long range fire (just out of the picture), they held up while the strike craft gave the Feds a hammering.

Those cruiser groups were worth three points each. Just before taking down the last one, the Romulan Cruiser group on their left, moved up for an easy kills on a crippled fighter group (revenge for the earlier battleship swarming loss).

The single point for that fighter, and the three points for each cruiser group gave the Romulans seven precious points. With the earlier six for the battleship, that made a game winning 13 – 6 to the Romulans. Doubtless the federation could have taken out a lot of heavily damaged ships if there had been a next turn, with their undamaged destroyers and second battleship group, but that was not to be.

Nimzo’s Crew

John Lambert goes into the Zone.

I had a good look around for a suitable crew for Zona Alfa and chose figures from Empress Miniatures. I wanted a good mix and chose one pack from their Chechen range and one from their insurgents range, I also bought a set of heads with gas masks to covert a couple of figures. I was really impressed with the casting quality and they were a joy to paint. I used mainly hobby shop acrylics and of course, the figures needed to be named.

I really liked the RPG figure with tank crew hat – I think my favourite. The next three I painted in Urban winter style camouflage and did a head swap on Kovacs, the piping on the track suit bottoms I added with a fineliner brush.

(l/r Blokin, Zeitsev, Nimzovitch (Nimzo), Sashlik)

The second set I painted a forest digitised camouflage adding extra dots of paint with a cocktail stick.

You need a sniper called Zeitsev – the Stalingrad hero!. Stay tuned to Radio Pripyat for the next instalment.

Eadmund the Moon

Stephen bares his soul (and more besides).

This one has been in the bits bag for ages. It’s an Irregular Miniatures figure which, it’s fair to say, aren’t among the best. That said, Irregular do paint up better than they look in bare lead. That’s not saying much though.

So, this is Eadmund The Moon. I painted him up for SAGA as a Personal Champion. We don’t use the Swords For Hire and other bits in the Age of Vikings book that often. Not sure why.

I based Eadmund up on a larger, Hero, base. Irregular’s stuff is quite old and their 28mm stuff is more like true 25mm. To hide this lack of stature I made a miliput stone and plonked him on that to lift him up a bit. I also filed off the shield, which looked…well…poor. I stuck on a spare Gripping Beast shield (looking at the size of the shield on him will give you an idea on how slightly small he is).

And that’s Eadmund The Moon. Coming to a battlefield soon to give Andy and Jeremey a good taunt!

Building the Rammas Echor

Tony F takes us through a Middle Earth scenery build.

Peter Jackson’s Lord of the Rings film trilogy made a few diversions from the original books – some of these were forgivable changes (although some were a bit more puzzling and unnecessary). One of these was to turn the Pelennor Fields, scene of the largest battle of the War of the Ring, into a fairly barren, scrubby plain, instead of the area of fields and farms described by Tolkein. I get why it was done – the massed ranks of thousands of CGI orcs, trolls and other beasts looked far more impressive lined up outside the gates of Minas Tirith, which wouldn’t have worked so well had they been broken up by barns and oasts. He also omitted the Rammas Echor, a defensive wall many miles in length which surrounded the whole of the fields of Pelennor. Situated along the wall were a number of forts where the garrison was stationed.

Phil and I thought it might be fun to game out the initial assault on the wall, when the defenders were thrown back to the city (Sauron’s forces however made the mistake of not leaving a small force at the gates of the wall when they advanced on Minas Tirith, giving Theoden’s Rohirrim unimpeded passage).

The closest historical equivalent to the Rammas Echor is probably Hadrian’s Wall. I used a milecastle as the basic model for my small fort, with gates front and back and a small courtyard. The wall was made from 2″ thick high-density insulation foam, of which I had just enough to make three 2′ lengths, each around 3″ high, plus the fort walls. The centre wall section has an arched gateway leading into the fort with a smaller gate at the rear of the courtyard. The basic cuts were made with a fine-toothed handsaw (ie a carpentry saw), the gateways were cut out with a hot-wire cutter which I traced around a card template. The other two wall sections each have a small bastion for archers. The faces of each wall section were scribed with a ballpoint pen to represent stone blocks.

I wanted to mimic the design of the city walls in some way, particularly the distinctive shape of the battlements. I drew out a short section of battlements and had this 3D printed; I then made a mould from silicone rubber and proceeded to mass-produce them in resin (I needed about 80 sections in the end) – the resin also happens to be almost exactly the same colour as the foam. These were attached to the walls using a No More Nails-type industrial adhesive (a solvent free version – a solvent based one would probably attack the foam) which has proved to be pretty robust.

The walls were painted over with a mix of pale grey emulsion paint, PVA and wall filler, then drybrushed pure white. I ran some thinned-down black paint around the bottom of the battlements for shading.

Wooden parts (the gates and a couple of firing platforms) were made from balsa and/or coffee stirrers with plasticard for any ironwork, then painted with cheap Hobbycraft acrylics. The firing platforms also helped strengthen the sections of wall over the gates, which were fairly weak once the gateways had been cut out.

Inside the fort I placed some thatched buildings (from Caliver Books) along with odds and ends such as barrels, carts etc. The fort was garrisoned by a couple of dozen warriors of Minas Tirith – can they hold out until the cavalry arrive …?

This post was also supposed to cover the game as well, but we’ll leave that for another day…

In Her Majesty’s Name Supporting Characters.

Andy creates a cast of thousands (nearly).

I picked up these figures at Cavalier a year or two back, together with some German Jägers, I sold the Jägers on but kept these two; originally sold as Feldwebel Krieg and Mad Mick McFarlane as part of their IHMN range they can now be found on the Northstar website as The Count’s Bodyguard and Ruaridh McGowan.

They’ll probably fight under nommes de guerre as I don’t use their “official” IHMN companies. Tony and Marcus have suggested the one on the right looks like a young Doctor Nefario.

Both figures were cleaned up to remove any mould lines and then washed in soapy water to remove any release agent. They were then stuck to their bases, which were built up with 4Ground base render, and undercoated matt black. All paints are Vallejo unless otherwise stated.

Exposed skin was given a base coat of Brown Sand, a top coat of Medium Flesh and Army Painter Skin tone wash.

“Feldwebel Krieg”’s jacket is, appropriately, Dark Prussian Blue with Flat Red trim, trousers are London Grey. Belts, holster, boots and hair are Matt Black. Buttons and belt buckle were painted Gunmetal Grey.

His main weapon is a portable flame thrower, the tank, connecting hose and projector were painted Gunmetal grey with a black handgrip on the projector and red and copper dials and indicators on the tank.

“Mad Mick McFarlane” is wearing a white lab coat with a Red Leather apron, Brown Sand gauntlets and German Camouflage Black Brown boots. Buttons were painted Bronze and the boot buckles Gunmetal grey. His somewhat unkempt hair was painted Mahogany Brown.

He has a selection of tools strapped to his apron which were painted a variety of browns with Gunmetal grey metalwork, and probably has more in his bag which was painted German Camouflage Medium Brown.
He carries an arc pistol and arc generator, both of which were painted Bronze, with Red and copper dials and a Copper connecting cable. The pistol has Beige Brown woodwork.

Apron, bag, gauntlets, pistol and arc generator were given an AP Dark Tone Wash. Both figures bases were finished off with Basetex.

And finally, “Mad Mick McFarlane” testing his arc pistol:.

BPM 97 Scratchbuild

John Lambert shares his latest Zona Alfa projekt.

I’d bought into Zona Alfa intrigued by the period, the campaign system and the terrain building potential. One of the mission objectives in the rulebook scenarios involves a broken down APC. I wasn’t going to splash out £20.00 for a resin cast model so what could I do instead?. Scanning the ASDA shelves for Gaslands stuff I came across this for £3.00.

Could I use the bits from this as a basis for a model ?

I’d remembered that this brand was secured by screws and not rivets so opening it up took a matter of minutes. I was left with a cab, fuel tank, wheels and chassis. I could use the fuel tank, cab and upper chassis as extra terrain pieces later. What about the lower chassis and wheels?

I’d got this plan off the internet and hoped it would work

The wheels were the right diameter but the wheelbase was 1cm too long so I’d have to cut the chassis and join the pieces with 2 x 30 thou plastic card – my go to modelling material for 45 years!. The track was a bit wide 2mm but I could live with that. I’d sketched out templates for the sides and front of the body, cut them out from 20 thou plastic card and quickly had the basis of the bodywork, which warped overnight!.
I decided to build the front wheel arches from strips of 30 thou card to provide better rigidity and to ensure a square structure. Referring to internet photos I found the bonnet top would be quite complex to make. I used 2 pieces of 60 thou plastic card and sanded this down with wet and dry to get the right profile.
On to the detailing, I decided to be systematic. First I added access doors to the rear and roof hatches from 20 thou plastic card then side access doors from 10 thou plastic card. Cupolas above the driving positions were from 40 thou plasticard. Hinges were from plastic micro rod and I made catches from microstrip and micro rod in long sections that I could then cut to size. These WIP shots show the detailing in progress – there’s more than I thought when starting this project!

I painted the body in dark green, dry brushing with lighter green and using a section from the packaging for the windows. The chassis I painted black and dry brushed grey and light brown before fixing to the bodywork.

Overall I was pleased with the results – a good project for isolation. More episodes to follow!

War of the Roses Battle – Neville Takes the Field

Sir Thomas Neville deep in the action

With both of our Wars of the Roses armies completed Stephen and I assembled on an unremarkable field somewhere in England for our first clash. Stephen took the role of the Lancastrians and recruited Andy to act as a lesser lord of the realm in control of his right flank. I’d gone for the Yorkists and ended up with the flags of the Earl of Salisbury and his son Sir Thomas Neville. In similar fashion I recruited Tony to the role of Thomas Neville also taking command of the right flank.

The Lancastrian Billmen and Men at Arms

The Lancastrian army formed up in a neat row extending across the battlefield with their archers on the flanks and their billmen and men at arms in the centre. The Lancastrians had no cavalry or artillery, however they had more archers and had brought some mercenary pikemen.

The Yorkist Army Advances

Across the field the Yorkists took a different approach forming up with their archers and artillery out front with the billmen and men at arms close behind. The Yorkists also had mounted men at arms as well as some light cavalry units positioned out on the flanks.

Lancastrian Archers take the High Ground

The first move of the battle saw Andy move his archers to a commanding position on the only high ground available.

The Yorkists Cavalry Moves to Outflank the Lancastrians

This move prompted me to move my cavalry out past the archers flank screened by a nearby wood. My intention was not to attack the flank but to try and get Andy to weaken his archers on the hill by dispatching them to deal with the now threatened flank.

Yorkists Under Thomas Neville Attempt to Maneuver in to Position

Meanwhile on the Yorkist right Tony had found himself squashed between my artillery unit and some woods. This would cause a number of problems for Tony during the battle as he was unable to line up his units to best effect.

Lancastrian Archers Move to Outflank

Seeing the difficulty the Yorkist right flank was in Steve moved his archers in range to pour missiles into the floundering Yorkists.

The Yorkist Artillery Starts to Bombard the Lancastrian Billmen

Apart from Steve’s flaking move and Andy moving his archers onto the hill, the Lancastrians refused to give battle. Seeing the danger on the flank and with the Cavalry feint having drawn some of Andy’s archers away, I push the artillery forward and began firing on the Lancastrian Billmen. The attack did not cause any damage but it had the desired effect, soon the Lancastrian billmen would be on the advance.

Yorkist Archers Gain the Upper Hand

Seeing the Lancastrian billmen on the advance I pushed my archers forward and engaged the archers on the hill. The dice definitely favoured the Yorkists destroying a unit of archers outright but taking some damage in return.

Battle Rages on the Yorkist Right Flank

As I prepared to receive the advancing billmen, Tony had managed to engage Steve’s archers on the Yorkist right flank. Unfortunately the Lancastrian archers stood their ground against attacks from the Yorkist billmen.

The Centre Units Close in for an Intense Fight

My archers managed to get a volley off against the Lancastrian’s before the two battle lines crashed together. Unable to move the archers had to join the melee and soon succumbed to the billmen, but I had billmen in reserve ready to fill the gap.

The Battle Lines Clash

The clash was pretty even with both sides taking hits. Out on the Yorkist right flank Tony’s archers had taken a beating but he was still determined to get his billmen into the fight. In the centre Steve still had his men-at-arms directly in front of my artillery and so had no choice than to advance into the oncoming fire.

The Lancastrian Men-at-Arms Charges the Yorkist Artillery

Although the Men-at-Arms had taken some damage they quickly overwhelmed the artillery leaving them to rampage behind the Yorkist line. Tony still had his cavalry in reserve but didn’t get the activation dice required to charge in and so the Men-at-Arms got the chance to destroy them in a subsequent charge. However Tony was more successful with his Mounted Men-at-Arms.

The Yorkist Mounted Men-at-Arms Destroy the Lancastrian Archers

Charging in against the Lancastrian archers Tony was successful in gaining some momentum on the right flank. But the Yorkists would then throw away a strong position with a number of cavalry blunders. First came my charge with my light cavalry against the archers I had drawn out on Andy’s flank. The charge saw the cavalry wiped out with no damage to the defending archers. Tony then charged his Mounted Men-at-Arms against the Lancastrian pikemen and suffered the same fate!

Return of the Yorkist Mounted Men-at-Arms from the Left Flank

With the main battle in the centre going the Yorkists way and following the cavalry blunders, I turned my Mounted Men-at-Arms around and galloped back to the centre. The battle was nearing an end with both armies at breaking point.

The Yorkist Right Flank was to Decide the Battle

With the help of my cavalry the Lancastrian centre was destroyed, and with Andy’s remaining units too far away on the Lancastrian right flank, it was up to Tony on the Yorkist right flank to carry the day. The Lancastrian’s still had some strong infantry units but Steve had failed to get the activations he needed to get them into the fight. Needing just a point before breaking completely the battle came down to the long drawn out melee between Steve’s archers and Tony’s billmen.

The Last Melee Between the Yorkists and Lancastrians

But the dice finally favoured Tony and the archers were utterly destroyed, handing victory to the Yorkists by the narrow margin of 29-32!

Battle Aftermath
This turned out to be a really good battle. Three of the players had only played 3 or 4 games of Sword and Spear before and for Tony this was his first ever play of the rules.
From the Yorkist point of view, the good parts were managing to draw out some of the Lancastrian forces with a cavalry feint, and a lucky result in winning the archery duel in the centre. Having the artillery also turned out to be a good move as it forced the Lancastrians to advance when they had planned to sit tight. The bad points for the Yorkists though were the poor deployment between the artillery and the woods allowing the Lancastrians to out flank the right hand side, and the poorly executed cavalry charges late in the battle.

From the Lancastrians point of view, the good parts were exploiting the poor enemy deployment and out flanking with archers. But the bad points were reacting to the feint and being unlucky with the activation dice later in the battle preventing them from getting more of their infantry committed against the poorly deployed Yorkists.

The war will no doubt continue with the Lancastrians out for revenge!

 

 

 

 

Gaslands Geezers

Andy gets out of his car and walks.

Many, many, many years ago I bought some Platoon 20 armed civilians and SAS style figures. I can’t now remember what I bought them for, and they’ve been a small part of my metal mountain for a very long time. This range has changed hands a few times, but are now available from East Riding Miniatures. You can find the armed civilians here, and the SAS here.

Last year I got into Gaslands, and thought these might be useful as vehicle crew or aggressive bystanders.

I based them on 1p coins, built up the bases with 4Ground base render and undercoated them black. Paints are mostly Vallejo, with Army Painter washes. All bases were painted Grey Black and bare skin Medium Flesh.

First up are three ne’er-do-wells (top) in boiler suits and stocking masks (hence the ill-defined faces) a woman armed with a pistol, and two chaps one with a sawn-off shotgun and the other with an Uzi (or similar). The masks and hands were painted Brown Sand, the boiler suits Dark Prussian Blue or German Field Grey and boots black. Guns were, surprisingly, Gunmetal.

Next are a woman and a couple of men with handguns. These guy on the left has a German Cam. Med Brown jacket, grey T shirt and black trousers. The woman in the middle has a Grey Jacket and Dark Prussian Blue trousers. These guy on the right has a German Camouflage Black Brown jacket, white shirt and Army Painter Crystal Blue trousers washed with Blue Tone wash.

Another three figures, the guy on the left has a M3 “Grease Gun” SMG, and maybe a Flak Jacket. The trousers were Army Painter Crystal Blue with a Blue wash, shirt white and the flak jacket Brown Violet (which is green, go figure!). The guy in the centre just has a hand gun. His shirt is pale sand, trousers London Grey and jacket German Camouflage Black Brown.
The guy on the right is not from Platoon 20, I suspect he may be some sort of Sci-Fi figure of unknown manufacture, but I’ll treat him as (mostly) human and armed with a pump action shotgun. He has German Cam. Med Brown overalls with a dark tone wash.

Finally, the two SAS figures. I went with a camouflage pattern here, German field Grey base, with Flat Green, Mahogany Brown and Chocolate Brown patches. The Helmet and Flak Jackets were painted Brown Violet and the gas mask case German Camouflage Beige.