SKU: 72429688727

Oxford Diecast 1948 Dodge B-1B Pickup REA 1:87 scale 87DP48004

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Description

Oxford Diecast 1948 Dodge B-1B Pickup REA 1:87 scale 87DP48004The American Dodge B 1B pickup was manufactured by Dodge (Chrysler) between 1948 and 1953, assembled in Los Angeles and Stockton, California and Warren, Michigan. The B 1B was a standard ton truck with a 95hp flathead straight six engine and 3 speed manual gearbox, classed as a full size 2 door pick up with an FR layout. The B Series also featured a unique pilot house cab with optional rear quarter light windows, all of which increased visibility for

The American Dodge B-1B pickup was manufactured by Dodge (Chrysler) between 1948 and 1953, assembled in Los Angeles and Stockton, California and Warren, Michigan.  The B-1B was a  standard ½ ton truck  with a 95hp flathead straight-six engine and 3-speed manual gearbox, classed as a full-size 2-door pick-up with an FR layout. The B Series also featured a unique ‘pilot house’ cab with optional rear quarter light windows, all of which increased visibility for the driver. The engine was moved forward and the front axle moved back to improve weight distribution. Increased all-round space in the cab and improved rubberised mounts meant it could seat three people in comfort. The cargo area sides were also raised to improve load capacity. More improvements followed in the early 1950s before the B-1B was superseded by the Dodge C Series.

Our latest Oxford Dodge carries a 1948 registration plate from New York, numbered MN 10.  It represents a truck operated by the Railway Express Agency (REA) in their Air Express Division, according to the colourful graphics. The cargo must be varied and sometimes large as a tooling modification sees the 1:87 scale vehicle with new side boards along the length of the rear round the planked out flatbed section.The dark green bodywork incorporates gold, red and white graphics including the Dodge name.  Additional detail comprises red wheel surrounds with silver hub caps, the distinctive Dodge radiator grille and a split windscreen, complete with wiper blades.

The B-1B certainly looks the part and will add a new dimension to the previous three models released so far.

Dimensions and Weights

Packed: 8.6cm x 5.3cm x 2.5cm ( L x W x H )

Unpacked: 5.7cm x 2.2cm x 2.1cm ( L x W x H )

Dimension excludes shipping carton. Packed items comes on plinth with case.

Scale

1:87 scale means that this is 87 times smaller than the full sized vehicle(s)

For a much more detailed explanation of scale and the history please follow this link.

More 1:87 Scale

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SKU: 72429688727

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robert thompson
Lake Worth, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Lake Worth, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
San Leandro, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Boise, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019
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Tyler aldrich
West Palm Beach, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023

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