TooFatLardies - Xmas Pudding 2007
TooFatLardies - Xmas Pudding 2007
INSIDE
France 1940: Full Supplement for TW&T
Umpiring Kriegsspiel
FOX TWO: Bag The Hun goes supersonic
Painting Napoleonic Ships
*No Sauce Added
Introduction
Our thanks must go to everyone who has
Welcome, lovers of Lard, to this festive frolic, contributed to this Christmas Special. The
our eighth Special to date and, we hope you’ll sheer breadth of topics covered would just not
agree, one of our best. be possible without you chaps putting pen to
paper. Dave Parker’s US cavalry piece, Tom
As usual with our Specials we have included Ballou’s Football War piece for Bag the Hun,
complete supplements for our rule sets. Zut Tod Creasey’s Skirmish Campaigns conversion
Alors! is the Troops, Weapons & Tactics for TW&T, Bob Hewson’s Napoleonic scenario,
supplement for France 1940, and Andy Tucker’s Max Maxwell’s Great War scenarios and Joe
Fox Two brings Bag the Hun straight through Legan’s excellent Bag the Hun offerings are all
the sound barrier into the jet age with a bang. fantastic articles that really show what a broad
church Lard is.
As always we have a complete range of articles;
plenty of scenarios, some nice historical pieces May we take this opportunity to wish you all a
with ample gaming content too, and even some very merry Christmas and a happy New Year.
photos of battlefields that we’ve been lucky
enough to get to in the last six months. Richard Clarke
This edition is the first one that takes a serious Nick Skinner
look at Kriegsspiel, our latest release.
Hopefully the piece on umpiring Kriegsspiel will
prove useful to those who are new to the
Lard Island, December 2007
system. We also have what we hope will be a
thought provoking look at using Kriegsspiel
outside its original setting when we use some of
the concepts within the rules to run a WWII
map and tabletop campaign.
Zut Alors! Page 4 Here Comes the Cavalry
A France 1940 supplement for Page 96
Troops, Weapons & Tactics Mosquito Coast Page 48 WWII US cavalry recon tactics
Bag the Hun excitement over from “Colonel” Dave Parker,
Only Honour Remains the Bay of Biscay. Roger. the Custer of the North.
Page 21 Well, Durham anyway.
A France 1940 scenario, with Vauchamps 1814 Page 49
Paris fallen the soldiers of Bob Hewson thrills us with Are You Ready for Some
France fight on for the sake this exciting tale of Napoleon Football? Page 101
of honour. fighting his way out of a Tom Ballou takes to the skies
corner. A scenario for LFS in his sombrero with the
Algernon & the Vulgar Honduran-San Salvadorean
Boatman Page 23 Fox Two Page 52 War of 1969.
The first chapter of Algernon Andy Tucker has out knees
Flies East sees our hero take trembling as his sonic bang He Who Would Valiant Be
on a flotilla on the Volga takes us into the jet age with Page 108
Bag the Hun. A Meckel Map Kriegsspiel
The Battle of Heilsberg II scenario where one side
Page 27 The Arab-Israeli Air War hasn’t got a prayer…
A follow on scenario for LFS Page 57
from the Summer Special with History, plane stats and a Everybody Wants an Ace
the French and Russians whole raft of scenarios for Page 110
fighting it out Fox Two from the thinking Character generation for Bag
man’s Benny Hill. the Hun from Aerial Ace Joe
Arnhem VC Page 30 Legan.
1944, and Lance Sergeant The Battle for Ephey
Jack Baskeyfield mans his 6 Page 72 Converting Skirmish
pounder to the death, with a Max Maxwell break the Campaigns Page 115
scenario for either IABSM or Hindenberg Line (clumsy!) as Tod Creasey shows us how its
TW&T. he re-fights one of his great done with this TW&T/Skirmish
grandfathers Great War Campaigns conversion set.
Flying With the Witch actions.
Page 34 Budyenny’s Red Cossacks
Not an evening out with my A Tight Ring Page 77 Page 117
wife, but the final encounter Fat Nick attempt to penetrate Algernon takes on the Red
for our literary sailor, Horatio a tight Turkish ring at Abu cavalry in the second chapter
Hornblower. Parting is such Naj. What’s new? of Algernon Flies East. Tally
sweet, sweet sorrow. Ho!
A Fruit Salad at Beda Fomm
Critical Damage in Bag the Page 83 Jusht a SMALL one then
Hun Page 36 No, not more of the above, Page 119
Fancy a bit more detail to but an IABSM scenario for the The Dunkirk perimeter and
consider as you float to earth desert in early 1941. the Coldstream Guards
in your parachute – find out feature in this TW&T scenario
just what could happen to Kampfgruppe von Reisswitz, for the Fall of France.
your plane with Joe Legan Marsch! Page 86
Some WWII Kriegsspiel ideas Down at the Dockyard
The Bridge at Auville as Reisswitz spans the Page 124
Page 39 centuries. Fat Nick learns something
The 29th Infantry Division new while hanging around by
attempt to link up Omaha and The Brig in Buzzards Bay the docks fiddling with his
Utah on D-Day+4. An IABSM Page 93 rigging.
scenario by one who was A Kiss Me Hardy scenario for
there, albeit 63 years too the war of 1812 and some Bust & Run Page 133
late… excitable chaps in boats. A scenario for Bag the Mig
from Fat Nick, who’s usually
Umpiring Kriegsspiel more at home with a bag of
Page 43 chips.
Some top tips for running your
Kriegsspiel games.
3
4
May the 10th 1940. Fall Gelb, Plan Yellow, becomes a reality. Belgium, Holland, Luxembourg are invaded.
Days later the French border is crossed at Sedan and after only ten days the German spearhead reaches
the Atlantic coast at Abbeville. Blitzkrieg was the word on everyone’s lips. By the end of the month
Belgium and Holland had both surrendered; in early June the British Expeditionary Force was obliged to
destroy its equipment and abandon the continent. On the 14th of June Paris fell. On the 25th of June
France surrendered. In just six weeks the leading European military power had been defeated, and Britain
had been forced back behind the moat of the English Channel.
The German invasion of Western Europe in 1940 is rightly seen as one of the most stunningly successful
campaigns of all time, it is also one of the most exciting and challenging periods of WWII to game with an
extraordinary tableau of heroism on all sides.
Here then is the expansion supplement for Troops Weapons & Tactics covering the three main
protagonists, Britain, France and Germany. The French section has full details for your 1940 French force,
covering the troops, the weapons and the tactics used. For Britain and Germany, whose tactics were
covered in the main rules, we have presented the details of the forces and their weapons, with full stats
and force generator for the 1940 campaign.
The photographs to accompany the French and British sections of this supplement are from the superb
Crusader Miniatures range, with armoured vehicles by Chieftain Models. Those for the German section are
from Black Tree Design.
5
When France declared war on Germany in September 1939 she was undoubtedly considered the great
military power of Europe. The victory of the Great War was largely considered hers, as numerically it had
been French troops who bore the burden of four years of trench warfare. What was more, the spending
and construction programme of the 1930s, with the Maginot Line as its centrepiece, was sufficient to lull
many into a false sense of security.
It was undoubtedly true that France’s army was huge, even by the standards of the day. But, probably
more than any other nation, France was preparing to re-fight past wars rather than looking forward to the
more mobile campaigns of the future. Lone voices, such as that of Charles de Gaulle, were crying out
their prophetic messages but no-one was listening in a society where the blood-letting of 1914-18 had
traumatised the population to such a degree that militarism was seen as a potentially greater evil than
any of France’s neighbours.
To what degree French society had rebelled against the idea of wars was to become apparent after the
10th of May. Some Trade-Unionists sabotaged the production of military equipment under orders from
Moscow, and significant proportions of the working classes were against the war in any form. And yet
despite this discord the French Army at grass roots level was to perform with bravery and stoicism that
was rarely mirrored in the actions of their High Command or government.
Much of the blame for the catastrophic defeat of 1940 must be placed at the very top of French politics
and the military. The failure to co-ordinate the deployment of their resources left over half of the French
Airforce standing redundant on their airfields whilst the politicians called for more RAF squadrons to be
committed to France. The frittering away in penny packets of tanks that were superior to German models
allowed them to be overwhelmed by superior numbers.
But against this backdrop of a bankruptcy of leadership one must view the actions of the Poilus who were
involved in the fighting. In truth there were two French armies that took part in that short but hard-
fought campaign and to an extent this was a product of the structure of the Army which tended to lump
together older reservists in garrison or fortress units, whereas the younger men fought in field formations.
This clearly had an impact with the former far more likely to give up the fight than the latter. Indeed
there are countless occasions, such as on the Dunkirk perimeter where French forces proved to be
resilient and doggedly determined.
In summary, at a grass-roots level the French soldier was capable of determined effort, albeit using
tactics that were more suited to the positional warfare of the First World War. Junior leadership was
usually flamboyant and heroic, as the officers attempted to imbue in their men the spirit of former French
victories. Thus led these me were capable of anything.
The Platoons were each commanded by a Lieutenant who had a Headquarters with a Sergent, a Caporal
with one VB grenade launcher on the old Lebel rifle of Great War vintage and two Soldats with rifles to act
as runners or messengers.
6
Each of the four infantry squads within the Platoon was commanded by a Sergent. Each squad had twelve
men divided into two teams very much along the lines of the Great War groupes de combat, one team,
les fusiliers, was made up of five men serving the FM 24/29 Châtellerault LMG under a Corporal, the
squad second in command. The second group, les grenadiers-voltigeurs, were armed with rifles, one of
which was a Lebel with the VB launcher attachment. This group was also five men strong and normally
operated under the close control of the squad Sergent.
The Battalion’s Heavy Weapons Company was, by 1940, made up of a command platoon under a Captain
which was largely there to carry ammunition. The four MG platoons were equipped with four of the
ubiquitous Hotchkiss M1914 HMGs in two squads of two guns each. A fifth Heavy Weapons platoon had a
mortar squad of two 81mm mortars and a gun squad of two 25mm anti-tank guns.
Transport was not normally inherent with a French battalion, with motorised Divisions busses would be
provided to move troops, but this would be an asset held centrally and not at battalion level.
Variations on a Theme
Chasseurs Portés
These units which were an integral part of the Divisions Légère de Cavalerie fielded four platoons of
riflemen in each of their two rifle companies. Each fusilier platoon had a command squad of eight men,
one Captain and seven riflemen including one with VB grenade launcher. These would be transported in
one P19 halftrack and have one motorbike and sidecar combination. There were then three groupe de
combat squads with twelve men each. The squad was carried in two P19 half-tracks and was commanded
by a Sergent commanding two teams. A five man LMG team with the FM 24/29 Châtellerault LMG under a
Corporal, the squad second in command. The second group were armed with rifles, one of which was a
Lebel with the VB launcher attachment. It also had the two drivers and two scouts or éclaireurs. In
addition the halftracks both mounted additional LMG which were manned by the scouts when additional
firepower was required.
Colonial Troops
Colonial units, be they of white Frenchmen or troops indigenous to one of France’s many colonies, were
organised in the same manner as ordinary metropolitan French units. They were, however, more likely to
have a rump of long-service soldiers and would benefit from that.
Artillery within the French Army was highly centralised, being seen as the ultimate battle-winner, and
therefore unlikely to be seen much in an action at platoon level. French commanders had far less
authority when it came to calling for artillery support as their more flexible allocation of battalion assets
was mean to make up for this.
French armour was notoriously allocated out in penny-packets. Tank platoons tended to be three AFVs
strong, and any model or type can support an infantry force. The Chasseurs Portés are more likely to be
found operating with armoured cars.
Naturally you may choose to field forces with whatever troops you prefer, from full strength units fresh
into action to the tattered remnants of a force that has been in the thick of things for weeks.
For each area outlined below a simple six sided dice will assist you in putting together your unit. Roll a D6
and cross reference with the type of unit you are creating.
7
Platoon Command
The lynch-pin of the force, the Platoon commander sets the benchmark for how his force will behave in
battle. In the British Army this was almost always a Lieutenant, although a Sergeant could fulfil the role
in extreme circumstances.
Second in Command
The Platoon Officer’s right hand man, this would normally be a Sergent in French forces.
Platoon Headquarters
Dice Line Chasseurs Portés Colonial
6 VB Grenade launcher
VB Grenade launcher
5 VB Grenade launcher with two crew.
with two crew, five
4 with two crew.
riflemen.
3
2 VB Grenade launcher Nothing available
Nothing available
1 with two crew.
Section Leaders
Dice once for each section leader, three times for a full strength Platoon. These are the Sergents who will
be attached to each section and provide the tactical initiative to keep your force moving.
Dice Line Chasseurs Portés Colonial
6 Sergent, Grade III Sergent
Sergent
5 Grade III
Sergent Grade III
4
Grade II Sergent
3 Sergent
Grade II
2 Sergent Grade II
1 Grade I Sergent Grade I Sergent, Grade II
Squads
Roll once for each squad. Any shortage of men will oblige the player to reduce the strength of one, or
both teams.
Dice Line Chasseurs Portés Colonial
6 Full strength
Full strength Full strength
5
4 One man short
One man short One man short
3
2 Two men short
Two men short Two men short
1 Three men short
8
Platoon Support
This is allocated in a slightly different manner. Two support units are normally allowed for a normal
Platoon sized force, the first being diced for, the second chosen by the player from the options presented.
First 2D6 are rolled, with the player then cross-referencing the result with either the defender or attacker
column. Once that is done the player may then select one of the other options.
To add an extra piquance the player may be asked to make his selection first before rolling for the
second.
The terminology has been left intentionally vague as much will depend upon what models the gamer has
available. In general terms a pill-box is considered to be of concrete construction whereas a bunker will
be wood and earth. Mortars in defence will have two pre-plotted target areas, whilst in attack a FOO will
be present. Mines will be either Anti-tank, anti-personnel or a mixture of both as per the player’s choice.
They should cover two areas of approximately 36 square inches each (so 6” by 6”, 3” by 12”, 4” by 9” and
so on).
Defending British units should be allowed some pre-prepared positions depending on the scenario. Our
scenario options give examples of this later.
National Characteristics
French line units will tend to be Average with a smattering of Good units. Motorised infantry Chasseurs
Portés units will reverse that, with most being Good and a few Average. Colonial units will normally be
considered Good, if somewhat unruly.
Within T.W.&T. cards are used to reflect the national characteristics of various forces. Subtle changes
can be made to differentiate between the way that different units behave on the battlefield. For French
forces the following cards are most relevant.
Indirect Fire Support. This may be available for a French force attacking but is unlikely to be heavier
than mortars for a defending French force.
Armoured Bonus Move. This may be available for Chasseurs Portés but not for a tank force.
Reconnaissance Force. Used for a dedicated recce unit such as light tanks, armoured scout cars or motor
cycles.
Petrol Shortage. This should normally be present for a French tank force, especially with heavy tanks
such as the Char B1
Vehicle Breakdown. This may be present, although normally the Petrol Shortage card will suffice.
9
MMG Bonus Fire. This should always be present reflecting the barrage tactics.
Hesitant Commander. This may be used with line troops if the scenario dictates.
Heroic Leader. Should always be present with any French force reflecting the emphasis on leadership by
example.
Poor Fire Discipline. This may be present for any French force, some units may be considered dreadful or
even abysmal in this area.
The following weapons and vehicles may be found supporting British &
Commonwealth forces in the period 1944 to 1945.
Anti-Tank weapons
Weapon Weapon Strike
25mm L72 5
37mm M1916 Puteaux 4
47mm L53 Puteaux SA37 8
75mm M1897 Field Gun 6
Infantry Anti-Tank 0-12" 12-18" 18-24" 24-30"
Infantry section 2 in contact - - -
MMG/HMG 2 2 2 1
Armoured Vehicles
Vehicle Armour Class Weapon Strike Speed
Hotchkiss H39 5 4 Average
Renault R35 5 4 Slow
FCM 36 5 5 Slow
Somua S35 6 7 Average
Renault B1 bis 8 Hull 4, Turret 7 Slow
Renault D2 5 7 Slow
Renault R40 5 5 Average
Renault AMR 35 4 MGs Fast
Renault FT 17 3 MGs Slow
Renault FT 18 3 4 Slow
Panhard AMD 178 3 4 Wheeled
Chenilette Lorraine 2 None Average
All scout cars, light armoured cars and armoured personnel carriers are considered to have an armour
class of 2 unless listed as otherwise.
10
Like their German opponents the French tactics of 1939 and ’40 were based
firmly on their experiences during the Great War, however unlike the Germans the French had done little
to truly modernise their forces. The French Poilu in 1940 was equipped in a manner almost identical to
his father in 1918.
To summarise French tactics one simply had to sue the term “barrage” which in the French language the
term barrage can be applied to mean stopping, damming or blocking. In military terms a barrage was
anything that blocked an area, denying its use by the enemy. Unlike the British Army where a barrage is
specifically the domain of the artillery, in the French military it could apply to any weapon. For example
a barrage anti-chars could be formed with land-mines backed up by anti-tank guns.
In a defensive situation the French sought to secure their own position by denying the enemy the ground,
forming interlocking “barrages” with machine gun and rifle fire, artillery fire plans and defensive works
such as wire and mines. Indeed the Maginot line is the ultimate embodiment of the concept taken to
extremes.
At platoon level the three squads were comprise along the lines of the groupes de combat in the Great
War. These would deploy in points de appu, literally points of support, where the machine gun element
of the squads would use their interlocking lines of fire to forma barrier around the platoon.
In the attack French doctrine called for barrages of machine gun and rolling artillery fire, the barrage
roulant, to sweep the enemy from the ground which would then be occupied by advancing French
infantry. For the platoon the squads would tend to advance in a manner resembling portable points
d’appui, with each squad some distance from its neighbours but always able to provide supporting fire to
assist them. Once again it was the job of the light machine gun to provide this cover, with the riflemen
concentrating on self defence.
Conclusion
The French infantry platoon, whilst
antiquated in its equipment and structure,
was still a balanced unit with adequate
firepower. The failings of the French
army in 1940 were more due to the
ponderous command at senior level
coupled with the overly rigid emphasis on
static warfare and inability to respond to
the ever-changing strategic situation that
the rapid German advance created. At platoon level the French platoon was every bit as well equipped as
its British counterpart. The performance of the units in the field were more often than not a reflection of
the quality of their Platoon leaders
11
The British Expeditionary Force that deployed in France in 1940 was without doubt the most modern and
best equipped Army in Europe at that time. Fully motorised and very largely comprised of long-service
regular soldiers its only failing was its size, being tiny by comparison with the French or German Armies.
That said its performance, as with the “Old Contemptibles” of 1914, was disproportionate to its size.
When the German offensive of 1940 was launched the British Army, in accordance with the Dyle Plan,
advanced into Belgium in an attempt to halt the German advance along the river-lines of the Low
Countries. In the event the German thrust through Luxembourg, Belgium and into France by General von
Rundstedt’s Army Group A was to shatter the illusion that the Schlieffen Plan was to be adhered to and
sent shock waves through the Allied High Command. Within a week it was clear that the German plan was
successfully isolating forces in Belgium and was threatening to break through to the Channel Ports and cut
the Allied forces in two. By day ten of the offensive Guderian had achieved just that, taking Abbeville on
the Atlantic coast.
The writing was now on the wall, with the French political leadership in a state of collapse and Churchill
too far removed, geographically, to have any positive input. The failure of Frankforce, counter-attacking
southwards from Arras, to break through to cut off the German spearhead and link up with the French is
still a matter of some debate. What is sure is that this spelt the ultimate realisation that the battle for
France was lost. For the British commander, Lord Gort, there remained the Herculean task of maintaining
the BEF as a fighting force for the defence of the British Isles and prompting him to order a retreat back
towards Dunkirk.
The name Dunkirk stands tall in British history with the achievements of Vice Admiral Sir Bertram Ramsay
in assembling a flotilla of ships and small boats capable of evacuating over a third of a million men being
stuff of legends. That, however, pales somewhat when compared with the achievements of the men
whose fighting withdrawal kept the ever decreasing perimeter intact for two weeks under intense German
pressure. Unbending, unbeaten the BEF was to outfight the Germans continuously, proving its deserved
reputation. Only by massing vast quantities of men and material, such as at Calais, were the Germans
able to overcome resistance and then only after a protracted struggle of epic proportions.
In essence the British Army of 1940 was an outstanding professional force the like of which would not be
seen again in the Second World War. Its commanders at senior level were experienced men who had
almost universally learnt their skill in the Great War. Lord Gort is a case in point, having served from
1914 to 1918 and accumulated a Military Cross, a DSO and two bars and, less typically, the Victoria Cross.
The junior officers and NCOs were almost entirely career soldiers and were to prove inspirational in the
field.
TROOPS
Within a full-strength British Battalion of 1940 vintage were four rifle Companies and a Company
Headquarters. The former comprised three Rifle Platoons each, whilst the latter had signals, mortar,
carrier, anti-aircraft, pioneer and administrative platoons.
The first Rifle Platoon headquarters in each company was typically made up of a Platoon Officer, a
Sergeant, a batman, an orderly and two men with the platoon’s integral 2” mortar. The second and third
platoons were commanded by Platoon Sergeant Majors who would have a similar establishment but no
batman as he was not commissioned.
Three Rifle sections made up the bulk of the platoon, and during 1939 and up to April 1940 the official
strength was eight men. After that time, in theory in time for the German attack in May, the section was
12
increased to eleven men. It is doubtful if those numbers were reached in the field and the eight man
model is used here.
Each section was commanded by a Corporal or Lance Corporal and were split into two tactical groups, the
five man rifle group and the two man gun group which operated the Bren, the section’s light machine gun.
The Corporal was free to join either group as circumstances dictated.
Variations on a Theme
Motor Platoon
The British Motor Battalion was designed to be an infantry unit assigned to either an armoured Brigade or
Division. As such it was a somewhat slimmed down version of the basic infantry battalion, losing some of
the more cumbersome elements, such as the mortar platoon.
The platoons were commanded by a Lieutenant in the case of the first one in each company or a Platoon
Sergeant for the other two. The officer would have a batman, a driver for the 15cwt truck, a Sergeant, a
single rifleman and a motorcycle mounted orderly. The Platoon Sergeants would have no batman but
would gain a second rifleman. They 2” mortar was carried in the HQ truck but had no dedicated crew, the
riflemen and the batman normally undertaking that role.
Each rifle section was eight men strong, with the same structure as in a regular battalion of the line
however they theoretically had one Boys anti-tank rifle per platoon albeit with no dedicated crew. Their
transport was a 15cwt truck with one of the riflemen acting as driver.
Each Company within a Motor Battalion would have a scout platoon equipped with carriers. The Platoon
HQ had two carriers, two scout cars and two motorcycles. Three sections had three carriers each. All of
the carriers had a commander, a gunner and a driver and were armed with a Bren and a Boys anti-tank
rifle. The scout cars had a Bren mounted.
Artillery was normally deployed in four gun Troops and British spotters at this stage of the war relied upon
telephone lines to co-ordinate fire.
Tanks were grouped into Regiments and still used the designations “infantry” and “cruiser” to
differentiate between their envisaged roles.
Naturally you may choose to field forces with whatever orders of battle you prefer, from full strength
units fresh into action to the tattered remnants of a force that has been in the thick of things for months.
For each area outlined below a simple six sided dice will assist you in putting together your unit. Roll the
D6 and cross-reference with the type of unit you are creating.
13
Platoon Command
The lynch-pin of the whole unit, the Platoon commander sets the benchmark for how his force will behave
in battle. In the British Army of 1940 this was either almost always a Lieutenant or a Platoon Sergeant.
Dice Line Motorised
6 Lieutenant or Sergeant Lieutenant or Sergeant
5 Grade IV Grade IV
4 Lieutenant or Sergeant
Lieutenant or Sergeant
3 Grade III
Grade III
2 Lieutenant or Sergeant
1 Grade II Lieutenant or Sergeant, Grade I
Second in Command
The Platoon Officer’s right hand man, this would normally be a Sergeant in British & Commonwealth
forces. Ideally an experienced old sweat whose experience would be invaluable in the heat of battle.
Dice Line Motorised
6 Sergeant, Grade IV Sergeant, Grade IV
5
Sergeant
4 Sergeant, Grade III
Grade III
3
2 Sergeant, Grade II Sergeant, Grade II
1 No Sergeant Available No Sergeant Available
Platoon Headquarters
Providing the additional fire-power that the Platoon needed to provide indirect fire support and fend off
enemy armour.
Dice Line Motorised
6 2” mortar with two crew
2” mortar with three crew
5 Boys AT rifle with 2 crew
Sniper
4
2” mortar with two crew, Boys with no crew
3
2 2” mortar with two crew
2” mortar with 2 crew
1
Section Leaders
Dice once for each section leader, three times for a full strength Platoon. These are the Corporals who
will be attached to each section and provide the tactical initiative to keep your force moving.
Dice Line Motorised
6 Corporal, Grade III Corporal
5 Grade III
Corporal
4
Grade II Corporal
3
Grade II
2 Corporal
1 Grade I Corporal Grade I
Sections
Roll once for each section. Any shortage of men will oblige the player to reduce the strength of one, or
both teams.
Dice Line Motorised
6 One extra man
Full strength
5 Full strength
4
One man short
3 One man short
2
Two men short
1 Two men short
14
Platoon Support
This is allocated in a slightly different manner. Two support units are normally allowed for a normal
Platoon sized force, the first being diced for, the second chosen by the player from the options presented.
First 2D6 are rolled, with the player then cross-referencing the result with either the defender or attacker
column. Once that is done the player may then select one of the other options. The player may be asked
to make his selection first before rolling for the second.
Roll Attacker Defender
12 Pill Box
11 Tank Bunker
10 Mortars
Armoured Car
9 Boys Team
8 One additional Tripod Mounted
7 section Machine Gun
6 Mortars
Sniper
5 Tripod Mounted
4 Machine Gun Mines
3 Half-track
Anti-tank Gun
2 or Carrier
The terminology has been left intentionally vague as much will depend upon what models the gamer has
available. In general terms a pill-box is considered to be of concrete construction whereas a bunker will
be wood and earth. Mortars in defence will have two pre-plotted target areas, whilst in attack a FOO will
be present. Mines will be either Anti-tank, anti-personnel or a mixture of both as per the player’s choice.
They should cover two areas of approximately 36 square inches each (so 6” by 6”, 3” by 12”, 4” by 9” and
so on). Defending British units should be allowed some pre-prepared positions depending on the scenario.
National Characteristics
British line units will tend to be Good with a smattering of Elite units. Some Territorial units can be
Average. Motorised infantry units will be the same.
Within T.W.&T. cards are used to reflect the national characteristics of various forces. Subtle changes
can be made to differentiate between the way that different units behave on the battlefield. For British
forces the following cards are most relevant.
Sniper. The British Army had a fine tradition of rifle shooting, and in numerous situations snipers were a
considerable annoyance to the Germans. The British sniper card may be used to represent sniper teams
or, in the case of units with reputations for fine marksmanship, to allow one sniper shot to come from any
unit on the table.
Indirect Fire Support. Should often be available, often with pre-registered fire zones when in a defensive
position. A dedicated observer will often be present.
Armoured Bonus Move. This should be available for a tank or motorised infantry force.
Reconnaissance Force. Used for a dedicated recce unit such as light tanks, armoured scout cars, carriers
or motor cycles.
Vehicle Breakdown. This will always be present for any vehicle or AFV operating off road in Italy or in
the boggy ground of the Low Countries.
AT Bonus Fire. This should always be present for scenarios in which British forces have Anti Tank support
available.
Hesitant Commander. This may be used sparingly with Territorial troops if the scenario dictates.
15
The Invasion of France and the Low Countries by the Germans in May 1940 ended the phoney war that had
bubbled on since the Polish surrender in October of the previous year. In its early planning manifestations
it was remarkably close to the Schlieffen Plan that had been used in 1914, but the final plan used was far
more sophisticated, focussing on an aggressive strike through the Ardennes and a sweeping advance that
would split the Allied forces in two.
The success of this plan is legendary; the impact of such a dynamic and daring strategy was the paralysis
of the French government and military headquarters at a time when strong leadership was needed.
Indeed the reasons for the plans success are as much about the psychological impact of the strategy as the
military results. The danger is to view the startling success as being a testimony to the superiority of the
German military machine, which would be a distortion of the truth.
The German success in France was a product of the staff work undertaken by the German High Command.
At grass roots level the German forces were short of experienced officers and NCOs, the Army having
undergone rapid expansion over the six years previously. In fact France was to be the defining moment in
the learning curve that would see the German Army at its peak of effectiveness in time for Operation
Barbarossa a year later.
Where the Germans did excel was in the use of Auftragstaktik, allowing their junior commanders much
flexibility in how they achieved their objectives on the battlefield. This was allied with an emphasis on
infiltration tactics that had been developed from the Stormtrooper tactics of the Great War and was
typified by the avoidance of strong points of resistance, with a German advance preferring to go round
enemy positions, thereby rendering them untenable, rather than assaulting them head on.
In 1940 much of the German Army advanced through France on foot, only the armoured and Panzer
Grenadier formations having the luxury of transport. This did leave the Germans susceptible to counter
attacks into the rear of their forward elements, and Hitler was extremely worried about this. The German
High Command, however, held its nerve and maintained the momentum that wrong footed the Allies.
TROOPS
A German Infantry Battalion in 1940 was made up of three Rifle companies, each with three rifle platoons,
and a Machine Gun Company.
In each platoon the Headquarters was deemed to have a commander, an NCO or an officer. Alongside him
was an NCO, three runners, and a supply wagon driver. A light mortar team was also attached and had
three crew to serve it. The rifle squads were ten men strong, a reduction from the 13 in Poland that had
been found too unwieldy, having a squad leader, a three man LMG team with the superb MG34, and six
men with rifles.
The Machine Gun Company was actually a heavy weapons unit, fielding six 8 cm mortars in one platoon as
well as three MG platoons with four MG34s in each. These weapons, all equipped for the sustained fire
role, were a tremendous asset to have at this level and gave the German infantry a tremendous firepower
capability.
16
Variations on a Theme
PanzerGrenadier Platoon
Some of the most effective units within the German Army, the PanzerGrenadiers tended to be better
equipped than their comrades in the line units and this was especially so in France. Organisation followed
that of the infantry but Panzer Grenadier squads would often be up-gunned by having two MG34s per
squad.
The three rifle squads were ten men strong, the squad leader commanding two machine gun teams of four
and five men. On paper this unit was mounted in the SdKfz 251/1 half-track, but in reality issues of
supply would, more often than not, mean that halftracks were unavailable, being replaced by trucks or
other soft-skin vehicles.
Fallschirmjager Platoon.
More prominent in Belgium and Holland than in Farnce, the Fallschirmjager Company in 1940 was made up
of three platoons of riflemen and one troop of three 50mm mortars. The Platoon HQ was commanded by a
Leutnant with an NCO, one medic and two riflemen. Each squad was led by an Oberjager or Gefreiter who
commanded ten men. One MG34 team was made up of three men and a Carbine team had seven men.
At Regimental level were 75mm and 150mm infantry support guns specifically designed to shoot in an
attack. Four platoons of 37mm anti-tank guns were also available within the Regimental structure.
Artillery was available but in and advance it was far more likely that a German infantry platoon would be
supported by the battalion’s mortars. German armour was heavily involved at the spearhead of an attack
and is very likely to be available when working with a Panzer Grenadier platoon.
Naturally you may choose to field forces with whatever orders of battle you prefer, from full strength
units fresh into action to the tattered remnants of a force that has been in the thick of things for months.
For each area outlined below a simple six sided dice will assist you in putting together your unit. Roll the
D6 and cross-reference with the type of unit you are creating.
Platoon Command
The lynch-pin of the whole unit, the Platoon commander sets the benchmark for how his force will behave
in battle. In the German Army of 1940 this was usually a Leutnant.
Dice Line Infantry PanzerGrenadier Fallschirmjager
6 Leutnant, Grade IV Leutnant
Leutenant
5 Grade IV
Leutnant Grade IV
4
Grade III Leutnant
3
Grade III Leutnant
2 Leutnant
Grade III
1 Grade II Leutenant, Grade II
17
Second in Command
A tough NCO who would ensure that orders were carried out and who could take over if the Leutnant was
killed or wounded.
Dice Line Infantry PanzerGrenadier Fallschirmjager
6
Feldwebel Grade III
5 Feldwebel Grade III Feldwebel
4 Grade III
3 Feldwebel, Grade II
2 Feldwebel Grade III Feldwebel,
1 Feldwebel, Grade I Grade II
Platoon Headquarters
Dice Line Infantry PanzerGrenadier Fallschirmjager
50mm mortar, two man team.
6 50mm mortar plus two man 50mm mortar plus
Sniper
team, sniper two man team, sniper
5
4
50mm mortar plus Sniper
3 50mm mortar plus
two man team
2 two man team
1 Nothing Nothing
Squad Leaders
Dice once for each squad leader.
Dice Line Infantry PanzerGrenadier Fallschirmjager
6 Gefreiter
Gefreiter Gefreiter
5 Grade III
Grade III Grade III
4
3 Gefreiter
Grade II Gefreiter Oberjager
2
Grade II Grade II
1 Gefreiter Grade I
Squads
Roll once for each squad. Any shortage of men will oblige the player to reduce the strength of one or both
teams.
Dice Line Infantry PanzerGrenadier Fallschirmjager
6 Full strength Full Full strength
5 One strength One man short
4 man short One
3 man short Two
2 Two Two men short
men short Men short
1
Platoon Support
Two support units are normally allowed for a normal Platoon sized force, the first being diced for, the
second chosen by the player from the options presented.
Roll 2D6 and then cross-reference the result with either the defender or attacker column. Once that is
done the player may then select a second unit of his choice from the same list.
18
Roll Attacker Defender
12 Pill Box
Tank
11 Bunker
10
Armoured Car Mortars
9
8
Tripod Mounted Tripod Mounted
7
Machine Gun Machine Gun
6
5 One additional
Mines/wire
4 Section
3 Half-track
Anti-tank Gun
2 or Troop Carrier
The terminology has been left intentionally vague as much will depend upon what models the gamer has
available. In general terms a pill-box is considered to be of concrete construction whereas a bunker will
be wood and earth. Mortars will have two pre-plotted target areas, whilst mines will be either Anti-tank,
anti-personnel or a mixture of both as per the player’s choice. They should cover two areas of
approximately 36 square inches each (so 6” by 6”, 3” by 12”, 4” by 9” and so on). When wire is present
this can be up to 18” in length.
Defending German units should be allowed some pre-prepared positions depending on the scenario. Our
scenario options give examples of this later.
National Characteristics
German line units will tend to be Average troops, with some units scraping into the Good.
PanzerGrenadiers, SS forces at this time were no different to their line colleagues in terms of
performance (although significantly less likelier to take prisoners) and Fallschirmjager should be Elite.
Within T.W.&T. cards are used to reflect the national characteristics of various forces. Subtle changes
can be made to differentiate between the way that different units behave on the battlefield. For German
forces the following cards are most relevant.
Indirect Fire Support. This should be more likely to be mortars than artillery in 1940.
Rapid Deployment. May only be present for a mobile force with aggressive orders.
MMG Bonus Fire. Will always be present for any German force excepting some reserve units still armed
with the WWI Vintage Maxim gun.
Mortar Bonus Fire. Always present for any infantry force with mortar support.
19
WEAPONS
The following weapons and vehicles may be found supporting German forces in the period 1944 to 1945.
Anti-Tank Weapons
Weapon Weapon Strike
20mm Flak 38 4
37mm Pak 35/36 4
47mm Pak L43.4 (t) 8
88mm FlaK18 L56 17
Infantry Anti-Tank 0-12" 12-18" 18-24" 24-30"
PzB38/39 AT rifle 5 4 3 2
Infantry section 2 in contact - - -
MMG 2 2 2 1
Armoured Vehicles
Vehicle Armour Class Weapon Strike Speed
Panzer I A/B/C 2 Twin MGs Average
Panzer I Befehlswagen 2 Single MG Average
Panzerjager I 2 8 Average
Panzer II B - D 2 4 Average
Panzer 35 (t) 3 5 Average
Panzer 38 (t) A - C 4 6 Average
Panzer III C – F 3 5 Average
Panzer IV A 2 7 Slow
Panzer IV B- D 4 7 Average
SiG 33 B 2 7 Slow
StuG III A 6 7 Slow
All scout vehicles, light armoured cars and armoured personnel carriers as considered to have an armour
class of 2 unless listed as otherwise.
20
We are desperately short of troops,
and the enemy seems to be everywhere
at the same time. Your platoon has
been despatched to the crossroads on
the main road between Chateau
Gontier and Le Lion-d’Angers. You
have one heavy tank allocated to
support you, but it is unlikely that any
further assistance will come your way.
It seems that the majority of the air-
force is being withdrawn to North
Africa in order to keep it intact.
21
One Kubelwagen at speed. The player should not, however, be
told that. He can form his own judgement.
Squad One
Gefreiter Hans Blumenthal, DAv, Grade II Big Man The French forces count as Average troops in
9 men TW&T, the Germans as Good. The One Man
One Opel Blitz Truck Turret rule applies to the French tank, and
allowances must be made for the notorious
Squad Two Achilles heel, the exposed radiator on the tanks
Gefreiter Herman Helm, DAv, Grade II Big Man left hand side. If the German anti-tank gun
9 men
One Opel Blitz Truck
Squad One
Gefreiter Heinrich Bimmler, DAv, Grade II
Big Man
9 men
One Opel Blitz Truck
Anti-Tank Gun
Gefreiter Werner Goebells, D6, Grade III
Big Man
One Pak 36 Anti tank gun
One Kubelwagen
Umpire’s Notes
The Germans enter the map on the
northern road and must keep moving
along it at top speed until the French
open fire. The French, however, will not
know this and anyway the inclusion of a
Poor Fire Discipline card may well mean
that this happens sooner than the French
player would want it to anyway.
22
ALGERNON FLIES EAST
Chapter One
Algernon and the Vulgar Boatman
The train rolled on, mile after mile, across the seemingly endless steppe, punctuated only by the
occasional shack masquerading as a station. In the fist class Pullman coach that served as their
mess the British airmen of 47 Squadron Royal Air Force sat, cocooned against the autumnal chill
that heralded the onset of a Russian winter.
Captain Algernon Carpet-Byrnes sat close to glowing fire and packed his bent Dublin with richly
pungent Cranfords rough shag, next to him his chum “Ginger” Vytis was engrossed in one of the
English language news sheets that General Deniken’s White Russian Information Ministry
produced.
“Good Lord!” exclaimed Ginger, “It says here that old Stinker Brimshaw was seized by the
Mensheviks…”
“Sounds painful” opined Algy “I knew a chap once who was grabbed by the Makhnovists. It
entirely ruined his marriage”. He grimaced ruefully. “This damned war is so cruel, not an ounce
of humanity between the whole lot of them, Red or White”. Algernon stared deeply into the heart
of the fire and, for a moment, the hypnotic gentle rocking of the train transported him back
across thousands of miles and many months to that fateful evening in the November previous.
For the first time in four years the church bells were ringing again. The rumble of the guns that
had carried from Flanders as a constant reminder to the south of England of the seemingly endless
conflict was now missing. Its absence provided a constant reminder to Algy that he had failed;
von Schtabbin was ending the war a free man. Latest reports suggested that, despite Entente
requests to the new government in Berlin, the Baron had slipped into exile with the Kaiser and
had now disappeared completely.
The entrance to the Royal Automobile Club in Pall Mall allowed Algy to escape the joyful crowds
that had flooded the streets of London, their celebratory revels had seemed to heighten the
airman’s pique and sense of disappointment. Jennings on the door recognised him instantly.
“Evenin’ Captain, how’s them wounds of yours? The other gentlemen have arrived already,
they’re in the annex to the main bar”.
Algernon had never met Major Reginald Collingwood but he had heard much about the tall
Canadian Ace from “Bunny” Upham, his room-mate at the Eastchurch hospital where he was
recovering from his wound he had sustained while on a recce mission over Beauvoir woods.
When Algy had expressed his disgust at the war ending without him the Texan pilot had
suggested that there may be options for the future other than dropping bombs on tribesmen in
Umbongoland, and it was in anticipation of this that he now made his way to the annex bar.
Collingwood was instantly recognisable. His exploits with the RNAS and then 203 Squadron RAF
has earned him some small amount of fame as well as the D.S.O., D.F.C. and D.S.C. Introductions
were made, drinks were orders, most encouragingly Algy could sense that he was not alone in
feeling cheated by the premature end to the conflict and he listened intently as the tall Canadian
spoke in hushed tones about the war in Russia.
Naturally Algy knew of the Tsar, recently murdered by the Bolsheviks. Like all Englishmen he
was repelled by the idea of the proletariat getting above themselves and ruling a nation; who
knew where it could end. They’d be shooting the grouse on his father’s estate next. Collingwood
was right, something had to be done, of that Algy was certain, to protect the natural order of the
world. The rich man in his castle, the poor man at his gate was how things had always been, and
should always remain, but what came next Algy had not anticipated.
23
“We have every reason to believe that you have a personal stake in all this” the tall Canadian said
temptingly. Algy looked puzzled.
“Your old friend Baron Sidney von Schtabbin. My cousin is serving with the newly formed
Armistice commission and he tells me that sources close to Prince Max, the new German
Chancellor, tell him that the Baron has flown East where he is now flying as a mercenary pilot for
the Bolsheviks”.
“Well” said Algy, “If the fox has gone to ground then it is up to me to dig the rotter out”. His
thoughts turned to his old friend Jock McKenzie, whose treatment by von Schtabbin while a
prisoner in his hands was so beastly that upon his escape he had been obliged to resign his
commission. The poor devil was now employed in trade, Algy shuddered, selling automobiles.
The German would pay for that.
The door banged against the carriage wall bringing Algy back to Russia with a bump. Major
Collingwood entered the mess with a rolled up map grasped in his hands.
“Hello chaps” the tall Canadian didn’t wait for a reply but spread a map out on one of the green
baize card tables that had, once upon a time, been there for the amusement of Russia’s nobility
but now served a less frivolous purpose. “Gather round!”
Algy, Ginger left their hearthside positions to get a clear view of the map, the South African
Captain “Binky” Binkerton joined them as did the Texan Pilot Officer Bunny Uppham. 47
Squadron were a true League of Nations. Collingwood jabbed his index finger at the map
“This here is Tsaritsyn, as you can see it’s a city of some size stretching along the western bank of
the Volga river. General Deniken has ordered that White forces are to take the city as a prelude
to linking up with Admiral Kolchak’s White Siberian Army”. He looked at the faces of the
assembled pilots, “Naturally the Reds want to stop them”.
“The White intelligence bods have information that Commissar Trotsky is about to enter the city.
With Krasnov’s Cossack forces ranging widely our friend has decided that the only safe way into
the city is by boat with the Red Volga Flotilla. We, gentlemen, are going to stop him”.
Collingwood paused, removed a Gold Flake from his silver case and lit it. He exhaled slowly
watching the faces that waited patiently for more information.
“We load up the Camels with twenty pound bombs. I reckon the best approach is to come in at
4000 feet, dive down through the Archie the Reds will be putting up and release the bombs at
1000 feet. Try to get on the same line as the boats and go in nose to tail. We’ll get two runs each.
Which ship Trotsky is on is anyone’s guess so we’ll just take pot luck”.
“Ja, that’s fine, but what about the flying Bolshies, we can surely expect them to be in the area?”
this was Binkerton, the South African whose exploits with the RNAS and 20 or more kills had
made him nearly as famous as Collingwood.
“Good point Binky. The Reds are bound to be sending up some air cover to protect their fleet,
especially now the Black Fokker is in the area. We suspect that he is a German mercenary” he
turned to Algy “maybe your old friend the Baron”. The look on Algy’s face must have betrayed
him as Collingwood’s voice was now stern.
“Remember this. We can have a go at the Red scouts once we have dropped our eggs, but it’s the
boats that are our primary target. I’ll have no sky larking until the job in hand is complete. Lets
go”.
24
British Briefing
Camels
Major Reginald Collingwood, Top Ace
Captain Binky Binkerton, Top Ace
Captain Algernon Carpet-Byrnes, Junior Ace
Pilot Officer Bunny Uppham, Regular
Bolshevik Briefing
Na zdorovje! Comrade, the Peoples
Committee has instructed your squadron to
escort the Volga flotilla down to Tsaritsyn.
Be aware that Very Important Political
Personage, Commissar Trotsky, will be
aboard one of the ships. The loss of such a
great leader would be a terrible blow to the
workers and peasant and you must protect
him with your life.
Nieuport IIs
Comrade Pilot Ivan Nokabolokov, Regular should not be able to hold any formation and will
Comrade Pilot Mikhail Krushnikov, Regular move independently at all times.
Comrade Pilot Igor Blimie, Sprog
Comrade Pilot Sergei Ivanovitch, Sprog The Black Fokker, flown by an unknown pilot of
Comrade Pilot Nikolai Petrovski, Sprog some considerable ability will enter the table as
Comrade Pilot Petr Dmitriovitch, Sprog marked by the black and red star on the sixth
turn of the reinforcements card.
Fokker DrI – The Black Fokker
Unknown Pilot – Top Ace There should be seven ships on the Volga, all
being either two or three hexes long. Four of
Umpire’s Notes the ships should be designated as slow, three as
The British planes start the game as marked on fast. Fast ships move four hexes per turn in a
the map by the rondels at altitude 8. The Soviet straight line or three if moving off that straight
Nieuports are marked by the red stars. These line. Slow ships move three hexes per turn if in
planes being the game at altitude 4, but they a straight line, two is deviating from this. All
25
ships move on a single “Ships move” card in the shot down will want to be picked up very
deck. Any ship may turn a maximum one hex quickly!
face in any direction for each two hexes of
forward movement. My thanks must go to Kev “Fat Wally” Lowth for
his ideas on boats. Please note that the map of
To attack a ship an attacking aircraft must begin the table is not to any specific scale, however
its dive at altitude 4 and end it at altitude 2. It the river hexes should be followed as they have
then rolls 2D6 and adds the modifiers below. been designed to give en exciting game.
To attack a ship an attacking aircraft rolls 2D6 Feel free to change any of the Soviet planes as
and add the modifiers below; suits what you have available.
+2 Ship stationary
+1 Ship slow moving
+1 Ship large target (3 hexes in length)
-1 Small target (2 hexes in length)
-1 Attacker fired upon
+/- Luck
26
Introduction
The battle of Heilsburg, fought 4 days before From the edge of the Lawden wood, to the
that at Friedland, is over shadowed by it’s nearest redoubt is just over 8”. Each redoubt
famous successor, and is rarely paid much can hold 6 cannon.
attention to. Actually, had the French not won a
convincing victory at Friedland, it is possible French Briefing, 10th June, 1807, 6pm
that Heilsburg may be coupled with Eylau, as
examples of the stubborn Russian army What a position to find yourself in! Having
delivering a bloody nose to an overconfident and bailed out that impetuous fool Murat, you find
poorly co-ordinated Grande Armee. Indeed, it yourself stuck in range of the Russian batteries.
may be that significant clashes like that at The enemy have superior numbers, are in
Heilsburg persuaded Bennigsen that his army entrenched positions, and have fresh Cavalry to
could defeat the French in a major battle, and support them. You can’t stay where you are
perhaps contributed to the complacent because your men will simply die where they
manoeuvres that were to lead him and his stand, and you can’t retreat under the nose of
troops to disaster only a few days hence. the Emperor. Only one thing for it then, good
The Russian spring offensive, well planned but old French élan. En avant mes infants!
horribly executed, had descended into chaos
and retreat. Frustrated by his commanders’ IV Corps Soult (Solid)
inability to crush an isolated Ney, even with a
superiority of 3:1, and then tricked by a bogus 1st Division St Hilaire (Able)
“captured” dispatch, which leads him to believe 1st Brigade
that Davout is about to fall on his rear with 10th Legere 2 btns B class SK3
40,000 men, Bennigsen has ordered a retreat to 14th Ligne 2 btns C class SK1
the fortified camp of Heilsburg. The French
follow, with Murat and the vaunted Reserve 2nd Brigade
Cavalry to the fore. 22nd Ligne 2 btns C class SK1
This scenario follows on from the Heilsberg Part 35th Ligne 2 btns C class SK1
1 article in TFL Summer Special 2007. During the
afternoon, the French had managed to push the 3rd Brigade
Russian advanced guard, plus supports, onto the 43rd Ligne 2 btns C class SK1
main Russian position. In doing so, Murat had 55th Ligne 2 btns C class SK1
exhausted the French Cavalry, whilst the
Russians had relatively fresh reserves. It was left Artillery
to Soult, Savary and Lannes to carry the attack Foot battery 8x8lb guns B class
with their infantry. The scenario covers the Foot battery 8x8lb guns B class
evening attack of the French on the entrenched
Russian positions.
3rd Division Legrand (Solid)
1st Brigade
26th Legere 2 btns B class SK3
The Battlefield
The battlefield is dominated by the high ground, 2nd Brigade
on which the Russians have built entrenchments. 75th Ligne 2 btns C class SK1
The lakes (shown in blue) are impassable, whilst 105th Ligne 2 btns C class SK1
the streams, in this part of the battlefield, are
not mentioned as an obstacle in any accounts I 3rd Brigade
have read. The villages are not particularly Tirailleurs du Pô 1 btn B class SK3
defensible, being mainly of wooden buildings. Tirailleurs du Corse 1 btn B class SK3
27
Artillery Artillery
Foot battery 8x8lb guns B class Horse Battery 12x6lb guns C class Horse arty
Foot battery 8x8lb guns B class Heavy Foot battery 6x12lb guns C class
You can’t quite believe your eyes. Surely the 2nd Brigade
French must see that you outnumber them and Voronez IR 3 btns D class SK0
occupy a prepared position? And still they come Vladimir IR 3 btns D class SK0
forward- madness! Still, if they want a quick
death you are happy to oblige. Reinforcements Artillery
have come across the river, and your troops are Heavy Foot battery 12x12lb guns C class
fresh. The French Cavalry has been defeated, so Foot battery 12x6lb guns C class
it’s down to the infantry to decide things. Oh, Foot battery 12x6lb guns C class
and all those cannon you have in the redoubts!
28
suffered by these units to modify starting The 55th Ligne, sent to cover the retreat of
strengths. Legrand’s division, was overrun and lost an
Add the new formations described here to the eagle. The Prussians were only stopped by the
remaining- mostly cavalry- forces from the intervention of a French Chasseur a Cheval
initial battles. regiment. The French, formed in hollow
squares, were going no further and could barely
Victory Conditions maintain their position. At the other redoubt, St
Hilaire had made little progress and with his
flank exposed had to retreat.
French Major Victory The French position was only stabilised by the
Take and hold two of the redoubts. arrival of Lannes Corps, spearheaded by
Verdier’s division. The Russians felt no need to
French Minor Victory
Take and hold one of the redoubts
Historical Outcome
The two sides were deployed as shown in the
map. The Russians defended the redoubts
using artillery supported by small number of
infantry, whilst holding back the bulk of the
infantry as a mobile reserve and thus each
division is represented on the map as being
deployed in two blocks of troops.
29
Richard Clarke looks at a VC action from the Jack Baskeyfield VC
1944 battle in another one of his predictably The main riverside route from German held
“last ditch” scenarios. Arnhem to Oosterbeck was the
Benedendorpsweg, a lightly developed lane by
The battle for Arnhem in 1944 needs no today’s standards, with occasional clumps of
introduction; it stands as a lasting memorial to houses set amid generous gardens and water
the British Airborne soldier and the Dutch meadows running down to the Rhine some 600
civilians who risked everything to assist their yards to the south.
Allies.
Covering this likely avenue of advance was a
Any student of the operation cannot fail to section of two 6 pounder guns from Major
realise that, like so many “battles”, it was in “Jock” Buchanan’s Support Company of the
fact a series of smaller fights that more often South Staffords. Lance Sergeants Jack
than not occurred at Company or Platoon level Baskeyfield and William Mansell commanded the
and are eminently suitable for the wargames pieces and had deployed them in two gardens at
table. the junction of Benedendorpsweg and
Acacialaan. With them were disparate elements
Once such action occurred on the Oosterbeck of 11 Para, a disorganised remnant of several
perimeter on the 20th of September, Day Four of days hard combat, who were deployed in the
the Operation. By then Frost’s men at the nearby cottages. By now all concerned were
bridge were desperately short of supplies but exhausted and with casualties high amongst
continued to hold out, despite having officers and NCOs it was the common soldier
established contact with the 1st Division and who continued the fight, his training and esprit
learning that there was no hope of relief. de corps making up for lack of sleep and lack of
orders.
By the afternoon Frost and the other wounded
had been evacuated during a two hour truce but What followed is probably best described by
Major Freddie Gough took over command and Baskeyfields citation for the Victoria Cross.
resistance to the inevitable continued in what
US General Jim Gavin described as “the On 20th September 1944, during the Battle of
outstanding independent parachute battalion Arnhem, Lance Sergeant Baskeyfield was the
action of the war”. NCO in charge of a six-pounder anti-tank gun at
Oosterbeek.
Several miles away at Oosterbeck the 1st
Airborne Division was fighting its own last stand The enemy developed a major attack on this
battle. The 2nd South Stafforshires along with sector with infantry, tanks and self-propelled
elements of the 1, 3 and 11 Parachute battalions guns with the obvious intention to break into
were desperately fighting to hold their and overrun the battalion position. During the
perimeter and, just as importantly, to maintain early stage of the action the crew commanded
their position on the Rhine which now looked by this NCO was responsible for the destruction
like their only escape route. of two Tiger tanks and at least one self-
propelled gun, thanks to the coolness and
30
daring of this NCO who with complete disregard that the Germans tanks were in fact StuG III
for his own safety allowed each tank to come self-propelled guns, however that does not
well within 100 yards before opening fire. lessen Baskeyville’s bravery, nor should it affect
our ability to recreate the scenario as we have
In the course of this preliminary engagement rules for exactly that situation.
Lance Sergeant Baskeyfield was badly wounded
in the leg and the remainder of his crew were What the citation does not tell us is that the
either killed or badly wounded. During a brief men of 11 Para were heavily engaged by German
respite after the engagement Lance Sergeant infantry and were effective in keeping them at
Baskeyfield refused to be carried to the arms length, but could not hope to challenge
Regimental Aid Post and spent his time the “Tigers” at anything greater than PIAT
attending to his gun and shouting range.
encouragement to his comrades in neighbouring
trenches. Refighting the Battle
This VC action is nicely sized as we can choose
After a short interval the enemy renewed the to refight it either with IABSM or with TW&T.
attack with even greater ferocity than before, Information regarding the numbers of 11 Para
under cover of intense mortar and shell fire. involved is not available, nor for the Germans,
Manning his gun quite alone, Lance Sergeant so we can tailor the scenario to suit ourselves.
Baskeyfield continued to fire round after round
at the enemy until his gun was put out of The Germans operating along the
action. By this time his activity was the main Benedendorpsweg were under the command of
factor in keeping the enemy tanks at bay. The the 9th SS Division Hohenstauffen, more
fact that the surviving men in his vicinity were specifically Kampfgruppe Harder. This crack
held together and kept in action was fighting force (not) had been hastily assembled
undoubtedly due to his magnificent example when news of the Allied landings was heard and
and outstanding courage. Time after time the was made up of three infantry companies, one
enemy attacks were launched and driven off. of dismounted tank crews, one of fitters and
Finally when his gun was knocked out Lance supply personnel and the last from some
Sergeant Baskeyfield crawled under intense Kriegssmarine troops who were stationed in the
enemy fire to another six-pounder gun nearby, area. It’s commander SS Untersturmfuhrer
the crew of which had been killed and Harder, having previously commanded a
proceeded to man is single handed. With this company of the 9th SS Panzer Regiment, now
gun he engaged an enemy self-propelled gun headed this totally rag-tag force that had been
which was approaching to attack. Another thrown into the line in an attempt to stop the
soldier crawled over open ground to assist him British seizing the main bridge at Arnhem.
but was killed almost at once. Lance Sergeant
Baskeyfield succeeded in firing two rounds at By the 20th of September the threat to the
the SP gun, scoring direct hits, which rendered bridge was over, Frost’s battalion on the north
it ineffective. Whilst preparing to fire a third side of the bridge was isolated and the rest of
shot, however, he was killed by a shell from a the Division was trapped in Oosterbeck in what
supporting enemy tank. the Germans now called the HexenKessel – the
witches cauldron.
The superb gallantry of this NCO is beyond
praise. During the remaining days at Arnhem, It was now time for the Germans to take to the
stories of his valour were a constant inspiration offensive, and Harder’s force was supported by
to all ranks. He spurned danger, ignored pain StuG IIIs from the recently refitted Assault Gun
and, by his supreme fighting spirit, infected all Brigade 280, a Heer unit commanded by Major
who witnessed his conduct with the same Kurt Kuehne. These were sent out in batteries
aggressiveness and dogged devotion to duty, of three to support the infantry that now went
which characterised his actions throughout. over to the attack.
Stuff of legends indeed, made more poignant Personally I am inclined to think that the
when one considers this man was not a regular Germans would be launching a Company sized
soldier but a butcher from the Co-op in Stoke attack with armour support as this fits with their
who had received his call up papers in 1942. tactical doctrine. We know that these
companies were understrenght at the start of
It would seem, with hindsight, that we have the battle and , after four days of combat, I’d
once again met with the “every German tank is be prepared to wager that their strength was
a Tiger” syndrome as it seems much more likely
31
further reduced, so two platoons seems about 11 Para
right. Corporal Bill Stickers DAv
Three sections of eight men
British Briefing One PIAT with two crew.
Major Buchanan has informed you that you can
expect Jerry to put in an attack down this road. TW&T Forces
If they manage to push you out of this position South Staffordshires
its likely that the whole of the Oosterbeck Lance Sergeant Jack Baskeyfield, D6, Grade IV
position will be encircled and no escape Big Man
possible. You certainly don’t fancy spending the One six pounder gun, four man crew
rest of the war in a POW camp, so you reckon
that seeing it through here, whatever the Lance Sergeant Bill Mansell, D4, Grade II Big
outcome, is the best bet. Man.
One six pounder gun, four crew.
Some boys from 11 Para are in the houses
around you, but they look to be a shaky lot, 11 Para
mind you, they’ve been fighting for three days Corporal Bill Stickers, DAv, Grade II Big Man, one
solid so they’re probably just exhausted. If they section of eight men
can keep the enemy pongos off your back you’ll
deal with any Jerry armour that comes along. Lance Corporal Jimmy Houseman, D4, Grade I
Hopefully you’ll stick it out. Big Man, one section of seven men
32
fight like…Devils! Now, however the end is in Assault Gun Battery
sight. In Arnhem the positions by the bridge are Scharfuhrer Alois Schatz, D4, Grade II Big Man.
being reduced, and to the West at Oosterbeck Rottenfuhrer Jurgen Klasse, D4, Grade I Big Man
the enemy is close to surrender. Rottenfuhrer Franz Titz, D4, Grade I Big Man
Three Stug IIIs
Our orders are to attack down the
Benedendorpsweg. If we control that road we Umpire’s Notes
will remove the Englanders’ only secure flank The British must deploy in the area outlined in
and have them surrounded. Then, at last, we blue at the north-western sector of the map. If
can get some rest! you are determined to stick to an historical
deployment Jack Baskeyfield’s gun was under
Do not flinch, push home your attack with the large tree in the garden of the top left had
energy and vigour and the enemy will collapse house. Mansell’s gun is in the garden of the
as a pack of cards. cottage immediately across the main road to the
south. With their low profiles and set in the
IABSM Forces shade of trees these guns should not be spotted
Erzatz Infantry Company at over 12” in IABSM, or 24” in TW&T, until they
Sturmscharfuhrer Artur Spengler D6 open fire, although the British player should not
Unterscharfuhrer Rolf Wolozowski DAv know that
1st Platoon The Germans enter the table in the area marked
Three rifle squads, 8 men each by the red dotted line on the road on the
Eastern table edge. They may enter the table
2nd Platoon at the rate of one unit per turn (so platoon in
Three rifle squads, 8 men each IABSM or squad in TW&T) in any order that the
player wishes.
Mortar Section
Two 80mm mortars, one FOO may be on table The umpire should make the player aware that
the ground to the south of the road is
Assault Battery potentially boggy and a bogging down test
Three StuG III should be taken if the StuGs move off road. The
houses are of brick construction ad give good
TW&T Forces cover from small arms fire but are less effective
Ersatz Infantry Company against the assault guns. All the houses are
Sturmscharfuher Artur Spengler D6, Grade II Big surrounded by picket fences as shown by the
Man white dotted lines on the map.
1st Platoon The British win if they keep the road junction in
Unterscharfuhrer Rolf Wolozowski DAv, Grade II their hands, the Germans win if they capture
Big Man, one 8 man squad. the junction. As in reality both sides have the
assets that are available, time is not an issue.
Scharfuhrer Hans Kneize, D4, Grade I Big Man, That said, if the Germans loose all three StuGs
one 8 man squad while the British still have at least one 6
pounder in action then they may call for
Rottenfuhrer Werner Korpze, D4, Grade I Big additional support. Add a reinforcements card
Man, one 7 man squad Roll each turn, requiring a 6.
33
A
fter proving his mettle in Having negotiated the channels of the Loire
the cutter found itself becalmed off the
eight stretching scenarios Island of Noirmoutier, and it wasn’t long
before she found herself the subject of
over the past four years unhealthy interest from the fort that
guarded the mouth of the river. Unable to
every Lards favourite water borne reply to the French recognition signals and
passwords Hornblower looked on as three
hero now faces his final menace. French gunboats, packed with soldiers,
The scene shifts to Hornblower’s headed from the shore in his direction.
The wind would not save him this time.
recent escape from Spanish
Thankfully the cutter was equipped with
custody. After an eventful nine sweeps, and some movement was possible,
although the gunboats with their fifty man
months Hornblower found himself crews were somewhat faster. Whilst the
Witch of Endor had ten six pounder guns
leaving Nantes with two only one could be brought into use due to
shipmates, a captured pilot and a lack of crew to man them.
liberated chain gang – just To run this scenario as a small KMH action
we suggest the following:
another Sunday night in the Royal
Hornblower may fire once per turn with
Navy you might think, but this one dice, irrespective of damage to the
Witch. If a hit is achieved on a gunboat roll
time there is a lot more at stake. again.
The fugitives chosen mode of
1 or 2 Near miss.
transport on this occasion was a 3 or 4 Made ‘em duck, disrupts rowers,
lose 2cm movement next turn.
ten gun Royal Navy cutter that 5 Hit, sinking slowly. Other gunboats
must row over to take on crew.
had been captured by the French On another D6 roll the boat has
equal chance of sinking in 2,3 or 4
the pervious year, the Witch of turns.
Endor… 6 Hits the bow, boat splits in two,
sinking instantly. All hands lost.
34
The Witch may use all of her rowers, are ignored other than extra hull damage
moving up to 4cm each turn. After 1D6 or rudder damage.
turns of movement they must rest for a The Witch will be captured if a gunboat
further 1D6 turns with no movement. manages to get alongside and grapples.
Alternatively they may rotate their crew,
moving a constant 2cm per turn. Gunboats move 6cm per turn. No rolls
should be made for wind change.
Gunboats fire as normal up to, but not
including long range. Hits are counted as Hornblower wins if he drives off or sinks
normal on the Witch, but al special effects the gunboats. The French win if they
capture the Witch of Endor.
35
An Alternate Critical Damage Table for
Bag the Hun
By
Joe Legan
B
ag the Hun is a great rule set.
Inspired by games such as the
Fighting Wings series and Mustang
and Messerschmitts, I wanted a
little more detail on the critical hit table
and a way to easily help show strength Bag the Hun
and weaknesses of aircraft. For the is a simplified model of aerial
expense of one additional d10 roll you warfare – designed to give fast
can now know where his plane was hit as flowing games that capture the
you Bag The Hun! spirit of the dogfight. The focus is
on the individual pilots rather than
A note on the charts the machines they fly, and hence
There are two charts depending on the the hit tables are generic.
target aircraft; one for fighters and the
other for multi engine harder to shoot In this short piece US wargamer
down types. Roll to determine hit effect Joe Legan suggests an Alternative
as per main rules. A “2C” result now Damage Table for Bag the Hun that
means a –2 modifier on the final table. A satisfies the desire of many to get
“X” result now means a – 3 modifier. just that little bit more detail on
the effect of their shooting
1. All tables require a D10.
36
Fighter Aircraft COCKPIT
D10 Location
Firstly, use the Hit Location table to
determine where the fighter has been 1-2 Pilot KIA
hit, then roll on the table for that section
to determine the damage. 3-5 Pilot WIA as per rules
6-8 Light wound minus 2 on next
Table 1 – Hit Location cockpit hit
D10 Location 9-0 Temporary loss of control as
per rules
1-2 Engine Cockpit armor earns a +1 to cockpit
3-4 Fuel table. Note that some aircraft only had
back armor therefore onus only from
5 Hard Evade (ya missed!) back.
6 Cockpit
WING
7-8 Wing D10 Location
9-0 Fuselage 1-3 Catastrophic failure – as per
Modifiers: rules
-1 if firing head on 4-5 Bad aileron damage – as per
+1 if firing rear deflection rules
Ace pilot may add or subtract 1 from the 6-7 Elevator damage – as per rules
roll after it has been made (These guys
know how to aim) 8-0 Wing damage – basic speed only
ENGINE FUSELAGE
D10 Location D10 Location
1-2 Explodes – pilot thrown clear on 1-2 Control cables severed –
6 on d6 catastrophic failure
3 Engine Seizes – pilot may 3-4 Controls jammed. Temporary
attempt to bail out or crash loss of control as per main
land rules.
4-5 Engine damage as per main BTH 5-6 Critical Instrument damage – as
rules per main rules
6-8 Minor engine damage – basic 7-8 Gunner killed (if no gunner then
speed only minus 2 when rolling additional crew member killed.
for next engine hit If no additional crew then ya
9-0 Lost a bit of oil minus 2 on next missed but hard evade.
engine hit 9-0 Roll d6 on table below:
FUEL
D10 Location 1-2 Gunsight damaged. Minus 3
to all offensive damage
1-2 Explodes – pilot thrown clear on attempts
6 on d6
3-4 Fire – Fuel on fire, pilot must 3-4 Oxygen system out. Roll
dive to put out the flames 6 on for blackout if above
a d6. If you reach altitude zero 12,000ft. Must descend to
you crash below 12,000ft.
5-7 Major fuel leak – must abort
mission. Basic speed only 5-6 Radio out. Play the period –
I normally have the
8-0 Minor fuel leak – as per main fighters can’t stay in
rules
formation
Self sealing fuel tanks earn a +1Modifer to
Fuel table
37
Multi-Engine Bombers WING
D10 Location
Table 1 Hit Location
1-2 Catastrophic Failure as per
D10 Location
main rules
1-3 Engine 3-5 Aileron hit. Plane must fall out
of formation. Minus 1 on
4 Fuel maneuverability
5-6 Crew 6 Fuel hit – dice again on Fuel
table
7-8 Wing 7-9 Elevator damage as per rules
9-0 Fuselage/Tail 0 Hard evade
F
reach altitude zero you crash
eel free to modify or expand the
3-5 Major fuel leak – must abort table as you wish. For example,
mission. Basic speed only fighters with drop tanks attach could
6-0 Minor fuel leak – as per main be –1 if hit in the fuel. An additional roll
rules could be added to a multi engine plane
with a damaged engine to determine if
CREW the engine “runs away” forcing a bail out.
Dice to determine who has been hit These tables would also add flavor to a B-
17/B-24 campaign game for a squadron of
D10 Location bombers trying to complete 25 missions.
1-3 KIA
Hopefully this will add to your enjoyment
4-6 WIA as per rules of a super game system. So go out there
as Major Austin or Hugh Jarce and BAG
7-0 Light Wound as per rules THE HUN!
38
One platoon of Shermans from the 747th tank
Big Rich heads for Normandy in the footsteps battalion was moved up, along with some
of the US 29th Infantry Division, inland from Greyhound Armoured Cars from the 29th
Omaha as they attempt to link up with Reconnaissance Squadron and a Platoon of
Airborne forces around St Mere Eglise. infantry from E Company. Thus up-gunned
Captain King set about building rafts to enable a
One of the primary objectives of Operation crossing to be made.
Overlord after the securing the landing beaches
was to link up the component footholds to form By 18.00 the improvised force was ready to make
one continuous bridgehead. At no point would their assault. German MGs dominated the river
this be more problematic than between Utah and to the right, north, side of the bridge, so Private
Omaha where the Vire and Douve rivers provided Scott Roese, a volunteer, tested the water on
natural defensive lines to block such a the left hand side. By now the tide was out and
movement. the water level had fallen considerably. The
water only reached Roese’s waist, and Captain
It was the 9th of June before US forces advancing King decided to abandon the rafts and launch an
from Omaha took the town of Isigny-sur-Mer immediate attack.
almost without a fight. The main bridge in the
centre of the town was, remarkably, intact and Two platoons of the reinforced company crossed
the advanced elements from the 29th Infantry immediately to the south of the bridge. Captain
Division under Brigadier Norman D. Cota lost no King, who was moving around the base of the
time in pushing on Westwards towards the main bridge, was hit by machine gun fire but stayed
Vire river bridge near the hamlet of Auville-sur- with his men as they crossed the 40 yards of
le-Veys. The advance southwards from Utah was river. The 37mm guns on the Greyhound
slower, with the town of Carentan proving a armoured cars provided accurate close support,
tough nut to crack, but Airborne forces were by- as did the larger 75mm guns on the Shermans
passing German resistance there and infiltrating that had daringly edged their way into a
across the canalised section of the
Douve in the rural area to the north
of that town.
39
Gaming the Action
The fight at Auville is one of those
classic military manoeuvres that
can be as difficult to game as they
are to undertake in reality – the
opposed river crossing. To our
good fortune it is a perfect size for
IABSM, and indicates perfectly
that whilst history books can
loftily declare that the 29th
Infantry Division secured the
crossing of the Vire it is, in fact,
the Infantry Company that fights
the real battles on the ground.
Terrain
The main road that leads from
Isigny to the bridge at Auville is
broad, open and relatively
minefield to get the best firing position. Infantry straight. Around 700 yards before getting to the
mortars provided smoke in order to mask the bridge the road turns a bend by the small railway
crossing as much as possible. halt and then runs straight as a die across the
bridge and up to the high point at the cross-
Once Captain King’s first two platoons had made roads in the centre of Auville.
the west bank of the river the remaining two
platoons followed on. The lead elements taking I say “centre” but were it not for the Creamery
cover on the steep banks provided covering fire, Auville would be nothing more than a tiny
engaging the German defenders of the Creamery collection of houses and farms with a single shop
and enemy snipers. “One sniper was in a tree that typifies so many French settlements in rural
nearby; everybody fired at him until he fell out”. communities.
The Americans now moved forward towards the The river is about 40 yards wide, and on both
Creamery, a large industrial works rather than sides the banks are quite steep, certainly
the quaint pastoral building the name suggests, impeding any vehicle movement down them.
and the cottages that were opposite. Marching Only a mile or so from the sea the river here is
fire was clearly the order of the day. “We tidal, and rises and falls significantly during the
moved forward to the line of houses, shot into day.
the houses and moved through the town and up
to the junction. The E Company platoon was Once across the bridge the road runs up an
given the task of taking the little bridge 500 incline into Auville, some 300 yards distant.
yards outside Auville-sur-le-Vey. They went too Here the road is less open, being flanked by
far and were almost wiped out”. poplar trees all the way to the Creamery, the
first building on the left in the village. One
Clearing out German resistance K Company then either side of the road the meadows are slightly
held their positions in Auville throughout the lower-lying than the road and are well drained
night whilst Engineers worked to put a bridge in by a series of drainage ditches.
place. The next morning the Greyhounds of the
29th Reconnaissance Squadron crossed the river On the right of the road, opposite the Creamery,
and assisted K Company in securing the
position further. In all 120 prisoners were
taken, most of them Poles or Russians. At
1400 on the 11th of June K Company linked
up with A Company, 1st Btn 401st Glider
Infantry a few hundred yards to the West of
Auville. Utah and Omaha beaches were, at
last, joined up. The following day the
Germans abandoned Carentan, opening a
route along the main coastal road to fully
link the US forces. A major objective in
securing the Cotentin Peninsula had been
achieved.
40
is a row of terraced cottages which, in French Corporal Brad Fordtown D4
style, are directly on the road. Past the
crossroads on the left is the village shop, Platoon One
whereas on the right the fields again open out Three rifle squads, 10 men each
with view across to surrounding farms. One 0.30 cal MMGs
Two 60mm mortars
If one turns left at the cross-roads one runs along
the rear of the Creamery as far as a small chapel Platoon Two
and then past a couple of larger farmyards which Two rifle squads, 10 men each
are rustic in appearance, as are the folk who
dwell there. Platoon Three
Three rifle squads
Turning right at the crossroads there is one farm One bazooka
of sufficient age to have been present in 1944,
and this would be better described as decrepit E Company Platoon
rather than rustic. Three rifle squads
In 1944 train halt had been defended, designated Armor Platoon One
a Wiederstandnest, but this appears to have Four M4 Sherman tanks
been abandoned before K Company approached.
The crossroads at Auville were similarly Recce Platoon One
designated, and here the defences must have Three M8 Greyhounds
taken in the Creamery which is a very solid
building and dominates the landscape. It was Objective: Cross the river and clear Auville.
here that the Germans met by K Company were
based. German Briefing
“Leutnant, thank you for your report, and well
Talking to local farmers they informed me that done on driving the Amis back. It is rewarding to
Russian troops were based in the area in 1944. know that our men have stood their ground, I
Indeed the converted stable block where I stayed have always had confidence in them when so
whilst in Normandy housed a platoon of them many mocked the idea of Slavs fighting for the
(fortunately it had been cleaned since they were Reich.
there). These were part of OstBattaillon 439
which had its headquarters at les Veys, the All I can say is for you to keep up the good work.
commune that Auville was a part of. It is vital that we hold the river-line so that the
Amis fighting around Carentan cannot be
reinforced from the East. Tell the men that I
First hand US accounts tell us that the river was have every confidence in them, and that extra
edged with barbed wire and that the fields on alcohol rations will be their reward tonight if
the eastern bank were mined, thereby restricting they do their duty. Dismissed”.
vehicles to the road.
Your force is as follows:
US Briefing
“Captain King, I do not care if the Germans are Company Headquarters
holding the other bank in force, all I know is that Leutnant Werner Schafferie D6
we must cross the river and allow our Engineers Feldwebel Ivan Krasnovski DAv
to get a bridge in place. It’s been four days Gefreitor Mikhail Bobrinski A4
since we landed and we still do not have a link Three Maxim MMGs (3 crew each)
with our boys around St Mere Eglise. One 50mm mortar
Look here, these tanks and armored cars will Platoon One
give you all the support they can, but at the end Three rifle squads, 8 men each, two panzerfausts
of the day its you I’m relying on to get those
Krauts out of Auville. Soldier, do your job!” Platoon Two
Three rifle squads, 8 men each, two panzerfausts
Your force is as follows: Platoon Three
Three rifle squads, 8 men each, two panzerfausts
Company Headquarters
Captain John T. King III, D6+2 Objective: Hold the river line, repel any enemy
Lieutenant Perry Houston, D6 attempt to cross.
Lieutenant Rock Fawl, DAv
Sergeant Cole Phase, DAv
41
Umpire’s Notes 0 1 2 3
The US forces begin the game on blinds on the 1,2,3,4 5 6,7 8
road on the Eastern table edge. Two blinds may
arrive on each turn of the reinforcements card. The Americans will win the game if they clear
The player may have two additional dummy Auville, the Germans will win if they hold the
blinds and may choose his order of arrivals, river-line. It will be a draw if the Germans lose
except the last two blinds on must be the recce the river-line but hold the village.
platoon and the tank platoon.
Movement in the river is with minus two pips per
The Germans may deploy anywhere on the dice for infantry. AFVs cannot cross the river
Western side of the river and may be dug in to due to the steep banks.
good positions that will offer hard cover. On the
Eastern side of the river there are minefields in Cards
the fields as marked and on both sides of the All the normal unit cards are in the deck along
river there is a single belt of barbed wire. This with Big Men, the Tea Break and blinds cards. In
may be breached by any US unit that spends a addition to those there should be added US
whole turn stationary doing so and is not pinned Heroic Leader, Dynamic Commander and
or suppressed during that turn. There is not Reinforcements. The Germans, who are largely
much cover in this area, but the grass is long due Russians only get the Mortar Bonus card.
to the minefields so stationary troops sheltering
in that are not a great target.
That said, the Americans will
suffer losses if they linger too
long on the East bank.
42
There can be little doubt that for its players Taking five minutes here to briefly consider
Kriegsspiel can provide an experience quite these circumstances will allow you to bring to
unlike a tabletop wargame. The level of life in your own mind the world represented on
involvement that the gamer has is far beyond the the map and the people who live there. If
final deployment and climactic battle that most anything unexpected happens during a game it
gamers experience. Rather, a well constructed will allow you to make a decision based upon this
Kriegsspiel will involve the player in a vastly realistic backdrop rather than having to make it
more sophisticated venture. up as you go along.
The player now is unsure of where the ultimate The briefing should be in writing to allow the
battle will occur. He needs to consider the players to refer back to it when necessary, and it
organisation of his force in the approach march. should provide all the information that the
His cavalry is no longer limited to flamboyant player would know in reality. Does he have an
battlefield charges, but rather has responsibility information about the enemy already? Does he
for guarding the flanks and conducting the know the terrain he is to be crossing and fighting
patrols that will, he hopes, find the enemy. over? All of this information needs to be
provided in the initial briefing.
The setting of the main battle is not
predetermined or dictated by the finite By way of example, let us contrast the two
restrictions of the tabletop, but rather reflects styles.
the skill of the commander in selecting the
ground that most advantages him and obliging his General Idea.
foe to fight there. Blue and Red are at war. The map shows Red
territory to the West of Die Selz, Blue’s to the
But whilst all of the above may be true it is East.
undeniable that the enjoyment of the players
will be dependent on the effectiveness of the Separate Report for Blue
umpire, and hopefully I can, in what follows, Your detachment is marching via Karsdorf to
provide at least some pointers that will help seize the high ground around Nennweiler across
would-be umpires achieve that end. the border in Red’s land. You reached Karsdorf
at 9pm on the 26th of March and will need orders
Setting the Tone for tomorrow.
As with any wargame the scenario will play a
huge part in deciding how enjoyable a game or…
results. The Meckel Map is large enough to give
plenty of options for a wide range of games, and General Idea
planned future releases of other maps, such as For the fifth time in the last forty three years
Koniggratz and Metz will extend the options Red and Blue are at war, this time triggered by
further. the affair of the von Dolbendorf telegram and
the Vicar of Kippringen’s bicycle. The land to
When devising a scenario try to think of the big the West of Die Selz has been in Red territory for
picture. All of the Map you are using should be the past twenty years now, although many of the
considered; think about what the map inhabitants are Blue through and through.
represents, how it is that the Red and Blue
armies have ended up here, and what is their Separate Report for Blue
reason for fighting. Give some thought as to the Since the end to diplomatic relations between
time of year and the weather. The state of the the Elector of Red and the Grand Duke of Blue
rivers will be very different in August than they your forces have been on the alert for a rapid
will be in March and recent weather conditions advance across Die Selz river to seize the high
will alter that further, along with such issues as ground around Nennweiler and reclaim land that
the condition of the roads. has been under the jackboot of Red occupation
for twenty years. The people of the region are
43
crying out for liberation, and you plan to deliver convivial conversation over a few bottles of port
it to them. and cigars in front of a roaring fire. From time
to time they would be called upon to make their
Your column is tonight resting in Karsdorf after a contribution until a result was achieved, and a
march of some four hours. The troops will be pleasant time would be had by all.
fresh by tomorrow morning and are all Unfortunately for us modern civilian gamers we
determined to do their bit for their kith and kin do not benefit from living in officers quarters
across the river. and the local traffic police may have something
to say if we swilled bottles of port and then
It is a dry March day, but the rains last week attempted to drive home.
mean that the rivers are up and would likely be
impossible to ford without a pontoon train. The So, in these circumstances it is wise to recognise
roads, however, have dried out, although low that in the early stages of a Kriegsspiel, in
lying ground is still muddy underfoot. particular when the umpire first gets the orders,
there may be some time-lag as he appraises
Your battalion commanders await your order. himself of the plans and marks out the initial
We are ready to march on the morrow at 06.00. moves on a map. Far better, therefore, to deal
with this time consuming aspect prior to the
Both briefings contain much the same players actually assembling for the game.
information, but it is the latter that will promote
the illusion of reality far more than the former, Indeed the almost universal access to emails now
and that will hopefully enable the player to take means that we can make real headway in
on something of the persona of a real relatively short periods of time and get our
commander all the more readily. forces almost up to the stage when battle proper
is joined. Once the umpire has received the
Under Starter’s Orders orders he can read them at his leisure, make the
Provide your gamers with their briefings well in initial moves on the map. He can then deal with
advance of the day of the game. Let them have outposts and patrols coming into contact,
a map that reflects their knowledge of the area sending messengers by email to get fresh orders.
in question. This could be the full sheets from By the time the gamers assemble it should be
the Meckel Map, or maybe just the over-view pretty much at the point where their forces are
sheets that give significantly less information. in close proximity and the commanders will be
very heavily involved in the management of their
Ensure that the send you back their written troops rather than relying on the general orders
orders promptly as you will be well advised to that they issued at first.
progress the game along well in advance of the
day allocated for the game to take place. This A Team Game
may sound like you are jumping the gun a bit, Umpiring many games can be something of a
but there are very good reasons for this. tedious event, and many gamers would rather be
playing than umpiring. My experiences with
In its original format Kriegsspiel was played in Kriegsspiel are quite different to this as the
two slightly different formats depending on the umpire has the lofty position of an all-seeing
size of the game. Firstly there was the evening being watching events pass him by; it is the
in the Officers’ Mess where the umpire kept his umpire who, in many ways, has the best game.
map to one side, consulted the Red and the Blue If you have the numbers I’d recommend
players separately and brought them up to the increasing the number of umpires to one per side
map when they were within sight of the enemy as well as the main umpire. In this situation the
forces. division of labour means that the game
progresses quickly and the individual team
The second, more formal, set up was where umpires can add a lot to proceedings.
three maps would be set up in different rooms,
the umpire’s and then one each for Red and Blue If this arrangement is used the sub-umpires
players. The blocks would be duplicated on each should be allocated one to each team. If it is a
map where they could be seen, but only the very large game you can actually increase that to
umpire would have the full picture. More than one per player with them acting as liaison officer
one umpire would be employed for these larger between the map and the player. However many
games, which would help speed the process sub-umpires you have they should be responsible
along. for taking the players’ orders, moving the pieces
on the map, reporting back to the players, both
In both of these situations the systems worked verbally and in writing, and taking responsibility
very well in an environment where the for any messages.
participating officers could pass an evening of
44
One of their easiest way of dealing with
messages is to have a card index file with a To: Time:
section for each ten minute period in a day. The From:
umpire who is sending message, or who is given a
message by a player, should work out at what Subject:
time the message will be handed to the Message:
recipients, mark that time on it, and then place
it in the relevant section of the card index file.
When the clock reaches that time he is also
responsible for handing the message on.
45
In both cases the cavalry have been ordered to result of seeing these photos, went out and got
operate ahead of the main body to scout forward one immediately.
along the main road and to keep patrols out on
the flanks. Red’s column starts its march at So, now we have the map updated to 06.10 the
06.00 from Möchshof, Blue from Kroppen with umpire now needs to consider what happens
their cavalry leaving slightly earlier. In Red’s next. Clearly the columns will continue along
case his cavalry have been ordered to act blissfully unaware that their cavalry have made
aggressively if not outnumbered by any enemy contact.
cavalry that they meet en route. Their objective
is to take the brickworks, marked Zgl (Zeigelei – I The cavalry of both sides will be aware of their
knew my schoolboy German would come in opposite numbers pretty rapidly and will send
useful, although what on earth we were learning messengers back to report. Personally I like to
about brickworks for I cannot imagine!) on the add a random factor in to test reaction times. A
main road to the south-east of Tiefenzell. simple dice roll will suffice for all this ad hoc
frippery, so on 1 to 3 Blue reacts quicker by one
Blue’s cavalry, on the other hand, has been minute, on 4 to 6 its Red.
ordered to retire before any enemy force other
than small patrols and to simply inform the C in Now we need to decide how long it will take our
C where the enemy is. messengers to report back. Not long at the
gallop is the answer, but we need to measure
The umpire begins the game by moving the this out precisely, allowing for further forward
pieces at a fairly brisk pace. It is clear that the movement by the column. See below.
first encounter will be between the opposing
cavalry forces and the umpire needs first to find
out when that will be. In fact this happens at
06.10 as Blue’s cavalry cross the crest of the hill
by the brickworks and spot Red’s cavalry that is
on the main road on the hill just to the north
west of Tiefenzell.
As you can see, the clock has been advanced to It may well be that the commander wants to halt
06.10 and the Blue column is being moved by a his column and await the news, alternatively he
fat bloke who needs a hair cut and who, as a may prefer to keep marching and take the report
on the hoof. Naturally if the messenger cannot
46
be seen until he arrives with the main body then
that option is not used. Blue’s column was now crossing Das Fliess, and
her cavalry was going forward to attack the Red
The message is presented in written format to cavalry. By now, however, Red’s lead infantr
the commander at the time he would receive it battalion was deploying into the brickworks and
and he will have the chance to ask the galloper the guns were being whipped forward to deploy
any questions he wishes. A dice can be rolled on the road next to them.
here to see how observant/intelligent the
galloper is, and any answers given to the verbal Now both players were called in to view the
questions may be based on that. No time main map, as Blue’s column crossing the Das
pressure should be put on the commander to Fliess stream and Red’s force deploying at the
read the orders or to present fresh instructions, top of the hill were in clear view of each other.
however the umpire should make a mental note
of how quickly the commander responds. I’d love to say that banners were unfurled,
Minutes can make a difference in real life, and a drums beaten and horns blown, but that was not
commander who dithers and prevaricates should to be. Blue’s commander, realising that he’d
be penalised in Kriegsspiel as he is in real life. missed the boat was heard to mutter “bugger
this for a game of soldiers” and begin his retreat
Of course, while this has been going on the up onto the heights immediately to the north
cavalry have been operating as the umpire west of Tiefenzell. From there he would observe
considers correct according to their original the Red force and would send a messenger for
orders. In this instance Blue’s horse was happy reinforcements.
to sit and observe from the hilltop, while Reds,
after a suitable break to write the message to his Comment
commander and despatch a rider, was soon on Amusingly this game was set up purely for the
the move and shaping up for a fight. In the purpose of taking a few photos for this article,
following picture we can see that as Red’s main but it actually turned out to be an intriguing
column approaches Tiefenzell and his cavalry action which in total lasted little more than
advance up towards the brickworks Blue’s twenty scale minutes with tiny forces involved.
cavalry is retiring to avoid contact. The time Even so it demonstrated the importance of a well
now is 06.16. thought out plan and how an aggressive stance
can often turn a situation to the favour of one
side before the battle is even joined.
Conclusion
Forewarned is, they say, forearmed, and
hopefully this short piece has given you some
ideas of how to run a Kriegsspiel game without
running into some of the nastiest pit-falls.
47
MOSQUITO
COAST
A Bag the Hun Scenario
FORCES INVOLVED:
BACKGROUND:
On 13th June 1943 the 410 squadron’s
patrol of the Bay of Biscay south west
off Brest reported sighting four Ju88’s
and moved in to attack. The last
communication then stated that the
Schwarm1 RCAF aircraft were being attacked by
FW190 fighters. The RCAF aircraft were
Schwarm2
Luftwaffe not heard from again. The supposition is
that the Mosquitos were bounced by a
superior number of FW190 fighters.
OBJECTIVES: Each side has one objective – to defeat the enemy whilst minimising their own losses. After twelve turns
the Luftwaffe must break off the action and head for home.
ORGANISATION: Starting positions are as shown on the map. If using blinds give the Luftwaffe one dummy blind that may
be used at any point of the table. The Mosquitoes of Cougar Squadron start as shown on the map, at altitude three. The
Luftwaffe fighters are in two schwarm, altitude four. All section leaders are veteran pilots, all others are regular
(alternatively, dice for pilot quality using the second included in the rules for this).
CARDS: This scenario will require the following cards: Schwarm 1 Move, Schwarm 1 Fire, Schwarm 2 Move, Schwarm 2
Fire, Red Section Move, Red Section Fire, F/O ‘Baywatch’ Jackson, Otto Plebb (Schwarm1 Leader), Herman Zermitts
(Schwarm 2 Leader) altitude bonus, bail out, Tally Ho!, Achtung Spitfeuer!
AIRCRAFT FACTORS:
Type Speed Manoeuvre Ceiling Rate of Robustness Size Fire Fire Fire Fire
Climb Front Right Left Rear
Mosquito MkII 8 4 5 2 3 3 14 0 0 0
FW190 9 6 6 2 2 1 9 0 0 0
48
1814, and Napoleon is fighting for the Janvilliers and Vauchamps are normal Built up
survival of the Empire. A scenario for Le areas with a defence factor of +2. Vauchamps
Feu Sacre from Bob Hewson of Budapest has 2 sections of Built up areas, one either
side of the road.
This scenario is based on the last phase of the
“triple defeat for the allies” in February 1814.
The figure ratio has been increased to 75:1, to
make for a manageable club game on a scaled
down table. Also, considerable liberties have
been taken with the internal structure of
formations (not least because so many units
were greatly under strength by this time).
Nevertheless, the balance of forces is roughly
correct and all units listed in the OBs were
present at the real battle.
Terrain
The darker green areas represent woods and
copses, which count as difficult terrain. The
positions marked are indicative. Woods and
copses can be placed at random.
49
(Modify the dice roll by +1 for Napoleon
The eastern edge of the board represents the and Ney and by –1 for Grouchy and
river, Le Petit Marin, which is considered Bordesolle.)
uncrossable.
3. Blücher starts the game in attack mode
Victory conditions and all Prussian commands must initially
The game lasts for 16 turns (or 20 if playing have attack or engage orders (or a
time permits). manoeuvre order to support an attacking
command). No allied command can be
The victory conditions reflect the fact that by given a hold order or an order to
this stage the Allies could afford to take more manoeuvre towards their own baseline
casualties than the French could. For until the Old Guard has been spotted AND
Napoleon, only the destruction of Blücher’s at least one Russian unit has been engaged
army would really be enough. in combat or pinned.
Major French victory – Drive the Allies from 4. Two additional cards are added to the
the table, inflict 33% casualties (either by hits, pack:
surrender of surrounded units or retreat into • Mudbath – The next command whose
the river) and capture/destroy 24+ guns card is turned is stuck in the mud and
Minor French victory – Hold Vauchamps and cannot move this turn (unless already
Janvilliers, inflict 20% casualties and capture in column of march on the road)
16 or more guns by the end of the game • Downpour – Roll one D6. On a score of
4+ no bombardment is permitted for
Minor Allied victory – Hold Janvilliers and the remainder of the game turn
inflict more casualties than taken by the end
of the game 5. If Blücher is killed, his replacement is
Gneisenau (Cautious, Solid). If Napoleon is
Major Allied victory – Hold Vauchamps and killed, his replacement is Marmont.
Janvilliers at the end of the game and inflict
25%+ casualties 6. Napoleon can issue orders to Bordesolle
and St. Germain only through Grouchy
Any other outcome is a draw. (unless Grouchy has been killed).
50
2nd Division (treat as a brigade) 11th Reserve infantry (3 battalions) D class
Flanquer Grenadiers (1 battalion) B class SK2 SK0
Flanquer Chasseurs (1 battalion) B class SK2 7th Silesian Landwehr Cavalry (4 figures)
Vélites de Florence (1 battalion) B class SK2 D class Light cavalry
8 x 6lb battery C class Medium foot
Young Guard – Ney (Bold, Poor, LFS+3) guns
1st Voltigeurs (2 battalions) B class SK2
5th Voltigeurs (2 battalions) B class SK2 1st Cavalry Brigade – Hacke (Solid,
Detached)
Guard Cavalry – Lefebvre-Desnouettes (Able) Silesian Cuirassiers C class Heavy
1st Lanciers de La Garde A class cavalry
Lancers Silesian Uhlans C class Lancers
Chasseurs á cheval de La Garde
A class Light cavalry 2nd Cavalry Brigade – Röder (Solid,
Empress Dragoons A class Line cavalry Detached)
East Prussian Cuirassiers C class Heavy
cavalry
Cavalry – Grouchy (Cautious, Solid) Brandenburg Cuirassiers B class Heavy cavalry
I Cavalry Corps – Bordesolle (Cautious, Solid)
Prussian Artillery Reserve – Braun (Solid)
1st Light Division (treat as a brigade) 8 x 12lb battery C class Heavy foot guns
1st Lanciers C class Lancers 8 x 6lb battery C class Medium foot
5th Lanciers C class Lancers guns
8 x 6lb battery C class Medium horse guns
1st Heavy Division (treat as a brigade)
12th Cuirassiers D class Heavy cavalry X Russian Corps – Kapzevitch (Solid)
4th Dragoons D class Line cavalry 8th Division (treat as a brigade)
Archangelsk IR (2 battalions) C class SK0
Artillery 7th Rifles (2 battalions) C class SK1
6 x 6lb battery B class Medium horse guns
II Cavalry Corps – St. Germain (Solid) 22nd Division (treat as a brigade)
29th Rifles (2 battalions)C class SK1
nd
2 Light Division (treat as a brigade) Viatka IR (2 battalions) C class SK0
5th Hussars B class Light cavalry
11th Chasseurs C class Light cavalry Artillery
12 x 12lb battery C class Heavy foot guns
2nd Heavy Division (treat as a brigade) 12 x 6lb battery C class Medium foot
1st Carabiniers C class Heavy cavalry guns
8th Cuirassiers D class Heavy cavalry
IX Russian Corps – Unknown (Poor)
Artillery Combined infantry (4 battalions) D class SK0
6 x 6lb battery B class Medium horse guns
12th Brigade
2nd Silesian infantry (3 battalions) C class SK1
51
FOX TWO Bag the MiG goes Ballistic
H
aving waited with some excitement unbroken rule in all their game sets. The
for the Lardy Boys 2006 Festive Sack rules flow freely with a minimum amount
Full, I was not disappointed with the of referral to either the rules or charts.
eagerly anticipated rules for Bag the Mig, Secondly, it’s the people in the planes
the Korean War supplement for Bag the rather than the hardware that matters
Hun. Having been a long term fan of early most. Whilst good aircraft have a distinct
jet combat I was keen to see how Bag the advantage over inferior ones, it is the
Hun could be adapted to suit a man at the controls who is more likely to
completely different type of aircraft. determine the winner. And thirdly, it’s all
They had already shown it could be done about fun. Bag the Hun is not the
with Algernon Pulls It Off, the first world definitive simulation of air to air fighting
war version. Happily, Bag the Mig has but it is, in our opinion, the most
succeeded in bringing the game into the representative of what we feel happens
early jet age with minimum of rule when the knights of the air take to their
changes. But being a typical wargamer, I iron warhorses. All the following
was keen to see if that envelope could be suggestions have these three key
pushed even further. What about components as a prerequisite. For that
Vietnam, Arab-Israeli War or even the reason they may be seen to be simplistic
Falklands? This article looks to expand but in our opinion give the right feel. As
upon Bag the Mig with a view to fighting with all the Lardy rule sets, if you are not
air to air combat with missiles plus happy with it, change it. They are a
suggests some additional rules or cards toolbox for you to create what you feel is
that could be considered. right. Just make sure your opponent is
aware of it.
It is fair to say that, following the
F
publication of Bag the Hun, our battles inally, there is a limit to even what
with miniature airplanes have not been the Lardy rules can stretch to. With
quite the same since. We struggled with increased speed, ranges and
every set of miniatures and boardgame sophistication of equipment, it is
rules but our cosy group of gamers failed extremely difficult to replicate the
to find a workable set of rules to fight our modern day fighter combat. We suggest
derring do’s in the air. Everything seemed that these amendments be utilized only
so, well, technical. One set of boardgame where technology has not superseded
rules for WW1 took us over 90 minutes to human skill and judgment. Even the
work out how to turn the aircraft whilst Falklands conflict, with it’s relatively
others became a game of planes swapping modern aircraft and weapons systems
tailing positions waiting to see who was happened nearly a quarter of a century
lucky enough to roll enough sixes. ago and, due to the extreme range and
conditions that it was fought in,
Why the apparently unnecessary twaddle replicates Korea more closely than
above? Well Bag the Hun finally brought Kuwait. If you want to fight the Gulf war
us a game which had three major with F18’s and Stealth Bombers, write
components at the fore which we feel are your own set of rules….
key to any flying game. Firstly, the
emphasis of the game is about playing the Rule amendments, additions and
game not the rules – a TooFatLardies suggestions
52
All the Bag the Hun rules and Bag the Mig ►►►CLIMBING/DIVING ABILITY
supplements remain as they currently This data is now shown in the following
stand. The following can be added as you format: 3A(C7/D9). All modern jets have
feel appropriate. the ability to steep climb, as per the Bag
the Mig rules. In addition, any aircraft
that has afterburners (shown by the
letter A after the climb rate) will
automatically shake any tailing aircraft
that does not have afterburners when it
performs a steep climb or dive. As an
MOVEMENT & AIRCRAFT option, each aircraft is rated for it’s
climb and dive ability. An aircraft with a
lower rate of climb or dive than an
aircraft that it is tailing takes a staying
►►►SPOTTING on the tail test if the tailed aircraft
With the increase in technology like radar performs a steep dive or climb, with the
and greater improvements in ground to difference in the bracketed climb/dive
air vectoring, the chances of spotting ability as a modifier. Example, a Veteran
should be increased. The use of blinds, or RAF pilot flying a Vampire FB5 is tailing a
lack of, should be determined by the North Korean Mig 15 performing an easy
availability of ground radar, your maneuver. The Vampire has a climb rate
opponents counter measures, terrain etc. of 2(C6/D6) and the Mig 15 has a climb
In addition, each aircraft with radar is rate of 2 (C7/D7). Neither aircraft has an
given a spotting modifier to assist in the afterburner. The RAF pilot would require
spotting process. Forthcoming a D6 roll of 2 or more with a die roll
supplements on individual conflicts will modifier of +1 for his pilot ability and -1
give more specific details. for the difference in the bracketed climb
value.
53
different altitude rule and variable ►►►CLOUDS
throttle rule be used together. Another optional rule that can be used in
any of the Bag the Hun games. Clouds are
►►►GOING TURBO marked on the playing surface and are
The maximum speed playable on the marked with a height marker. They
tabletop is 20. Any aircraft going in should consist of a number of linked
excess of this number (excluding the hexes grouped together into a cloud
additional D4) is deemed to have gone bank. They neither move nor change
supersonic and has left the playing area. altitude. Cloud markers block line of
It may not return. Any aircraft capable of sight, both horizontally and vertically.
speeds in excess of 20 are marked as SS Therefore, no aircraft may spot or fire at
on their speed chart. a target out of their line of sight. Aircraft
in clouds may only be spotted or fired at
by other aircraft in the same cloud bank.
Any aircraft tailing into or out of a cloud
►►►MANOEUVRES bank must make a staying on the tail test
The maximum number of manoeuvres,
with a -1 die roll modifier.
including jinking and climbing/diving,
that an aircraft can make in it’s turn is
limited to it’s manoeuvrability rating.
►►►BLINDS MOVEMENT
Use the highest movement factor of the
slowest aircraft on the blind as the
►►►JINKING movement rate of the blind.
The rules for jinking remain as per the
Bag the Hun rules. Greater use of jinking
will need to be made if aircraft are to
avoid attacking missiles. Remember that ►►►TAILING
this is a manoeuver and an aircraft is When failing a ‘Staying on the Tail’ test,
limited by it’s manoeuver ability as to the tailing aircraft will perform a half
how many manoeuvers it may make in a turn move straight ahead at half the
turn. Jinking aircraft may not launch maximum speed for that altitude.
missiles.
►►►HARD TURN
►►►WINGMEN Ignore the 4 manoeuver rating required to
All aircraft are now paired into leaders perform a hard turn with any jet.
and wingmen with the pairing being
designated. All wingmen must stay with
their leader as per the rules in the Bag
the MiG supplement. When a formation
becomes broken, wingmen should make
every effort to reform on their leader.
The example Aircraft Record Sheet is set MISSILES
out for four aircraft in pairs of two for
easier allocation of leaders and wingmen. ►►► AIR TO AIR MISSILES
Players should make every effort to Now this is the most contentious
conform to the spirit of wingmen suggestion as it ‘fudges’ ranges and
following their leaders. technical factors in favour of the three
major rule components. I know that the
range of an AIM-9M Sidewinder is over 11
miles but my gaming table isn’t that big
and my neighbours would not let me
dismantle their garden fence to allow
true scale representation.
54
Air to Air Missile Table
Damage Range in Hexes
Modifier 0-10 11-20 21-30 31-40 41-50 51-60
AIM-4 Falcon +1 5.2.0 4.1.0 N/A N/A N/A N/A
AIM-7E Sparrow +1 N/A 6.5.2 5.3.2 4.2.1 N/A N/A
AIM-7F Sparrow +2 N/A 6.5.2 5.3.2 4.2.1 3.1.1 N/A
AIM-7M Sparrow +2 N/A 7.4.3 6.4.2 5.3.2 4.2.1 N/A
AIM-9B Sidewinder +1 5.2.0 4.1.0 N/A N/A N/A N/A
AIM-9D Sidewinder +1 7.4.1 6.3.0 N/A N/A N/A N/A
AIM-9M Sidewinder +1 8.5.3 7.4.2 N/A N/A N/A N/A
AIM-54 Phoenix +3 N/A N/A 4.3.2 4.3.2 3.2.1 2.1.1
AIM-120 AMRAAM +2 7.4.3 8.6.4 7.4.3 6.4.2 5.3.2 N/A
AIM-132 ASRAAM +1 7.4.3 9.6.5 7.4.3 5.3.2 N/A N/A
Red Top +1 7.4.1 6.3.1 N/A N/A N/A N/A
Skyflash +2 N/A 7.4.3 6.4.3 5.3.2 4.2.1 N/A
R-350 +1 N/A 6.5.2 5.3.1 4.2.1 N/A N/A
Super 530 +2 N/A 6.5.2 5.3.2 4.2.2 3.1.1 N/A
R-550 Magic I +1 5.2.0 4.1.0 N/A N/A N/A N/A
R-550 Magic II +1 8.5.3 7.4.2 N/A N/A N/A N/A
MICA +2 7.4.3 8.6.4 7.4.3 6.4.2 5.3.2 N/A
Shafrir +2 7.4.1 6.3.0 N/A N/A N/A N/A
Python +2 8.5.3 7.4.2 N/A N/A N/A N/A
PL-2 +1 5.2.0 4.1.0 N/A N/A N/A N/A
PL-7 +1 7.4.1 6.3.0 N/A N/A N/A N/A
AA-2A Atoll +1 5.2.0 4.1.0 N/A N/A N/A N/A
AA-2B Advanced Atoll +1 N/A 5.4.1 4.2.1 3.1.1 N/A N/A
AA-6 Acrid +2 N/A 6.4.1 5.3.1 4.2.1 3.1.1 N/A
AA-4 Apex +2 N/A 6.5.2 5.3.2 4.2.1 3.1.1 N/A
AA-8 Aphid 0 7.4.1 N/A N/A N/A N/A N/A
AA-9 Amos +3 N/A N/A 4.3.2 4.3.2 3.2.1 2.1.1
AA-10 Alamo +2 N/A 7.4.3 6.4.2 5.3.2 4.2.1 N/A
AA-11 Archer +1 8.5.3 7.4.2 N/A N/A N/A N/A
AA-12 Adder +2 7.4.3 8.6.4 7.4.3 6.4.2 5.3.2 N/A
55
always find in favour of the target ►►►COUNTERMEASURES
aircraft. A value of N/A means that These reflect flares, chaff and other anti
missiles cannot target at that range. missile devices and, on later aircraft,
built in defensive counter measures such
►►►ARC OF FIRE as jamming. Countermeasures are shown
Missiles may be fired at a target within in the following formula (2)6 where the
the nose gunners arc of fire as per page bracketed figure is the built in defenses
18 of the bag the Hun rules. If there is and the latter figure the chaff and flares.
any ambiguity over the arc involved then The built in countermeasures can be used
always find in favour of the target in every missile attack. However, each
aircraft. Missiles may only be fired at flare/chaff countermeasure is a one shot
targets at the same altitude band. weapon and should be marked off once
used. Any number can be used to modify
►►►CALCULATION OF HITS each missile shot(s) from the target
Attacks are rolled per missile and the aircraft that turn.
number of missiles to be fired must be
nominated before the sequence begins.
The defender’s result is used for all
missiles fired at him by the firing aircraft.
56
ARAB ISRAELI
AIR WAR
A tale of Fagots, Phantoms and Vampires…
Jet combat in the Middle East for Bag the Hun rules
By Andy Tucker
T
he Middle East has been a hotbed of scenario gives you an opportunity to
fighting and a proving ground for refight the first jet fighter encounter
modern jet fighter aircraft since between the Meteor’s of the IAF headed
their introduction in the late 1940’s. It by Menahem bar and his wingman Aharon
has proved to be an arena where nearly Yoeli and the Vampires of the Egyptian
every type of jet fighter has been tested air force.
and fought using the training and tactics
1956
of many Eastern and Western Bloc saw the Sinai
countries. Predominant of all the nations campaign where the
in this cauldron of fire are the Israelis small but well
with the Israeli Air Force, the Chel trained IAF fought
Ha’Avir, in the thick of many of the with the larger, better equipped but
conflicts. However, there are also many generally less well trained EAF. Again,
instances of Arabs fighting Arabs and the EAF flew Vampire’s Meteor’s and MiG
Persians too. 15’s whilst the IAF flew Ouragan and
Msytere jets with sorties still being flown
This Bag the MiG supplement looks to in Mosquito’s and P51 Mustangs. Although
introduce some of the various conflicts Anti Aircraft fire accounted for the
between 1950 and the early 1980’s majority of aircraft losses in the Sinai
introducing new types of aircraft and campaign, there were many tussles
weapon systems for use with the Bag the between the very differently structured
Hun rules systems and it’s supplements and armed air forces. Our second
Bag the MiG and Fox Two. During this scenario pits a pair of EAF Vampires
period there were many conflicts, from against a pair of IAF Ouragan fighters.
border skirmishes to all out war. The
following is a brief summary of some of Common to all of the conflicts in this
those conflicts: theatre, the main role of aircraft was in
support of their ground troops who fought
1955
The first jet fighter to secure what they felt to be their
combat of the Middle homeland. Many jet fighters were
east took place in employed in dual roles as both ground
1955 between attack and air superiority aircraft. The
Egyptian and Israeli pilots. The two third scenario pits two IAF Ouragans
nations had constantly skirmished since against 8 EAF MiG 15’s. The IAF pair had
the founding of the Israeli nation in 1948 been strafing ground targets when
when it declared independence from the jumped by the EAF fighters and had to
soon to be defunct British Mandate of fight for their lives until a pair of friendly
Palestine. The formation of the new State Mystere’s arrived to balance the
of Israel was however opposed by many numbers.
others, particularly Arabs (both the
surrounding Arab states and the After the Sinai campaign, the IAF and EAF
Palestinian Arabs), who felt it was being made huge technological advances with
established at their expense. Our first more modern jets becoming available
57
from the worlds top jet designers as well certain level of air superiority over their
as the introduction of air to air missile Arab enemy. However, the IAF had
systems. Our fourth scenario introduces suffered increasingly heavy losses from
the first use of missiles by the IAF as they SAM’s and Anti Aircraft fire, a lesson they
seek to save a Piper Liaison plane from were to learn the hard way only a few
being gunned down by EAF MiG 19’s. years later.
1967 1973
saw the IAF and EAF Any air of invincibility
clash again as the six the IAF may have
day war erupted. earned during the war
When Egypt expelled of attrition was
the United Nations Emergency Force from shattered when the Syrians and Egyptians
the Sinai Peninsula, increased its military attacked in 1973 starting the Yom Kippur
activity near the border, and blockaded War. The war began on the Jewish
the Straits of Tiran to Israeli ships, Israel holiday of Yom Kippur with a surprise
launched a pre-emptive attack on the EAF joint attack by Egypt and Syria crossing
fearing an imminent invasion by Egypt. the cease-fire lines in the Sinai and Golan
Jordan then attacked the Israeli cities of Heights, respectively, which had been
Jerusalem and Netanya. At the war's end, captured by Israel in 1967 during the Six-
Israel had gained control of the Gaza Day War. With massive Soviet aid, and
Strip, the Sinai Peninsula, the West Bank, having learned well from their previous
and the Golan Heights. A mini campaign experience, the Arab nations were able
scenario, to be included in the TFL to inflict early heavy casualties on the
Summer Special 2008, will follow the IAF. Losses mounted from increasingly
exploits of 1st Lt Giora, who on his first numerous and sophisticated SAM and Anti
combat mission shot down 2 MiG 21’s Aircraft systems whilst the larger number
before bagging another the next day of Arab aircraft were piloted by better
before being wounded by AA fire. After trained and more aggressive pilots. The
only 24 hours in hospital he persuaded IAF were only able to survive because of
the doctor to discharge him and, despite the superiority of their training and
considerable pain, flew his Mirage 3C into tactics plus the import of superior US
another combat where he destroyed a built Sam systems. But is was the Arabs
MiG 17. 1st Lt Giora achieved the who had stolen the march in the
remarkable tally of 4 kills in 4 missions in technology race. Scenario 6 finds IAF
the space of 48 hours. Phantoms trying to fight their way home
to freedom through Syrian SAM’s and
Following the Israeli victory of the six day Migs.
war, the EAF made good their losses with
large quantities of Soviet aid including The Egyptians and Syrians initially
Soviet piloted Mig 21’s and SU 15’s. advanced during the first 24–48 hours,
These Soviet pilots were supposed to be after which momentum began to swing in
acting in a defensive capacity to Israel's favor. By the second week of the
safeguard the skies over Cairo but war, the Syrians had been pushed entirely
became increasingly more aggressive with out of the Golan Heights. In the Sinai to
retaliatory raids against the IAF. The the south, the Israelis struck at the
Egyptians initiated the War of Attrition in "seam" between two invading Egyptian
1968 leading to dogfights between the armies, crossed the Suez Canal (where
newer EAF MiG 21’s and IAF Mystere’s and the old ceasefire line had been), and cut
Mirage 3’s. An arms embargo by the off an entire Egyptian army just as a
French resulted the Israeli’s acquiring US United Nations cease-fire came into
built A4 Skyhawks and F4 Phantoms as effect.
well as AIM-7 and AIM-9 Sidewinder
missiles. From the latter, the IAF were Lessons were learned by both sides with
able to develop their own equivalent, the each increasing their development and
Shafrir missile. Scenario 5 pits MiG 21’s acquisition of new weapons and
against Mirage 3’s and F4 Phantoms whilst technology. Soviet, US and European
Skyhawks are used as bait for the manufacturers continued to export their
unsuspecting Soviet pilots. The War of technologies into the proving grounds of
Attrition ended with the IAF having the Middle Eastern skies as increasing
earned a fearsome reputation and a
58
numbers of Middle East states vied for hope that the missile rules in Fox Two
superiority over their neighbours. It was accurately reflect this to the extent that
at this time that the Egyptians finally the pilot’s skill should be more important
made peace with their long term enemy than the hardware at his disposal. Players
Israel and threw out Soviet aid and will need to replicate the skills of the
weapons in favour of US and European pilots by gaining good firing positions
ones. rather than relying on the quality of their
missiles if they want to be successful.
1982
the Israeli’s
continued to skirmish
with their Arab
neighbours. One such
skirmish occurred in 1982 between the Surface to Air Missiles
A
IAF and the Syrians. Here was the latest
Soviet and US systems going head to lthough a large element of this
head. Scenario 7 sees Syrian MiG 23’s period of warfare, no specific rules
trying to trap their IAF enemy in a clash are introduced into this supplement
of increasingly sophisticated technology. for SAM systems. They are incorporated
into some of the scenarios in an abstract
The conflicts between the various states way. See future Bag The MiG supplements
in the Middle East, and their financial, for a more detailed treatment of SAM and
political and technological backers, has modern AA systems.
continued unabated to date. It still
remains a testing ground for the latest
weapons and technology with all the
money and politics that goes with it.
Some may argue that modern technology
has replaced the fighting man with the The Aircraft
system controller. But technology and Principal aircraft in action during these
hardware are only as good as the humans conflicts are outlined below, along with
that plan for and use them. It is still the their BTH ratings.
training, expertise and above all, the will
to win of the pilots and crews that ►►► Vampire FB5
determines who will be the master of the First entering service with the RAF in
skies. 1946, this jet was made predominantly of
wood. It was easy to fly and well armed
for it’s day with four 20mm cannons.
However, it soon became outdated due to
rapid improvements in jet design and was
Cannons and missiles considerably outclassed once it finally
saw combat. The FB5 version had an
I
improved engine and the addition of rails
n the dogfights covered by the earlier allowing the addition of ground attack
scenarios, cannons were still the ordnance.
predominant, if not only, method of
attack with air to air missiles still being Ceiling: 5 (44)
very much in their infancy. Even when Forward Fire Factor: 10
available, air to air missiles were in very Ammo: 10
short supply resulting in the pilots Size: 1
spending a great deal of time and effort Maneuverability: 5
to maneuver into an optimum firing Robustness: 4
Climb: 2 (C6/D6)
position. This was not the situation faced
Speed at Level 1: 2/10
by modern day fighter pilots with ample Speed at Level 2: 3/10
supplies of ‘fire and forget’ missiles. Speed at Level 3: 3/10
Once the more advanced Sidewinder and Speed at Level 4: 4/10
Atoll missiles became available, the Speed at Level 5: 4/10
ability to hit with missiles rather than Speed at Level 6: N/A
cannon fire was shown although it was Countermeasures: 0/0
still the pilot’s skill in maneuvering into
an advantageous position that was key. I
59
►►►Meteor F8 ►►►MD450 Ouragan
Britain’s first production jet fighter, this This was the French aviation industries
veteran of WW2 was also constructed first production jet fighter. Another
from wood. What had been a seriously aircraft that proved to be outdated when
underpowered jet was rectified when the it entered service, it proved a steady
F8 version saw an improvement of it’s workhorse although was quickly replaced
engines. Again, armed with four 20mm by the newer Mysteres only a few years
cannons, it was well armed for it’s day after it’s introduction.
but hopelessly outclassed when it finally
saw action in Korea and the Middle East. Ceiling: 5(42)
Forward Fire Factor: 10
Ceiling: 5 (44) Ammo: 10
Forward Fire Factor: 10 Size: 1
Ammo: 14 Maneuverability: 5
Size: 2 Robustness: 4
Maneuverability: 5 Climb: 2 (C6/D7)
Robustness: 4 Speed at Level 1: 2/11
Climb: 2 (C7/D7) Speed at Level 2: 2/11
Speed at Level 1: 2/11 Speed at Level 3: 3/11
Speed at Level 2: 2/11 Speed at Level 4: 3/10
Speed at Level 3: 3/11 Speed at Level 5: 4/10
Speed at Level 4: 4/11 Speed at Level 6: N/A
Speed at Level 5: 5/10 Countermeasures: 0/0
Speed at Level 6: N/A
Countermeasures: 0/0
60
►►►SMB2 Super Mystere ►►►A-4H Skyhawk
This was France’s first production This small versatile US manufactured
afterburning supersonic jet aircraft. attack jet was able to carry ordnance
However, although an excellent jet, it loads far in excess of it’s bigger
was underpowered compared to it’s main contemporaries making it a favourite for
adversary, the MiG 19, and therefore ground attack squadrons. It was
does not get the SS rating in it’s extremely manouevrable with the A-4H
movement factors. It’s armament and model being up-gunned to 30mm
load were similar to the Mystere’s and cannons. Many variations were
later versions were improved with more manufactured with increasingly
ordnance and an improved engine that sophisticated systems allowing this jet to
saw it remain in service well into the continue in service well into the 1980’s.
1970’s.
Ceiling: 6(56)
Ceiling: 6 (55) Forward Fire Factor: 12
Forward Fire Factor: 12 Ammo: 8
Ammo: 8 Size: 2
Size: 2 Maneuverability: 6
Maneuverability: 5 Robustness: 3
Robustness: 4 Climb: 2(C7/D7)
Climb: 2A(C8/D8) Speed at Level 1: 3/13
Speed at Level 1: 3/13 Speed at Level 2: 4/13
Speed at Level 2: 3/13 Speed at Level 3: 4/12
Speed at Level 3: 4/14 Speed at Level 4: 5/12
Speed at Level 4: 5/14 Speed at Level 5: 5/11
Speed at Level 5: 6/15 Speed at Level 6: 7/10
Speed at Level 6: 7/15 Countermeasures: 1/4 (Only after 1970)
Countermeasures: 0/0 Special rules: +1 spotting modifier.
61
►►►MiG 15 Fagot ►►►MiG 19S Farmer
This widely used, and often imitated jet This was the first Soviet Supersonic
was a real shock to the Western Bloc fighter with the two afterburners giving
aircraft manufacturers when it first the MiG 19 excellent acceleration and
appeared in the Korean War. They had maneuverability. It did have a tendency
been convinced that the post WW2 Soviet to lose control during hard manoeuvres.
Union were far behind in their jet design For this reason, when making a control
and technology. In Korea, however, the test for performing a Hard Manoeuver, all
MiG 15 was outfought due to the superior pilots flying the MiG 19 must test for
pilots and tactics of the UN forces. The losing control if they fail. The MiG 19S
original MiG 15 suffered from a poor had an improved weaponry of three
gunsight and low rate of fire. Later powerful 30mm cannons and had the
models had improved engines and ability to mount Air to Air missiles. The
performance. movement rates do not give it a SS ability
as the performance was not sufficiently
Ceiling: 6(51) good to warrant it within the context of
Forward Fire Factor: 14 these rules.
Ammo: 8
Size: 2 Ceiling: 6(55)
Maneuverability: 6 Forward Fire Factor: 14
Robustness: 4 Ammo: 8
Climb: 2(C7/D7) Size: 2
Speed at Level 1: 2/13 Maneuverability: 5
Speed at Level 2: 3/13 Robustness: 4
Speed at Level 3: 3/12 Climb: 3A(C9/D9)
Speed at Level 4: 4/12 Speed at Level 1: 4/14
Speed at Level 5: 5/12 Speed at Level 2: 5/15
Speed at Level 6: 6/12 Speed at Level 3: 5/17
Countermeasures: 0/0 Speed at Level 4: 6/17
Speed at Level 5: 6/16
Speed at Level 6: 7/15
►►►MiG 17F Fresco Countermeasures: 0/0
Special rules: When making a control test for
Following on from the lessons learnt from performing a Hard Manoeuver, all pilots
the MiG 15, the MiG 17 was of a flying the MiG 19 must test for losing control
significantly different design. Progress in if they fail.
engines and design gave the MiG 17 a
considerably superior performance over
the MiG 15 although it still had sub
standard weapons and poor high speed
maneuverability. Early versions did not
even have an afterburner. The MiG 17F
version had the superior engine,
afterburner and increased weapons
capability that made it more than a
match for it’s contemporaries.
Ceiling: 6(50)
Forward Fire Factor: 14
Ammo: 8
Size: 1
Maneuverability: 4
Robustness: 4
Climb: 2A(C7/D8)
Speed at Level 1: 2/13
Speed at Level 2: 2/13
Speed at Level 3: 3/13
Speed at Level 4: 4/12
Speed at Level 5: 5/12
Speed at Level 6: 6/12
Countermeasures: 0/0
62
►►►MiG 21F Fishbed ►►►MiG 23M Flogger
This delta winged MiG again continued The MiG 23 is a swing winged modern jet
with the improvements to engine and boasting a range of electronics and
design making it a truly supersonic jet. A missiles. Although well armed, the MiG 23
widely used and exported design, the Mig is not a dogfighter but relies on it’s
21 saw action in many theatres and came sophisticated missiles and systems to
to symbolize, more than any other plane, eliminate air threats before the need to
the Soviet air power in the 1960’s and tangle up close. It’s high speed somewhat
1970’s. The MiG 21F model carried a restricts it’s maneuverability. The MiG
single 30mm cannon with only 80 rounds 23M does suffer from poor visibility due
but also had a pair of Atoll missiles as to it’s low canopy profile so incurs a -1
standard. Although light and spotting modifier.
maneuverable, it lacked range and had
poor armour and, surprisingly, no self- Ceiling: 6(58)
sealing fuel tanks making it prone to Forward Fire Factor: 12
blowing up when hit. Ammo: 6
Size: 3
Maneuverability: 4
Ceiling: 6(60)
Robustness: 4
Forward Fire Factor: 10
Climb: 3A(C9/D13)
Ammo: 6
Speed at Level 1: 4/17
Size: 3
Speed at Level 2: 5/18
Maneuverability: 5
Speed at Level 3: 6/20
Robustness: 2
Speed at Level 4: 7/SS
Climb: 3A(C9/D11)
Speed at Level 5: 8/SS
Speed at Level 1: 3/13
Speed at Level 6: 9/SS
Speed at Level 2: 4/15
Countermeasures: 1/0
Speed at Level 3: 4/18
Special rules: The Mig 23M suffers from poor
Speed at Level 4: 5/20
visibility due to it’s low canopy profile so
Speed at Level 5: 6/SS
incurs a -1 spotting modifier.
Speed at Level 6: 7/SS
Countermeasures: 0/0
Special rules: On any ‘Fuel line cut/leak’ hit, ►►►Mig 25P Foxbat
the plane will explode on a result of 4-6 on a The MiG 25 was initially developed to
D6. No modifiers.
counter high flying bombers and so has
excellent power and climb abilities. It
again improved upon internal electronics
and weapons systems although lacked any
internal gun. However, it’s
manoeuvrability is extremely poor making
it a bad jet for dogfighting and, like the
MiG 23, suffers from poor visibility due to
it’s low canopy profile so incurs a -1
spotting modifier.
Ceiling: 6(78)
Forward Fire Factor: N/A
Ammo: N/A
Size: 4
Maneuverability: 3
Robustness: 4
Climb: 3A(C10/D15)
Speed at Level 1: 4/13
Speed at Level 2: 5/18
Speed at Level 3: 6/SS
Speed at Level 4: 7/SS
Speed at Level 5: 8/SS
Speed at Level 6: 9/SS
Countermeasures: 1/0
Special rules: The MiG 25P suffers from poor
visibility due to it’s low canopy profile so
incurs a -1 spotting modifier.
63
►►►SU15 Flagon ►►►F-16A Fighting Falcon
A large but limited interceptor, the SU 15 The F-16 Fighting Falcon is a multirole jet
Flagon is designed as an adequate fighter aircraft. Designed as a lightweight
dogfighter but with the emphasis on fighter, it evolved into a successful multi-
endurance and range. Again, it has no role aircraft. The Falcon's versatility is a
internal gun, but relies on missiles. Later paramount reason it was a success on the
models received superior radar, engines export market. The Fighting Falcon is
and a new wing design to improve the regarded as a superb dogfighter and also
poor maneuverability. one of the few jets with a thrust-to-
weight ratio greater than one, giving the
Ceiling: 6(61) Falcon excellent acceleration.
Forward Fire Factor: N/A
Ammo: N/A Ceiling: 6(60)
Size: 4 Forward Fire Factor: 12
Maneuverability: 3 Ammo: 8
Robustness: 4 Size: 2
Climb: 3A(C9/D14) Maneuverability: 5
Speed at Level 1: 4/14 Robustness: 4
Speed at Level 2: 5/17 Climb: 3A(C9/D14)
Speed at Level 3: 5/20 Speed at Level 1: 3/18
Speed at Level 4: 6/SS Speed at Level 2: 3/20
Speed at Level 5: 8/SS Speed at Level 3: 4/SS
Speed at Level 6: 9/SS Speed at Level 4: 5/SS
Countermeasures: 1/0 Speed at Level 5: 6/SS
Speed at Level 6: 7/SS
Countermeasures: 2/4
64
Egyptians
Scenario 1
THE FIRST KILL
Date: August 1955.
Location: Sinai border
Cards: Red Section Move (EAF), Red Section Fire, Yellow Section Move (EAF), Yellow Section Move, Blue Section Move
(IAF), Blue Section Fire, Green Section Move (IAF), Green Section Fire, Moses Lawn, Father Abraham, Altitude Bonus,
Bail Out, Tally Ho (IAF and EAF),
Aircraft factors: As per the Fox Two supplement. No aircraft is armed with missiles.
Other comments: The Meteors start on blinds. No spotting modifiers other than the regular BTH ones. Until the Meteors
are spotted, the Vampires may only perform easy maneuvers and may not change altitude. There is no Bingo! Card or AA
fire in this scenario. There is no cloud cover.
65
The Western Edge
Scenario 2
THE OURAGANS
OPEN THEIR ACCOUNT
Date: April 1956
Egyptians Location: Sinai border
Organisation: Starting positions are as shown on the map. Both sides operate as a single section of two aircraft. The IAF
pilots are both veteran whilst the EAF pilots are both regular. In addition, the IAF leader ‘Muzz L Toff’ has a card. The
IAF start at altitude 5 and the EAF start at altitude 4.
Cards: Red Section Move (EAF), Red Section Fire, Blue Section Move (IAF), Blue Section Fire, Muzz L Toff, Altitude
Bonus, Bail Out, Tally Ho (IAF only), Bingo!
Aircraft factors: As per the Fox Two supplement. No aircraft is armed with missiles. No additional spotting modifiers
apply (nor are needed as all aircraft are spotted).
Other comments: There are no blinds and no AA fire in this scenario. The Bingo card affects the IAF jets. There is no
cloud cover.
66
Egyptians
Scenario 3
THE MYSTERE
IS REVEALED
Date: October 1956
Location: Bir Hama
The two IAF Ouragan pilots are both regular whilst the two IAF Mystere pilots are veteran leader and regular wingman.
In addition, the IAF leader ‘Red Weinstayne’ has a card. The EAF pilots are all regular except two of the wingmen who
are sprogs. The IAF start at altitude 1 and the EAF start at altitude 3.
Cards: Red Section Move (EAF), Red Section Fire, Blue Section Move (IAF Ouragaon), Blue Section Fire, Yellow Section
Move (IAF Mystere), Yellow Section Move, Red Weinstayne, Altitude Bonus, Bail Out, Tally Ho (IAF* and EAF).
Aircraft factors: As per the Fox Two supplement. No aircraft is armed with missiles.
Other comments: The Migs start on blinds. No spotting modifiers other than the regular BTH ones. There is no Bingo!
Card or AA fire in this scenario. There is no cloud cover. *The Tally Ho card for the IAF is only in play once the Mysteres
arrive.
67
Scenario 4
Cards: Red Section Move (EAF), Red Section Fire, Blue Section Move (IAF), Blue Section Fire, Heime Goldbrayde, Altitude
Bonus, Bail Out, Tally Ho (IAF and EAF), IAF Blind.
Aircraft factors: As per the Fox Two supplement. The Mirages are each armed with a single AIM9B missile.
Other comments: The Migs and Mirages start on blinds. Because they are so engrossed in shooting down the Piper Cub
the Migs suffer a -4 spotting modifier until they are first fired upon by the Mirages. There is no Bingo! Card or AA fire in
this scenario. There is no cloud cover.
68
F4
Scenario 5
THE BEAR TRAP
Date: July 1970
Location: Suez Canal
Cards: Red Section Move (EAF), Red Section Fire, Yellow Section Move (EAF), Yellow Section Fire, Blue Section Move
(IAF Mirage IIIC’s), Blue Section Fire, Green Section Move (IAF Phantoms), Green Section Fire, , Binyamin Bunni, Ezer
Gud, Ben Dibuss, Uri Normuss, Ivan Itchikrak, Altitude Bonus, Bail Out, Tally Ho (IAF and EAF).
Aircraft factors: As per the Fox Two supplement. The Mig 21’s are each armed with 4 x AA2B missiles. The Mirage IIIC’s
are armed with 2 x AIM9B missiles. The Phantoms are loaded with 2 x AIM9B missiles and 4 x AIM7E missiles.
Other comments: The Mirages start on blinds, all other aircraft are spotted. There are no additional spotting modifiers.
There is no Bingo! Card or AA fire in this scenario. There is no cloud cover. No Russian pilot may bale out.
69
The Western Edge (IAF must fly two lengths)
Scenario 6
FLIGHT OF THE PHANTOM
MENACE
Date: October 1973
Location: The Lebanese Border
Organisation: See map. The Mig 21’s operate in two sections of 4. Red Section start at altitude 4. Yellow Section start at altitude 3.
The IAF Phantoms operate as a section of 5 and start at altitude 3. The IAF are veteran leaders and regular Wingmen, with an
additional solitaire veteran pilot. The Mig 21 are paired into Veteran leaders and regular wingmen. The IAF Veterans are Moshe Pitt,
Levi Fiveohfors and Ismail D Livered who each have cards. The Syrian veterans are Mustafa Leak, Mahatma Scarfancoat, Saad Gitt and
Ahmed Alegg and each have a card.
Cards: Red Section Move (Syria), Red Section Fire, Yellow Section Move (Syria), Yellow Section Fire, Blue Section Move (IAF), Blue
Section Fire, Moshe Pitt, Levi Fiveohfors, Ismail D Livered, Mustafa Leak, Mahatma Scarfancoat, Saad Gitt, Ahmed Alegg, Altitude
Bonus, Bail Out, Tally Ho (IAF and Syrian) and Bingo!
Aircraft factors: As per the Fox Two supplement. The Mig 21’s are each armed with 2 x AA2A missiles. The Phantoms are loaded with 1
x AIM9B missiles each. In addition, the Phantom’s Countermeasures are only 1/2.
Other comments: The Red Migs start on blinds, all other aircraft are spotted. No spotting modifiers. The Bingo! Card affects the
Phantoms only. There is no AA fire or cloud cover in this scenario. Due to their low fuel state, the Phantoms may not go SS
70
The Western Edge
Scenario 7
Yellow Section deploy on blind in this area
AMBUSHER AMBUSHED
Date: April 1982
Location: The Lebanese Border
Organisation: Starting positions are as shown on the map. The Mig 23’s operate in two sections of 1. Red Section (the bait) start at
altitude 6. Yellow Section start at altitude 1. Yellow section starts on a blind anywhere within the top (West) 6 rows of hexes. The IAF
F-16’s operate as a section of 2 and start at altitude 3. All pilots are regular.
Cards: Red Section Move (Syria), Red Section Fire, Yellow Section Move (Syria), Yellow Section Fire, Blue Section Move (IAF), Blue
Section Fire, Altitude Bonus, Bail Out, Tally Ho (IAF and Syrian)
Aircraft factors: As per the Fox Two supplement. The Mig 23’s are each armed with 2 x AA4 missiles and 2 x AA8 missiles. The F-16’s
are loaded with 2 x AIM9LM missiles each.
Other comments: All jets start on blinds. The F-16’s have a +1 spotting modifier against the bait Mig as they have AWACS assistance.
The Migs both have +1 spotting modifiers against the F-16’s as they are under GCI guidance. There is no Bingo!, AA for cloud cover in
this scenario. The IAF may exit the West edge of the board. The Syrian jets can exit from the East edge. Any jet exiting from an
unsafe board edge will be counted as destroyed. No jet may go at SS speed in this scenario, the maximum speed allowed is 20 (plus
the additional D4).
71
The attack by the Division began at Dawn aimed
Max Maxwell falls out of his family tree with at securing the first objectives of a line
two scenarios for Sturmabteilung Vor! consisting of the ridge on which sat village of
featuring the Royal Sussex Regiment. Epehy the farm of Malassise and the small Tetard
Wood. This lay some 1000 yards ahead. A second
In the 2007 Summer Special I suggested some objective, some 2500 yards further on, would
amendments to I Ain’t Been Shot Mum to reflect secure the main line of defence and bring the
the changes to warfare brought about during the division within a mile of the canal.
Great War. The period remains full of
challenging action and the bravery of both sides' Captured prisoners later admitted that whilst
combatants remains an inspiration to me as a they were expecting an attack harassing fire
gamer. interfered with their preparations. Heavy rain
added to this, slowing the movement of the
Lately sorting through my books (still boxed in brigade and its supporting tanks.
the garage following our house move) I came
across my Great Granddad, Private Langley's, The attack first stalled at Epehy as the defenders
Regimental history. He was a member of the 7th poured flanking fire into the assault. The
Service Battalion of the Royal Sussex Regiment difficulties of clearing the fortified village were
and fought from late 1915 until the wars end, compounded when a tank from the neighbouring
being wounded 3 times, and each time in his brigade mistakenly attacked the battalion. It
legs, suggesting grazing machine gun fire. took a brave show and waving of recognition
flags before it realised its error and assisted with
The Regiment fought in Northern France and the attack.
Belgium being involved at Loos, The Somme,
Cambrai and Amiens, forcing its way through the Despite this the Brigade realised its objectives
Hindenburg defences before the Armistice. The although only one officer remained out of B, C
scenario set out below reflects the fighting and D companies! From here the Battalion was to
towards the end of the war as the British attack Malassise Farm, a complex and well wired
attempted to force the Germans from their position. Uncleared enemy posts in Tetard Wood
strongpoint's and their struggle to buy time and Epehy proved problematic and the position
before their seemingly inevitable defeat. held out until the next day. The Brigade had lost
200 men but had dealt the defenders, the Alpine
The Battle of Epehy 18th September 1918 Corps, most notably elements of the Bavarian
The Germans had been forced from most of their Body Guard Regiment, such a hard blow that
positions on the old Somme battlefield. Not yet they were withdrawn soon after the battle.
on the run, they were aiming to conduct a
strategic withdrawal. Their forces hoped to
secure the ground on the St Quentin canal. If S Onnee:: B
Scceennaarriioo O Baattttllee ffoorr E
Epphheeyy
they did so the efforts to clear them and the
surrounding bridgeheads would require a British Briefing 11.am 18th September 1918, A
significant, set piece battle, an effort the strung Company, Captain Andrews
out British forces had little stomach for. From 04.20 this morning your men have formed
the vanguard of the Brigades attack and you
One of the strongest positions in this line was were able to use the smoke and gas of the
centred on the village of Epehy. It had been barrage to push onto your first objective, the
turned into a miniature fortress with a number of line of the CEP Railway. As you consolidated your
key redoubts that would prove difficult nuts to positions the mist cleared and the outskirts of
crack in the assault. The surrounding countryside the village erupted in a fierce fire pinning your
with long, rolling ridges, lent itself to the men. It is clear that the supporting brigade has
defender who supplemented it with trenches and not cleared the village and to press on you will
MG nests. need to silence this position.
72
(As noted earlier
the Brigade lost most of its officers in the
attack)
A Company, 7th Royal Sussex Regt. In fact during the build up to the attack one
platoon had been decimated by a "short" from
Big Men Captain Andrews D6 one of their own heavy guns!
Lieutenant Wilkinson D6
Sergeant Atkinson D4 British 1917 - 18
Troops/Dice 0 dice 1 dice 2 dice 3 dice
British Infantry Company 1917-18 1-3
Command section (10 men) Good troops men 4-5 men 6-7 men 8-10 men
Platoons 1-4 (4 sections of 10 men) Average 1-4
2 Bombing sections (10 men each) Troops men 5-6men 6-7men 8-10men
2 LMG section, Lewis Guns (10 men) 1-
1 Rifle Grenade Section Bombers 5men 6-7 men 8-9 men 10 men
1-3
Note: to reflect the initial attack each section Engineers men 4-6 men 7 men 8 men
should roll for earlier casualties. Use the
LMG Team 1-5 men 6-8 men 9-10 men
following table:
1-3 4-6 7-8 9-10
Roll on a D10 Cavalry men men men men
1-5 no casualties
6-8 1 casualty Grenade Launcher Teams –rifle launched bombs
9 2 casualties were commonly used, treat as Light Mortars.
10 3 casualties
Your objectives: clear the outskirts of Epehy to
Big Men D10 enable the rest of the battalion to advance to its
1-7 No effect objectives, failure will break up the assault and
8-10 KIA expose our men to unnecessary casualties.
73
Worse, it will enable the Germans to reinforce
their second line before we can take it Objectives:
necessitating a costly second attack. You must hold your positions and maintain a
grazing fire across the frontage of the enemy
German Briefing: Leutnant Jake Toft, Company attack. You must try to hold all 3 of the key
4, Bavarian Body Guard Regiment locations (these give observation across the
We may have been forced back from our long front), if these are lost you and your men will
held positions in the Somme Valley but can still need to retreat to secure your lines of
hold on for victory if our current strong defences communication.
hold fast. The Allies cannot afford the losses that
they are currently taking and so we must buy Umpires Notes
time for our Divisions to secure the line of the St The weather has been poor for days now and the
Quentin Canal. recent barrage has churned up the ground
around the village. Vehicles moving across
The village has been well prepared for defence muddy areas (marked on the map) will be
and whilst it has been beaten up under the subject to miring tests and troops will move at -1
British barrages it is still a comfortable billet. per die. Shell holes do provide cover for
We have wired all of the main approaches and infantry.The village is surrounded by wire,
secured the flanks with well placed machine gun normal wire rules will apply.
posts.
The Germans 3 key points are the bunkers but
Following a ferocious barrage this morning the they may deploy anywhere to the left of the British
British have appeared beyond us and a close deployment area and in Tetard Wood. The British
fight has been on for the other side of the village are occupying all the positions to the right of the
since about 5am. Our gunners have located the dotted line, having captured the trench along the
British and we are pinning them with artillery railway.
and machine gun fire. If we can maintain this we
can stall this attack for good and secure our lines The Germans were subject to a bombardment
again. during the night and both heavy guns and gas
were used. Gas rules and Bombardment should
4th Alpine Infantry Company (Good Troops) apply to all German troops.
Big Men: Leutnant Jake Toft D6
Feldbwell Pumpernickel D4 In any turn on the drawing of a "Tank" card roll
1D6. On a 5 or 6 a rogue Female Mark IV will
Command section (8 men) arrive from the west side of the battlefield. This
Platoons 1, 2 (4 sections of 8 men) will be controlled by the German player until
MMG platoon (3 gun teams) (5 crew) either destroyed or contacted by a British Big
LMG section (10 men) (using captured LMG or Man at which point it may support the attackers.
Maxim-Light, sections were very large due to the (It actually attacked C Company but was very
heavy ammunition requirements) close to this area). This card is discarded once
the tank has arrived.
74
British bombing sections may be attached to a be our turn next but we are strong and can help
section or platoon, in which case they act on the stabilise the position long enough to allow our
main card. LMGs and Light Mortars may be reinforcements to arrive.
attached to a platoon, if not then they will only
move when in contact with a Big Man. Big Men Leutnant Gunther Von Pickelhaube D6
Fusilier Hiller D4
Trenches count as “normal” trenches throughout
as these were the prepared Hindenburg 7th Platoon (3 sections of 10 men)
defences. Bunkers are treated as concrete 2 Maxim MMG (5 crew each)
bunkers in IABSM. 1 Lewis Gun team (4 men)
1 Trench mortar (5 crew) (6 rounds left)
Elements Company B, 7th Btn Royal Sussex Regt Malassise Farm is a well defended strongpoint
and is well wired in with adjoining trenches and
Big Men 2nd Leuitenant Coxhead D6 loop-holed buildings. The Germans were able to
Sergeant Barfoid D4 hold the position that day but retreated late that
night realising that they were in danger of being
Command section (10 men) cut off. The rain had continued all day so Mud
Platoons 1 & 2 (4 sections of 10 men) and Miring rules all apply. Normal Wire rules will
1 Bombing sections (10 men each) apply.
1 LMG section, Lewis Guns (10 men)
The MMG's were noted as being very well sited
Elements Company C, 7th Btn Royal Sussex Regt and difficult to see from the front. The units
Lewis gunners eventually firing at the openings
Big Man Sergeant Crawford, D6 spotting the wisps of smoke caused by the guns'
firing. Spotting the guns should therefore be
Platoons 3 & 4 (4 sections of 10 men) difficult at all ranges; they should be deployed
1 LMG section, Lewis Guns (10 men) to fire to the flank/rear only.
1 Rifle Bombing Section
An American tank was operating in the area the
Note: to reflect the initial attack each section next day, causing consternation when it ran over
should roll for earlier casualties. Use the a German gun position behind the advance
following table: Roll on a D10 platoons who were shaken by the appearance of
1-5 no casualties troops in strange uniforms! The Umpire might
6-8 1 casualty wish to introduce an FT17 if the attack stalls.
9 2 casualties
10 3 casualties By the evening the gas and mist had drifted off
but poor weather remained. Spotting will be
German Briefing unaffected by this but Gas rules will no longer
Verdamt! The British have closed on the apply.
defenders at Epehy and from our position ½ mile
away we can see their troops moving between The fight: the second phase attack stalled as the
the village and the railway cutting. Its going to 7th battalion struggled through the wire
75
entanglements around the village. The Day had
cost the Sussex over 200 casualties and 3
company commanders. The Germans achieved
their objectives of buying time for the St Quentin
Canal defenders and it took another week to
reach and secure the 2nd phase objectives.
76
T
his historical action
covers the events of the
23rd September 1918 in
Palestine, when General
Allenby’s Megiddo campaign was
at its height. Heralded as the
last great cavalry victory,
Megiddo was the name given to
the breakthrough by Allenby’s
army that finally crushed
Turkish resistance in the holy
land and culminated in the
seizure of Damascus.
77
British Empire Briefing:
Brigadier General Gregory
11th Cavalry Brigade
Your force is as follows:
G
entlemen, these are historic times.
We are entering the final stages of 11th Cavalry Brigade
the War in the East. The Ottoman
Empire is beaten. There’s no doubt about Brigade HQ: (Eton)
it, Johnny Turk has been whipped and the 3 signals bases
final moment of victory is upon us. We
have broken through all along the front 36th (Jacob’s) Horse
and, as you know, in the past three days (3 squadrons, all Kukri killers)
we have covered over seventy miles. It
can only be a matter of time now before 29th Lancers (Deccan Horse)
the whole lot throw down their arms. (3 squadrons, all kukri killers)
What a mess they are. Even now
elements of the Turkish VIIth Army are Middlesex Yeomanry
retreating Eastwards to escape our (3 squadrons, all Jolly Good
clutches. All along the front the enemy is fellows)
in confusion. The whole Army is now little
more than a rag tag assortment and is The Hampshire battery RHA
pouring towards the Jordan in an attempt (2 models all Jolly Good fellows)
to make good an escape. We cannot allow
this to happen. If they are allowed to Brigade HQ, the 29th Lancers, the
escape in any strength then there is a Middlesex Yeomanry and the artillery are
danger that they may attempt to reform all on the west bank. The 36th Horse are
for a last and desperate throw of the advancing on the West Bank. Your signal
dice, which, with no chance of success, bases may operate across the river, but
would serve only to extend the war. the river counts as double distance.
Aerial Reconnaissance has revealed a hole All troops start with engage orders.
in our net now being thrown around the
enemy west of the Jordan. South of
Beisan there is a 20 mile gap along the
Jordan over which the enemy is escaping.
11th Cavalry Brigade will plug this gap.
Your principal objective is the ford at
Makhadet Abu Naj, half a dozen miles
south of Beisan on the Jordan river. You
will move out at 6am. The Hampshire
Battery will accompany you and will act
in support. Good luck and ride hard.
78
Ottoman Empire Briefing:
Colonel Jekhan el Humaideh
T
he last few days have been as Remaining elements of 16th Division:
though all the evil in the world has Divisional HQ: (Old Turk) No signal bases
been unleashed on you. The British
forces have launched a crushing attack, 47th Regiment
and at all points the line is broken. All (2 companies of 3 bases) + 1 MG
co-ordination and control within the
VIIIth Army has vanished, along with the 48th Regiment
supposedly unshakeable Germans of the (3 companies of 3 bases) +1 MG
Asia Korps. Your men are in retreat.
Equipment is being left on the roadsides, 133rd Regiment
and the journey is made more harrowing (1 company of 3 bases) + 1 MG
by strafing attacks from enemy aircraft.
Hearing that enemy cavalry have taken All troops are rated Pasha Basher and you
the town of Beisan the 16th Division has start with Hold orders. Your men can be
made a break for the fords over the deployed in basic entrenchments in the
Jordan ay Abu Naj. The 19th Division is on area shown on the map. You may deploy
the road behind you. If these fords can be either side of the ford – the British
held open then more of your forces will control the crossing points further
be able to retreat to safety and can downstream.
rebuild east of the river. Keeping the
fords open will not be easy. The moral of A detachment of Asia Korps Artillery (4
the men is at its lowest ebb. Your Division guns, two models) (Kaiser Bills) is located
is in slightly better shape than many, but East of the River, they may be able to
the 19th Division, following on behind, is support you if necessary.
little more than a division in rags.
The 19th Division is approaching from the
Your objective is to keep the crossing SW. They are in no state to assist with
open whilst enabling as many troops as the defence. You must buy them time to
possible to escape to the safety of the pull back across the river.
eastern shore.
Good luck, and may Allah’s light guide
you to victory.
79
I
n terms of numbers of fighting troops The Turks, in some disorder, may not
this is a relatively small engagement group their MG’s, which in this scenario
for ITLSU. The British, with a few good form part of the regiment and fire on the
troops start with the upper hand but they turn of that unit’s card. The defences are
lack MG support. The Turks on the other light trenches and troops do not count as
hand are dug in – and don’t forget that fully dug in.
Turks in defensive positions increase their
spunk rating by one, so they will count as The Turkish/German guns are located at
Johnny Turks – and will not be easily the position indicated on the map, which
shifted. For the British to win they must may be marked with a blind but treated
use their greater manoeuvrability to as a well dug in target for spotting
encircle the enemy, who will be slow to purposes. Once in action – ie after the
react. The initial deployment will be British artillery has opened up, they can
crucial to determining the Turkish come into action, however, in this
player’s chances of success. scenario they MUST fire counter battery.
The only exception to this is if they have
The Turks have no signal bases, the an open line of sight to the Jacob’s Horse
British have 3. The British signal bases on the Eastern Bank. Even then they will
may operate across the river, but every only fire on the cavalry provided the
inch of the river counts double distance. cavalry advanced in their last turn. If
they did not advance then either the guns
will not fire, or they will fire counter
battery.
80
The Turkish player can attempt to Historical Outcome
withdraw the guns if they are threatened
by British Cavalry, but he will need to use 11th Cavalry Brigade was ordered to close
his command points to do so. the tight ring around the retreating Turks
and marched out at 6am on 23rd
The Turkish 19th Division will appear at September. Jacob's Horse moved south on
the SW corner of the table on the second the on east bank of the Jordan whilst the
turn of the Blank Card. They must head Middlesex Yeomanry and 29th Lancers
towards the ford at maximum speed. The took the west. Within two and a half
following special rules apply: hours they had closed on the ford, which
was protected by a Turkish rearguard of
19th Division: around 200 men with supporting machine
No command element guns in light entrenchments on a small
57th Regiment hill on the west side of the river. Other
(2 companies of three bases) Turks appear to have been positioned to
77th Regiment the SW and East. The Turkish machine
(3 companies of 3 bases) guns opened up a heavy fire on the
148th Regiment advancing troops but the British Empire
(2 companies of 3 bases) horsemen pushed on, with two squadrons
of the 29th Lancers under Capt. M.H.
These troops are in no condition to fight, Jackson leading the attack and taking the
and will surrender to British troops if the bulk of the casualties. The bold action by
British manage to take the ford. The will the cavalrymen was enough to break the
not move within 18” of British troops. If position. Ressaidar Badlu Singh of the
British troops close to within 12” they 14th (Murray's Jat) Lancers attached 29th
will automatically surrender. Lancers, was posthumously awarded the
VC (last VC of the Palestine campaign) for
Cards his action in the final assault – taking out
one of the machine gun positions. The
This scenario will use the following cards London Gazette recorded the events as
follows “On nearing the position
(remember that the Turkish MG’s will Ressaidar Badlu Singh realised that the
operate on the battalion card) squadron was suffering casualties from a
small hill on the left front occupied by
machine guns and 200 infantry. Without
British Brigade HQ (x2)
the slightest hesitation he collected six
Empire Cavalry 1
other ranks and with the greatest dash
Empire Cavalry 2
and utter disregard of danger charged
Empire Cavalry 3
and captured the position, thereby saving
British Artillery (x2)
very heavy casualties to the squadron. He
British Blinds Move
was mortally wounded on the very top of
Stiff Upper Lip
the hill when capturing one of the
Turkish Battalion 1
machine guns single-handed, but the
Turkish Battalion 2
machine guns and infantry had
Turkish Battalion 3
surrendered before he died. His valour
Turkish Battalion 4
and initiative were of the highest order”.
Turkish HQ (x1)
Turkish Blinds Move
Turkish Artillery (x2) On the East bank things went less
Hesitant Turks smoothly for the British. Here the 36th
Empire Cavalry Reconnaissance Jacob’s Horse were moving south and, on
Turkish Delight sighting the enemy column pulling
Water Water Eastwards moved two troops under
They Don’t Like It Up ‘em Captain Braithwaite further east in an
Tea Break attempt to block their route and enfilade
Biggles the position. Unfortunately the cavalry
advanced too far and were on the verge
of being cut off by the enemy (which
included some Asia Korps). Enemy
artillery also opened up from a position
1500m south east of the ford, firing
counter-battery against the Hampshire
81
Battery which had moved up on the West
Bank to provide supporting fire to the
Jacob’s Horse. The counter battery fire
was effective. By now Jacob’s Horse were
having a rough time of it. Captain
Braithwaite was killed and only a few
men managed to escape back before
dark. Most of those deployed on the
flanking mission were initially listed as
missing.
B
y the early afternoon the 29th
Lancers had been able to cross the
river, enabling them to link up with
Jacob’s Horse, which had also been able
to edge forward. Together the remaining
cavalrymen broke the Turkish positions on
the east bank. One account I have of the
action states that 800 prisoner were
taken on the west bank. Allenby’s
despatch also states that about 3,500
Turks and 25 machine guns were captured
– although exactly how many of these had
been active combatants in the days
events is hard to pin down.
82
February 1941, and as Operation Compass
comes to a climax the Cherrypickers mix it British Briefing
British Briefing
By late January 1941 the British were aware that Unfortunately we are some 500 mile away from
the Italians were evacuating Cyrenica. With only where we started this campaign and our
the coastal strip providing a single main road intelligence for this area is zero; you have no
along which to retreat the British had no doubt idea what you will be up against. That said,
that the Italian route would pass through the speed is of the essence so don’t dally!
small outpost of Beda Fomm. The race was on to
put the cork in the bottle and end all hopes of an Your force is as follows.
Italian withdrawal.
1st Troop, C Squadron, 11th Hussars
Whilst the main British and Commonwealth Lieutenant Flashman, D4
advance chasing the retreating Italians up the Four Rolls Royce Armoured Cars
coast road was quick, it was not fast enough. It
soon became evident that elements capable of Elements of B Company 2 Rifle Brigade
fast movement would have to form a column and Lieutenant Roger Roughshaft, D6
race ahead in a direct line across the desert. To Company Sergeant Major Corky Caldwell, D6+1
head off the enemy. Lance Sergeant Pies Parker DAv
Corporal Ginger Bush DAv
On the 5th of February “Combeforce” arrived in
the vicinity of Beda Fomm and began to take up Headquarters
positions to identify the Italians who were One 2” mortar (2 crew)
retiring south from Benghazi. Our scenario One Boys AT rifle (2 crew)
centres on a troop of armoured cars from the One 15cwt truck
11th Hussars, Prince Albert’s Own, accompanied
by a lorry-borne force from 2 Rifle Brigade that Platoon One
has joined them to seize an oasis that they Three rifle sections of 8 men each
presume is held by the Italians. One 2” mortar
Three 15cwt trucks
83
Platoon One Two 45mm mortars (2 crew each)
Three rifle sections of 8 men each One field car
One 2” mortar
Three 15cwt trucks Platoon One
Three rifle squads of 8 men each
One Breda MMG
Italian Briefing Platoon two
Three rifle squads of 8 men each
You are worried. Very worried. The Duce One Breda MMG
promised us we’d be in Cairo by now, but instead
it seems that we are evacuating the whole of Anti tank Platoon
Cyrenica and leaving it to the British and their Two 47mm anti tank guns (5 crew each)
mad Australian friends. Outposts
Platoon Three
And yet nobody has come to take your supplies Three rifle squads of 8 men each
away or, more importantly, to take you away. One Breda MMG
So, for now you sit and defend the oasis of Rham One Solothurn AT rifle (2 crew)
Dittin and 68,000 tonnes of dried pasta and
40,000 tins of mandarins.
84
yards from the British 25 pounder gun line. The
The ground on the valley floor is flat and hard line had held and the arrival of the Australians of
and good going for vehicles. On the hills the the Western Desert Force in the Italian rear was
ground is rockier and in places softer. Any the signal for the end of the battle. The Italians
vehicle moving on the hills will test to bog in as surrendered en masse, 25,000 men going “into
normal. the bag” as POWs. Over 100 servicable tanks
were captured and went on to serve with 6 RTR,
There is only one building on the table and that as were 216 artillery pieces and 1,500 trucks and
is Cappitano Carrolli’s quarters come office. It is wheeled vehicles.
of mud construction and is likely to collapse if
fired on by anything heavier than a pea shooter. In total the haul for Operation Compass was
Roll a D6 if that happens, it collapses on a 6, 110,000 men captured, including 22 Generals.
however any unit in there is not killed but suffers Nearly 400 tanks were added to that. A
six wounds, reflecting the time it takes to get phenomenal success.
out of the wreckage and reorganise.
cards
The oasis is wet and cannot be moved through.
Next to it are large crates of dried spaghetti and The deck will include all the usual unit and Big
the tinned fruit waiting for evacuation. Men cards along with the Tea Break and Blins
cards. In addition the British will benefirt from
The British win if they succeed in capturing the Rapid Deployment, Tally Ho! (normally Armoured
oasis and the supplies. The Italians win if they Bonus but much a more appropriate name for the
retain control of the area and see of the British. 11th Hussars) and a Rally card. The Italians will
have Poor Fire Discipline card. Also included will
In reality there is no rush for the British as the be the vehicle breakdown card for vehicles who
Italians will not be receiving any additional stray off the flat valley floor.
troops and the main column from Benghazi is too
far away to intervene. The British player should
not know this and should be constantly harassed
by messages from his CO telling him to hurry up.
Historical outcome
In reality the Italians arrived at Beda Fomm the
day after the flimsy British Combeforce. For two
days 500 British troops, a squadron of light tanks
and armoured cars supported by a handful of
field artillery and portee’d anti-tank guns held
off attacks from 20,000 Italians with 100 tanks
and 200 artillery pieces.
85
The smell of death was fresh in the nostrils of map and discovered that it would fit the bill very
every man. The jabos had come without nicely for my purposes.
warning and the blazing vehicles that were
now being shunted into the ditches beside the The Game Concept
road were a testament to the destructive Aumale lies to the South East of Dieppe, directly
power of the RAF. in between Rouen and Amiens in Upper
Normandy. This was an area that actually saw
In the turret of his Panther Standartenführer very little fighting as it was liberated after the
von Reisswitz surveyed the skies with a sense collapse of the Germans at Falaise, by which
of apprehension. They’d be back. Whether it time the British forces who advanced through
was five minutes of five hours no–one could this area were in “swan” mode. That, however,
know. Looking back down the rag-tag column is not to say there was no resistance. At every
he adjusted his throat microphone. point the Germans were attempting to delay the
“Kampfgruppe von Reisswitz, MARSCH!” Allies, and with Aumale standing on the river
Bresle which actually cuts the map in two, I
Wait a moment, I hear you cry, I know that thought that the terrain was perfect to stage a
name, surely von Reisswitz is that old bloke who 1944 Kriegsspiel which would be used in
wrote Kriegsspiel and topped himself in 1828! conjunction with I Ain’t Been Shot Mum and
And you’d be right. But if we ignore that Troops, Weapons & Tactics, which we’d use to
historical anomaly for a moment we can perhaps fight the tabletop encounters, if any, that
consider how we can use the Reisswitz legacy resulted.
that remains with us and apply that to any
historical period of our choosing. Rather than the somewhat clichéd attacker-
defender scenario I wanted the British to enter
Here I have chosen WWII as I wanted to apply the map in the West and be advancing with all
some of the concepts of Kriegsspiel to enhance speed, intent on keeping the Germans on the
our gaming of that period, and take the back foot, and using their light recce forces to
opportunity to examine the type of action that find a river crossing that was intact and could be
really cannot be transferred to the tabletop. Let used by their main force, namely a Squadron of
me explain. Shermans and a motor company of infantry. The
Germans would also enter the map on its
Customary Ramble Western edge, but this would be no elite force,
I like maps. Any maps actually, but old military instead it was a Kampfgruppe that had managed
ones in particular. I regularly trawl through E- to stay together during the desperate retreat
Bay in search of maps of all vintages and often from Falaise and was now simply attempting to
manage to pick up some bargains. Great War get away and back towards the borders of the
maps are costly and usually in pretty poor Reich and safety.
condition, but WWII maps are usually in good
order and can be had for anywhere between £5 This, however, was not to be a protracted
and £10, as long as they don’t have somewhere exercise. The map was a mere 20 miles by 12
like Arnhem, Omaha Beach or St Lo on them. miles so could be covered relatively rapidly in a
reasonably priced family saloon, and I saw the
Not so long ago I picked up a nice 1943 edition whole event probably lasting for 24 hours of
1:50,000 map of the area around Aumale in scale time at the most. This had the added
France. I checked before I bid where this was, bonus that we could assume that food, fuel and
looked up the terrain on a modern French road ammunition supplies were all in place and forget
86
the logistics for the purpose of the game. With column of 120 men would surrender
the parameters thus set I needed some rules with immediately. With only a company of infantry
which to run the game. What I devised will themselves I rather liked the conundrum that the
hopefully provide a basis for others in producing British player would face when they started
their own Kriegsspiel games. It certainly taking prisoners in these numbers.
provided me with an illuminating view of the
issues that a staff officer had to deal with. Naturally we could not hope to model a German
column on the move without the RAF having
A good example of this is the issue of speed. In some kind of opportunity to appear. In each ten
the 1824 Kriegsspiel rules the marching speeds of minute period the umpire was test to see if the
troops were nice and simple, as they were RAF turned up, and if they did what they would
throughout the horse and musket period. By do. Weather was also tested for as poor visibility
1944 things were a little more complex. I was was what the Germans would be praying for to
specifically after movement rates for Normandy keep the skies clear.
and I turned to Hubert Meyers history of the 12th
SS Hitler Jugend as I knew he, as a staff officer The one issue that I had no intention of
with the Division, was likely to have some good modelling was combat. Any significant action
tips. He certainly didn’t let me down. Standing would be played out using IABSM, smaller ones
instructions for a German column were that with TW&T and even smaller encounters
vehicles would be spaced at one every 100 between patrols or outposts would simply be
metres and, with tanks in the column would decided by the roll of a dice and an arbitrary
proceed at 30kmh. This, however, failed to take decision made.
into account the regular stops that were needed
to maintain the vehicles, which accounted for Road Movement Rates
around 15 minutes in every hour. Meyer also Vehicle Kph cm per 5 minutes
stresses that time was needed to organise the Tank 24 4
vehicles when a stop was made, and to allow the Armoured Car 48 8
tail to catch up when the final destination was
reached. All in all it meant that the speed Trucks 36 6
actually achieved on a march of any distance was Halftrack 30 5
actually 17kmh, which is just over 10mph. Scout Car 54 9
Certainly not the blitzkrieg some gamers Off road movement should really only happen in
envisage! action or in the most extreme circumstances.
This should be heavily penalised for all vehicles,
As with the movement rates I was keen to devise but especially so for trucks. Reduce by 66% for
a set of “rules” that were very specific to this armour and halftracks, and by 75% for trucks.
game. The first step was to give some
consideration to who would be inhabiting the Air Attacks
area and how they would react to the British and Between the hours of 06.00 and 21.00 roll a D6
German forces. Largely this was going to be every ten minutes to see if the RAF turn up.
French civilians who would be rather pleased to Roll Result
see the Brits, and Germans who would not. The 1-5 Nothing
Germans would be in two groups. You’d have 6 Roll again 1 Allied unit straffed
the organised forces, this would include the 2-3 German unit straffed
Engineers, the Military Police and any intact 4-6 Typhoon Attack
units that were under some kind of control and Roll to see which unit has been attacked if the
carrying out their duties. I decided that their player has split his force up. Non-player units,
chief objective would be to prepare the road such as German Engineers, are never attacked.
bridges for demolition and provide some security
for the Engineers carrying out that function. Straffed Units
Each of the bridges on the map were given a Roll 1D6 to see the result of the straffing.
status, from destroyed to intact and with various Dice Result
stages in between to reflect the work that had 1,2 One softskin vehicle KO’d
been carried out on them in anticipation of
demolition. 3,4 Two softskin vehicles KO’d
5,6 Three softskin vehicles KO’d
The second lot of Germans were disorganised Dice randomly to see which vehicles are
stragglers who were really there to present the affected. 1D4 casualties per vehicle
British with a headache. I placed two groups of
these directly in the path of the British advance,
one of which would put up a brief fight before
surrendering, the other which was a horse drawn
87
Typhoon Attack every two hours on the following table and at
Roll 1D6 to see the result of the Typhoon attack. dawn on any subsequent day with a -1.
Dice Result
1,2 One vehicle KO’d, 1-3 softskin, 4-6 AFV
3,4 Two vehicles KO’d, 1-3 softskin, 4-6 AFV Dice Result
5,6 Three vehicles KO’d, 1-3 softskin, 4-6 AFV 0 Mist. Dice again in one hour
Dice randomly to see which vehicles are 1-5 Clear
affected. 1D6 casualties per softskin vehicle. 6 Rain, dice again in two hours
Rain and mist ground the RAF.
Vehicle Breakdown
If a force including tanks or half-tracks travels Vive l’Anglais!
for more than 45 minutes, or a force of wheeled As the lead British elements enter any town or
vehicles travels for more then 90 minutes, village roll a D6 to see how the local French
without a break of 15 minutes for maintenance population react to them.
then roll a D6 on the following table for each
subsequent five minutes unbroken journey. Villages
Turn Up to 6 vehicles 6 or more vehicles Roll Result
Turn 1 1 = one 1 = one breakdown 1 - 4 Nothing, we rather liked Marechal Petain
breakdown 5 - 6 Roll again: 1 – 4 delayed five minutes
Turn 2 1 = one 1 or 2 = one with Calvados
breakdown breakdown 5 – 6 delayed 10 minutes with
Turn 3 1 or 2 = 1 1 = two breakdowns Calvados and a speech from the Mayor
breakdown 2 or 3 = two
breakdowns Towns
Turn 4 1 to 3 = 1 1 or 2 = two Roll Result
breakdown breakdowns 1 German Resistance roll again: 1-2 delayed
3 or 4 = one five minutes, no losses
breakdowns 3-4
Turn 5 1 to 3 = 1 1 = three delayed 6+D6 minutes, 1D6 infantry losses
breakdown breakdowns 5-6
4 = 2 breakdowns 2 to 4 = two delayed 10+D6 minutes, 1 vehicle lost
breakdowns +1D6 casualties
5 = 1 breakdown 2-3 Nothing
Turn 6 1 or 2 = 1 1 or 2 = three 4-6 Roll again: 1-2 delayed five minutes with
breakdown breakdowns Calvados
3 or 4 = 2 3 or 4 = two 3-4 delayed ten minutes with
breakdowns breakdowns Calvados and a speech from the Mayor
5 or 6 = one 5-6 delayed twenty minutes
breakdown with Calvados, a speech from the Mayor
and Mademoiselles
If German resistance is encountered then roll
Breakdown Repair 5D6 at the end of the encounter for numbers of
All breakdowns last a minimum of five minutes. prisoners.
Roll for each five minute period from the
breakdown occurring. On a roll of 6 the vehicle
is fixed or 5 or 6 if a mobile workshop unit is Bridge Destruction
present. On a roll of 1 roll again. A further roll When an Allied unit approaches a bridge that has
of 1 or 2 means that the vehicle must be been prepared fro destruction roll 1D6
abandoned until it can be transported to a static Roll Result
workshop. Any questions from the players about 1 Bridge is intact. 4D6 German Engineers
how long the repair will take should be met with surrender
the universal mechanics’ answer, “I should have 2-3 Bridge is blown but is still crossable by
it going in a minute”. infantry. May be repaired for vehicles in
two hours.
4-5 Bridge completely destroyed
Weather
The game starts with clear weather however this 6 Bridge blown at the last moment. The
can change at any time. The umpire will dice lead Allied vehicle is lost.
88
And that, as they say, is that. Less than two and two anti-aircraft vehicles
scrappy pages of rules and we have a nice (Mobelwagen and a Whirbelwind).
scenario specific set of Kriegsspiel rules ready to • Fleuzy. Bridge intact and no German
play. presence.
• Quincampoix. Prepared for demolition.
We do, however, need to be specific about the One squad of Engineers ready to explode
“Wandering Monster” German types so we know charges.
how to deal with them when we come across
them. The disorganised Germans are in two main
groups. One at Foucarmont where 30 Germans
Firstly the organised Germans and the river will skirmish with the British before surrendering
crossings. I listed these by location for ease of doing 1D6 casualties on the Brits.
reference.
On the road between La Neuville and Richemont
• Vieux Rouen – Bridge damaged, Engineers is a horse-drawn column of 120 exhausted
waiting for fresh explosives. The bridge German troops who will surrender to anyone who
may be repaired in 2 hours. points a water-pistol at them. They will make no
• St Germain – Bridge destroyed, no effort to resist although their one and only
German presence. officer, a Hauptmann, may attempt to formally
• Guemicourt – Being prepared for surrender, which if the British are happy to delay
demolition. Will be ready by 12.16pm. to accept this will take five minutes.
• Rivery – Ditto, but at 13.26
• Railway Bridge – Ditto but at 16.18. With the information above the umpire should be
Engineers defender by one platoon of completely prepared to deal with any
Fallschirmjager under a Lieutenant and eventuality. The small amount of work we have
one squad of Military Police with an done up to this point gives us a good overall
MG42 position. picture of the area and the people in it. The
• Aumale. Three bridges in all. All are rest is down to the briefings for the two players.
fully prepared for demolition but are What follows was what I provided the two
being held open at present to allow players in our game and will hopefully serve as
stragglers through. Position defended by an illustration of what can be done.
one platoon of Heer troops, one Pak 40
Geheim
Militärisches Kommunikation
89
Be aware that the enemy aircraft have almost absolute control
of the skies above us, however with the collapse of the entire
front enemy forces are moving rapidly north, and night
movement only will not be an option. We must attempt to
salvage what we can as rapidly as possible.
Heil Hitler
Our PaK Abteilung has three PaK40 and one PaK43 anti-tank
guns, and has been supplemented with four StuGIII now
allocated to a panzerjager role.
Intelligence.
We have reports that the bridge at Aumale is still standing,
although it is ready for demolition. Other units may be
present in the area, probably moving north-east like us.
These may be incorporated into our force where possible,
although many Heer formations are using horse-drawn transport
which is likely to slow us down too much.
90
The whereabouts of the enemy is uncertain. We may be sure
that they are advancing rapidly in the same direction that we
are retreating in, and their forces will be motorised. The
enemy control the skies, so we are unlikely to receive any
intelligence from the Luftwaffe. What we do know is that the
proximity of the enemy means that we cannot afford the luxury
of only travelling at night, we must move rapidly towards
Amiens and the Somme River.
Sturmscharfuhrer Diezle
German Briefing
Your objective is to move across the map, exiting on the eastern edge as far north as possible.
You will need to provide the Umpire with an order of march, specific objectives for your units, and routes
chosen.
As detailed above certain units will move faster than others due to the necessity for maintenance stops.
There is some lee-way here for pushing the pace along, but experience suggests that if too much of this is
done breakdowns will occur.
The game will commence at 06.00 on the 30th of August 1944. The distances involved are short, and the
“campaign” will probably only last one or two days in real time. The objective is to gain a greater
appreciation of the problems faced by German units immediately following the collapse of the Falaise
Kessel.
th
8 Armoured Brigade Headquarters – Caen.
30.8.44 04.30hr
My Dear Nicholas
It would seem that our chums the Jerry have collapsed in total disorder
following the sealing of the pocket at Falaise. This is excellent news, and
I am keen to capitalise on their disorder by advancing as rapidly as
possible towards Amiens, and across the Somme River.
91
I am also attaching a platoon of Engineers to your force, they will be
able to undertake any repairs necessary to damaged bridge structures.
Naturally the RAF will be operating above you, so their presence will
undoubtedly disrupt any significant bodies of enemy in the area.
Chin chin.
Roger
Situation Report
30.8.4404.47hr
Sir
I have the honour of reporting that our force stands ready to advance upon
your orders, and that as of this moment our strength is as follows.
th
4/7 Royal Dragoon Guards
Squadron HQ – Three M4 Shermans
Troops 1 to 4 – Three M4 Shermans, one M4 Firefly each
th
11 Hussars
Troop HQ - One White Scout car
Two M5 Stuart Tanks
Three Daimler Armoured cars
Three Daimler Scout cars
C. Coy. KRRC
As book strength. Three rifle platoons, one carrier platoon.
Engineers
One platoon of Engineers.
British Briefing
Your objectives are as follows.
You will need to provide the umpire with details of your order of march, as well as objectives for your
units.
Some units will naturally move faster than others. On a route march a tank Battalion can normally expect
to make 20 miles an hour when on the move, however this slows down to just over 10 miles per hour,
allowing for maintenance stops and column length. Your forces is significantly smaller than this, so can
exceed this, however remember that your tanks function best when they stop for maintenance for 15
minutes of every hour. This can be ignored to some extent during intense periods of action, however the
more you push your tanks the more likely they are to be dogged by mechanical breakdown.
The game will commence at 06.00 on the 30th of August 1944. The distances involved are short, and the
“campaign” will probably only last one or two days in real time. The objective is to gain a greater
appreciation of the function of recce forces at the spearhead of an advance.
92
A ‘Kiss Me Hardy’ Scenario for the Naval War of 1812
By Nick Skinner
D
uring the latter stages of the war of 1812 thrown overboard to lighten the brig. Thus
the British brig Nimrod was engaged in an lightened the Nimrod was indeed eventually able
inshore war against privateers on the east to refloat and slowly made good her escape with
coast of North America. The carronade armed assistance from some boast from the Superb, her
brig, manned by an experienced crew under the bite now severely reduced.
command of Lieutenant Newton, cruised the
shores around Cape Cod in search of whatever So far the events outlined are based on historical
pickings could be found there. This she was able events, but what follows is artistic licence.
to do all the more effectively because she was Suppose the Brig had been more badly damaged,
supported in deeper water by a squadron under and suppose the Americans had been in a position
the command of Capt Charles Paget in the 74 gun to launch an attack to capture on the brig? Just
Superb. think what a coup that would have been for the
local militia and American morale…
The presence of the powerful brig caused some
consternation and concern to the local people of
the Massachusetts coast and the brig fought an
intense campaign, seizing many ships
and pilot vessels. These acts afloat
were matched by a number of shore
attacks against various small harbours
during which much property was
destroyed, supplies taken and
harboured American private vessels set
ablaze. Such was the furore caused by
these attacks that within six months
the Nimrod had become a feared sight
on the coast.
The war with America continues. For the past Ever since the war with Britain began two years
months the brig Nimrod has cruised the ago the shore defences of Massachusetts have
Massachusetts coast waging war on the enemies been under constant threat from enemy raiders.
shipping with zeal and considerable success. Many Ships have been taken and burned, goods seized
ships have been taken and, late yesterday, no and shore landings have caused significant
fewer than seventeen enemy ships were burned in damage to property. In the past six months
a daring attack on Falmouth. But in attempting however these attacks have been carried out by a
this daring raid she may have gone a step too far singularly evil perpetrator – a carronade armed
for on her way out of the bay she has struck fast brig named ‘Nimrod’. Typically, she performs hit
on a bar. Early this morning your lookouts spotted and run attacks on the coast and then retires to
the vessel on the bar, still stuck fast on the the safety of a large squadron further offshore
receding tide and having suffered some damage before again sailing in, often under the cover of
to her masts from an overnight wind that darkness or mist, to carry out further attacks on
prevented any opportunity of escaping her freedom.
predicament. It is clear that she needs assistance
from the Superb. But last night the hunter fell victim of her own
overconfidence. After launching a terrifying raid
The shallow waters in these parts and the state of on Franklin in which seventeen vessels were set
the tides means that the Superb dare not attempt ablaze and thousands of pounds of damage
to attach a tow directly to the stricken Nimrod, inflicted on private property – several buildings
instead, you must use your ships boats to rescue having been fired upon by the ships guns – the
the brig and tow her to safety. As you prepare the vessel fell victim of the receding tides and struck
boats the situation has become even more fast an the sand bar on her way out of the bay, a
critical. Your lookouts have spotted a number of situation which only became clear at first light
enemy gunboats and small vessels headed across this morning and now the hunter has become the
the bay – in all likelihood with the intention of hunted.
capturing the brig and avenging their recent
defeats at her hands. Her situation seems most precarious. Stuck fast
on the bar and with obvious damage to her rigging
You need to act quickly and decisively. You have from a wind that would only have served to drive
raised a signal for the schooner Voyager to move her further ashore, the brig provides a tempting
inshore from her station and assist, but she is still target for attack. With such an attack in mind,
distant on the horizon and will take a while to you have cobbled together some gunboats and
come up. You will need to rely on your own smaller vessels which, together with your own
gunnery and the skill of your boat crews to save cutter, are now setting out across the bay in
the Nimrod now… search of vengeance. If you can capture or
destroy the enemy vessel then maybe some
justice will be done for the people of your young
Your command nation. Speed is of the essence, for once the
HM Brig Nimrod (14, damaged and aground) British squadron becomes aware of the brig’s
HMS Superb (74) predicament they will surely attempt to come to
HMS Voyager (12) [schooner] her rescue.
94
itself off. If this is the case then the ship’s boat
must be lowered and put into action setting up a
tow. If the captain elects to do this he may roll an
additional dice each turn (ie making a total of 3
dice, still needing a cumulative score of 100 to
refloat). Even when refloated the Nimrod is so
badly damaged that here basic speed is zero.
T
he initial table layout is important,
particularly the location of the shallows. This means she will make no headway into the
The stricken Brig should be no more than 5- wind, but will move if she has the wind either aft
10 cm from the land, but the shallows should or on her quarter. Her guns have been thrown
extend to 15cm from the land, as suggested in the overboard so she has no firing ability (although
diagram. However, for a ship of the line the her hull defence value remains 14) but she will
shallows extend 30 cm from the land, thereby however still count as an elite crew for boarding
preventing the British 74 from sailing in and actions.
blasting the Americans to bits. Any fire from the
British 74 will be at longer range, reducing Given the small scale of the action it is
effectiveness and keeping the game balanced. recommended that individual ship cards are used.
This scenario will therefore require the following
Crew qualities are well matched. The Superb, cards:
Nimrod and Voyager should all count as Elite
Jolly Jack Tars, as indeed should the Laridun and Superb Move Superb Fire
the Jacob. The gunboats should be classed as Nimrod Move Nimrod Fire
Average Jolly Jack Tars. Voyager Move Voyager Fire
Laridun Move Laridun Fire
On the turn of it’s card, the Nimrod should be Jacob Move Jacob Fire
given a chance to refloat herself. Because the Gunboats Move Gunboats Fire
tide is working in it’s favour, I suggest that on the Small Boats Move Strike Test
turn of his card, the Nimrod commander be Wind Change Boarding Party
allowed to roll two dice. When the cumulative Steering Damage Fire Test
total of his scores reaches 100 then the vessel can
be said to be refloated under her own endeavours
with the rising tide. Alternatively, the brig can
lower its boat in the water and attempt to tow www.toofatlardies.co.uk
95
Saddle up with Durham’s own Dave Parker as Furthermore, I realised that in actuality, I had
he investigates US cavalry tactics in absolutely no idea how a real cavalry troop
World War II functioned in World War II.
Whilst researching potential D-Day scenarios, for So after delving into the darkest recesses of the
IABSM, I came across an account of an interesting internet and much reading, this is my take on
combined arms task force employed by the US the US Cavalry Reconnaissance Squadron
82nd Airborne Division. The formation in
question, Howell Force, consisted of Troop B, 4th Background
Cavalry Squadron plus F Company, 401st Glider The origins of the US reconnaissance forces lie
Infantry Regiment; the latter riding on the tanks with the creation of the mechanized cavalry,
of C Company, 746th Tank Battalion. This seemed which was part of the cavalry branch’s reaction
to be an intriguing formation to model on the to the increased mechanisation of the army.
table top and would make a nice change from Despite the increase in mechanisation, even as
the usual paratroop dominated force typical of a late as 1941, US field manuals stated that
wargames airbourne army. cavalry were capable of a number of tasks
including; offensive combat, exploitation,
After deciding to use Howell Force as the basis pursuit, and reconnaissance. However, this was
for an IABSM scenario, I was left with a soon to change when it was recognised that the
conundrum. The infantry and tank elements of new armoured force could perform most of the
the force were straightforward enough to tasks previously undertaken by the cavalry and
represent on the table top, but what about the by 1943 reconnaissance remained the only task
cavalry component? At this point the sum total of for the mechanised cavalry, while horse cavalry
my knowledge of the US cavalry troop was the had almost completely disappeared.
information provided in the ‘Gotterdammerung’. Cavalry reconnaissance units were integral to
This describes a Recce Troop as consisting of: an both armoured and infantry divisions; in
HQ of three M8 Greyhounds and 3 Jeeps with squadron strength for armoured divisions and
0.50" HMGs plus three Platoons of three M8 and 6 troop strength for the infantry. However, they
Jeeps each, one rifle squad (10 men) and three were also available at corps level as part of a
60mm mortars. Just how one should treat such a mechanised cavalry group. Although the same
conglomerate force in IABSM is not immediately basic troop was used by all the squadrons, the
apparent. TOE for the independent squadrons and those
integral to the armoured division were slightly
96
different. 0.30 cal light machine gun for anti personnel
fire. Even so the vehicle was not designed for
The mechanised cavalry group consisted of a offensive combat. The field manuals also
separate mechanised cavalry group HQ to which recognised that the car had only fair mobility
up to two mechanised cavalry reconnaissance across country and its mobility was limited in
squadrons could be attached. The squadrons heavily wooded areas and in broken terrain. The
were not organic to the group which allowed large turning radius and limited mobility across
them to be detached to other units or missions, country also made the car susceptible to ambush
including independent assignments. on roads and in defiles.
Organisation
i) The Squadron
Each squadron consisted of headquarters
elements plus three reconnaissance troops, a
light tank company, and an assault gun company.
The Assault Gun Company comprised 3 platoons
each consisting of a command ½ track and 2 M8
Gun Motor Carriages.
The Men
Each platoon was commanded by a Lieutenant (a
1st Lieutenant for the first platoon and 2nd
Lieutenants for the other two platoons), who
rode in one of the armoured cars. The remaining
two Greyhounds were commanded by a Staff
Sergeant (the Platoon Sergeant) and a Sergeant.
Each car had a 4 man crew of commander,
driver, radio operator and gunner. The 1/4 ton truck (or jeep as it is now known)
was the basic reconnaissance vehicle. Its
The scout section’s six Jeeps were manned by a dominant characteristics were its low silhouette,
Sergeant, two Corporals, six drivers, six mortar speed, and exceptional cross-country mobility.
men and two riflemen. These characteristics facilitated concealment
and effective use of the minimum amount of
The Vehicles cover. The field manuals deemed it to be the
The M8 Greyhound, light armoured car, was the cross-country scouting vehicle of the troop.
basic command and communication vehicle for Again it was not designed for offensive combat.
the troop. It carried a long range radio set for It was equipped with a short range radio, so that
communication with higher headquarters and a 1/4 ton truck patrols extended the range and
short range radio for communication within a effectiveness of the armoured car. Three of the
platoon, reconnaissance team or headquarters. platoon's vehicles were also equipped with a 0.30
The vehicle was only lightly armoured but did cal light machine gun. During manoeuvres, they
provide a fair degree of protection against small provided the means of transporting fire power
arms fire. It was armed with a 37mm gun anti rapidly and effectively to outflank resistance.
tank gun that was only effective against lightly
armoured vehicles but did also fire canister and
high explosive shell. This was supplemented by a
97
Operations Tactics
98
cars and mortars. Its role was to pin or If fired upon, moving vehicles were to take
neutralize the enemy; to assist the manoeuvring cover, supported by the fire of the team’s
force in reaching a position from which to stationary vehicles. Teams would then dismount
assault. Elements of the base of fire would and, covered by the fire of suitable weapons,
displace to advanced positions when fire reconnoitre the enemy position to determine
superiority was gained and, under favourable routes by which the enemy position could be
conditions, they could also participate in the bypassed.
assault. Teams were expected to hold observation points,
bridges or defiles against small enemy patrols
The manoeuvring force was to move, in vehicles but conduct a delaying action against larger
where practicable, by a covered route to a forces; the object being to secure freedom of
position from which to attack the enemy flank or movement for an advance in a new direction in
rear. Armoured cars could be included where order to continue on the assigned mission.
conditions favoured the employment of their Field craft
armament. Advances were made by infiltration The cavalry field manuals describe in some detail
and by successive rushes and manoeuvre of small various techniques of movement and
groups. The movement of advancing elements concealment. Unless a road was the object of
was covered by the fire of those remaining in the reconnaissance, or the terrain prevented it,
position. Groups pushed forward during each lull all movement was to be cross country if possible.
in enemy fire to occupy successive firing In open terrain, vehicles were to advance from
positions. The combination of fire and movement fold in the ground to fold in the ground, taking
enabled attacking elements to reach positions every advantage of the terrain to reduce
from which they could employ grenades and exposure to enemy fire. Any movement in front
overcome the enemy in hand-to-hand combat. of a light background was to be avoided; instead
the route should, ideally, use a dark background
The support for the platoon was not to exceed a to cover the advance. Similarly, vehicles were
team in strength. Prior to being committed, the not to skirt woods but were to drive through
support protected the flank and rear. It was held them in order to use the woods for concealment.
until the decisive moment and committed as a Recon teams were not to cross open fields but
unit. Other uses were to cover reorganization on were instead to use the available cover to go
the objective, to initiate limited pursuit, or to around the field.
cover a withdrawal.
Reconnaissance teams were to attempt to secure A treeless ridge was not to be crossed but
observation points from which enemy forces instead the ridge was to be used as cover for a
could be observed, avoiding enemy patrols if change of approach direction.
practicable.
99
Naturally, as reconnaissance troops the cavalry dismounted. LMG teams fire with 2D6 (as long as
scout teams were trained to observe; to move they retain 2 dice for firing they may move with
rapidly under all conditions of terrain and the remaining die).
weather, either by vehicle or dismounted; how
to obtain information by stealth while avoiding Recon troops should also be harder to spot and
opposition; skill in concealment and dismounted have enhanced spotting abilities.
as well as mounted scouting.
Cards
How many cards you wish to include depends
upon both the size of the reconnaissance force
and how much initiative you wish it to have. For
a single team, a single cavalry unit card will
suffice. However, for a full platoon, I would
suggest one card per team. My preferred method
is not to number the cards but instead to use
them like AT cards; in that any team that hasn’t
already made its move may be activated on the
turn of a Recon card. Another option is to
include a Recon bonus move / spot card in the
deck. The bonus card allows a single team a
bonus move and / or spot (but not fire). This
should certainly be present if a single Recon
team is being used.
Staying on mission
It should always be remembered that, in theory,
enemy forces would only be engaged if they
threatened the success of the reconnaissance
mission. Even then, the platoon was not to
become so heavily engaged that it could not
withdraw if necessary. This can be a particular
problem if one player has sole control of the
The Cavalry Recon Platoon in IABSM recon troops and no other forces. Under such
So now that we know how the cavalry platoon circumstances, it would be only natural for a
was meant to operate, we are now faced with player to maximize his role in the game, by using
the challenge of representing this on the the recon forces as combat troops. If a full
tabletop. The following suggestions are based platoon of 9 vehicles is used, the recon troops
upon how I have handled the cavalry platoon in can begin to dominate the game. It is suggested
my own games. that, after the reconnaissance mission is
fulfilled, the cavalry teams should be withdrawn.
First off we need to decide the size of the unit. Alternatively, give the player a set number of
If playing IABSM, I would suggest that there turns to carry out his reconnaissance before
should be a minimum of one scout team but up withdrawing the recon troops.
to a full platoon would be reasonable, depending
upon the mission. If on the other hand you’re
playing TW&T, then there should be no more Sources
than a single team. The Table of Organisation and Equipment, for
the United States Cavalry Reconnaissance
The platoon may be divided into a maximum of 3 Squadron (Mechanized), can be found at:
Recon teams formed from the following http://www.bayonetstrength.150m.com/index.h
elements: three M8 Greyhound armoured cars, tm
six Jeeps, three LMG teams (2 men each) and
three light (60mm) mortar teams (2 men each). The information given in this article is largely
based upon the following US War Department
Jeeps are assumed to have a driver at all times Field Manuals:
and may carry a single LMG team or a mortar FM2-7 Cavalry Drill Regulations, Mechanized; 15
team. All vehicles have 3 initiative dice. Both March 1944
mortars and LMGs may be fired from the vehicle FM2-20 Cavalry Reconnaissance Troop,
but mortars may not move and fire in the same Mechanized; 24 February 1944
turn. LMGs deduct one fire dice for each dice of FM2-30 Cavalry Reconnaissance Squadron,
movement. Weapons teams may move Mechanized; 28 August 1944
independently, with 3 initiative dice, when
100
Regular Contributor Tom Ballou flies south for humiliation and attacks by the mob.
the winter as he take Bag the Hun for a trip to
the 1969 “Football War” After the game ended, the violence against
Salvadoran immigrants in Honduras increased, and
“The Football War”, known to Americans as “The caused strong protests from the Salvadoran
Soccer War”, and to the participants as “The government. Finally, on 27 June 1969, diplomatic
Hundred Hour War”, was a border war between relations between the two countries were
Honduras and El Salvador. severed, as large numbers of Salvadoran
immigrants were being expelled from
There had been a long Honduras. Stories of terror began to
simmering dispute between circulate among the Salvadoran
the two countries. El population, triggering the sense
Salvador, had a large of patriotism and causing
and growing widespread rejection for
population, but Hondurans.
unemployment was
a pressing The day following the
concern. rupturing of
Employment lay diplomatic relations,
across the border in the football teams of
the banana fields of both countries faced
Honduras. each other again. This
Salvadoran peasants game was to take
had been flowing place in Mexico City,
across the border for for qualification to the
years seeking work. World Cup finals. The
As the 1960s dawned, game was won by the
the economic positions of the Salvadoran team. Shortly after
Honduras and El Salvador began to the match ended, the mob was
change. The economic position of El again running rampant in
Salvador began to improve, and Honduras, attacking Salvadoran houses
Honduras, with its smaller population, felt it was and businesses.
carrying an unfair burden of Salvadorian poor.
Salvadoran businessmen were using their new During the following days, the Honduran
economic muscle to establish businesses, and government began a disarmament campaign on
overtaking the local Hondurans. the civilian population, and this quickly
degenerated into actions against Salvadorans still
As these tensions were growing, and pressure to living in border areas. This action caused the
force the Salvadorians out of Honduras was Salvadoran government to seek intervention from
growing, incidents of Honduran vigilantes the Organization of American States as a mediator
attacking Salvadorians started to rise. in solving the conflict, but these attempts were
fruitless. Shortly after, both countries began the
With this delicate political background, the mobilization of troops towards their common
elimination rounds for the Football World Cup, the border, mainly alongside the Goascorán River, in
finals of which were being held in Mexico the an area near the Gulf of Fonseca.
following year (1970), were beginning. The
national teams of El Salvador and Honduras would With the pieces in place, the war began, with El
face each other in order to gain qualification. Salvador attempting to do to the Hondurans what
The first game took place in Teguicalpa, Israeli had done to the Egyptians just three years
Honduras, and was won by the home side. There before, but they had neither the resources nor the
were fights between the rival fans resulting in skills of the IAF.
some injuries.
The Fuerza Aérea de El Salvador (Salvadoran Air
The second game took place in San Salvador, and Force – FAS) was armed with restored but aged
was won by the Salvadoran team. Before the WWII vintage FG-1D (built by Goodyear) Corsairs.
game, local fans had done their best to harass the These were standardly armed, but their age was
Honduran players. During the game, Honduran causing issues with their reliability. They also had
fans would also become victims of aggression that a couple of F-51s (at least one was converted from
ended up in heavy street fights. There were also local owner’s personal plane back into a combat
problems in Honduras – some houses and plane), and a few SNJ-5 trainers.
businesses belonging to Salvadorans were set on
fire, while their owners were subject to
101
The FAS was trying to acquire more F-51Ds during enough. But for night fighters and strike aircraft
the war and two to three more arrived, but The (a job the Corsairs were relegated to in Korea),
FAS were unable to fit them for combat before agility took a back seat to hitting power. The
the war ended. downside was a lot less ammo could be carried.
Their primary fighting power was to come from The FAH had also invested in some standard F4U-
their fleet of Cavalier Mustangs IIs. These had 4s, armed with .50 cals, but these would never
been remanufactured in the United States by the see any air-to-air combat during the war, except
Cavalier company. With new engines, radios and for chasing a FAS C-47 across the border.
complete refurbishment, and purchased only a
few years before, the FAS could look forward to For bombers, the FAH was in the same situation as
some reliable aircraft. the FAS. But on the bright side, Corsairs were
purpose built fighter bombers, and could do both
There was a hitch though. The Cavalier Mustangs jobs with alacrity. They also had a small fleet of
where not designed to be fighters, they were T-28A Trojans to augment their strike capability.
rebuilt as Counter Insurgency strike bombers. However, their low power (800 hp) really limited
Cavalier added a number of hard points to carry their capacity.
bombs and rockets, and added wingtip fuel tanks
to extend the range without tying up hardpoints The FAH was slightly better for training than the
with drop tanks. This was all well and good for a FAS. The FAH hero, Capt. Soto, was, by the
strike aircraft, but the mass of fuel that far out on standards of Central America, an experienced
the wings and the drag of the hardpoints turned pilot with over 400 hours in a Corsair. However,
an agile fighter into a so-so strike plane. these hours had been accruing since 1960, at less
than 1 hour a week!
Their FAS bomber force consisted of converted C-
47s with rails added to run bombs out the cargo Also, the FAH leadership and the Honduran
door, or holes cut in the floor. government had a better understanding of the use
of air power and its employment. Concentration
The FAS had one other problem common to the all of force and a clearer concept of air missions
the air forces of Central America; lack of training. would help the FAH succeed.
The pilots have very little time to perfect their
art. Added to this was a lack of understanding of At the time of the war, it is estimated the FAS had
the use of air power by the Salvadorian High the following force on hand.
Command. The Salvadorian Army saw the FAS as
nothing more than a support arm, without Type Number Armament
considering its strategic value. This would lead to
some very bad decisions on the employment of F4U-4 6 6 .50 cal HMG
the FAS. F4U-5 7 4 20mm Cannon
SNJ-4 2 Unknown
At the time of the war, it is estimated the FAS had T-6 3 unknown
the following force on hand. T-28A 5 2 .30 cal MMG
C-47 6 none
Type Number Armament
FG-1D 5 6 .50 cal HMG The FAS failed to destroy the FAH on the ground
F-51 Mk. II 4 6 .50 cal HMG on the evening of the 14th of July. In fact, the
F-51D 2 6 .50 cal HMG FAH damaged itself more trying to get the
SNJ-5 2 unknown ineffective bombers. They had scrambled two
C-47 4 None F4U-4s to chase the fleeing FAS C-47s and lost
C-54 1 None them in the dark. They attempted to land on the
dark air field, but at the time, Tegucigalpa had no
The Fuerza Aérea Hondureña (Honduran Air Force runway lights, and both were damaged on landing.
– FAH) was in slightly better shape. It at least had
a relatively homogenous force. The FAH has The next morning, the FAS and FAH exchanged air
invested in later production Korean vintage F4U- raids, with the FAH getting the better of it. Their
5Ns. These ex-night fighters (the radar had been deep strikes hit Salvadorian oil storage across the
removed), were armed with 20mm cannon. country, while the FAS spent their time striking
meaningless targets on the border.
The US Navy and Marines had experimented with
cannon armament for day fighters but had One low power attempt was made at Tegucigalpa
decided the mass of the guns hurt the agility of airfield. (See Scenario 1.) The outcome was no
the Corsair. Besides, they were fighting the damage to Tegucigalpa.
Japanese, and .50 cals could do the job easily
102
The Honduran T28 pilot, Lt. Mendoza, got some the mediocre pilots of the FAS did not help.
hits on the FAS FG-1D causing it to flee trailing These guys where no “Flying Tigers”: they had a
smoke. The FAH Corsair roared off the runway and habit of bailing out of any fight at the start,
turned quickly on the FAS Cavalier Mustang. Lining climbing away from the FAH Corsairs as soon as
him up, Mendoza squeezed the trigger and his they arrived on the scene. Conversely, the FAH
cannons jammed. The FAS pilot, having had the pilots (Soto in particular) where exhilarated by
fear of God put into him, and with a plane with their success.
sluggish control, broke for the border. This
cannon jamming issue would haunt the FAH for The FAH returned later that day to continue the
the entire war. pounding. This was the final blow to the FAS. (See
Scenario 3).
There was one other outcome of the FAH raids.
The Honduran government decided not to allow Soto maneuvered behind the lead element and
any more deep penetration raids, and put in place blew him quickly out of the sky. However, the
a standing order not to cross the boarder. They lead’s wingman maneuvered behind Soto, and
wanted to ensure the OAS viewed El Salvador as made a series of defensive maneuvers, expecting
the aggressor. Acosta to scrape the FAS Corsair off. To his
horror, he found he was alone. Soto was raked by
July 16th is a day of mystery. The FAS sat on the machinegun fire, but to no effect, and through a
ground and did nothing, allowing the FAH to series of excellent maneuveres managed to turn
actually air-lift an entire battalion to the critical the tables on the remaining Corsair. A series of
Nueva Ocotepeque front. These troops and FAH 20mm cannon bursts blew the FG-1D out of the
close air support would stall the Salvadorian sky. Soto had gained 3 kills in one day.
advance to the Northwest.
The Mustangs never came to the aid of their
The cause of the FAS malaise may have been fellow pilots, and Acosta eventually shook them
multi-fold. First, they were prepared to recreate and returned to base.
the FAH deep strikes on the Honduran oil storage
facility on the Caribbean coast. A pair of F-51 With that, the FAS would never contest the FAH
where readied for this task, but as they were again. As a final blow to the FAS, the last plane
taking off they collided, and were badly damaged. shot down was a FG-1D by Salvadorian AAA. A
Also (though this is disputed by some accounts), cease fire would be negotiated by the OAS to start
the FAS Cavalier Mustangs may have had their at 10 PM that evening.
wingtip fuel tanks removed that day, thus
knocking the majority of the FAS fighters out of The combat on the ground would stagger on for
the mix. The FG-1Ds had such reliability issues another day, but the air war was finished. The
that none of them were 100% on any day. FAH stayed on the ground to reinforce their
position as victim of aggression. While the FAS
On the 17th, the FAS took back to the skies, and raced to arm newly arrived Mustang
the final struggle for dominance began. reinforcements that had been brought in
clandestinely from the United States.
That morning, the Southeastern front was the
most unstable, and the FAH surged its forces to History was made during this short war; it was the
hammer the Salvadorian Army. Three FAH last combats of these World War II vets, and
Corsairs race towards the border followed by C- perhaps the last air combat of piston driven
47s, T-28s and T-6s. ( See Scenario 2). fighters.
The outcome was as disaster for the FAS, blowing The war would shatter the FAS, and cause a total
a chance to bag a defenceless FAH Corsair – they rebuilding, turning it into a professional force in
tried to fight it with their bombs still on board. the years that followed, and yet weirdly, the FAS
Captain Soto closed and quickly out turned the would claim victory, as they were part of a
surprised Salvadorians. A few quick bursts of somewhat successful Salvadorian Army campaign.
20mm cannon send Captain Varela’s laden The FAH, on the other hand, knew the truth and
Mustang into the jungle below. His wingman broke built on its success, and is now considered one of
for the coast and escaped. The chain of planes the finest air forces in Central America.
following the Corsairs pounded the Salvadorian Further Reading:
forces, unhindered by the FAS. “El Salvador vs. Honduras, 1969: The 100-Hour
War” By Tom Cooper with March Coelich
This event badly shook the morale of the FAS http://www.acig.org/artman/publish/printer_156
pilot’s and they started to lose faith in their .shtml
abilities. The attitude of the mercenary pilots
hired by the Salvadorian government to augment
103
“The Hundred Hour War” By Mario E. Overall
http://www.laahs.com/artman/publish/article_1
9.shtml
The targets are tracked for total number of
“Corsair: The F4U in World War II and Korea” by Critical hits results inflicted. A Destroyed result
Barrett Tillman counts as 3 Critical hits. If the number is met or
exceeded the target is considered destroyed.
The Latin American Aviation Historical Society, or
LAAHS http://www.laahs.com Buildings Robustness = 5, Critical Hits = 6.
Fuel Farm Robustness = 2, Critical Hits = 3
AA positions Robust = 3, Critical Hits = 1.
Stats for “Bag the Hun”
AA Guns are isolated positions, if place on a hex
I have taken some liberties with the values, I feel containing a building, they are destroyed when
air cooled aircraft and tougher than water cooled, the building is destroyed. If the AA position are
so I have upped the Robustness for the Corsairs. placed on a building location roll for any critical
Also Corsairs rock on the deck, with their big hits, if is says guns destroyed the AA position is
wings and ailerons, they can easily out maneuver lost.
a Mustang, but once above 13,000 feet they lose
their edge. Thus the +1 for maneuver at altitude The AA guns function as defensive guns with 360
less than or equal to 3. Also note the ammo of degree arcs of fire and 4 second bursts. Before
the Mustangs, the outer guns carried much less firing an AA gun, roll 2d6 on an 11 or 12, it’s a
ammo. friendly fire chance. FAS player controls the gun
for the turn. If no FAH planes in range, the gun
New Bag the Hun Rules for the Football War: does not fire that turn.
Strafing is done as standard fire with a max burst Due to the small number of planes in the games,
rate of 4 seconds, and must be done at altitude 1 each plane should be given its own card. Also
or 2. If strafing is done at altitude 2, add two consider giving Soto a card of his own.
hexes to the range.
104
Scenario One
HONDURAN PLAYER
105
Scenario Two
Salvadorian troops have pressed across the The El Salvadorian Army is advancing into
boarder at El Amatillo and are driving into the Honduras, but the Honduran army resistance is
Honduras. Three Corsairs – flown by Captains starting to stiffen. You and your wingman have
Fernando Soto Henriquez, Edgardo Acosta, and been assigned to fly close support, to break their
Francesco Zapeda – were scrambled to attack lines. As you move up towards the front lines you
Salvadoran artillery positions in the area. spot, a lone FAH Corsair flying back towards
Honduras.
Finding that his guns had jammed, Zapeda
aborted the mission, returning alone to the Too good an opportunity to miss you and your
Toncontin airfield. While underway, he was wingman sweep in. However, you’re here to
intercepted by two bomb the Hondurans, both your planes are
FAS Cavalier carrying two 250
Mustangs. Calling lbs bombs. If you
for help is your can keep them, you
best option. will be able to
support the troops.
Your command: Pickling them now
F4U-5: Regular will do nothing for
Pilot (Capt. Soto) them.
F4U-5: Regular
Pilot (Capt. Acosta) Its your call…
106
Scenario Three
The FAS is starting to show a sign of weakness, Variant Add: Acosta back in 10 hexes behind at alt
your shooting down of Capt. Varela, has shaken 3.
their faith in their own skills. They seem to be
avoiding contact, its time to press the advantage. SALVADORAN PLAYER
With the Salvadorian Army stalled, the three Capt. Cezeña, Fuerza Aérea de El Salvador
amigos’ (Capt. Soto, Capt. Acosta, and Capt. (Salvadoran Air Force – FAS) July 17th, 1969
Zapeda) return to hammer the El Salvadorian
positions. Once again, Zapeda’s guns jam and he Your flight was assigned the mission to protect the
returns to Toncontin (this time unmolested). As bridge over the Goascoran River; the Hondurans
Soto and Acosta moved towards the front, they may attempt to blow it up. After several minutes
spot a pair of retiring FAS Corsairs above them. over flying the area however, you have decided to
return to base, sure that the attack to the bridge
Soto signaled his wingman to follow (Acosta’s will not happen.
radio had failed) and the pair dumped their bombs
and start a climbing chase. Soon they reached the Banking back to the west you and your wingman,
Salvadorian boarder, and Soto made a critical re-cross the border, the FAH has not been
decision, he decides to violate his standing orders attacking across the boarder since the morning of
and crosses the boarder in pursuit. the air raids. The Honduran government is trying
to convince the OAS that El Salvador is the
Closing on the FAS Corsairs, undetected, Soto aggressor, and they fear cross boarder excursions
signals Acosta to attack the right hand FAS would hurt their case.
Corsair. Acosta acknowledges the signal and Soto
bores into towards his target. This has allowed a FAS C-47 to avoid being shot
down two days before. A FAH Corsair had
As Soto is closing, Acosta spots two FAS F-51 spotted it while it was returning from a bombing
above. Pulling back from his target, he banks mission over Honduras. The C-47’s escorting
and climbs towards them, waiting to see if they Mustang had bugged out (flown by mercenaries
drop down… hired by the FAS) as soon as the Corsair had
spotted them. The Corsair bore into the
Unaware of Acosta’s departure, Soto went in transport, defenceless, all it could do was run,
alone. and run it did. Fortunately the FAH Corsair was
one of the F4U-4 armed with machineguns not
20mm cannon. Riddled with bullets, the FAS C-47
managed to reach the border and the Corsair
broke off the attack and abandoning a sure kill.
The malingering Mustang pulled the same trick,
without being hit at all. The C-47 was so badly
damaged, that it would not be repaired anytime
soon.
Your command
107
Your ADC has just
approached you,
requresting orders for
patrols on the morrow,
Sunday the 21st of
August. The padre, with
whom you are currently
dining, has reminded you
that morning worship for
the troops is at 8.45am
in Silberberg, 10.15am in
AltGoldberg and 11.45
am in Nennweiler. In all
three cases his sermon
will last for roughly
forty-five minutes. He
presumes that you will
be attending in
Nennweiler in view of
the fact that you will be
taking Sunday luncheon
with the Count Goldberg at the Schloss
An Interesting diversion in the form of a Nennweiler at 1.00pm, as is your habit.
Kriegsspiel exercise, most heartily
recommended for gentlemen and King’s Orders for 6.00am, the 21st of August are
officers alike required.
Thus far Red has been effective in keeping Blue’s Alt Goldberg: Hauptmann von Aufderist
forces pinned down near the border, some thirty 2nd Battalion, IV Regt.
miles south of Selchen, and has been able to One Squadron of Hussars
supply all of its Army’s needs from the granaries
and arsenals of the capital, some dozen miles Silberberg: Rittmeister von den Kreisshalle
north of Wildungen, via the roads or railway line Two squadrons of Hussars
in the area. Two 6 pounder horse guns
108
capital to the borders is open whatever the Detachment Commander: Oberst von Siebenberg
weather, even when the Selz is in flood. Engineering Officer, Hauptmann von Laing
You have suggest that a raid by a cavalry force to Blue Forces: Four squadrons of Dragoons.
destroy sections of the railway line has potential One pack horse detachment of
to strike a blow entirely out of proportion to the half a mile in length.
risk of losing a Regiment of horse.
Umpire’s Notes
Oberst-General Freiherr von Maltezeherr was so The Blue player may use the whole of the Meckel
impressed with your idea he has ordered that Map, but Red is only interested in the area
you assemble your Regiment, plus a body of pack covered by the columns A, B and C. He may,
horses with some gunpowder and prepare orders however, pursue Blue forces into other areas if
to set out tomorrow morning. He reasons that, desired.
being a Sunday, the Reds may have their guard
down somewhat. Blue’s pack horses will move no faster than a
trot.
The Freiherr has also provided you with technical
assistance in the form of Hauptmann von Laing If Red’s commander must ensure that his men
who will ride with you and supervise any are able to enjoy their weekly act of worship
demolition works. He has reasoned that the only with no more than twenty to thirty men in each
major bridge that you could destroy would be billet area missing the service. There can be no
the one to the north west of New Goldberg and professions of atheism or agnosticism, to church
that it would take one squadron of cavalry two they will go.
hours to set the relevant charges under his
orders. This time could be reduced by twenty The Engineer officer will conduct his work
minutes for each additional squadron given the automatically with them men given to him. He
task. will insist on the work stopping and the men
withdrawing to a safe distance if he comes under
The alternatives would be one of the following: fire. He will resume work as soon as the firing is
stopped or at least the enemy is firing on
1. To cause a rock fall in the major cutting someone else.
that runs through the hill by Die Haiden
Busche. The weather is fine, the roads are somewhat
2. to collapse the rail bridge where the damp from an early shower so there will be no
road runs under it between Das problems with dust giving away the location of
Grenzfeld and Goldberger Birken. large bodies of horse on the move.
3. To blow up the embankment where it If the charge is set in the time required then roll
enters the station at Nennweiler. a dice. On a 1 it fails to go off. On a 2 or 3 it
4. To cause a rock-slide where the steep goes off but does only minor damage. On a 4 to
cutting flanks the line to the due east of 6 it blows up doing the required damage.
Klein Hagen.
If more than two thirds, but less than all of the
All of the above would take a similar amount of time required time has been taken then roll a
time to achieve. D6. On a 1 it fails to blow up. On a 2 to 4 it
blows up doing very little damage. On a 5 it
You should be aware that the enemy has troops blows up doing 75% of the hoped for damage. On
stationed in Lenka, Neu Goldberg and a 6 it blows up doing the required damage.
Nennweiler, although you suspect that their
numbers will not be large. If more than half but less than two-thirds of the
required time has been allocated then roll a D6.
If you leave your lines at 04.30 tomorrow On a 1 or 2 it fails to explode. On a 3 to 5 it
morning we have a guide, a loyal man, who will blows up but does little damage, on a 6 it blows
ensure that you reach Zobigker for 6.00am. up doing 75% of the damaged desired.
Once you have completed your task you must
exit Red’s territory by the same route. By that If less than half of the required time has been
time the pack horses will be surplus to taken this it will simply fail to blow up as the
requirements and, in an emergency, they may be fuses have not been set.
abandoned.
109
EVERYBODY WANTS AN
ACE by
Joseph Legan
B
ag the Hun emphasizes man instead have researched a scenario and know
of machine. It focuses on two parts; what skill level the pilots are then use
individual skill and teamwork. This that. Likewise, these tables are a guide,
article will talk about individual skill; a if you feel every german pilot in 1943 was
further article will talk about teamwork. an ace, feel free to change the table.
After all, we are all trying to play the
During WW II the Air Forces were the period, not the rules.
glamour services. They got to sleep in
beds and for the American bomber crews
at least, got to go home after a set The Air Forces
number of missions. Aces were the
glamour boys of the glamour service.
While air combat in WW II was no longer
United States of America
about individual duels, all services except The United States Army Air Corp and the
Japan rewarded these rare individuals Bureau of Naval Aviation trained
and honored their achievements. On the similarly. The major difference was
allied side only about 5 % of fighter pilots deflection shooting. Both were blessed
reached 5 kills. These 5% accounted for with abundant applicants which allowed
40% of aircraft downed in aerial combat. them to be relatively picky. Pilots were
Of these 5 % of pilots, less than half well trained overall with most pilots
would score double figures. Conversely having about 500 hours total flying and
50% of allied pilots failed to score a kill. were well versed in cross-country
Much of this was luck and opportunity. navigation as well as formation flying.
All aces however, were good marksman
and were not afraid to get in close. Hence, America started out the war with
well trained pilots but no combat
Bag the Hun mirrors this well in the rules. experience and poor tactics. The
Aces are allowed modifiers that mean interwar years were “Bomber Barron”
they shoot better, shoot more often, get years and pursuit aviation was all but
on people’s tail and shake people off ignored. The Americans did learn about
their own tail more often. Some aces can flying in pairs from the British but it took
even decide how many hexes to move a while to develop into the “finger four”
over their base speed. Conversely, sprogs formation. In the Pacific, Americans
(or rookies) would be lucky to keep up made the mistake of turning with the
with their senior pilots much less fire Japanese planes.
their guns!
America rotated her ace pilots back to
The original rules include a table for teach combat tactics. Thus there were
generating pilots for individual scenarios less big aces in the squadrons but the
for both Great Britain and Germany for quality of the new pilots was quite good
1940. I would like to expand this idea to and continually improved throughout the
the rest of WW II and include some of the war. In game terms this translates to
larger Air Forces. These tables are used both fewer aces and sprogs ( or rookies if
for on the spot battles and for generating you are on the right side of the Atlantic!).
initial squadrons for campaigns. If you Table 1 is used for generating American
110
pilots. Please note that the American In game turns the Germans enjoy the
Volunteer Group (Flying Tigers) can use luxury of high scoring aces throughout the
the “1942” column and subtract 1 to all war but her influx of poorly trained pilots
dice rolls. These men were all volunteers grows larger every year. Table 2 is used
and had excellent combat training by to reflect the Luftwaffe. Please note
Claire Chaunault. An optional rule when forming a jet squadron -2 is added
concerns navy and marine pilots and to all pilots and sprogs are not
deflection shooting. The Bureau of Naval applicable. Jet squadrons were made of
Aviation was the only Air Force in the experience pilots drawn from the regular
world that taught and trained for this squadrons.
before the war. Thus when shooting at
either 3 or 5 o’clock allow US navy and United Kingdom
marine non sprog pilots an additional The Royal Air Force was a small and
die. highly professional force at the outbreak
of the war. They suffered from poor
Germany doctrine initially. They saw dogfighting
The Luftwaffe began the war with well as a thing of the past. Fighters were only
trained pilots and tactics to exploit their used to intercept bombers. They used
aircraft. Tactics such as flying with a the “Vic” formation which was great at
wingman were developed during the airshows and shooting at bombers but was
Spanish Civil War by the Condor Legion. inflexible against opposing fighters. The
(This group was made up of patriotic problem with being 60 feet off someone’s
volunteers who flew with Franco’s forces. wing was that you couldn’t look for
They were rotated frequently to fighters. You were too busy trying to
maximize the number of people exposed avoid a mid-air collision! Midway through
to combat operations.) These lessons the Battle of Britain the Vic was stopped.
were quickly disseminated throughout the It was used in the Mediterranean through
Luftwaffe and tactically they were far 1941 however.
ahead of any Air Force in the world in
1939. British pilots were well trained. During
the Battle of Britain their training was
The tactical errors they made were shortened slightly but they had the
common ones for the time. Initially, over advantage of flying over friendly
England, they felt unescorted bombers territory. After the Battle, training time
could get through. They then switched to returned to normal but as the fight was
only escorted flights but saddled the carried over the continent, fewer aces
fighters with close escort duty only returned home when they hit the silk.
thereby robbing them of their speed, The British did not rotate their pilots in a
maneuverability and initiative. [ The US formal way that the United States did so
did the same thing during the 1943 fewer became instructors.
bomber offensive.]
In game terms the British fall between
Germany did not have the luxury of the Americans and the Germans. Table 3
rotating pilots. They did have the is used for the RAF.
advantage of fighting over friendly
territory most of the war so many pilots Soviet Union
who were shot down could return to their The Voennof Vosdushyne Sily (VVS) was
units quickly. As fortune turned against quite an interesting organization. It
the Luftwaffe, their training became received the worst thrashing of any major
shorter until by 1945, many sprogs could power in 1941 yet managed to triumph 4
not navigate correctly. This was due to years later. On the first day of
fuel shortages and Germany’s ever Barbarossa the Germans claimed 1800
increasing desperation to defend her aircraft destroyed (most on the ground)
cities. Finally, in the closing months of for the loss of 35 planes! During the
the war, morale sank and many veterans Great Patriotic War the Soviets admit to
simply avoided combat [ at least on the losing 70,000 aircraft. By contrast the
western front] rather than perish in a combined loses of the RAF and USAAF
conflict they knew to be lost. were 40,000. Russian industry kicked in
and began churning out planes and pilots
(2,000) a month in such quantities that
111
the Luftwaffe was overwhelmed by the that defeated the Zero. (But that is a
battle of attrition. At the end of the war story for a second article!)
odds of 10-1 or higher were not
uncommon in the air over eastern In game terms Japanese pilots are the
Europe. best in the world until the cream of her
airmen were lost at Midway,New Guinea
Russian pilots were reasonably well and the Solomons. Training was first rate
trained how to fly from the beginning of with most pilots having some combat
the war. The problem was they didn’t experience in China. After Midway,
know how to fight; concepts such as training was shortened to make up for the
wingmen and the advantage of altitude massive losses. This continued to grow
were not stressed. In addition, the worse until in 1945 training classes were
political climate did not stress aggressive expected to help against the US bombing
individual behavior. To make matters raids on the Japanese homeland!
worse, the weapons and equipment on
the early Russian fighters was terrible. Japan did not rotate most of her pilots so
Gunsights were painted circles on aces are to be found at the front but this
windshields and fighters had radio weaked the quality of their already
receivers only. Only the flight shortened training programs. Use table 5
commander had a two way radio! This is to generate Japanese pilots for both the
why western fighters such as the P-39 Army and the Navy.
were so well received by the soviet
pilots. Hopefully readers will see that it was
often the pilot skill that determined the
In game turns most pilots should start out battle. It is not the characteristics of the
as “sprogs” in 1941. Through the years plane but what the pilot does with those
their combat training improves as lesions characteristics that counts!
such as height and speed are
incorporated. The Russians did not Please note I have tried to us the specific
rotate their pilots so high scoring aces are Air Forces terms in the following table to
not that uncommon. Use table 4 for add some local color. Example, a Sprog
generating the VVS. for the UK is a rookie for the US. Some of
them don’t fit exactly but what the hey.
Many gamers are familiar with Russian
“Guard” units. This designation was
bestowed on units for a particularly good Selected Bibliography
job well done. (Similar to US unit Morgan, Hugh, Soviet Aces of World War
citations.) The difference here was that Two , Osprey Aircraft of the Aces #15
Guard units got the best equipment and
personnel. When generating a “Guard’s” Sakaida, Henry, Aces of the Rising Sun
squadron add -1 to each pilots. 1937-1945 ,Osprey Aircraft of the Aces
112
EVERYONE WANTS AN ACE
THE TABLES
Table 1 USAAF/USN
Table 2 Luftwaffe
1941-1943 Experten Junior ace Veteran Average Sprog
Stabfuhrer 1-2 3-4 5-0 N/A
Schwarmfuhrer 1 2-4 5-9 0 N/A
Rottenfuhrer N/A 1-2 3-6 7-0 N/A
Rottenman N/A 1 2-3 4-7 8-0
113
Table 4 VVS
114
INTRODUCTION
The 2004 Christmas Special included the excellent I Ain’t Been Shot
Mum conversions by Tom Ballou for the Skirmish campaigns books which
took the platoon level scenarios published in them and converted them
up to the company scale of IABSM. With the publication of Troops,
Weapons & Tactics it is now time to revisit these excellent scenario
books for a more direct conversion. Here Tod Creasey shows us how.
FIRE TEAMS
The standard infantry squad in TW&T is a rifle team of 7 men and an
LMG team made up of the remainder. An infantry squad generally fits
this organization so taking the first 7 men as the rifle squad and the
rest of the squad is the LMG team.
Some squads (such as some early war German squads) have an extra LMG.
In this case you can create two over-strength LMG squads as the
remaining rifles will form too small of a squad to be effective.
MORALE
In TW&T Training and Morale ratings are all determined by troop
quality but there is no reason why you couldn’t optionally use the
morale rating for morale tests and the training for fire effect.
A+,A B C D,E
Elite Good Average Green
TRAINING
T1+, T1 T2 T3 T4,T5
Elite Good Average Green
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BIG MEN
Big Men are as important in TW&T then they are in IABSM. Every senior
NCO, officer and infantry squad leader should be represented. However
it is possible to create a game of Big Men if you represent every
Skirmish Campaigns leader as a big man so lower NCOs, support and tank
leaders should only be represented if they are exceptional.
SNIPERS
In TW&T there are 2 varieties of sniper, the platoon sniper and the
sniper team. If there is a platoon HQ squad then I usually include one
of the supporting rifles as the sniper but you could chose a member of
a rifle team as one of the defenders if it seems to make sense for the
scenario.
EDNA
Skirmish Campaigns often specifies the number of grenades per trooper.
The EDNA is determined as follows:
The value should not exceed the maximum value as specified for the
rules, 4 for grenades and 3 for rifle grenades. Likewise there should
be an EDNA of at least one if there are any specified in the rules.
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ALGERNON FLIES EAST
Chapter Two
Budyenny’s Red Cossacks
“I am with you begging…”. It was pitiful to see the giant Cossack General with tears running in
streams through the grime of hard riding, and combat, on his cheeks. A week previously he had danced
on the table in Tsaritsyns Town Hall crying “Na Moskvu!”, on to Moscow, reflecting the wave of euphoria
and self-belief that was sweeping through the White forces. Now, typical of the surging tides of fortune
that typified this insane war, the Whites were on the retreat and the gallant horseman was begging for
assistance.
Budyenny! The name on all lips. A former Sergeant in the Tsar’s Guard Cavalry and now commanding a
Division of ten thousand Red Cossacks Budyenny was advancing on Tsaritsyn. Facing them were White
Cossack forces, weakened by constant fighting and the desertion that got worse the further the Cossacks
were from their Don or Kuban homelands.
Algernon looked grim. Collingwood was way off to the south in Rostov taking delivery of a flight of
DH9As and spare parts for the Camels that were showing signs of wear and tear. The telegraph lines were
down and a message sent back on one of the hospital trains that plied its stinking trade along the line
would take days to get any answer. The situation was clearly desperate, but Algy’s orders were to ready
the Camels on the flat-bed wagons for an immediate move southwards.
“Listen General, what can my four kites do against ten thousand cavalry. My orders are very specific… I
really must get the planes on their trucks…” Algy’s voice wavered. “Tell me, what do you know of
Budyenny’s position?” The Cossack General immediately stopped snivelling.
“Here Honourable Major, is where the filthy traitor will be now.” He poked a sausage-like finger onto the
map at Dubrovka to the north of Tsaritsyn. Tomorrow morning I shall lead my Cossacks to this place
here” he indicated the steppe to the north of the city “in an attempt to stop the advance of this vile dog.
We are but two thousand men, but we shall fight in memory of our Tsar and if we die then it will be the
will of God. With his blessing, and your help, we could though be winning.” He could see Algy’s resolve
was weakening. It was hard to stand by while men of courage were prepared to make their stand. He
shuffled his feet uncomfortably.
“Look General, I am breaking every rule in the book here, but I will be with you at 07.00. I’ll do what I
can. Tell your men to form the letter X in a square when they hear our engines approaching, that way
we’ll know who our friends are. Once we have identified your forces we’ll attack Budyenny’s men and do
what we can.
The General made the sign of the cross. “God be praised. We shall meet on the morrow.”
««««◊◊◊◊◊◊◊◊»»»»
The silver ribbon of the Volga stretched north and south as far as the eye could see, even from 5000 feet.
Algernon scanned the steppe below for signs of the White Cossacks. It was several minutes before they
came into view, but as soon as they did Algy could see a party of some 100 or so horsemen break away
from the main body to form the pre-arranged “X in a box”. Less than a mile ahead of them a second body
of horsemen was assembling. Their red banners could be seen, taught in the morning breeze, at the head
of the Regiment.
Algy hesitated. This was only around a thousand men, surely this could not be Budyenny’s massed
Brigades? Moments later his questions were answered as he flew above a gully set to the rear of this body.
There, lying in wait were thousands upon thousands of Red horsemen waiting to spring their trap when
the White Cossacks launched their attack. He dipped his wings in command to form line. Pointing his
nose downwards Algy opening his throttle wide and began his dive…
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British Briefing resist the White Cossacks.
Your mission to assist the Cossacks will involve
you in attacking a ground target. This can only Once they are attacked the Soviet cavalry will
be done from altitudes 1 or 2 so you’ll need to go attempt to evade, moving two hexes each time
in low. the one Soviet Cavalry card is dealt. Each
Division may make one “light Archie” shot at any
Your objective is to break up the Red cavalry planes within one hex of them on the turn of the
formations so that they can be defeated by the Archie card.
outnumbered White Cossacks.
The Soviet patrol starts the game as the RAF are
Camels beginning their attack on the cavalry. Another
Captain Binky Binkerton, Top Ace patrol of three planes will enter the map on the
Captain Algernon Carpet-Byrnes, Junior Ace fifth turn of the reinforcements card at the same
Pilot Officer Bunny Uppham, Regular point where the original patrol started out.
Pilot Officer Ronnie Tommy Thompson, Regular These are as follows:
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Belgian border, that the 2nd Battalion Coldstream
Major Pop Wyatt and Captain Bob Combe of 2 Guards first heard that they would not be
Company, 2nd Battalion Coldstream Guards evacuated upon their arrival at Dunkirk as they
had made their way under intense enemy fire had been told, but rather would be holding the
to neighbouring 3 Company’s sector. Moving canal line as a rearguard.
through drainage ditches, with enemy shells
exploding around them and grazing fire from Lieutenant Jimmy Langley was with his platoon
MG34’s cracking past their ears they had when Brigadier Beckwith-Smith drove up.
made it, against all odds. Entering the small “Marvelous news Jimmy” he shouted “The best
cottage they were met by Major ever!....it’s splendid…we have been given the
McCorquodale in a papier mâché hat. supreme honour of being the rearguard at
“What’s it to be chaps? Sherry? Whisky if you Dunkirk. Tell your platoon Jimmy. Come on tell
prefer…” them the good news”.
The story of the 2nd Battalion Coldstream Guards Langley recalled “After all the months together I
defence of the Bergues-Furnes Canal is one of knew 15 platoon very well , and had not the
stoic heroism and sheer pluck, but reading the slightest doubt that they would accept this
accounts one cannot help but wonder if they lost information with the usual tolerance and good
more men to cirrhosis than to enemy fire. humour. However I did not think they would
class it as “marvellous” and “the best ever”.
When setting up his headquarters Major Angus
McCorquodale, commanding 3 Company, was I think it had better come from you sir.”
noted to have had the following inventory with
which ti fight the Boche. Twelve Bren guns, The Brigadier did indeed tell the men and,
three Lewis guns, one Boys Anti Tank rifle, before departing, he, a keen field-sportsman,
30,000 rounds of small arms ammunition, gave them his tips on how to deal with Stukas.
twenty-two Mills grenades, several cases of local
wine and beer, two bottle of sherry and one “Stand up to them. Shoot at them with a Bren
bottle of Scotch. Not a bad haul for the 37 men gun from the shoulder. Take them like a high
he had remaining. Whatever Jerry could throw pheasant. Give them plenty of lead”.
at them it would certainly not be a dry time.
Indeed he backed up his advice with a promise to
This impressive armoury-come-bar was pay five pounds to any man who bagged a Stuka.
administered by McCorquodale, a somewhat If the Brigadier was not wearing a papier mâché
rotund Company Commander who refused to hat one gets the feeling he should have been.
wear the standard British Army battledress
blouse. “I don’t mind dying for my country” he Holding the Line
stated” but I’m not going to die dressed like a Reaching the perimeter on the next day the
third rate chauffeur!” Indeed the Major had battalion was allocated a 2,200 yard sector of
some strong views on his attire. Resplendent in the canal. What the effective strength of 1 and
his full service dress, complete with gleaming 2 companies was I have no idea, but
Sam Browne, he insisted on wearing a papier McCorquodale’s 3 Company was already reduced
mâché helmet instead of the issue steel one on to 37 men so this is a huge frontage for such a
the basis that if a shell did fall on his head it force. This fact is highlighted when one visits
would kill him whatever he was wearing, so he the scene as, far from being the dead straight
may as well be comfortable. canal that one would assume the waterway here
winds in a bizarrely erratic fashion that suggests
it was constructed by drunks. Furthermore,
Best News Ever! unlike a British canal, with tow path and
It was on the 28th of May, during a sixty mile properly constructed banks at 90 degrees to it,
forced march back to Dunkirk from the Franco- this is really just a filthy ditch. From the top of
119
the banks there is a steep grassy bank that massing in front of his position for an attack and
descends to the waterway which is around ten that he was intending to withdraw as his men
feet wide. Added to this the buildings that dot were exhausted. McCorquodale ordered him to
both banks of the canal mean that whilst it is stay put and fight, but the officer stated that he
possible to dominate much of the flat land on already had orders from his colonel to withdraw
either side, there are significant areas of dead when he saw fit. And that was now.
ground that an attacker could use to make his
approach. All in all it was a pig to defend. McCorquodale was direct in his response. “You
see that big poplar tree on the road with the
Fortunately the Guards had three days in which white milestone beside it? The moment you or
to dig themselves in and get acclimatised to any of your men go back beyond that tree, we
their surroundings. During that time the many will shoot you”. The Captain began to attempt
bridges that crossed the canal were prepared for to debate the matter and was told “Get back or I
demolition and to collect the formidable arsenal will shoot you now and send one of my officers
already mentioned from troops retiring through to take command”. The Captain departed.
the line who were earmarked for immediate
evacuation. What resulted, for 3 Company at It was not long, however, before the Captain
least, was a small reinforced platoon-sized force appeared by the poplar with two of his men with
that was well equipped with automatic weapons. him. McCorquodale and Langley waited until the
The ability to have one Bren in action while a officer passed the tree and then both fired, the
second cooled or had its barrel changed would man dropping out of site. Harsh medicine
be a tremendous benefit when it came to maybe, but the two men ran back to their
maintaining levels of firepower. positions on the canal.
Jimmy Langley had his platoon HQ in a cottage Unfortunately the effect was short-lived, and
that sat on the northern bank of the canal. In very soon 1 Company on the battalion’s right
the roof they had constructed two Bren positions found its flank hanging in the air, with the
using bits of furniture and beer bottle crates. Borderers having slipped away. Indeed the
Germans had sent a small force across the canal
3 Company was in the centre of the battalion to exploit this gap in the line. What was worse 1
position, with 1 Company on its right and 2 Company were reduced to one officer, a
Company on the left. Lieutenant Ronnie Speed who was new to the
battalion. News came back quickly that Speed
The first contact with the Germans came on the planned to withdraw back onto 3 Company’s
1st of June when a force of tanks could be seen positions. Langley recalls McCorquodale’s
moving across the front of the British position at response. Looking at Langley’s flask of sherry he
some distance. After they disappeared a rather asked ‘Is you flask full?’,
nonchalant group of German infantry, around
100 strong, appeared out of the morning mist “I told him mine was nearly empty
and began preparing to dig in. Langley’s platoon Take mine, and make Ronnie drink all of it. If he
simply gunned them down, leaving the won’t or still talks of retiring take command of
Lieutenant pleased that they had been able to the company. They are not to retire.
check ranges but somewhat sickened by the
cold-blooded killing. This, however, had the Ronnies was looking miserable, standing in a
negative impact of betraying the British position ditch up to his waist in water and shivering. I
and the Germans were not slow to respond. offered Angus’ flask and advised him to drink it,
which he did.
Around lunchtime Langley noticed the Germans ‘You are not to retire. Do you understand?’ “
wheeling forward what appeared to be an anti- He nodded, but was killed half an hour later
tank gun. They then began firing on the cottage when the enemy attacked and drove what was
and the Bren positions in the roof in particular. left of No 1 Company back onto us.
The British evacuated the house while this went
on – it was by no means the strongest of It now looked very likely that the battalion was
structures – but they took up their positions in danger of being surrounded.
again when the Germans gave up, presumably
disappointed with the effect of their 37mm gun Returning to his platoon, just a few men now,
on the structure, despite hitting it five times. Langley was obliged to reorganise his defences.
The Germans were now to the front and flank
Langley was with McCorquodale when they were and one of his Bren guns was out of action with a
approached by an officer from the 5th Borderers, melted firing pin. His one remaining Bren was
the battalion on their immediate right. The sent downstairs whilst Langley remained in the
officer informed them that the Germans were attic with his rifle. His plan was to attempt to
120
pin the Germans by firing at anything that troops to provide effective mutual support.
moved. Logically, the defence would have been a string
of isolated outposts with some kind of reserve
“I had just fired five most satisfactory shots and, held back for a counter-attack if required.
convinced I had chalked up another ‘kill’, was
kneeling pushing another clip into the rifle,
when there was a most fightful crash, and a
great wave of heat, dust and debris knocked me
over. A shell had burst on the roof. There was
a long silence, and I heard a small voice asying
‘I’ve been hit,’ which I suddenly realised was
mine. That couldn’t be right; so I called out
‘Anybody been hit? A reply from behind-
‘No sir, we are all right.’
‘Well’ I replied more firmly ‘I have’.
121
putting Langley’s cottage in a prominent
position. One can see that he would be able to Your force is reduced in strength to say the
put fire down on any German attempts to cross least, and you must utilise your resources as best
the canal to either side of his position. you can to cover the frontage allocated to you.
Both of your flanks are held by Companies from
the battalion, so you know you can reply on
them. Your force is as follows:
German Briefing
You are Leutnant Joskar Schempf, leading your
platoon in an attempt to find a way across the
Bergues-Furnes canal that lies before us and, at
present, is allowing Tommy to evacuate from the
coast. It is critical that we cross the canal and
Refighting the Battle so we can knock England out of the war. Your
Here I specifically wanted to replicate 3 force is as follows:
Company’s battle, and for this Troops, Weapons
& Tactics is ideal due to the depleted strength Platoon Headquarters
involved and also the fact that the battle was Leutenant Joskar Schempf Grade III, D6
fought, through necessity, with weapons teams Feldwebel Hermann Glemp, Grade III, D6
operating independently rather than as intact 50mm mortar and 2 crew
sections.
Squad One
British Briefing Gefreiter Hani Engels, Grade II, DAv
You are Major Angus McCorquodale, commanding Ten man squad
3 Company, 2nd Battalion Coldstream Guards on
the Dunkirk perimeter a couple of miles to the Squad Two
east of Burgues. Your orders are quite clear Willi Marx, Grade II, DAv
you must hold your position all day and then Ten man squad
retire under the cover of darkness. The entire
evacuation depends on the canal line being held Squad Three
and you have no intention of going anywhere Hans Liebknecht. Grade I, D4
until the appointed time. Ten man squad
122
Machine Gun Section will also be included and each time it is dealt
Rolf Luxemburg, Grade II, DAv-1 the British may have a schooner of sherry and
One MG34 with sustained fire mount remove one wound from any team they desire.
The Germans will have an MG bonus card and a
Umpire’s Notes mortar bonus card, however each platoon will
The British start the game on blinds anywhere on need to dice to see its EDNA rating for mortar
the northern side of the canal and may be dug rounds at the start of the battle.
in; Jimmy Langley’s cottage is marked with an A
but it does not have to be occupied unless you Winning the Battle
desire absolute historical accuracy. The The British win if they hold on to four of the five
Germans begin the game on blinds anywhere on cottages on the northern bank including Jimmy
the southern table edge but their blinds must Langley’s cottage. The Germans win if they take
begin the game spaced out equally along the and hold two cottages, and win with oakleaves,
edge representing their probing forward at all swords and diamonds if the take three or more
points in an attempt to find a chink in the British cottages. There is no time limit on the game,
armour. the forces are finite and they will either achieve
their objective with those men or fail.
The canal is crossable with difficulty. Spend one
whole turn getting down the bank and into the The table is a large one to reflect the flat open
water. Spend a second turn in the water. Spend terrain that the Germans had to cross. If space
a third turn getting up or onto the far bank. is no object than 8’ by 8’ is ideal, however you
will need arms like an Orangutang to reach the
The ground is good going, with the drainage centre. If you can get to 6’ by 8’ then I’d
ditches, marked as brown lines, providing some recommend keeping the frontage for the British
cover. The buildings are of shoddy construction as wide as possible and maybe sacrificing a little
but three of them on the British bank may have bit of depth.
been reinforced with sandbags and made into
good cover. The British player should keep his upper lip as
stiff as possible at all times.
On turn six of the
reinforcements card a
British section, full
strength, will arrive on
the western table edge
on the northern side of
the river and may move
immediately. They,
under Corporal Taff
Jones, represent the
remains of 1 Company
with news that Jerry has
crossed the canal and is
hot on their heels. On
the seventh turn a
German platoon,
identical to Leutnant
Schempf’s but with no
sustained fire MG34 and
no 50mm mortar will
arrive at the same
position on the flank.
Cards
All the usual Big Men,
Tactical Initiative and
unit cards will be
included plus British
Heroic Leader, Dynamic
Commander and sniper
card which may be used
by any British section.
A British “Snifter” card
123
Down at the Dockyard
Nick shows us how a gentle touch and a steady hand
work wonders when touching up a few old battleships
T
Above: A 18 gun ship sloop with All Plain Sail. The model
his is an article that I never really thought is from the Langton range and is based on a Langton
I’d write. Not because the content is not base. The sails are etched brass.
relevant, but simply because the fact that I
am writing it suggests that I am some kind of
authority on ship modelling, which I most overall, and especially in paying attention to
certainly am not. However, in the past couple of those little ‘added value’ items such as detail in
years I have been surprised at how I have been trimming, rigging and flags.
able to dramatically improve the quality of my
Slowing down starts at the very beginning with
ship modelling just by making one or two changes
ship model selection. The Langton range is
to the way I was constructing, painting and,
impressive and the varying sail trims on offer
crucially, rigging these vessels. This has at least
mean that you should be able to create a ship to
enabled me to take on a number third party
look the way you want it. Experiment with sail
commissions which has certainly kept my brush
settings and know what you want before you buy.
busy over the past two years.
Vessels at anchor can look stunning, as can those
Principally here we are talking about the with Full Sail. Think about what how the sail
construction, painting and rigging of the excellent setting that you choose will affect the end result.
range of 1/1200th scale Napoleonic ships offered It maybe obvious but it is worth saying that with
in the Rod Langton range (www.rodlangton.com). sail taking up such a large element of the model,
In this photo-article I will run through how I getting the right look here is extremely
construct, paint, rig and flag an ship sloop from important.
the Langton range.
Once you have the model, take time on its
The first, and most blindingly obvious thing to construction. Take car to drill out mast holes,
say, is that with these models it pays to invest trim flashy yards and top gallants, and be
time in doing them well. I think the single biggest particular about the fitting of stern galleries,
improvement in the quality of the end product I banks of oars and any other extra bits you may
was producing came about from taking more time have.
124
The model.
Decisions, decisions… This ship sloop
T
he first choice is whether to opt for comes as a complete
brass or white metal sails. Brass is pack and has brass
sails for an All Plain
fiddlier but gives a nicer end result,
Sail setting
whilst white metal sails are cast as one
piece per mast and are chunkier. (NB: at
the time of writing this choice is
becoming less as Rod has phased out some
of the All Plain Sail and Full Sail options in
white metal, leaving no choice other than
to opt for brass).
Brass sails can be a bit daunting, but a
steady hand and a nice drop of superglue
gel will see you right. Putting the sails The brass sail set.
together takes a bit of practice. Little There are fifteen
guidance is offered for white metal sails in all.
settings, but for the brass option Rod
provides a little instruction set that is
invaluable to get you started. My method
is to affix the masts to the hull first, and
then add the sails. For the masts, ensure
the hole is drilled and that you have the
masts in the right order and drilled to the
right depth. This sounds obvious, but you
want the mainmast to be taller than the
foremast, and the foremast to be taller
than the mizzen mast. You will also find
that drilling out a hole in the fore of the
vessel for the bowsprit adds strength to
what can otherwise be a weak point on
the model. Make sure the masts are .
upright and firmly fixed before proceeding
– there’s nothing worse than a mast
dropping out when you are trying to fix
sails to it.
.
When adding the sails I start at the A detailed view of
bottom, by firstly adding the driver (the the sails. The
front to back sail on the back!) and then slightly thicker bars
the lower sails on each mast, starting with on the bottom
the mizzen and working to the foremast, corner of this sail
and then going back to the higher sails on will straighten out
to form the studsail
the mizzen, then main, then fore etc.
booms on the yard
With practice – you can rig a vessel with below when the kit
All Plain Sail (APS) in about 45 minutes, is put together, a
most of which is spent on the jib sails, good feature that
which are, I confess, very hard to stick. adds strength to the
My method is to stick one jib sail slightly construction.
over the other, leaving a strip of sprue at
the front bottom leading edge. Once the
sails are glued together the leading edge
sprues can be used to fix the sails to the
bowsprit. This is a delicate bond, which
will need to be strengthened during the Snipping out the
rigging process. It’s a nice idea to set the sails. Each one
sails at a slight angle so they are not needs to be
completely square to the mast. carefully ‘rolled’
into the right shape.
The Langton
assembly sheet
includes good tips
on how to do this.
125
Left: The basic ship model after construction. Note
that the ship is already fully based and all masts
and sails are in place. Eventually much of the kit
will be strengthened through the addition of
rigging, but you need to be sure that all masts and
sails are securely attached at this stage as a
collapse during painting can be umm… frustrating.
B
Once the ship is fully assembled and based, you ritish ships of the period were commonly
need to prime it with an undercoat. People will painted with yellow sides. This is fine but
argue till the cows come home about undercoat, with one key thing to remember: Yellow is
but I use a bog standard grey primer available not yellow. Anyone who has taken a tour of HMS
from any DIY or car shop. One good coat should Victory will be able to tell you that yellow is
suffice, after which you are ready to begin actually more of a deep flesh colour. The best
painting in earnest (or even in the kitchen if Vallejo colour match I have found is actually dark
preferred). flesh. This colour is also used for the details on
stern galleries and carvings on the bow. On many
warships the exposed masts in between the cross
Painting trees are also painted this colour, as are the
studding sail booms on the main and fore masts.
I
start with the deck. This I paint in Vallejo dark
sand (which is actually quite pale). The same
colour is also used as the first stage of the
sails, so all canvas can be painted at this stage as
well – they will be lightened later with additional
lighter shades. Once the decks are dry I apply a
watered down brown ink wash (about three parts
water to one part ink). This nicely picks out the
gratings and other deck details – even removing
the need to paint gun carriages if you are lucky. Below: The undercoat has been applied and the sand
Gun barrels are painted black, and I often paint base applied to the masts, deck and sails. In this
the rail on the poop deck with a darker strip just instance the cork coloured side of the ship has also
to make it stand out. been added. A watery brown ink wash will now be
applied to the hull and masts (but not the sails).
126
Paint it black
Then it’s on to the black, and there’s plenty of it
with most ships showing large quantities. Usually,
most of the bow, sides and stern will be this
colour, so a general application around those
areas is the order of the day. Considerable care is
required when painting the sides of the ship –
especially if you have already painted the
coloured strip. Lines need to be crisp here as it is
one of the most visible areas of detailing on the
vessel and a wonky line will ruin the overall
effect. Typically the cross trees of the tops and,
on some vessels, the hoops on the lower
mainmast would also be black, as are the yards on
the sails, the dolphin chaser, and possibly the end
of the bowsprit. Paint over the stern windows and
galleries in black, and highlight the visible deck
guns with a thin strip of black also.
The Sails
Next I move onto the sails. After their sand
undercoat, now hanging rather grubbily from
black painted yards, they should now be ready for
the white. Exactly how white to make sails is a
matter of personal choice. The big debate here is
whether to go for white, off white or almost buff
coloured sails. My preference is for sails to be
ivory in the main with pure white highlights.
Firstly, I go over the sand with a watered down
(50/50 mix) ivory. Detailing is important. Firstly, I
paint a border round the edge of the sail, no Top and above: The black has now added (note this
thicker than half a millimetre on most sails and picture was taken after the sails had also been
no bigger than one millimetre on the largest, completed).
before filling in the inside using downward brush
strokes – leaving a thread of sand undercoat
visible between the border and the main body of Below and below left. Close up of the unfinished sail
the sail (see detailed image). The little ropes on detail. Adding the border gives depth to the sail.
the sails (the reef points) should be left sand.
127
A very thin brush is essential for this detail work. and forecastle areas - a muddy brown, which is
For the top gallants and royals I use the same then dabbed with a stone colour to give an overall
technique, again using a small border and filling speckle effect. Hoops on masts can also be
the interior with downward brush strokes in ivory. painted at this stage, where applicable.
I then paint the rear of the sails using the same
Finally I paint the base. I have never found a good
technique. Foresails on the jib are painted
colour for the sea, and I guess am still searching
similarly, again using downward brush strokes to
for a reasonable off the shelf colour. Instead, I
achieve the right effect. Once the ivory is dry, I
mix a dark grey with a French blue, probably
run over the sails with a few streaks of pure
about 80/20 ratio, and apply liberally. Once this
white, just to give the appearance of depth. This
is done I lighten the shade with some more blue
can be particularly effective on top sails and fore
(and possibly a tiny touch of white) to lighten the
sails.
shade and apply a watery highlight to wave
The vessel is nearing completion. Next I paint the crests. This gives a good impression of the ‘murky
studs’l booms (the sticky out bits on the main depths’. A soft white drybrush helps pick out a
yards) in a light sand or dark flesh. This need only few wave tops, and a paler splash round the bow
be a highlight to make them stand out nicely from helps to make it look as though the ship is making
the black of the main yard some headway.
A
nd that just about finishes off the paint job.
Once I have reached this stage I take a few
The devil in the detail moments to go round the model touching up
N
ow you are set to work on some extra any areas that need it. Once I am satisfied the
detail, starting with the ornate paintwork model is spayed for protection. My personal
often seen on stern galleries or on the bow. preference here is to give an overall spray with a
For most ships in the style of HMS Victory, these clear acrylic that gives a nice seal and a good
galleries should be trimmed with dark flesh. satin finish. Once this is dry I apply two coats of
Windows should be left black, and with just the matt varnish – normally Testors Dullcote to add
tiniest of touches from a very thin watery white further protection and calm the finish nicely.
to represent a reflection on the glass. Some dots It is important to spray varnish the model well in
of colour could be added on the stern gallery or advance of putting any rigging in place. Otherwise
on the figurehead, but these should be very small the thread used for the rigging simply catches the
and kept simple. spray and you end up with an awful ‘hairy’ effect
on the rigging which will serve only to detract
from the good work you’ve done so far.
Little touches can make an
important difference, but must be
subtle else they appear over-
exaggerated on the finished model.
Opened gun ports are a good Below: The painting finished, the model has been varnished and is
example. Whilst mainly black or ready for the rigging to be applied. .
brown on the outside the internal
walls of many warships were
painted dark red so as to conceal
the blood spattering that battle
would bring. To give a hint of this
on the model I paint the upturned
gun ports on ships at quarters with a
red slither.
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Rigging point with glue. From [16] run the thread out to
the end of the dolphin chaser [17] and then up to
This is good fun and with practice is not as the bowsprit [18]. Wrap the thread round [18] and
devilishly difficult as you might at first perceive. then take it up through the foremast [19] and
You will need: back up to the top of the main topgallant [20].
Wrap the thread round a couple of turns then
• a reel of fine black cotton thread down to the top of the foretopgallant [21]
• a good pair of nail scissors and back down to the end of the bowsprit, again
• some narrow tweezers wrapping round a few times and securing with
• a bottle of superglue Gel glue. Finally, this thread can be run from [22] to
• some ratline material previously obtained the bottom of the dolphin chaser [23] where it
from Langtons (or a pair of nylon tights) can be secured and finally snipped off. So much
• and a swear box. for thread number two.
S
tart with the main rigging
and look at the lovely
diagram on the right: First,
cut a length of cotton about
nine inches long, and tie one
end of it to the bottom of the
spanker boom [1]. Then thread
the cotton up and round the
mizzen gaff [2], and then up to
the top of the mizzen at [3],
then thread the cotton down to
the bottom of the foremast [5]
via the main top [4], fixing at all
points along the way. It goes
without saying that you need to
keep the cotton taught at all
times. I have found that the
only way to achieve this is to
thread using tweezers and fixing
each point with a dab of
superglue gel before going onto
the next point. From the bottom
of the foremast run the cotton
out to the end of the cathead
[6], fixing the thread again with
glue before taking the cotton on
to the end of the spritsail yard
on the bowsprit. Wrap the cotton round the edge
of the yard [7] again with super glue, then up to
Y
the end of the bowsprit [8] then back down on ou now need to apply the backstays. This
the other side to the other end of the spritsail are the long rigging that run from the side of
yard [9], and then back to the other cathead on the ship, to the top of the mast. It is often
the other side [10]. Snip the cotton at this point. possible to add the backstays for the fore and
So far so good. main masts using the same piece of thread. Cut a
length of about 10 inches long and tie it centrally
on top of the foremast [29] (again leaving space
Then, with another piece of thread of similar for flags above it) so that you have about 5”
length, start again at the bottom of the mizzen hanging down each side. This is then run down to
[11] as before and run the cotton to the top of the ship’s side [28] where it is glued. The same
the main top gallant [13] (not the very top of the piece of thread can then be run along the
mast though, leave a gap for flags etc), again via underside of the ‘shelf’ to the back [26] and
a wrap around on [12]. After a couple of turns glued in place again before being run up to the
around the mast at [13] thread down to [14] then top of the main mast [27] where it is tied in
onto [15] and finally round to [16] fixing at each place. Do the same on the other side using the
other half of the thread.
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F
or the mizzen mast you need approximately
6 inches of thread. As before, tie the cotton
at the top of the mizzen [25], but this time
with about 5 inches hanging free. A blob of glue
on the mast top at [25] (again leaving room for
the flag if you wish) will help keep this in place.
The cotton is then run down to the edge of the
stern galleries [24] tucked under the gallery and
around the stern – under the stern galleries
(where a blob of glue will keep it in place) and
back up the other side back to the top of the
mast at [25] again. Any spare thread can be
snipped or, as I prefer, run back down to the
mizzen gaff or spanker boom – points [1] and [2]
on our rigging diagram.
If you want to be even bolder, the rigging plan
can be extended further by adding support to the
Above: Diagram showing basic patterns for Lower (A)
main yard. This can be achieved by cutting a six Top (B) and Top Gallant (C) mast ratlines
inch thread and tying it centrally round the top of
each mast so that about 3” hangs either side. Run Below: Detail of rear of sail and rigging.
this down and around the edge of the main yard,
again tacking with glue, before running the
thread onto the ‘shelf’ at [28], [26] or [24]. For
the mizzen mast this final run can go from the tip
of the yard back to the top or bottom of the
mizzen gaff or spanker at [1] or [2].
You have now added about as much rigging as the
ship can sensibly support. To add more – which it
is quite easy to do once you get going with
thoughts of ‘I’ll just tuck this around here’ can
lead to the rigging become too thick and this can
be detrimental to the overall effect. That said,
depending on the size and layout of the vessel,
some additional runs can be supported.
Remember to trim all rigging so that there are no
little bits of thread sticking out. I tend to go over
the model applying a tiny dollup of superglue at
the main rigging points which ‘sets’ the loose
threads nicely and ensures all threads are firmly
fixed.
For the shrouds/ratlines there is nothing better
than the material sold by Langton. This can easily
be trimmed to shape to fit any vessel. Carefully
cut the rigging into shapes as shown in the
diagram - but obviously scaled to fit the model!
Then, using tweezers, fix these to the model
using superglue – taking care not to get caught up
in your lovely thread rigging. If the superglue
makes the colour fade, simply touch up with black
paint.
A
nd that completes the rigging. Next thing is
to add some character to the vessel with
flags, ensigns and pennants.
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Ensigns, signal flags and pennants
T
hese flags, though small, make a huge Good indicative sizes for
difference to the end result. Good flags are:
quality flags and pennants that
have been realistically prepared, Pennants:
painted and positioned add a No more than 2-3mm at
final touch that gives gamers base, tapering to a point
that little extra eye after about 6-8cm.
candy that we all love.
Be careful not to go Ensigns: Approx 6-8mm
over the top – not every deep and proportionate in
vessel should be flying length
“England Expects” but a
masthead commissioning Signal flags: no more than
pennant would be flown 3mm square.
at the main top of all
E
warships of the period nsigns are best
along with a large attached to the
national ensign at rigging you have
the stern. Flagships added above the stern of
flew the relevant flag the ship. Rod Langton will
of the officer onboard sell you a very handy sheet
and – especially in of ensigns and pennants for
battle - additional each navy but I tend to
national flags and make my own using a
pennants would be template drawn on the
flown from the computer which is printed
foremast or out, folded over and
suspended in touched up with paint as
the stays. needed. To add realism I
crumple the flag to give it
a real ‘blowing in the wind’
look.
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Left:
Y
ou don’t have to be an expert on signals to
make the model look authentic. Whilst the
Admiralty code made it possible for almost
any message to be conveyed, you don’t have to
learn it to be able to make a model look good. On
many stations certain flag combinations would be
raised to give ‘the password’ when challenged
(Hornblower’s famous ‘Hoist MV’ for example).
These could change regularly and give us almost
carte blanche to hoist whatever miniature signals
we want from our toys.
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MiG Reinforcement to arrive here at start of Turn 6
BUST AND
RUN
A Bag the MiG Scenario
BACKGROUND:
In this scenario eight F86 engage a
similar number of MiG15 over MiG
Alley. In the ensuing dogfight, the
Sabres will have to strike hard to score
any wins against the MiGs before
communist reinforcements arrive.
OBJECTIVES: To survive the action and down as many enemy aircraft as possible. The Sabres must exit from the
Southern table edge. To do so before the enemy reinforcements arrive would be bad form!
ORGANISATION: Starting positions are as shown on the map. The communists should start at altitude four, the USAF at
altitude five. All US pilots are veteran. For the communists, Yevgheni Krak and Dimitri Ipotkin are veteran pilots, all others
are regular.
CARDS: Blinds move, Red Section Move, Red Section Fire, Blue Section Move, Blue Section Fire, MiG Zveno 1 move,
MiG Zveno 1 Fire, Mig Zveno 2 move, MiG Zveno 2 Fire, Major Bush (Red Leader), Duke Pitts (Blue Leader) Yevgheni
Krak, (Zveno 1 leader), Dimitri Ipotkin (Zveno 2 leader) altitude bonus, bail out, Tally Ho (US) , Tally Ho (MiG) (plus cards
for MiG Zveno 3 + 4 when they arrive on Turn 6)
AIRCRAFT FACTORS:
Type Speed Manoeuvre Ceiling Rate of Robustness Size Fire Fire Fire Fire
Climb Front Right Left Rear
MiG 15 13 6 6* 2 4 2 14 0 0 0
F86 Sabre 13 6 5 2 4 2 12 0 0 0
OTHER COMMENTS: The Sabres must strike hard and escape. At the start of turn six, a further two MiG Zveno will arrive
on the North (top) table edge at Altitude 5. Each Zveno is on a blind.
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