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  • arfameJ1our,lrrtrOrder-15

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    The FoundryMount StreetNew BasfordNott ingham

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    Our nerv phone number is 0602 792002 Our 'Fax is 0602 792209

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    25n,n NEWAFGHANTFIBESMEN

    1839-1900Designed by Alan & MichaetPerry

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    ONLY IN THE UNITED KINGDOMRedoubt Enterprises

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    tNotaN frtuTtNY (1857-i858)Designed by Alan & Michael Perry

    Figures 50p Horses 65p

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    OUR RANGES

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  • - ' - T H E B E S T V V A R G A A / I I N G F I G I J F I E S I N - T H E V V O F I L D !| ' wH,,

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    dsl 2orrrrn:- II/OBLII wAR. T|ll/O SEE USAI IhE SHEF f lELD TR PLES2 ]S I & 22Nd MARCH A I I hEOCTOGAN THEATRE SHEFF IELDGERMAN ARMOURED VEHICLES - Price code B.CAVI3 Pzkptu l lAus t J .CAVIb h[pftr lllA6f. N.Above TaDks hlveopenlng tuiiet e.I hullhatchesro lcceo crew

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    OUTS DE EUFOPE & WORLOWIDE, SURFACEOfde,s under f5OADD 25o/o1m n f l )Ordrs over f50 AOD 20%

    Orders under f IOADO 75c ; (m n a3)Orders over f1O ADo 509i,

    FICURES E CREWBR|T|SH & ALLIED (suii.bte for SAS or LRDC)SA56 Oificer srinding - bartled.ess- holdidg binoculr6SAST O.R. (aiding 'Hebron.oaf and lommy gunGERMANAKI Cerman rank (onmander wiih bino.ula6 (nor illusmredl PRIcls:20mm flGURtS - 40D each

    VEHICLES - Pricecode A. tl.75p, code B-t6.50pCOMING NEXT MONTHGermn Qpel \litz, Flek 38.nti aircaft gut, Nebetuener 6onn roctet l2ln.hi/stuoke uhi, BMW notahike sl si.lecar and nare!

    SEND f2.95 FOR OUR FULLY ILLUSTRATED CATALOGUE (POST FREE UK)INCLUOING 25mm: SAMURAI , GRANo ALLIaNCE { la te 17 th cent l ry European)& aRMY oF LOUIS X lv , OTTOMANIUR(S- NAPOLEON IN EGYPT. INOIAN MUTINY- WOLFE'S ARMY OF THE SEVEN YEAR WAR, ALAMO &THE OfD WEST & AMERICAN CIVILWAR.

    25mm FANTASY: LEGEN'S oF NTPP.N (oNr. coBLrNs, NTNJA. Etc) Kl E e E15mm: AGE OF MARLBOFOUGH, { inc Great Nor lhrn w. r ) & INOIAN MUTINY (1457)

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  • UANGAiIETIllurlraled

    NANCY LEAVES HER MAN FLAT-BUT THE COPS CAN'T NAB THE RAT!

    InWaryamesWorld #I\\e published an account ofan excitingarmedchase through London in the early years of this cenlury -a cops vs. anarchists story. Bricfcr and less bloody, buldoubtless invigorating for those involved. were lhe recenieventsin the Archway Road areaofnorth London.

    Just before closing time on a Salurday afternoon Mrs NancyKirkham of w.E. Hersanl s bookshop- a lady wellknown andwell'liked on the wargames convention circuit spotted abook-thief. Outside the shop she challenged him, but the chapranoff,with Nancy in pursuit. The chase lastedsomewhile but,aided by the growing darkness, the culprit escaped over backgardenfences. ReturningtotheshoptophonethePol iceNancyspotted the thiefs car parked nearby and let down one of histyres to prevent him making a clean getaway. (Subsequently arelative of a neighbouring shopkeeper, in a move that may notbe legal, bui is to be applauded. used asharp implemcnt tomoreradically deflale a second tyre on the vehicle). The Police cameand took astatement. butwould not impound thc vehiclc.

    The lol lowrng day the car hdd gone. Vo' . ae$s r ' i r fome'Front over photol Redoubt Enterptises 25mm RenaissanceRange fLgurcs painted by Matk A en. Castle in backgroundscrutch-buih bJ Peter A en. Landsknechts seem to have alarcination for wargamets f in excess oftheit fightinq wotuh!

    This issue of Wl includs a set of wargame rules for the aerialbaltles over North Korea. called MiG Alley'. Should anyAmerican readers use these rules to run a game based onKorean warsorties at Hisloricon 92 you could callit'MiG AlleySally' (we waive ourcopyrighll)

    The convention season opened in York ongood show that beat last year\ altendancefoggy conditions. A fullrepon next month.

    SUESCRIFTIOI|S tor 12 ssuesof waroames llustraledare !22 n the U.K.Europe & rest ol World sudacei 126. Resl of Wor d a nnaii t36.BACK UfBEnS All ssuesexceot nos.1.2.3& 29are: l avarableal f .80eaLh posr pao up lo 10.44 !2per ,ssue-o

    Backnumbp.so 'o, 'occasoralspecrale, r rap,bhcal ronWargaTes Wor ld a,e aho s l dvardble.Nos 2.3 4 L2r0posloaid:No.s t1 80 oosl oaidbt DEnS to,W",g"r"s I ustraled (capacily 12 ssues).B nderslorWargames Wor d also availab e. Sarne capac ly, sameP&P: IJK:11.00 Rest ol World: e2.s0From! S'RATAGE I PUBLICA'IOiIS lTD.,l8lovcr.larc, icw.rk, floata. G2{lHZ,E qt.rd,

    Wargames lllusttated is published on the lasl Thutsday ofeach nonth by: Sltalagem Publicalions Ltd., 1 8 Lovers Lane,Newark, Notls. NG24 1HZ Tel: 0636 71973 EDITOR: DuncanMacla ane. TYPESETTING & FEPRODUCTION BY: PressplanSeru ces Ltd., (081'509 9969) PRINTEO in England.oISTRISUTORS: I\,lagrum Distribution Lld., CaverswallHouse, 44 Clerkenwell Close, Clerkenwell, London EC1 0AT.USA: The Emperor's Headquarlers, 57214 West lrving ParkRoad, Chicago, lllinois 60634. Te: 312 777 8668. CANADA:RAFM Company Inc.,20 Parkhill Road Easl, Cambridge,Onta o, Canada, NlB 1P6 AIJSTRALIA: BayCompton, EssexI\,liniatures Ltd., 9 Lowanna Place, Hornsby, NSW 2077. Tel:02 214 7427 FRANCE| Jeux de Guerre Diflusion. 6 rue deI\,lessonier. Paris 75017.

    in spile of the bad

    ContentsPage14 N.H.Cornish

    16 SteveShann

    20 John G. Tasdale

    2l Rob Le Vesconle

    2E ThConYentionScene

    30 Review32 Readers Letlers34 Mrvyn Carlwrighl

    3E MarkAlln

    44 Mark Allen

    46 Pler AIen

    51 Classifid Ads

    The Great War on the Easre.n Front,Pa III: The Inperial Russi3,l Arm!Spanish coldA Penimda. War skimbh scena oRehrrn to CorrgidorWWII U.S. rccaptwe ofPacific islandMiG AlleJRdes fo. the at war over Ko.ea

    Lake T.asinene: the Placeof BloodIlannibal tnps the RonansThe War of the cmnd AllianceFrcnch Forcign Reeinents: The hishThe Range ReyirvRe dou b t's Re na i s s a n ce Ra n geA stonach full of sargamingThe best scratch-builder in the husinsslook backon hisea rlear|s

    A dQfialic.30 gtaphical, c0npulu slnulatlon ol navalwarlate

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  • HEROICS & ROS FIGURES'll300th SCALE METAL FIGURES fl.40 Packs containing50 infantrv o.20 Cavalrv or 6 Guns & Crew

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  • '7

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  • B.rchyo.d & A@e Ord.r. [email protected] Lo(9hboolon 21 3749

    24.HOUN ANSAFOI{E SEFVICE FORCREOITCARD ORDENS ANO INOUIRIES

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    NEW MODELS I NEW MODEI.S THIS MONTHcF3lM "S38" Grman "E" boat t1.95 | SM?l9Rr.dsclr{' 91n 129s 3M103&irdrrEz8''!hsll9 5l

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    POSTAGE & PACKINGU.K.10%ordsrvalue(min.20p)

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    Europe 2096 otdelU.s.A. I 20% oderN. zealand I 50% order

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  • t4

    FRONTPart III: The ImpedalRusslanArmy

    by N.H. Comish

    THE GREAT WAR ON THE EASTERN

    Much mystery and confusion sunounds thearmedforces of rheTsar during the period 1914-19U. The reasons for this areslmple:(l). Before and during the Great War the Russian HighCommand did not want knowledge of their military readiness robe voiced abroad. hence the flat-footed manner in which theGemans rcsponded to the sped of the Russian mobilization.(2). The cortusion following the Bolshevik coup and thesubsequent strife led to the loss, destruction or 'weeding' ofinformation on the amed forces of the previous regimes, i.e.the Tsar and the Provisional Govemment.(3). Propaganda. It was not in the interests of the Bolsheviks tolet any shred of credit adhere to the 'old regime', rhus everyeffort rvas made to belitde, deride or otherwise tarnish thehonou and prstige of the Imperial Army. A pathetic, ineplinage, though notwholly undeserved, was encouraged to growunchecked.

    However, this situation is dowly changing.Imperial Russia was divided into twenty milirary districts

    each of which was assigned two or more Army Corps. Thedistricts that concem us are those ofPetrograd, known formerlyas St Petrsburg, Vilna, Wanaw, Kiev and Odessa. Thesedistricts bordered Gernany, Austia-Hungary and Romaniaand were numbered l-5 consecutively.

    The Russian Army included several formations thal wereregarded as 6lite. These were the Guard Corps, the Artillery,the Cossacks and the Crenadiers. There were 12 reiments ofCuard infantry and lo ot crenadiers. The remarning 125regiments were infantry ofthe Line.

    Of the 122 cavalry reginents, 55 were of the Line. 53 wereLine Cossacks. and 14 were cuardsmen of which four wreCossack.

    ARMY CORPS ORGANISATIONAtypical Corpsconsisted ofthree divisions: two of infantry. oneof cavalry. A battalion of Rifles was attached to each infantrydivision to fulfitl the old light infantry/skirmisher role.

    An infantry division consisted of two brigades, each of two4-battalion regiments. A battalion comprised lour companies ofinfantry plusone ofnon-combatants. (I surmise thatrhese latterwere drivers, cooks etc.) There were two machine-guns on thestrength of each balral ion. mainly lhe famrl iar qerpon onwheelswilh i shield. I have been unable to dig out details ofanymachine-gun organisation as yet.

    The cavalry division consisted of two brigades, each of tworegiments. These formations were quite uniform in theircompositior, cach was made up as follows: one regiment ofLancers, one ofHussars, one ofDragoons and one ofCossacks.

    The divisionalhorse artillery comprised two 6,gun batreries.There was also a unit of machine,gunners held at divisionallevel, (I know no more than that).

    A regiment of'Corps' cavalry existed for Staff duties, so asnot to dorvngrade, by detachments, the sabre strength of thefighting units. Line cavalry regiments were numbered anddivisionally grouped, thus the lOthcavalrydivisionwasmade up

    +

    =

    TERRITOq IAL D ISTRIBUT ION

    RUS SIAN MID-ISTBIC'LS.

    itr?r',ii1lii"^, &". @**'t

    ofthe 10th regiments of Hussars, Lancers and Dragoons. TheCossack regiments of the Line followed a different sequence.Each Cossack d'srricr numbered wirhin 'r.elf. e.e. lsr DonCossack regimenl. lsl Kuban Cossrck regimenr. etcl

    The field artillery was organised in brigades, one to eachinfantry division. A brigade consisred of six 8 gun batteries.There was also heavy and possibly further field anillery held atCorpslevel- Supply, technical, pioneer and rnedical units werealso maintained at Corps level.

    As the Imperial Russian Army fielded the largest cavalryforce o{ any of the belligerents it may be useful to look at it inmore detail. Lancefs, Dragoons, Hussars and Cossacks madeup this arm of servic. The distinctions were of dress, not usage.Armament was standard;sword and carbine for all. with halfofeach regiment carrying a lance. The cuards Cavalry Corpsformed part oI Rennenkarnpfs' lst Army which invaded EastPrussia in August 1914.

    lt conprised two divisions of four regiments each. The twoother regiments formed the Guards Cavalry Brigade. The

  • 15

    Cossacks of the Guard formed a division of their own. Guardhorse anillery batteries were included in these fonnations.

    The Line cavalry and Cossacks were disposed as outlinedpreviously. The rcgiments not used in that way were organisedas follows: the 16th-19ih Dragoons were grouped as the'Dragoon Division', the 2fth regiment was regarded as'Independent'; the 16th-18th HussaK were each attached to aCossak regiment to create thrce brigades; the 16th and 17thLancen were also regarded as 'Independent'; the 35 remainingCossak regiments were organised into various divisions,brigades and'Independent' fomations.

    Cossack horse and foot soldiers were regarded as lffegulars.ln addition there were a further thre lrregular c-avalryreginents. These were raised from the Modem peoples oftheCaucasus, Dagestan, Ossetink and Turmen.

    Finally there were, in 1914, five mounted regiments of BorderGuards.

    RESERVES AND TERRITORIAL TJNITSThe difficulay that Russia faced was not a lack of manpower, buta surfeit. The image of the mighty Russian 'steamroller' is amisleading one. Dudng the first year of the Great War lossesamongst Officen and N.C.O.'S were such that it was almostimpossible to replace them quickly enough with effective, goodquality men. Such replacements as were available went to theFront with a ninimum of training. The knock-on effect wasdire. Training depots laked instructors and consequentlyhundreds of thousands of good men were left, often for weekson end, kicking their heels, bored and fuustmted, an almostinevitable prey to agitators. The trained reserves had beenabsorbed during the filst few months of the fighting to replacethe horrific losses sustained in that peiod. The success of theCentral Powers offensive in the Summer of 1915 resulred in aturther massive drain on the number of trained reserves. Themen subsequently caledtothecolours had little, ifany, militaryexperience and usually no education; coupled with a fastrecedingfaithin theirleaders. [t is little wonder that the RussianArmy of 1917 was reduced to a shadow ofits former self. Thetime and opportunity for training the hugeavailable populationhadgone. Experience couldonlybe gained at the Front.

    The Tenitorial Mllitia, the Opolchenile, were simplypeasants, often unaware of who they were fighting, poorlyarmd and sometimes hostile to their own side. They wererounded up in their locality if it was under threat and given asenblance ofmilitaryorder. Militarily they appear to have beenwo(hless, except when 'starched' with Regulars.

    The qualitiesforwhich the Russian Army,Impe alorSoviet,are rcnowded doggedness in defence afld an often suicidalbnvery in attack - were demonstrated time and again duringthe Great War. This wastrue no less against the Germans thanthe Austro-Hungarians. lt is a diverse and challenging ainy tofield. One for the open,ninded I

    WARGAMING WITH TIIE MPERIAL RUSSIANARMY

    I assume the Guard, the Grenadiers, the Line and the Reserveunitswere roughly the same in organisation and number.A) Infanhy. A battalion consisted of 976 officers and men,giving a unil of 15 figures including an officer.B) Cavslry. A regiment numbered 870 officers and men, givingaunit of 13figures, abugler and an officet.

    The Cossacks would be organised in a similar way.

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  • SPANISH GOLD81, Stephen Shann

    THEPROLOGUE DRAMATIS PERSONAEMost Tuesday evenings a group ofus from the Leeds WarganesCluh meet at a member's house for our weekly fix of goodold fashioned face to face Fargaming. The participants varyfrom week toweek. but the style ofgaming remains pretty muchthe same: a conventional usually Napoleonic punch-up.Howeveras the Ch rislm as feslivities approach. we like to makeour last game of the year a little different. and hopefully morelight-hearted. This is made easier blr a gencrous helping ofthehard stuffand enormous quaniilies ofmince piei.

    lh i . )ear rr wa. m) turn to derr,e rhe Chn\rma.

  • Opposit & above: Redo ubt Enterpris6 25mm Napoleonics lrom the collections of sundry Eastbourne wargamen. The buildingsai scratch-built by Len lohnson. Action is fought over a Hov* bidge with the Frcnch dtieing off the Spanish, then succumbingto a Bitish counEr-attack.

    task, but won't take anypenonal;sks.Mqior Antoine de la Cmix-Vsubois. Status: Hero. Senior

    aide-de-camp to Marshal Massena, he has been dispatched witha force of dragoons to recover Madame X at any cost. He isdetermined to achieve this, as his honour (and promotionprospects) depend on it.

    Captain Edouard Bi"arr. Status: Vteran. A veteran of Italyand Austerlitz, this grizzled ex-trooper has a sharp eye for loot.A puritanical Republican, he has no time for Massena'sphilanderings, or his lackey's ails and graces. There is no lovelost between Bizarre and de la Croix. For him, the gold comesfirst, Madame X a very poor third. He can rely on his men toback him up.

    Capaain Blunt. Status: Hero. This renegade Rifles officer andhis imposing blunderbuss-wielding sidekick, Serant Fid' r,found out about the consignment from one of El Sucio's morctalkative followen dudng a drinking bout at a local inn. Huntednot only by the French, whose convoys provide most of Blunt'ssupplies, but also by the Bdtish. This despente group need thegold to escap the county.

    Captrin Petit. Status: Veteran. Another Italian veteran, Petithas been sent by General d'Erlon with a picked force ofVoltiguers to recover the gold, which reprcsents three monthsback-pay for the entire corps. Petit is ably assisted by SergeadtGrogDrrd, whose unusual tmdemark is a captured Balcr Rifle,in the use of which he is Droficient.

    FORCES AND DISPOSITIONSEl Sucio and Imorales have 20 men with them, variously armed.Four of them are vetelans, 10 arc avemge and 6 novices.Following two unsuccessful escape attempts, Madame X isbound hand and foot in the waggon and must be guarded by atleast one man. This force enten the table on move 1 at A3.

    El Caballo has a fu(her dozen men in the monastery, 2 ofwhom are veterans, 4 average and 6 novices. The two veteransare El Caballo's personal bodyguards, and must remain withhim at all times. All three must rcmain in th monastery tower,until he can summon up the nerve to venturc out. This is done bythrowing a 6 on a d6, starting as soon as the alarm is raised. Therest of the men may leave the monastery as soon as they hear thefiring.

    Major de la Croix has a personal aide (veleran). They andCaptain Bizarre's detachment of seven veteran Dragoons entet

    Captain Petit and Seryeant Grognard, along with 10 veteranvottiguen arive on move 4 at E4.

    Captain Blunt, Sergeant Fiddler and 8 veteran Rifles aniveonmove4atEl.

    TIIERT]LESThese were designed to be very simple and easy to pick up, this

  • 18

    being aone-offgame- Any evenruality not covered in the ruleswas ro be decided by rhe al l knoqing. al l - ,eeing umpire. 50,000 + SECOND HAND WARGAMES FIG{,RESAlways in stock- All scales. Most manufacturers.

    SAE for lists to:A,J. Dumelow,

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    Hero -1 to the die. Blunderbuss hit +2. Light wounds areignored.Loading takes a full move for blunderbusses and rifles, half amove for all others. Double this if seriously *ounded.

    MOVEMENT

    Infantry Cavalry WaggonNormal I 16 6* * YrspeedoffroadCharge 12 24Seriously wounded troops move at Trspeed and annot charge.Movementuphill is at ,6 speed.Herofigures add 2" on foot and 6"mounted ro the above.Crossing obstacle, entering building, etc 2".

    FIRING

    Range 2' 6' 12" 18' U'Pistol 3 1B l u n d e r b u \ s ' 2 5 1 0 -M u s k e t 3 6 8 1 0R i f l e 3 6 7 9 1 0' A blunderbuss may fire at two separate figures if they arewithin 2" of each other.

    Throwasingle d10 Hero+2 Novice 1Veteran +l Targetmoved 1

    Fnermoved 2Beingcharged 1Fidngmounted -2Seriously wounded -2Targetincover -l

    Ifa hit isscored the victim must throw a d6.

    Fixedbayonet/sabre +1 PistovunarmedVeteran +1 NoviceHero +2 Outnumbered2:lCharging +1 Outnumbered3:lMounted +2 Seriouslywounded

    Each figure throws an average die, adding or subtracting thefollowinS:

    I- 1-2-3-3

    On a difference of l the melee continues nextmove, ifgreater,then the loserthrows a d6: 1-light wound,2-4 serious wound,5 6 killed.

    MELEE

    light wound srious wound dead1.2. 3.4. 5.6.1.2.3. 4. 5.6.1.2.3. 4.5. 6.

    \.ICTORY COIIDITIONSClearly for most of the panicipants, the gold is the onlyobjective. Whoever holds it at the end of the game, and is in aposition to get away with it, haswon. The only exceptions to thisare Imorales and Majorde la Croix Vaubois, whose attentionsrest principally on Madame X (though for very differentreasont. If El Caballo survives, he can clairn a padal victory,at least in personal terms. It reeds to be made clear to all the

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    playen, panicularly the three Frenchmen, that only one ofrhem can ultimately lay claim to the gold, and that althoughalliances of convenience are permissable, they are of nessitytemporary. This should ensure the required degree ofmistrust.However, the command figures must be within shoutingdistance (say 6 inches);any otherfornsofcommunication is notpermitted.

    EPILOGUEAll in all this is an ideal scenario for a wargames goup, witheach player taking on the role of one of lhe seven maincharacters. Additional participants might take on the mantle ofthe named minor characten (Fiddler and Grognard) or simplytake command ofa squad ofguenillas. An umpire is absolutelyessential. both to flesh out the bare bones of the rules and toindulge in some "active" umpiring. Naturallythe scenario couldbe adapted to many otherperiods, wilh cenain variations- theAmerican Civil War/Westem Gunfight spings most readily tomind. Wherever the game is set,I hope you get as much fun outofi. as we did.

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  • l{!1.

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  • American troops were nowin the final bitterly fought stages ofthe re-occupation of Luzon, the main Philippine island. OnceJapanese opposition had been overcone, the US Na!]r wouldrequire the use ofManila harbour. Howeverthe entrance to rheharbour was dominated by Corregidor. This fortified island,riddled with tunnels and bunken, garisoned by fanatialJapanese Madnes, wouldhave tobe occupied.

    TheJapanese themselves hadfacedthe same situation in 1942when theyseizedthe island ftom the Americans. Theirsolurionhad been to shell and bomb the island for over four months andthentosend troopsin by seatooverpowerthebattered,sickandhungry defenders. The Japanese had overcome the Amedcangarrison, but not without suffering heavy losses during thearnphibious landing. ln 1945, the AIne cans could affordneitherthe time nor the casualties inherent in such a plan.

    BYAIRAND SEA

    503rd PARACHUTE RCTThe 503rd Parachute Regimental Combat Team under thecommand of Colonel George M. Jones was ordered to preparefor the airborne part of the operarion. To help him in hisdetailed planning, Army intelligence officers buih a sandtableofCorregidor. This nodel, utilising infornation from pre-warmaps and recent aerial photographs, was accurate- Theinformalion that the Japanese garrison comprised only sixhundred men wasnot.

    Only fifry one C 47 transport airrafi of the 317th TroopCarier Group were available ro deliver the paralroops. Thismeant that only one battalion ofthe RCTcould be dropped at atime. To make th drop the aircraft would approach the islandfrom thesouth in twocolumns, one column for each drop zone.Due to the prevailing wind, th aircraft would fly askew to thedrop zones. Paratroopers dropping fron the aircraft would becaught in the strong wind and would drift sidewardsand, it washoped, would land in the correct place. The responsibility fordespatching the paratroopers from the ailcrafl ar exactly theright time rested witb the jumpnasters. To familiarise themwith the terrain they were taken on reconnaissance trips overthe island.

    Due to the small size of the drop zons, only six men wouldhave time to jump ftom an aircraft as it passed over the island-To drop the rest of the men, the pilot would have to fly round ina circle and rejoin the rear ofthe column. Three passes over theisland would be requird to drop the full complment of

    paratroopers. Any Japanese antr-aircrart guns Oasea JnCorregidor would cause havoc amongst the dowly circulatingairqaft. Afterstudying the most recent aerial photographs, thephotographic interpreters claimed thatthere were no such gunspresent. Aircrew and paratrooper alike earnestly hoped thattheir claims were j ustified.

    Usually the paratroopers would carrytheir personal weaponswith them, but heavy machine guns and monars would bepacked into containers and panchuted down separately.However, on Corregidor, the paratroopen expected to beattacked by theJapanese as soon asthey landed. Anydelays infindingthe containers and unpackingthe heavy weapons wouldbe fatal. So these heavy weapons were broken down into theirmajorcomponents and given to individual pararroopers. In thisway heavy supporting fire would be available within a fewminutes ofthe men landing. But the increased weighr carried byrhe men *ould aho mean more iniune\ on landing.

    MASSIVEBOMBARDMENTTo destroy strongpoints on the surface and to try anddemoralise the Japanese troops, American ships and airrafihad been shelling and bombing Corregidor since the beginningof February, 1945. Safe in theextensive network oftunnelsandbunkers underground, Captain Akira ltagaki and his garrisonofover five thousand Marins stoically awaited their fate. Themajor result of all the shelling and bombing was to crater thedrop zons and to viciously splinter the bushes and treesgrowrng rnere.

    As dawn broke on February 16th, eight cruisers, fourteendestroyers and thirty six B-24 bombers canied out the finalbombardment. At 07.30 the heavily laden and no doubtapprehensive paratroopers boarded their aircraft. Just over anhour Iater the aircraft began to make their first pass over theisland. Away to their righl, thirty one A-20 aircraft slrafedBottomside to prevent Japanese Marines from climbing up loMiddleside and Topside and altackingthe paratroopers as theylanded.

    Jumping from a heieht of six hundred feet abovethe ground,the fint !,vo sticks ofmen leapt from theiraircraft. Observed byColonel Jones in a C-46 circulating overhead, the men werecaught by a wind strongerthan usual. Carried furthersouththanexpected, some unfortunate paratroopers were caried overtheedge of the cliffs. Jones immediately radioed new orders to theaircraft in the columlls. Pilots were to reduce aircraft height tofive hundred {eet. Jumpmasters were to delay the despatch oIthe paratrcopers bysix seconds. Anxious eyes watched the nextsticks jump from their aircraft. However they landed on thedrop zones, and all the rest of the men were dropping accordingto the revised orders. Once Jones was satisfied that the drop wasgoing toplan, he alsojurnped onto Coregidor.

    Landed that morning were the 503rd Parachute RCT s 3rdBattalion, some of the staff and radio operators of the RCTHQ, Company C of the 16lst Airborne Engineer Battalion andBattery D of the 462nd Parachute Field Artillery Battalion.The.e larter were equrpped q i rh 75mm pack how'rzers. Ot jusloverone thousand men dropped, about two hundred had beeninjuredorkilled by hard landings. This numberof casualtieswasbad enough, but not as bad as expecred. Those still fir enoughwould have to cope unaided unril rhe 2nd Baualion could bedropDed in the arlv afternoon.

    Opposite. WWII Americans & Japanese ton the m ection olGinsbt waryames Club's Colin Runfo . Morc ol Col'smateial next month.

    After some thought, planning officers decided that their bestsolution was to start the reoccupation by droppingpararroopersonto the heights of the island. These men would attack anddestroy those Japanese strongpoints covering the beach, soallowing an unopposed amphibious landing by a battalion of

    The only possible drop zones were on thar part ofthe islandknown asTopside. To the east, this plateau slopes gently downto Middleside. However, ever'.{here else the ground falls fivehundred feet dor,vn steep cliffs into the sea. Any paratroopersmissing the drop zones would be either battered to dearh on thecliffs or drowned. The drop zones themselves were frighteninglysmall. One zone was the parade ground of the extensive pre-warUS AIIny barack buildings. The other was a nine hole golfcoulse. Both these drop zones were surounded by theshattercd concrete ruins of the barracks. Any paratrooperlanding on these ruins would suffer broken bones at least-Unfortunately Topside was exposed ro a strong easterlypievailing wind which would add to the difficulties of landingmen safely. The planning offiers estimated that 50% of themenwould sufferiniu es on landins.

  • 22

    Although warned by Tokyo of the possibility of an airbornelanding, Captain Akira had thought it impossible. Shelteringunderground from the bombardment, few Japanese realisedthat they were about to be attacked by paratroopen. SomeJapanese did open up with rifle fire, but Ame can battlecasualtis wre low to begin with. The paratroopers were able tosecure the drop zones and move out to engage those bunkersoverlookingthe beah. In securing the drop zone, paratroopersstumbled across Akira's HQ bunker. Throwing in handgrenades, they kitled Akira and his entire staff. The Japanesedefence ofthe island wasoffto a poorstart.

    Lacking orders from their HO and under fire from theparatroopen on Topside, the JapaneseMarines allowedthe 3rdBattalion of the 34th lnfantry Regiment to land on the beachalrnost unopposedat 10.30. Scramblingashore, the infantrymenclimbed inland and occupiedMalinta Hill.

    Just after midday, the second wave of pamtroopers landed.Included in the drop were the 2nd Battalion ofthe 503rd RCTand Batlery B ofthe 462nd Parachute Field Artillery Battalion.The wind was even stronger that afternoon, but injuries onlandingwere less as rhe men already on the ground were able tohelp deflale parachutes and prevent men being dragged acrossthe drop zones. But casualties from Japanese rifle fire wregrearer, the Marines having belatedly realised what washappening. Once the last man was down, lhe paratroopersbegan the difficult and dangerous job of destroying theJapanese strongpoints on Topside.

    As the swehering sun slipped below the horizon, wearyparatroopers took a breather. Topside seemed to be secure.The parachute drop of the 1st Battalion and Battery A,scheduled for the moming, was cancelled. They would insteadbe {erried overManila Bay and landedon the beach.

    During the following days and nights the Japanese Ma neslaunched several counter-attacks. The biggest was at 06.00 onthe 19th. As paratroopers shaved and thought about break{ast,some si{ hundred Japanese bu$toutof coverandswarmedontoTopside. A whole platoon of Company D was overwhelnedbefore they could even fire their weapons. However theparatroopers reacted quickly and within seconds the attackerswere under heavy rifle and rnachine-gun fire.ln halfanhour thattack was ovei five hundred Marines and thirty threeDaratrooDers were dead.

    JAPAIIESD RESISTANCE

    MALINTATUNNELBefore the war US Army engineers had dug an extensivenetwork oftunnels under Malinta Hill. Lined with concrete. thetunnels contained barracks, stores and a hospital. Nowoccupied by the Japanese, some two thousand men had beentrapped inside by a landdide causd by the bombardment. Thelandslide being too deep to dig through, the trapped mendecided to use a small explosive charge to blast the earth awayfrom rhe enrrrnce. A' 22..10 on 'he 20rh. Jdprne'e engince' \detonated rhe charge. Unfortunarely, the blast deronated alarge store ofexplosives inside the tunnels. One thousand fourh ndred Japanese were killed in an instant. On top of Mal;ntaHill, US infantrynen frantically tried to dig out colleaguesbrried alive by further landslides caused by the explosion- Soonhowever, they themselves were fighting for their lives as sixhundred surviving Japanese stumbled out of the tunnel andlauncbed a desperate attack up the hill.

    By the 241h, all ofthe island wassecure apart from the eastemtail of Bottomside. Here was anotherpre-wartunnel. the RadioIntercept Tunnel. The lst Battalion, supported by two tanks,was ordeied 1o advance. After two days ofbitter and confusedfighting. the paratroopers reached the tunnel. Again the

    Japanese set off a huge explosion insid, perhaps deliberatelythis time. Fifty lwo paratroopeB standing on the ground abovewere killed, one hundred and forty were wounded. Nobodyknows how many Japanese were killed. Despite this hornficsetback, the American advance wasinexorable and bythe 28thallJapanese resistance had been crushed. Only twentyJapanesehad surrendered.

    Back in 1942, worried by the possibility ofhis being captured,President Roosevelt had ordered General MacArthur to leaveCorregidor. Reluctant ro comply, MacArthurhad finally left onMarch 12th. As he left, he told the garrison to keep the flagflying, he would return. But the Japanese had had other ideas.Theycaptured the island and took thegarrison into captivily.

    Now, three years later. MacArlhur retumed as he hadpronised. On March 2nd. 1945, exhausted burglad tobe aliv,the survivors of the assault assembled on the parade ground.Standing beneath the newly raised Stars and Stripes, ColonelJones proudly declared to General MacAnhur, "Sir, I presentvou the fotress Corresidorl"

    MACARTHUR RETIJRNS

    WARGAMINGNOTES

    SKruARRIOR MINIATIIRESP,O. Box 159, C.acrlcy, Ssssqt RHll OtE

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    The heavybombardments from sea and airdid not killor woundmany members of the Japanese garrison. It is significant thatCaptain Akira andhisstaffwere killed by the paratroopers, notthe bombardment. What the shellingand bombingdid do wastoprevent Akira from redeploying his garrison. So when theAmericans landed. he was unable to concentrate his men andoverwhelm lhe paratroopers. Even after lhe paratroopersIanded, gunfirc supportwas still available to them. Thus duringa wargame on Corregidor. the Amcicans ar free to man-oeuvrei the Japanese are not.

    In the initial stages of the fighting, both Americans andJapanese were armed only with slnall arns. Japanese artillerywas either destroyed in the bombardmenl or positioned inbunkers overlooking the beaches. Very quickly however. theAmricans swung the balance in their favour when theyair dropped the 75mm pack howitzers and their crews. Thehowitzers were soon supplemented by tanks. which providedclose artillery support, especially during the fighting onBottomside. ln a wargame, th defend'ng Japanese mustoveNhelm the paratroopers very quickly. Only at the begin-ning are the men engaged in the fighting equally matched innumbersandfire power.

    Given the professionalism of the armed servics and theirovrwhelming superiority in material. it is invitable that theAmericans will capture Corregidor. The Japanese garrison, culoff from their source of supplies and reinforcements. will bedestroyed. However. fought with alifelike verve, theJapanesMarines can certainly rnake the Arnericans pay a high price for

  • 23

    INTRODUCTIONA couple of yeals ago, after umpiring a not particularlysuccessful air wargame at my local club,I went home and wrotedown a list ofwhat I wanted from an airgame. It went somethinglike this:(1) No plans up poles.Have you ever noticed how, when onetopples, they all go-(2) NoDice.It's themthat invariably topple the poles.(3) Sirnple Rules. Most of the folks I play with are NapoleonidA.C.w./Ancienr(etc) buffs, with only a passing interest inaircraft . let alone aeronautics.(4) Fast play. Not always the same as being simple, the gamecomponents must be easy to use, and as little refe[al toplaysheets as possible.(5) No written orders. I can't read my own half the time, ltalone the dyslexics I playagainsa.

    These rules are theresult. Theyare not as realistic as some inbeing a simulation of flying, but more than make up for it bytheir speed of play and allow the player to concentrate on histactics,

    The gunnery system is,I grant you, unusualand pafticularlyvicious. (I don't want to encourage damaged aircraft to stay inthe combat zone.) Most real combats are won by driving offtheopponent, not shooting him down, but in the interests ofplayabilityI have "upped" the likelihood of getting a "Kill".

    As with a lot ofrule systems, the liberties takn with the lawsoftine and spae would make Dr Who cringe, but you can takethe time scale as around two secondg and the ground scale isaround 1/2000 if you wish to tie this into a land-based gane-

    So, why Korea? Well, like the air wargaming articles in thisrnagazine, it's hardly been done to death! The little silverhot-rods are a nie change from the dull camouflage of wwII orthe primmergrey oftoday. MiG Alley, for the uninitiated, wasan area overthe industrial north ofKorea. Sowell coveredwasit by Radar and fighter bases across the Yalu dver inChinese-held Manchuria, that any allied interloper was vi(uallyassured of company.

    In 1990 the Jersey Wargame Society took "Miggy" as ourback-up game to SALUTE (yes, we're that well organised) andwere lucky enough to gt a table for it, where it generated a fairbit ofinterest.

    I hope reade$ more expert than I find something of interestin these rules, and the beginner (at whom they're aimed) givesthem atry.

    Suitable modeh are ava;lable from Skytrex, Mainly Military,and Sk'.lvarrior.

    EQUIPMENTYou will need the following: A pack of cards, a ruler marked forcentimetres, and two different coloured packets of nappingpins.

    Youwill also haveto make the following:A Control Board for each player.Two Firing Arc Boards.A Turning Templaae for each type of aircraft you inrend to use.A FlJing Stand for each model.A Firing Arc Template.Altitud Markers.Oh yes, and some 1/300th Model Aircrafi.

    MI.G.ATLEYA wargame by Rob Le Vesconte

    The Control Boards and Firing Arc Boards are made byphotocopying the relevant diagrams and pasting them ontothick balsa wood or cork. Iwould recommend givingthen a fewoats of vamish or covering them with clear sticky plastic toprotect them from the pin scrarches.

    The Turning Templates are also photocopied and pasted onArtboard or very thick card, then cut oua with a sharp knife,taking care to keep theangles accurate.

    The Flying Stands are made from thick wood 3cms x 3cms- Ahol is drilled in the middle for a stiff wire between 4 and Tcnshigh.It's best to vary the height a little to stop the model'swingstouching together during close encounteff. Around this wideare dilled eight slighly larger holes into which Mapping Pinsmaybef i t ted.

    The Firing Arc Template is made of the same material as theFlyingStands andisdrilledto taketwowires4cms high- (See thediagram for the exact measurements.) Make surethar the FlyingStand fits into the back ofthe template without too much play.

    The Altitude Markers are the plug-in type numbers used forshop window price tags. These are sold by most office suppliers.They are a little expensive, but since I bought mine I'mcontinuously finding new uses for them, and they Iook soprofessional!

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  • 24

    CONTROLThe Control BoardAll manoeuvres and commands are executed by placing pins inthe relevant points marked "O". Each pin can nove only oneplace, orjump over the next pin to it, per round;except when aspecial manoeuvre requircs you to reset your pins in a specified

    The Contml ColumtrPlace TWO pins in the entral box of the cntral column. Theserepresent the vedcal and horizontal axis of the aircraft. Notethat it is not possible to have two pins on the same line. The firstfour holes outside the box represent a "SHALLOW" man-oeuvre, and the outermost four holes are prefixed "STEEP".

    The RuddrPlace a pin in the central hole in the rudder line. To turn, placethepin inthe direction you want to go. You will notice that therudder and bank holes have the numbers 1 or 2 assiened tolhem. Not usingany bank. the ruddercan be used lor tto rumsperround. By using a bank in conjunction with rhe rudder, thetwo numberc are added together to give up to four rums perround. If the rudder and bank are in opposed positions, subrractthe rudder number from the banks.Ifthe result is0, the modeljust moves forward. If the result is 1, then the model Sideshipsunder that relevant rule. Should the resulr be minus 1. themodel turns one in the rudder's favour.Th ThrotlleThe Throttle starts the game at halfthe aircraft'smaximum sped{rounded down). Place a number of pins equal ro r tsacceleration factor in the holes, with the first pin at th hatfspeed number. and the othe^in arow underit. These pegs mustalways be next to eachother, butcan "leapfrog" from first to lastand vice-velsa. Remember to move each peg only once, if sodesired. Place one pin of a different colour in the hole above theaircraft\ maximum speed. Thispin cannot be moved;it acts as astop to your aircraft's acceleration which it is not possible to

    Th Ammudtion Rack (Ammo)Refer to the template. Multiply the Bursts by the Shors; rheresult is the amount ofammo carried. Put one pin in that hole.Sl/itchesUnder the Control Column and rudder are some simDle On/Offconrrols rh.r l require one pin each. I f you "anled to be 'ealuflash, these could be replaed with real electrical switches froma Radio repairshop.The Airbraks (A,/B):At the beginning of the game the pin is in the "IN" position.When moved to the "OUT". the airbrakes dow the aircraftdown by the given amount on the tumingtemplate. This is donebefore any adjustment to the move due to manoeuvre. Noadjustmnt ismade to the throttle's position.Th Undrcariage (U/C):When the Undercariage is lowered (dn) the airuaft is slowedby the same amount as the Airbrakes but must not be usedabove half speed (orthey rip off!) It will also come in handy forlandinglDroptank & Bombs (D/T & BMB):While c-afried, Droptanks and Bombs have adrageffecron theplane. Each one slows the plane by two off its current thrortleposition. This is done before any adj ustment due to manoeuvre.The TmplateEach Template has the details of that padcular aircraft printedonit as a handy reference. One end oftheTenplate has an angleon it. This is different for each aircraft- When you are required

    to make your model tum, the remplate is placed behind thestand and the stand is twisted until rhe next side touches rhe nextside of the template as shown in the diagram. A turn is alwaysdone in the centre of the physical move (rounded down) and alltums are done at the same time. (For example, a move of 11with 4 tums, move scms forward, do four twists of the stand andtemplate and then move the remaining 6cms forward.)Altitude MarkersThe markers are placed in front of the stand at the end of everymove and show the current altitude. If you are wonied aboutlosing track ofthis, keep a separate note on a piee of paper. Ishould point out, we have never had this problen with theplug-in typenumbers.The Flying StandAt the end of each rnove, the stand is pinned in rhe sam way asthe Control Column on your Control Board. Note thar any pinin the centralboxisnotreproducedon the stand. This is to showyour fellow players what position your plane is in, and give themsome chance of guessing your next move.

    FLIGHTAll calculations in thes rules either ignor fracaions or eb they

    while these rules are designed to work with just a 30cm (lft)ruler, ifyou prefertoworkwithinches, feel free. You only needa tape for the gunrange. extra.

    We have had quite enough room on a 3ft x 4ft table for fourplayels 1o have a good game, though we normaly play eightplayers on a 6ft x 6ft table with room formore.I*vel FlightAll aircraft $art thegame in level flight control positions. If allthe control column and rudder pins are central, check rhethrottle. After deducring any speed due ro A,ts, U/C, D/T orBMB_move_the aircraft forward by the topmost pin in theFoup s numDer.TumingOn your first move you should be only able to do a maximum oftwo tums (shallow bank and shallo\rtum). On the next turn youmay turn tighter if required, up to four turns_ When a realaircraft turns the rudder and ailerons stick out. thus causidsd'ag and slowing the plane down. To simulare this, we musideduct one for every tum from the model's move. This is donebefore the move is made. (Forexample, a model is due to movel lcmsand2turns; i tmoveszlcmsforward, thenirs2tums,thenscms forward. 11-2=9 splitintorwo moves,lowest firsr.)SideslipW}Ien the Rudder pin is in the central hole, and the Bank pin ismoved inro a Shallow or Sleep po\rr'on. the plane sideitips.Move the model half (rounded down) irs move forward. Thenmove the model sideways by an amount equal to the plane'saccelemtion factor. For a Steep sideslip, double the movesidways. Then move the remainder of the move foruard (e.s. aSabre with a move of I2cms and a Shallow Bank. moles lorw;rd6cms then moves 3cms sidways, and 3cms more forward).

  • If a model does not have enough speed to move foruard afterthe move sideways, it Stalls (see under that rule, e.g. a Sabremust move Tcms minimum to stay out of trouble).

    A Sideslip costs one or two levels of altitude, depending onwhether a Shallow or Steep Bank is used. There is no bonusmove forward as for nomal diving.Climbhg atrd DivingEach aircraft template has that plane's climb and dive factor onit. For a shallow climb or dive this factor is Dorbled.

    AJter deducting any &agpenalties from the throttle position,(A/C, U/C, D/T or BMB, but not tuming penalties) divide theclimb/dive factor into the result. Ignoring fractions, the result isthe number of altitude Ieveh climbed or dived. Each levelclimbed deducts zcms fron the forward move, and every leveldived adds a bonus of 1cm to the forward movement.

    Should an aircraft in a shallow climb position not haveenough forward movement to climb one level, it still takes a 2cmdeduction from its forward speed. Sbould an airqaft fail toclimb in asteepposition, itstalls.StallingShould, at the end of your calculations, the move be less thanthe Stall speed on the template, the plane sta[s.

    Place the rnarker "STALL" and a number "2" next to theaircraft stand after it has done its move. On the next round. theplane's orde^ must show that it will dive ,n ore than two levels. Ifit does, then the model moves nornally. If it has failed, themodel moves foNard the stall speed and drops two levels. Foreach attempt failed, the amount to be exceeded in a dive mustbe inqeased by one until the drop matches the aircraft'snaximum dive potential. (e.9. a Sabre can dive S levelsmaximum, dive factor 3 into maximum throttle 20 : 6, plus asteep sideslip drops another 2 levels).

    Success must be achieved before something hard and flat getsin the way; so, if you're doubtful as to your chances, I suggestyou bail out while you still can !SpinningTo add insult to injury, a plafle may start to spin on its secondtum of a stall.

    For each tum in a stall after the first, a card is tumed up fromthe deck. lf a BLACK picture card is tumed up, the model doesa turn of four at the end of its stall move ftom now on.

    To regain control, the player must norv exceed the dive a/.ddo four tums in the direction oI the spin.

    The folowitrg ruler catr only b prformd abov halfspd in anundamagd aircmft, with no bomb6 mounted.

    SPECIAL MANOETryRESHarRoIOn the second round of a steep bankthe playermay elect to halfroll. He moves his model half distance forward. and droDs thealtitude by two. The model ir nos fl)ing invened. and ;U thecontrol column and rudder pegs work in the opposite way. Markthe model with a clip on the stem of the stand to signify this.

    In the inverted position an aircraft loses one level per roundafter the firct. unless countered with a reversed "Dive". Toregain normal flight, do two banks and a half movement asbefore, still dropping two levels-Har LoopsAt the start of the second steep climb or dive, the player mayelecttohafloop. He points his model in the opposi.e direction(use the side ofa ruler to make sure it is exactly opposite) andmoves the aircraft half its normal move. As before the modelstarts the nextroundupsidedown, but rvith both control columnpegs set at level.

    To do both of the above manoeuvres at the same time ispermissible ifon the second tum of a climb/dive and bank, theplayer declares it. He moves his model half distance in theopposite direction (not one quarter) and starts the next roundwith the flighr controts atlevet, with the modelthe dght way up.The Immelmann TurnOn the second rcund ofa steep climb with no tums, the playermay elect to "Immelmann". He halts for that round, points hisaircraft in the opposite direction, and statu the next round in asteeD dive with the throttle's Dosition one maimum accelera-don;bove stall speed (the lasfpegin thegrouponthe stall).

    GAME SEQUENCESet up the game using the Playing Cards:1. "Pin" in your orders.2. Jettison Droptanks/Drop Bonbs, ifrequired3. Move the aircraft.4. Declare any firing and resolve.5. The Transcript pages do a round of the .able (optional).6. The Aircraft stand is "pinned" (ifrequired).

    CLUBS = Left SPADES = Right(Note that the pilot cannot gain any extra dive by sideslipping. )

    Summary of Manoeuvre Sequencc1. The topmost pin in the throttle group is noted.2. Any drag due to A,ts, U/C, D/T, or BMB is deducred.3. The amount ofclimb ordive is calculated and any bonus orsubtracaion is made to the forward move.4. The number of turns (if any) is subtracted from the move.5. The move forward is split in half if a sideslip or tum(s) isintended. (I-ower move first if an odd number.) All the tums orthe sideways move are done and the remainder of the forwardmovecompleted.Example;A Sabre: Throttle : 19/NB = out/Shallow Clinb/SteeDBanlvshallow Tum.

    19minus4 (A,/B) = 15,12 (Shallow Climb factor) into 15 goesonce = one level climbed, and deduct 2 from forward move,naking it 13. A Shalow turn and Steepbank add up to 3 tums,13 minus 3 = 10.

    Move the model scms forward, do 3 tums on the template, doscms more forward, and increase the ahirude b! one.

    Toss a coin to decide who stans first. The loser Dlaces his modelin the centre of the table and the rest of the pl;yers on his sidemake a forrnation behind him. He then decides on his altitudeand puts his markers on the table.

    The opposing player then draws a card ftom the pack. Henotes the number and the suit. Ifthe card was red, he is abovethe other player; if black, h is below. The number is the

    He then draws another card. The number is the distance plus20 udts &om the aircraft and his starting position in relatior tothe other player(s).HEARTS = In front.DIAMONDS: Behind.CLUBS: Tohis ght.SPADES : To his left.

    Picture cards count as Tens. Should he find that he is over hisaircraft\ altitude limit or flying below the gound (0), add orsublmct the surplus amount as needed to give a plausible result.Add turther cards if needed.

    Finally, he draws the last card. Using the same formula he

    SETTING UP THE GAME

  • 26used to find hisstarting position relative to the otherplayer, hetums his model so that the other player's model is viewedaccordingto the suitchosen. He ignores the cardt number.

    When he has finished this, the other players form up behindhim.

    All orders, movement and firing is done simultaneously. Nofiring is allowed until the end of the second nove. (The pilot hasto release the safetycatch).

    Remember to change the Altitude Markers and rhe pins inthe sland after the movement phase.

    If the ordeing phase seems to drag on a bit, try givingyourselvesa time limit. About 15 seconds should be ample. Anypegs left unmoved stay that way until the next round. Thissimulates the quickthinking the pilots had to do

    COMBATFirinsTo fire at the enemy, you must neet all ofthe following crireria.He must be inrange, at the correct height, and within the firingarc. You must fire afull burst each time.RangeNo aircraft may fire on another ifthe range is less than 5 units.This is beause in real life there is a danger of sucking 'n thedebris from the enemy into your own jet inrakes. No aircraftnay fire further than its range maximum printed on its

    All measurements are taken from the middle ofeach stand.HightAn aircraft in level flight may fireon an enemyon the same levelas himself or the level higheror lower.

    An aircraft in a shallow dive may fire on the same level or two

    An aircraft in a steep dive may nol fire upon a targer on hisown level, butcan shoot atthe three levelsbelowhis.

    An aircraft in a shallow climb can fire upon his own level or

    An aircraft in a steep climb cdnnor fire on his own level, butcan fire at the three levels above it.Firing ArcPlace this contraption in fronl of the firing aircraft. If theenemy's flying stand wire can be seen when you look throughthe arcmade by yourown flying standwire and the twowires itfront ofit. then it is OKto fire. Ifa friendly aircraft is also withinthearc, shouldyou deide to fire, he too must place hismarkerson the enemy gunsigbt board and rake hischances.

    THE GUNSIGHT BOAXI)The BoadEach side must have at least one board. Cut out the diagram andmount it on thick balsa wood or cork tile.

    Anyone who's ever played the children's game of "Bat-tleships" will understand what is involved here.

    The player who is being fired upon places foul pegs in asquare formation thus:

    He maydothis an)ryhereofl the board as long ashedoesnotgo above the marked range {or that particular encounter. W}enhe is ready, the firer calls out his shots, (e.9. A3, D5, E6, etc).The Iirer and target both put pins in the called out squares.After every shot, the targer calh out whether it is way offor notby saying the {ollowing:Onthe target = "HIT" Anywhere else = "MISS"

    The player firing should be able to correct his shots in amanner similar to usins tracerround ammunition.

    9t,765432Tti

    DAMAGEIf the firer has scored one hit on the target, then the loser flips a

    HEADS: The aircraft is limited to half power on the nextround and forthe rest ofthegame.

    TAILS: The aircrafl cannot do any steep or specialmanoeuvres from the next round onwards,

    When the aircralt receives two hits the remaining man-oeuvres become impossible-

    When an aircraft is hit three times, itis considered unflyableand goes into a screamingdive in flames. Nowwouldseen like agood time to bale out.

    Should it receive four hits, it blows up in a ball of flam,killing the pilor.Baling OutShouldyou be unfortunate enough to have receivedthree hits, itwould be advisable to save yourpilot so that he may fly again.

    On the next round, replace the model and stand with a 3cmcircle ofcard. Thisdoes not move horizontally for the rest ofrhegame. but drops three levels in the firstroundandoneperroundaItr thar. Ifyour adversary should feel so inlined, you occupyone peg hole on a gunsightboard.

    OPTIONAL RIJLESPtlot SkillEven acursoryglance at the aircraft templates willtell yourhatth MiG 15 is a superior combat aircraft to anything in theN.A.T.O. stable. So how is ir thatthe West won? Quite simDlvby harinB better r 'a ined pi lols than the Communisls.

    Historically, the Western forces were usually outnumberedand if we are to simulate this, we have to give the smaller forcemore ability than its opponents.

    Pilot Skill One: No alteration. An average pilot. (Bad pilotsdon't get to fly fighters.)

    Pilot Skill Two: This allows the pilor to "jump" his bank pegoverthe central hole intothe next shallow position in one move

    It X(l

    tIil

  • 27

    Pilot Skill Thre: The pilot "jumps" the cenxal rudder hole ifdesired.

    P ot Skill Four: The pilot "jumps" the climb/dive central holeof th control column if required.

    Pilot Skill Five: The pilot can fire on a target as if he is 5 unitscloserthanhereal ly is. (Hemustst i l lbemorethan5unitsawayand this doesn't increase his guns'range.)

    Chinese and North Korean pilots start at Skill One. Russianpilots are rated at skills One and Two- N.A.T.O. pilots starts i lh ski l ls One, Two and Three.Pilot PrcgrssionAJter his first victory (downed an enemy plane) a player, ifhe isin a campaign, starts his next game with one extra skill level.when his tally reaches 5 victories, he gains an extra skill level.He gains one skill level for every 5 victories after that. He canonly claim a new skill level at the end of that game. His skillsonly apply as long as he flies the same type of aircraft, as we arecharting the carer of the chap in the cockpit, not th player.

    If a pilot should have to baleout, his next flight will be at oneskill level lower. (IIless than One, he gets transferred to flyingtransporc or a desk. )Th Transcript PagesAs wargaming is a social hobby, it's common for everybody tobe chatting during the game, but is it fail to discuss tactics iJ thegame tim is too fast for this to be realistic? As a remedy to this,place the players around the table in an altemate NATO,Communist order. They will now not be able 1o relate planswithout the other side hearing!

    Both sides had radio equipnent to communicate, so gNethern a sheet of ruled paper for each side.

    Each sidet elected leader may write a communication orplace a tick in the left hand of the line. He then passes itclockwise to the next player on his side.

    Only one line an be used per turn. A maximum of sixsyllables per line.

    lf a pilot has something important 1o say, and finds that line

    already written on, h must write over it and hope it isunderstandable to th others.

    w}len a pilot is hit he is obliged to say something on thetranscript, (Blown upplayen say "AAAAARGH!")

    At the end of the game, each side reads out its own transcript.(A litde bn of role-playine!)BombbgThe awe of bombing we are concemed with here is the low level

    An aircraft can only release its bombs below five levels fromthe gound.

    The bomb is dropped before the model is moved.The bomb moves straight forward fuom the model.Divide the prcvious thrcttle position by four, nultiply the

    result by the aircraft's cunent altitude, the result is the bomb'smove forward before impact.

    How you use these rules in a game is down to your owningenuity, but you could try giving one side a target to bombwhile a smaller force tries to disrupt them.

    BIBLIOGRAPHYWhile the world still waits for the definitive work on th air waroverKorea,I can recommend the following:Air Wars and Aicrafi, A Detailed Record of Air Comb^t 1945 tothe Present. Victor F'linrham. Arms and Arnour Press ( 1989).

    I paid a whopping 35 quid for mine. bul it covers every minorskirnish a plane had an interest in. "The Rann ofKutch, 1965"anyone?Korca, The Ai war 1950--19J3. By Jack C. Nichols & WarrenE. Thompson. Osprey Aerospace (1991).

    Not very heaiy on text, but lovely colour photos of mosdyAmerican hardware. Great painting inspiration-

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  • 28

    76e Caatreardan SqneSTAI\IDTO! 91

    This is the first wargames convention run by the Fife and DrumWargaming Club of Nottingham. The club has been going foronly three years and to run a show after such a short time speaksfor th large amount ofenthusiasm within it.

    The convention took place at the Carlton Le Willows UpperSchool. This is where the club was founded and its reeularmeetingplace.