Strategy 253
Strategy 253
Strategy 253
of
Number 253
Kursk,
1943
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Detailed maps
Orders of Battle
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contents
FEATURES
6 KURSK: Tactical Victory,
Operational Defeat
by Joseph Miranda
by Ulrich Blennemann
35 Empires End:
The Battle of Manzikert
The Seljuks defeat a Byzantine army and begin the chain of
events which would lead to the Crusades.
by Kelly Bell
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contents
Number 253
Nov/Dec 2008
FEATURES
43 Tanks in the Wire:
Lang Vei, February 1968
NorthVietnamese armor overrun a special forces camp
and open the way for the siege of Khe Sanh.
by Kelly Bell
departments
25 on design
Kursk
by Joseph Miranda
by Blaine Taylor
Pikes Pikes
by Robert Malcomson
54 DATA FILE:
The Armies of Cobra
Background data for the divisions which fought in the
D-Day campaign.
by Paul Koenig
Rules
by James Yates
by John Walsh
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#253
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The Soviets
Citadel failed because the Germans underestimated their enemy. They believed the Soviets wouldnt be
ready to launch a major offensive until the winter. In
actuality, the Soviets were ready to attack at about the
same time as the Germans, but they decided to wait as
a matter of strategy.
More broadly, Kursk represented a change in the
way Germany was conducting the war. It was a battle
of attrition, and attritional warfare was the antithesis
of blitzkrieg operations. The losses in armored fighting vehicles at Kursk worked to decrease German mobility during the follow-on Soviet counteroffensive.
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Possibilities
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VI Tigers were just coming into service at the time, replacing the older tanks that made up most of the losses
at Kursk.
Another often overlooked factor was that the Germans worst attrition wasnt so much in AFV, but in
infantry and motor transport. Shortfalls in both men
and transport were apparent since early 1942. The
Germans never made good their losses from the 1941
campaign. Even before Kursk, their infantry divisions
were generally under-strength. That reality was institutionalized by the 1944 reorganization (which actually began in 1943) of the infantry divisions from nine to
six infantry battalions. There simply werent enough
riflemen to hold the front, much less create a defense
in depth.
Similarly, the loss of motor vehicles reduced German mobility, as well as making logistics that much
more difficult. And while German mobility was on the
decline, Red Army motorization was increasing thanks
to American Lend-Lease.
The shortfalls in infantry and motorization imply
the Germans had lost ascendancy in the east before
Kursk began. It wasnt the losses incurred during
Kursk that made the difference, but those suffered
over the previous two years. Kursk gave the Germans
one minor advantage in that it kept the Soviets on the
defensive for several extra months as they fortified
their salient.
The larger German problem at Kursk came from
their overarching strategy. They had to win, and win
decisively, all the time. Anything less simply meant a
protracted war of attrition that, even if a peace could
be negotiated, wouldnt bring Nazi Germany the territories and resources it needed to survive. Kursk was a
major turning point in that it signaled the complete and
final transition of the war in the east from a struggle
for German supremacy over Eurasia into a struggle for
German survival in Europe.
If the Kursk offensive was ultimately doomed, then,
what might have been a viable alternative? The most
obvious alternative was to simply do nothing. Rommel and Guderian recommended building up anti-tank
forces, concentrating on producing and deploying assault guns and tank destroyers, which were cheaper
than turreted tanks by a third, and could mount more
powerful guns. They believed large numbers of those
vehicles could shoot to pieces the next Soviet offensive, which would have allowed the Germans to fully
stabilize the front.
There may also have been better places for the
Germans to target their offensive that year. Leningrad
was still within reach throughout the summer of 1943,
though the Soviets had been able to open a tenuous
overland supply route along the southern shore of
Lake Ladoga. The capture of Leningrad would have
allowed the Germans to link up with the Finns, and
continued on page 18
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16
Of course, at Kursk, the Germans were not trying to conduct mobile operations. They were attempting to smash their
way through Soviet prepared defenses. Given that, the employment of the heavy armored fighting vehicles was necessary.
The Soviet 1943 summer offensive followed Kursk. It
then continued into the autumn and winter, giving the Soviets the initiative in the east. They would never again surrender it. The Soviets had learned much by that stage in the
war, demonstrating they could conduct large-scale mobile
operations. The Germans were now fighting an enemy who
was coming close to their own operational capabilities.
Kursk marked the beginning of the tactical and operational ascendancy of the Soviet military system on the
eastern front. What had come to matter most was effective
deployment of combat strength. The Soviets had learned to
concentrate sufficient force at the critical sectors of the front.
Red Army organization facilitated that concentration. They
kept large numbers of tank armies as independent reserves
specifically held back for employment at decisive times and
places.
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Soviet Riposte
Even as the Germans were desperately fighting their way into the defenses around Kursk, the
Soviets launched their own summer offensive,
starting with an attack on the Orel salient, north
of Kursk, on 11 July. The Germans then pulled
their Ninth Army out of the Kursk offensive in
order to assist Second Panzer Armys defense of that
newly active sector. To the south, Soviet pressure
caused Manstein, in command of Army Group South,
to request permission to fall back to the Dnepr River.
Hitler refused. He had just recently allowed a withdrawal from the Orel salient, but the eastern Ukraine
was too valuable to the war economy and couldnt
simply be abandoned.
The Soviets kept up pressure throughout August.
Finally, Hitler allowed Army Group South to withdraw
to the Dnepr position. The Red Army followed close
behind, and hard fighting continued as both sides attempted to maintain bridgeheads on opposite banks of
the river. The Soviets wanted bridgeheads to gain access farther west; the Germans wanted them as bases
for future counterattacks to the east. Army Group Center also fell back, reestablishing a front at the Panther
Line, a hastily constructed fortified position west of
Smolensk.
By mid-October the Soviet southern offensive was in full swing. The Crimea was isolated,
and Kiev fell in early November. Throughout
all of it the Germans made desperate counterattacks, but the Soviets were not to be stopped.
As autumn turned into winter, the Soviets
kept attacking. Though German forces in the
Crimea were cut off from overland supply, Hitler ordered the port city of Sevastopol turned
into a fortress and held to the end, but the Soviets would take it the following May. As the
ground froze in December, the Soviets again
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Sources
Das Deutsche Reich und der Zweite Weltkrieg, vol. 8: Die Ostfront 1943/44, ed. By Militrgeschichtliches Forschungsamt,
Munchen: DVA 2007.
Glantz, David M. & Jonathan House. When Titans Clashed : How
the Red Army Stopped Hitler. Lawrence: University of Kansas
Press 1995.
Healy, Mark. Kursk 1943. The Tide Turns in the East (Osprey Campaign Series 16), London: Osprey 1993.
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This is the third edition of the Kursk game originally published by old-SPI back in the early 1970s, which
was later redesigned into a second edition, retitled as:
Eric Goldbergs Kursk: Historys Greatest Tank
Battle, July 1943. This new edition is by Ty Bomba,
and shares an evolution of the system used in our other
Road to Ruin series titles: Drive on Stalingrad and
Drive on Moscow.
Theres been a lot of new information published
on Kursk since the last edition. In particular, we made
good use of The Battle for Kursk, 1943: The Soviet
General Staff Study. The insights it provided were
many, but the one that will cause the most eyebrow
raising will be the lack of separate Soviet artillery
units. We took that approach because the Red Army
command did, too. Concerned theyd be unable to shift
their cannon as and where needed, they initially spread
them throughout their defensive belts. Only later, once
theyd switched to the strategic offensive in August,
were the guns again brought together to reform artillery divisions and corps.
Mansteins Gambit is a scenariofor the alternative scheme put forward for this German offensive by
Field Marshal Manstein. He believed Operation Citadelle, as put forward by Hitler, had no chance of success. He therefore argued the attack should be made
with all available forces. The additional units added
to the German order of battle represent the scouring of
all the other fronts and rear areas of the Reich, to bring
in all the divisions capable of conducting major offensive operations. That option is available to the German
player, but with the trade-off of then having to fulfill
far more ambitious victory conditions.
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On Design
The Battle of Kursk has gone from
relative obscurity (being overshadowed by Stalingrad), to being called historys greatest tank battle,
then, more recently to being seen as a kind of grandbut-abortive German armored raid against the Soviet
salient in the front line in the summer of 1943. One
of the advantages of wargaming is you can explore
all those different possibilities. And Kursk does have
much going for it as a battle: lots of armor on both
sides, and the mystique of this battle being the turning point in Hitlers war with the Soviet Union.
The battle actually, given the geographic extent
of its operations, Kursk was really a mini-campaign
was fought in summer within range of the lines of
communication of both sides. That minimizes the
need for weather and supply rules that often bog
down designs. And, as a result, players can more
easily explore the big decisions that determined the
course of the campaign.
You win Drive on Kursk by accumulating victory
points for destroying enemy units and taking strategic objectives. Theres not only the issue of defeating the enemy, theres the ability to compare your
performance with that of the historic commanders.
Score more points and you get personal satisfaction.
That also gives you more of the historic dilemmas.
One is theres a tradeoff between geographic objectives and unit losses. Do you really want to hold that
victory point city if it means potentially losing more
points in eliminated units? Conversely, sometimes
it makes sense to fight for an objective that has little
geographic utility because of its victory point value.
Suddenly, many otherwise strange decisions made by
the original high commands fall into place.
Unit combat factors represent the quantitative factors of firepower and armament, as well as some nonquantitative factors such as training and leadership.
The game also accounts for qualitative differences
between the armies. The ability of German mechanized units to infiltrate enemy zones of control is one
example. That represents the panzers still-superior
capabilities in mobile warfare at that time in the war.
A lot of other things went into Kursk. Designer
Ty Bomba chose not to include separate Red Army
artillery units. Instead, their strength is subsumed into
Soviet maneuver-unit combat strengths. That may be
surprising to some, but it reflects the actual practice
in the field at that time. At the start of this campaign,
Soviet artillery divisions were directly attached to
tank and infantry commands, not kept as separate
formations, which wouldve been impractical given
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#253
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F o r Yo u r I n fo r m a t i o n
Did You Know?
Attention S&T readers: Were always looking for authors for FYI for
Strategy & Tactics and the new World
at War magazine. If youd like to try
your hand at writing short (under 2,000
words), pithy articles for this column,
on virtually any aspect of military history, contact Ty Bomba, FYI editor, at:
WhiteRook@att.net.
strategy & tactics
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F o r Yo u r I n fo r m a t i o n
Jane Fonda in North
Vietnam: What Did She
Actually Say?
#253
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F o r Yo u r I n fo r m a t i o n
Pikes Pikes
~Robert Malcomson
strategy & tactics
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F o r Yo u r I n fo r m a t i o n
The 298 Spartans
~James A. Yates
#253
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F o r Yo u r I n fo r m a t i o n
detect and destroy with the anti-submarine warfare (ASW) weapons and
platforms of that era, but safety problems and the introduction of nuclear
power led to most countries abandoning further development.
The Soviets pursued the closedcycle diesel-electric propulsion system in the 1950s, installing it in their
Zulu-class boats. Closed-cycle diesel
propulsion is theoretically simple.
Compressed air or oxygen is fed from
storage tanks directly into the diesel
engines, and those engines exhaust
is vented into the sea. It has three
disadvantages; 1) its noisy; 2) it cant
be used at depths below 100 feet, because the pressure inhibits the exhaust
venting, all but blocking it below that
depth; and 3) exhaust bubbles are
visible on the surface when the submarine is using the system at depths
above 70 feet.
The Germans abandoned the
system because they could never
store enough compressed air to give it
significant endurance, a problem the
Soviets solved by storing compressed
oxygen in tanks aft of the submarines
torpedo tubes, away from the diesel
engines heat. Unfortunately for the
Soviets, their maintenance and safety
procedures were poor, resulting in
constant oxygen leaks that, combined
with the crews smoking habits and
the presence of flammable materials, caused a long series of fires and
underwater explosions. In fact, fires
struck so often, and to such deadly effect, the crews called them cigarette
lighters. Today only the Netherlands
considers close-cycle diesel propulsion a viable AIP system.
Its disappearance from the Soviet
inventory marked the demise of AIP
systems from naval operations, but it
didnt end the further pursuit of the
technology itself. Germany, France,
Russia and Sweden have continued
to pursue such development. Their
efforts accelerated in the 1990s in
response to a growing demand for
submarines by the worlds lesser
naval powers. Those countries wanted
a means of protecting their maritime
economic and environmental interests
within and just beyond their economic exclusion zones. The subma-
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F o r Yo u r I n fo r m a t i o n
PEM fuel cells pass hydrogen over
one side of a membrane and oxygen
over the other. A platinum catalyst
separates the hydrogen into positive ions and four electrons, which
then pass through an external circuit
as electricity to ultimately join the
oxygen atoms on the other side. The
hydrogen ions migrate to combine
with the oxygen to form water. In
fact, fuel cells constitute the only
truly closed-cycle AIP system. Their
only byproduct is water.
The absence of combustion and
moving parts also makes fuel cells
the quietest AIP system. Unfortunately, they also suffer from having
the lowest power density, requiring a
much larger power plant to produce
a useable level of power. Additionally, there are safety and maintenance
concerns due to having to store the
highly flammable liquid or gaseous
hydrogen. The safest method is to
join the hydrogen chemically with a
metal alloy to form a metal hydride.
The hydrogen can then be released
by chemical manipulation, but the
submarine thereby exchanges 10 days
of endurance for greater safety. The
German and Italian navies already
have units in service, and in the Greek
and South Korean navies are being
retrofitted to Type-209s and installed
on new Type-214s.
The Russians didnt complete
their program before the USSR
collapsed, but their research has
continued. Russia reportedly installed
the Kristal-27E fuel cell based AIP
on their new conventional boat, the
St. Petersburg, about six months after
it was commissioned. Theyre also
offering it as one of the options with
the export version of that vessel, the
Amur-class. A Kristal-27E equipped
unit may be able to operate submerged for up to 30 days.
Most observers think China is
working on a fuel cell based AIP for
its new Yuan-class conventional submarines. Since the Yuan-class propulsion system is derived from German
propulsion equipment, most believe
its based on German technology, but
its just as likely to turn out to be a
Chinese development of the Kristal27E.
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~John Walsh
mercenaries as they take on the Persian Empire. Joseph Miranda designed the wargame
on one of historys great epics, while James
Yates looked at the big picture of warfare in
the ancient Middle East. Gary Valenza delved
into the Ethiopian-Eritrean conflict, one of the
bigger exercises in futility of the last several
decades. And at the Little Bighorn, wargame
veteran Alan Zimm provided a new analysis
of the events of that fateful day of 25 June
1876, Custers Last Stand.
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Work In Progress
First Battle of Britain (1BoB), designed by Joseph Miranda, is a wargame covering the German bomber offensive against England in 191718. The objective is to score more morale points
than your opponent. Historically the bombing
campaign inflicted little real damage on British
cities or industry. The attacks psychological
impact, however, was enormous: they demonstrated Britain was vulnerable to outside invaders for the first time in a millennium. Victory is
therefore based on the German players ability
to panic the British populace. Both sides can
spend their morale points to reinforce their air
forces and increase their air defenses.
Each air unit represents a flight or squadron.
Each hexagon represents five miles from side to
opposite side. Each Operational Turn represents one month. Each Flying Turn represents
20 minutes of flying time. The 34x22 map has
large hexes, and there are 176 large-size, fully
iconic units.
There are three scenarios. Scenario 1 covers
the situation in 1917, with both sides building
up their airpower. Scenario 2 covers 1918, with
both sides at full strength. Scenario 3 covers
the entire campaign from 1917 through 1918.
There are about 10,000 words in the rules,
which works out to mean two experienced players can finish either of the two shorter scenarios
in about four hours. Solitaire play is doable, but
requires a little more fudging than the typical
land-wargame when played that way. The overall game system is of intermediate complexity.
Next Issue
#254 Hannibals War. Multi-player game of the Second Punic War, using a derivative of the 1066 system.
#255 First Battle of Britain. German air forces in English skies, 1917-18.
#259 Battle for China: Imperial Japan launches one of the greatest land campaigns in history as the Chinese resist
invasion.
#253
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Empires End:
The Battle of Manzikert
by Kelly Bell
One of the most decisive battles in history was fought near an obscure fortress in
Armenia in AD 1071. It would bring down one empire and lay the groundwork
for the Western counterattack into the Middle East, the Crusades. The name of the
battleManzikert.
Eleventh century Armenia lay in a geographically
unenviable situation in an equally unfortunate time period. Sandwiched between the Byzantine Empire and
the Seljuk Sultanate, this principality was eyed greedily
by both powers because of its wealth and strategic position. The central Asian trade route known as the Silk
Road wound through Armenia, making it a rich mercantile center. Its own resources of fruit, cattle, iron, copper, borax, salt, jewels, arsenic, silver, and gold ensured
the wealth of the country. Its artisans were renowned for
their skill in producing fine weapons, carpets, leather,
and fur garments. And its mountainous terrain made it
a natural fortress athwart the caravan highways. Whoever controlled Armenia controlled transcontinental
commerce. Determined to maintain their independence
and culture, the Armenians had resolutely resisted all
foreign influences. Their success, wealth, and pugnacious temperament aroused jealous hatred among their
lowland neighbors.
A New Emperor
In 1068 a new Byzantine emperor, Romanos IV Diogenes, assumed the purple in Constantinople and found
himself instantly beset by enemies on every side. The
Normans in Italy, Magyars in Hungary, Uze and Patzinak Turks in the Balkans, and the delicate situation in
Armenia presented Diogenes with a host of political and
military challenges that would tax his abilities to the utmost. As a general he had distinguished himself on battlefields versus the Patzinaks, and his military outlook
was a signal for a new direction in foreign policy in the
Byzantine world.
strategy & tactics
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the very Christians hed sought to rescue from Turkish rule. Suspicious of the Armenians allegiance, he
treated them as conquered enemies rather than valued
subjects, alienating potential allies among them.
Year of Decision
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Day of Battle
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behind, thereby further exposing the first line to showers of arrows from the smaller Seljuk army.
After a full day of trudging futilely after a foe who
refused to stand and fight, the Byzantines were becoming demoralized. Moreover, Diogenes had taken all his
men into the field rather than leave a reserve to guard
the bivouac, and he didnt want to leave his own camp
undefended and liable to plunder by the enemy.
Seeing the danger of continuing the pursuit in darkness, Diogenes gave the signal to turn back. The signal was made by reversing the imperial standards, and
thats when things began to unravel.
The units following in the wake of the first line
misconstrued the reversing of the standards to mean
the armys vanguard had been defeated and was in
retreat. Making things worse, the outer wings of the
Byzantine army had become detached from the center
during the pursuit. As the Byzantines milled in confusion in the gathering darkness, the Seljuks, poised
on the heights in front of Diogeness troops, stopped
retreating, turned and charged.
Slicing into the disorganized Byzantines, the Turks
annihilated the right wing of their first line, and then
surrounded the rest of the formation, forcing it to surrender. Diogenes himself was captured. Andronicus,
who commanded the still intact second line, turned
around and led his men off the battlefield.
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Ruin of an Empire
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Ways of War
Godfrey of Bouillon.
strategy & tactics
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Sources
#253
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At the Gates
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At 12:42 a.m., 6 February 1968, eleven Sovietbuilt PT-76 amphibious tanks hit the installation from
several directions. The first approached from the south
via an abandoned road. Turning their hull-mounted
searchlights onto the wire barricades, the tank commanders stood in their turrets and sent two soldiers on
foot to cut through the outer fence. The garrison had
been alerted when one of the tanks had run over and
set off a trip flare. Lang Veis startled defenders were
able to see the NVA soldiers through the eerie green
flare-tinged fog, and immediately shot the pair at the
wire. The tank commanders ducked back
inside their machines,
buttoned
up,
and
charged their vehicles
straight through the
camps fence. Watching from the roof of the
command bunker, Sgt.
Nick Fragos screamed
into his radio microphone: We have tanks
in the wire! The battle
of Lang Vei was underway.
Longgrear shouldered his LAW and
pressed the trigger, but
it misfired. He picked
Meanwhile at Khe Sanh: USMC machinegunners
prepare to repel a North Vietnamese attack.
46
up another but it also misfired. In desperation he rearmed the firing mechanism and again pressed the trigger. That time it worked, and the rocket sped forward
and hit an incoming tanks hull. Instead of penetrating
the armor and exploding, however, the rocket ricocheted straight up, doing no damage to the target.
Longgrear and his men fell back to the command
bunker and reported to Willoughby. Willoughby
shoved LAWs at his tank-killer teams and led them
outside while Spec. Frank Dooms radioed Da Nang
(the main US base in I Corps) and nearby Khe Sanh to
report the attack.
At Khe Sanh the Marines at first refused to believe
the report, attributing it either to the Army perpetrating
a practical joke or having lost its nerve in the nighttime jungle. Dooms reset his frequency and called
directly to Khe Sanhs fire direction center. When he
shouted into his radios microphone that he could hear
tank engines backfiring, the bored-sounding reply was:
Negative. That must be the sound of your generators
backfiring.
At Lang Vei, Special Forces troopers and mercenaries were engaged in fierce firefights with NVA sappers whod penetrated the wire. They radioed to an Air
Force forward air controller (FAC) circling overhead
to send in an air strike. It couldnt come too soon. Six
more tanks were clanking down Highway 9 to assault
Lang Vei from the east.
Dooms finally prevailed and convinced the Marines
Lang Vei was under attack by enemy armor. NVA gunners at Co Roc were dropping 152mm howitzer shells
on Khe Sanh; so it was apparent something big was
afoot. Marine artillery, in range of Lang Vei, began firing in support of the beleaguered outpost.
At 1:00 a.m. a FAC informed Willoughby a C-47
Spooky gunship had arrived. Willoughby told the
FAC to have the airplane fire flares and illuminate the
south perimeter so targets could be identified. He then
snatched Doomss microphone and ordered the Marine
gunners to bombard Highway 9. As Spooky showered
parachute flares, heavy shells began crashing along the
road, halting the incoming tank column.
SFC James Holt fired his 106mm recoilless rifle
against the tanks advancing from the south. His first
shot destroyed the lead tank as it rumbled up the Lang
Troi road. Moments later he knocked out the second tank. As crewmen scrambled from the burning
machines, Holt reloaded his 106mm with a flechette
round and fired. The swarm of tiny steel darts hummed
like hornets as they cut down the fleeing tankers.
By that time Lang Veis defenders were engaged
in hand-to-hand combat with NVA infantry pouring
through the gaps the tanks had ripped in the wire. Holt
was last seen pumping round after round of flechettes
at an oncoming tank. He tried to move back just as his
position was overrun, never to be seen again. Hes still
listed as missing in action.
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NVA Armor
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NVA Sappers
North Vietnamese army sappers were considered the elite of that army. They were specially trained for infiltration, assault
and sabotage. Sappers were sent in ahead of a main force to neutralized defenses and seize critical positions. Throughout the
course of the Vietnam War, the sapper branch expanded, fielding full regiments by 1972. A typical sapper training course
included the following.
Hours of training
40
120
48
72
120
144
72
168
216
24
24
72
48
Topics
Wiring and electric power, electricity measurement and its sources, types of wiring,
protecting wire.
Reconnaissance: principles, organization of a scout team, scouting airfields, bases,
routes, ports, docks and bivouacs.
Camouflage: methods, individual movement, lighting.
Close Assault.
General Review.
Final Test.
Source: http://www.gruntonline.com/NVAandVC/nva_sappers1.htm
Free World
Twenty-six Special Forces (Green Berets) troops comprising Operational Detachment A-101, C Company, 5th Special Forces Group.
Approximately 500 Montagnard troops comprising the 101st, 102nd, 103rd and 104th
Mobile Strike (MIKE) Companies, and three combat reconnaissance platoons.
Army of the Republic of Vietnam Special Forces Team
North Vietnamese Army
Approximately 400 troops (one battalion) of the NVA 304th Infantry Division
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Inner Perimeter
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Aftermath
Of the 11 PT-76 amphibious tanks the NVA deployed that night, seven were confirmed destroyed,
with two more listed as probable kills. Approximately
250 of the 400 men the 304th NVA Infantry Division
sent against Lang Vei were estimated to have become
casualties. Twenty-three of the camps 24 US Special
Forces troops were dead, wounded or missing, including those whod made it back to Khe Sanh. The Montagnards suffered worst, with 269 dead, wounded or
missing.
A major problem was defective and inadequate
anti-tank weaponry. It had been the first encounter Free World forces had with Communist armor in
Vietnam. Recoilless rifles had been used previously
as bunker busters against enemy strongpoints or to
fire anti-personnel rounds. More meticulous anti-tank
training would be needed.
Of course, Lang Vei was just part of the countrywide Tet offensive, during which the NVA and VC
attacked targets throughout South Vietnam. Bigger
battles were fought at Hue, Saigon and Khe Sanh.
Sources
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This game depicts the German campaign against Poland in September, 1939. Historically,
it was a stunning victory but the blitzkrieg strategy was untested and Poland expected to hold
on long enough for other countries to intervene. In the game, the Germans strive to
force the Polish surrender quickly by capturing Polish cities including the Polish
capital, Warsaw. The Polish fight to defend their cities and stop the German advance.
Cards depict the combat forces, objectives, and events of the campaign. $23.00
D-Day
June 6, 1944, the day that decided the fate of World War II in Europe. Now you command
the Allied and Axis armies as each struggles to control the five key beaches along the
Normandy coastline. If the Allied troops seize the beaches, Germany is doomed. But
if the assault fails, Germany will have the time it needs to build its ultimate weapons.
You get to make vital command decisions that send troops into battle, assault enemy
positions, and create heroic sacrifices so others can advance to victory! $20.00
Midway
From June 4th to June 6th of 1942, a massive battle raged around
the tiny Pacific island of Midway that changed the course of World
War II. The victorious Imperial Japanese Navy was poised to capture
the airfield on the island of Midway and thus threaten Hawaii and the
United States. The only obstacle in their path was an outnumbered
US fleet itching for payback for Pearl Harbor. You get to command
the US and Japanese fleets and their squadrons of fighter planes,
torpedo bombers and dive bombers in this epic battle! $20.00
North Africa
Covering the great battles of Erwin Rommel from 1941 to 1943, as he fought his way back and forth
across the deserts of North Africa. LNA uses cards to represent the military units, supply convoys and
objectives of the historic campaign. To win, you must consider your units combat power and maneuver
options as well as their supply situation. The game features: the Afrika Korps, Tobruk, the Desert Rats, Malta,
anti-tank guns, resupply from Europe, minefields and more. LNA is based around a new combat system
that makes maneuver and planning as important as brute force. That approach is faithful to the historic
MOTORIZED ADVANCE
Starts Game in
events, in which smaller forces were often able to defeat and rout larger ones by using better tactics and
WESTERN DESERT
planning. In LNA, battles can be won not only by overwhelming the enemy with firepower, but also by
out-thinking and bluffing him. The dynamic game system puts you in charge of one of the most famous
MOTORIZED
theaters of WWII. $20.00
FORCE
009
037
War on Terror
Fight the war on terror with Americas cutting edge weapon systems!
You have been charged with hunting down terrorists aiding regions
SIEGE
around the world and toppling their corrupt governments. To accomplish this, you have been given command of the latest weapons and
best personnel America has to offer. You get to command elements of the Air Force,
Army, Navy, Marines, Special Forces and Propaganda Warfare. War on Terror is an
ultra-low complexity card game for all ages. The focus is on fast card play, strategy, and
fun interactive game play for 2-4 players. $20.00
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DATA FILE:
The Armies of Cobra
By Paul Koenig
Tank landing ships unloading supplies on Omaha Beach, building up for the breakout from Normandy.
Germans
1944 Panzer Division
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SS Panzer Division
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These divisions lacked transportation and reconnaissance units, since they were envisioned for use, as
the name implies, in static defensive positions such as
holding coastlines or fortifications. The divisional battalions did not possess heavy weapons were, instead,
left under the control of regimental headquarters. The
700 series static divisions were initially formed with
two regiments, each with three battalions. Many of
the static divisions in France underwent a conversion
prior to the invasion so they contained three regiments
of two battalions each. The three-regiment units were
capable of generating more firepower because each HQ
was only responsible for two battalions but had a full
complement of heavy weapons.
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Flak Divisions
United States
1943 Armored Division
Airborne Division
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Great Britain
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Contents:
Four 22 x 34 maps
2,520 die-cut counters
Rule & scenario books
6 Organization Charts
Player Aid Cards
Campaign Analysis
Six-sided Dice
PO Box 21598
Bakersfield CA 93390
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Decision Games
Games
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Available Now!
Flying Circus:
Aerial Combat in WWI
Flying Circus: Aerial Combat in WWI depicts the fun
and flavor of World War I aerial dogfighting. You fly the
colorful and agile aircraft of WWI as you make history
in the worlds first use of aircraft in a military role.
This is the basic game. You have everything you need
to play single aircraft duels to multi-aircraft dogfights.
Each aircraft has its own unique charateristics reflected
in its ratings and special abilities. The basic game rules
cover all the maneuvers that made WWI aerial combat:
barrel rolls, stall turns, Immelmanns, vertical rolls and
Chandelles. Outmaneuver your opponent to line up your
guns and watch his planes go down in flames!
Gamers who have played the Down in Flames game
series will find many similarities in game play, however,
previous experience is not necessary. The basic game
rules can be read in less than 20 minutes and you can
play your first game immediately.
Shipping Charges
1st unit
Adtl units
$10
$2
20
Canada
26
28
Asia, Australia
QTY
Type of Service
Title
Price
$60
$160
Flying Circus-Basic
$25
Flying Circus-Deluxe
$40
Total
Shipping
Name
Address
City/State/Zip
Country
V/MC #
PO Box 21598
Bakersfield CA 93390
Exp.
Signature
Phone #
strategy & tactics
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III
III
Detailed maps
Counter
II
II
II
II
II
Intelligence
Orders of Battle
II
()
4
Attachments
CC
II
II
II
II
II
Counter
Intelligence
II
II
II
II
II
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