I read the hardback version very shortly after it came out. I collect first hand accounts of the WW2 and unit histories of the 51st Highland Division in particular, so this one was a must buy. That said it is one of the best first hand accounts that I have read, and certainly the best from a gunner (it comparies favourably to George Blackburn’s Guns of War series – he was also a Forward Observation Officer).
You can have no doubt about the hardships of war, what the conditions were like for both the gunners on the gun line and the infantry on the front line. The book is very descriptive without becoming flowery and it avoids glossing over some of the less pleasant aspects. Also it tells you about everything, not just the combat and the aftermath, but also of the minor details of daily life.
This is the story of 9 RTR in WW2 written by one of its officers and including material from many of the survivors and contemporary diaries, including the battalion war diary, the brigade history and at one point the radio logs. It is packed with a wealth of material, much of which is directly quoted from a primary source. If you want a feel for what life was like for a heavy tank battalion then this is the book to read.
The stories told by the survivors and in the diaries don’t pull any punches, and some of what is described is quite horrific, many of the casualties in the battalion are well documented and the nature of the injuries suffered by tank crews tend to be severe.
The battalion re-formed in [late 1940/l941] and was one of the first to be equipped with Churchills. It trained in the UK until mid to late June 44 when it went to France. It took part in Goodwood & Epsom and the Falaise battles supporting the Canadians and 43rd Wessex Division at various stages. After that they were involved in the capture of Le Havre, Walcheren, and the Reichswald.
Each of the stages of the battalion’s existence and each of its battles forms a chapter. These are opened by the official account of what happened followed by personal narratives of events during the same period. Often the same incident is reported from several sources which gives you a clearer idea of what might have happened, and the level of confusion. For example one tank driver reported that he had no idea where he was during one operation as his vision slits were covered in mud and he was relying on the tank commander to guide him. At the end of the book are several appendices with a wealth of statistics and other information useful to gamers. Amongst other things the casualties are very well documented, not only in the usual table of numbers, but it also gives service number, rank, name, trade, appointment (e.g. troop leader’s driver), date, place, and sometimes a short description of the incident (e.g. mortar fragment in the face). There are also extracts from operational orders and most battles have several maps showing you the ground and the movements of the troops.
Overall I’d rate the book very highly and strongly recommend it to others that have an interest in WW2 and/or tank operations.
This was a design session on how to do a WW1 skirmish game, focusing mainly delivering a participation game for Jerry Elsmore’s 50th Birthday con. I’d already done a first darft of the rules but wanted to talk through some of the principles about what I wanted to achieve.
I found the discussion particularly useful in clarifying my methods for running a participation game at a show. Gone is the idea of having all the action in a static circle of squares that represented all that could be seen (I may do this at CLWG sometime as I still like the idea, although it would be too time-consuming for being run at a show). I did get some ideas for making changes to the terrain though so that it would only become clear when figures entered the square in question.
Also useful was the discussion on how to simulate disorientation and when that might be appropriate. This means that I have some ideas for retaining the confusion that can happen when patrolling at night, especially when shooting starts.
The next version of the game in a complete and playable form will be around at the January meeting and again in February so that it will have had a couple of outings by the time Jerry’s birthday convention comes round. Any volunteers to help run the game on the day will be more than welcome.
In the meantime the draft rules (which are an evolution of Jim’s Starship Solder rules converted to work with 2d6 and have a WW1 flavour) are on the web. http://www.cold-steel.org and there is a fledgling mailing list (using my usual server) at list@cold-steel.org (send a blank e-mail with ‘subscribe’ (no quotes) in the subject line).
Also if anyone has photos (preferably aerial ones) of trenches or shell craters (regardless of period) then I wouldn’t mind if you could send me some scans. I need to make up a stack of terrain cards for the game and one of the things that impressed me at the conference was Jim’s use of laminated card pictures for counters. I reckon that terrain cards made up the same way would look pretty good.
I promised that I would do a bit on Fighting In Built-Up Areas (FIBUA) because I thought that I would be able to add one or two bits of my experience to the pool. Because of laziness I thought that I would just provide the following extract from an Aide Memoire I acquired whilst an Officer Cadet.
There is much more from where this comes. Also possible is the section on Counter-Revolutionary Warfare (CRW), the chapter on use of artillery and the ever-useful Close Quarters Battle (“Fix Bayonets!”) chapter useful for those awkward occasions when you wake up to find that you’ve accidentally dug-in in the middle of an enemy position.
Chapter 11 – Fighting in Built Up Areas (FIBUA)
Following lessons learnt in the latter part of WWII where many young officers were killed, maimed, or lost the confidence of their men in house to house fighting it was decided that all officers had to be trained in the techniques of surviving FIBUA with their reputations intact. The following points should always be borne firmly in the front of your mind every time you and your men enter a Built Up Area (BUA).
Entering Buildings
1. Don’t run at a plywood door and then try to open it by giving it a good kick right in the middle. It is highly probable that your foot will go straight through the door. Not only is this uncomfortable it will not inspire confidence in your men. Let your platoon fool do this instead, it will be very good for morale.
2. When someone suggests that you stand atop a ladder while four of your men hold it and run at a first floor window remind them that you cannot adequately control the battle from atop a ladder and that your platoon sergeant would be a better candidate.
3. Don’t go in first, or second, third, fourth or fifth, in fact if possible wait until the building has been declared clear before going anywhere near it. Best of all is to sit a couple of hundred metres back and ask to have the village shelled flat for an hour or so before going in.
4. If you must go into a building avoid using holes anyone else has made – this includes doors and windows, especially doors. Always do it quickly with full auto selected, along with a nervous paranoiac disposition if you can manage it. (It must be stated that this cannot ever be real paranoia because the people in the building will be out to get you.)
5. Avoid windows with wire across them – wire tangles – the less said about this the better.
In the Building
1. Remember to give whoever is in the room you are about to enter the respect they deserve – at least one grenade and the contents of your magazine. This is where plenty of practice at the game “I bet I can empty my magazine faster than you” really pays off.
2. When you’re in a fortified house always remember that your helmet makes your head bigger (or your beret if you’re a Para) and avoid all those beams and ammo-box sangars inside the building. Especially worth remembering if your command post is set up under a table.
3. Whatever you do remember not to brew up with your hexy stove on wooden floorboards! If you need smoke then it’s much more effective to pop a signal grenade.
4. Keep all your smoke grenades inside your jacket, or at least securely taped up with the pins bent. Smoke indoors is an absolute bitch and the little buggers tend to catch on doorways, wire, etc and go off. If they do you need to wear a respirator or get out fast, neither is to be recommended.
5. When the building is safe stay in it, any excuse will do – local defence, protecting a flank, establishing an OP, setting up a Command Post, organising resupply, guarding prisoners, treating the wounded. All good officers should be able to think up something original and appropriate in order to let their men carry on without them. Besides, everyone knows what soldiers think of their officers and they would far rather they weren’t there. If all else fails a simple “Well done Sergeant – Carry on” will do the trick. It’s worked for generations, there is no reason why it should fail now for you. (Possible exception here being lack of intelligence on the part of Paras requiring their officers to actually lead them and thus risk their lives. Not a recommended course of action – but then anyone foolish enough to leave a perfectly serviceable aeroplane when it isn’t on the ground must be rather suspect.)
Leaving the Building
1. Avoid if possible, if not use the back door. This is the only circumstance in which you should lead from the front. Make sure that you have identified some good cover within five metres or so of the door or window you intend to leave from. Once you have get up and run as fast as you can and dive for the cover rolling into it to present the smallest possible target. This will undoubtably have alerted the enemy and any poor sod that follows you will almost certainly get shot at, the more that follow you the higher their chance of being hit. Hence the advisability of leaving first.
2. When making your mad, frantic dash for cover remember that bushes can conceal barbed wire. Also watch out for loose cartridge cases, they tend to be very destabilising on concrete/roads. Going arse over tit will not do your reputation much good.
3. Remember to take all your kit with you, and tie it down so that you don’t lose it on the way out either. It can be rather frustrating to find that you have left your hip-flask behind, and one does not want to have to risk one’s life more than is necessary. If you leave something behind send a soldier back for it – they are expendable, you are not.
Being Outside
1. Don’t do it – unless you’re a few hundred metres back and have access to artillery. If you do then you can have some good fun – especially if you mix White Phosphorous (WP) with delay High Explosive (HE). The WP sets the buildings on fire and the delay either explodes inside them or weakens/collapses drains and cellars. It should be borne in mind that using WP for anti-personnel or incendiary purposes is against the Geneva Convention.
2. If you must be outside get in cover. Nowhere is truly open and if you can’t find cover you’re not scared enough. Puddles always lie in low ground. Gutters provide decent cover if you are being mortared or shelled, but bugger-all if it’s a sniper. Cars are okay, but most high-velocity rounds will go straight through them – although they’ll stop 9mm quite happily (at least on the way out). As high-velocity rounds go there is not much you can hide behind – an old fashioned stone built wall or building is your best bet. If it’s a fifty calibre machine-gun don’t bother hiding, just pray that he’s a lousy shot and none of the rounds come anywhere near you.