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TABLE OF CONTENTS
Editorial ..............................................................................4
Operation Vengeance ........................................................ 6
Hadrian's Wall ................................................................ 10
Larry Leadhead ................................................................ 25
The Battle of Little Bohemia, 22 April1934 ................26
Isandlwana: Wargaming the Battle ..............................38
Ever Have The Desire To Tipi Your Wargaming Table? ..... .46
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Oaklawn Academy Garners ...................................... ... .50
Lee's Army Smashed At Antietam! .............................. 60
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Reviewing Stand .............................................................. 68
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Skulking In The Rear ...................................................... 76
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List of Advertisers .......................................................... 78
ssue
Kathryn and I (along with two other friends) went for a visit to France back in February.
We visited Paris for 6 days, and the Normandy area for two. This is a v iew from the
Command Bunker at Pointe du Hoc, where the US Rangers attacked on 6 June 1944.
ISSN 1549-0653
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HISTORICAL M IN IATURE GAMER
EDITORIAL
MAGAZINE
Editor/ Publisher: Don Perrin
Welcome to HMG Magazine, Issue #6! I've been
putting my mind to Napoleonics recently. I think it's
because, for me, it's allergy season, so my head hurts. If
it's already hurting, I'm not any worse off by adding
Napoleonics to my brain.
On the surface, a simple game of horse, musket and
artilJery is a fun one. The red are the British, the blue are
the French, the white are the Austrians and the green are
the Russians. It's all so simple! It never stays that way for
long.
Assistant Editor: Michael Koznarsky
Assistant Editor: Robert Giglio
Review Editor: Michael Koznarsky
Art Director: Don Perrin
LEGIO X. INC.
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subscriptions@hmgmagazine.com
Letters to the Editor: Don Perrin
editor@hmgmagazine.com
Customer Service: Kathryn Plamback
custsvc@hmgmagazine.com
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I've invested thousands of dollars into Napoleonic
Uniform guides and books. They show that no one is
consistent with anything, and it could take a degree in
uniformology to get it close to right (I am sure no one
actually gets it actually right!) This does a lot to put off
the beginner. He doesn't know where to stop in the
depth of detail.
Associate Editor: Michael Cosentino
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Napoleonics is the perfect period of equivelency for
infantry, cavalry and artillery. They form a triangle
where any one of them can counter the other two in a
rock-paper-scissors sort of way. That's the simplistic
look. The complicated look reveals detail layer after
detail layer. You can get caught up in the combat effectiveness difference between the First and Second Nassau
Regiments, for example.
Associate Editor: Kathryn Plamback
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Rule sets for the period range from the very basic to
the really detailed. The two camps that I see first off are
those that cater to "Battalion-level games" and the other
to "Brigade-level games". If the groups of soldiers represent battalions, then they do things like throw forward
skirmishers, form square when threatened with artillery,
and run away as a group. Brigades, made up of several
battalions, acts differently. It doesn't form square, for
example (its battalions do individually). You can have
several battalions in full retreat and several in frenzied
charges, all from the same brigade! It makes defining
your level of play very important.
I believe that to entice new players to the table, you
need a sexy, colorful rules set that is set at the battalion
level. It has to be quite easy, and not focus too hard on
the details of each battalion, but more on the game
aspect. Flavor is more important than accuracy in this
sort of game. It has to capture new players' imaginations.
I've heard rumor (and only rumor) that the
Battlefront people are thinking along these lines. If
you've got a rule set like this, please let me know. I'd
love to try it out!
Game 'til you drop!
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Send payment, made out to Legio X, Inc., to the address
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Please note that as of Issue #7, the cover price for the
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subscription rates shown above.
COVER:
Phil Viverito put on a fantastic game of Classical Hack at
HMGS East's Cold Wars convention in March. He built
a wall and fortifications from Hadrian's Wall in northern
Britannia. His article on the game and how appears
within. Happy reading!
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OPERATION VENGEANCE
Admiral Yamamoto's Final Flight, Bougainville, New Guinea,
18 Apri11943
By Michael Koznarsky
The following is a scenario for WWII planes using
the Red Sun/Blue Sky rules. It is challenging for both sides
and can be won by either American or Japanese players.
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The P-38 Lightning was the only plane
capable of making the 850 mile round-trip
flight and 18 were specially fitted with
auxiliary fuel tanks. The date for the mission
was chosen to coincide with the one-year
anniversary of the Doolittle Raid, partially
out of revenge, because it had recently been
revealed that three of the raiders had been
beheaded by the Japanese.
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By late 1942, the tide of war had turned
on both land and sea for the Empire of
Japan. To boost morale following the
Guadalcanal campaign, Airmail Isoroku
Yamamoto planned to make an inspection
tour throughout the South Pacific. These
plans were intercepted and decrypted by US
Naval Intelligence four days before the
proposed flight; the decision to fly a mission
to intercept Yamamoto's flight was
approved by President Roosevelt.
The mission flew barely 50 feet above water for most
of the flight and arrived at the intercept site exactly on
time, as did the punctual Yamamoto, flying with his
flight of two Bettys and six escorting Zeros. After
climbing to gain an altitude advantage, a "killer group"
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of four Lightnings, flown by Tom Lanphier, Rex Barber,
Besby Holmes and Ray Hine, attacked the Japanese
planes. When the American fighters were about a mile
away, they were spotted by the Japanese, who were
clearly surprised to see USAAF fighters. The Zeros broke
to intercept the Lightnings as the two Bettys attempted
to escape. One remained over the sea as the other headed
toward the shore of the nearest island. The Japanese
defense was hampered because the radios had been
removed from their fighters to save weight. The fight
only lasted 10 minutes. One Zero and both Bettys were
hit and shot down - one downed over the ocean and the
other crashed into the jungle. Admiral Matome Ugaki
survived his crash landing in the water but the crew and
passengers of the other Betty were not as lucky. The
body of Admiral Yamamoto was found the next day by a
Japanese search and rescue party, apparently killed in
the air by a machine gun bullet. The Americans did not
escape unscathed, losing Ray Hine in the encounter.
SET UP:
Raiders: The 2 Bettys set up within 4 hexes of the
board edge 1 facing board edge 6 at any altitude.
The news of Airmail Yamamoto's death raised
morale in the USA. To conceal the fact that the Allies
were able to read Japanese codes, it was reported that a
civilian coast watcher in the Solomans had identified
Yamamoto boarding a bomber in that area. The Japanese
were shocked by the Admiral's loss. His death was only
officially reported on 21 May 1943.
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Escort: The 6 Zeros may set up in 1-2 sections within
4 hexes of board edge 1 facing board edge 6. They must
set up within 4 hexes of any one bomber at 1 or 2 levels
above the bombers. They may engage the USAAF
fighters at any time.
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Controversy still abounds over which pilot actually
shot down Yamamoto's Betty Bomber/Transp ort
aircraft. Initially, both Tom Lanphier and Rex Barber laid
claim to the kill and both were awarded credit for a full
kill. This was subsequently changed to a half kill for each
pilot. In later years, the sole surviving Japanese fighter
pilot provided evidence that supported Barber's claim,
however in the early 1990s, the Air Force board of
Correction of Military Records could not decide how to
resolve this issue. The Secretary of the Air Force
reviewed the record and decided not to alter the official
records stating, "Such debate is not an appropriate
memorial to heroes."
This scenario is designed for use with John
Stannoch's Red Sun / Blue Sky rules set.
Scenario Type: Approach
Board Size: 4' by 8'
Raiders: 2 G4M1 Bettys
Interceptors: The Lightnings set up as one
section within 2 hexes of board edges 2, 3, 4 or 5
(roll a d6 to determine random set up, re-rolling 1
or 6).
Destination Board Edge: 6
SPECIAL S CENARIO R ULES:
The Japanese bombers may set up as one or
separate formations. If they set up as one formation, they do not have to stay in the same formation for the duration of the game.
Before the US rolls for set up, the Japanese
must secretly nominate one Betty as the plane
carrying Admiral Yamamoto. This should be
recorded for later confirmation.
Victory: The US player wins if he shoots down the
Betty transporting Admiral Yamamoto before his plane
exits the table at board edge 6. The Japanese player wins
if the plane carrying the Admiral successfully exits the
table at board edge 6 despite any damage done to the
plane.
Digital photo retouching by Mike Garlow
Plane miniatures by Navwar
USAAF insignia decals by Luftwaffe 1946
All planes and Japanese insignia painted by author
Photos by Rob Eubanks
Escort: 6 A6M2 Zeros
Interceptors: 4 P38 Lightnings
Number of Players: 2-6
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