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DEATH OF FASCISM II
Game Handbook
(c) Megagame Makers 1995
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CONTENTS
1. Introduction
General 2
Dressing Up 2
Unit Resolution 3
Rules 3
Credits 3
2. Player Team Organisation
Cabinet Teams 4
Layout of Game 5
High Command Teams 6
Front/Army Group Teams 6
Composition of a player team 7
3. Sequence of Action 8
4. Umpire Organisation
Game Control 10
Theatre Control 10
Map Control 10
Liaison Umpires 11
Strategic Air Umpires 11
Political Umpires 11
Non-Played Countries Umpires 11
Intelligence Umpires 11
5. Communications
Player Team Communications 12
Communication with Umpires 12
6. Representing The Armies on The Map
Principles 14
Standard Map Symbols 15
Hints on Keeping a Good Map 15
Example Map 16
7. Orders
General 17
Issuing Army Group/Front Orders 17
Examples 18
Terminology 22
High Command Orders 22
Command & Control 23
8. Logistics
Logistic Support Points (LSP) 24
Reinforcements 24
Movement of Supplies etc. 25
9. Movement
Ground 26
Rates of Advance 26
Roads 26
River Crossing 27
Rail Movement 27
Tactical Air Forces 27
10. Land Combat 28
11. Strategic Air Operations 29
12. Tactical Air Operations 30
13. Naval Operations 31
14. Duties of the Liaison Umpire 33
The LU's Job
What Do the Players Want?
15. Selected Bibliography 34
Annex A. Example of a Standard Order Sheet.
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1. Introduction
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General
This game is about virtually the whole of the Second World War
during the period of approximately April to December 1944.
The events of that year represented the effective end of Nazi
power in Europe and the rolling back of Japanese expansionism
and defined the geopolitical face of the world for the following
forty-six years - and the impact of events in 1944 is still felt
today, fifty-odd years on.
Player teams in this game will represent Army Group or Front HQs,
Strategic Air HQs, High Command and Political leadership.
The design team have done their best to provide an accurate simulation
of a huge canvas and widely differing series of military campaigns.
Where you find historical flaws, they will be for one of three
reasons:
a. We made a mistake.
b. It is a deliberate change to offset the unreasonable use of
hindsight.
c. It is a deliberate game 'fudge' to make the game easier to
play.
In each case, please bear with us. It would be much appreciated
if all participants who detect flaws in briefing or background
(or indeed in game mechanics) could write to us as quickly as
possible, just in case it is something that can be fixed. Once
play starts no fixes will be permitted - the game is too large
and the briefings so inter-related that any ad-hoc fixes then
would only be confusing. If you have any points arising from
the game itself on the day, write also - we only improve by criticism.
We regard this feedback as important. We do not expect to create
the 'perfect game' and are committed to a process of continual
improvement - so that each version of one of our games incorporates
refinement and development based on previous games.
To that end you will be asked to complete a critique questionnaire
on the day giving your immediate reactions to the game - please
fill it in and return it before you leave, it is an important
aid to the future development of both this and other games.
Dressing Up
I would be grateful if those participants who like to get into
their roles as fully as possible could resist the temptation to
dress up for the game. Whilst I recognise that there is, inevitably,
a significant element of role playing in any megagame the political
overtones of, for example, overt Nazi regalia or stereo reproduction
of Hitler's speeches will be seen as unacceptable to both some
participants; and to non-participants such as the authorities
at the Staff College. We feel that everyone must be sensitive
to this, and especially so since we will wish to use the facilities
again. We welcome your co-operation.
Unit Resolution
In most cases the smallest combat unit is a Russian, Japanese
or Chinese Army or German/US/British Corps or the equivalent.
Some small but important specific units may be represented -
and your National Order of Battle (ORBAT) brief will give you
details should you control such units.
Rules
I wish to emphasise the following important points that are mentioned
further in the body of this handbook:
a. The extreme importance of proper map marking. You will not
function properly as a player team unless your maps are properly
kept up to date. Wargamers in general are notoriously lazy about
map marking, so please make an effort - it's in your own interests.
It is especially important that you make the effort in this game
because of the high level at which it is set.
b. Listen to your Liaison Umpire. Make sure you understand what
he or she is saying, what you think you hear may not be what they
are actually saying! Your LU should be a source of a lot of useful
information, and even more useless information - it is your job
to sort the wheat from the chaff.
c. Teamwork is essential. In particular, in the Army Group/Front
teams you will not have either the time or the opportunity to
operate as a discussion group, so sort out who does what and stick
to it, otherwise there is a good chance you will go under.
Credits
Game Concept and Admin.: Jim Wallman
Historical Research & Game Design Team : Andy Grainger
Jim Wallman
Terry Martin
Brian Cameron
Jeff Awdas
Peter Howland
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2. Player Team Organisation
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Cabinet Teams
These teams represent the highest level of decision making. Their
task is to decide on the broad sweep of grand strategy. They
are also primarily responsible for diplomatic liaison with other
countries.
Each member of the Cabinet team will have a particular portfolio;
for example, Foreign Minister or Minister for the Army etc.
In some cases (but not necessarily all) they might have their
own personal political agenda also.
The Cabinet will usually receive reports of events via the military
high command players and from Political Umpires. Based on this
information they modify or devise policy and instruct their High
Command Team(s) accordingly.
Their main tasks are:
a. Decide on priorities for the armed forces. For example, the
British Cabinet might, in the event of a breakthrough in Normandy,
have to decide whether to press for a push through Belgium or
for the Rhine directly, say, through Strasbourg. This would have
to be in conjunction with allies, obviously. Once priorities
have been arrived at they are passed to the appropriate High Command
Team.
HOW these priorities are implemented is up to the Military.
b. Make Policy. The cabinet may have to discuss its policy on
other matters; for example, the post-war political shape of Europe.
c. Liaise. As suggested above, negotiate and liaise with the
other National cabinets, especially over any joint operations
that might develop, and over the way the alliance should prosecute
the war. This may well involve quite a number of lengthy personal
visits, and may well be the major activity of many cabinet members
(especially the Foreign Minister).
d. Hire and fire. In certain circumstances, high level (or any
other) military commanders can be replaced. In practice this
must be agreed unanimously by the entire cabinet team. The replacement can be any subordinate commander, and the displaced commander is slotted in as a junior staff officer at a lower level. Consult the Political umpires if in doubt.
Where joint operations with Allies are being considered, an overall
commander must be agreed to and appointed at Cabinet Level and
the command arrangements of joint armies has to be established.
Each national cabinet has its own room. Players can visit other
rooms as ambassadors, or visit the 'front' (the rooms where the
military teams are and where 'combat' is taking place) freely,
provided the visit is to a 'front' that is in the same Theatre.
Inter-Theatre moves must be cleared with the Political Umpires.
High Command Teams
These teams are responsible for the direction of their armed forces
at the top level. They are there to execute the grand strategy
devised by their political masters - which in some cases can be
on a global scale. They are also to advise and inform the cabinet
of significant military events.
They usually command subordinate Army Group or Front Teams, giving
them their orders, and in some cases redeploying existing forces
between army groups or allocating additional reserve forces as
necessary. For the USA, Soviet Union, Germany, Japan and Britain,
they are NOT tactical command teams, and should not try to instruct
subordinate teams on the minutiae of handling the armies within
their Army Groups - they should regard each Army Group/Front as
a single unit (if they do not, they will soon get swamped with
detail).
The German Allies (Hungary, Rumania and Finland) and China have
one High Command team each, handling both higher level issues
and, if appropriate, tactical operations, on a tri-service basis.
Other countries (Bulgaria, Greece, Yugoslavia, non-belligerent
countries) are all handled by the Non-Player Countries Umpire
team.
Front/Army Group Team
This is the lowest level of player team. Each Army Group/Front
team will command a number of Corps/Armies (except for the Soviets
who deal only in Armies), for which this team will have to write
orders. Army Group/Front teams have direct access to the umpires
via a liaison umpire, and are usually the only team that directly
commands troops. They also have to take orders from their High
Command Team, supply that team with regular and timely situation
reports and may request additional assets such as logistics and/or
reinforcements from them.
Composition of a Typical Player Team
The teams will vary in composition where they have different jobs
to do.
The standard HQ team should comprise:
1. The Army Group or Front Commander. Responsible for the direction
of the unit's battle and control of the team. Also carries out
inter-team communications where necessary - especially giving
situation reports to the next level up.
2. Staff Officer, Operations. Responsible for map marking, keeping
necessary records of units status (in general terms) and advising
the commander of the current situation. Also prepares the written
order sheet to pass to the LU.
3. Staff Officer, Intelligence. Responsible for communicating
with the LU over the telephone and receiving and clarifying battle
reports from the umpire team. Also keeps records of own and enemy
composition and intentions for transmission to higher HQs.
If sufficient manpower is available then additional, optional,
roles can be inserted into the team. These would include:
4. Liaison Officer. Responsible for personal visits to other
player teams. This role is especially useful in the higher- level
teams where there is a greater requirement to visit subordinates
and to report to say, the National Cabinet.
The basic teams are designed such that a 3-person player team
will be working hard all day, and a 4/5 player team will have
a more leisurely time - although by no means under-employed.
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3. Sequence of Action
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Each game move represents approximately two weeks of real time
during most of the year, or one month during winter months. It
will take half an hour to process.
The timing for each turn is on the clock, turn orders will be
expected in by a given deadline (see the separate game timetable
with your main mailing).
We therefore have no slack and the game cannot wait for players
(or umpires) to catch up.
The basic sequence of action over one move would be as follows:
1. Players deliver their orders to outside the Umpire hall
2. LU takes orders into the umpire hall.
3. LU and Map Umpires adjudicate combat results.
4. LU reports back to players on telephone.
5. LU arrives at player room for personal update [OPTIONAL].
6. Players write orders for next turn.
Important Note : There is a timed deadline for player's orders
in every move. If your orders are not ready by that time, they
are likely to be treated as too late, and therefore not fully
implemented.
We plan that phases 1-4 will take about 15 minutes, and that leaves
players with 15 minutes to get their orders ready. This requires
very good teamwork on the part of player teams.
The following table indicates roughly how we suggest the various
team tasks can be divided up during a move:
NOTE: The above timetable of a move has also to accommodate personal
visits to and from other teams, calls of nature, trips to the
canteen and time to think - all within the 30 minutes allotted
to each day. This is difficult, but not impossible, provided
you and your team are well organised.
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4. Umpire Organisation
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Game Control
They are responsible for 'driving' the game. One of the recurrent
problems in megagames in general is the lack of a sense of urgency.
As players you will, of course, take all the time we give you
to reach decisions. Umpires, on the other hand must see that
the maximum possible time pressure is brought to bear on players.
Game Control Umpires must ensure that everything runs smoothly.
If the game works perfectly, they get a chance to put their feet
up - but somehow I doubt that!
These umpires represent that final 'court of appeal' in the event
of serious game problems, but only if the issue is unresolved
by the Theatre Control Umpires (see below).
Theatre Control
Their job is to drive the umpires - especially the Liaison Umpires.
They are to ensure that umpires that should be talking to each
other are talking to each other and that the LU team is acting
consistently. They are also responsible for the Timing of the
game.
Theatre control umpires are also responsible for ironing out communications
problems (where they are supposed to be ironed out that is).
They also ensure that players that should be talking to each other
are talking to each other (and that those that shouldn't are NOT).
There will be one or two of these to each Theatre (East, Far East
and West/South), and they should be the first point of contact
if you are having a game problem - they will do their best to
sort it out, or if they can't to refer it up to the Game Control
Umpires.
Map Control
They set the pace for the whole game, by overseeing the adjudication
of results of all events on the master umpire maps. The other
umpires therefore tend to follow their lead.
They obtain a summary of current orders/intentions from the LUs
each move and supervise the calculation of results. The players
will normally never come into contact with these umpires.
Liaison Umpires (LU)
There will usually be one LU per front-line Army Group/Front (or
the equivalent) player team and for any higher headquarters that
directly commands forces on the map.
The LU is the main point of contact between players and the Game.
They are NOT simply postman to pass the written orders to the
Map Control, but interpret and implement those orders so that
the game can produce the right outcome as quickly as possible.
When reporting back they will be telling a story to the players
from the point of view of the subordinate formations on the map
- and that may be deliberately incomplete or even inaccurate where
appropriate. It isn't possible to legislate for this, LUs will
use their common sense. This is difficult, since it is equally
wrong to give too little information. They will aim to always
give the team's own unit locations as well as guarded information
about their enemy. You will obviously need to know where your
units are. Usually all this can be, and should be, done mainly
on the telephone. A face to face visit - if done quickly (2-3
minutes) - can be helpful but only in difficult cases.
Strategic Air Umpires
The Strategic Air Umpires deal with the various air forces and
the defence forces opposing them as they conduct operations deep
over enemy territory. They liaise closely with Map Umpires during
the umpire update phases.
Political Umpires
They will monitor Cabinet discussions, and act as the main liaison
with the rest of the game, in terms of additional information
not otherwise available from subordinate players. They will also
provide news of world events where relevant.
Non-Played Countries (NPC) Umpires
Just because the non-belligerent countries (and some of the more
minor belligerents) do not have player teams does not mean that
they can be safely ignored. These umpires will represent those
countries' interests in any diplomatic or political manoeuvring.
Intelligence Umpires
These umpires are responsible for passing information not available
to or additional to that gathered by the military teams. They
will come to player teams with information. Assume that your
intelligence services are working all the time and they will therefore
bring you only key information - you do not normally need to pester
them, they will tell you when something interesting is found.
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5. Communications
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Player Team Communications
a. Telephone.
Most player teams will have at least two telephones. One of these
is for communication up the chain of command, the other for communicating
downwards (= to the LU in the case of Front/Army Group Teams).
Your communication system might be added to or subtracted from
during the course of the game as circumstances dictate. On the
day of the game you will be given a telephone directory of the
numbers of the teams you may contact. In extreme circumstances
(such as a very precipitate retreat) you may have the telephone
disconnected altogether.
b. Written Message.
Where communication by letter, signal, messenger, runner or carrier
pigeon is desired, the message must be written and passed to your
Liaison Umpire, who will process it as necessary.
This will be the main means by which you communicate to teams
with whom you have no direct telephone link.
c. Face to Face.
In some circumstances a unit commander or his immediate staff
may wish to visit another HQ. In the case of visiting subordinate
non-played commanders, your LU will pass on the responses by telephone
(see below). For face to face meetings with other players, simply
go and see them. Visits to teams not on your side must be cleared
by the Political Umpires. Visits to friendly teams not in your
Theatre of operations must be cleared by the Political Umpires.
The game will not wait for you while you visit people.
Communication With Umpires
a. Telephones.
Army Group teams will have a telephone for communication with
their LU. He or she will spend most of the time near the Master
Umpire Map, and usually only visit you briefly if some complex
action needs explaining in person.
You will not be able to ring your LU since you will not be given
his or her phone number - the LU will contact you when there is
something to report. The LU is likely to be very busy, and so
has the right to cut short any communication at any time.
You should expect to get at least one detailed update over the
telephone every turn.
In the event that you are having problems communicating with your
LU, you will be given the number of the Theatre Control Umpires
Helpline- contact them in the first instance on any general game
problems.
NOTE: You have one telephone per room which is exclusively for
incoming calls from the umpires. DO NOT USE IT FOR ANYTHING ELSE.
If the umpires call you and find the line engaged they will not
ring back later - you lose whatever information they had for you.
b. Face to Face.
In normal circumstances you will only meet your LU and the Political
Umpires. They will come to you; you should NEVER go into the
main umpire area to look for them. If you need an umpire, just
ring the Umpire Helpline number for your Theatre.
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6. Representing The Armies on The Map
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Principles
Before giving guidance on map marking, it is important that players
understand what the various formations they are commanding actually
represent.
First, and most important, is the idea that a formation at the
organisational level we are dealing with is not small, or easily
fixed in a given location. Those familiar with our lower level
games, and indeed with the whole boardgame genre will be used
to seeing 'units' as discrete entities (i.e. a cardboard counter)
which is then manoeuvred as necessary.
This is not, in fact, the case in real life.
An Army, and the corps within it, exists not only in the front
line but back from that front line for a considerable distance
- more like a long ribbon than a rectangular area.
This means, historically, that the Army and Corps Boundaries are
of vital importance to the conduct of operations and maintenance
of the forces (since they also define the routes of logistic effort).
Crossing over these boundaries always led to massive traffic
jams and chaos.
So, the first point to emphasise here is this:
1. Army Boundaries Must Be Identified
To keep it simple, you will be relieved to note that we will not
be insisting on Corps Boundaries likewise.
This has an impact on how you issue orders. Real armies cannot
easily manoeuvre here and there like counters in a board game.
They tend to move along pre-defined axes, and so this brings
us on to the second key point:
2. Army Boundaries Extend Into Enemy Held Territory
Especially if you plan to advance with those armies - this defines
where they are going.
Think of the Army as an area on the map rather than a unit, that
is more realistic.
Command decisions, at Army Group level, centre on the resources
allocated to the Army and how its area of responsibility changes.
Finally, remember that manoeuvring units over Army Boundaries
is a problem, which brings us to the third point:
3. Mixing Armies or Crossing Boundaries WILL CAUSE CHAOS
You have been warned.
Standard Map Symbols
You will note that we are recommending simplified NATO standard
map-marking symbols, rather than historical national map marking
symbols. This is for game simplicity; otherwise the umpires would
have had to master five different national map marking schemes!
(two of which use ideograms)
As described above, we do not encourage the use by players of
'unit counters' or marking units as discrete areas on the map
- but rather lines showing the various boundaries. (See the Example
below).
Certain symbols may be useful when marking boundaries and unit
types:
Formation Boundary Lines: X's denote level as follows:
xxxxx = Army Group
xxxx = Army
xxx = Corps
xx = Division
Hints On Keeping A Good Map
Maps and transparent plastic covers will be provided.
PLEASE RETURN THESE INTACT AND CLEANED AT THE END OF THE DAY.
PLEASE DO NOT USE MAP PINS.
PLEASE DO NOT USE PERMANENT MARKER PENS.
A well maintained map will make all the difference in this sort
of game. You will be given a lot of information from various
sources, and a clearly marked map is the best way of showing it.
Here are a few hints to help those of you new to this:
a. Make sure that you have a plentiful supply of sharp chinagraph
pencils and/or fine tipped water-soluble marker pens (from any
stationery shop). Also have tissues for wiping the map clean,
and some means of re-sharpening pencils (if you use them).
b. When updating the map, put a date on it somewhere to show
anyone else reading it how up to date it is.
c. Recognise that not all reports of the enemy are certain -
mark those you are unsure of carefully - e.g. with question marks.
d. Erase and update sections of map systematically. It is not
wise to wipe your whole map and then re-draw the whole thing from
memory and the latest umpire updates - something will inevitably
be lost. Try and update things in the same order each time so
that sections are not missed.
e. Mark on high level boundaries and front lines first, then
army boundaries and corps and neighbouring boundaries and units
if you have time.
Example
MAP EXAMPLE
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7. Orders
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General
The contents of the orders you issue are, of course, very important.
What will be even more important is how you write them. If the
LU and other umpires do not understand you, then even the greatest
strategic stroke in the annals of military history will go for
nothing.
To help you and the umpire team we have devised a standard order
proforma. You will be issued with just enough of these to last
the day - please do not use them as toilet paper or to mop up
spilt tea.
Issuing Army Group/Front Orders
The orders proforma does not attempt to emulate the layout of
historical military orders - which at this level would have been
both longer and more detailed.
You will be given the opportunity to issue written Operational
Orders at the start of each game turn - i.e. every 30 minutes.
This will be on a form like the one at Annex A.
Orders do not have to be written for every unit for every game
turn.
In this game, and at this level, orders should more reflect the
sort of large scale operations being carried out.
If the current orders are still in place, you can safely assume
that the Armies and Corps are continuing to attempt to carry them
out (unless, of course, the situation is obviously hopeless).
You should therefore:
a. Think carefully about your orders and that they really reflect
your intentions in the short and medium term.
b. Keep your own copy of the orders.
c. Try not to change them each game turn! (unless absolutely
necessary) If you do then your units will more easily get confused
and may grind to a halt.
Your orders at Army Group/Front level should include the following
sections (and the orders proforma has been structured to reflect
this):
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SECTION 1: OBJECTIVES.
You must state what the objective of the current operation is.
This may have been set for you by higher command, or you may
have some discretion, it will depend on the circumstances.
This should outline where you expect to end up once the current
operation has finished. It need not necessarily be just for the
current turn - although it would be a little unrealistic, for
example, for 21st Army Group to write "Capture Berlin" as an objective
on landing in Normandy!
This is useful for the umpires to understand your thinking - but
also it permits the umpires to fully reflect the initiative of
subordinate commanders at corps and army level - who are, after
all, very senior and experienced soldiers themselves.
SECTION 2: RESOURCES:
In this section you must state which units are primarily responsible
for meeting your objectives, AND the logistic resources allocated
to them.
This does not mean that only those units will fight - some units
may, for example, be allocated to flanks or support and get drawn
in during the two-week period of the game turn.
Unless logistic support points (LSP) (see later, p24) are allocated
specifically to the operation, they will not be counted.
SECTION 3: DETAILED ORDERS:
This section is where you specify how the resources should be
used to achieve the objectives. This is where you might give
the order of attack for several units, special forces employed,
role of flanking or supporting forces, rules of engagement etc.
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Examples
All of this is best described by giving examples of some orders,
based on historical examples showing attacking and a defending
set of orders:
EXAMPLE 1 : OPERATION MARKET GARDEN
OBJECTIVES: To advance from the Albert Canal, into Belgium, across
the Rhine and into Northern Germany with the intention of outflanking
the Ruhr and the main German defences.
RESOURCES: 2nd Army, comprising 1 Allied AB Corps, 30 Corps,
8 Corps and 12 Corps, with 3 Logistic Support Points, 3 Air Transport
Units, 5 Tac. Air Units in Support.
DETAILED ORDERS:
1 AB Corps - to air drop along line of advance to support attacks
and secure river crossings esp. over Maas, Waal and Rhine.
30 Corps + all LSPs, to make main attack and cross the Rhine at
Arnhem.
8 Corps to support right flank.
12 Corps to support left flank.
[Note: The entire Market Garden operation would take one game
turn only. The combat report, in game terms would go something
like this:
"1 AB Corps taken heavy losses. 30 Corps advanced 100km, crossing
Maas and Waal to Rhine, but failed to make permanent crossing
there; losses serious. 8 Corps and 12 Corps reached the Maas,
losses light. German resistance heavier than expected, enemy
86 and 88 Corps reported on MAAS, 2 SS Pz Corps reported on Rhine
at Arnhem. Enemy have taken heavy losses."]
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EXAMPLE 2 : THE DEFENCE OF HOLLAND
OBJECTIVES: To form a new defensive line along the Albert Canal
with the intention of stabilising the front with fresh forces
and holding Holland.
This will come under the Command of 1st Parachute Army (newly
formed)
RESOURCES:
86 Corps (From 15 Army), 88 Corps (From CinC Holland)
20,000 reinforcements from 15 Army.
NO LSP AVAILABLE.
DETAILED ORDERS:
Reinforcements to be allocated by CinC West. 86 Corps cover west
of line to Antwerp, 88 Corps east to boundary. HOLD AT ALL COSTS.
2 SS Pz Corps to refit at Arnhem/Nijmegan area (Under command
of CinC West)
[Combat Report would go something like this:
Came under heavy attack by British 2nd Army, spearheaded by 30
Corps and 1 AB Corps. Deep penetration towards Arnhem. Advance
held on Rhine, heavy losses taken on 86 and 88 Corps. 2 SS Pz
Corps engaged enemy Airborne Corps and inflicted and taken heavy
losses. Main line of resistance on Maas.]
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EXAMPLE 3 : OPERATION BAGRATION
OBJECTIVES
The aim of Operation Bagration is to eliminate the German forces
in
White Russia so bringing the Red Army to the borders of the Reich.
This will be achieved by two encirclement battles by two pairs
of
fronts in the areas of VITEBSK and MINSK.
Following these battles it is intended to conduct a pursuit operation
as far as East Prussia in the early July turn.
RESOURCES
Reserve: 1 Polish Army, 1 Gds Tk Army
1 Baltic Front: 4 Shock Army, 6 Gds Army, 43 Army
1 Belorussian Front: 3, 28, 48, 65 Armies
2 Belorussian Front: 33, 49, 50 Armies, 6 Tank Army
3 Belorussian Front: 5, 31, 39, 11 Gds Armies, 5 Gds Tk Army
100,000 reinforcements
600 tanks
2 LSPs
DETAILED ORDERS
1 Baltic Front to break through between VITEBSK and POLOTSK and
cross
the River Dvina. Then 43 Army to hold on the right whilst 4 ShkA
and
6 Gds Army encircle and destroy enemy in conjunction with 3
Belorussian Front to south.
3 Belorussian Front:
a) 5 and 31 Armies to break through south of VITEBSK and encircle
enemy in conjunction with 1 Baltic Front to north.
b) 39 and 11 Gds Armies plus 5 GTA to break through on axis SMOLENSK-
ORSHA and capture MINSK.
2 Belorussian Front:
Secondary thrust on MINSK with 33 and 49 Armies plus 6 Tank Army.
50
Army to launch holding attack around MOGILEV.
1 Belorussian Front:
Attack on axis BOBRUISK-MINSK with two armies. Holding attacks
with
other two Armies.
Note: The entire Bagration operation would take two to three turns.
The combat report would be given something like this:
Combat Report: "Operation generally immensely successful. Approx.
200 kms gained and
10 enemy Corps eliminated or crippled. 1 Baltic Front is approaching
the line DAUGAVPILS - VILNIUS, 3 Belorussian Front has reached
the
Berezina, 2 Belorussian Front is fighting a large enemy pocket
between
MINSK and BOBRUISK, 1 Belorussian Front has linked with 3 Belorussian
and holds line from River Nieman southwards.
Losses on all Fronts: reasonable."
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Example 4 : THE DEFENCE OF WHITE RUSSIA
ARMY GROUP: CENTRE TURN: Early June 44
OBJECTIVES
Army Group Centre is to hold its current positions for as long
as
possible in order to hold the Bolsheviks at a strategic distance
from
East Prussia and to maintain a jumping off position for future
operations towards Leningrad or the Ukraine, as circumstances
allow.
NO OPERATIONAL WITHDRAWALS ARE TO BE MADE WITHOUT PRIOR CLEARANCE
FROM OKH IN VIEW OF THE OVER-RIDING IMPORTANCE OF THE STRATEGIC
MISSION.
RESOURCES
3rd Panzer Army: 6, 9, 53 Corps
4th Army: 12, 27, 39 Pz Corps
9th Army: 35, 41 Pz, 55 Corps
2nd Army: 8, 20, 23 Corps
20,000 reinforcements, 100 tanks
1 LSP
DETAILED ORDERS
3rd Panzer Army to hold line VITEBSK - ORSHA
4th Army " " ORSHA - ROGACHEV
9th Army " " ROGACHEV - PINSK
2nd Army " " PINSK - KOVEL
All Armies are to hold AT ALL COSTS
50 tanks to each of 39 Pz and 41 Pz Corps.
10,000 reinforcements to each of 12 and 27 Corps
Combat Report would go something like this:
"Enemy launched massive assault with approximately 15 armies incl.
3
Tank. Vast resources. 4th Army largely encircled east of MINSK.
Enemy have now reached line DAUGAVPILS - VILNIUS - R. BEREZINA
-
BARANOVICHI-LUNINETS. Own forces:
3rd Panzer Army: DAUGAVPILS-VILNIUS
4th Army: MINSK - BOBRUISK
9th Army: VILNIUS - BEREZINA - BARANOVICHI
2nd Army: BARANOVICHI - LUNINETS
All armies have taken very heavy losses except 2 Army which are
merely
heavy.
6, 8, 9, 35, 53, 55 Corps destroyed."
Terminology
In writing these orders, certain words you use will take on special
meaning for the umpires - so here is a run down of how we will
be interpreting your orders:
a. CAPTURE. Occupy the objective and sufficient of the area around
it to make a viable defence.
b. SUPPORT. Either conform to a flank, but not advance ahead
of the unit being supported; OR, remain in the rear of the unit
being supported, and join the battle if circumstances warrant
interference.
c. ATTACK. This has no meaning, since units are assumed to be
attacking whenever they attempt to take an objective. Your orders
should be in terms of specific objectives. Orders like "Attack
south" are meaningless without a specified objective.
d. BYPASS. Move around the force or place to be bypassed, screening
it off with the minimum forces necessary, before moving on to
a specific objective.
e. REBUILD. Any sub-unit that is assimilating reinforcements
will need to be pulled out of combat and rebuilt. This should
be a separate part of your orders.
f. HOLD. This implies that the units should take active measures
to retain their current position, or a particular line (such as
a river-line or some fortifications). The Holding units will
attempt automatic local counter -attacks to regain lost ground,
and are prepared to take additional losses rather than give ground.
g. HOLD AT ALL COSTS. We will assume that the force is prepared
to take extra casualties rather than give ground. It is assumed
to be a much more tenacious defence - but is less easy to sustain
for long.
h. WITHDRAW. This indicates that the unit should maintain a
consistent front and pull back to some new (and named) position.
The force concerned will still fight if necessary, so that its
front is maintained and the withdrawal is not turned into a rout.
This list is not intended to be an exhaustive list of your options
- it is just to make sure we all mean broadly the same things
when we use particular terms.
In general, if the umpires do not understand your intentions from
the context, they will usually ask.
Issuing High Command Orders
The section above outlined the sorts of orders written and passed
to LUs representing the control of the battle.
There are other orders that must be written by High Command players
for their subordinate teams.
These do not have to be on a proforma, and can be written any
way you please. However, to be of any use, orders to subordinate
teams should be explicit as to aims and limitations.
High Command Teams should also try to avoid attempting to directly
control the battlefield situation - they should be thinking in
terms of several months of operations rather than just the next
two week game turn.
For this reason, High Command staffs should be spending much of
their time planning ahead.
Command & Control
In reality, the Army Group level of the hierarchy required Army
HQs to manage the various subordinate Corps, even in quite small
Army Groups. For this reason we have an arbitrary rule that a
single Army can command no more than 6 Corps, and the fewer the
better.
Army Groups may not directly command Corps - Corps level forces
under Army Group control are assumed to be reserves, and must
be allocated to an Army before they can fight effectively.
There is some flexibility here (as there was in reality) and in
specific cases the umpires may allow small changes to the rule.
New Army HQs CAN be created - either by disbanding and existing
Army HQ and reforming it elsewhere or by converting a new Corps
HQ (Which comes in as part of the reinforcement schedule) to an
Army HQ.
British/US/German Armies cannot have reinforcements attached to
them directly, and if disbanded, their subordinate corps MUST
go to a neighbouring Army or into Army Group Reserve.
In the case of the Soviet Army, the situation is much simpler,
since they only have Fronts and Armies (and lots of them). Similarly,
though, a new Front could be created by converting an old one,
or converting an Army HQ to a Front HQ (remember that the players
must be found from somewhere!). If an existing Army HQ is converted,
its forces must be handed over to another formation.
---------------------------------------------------------------
8. Logistics
---------------------------------------------------------------
The logistic system does not go into the low level detail of supply
and transport. In this game it is, rather, a measure of resource
allocation at the macro level - reflecting more the priority a
country puts on an operation.
There are two main types of supply; LOGISTIC SUPPORT POINTS (LSP)
and REINFORCEMENTS
Logistic Support Points (LSP)
These are allocated by High Command to the various Army Groups/Fronts.
An Army can fight without using up LSP, but it has only a slim
chance of making any real progress.
Each LSP allocated to an operation (either in attack of defence)
increases its effectiveness and the potential distance it can
cover.
LSP committed to defence in a land battle cannot be redirected
(think of them as dug into the landscape) - and they are not used
if the force is not attacked.
As mentioned above, when orders are written, they include the
numbers of LSP allocated.
Obviously if the enemy are expending LSP at a similar high level
this makes for additionally bloody battles. If the enemy do not
use their LSP in the same way, then you can expect greater success.
You will see when you see your own national LSP totals that even
1 LSP is a very significant national supply effort.
Reinforcements
There are three sorts of reinforcement; Men, Tanks and Air Units.
In order to keep the mechanisms of the game as simple as possible
these types of reinforcement are never mixed:
Panzer Corps, Armoured Corps and Tank Armies are rebuilt only
by Tanks.
Infantry, Airborne and Motorised Corps are rebuilt only by Men.
Air Armies/Fleets etc. are only reconstructed by Air Units.
New formations cannot be created unless they appear on the reinforcement
schedule.
Formations that are actually totally wiped out may not be rebuilt.
The ideal strength of the forces may vary - see the orders of
battle in your Team Briefing.
As a guide, the following typical unit sizes apply:
Typical Tank Units:
Panzer Corps 600 tanks max.
Soviet Tank Army 800 tanks max.
British/US Armd Div 250 tanks max.
Typical Infantry Units:
British Corps 30,000 men
USA Corps 30,000 men
German Corps 20,000-50,000 men
Japanese Army Approx. 30,000-40,000 men
Soviet/Chinese Army 100,000 men
Brit/US AB Div 10,000 men
Obviously, in reality most of the above formations had both Tanks
and Men, but this is how we will be simplifying it for this game.
Each turn the High Command will receive a number of LSPs and reinforcements
to allocate as necessary to rebuilding and supplying the various
units under their command.
The amounts of each are determined by national productivity, political
decisions concerning deployment (ie. US decisions about the relative
priorities of the Pacific War), enemy action and transport infrastructure.
This will vary as the campaigns unfold.
Reinforcements cannot be used in combat on their own - they must
be allocated to an existing formation first.
Movement of Logistic Support and Reinforcements
The sequence of allocating LSPs and reinforcements is critical
to successful operations. The key points are:
a. Logistics umpires distribute LSP counters and reinforcments
to the highest level HQ as appropriate.
b. High level command teams distribute resources to Theatres/Lower
HSQs as required. LSPs/Reinforcements must be allocated to a
specific player HQ.
b. LSPs/Reinforcements must be allocated THE TURN BEFORE THEY
CAN BE USED. The LSP counters used must be handed in to the Umpire
Team with the previous turn's orders together with instructions
on where they are to be allocated.
c. Movement of LSPs between HQs is subject to the same one turn's
delay.
Reinforcements and LSP must be moved from their county of origin
to the fighting front line and the forces requiring them.
Normally, strategic movement can be fairly free using the national
rail networks and shipping, and the assumed logistic infrastructure
of the forces concerned..
If conducting amphibious operations over the sea, there is a capacity
limit representing the availability of landing craft and the
general capability for operating accross beaches; this is given
in your national briefing.
---------------------------------------------------------------
9. Movement
---------------------------------------------------------------
Ground
The main type of terrain represented on the map will be as follows:
Open : Open countryside, containing fields and woods etc., with
the occasional farm or village. A minor unmarked road-net is
assumed. No serious obstacle to movement of all types of troops.
Hills/Forests: Close country, forested hills. A low-capacity
road net and difficult terrain. Narrow hedged lanes such as the
bocage, or dense collection of small forests etc.
Low Country : As open country, but criss-crossed by canals and
waterways and marshy or susceptible to flooding. A dense road
net, but off-road movement for vehicles is very restricted.
Rivers : Only the major rivers are marked and these are usually
wide, fast-flowing and are difficult to cross. Not all crossing
points have been marked. If a crossing has been marked it is
a significant one and can easily support the logistic rear-echelons
of an army. Minor (unmarked) crossings are usually of lower capacity
and will delay movement and are more easily interdicted.
Mountains : These are major mountain ranges that are regarded
as impassable for large formations (i.e. everything in this game)
except at certain marked key passes.
Rates of Advance
A modern motorised or armoured army could, in the right conditions,
expect to advance anything up to 200km in a two-week period.
Obviously the extent to which they actually achieve this is entirely
dependent on the strength of the enemy, the numbers of LSPs allocated
and the terrain.
Movement can and will be greatly interrupted or delayed by combat,
enemy air activity etc.
Roads
Where roads are marked on the map, they can be assumed to be of
operational significance. Obviously, it is rare for the operation
of a single corps to depend on movement down a single road - but
the routes they represent are mainly important for logistic reasons.
Formations with a road in their axis of advance can move much
faster. In fact, the maximum rates of advance can only be achieved
if there is a one or more major roads involved throughout the
advance.
If the road is cut, or a major route centre blocked, then obviously
no benefit can be gained by using the road network affected.
River Crossing
On the operational map only river obstacles of importance are
marked. There are numerous minor obstacles which have been factored
into the movement rates. River crossings are assumed to involve
Army bridging operations of some sort either to repair or strengthen
minor bridges, and/or to add capacity. Separate orders are not
necessary for river crossing.
Rail Movement
Strategic movement is effectively unlimited within a friendly
rail network.
This is affected by the amount of air interdiction being carried
out and the gross rolling stock capacity of the system.
---------------------------------------------------------------
10. Land Combat
---------------------------------------------------------------
Combat Results : Assumptions
We will be working on the following major assumptions:
1. The allocation of major logistic support (an LSP) is essential
to any important operation - otherwise progress is painfully slow.
2. Armoured forces provide considerable additional 'punch' to
an operation - BUT only when the terrain is favourable to tanks.
3. Tactical Air Power has a very significant influence on operations.
Within guidelines such as these and with the help of some more
detailed procedures, the map and liaison umpires will use their
judgement as to the relative balance of advantage and disadvantage
in each combat. No appeals on combat results will be accepted
during the game - although you will have the usual opportunity
to make comments at the end, and in the critique questionnaire.
Units will take losses and become progressively more tired as
the battle goes on. The more often and longer they fight, the
lower their effectiveness. This is obviously made worse if they
are losing. In extreme cases, units might disintegrate when their
losses become too great.
Units can be rebuilt by ordering them out of action (at least
50km from the current front line) and allocating men or tanks
to them and spending at least 2 turns doing nothing else.
Units can assimilate reinforcements while still in the line BUT
they will suffer a considerable disadvantage if they have to fight
whilst doing so.
---------------------------------------------------------------
11. Strategic Air Operations
---------------------------------------------------------------
Strategic Bombers
Strategic bombing teams will issue orders indicating the numbers
of strategic air units targeting following types of target:
a. Bombing Cities. This will have an effect on the civilian
morale of the target country. When doing this, target cities
must be named in the air orders.
b. Economic Targets :
i. Logistic Support. This hits the main industries that produce
Logistic Supply Points (LSP), with the aim of reducing the numbers
of fresh LSP available.
ii. Tank Manufacturing. This is aimed at the industries that
support the armed forces, mainly in the area of tank production.
iii. Manpower. This is aimed at the industries that produce
equipment for the armies - in effect reducing the 'manpower' available for reinforcements.
iv. Aircraft Production This is aimed at the industries that
support the air forces, mainly in the area of aircraft production.
v. Submarine Yards/Shipyards. This prevents submarine or naval
forces being rebuilt.
c. Infrastructure Attacks. Hitting road and, more importantly,
rail networks with the aim of slowing down the movement of reinforcements
and LSP to the armies.
d. Interdiction Attacks. This is aimed at particular river lines,
aiming to destroy or incapacitate all the bridges, thus isolating
a geographical area and making resupply, or operational movement
much more difficult.
e. "Tactical" Support. Provide additional air power in support
of a particular operation by the Army/Navy.
The exact numbers of air units and their deployment etc. is to
be found in the appropriate Team Handbooks. Strategic Air Units
have an effective range of around 1500km.
Strategic Air Defence
The high command team will allocate men, aircraft and logistic
support resources to particular Air Fleet/Air Army areas as they
see fit in an attempt to reduce the effect of enemy strategic
bombing effort. Air units can be allocated to strategic air defence.
Details of the resources available and how they are used are in
the Team Briefing.
---------------------------------------------------------------
13. Tactical Air Operations
---------------------------------------------------------------
General
Tactical air units include all types of aircraft used to support
the combat operations of armies and navies - but excluding aircraft
used for strategic air defence.
Tactical Air Units represent approx. 100-120 aircraft each. We
will not be dealing with individual aircraft losses and so in
the event of substantial losses in air combat complete air units
will be lost and/or replaced. The game assumes routine replacement
of light losses.
Unit Types
Fresh Air Units can be allocated to one of three types of role:
TACTICAL AIR SUPPORT (or 'bombers'): The units count toward the
combat power of the units that are being supported.
TACTICAL AIR SUPERIORITY (or 'fighters'): The units seek out
and engage enemy air forces with the aim of suppressing or intercepting
them.
STRATEGIC AIR DEFENCE (or 'interceptors'): The units are tied
in with flak and radar to defend geographical areas from strategic
bombers.
Once a new air unit has been given a role, it cannot be changed.
Normal air units cannot be converted to strategic bomber units
- these are a separate type that will appear on the reinforcement
schedule - if you have them.
Operational Range & Basing
Tac. Air Units must operate from a base area. This can be either:
a. A friendly island group in a sea area : maximum capacity
of one air unit.
b. A land-Base Area Unit : A Base Area Unit represents a whole
complex of airfields and supporting infrastructure and each base
can support up to 5 Tactical Air Units or 2 Strategic Air Units.
c. A Carrier Task Force or Amphibious Task Force : Can support
a variable number of air units - see you national briefing.
South-eastern England, Japan, and Central Germany are treated
as Base Areas of unlimited capacity.
Base Units can be moved (using normal movement rules for land
or sea, as appropriate), taking one turn to dismantle and one
turn to set up.
Tactical Air units have an operational range of 250km.
---------------------------------------------------------------
14. Naval Operations
---------------------------------------------------------------
General
The only theatre where we will be dealing with naval operations
in any detail in in the Pacific. Given the vast scale of that
theatre this is being dealt with in a stylised way.
The Pacific Naval Map is composed of sea areas (each approximately
750-1000km across) and operations are conducted from area to area.
To remain in keeping with this general approach, chains or groups
of islands within a sea area are dealt with as a whole. Amphibious
operations are conducted at several islands over the period of
operations and, if successful, the entire islands group is taken.
Units
The smallest ground forces are the US/British/Aust Corps or Japanese
Army - as in the rest of the game. Island groups are assumed
to have small integral garrisons, which are treated as permanent
and static. Tactical Air Units are treated in the same way as
for the European Theatre.
The smallest naval unit is the Task Force (or the equivalent):
Carrier Task Forces comprise, typically, of several Carriers and
air units, together with the supporting minor craft.
A Surface Task Force comprises major surface units (such as battleships
and battle cruisers), but not usually integral air units.
An Amphibious Task Force includes its own air component (embarked
in escort carriers) and sufficient transports and landing craft
to land up to 2 Corps or the equivalent a turn.
Other Specialised Task Forces might exist, but these are covered
in the National Briefing.
Submarine Forces are not separately represented. Their generalised
effects are, however, taken into account where relevant, given
their historical operational doctrines.
Logistics
Offensive Naval Combat Operations in a given sea area require
at least 1 LSP as a minimum just to conduct the operation. It
is strongly recommended that more than that minimum is used if
these is to be any prospect for success.
The normal rules for allocating LSP (page 25) apply.
Simple non-combat naval movements or redeployments do not require
LSP.
Defence does not require LSP.
LSP allocated for defence simulates highly increased naval and
naval air activity, so they are consumed whether or not the force
is actually attacked.
LSP cannot be carried on normal Task Forces. Instead they must
be physically located in sea areas with friendly islands or controlled
mainland areas (empty sea areas are no help here). Task Forces
within 3 sea areas can draw on these LSP (provided they have been
allocated to the Task Force on the previous turn, as usual).
Movement
All sea units can move either Tactically or Non-Tactically.
Tactical moves are up to 3 sea areas and Non-Tactical moves up
to 5 sea areas.
Forces moving non-tactically are more vulnerable in defence and
may not attack in the same turn.
Types of Operation
NAVAL ACTION: This is where a force is ordered to seek out and
engage enemy navalforces. This requires LSPs.
BOMBARDMENT: This is where forces bombard enemy positions on land - usually in preparation for an Amphibious Assault. A Bombardment requires LSP.
The more LSP allocated to the bombardment, the greater its impact.
AMPHIBIOUS ASSAULT: Force supports or conducts an Amphibious Assault on enemy forces on land (either on a mainland area or group of islands).
This requires LSPs.
REACT: The force is standing ready to intervene in response to
enemy operations in adjacent sea areas. This needs LSP, but only consumes them if the force actually engages the enemy.
Reconnaissance
The sea area defines the operational limits of a Task Force.
However, to represent routine long-range reconnaissance, umpires
will usually inform players of generalised enemy activity in areas
adjacent to their own forces, or controlled by their forces.
Intelligence Umpires will also report strategic information, if
appropriate.
---------------------------------------------------------------
15. Duties of the Liaison Umpire
---------------------------------------------------------------
The LU's Job
Liaison umpires are key umpires in the game. The quality of your
LU will to some extent influence how well you do, and how much
you learn about the battle.
However, your LU is not a player.
The LU will not alter your orders, or offer his own independent
interpretations.
You should expect the following from your LU:
* A tactical update every move during the game (where appropriate).
* Battle reports that are as full as time permits, including indications
of how well your own units are doing, and what can be gleaned
about the opposition.
* At the end of each game turn, the LU will visit you and give
you a summary of the turn's activities, so that you can catch
up a bit on events. At this time you may also get more information
as routine intelligence analysis starts to become available.
Note that the game - and hence your LU - will NOT wait while you
think about things. He might continue to give you sitreps while
you discuss the immediate reaction to the first report. It is
important that the Staff divide up the tasks of noting the report
and interpreting it, and that you avoid interrupting the LU until
the report is ended.
What Do the Players Want?
Players may find it helpful to draw up a short list of specific
questions to put to their LU each turn.
This will help the LU to put your operations into context if he
can see what his players are thinking and knows what they are
looking for.
For example:
a. What happened to the enemy units reported at 'x' last turn?
b. What does the commander of 3 Tank Corps think about breaking
into 'y' next turn?
c. When you report back next turn could you tell us how the rebuilding
of 73rd Corps is going?
So, it helps both the players and the umpires if you are prepared
every turn.
---------------------------------------------------------------
16. SELECTED BIBLIOGRAPHY
---------------------------------------------------------------
The War in the West
BELCHEM, D. Victory in Normandy Chatto & Windus Ltd, 1981.
BELFIELD E & ESSAME, H. The Battle For Normandy. Severn House
1965.
BRYANT, A. Truimph In The West. Wm Collins 1959.
DE GUINGAND, F. Operation Victory. Hodder & Stoughton 1953.
HASTINGS, M. Overlord. Michael Joseph Ltd, 1984
LUCAS, J & BARKER, J. The Killing Ground. B.T Batsford 1978.
MASON, D. Breakout, Drive to the Seine. Purnell 1968.
MONTGOMERY, B. Normandy To The Baltic. Hutchinson & Co. 1946.
---------- Memoirs. Collins, 1958.
SHULMAN, M. Defeat In The West. Coronet 1973.
SPEIDEL, H. We Defended Normandy. Herbert Jenkins 1951.
US ARMY Official History. Several vols.
The War in Italy & the Med
GRAHAM, D & BIDWELL, S. Tug Of War, The Battle for Italy 1943-
45. Hodder &
Stoughton 1986.
ORGILL, D. The Gothic Line. Pan Books 1969.
The War in the East
ERICKSON, J. The Road to Berlin
GLANTZ, D. Soviet Military Deception in WW2 & other works.
HOGG, I.V. (Ed) German Order Of Battle 1944. Arms & Armour 1975.
MACKSEY, K. Guderian, Panzer General. Macdonald & Janes, 1975.
MADEJ, V. The Russo-German War. Several Vols.
von MELLENTHIN, F.W. Panzer Battles. Futura Pubs 1977.
RYAN, C. The Last Battle, Berlin 1945. Fontana 1973.
SEATON, A. The Russo-German War 1941-45
LEE READY, J. The Forgotten Axis, Germany's Partners in WW2
High Command & Political Direction
CHURCHILL, W.S. The Second World War. Vol VI. Triumph & Tragedy.
Pengiun 1990
DOENITZ, Adm K. Memoirs: Ten Years & Twenty Days. Leisure Books,
1954.
FULLER, J.F.C. Decisive Battles of the Western World 1792- 1944.
Paladin 1975.
GUDERIAN, H. Panzer Leader. Michael Joseph Ltd, 1970.
HAMMERTON, Sir J (Ed) The Second Great War, Vols 6,7 & 8. Amalgamated Press Ltd.
JOLL, J. Europe Since 1870. Pengiun 1987.
KEEGAN, J. Encyclopedia of World War II. Bison Books 1977.
---------- The Mask of Command. Pengium Books 1988.
KINDER, H. & HILGEMANN, W. Penguin Atlas of World History, Vol
II. Pengiun 1986.
LIDDEL HART, B.H. History Of The Second World War. Cassel & Co,
1973.
---------- The Other Side Of The Hill. Cassell & Co. 1948.
MITCHAM, S.W. Hitler's Field Marshals. Grafton Books 1989.
MILWARD, A.S. War, Economy & Society 1939- 1945. Pelican Books,
1987.
TERRAINE, J. The Mighty Continent. Futura 1975.
WILMOT, C. The Struggle For Europe. Fontana 1974.
WILT, A.F. War From The Top. I.B.Taris & Co, 1990.
The Air War
HASTINGS, M. Bomber Command. Michael Joseph Ltd, 1979.
TERRAINE, J. The Right Of The Line. Sceptre Books 1988.
USAAF Official Histories (7 vols)
The War In The Far East
VAN DER VAT, D The Pacific Campaign. Hodder & Stoughton 1991
KIRBY, S.W. The War Against Japan Vol IV. Official History
JACOBY, A & WHITE, T.H. Thunder Out Of China. Da Capo Press 1946
KOLPAS, N. Mao. Longman 1981
---------------------------------------------------------------
Annex A
EXAMPLE
STANDARD ORDER SHEET
FORMATION: TURN:
1. OBJECTIVES
2. RESOURCES
3. DETAILED ORDERS
NOTE: Please do not continue on a separate sheet!
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LAST WORD
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