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A Few More Photographs
POSTAGE & PACKAGE
Upto£1Up to £2Upto£3Up to £4Up to £5Up to £6
Up to £7 80pUp to £8 90pUpto£9 £1.00pUpto£10 £1.05peach £ 1 or partof thereafter 5p.
REPRINTED AND UPTO DATE
CATALOGUE AVAILABLE NOW AT75p.
m/.
MODELPRICES 8/3/77
All Foot
All Riders
All PersonaltY XAll Horses
Guns from
VAT EXTRA at 8% of order total
IMMATURE FlGURffJES LTD21-32 NORTHAM RD. SOUIHAMPTON. Tel:20855
Heroics & Ros Figures Pleese note new prices, causedby enormous increases incost of metal.
specialists in J/300th scale
Heroics & Ros Figures are manufactured in high-quaJity tin-lead alloy and great attention is paid to detail and
W^r'ld'wAR II MICRO-AFV's NEW! Pre-coloured card cut-out Landing Craft (LCT4). Pack of 5 for 60pGerman
PanzerII B
Panzer I I F
Panzer II Flamm
WespeLynxPanzer llfJ
Panzer lit M
Panzer III N
StuG III G
Panzer IV D
PanzerlVFI
Panzer IV F2
PanzerlVH
StuG IV
Jagdpanzer IVHummel
Nashorn
Panzer 38(t)MardertllSd 139Marder M H
Hetzer
Panther D
Panther G
JagdpantherTiger I E earlyTiger I E lateTiger II PorscheTiger II HenschalJagdtigerElefant
Brummbaer
SturmtigerHanomag Sd 251/1 BHanomag Sd 251/1 D -late version
Sd251/10 + 3.7PakSd 251/1 6 Flamm
Sd251 rocket launcher
Arm'd Maultier Rocket
Launcher
Sd250
Sd 250/9 a/cBIV Funklenpanzer
Ros Micro-AFV's
10p except where
Ostwind AA
Wirbelwind AA
Opel BlitzOpel Blitz with office bodyOpel Maultier softskinKubelwagen (6p)Schwimmwagen (6p)BMW -f sidecar (6p)Bussing Nag truckRaupenschlepper OstSdKfz222
S{iKfz231SdKfz 234/1
SdKfz 234/2 PumaProtz tractor
Kettenkrad (6p)SdKfz 10
SdKfz 1 1SdKfz 7
3.7 Flak on SdKfz 7
Flakvierling on Sd 7Pak 35/36 + crewPak 38 crew
Pak 38+crew
Pak 40 + crew
Pak 43/41 + crewPak 43 on cruciform trail
+ crew
7.62 Pak 36 (r) + crew10.5 cm howitzer + crew
1 5 cm howitzer + crew
1 7 cm howitzer + crew
8.8 Flak 37 + crew
7.5 cm G36 mountain gun+ crew
7.5 cm infantry gun1 5cm inf. gun + crewNebelwerfer + crew
Karl tracked mortar (1 5p)German standing guncrew separately (8plGerman kneeling guncrew separately (8p)Mountain gun crew
and modern periodmarked.
separately (5p}Rommel personality setwith Rommel, staffofficer, despatch ridersand half-track (25p)Me 109G(12p)Fw190D(12p)Ju87B{15p)Hs 129(15p)MeBf 1 lOnSp)Me410(15p)Fw 189(15p)DPS 230 glider (1 5p)Gotha glider (25p)Me163(12p)BR57 Armoured
Locomotive (30p)Armoured wagon with10.5 cm in turret and 3.7
Flak(25p)Panzer 38(t) on flat car(20p)Flat car for mine defence
(lOp)Panzerdraisine rail patroltrolleyStraight track (Bp)Curved track (8p}
USSR
BT-7
T34/76BT34/760
T34/85
KV1
KV2
SU85
SU 100
T28(12p}T35(15p)
micro-tanks are al
JSII
JSIII
'ISU 122ISU 152
T-26B
BA-10
BA-32
BA-64
T-70GAZ-AAA
GAZ-60
JAG-12
GA2-67 (6p)Katyusha on StudebakerKatyusha on GAZM42 45mm AT + crew
M41 57mm AT + crew
M44 100 mm AT + crew
M39 76.2mm field gun +crew
M31/37 122mm field gun+ crew
M38 1 52mm howitzer +
crew
M31 203mm tracked
howitzer + crew
Russian standing artillerycrew separately (8p)Russian kneeling artillerycrew separately (8p)57mm AT on Komsomlets
SU76
SU-37-1 AA
Komsomlets
Stalinets
GAZ-AAA + quad AAMG'sPolikarpov 1-16 (12p)11-2 Sturmovik (12p)Pe-2
Yak-9(12p)La-5(12p)MiG-3(12p)Russian Armoured
locomotive (30p) ACV DorchesterArmoured wagon with ACVAECT34 turret (20p} Crusader AA Mk 1FlatcardOp) Crusader AA Mk2Straight track (Bp) 2 pdr portee on ChevroletCurved track (Bp) 6 pdr crew
2 pdr-f crewUNITED KINGDOM 17 pdr crewTetrarch 25 pdr, limber & crewHoney 5.5 in howitzer + crewGrant 7.2 in howitzer-t-crew
Sherman M4A1 Bofors 40mm AA gunSherman Firefly Morris 6x4 Bofors tractorMatilda Quad tractor
Valentine II Scammel tractor
Valentine IX Bedford OL
Archer Ford (Canada) 1 5cwtBishop truckChurchill III Chevrolet 1 5 cwt
Churchill SBG bridgelayer Chevrolet 3 tonChurchill AVRE (12p) (12p)Bedford GL with officeChurchill Crocodile (12p) bodyChurchill ARK (12p) Bedford OY 3 ton GSRam Kangaroo (12p) Chevrolet Petrol TankeChurchill Carpet Layer Scammel TankDeacon (12p) TransporterScorpion Flail British kneelingA9 artillerymen separatelyAID (8p)A13 British standingCrusader II artillerymen separatelyCrusader III (8p)Cromwell Spitfire tX (12p)Comet Hurricane II (12p)Challenger Mosquito FB VI (1 5p)Sherman Crab Typhoon IB (12p)Sherman DD
Marmon HerringtonHumber Armoured car
Daimler Scout Car
Daimler Armoured Car USA
Universal Carrier M3 StuartSexton M5 Stuart
Wasp flame-thrower M24Chaffee
Bedford OY 3 ton GS
Chevrolet Petrol Tanker
(r Scammel Tank
12p) TransporterBritish kneelingartillerymen separately(8p)British standingartillerymen separately(8p)Spitfire tX (12p)Hurricane II (12p)Mosquito FB VI (1 5p)Typhoon IB (12p)
USA
M3 Stuart
M5 Stuart
M24Chaffee
M18 Hellcat
M4A3 Sherman
M4A3E2
M4A3E8
M4A1 dozer
M10
M36
M26 PershingM7B1 Priest
M12 155mm SP
M3 halftrackT19 105mm CMC
M3 75mmGMC
Jeep(6p)LVT Buffalo
Greyhound M8Studebaker 2 y ton truckSherman CalliopeWeasel
M4 High SpeedTractorDodge Weapons CarrierDUKW
Studebaker Gasoline
Truck
White Scout Car
3 in AT gun + crew75mm Pack howitzer +crew
105mm howitzer + crew
155mm Long Tom + crewM16 SPAA
American artillery crewstanding separately (Bp)P51 D Mustang(12p)P470 Thunderbolt (12p)P40E Kittyhawk(12p)
ITALIAN
M13/40Semovente 75
CV L6/40Semovente 47/3247/32 AT gun & crewFiat G50 Bis(12p)
Heroics Figures in 1/300th scale are 70 penceper pack of 50 infantry, 20 cavalry or 6 guns.
MODERN PERIOD MICRO-TANKS
N E W: 1 /1200 scale galley fleets, with oars & sails.AGS1: GreekTrireme (2for25p)AGS2: Carthaginian Quinquireme (2for25p)AGS3: Hellenistic Hepteres (25p each)1 /300th SCALE Fl G U RES 70 pence packs.
SOVIETT 70 T3nkT 62 Tjjtik
T 55 Unk
T 55 ilo/er
T 55 tnme clearer
T 1 DM lank
PT 76 lighi tankBMP 76(BMP 1)
MICVBTR 40P wilh Swatter
BTR 60PBAPC
BRDM-2 APC
BRDM 2withSa(jqerASU85SPgunUAZ 469 leepBM 2 1 Rocket
Lautniher
ZSU 23 -4 bPAA
ZSU 57 2 SPAA
D 30 122tTim howilrer
M55 1 OOmm AT yuri •
BTR 50 APC
BMD Parat'oup APCBM 1 4 towed lucket
iduOLtiet » crew
GAZ 69 jeet)URAL 375 lruck
SA 6 Grtinful AA missileSA 9 Gaskin AA rnissiie
SA 2 Giiiilelii'i! AA
missiii'
M1974 122mfr.SPG
ASU 57 SPAT qtmGAZ 69 • Recijilless>(jflO
TROG 7 artilierv inibSrIe
iin Iduiictter truck
MiG W 1 12|>M.G 19(15piMiG 21 nSid
MiG 23 (30piMiG 25 Fo«l)iit (30i>iSu 7 11 5plSu 9 l30p)Su 15 i30i»lYak 28(30plMl B Hip (30i)lMl 24 Hindu 5i)l
USA
M60AI tank
M60A2 tank
M4BA2 tank
M551 Sheridan Uyhlijiik
M60AI do/er
Ml 1 3 APC
M11 3 • lecoilless rifleMl 13 • TOW AT
inibsile
M163VuliMriSPAA
M 7 30 Chdpd'iai SP AAmissile systemM 1 06 ino'ldi cdrnei
M 1 1 4 recce vehicle
M .'28 Ctimtidt
f nqmeei VehicleMl 1 0 SP howd/er
M 1 07 SP fiowiiierM 109 SP huwil/er
CunundiKJo drmnuretJ
XR 3 1 1 Hi()h iTHiljiliiywtiffied carrier • TOW
M4 1 Walker Bulldoglight tank
M42 Dusiin SPAA
M 548 tiackerl i.jrnerHoliest John missile uo
l
A new range of
OrdcTNoWD 14-CLN
23 GROVE ROAD
LEIGH TON BUZZARD
BEDS. LU7 8SF
25 mm figures
JACOBITES (1745)
I '
HIGHLANDERS
and
BRITISH.Deolers
I'-V'U'et:
'ri^rdS^i>w- poi
Foot FiguresCovolry
Catalogue
C. S. • O. Inc.731 So. Oni'vorsit-y Blvd. Denvor. Colorado 80209
Wdrotmeft 8c»|>Jy .T5f6 Morlttloif PUce At^*^ Arbor^ MicKigon 46104
Soldier
PO &OX 175 Shrewsbury PA 1736I
FIGURES OF OUTSTANDING QUALITY
V 5 iT
Xr^' l .» 'VI
keep
you
r col
lect
ion up
-to-
date
wit
h
HINCHLIFFE
" What the Experts Say About Us -
-every fig
ure in
the range, cavalryman or infantryman is of a uniformly hig
h quality.
- hig
hly di
stin
ctiv
e and extremely fik
ely to make all
Napoleonic wargamers hate the
sight of the
ir existing army.
- it
has lon
g been my feeling that some manufacturers ten
d to sca
le down the size of
thei
r horses and th
is a
pplies to all sc
ales
not just wargames fig
ures
, but the
Hinchliffe heavy cavalry mounts are 100% cor
rect
.- whoever designed them deserves a medal because they breathe lif
e from every
inch of th
eir highly decorative and most detailed figures.
- perhaps the bes
t action miniatures
I have seen for
some time, the photograph does
scan
t ju
stic
e to
the finished ar
ticl
es."
CHARLES GRANTAND DONALD FEA THERSTONE
WARGAMERS NEWSLETTER AND MILITARY MODELLING
Russian Napoleonic Dragoon. N.C.O
1812 75/JB12£2.73
Russian Bashkir with horse. 1812-1475/JBC 7 £9.50
An un
usua
l su
bjec
t, th
e Bashkirs were i
rreg
ular
cav
alry
, of
ten
armed onl
y wi
th bows and arrows,some even wearing mail coats
and ancient helmets. This figure po
rtra
ys one
k of Nap
oleo
n's antagonists very much
as he
A could have been i
n the 1814 occupation of
Paris after
campaigning across Europe
u coll
ecti
ng a va
riou
s as
sortment of weapons
n and accoutrements on the way, plus a French
A horse to boot I
COMING SOON!
More superb 25mm and 15mm Releases. New
ranges of Fantasy figures. The Red Baron in 75mm.
A 90mm Royal Scots Greys Trooper. A new 54mm
Arti
ller
y pi
ece.
A great new 54mm Colonial range.
54mm ac
tion
.cavalrymen. New 54mm ga
llop
ing
gun teams. More 25mm equipment pieces etc
. et
c.etc.
HERITAGE 15mm
over 150 releases this month. Each superb in ev
ery de
tail
.Price comparabie to any on the mar
ket.
SendS.A.E. forfuiiiistTODMX
Enlarged Photograph.
mm
HERITAGE FANTASY FANTASTICS NOW AVAILABLE.
SEND S.A.E FOR LIST.
ADDITIONSTO RANGE
Continuing our pol
icy of
plugging the gaps in a great
range - making it even greater.
25mm
BRITISH NAPOLEONIC(BN)
BN 47 Ensign in gr
eatc
oat with
furled colours
BN48 Guardsflankcompany
sergeant
BN49 Guards flank company
drummer
NAPOLEONIC PENINSULAR
(NP)
NP29 Spanish lig
ht inf
antr
y bugler
NP30 Br
itis
h ri
fles
bugler
NP31 Portuguese cacadore bug
ler
NAPOLEONIC PENINSULAR
CAVALRY(NPC)
NPC12 Spanish Dragoon
trumpeter
NPC13 Spanish Lancer trumpeter
N PC 14 Br
itis
h Dragoon trumpeter
NPC15 Br
itis
h li
ght Dragoon
trumpeter
NPC16 Br
itis
h Hussar trumpeter
PERSONALITY FIGURES (PF)
PF31
Field Marshal
Schwarsenburg (Au
stri
a)PF32 Ge
nera
l Pr
ince
Bagration
(Russian)
PF33 General BarclaydeTolly
(Russian)
PF34 Lieutenant General Sir
Thomas Pic
ton (B
riti
sh Nap)
ME/iyS German WW11 Heavy Gun Umber
(Foruse with ME/G/21 German WW11 150mm Fie
ld Howitzer)
Shop opening. Showroom and shop ope
ning
on our premises soon
90/DJ7 £4.50 Br
itis
h Of
fice
r 7th Hus
sars
180
8
HINCHLIFFE MODELS LTD.,
Meltham, Huddersfield,
England. HD73NX
All home or
overseas trade
enquiries welcome.
Our manufacturers in the U.S. are:
Heri
tage
Models Inc
. 9840 Munrc Dri
ve,
Buil
ding
106, Dailas,Tex3s75220.
The
Hinchiiffe Handbook £2.00
from your ret
aiie
r or £2.20 direct.
Pric
e Li
st 12p.
________
AUTHENTIC
HUMmOLi M
ILIT
ARY COLOURS
for allour products
WARGAME RULES
LAND BATTLES
3000BCto 125DAD(W.R.G.)Wars of the Roses-Medieval (Decalset)1500-1660 2nd edition (Birmingham)Napoleonic (LW.S.) ^Napoleonic Rules for 1/300 scale •
G.W. JefferyAmerican Civil War
(Confederate High Command)WW. 1. Land Rules (Skytrex)Armour/Infantry Action 1925-1950Micro-Warfare-Ground ForcesWW.II
(Skytrex)Leicester Micro-Warfare WW.II
1950-1975 Armour/Infantry (W.R.G.)W.W.II Rules-basic (Mike Phllpott &
Bob Thompson)20th Century Skirmish Rules
(Paragon)Renaissance Rules (WRG)Gladiatorial Rules (Paragon)
NAVAL BATTLESGreek Naval Warfare (L.W.S.)Napoleonic (Navwar) 2n editionAmerican Civil War Ironclads (Navwar)
World War I Naval (Skytrex)WoridWarll Naval (Leicester)
Galactic Warfare Rules
Coastal Naval Warfare (Navwar)Aerial Warfare Rules (Leicester)
MICROTANKS
American
DAI GrantTank
DA2 ShermanTank
DAS StuartTank
DA4 Sherman FireflyDAS PershingDAB M24 Chaffee Light TankDA10 M8 Armoured Car
DA11 MIOTank DestroyerDA12 M1 STank DestroyerDAI 3 M36 Tank DestroyerDA20 MS Halftrack
DA21 X ton Jeep BpDA22 D.U.K.W.
DA23 MackBxBTruck
DA24 Chev. 30 cwt.Truck
DA25 Chev. L.R.D.G.Truck
DA26 Studebaker 2-j ton BowserDA27 M4 Artillery TractorDA28 Seebees Bulldozer BpDA29 Weasel Amphibian BpDA30 105 mm Howitzer
DA32 155 mm Long Tom 9p
DR1 KV1 Tank
DR2 T34/76TankDR3 T34/85TankDR4 KV2Tank
DR5 BT 7 Tank
DRB JSIITank
DR7 StalinTank
DRB KV/85TankDRB BA-10M Armoured Car
DR10 Gaz 69 Armoured Car
DR11 T70 Light TankDR12 T26 Light TankDR1 5 SU 76 Assault Gun
DR16 SU 85 Assault Gun
DR17 SU100
DRIB SU 122 AssaultGunDR19 JS 152 AssaultGun
DR30 Gaz4x6Truck
DR31 Gaz4x4Truck
DR32 GazJeep BpDR33 Gaz64 Halftrack LorryDR34 JAG 12 Heavy LorryDR35 Petrol Bowser
DR40 M39 Anti-Tank GunDR41 203mm Tracked Howitzer
DR42 Katyuska Rocket Launcher
c A OU unless pricedop CMUn otherwise
Many more on our newLists. All tol /300th Scale
1/300AIR CRAFT
Well detailed metal castings.
GroupA-13pMe 109Spitfire VSpitfire IXFW.190 A3Hurricane
Mustang P51DZero
Yak 9
Group B-18pThunderboltMe 110
MosquitoTyphoonStuka
Me2B2
Defiant
SturmovikFW189A-2
39,ASHBYROAD,
LOUGHBOROUGH,LEICSTelephone Orders & Enquiries Nottingham 43457
POSTAGE & PACKINGUK, BFPO, 10%upto£5
Post free over £5OVERSEAS -60% up to £7
30% over £7
Pz.Kpfw, 1 Tank BpPz.Kpfw.ll TankPz.Kpfw.lllTankPz.Kpfw.IVTank F1PZ.1VF2
Pz.tVaus.H
Tiger I TankTiger It TankJagdtigerPanther Tank
JagdpantherStug.lM Assault GunElephantPz.Kpfw. 4.7 cm. Pak(t) BpPz.Kpfw. 38(t)SturmtigerNashorn 88 mm S.P.GunJagdpanzer IVMarder III
Jagdpanzer HetzerSturm panzer IVMarder 111 Pak 76.2mm. (R)PzFH Wespe 105 mm S.P.GunHummel
Maus 9pSd.Kfz.222 Armoured Car
Sd.Kfz.232 Armoured Car
Sd.Kfz. 234/2 (Puma)Sd.Kfz.233 Armoured Car. 7.5 L24Sd.Kfz.234/4 Arm'd Car 7.5 Pak 40Sd.Kfz. 250
Sd.Kfz. 250/8 7.5cm.Ly24Sd.Kfz. 250/9 Armoured CarSd.Kfz. 250/7 80mm SelfPropelled MortarSd.Kfz. 251 Halftrack
Sd.Kfz. 251/7 Engineers VehicleSd.Kfz. 251/9 75 mm L24Sd.Kfz. 251/1 B Flame ThrowerSd.Kfz, 251/17 A,A. 20 mmSd.251 Rocket Launcher (280 mm)Sd.Kfz. 7(88Tractor)Sd.Kfz.7(0pen top)Opel Blitz 3 ton TruckDiamler Benz 3000LTruck
Opel Mauitier HalftrackDiamler Benz Bowser
KubelwagenSteyr 1500 Field CarKettenkrad BpSiG33/150mmS.P.G.38(t)37 mm A.A. S.P.G.
Saurer HeavyTruckS.W.S. 40 Halftrack
Mercedes Staff Car BpM/C Combination BpOpel RadioTruckRaupen Schlepper OstSchwimmwagen Bp5.0cm Pak 38(Firing)7.5cm Pak 40(Firing)8.8cm Flak (Firing)8.8cm Flak (Limbered)8.8cm Pak43(Firing)105mm FieldGun
Nebelwerfer BpOstwindAA S.P.G.
7.5cm Infantry Gun Bp1 5cm Infantry Gun1 70mm Gun (Firing)170mm Gun (Limbered)1 50mm Gun (Firing)150mm Gun (Limbered)
I Sd7 Recovery Crane
NAVALWARGAMERS
Refight the battles of the Mediterranean Sea1940-43
With Davco 1/3000th Models
No in TypeClass
Britain
CrusaderTank
Matilda Tank
ValentineTank
Churchill Tank
Cromwell Tank
British A9 Tank
Vickers LightTank BpA13 CruiserTank
A30 ChallengerCrusader II I A.A.
Number Armoured Car
Stag Hound Armoured CarDaimler Armoured Car
Harrington Armoured CarA.E.C. Mk.l Armoured Car
Roils Royce A'Car (1930-41)Daimler Scout Car BpBren Carrier BpWhite Scout Car BpNumber Staff Car BpQuadTruck BpBedford O L. 3 ton truck
Austin Bowser
Scammei! Pioneer
Scammeil Breakdown Crane
Austin 3 tonTruck
Austin 30cwt. Truck
Morris 1 5cwT. RadioTruck
Morris 1 5cwt. Bowser BpScorpion FlailCentaur A.R.V.
Dorchester Armoured
Command Vehicle (1941)
AEC Armoured Command
Vehicle (1 944)
Tank Transporter 9p25 pdr. Gun (Firing)25 pdr. Gun (Limbered)1 7 pdr. Gun (Firing)6 pdr. Gun (Firing)2 pdr. Gun (Firing)5.5 inch Howitzer3.7in.AAGun 9p7.2in. Howitzer
Bofors 40mm AA gunBishop S.P.GunBofors Quad BpArcher 1 7 pds. S.P. GunPriest S.P.G.
Buffalo L.V.T.
Churchill ARC 9pChurchill S.B.G.
Bridgelayer 9pChurchill Avre with Fascine
Churchill CarpetlayerChurchill with Petard Mortar
Sherman Barv
D.D. Sherman
Sherman Dozer
Sherman with CalliopeRocket Launcher
Armoured Bulldozer
Two Spare Fascines BpChurchill Crocodile 9p
Ml 3/40 Tank
Sermovente 75/18Autoblinda Armoured Car
Char B1 Tank
Somua 535
Renault 1 -139
Somua j track LorryCitroen 2^ ton
(New) Queen Elizabeth 2 SB(New) Renown 1 BC(New) Ramillies 2 88
Warspite 1 BB(New) Illustrious 4 CV(New) Exeter 2 CA(New) Southampton 4 CL
Leander 5 CLSydney 3 CLArethusa 4 CL
(New) Coventry 5 CLAA(New) Dido 9 CL(New) Royalist 5 CL(New) Scylla 2 CL(New) Manxman B CLM
Mauritius 8 CL
Ceylon 3 CLTribal Class 12 DD{x2)G/H Class 18 DD(x2)M Class 12 DD{x2)V/W Class 10 DD(x2)
No in TypeClass
Italy(New) Littorio 3 BB(New) Cesare 2 BB(New) Trento 2 CA(New) Zara 2 CA(New) Bolzano 1 CA(New) Bande Nere 4 CL(New) Duca D'Aosta 2 CL(New) Garibaldi 2 CL(New) Navigatori 12 DD(x2)(New) Soldati 12 DD(x2)
ALL MODELS 25p EACHPackaged with an information sheet givingdetails of the speed, armament etc.MORE NEW MODELS WILL BE ADDED ATREGULAR INTERVALS
PUBLICATIONSArmies of the Macedonian andPunic Wars by Phi l Barker(W.R.G.) £1.50Ancient Wargames Guide(Airtix) £1.40Wargames Campaigns by TonyBath (W.R.G.) £1.85How to Win Wargames (MikePhiipottS BobThompson) 60pArmies & Enemies ot AncientEgypt & Assyria (W.R.G.) £2.30Armies & Enemies ot ImperialRome (W.R.G) £2.40Renaissance Armies 1480-1650(hard-back) £4.50Armies& Enemies ot Ancient china(W.R.G.) £3.20Armies ot the Dark Ages(W.R.G.) £3.50Armies ot the Greek & PersianWars (W.R.G.) £2.40
TANK BATTLES IN MINIATURE:1 . Western
(hardback)2. Russian(hardback)3. Western(hardback)
SYMWARWW2 RulesModern Rules
Map Sheets (10 types)Medium Girder BridgePontoon BridgeStone bridge (one arch)L.C.M.L.C.A,
desert
£3.95
campaign£3.95
Europe£3.95
BOOKS FOR WARCAMERS
'Great Battles SeriesDesigned for wargamers. Colour illustrated.Originally published at £2.50.Now on offer at £1.10 each
FLODDEN -Anglo-Scotswar, 1513.
BLENHEIM - Marlborough s greatest victory.
YORKTOWN - The American Revolution.
LEIPZIG - Napoleon'sdefeat.
SPION KOP-The Second Boer War.
KURSK-Eastern Front in WW2.
Airfix Magazine Guides
Written by experts in their fields. Fully illustratedwith diagrams, drawings and b & w photographs.£1.40 each.
Napoleonic WargamingAncient WargamingWorld War Two WargamingMilitary ModellingTankand A.F.V. ModellingGerman Tanks of WWII
Afrika CorpsEighth Anny in the DesertFrench Foreign LegionBritish Tanks of WWI I
Russian Tanks of WWII
Modelling Armoured CarsModel Soldiers
vVdr9dmirf9Don Featherstone wargaming titles; all fullyillustrated
Skirmish Wargaming £2.95Colonial Small Wars 1837-1901. Published£5.25. Onoffer£2.25Ancient and Medieval Period £3.95
Pike and Shot Period £4.50
Also:
Naval Wargames by B. J Carter £3.95
Ancient
The Year of the Four Emperors by P. A. L.Greenhaigh, The bitter civil war in A.D. 69 in-
I volving a titanic struggle between the Eastern andWestern Roman Empires, and the storming ofRome. Illus. £5.25
Early Greek Warfare, by P. A. L. Greenhaigh.Chariot warfare and the evolution of the hoplite.
I llus. £6.75
TheSeleucid Army by B. Bar-Kochva £5.50
The Campaign of Gaugamela by E. W. Marsden.Including detailed notes on tactics, organisationandforniHtions. £4.00
Samnium and the Samnites by E. T. Salmon.£10.00
The Armour of Imperial Rome by H. R.Robinson Over 700 illustrations, many incolour £11.95
Medieval
Crusading Warfare 1097-1193 by R. C. Small.Paper. £2.95
Agincourt: The armies and the battle. Colr;)urI llus. Pap»;r £1.50
Renaissance
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WARGAMERS
NO 183
NEWSLETTEREditor: Donald Featherstone-
JUNE 1977
EDITORIAL
gaming, when I made the acquaintance of Tony Bath ' "'s-ite®(one of the half-dozen or so wargamers in Great 1Britain at that time) who loaned me four copies - Pp&a||iythe first year's issue - of American Jack Scruhy's |jBP|ipMBk aJBHnow legendary WARGAMES DIGEST. I received themin the evening and read them in hed until my eyescould stay open no longer then I recall waking up HVaHHR^* -on a fine summer's morning at 5 o'clock to con-tinue my explorations into this wonderful new 'world whose doors had suddenly heen open to me. ''Enthusiastically wriI ten hy Jack himself and other RRBjvpioneers long-since departed - with the exceptionof Tony Bath and Charles Grant in this country -the magazine was a quarterly stimulus, eagerly awaited and anticipated on its due calender date. Inmany ways the enthusiasm and excitement generated hy that magazine and all that it stimulated was thethrow-hack to the wild enthusiasms of Youth, and for that 1 am truly grateful hecause (short of perhapsacquiring a very young mistress) there can he few occasions in Life when such a hoon is hestowed upona man. Wargaming holds out this honus, this rare gift allowing one to return to days long past t.perhaps this aspect has never occurred to a more mature wargamer and it is worth reflecting upon.
Wargames Digest was a true wargaming magazine, devoted almost without exception entirely to thehohhy and even a single line that deviated from this rigid path was frowned upon. It is twenty yearssince then and Wargames Digest, along with other embryonic magazines of the hohhy, have gone out ofpublication - only Wargamer's Newsletter remains, having consistently heen published every month since1962. Maybe the Newsletter lacks the ability to transport wargamers hack to youthful." times, morelikely the atmosphere of the age in which we live precludes that. Suffice to say (and this is whatthis Editorial is all about) this magazine has always heen controlled hy hut^Bfiterion and that is -that everything written shall he connected with or he designed to affect the hohhy of wargaming.Many fine and knowledgeable articles that must have taken hours to research and write are sent to meand regrettably 0 large proportion of them remain in my folder simply hecause they hear only the mostfringe-connection with wargaming. They might he the writer's summary or condensation of a battle orsoiue military subject which has heen written up at much greater length in the pages of a relativelyreadily available hook - that immediately puts the article out of the reckoning hecause our pages arefor the semi-esoteric writings on wargaming and not for amateur condensation of professional works.Often the article is concerned with uniforms or formations - again something that is available elsewhere if one can only take the trouble to look for it, or indeed knows where to look. It is not easyto decide or draw the line at where to begin or end such a policy, to firmly say that this is notsolely pertaining to wargaming and if inserted would take up valuable space which could he so used.Quite obviously, other Editors either have the same problems or else completely ignore them hecausethere are two much more lavish magazines than this which purport to he wargaming journalBBtire at leastfifty percent concerned with subjects which, hy my criteria, are outside the scope of our hohhy.
As long as WARGAMER'S N'EWSLETTER continues and 1 edit it, it will contain articles that deal withthe hohhy in a practical sense; it will review through the eyes of a wargeuner.. hooks, figures andother commercially manufactured items, suggesting that this might he of true wargaming value hut thatis only of passing interest. 1 may well he wrong and tlTe whole subject is open to argument, hut a^Eleast in a world where policies and actions are nebulous, it is a definite line to take!
DON FEATHERSTONE.
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COVER PICTURES - AT SOUTHERN MILITAIRE
Top/ Duncan McFarlane (Editor of ARQUEBUSIER) fights a Pike and Shot battle- Russians v Turks.
Bottom/ Ian Colwill and Mike Blake, Individual Skirmish veterans, work out aWestern Gunfight
ISth CENTURY WARS IN INDIA
Arthur Harman
In my last article I presented some arguments In favour of the late eighteenth century wars inIndia as an interesting period for wargames, I would now like to describe in more detail the diverseforces involved in those campaigns, and to suggest additional rules to reflect their relative effectiveness on the battlefield.
The Moghul armies at this time had remained essentially the same as they had been two centuriesearlier; they were completely untrained, without staff or support services, and were incapable ofmanoeuvre. The infantry were recruited by tribes for their skill at arms, rather than trained intheir roles, and used a variety of weapons; matehlocks, spears, pikes, and occasionally bows andarrows. It must be noted however, that the fire of a matchlock battalion was heavier than that ofone armed with firelocks. In fire effect rules this could be reflected in a higher casualty rate,but if the game move is a period which allows infantry to load and fire, then the time required toload the matchlock by native levies would, it is suggested, cancel out the extra effectiveness of amatchlock volley.
were armed with a tulwar, a shield, and sometimes a lance. The horsemen of Rajasthan -the Rathors - wore yellow robes symbolic of death over their armour, and in battle formed a densecircle - the ghol - in which they charged until .he enemy fled or they were themselves killed. Thissuicidal bravery was induced by the use of drugs. At the battle of Mertah the Rathors charged DeBoigne s square with such resolution that one olilcer wrote:
"It is impossible lor me to describe the feats ol the 'Jerd Kopperah Wallahs' or the enemyforlorn hope. 1 saw after their line was broken fifteen or twenty men return to charge a thousandinfantry and advance witliln ten or filtecn paces before all were shot."
could be repi'eseiited on tlie wargame table by designating certain units as such,thus increasing their morale ratings but not necessarily their combat effectiveness. When chargingthe enemy a die throw could decide if the unit would retire after suffering the casualties whichwould normally have this effect, or whether it would continue to attack until none of the horsemensurvived. The odds in favour ol the latter event should not be large, but sufficient to make this asigniiicant possibility.
M Native ca\alry, with this exception, could not be relied upon to press home an attack since
01 plundering, but as his steed and spear represented his entire capital, and constituted his soleclaim to employment, he sedulously avoided all conflict (which somewhat detracted from his merits asa combatant), and preferred flight to fight on every occasion of danger."
In all cavalry charges by irregular native troops, once unleashed, the charge will only be haltedby a repulse by fire or in melee. Should a continuation of the initial charge lead off the table, 'then a die throw may decide the number of moves for which the unit will be absent.
A Moghul army was accompanied by a long train of artillery, drawn by bullocks and consequentlyunable to manoeuvre in the face of the enemy. They relied upon numbers of cannon and weight of shotfor the gun-drill was slow by contemporary European standards. Native cavalry, therefore were 'accustomed to draw the first salvo and then charge the gunners before they could reload, 'ihis factorcould be represented in the rules either by noting specific periods when a battery is not loaded, or,If the game move represents a longer period, by using a lower casualty rate; in the latter case a diecould decide whether the gunners were caught unawares in a cavalry charge - the chances should favourthe cavalry to reflect their appreciation of the tactics described above. It would appear that Indianarmies possessed weapons similar to the European "organ batteries", since a Lt.Roberts of Sindhia'sforces is described as having been wounded by an "organ" at Mertah.
Rockets were a weapon peculiar to Indian warfare, but were unreliable and seem to have been lesseffective than the Congreve rocket later used by the R.H.A., and therefore should affect the moraleof native units, rather than cause many casualties. They would however be dangerous to the largeammunition tumbrils of the regular battalions, which might be exploded with disastrous effect onthose nearby, although this would more likely be the result of chance than of deliberate aim.
The Maratha armies consisted of swarms of light cavalry, grouped under their chiefs, with whichthey waged a guerilla warfare, until Mahadji Sindhia raised regular battalions of infantry on themodel of the sepoys of the East India Company. These cavalry suffered from the same defects as their
frequently known to take no active part in a battle unless attacked,when they often fled. '
In battle the undisciplined soldiers relied on individual courage and were animated by thepresence of their leaders. The death of such a leader, his apparent disappearance - since Moghulgenerals were in the habit of abandoning their troops if defeat seemed imminent, or any omen regarded
might cause a violent panic often resulting in an uncontrollable rout. For example- atthe battle of Samulgarh, Prince Darya Shukoh, with victory almost in his grasp, dismounted from hiseiepnant. At the sight of the empty howdah his army, believing him dead, took to flight. The deathor any event suggesting the death of a native general should therefore have a significant effect on 'the morale of all units under his command. Only the presence of another leader of extraordinary
^ prevent a rout. At Lalsot Ismael Beg was able to rally the Moghul horse after the deathof their commander. A die throw coupled with the personality factors of the general in question
could determine whether the unit will, rally. Whilst the new leader is estahlishing his authoritythe units should count as disorganised for an appropriate period.
The regular corps in the service of native princes were at their best equal to British sepoys,and could even oppose European troops. After Laswari General Lake wrote of Sindhia's troops:
"The enemy's battalions are most uncommonly well appointed, have a most numerous artillery, aswell served as they possibly can be, the gunners standing to their pieces until killed by the bayonet.All the Sepoys of the enemy behaved exceedingly well, and if they had been commanded by Frenchofficers the affair would, I fear, have been extremely doubtful .... These fellows fought like devils,or rather heroes, and had we not made a disposition for attack in a style that we should have doneagainst the most formidable army we might have been opposed to, I verily believe .... we might havefailed."
Of Assays, General Wellesley commented:
"The battle was the most severe I have ever fought in India. Sindhia's infantry behaved well.They were driven from their guns only by the bayonet, and some of their corps retreated in_gDod orderand formed again."
These statements by experienced officers seem to vindicate the decision to fight in the Europeanstyle taken by several princes, rather than in their native modes of warfare, which it has beensuggested, would have served them better. The evidence of the quotations above suggests that theregular corps in these two battles performed in a manner worthy of the best European troops. It musthe remembered that at both the above mentioned contests that Sindhia's battalions were no longer underthe command of their founder, De Boigne, and that many of their best officers, who were British orcountry born like James Skinner, had been dismissed in the belief that they could not be relied uponto fight their own countrymen.
The most respected of the regular corps were the "Brigades" raised by De Boigne for the Marathachieftain Sindhia. Each "Brigade" was in fact a force of all arms, corresponding to a Europeandivision, and was composed of 600 regular infantry, 1,000 irregulars or Najibs, armed with matchlocks,1,000 picked men for storming parties, and 800 regular cavalry. A battery of artillery accompaniedeach battalion of 500 infantry. Transport, in the form of bullock carts and tumbrils was attached toeach battalion, and De Boigne engaged an armourer to manufacture muskets and artillery, which were ofsimilar quality to those of the Company's forces.
Other units raised by mercenary officers were however not so admirable in weapons or discipline.The corps led by Walter Reinhardt, alias Sombre, was described in far from complimentary terms by amercenary officer as follows:
"Sombre's party have never been conspicuous for their military achievements, nor famed for theirmilitary prowess. They never lost a gun and never gained one, .... But were remarkable for theirexcellent retreats. Sombre made it a rule in every action to draw his men out in line, fire a fewshots, and then form square and retreat. This rule his party has every since adhered to with inflexible exactitude; by which singular mode of prudent warfare they have acquired no laurels, yet preserved their reputation. They are the most mutinous troops in India, and woe to the unfortunateEuropean who was compelled by his necessities to enter into this party. Disgrace, if not death,attended them, from the frequent revolts of the soldiers, when they regularly wreaked their ire withclubs upon the shoulders of their European officers."
The efficiency of the regular units clearly depended to a great extent on the personalities ofthe mercenary officers. It is necessary therefore to have a system for determining the merits orotherwise of the commanding officer and his subordinates. It would not be unreasonable if the bestof these units were given combat and morale factors equal to those of Company sepoys, if not even tothose of King's troops.
Regular infantry were able to defeat the Moghul forces described above, if handled resolutely andwith skill. They were however vulnerable if attacked by cavalry when not in square. Before-theirdestruction on the bayonets of De Boigne's square at Mertah, the Rathor cavalry had slaughtered thebattalions commanded by one Rohan, which they had surprised in open column. It appears that on this,and other occasions, the regular battalions formed one square around their vehicles, ins-tead of thesmall battalion squares employed by Wellington. At Lalsot De Boigne placed his batteries behind oneface of the square, and then by wheeling the infantry to the rear, unmasked his guns to repulse aRathor charge, illustrating the perfeet discipline achieved by the troops under his command.
To conclude this brief survey, I should like to mention the unique force raised by George Thomas,an Irish sailor, who, after deserting his ship, engaging in banditry, and serving in the forces ofSombre's widow, raised his own army, seized a derelict fortress, and aet up his own kingdom of Hariana.Thomas' troops were not disciplined to the same extent as those of De Boigne, but were inspired by hispersonal example to perform valiantly in many battles to secure and defend their leader's throne. YetJames Skinner described them deploying into line with bayonets fixed "as if they were on parade" atJehazgahr. Thomas himself appears to have acquired from somewhere sufficient military knowledge toconstruct abatis, and to employ red hot shot to reduce a town to submission.
I hope that the above ideas and suggestions will be found useful by any reader contemplating war-gaming in this period. The classic work on the subject, Compton's "Particular Account of the EuropeanMilitary Adventurers of Hindustan" is to be reprinted in the "Oxford in Asia" series of historicalreprints, and I can recommend anyone embarking on this period to obtain a copy which contains detailedaccounts of the careers of De Boigne, Thomas and Perron, ind brief details of a host of mercenaryofficers of the period.
TALKING WARGAMINGiii,
Some time in l6l-'i a complete set of toy soldiers, made JkijjF ^of wood, was presented to the young prince of Spain, latei'King Philip IV. There were regiments and companies with /\their various banners, weapons and equipment, there were Jwhorses and cannon for the artillery, even the distinctive ■,shops and tents of the armourers, sutlers and barbers who Afollowed every army. Special materials were included for 1^/ S i fthe construction of artifical lakes, forests and pontoon ^siege. And this, the first child's 'war-game' known inEurope, was proudly described by its inventor in a special rose miniatures \\publication in Spanish and Latin. The toy was no lessgrandiose in intention than in execution: it was to give \\education as well as enjoyment. "This army will be no less The details ot these models were taken from the \useful than entertaining" the designer, one Alberto Struzzi,wrote to the prince. "From it one may observe the expendi- engravings of Jacob de Gheyn published in leos.ture which is necessary if a King is to emerge victorious,and how if money (which is the sinews of war) fails, theprince's intentions cannot be achieved." Armies which are not paid ituariably tail prey to disorderdesertion and defeat, warned the inventor. '
The ultimate aim of this wargame was to make Prince Philip aware of the existence of the SpanishNetherlands and of the army which defended them. The prince's splendid toy was in fact a perfectreplica of the most famous army of the day, the Army of Flanders, maintained by Spain in the LowCountries since 1567. It was never too early to teach a future king of Spain that his power was underpinned largely by military strength and that his armies could function only for as long as they werepaid. The Army which served as a model for Alberto Struzzi's toy was a fighting force at its zenith.
From "The Army of Flanders and the Spanish Road, I56/-I659" by Geoffrey Parker (Reviewed on page
The tlolails of these models were taken from the
engravings of Jacob de Gheyn published in 1608.
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HINT OF THE MONTH:
After basing figures in groups on card, paint the card and bases green, desert-yellow or whatevercolour you fancy. Then, before the paint is dry, sprinkle silver-sand (obtainable from pet shops for6ird-cage floors) over the still wet area, shaking off the surplus. The result is a realistic 'ground'base, with the shapes of the figure's bases completely camouflaged.
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PROBLEM OF THE MONTH by Charles Kine
I have been reading as many books as 1 can find but 1 cannot ever discover whether there were anysub-u*its smaller than a company in the British and French Napoleonic armies. If so I would be grateful for information stating how many of these units there are per company, and their regulation complement. Information similar to this on other Napoleonic armies would also be received gratefully.
ooOoo
RULE OF THE MONTH - VISIBILITY:
At commencement of battle throw dice for directidnrof/wind and for visibility. These situations decided by dice prevail throughout that particular battle. Dice throw of 1/2 means rainy,overcast conditions throw of means normal conditions, throw of 5/6 means bright, sunny day. Ifrainy and overcast, throw dice again l/2 means visibility of 28", 3/^ visibility 3k", 3l(i means visibility of 60".
ooOoo
MILITARY QUIZ;
1. When was the first official record of the issue of war medals to women?
2. What was SMART MONEY?
3. What was the name of the ancient prototype of flame-thrower, made of sulphur, naphtha andquicklime?
k. Who led the Barbarians at the Battle of Chalons in A51 A.D.?
5. Dates of Battles of - a) Beneventum: b) Bannockburn: c) Kings Mountain: d) Messinesand e) Java Sea?
ANSWERS ON PAGE I&
FIRE AND MELEES:IN NAPOLEONIC VARGAMES
Paddy Griffith
This article is based on the author's ideas about what actually happened in most Napoleonicinfantry fights. It will suggest that the way in which most sets of wargame rules deal with Infan ryfire and melees is unrealistic, and will attempt to find a way to improve this.
First of all it is clear that in the Napoleonic wars bayonets were very seldom crossed betweentwo opposing units. Normally there would be a genuine bayonet fight, or melee, only when one side orthe other felt that it could not run away: when it was trapped in a village street or thick und r-growth. One other case is when the attacker came up on a unit by surprise and the defender had notime to run off before the clash came. This would normally happen at night, when the two sides couldnot see each other until the last moment. In these cases there would be hand-to-hand fighting usingbayonets, clubbed muskets, boots, teeth, and anything else which was handy. Inwhen both sides had a good idea of the other's position, one side or another would "iecide not to closein for any actual physical contact. If the less resolute side was the defender, he would run to therear, possibly losing casualties to bayonets "in the kidneys", but normally losing few men killed orwounded. If it was the attacker who lost his nerve first, he would stop his charge at some pointbefore he reached the defender, and try to open fire. Normally his f ^ 'as the men would be shaken. It would be fairly easy for any fresh chargingin this position. If no counter-charge were made, on the other hand, there would be a prolonged"ght in'whLh few men on either side'were hit. Even against a resolute defender was rare for anattack which broke down to lose very many men from infantry fire, and after the defender s firs ^ yhis fire would become almost as ragged and ineffective as the shaken attacker s. ™®,, f^^®.other words, was not a good way to inflict casualties, and usually indicated that ®^^®resolution needed to advance. In the Peninsular War the British did not use ^^^®^^Shts to destroyenemy attacks, but used one quick volley followed by a countercharge as soon as the attacker stoppedin confusion.
All this boils down to the fact that in the Napoleonic Wars infantry attacks were decided byneither melees nor infantry fire, but by the resolution of the attacker compared with that of the defender. If the attacker had the stronger nerves the defender would run: if the defender had thestronger nerves the attacker would grind to a confused halt. If neither side had very much resolutionthey would both stand around at medium range taking ineffective pot-shots at each other. The imporfactor is therefore the morale status of each side before and during the attack.
Morale might depend on all the normal things which wargamers know about: whether the unit isor line, whether it has been subjected to preliminary softening up (but by artillery or skirmishers,NOT usually by formed volleys), whether it senses it is in the losing team or the winning te^,Sthe^it hL Lnfidence in Its officers, etc., etc. Wargamers will have their own methods of workingthis out, so that when an attack starts it will be known how each unit stands.
The next thing to do is to advance the attacker into about medium range of the defending infantry.Say about 100 metres for the sake of argument. The attacker must then stop his troops and declare anattack. At the end of the bound the combat is resolved using the following method:-
The first step is to compare the basic morale scores of the two sides. Each defending battalionor part of a battalion is considered as receiving a separate attack, e.g. if one battalion plus twocompanies of another are in line to receive the attack they will count as two defending units, omatter what number of units is attacking them. The attacker must split his force ^®ky®®" ̂ ®°''vided that they are both in range from where he has stopped. He might have two battalions to throwagainst the one complete battalion, and one battalion against the two companies. These count as twoseparate battles.
Each unit should be scored for morale on a scale from one to five. A very solid guard unit wouldscore five, a ragged militia unit which had suffered a long artillery bombardment would score ope andso on. Vacations between one and five would depend on preceding factors depending on how the otherrules in use worked. The presence of a Divisional General would add one to any one ® ^°'®-the presence of the Army Commander would add two. A unit with an unsupported flank would deduct onewith two unsupported flanks it would deduct two. If there were no troops in support within 500 metresto the rear it would also deduct one.
If both attacker and defender had the same morale total the defender's basic morale would be unaffected. If the defender had two more morale points than the attacker he ^°"1^ l^en add two. if hehad two less points than the attacker he would deduct two, and so on. Note that if the defender onlyhad a fraction of a unit in line, he would divide his morale score accordingly. Thus a unit with amorale score of 5 which had only half its strength meeting this particular attack would score only 2^.
When the comparison between the two sides had been made and the differenceadded or subtracted from the defender's score, the defender would then go on to add and subtract thesituation factors for that particular attack. If the defender had soft cover he would add one. If hehad hard cover in front only he would add two. If he had hard cover all round he would add three.Troops in a village, incidentally, would only count as having soft cover (i.e. add one), unless therewas a very strong stone building - a chateau, a cemetery wall, etc., - or unless the village had beenvery strongly barricaded. Most villages in the Napoleonic period were built of rather unpromisingSrfffPf^ defence: wood, wattle and daub, etc., and unless they had been very carefully strengthenedthey did not offer very much protection to defending troops.
If the attacker was uphill from the defender the defender would deduct one. If the attacker wasdownhill, the defender would add one. If the defender is in square he will deduct 2. If he is in
column he will deduct one.
The defender will now have a consolidated score (which may even be a minus score). Usually itwill be around 4 or thereabouts, unless he has got himself into an awkward position. This score isnow added to the score on one average dice. If the grand total comes out at seven or more the defender wins. If the total is less than seven the attacker fails to push on.
Both sides automatically lose one morale point for being involved in the combat. Depending onthe other rules in use this may be translated into casualties of about one-sixth of the total strength,representing all losses to musketry, all deserters, and anyone who might accidentally have fallen overand been bayonettfed later. Mainly, however, this will represent the general loss of formation andfreshness which will have resulted from the combat, making it more difficult to persuade those troopsto go into another assault later in the day.
In addition to the automatic loss of status which both sides suffer the loser will also be shaken
and out of hand for a certain period afterwards. Normally this will be about four bounds, but willneed to correspond with the other morale rules in use in the rules. If the defender has lost thecombat, he will be forced to retreat for one move at once, and he will continue to be useless foroffensive operations until he has rallied. If the attacker has lost the combat, on the other hand,he will not be allowed to advance until he has rallied. He will be stopped about 100 metres short ofthe enemy line, and it will then be up to the successful defender to decide whether he can launch acounter-attack in the next bound.
There are a few addtional points to notice. These attacks include all the defending musketry inthe calculation, and so infantry volleys may not be fired by the defender in the time between theattacker's advance up to 100 metres and the resolution of the combat. If any supporting artillery orskirmisher fire can be used in the meantime it may be, but the defending line of infantry may not addanything.
It may happen that both sides attack each other simultaneously. In that case, once again, theywill both stop when they come within 100 metres of each other, and the two players will decide betweenthemselves which is to be considered the "defender". If they both throw a dice, the higher score willbe the "attacker". The process then continues as above, except that the new "defender" will add oneto his situation factors for having some forward impetus.
Using this system a more realistic infantry fight is achieved. Neither side will usually be ableto close with the bayonet, but the issue will be decided by the relative morale of the two sides. Itleads to quick battle results, and avoidance of all the complicated - and unrealistic - paraphenaliaof file firing and melees.
To summarise the system, a quick reference chart would look something like this:-
i) Find morale score of defending unit (1-5)Each unsupported flank -1 : Divisional General +1No rear support -1 : Army Commander +2
ii) Find morale of all attacking units, as above, and add them altogether,iii) Find difference in morale between attacker and defender.
If positive, add this to defender's morale score.If negative, subtract it from defender's morale score.
iv) Defender adjusts score for situation factors:-Soft cover - +1 Downhill from attack - -I
Hard front cover - +2 Defender in square - -2Hard cover all round - +3 Defender in column - -1Uphill from attack - +1 Defender trying to make attack himself -
v) Add up total score of defender. Throw one average dice and add to defender's score.If score 7 or above defender wins,
vi) Both sides lose one morale point,vii) If defender beaten, retire one bound, "shaken" for 4(?) turns.
If attacker beaten, stand fast 100 metres from enemy, "shaken" 4(?) turns.
On average this system ought to give the attacker the advantage twice out of every three attacks.My analysis of about 250 Napoleonic bayonet attacks shows that this was the historically accuratefigure - whether the attackers were in column or line was irrelevant to the result.
ANSWERS OF MILITARY QUIZ on Page lO
1. 1882 - to 15 nurses serving in Egypt. This stimulated an award to 14 nurses who had servedin the Zulu War of 1879.
2. The sum of 20 shillings which a recruit, before attestation, could pay to secure his release.
3. Greek Fire.
4. Attila.
5. a) 275 BC; b) 24 June 1314; c) 7 October 1780; d) 7 June 1917; e) 27 February 1942.
SIMULATING MORTAR FIRE IN MODERN VARGAMING
L.CpI P. McCarthyREME Wing, RS of A. Larkhlll. Wilts
As L/Cpl Greg McCauley correctly pointed out in his article on mortar fire (September edition),his rules are unbalanced by the fact the fall of shot is more common at some points than it is atothers. Therefore, the more likely number 8 could be lined up on a target, or the even more commonseries 7, 8, 9, 10 could be lined up on any linear target:- house, trenches, etc.
Because some wargamers have no scruples about taking advantage of discontinuities in a set ofrules, 1 would like to suggest alternative more consistent methods.
Type A:
These rules are used when the mortar crew can observe the fall of shot, or when the mortar creware in verbal (radio, Fd telephone, direct speech) contact with an observation officer.
The first shot is known as the ranging shot and is estimated by the firing player (a wargamer'sexperience and judgement plays a part here) from his left hand table corner. The estimation is givenas two figures, the first is the NORTHING and the second is the EASTING, where these two measurementsintersect is the aiming point. The aiming point is moved randomly by dice to the LANDING POINT asfollows -
Two decimal dice are thrown to modify the Northing and two for the Easting. Subtract the lowestdice from the highest and if the black dice was high add this difference in cms to the Northing, ifred was high subtract.
Ditto for the Easting.
After each round the aiming point can he altered, the mortar crew or observation officer beingassumed to detect out of sight bombs by clouds of dust, smoke, noise, etc.
Optional Rule:
Every time the mortar's position changes the reference point must also be changed, say to thecorner of a house, the base of a tree, or any clearly defined point. This prevents players becomingtoo accurate with their estimations. A point on the mortars base is ideal for the reference point.
If an observation officer is not available and the mortar crew cannot see the target area theymust fire blind. This entails a player writing out his next 5 moves Northings and Eastings. This isrepeated every 5 moves each time using a different reference point.
The 5 move prediction is known as a plot and can only be terminated if the mortar crew come underfire, if a target is visible to them that was not visible when the plot was made, if a message reachesthem'that they are bombing within 15cm of friendly troops, or equipment, or if an officer orders themto make a move.
Rate of Fire - Burst Circles:
The burst circle of a bomb depends upon the ground scale and also the size of the bomb, but as aguide to novices the following are suggested:-
Mortar - up to 50mm" " Slram
above 81mm
Burst Circle diameter - A 0mm
- 6 0mm
- 80mm
As regards rate of fire 1 agree with L/Cpl McCauley in that light mortars may fire medium 2 andheavy one bomb per move, but 1 think there is something sadly amiss with his rules if he cannot haverealistic rates of fire without upsetting the balance of his game. The above rates of fire are fortype A fire, they are doubled for type B or for RAPID type A. In Rapid type A all rounds in that moveare fired at the same aiming point.
Casualties:
All men in the burst circle have a saving throw (decimal dice).
Saving throw
Man in the openMan in soft cover
Man in haed cover
6, 7, 8, 95, 6, 7, 8, 9
If the bomb lands on hard surface subtract 1 from die.
Soft Cover = Man lying down, hedge, trees or men directly between hi* and impact point.Hard Cover = Man lying down with soft cover between him and impact point.
Man behind wall, in hard skin vehicle, in slit trench but partially exposed to impact point (looking, firing, climbing in or out).
Effect of mortar fire on equipment:
Bazooka or equivalentFlamethrower
M/g: anti-tank gun
Throws for vehicles, houses, etc:
Saving Throw
5, 6, 7, 8, 9
'i, 5, 6, 7, 8, 9
If destroyed it explodes like81mm homh
Open Top AFV
Direct Hit Object in Burst Circle
0) 1> 2, 3» 'i, 5, 6, 7, 8 - Vehicle 0, 1 Vehicle halted,destroyed, all occupants in open. 2, 3 Wheels/Tracks destroyed
If Destroyed n + i0, 1, 2, 3, 'i, 5 'batches Fire.
Soft Skin Vehicle
Vehicle destroyed occupants count 0, I, 2, 3 Vehicle haltedas being in open. 5 wheels/Tracks destroyed
0, 1, 2, 3, 5, 6 Catches fire. occupants in open
AFV Heavy0 Engine catches fire halt
1 Turret jammed cannot fire mainarmamen t
0 Tracks thrown
Light
0, 1 Engine catches fire halt.
2, 3 Turret jammed cannot firemain armament.
0 Tracks thrown.
House catches fire 7, 8, 9
For a burning engine throw - 1st Period2nd Period
3rd Period
etc
Moving Targets(Onlv if they moved 75mm or more) -
1 crew bail out
1, 2 " " "1, 2, 3 " " "
etc
As it is much more difficult to hit moving targets(exception - men, equipment) the following tableis used:
All previous near misses are complete misses.All direct hits are diced for again.For each 25mm vehicle moved subtract 1 from dice to a maximum 8.
New result - Direct Hit - 2, 3, 5, 6, 7, 8, 9. Near Miss - -2; -1; 0; 1.
n ̂ That enthusiastic bunch of American Servicemen wargamers who form the membership of the RhineConfederation Wargames Club have instituted a SPORSMANSHIP medal. Members are requested to nominateL i u award of Sportsmanship Medal, conferable on one wargamer (as determinedby the membership) who has displayed the qualities of sportmanship, fairness and gentlemanly conduct.Reasons why nomination is made should be given and the two members who receive the most recommendations are placed on a secret ballot for the final vote that will be conducted later in the year. Agood idea for other clubs? ^
ooOoo
^ meeting of the Wessex Military Society in Southampton, Major-General B.P.Hughes R.A.+ f "FIREPOWER". When this book was reviewed in WARGAMER'S NEWSLETTER, PaddyGriffith of the R.M.A. questioned certain aspects. Subsequently, General Hughes wrote the following:-
bP thpt Griffith's article which I had not seen. My first answer to it wouldT doub^ ^bp ''lb analysis of firepower and not an analysis of battle-winning. But, beyond that,Lsau^^ of expect, or call upon, troops to advance to theassault of unshaken disciplined infantry in a proper defensive formation with any hope of success.Jbp R remember, at Quebec. Furthermore if firepower was so unimportant, why wason p nnmi soldier encumbered with 60 rounds of ammunition, why was all or most of that expLdedwLtev^^ " occasions, and what caused the casualties on both sides about which there is no doubt
STALINGRAD HAS COME AM) GONE
John Withers
Following Paddy Griffith's article "Wargames reach Stalingrad" in the April Newsletter, I feel,referring to his final paragraph, that hoardgaming and 'fun' gaming have arrived in a hig way. Theyalready rank with the 'traditional' game, as 1 will now proceed to demonstrate.
As secretary of a large-ish cluh (some 30 members), 1 recently polled all members as to thegames they most liked to see played on cluh nights. Now there is no common factor amongst our thirty;ages range from lA to 50-plus, vocations from management to gardener and educational status fromdegree—level to virtually none. In other words, one could not hope to have a broader cross—seetionof the population in any thirty peoplel
However, on to the results of the pool. Second World War and Fantasy games topped the list,neck-and-neck, with a 29^ vote each; then came a generally broad band (votes between 18% and 21^)which included Ancient, Naval, Aerial, Skirmish games and boardgames. At the bottom, with a vote ofonly 11^, came Napoleonic!
A good boardgame is neither easy, inaccurate nor lacking in player involvement, nor does it stopa person altering or eompletely re—writing the rules should they see fit; for all these facts 1 willpersonally vouch. In fact', as far as personal involvement is concerned, the one game (of all types)that sticks in my mind as the one that has most firmly got people 'stuck into' their roles is a gameof Strategy One that the club played over a period of some eighteen months! In any case, a 'nastyboard divided up into hexagonals' is very useful for a campaign; when you bump, transfer it to thegaming table. A very successful club campaign is being run on these lines at the moment. Stops youfrom devising your own terrain, eh, Paddy — have you never heard of blank hex sheets?
A good skirmish game needs a fair knowledge of "that dry as dust historical stuff if it is togo off well; as for Fantasy gaming, is a novice confronted with a dragon in any worse predicament thanan Amazonian savage confronted by a tank? Both of them have to try and find out what it can and cannot do, whilst surviving and trying to find a way of dealing with it.
What is 'pure' wargaraing, anyhow? Playing Paddy's favourite game to Paddy's favourite rules? Isincerely hope 1 do him an injustice by this suggestion, but as one of the definitions of war in mydictionary is 'a state of opposition', wargaming could by that definition include any competitive game- Monopoly, cricket, football, indeed anything where two people (or sides) endeavour to 'win', over theother.
1 think Paddy's Stalingrad has already come and gone, if indeed it ever existed in the firstplace.
ooOoo
A REPLY TO "WARGAMES REACH STALINGRAD"
A. Grainger
1 would like to make a few points about Paddy Griffith's article in Newsletter No.181. The keysentence seems to be "Without deep historical research and interest, however, wargaming is a veryshallow occupation." In the article Paddy complains that board wargamers and Skirmish games are "tooeasy and too inaccurate" in the case of the former and "have precious little relevance" in the caseof the latter. He expresses the hope that a new type of strategic game may appear.
Boardgamers have had rather a bad press recently in the Newsletter and 1 am not going to asserttheir superiority or otherwise over miniatures now. However, it cannot be denied that for certainsituations a boardgame is the only way to play out a particular campaign or even battle. Particularlyafter 191A it is impossible to fight a battle involving forces bigger than a division (at the verymost) on a table-top. Anything bigger must be in the form of a boardgame. Well, boardgames are inaccurate, but then so are all wargames to some extent. As it happens 1 think that many boardgamersare very realistic. Some of SPl's products are so realistic that the game is practically preprogrammed to go as it did in real life!
Joking aside, is it to be deplored that boardgames divert the wargamer from painting models ormaking up rules? Most wargamers are interested in tactics and strategy, the way armies fought andgo to great lengths to dig out information on this. The time spent painting—up figures and researching into the intricacies of their uniforms could be much better spent in finding out how a particularunit fought. To write rules requires a great deal of research but the difficult part is translatingthis research into a workable set of rules. 1 do not mind doing the research but 1 certainly, willnot object if 1 can avoid trying to make up marching charts, chance tables and other rules devices toput it onto the table-top if someone like Wargames Research Group will do it for me, and probably farbetter than 1 could, for a pound or two.
Thus 1 cannot agree that boardgamers are shallow, as he implies. Perusal of any boardgamingmagazine would show this. Strategy and Tactics magazine, for example, displays historical researchof a very high order.
To turn to Skirmish Wargames which Paddy sees as irrelevant, we go to the opposite end of thewargame spectrum. The first thing we must ask is: why should we always fight battles of great historical moment? From 1815 to 191A the British Army fought hardly any such battles. It and most otherarmies were usually engaged in small actions against natives or rebels. For the soldiers concerned
CONTINUED ON PAGE 2A
THE SKIRMISH LINE
Ian Colwill & Mike Blake
Well, folks, the Steve Curtis Memorial Championship is over for another year,
with a new Champeen - Ray "Windy" Gale! Yep, young Ray took the long tra
il
down to Southampton again this year as he had in 1976, but this time his
blazing sixguns saw him r
ight
through to the fin
al, and he came out on top. In
fact there was a whole host of familiar faces competing - last years Champion
'Big' John Adams came over from Germany, only to succumb in a prelim
shootout, which was a shame. Hugh and Sheila Aird from Aberdeen made i
t
again, Hugh fai
ring
better than last year but sti
ll being knocked out in the prelims,
as was Sheila - who made a gal
lant
but fru
itle
ss attempt to bring a touch of the
Calamity Janes to Pima County. Last years runner up, Ian
'Tex' Wilie
r was
there defending his title.
There were also a number of new faces, and some old
friends li
ke Ted Herbert and Dave Millward. Everyone seemed to enjoy themselves,
including us two weary umpires and our backroom boys. Garth Rose and Les
Tipping, and the girls too, Paul and Breni
This year the ac
tion
too
k place at
Loo
kout
, a small lumber and tra
ding
town on
the banks of the Blue Riv
er in Pima County, created by Steve Cur
tis when he
moved to Watchet in Somerset.
LOOKOUT! PIMA CO. NEW MEXICO TERRITORY c1867
Lookout! Sprawled along the Blue Riv
er, at the foo
t of the gap cut
through the West
Guardeiope Mountains, at a nat
ural
anchorage. Back i
n the 20's and 30's i
t had
been just a huddle of adobes comprising a trading post known as Audies Fort, run by
a tough old ex-trapper, 'Boudins' Audie (so named from his love of boudins,
buffalo guts, a mountain gourmets tre
at).
The place was wid
ely used by mountain-
men tra
ppin
g pl
ews (beaver pe
lts)
in the mountain streams, and the
legendary 'Man
Eati
n' Murphy and Naz
aret
h Hawkins and the
ir band had been amongst the mountain-
men to rendezvous the
re.
In the 40's and 50's and ear
ly 60's the pace quickened
and 'Lookout' grew. A rival trader 'Cut Nose' Blott,
part
Negro, par
t Biackfoot
Indian, ar
rive
d and set up bus
ines
s. The two families soon became feuding enemies,
and now (in 1867) the companies are run by the el
dest
sons, Murphy Audie (named
after Man Eatin Murphy) and Henry Biott.
LOOKOUTM?
iMtMAn X
LOWTttelSS B
ivffl?
RANK.
Avl)
«e ST ,
WAi!fc-
CFpee
(h)W
fc
Burr
sr
JAIU K
©wee
GfUM
JSff
.JAUWN
MISSION
JeKYL'S
fHOeS
BEWARD
$10,000
Sam ft Belle Starr
$25000
Reward
Jesse James
$BOO
BEWARD
tis.ooo nEWAflS >0'
FBAN« JAMES
t 5.000 Rewora for any
The town is a prosperous one, with a vit
al pa
rt i
n the economy of Pima County.
It
is the only port on the navigable Blue, and much of the County's commerce passes
through. Most of the town is owned by one or other of the two rival clans, Audie or
Blott, which increases the fri
ctio
n. The town Marshal, is in
Blotts' pocket. Most
of the other inhabitants line up with one faction or the other.
The original adobe buildings stiil stand at one end of the town, near the old Spanish
Mission, in what is now the less salubrious Mexican Quarter. At the other end of
town stand houses of the more prosperous dignatories. In
between are the saloons
and business premises and the two landing stages with the busy and crowded water
front.
Shipping is in the hands of the Blue River Packet Co., an independent organisation
owned by Gentleman Jim Gunter, a wealthy Louisianian, who spends most of his
time aboard his luxury paddle steamer Pentland Queen.
Every day, fresh trouble is brewing. In
the dif
ficu
lt days aft
er the Civ
il War, new
antagonists arrive on the scene in the form of unreconstructed rebels, southerners
who refused to accept the rule of the Union and who saw New Mexico Ter
rito
ry as
neutral ground
We dec
ided
that we wou
ld fix
all the
sce
nari
os in th
e post Civil War period and set
the date as 2 April 1867 - a date which several players fou
nd disturbing because i
tli
mite
d them to cap and
ball
rev
olve
rs and, ex
cept
for
the
odd
Hen
ry rif
le, si
ngle
shot rifles and carbines!
The competition beg
an with a ser
ies of
high noon shootouts (which began at 11am
and ran
to 1pm). These were designed to reduce th
e 18 ent
rant
s to four. Each
player was inv
ited
to dr
aw a car
d fr
om one of the two ' Shootist' packs. One pack
contained "good" cha
ract
ers,
the other consisted of "bad" guys. Each card gave the
experience rating, shooting ability and drawing speed of the shootist. These varied
from an ave
rage
of medium dra
w sp
eed with an abi
lity
of si
x to a pro
with a fast
draw
with an ability of ni
ne. As nei
ther
player was aware of his opponent's
'cha
racter' , the
games were both ten
se and fast moving.
The two shootists began
15 papes apa
rt on Main Street and were not allowed to draw on the
fir
st phase or
leave Main Street. Ve
ry few of th
e Sh
ooti
sts stood their gr
ound
- sev
eral
ran
or
evaded, a large number div
ed to th
e gr
ound
and dre
w on
ly to fi
nd their opponent
emmulating the
ir gymnastics. Fo
r those who bel
ieve
d these wo
uld be qui
ck and
boring games, there were surprizes a-plenty and certainly the audience fully
^predated the
spectacle.
The Perkins brothers were early casualties, as was Big John Adams, last years
winner. Hugh Aird, who had no success in Shoot Outs last year boldly faced
and shot down A. Granger and S. Sykes. His wife. Sheila, astounded the goodly
citizens of Look Out by bringing Womens' Lib to the town by taking part in a Shoot
Out - her opponent was no gentleman and he lef
t her lying in the street. Steve
Davies was shot by G. Lock who in turn was gunned down by a man called Bullett
Male. Andy Sutherland, Pete Blackwel
l and Brian Povey all stained the streets
of Look Out red, as did the redoubtable Dave Millward. Ted Herbert blazed his way
into town unt
il he came up against Ray 'Windy' Gale. Ted actually emptied his
gun at Ray without i
nflicting a serious wound, spat in Ray's eye and fin
aily
began
crawling towards him with evi
l intent before Ray finally managed to shoot him, plum
centre! Nick Bradbury downed Wayne 'Duke' Miliard, and Tex Wilier managed to
survive al
l comers.
After what seemed a great number of Shcot Outs we were left with five players, Tex
Wilier, Windy Gale, Nick Bradbury, Hugh Aird and Andy Male. To reduce these to
four we decided one more Shoot Out was necessary. The short straws fel
l on Hugh
Aird (who drew an average, medium draw, six - the worst possible card), and Nick
Bradbury (who had an average, fast draw, seven - inf
init
ely better).
It was clear
Hugh had pushed his luck once too often that day but he stood and drew, refusing to
dive or grovel or take evasive action.
In western parlance he 'walked tall'
but Nick wasn't impressed and shot him down!
In the
semi finals, Tex Wii
ler fo
ught
Nic
k Bradbury and Andy Male fought Ray Gale.
Both the scenarios were based on possible events a town like Look Out might have
seen in the 1860's.
-
-
SEMI FINAL 1
THE GUN RUNNERS (Ian Wilier)
Big 'Tex' Wilier
Jed Willett
Jess Craid
Will Collins
Bub Jones
PRO/Rev 8/R6/H9/Fast draw/3 Coits Rev
AV/Rev 5/R5/H7/Med draw/Colts Rev/Bowie
AV/Rev 3/R6/H4/Slow draw/Shotgun/Colts Rev
AV/Rev 4/R3/H5/Med draw/2 Colts Rev
NOV/Rev 3/R2/H4/Fast draw/Colts Rev
THE LAW (Nick Bradbury)
Marshall 'Tack' Bradbury
Deputy Bill Harper
Deputy Kane Wright
PRO/Rev 7/R8/H5/Med draw/Navy Colt/Shotguri
PRO/Rev 8/R6/H7/Fast draw/2 Navy Oolts/Henry Rifle
AV/Rev 5/R4/H6/Med.draw/2 Navy Colts
Marshall Tack Bradbury, with Deputies Bill Harper and Kane Wright, got news tha
tBig Tex had arrived i
n town with a wagon load of stolen arms which he aimed to
smuggle down riv
er to the Indian territory. They went from the Marshall's office
to Audies Landing Stage where, sure enough, Tex and his gang were unloading the
arms on to a raft. Jess Craig had jus
t got down from the wagon and took the
shotgun from the boot as he saw the law. Tex and Will Collins were at the back of the
wagon unloading a crate and Bub Jones and Jed Willett were loading a crate on to the
raft at the landing stage.
The Ma
rsha
ll ca
lled
on Te
x to sur
rend
er and sav
e bl
oods
hed (and the
re the
game be
gan)
. Tex re
spon
ded by diving to
the
ground, drawing and
firing at the
Mar
shal
i.At the
same tim
e th
e Marshall fir
ed both ba
rrel
s of the
sho
tgun
at Te
x gi
ving
him
ase
riou
s le
g wo
und and a
light bo
dy wound.
As Tex
beg
an cur
sing
the
Marshall he
had th
e sa
tisf
acti
on of seeing him fal
l with a ser
ious
leg
wound.
Deputy Bill Ha
rper
ducked int
o co
ver be
hind
the
Pac
ket Co. office on the
cor
ner while Kane Wri
ght ran
across the
street to the
boa
ts sto
res drawing bo
th his
Navy Colts. He didn't se
eJe
ss Craig who
emptied bot
h barrels of the
sho
tgun
In hi
s di
rect
ion,
giv
ing hi
m two
seri
ous leg wo
unds
. It was pha
se five an
d it
loo
ked
all ov
er for the law
, but the gun
runners were ove
r cautious.
Jess
Craig too
k cover by the
hor
ses.
Wil
l Collins hid
behind the wagon and Bub Jones and Jed Wil
lett
beg
an moving round the boats st
ores
.For a time things set
tled
dow
n in
to an in
effe
ctiv
e fi
re fig
ht between Dep
uty
Bill Harper
and the Marshall aga
inst
Jes
s, Wil
l and finally, Tex.
Deputy Harper shot Jes
s and
kept Wil
l occupied.
In time De
puty
Wri
ght began to sti
r but as
he st
rugg
led to his
feet Jed Wil
lett div
ed on hi
m an
d ki
lled
him
wit
h hi
s Bowie knife.
Mars
hall
Bra
dbur
ytook rev
enge
on hi
m wi
th one
of hi
s first effective shots. Finally Deputy Harper
decided action was necessary. Drawing back from the
corner, he rested the He
nry against th
e wall and the
nrushed across the street. He drew his pistol, dived,
rolled and shot young Bub Jones, a novice, who was
J \lj^ t)
/ B|i
Aj|-i'
stood
stilI
astounded by
the
surp
rize
occ
urre
nce.
Bill
W r
then spu
n ro
und
in tim
e to
see Wil
l Co
llin
s fl
ee.
The
t vVlI
Mars
hall
also h
ad th
e sat
isfa
ctio
n of s
hoot
ing T
exagain. With four of the gun
run
ners
, in
clud
ing Big Te
x,yv
I ̂
seriously wounded, and one
fled
It was
clear tha
tW!
^ 1
>i^Marshall Bradbury had won the
day fo
r law
and
ord
er.
^EMI FINAL 2
THE RUSTLERS (Ray Gale)
Wind
y Ga
le
PRC/Rev 9/R
7/H6
/Fas
t dr
aw/3
Colts Nav
y Pi
stol
sLu
ke Adams
PRC/Rev 7/R8/H7/Med dra
w/1 Co
lts Navy/1 Henry Rifle
Big Pete Lit
tle
AV/Rev 5/R4/H4/Med draw/
2 Remington Pi
stol
s
THE CCWBOYS (Andy Male)
Bullet Male
Hank Peters
Jack Adams
Pete Wilmot
Old ike Claymore
PRC/Rev 7/R8/H5/Med draw/1 Colts Pistol
AV/Rev 5/R6/H6/Med draw/1 Starr DA Pistol/1 He
nry
Rifle
AV/Rev 5/R3/H5/Fast draw/2 Remingtons
AV/Rev 4/R4/H5/SIOW draw/1 Colts Pistol
NOV/Rev 3/R2/H2/SIOW draw/1 Colts Pistol
Wind
y and his tw
o sidekicks were ex-rebs, wh
o had ro
unde
d up a few
ste
ers on
the
prairies and
brought the
m in
to Look Ou
t fo
r a quick sale bef
ore th
e real owners missed
them. The thr
ee men were in Gr
over
s Stock Pens wit
h th
e st
eers
when jus
t what the
yhad feared happened. Down Mai
n St
reet
bet
ween
the Gen
eral
Sto
re and Blo
tts Ware
house came some ver
y determined looking cowboys led
by
loca
l rancher Bullet Male
who was sho
utin
g ab
use at
the top
of hi
s voice. At thi
s po
int the game beg
an.
Windy an
d Lu
ke Adams ran
und
er the
lean-to at th
e west
side
of th
e ba
rn, whilst hasty ord
ers se
nt Big
Pet
e'"
'-'^
'^'"
9 across the
Pens dod
ging
dog
ies to seek co
ver
I be
hind
som
e ha
y bales ag
ains
t the co
rral
fence along
^ Ma
in Street. Bullet spl
it his bu
nch,
sen
ding
Wil
mot and
Claymore dow
n Ma
in Str
eet to
ward
s th