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1. Oathmark: Battles of the Lost Age - Army Planner - 2020-02-05 10:08:06
We know that many of you are in the process of putting together your armies for Oathmark: Battles of the Lost Age, so to help you out we have put together the Oathmark Army Planner, a form-fillable PDF that you can use to see the points costs of different units and create an initial army plan.
Download the PDF to your computer and you will find drop-down menus with every unit in the game. Their points value will populate automatically, and you can then select how many you wish to take in your army. Please note - if you are downloading it to your phone you will likely need to download a specific PDF reading app to recognize the drop-down menus.
MAC users - you will likely need to download a specific PDF reading app or open the PDF using Google Chrome.
The planner includes every unit in Oathmark: Battles of the Lost Age. However, it does not take into account limits on unit sizes or Magical Items.
As a general rule, units of infantry will be up to a maximum size of 20 figures (on 25x25mm bases), cavalry units are up to a maximum size of 10 figures (on 25x50mm bases), large monsters, such as trolls and ogres, can fight in units of at most 3 figures (on 50x50mm bases) and huge monsters, such as giants and dragons, will stand alone. Characters can either be stand-alone figures, or can be added to a unit (but units can never go above their maximum size).
You'll all get a better idea of unit composition when you get your hands on the rulebook, but hopefully this will give you a good starting point!


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Click Here to download the Oathmark Army Planner PDF.
We've been playing around with this a lot in the office as we put our armies together (which we'll be showing off in due course), and we can't wait to see what you can come up with!
Excited about Oathmark: Battles of the Lost Age? Preorder your copy today! Previous: Oathmark 2,500 Sample Army
Next: Characters and Monsters in Oathmark (coming soon!)


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Мнение от Клуб Стендов Моделизъм България » 06 фев 2020, 12:00

Аеропрес - Начало
Аеро - Българското списание за авиация

1. Boeing 737 катастрофира при кацане в Истанбул (обновена) - 2020-02-05 17:19:35
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Boeing 737-800 на турската авиокомпания Pegasus Airlines е катастрофирал при кацане на истансбулското летище „Сабиха Гюкчен”. Това е станало днес, 5 февруари 2020 г.


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Мнение от Клуб Стендов Моделизъм България » 06 фев 2020, 18:00

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1. Designer Blog - Zone Hostiles in Zona Alfa: Salvage and Survival in the Exclusion Zone - 2020-02-06 10:17:00
Patrick Todoroff is back on the blog with a look at Zone Hostiles in Zona Alfa: Salvage and Survival in the Exclusion Zone, the latest addition to the Osprey Wargames series.
Zona Alfa is a competitive, multi-player game where you and your opponent fight to accomplish mission objectives and acquire valuable salvage. However, other players aren’t the only enemies you need to be worried about in the Exclusion Zone.

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Each game feature a central Mission Objective, as well as a number of Hot Spots. These are locations that not only contain valuable salvage, but spawn enemies as well. ‘Zone Hostiles’, in game terms. These Hostiles can be anything from swarms of mutated vermin to shambling mobs of brain scorched soldiers, gangs of greedy bandits to a pack of large nasty creatures. Whenever a location is triggered, these Zone denizens will appear and attack whoever disturbed that particular area.

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Be aware, all regions in the Exclusion Zone are classed by ‘Threat Level’, a metric that takes into account not just the inhabitants of that area but local environmental hazards, the presence of anomalies, and the traffic/migration routes of known predators, human or otherwise. The low-level danger areas tend to be on the Zone’s outer perimeter with the Threat Levels increasing as one draws nearer to the center.

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This doesn’t mean types of Zone Hostiles restrict themselves to certain regions; crews run across Rats of Unusual Size and packs of feral dogs wherever they go. Because Troop Quality in Zona Alfa is based on the number of actions a model may take per turn, this simply means they’re just more vicious and cunning in the higher Threat Level sectors.

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Zona Alfa has a distinct aesthetic and leans into a well-worn Eastern European setting. But that doesn’t mean you can only use specific miniatures. On the contrary, the Alpha Exclusion Zone/Zona Alfa is simply the first and largest. There are rumors of other Zones scattered all across the globe, each one being explored by those brave and crazy enough to risk its peculiar challenges and face the local threats. This post features several types of Zone Hostiles that crop up in our games. Follow your imagination and adapt your missions and your game to your preferences and miniature collection. Whatever you choose, I wish you good luck and good hunting. St. Strelok watch over you.
Excited to give Zona Alfa: Salvage and Survival in the Exclusion Zone a try? Order your copy today!


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Мнение от Клуб Стендов Моделизъм България » 07 фев 2020, 18:00

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1. Flying Tiger Ace: Halloween 1934 - 2020-02-07 11:00:00
Flying Tiger Ace, The Story of Bill Reed, China’s Shining Mark by Carl Molesworth is a moving biography of Lt Col William Norman Reed, a World War II fighter ace who fought with the Flying Tigers and died in defence of the two nations he loved. In today's blog post, Carl shares a fantastic story about Bill that didn't make it into the book.



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It took me many years to work up to the task of writing Flying Tiger Ace, because I wanted to be sure I had enough material to do justice to the story of my subject, Lt. Col. William N. “Bill” Reed. With Bill’s AVG diary plus all my research materials about the Chinese-American Composite Wing from my first book, Wing to Wing, in hand, I knew I could tell readers about Bill’s wartime exploits. But I needed more insight into Bill Reed the man.
Sure, Bill Reed was intelligent, athletic and handsome. That was plain to see. But what kind of person was he? I was pondering this when the Reed family came through with a treasure trove of material in the form of more than 200 letters Bill wrote to his family between 1935, when he left home to attend college, and December 1944, about two weeks before he died in a desperate nighttime parachute jump in China. These not only provided details of Bill’s personal life but also revealed him to have been a decent, honorable and generous human being. I felt like I knew him, even though he died several years before I was born. Then I found out that important stories about Bill’s older brother Kenneth and nephew Major William R. “Dick” Reed merited places in the book as well. Suddenly, I had more than enough material. Something needed to go.
One of my favorite stories about Bill dated from his high-school days, when he and his friends would play pranks on Halloween night. This story was told by his boyhood friend Ed Ferreter in a newspaper article published many years after Bill’s death. I hated to leave it out, but in the final trimming of the manuscript I decided that it was more entertaining than enlightening. I cut the story from the manuscript but kept it for possible use later. Now, thanks to the Osprey blog, I have the chance to share it.
Halloween, 1934
When Old Man Stickney, the part-time town marshal of Marion, Iowa, approached a small knot of teenaged boys standing in the shadows behind the Carnegie Library on 7th Avenue, he knew he had them dead to rights. The time was just past 10 pm, and Mayor John Mullen had ordered a 10 o’clock curfew for this Halloween night of 1934. Someone had been getting into a lot of mischief earlier that evening, and Stickney was pretty sure these guys were the culprits.
Back in those Depression-era days before Halloween became commercialized, boys of a certain age all over America looked forward to October 31 for months in advance, planning pranks they could pull off after darkness fell. It was a night to have some fun, to blow off a little steam. Most Halloween trick-or-treat mischief was relatively harmless. A common trick was “soaping.” The kids would carry bars of soap and rub them on the windows of homes where they were denied a treat, leaving a hazy mess for grown-ups to clean up the following morning. In towns such as Marion, where indoor plumbing was not yet universal, it was not surprising for several outhouses – “privies” in Marion vernacular – to be overturned during the night as well.
Those capers and more had happened in Marion that Halloween evening by the time Stickney accosted his suspects. But the two most elaborate pranks wouldn’t be discovered until the following morning. First, the boys had sneaked over to Mayor John Mullen’s house, where his car was parked outside. Silently, they jacked up the back of the car and placed blocks under the rear axle to leave the back wheels an inch or so off the ground. They could only imagine the mayor’s reaction when he tried to drive the car to work the next day and it wouldn’t go. Then they moved on to their highlight caper of the evening. One of the boys, Ed Ferreter, described it many years later:
“We were just out raising a little clean hell, so to speak. Our biggest coup of the night was getting a cow up on the third floor of the high school. We were careful to tie it securely to a doorknob so it would not ram through the hall or even crash down the stairs. In fact, we even tied it to the principal’s door.”
In typical small-town fashion, news traveled fast in Marion and secrets didn’t last very long. By tomorrow, everyone in Marion High School would be talking about the cow on the third floor, and most of them would know who had put her there. But at this moment, Stickney only knew that windows in most of the downtown businesses were covered with soap and that a stink was beginning to rise from the uncovered cesspools of several overturned privies. He was pretty sure that these boys were to blame, but he hadn’t caught them doing anything except breaking the curfew. All he could do was to turn in their names to Mullen in the morning and let the mayor mete out the punishment later. Even doing this posed a problem for Stickney, however.
Like many Americans of his generation, Stickney had never learned to read or write. So when he pulled a pencil and paper from his jacket pocket, he handed them to one of the boys, Bill Reed, with instructions to write down the names of the gang members and hand the list back to him. It’s possible that Stickney picked Bill for the task because he knew him to be a standout student and athlete at the high school. It’s also possible that Stickney had experienced similar run-ins with Bill’s older brothers, Ed and Kenneth, on Halloween nights past. Whether Bill knew or simply guessed that Stickney was illiterate is not known. In any case, Bill bent to his task and soon produced the list of names. Then the boys dispersed, but not before Bill passed a sly wink to the others. Ed Ferreter tells the rest of the story:
“The next morning Stickney proudly paraded into Mayor John Mullen’s office with his list of culprits. John listened to Old Man Stickney’s complaints. He read the list. Then he said, ‘Are you sure you want to press charges against these boys?’
‘Sure do.’
John picked up the list saying, ‘The first name on the list is your son, Jud Stickney.’
Stickney stuttered, stammered and muttered. He took the list from the mayor, tore it up and stomped out. Jud had not been with us. Bill Reed had outfoxed Old Man Stickney.”

Flying Tiger Ace publishes 20 February 2020. Preorder your copy here.


2. 10 Wargames Available for Under £15! - 2020-02-07 08:33:02
The Osprey Sale is running until the end of February, and to help you add some great games to your collection we've been looking at what's on offer. Last week we looked at 10 board games you could get for under £15, today we're looking at 10 wargames. Of course, there are plenty of other things on offer, so be sure to browse the webstore to find yourself a great deal! Frostgrave: Fantasy Wargames in the Frozen City Written by Joseph A. McCullough Available for £10.49

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Amidst the frozen ruins of an ancient city, wizards battle in the hopes of discovering the treasures of a fallen empire. In this fantasy skirmish wargame, each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. The wizard's apprentice will usually accompany his master, and more than a dozen other henchman types are available for hire, from lowly thugs to heavily armoured knights and stealthy thieves. Wizards can expand their magical knowledge by unlocking ancient secrets and may learn up to 80 different spells. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting them into an ongoing campaign that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless adventures that can be found amidst the ruins of the Frozen City.
Order your copy of Frostgrave today! Dracula's America: Shadows of the West Written by Jonathan Haythornthwaite Available for £6

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It is 1875, and Count Dracula is President of the United States of America.
In the wake of the Civil War, with the country struggling to regain its balance, Dracula seized power. The Count's thralls assassinated President Lincoln and his entire administration in a single night and, in the ensuing chaos, their master made his move. Dominating the Senate, he declared himself President-for-Life, and now rules the Union with fear and an iron fist. His vampiric progeny, the Coven of the Red Hand, infest every strata of society, and enforce Dracula's will with ruthless efficiency.
Drawn by the shadows gathering across the nation, secretive cults and evil creatures emerge from their lairs to thrive in the darkness of the new regime. Fleeing from the oppression and menace of the East, hordes of pioneers head to the West, hoping for a new life.
Dracula's greed, however, knows no bounds, and his reach is long…
Dracula's America: Shadows of the West is a skirmish game of gothic horror set in an alternate Old West. Secret wars rage across the country - from bustling boom-towns to the most remote wilderness - as cults and secret societies fight for power and survival. Players will throw their support behind one of these factions, and will lead a Posse in fast-paced, cinematic battles for dominance and survival.
Head into the Weird West with Dracula's America: Shadows of the West Zona Alfa: Salvage and Survival in the Exclusion Zone Written by Patrick Todoroff Available for £12.99

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Zona Alfa is a set of simple, fast-play skirmish rules for scavenging, exploring, and surviving in a near-future, post-apocalyptic Eastern European setting. Players take on the role of bandits, mercenaries, and military units fighting over the blasted Exclusion Zone and its abandoned artefacts. Customise your fighters with a variety of weapons and specialisms to create your ideal warband. With extended rules for campaigns, character progression, terrain, and environmental hazards, Zona Alfa contains all the tools required to engage in blistering firefights within the Exclusion Zone.
Start exploring the Exclusion Zone by ordering your copy of Zona Alfa today! Last Days: Zombie Apocalypse Written by Ash Barker Available for £13.99

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Last Days: Zombie Apocalypse is a skirmish-scale miniatures game of survival horror. It pits players against each other in a nightmarish near-future where the dead have returned to life and are feasting on the living.
Players build their own factions, representing desperate civilians, military personnel, or hardened survivors, and must explore, scavenge, and fight in order to survive another day. Rival gangs are only one of the dangers they face - mindless zombies wander the streets, driven by insatiable hunger and drawn by the sound of combat!
A gang's ability to scavenge is as vital as their combat ability, and players must ensure that they have the resources to survive in this hostile world. Scenarios and campaigns allow you to develop your gang, gain experience and recruit new henchmen to build up your strength or replace the inevitable casualties of the zombie apocalypse.
Will you survive the Zombie Apocalypse? Order your copy of Last Days today! Scrappers: Post-Apocalyptic Skirmish Wargames Written by Robert A. Faust and Andrew N. Davies Available for £10

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More than 150 years have passed since the apocalypse that nearly destroyed the Earth. Today, the planet is a torn remnant of its former glory, ravaged by nuclear fallout and mutagens. New lifeforms - Mutants and Synthetics - challenge True Humanity for dominance, while warring factions compete for survival and supremacy, and all must carve out their place in this brutal landscape, or else perish as billions before them. Scrappers is skirmish miniatures game set in the wastelands, where players assemble Scrapper Crews and send them out to scavenge scraps of Ancient technology and battle rival factions. Explorers, cultists and raiders clash with mutated creatures, robotic soldiers and embittered True Humans in this wargame of salvage and survival in the ruins of the future.
Order your copy of Scrappers: Post-Apocalyptic Skirmish Wargames today! Frostgrave: Ghost Archipelago Written by Joseph A. McCullough Available for £6

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The Ghost Archipelago has returned. A vast island chain, covered in the ruins of ancient civilizations, the Archipelago appears every few centuries, far out in the southern ocean. At such times, pirates, adventurers, wizards, and legendary heroes all descend upon the islands in the hopes of finding lost treasures and powerful artefacts. A few, drawn by the blood of their ancestors, search for the fabled Crystal Pool, whose waters grant abilities far beyond those of normal men. It is only the bravest, however, who venture into the islands, for they are filled with numerous deadly threats. Cannibal tribes, sorcerous snake-men, and poisonous water-beasts all inhabit the island ruins, guarding their treasure hordes and setting traps for the unwary.
In this wargame, set in the world of Frostgrave, players take on the role of Heritors, mighty warriors whose ancestors drank from the Crystal Pool. These Heritors lead their small, handpicked teams of spellcasters, rogues, and treasure hunters into the ever-shifting labyrinth of the Ghost Archipelago. Using the same rules system as Frostgrave, this standalone wargame focuses on heroes who draw on the power in their blood to perform nigh-impossible feats of strength and agility. This game also includes 30 spells drawn from five schools of magic, a host of soldier types, challenging scenarios, treasure tables, and a full bestiary of the most common creatures that inhabit the Lost Isles.
Order your copy of Frostgrave: Ghost Archipelago today and start your adventures on the Lost Isles. Burrows & Badgers Written by Michael Lovejoy Available for £13.99

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Burrows & Badgers is a tabletop skirmish game set in the ancient realm of Northymbra, a kingdom where mice, badgers, toads and other animals wear armour, wield swords, and cast magic spells.
Your tabletop becomes part of the Kingdom of Northymbra, whose ruined villages, haunted forests, and misty marshes play host to brutal ambushes and desperate skirmishes. Lead your warband from battle to battle, and uphold the name of your faction, whether you stand with Reinert's Royalists, the Freebeasts of the Fox Families, or simply for your own glory or survival.
Each model in Burrows & Badgers represents an individual character, and can be selected from a wide range of species - from the humble mouse to the mighty badger - and armed and equipped as desired. Scenarios link into ongoing campaigns, where heroes and villains may make their names and the assistance of infamous mercenaries might mean the difference between victory and defeat.
Northymbra needs you! Order your copy of Burrows & Badgers today! Dragon Rampant Written by Daniel Mersey Available for £9.09

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Whether you're a nameless Dark Lord looking to conquer the known world, a Champion of Light holding out against the forces of evil or a Northern barbarian facing claimants to a stolen throne, Dragon Rampant allows you to bring those battles to the tabletop. Developed from the popular Lion Rampant system, Dragon Rampant is a standalone wargame that recreates the great battles of Fantasy fiction. Scenarios, army lists, and full rules for magic and monsters give players the opportunity to command unruly orc warbands, raise armies of the undead, campaign across an antediluvian world as the warchief of a barbarian tribe, or exploit the power of mighty creatures and extraordinary sorcery. An army usually consists of 6-8 units comprised of 6-12 individually based figures. These small units move and fight independently, assuming that they follow your orders rather than just doing their own thing. Command and control is just as important on the battlefield as the power of a troll chieftain or the magic of an archmage.
Order your copy of Dragon Rampant today! Mad Dogs With Guns Written by Howard Whitehouse and Roderick Robertson Available for £10.49

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In 1919, the US Government declared the production, distribution, and sale of alcohol illegal. America officially became a ‘dry' land. That didn't stop people from drinking, however, and the rise of the ‘speakeasy' offered huge new opportunities for organized crime. Soon, cities both large and small became battlegrounds as various crime syndicates vied for control of the underground alcohol trade. In Mad Dogs With Guns, players form their own small gangs of fedora-wearing, tommy gun-wielding gangsters and battle it out with their rivals. With numerous different gangs to choose from, including cops and G-men, a fully integrated campaign system, and rules for special situations such as car chases, the game offers a huge variety of tactical challenges. Bribe public officials, attend a gangland funeral, but always watch your back - there is always another gang waiting to poach your territory…
Order your copy of Mad Dogs with Guns today! Rebels & Patriots Written by Michael Leck and Daniel Mersey Available for £9.09

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From the first shots at Jumonville Glen to the surrender at Appomattox, Rebels and Patriots allows you to campaign with Wolfe or Montcalm, stand with Tarleton at Cowpens or Washington at Yorktown, or don the blue or grey to fight for Grant or Lee. From the French and Indian War, through the War of Independence and the War of 1812, to the Alamo and the American Civil War, these rules focus on the skirmishes, raids, and small engagements from this era of black powder and bayonet.
Your Company is commanded by your Officer during these tumultuous conflicts. Each battle that your Officer faces allows him to develop new and interesting traits. Does he perform heroically and earn a nom de guerre? Or falter, to be forever known as a yellow-belly? Designed by Michael Leck and Daniel Mersey, with a core system based on the popular Lion Rampant rules, Rebels and Patriots provides all the mechanics and force options needed to recreate the conflicts that forged a nation.
Order your copy of Rebels and Patriots today!

There are many other wargames on offer - be sure to browse the Osprey Games webstore to see everything on offer!


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Мнение от Клуб Стендов Моделизъм България » 13 фев 2020, 18:00

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1. Maps of Decisive Phases of the Siege of Dien Bien Phu - 2020-02-13 09:46:00
On the blog today, Kevin Boylan, one of the authors of Valley of the Shadow: The Siege of Dien Bien Phu looks at the decisive phases of the Siege of Dien Bien Phu accompanied with fantastic maps.


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The 1954 siege of Dien Bien Phu is one of the epics of 20th century military history, featuring dramatic assaults, daring sorties, desperate counterattacks, and doomed last stands spread over 56 gruelling days. But the decisive battles that decided the outcome of the siege – and the First Indochinese War – were mostly crowded into three short periods when the Vietnamese People’s Army (VPA) launched major offensives against the French garrison. The first VPA offensive of March 13–17 captured three isolated clusters of French strongpoints (codenamed Beatrice, Gabrielle and Anne Marie) that dominated the northern part of the valley. Yet the loss of these positions did not fatally undermine the integrity of the French air-land base, which still comprised the ‘Main Position’ – a dense cluster of strongpoints surrounding the main airstrip – and ‘Isabelle’ – an artillery firebase three miles south of it. The VPA spent the latter half of March digging a huge network of trenches around these positions and fighting daily battles to prevent powerfully escorted French supply convoys from moving between them. Isabelle was irrevocably cut off at the end of the month and fought in isolation for the remainder of the siege.
The truly decisive battles were therefore fought on and around the Main Position, which was the target of Vietnamese People’s Army’s second and third offensives. The second began on the night of March 30–31 with a massive frontal assault on five crucial French hill strongpoints by elements of the VPA’s 308th, 312th and 316th Infantry Divisions. Three of the hills were lost within 24 hours, but the southernmost two (‘Eliane-2’ and ‘Eliane-4’) held out through another five days and nights of intense battles fought at point blank range. During this period, battles were also fought west of the Nam Yum River, where VPA troops battled just as fiercely to capture the ‘Huguette’ strongpoints that guarded the crucial airstrip. The second VPA offensive ended on the morning of April 5 after a series of French counterattacks turned the VPA 165th Regiment’s assault on strongpoint Huguette-6 into a bloody disaster.
Five days later, the French further disrupted VPA plans by mounting a counterattack that recaptured one of the Five Hills – strongpoint Eliane-1. After this setback, the besiegers spent the rest of April conquering the airport piece by piece, gradually strangling the French by seizing the drop zone on which they were totally dependent for parachuted supplies and reinforcements. With the defenders thus critically weakened, the third VPA offensive began on the night of May 1–2 with simultaneous assaults on both flanks of the Main Position. This touched off another six days of intense combat that culminated on the night of May 6–7, when VPA troops captured four key strongpoints, and the defenders expended the last of their reserves and artillery ammunition. They were forced to surrender before nightfall on May 7, and the isolated strongpoint Isabelle had to follow suit shortly after midnight following the failure of an attempted breakout.
The following four maps depict the key battles that ‘bookended’ the VPA’s second and third offensives. The codes printed alongside the arrows showing lines of movement and assault indicate battalion/regiment wherever two numbers are listed, and company/battalion/regiment in those cases where three numbers appear. Thus ‘81/439/98’ signifies the 81st Company, 439th Battalion, 98th Infantry Regiment (of the 316th Infantry Division). The letter/number designations represent French codenames for strongpoints, for example ‘E1’ for Eliane-1; the other strongpoints marked in this way belong to Dominique, Huguette, Claudine and Lily. The details of battles for individual strongpoints can be found in Valley of the Shadow: The Siege of Dien Bien Phu by Kevin Boylan and Luc Olivier, published by Osprey in 2018.


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Order your copy of Valley of the Shadow: The Siege of Dien Bien Phu from the website here.


2. Guest Blog: Reality's Edge Battle Report from Bloodbeard's Garage - 2020-02-13 08:13:00
Søren 'Bloodbeard' Bay from Bloodbeard's Garage is back on the blog with his second battle report for Reality's Edge: Cyberpunk Skirmish Rules. Be sure to check out his blog for more great content!
"The Direction have managed to take over a local broadcasting station and secured the use of a gov.mil. signal jammer. So for the past 47 minutes H.8-Corp have blocked the competitions signal and overridden it with our own broadcasting. Everything is setup and the engineers have already left the area to avoid unwanted heat.
Get in there, secure that station and keep the broadcast alive for as long as possible! We need a total of 93 minutes online for this JOBOP to break even. And the Direction do hate taking a loss.

Gov.mil and local security teams are already pinpointing the signal, so make sure you get out before they enter in force. All asset affiliation will be denied.
There's word of enemy activity nearby, there's some shady glitches cyberspace - so the signal jam might be interfering with an unknown force. Deal with them.
Recap: Stay online t-46 minutes to get paid.
Anchorman out."
Setup and scenario
This time we're playing Infastructure Safekeeping in Reality's Edge. The story is that my Big Media shadow backers have taken control of a broadcasting station and set up a jammer. While jamming other media signals in the sector, they override everything with their own shows and targeted advertisements.
As an unknown result of this media feud, the jamming and overriding broadcast is interfering with an Unshackled AI operating in cyberspace. Enter the attacking team, moving in to stop the jamming and broadcasting so that their shadow backer can get back to their own business.
Whoever has the most CC worth of models on the objective score victory points, so the defence will start out getting some for free. But the attacker can earn extra VPs by smashing equipment on the objective when they get there.
The Hitch: In this scenario there's a bunch of nasty sprawl rats running around. The rats have clearly been driven to agression from the strong jamming frequency messing with their brain.
At the center of the board is the broadcasting station a 4Ground satelite control center and a Sarissa radar model as jammer. Around the center we've built a city block, with lots of neon adverts and lots of traffic.
Remember there's step-by-step and build blogs for most of the terrain on the blog.

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Deployment
As the defender my crew was allowed to split up and deploy on the objective and in the streets. My showrunner enforcer, sprawl ronin and ganger with a gun started on the roof - able to look around and have the height advantage over the enemy.
My console cowboy and a ganger bodyguard started hidden behind a car - dangerously close the to enemy. But I wanted to get a chance at hacking some CATs, while staying close enough to defend the objective.
The attackers set up on the top left side, behind a red truck. This would give them the most direct route to the main doors of the broadcast center. I got the chance of deploying the frenzied sprawl rats and set them up behind the red brick building - right next to the enemy.

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Circuit and Hogger hiding behind a car, the enemy is setup to the left of them - they must get to another position quickly.


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Turn 1
The enemy showrunner is a Masque and wasted no time sprinting across the street and hide in a crowd. A good way to get some cover, avoid getting shot and get really close to the objective. He's already met his personal motivation, so there's XP for him at the end of the game.

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The console cowgirl moves up the street, towards the metro line. There's some CATs to hack at that end of the board and my gang is tied to the objective, but right from the start the sprawl rats start running towards her. She'll need backup from her team.


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Circuit moves down the street, away from the enemy's position and getting nearer to the CAT close to the objective. In our first game the CATs were all guarded by White ICE and there was a Griefer Avatar on my neck - so I didn't get any Info pulled. Time to remedy that.

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The prize, a CAT nice and close to the objective. I'm hoping Circuit can hack it quickly and then move in to support the rest of the team in the defense of the broadcast station.


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The broadcast center and the gov.mil. jammer. My most expensive and hardened troops are on the roof, ready to defend the building. The plan is to shower the enemy in gunfire when they approach and then leap from the roof into melee.


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An innocent sprawl bystander going about her business wondering why her HRO is filled with adverts and her regular show got cut - soon gunfire will break out across the streets.


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Moving Sgt. Cliff my show runner and Ina Haze into cover at the edge of roof. The shadow avatar will provide virtual support.


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A drone jockey from the enemy is hiding near their starting position. In cover from my guys on the roof he activates his drone. The hover gun drone chose to fire shots at my ganger Hogger, who not yet in proper cover.


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Turn 2
The first sprawl blocking the console cowgirl is shot down by a friendly ganger. Stopping for a short time before moving towards the CAT, the hacker loads up an app and summons an Iduro. Soon sprawl bystanders will start to show up to catch a look at the legendary Saint Lemmy - extra meat shield covers when moving towards the broadcast station.


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After getting wounded by automatic rifle fire from the hover drone, Hogger managed to hide behind a car, returning fire against the drone jockey but without doing good damage to him.


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I've equipped the console cowboy Circuit with augmented legs, that extra speed means a lot and he gets to the CAT. Hopefully he's not a target going about his own business as he tries to hack the console. The firewall however proves to hard to break.


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Ganger Animal is covering the rear of the gang, more sprawl rats are coming. He'll be protecting the team's console cowgirl and the others attacking the objective. The Iduro reminds him of an old friend.


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As soon as the show runner Masque got to the objective my own sprawl ronin, Glitch, jumped from the roof. Unfortunately the jump took a lot of energy and she couldn't slice him in half. To protect her boss, the ganger Sharkie charged the sprawl ronin.
And that was what I hoped for! My show runner Enforcer Sgt. Cliff has the highest CC value on the board, so he can't meet his personal motivation taking out enemies. But now he could use his bodyguard skill and switch places with Glitch. That's some nice XP in the bank.


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8-Ball a crazy sprawl ronin armed with a chainsaw and hand cannon is moving towards the objective, covered by all the people in the street. His friend Sharkie, a ganger, is already at the front door to the broadcast center. It was 8-ball who cleared off the first sprawl rats.


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Glitch is not happy getting thrown out of the way by the enforcer, she's itching to get into combat. And knowing how dangerous she is in combat the enemy shadow avatar starts spamming her system with overheat apps, slowly wounding her - 'cause Glitch is mostly made off chrome.


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A top down view from a passing corp.sec. drone. This will become bloody and the next turns initiative roll will be super important. If the defenders take the initiative they'll swarm the Masque. If the attacker gets the initiative they'll get a lot of bodies on the site and can start smashing it to pieces.


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Turn 3
The attackers take the initiative and the Masque promptly moves into cover of the building and starts breaking the jammer with his augmented arm and steel fist. He's now so far away that Glitch will again not be able to get into melee combat with him.


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The console cowgirl has gotten far away from the fighting and sprawl rat. Safely hidden underneath the monorail she starts hacking the CAT. She's having better luck than circuit, breaking the firewall and extracting valuable Info from the network - and adding crucial extra action points to the shadow avatar.


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More crazy rats pouring out from the red stone brick building, charging past the Saint Lemmy Iduro and towards the ganger Animal.


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From the roof Ina Haze moves to the edge and start emptying SMG shots down towards the masque. Besides dinking the pavement and jammer she does no damage - hitting no flesh.


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Glitch jumps from the roof again to join the enforcer fighting Sharkie. 8-Ball has crossed the street and is now also at the objective - it's time to tally up who has most CC on it. There's no guarantee my defenders have the better numbers anymore.


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The sprawl rats are aggressive and nasty beasts - they jump Animal and he's taken out. After this the rats starts attacking and killing random bystanders nearby.


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Turn 4
The drone commander from the attacking team has managed to shoot down the ganger Hogger, and his drone is then free to fly across the battle field. It moves in to support the masque near the jammer.
In what can only be described as reckless behavior, the drone then starts flying full speed into the jammer. It suddenly becomes a super expensive, remote controlled wrecking ball - but it's effective. The enemy starts taking in some serious victory points. The masque doesn't want to fight my sprawl ronin - no way. He breaks away from her and hammers the jammer instead.
In all the mayhem and fighting I lose count of the combined value of troops - and the attacker take home some VP for having most CC value on target. They find themselves in the lead.


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Turn 5
Having the hacking time of her life, the attacking console cowgirl runs to another CAT, breaks down the firewall and steals more info - again bolstering the shadow avatar.
Despite my own defending avatar taking it's opponent offline, it gets running again. And with 5 actions points per turn, all the nasty attack apps starts breaking down the defenders.


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In the streets, what can only be described as a feeding frenzy turned into a massacre is occurring. The activated Iduro app, visible and glowing in the civilians HRO keeps pulling in new bystanders. After all the jammed signals they've been experiencing for the past hour, anything shiny pulls them in. They see the giant mutated rats too late, all too real and non-virtual. It's very bloody.


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The last couple turns
The rest of the game is brutal hand-to-hand combat around the central compound. My battle hardened enforcer managed to take out the enemy ganger Sharkie and Ronin 8-Ball. 8-Ball was at at huge disadvantage when my shadow avatar managed to shut down his chainsaw for multiple turns with a hack.
Glitch does what she can to take out the Masque beating up the jammer, but in the end the constant attacks from malicious apps bring her down. And despite Ina Haze emptying clip after clip, she is unable to take out the enemies right below her on the ground.
In an effort to regain the upper hand, my hacker Circuit leaves without breaking into a CAT (for the second game in a row!) and runs to the roof instead. This turns out to be crucial, as it brings my guys to the highest CC value again and brings in some victory points.


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Time continues to tick away, and corp.sec. and gov.mil. units will start swarming in very soon and both gangs have to leave. After the smoke has cleared and the wounded have been pulled we see that the defenders were successful. The defenders win with highest VP score, thanks to the console cowboy getting to that roof in time.


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Aftermath
"The Direction is pleased with your results Sergeant. The operation is considered a success, you made a break even minute count plus 7 minutes.
The Direction is especially pleased with the unexpected show of violence. CCTV in the area captured every detail and thanks to our setup, we'll be using it all in an upcoming broadcast. A crypto currency bonus will be transferred to your account based on show ratings.
Be advised those attackers were not corporate, c-sec or gov.mil. affiliates. Huge cyberspace energy spikes were monitored. That's all we currently know. Lay low - expect aggressive retaliation.
Oh, and Sergeant: The Direction request you contact them if such an event occurs, it'll be good show material.
Anchorman out."
The defenders:
Hogger Haze - was gunned down with automatic fire from a drone and its jockey. He was looking at a long recovery and some hard earned CC was spent to bring him back.
Glitch - the sprawl ronin. Overheated chrome through virus attacks. Glitch suffered a permanent injury and -1 to her Aim stat. Nevermind that, she'll never be shooting at anything.
The sprawl ronin was then offered a good amount of cash and decided to join the media corporation as a permahire. She got a nice +1 on activation tests as here trick of the trade.
Having won this scenario my crew now has enough REP to be offered some high end items and spend some INFO on getting something better. They got themselves a lightened combat hatchet, might go to the sprawl ronin.
Sgt. Cliff got himself 3XP - not enough for a good upgrade, that'll have to wait.
After paying for injuries and a permahire there was still a nice 50CC chunk for the bank. I think it's now time to search the watering holes for a good drone jockey or infiltrator.

The attackers:
The attackers suffered three casualties after the attack on the station. Animal, the Ganger, badly wounded by all those rats, was captured when c-sec swarmed the area. And the crew had to pay 30CC to bail him out of jail.
Sharkie (Ganger) and 8-ball (Sprawl Ronin) were both lucky, it was a only close calls.
The Show Runner Masque really wanted to bring in 8-ball as a permahire and decided to sell off 3 INFO to get the cash. Offering a major 70CC as a signing bonus, 8-ball joined the crew.
Because they won our first skirmish, the attackers also went searching for some high end items. The got offered a heavy melee weapon with armor penetrating power - 8-ball just got an upgrade for that chainsaw.
So after two games of Reality's Edge, both teams still seem equal in strength. And both have some slow and small increases in permahires and skills.


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Мнение от Клуб Стендов Моделизъм България » 14 фев 2020, 12:00

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1. Франция и Германия одобриха първоначалното финансиране на FCAS - 2020-02-13 20:46:40
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Правителствата на Франция и Германия одобриха първоначалното финансиране на проекта FCAS, който предвижда създаването на система от системи за осигуряване на въздушно превъзходство. Съобщението за това бе публикувано от Airbus в късните часове на 12 февруари 2020 г.


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1. 12 World War II Books to Add to Your Collection - 2020-02-15 10:53:00
The Osprey Sale is running until the end of February, so it's the perfect opportunity to get great deals on a wide range of our books, e-books and games. On the blog today, we're looking at some fantastic World War II books you can add to your collection!
Armour:

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British Battle Tanks: American-made World War II Tanks by David Fletcher and Steven J. Zaloga
The idea of British soldiers using American tanks was not viewed with a great deal of enthusiasm by the British Army. However, once British crews got used to them and learned to cope with some of their difficulties, they started to see them in a far more positive light.
This book concentrates on World War II and studies American tanks in British service, some of which were modified in ways peculiar to the British.

The History of the Panzerwaffe: Volume 1: 1939–42 by Thomas Anderson
The Germans transformed armoured warfare from a lumbering and ponderous experiment in World War I into something that could decide the outcome of conflicts. This technical and operational history is the definitive guide to the legendary Panzerwaffe, from its very infancy to the days when it made Europe its garden path at the height of Nazi German power. With rare and revealing combat reports, along with photographs sourced from previously unseen private and archival collections, it uncovers the technical and operational stories of the formidable armoured beasts that formed the backbone of the German war machine.

Atlases:

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Atlas of the Blitzkrieg: 1939–41 by Robert Kirchubel
In September 1939, Nazi Germany launched its infamous Blitzkrieg invasion of Poland, bringing about the outbreak of World War II. Faced with highly tactical and accelerated attacks aimed at disrupting the line of defence and encircling vulnerable troops, Allied forces broke under pressure. Featuring 98 detailed maps, this impressive atlas shows, in intricate detail, the fighting and physical challenges faced by the German attackers and Allied defenders.

Atlas of the European Campaign: 1944–45 by Steven J. Zaloga
From the beaches of D-Day through to the final battles in war-ravaged Germany, the war across the breadth and depth of Western Europe is brought to life through scores of carefully researched and intricately detailed maps.

Atlas of the Eastern Front: 1941–45 by Robert Kirchubel
The 128 detailed pieces of cartography in this impressive atlas help to explain the fighting and physical challenges faced by Axis and Soviet forces on the Eastern Front. The complex combat and movement, thrust and parry, brilliance and folly are all explained by these maps and their accompanying text, providing a clear historical and geographical understanding of the brutal and titanic conflict.

Aviation:

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Air Combat: Dogfights of World War II by Dmitriy Khazanov, Aleksander Medved, Edward M. Young, Tony Holmes
The battle for the skies in World War II fuelled a race between rival air forces to develop ever faster and more capable fighter aircraft - and the struggle for air superiority was never over until the war itself ended. Air Combat explores clashes of some of the finest planes and pilots, in key theatres of the war.

Desperate Sunset: Japan’s kamikazes against Allied ships, 1944–45 by Mike Yeo
By the middle of 1944, Imperial Japan's armed forces were in an increasingly desperate situation. The Japanese High Command decided that the way to inflict maximum damage on the superior enemy forces was to get the poorly trained Japanese pilots to crash their explosive-laden aircraft onto their target, essentially turning themselves into a guided missile.
Fully illustrated throughout, Desperate Sunset examines the development and evolution of the kamikaze using first-hand accounts, combat reports and archived histories.

Storm of Eagles: The Greatest Aviation Photographs of World War II by John Dibbs, Kent Ramsey, Robert "Cricket" Renner
This remarkable volume is a must-have for anyone interested in World War II aviation, combining classic photographs with never-before-seen wartime images.

Shadow over the Atlantic: The Luftwaffe and the U-boats: 1943–45 by Robert Forsyth
Drawing on historical records not previously published, this book tells for the first time the fascinating story of the formation and operations of FAGr 5 'Atlantik', the Luftwaffe's only long-range maritime reconnaissance and U-boat cooperation unit, which sought to direct the German submarines at the Allied convoys vital to prosecuting the war in Europe.

Naval
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Hunt the Bismarck by Angus Konstam
In May 1941, the German battleship Bismarck destroyed HMS Hood in the legendary battle of the Denmark Strait. Bismarck was now loose in the North Atlantic. However, damage sustained in the battle limited her ability to roam at will, while the Royal Navy deployed the Home Fleet to revenge the Hood. The stage was set for the greatest chase story in the history of naval warfare.
Drawing on a wealth of first-hand accounts, and intertwining extensive research into a fast-paced narrative, Hunt the Bismarck is the story of Operation Rheinübung, the Atlantic sortie of the Nazi Germany's largest battleship in May 1941.

German Submarine U-1105 'Black Panther' by Aaron Stephan Hamilton
Now in its final resting place at the bottom of the Potomac River in Maryland, the U-boat U-1105 is unique among German World War II submarines. Technologically innovative, it was the only U-boat to conduct a wartime patrol while equipped with the snorkel, GHG Balkon passive sonar and a rubberized coating known as Alberich designed to reduce its acoustic signature and hide from Allied sonar.
This highly illustrated book uses many new and previously unpublished images to tell the full story of this remarkable U-boat, evaluating the effectiveness of its late-war technologies, documenting its extensive postwar testing and detailing all the features still present on the wreck site today.

Pacific Thunder by Thomas McKelvey Cleaver
This is the fascinating account of the Central Pacific campaign, one of the most stunning comebacks in naval history as in 14 months the US Navy went from the jaws of defeat to the brink of victory in the Pacific.


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Мнение от Клуб Стендов Моделизъм България » 19 фев 2020, 18:00

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1. Sneak Peek at May's Artwork - 2020-02-19 10:17:40
On today’s blog post, we’re looking at three fantastic pieces of artwork from a few of our May books. Let us know what you think and if there are any June titles you want to see art from in the comments section below!
Campaign 349: Warsaw 1920 by Steven J. Zaloga
Artwork by Steve Noon

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The first image, requested by KAL9000, shows an attack on Bolshevik cavalry in the spring of 1920. The aircraft in the foreground was piloted by Captain Merian Cooper, who is better known for his post-war career as a Hollywood film director, including the popular film King Kong. The aircraft to its left was piloted by squadron commander, Major Cedric Fauntleroy, who had served with Eddie Rickenbacker’s 94th Fighter Squadron during World War I.

New Vanguard 282: Combat Vehicles of Russia's Special Forces by Mark Galeotti
Artwork by Adam Hook

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This next image comes from Combat Vehicles of Russia's Special Forces. The 200th Brigade, headquartered in Pechenga in the Murmansk region, is a specialized Arctic warfare unit and equipped to match. Here a mixed force consisting of a TTM‑1901‑40 Berkut snowmobile, a new Toros Arctic combat vehicle, DT‑10P Vityak (‘Knight’) and a Pantsir-S1 are shown on exercises, during a simulated assault.
Combat 48: US Soldier vs German Soldier by Chris McNab
Artwork by Steve Noon

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This final piece depicts US forces on Salerno beach during Operation Avalanche on 9 September 1943. The soldiers on foot are carrying a variety of demolition and combat gear that will be useful against the German defences inland and against potential counterattacks. The biggest piece of kit being deployed on the beach is a 40mm Bofors gun, pulled by a Caterpillar D‑7, one of the key towing and utility vehicles of US Army engineers.


2. Guerrilla Miniature Games - Lets Play Zona Alfa: Salvage and Survival in the Exclusion Zone - 2020-02-19 08:48:03
Ash and Owen are heading into the Zone with this Guerrilla Miniatures Games playthrough of Patrick Todoroff's Zona Alfa: Salvage and Survival in the Exclusion Zone.

If you want to head into the Zone yourself, pick up a copy of Zona Alfa: Salvage and Survival in the Exclusion Zone. For more great battle reports and videos on a wide range of games, make sure you


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Мнение от Клуб Стендов Моделизъм България » 20 фев 2020, 18:00

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1. OUT NOW - Letterpress: A Clever Game of Words by Robin David - 2020-02-20 11:07:31
Today is the official release date for Letterpress: A Clever Game of Words by Robin David, a fast-playing word game for 1-6 players. For anyone curious about this latest addition to our ever-growing catalogue of board and card games, here on the blog you'll find a great rules video from Watch It Played and reviews from leading Board Game Reviewers The Dice Tower and Shut Up & Sit Down.

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Check out the video below to learn how to play the game with the help of Watch It Played.

Tom Vasel from The Dice Tower gave the game the Seal of Approval, recommending it to anyone who enjoys word games. Watch the video below for his full review.

Matt Lees from Shut Up & Sit Down sings the praises of Letterpress: A Clever Game of Words on the latest episode of their podcast, enjoying the fast-paced play of Robin David's game. You can listen to his full review here.

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If all of this has piqued your curiosity, then order your copy of Letterpress today!

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2. Flying Tiger Ace: October 27, 1944 - 2020-02-20 10:54:00
Flying Tiger Ace, The Story of Bill Reed, China’s Shining Mark by Carl Molesworth is a moving biography of Lt Col William Norman Reed, a World War II fighter ace who fought with the Flying Tigers and died in defence of the two nations he loved. In today's blog post, Carl shares the details of the mission Bill undertook on October 27, 1944.


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The pilots in the 7th Fighter Squadron of the Chinese-American Composite Wing (CACW) in China during 1944 used to say they believed their commander, Lt. Col. William N. “Bill” Reed, could “smell Japs.” That’s because experience had shown them that there was a good chance of encountering the enemy whenever “The Boss,” as they called Reed, was leading a mission. Whether it was a patrol of enemy fighters, an airfield crowded with parked bombers, a long freight train, or some other lucrative target, Reed always seemed to know where to find the Japanese.
By the fall of 1944, Bill Reed had nearly 150 combat missions in his logbook, more than half of them flown in the 3rd Pursuit Squadron of the American Volunteer Group over Burma and China during 1941–42. He had returned to China in early 1944 with the CACW, and since then he had reached “ace” status while establishing himself as perhaps the most revered combat leader in the wing. Reed’s second combat tour had been a tough one, spent flying missions in opposition to the massive Japanese Ichi-Go ground offensive that threatened to take China out of the war during 1944. He had been shot down once behind enemy lines, but he escaped the Japanese with the help of Chinese guerrilla forces to return to his squadron and resume flying missions. He epitomized the Flying Tiger legend – often outnumbered, but never outfought.
Heavy rain severely limited the operations of the CACW during October 1944. So when the weather broke on October 27, Reed was ready to get back in the fight from his base at Liangshan. During the afternoon of that day, he led 16 P-40s drawn from all four squadrons of the 3rd Fighter Group on a sweep of the railroad between Hankow and Puchi. Alternate targets were the airfields at Ichang, Kingmen and Tangyang.
Reed led four planes in the strafing flight, with one flight at intermediate cover and two flying top cover. They flew to a point about 20 miles south of Hankow and turned south above the railroad. Just beyond Tutitang they found a train of 12 to 15 cars heading south at about 25 miles per hour. Bill swooped down and fired a burst of .50-caliber slugs into the engine, which was hit in the boiler and spouted steam in all directions as the train slowly rolled to a stop. The strafers then proceeded to make 11 passes over the train, attacking it from 90 degrees to lengthwise. Their gunfire set three or four tank cars afire at the back to the train and killed a considerable number of Japanese troops who were riding in coal cars farther forward. Some of the soldiers jumped off the train and escaped, but many could not. The gasoline fire spilled down the tracks for about half a mile, where it set a single-span wooden bridge on fire.
Leaving the train, Reed led the formation farther down the tracks but saw no further targets and turned the P-40s northwest toward Kingmen. There is no way of knowing if it was Bill’s long experience in air combat over China or just plain luck that led him to Kingmen, but when the pilots arrived over the enemy airbase they found a sight that must have made their hearts leap with anticipation. Nine twin-engined “Lily” bombers and eight to ten “Oscar” fighters were in the landing pattern, and several bombers were already on the ground. Apparently, they were planning to stage through Kingmen for a bombing raid that night.
Bill again led the attack, firing the last of his ammunition into a “Lily” that caught on fire and crashed into the ground. Then he circled up to provide top cover while the rest of the P-40s pounced on the enemy. When the smoked cleared, 16 Japanese aircraft were confirmed shot down and four more destroyed on the ground by the P-40 pilots. The only loss was Capt. Armit “Bill” Lewis, whose plane developed engine trouble while strafing the train. He broke off from the attack and headed for Enshih, but his engine failed near Lienyang and he bailed out.
Bill, who was now the leading ace of the CACW with nine confirmed victories, briefly described the mission in a letter to his mother:
“We really caught the Japs napping, and it was like shooting fish in a rain barrel. I only got one, but he was a bomber and really made a most merry blaze when he hit. All in all we got 15 or 20 of them, and my old boss [General Chennault] wrote us a swell wire of commendation. The very next day, a change of tactics and targets got us four locomotives.”
Despite the jaunty tone of that description, the strain on Bill caused by his long months in combat was now beginning to show in his letters. In one, he listed old friends from high school and college who had been killed in action, and in another he asked his mother to write to letters of condolence to the mothers of his pilots Burch, Guthrie and Lewis, who had all been listed as Missing in Action in the past few months. Bill Lewis, the most recent to go down, was in fact on his way back to his squadron, though Bill didn’t know it at the time. He told his mom that Lewis, his roommate, had completed 75 missions and was Bill’s “best pilot and right-hand man.” He closed a third letter with the sad observation, “If this war isn’t over soon, I won’t have any friends left.”
Less than two months later, Bill Reed died in a desperate night parachute jump when his P-40 ran out of fuel in the dark skies near Liangshan. By that time he had been promoted to command of the 3rd Fighter Group and was the most highly decorated pilot in China. He was just shy of his 28th birthday.
It has been my distinct honor to record the full story of Bill Reed’s life in my new book for Osprey, Flying Tiger Ace, The Story of Bill Reed, China’s Shining Mark.


Do you want to read more? Read a fantastic story about Bill that didn't make it into the book here.
Flying Tiger Ace publishes today. Order your copy here.


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Мнение от Клуб Стендов Моделизъм България » 21 фев 2020, 18:00

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1. Frostgrave: Second Edition Cover Reveal - 2020-02-21 09:00:00
Coming in July, Frostgrave: Second Edition offers players a revised and expanded edition of the multi-award-winning fantasy wargame, featuring new spells and scenarios to challenge adventurers in the Frozen City. The rulebook also contains rules clarifications that ensure that all previously published supplements remain compatible with the updated system.
Today on the blog, we’re thrilled to reveal the cover for Frostgrave: Second Edition, the new edition of the multi-award-winning fantasy skirmish wargame created by Joseph A. McCullough.

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We would also like to take this opportunity to thank Dmitry and Kate Burmak, who, after working on the Frostgrave series for the past 6 years, have decided that the time is right for them to move onto other projects. They have been a joy to work with, and we will be celebrating their contribution to the world of Frostgrave later this year with the publication of Frostgrave: Wizard Eye (more about that another time!)
Taking on the Frostgrave mantle is the incredibly talented artist ªRU-MOR. We have worked with ªRU-MOR on a number of projects and would happily spend the rest of the blog singing her praises, but we figured we’d let Frostgrave creator Joseph A. McCullough do that instead!
“When Osprey asked me who I might like to create the artwork for Second Edition, I already had an answer ready: ªRU-MOR. If you’ve never encountered the works of this mysteriously named Spanish artist, you are in for a treat. I urge you to take a look at the artwork in Dracula’s America or Ragnarok if you have a copy to hand!
My connection with ªRU-MOR goes back a long way. When I was the commissioning editor for Osprey Adventures, I recruited ªRU-MOR and contracted her to work on her first Osprey book – Sinbad the Sailor. Since then, I’ve watched her artistic skills grow and grow, and have longed for the opportunity to work with her again.
I’ve now seen most of the artwork that ªRU-MOR has produced for the new book, and it includes many, many stunning pieces. Although she has continued the colourful, adventurous style laid down by the Burmaks, she has also brought her own touch to the Frozen City. Her work is perhaps a bit more ‘earthy’, and just a touch darker perhaps.”
We’ll be showing off some more of ªRU-MOR's artwork from Frostgrave: Second Edition in the future, so be sure to keep an eye out for our next reveal!


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Мнение от Клуб Стендов Моделизъм България » 22 фев 2020, 12:00

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1. Управляващите обещаха да купи два медицински вертолета - 2020-02-21 16:17:46
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Два медицински вертолета ще бъдат купени със средства на оперативна програма „Региони в растеж”. Това обяви вчера, 20 февруари 2020 г., заместник-министърът на регионалното развитие Деница Николова.


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1. A Brief History of Naval Warfare - 2020-02-22 11:00:00
The Osprey Sale is running until the end of February, so it's the perfect opportunity to get great deals on a wide range of our books, e-books and games. On the blog today, we're looking at some fantastic naval books covering multiple historical periods, from the ancient to the present.
Ancient History

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NVG 196: Warships of the Ancient World: 3000–500 BC by Adrian K. Wood

The world's first war machines were ships built two millennia before the dawn of the Classical world. Their influence on the course of history cannot be overstated. A wide variety of galleys and other types of warships were built by successive civilisations, each with their own distinctive appearance, capability and utility. In this detailed study, Adrian K. Wood looks at the earliest warships, from Egyptian vessels to the forebears of the trireme.

CAM 222: Salamis 480 BC by William Shepherd
In 480 BC, the Greek and Persian fleets met in a battle in the strait between Attica and the island of Salamis. Although outnumbered, the Greeks delivered a crushing victory that ended the Persian threat to Greece. This book draws on the findings of archaeological, technological and naval research, as well as on original historical sources to vividly recreate one of the most important naval campaigns in world history.

CAM 211: Actium 31 BC: Downfall of Antony and Cleopatra by Si Sheppard
In 32 BC, the Roman Republic descended into civil war between the forces of the Octavian in the west and the famous lovers Cleopatra and Marc Antony in the East. Acting quickly, Octavian managed to trap his foes in the Gulf of Actium. In the ensuing battle, Anthony and Cleopatra manage to escape, but their military forces and their hopes for victory in the war were crushed. Soon afterward, the lovers committed suicide, and Octavian dissolved the republic and declared himself Emperor. Actium has remained one of the most famous battles of the ancient world thanks to Shakespeare and Hollywood. This new book tells the true story of the decisive and bloody battle that would once and for all seal the fate of the Roman Republic.

Byzantine Empire: 7th – 15th Centuries

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DUE 64: Byzantine Warship vs Arab Warship: 7th–11th centuries by Angus Konstam
For four hundred years the Byzantine Empire's naval forces vied with the warships of the Islamic world for mastery of the Mediterranean. At the heart of this confrontation were the fighting vessels of the two powers, the Byzantine dromon and the Arabic shalandi, both oared warships. In those four centuries of warfare between two major maritime powers, both the Byzantines and the Arabs left us records of their doctrine and tactics, as well as of how their ships were built. Featuring full-colour artwork and rigorous analysis from an authority on naval warfare, this enthralling book offers a glimpse of the long-lost world of war at sea in the age of Byzantium.

MAA 502: Byzantine Naval Forces 1261–1461: The Roman Empire's Last Marines by Raffaele D’Amato
After the recapture of Constantinople, Emperor Michael VIII Palaiologos was determined to bring glory back to the Byzantine Empire. To achieve this, he established an Imperial Fleet and raised new regiments of elite marine troops. This work provides a comprehensive, illustrated guide to the unit history and appearance of these men, who were at the cutting edge of the last great flourish of Byzantine naval power.

15th – 19th Centuries

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NVG 62: Renaissance War Galley 1470–1590 by Angus Konstam
For most of the Renaissance period, naval warfare in the Mediterranean was dominated by the war galley, a unique naval vessel for a momentous age. This book examines the development of the war galley from its classically inspired resurrection in the 15th century until its demise in the early 17th century, providing the first ever in-depth study of this remarkable war machine.

NVG 263: Dutch Navies of the 80 Years' War 1568–1648 by Bouko de Groot
The tiny new state of the United Provinces of the Netherlands won its independence from the mighty Spanish empire by fighting and winning the Eighty Years' War, from 1568 and 1648. In this long conflict, warfare on water played a much bigger role in determining the ultimate victor. Using detailed full colour artwork, this book shows how the Dutch navies fought worldwide in their war of independence, from Brazil to Indonesia, and from the Low Countries to Angola.

NVG 161: Ships of the American Revolutionary Navy by Mark Lardas
Mark Lardas explores the origins of American warships, primarily light and medium frigates, built for the Continental Navy during the years 1776-1783. With a close look at how these ships performed in key battles, as well as the exploits of John Paul Jones - the founding father of the United States Navy - this is a complete, illustrated overview of the ships' service and development until France's entry into the war and the subsequent decline in importance of the Continental Navy.

Mapping Naval Warfare: A Visual History of Conflict At Sea by Jeremy Black
Naval operations and warfare were, and remain, a key element for mapping. Maps were vital for commanders in drawing up plans of attack, and their detail and usefulness have increased over the centuries as the science of mapping has developed.
This beautiful book examines stunning original maps from a series of key conflicts from the Spanish Armada, the American Wars of Independence, and the Napoleonic wars to twentieth-century conflicts from the First World War to Vietnam, and explains how they were represented through mapping and how the maps produced helped naval commanders to plan their strategy.

DUE 40: CSS Alabama vs USS Kearsarge: Cherbourg 1864 by Mark Lardas
The most successful commerce raider of the Civil War, the CSS Alabama almost single-handedly drove United States merchant shipping from the seas. Her illustrious career saw the capture of 60 merchant ships and two duels with ships of the US Navy. This book gives the complete story of the development of the Confederacy's commerce raiding force and the ships the Union set against them.

NVG 271: US Navy Battleships 1886–98: The pre-dreadnoughts and monitors that fought the Spanish-American War by Brian Lane Herder
After the American Civil War, the US Navy had been allowed to decay into complete insignificance, yet the commissioning of the modern Brazilian battleship Riachuelo and poor performance against the contemporary Spanish fleet, forced the US out of its isolationist posture towards battleships.
This fully illustrated study examines the first six US battleships, a story of political compromises, clean sheet designs, operational experience, and experimental improvements. These ships directly inspired the creation of an embryonic American military-industrial complex, enabled a permanent outward-looking shift in American foreign policy and laid the foundations of the modern US Navy.

DUE 92: Chinese Battleship vs Japanese Cruiser: Yalu River 1894 by Benjamin Lai
The 1894-95 war between China and Japan, known in the West as the First Sino-Japanese War, lasted only nine months, but its impact resonates today.
The Chinese Beiyang (Northern) Fleet was led by her flagship, Dingyuan, and her sister ship, Zhenyuan, which were the biggest in Asia; German-built armoured turret ships, they were armed with four 12in guns and two 6in guns, plus six smaller guns and three torpedo tubes. For their part the Japanese fleet, including the Matsushima and her sister ships Itsukushima and Hashidate, were each armed with a single 12.6in Canet gun and 11 or 12 4.7in guns, plus smaller guns and four torpedo tubes. The scene was set for a bloody confrontation that would stun the world and transform the relationship between China and Japan.
Fully illustrated with stunning artwork, this is the engrossing story of the Yalu River campaign, where Chinese and Japanese ironclads fought for control of Korea


World War I
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NVG 238: World War I Seaplane and Aircraft Carriers by Mark Lardas
In 1910 the first aircraft was successfully launched from a small wooden platform on a stationary ship. Just four years later, seaplane-carrying warships were being used to launch the first naval air raids, and by 1918 the first aircraft carrier to feature a full-length flight deck was in service. High quality artwork and historical photographs help author Mark Lardas tell the fascinating story of the pioneering years of naval aviation, covering such historic clashes as the Japanese siege of Tsingtao, the British raid against German Zeppelin bases at Cuxhaven and the Battle of Jutland, which saw the first airplane take part in a naval battle. Through detailed analysis he explores their development from hastily adapted merchant ships to the launch of HMS Argus, the first aircraft carrier to have a full-length flight deck, and shows how they paved the way for the aircraft carriers of the future.

NVG 228: German Commerce Raiders 1914–18 by Ryan K. Noppen
This is the story of Germany's commerce raiders of World War I, the surface ships that were supposed to starve the British Isles of the vast cargoes of vital resources being shipped from the furthest reaches of the Empire. To that end pre-war German naval strategists allocated a number of cruisers and armed, fast ocean liners, as well as a complex and globe-spanning supply network to support them - known as the Etappe network. This book, drawing on technical illustrations and the author's exhaustive research, explains the often overlooked role that the commerce raiders played in World War I. Whilst exploring the design and development of the ships, it also describes their operational history, how they tied up a disproportionate amount of the British fleet on lengthy pursuits, and how certain raiders such as the SMS Emden were able to wreak havoc across the oceans.

DUE 56: British Battlecruiser vs German Battlecruiser 1914–16 by Mark Stille
The rival battlecruisers first clashed in January 1915 at Dogger Bank in the North Sea and although the battle was a British tactical victory with neither side losing any of its battlecruisers, the differences in the designs of the British and German ships were already apparent. The two sides responded very differently to this first clash; while the Germans improved their ammunition-handling procedures to lessen the risk of disabling explosions, the British drew the opposite lesson and stockpiled ammunition in an effort to improve their rate of fire, rendering their battlecruisers more vulnerable. These differences were highlighted more starkly during the battle of Jutland in May 1916. Of the nine British battlecruisers committed, three were destroyed, all by their German counterparts. Five German battlecruisers were present, and of these, only one was sunk and the remainder damaged. Fully illustrated with specially commissioned artwork, this is the gripping story of the clash between the rival battlecruisers of the Royal Navy and the Kaiserliche Marine at the height of World War I.

Scapa 1919: The Archaeology of a Scuttled Fleet by Innes McCartney
In June 1919, the German High Seas Fleet attempted to sink itself in Scapa Flow to prevent it being broken up as war prizes. Of the 74 ships present, 52 sank and 22 were prevented from doing so by circumstance and British intervention.
Marine archaeologist and historian Dr Innes McCartney reveals for the first time what became of the warships that were scuttled, examining the circumstances behind the loss of each ship and reconciling what was known at the time to what the archaeology is telling us today. This fascinating study reveals a fleet lost for nearly a century beneath the waves.
World War II
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Tidal Wave: From Leyte Gulf to Tokyo Bay by Thomas McKelvey Cleaver
The United States Navy won such overwhelming victories in 1944 that, had the navy faced a different enemy, the war would have been over at the conclusion of the Battle of Leyte Gulf.
However, in the moment of victory on 25 October 1944, the US Navy found itself confronting an enemy that had been inconceivable until it appeared. The kamikaze, 'divine wind' in Japanese, was something Americans were totally unprepared for; a violation of every belief held in the West. The attacks were terrifying: regardless of the damage inflicted on an attacking airplane, there was no certainty of safety aboard the ship until that airplane was completely destroyed.
Based on first-person accounts, Tidal Wave is the story of the naval campaigns in the Pacific from the victory at Leyte Gulf to the end of the war, in which the US Navy would fight harder for survival than ever before.

Morning Star, Midnight Sun: The Early Guadalcanal-Solomons Campaign of World War II August–October 1942 by Jeffrey Cox
Following the disastrous Java Sea campaign, the Allies stopped the Japanese advance at Coral Sea and Midway. But the Japanese still threatened to build a network of bases in the South Pacific and threatened to cut off Australia. In response, Allies made a desperate move by starting their first offensive of the Pacific War. Their first target: a new Japanese airfield in a relatively unknown place in the Solomon Islands called Guadalcanal.
Hamstrung by obsolete pre-war thinking and a bureaucratic mind-set, the US Navy had to adapt on the fly in order to compete with the mighty Imperial Japanese Navy. Starting with the amphibious assaults on Guadalcanal and Tulagi and continuing with the worst defeat in US Navy history, the campaign quickly turned into a see-saw struggle where the evenly matched foes struggled to gain the upper hand and grind out a victory. In this book, Jeffrey R. Cox tells the gripping story of the first Allied offensive of the Pacific War, as they sought to regain dominance in the Pacific.

NVG 253: British Destroyers 1939–45: Wartime-built classes by Angus Konstam
As the possibility of war loomed in the 1930s, the British Admiralty looked to update their fleet of destroyers to compete with the new ships being built by Germany and Japan, resulting in the commissioning of the powerful Tribal-class. These were followed by the designing of the first of several slightly smaller ships, which carried fewer guns than the Tribals, but were armed with a greatly enlarged suite of torpedoes. The first of these, the 'J/K/M class' was followed by a number of wartime variants, with slight changes to their weaponry to suit different wartime roles.
Designed to combat enemy surface warships, aircraft and U-boats, the British built these destroyers to face off against anything the enemy could throw at them. Using a collection of contemporary photographs and beautiful colour artwork, this is a fascinating new study of the ships that formed the backbone of the Royal Navy during World War II.

ANT 1: The Battleship Bismarck by Stefan Draminski
The Bismarck is perhaps the most famous - and notorious - warship ever built. Completed in 1941, the 45,000-ton German battleship sank HMS Hood, the pride of the British Navy, during one of the most sensational encounters in naval history. Following the sinking, Bismarck was chased around the North Atlantic by many units of the Royal Navy. She was finally dispatched with gunfire and torpedoes on 27 May, less than five months after her completion. Her wreck still lies where she sank, 4,800m down and 960km off the west coast of France.
Drawing on new research and technology, this edition is the most comprehensive examination of Bismarck ever published. It includes a complete set of detailed line drawings with fully descriptive keys and full-colour 3D artwork, supported by technical details, photographs and text on the building of the ship and a record of the ship's service history.
Post World War II
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NVG 277: British Amphibious Assault Ships: From Suez to the Falklands and the present day by Edward Hampshire
Amphibious assault ships have been at the centre of nearly all of Britain's expeditionary campaigns since World War II, from the Suez crisis of 1956 to operations as far afield as Borneo (1963-66), the Falklands (1982), Sierra Leone (2000) and Iraq (2003).
This title is an essential guide to British Amphibious Assault Ships across the decades, from the mighty Fearless to the modern Albion. Packed with full-colour illustrations, contemporary photography, and detailed analysis, this definitive work explores the history, development, and deployment of the Royal Navy's front line.

NVG 211: US Cold War Aircraft Carriers: Forrestal, Kitty Hawk and Enterprise Classes by Brad Elward
The Forrestal class (Forrestal, Saratoga, Ranger, and Independence) was the first completed class of US Navy supercarriers, so-named for their 25 percent size increase over the World War II-era carriers such as the Midway class, and the strength of their air wings (80-100 aircraft, compared to 65-75 for the Midway, and fewer than 50 for the Essex class). Design-wise, the Forrestals were a huge improvement over their predecessors, being more stable and comfortable, while maintaining advancements such as the armored flight decks that had been introduced with the Midway. The Kitty Hawk class was an improvement on the Forrestal-class designs, and four were built in the 1960s - Kitty Hawk, Constellation, America and John F. Kennedy. These were even longer than the Forrestals, and fitted with advanced defensive weapons systems and an improved elevator layout. All nine of the carriers covered by this volume are icons, and hold a much-respected place in US naval history. They are also some of the more well-known vessels outside of the military, for their long service histories, as well as for some of the more unfortunate events that seem to follow them.

NVG 242: Soviet Cold War Guided Missile Cruisers by Edward Hampshire
Heavily armed and formidable, guided missile cruisers formed the core of the Soviet Navy during the Cold War. From the last class of conventional Sverdlov-class cruisers through to increasingly complex and formidable missile cruisers, these ships ensured that NATO took the Soviet naval threat seriously. Soviet Cold War Guided Missile Cruisers covers all classes of these impressive warships, from the early Sverdlov through the Kynda, Kresta, Kara and Slava to the enormous Kirov classes. Together, these vessels marked the apogee of Soviet naval technology and capability and they remain today the largest non-aircraft carrier warships built since 1945. Containing material previously only available in Russian and fully researched from specialist defence journals, this comprehensive volume examines the design, development, and intended role of these impressive, hi-tech warships, and recounts their dramatic operational history as NATO and Soviet warships faced off against each other during the long Cold War at sea.

Cold War Fleet Ships of the Royal Navy 1966–91 A Photographic Album by Clive Taylor, Sue Taylor
Created by two of the most acclaimed naval photographers in the world, this stunning book is a window back in time to the Royal Navy of the Cold War, showing a fleet created to defend Britain and other NATO countries from Soviet attack. Featuring every kind of ship from aircraft carriers and destroyers to auxiliary vessels, this is a peerless resource for any enthusiast of naval history.


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1. 45 години от първия полет на Су-25 - 2020-02-22 20:28:03
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Преди точно 45 години, на 22 февруари 1975 г., полита първия прототип на съветския щурмови самолет Су-25.


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1. Oathmark: Battles of the Lost Age - Characters and Monsters - 2020-02-24 11:41:00
Oathmark: Battles of The Lost Age is an upcoming mass-battle fantasy wargame publishing in April 2020, written by Joseph A. McCullough. On the blog today, we delve deeper into the rules with a look at characters and monsters on the battlefield!
While Oathmark is a game of armies, with most of the soldiers arranged in big, blocky units, it wouldn’t be a fantasy game if there wasn’t room for characters and monsters. Characters come in three basic varieties. The first of those is Commanders. These figures influence how and when units can activate, as has been touched on in a previous blog. They tend to be very expensive in terms of point cost, but the impact they can have on a game can well be worth the cost.

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The second type of character are Champions. These are the great warriors that can fight at the head of your units. They aren’t particularly gifted as leaders, and do nothing to inspire the rest of the troops, but they can wreak havoc in melee combat. Not only do champions inflict more casualties than other soldiers, but they are the only characters that can, potentially, directly strike at a unit leader or another character in a unit. Such a decapitating strike on a unit can often break its morale and send it running.
The final character type is spellcasters. Each of the five main races of the game produce their own spellcasters that have access to spells for their specific race (as well as a general spell list). Spellcaster are broken down into 5 levels, and the higher level wizards not only have a greater variety of spells they can attempt to cast during a game, but are also more likely to cast them. Spells in the game vary from the straightforward tossing of fireballs to the more subtle manipulation of morale and line of sight.

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In addition to the characters, which are drawn from the major races, there are numerous monsters in the game. Monsters are independent figures that never join up with units. These can be massive creatures such as giants and dragons, but can also be smaller, but extremely dangerous creatures such as bodachs and bugganes. All of the monsters bring their own special abilities to the table which, if employed correctly, can swing a battle. However, as independent creatures, they can never be affected by commanders, and thus deciding when and where to use them can be tricky.

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The game is designed to let player’s imaginations run wild. While it might not be the most efficient move, it is perfectly legal to have your goblin king commanding a bunch of dwarven units, or to have giant spiders fighting alongside humans. Remember, in Oathmark, every kingdom has potential access to any of the characters and monsters in the game. Choosing which of these units, characters, and monsters to take is half the fun, but it’ll take a while to figure out the correct tactics to get the most out of your forces! Previous: Oathmark Army Planner
Next: Strange and Catastrophic Events in Oathmark (Coming soon)


2. Submarines and the Tonnage - 2020-02-24 11:35:00
On the blog today, Mark Lardas, author of Battle of the Atlantic 1939–41 looks at the roles submarines and bombs played at the start of World War II.



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History buffs enjoy what-ifs and speculating on what would have happened had military leaders only possessed a little more foresight. Take the Battle of the Atlantic. Today “everybody knows” Germany could have defeated Britain had their U-boat fleet been larger at the start of World War II and had they ramped-up submarine production earlier. Why did the German Kriegsmarine (except Karl Donitz and his U-boat arm) ignore the potential of the submarine?
Because in the late 1930s, conventional wisdom held the submarine was obsolete as a tool against maritime trade. Every major navy in the 1930s believed that, including the Kriegsmarine. They viewed the submarine’s main role was scouting for their battle fleets and serving to attrite enemy’s surface combatants prior to naval battles. Donitz believed differently but had not convinced his superiors he was right.
Surprisingly, this time conventional wisdom was correct. The diesel-electric submarine was obsolete as a commerce-raiding instrument. Convoys, underwater detection, and antisubmarine aircraft, used in combination, doomed any strategic attempt to choke off trade through submarines. The United States, Great Britain, Japan, and Germany all believed this and built their submarine forces accordingly.
In World War I the convoys and antisubmarine aircraft ended Imperial Germany’s U-boat offensive just as it was on the cusp of victory. Convoys reduced opportunities for U-boats to find targets. When a U-boat was lucky enough to find a convoy, it had to use its limited supply of torpedoes, instead of its preferred weapon, the deck gun. Even a convoy of armed merchantmen, unescorted by warships, could drive off a surfaced World War I U-boat.
Aircraft could spot surfaced U-boats and either steer surface escorts to the U-boat or sink it with bombs or depth charges. This forced U-boats to submerge, limiting their ability to find targets. The search area visible through periscope was 90 percent smaller than the area available atop a surfaced U-boat’s conning tower.
Throw in ASDIC (or sonar) with its ability to spot a submerged submarine and it is unsurprising the U-boat was believed obsolescent.
Donitz found ways to neutralize the strengths of both convoys and sonar. Rather than have U-boats search for convoys independently, he organized them into search lines, with regular communication of convoy intelligence by radio. U-boats would be directed to convoys spotted through signal intelligence, by aircraft, and by other U-boats. When possible, multiple U-boats would attack a convoy overwhelming the escort. (While this Rudeltaktik proved effective in 1941–43, it was not tried until nearly a year into the war. Donitz lacked the submarines and did not need it until January 1941.)
Sonar worked only while a U-boat was submerged. Surfaced, U-boats could not be spotted by sonar. With its low profile a submarine was virtually invisible to lookouts at night. This allowed them to approach and attack convoys with impunity. Until the Royal Navy began equipping escorts with surface search radar, U-boats attacked convoys at night with virtual impunity.
Yet Donitz never found a counter to antisubmarine aircraft. If spotted by an aircraft, a submarine had two bad options: fight it out on the surface or submerge.
Fighting it out on the surface was a losing game. Aircraft could choose when to attack. They were hard-to-hit targets. Even if the U-boats could successfully shoot down five aircraft for every U-boat sunk, the exchange rate still favored the aircraft. Plus, aircraft could call nearby warships for help.
Submerging left a U-boat virtually blind, and crippled its speed. Surfaced, a U-boat could move 15 knots and spot anything within 12 to 15 miles of its conning tower. Submerged, it could only go 2 knots for a limited amount of time, and it could only spot objects no more than three miles away through its periscope. Submerging reduced speed by over 80 percent and search area by 95 percent.
As results in 1943–1945 demonstrated, antisubmarine aircraft could not be countered, and forced withdrawal of U-boats against the North Atlantic convoys.
Given this, why did Britain’s Coastal Command, charged with protecting Great Britain’s seaward approaches, fail to check the U-boat threat in the first two years of the war?
The answer was simple. To eliminate the U-boat threat, there must be aircraft and airborne weapons capable of eliminating U-boats. In 1939, and through January 1941, Great Britain had neither.
Britain opened the war with three airborne antisubmarine weapons: a 100-pound anti-submarine bomb, a 250-pound anti-submarine bomb, and a 450-pound air-droppable depth charge. The 100-pound bomb was incapable of cracking the pressure hull of a U-boat, even with a direct hit. While the 250-pound bomb could sink a U-boat, it had to land within a yard of the hull to do so.
Worse, both bombs tended to bounce back into the air before exploding when they struck water. This made them more dangerous to the aircraft dropping them than the U-boat targeted. More aircraft were shot down by bouncing bombs than U-boats Coastal sank during the first year of the war.


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The 100-pound anti-submarine bomb was more dangerous to British aircraft than Nazi U-boats. On several occasions it bounced back into the air before exploding, bringing the aircraft dropping down.
Artwork by Edouard A Groult

Even worse, Coastal Command was unaware of the ineffectiveness of their weapons until January 1940, six months into the war. The bombs were never tested pre-war. The truth was revealed only after HMS Snapper reached port after a patrol in which a Coastal Command Anson hit the submarine on the conning tower with 100-pound bombs. Fortunately for Snapper’s crew the direct hit’s damage was limited to flaking off paint and bursting four lightbulbs inside the conning tower. However fortunate it was for the sailors, it revealed the ineffectiveness of Coastal Command’s main anti-submarine weapon.


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A U-boat doesn't go to its doom. While Coastal Command believed they sank this U-Boat, in reality the bombs dropped on it could not seriously damage it.
Image courtesy of Mark Lardas

As for the 450-pound depth charge? There were too few depth charges available. Only one Coastal Command aircraft could carry it, the Short Sunderland. In September 1939 Coastal Command had only 24 of these four-engine flying boats.
Sunderland production could not be increased beyond its limited production (less than six per month) because Short was then building Britain’s first four-engine bomber, the Stirling. The RAF placed a higher priority on the Stirling. Nor was Bomber Command then willing to lend Coastal Command any of its twin-engine bomber capable of carrying the 450-pound depth charge.
Coastal Command’s main aircraft in 1939, the Avro Anson, could not carry the 250-pound bomb. It was limited to two 100-pound bombs. (It holds the distinction of being the only widely-used Coastal Command antisubmarine aircraft to sink no U-boats during the war.)


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In September 1939 the Avro Anson was the aircraft used by 9 of 10 shore-based Coastal Command patrol squadrons.
Image courtesy of Mark Lardas

The Royal Navy had a 250-pound depth charge which could be carried by Coastal Command aircraft other than the wretched Anson (which was being replaced by the Hudson). Coastal Command began developing an air-droppable version almost immediately after the anti-submarine bombs’ inadequacy was revealed.
Yet development moved with a deliberation that made George C. McLellan look like a Stonewall Jackson. The conversion consisted of adding an aerodynamic fairing to one end of the depth charge and stabilization fins to the other. Despite this, it took a year for the first air-droppable depth charges to reach Coastal command and another three months before they were widely available. Not until May 1941 did Coastal Command have a widely-available weapon capable of sinking a U-boat. Fortunately, the Germans were unaware of Coastal Command’s impotence. They kept submerging whenever they spotted an aircraft.
Remarkably, despite these handicaps, Coastal Command managed to contribute to the sinking of two U-boat between September 1939 and September 1940. Sunderlands took part in both. They either forced the U-boat to surface, where it was sunk by a surface warship, or caused a previously-damaged U-boat, unable to submerge, to scuttle.


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In 1939 the Sunderland was the only Coastal Command aircraft likely to sink a U-boat.
Image courtesy of Mark Lardas

Germany only significantly increased U-boat production in September 1941. U-boat numbers capable of conducting the type of “tonnage war” Donitz envisioned occurred only in early 1942. The Battle of the Atlantic was only a close-run thing between February 1942 and June 1943.
If Coastal Command had been capable of sinking U-boats from September 1939 on, the Battle of the Atlantic might have gone very differently. Coastal Command attacked U-boats 137 times in 1939 and December 1940. Other than assisting in sinking the two U-boats mentioned earlier, none of those attacks succeeded in sinking U-boats. Had only ten percent of the remaining attacks actually sunk U-boats, Germany would have had four less U-boats to send on patrol in January 1940, and 13 less by January 1941.
With fewer U-boats there would have been fewer merchant sinkings. For example, in January 1941 Germany averaged nine U-boats at sea per day. On some days they had only six, while at most there were 12 U-boats on patrol. The results of Donitz tonnage war would have been tepid.
By July 1941, with German panzers swarming into the Soviet Union, Hitler might have decided the steel to go into building U-boats might be more profitably used to build armor. The shipping crisis of 1942–43 would not have occurred and the Second Battle of the Atlantic would have ended two years earlier than it did.
It was possible to wage successful trade warfare using submarines during World War II. Germany certainly did through early 1943. Between 1941 and 1943 Great Britain largely sealed the Mediterranean to Italian cargo traffic using submarines. The United States Navy’s Submarine Service brought Japan to its knees. Yet success in all three campaigns was predicated on the defensive power lacking effectual antisubmarine aircraft and on not using the ASW aircraft they effectively possessed.

Order your copy of Battle of the Atlantic 1939–41 to find out more.


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1. Азербайджан купува M-346 - 2020-02-24 21:19:34
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Азербайджан купува неназован брой от италианските учебно-тренировъчни самолети от висок клас Leonardo M-346. Това става ясно от съобщение на азербайджанската президентска администрация.


2. Заради коронавируса „България ер” временно спира полетите си до Милано - 2020-02-24 19:16:16
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Българската авиокомпания „България ер” обяви, че считано от днес, 24 февруари 2020 г., спира да изпълнява полетите си до и от Милано. Превозвачът изтъква ситуацията с новия коронавирус.


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