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Panthers at Prokhorovka!

By 33LIMA,

From Kharkov to Kursk - a change of scenery for Steel Fury!
The battle
The fighting at Prokhorovka has gone down in history as one of the biggest and most desperate tank battles ever seen. It was a battle within a battle, fought on the southern front of Operation Citadel, the German offensive against the Kursk salient in July 1943. This was an ill-starred effort to regain some of the initiative lost after the Stalingrad disaster. At Kursk, the Soviets knew the Germans were coming and the offensive soon bogged down amidst well-sited defences, storms of artillery fire and fierce armoured counterattacks. The fiercest was at Prokhorovka on 12 July, when hundreds of T-34s from the 5th Guards Tank Army swept forward in massed waves and ran headlong into II SS Panzerkorps.
As its full name indicates, Ukrainian tanksim Steel Fury is centred on the 1942 battles around Kharkov. However, thanks to the modders and mission makers, its scope has been extended well beyond those battlefields and that year. Sure enough, if you install the NTA mod and the associated mission packs you will find that you now have a short series of missions based on the Battle of Kursk - specifically, inspired by the fighting at Prokhorovka. From these, I chose a mission featuring the Panther tank, which the Germans had rushed into service for Kursk, only to find that mechanical teething troubles and limited crew training added up to a very disappointing debut. Would I do any better? There was one way to find out!
Edit, August 2014 - the NTA mod has been discontinued but its successor, the STA Mod, is now available: http://stasf2008.ephpbb.com/t6-steel-tank-add-on-steel-fury
The mission and the tank
Here's the mission briefing. I think it's fair to say that its intention is to recreate the general pattern of the German operations at Kursk on a smaller scale and - as I found out - give the player a taste of the kind of fighting at Prokhorovka, where the Germans were on the offensive but were faced with having to fight off waves of oncoming Soviet tanks.
With the briefing panel minimised, you can get a better look at the map, including the disposition of the units, the lie of the land, and the route to your objective. I've got a platoon of three Panthers - the blue diamonds, bottom centre in the map below - and we are in the middle of the attack, with other tank platoons either side of us. Rather than keep us with our parent tank company - which would have been fully equipped with Panthers (those that had not broken down, anyway!) for the sake of variety we have a mix, including the stalwart Panzer IV but also some Tiger tanks and Elephant tank destroyers/assault guns. There's no mention of infantry or fire support in the briefing but as it turned out we had dismounted Grenadiers with us. It's probably no bad thing that they were on foot; there wasn't much hostile artillery or mortar fire and when the German SPWs (half-tracked APCs) do feature in an SF '42 mission, they seem always to suffer especially heavily!
Basically, the operation is in two phases. First, we attack and destroy the enemy defensive positions. Then, we pass through and re-group on the other side, presumably in anticipation of a counterattack.
Before leaving the map screen, I selected line abreast formation and 'Do as I do! for platoon orders. I didn't fiddle with the default game settings, which would have allowed me to change relative skills for each side and increase or reduce the balance (=the size of the enemy force, relative to mine). I kicked off the mission then as I usually do, in the external view, went to the commander's station and popped open the hatch (F3, P key) then moved to the gunner's station (F2) and loaded an AP round. From this station you can control turret traverse/elevation and do most of what the tank commander can, too, giving orders to driver and loader; so this is how I usually play.
And here are our three Panthers, lined up and good to go. Nice to see that they are the correct model for Kursk - the Ausf. D, with the original 'dustbin' commander's cupola and vertical flap on the right of the glacis plate for the hull machine gun, instead of the later ball mounting. Another early feature is the set of three smoke dischargers either side of the turret (non-functional, as I believe SF doesn't simulate tanks popping smoke) Edit - Steel Fury mission-maker and modder Lockie tells me 'SF has smoke grenades. To use them u need sit down on loader place and press "space" on keyboard to fire' .
The other units either side of us didn't hang about, but soon shook out into formation and roared off towards the enemy defensive lines, which were more or less in plain sight and not too far off, either. It didn't stay quiet for long, as the air was soon filled with the din of combat. Already, tall columns of smoke arose from the battle's first victims, friend or foe.
Everyone else might have been in a hurry but not me. I drove forward a little way into a small fold in the ground, where I halted and started scanning the ground ahead for signs of the enemy.
...to be continued!
T-34 versus Tiger

By 33LIMA,

Back to the Russian Front with 'WWII Battle Tanks - T-34 vs Tiger'!
The year 2008 was a promising one for tank simulation enthusiasts, with two new WW2 tank sims released around the same time. One was Steel Fury - Kharkov 1942, which found most favour with players, continues to be modded and played, and has been featured in three recent mission reports here at CombatAce.
This time it's the turn of 'the other sim' - the aptly-named T-34 vs Tiger. Strangely, this was released by the same publishers - Lighthouse Interactive - as Steel Fury; my T34 - vs Tiger manual even has a 2-page, centre-fold spread advert for SF! As a fan of the Tiger tank in particular and something of a tanksim nut since discovering Panzer Commander, I was keen to try out the new sim. But with sub-par AI, no interaction with other tanks or vehicles in your unit and a very limited set of heavily-scripted (and questionably realistic) missions, I soon realised why most players seemed to gravitate (sic) to Graviteam's 'Steel Fury', instead. Still, 'TvT' has some really good features and in particular, is in most respects a very good simulation of operating the two featured tanks. And if you like it enough to hanker for more, there's an ongoing payware mod by Zeewolf which adds vehicles and missions.
Having fairly recently taken some time off combat flight sims to play Steel Fury and report the results, I thought I'd dust off T-34 vs Tiger and do likewise. Will a fresh crack at the sim after the passage of several years change my first impressions? Let's find out!
The mission
If you're single-player only like me you won't be too bothered that the sim's apparently promising multi-player capability never seemed to have been realised. But the single-player option also had its issues. There's only six missions for each side. There are no training missions - it's all on-the-job-training, as it were. Together, the missions form a campaign of sorts but they seem to be no more than a loosely-sequenced series of small operations in the same general area in the same timeframe.
The area is between Smolensk and Vitebsk in what is now Belarus, in the northern sector of Germany's Army Group Centre. The timeframe is summer 1944, during Operation Bagration, the Soviet summer offensive for that year. This was a major disaster for the Wehrmacht and a great success for the Red Army, with large swathes of Soviet territory being liberated and much destruction being visited on Army Croup Centre.
I was tempted to try out the T-34; but for better comparison with both my early efforts with TvT and my recent forays with SF, I decided that I'd let the Tiger off his leash once more. As for my choice of mission, this was limited..to one mission in fact. Irrititatingly, it seems you have to 'unlock' the missions by winning them. There may have been a cheat to unlock missions but if there was I can't find it now. [EDIT - found it! it's here] I don't know if this approach was a crude attempt to make the best of the twelve missions by forcing replays but I find this pretty hateful - and unrealistic, to boot. Unless you get the chop in one sense or another, life goes on, whether or not the powers-that-be deemed your last operation was a success. It doesn't help that mission success in TvT seems tightly-defined in terms of things you must kill, down to the last tank...and I mean 'you must kill' because the AI may be little help. But more of this anon.
So - this report deals with the first of the six German missions, because that was all I could get at, readily. Except that there will be two flavours - stock and ZeeWolf. This is because ZeeWolf's TvT project, though subscription-only, includes some freebies. And one of them is a new mission, which seems to replace the original first mission, when you install it (at least it did for me). The package seems to make some other changes, too; it may be a different time of day in each mission is fooling me here but I get the impression that the very harsh lighting is softened, losing the too-dark shadows and warming up the colours. And the Tiger is back to the full set of rubber-tired roadwheels (it started like this but the TvT official patch changed these to the resilient steel-tired roadwheels with the outer row removed). Top pic is stock+patch; bottom is with ZeeWolf's freebies installed:
Kurtenki - the stock mission
I'll keep this one short, not least because if you have ever played TvT, you'll know this one off by heart; there seems to be little-to-no variability in TvT missions, with friends and enemies identically scripted and positioned each time...unfortunately.
I didn't get a screenie of the briefing but...it's brief. Basically, drive down the road/track towards a 'blown' river bridge and destroy any enemies seen massing (or doing anything else, for that matter) on the enemy bank. I don't find it easy to tell the lie of the land from the little briefing and in-game maps in TvT - that they show forests, the 'rides' between them and the roads is their most useful feature - but we're starting between the village of Kurtenki and the river, on a sort of plateau from which the ground falls away steeply to the river, then rises just as steeply on the other side - terrain perhaps more suitable for a mountain lion than a tiger.
Anyway, here we go. There's two of us in Tigers, on this job. See what I mean about that harsh lighting? Apart from that, these are mostly very nice renditions of a fairly late-production Tiger 1. Apart from the steel roadwheels, distinguishing features for mid- and/or late-production vehicles include the commander's 'low profile' cupola with episcopes instead of the older 'dustbin' type; the ribbed 'Zimmerit' anti-magnetic mine paste on vertical surfaces; the lack of turret-side triple smoke dischargers; no 'Fiefel' air cleaner filters on the rear plate; and spare track stowage moved from the lower nose to the turret sides.
Are you the boss on this operation? Or just a 'wing-man'? Search me. But never fear, it doesn't matter. The AI, including your boss (or 'wing-man') pay you no attention, unless the mission designer has built in triggers which provoke them into action when you (or others) do a certain thing. You have no way of controlling your fellow tankers and playing as a platoon/troop commander. It's hard even to co-operate with them, as their actions seem hasty, unpredictable or silly - sometimes all three at once.
As is my wont, I switched to the gunner position then turned on the AI driver and AI tank commander (TC). The former I can give driving orders W-A-S-D fashion, from the gunner's station. I can also tell the loader whether to load HE or AP rounds. The AI TC will spot targets for me. Another advantage of playing in the gunner's sattion is that you can orient the turret to cover likely threats, instead of just driving around with the gun at twelve o-clock all the time - with the Tiger's slow traverse, this can help you get onto targets faster. I could equally have stuck to the commander's station and let AI both drive and gun. The AI gunner wil engage what he sees but if you're playing TC you can also mouse-click targets to designate them.
In SF the AI crew will open or close hatches as they see fit but not in TvT. As only Soviet TCs fought entirely buttoned up I briefly switched to the TC position, unbuttoned, and then once the TC had popped into position, left him there and went back to the gunner's station. For some reason the TvT Tank Commander insists on standing tall in his cupola, instead of sensibly operating with just his head exposed. But I still prefer this to hatches permanently closed. There are well-rendered tank interiors in TvT but I never use them. External view, TC hatch open, or gunsight/binocular view, that's my style
As I passed the other Tiger he sprang into life. After that, he did his own thing. I drove south towards the river, past some grenadiers with an SPW manning a flimsy barricade. The sounds of my Tiger rumbling along and my TC calling out my driving commands were well done; sound effects are one of TvT's strengths, to my ears.
After I passed this little barricade the other Tiger rumbled past me. The terrain - a wood on one side of our track and a steep slope on the other - seemed designed to funnel us in a certain direction. No Operation Flashpoint-style wide open sandboxes, here. Making the most of it, I was planning to creep up to the crest line - beyond which the terrain looked to dip down into the valley. Scan every inch of terrain as it revealed itself in front of me. Hug the woods on the left and watch what emerged across the river to my right. My fellow tank commander, bless his cotton socks, had no such concerns. He drove right up to the crest, stopped, and started shooting. He then drove on down the other side, out of sight. 'Bloody Hell!', I said to myself. 'There goes Plan A. Now what?'
...to be continued!
Panzer rollen in Afrika vor!

By 33LIMA,

Steel Fury joins the Deutsches Afrika Korps!
Graviteam's tanksim Steel Fury - Kharkov 1942, as its name indicates, started out limited to the Eastern front, about a year into 'The Great Patriotic War' between the Soviet Union and Nazi Germany. However, thanks to the efforts of modders you can now travel a bit further afield in time and space! This mission report is set in the sim's original time frame. But for a battlefield, we're bidding adieu to the Steppes and are off instead to the desert of North Africa. Here were fought some of the war's classic tank battles, between the Germans and Italians on the one side and the British Commonwealth and later the USA, on the other.
By mid-1942, the war in the desert had developed into a see-saw battle as first one side then the other enjoyed the advantage. In 1940, Operation Compass saw the British fling back westwards a much larger invading Italian force. The following year the British 'Desert Rats', robbed of troops to prop up the war in Greece, were in their turn flung back east towards Egypt by the Axis forces, now re-inforced by Erwin Rommel's Afrika Korps. At the end of 1941, the British Operation Crusader, after some fierce battles, threw the Germans back again. In mid-1942, after a lull, the Afrika Korps was one more on the offensive; once again the British were pushed back well to the west.
The mission
The mission I'm playing here is 'Gazala', which signs me up with the famous 21st Panzer Division, justly famous for its combat record with the Afrika Korps. As usual, I'm using the latest NTA mod and the current Mission Pack. I also enabled the Africa mod, which I'm assuming is needed to replace the stock SF terrain with something appropriate for (in the words of that RAF song) '...a very pleasant land, where miles and miles of sweet eff-all are covered up with sand.'
Full details of all the necessary items you need to get NTA installed with all the bells and whistles are over at the Graviteam Steel Fury forum, here. Edit, August 2014 - the NTA mod has been discontinued but its successor, the STA Mod, is now available: http://stasf2008.eph...d-on-steel-fury
This mission starts off with an excellent German newsreel compilation from the theatre, some of it in colour or colourised. The briefing itself is in the stock SF style. This has rather a lot on the regimental/divisional battle picture which is fine, but not much on the company-level operation that you're involved with. The map gives you some idea what's going on but it's no substitute for something in the format of proper 'oral orders' given to you, and the other platoon commanders in your Combat Team, by your own company commander.
Despite the 'Gazala' title, the mission is set on 26 June 1942, after the battle of that name. By this time, the victorious Germans and Italians were pressing on east towards the Egyptian frontier, and the date is more appropriate for the fighting that took place around Mersa Matruh.
Here's the map for the mission. Basically I am part of a roughly company-strength tank/armoured infantry team, with no air or artillery support. We've to carry out an attack on British defensive positions either side and behind a long minefield of the sort that so often protected the infantry in this sort of warfare. While in the map screen, I called up the orders panel and selected line abreast formation and 'Do as I do', which I interpret as 'Conform to my movements and actions' and should really be default behaviour - Standard Operating Procedure or 'SOP', as it's called.
My mount was billed as a Panzer IVF1. This has the short-barrelled 75mm gun more suited to infantry support, its low muzzle velocity limiting its effectiveness in the anti-tank role.
For some reason I ended up instead with what the British called the 'Mark 4 Special', the Panzer IV F2 (later renamed as the G subtype). Part of the German response to the T-34 and KV-1, this had a much longer 75mm gun and was a potent tank-killer. Needless to say I had absolutely no objection to being up-gunned in this fashion!
I switched to the gunner role (F2) and then toggled on the internal view (F9) and to the gunsight view (Insert). I selected and loaded an armour-piercing round. Then I toggled back to the external view (F9 again) for better situational awareness and to have a better look around at our force. It comprised a mix of Panzer IVs like my own, lighter Panzer IIIs with the short 50mm gun, and some Sturmgeschutze (assault guns) with short seventy-fives. Amongst us were panzergrenadiers in light and medium half-tracked Schutzenpanzerwagens (SPWs). There was even a soft-skinned Opel Blitz truck, living rather dangerously! It was quite an impressive phalanx, each vehicle raising a dark plume of dust as it rolled north towards the enemy.
I ordered the driver to advance and joined the throng. As we moved off, orders came over the radio. These were in German and it was helpful to have them spelt out in a text panel atop the screen.
The others set a fairly fast pace but I could not keep up. My driver ignored commands to go faster, and I gradually fell behind. Perhaps it was just as well, but my platoon - which I took to be the pair of long-barrelled Panzer IVs which I could see nearby - didn't wait for me. I have no idea why. There is a game setting ''Always obey orders' which i had turned off as recommended for a previous mission; perhaps that was why. Either way, I felt like the Duke of Plaza-Toro in that Gilbert and Sullivan song:
In enterprise of martial kind
When there was any fighting
He led his regiment from behind
He found it less exciting. I ended up watching the first phase of our assault through the gunsight. And this is what I saw. In the centre, enemy mortar or artillery fire whacked into our leading elements. Slightly right, some troops debussed from a light SPW which then then rattled on ahead. To my front, some more Panzergrenadiers had also debussed and were crawling ahead. I wondered whether it would have been safer for them to have stayed in their armoured carriers. Other dismounted infantry were being helped forward by other Panzers, like these Panzer IIIs. Feeling rather left out and seeing no sign of the enemy tanks reported on the right, I stopped and rattled off some rounds from the co-axial MG at what might have been an enemy heavy weapon which I could see as a rectangular-looking blob which came into sight above dip in the ground. I walked my tracers onto him until I saw the ricochets sail skywards. My target might just as well have been a rock but the shooting made me feel a little better, if nothing else. What this Panzer IV was doing sitting in the middle of a battle with all hatches open, I didn't know - immobilized and abandoned already, perhaps. The enemy position seemed to be in dead ground ahead of me; I rolled forwards again but I could see nothing of them, apart from the odd tracer whipping past on either side. That the defenders could clearly see at least some of us was obvious from the burning vehicles which began to appear around me as I slowly ground forward, accompanied for a while by another Panzer IV which may have been one of my platoon who had decided to stay with me, after all, By now, I'd begun to catch up with some of my comrades, as they paused to fire at targets which I could not yet see, like this Panzer III ahead and left of me. As that Panzer moved off and swung right, I noticed his turret spin around, as if he were tracking a target. Then I saw it too! A single enemy tank, some way off, was moving quite rapidly from right to left. He looked like a Valentine, a small but heavily-armoured British infantry tank, successor to the famous Maltida that reigned as 'Queen of the Battlefield' until our eighty-eights tore them apart at Halfaya Pass in '41. I knew that the Valentine would be a tough target for the Panzer III's short-barrelled 50mm gun. This one would be up to me! I set the range on my sight and lined him up with the lower right corner of the middle triangle. A little adjustment for his movement and my first round would be on its way. ...to be continued!
When there was any fighting
He led his regiment from behind
He found it less exciting. I ended up watching the first phase of our assault through the gunsight. And this is what I saw. In the centre, enemy mortar or artillery fire whacked into our leading elements. Slightly right, some troops debussed from a light SPW which then then rattled on ahead. To my front, some more Panzergrenadiers had also debussed and were crawling ahead. I wondered whether it would have been safer for them to have stayed in their armoured carriers. Other dismounted infantry were being helped forward by other Panzers, like these Panzer IIIs. Feeling rather left out and seeing no sign of the enemy tanks reported on the right, I stopped and rattled off some rounds from the co-axial MG at what might have been an enemy heavy weapon which I could see as a rectangular-looking blob which came into sight above dip in the ground. I walked my tracers onto him until I saw the ricochets sail skywards. My target might just as well have been a rock but the shooting made me feel a little better, if nothing else. What this Panzer IV was doing sitting in the middle of a battle with all hatches open, I didn't know - immobilized and abandoned already, perhaps. The enemy position seemed to be in dead ground ahead of me; I rolled forwards again but I could see nothing of them, apart from the odd tracer whipping past on either side. That the defenders could clearly see at least some of us was obvious from the burning vehicles which began to appear around me as I slowly ground forward, accompanied for a while by another Panzer IV which may have been one of my platoon who had decided to stay with me, after all, By now, I'd begun to catch up with some of my comrades, as they paused to fire at targets which I could not yet see, like this Panzer III ahead and left of me. As that Panzer moved off and swung right, I noticed his turret spin around, as if he were tracking a target. Then I saw it too! A single enemy tank, some way off, was moving quite rapidly from right to left. He looked like a Valentine, a small but heavily-armoured British infantry tank, successor to the famous Maltida that reigned as 'Queen of the Battlefield' until our eighty-eights tore them apart at Halfaya Pass in '41. I knew that the Valentine would be a tough target for the Panzer III's short-barrelled 50mm gun. This one would be up to me! I set the range on my sight and lined him up with the lower right corner of the middle triangle. A little adjustment for his movement and my first round would be on its way. ...to be continued!
CA-WW1 - the Roland Walfisch

By 33LIMA,

Spotting for the Gunners in the LFG Roland C II!
In an air war notable for the sheer variety of planes of all shapes and sizes that made it to the front, the LFG Roland C II must be one of the most distinctive, if not also one of the most attractive. 'Truely, this aircraft is a whale!' was the reaction of one of the German procurement people who came to see what they'd be getting for their reichsmarks, giving the Walfisch its enduring nick-name. But it was also one of the most advanced aircraft of its day, a compact, fast, streamlined single-bay two-seater general purpose aeroplane in a world where other such machines were bigger, slower or ungainlier…and mostly, all three.
'The best German aircraft now' was reportedly the verdict of RFC ace Albert Ball, who frequently came up against (and shot down) the type in the summer and early autumn of 1916. However, though sometimes encountered in sizeable formations in this its heyday, the Roland was produced in comparatively small numbers and its front-line service career was over by about mid-1917. Speedy in the air, it was slow and expensive to make. Its thin wings tended to warp in the harsh conditions of front-line airfields and visibility for landing was poor, resulting in many crashes or hard landings. But still, it was a notable performer for its time, whose capabilities generally matched its good looks.
Many of us will know the type from the 1960s Airfix 1/72 kit, helpfully moulded in light blue plastic in imitation of the distinctive finish initially carried by the Roland. It made up into a nice model, with decent crew figures instead of the dreaded 'goggled alien' of earlier Airfix WW1 kits.
One day, I will make this kit again, notwithstanding that newer versions are available. In the meantime, I can fly the Roland in simulators. I don't yet have the Rise of Flight Roland, seen here escorting my DFW C V in a recent mission...
...but I do have and like the First Eagles versions from the A Team Skunkworks. Though they have a 'Spandau' machine gun for the observer, instead of a 'Parabellum', there are a couple of interesting variants, including this one with a captured Lewis Gun fitted to fire ahead over the propeller arc, which was tried in real life:
But for this mission I chose Wings Over Flanders Fields. Having flown the Roland in Over Flanders Fields, I was keen to see how I made out with this machine in the latest incarnation of this sim, with Ankor's self-shadowing mod and the new AI and landscapes of WOFF.
The campaign
Creating a new pilot, I tabbed throught the available German 'Bomber/recce' squadrons flying in September 1916 till I found one that flew the Roland in the British sector - WOFF still provides a better representation of the RFC order of battle, and would benefit in particular from the addition of French two-seaters more suitable for either 1916 or 1918 than the Morane L (really a 1914-15 type) and the licence-built Strutter (gone from the front by mid-1918).
I ended up with Feldflieger Abteilung (Artillerie) 240, based at in Flanders. I believe the 'Artillerie' indicates that we specialise in observing for the artillery and can correct their fire using radio transmitters, one of the major jobs for two-seaters in WW1, along with photo or visual reconnaisance and to a lesser extent, bombing. Here's our roster and our operational area.
Even without tabbing to the Intelligence summary, I knew that the deadliest foes we could expect to face in our sector would be DH-2 'pusher' fighters and the more modern French Nieuport scout, both types used by several RFC squadrons. With the British fighters apt to patrol up to ten to twelve miles on the German side of the Lines, I knew also that we must be prepared to meet them in the air, whatever our task would be.
The mission
It's 12 September 1916, and our assigned task for this morning is artillery observation. Down to the south west we must go, from our airfield at Houplin down to the trench-lines. There are no less of six of us on this operation, with myself leading the full flying strength of the staffel. When I draw an 'art obs' mission in OFF or WOFF, I generally fly to the front and orbit near any friendly artillery barrage in progress, as if I was directing the fire. It's not possible actually to call down fire onto ground targets (although after this mission I'm no longer so sure, of which, more later). If there's no artillery fire going on, I regard my radio transmitter (or the battery's receiver) as having 'gone dark' and do a bit of recce work, so that the taxpayers still get their money's worth.
We have an escort, but I wasn't going to put much faith in the two obsolete Fokker Eindekkers we'd been allocated. For all I knew they were the last ones at the Front, still able to beat up a BE2c but well outclassed by any fighter we were likely to meet. My own flight would serve as my escort. I would do the virtual artillery-spotting. Knowing that formation-keeping in WOFF was considerably improved over OFF, I knew my comrades would be able to keep up quite well as I circled over the front. Anyone trying to shoot down the spotter - me - would have to get through them, first. At least, that was the theory.
Here we are, lined up opposite the sheds and ready for the 'off'. I had chosen a camouflaged skin from those available in WOFF, but the rest of the flight are in the original, distinctive and rather racy light blue. I checked my controls and started up. Then I called up the Tactical Display (TAC), set its target type to 'aircraft', checked its range was suitably low (I left it at half a mile) and turned the TAC off again: it was now ready to padlock air targets, when turned on again. I didn't expect to do too much (if any) dog-fighting on this mission but if I had to break formation and fight individually, I decided I was going to make good use of my forward-firing MG, relying on the observer to cover my tail. Which is more or less how it came to pass.
But that lay in the furture. I roared off the airfield and tried some gentle turns before setting course for the Front and throttling back to allow my flight to catch up. I found the ailerons deceptively light and the rudder heavy. It was easy to under-bank and slip outwards, or worse still, over-bank and find yourself in a nasty side-slip, if you didn't give her plenty of top or bottom rudder. This was nearly to be my undoing.
But that, too, lay in the future. For now, I watched my flight catch up from astern. One of them took several minutes, during which time I saw two aircraft fly past overhead - the two Fokkers, I supposed. This was the only time I saw them, as it turned out.
At at last we were all in a nice diamond formation. I opened the throttle wide and I began to climb, maintaining forward pressure on the stick to stop my tail heavy plane's nose from rising too much. All around us, thin clouds loomed, slipped past below, beneath or beside us, then loomed ahead again.
I spent a little time admiring and exploring my plane, inside and out, between navigating and scanning the skies. Visibility downwards was, as expected, not good, but in every other direction, I had a superb view, unobstructed by the usual high-mounted biplane upper wing.
Looking behind, the sight of my flight tucked in behind me inspired confidence…to much, perhaps, I thought, remembering Albert Ball's opinion that such formations were easier to surprise as the aircrew tended to feel a false sense of security and relax.
On we went. Climb rate was less than stellar and we were not far above five thousand feet as we came up the the trench-lines. Our Fokker escorts were nowhere to be seen and I decided I wasn't going to hang about looking for them. I was at a respectable height for artillery observation and was now at the Front, where lay our targets. I leveled off and throttled back slightly. I had arrived at the war.
Approaching the area over the Lines where we were tasked with spotting for the Gunners, I turned on the Tactical Display to get a navigation check. Instead, I got a surprise. In fact, I got two surprises.
First, knowing that I was headed roughly in the direction of my target area, I was startled to notice that the pale blue line showing the path to my next waypoint, instead of pointing up, straight ahead, had slewed around to my left rear. If that wasn't strange enough, the text displayed beneath the TAC itself was telling me that it was high time to go home. In fact, not even home - to the nearest airfield. Had I inadvertently skipped a waypoint? No, I was fairly sure I had done no such thing. My true objective still lay ahead. Who's leading this mission, anyway - me or the Tactical Display? Pilots in the German Air Service may often be mere NCOs but while I may have to take orders from my commissioned observer - my own alter ego, anyway - I'm certainly not at the beck and call of an on-screen visual aid. Sod that, I thought. On we go.
Actually, the TAC was trying to be helpful. Looking behind, the reason for the device's caution was not hard to see. An aircraft was slicing into our formation from our left rear. And though I didn't notice it at the time, three other aircraft were below and behind us to the right.
My initial reaction, seeing just the one presumed enemy attacking, was that I'm not going to break formation and get distracted from my objective for the sake of one aggressive Englishman. Unfortunately, those on the right of my formation didn't agree that staying together and meeting the enemy with massed fires was the best bet. That side of my formation broke up rapidly, as Rolands wheeled off and after the Nieuport. All very commendable perhaps and it certainly seemed to put off the foe-man, who turned away.
I now had a decision to make, and I needed to make it immediately, before the passage of time removed one of my options. I could hold my course to the objective, with what looked to be two remaining flight-mates. Or I could turn us back to join the battle, keeping my formation, if not intact, then together; and resuming my progress to the objective when the battle had been won.
Keeping to my present course seemed to comply with the Master Principle of War - Selection and Maintenance of the Aim...but at the expense of one nearly as important - Concentration of Force. Incidentally, contrary to what John Keegan said in 'The Face of Battle', these principles, far from being thought old-fashioned, were taught at Sandhurst in the late 1970s.
Anyhow I had read too many accounts - Trafalgar, for one - of forces that are (or get) split up, then being defeated in detail, even by numerically weaker enemies. So I turned back to join the fight. By this point I had realised there was more than one enemy aircraft. I picked up one who lay ahead and gave the attack order, so that the others would pick their own targets. Mine, I recognised as a Nieuport Scout. He was manouevring a few hundred feet below, to my half-right.
I made a series of swooping attacks on him, allowing my observer a crack as I whizzed past. While I kept up my speed and most of my height, the tightly-turning Nieuport was able to turn in under my attacks most of the time. He in his turn was prevented from having a determined go at me by the presence nearby of at least one other Roland.
After a few more passes I got behind him and stayed there long enough to get in several good bursts from not too far out. He stopped manoeuvring and settled into a steady glide earthwards, emitting a spluttering trail of grey smoke. I watched as he piled up into the mud behind me. Got him!
But the fight wasn't over yet!
...to be continued!
Steel Fury - King Tiger!

By 33LIMA,

Going to war with the ultimate predator - the Koenigstiger heavy tank!
For this mission reports, it's back to terra firma - speficically, to the snowy wastes of the Russian Front in World War Two. Our hosts are Graviteam, in the form of their excellent tank simulator Steel Fury - Kharkov 1942. The 'Kharkov 1942' bit of the title is now pretty well redundant, as modders have greatly extended the scope of the sim, not least into North Africa and with many later-war AFVs...including the tank which is the star of this particular show.
The tank
The mighty Panzerkampfwagen Tiger Ausfuehrung B - better known as the Tiger II or the King Tiger - needs little introduction. Combining the sloped armour that the Soviet T-34 taught the Germans to apply to tanks with the other design concepts of the original Tiger I, the King Tiger was one of the outstanding tank designs of World War 2; perhaps the most effective tank on the battlefield from the summer of 1944 till the end of the war. Its early transmission problems were dealt with and its reliability was soon adequate. With very thick armour all around and especially frontally, and a powerful gun that combimed deadly armour-piercing capability with extreme accuracy, the King Tiger was a formidable enemy, if you were unlucky enough to meet one in the field. They were not invincible, of course. In Normandy in July 1944, Lt John Gorman of the 2nd Battalion, Irish Guards, Guards Armoured Division, surpised a King Tiger but was perhaps himself surprised when his gunner's first round - they had a 75mm HE 'up the spout' - had little effect. The Sherman's gun then got a stoppage and Gorman ordered his driver to ram, which caused the startled German crew to bail out. Gorman's crew did likewise, one of them briefly sharing a ditch with the German tankers. A 'borrowed' Sherman Firefly's 17 pounder gun enabled the intrepid Gorman to settle the matter permanently.
The mission
One of these days I will go to virtual war in Steel Fury in a Panzer 38(t) or even a Panzer III. But for now, the prospect of fighting in, rather than against, heavily-armed and heavily-armoured tanks retains, for me, a certain irresistible appeal. So I was glad to find that the modders have not only provided SF with a King Tiger, but some missions for the beast as well. Here's the one I elected to play for this mission report - 'Counterstrike' by Deviator, with adjustments by Lockie and input also from Woofiedog and Tanker.
I'm using the latest NTA mod, Lockie's latest mission pack, and the winter weather mod, all enabled via the indispensable Jonesoft Generic Mod Enabler (JSGME). The weather mod by Maleshkin transforms the standard SF environment into a winter wonderland which nicely captures the essence of the Eastern Front at its chilliest. Details of all of these are available over on the Graviteam Steel Fury forum, here. [Edit, August 2014 - the NTA add-on has been discontinued, but a successor, the Steel Tank Add-on (STA) is now available: http://stasf2008.ephpbb.com/t6-steel-tank-add-on-steel-fury ] It's worth mentioning that the this mission has a long video intro consisting of some excellent clips of German armour and other troops in action, including some combat camera footage I had not seen before - from the Deutsche Wochenschau newsreels by the look of it.
And here's the mission. The screenie below was taken a little way into the mission itself, by which time my platoon of King Tigers (blue trapezoids) had driven out in front of the dismounted infantry we were supporting. It was early 1945 and the mission itself was a counterattack, by elements of the 3rd SS Panzer Division 'Totenkopf', on the village of Pettend in Hungary, a German ally which was then feeling the full weight of the Soviet steamroller as the red tide swept westwards towards the Reich. I have the orders panel turned off for clarity; incidentally, in-game, I also turned off the 'head up display (ammo load, turret orientation etc) using Ctrl+backspace and could also have turned off the orange diamond/arrowheads (Ctrl+|) that act as target indicators, which you can see in some of the screenshots which follow.
The orders in the panel I have turned off tell us simply that our the aim is to seize and hold the village, destroying enemy forces in the area. From the markings on the map, these can be seen to consist of infantry defensive positions in an arc on the outskirts of the village, likely with tank support; I'm not ruling out the possibility that they may also have antitank guns.
Our own force consists of our brave grenadiers in what appears to be weak company strength, with just my under-strength platoon of three King Tigers for fire support. Looking at the map, the terrain was fairly open and I contemplated going either left- or right-flanking. From either flank, I could have supported the advancing grenadiers by fire at roughly right-angles to their axis of advance, in the approved manner, perhaps finishing with an assault on Pettend timed to arrive on the objective at the same time as the troops, for maximum shock effect. But after milling about a bit the grenadiers seemed to be in a hurry to get at the Ivans rather than give me time for any fancy manoeuvres. So I formed us up in line formation and decided we would just roll on into the objective, ahead of the infantry, to shield them, and basically shooting anything that looked likely to hold them up. Plan made - time to get busy! I lined myself up and waited for my two other King Tigers to get into position, either side of my own tank.
...to be continued!
CA-WW1 - the French and the Yanks 2

By 33LIMA,

The other nationalities in Wings Over Flanders Fields
Part 2 - the US Army Air Service
The plane
For this WOFF campaign mission with the US Army Air Service, I should perhaps have chosen the SPAD XIII, instead of 'yet another Nieuport'. But this Nieuport is different. For starters, the Nieu.28 has been one of my personal favourites, from the mid-1960s when I built Revell's little 1/72 kit in their new range of WW1 fighters, great models for their day, with classic Brian Knight box art.
And while the 28 retained the rotary engine of its predecessors, it replaced the weak single spar lower wing and V-struts with a more conventional, but no less elegant, wing structure. The aircraft may have been infamous for shedding the plywood leading edge of the upper wing and attached fabric on pulling out from a power dive. Sometimes, unburnt petrol collected in the engine cowl went on fire. But apparently, unlike the lower wing failures of the V-strutted Nieuports, these issues, though alarming, were rarely if ever fatal. And the Nieu.28 was fast, agile and fairly reliable - certainly more so than the SPAD XIIIs which replaced them, the geared Hispano-Suiza engine proving so unreliable that French units equipped with the XIII reportedly kept a stock of SPAD VIIs to maintain flying strength.
Besides, I had previously flown a series of comparative mission reports featuring the Nieu.28 in First Eagles 2, Rise of Flight, Over Flanders Fields and IL-2 Dark Blue World 1916 (here). So with WOFF having supplanted OFF, this mission report serves nicely, if I may say so, to bring that series up-to-date.
The unit
I elected to fly with the first unit to receive the Nieuport 28, the 95th Pursuit Squadron, the 'Kicking Mules'. Held back for additional gunnery training, the unit wasn't in action until the beginning of May 1918, by which time fellow First Pursuit Group unit the 94th 'Hat in the Ring' Pursuit had already seen some action. Here's the WOFF squadron board for the 95th; many of the named pilots are recognisably those who really flew with the squadron at this time.
We are based at Toul, not far from the shattered battlefield of Verdun, scene of one of the war's most awful battles, during 1916, when the French army fought the Germans to a standstill in a desperate and costly but successful defensive effort. Two years later the front here is relatively quiet, although further north in the British sector, the Germans have unleashed their spring offensive in a last-gasp effort to turn the tide and win the war in the west.
The mission
Here's the mission briefing. We're putting up two flights as escort to a reconnaisance by three French Sopwith 1 1/2 Strutters from Escadrille Sop 43, flying down from Beauzee sur Aire. This type was already obsolescent when the French started using it in large numbers during 1917, to replace even older 'pusher' types. At this point in the war, the French Strutters were in the course of being replaced themselves, generally by the excellent Breguet 14.
Here were are lined up and good to go. I'm flying with a single flight-mate, with the squadron's other flight on 'top cover'. I have chosen the 'skin' of Lt Quentin Roosevelt, the President's son, who had the dubious distinction of being pictured on German postcards lying dead and broken beside his crashed Nieuport, after being shot down in July. If this is one of the 'skins' I've copied over from OFF, it works fine; the long grey fillet atop the rear fuselage is not a glitch, it was on the real aircraft.
After take-off I took it easy until my number two had caught up, then sped off to the rendez-vous point with the two-seaters, climbing hard. The skies were an unbroken blue, visibility good but hazy at longer range.
It wasn't long before I spotted them; three Strutters with the distinctive French roundels, all in un-camouflaged clear doped linen finish, which made them relatively easy to see from above, against the ground. By this time I had lost sight of the squadron's other flight but trusted they would be up and behind us, somewhere. In turn, I took my own station above and behind the Sopwiths, weaving left and right to keep station while maintaining my airspeed.
Our route was a long slanting one which took us back and forward over the zig-zagging front lines. All seemed peaceful, until I heard from somewhere close by, above the noise of my own motor, the sound of an aero-engine revving and stuttering. Looking back, the cause was not hard to see. My flight-mate's engine was on fire!
There had been some Archie fire earlier but the skies were now clear of both AA bursts and enemy aircraft. So I took this to be one of the random failures WOFF simulates (unless you have it turned off) - perhaps one of those fires from pooling petrol in the cowling. Despite the dark smoke and the pyrotechnics, my buddy seemed under control, and quickly turned back towards friendly territory.
Though I was relieved at the prospect my flight-mate would get away with it, I was rather less happy at the thought of a long solo escort flight. Suddenly, I felt very lonely. I'd have felt a whole lot happier if I could have seen the other flight of Nieuports, but wherever they were, they were invisible to me. Nothing else for it. I flew on, zig-zagging behind and above the three Sopwiths, varying my turning points and keeping an even more careful look-out.
But the skies around us remained clear, apart from some intermittent Archie. The German gunners must have fancied a challenge, for instead of targeting the straight-flying two-seaters, when they did cut loose, it generally seemed to be at my Nieuport. This did no damage but it certainly made me feel all the more exposed and vulnerable.
The flight stretched on interminably. Whether it's Silent Hunter 2/SH3 or IL-2, I've never much liked time compression. The 'warp' feature of CFS/CFS2 I did like, though not quite so well when in CFS3 it changed to very rapid time acceleration. At least it dropped you out if enemies were near, which WOFF's current time acceleration 'warp replacement' does not. Best of all is the 'next encounter' facility in European Air War and Strike Fighters/First Eagles. But without it auto-quitting when contact was imminent, and especially up on my own, I was reluctant to speed things up. I flew on in real time. The tension left little room for boredom!
Nearing their turning point for home, the Sopwiths flew past two of Verdun's large forts, both set in the sea of shell-cratered mud that stretched all around and as far as Verdun itself to the south-west. I urged them on. Since my flight-mate's departure, any desire on my part for a fight with the Boche had evaporated. My sole concern now was to see my charges as far as their objective, watch them make that turn for home, then see them safely over the lines. And then get myself home in one piece. Victory claims and medals could wait for another day!
Finally, the Sopwiths turned left and headed back towards friendly territory, just a short distance to the south. I turned with them. The mission had ended uneventfully, but I had no regrets. The relief of the anxiety I'd felt since losing my flight-mate was palpable. The satisfaction of a mission accomplished more than made up for the lack of air combat. I'd got my charges back safely!
But not quite. Looking back not a moment too soon, I was appalled to see at least three Albatros scouts with candy-striped tails breaking formation and peeling off to attack. Worse if anything, they looked to be after my Sopwiths!
Groaning at being so nearly home free and now having to fight at bay and badly outnumbered, I nosed down and around, and cut them off. An aggressive defence seemed the best policy. At any rate, they were not going to get my Sopwiths! Get stuck into them, give them plenty to keep themselves occupied, then dive for home at the first opportunity. And I would do my level best to get one of the Boche first, if I possibly could.
This seemed to work quite well. The enemy pilots appeared to forget about the Strutters, evidently intent on shooting me down first. I was soon in the middle of a stiff little dogfight with the three Albatros scouts, hurling my machine about the sky, taking snap-shots each time an Albatros sailed across my path. Likewise, the Boche were taking shots at me, whenever they got the chance. I tried to edge the fight towards my own side of the Lines, ready to dive away for safety when the right moment came.
But it never did. Instead, there was a horrible rending and ripping sound as the top left wing of my evidently over-stressed aircraft tore off!
Down she went, straight down. I throttled back but the flight controls seemed not to be answering. The end came suddenly, inevitably.
To add insult to injury, what I was quite certain was a structural failure was credited to enemy action; either way one of the Boche will doubtless be putting in a claim for ein Amerikaner kaput.
Given that the real-life Nieuport 28's structural issues seemed to have killed few if any pilots, I was a little miffed that my tenacity and at the end, my rather courageous solo defence of the Sopwiths should end thus. I hope mes camarades Francais in the two-seaters will carry with them back to their base a suitably glowing account of the brave end of the pilote Américain courageux who saw them safely home at the expense of his own virtual life. Perhaps a posthumous Légion d'Honneur will be in order?