Journal of the Modern
Battles Club |
From the President Gentlemen, it is my pleasure to present the premier issue of The Line of Demarcation, the journal of the Modern Battles Club. This is a joint enterprise, but the driving force behind it is PFC Tom Ciampa, C/1/503 Para USA - originator, general editor, main contributor, graphics designer ... thanks, Tom, what a great idea. I happen to be the publisher (by default, not due to any web design skills on my part, which should be all too obvious at first glance ...). The contributions come from active club members - or so we hope! We will try to publish The Line of Demarcation on a bi-monthly base, and to have certain columns appear in each issue - depending on the input we get, of course. In the long run, the journal will only be a success if a fair number of club members contribute once in a while. Now, Gentlemen, I hope you have fun with the premier issue. Sincerely, Trung
Si Nguyen Duc Tho |
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Contents of this issue: Ride of the Valkyries, or Helicopter Tactics (Tactics) Eighty-ones (Weapon Profile) Tigerland: From Boot Camp to Tigerland then to Nam! (Film Review) |
SEAL Team: Golden Oldie! (Game Review) My Tactics (Tactics) For the readers among us (Book Review) |
During a game, Tom Ciampa asked me: "Do you think you could confide your chopper tactics to me? I know to try to get them to ground and to try to keep from hovering. But I see your rather elaborate and careful circling and how you shoot then turn around and go to the rear about 15 hexes and then turn around again and go right back where you started. I assume there is a sensible reason for doing so but I don't know why. There isn't any reason to "use up" their movement allowance in a turn is there? I would appreciate a lesson in Choppers if you are of a mind. So here is my response. I never put helicopters on the ground unless there is a unique purpose to do so - like unloading or loading. Too many movement points are loss to landing and rising and then you are hovering, usually right in front of the enemy's weapons. I use the hovering rule in all my games, which makes "hovering" helos twice as easy to shoot down. Instead of going to ground, I use the "H" key to give me the M-60 range from the helo and usually try to end my turn with a good target for the next turn at long range to harass, disrupt or pin my opponent. But, I make sure I am out of range of most of his return fire. Remember also, that you can
only land in open or rice paddy hexes. I always check the hex visibility
from the ground before going there to land to make sure I land in a covered
position away from enemy known or suspected enemy position.
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by
PFC Tom Ciampa The 81-mm mortars (M29) were
the standard infantry mortar of the Vietnam War. Where other fire support
such as heavy artillery, air, armor, and special weapons were provided
by separate units, the Eighty-ones were operated by the infantry company
itself. The weapon could be humped in along with the company on patrol,
re-location or special missions. It broke down into four parts and weighed
in at 122 pounds. After 1967 a later model weighed less than 100 pounds.
The weapon could be fired as fast as a man could drop the shells down
the tube, for short periods of time at least, and reportedly could achieve
a rapid fire rate of thirty rounds a minute, and four to twelve rounds
sustained fire. |
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Tigerland by Lance Cpl. Glyn Hargreaves Certificate: 18/R
The film is set in 1971, about the tough training camp Tigerland at Fort Polk Louisiana where thousands of recruits have to undergo Vietnam jungle like conditions before being shipped off to Vietnam. It centres on the lead characters Bozz played by Farrell who is waging a war against the system. Paxton, played by Davis, sees war as his duty but it will be the inspiration for his writing. Bozz is the man with the natural talent to be a leader of men but is determined to rebel all the way through the hell of boot camp. With all the weight of the NCOs on his back and some of his fellow recruits who don't want to rock the system (one great performance by Shea Whigham as the up tight Wilson), Bozz with his knowledge of military law uses it to drive the war machine spare. The drill sergeants think he is a coward gone communist, and to break him they need to use force. As it turns out, however, Bozz is the man you would trust with your life, and turning the tables, he is made the platoon leader giving hope to most of his fellow draftees. The film has a few minor flaws. Some of the black characters don't really get much of a look in and are presented just as stereotypes (including the sadistic NCO who is really a coward at heart). The training segment in Tigerland isn't long enough being only about the last 20 minutes of the movie. Given that though this is a film not to be missed. The film's theme has been seen before in many other guises (Full Metal Jacket, Biloxi Blues to name a couple) but not like this. Schumacher shot this on digital video using handheld cameras in order to give the film a grainy, documentary style all its own presenting greater impact and immersing you in its brutal world with the ever-present war in the background. The shooting style is a change from Schumacher's normal style over content in his movies. The strength of the screenplay, based on one of the writer's true experiences in the army, is a real gem. Colin Farrell is a star in the making and you wouldn't think that he was from Dublin not from Texas, though his accent sometimes slips out when he swears. He gives, however, an otherwise really outstanding and sublime performance. He will soon be seen staring alongside Mr. Tom Cruise in Minority Report. Farrell has come along way since Ballykissangel! Don't go watching this expecting Full Metal Jacket (no Charlie's are in sight), but watch to get a better view on the complex and subtle change between relationships of men on their way to war. 8/10 Out now to rent or buy DVD/Video
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US
Army 173D 1st Squad by PFC Tom Ciampa Squad member, Pvt. Tom
Konczal has amassed an impressive 48.8 points in less than the three
months of his membership in the club and the squad, earning seven medals
as well as the relatively rare Recruiter's Badge. Tom plays a prodigious
number of games, both against the enemy and as maneuvers with his US Forces
comrades. He generously shares his insights on game play and tactics and
has completed a small fictional SB:V battle he calls SB:V Night Patrol
as described below. See also his recent entry on the subject at the Saigon
Country Club.
Pvt. John Collins has
generously assumed responsibility for creating and maintaining the US
Army's 173D Airborne page of decorations and awards ("medals page)
at the expense of no little midnight oil and a lot of frustration learning
FrontPage and other tricks. I think he mentioned something about his sister
helping! Now that is what one would call real close (combat) family support!
The 173D thanks John for his volunteerism. You can check out the 173D's
individual awards by going here: http://home.earthlink.net/~jwccccbb/index.html Pvt. Daniel Bottemanne
has come out of the Reserves and joined in the 173D's campaign to
re-establish democracy. And active he is. Thanks Daniel.
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by Trung Si Nguyen Duc Tho During the last months, Binh Nhi's David Stotsenburgh (on 03/20) and Diego Laiseka (on 05/07) have joined our struggle for national liberation and freedom from Coca-Cola. Within the few weeks he is with us, Binh Nhi David has already proven that he will be an invaluable asset for our fight, and of course we expect much the same from Binh Nhi Diego. Binh Nhat Sam Moon continues to be the mainstay of the squad, inconspicuous, but utterly reliable and always out there whipping Imperialists. His combat record is simply impressive and he has recently earned the Training Service Medal 1st Class, for five completed maneuver games, and is just two games short of the People's Army Silver Star, for 25 games all in all. Having recently come out of retirement, Binh Nhi Mark Biss has picked up quite a number of fights and is on the best way to earn an impressive record himself. The current battle record for the entire squad (since the inception of the club) is an astonishing 45 victories, as compared to 27 defeats and 25 draws. Forward, for Uncle Ho! |
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by
PFC Tom Ciampa Electronic
Arts, 1993, 1995 Whether you call it a Golden Oldie or an Oldie but Goodie, SEAL TEAM by Electronic Arts, 1993 (re-issued as a classic on CD Rom in 1995), is still a cool game of squad (man to man) combat during the Vietnam era from early 1966 to late in 1969. Seal Team's graphics are certainly dated and by no means as slick as the 3D graphics of today as seen in games like those of the Spec Ops series, but this game is never-the-less a playable, fun and very interesting game. An early attempt at a first person 3D engine, its squad members are a little on the flat side and the images of the jungle foliage and VC are less detailed than today's, but the game works, is challenging and fun. It combines the feel of role-playing via its campaign mode with a challenging multi-format mission scheme and the detail of many different weapon selections. Besides the expected ARs and other rifles, pistol, and knife, you can throw grenades (always fun) or my favorite, using the thumpgun. You walk, crawl, run, stop, search, pick-up etc. as in any action game, and the team is inserted into the bush and picked up by PBR or Chopper. The sounds are great.
The really remarkable thing about this game, and indeed many of Electronic Arts Offerings, is that although they were programmed for DOS they run under the Win95/98 system right out of the box with no special high tech tweaking! (I can run it flawlessly on a PII 233 with a SoundBlaster card).Put the CD or 3 ½" floppy set in the drive, hit run and bingo! The game installs in a minute. Hit the st.exe file and you are presented with a great soundtrack of oriental backdrop music and a menu of "Practice Missions" and a "Campaign" mode. You can select missions from among patrol, ambush, demolition, observe, or rescue. The campaign randomizes them all. Use the keyboard, the mouse, a joystick, or all three. You view and operate your 4-man team or squad in 3D mode from any angle and can watch the action from their perspective or from the enemy's. Each scenario begins with an Intel Briefing on a map and a patrol and marching order indicating objectives and the composition of the team: their names, weapons, and skills. You are first inserted by PBR or Chopper and extracted whenever you feel the mission is completed or you judge that cutting bait and aborting is more practical than continuing. Seal Team is more a first person adventure game than the tactical tour de force such as John Tiller's Squad Battles series. But it is a hell of a lot of fun, and for a few bucks, certainly is a curiosity that will amuse you long enough to at least get your couple of dollar's worth. The Line of Demarcation is the Journal of the Modern Battles Club, a member of the International Wargame Club. ©Dierk Walter 2002. Please address contributions to the editor-in-chief, Thomas D. Ciampa. |
by Pvt. Tom Konczal On the attack, most games start as a draw or the enemy victory as the attacking US player. Therefore, I see how many points I need first, to draw, and then to get a minor victory. I never try to get a major victory at the start of the scenario. I try to minimize the VP hexes necessary to accomplish first the draw, then the minor victory. I concentrate all of my assets that can reach those hexes in time against that one or two VP hex(es). Do not get fixated by a company action where three platoons face three VP hexes. Maneuver and attack only one IF that one will give you the draw or victory. after it is taken and the draw is assured, then see what else you can do to increase the victory levels.. On the defense, I care more about pinning or disrupting an enemy unit. Once that is done, shoot at another unit to pin or disrupt it. If he cannot move or move only one hex and lose fire that turn, you can slow or halt his attack. He usually doesn't have enough leaders to clear pins and disruptions. As the game nears the end, withdraw to keep a hex or two between you and the attacker as long as he cannot make the VP hex in a turn or two. The game is not reality, you can win by being totally surrounded sitting on your VP hex as the game ends because there is no next turn! Play your end game on defense. US players should always lead in the enemy killed or exchange ratio, especially if he has off board artillery or air support. Now, back to the war and on to Victory! |
by PFC Tom Ciampa Seen in Barnes & Noble
recently, a re-publication of Keith William Noland's wonderfully detailed
and interesting account: The Battle for Hue - Tet 1968. First published
in 1983 by Presidio Press, it was put out again in paperback in 1996 by
Presidio in a handsome format. A great read and really puts the current
Battle for Hue City Tournament into perspective. |
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Page created and maintained by Dierk Walter
05/13/2002