Hunters from the Sky

Additional Notes and Scenario

by W. G. Graves


Tactical Combat Series

The latest TCS game is a hot topic, judging from the mailbag and the Canadian Wargamers Journal. Likewise, the version 3.1 rules have been generating a lot of excitement. As I write this, I figure that you guys are already working on optimal strategies for Yom Kippur, and I expect a flood of articles on that game. By the time you read this, you'll be only weeks away from our Origins double offering, including another TCS title (see page 3).

So before you get distracted, it's time to throw the spotlight on a game I think will remain a high point of the TCS. Hunters features highly refined series rules, spiffy graphics, and the most explosive opening game turn since Omaha. So here's a special section with scenario information from designer Wig Graves, a variant by the kinetic Boyd Schorzman, and another grab-the-dice and take-no-prisoners replay from Ronald Chacon.

Additional Notes

Several people have asked for more detail concerning the Historical Commonwealth Setup and German reinforcements. I have also included the rules necessary to play a one-map version of the landing scenario.

Historical Set Up for the New Zealand Battalions

21 NZ: 1xPlt (D Co) at A31.16; HQ Co and Mortar w/i 2 A60.03; All others w/i 3 A52.04

22 NZ: A Co w/i 3 A39.19; B Co w/i 3 A42.11; C Co in hexes A41.3 1, A41.26, and A36.29; D Co and 2xMG (Scratch) in any of the following hexes: A35.12-25, A36.19-24, A37.20-24; 1 xPlt (HQ Co) at A45.04; 2xPlt (HQ Co) in Pirgos (vicinity of A55.20); Mortar at A52.15; Carriers at A37.23

23 NZ: A Co w/i 1 A62.15; C Co w/i 4 A62. 10; D Co w/i 1 A59.15; HQ 1 Co, Mortar, and 2xMG (Scratch) w/i 2 A56.15; HQ2 Co and Carrier w/i 2 B04.14

28 NZ: A Co w/i 2 B48.07; B Co w/i 2 B43.06; C Co w/i 2 B42.10; DCoinhexesB28.12, B31.17, B37.17; HQ Co in Platanias (vicinity of B48.15)

EngDet: 7 Fld Co w/i 4 B 14.17; 19 A Tps w/i 5 B24.16

Historical German Air Landing Reinforcements:

20 May: 1600-1800 II-100
22 May: 1000-1200 I-85
1200-1500 I-100
1500-1800 3-7 Art, 95 Pio
23 May: 1000-1300 95 Art
1300-1500 95 PJ
1500-1800 55 Krad (1st, 2nd, and 2/3rds of 4th Co)
24 May: 1000-1400 III-85, 16/85, 16/100
1400-1700 95 Aufk, 5-7 Fla
Note: sIG/100 and part of the 55 Krad did not arrive until 25 May.

New Scenario (4.1a.West map only):

You can play out the better part of the German initial assault on the west map; the east boundary of the play area is defined as A44.00 to A44.06, along the gully to A55.20, north to the coast. Ignore Commonwealth units that set up outside the area of play except for the reinforcing A Co, 23 NZ which arrives at A44.02 at 2220 hours; if play continues on into 21 May then B Co, 28 NZ arrives at A55.21 at 0100 hours. The Germans delete the 10th 11th and 12th Companies of the Sturm Regiment; for a more historical game, also delete the 6th and 16th Companies as these marched west and south respectively as soon as they arrived. All other rules remain unchanged.

More Hunters from the Sky Special Section


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