by Jon M. Haworth
616 Squadron, Kirton-on-Lindsey, England A cool westerly breeze blew across the airfield as we anxiously await for the signal to scramble for our Spitfires The fighting has increased over the past several weeks, with both sides receiving severe losses As I sit upon the ground, I wonder if this will be the last time that I touch it. The grass seems smooth as silk in a moment so simple as this, yet one takes these moments for granted. Never again. My eyes shift to the pilot tote board, a record of chaps who have killed and been killed. I think back to some of the lads I have flown with. Men that I may now call chums, the kind of friends that you make when human beings are thrown together in a conflict such as this. Men that have shown tremendous valor in the onslaught of war, yet go home to their families on furlow as though they were on holiday, then return with the same undisrupted edge for battle My thoughts are broken by the order to scramble. I race to my Spitfire as the former visions face from my mind, like the morning mist clears off the field from the rising sun. The exhaust emits a roar that still raises the hair on the nape of my neck. As the smoke enters my open cockpit, I realize that these are the final days of the Luftwaffe invasion, and victory for England is close at hand! Fighter Command The preceding narrative was taken from Penny Whistle #7, CALL TO ARMS Report On FIGHTER COMMAND or "Can Your Plane Really Move 15 Feet?, May 1994. Included in the text were the visions that I had as the game was being set into motion. The morning was rather cool. Yes, there was a trace of fog about, but during the preparation, I couldn't help but think what it might have been like for those weary British pilots who waited for their "game" to begin. The anxiety and frustration they must have felt, hoping that the call to scramble would never come, and the sense of duty that was felt when it did corne. This was the level of intensity that was felt throughout the day's events. It seemed to expand to the players in the game as well. Whenever a pilot was shot down, the exuberance and elation of the opposing pilots were offset that much more by the sense of loss that occurred on the losing side. The rivalry and dissension between opposite factions was humorous to behold. The constant jeenng and prodding at one another was done in good fun. Yes, this was the stuff that certain games can bring out between friends. You know what's really funny though? It happens every time we take hold of a yard stick and play the game! In this issue we have given you a very simplified version of the game. Yes, you can play using these rules. No, we are not going to force you to buy a copy of FIGHTER COMMAND when it is released, but there are certain things contained in the published version that are not found in this issue of The Penny Whistle. However, if you have the last issue of The Penny Whistle (#30), then you are ready to go on a sort or two. We have also included a scenario based on the one that was run at the 1994 Call To Arms convention in Kansas City. There is no greater appeal than the struggle between brute force and pure heart. In 1940, the German Luftwaffe was at its peak. Having just ran the British out of France, the order was given to attack the English Isle by air in preparation for an invasion by sea. There was a sense of invulnerability felt by all German pilots. What they failed to count on was the British spirit and how much the people of Britain woult band together to save their home. Theatre of Operation Also in this issue, we have included some new ideas for AFV's in THEATRE OF OPERATION. It appeared that the rules for hits and damage on tanks were, well, vague. With the new rules, you will find that not only can you effect a tank by breaching the armor value, but now you can hit a tank and effect it without punching through! In a recent playtest, a M4A3 Sherman was clever enough to disable a Tiger I to the point that German commander had to bore sight his gun (nasty hit on the gun sight, good shot John!). Now bad things can happen without losing your tank! Plus we have introduced a rule for order changes within an armored unit. In recent games the question of orders and their implementation have been addressed with ingenuity and style (the "Rebs" still don't have a chance, Ken). So with this in mind, we thought it would be "keen" to apply this to tank units. Good direction is the key, for when things turn sour, you had best have a good radio man or your goose is cooked! These are totally optional rules, but it will lend a bit more excitement to your game. Remember in the last issue I mentioned something about a new project that we started using a modern version of THEATRE OF OPERATION? Well, I failed to mention that the working title of our new venture is called M.E.R.C. T.A.G. Sorry 'bout that fellas'. Hope you enjoy this installment of The Penny Whistle as much as we enjoy bnnging it to you. Look for us at the Branson con in September, we'll be flying around with FIGHTER COMMAND. Drop us a line if you plan to attend, and if you've got a flight of aircraft let us know, we'll "scramble" to get airborne and meet you there. "History is written for scholars and
armchair strategists. Statesmen and warriors pick their way
through the dark."
Back to Table of Contents Penny Whistle #31 Back to Penny Whistle List of Issues Back to MagWeb Master Magazine List © Copyright 1997 by Lion's Den Publications. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |