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21 Days in Normandy: Maj. Gen. George Kitching & the 4th Canadian Armoured Division

by Angelo Caravaggio

&“Right[s] some of the injustices done to the Canadians&” on their maligned actions during the Invasion of Normandy. &“An absorbing account&” (Firetrench). The Canadian Fourth Armoured Division crossed the Channel in July 1944 to support the invading forces and assist in the Allied attempts to break out of the Normandy beachhead. They were heavily engaged in Operation Totalize and Operation Tractable but have been criticized for their failure to close the &‘Falaise gap&’ and complete the entrapment of withdrawing German forces. Their commander, Major General George Kitching, was relieved of his command after just twenty-one days in action. Angelo Caravaggio reexamines the division&’s performance and particularly that of its leadership. Using new information, he establishes that, despite entering battle for the first time during one of the most challenging phases of Allied operations in August 1944, the 4th Armoured Division, under Kitching&’s leadership, proved resilient and adaptive in overcoming the volatile and unpredictable nature of warfare in Normandy. The combat operations of August 1944 transformed the division into a battle-hardened combat formation that would later distinguish itself through its ability to generate a sustained drive across France out of the chaos and destruction of the Normandy battles. &“The author uses new information to demonstrate the unit did show flexibility and adapted to the battlefield quickly, despite being thrown into battle during one of the Normandy Campaign&’s critical phases. His arguments are detailed and based upon in-depth research, and the book has many detailed maps to help the reader follow the action.&” —Warfare History Network

God's Fury, England's Fire: A New History of the English Civil Wars

by Michael Braddick

The sequence of civil wars that ripped England apart in the seventeenth century was the single most traumatic event in this country between the medieval Black Death and the two world wars. Indeed, it is likely that a greater percentage of the population were killed in the civil wars than in the First World War. This sense of overwhelming trauma gives this major new history its title: God’s Fury, England’s Fire. The name of a pamphlet written after the king’s surrender, it sums up the widespread feeling within England that the seemingly endless nightmare that had destroyed families, towns and livelihoods was ordained by a vengeful God – that the people of England had sinned and were now being punished. As with all civil wars, however, ‘God’s fury’ could support or destroy either side in the conflict. Was God angry at Charles I for failing to support the true, protestant, religion and refusing to work with Parliament? Or was God angry with those who had dared challenge His anointed Sovereign?Michael Braddick’s remarkable book gives the reader a vivid and enduring sense both of what it was like to live through events of uncontrollable violence and what really animated the different sides. The killing of Charles I and the declaration of a republic – events which even now seem in an English context utterly astounding – were by no means the only outcomes, and Braddick brilliantly describes the twists and turns that led to the most radical solutions of all to the country’s political implosion. He also describes very effectively the influence of events in Scotland, Ireland and the European mainland on the conflict in England.God’s Fury, England’s Fire allows readers to understand once more the events that have so fundamentally marked this country and which still resonate centuries after their bloody ending.

The War in Italy: (WW2 #8) (The Ladybird Expert Series #14)

by James Holland

* PRE-ORDER YOUR COPY NOW *- Why did the Allies decide to invade Southern Italy?- How did the weather and Italian terrain complicate the fighting?- How did General Mark Clark's Allied Armies win the final battle?Discover the mounting conflict and complex campaigns of the war in Italy. From Operation HUSKY to Clark's final offensive, the Allied campaign tightened the noose around Nazi Germany and saw the end of Italian Fascism, though it was at a cost of high civilian casualty and destruction.AN EPIC OF GRIT, DETERMINATION AND SACRIFICEWritten by historian, author and broadcaster James Holland and with immersive illustrations by Keith Burns, THE WAR IN ITALY 1943-1945 is an accessible and enthralling introduction to these critical battles and their impact on the outcome of World War II

Manpower and the Armies of the British Empire in the Two World Wars

by Douglas E. Delaney, Mark Frost, and Andrew L. Brown

In the first and only examination of how the British Empire and Commonwealth sustained its soldiers before, during, and after both world wars, a cast of leading military historians explores how the empire mobilized manpower to recruit workers, care for veterans, and transform factory workers and farmers into riflemen. Raising armies is more than counting people, putting them in uniform, and assigning them to formations. It demands efficient measures for recruitment, registration, and assignment. It requires processes for transforming common people into soldiers and then producing officers, staffs, and commanders to lead them. It necessitates balancing the needs of the armed services with industry and agriculture. And, often overlooked but illuminated incisively here, raising armies relies on medical services for mending wounded soldiers and programs and pensions to look after them when demobilized.Manpower and the Armies of the British Empire in the Two World Wars is a transnational look at how the empire did not always get these things right. But through trial, error, analysis, and introspection, it levied the large armies needed to prosecute both wars.Contributors Paul R. Bartrop, Charles Booth, Jean Bou, Daniel Byers, Kent Fedorowich, Jonathan Fennell, Meghan Fitzpatrick, Richard S. Grayson, Ian McGibbon, Jessica Meyer, Emma Newlands, Kaushik Roy, Roger Sarty, Gary Sheffield, Ian van der Waag

Sicily '43: The First Assault on Fortress Europe

by James Holland

A history of World War II’s Operation Husky, the first Allied attack on European soil, by the acclaimed author of Normandy ’44.On July 10, 1943, the largest amphibious invasion ever mounted took place, larger even than the Normandy invasion eleven months later: 160,000 American, British, and Canadian troops came ashore or were parachuted onto Sicily, signaling the start of the campaign to defeat Nazi Germany on European soil. Operation Husky, as it was known, was enormously complex, involving dramatic battles on land, in the air, and at sea. Yet, despite its paramount importance to ultimate Allied victory, and its drama, very little has been written about the thirty-eight-day Battle for Sicily.Based on his own battlefield studies in Sicily and on much new research, James Holland’s Sicily ’43 offers a vital new perspective on a major turning point in World War II and a chronicle of a multi-pronged campaign in a uniquely diverse and contained geographical location. The characters involved—Generals George Patton and Bernard Montgomery among many—were as colorful as the air and naval battles and the fighting on the ground across the scorching plains and mountaintop of Sicily were brutal. But among Holland’s great skills is incorporating the experience of on-the-ground participants on all sides—from American privates Tom and Dee Bowles and Tuskegee fighter pilot Charlie Dryden to British major Hedley Verity and Canadian lieutenant Farley Mowat (later a celebrated author), to German and Italian participants such as Wilhelm Schmalz, brigade commander in the Hermann Göring Division, or Luftwaffe fighter pilot major Johannes “Macky” Steinhoff and to Italian combatants, civilians and mafiosi alike—which gives readers an intimate sense of what occurred in July and August 1943.Emphasizing the significance of Allied air superiority, Holland overturns conventional narratives that have criticized the Sicily campaign for the vacillations over the plan, the slowness of the Allied advance and that so many German and Italian soldiers escaped to the mainland; rather, he shows that clearing the island in 38 days against geographical challenges and fierce resistance was an impressive achievement. A powerful and dramatic account by a master military historian, Sicily ’43 fills a major gap in the narrative history of World War II.Praise for Sicily ’43A New York Times Book Review Editors’ ChoiceNamed a Best History Book of the Year by the Wall Street Journal“Academic histories are all very well, but at times it is a pleasure to sit back and wallow in an old-school military tale of flinty-eyed men doing battle. That is what James Holland, a seasoned craftsman, offers in Sicily ’43.” —New York Times Book Review“Crisp, detailed, and entertaining. Holland refuses to let the legends overshadow the flesh-and-blood soldiers who fought, bled, and died. Sicily ‘43 is an outstanding look at a stepping-stone to victory.” —Wall Street Journal

All the Fine Young Eagles: In the Cockpit with Canada's Second World War Fighter Pilots

by David L. Bashow

During the six years of the Second World War, Canadian fighter pilots flew and fought with great distinction in every theatre of war to which Commonwealth fighter forces were deployed. All the Fine Young Eagles captures the spirit and magnitude of the Canadian contribution, which began in Europe's Low Countries in 1940 and ended among the Japanese Home Islands in 1945. In keeping with the country's developing autonomy, Canadians served in both RAF and RCAF units, fighting with great courage in their Spitfires, Hurricanes, Kittyhawks and Typhoons.All the Fine Young Eagles collects the wartime diaries and postwar reminiscences from a great variety of the Canadian fighter pilots who served in World War II. Their vivid first-hand accounts take the reader into the cockpit to experience dogfights, tactical manoeuvres, forced landings and injuries, as well as the often tedious periods between engagements. They also illuminate the day-to-day living conditions on base and include humorous accounts of the vivid personalities and lighter moments of wartime.To provide context for their stories, Bashow's authoritative voice offers both a large-scale historical framework and detailed information about tactics, equipment and people, including such famous flying aces as "Buzz" Beurling and "Moose" Fumerton.This updated second edition contains a substantial amount of new material that veterans have contributed since the publication of the first edition.

Forgotten Victory

by Mark Zuehlke

During the winter of 1944-45, the western Allies desperately sought a strategy that would lead to Germany's quick defeat. After much rancorous debate, the Allied high command decided that First Canadian Army would launch the pivotal offensive to win the war-an attack against the Rhineland, an area of Germany on the west bank of the Rhine. Winning this land would give them a launching point for crossing the river and driving into Germany's heartland. This was considered the road to victory. For those who fought, the names of battlegrounds such as Moyland Wood and the Hochwald Gap would forever call up memories of uncommon heroism, endurance and tragic sacrifice. Their story is one largely lost to the common national history of World War II. Forgotten Victory gives this important legacy back to Canadians.

From the West Coast to the Western Front

by Greg Dickson Mark Forsythe

It has often been observed that the First World War jolted Canada into nationhood, and as Mark Forsythe and Greg Dickson show in this compelling book, no province participated more eagerly in that transformation or felt the aftershock more harshly than British Columbia. In From the West Coast to the Western Front, Forsythe, host of CBC Radio's mid-day show BC Almanac, marks the 100th anniversary of World War I by teaming with historian Greg Dickson and the ever resourceful BC Almanac audience to compile a sweeping portrayal of that crucial chapter of BC history.Of the 611,000 Canadians who fought for King and Country,55,570 were from British Columbia-the highest per capita rate of enlistment in the country. Of that contingent, 6,225 died in battle, a critical loss to a fledgling province of barely 400,000.Compiling stories, artifacts and photos sent in by BC Almanac listeners from across the province, this volume tells of submarine smuggling, bagpipes lost on the battlefield and of the ongoing struggles by soldiers who made it home. It tells of battles that set records for mass death amid conditions of unequalled squalor, but also of the heroism of front-line nurses and soldiers like George Maclean, a First Nations man from the Okanagan, who won the Distinguished Conduct Medal.By turns devastating, harrowing, insightful and miraculous, these stories reveal much about the spirit and resilience of a people who survived one of history's greatest disasters to build the province we have today.

Through Blood and Sweat

by Mark Zuehlke

As part of Operation Husky 2013, a group of Canadians walked this route to honour the memory of the nation's soldiers who fought in Sicily seventy years earlier and whose sacrifice has been largely forgotten. Under a searing sun, with Mount Etna's soaring heights always in the distance, a small contingent of marchers trekked each day along winding country roads for between 15 and 35 kilometres to reach the outskirts of a small town or village. Here they were joined by a pipe band, which led them to the skirl of bagpipes in a parade into the community's heart to be met by hundreds of cheering and applauding Sicilians. Before each community's war memorial a service of remembrance for both the Canadian and Sicilian war dead followed. Each day also brought the marchers closer to their final destination-Agira Canadian War Cemetery where 490 of the 562 Canadian soldiers who fell during the course of Operation Husky in 1943 are buried. On July 30-after twenty gruelling days-the marchers were joined here by almost a thousand Canadians and Italians. All joined to conduct a profoundly emotional ceremony of remembrance that ended with one person standing before each headstone and answering the roll call on that soldier's behalf. Mark Zuehlke, author of the award-winning Canadian Battle Series, was one of the Operation Husky 2013 marchers. He uses this arduous and poignant task as a focal point for a contemplative look at the culture of remembrance and the experience of war.

A World Aflame # Interwar Wargame Rules 1918-39

by Mark Stacey Paul Eaglestone

Often called the "Pulp Era", the years between the two World Wars have seen a tremendous surge in interest among wargamers. A World Aflame captures the adventurous nature of the time period to present a fun, fast-paced set of tabletop miniatures rules that can handle the many diverse conflicts of the period, from the Chinese Civil Wars and the "Great Game" in Central Asia, to the Irish War of Independence and the bitter ideological warfare of the Russian and Spanish Civil Wars. The rules also contain options for the "Very British Civil War". This gaming trend has sprung up in recent years, following a "what-if" scenario that has Edward VIII refusing to abdicate the throne, thrusting the country into civil war in 1938. It is a quirky, fun setting, and one that is surprisingly popular. Written by a life-long wargamer, A World Aflame focuses on the daring and heroism of battles fought in the last great era of adventure.

Bolt Action: Armies of France and the Allies

by Warlord Games

World War II was truly a 'world' war, and many nations joined the fight against Germany and the Axis. This latest supplement for Bolt Action covers the armies of France, Poland, Czechoslovakia, Denmark, Norway, Holland and Belgium that stood against the German Blitzkrieg, as well as the resistance forces that sprung up in the aftermath of occupation, and other Allied powers, such as China, in the East.

Bolt Action: Armies of Imperial Japan

by Warlord Games

Following the assault on Pearl Harbor, the Imperial Japanese military saw action across Asia, from the capture and defense of the islands of the Pacific to the occupation of territory in China and Burma. With this latest supplement for Bolt Action, players have all the information they need to build a force of the Emperor's fanatically loyal troops and campaign through some of the most brutal battles of the war.

Bolt Action: World War II Wargames Rules

by Warlord Games

Using miniature soldiers, tanks and terrain, you can fight battles in the shattered towns of occupied France, the barren deserts of North Africa, and even the sweltering jungles of the Pacific. Written by veteran game designers Alessio Cavatore and Rick Priestley, Bolt Action provides all the rules needed to bring the great battles of World War II to your tabletop. Players get to decide which of the major or minor World War II powers they would like to represent, and then construct their armies from the lists provided. Army options are almost limitless, allowing you to build the kind of army that most appeals to your style of play, from heavily armored tank forces to lightly armed, but highly skilled. The choice is yours. Created as a joint project between Warlord Games, the premiere historical miniatures company, and Osprey Publishing, the leading independent military history publisher, Bolt Action is sure to be the most popular new wargame on the market.

Bolt Action: Tank War

by Peter Dennis Warlord Games

Tank War, the new supplement for Bolt Action, gives players the option to expand their games to a whole new level - armored warfare. Recreate such great engagements as the battle of Kursk with the scenarios, army options and special rules found in this book. Whether you want to add more armour to your existing armies or build an entirely armoured force, Tank War has you covered.

Dux Bellorum # Arthurian Wargaming Rules AD367-793

by Daniel Mersey Jose Pena

The Dark Age of Britain, from the middle of the 4th century to the end of the 8th, was a time of violence and warfare, when charismatic warlords such as the fabled King Arthur could gather together armies and carve out their own kingdoms. With this new set of wargames rules, players can take on the role of these warlords and command their own armies on the tabletop. Written by the author of the popular Glutter of Ravens rules set, Dux Bellorum is an element-based system, where each base of figures represents 50 fighting men. Each player has a specific number of points with which to construct his force and can choose a Late Roman, Romano-British, Welsh, Saxon, Pictish, Irish, or Sea Raider army, amongst others. The game is then played out following a set of simple, fast-paced rules. A completely self-contained gaming system, Dux Bellorum is perfect for gamers who are looking for a way into fighting Dark Age battles without investing a lot of time or money in larger rulesets.

Bolt Action: Armies of the Soviet Union

by Warlord Games

Stalin's Russian Winter War against Finland, and his World War II campaigns on Nazi Germany's eastern front (around Kiev, Lenningrad, Moscow, Kharkov, Stalingrad, Kursk, Byelorussia, the Balkans, East Prussia, Warsaw, Hungary, and Berlin) constitute the largest land war in world history in terms of the number of troops engaged, and is also impressive in terms of the vast distances fought over. Russia took 20 million military and 20 million civilian casualties during a brutal four year war, and the Germans lost over 2 million military and 2 million civilian casualties as well. Bolt Action allows gamers to recreate a small part of this titanic struggle on the table-top.

Bolt Action: Battleground Europe

by Peter Dennis Warlord Games

Take the fight to the enemy with this new theatre book for Bolt Action. From the D-Day landings to the final battle for Berlin, this volume gives players everything they need to focus their gaming on these final campaigns in the ETO. Scenarios and special rules offer something for all Bolt Action players, regardless of the armies they collect.

Bolt Action: Armies of the United States

by Warlord Games Peter Dennis

With this latest supplement for Bolt Action, players now have all the information they need to field the varied military forces of the United States of America. Entering the war after the attack on Pearl Harbor, the United States immediately went to war on several fronts. In Europe and Africa, the Americans battled against the Germans and Italians, while in the Pacific the soldiers of the Army and Marines faced the forces of Imperial Japan. This book allows players to choose from dozens of different troop types including Sherman tanks, Marine raiders, and paratroopers, and build a US force to fight in any theatre of the war.

Bolt Action: Armies of Italy and the Axis

by Warlord Games

While many nations flocked to the side of the Allies, others joined forces with Germany as part of the Axis. This volume is the definitive guide to the armies of Italy, Hungary, Slovakia, Croatia and Finland. Refight the Winter War against the Soviets, hold back the British in North Africa, or help shore up the German offensives on the Eastern Front with this latest supplement for Bolt Action.

Bolt Action: Armies of Great Britain

by Warlord Games Peter Dennis

From Hitler's Blitzkriegs to the North African desert, Singapore, New Guinea, Burma, India, Sicily, Italy, Normandy, Arnhem, Ardennes, and the Ruhr, Churchill's Commonwealth, composed of the United Kingdom, Canada, Australia, New Zealand, India, South Africa, and many colonies, fought World War II in virtually every theater. bolt Action players can use this book to simulate much more varied armies than what was possible to include in the core rulebook.

Land of the Free

by Joe Krone

This set of rules allows players to start with small warbands of 10-20 miniatures of any scale and develop their forces over time, building them up into armies of hundreds of models! No matter the size of a player's collection, these rules will provide an enjoyable game. England and France set upon the New World with a fury, building settlements whenever they could hack a clearing out of the wilderness. Expansion brought them into contact with the natives, with whom they established trade and commerce. The New World was vast but not nearly big enough for the ambitions of these powers and conflict was inevitable. In Europe they call it the Seven Years' War, but in the New World the French and Indian War was fought for dominance over this new land. Nine long years of bloodshed saw England triumphant, but the war had placed great burdens upon colonist and King alike. Tariffs were created to pay for the war but the newly formed colonies quickly realized they were being treated unfairly. "No taxation without representation" became the rallying cry and a cultural revolution ignited into full rebellion. The American Revolution birthed a new nation that faced trials from the very beginning, not least a new conflict against England - the War of 1812. After nearly three years of warfare, the young nation stood strong and started down the road to becoming a new world power.Each player will build their forces using a unique system of command points. Throughout the game these command points will be used to perform actions, resolve morale tests, and reduce the enemy's will to fight. Resource management is determining what command points will be used for which elements and which actions. Risk management is evaluating whether you should extend your command point resources at the danger or exhausting your army and making them susceptible to counter-attack. Victory is determined by who holds the field of battle and which objectives were achieved.

Lion Rampant - Medieval Wargaming Rules

by Mark Stacey Daniel Mersey

Lion Rampant is a set of rules designed for fighting historical or Hollywood battles in the medieval period from the Norman Conquest to the Hundred Years' War. This period is well suited to large skirmish gaming as played with Lion Rampant as it was a time of anarchy, feuds, robbery, and raiding. Become Robin Hood, Richard the Lionheart, Gamelyn, William Wallace, Llewellyn the Last, or other legends and leaders from the colorful, dangerous medieval period. Lion Rampant is ideal for players who wish to collect medieval miniatures without wanting to muster huge forces or spend time learning complex rules.Gameplay is very simple, and requires the player to use units in the correct tactical way: knights are great at charging down enemies but less useful for guarding convoys, while spearmen are jacks of all trades and masters of none, and bowmen are to be feared at distance but easily cut down if you can get close enough. An army usually consists of 6-8 units comprised of 6-12 individually based figures (making it ideal for 15mm or 28mm games), and is led by a Leader, who may have some unique character traits that affect game play and provide some opportunity for role playing. The action, however, focuses very much on the small units involved in the battle rather than individual characters: each unit moves and fights 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 mounted knight.Some army lists are provided, and guidance given for players seeking to create their own forces, but this game is not army list-heavy. The rules include a good number of scenarios, which are important to this style of gaming.

On the Seven Seas

by Steve Noon Chris Peers

On the Seven Seas is a set of wargames rules covering the high adventure and low morals of the world of the pirate. From Drake and his sea-rovers to Blackbeard, the Barbary Corsairs and the Wo-k'ou of the Far East, pirates have haunted seas across the globe, preying on port and vessel alike. Now you too can recreate the exploits of pirate captains or the naval commanders that hunted them. Whether you want skirmishes between crews on uncharted islands and in the alleyways of Caribbean ports or ship-to-ship duels that culminate in bloodthirsty boarding actions, the rules offer a quick-to-learn basic game. These small forces of buccaneers, commanded by captains and kept in line by trusted lieutenants, can also be scaled up with ease for larger engagements. Gameplay centers on two driving motivations that epitomize the pirate life - Fear and Greed. Cunning captains will have to balance these two elements, instilling fear in their opponents with bloodthirsty reputations, while keeping their own crews in line with the promise of loot and wealth.

Across A Deadly Field - The War in the West

by Mark Stacey John Hill

The War in the West, the new supplement for Across A Deadly Field brings to the tabletop the bitter struggles of the Western Theatre of the American Civil War. The special rules and scenarios included in this volume give players everything they need to recreate the battles, both great and small, of this theatre of the war. Battles such as Shiloh, Stone River, Vicksburg, Chickamauga, Chattanooga and Atlanta are presented in great detail, offering players of Across a Deadly Field not only a range of scenario options, but the ability to play through a full campaign.

Across A Deadly Field - Regimental Rules for Civil War Battles

by John Hill

Manassas, Shiloh, Gettysburg, Atlanta, and Petersburg are just a few of the many large scale Civil War battles that gamers enjoy simulating on the tabletop. Up until now, CW (Civil War) games have either taken a regimental approach for a more tactical game or a brigade-level view for a more grand tactical game - and gamers have plenty of both regimental or brigade level CW rule sets to choose from. However, both approaches have drawbacks. The pure regimental approach - such as in Johnny Reb - can make it difficult to fight a very large battle, while the brigade approach often fails to capture the unique feel of the CW where the actions of one regiment - such as the 20th Maine at Little Round Top - could turn a battle. Across A Deadly Field offers a game system that enables gamers to fight large battles in a relatively compact space, yet maintains the regimental focus and flavor appropriate to the conflict. Across A Deadly Field uses a scale that can be described as a "telescoped" version of Johnny Reb III - with twice the ground and figure scale, and has individual regiments and batteries as the base element of maneuver:- Ground Scale: 1" = 100 yards- Time Scale: 1 turn = 20 minutes- Regiment Scale: Two stands/bases per regiment- Figure Scale: 1 figure = 60 men- Gun scale: 1 gun = 1 batteryThe big advantage of this approach is that the gamer is not required to rebase any figures from his existing Johnny Reb army, allowing for much easier conversion from the older game to Across A Deadly Field. The existing four-stand regiments become two different regiments of two stands each - his miniature army has, for gaming purposes, just doubled. This will hold an appeal for many gamers - they can either recreate smaller engagements in half the space that would once have been needed, or can game huge battles on a table that would once have only accommodated a small skirmish. In essence, Across A Deadly Field offers two games with a single, consistent basing system.

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