Tag Archives: history

Re-evaluating leaders of the Civil War

It’s still Tuesday, so we haven’t missed a day.

Having finished Foote’s Civil War magnum opus, I find my opinion of some Civil War figures changing. Let’s take a look at how. I’ve noted changes of opinion in an upward direction with a plus sign, of downward direction with a minus sign, and no change (where some commentary is required to justify the choice) with an o.

Lincoln: +

Honest Abe, even in his own day, has (had) about him a sort of mythic status. The epithet ‘The Great Emancipator’ came about during Lincoln’s life. That’s the sort of thing that can go to a man’s head.

And yet it never did for Lincoln. Foote portrays him as an extremely human figure, warm to his family, fond of bad jokes, and distressed by the human cost of the war. He comes across as a genuinely good man, and one entirely equal to the task thrust upon him, no matter what his critics at the time said.

He only gets one plus because I had a high opinion of him before.

Jeff Davis: —

Ol’ Jeff Davis was not equal to the task before him.

Leaving aside the moral component of the war and any discussion of its secondary and tertiary reasons, Davis was simply not a great man. You couldn’t ask for a better parable: Lincoln, humble in the face of the many and varied slings and arrows thrown his way, led the Union successfully; Davis, uptight and concerned for his personal honor, never forgot a slight and drove away a number of capable subordinates over the course of the war.

Two minuses, because I went from a neutral opinion of him to a very negative one.

Grant: o

Grant goes up in my estimation in some ways and down in others.

The downsides first: Grant didn’t have very many battles where he wowed me with his tactical prowess. Once forces were engaged, he strikes me as a fairly conventional commander, buoyed by an unflappable confidence, good subordinates, and a willingness to improvise.

The upsides next: Grant was an excellent strategist, and very hard to discourage. In both the Vicksburg Campaign and the Overland Campaign, he parlayed repeated failure into ultimate success. On the Mississippi, he had the hardest of times getting below Vicksburg, kept trying, and eventually penned Pemberton in and stopped Johnston from getting there with reinforcements. North of Richmond, he correctly realized that his side had a natural supply line from the sea and a much larger army, and that Lee couldn’t abandon his capital. A few leftward sidles and a long siege later, and Grant had his victory.

Sherman: +++

Sherman is an interesting one, and the only man to get three pluses in this article.

Why? Because I think Sherman was probably the best Union commander of the war. He was an able battlefield leader, as he demonstrated under Grant, but he was also a superb strategist in his own right. The campaign from Chattanooga to Atlanta features Sherman waltzing around Johnston, who found himself turned out of strong position after strong position. Sherman’s superpower was looking at a map, pondering for a bit, then deciding exactly where to march to make an enemy fortification useless.

Sherman gets three pluses instead of one or two because I’d previously thought of him as Grant’s shadow, when he might have been the better general in the final reckoning. I would have loved to see a Lee vs. Sherman campaign.

Lee: +

Lee had a superpower, too, in which he would say, out of nowhere, “I think those people will march to Location So-and-So,” and be one hundred percent spot-on correct, sometimes before the Union line officers even knew where they were going.

Lee has a bit of a mythical reputation already, but the fact that he was right so many times earns him a plus.

Beauregard: –

Beauregard was widely beloved and effective on the rare occasions he actually had some men to command, but spent so much of his time cooling his heels away from battle, planning insane long-shot schemes for Confederate victory, that I find his prominence in history is not commensurate to his prominence in fact.

Johnston (Joe): –

Given half a chance, Johnston would have retreated all the way to Tampa Bay.

Stuart (Jeb): –

Jeb Stuart loses a plus for abandoning Lee on the way to Gettysburg, and hence causing Gettysburg.

Lee might have lost some points for Gettysburg if he had his cavalry at hand, too.

Rosencrans: +

Rosencrans is my first pick against the spread, as it were. He was extremely slow to get moving, but I have a hard time arguing with his results. The Tullahoma Campaign, unlike many of the large-scale, multi-column plans in the war, went off pretty much without a hitch. Largely bloodless, it allowed for the capture of Chattanooga and enabled later victories on the road to Atlanta. Unlike Sherman’s campaign, Rosencrans conducted it against an enemy who had roughly equivalent forces, even if that enemy was Braxton Bragg.

Rosencrans did lose Chickamauga in rather embarrassing fashion, and bears a good deal of responsibility for it. Had he shown a bit more battlefield spine, he might have gone down in history as one of the Union’s best.

Burnside: +

Burnside knew the Army of the Potomac was a job above his competence, said so, and did his best not to lose the army after he was appointed over his own protests.

His plan for Fredericksburg was sound at heart, and in fact Burnside is in rarefied company as one of the few men to steal a march on Lee. He doesn’t get full marks for it, however, because ensuring you have adequate bridging material is part of your job as general.

Meade: ++

Meade was a workaday commander who was perfectly effective under Grant, and Grant had confidence enough in him to leave the Army of the Potomac under his control when Grant had other places to be.

He gets some extra credit for taking over the army in the midst of its pursuit of Lee toward Gettysburg, and reacting quickly enough to news of the developing battle to get his entire army on the field. Most generals looked bad facing Lee. Meade merely looked average.

Sheridan: –

Sheridan gets a lot of credit as one of the Union’s only reasonably competent cavalry commanders. I think he gets a bit too much. He never really faced a peer cavalry force and won, most of his great victories were won against weakened enemies. Against better opposition, his aggression might have gotten him into trouble.

J.B. Hood: +

Hood was an aggressive, competent commander hamstrung by the fact that his side was badly deficient in providing men and matériel. Had he been a Union general, I suspect he might have been one of Grant’s favorite corps commanders.

He wasn’t really cut out for command of an army, though, easily frustrated as he was; he needed a superior to draw rein now and then. After his well-planned first sortie from Atlanta met with failure due to bad luck and bad subordinates, he planned a bunch of less likely sorties. Later, on the road to Nashville, his attack against Franklin was an ill-considered disaster.

He’s the nega-Grant, in a sense—pretty good at tactics, not very good at all at strategy.

San Antonio-class BMD Ship

Ballistic Missile Defense is tricky. It requires lots of radar power and plenty of missiles. Right now, you can use your Aegis-equipped ships like the Arleigh Burke-class for the job. But those weren’t designed for the role, and the current state of the art SPY-6 radar is as big as you can fit on one. That is still not ideal for BMD work. Could we do better? Could we make a big air/missile defense ship, preferably on an existing, proven hull? Huntingon-Ingalls has some thoughts on the matter. They currently make the excellent San Antonio-class amphibious transport dock, and think it would be a great candidate for conversion. Let’s look at their proposal.

The San Antonio-class is a large, modern ship for amphibious operations. They are 684 feet long, 105 feet wide, and displace 25,300 tons. They have a large helipad aft for operating MV-22s and have a well deck to launch and recover landing craft or amphibious vehicles like the LCAC. They’re currently in production too. At present, armament is limited to two RIM-116 launchers and two 30mm cannons. They also have provision for a 16-cell Mk 41 suite, but are not fitted with those at present.

HII’s proposed conversion ditches the well deck and and sports a redesigned superstructure capable of mounting four 25’x35′ (WxH) S-Band AESA arrays for better search and discrimination of ballistic missile targets. Four X-Band Arrays would be fitted above the S-Band arrays for tracking and fire control. The large hull of the San Antonios allows the BMD variant to carry no fewer than 288 Mk. 41 launch tubes.

The large hull of the San Antonios allows for plenty of extra power generation and cooling equipment, so that won’t be a problem. The large hull also allows for a higher radar mount without compromising stability. One currently noteworthy limitation is that the San Antonio-class LPDs are only capable of about 22 knots. For the role it’s designed for, that’s not a huge limitation, but they’d slow a task force down if included in one. And the number of tubes would make them tempting to include in a task force.

Finally, let’s talk cost. To the good is that the San Antonio-class production line is hot. An existing hull is no small savings. On the down side, a fancy Aegis-type suite plus big radar that isn’t going to be cheap, and I know of no appropriately-sized radar offhand that would do the job. Radar development isn’t cheap. Overall, I’d say it’s a good idea if you’re really dedicated to BMD, but without actual price numbers, I can’t really give it a great thumbs up/thumbs down. My gut is that it’s a bit too expensive for what it is, given current budget priorities.

Fishbreath Plays: Sengoku Jidai: Shadow of the Shogun

The clunkily-named Sengoku Jidai: Shadow of the Shogun is, at its core, a turn-based tactical wargame set on the battlefields of Asia during the Sengoku period, developed by Byzantine Games and published by Slitherine.

That sells it short, though.

The Sengoku period is a fascinating time in Japanese history, familiar to anyone who’s played a Total War game with ‘Shogun’ in the title. Competing daimyo fought for the title of shogun, de facto ruler of Japan. Usefully, at least for wargame designers, it was a century or so of near-constant war.

Sengoku Jidai has a number of expansions which extend it well beyond Japan in the 16th century, to China and Korea in the same era, all the way back to Japan in the 12th and 13th centuries. With the exception of gunpowder, warfare in those eras was broadly similar, so I won’t make too much of the differences. (Also, my interest in the era mainly runs toward the Sengoku period, and that’s what I’ve played extensively, so I’ll stick with talking about it.)

Gameplay

I can’t find a solid source to confirm or deny that the battlefield rules in Sengoku Jidai are based on a tabletop wargaming system, but it feels like they could be. They’re clean and simple.

Movement is on a square grid. Combat is pretty mathy, but comes down to Points of Advantage which affect the result, and which are gained or lost based on many of your typical wargame conditions. (Think spears against horses, rough terrain and disorder, morale, and so on.) Turning units is hard, as is shifting them long distances; they’re fairly slow, and 45-degree turns are about as much as you can manage without running out of action points. Units outside of their generals’ command range are even less mobile, an unusual but sensible design choice. Rather than stack up more combat modifiers, generals simply yield a more flexible, better-coordinated force. Works for me.

When units get into melee combat, they usually stay there for a few turns, wearing each other down and slowly inflicting losses until someone breaks. Once units get into close combat, you lose control over them, and even if your unit routs its opponent, you may not get control back—units automatically pursue routers, and may charge enemies in their paths.

There are good tutorials, both in the sense of tutorial missions and in the sense of tutorial popups explaining events as they happen, and between those and the elegance of the rules, it’s easy to get to grips with the system and start with the generalship.

Finally, for the cost of entry, you get a random map generator, a random battle generator, some historical scenarios, and some dynamic campaigns (simple ones, but enough to contextualize battles). Even the base game gets you the Sengoku Jidai campaigns and the Imjin War, I believe. If you enjoy the gunpowder- and artillery-heavy armies of the latter, I’d recommend picking up the Mandate of Heaven DLC, too, which buys you expanded Chinese factions and four more dynamic campaigns.

Presentation

I don’t have a lot to say here. The sounds are competent but uninspired, though the music is pleasantly atmospheric. The unit graphics are little groups of men and horses, more in the vein of counters than anything else. The landscapes are quite pretty, to the extent that they can be given the square grid they have to fit, and have a whiff of Japanese landscape painting about them in color palette and design.

One notable trouble spot is the lack of anti-aliasing, which is a bother for a game featuring spearmen aplenty. Another is that units don’t shrink as you batter them. A 1500-man unit of yari ashigaru looks the same at full strength as it does after losing 600 men, the only difference being a more tattered flag. As far as I’m aware, there’s no game mechanic which requires easy knowledge of a unit’s original size, so I count this as a flaw.

Verisimilitude

If you’ve read any of my previous wargame reviews, you’ll probably remember that verisimilitude is just about my favorite word in this kind of article. The point of a wargame is not to simulate every arrow and every man down to the smallest wound. The point of a wargame is to evoke a sense of place.

So, what is evocative about Sengoku Jidai’s gameplay? What puts me in the mindset of a field commander in 16th-century Asia?

First: deployment is crucial. On the scale of a battlefield, infantry is slow. Even cavalry takes a while to get where you want it. If you deploy your main body poorly, you can easily lose a battle you should have won. If you deploy your main body well, taking advantage of the terrain and the strengths of your units, you can win battles you might otherwise have lost.

Second: loss of control is rapid. Once the lines crash together, the outcome is largely out of your hands, except insofar as you contribute to key points with flanking maneuvers. As the general in command of an army, your responsibility is to deploy your forces well and, on the approach, meet weak points in the enemy’s deployment with strength. That seems accurate to me.

Like all the best wargames, when I get into the groove, it doesn’t feel like a game, in spite of the tabletop feeling of the rules. I give it my recommendation.

Miscellaneous

It’s available on Steam, but doesn’t work with Steam Play/Proton/Wine on my Mint 19.1 system, and as far as I know, doesn’t have high-DPI support.

The ACR’s Aviation Squadron

We’re not quite done with examining the circa-early-1990s ACR. In addition to the three Armored Cavalry Squadrons, the ACR had its own organic air support in the Aviation Squadron.1 Let’s take a look. As always, I’ve seen plenty of variation in the support units.

  • HQ & HQ Troop
    • (3) UH-60L Blackhawk Transport Helicopters
    • (3) EH-60L Electronic Warfare helicopters
    • (1) OH-58D Kiowa Warrior Scout Helicopter
  • (3) Attack Troops, each with:
    • (6) OH-58D Kiowa Warrior Scout Helicopters
    • (4) AH-64A Apache Attack Helicopters
  • (2) Heavy Attack Troops, each with:
    • (4) OH-58D Kiowa Warrior Scout Helicopters
    • (7) AH-64A Apache Attack Helicopters
  • (1) Transport Helicopter Troop
    • (15) UH-60L Blackhawk Transport Helicopters
  • Aviation Unit Maintenance Troop
    • (12) M978 Tanker HEMTTs
    • (18) 600 gal. fuel bladders
    • (7) M977 Cargo HEMTTs
    • (7) M35 2.5-ton cargo trucks
    • (6) M923 5-ton drop-side cargo trucks with cargo trailers
    • (18) Fuel PODS
    • (6) Forward Area Refueling Equipment sets

When I first read of this, I was somewhat opposed, on the grounds that helicopters require lots of fuel. On the other hand, attack helicopters are pretty damn awesome, and scout helicopters are super useful. The above is some serious strikebreaking firepower, and I can’t argue with that. Or won’t. Whichever.


  1. Which I’ve also seen referred to as the Air Cavalry Squadron 

Book Review: MG34-MG42: German Universal Machineguns (Volume 1)

Another book review, this time looking at another offering from Collector Grade Publications.

This book covers the development history, manufacturing history, and use of the MG34 and MG42. It also provides a detailed account of accessories used with these weapons, as well as identifying marks and various ways to troubleshoot malfunctions. Detailed pictures of the many subvariants of these weapons are also included. There are also really cool evaluations of these weapons from both German soldiers as well as Soviet and American experts looking at captured examples.

For me, this book ended up being a mixed bag. I really liked reading about the development history of how the Germans went from the MG 08/15 to the MG34 and from there to the MG42. I also really enjoyed reading about the different tactics used. Less interesting to me was all of the various “Collectible” details, like serial numbers, identifying marks, and minor version changes. Seeing the comparative evaluations was also pretty awesome. It was nice to see German gunners complaining about the rate of ammo usage and the Americans really liking the quick change barrel mechanism, to name two examples.

I also found the accessories section to drag. Some were cool. Some were kinda lame. It’s very much encyclopedic, and often skimming is the best answer. Or having it more as a reference for looking things up in than for reading cover-to-cover.

Now, let’s talk price. I got mine for the sticker price. For me and my interests, anything much above sticker and I’m going to call this a pass. I’m happy at the sticker price. I’ll also note that Collector Grade books are a pretty solid investment in a lot of ways: the out of print ones generally command ludicrous prices in good condition. So if you’re on the fence and can be trusted to take care of your books, I’d suggest you buy it. If you end up not liking it, you won’t lose any money (and might make some) on the resale.

The Armored Cavalry Squadron

Moving up the table, Armored Cavalry units can’t use the term “battalion,” because that’s what lame units without horses in their history use. They prefer “Squadron” at that level of organization. Let’s take a look.

  • HQ & HQ Troop
  • (3) Armored Cavalry Troops
  • (1) Tank Company
  • (1) Artillery Battery

We’ve already discussed what’s in the Armored Cavalry Troop (circa 1990). Let’s look at the other components.

HQ & HQ Troop

  • Squadron HQ
    • (4) M998A1 HMMWVs
    • (2) M1038A1 Cargo HMMWVs
    • (3) M939 cargo trucks with cargo trailers
    • (1) M934 Expansible Van with trailer
    • (2) M3A2 Bradley CFV
    • (1) M113A3 APC
    • (3) M577A3 Command Vehicles
  • Troop HQ
    • (1) M998A1 HMMWV
    • (1) M1038A1 Cargo HMMWV
    • (1) M939 cargo truck with water trailer
    • (1) M934 Expansible Van with trailer
  • Battalion Communications Platoon
    • (1) M998A1 HMMWV
    • (1) M934 Expansible Van with trailer
    • (1) M577A3 Command Vehicle
  • Fire Support Element
    • (1) M998A1 HMMWV
    • (1) M577A3 Command Vehicle
  • AVLB Section
    • (3) M60 AVLBs
  • Battalion Medical Platoon
    • (1) M1038A1 Cargo HMMWV
    • (2) M577A3 Aid Stations
    • (8) M113A3 Medevac APC
    • (2) M934 Expansible Vans with trailers
  • Battalion Support Platoon
    • (1) M1038A1 Cargo HMMWV with cargo trailer
    • (6) M939 cargo trucks with cargo trailers
    • (7) M977 Cargo HEMTTs
    • (8) M978 Fuel Tanker HEMTTs
    • (2) M49 tankers with tanker trailers
  • Battalion Maintenance Platoon
    • (2) Cargo HMMWVs
    • (1) Cargo HMMWV with cargo trailer
    • (2) M934 Expansible Vans with cargo trailers
    • (1) M984 HEMTT Wrecker
    • (1) M936 Wrecker
    • (3) M88A2 Armored Recovery Vehicles
    • (5) M939 Cargo Trucks with cargo trailers

Tank Company

  • Company HQ
    • (2) M1A1 Abrams MBTs
    • (1) M113A3 APC
    • (1) M998A1 HMMWV
    • (1) M1038A1 Cargo HMMWV
    • (1) M939 cargo truck with water trailer
  • (3) Tank platoons, each with:
    • (4) M1A1 Abrams MBTs
  • Company Maintenance Section
    • (1) M1038A1 Cargo HMMWV
    • (1) M113A3 APC
    • (2) M934 Expansible Vans with trailers
    • (1) M88A2 Armored Recovery Vehicle

Artillery Battery

  • Battery HQ
    • (1) M998A1 HMMWV
    • (1) M1038A1 Cargo HMMWV
    • (1) M939 cargo truck with water trailer
    • (1) M978 Fuel Tanker HEMTT with M989 HEMAT ammunition trailer
  • Communication Section
    • (1) M1038A1 Cargo HMMWV with cargo trailer
  • Survey Section
    • (1) M1038A1 Cargo HMMWV
  • (2) Firing Platoons, each with:
    • (1) M998A1 HMMWV
    • (1) M1038A1 Cargo HMMWV
    • (1) M934 Expansible Van with trailer
    • (1) M577A3 Command Vehicle
    • (4) M109A6 Paladin Self Propelled Howitzers
    • (4) FAASVs
  • Fire Support Team Section:
    • (4) M981 FIST-Vs
  • Combat Observation/Lasing Team section:
    • (2) M981 FIST-Vs
  • Ammunition Section
    • (8) M977 Cargo HEMTTs
  • Battery Maintenance Section
    • (1) M113A3 APC
    • (2) M934 Expansible Vans with trailers
    • (1) M578 Light Recovery Vehicle

Some things to note. First, it interests me that the 4th company is a tank company. You can’t argue with that armor, I suppose. I’m also really happy to see that the squadron has some organic artillery capability. I rather like this idea. More artillery is always good, and I like having some always available to the squadron commander, on account of being organic to the squadron. My only complaint is a lack of any sort of anti-aircraft capability, but that’s a pretty common failing for US Army TO&Es. It’s also pretty easily fixable.

The Armored Cavalry Troop

Armored Cavalry units had an interesting table of organization that pushed combined arms. These units were designed to hit hard, and a look at a troop (company-level asset) TO&E shows that they brought a lot of firepower to battle. Each troop consisted of a headquarters section, two scout platoons, two tank platoons, a maintenance section, and a mortar section. Let’s break it down and then we’ll provide commentary.

  • Headquarters Section:
    • One M1A1 Abrams
    • One M3A2 Bradley
    • One M577 Command post
    • Three HMMWVs
    • One 5-ton truck with water tank trailer
  • Two Scout Platoons:
    • Six M3A2 Bradleys (each)
  • Two Tank Platoons:
    • Four M1A1 Abrams (each)
  • Troop Maintenance Section (18 men):
    • One M88A2 armored recovery vehicle
    • One M113A3 APC
    • Two 5-ton trucks with cargo trailers
  • Mortar Section
    • Two M106 mortar carriers

Some variation in utility vehicles can be found in tables depending on era. My primary source is Tom Clancy’s Armored Cav which is regrettably light on the details of support units in an early-90s troop.

The first thing to note is that there’s not a lot of infantry here. The M3-series Bradleys have only two dismounts a piece, which gives the troop only 24 dismountable soldiers. On the other hand, the M3s have twice the stowed ammo of an M2, so they bring lots of firepower to the table. This is also one of the few places where a platoon with six subelements (namely the M3s) can be found in an official table.

The troop also brings some form of all three elements of combined arms: infantry, armor, and artillery (the mortars). I really like that. Would that it had more infantry though. It wouldn’t be too hard to replace the scout platoons for conventional mechanized infantry platoons. While I’m talking changes, I’d prefer to replace the M106s with some sort of turreted mortar carrier like the Rak.

I’m also curious how a mechanized infantry platoon might work if it had six IFVs in it. I would probably assume a nominal organization where a “squad” is the IFV and it’s dismount team. But there are other thoughts; the US army has indicated a desire to go this way in the future with the dismounts grouping into larger squads after disembarking.

Overall though, I really like the core concept here. As always, pushing more differing vehicle types to lower levels pushes more logistics and maintenance requirements lower as well. The US Army was able to make it work, at least as long as a plausible serious threat was present. I’ll probably shamelessly crib from this all the same.

Heavy Machine Gun Platoon

While it’s not too terribly difficult to find detailed breakdowns of the regular rifle squad, it’s a lot harder to find tables for the other units. Today, we’ll take a look at the Wehrmacht’s Heavy Machine Gun Platoon, courtesy of Collector Grade’s German Universal Machineguns. A heavy MG platoon meant that its MGs all had tripods and support equipment to maximize the effectiveness of the MGs. This platoon was divided into two groups of two machine guns. The platoon had, of course, a Platoon commander, plus an additional man to take care of the horses used to transport equipment. Each of the two machine gun groups had a group leader, plus a rangefinder and a messenger.

Each machine gun group had two MG “Squads” (for want of a better term). Each squad was based around an MG34/42 and a lot of ammo. They consisted of an MG leader, the MG gunner, MG assistant gunner, and no fewer than three ammunition bearers.

The gunner carried the machine gun, with a 50 round belt in a drum attached to the machine gun, in case it had to be used before the squad got set up. The MG leader carried the MG Z sight, a 300-round ammo can, and a spare barrel. The assistant gunner carried the tripod. The three ammo bearers each carried two 300-round ammo cans, and two of them carried spare barrels.

In terms of secondary weapons, the MG Leader, Gunner, and Assistant Gunner all carried pistols. The ammo bearers each had a service rifle. The MG Group Leaders and MG Platoon Leader had a submachine gun or a pistol. Both rangefinders had pistols, and the messengers and horseman were issued service rifles.

In total, each squad carried 2,150 rounds of belted 8mm Mauser, for a total of 8,600 belted rounds per platoon.

As always, these are the “by the book” figures, and actual platoons may vary.

Book Review: US Cruisers: An Illustrated Design History

Norman Friedman has written some excellent Illustrated Design History books for several types of US Navy ships. Let’s look at one today.

Cruisers goes all the way back to early steam-powered warship designs, focusing on ships built for independent operation away from the fleet, or to screen the fleet from same. For my interests, I found it got really good once they were working on designs related to the Great War, and it stayed good until about the 1950s. At that point, missiles were “in”, and there weren’t many new cruiser designs because of the large number of existing ships to convert.

Friedman does a great job of covering various proposals, desired force structures, and treaties. Like the other Illustrated Design Histories, he traces design proposals, offering a large number of comparative characteristic tables as well as plenty of design sketches. There are also a good number of pictures which illustrate completed designs and how they were altered by war experience.

The chapters on the war experience are the best part of the book. Due to the large number of cruisers available during the Second World War, and the paucity of larger surface combatants, cruisers saw lots of combat. It’s really nice to read about design tradeoffs and expectations and then see how these worked out in actual surface actions.

The missile age eventually sees the end of the independent surface ship, at least in American design practice. As a result, there’s not much in the way of actual Cruiser designs covered; the Long Beach is featured, as are the Command Cruisers, but that’s pretty much the end of it. Being published in the mid 80s, not much is left to cover.

Note that while the ill-fated Typhon system is mentioned in depth, Aegis is covered only briefly here. It is covered in more detail, along with the Ticonderogas and Burkes in Friedman’s Destroyers: An Illustrated Design History. A review of that is forthcoming.

Now, as with any good review, let’s talk price and value. Unfortunately, this book is out of print. As such, pricing is inconsistent. In general, prices are high. A peek at Amazon as this goes to press (late November, 2018) shows a price of about $122 being the best available. Whether or not this is too much for you depends greatly on your interest. If you like Cruisers pre-1947 a lot, that’s a fair price for an out-of-print, detail-laden book. Otherwise, you may wish to watch and wait for a deal. I got my copy for just under $60, and it was in good condition. At that price, which is much closer to the print-run pricing, it’s unquestionably worth it for the student of naval history and design.

Chinook Howitzer

Back in 1972, the Advanced Concepts division of the Aircraft Weapons Division came up with a unique idea. They wanted more aerial firepower. They wanted to super size the gun in helicopter gunship. And so they worked up a proposal to put two 105mm howitzers onto a CH-47C Chinook helicopter. The two howitzers would be mounted won on each side of the fuselage, facing forward, and had an automatic loading system for the two guns. Continue reading