Military Tuesday : The Infantry cannot do with a Gun less : The Place of the Artillery in the British Expeditionary Force, 1914-1918

The book The Infantry cannot do with a gun less written by Sanders Marble traces the evolution of the British Royal Artillery during World War I from its pre-war roots as a supporting arm to the infantry to becoming an integral part of the British Expeditionary Force’s combined arms doctrine at the end of the war.

Pre-war doctrine for the Royal Artillery stressed mobile warfare where gunners advanced closely with infantry and fired deadly sharpnel rounds directly over open sights – suitable for an era where massed infantry fought in the open and won battles with proper indoctrination on “strong offensive spirit”, sheer will and the sharp ends of their bayonets. Tactics were thus relatively unsophisticated and technical gunnery skills found little favour with artillerymen at the start of World War I.

The horrendous casualties for both the Allies and Central Powers early in the war resulted from both sides repeatedly attempting to reuse outdated offensive tactics as the war on the Western Front gradually transformed into the infamous deadlock of trench warfare, while blindly ignoring the fact that technological progress now heavily favored the entrenched defenders. The book explains how unwieldy chains of command, primitive communication channels together with unrealistic expectations of gun and shell capabilities and a serious lack of shells affected to the Royal Artillery’s ability to fully support the infantry in the attack.

As the war progressed, the Royal Artillery sought new and better ways to fulfill its primary objective : to kill, suppress and demoralize the enemy infantry and machinegunners in the trenches so as to allow the British infantry to succesfully close into assault range.

The need for a heavy and sustained artillery bombardment before any major assault to destroy enemy trenches, strongpoints and barbed wire obstacles meant giving the Germans early warning of an impending offensive, a problem that had no satisfactory solution despite the best attempts of the British Expeditionary Force. I always thought that the massive artillery bombardment was to neutralize enemy machinegunners waiting in the trenches, having read much about the fearsome toll that machineguns exacted on attacking infantry, but the artillery served a far more important purpose – to blast passages through the dense barbed wire obstacles that could effectively prevent infantry from reaching the enemy trenches.

Photo of 8-inch howitzers from the 39th Siege Battery, Royal Garrison Artillery taken from Wikipedia Commons.

It was not until the advent of the tank which could easily crush barbed wire under its steel tracks and create gaps for the following infantry that the preliminary wire-cutting bombardment could be entirely eliminated. (see www.webmatters.net for a very detailed explanation on how these early tanks revolutionized the tactics for trench assault). Tanks did not entirely eliminate the need for artillery as they still needed the gunners to assist in destroying enemy artillery which could easily knock them out. Pilots from the Royal Flying Corps (the forerunner of the Royal Air Force) assisted in the Royal Artillery’s counter-battery role by spotting and relaying the positions of enemy guns.

Near the end of the war, the increased focus on technical skills for gunners allowed more effective usage of artillery as the guns and howitzers could be calibrated without the need to fire ranging shots and then manually adjusting fire (and warning the enemy). Improved organization of artillery assets also meant that heavy firepower could be concentrated and delivered to critical points along the front both offensively and defensively. Creeping and lifting barrages were also developed late in the war by the Allies to pour down a withering storm of shells to keep enemy infantry inside their trenches until the attacking troops were almost on top of them.

These improved tactics and techniques were used to good effect at the start of the Battle of Cambrai on 20 November 1917 as 1,003 guns blasted German defences in a sudden barrage as 381 tanks rumbled towards the enemy trenches with infantry in tow. The resulting tactical surprise led to a far more successful initial advance than conventional attacks with larger gains and comparatively fewer casualties. (once again, refer to www.webmatters.net for an excellent account about this battle). 1,003 artillery pieces might seem a lot but the Third Battle of Ypres several months year utilized even more – over 2,000 pieces – and for a two-week long bombardment before commencing the actual attack.

The history lessons that I took years ago only mentioned how combat arms like the infantry and armour won battles with the effective support of the Royal Artillery and its dominance over its German counterpart late in the war. This book is particularly interesting for me then as it fills some of the gaps in my history texts and might probably be equally useful to students of the Great War.

Read The Infantry cannot do with a gun less online or download as a series of PDFs. You can join the downloaded PDFs into a single PDF using the freeware PDFTKBuilder.

MORE @ THE DOWNLOAD MUNKEY:
A Simulation of Trench Warfare : Warfare 1917
War and Game – Military History Blog
Iron Grip : Warlord Demo Impressions
US Army Center of Military History Prints
Firefight – WWII Infantry Tactics Simulator

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Military Tuesday : Dr Gerald Bull (1928-1990) – Canadian Artillery Expert

While researching on superguns and mankind’s other attempts to hurt and kill each over increasingly longer distances with guns firing progressively larger shells, I came across the name of Canadian scientist Dr Gerald Bull.

Dr Gerald Bull was well-known for his non-military scientific work on Project HARP (High Altitude Research Program) which collected upper atmospheric data from projectiles fired from modified naval guns to altitudes of 180 km (see Luc Devroye’s photos of a Project HARP gun at Barbados) and the infamous Project Babylon where he planned to build a massive 1000 mm gun with a 156m long barrel for Iraq, supposedly to fire satellites into the Earth’s orbit. The project was started in 1988 with approval from then Iraqi president Saddam Hussein but ended abruptly when Dr Gerald was shot dead by unknown assassins outside his Brussels home in March 1990.


© fas.org

His most significant contribution to the field of artillery was not the series of superguns he constructed for Project HARP or Project Babylon but the ERFB (Extended Range, Full Bore) ammunition which he designed in the 1970s to offer higher muzzle velocity with almost double the existing range of existing shells when coupled with a base bleed system, along with the artillery piece to fire this new ammunition.


A GHN-45 – haven’t been able to find a pic of the GC-45 online

He thus developed the first L/45 155mm gun (Length/45 calibres) designated as the GC-45 (Gun, Canada, 45 Calibre) which was later adapted and modified by Armscor (now Denel) of South Africa and Noricum of Austria as the G5 and GHN-45 respectively, the Noricum version being further adapted into indigenous designs in Israel, China and here in Singapore as the FH-88.

Only 12 GC-45s were manufactured for use by the Royal Thai Marines but the original GC-45 design formed the basis for many derivatives which are still in widespread use around the world. Two of these designs, Denel’s 52 calibre G5/2000 and the G6/52, are the world’s longest ranged gun artillery in the world with ranges of over 50 km with V-LAP (Velocity enhanced Long Range Projectile) shells (more info about these weapons and the current trends in artillery design in this Armada International’s Complete Guide to Howitzers from 2003)

Taken from army-technology.com’s article on the G6

Read more about the achievements of Dr Gerald Bull and the GC-45. More detailed info on the GC-45 can be found in this May 2002 report from Forecast International.

MORE @ THE DOWNLOAD MUNKEY:
Armour Photos at Israel’s Yad La’Shiryon Museum
Tompei’s Museum of Machines
IA Military Art Collections
OPFOR Worldwide Equipment Guide

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Wallpapers Wednesday : Order of War

Four wallpapers for the WWII RTS Order of War. Yes, WWII games have been done to death but hopefully this one is different as it garnered a Best Strategy Game Runner-up award at E3 2009 by IGN (along with three other games I must add :D – Hearts of Iron 3, East India Company and R.U.S.E)


© Square Enix Ltd

It’s developed by Wargaming.Net (Massive Assault, Massive Assault Network 2) and published by none other by Square Enix of Final Fantasy fame and surprisingly for a Square Enix game, it’s gonna be available for the PC. Yay!

Download these wallpapers or the recently released demo at the official Order of War site at orderofwar.co.uk.

MORE @ THE DOWNLOAD MUNKEY:
IGWB (III) – Firefight – WWII Infantry Tactics Simulator
Theatre of War 2 : Africa 1943 Wallpapers
Warfare 1944
Kyoshi Harada’s 3D Renders of WWII War Machines
Motofumi Kobayashi – Japanese Military Artist

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Military Tuesday : Limited Edition US Special Forces Weapons Prints from Dogfight Ink

High-resolution, high-quality limited edition prints of rifles, light machineguns and pistols in service with US special forces units.


© Dogfight Ink

A Mk 48 Mod 0 7.62mm machinegun derived from the M249 SAW


© Dogfight Ink

Prices vary from 49.95 USD to 79.95 USD and the weapons illustrated include the Mk 14 Mod 0 (above), a modernized M14 in service with the US Navy SEALs, the Mk 12 Mod 0 Special Purpose Rifle and FN SCAR-L (Mk 16 Mod 0).


© Dogfight Ink

There’s also a couple of prints showcasing the accessory kits for the SOPMOD M4 and Mk 18 Mod 0, the former also available as a more wallet-friendly lithographic print :)


© Dogfight Ink

See more previews or purchase these US Special Forces weapons prints and other prints at Dogfight Ink.

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David Andro – Military/Police Illustrator (GIGN, GIPN, RAID, etc)
Alliance of Valiant Arms Wallpapers
Alfa Anti Terror Demo Impressions
De Lisle Commando Carbine
Weapons in Ghost Recon : Advanced Warfighter 2

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Military Tuesday : 1066 The Game

1066 – the year Duke William of Normandy was crowned King of England after successfully invading and defeating the English led by King Harold Godwinson at the Battle of Hastings on the 14th of October that year. Vikings commanded by King Harald Hardrada of Norway had landed in northern England a month earlier and gained a foothold there after crushing the outnumbered forces of Earls Morcar and Edwin during the Battle of Fulford. The English later defeated the Vikings at the Battle of Stamford Bridge but had to quickly march southwards after that battle in an attempt to repel the Norman invasion and the exhausted state of the English army has often been cited as the major factor for the eventual Norman victory.

The Vikings

The English

The Normans

All three battles are playable in this wonderfully animated game developed by Preloaded for British TV network Channel 4. The single player campaign places the player in control of all three factions – the Vikings at the Battle of Fulford, the English at the Battle of Stamford Bridge and finally, the Normans at the Battle of Hastings. The Vikings excel in ferocious charges, the English form steady shieldwalls while the Normans are the medieval equivalent of a combined arms force. Alternatively, the game can be played in skirmish and multiplayer modes which are handy for simulating hypothetical scenarios with different army setups.

A combination of strategy, tactics and a trio of mini-games awaits in 1066 and yes, those mini-games will essentially decide the fate of the British Isles.

Before a battle, each side summons their warriors to battle via a points system similiar to tabletop miniatures games. The sight of warriors flocking to your banner as you add them to your army is a glorious thing indeed.

After choosing your warriors, deploy them on the battlefield taking into consideration the forces arrayed againist you as well as impassible locations on the map which will offer advantages for defensive moves during the actual battle.

Each turn, both sides plan their orders and then the orders are executed simultaneously in an arbitrary manner. Thus, two units may charge each other while trying to move to more favourable positions or an infantry unit may have rushed forward in an attempt to charge only to find that their target has withdrawn from range.

The tactical portion of 1066 involves maneuvering your units into formations for bonuses. Outflanking isolated units by moving two units above and below it is a great technique to rout shaken units off the battlefield with minimal loss of lives.

Three infantry units arranged in a vertical row will lock their shields together to form a shieldwall which confers additional defensive bonuses and is particularly useful for withstanding a cavalry charge.

Boar snouts are formed by moving three infantry units into a wedge formation and coupling this formation together with a charge into enemy lines can be very devastating to unprepared or wavering units.

Careful thought must be put in the movement of each melee unit as the two armies close in – charging with its substantial shock damage is very important and can only occur when a fair distance separates the two opposing units (indicated by a red arrow instead of the usual white arrow when moving the unit).

When the two sides eventually clash, melees are resolved between individual units one at a time. Melee damage is calculated by how accurately you press the cursor keys as they appear on the screen (akin to rhythm games like Beatmania) while the effectiveness of your archers is strictly determined by your skill in gauging the correct angle and power needed to release a hail of arrows directly onto the heads on your enemies. It’s always amusing to watch inept enemy archers fire into the backs of their own infantry until you commit the same mistake or fire indiscriminately into a swirling melee and wound more of your troops than the enemy’s.

Taunting and calling your enemy names can be a very effective tactic in a hard-fought battle since a series of perfectly-executed taunts can quickly knock down enemy morale and rout units with already flagging morale. It all depends on your typing speed though :)

Hmm … Foxbeard … not sure my morale would drop if someone called me that :)

Thus, while you may be a superb tactician, your reflexes must be equally as good to win most battles since they often involve close fights between two evenly-matched forces of roughly similiar numbers (which means more mini-games). For the reflex-challenged, I recommend playing at the lower difficulty levels since they offer a better test of your strategical and tactical abilities without overly demanding that you perform very well in the mini-games.

Play 1066. Thanks to g4g.it for featuring this game on their site, wouldn’t have found it otherwise.

MORE @ THE DOWNLOAD MUNKEY:
Crush The Castle(s) with a Mighty Trebuchet
Crusaders – Thy Kingdom Come Wallpapers
IGWB (I) – Mount & Blade
Lessons from BBC History Channel Games – The Battle of Hastings
War and Game – Military History Blog

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