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***************************************************************************
DRAGONS IN THE MIST v.1.01 User Manual Additions and Corrections
The Allies vs. Japan 1936-45
Game system design and programming: Scott Hamilton
Module design, historical research and database: Gregory M. "Sturmer" Smith
Historical Scenarios by Gregory M. "Sturmer" Smith and Nicholas Bell
Playtest credits: John Fluker, Jim Richberg, Allan Wotherspoon. Thanks guys!
***************************************************************************
For the latest upgrade and add-on disk information for all HPS games, check
out these sites:
CompuServe: GO GAMCPUB
Delphi: Custom Forum 24 (Wargaming/Mil Strtgy)
World Wide Web: http://www.cris.com/~sturmer
GENERAL:
DRAGONS IN THE MIST uses the same rule book and document lookup check as:
- Panthers in the Shadows -
or
- Tigers On the Prowl VERSION 2 -
If you do not own one of these games, you will not be able to run Dragons in
the Mist. If you own Tigers version 1.xx, you will need to upgrade to
version 2. Please contact HPS Simulations for more information.
Note that you should install DRAGONS in its own subdirectory...it completely
stands alone from previous games except for the document lookup.
VERSION INFORMATION:
Dragons in the Mist ver. 1.01 includes changes and additions made up through
Panthers ver. 1.21 and Tigers ver. 2.05. Rather than include the lengthy
README file from ToP2.04 again here, please reference the one included with
either of those games. Notice this README file is included in the latest
patch to version 1.21 of Panthers and 2.05 of Tigers.
SUMMARY of 1.01 changes:
-Fixed random reduction of barbed wire levels by vehicles.
-Fixed turn # resetting to 90 when diff. map is picked. Now unaffected.
-Fixed crash bug caused by spotted/unspotted enemy in same hex.
-S-2 has now been fired and replaced by marginally smarter officer.
-Adjusted suppression effects on movement.
-Fixed minefield attack problem (now immobilizes and kills, not just kill)
-Fixed several copy protection errors.
-Adjusted broken movement path selection.
-Fixed airdrop loss routines. Losses now occur.
-Added cargo vehicles to glider capable vehicles.
-Added to drop and fixed airborne arty (pack 75s). Now can be pushed.
-DF smoke routines for area targets (ie, a hex) fixed.
-Fixed ammo increase from dead units.
-"Cheat" report for player 2 now shown to player 1.
-Adjusted Run to Cover routines.
-Adjusted AI targetting routines.
-Game now ends on the final turn, not one turn early.
-Deep water movement no longer perceived as road cost by land units.
-Range no longer shown on page 2 of unit info box for unsighted targets.
-Target acquisition drops by one when unit does not fire at least once.
-Illumination rounds tweaked to become more effective.
-Ammo for "999" (unlimited) units not reduced due to losses.
-Games running in fast mode now "kick out" before final turn.
-After firing AA, units now return to normal DF settings.
-If delay is zero, or detail level is one, units don't flash, they are
just highlighted.
-Ford movement point costs adjusted. 2nd chart of App. E is now:
New cost: Breakdown Conditions
Tr/Wh/Ft (Mult.)
----------------------------------
2/2/2 x2 Clear
4/4/2 x3 Mud
7/8/3 x5 Hvy Mud
3/3/2 x2 Frozen
2/5/2 x3 Snow
4/6/2 x4 Hvy Snow
-Airstrikes can now use secondary weapons after primary ammo is expended.
-Airstrike targetting tweaked to reduce AP weapon usage against inf.
-Numerous database errors have been fixed. Several new weapons were added
(user requests).
NEW WEAPONS AND FORCE LISTS:
The following sections apply only to the weapons and forces found in Dragons
in the Mist. The file "DRAGWPN.TXT" includes more detailed descriptions of
most of the new equipment. For those players making their own scenarios from
scratch, notice that the Chinese forces can be appropriately used for either
the Nationalist or Communist forces during this era. Also, you will see that
many Japanese artillery pieces have two types of HE round listed. The second
round, if present, represents a "shrapnel" round rather than a normal HE round
and has a slightly higher antipersonnel effect.
DESIGNING YOUR OWN SCENARIOS: Dragons in the Mist comes with the same,
powerful scenario designer that was included with Panthers and ToP. However,
due to the convoluted nature of some of the atoll and island maps, the AI may
not always place forces logically if you choose to have the AI setup the
opposing force. For island assaults and water scenarios, it is recommended to
setup both sides manually.
APPENDIX D Force Structures (DRAGONS IN THE MIST)
National Force Structures:
US / WWII Era
Company Level:
TANK [HQ Sec + 3 Tk Plt]
CAVALRY TROOP [HQ + 3 Cvlry Plt]
ASSLT GUN TROOP [HQ + 4 AG Plt]
RIFLE (Armd) [HQ + 3 Rfl + 1 AT Plt]
RIFLE (Mtz) [HQ + 3 Mtz + 1 AT Plt]
RIFLE [HQ + 3 Rfl + 1 Wpn Plt]
HVY WEAPONS [HQ + 1 Mor + 2 HMG Plt]
AIRBORNE [HQ + 3 Abn + 1 Mor Plt]
MARINE [HQ +3 Mar +1 Wpn +1 MG]
MED ARTLLERY BN [HQ + 12 Guns]
HVY ARTLLERY BN [HQ + 8 Guns]
COMBAT ENGR (Armd) [HQ + 3 Engr Plt]
COMBAT ENGR (Mtz) [HQ + 3 Engr Plt]
Platoon/Section Level:
TANK [5 Tanks]
CAVALRY (Arm) [3 Arm Car + 6 Jeeps]
ASSAULT GUN [3 Assault Guns]
MORTAR [3 Mortars]
RIFLE (Armored) [40 Rifle + 5 APC]
RIFLE (Motorized [42 Rifle + 6 Trk]
RIFLE [42 Troops]
MIL POLICE [35 Troops]
RECON [1 APC + 5 Jeeps]
ANTI AIRCRFT [2 Guns]
ANTI-TANK (Arm) [4 APC +3 Guns]
ANTI-TANK (Mtz) [5 Trk +3 Guns]
ANTI-TANK (Provisnl) [20 Troops]
HEAVY MG (Arm) [4 APC + 4 MG]
HEAVY MG [6 MG]
ARTILLERY BTY (Towed) [4 Guns]
TANK DESTRYR [5 Vehicles]
TRANSPORT [6 Vehicles]
ROCKET [2 Launchers]
APC [6 Vehicles]
ASSLT ENGR [46 Troops]
COMBAT ENGINEER (Mtz) [42 Troops]
FLAME TANK [2 Vehicles]
SNIPER TEAM [1 Sniper Tm]
AIRCRAFT Spot/Strike [2 Aircraft]
LANDING CRAFT [5 LCI/V/P]
NAVAL OFFSHORE SUPPORT [1 Warship]
FLAIL TANK [2 Tanks]
SMOKE GENERATOR [3 Vehicles]
BARRAGE/NAVAL GUNFIRE PREP [1 Attack]
United Kingdom/Australia
Company Level:
ARMORED SQDN [HQ + 4 Arm Plt]
ARMORED CAR SQDN [HQ + 3 AC Plt]
CAVALRY SQDN [HQ + 2 LtTk + 3 Bren]
INFANTRY (Mtz) [HQ + 3 Mtz Inf Plt]
INFANTRY [HQ + 3 Inf Plt]
PARACHUTE INF [HQ + 3 Abn + 1 Mor]
MARINE [HQ +3 Mar + 1 Mor]
ARTLLERY BTY (Mtz) [HQ + 12 Guns]
RHA ARTLLERY BTY (Mtz) [HQ + 8 Guns]
ANTI-TANK BTY (Mtz) [HQ + 12 Guns]
ANTI AIRCRAFT CO (Mtz) [HQ + 3 AA Plt]
COMBAT ENGINEER (Mtz) [HQ + 3 Engr Plt]
Platoon/Section Level:
ARMORED TROOP [3 Tanks]
RECON [4 Vehicles]
ASSAULT GUN [4 Vehicles]
TANK DESTRYR [4 Vehicles]
INFANTRY (Mtz) [37 Troops + 5 Trk]
INFANTRY [37 Troops]
ANTI-TANK INFANTRY [36 Troops]
HEAVY MG (Mtz) [4 Bren]
HEAVY MG [4 MG]
MORTAR [4 Mortars]
ANTI AIRCRAFT [2 Guns]
ANTI AIRCRAFT (Mtz) [2 Guns + Trucks]
ANTI-TANK GUN (Mtz) [4 Guns + Trucks]
ARTILLERY (SP/Towed) [4 Guns]
TRANSPORT [5 Vehicles]
ROCKET [2 Launchers]
APC [5 Vehicles]
ASSLT ENGR [42 Troops]
COMBAT ENGR [49 Troops + Trucks]
FLAME TANK [2 Vehicles]
AIRCRAFT Spot/Strike [4 Aircraft]
LANDING CRAFT [5 LCI/V/P]
NAVAL OFFSHORE SUPPORT [1 Warship]
FLAIL TANK [2 Tanks]
SMOKE GENERATOR [3 Vehicles]
BARRAGE/NAVAL GUNFIRE PREP [1 Attack]
Soviet Union / WWII Era
Company Level:
TANK (HQ Sec + 3 Tank Plt)
RECON (HQ + 3 Recon Plt)
MOTZ RIFLE (HQ + 3 Mtz + 1 HMG Plt)
MOTZ HVY WPN (HQ + 2 HMG + 1 Mtr Plt)
ASSLT GUN (HQ + 3 AG Plt)
RIFLE (HQ + 3 Inf Plt)
HVY WPN (HQ + 2 HMG + 1 Mor Plt)
LIGHT AT (HQ + 3 AT Inf Plt)
SKI RIFLE (HQ + 3 Inf)
SKI HVY WPN (HQ + 2 HMG + 1 Mor Plt)
CAVALRY (HQ + 3 Cav Plt)
Platoon/Section Level:
TANK (3 Tanks)
RECON (4 Vehicles)
ASSLT GUN (2 Assault Guns)
MORTAR (2 Mortars)
MOTZ RIFLE (30 Rifle + 5 Trk)
RIFLE (30 Troops)
SUB MG (33 Troops)
MARINE RIFLE (36 Marine Troops)
PARA RIFLE (35 Paratroops)
ANTI AIRCRFT (3 Guns)
AT INFANTRY (24 Rifle + 6 ATR)
ANTI TANK GUN (2 Guns)
HEAVY MG (5 HMG)
SNIPER TEAM (1 Sniper Tm)
ARTY (SP/TOWED) (4 Guns)
TANK DESTRYR (4 Vehicles)
TRANSPORT (6 Vehicles)
ROCKET (4 Launchers)
APC (5 Vehicles)
CAVALRY (30 Troops)
LANDING CRAFT [5 LCI/V/P]
NAVAL OFFSHORE SUPPORT [1 Warship]
SKI RIFLE (33 Troops)
SKI HMG (5 HMG)
ASSLT ENGR (42 Troops)
FLAME TANK (2 Vehicles)
AIRCRAFT SPOT/STRIKE (3 Aircraft)
PARTISAN/IRREGULAR (25 Troops)
China
Company/Battalion:
TANK (HQ Sec + 3 Tank Plt)
RECON (HQ + 3 Recon Plt)
RIFLE (HQ + 3 Inf + 1 Mtr + 1 HMG Plt)
RIFLE BN (HQ + 9 Inf Plt)
HVY WPN (HQ + RR + 2 HMG + 1 Mtr Plt)
Platoon/Section Level:
TANK (3 Tanks)
RECON (35 Troops)
ASSLT GUN (2 Assault Guns)
MORTAR (6 Mortars)
MOTZ RIFLE (38 Rifle + 5 Trk)
RIFLE (38 Troops)
ANTI AIRCRFT (3 Guns)
AT INFANTRY (16 Rifle + 4 ATR)
ANTI TANK GUN (4 Guns)
HEAVY MG (4 HMG)
SNIPER TEAM (1 TM)
ARTY (SP/TOWED) (4 Guns)
TANK DESTRYR (2 Vehicles)
TRANSPORT (6 Vehicles)
AIRCRAFT SPOT/STRIKE (2 Aircraft)
The Netherlands
Company Level:
RECON SQDN [HQ + 3 Recn Plt]
BICYCLE SQDN [HQ + 3 Cycle Plt]
HUSSAR SQDN (Horse) [HQ + 3 Cav Plt]
INFANTRY (Mtz) [HQ + 3 Mtz + 1 MG]
INFANTRY [HQ + 3 Inf + 1 MG]
ARTLLERY BN (Mtz) [HQ + 12 Guns]
ARTLLERY BN (Horse) [HQ + 12 Guns]
Platoon/Section Level:
RECON [3 Vehicles]
BICYCLE [26 Troops]
HUSSAR (Horse) [28 Troops]
INFANTRY (Mtz) [36 Troops + 5 Trk]
INFANTRY [36 Troops]
HEAVY MG [4 MG]
MORTAR [6 Mortars]
ANTI AIRCRAFT [2 Guns]
ANTI-TANK [2 Guns]
ARTILLERY BTY [4 Guns]
TRANSPORT [5 Vehicles]
COMBAT ENGR [42 Troops + Trucks]
AIRCRAFT Spot/Strike [3 Aircraft]
Imperial Japan
Company Level:
TANK CO [HQ Sec + 4 Tk Plt]
LT TANK CO [HQ Sec + 3 Tk Plt]
TANK CO (Tk Rgt) [HQ Sec + 4 Tk Plt]
CAVALRY COMPANY [HQ + 3 Cav + 1 GD Plt]
RIFLE [HQ + 3 Rfl + 1 GD Sec]
RIFLE (/w WPNS) [HQ + 3 Rfl + 1 Wpn Plt]
RIFLE (Mech) [HQ + 3 Rfl + AT + GD Sec]
MACHINEGUN CO [HQ + 4 HMG Plt]
AIRBORNE [HQ + 3 Abn + 3 Wpn Sec]
ANTITANK CO [HQ + 4 AT Plt]
ANTIAIRCRAFT CO [HQ + 4 MG/Cannon Plt]
MED ARTLLERY BN [HQ + 12 Guns]
HVY ARTLLERY BN [HQ + 8 Guns]
RGMNTL GUN BN [HQ + 8 Guns]
BATTALION GUN CO [HQ + 4 Guns]
BATTALION GUN CO [HQ + 2 Gun + 4 AT Plt]
COMBAT ENGR [HQ + 3 Engr Plt]
Platoon/Section Level:
TANK [5 Tanks]
ARMORED CAR PLT [3 Arm Car]
GRENADE DISCHARGER SEC [3 GDs]
MORTAR [4 Mortars]
RIFLE (Motorized) [41 Rifle + 6 Trk]
RIFLE [42 Troops]
ANTIAIRCRFT [3 Guns]
ANTI-TANK [2 Guns]
ANTI-TANK INFANTRY [4 Troops + 1 ATR]
HEAVY MG SEC [2 MG]
ARTILLERY BTY [4 Guns]
TRANSPORT [5 Vehicles]
ROCKET [2 Launchers]
APC [5 Vehicles]
COMBAT ENGINEER [50 Troops]
FLAME TANK [2 Vehicles]
SNIPER TEAM [1 Sniper Tm]
AIRCRAFT Spot/Strike [2 Aircraft]
LANDING CRAFT [5 LCI/V/P]
NAVAL GUNFIRE SUPPORT [1 Warship]
FLAIL TANK [2 Tanks]
----------------------------------------------------------------------------
------------------- DM SCENARIO DESCRIPTIONS ------------------------------
----------------------------------------------------------------------------
1. KWAJALEIN - At the start of 1944 the US Army assaulted this island.
It was less well fortified than Tarawa (Betio Atoll) and the preliminary
naval and aerial prep bombardment was much more effective. On the first
day, two battalions of infantry landed with a tank battalion (M4 Shermans)
in support. The troops also made widespread use of flamethrowers, both
manpack and mounted on Amtraks. Due to the previous capture of Carlson
Island, the Americans had a firing spot for the 105mm and 155mm artillery
in support. The island took four days to totally capture, but as island
assaults went, it was fairly well organized and not as bloody as some of
the others.
Scenario by Gregory M. "Sturmer" Smith
2. TARAWA - On 20 November 1944 the Tarawa Atoll was assaulted by the Marines
of the 2nd and 8th Marine Regiments, 2nd Marine Division. Over 3,000
Japanese troops were on Betio Island (the largest in the group) and they
were well dug in, with supporting weapons ranging from heavy machineguns
up to 8" naval guns emplaced as coastal defense pieces. Despite a massive
preparatory bombardment, at least 5 machineguns were active on Red Beaches
Two and Three, firing on the troops as they waded ashore. To make matters
worse, although the Amtraks could move ashore, the LVCPs could not make it
over the reef and the men had to wade 500 meters or more to shore, under
fire the entire time. The situation on the beaches was extremely tenuous
on the first day, with the Marines hanging on by their fingertips on the
shallow beachheads. At 1030 hours the message was sent "Situation in
doubt." Despite almost failing in the initial assault, after four days of
intense fighting, the island was finally secured, but at the cost of 3,301
Marine casualties. The scenario is for the first 120 minutes of the
invasion, which saw the landing of three Marine battalions.
The player should note that the LCVPs can only move adjacent to the
shallow water hexes, at which time they automatically unload. After
unloading, the personnel units from LCVPs have a set path but movement
speed is set to zero. Just increase their speed and they'll start moving
to shore. The LVTs are capable of driving all the way inland.
Scenario by Gregory M. "Sturmer" Smith
3. CHANGKUFENG - In July 1938 the Soviets moved a force of troops across the
border into Manchuria and began digging in on a small hill called
Changkufeng and in the neighboring area. The Japanese "Korea Army" was
directed to remove this border excursion. Great emphasis was placed on
the battle, since it was the first fight of Japanese troops against the
Soviets since the war in 1905. The Japanese 75th Infantry Regiment was
chosen for the job, despite the fact it was at peacetime manning levels,
having only two platoons per company and reduced numbers of regimental
guns. Starting at 0100 on the 31st of July, the regiment attacked in
darkness on the hill, disrupting the defenders and making good initial
success. Despite this, in the dark the Soviets responded by hurling
large numbers of grenades on the attacking Japanese and almost held the
hill. However, a Japanese company attacking from the front of the hill
arrived just in time to effect a coordinated attack on the Soviets (I
suspect by accident rather than by plan). This caused the Soviets to rout
and the Japanese took the hill, despite more losses from Soviet artillery.
For historical interest, the operations order that is shown before the
scenario is a copy of the actual order given to the Japanese forces.
Scenario by Gregory M. "Sturmer" Smith
4. FINEGAYAN, Guam 3 AUG 44 - US Forces landed on Guam on July 21, 1944 and
by the end of the month had eliminated the Japanese main force on the
island when it launched a fruitless counterattack. On July 29th the 3rd
Marine and 77th Army Infantry Divisions began their push toward the
north end of Guam. For 3 days the Marines encountered little or no
opposition. In the morning of August 3rd the 1st Battalion, 9th Marine
finally regained "contact" with the enemy at a key crossroads.
Encountering fierce opposition, B Company eventually overcame the
Japanese with tank assistance. PFC Frank Witek was posthumously awarded
the CMOH for covering the "temporary withdrawal of his platoon" (ie "run
for cover") and then leading the final attack in which he personally
killed 16 Japanese and destroyed a machinegun position before being
killed himself. Although no mention is made of Marine casualties, B
company claimed a bodycount of 105 enemy dead.
Scenario by Nick Bell
5. ENGEBI, 18 Feb 1944 - Since the capture of Kwajalein did not require the
use of the 22nd Marines or the 106th Infantry, these forces were released
to go and capture the Eniwetok Atoll. The largest island in the atoll
was Engebi, which contained the airstrip. This small island was not even
close to being as fortified as some of the others. In fact, most of the
defenders, from the Japanese 1st Amphibious Brigade, had just arrived a
few weeks earlier. The defenses on the island did include two 12cm guns,
13 grenade dischargers, 12 LMG, 4 HMG, 2 37mm guns, 1 50mm mortar, 11 81mm
mortars, 3 20mm cannon, and 3 Ha-Go light tanks. After a devastating
prep, the two battalions of Marines landed, preceded by amphibian tanks
firing 37mm guns and LCI rocket gunboats. A company of medium tanks also
landed from LCMs, and by nightfall, the island was secure.
Scenario by Gregory M. "Sturmer" Smith
6. NOMONHAN, 3 Jul 1939 - The Japanese and Soviets had a series of border
clashes near the Mongolian border in Manchuria which pretty much could be
summed up as a minor war. In August of 1939, Gen Zhukov, the Soviet
master tactician, severely punished the Japanese at Nomonhan in a battle
compared to Cannae in some regards. Prior to that battle, the Japanese
actually had a few tank engagements, one of which was near the Khalkhin
Gol river. The Japanese were attempting to push back some Soviet
mechanized forces from hill 731 to their side of the river.
Unfortunately, the tanks of the 3rd Tank Regiment were not up to the task.
COL Yoshimaru's 3rd Tank Regiment could muster only 29 vehicles for the
attack: 1 Type 97, 21 Type 89-B, and 7 tankettes. They were supposed to
be assisted by the infantry of COL Yamagata's 64th Infantry but the
cooperation was spotty at best, mainly because the tanks ran out ahead.
Just short of Hill 731 the 3rd Tank Regiment ran into large amounts of
piano wire strung across the ground as an anti-infantry entanglements.
This wire unfortunately also ensnared some of the tanks when it got caught
in their running gear. The tanks that were caught were easily destroyed
by multiple hits from AT guns, armored cars, and BT-7 tanks. To make
matters worse, the Soviet weapons were much better than the Japanese low
velocity guns. The Colonel himself was killed when his personal tank got
snared and a dozen Soviet tanks and armored cars attacked him from his
left flank. After losing half of its vehicles, the 3rd Tank Regiment
pulled back.
Scenario by Gregory M. "Sturmer" Smith
7. Kakazu Ridge, Okinawa 19 APRIL 1945 - Following the unopposed landing
April 1st, 1945 on Okinawa, US Army forces moved to clear the southern
portion of the island, while Marine forces took care of the northern half.
Resistance against the Marines was minimal, but the Army divisions quickly
ran into extremely stubborn Japanese forces which were deeply dug into the
hilly terrain. One point of contention was Kakazu Ridge, which 96th
Division assaulted from April 9 through the 14th. Although portions of
the ridge had been taken at one time or another, Japanese counterattacks
pushed the Americans back. The period 15-18 April were used to bring up
ammunition stocks, replacements, and to insert the 27th Infantry Division
into the lines.
The US launched the three division attack on the morning of April 19th
after hitting the Japanese positions with the heaviest artillery barrage
of the Pacific War. In addition to naval gunfire and airstrikes, 324
artillery pieces fired 19,000 rounds during a forty minute period ending
at 0640. It all had little effect. Even the general commanding the
artillery forces doubted if all the firing had killed even 190 Japanese.
To make matters worse, the ground attack didn't start for over an hour and
a half after the artillery and air attacks stopped. All the along the
front the Americans were repulsed with heavy losses.
The attack against Kakazu almost ended as soon as it began. The
supporting attacks by the infantry battalions were pinned down by mortar,
artillery, and direct fire immediately after crossing the line of
departure. Despite this, Alpha Company, 193th Tank Battalion, reinforced
with flame tanks and SP guns attempted to complete their mission and drove
into the withering fire. The 2/105 Infantry Battalion designated to
support them was quickly stripped away and retreated. The tank company
actually managed to force their way into the ruins of Kakazu, fighting
mines, AT guns, and suicide bombers the whole time. When the infantry
didn't follow up, the company attempted to withdraw. Only 8 of the 30
tanks and SP guns made it back. It was the single largest loss of tanks
in the Okinawa campaign. Additionally, the infantry battalions took a
beating. 1/105 suffered 105 casualties, 2/105 had 53, and 3/381 had 85.
Note that the failure to coordinate the artillery and ground attack has
been eliminated in this scenario. This will enable the player to explore
the possibilities of what might have happened if the attack had been
properly planned and executed. Of course, if you want to find out what
really happened let the rolling barrage finish, wait 30-60 turns, and then
start the attack. And don't use your artillery assets!
Scenario by Nick Bell.
EXTRA MAPS: Several extra maps have been included for the players' use
although no scenario comes with them.
****************************************************************************
Selected Additional Bibiliography:
Air Wars and Aircraft. Victor Flintham, Facts on File, New York, 1990.
Amtracs in Action. Jim Mesko, Squadron/Signal Armor #31, 1993.
Australian Armor: A History of the Royal Australian Armoured Corps 1927-1972.
Major-General R.N.L. Hopkins, C.B.E., Australian Government Publishing
Service, 1978.
Red God of War. Chris Bellamy, Brassey's Defence Publishers, London, 1986.
Standard Catalog of U.S. Military Vehicles 1940-1965. Thomas Berndt, Krause
Publications, 1995.
Handbook on Japanese Military Forces, US War Department, reprinted by the
Louisiana State University Press, 1991.
Japanese Aircraft of the Pacific War. Rene J Francillon, Naval Institute
Press, 1988. [NOTE: Superb. The "bible" for Japanese aircraft.]
Japanese Army Handbook 1939-1945. A.J. Barker, Hippocrene Books Inc, 1979.
The Rise and Fall of Imperial Japan. A.J. Barker et al, The Military Press,
1976.
Japanese Armor. Raymond Surlemont, Z&M Enterprises, 1976.
Japanese Night Combat. HQ, United States Army Forces, Far East, 1955. [NOTE:
available at the Army War College (Military History Institute), Carlisle
Barracks, PA. Call # U167.5 N5 U5)]
Nomonhan: Japan Against Russia, 1939. Alvin D. Coox, Stanford University
Press, 1985.
The Campaign for Guadalcanal: A Battle That Made History. Jack Coggins,
Doubleday and Co., 1972.
Guadalcanal. Richard B. Frank, Penguin Books, 1992.
Okinawa: The Last Battle. Roy E. Appleman et al, Center of Military History,
Goverment Printing Office, 1948. [NOTE: Awesome. They knew how to spend your
tax dollars back then :) Superb detail and maps. Available reprinted in a
50th Anniversary of WWII edition]
Commandos and Rangers of World War II. James Ladd, St. Martin's Press, 1978.
US Marine Corps 1941-1945. Gordon Rottman and Mike Chappell, Osprey, 1995.
Seizure of the Gilberts and Marshalls. Philip Crowl and Edmund G. Love,
Center of Military History, US Govt Printing Office, 1955 [NOTE: A truly
incredible source of detailed combat operations in the South Pacific,
concerning the amphibious invasions of Tarawa and Kwajalein, among others.
Get this book for the maps alone!]
The Pictorical History of Tanks of the World, 1915-1945. Chamberlain et al.
[Despite the title, a quite excellent source with decent text, especially for
minor countries and obscure variants, with text and photos of same.]
World Encyclopedia of the Tank. Christopher Chant, Patrick Stephens Ltd,
1994.
Small Arms of the World, 12th Edition. Edward Ezell, Stackpole Books, 1983.
The Encyclopedia of Infantry Weapons of World War II. Ian V. Hogg, Bison
Books Corp., 1977.
Weapons of the Third Reich: An Encyclopedic Survey of all Small Arms,
Artillery and Special Weapons of the German Land Forces 1939-1945. Terry
Gander and Peter Chamberlain, Doubleday and Company, 1978. [NOTE: this is a
goldmine! Contains tons of info on Soviet weapons captured and used by the
Germans, excellent for Soviet data doublechecking.]
World War Two Tanks. George Forty, Osprey, 1995.
The American Fighter: The Definitive Guide to American Fighter Aircraft from
1917 to the Present. Enzo Angelucci with Peter Bowers, Orion Books, 1985.
The Encyclopedia of Russian Aircraft 1875 - 1995. Bill Gunston, Motorbooks
International, 1995. [NOTE: Excellent.]
Jane's Fighting Ships of World War II. Reprinted by Crescent Books, 1989.
Battleships: United States Battleships, 1935-1992. Garzke et al, Naval
Institute Press, 1995.