Stalingrad ranks as one of the most infamous, savage and emotive battles of the 20th century. To supply the trapped and exhausted German Sixth Army, the Luftwaffe mounted an airlift in the winter of 1942/43. The weather conditions faced by the flying crews, mechanics, and soldiers on the ground were appalling, but against all odds, and a resurgent and active Soviet air force, the transports maintained a determined presence over the ravaged city on the Volga, even when the last airfields in the Stalingrad pocket had been lost.
I'm joined by Robert Forsyth, whose new book is To Save An Army: The Stalingrad Airlift.
Robert has been with us before discussing Luftwaffe special weapons and, before that, the Luftwaffe's attempt to support U-Boat operations in the Atlantic.
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Following episode 187, when I talk to Forczyk about the war in North Africa, I thought it might be interesting to see how that fighting is interpreted and simulated as a computer game. And look at the choices game designers make when juggling authenticity and entertainment.
I’m joined by David Milne from Relic Entertainment. David is one of the senior designers who worked on Company of Heroes 3, a computer game which focuses on WWII in North Africa and Italy.
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The war in the North African desert was pure mechanized warfare and, in many respects, the most technologically advanced theatre of World War II. It was also the only theatre where for three years, British and Commonwealth, and later US, troops were in constant contact with Axis forces.
In this episode, we are going to be discussing North Africa in the early period of WWII, from 1940 to the end of 1941.
I'm joined by, now regular of the podcast Robert Forczyk, whose new book is Desert Armour: Tank Warfare in North Africa: Beda Fomm to Operation Crusader, 1940–41.