UMPIRE NOTES Circa 1944 (Version of 22 October 2017)

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1 UMPIRE NOTES Circa 1944 (Version of 22 October 2017) The US Army Umpire concept during World War II was first documented in a mimeograph dated February Subsequently the Army produced two Umpire manuals; to the first FM published 23 April 1942 and then FM dated 10 March The concepts outlined here are drawn from both manuals. FM 105-5, Mar 1944 states (paraphrased) that maneuver training should be: (1) Free with each force able to act in accordance with its orders within an identified maneuver area; (2) Continuous with units moving per their leader s orders to engage the enemy force without any rest periods or pause within the engagement; (3) Brief once the action (engagement) is fully developed and it is clear one side has culminated over the other, contact should be broken and the two sides positioned for the next maneuver/engagement. The Umpires work together and with their assigned unit commanders during the battle in order to enable realistic tactical maneuver, as well as adjudicate casualties and consequences of actions (such as key terrain seized, etc. Umpires will prevent utterly nonsensical maneuvers or assaults that, according to reality, would have been complete failures; an exception would be when units are engaged in planned actions to fix opposing units in place while friendly units maneuver. Otherwise, what would be a failure is an actual tactical environment will be a failure in the event environment. If necessary have units disengage or have the force commander order a break in contact. Reenactor fueled tactics should not be allowed to supersede tactical or ballistic reality. FM (1944) provides an overview of key tenets of Umpiring in Figure 1 and 2 4. NEED FOR UMPIRING. Actual combat involves movement, fire, and physical contact of the opposing forces (shock action). Movement can and should be real, approaching service conditions closely. Fire must be simulated, or with blank ammunition, and its effect determined and indicated by umpires. Hand-to-hand combat also cannot be real, and opposing troops are stopped short of physical contact. Thus, except for movement, it is necessary that tactical progress be determined and indicated by umpires, based on the strength, position, and fire power of the opposing units involved. 5. STATUS OF UMPIRES. Umpires are neutral and do not interfere with the operation of a tactical maneuver unit. Umpires are not combatants and are not assigned to any specific unit nor to either opposing force commander. An umpire is fully charged with assessing the effects of a unit s fire and maneuver. An umpire may assess the failure or success of a tactical maneuver based on the terrain, movement and external fires received by said unit. An umpire s decision expresses and interprets tactical facts. Umpires provide no tactical planning information to either opposing force. Umpires will have been fully briefed on the maneuver plans, assembly areas, starting positions and objectives of each opposing force. JOINT TOC: Umpires assist the Joint TOC in maintaining situational awareness and will assist with any real world issues (such as injuries or orders from Fort Indiantown Gap Range Control) that require an immediate action. As a partner of the Joint TOC, Umpires implement battle start and battle termination. Battle Start is defined as all units being in their designated positions, assembly areas and not past their assigned line of departure. Umpire Key Rules: Umpires must (1) know the plan of their all units regardless of side; (2) maintain communications with umpires assigned to the opposing tactical maneuver unit; (3) observe tactical engagements and adjudicate casualties; (4) assist the commanders in disengaging and preparing for the next maneuver; (5) prevent reenactorisms such as banzi style charges in the open; (6) facilitate and maximize tactical authenticity for all participants.

2 Armored and unarmored vehicles can be either a huge asset or negative to a unit commander. However, all types of vehicles must be employed safely and with tactical proficiency. Umpires cannot allow actions to devolve into trigger time simply to provide reenactors a Kodak moment. Umpires must guard against the immortal jeep syndrome and nazi motorcycle gangs. Armored and light unarmored vehicles casualties will be assessed in a fair and timely manner. Correct employment of armored and unarmored vehicles could be decisive factor for either side. KEEP REENACTORS OUT OF THE NO-GO AREAS MARKED BY FORT INDIANTOWN GAP PERSONNEL: (butterfly habitat, private residences, hard top road and other marked no-go areas). Treat these areas as minefields that cannot be breached. Any Living Historian / reenactor and/or unit found inside these areas will be removed from the exercise for the entire day and future participation will be adjudicated by Federation leadership. Standard Infantry Individual Weapons: The most important role for the Umpire is to keep the flow of the action moving realistically. Therefore ensuring that maneuver occurs under conditions in which the said maneuver could occur the following table defines effective ranges (in the open) for weapons routinely carried by individual soldiers: WEAPON 25 Yds 50 Yds 100 Yds 300 Yds 500+ Yds ---- Rifle M1/M1903 X X X X ---- Rifle K98 / Mk 4 X X X X ---- Assault Rifle 44 X X X G-43 X X X X ---- Submachine Guns X X Z BAR / Bren X X X X ---- MG 34 / 42 X X X X X M1917/1919 X X X X X M1919A6 X X X X X Vickers X X X X X Pistol / Revolver X Z (z =.45 and larger caliber pistols/smg routinely hit lethally to 50 yrds) Figure 1 The following table shows Crew Served Direct Fire Weapons: Direct Fire Guns (37mm and up) versus Tanks (front / side) (Dice Roll) Piece Range Hit Mobile Hit Stationary* Mobility Kill Outright Kill 88mm (D) LOS mm (D) LOS mm (D) LOS mm (D) 500 Yd mm (US) LOS mm (US) LOS mm (US) LOS mm (US) R 500 Yd N/A 37mm (US) 500 Yd N/A Hit Stationary does not include vehicles or targets in defilade. When in defilade use Outright Kill column. Figure 2

3 Light Crew Served Weapons (20mm and Less) versus unarmored vehicles (dice roll) Piece Range Hit Mobile Hit Stationary Mobility Kill Outright Kill MG 34/42 with tripod MG 34/42 no tripod 20mm Vehicle mounted 800 yards yards LOS M-1917/1919 or 1000 yards Vickers M-1919 A6 400 yards M-2 50 cal 1000 yards BAR / Bren 300 yards Apply 5-6 for outright kill of light armor (half-tracks) using 20mm or M2.50 caliber machinegun. Figure 3 REVISED RULES for Living Historian / re-enactor Adjudication of Casualties: Soldier vs. Soldier 1. In order to determine the possibility of casualties by individual weapon see figures 1 and Ensure that blank firing, gas operated weapons do not fire indefinitely as real world experience dictates the weapon will fail catastrophically after sustained fire. If this behavior is encountered declare said weapons destroyed. 3. Topography, valid cover must be real enough to stop a live round, i.e., foxholes, rock piles, fallen trees provide full cover. Otherwise troops will be considered to be in the open. 4. Casualties assessed during an action MAY NOT reanimate in place to continue an assault or in the defense. A casualty is either evacuated to a collection/clearing station or remains a casualty in place. Infantry vs. Machine-guns 1. Infantry engaging crew served automatic weapons will need to maneuver and fire as topography dictates. Fire & maneuver is required to engage fixed targets. Infantry vs. Soft Skin Vehicles: 1. To be determined as the situation dictates according to the weapons employed to engage said targets when in defilade; see Figures 1 through Soft Skin Vehicles, in the open and within small arms range of a squad or larger formation will automatically be considered a casualty. Vehicles Separated From Commands due to Combat 1. If combat is finished and enemy vehicles are separated from their parent command they will be required to return to their parent unit. Separated vehicles and crews are not to aimlessly roam the training area in search of further combat. Those vehicles will move in an administrative manner to their respective lines NOT engaging in combat operations until their return in their own lines.

4 Armored vehicles 2. Loss of asset; should an armored or light armored vehicle be destroyed by enemy fire then said vehicle must exit the battlespace and return to its original assembly area (as designated for Startex). The vehicle will remain at the assembly area 20 minutes before that vehicle can resume a combat mission. 2. Remaining in the kill location does not permit the asset any usefulness when the 20 minute period is over and thus allowing the asset to be killed immediately a second or third time. 3. Armor v Armor Combat Table (to hit target) Platform Stationary Moving Defilade M4 Sherman E M18 Hellcat M36 Jackson Mk III 50mm Mk III 75mm Short Stug/Hetzer Tiger Armor Damage Table Platform Stationary Moving Defilade K/MK/M K/MK/M K/MK/M M4 Sherman E8 1 / 2-3 / / 2 / / 2 / 3-6 M18 Hellcat 1-2 / 3-4 / / /2 / / 2 / 3-6 M36 Jackson 1-2 / 3-4 / / 2 / / 2 / 3-6 M3/M5 Stuart 1 / 2 / / 1 / / 1-2 / 3-6 Mk III 50mm 1-2 / 2-4 / / 3 / / 2-3 / 4-6 Mk III 75mm Short 1 / 2-4 / / 2-3/ / 2-3 / 4-6 Stug/Hetzer 1-3 / 2-4 / / 2-3 / / 3 / 4-6 Tiger 1-3 / 4-5 / / 3-4 / / 3-4 / 5-6 Artillery in General There are two types of fire support available to the ground commander; direct support and general support. A commander will be assigned a specific number of direct support fire missions. There will also be an option for general support fire missions but general support fires will not always be available and the opportunity to harness those missions will be randomly generated by an umpire. Also, a general support mission can only be requested after a five minute period from the previous call for fire. Pre designated missions may also be allotted each command than will count towards the total number of missions available, if utilized. In order to utilize a fire mission an actual forward observer (FO) will need to call in the umpire fire mission controller who will be located at the TOC. If the fire mission is available the FO MUST provide accurate coordinated and desired fire effect. Mistakes will either waste a mission off target or may result in friendly fire casualties. For the purposes of the Ft Indiantown Gap field exercise, the fire mission will be from a single battery only. The kill box will be determined by the caliber of the weapon available for the mission (randomly generated). Successful fire missions may have profound effects on the outcome of the tactical; therefore, missions must be used judiciously and called in correctly in order to effective. Missions may be used for suppression, denial or engagement of enemy forces.

5 WEAPON For Mission 50 Yard Box 100 Yard Box 200 Yard Box US 75mm 1 X US 105mm 3-4 X X ---- US 155mm 5 X X X US 203mm (8-inch)/240mm 6 X X X* (up to 300 yd) US 4.2 mortar 2 X X ---- Ger 88mm 1-3 X X ---- Ger 105mm 4-5 X X ---- Ger 175mm 6 X X X Figure 4 Casualties: 1. Troops in the open 60% (no reaction to fire) 20% (execute reaction to fire) 2. Troops in fixed positions 20% (30% if no reaction to fire) 3. Light skin vehicles in the open 60% 4. Light armor in the open 30% 5. Armor in the open 20%; 30% if hit by US 203mm or Ger 175mm Items 4 & 5 will be assessed via Table in Figure 2 utilizing kill columns. Demolitions Bridges and culverts may be destroyed to deny enemy movement via use of prepared charges, explosives or satchel charges. The subject bridge or culvert will be considered out of play for a period of 45 minutes following use of the aforementioned demolition devices. A demolished bridge or culvert does not prohibit vehicles bypassing the destroyed target. If the ground adjacent to a bridge or culvert would allow for passage of vehicle assets (not forested or inundated) then vehicles will still be allowed to pass without a time penalty. RULES FOR REENACTORS KILLED IN ACTION Living Historian / re-enactor killed will assume a fatality position on the battlefield and appear dead. If the Living Historian / re-enactor is sitting up, adjusting equipment, or otherwise moving, the Living Historian / re-enactor(s) will remove their helmets (or other headgear as appropriate). Helmets (or head gear) will remain removed while the Living Historian / re-enactor is dead. Consideration will be made for temperature as needed for non-helmet head covering (such as a jeep cap or stocking cap). Reconstituting a dead Living Historian / re-enactor or group of Living Historian / re-enactor often requires movement out of the immediate battle area. During movement, helmets (or other head gear except for winter type stocking caps) will remain off the head, and weapons will be below the waist or otherwise clearly unready for engagement. Under no condition will casualties be permitted to reanimate ( come back to life ) in the same place they were killed. This reinforces that manpower is a precious commodity for the commander and the commander must make judicious use of his resources. OVERALL NOTE: Again, umpires are wholly impartial and are governed only by the effects of weapons utilized in engagements, the tactics utilized in engagements and the effects of opposing fires. Umpires will have discretion to allow longer ranges for all weapons based on individual situations and visibility. Known weapons effects facts coupled with historic examples make a good start point for adjudicating casualties and the outcome of engagements. In all cases, one s best judgment and experience must be applied, and while reasonable people can disagree, the Umpire s verdict is final.

6 Aviation: To be initiated at a future date; Infantry/Artillery in position are neutralized when attacked by: Infantry in Column attacked by an appropriate number of aircraft: Infantry deployed or in bivouac attacked by an appropriate number of aircraft Vehicles lost per airplane per attack when attacked by low flying bombers in formation appropriate for the purpose 1 aircraft versus 1 company/battery or less Lose 10% per attack if surprised; Lose 2% per attack if not surprised Lose 3% per attack if surprised; Lose 1% per attack if not surprised With Surprise: 1 armored vehicle per attacking aircraft; 2 unarmored vehicles per attacking aircraft Without Surprise: 1/5 of an armored vehicle per attacking aircraft; 1/3 of an unarmored vehicle per attacking aircraft 3 aircraft versus 1 battalion 9 aircraft against 1 regiment Lose 10% per attack if surprised; Lose 2% per attack if not surprised Lose 3% per attack if surprised; Lose 1% per attack if not surprised With Surprise: 1 armored vehicle per attacking aircraft; 2 unarmored vehicles per attacking aircraft Without Surprise: 1/5 of an armored vehicle per attacking aircraft; 1/3 of an unarmored vehicle per attacking aircraft Lose 10% per attack if surprised; Lose 2% per attack if not surprised Lose 3% per attack if surprised; Lose 1% per attack if not surprised With Surprise: 1 armored vehicle per attacking aircraft; 2 unarmored vehicles per attacking aircraft Without Surprise: 1/5 of an armored vehicle per attacking aircraft; 1/3 of an unarmored vehicle per attacking aircraft

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