PANZERFAUST. Revised. World War 2 Platoon/Company Level Miniatures Wargame Rules Fourth Edition, Version By Scott Nicholas and Peter Stone

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1 PANZERFAUST Revised World War 2 Platoon/Company Level Miniatures Wargame Rules Fourth Edition, Version 1.05 By Scott Nicholas and Peter Stone Copyright: 2004 Scott Nicholas and Peter Stone

2 Contents 3 Introduction Scales Time Scales Ground Scales Figure Scale Model Scale Scale Clarifications Adjusting these Rules to 1/300 th Scale 4 Game Requirements Playing Area Equipment Terrain Pre-Game Setup Battle-Type (determine type of game) 5 Determine Objectives Choose Force Terrain Weather Fortifications Deploy Forces Programmed Orders 6 Sequence of Play A: Write orders for Artillery & Aircraft - B: Determine Company HQ Movement Pips C: Declare incoming airstrikes D: Declare Covering Fire Orders - E: Plot BZs for Mortar & Artillery Indirect Fire - F: Move all platoons alternately, starting with the lowest troop class - G: Resolve Infantry Fire & Direct Fire - H: Resolve Indirect Fire for Mortars & Artillery - I: Resolve Airstrikes & AA fire 7 Command Radius & Movement Pips Command Radius to Parent HQ Company HQ Movement Pips Moving Units and Groups Compulsory Movement 8 Observation Observation Table Target Sizes 9 Muzzle Flashes Camouflage Arc of Vision Weather 10 Weather Effects Wind Night Fighting 11 Infantry Infantry Teams Infantry Squad/Section Cohesion Infantry, Heavy Weapons, Mortars and Guns Basing Table 12 Infantry Transports and Basing Infantry Movement Crew Set-up Times Infantry Point Values & Organisation Mounted Troops/Cavalry 13 Horse Teams Bikes Assault Engineers/Pioneers Ski Troops Prisoners Infantry Weapons Acquiring a Target - 14 Procedure for Firing with Infantry Weapons - Casualties 15 Infantry Teams/Weapons Fire Factors Table Infantry Teams/Weapons Notes 16 Infantry Casualty Table Infantry Weapons Direct Fire Variation Explanations 17 Gun Crews - AFVs Crews and Small Arms Fire Soft-skin Vehicles & Passengers - Speculative Fire (SF) - Covering Fire (CF) - Close Quarter Combat (Melee); 18 CQC Infantry Weapons Table Infantry Casualty Table 19 Fortifications Passengers CQC and Open Rear, Top, or Sides AFVs Infantry Anti-Tank Weapons 20 Infantry AT Weapons Table No. of Shots Per Turn permitted of One Shot weapons: Equipping Squads/Teams with Infantry AT Weapons Infantry AT Weapons Limitations Infantry AT Weapons Table Notes 21 Anti-Tank Magnetic Mines Anti-Personnel Rifle Grenades Molotov Cocktails Flamethrowers vs AFVs 22 Troop Classes Troop Classes Morale Ratings Troop Class Point Value Modifiers Compulsory National Troop Class/Morale Rating Table 23 Morale Morale Checks Morale Test Procedure 24 Morale Reaction Table Rallying Regrouping 25 AFV & Vehicle Movement Vehicle Movement Restrictions Table 26 Softskin Vehicles Introduction 27 Motorised Guns Introduction Armored Charts Introduction AFV Organisation Turrets 28 Skirt & Spaced Armor AFV Fired Smoke Screens Tank Riders Direct Fire Target Acquisition 29 Anti-Tank Fire Anti-Tank Fire Procedure 30 Determine AFV Hit Location AFV/Gun Crew/Passenger Casualties Table To-Hit Table for Direct Anti-Tank and Direct Area Fire Anti-Tank Fire Variations 31 Penetration Effects Table AA/Automatic Cannon Spigot Grenades Canister Rounds Direct Area Fire 32 Direct Area Fire Procedure Direct Area Fire Beaten Zone Radii Direct Area Fire Variations Direct Area Fire and Buildings 33 AFV Crews & Direct Area Fire Direct Area Fire Laid Smoke & White Phosphorous Anti-Tank, Field, & AA/Flak Guns Unlimbering and Limbering 34 Man-handling Limbered Fire Towing Vehicle Restrictions Gun Crews Onboard Gun/Howitzers Organisation Bore Sighting En Portee Gun Charts Introduction 35 Artillery: Indirect Fire Beaten Zones 36 Mortars FAO Forward Artillery Observers Company Commanders Calling Down Artillery Fire Indirect Fire Procedure The Effect of Fire in the Beaten Zone 37 Dicing for Units in a Beaten Zone Map Fire Counter-Battery Fire 38 Rockets Indirect Fire Laid Smoke Screen Defenses Mines 39 Mines Fortifications 40 Demolition Charges Bridges and Bridge Laying Amphibious Operations 41 Airborne/Glider Operations 42 Aircraft 44 Army Lists Army List Restrictions Major Nations Army Lists 45 British Army Lists 53 French Army Lists 58 German Army Lists 71 Italian Army Lists 76 Japanese Army Lists 81 Soviet Army Lists 89 USA Europe Army Lists 96 USA Pacific Army Lists Minor Nations Army LIsts 99 Belgian Army Lists 101 Finnish Army Lists 102 Hungarian Army Lists 105 Polish Army Lists 108 Rumanian Army Lists 111 Errata and Questions Answered 112 COUNTER SHEET 2

3 INTRODUCTION Panzerfaust Armored Fist 4th Edition is a WWII combat simulation rules developed for use with 1/76th, 1/72nd or 15mm scale models, for two or more players. Panzerfaust has been developed since 1982 with the strict policy of playability and simplicity without loss of detail. Previous editions of Panzerfaust admittedly had many cumbersome concepts which were complex and increased playing time with few beneficial results. Readers should therefore be cautioned against drawing any similarities with this current 4th Edition as we have attempted to streamline the mechanics to allow more detailed, yet simpler handling of combat at this level. Significant changes are a brutal morale system that forces realistic reactions to troop losses, an effective command control system, and compulsory troop classes for different nationalities. (We have gone back to using the troop classes and morale ratings as in our second edition of these rules, except that they are compulsory and vary for each nation). This results in large, clumsy and less effective Soviet formations taking on smaller, maneuverable and accurate German forces. Panzerfaust can appear to be rather daunting to a novice player, who may read the book and wonder how on Earth they can possibly remember all of the rules. But in fact, the only sections of the rules you need consult (or even read) are those you intend to use. As a novice, you should begin using only armored vehicles, and rather than memorising rules to begin with, consult the book consistently until the mechanics have been learned. Once the armor rules have been learnt, novice players can then introduce infantry, then artillery, and eventually aircraft, fortifications, and so on. We have undertaken two approaches with development of the rules; the first was to provide rule mechanics which accurately detail and re-enact WWII combat; the second was to provide an accurate reference for all AFVs, vehicles, weapons and unit organisations. This last point is just as important as the first as it will help players not only enjoy the hobby, but also re-enact their battles and games with some historical accuracy. The information provided also lets you know that we have done extensive research into all areas included. All rules are designed to emulate historical tactics and the reasoning behind many will often not be directly apparent to the reader. We are more than open to any constructive criticism, suggestions, or reactions which you may have towards the rules. Many changes in this edition of PANZERFAUST-ARMORED FIST can be traced back to contributions made by players. address is: stonefamily@optusnet.com.au Our website address is: Special Thanks to Playtesters A special thank you to the following playtesters: Jason Montague, Mitchell Dovey, Damien Kerle, Phil LeHunt, Scott Horan. Copyright: 2004 Scott Nicholas and Peter Stone No part of these rules may be reproduced, except for the countersheet, in part or whole without written permission from the authors. Printing SCALES * Time Scales - One move represents two minutes. With the average game lasting between 6-20 moves, this translates approximately to minutes. The perception by players that battles rage from dawn to dusk with units in combat unceasingly is incorrect. Battles were usually (with exceptions) made up of a string of brief engagements where units fought until demoralised, exhausted or supplies expired. For campaigns or large scale historical re-enactments, it is suggested that one move is made to represent twenty minutes. * Ground Scales - 1cm = 10 metres, (that is 1mm = 1 metre). The use of this ground scale is done to maximize upon playing areas available. The perfect playing area would be a table tennis table or 180cm x 120cm or 180cm. (The use of a 1/76th ground scale; where 13mm = 1m, would require the use of a tennis court!) The same ground scale is retained if using 1/300th model scale games for the same reasons; ie. no adjustments are required, refer section on 1/300th adaption. * Figure Scale - All AFVs, vehicles, guns, and infantry heavy weapons are all represented by single models (1:1 scale). Infantry heavy weapon crews and gun/mortar crews should be represented on a 1:2 ratio. All infantry are based as teams on a 1:1 scale, with typically three teams per infantry section/squad. On a 1:1 scale there should be 2 4 figures per base. eg a Soviet Rifle Squad has 10 men, being an LMG Team and two Rifle Teams. The LMG Team should have 3 figures (machine gunner and loader), and the Rifle Teams 3 and 4 figures each. It is also a good idea to put a small unit tag/label at the back or side of each infantry base. eg, a company s 1st platoon could be 1Co. 1Pl. HQ 1Co. 1Pl. 1 st Sq (3 teams labelled as such) 1Co. 1Pl. 2 nd Sq (3 teams labelled as such) 1Co. 1Pl. 3 rd Sq (3 teams labelled as such) * Model Scale - The recommended model scale for these rules is 1/76nd or 1/72nd scale. These rules have been written primarily for 1/76th / 1/72nd scale with detail & complexity designed to allow use of units from platoons to companies. 15mm scale miniatures can be used without making any alterations to game measurements except for smaller base sizes for infantry stands. Also, since the models are a little smaller, try not to bunch them up, or artillery will have a heyday. See below for a simple conversion to allow players to adapt the rules to using 1/285 or 1/300th scale models. Try to resist the urge to use extra miniatures because they are a smaller scale, otherwise players may find the game mechanics a bit tedious for a fluent game. Models should be fairly accurate representations of the vehicle or weapon they represent. An accurate model is defined as `one which cannot be mis-identified as some other type or variant which it is not!.' Some leniency can be taken with softskin vehicles, since almost no kits exist for them in 1:76th scale. eg you can use any German light truck model to represent one of the light truck types, but must tell your opponent exactly what it represents. For items which remain offboard, such as artillery, boats, or aircraft; models are not required. Many of the vehicles in these rules are not available as model kits, in which case they are often available as resin kits, or, can be converted from an existing kit. Others will require to be scratchbuilt. For details on painting and camouflage techniques on your models, there are sections devoted to these later in the rules. We implore gamers to paint all miniatures used! * Scale Clarifications Please note that ground scale and model scale are two different things. Although a 1:76th infantry model is 20mm high, it actually represents a man who is 1.75mm high according to the ground scale. Players have asked why a 20mm tall man can only throw a grenade 50mm (ie, twice his height), but the reason for this is the ground scale. He is actually throwing the grenade 50 meters. Also note that a 1/76th model tank, although 8cm long, represents a tank which is actually 6mm long according to the ground scale of 1mm = 1 meter. Players have asked why their tank when firing at another tank at a range of 10cm, can miss. The reason is that the range is actually 100 meters. Note however that for observation and movement, models are considered to be their actual size, and not what they represent. * Adjusting These Rules to 1/300th Scale These rules adjust rather easily to allow the gamer to use micro armor, which is either 1/287 th or 1/300 th scale. To do this, several adjustments must be made. The first adjustment is an option. This involves dividing ALL ranges and movement speeds by two. This includes observation ranges, weapon ranges, etc. The reason for doing this is if you have a smaller playing surface, or, you want to use more units. The second adjustment is compulsory. ALL weapons radii and widths, and any other such widths, must be divided by 4. The third adjustment is that infantry base sizes are smaller. See the section on infantry base sizes. 3

4 GAME REQUIREMENTS * Playing Area - The recommended ideal playing area for an average game with 2-4 players is 180cm x 120cm, or 180cm x 180cm. Most tables are rectangular in area and should be played across the table for encounter or competition games, down the length for attack/defence games. Table tennis tables are a good size for large games whose total point value of both sides added together exceeds 6,000 points. * Equipment - In addition to these rules you will require (per player) three six sided dice, metric tape measure, pen & paper. An episcope can also aid play. Note; regarding terminology with dice, 1D6 means, roll one six sided dice. 2D6 means, roll two six sided die. 3D6 means roll three six sided dice. * Terrain - Scenery, like the models, should be of the same scale. HO/OO scale models, (that is, 1:72, 1:76 or 1:87) will be appropriate for 1:76 scale, and micro scenery will be appropriate for 1:285th or 1:300th scale. Scenery layout should be clearly defined, and types of conflicting scenery should be specified before a game begins. eg. treelines & woods need to be declared as thick or thin. Terrain such as towns, country areas, etc, should be laid out realistically, by both players in agreement. For tournaments, all terrain should be laid out by an umpire. Providing your games are not set in the desert or the Ukraine, there should always be a fair amount of ground cover such as buildings, woods, hills, shrubs, etc. The average combat engagement range during WWII for the European battlefield was approximately 800 meters that is 80cm on the wargames table. PRE-GAME SETUP Examples where two opponents engaged each other over 1500m was rare. (This still holds true today, even with modern AFV & ATGMs.) per company in his force. All units not on the table by the third turn must be brought onto the table on the third turn. Bona fide recon aircraft are permitted one pass over the playing area also during turns 1 or 2. Return AA Fire can be used by defender. Determine the objective/s of the battle by agreement, or by an umpire s instructions, or by dice throw (see later). Objectives may include obtaining victory points for taking and holding certain landmarks on the table, or simply destroying a certain percentage of the enemy force. The point value of the attacker s force should be from 2 to 3 times greater than that of the defender. Recommended point values per side are 1500 for the defender, and points for the attacker. eg. Attacker comes on here, from the board edge. Defender sets up anywhere in shaded area The following issues need to be addressed once the game board has been setup and units placed down, but before actual play begins. BATTLE TYPE - DETERMINE TYPE OF GAME CHOOSE FORCE TERRAIN WEATHER FORTIFICATIONS DEPLOY FORCES PROGRAMED ORDERS See following for detailed descriptions of the above: BATTLE TYPE Determine Type of Game: For tournaments, all games should be Encounter Battles, with each player having an equal point value force. For friendly games, players can either agree upon what type of battle to play, or can dice on the following table. Battle Type Random Generator Table (Throw 2D6) Dice Throw Result 2 Breakthrough 3 Counter Attack 4, 5 Encounter 6 8 Attack/Defense 9, 10 Encounter 11 Counter Attack 12 Breakthrough 1. Attack/Defense The defending player will set up on 75% of the board, with his rear edge being the edge he must leave by if he wishes to retreat. The attacker must attack from the opposite edge. The attacker moves his units onto the board from the back board edge. For the first two turns, he may bring on only recon units if he has them, otherwise, must bring on at least one platoon per turn 4 Objective/s anywhere in shaded area except for the back 25% of the board If either player wishes to retreat, he must physically get his pieces to the appropriate game board edge, and then those units are assumed to have successfully retreated. Unless it is a campaign, these pieces are considered lost/destroyed for victory condition purposes. 2. Encounter (Recommended for Tournament Games) Both players been attempting to out manoeuvre the other and have encountered each other while doing so. Determine the objective/s of the battle by agreement, or by an umpire s instructions, or by dice throw, except that objectives must be situated along the centre line of the wargames board. Both players place all of their units in the back 15cm of their rear board edge during the pre-game setup. Both players forces must be the same point value. For friendly games, around points per side gives a good 3 4 hour game. For tournaments, we recommend that all players field forces around points each, and at least 50% of each force s point value must be AFVs. Programmed Map Fire cannot be used. 3. Counter Attack The attacker has taken a certain objective which the defender wishes to take back. The attacker can set up on 50% of the board. Determine the objective/s of the battle by agreement, or by an umpire s instructions, or by dice throw, with the objective towards the rear of this area, but not with the back 20% of the board. There are not allowed to be any defenses or dug in AFVs, etc there has not been enough time! The defender must set up his forces in the back 20% area of the wargames board. The point value of the defender s force should be from 1.5 to 2 times greater than that of the attacker.

5 4. Breakthrough The attacker must break through the defenders defences and exit at least half of his initial point value through the defenders rear board edge. The exit area must be an area 20cm wide, and it's location is determined by 1D6. The point value of the attacker s force should be from 2 to 3 times greater than that of the defender. Set up as per attack/defense games. Dice Throw Result 1-4 Attacker secretly chooses breakthrough area 5-6 Defender chooses breakthru area & declares it Both players set up as per typical attack/defense game. Determine Objectives: For Attack/Defense, Encounter, and Counter Attack games, determine the objective/s of the battle by agreement, or by an umpire s instructions, or by dice throw. If determining by dice throw, use this table: Random Objective (1D6) Table Die Result 1 Take & hold 2 locations on the table worth set points each 2-5 Take & hold 1 location on the table worth set points each 6 Destroy greater percentage of enemy force than you lose Objectives declare battlefield locations as the objectives being fought over. The battle type descriptions above instruct you where on the board the objectives should be. Eg for an Encounter Battle Type, each objective must be situated along the centre line of the wargames board. Objectives can include a crossroads, hill top, particular building, bridge, etc. An umpire or the players should agree upon the points each objective is worth, and whether or not players losses should be considered as well. For tournament encounter games, players should receive points for taking the objective, plus points of the enemy force destroyed or currently in retreat, minus points of their own force destroyed or currently in retreat. (immobilised or damaged does not count.) Holding An Objective - At the end of the game, each player should receive points for an uncontested objective, that is, he has at least a squad, heavy weapons team, AFV or gun there, and the opponent has no units or undamaged AFVs within 10cm of the centre point of the objective. Platoons and 1 x Conscript Platoon in one company. Each company must be the same rating. Note that you cannot buy a company and then split it up to form ad-hoc platoons. Nor can you purchase the complete number of platoons that make up a company, without buying the HQ. eg an AFV company has 3 platoons plus HQ. If you buy 2 platoons, you can form them into an ah-hoc company/s, but if you buy 3 platoons, you must buy the HQ. If you buy 4 platoons, you must buy the company HQ to form a co. with the first 3 platoons, plus there will be 1 platoon left over to form into an ah-hoc company with 2 other platoons. Please note that players must have accurate models for all forces deployed onboard, even if initially concealed. Offboard artillery must be purchased in batteries, as per the army lists. These do not have to be formed into companies. Note: for games , you should reduce the recommended game point value of each force by about one third, since AFVs etc are so much cheaper during this time period. TERRAIN:Clearly outline types of terrain to all parties involved in the game. Specify whether woods & treelines are thick or thin, what parts of the river are fordable (if any), areas of bog, etc. WEATHER: Dice for weather conditions, refer to `Weather'. For historical battles use the theatre of operations and season of the year. FORTIFICATIONS: Clearly record all coordinates for mine fields, bore-sighting, entrenchments, AT obstacles/ditches, etc. Any fortifications which are visible from the attackers edge of the board must be indicated to the player before starting the game and placed on the board. Fortifications not visible to an attacking player's units (unless observed via aerial reconnaissance) need not be placed on the playing area until observed. DEPLOY FORCES: All units must be deployed in command radius of their HQs or another unit of their own unit. Also, all squads, heavy weapons, guns, mortars, individual vehicles, must be within 45cm of their platoon HQ when initially deployed. This is only relevant for units with radios. Encounter Games Each player draws a map of their deployment zone, and writes down the general deployment location of each platoon, and then players take turns putting down a platoon at a time if it is a really big game, put down companies at a time. The player who has any troops of the lowest troop rating must deploy a unit first. eg. a player using conscript Soviets vs a player with veteran Germans. The Soviet player puts down a unit first. If both forces are the same rating, then throw 1D6 to determine who deploys first. (Co. HQs go down with any platoon they command.) Note however that if one player has more platoons than his opponent, then he deploys two platoons at a time. If one player has more platoons than his opponent, then he deploys three platoons at a time. And so on. Attack-Defense/Breakthrough Games The defender writes down on a map the exact location of his forces. The attacker then deploys his whole army. The defender then deploys his whole army according to what he wrote on his map. Show your map to your opponent after doing so if anything is queried. Counter Attack Games The attacker writes down on a map the exact location of his forces. The defender then deploys his whole army. The attacker then deploys his whole army according to what he wrote on his map. CHOOSE FORCE The type of game above has determined what point value of forces each player will use. Each player must consult the army lists at the back of these rules, in conjunction with the armor and gun charts, and determine the exact composition of those forces. Note that players must purchase complete platoons or companies as per the army lists. All separately purchased platoons must be formed into ad-hoc companies of 3 to 5 platoons a piece, and you must purchase a company HQ for that company, which is related to one of the platoons. eg an AFV platoon and two armored infantry platoons are formed into an ad-hoc company. The HQ you must purchase for this ad-hoc company must be either the HQ that the AFV platoon would have received if you had bought the entire AFV company, or the HQ that the armored infantry platoon would have received if you had bought the entire armored infantry company. You cannot mix together platoons of different troop class or morale rating into the one company. eg you can t have 2 x Veteran Counters I don t particularly like the use of counters replacing units. WW2 wargaming is about using beautifully painted models. When counters are used, the models are not even put on the table! But if both players want to use counters, they can only be used in attack/defense/breakthrough games. The defender places down counters that represent each of his squads, vehicles, guns, etc. Each counter must have its size written on it, ie, A, B, C or D. For each legitimate counter placed down, he should also place up to one dummy counter. Then the attacker deploys his entire force. If a counter fires, moves, or is observed, the counter is replaced by the model it represents. Dummies are removed when within visibility of enemy forces. PROGRAMMED ORDERS: Programmed orders are used for Indirect Map Fire & Pre-planned Air-strikes. These orders must be written prior to commencing a game and should be written without knowledge of enemy dispositions. Refer to chapters on `Indirect Fire' & `Aircraft'. Map Fire cannot be used in Encounter Games. 5

6 SEQUENCE OF PLAY Once all pre-game setup procedures have been completed, each turn of game play must follow the below sequence of play, from A to I. Once I has been completed, begin the next turn at A. Summary A: Write orders for Artillery & Aircraft. B: Determine Company HQ movement pips. C: Declare incoming airstrikes. D: Declare Covering Fire orders. E: Plot BZs for Mortar & Artillery Indirect Fire. F: Move all platoons alternately, starting with the lowest troop class. G: Resolve Infantry Fire & Direct Fire. (1) Fire all stationary units, (2) Fire all non-stationary units. (3) Resolve all Close Quarters Combat H: Resolve Indirect Fire for Mortars & Artillery. I: Resolve Airstrikes & AA fire. * Morale checks are carried out as required during steps F-I. Explanations - A: Write orders for Artillery & Aircraft - Players write any new orders for Indirect Fire or On-call Airstrikes (if available.) Written orders should describe which battery or aircraft, type of ammunition, POA coordinates, aircraft arrival turn. B: Determine Company HQ Movement Pips Players throw 1D6 per Company HQ, modify the dice result according to the company s troop class, and place the dice showing the modified number next to the Co. HQ. C: Declare incoming airstrikes - * Players resolve any air-air combat and/or declare any incoming airstrikes for this turn. D: Declare Covering Fire Orders - Players may declare any units as giving covering fire. For each unit (eg individual MG-team or tank) or group (eg MG platoon) that is giving covering fire, do the following: deduct 1 pip from the relevant Co. HQ pip dice. place a numbered CF counter ( eg CF 3) next to the covering fire unit/group and the matching CF counter (eg CF 3) next to the target area. Infantry units within these CF target areas are declared `pinned' and must take a Morale test before attempting to move (Step F) or fire (Step G). Remember that units/groups giving covering fire cannot move or perform any other action that turn. E: Plot BZs for Mortar & Artillery Indirect Fire - Players place a POA counter for each direct firing mortar/mortar platoon at the target location. For all other indirect fire, players write down the target location (see artillery rules) and dice to see if they have successfully called down the artillery this turn. If yes, place a POA counter on the location that was written down. * From each POA, measure out the Beaten Zone (BZ) and determine which units lie within the affected areas. Any of these units which leave the BZ during their Movement phase (Step F) must be diced for to determine any damage/casualties. F: Move all platoons alternately, starting with the lowest troop class - Players take turns moving platoons. (Note that a Company HQ moves with any one of its platoons, as though part of that platoon for movement purposes.) Each time a platoon moves, the number of pips it uses are removed from its company HQ movement pip dice. eg 1 AFV of a platoon moves by itself, costing 1 pip, while the rest of the platoon moves together, costing another pip. Remove 2 pips from the Co. HQ movement pip dice. Group moves are made only by individual platoons or companies. See Moving Units and Groups on page 7. If a group move is made, the whole unit being moved must make the same move unless you spend extra pips for a sub-unit of that group to perform a different action, whether to stay behind, or perform a different move. eg: 1 pip only is given to a platoon. That platoon can therefore either move one individual squad or AFV, or make a group move in which the entire platoon does the same move. The same applies if 1 pip only is thrown for a company. The company can either move 1 individual squad or AFV, or move 1 platoon as above, or, the entire company can make the same move. In which case it cannot leave anything behind (unless due to being out of command radius). 6 If the company in the above example uses its 1 pip to move only 1 individual squad or AFV, its pip is expended and the whole company counts as having moved, since no pips are left. For a company to perform a group move with all of its platoons, all of the platoons must be in command radius in order to move together. Any platoon out of command radius cannot be included in the company s group move. Once all desired movement for a company is completed, even if there are pips left on the movement pip dice, remove the dice to show that this company has completed its movement. Also, if all pips on the dice have been used, remove the pip dice to show the company has completed its movement. The player with the lowest troop class (eg conscript is lower than regular) on the table moves a platoon first. If both player s troops are the same troop class, then throw 1D6. The player with the lowest dice roll moves a platoon first. If you decide that you are content with a company s position, and do not wish to use any of its movement pips, those pips are forfeited and cannot be used later. Remove the pip dice at the conclusion of the movement phase. Note however that if one player has more platoons than his opponent, then he moves two platoons (or more if required) at a time. If one player has more platoons than his opponent, then he moves three platoons (or more if required) at a time. And so on. Note that these are the minimum numbers of platoons you have to move, you can of course move more, and may be forced to do so if moving a whole company on 1 pip for example. Also note that units which start their movement phase within an Indirect Fire BZ and move outside this BZ during the turn must be diced for as they leave, to determine any damage/casualties inflicted prior to leaving the BZ. If disabled/destroyed, the unit cannot move or fire beyond that part of the turn. G: Resolve Infantry Fire & Direct Fire - Players conduct Direct Fire in the following sequence; * All stationary AFVs, guns and infantry units are fired, starting with units of the lowest Fire Order (FO). Any targets which are destroyed cannot return fire. If two units have the same FO, the one with a better troop class fires first. eg veterans fire before regulars. If two units with the same troop class and same FO fire at each other, conduct their firing simultaneously, with simultaneous results. * Now all non-stationary AFVs, guns and infantry units are fired, with the units moving the least firing first (eg. an AFV which has moved for 1/4 of the turn fires before an enemy AFV which has for moved 1/2 the turn.) For units which have moved the same amount, the lowest FO fires first. Targets which are destroyed before firing cannot return fire. For those which have moved the same amount and have the same FO, better troop class fires first. See above point. * AFVs, guns and infantry units which have expended over half their maximum movement cannot fire at all. Although Direct Fire is conducted after all movement has been completed, players can select to fire at targets during any part of their movement phase by back-tracking the position of the target. In doing so, the unit which is firing must also be in a position to observe the target at that part of the turn. If the target is destroyed/disabled, it remains where it was fired upon, not completing it's planned movement. Otherwise it completes it's full movement. (eg. During the movement phase a tank moved from being visible to behind a building. It took 1/2 of it's turn to do this. An enemy AT gun which observed the target during the first half of the turn can fire at the tank before it disappears behind the building. It succeeds in hitting the tank and destroying it, so the tank model is put back (backtracked) to where it was when the gun fired at it. After all firing has been completed, resolve all infantry Close Quarters Combat. H: Resolve Indirect Fire for Mortars & Artillery - Players with units that end the movement phase within a BZ must test each unit to see if they receive any damage or casualties. This includes any units which have entered a BZ during the movement phase. (Any unit's which have left a BZ during the movement phase must be diced for as they leave.) I: Resolve Airstrikes & AA fire - * Any aircraft declared to arrive at the beginning of the turn (Step A) now arrive, and players plot the flight-path of those aircraft and mark the POA for each one with a `POA' counter. * Units with suitable weapons that did not fire during the Direct Fire Phase resolve any AA fire against these incoming aircraft. * Those aircraft which survived enemy AA fire may now have their attacks against ground targets resolved.

7 Command Radius and Movement Pips Units outside command radius (either due to distance or the HQ has been destroyed) incur movement penalties. It also affects morale tests. Measurements for Command Radius are taken from a parent HQ to subordinate unit or from a subordinate unit to another subordinate unit that is in command radius of the HQ. Note that there are two levels of command radius, company and platoon.* If a platoon HQ is outside command radius, then that whole platoon is outside command radius. If a squad is outside command radius, then it alone is outside command radius. eg. an order is given to a platoon HQ for all squads of the platoon to follow, but 1 squad is out of command radius. It therefore must be either moved separately at the cost of an extra pip (see later) or it cannot move. * Even though these rules are designed to be company and platoon level, in big games players may even purchase entire battalions. However, if the battalion HQ is destroyed, this has no effect on gameplay. Its subordinate companies etc remain in command radius providing their own HQs are OK. For units which lose their HQ to enemy fire, one of the sub units can be designated to become the replacement HQ in the next turn. The whole unit still suffers penalties for unit HQ being destroyed for the remainder of the game but all command/control will pass through the newly designated HQ. Command Radius to Parent HQ is no radios * 20cm out of sight or 30cm insight ** radios 100cm for German/Allied or 60cm for Soviet/Axis/others * Covers communication through the use of voice, messengers, telephones, flags and hand signals. In Sight means both HQ and subordinate unit can draw a direct line of sight to each other without enemy troops intervening. See the observation rules for visibility distances. ** Halve this range if measuring command radius range for infantry squads/sections, or, when measuring range from closed-down AFVs to their platoon/battery HQ AFV Note: Allied refers to US, British and Commonwealth forces only. Also note that a squad can only use its APC s radio while in it or while in base to base contact with the APC. Company HQ Movement Pips During Phase B Determine Company HQ movement pips players throw 1D6 per Company HQ, and then modify that dice roll according to what troop class that company is. See below table. Co. HQ Movement Pips Modification Table (1D6) Veteran Regular Conscript Die roll of 1 - re-roll * Die roll as is Die roll of 1 as is Die roll of 2 - re-roll * Die roll as is Die roll of 2 as is Die roll of 3 as is Die roll as is Die roll of 3 as is Die roll of 4 as is Die roll as is Die roll of 4 as is Die roll of 5 as is Die roll as is Die roll of 5 re-roll * Die roll of 6 as is Die roll as is Die roll of 6 re-roll * * If veterans roll a 1 or 2 for movement pips, re-roll the dice. If they roll another 1 or 2 with the re-roll, continue re-rolling until they get a result other than 1 or 2. In other words, veterans are not allowed to roll a 1 or 2. It is the same with conscripts, except that in their case, they are not permitted to roll a 5 or 6, so continue to re-roll until they receive a number between 1 to 4. Using Movement Pips It costs one pip on the movement dice to: move a single infantry squad/weapon section/hq section (these squads/sections typically include 1 3 teams. If a squad/section has more than one team, they must always remain in unit cohesion. See later) move a single gun, softskin vehicle/base or AFV move a group under one HQ, which will be either a platoon or a company (see notes below) It costs +1 pip if: (these are accumulative) the unit is retreating the unit is outside command radius * or own and/or higher parent HQ destroyed ** (max of + 1) if it is at night or raining/snowing * See section on Command Radius. ** eg, the penalty applies if a squad s own platoon HQ is destroyed, or, if the platoon s Company HQ is destroyed. Maximum penalty is + 1 pip, (ie, not + 2 if both HQs are destroyed.) Moving Units and Groups 1. Although an infantry squad typically comprises three fire teams, (eg 1 x LMG Team, 2 x Rifle Teams) it is treated as a single unit, not a group. However, an infantry squad may perform the Leap- Frog group move see below. 2. Refer to the sections on Infantry, Cavalry, Softskins, Guns, and AFVs etc, to see how each of these troop types may move. 3. If you wish to move an individual squad/afv etc of a platoon separately (or keep it stationary while the rest of its unit moves) from the group move that the rest of the platoon will undertake, then move the individual squad/afv first, paying the appropriate amount of pips. Since that unit has now moved, when you move the rest of the platoon as a group move, this individual squad/afv does not move again. (The same can be done with a platoon of a company. Move a platoon as a group move, then the remainder of the company as another group move, but not including the platoon that s already moved.) 4. Group moves are performed by either individual platoons or companies, the whole group must perform the same action (except in point (3) above). Permissable actions for a group are: a) MOVE - move towards the same objective, such as a terrain feature, a known enemy unit. All squads/vehicles etc in the group must also move up to half movement allowance, or all move from over half to full movement allowance. b) LEAP-FROG a move option for units is to `leap-frog' where each half of the unit moves over half to full movement allowance on every alternate turn to reach it's objective. eg. a platoon of 4 Tiger I may have 2 tanks stationary and firing in support, and the other 2 moving full speed towards the objective. On the next turn, those two pairs swap roles. See below. c) DEFEND POSITION no movement from the position other than that required to directly defend the location is permitted. eg. enemy is attacking around the flank, so your defending units need to redeploy within the position to counter the threat. You do not have to move units, nor do you have to use all of the movement pips. Unused pips are lost. Units which do not move can of course still fire as usual. Compulsory Movement The only movement that your units may perform without spending company HQ movement pips, is compulsory movement due to receiving a Retreat result from a morale test. See the morale rules for more details. Leap Frog Examples The above shows the 'Leap Frog' tactic. It involves moving from cover to cover by bounds. The tanks behind give covering fire to those which are advancing forwards to the next cover. Then they swap roles. The leap frog tactic was employed extensively by the Germans in the early stages of the war. Because of the increasing amount of antitank guns present on the Eastern Front. their tactics changed and they used the wedge. The Tigers were used to spearhead the wedge because their thick armor and good firepower, but it was soon realised that the Tiger was too slow and cumbersome for this type of work. US armored units used the leap frog method successfully against heavier German tanks. If any opposition such as the Tiger was encountered. the tanks giving the covering fire would blind the enemy vehicle by firing smoke shells in front of it. The advancing tanks would then move round on to its flank and shoot it in the weaker side armor. For shooting smoke the 75mm Shermans were used, as there was no smoke shell produced for the 76mm. 7

8 OBSERVATION Visibility and concealment of units is an important part in any combat situation and critical if they intend to survive. Potential targets may not always be visible to the observer and there are many factors which influence a sighting. The following observation ranges are the distances that targets can be spotted, according to their size and the surrounding terrain. An observer must be within this range to be able to see a target. (`Observer' refers to all types of troops; tank & gun crews, infantry, etc.) These rules do not apply to Aircraft. Procedure - The following procedure is for determining whether a target can be observed by another unit; 1 The observer must have DLOS (direct line of sight) with the intended target. An observer can only observe from within his arc of vision. See later. Note that vehicles can block line of sight. 2 Determine what type of terrain (if any) the target is within or behind. Terrain will only conceal a target if it lies across the observers DLOS. 3 Refer to the Observation Table, cross reference the terrain type with the target's size (A,B,C or D) and find the observation range. 4 Multiply any of the variations which apply for the target or observer, to the observation range. 5 For an observer to spot and identify the target, it must be within this final range or the target remains hidden. Where a target is within (or behind) two different types of cover, use the terrain which provides the minimum observation range for the target. Once a target has been spotted by an observer, it remains spotted to that particular observer until it moves out of DLOS or changes terrain location. Intervening smoke blocks all DLOS. OBSERVATION TABLE: (all Ranges are in cm ) Terrain That Target is in or behind Target Size A B C D Open terrain or desert Low or Scattered Brush, Long Grass Hedge, Wall, Ruins Thick Woods in outer 5cm over 5cm inside cannot be observed from outside wood - observer & target inside Thin Woods in outer 10cm over 10cm inside cannot be observed from outside wood - observer & target inside Orchard in outer 15cm over 15cm inside cannot be observed from outside orchard - observer & target inside Thick Treeline or Bocage Thin Treeline INSIDE Building, House, Shed Modifiers: x ½ if target is camoflaged, or is prone infantry in the open, brush, hedge, woods, treeline, orchard x ½ if target is dug-in or hull-down x ½ if observer is a closed-down AFV x 2/3 if observer is moving over 5cm this turn x 2 if target fired or moved this turn x 1.5 if obverser has height advantage (3+ floors up) x ½ if target is within/behind artillery BZR If observer is over 5cm inside a thick wood, over 10cm inside a thin wood, or over 15cm inside an orchard, it cannot see out at all. Modifier Notes; 1. A `closed-down' AFV is one where the crew has secured all hatches and relies on viewing ports or cupolas from within the AFV. This also applies to open-topped AFVs which are also considered closed-down for observation unless crew commander or gunner are declared `head-up'. 2. Target is considered hull-down only if at least the lower third of the AFV is concealed by hard cover 3. A target's observation range is always increased when moving or after firing its main or secondary armament. 4. An Observer located three floors up (or higher) in a building has a height advantage for all observation. Also applies to other terrain features of equivalent height (eg. hills, towers.) 5. If the DLOS to a target passes through the BZR of an artillery battery (indirect), then visibility for the target is reduced by half. This does not apply to mortars or artillery batteries of less than 4 guns. Target Sizes; All AFVs, vehicles and gun/howitzers have their sizes listed in respective data charts, but in summary: Size A: Infantry, Infantry Heavy Weapons, Light Field Guns/Light AT Guns, Mortars under 95mm. Size B: Horses, Medium Field Guns/AT Guns, Mortars 95mm and over, Jeeps, Motorcycles, etc. Size C: Light and Medium Vehicles, Heavy Field Guns/AT Guns Size D: Heavy Vehicles Terrain Description & Notes; Open Terrain/Desert; refers to any area where there is no ground cover. Can range from rocky desert of N/Africa to bare cultivated fields. Woods; under-growth at the edge of a woods is usually thicker than inside and for this reason, its more difficult to observe a target from outside. The use of thick or thin woods is up to the players. A 8 deciduous forest, for example, could be considered thick during summer/spring and thin during autumn & winter when the leaves have dropped. On the other hand, a thin woods could simply be a woods with wider dispersion of trees & less undergrowth. Similar reasoning can apply for tree-lines. Orchards; similar to woods, but with less under growth. Trees are usually planted in ordered rows so as to provided less `in-depth' cover. Tree Lines/Bocage; although bocage is technically classed as a hedge, its height often exceeded most vehicles or AFVs and therefore, falls under this category. Hedge lines exceeding `manheight' are classed as thick tree-lines. Scattered Brush/Long Grass; eg. wheat fields, Russian Steppes. Hedges/Wall/Ruins; units partially hidden behind buildings or other structures (not inside) count as being behind a wall. `Hedges' applies only to those hedge-lines that do not exceed man-height, (otherwise treated as thick tree-line.) INSIDE Buildings/Houses; applies only to units that are inside buildings. Units partially concealed outside or behind buildings count as being behind a `Wall'. Units completely behind building are out of DLOS and cannot be observed (& vice-versa.) Buildings. Because infantry base sizes won t fit exactly into buildings, whereas in reality a squad would spread itself around windows and doors, place the infantry base s front edge against one wall. But, for visibility purposes, that squad can also observe or see through other windows or doors up to 4cm away from any base edge. eg place a 4cm x 4cm infantry base against a house s front wall facing the street, but the squad can also see through any other door or window within 4cm of any edge of the unit s base. So the normal rules of observation, where you can only see from your front edge, don t apply within buildings for infantry units.

9 Muzzle-Flashes; A muzzle-flash from a gun is the blast created as a result of the weapon being fired. In addition to a split-second flash appearing, a cloud of smoke is usually discharged and any loose debris near the muzzle is sometimes kicked up into the air, all contributing to what is defined as the `muzzleflash'. To an observer, this muzzleflash often revealed a firer's location well outside the normal ranges for observing it. Muzzle-flashes are not effected by terrain or concealment, except if camouflaged where counter-measure were taken to reduce tell-tale signals. The muzzleflash ranges are given according to the gun calibre and applies to any weapon fired from an AFV, vehicle, gun/howitzer or infantry. Two ranges are given for muzzle-flashes, Exact & General. (the latter means only the general location of the firer is revealed while `Exact' will allow the firer to be pin-pointed'). To be within either will reveal the following details to an observer; Exact Location - the exact position of the firing weapon is pin-pointed & weapon's calibre is revealed. The firer can now be targeted with any sort of direct fire (using `Firing at Muzzleflash', not Speculative Fire). General Location - general proximity of the firing weapon's position is revealed. Only the terrain feature where the weapon is located need be identified to an observer, ie. woods, buildings or group of buildings, hill. Speculative Fire can only be used against targets revealed in this manner. To spot a muzzle-flash from an enemy weapon, the observer must have DLOS at the time of firing and have it lie within its Arc of Vision. Mortars have a reduced muzzleflash which is equal to one third of their equivalent gun calibre. Muzzle-Flash Observation Ranges: (all Ranges are in cm ) Weapon Calibre Exact General Location Location Infantry Weapons Bazooka/Pzfst/Pzrschreck mm 47mm mm 82mm mm 122mm mm Note: a PIAT has no muzzle flash! Modifiers: x ½ if observer is in closed-down AFV x ½ if observer is moving over 5cm x 1/3 if firing weapon is a mortar x ½ if target s position is camouflaged. See camouflage rules. Camouflage; The purpose of camouflage is to reduce the range at which the enemy will observe a position. Camouflage can be of two forms, it can either blend the position into the surrounding terrain, or alternatively, make the position appear less conspicuous by turning it into something that appears harmless, such as a hay-stack. With camouflage, it is the actual position which is camouflaged, not the occupying weapon. Once an AFV, vehicle, gun or infantry unit moves or evacuates its position, concealment is lost and normal observation rules apply. WEATHER Camouflaged positions are either set-up prior to the game or constructed during. The number of team moves required to camouflage a position during a game (eg takes 1 team 3 moves to make size A camoflaged position, or 3 teams 1 move) is provided below along with the minimum turns required to carry out the task, irrespective of how many teams work on it. Restrictions apply for camouflaging positions in certain types of terrain. Unit Size * Team Moves Minimum Turns Terrain not permitted A 3 1 B B 6 2 B,O C 12 4 B,O,L D 18 6 B,O,L,H,T * that is, the individual unit that is being camouflaged Terrain Not Permitted Key (B) Buildings; (O) Open; (L) Low/Scattered brush or grass; (H) Hedges, Walls; (T) Thin tree-line Units Size B or greater can only be camouflaged in open terrain if they are dug-in. Camouflaged positions can only be prepared the area is free of enemy fire. Troops carrying out this work are considered moving for observation and cannot do any firing. Arc Of Vision (AOV); The AOV for any observer is the area in which an enemy target can be observed and reacted too. A target which lies outside the AOV will still be considered unobserved even if within the target's observation range. OBSERVER Inside Buildings, Pill Box, Bunker Infantry, Gun crews, vehicles Unbuttoned/Open topped AFV Closed Down AFV ARC OF VISION (degrees) 120º (60º either side) 180º (90º either side) 180º (90º either side) 60º (30º either side) For all units, the AOV is always taken from the front edge of the model or unit's base. For turreted AFVs, the AOV is also taken from the direction the turret is facing. For AFVs with multiple turrets, separate AOV apply for each turret (eg. the Soviet T35 will have an separate AOV for each of its five turrets.) A `buttoned up' AFV is one where the crew has closed all hatches and relies on using viewing ports within the tank. Inside AOV Example 60º 60º 30º 30º (outside AOV) Window Types of terrain to be used in a game should be clearly specified before commencing a game. A woods made up of model trees, and concealing an AFV, might easily visible to the naked but in actual fact is surrounded by vegetation which might completely hide it from any on-board observer. When considering an attack, weather was always an important factor to be considered. (eg. the Ardennes offensive of 1944 was based on overcast weather to rule out Allied aircraft intervention.) Weather conditions greatly effect the decisions made during battles, as well as affecting the battles themselves. It is recommended that players adopt one of three philosophies regarding use of weather in a game. Both players need to agree upon which weather approach to use before beginning the game. 1. Historical: players are assumed to be recreating an actual historical conflict, in which case the weather is known. In this case, simply consult the appropriate weather chart below to determine the effects of the historically chosen weather conditions. eg. You are recreating the Ardennes offensive, therefore there is snow on the ground, and it is overcast. 2. Attacker Waits for Correct Conditions: the attacking player is assumed to have waited until the weather conditions were appropriate. eg. If the attacking player would have waited for the rain to stop before beginning his attack, then it would be ridiculous to make weather rolls at the beginning of the game, in which case it could possibly rain. 3. Come What May: In many cases, an attacker may not have the option of waiting for good weather - his orders may be to attack at a certain day, and at a certain hour, regardless of what the weather may be. In such a case, simply determine the sphere of operation in which the battle occurs, and the season in which the engagement is set, and then dice to determine the weather conditions. This approach to weather should be used during encounter games. (See below if you need to randomly determine season and sphere of operation.) eg. The attacking US player may be ordered to attack a German position during the spring in the Northern Europe sphere of operations. The dice are thrown and the result is that it is raining, overcast, and muddy. The US player must then attack under those conditions. Random Determination of Sphere of Operation Many tournament or friendly games will be encounter games with often unhistorical match ups. Each player throws 1D6. The weather is taken to be in the country/sphere of operation of the player with the lowest dice score. eg German Afrika Korps vs Central Russian Soviet. If the Soviet player rolls lower, then the battle is in Northern Europe, if the German player rolls lower, the battle is in the Mediterranean. Random Season Determination: If season needs to be determined randomly, throw 1D6. 1,2 = Spring, 3,4 = Summer, 5 = Autumn, 6 = Winter. 9

10 Weather Determination Table Roll 2D6, and consult the table below to determine the weather for your already determined sphere and season.. Die Northern Europe. Mediterranean Northern Russian Tropical Roll Sprg Sum Aut Wint Sprg Sum Aut Wint Sprg Sum Aut Wint All 2 M,R,O R,O F M Mi,O R,O R,O Mi,O Mi,O R,M M M,R M,O 3 M,O R R,O M,R,O M,O O R,M M,O R,O M,O M,Mi M,F M,O 4 R,O F R,O R,O M M M,O M,O M,R O F,M M,Mi M 5 Mi,O C R,O Mi,O C C M M,R,O C C O S,O C 6 C C Mi,O S C C C C C C C Mi,O C 7 C C C C C C C C C C C C C 8 C C C C C C C C C C C R,O C 9 F C C M C C C Mi,O C O O F,O O 10 M C C Sf R C M R,O M,O R O Sf R 11 M,R,O M M S,O R,O R Mi,O R,O S,O R,O R,O S,Mi R,O 12 S M,R,O M,R,O Sf F,O M,R R,O S,O Sf F,O R S,O R,M Legend: M Mud Mi Mist S Snow Sf - Snow Falling F - Fog O - Overcast R - Raining C - Clear Spheres: Northern Europe: includes France, Belgium, Germany, Poland, and Central Russia, etc, Mediterranean: includes southern France, Italy, Greece, South Russia and Tunisia, Balkans, etc Northern Russia: includes Northern Russia, Finland and the Baltic States. Tropical: includes the Pacific Theatre, an sphere which has no significant seasonal change. Desert: is always clear. Weather Effects: Mud: the ground has been previously soaked by rain prior to the game beginning. This produces bog for all cross country terrain. See Movement Restrictions for infantry and vehicles during bog effects. Note that infantry cannot charge or evade, and guns/howitzers etc cannot be towed off roads except by halftracks or tractors. Mist: an extremely light form of rain, which reduces all visibility by half. The mist will last for 2D6 moves, starting on the first turn. Snow: this is fairly deep snow which has fallen prior to the game. This does not effect visibility but will restrict movement as follows: a. Tracked vehicles movement is reduced by half. b. Wheeled vehicles cannot go cross country at all. c. Infantry movement is reduced by half when going cross country. No charging or evading while going cross country. d. All ponds, lakes, and swamps can be traversed as though it were cross country. Snow Falling: this is the same as snow, (above), but also includes blizzard conditions. Visibility is reduced to 1/3rd of normal. The snow will fall for 2D6 turns, starting on turn one. - 1 to all direct fire by field/at guns, open topped AFVs. For the Infantry Casualties Table, add a 1 Variable, whether direct fire or close quarters combat. Fog: this is mostly present in valleys, coastlines, and lake regions. Lasts for 2D6 turns. Visibility during fog is one quarter of normal. Overcast: This has no effect to ground visibility or movement. But no aircraft can be used. Rain: this rather damp situation effects both visibility and morale. All visibility is reduced to 1/2 normal. Rain will last 2D6 turns. - 1 to all direct firing by field/at guns, open topped AFVs. For the Infantry Casualties Table, add a 1 Variable, whether direct fire or close quarters combat. Clear: Nice sunny day with no restrictions. Note: aircraft cannot be present or called in while there is fog, rain, or falling snow, and they cannot be used at all if the weather is overcast. WIND: Regardless of the weather, before each game begins, roll 1D6 for wind strength and 1D6 for wind direction. (Note: in some cases, the attacker may have determined not to attack if wind conditions were against him, as in the above "Historical Weather Conditions". If so, choose the wind strength historically, and only throw for the wind direction, if it is unknown.) Wind Strength Table: Die Roll Wind Strength 1 No wind 2,3 Light Wind 4,5 Moderate Wind 6 Gale Force Winds 10 Variation: + 1 to die roll if winter, desert, coast, or steppes. Wind Direction Table: Determine which direction is north, and roll 1D6. Die Roll Wind Direction 1 North 2 East 3 South 4 West 5 Roll Again 6 Roll Again NIGHT FIGHTING: Night fighting was very much a big gamble during this era. The risks involved units getting lost, bumping into enemy forces prematurely, and shooting at their own side. Night fighting can only be done in friendly games or campaigns, and only if both players agree. Visibility: Visibility from dusk to dawn is 1/10th of normal if there is a moon and no clouds, or 1/20th of normal if there is no moon or it is overcast. To determine this, roll 1D6. Result Sky Is 0-2 Moon with no clouds 3-7 Overcast or no moon Variations to die roll: - 1 if summer + 1 if winter Note: visibility for night fighting in deserts is always 1/10th. Spotting ranges for muzzle flashes are doubled at night. Direct Fire Variation: - 3 off all direct fire hit chances. Infantry Combat Factor Variation: For the Infantry Casualties Table, add a 3 Variable, whether direct fire or close quarters combat. Movement Restrictions: Infantry cannot charge but can evade Maximum movement for all vehicles and AFVs is 12cm - 3 from all morale tests. Indirect Fire Restrictions: For indirect fire, only map fire can be used, except in cases where an FAO can sight an enemy target, through use of illumination shells, flares, or by sighting muzzle flashes. The FAO can then direct fire onto that enemy position as usual, even if the target is no longer visible. Star Shells: Star shells can only be fired via indirect fire. They can only be fired by guns, howitzers, or mortars, as listed below for each nation. Germany: US: British: Soviet: Polish/Belgium: Hungary/Finland/Rumania: French: Italian: Japanese: 105mm artillery, 81mm mortars 105mm artillery, 60 & 81mm mortars 84/88mm artillery, 50/76mm mortars 76mm artillery, 81mm mortars 75mm artillery only 105mm artillery, 81mm mortars 75/105mm artillery, 60/81mm mortars 75/105mm artillery, 81mm mortars 75/105mm artillery, 81/90mm mortars

11 Star shells have the effect of illuminating the area within their respective BZRs for the move in which they are fired. All enemy troops within the illuminated BZR can be spotted up to half normal visibility ranges. Star shells were a rare commodity among artillery units. Roll 2D6 for each battery and mortar, and subtract the lower number rolled from the higher. This new number is the number of moves which that mortar or battery can fire star shells for. Flares: Cost 5 points each. They illuminate an area with a radius of 10cm for one move. These were sometimes set up with tripwires. INFANTRY Introduction - Infantry are the currency of war and by definition, always bore the brunt of the fighting. No matter how prominent tanks, aircraft or artillery became in a battle, infantry were always assigned the job of following up in their dust to hold or seize new ground. (The term `infantry' in these rules also applies to all weapons crews and any other units which operate on foot.) Often referred to as `cannon-fodder', the infantryman of WWII was far from the simple `grunt' that inhabited the trenches of the Great War. The weapons inventory from 1918 had advanced in leaps and bounds and the individual soldier was trained in the use of no less than a dozen different weapons, ranging from grenade dischargers to light machine guns. Mortars were given a new lease of life and anti-tank weapons were beginning to be taken seriously. INFANTRY TEAMS In our previous editions of Panzerfaust, infantry were based individually, but this was tedious and slowed down the game. US Marine squads in WW2 operated in three fire teams of four men each. Late war German squads with two LMGs operated in a similar fashion, each LMG fire team providing fire support for the other to advance. Heavy weapons groups such as Bazookas and their twoman crews, mortars and their crews, Soviet Anti-Tank Rifles and their crews, German MG42 machine guns and crews, etc, were also referred to as teams, even when acting from within a larger squad. Therefore in this edition of Panzerfaust, all infantry squads and sections are based in (fire) teams, whether squads or HQ sections. This greatly simplifies infantry movement, infantry fire, close quarters combat, and casualty resolution. A team represents 2 4 men, and on our 1:1 scale, this means a team should have 2 4 figures on the base. Apart from FAO/FAC Teams which always have 2 figures, it does not matter if your other fire teams have 3 or 4 figures. It will look good if a 10 man squad has 10 figures shared between its three team bases, but does not matter if it only has 9 figures. eg a Soviet 1941 Rifle Squad has 10 men, being an LMG (mag) Team and two Rifle Teams. The LMG Team has 3 figures (1 machine gunner, 1 rifleman assistant, 1 rifleman), one Rifle Team has 3 riflemen, and the second Rifle Team has four Riflemen. eg 2: A German 1944 regular infantry squad has 10 men, being typically two LMG (belt) Teams and one Rifle Team. The LMG (belt) Teams have 3 figures (1 machine gunner, 1 rifleman assistant, 1 rifleman/smg), and the Rifle Team has 4 riflemen (1 could have an SMG), and one or more of the figures in this team have Panzerfausts. eg 3: a German 1944 Panzergrenadier squad would be two LMG (belt) Teams. The LMG Teams have 4 figures (1 machine gunner, 1 rifleman assistant, 2 rifleman/smg, and one or more of the figures in one team have Panzerfausts.. Infantry Squad/Section Cohesion Infantry squads, heavy weapons sections and HQ sections normally have 1 3 teams. These must remain in squad cohesion at all times, unless the squad/section is performing a leap-frog move. To remain in cohesion, each team must remain within a base-width of another team of its squad/section. This applies even if the squad/section is broken up to ride on 2 or more transport vehicles, that is, the vehicles must then also remain within an infantry base-width of each other. If for any reason the cohesion is broken, the smallest cut off part of the squad/section must move full speed until it re-unites with the larger part of the squad/section. If both sections are the same size, the rearward one must move towards the front one. Note that cohesion has nothing to do with Command Control radii. It is compulsory. INFANTRY BASING The figures on the team base must accurately represent the type of team it is. See below: Rifle Team riflemen and 0 1 SMG figures. US Rifle/Carbine Team riflemen/carbine Assault Rifle Team riflemen SMG Team SMG men LMG Team (mag)... 1 LMG man, 1 rifleman/loader,1-2 rifle/smg US LMG Team (mag)... 1 LMG man, 1 carbine/loader, 1-2 carb/smg LMG Team (belt)... 1 LMG man, 1 rifleman/loader, 0-2 rifle/smg Platoon HQ Team... 1 Officer, 0 1 radio operator, 1 3 riflemen. Company + HQ Team Officer, 0 1 radio operator, 1 2 riflemen. MMG... 1 MMG, 2 crew HMG... 1 HMG, 4 crew Flame Thrower Team... 1 Flamethrower man, 1 2 riflemen AT Weapon Team... 1 man with AT weapon, 1 2 loaders/riflemen (this is for Pzrshrck, Bazooka, AT Rifle, not one shot weapons or PIAT) FAO/FAC Team... 1 Artillery/Aircraft Observer, 1 radio operator Some heavy weapon crews and gun crews have large crews, which represent a number of teams on the one base. Although the heavy weapons and guns/mortars are represented on a 1:1 scale, the crews should be represented on a 1:2 ratio. PIAT/One Shot AT Weapons If any infantry base has any PIAT or one-shot AT weapons, eg Panzerfaust, AT Rifle Grenade, at least one model on the team base could have the weapon, though this is not compulsory. Infantry, Heavy Weapons, Mortars and Guns Basing Table Team/Crew No. of Figures Counts as 1/76 th Scale 15mm Scale 1/300 th Scale Type On Base * # no. of Teams Base Size Base Size Base Size Infantry Team mm x 40mm ** 30mm x 30mm 15mm x 20mm Cavalry mm x 60-80mm 30mm x 45-60mm 15mm x 30-40mm MMG mm x 40mm 30mm x 30mm 15mm x 20mm HMG mm x 40mm 30mm x 30mm 15mm x 20mm Mortar 45-82mm mm x 40mm 30mm x 30mm 15mm x 20mm Mortar mm mm x 40mm 30mm x 30mm 15mm x 20mm Hvy Mortar 150mm mm x 60mm 30mm x 30mm 15mm x 20mm Light Gun (A) mm x as req d 30mm x as req d 15mm x as req d Mdm Gun (B) mm x as req d 30mm x as req d 15mm x as req d Hvy Gun (C) mm x as req d 30mm x as req d 15mm x as req d Hvy Gun (D) mm x as req d 30mm x as req d 15mm x as req d Notes: 1. These base sizes are strongly recommended, but no re-basing is required if your figures already based differently. However, it is important that both players use the same basing system. 2. Guns/howitzers base widths also can be increased as necessary, and depth should also be sufficient to hold the entire length of the gun, including barrel, as well as the crew. 3. Remember that heavy weapons & guns/artillery are represented on a 1:1 basis, but their crews are done 1:2. 11

12 4. Cavalry (& horse teams) should be based two ranks deep, as it is essentially a travelling formation. 5. You will notice some crews count as more than one team. If they take casualties, use casualty counters to record how many teams have been lost. eg a Hvy Mortar crew counts as 3 teams. If it takes 1 team casualties, put a 1 casualty counter on the base. Infantry Transports and Basing Most infantry transports carry one or more teams. But in some cases, such as motorcycles, you may be required to base two or more motorcycles on one infantry sized base, to transport one team. For all intents and purposes, this counts as one vehicle with their joint carrying capacity, when firing at them. For crews which are larger than one team, you must use a transport large enough to carry that many teams. INFANTRY MOVEMENT - The average infantryman was usually burdened with a considerable amount of clothing, equipment, a few days rations, and ammunition. All this invariably affected the individuals rate of movement. The speed of any infantry advance was usually restricted to a fast walk with enough energy for a quick dash in the event of trouble or self-preservation. All infantry movement is measured from the base s initial front edge position to final front edge position. So if a 40mm x 40mm base makes a 180º turn at a walk rate of 5cm, the front edge will end up 1cm behind the base s initial rear edge position. Infantry travel at the following movement rates with restrictions applying to terrain or obstacles; Infantry Movement Rates: Charge/Evade Walk Crawl/Wade Prone 12 10cm 5cm 2.5cm Cannot move Movement restrictions; Disembarking/embarking from transport Entering building via door Entering building, other than thru door Ascending/Descending one floor of a building Scaling obstacle below man-height Scaling obstacle man-height or above `Walk' movement (5cm); This is the standard movement rate. - ½ move No delay - ½ move - ½ move - ½ move -1 move `Charge/Evade' movement (10cm); This can only be used - when moving under threat of enemy fire, to enter Close Quarter Combat (CQC), ie, charging the enemy, to disengage or withdraw as a result of bad morale. Infantry can use Charge/Evade movement for up to two consecutive moves followed directly by the same number of moves resting (during which firing and CQC is permitted but not movement.) Infantry equipped with heavy weapons (mortars, MMGs & HMG) cannot use Charge/Evade movement without abandoning their equipment. Charge/evade movement cannot be used when going uphill. `Crawl' movement (2.5cm); This is usually carried out to take advantage of any low level cover not afforded while in a standing position. This does not count as being `prone'. `Wade' movement (2.5cm); Used when crossing light streams, fordable rivers, etc. `Prone' - For infantry to be considered `prone' they must be stationary for the entire move. Being `prone' means the infantry are lying face down and making the most of any available cover and presenting the smallest possible target to the enemy. Advantages of being `prone' are reduced casualties from infantry fire and better concealment against observation. Infantry cannot be considered `prone' if behind or within: buildings, walls, structures, dug-outs or entrenchments. Heavy weapons & gun crews, except Lt mortars, cannot be `prone' while setting-up or firing their weapon. Crew/Set-Up Times - The following infantry heavy weapons all require a minimum number of turns for setting up, after which they can be fired. During the setup period, the crew undertake no movement (or action) other than the assembly their weapon for action. (These weapons can of course begin a game already set-up.) Weapon Set-Up Time # Team/Crew Size Represented by # Figs MMG 2 moves 1 team 2 figures HMG 2 moves 2 teams 4 figures Lt Mortar 1 move * 1 team 2 figures Md Mortar 2 moves * 2 teams 4 figures Hv Mortar 4 moves * 3 teams 6 figures Radio setup no penalty - - * +1 move set-up time if crew is conscript 1. `Setting up' is required each time a heavy weapon is moved by its crew. (Does not apply for vehicle mounted weapons.) 2. Crew sizes listed are the number of infantrymen required to man the weapon. 3. Carrying capacity required for transporting the above heavy weapons & crews is the crew size plus one. So a Hv Mortar requires a transport that can carry teams = 4 teams. This includes ammunition etc. 4. Man-portable radios must be operated while stationary (not applicable to AFVs.) 5. Heavy weapons capable of being mounted on softskin vehicles are listed under the `Vehicle Notes' for each country. 6. Heavy Weapons Crews reduced below half strength are no longer capable of transporting the weapon and must either abandon it or be reinforced if they wish to move. Infantry Point Values & Organisation; See the Infantry Teams/Weapons Fire Factors Table for the point values of the various types of infantry teams available. Note that point values may be further modified according to troop quality. The army lists at the back of the rules provide organisation for each nation, listing which teams make up each squad, HQ section, etc. Infantry man-portable radios cost points each If you wish to use organisations that we have not provided in the army lists, you must have sufficient documentary evidence regarding actual organisation of those units. You cannot make up any units as desired. When following documentary evidence in forming additional units, please ensure that each section/squad has the correct number of teams, as explained above in Infantry Teams and Basing. Each platoon must have a platoon HQ, each company or battalion must have a co. or bat. HQ. Mounted Troops/Cavalry - Cavalry in their traditional role as `shock troops' ceased to be of value as early as the American Civil War, where the romantic `death or glory' charges frequently fell victim to the ever increasing firepower of the infantry. As a result, tactics were changed and the new role of mounted infantry emerged. Mounted Infantry played a large role during WWII for those nations which lacked motorisation, and were best employed in terrain inaccessible by motorised vehicles. In battle, mounted units would manoeuvre into position and then dismount at the first sign of combat, and engage the enemy on foot. Charges were rarely carried out while still mounted. The few occasions where this did occur, the enemy was usually fleeing or in disorder. (Many historical accounts of cavalry actions fail to describe that they fought dismounted and often left the reader with the impression that they fought mounted. In Poland 1939, this misconception was exploited by German propaganda and perpetuated later on by post-war Hollywood.) Point Value Cavalry/Mounted Infantry Teams cost 3 points more than their infantry team counterparts. Cavalry Movement Rates: Trot 10cm Walk 5cm Charge/Evade 20cm Dismounting Horse No delay Mounting Horse - ½ move `Trot' movement (10cm); Cavalry/Mounted Infantry move at a `Trot' (10cm) as standard movement except when passing through difficult terrain. `Walk movement (5cm); For negotiating difficult terrain such as woods, orchards, rubble, low scrub, fordable river/streams or rocky ground, the `Walk' movement (5cm) is used. `Charge/Evade' movement (20cm); This can only be used - when moving while under threat of enemy fire, to enter Close Quarter Combat (CQC), ie, charge to disengage/withdraw as a result of bad morale. Mounted Infantry can use Charge/Evade movement for up to two consecutive moves followed directly by the same number of moves resting. (Resting troops may fire and CQC but cannot move.) Charge/Evade cannot be used while moving through difficult terrain or when going uphill.

13 Man-height obstacles such as walls, hedge-lines can be negotiated without penalty or delay. Mounted Infantry cannot enter buildings or negotiate obstacles over man-height without dismounting (in which case they become normal infantry.) They cannot remount. MMG, HMG, Med & Hvy mortars must be transported by horse teams with wagons, or by trucks. Pistols, Rifles, SMG, assault rifles can all be fired from horseback by mounted infantry. All cavalry/mounted-infantry are Size `B' for observation. Casualties from incoming fire upon cavalry/mounted infantry are calculated as per firing at normal infantry. USE OF CAVALRY IN WWII Nation Year Theatre Germany Europe and Russia Russia Europe and Russia France Extensive use Belgium Limited use Italy Russia only Hungary Balkans & Russia (much use) Rumania Balkans & Russia Japan China only Finland Limited use HORSE TEAMS (for towing guns, heavy weapons, etc) Horse Teams Movement Rates: Road 10cm Cross Country 5cm A horse team costs 1/2 the point value of the equivalent vehicle counterpart. All setup/pack up time for horse towed weapons is the same as for vehicles. See the Vehicle Movement Restrictions table for movement restrictions. Bikes - Movement rate - 10cm on roads. Cannot be ridden offroad. Point Value 3 points per team This form of transport was widely used by all countries with the exception of the USA, Britain & Commonwealth countries. Nonmotorised infantry units were provided with some degree of mobility and Infantry divisions often contained one or more battalions equipped entirely with bicycles as a mobile reserve. Bicycle equipped units on the Eastern front were not common as the most roads were in poor condition. 1. Use of bicycles is limited to roads, and any movement crosscountry must be carried out dismounted and at a walking rate of 5cm, as per normal infantry movement. 2. Only the rider's personal weapons can be carried while mounted, 3. MMG, HMG, Md & Hv mortars cannot be transported on bicycles, 4. No deduction on movement for mounting or dismounting, 5. Infantry cannot fire weapons or use `charge/evade' movement without dismounting & discarding bicycles. Discarded bicycles can be reclaimed if collected from the same point they were originally discarded. 6. Casualties from incoming fire upon bicycle mounted infantry are calculated as per firing at normal infantry. ASSAULT ENGINEERS - PIONEERS These are special, trained assault troops who were assigned duties which were above that of the regular troops. They were classified as support troops and were most often the toughest within the division or regiment. Their speciality was attacking fortifications. Assault engineers/pioneers are for all purposes the same as normal infantry, except they are the only troops permitted to use the following equipment: flamethrowers (US Marines are also permitted to use) demolition charges see Demolition Charges, page 40 smoke grenades 5 PV per team mine detectors 12 PV per team These troops are also capable of laying mines, clearing mines, using mine detectors, and torpedoes. Their other tasks include constructing bridges, (blowing up bridges), laying booby traps, and so on. Engineers were organised differently to regular troops, being more heavily equipped, having not only the above mentioned specialist weapons/equipment, but also with AT grenades, bazookas, and so on. Engineers can be purchased as per the army lists, or, a maximum of one infantry squad (not HQ nor heavy weapons unit) per company can be converted into engineers. They remain a squad of the platoon that you purchased them with. You must re-calculate the points value of the squad as follows: Point Values for Engineers: Engineer teams are purchased as per normal infantry teams + 3 points per team, eg a normal platoon HQ platoon + 3 points, or a normal rifle team + 3 points. Each engineer team can also be given a special or AT weapon in addition to its normal infantry team weapons. The special weapons include flamethrowers, demo charges, smoke grenades, mines, mine detectors. AT weapons include one-shot weapons, AT rifles, Bazookas, PIATs, Panzerschrecks. However, no engineer team can have the same weapon twice. Finally, they can only fire/use one weapon type a turn. eg an engineer rifle team also has demo charges. It can either fire as a rifle team, or use the demo charges. It cannot use both in one turn. Engineer Smoke Grenades Smoke grenades cost 5 points per team and can only be used by engineers. Each engineer team equipped with smoke grenades can use them only once per game. To use, simply place a 6cm x 2cm smoke cloud 5cm in front of the team s base (subject to wind effects of course, see Direct Area Fire Laid Smoke & White Phosphorous). SKI TROOPS: In the frozen terrain of Finland and Northern Russia, ski troops played an important role, and fought a war unique to themselves. Countries that employed mountain/ski troops on the Russian Front were: Germany (Dietl's Gebirgskorps) Finland (Sissi) Russia Italy Hungary Rumania Under snow conditions, ie, snow has fallen or is falling, ski troops move at 4cm when going up hill, 8cm per turn on flat ground, or 12cm down hill. A charge/evade move of 12cm is also permitted as for infantry normal movement. Only light small arms may be fired while still on skis, being pistols, rifles, or SMGs. Sledges for carting heavy weapons cost 3 points and can be towed by the infantry at the above movement rates, except that they cannot charge or evade. Prisoners - Infantry or crews which are taken prisoner, come under the control of the captor and can either be withdrawn off the board or removed from the game altogether. If there is any possibility that prisoners may be retrieved during the course of a game, the original owner can request that they remain on the games board. A ratio of guards to prisoners of 1:10 should be used for escorting or guarding POWs. Infantry units depleted of teams for escort duties are not considered under strength for morale tests. Friendly forces which witness enemy troops deliberately inflicting casualties upon prisoners following their surrender will receive an automatic `+3' on subsequent morale tests. The capture of prisoners and subsequent interegation usually provided the captors with some form of low level intelligence about the enemy. This aspect is best exploited in campaigns with umpire mediation on what information is revealed. INFANTRY WEAPONS Introduction - The following rules are designed to resolve small arms fire in the quickest and most efficient manner without loss of detail. A system of `fire-factors' is used to measure the effect that weapons have against their targets. Performance deteriorates with range depending on calibre and type of weapon. When an enemy unit is fired upon, fire-factors are accumulated for all weapons firing at it. From this total, variations are applied and casualties are calculated. Combat Variations are used to vary casualties according to the circumstances and ground cover relevant to both the target and firer. `Infantry weapons' refers to all small arms (except mortars) employed by infantry or as equipped on vehicles and AFVs (MG's, flame-throwers, etc.) `Cover' refers to any sort of terrain which might provide some form of protection and/or reduce visual observation for target or firer. Infantry weapons may not be fired if the firer moves over half of its movement allowance. Acquiring a Target - To engage a target with infantry fire, the firer must first acquire the target under one of the following circumstances. Only then can the enemy unit, AFV or vehicle be engaged as a target; 1. Enemy target is visible to the firer (as per Observation Rules) during the turn that the firing is to take place, or 2. Enemy target has fired and muzzleflash was observed. A muzzleflash will either reveal the general location (for Speculative 13

14 fire only); or the target's exact location (engage as `Firing at muzzleflash'), or 3. Enemy is not visible but was previously seen entering or near a certain terrain cover. Only Speculative fire may be used on the `cover' that target was last seen entering before visual contact was lost. 4. Firing at targets in circumstances other than those listed above should not be permitted unless overruled by an umpire. 5. Shooting at HQ & Heavy Weapons bases: any individual base or unit can itself always shoot back at an individual infantry base (squad/hq/heavy weapon) that fired at it, or that is over one base width away from all other bases of that unit. Otherwise, you cannot individually target infantry bases that are at or within one base width of another base of their section/platoon. In this case, you must fire at the unit, and the casualties are removed as desired by the player commanding the unit. See casualties below. 6. The firer s front base edge must be touching a wall or hedge in order to shoot through/past it. If a stone/brick wall is higher than an infantry model, you can only shoot through windows or door ways. Any unit/s in a building are assumed to be defending windows or doors. 7. Buildings. Because infantry base sizes won t fit exactly into buildings, whereas in reality a squad would spread itself around windows and doors, place the infantry base s front edge against one wall. But, for visibility purposes, that squad can also observe or see through other windows or doors up to its base width away from any base edge. eg place a 4cm x 4cm infantry base against a house s front wall facing the street, but the squad can also see through any other door or window within 4cm of any edge of the unit s base. So the normal rules of observation, where you can only see from your front edge, don t apply within buildings for infantry units. However, the infantry base can only shoot from its front edge, so if a target appears to the rear or side of your infantry base, and you want to shoot at that, during the firing phase you must rotate your infantry unit and place it against the relevant building wall. This movement is free. Whichever edge it shoots from, rotate the infantry base so that the front edge is now facing the firing direction. Procedure for Firing with Infantry Weapons - 1. Determine whether target can be legitimately fired upon and which type of fire is being used, ie. Direct, Speculative or firing at muzzleflash. (Note that an infantry team that is lined up in base to base contact with another team of the same squad, that is front edge lined up with rear edge, and corners lined up too, can shoot through that team without penalty. This represents both teams intermingling.) As mentioned previously, (see Turn Segment G: Resolve Infantry Fire & Direct Fire, page 6) although Direct Fire is conducted after all movement has been completed, players can select to fire at targets during any part of their movement phase by back-tracking the position of the target. In doing so, the unit which is firing must also be in a position to observe the target at that part of the turn. If the target is destroyed/disabled, it remains where it was fired upon, not completing it's planned movement. Otherwise it completes it's full movement. (eg. During the movement phase a tank moved from being visible to behind a building. It took 1/2 of it's turn to do this. An enemy AT gun which observed the target during the first half of the turn can fire at the tank before it disappears behind the building. It succeeds in hitting the tank and destroying it, so the tank model is put back (backtracked) to where it was when the gun fired at it. Casualties When a unit or group of units suffers casualties, entire bases of teams must be removed if possible, as selected by the player commanding the unit. The exception is that some crews count as more than one team. If they take casualties, use casualty counters to record how many teams have been lost. (eg a Hvy Mortar crew counts as 3 teams. If it takes 1 team casualties, put a '1' casualty counter on the base) If several units are fired upon, eg three squads of one platoon are fired upon together, remove casualties as evenly as possible from amongst the three squads. (eg the platoon suffers 3 team casualties, so one team casualty is removed from each squad). Single-team HQs and single-team heavy weapons do not have to be included when spreading casualties evenly. When an infantry team/base is wiped out, remove it from the table and none of the weapons may be recovered. If it is a gun or mortar, place cotton wool on the model to show that it has been destroyed, rather than removing it. (Note also that weapons are not transferable between units during a game.) 2. Measure the range between target and firer. For target vehicles measurements are taken from the closest edge or corner. For guns, mortars, heavy weapons & infantry, all measurements are taken from the front edge or front corner of the base. 3. Use the fire factors provided in the Infantry Teams/Weapons Fire Factors Table below, and cross reference the team/type of weapon/s being fired with distance to the target. This will give the `fire-factors' for the team/weapons. 4. Add together the fire-factors for all teams/weapons (that have the same variations) being fired against the same target or target group (that have the same variations). See below. If your firefactors exceed 100, then treat as 2 groups, one firing at/up to 100, the other with the remaining fire factors. 5. Enemy units being targeted with identical Infantry Weapons Direct Fire Variations for both firer/s and target/s can all be treated as a single target group. If any of the target units have different variations, eg one target squad is in hard cover, one in soft cover, then they must be fired upon separately. Also, if the firing units have different variations, eg one firing squad is moving, one is stationary, then they must fire separately. 6. Now refer to the Infantry Weapons Direct Fire Variations below the Infantry Casualty Table. Add/subtract together any variations which are applicable to both the firer or target. Then roll one (1D6) die and add or subtract to the total. 1,2 = -1, 3,4 = 0, 5,6 = Refer to the Infantry Casualty Table and cross reference the total fire-factors with the adjusted Infantry Fire Variations figure. The result is the number of teams that are casualties. 14

15 Infantry Teams/Weapons Fire Factors Table Infantry Teams/Weapons Fire Factors Table Range in cm PV Team/Weapon Type CQC Rifle Team US Rifle/Carbine Team Assault Rifle Team SMG Team Platoon HQ Team Company + HQ Team FAO/FAC Team * Open Topped AFV Crew LMG Team (mag) US LMG Team (mag) LMG Team (belt) ** AT Weapon Team *** MMG HMG Quad HMG as above, but with different Infantry Weapons Direct Fire Variations 8 AFV LMG (mag) AFV LMG (belt) **** 20/25mm AA Cannon PV Flamethrowers CQC Flame Thrower Team (Man) Engineers only 15 Flame Thrower (AFV) (Soviet/Axis) 26 Flame Thrower (AFV) (UK/USA) Figures in the above table are fire factors for each team/weapon. (adding a radio to an HQ costs + 20 PV) * PV not applicable, cannot be purchased separately. Applies to AFVs with open tops, sides or rear. ** LMG Team (belt) on foot cannot fire if it moved. (Does not apply to vehicle mounted belt fed LMGs.) *** AT Weapon Teams cost 3 points plus the point value of the AT weapon. **** Refer to Gun Charts for PV Note: to upgrade any of the above teams to engineer status, + 3 PV. (except for flamethrower teams, which already include the addition.) Infantry Teams/Weapons Notes - Rifle Team: 3 4 men armed with Bolt Action Rifles, and up to 1 SMG. Covers all rifles which required each round to be manually reloaded, eg. British Lee-Enfield, German Mauser, Soviet Mosin-Nagant. Bolt action rifles were the standard infantry weapon for the majority of countries. Their rate of fire was limited to 6-9 rounds/minute if fired with any accuracy. US Rifle/Carbine Team: 3 4 men armed with self loading rifles. Covers the US M1 Garrand & M1 Carbine, German Gew41 & Gew43 and Soviet SVT-40 model rifles. All weapons fired semi-automatic using standard rifle ammunition. The M1 Garrand was the standard US infantry rifle, while German & Soviet models were limited issue only. Assault Rifle Team: 3 4 men armed with Assault Rifles. Covers the German MP43 & MP44. These weapons were characterised by their advanced design and were capable of select or full automatic fire. Using a short cartridge, they were highly effective at close range with the ability to engage targets at distance. Also includes the late war US M2 Carbine which could be fired full automatic (not to be confused with the semi-automatic M1 version). SMG Teams: 3 4 men armed with Sub Machine Guns. Also referred to as `Machine Pistols'. These weapons had a practical rate of fire around rounds/minute and a short effective range due to the `pistol type' cartridges and low velocity bullet. Accuracy was limited to close range when firing on automatic. Platoon HQ Team: 3 4 men being 1 Officer & 1 2 NCO, 1 2 men. The officer would normally have a SMG, the others rifles. PV does not include a radio. If permitted, this is 20 PV extra. Company, Battalion etc HQ Team: 3 4 men being 1 Officer & 1 3 NCOs. The officer and some NCOs would normally have SMGs, the others rifles. PV does not include a radio. If permitted, this is 20 PV extra. Many company HQ sections have 2 HQ teams. LMG Team (mag): 3 4 men being one Light Machine Gun (Magazine Fed), one assistant rifleman, and 1 2 men with rifles or SMGs. (Also referred to as Automatic rifle.) Covers examples such as the British Bren, US BAR M1918A2, Soviet DP 1928, French Hotchkiss mle26, Czech ZB vz26, etc. Issued as section/squad support weapons, they were limited to select accurate bursts of fired from magazines holding rounds. Also includes German MG34 & MG42 using (drum fed) magazines. Practical rate of fire; rounds/minute. These teams include US Marines during the early part of the war, when they were equipped with the BAR and bolt action rifles. US LMG Team (mag): 3 4 men being one Light Machine Gun (US BAR M1918A2 magazine fed) one assistant carbiner, and 1 2 carbiners. (One man may have an SMG, eg, the NCO.) LMG Team (Belt): 2 4 men being one Light Machine Gun (Belt Fed), one crewman with rifle and perhaps 1 2 men with rifles or SMGs. Covers `bipod mounted' German MG34 & MG42, US Browning Air cooled.30 cal (bipod). These weapons used belt-fed ammunition which provided a much higher rate of fire than their magazine-fed counterparts. Practical rate of fire; rounds/minute. Infantry LMG (belt) Teams on foot cannot move and fire. Does not apply to vehicle mounted belt fed LMGs. All AFV LMGs listed for Italian, Soviet, Finnish, Polish and Japanese AFVs are treated as `magazine-fed'. German, US and British AFVs (except those equipped with Bren LMG) are treated as `belt-fed'. Medium Machine Gun (MMG). Covers both infantry MMGs and their crews, and AFV MMGs. Covers all tripod mounted 6.5mm-8mm calibre machine guns. These include German MG34 & MG42 (tripod), British Vickers.30" cal, French Hotchkiss mle1914, US Browning.Water Cooled 30" cal (tripod), Soviet Maxim M1910, Japanese Type 92, etc. Medium machine guns were used in `sustained fire' roles for medium to long range. Accuracy was achieved by stabilising the weapon on a heavier mounting (ie. tripod). Over-heating was reduced by either heavily designed barrels (water cooled) or quick barrel change-outs. Larger crews were necessary to maintain the weapon and to carry ammunition supplies. Practical rate of fire; rounds/minute. Heavy Machine Gun (HMG). Covers both infantry HMGs and their crews, and AFV HMGs. Covers all 12mm-15mm calibre machine guns used. These include US Browning.50" Cal, British 15mm Besa, Soviet 12.7mm DshK1938, French 13.2mm Hotchkiss mle 30, Japanese 13mm Type 93, Italian 12.7mm Breda m31, etc. The rate of fire for heavy machine guns was not high, but the large calibre rounds gave better accuracy at longer ranges. HMG ammunition usually had AT rounds (tungsten cored) slotted into every four or five normal rounds, therefore permitting them to be used against light AFVs. When firing an HMG at an AFV, treat as a 7.9mm wz35 AT Rifle. Can also achieve multiple hits in the same way as a 20mm autocannon. See later. AFV Mounted Machine Guns - Machine Guns equipped on AFVs are listed along with their main armament in the Armour Lists, ie. HMG, 15

16 MMG or LMG. Most AFV MGs have been classified `light'(lmg) because they were operated by only a single crew member. Medium MGs are those which are served by at least two or more crew and were capable of sustained fire role. Heavy MGs are determined by calibre. Flamethrowers - Flamethrowers were terrifying weapons, both to use, and especially to be confronted by. Although a close range weapon, their devastating effect was used mainly against fortifications and houses. Man-portable flame throwers are limited to use by engineer teams. All flamethrowers can be used up to very short ranges or in Close Quarters Combat. They have an arc of fire of 30º from the centre of the firing base/vehicle, ie their Fire Factors or CQC Factors can only affect infantry/softskin etc targets within range and within 30º. Note that if a target is even partly overlapped by the 30º arc, it is affected. Vehicle mounted flamethrowers have been divided into two categories; UK/USA and Axis/Soviet. Allied flamethrowers were more efficient and had a greater range than their Axis and Soviet counterparts. See the Infantry Weapons Table or CQC Infantry Weapons Table and relevant procedures to attack an infantry target. This includes all softskins, heavy weapons and gun crews. As per those rules, you do not attack fortifications or houses directly, but simply attack the infantry in them. A flamethrower may only be fired if the operator does not move over half its allocated movement allowance. See later section on Flamethrowers and AFVs. Infantry Heavy Weapons Organisation In some cases in the army lists, infantry heavy weapons platoons or companies will have their command teams listed, but normally not. In most cases, these infantry heavy weapons platoons or companies may simply be listed as follows: MG Platoon (4 x MMG), or, MG Company, (2 x MG Platoons, with 3 x MMG in each) In these cases, for each heavy weapons platoon you must also purchase a platoon HQ section, with a platoon HQ team and 0 2 rifle teams. Radios if relevant are an additional + 20, as per for infantry. For each company, you must purchase 1 2 company HQ sections, with 1-2 company HQ team/s and 0 2 rifle teams, plus radios if relevant. These platoon and company HQs can be mounted on horseback if the heavy weapons are horse-drawn, or given cars or trucks if motorised. Infantry Casualty Table Final Fire Factors Variation Variables over +7 treat as +7. Variables under 9 treat as 9. Cross reference Final Variation total with fire factors to find out how many teams are casualties. Infantry Weapons Direct Fire Variations: (row shifts, ie, up or down) Target Unit/s Variations Firing Unit/s Variations -2 Target behind soft/partial cover -3 Firer moved up to half -6 Target behind Hard Cover -2 Firer under covering fire -8 Target in fortifications +2 Firer is veteran -1 Target moving over 5cm -2 Firer is conscript -2 Target moving over 10cm -5 Firer doing speculative or covering fire -2 Target is prone infantry -3 Firing at muzzleflash +1 Target is in softskin vehicle +2 Each extra barrel firing -3 for each team firing crew has lost as casualties -3 Firer is AFV firing from a One Man Turret Chance Factor: Throw 1D6 1,2 = -1 3,4 = 0 5,6 = +1 Infantry Weapons Direct Fire Variation Explanations - -2 Target behind Soft/Partial cover: applies if enemy target/s are behind or within the following terrain; woods, orchards, hedges, or wooden fences or structures including wooden buildings, shielded AT/field guns, tank riders. Softskin vehicles or horses do not provide any cover to their passengers or riders. AT/field guns with shields provide only partial cover for crews, not hard cover. Many AFVs with only partial cover for their crews are also included here when fired at from certain arcs. See AFVs Crews and Small Arms Fire below. -6 Target behind Hard cover: this applies if enemy target/s are behind or within the following terrain; brick or stone buildings, stone or earth walls, bocage, armored APCs, dug-in, or entrenched. See AFVs Crews and Small Arms Fire below. -8 Target in fortifications this applies if enemy target is within fortifications such as a pill box, bunker or fortified building. Refer to the rules on Fortifications for more details. -1 Target moving over 5cm: applies if enemy target is moving over 5cm and up to 10cm. -2 Target moving over 10cm: applies if enemy target is moving in excess of 10cm during the turn. -2 Target is Prone Infantry: applies if enemy target (infantry only) are in a Prone position. Infantry can count as `prone' while in/behind the open, brush, hedge, woods, treeline, orchard +1 Target is in softskin vehicle/s: applies to all unarmored vehicles and their passengers -3 Firer moved up to half; units that expends up to half movement during any phase of the turn incurs this penalty on firing. +2 Veteran, -2 Conscript applies too all units which have been up or down graded in status. Allows for variation in small-arms training and experience for various qualities of units. -5 Using Speculative or covering Fire; applies if firing at a enemy position without knowledge of target's exact location. -3 Firing at Muzzleflash: this applies if the exact position of a muzzleflash has been observed by the firer. If only the general location of the muzzleflash has been revealed, then used Speculative fire against that general location. +2 Each extra barrel firing; this applies to any multi-barrelled weapon. Add +2 for each extra barrel above one, eg. +6 for 20mm Quad, +2 for twin mounted HMGs. Multi- 16

17 barrelled weapons are defined as having all the barrels coaxially mounted (eg. dual turret MGs on PzIII A-D, US M16 AASP). -3 for each team firing crew has lost as casualties this only applies to crews which are larger than one team, and that have suffered casualties. -3 Firer is AFV firing from a One Man Turret refer to the AFV notes to see which AFVs have one man turrets. Gun Crews - Gun crews for guns with shields receive soft/partial cover, unless fired at from behind, in which case they receive no cover. Guns without gunshields provide no cover for crews. AFVs Crews and Small Arms Fire Crews of AFVs are considered to be one team. Crews of AFVs with open flanks, rear or tops can be subjected to small arms fire, and receive either `hard cover', `partial cover' or `no cover' depending on the AFV and direction from where it is fired upon. It must be remembered that in combat, most SP guns required the crew to operate outside the protection of cramped crew compartments, especially when handling bulky ammunition and shells. See the section on CQC regarding close assaulting an open topped (and or sides and rear) AFV. Unless specified otherwise in the AFV notes, use the following rules: Fully Enclosed AFVs buttoned-up - cannot be affected by small arms commander head-up - commander counts as being in hard cover. If he is killed by receiving one team or more worth of casualties, the AFV becomes closed-down for the rest of the game, and suffers morale & firing penalties. Also, if it is a one-man-turret AFV, the remaining crew bail out, and the AFV is considered destroyed. Open Topped AFVs AFV crew count as being in hard cover for small arms fire, unless fired at within º45 from above, eg from a building s 2 nd + story, in which case AFV crew receive no cover Open Topped and Rear AFV crew count as being in hard cover for small arms fire from the front arc AFV crew count as being in partial cover for small arms fire from the side arcs AFV crew count as having no cover for small arms fire from the rear arc Open Topped, Sides and Rear AFV crew count as being in hard cover for small arms fire from the front arc AFV crew count as having no cover for small arms fire from the sides and rear arcs Soft-skin Vehicles & Passengers - All unarmored vehicles are categorised as `softskin.' Passengers are afforded no protective cover while riding in softskin vehicles and provide a better target compared to being dismounted (eg. +1 Target is Softskin vehicle). Passengers within softskin vehicles take casualties as per normal Infantry Fire. Softskin vehicles themselves are destroyed if while either carrying passengers or empty, the vehicle receives casualties that equal or exceed half the vehicle s passenger carrying capacity. Refer to Softskin Vehicles for capacity. eg a truck that can carry 2 teams receives 1 team worth of casualties, and therefore is destroyed. All surviving passengers (if the truck was carrying 2 teams) must immediately disembark, ie, be placed next to the truck model. Speculative Fire (SF) - Speculative Fire is for use against suspected enemy occupied positions where no immediate visual contact has been established, but an enemy presence is suspected. To use SF against a position, the firing unit must have some cause for action; ie. spotted enemy muzzle-flash, movement into the area, etc. SF can be carried out during any part of the turn and is calculated as per normal Infantry Fire taking into account any variations applicable to both the firer and target. Units cannot be engaged with SF if the occupied position is not in a clear DLOS with the firer (eg. a unit behind a house cannot be subjected to SF, but a unit within the house can.) Covering Fire (CF) - Covering Fire is directed at enemy units or positions (buildings, woods, etc) with the intention of suppressing enemy fire & movement (`keeping heads down'.) CF can be used against identified or suspected enemy positions. Only the following automatic infantry teams/weapons can use CF - Assault Rifles Teams, SMG Teams, LMG teams or AFV LMGs, MMGs, HMGs, 20/25mm AA cannons. Units using CF must be stationary for the entire turn. The target area for CF must be declared prior to the movement phase of the turn. CF has no effective against AFVs or vehicles, or their passengers. Weapons participating in CF each have an Target Width which is the maximum width that the weapon can place Covering Fire onto a target area. These Target Widths are applicable for all ranges; Weapon Target Width SMG,A/Rifle half a team base width LMG one team base width MMG, 20/25mm (3-4 barrels) three team base widths HMG,20/25mm (1-2 barrels) two team base widths The maximum area that can be subjected to CF by a firing unit, is determined by adding all the Target Widths for the weapons being used. All enemy units which fall inside this width are considered to be under CF. eg. a Platoon with 3xLMG Teams & 1xMMG can place CF on a target area six team base widths wide. Units subjected to CF are considered `pinned' from the start of the turn. They do not take any casualties. If a unit under covering fire wants to either move or fire, it must first take casualties from the covering fire as per normal infantry fire. Whether it received any casualties or not, it then must take a morale test and get an OK result. If it gets an OK result, it can move or fire as desired. Units subjected to CF suffer penalties in morale and firing Enemy units engaged in CQC with friendly forces at the start of the turn cannot be subjected to Covering Fire. For CF against buildings, each weapon can only be used against one floor, it cannot cover two stories in the same turn. No units, friendly or enemy, which were outside the covering fire, can move into or through CF unless they also receive casualties as though the CF was directed at them. Friendly units cannot enter friendly covering fire to enter into close quarters combat with enemy units under covering fire. CLOSE QUARTER COMBAT (Melee); Close Quarter Combat (CQC) covers all `infantry vs infantry' skirmishes that occur when hostile infantry bases touch each other. Also referred to as `melee', the lethality of automatic weapons and fragmentation grenades at short range meant that close range assaults were extremely bloody affairs. Hand-to-hand combat was a rare occurrence except in the most confined terrain such as buildings. The infantryman's bayonet was used for virtually everything but what it was intended for. Rates of fire became more important than accuracy. CQC is used when two opposing infantry bases or groups of bases close to touch bases with each other, or occupy the same building. All short range infantry fire, grenade tossing and hand-to-hand fighting are combined and resolved as one. CQC is calculated after all Direct fire is completed. CQC occurs when enemy infantry units (individual bases or groups) touch bases with each other, unless there is an intervening wall or hedge, in which case, both units must touch the intervening wall or hedge. (Note if it is a brick/stone wall over figure height, and has no doors or windows, CQC cannot occur.) A second rank whose front base edge is lined up with and touching the rear base edge of a friendly unit that is in front edge contact with an enemy infantry base will also participate. Infantry in a building always receive the hard cover bonus, except for the turn in which they enter a building already inhabited by enemy infantry, that is, they are fighting their way in. CQC occurs when opposing infantry units are both inside the same building. Refer to following section on Buildings under CQC. The facing of infantry units within a building are irrelevant in CQC. They are assumed to have men watching all directions. Units engaged in CQC cannot be fired upon (except by indirect fire, which affects both sides!) They may, however, be fired upon prior to entering into CQC, during the firing phase. Units which enter CQC during a turn are still permitted to use their Infantry weapons prior to entering, as long as their movement allowance permits. Infantry equipped with AT weapons that are in CQC cannot use them. All cavalry/mounted troops are treated as normal infantry when in CQC. Gun/howitzer/mortar crews are treated as Rifle Teams when engaged in CQC. They cannot operate their weapons if engaged in CQC. Infantry units can enter CQC if still embarked on a vehicle or AFV. Simply move the AFV model to touch the base of the enemy infantry unit, or, to be the second rank as above. See the variable for Unit riding vehicle or AFV, AFV mounted MG's and flamethrowers are not included in CQC. Their fire is calculated as per normal Infantry fire. 17

18 CQC Procedure - 1) All units of both sides which are part of the same melee, which have same variables applicable, have their close quarters combat worked out together. Otherwise, separate the CQC into several smaller CQC combats if possible. * Each side will inflict CQC casualties (hopefully!) upon the other. 2) If it is not possible to break a multi-base CQC with different variables into smaller CQC combats, then resolve as one combat, but apply the worse case variables for each side, to all units of that side. ** 3) Refer to the Infantry Weapons Table. In the first column labelled `CQC', the CQC fire factors for all the types of small arms are listed. Total up these CQC according to what your infantry units are equipped with. (Don t forget, weapons are per man not per figure.) Each side does this for their own unit/s. 4) Refer to the CQC Variations, add & subtract all variations which are applicable to both your unit and that of the enemy. Roll one die (1D6) and add or subtract one level (variation). The other player does the same, but obviously variations will be opposite. 5) Cross reference this variation figure on the Infantry Casualty Table along with the total CQC factors for your unit. The resulting value from this table will be the enemy casualties suffered in teams. The other player does the same for his units. 6) CQC casualties are simultaneous and are applied as per the Casualties section in the Infantry Weapons section above. 6) Do a morale check for both units involved. * eg 1. Four German teams charge into CQC against two stationary Soviet teams. Resolve this as one CQC melee. eg 2. Three German teams attack two Soviet teams, one of which is dug-in, the other next to it in the open. As the Soviet teams have different variables (-5 for the team that is dug-in), the Germans must conduct two separate melees. Perhaps two teams against the one that is dug-in, and one on one for the other. ** eg 3. One German team is already engaged in CQC with a Soviet team from the previous turn. Another German team now moves 4cm into CQC. This can t be broken into smaller engagements, so both German teams get the worse variables, which are 1 for Unit moved up to half to enter CQC. The CQC factors are listed below again for convenience. CQC Infantry Weapons Table PV Weapon CQC 7 Rifle Team 2 10 US Rifle/Carbine Team 3 13 Assault Rifle Team 6 10 SMG Team 6 23 Platoon HQ Team 3 34 Company + HQ Team 5 30 FAO/FAC Team 1 - Open Topped AFV Crew 1 13 LMG Team (mag) 2 14 US LMG Team (mag) 4 15 LMG Team (belt) AT Weapon Team * 2 26 MMG 2 30 HMG 3 15 Flame Thrower Team (Man) 16 * AT Weapon Teams cost 3 points plus the point value of the AT weapon. Figures in the above table are CGC factors for each team/weapon. Note that hand grenades are already included in the above factors. The Infantry Casualty Table is listed below again for convenience. Note that the variations are completely different, however. Infantry Casualty Table Final Fire Factors Variation Variables over +7 treat as +7. Variables under 9 treat as 9. Cross reference Final Variation total with CGC factors to find out how many teams are casualties. Close Quarters Combat Variations: (row shifts, ie, up or down) Target Unit/s Variations Your Unit/s Variations -1 Enemy unit in/behind Soft-cover +4 if unit attacks enemy from entirely behind its rear edge -5 Enemy unit in/behind hardcover/buildings -3 if unit pinned or covered in smoke -7 Enemy in fortifications -2 if unit riding AFV or vehicle -1 Enemy charged into CQC this turn +2 if unit is Veteran +1 Enemy unit disengaging -2 if unit is Conscript +2 unit is Engineer +1 unit is mounted/cavalry -3 for each team an attacking crew has lost as casualties Chance Factor: Throw 1D6 1,2 = -1 3,4 = 0 5,6 = +1 Variations Explanations: -1 Enemy unit in/behind Soft-cover; this applies if opposing enemy unit/s are behind (or within) the following terrain; woods, orchards, hedges or wooden structures (not buildings). Can be applied to unit/s either moving or stationary. Cavalry & softskin vehicles do not count as soft-cover. -5 Enemy unit in/behind hardcover/buildings; this applies if opposing enemy unit/s are within (or behind) the following terrain; buildings, walls, dug-in/entrenched, bocage, or passengers in armored APCs. Applies to opposing units if inside the same building, but not to units that move into CQC. -7 Enemy in fortifications; this applies if an enemy unit is within a fortified position such as a bunker, pill-box, or `fortified' building. +1 Enemy unit disengaging; 18

19 applies if opposing enemy unit engaged disengages, either by their own hand or bad morale result. Note if the enemy unit gets a Retreat result, it surrenders! If both sides surrender, reduce result to disengaging. +2 Veteran, -2 Conscript applies too all units which have been up or down graded in status. Allows for variation in melee training and experience for various qualities of units. +4 if unit attacks enemy from entirely behind its rear edge * applies if your unit/s move into CQC with enemy unit/s rear edge. Does not apply if opponent is in a building or fortification. -2 Unit pinned or covered in smoke; applies if unit/s pinned this turn prior to CQC due to Covering or Indirect Fire, and have not been able to break the pin as a result of a morale test; or position is covered with smoke. -2 Unit riding vehicle or AFV; applies if entering CQC as passengers in a vehicle or AFV. Also applies to units riding on AFVs, ie. tank riders. +1 Cavalry/Mounted Unit; applies to any unit which enters CQC while mounted on a horse. Does not apply to horse-teams. Variations for movement still apply and softcover does not apply. +1 Engineers; this addition accounts for the specialised equipment used by combat engineer units in comparison to their infantry counterparts; ie. bundle grenades, incendiary bombs, etc. -3 for each team attacking crew has lost as casualties only applies to multi-team bases such as gun crews House-to-house Fighting - To eliminate the complexity of house-to-house fighting, all infantry units that have entered the same building are assumed to be in CQC. If a building is above average in size, it may be divided into sections and the CQC resolved into separate actions if desired. However, if units on different levels attempt to move up or down, the CQC must be resolved separately. See next point. In the turn that an infantry unit enters a building, it counts as receiving no cover. That is, they are fighting their way in. All infantry units inside a building, friend & foe, claim `hardcover' if on the same floor. If a unit attempts to move (up or down) and assault another level in the building, only the unit defending the attacked level can claim `hardcover'. Fortifications - Concrete fortifications with enclosed gun/howitzer casements or fixed gun turrets cannot be assault with CQC. Such installations can only be tackled by engineers with demolition charges (page 40) or fired at using Direct Area Fire. With other fortifications, such as infantry bunkers or pill boxes (whether concrete or field constructed), occupants are engaged as per normal CQC with the `-7 Enemy in fortifications ' on the attackers CQC variables. Passengers - Infantry unit/s as passengers can enter into CQC if the vehicle or AFV they are riding touches an enemy infantry base, an intervening wall/hedge etc that the enemy unit is defending (as per above rules), or touches the rear edge of a friendly unit in base to base contact with an enemy base. CQC is calculated the same except for the negative `-2 if unit riding AFV or vehicle' variation for being a passenger. The only cover afforded to passengers in CQC is if they are in an armoured personnel carrier (hardcover). For softskin vehicles or tank riders, no cover is afforded at all. Variations for movement must also be taken into account according to whatever the vehicle or AFV has expended to enter CQC. CQC and Open Rear, Top or Sides AFVs - For AFV's with open rear, top or sides, crews can be engaged in CQC if attacking infantry units move into base contact with the AFV. This represents throwing hand grenades at the open top, as well as shooting firearms at exposed crew members. For open top AFVs, crews have hardcover. For an AFV engaged on an open flank/s or rear, no cover applies to the crew. Tactics - The effectiveness of infantry units in CQC is directly proportional to the equipment they use. For eg; a three rifle team squad would be slaughtered by a two team SMG squad because of the disparity in firepower. Another factor which affects the level of casualties is the terrain which CQC is fought in. Woods, buildings and other close cover impair the ability of infantry to engage their opponent effectively. House fighting might last 3-4 moves until one side has lost. The same action may last a single turn if fought in the open. The approach for units entering CQC is critical as well. Units which charge into CQC can hardly be expected to engage a stationary enemy, which will most likely also shoot at them on the way in. The best method is to work your way up cautiously if you wish to reduce casualties. Casualties suffered in CQC are approximately 2-3 times higher than what might be suffered in a fire fight at greater ranges. Units defending from buildings or hard cover will have casualties greatly reduced compared to if there was no cover at all. The trick to achieving good results is to provide plenty of support such as covering fire or smoke screens to approach the target position safely, and to use troops equipped with large amounts of SMGs. Plenty of fire power means smaller units can engage larger (but inferior equipped) units on equal terms. INFANTRY ANTI-TANK WEAPONS The need for infantry to defend themselves against tanks was virtually neglected by all armies prior to the start of WWII. Anti-tank rifles were widely issued but their numbers were small and effect was limited to light AFVs. In theory, enemy armor would to be tackled by friendly tanks or AT guns and the infantry would be spared the fight. This concept remained true during the early days of the Blitzkrieg where tanks fought tanks or made breakthroughs and the infantry were left to mop up. (The first real examples of infantry dealing with tanks occurred in 1939 where Soviet armored units crossed the Russo-Finnish border and were successfully fought off by Finnish infantry using primitive petrol bombs nicknamed `Molotov Cocktails'. Admittedly the arctic weather and wooded terrain contributed much to their success.) It wasn't until late 1941 during the defensive battles on the Eastern Front that infantry were finally forced to hold ground against enemy tanks. AT-rifles at this stage had been discarded by nearly everyone except the Soviets, and the need for more effective infantry AT weapons was given urgent priority. Most AT weapons required some sort of last minute preparation prior to firing. The Bazooka and Panzerschreck for example were always carried empty and only loaded & primed just before firing. In combat they had to be positioned carefully or their backblast could quite easily injure fellow members of the unit. AT rifles were heavy, awkward and unpopular because of their fearsome `kick'. The user had to not only set up the bipod, but brace himself before firing. Infantry AT Weapons Procedure; Infantry AT Weapons use the same procedure and variables as per Direct Fire. See later. `To-Hit' chances & Penetration for each weapon are provided in the Infantry AT Weapons Table below. If an infantry team has infantry and AT weapons, they can only fire one type per turn, not both. The introduction of the hollow charge (HEAT) infantry AT weapons gave the individual foot soldier a way to kill the heaviest of tanks. Still very much in their infancy, the operator required a lot of nerve to successfully hit a moving target. Rocket propelled weapons were difficult to fire while prone and If the operator missed, he often became a prime target himself. Magnetic mines were probably the most harrowing. If the user managed to reach an enemy tank, he would slap the device on the side, pull the pin and then run 20 metres in 5 seconds to avoid injury from the blast himself. 19

20 Infantry AT Weapons Table * All Infantry AT weapons have a Fire Order of 1 when fired by infantry Range in Cm Crew Sz Country PV Anti-Tank Rifles In Teams Of Origin 8 7.9mm wz35 (%) (12) (12) (10) (9) (8) (7) 1 Poland (Includes HMGs) Pen mm PzB 38/39/40 (%) (12) (12) (11) (10) (9) (8) (7) 1 Germany Pen mm PTRD 41 (%) (12) (12) (11) (11) (10) (9) (8) (6) 1 Soviet Pen mm S (%) (12) (12) (11) (11) (10) (10) (8) (7) 1 Various Pen mm Type 97 (%) (13) (12) (12) (11) (11) (10) (9) (8) 1 Japan Pen mm Lathl (%) (13) (12) (12) (11) (10) (9) (8) (7) 1 Finland Pen mm Boys (%) (12) (12) (11) (10) (9) (8) (7) 1 UK Pen As mentioned previously the AT Rifle teams would consist of one figure with the AT rifle, and 1 or 2 loaders, probably armed with bolt armed rifles. Range in Cm Crew Sz Country PV HEAT (Hollow Charge) In Teams Of Origin 6 PIAT (%) (13) (10) ** UK Pen 8 8 (Apr 43+) Bazooka (%) (13) (12) (9) 1 USA Pen (Nov 42+) 36 Panzerschreck RP54 (%) (13) (12) (10) (8) 1 Germany Pen (1944+) 8 Panzerfaust 30/60 (%) (13) * Germany Pen 18 (Aug 43+) 16 Panzerfaust 100 (%) (13) (10) * Germany Pen (June 44+) 24 Panzerfaust 150 (%) (13) (11) (8) * Germany Pen (Jan 45+) 3 AT Grenade (Early) (%) (12) Hand Thrown * Various Pen 3 6 AT Grenade (Late) (%) (12) Hand Thrown * Various Pen 8 3 AT-HE Grenade (%) (12) Hand Thrown * Various Use Penetration Table as 75mm HE 8 AT Magnetic Mine (%) (12) Range is 0cm. Base must contact AFV * Germany Pen 12 Engineers only 4 AT Rifle Grnde (Early) (%) (11) (8) * Various Pen 3 3 ( 40+) 9 AT Rifle Grnde (Late) (%) (12) (10) (8) * Various Pen ( 43+) 6 AP Rifle Grnde (%) (12) (10) (8) * Various Use Direct HE Fire rules: BZR = 3cm (per lists) Note: Panzerschreck, Panzerfaust, Bazooka, PIAT, ATMM, AT-HE all have a 75mm HE equivalent. Range in Cm Crew Sz Country PV Flame Weapons 5 In Teams Of Origin 3 Molotov Cocktail (%) (12) Hand Thrown * Soviet/Finnish pen See Molotov Cocktail Rules blow # Flamethrower See Flamethrower Rules below * Various # Flamethrower PVs are given in the Infantry Weapons Table. * These items are one-shot weapons. They are purchased for individual teams. The point value represents each man in the team having at least one of the purchased weapons, or only one man having the weapon, but having several rounds of ammunition, such as a Rifle Grenade Launcher. ** PIATs are added to teams in the same way as one-shot weapons are. No. of Shots Per Turn permitted of One Shot weapons: Each team equipped with One-Shot weapons may fire the one shot weapon once a turn. This represents that perhaps only one man was paying attention, or close enough to the target, or has any ammunition remaining. Equipping Squads/Teams with Infantry AT Weapons AT Rifles, Panzerschrecks, Bazookas, and PIATs can only be purchased for infantry teams as given in the army lists Organisation charts. The only exception is engineers if not already mentioned in the army lists. See the rules on engineers. Panzerfausts, Molotov Cocktails, Grenades and Rifle Grenades can be purchased for up to two teams per infantry squad (unless specified differently in the Army Lists Organisation charts), not HQ or heavy weapon teams, and only those weapons listed in that nation s Equipment Lists can be used. Be sure to observe dates of use. Infantry AT Weapons Limitations Panzerfaust, Panzerschreck & Bazooka cannot be used from inside AFVs, vehicles, pill-box/bunkers or buildings due to their backblast from firing. They can however be used from inside large factories or the tops of buildings (ie. roofs). Panzerschreck, Panzerfaust 100/150 and PIAT are considered to have the equivalent HE effect of 75mm rounds for use against buildings at ranges over 5cm. Use Direct Area Fire rules. AT rifles are not capable of immobilising AFVs with hits in the tracks. 20 Infantry AT Weapons Table Notes; 7.9mm wz35 - was Polish by design and manufacture. Captured stocks were used by Germany and Finland with large numbers being handed over to the Italians in mm PzB 38/39/40 38 was only used during the Polish campaign before being replaced by the PzB 39 prior to the invasion of France. Both were identical in performance. 14.5mm PTRD & PTRS - models were both identical in performance except the latter proved too complex and was eventually phased out. These AT rifles remained in service for the entire war. 20mm Solothurn was manufactured under licence and employed by Italy, Hungary, Rumania. A fully automatic version S existed but was rarely encountered. 20mm Type 97 - like most Japanese designs, it was copied from the Swiss S and Hispano 20mm. Firing was either fully or semi-automatic. An optional shield could be fitted providing partial cover for the operator. 20mm Lathi - was Finnish by design and manufacture. Was not used outside Finland.

21 13.9mm Boys - the only effective AT weapon available to British infantry until mid-1943 being replaced by the PIAT. PIAT - (Projector, Infantry Anti-tank) was a spigot bomb launcher. No muzzleflash or back-blast when fired. Bazooka, 2.36" Rocket Launcher - various improved models were introduced throughout the war, all having identical performance. In 1945, a Smoke (WP) round was introduced. 88mm Panzerschreck - represents two versions, RP54 & the earlier model RP43. The RP43 had the same penetration with a slightly reduced range. No distinction is made between the two. Panzerfaust - there were five versions introduced. The PzF 30k, 30 & 60 have been combined due to their limited range. PzF 60 was the most common to be used followed by the PzF 100. The PzF 150 was introduced very late in the war and only employed in small numbers compared to other models. The model number roughly equates to the weapons effective range. Anti-Tank Grenades (early & late) - All models have been categorised into two types, `early' and `late'. This has been done due to the large number employed by numerous countries. AT Grenade (early) represents the weapon still in its infancy as used in 1940 onwards, example: British Grenade No.68. AT Grenade (late) represents improved models which were introduced as the war progressed. They were distinguished mainly by their increased armor penetration, examples: German Panzerwurfmine (L), Japanese Type 3 & Soviet RPG-43. Anti-Tank Magnetic Mine - represents the German HEAT charge which used magnets for attaching them to the sides of AFVs. Used only by combat engineer units, were introduced late 1943 and proved extremely effective. The Japanese version was the `Lunge' mine. It did not require magnets as the user himself held it against the side of the tank before detonation (see below). Can only be used on AFVs which are stationary or moving 5cm or less. Anti-Tank Rifle Grenades (late & early) - as with hand-thrown AT grenades, they have been categorised into two types; AT Rifle Grenades (early) eg: Soviet VPGS-1940 & German P-40; and AT Grenade (late): US M9, British No.85, German/Japanese PzGr 46 & 61. The latter were more effective being a progressive development of the former. Anti-Tank `High Explosive' Grenade - this type of AT grenade was often more dangerous to the user because it relied entirely on explosive force to damage the target. Special oversized grenades were originally developed; eg. Soviet RPG-1940, Italian Breda Mod.42 & British No.75, the most well known version being the improvised German `bundle' grenade made up of seven or more stick grenades. Crew Size in Teams; As mentioned previously the AT Rifle. Piat, Bazooka and Panzershreck teams would consist of one figure with the weapon, and 1 or 2 loaders, probably armed with bolt armed rifles or SMGs. Equivalent HE Effect; Although the explosive force from hollow charged weapons was below that of normal HE, their effectiveness against soft targets & personnel could still be devastating. Pzschreck, Pzfaust, Bazooka, PIAT, ATMM & `AT-HE' Grenades all have an equivalent gun calibre of 75mm for Direct Area Fire & calculating casualties. Note however that Direct Area Fire for these weapons can only be used against infantry within buildings or fortifications (not in the open or in soft-cover.) AP rifle grenades use the Direct Area Fire rules for calculating their effect on soft targets and have an equivalent calibre of 57mm. Refer to Direct Area Fire rules. Anti-Tank (High-Explosive) Grenade; This type of grenade has no armor penetration and relied on the explosive effect to damage an AFV. To-Hit procedures are the same as per normal Infantry AT Weapons except use Penetration Table with HE variables to determine the effect on the AFV target. Use equivalent gun calibre is 75mm. Molotov Cocktails The effect of these weapons was no where equal to that of flamethrowers, but they are a flame weapon with the intention of setting objects alight. They have no effect against live targets. To- Hit procedures are the same as per normal Infantry AT Weapons using normal Direct AT Fire variations. Their effect against AFVs and softskins is the same as that of a flamethrower, except for a - 1 modifier. Misses have no effect. Flamethrowers vs AFVs See section on Flamethrowers below the Infantry Weapons Table under Infantry Weapons for using flamethrowers against infantry, softskin, heavy weapon and gun crew targets. To use flamethrowers against AFVs, see below. Flamethrowers vs AFVs Type Range Arc of Fire Infantry Manpack 5cm 30º Soviet/Axis Vehicle Mounted 10cm 30º UK/USA Vehicle Mounted 15cm 30º Procedure: A maximum of one AFV within the flamethrower s arc of fire can be affected. Throw 1D6, add or subtract the following variations, and consult the table: Variations: + 2 if AFV is open topped or + 1 if target is light tank + 1 if second or subsequent time AFV is hit (not accumulative) - 1 if Molotov cocktail. Result Effect 1,2,3,4 No effect 5 Immobilised 6 Destroyed A flamethrower may only be fired if the team or vehicle does not move over half its allotted movement allowance. Countries that employed 'vehicle mounted' flamethrowers were the Soviets, Germans, British, and US. All variants have been included in the Armor Charts, except for one US version. This was issued in kit form in the field and replaced the bow MG on M4 Sherman or M3/M5 light tanks. You can have a maximum of one flamethrower AFV per platoon, but take note of Frequency Ratings. Anti-Tank Magnetic Mines (ATMM); This weapon was exclusively used by German and Japanese forces. The German ATMM is limited to used by engineer units only and is for all purposes, equivalent to a single demolition charge. The Japanese version was commonly referred to as the `Lunge Mine' and was used by all branches of the Imperial Force, not just engineers. It has identical results to the ATMM except the using team is always removed as a casualty when an attack is made, whether successful or not. The German ATMM can only be used if the engineer team has moved half or less and made base to base contact the intended AFV target, either stationary or moving. The chance dice roll (with Direct AT Fire variations) is then made to determine if the ATMM was successfully placed and detonated. If the target is a medium or heavy AFV, the ATMM may only be attached to the hull (ie the turret is too high to reach!) The Japanese `Lunge Mine' is calculated as per ATMMs above except the user can use `full' movement prior to contacting AFV target, and as mentioned, the infantry base doing the assault is removed as a casualty, regardless of the result. Anti-Personnel Rifle Grenades; This particular item has been included for convenience and is not considered an AT weapon unless used against exposed AFV crews/passengers, such as open topped or backed AFVs. 21

22 Troop Classes All units/troops in Panzerfaust are classified into one of three classes according to training, experience, and quality of equipment, and one of three morale ratings, which reflects their motivation to fight. These are the troop classes and morale ratings that we used in our Second Edition of these rules, which worked better than the rigid ones in the Third Ed. Troop Classes Veteran: Regular: Conscript: Morale Ratings Elite: troops who have had plenty of combat experience, with good quality equipment, and normally good officers. eg US Marines, most German, British and Japanese frontline units well trained troops, such as US infantry in Europe, the majority of the French army. troops with insufficient/inadequate training and poor leadership, and/or with badly maintained equipment, such as the bulk of the Soviet army who qualify in all counts! highly motivated troops who are completely devoted to the cause they are fighting for. eg Soviet Guard, Japanese, German SS, most paratroopers. Even though many nations would have different qualities of troop classes and morale ratings within their armies, in order to create the correct historical flavor for each nation, the following troop classes and morale ratings are compulsory. This greatly enhances the feel of the game. eg a small, expensive elite-veteran German SS force will outshoot and outmanoeuvre a larger reliable-conscript Soviet force, which must rely on numbers and brute force to win. Troop Class Point Value Modifiers The base point value of all AFVs, vehicles, guns, troops and their weapons and equipment, etc purchased must be modified according to their troop class and morale rating, as outlined in the Compulsory National Troop Class/Morale Rating Table below. eg a Soviet T-34/76 m1940 is 188 PV in the Armor Charts, but if you include it in a Soviet Reliable-Conscript company, it will cost 188 x 0.75 = 141 points. You will note that offboard artillery has different point value modification factors that onboard troops, since their performance rarely affected by morale, being offboard. Reliable troops who are normally consistent in battle, that is, they do not retreat as soon as the going gets tough, such as US infantry in Europe, much of the Soviet army. Poor troops who lack conviction, having no desire to fight, such as most Italians and French. Compulsory National Troop Class/Morale Rating Table (See the army lists for more information regarding the below classes and ratings.) Unit/s Troop Class Morale Rating Point Value Modification Notes Belgium Offboard Artillery Conscript Reliable - 15% or x 0.85 All Other Units Conscript Reliable - 25% or x 0.75 Britain Offboard Artillery Veteran As unit rating no modification to PV Paratrp/Royal Eng. Veteran Elite +50% or x 1.5 Guards Veteran Elite +50% or x 1.5 All Other Units Veteran Reliable +25% o x 1.25 Finland Offboard Artillery Veteran Elite no modification to PV All Other Units Veteran Elite +50% or x 1.5 France Offboard Artillery Regular As unit rating no modification to PV Colonial Forces Regular Reliable no modification to PV (whole force must be Colonial) All Other Units Regular Poor -25% or x 0.75 Germany Offboard Artillery As unit class As unit rating Conscript 15% or x 0.85, Veteran no modification to PV SS/Paratroops Veteran Elite +50% or x 1.5 Volksgrenadiers Conscript Reliable - 25% or x 0.75 All Other Units Veteran Reliable +25% or x 1.25 Hungary Offboard Artillery Conscript Reliable -15% or x 0.85 All Other Units Conscript Reliable -25% or x 0.75 Italy Offboard Artillery Regular Reliable no modification to PV Onboard Artillery Regular Reliable no modification to PV not support unit guns; AA; or AT guns Bersaglieri Regular Reliable no modification to PV All Other Units Conscript Poor -50% or x 0.50 Japan Offboard Artillery Veteran Elite no modification to PV Offboard Artillery Regular Elite no modification to PV All Other Units Veteran Elite +50% or x All Other Units Regular Elite +25% or x Poland Offboard Artillery Conscript Reliable - 15% or x 0.85 All Other Units Conscript Reliable - 25% or x 0.75 Rumania Offboard Artillery Conscript Poor -15% or x 0.85 All Other Units Conscript Poor -50% or x 0.50 Soviet Offboard Artillery As unit class As unit rating Conscript 15% or x 0.85, Regular no modification to PV Siberians Regular Elite +25% or x 1.25 officers escaped Stalin s purges Pre-1941 Winter Conscript Poor -50% or x 0.50 does not include Siberians Guards Conscript Elite no modification to PV All Other Units Conscript Reliable - 25% or x

23 US Europe Offboard Artillery As unit class As unit rating +25% or x 1.25 Paratroopers Veteran Elite +50% or x 1.5 Armor Regular or Veteran Reliable no modification to PV for Regs, +25% or x 1.25 for Vets All Other Units Regular Reliable no modification to PV US Pacific Offboard Artillery As unit class As unit rating +25% or x 1.25 Marines Veteran Elite +50% or x 1.5 Army Conscript Reliable -25% or x 0.75 MORALE Morale reflects the psychological condition of troops, their nerve, conviction and willingness to fight. These morale rules simulate the effects that different circumstances will have on units under combat conditions. The importance of maintaining command and communication between units is critical for them to function at their peak. Units cut-off from their HQs will often make rash decisions based on their own limited knowledge of the battle. Nothing erodes troop morale more than the thought of becoming isolated by enemy forces. Morale also accounts for the fragility of command structures. As combat situations deteriorate and the casualties mount up, unit HQs can lose confidence in their orders, hesitate, lose cohesion or outright disobey. In the real world, combat units which suffered 10% loses in battle were considered to have taken heavy casualties, a loss of 30% rendered the unit ineffective and 50%+ casualties meant the unit was destroyed or decimated. In the last two cases, the unit could have expected to be withdrawn from the front for a period of reinforcement and rebuilding. Obviously some armies (German, Soviet and Italian) drove many of their units into the ground because they simply couldn't relieve them at the front. The exact amount of punishment a unit could accept in battle varied considerably with quality and nationality. And of course, there were always the odd exceptions to the rule. Morale Checks: Individual infantry squads or HQ/heavy weapon sections, gun/mortar crews and AFVs are required to take a morale check when any of the following conditions apply; Each time casualties are suffered or AFV damage is received, Each turn under indirect fire or air attack, Unit's HQ is destroyed this turn After CQC has occurred, after Flame attack has occurred, or while trying break from being pinned, (Do not test morale for infantry teams, but for the squad or crew they belong to.) Platoon HQs, Company HQs, (and if relevant - higher HQs) are all required to test morale if one or more sub-units under their command suffers from poor morale or is destroyed, whether in Command Radius or not. When a unit HQ tests morale, the result applies to all units under the command of that HQ (and the HQ itself too of course), whether in Command Radius or not. The only exceptions to this rule is if a sub-unit already has a worse morale status than the parent HQ, in which case it retains its worse status. Reference to `sub-units' refers to subordinate units under the command of the HQ, ie; a platoon HQ has `sections (includes squads and hvy weapons sections)', a company HQ has `platoons'. AFVs and Field/AT guns (and heavy weapons teams if not specified as being part of a larger section) are all considered sub-units within their platoons or batteries. Examples; An infantry section receives a poor morale test result, so its platoon HQ must now also test morale. If the Platoon HQ also gets a bad result, then all sections commanded by that HQ are affected and a now a morale test at company level will be required. A tank platoon has had one AFV destroyed and a second disabled as a result of enemy fire. The entire platoon is tested for morale with individual tanks counting as sub-units. The result affects all surviving AFVs within command/control of the Platoon HQ. Morale Test Procedure - 1. If the circumstances requiring the morale test are only relevant to an individual section, squad, AFV or weapons crew/or platoon or battery, then start by testing that individual unit. eg one squad of a platoon, comprising of three rifle teams, has lost one team due to direct fire, so test this squad only initially. However, if the circumstances requiring the morale test are identical to an entire platoon, or an entire company, then test the platoon or company. eg the whole platoon is under indirect fire, or a company lost its HQ. 2. Roll 2D6 for each such unit testing morale. 3. Add or subtract any Morale Test Variations to the dice roll which are applicable to the unit's circumstances. 4. Consult the Morale Reaction Table to see the result of the modified dice roll. 5. The morale result is effective immediately. If required, the unit is given a Shaken or Retreat counter. 6. If a poor morale result of `2 or below' is achieved, the unit's parent HQ must now test for the entire formation (make sure all sub-units with different morale test circumstances have completed their morale checks before testing the parent HQ.) 7. For a morale test on parent HQs, repeat Steps 1-6. The result from this test will affect all its sub-units whether in command radius or not (unless the sub-unit has a worse morale status than the parent HQ.) Morale Test Variations: Roll 2D6 and add/subtract the following; +2 Unit is "Elite" status -2 Unit is "Poor" status -3 for each team of a squad/section/crew lost as casualties (only used when testing the morale of a squad/section/crew) -1 For each sub-unit * Shaken result -2 For each sub-unit * disabled/destroyed or Retreating. +1 AFV Crew/Unit ** -2 AFV s head-up commander has been killed. -6 AFV disabled or damaged (including tracked, NOT stunned) -1 AFV/s in a `built up' area (that is, actually amongst buildings). -1 Visibility is low due to poor weather or in smoke -3 Unit outside Command Radius (unless Recon Platoon out of command radius) *** -2 Unit under flame or aircraft attack. -2 Unit subjected to indirect fire (-1 for Mortars) -2 Unit is pinned or has lost CQC this move. -2 Infantry Unit faced with AFVs (within 20cm) and have no effective AT weapons. -2 Unit's HQ is Destroyed or Retreating. +1 Unit defending hill or woods +1 Unit defending is dug-in or within buildings +2 Unit defending from Pill box or Bunkers * each sub-unit refers only to those directly under the HQ being tested, that is, squads & sections are the sub-units of a platoon HQ and platoons (not the squads in the platoons) are the sub-units of a company HQ. So a co. HQ does not get a negative modifier if a squad in one of its platoons gets a bad result. ** If you have an ad-hoc (mixed) company, that is, a company a player put together including AFV and non-afv platoons, then test the company as being non-afv. However, test each platoon for what is actually is. eg a Soviet ad-hoc company has a platoon of tank riders and two platoons of tanks. If testing the company, it counts as non-afv, if testing the tank rider platoon, it tests as non-afv, but if testing the tank platoons, they test as AFV. *** (unless Recon Platoon out of Command Radius) this applies only to units specified as Recon in the army lists. The above variables are only applicable to a unit if the whole unit is subjected to the same threat or condition; eg. For a company to count as dug-in, all platoons plus the HQ must be entrenched. 23

24 If only two squads of a platoon are subjected to indirect fire, the squads will test individually as being under indirect fire but not the whole platoon. (See next point regarding teams.) Remember that an infantry section or squad is considered a single unit. What affects one team affects the whole squad. eg one team of a squad is under indirect fire. This means the entire squad is counted as being effected. Morale Reaction Table; Modified Dice Roll Result +3 or higher OK +2 Shaken +1 Shaken 0 or below Retreat Morale Status; OK; Unit morale good. Continue to follow orders. Shaken; Give the unit a Shaken counter. Its affects are: Duration: 1D6 turns. Elite troops re-roll any 5 or 6, Poor re-roll any 1 or 2. (same as Vets and Conscripts do for movement pips). The unit will defend the position it currently occupies, or The unit has the option to withdraw from its defended position at any time. If enemy AFVs are within or approach to within 40cm of the unit's position (or 20cm if enemy infantry), on its next turn the unit must evacuate the position and withdraw towards a safer location. No movement pips are required. Any withdrawal by the unit must be conducted away from enemy forces with return fire only until a new safe position is reached. Movement towards enemy forces is not permitted. `Return fire only' - means the effected unit is restricted to firing upon enemy forces which have directly fire upon the unit itself! `Safe Position' - refers to any position which a unit can occupy without threat of being observed or subjected to fire from enemy units. Retreat; Give the unit a Retreat counter. Its affects are: Unit evacuates its current position immediately (during the movement phase, however, see Morale Test Notes below) and moves directly towards its own rear board edge if no enemy forces intervening, or otherwise, directly away from threatening enemy forces. Movement pips are not required. Unit continues to retreat unless rallied by its own HQ, even if this takes it off the board. If it leaves the board, it is considered lost as casualties. If a unit with this morale result is within, or comes within, 20cm of enemy forces, it will surrender immediately. If it takes further casualties from enemy forces within 60cm, it also surrenders immediately. Remove surrendered forces from the board. No firing is permitted by unit while retreating. Gun crews with guns too heavy to be manhandled are simply removed as casualties upon receiving a retreat result. Morale Test Notes: If this morale result is received during the Movement Phase, it immediately effects movement. If it occurs during the Resolve Infantry Fire & Direct Fire Phase, where units can be backtracked to where they were moving when fired upon, it may occur that a move may end up being cancelled as a result of a morale tests result. In fact, the unit s move may end up being in the opposite direction as originally planned! eg a company of 12 French AFVs may emerge from a treeline and move 12cm forward in the movement phase. During the direct fire phase, 3 German AT guns, with a lower fire order than the French AFVs, destroy 2 AFVs in one platoon of the company as soon as the French AFVs emerge from the treeline. The French platoon takes a morale test and gets a retreat result. The surviving AFV of that platoon no longer completes its 12cm move forward, but performs a retreat movement instead. The entire AFV company is now also tested. It gets a retreat result. The other 9 AFVs of the French company now also perform a retreat movement instead of their planned 12cm forward movement. Note that in many cases company HQs are not just individual infantry teams or AFVs, but have other sections, heavy weapons, AFVs, etc attached to them. In these cases the HQ performs the dual role of being an HQ plus also is treated as a platoon in itself with sub-units. Remember that only the infantry base containing the commanding officer, or the actual HQ tank, are the HQ base/afv. Infantry AT weapons are considered ineffective if they are incapable of penetrating an AFVs' front or side armor at any range. Crews of immobilised AFVs will abandon on any result except `OK'. They will abandon the AFV immediately upon receiving the bad result. Disabled AFVs are defined as having hull or turret/gun damage. Units which are pinned by indirect or covering fire can break the `pin' with an OK result from a morale check. Headquarters - If a unit s HQ has been destroyed this turn, the remaining sub-units must test as with `-2' for destroyed HQ and `-3' Unit outside Command Radius of parent HQ.. To determine if a unit is under Command Radius of parent HQ., refer to section `on Command Radius. For units which lose their HQ to enemy fire, one of the sub units can be designated to become the replacement HQ in the next turn. The whole unit still suffers -2 `for unit HQ destroyed' for the remainder of the game but all Command Radius will be measured to the newly designated HQ. Note that if a company HQ contains two Company HQ Teams (as indicated by the army lists) or two AFVs upgraded as command AFVs (see AFV Organisation paragraph under Armor Charts: Introduction), both teams/afvs must be destroyed to count as the HQ destroyed. Rallying - Units issued with a "Retreat" result can only re-enter combat if rallied by a higher level HQ of the same company which is not already affected by poor morale itself. HQs must be moved to within 5cm of the unit/s that they are attempting to rally. Those units then cease moving while being tested. Each unit (up to platoon size) being rallied can retest morale once per move for three moves using all variations which are applicable to its current circumstances. If any of the tests provide a result which is OK ", the unit can move and fire as normal. No more than two units (up to platoon size) can be rallied per move by the same HQ. Regrouping - Units (squads of a platoon, platoons of a company, etc) which have suffered 50% casualties or greater and are not affected by poor morale can regroup with one or more units of the same company. Regrouping requires all units taking part to assemble within an area of radius of 10cm for a total of two moves. Units regrouping must be free from enemy fire, stationary during the procedure with no firing permitted. Units regrouping are combined and reorganised back into one or more full strength unit/s. On completion, they re-enter the game with no penalties for casualties on future morale tests. Morale Test - Examples; 1. An `elite' Tank platoon (five tanks) is defending a hill. After a vicious `fire fight', three of the tanks are KO'd. The morale test for the platoon would consist of the following variables; -2 for each destroyed tank (sub-unit), +1 for defending hill, +2 for elite status & +1 for AFV crew. The dice roll is `4', so = 2 result) The test gives a `Shaken' result. 2. An Infantry Company (Poor status) is advancing up either side of a road towards an objective. It's two lead platoons come under enemy fire and takes casualties. The first platoon gets a `Shaken' result while the other gets a `Retreat result. The company now has two sub-units with bad morale and must now carry out a morale check for itself. The following variations apply; -1 for sub-unit with `Shaken', -2 for sub-unit retreating, -2 for Poor status. The die roll for the whole company is a `5' (5 die roll - 5 variation = 0 result) which gives a `Retreat' result. The whole company as of the next turn must undertake a withdrawal. 3. Three Tiger I are fired upon by 3 Soviet 57mm ATG with a lower fire order, which did not move. One Tiger is knocked out. They take a morale test, and pass. The Tigers now shoot at another target. A platoon of T-34/85 which are moving up to half now shoot at the Tigers. They destroy another Tiger. The remaining Tiger takes another morale test. This time it gets a retreat result. Tactics/Designer's Notes; These morale rules are different from our previous edition. The consequences of mishandling units and the impact of casualties suffered are much more pronounced, which is more realistic. Poor morale units are fairly useless if used in any sort of offensive or mobile nature. They will typically react badly when subjected to enemy fire. Performance is even worse when they start taking casualties. Elite troops are much more effective at seizing an objective. Bonuses in morale for supporting units have not been included because they did not justifiably increase the morale of the units they supported. Units such as armour or AT guns may improve the survival of other units in the battle but they won't incite these units to undertake orders their morale wouldn't permit. Organisation is also important. The level of competence displayed by HQ units will depend on the number of units they are required to command and coordinate. Assigning too many will over stretch the unit commanders ability and logistics to control them while under fire. Two HQs with three platoons each will function far better than one HQ controlling five. The optimum number of units for a HQ to command varies between three to four. This has been proven extensively in battle, even to this day. 24

25 One of the main differences between well trained, experienced troops when compared with poor quality units was the difference in their ability to carry out a combat mission. Poor morale units generally lacked the necessary training or conviction to carry out aggressive manoeuvres required in attacking effectively. Inexperienced units often lost coordination and cohesion within minutes of coming under enemy fire. They needed a large advantage in numbers in order to succeed when attacking. AFV & VEHICLE MOVEMENT Each AFV and vehicle has an assigned movement rate for both Road (Rd) and Cross Country (C/C) movement. Movement rates are the maximum distance that an AFV or vehicle can be moved by a player per turn and apply for movement across clear terrain only. The use of the word `vehicle' hereafter refers to all AFVs (ie. tanks, SPs), trucks, tractors and horse-teams unless otherwise stated. ROADS (Rd); Movement rates for travelling along roads are listed under `Rd' in the AFV & Vehicle Charts. * To use their Rd speed vehicles must always travel on roads in a single column, not two or three abreast (unless the road is extremely wide, such as a major highway.) * AFVs & vehicles travelling along a road in column at 26cm or over, must have a distance equal to their own hull length between themself and the vehicle in front. * Road movement rates apply only for moving along roads, not moving across them perpendicularly. CROSS-COUNTRY (C/C); Cross-country movement is any movement that occurs off-road and movement rates are listed under `C/C' in the AFV & Vehicle Charts. Note; All types of terrain should be specified before the game begins. The C/C movement rates apply for travelling through open terrain only. If a vehicle is towing or traversing woods, orchards, scrub, brush, mud, rubble or sand, movement is reduced according to the `Vehicle Movement Restrictions' table. These reductions in movement apply when ever the vehicle enters or begins the turn in one of the listed terrain types. Procedure; * Multiply the C/C movement by the reduction factor provided in the table; eg. 4x4 truck moving through thick woods 16cm x 1/4 = 4cm (round up distances to the closest `cm'.) * Movement reductions are accumulative; eg. a 4x4 truck towing through a thick woods has its movement reduced x1/8. Vehicle Movement Restrictions Table Vehicle Type Terrain Fully Semi 6 & 8 4 x 4 4 x 2 Motor Tracked Tracked Wheeled Wheeled Wheeled Cycle Towing Off-Road x1 x1 x2/3 x1/2 x1/4 - Thick Woods x2/3 x1/2 x1/3 x1/4 - - Thin Woods x1 x1 x2/3 x1/2 x1/4 x1/4 Orchards x1 x3/4 x2/3 x2/3 x1/2 x1/3 Low brush/scrub x1 x1 x1 x2/3 x1/2 x1/3 Mud/Sand * x2/3 x1/2 x1/3 x1/4 x1/5 x1/5 Rubble x1/3 x1/ Marsh * x1/ * Bogging (1D6) Add to bogging die roll: +1 if Size D AFVs or vehicles # +1 if traversing Marsh -1 if amphibious AFV or vehicle -1 crossing fordable river # For T-34, KV, IS, Panther, and Pz VI chasis vehicles, if a 7+ is thrown, throw 1D6 again. If 1, 2 or 3 is thrown, the vehicle is not bogged. Special Note: * Vehicle types which enter terrain marked as "-" (not traversable) become automatically bogged. Horse teams are treated as 4x2 vehicles. Vehicle Movement Restrictions Table Notes: Towing Off-road - movement reductions for towing off-road apply to vehicles when limbered with guns/howitzers and trailers. However, if the towing vehicle is a size larger than the required minimum towing vehicle specified, the reduction in movement does not apply (eg. a heavy truck is used instead of a medium truck for towing.) Mud - usually present after heavy or prolonged rain, freshly ploughed fields or crops. All river fords are treated as mud. Sand - coastal beaches. Desert regions were interspersed with areas of loose sand. Rubble - all destroyed buildings and demolished AT obstacles are treated as rubble for vehicle movement across them. Marsh - flooded low lands found either adjacent to rivers or water catchment regions. Also includes flooded agricultural areas such as rice paddies. Bogging - For each move that a vehicle traverses mud, sand, river fords or marshy terrain, 1D6 is rolled for the vehicle to determine whether it become bogged. If the die roll (plus variations) is equal or greater than the number listed for Bogging in the Movement Restriction Table, the vehicle is stuck. Bogged vehicles are immobile until towed clear from their position with assistance from another vehicle of equal or greater size (or two vehicles if one size smaller.) It takes two turns to rig up the vehicles for towing. Hills - (x1/2) All vehicle movement over hills for both road and cross-country is reduced by half, unless the vehicle is moving straight down the slope. (All inclined surfaces are treated as hills.) Movement across hills for infantry, cavalry & horse teams are not affected, except for going uphill where charge/evade movement cannot be used. Reversing - (x1/3) Vehicle/AFVs travelling in reverse have their movement rate reduced to one third, with the exception of AFVs with rearward steering; Sdkfz 231, 232 & 234 series, AB40 series, Daimler A/C (refer AFV Notes.) Reverse movement is not available to horse teams. Turning - All vehicles have a minimum turning radius equal to their own length (taken from the inside of the vehicle.) Vehicles carrying out a turn have their movement measured around the radius as normal movement. If a stationary vehicle wishes to turn inside its minimum radius, it is permitted to turn on the spot as follows: Light AFVs & vehicles (Size A & B): Max turn is 180º per game turn Medium AFVs & vehicles (Size C) : Max turn is 90º per game turn Heavy AFVs & vehicles (Size D): Max turn is 45º per game turn 25

26 This represents tanks pivoting (turning) on one track or a vehicle doing a `3 point' turn in a narrow street. Thick Treelines & Hedges - Vehicles suffer the following movement penalties for crossing hedges & thick tree-lines; -25% for Fully & Semi-tracked vehicles & -50% for all 8, 6 & 4x4 Wheeled vehicles. -Impassable to motorcycles and 4x2 wheeled vehicles. Once an vehicle has cross a hedge or treeline, other vehicles can pass through the gap without movement penalty. Thin tree-lines do not affect movement. Walls/Fences - Only fully tracked `C or D' size AFVs are capable of passing through walls. Movement penalties for breaching a wall apply as follows; -25% for Low Walls (man-height or below) -50% for High Walls (above man-height) Once a breach has been made, all other vehicles can pass through the gap without penalty. Bocage - Bocage is a large heavily interwoven hedgeline which grows along a mound of dirt, proving a very difficult obstacle for both vehicles and AFVs. The defensive quality of bocage first came to light during the bloody hedgerow fighting around Normandy in Northern France. Only fully tracked `C or D' size vehicles can attempt to breach a gap in bocage. For each attempt roll 1D6. A result of 4,5,6 and the vehicle will force a gap, taking a full move to clear the breach. Once a gap has been forced, other tracked & semi-tracked vehicles can pass through at the same point without delay. U.S. AFVs equipped with Cullins Hedgerow Cutters can breach bocage losing only a half move delay (no dice roll required). Cullins Hedgerow Cutters add 10 points to an AFV s base PV. Cavalry can only pass through gaps (otherwise impassable.) Tank Obstacles/AT Ditches - AT ditches are impassible to all vehicles until filled in by either fascine or engineers, refer section on Defenses. Ditches filled with fascines allow only tracked vehicles to pass at normal C/C movement. Ditches `filled in' by either a bulldozer or engineers allows passage for tracked and semi-tracked vehicles only. Vehicles crossing ditches that have been bridged using bridging tanks (eg. AVRE, Arc) use normal cross-country movement. Infantry are delayed one full move in crossing an AT ditch, and receive hard cover from any incoming fire. Cavalry are treated as 4x2 vehicles when attempting to cross AT ditches. AT obstacles (such as concrete teeth, iron poles, etc) are impassable to all vehicles until removed or demolished. Permanent AT obstacles (eg. dragons teeth) that have had gaps blasted through them are considered `rubble' for all movement. Temporary AT obstacles (eg. Spanish dancers) do not impair movement once removed. Barbed Wire - Fully tracked `C & D' size vehicles can pass through barbed-wire without delay or damage. For fully tracked `B' size vehicles or any semitracked vehicles roll 1D6 when passing through each line of barbedwire. A result of `6' and the vehicle is immobilized (de-tracked or snagged). Fully wheeled vehicles cannot pass through barbed-wire without becoming immobilised. Infantry, on reaching each line of barbed-wire, require one full move to cross, and three moves to create a breach or gap in the barbed-wire. Cavalry can only pass through barb-wire were a gap has been forced or cut-away. Gaps forced in a line of barb-wire no longer present any obstacle to movement for troops passing through it. Rivers Before commencing a game, parts of the river or stream which are fordable for vehicles must be declared. The length and width of the rivers is up to the players' choice. Note: certain areas of a river's two embankments may be declared as mud, from 5 to 10cm in width. For movement, river and stream fords are treated as `mud' and vehicles must test for bogging for each move they spend attempting to cross. SOFTSKIN VEHICLES INTRODUCTION INTRODUCTION The Softskin Vehicles charts are found in their relevant army lists at the back of the rules. eg the German softskin vehicle chart is in the German Army List. The vehicles are categorised under their country of origin and the types covered are limited to those mainly employed by combat units of each army. Although many captured and requisitioned types were operated by Axis forces, their use was limited to secondary roles (occupation, logistics or supply units) seeing limited action. Combat units & echelons were more often issued with the cream of the available military transport. Each country is listed with its vehicles starting from the lightest type (motorcycles) to heaviest (tractors). Each individual entry in the tables can represent a variety of vehicle types with the same or similar characteristics, hence more that one name is provided for most. Additional types not mentioned are listed in the vehicle notes. After a vehicle s passengers have disembarked, treat the vehicle as still having a driver, unless stated otherwise in the vehicle or army list notes. This driver cannot disembark. Does not apply to motorcycles whose passenger team/s can disembark, in which case the motorcycle cannot move again unless the team/s reembark. APCs, and all softskin transport vehicles, are an integral part of the squad/section/gun crew they carry. If they have their own crew who remain in the vehicle after the passengers disembark, they are still subject to all command radius rules and penalties. They are affected by all morale results that affect their passengers. The only time an APC would be tested separately from its squad/passengers, would be when it has suffered damage, as opposed to being destroyed, eg, gun or hull damaged. In this case, test the APC and its crew (not passengers) as an AFV. If anything but OK result received, the crew and any passengers abandon the vehicle. LEGEND: "PV" (Point Value) - game points for the vehicle based on its size, cargo capacity, mobility, speed and towing ability. "Description" - generalised name provided for each entry in the table. The distinction between light, medium & heavy trucks (for example) are based on a vehicle's load capacity. Trucks upto 2 ton are listed as "Light", upto 4 ton "Medium" and over 4 ton are "Heavy". For half-tracks and tractors, Light (1-4 ton), Medium (4-8 ton) & Heavy (8+ ton). Motorcycles list how many you need to base on an infantry team sized base. These bases carry one infantry team, unless noted otherwise. Eg Motorcycle x 3. This means you base 3 motorcycle models on a 40mm x 40mm base, if using 20mm scale. For all intents and purposes, this base containing 2 3 motorcycles counts as one softskin vehicle with their joint carrying capacity. So you don t fire at individual motorcycles on the base, you simply fire at the base, as though it contains just one vehicle. "Drive" - refers to the vehicles level of traction for traversing rough terrain; 4x2, 4x4, 6x4, 6x6, ht (haltracked) & trk (fully tracked). eg. vehicles with `6x4' have six wheels of which four are driven. Refer to "Movement Restrictions" for details. "Size" - vehicles size for observation purposes. "Rd" (Road) - vehicle's movement rate per turn for travelling along roads (unobstructed.) "C/C" (Cross Country) - vehicle's movement rate per turn for travelling off-road. Refer Movement Restrictions for reductions when crossing rough terrain types and towing penalties. "Capacity in Teams" - the number of teams capable of being carried within the vehicle. "Tow" (Towing) - the largest class of towed gun the vehicle is capable of hauling. EXAMPLE SOFTSKIN VEHICLE CHART PV JAPAN Description Drive Size Speed Capacity Tow Rd C/C in teams 7 Type 97 Sankyo Motorcycle x 3 - A Type 97 Iwasaki M/cycle Sidecar x 2 - A Type 95 Kurogane Light Car 4x4 B

27 The Motorised Guns charts are found in their relevant army lists at the back of the rules. Motorised guns were built to provide a higher degree of mobility for the weapon and were intended for use with mechanised formations. The advantage of motorised guns was there ability to be brought into action more swiftly than there towed counterparts. The disadvantage was that the gun and crew were a much larger target and therefore much harder to conceal. Motorised guns are distinguished from AFVs by being unarmored or only partially armored. This applied to many German armored trucks and halftracks which had only the drivers cab and front engine were retrofitted with thin armor plate. Setup & Firing - A setup period is required for all motorised guns following any movement. This setup is the crew preparing the gun for action and must be stationary throughout. The weapons cannot be fired until setup is complete; Set-up Time Gun Calibre 0 move; Guns upto 77mm 1 move; Guns 80mm to 110mm 2 moves; Guns above 110mm +1 move if stabilisers are required. Note: Motorised guns with 0 moves for setup, and no stabilisers required, need only to be stationary for the turn in which they wish to fire. EXAMPLE MOTORISED GUN CHART MOTORISED GUNS INTRODUCTION Stabilisers - stabilising legs were used on numerous types when the vehicle's chassis proved unstable for firing the weapon. Gun crews were therefore obliged to extend out the legs onto the ground before engaging targets. All motorised guns requiring the used of stabilisers are listed under their individual notes. Gun Shields - these provide hard cover from all infantry weapons if the firer is within the guns own arc of fire (30º). If the firer lies outside this arc, the gun crew is unprotected with no cover. All vehicles equipped shields on their guns are listed within the individual notes. Armored Vehicles - motorised guns listed within the notes as having armor plating are protected from all infantry weapons with the exception of AT weapons and all HMG (treat as normal softskin vehicles.) Does not include gun crews which are exposed unless within the protection of a gun shield if present. See above. Organisation You must purchase complete platoons or companies of motorised guns as per the army lists if mentioned (not many are mentioned!) Otherwise, organise motorised guns into platoons of 3 4 vehicles with Co HQs being 1 2 vehicles. Each platoon/company must be all of the same vehicle. LEGEND: "PV", "Description", "Drive", "Size", "Rd", "C/C" as per Softskin Vehicles. "Arm" (Armament) - lists the weapons equipped on the vehicle. PV BRITAIN / USA Description Drive Size Speed Armament Rd C/C 58 SP, 4x4 Bofors 40mm AA 30cwt truck 4x4 C mm L48 AA 46 37mm M6 GMC Light AT SP 4x4 B mm L54 ARMOR CHARTS INTRODUCTION The Armor charts are found in their relevant army lists at the back of the rules. All AFVs have been categorised under the nationality which either produced or used them exclusively. Other AFVs which are not listed, but were used by that nation, are listed in the nation s army list at the back of the rules. Each AFV has its Front, Side and Rear Armor effective thickness listed in cm. This is its armor factor. Sloped armor has been taken into account. eg a T-34/ has 30º hull front armor, which doubles its effective thickness. 4.5cm becomes 9cm. Mobility is given for both Road and Cross Country terrain. The vehicle s size for visibility purposes is also listed. The Fire Order takes into account the size of the gun, number of crew, and turret, etc. Armament is given in basic calibre and calibre length, along with any secondary armament, such as any MGs. If a weapon such as a roof mounted HMG that was only occasionally used, and it is not listed, then you need to pay extra for it if you want your vehicle to have it. eg IS-II occasionally had a 13.2mm MG. The charts also list all vehicles which have radios, smoke dischargers, and one man turrets. Under each chart are extensive notes on all vehicles. Abbreviations: PV Point value TANKS, SELF PROPELLED GUNS or APC/RECONNAISSANCE type of vehicle ARMAMENT vehicle s weapons HF, HS, HR Hull Front, Side, & Rear Armor Thickness in cm TF, TS, TR Turret Front, Side, & Rear Armor Thickness in cm Rd, C/C Road and Cross Country Speed that the vehicle can move in cm per game turn. (Also happens to be their mph speed.) Sz - Size of vehicle FO - Fire Order of vehicle s main gun CAP capacity, ie, number of teams that the vehicle can carry. Unless stated otherwise in vehicle notes or army lists, each APC includes an integral driver/crew, allowing the vehicle to move and fire (fixed weapons only) after passengers disembark. AFV Mounted Machine Guns - Machine Guns equipped on AFVs are listed along with their main armament in the Armour Lists, ie. HMG, MMG or LMG. Most AFV MGs have been classified `light'(lmg) because they were operated by only a single crew member. Medium MGs are those which are served by at least two or more crew and were capable of sustained fire role. Heavy MGs are determined by calibre. All AFV LMGs listed for Italian, Soviet, Finnish, Polish and Japanese AFVs are treated as `magazine-fed', while German, US and British AFVs (except those equipped with Bren LMG) are treated as `belt-fed'. AFV Organisation As mentioned at the start of the rules, you must purchase complete platoons or companies of AFVs, as per the army lists. If you cannot find mention of a particular vehicle in the army lists, find a similar vehicle in that nation s army lists, and organise the vehicle into same sized units. Or, use platoons of 3 4 AFVs with Co HQs being 1 2 AFVs, and in this case, each platoon/company must be all of the same vehicle. Command vehicles must be marked in some way that is obvious to the player using the vehicle, even in just by the identification numbers on the vehicle. eg a platoon of 5 x Pz IV have markings on their turrets, being 01, 02, 03, 04, 05. The player has recorded that vehicle 01 in each platoon is the HQ vehicle. This information need not be revealed to the opponent. The exception of course being if the command vehicle is physically different to the other AFVs in its unit. eg an early Soviet tank Battalion HQ has 3 tanks, with only the actual HQ tank having a radio. This model only therefore should have an aerial. HQ AFV Additional Point Values You will need to increase the base point value of the command AFVs as follows: Each AFV platoon must have a Platoon HQ + 10 PV Each AFV company HQ must have one or two company HQ + 20 PV each. Any other vehicles in the HQ do not count as HQ vehicles, just normal vehicles, as in the platoons. If only the command vehicle has a radio, + 20 PV. Special Note: Some AFV HQs have motorcycles or jeeps etc attached to them, as messengers or recon. If these are destroyed, this has no effect on the AFV unit s morale. No morale test is needed. TURRETS & SELF PROPELLED GUNS As mentioned later, all guns have a fire arc of 30 degrees. They can engage any target within this arc without traversing hull or turret. Turreted AFVs can traverse their turrets as follows: Light AFVs: Max traverse is 180º per turn Medium AFVs: Max traverse is 90º per turn Heavy AFVs: Max traverse is 45º per turn For AFVs firing while traversing, the following deduction applies to their hit chances: - 1 if turret/hull traversed over half max. 27

28 Self propelled guns must pivot on one track to bring the gun to bear on an enemy, count this as traversing as above. They must remain stationary in the turn they pivot. One Man Turrets: (see AFV notes to determine which AFVs this applies to), double ALL firing deductions and count 'closed down' when firing. eg for a French Somua to fire at a target which just came into sight, the deduction is - 2, not - 1. SKIRT AND SPACED ARMOR ETC: Bazooka skirts, spaced armor, sandbags and concrete, when attached to an AFV's armor plating, reduces all hollow charge (HEAT) infantry weapons, all AT rifles and all shells up to 30mm, as ineffective. This applies only if that shell or weapon hits the part of the AFV which is protected by this spaced armor. eg an infantry figure armed with a Panzerfaust fires at a Sherman with sandbag armor, covering the upper hull sides, hull front, and turret sides. A hit is achieved, so 1D6 is thrown to determine the hit position on the AFV. A 4 is thrown on the Sherman, being the upper hull front. But as there are sandbags there, then the Panzerfaust has no effect. Point Values: Cost for spaced armor is added to the AFVs original Point Value. For each turret or superstructure facing, and for each upper hull and lower hull facing, that is covered by spaced armor, skirts, sandbags, etc, it costs 3 points. This is added to the base PV of the AFV. So a StuG IIIG with side skirts covering its superstructure (turret) sides and its upper and lower hull sides, on both sides of the vehicle will have to pay 18 extra points for the skirts, ie 6 facings (3 per side) x 3 PV equals 18 PV. A Panzer IV with turret skirts also has its turret rear facing covered, so would be 21 PV extra. A Sherman with sandbags on its upper hull front only would have to pay 3 PV extra. Historical Use: Skirt armor was used exclusively by German AFVs. German AFVs also more rarely used concrete, but only from 1943 to Sandbag armor was employed by several nations, although the US went as far as welding special cages all around the turret and hull in order to hold the sandbags. This was done only from Soviet AFVs, T-34/85s in particular, in 1945 welded old wire-sprung bed frames to their hull and turret sides. These caused the hollow charged rounds to literally bounce off. Game Restrictions The only vehicles allowed to use these armor enhancements are those mentioned as having it in the Armor Notes, or, if you can find historical photographic evidence of such use for that exact type of tank, and for the year and theatre of use of that tank. eg photos of Shermans with concrete or sandbags in France in Your models must show this skirt, sandbag or concrete armor. AFV Fired Smoke Screens Smoke dischargers on an AFV can only be used once and produce a wide enough smoke screen to conceal the front (or back) of the AFV. You do not need to dice, simply place down the screen 5cm in front of or behind the AFV, which takes affect at the beginning of the next turn. All other rules regarding the smoke screen are the same as in Direct Area Fire Laid Smoke & White Phosphorous (WP). Tank Riders Size C or D AFVs, but not open-topped turretless self-propelled guns, can carry tank riders, that is, infantry hitch a ride on the back of the AFV. They can carry a maximum of 4 teams. While carrying tank riders, the AFV cannot move faster than its cross country speed, even when on road. (These rules do not apply to bona fide APCs & their passengers) With the exception of Soviet SMG Sections, no other tank riders can fire their weapons while riding the AFV. Also with the exception of Soviet SMG Sections, if tank riders are fired upon by direct infantry weapons fire or direct area fire, or if the tank is hit by AT fire, in the next turn, the AFV must stop and the tank riders must disembark. It takes ½ a move to embark or disembark from an AFV. The AFV must be stationary (for at least ½ a move ) while troops are embarking or disembarking. EXAMPLE ARMOR CHART PV TANKS ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 188 T-34/76 m L30,2LMG C T-34/76 m L41,2LMG C T-34/76 m L41,2LMG C 8 DIRECT FIRE Direct fire has been divided into two areas; 1) Anti-Tank Fire. Guns can fire up to one shot per turn at one individual target. 2) Area Fire. Each soft target within Beaten Zone is diced for. Anti-Tank Fire is used for engaging pin-point targets which require direct hits to inflict any damage, such as AFVs. And although only one shot is fired per gun per turn at such a target, this represents the firing of an unspecified quantity of rounds by each gun within the two-minute time span. Area Fire is used against soft targets such as infantry, softskin vehicles and guns, and each such target that lies within the gun s beaten zone is diced for. Again, this represents the firing of an unspecified quantity of rounds during the turn. Each gun has a base `to-hit' chance when it fires. This is the probability of a shell striking its target. Guns with higher rates of fire have an higher `to-hit' probability, with automatic (AA) guns capable of multiple hits (see later). Base to-hit chances for guns also takes into account their ballistic performance (ie. velocity, effective range.) Arc of Fire; 28 All guns have an arc of fire of 30 degrees as shown in the above diagram. The centre of this arc is taken from the direction faced by the model AFV turret or Field/AT gun on completion of the movement phase. For both AT Fire & Area Fire, the target/poa must lie within this arc before it can be fired upon. To engage targets outside this arc the must firer must traverse either turret, gun or hull until it lies within. Target Aquisition - To engage an enemy target/s, the firer must first acquire it under one of the following circumstances; For Anti-Tank Fire; Observe target as per Observation Rules, Observe target's muzzleflash (exact location only, not general location.) For Area Fire; Observe target/s as per `Observation Rules', Observe target/s muzzleflash, Observe target entering cover, or detected around cover. Only the `cover' that the target was last seen entering before visual contact was lost can be fired upon. Units of the same platoon or company can also communicate suspected enemy positions (see above point) if they are in command control radius with their HQ and the other units. Positions can be targeted without prior knowledge of enemy activity if precise orders (co-ordinates) are written prior to starting the game. (eg SP Battery A to shell edge of Woods 10cm right of bridge.) Such orders maybe cancelled during the game, but not reinstated. Firing at targets in circumstances other than those listed above are not permitted. In brief, AT Fire can only be used against targets that can be observed, directly or by muzzleflash. Area Fire can be used against both observed or suspected target/s.

29 Anti-Tank Fire; This type of fire is used primarily against armored targets & vehicles. AFVs are impervious to near misses and require direct hits before any damage is inflicted. Soft-skin vehicles and field/at guns may also be targeted with Direct Fire, however, Area Fire is normally more effective against them. For AT Fire, four different types of ammunition can be used; Armor Piercing (AP), Armor Piercing Composite Rigid, High Velocity Armor Piercing & Discarding Sabot (APCR/HVAP/APDS), High Explosive Anti-Tank (HEAT) and High Explosive (HE). Most AFVs or guns were only capable of firing two or three of these types, while a few have only one. Ammunition availability for each weapon is listed in the Gun Charts, and in some cases, in the AFV charts; Armor Piercing (AP); all standard Anti-tank ammunition used by any ordinance has been grouped under this category (except APCR, HVAP & APDS which are listed separately.) The standard AP round came in a number of versions (APCBC, APBC, APHE, Squeeze Velocity, etc.) all differing in ballistic performance only. AP rounds were either solid shot or steel cased with a small bursting charge for fragmentation effect after penetrating the AFVs armor. APCR/APDS/HVAP; as the war progressed, standard AP rounds became increasingly ineffective against thicker armor and specialised ammunition was developed for dealing with those awkward encounters. Improved armor penetration was achieved by firing a high density shot (tungsten core) at an extremely high velocity. This high velocity was achieved by using more propellant than the gun could safely cope with (one reason why such ammunition normally was not standard issue.) As the standard AP rounds usually shattered at such high velocities, tungsten was the only available metal that could be used. Being a metal in short supply, it made this type of ammunition limited issue only. The Germans were first to introduce the PzGr40, a tungsten core surrounded by a light alloy. It had a poor weight: diameter ratio which gave it a lack of carrying power at long/extreme range. The US HVAP (High Velocity Armor Piercing) operated on exactly the same principal as did the Soviet version. The German PzGr40 appeared in 1941 and became very rare after Soviet APCR rounds were introduced late US HVAP and British APDS first saw action in Using APCR/APDS/HVAP in the game: These special types of ammunition were usually in short supply, and AFVs and guns often had only a handful. If an ammo is listed as pp, ie per platoon, the ammo is purchased for the whole platoon, and only one AFV or gun of that platoon may fire that ammunition per turn. Too bad if that one shot per turn misses while another standard ammo shot hits! If an ammunition is listed as pg ie per gun, the ammunition is purchased for each gun/afv, and then each gun/afv in the platoon may fire that ammo each turn. There will be some exceptions to the above, such as the M36 GMC Jackson, for which the HVAP ammunition was equipped as standard. See the notes for each AFV or gun for such exceptions. APCR/APDS rounds are listed separately in the Gun Charts for each nationality with their date of introduction. Only major types have been listed and the PV for their use is payed in addition to that of the AFV or gun. Each has its own revised to-hit chance plus penetration figure listed under the gun s normally accuracy or ammunition. High Explosive Anti-Tank (HEAT); still very much in its infancy, this type of ammunition was a way of providing an AT capability for low velocity guns & howitzers. It involved a shaped (high explosive) charge being detonated at a set distance from the target's surface. This resulted in the explosion being channelled to a narrow point and melting its way through the armor, very similar to a blow torch. The effect inside AFVs was less than that of AP rounds, but the molten metal and gases still proved effective against any crew. HEAT rounds were not reliant on kinetic energy as were AP rounds, its armor penetration was constant for all ranges (being directly dependent on the diameter of the shell only.) HEAT rounds, as with HE, were fired at velocities which were 30-50% lower than that of AP rounds which meant reduced accuracy. HEAT ammunition was introduced in 1942 by Germany, Italy, Soviet and US, with Japan in Both German and US policy provided HEAT ammunition for virtually every ordinance piece capable of firing it. Britain however used it for their 95mm (3.7") howitzers only. Italy followed it's ally with a lot of assistance. Japan placed little emphasis on AT performance and didn't bother until late. All guns capable of firing HEAT ammunition have the revised to-hit chance plus penetration figure listed under the gun s normally accuracy or ammunition, plus the date of introduction. Any gun which has HEAT ammunition may fire it as standard issue from the listed date of introduction. High Explosive (HE); the use of HE ammunition against AFVs was not uncommon as many guns & howitzers were not supplied with any other type of round. During the early stages of the war, many gun & howitzers were expected to engage armored targets as a stop gap AT guns. (Being hit by a 150mm HE shell could literally dismantle a light AFV or seriously damage a larger one.) All guns are assumed capable of firing HE unless other wise it is stated otherwise in the Gun or Armor Charts. Anti-Tank Fire Procedure; 1. Specify which target is to be fired upon and what guns are firing at it. 2. Measure range between firer and target. For vehicles & AFVs, measurements are taken from the closest edge or corner of the model. For infantry, heavy weapons and gun/howitzers, measurements are taken from the closest edge or corner of its base. 3. Find the gun's Base To-Hit Chance by referring to the `To-Hit' chance of the firing gun: this is the number in brackets eg (11). See the gun charts. The gun charts are in the army lists at the back of the rules. For ranges lying between those given in Gun Charts, round up to the next highest level (ie. 32cm becomes 40cm, 95cm becomes 100cm) 4. To the Base To-Hit Chance add or deduct all relevant AT Fire Variations applicable to both firer and target. The final total is the Adjusted To-Hit Chance. 5. Roll 3D6 and add them together. If this total is equal or below the Adjusted To-Hit Chance, the target has been successfully hit. All misses are ineffective. 6. Once a target has been successfully hit, the damage (if any) is accessed; As mentioned earlier, although Direct Fire is conducted after all movement has been completed, players can select to fire at targets during any part of their movement phase by back-tracking the position of the target. In doing so, the unit which is firing must also be in a position to observe the target at that part of the turn. If the target is destroyed/disabled, it remains where it was fired upon, not completing it's planned movement. Otherwise it completes it's full movement. (eg. During the movement phase a tank moved from being visible to behind a building. It took 1/2 of its turn to do this. An enemy AT gun which observed the target during the first half of the turn can fire at the tank before it disappears behind the building. It succeeds in hitting the tank and destroying it, so the tank model is put back (backtracked) to where it was when the gun fired at it. For Armored Fighting Vehicles The amount of armor on an AFV usually varied between the front, side, hull or turret, so a specific hit location must therefore be found. The following diagram is used to determine which face (front, flank or rear) of the AFV was hit; Front Hit AFV Facing Diagram Side Hit Side Hit Rear Hit Note - For turrets; calculate the front/side/rear according to the direction faced by the turret. Determine AFV Hit Location For each successful hit on the target, roll 1D6 and refer to table below; Dice Roll Position 1 Tracks 2 Lower Hull 3,4 Upper Hull 5,6 Turret/Superstructure 29

30 AT Fire variations take into account the extra protection afforded to a concealed target. Hull-down or partially concealed AFVs are automatically hit on their exposed portion, eg. hull down AFVs will be hit in the turret. In many cases for concealed targets, it won t be necessary to roll for any hit location. And if only tracks and lower hull are covered, re-roll any 1 or 2 Hit Location rolls. Determine AFV Armor Thickness After determining the Hit Location upon the target AFV, eg upper hull front, find the target's corresponding Armor thickness from its listing in the Armor Charts. The Armor Charts provide Armor thickness in cm for six locations on all AFVs; TF, TS, TR, HF, HS, & HR. (H=Hull, T=Turret, F=Front, S=Side & R=Rear) AP, APCR, HVAP, APDS or HEAT ammunition If using AP, APCR, APDS or HEAT ammunition, compare the Penetration value in the Gun Charts with the Armor thickness of the target. If this value exceeds the armor level of the AFV target, the AFVs armor has been penetrated. Use the Penetration Effects Table to determine the damage, using only the Variations for AP, APCR, APDS & HEAT. For HE ammunition For HE ammunition, the target s armor thickness is irrelevant. Consult the Penetration Effects Table for the damage result, but use only the Variations for HE Ammunition. This applies for any hit location on an AFV, including the tracks. Hits on AFV `tracks' by AP, APCR, HVAP, APDS or HEAT AFV `tracks' have an equivalent armor thickness equal to that AFV s thinnest hull armor. So in order for a gun to damage an AFV s tracks and render the AFV immobilised, it must have a higher penetration value at that range, than the AFV s thinnest hull armor. No other damage occurs (Do not use Penetration Effect table!) -2 Target is partially concealed (33-66%) by hard cover -4 Target is hull-down or concealed 66%+ by hard cover +1 Target is Size `D' -1 Target is Size `B' -2 Target is Size `A' +1 Second & subsequent shots at moving target (accumulative, max of +3) Lost if firer moves or changes target. +2 Second & subsequent shots at stationary target (accumulative, max of + 6) Lost if firer moves, engages another target. -1 Firing HE ammunition -1 Firer's turret/hull traversed over half maximum this turn -4 Firing at a Muzzle-flash -2 Firer moved over 5cm +1 For each additional barrel of an AA/automatic cannon -2 If AFV s commander has been killed +1 Firer is Veteran -1 Firer is Conscript Note nothing can fire if it has expended over half its movement during a turn. * Except for the German 80mm L37 PAW 600 and 88mm RPzBGr guns, which don t include the error. AT Fire Variations Notes; Target moving across LOS; the target is moving across the firer's line of sight if moving with a direction that lies within the shaded area on the diagram below; AFV, Softskin Vehicle & Gun/Howitzers and Crews - If an AFV is destroyed (not damaged) by Direct AT Fire using AP, APCR, HVAP, APDS or HEAT ammunition, its crew are also considered casualties. Dice on the AFV/Gun Crew/Passenger Casualties Table below only for any passengers. If an AFV is destroyed by Direct AT Fire using HE ammunition, all crew and passengers are casualties. Successful hits on guns/howitzers will automatically destroy them and their crews, regardless of ammunition used. Successful hits on softskin vehicles will automatically destroy them and anything they may have been towing. If HE fire was used, all crew/passengers are also casualties. If AP, APCR, APDS or HEAT ammunition was used, throw 2D6 and consult the AFV/2 Gun Crew/Passenger Casualties Table below. For each crew/passenger base being tested, add or subtract the variables to the number listed in the table, then roll 2D6. If you roll equal or under the adjusted number, the crew or passenger base has been destroyed. AFV/Gun Crew/Passenger Casualties Table Gun Size Firing 2D6 122mm mm mm mm mm mm, grenades 5 PzFaust, Pzschreck 7 PIAT, Bazooka 6 Variables: -1 if target is AFV -1 if firer using APCR,HVAP or APDS -2 if firer using HEAT (does not apply to infantry weapons) Passengers & crew are tested immediately after the AFV/vehicle has been destroyed, and take a morale test if relevant. Turreted vs Non-Turreted Guns; Non-turreted AFVs and field/at guns with limited traverse are restricted in their ability to track targets moving perpendicular to their line of fire (an advantage with turret mounted weapons.) Concealed Targets; Target is partially concealed if 33-65% covered by hard cover, hulldown is concealed 66%+ by hard cover. Applies only to targets behind (or within) buildings, walls, bocage, dug-in, partially behind a hill relevant to firer, or entrenched. Second & subsequent shots; Second & subsequent shots at moving/stationary target; represents the improved accuracy from observing `fall of shot' and the correction of fire onto the target. Firer's turret/hull traversed over half maximum this turn; Refer to `Traversing Limits' for maximums on AFVs & guns. Firing at Muzzle-flash; Applies only if the target muzzle-flash reveals exact position, not general location. Refer to `Observation' rules. For each additional barrel of an AA/automatic cannon; Applies to multi-barrelled AA/Auto-cannons (eg. +3 for 20mm Quad FlaKvierling when firing at any range.) Anti-Tank Fire Variations Add to or deduct from the gun's base to-hit chance; -1 Target just came into sight. -1 Target seen for less than half of turn -1 Target moving over 15cm to or from firer, OR -1 Target moving upto 15cm across LOS (line of sight), OR -2 Target moving 15cm+ across LOS, Turreted guns only (ie all guns capable of traversing 360º) OR -3 Target moving 15cm+ across LOS, Non-turreted guns (ie. SPs, AT guns, field guns, howitzers, infantry guns) 30

31 Penetration Effects Table; When AFV target has been penetrated by AP, APCR, APDS, HVAP, HEAT or been hit with an HE round, roll 3D6, add/deduct the relevant below variations according to calibre, ammunition type, target type and refer to table for a damage result; Penetration Effects Table; Result Effect On Target 14 or more Destroyed Hull/Gun Damaged 9-10 Stunned 2 Moves 7-8 Stunned 1 Move 6 or less No Effect Destroyed - AFV is completely knocked out of action. Hull/Gun Damaged - if hull is hit, AFV is immobilized. - if turret/superstructure is hit, all main armament (and traversing) is disabled. Stunned 2 Moves - AFV cannot move, fire or observe for 2 moves Stunned 1 Move - AFV cannot move, fire or observe for 1 moves No Effect - shell inflicts negligible damage Same Result Received Second Time in the Same or Subsequent Turn take the next result up. (eg if you get a Stunned 2 Moves result a second time in the same turn, take the next result up instead, which is Hull/Gun Damaged) Penetration Effects Table Variations for AP, APCR, APDS, HVAP, HEAT ammunition mm gun (except HEAT) mm gun (except HEAT) gun (except HEAT) mm gun (except HEAT) mm gun (except HEAT) mm gun (except HEAT) mm gun (except HEAT) mm gun (except HEAT) -4 HEAT ammunition & all Infantry AT weapons +3 penetrated 3-5 over target's armor level +6 penetrated 6+ over target's armor level Penetration Effects Table Variations for High Explosive (HE) rounds mm+ gun mm gun mm gun gun mm gun mm gun Guns below 65mm calibre have no effect. +2 Target is Light AFV +2 Target AFV has Open Top, Sides or Rear (PLUS below +1 if relevant) +1 Target AFV has open Sides or Rear and firing at it from its open side or rear arc The use HE rounds against an AFV relied entirely on the explosive impact to damage an target rather than penetrating the armor. While less effective than AT ammunition, large calibre guns were often employed against armor with results. Passengers within AFVs or vehicles which are `destroyed' by HE fire are all casualties. AFVs can be immobilised in a variety ways ranging from damaging the external running gear, an internal hit on the drive train, engine, fuel tank, etc. Gun turrets could be rendered inoperative by hits on the gun, optical gun sights or turret traversing gear. Once an AFV is damaged, it remains disabled for the remainder of the game. A `stunned' crew is incapacitated for the number of moves as a result from the hit & are accumulative. AA/Automatic Cannon - The Gun Charts include a variety of anti-aircraft & automatic cannon ranging in calibre from 20mm to 40mm and designated by `AA' next to their calibre. All these gun types were magazine fed and capable of automatic fire. These guns can only engage one target per move but are capable of multiple hits. Use the normal procedure for Direct AT Fire. If a hit is achieved and the number rolled on the 3D6 is less than the Adjusted Hit Chance needed, then an extra hit is achieved for each extra `pip' on the dice below. For each additional hit on the target, roll for separate hit location and damage if required. Example: Let us assume that a 20mm AA guns needs 11 on 3 dice to hit an AFV. The firer rolls '9' on 3 dice. This is two below the needed figure, therefore the target is hit by three shells, not one. Maximum number of hits achievable on a single target from an AA/Autocannon are as follows; 20-25mm 3 Hits maximum 37-40mm 2 Hits maximum +1 per additional barrel (Eg. Triple 20mm MG151; 5 hits maximum on target.) Due to their high rate of fire, 20 & 25mm AA/Autocannon are also included under `Infantry Weapons' and can be against soft-targets and infantry (37mm & 40mm AA guns use Area Fire only against infantry.) SPIGOT GRENADES Spigot Grenades were a stop gap measure taken by the Germans on the Russian Front where there was a distinct lack of effective AT guns. It involved using a large spigot bomb and placing it down the barrel of a small calibre AT gun. Although effective, the range was incredibly small. Spigot Grenades have their To-Hit chances listed in their respective gun charts. They can only be used by guns or AFVs as stated in the Gun Charts and AFV Charts. Note: Each round is muzzle loaded by the crew (who receive no cover while loading) and requires half move to load. Towed guns cannot be loaded until unlimbered. CANISTER ROUNDS This was a type of shell employed by the US forces in the Pacific only. It involves a shotgun type of fire, each shell spraying out upto 400 metal balls with devastating effect. It can be fired by both AFVs and towed guns, as stated in the Gun Charts. (ie, those guns listed in the Gun Charts as having the ammunition, can fire that ammunition, whether AFV or towed.) Canister rounds were excellent for clearing the brush found in the Pacific. A position fired upon must have had some previous signs of enemy occupation, be in a commanding or suspect position, or about to be assaulted. Canister rounds spread in a 10 arc in the direction they are fired. Any infantry in this arc and the range of the shell (as listed in the Gun Charts notes) must be diced for to determine whether or not they were hit. Roll 1D6 die per infantry, heavy weapon or gun/howitzer/mortar base, or softskin and subtract all the relevant variations: 1D6 Result 3+ Infantry/gun/howitzer etc base is removed as casualties. All equipment is destroyed. 1,2 No Effect Variations - 2 if firer moving - 1 if target is prone or in soft cover - 3 if target behind hard cover. For any softskins in the arc, dice for them as above, and dice separately for passengers in them. If the softskin is hit, it is immobilized. Direct Area Fire This type of fire is intended for use against soft-targets (ie. unarmored vehicles, personnel, guns or howitzers) and cannot effect fully enclosed AFVs (even if commander is head up). Unlike AT fire, HE rounds did not require pin-point accuracy to successfully neutralise a target. Hits within close proximity were often sufficient to damage or destroy vehicle/s, crews or infantry. Such targets were often engaged as a group rather than targeted individually and are therefore treated as `area' targets. HE ammunition was generally fired at velocities which were half or a third less than standard anti-tank rounds. This was due to the larger size of the rounds and less emphasis on accuracy. The following rules are designed to resolve direct HE fire in the quickest and most realistic manner. When firing direct HE, the centre of the target is called the Point Of Aim (POA). A beaten zone radius (BZR) is then measured out from this POA to determine the affected area. It is assumed that during the span of a single turn (two minutes), each gun will fire a quantity of HE rounds at its POA. While most shells will not land on the POA itself, they will hit in proximity of the centre and within the BZR. Hence, all targets within this BZR must be diced for. As ranges increase, the reduced accuracy of shell fire decreases and so does the damage inflicted on target/s. Direct Area Fire Procedure 1. Determine whether enemy unit or position can be legitimately fired upon (refer to Target Acquisition on page 28.) 2. Select the Point of Aim (POA) by placing a POA Counter at the desired location, and measure out the Beaten Zone Radius (BZR). All units within this circle on completion of all 31

32 movement, are considered targets and must be diced for individually. Backtracking rules also apply. 3. Measure the range between the POA and firer. For gun/howitzers measure from the edge or corner of their base, with AFVs, measurements are taken from the closest edge or corner of the hull. 4. Cross reference the type of gun/howitzer being fired with the distance to the target on the relevant gun chart. This will provide the Base To-Hit Chance, eg (10). 5. For each target (individual vehicle, gun crew, infantry base) within the BZR, take the Base To-Hit Chance and add/deduct any Area Fire Variations which are applicable to both the firer and the individual target. This provides the Adjusted To-Hit Chance. 6. Roll 3D6 for each soft-target target in the BZR. If the total is equal or less than the Adjusted To-Hit Chance, the target is hit and destroyed/wiped out. For infantry bases, simply remove them. For guns or softskins, place cotton wool on them, and all crews/passengers are casualties. 7. Also roll 3D6 for the crews/passengers of each open topped AFV in the BZR. See the AFV Crews and Direct Area Fire section below for the effect. 8. For multiple targets within the BZR, variations may vary between each one depending on circumstances. eg one target may be dug-in, another in the open. 9. Players using Area Fire for second & subsequent turns at the same POA must declare their intention to an opponent by not removing the POA counter at the end of the turn. If you will not fire for a second or subsequent turn, remove the POA counter. 10. For second & subsequent turns firing at the same POA -> targets which exit or pass through the BZR during the move are diced for as a target prior to leaving the BZR. 11. For any Vehicles, gun/howitzers & infantry bases which are not completely covered by the BZR, throw 1D6. If you roll 1 3, it is considered out of the BZR this turn. If 4 6, it is in the BZR this turn. If only touched by the BZR, and not covered, it is not inside the BZR. Beaten Zone Radii Gun/Howitzer Calibre Beaten Zone Radius * 156mm+ Gun 12cm mm Gun 10cm mm Gun 9cm Gun 8cm 84-90mm Gun 7cm 65-76mm Gun 6cm 57mm Gun 5cm 45-50mm Gun 4cm 30-42mm Gun 3cm * Note this is the radius, so the diameter is double this. Direct Area Fire Minimum Range No gun can fire Direct Area Fire at targets within its Beaten Zone Radius. (ie, it could shell itself that way!) This represents the guns inability to depress low enough to shoot at infantry targets that are too close. Direct Area Fire Variations Add to or deduct from the gun's base to-hit chance; mm+ Gun firing mm Gun firing mm Gun firing Gun firing mm Gun firing mm Gun firing -2 57mm Gun firing mm Gun firing mm Gun firing +1 Firer is Veteran -1 Firer is Conscript +2 Target is Size `D' +1 Target is Size `C' -2 Target is within Partial or Soft cover (includes AFVs with open sides, back & top, and tank riders ) -4 Target is within/behind Hard-cover (includes AFVs with open back & top only -5 Target is Dug-in/Entrenched (includes AFVs with open top only -6 Target is in Fortifications -1 Target moving upto 10cm across LOS or over 10cm -1 Target observed for half turn or less -2 Speculative Fire; Target unobserved +1 2nd & subsequent turns firing at same POA (max +3) and are lost if firer moves or engages another target POA Area Fire Explanations - Target is Size `C/D' applies to all targets with C or D size classification. The bigger the target, the easier they're hit. Target behind Soft/Partial cover applies if enemy target/s are behind or within the following terrain; woods, orchards, hedges or wooden structures or buildings. AT/field guns with shields provide only partial cover for crews, not hard cover. Target behind Hard cover this applies if enemy target/s are behind or within brick or stone buildings and/or walls or bocage. See below for notes on buildings. Target is dug-in/entrenched applies if target is occupying dug-in or entrenched position. Target is Fortified emplacement refers to bunkers, pill boxes type defences which required pinpoint accuracy to knock out. Target moving upto & over 10cm applies if enemy target is moving upto/over 10cm in any direction to the firer. Speculative Fire applies to all targets within the BZR that cannot be observed by the firer. Does not apply to targets only partially covered by smoke/wp. Firer moved over 5cm AFVs that move over 5cm during the turn, and in which case the 5cm is not more than half their full movement, incur this penalty on firing. Remember, nothing cannot fire if it has expended over half its movement. Using White Phosphorous Represents limited anti-personal effect of WP ammunition. Firer is Veteran/Conscript applies to AFVs & gun/howitzers etc which have been up or down graded in status. Buildings All targets within a building that are within the BZR of the firing gun, are diced for as above. This represents shelling around the building and shelling the building itself. In order to keep things simple, the building itself is not fired at, only the targets inside it. However, if you fire a big gun at a building from a close range, the targets inside are going to get destroyed/wiped out rather quickly. Keeping track of buildings damage in order to render them rubble is extremely tedious and slows down the game, hence it is done as above. To place a POA counter when firing at a building, it must be placed at the outer edge of the building (not inside). You can only target one floor at a time, the firer must declare which floor is being fired at. Also, the BZR that covers the building or building floor is doubled in size. Refer to following diagram; Firer BZR POA Building 2 x BZR The selected POA must be in DLOS with the firer. All targets that lie within twice the BZR are treated as being; `Behind Hard Cover' for Stone/Brick buildings & `Behind Soft/Partial Cover' for Light/Wooden Buildings, and are diced for as targets under normal Direct Area Fire. -2 Firer moved over 5cm -1 Firing Smoke -2 Firing White Phosphorous 32

33 AFV Crews & Direct Area Fire - Although Area Fire cannot be used against most AFV targets, there are a couple of exceptions were crews may be targeted; Open topped AFV crews can be treated as a `dug-in target'. Open topped & backed AFV crew can be treated as a target behind Hard cover. Open topped, backed and sides AFV crew receive soft cover If a crew/passengers is successfully hit, the main armament is assumed disabled, and all passengers & exposed crew are casualties. The AFV is however, still mobile and must test morale for having suffered damage. Fully enclosed AFV commanders which are `head-up' cannot be affected under Area Fire. Direct Area Fire Laid Smoke & White Phosphorous (WP) The following rules for Smoke & WP apply only to Direct Area Fire. All guns/howitzers capable of firing Smoke & WP ammunition are listed in the Gun Charts along with date of introduction if applicable. Smoke ammunition was similar in design to the standard HE shell except filled with a smoke producing agent and a small bursting charge for dispersion. On impact, the shell would explode producing a dense cloud which would then drift if any wind was present. The duration of smoke from each shell was usually brief and a successful smoke screen usually required a continual stream of shells to maintain it. White Phosphorus (WP) was a substitute for normal smoke ammunition and was employed extensively with US and Japanese guns & AFVs. The British introduced WP in mid 1944 for use with a limited number guns in addition their smoke rounds. In comparison to conventional smoke, WP produces a weaker smoke screen but with the advantage of having an incendiary/anti-personal effect on any soft targets within its burst area (eg. infantry, cavalry, trucks.) Procedure; The procedure for firing Smoke/WP is identical to that used for Area Fire. A 3D6 roll equal or below the Adjusted To-Hit Chance means the gun s BZR is covered with Smoke. For WP, any targets within BZR must dice for damage as well. 1. Select a POA for the intended target/target position by placing a POA counter there. 2. Measure the range between the POA and firer. 3. Cross reference the type of gun/howitzer being fired with the distance to the target on the To-Hit Table. This will provide the Base Hit Chance. 4. Take the Base Hit Chance and add/deduct any Direct Area Fire Variations as above, which are applicable to the firer, but not the target. This gives the Adjusted To-Hit Chance. 5. Roll 3D6 for each gun firing at POA. If the total is equal or less than the Adjusted To-Hit Chance, the BZR for the gun is covered with smoke. 6. The smoke cloud is placed down at the start of the following move after being fired. 7. Smoke only effects visibility & observation of targets. If an observer's DLOS passes through this smoke covered BZR, target cannot be observed. Muzzle flashes are also concealed. 8. For WP, in addition to producing smoke, all targets within the BZR must also dice to determine casualties as per normal Direct Area Fire (with `-2 Firing White Phosphorous.') 9. On subsequent moves after laying Smoke/WP, the same POA can be continually targeted to maintain the smoke screen. Height; Smoke screens have a height of 5cm. Duration; The duration of smoke once laid on board varies with wind strength; For Smoke No Wind Light Wind 3 moves (No drift) 2 moves (smoke cloud spreads 5cm per move in the direction of the wind) Moderate Wind 1 move (smoke cloud spreads 10cm per move in the direction of the wind) Gale Force Wind For White Phosphorous No Wind Light Wind Mod / Gale Force Smoke disperses completely without effect. 2 moves (No drift) 1 moves (smoke cloud spreads 5cm per move in the direction of the wind) Smoke disperses completely without effect. Smoke will start to spread, that is, the smoke cloud elongates, on the second move after being laid and will drift in the direction the wind (if present). Refer to section on Wind in the Weather section of the rules. ANTI-TANK, FIELD, & AA/FLAK GUNS The following rules apply to all on-board field guns, AT guns, AA guns and howitzers (that are not self-propelled or AFV mounted.) Mobility for these guns is provided by vehicles, horse teams, or in some cases, can be carried or manhandled. All guns and howitzers are classed under categories according to their size (A, B, C & D) as provided in the Gun Charts. Gun size determines set-up times, crew and ability to man-handling; Gun Size Crew Limber/Unlimber Man-Handle `A' - Light Guns: 1 teams 1/2 move 5cm/turn. `B' - Medium Guns: 2 teams 1 moves 2.5cm/turn. `C' - Heavy Guns: 3 teams 2 moves --- `D' - Heavy Guns; 4 teams 3 moves --- See the section on infantry basing regarding how to base guns and their crews. Unlimbering & Limbering; At the start of a game, guns can either be limbered up behind a vehicle for transporting or unlimbered and ready for firing. The number of moves required to unlimber & prepare a towed gun for firing, or limber for towing, is listed in the above table and varies according to the size of the gun. It represents the set-up time taken by the crew to debark, unhook the gun and unload sufficient ammunition, or load everything back into the vehicles, etc. The towing vehicle must be stationary throughout the limber/unlimber period and can only move off once completed. Remember that when being towed, the gun, crew & vehicle are all considered a single unit for movement purposes. If either the towing vehicle or limbered gun are destroyed while the gun is still limbered, both are considered destroyed. Man-handling; In firing mode, guns can only be man-handled by their crews upto 5cm/move for `A' size guns and 2.5cm/move for `B' size guns. Size C & D guns are effectively too heavy to be manhandled by their crews and must be positioned before set-up by their towing vehicle/s. Their crews can only traverse them on the spot, they cannot move them otherwise. Guns cannot be fired and man-handled in the same move. Guns cannot be man-handled through snow, mud, woods, rubble, thick tree-lines, brush, walls or hedges. All guns can be traversed on the spot to engage new targets. Targets within 30º do not need to be traversed to be engaged, otherwise: Size A Guns: Max traverse is 180º per turn Size B Guns: Max traverse is 90º per turn Size C or D Guns: Max traverse is 45º per turn For guns firing while traversing, the following deduction applies to their hit chances. - 2 if gun traversed over half max Limbered Fire; Certain AA guns were capable of being fired while still limbered to their towing vehicle. This allowed their crews to prepare them for action far quicker than normal. All guns capable of being fired while still limbered are listed in the Gun Chart Notes. Guns capable of being fired while limbered require only one (1) move set-up, and one (1) move for pack-up. Although the gun is still limbered, once set-up it cannot be transported again until one move is expended in packing-up and re-embarking the crew. The towing vehicle must be stationary throughout setting up and firing. For all AT-Fire & Area Fire, the variation; `Second & Sub. turns firing at same target' does not apply! This is the penalty for firing from an unstable platform. 33

34 To unlimber and set-up the gun from the towing vehicle for normal Direct Fire, the balance of moves required for set-up of the gun must be carried out. eg. an 88mm FlaK 36 is set up for limbered fire in one move. To unlimber & set-up the gun, a further 2 moves are required. Towing Vehicles Restrictions; The softskin charts list what size item each vehicle can tow. In most cases, one vehicle will be suffice for both towing and transportation of the crew. Certain guns will require more than vehicle to transport both, ie, one for the crew and one for the gun. Special cases (listed in the Gun Notes) exist were guns were transported by vehicles smaller than the minimum requirement (eg. US airborne 57mm M1 being towed by a jeep.) For these cases, only the gun was towed while the crew travelled on foot or rode in a second vehicle. For these situations, if the crew is separated from the gun, then it cannot set-up or fire. Gun Crews; If a gun crew suffers over 50 % casualties, then the weapon can no longer be fired. Set-up/Pack-up time are increased by one move for each 25% reduction in crew strength. Gun crew casualties can only be replaced by personnel from other crews within the same unit or similar, not from infantry units. While most guns had shields for protection against incoming enemy fire, the crews were generally too large to consistently benefit from the shields. If the enemy fire originates from within 45º of either side of the barrel, (ie a total arc of 90º) then the crew are provided with partial cover only from the gun-shield. The crew otherwise receives no cover from behind the gun itself (applies to all Infantry fire & Direct Area fire.) Guns without shields provide no cover to their crews from any direction. Onboard Gun/Howitzers Organisation See Indirect Fire rules regarding offboard artillery. All guns/howitzers used onboard must be organised in batteries or platoons as per the army lists, and cannot perform Indirect Fire, but only direct fire or direct area fire, as per the Direct Fire rules. If buying guns/howitzers to be used onboard, you must use the point values listed in these Gun Charts, do not use the offboard artillery point values. If the guns you wish to use are not mentioned in the Army Lists, use platoons/batteries of 3 4 guns, each platoon/battery must be all of the same gun. Also, for each battery or platoon you must also purchase a platoon HQ team. Radios if relevant are an additional + 20, as per for infantry. For each gun company, you must purchase 1 2 company HQ teams, plus radios if relevant. These platoon and company HQs can be mounted on horseback if horse-drawn guns/artillery, or given cars or light trucks if motorised guns/artillery. BORE SIGHTING Bore Sighting is only available to defending players in an attackdefence scenario. Units in defensive positions used bore-sighting when there was sufficient time to study the local terrain and analyse probable approach avenues for enemy attacks. Their guns would then be zeroed on particular pieces of ground. The bore Sighting was carried out by firing a few sample rounds onto the target area or sighting through the gun's open bore (hence the name.) Once range and direction had been established, any AFV or vehicle passing through the target area could be fired upon with a higher chance of being hit. Bore-sighting can be used by all 20mm+ calibre guns (including AFVs) and is limited to within 2/3rds maximum range. Each gun is allowed one target area; 5cm by 5cm. The location of this target area must be set down in written orders prior to starting the game with coordinates taken from the edges of the board or from a fixed terrain feature. If the bore-sighted gun or AFV moves from its original starting location, or engages a target outside the target area, then the ability to use the bore-sighting is lost for the remainder of the game. Enemy AFVs or vehicles passing through the target area can be fired upon using normal Direct AT Fire procedure with a bonus `+3' variation to the base to-hit chance. EN PORTEE Light AT guns often suffered damage when being towed over poor roads or rough terrain and to overcome this problem, they were transported `en portee' on the back of trucks. Carrying guns in this manner increased the time required to unload and get them into action. Many crews therefore resorted to firing the gun while still loaded on the vehicle and it soon became standard practice within certain armies. Guns that were historically capable of being `Portee' are listed in the Gun Notes along the minimum size vehicle required. Gun & vehicle are treated as a single target. If the vehicle is destroyed from direct/indirect fire or infantry fire, the gun is also considered destroyed. Guns being fired from their carrying vehicle do not receive `Second & Subsequent Shot' bonuses for Direct Fire. Takes an extra move to load or unload an en portee gun from the back of the truck Guns being carried `en portee' are considered separate from purpose-built motorised guns which are covered separately under Motorised Guns. GUNS CHARTS INTRODUCTION INTRODUCTION The Gun Charts are included in the Army Lists at the back of the rules. The Gun Charts are divided into separate countries with each gun being identified by calibre, calibre length and official designation, eg. 75mmL40 M3. All ranges are given in `cm'. For the major countries, the guns have been categorised under AT/Tank Guns, Guns/Howitzers, and AA/Automatic Guns, for easy reference. The figure listed at the various ranges in cm are the gun s penetration in cm at that range. Many large calibre artillery pieces used for indirect fire have not been included in the Gun Charts because of their inability to engage ground targets using direct fire (eg. US 155mm M1 Gun & 8' M1 Howitzers). Guns excluded for this reason are only covered under `Indirect Fire'. Each nationality has guns listed which either originated from that country, or were primarily employed by that country. They do not necessarily represent all guns employed by that country: refer to the `Equipment Lists' for a more comprehensive listing. Many guns were used by two or more countries who either imported or manufactured the item under license, eg. 75mm L15 vz 15 Mountain Gun is listed under Poland but was extensively used by Italy and Germany. All guns capable of firing armor piercing (AP) ammunition have their Armor Penetration factors listed at set ranges up to 250cm. These AP factors represent the best performance of standard AP ammunition fired by these guns. Guns equipped with specialised APCR, APDS & HVAP rounds have an additional set of AP factors listed for their use. (Only APCR, APDS & HVAP types which provided considerably better performance in comparison to standard AP have been included. Those not included gave only marginally better performance or were too rare to warrant a separate listing.) Guns not equipped with any AP ammunition have `-' listed instead of an AP factor up to their maximum effective ranges. These guns could only fire HE ammunition at targets. PV; Point Values given for each gun include both the weapon and crew (transport is additional.) Guns mounted only in AFVs are denoted by `*' in the FO column. Note that these point values MUST be used when using the gun on-table. When using any of these guns as offboard artillery, use the offboard artillery point values. Explanations of Abbreviations PV - point value of gun. In some cases special ammunition will be listed like this: +10pp -> 6 pdr APDS ammo. This means it costs 10 extra points per platoon (or battery) to equip the platoon with this special ammunition. This is added to the base cost of the platoon, before troop class modifiers etc are applied.. You will note below that only one AFV or gun per platoon may fire this special ammunition per turn, unless specified otherwise in the AFV or gun notes. If the special ammo was standard issue only, the PV will be listed as +10pg ie 10 extra points per gun or AFV, and in this case each gun or AFV in the platoon can fire this ammo each turn. AA - denotes anti-aircraft cannon capable of rapid automatic fire against targets, refer AA/Automatic Cannons. With 360º traverse, they are treated as `Turret mounted guns' for direct fire. No HE - denotes gun not equipped or supplied to fire HE ammunition (ie. they cannot do Area Fire with HE ammunition). For various guns, 34

35 HE ammunition was introduced after a certain year and cannot used prior to that date eg. (HE 1944+). All other guns can fire HE. Smk or WP - guns capable of firing White Phosphorous (WP) or Smoke (Smk) ammunition have the abbreviations `WP' or `Smk' listed. The year of introduction for WP or Smk will also be provided if it differs from that of the gun. Horse Drawn - denotes the gun/howitzer can only towed by horse team, it cannot be towed by vehicle or tractor: refer to Horse-Teams. No Gun Shield - applies only to AT or Field guns (not AFVs) and indicates that the gun provides no protection for the crew against enemy fire. Guns equipped with shields provide `Partial cover' for their crews against Direct Fire or Infantry Fire, not Area Fire. See the section under AT guns above. HEAT - denotes gun was equipped as standard, or from a certain date, to fire HEAT ammunition. The armor penetration of that HEAT round is the same for all ranges, as you will see. In almost all cases you have to purchase the HEAT ammunition in addition to the cost of the gun if you wish to use it. For example the German 105mm L28 costs 67 PV. But to purchase the HEAT ammunition for it to from 1942 costs +32pg, that is, an extra 32 PV per gun. If there is no date listed for the HEAT ammunition, this means the gun can always use that ammunition, and, the cost of the ammunition is included in both the guns PV, plus in the PV of any AFVs using that gun.) APCR, APDS, HVAP Ammunition - Short Supply Rules These special types of ammunition were usually in short supply, and AFVs and guns often had only a handful. As mentioned above under PV, if an ammo is listed as pp, ie per platoon, then only one AFV or gun of a platoon may fire that ammunition per turn. Too bad if that one shot per turn misses while another standard ammo shot hits! If an ammunition is listed as pg ie per gun then each gun/afv in the platoon may fire that ammo each turn. There will be some exceptions to the above, such as the M36 GMC Jackson, for which the HVAP ammunition was equipped as standard. See the notes for each AFV or gun for such exceptions. EXAMPLE GUN CHART GERMAN PV Guns Size FO NOTES 62 50mm L60 PaK 38 B (11) (11) (10) (10) (9) (8) (8) (7) (6) pp APCR PzGr40 (11) (11) (9) (8) (7) (6) to-hit chance penetration in cm +10pp StGt 42 (HEAT) (10) (9) (6) 7 (Muzzle-loaded Spigot Grenade) ARTILLERY: INDIRECT FIRE Artillery has the advantage of being able to harass and soften up the opponent without committing your own forces. It is an integral part of both attack and defense; and during real combat situations roughly 50% of all casualties were a result of indirect fire. In Panzerfaust-Armored Fist, indirect fire can be carried out by offboard guns/howitzers or by on or offboard mortars. Guns/Howitzers are grouped into pairs and these pairs are formed into batteries (as per the army lists) of 2-8 guns each. Because of the minimum ranges required for a gun/howitzer to lob a shell, their indirect fire can only be carried out from offboard. This is because the normal operational range for artillery units was 3-12 kilometres behind the front line. Mortars can be used individually or in platoons/batteries when used onboard, or in platoons/batteries when used offboard, if the range permits. The effect for the above weapons firing indirect is given by a Beaten Zone Radius (BZR), within which the shells fired will land. Any enemy units inside this circle are diced for to determine whether they have been hit. Offboard weapons are normally controlled by a Forward Artillery Observer, who directs the indirect fire onto the target. The only exception to this are company commanders. See below. BEATEN ZONES GUNS-HOWITZERS TABLE PV per Size BZR 2 Guns * Range Light: 60-80mm 7cm cm 85-90mm 9cm cm Medium: mm 12cm cm mm 14cm cm Heavy: mm 16cm cm mm 18cm cm 200mm+ 20cm cm * PV includes any form of offboard artillery, whether armored SP guns, motorised, vehicle drawn, or horse drawn. (No distinction in their performance when used offboard.) When guns/howitzers/sps are used onboard, use gun/armor charts PV MORTARS TABLE PV per Range Size BZR mortar Min Max Crew 45-60mm # 3cm 15 15cm 55cm 1 team 76-82mm # 6cm 45 30cm 150cm 1 team mm 9cm 70 60cm 250cm 2 teams 120mm 15cm cm 350cm 2 teams mm 18cm cm 300cm 3 teams Note: point values of mortars includes the crews. See section on infantry basing regarding how to base them. # Cannot be used off board The ranges given for the guns/howitzers and mortars are average effective ranges for combat, with those for guns and howitzers being listed for comparison and campaign purposes only. Other Points Values: FAO Team with radio or telephone & operator PV Battery Fire Control * PV * includes radio/telephone GUNS/HOWITZERS OFFBOARD BATTERIES Guns/howitzers are used in batteries of 2-8 guns. See the army lists for exact battery sizes. A single battery is directed onto one target at a time and cannot be split up to engage individual targets. You must purchase a Battery Fire Control and 1 to 4 FAOs for each battery. Having more FAOs means you can see more possible targets, but don t deploy them all in one place! Examples: 4 gun 205mm battery: costs 2 pairs of guns at 400 PV per pair + Battery Fire 30PV, PV ea = 890 PV 8 gun 75mm battery, costs 4 pairs of guns at 80 PV per pair + Battery Fire 30PV, PV ea = 410 PV 35

36 MORTARS Onboard mortars would often be allocated individually to platoons, as a heavy weapons section of that platoon. Or would also be deployed in complete platoons/batteries or companies. See the army lists for details. Each onboard mortar platoon deployed as a platoon must purchase a platoon HQ section, with a platoon HQ team and 0 2 rifle teams. Radios if relevant are an additional Each onboard mortar company deployed as a company must purchase 1 2 company HQ section, with 1-2 company HQ team/s and 0 2 rifle teams, plus radios if relevant. These platoon and company HQs can be mounted on horseback if horse-drawn mortars, or given cars or trucks if motorised mortars. Mortars must be purchased as per the army lists. When used onboard, mortars can be directed by an FAO, or can fire by Direct Line of Sight (DLOS), in which case, the crew acts as its own observer. This means that onboard mortars can fire at individual targets, with crew directing fire. Any target in sight of that crew and in range can be fired upon by that mortar, as well as suspected target positions - see below. If a mortar platoon/company also has Battery Fire Control, it can be directed by an FAO/s. In this case the whole mortar platoon/company must fired at the same location. Offboard mortars must be used in at least platoon sizes, since the minimum sized unit you can purchase is a platoon/battery. A single mortar platoon is directed onto one target at a time and cannot be split up to engage individual targets. Note that the smallest mortar size that can be deployed as offboard artillery is 90mm. If Mortars are used offboard, they can only fire under the direction of a FAO (Forward Artillery Observer), or by a company commander who is part of their regiment. Each offboard mortar platoon or company must have a Battery Fire Control and from 1 4 FAO teams. When firing, mortars have a muzzle flash which is 1/4 that of a gun with the same calibre. FAO - Forward Artillery Observers FAO's are specially trained personal, of either Officer or NCO rank, who are detached from the artillery/mortar unit to the front line, with the task of directing the incoming indirect fire. They are equipped to communicate with the battery either by radio or telephone. They can operate from special command AFVs, such as Sdkfz 250/1, 251/1, Dingo, T8, etc, or from softskin vehicles. FAOs can only direct the fire when they are stationary for the whole turn. In combat, 2-4 FAOs would normally be assigned to each battery. Each FAO is represented by 2 figures. You can give the FAO or his assistant a radio for appearances if desired, since his assistant would use either a radio or telephone. FAOs must use observation rules when calling down fire. They can t direct fire at a position they can t see. Company Commanders Calling Down Artillery Fire The only exception to calling down offboard artillery fire by an FAO, is that a company commander who is part of the same regiment which the guns/howitzers/mortars are part of, can also call down fire. eg. you purchase a 1939 German Infantry Company. You also purchase an Infantry Battalion Mortar platoon, which has 6 x 81mm mortars, which you deploy offboard. This must have 1 4 FAO teams and Battery Fire Control. These mortars can then be directed by either the FAO teams, or by the Infantry Company Commander, since both infantry and mortars are part of the same Infantry Regiment. Note that there are significant delays when using company commanders for calling down artillery fire. INDIRECT FIRE PROCEDURE The intended target position must be in Direct Line of Sight (DLOS) to whoever is directing the guns/mortars about to fire, whether the FAO/company commander is directing offboard mortars or guns, or onboard mortars which cannot see the target, or whether an onboard mortar team itself which can see the target. 1. Plotting an Artillery Point of Arm (POA) Location During game-turn phase A:Write orders for Artillery & Aircraft players place down a POA counter at the base line of their table to show that they are calling down artillery. They then secretly write down: the number printed on the POA counter eg POA 1 which artillery battery/s are firing at this POA counter the location that this POA counter will be placed upon when successfully called down. This location is written down in terms of either a terrain feature, eg POA 1 -> exact centre of bridge; front gate of farm structure; or, written down as a distance from a terrain feature, eg POA 2 -> 20cm south-east from centre of bridge; 40cm south of ford s centre. 2. Calling Down Artillery onto the POA Counter During game-turn phase E:Plot BZs for Mortar & Artillery Indirect Fire players then throw 3D6 and consult the following table, to see if they have successfully called down artillery on the POA. If successful, the POA Counter is then placed at the exact position written down secretly, and the artillery fire comes down immediately. Show your written co-ordinates to your opponent if in doubt. See below regarding dicing for units within an artillery Beaten Zone (BZ). The listed artillery battery/s will continue to fire at that location until the player either removes that POA Counter to cease firing at that location, or, places that POA Counter back at the base line of his table, (which ceases fire at that location) to indicate that new co-ordinates have been written down for that battery/s. Successfully Calling Down Artillery Upon POA Counter Consult the table below to see what number is required to successfully call down artillery upon a POA Counter. (This is NOT dicing to hit units in the beaten zone, just dicing to see if the artillery fire arrives.) Add the variable if relevant to the numbers listed in the table, to get the adjusted call down number, and then roll 3D6. If number rolled is equal to or under the adjusted call down number, the artillery has been successfully called down upon the POA Counter this turn: US Vet/Reg Conscript Using FAO Co. Commander (with radio) Variation: + 1 if new artillery POA counter location is within 20cm of the previous successfully hit POA location. (ie, a creeping barrage) Note: this means that when using an FAO it takes on average it 2 turns for US to successfully call down artillery, 3 turns for Vet/Reg or 4 turns for Conscript. 3. Mortars with DLOS For situations where a mortar is to fire at a target which the model s base has DLOS to, you do not need to write down the location that this POA counter will be placed upon. Instead, the target location MUST be in sight for the WHOLE move. Suspect positions may only be fired upon if the crew has spotted possible enemy activity in the area, or the area is obviously a key location, or if the mortar has been ordered previously in writing to bombard a suspect position for a set number of turns, preceding a friendly assault upon that position. As no orders or co-ordinates are written down, the Point of Aim (POA) Counter is simply placed where you wish the mortar to fire during game phase E, within the above restrictions. Make sure that you write down or state which mortar/s are firing at that POA Counter. The shells will come down during that same move. You do not need to dice to call down the mortar fire onto the POA Counter. Instead, all units within the BZ that turn are diced for to see if they are casualties, etc. eg to fire a mortar which can see it's intended target area, simply place the POA Counter where you wish it to be, and that is the centre of the BZ. All enemy unit's in that Beaten Zone are then diced for that turn. THE EFFECT OF INDIRECT FIRE IN THE BEATEN ZONE Once indirect fire has successfully been called down, or is a DLOS firing mortar/s, all units in the Beaten Zone of that artillery/mortar battery, or DLOS firing individual mortar, must be diced for to determine whether they have been hit (includes direct hits and shrapnel affects). If a unit is within the Beaten Zone of two artillery batteries, or two DLOS firing mortars not of the same battery/platoon, it is diced for twice, and so on. It is assumed that the indirect fire weapons fire multiple rounds throughout the move, not just one. All enemy and friendly infantry squads or sections, individual heavy weapon bases, vehicles, guns, and AFVs that either: 1. spend the turn within an indirect Beaten Zone (BZ) 2. end their movement within an indirect BZ 3. move out of an indirect BZ at any time during the turn must be diced for individually. For the first two cases, they are diced for during game-turn phase H:Resolve Indirect Fire for Mortars & Artillery; for units which move out of an indirect BZ during the turn, must be diced for as soon as they cross the edge of the BZ. If they are hit, the result is applied immediately. 36

37 DICING FOR UNITS WITHIN A BEATEN ZONE The base chance for an artillery/mortar battery or individual mortar to hit a target within a Beaten Zone is 8. Subtract the relevant variations to the base to-hit chance to get the adjusted to-hit chance, and then roll 3D6. If number rolled is equal to or under the adjusted number, the target has been hit. Indirect Fire To-Hit Variations: A base of 8, minus these variations: - 2 if target is AFV - 1 if target was within BZR for less than whole move, due to it moving; or target is not completely within BZR - 1 if firer is mortar firing at target first time - 1 if target in hard cover * or wooden building (does not count if firing gun is 122mm+) +1 if battery/platoon has 2 pairs of guns, or 2 mortars +2 if battery/platoon has 3 pairs of guns, or 3 mortars +3 if battery/platoon has 4 or more pairs of guns, or 4 or more mortars If target or is entrenched, dug-in, or in fox hole, or in a brick/stone building, then - 1 if firing gun/mortar is 122mm+ - 2 if firing gun/mortar is 85mm 120mm - 3 if firing gun/mortar is 80mm or below If target is in a pillbox, bunker, dugout, then - 2 and if firing gun/mortar is 140mm+ - 3 if firing gun/mortar is 85mm 135mm No effect! if firing gun/mortar is 80mm or below * Hard cover is defined here as being sandbags, gully, ditch, wooden buildings, infantry/guns in woods, etc. and provides some form of all round (or almost all round) protection. Note as per Direct Area Fire, you don t dice to hit buildings or fortifications etc, only for the units in them. This speeds up game play. Indirect Fire Effects: 1. Infantry hit by Indirect Fire Note that you dice for infantry squads and sections, NOT individual teams that make up squads and sections. (Note that in some cases, an infantry section would comprise just one team, such as a Bazooka team in an M20 armored car. This will be specified in the army lists.) Heavy weapon crews, that is mortars, MMGs, HMGs, are diced for individually. If hit, the infantry squad/section or heavy weapon base (regardless of how many teams are in it) is wiped out, including weapons. This includes infantry in buildings. Infantry on the back (ie, not inside an armored APC) of an AFV receive no cover against indirect fire. In their case, you would dice once for the tank riders, and once for the tank. If in softskin vehicles, dice for the vehicles, not the infantry bases. See below. 2. Softskins hit by indirect fire Softskin vehicles, if hit, are destroyed. All crew, passengers, and items being carried or towed, are also destroyed. 3. Enclosed AFV's Hit by Indirect Artillery Fire If an enclosed AFV (whether closed-down or commander head-up) is hit, consult the Penetration Effects Table using the Penetration Effects Table Variations for High Explosive (HE) rounds and dice for result. Treat a 'Gun/hull damaged' result as an immobilised result. This represents a direct hit upon an AFV. Mortars have NO effect against enclosed AFVs. (Note: tank riders are normally diced for separately, however, if any AFV is destroyed, they are also removed as casualties.) 4. Open Topped AFV's hit by Indirect Artillery Fire If an open topped AFV is hit, roll 1D6, with a 5 or 6 indicating a hit within the open compartment, destroying the AFV. Otherwise, dice for the AFV on the Penetration Effects Table using the Penetration Effects Table Variations for High Explosive (HE) rounds as above. Mortars can only affect an open topped AFV if hitting it in the open compartment, in which case the AFV is destroyed, as above. (Note: tank riders are diced for separately, however, if any AFV is destroyed, they are also removed as casualties) Map Fire Offboard batteries and mortars can be used for pre-determined shelling of enemy positions or map features. This is where orders are written down before the game commences, and allows artillery to fire at positions without the use of a FAO having DLOS to that position. The procedure involves writing down the co-ordinates of each target, as explained above, as well as listing in which turn each round of artillery fire will come down at which set of co-ordinates. However, there is a delay for each time you change targets. The delays are: 2 turns for US, 3 turns for Vet/Reg, or 4 turns for Conscript. eg. 1. German Battery No.3 (Veteran): performs Map Fire for turns 1, 2, 3 using centre of crossroads as centre of POA. 2. delay of 3 turns for changing target location 3. German Battery No.3 (Veteran): performs Map Fire for turns 6 and 7 using 20cm north of Church Bell tower s centre as centre of POA. Please note that ALL details for map fire, such as co-ordinates, game move the fire comes down, number of moves fire remains at this coordinate, number of turns delay while changing targets, MUST be written down before the game commences, and before the enemy puts any pieces on the table, though after known fixed defenses have been placed down. Map fire cannot be postponed, but can be cancelled. Indirect Fire Laid Smoke Smoke or WP can only be fired by indirect fire by those guns/mortars listed in the gun charts or gun charts notes as being able to fire smoke ammunition. Indirect fire laid smoke is laid in the same way as normal indirect fire. However instead of HE shells coming down, smoke shells are fired into the BZ. It takes a single mortar or pair of guns/howitzers two moves of constant fire on the same POA to fill the BZ with smoke. If there is double the amount of the appropriate weapons, then it takes only one move. In the second case, at the beginning of the turn after the artillery fires upon the BZ with smoke shells for the first time, that BZ is filled with smoke. (Cotton wool does the best job to depict this!) All other rules regarding the smoke or WP are the same as in Direct Area Fire Laid Smoke & White Phosphorous (WP). Except that for WP, dice for all units in the indirect fire BZR with a `-1 Firing White Phosphorous.' Counter Battery Fire This is the art of destroying or disrupting your opponent's artillery units through counter bombardment. A Listening post (60 PV) is required to locate the approximate position of the enemy artillery. This unit remains offboard and monitors enemy artillery by attempting to observe their gun flashes and smoke blasts. Mortars cannot be subject to Counter Battery Fire (CBF). Only Medium and Heavy Gun/Howitzers can participate in counterbattery fire. (Mortars cannot be used for CBF). These batteries must be assigned to CBF fire before the game commences. They cannot be assigned to CBF during the game. To reassign counterbattery fire guns to normal indirect fire has a five move delay. Firing Counterbattery Fire upon an Enemy Battery The Listening Post homes in on an enemy battery s position through constant observation of its firing. The Listening Post then directs its own CBF batteries to fire upon the suspected enemy position. The base chance on 2D6 dice to hit a target battery with CBF is 2. Add or subtract the relevant variations to the base to-hit chance to get the adjusted to-hit chance, and then roll 2D6. If number rolled is equal to or under the adjusted number, the target has been hit. Counterbattery Fire To-Hit Variations: + 1 for each move listening post observed the enemy battery fire + 3 for each move listening post observed an enemy rocket battery fire. - 1 for each move enemy battery does not fire after it has been firing. If the Counterbattery fire has hit its target, throw 1D6 for each pair of guns in each CBF battery which obtained a hit: Calibre of Firing Batt. Die Roll Needed To Cause Damage mm mm 5, mm 4,5, mm 3,4,5,6 201mm + 2,3,4,5,6 If the above die roll is achieved, then a pair of enemy guns is put out of action for the rest of the game. This does not necessarily mean that the guns are destroyed. It could mean that the crew or ammunition were affected. For your CBF units to achieve best results, wait as long as possible before firing CBF so as to get a good chance of hitting the enemy batteries. For your opponent to stop firing means '-1' from the Base Chance. This deduction applies each time he does not fire. This could be due to him moving his guns to new positions. eg - if you use CBF fire as soon as the enemy battery fires, then it is permissable and likely for that player to stop firing those guns for one or two turns, to represent them moving to avoid the counterbattery fire. 37

38 Rockets By 1941 both Germany and Russia were employing large numbers of artillery rockets at the front line for delivering indirect fire. These rockets were a replacement for mass artillery when there was not enough conventional artillery to do the job. Rockets can provide a heavy offensive load very quickly, but over a wide area. It is this surprise capability that would catch the enemy off guard (ie, out of his trenches, deployed in the open, etc). Rockets are low velocity projectiles which are capable of carrying a higher proportion of high explosive when compared to conventional shells, but their shell casings are thinner. Their effect on impact was not as effective or devastating as conventional shells, but the effect on the enemy troops morale was significant. Procedure: Rocket artillery is used in the same manner as normal Indirect Fire, with a BZR issued to each type of rocket size and launcher. Rockets can only be used with Map Fire. They CANNOT be directed by FAOs. Their role was one of set bombardment due to their large dispersion of rockets upon a target area. There were two types of rockets. Finstabilised and spin-stabilised. The latter was used by the German 15cm, 21cm, and 30cm versions. Spin stabilised rockets were far more accurate allowing greater density of fire. Rockets can be fired from offboard only, and cannot be fired if brought on board. Rockets Table Explanations The following table lists the most common rockets used by WW2 nations. Mobile launchers are used individually like mortars, while ground launchers are used in pairs like artillery guns, and Rack Launchers are used in threes (also like pairs of artillery guns). The rockets in the below table are already listed as such. Rockets also require longer periods to reload, and the time required is given for each launcher. eg. the NbW41 15cm can fire once every 7 moves. Each rocket launcher is also given its equivalent gun/howitzer calibre for effect against AFVs, buildings, infantry, etc, as they were less powerful than their actual calibre. For 80-82mm rockets, treat their effectiveness as the same as mortar rounds of the same calibre. Note that firing ranges for rockets are effective ranges, given for campaign purposes only. Organization Rocket batteries can include from one to four rocket launching sets, (eg, 1 mobile launcher, 2 ground launchers, or 3 rack launchers are all one set each )and must all be of the same type. The base to-hit chance when dicing to hit a target in a rocket battery's BZR, on 3D6, is 6. Or for German 15cm, 21cm and 30cm models, it is 7. All variations and effects are as under normal Indirect Fire. Rockets Table LAUNCHERS Rockets BZR PV Equivalent Reload Range Calibre Time German: 2 x 15cmNbW41 12 x 150mm 40cm mm 6 600cm 1 x 15cmpzW42 10 x 150mm 35cm mm cm 2 x 21cmNbW42 10 x 210mm 60cm mm 6 800cm 2 x 30cmNbW41 12 x 300mm 70cm mm 7 550cm 3 x 28/32cmsWG41 12 x 280/320mm 60cm mm - 200cm 1 x 8cmR-VfW 48 x 80mm 35cm 90 * cm SOVIET: 1 x M-8 36 x 82mm 30cm 70 * cm 1 x M x 132m 50cm mm cm 1 x M x 310mm 65cm mm cm 3 x 30cmRacks 12 x 300mm 55cm mm - 280cm USA: 1 x T34(Calliope) 60 x 114mm 60cm mm cm 1 x M17(Whiz-Bang) 20 x 182mm 45cm mm cm * Treat effectiveness same as mortars. ROCKETS TABLE NOTES: The German 15cmNbW41, 21cmNbW42 and 30cmNbW41 were towed launchers. The 28/32cm swg41 were simple rack launchers, each firing 4 rockets. These were also single shot weapons only. The PzW42 and 8cmR-Vielfachwerfer were mobile launchers based on Maultier or Somua halftracks, the latter used exclusively by the Waffen-SS. Both were armored. The Soviet M-8, M-13, M-31 were truck or tank mounted launchers, also called Stalin-Organs or Katyushas. The 30cm Racks were identical to the German swg41 version, and so can only be fired once. The US T34 and M17 were mounted above M4A1 tanks. Rockets and Counterbattery fire: Rockets cannot be used for counter battery fire. For mobile launchers being subjected to CBF, - 2 for each move that the launcher does not fire. Also, for armored rocket launchers, ie AFV mounted, treat them as being open topped AFVs. Rocket Launchers & Smoke: It will take one 'set' of launchers 2 moves to fill the BZR with smoke, or because of the reload time, it will take two 'sets' of launchers one move. A set is as specified in the section on Rockets. eg, 1 mobile launcher, 2 ground launchers, or 3 rack launchers are all one set each. DEFENSES MINES Mines are surprise weapons. They are usually laid with the intention of protecting a flank or and important tactical route. They are useful for channelling the enemy into areas of more concentrated fire; and in disrupting enemy attacks. Mine Density & PV for each 5cm x 5cm Sparse Light Medium Thick Dense AT Mine PV AP Mine PV D6 To-Trip-Off (4) (6) (7) (8) (9) The first two rows of the above table list the PV to purchase mines for each 5cm x 5cm square of minefield. The density of the mines varies from Sparse to Dense. For each enemy vehicle, AFV, or gun etc or infantry base which passes through this square, they must dice to determine whether a mine was triggered off, and if so, what damage was inflicted. Throw 2D6 per base or vehicle which goes through each 5cm square of minefield. The To-Trip-Off number in the above table is the chance of setting of a mine. If you roll equal to or lower than this number, a mine goes off. Obviously, dense minefields are a lot more effective than sparse ones. The enemy will not detect the presence of mines unless he is taking precautions such as those given in the 'Mine Removal' section; or trips one off. Effect of AP Mines: AP mines have a Burst Radius (BR) of 3cm. An infantry base who triggers an AP mine is removed as casualties. Any other infantry base even partly within the BR are removed as casualties on a 1D6 roll of

39 If a softskin sets off an AP mine, it is destroyed and all passengers/crew are removed as casualties. If a softskin is in a AP mines BR, it is immobilized in the middle of the minefield, and the passengers are safe. If an AFV sets off an AP mine see below for effect. Effect of AT Mines: AT mines cannot be set off by infantry. Softskins which do so are destroyed. Passengers are removed as casualties on a 1D6 roll of 5+. AT mines have no BR. For AFVs that trip an AP or AT mine, roll 1D6 for damage. Die Roll Lt AFV Md/Hv AFV 6 Destroyed Destroyed 5 Destroyed Tracked 4 Tracked Tracked 3 Tracked No effect 2 No effect No effect 1 No effect No effect Variation: - 3 for AP mines. Keeping Track of Mines There is no need to keep track of how many mines are in a minefield, however, minefields must have their locations accurately recorded. This can be done either through giving the exact co-ordinates of the 5 x 5cm squares, or by recording their locations on a detailed map. The 5 x 5cm minefield squares can be put alongside each other to form a belt, and they can be laid in any arrangement - providing this is recorded accurately. Mines can be laid before a game or can be laid during the game by engineers. Laying Mines Mines can only be laid by Engineers. It takes six moves for one engineer team to lay one mine 5cm square. Or it takes three moves for two engineer teams to lay one mine 5cm square. Engineer teams equipped with mines must be designated before the game. An engineer team can carry up to one mine 5cm square. Once laid mines are not recoverable for further use. Removing Mines This is one of the more difficult aspects of mine warfare. Infantry, using a bayonet, can crawl at a rate of 1 cm per move through a mine field. Infantry do NOT clear mines this way - they simply locate them and go around them. Once this path through the minefield has been navigated, other infantry bases can follow that same route at normal movement rates. This path is only wide enough for infantry, not vehicles. To clear a path for vehicles, it will take engineers 12 team/moves to clear 5 x 5cm of mines. That means a squad of 3 engineer teams can clear 5 x 5cm of mines in 4 moves. They can do it in 4 team/moves if they are equipped with mine detection equipment. This costs 12 points per team. The Sherman Crab, or other such AFV mine clearers with a flail mounted on the front, or specially designed rollers (costs 40 points extra) will clear a vehicle width path at a rate of 2.5cm per move. The turret must be traversed to the rear while doing so. Guns/howitzers can also clear minefields. If a 5cm x 5cm square of minefield is totally in a guns/howitzers BZ, whether Indirect or Direct Area Fire, throw 1D6 to see if that square area of mines has been detonated. Dice for each turn the minefield is in the BZ. Gun/Howitzer AP Mines AT Mines mm 5, mm + 4,5,6 5,6 If you roll the above number, the 5cm x 5cm section of minefield is destroyed. FORTIFICATIONS Since the end of WWI, the importance of fortifications declined in the face of mobile warfare. As with the Maginot Line and Atlantic Wall, a single breach within the defenses would render them useless. The following sections will cover all types of emplacements: AT ditches and obstacles, barbed wire, trenches, pillboxes, dugouts, and shelters. PILLBOXES/BUNKERS These can contain anything from infantry to the largest AT guns. There are two types: concrete constructed and field constructed. Field Constructed Constructed with wood, log and earth materials. PV = 1 x Occupants PV Counts as: Hard Cover vs Infantry Fire Dug-in/Entrenched vs Direct Area & Indirect Fire Concrete Constructed PV = 1.5 x Occupants PV Counts as: Fortifications Notes The occupants PV is the total point value of all men and equipment intended to be used in it. For example, a concrete pillbox built to house a 60 point gun will cost 90 points, while a field constructed pillbox to house the same gun would cost 60 points. However, please note that shortcuts cannot be taken. You can't say that the pillbox is intended to be used by a 40 PV Infantry Squad, and then put a 120 PV Squad in the pillbox. Occupants of pillboxes/bunkers cannot be subjected to covering fire or speculative fire. Note that in order to reduce record keeping and simplify game play, you do not target a fortification directly when using Direct Area Fire or Indirect Fire, but instead, dice for each infantry base/gun etc that is in them. However, if all the defenders of a pillbox, bunker, or section of fortress are killed in one turn by Area Fire and firing guns are 85mm calibre or greater, or killed in one turn by Indirect Fire and firing guns are 140mm+ calibre, treat the pillbox, bunker or section as being destroyed and rubble. Demolition charges are treated as being 160mm+ guns with a 3cm BZR as is explained below, but to affect a pillbox, bunker, or section of fortress, it applies only if the charge was placed in a slit, aperture, or entrance., which means the engineer s infantry base must touch this location. These charges have no effect if placed anywhere else. Slit or apertures in a pillbox allow a 60 arc of fire. Pillboxes are one 'size' larger that their occupants. eg if it contains a size C gun, then it is size D. Pillboxes/bunkers can be camouflaged. All fortifications must have been set up before the game commences. ENTRENCHMENTS Digging-in is one of the most instinctive habits of the infantryman. Although not as elaborate as in WWI, trenches did pop up when a front stabilised at any point. Everything from AFVs, artillery, to infantry can be dug in. Point Values: Entrenchment = 1/2 x Total PV of intended occupants, AFVs, and guns. Dugouts cost 2/3 of Total PV of intended occupants. eg: To entrench an infantry platoon of 50 men that is worth 200 points, it will cost 100 points. AFVs and field/at guns count as hull down when dug in. Infantry and soft targets count as being in hard cover when under infantry weapon fire, or as being dug-in when under Direct Area & Indirect Fire Dug-outs. Attached to the trenches, there were often dug-outs which provided extra protection from artillery fire. See the Indirect and Direct Area Fire variations. Foxholes count as trenches in terms of cover. Infantry and infantry heavy weapons teams can dig-in during a game, making fox holes or simple slit trenches. (AFVs or guns cannot be dug-in during during the game, it would take too long. These must be purchased as defenses before the game.) You cannot dig-in on roads, in buildings, in rubble, or on any other concrete surface. It takes 1 team 3 turns to dig itself in. It cannot doing anything else while doing so, and counts as moving. A whole squad or heavy weapons section must dig-in at the same time. Once dug-in, just place a counter that says 'dug-in' next to the team/squad. ANTI-TANK OBSTACLES These include Dragons Teeth, girder constructed Hedgehogs or spikes, and AT ditches. Point Values: AT ditch = 15 pts per 5cm x 5cm square Dragon Teeth = 30 pts per 5cm Spikes/Hedgehogs = 20 pts per 5cm All of these obstacles prevent AFV and vehicle movement across or through them, unless a breach has been made. Dragon s Teeth can only be breached by using demolition charges. Hedgehogs and spikes can only be dragged out and removed manually. To do this, it will take one fully tracked AFV and crew 12 moves to clear a vehicle path. If two vehicles are used, it will take 8 moves, three vehicles takes 4 moves. (No more than three vehicles can be used to clear a vehicle width path.) This clearing can only be undertaken if not under fire. Regarding demolition charges, see article below to see how they are used. AT ditches can be breached by using a fascine carrying AFV, bridging equipment, or by a bull dozer. All but the bulldozer are covered under Bridges and Bridging. Bulldozers cost 10 points each. Bulldozers require 18 moves to fill in a breach 5cm x 5cm of AT ditch. A max of three bulldozers can work on one section of 5cm x 5cm, in which case it will take 6 moves. BARBED WIRE 10cm x 2cm belt = 10 PV Fully tracked `C & D' size vehicles can pass through barbed-wire without delay or damage. For fully tracked `B' size vehicles or any semitracked vehicles roll 1D6 when passing through each line of barbed- 39

40 wire. A result of `6' and the vehicle is immobilized (de-tracked or snagged). Fully wheeled vehicles cannot pass through barbed-wire without becoming immobilised. Infantry, on reaching each line of barbed-wire, require one full move to cross, and three moves to create a breach or gap in the barbed-wire. Cavalry can only pass through barb-wire were a gap has been forced or cut-away. Gaps forced in a line of barb-wire no longer present any obstacle to movement for troops passing through it. DEMOLITION CHARGES Demolition Charges cost 5 PV per charge. Only engineers can use demolition charges, with a max of 3 per team. The primary use of demolition charges is to destroy tactically important positions such as bridges, buildings, defenses, etc. Charges can be set off by using a timer detonator or an electrical detonator using a cable and plunger. It takes one engineer team one move to lay three charges. They can then be set to detonate automatically one move later; or the engineer team can run a cable from the charge to a plunger. Its cable can be laid at a rate of 5cm per move, with it taking one extra move to attach the cable to the plunger. When setting off a charge using a plunger, roll 1D6, if a 6 is rolled, there was a misfire. Try again next move etc until the charge goes off. If the charge goes off, treat Demolition charges as normal Direct Area Fire with a base to-hit of (11) on 3D6. Treat them as 160mm+ Direct Area Fire HE shells with a 3cm BZR. To knock out various types of bridges, more than one charge will be needed. The following table shows how many charges are needed for each type of bridge. Bridge Type No. of Charges Needed Stone Bridge 12 Steel Bridge 9 Tank Laid Bridge 3 Wooden/Pontoon Bridge 2 If the number of charges listed above are used, the bridge is rendered totally impassable. If half the stated number of charges is used, the bridge is impassable for vehicles only. BRIDGES AND BRIDGELAYING During a game, you can either lay a bridge, or destroy/blow-up one. The time scale required to build a light or pontoon bridge is outside the time limit if any game, and will therefore not be included. The following classes of vehicles can traverse a river or water at the following speeds: Landing craft and powered assault boats - 10cm per move. Amphibious AFVs and vehicles, unpowered boats - 5cm per move. The rules in this section cover everything from river crossing to beach landings. Amphibious AFVs and vehicles are listed under each nationality's equipment listings. Landing craft are steel barge type vessels carrying anything from 1 to 5 tanks or 20 to 120 men. Assault boats are much smaller open vessels for infantry only. They are either motorised or paddled (unmotorised.) Laying a bridge during a game may only be carried out by special AFVs. Destroying bridges with demolition charges is covered in the section on demolition charges. Another to way to destroy a bridge is to use guns or howitzers by either direct or indirect fire. Bridges have Damage Points (DP) allocated to them in relation to their resistance to damage. The Damage Points of the various bridges are listed below: Bridge Type DP Stone/Steel Bridge 30 AFV Laid Bridge 15 Wooden/Pontoon Br. 5 A shell will destroy a certain amount of DPs in relation to the size of the shell. Shell Calibre DP destroyed per shell 60-90mm mm 2 140(c)155mm 5 160mm + 10 Once a bridge has lost half its maximum DP value, it is no longer useable by vehicles. For example, if a AFV Laid Bridge has only 7 DPs left, vehicles can no longer cross it. When the DP is 0 or below, the bridge is totally unuseable. Nothing can cross it. Note: When determining a hit on a bridge, there is a '+ 1' modifier, for both direct and indirect fire, due to the bridge being such a large target. Mortars have no effect on bridges at all. AFV Laid Bridges: These cannot be laid across actual rivers, since they are too wide. They were intended to bridge canals, deep streams, AT ditches, and fortifications in general. When laying an AFV Laid Bridge, the bridge must be able to overlap the edges reasonably well. Three of the most common types of these AFV Bridge Layers are the Churchill AVRE Bridge Layer, the Churchill/Sherman 'Ark', and the German assault bridge, the Sdkfz 251/7. (Mounted on the halftrack.) The German assault bridge requires 8 full moves to emplace, and requires a squad of engineers. The AVRE and Ark require two full moves to set up once they are at the edge of the river or ditch etc. Point Value: An AFV Bridge costs 50 points extra. AMPHIBIOUS OPERATIONS take more damage. For each 20 figures or 1 tank capacity, the vessel requires one extra hit before the result takes effect. eg. A LCT which can carry 5 tanks requires six 'destroyed' results before it is sunk, or six 'immobilized' before it is adrift. Landing craft and amphibious AFVs can fire their weapons while still seaborne. Landing craft armaments are to be engaged separately from the vessel itself. Landing craft have an all round armor thickness of 2 and count as being a heavy AFV. Once reaching the riverbank or beach, amphibious vessels resume cross country speeds with all penalties applying as normal. Assault Boats: Assault boats, once placed in the water, require a full move to load/unload passengers. Once loaded, they move at the speed given above. To determine what sized transport is needed to carry an assault boat, follow these rules: powered boats take up the same room in a truck or halftrack as per their own capacity. an unpowered assault boat takes up half the room that a powered one would. When fired upon, either by direct or indirect fire, an assault boat is to be treated as a softskin vehicle. Assault boats can be manhandled at a rate of 5cm per move on land. Amphibious AFVs and Vehicles: Amphibious AFVs and vehicles can be fired upon while in the water by direct fire, except they are to be treated as being hull down. If a softskin or DD Sherman is hit, it is immediately sinks and is lost. For an armored AFV, use the normal penetration and damage tables to determine the result. If 'stunned', then it cannot move for those turns, if 'immobilized', the vehicle is adrift, if 'destroyed', the vehicle will sink. Landing Craft: For landing craft, treat them as amphibious AFVs and vehicles, except that they do not count as being hull down. Landing craft do, however, 40 For landing craft, it takes one move to unload 10 infantry figures, or one move to unload each AFV, vehicle or gun, eg. 5 moves to unload 5 tanks. Point Values: Assault Boats: unpowered 2 team boat 6 PV 4 team boat 10 PV powered 2 team boat 12 PV 4 team boat 20 PV Landing Craft; each 6 teams capacity each AFV, vehicle, gun cap. each built in weapon/gun Examples of US Landing Craft: LCA (Landing Craft Assault) LCI (L)(Land. Craft Infantry) LCM (Landing Craft Mech.) LCT (Landing Craft Tank) 25 PV 40 PV As per Gun Charts etc. 11 teams capacity, 1 x LMG weapon 56 PV 30 teams capacity 1 x 40mmAA, 4 x 20mmAA, 382 PV 30 teams, or one tank or truck. 2 x HMG. 190 PV 5 AFVs or 10 trucks capacity. 2 x 40mmAA. 288 PV

41 AIRBORNE/GLIDER OPERATIONS Airborne assaults during the Second World War were the most rapidly developed form of attack to come out of the conflict. The role of paratroops in a campaign was, in fact, not that of attacks, but of holding a position until the 'cavalry' arrived. Their lack of heavy weapons and armored support meant that the taking of an enemy held position, such as Arnhem, was an extremely difficult task. More often, they were successful only in seizing unoccupied or lightly held positions, such as bridges, digging in, and holding out until their ground forces arrived. Airborne forces were possessed by Germany, Britain, USA, Russia, Japan, Italy and Hungary. The last two were never used operationally. The Italians formed two divisions to use against Malta. The Soviet and Japanese forces were both used only once, and both were unsuccessful. Japanese could have used paratroops in small commando operations, consisting of man units. German Paratroops made their debut in Holland, Belgium and Norway in 1940, and were used up until 1941 Crete. Their further use after this was only in 1944 during the Ardennes, which was an unsuccessful mission. Allied airborne forces were deployed from Algiers 1942 upto the Rhine in They took part in all major operations. A rather audacious operation planned for taking Berlin with the 82nd and 101st was never called for! US paratroops were also used extensively used in the Pacific theatre. Two Types Landings Airborne landings have been divided into two types of approaches. Offboard Landings, where paratroops and gliders land offboard and then enter the board on foot from any chosen edge; or Onboard Landings, where the forces actually land on the wargames table - gliders and all. It is recommended that these airborne/glider rules are used only in campaigns and friendly games, not in tournaments, which should be encounter games only. Offboard Landing This type of landing is where the airborne forces are dropped offboard, assemble offboard, and proceed on foot to the objective. This was the recommended strategy and avoided assembly being disrupted by enemy fire. The type of transport for this type of landing need not be specified, as the casualties are diced for individually - not per aircraft etc. Procedure: Orders for which turn your airborne forces will enter the table, and for which edge and part of that edge they will come on, must be written down prior to the game. Orders must be written down for each platoon sized or larger unit. These orders must be written before wind strength or enemy positions are determined. Once this has been done, determine wind strength. Then roll 1D6 for each team, heavy weapon team, gun and vehicle, to see if they were lost in the landing. Refer to the chart below to determine the casualties. Weather Teams Hvy Wpn Guns/Transport No Wind - 6 5,6 Lt Wind 6 5,6 4,5,6 Mod Wind 5,6 4,5,6 3,4,5,6 Hvy Wind 4,5,6 3,4,5,6 2,3,4,5,6 Note: if the above number/s is thrown, then that team, gun or transport is dead/destroyed/lost. Heavy Weapon Teams include LMGs, MMGs, mortars, bazooka or similar teams, etc. Guns/Transport includes AT guns, howitzers, jeeps, motorcycles, etc. Delays: Wind often created havoc among paradrops and glider landings, by blowing them off course. If there is any wind at all, roll one die per platoon. Multiply result by 1, 2 or 3, for Light, Moderate, or Heavy Wind respectively. This is the number of moves delay that the unit has added to the turn number during which they were supposed to arrive, ie, this is how many turns they will be late. This delay is to accommodate for the extra delay for the unit to assemble,. Onboard Landings/Drops This is where paratroops actually bail out over the game board, or where the gliders actually land on the table. Paradrop This is where the troops bail out of their transport in sticks. A stick of men varies on the type of transport used, (ie from 3 7 teams) and they all land in a line from the first to the last team to jump, the line being in the direction of the aircraft s flight pattern. The spacing between each team as it lands will be 3cm for No Wind, 5, 8, or 12cm for Light, Moderate, or Heavy Winds. Also, for windy conditions, a die must be rolled for each team to determine whether it is to be removed as casualties. If the number below is thrown, the team members are injured (and equipment destroyed.) Wind Casualty Die Throw Light Wind Mod. Wind 6 Heavy Wind 5,6 Canisters may also be dropped during the stick. These are either released from the under carriage or pushed out the door. The land in the same way as teams. The canister/s which carries a teams weapons should obviously be dropped after the team it carries equipment for. Paratroops, once jumped, take one move to descend. Within this turn, all infantry small arms, AA MGs and 20/25mm Flak can fire at them ignoring terrain. They may only fire if no over head cover or obstruction as in 'AA/Flak' section in the Aircraft rules. Ranges are taken flat along the table and count target as 'moving over 10cm'. Once they have landed, it takes one move for them to unhitch. While doing so they cannot move or fire. It takes one whole move to unload all the weapons from a canister once a team is in base to base contact with that canister. It must be previously designated which canisters have what equipment. For troops which land offboard by accident, dice for them as an Offboard Landing. Troops (not canisters) which land on trees, woods, rivers, buildings, are removed as casualties. If they land in scrub, bush, or hedges, it requires an extra move to unhitch. The same applies to retrieving canisters. Dismantled guns which are stored in more than one canister take double time to set up, but only on the first occasion. Gliders: Gliders require a landing strip of 50cm in length to land. (Preferably a clear landing strip!) Only one glider can attempt to land on one strip per move. Co-ordinates for the beginning of the intended landing strip plus the turn in which the glider will make the landing, plus the intended direction of the strip, MUST be written down before the game. A 1/76th scale cardboard or paper cut out of the glider is required in enacting the landing. When a glider attempts to land, roll 2D6. The first will give the direction of the glider, as the glider may veer off course. The second die will reveal if the glider went over or under the required landing amount of 50cm. Direction Die Roll: Over/Under Die Roll: Veers Die Roll Die Roll Result 30 Left 1 1 Overshoots 30cm 30 Right 2 2 Overshoots 20cm Straight Ahead 3,4,5, 6 3 Overshoots 10cm 4,5 Just Right 6 Undershoots 10cm Note: The veer of 30 is pivoted from the original landing strip coordinates. If Glider Strikes an Object If within the course of its landing, the glider strikes any objects, subtract 10cm off the 50cm landing movement. (This is subtracted for each object struck.) Then dice for all occupants and equipment to determine what damage was done. The two types of objects which can be struck are: HEAVY - buildings, houses, pillboxes, stone fences, woods, gully, ditch, etc. LIGHT- wooden fences, stumps, single trees, softskin vehicles, etc. Glider Occupants Damage Table: Object Teams Equipment Heavy 3,4,5,6 2,3,4,5.6 Light 5,6 4,5,6 Variations: - 1 from die throw if only glider wing colided. Note - if the above number is thrown, then that team or equipment is destroyed. Throw for each team and piece of heavy equipment. THROW AS PER ABOVE TABLE EACH TIME GLIDER STRIKES AN OBJECT. Unloading A Glider It takes one full move for teams and two for all guns and vehicles to unload from a glider. AIRBORNE/GLIDER EQUIPMENT The following is a list of all the weapons employed by airborne forces. Equipment was either dropped with the paratrooper himself, or in a canister which was released from an aircraft. The value 41

42 given in ( ) indicates how much space of the canister that the item takes up. For example, a rifle takes (1/4) space, therefore you can fit four rifles in a canister. A 28mmspzB takes up (2) spaces, which means that it is dismantled and dropped in two canisters. GERMANY: The Fallschirmjager could only land with, at the most, a pistol or SMG, and grenades. All his other weapons must be dropped in canisters. These are; rifles (1/4); LMG (1); 50mm Mortar (1); MMG (1); flamethrower (1); 81mm Mortar (2); AT Rifle (1); Radio (1); 75mmLG40 (4); 28mmspzB (2). USA: The paratrooper could jump with any one of the following; pistol or rifle, carbine, SMG; plus grenades. The following were dropped in canisters: LMG (1/2); MMG (1); 60mm Mortar (1); 81mm Mortar (2); and Bazooka (1). BRITAIN: The British paratrooper jumped with his personal weapon plus a kitbag which was suspended beneath him. On landing, he would have immediate access to this kitbag as it would still be attached to him by rope. Rules for canisters apply to the kitbags, the only difference being that the kitbag lands with the paratrooper. Weapons carried on the British paratrooper were: SMG or rifle, 50mm Mortar, and grenades. Weapons carried in the kitbags were: LMG (I), MMG (2), 76mm Mortar (2); and PlAT (1). The British can also use canisters as do the US, but this was not common. It was used mainly for resupplying the troops. TRANSPORTS & GLIDERS Only the most common types used by each country will be listed. Each will be given a load capacity in terms of team spaces. Canisters could be carried and released from under the aircraft from racks, or could be pushed out the door. 4 canisters count as one team space if dropped in this fashion. For gliders, heavy weapons take up half a team space each, except for 76-81mm Mortars which take up one team space. GERMANY: Ju 52: 4 team spaces plus 4 canisters carried underneath. DFS 230: (Glider) 3 team spaces with pilot. USA: C-47/Dakota: 7 team paces plus six canisters carried underneath. Waco CG-4A: (Glider) 5 team spaces with pilot, or jeep and passengers, or 57mmL45 AT gun with crew, or 75mm Pack How. with crew. BRITISH: Horsa: (Glider) as for Waco CG-4A. Hamilcar: (Glider) one light tank, ie Tetrarch, Locust. Or 25pdr (88mmL28), or 6pdr (57 mml45) and jeep; or 2 carriers or scout cars. Did not carry any infantry. TRANSPORT & GLIDER POINT VALUES Transports and Gliders cost 10 points per team, gun, or vehicle they carry. AIRCRAFT During WWII, aircraft were one of the most rapidly developed fighting machines. When employed in numbers, they could wreak havoc beyond belief. In the ground support role, aircraft can be recruited to one of two types of attack runs. 1. Prepared Strike; where the target is preselected before the game, and 2. Oncall Strike; where available aircraft are directed by a Forward Aircraft Controller Team, (FAC). Attack aircraft are categorised into one of two categories. Fighter Bombers, eg Me109/G-2, and Divebombers, eg Ju87B. All aircraft strikes are resolved at the end of the move in which they enter the table. Height of Operation: Aircraft must operate at one of two heights during an attack run; 1. LOW ALTITUDE: metres, all types of attacks can be made from this level, ie. rockets, MG/cannon or bombs. 2. MEDIUM ALTITUDE: metres, only bombing attacks can be made from this height. Aircraft Movement: Aircraft movement is assumed so fast that a plane will cross the wargames board and complete its attack in one move. Therefore, for the move in which the aircraft's attack occurs, only its movement direction and target need be given. Enemy ground forces will be alerted of the approaching aircraft one move in advance, knowing only its altitude and direction of attack. Once aircraft have completed an attack run, it takes another 3 moves before they can return for a subsequent attack pass. PREPARED STRIKES A Prepared Strike is worked out in a similar fashion to Map Fire with artillery. All orders must be written out before the game begins. These will include: 1. Target's location, estimated in terms of distance in cm from a terrain feature or table edge. 2. Aircraft's direction of approach/movement. 3. Aircraft's altitude and bomb/rocket load. 4, Turn in which aircraft will carry out strike. Only bombs and/or rockets can be used by an aircraft during a Prepared Strike. A plane which is used in a Prepared Strike can also be used in an Oncall Strike later on, providing it still has any bomb/rocket loads left, or any cannon/mg armament. Prepared Strikes cannot be postponed or changed, but they can be cancelled. ONCALL STRIKES Oncall aircraft are directed by a FAC Team a Forward Aircraft Controller and his radio man. For the FAC to direct an attack, he must first be able to see the target, as per normal observation rules. Orders requesting Oncall aircraft are then written down at the beginning of the turn, which include the co-ordinates of the target/target position, the type of aircraft requested, what bomb/rocket load that particular aircraft has, and the direction and altitude of the aircraft. The delay from the turn the orders are written down to when the aircraft arrives, is calculated by throwing 1D This is how many turns delay there will be. Each time an aircraft on Oncall Strike is assigned to a NEW target, the delay must be diced for. When writing orders, take into account when the target is not a position, eg vehicle, convoy. etc. When this is the case, make sure the orders describe the target as well as the terrain features which the target was occupying at the time. If this target is not present or visible from the air when theaircraft arrives to make its attack, and no other target is present in the same location, then the aircraft may attempt to find that target again, after a 3 move delay needed to turn around. No renewal of orders is needed to be able to do this. Likewise, an aircraft called in as such may make several passes on the one target if it so wishes, making sure it pays the 3 turn delay to turn around. BOMBS Once an aircraft has made an attack run, and dropped its load of bombs upon its target or target POA as given in its orders, the effect and damage must be worked out. Aircraft bomb loads will cause damage according the total weight dropped at one time, and not upon the individual bombs carried. For the total amount dropped onto a target by a single aircraft, there is a BZR, in the same way as in artillery indirect fire. The below table lists the BZRs caused by the various bombs loads, plus the equivalent gun calibre to that bomb load. That is, if a 125kg bomb load is dropped and succeeds in getting a hit upon an AFV, building or infantry, they must be diced for as though they were hit by a 75mm artillery shell. Total Bomb BZR* Equivalent PV Load Dropped Gun Calibre kg 10cm/8cm 75mm kg 14cm/12cm 75mm kg 16cm/14cm 105mm kg 18cm/l5cm 105mm kg 20cm/17cm 150mm kg 24cm/20cm 150mm 120 Note: 1kg = 0.12 PV. * The first BZR is for fighter bombers, while the second is for dive bombers. 42

43 Procedure to Obtain Hit: The Base Chance to hit a target within the BZR is 8 on 3D6. plus or minus the following variations: + 1 if plane is divebomber - 1 if plane is at medium altitude - 1 if target in hard cover, or - 2 if target is AFV, pillbox, bunker, dugout, or is entrenched, dug-in, or in foxhole - 1 if target was within BZR for less than whole turn, due to it moving Aircraft can drop their bomb loads separately if they are carried as two( or more) separate loads, eg. Ju 878 carried 1 x 250 kg and 4 x 50 kg bombs, of which the latter could be released independently of the main 250 kg load. As mentioned above, the effect upon targets that have been hit is the same as its equivalent calibre (given in the above table) for Indirect Artillery Fire. MG/CANNON/GUNS Table: Weapon Hit Chance Armor PV on 3D6 Penetration MMG 8-5 HMG mm mm mm mm To-Hit Variations: + 1 for each extra gun of same calibre firing - 1 if target in BZ for less than a full move. - 2 if target dugin/entrenched. A rectangular BZ is used as in with Aircraft Rockets. All targets within the BZ must be diced for individually using the hit chance given for each different calibre. The dice are thrown only once for all the guns of the same calibre, eg. if there are four MMGs, each target is diced for only once, but the Base To-Hit Chance will have + 3 extra due to the three extra MMGs. If the aircraft has more than one type of gun, eg MMG and 20mm, then dice separately for the 20mmm and MMG. If the score thrown on two dice is less than or equal to the modified Base To-Hit Chance, then the target has been hit. Penetration has been given for heavy MGs and guns. If an AFV is hit, compare the rear armor factor divided by 2, rounded up, with the above penetration factor. If the AFV has been penetrated, consult Penetration Table as usual. If a softskin has been hit, it is immediately destroyed, all passengers/crew are killed. Dice for infantry in their squads/sections. If they are hit, that section is removed as casualties. An enclosed fortification and its occupants will not be effected by a hit. Aircraft guns of 75mm have no HE shells and so have no effect against infantry. All aircraft MG/cannon/gun ammunition is expended after three attack runs. ROCKETS Rockets for aircraft ground attack were primarily used by the Allied and Soviet airforces. German rockets were used for air-to-air attacks on heavy bombers only. Rockets must be fired in either fours or eights. Like artillery they are also given a BZ, except that it is rectangular, 15cm x 40cm, going in the direction of the aircraft. 40cm Direction 15cm Direction Of Aircraft All targets within this area must be diced for as with Aircraft Bombs, except that there is a Base To-Hit Chance of 8 on 3D6 with four rockets or a Base To-Hit Chance of 9 on 3D6 when eight rockets are fired. When the aircraft is firing its rockets according to a target POA given by orders, place the centre of the rectangle over the target or target POA. Rockets have the same effect as a 105mm gun or howitzer when a hit is made. Point Values: 4 rockets = 20 8 rockets = 30 AIRCRAFT POINT VALUES Calculating the point values of aircraft should be based on historical references, using the below Base Point Value for the type of aircraft, plus all armament point values. (Note that aircraft are not given troop classes or morale ratings, hence their point values are not modified by troop classes and morale as are all other units. ) Aircraft Base Point Values: Dive-Bomber = 80 points Fighter-Bomber = 60 points. Aircraft Armored Against Flak = 40 points Then add all weapons. eg Ju87D 80 PV for Divebomber Base. 2 x MMG 10 PV 1 x 250kg 30 PV 4 x 50kg (Payed for as 200kg) 30 PV TOTAL = 150 points Eg Me410A 60 PV for Fghtr/bomber Base 2 x MMG 10 PV 2 x 20mm 30 PV 2 x 500kg (Bought as 1000kg) 120 PV TOTAL = 220 points eg Hs PV for Fghtr/Bomber Base 2 x MMG 10 PV 2 x 20mm 30 PV 75mm gun 40 PV TOTAL = 140 points AIR COMBAT The concept of having air to air combat occurring over a wargames board representing two kilometres square or less is a complex one. Not only that, ground attack aircraft would only be used once that nation had achieved air superiority in that particular area. For these reasons, we have included no rules for air to air combat. This should be restricted to campaign games, and we suggest that you use another set of rules to resolve this combat. We suggest that before you begin a game, it will be established that one side has complete air superiority over the battlefield. This should be decided largely by historical circumstances. FORWARD AIRCRAFT CONTROLLER (FAC Team) Point Value: 30 pts. Includes Officer and a radio operator. Command vehicle, such as a jeep or halftrack, is extra. Similar to the FAO, the FAC was always up the front ready to call in air support when a situation or position became difficult. They most often operated from a command vehicle. Most armies had about 2-8 FACs at divisional level. Therefore your wargames force can have 2 4 FAC Teams if you have any aircraft. An FAC is fully trained in directing aircraft and cannot be replaced once lost by any other officer etc. Most often, this officer was actually in the airforce, and not the army. AA/FLAK FIRE As aircraft are not always present onboard for any length of time, all AA/Flak fire will be directed at them when they are at their POA, during their attack run. In other words, when an aircraft makes an attack run, all weapons which fire at it, will assume its position to be that of its target POA. This is also where the aircraft is most vulnerable. The AA/Flak weapon must be in a position which has no overhead cover, and it cannot be in a 45 arc of any building. This also applies to weapons which would seek to fire at paratroops on their descending move. If the firer is obstructed, he cannot fire. Crews may only engage aircraft if the situation on the ground does not pose a direct threat to themselves. AA weapons cannot be fired while moving. AA/Flak Table Weapon Hit Chance(2D6) Range LOW MEDIUM AA LMG/MMG 3-30cm AA HMG 4-45cm 20mm AA cm 37-40mm AA cm Variations: + 1 for each additional barrel firing (eg, a quad AA will get + 3). + 1 if target is divebomber If the modified number or below is thrown, the aircraft has been hit. AA weapons may only engage one target per move. AA fire is assumed to occur before the aircraft completes its attack run. If an aircraft is hit, throw one die, and refer to the below table. DIE ROLL Result 5 + Destroyed 2,3,4 Damaged 0,1 No effect Variations: - 2 if LMG/MMG - 1 if HMG + 1 if 37/40mm - 2 if aircraft is armored 43

44 Destroyed aircraft will crash offboard without completing their attack run. One damage result allows an aircraft to continue through with the attack, but must return to base afterwards and make no more attack runs. Two damage results will force the aircraft to abort its attack and return home. Three damage results will destroy the aircraft. Army Lists Army Lists: The army (or force) each player fields in a game must contain one or more companies. Unless stated otherwise in the army list, each company must have from 3 to 5 platoons plus the Co. HQ. Typically, a German player will field one company, while a Soviet player will field two or three. Your First Company You can either purchase a complete company exactly as laid out in the army lists or as below: The first company you purchase for your army must be either: armor, infantry (whether regular, motorised or armored), cavalry or recon. * You must include that company s HQ as stipulated in the army lists organisational charts. * As mentioned above, unless stated otherwise by the army lists, this company must contain 3 to 5 platoons plus the Co. HQ. * At least two platoons of this company must come from the company and be purchased as stipulated in the army lists. * You may also add one infantry support section to each infantry platoon you field. These must be taken from the platoon s or company s support units, as per the army lists. These support units are permitted to be broken down into sections so that a section can be added to a platoon/each platoon. eg an infantry support section could be MMGs, HMGs, Mortars, AT Rifles, engineers, as per the army lists. (this system was typically used in defense) OR you may also add one support platoon that comes from that company s available support units. Eg, from the company, battalion or regimental available support units. (this system was typically used in attack) * You may also add one armor, infantry (whether regular, motorised or armored), cavalry or recon platoon from another company type Additional Companies You are also permitted to buy a maximum of one support company. (Note, not as your first company. You must already field a normal company as above, with the support company being your second purchased company.) eg, you purchase a Soviet infantry company, so you may also buy a Soviet gun company. Any additional companies you purchase must follow the rules as per the first company you purchase. Offboard Artillery You can have up to one (two if USA) offboard battery/platoon of guns, howitzers, or mortars per onboard company in your force. Aircraft You are permitted to field one aircraft per onboard company in your force, unless you are fielding a US Force, in which case you can have two aircraft per company. Support Units Definition: The army lists state which units are support units, and these include all guns, artillery, mortars, as well as MMG, HMGs, etc. Notes: You cannot mix together platoons of different troop class or morale rating into the one company. eg you can t have 2 x Veteran Platoons and 1 x Conscript Platoon in one company. Each company must be the same troop class. Please note that players must have accurate models for all forces deployed onboard, even if initially concealed. Offboard artillery must be purchased in batteries, as per the army lists. These do not have to be formed into companies. Steps in Choosing Your Force To choose your force, follow these steps. 1. POINT VALUE 44 Determine Point Value of your force, according to game type, agreement with opponent, or tournament guidelines. 2. NATION Choose your nation, eg Soviet 3. YEAR, THEATRE Choose the Year and Theatre of Operations, eg German, Eastern Front, Check the army lists to make sure you are only using units available in that year. eg the Pz I is listed as being under Dates therefore could not be used in a 1942 force. 4. PURCHASE PLATOONS OR COMPANIES Purchase platoons or companies and their support units as explained above, as per the army lists, being careful to follow all restrictions given in the army lists themselves, regarding year of service of all items/equipment, etc. Note that ALL Point Values (PV) given in the army lists are BASE Point Values. If relevant, these MUST be modified according to troop class and morale rating, as outlined in the Compulsory National Troop Class/Morale Rating Table listed again with each army list. 5. FREQUENCY RATING Observe the Frequency Rating Limitations 6. AIRCRAFT & GUNS/ARTILLERY/MORTARS Observe the Aircraft and Gun/Artillery Restrictions Frequency Rating Limitations All units in the following army lists are given a Frequency Rating (FR). This indicates the relative frequency in which that item appeared on the battlefront. It ranges from 0 which is very common, to 7 which means very rare. This figure has been determined according to the amount of that item which was employed over what ever period it was used. For nations which lacked armor in general, their overall RF will be higher than a nation which had armor in abundance, such as the US or Soviet Union. Frequency Ratings and Army Lists Each platoon you use must be given a Frequency Rating. This rating is taken from the rarest item in the platoon. (eg a Hungarian infantry platoon is equipped with a selection of small arms, which range in Frequency Ratings from 0-2. You also give it some Rifle Grenade 43, which are FR = 5. The platoon s Frequency Rating is therefore 5.) When you make up your force for any game of Panzerfaust Armored Fist, you are limited in the amount of rare platoons (which are given a rating as above) that you can take. Also, the number of platoons with FR 0-4 must equal or exceed the number of platoons with FR from 5-7. Regarding HQs of ad-hoc companies, they are not effected by these restrictions, as they simply must be a HQ that one of the platoons in the ad-hoc company would have had. Consult the following Frequency Rating Table: Frequency Rating Table Frequency Rating PV of Force no limit Up to 1 NA NA 2000 no limit Up to 1 NA NA 3000 no limit Up to 2 Up to 1 NA 4000 no limit Up to 3 Up to 1 up to no limit Up to 4 Up to 1 up to no limit Up to 5 Up to 2 up to 1 Explanations no limit: no limit to number of platoons in your force that can have items/equipment of these Frequency Ratings. Remember, the number of platoons with FR 0-4 must equal or exceed the number of platoons with FR from 5-7. up to 1 etc: this is the maximum number of platoons in your total force that can have any equipment/items of this rarity. NA: not allowed. Frequency Ratings and Campaigns The second application of the FR in these rules is only relevant if playing in a campaign, in which case the PV of all items must be modified by the FR if producing items in the campaign.

45 Campaign Production RF PV Modification Table Frequency Factor % ie x 0.90 Frequency Factor 1... No modification Frequency Factor % ie x 1.1 Frequency Factor % ie x 1.21 Frequency Factor % ie x 1.33 Frequency Factor % ie x 1.46 Frequency Factor % ie x 1.61 Frequency Factor % ie x 1.77 Army List Restrictions Explanations * - all units listed as * are the standard units of parent units, eg, the standard platoons of a company are listed as *. All support units are listed as being support unit FR Frequency Rating Dates of Availability In many cases units are listed in Italics. These are always due to being only available from or at a certain date. Eg: See these British Motorised Infantry sections: Infantry Section (1 LMG Team, 1 Rifle Team, 1 light truck) Infantry Section 1943 (1 LMG Team, 1 Rifle Team with a PIAT, lt truck or M3 Scout Car) Infantry Section (1 LMG Team, 2 Rifle Teams, one with PIAT, M3 Halftrack) Britain The British Army was one of the most mechanised forces to be engaged. During 1940, the entire BEF was motorised, even if some of this was acquired from civilians. The British army was also one of the best trained and most professional armies, steep in the glories of tradition. This, of course, created its own problems. The infantry and armor were so attached to their own units that they were very inflexible, even up to corp level. The professionalism also meant everything was done by the book and orders were carried out by the letter, which left little room for initiative. Armor and infantry tended to ignore each other until Overall the British were a stubborn enemy to face and extremely good shots. Their artillery was one of the best managed and the Royal Engineers were unrivalled by any other country. BRITISH EQUIPMENT LISTS PV AFV DATES PROD FR 95 A A9 CS A A10 CS A13 I A13 II A13 II CS Matilda I Matilda II Matilda II CS Matilda II Frog Mk I-V Mk VI-VIC 39-42? 0 68 Mk VI AA 39-42? 5 97 Tetrarch Tetrarch CS Crusader I Crusader I CS Crusader II Crusader II CS Crusader III /258 Grant Early/Late 42-43? Centaur IV Cromwell IV Cromwell VI Cromwell VII Cromwell VIII Firefly Challenger Comet Valentine I-VII Valentine IX-X Valentine XI Churchill I Churchill III-IV Churchill V Churchill NA75 & VI Churchill VII 44-45? Churchill VIII 44-45? Churchill ARVE Churchill Crocodile Achilles 44-45? Bishop Archer Sexton Deacon AEC I AEC II AEx: III Staghound I Staghound II Staghound III Staghound AA Humber II-Ill Humber IV Humber Scout Car Humber/Otter LRC 4x ? 1 57 Daimler Scout Car Daimler I-III Lynx Scout Car Morris Cs9/LAC Marmon Herring I-III 40-43? 4 63 Marmon Herring IIIa 40-43? 4 65 Marmon Herring IIIb 40-43? 4 40 Carrier ATR Carrier LMG Carrier MMG Carrier 2 Mortar Carrier Wasp 44-45? 3 42 IP Carrier IP Carrier 3 Mortar Stuar Kangaroo/Recce 44-45? Priest Kangaroo 44-45? Ram Kangaroo 44-45? 6 82 Buffalo Mk II 42-45? 4 85 Buffalo Mk IV 43-45? 4 PV LEND/LEASE AFV DATES PROD FR 132 M3A1 Stuart 41-44? M5A1 Stuart 43-45? 3 240/258 M3 Grant Early/Late 42-43? M4 (75) 42-45? M4A1 (75) 42-45? 5 226/225 M4A2 (75), M4A4 (75) 42-45? M4A1 (76) 44-45? M4(105) 44-45? M7HMC Priest 42-45? MI0 GMC Wolverine 43-45? M3 GMC 42-44? 5 60 M3A1 SCout Car 42-45? 4 70 M2 Half track 42-45? 6 71 M3A1 Half track 44-45? 3 94 M8 Greyhound 44-45? 5 PV GUNS DATES PROD FR 36 40mm L50 / 2pdr 39-43? mm L45 / 6pdr 42-45? mm L16 M1A1 Pack mm L58 / 17pdr 43-45? mm L29 / 18pdr 39-40? mm L28 / 25pdr 40-45? mm L15 / 25pdr short?-45? mm L13 / 3.7" 39-42? mm L16 / 4.5" 39-43? 3 25/33 20mm L85 AA /Dual 39-45? mm L48Bofors AA 39-45? 3 PV TRANSPORT DATES PROD FR see Field Car 39-45? 3 soft Light Truck 39-45? 3 skin Medium Truck 39-45? 3 charts Heavy Truck 39-45? 5 Motorcycle 39-45? 2 PV LEND/LEASE DATES PROD FR see Jeep 42-45? 3 soft Field Car 42-45? 5 skin Light Truck 41-45? 3 charts Medium Truck 41-45? 3 Heavy Truck 43-45? 6 DUKW 43-45? 6 PV TRUCK/SP DATES PROD FR 58 SP, Bofors 40mm AA 39-45? mm M6 GMC?? 5 PV ARTILLERY DATES PROD FR 80 75/76mm (per pair) /88mm (per pair) mm (per pair) /155mm (per pair) mm (per pair) mm (per pair) PV MORTARS DATES PROD FR 15 50mm 39-45? mm 40-45? mm 42-45? 4 PV INFANTRY DATES PROD FR 7 Rifle Team 39-45? 1 10 SMG Team 39-45? 2 13 LMG Team (Mag fed) 39-45? 1 26 MMG Team 39-45? 2 4 AT Rifle Grenade Early 40-42? 5 9 AT Rifle Grenade Late 44-45? Boys ATR Team 39-42? 1 6 PlAT 43-45? 1 15 Flamethrower Team 44-45? 4 5ea Demolition Charge 39-45? 1 page39 AP Mine 39-45? 1 page39 AT Mine 40-45? 2 5 Smoke Grenade 42-45? 3 12 Mine Detectors 41-45? 1 30 FAO Team 39-45? 1 20 Radio 39-45? 1 30 FAC Team 41-45? 3 British Equipment List Notes - Lend-lease AFVs are listed in US armor charts. - Lend-lease transports are US vehicles. - 75mm L16 M1A1 Pack was the US gun, which was also used by British Airborne Troops - all artillery and mortars can fire smoke rounds indirectly - British forces cannot have horse teams or cavalry. - All guns therefore must be towed by vehicles or tractors. 45

46 British Troop Class and Morale Rating Unit/s Troop Class Morale Rating Point Value Modification Notes Offboard Artillery Veteran As unit rating no modification to PV Paratrp/Royal Eng. Veteran Elite +50% or x 1.5 Guards Veteran Elite +50% or x 1.5 All Other Units Veteran Reliable +25% o x 1.25 * you need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers BRITISH & COMMONWEALTH SOFTSKINS In 1940, the BEF was sent to France equipped with over 65,000 vehicles of all types. This expeditionary force of twelve divisions earn the distinction by being the first fully motorised army in the world. Of the vehicles deployed in resisting the German attack, only 5,000 were to be evacuated from Dunkirk constituting a massive loss in equipment. This left the army scrambling for any transport available and resulted in large numbers of civilian vehicles being requisitioned. However, the situation was quickly rectified with a large influx of US and Canadian vehicles. By late 1941, vehicle production had become standardised with many purpose built military vehicles entering service. Both Canada and Australia produced a large range of vehicles with the latter using many imported chassis combined with local bodies. In the categorisation of vehicles, the British types have been listed foremost with equivalent Canadian, Australian and other models mentioned in the text. PV BRITAIN Description Drive Size Speed Capacity Tow Rd C/C in teams 7 Matchless, Velocette Motorcycle x 3 - A Norton CS8, BSA M20 M/cycle Sidecar x 2 - A Humber Sniper, Morris 10HP Light Car 4x2 B Morris PU Light 8cwt Truck 4x4 B A 10 Morris CS8, Bedford MW Light 15cwt Truck 4x2 C B 12 Quad-Ant, Morris C8/GS Light 15cwt Truck 4x4 C B 14 Bedford OX, Austin K30 Light 30cwt Truck 4x2 C B 14 Morris C8, Chevrolet C30 Light 30cwt Truck 4x4 C B 16 Morris CD, CDF, CD/SW Medium 30cwt Trck 6x4 C B 26 Bedford OY, Austin K3 Medium 3ton Truck 4x2 C C 28 Bedford QL, AEC Matador Medium 3ton Truck 4x4 C C 13 Quad FAT Medium Truck 4x4 C C 21 Scammell Recovery/Tractor Heavy Truck 6x4 D D 19 Terrapin Mk1 Amphib. Truck 8x8 D Loyd/Windsor Carrier Tractor trk B B Matchless, Norton 16H - standard army motorcycles. These bikes accommodated the rider only, no passenger. Norton 633, BSA M20 - m/cycle-sidecars built in limited numbers. The Norton 633 sidecar can have a Bren LMG fitted on the sidecar for use by the passenger (at additional PV cost.) Humber Snipe, Morris 10 HP (4x2) - light militarised civilian cars. Three main types of utilities were supplied; the Austion 10 HP, Hillman 10 HP and Morris 10 HP. The Humber Snipe series were used extensively through as command/liason vehicles. Morris PU 8cwt (4x2) - light truck produced in large numbers before and during the early years of the war. Slowly replaced in service by the 15 cwt trucks. Canadian equivalents include the Ford WOC1, Chevrolet C8 and Ford F8 vehicles. Morris CS8, Bedford MW 15cwt (4x2) - light infantry truck which was the most common vehicle employed by British and commonwealth forces. Both the Morris CS* and Bedford MW series were built with a variety of variations, as were the Guy Ant and Fordson WOT2 which were just as common. Similar vehicles were assembled and/or manufactured in Canada and Australia (Chevrolet C15, Ford 15, Dodge D15.) There was marginal difference between types, all being constructed to roughly the same military requirements and specifications. All 4x2 models were slowly replaced by the 4x4 versions although not completely superseded by Quad-Ant, Morris C8/GS 15cwt (4x4) - these off-road light trucks were very similar to their 4x2 counterparts in appearance. These 4x4 versions effectively replaced all the 6x4 trucks of the same capacity. Bedford OX, Austin K30 30cwt (4x2) - light 1«ton cargo trucks. The Bed OX and Austin were the most common models in service. Other vehicles in this category are the Commer Q2, Fordson WOT3 and Morris Commercial CS11. The majority were pre-war designs which continued on until superseded by improved 4x4 or heavy models. The 30 cwt trucks were progressively replaced by 2 ton & 3 ton trucks. The most numerous Australia and Canadian vehicles were the Chevrolet 1500 and Ford 01T series. Morris C8, Chevrolet C30 30cwt (4x4) - light 1«ton off-road cargo trucks. The Morris C8 was the only major 4x4 30 cwt truck to be employed. The Chevrolet C30 was the Canadian equivalent using an identical chassis with modified front end. Morris Commercial CD 30cwt (6x4) - the CD series of 6x4 trucks were built for numerous roles ranging from cargo/troop carriers, vehicle recovery to gun tractors (eg. the 6x4 Morris CD/SW was standard gun tractor for the 40mm AA Bofors.) All 6x4 models were slowly phased out of service in favour of the Morris 4x4 trucks. Bedford OY, Austin K3 3 ton (4x2) - medium cargo/troop carriers. The Bedford QY series truck was the most numerous 4x2 vehicle followed by the Austin K3 and the Commer Q4 which were militarised commercial designs. Bedford QL, AEC Matador 3 ton (4x4) - the use of medium 4x4 off-road trucks were completely neglected by the British until 1941 when mass production of the type was undertaken. The most numerous models were the Bedford QL series, the AEC "Matador" Field Artillery Tractor, Canadian Ford F60L & C60L, Austin K5, Albion FT11N and the Fordson WOT6, the majority of these types utilising a cab-over-engine front end. Quad FAT (4x4) - wheeled field artillery tractors (FAT) employed exclusively for towing light artillery and AT guns. The tractors were produced by various companies with differences in both chassis and bodies; Morris C8 MkIII, Guy Quad-Ant, Karrier KT4, Ford FGT and Chevrolet CGT (the last two being Canadian). Scammell Recovery/Transporter (6x4) - heavy wheeled tractor with semi trailer used for vehicle and mainly AFV transportation and recovery. Another version was used as a heavy gun tractor for artillery. Terrapin Mk1 (8x8) - wheeled amphibious cargo carrier. The vehicle was produced as an alternative to the US DUKW. It was considered inferior by having a smaller cargo area, no suspension and an awkward driving position. Two propellers at the rear provided propulsion while afloat. Loyd/Windsor Carrier - fully tracked unarmored carrier, similar in appearance to the Universal carrier except for a longer chassis. The Windsor/Loyd carrier was capable of having bolt-on armor plating but the addition was extremely rare. The vehicle was used as a personnel carrier, mortar carrier and gun tractor. BRITISH MOTORISED GUNS PV BRITAIN / USA Description Drive Size Speed Armament Rd C/C 58 SP, 4x4 Bofors 40mm AA 30cwt truck 4x4 C mm L48 AA 46 37mm M6 GMC Light AT SP 4x4 B mm L54 SP 4x4, Bofors 40mm AA - this AASP used the Morris Commercial CS9/B 4x4 truck chassis specially fitted to mount a 40mm Bofors AA gun with 360o traverse. Three outriggers on the side and rear were used to provide stability. A gun-shield was fitted at the front of the weapon. An Australian version was also built based on the Ford F60L 3 ton 4x4 truck with similar arrangement (with four outriggers) as did the Canadians on the Ford F60B. 37mm M6 GMC - very light gun carriage conceived as a tank destroyer and based on the Dodge Weapons Carrier. A pedestal mounted 37mm AT gun was installed in the rear and provided with a large shield for crew protection. The cramped crew area around the gun allowed the weapon to have a limited 180º traverse towards the rear, although it could be operated 360º traverse if the crew serviced the weapon while dismounted (ie. «move for crew to reembark before moving again.) BRITISH ARMOR During the war, British armor was divided into Infantry Tanks (slow and heavily armored) and Cruiser Tanks (fast and lightly armored). The use of these two types was never really perfected and in no way came near the German tank successes. British tanks were also always under gunned, and at times they even lacked HE and smoke ammunition. A peculiar early war development was the CS (Close Support) Tanks, who had the sole task of firing smoke and HE shells. 46

47 PV TANK TYPE ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 95 A9 40 L50,3LMG C 5 76 A9 CS 94 L15,3LMG C 9 99 A10 40 L50,2LMG C 5 81 A10 CS 94 L15,2LMG C 9 91 A13 I Cruiser 40 L50,2LMG C A13 II Cruiser 40 L50,2LMG C 5 96 A13 II CS Cruiser 94 L15,2LMG C 9 71 A11 Matilda I MMG B A12 Matilda II 40 L50,LMG C A12 Matilda II CS 76 L25,LMG C A12 Matilda II FROG F/thr,LMG C 7 42 Light Tank Mk I-V MMG C 4 78 Light Tank Mk VI-VIC HMG,LMG C 3 68 Light Tank Mk VI AA 4*LMG C 4 97 Tetrach 40 L50,LMG C Tetrach CS 76 L25,LMG C Crusader I 40 L50,2LMG C Crusader I CS 76 L25,2LMG C Crusader II 40 L50,LMG C Crusader II CS 76 L25,LMG C Crusader III 57 L45,LMG C Centaur IV 95 L22,2LMG C Cromwell IV 75 L40,2LMG C Cromwell VI 95 L22,2LMG C Cromwell VII 75 L40,2LMG C Cromwell VIII 95 L22,2LMG C Firefly 76 L55,LMG C Challenger 76 L55,LMG C Comet 77 L49,2LMG C Valentine I-VII 40 L50,LMG C Valentine IX-X 57 L45,LMG C Valentine XI 75 L40,LMG C Churchill I 40 L50,76L25,LMG C Churchill III-IV 57 L45,2LMG C Churchill V 95 L22,2LMG C Churchill NA75 & VI 75 L40,2*LMG C Churchill VII 75 L40,2*LMG C Churchill VIII 95 L22,2*LMG C Churchill AVRE 290 L4,2*LMG C Churchill Crocodile 75 L40,F/Thr,LMG C 7 PV SELF PROPELLED GUNS ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 259 Achilles 76 L55,HMG C Bishop 88 L C Archer 76 L C Sexton 88 L C 6 98 Deacon 4x4 57 L C 5 PV APC/RECONNAISSANCE ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 127 AEC I 4x4 40 L50,LMG C AEC II 4x4 57 L45,LMG C AEC III 4x4 75 L40,LMG C Staghound I 4x4 37 L54,LMG C Staghound II 4x4 76 L25,LMG C Staghound III 4x4 75 L40,LMG C 8 86 Staghound AA 4x4 2*HMG C 4 73 Humber II-III 4x4 HMG,LMG C 3 95 Humber IV 4x4 37 L54,LMG C 5 45 Humber Scout Car 4x4 LMG (Bren) B 2 44 Humber/Otter LRC 4x4 LMG (Bren) C 3 57 Daimler Scout Car 4x4 LMG (Bren) B 2 98 Daimler I-III 4x4 40 L50,LMG C 7 57 Lynx Scout Car 4x4 LMG (Bren) B 2 52 Morris Cs9/LAC 4x2 Boys ATR,LMG(Bren) C 2 52 Rolls Royce x2 Boys ATR,LMG(Bren) C 2 55 Marmon Herr'ton I-III 4x4 Boys ATR,LMG(Bren) C 2 63 Marmon Herr'ton IIIa 4x4 20 L C 3 65 Marmon Herr'ton IIIb 4x4 47 L C 5 40 Carrier `ATR' Boys AT Rifle B Carrier `LMG' LMG (Bren) B Carrier `MMG' MMG B 2 45 Carrier 2" Mortar 2" Mortar B Carrier Wasp F/Thr B 2 42 IP Carrier LMG (Bren) C IP Carrier 3" Mortar 3" mortar C - 86 Stuart Kangaroo/Recce LMG B Priest Kangaroo HMG C Ram Kangaroo LMG C Buffalo Mk II 20 L85,2*LMG D Buffalo Mk IV 20 L85,2*LMG D

48 Smoke Dischargers; All AFVs, except AEC Deacon, Achilles, Stuart Recce, Ram/Priest Kangaroo, Bishop, Sexton, Marmon Herrington AC, IP Carrier and AA AFVs. Radios; All AFVs, except AEC Deacon, Matilda I, Light Tank MkI-V and all Carriers. One Man Turrets; Light Tank MkI-V, Matilda I. British AFV Notes: TANK TYPES A9 & A9 CS - designed as a Cruiser tank to replace the Medium Mk II built in the late 20's, the A9 had two similar forward sub-turrets housing a Vickers MG each. Produced on a thin budget, armor protection was minimal. The A9 CS (Close Support) version mounted a 94mm howitzer replacing the 2 pdr and was limited to firing smoke shells only. A10 & A10 CS - the thin armor and unreliability of the A9 prompted a redesign which lead to the A10. Modified with extra armor plate and given a slower speed to improve reliability, the hull was modified with a single bow mounted MG replacing the unpopular cramped sub-turrets. Because of its slow speed, it was reclassified as an Infantry tank. A10 CS version mounted a 94mm howitzer in the same turret and fired only smoke shells. A13 Mk I - the speed of the Soviet BT tanks impressed the British enough to design their own Christie version, the A13. Thin armor was used as a price cutting measure. A13 Mk II & A13 Mk II CS Cruiser - the Mk II series quickly replaced the Mk I in production and differed by having additional armor bolted on to the hull & turret. The added turret armor was spaced (which gave the impression of a larger turret) for better resistance to AT rifles. Counts as having spaced armor on turret sides and rear. The A13 Mk II CS tanks had a 94mm howitzer which fired smoke rounds only.. A11 Matilda I - first `Infantry' tank to enter service, it was small, well armored, slow and cheap. While impervious to most AT guns in 1940, it lacked firepower mounting only one water-cooled MMG. Standard armament for the A11 was the.30 cal Vickers MG although small numbers were equipped with a Vickers.50 cal HMG. The tank was nicknamed `Matilda' from it duck like appearance. A12 Matilda II & II CS - like the A11, this infantry tank was still slow and extremely well armored for its day. The 2pdr gun proved a match for most Axis tanks but the inability to be upgunned was its downfall. The A12 CS mounted the 76mm howitzer instead of a 2pdr and fired both HE & smoke. A12 Matilda II FROG - Australian conversion of a Matilda II with a flame projector replacing the 2 pdr gun. Light Tank Mk I-V - these light tanks were designed for colonial use (keeping down the natives) rather than European warfare. Standard armament for the Mk III-V was a.30 cal water-cooled Vickers MG with small numbers being equipped with the Vickers.50 cal MG. Light Tank Mk VI-VIC - the chassis was identical to previous marks with a larger two man turret mounting both an LMG & HMG. Intended for reconnaissance, they were more often employed as main battle tanks. The Mk VIC was distinct from other Mk VIs by the air-cooled 15mm Besa main armament. Light Tank Mk VI AA - standard Mk VI with turret replaced by an armored open-topped twin.50 cal MG turret. Tetrarch & Tetrarch CS - entered production prior to making the decision that armored cars would completely replace Light tanks. The tanks that were produced were retained for airborne units or exported to Soviet Union. The Tetrarch CS mounted the 76mm howitzer and fired both HE & smoke. A15 Crusader I & Crusader I CS - developed from the A13, the Crusader was an unreliable tank because it was rushed into service. Riveted armor was used extensively and the hull MG was mounted in a cramped turret opposite the driver. The Crusader CS mounted the 76mm howitzer in place of the 2pdr and fired both HE & smoke. Crusader II & Crusader II CS - an uparmored Crusader I with the hull MG turret removed and used for storage.. Crusader III - consisted of an upgunned Crusader II with the 2pdr being replaced by a 6pdr gun. As a result, the turret crew was reduced from three to two. Hull and turret armor were marginally increased. Crusader AA Mk III - consisted of a Crusader III chassis and hull with a new turret mounting twin 20mm cannon. With a lack of enemy aerial targets after the Normandy landings, these AA tanks were retained for infantry support engaging ground targets. The Crusader AA Mk I was similar with a larger open-topped turret mounting a 40mm Bofors AA cannon. They were used during the Normandy landings but were quickly withdrawn seeing very little action. Centaur IV - the predecessor of the Cromwell, 940 were built with a small number being converted for use in close support by mounting the 95mm howitzer. The Centaur differed from the Cromwell by having an inferior engine. The majority of Centaurs were later upgraded to Cromwells. Cromwell IV - replaced the Crusader as the main battle tank. Speed on initial production tanks was 40mph and was deliberately dropped to 32 mph to improve reliability and reduce crew injuries (the transmission governor was sometimes removed by crews to obtain the higher speed). The Cromwell was the first British tank built that was on par with the M4 Sherman. Cromwell VII - this was a Cromwell IV with applique armor added to the hull and turret fronts. Cromwell VI & VIII - the close support variants of the Cromwell IV & VII mounting the 95mm howitzer in place of the 75mm L40. Firefly - with the Challenger program suffering design problems, the Sherman M4A1 & M4A4 (being identical in performance) was hastily upgunned with the 17pdr prior to D-Day. It was originally thought that the M4 turret would suffer from the powerful 17 pdr recoil, however it was not the case and proved a highly successful stopgap. Challenger - suffering design problems which led to a long delay before entering service, it was based on an extended Cromwell chassis and mounted a very high turret with a 17pdr gun. Comet - intended to be an upgraded Cromwell, the Comet ended up being a complete redesign. Due to the 17pdr's vicious recoil, the 77mm gun was developed & mounted in the new turret. Valentine I-VII - this infantry tank proved to be one of the most reliable AFVs to enter British service. All variants from Mk I-VII were identical except for engine detail and minor turret layout. The Mk III & V (used only in Tunis) had a new turret which allowed for a third crew member (the Fire Order is reduced by -1.) The Mk I was used entirely for training in England. The Mk VI & VII were Canadian variants equivalent to the Mk II and were all shipped to the Soviet Union. Valentine IX-X - an upgunned variant of the Mk V with the 6pdr replacing the 2pdr. Turret crew was reduced back to two. Valentine XI - last production variant to see combat, it consisted of an upgunned Mk X with 6pdr replaced by 75mm L40. Churchill I - fearing trench warfare would return to Europe in 1939, the Churchill design was instigated. The 76mm L25 howitzer was mounted in the hull and the 2pdr in the turret. The Fire Order given for the Mk I relates to the 2pdr; For 76mm L25, use `FO=9'. The Churchill Mk II was identical to the Mk I except for the 76mm L25 being replaced with an LMG. All Mk IIs were rebuilt as Mk III & IV with many being shipped to the Soviet Union. Churchill III-IV - two new turrets were developed for mounting the 6pdr in the Churchill. The Mk III used a welded turret while the Mk IV had a cast turret, the latter being favored more by crews. Characteristics for both were identical. Churchill V - close support variant of the Mk IV, it mounted the 95mm L22 howitzer in place of the 6pdr. Churchill NA75 & VI - during the campaign in Tunisia, quantities of Mk IVs were upgunned in the field by installing 75mm L40 guns (& mantlets) salvaged from wrecked M4 Shermans. The Churchill IV NA75 were so successful that the introduction of the official variant, Mk VI, was accelerated. The Mk VI consisted of a Mk IV mounting the British 75mm L40 in place of 6pdr. Churchill VII - the Churchill underwent a redesign in 1943 to produce an uparmored Mk VII variant. Still similar in appearance to earlier models, it had a new turret and increased armor on the hull. Speed dropped with the increase in weight. Churchill VIII - close support variant of the Mk VII with 95mm L22 howitzer replacing the 75mm L40. Churchill AVRE (Armored Vehicle Royal Engineers) - based on the Mk IV with added applique armor. The main armament is a 290mm Petard Spigot Mortar which was loaded from outside the turret by the hull MG gunner. The normal roof hatch was enlarged to enable the 40lb projectile to be man-handled up to the muzzle. Once fired, the Petard mortar requires a full move to reload and can only be carried out if the turret is facing 12 o'clock. While reloading, the hull MG gunner is exposed and can be fired at as if within `hardcover'. The Churchill AVRE was capable of various tasks; Fascine carrier, Bridge layer, Demolitions, etc. The crew were trained engineers and sappers and were capable of carrying out engineering tasks outside the AFV. Churchill Crocodile - field kits were provided for installing a flame projector in place of the hull MG on Mk VIII tanks. Fuel was carried is a towed pressurised armored trailer. SELF PROPELLED GUNS Achilles - a US M10 Tank Destroyer rearmed with 17 pdr. Bishop - an SP version of the Valentine, consisted of the chassis with a fixed crude superstructure fully enclosing a 25 pdr in limited traverse. This AFV was not well liked by it's crew because of its slow speed, large size and cramped interior. Archer - modified Valentine chassis mounting a 17 pdr which faced to the rear. This AFV cannot move and fire in the same turn as the driver's position was directly behind the gun breech and had to be evacuated prior to firing to avoid the recoiling breech. Sexton - as the Canadian Ram tank was considered obsolete by 1942, it was redesigned and manufactured into an SPA to replace the US M7 `Priest' in British service. Using a layout similar to the M7, the sides of the Ram were extended up and a 25 pdr gun mounted in an open-topped compartment with limited traversed. Deacon - based on the Matador MAT (Medium Artillery Tractor), the chassis and drivers cab were completely armored with an open backed turret mounted at the rear. This turret had 320º traverse and gun crew were completely exposed from the rear to small arms fire. APC/RECONNAISSANCE AEC Mk I,II & III - based on the Matador Medium (4x4) artillery tractor, this AC was slow and very heavily armored for it's time. The Mk I was built with a Valentine II turret and armament. The Mk II had a more powerful engine and featured a new turret mounting a 6pdr. The Mk III was essentially the same as the Mk III except a 75mm L40 was installed in place of the 6 pdr. By all standards, this AC constituted the most potent AC to enter service in WWII, being the wheeled equivalent to a tank. Staghound I & II - supplied under Lend-Lease, the Staghound had an unreliable and noisy transmission which proved undesirable for a vehicle intended for reconnaissance work. It was a popular command & liaison vehicle due to it's spacious interior. The Staghound II was the close support version of the Mk I and mounted a 76mm L25 howitzer in place of the 37mm L54. Staghound III - the original MkI turret was replaced by an ex-crusader turret mounting a 75mm L40 gun (surplus from Crusader AA conversions.) Hull and chassis remained unmodified. Staghound AA - standard Staghound hull & chassis with a small opentopped turret mounting twin.50 cal HMGs. Humber II-III - based on the Quad (4x4) Field Artillery Tractor, the MkII was an the intermediate step to more sophisticated AC designs which followed. The Mk III differed from the Mk II by having a larger three man turret. Humber IV - as per Mk III except the 15mm Besa HMG was replaced with the 2 pdr gun & coaxial LMG. Humber Scout Car - this SC was cheaper to version of its Daimler & Lynx counterparts, having less armor and a more spacious interior. An additional passenger could be carried to the crew of two, making it a useful AOP vehicle. Humber III/Otter LRC - Light Reconnaissance Car (LRC). The Humber III was rushed into production in 1940, built on a 8cwt 4x4 truck with a thinly armored body. The Otter was a Canadian version of the same design. Both designs were unsophisticated and cheap, mounting a Bren LMG in an open topped turret. Daimler Scout Car - nicknamed `Dingo', they were developed for a scouting and liaison role. Carrying a two man crew, 48

49 Daimler I-III - with the Daimler SC being so successful, a larger armored car version was developed with similar characteristics. It was the first British AC to mount a 2pdr gun having the turret that was used on the Tetrarch Light tank. Rear facing steering was available for use by the commander in emergencies. Lynx Scout Car - with the Daimler SC being so successful, Canada commenced production of a copy using different automotive components which lead to the Lynx SC. Morris Cs9/LAC - based on the Morris Cs9 4x2 15 cwt trucks with a light armored body. Stopgap measure until improved designs became available. Rolls Royce dating back to 1914, these WWI AC were still in service but with modified open top turrets. Original mounting an MMG, it was replaced with an AT rifle & Bren LMG. The actual vehicles used were 1920 & 1924 Pattern cars. Marmon Herrington I-III - manufactured in S.Africa and built on the commercial Ford 4x4 chassis with a light armored body. They were poorly armed, unsophisticated but very reliable. Both the AT rifle and Bren LMG were mounted together in the open topped turret. A much improved MkIV version was produced mounting a 2pdr gun but none entered service or saw combat. Marmon Herrington IIIa & IIIb - compared to German ACs, the Marmon Herrington was considerably under gunned and between , many crews replaced the small turret with captured enemy guns. The two most common field modifications were Italian 20mm AA and 47mm L34 gun, both mounted with limited traverse. Gun crews were exposed from the sides and rear (partial protection only.) Carrier`LMG' & Carrier`ATR' - developed to provided mobility and protection for the Bren LMG and Boys AT rifle. The Universal Carrier (often referred incorrectly to as `Bren Carrier') was employed in many roles, such AOP, gun tractor (6pdr), mortar carrier, etc. All varied in minor detail. Armament for Carriers consisted of either a Bren LMG or Boys AT rifle in the front gunners location with an optional Bren LMG in the rear passenger compartment as an AA LMG. Armament can be removed by passengers for use outside AFV. The PIAT can also be fired from within this AFV. Earlier models seated 3, later 4 crew. If the crew/passengers disembark, they disembark as either whatever type of team they are, or, if they wish to take the carrier s armament with them, then they disembark as a LMG or AT Rifle team, according to which type of carrier it is. The carrier cannot move or fire unless the team re-embarks. Carrier `MMG' - two versions existed, each mounting a Vickers MMG. Some Australian built Carriers had the Vickers built into the front gunners position as a bow MMG with limited traverse, while the British version had the MMG on a pedestal at the rear with all round traverse (crew exposed). The crew and weapon can disembark as a MMG Team. The carrier cannot move or fire unless the team re-embarks. Carrier 2" Mortar - the light 2" mortar was specially mounted alongside the gunners compartment and could be fired from the AFV or dismounted & fired separately from the AFV as a 2 mortar team. The carrier cannot move or fire unless the team re-embarks. Carrier Wasp - standard Carrier modified with a Ronson flame projector with fuel tanks installed in the rear passenger compartment. Carrier, Wheeled`Indian Pattern' - light 4x4 open topped armored scout car built in India. Intended to be used in a similar role to the Universal carrier with space for four passengers. A Boys AT rifle could replace the hull mounted Bren +2 PV. The team can disembark as per the notes for Carrier LMG above. The carrier cannot move or fire unless the team reembarks. Carrier, Wheeled`Indian Pattern' 3" Mortar - converted to carry and fire a 3" mortar from within the vehicle. The mortar faced to the rear. Cannot be dismounted. The vehicle is required to be stationary one turn prior to any firing for the weapon to be calibrated. Stuart Kangaroo/Recce - field modification of the Stuart M3 & M3A1 US Light tank. The turrets were removed by British Recon units to reduce the height of the tank and increase its speed. A pintle mounted LMG was added along with seats for passengers in the hull. Both Recce and Kangaroo versions were virtually identical, the latter being used mainly in an APC role similar to a Carrier. Priest Kangaroo - as the Canadian Sexton became more numerous, numbers of Priests were converted to APCs. The only modification carried out was to remove the 105mm howitzer and plate over the gap. Rows of bench seats were installed inside. Ram Kangaroo - the hull of the Canadian Ram tank was used in it's original form as an APC. Removing the turret, the hull was gutted and bench seats installed for passengers. The LMG mounted in the small forward turret opposite the driver was retained. Buffalo MkII & MkIV - US Lend Lease LVT(A)2 or LVT4 mounting 20mm Polsten Cannon and two MMGs on either side the hull. Refer US LVT(A)2 & LVT4. (Amphibious Speed across water; 8cm/move.) BRITISH GUNS At the start of war, the British arsenal was in the process of either modernising their stocks of old WWI guns or adopting completely new designs. The latter involved the development of the 6pdr, 17pdr, 25pdr, 4.5", and 5.5" combinations which did not enter production for sometime. This delay and the lack of firepower cost the British a heavy price on the battlefield in the early years. So much so, that their tactics quickly relied on the smoke capability of the larger guns to make up for this lack of firepower. Lend-lease equipment helped offset the quality with quantity. BRITAIN Range in cm PV AT/Tank Guns Size FO NOTES 36 40mm L50 2 pdr A (12) (11) (10) (9) (8) (5) to-hit base 3 HE penetration +9pg -> 2 pdr Lt John Adapt. (12) (11) (9) (7) (5) 3 no HE mm L45 6 pdr B (12) (12) (11) (11) (10) (9) (9) (7) (6) 4 HE pp APDS ammunition (12) (12) (11) (10) (8) (7) (7) (5) mm L40 Mk V-VA * (12) (13) (12) (11) (10) (10) (9) (9) (8) (6) * Smk, WP mm L25 3 MI-IIA * (11) (10) (9) (9) (8) (7) (6) (5) * Smk mm L55 17 pdr B (12) (13) (12) (11) (11) (10) (10) (10) (9) (8) pp APDS ammunition (12) (13) (12) (11) (10) (8) (8) (6) mm L49 Mk II * (12) (13) (12) (11) (11) (10) (10) (9) (9) (7) * mm L * (11) (10) (9) (8) (7) * Fires Smk ONLY mm L22 Mk I * (11) (11) (10) (10) (9) (9) (8) (7) * Smk,WP > 95mm L22 Mk I HEAT (10) (10) (9) (9) (7) (7) (6) PV Howitzers/Field Guns Size FO NOTES 57 84mm L29 18 pdr B (11) (11) (10) (9) (9) (8) (8) (7) (7) 6 Smk, WP mm L28 25 pdr B (12) (11) (10) (10) (9) (9) (8) (8) (7) 6 Smk mm L15 25 pdr short B (11) (10) (10) (9) (8) (7) (6) 6 Smk, No Gun Shield mm L B (11) (10) (9) (8) (8) (7) (6) 7 Smk, WP pg -> 94mm L HEAT (10) (9) (9) (8) (6)

50 63 114mm L C (11) (10) (9) (9) (8) (7) (6) 8 Smk,WP mm L4 Petard * (11) (9) (7) * PV AA/Automatic Cannon Size FO NOTES 25 20mm L85 AA A (13) (12) (10) (8) (6) mm L85 AA Dual * (13) (12) (10) (8) (6) * mm L56 AA Bofors B (12) (13) (12) (11) (9) (7) British Gun Notes AT/Tank Guns 40mm L50 2 pdr - light AT gun mounted on a tripod with 360º traverse. This gun is treated as a `turret mounted' gun for AT Fire deductions with its all-round traverse. HE ammunition was available in early 1941, it was not issued to units as standard until Gun can be carried & fired `en portee' on a 15cwt truck (or heavier) with 360º traverse. Gun can be fired by crew without unlimbering. The optional `Little John' adaptor was a squeeze bore attachment developed using the same principle as the German squeeze bore guns. All 2 pdr with this attachment can fire it every turn, but can t fire HE. Can be used on any 2 pdr, including AFVs. 57mm L45 6 pdr - replacement gun for the 2 pdr, it was also copied by the US and called 57mm M1. APDS ammunition was introduced in June HE ammunition did not become available until March Gun can be carried & fired `en portee' on a 30cwt truck (or heavier) with the gun facing either forward or to the rear. 75mm L40 QF - this gun used the same mounting as the 6pdr which meant AFVs armed with 6pdr's were easily be upgunned (including ACs.) QF stood for `quick firing' which meant the ammunition was one piece. Smoke ammunition was developed in 1943, with WP rounds only becoming available in June mm L55 17 pdr - when originally rushed into service, the barrels were mounted on 25pdr carriages as a stop-gap until production of the carriages caught up. APDS ammunition was introduced in September Not equipped with HE prior to June mm L49 - shortened version of the 17pdr designed for mounting on tanks only and using the same ammunition. Howitzers/Field Guns 76mm L25 3" - light weight howitzer developed for use in AFVs only. 84mm L29 18 pdr - ex-wwi artillery gun on a modernised carriage. 88mm L28 25 pdr - standard artillery gun. The original 25 pdr Mk I was in fact rebored 18 pdr guns which were referred to as 18/25 pdr. A unique feature was the swinging firing platform mounted under the gun. 88mm L15 25 pdr Short - a shortened version of the 25 pdr field gun which bore little resemblance to the original. It was produced in Australia specifically for jungle warfare and was nicknamed the `Baby 25 pdr'. 94mm L13 3.7" - mountain howitzer. HEAT ammunition became available in 1943 for use against Japanese AFVs. Could be broken down for pack mule transportation. 94mm L15 3.7" - light weight howitzer developed for AFVs. Only smoke ammunition was ever developed. 95mm L22 - developed as an infantry howitzer. Only saw service equipping various Cromwell & Churchill CS tanks. 114mm L16 4.5" - modified WWI howitzer. 290mm L4 Petard Mortar - muzzle-loaded short-ranged spigot mortar which fired a 40lb projectile for use against fortifications. Nicknamed the `Flying Dustbin'. AA/Automatic Cannon 20mm L85 AA - three types of 20mm AA cannon were used by the British; Oerlikon, Hispano-Suiza & Polsten. The Oerlikon was the most common type in service while the less numerous Polsten was preferred. Self destructing ammunition was not developed until 1945 and these guns saw very limited service because of this. (ie, a non-self destructing AA shell fired at a plane is going to come down again...) 40mm L56 AA Bofors - Swedish AA gun which was widely export to many countries and used extensively by both sides during the war. Produced under license in UK & Hungary and in the US from Prior to this, all guns were purchased direct from Sweden. Gun can be fired by crew without unlimbering. British Organisation INFANTRY BATTALION Three such battalions made up an Infantry Brigade. All sections/units without Carriers can have trucks if the BEF. Radios issued to platoon level. INFANTRY BATTALION Infantry Battalion 1 Infantry Battalion HQ ( add 2 12 PV) HQ 3 Infantry Companies * 1 Support Company battalion support unit 1 Support Company HQ (1 Company HQ Team + radio, 1 Rifle Team Rides, 2 carriers.) use only if company fielded intact 1 Mortar Platoon (2 sections, each with 2 x 3 /76mm mortars, 2 carriers) (increase to 3 sections from 1942) ( add 1 6 PV each to each carrier in mortar platoon) 1 Carrier Platoon (13 x carrier, each with its own driver) Can carry one infantry platoon. 1 MG Platoon (4 x Carrier MMG ) 1 AT Platoon (6 x 2 pdr, 6 trucks) ( ) 1 AT Platoon (6 x 6 pdr, 12 Carriers) ( ) 1 Engineer Platoon (HQ + 3 squads as below, plus engineer weapons) ( add 2 12 PV to each engineer squad) Infantry Company 1 Infantry Company HQ (2 Company HQ Teams, 1with radio, 4 Rifle Teams) HQ 1 Infantry Company HQ (as above, but add 1 PIAT to one team) HQ 3 Infantry Platoons * Infantry Platoon 1 Infantry Platoon HQ (1 Pl. HQ Team + radio, 1 Boys ATR Team, 1 50mm mortar) HQ 1 Infantry Platoon HQ (1 Platoon HQ Team + radio, 1 50mm mortar) HQ 1 Infantry Platoon HQ (as above, but add 1 PIAT to each team) HQ 3 Infantry Section (1 LMG Team, 2 Rifle Teams) * Historical Section (do not use in gameplay) Infantry Platoon HQ Section (1 Off, 6 men, with 1 SMG, Boys AT Rifle, 50mm Mortar, and rifles, radio) Infantry Platoon HQ (1 Off, 6 men, with 1 SMG, 50mm Mortar, and rifles, radio) Infantry Section - (1 NCO, 9 men with 1 LMG, 9 rifles) Infantry Company HQ Section - (2 Off, 2 4 NCO, men with 2 3 SMG and rifles, radio) Support Company HQ Section Support Company Engineer Platoon - (1 Off, 4 NCO, 28 men) MOTORISED INFANTRY BATTALION One was attached to each armored brigade and three to each motorised infantry brigade. Radios issued to platoon level, (plus radios in the M3 scout cars or halftracks where relevant). 50

51 MOTORISED INFANTRY BATTALION Motorised Infantry Battalion 1 Infantry Battalion HQ HQ 4 Infantry Companies (Reduce to 3 Companies from 1942) * 1 AT Company (From 1942) battalion support unit 1 AT Company HQ (only take it co. not broken down) 4 AT Platoons (each with 4 x 2/6 pdr, 4/8 carrier) 1 MG Platoon 4 sections, each with 2 x Carrier MMG (1 Carrier MMG team is Platoon HQ) (From 44) battalion support unit Motorised Infantry Company Infantry Company HQ (2 x Company HQ Teams, 1 with radio, 1-2 MMG, 1-2 trucks). HQ 3 Infantry Platoons (Reduce to 2 Platoons from 1942) * 1 Scout Platoon * 1 MG Platoon ( ) company support unit 2 x MG Section (each with 2 x Carrier MMG. Treat one MMG Team as Platoon HQ) 1 x Mortar Section (2 x 3 mortar, 2 x carrier) Motorised Infantry Platoon (From 1943 add 1 x PIAT to all HQ and infantry sections) 1 Infantry Platoon HQ (details below) HQ 1 Platoon HQ Team + radio, 1 Boys ATR Team or 1 50mm mortar, 1 light truck (or M3 Scout Car in 1943) 1 Infantry Platoon HQ (details below) HQ (1 Platoon HQ Section + radio, 1 Rifle Team + PIAT, 1 50mm Mortar, M3 Halftrack.) 3 Infantry Section (1 LMG Team, 1 Rifle Team, 1 light truck) * 3 Infantry Section 1943 (1 LMG Team, 1 Rifle Team with a PIAT, lt truck or M3 Scout Car) * 3 Infantry Section (1 LMG Team, 2 Rifle Teams, one with PIAT, M3 Halftrack) * Motorised Scout Platoon (From 1943 add 1 x PIAT to all HQ and scout sections) 1 Scout Platoon HQ (1 x Carrier LMG + radio. Counts as HQ PV) HQ 2 LMG Scout Section (1 x Carrier LMG ) * 1 AT Rifle Section (1 x Carrier ATR ) * Historical Data (do not use in gameplay) Motorised Infantry Platoon HQ Section (1 Off, 2 NCO, 3 men, 1-2 SMG, Boys AT Rifle OR 50mm Mortar, rifles, radio) 1 light truck Motorised Infantry Platoon HQ Section (1 Off, 2-4 NCO, 5-7 men, 2-5 SMG, 50mm Mortar, rifles, radio, PIAT) M3 H/T. Motorised Infantry Section (1 NCO, 5 men with 1 LMG, 0-1 SMG, rifles) Motorised Infantry Section (1 NCO, 7 men with 1 LMG, 1-2 SMG, rifles, PIAT) 1 light truck or M3 Scout Car. Motorised Infantry Section '45 - (1 NCO, 9 men with 1 LMG, 1-2 SMG, rifles, PIAT) 1 M3 Halftrack. Motorised Scout Platoon HQ - (1 Off, 2 men, 1 Carrier LMG, rifles, portable radio) Motorised Scout LMG Section - (1 NCO, 2 men, 1 Carrier LMG, rifles) Motorised Scout AT Rifle Section - (1 NCO, 2 men, 1 Carrier ATR, rifles) Motorised Infantry Company HQ Section - (2 Off, 8-10 personnel, 2-4 SMG, 1 2 MMG, rifles, radio) 1-2 trucks. INFANTRY TANK BRIGADE These units were held at Corps level and attached to infantry divisions when needed. you cannot have more than one of the below tank squadrons per infantry company in your force. INFANTRY TANK BRIGADE Infantry Tank Brigade Infantry Tank Brigade HQ (4 infantry tanks) 1 per inf tank brig. 3 Infantry Tank Brigade Battalions - Infantry Tank Battalion 1 Infantry Tank Battalion HQ (2 infantry tanks, 2 light tanks) 1 per inf tank bat. 3 Infantry Tank Squadrons - Infantry Tank Squadron (equivalent to a company) 1 Infantry Tank Squadron HQ (1 infantry tank, 1 light tank, 6 m/c, 1 carrier) 1 per inf tank squad. 5 Infantry Tank Troops (3 infantry tanks) equivalent to a platoon - * Light Tanks are Mk VI, Infantry Tanks are Matildas. You can mix Matilda I and II in the same Squadron. Valentines can be used from INFANTRY TANK BRIGADE Infantry Tank Brigade 1 Infantry Tank Brigade HQ (4 Cruiser & 2 AA tanks) ( Command Tanks, 4 Cruisers) HQ 3 Infantry Tank Brigade Battalions * 1 AA Troop (2 x AA Tanks) battalion support unit 1 Bridge Layer Troop (3 x Bridge Layer Tanks) battalion support unit Infantry Tank Battalion 1 Infantry Tank Battalion HQ (2 infantry tanks, 2 lt tanks) ( infantry tanks, 2 light tanks) HQ 3 Infantry Tank Squadrons * 1 AA Tank Troop (8 x AA Tank) (drop from ) battalion support unit 1 Recon Troop (12 x Scout Cars, in 4 platoons of 3 each) battalion support unit 1 Recon Squadron (9 x Light Tank, 9 x Scout Cars, in 6 platoons of 3 each) battalion support unit Infantry Tank Squadron (equivalent to a company) 1 Infantry Tank Squadron HQ (1 infantry tank, 2 CS tanks) HQ 5 Infantry Tank Troops (3 infantry tanks) equivalent to a platoon * * Light Tanks are Mk VI, Infantry Tanks are Matildas. You can mix Matilda I and II in the same Squadron. Valentines can be used from * Infantry Tanks are Matildas or Valentines. Matildas can be used to and including 1943, Valentines to and including Churchills are the infantry tanks used from ARMORED REGIMENT 1940 Three such regiments made up the bulk of an armored brigade or division. ARMORED REGIMENT 1940 Armored Regiment Armored Regiment HQ (4 cruiser tanks) HQ 3 Armored Squadron * Armored Squadron 1 Armored Squadron HQ (2 cruiser tanks, 2 CS cruiser tanks) HQ 3 Troop (3 x cruiser tank) (or 2 troops could have 3 x light tank) * 51

52 ARMORED REGIMENT 1941 Armored Regiment 1 Armored Regiment HQ (4 tanks, either A13, Stuart or Crusader) HQ 3 Armored Squadron * Armored Squadron 1 Armored Squadron HQ (2 cruiser tanks, 2 CS cruiser tanks) HQ 3 Troop (3 x cruiser tank) * ARMORED REGIMENT Armored Regiment March 1 Armored Regiment HQ (4 x Stuart tanks) HQ 2 Medium Armored Squadron * 1 Light Armored Squadron * Medium Armored Squadron 1 Medium Armored Squadron HQ (3 x Grant tanks) HQ 3 Troop (3 x Grant tanks) * Light Armored Squadron 1 Light Armored Squadron HQ (4 x Stuart or Crusader) HQ 4 Troop (4 x Stuarts or Crusaders) * ARMORED REGIMENT Armored Regiment March 1 Armored Regiment HQ (4 x Sherman, 4 x AA Tank) HQ 3 Armored Squadron * Armored Squadron 1 Armored Squadron HQ (4 x Sherman) HQ 3 Troop (3 x Sherman, and when available, 1 x Firefly was added, making 4 tanks) * * * Another option is to have Cromwell instead of Sherman, and Challenger instead of Firefly. From 1944, up to 2 Shermans can have 76mm. RECCE/CAVALRY REGIMENT These units were held at Corps level or with an armored division. RECCE/CAVALRY REGIMENT Recce/Cavalry Regiment Recce/Cavalry Regiment HQ (4 cars) HQ 3 Recce/Cavalry Squadron * Recce/Cavalry Squadron 1 Recce/Cavalry Squadron HQ (2 cars) HQ 4-5 Recce/Cavalry Troop (3 cars) * RECCE/CAVALRY REGIMENT Recce/Cavalry Regiment 1 Recce/Cavalry Regiment HQ (4 armored cars) HQ 3 Recce/Cavalry Squadron * Recce/Cavalry Squadron 1 Recce/Cavalry Squadron HQ (3 armored cars) HQ 5 Recce/Cavalry Troop (2 armored cars, 1-2 scout cars) * RECCE/CAVALRY REGIMENT Recce/Cavalry Regiment 1 Recce/Cavalry Regiment HQ (3-4 Daimler/Staghound armored cars, up to 12 scout cars) HQ 4 Recce/Cavalry Squadron * Recce/Cavalry Squadron 1 Recce/Cavalry Squadron HQ (1 Daimler/Humber, 3 Staghound, 1 scout car) HQ 1 Recce/Cavalry Support Troop (2-3 75mm gun halftracks or armored cars, 1 scout car) squadron support unit 5 Recce/Cavalry Troop (2 Daimler/Humber, 2 scout car) * * an alternative option is for Stuart tanks to replace armored cars, and turretless T8 tanks to replace scout cars. ANTI-TANK REGIMENT Each artillery brigade of a division had one of these attached to it. Radios from batteries and up. INFANTRY DIVISION ANTI-TANK REGIMENT Anti-Tank Regiment 3 AT Batteries support unit Anti-Tank Battery 4 Anti-Tank Troop (each with 4 x 2/6/17 pdr AT guns, all motorised) support unit ARMORED DIVISION ANTI-TANK REGIMENT Armored Division Anti-Tank Regiment 2 AT Batteries (same organisation as above) support unit 1 SP AT Battery support unit SP Anti-Tank Battery 1 SP Anti-Tank Battery HQ (2 x Valentine) support unit s HQ 4 SP Anti-Tank Troop (4 x 17 pdr/m10 SPs) support unit ARTILLERY 52

53 Larger calibre guns were held at corps level.) See artillery restrictions. ARTILLERY Infantry Division Artillery Brigade 3 Field Regiments (3 batteries, each with 8 x 25 pdr guns, all motorised) artillery Armored Division Artillery Brigade 1 RHA Regiment (3 batteries, each with 8 x Sexton or Priest SPs) artillery 1 Field Regiment (3 batteries, each with 8 x 25 pdr guns, all motorised) artillery AA Regiment Each artillery brigade of a division had one of these attached to it. Radios from troops up. AA REGIMENT AA Regiment 3 AA Batteries support unit AA Battery 3 AA Troop (6 x 40mm AA, all motorised) support unit * from 1944, one battery was truck mounted 40mm AAs. PARATROOP BATTALION Three such battalions formed an airborne brigade. Radios issued to platoon level. The glider borne battalion is the same as the Paratroop one below, but has 12 jeeps attached to the mortar platoon as transport, and an AT Platoon added to the Weapons Company, with 4 x 6 pdr with 8 jeeps.) PARATROOP BATTALION Paratroop Battalion 1 Paratroop Battalion HQ HQ 3 Paratroop Companies * 1 Paratroop Weapons Company (1 x Co. HQ Team) battalion support unit 1 Mortar Platoon (6 x 3 /76mm mortar, 1-2 PIATs) 1 Engineer Platoon (as normal section below, but with additional engineer weapons) Paratroop Company 1 Paratroop Company HQ (details below) HQ (2 Company HQ Teams, 1 + radio, 1 50mm mortar, 2 SMG Teams with PIAT, 1 Rifle Team) 3 Paratroop Platoons * Paratroop Platoon 1 Paratroop Platoon HQ (1 Platoon HQ Team + radio & PIAT, 1 50mm mortar+ PIAT) HQ 3 Paratroop Section (1 LMG Team, 1 SMG Team, 1 Rifle Team) * Historical Data (do not use in gameplay) Infantry Platoon HQ Section - (1 Off, 2 NCO, 5 men, with 3-5 SMG, 50mm Mortar, rifles, 1-2 PIAT, radio) Infantry Section - (1 NCO, 9 men with 1 LMG, 1-4 SMG, 9 rifles) Infantry Company HQ Section (2-3 Off, 4-6 NCO, 11 men with 50mm mortar, 1-2 PIAT, 6-12 SMG, Rifles, radio) France With the exception of the Soviets, this was the largest army in Europe and appeared to be the biggest threat to the expansion of Germany. It was also one of the least strategically developed armies present, still relying on the static-front war of trenches and fortifications. As they had won the previous war, the French High Command was over confident and very inept. Artllery was still the pride of the army and the rnanpower was to provide the punch instead of the armor in any attack or counter-attack. The French were also in a transition period where new equipment was starting to be introduced. The bulk of the army still dated back to WWI, even the ammunition was antique with a large proportion of shells failing to go off. The defensive attitude also lead to a deliberate lack of motorisation and a heavy reliance on the horse. FRENCH EQUIPMENT LIST PV AFV DATES PROD FR 37 FT FT-17 SA AMR ? 4 54 AMR 35 II HMG AMR 35 II (25mm) AMC 35 I AMC 35 II R R AMX/R H H S D D /168 Char B1 / B1 bis Char 2C 39-40? 7 41 AMC P ? 5 64/55 Panhard P-178 a/b Lorraine Schepp1er AMX/Renault UE PV GUNS DATES PROD FR 19 25mm L72 SA-L mle ? mm L22 mle ? mm L53 SA mle ? mm L20 mle ? L19 mle 19S/28S 39-40? mm L36 mle ? L19 mle 35B/34S 39-40? L60 Madsen AA 39-40? L60 Hotchkiss AA 39-40? mm L60 mle 29 AA 39-40? 5 PV ARTILLERY DATES PROD FR 80 75mm (per pair) mm (per pair) /155mm (per pair) mm (per pair) /240mm (per pair) mm mortar 39-40? mm mortar 39-40? 3 PV TRANSPORT DATES PROD FR see Field Car 39-40? 4 soft Light Truck 39-40? 3 skin Medium Truck 39-40? 4 chart Light Half track 39-40? 5 Medium Half track 39-40? 7 Motorcycle 39-40? 4 Motorcycle Sidecar 39-40? 6 Tractor 39-40? 4 PV INFANTRY DATES PROD FR 7 Rifle 39-40? 1 13 LMG (Magazine fed) 39-40? 2 26 MMG 39-40? 2 30 HMG 39-40? 4 15 Flamethrower Team 39-40? 4 5ea Demolition Charge 39-40? 4 page39 AP Mine 39-40? 2 page39 AT Mine 39-40? 4 30 FAO 39-40? 3 20 Radio 39-40? 4 French Equipment List Notes - No standard SMG was issued - French army made extensive use of horse teams and cavalry - artillery 75mm, 105mm, 145/155mm and 81mm mortars can fire smoke rounds indirectly 53

54 French Troop Class and Morale Rating Unit/s Troop Class Morale Rating Point Value Modification Notes Offboard Artillery Regular As unit rating no modification to PV Colonial Forces Regular Reliable no modification to PV whole force must be Colonial All Other Units Regular Poor -25% or x 0.75 * you need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers FRENCH SOFTSKINS Up until the mid 1930's, the French army relied entirely on the horse for hauling artillery, heavy weapons, supply and logistics. From 1935, the army commence a slow program of purchasing of military vehicles from various firms, both locally and imported with the intention of motorising various units and divisions. When German motorised forces stunned the world with their swift invasion of Poland in late 1939, the French army panicked and began purchasing large quantities of vehicles from any and all sources available (many of which did not get delivered before the German attack.) When the Germans invaded the West on 10 May, the French army possessed a meagre 100,000 military vehicles, with a further 300,000 civilian vehicles requisitioned in the months leading up, (the latter being 4x2 types.) After the armistice in 1940, the French automotive industry continued to manufacture a variety trucks for the Wehrmacht until the country's liberation in Although purpose built military vehicles were grossly outnumbered by civilian vehicles in used, the former were entirely issued to combat units while the civilian types were relegated to supply, logistic and rear area transport units. PV FRANCE Description Drive Size Speed Capacity Tow Rd C/C in teams 7 Rhone 14R Motorcycle x 3 - A Gnome & Rhone AX2 M/cycle Sidecar x 2 - A Peugeot 202 Light Car 4x2 B Citroen 23, Renault ADK Light Truck 4x2 C A 12 Laffly V15, Latil M7T1 Light Truck 4x4 C A 14 Laffly W15T & S35TL Light Truck 6x6 C B 17 Laffly S20TL, Lorraine 28 Light Truck 6x6 C B 21 Citroen 45, Renault AGR Medium Truck 4x2 C B 28 Renault AGK Heavy Truck 4x2 D C 21 Laffly S45TL Heavy Truck 6x4 D D 14 Unic TU1 Light Halftrack ht B Citroen/Kegresse P17 Light Halftrack ht B A 17 Citroen/Kegresse P19 Light Halftrack ht C B 14 Unic P107 Medium Halftrack ht C C 14 Somua MCG Heavy Halftrack ht D D Rhone 14R Motorcycle - standard army solo motorcycle. Provision for rider only, no passenger. Gnome & Rhone AX2 - standard heavy 3x2 M/cycle-sidecar combination employed by the army. Optional pintle mounted LMG (mag fed) could be added for the sidecar passenger (at additional PV cost.) Peugeot light commercial 4x2 militarised car. An pintle mounted LMG (mag fed) could be installed on the side opposite the drivers (at additional PV cost.) Also includes other various light civilian cars (Renaults, Citroens & Simcas) acquired and used in the same role. Citroen 23, Renault ADK (4x2) - the Citreon 23 was the most common light 1«ton commercial trucks followed by the Renaults ADK, AGC and Peugeot DK5 & DMA. All these trucks were order in Sep 1939 during the panic of mobilisation and delivered in their thousands right upto June Laffly V15, Latil M7T1 (4x4) - light off-road trucks used primarily as gun tractors for 25mm AT gun or 81mm mortar. As with all off-road vehicles and half-tracks built by Laffly, a pair of small anti-ditching wheels were built in under the radiator. Laffly W15T & S15TL (6x6) - light off-road truck of extremely advanced design and exceptional cross-country performance. They were employed as gun tractors for light artillery (mainly the 75mm m1897.) The W15T was identical to the S15T except having a lower silhouette. The firm, Laffly, was the major supplier for cross-country trucks to the French army. Laffly S20TL, Lorraine 28 (6x6) - both these trucks were special off-road carriers for the Dragon Portes (motorised infantry.) Numerous version were built; command/liason, troop carrier, mortar carrier, MG carrier and gun tractor. All were identical except for modification to the rear section. Citroen 45, Renault AGR (4x2) - common types of medium 3«cargo trucks in service. Both used a conventional cab-after-engine design. Renault AGK (4x2) - commercial 6 ton heavy cargo truck purchased in quantity between Sep 1939 and June The vehicle featured a cab-overengine design similar in appearance to the AGR. Laffly S45T (6x4) - militarised 7 ton heavy off-road cargo truck. The truck was distinctively Laffly with its protruding front end and anti-ditching wheels under the front. Unic TU1 - light half track based on a Citroen car chassis and using the Kregress running gear with rubber band tracks. The vehicle was used built as a light command car and gun tractor. Latil TARH - heavy wheeled tractors whose first use dated back to WWI. The design underwent modernisation during the 30's, and were in production upto 1940 and even further again under German occupation. The heavy tractor featured 4x4 drive and four wheel steering. The tractors were almost exclusively used to tow artillery 155mm or larger. Citreon-Kegresse P17 - small semi-tracked prime mover for light guns. Except for the very smallest guns, it lacked carrying space to transport the entire gun crews which had to otherwise be transported some other way (ie. additional vehicles or on foot.) Citreon-Kegresse P19 - these light half-tracks were specifically designed for the motorised infantry (fusilers portes) and featured the Kegresse tracked running gear. A number of variants were built; a command/liason version for HQ staff, an infantry carrier with bench seating at the rear, and a gun tractor version for towing light AT guns. This category also includes the less numerous Hinston 16CV half track employed in the same role. Unic P107 - medium semi-tracked prime mover used for hauling light and medium artillery. This vehicle was the most common half-track in French service and used the Kegresse running gear with the rubber band tracks (that suffered from a very short life.) Somua MCG - heavy semi-tracked prime mover. The design of this half-track lay with early Somua-Kegresse half tracks developed in the 1920's. The halftracks was used to tow heavy artillery and recovery of tanks being in tandem (two in-line). Its major drawback was the lacked of space to transport entire gun crews, the majority having to be transported via other means (additional vehicles or on foot.) FRENCH MOTORISED GUNS PV FRANCE Description Drive Size Speed Armament Rd C/C 40 CAJ mle30 Berliet AA SP/Lt Truck 6x6 C x HMG 28 25mm mle 38 Berliet AA SP/Lt Truck 6x6 C mm L mm SA Laffly CdC AT SP/Lt Truck 6x6 C mm L mm mle 97 Citreon/Renault AT SP/Md Truck 4x2 C mm L mm mle 97 Conus Ford AT SP/Md Truck 4x4 C mm L mm Bofors GMC AA SP/Md Truck 6x6 C mm L48 AA CAJ mle30 Berliet - based on the light 1«ton Berliet VPR2 6x6 truck chassis. The vehicle was modified as a gun carriage with a flat platform over the rear to accommodate the dual 13.2mm HMG mounting and crew. The weapon had clear 360º traverse and no protection for the crew. Various field conversions existed with the same armament using the Laffly 6x6 or other vehicles, possibly outnumbering the official versions. 25mm mle38 Berliet - identical to the Camion de 13.2 except mounting the 25mm AA gun. No protection for crew provided. The 25mm AA gun was likewise mounted on various other trucks as field conversions (en porte.) 47mm SA35 Laffly CdC - self-propelled anti-tank gun based on the Laffly W15T 6x6 off-road truck. The vehicle had the 47mm SA35 AT gun mounted 54 at the back facing the rear with limited traverse. The prototype originally had armor plating all-round with an open top. Production models however were rushed into service between May & June 1940 with the armor omitted except for the gun shield. 75mm mle97 Citreon/Renault - Vichy French forces in North Africa converted a number of heavy trucks in SP guns by mounting the 75mm mle 1897 gun on a rotating platform giving it 360o traverse. The gun retained its shield but the vehicle was otherwise unprotected. The weapon could not engage targets over the drivers cab. 75mm mle97 "Conus" Ford F60L - this field conversion was carried out by the Free French in North Africa and was based on the Canadian Ford F60L

55 4x4 3 ton truck using scavenged Italian tank turret components and 75mm mle1897 field gun. The gun had a 360º traverse although it could not engage targets over the drivers cab. The gun itself was armored in the front and sides and the truck had an armored front end, including an enclosed driver's cab. The name "Conus" came from the French officer responsible for its development. 40mm Bofors GMC - truck mounted AA gun based on the 6x6 2«ton GMC truck. These vehicles were modified in August 1944 to mount the 40mm Bofors AA gun on the rear with 360o traverse for use against air and ground targets. The vehicle required no out-riggers and crew were unprotected. FRENCH ARMOR In keeping with the official French tactical doctrine of the late 1930's, tanks were nothing more than accompanying assault guns for the infantry. They were therefore designed to be slow, well armored and short ranged. In 1939, the French Army possessed over 3000 modern tanks - more than German could muster in May (That is, of course, if a tank with a one man turret could be called modern.) These were however divided and deployed all over France with little coordination or concentration of units. During late 1939, attempts were made to form divisional size armored units (eg. DCR, DCL) but these were still forming and under training in May French armored units in general did not function well together and proved ineffective in the face of German Panzers, the only exception being the 4th DCR under DeGaulle which gave a commendable account as a fighting unit. PV AFV NAME ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 37 FT-17 LMG B 4 39 FT-17 SA 37 L B 7 41 AMR 33 LMG B 4 54 AMR 35 I HMG,LMG B 5 52 AMR 35 II 25 L72,LMG B 6 85 AMC 35 I 47 L34,LMG B 6 71 AMC 35 II 25 L72,LMG B 5 72 R35 37 L22,LMG B 7 82 R39 37 L33,LMG B 7 86 AMX/R40 37 L33,LMG C 7 76 FCM36 37 L22,LMG C 7 77 H35 37 L22,LMG C 7 87 H39 37 L33,LMG C S35 47 L34,LMG C 7 96 D1 47 L28,LMG C 6 95 D2 47 L28,LMG C Char B1 75 L17,47L28,2*LMG C Char B1 bis 75 L17,47L34,2*LMG C Char 2C 75 L36,4*LMG D 8 41 AMC P16 37 L22,LMG C 7 64 Panhard P-178(a) 25 L72,LMG C 5 55 Panhard P-178(b) 2*LMG C 4 27 AMX/Renault UE none B - 31 Lorraine 37L none B - 2 Smoke Dischargers; No AFVs equipped Radios; All S35, D1, D2, Char B1 bis & Char 2C are equipped as standard. For Panhard P-178, only platoon and company command vehicles are radio equipped. One Man Turrets; All AFVs except Char 2C and AMC-35. French AFV Notes: FT-17 - ex-wwi infantry tank. AMR 33 - this light tank was accepted by the cavalry after deciding that fully tracked AFVs were more practical for reconnaissance than wheeled ACs. AMR 35 I & II - Variants I & II were identical except for the main armament, mounting either a 13.2mm HMG or 25mm L72 gun. There was a third less numerous model mounting an LMG. As the AMR 33 was under gunned, the AMR 35 quickly replaced it in production as the cavalry's reconnaissance tank. AMC 35 I & II - this was the cavalry's combat tank, being more heavily armored & gunned than earlier AMR reconnaissance series. Variants I & II mounted the 25mm L72 & 47mm L34 guns, both with coaxial LMG. This was the only French tank to see combat with a turret crew of two. R35 & R39 - light infantry tank which was slow, under gunned, but very well armored. Widely exported to pre-war French military allies. The R39 was a late production R35 which was upgunned with 37mm L33. AMX/R40 - development of the R35 with AMX running gear fitted to provide better C/C performance. Majority were equipped with 37mm L33 with a small number still mounting the 37mm SA. FCM36 - an infantry tank whose limited production was cut short for being too expensive. H35 & H39 - entered service first with cavalry units and later accepted by the infantry. Its speed was twice that of the R35 but characteristics were otherwise very similar. The H39 was a late production H35 upgunned with the 37mm SA being replaced with a 37mm L33. Somua S35 - built as a Cavalry tank, its modern design, thick armor, powerful gun & `all-cast' construction would have made this the best tank in 1940, except for the one man turret. The turret was identical to that used on the Char B1 bis. Char D1 - the D1 was an unimpressive infantry tank introduced in the early 30's by Renault and was extremely unpopular with crews for being very unreliable and under powered. First French AFV to be radio equipped as standard and mount the 47mm L28 gun (semi-automatic.) Char D2 - an infantry tank which was quickly superseded in production by the S35. Reasonably well armored, its impressive cast turret was used on both the latter Char B1 and S35 tanks. Char B1 & B1 bis - main battle tank of the French Army. Although a modern design, this tank suffered from an extremely poor crew layout which limited its effectiveness in combat. The turret was crewed by one overworked commander and the 75mm L17 howitzer in the hull was aimed and fired by the driver (which cannot be fired in the same turn if the AFV has moved.) Two LMGs were mounted, one in the turret and the other fixed in the hull alongside the 75mm howitzer. Neither of the hull mounted weapons could be fired while `hull down'. The `B1 bis' mounted the 47mm L34 gun while the earlier less numerous `B1' had a shorter semi-automatic 47mm L28 gun and less hull armor. Sixty captured Char B1 bis tanks in German service had the 75mm how. replaced by a flame projector. The hull gun is not effect by the one-man-turret rule. Char 2C - built as heavy `breakthrough' tank at the end of WWI, it entered service in 1921 and was the first multi-turreted tank in the world. It was manned by a crew of thirteen and mounted a 75mm L36 plus four MGs (one in front, one on each side & one in rear turret.) Schneider AMC P-16 (M29) - an armored half track reconnaissance vehicle built in the late 20's for the cavalry. It was based on the Somua Kegresse (half-track) tractor and mounted a small turret over the rear of the driving compartment. Panhard AMD-178(a) & (b) - 4x4 wheeled AC. Two variants were built mounting the 25mm L72 & LMG, or 2xLMG, in the turret. A command version had the 25mm gun removed. AMX/Renault UE - light armored gun tractor built for towing the 25mm Hotchkiss or 47mm AT gun. Two vehicles were required, one towed the gun while the second towed a small ammunition trailer (both tractor crews dismounted to man the gun.) Lorraine Scheppler - the only purpose built fully tracked APC to see service during WWII. Passengers rode in the small rear open topped compartment. Also used as a tractor for the 47mm L53 AT gun. FRENCH GUNS By 1940, the pride of the French artillery was suffering from having large amounts of obsolete WWI guns and insufficient production to replace them with up-to-date designs. The vintage guns were inadequate for the Blitzkrieg, being both heavy & quite immobile with horse drawn transportation. Ammunition stocks were also unreliable with the majority shells dating back over 20 years (WWI surplus.) French doctrine still considered artillery to be the dominant factor for any land battle, but the tactics employed were still hopelessly out-dated. FRANCE Range in cm 55

56 PV AT/Tank Guns Size FO NOTES 19 25mm L72 SA-L mle 34 A (12) (11) (9) (8) (6) mm L22 mle 16 A (11) (10) (7) mm L33 SA mle 38 * (12) (11) (10) (8) (6) * mm L28 * (12) (11) (10) (9) (8) (7) * mm L34 SA mle 34 * (12) (11) (10) (10) (9) (7) * mm L53 SA mle 37 A (12) (11) (11) (10) (9) (7) (5) PV Howitzers/Field Guns Size FO NOTES 31 65mm L20 mle 06 A (11) (10) (9) (8) (7) (6) (No g/shield) 4 Horse-drawn mm L17 SA mle 32 * (11) (10) (9) (9) (8) (7) * mm L19 mle 19S/28S B (11) (11) (10) (9) (8) (7) (5) 5 Smk, Horse-drawn mm L36 mle 1897 B (12) (11) (10) (10) (9) (8) (8) (7) (5) 5 Smk mm L19 mle 35B/34S C (11) (11) (10) (9) (8) (7) (6) (5) 7 Smk, Horse-drawn PV AA/Automatic Cannon Size FO NOTES 24 20mm L60 AA Madsen CMA A (13) (12) (10) (7) (5) mm L60 AA Hotchkiss A (13) (12) (11) (9) (7) (5) mm L60 mle 29 B (12) (13) (12) (11) (9) (7) French Gun Notes AT/Tank Guns 25mm L72 SA-L mle 34 - light AT gun. Towed by Renault UE tractor or Lt.truck. Not equipped with HE. In British service, gun can be transported & fired `en portee' on a 15cwt truck (or heavier) facing rearward. 37mm L22 mle 16 - obsolete punitive WWI infantry gun. Also employed as standard armament for infantry tanks. For cartage & transportation, this weapon counts as a heavy weapon, not an AT gun. 37mm L33 - designed as replacement tank armament for AFVs with the 37mm mle mm L28 SA mle 32 - developed as tank armament only for cast APX turret. Most French AFVs guns were manually loaded with poor rates of fire. This gun was the first semi-automatic loader and suffer serious mechanical problems throughout its life. 47mm L34 SA mle 34 - specifically develop tank gun for the APX turret, superseding earlier 47mm mle mm L53 SA mle 37 - divisional level AT gun. Towing vehicle was either a Lt truck or Lorraine 37L tractor. In German service, StGt 41 became available for use with this gun in late 1943, refer `Spigot Bombs'. Howitzers/Field Guns 65mm L20 mle 06 - small mountain gun which could be disassembled for pack horse transport. No gun shield. Horse-drawn only. 75mm L17 - hull mounted howitzer on the Char B1 tank. 75mm L19 mle 19S/28S - mountain gun. Could be broken down for pack horse transport. Widely exported. Horse-drawn only. 75mm L36 mle famous pre-wwi gun. Widely exported and built under license by many countries. 105mm L19 mle 35B/34S - standard medium artillery guns. Horse-drawn only. AA/Automatic Cannon 20mm L60 AA Madsen CMA - licensed built version of the Danish Madsen 20mm AA gun. 25mm L60 AA Hotchkiss - intended for dual role as an AA & AT gun. Ground and vehicle mounted versions were used. 37mm L60 AA mle 29 - designed by the navy as a static mount AA gun, it was adopted by the army and built with a new carriage. French Organisation INFANTRY REGIMENT Three regiments were found in each infantry division. Radios can be issued to regimental HQ, but not lower. French Infantry Regiment 1 Infantry Regiment HQ n/a 3 Infantry Battalion - 1 Weapons Company regiment support company 1 Weapons Company HQ use only if field as a whole co. 2 x AT Gun Platoons (each with 3 x 25mm AT Gun) 2 x Mortar Platoons (3 sections, each with 1 x 81mm mortar) French Infantry Battalion 1 Infantry Battalion HQ n/a 3 Infantry Company - 1 MG Company battalion support unit 1 MG Company HQ use only if field as a whole co. 1 Gun Platoon (2 x 25mm AT Gun, 2 x 81mm Mortar) 4 MG Platoons (2 sections, each with 2 x MMG) French Infantry Company 1 Infantry Company HQ (2 x Company HQ Team, 4 Rifle Teams) 1 per inf co. 4 Infantry Platoon - 1 Mortar Platoon (3 sections, each with 1 x 60mm mortar) company support unit French Infantry Platoon 1 Infantry Platoon HQ (1 Platoon HQ Team, 1 Rifle Team) 1 per platoon 3 Infantry Squads (1 LMG Team, 2 Rifle Teams) - Historical Data (do not use in gameplay) 56

57 Infantry Platoon HQ (1 Off, 2 3 NCOs, 3 4 men with rifles.) Infantry Squad (1 NCO, 10 men with 1 LMG and rifles.) Company HQ (2 Off, 5-9 NCO, 16 men, rifles) MECHANISED INFANTRY BATTALION Same as infantry battalion above, but entirely in trucks. Also had the following additions/changes: Radios issued to company HQs French Mechanised Infantry Battalion 1 MG Company was changed to the following: battalion support unit 1 MG Company HQ in 1 truck use only if field as a whole co. 1 Gun Platoon (4 x 25mm AT Gun, 4 x 81mm Mortar, 8 trucks) 2 MG Platoons (1 section, with 3 x MMG, 2 trucks) French Mechanised Infantry Company (addition) 1 MG Platoon (1 section, with 3 x MMG, 1 2 trucks) company support unit AT Company One was attached to each division. No radios. AT Company 1 47mm Battery (4 x 47mm AT Guns) see AT gun restrictions 2 25mm Battery (4 x 25mm AT Guns) see AT gun restrictions DCR ARMORED BRIGADE * One brigade formed the basis of an armored division, along with artillery and AT gun support. * See AFV chart regarding radios. DCR Armored Brigade 1 DCR Armored Brigade HQ n/a 2 Char B Battalion - 2 H39 Battalion - DCR Armored Battalion 1 Armored Battalion HQ (3 AFVs) 1 per arm. bat. 3 Armored Companies - DCR Armored Company 1 Armored Company HQ (2 Char B or 3 H39) 1 per arm. co. 3-4 * Armored Platoons (3 AFVs) - * 3 platoons if Char B, 4 platoons if H39 * There were also a number of independent companies based on the above format. Whole company is either Char D1, D2, B1 or H35/39. DLM LIGHT MECHANISED BRIGADE * One brigade formed the basis of a cavalry division, along with a motorised brigade of infantry, artillery and AT gun support. * See AFV chart regarding radios. DLM Brigade 1 DLM Armored Brigade HQ n/a 2 S35 Battalion - 2 H35 Battalion - DLM Battalion 1 Armored Battalion HQ (3 AFV) 1 per arm. bat. 3 Armored Companies - DLM Company 1 Armored Company HQ (2 AFV) 1 per arm. co. 4 Armored Platoons (3 AFVs) - INDEPENDENT ARMORED BATTALION Attached to armies. See AFV chart regarding radios. All the one type of AFV, either H35/39, R35/40, FCM, FT-17 Independent Armored Battalion 1 Armored Battalion HQ (3 AFVs) 1 per arm. bat. 3 Armored Companies - Independent Armored Company 1 Armored Company HQ (3 AFVs) 1 per arm. co. 4 Armored Platoons (3 AFVs) - ARMORED CAR BATTALION Two battalions attached to DLM and one to motorised divisions. See AFV chart regarding radios. All the one type of armored car. Armored Car Battalion 1 Armored Car Battalion HQ (2 A/Cs) 1 per arm. car bat. 2 Armored Car Companies - Armored Car Company 1 Armored CarCompany HQ (3 AFVs) 1 per arm. car co. 3 Armored Car Platoons (3 AFVs) - 57

58 ARTILLERY Each infantry or armored division had two artillery regiments. See artillery restrictions. ARTILLERY Infantry Division Artillery Regiment # mm Artillery Battalion (3 batteries with 4 x 75mm guns) artillery Infantry Division Artillery Regiment # mm Artillery Battalion (3 batteries with 4 x 105mm guns) artillery 1 155mm Artillery Battalion (3 batteries with 4 x 155mm guns) artillery Armored divisions had the same artillery as above, except with 2 x 105mm Artillery Battalions rather than one. Germany The: German Army during WII was the most professional fighting force to enter the field of battle. Although it was defeated, its initial gains using the resources it had, were truly remarkable. The tactics and organisations used by the Germans were used by all the major powers to a large degree. The actual strength of the German Army lay with the individual soldier and small unit leaders. Their weapons were also of top quality, even if lacking in numbers at times. Another advantage was their flexibility during the heat of the battle. Formations of ad hoc battlegroups from decimated regiments and divisions would often band together where other armies would have disintegrated. The German army relied heavily upon transport, being over 70 percent horse drawn. GERMAN EQUIPMENT LISTS PV AFV DATES PROD FR 49 Pz Pz IC Pz IF Pz II A - C /95 Pz II D-E / F Pz IIJ 42-43? 6 82 Pz II (Flamm) Pz II 'Lynx' Pz II 'Lynx' (Late) Pz 35(t) Pz 38(t)A-D Pz 38(t)E-G /115 Pz III A-D / E-F /141 Pz III G / H-J /173 Pz III J1 / L-M Pz III N Pz III (Flamm) Pz IV A - D Pz IV E - F Pz IV F Pz IV G - J Pz V 'Panther' Pz VI 'Tiger' Tiger II (Henschel) Tiger II (Porsche) Maus P40(i) (Italian) /238 T-34/76 m42 / m StuG III A - E StuG III F StuG III G StuH StuPz IV 'Brummbaer' StuG M43 75/34(i) StuG M43 75/46(i) StuG M43 105/25(i) PzJg PzJg 35R(f) Marder I ) Marder II Marder II(r) Marder III(t) (r) Marder III(t)H Marder III(t)M PzJg III/IV 'Nashorn' PzJg 38(t) 'Hetzer' PzJg 38(t) Flamm Jgpz IV/ Jgpz IV/70 'Lang' Jgpz V/ JagdPanther Jgpz VI/ JagdTiger PzJg VI 'Elephant' sig IB sig II sig 38(t)H sig 38(t)M Hetzer sig PzA II 'wespe' PzA III/IV SturrnTiger PzA LrS(f) StuIG 33B Flak pz 38(t) pz IV 'Moebelwagen' Flak pz IV 'Wirblewind' Flak pz IV 'Ostwind' Sdkfz 250/ Sdkfz 250/ Sdkfz 250/ Sdkfz 250/ Sdkfz 250/ Sdkfz 250/PaK Sdkfz 251/ Sdkfz 251/ Sdkfz 251/MMG Sdkfz 251/ Sdkfz 251/ Sdkfz 251/ Sdkfz 251/ / 78 Sdkfz 251/21 a / b Sdkfz 251/ Sdkfz 251/ kfz 13/ Sdkfz 221/ Sdkfz 221/sPzB Sdkfz Sdkfz 222(Late} Sdkfz Sdkfz 231/232 (6 rad) Sdkfz 231/232 (8 rad) Sdkfz Sdkfz Sdkfz 234/ Sdkfz 234/2 'Puma' Sdkfz 234/ Sdkfz 234/ Aufkl pz 38(t} /55 Panhard P-178 a/b PV GUNS DATES PROD FR 23 20/28mm spzb ? mm L45 Pak 35/ mm Pak ? mm L43 Pak 36(t) 39-41? mm L60 Pak ? mm L46 Pak ? mm L58 PaK mm L51 Pak 36(r) 41-45? mm L37 PAW ? mm RPzBGr 44-45? mm L56 Flak 18/ ? mm L71 Pak 43/ ? mm L55 Pak 44 45? mm L10 LG ? mm L12 IG ? mm L22 IG ? mm L26 FK ? mm L36 FK ? mm L13 LG ? mm L28 FH18/ ? mm L52 K ? mm L12 sig ? mm L30 FH18/ ? L55 Flak 30/38 AA L55 Flakvierling ? L60 Flak 18/36/ ? mm L53 SA mle ? mm L56 Bofors AA 39-45? mm L36 mle PV ARTILLERY DATES PROD FR 80 75mm (per pair) mm (per pair) mm (per pair) mm (per pair) l0mm (per pair) PV MORTARS DATES PROD FR 15 50mm 39-43? mm 39-45? mm 39-42? mm 43-45? 4 PV ROCKETS DATES PROD FR NbW 41 (per set) 41-45? pzw 42 (each) 43-45? NbW 42 (per set) 43-45? NbW 41 (per set) 43-45? /320 swg 40/ ? mm R-VfW 43-45? 6 PV TRANSPORT DATES PROD FR see Kubel/Volkswagen soft Schwimmwagen skin Field Car 39-45? 3 see Light Truck 39-45? 2 soft Medium Truck 39-45? 1 skin Heavy Truck 39-45? 4 chart Light Half track 39-45? 4 Medium Half track Heavy Half track Tractor 39-45? 3 Motorcycle 39-45? 1 Motorcycle Sidecar 39-45? 3 Kettengrad PV TRUCK/SP DATES PROD FR 26 Kfz4 (le E-Pkw) 39-45? 5 36 Sdkfz 10/ Sdkfz 10/4 armored Sdkfz 7/ Sdkfz 7/1 armored Sdkfz 7/2 & 6/ Sdkfz 7/2 & 6/2 armred cm PaK35/36 Zgkw 41-43? cm PaK38 Zgkw 1t 42-44? cm FK36(r) Zgkw cm FlaK30 m E-Pkw 43-45? cm Flakveirling s 4.5t 44-45? cm PaK40/4 Rpnsc 44? cm FlaK 18(Sf) Zg

59 PV SPIGOT GRENADE DATES PROD FR 22 37mm 42-43? mm 42-44? mm 42-44? 6 PV INFANTRY DATES PROD FR 7 Rifle Team 39-45? 1 10 SMG Team 39-45? 1 10 Carbine Team 41-45? 5 13 Assault Rifle Team 42-45? 3 15 LMG Team (Belt fed) 39-45? 1 13 LMG Team (Mag fed) 39-45? 1 26 MMG 39-45? 2 30 HMG 44-45? 5 6 AT Grenade Late 43-45? 2 6 AP Rifle Grenade 41-45? 3 4 AT Rifle Grenade Early 40-43? 3 9 AT Rifle Grenade Late 43-45? m PzB ATR Team 39-42? mm s18 ATR Team 39-43? 3 8 Pzfaust 30/ ? 1 16 Pzfaust ? 0 24 Pzfaust ? 3 15 Flamethrower Team 39-45? 2 5ea Demolition Charge 39-45? 2 page 39 Mine 39-45? 1 8 AT Mine 39-45? 2 5 Smoke Grenade 39-45? 3 12 Mine detector 41-45? 3 39 Panzershreck Team 44-45? 3 30 FAO Team Radio 39-45? 2 30 FAC Team 39-45? 2 German Equipment List Notes - 47mm L53 SA mle 37 was a captured French gun which was used only in the Mediterranian - 40mm L56 Bofors AA is a Swedish gun purchased before the war and then later built under license. See British guns. - 75mm L36 mle 1897 is a captured French gun put on a PaK38 carriage and used only on the Russian Front - 120mm mortar was a captured Soviet one, and must be towed by a vehicle (same size as a medium AT gun) - Sdkfz 251/7 is a 251/1 with an assault-bridge. Can only be used by engineers. - late war HMGs were aircraft guns put on ground mounts - artillery 150mm and below, plus 81mm, 105mm and 120mm mortars can fire smoke rounds indirectly - German forces can include horse teams, cavalry, and ski-troops. German Troop Class and Morale Rating Unit/s Troop Class Morale Rating Point Value Modification Notes Offboard Artillery As unit class As unit rating Conscript 15% or x 0.85, Veteran no modification to PV SS/Paratroops Veteran Elite +50% or x 1.5 Volksgrenadiers Conscript Reliable - 25% or x 0.75 All Other Units Veteran Reliable +25% or x 1.25 * you need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers GERMAN SOFTSKINS Throughout the war, the Wehrmacht suffered a continual lack of vehicles to fulfil its wartime requirements. Despite the ambitious policy of motorisation from 1935 onwards, the automotive industry failed to keep pace. Even with the industrial output of numerous occupied countries, mass requisition of civilian vehicles and large quantities of captured transport, the "horse" still played a major role throughout. By 1941, the Wehrmacht was operating over 600,000+ vehicles made up of 113 different types of trucks, 50 cars and 130 motorcycle types. This diverse automotive collection led to a logistical quagmire which was never really eliminated despite a rationalisation program which tried to reduced the different types in service to a more managable level. The majority of vehicles employed by the Wehrmacht were commercial types badly suited to the demands of battle. Continuous efforts were made to equip combat units with modern purpose built offroad transport but this more often failed. An explanation should also be provided on the "Kfz" numbering system used for the designation of vehicles. They were allocated on the size and role of a vehicle, not the make; ie. Kfz 70 refers to off-road medium sized personnel carriers and covered about a dozen different makes. On the other hand, a single vehicle could be issued with numerous "Kfz" numbers if it was employed for different roles, usually modified for each case. French vehicles played major part after 1940 with the one Panzer and three motorised divisions being equipped entirely with French transport for Operation Barbarossa, After 1943, vast quantities of Italian trucks were also pressed into service as Italy fell under German control. The following list of trucks, cars, motorcycles, and halftracks is far from comprehensive and those listed below were the most common type made available to German combat units. (Note: refer to section on Motorised Guns for special rules concerning the armored types.) PV GERMANY Description Drive Size Speed Capacity Tow Rd C/C in teams 7 BMW R35, NSU 251 OSL Motorcycle x 2 - A BMW R75, Zundapp KS750 M/cycle Sidecar x 2 - A or 2 * - 7 NSU Kettengrad Lt Semi-Track ht A A 7 VW Kubelwagen Typ 82 Light Car 4x2 B VW Schwimmwagen Typ 166 Lt Amphibious Car 4x4 B Mercedes 170V, BMW 303 Light Car 4x2 B le E-Pkw (Stowewer 40) Jeep etc 4x4 4x4 B A 7 Adler 3Gd, Mercedes 830 Medium Car 4x2 B A 9 AU/Horch, Opel Efm Medium Car 4x4 B A 13 Horch 40, Steyr 1500A Heavy Car 4x4 B B 13 Krupp L2H43, Steyr 640 Light Truck 6x4 B B 22 Opel Blitz, Ford G917T Medium Truck 4x2 C C 24 Opel Blitz, Mercedes-Benz Medium Truck 4x4 C C 28 Henschel 33G1, Krupp L3H163 Medium Truck 6x4 D C 31 Bussing-NAG, Saurer BT Heavy Truck 4x2 D D 34 Bussing-NAG 4500A (4 ton) Heavy Truck 4x4 D D 37 Tatra, Skoda (4 ton) Heavy Truck 6x6 D D 18 Sdkfz 10 Demag (1t) Light Halftrack ht B B 19 Sdkfz 11 Hanomag (3t) Light Halftrack ht C C 20 Sdkfz 6 & 7 (5t & 8t) Medium Halftrack ht D D 19 Sdkfz 8 & 9 (12t & 18t) Heavy Halftrack ht D D 26 Mautlier Opel/Ford (2t) Light Halftrack ht C C 16 Raupenscheppler-Ost Lt Tractor trk C B * German motorcycle sidecar bases can carry either 2 LMG (belt) Teams, 1 LMG (belt) Team & 1 HQ Team, or 1 of any other type of team. BMW R35, NSU 251OSL - standard light solo motor cycles. Provision was made for a rear passenger in addition to the rider. BMW R75, Zundapp KS750 - these were heavy 3x2 motorcycles with the outer wheel being powered. The lighter 3x1 models were rarely issued to forward combat units. The BMW and Zundapp were the finest motorcycles in the world, being copied by numerous countries including the Soviets. German motorcycle sidecar bases can carry either 2 LMG (belt) Teams or 1 of any other type of team. NSU `Kettengrad' (Sdkfz 2) - small semi-tracked motorcycle designed originally as a gun tractor for airborne use. When towing a guns above 37mm calibre, there was no provision for carrying ammunition (must be transported via other means.) For movement purposes, treat as a Semi-tracked vehicle, not a motorcycle. VW `Kubelwagen' Typ 82 4x2 (Kfz 1) - militarised version of the civilian Volkswagen Sedan. Although only 4x2, its light weight allowed excellent c/country performance. A pintle mounted LMG could be installed behind the front seats operated by passengers (LMG at additional.) This vehicle cannot be used for towing. VW `Schwimmwagen' 4x4 Typ 166 (kfz 1/20) - amphibious car based on the VW Kubelwagen with a water tight hull, four wheel drive, new transmission and hinged propeller at the rear. Produced between A pintle mounted LMG could be added on the right side of the vehicle (LMG at additional cost.) Mercedes 170V, BMW 303 4x2 (Kfz 1) - light passenger car based on commercial touring car chassis with a militarised body. Phased out of production by These vehicles were not equipped for towing. le E-Pkw 4x4 (Kfz 1) - purpose built light off-road passenger car made to the same specifications by various manufacturers. The main types used were the Stoewer 40, BMW 325 & Hanomag 20B. Production of all these types ceased in 1943, being superseded by the Kubelwagen. Adler 3Gd, Horch 830 4x2 (kfz 11-15) - medium passenger car based on commercial touring car chassis with a militarised body. Other examples 59

60 include various Ford Chevrolet models. Production of all these types ceased in 1943, being superseded by the Kubelwagen. AU/Horch, Opel EFm 4x4 (Sdkfz 11-15) - purpose built off-road medium field cars made to the same specifications. Production of all these types ceased in 1943, being superseded by the Kubelwagen. The spare wheels were attached on free axle at the centre of the vehicle to prevent it bellying over rough ground. Horch 40, Steyr 1500A 4x4 (kfz 21 & 69-70) - purpose built heavy off-road passenger cars. Other examples include the Mercedes L1500A and Phanomen Granit 1500A. The Horch was built in large numbers upto 1941 being overtaken by the Steyr 1500 which was built from The spare wheels were attached on free spinning axle at the centre of the vehicle to prevent it bellying over rough ground. Krupp L2H43, Steyr 640 6x4 (kfz 69-71) - light off-road trucks used for gun tractors or personnel carriers. The Krupp was nicknamed "Boxer" due to the shape of the front end. Other examples include the Daimler ADGR & Bussing NAG G31. Opel Blitz, Ford G917T (4x2) - standard medium cargo trucks to the army. The Opel Blitz and Ford G series were the most common trucks, closely followed by the Mercedes-Benz L3000, Bussing-NAG 25 & Borgward 3 ToGW. Opel Blitz, Mercedes-Benz (4x4) - the 4x4 truck superseded the 6x4 trucks in production at the beginning of the war, being cheaper to maintain with similar performance. These trucks were almost identical to their 4x2 counterparts and were prominently issued to combat units. Henschel 33G1,Krupp L3H163 - a variety of 6x4 off-road cargo trucks were produced prior to the war with all but the Henschel 33G1 being taken out of production by Sdkfz 10 Demag (1ton) - light semi-tracked prime mover for light AT & AA guns. Sdkfz 11 Hanomag (3 ton) - medium semi-tracked prime mover for light and medium guns. Sdkfz 6 & 7 (5 & 8 ton) - medium semi-tracked artillery prime movers. The Sdkfz 6 was unsuccessful and dropped from production in The Sdkfz 7 was the standard prime mover for the 88mm Flak gun and medium artillery in general. In 1943, the SWS tractor was introduced to replaced the Sdkfz 6. Sdkfz 8 & 9 (12 & 18 ton) - heavy semi-tracked prime movers. The Sdkfz 8 was used primarily for hauling artillery and flak guns. The Sdkfz 9 was used for tank vehicle recovery work. Mautlier Opel/Ford (2 ton) - Opel Blitz & Ford G917T cargo trucks modified with tracked running gear replacing the rear wheels. These conversions was first carried out by SS units in 1942 on the Eastern Front. Various other models of trucks were also converted, the Opel & Ford being the most numerous. Bussing-NAG, Saurer BT 4x2 (4«ton) - heavy cargo truck. Other examples include the Bussing-NAG 500S & 4500S, and Mercede L4500S series models. Bussing-NAG 4x4 (4«ton) - heavy off-road cargo trucks; Bussing-NAG- 4500A, Mercedes L4500A (the "A" on each translated to "all-terrain", ie 4x4.) These vehicles were virtually identical to their 4x2 counterparts. Tatra, Skoda 6x4 (6«ton) - the principal supplier through the war of heavy 6x4 cargo trucks was Czechoslovakia. These vehicles were used for carrying or hauling heavy guns, light tanks or engineering equipment (bridges.) GERMAN MOTORISED GUNS PV GERMANY Description Drive Size Speed Armament Rd C/C 26 Kfz4 (le E-Pkw) Light AA Car 4x4 B x LMG 36 Sdkfz 10/4 Lt AA H/track ht B mm L55 AA 41 Sdkfz 10/4 (armored) Lt AA H/track ht B mm L55 AA 59 Sfkfz 7/1 Md AA H/track ht D mm L55 Quad 63 Sfkfz 7/1 (armored) Md AA H/track ht D mm L55 Quad 65 Sdkfz 7/2 & 6/2 Md AA H/track ht D mm L60 AA 69 Sdkfz 7/2 & 6/2 (armored) Md AA H/track ht D mm L60 AA cm PaK35/36 auf Zgkw 1t Lt AA H/track ht B mm L cm PaK38 auf Zgkw 1t Lt AA H/track ht B mm L cm FK36(r) Sf Zgkw 5t Md AA H/track ht D mm L cm FlaK30 auf m E-Pkw Light AA Car 4x4 B mm L55 AA 55 2cm Flakveirling s Lkw 4.5t Md AA Truck 4x4 D mm L55 Quad cm PaK40/4 Raupenschpplr Md AT tractor trk C mm L cm FlaK 18(Sf) auf Zgkw 12t Heavy AT h/track ht D mm L56 Kfz 4 (le E-Pkw) - standard Stoewer 40, BMW 325 or Hanomag 20B 4x4 field car mounting a Zwillingslafette 36 dual AA LMG in the rear. The dual LMGs had a full 360o traverse. Sdkfz 10/4 - purpose built AASP based on the light Demag 1 ton half-track. The 20mm FlaK 30/38 (with gun-shield) was mounted at the rear on a special flat platform at the rear with fold down sides. The FlaK gun had a clear 360o traverse for engaging targets. Sdkfz 10/5 (armored) - identical to the Sdkfz 10/4 except with an enclosed armored drivers cab and partially armored front end. Sdkfz 7/1 (armored & unarmored) - based on the 8 ton half track, the 20mm FlaKveirling was mounted on a flat platform at the rear with fold down sides and a clear 360o traverse for engaging targets. The gun shield from the FlaK 38 was retained for grew protection. The armored version identical with an enclosed armored drivers cab and partially armored front end. Sdkfz 7/2 & 6/2 (armored & unarmored) - the Sdkfz 7/2 was identical to the 7/1 except mounting the 37mm FlaK 36. The Sdkfz 6/2 was a similar layout based on the 5 ton half track. The armored versions were identical with an enclosed armored drivers cab and partially armored front end. The gun-shield was included on some models. 3.7cm PaK 35/36 auf Zgkw 1t (armored) - field conversion carried out on the Eastern front, Consisted of light Demag 1 ton half track carrying a PaK 35/36 AT gun minus the wheels (or pedestal mounted.) The front end of the vehicle including part of the drivers cab were partially armored. The gun faced forward over the drivers cab with limited traverse. 5cm PaK 38 auf Zgkw 1t - identical to the previous 3.7cm Pak 35/36 auf Zgkw 1t except mounting a wheel-less 50mm PaK 38 AT gun facing forward with limited traverse. Conversion was carried out by SS units on the Eastern front late FK 36(r) Sf Zgkw 5t - based on the 5 ton half track, the Russian 76.2mm M36 field gun was mounted in an armored box at the rear of the half-track with limited traverse to the front. The gun crew were protected all-round but the front end and drivers cab were completely unarmored. 2cm FlaK 30 auf m E-Pkw - numbers of heavy Horch passenger cars (s gl Einh PKW) were specially converted to FlaK vehicles. The vehicles were specially modified with a flat tray to mount the 20mm FlaK 30/38 (with gunshield.) Fold down sides provided gun platform for the crew and a clear 360o traverse for the gun. Straight field conversion also existed with the AA mounted on unmodified bodies with gutted interiors. 2cm FlaKvierling 38 s Lkw 4.5t (armored) - consisted of the Mercedes- Benz L4500A heavy truck converted to a FlaK SP. The 2cm Flakveirling 38 (with gun shield) was mounted on the rear flat tray with fold down sides and four stabilising arms. The truck had an enclosed armored driver's compartment and partially armored front end. The gun could traverse 360º but cannot engage targets over the drivers cab. 7.5cm PaK40/4 Raupenscheppler-Ost - fully tracked gun tractor with pedestal mounted 75mm AT gun, having a clear 360º traverse. There were fold down sides enlarging the gun platform for the crew and the drivers cab was lightly armored. 8.8cm FlaK 18(Sf) auf Zgkw 12t/18t (armored) - two batches of these heavy AA/AT SP were built. The first ten built in 1939 were based on the Daimler- Benz 12 ton Sdkfz 8 half-track. The 88mm FlaK 37 was pedestal mounted on the rear of the vehicle with a fully armored front end and drivers cab. The 88's gunshield was retained for crew protection. The gun had a clear 360º traverse. The second batch of fifteen were built in 1940 based on the Famo 18 ton Sdkfz 9 half track. The vehicle was similar with a fully armored front end but no gun shield. The gun could not fire or engage targets over the drivers cab. GERMAN ARMOR The shattering effect with which Germany opened up the war was due largely to the effort of the panzers and their crews. Their superior coordination and tactical control made up for their early inferiority in equipment and lack of numbers in all campaigns. Their success is also attributed to the close support given them by their armored infantry. When combined, these two were more than a match for their adversaries. Individually, German AFVs were characterised by their engineering sophistication and complexity. Coupled with insufficient standardisation, they were monsters to repair and to maintain in the field, and this was extremely time consuming. More over, the persistent shortage of AFVs necessitated almost constant use, thus accelerating wear, tear, and the possibility of breakdowns. The large proliferation of so many types of AFVs and tank destroyers was a nightmare for supply echelons. AFV production amounted to over 80,000, with only 25,000 being Pz II - VI, and 17,445 being SPs and TDs, etc. The remainder were half-tracks and armored cars, etc. The number of Panzer Divisions peaked in 1943 with 32 divisions, although few were maintained at full strength. In the end, Germany's Panzers were swamped by the vast flood of Allied and Soviet armor, where no degree of tactical brilliance could help them. PV TANKS ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 49 Pz I 2 LMG B 4 90 Pz I Ausf C HMG,LMG C Pz I Ausf F 2 LMG C 4 50 Pz Bef Wg I LMG C 3 80 Pz II Ausf A-C 20 L55,LMG C 5 85 Pz II Ausf D-E 20 L55,LMG C 5 60

61 95 Pz II Ausf F 20 L55,LMG C Pz II Ausf J 20 L55,LMG C 4 82 Pz II (Flamm) 2*F/Thr,LMG C 5 95 Pz II Ausf L 'Lynx' 20 L55,LMG C Pz II Ausf L (Late) 50 L60,LMG C Pz 35(t) 37 L45,2LMG C Pz 38(t) Ausf A-D 37 L45,2LMG C Pz 38(t) Ausf E-G 37 L45,2LMG C Pz III Ausf A-D 37 L45,3LMG C Pz III Ausf E-F 37 L45,3LMG C Pz III Ausf G 50 L42,2LMG C Pz III Ausf H-J 50 L42,2LMG C Pz III Ausf J/1 50 L60,2LMG C Pz III Ausf L-M 50 L60,2LMG C Pz III Ausf N 75 L24,2LMG C 7 98 Pz III (Flamm) F/Thr,LMG C Pz IV Ausf A-D 75 L24,2LMG C Pz IV Ausf E-F 75 L24,2LMG C Pz IV Ausf F2 75 L43,2LMG C Pz IV Ausf G-J 75 L48,2LMG C Pz V `Panther' 75 L70,2LMG D Pz VI `Tiger' 88 L56,2LMG D Tiger II (Henschel) 88 L71,2LMG D Tiger II (Porsche) 88 L71,2LMG D Maus 128 L55,75L36,2*LMG D 11 PV SELF PROPELLED GUNS ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 109 StuG III A-E 75 L C StuG III F 75 L43,LMG C StuG III G 75 L48, LMG C StuH L28,LMG C StuPz IV 'Brummbar' 150 L D 9 80 PzJg I 47 L C PzJg 35R(f) 47 L C Marder I 75 L C Marder II 75 L C Marder II(r) 76 L C Marder III(t)(r) 76 L51,LMG C Marder III(t)H 75 L46,LMG C Marder III(t)M 75 L C PzJg III/IV `Nashorn' 88 L D JgdPz 38(t) `Hetzer' 75 L48,LMG C JgdPz 38(t) (Flamm) F/Thr,LMG C JdPz IV/48 75 L48, LMG C JdPz IV/70 `Lang' 75 L70, LMG C JdgPz V/JagdPanther 88 L71,LMG D JgdPz VI/JagdTiger 128 L55,LMG D PzJg `Elephant' 88 L71,LMG D sig I B 150 L C sig II 150 L C sig 38(t)H `Grille' 150 L12,LMG C sig 38(t)M `Grille' 150 L C sig 33 Hetzer 150 L C PzA II `Wespe' 105 L C PzA III/IV `Hummel' 150 L D Sturm Tiger 380 Rkt,LMG D PzA LrS(f) 150 L C StuIG 33B 150 L12,LMG C FlaK Pz 38(t) 20 L C FlaK Pz IV `Mobelwagen' 37 L60AA,LMG C FlaK Pz IV `Wirbelwind' 20 Quad,LMG C FlaK Pz IV 'Ostwind' 37 L60AA,LMG C 4 PV APC/RECONNAISSANCE ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 46 Sdkfz 250/1 LMG C Sdkfz 250/7 81mm Mortar C - 81 Sdkfz 250/8 75 L C 5 77 Sdkfz 250/9 20 L55,LMG C 3 70 Sdkfz 250/10 37 L C Sdkfz 250/PaK38 50 L C 4 50 Sdkfz 251/1 LMG C Sdkfz 251/2 81mm Mortar C - 60 Sdkfz 251 `MMG' MMG C Sdkfz 251/9 75 L C Sdkfz 251/10 37 L C Sdkfz 251/16 2*F/Thr C 2 59 Sdkfz 251/17 20 L C Sdkfz 251/21 (a) 20L55 Triple C 3 78 Sdkfz 251/21 (b) HMG Triple C Sdkfz 251/22 75 L C 5 76 Sdkfz 251/23 20 L55,LMG C 3 33 Kfz 13/14 4x2 LMG B 2 61

62 46 Sdkfz 221/223 4x4 LMG C 3 62 Sdkfz 221/PzB41 4x4 28 PzB C 5 72 Sdkfz 222 4x4 20 L55,LMG C 3 88 Sdkfz 222 Late 4x4 20 L55,LMG C 3 37 Sdkfz 247 4x4 none C - 72 Sdkfz 231/232 6x4 20 L55,LMG C 4 84 Sdkfz 231/232 8x8 20 L55,LMG C 4 51 Sdkfz 263 8x8 LMG C 3 93 Sdkfz 233 8x8 75 L C 5 85 Sdkfz 234/1 `Tatra' 8x8 20 L55,LMG C Sdkfz 234/2 `Puma' 8x8 50 L60,LMG C 7 91 Sdkfz 234/3 8x8 75 L C Sdkfz 234/4 8x8 75 L C 5 88 Aufkl Pz 38(t) 20 L55,LMG C 3 Smoke Dischargers; PzI, PzII, PzIII, PzIV, Panther, Tiger I & II, Pz 35(t) & 38(t), all StuG III, JgPz IV/V/VI, Sdkfz 221 & 222, Sdkfz 231/232(8 rad) series, Sdkfz 234 series. Radios; All AFVs, except - sig I B, Sdkfz 13/14 AC (only platoon/company command cars were radio equipped.) One Man Turrets; Pz I, Pz II (Flamm) & Pz III (Flamm). German AFV Notes: TANKS Pz I Ausf B - the PzI Ausf`A' differed only in road speed (23 mph, 12 mph C/C) but was otherwise identical to the more numerous Ausf`B'. Pz I Ausf C - the Ausf`C' was designed as fast reconnaissance tank and in no way resembled the earlier Pz I models. The main armament HMG was the rare EW141 MG. Pz I Ausf F - the last development in the Pz I series intended as an assault tank with the heaviest possible armor the chassis could take. Like many other vehicle designs, only a small batch were manufactured for field trials. Pz Bef Wg I - based on the Pz IB hull, the sides of the superstructure were extended up to form a large compartment to house additional radio equipment. The armor listed is for the uparmored version which had additional armor added all round after Poland. For 1939, use armor values as per Pz IB. Pz II Ausf A-C - the Ausf A,B & C varied little in performance and constituted the bulk of the panzer units until the start of Pz II Ausf D-E - this unsuccessful design was intended as an fast cavalry tank and saw only brief service in it's original form. It was distinct from earlier models by its large road wheels. Pz II Ausf F - identical to Ausf A-C except for increased armor on turret & hull front. By May 1940, 70% of the Ausf A-C had been uparmored to the same standard as Ausf`F' with the rest completed by the invasion of Russia. Pz II Ausf J - an attempt to produce a heavy Pz II, it was very similar in concept to the Pz I Ausf`F'. Pz II (Flamm) - rebuilt Ausf`D-E' with a fixed turret and two flame projectors mounted on the front hull. Pz II Ausf L `Lynx' & (Late) - late war reconnaissance tank. No comparison to earlier Pz II designs, it incorporated new suspension, hull and engine. The Lynx was originally intended to be produced with an opentop turret mounting the 50mm L60 but only a handful of late production vehicle were built with this. Pz 35(t) - a Czech tank confiscated by the Wehrmacht after their occupation of the country. Pz 38(t) Ausf A-D - manufactured by Czechoslovakia under German supervision. Ausf`A' through to `D' were identical in performance with only minor differences. Pz 38(t) Ausf E-G - identical to earlier Ausf A-D with armor protection doubled and minor layout changes. Pz III Ausf A-D - these models were early designs which experimented with various types of suspension. All were similar in performance. They made up the bulk of the Pz IIIs used in Poland 1939 and were quickly scraped afterwards (except for the `D' with numbers serving briefly in Norway, April 1940.) Pz III Ausf E-F - first standardised Pz III to be produced in quantity. All vehicles were built with the 37mm L45 and 30mm armor except for the last 100 `F's which had the 50mm L42. By , surviving vehicles were upgraded to the same standard as the Ausf H by refitting with 50mm gun and additional armor plating. Pz III Ausf G - the first production version to have the 50mm L42 fitted as standard. No 50mm gunned Pz III saw action during the invasion of France, Pz III Ausf H-J - these vehicles were uparmored as standard with 50-60mm armor on the turret & hull front. Following the French campaign, all remaining Ausf D-G models were progressively upgunned and uparmored to the same standard as the Ausf H-J. Pz III Ausf J/1 - was the standard Ausf J model upgunned with the 50mm L60 gun. Pz III Ausf L-M - same as the Ausf J/1 with the addition of spaced 20mm armor on the superstructure and turret front. Production of the Ausf M was considerably reduced by the diversion of vehicles for Ausf N & Flamm conversions. Pz III Ausf N - consisted of the Ausf`M' with the 75mm L24 howitzer (replacing the 50mm L60) and no spaced armor on the turret front. Pz III (Flamm) - same as the Ausf`M' with 50mm gun replaced by a flame projector and internal fuel tanks. This AFV had a three man crew with the commander operating the turret entirely by himself (one-man turret.) Pz IV Ausf A-D - these models were identical in performance and were intended as support tanks as opposed to their latter role of `main battle tank.' Late production Ausf`D' were uparmored to the same as the Ausf`E'. Pz IV Ausf E-F - these models were distinguished from earlier model by increased armor and improved road speed with a new engine and wider tracks. Pz IV Ausf F2 - the Ausf F was upgunned with the 75mm L43 which replaced the shorter 75mm L24. Early production Ausf G were identical to the Ausf F2. Pz IV Ausf G-J - the Ausf G was the last major upgrade undertaken for the Pz IV series. Subsequent Ausf H & J models differed in minor detail 62 only, with skirts normally issued on turret & hull sides, though hull was often removed due to damage or need to access the tracks not included in the PV. Pz V `Panther' - introduced to counter the T-34, the Panther incorporated many of its design features such as sloped armor and wide tracks. As opposed to the Tiger I, the sloped sides of the Panther gave better protection for less armor and reduced weight. All models were identical in performance except for the early Ausf D which had no hull LMG (the radio operator had a pistol port for an SMG instead.) The Ausf D were rushed into service for the Kursk offensive. Pz VI `Tiger' - despite being slow, unreliable and excessively heavy, the Tiger I did regain technical superiority over Soviet armor in 1943 and provide a much needed psychological boost for tank crews. Tiger II (Henschel) - German translation is either `Royal' or `King' Tiger. The Henschel model was the standardised production version being preferred to the Porcshe. The Tiger II suffered from mechanical unreliability and it excessive weight. It was powered by the same engine as used in the Panther, but was twice the weight. Tiger II (Porsche) - the Porsche Tiger II consisted of the Henschel chassis with the inferior Porsche turret. The turret had less armor than the Henschel counterpart and a dangerous shot-trap around the turret ring. Maus - many super-heavy tanks were on the drawing board towards the end of the war, but the `Maus' was the only one to reach completion. Two were rumoured to have seen action against the Soviets. Built with such a low speed, it was strictly intended for defensive actions only. The 128mm & 75mm turret armament can both be fired in the same turn but only at one target (using the same Fire Order for both guns.) For Direct Area Fire, use both guns at same POA with their respective BZR. SELF PROPELLED GUNS StuG III Ausf A-E - based on the Pz III`E', the Ausf A-E models all had identical performance, differing only in superstructure layouts. StuG III Ausf F - same as the Ausf`E' but upgunned with the 75mm L43. This conversion effectively changed the StuG role from `assault gun' to a `tank destroyer' role. StuG III Ausf G - the Ausf`G', including late production Ausf`F', were uparmored as standard and mounted the longer 75mm L48 gun. An LMG & shield was also added for the loader on the superstructure roof. Side skirts on the hull were also often fitted, not included in the PV. The StuG IV was identical to the Stug III G in both armor and firepower with a road speed of 24mph. StuH 42 - as per the Ausf`G' except 105mm L28 in place of the 75mm L48. StuPz IV 'Brummbar' (Grizzly) - this assault gun was based on the Pz IV G-J chassis with a box shaped superstructure mounting the 150mm L12 howitzer. The hull LMG was only fitted on vehicles produced after June Side skirts were often fitted to the hull. PzJg I - rebuilt Pz I`B', with turret removed and mounting a Czech 47mm AT gun with a small protective shield. Gun crew have partial cover from flanks and no cover from rear to small arms fire. PzJg 35R(f) - captured French R35 light tank modified with an armored superstructure mounting the Czech 47mm L43 AT gun. Marder I - captured French Lorraine Scheppler modified to mount 75mm Pak 40 AT gun in a rear open topped superstructure. Marder II - built on the Pz II chassis mounting a 75mm Pak 40 gun and surrounded by an open-topped and rear armored superstructure. PzJg II(r) Marder II - based on the Pz II Ausf D-E tank with a captured Soviet 76mm L51 gun mounted on a built up superstructure with an open top and rear. Marder III(t)(r) - based on the Pz 38(t) hull with captured Soviet 76mm L51 gun mounted on a high superstructure. Crew was fully exposed from the flanks & rear to small arms fire. Marder III(t)H - based on the Pz 38(t), mounting the Pak 40 instead of the Soviet 76mm L51. Open top and rear. Marder III(t)M - previous Marder designs had high silhouettes and lacked proper crew protection. The Ausf`M' had the open topped fighting compartment moved to the rear making the AFV lower with all-round crew protection. Overall armor was thinner which gave a better road speed and improved engine reliability. PzJg III/IV `Nashorn' (Rhino) - built on the hybrid Pz III/IV chassis with the 88mm L71 AT gun mounted in an open-topped rear compartment. JgdPz 38(t) `Hetzer' - light tank destroyer based on the Pz 38(t)M chassis. Maximum protection was provided from the well sloped armor on front and sides. The roof mounted LMG which could be fired from within the AFV. JgdPz 38(t) (Flamm) - standard Hetzer with the 75mm L48 replaced by a flame projector and enclosed in a dummy barrel. JgdPz IV/48 - intended replacement for the StuG III, it featured the same gun with well sloped armor. JgdPz IV/70 'Lang' (Long) - identical in appearance to the JgPz IV/48, mounting the longer 75mm L70 and increased frontal armor.

63 Jgpz V/JagdPanther - tank destroyer version of the Panther. The hull glacis plate was extended up to form the front of the superstructure and mounting the 88mm L71 in limited traverse. Best TD produced for the war. JgdPz VI/JagdTiger - tank destroyer version of the Tiger II. A box shaped superstructure was built above the hull to mount the massive 128mm L55 gun. It is possible that half the SPs were equipped with 88mm L71 guns instead of the 128mm due to Allied bombing disrupting deliveries of the latter. PzJg `Elefant' - Porcshe were so confident in winning the new Tiger design in 1942 that they produced a batch of 90 vehicles before getting the order. When the design was rejected, the hulls were re-manufactured into tank destroyers in time for the Kursk offensive, The hull LMG was only install early 1944 to the surviving tanks withdrawn from the front. sig I B - a rebuilt and over-stressed Pz IB (less turret) with a complete sig33 howitzer, less wheels, mounted on top surrounded by a large shield on the front & sides. One of the few German AFVs not equipped with a radio. Open-topped and rear. sig II - the Pz II chassis was widened and lengthened to accommodate the 150mm L12 howitzer in a low open-topped superstructure. sig 38(t)H 'Grille' - built from Pz 38(t)H chassis, the 150mm L12 was mounted above the driver with an open-topped superstructure around the gun for crew protection. sig 38(t)M 'Grille' - identical chassis as used for the Marder III(t)M with modified superstructure for mounting the 150mm L12. sig 33 `Hetzer' - based on the Hetzer and modified to mount the 150mm L12 howitzer. Not equipped with roof mounted LMG. PzA II `Wespe' (Wasp) - designed on the Pz II chassis with the 105mm L28 FH18 howitzer mounted in rear open-topped compartment. PzA III/IV `Hummel' (Bumble Bee) - built on the hybrid Pz III/IV chassis with the 150mm L30 FH18 howitzer mounted in an open-topped rear compartment. Sturm Tiger - built on the Tiger I chassis with a 380mm rocket mortar mounted in a large box shaped superstructure. Only twelve rounds of ammunition (plus one in the breech). Crew must get out of the AFV to load the gun, takes 2 turns per shell. Vehicle must be stationary. Note, Sturm Tiger companies had 4 Sturm Tigers, being two platoons of two each. PzA LrS(f) - captured French Lorraine 37L tractors were modified to mount a 150mm howitzer in a rear open-topped compartment. StuIG 33B - assault guns especially developed during the fighting in Stalingrad. Based on the unmodified StuG III F chassis, the 150mm L12 sig33 howitzer was mounted in a fully enclosed bow-shaped superstructure. Production ceased with introduction of the `Brumbar'. FlaK Pz 38(t) - consisted of the 38(t) chassis with the rear compartment modified to mount the 20mm AA gun with 360 degree traverse. Armored flaps had to be dropped for the gun to engage ground targets. FlaK Pz IV `Moebelwagen' - based on the PzIV hull, the 37mm AA FlaK was mounted on top with all-round traverse. Folding armored sides provided crew protection. AA targets can be engaged with sides shields raised vertically. For engaging ground targets, shield must be down, meaning the AFV has open top, flanks and rear. FlaK Pz IV 'Wirblewind' - the turret was removed from a normal PzIV H and replaced by a multi-sided open topped turret in which a Flakvierling 38 was mounted. Some were based on early Ausf F-G hull with less armor. FlaK Pz IV `Ostwind' - a six sided open topped turret with a 37mm FlaK was mounted in place of the normal turret on converted PzIV H tanks. APC/RECONNAISSANCE Sdkfz 250/1 - light APC designed to carry a `half' section of PzGr infantry. Various 250 command/observation variants are not listed in the charts as these vehicle differed only in seating and radio equipment. The Sdkfz 250 Early (Alte) and Late (Neu) models were identical in performance. Sdkfz 250/7 & 251/2 - the 81mm mortar could be either fired from the vehicle or debarked and setup on the ground. The vehicle is required to be stationary one turn prior to any firing for the weapon to be calibrated. Sdkfz 250/8 - the majority of these SP versions were built on the 250 Neu with the standard field kit mounting the 75mm L24 (as used on the 251/9.) Sdkfz 250/9 - this reconnaissance version originally mounted the turret as used on the Sdkfz 222. The 250 Neu used the Hf38 turret as used on the Sdkfz 234/1. Armament can be used against aircraft. Sdkfz 250/10 & 251/10 - as the 37mm Pak35/36 became obsolete, they were requisitioned and mounted in place of the normal LMG on platoon and company command vehicles. It was a purpose built variant with many also being modified in the field. The size of the 37mm gun shield varied, some having it removed completely. GERMAN GUNS German AT guns were without doubt the finest guns to see action during the war. Using their natural ingenuity, gun design through out the war managed to always out pace enemy AFVs with firepower. The optical sights and gun laying mechanisms were the best, which provided them with an unequalled technical edge. With industry struggling to keep up with the Wehrmacht's rapid expansion, vast quantities of sub-standard captured guns were pressed into service as a stopgaps. This lower overall quality of equipment and generated a logistical nightmare with the variety of gun types in service. While German AT guns were a step ahead of the enemy, the field artillery was well below standard in comparison to Soviet and Sdkfz 251/1 - standard armored personnel carrier for a motorised/pzgr infantry section. Four models were produced, the Ausf A,B,C & D were all identical in performance. Ausf D was distinguished more by its simplified armor body and was the most numerous of the four types. Sdkfz 251 (MMG) - the standard LMG mount was replaced by the heavier MMG mounting as used for MG 34/42. It enabled the MG to be used in a sustained fire role. The shield was removed. Sdkfz 251/9 - Two types were produced, the Ausf A-C vehicles mounted ex-pz IV 75mm L24 guns in the hull and the Ausf`D' vehicles mounted the gun above the driver and had extended front & side armor for crew protection. Sdkfz 251/16 - engineers vehicle with flame projectors mounted either side of the vehicle (ie. can only fire in 180o arc each.) Sdkfz 251/17 - two types were produced, the Luftwaffe version with fold down sides using the 251 Ausf A-C, and a late production version using an unmodified 251 Ausf D. An unofficial version existed and consisted of a 20mm FlaK gun simply dropped inside a 251/1. The Ausf D version was the only model designed to take passengers in addition to the crew. Sdkfz 251/21 (a) & (b) - standard 251 Ausf D with an ex-naval triple AA gun mounting located in the passenger compartment. Weapons used were ex-luftwaffe 15mm or 20mm MG151 cannons. Sdkfz 251/22 - purpose built tank destroyer version mounting the 75mm Pak 40 (including the carriage less wheels.) The drivers roof was cut away to accommodate the gun. Sdkfz 251/23 - reconnaissance version mounting the Hf38 20mm gun turret as used on the 234/1. Armament can be used against aircraft. Kfz 13/14 - light passenger car with thin armor plating over the body. The vehicle was open-topped and was not radio equipped except for command cars. Sdkfz 221/223 - light four wheeled AC. Both the 221 & 223 were identical in performance, the latter contained long range radio equipment for command & liaison purposes. Armament can be used against aircraft. Sdkfz 221/PzB41 - standard 221 with a fixed turret and a 20/28mm PzB41 mounted in place of the MG to prolong the vehicles useful service life. Gun crew have only partial cover from flanks & rear. Sdkfz modified version of the 221 with a larger turret mounting a 20mm cannon. Armament can be used against aircraft. Sdkfz 222 Late - the late production models were uparmored in an attempt to reduce the vehicle vulnerability to infantry AT rifles & HMG fire. Armament can be used against aircraft. Sdkfz armored command/staff car built on 6x4 or 4x4 truck chassis. Sdkfz 231/232 (6 rad) - built on a 6x4 truck, this heavy AC was built to have better c/country performance than the standard light four wheelers. The 232 was distinguished by a large frame aerial and was otherwise identical to the 231. Sdkfz 231/232 (8 rad) - the design incorporated many features revolutionary to ACs (such as all wheel steering and independent suspension.) Spaced armor was added to the front hull on many of the cars as extra protection against AT rifles which were the principal infantry AT weapons at the time. Two drivers were provided for in the front and back allowing it to be driven full speed in reverse. Skfz 263 (8 rad) - command variant of the 231/232. The hull superstructure was extended up to provide a spacious interior. It was fully enclosed and had a bow mounted LMG at the front. Sdkfz 233 (8 rad) - self propelled variant of the 231/232. This armor car was open-topped with the 75mm L24 howitzer mounted in the hull to the right (with limited traverse.) Sdkfz 234/1 `Tatra' (Tropical) - designed for use in Nth Africa, it entered service a few years late. Replaced the Sdkfz 231/232 series in production. Two drivers were accommodated as with the 231/232. Armament can be used against aircraft. Sdkfz 234/2 `Puma' - same as the 234/1, except the Hf38 20mm turret was replaced with a fully enclosed turret mounting a 50mm L60 gun. Sdkfz 234/3 - self propelled variant of the original 234/1. The 75mm L24 was mounted on the front hull above the driver (limited traverse) with extended side armor for crew protection. Sdkfz 234/4 `Pakwagen' - replacing the 234/3 in production, it mounted the 75mm PaK 40 with the intention of doubling as a tank destroyer. Aufkl Pz 38(t) - a late production Pz 38(t) with a modified superstructure mounting the Hf38 20mm gun turret as used on the 234/1. This fully tracked recon vehicle was built specifically for the poor terrain of the Eastern front. Armament can be used against aircraft. Allied counterparts. Field Guns and howitzers were characterised by their heavy weight and short range for the calibre. Over complicated designs meant production costs were steep and mobility of the guns in rough terrain was poor. Tungsten cored APCR rounds were also introduced in mid-1941 for most AT guns but material shortages soon made supplies scarce and non-existent by With the set backs suffered on the Russian front during 1941 and the increasing presence of Soviet tanks all along the line, infantry gun/howitzers were all issued with HEAT ammunition to allow them some degree of AT capability. GERMANY range in cm PV AT/Tank Guns Size FO NOTES 23 28mm L61 spzb 41 A (12) (11) (9) (8) to-hit base penetration 30 37mm L45 PaK 35/36 A (12) (11) (10) (9) (7) (5) pp StGt 41 (HEAT) (11) (7) 5 (Muzzle-loaded Spigot Grenade)

64 48 42mm L56 PaK 41 A (12) (11) (10) (9) (8) (7) (5) 3 No HE mm L43 PaK 36(t) A (12) (11) (10) (10) (9) (8) (6) pp StGt 41 (HEAT) (11) (8) 5 (Muzzle-loaded Spigot Grenade) mm L42 KwK 38 * (12) (11) (11) (10) (9) (8) (6) * mm L60 PaK 38 B (12) (12) (12) (11) (11) (10) (9) (8) (6) pp APCR PzGr40 (12) (12) (10) (9) (8) (6) pp StGt 42 (HEAT) (11) (10) (7) 7 (Muzzle-loaded Spigot Grenade) mm L24 KwK 37 (12) (11) (10) (9) (9) (8) (7) 5 Smk pg -> 75mm L24 KwK 37 HEAT 42 (10) (10) (9) (9) (8) (6) mm L43 KwK 40 * (12) (13) (12) (11) (11) (10) (9) (9) (8) (6) * Smk mm L48 KwK 41 * (12) (13) (12) (11) (11) (10) (9) (9) (8) (7) * Smk mm L46 PaK 40 B (12) (13) (12) (12) (11) (10) (9) (9) (8) (7) 5 Smk pp APCR PzGr40 (12) (13) (12) (10) (9) (8) (8) (7) mm L58 PaK 41 B (12) (13) (12) (11) (10) (9) (9) (8) (7) (6) 5 No HE mm L70 KwK 42 * (12) (13) (13) (12) (11) (11) (10) (10) (9) (8) * mm L51 PaK 36(r) B (12) (12) (11) (11) (10) (10) (9) (8) (8) (7) 5 Smk mm L37 PAW 600 (HEAT) B (11) (10) (9) (8) (7) (6) 5 No HE mm RPzBGr (HEAT) A (12) (11) (10) (8) 6 No HE mm L56 FlaK 18/36 D (11) (12) (13) (12) (11) (11) (10) (9) (9) (8) mm L71 PaK 43/41 C (11) (12) (13) (13) (12) (11) (11) (10) (10) (9) mm L55 PaK 44 D (11) (12) (13) (13) (12) (12) (11) (10) (9) (8) PV Howitzers/Field Guns Size FO NOTES 36 75mm L10 LG40 A (11) (10) (9) (8) (7) (6) (5) pg -> 75mm L10 LG40 HEAT (10) (9) (8) (7) (5) mm L12 IG 18 A (11) (10) (9) (8) (7) (6) (5) pg -> 75mm L12 IG 18 HEAT 42+ (10) (9) (8) (7) (5) mm L22 IG 37 A (11) (10) (10) (9) (8) (7) (6) (5) >75mm L22 IG 37 HEAT (10) (10) (9) (8) (7) (5) mm L26 FK 18 B (11) (11) (10) (9) (8) (7) (6) (5) 5 Smk pg ->75mm L26 FK 18 HEAT 42+ (10) (10) (9) (8) (7) (5) mm L36 FK 16nA B (12) (11) (11) (10) (9) (9) (8) (7) (6) pg ->75mm L36 FK 16nA HEAT 42+ (11) (10) (10) (9) (7) (6) (5) mm L13 LG40 B (11) (10) (9) (8) (7) (7) (6) (5) 7 Smk > 105mm L13 LG40 HEAT (10) (9) (8) (7) (5) (5) mm L28 FH 18 C (11) (12) (11) (10) (9) (9) (8) (7) (6) (5) 7 Smk pg ->105mm L28 FH 18 HEAT 42+ (10) (10) (9) (9) (8) (7) (6) (5) mm L52 K18 C (11) (12) (12) (11) (11) (10) (9) (9) (8) (7)

65 +29pg -> 105mm L52 K18 HEAT 42+ (10) (11) (11) (10) (9) (8) (7) (7) (6) (5) mm L12 sig 33 C (11) (11) (10) (9) (8) (7) (5) 9 Smk pg ->150mm L12 sig 33 HEAT 42+ (9) (9) (8) (7) (5) mm L30 FH 18/36 D (10) (11) (10) (9) (9) (8) (8) (7) (6) pg -> 150mm L30 FH 18/36 HEAT 42+ (10) (10) (9) (9) (8) (7) (5) mm L5 Rkt-Launcher * (11) (9) (6) * PV AA/Automatic Cannon Size FO NOTES 24 20mm L55 AA FlaK 30/38 A (13) (12) (11) (8) (6) mm L55 AA Flakvierling 38 Quad B (13) (12) (11) (8) (6) mm L55 AA MG151 Triple * (13) (12) (11) (8) (6) * mm L60 AA FlaK 18/36/37 B (12) (13) (12) (10) (9) (7) pp ->StGt 41 HEAT 42+ (11) (7) 5 (Muzzle-loaded Spigot Grenade) German Gun Notes AT/Tank Guns 20/28mm spzb 41 - squeeze bore gun with the barrel tapering from 28mm down to 20mm at the muzzle. Designated as a heavy AT rifle, it could be broken down for pack-horse transport. A special light weight version for the airborne units was produced. Gun can be carried & fired `en portee' on a Lt truck or h/track (or heavier) facing to the rear. 37mm L45 Pak 35/36 - this weapon set the standard for pre-war AT guns, being extensively manufactured under license & copied by many countries around the world. StGt 41 became available for use with this gun in late 1941, refer to `Spigot Bombs'. Gun can be carried & fired `en portee' on a Lt truck or h/track (or heavier) facing to either the front or rear. Spigot bombs cannot be used on AFVs unless the AFV notes state otherwise. 42/29mm Pak 41 - second taper bore gun to be produced. The barrel tapered from 42mm to 29.4mm and was mounted on the PaK 35/36 carriage. 47mm L43 Pak 36(t) - ex-czech AT gun which was used in both it's original form (split tail two wheeled carriage) or mounted on AFV chassis as a tank destroyer. StGt 41 became available for use with this gun in early 42, refer to Spigot Bombs. Spigot bombs cannot be used on AFVs unless the AFV notes state otherwise. 50mm L42 KwK 38 - specifically developed for mounting in tanks. Replaced the 37mm KwK in earlier Pz III models and was usually referred to as the `Short 50mm'. 50mm L60 Pak 38 - standard AT gun replacing the 37mm PaK 35/36. StGt 42 became available for use with this gun in early 1942, refer to Spigot Bombs. Gun can be carried & fired `en portee' on a Md truck (or heavier) facing to the rear. Spigot bombs cannot be used on AFVs unless the AFV notes state otherwise. 75mm L24 KwK 37 - close support armament for tanks, originally intended to fire only HE. 75mm L43 & L48 KwK 40 & 41 - developed from the PaK 40 and specifically built as tank armament to replace the shorter 75mm L24. Both L43 & L48 guns were mechanically interchangeable with the L48 having slightly better performance. 75mm L46 Pak 40 - standard AT gun replacing the earlier PaK 38. The design itself was a scaled up version of the 50mm PaK 38. Variants to the PaK 40 design included an artillery version mounted on a heavier 105mm carriage and a shortened infantry model. The PaK 40 was actually introduced late 1941 but didn't see combat until earlier The APCR ammunition was introduced in mid /55mm L58 PaK 41 - tapered bore gun designed to compete with the PaK 40. The shortage of tungsten cored rounds meant its service life was brief and it was used until ammunition stock were depleted. Calibre started at 75mm & reduced to 55mm at the muzzle. 75mm L70 KwK 42 - high velocity gun specifically developed for mounting in AFVs. Smoke ammunition was never developed for this & other high velocity guns (88mm) because the rounds disintegrate too quickly on impact without adequate dispersal of the smoke producing filler. 76mm L51 Pak 36(r) - captured ex-soviet 76mm M36 gun rechambered to take 75mm PaK 40 ammunition. 80mm L37 PAW light weight gun which operated on a high-low pressure system to propel a low velocity fin stabilised HEAT round. The gun itself was extremely light. Use the 47mm L40 on To-Hit Table for all Direct Fire. 88mm RPzBGr - basically an 88mm Panzerschreck RP43 with the rear end sealed with a breach and mounted on a light carriage. Use the 37mm L40 on To-Hit Table for all Direct Fire. No HE rocket was produced. 88mm L56 Flak 18/36 - famous `88' pre-war AA gun with the dual ability of engaging ground & air targets. The `88' was very large and a hard piece to conceal. All FlaK 18, 36 & 37 version were identical in performance. Gun can be fired by crew without unlimbering, and was on a turn-table giving 360º traverse (treat as turret gun). Traverses as a C sized gun. 88mm L71 Pak 43 - the success of the 88mm FlaK lead to the PaK 43 purpose built version being manufactured. The original PaK 43 was lower than the original `88' with a turn-table giving 360º traverse (treat as turret gun). The latter stopgap PaK 41/43 version had the gun mounted on a heavier less-mobile split trail howitzer carriage. This category also includes the less numerous FlaK 41 AA of the same calibre & length. FlaK 41 can be fired by the crew while still limbered. 128mm L55 Pak 44 - delays in developing a strong enough carriage for this gun lead to numerous stop-gap versions being built on captured Soviet 152mm & French 155mm artillery carriages. Howitzers/Field Guns 75mm L10 LG 40 - recoilless gun designed for use with airborne and mountain units. The barrel sat on the tripod with all round traverse. Could be broken down for transport by pack-horse. No shield was provided and the gun is treated as a heavy weapon for cartage and transportation. 75mm L12 IG 18 - light stubby infantry gun which used a unique `shotgun' type breech. 75mm L22 IG 37 - a stop-gap infantry gun made from ex-soviet 75mm barrels cut down to L22 and mounted on PaK 35/36 carriages. A latter IG 42 model used the same barrel mounted on surplus PAW 600 carriages. 75mm L26 FK 18 - conventional pre-war field gun. Horse-drawn only. 75mm L36 FK 16nA - modernised WWI field piece. The original 77mm calibre was standardised to 75mm by replacing them with new barrels. Horse-drawn only. 105mm L13 LG 40 & 42 - heavy recoilless gun built for use with airborne and mountain units. The barrel sat on a tripod with all round traverse. The crew had to evacuate gun position prior to firing due to the backblast. Could be broken down for transport by pack-horse. 105mm L28 FH 18 - standard medium field howitzer. The FH18 was a heavy gun for its calibre and a lighter version, FH 18/40 based on a modified PaK 40 carriage, was developed & built in limited numbers. 105mm L52 K 18 - heavy field gun designed for counter-battery work. On limbering up the gun, the barrel had to be retracted up the carriage, therefore, double setup times for this gun are used. 150mm L12 sig 33 - heaviest infantry gun to see combat. It's weight in combat limited its flexibility in battle. 150mm L30 FH 18/36 - standard heavy howitzer. 380mm L 5 Rocket-Launcher - naval development for use against submarines, it was taken up by the army as a close range weapon for clearing built up areas such as fortified buildings. AA/Automatic Cannon 20mm L55 Flak 30/38 - conventional light AA gun with the FlaK 30 design going back to WWI. The FlaK 38 was more reliable with a higher rate of fire. If being towed, gun can be fired by crew without unlimbering. Gun can be carried & fired `en portee' on a Lt truck or h/track (or heavier) facing to either the front or rear. 20mm L55 Flakvierling 38 - consisted of four FlaK 38 guns on a common mounting. Gun can be carried & fired `en portee' on a Heavy truck with 360o traverse. 20mm L55 Triple MG151 - ex-luftwaffe aircraft guns acquired by the Army. The gun was electrically operated and was therefore only vehicle mounted. 37mm L60 Flak 18/36/37 - the original FlaK 18 was so large and heavy that all models were mounted on halftracks as SPAA. The latter FlaK 36 & 37 versions were lighter and became standard production after StGt 41 became available for use with this gun (including non-afv Self Propelled Guns) in early 1942, refer to `Spigot Bombs'. 65

66 German Organisation INFANTRY REGIMENT Three regiments made up a division Radios issued to company level. All transport was horse drawn. INFANTRY REGIMENT: German Infantry Regiment 1 Infantry Regiment HQ HQ 3 Infantry Battalion (only 2 battalions from 1942) * 1 Infantry Gun Company (2 pl. of 3 x 75mm infantry guns, 1 pl. of 2 x 150mm inf guns) regiment support unit 1 AT Company 4 platoons each with 3 x 37mm AT guns ( ) regiment support unit 3 platoons each with 3 x 50mm AT guns ( ) regiment support unit 3 platoons each with 3 x 75mm AT guns, 1 platoon of 3 Panzershreck Teams (44-45) regiment support unit German Infantry Battalion 1 Infantry Battalion HQ HQ 3 Infantry Company * 1 Infantry Weapon s Company (1 Co.HQ Team) use only if not broken down 3 x MMG Platoon (2 sections, each with 1 x MMG) battalion support unit 1 x Mortar Platoon, with two sections of 3 x 81mm mortar ( ) battalion support unit 1 x Mortar Platoon, with two sections of 2 x 120mm mortar (from 1942) battalion support unit German Infantry Company 1 Infantry Company HQ (1 Co. HQ Team + radio, 0-2 LMG Team, 1-2 Rifle Teams) HQ 3 Infantry Platoon * 1 Infantry Company AT Section (2 4 AT Rifle Teams) only support section (attach to a platoon) 1 Infantry Company Mortar Section (3 x 50mm mortars) 1941 only support section (attach to a platoon) 1 Infantry Company Mortar Section (2 x 81mm mortars) from 1942 support section (attach to a platoon) German Infantry Platoon 1 Infantry Platoon HQ (1 Platoon HQ Team, 1 Rifle Team) HQ 3 Infantry Squad (1 LMG Team, 2 Rifle Teams) * 3 Infantry Squad (3 teams, consisting of 1-2 LMG Team, 0-1 Rifle or SMG Team, 1 Rifle Team with Panzerfausts) Historical Data (do not use in gameplay) Infantry Platoon HQ Section - (1 Off, 2-3 NCO, 4-5 men, with 1-2 SMG and rifles) Infantry Squad (1 NCO, 9 men with 1 LMG, 1 SMG, 8 rifles) Infantry Squad (1 NCO, 9 men with 1-2 LMG, 2-3 SMG, rifles, 1-3 Panzerfausts) Infantry Company HQ Section - (1 Off, 2-4 NCO, 4-6 men, with 0-2 LMG, 2-4 SMG and rifles, radio) Infantry Company AT Section - (1 NCO, 7-9 men, with 2-4 AT Rifles, and rifles) Infantry Battalion HQ - (1-2 Off, 4-6 NCO, men, with 2-6 LMG, SMGs and rifles, radio) MOTORISED INFANTRY REGIMENT Until 1940, Panzer and Light Divisions had a single regiment. From 1941, increased to 2. From 43, renamed Panzer Grenadiers. In , for Panzer Divisions, the Regiment was reduced to only two battalions Radios issued to platoon level. MOTORISED INFANTRY REGIMENT: German Motorised Infantry Regiment 1 Infantry Regiment HQ HQ 3 Infantry Battalion * (1 or more battalion is Armored. Mostly only infantry platoons replace all trucks with armored Sdkfz 251 halftracks) 1 Cannon Company (2 pl. of 3 x 75mm inf guns, 1 pl. of 2 x 150mm inf guns, 8 trucks) regiment support company 1 Cannon Company (2 platoon of 3 x 150mm SPs, 6 trucks) Late regiment support company 1 AT Company (4 platoons of 3 x 37mm AT guns, 12 trucks) regiment support company 1 AT Company (4 platoons of 3 x 50mm or 75mm AT guns, 12 trucks) regiment support company 1 AT Company (1 pl. of 3 x 75mm AT guns, 1 pl. of 3 x PzSchrecks, 4 trks) Late regiment support company 1 AA Company (4 platoons of 3 x 20mm AA guns, 12 trucks in total) Late regiment support company 1 Engineer Platoon support unit 1 Engineer Co. (as for infantry co. but no Co. Wpns Pl) Late Squads as below support unit 1 LMG Team (with Panzerfaust from 43), 1 LMG Team, 1 Flamethrower Team, 1 truck 1 Recce Platoon support unit German Motorised Infantry Battalion 1 Infantry Battalion HQ HQ 3 Infantry Company (1 could be replaced with a motorcycle company) * 1 MMG Company battalion support unit 1 MMG Company HQ (1 Co. HQ Team + Radio, 1 Rifle Team, 1 truck, 1 m/c base) use only if whole co. used 3 MMG Platoon (2 sections, each with 2 x MMG, 1 truck) 1 Mortar Platoon (3 sections, each with 2 x 81mm mortar, 1 trucks) Mortar Platoon (2 sections, each with 2 x 120mm mortar, 2 trucks) Late battalion support unit 1 x MMG Co. AT Platoon (3 x 75mm AT guns, 3 trucks) Late battalion support unit German Motorised Infantry Company 1 Infantry Company HQ (1 Co. HQ Team + radio, 2 Rifle Teams, 1 truck, 1 m/c base) HQ 3 Infantry Platoon * 1 Infantry Company AT Section (3 4 AT Rifle Teams, 1 truck) support section (attach to a platoon) 1 Infantry Company Weapons Platoon (as below) company support unit 3 sections, being 2 MG sections of 2 x MMG, 1 truck, 1 mortar section of 2 x 81mm mortar, 1 truck) German Motorised Infantry Platoon 1 Infantry Platoon HQ (1 Platoon HQ Team with radio, 1 Rifle Team, 1 truck) HQ 4 Infantry Squads (1 LMG Team, 2 Rifle Teams, 1 truck) * 3 Infantry Squads (1 LMG Team, 2 Rifle Teams, 1 truck) * 3 Infantry Squad Late (2 LMG Teams, 1 with Panzerfaust from 43, 1 truck) * 1 Weapon Section (1 x 50mm mortar, 1 truck) * German Motorcycle Infantry Company (one could replace an infantry company) 1 Motorcycle Infantry Company HQ HQ 1 Company HQ Team + radio, 11 LMG Teams, 6 x M/cycle Sidecar bases (2 m/c on each) to carry them. 3 Motorcycle Infantry Platoon * German Motorcycle Infantry Platoon 1 Motorcycle Infantry Platoon HQ HQ 66

67 1 Platoon HQ Team and radio, 3 LMG Teams, 2 x M/cycle Sidecar bases (2 m/c on each) to carry them. 3 Motorcycle Infantry Squad (4 LMG Teams, 2 x M/cycle Sidecar bases (2 m/c on each)) * * Trucks could be replaced with heavy cars. Historical Data (do not use in gameplay) Motorised Infantry Platoon HQ Section - (0-1 Off, 1 NCO, 4 men, with 1 SMG and rifles, radio.) 1 motorcycle & 1 truck Motorised Infantry Squad (1 NCO, 9 men with 1 LMG, 1 SMG, 8 rifles.) 1 truck Motorised Infantry Squad Late (1 NCO, 7 men with 2 LMG, 1 SMG, 5 rifles, upto 4 Pzrfausts* from 43.) 1 truck Motorised Infantry Company HQ Section - (1 Off, 2 NCO, 8 men, with 2-3 SMG and rifles, radio) 1-2 trucks, 2 motorcycles Motorised Infantry Company AT Section - (1 NCO, 6-8 men, with 3-4 AT Rifles, and rifles) 1 truck Motorised MMG Company HQ Section - (1 Off, 2-4 NCO, 3-5, with? radio.) 1-2 motorcycle & 1-2 truck Motorcycle Infantry Platoon HQ Section - (1 Off, 2-3 NCO, 4 men, with 3 LMG and rifles, radio.) on 4 m/c sidecars Motorcycle Infantry Squad - (1 NCO, 7 men, with 4 LMG and rifles) on 4 m/c sidecars Motorcycle Infantry Co HQ - (1 Off, 4-8 NCO, 18 men, with 12 LMG and rifles, radio.) on 12 m/c sidecars Motorised Engineer Squad Late (1 NCO, 7 men, 2 LMG, 1 SMG, 4 rifles, < 4 Pzrfausts* from 43, 1 Flamethrower.) 1 truck PANZER GRENADIER BATTALION From 1943 The Armored Infantry Battalion of a Motorised Infantry Regiment (Panzer Grenadiers) was changed to: German Panzer Grenadier Battalion Panzer Grenadier Battalion HQ HQ 3 Panzer Grenadier Company * 1 Panzer Grenadier Heavy Weapons Company battalion support unit 1 Company HQ (1 Co. HQ Team + radio, 6 Rifle Teams, 2 x Sdkfz 251/1, 1 m/c base) use only if whole co. fielded 1 Mortar Platoon (2 sections, each with 2 x 120mm mortar, 2 x Sdkfz 251/1) 1 Cannon Co. (treat as a platoon) 3 sections, each with 2 x Sdkfz 251/9 1 AA Co. (treat as a platoon) 3 sections, each with 2 x 37mm AA SPs German Panzer Grenadier Company Panzer Grenadier Company HQ HQ 1 Company HQ Team with radio, 4 LMG Teams, 3 SMG Teams, 2 Rifle Team, transports as below: 2 x Sdkfz 251/1, 1 x Sdkfz 251/17, 2 x Volkswagons, 1 Motorcycle or Kettengrad base 3 Panzer Grenadier Platoon * 1 Panzer Grenadier Heavy Weapons Platoon, which contains as below: company support unit 1 Hvy Wpns Platoon HQ (1 Platoon HQ Team + radio, 1 LMG Team, 1 x Sdkfz 251/1) use only if whole pla. fielded 1 Hvy Wpns Mortar Section (2 x Sdkfz 251/2) 1 Hvy Wpns Cannon Section (2 x Sdkfz 251/9) 1 Hvy Wpns AA Section (2 x 251/17) 1 Hvy Wpns MG Section (3 x MMG teams in 1 x Sdkfz 251/1) German Panzer Grenadier Platoon Platoon HQ (1 Platoon HQ Team with radio, 1 Rifle Team, 1 x Sdkfz 251/1, 10 or 17) HQ 3 Panzer Grenadier Squads (2 LMG Team, one has Panzerfausts, 1 x Sdkfz 251/1) * * Note regarding units: Sdkfz 251/17 was extremely rare. AA Section Sdkfz 251/17 were mostly replaced by Sdkfz 10/4 AA SPs. The above organisation was not always obtained in combat and halftracks were often replaced by trucks or heavy cars. Historical Data (do not use in gameplay) Panzer Grenadier Platoon HQ Section - (1 Off, 2 NCO, 3-5 men, with 2 SMG and rifles, radio.) 1 x Sdkfz 251/1, 10 or 17 Panzer Grenadier Squad - (1 NCO, 7 men with 2 LMG, 2-4 SMG, & rifles, upto 4 Pzrfausts*) 1 x Sdkfz 251/1 Panzer Grenadier Company HQ - (1 Off, 9 NCO, 18 men, 4 LMG, 8-12 SMG & rifles, radio) 2 x Sdkfz 251/1, 1 x Sdkfz 251/17, 2 x Volkswagons, 3 Motorcycle Pz Gr Hvy Wpns Platoon HQ Section - (1 Off, 2 NCO, 4 men, with 1 LMG, 2-3 SMG & rifles, radio.) 1 x Sdkfz 251/1 Pz Gr Hvy Wpns Company HQ Section - (1 Off, 7-10 NCO, 16 men, radio.) 2 x Sdkfz 251/1 or trucks, 1-2 m/cycle FALLSCHIRMJAGER REGIMENT Although paratroopers, their losses were so horrific during their invasion of Crete that they served the rest of the war as elite infantry. They still count as elite veterans, however. Three regiments made up the bulk of the division Radios issued to platoon level. Quite often entirely motorised in trucks (or 251/1 halftracks for squads & squad HQs only) FALLSCHIRMJAGER REGIMENT Fallschirmjager Regiment Fallschirmjager Regiment HQ HQ 3 Fallschirmjager Infantry Battalion * 1 AT Company (3 x 41/50/75mm AT Gun, 3 x 75mm Inf/Recoil Gun, 3 x LMG Teams) regiment support company Fallschirmjager Battalion Fallschirmjager Battalion HQ HQ 3 Fallschirmjager Infantry Company * 1 Fallschirmjager Weapon s Company battalion support unit 1 Weapon s Company HQ use only if whole co. fielded 1 Mortar Platoon (3 sections, each with 1 x 81mm mortar) 2 MG Platoons (3 sections, each with 1 x MMG) Fallschirmjager Company Fallschirmjager Company HQ (1 Co. HQ Team + radio, 2 SMG Teams, 1 truck) HQ 3 Fallschirmjager Infantry Platoon * 1 Mortar Section (3 x 50mm mortar) attach to a platoon 1 AT Section (3 x Panzerschreck Teams, 1 truck) attach to a platoon FallschirmjagerPlatoon 1 FallschirmjagerPlatoon HQ (1 Pl. HQ Team with rifle, 1 SMG Team, 1 truck or 251/1) HQ 3 FallschirmjagerInfantry Section (2 LMG Teams, 1 Asslt Rifle Team, 1 truck or 251/1) * Historical Data (do not use in gameplay) Fallschirmjager Infantry Squad - (1 NCO, 8 men with 1-2 LMG, 2-3 SMG, 1-2 Assault Rifles, rifles) Fallschirmjager Platoon HQ Section - (1 Officer, 1-2 NCO, 1-2 men with 2-3 SMG, rifles, radio) Fallschirmjager Company HQ Section - (1 Officer, 2-3 NCO, 4-6 men with SMG, radio) Fallschirmjager Company AT Section - (2 NCO, 8 men with 3 x Pzrschreck, 2-6 SMG, rifles) 67

68 VOLKSGRENADIER BATTALION Each Volksgrenadier division was built around the remnants of a decimated regular infantry division, to which were added boys, men over 60, wounded returning from hospitals, navy transfers, etc. Due to time restrictions, rather then adequately train them, (only three months!) they were armed with large numbers of automatic weapons. After their poor performance in the Battle of the Bulge, they were mostly used in defensive operations. Radios issued to company level. One battalion per division could be equipped with bicycles and horse drawn transport. Volksgrenadier units are CONSCRIPT. The only Volksgrenadier units allowed in your force, are to be taken from the below Volksgrenadier Battalion, plus Volksgrenadier artillery. See later. VOLKSGRENADIER BATTALION Volksgrenadier Battalion HQ 1 Volksgrenadier Infantry Battalion HQ HQ 3 Volksgrenadier Rifle Company * 1 Volksgrenadier Heavy Company battalion support unit 1 Volksgrenadier Heavy Company HQ 1 Mortar Platoon (3 sections, each with 2 x 81mm mortar) 1 Infantry Gun Platoon (4 x 75mm Infantry Gun, horse drawn) 2 MG Platoons (2 sections, each with 2 x MMG) Volksgrenadier Rifle Company 1 Volksgrenadier Infantry Company HQ HQ 1 Volksgrenadier Rifle Platoon * 2 Volksgrenadier Sturm Platoon * Volksgrenadier Rifle Platoon 1 Volksgrenadier Rifle Platoon HQ (1 Platoon HQ Team, 1 SMG Team) HQ 3 Volksgrenadier Rifle Squads (1 LMG Team, 2 Rifle Teams) * Volksgrenadier Sturm Platoon 1 Volksgrenadier Sturm Platoon HQ (1 Platoon HQ Team, 1 LMG Team) HQ 1 Volksgrenadier Sturm Rifle Squad (1 LMG Team, 1 SMG Team, 1 Rifle Team) * 2 Volksgrenadier Sturm SMG Squads (3 SMG Teams) * Historical Data (do not use in gameplay) Volksgrenadier Rifle Platoon HQ Section - (1 Off, 1 NCO, 4 men, with 3 SMG and 2 rifles, 1 pistol) Volksgrenadier Rifle Squad - (1 NCO, 8 men with 1 LMG, 2 SMG, 6 rifles.) Volksgrenadier Sturm Platoon HQ Section - (1 Off, 1 NCO, 4 men, with 2 LMG and 2 rifles) Volksgrenadier Sturm Rifle Squad - (1 NCO, 8 men with 1 LMG, 5 SMG, 3 rifles) Volksgrenadier Sturm SMG Squad - (1 NCO, 8 men with 9 SMG) NOTE: Regarding German Armoured Platoons A player may choose to field German armoured platoons 1 or 2 vehicles understrength, ie, due to combat losses. PANZER REGIMENT Initially two regiments were contained in each Panzer Division, but this was reduced to one by Radios as per the German AFV charts PANZER REGIMENT: Panzer Regiment Panzer Regiment HQ (6-9 tanks plus 15 m/cycles) HQ 3 Panzer Battalion * Panzer Battalion Panzer Battalion HQ (5-6 tanks) HQ 1 Mixed Panzer Company * 2 Panzer Company * Mixed Panzer Company All Option A or all Option B 1 Panzer Company HQ (2 tanks) Option A - Pz II, Option B - Pz III HQ 2-3 Panzer Platoons (5 tanks) Option A - Pz II, Option B - Pz III * 1 Panzer Platoons (5 tanks) Option A - Pz III, Option B - Pz IV * Panzer Company Panzer Company HQ (2 tanks, all Pz I or Pz II) HQ 3-4 Panzer Platoons (5 x Pz I or 5 x Pz II) * * Note: 35(t) was occassionally used as a substitute for the Pz III. Some Pz Divisions were equipped with 38(t), probably as a replacement for the Pz I or II PANZER REGIMENT: Panzer Regiment Panzer Regiment HQ (6-9 tanks plus 15 m/cycles) HQ 2 Panzer Battalion * Panzer Battalion Panzer Battalion HQ (5-6 tanks) HQ 1 Heavy Panzer Company * 2 Panzer Company * Heavy Panzer Company Panzer Company HQ (2 tanks, both Pz III or Pz IV) HQ 2 Panzer Platoons (5 x Pz III) * 1 Panzer Platoons (5 x Pz IV) * Light Panzer Company Panzer Company HQ (2 tanks, Pz III) HQ 2 Panzer Platoons (5 x Pz II) * 1 Panzer Platoons (5 x Pz III) * * Note: 35(t) was in rare cases used as a substitute for the Pz III, probably in Light Companies. Some Panzer Division s Light Companies probably entirely equipped with 38(t) PANZER BATTALION: 1943 Replaces Battalion Panzer Battalion Panzer Battalion HQ (5-6 tanks) HQ 1-2 Medium Panzer Company (note, max of 3 medium & light companies in total) * 1-2 Light Panzer Company * 68

69 Medium Panzer Company Panzer Company HQ (2 x Pz IV) HQ 3-4 Panzer Platoons (5 x Pz IV) * Light Panzer Company Panzer Company HQ (2 x Pz III) HQ 3-4 Panzer Platoons (5 x Pz III) * Note: StuG III could be used to replace tank losses in above platoons. PANZER REGIMENT: Late Panzer Regiment Panzer Regiment HQ (6-9 tanks plus 15 m/cycles, 9 x 37mm AA SPs or tanks) HQ 2 Panzer Battalion (one bat. has Pz IV, other bat. usually has Pz V, otherwise Pz IV too) * Panzer Battalion Panzer Battalion HQ (5 tanks, 3 x 20mm Quad SPs or tanks) HQ (treat as 2 platoons) 3 Panzer Company * Heavy Panzer Company Panzer Company HQ (2 tanks) HQ 3 Panzer Platoons (5 tanks) * Panzer Company Panzer Company HQ (2 tanks) HQ 3 Panzer Platoons (5 tanks, but normally 4 tanks due to attrition, especially for Pz V) * Note: StuG III could be used to replace tank losses in above platoons. ARMORED RECONNAISANCE BATTALION One attached to each Panzer Division. Radios as per the German AFV charts Apart from Sdkfz 251 used to carry the Armored Infantry or Pz Grenadier Infantry squads, HQs, etc, these units make large use of Sdkfz 250 light armored halftracks. eg use the Sdkfz 250/7 instead of Sdkfz 251/2 ARMORED RECONNAISANCE BATTALION Armored Reconnaissance Battalion Armored Reconnaissance Battalion HQ HQ 2 Armored Car Company * 1 Motorised Infantry Company (trucks or armored) same as in Motorised Infantry Reg * Armored Car Company Armored Car Company HQ HQ 1 Heavy Armored Car Platoon (6 x Sdkfz 231/232 8rad) * 3 Armored Car Platoons (6 x Sdkfz 221/222) * ARMORED RECONNAISANCE BATTALION Armored Reconnaissance Battalion Armored Reconnaissance Battalion HQ HQ 1 Armored Panzer Grenadier Company (armored halftracks) same as in Pz Gr Reg * 1 Motorised Panzer Grenadier Company (in trucks) same as in Pz Gr Reg * 1 Panzer Grenadier Heavy Weapons Company, same as in Pz Gr Reg * 1 Armored Car Company (3 options available) * Armored Car Company Option 1 1 Armored Car Company HQ (1 x Sdkfz 234/2, 2 Rifle Team, Volkswagon, 1 m/c base) HQ 4 Armored Car Platoons (6 x Sdkfz 234/2) * or Armored Car Company Option 2 1 Armored Car Company HQ (1 x Sdkfz 234/1, 2 Rifle Team, Volkswagon, 1 m/c base) HQ 1 Heavy Armored Car Platoon (6 x Sdkfz 234/3 or 234/4) * 3 Armored Car Platoons (6 x Sdkfz 234/1) * or Armored Car Company Option 3 1 Armored Car Company HQ (1 x Sdkfz 250/9, 2 Rifle Team, Volkswagon, 1 m/c base) HQ 3 Armored Car Platoons (4 x Sdkfz 250/9) * HEAVY TANK BATTALTION Most independent units attached at Army level only. Radios as per the German AFV charts HEAVY TANK BATTALION: 1943 Heavy Tank Battalion Heavy Tank Battalion HQ (2 x Tiger) HQ 2 Heavy Tank Company * Heavy Tank Company Heavy Tank Company HQ (1 x Tiger) HQ 2 Heavy Tank Platoon (4 x Tiger) * 2 Escort Platoon (4 x Pz III N) * HEAVY TANK BATTALION: Heavy Tank Battalion Heavy Tank Battalion HQ (3 x Tiger) HQ 3 Heavy Tank Company * Heavy Tank Company Heavy Tank Company HQ (2 x Tiger) HQ. 3 Heavy Tank Platoon (4 x Tiger) * TANK HUNTER DETACHMENT: Independent units attached to corps level. AFVs in the Battalion are either all Nashorn, all Jagdpanther, all Jagdpanzer IV/70, or all JagdTiger Radios as per the German AFV charts 69

70 TANK HUNTER BATTALION: Tank Hunter Battalion 1 Tank Hunter Battalion HQ (1 x SP -> Self Propelled Gun) HQ 1 Panzer Grenadier Company * 3 Tank Hunter Company * Tank Hunter Company 1 Tank Hunter Company HQ (2 x SP) HQ 3 Tank Hunter Platoon (3-4 x SP) * ASSAULT GUN BRIGADE: Could be independent units attached to corps level or divisional detachments From these were called battalions, and had all StuG III, and added an armored car to the Battery HQs. All StuG III could be replaced by StuG IV (JgPz IV/48) Radios as per the German AFV charts ASSAULT GUN BRIGADE: Assault Gun Brigade 1 Assault Gun Brigade HQ (1 x StuG III) HQ 1 Panzer Grenadier Company (details given previously) * 3 Assault Gun Battery * Assault Gun Battery (treat as a company) 1 Assault Gun Battery HQ (2 x StuG III) HQ 2 Assault Gun Platoon (4 x StuG III) * 1 Assault Gun Platoon (4 x StuH 42) * ANTI-TANK BATTALION The Panzer Division had a single AT Battalion, as below: Infantry Divisions AT Battalion is identical to below, except from 1941 only one AT SP Co and two AT Co. Also, motorised transport was limited, being mostly horse drawn. StuG companies not received until much later. Radios as per the German AFV charts ANTI-TANK BATTALION: Anti-Tank Battalion Anti-Tank Battalion HQ HQ 3 Anti-Tank Company * Anti-Tank Company Anti-Tank Company HQ HQ 3 Anti-Tank Battery (4 x 37mm AT guns, entirely motorised) * ANTI-TANK BATTALION: Anti-Tank Battalion Anti-Tank Battalion HQ HQ 1-2 Anti-Tank Company (note, a total of 3 companies of these two types) * 1-2 Anti-Tank SP Company * Anti-Tank SP Company Anti-Tank SP Company HQ (2 x SPs) HQ 3 Anti-Tank SP Battery (4 x Marder or StuG III or JgPz IV/70) * Anti-Tank Company Anti-Tank Company HQ HQ 3 AT Battery (4 x 28mm/37mm/50mm/75mm/76mm/88mm AT guns, motorised) * ARTILLERY See further artillery restrictions. ARTILLERY Infantry Division Artillery Regiment Artillery Battalion (3 batteries, each with 4 x 105mm howitzers, all horse drawn) artillery 1 Artillery Battalion (3 batteries, each with 4 x 150mm howitzers, all horse drawn) artillery Panzer Division Artillery Regiment Artillery Battalion (3 batteries, each with 4 x 105mm howitzers, all motorised) artillery 1 Artillery Battalion (3 batteries, each with 4 x ith 150mm howitzers, all motorised) artillery Panzer Division Artillery Regiment SP Artillery Battalion (see below) artillery 1-2 Artillery Battalion (3 batteries, each with 4 x 105mm howitzers, all motorised) artillery 1 Artillery Battalion (3 batteries, each with 4 x 150mm howitzers, all motorised) artillery SP Artillery Battalion mm SP Artillery Battery (6 x Wespe) artillery 1 150mm SP Artillery Battery (6 x Hummel) artillery Volksgrenadier Division Artillery Regiment Artillery Battalion (2 batteries, each with 6 x 75mm howitzers, all horse drawn) artillery 2 Artillery Battalion (2 batteries, each with 6 x 105mm howitzers, all horse drawn) artillery 1 Artillery Battalion (2 batteries, each with 6 x 150mm howitzers, all horse drawn) artillery ANTI-AIRCRAFT UNITS Panzer Division Anti-Aircraft Battalion mm AA Batteries (4 guns in each, entirely motorised) support unit 1 88mm AA Battery (4 guns, entirely motorised) support unit Panzer Grenadier Division Anti-Aircraft Battalion mmAA SP Company (2 platoons of 3 x 20mmAA SP, 1 of 3 x Quad 20mm SP) support unit 1 37mm AA Company (3 platoons of 3 x 37mm AA, entirely motorised) support unit 1 88mm AA Company (2 platoons of 4 x 88mm AA, entirely motorised) support unit 70

71 German SS Units Panzer, Heavy Tank Battalion, and Panzer Grenadier units can be SS. Basically, SS units were given the best weapons, vehicles and equipment available. Italy The Italian Army was not one that entered war willingly or with any conviction. Right from it's first encounter in 1940 against France, the Italian troops always came off worse. In Greece it was was estimated that an attack only had to be stalled for 20 minutes before the whole attack broke into total confusion and collapsed. Only in Russia did they show any enthusiasium which resulted in a number successive victories against the Soviet forces up until Staligrad. Equipment all round was very poor and antiquated. Motorisation was rare wit.h a great reliance on horses (except in North Africa). Italian troops were frequently issued with German AT equipment to stiffen them against attack, mainly '42 onwards. This went as far as giving a battalian of 88mm's to each mobile division ie. Ariete 132nd. Under German command and with German equipment, ltalian troops did give a better account of themselves. ITALIAN EQUIPMENT LISTS PV AFV DATES PROD FR 45 L5/ ? 2 52 L5/ ? 4 47 L3/ L3 (Flamethrower) L3 (20mm) L6/ M11/ M13/ M15/ P Semovente L40 47/ Semovente M40 75/ Semovente M42 75/ Semovente M42M Semovente M41M Semovente M43 75/ ? Semovente M43 75/ ? Semovente M43 105/ ? 6 74 Carro Commando M ? 4 46 Lancia I.Z.M AS AS AS 41 (20mm) AS AS 41/43 (50mm) AS ? 7 36 AS Lince R S PV GUNS DATES PROD FR 20 20mm L ? mm L40 37/ ? mm L45 37/ ? mm L32 47/ ? mm L20 75/ ? mm L34 75/ ? mm L46 75/ ? mm L53 90/ ? mm L17 65/ ? mm L30 75/ ? mm L19 vz ? mm L24 vz 14/ ? mm L35 105/ ? mm L25 105/ ? mm L65 20/65 AA 39-45? mm L60 Pak ? mm L56 Flak 18/ ? mm L15 vz ? mm L36 mle ? mm L56 Bofors AA 39-43? 6 PV ARTILLERY DATES PROD FR 80 75mm (per pair) /105mm (per pair) mm (per pair) mm (per pair) mm mortar 39-43? mm mortar 39-45? 3 PV TRANSPORT DATES PROD FR see Motorcyc1e 39-45? 2 soft Motorcycle Sidecar 39-45? 3 skin Light Car 39-45? 4 chart Light Truck 39-45? 3 Medium Truck 39-45? 4 Heavy Truck 39-45? 5 Medium Half track 43-45? 6 Heavy Half track 43-45? 7 Tractor 39-45? 3 PV TRUCK/ SP DATES PROD FR 26 Moto Guzzi Trialce 39-43? 6 24 Fiat 508C Mil 39-43? 6 42 Camionette Desertica 43-45? 6 59 Autocannone 75/ ? Autocannone 90/ ? 6 85 Autocannone 102/ ? 7 48 AS 42 HMG AS 42 (20/65) AS 42 (s18) PV INFANTRY DATES PROD FR 7 Rifle Team 39-45? 1 10 SMG Team 39-45? 3 15 LMG Team (Mag fed) 39-40? 2 26 MMG 39-45? 3 3 AT Grenade Early 42-45? PzB ATR Team 42-44? wz 35 ATR Team 41-44? S18 ATR Team 39-45? 3 8 Pzfaust 30/ ? 5 page39 AP Mine 39-43? 2 page39 AT Mine 41-43? 3 5ea Demolition Charge 39-45? 3 15 Flamethrower 39-45? 3 5 Smoke Grenade 41-45? 4 FAO FAC Radio 39-45? 3 ITALIAN EQUIPMENT NOTES - R35 and S35 were French tanks handed over by the Germans and employed in Sicily and Sardinia only (see French Armor.) - 50mm L60 and 88mm L56 guns were German issued to mobile divisions for AT unit by Rommel ( see German Guns) mm PzB 38/39 & wz 35 were German, the latter being from captured Polish stocks. - 75mm L15 vz 15 was Czech made ( see Polish Guns.) - 75nmm L36 mle 1897 was bought from pre-war France (see French Guns). - 40mm L48 AA was a licence built Bofors ( see British Guns.) - All AT Grenades and Pzfaust 30/60 were German issue. - Italian army can use horseteams, ski-troops and cavalry ( the last two in Russia only) - Artillery 75mm, 100/105mm and 81mm Mortars can fire smoke rounds indirectly. - All guns are vehicle/tractor towable except 65mm. Italian Troop Classes and Morale Ratings Troop Class Morale Rating Point Value Modification Notes Offboard Artillery Regular Reliable no modification to PV Onboard Artillery * Regular Reliable no modification to PV not support unit guns; AA; or AT guns Bersaglieri Regular Reliable no modification to PV All Other Units Conscript Poor -50% or x 0.50 You need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers * can be put in poor conscript companies. When testing the battery/platoon it counts as regular reliable. When testing the company, counts as poor conscript. ITALIAN SOFTSKINS The Italian motor industry without doubt produced some of the most innovative truck/tractor designs to see service during the war. The Italian Army fully expected to fight its next war along her mountainous northern borders as in WWI and vehicles were designed for use in this rugged Alpine region. Narrow vehicle width, all wheel drive, tight cornering and excellent cross country performance were prominent features. While the army possessed excellent designs, the country lacked the industrial capacity to produced enough for any widespread motorisation of its forces. Hence, the majority of purpose built military vehicles were allocated for use with artillery units, leaving the infantry and armor to suffice with inferior commercial transport. PV ITALY Description Drive Size Speed Capacity Tow Rd C/C in teams 7 Moto Guzzi 'Alce' Motorcycle x 3 - A Moto Gilera 'Marte' M/cycle Sidecar x 2 - A Fiat 508 MC Light Car 4x2 B Autocarretta OM 32,37 Light Truck 4x4 B A 11 Fiat/Spa TL37, CL39 Light Truck 4x4 C B 71

72 13 Fiat 618 CM, Ceirano 50C Light Truck 4x2 C B 15 Fiat/Spa TM40 Medium Truck 4x4 C C 20 Fiat 626, Fiat 38R Medium Truck 4x2 C C 27 Lancia 3Ro, Fiat 633,634 Heavy Truck 4x2 D D 15 Breda TP32, TP40, Fiat P4 Heavy Truck 4x4 C D 28 Breda, Fiat/Soa Dovunque Heavy Truck 6x4 D D 10 Fiat 708 OCI Lt Tractor trk A B Moto Guzzi `Alce' - standard army solo motorcycle. Unlike their German counterpart, there was no provision for an extra passenger on the back, hence one rider only. Moto Gilera `Marte' - standard army motorcycle sidecar with provision for adding a pedestal mounted LMG on the sidecar to be operated by passenger. Fiat 508 MC - militarised derivative of the civilian Fiat 1100 car. Variants built were a staff car and cargo carrier. Autocarretta OM 32,37 - small 4x4 mountain truck designed as a tractor for towing light guns through alpine regions. It had four wheel steering for tight cornering and was very narrow for negotiating small tracks. A pedestal mounted AA LMG could be added at the back and operated by passengers (additional PV.) The OM 32 had solid rubber wheels, the OM 37 was an improved model with pneumatic tyres. Fiat/Spa TL37, CL39 - the TL37 light 4x4 truck had four wheel steering and excellent cross country performance. Both personnel and cargo versions were produced, including a desert variant, the AS37. The Spa CL39 was a scaled up version of the Autocarretta OM series. Fiat 618 CM; Ceirano 50C - these archaic cargo trucks dated back to the late 1920's and were still in wide spread use at the outbreak of war. Fiat/Spa TM40 - medium 4x4 truck used exclusively as artillery tractors. Variants built included a cargo version. Fiat 626 & 38R - standard medium 4x2 cargo trucks. Other examples include vehicles such as the OM Taurus & Bianchi Miles. Lancia 3RO; Fiat 633,634 - standard heavy 4x2 cargo trucks. Other examples include the Alfa Romeo 800RE & Fiat 665. Breda TP32,TP40; Fiat P4 - the Fiat TP32 & TP40 were heavy 4x4 trucks used exclusively as artillery tractors. The Fiat P4 vehicle was an artillery tractor originally produced in 1924 and modernised during the 30's with massive pneumatic tyres. Breda & Fiat/Spa Dovunque - these 6x4 heavy cargo trucks had the army designation of "Dovunque" meaning "all-terrain" vehicles. They include the Breda 41 & 52, Fiat/Spa 33 & 35. Fiat 708 OCI - small caterpillar (tracked) gun tractor used for hauling mountain guns. The vehicle had no provision for carrying the crew or ammunition, both of which must follow up or be transported separately. ITALIAN MOTORISED GUNS PV ITALY Description Drive Size Speed Armament Rd C/C 26 Moto Guzzi'Trialce' MMG Motor-tricycle - A MMG 24 Fiat 508C Mil Light AA Car 4x2 B twin LMG 42 Camionette Desertica M43 Lt AA truck 4x4 C mm L65 AA, LMG 59 Autocannone 75/27 Md AA truck 4x2 C mm L Autocannone 90/53 Hvy AA truck 4x2 D mm L27 85 Autocannone 102/35 Hvy AA truck 4x2 D mm L35 48 AS 42 (HMG) Recon Car 4x4 C HMG, LMG 46 AS 42 (20/65) Recon Car 4x4 C mm L65 AA, LMG 39 AS 42 (20mm s18) Recon Car 4x4 C mm L105, LMG Moto Guzzi`Trialce' MMG - motorised tricycle which was used as an MMG carrier. The vehicle carried a crew of three (including the driver) and the MMG could be stowed in the rear or mounted on a central pedestal ready to fire. The MMG can only be fired when stationary and the crew dismounted (no setup required.) The MMG can be dismounted and used as a normal MMG within 10cm of the tricycle. Fiat 508C Mil - the cargo version of the Fiat 508 with pedestal mounted dual AA LMG on the rear with 360o traverse. Camionette Desertica M43 - standard TL37 Desert truck with 20mm Breda AA gun mounted in the passenger compartment with 180o arc of fire towards the rear. An LMG was mounted at the front and was manned by the co-driver. Autocannone 75/27 - ex-wwi 75mm Krupp AA gun mounted on the rear of a 1928 Ceirano 50CM truck. Fold-down sides provided a wider platform for the gun crew with no crew protection provided. Another variant used in limited numbers was the Sahariana Corte 75/27 which consisted of a TL37 truck modified in the field to mount a 75/27 Model 12 field gun. The gun was mounted in the rear firing over the front with limited traverse. The original gun shield was still retained. Autocannone 90/53 - Lancia 3RO heavy truck mounting the 90mm L53 AA gun with all-round traverse. Fold-down sides provided a wider gun platform for the crew and four out-riggers were used to stabilise the truck. A large gun shield was provided on most vehicles giving partial cover to gun crew within the guns AOF. Gun could not be fired over the drivers cab. In 1942, the Breda 41 `Dovunque' 6x6 truck replaced the Lancia 3RO in production, being built in very small numbers before the September 1943 Armistice. Autocannone 102/25 - Fiat 633 heavy truck mounting the ex-wwi 102mm L35 naval gun. The vehicle had fold-down sides for a wider gun platform and four out-riggers to stabilise the truck. No gun shield or crew protection were provided. AS 42 (LMG), (HMG), (20/65) & (20mm s18) - this unarmored vehicle (and variants) were based on a modified AB41 chassis and designed for reconnaissance operations in the North Africa. They were equipped with a variety of armament with the most common types being the 20mm Breda AA gun, 20mm s AT gun and 13.2mm HMG. All were mounted on a central pedestal with 360º traverse. An LMG was also mounted at the rear to one side with provision for a second LMG (additional PV; applicable to all variants.) ITALIAN ARMOR Italian AFVs were characterised during the war by thin armor, weak engines and poor armament. Italian AFV crews understandably had little confidence in their equipment and fought only moderately well under the circumstances. Even the quality of armor plating used on the tanks was poor, having a tendency to crack when impacted by a shells even when failing to penetrate. The over-burdened Italian industry struggled to produce enough AFVs for the army requirements and the design of better tanks was given low priority due to the loss of production from retooling and conservatism within the Army. As late as 1943, Mussolini had to order the development of a 75mm gunned tank (P40) because the army still saw no requirement for one. Italy enter the war in 1939 with approximately 1660 tanks and produced a further 3300 tanks, SPs & armored cars up until PV TANKS ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 45 L5/21 2 LMG B 4 52 L5/32 37 L B 7 47 L3/35 2 LMG B 3 58 L3 Flamethrower F/Thr,LMG B 3 54 L3 (20mm) 20 L B 4 74 L6/40 20 L55,LMG C 5 70 M11/39 37 L40,2LMG C M13/40 47 L32,3LMG C M15/42 47 L40,3LMG C P40 75 L34,LMG C 8 PV Self Propelled Guns ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 75 Semovente L40 da 47/32 47 L B 6 93 Semovente M40 da 75/18 75 L C Semovente M42 da 75/18 75 L C Semovente M42M da 75/34 75 L C Semovente M41M da 90/53 90 L C Semovente M43 da 75/34 75 L C 7 72

73 208 Semovente M43 da 75/46 75 L C Semovente M43 da 105/ L C 9 74 Carro Commando M41 HMG C 3 PV APC/RECONNAISSANCE ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 46 Lancia IZ`M' 4x2 3 LMG C 3 63 AB611 6x4 37 L40,2LMG C 5 47 AB40 4x4 3 LMG C 4 70 AB41 4x4 20 L65,2LMG C 5 92 AB43 4x4 47 L40,2LMG C AB41/43 4x4 50 L60,2LMG C 7 38 AS37 LMG C AB Lince Scout Car 4x4 LMG B 2 Smoke Dischargers; No AFVs equipped! Radios; L6/40, M15/42, P40, Semovente M40/M41/M42/M43, Carro Commando M41, AB 40/41, AB Lince, AS37 were equipped as standard. For M13/40, radios were standard after late 1941, prior to which only platoon/company command tanks were radio equipped. One Man Turrets; L5/21, L5/32, L6/40, M11/39. Italian AFV Notes: TANKS L5/21 - also referred as the Fiat 3000, they were built from 1921 onwards with the design being heavily influenced by the French FT-17. The L5/21 mounted twin MGs while the L5/32 had a low velocity 37mm. The latter was intended for use as platoon and company command tanks. L3/35 - includes the L3/33 version which was identical. This AFV was more an MG carrier than a tankette and was widely exported because it was cheap. Platoon & company command tanks were able fit one of their two MGs onto an AA mount for the commander. No radios were fitted. L3 Flamethrower - developed in 1935, the L3 tankettes had one of their two MGs replaced with a flame projector. The majority of vehicles towed an armored fuel trailer while late production models had small fuel tanks installed over the engine compartment. This was the only flame throwing AFV to be produced by the Italians. L3 (20mm) - a small quantity of L3/35 were modified to mount the 20mm Solothurn AT rifle in place of the twin MG. L6/40 - built to replace the L3/35 in it's reconnaissance role. Although it went into production in 1940, it didn't see general use until 1942 by which time it was obsolete. Production was therefore switched to the Semovente L40. M11/39 - carrying the 37mm gun mounted in the front hull and a small turret with two MGs, it was intended as a main battle tank but production was limited in favor of the better M13/40. The `One Man Turret' rule applies to turret LMGs only. M13/40 - includes the M14/41 which had a more reliable engine but was otherwise identical. The M13/40 was still a poor design with an awkward crew layout, thin riveted armor and under-powered/unreliable engine. M15/42 - same as the M13/40 with increased armor, lengthened hull and mounting the longer 47mm L40. P40 - based on the M15/42, its sloped armor was influenced by the T34 encountered by Italian troops in Russia. Production continued after the armistice with vehicles going to the Wehrmacht. SELF PROPELLED GUNS Semovente L40 da 47/32 - with the L6/40 obsolete before entering service, production was switched to an SP variant. The 47mm gun was mounted with limited traverse in the open topped hull alongside the driver. Semovente M40 & M41 da 75/18 - influenced by the German StuG III, the hull of the M13/40 tank was used to mount the 75mm L20 infantry howitzer in a fully enclosed superstructure. After 60 vehicles had been produced, M40 was replaced by the M41 which was still identical except for using the latter M14/41 chassis. Semovente M42 da 75/18 & M42M da 75/32 - identical to the M41 except built on an M15/42 tank chassis. The production model was to mount the 75mm L34 gun but delays in delivery meant the 75mm L20 howitzer was used as a temporary substitute. Also includes the limited number of M41 da 75/32 which were virtually identical. Semovente M41M da 90/53 - based on a modified M14/41 chassis, the engine was moved to the centre and the 90mm L53 AA gun mounted at the rear with limited traverse. Only a few rounds were carried in the SP which meant a turret-less L6 tank carrying extra ammunition had to follow. Only two of the gun crew rode along with the SP and can only fire if completely stationary. Gun crew receive no cover from sides or rear. Semovente M43 `Daschund' da 75/34, 75/46 & 105/25 - based on the P40 tank chassis, the length and width of the hull was increased to accommodate a larger superstructure mounting the 75mm L46 AA gun or 105mm L25 howitzer. When the M43 first went into production in 1943, both guns were temporarily unavailable and the 75mm L34 gun was used as a stop-gap, giving rise to the M43 75/34. The M43 75/46 mounted the 75mm L46 AA gun and was to be used as a tank destroyer, while the M43 105/25 with the 105mm L25 howitzer was intended for counter-battery fire role. Production continued on after the armistice under German supervision. Side skirts on the hull sides were standard covers upper hull only, included in PV. Carro Commando M41 - a turretless M13/40 or M14/41 converted to a command tank with additional radio equipment and a HMG replacing the hull twin LMGs. Large hatches were installed over the turret ring. APC/RECONNAISSANCE Lancia IZ`M' - this 1912 AC saw extensive service throughout WWI, Spanish Civil War (1937), conquest of Ethiopia ( ). By 1940, it was still in its original form except for having the MGs updated. On the front of this AFV, a special wire cutter was mounted which allows it to pass through barb-wire (fences) without any movement penalty. AB 611(a) & (b) - also referred to as the Fiat 611 or AB34. Built on a 6x4 military truck and designed for colonial service. The (a) mounted twin MGs in the front of the turret while the (b) support version had the low velocity 37mm gun. AB 40 - first in the series of 4x4 wheeled AC, the AB40 mounted only MGs and was quickly superseded in production by the AB41 mounting a 20mm cannon. Two drivers were provided for in the front and back allowing it to be driven full speed in reverse. AB41 - identical to the AB40 except the turret was redesigned to take the 20mm cannon. (Also includes the post-armistice production AB43/41 which mounted the 20mm cannon and was similar in both performance and appearance.) AB43 - the AB41 was modified by installing a new turret mounting the longer 47mm L40 gun. This turret was considerably larger than on the previous AB41, being originally designed for the prototype `Celere Sahariano' tank (which never reached production). The hull was widened to take the larger turret and uparmored on the front. AB41/43 - after the armistice, the AB43 production came under German supervision and the AC was modified to mount the more powerful German 50mm L60 in the same turret. Production of a 20mm gun version was also carried out using the original AB41 turret design. AS37 - the 4x4 wheeled open-topped APC. The only Italian effort made during the war to produce an APC. Based on the Fiat TL37 truck, it was open-topped with rear access doors. AB Lince - manufactured from 1942, it was an exact copy of the British Dingo Scout car. ITALIAN GUNS Italy's artillery situation was one of the worst of any major power in WWII. Possessing large quantities of vintage obsolete guns, this situation was only made worse by the acceptance of captured booty from various sources or purchased from Germany. As a result, the Italian Army fielded more calibres and shell types than any other nation involved in WWII, creating enormous logistical problems and headaches for the already over-stretched logistics. Italian gunners however, fought surprisingly well for all their handicaps and were noted for their brave conduct in combat, a significant contrast to the remainder of the Italian forces. With German assistance, HEAT ammunition was introduced during September 1942 for certain guns in an attempt to bolster the Italian AT firepower. ITALY PV AT/Tank Guns Size FO NOTES 20 20mm L105 S A (12) (11) (10) (8) (6) 2 No gun shield mm L40 37/40 A (12) (11) (10) (8) (6) mm L45 37/45 A (12) (11) (10) (9) (8) (6) mm L32 47/32 A (12) (11) (10) (9) (8) (6) 3 No gun shield pp -> StGt 41 HEAT 43+ (11) (7) 5 (Muzzle-loaded Spigot Grenade) mm L40 47/40 * (12) (12) (11) (10) (9) (8) (6) * 73

74 mm L20 75/18 B (12) (11) (10) (9) (8) (7) (6) (5) 5 Smk pg ->75mm L20 75/18 HEAT 42+ (10) (10) (9) (9) (7) (5) mm L34 75/32 B (12) (12) (11) (10) (10) (9) (8) (7) (5) 5 Smk mm L42 75/39 C (12) (12) (11) (10) (10) (9) (8) (8) (7) (5) 5 No gun shield mm L46 75/46 C (12) (13) (12) (11) (11) (10) (9) (8) (8) (7) mm L53 90/53 C (11) (12) (13) (12) (11) (11) (10) (9) (8) (7) PV Howitzers/Field Guns Size FO NOTES 42 65mm L17 65/17 A (11) (10) (8) (6) (6) (5) 4 No gun shield, Hdrawn pg -> 65mm L17 65/17 HEAT 42+ A (10) (9) (8) (7) mm L30 75/27 B (12) (11) (10) (9) (8) (8) (7) (6) (5) 5 Smk pg 75mm L30 75/27 HEAT 42+ (11) (10) (9) (8) (6) (6) (5) mm L19 vs 14 C (11) (10) (10) (9) (8) (7) (6) (5) pg -> 100mm L19 vs 14 HEAT 42+ (9) (9) (8) (7) (6) (5) mm L24 vs 14/19 C (11) (11) (10) (9) (9) (8) (7) (6) (5) pg ->100mm L24 vs 14/19 HEAT (10) (9) (9) (8) (7) (6) (5) mm L35 102/35 C (11) (12) (11) (10) (10) (9) (9) (8) (7) (6) mm L25 105/25 C (11) (12) (11) (10) (10) (9) (9) (7) (6) 7 Smk pg ->105mm L25 105/25 HEAT 43 + (10) (9) (9) (8) (6) (6) (5) PV AA/Automatic Cannon Size FO NOTES 24 20mm L65 AA 20/65 A (13) (12) (10) (7) (5) 1 No gun shield Italian Gun Notes AT/Tank Guns 20mm L105 Solothurn s18 - Swiss designed gun produced under license. It was classified as a heavy AT rifle. No shield was provided and the gun is treated as a heavy weapon for cartage and transportation (ie. cannot be towed.) 37mm L40 37/40 - low velocity tank mounted gun developed early 1920s. 37mm L45 37/45 - licensed copy of the German 37mm PaK 35/36. Can be carried & fired `en portee' on a Lt.truck facing to the front or rear. 47mm L32 47/32 - copy of the Austrian 47mm Bohler. Used as an infantry, AT & mountain gun. No gun shield. Can be carried & fired `en portee' on Lt.truck (or heavier) facing to the rear. In German service, StGt 41 became available for use with this gun in late 1943, refer `Spigot Bombs'. (Cannot be used on AFVs). Gun cannot be towed prior to mm L40 47/40 - tank mounted gun specifically designed to replace the 47/32. 75mm L20 75/18 - field howitzer & mountain gun built in limited numbers. HEAT ammunition introduced Sep 1942 prior to battle of El Alamien. 75mm L34 75/32 - identical to the 75/18 in appearance except for the extended barrel. Intended as an artillery gun, it mainly served in an AT role. HEAT ammunition introduced Sep 1942 prior to battle of El Alamien. 75mm L42 75/39 - ex-british pre-war Vickers AA guns left behind in France. 54 were purchased from the Germans in No gun shield. 75mm L46 75/46 - pre-war AA gun used extensively in dual AA/AT role. No gun shield. 90mm L53 90/53 - pre-war AA gun used extensively in dual AA/AT role. Slightly better than the German 88mm L56 FlaK. Ground & vehicle mounted versions used. Howitzers/Field Guns 65mm L17 65/17 - pre-wwi mountain gun. Although designed with a gun shield, they were not used in combat. 75mm L30 75/27 - original model was licensed copy of the pre-wwi Krupp 75mm M1905 gun. Various upgraded models built with different carriages ranging from single to split trails. 100mm L19 vz14 & L24 vz14/19 - ex-austro-hungarian howitzers obtained under WWI war reparations with further quantities purchased from Germans in Also includes the identical Czech 100mm vz16 mountain gun. 102mm L35 102/35 - ex-naval AA gun used on ground-mount or in a static role. Truck & rail mounted versions also used. Capable of 360º degree traverse. 105mm L25 105/28 - Licensed built version of the French mle 1913 medium artillery gun. AA/Automatic Cannon 20mm L65 AA 20/65 - standard light AA gun. Used extensively in dual AA/AT role. No gun shield. Can be carried & fired `en portee' on Lt.truck (or heavier) with 360º traverse. Gun can be fired by crew without unlimbering. Italian Organisation INFANTRY REGIMENT Two regiments made up the bulk of a division Radios were issued to Regiment HQs only. All transport was horse drawn. INFANTRY REGIMENT: Infantry Regiment Infantry Regiment HQ HQ 3-5 Battalion * 1 Mortar Company (2 3 platoons, each with 3 sections, each with 1 x 81mm mortar) regiment support unit 1 AT Company (2 platoons of 3 4 x 47mm AT Guns each) regiment support unit 0-1 Gun Company (2 platoons of mm Infantry Guns each) regiment support unit Infantry Battalion 74

75 1 Infantry Battalion HQ HQ 3 Infantry Company * 1 Weapons Company 1 Weapons Company HQ only use if not broken down 2 MG Platoons (2 sections, each with 2 x MMG) battalion support unit 2 Mortar Platoons (each with 3 sections of 3 x 45mm mortar) battalion support unit 1 AT Platoon (with 3 sections of 3 x 20mm AT Rifles) battalion support unit Infantry Company 1 Infantry Company HQ (2 Company HQ Teams, plus one Infantry Section) HQ 3 Infantry Platoons * Infantry Platoon 1 Infantry Platoon HQ (1 Platoon HQ Team) HQ 2 Infantry Sections (see below) * Treat ea as two squads, each with 1 LMG Team, 2 Rifle Teams, but each squad must remain in squad cohesion with the other. Historical Data (do not use in gameplay) Infantry Platoon HQ Section - (1 Off, 1 NCO, 1 SMG and rifle) Infantry Section - (2 NCO, men, 2 LMG, 2 SMG and rifles) Infantry Company HQ Section - (2 Off, 3-9 NCO, 24-26, rifles) BERSAGLIEN MOTORISED INFANTRY REGIMENT Two were attached to motorised infantry divisions, one to armored divisions. Radios issued to company level HQs. A good proportion of transport was horse drawn, eventhough trucks are listed below. The Bersaglieri also had limited armoured battalions, but in Russia had ONLY L6/40 (two companies in total!). Bersaglien Motorised Infantry Regiment Bersaglien Motorised Infantry HQ HQ 2-3 Bersaglien Motorised Infantry Battalion * 1 Mortar Company (3 platoons with 3 sections, each with 1 x 81mm mortar) regiment support unit 1 AT Company (3 platoons of 3 x 47mm AT gun, 3 trucks) regiment support unit 1 AA Company (3 platoons of 4 x 20mm AA guns) 13 trucks regiment support unit Bersaglien Motorised Infantry Battalion 1 Bersaglien Motorised Infantry Battalion HQ HQ 2-4 Bersaglien Motorised Infantry Company * 1 MG Company 1 MG Company HQ (Company HQ Team, 2 Rifle Teams, 1 truck) only use if pl. not allocated 4 MG Company Platoon (2 sections, each with 1 x MMG, 1 truck) battalion support unit Bersaglien Motorised Infantry Company 1 Company HQ (1 Co. HQ Team + radio, 3 Rifle Teams, 2 Trucks, 1 Field Car) HQ 3 Bersaglien Motorised Infantry Platoon * 1 Light Gun Platoon (3 x 20mm AA/AT guns, 3 trucks) company support unit 1 AT Gun Platoon (3 x 47mm AT guns, 3 trucks) company support unit Bersaglien Motorised Infantry Platoon 1 Bersaglien Motorised Infantry Platoon HQ (1 Platoon HQ Team, 1 Rifle Team, 1 truck) HQ 3 Bersaglien Motorised Infantry Section (2 LMG Teams, 1 Rifle Team, 1 truck) * Historical Data (do not use in gameplay) Bersaglien Motorised Infantry Platoon HQ Section - (1 Off, 3 NCO, 3 men, 3 SMG, rifles) 1 Truck Bersaglien Motorised Infantry Section - (1 NCO, 8 men, 2 LMG, 2 SMG, 5 rifles) 1 Truck Bersaglien Motorised Infantry Company HQ Section - (1 Off, 4 NCO, 10 men, 5 SMG, rifles, radio) 2 Trucks, 1 Field Car MEDIUM TANK REGIMENT 1941 onwards One was found in each armored division from Note, the only armor used in Russia was L6/40 and Semovente L40 da 47/32. Medium Tank Regiment 1 Medium Tank Regiment HQ HQ 3 Medium Tank Battalion * 1 AA Battalion (3 batteries of 4 x 20mm AA guns) 13 light trucks regiment support unit Medium Tank Battalion 1 Medium Tank Battalion HQ (1 tank) HQ 1 Medium Tank Battalion Reserve (2 platoons of 5 tanks) battalion support unit 3 Medium Tank Company * Medium Tank Company 1 Medium Tank Company HQ (1 tank) HQ 3 Medium Tank Platoon (5 tanks) * LIGHT TANK REGIMENT One was found in each armored division. From 1942, regiments fell out of use, but light tank battalions were assigned independently. Light Tank Regiment 1 Light Tank Regiment HQ HQ 3 Light Tank Battalions * Light Tank Battalion 1 Light Tank Battalion HQ (1 tank) HQ 3 Light Tank Company * Light Tank Company 1 Light Tank Company HQ (1 tank) HQ 3 Light Tank Platoon (4 tanks) * ARMORED RECON BATTALION One was attached to each armored division. 75

76 Armored Recon Battalion 1 Armored Recon Battalion HQ (1 Bat HQ Team in Field Car, 1 Recon Section*) HQ 3 Armored Recon Troops (treat as company) * Armored Recon Troop 2 Armored Recon Section (treat as platoon) 3 x armored car * * Recon Section 10 Rifle Teams and 10 motorcycle bases as transport. No effect on battalion morale if this section receives bad morale result or is destroyed. SELF PROPELLED BATTALION At least one battalion was attached to each armored division s artillery regiment. Self Propelled Battalion 1 Self Propelled HQ Battery (2 Command AFVs* + 1 Recon Section) HQ 2-3 Self Propelled Battery (each with 4-6 SPs plus 1 command AFV*) * * Command AFVs were Carro Commando M13 series if 75mm SPs were used. PARACHUTE BATTALION Eight battalions per airborne division Radios at Company HQ level Could be entirely motorised Parachute Battalion 1 Parachute Battalion HQ HQ 3 Parachute Company * 1 Mortar Platoon (3 sections, each with 1 x 81mm mortar) battalion support unit Parachute Company 1 Parachute Company HQ (2 Company HQ Teams (1 with radio), 1 Rifle Section) HQ 3 Parachute Platoon * Parachute Platoon 1 Parachute Platoon HQ (1 Platoon HQ Team) HQ 3 Parachute Section (2 LMG Teams, 1 Rifle Team) * Historical Data (do not use in gameplay) Parachute Platoon HQ Section - (1 Off, 2 NCO, 2 SMG, rifles) Parachute Section - (1 NCO, 8 men, 2 LMG, 2 SMG, 5 rifles) Parachute Company HQ Section - (2 Off, 2-4 NCO, 4-6 men with 2 SMG, rifles, radio) AT COMPANY Up to two AT Companies with 2 3 battieres could be attached to mobile and armored divisions. One AT Company with 3 batteries would be attached to each infantry division. AT Company 1 AT Company HQ HQ 2 3 Battery (4 x 90mm AA/AT/SP Guns) support unit ARTILLERY One artillery regiment would support two infantry regiments in a division. Often horse drawn, but motorised in North Africa, and often motorised in Motorised Infantry units. See artillery restrictions. ARTILLERY Artillery Regiment 2 Artillery Battalion (3 batteries, each with 4 x 75mm) artillery 1 Artillery Battalion (3 batteries, each with 4 x 105mm or 75mm) artillery 1 Mortar Battalion (3 companies, each with 2 platoons of 3 x 81mm mortar) artillery Japan The Japanese Army was first and foremost an infantry force and although it's armor component was weak, it was one to be greatly respected. Outnumbered in most of their engagements with the enemy, the spirit of the Japanese and the ability of their conmanders made them exremely tough opposition up until the start of '43. From the start of 1943, poor quality recruits lowered the standard of the whole army. We have made all Japanese units regular to average out the army s mix of veteran and conscript troops. Within the division there was a tendency to split and divide up formations to form ad-hoc battle groups for individual tasks and missions. On completion, these units were quite often not reattach back to their parent unit, thus destroying any esprit de corps a division or regiment might have. Their equipement was another story. Obsolete and out of date, the machine guns and rifles used were crude and badly designed plus the lack of general maintainance by the Japanese soldier may explain why they preferred open charges and hand to hand combat in preferrence to firing their own weapons. Japanese fanaticism in the field went extremes with even tank crews leaving perfectly good tanks to engage the enemy on foot in close combat. JAPANESE EQUIPMENT LISTS PV AFV DATES PROD FR 36 Type 92 Combat Car 39-43? 6 34 Type 94 Light TK 39-43? 6 60 Type 95 Light HA-GO Type 97 Light TE-KE a 39-45? 1 35 Type 97 Light TE-KE b 39-45? 3 69 Type 98 Light KE-NI Type 4 Light KE-NU Type 89B CHI-RO Type 97 CHI-HA Type 97 Special Type 01 CHI-HE 42-45? Type 03 CHI-NU Type 2 KA-MI 42-45? Type 1 HO-NI I Type 1 HO-NI II Type 3 HO-NI III Type 4 HO-RO Type 98 SA-TO 39-45? 7 62 Type 98 SA-KI 39-45? 7 28 HO-KI 41-45? 7 37 Type 91 SUMIDA 39-45? 5 48 Type 95 (NAVAL) 39-45? 6 52 Type 92 OSAKA 39-45? 5

77 38 Carrier LMG 42-45? M3'STUART' 44-45? 7 PV GUNS DATES PROD FR 11 37mm L22 Type ? mm L45 Type 94/ ? mm L54 Type 01 4l-45? mm L38 Type ? mm L44 Type ? mm L9 Type ? mm L19 Type ? mm L21 Type ? mm L31 Type 38i/ ? mm L24 Type ? mm L11 Type ? mm L23 Type ? mm L73 Type 98 AA 39-45? mm L73 Dual 98 AA 39-45? mm L60 Type 96 AA 39-45? mm L60 96 Double 39-45? 7 PV MORTARS DATES PROD FR 15 50mm (each) 39-45? mm 39-45? mm 39-45? mm 39-43? 7 PV ARTILERY DATES PROD FR 80 75mm (per pair) mm (per pair) mm (per pair) PV TRANSPORT DATES PROD FR see Motorcycle 39-45? 4 soft Motorcycle Sidecar 39-45? 7 skin Light Car 39-45? 6 chart Light Truck 39-45? 5 Medium Truck 39-45? 6 Heavy Truck 39-45? 6 Amphibious Truck 39-45? 6 Halftrack 39-45? 6 Medium Tractor 39-45? 3 Heavy Tractor 39-45? 4 PV INFANTRY DATES PROD FR 7 Rifle Team SMG Team LMG Team (Mag fed) MMG HMG AT Grenade Late AP/Rifle Grenade AT/Rifle Grenade Early AT/Rifle Grenade Late mm 97 ATR Team Smoke Grenade Lunge Mine page39 AP Mine page39 AT Mine Flamethrower Demolition Charge Radio FAO FAC JAPANESE EQUIPMENT NOTES - M3 Stuarts' were captured in 42 from US forces and used against them when they returned in in the Phillipines. They can only be used in the Phillipines. - Carriers were captured from British in small numbers while advancing into Burma, Malaya and Singapore. - AT Rifle Grenade was a copy of the German ones. - SMG's were primarily issued to airborne units. - Japanese army can use horseteams and cavalry in China only. - Artillery 75mm and 105mm, and all mortars can fire smoke rounds indirectly. Japanese Troop Classes and Morale Ratings Troop Class Morale Rating Point Value Modification Notes Offboard Artillery Veteran Elite no modification to PV Offboard Artillery Regular Elite no modification to PV All Other Units Veteran Elite +50% or x All Other Units Regular Elite +25% or x * you need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers JAPANESE SOFTSKINS During the late 20's and early 30's, vehicle production within Japan was dominated by Ford & GM. By the outbreak of war in 1939, the majority of vehicle manufacturing plants were consumed by Japanese companies who continued to churn out obsolete American truck designs. The industry, however, sadly lacked a background in vehicle technology which resulted in few new designs were forthcoming during the course of the war. Japanese tactical doctrine placed little emphasis on motorised forces. Manchuria and China provided few surfaced roads suitable for vehicles and the Pacific and Indo-china campaigns were likewise unsuitable with the additional problem of shipping. As a result, the infantry rarely rode into battle. Trucks were usually collected into transport regiments for supply and logistical work. Tracked prime movers were employed entirely for hauling artillery. Quantities of captured vehicles were used when ever possible, including British and US vehicles overrun in Malaysia, Singapore and Bataan. PV JAPAN Description Drive Size Speed Capacity Tow Rd C/C in teams 7 Type 97 Sankyo Motorcycle x 3 - A Type 97 Iwasaki M/cycle Sidecar x 2 - A Type 95 Kurogane Light Car 4x4 B Nissan 180 Isuzu Typ 94 Light Truck 4x2 C B 24 Isuzu Type 94 A/B Medium Truck 6x4 C C 27 Isuzu Type 2 (7 ton) Heavy Truck 4x2 D D 21 Toyota SUKI Amphib Truck 4x4 D Isuzu Type 98 KO-HI Halftrack ht C C 16 Type 94,92,98 (4-6 ton) Medium Tractor trk C C 11 Type 92, 95 (8-13 ton) Heavy Tractor trk C D Type 97 Sankyo & Iwaski Motorcycles - these two types were the most common models supplied to the army. Designs were based on US Harley Davidsons and both used solo & with sidecar. Sidecar versions could be equipped with a pintle mounted LMG (magazine fed) at additional cost. Type 95 Kurogane - nicknamed the "Black Medal", this 4x4 command/scout car was the equivalent to the famous Willy's Jeep, preceding it by more than four years. Production stop in Nissan 80 & 180; Isuzu Type 94 - most common types of trucks employed tactically by the Army. These vehicles were based on pre-war US designs. Isuzu Type 94A/B - the 4x6 Type 94A/B trucks were identical to 2x4 Izusi Type 94 except for the additional rear driven axle. Isuzu Type 2, (7 ton) - the heaviest tactical truck employed by the Army. Toyota SUKI - unarmored 4x4 amphibious vehicle based on the Toyota KCY truck. The vehicle had a boat shaped hull. Isuzu Type 98 KO-HI - semi-tracked vehicle influenced from German semitracked prime movers. Type 92,94,98 (4-6 ton) - these fully tracked vehicles were the standard prime movers for light and medium artillery. Their running gear was all based on light tank chassis with the first model entering service in Type 92,95 (8-13 ton) - fully tracked prime movers for hauling medium to heavy artillery. JAPANESE ARMOR With the Japanese Army very infantry orientated, their deployment and training of tank units was ultra-conservative and unimaginative. Tanks were characteristically small in size, thinly armored, poorly gunned and light weight. Size & weight were important for shipping purposes as all were envisaged as fighting abroad. With the poor road network in China, tanks were all required to have good cross-country mobility. The tactical use of tanks was limited to infantry support with units being split amongst infantry divisions. These tactics were heavily influenced & mislead by the fighting in China where enemy forces was always disorganised and poorly equipped. The need for heavier armor and more effective guns was therefore not realised until late in the war. Tank Divisions were first formed in mid-1942, but were still committed to battle piece-meal (ie. company, battalions.) By late 1944, the opportunity to effectively deploy armor was minimal and in many defensive actions, tanks were simply dug-in and used as pill-boxes. Japan entered the in 1941 with 3000 tanks & tankettes and manufactured a further 6490 up to PV TANKS ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 36 Combat Car Type 92 LMG B 3 34 Light Type 94 TK LMG B 3 77

78 60 Light Type 95 `HA-GO' 37 L45,2*LMG C 5 52 Light Type 97 `TE-KE'(a) 37 L C 5 35 Light Type 97 `TE-KE'(b) LMG C 3 69 Light Type 98 `KE-NI' 37 L50,2*LMG C 5 66 Light Type 04 `KE-NU' 57 L26,2*LMG C 6 76 Medium Type 89B `CHI-RO' 57 L22,2*LMG C 6 92 Medium Type 97 `CHI-HA' 57 L26,2*LMG C Medium Type 97 Special 47 L54,2*LMG C Medium Type 01 `CHI-HE' 47 L54,2*LMG C Medium Type 03 `CHI-NU' 75 L38,2*LMG C 7 75 Amphibious Type 02 `KA-MI 37 L50,2*LMG C 5 PV SELF PROPELLED GUNS ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 124 Type 01 `HO-NI I' 75 L C Type 01 `HO-NI II' 105 L C Type 03 `HO-NI III' 75 L C Type 04 `HO-RO' 150 L C Type 98 `SA-TO' 20 L73 AA C 4 62 Type 98 `SO-KI' 20 L73 Double AA C 4 PV APC/RECONNAISSANCE ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 28 `HO-KI' B - 37 Type 91 `Sumida' 6x4 LMG C Type 95 `Naval' 6x4 4*LMG C 3 52 Type 92 `Osaka' 4x2 MMG,LMG C 3 Smoke Dischargers; Medium Type 97 CHI-HA, Type 97 Special, Type 01 CHI-HE & Type 03 CHI-NU. From 1944+, Light Type 95`HA-GO'. Radios; All Med Type 97 Specials, Med Type 01 CHI-HE, Med Type 03 CHI-NU, SP Type 01/03 HO-NI I,II & III, SP Type 04 HO-RO were equipped with radios as standard. For Med Type 97 CHI-HA & Light Type 95 HA-GO, only company command tanks were radio equipped. One Man Turrets; All `Light' tanks, except Type 02 KA-MI. Japanese AFV Notes: TANKS Combat Car Type 92 - designed to replace ACs in cavalry units, the light AFV mounted a 13.2mm HMG in the hull and an LMG in the turret. The late production models had improved suspension and the hull HMG was sometimes replaced with a standard tank LMG. Light Type 94 TK - this tankette was developed as a supply tank with an ammunition trailer for resupplying front line troops. A small turret with LMG was added for protection. Light Type 95 `HA-GO' - the most popular AFV due to its reliability. Remained in production until 1943 and became one of the main AFVs alongside the Medium CHI-HA. The turret mounted a 37mm infantry gun & a rear offset LMG (only one of either can be fired each move.) Light Type 97 `TE-KE'(a) & (b) - mounting either the 37mm infantry gun or LMG in the turret, this AFV was very advanced in Light Type 98 `KE-NI' - produced as a replacement for the HA-GO. It mounted a longer 37mm gun, slightly better armor and was considerably faster. Only a limited production was carried out (100). Light Type 04 `KE-NU' - approximately 100 Type 95 HA-GO tanks had their turrets replaced with ex-chi-ha turrets (mounting the 57mm gun.) These turrets had become available when old CHI-HA tanks were upgraded to `Specials'. Medium Type 89B `CHI-RO' - first Japanese AFV to enter mass production (1928). Designed for infantry support, there were two versions, A (1928) & B (1936) which differed slightly in appearance but were otherwise identical in performance. Medium Type 97 'CHI-HA' - except for the turret armament, the tank was very advanced when introduced in Unlike any other AFV, it was progressively upgunned and uparmored. Radios were not installed in these tanks until Medium Type 97 Special - the standard CHI-HA was upgunned by redesigning a new turret mounting a copy of the Soviet 45mm AT gun. Unlike the standard CHI-HA, radios were installed as of 1942 which lead to it being issued as a platoon/company command tank. Medium Type 01 `CHI-HE' - Identical to the Type 97 Special with a substantially uparmored hull. This upgrade was carried out after combat against Soviet 45mm AT guns in 1939 where they easily penetrated the armor on the CHI-HA. Medium Type 03 `CHI-NU' - using the Type 01 CHI-HE hull, a new larger turret was installed mounting a new 75mm gun. Production took place during with sixty being built. Although assigned to tank regiments for the defence of the Japanese mainland, none saw combat. Amphibious Type 02 `KA-MI' - based on the Type 95 HA-GO, large pontoons were mounted either side of the hull for buoyancy and a pair of propellers & rudders for propulsion. While travelling on land with pontoons attached, all road & C/C speed is reduced x2/3. Pontoons can be jettisoned by the crew from within the AFV and costs half a move to complete (stationary.) SELF PROPELLED GUNS Type 01 `HO-NI I' & `HO-NI II' - the `HO-NI I' Tank Destroyer was based on the Type 97 CHI-HA Medium tank chassis with a 75mm Type 90 gun mounted with limited traverse. A shield was placed around the front and side of the gun. Crew receive only partial cover from flank and none from rear to small arms fire. The HO-NI II was identical except it mounted a 105mm howitzer. Type 03 `HO-NI III' - identical to the HO-NI I, but with additional armor added to the top and rear of the gun shield fully enclosing the gun crew. It was armed with the more powerful 75mm Type 88 AA gun. Type 04 `HO-RO' - similar to the `HO-NI I', this self propelled howitzer was built by the Japanese Navy and mounted the old 150mm Type 38 howitzer. Crew receive only partial cover from flank and none from rear to small arms fire. Type 98 `SA-TO' - AA tank based on a modified lengthened KE-NI Light tank chassis. Consisted of a single 20mm AA cannon mounted in an open topped turret. Type 98 `SO-KI' - AA tank consisting of twin 20mm AA guns with shield, mounted on a modified lengthened KE-NI light tank chassis with built up superstructure. Another version mounting only one 20mm gun on the same tank also existed. Crew receive only partial cover from flanks & rear to small arms fire. APC/RECONNAISSANCE `HO-KI' (Cap:11) - fully tracked armored troop carrier. Passengers were not fully protected and received only hard cover from sides & rear. Also employed as a gun tractor. Type 91 `Sumida' - built on commercial 6x4 truck chassis with the LMG mounted in a turret at the rear. This AC was capable of converting to rail movement and carrying passengers. Type 95 `Naval' - similar layout to the Sumida AC except built on a different 6x4 chassis. The extra LMGs were mounted in the sides & front hull with limited traverse. Not adaptable to rail. Type 92 `Osaka' - built on a 4x2 8-cwt chassis with one turret mounted LMG at the rear and the other mounted in the front hull. (The large variety of Japanese armored cars employed during the war was a massive and motley collection of both foreign designs and local expedients. The above three examples were the most common official Japanese versions used in combat.) JAPANESE GUNS Except for some early German Krupp designs, the majority of Japanese guns were copied directly from French guns with minor modifications. Manufacturing quality was always inferior to other Western nations and only handful of guns were designed for vehicle towing as the horse was still in wide spread use. Japanese artillery suffered from a lack of large calibre guns. Medium & heavy artillery above 75mm were only allocated at Corps/Army level formations. As with most aspects of the Imperial Japanese Army, gun development was heavily influenced by their experiences in China. Soviet intervention into Manchuria 1939 led to a number of large battles with better equipped Russian troops. Many deficiencies brought to light in equipment prompted an urgent rethink in many areas, especially in development of AT guns which had been previously neglected altogether. JAPAN PV AT/Tank Guns Size FO NOTES 11 37mm L22 Type 11 A (11) (10) (7) to-hit chance 3 No gun shield penetration 28 37mm L45 Type 94/97 A (12) (11) (10) (9) (7) (5) 3 Horse-drawn 78

79 mm L50 Type 00/01 A (12) (11) (10) (9) (7) (5) mm L54 Type 01 A (12) (11) (11) (10) (9) (7) (5) mm L22 Type 90 * (11) (10) (9) (8) (6) * mm L26 Type 97 * (12) (11) (10) (8) (6) * mm L38 Type 90 B (12) (12) (11) (11) (10) (9) (9) (8) (8) (6) 5 WP mm L44 Type 88 C (12) (12) (11) (11) (10) (9) (9) (8) (8) (7) 5 No gun shield PV Howitzers/ Field Guns Size FO NOTES 23 70mm L9 Type 92 A (11) (10) (9) (7) (Horse-drawn) 4 WP pg -> 70mm L9 Type 92 HEAT 45 (9) (9) (8) (6) mm L19 Type 41 A (11) (11) (10) (9) (7) (6) (5) 5 (HEAT:5 44+) WP pg -> 75mm L19 Type 41 HEAT 44+ (9) (9) (8) (7) (5) mm L21 Type 94 A (11) (11) (10) (9) (8) (7) (6) (5) 5 WP pg -> 75mm L21 Type 94 HEAT 44+ (10) (10) (9) (9) (7) (5) mm L31 Type 38/95 B (12) (11) (10) (9) (8) (8) (7) (6) (5) 5 (Horse-drawn) WP mm L24 Type 91 C (11) (10) (9) (9) (8) (7) (7) (6) (5) mm L11 Type 38 C (11) (10) (9) (8) (7) (6) (5) 9 (Horse-drawn) WP mm L23 Type 96 C (11) (11) (10) (9) (9) (8) (6) (5) 9 WP PV AA/Automatic Cannon Size FO NOTES 24 20mm L73 Type 98 A (13) (12) (10) (8) (6) (No g/shield) 1 (Horse-drawn) mm L73 Dual Type 98 A (13) (12) (10) (8) (6) 1 (Horse-drawn) mm L60 Type 96 B (13) (12) (11) (9) (7) (5) 1 (Static mount only) mm L60 Dual Type 96 B (13) (12) (11) (9) (7) (5) 1 (Static mount only) Japanese Gun Notes: AT/Tank Guns 37mm L22 Type 11 - copy of the French 37mm mle 16 infantry gun. No shield was provided and the gun is treated as a heavy weapon for cartage and transportation. 37mm L45 Type 94/97 - the crude Type 94 was produced as an infantry/at gun and like most Japanese guns, it was very light for manhandling through awkward terrain. The Type 97 was a licensed built copy of the German 37mm PaK 35/36 AT gun. 37mm L50 Type 01 - used exclusively for armament in the Type 98 KE-NI & Type 02 KA-MI tanks 47mm L54 Type 01 - developed in 1941 combining features from both the Soviet 45mm and German 37mm AT guns and intended specifically for an AT role. 57mm L22 Type 90 & L26 Type 97 - both Type 90 & 97 were pre-war guns exclusively built as AFV armament (CHI-RO & CHI-HA). 75mm L38 Type 90 - the design was based on the French Schneider 85mm mle 1927 and was employed extensively as an AT gun. 75mm L44 AA Type 88 - a copy of the 75mm Vickers AA gun from No gun shield. 360o traverse. Howitzers/Field Guns 70mm L9 Type 92 - short infantry gun often referred to as the `battalion gun'. It was capable of firing at very high trajectory and could be disassembled for pack horse transport. Horse-drawn only. 75mm L19 Type 41 - a copy of the Krupp Model 1908 mountain gun built under license. Could be dismantled for pack horse transport. Horse-drawn only. 75mm L21 Type 94 - based on the earlier Type 41 mountain gun, 75mm L31 Type 38/95 - improved copy of the pre-wwi 75mm Krupp Model 1905 field gun. Horse-drawn only. 105mm L24 Type 91 - standard divisional field howitzer based on a French 105mm Schneider design. Crude and very light. Horse-drawn only. 150mm L11 Type 38 - pre-wwi howitzer which was a license built Krupp design. Although withdrawn from service in 1942, it was dragged out again to arm the Type 01 HO-KI SP. Horse-drawn only. 150mm L23 Type 96 - standard heavy artillery howitzer. AA/Automatic Cannon 20mm L73 Type 98 - standard light AA gun which was also treated as an AT gun. Could be disassembled for pack horse transport. Gun can be fired by crew without unlimbering. 25mm L60 Type 96 - three versions existed; single, dual & triple gun mounted. All were ex-naval armament removed from ships & installed as part of beach defences (static mounted only.) No gun shields were provided and they were usually still manned by naval personnel. Japanese Organisation INFANTRY REGIMENT No Radios were issued below Regiment HQ. All transport was horse drawn or crew drawn. INFANTRY REGIMENT: Infantry Regiment 1 Infantry Regiment HQ HQ 79

80 3 Infantry Battalion * 1 Gun Company (2 platoons of 2 x 70mm infantry guns each) regiment support unit 1 AT Company (3 platoons of 2 x 37mm or 47mm AT guns each) regiment support unit Infantry Battalion 1 Infantry Battalion HQ HQ 4 Infantry Company (standard, modified, or strengthened.) * 1 MG Company battalion support unit 1 MG Company HQ Section (1 HQ Team, 2 Rifle Teams) take only if not broken down 3 MG Platoons, each with 4 MG Sections (each having 1 MMG, 1 Rifle Team) 1 Gun Platoon with 2 gun sections (each with 2 x 70mm infantry guns, or 2 x 81mm mortars, or 2 x 37mm AT guns) Infantry Company 1 Infantry Company HQ HQ 3 Infantry Platoons * 1 Weapons Platoon ( Strengthened companies ONLY) company support unit Standard Infantry Platoon 1 Infantry Platoon HQ (1 Platoon HQ Team) HQ 3 Infantry Sections (1 LMG Team, 3 Rifle Teams) * 1 Weapons Section (3 x 50mm mortars, 2 Rifle Teams) platoon supprt unit Modified or Strengthened Infantry Platoon 1 Infantry Platoon HQ HQ 3 Infantry Sections (1 LMG Team, 4 Rifle Teams) * 1 Modified Weapons Section (3 x 50mm mortars) platoon supprt unit 1 Strengthened Weapons Section (4 x 50mm mortars) platoon supprt unit Strengthened Weapons Platoon 1 Weapons Platoon HQ HQ 4 Weapons Platoon Infantry Sections (1 x HMG or 1 x 20mm AT Rifle Team, 2 Rifle Teams) * Historical Data (do not use in gameplay) Infantry Platoon or Weapons Platoon HQ Section - (1 Off, 1 NCO, pistol and rifle) Infantry Squad - (1 NCO, 12 men with 1 LMG and rifles) Modified or Strengthened Infantry Squad - (1 NCO, 14 men with 1 LMG and rifles) Weapons Section (1 NCO, 12 men, 3 or 4 50mm mortars, rifles) Weapons Platoon Infantry Section (1 NCO, 10 men, 1 HMG or 20mm AT Rifle, rifles) MOTORISED INFANTRY REGIMENT One of these was attached to each armored division. Radios were issued to company level. MOTORISED INFANTRY REGIMENT Motorised Infantry Regiment 1 Motorised Infantry Regiment HQ HQ 3 Motorised Infantry Battalion * 1 Gun Company (3 platoons of 2 x 75mm field guns, 8 trucks) regiment support unit Motorised Infantry Battalion 1 Motorised Infantry Battalion HQ HQ 3 Motorised Infantry Company battalion support unit 1 MG Company (as for Infantry Regiment plus 13 trucks) Motorised Infantry Company 1 Motorised Infantry Company HQ HQ 3 Motorised Infantry Platoon * 1 AT Section (2 x 47mm AT Gun, 3 4 trucks) company support unit Motorised Infantry Platoon 1 Motorised Infantry Platoon HQ (1 Platoon HQ Team, ride with Wpns Section) HQ 3 Motorised Infantry Sections (1 LMG Team, 2 Rifle Teams, 1 truck) * 1 Weapons Section (3 x 50mm mortars) platoon supprt unit ARMORED RECON COMPANY Maximum of one such company in your force. One was found in each tank regiment, or, independent ones were attached to an infantry division. ARMORED RECON COMPANY ARMORED Recon Company 1 Company HQ (1 x armored car or tankette) HQ 4 Platoons (each with 4 armored cars or tankettes) * 3 Platoons (each with 4 light tanks) * TANK REGIMENT regiments like this were found in armored divisions. TANK REGIMENT Tank Regiment Regiment HQ (3 light & 4 medium tanks) HQ 4 Mixed Companies * 1 Armored Recon Company (as above) * Tank Company 1 Company HQ (1 light and 2 medium tanks) HQ 3 Tank Platoons (3 x medium tank) * 1 Light Tank Platoon (3 x light tank) * INDEPENDENT TANK REGIMENT A regiment was frequently assigned to an infantry division during an offense. INDEPENDENT TANK REGIMENT INDEPENDENT Tank Regiment

81 1 Regiment HQ (3 light & 1 medium tanks) HQ 3 Tank Companies * Tank Company 1 Company HQ (2 light & 1 medium tanks) HQ 3 Medium Tank Platoon (5 x medium tank) * 1 Light Tank Platoon (4 x light tank) * AT BATTALION One of these was attached to each armored division. AT BATTALION AT BATTALION 1 AT Battalion HQ HQ 2 AT Company (each with 3 platoons of 3 x 47mm AT guns, sometimes motorised) * 1 MG Platoon (each with 4 MG Sections (each having 1 MMG, 1 Rifle Team) * ARTILLERY See artillery restrictions. Guns of 105mm and 150mm were held at Corps and Army level for special operations and counter battery fire. ARTILLERY Infantry Division s Artillery Regiment 3 Artillery Battalion (3 batteries, each with 4 x 75mm) artillery Armored Division s Artillery Regiment 1 Artillery Battalion (3 batteries, each with 4 x 75mm SP HO-NI *) artillery 2 Artillery Battalion (3 batteries, each with 4 x 105mm) artillery * HO-NI 75mm were also used in a tank destroyer role. Maximum of 3 batteries may be used on board in this fashion, in your force. Soviet The Soviet army was the largest in the world. It revolved around being crude and simple. Their attacks relied on massed fire power and numbers to make up for poor leadership and co-ordination. The bulk of the army was made up of peasants, many of whom had been recruited hours before a battle. All training was basic and communications were very poor, which led to orders being carried out to the letter irrespective of the circumstances. Initiative was also frowned upon. Transportation was either horses or a ride on the back of a tank. Support and supply troops were few and offensives were often limited to how far the armor would go on one tank of fuel. SOVIET EQUIPMENT LISTS PV AFV DATES PROD FR 188 T34/76 m T34/76 m T34/76 m T34/76 m1942 Mod T34/76 m T34/76 m1943 Mod OT34 m OT34 m T34/85 (Early) T34/85 (Late) OT34/ KV 1 m KV 1 m KV 1 m KV 1E KV 1s KV 2 (Early) KV KV KV IS IS 2m IS T T26 m T26TU m T26 m /104 T26S m1937 / m T26E m T26A /69 OT130 / T28 m T28 m T28E T35 m T35 m T27A T T38 / M T40A T50A T T70A BT BT BT 5A /105 BT 7 / BT BT 7A SU SU ? SU ? SU SU 76i SU SU SU 122 (T34) SU SU ISU ISU SU 57(a) BA BA BA BA Komsorrolet 39-42? 3 PV LEASE AFV DATES PROD FR 132 M3A1 Stuart M3 Lee Late M4A2 (75) M4A3 (76) Matilda II Valentine II Valentine IX Churchill III M3A1 Scout Car M3A1 Halftrack M16 MGMC Carrier LMG PV LEASE TRANSPORT DATES PROD FR see Jeep US/UK 'Field Car (Beep) soft Light Truck skin Medium Truck charts Heavy Truck PV GUNS DATES PROD FR 33 37mm L45 M ? mm L46 M32 & M ? mm L66 M ? mm L73 M41 & M ? mm L41/42 M ? mm L51 M ? mm L55 M ? mm L54 M44 45? mm L46 M ? mm L16 M27/M ? mm L30 M02/ ? mm L ? mm L22 M ? mm L24 M ? mm L29 M ? mm L55 M40 AA 39-41? mm L91 M40 AA 40-41? mm L74 M39 AA 39-45? mm L56 Bofors AA 39-42? mm L45 Ml / 6 pdr 43-45? 5 PV ARTILLERY DATES PROD FR 80 76mm (per pair) mm (per pair) mm (per pair) mm (per pair) mm (per pair) mm (per pair) PV MORTARS DATES PROD FR 15 50mm 39-45? mm 39-45? mm 39-45? mm 39-45? mm 44-45? 6 PV ROCKETS DATES PROD FR 70 82mm M-8 x ? mm M-13 x ? mm M-31 x ? mm Rack M30 x ? 4 PV TRUCK/SP DATES PROD FR 46 SU ? 4 56 Gaz-4M-AA 40-42? YAG-l0-AA 40-42? 5 45 Zis-42-AA 41? 6 PV TRANSPORT DATES PROD FR see Field Car 39-45? 4 soft Light Truck 39-45? 4 skin Medium Truck 39-45? 5 chart Heavy Truck 39-45? 6 Tractor 39-45? 3 Motorcycle 39-45? 4 Motorcycle Sidecar 39-45? 6 81

82 PV INFANTRY DATES PROD FR 7 Rifle Team 39-45? 0 10 SMG Team 39-45? 0 10 Carbine Team 39-42? 5 13 LMG Team (Mag fed) 39-45? 2 26 MMG 39-45? 2 30 HMG 40-45? 3 6 AT Grenade Late 43-45? 3 6 AP Rifle Grenade 41-45? 5 4 AT Rifle Grenade Early 40-45? mm ATR Team 41-45? 1 15 Flamethrower Team 39-45? 5 3 Molotov Cocktail 41-45? 1 5ea Demolition Charge 39-45? 5 page39 AP Mine 39-45? 2 page39 AT Mine 39-45? 3 30 FAO/FAC Team Radio 39-45? 4 SOVIET EQlJIPEMENT NOTES: - Enormous attrition rates inflicted in the early stages of combat resulted in entire series of tanks to disappear by the end of ' For Lend/Lease AFV's, refer to U.S. and British Armor for details. - Lend/Lease Transport was entirely U.S. vehicles. - 57mm L45 was either the British 6pdr or the US version. - 40mm L48 AA was the Swedish Bofors purchased from foriegn sellers ( see British Guns.) - Except for 76mm L30, all guns are vehicte/tractor towable rnm and 120mm Mortars were both vehicle towed, and manhandled as for medium AT gun. - Artillery 76mm, 107mm, 122mm and Mortars of 81mm, 107mm, 120mm can fire smoke rounds indirectly. - Molotov Cocktail can only be used from the winter of 1941 and onwards, and can be given to all Rifle/SMG squads Soviet Troop Classes and Morale Ratings Unit/s Troop Class Morale Rating Point Value Modification Notes Offboard Artillery As unit class As unit rating Conscript 15% or x 0.85 : Regular no modification to PV Siberians Regular Elite +25% or x 1.25 officers escaped Stalin s purges Pre-1941 Winter Conscript Poor -50% or x 0.50 does not include Siberians Guards Conscript Elite no modification to PV All Other Units Conscript Reliable - 25% or x 0.75 * you need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers SOVIET SOFTSKINS During the early 1930's, the Soviet automotive industry was established with the aid of the Ford Motor company. The industry had virtually no background in vehicle design and could do little more than reproduce obsolete Ford design right throughout the war. All the GAZ, ZIS and YAG trucks built were crude and simple, if not backwards. The engines were low compression, mechanical brakes were common and friction shock absorbers used throughout. Unlike tanks & aircraft, if it could move and carry a payload, it was considered servicable. The Soviets recognised their deficiency in trucks, both in performance and quantity and eagerly requested them under Lend- Lease in preference to tanks. US vehicles were very highly regarded in the army and were more often issued to combat units for their better cross-country performance. Soviet vehicle production by 1945 totalled 345,000 with a further 429,000 vehicles received under Lend Lease. In addition to this, large quantities of captured German, Italian and other vehicles were also pressed into service. One area which the Soviets completely failed to exploit, as did their German opponent, was the wide spread use of half-tracked vehicles which were ideally suited to Russian conditions. PV SOVIET Description Drive Size Speed Capacity Tow Rd C/C in teams 7 IZ-12 solo Motorcycle x 3 - A AM-600; M-72 M/cycle Sidecar x 2 - A GAZ-M Field Car 4x2 B GAZ-61, 64, 67B Light Car 4x4 B GAZ-AA, GAZ-MM, GAZ-42 Light Truck 4x2 C B 20 GAZ-AAA (2 ton) Medium Truck 6x4 C C 21 ZIS-5 (2 ton) Medium Truck 4x2 C C 26 ZIS-6 Heavy Truck 6x4 D D 25 YAG-6 Heavy Truck 4x2 D C 29 YAG-10 Heavy Truck 6x4 D D 24 ZIS-33 Medium Halftrack ht C C 20 Stalin, Komintern Heavy Tractor trk D D 15 STZ-5 Medium Tractor trk C C IZ-12 solo - standard army motorcycle. An LMG could be mounted over the front handled bars for use by the rider while stationary, but not dismounted (LMG added at additional cost.) AM-600, M-72 - The M-72 was a copy of captured German BMW sidecar, entering production in Both types had provision for adding a pedestal mounted LMG on the sidecar (operated by the passenger.) GAZ-M 4x2 - command car based on the American Ford 1933/44 sedan. GAZ-61,64,67B - The GAZ-61 & 64 entered service in 1940 and were derivatives of the GAZ civilian model sedan. The GAZ 67B replaced these earlier models, entering service in 1943 and was closely patterned on the US Jeep. GAZ-AA, GAZ-MM, GAZ-42 - the GAZ-AA entered production in 1932 and was a direct copy of the American Ford Model AA truck. The subsequent GAZ-MM & GAZ-42 models were militarised versions of the GAZ-AA and are identical in game terms. GAZ-AAA - six wheeled version of the GAZ-AA. The truck was identical except for the modified dual rear axles. The vehicle could be quickly converted to a half-track by fitting a loose set of broad tracks around the rear tyres. For use in this mode; Rd 33 / C/c 22. Vehicle must start the game with tracks on if they are to be used. Tracks were phased out after ZIS-5 - scaled up version of the GAZ-AA with a larger engine, heavier springs, longer chassis and double the payload. ZIS-6 - six wheeled version of the ZIS-5. The truck was identical except for the modified dual rear axles. YAG-6 - heavy cargo truck patterned on the obsolete American Ford Hercules with modifications. Entered service in YaG-10 - six wheeled version of the YaG-6. The truck was identical except for the modified dual rear axles. ZIS-33 - the only half-track employed in any quantity. Consisted of a modified ZiS-5 truck with the rear wheeled exchanged for tracked running gear. Stalin, Komintern - fully tracked prime movers for medium and heavy artillery. Both models were very similar in appearance with the engine upfront, drivers cab in the middle and cargo tray at the rear. Also referred to as "Voroshilovyets" tractors. STZ-5 - militarised version of the early STZ-3 tractor. It had the drivers cab mounted over the engine with a rear tray for cargo & passengers. SOVIET MOTORISED GUNS PV SOVIET Description Drive Size Speed Armament Rd C/C 46 SU-12 (GAZ-AAA) Md SP Truck 6x4 C mm L16 56 GAZ-4M-AA Md AA Truck 4x2 C quad HMG 131 YaG-10-AA Hv AA Truck 6x4 D mm L51 45 ZIS-42-AA Md AA Truck 4x2 C mm L91 AA SU-12 (GAZ-AAA) - first mechanised gun adopted by the army, entering service in Various types of trucks used, the most common being the GAZ-AAA. Consisted of a 76mm M1927 howitzer mounted on a rear flat bed with a thin armored shield. Gun cannot be fired over the drivers cab. 82 GAZ-4M-AA - quadruple MMG mounted onto the rear of a GAZ-AA truck for AA use. Can not be dismounted or fired over the drivers cab. No crew protection provided. YaG-10-AA - YaG-10 heavy truck mounting the 76mm L51 AA gun with allround traverse. Fold-down sides provided a wider gun platform for the crew

83 and four out-riggers were used to stabilise the truck. No gun shield was provided for crew protection. Gun cannot be fired over the drivers cab. ZIS-42-AA - limited numbers of ZIS-5 trucks were modified to mount the 25mm L91 AA cannon with 360º traverse. No gun shield was provided for crew protection. Gun cannot be fired over the drivers cab. SOVIET ARMOR Soviet tank design in 1941 was considerably advanced, even if many features like crew layout and reliability had a lot to be desired. All AFV designs were simple, crude and effective and this policy suited the crews well as their mechanical appreciation was low and technical training poor, if existing at all! When the German invasion commenced in June 1941, Soviet armored units were quickly overrun by the tactically superior Panzer units of the Wehrmacht. Within a brief period of six months, 17,000-24,000 tanks were destroyed, captured or abandoned, mainly due to lack of spares & poor logistics. By August 1941, all Tank Corps had been disbanded as the logistics had failed to support these formations properly. Armored units were broken up and relegated to a secondary role of supporting infantry divisions. It took until mid-1943 before Tank Corps once again regained prominence over the infantry as the Soviet Army retook the initiative of her German opponent. The Soviet Army entered the war with approximately 24,000 to 29,000 tanks and AFVs in 1941 and manufactured a further 110,000 AFVs up until 1945 (71,000 being KV,T34 & IS tanks.) Unlike the Western Allies or the Axis, AFV production was virtually concentrated solely on tanks and SPs. PV TANKS ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 188 T-34/76 m L30,2LMG C T-34/76 m L41,2LMG C T-34/76 m L41,2LMG C T-34/76 m1942 Modified 76 L41,2LMG C OT-34/76 m L41,F/Thr,LMG C T-34/76 m L41,2LMG C T-34/76 m1943 Modified 76 L41,2LMG C OT-34/76 m L41,F/Thr,LMG C T-34/85 (Early) 85 L51,2LMG C T-34/85 (Late) 85 L55,2LMG C OT-34/85 85 L55,F/Thr,LMG C KV 1 m L30,3LMG D KV-1 m L41,3LMG D KV-1 m L41,3LMG D KV-1E 76 L41,3LMG D KV-1s 76 L41,3LMG D KV-2 (Early) 122 L22,2LMG D KV L24,2LMG D KV L51,3LMG D KV-8 F/thr,45L46,2LMG D IS L43,2LMG D IS-2m 122 L43,2LMG D IS L43,2LMG D T L55,LMG C 8 45 T-26 m LMG C 4 82 T-26TU m L45,LMG C 7 98 T-26 m L46,2LMG C 6 99 T-26S m L46,1LMG C T-26S m L46,2LMG C T-26E m L46,1LMG C T-26A 76 L16,2LMG C 7 63 OT-130 F/thrower,LMG C 4 69 OT-133 F/thrower,LMG C T-28 m L16,3*LMG D T-28 m L24,3*LMG D T-28E 76 L24,3*LMG D T-35 m L16,2*37L45,5*LMG D T-35 m L16,2*45L46,4*LMG D 8 40 T-27A LMG B 3 32 T-37 LMG B 4 32 T-38 LMG B 4 45 T-38M 20 L B 5 50 T-40A HMG,LMG B T-50A 45 L46,LMG B 7 76 T L55,LMG B T-70A 45 L46,LMG C 7 79 BT-2 37 L45,LMG C 6 91 BT-5 45 L46,LMG C 6 96 BT-5A 76 L16,2*LMG C 7 99 BT-7 45 L46,LMG C 6 99 BT-7A 76 L16,2*LMG C BT-8 45 L46,2*LMG C 6 PV SELF PROPELLED GUNS ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 89 SU L74 AA C 2 72 SU L C SU L C SU L C SU-76i 76 L C SU L C SU L C SU-122 (T-34) 122 L C SU L D SU L D ISU-122 (Late) 122 L D 9 83

84 278 ISU L D SU-57(a) 57 L C 4 PV APC/RECON ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 35 BA-20 4x2 LMG B 4 87 BA-6 6x4 45 L46,2*LMG C 6 94 BA 10 6x4 45 L46,2*LMG C 6 64 BA 64 4x4 HMG C 3 36 Komsomolet LMG B 3 2 Smoke Dischargers; No AFVs equipped. Radios; Prior to 1943, only company/battalion command AFVs were radio equipped except for BT-5A, BT-7A & T-26A which were equipped as standard. All AFVs entering service from 1943 onwards are radio equipped as standard. One Man Turrets; T-37, T-38, T-40, T50, T-60, T-70, T-26m1931. SOVIET AFV NOTES: TANKS T-34/76 m1940 & m The debut of the T34 proved it to be the finest tank in the world. Having well sloped armor, wide tracks, high road and cross country speeds, an excellent power to weight ratio, and a 76mm gun, it gave the, Soviets a technical advantage over the Germans which was not initially exploited. The T34 did however have drawbacks common to all Soviet AFVs of that period. Cramped interior lead to early crew fatigue, two man-turret gave a poor rate of fire, no radio and frequent mechanical breakdowns all effected its overall fighting efficiency. The Model 1940 was distinguished by its short 76mm L30 gun. Its transmission was so bad that a spare was often carried on the rear deck in the event of a breakdown. The Model 1941 which mounted the longer 76mm L41 was initially built only as a command tank but this was quickly overturned and it became the standard production model. T-34/76 m1942 & Modified - this model had an increased armor thickness around the turret and was essentially identical to earlier models except for minor changes to simplify production. T34/76 (1942) `Modified' were tanks which had an additional armor plate welded to the upper front. This armor plate was specially produced and was added in the field or prior to leaving the factory. Production of the Model 1942 also saw the use of steel road wheels which were introduced due to a shortage in rubber. T-34/76 m1943 & Modified - this was the most numerous model to be produced and see action. It had a new spacious two-man turret and slightly better armor on the hull side and turret. It was also the first tank to be equipped with a radio as standard. By late 1944, all T34 production was switched to the T34/85. OT-34/76 - both the T34/76 m1942 & m1943 models were converted to flame thrower tanks by replacing the hull MG with a flame projector. Internal fuel tanks were used. T-34/85 (Early) & (Late) - following the Battle of Kursk 1943, the T34/85 was rushed into production to counter the new generation of German tanks which were starting to appear. A larger turret was designed to mount the 85mm gun with early models having an L51 gun which was latter standardised to the L55 gun. Early models used the T34 m1943 chassis while the late version had a chassis with thicker armor. OT-34/85 - based on the late T34/85, the hull mounted LMG was replaced by a flame-projector. Internal fuel tanks were used. KV 1 m as with the early T34, the initial series of the KV tanks were armed with the short 76mm L30 gun intended only as a stop-gap. KV 1 m also includes the m1940 (which was identical in performance.) The m1941 was upgunned with the 76mm L41 and had increased armor around the turret & the hull front. KV 1 m this variant was identical to the m1941 except for the cast turret which was manufactured with thicker armor. Applique armor was also welded onto the hull front. KV 1 `E' - afraid of being outgunned by the Germans, many KV 1 m1940 & m1941 variants had applique armor plating bolted to the turrets and hull front. The increase in weight reduced their mobility accordingly which was taken as a mixed blessing by their crews. The letter `E' stood for `ekranami' which meant `with applique'. KV 1s - the mobility of the KV tank was increased by thinning out its armor and redesigning a new turret with a better crew layout. KV 2 & KV 2 (Early) - this Dreadnought or `Bunker-Buster' was developed because of the difficulties in breaching the fortified Mannerhiem Line on the Finnish frontier. The turret, mounting the 152mm howitzer, was so massive that it could not be traversed unless on level ground. Initial production models mounted a 122mm howitzer as an early stop-gap. KV 85 - this variant was based on the KV 1s and mounted the new prototype IS-1 turret with the 85mm L51. Intended to counter the German Tiger & Panther, production was cut short in favor of the IS series. KV 8 - based on a KV-I m1942, the main gun was replaced with a 45mm gun to allow enough room for a co-axial flame-thrower. A dummy barrel was fitted over the 45mm gun to make it appear like a normal 76mm gun. IS 2 - the KV tank was completely redesigned to produce the next generation heavy tank, the IS-2 (Iosef Stalin). It featured a new hull and chassis with a larger diameter three man turret mounting the massive 122mm L43 gun. Original IS-1 prototypes mounted an 85mm L51 and 100mm L54, but the 122mm was selected for its HE capability. IS 2m - During mid-1944, the IS-2 underwent modification with an increase in armor thickness all round and was renamed IS-2m (m; modifikatsirovanniy). It was best distinguished by a sloped hull front as compared to the stepped hull of the IS-2. IS 3 - nicknamed `Pike' because of its pointed hull, this heavy tank differed vastly from the IS-2 by having a better protected domed turret and an improved ballistically shaped hull for maximum shot deflection. Entered production in November T-44 - intended as a replacement for the T34, design & mechanical problems prevented it from entering mass production. It's armor was thicker and better sloped on the hull front than on the T34 and it was to mount the 100mm gun (the design eventually leading to the post-war T54/55.) T-26 m (Also referred to as T26A.) Licence produced copy of the Vickers 6 ton tank. This infantry tank had two small turrets each mounting an LMG. (Soviet titles have been used with the German/English designation provided in these notes.) T-26TU m (Also referred to as T26V-1.) This was the platoon & company command tank which had the right LMG replaced with a low 84 velocity 37mm gun. Other variants of this command variant had a HMG or 20mm cannon replacing the 37mm gun. They were however, vary rare. T-26 m1933 & T-26 m1933 (Late) - (Also referred to as T26B-1 & T26B- 2) The twin turrets of the T26 m1931 were replaced by a larger two-man cylindrical turret mounting the 45mm gun. The `Late' production T26 m1933 (built during ) was identical in all respects except for a rear turret mounted LMG and the all-welded construction (as opposed to riveting on early models.) An AAMG could also be fitted for the commander. OT this variant consisted of a T26 m1933 with the 45mm gun replaced by a flame projector and internal fuel tanks. The OT-26 was the flamethrower variant of the T26 m1931 with the flame projector mounted in the right turret and the left being removed for the internal fuel tanks and was identical in performance. T26A - an artillery support variant based on the T26 m1933 with new larger turret (similar to that on the T28) mounting the 76mm L16. As the chassis was mechanically overloaded, it was produced in small numbers. T-26S m1937 & m following the encounters against the Japanese in Manchuria, the T26 design underwent a drastic revision to reduce its vulnerability to light AT weapons. The resulting T26S was sleeker and more heavily armored. The turret was conically shaped and the hull armor was sloped as well. The T26S m1939 differed from the early m1937 by the addition of a rear turret mounted LMG. Both variants were also referred to as T26C. T-26E - during the first Russo-Finnish War, the T26S still proved too thinly armored for its own survival. Small numbers of T26S subsequently had applique armor added over the front. T-28 m1934 & m first medium tank to be produced by the Soviets. Its main turret mounted the 76mm L16 infantry gun and was flanked by two smaller MG turrets in the front hull. Nicknamed the `Mail-Train' during the Finnish War due to its size and clumsiness. In 1938, the design was modernised by upgunning it with the 76mm L24 and was referred to as the T28 m1938. Also referred to as T28`A' & T28`B'. T-28E - when up against the light Finnish AT guns, the T28 was extremely vulnerability and many T28 m1938's were retro-fitted with applique armor around the turret and hull. Also referred to as T28`C'. T-35 m Two initial production batches of ten vehicles each were produced before the design was finally standardised. These were the T35 m1932 & m1933 and were identical in performance and armament. The m1932 was distinguished by a `dome' shaped turret while the m1933 mounted a turret identical to that on the T28 Heavy Tank. Both types had the main turret flanked by four smaller sub-turrets (two with 37mm guns & two with LMGs) and a hull mounted LMG was which was deleted on the later models. T-35 m this was the main production model of the T35 series. The secondary armament was upgunned with 45mm L46 and the chassis was lengthened which made it even more difficult to steer. The late m1938 variant (only six built) was identical in performance to the m1935 and was distinguished by the sloped armor on the turrets. For all T35 variants, damage inflicted on individual sub-turrets will only affect that turret, not the overall tank. Each sub-turret has it own AOV and there is no communication between sub-turrets unless their commanders are `up' (including the main turret.) The hull sides have `spaced' (included in PV) armor which makes them impervious to AT rifles & HEAT ammunition, (except `track' hits.) T-27A - a copy of the Carden-Loyd tankette. It mounted an LMG with limited traverse and was primarily a gun tractor for the 37mm & 45mm AT guns by T-37 - light amphibious scouting tank produced prior to the war (Amphibious Speed across water; 4cm/move). T-38 & T-38 (20mm) - next progressive design up from the T37, it was wider, lower and had an improved speed across land and water. Small numbers were modified to mount a 20mm ShVAK auto-cannon in place of the LMG and were used as command tanks. (Amphibious Speed across water; 6cm/move). T-40A - amphibious tank which enter production in 1940 and was to replace the T37 & T38. Its production life was short due to the cry for heavier tanks. Late production vehicles were converted direct to Katyusha multiple rocket launchers. T-50A - this light AFV was intended to replace the T26 tank but proved too complicated to manufacture and only a small production batch was carried out. T-60 - this was the non-amphibious version of the T40 which mounted the 20mm canon. The T60 completely superseded the T40 in production once the war had started. T-70 - the greatest problem with light tanks had been their thin armor and small calibre armament. The T-70 attempted to rectify this by having enough armor to resist 37mm shell hits and a 45mm gun to adequately engage other enemy light tanks. By mid-1942, it superseded to the T-60 in production. BT-2 - based on the US Christie tank as a Cavalry tank for a long-range exploitation role. The original version mounted 3xLMG but the later 37mm gunned model was only accepted by the Cavalry. The turret was cylindrical in shape. Both BT-2 & BT-5 were capable of travelling on wheels with tracks removed (rareley used); Speed/Move - Rd 55cm & CC 10cm. For movement restrictions using wheels, treat as 4x2 vehicle. Fifteen moves are required for crew to change from tracks to wheels or vice-versa. BT-5 - the early BT-2 hull was mated with the T26 m1933 turret (45mm gun) to produced the BT-5. Capable of `wheeled' movement, see BT-2.

85 BT-5A - consisted of BT-5 hull with a new turret similar to that on the T28 mounting 76mm Infantry gun. Capable of `wheeled' movement, see BT-2. BT-7 - similar to the BT-5 except armor protection was increased with a new designed turret and hull front with thicker sloped armor (welded.) New engine & transmission installed. The `wheeled' capability as used on the BT- 5 was discarded. BT-7A - consisted of BT-7 hull with a new turret similar to that on the T28 mounting the 76mm Infantry gun. BT-8 - identical to the BT-7 except for a rear turret mounted LMG and redesigned turret hatches SELF PROPELLED GUNS SU 37 - built only in small numbers, this AASP was based on the SU- 76M with a rear mounted open-top turret housing a 37mm AA gun. SU 45 - consisted of a Komsomolet tractor converted to an SP by housing a 45mm gun in a fully enclosed & armored crew compartment at the rear. SU 57 - this SPG was built to provide mobility for the 57mm AT gun. It mounted the gun directly behind the driving compartment with small side shields added. The crew is fully exposed from the flanks or rear. SU 76 - based on a lengthened T70 chassis, it was intended as a tankdestroyer but proved far more successful in an infantry support role. The crew compartment was open-topped with the rear partially exposed which led it's crews to nickname it the `Bitch'. Various minor modifications took place during it's service. In 1945, a SU-76M with a fully enclosed fighting compartment was introduced. SU 76i - an SP conversion of the captured German Pz III with a box liked structure built over the hull to mount a 76mm L41 gun. A reduction in weight improved the speed of the SP considerably. SU 85 - this tank destroyer utilised the T34 chassis and was developed from the SU-122. The 85mm gun was mounted on the front hull with limited traverse. Its was superseded by the more potent SU-100 in SU consisted of an upgunned SU-85 mounting the 100mm exnaval gun with a new mantlet. Front armor was increased and a larger circular cupola for the commander was added. SU 122(T34) - based on the T34 chassis, this assault gun mounted the 122mm howitzer in the front hull with a fully enclosed fighting compartment. Late production batches used the SU-85 mantlet. SU based on the KV-1s hull with a 152mm howitzer mounted in a heavily armored superstructure. SU identical to the SU-152 except mounting a 122mm artillery piece instead of the 152mm howitzer. Intended to compliment the SU-152 with its better AT capability. Limited production only with the ISU series entering production. ISU 152 & ISU similar in concept to the SU-152 except based on the IS-2 hull. The early ISU-122 was armed with a pig s head mantlet and 122mm L46 artillery piece, as with the SU-122, and was developed as a tank destroyer, while the ISU-152 was intended to support it as an assault gun. The late version ISU-122 had the same 122mm L43 gun as the IS-2 and a smaller mantlet. SU 57(a) - lend lease T48 GMC with the original US 57mm L45 replaced by a Soviet 57mm L73 AT gun. APC/RECONNAISSANCE BA- 20 4x2 - modernised version of the old BA-27. Based on Ford Model A chassis with light armored body and MG turret on top. BA-6 6x4 - (also referred to as BA-32) based on the 6x4 Gaz AAA truck chassis. The turret was identical to that used on the BT-5 and was mounted at the rear. The earlier BA-3 series was identical except for the rear access doors. BA-10 6x4 - (also referred to as BA-32) upgraded BA-6 with slightly heavier armor. The new turret was conical in shaped with slope armor on the hull. BA 64 - purpose built light 4x4 armored car with open topped turret mounting 12.7mm HMG. Komsomolet - light armored gun tractor built to tow the 37mm, 45mm and 57mm AT guns. Armed with a bow LMG, open seating for six passengers was provided on the rear (no cover.) SOVIET GUNS Russian guns were characterised by their simplicity, low weight and excellent range for their size and calibre. Soviet designers had a phobia about being out gunned by the West and over-designed most guns more than required. The massive artillery forces were set back by poor use, badly fused propellents and primers, and attempts were made to compensate for this with the volume of fire, and the use of larger calibre weapons than the opposing armies. Soviet artillery always lacked the efficiency that was normal to both Allied & German units. Coordination was hampered by the lower quality and quantity of communications equipment along with the skilled technicians to operate it. Divisional artillery packed only a light punch, with larger calibre gun being concentrated in Artillery divisions or at Corps and Army level. Another characteristic of Russian artillery was their frequent deployment of heavy guns against enemy armor in an AT role. Although a desperate measure on any standard, it had devastating effects against most German AFVs. (Being hit be a 152mm HE shell can literally dismantle a tank such as a Pz III or IV.) SOVIET PV AT/Tank Guns Size FO NOTES 33 37mm L45 M30 A (12) (11) (10) (8) (7) (5) to-hit chance penetration 44 45mm L46 M32 & M37 A (12) (11) (10) (9) (8) (7) (5) mm L66 M42 A (12) (11) (11) (10) (9) (9) (8) (6) mm L73 M41 & M43 B (12) (13) (12) (11) (11) (10) (9) (8) (7) (6) pp -> 57mm L73 APCR (11) (12) (11) (10) (9) (8) (7) (6) mm L24 * (12) (11) (10) (9) (8) (7) (6) (5) 5 Smk mm L41/42 M B (12) (12) (11) (11) (10) (10) (9) (8) (8) (6) 5 Smk pp -> 76mm L41/42 APCR (1942+) (11) (11) (10) (10) (8) (7) (6) (6) mm L51 M36 B (12) (12) (12) (11) (11) (10) (9) (8) (8) (6) 5 Smk mm L51/55 M43/M44 C/B (12) (13) (12) (11) (11) (10) (9) (9) (8) (7) 6 Smk mm L54 M44 C (12) (13) (12) (12) (11) (11) (10) (9) (8) (7) mm L43/46 M43/M31 D (12) (13) (12) (12) (11) (11) (10) (10) (9) (8) 8 Smk PV Howitzers/ Field Guns Size FO NOTES 29 76mm L16 M27/M43 B/A (11) (10) (9) (8) (7) (6) (5) 5 Smk mm L30 M02/30 B (12) (11) (10) (9) (9) (8) (7) (6) (5) 5 (Horse-drawn) mm L43 M1910/30r C (11) (12) (11) (10) (10) (9) (8) (7) (7) (6) 7 Smk mm L22 M38 C (11) (11) (10) (9) (9) (8) (7) (6) (5) 8 Smk

86 +48pg -> 122mm L22 M38 HEAT 43 (10) (10) (9) (9) (7) (6) (5) mm L24 M1938 D (11) (11) (10) (9) (9) (8) (7) (6) (5) mm L29 M1937 D (10) (11) (10) (10) (9) (9) (8) (7) (6) PV AA/Automatic Cannon Size FO NOTES 24 20mm L55 AA M40 A (13) (12) (10) (7) (5) mm L91 AA M40 B (13) (12) (11) (9) (7) (5) mm L74 AA M39 B (12) (13) (12) (11) (9) (7) SOVIET GUN NOTES: AT/Tank Guns 37mm L45 M30 - license built copy of the German 37mm PaK 35/36 AT gun with wire spoked wheels. 45mm L46 M32 & M37 - identical in appearance to the 37mm M30, it used the same carriage with a larger 45mm L46 barrel. The M37 was an updated model. 45mm L66 M42 - redesigned 45mm M32 with a lengthened barrel and various minor changes, identical in appearance. 57mm L73 M41 & M43 - the M41 entered production in 1941 with the barrel being mounted on a 76mm M41 carriage. The gun was redesigned in 1943 with a much lighter carriage and was referred to as M43. Also referred to as the ZiS 2. 76mm L24 L10 - built as an upgrade for AFVs equipped with the shorter M27 model gun. No field gun version existed. 76mm L41 M40 & 76mm L42 - The M1940 F-34 76mm L41 (including models M1941 & M1942) is the L41 gun mounted on T-34 and KV series, etc. The standard Soviet artillery, AT, and infantry support piece was the various models of L42 calibre length guns, all with identical performance with each other and the L41. Guns included are the widely used 76mm L42 M1939, the rare 76mm L42 M1941 SiS 3, the stopgap 76mm M1939/42, and the extensively produced 76mm M1942 SiS 3. APCR ammunition became available from 1942 and was issued to both guns & AFVs. 76mm L51 M36 - introduced in 1939, it was replaced in production during 1941 by the preferred lighter 76mm L42 guns. Also included under this category are two AA versions, the 76mm AA M31 & M38 which were replaced in production by the 85mm M39 gun. APCR ammunition became available from mm L51 M39 AA & M43 - the M39 was an AA gun introduced in 1941 to replace the 76mm M38 AA. The latter M43 `D5T' gun was an adaption of the 85mm AA gun for use in AFVs during 1943 (KV-85, SU-85 & early T- 34/85.). 85mm L55 M44 ZiS 53 - this was the purpose built 85mm field gun intended as an artillery piece but employed more as an AT gun. Being introduced in 1944, it replaced the early M43 D5T as armament for the T34/85. Both guns virtually identical in performance. 100mm L54 & L60 M44 - developed from an ex-naval gun, it featured two double-wheels and a split trail carriage. Also referred to as D-10. The L54 was tank mounted while the L60 was the AT gun. Performance was identical. 122mm L43 M43 & L46 M31 - the M31 is a heavy long range artillery piece with early models being mounted on 152mm M10/34 carriages and no gun shield. A modified version was adapted for use in the first production batch of SU-122 (KV based) SPA. In 1944, a modified M43 D-25T version was built for use only in AFVs and had the same performance. Howitzers/Field Guns 76mm L16 M27 - small sturdy infantry gun. The original pre-war design had a single trail carriage. In 1943, the gun was reissued using the lighter 45mm M42 gun carriage. A modified version (M32) was built for use in the T28 & T35 tanks. 76mm L30 M02/30 - the Model 02/30 was an upgraded version of the Model 00/02 which dated back prior to WWI. Both types were horse-drawn only and used a single trail carriage. A second less numerous variant of the M02/30 mounted an 76mm L40 barrel. 107mm L43 M1910/30r - elderly French artillery piece updated in 1930 with a new longer barrel. Also includes the modernised M40 version which used a new carriage. No gun shield. Horse-drawn only. 122mm L13 M10/30 - imported from France prior to WWI, the Schneider 10S howitzers were modernised in Horse-drawn only. 122mm L22 M38 - standard medium howitzer which was very light for its calibre. HEAT ammunition became available in mm L24 M standard heavy artillery howitzer also referred to as the M10. It had dual wheels and was mounted on the same carriage as the 107mm M40 gun. 152mm L29 M also includes the earlier M1910/30r howitzer which had similar performance and from which the M1937 was derived from. Used in SU-152 & ISU-152. AA/Automatic Cannon 20mm L55 M40 - this cannon was a derivative of the TNSh aircraft cannon used in fighter aircraft and mounted on various light AFVs. 25mm L91 AA M40 - built in very limited numbers, possibly because the factories involved were overrun by the Germans. 37mm L74 AA M39 - rugged sturdy gun derived from the Swedish 40mm Bofors AA. Like all Soviet AA guns, none were capable of being fired while limbered. Soviet Organisation RIFLE REGIMENT Three regiments made up the bulk of a division No Radios were issued below Regiment HQ. All transport was horse drawn. RIFLE REGIMENT: Soviet Rifle Regiment 1 Rifle Regiment HQ HQ 3 Rifle Battalions * 1 Anti-Tank Gun Company (2 platoons of 3 x 45/37mm AT guns) regiment support unit 1 Howitzer Company (2 platoons of 2 x 75mm Infantry Guns) regiment support unit 1 Mortar Company (2 platoons of 3 sections, each with 1 x 120mm mortar) regiment support unit 1 AT Rifle Company regiment support unit 1 x AT Rifle Company HQ (same as Rifle Co. HQ) HQ 3 x AT Rifle Platoons (same as in the battalion) 1 Recon Platoon (a SMG platoon on horses) See later, but add 3 PV per team regiment support unit 1 Engineer Platoon (1 Off, 2-3 NCO, 17 men) regiment support unit Soviet Rifle Battalion 1 Rifle Battalion HQ HQ 3 Rifle Companies * 1 Mortar Company (two platoons (3 from 1942), each with 3 sections of 1 x 82mm mortar) battalion support unit 1 AT Rifle Platoon battalion support unit 1 AT Rifle Platoon HQ (same as rifle platoon HQ) take only if not broken down 3 AT Rifle Section (3 AT Rifle Teams) 1 MG Company (3 platoons of 3 x MMG) battalion support unit Soviet Rifle Company 1 Rifle Company HQ (1 Company HQ Team, 2 Rifle Teams) HQ 3 Rifle Platoons * 1 Mortar Section (treat as a platoon) 3 x 50mm mortars (2 x 50mm mortars from 1942) company support unit 1 MG Section (treat as a platoon) 2 x MMG (from 1942) company support unit Soviet Rifle Platoon 1 Rifle Platoon HQ (1 Platoon HQ Team) HQ 3-4 Rifle Sections (1 LMG Team, 2 Rifle Teams) * 86

87 3-4 Rifle Sections (1 LMG Team, 1 LMG or SMG Team, 1 Rifle Team) * Siberian (any date) or Guards Rifle Squad - (Historical data - 1 NCO, 9-10 men with 2 LMG, 3-4 SMG, rifles) 2 LMG Team, 1 SMG Team or 1 Rifle Team Historical Data (do not use in gameplay) Rifle Platoon HQ - (1 Off, 1 NCO, 2 men, with 1-2 SMG and rifles) Rifle Squad (1 NCO, 9-10 men with 1 LMG, rifles) Rifle Squad (1 NCO, 9-10 men with 1-2 LMG, 3-4 SMG, rifles) Rifle Company HQ - (1 Off, 3-4 NCO, 4-6 men, with 1-3 SMG and rifles) Rifle AT Section - (1 NCO, 7 men with 3 AT RIfle, 3 SMG, rifles) MOTORISED RIFLE REGIMENT Identical to Rifle Regiment, except entirely motorised with trucks Also had the following units attached at regimental level MOTORISED RIFLE REGIMENT: Soviet Motorised Rifle Regiment additions to Rifle Regiment 1 Mortar Company (4 platoons, each with 3 sections of 1 x 82mm Mortar, 1 truck) regiment support unit 1 Artillery/AT Company (3 platoons of 4 x 76mm Guns, 12 trucks) regiment support unit 1 Recon Company HQ 1 SMG Company (same as below, but riding in 10 x M3 Halftrack/Scout Cars) * 1 Armored Car Company (1 HQ of 1 x AC, 2 platoons of 2 x AC each) * 1 AA Company (4 platoons of 3 x HMG) regiment support unit SUB MACHINE GUN BATTALION This type of unit was attached to all armored and motorised units, in either battalion, company, or even platoon strength. Radios were issued only to Battalion HQ. Transport was either tanks or closed-top SPs with the intention of riding into combat, with support weapons being given trucks. For Motorised SMG Battalions, trucks were provided for all troops and support weapons, with 4 platoons per company instead of three. SUB MACHINE GUN BATTALION Sub Machine Gun Battalion 1 Sub Machine Gun Battalion HQ HQ 3 Sub Machine Gun Companies * 1 Mortar Company (2 platoons, each with 3 sections of 1 x 82mm mortars) (from 1942) battalion support unit 1 AT Platoon (2 sections with 3 x 45mm AT guns) (from 1942) battalion support unit 1 AT Rifle Platoon (3 x AT Rifle Section) (from 1942) battalion support unit 1 MG Platoon (2 sections, each with 2 x MMG) (from 1942) battalion support unit 1 Gun Platoon (2 sections with 2 x 76mm gun) (from 1942) battalion support unit Sub Machine Gun Company 1 Sub Machine Gun Company HQ (1 Company HQ Team) HQ 3 Sub Machine Gun Platoons * Sub Machine Gun Platoon 1 Sub Machine Gun Platoon HQ (Nominate 1 Team of the platoon as the HQ, + 10 PV) HQ 3 Sub Machine Gun Sections 1941 (2 SMG Teams) * 3 Sub Machine Gun Sections (1 SMG Team, 1 LMG Team) * Historical Data (do not use in gameplay) Sub Machine Gun Section (1 NCO, 7 men with SMGs) Sub Machine Gun (1 NCO, 7 men with 1 LMG, 7 SMGs) Sub Machine Gun Company HQ Section - (1 Off, 2 NCO with SMGs) Sub Machine Gun Battalion HQ Section - (1-2 Off, 6-8 NCO, 10 EM with SMGs) ANTI-TANK BATTALION: One battalion was attached to all motorised divisions/corps, also to rifle divisions. From 1942? See Guns/Artillery/Mortars Restrictions Radios at battalion HQ only. ANTI-TANK BATTALION: Anti-Tank Battalion 1 Anti-Tank Battalion HQ HQ 3 Anti-Tank Batteries (4 x 37mm/45mm/57mm/76 AT guns, 4 trucks) support unit 1 AT Rifle Company (as per Rifle Battalion, but with 2 x platoons, not x 3) battalion support unit TANK COMPANY: Whole company has the same type of tank, whether BT or T-26. Radios as per AFV charts. TANK COMPANY: Tank Company: 1 Tank Company HQ (2 x Tank) HQ 3 Tank Platoon (5 x Tank) * * Due to mechanical unreliability of Soviet tanks, many broke down on the way to battle. Any platoons may have 3 or 4 AFVs. * If co. is a BT co. then 2 BTs of one platoon may be replaced by artillery BTs. HEAVY TANK COMPANY: Whole company has the same type of tank, whether T-28, T-35, or KV. You cannot have more than 1 KV Company in a Soviet force. Radios as per AFV charts. HEAVY TANK COMPANY:

88 Heavy Tank Company: 1 Heavy Tank Company HQ (1 x Tank) HQ 3 Heavy Tank Platoon (3 x Tank) * * Due to mechanical unreliability of Soviet tanks, many broke down on the way to battle. Any platoons may therefore have 2 AFVs. TANK BRIGADE: csept 1941 Due to staggering losses, these brigades were accepted as the largest Soviet tank formations at this time. Unless you field an entire tank battalion, you cannot have more than one company in total of KV or T-34 tanks in a Soviet force. So either up to a company of KVs, or up to a company of T-34s, or less than a company of each. eg 1 KV platoon and 1 T-34 platoon. Radios as per AFV charts. TANK BRIGADE: 1941 Tank Brigade: 1 Tank Brigade HQ HQ 2 Tank Battalion * 1 SMG or Motorised Rifle Battalion * Tank Battalion 1 Tank Battalion HQ (1 x T-34/76) HQ 1 Heavy Tank Company * 1 Medium Tank Company * 1 Light Tank Company * Heavy Tank Company (Max of 1 KV Company in a force) 1 Heavy Tank Company HQ (1 x KV) HQ 2 Heavy Tank Platoon (2 x KV) * Medium Tank Company (Max of 1 T-34 Company in a force) 1 Medium Tank Company HQ (1 x T-34/76) HQ 2 Medium Tank Platoon (3 x T-34/76) * Light Tank Company 1 Light Tank Company HQ (1 x T-26 or BT) HQ 3 Light Tank Platoon (3 x T-26 or BT) * TANK BRIGADE: July 1942 Tank Brigade: 1 Tank Brigade HQ HQ 2 Tank Battalion * 1 SMG or Motorised Rifle Battalion - 1 AT Battery (4 x 76mm AT Gun, 4 truck) brigade support unit Tank Battalion 1 Tank Battalion HQ (1 x T-34/76 in 1st Battalion, and 1 x T-60/70 in 2nd Battalion) HQ 2 Medium Tank Company (2nd Battalion has 1 x Mdm Tank Co, 1 x Lght Tank Co.) * Medium Tank Company 1 Medium Tank Company HQ (1 x T-34/76) HQ 2 Medium Tank Platoon (3 x T-34/76) * Light Tank Company 1 Light Tank Company HQ (1 x T-60 or T-70) HQ 3 Light Tank Platoon (3 x T-60 or T-70) * TANK BRIGADE: Three tank brigades form the bulk of a Tank Corps. One brigade was in a Mechanised Corps. Each brigade was equipped with entirely one type of tank, such as T-34 (can be a mix of 76s and 85s according to date restrictions), or a lend-lease tank. Radios as per AFV charts. TANK BRIGADE: Tank Brigade: 1 Tank Brigade HQ (3 x Tank, 1-3 motorcycle bases) HQ 3 Tank Battalion * 1 SMG or Motorised Rifle Battalion * 1 Tank Brigade AA Company (9-12 HMG, 5-10 trucks) brigade support unit Tank Battalion 1 Tank Battalion HQ (1 x Tank, 1 motorcycle base) HQ 2 Tank Companies * Tank Company 1 Tank Company HQ (1 x Tank) HQ 3 Tank Platoon (3 x Tank) * HEAVY TANK REGIMENT: These units were almost entirely independent, being held at Corps or Army level to support advancing infantry units, etc. The regiment had all of one of the following types of heavy tank: KV1, KV-85 or IS. Radios as per AFV charts. HEAVY TANK REGIMENT: Heavy Tank Regiment: 1 Heavy Tank Regiment HQ (1 x Heavy Tank, 2-4 jeeps/cars/motorcycles) HQ 4 Heavy Tank Companies * 1 SMG Company * 1 AT Rifle Company (as per Rifle Battalion, but with 2 x platoons, not x 3) regiment support unit Heavy Tank Company 1 Heavy Tank Company HQ (1 x Heavy Tank) HQ 2 Heavy Tank Platoon (2 x Heavy Tank) * SELF PROPELLED ARTILLERY REGIMENT: These units were either independent, attached at Corps or Army level, or part of the Tank/Mechanised Corps. Unit performed a dual role of artillery and anti-tank support. 88

89 The regiment had all of one of the following types of SP: SU 76, SU 85, SU 100, SU 122/152, ISU 122/152. Radios as per AFV charts. SELF PROPELLED ARTILLERY REGIMENT: Self Propelled Artillery Regiment: 1 Self Propelled Artillery Regiment HQ (1 x T-34/76 or 85, 2-4 jeeps/cars/motorcycles) HQ 4 Self Propelled Artillery Batteries * 1 SMG Company * 1 AT Rifle Company (as per Rifle Battalion, but with 2 x platoons, not x 3) regiment support unit Self Propelled Artillery Battery 1 Self Propelled Artillery Battery HQ (1 x SP) HQ 2 Self Propelled Artillery Detachments (2 x SP) * ARTILLERY See artillery restrictions regarding what artillery you can include in your force. The Soviets had entire artillery divisions as well! ARTILLERY Infantry Division Artillery Regiment Artillery Battalion (3 batteries, each with 4 x 152mm howitzers, all horse drawn) artillery 2 Artillery Battalion (3 batteries, each with 4 x 122mm howitzers, all horse drawn) artillery 2 Artillery Battalion (3 batteries, each with 4 x 76mm howitzers, all horse drawn) artillery Infantry Division Artillery Regiment Late mm Artillery Battalion withdrawn to Corps/Army level, but same structure as above artillery 1 Artillery Battalion (3 batteries, each with 4 x 122mm howitzers, all horse drawn) artillery 2 Artillery Battalion (3 batteries, each with 4 x 76mm howitzers, all horse drawn) artillery Tank or Motorised Division Artillery Regiment Artillery Battalion (3 batteries, each with 6 x 122mm howitzers, all motorised) artillery 2 Artillery Battalion (3 batteries, each with 6 x 76mm howitzers, all motorised) artillery Tank or Motorised Division Artillery Regiment Self Propelled Artillery Regiments, as above artillery 2 Artillery Battalion (3 batteries, each with 6 x 76mm howitzers, all motorised) artillery Rocket Katyusha Brigade (held at Army Level and attached to units when required.) 3 Katyusha Regiments (3 batteries, each with 8 x mobile launcher, either M-13 or M-31) GUARDS UNITS These were combat units which had distinguished themselves in battle. In return, they were titled Guards and received a 30-50% increase in (mostly support) equipment. In game terms, you must therefore increase all Guards support units by 25-50%, by adding additional sections to the support platoons, or additional platoons to the support companies. Minimum size for a Guards unit is one company (even if an ad-hoc Guards company). A Guards company cannot have any non-guards unit in it. For example, a Guards Rifle Regiment could have the following changes: Soviet Guards Rifle Regiment Increases in Support Units Anti-Tank Gun Company (increase from 2 to 3 or 4 platoons of 3 x 45/37mm AT guns) Mortar Company (increase from 2 to 3 or 4 platoons of 3 x 120mm mortars) Howitzer Company (2 platoons of 2 x 75mm Infantry Guns) increase to 3 to 4 platoons of 2 x 75mm guns AT Rifle Company (add one more AT Rifle Platoon) Soviet Rifle Battalion 1942 Mortar Company (3 platoons of 3 x 82mm mortars) increase from 3 to 4 platoons of 3 mortars AT Platoon (3 x AT Rifle Section) increase from 3 to 4 AT Rifle Sections MG Company (3 platoons of 3 x MMG) increase from 3 to 4 platoons of 3 x MMG Soviet Rifle Company 1942 MG Section (treat as a platoon) 2 x MMG - increase from 2 to 3 or 4 MMG Mortar Section (treat as a platoon) 2 x 50mm mortars - increase from 2 to 3 or 4 mortars SIBERIAN UNITS An East Front force can also include Siberian Rifle or Siberian Motorised Rifle units from the 1941 winter, and units from Siberian Tank Brigades, from A Siberian company cannot have any non-siberian units in it. The Siberian divisions had mostly escaped Stalin s purges, so had quality officers and leadership that had retained sound tactical doctrine, hence their regular troop status. As in Guards units, they had a higher proportion of support units. In game terms, you must therefore increase all Siberian Rifle support units by 25-50%, by adding additional sections to the support platoons, or additional platoons to the support companies, as per Guards Units. Siberian units in the Far East until 1941 can include armor (but no T-34, KV, T-28 or T-35). US Europe Except for the paratroops, US infantry were by no means impressive. Rarely did they attack without armor, artillery, or air support. Emphasis by the High Command upon offensive tactics was strong, which led to the infantry not being trained in defensive manoeuvres or withdravals. Only on two occasions were they forced to do this and although it was a shambles, it did not lead to disaster. US units were deployed in a flexible organisation of pooling units such as tank and artillery battalions. This worked to some degree, though the problem of which HQ they had to report to caused considerable confusion. It must be remembered that the tactical unit in the US army was the battalion, not the regiment. Another distinctive characteristic of the US army was its aggressive, incautious, and at times, reckless handling of units by its commanders, who unlike the British, had not received the heavy punishment dished out by the Germans over the past four years. US Europe Equipment Lists PV AFV DATES PROD FR 134 M2A ? M M3A M3A1 Satan M5A M24 'Chaffee' /266 M3 'Lee' Early / Late M4 (75) M4 (105) M4A ? M4A1 (76) 44-45? M4A1 (76) Modified 44-45? M4A ? M4A2 Late 42-45? M4A3 / A4 (75) M4A3 Late M4A3 (76) M4A3 (76) Modified 44-45? M4A3E8 76 HVSS 44-45? M4A3 (105) HVSS M4 POA-CWS 75-HI 44-45? M4 Flame-thrower Kit 44-45? Cullin Hedge Cutters 44? M4A3E2 (75) 'Jumbo' M4A3E2 (76) 'Jumbo' 45? M26 'Pershing' M8 HMC Scott M7 HMC 'Priest' M10 GMC 'Wolverine' M18 GMC 'Hellcat'

90 314 M36 GMC 'Jackson' M36B2 GMC 'Jackson' 44-45? M3 GMC T30 HMC T19 HMC M15 MGMC M16 MGMC 44-45? 4 82 M4A1/M21 Mortar Car LVT(A) ? LVT(A) M8 'Greyhound' M3A1 Scout Car M20 Scout Car M5A1 Recce 44-45? 3 70 M2 Half track /71 M3 / M3A1 Half track M3A1 `LMG' Half-trk 44-45? M3A1 `MMG' Half-trk 44-45? 4 78 LVT(A) ? 6 83 LVT(A)4 Buffalo 43-45? 6 PV GUNS DATES PROD FR 38 37mm L54 M3A mm L50 M mm L31 M ? mm L52 M mm L53 M1A1/M mm L27 M18 RR mm L28 M20 RR 45? mm L16 M1A1 Pack mm L34 M ? mm L16 M mm L22 M2A mm L54 M1A1 AA mrn L56 Bofors AA HMG Quad AA 43-45? 5 PV ARTILLERY DATES PROD FR 80 75mm (per pair) mm (per pair) mm (per pair) mm (per pair) PV MORTARS DATES PROD FR 15 60mm mm 42-45? mm 43-45? 4 PV TRANSPORT DATES PROD FR see Jeep 42-45? 0 soft Jeep 'GPA' 43-45? 5 skin Field Car 42-45? 4 chart Light Truck 42-45? 3 Medium Truck 42-45? 0 Heavy Truck 42-45? 4 Motorcycle 42-45? 1 27 DUKW 43-45? 3 PV ROCKETS DATES PROD FR mm T34 x ? mm M17 x ? 5 PV INFANTRY DATES PROD FR 10 US Rifle/Carbine Team 42-45? 1 10 SMG Team 42-45? 3 13 Assault Rifle Team 45? 2 14 US LMG Team (mag) 42-45? 1 26 MMG 42-45? 1 30 HMG 42-45? 2 6 AP Rifle Grenade 43-45? 3 9 AT Rifle Grenade Late 43-45? 1 20 Bazooka Team 42-45? 1 15 Flamethrower Team 42-45? 3 5ea Demolition Charge 42-45? 2 page39 AP Mine 42-45? 1 page39 AT Mine 42-45? 1 12 Mine Detector 42-45? 1 30 FAO/FAC Team 42-45? 1 20 Radio 42-45? 0 US Equipment Notes - M4 Sherrran Crab is an M4 (75) with flail equipment attached, see 'Mine Removal' section. - Cullin Hedgeraw cutters were added to any tank engaged in the bocage terrain. - U.S. forces cannot use cavalry or horse teams, but are allowed individual pack horses ( Italy only.) - All guns are vehicle/tractor towable. - Artillery of 75mm, 105mm, 155mm and all Mortars can fire smoke rounds indirectly. US Europe Troop Classes and Morale Ratings Unit/s Troop Class Morale Rating Point Value Modification Notes Offboard Artillery As unit class As unit rating +25% or x 1.25 Paratroopers Veteran Elite +50% or x 1.5 Armor Regular or Veteran Reliable no modification to PV for Regs, +25% or x 1.25 for Vets +25% o x 1.25 All Other Units Regular Reliable no modification to PV * you need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers U.S.A. SOFTSKINS US forces entered WWII with the worlds largest and most advanced automotive industry behind it. An impressive total of 3,200,000 military vehicles had been produced by 1945, many being supplied to allied countries. Unlike any other nation, the US commenced the war with strict standardisation on vehicle manufacture which was one of the key elements to mass production. The range of excellent vehicles produced were all design to military requirements with excellent off-road performance and good reliability. The US Army did not employ motorised troops in the same fashion as their German or Soviet counterparts. Infantry units were not fully motorised and relied on corps level transport regiments to be assigned to them. This is not to say there was a shortage vehicles for on the contrary, entire divisions and corps were swiftly truck-lifted between destinations as required. Tactical doctrine simply dictated that the use of motorised troops in direct combat was not permitted with the task being best left to "armored" infantry. PV USA Description Drive Size Speed Capacity Tow Rd C/C in teams 7 Harley-Davidson WLA Motorcycle x 3 - A Jeep (wpns extra) Light car 4x4 B A 10 Ford GPA Amphibious Car 4x4 B Weapons Carrier 'Beep' Light Truck 4x4 B A 15 Dodge (1 ton) Light Truck 4x4 C B 19 Dodge (2 ton) Light Truck 6x6 C B 26 GMC (2 ton) Medium Truck 6x6 C C 27 GMC DUKW (2 ton) 'Duck' Amphib Truck 6x6 C Diamond T (4 ton) Heavy Truck 6x6 D D 20 Mack (7 ton) Heavy Truck 6x6 D D 18 M5 (13 ton) High Speed Heavy Tractor trk C D Harley-Davidson WLA Motorcycle - this was that most common and numerous types employed by US forces, closely followed by the Indian 640 & 741B models. A few side car versions were built but not issued to combat units. The bike was made for the rider only, no passenger. Jeep 4x4 - the nickname "Willys Jeep" is derived from its Ford manufacturing designation, "GPW" (General Purpose Willys). The Jeep came in a variety of standard versions. It could have a pintle mounted AA HMG, MMG or LMG (belt fed) behind the front seats (at additional cost.) Ford GPA 4x4 - amphibious jeep based on the standard Willys Jeep with a boat like hull and engine driven propeller at the rear. Only built in limited numbers. Dodge Weapons Carrier `Beep' 4x4 - light off-road truck nickname the "Beep" (from Big Jeep.) Also includes the Dodge Command/Reconnaissance Car, and various other «ton trucks which were phased out when the Beep was introduced during Dodge (1«ton) 4x4 - light off-road cargo truck. Although produced in large numbers, this 1«ton truck was mostly superseded by the Dodge 2«ton truck (6x6) which was more versatile, mobile and hence, preferred by combat units. A ring mounted HMG could be added for use by the co-driver (at additional cost.) Dodge (1«ton) 6x6 - this was a standard Dodge 4x4 Weapons Carrier with a tandem rear bogie and lengthened chassis. Entered production late A ring mounted HMG could be added for use by the co-driver (at additional cost.) GMC (2«ton) 6x6 - medium off-road cargo truck nicknamed "Deuce & a half". This vehicle was the most common transport vehicle operated by US forces being used extensively by all services. There was a 4x4 version built alongside the 6x6 but these vehicles were employed almost entirely by supply and logistic units. A ring mounted HMG could be added for use by the codriver (at additional cost.) GMC DUKW (2«ton) `Duck' 6x6 - amphibious medium truck developed from the GMC 2«ton truck. The vehicle had a boat shaped hull with twin rear driven propellers. A ring mounted HMG could be added for use by the codriver (at additional cost.) Diamond T (4 ton) 6x6 - heavy prime mover for transporting and recovering AFVs and heavy vehicles. Also includes the 12 ton M26 Tractor (6x6) used for the same role and called the "Dragon". Mack (7«ton) 6x6 - heavy truck employed as a prime mover for heavy artillery. M5 (13 ton) High Speed - heavy tractor based on the same tracked running gear as used on the M3 & M5 Light tanks. Used as a prime mover for medium artillery. 90

91 USA MOTORISED GUNS PV BRITAIN / USA Description Drive Size Speed Armament Rd C/C 58 SP, 4x4 Bofors 40mm AA 30cwt truck 4x4 C mm L48 AA 46 37mm M6 GMC Light AT SP 4x4 B mm L54 SP 4x4, Bofors 40mm AA - this AASP used the Morris Commercial CS9/B 4x4 truck chassis specially fitted to mount a 40mm Bofors AA gun with 360o traverse. Three outriggers on the side and rear were used to provide stability. A gun-shield was fitted at the front of the weapon. An Australian version was also built based on the Ford F60L 3 ton 4x4 truck with similar arrangement (with four outriggers) as did the Canadians on the Ford F60B. 37mm M6 GMC - very light gun carriage conceived as a tank destroyer and based on the Dodge Weapons Carrier. A pedestal mounted 37mm AT gun was installed in the rear and provided with a large shield for crew protection. The cramped crew area around the gun allowed the weapon to have a limited 180º traverse towards the rear, although it could be operated 360º traverse if the crew serviced the weapon while dismounted (ie. «move for crew to reembark before moving again.) U.S. ARMOR The US Army entered WWII with virtually no experience in tank warfare or design. Their original tactical doctrine dictated that tanks were to operate as assault guns for break throughs while the enemy armor would be exclusively dealt with by tank destroyers. This arrangement however proved impossible to comply with in battle and US tank crews suffered badly until such tactics were amended. AFV design lagged behind both German & Soviet thinking, with emphasis placed on mass production rather than survivability. Curiously, the US Tank Destroyer Command suffered from the opposite problem to that of their German counterpart. The Wehrmacht started the war with assault guns and successfully used them as tank destroyers. US tank destroyers were, however, increasingly pressed into action as assault guns and were completely unsuitable with their thin armor and open turrets. This inability resulted in the demise of the TD Command after the war. PV TANKS ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 134 M2A4 37 L54,4*LMG C M3 37 L54,4*LMG C M3A1 37 L54,2*LMG C M3A1 'Satan' F/thrower,2*LMG C M5A1 37 L54,2*LMG C M24 'Chaffee' 75 L40,2*LMG C M3 `Lee' (Early) 75 L31,37L54,4*LMG C M3 `Lee' (Late) 75 L40,37L54,4*LMG C M3 `Grant' (Early) 75 L31,37L54,3*LMG C M3 `Grant' (Late) 75 L40,37L54,3*LMG C M4 75 L40,2*LMG C M4 (105mm) 105 L22,2*LMG C M4A1 75 L40,2*LMG C M4A1 (76mm) 76 L52,2*LMG C M4A1 (76mm) Modified 76 L52,2*LMG C M4A2 75 L40,2*LMG C M4A2 (Late) 75 L40,2*LMG C M4A3/M4A4 75 L40,2*LMG C M4A3 (Late) 75 L40,2*LMG C M4A3 (76mm) 76 L52,2*LMG C M4A3 (76mm) Modified 76 L52,2*LMG C M4A3E8 (76mm) HVSS 76 L52,2*LMG C M4A3 (105mm) HVSS 105 L22,2*LMG C M4 POA-CWS 75-HI F/Thr,2*LMG C M4A3E2 (75mm) 'Jumbo' 75 L40,2*LMG C M4A3E2 (76mm) 'Jumbo' 76 L52,2*LMG C M26 'Pershing' 90 L53,2*LMG D 8 PV SELF PROPELLED GUNS ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 154 M8 HMG `Scott' 75 L16,HMG C M7 HMG `Priest' 105 L22,HMG C M10 GMC `Wolverine' 76 L52,HMG C M18 GMC `Hellcat' 76 L52,HMG C M36 GMC `Jackson' 90 L53,HMG C M36B2 GMC `Jackson' 90 L53,HMG,LMG C M3 GMC 75 L C 5 92 T30 HMC 75 L C T19 HMC 105 L C M15 MGMC 37 L54,2*HMG C 3 88 M16 MGMC 4 HMG (Quad) C 3 82 M4A1 & M21 Mtr Carrier 81mm Mortar C LVT(A)1 37 L54,3*LMG D LVT(A)4 75 L16,HMG D 7 PV APC/RECONNAISSANCE ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 94 M8 `Greyhound' 6x6 37 L54,LMG C 5 60 M3A1 Sct Car 4x4 HMG C M20 Scout Car 6x6 HMG C M5A1 Recce HMG B 2 70 M2 Half-trk HMG,LMG C M3 Half-trk LMG C M3A1 Half-trk HMG,LMG C M3A1 `LMG' Half-trk (USA only) HMG,2*LMG C M3A1 `MMG' Half-trk (USA only) HMG,2*MMG C 2 78 LVT(A)2 HMG,2*LMG D LVT4 `Buffalo' HMG,2*LMG D

92 Smoke Dischargers; From 1944 onwards, M24 Chaffee, Medium M4 series, M10, M18, M36, M36B2, M20 & M8 AC were equipped with smoke pots or mortars. (No AFVs equipped prior to 1944.) Radios; All AFVs equipped as standard. One Man Turrets; none USA AFV Notes; TANKS M2A4 Light Tank - predecessor to the M3 Light tank, it was the mainstay of US Armored divisions in 1940 with 375 in service. M3 Light Tank - the M2A4 design underwent considerable revision which resulted in the improved M3 Light tank. The chassis was unchanged, but the armor had been increased and a new turret added. The M3 had four LMGs, one co-axial with the 37mm gun in the turret, one bow mounted LMG in the hull, and two fixed LMG mounted either side in the superstructure (operated by the driver.) M3A1 Light Tank - an improved M3 tank which had the two fixed LMGs removed and redesigned welded turret which eliminated the riveting. M3A1 `Satan' - built for eliminating Japanese bunkers, the USMC modified numbers of M3A1s by replacing the main armament with a Ronson flame projector. M5A1 Light Tank - includes the M3A3 & M5 which are equivalent in performance. These variants had much thicker armor (than the earlier M3A1) and was sloped better to enhance protection. Turret designs were similar except for the M3A3 & M5A1 which had a rear bussel housing the radio equipment. M24 Light Tank `Chaffee' - based on a modified M18 chassis, this light tank was to replace the M5A1 light tank. It mounted a light version of the 75mm L40 gun in a newly designed turret. M3 Medium Tank `Lee' & `Grant' - the M3 was built as a stop gap measure until the later M4 tank enter service. The hull mounted 75mm gun has limited traverse with two fixed LMGs mounted in the hull and fired by the driver (can only be fired if stationary and at target within 30º of the AFVs front.) The commander's LMG turret on the `Lee' can be used in AA role. The `Grant' was identical to the Lee except for the redesigned 37mm gun turret which had the radio equipment mounted in it and not in the hull. Early production Lee/Grant all had the shorter 75mm M2, while late production used the longer 75mm M3 gun. M4 Medium Tank - the original M4 design entered production several months after the M4A1 & M4A2. The hull was of all welded construction with a cast turret common to all M4 tanks mounting the 75mm gun. M4 (105mm) - standard M4 tanks modified to mount the 105mm L22 howitzer. The only external difference to the standard tank (except for the howitzer) was a new mantlet. One hundred of the late production models had HVSS suspensions. M4A1 Medium Tank - this variant is distinct by its rounded cast upper hull which provided better protection than the standard welded hull used (which had the same amount of armor.) The M4A1 was the first Sherman to enter production and was preferred by the US army which meant only a small proportion were despatched as Lend-Lease. This category also includes the `composite hull' M4 tanks which had a cast front hull with the sides and rear welded. M4A1 Medium Tank (76mm) - this variant entered production in mid-1944 was upgunned by using a larger T23 turret (developed two years earlier) mounting the 76mm L52 gun. The cast hull was slightly modified to accept the larger turret. M4A2 Medium Tank - this model was the second Sherman model to enter production and was virtually identical to the M4. The hull was lengthened to accommodate a more powerful diesel engine which gave it a much higher road speed than any other model. The majority were assigned to Lend/Lease with a number being requisitioned by the USMC. M4A2 Late - redesigned M4A2 which entered production from February 1944 onwards. The front hull was modified with a thicker one-piece 47o glacis plate providing better protection over earlier models with welded multipiece hulls. Engines & chassis remained unchanged. The turrets incorporated minor improvements; eg. cupola, hatches. M4A3 & M4A4 Medium Tank - these models were identical to the earlier M4 & M4A2. The hulls were slightly longer to accommodate different engines giving a better road speed. The M4A3 production was retained for the US Army, while all M4A4s were assigned to Lend/Lease. M4A3 Late - redesigned M4A3 which entered production from February 1944 onwards. The front hull was modified with a thicker one-piece 47o glacis plate providing better protection over earlier models with welded multipiece hulls. Engines & chassis remained unchanged. Minor improvements were incorporated into the turret; eg. cupola, hatches. M4A3 Medium Tank (76mm) - this variant entered production in mid-1944 using the late model M4A3 hull & chassis (47o hull front.) It was upgunned by installing the larger T23 turret (developed two years earlier) mounting the 76mm L52 gun. M4A1 (76mm) Modified & M4A3 (76mm) Modified - the vulnerability of the M4 to German AT guns led to many being uparmored in the field by welding on special armor plate kits to the front hull. Designed for the M4A3, many were added to the M4A1 although the rounded hull made the practice less common. M4A3 (76mm) HVSS - from September onwards, HVSS suspension became standard production. By May 1945, 50% of all M4A3 76mm Shermans in service had the new HVSS running gear. Uparmoring the hull was standard practice by crews during late M4A3 Medium Tank (105mm) HVSS - standard M4A3 modified to mount the 105mm L22 howitzer (the only external difference being a new mantlet.) The majority of these tanks were built with the improved HVSS running gear which gave better C/C performance. M4 POA-CWS 75-HI - M4A1 tank with a Ronson flame projector mounted in the breech of the 75mm L40 for conversion to a `flame' tank. As the barrel & turret were unmodified, the tank could not be distinguished from the standard M4A1. M4 Flame-thrower Field Kits - Any M4 tank (except for Jumbo) can have the hull LMG removed and replaced with a flamethrower, cost 18 extra PV. Fuel tanks are internal. M4A3E2 (75mm) & M4A3E2 (76mm) `Jumbo' - With the arrival of the M26 Pershing being delayed until early 1945, a stopgap heavy assault tank was required and the M4A3E2 was introduced as a compromise. Based on the M4A3, hull armor was increased all round and new heavier turret (based on the T23) with 6" inch armor and 7" mantlet was used. The original armament 92 for the tank was a 75mm L40, but many were progressively upgunned in the field with the 76mm L52. An increase in weight reduced the speed and reliability respectively. M26 `Pershing' - The heaviest US AFV to see combat, the Pershing was designed to be equivalent to the German Tiger I, having roughly the same armor, speed and firepower. It incorporated many new design features such as a rear drive sprocket, torsion bar suspension and wide tracks. SELF PROPELLED GUNS M8 HMG `Scott' - based on the M5 Light tank (with thinner hull armor), it mounted the 75mm L16 Pack howitzer in larger open-topped turret. Replaced the T30 HMC. M7 HMG 'Priest' - called the `Priest' because of its pulpit HMG mount, the majority were built on the M3 Lee/Grant chassis with late production vehicles using the M4A3. The 105mm howitzer was mounted with limited traverse in an open topped fighting compartment. M10 GMC 'Wolverine' - based on the M4A2 chassis, it mounted the heavy 3" AA gun in an open topped turret. The armor was so light that a 1630 kg counter-weight was attach to the rear of the turret to balance it. Speed was greater than the M4 due to the reduction in weight. These TDs were equipped with HVAP ammunition as standard (and is included in the AFVs PV.) M18 GMC 'Hellcat' - sacrificing armor for speed, this tank was the fastest tracked AFV to see combat. The 76mm L52 gun was mounted in an opentopped turret. These TDs were equipped with HVAP ammunition as standard (and is included in the AFVs PV.) M36 GMC `Jackson - the M10A1 was upgunned by installing a new opentop turret mounting the potent 90mm AA gun. HVAP ammunition was standard issue (and is included in the AFVs PV.) M36B2 GMC `Jackson' - the increasing demand for powerful tank destroyers lead to the M36 turret being mounted on M4A3 tanks hulls. The bow LMG was retained and HVAP ammunition was standard issue (included in the AFVs PV.) T48 GMC - consisted of an M3 Halftrack mounting the 57mm L45 AT gun behind the driver's cab. All vehicles were assigned to lend-lease. The British converted their T48s back to APCs while the Soviets were the only ones to use them in combat (many being upgunned with their own 57mm L73 AT gun.) M3 GMC - consisted of an M3 Halftrack with the 75mm M1897 field gun mounted behind the driving cab with limited traverse. A shield was added over the front of the gun. and a pedestal mounted HMG provided close-in protection. T30 HMC - light assault gun used for direct fire support. Consisted of an M3 Halftrack mounting the 75mm pack howitzer. A shield was added over the front for extra crew protection. Replaced by the M8 HMC. Similar layout to M3 GMC. T19 HMC - built to provide mobility for the 105mm L22 howitzer, it was used as stop-gap until the M7 HMC became available. 105mm howitzer was mounted behind the driving cab and the original gun shield retained. M15 MGMC - an M3 Halftrack with a rear mounted turret housing a combination of a 37mm AA gun and two co-axial HMGs. The turret lacked rear armor and the guns were incapable of engaging ground targets when firing over the driving cab. Both Area fire from 37mm AA and infantry fire from 2xHMG can be used against the same target/s. M16 MGMC - an M3 Halftrack mounting a small quadruple HMG AA turret. The turret was installed in the rear passenger compartment with fold-down sides to allow ground targets to be engaged. Nicknamed the `Meat Chopper'. M4A1 & M21 Mortar Carrier - based on the smaller M2 Halftrack with an 81mm Mortar mounted in the passenger compartment. The M4 & M4A1 had the mortar facing rearward and can only engage targets 30 degrees left or right. The M21 was redesigned (using the M3 Halftrack) with the mortar facing forward and can engage targets 30 degrees either side. The vehicle is required to be stationary one turn prior to any firing for the weapon to be calibrated. LVT(A)1 - consisted of an LVT(A)2 with the roof covered over and an M5A1 tank turret mounted on top. Behind the turret on either side there were two LMGs with armored shields with crew access through hatches in the roof. (Amphibious Speed across water; 7cm/move.) LVT(A)4 - similar to the LVT(A)1 except mounting a 75mm howitzer in an open topped turret as used on the M8 HMC. The rear mount LMG positions were not included. (Amphibious Speed across water; 7cm/move.) APC/RECONNAISSANCE M8 `Greyhound' - designed originally as a tank destroyer, it was accepted as an armored car despite being thinly armored and under gunned. Nicknamed `Greyhound' by the British who appreciated it's quietness and excellent cross-country speed. M3A1 Scout Car - based on a commercial 4x4 truck chassis, it was intended for the cavalry as a replacement for the horse. The HMG was mounted on a skate rail which ringed the open-top passenger compartment. M20 Scout Car - derived from the M8 armored car. A super-structure was built around the top of the hull with a ring mounted HMG. Intended to replace the M3A1 Scout Car. The crew can dismount as a HMG Team OR a Bazooka Team, which are included in the point value. The HMG cannot be operated further than 15cm from the vehicle due to the small size of the AFV crew operating it. The Bazooka can be fired from the vehicle or dismounted. If the crew has dismounted, the vehicle cannot move or fire. M5A1 Recce - as the M24 `Chaffee' began entering service, surplus M5A1 tanks had their turrets removed and a ring mounted HMG installed. Influenced by the British conversion of their excess M3 `Stuarts', it was used in a similar scout car role. M2 Half Track - smaller than the M3 Halftrack, it was intended to replace the M3A1 Scout Car in cavalry units but was deployed as a mortar/mg carrier or a prime mover. On the M2, the HMG & MMG were mounted on a track which ran around the inside of the passenger compartment providing 360 degree arc of fire. The latter M2A1 was similar to the M3A1 with the HMG in a pulpit and the MMG on a side pintle mounting. In a USA force, the HMG & MMG can be dismounted and operated by the passenger teams. In this

93 case, the MMG Team replaces one Team, and the HMG Team replaces 2 Teams. If all teams dismount, the vehicle cannot move or fire. M3 Halftrack - this halftrack was intended as an infantry carrier (unlike the M2) and had a single pedestal mounted LMG in the centre of the passenger compartment. The LMG can be dismounted and operated by a passenger team. In this case, the LMG Team replaces one Team. If all teams dismount, the vehicle cannot move or fire. M3A1 Half Track - as per the M3 except a HMG was added in a forward pulpit mount over the driver cab and a LMG on a side pintle mounting in the rear. In a USA force, the HMG & LMG (belt) can be dismounted and operated by the passenger teams. In this case, the LMG (belt) Team replaces one Team, and the HMG Team replaces 2 Teams. If all teams dismount, the vehicle cannot move. M3 `LMG' Half Track - represents a standard M3 or M3A1 Halftrack which had two additional Air-cooled.30 Brownings LMGs added for the purpose of providing supporting fire to the infantry squads (as used in each Armored Infantry Platoon.) One more LMG can be added at cost; making 1xHMG, 3xLMG. The HMG & LMGs can be dismounted and operated by the passenger teams. In this case, each LMG (belt) Team replaces one Team, and the HMG Team replaces 2 Teams. If all teams dismount, the vehicle cannot move. M3 `MMG' Half Track - represents a standard M3 or M3A1 Halftrack which had additional Water-cooled.30 Brownings MG added for the purpose of providing supporting fire to the infantry squads (as used in each Armored Infantry Platoon and Armored Infantry Battalion MG Platoon.) One more MMG can be added at cost (making 1xHMG, 3xMMG). Vehicle s crew may dismount as three MG teams, whether 1 x HMG and 2 x MMG, or 3 x MMG if it has 3 x MMGs. Also has a Bazooka Team. These teams are included in the vehicles Point value. If all teams dismount, the vehicle cannot move. The MGs cannot be operated further than 15cm from the vehicle due to the small size of the crews operating them. LVT(A)2 - armored version of the LVT2 cargo carrier. The passenger compartment was positioned between the driver's cab and the rear engine bay which meant all cargo & passengers had to pass over the sides. HMGs & MMGs must be operated by passengers and cannot be dismounted. (Amphibious Speed across water; 8cm/move.) LVT4 - similar to the LVT(A)2 with the engine moved directly behind the driver allowing rear manually operated ramp for quickly loading or debarking passengers/cargo. Nicknamed the `Water Buffalo', a light vehicle or gun (eg. jeep, 57mm gun) could also be carried with 1/2 move required for loading/unloading. HMGs & MMGs must be operated by passengers and cannot be dismounted. (Amphibious Speed across water; 8cm/move.) UNITED STATES GUNS The US Army entered WWII with no experience in guns and relied extensively on ideas taken from German or British designs. Tank armament and AT guns always fell below British & German standards right up until the very end of the war. Emphasis on quantity and standardisation were considered more important than firepower. (Even as late as D-Day 1944, the introduction of 76mm Shermans were delayed so as not to complicate logistics & supply.) USA PV AT/Tank Guns Size FO NOTES 38 37mm L54 M3A1 A (12) (11) (10) (9) (8) (5) 3 (USA Canister 42+) Canister range is 20cm 73 57mm L50 M1 B (12) (12) (11) (11) (10) (9) (9) (7) (6) 4 (HE 1944+) pp -> 57mm L50 APDS (12) (12) (11) (11) (9) (7) (6) (5) mm L31 M2 B (12) (11) (11) (10) (9) (8) (7) (6) (5) (5) 5 Smk & WP mm L40 M3 * (12) (13) (12) (11) (10) (10) (9) (9) (8) (6) * Smk & WP mm L52 3 M5 B (12) (13) (12) (11) (11) (10) (10) (9) (9) (7) 5 Smk pp -> 76mm L52 HVAP (12) (13) (12) (10) (9) (8) (7) (6) mm L53 M1A1, M2 C (12) (13) (12) (12) (11) (11) (10) (9) (8) (7) pp -> 90mm L53 HVAP (12) (13) (12) (12) (10) (9) (8) (7) (6) (5) PV Howitzers/ Field Guns Size FO NOTES 40 57mm L27 M18 Recoilless A (12) (11) (9) (8) (6) 4 No gun shield > 57mm L27 M18 Recoilless HEAT (11) (10) (8) (7) (5) mm L28 M20 Recoilless A (12) (11) (10) (9) (8) (7) (6) 5 No gun shield, WP > 75mm L28 M20 Recoilless HEAT (11) (10) (9) (8) (6) mm L16 M1A1 Pack A (11) (10) (9) (8) (7) (6) (5) 5 No g/shield WP,Canistr Canister range is 30cm -> 75mm L16 M1A1 Pack HEAT (10) (9) (8) (7) (6) mm L34 M1917 B (12) (11) (11) (10) (9) (8) (7) (6) (5) 5 WP mm L16 M3 C (11) (10) (9) (8) (7) (7) (6) (5) 7 No gunshield, Smk, WP > 105mm L16 M3 HEAT (10) (9) (8) (7) (5) (5) mm L22 M2A1 C (11) (11) (10) (10) (9) (8) (8) (7) (6) 7 Smk, WP, Canister Canister range is 40cm -> 105mm L22 M2A1 HEAT C (10) (10) (9) (8) (7) (6) (5) PV AA/Automatic Cannon Size FO NOTES 39 37mm L54 AA M1A1 B (12) (13) (12) (11) (9) (7) (No g/shield)

94 US Gun Notes; AT/Tank Guns 37mm L54 M3A1 - with no prior experience on AT guns, the 37mm M3A1 was derived from the German 37mm PaK 35/36 design. Canister ammunition was introduced in mid 1942, including AFV mounted guns. A specialised `T32 Manpack' version was developed which consisted of the barrel & recoil mechanism mounted on a.50 cal HMG tripod. No shield was provided and the gun is treated as a heavy weapon for cartage and transportation. Maximum canister range is 20cm. 57mm L50 M1 - with the 37mm M3 being obsolete, a copy of the British 6 pdr AT gun was rushed into production with only minor modifications. Limited stocks of HE & APDS ammunition were available late 1944 from British sources with a US HE round being introduced in Can be towed by a jeep, with the crew in another vehicle. 75mm L31 M2 - the M2 gun was the longest barrel capable of being manufactured in 1941 and was therefore standard on all AFVs including the original M4 Sherman. 75mm L40 M3 - standard tank armament between 1942 to mid Smoke/White Phosphorous ammunition was introduced in June mm L52 3" M5 - includes both the heavy barrelled 3" AA gun and the latter 76mm M5 tank armament. The AT gun consisted of the 3" AA barrel & recoil mechanism mounted on a 105mm M2A1 carriage. Early 3" guns were used in their original AA roles (in the Pacific) with mobile and static mountings (360o traverse.) HVAP ammunition was only issued officially to TD units, with regular tank units having to acquire HVAP stocks on their own initiative. (So for TD units, each vehicle can purchase HVAP ammo at +14 PV per vehicle, and can each vehicle can fire it every turn. Tanks can only purchase HVAP ammo at +14 PV per platoon, and therefore only one tank per platoon can fire it per turn.) Smoke ammunition (no White Phosphorous) was introduced mm L53 M1A1,M2 - the early M1A1 was designed for an AA role and could not engage targets on a negative depression. The M2 was designed for both ground & air targets and could be fired by crew while still limbered. The M2 was mounted in the M36 GMC. HVAP ammunition was only issued officially to TD units with regular tank units having to acquire HVAP stocks on their own initiative. (So for TD units, each vehicle can purchase HVAP ammo at +43 PV per vehicle, and can each vehicle can fire it every turn. Tanks can only purchase HVAP ammo at +43 PV per platoon, and therefore only one tank per platoon can fire it per turn.) Howitzers/Field Guns 57mm L27 M18 Recoilless - using technology from British developments, the M18 was developed in 1943 & entered production in Designed to be fired from the shoulder or a.30" cal MG tripod. No shield was provided and the gun is treated as a heavy weapon for cartage and transportation. Crew size is two and one move is required for setup prior to firing. 75mm L28 M20 Recoilless - basically an enlarged version of the 57mm M18 mounted on a.30" cal MG tripod. No shield was provided and the gun is treated as a heavy weapon for cartage and transportation. Crew size is four and two moves are required for setup prior to firing. 75mm L16 M1A1 Pack - developed as a mountain gun, it could be broken down into loads for pack-horse transport or airdrops. No gun shield was provided. Could be towed by a Jeep with additional transport required for the crew. Maximum canister range is 30cm. 75mm L34 M derivative of the famous French 75mm mle 1897 built under licence following WWI with various improvements. 105mm L16 M3 - developed in 1941 as an air-transportable howitzer. It used the shortened M2 barrel on a modified pack howitzer carriage. Cannot be man-handled by crew once setup because the wheels were raised prior to firing. 105mm L22 M2A1 - standard medium artillery howitzer with a two wheeled split trail carriage. These guns in US service can also fire canister from Maximum canister range is 40cm. AA/Automatic Guns 37mm L54 AA M1A2 - this gun compared unfavourably with the 40mm Bofors, being considerably heavier and taking longer to get into action. This led to it being used in the M15 MGMC. US Europe Organisation INFANTRY REGIMENT Radios were issued down to platoon level. Entire regiment could be motorised in trucks if required. INFANTRY REGIMENT: Infantry Regiment 1 Infantry Regiment HQ HQ 3 Infantry Battalions * 1 Cannon Company (2 platoons of 3 x 105mm howitzer, 3 trucks) regiment support unit 1 AT Company (4 platoons of 3 x 57/76mm ATG, 4 trucks) regiment support unit Infantry Battalion 1 Infantry Battalion HQ HQ 1 AT Platoon (3 x 57mm ATG, 3 trucks) attach to a company 3 Infantry Companies * 1 Heavy Weapons Company battalion support unit 1 Heavy Weapons Co. HQ (as per infantry co. HQ, but no Bazooka teams) (don t use if platoons allocated to co.) 1 Mortar Platoon 1 Platoon HQ Team with radio, 1 US Rifle Team 2 sections of 3 x 81mm Mortars 3 standard infantry squads with 1 Bazooka Team added to each 2 MG Platoons 1 Platoon HQ Team with radio, 1 US Rifle Team 2 MG Section (each same as Heavy Weapons MG Section) Infantry Company 1 Infantry Company HQ (2 Co. HQ Teams, 1 with radio, 1 3 Bazooka Teams, 2 3 US Rifle Teams) HQ 3 Infantry Platoons * 1 Heavy Weapons Platoon company support unit 1 Heavy Weapons Pl. HQ (1 Platoon HQ Team with radio) (don t use if sections allocated to pl.) 1 MG Section (2 MMG Teams, 2 US Rifle Teams) 1 Mortar Section (3 60mm Mortar Teams, 3 US Rifle Teams) Infantry Platoon 1 Infantry Platoon HQ (1 Platoon HQ Team with radio, 1 US Rifle Team) HQ 3 Infantry Sections (1 US LMG Team, 2 US Rifle Teams) * 3 Infantry Sections (2 US LMG Team, 1 US Rifle Team) * Historical Data (do not use in gameplay) Infantry Platoon HQ Section - (1 Off, 2 NCO, 2 men, with 1 SMG and SL rifles/carbines, radio) Infantry Squad to (1 NCO, 10 men with 1 SMG, 1 LMG, and SL rifles/carbines) Infantry Squad (1 NCO, 10 men with 1 SMG, 2 LMG, and SL rifles/carbines) Infantry Company HQ Section - (2 Off, 2-5 NCO, men, with 4 SMG and SL rifles/carbines, 1-3 Bazookas) Heavy Weapons Platoon HQ Section - (1 Off, 1 NCO, 2 men, with 2 SMG and SL rifles/carbines, radio) Heavy Weapons MMG Section - (1 NCO, 15 men, with 2 MMG, 2 SMG, SL rifles/carbines) Heavy Weapons Mortar Section - (2 NCO, 18 men, with 3 x 60mm mortar, 16 SL rifles/carbines) Heavy Weapons Company HQ Section Heavy Weapons Mortar Platoon - (1 Off, 8-10 NCO, 50 men, with 6 x 81mm mortar, 3 bazooka, 10 SMG, 40 SL rifles/carbines, radio/s) Heavy Weapons MG Platoon - (1 Off, 6-8 NCO, 32 men, with 4 x MMG, 8 SMG, 24 SL rifles/carbines, radio/s) ARMORED INFANTRY BATTALION Three of these were part of all armored divisions Radios were issued down to section/squad level, that is, each halftrack had a radio. Non-HQ radios cannot be removed from the APC. 94

95 ARMORED INFANTRY BATTALION Armored Infantry Battalion 1 Armored Infantry Battalion HQ HQ 3 Armored Infantry Companies * 1 Weapon Company battalion support unit 1 Recon Platoon (1 halftrack, 5 jeeps with HMG, individually based) 1 Mortar Platoon (4 halftrack, 3 with 81mm mortars, ie 3 sections plus HQ in 4 th halftrack) 1 MG Platoon (3 MMG halftrack) 1 Gun Platoon (3 x M-7 Priest, 2 x halftrack) Armored Infantry Company 1 Company HQ (1 Co. HQ Team + radio, 1 Bazooka Team, 2 US Rifle Teams, 1 halftrack, 1 jeep ) HQ 3 Armored Infantry Platoons * 1 AT Platoon (1 x Jeep with Pl HQ Team, 3 x 57mm ATG, 3 x halftrack) company support unit Armored Infantry Platoon 1 Armored Infantry Platoon HQ (1 Pl. HQ Team + radio ride with mortar or MG section) HQ 3 Armored Infantry Section * Total of 4 Teams, being 1 Bazooka Team, 0 1 SMG Team, 2 3 US Rifle Teams, 1 x Halftrack. 1 Mortar Section support section 1 x 60mm Mortar Team, 1 Bazooka Team, 1 US Rifle Team, 1 x Halftrack. 1 MG Section 1 x M3 MMG Halftrack. support section See notes for halftracks in the US Armor Charts notes their heavy weapons can be removed and used by their passengers! Historical Data (do not use in gameplay) Armored Infantry Platoon HQ - (1 Off, 1 NCO, 2 SMG, radio) Ride with mortar section Armored Infantry Squad - (1 NCO, 10 men with 1-4 SMG, and SL rifles/carbines, 1 Bazooka) Ride in a halftrack. Armored Inf. Mortar Section - (1 NCO,? men, 60mm mortar, SL rifles/carbines, 1 Bazooka, radio in halftrack) Armored Inf. MG Section - (1 NCO,? men, 2 x MMG, SL rifles/carbines, 1 Bazooka) Ride in a halftrack. Armored Infantry Co. HQ - (1 Off,?, 1 Bazooka, radio) Ride in a halftrack. Also has a jeep. TANK DESTROYER BATTALION Independent formation attached to infantry and armored divisions. Radios were issued down to platoon or section/squad level. Whole Battalion has the same type of Tank Destroyer. TANK DESTROYER BATTALION Tank Destroyer Battalion 1 Tank Destroyer Battalion HQ HQ 3 Tank Destroy Company * 1 Recon Company battalion support unit 3 Recon Platoons 1 Recon Platoon HQ (1 Platoon HQ + radio, in Jeep) HQ 4 Recon Jeep with HMG + radios (jeeps carry 4 sections, which are: 2 x 60mm mortar, 2 x Bazooka Teams) 2 x M8 A/C Tank Destroyer Company * 1 Tank Destroyer Company HQ (1 jeep with HMG, 1 Jeep with Co.HQ + radio, 2 M20 A/C) HQ 3 Tank Destroyer Platoon * Tank Destroyer Platoon 1 Platoon HQ (1 Jeep with HMG and carrying 1 Platoon HQ Team with radio) HQ 1 Security Section (2 x M20) HQ 2 Gun Section (2 x M10/18/36) * * Note, although the Tank Destroyer company has infantry HQs and jeeps at company and platoon level, the unit still counts as being an AFV unit for morale purposes. TANK BATTALION Either used independently or three per armored division. Radios were issued down to platoon or section/squad level. Medium tanks were M3 or M4. From M4s per Medium tank platoon could have 76mm guns. Maximum of 2 Jumbo s per company. Light tanks were M5 or M24. TANK BATTALION Tank Battalion 1 Tank Battalion HQ (1 x halftrack) HQ 1 Tank Battalion HQ Company * 1 Recon Platoon (1 halftrack, 5 jeeps with HMG) battalion support unit 1 Mortar Platoon (3 sections, each with 1 x 81mm mortars, 1 x halftrack) battalion support unit 1 Assault Gun Platoon (3 x M4 105mm) battalion support unit 3 Medium Tank Company * 1 Light Tank Company * Tank Company 1 Tank Company HQ (2 tanks) From late 1944, add 1 M4 105mm HQ 3 Tank Platoons (5 tanks) * CAVALRY RECON SQUADRON One was attached to each armored division or used independently. Radios were issued down to section/squad level. CAVALRY RECON SQUADRON Cavalry Recon Squadron (equivalent to a battalion) 1 Cavalry Recon HQ HQ 3 Recon Troops * 1 Light Tank Company (as in Tank Battalion) * 1 Assault Gun Troop (4 platoons each with 2 x M8 HMG) squadron support unit Cavalry Recon Troop (equivalent to a company) 1 Recon Troop HQ (2 x M8, 3 jeeps, 1 Co HQ Team + radio, 1 MMG, 1 US Rifle Team) HQ 3 Recon Platoons * Cavalry Recon Platoon 95

96 1 Armored Car Section (3 x M8) One M8 is Platoon HQ * 1 Scout Section (3 squads, each with 2 jeeps, carrying 1 MMG and 1 60mm mortar + radio) * PARACHUTE BATTALION: Radios were issued down to platoon/squad level. PARACHUTE BATTALION: Parachute Battalion 1 Parachute Battalion HQ HQ 3 Parachute Companies * Parachute Company 1 Parachute Company HQ (2 Company HQ Teams, 1 with radio, 4 6 US Rifle Teams) HQ 3 Parachute Platoons * Parachute Platoon 1 Parachute Platoon HQ (2 Platoon HQ Teams, 1 with radio, 1 Bazooka Team) HQ 3 Sections (3 Teams in total, being 1 2 US LMG Teams, 0 1 US Rifle Team, 1 SMG Team) * 1 Mortar Squad (1 x 60mm mortar) Historical Data (do not use in gameplay) Parachute Platoon HQ Section - (2 Off, 5 men, with 1-2 SMG, 1-2 LMG and carbines, 1 bazooka, radio) Parachute Squad - (1 NCO, 11 men with 1-2 LMG, 2-4 SMG, and carbines) Parachute Company HQ Section - (2 Off, 2-6 NCO, men, with 4-8 SMG and SL rifles/carbines) ARTILLERY Further gun battalions were held at corps level, which had 155mm and 204mm artillery. See further artillery restrictions. ARTILLERY Infantry Division Artillery Regiment 4 Light Artillery Battalion (3 batteries, each with 4 x 105mm guns, all motorised) artillery 1 Medium Artillery Battalion (3 batteries, each with 4 x 155mm guns, all motorised) artillery Armored Division Artillery Regiment 3 Artillery Battalion (3 batteries, each with 6 x M-7 Priest) artillery US PACIFIC The pacific theatre was a completely different kettle of fish compared with Europe. The enemy was composed of fanatics, while the terrain was often dense and impassible, making supply difficult.this required a unique fighting force - the US Marine Corps. Unlike marine forces of other nations, who were restricted to reconnaisance or large raiding parties, the USMC was established to assault and overwhelm any enemy defended position. By the end of the war, the USMC was one of the toughest arms possesed by the US. Also active in the Pacific was the army under MacArthur. These troops were green and ill equipped or trained for jungle warfare and suffered much as a result. The US command also lacked experience, causing many set backs initially, and giving the Japanese an early upper hand. Pacific forces were not equipped as those in Europe. Tank warfare was rare and infantry were the primary arm of assault. US Pacific Equipment Lists PV AFV DATES PROD FR 144 M M3A M3A1 'Satan' M5A M3 'Lee' Late M4 (75) M4 (105) M4A ? M4A3 (75) M4A3 HVSS (105) M4 POA-CWS 75-HI M4 Flamethrower Kit 44-45? M8 HMC M7 HMC 'Priest' M10 GMC 'Wolverine' M18 GMC 'Hellcat' M3 GMC M15 MGMC M16 MGMC 45? 6 82 M4A1 Mortar Carrier LVT(A) LVT(A) M8 'Greyhound' M3A1 Scout Car M20 Scout Car M2 Half track M3A1 Half track LVT PV GUNS DATES PROD FR 38 37mm L54 M3A mm L45 M mm L27 M18 RR mm L28 M20 RR 45? mm L52 M mm L53 M1A1/M mm L16 M1A1 Pack mm L34 M mm L16 M mm L22 M2Al mm L54 M1A HMG Quad AA 43-45? mm L56 Bofors AA PV ARTILLERY DATES PROD FR 80 75mm (per pair) mm (per pair) mm (per pair) mm (per pair) PV MORTARS DATES PROD FR 15 60mm mm mm mm PV TRANSPORT DATES PROD FR see Motorcycle 41-45? 4 soft Jeep skin Jeep 'GPA' chart Field Car 41-45? 3 Light Truck 41-45? 3 Medium Truck 41-45? 0 Heavy Truck 41-45? 5 27 DUKW PV INFANTRY DATES PROD FR 7 Rifle Team 41-45? 1 10 US Rifle Team 43-45? 1 10 SMG Team 41-45? 1 13 Assault Rifle Team 45? 1 13 LMG Team (Mag fed) 41-45? 1 14 US LMG Team (Mag) 43-45? 1 15 LMG Team (Belt fed) 43-45? 2 26 MMG 41-45? 1 30 HMG 42-45? 1 6 AP Rifle Grenade 43-45? 3 9 AT Rifle Grenade Late 43-45? 3 20 Bazooka Team 43-45? 3 15 Flamethrower Team 42-45? 1 5ea Demolition Charge 42-45? 1 page39 AP Mine 41-45? 1 page39 AT Mine 42-45? 4 12 Mine Detector 42-45? 3 30 FAO 41-45? 1 20 Radio 41-45? 1 30 FAC 42-45? 1 US PACIFIC EQUIPMENT NOTES - 37mm, 75mm,and 105mm guns are capable of firing canister rounds, see 'Canister Rounds'. - 40mm L48 AA, see British Guns. - M4 Flamethrower Kit, see Flamethrower rules. - US and Marine forces cannot employ horse teams or cavalry although single pack horse are allowed. - Artillery of 75mm, 105mm, 155mm and all Mortars can fire smoke rounds indirectly. 96

97 US Pacific Troop Classes and Morale Ratings Unit/s Troop Class Morale Rating Point Value Modification Notes Offboard Artillery As unit class As unit rating +25% or x 1.25 Marines Veteran Elite +50% or x 1.5 Army Conscript Reliable -25% or x 0.75 * you need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers Use USA Europe Softskin, Motorised Guns, Armor and Gun Charts. US Pacific Organisation US MARINE BATTALION D Series Radios were issued down to platoon level. Three battalions made up a regiment. Marines were still using WW1 style bolt action rifles. US MARINE BATTALION US Marine Battalion 1 US Marine Battalion HQ HQ 3 US Marine Company * 1 Mortar Platoon (2 sections, each with 2 x 81mm mortar) battalion support unit 3 MG Platoon (2 sections, each with 2 x MMG) battalion support unit 1 AT/AA Platoon (6 x 37mm AT Gun) battalion support unit US Marine Company 1 US Marine Company HQ (1-3 Co. HQ Teams, 1 with radio, 3-6 Rifle Teams) HQ 3 US Marine Platoon * 1 Weapons Platoon (1 mortar section with 2 x 60mm mortar, 1 MG Section with 2 x MMG) company support unit US Marine Platoon 1 US Marine Platoon HQ (1 Platoon HQ Team with radio, 1 Rifle Team) HQ 3 US Marine Section (1 LMG Team, 2 Rifle Teams) * 1 US Marine Automatic Rifle Section (2 LMG Teams) * Historical Data (do not use in gameplay) US Marine Section (1 NCO,8 men with 1 LMG, 1 SMG and bolt action! rifles) US Marine Automatic Rifle Section (1 NCO,5 men with 2 LMG and bolt action rifles) US MARINE BATTALION E Series 1943 Radios were issued down to platoon level. Three battalions made up a regiment. Marines were now issued with sufficient M1 Garrand self loading rifles. US MARINE BATTALION 1943 US Marine Battalion 1 US Marine Battalion HQ HQ 3 US Marine Company * 1 Mortar Platoon (2 sections, both with 2 x 60mm mortars OR 2 x 81mm mortar) battalion support unit US Marine Company 1 US Marine Company HQ (1-3 Co. HQ Teams, 1 with radio, 3-6 US Rifle Teams, 1 jeep) HQ 3 US Marine Platoon * 1 MG Platoon (3 MG Sections, each with 6 x MMG OR 6 x HMG) company support unit 1 Mortar section (3 sections, each with 1 x 60mm mortar) company support unit US Marine Platoon 1 US Marine Platoon HQ (1 Platoon HQ Team with radio, 1 Bazooka Team) HQ 3 US Marine Section (2 US LMG Teams, 1 US Rifle Team) * Historical Data (do not use in gameplay) US Marine Section (1 NCO, 11 men with 2 LMG and carbines/rifles) US MARINE BATTALION Radios were issued down to platoon level. Three battalions made up a regiment. US MARINE BATTALION US Marine Battalion 1 US Marine Battalion HQ HQ 3 US Marine Company * 1 Mortar Platoon (2 sections, each with 2 x 81mm mortar) battalion support unit US Marine Company 1 US Marine Company HQ (1-3 Co. HQ Teams, 1 with radio, 3-6 US Rifle Teams) HQ 3-4 US Marine Platoon * 1 Weapons Platoon (1 mortar section with 4 x 60mm mortar, 1 MG Section with 6 x MMG/HMG) company support unit US Marine Platoon 1 US Marine Platoon HQ (1 Platoon HQ Team with radio, 1 Bazooka Team) HQ 3 US Marine Section (3 US LMG Teams, 0 1 Flamethrower Team) * Historical Data (do not use in gameplay) US Marine Section (1 NCO,12 men with 3 LMG and rifles/carbines) US Marine Plat. HQ - (1 Off, 2 NCO, 4 men with 1-3 SMG and rifles, 1 Bazooka or flamethrower.) 97

98 US MARINE TANK BATTALION Either used independently or three per armored division. Radios were issued down to platoon or section/squad level. Medium tanks were M3 or M4. From M4s per Medium tank platoon could have 76mm guns. Maximum of 2 Jumbo s per company. Light tanks were M5 or M24. US MARINE TANK BATTALION US Marine Tank Battalion 1 Tank Battalion HQ (1 x halftrack) HQ 1 Tank Battalion HQ Company 1 per tank bat. 1 Recon Platoon (1 halftrack, 5 jeeps with HMG) battalion support unit 1 Mortar Platoon (3 sections, each with 1 x 81mm mortar, 1 x halftrack) battalion support unit 1 Assault Gun Platoon (3 x M4 105mm) battalion support unit 3 Medium Tank Company * 1 Light Tank Company * US Marine Medium Tank Company 1 Tank Company HQ (2 tanks) From late 1944, add 1 M4 105mm HQ 4 Tank Platoons (5 tanks) * US Marine Light Tank Company 1 Tank Company HQ (2 tanks) HQ 2 Tank Platoons (5 tanks) * 1 Tank Platoon (5 tanks with flamethrowers) * US MARINE AMPHIBIAN BATTALION Has 3 platoons, each with 5 LVT, plus Company HQ with 3 LVT. A battalion had 4-5 companies plus a battalion HQ (3 LVT). Refer to armor charts to see how many teams these vehicles can carry. US MARINE ARTILLERY Use US European organisation. US PACIFIC ARMY UNITS Use US European organisation, but note that these units are all Reliable Conscripts! 98

99 Panzerfaust Armored Fist Minor Nations Army Lists Belgium In 1940, the Belgian army was still thinking in the trenches. Its tactical thinking was purely defensive which was why no large armored units were formed and motorisation of two divisions took place only just before the invasion. When they engaged the Germans in combat, the army put up an initial vigorous defence which even surprised the enemy. Yet they were technically and tactically outfought and within two weeks on the point of collapse. Belgian equipment was both locally produced, plus purchased from the British and French. Cavalry was on the way out, yet there was still a large proportion of horse-drawn units. Communications was very poor which did not help co-ordination. BELGIAN EQUIPMENT LISTS PV AFV DATES PROD FR 67 T-13 I T-13 II T AGC I PV GUNS DATES PROD FR 16 47mm L15 FRC 39-40? mm L32 SA-FRC 39-40? mm L24 m ? mm L30 TR/GP 39-40? mm L37 GP I/II 39-40? mm L9 FRC 39-40? mm L22 GP 39-40? mm L60 Madsen AA 39-40? mm L56 Bofors AA 39-40? 4 PV ARTILLERY DATES PROD FR 80 75mm (per pair) /120mm (per pair) mm (per pair) mm Mortar 39-40? mm Mortar 39-40? 5 PV TRANSPORT DATES PROD FR see Field Car 39-40? 5 soft Light Truck 39-40? 3 skin Medium Truck 39-40? 5 chart Motorcycle 39-40? 4 Motorcycle Sidecar 39-40? 5 Tractor 39-40? 3 PV lnfantry DATES PROD FR 7 Rifle Team 39-40? 1 13 LMG Team (Mag fed) 39-40? 3 26 MMG Team 39-40? Boys ATR Team 40? 4 30 FAO Team 39-40? 3 20 Radio 39-40? 5 5ea Demolition Charge 39-40? 5 page 39 AP Mines 39-40? 3 Belgian Equipment List Notes - 40mm L48 Bofors AA is a Swedish gun. See British gun chart. - No SMG or flamethrower was available mm Boys AT Rifle was purchased from Britain in small numbers. - All artillery and 81mm mortars can fire smoke rounds indirectly. Belgian Troop Class and Morale Rating Unit/s Troop Class Morale Rating Point Value Modification Notes Offboard Artillery Conscript Reliable - 15% or x 0.85 All Other Units Conscript Reliable - 25% or x 0.75 you need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers BELGIAN SOFTSKINS With the exception of a few motorcycle companies and various mechanised artillery units, the Belgium army made little use of motorised forces and relied solely on cavalry (or mounted troops) as their mobile reserve. All available civilian transport was requisitioned and employed for supply and transport units. These civilian vehicles were entirely 4x4 types of either British or French origin. PV BELGUIM Description Drive Size Speed Capacity Tow Rd C/C in teams 7 FNH M12 Motorcycle x 3 - A FN63C Heavy Truck 4x2 D C 21 FN63C Heavy Truck 4x4 D D 14 Vickers-Armstrong Lt Tractor trk A A FNH M12 M/cycle sidecar - standard heavy 3x2 motorcycle combination. An LMG (magazine fed) could be mounted over the sidecar and operated by the passenger. A variant of this model was used which had an MMG mounted on the side car with a second m/cycle sidecar transporting the ammunition and the balance of the MMG crew (total; 4.) FN 63C (4x2) - heavy 5 ton commercial truck. FN 63C/4RM (4x4) - heavy wheeled 5 ton gun tractor based on the 63C commercial truck. The vehicle had large wheels and an anti-ditching drum at the front. Vickers-Armstrong Tractor - small gun tractor built under licence in Belgium. This diminutive tracked vehicle was used to tow light guns or heavy weapons with fold-down bench seats in the rear for the crew. BELGIAN ARMOR The Belgium armored force, although small with 200 tanks & selfpropelled guns, had some of the most unique equipment seen in the early months of the war. Divided up amongst the divisions for infantry support, they had little impact on the German invasion. While there was little in the way of tank duels, Belgian crews fought well until overrun. PV TANKS ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 67 T-13 I 47 L32,LMG C 5 73 T-13 II 47 L32,LMG C 5 44 T-15 HMG C 4 97 AGC I 47 L32,HMG C 6 Smoke Dischargers; No AFVs equipped. Radios; No AFVs equipped One Man Turrets; T-15 Belgian AFV Notes T-13 I - built as a tank destroyer, this AFV mounted a 47mm L32 gun in a `half' turret which faced to the rear of the vehicle. The turret had 180º traverse (90º left & 90º right) with the crew exposed from the rear of the turret (partial cover.) T-13 II - this version was similar to the Mk I except the gun was mounted in a fully rotating `half' turret. The turret was open backed. T-15 - British Vickers Light tank purchased in late 30's. They were purchased with conical turrets and rearmed by their new owners with a 12.7mm Hotchkiss HMG in the turret. AGC I - French AMC-35 with the modified turret mounting a 47mm L32 gun and coaxial HMG. BELGIAN GUNS 99

100 The Belgian army was equipped with a variety of weapons from several sources. The bulk of the artillery was composed of modernised WWI German reparations with various French and British pieces imported in the '30s. Some native designs were also used in limited numbers. Belgium PV Guns Size FO NOTES 16 47mm L15 FRC A (11) (10) (7) (5) to-hit chance 3 No Gun Shield penetration 33 47mm L32 SA-FRC A (12) (11) (11 (9) (8) (6) mm L24 m1934 B (12) (11) (10) (9) (8) (7) (6) (5) 5 Smk mm L30 TR/Gp B (12) (11) (10) (10) (9) (8) (7) (6) (5) 5 Smk, Horse drawn mm L37 GP I/II B (12) (11) (11) (10) (9) (9) (8) (7) (5) 5 Smk, Horse drawn mm L9 FRC A (9) (9) (8) (8) (7) (6) 5 Smk, No gun shield mm L22 GP C (11) (11) (10) (9) (9) (8) (7) (6) (5) 7 Smk, Horse drawn mm L60 AA Madsen A (13) (12) (10) (7) 1 No Gun Shield Belgian Gun Notes 47mm L32 SA-FRC - AT gun manufactured in Belgium. Usually towed by a Vickers Light tractor. 47mm L15 & 76mm L9 FRC - light infantry support guns with identical carriages and interchangeable barrels. No gun shield. Towed by a Lt.truck or Vickers Cardon-Loyd tankette. 75mm L24 m mountain gun manufactured in Belgium. 75mm L30 TR/Gp - the `TR' was a license built version of the Krupp M1905 gun and the `Gp' were modified ex-german guns received under WWI reparations. Both guns can only be horse-drawn. 75mm L35 & L37 GP I,II - ex-german guns received under WWI reparations & modified with lengthened rebored barrels. Can only be horsedrawn. 105mm L22 GP - ex-german howitzer supplied under WWI reparations and completely modernised. In German service, it was referred to as lefh mm L60 AA Madsen - licensed built version of the Danish Madsen 20mm AA gun. No gun shield. Belgian Organisation INFANTRY REGIMENT Radios can be issued to regimental HQ, but not lower. BELGIAN INFANTRY REGIMENT : Belgian Infantry Regiment 1 Infantry Regiment HQ HQ 3 Infantry Battalion * 1 Infantry AT Company (2 platoons of 3 x 47mm AT guns) regiment support company Belgian Infantry Battalion 1 Infantry Battalion HQ (1 Battalion HQ Team with radio, 5 Rifle Teams) HQ 3 Infantry Company * 1 Hvy Wpns Company battalion support unit 3 x MMG Platoon (2 sections, each with 2 x MMG) 1 Infantry Battalion Gun Platoon (3 x 75mm/76mm infantry/mountain guns.) battalion support unit Belgian Infantry Company 1 Infantry Company HQ (1 Company HQ Team with radio, 5 Rifle Teams) HQ 3 Infantry Platoon * 1 Infantry Company MG platoon (2-3 MMG) company support unit Belgian Infantry Platoon 1 Infantry Platoon HQ (1 Platoon HQ Team, 1 Rifle Team, mm mortars) HQ 3 Infantry Squad (1 LMG Team, 2 Rifle Teams) * Historical Data (do not use in gameplay) Infantry Platoon HQ Section - (1 Off, 2-3 NCO, 3-4 men, with 3 pistol, 4-5 rifles and 1-3 x 50mm mortars) Infantry Squad - (1 NCO, 10 men with 1 LMG, 10 rifles) Infantry Reg/Bat/Company HQ Section - (1 Off & 5-8 NCO with pistols, 8-12 men with rifles) BELGIAN ARTILLERY Each infantry division had an artillery regiment supporting its three infantry regiments. 120mm and 155mm batteries were held at Corps level BELGIAN ARTILLERY : Belgian Artillery Regiment 3 Artillery Battalion Belgian Artillery Battalion 3 Artillery Battery Belgian Artillery Battery 1 Artillery Battery (4 x 105mm guns) artillery 2 Artillery Battery (4 x 75mm guns) artillery BELGIAN ARMOR No AFVs Radio equipped. Some Belgian infantry divisions had a tank company attached to them. Two Belgian cavalry divisions had 3 tank companies each. You cannot have more than one Belgian Tank Company in your force 100

101 BELGIAN ARMOR Belgian Infantry Division Tank Company 1 Tank Company HQ (3 x T-13) HQ. 3 Tank Platoon (3 x T-13) * Belgian Cavalry Division Tank Company 1 Tank Company HQ (3 x T-13) HQ 3 Tank Platoon (3 x T-13 or T-15) * Finland The Finnish Army throughout WWII was fairly small compared to other Axis powers.it was strictly an infantry army with little mechanisation. Great reliance was placed on the individual infantryman's initiative and high level of independence in combat. Also the fact that all the troops were perfectly used to sub-zero temperatures and that the bulk could ski put any invader at a great disadvantage. The Russians found out this the hard way. Although the Finns lost the 1940 Russo-Finnish War, they came out rich with experience and captured equipment. The Soviets lost ten times the casualties but also learnt many invaluable lessons. Finnish equipment overall was obsolete and out-of-date. The bulk dated back to WWI. In 1944, large quantities of German AT weapons were rushed in to stem the renewed Soviet advance. FINNISH EQUIPMENT LIST PV AFV DATES PROD FR 47 Vickers 6ton Vickers 6ton BT ? StuG IIIG 43-44? Pz IVH 44? 6 37 FT FT-17 SA T26 m ? 4 99 T26 m ? T28 m ? T28 m ? 7 91 BT ? 6 99 BT ? T34/76 m ? T34/76 m ? T34/85 (Late) 44? KV 1 m ? KV 1 m ? T70A 44? 7 35 BA ? 6 87/94 BA 6 / BA ? 7 PV GUNS DATES PROD FR 33 37mm L45 Bofors mm L36 mle ? mm Pak 35/ ? mm L60 Pak ? mm L46 Pak ? mm L28 FH ? mm L46 M ? mm L16 M ? mm L30 M02/ ? mm L41 M ? mm L48 Bofors AA 41-44? mm L62 Madsen AA 39-44? 4 PV ARTILLERY DATES PROD FR 80 75mm (per pair) mm (per pair) mm (per pair) /155mm (per pair) mm mortar 39-44? 6 PV TRANSPORT DATES PROD FR see Field Car 39-44? 5 German Light Truck 39-44? 6 softskin Medium Truck 39-44? 7 chart Motorcycle 39-44? 6 PV INFANTRY DATES PROD FR 7 Rifle Team 39-44? 1 10 SMG Team 39-44? 4 10 Carbine Team 41-44? 5 15 LMG (Belt fed) Team 39-44? 4 13 LMG (Mag fed) Team 39-44? 3 26 MMG 39-44? 4 30 HMG 41-44? 5 6 AT Grenade Late 43-44? mm s18 ATR Team 39-44? Boys ATR Team 39-42? wz 35 ATR Team 39-44? PTRD/S Team 42-44? mm Lathi/39 Team 39-44? 2 8 Pzfaust 30/60 44? 2 16 Pzfaust ? 3 3 Molotov Cocktail 39-44? 1 5ea Demolition Charge 39-44? 5 page39 AP Mine 39-44? 3 page39 AT Mine 40-44? 4 30 FAO Team Radio 41-44? 5 FINNISH EQUIPMENT NOTES - No Finnish Gun Chart is given as all weapons employed were of foriegn purchase. - 37mm L45 was Swedish, 20mm L62 AA was Danish ( see Polish Guns.) - 37mm L45 Pak 35/36, 50mm L60, 75mm L46 and 105mm L28 were German ( see German Guns.) - 45mm L46, 75mm L16, 76mm L30 and 76mm L41 were Soviet ( see Soviet Guns) The guns listed from '41 onwards were captured, the others were bought pre- WWII. - 40mm L48 AA was Swedish ( see British Guns.) - 75mm L36 was French (see French Guns). -T26, T28, BT5/7, T34, KV 1, T70, BA20/32 were captured Soviet AFV's from the '40 conflict onwards ( see Soviet Armor.) - StuG I I IG & Pz IVH were from the Germans ( see German Armor.) - AT Grenades, 7.9mm wz 35 and Pzfaust 30/60/100 were German aid to stem the Soviet '44 attack mm PTRD/S AT Rifle was Soviet captured. - Artillery 75mm, 105mm and 81mm Mortar can fire smoke rounds indirectly - Finnish army can employ horse teams, ski -troops and cavalry. - 75mm L36 and 76mm L30 were not vehicle/tractor towable. Finnish Troop Class and Morale Rating Unit/s Troop Class Morale Rating Point Value Modification Notes Finland Offboard Artillery Veteran Elite no modification to PV All Other Units Veteran Elite +50% or x 1.5 * you need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers FINNISH ARMOR The Finnish Army had little experience with armor prior to 1939 and it's entire force at that time was made up of a few obsolete foreign tanks. The Russo-Finnish Winter War of left the small tank force very bloodied but experienced and on the verge of major expansion with a large cache of captured Soviet tanks. PV AFV NAME ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 47 Vickers 6ton m L22,LMG C 6 66 Vickers 6ton m L45,LMG C BT L C 10 Smoke Dischargers; No AFVs equipped Radios; No AFVs equipped One Man Turrets; none Finnish AFV Notes: Vickers 6ton Model these British tanks were originally purchased without armament by the Finns who then fitted them with the small French 37mm SA gun. Vickers 6ton Model following the failure of the 37mm SA gun against Soviet tanks during the Russo-Finnish war, the surviving Vickers 6 ton tanks were upgunned with the 37mm L45 Swedish Bofors and a new mantlet. Being used alongside captured T26 tanks, this model was also referred to as the T26`E' (the Soviet T26 was developed from the Vickers 6 ton anyway, so they were very similar in appearance.) BT 42 - captured Soviet BT tanks were modified into SP Guns by removing the turret and fitting a fully enclosed armored superstructure around a British 115mm howitzer with limited traverse. 101

102 Finnish Organisation INFANTRY BATTALION All transport was horse drawn. During winter all infantry can use skis Radios above regiment level only. INFANTRY BATTALION : Finnish Infantry Regiment Infantry Regiment HQ HQ 3 Infantry Battalion * 1 AT Platoon (2 4 37mm AT Guns) regiment support unit 1 Gun Platoon (2 4 75mm infantry guns) regiment support unit Finnish Infantry Battalion 1 Infantry Battalion HQ HQ 3 Rifle Company * 1 AT Section (3 6 AT Rifle Teams) batalion support unit. 1 Mortar Section (2 x 81mm Mortar, horses and carts) batalion support unit. 1 Machine Gun Company batalion support unit. 1 MG Company HQ (1 Co. HQ Team, 1-2 Rifle Teams) HQ 3 MG Platoons (2 sections, each with 2 x MMG, horses and carts) batalion support unit. Finnish Rifle Company 1 Rifle Company HQ (1 Co. HQ Team + horses, 1 2 Rifle Teams (1 has bicycles)) HQ 4 Rifle Platoons * Finnish Rifle Platoon 1 Rifle Platoon HQ (1 Platoon HQ Team) HQ 2 Rifle Groups (squads) 3 Rifle Teams * 2 Automatic Rifle Groups (squads) 1 LMG Team, 1 x Rifle Team * Historical Data (do not use in gameplay) Rifle Platoon HQ Section (2 NCO, 2, with rifles) Rifle Group (Squad) - (1 NCO, 9 men with 1 SMG, 9 rifles) Automatic Rifle Group (Squad) - (1 NCO, 6 men with 1 LMG, and rifles) Rifle Company HQ Section (1 officer, 3 8 men, with rifles) Note: From '41-'45, there was a slight increase in automatic weapons, so 1 Rifle Team in each squad can be replaced by a SMG Team or a LMG Team. AT equipment such as Panzerfausts were available from 1944, so one Rifle team of each rifle squad can be given Panzerfausts during Radios crept in '42 onwards, to regiments, and maybe battalions. FINNISH ASSAULT GUN BATTALION FINNISH ASSAULT GUN BATTALION Assault Gun Battalion Assault Gun Battalion HQ (1 x StuG III, 1 x A/C, 2 car, 3 m/cycle) HQ 3 Assault Gun Company * Assault Gun Company 1 Assault Gun Company HQ (1 x StuG III, 1 x A/C, 1 car, 2 m/cycle) HQ 2 Assault Gun Platoon (3 x StuG III) * ARTILLERY Each infantry division had one artillery regiment. See artillery restrictions. ARTILLERY Infantry Division Artillery Regiment 2-3 Artillery Battalion (2-3 batteries, first two with 4 x 75mm guns, third with 100/105mm) artillery Hungary The only ingredient lacking in the Hungarian Army was the quality of equipment. Like most of Germany's allies, there was an overwhelmed industry which always found difficulty keeping up with the war effort. German guns were especially bought as the artillery was very much out dated. AT guns were extremely short in supply and the horse formed the bulk of the transport available. Cavalry were very good, if not a little obsolete. The Hungarian Army was to stick by Germany to the end with troop morale never really collapsing. The Hungarian High Command was fairly competent in the field and the high proportion of German speaking officers allowed good coordination with their ally. The armies first campaign began in 1940 in Yugoslavia with a limited advance. HUNGARIAN EQUIPMENT LISTS PV AFV DATES PROD FR 61 38M Toldi I-II M Toldi IIa M Toldi III M Turan I M Turan II /43M Zrinyl II M Nimrod M Csaba L3/ Pz I Pz 38(t)E Pz III M Pz IV F Pz IV F Pz VI 'Tiger' StuG III G Marder III(t) M Jgpz 38(t) 'Hetzer' PV GUNS DATES PROD FR 20 20mm L105 S ? mm L20 40M 39-45? mm Bofors AA 39-45? mm L45 Pak 35/ ? mm L60 Pak ? mm L46 Pak ? mm L28 FH ? mm L15 vz ? mm L19 vz ? mm L43 Pak 36(t) 41-45? mm L32 SA-FRC 41-45? mm L36 mle ? mm L62 AA 39-45? 4 PV ARTILLERY DATES PROD FR 80 75mm (per pair) /105mm (per pair) mm (per pair) mm (per pair) mm Mortar 39-45? mm Mortar 40-45? mm Spigot 42-45? 4

103 16 47mm Spigot 42-45? 5 PV TRANSPORT DATES PROD FR see Kubel/Volkswagen 42-45? 6 soft Field Car 39-45? 5 skin Light Truck 39-45? 4 charts Medium Truck 39-45? 5 incl. Heavy Truck 41-45? 7 German Medium Half Track 39-45? 5 one Heavy Half Track 40-45? 7 Motorcycle 39-45? 4 Motorcycle Sidecar 39-45? 6 Tractor 39-45? 4 PV INFANTRY DATES PROD FR 7 Rifle Team 39-45? 1 10 SMG Team 39-45? 4 15 LMG Team (Belt fed) 39-45? 3 13 LMG Team (Mag fed) 39-45? 3 26 MMG 39-45? 3 4 AT Grenade Early 42-45? 4 6 AP Rifle Grenade 42-45? 4 4 AT Rifle Grnde Early 42-44? 5 9 AT Rifle Grnde Late 44-45? mm s18 ATR Team 39-45? 2 8 Pzfaust 30/ ? 3 16 Pzfaust ? 4 5ea Demolition Charge 40-45? 5 page39 AP Mine 39-45? 2 page39 AT MIne 41-45? 4 30 FAO Team Radio 40-45? 5 Hungarian Equipment Notes - L3 tankette was a pre-wwii purchase from Italy (see Italian Armor.) - Pz I, 38(t)E, 111M, IVF, IVF2, VI'Tiger', Marder III (t)m, StuG IIIG and Hetzer were purchased from the Wehrmacht ( see German Armor. ) - Medium and Heavy Half tracks were purchased from Germany, Sdkfz 11 & mm L48 AA was license built Bofors - see British Guns.) - 37mm L45, 50mm L60, 75mm L46 and 105mm L28 were bought before and during the war from Germany, (see German Guns.) - 75mm L15 vz 15, 100mm L19 vz 14 were Czech quns, (see Polish and Italian Guns.) - 47mm L43 and 47mm L32 were German captured booty given as aid (see German and Belgium Guns.) - 75mm L36 was purchased from pre-war France (see French Guns.) - 20mm L62 AA was bought from Danish (see Polish Guns.) - Artillery 75mm, 100/105mm and 8lmm Mortar can fire smoke rounds indirectly. - Hungarian army can employ horse teams and cavalry. - AT & AT Rifle Grenades, AT Mines and Pzfaust 30/60 /100 were all from the Germans Hungarian Troop Classes and Morale Ratings Unit/s Troop Class Morale Rating Point Value Modification Notes Offboard Artillery Conscript Reliable -15% or x 0.85 All Other Units Conscript Reliable -25% or x 0.75 * you need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers HUNGARIAN SOFTSKINS Rumania lacked any automotive production facilities for churning out military vehicles and relied solely on purchasing foreign models. Hungary produced a limited range of licence-copied trucks. During the war years, both countries relied on purchases made from Germany and captured stocks. PV HUNGARY/RUMANIA Description Drive Size Speed Capacity Tow Rd C/C in teams 13 Daimler ADGR, Tatra T92 Light Truck 6x4 B B 14 Botund 38M Light Truck 6x4 B B 28 Raba Medium Truck 6x4 C C Damiler ADGR, Tatra T92 (6x4) - light off-road cargo trucks. The Daimler was built in Austria and exported solely to Rumania. This vehicle featured anti-ditching rollers at the front. The Tatra were purchased from Czechoslovakia. Both models acquired pre-war. Botond 38M (6x4) - light off-road cargo truck licensed produced in Hungary. The vehicle featured anti-ditching rollers at the front. Raba (6x4) - medium off-road cargo truck produced under licence in Hungary. The vehicle was a copy of the Krupp L3H 163. HUNGARIAN ARMOR Hungarian industry through out the war managed to produce the bulk of its own armor with Czech & Swedish designs being manufactured under licence. All had good mobility but compared badly with their Soviet counterparts, being out gunned & under-armored throughout the war. The heavy battlefield loses of 1941 led to the purchasing of German AFVs to bolster unit strengths and in 1942, the first armored division was formed being organised on German lines (a second division was raised in 1944.) Hungarian crews performed well on the eastern front despite poor equipment and fought right up to the closing days of the war. The perception that Germany aided it's Hungarian ally with AFVs throughout the war is incorrect. German tanks obtained between were purchased at an very high price. As late as 1944 when Hungary requested permission to manufacture the `Panther' tank under licence, Germany still denied them production rights by demanding an extraordinary price which they could not afford. Total AFV production amounted to 1055 tanks & SP guns, not including 335 German AFVs purchased. PV AFV NAME ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 61 38M Toldi I-II 20 L105,LMG C M Toldi IIa 40 L51,LMG C M Toldi III 40 L51,LMG C M Turan I 40 L51,2*LMG C M Turan II 75 L21,2*LMG C /43M Zrinyl II 105 L C M Nimrod 40 L56 AA C M Csaba 20 L105,LMG C 5 Smoke Dischargers; No AFVs equipped. Radios; Turan I & II, 42M Toldi, 40/43M Zrinyi & 40M Nimrod were equipped as standard. For 38M Toldi & 39M Csaba, only platoon & company commands were radio equipped. (+10 PV in this case) One Man Turrets; 39M Csaba. Hungarian AFV Notes: 38M Toldi I-II - Hungarian version of the Swedish Strv m/33 Light tank manufactured under licence. Mounted the semi-automatic Solothurn 20mm s1000 gun. Minor differences between different models only. 38M Toldi IIa - following the winter battles on the Eastern front 1941, Toldi tanks were found to be totally out gun & under armored. Late production Toldi II were therefore upgunned with the 40mm L51 gun and additional armor was added to the front. 42M Toldi III - last production variant of the Toldi series which was simply uparmored but otherwise identical to previous models. Production started M Turan I - licence manufactured copy of the Czechoslovakia T-22 Medium tank mounting the Hungarian 40mm L51 gun. Running gear was similar to the LT-35 (Pz 38t). 41M Turan II - same as the Turan I except a larger turret was produced to mount a 75mm gun. Skirt armor on the hull side and around the turret was common from onwards (similar to that used on German Pz IV.) 40/43M Zrinyl II - based on the 43M Turan II, a 105mm L25 howitzer was mounted in a box shaped superstructure with limited traverse and heavily influenced by the German StuG III. Side skirts on the hull sides were standard. Similar in appearance to the Italian Semovente M43 series. 40M Nimrod - the 40mm AA Bofors gun was mounted on an extended Toldi chassis with a fixed open-topped superstructure. Built as an AA tank, it was employed more as a tank destroyer. This AFV is the only known example which used the German Spigot Grenade StGt41 in combat, from Reloading must be carried out by dismounted crew member and requires one full move with AFV being stationary. 39M Csaba - light 4x4 wheeled AC. 103

104 HUNGARIAN GUNS Following the break-up of the Austro-Hungarian Empire, Hungary was left with quantities of WWI Czech Skoda guns, old WWI German field pieces and a few native designs. After joining the Axis powers, limited quantities of German guns were purchased along with captured booty taken on the Eastern Front. HUNGARY PV Guns Size FO NOTES 20 20mm L105 S A (12) (11) (10) (8) (6) 2 No gun shield mm L51 Skoda * (12) (11) (10) (9) (8) (6) * mm L21 41M * (12) (11) (10) (9) (8) (7) (6) * Smk mm L20 40M C (11) (11) (10) (9) (8) (8) (7) (6) (5) 7 Smk pg -> 105mm L20 40M HEAT 43+ (10) (9) (9) (8) (7) (6) (5) mm L56 AA Bofors B (12) (13) (12) (11) (9) (7) pp StGt 41 HEAT 42 (11) (7) 5 (Muzzle-loaded Spigot Grenade) Hungarian Gun Notes 20mm L105 Solothurn s Swiss designed gun produced under licensed. Referred to as a heavy anti-tank rifle. No shield was provided and the gun is treated as a heavy weapon for cartage and transportation. 40mm L51 - Licensed produced copy of the Czech 40mm Skoda A-17 tank gun. AFV mounted only. 75mm L25 41M - production of this gun in 1942 went entirely to arming the Turan II tanks. 105mm L20 40M - medium howitzer produced in limited numbers with majority being mounted on the Zrinyi II SPG. Field piece was horsedrawn only. 40mm L56 AA Bofors - licensed built copy of the Swedish AA gun. Gun can be fired by crew without unlimbering. StGt 41 became available for use with this gun in late 1942, refer to `Spigot Bombs'. Hungarian Organisation INFANTRY REGIMENT Three regiments formed the bulk of the infantry division Radios were issued to regiment and sometimes battalion HQs All guns etc are horse-drawn. INFANTRY REGIMENT Infantry Regiment Infantry Regiment HQ HQ 3 Infantry Battalion * 1 AT Company (3 platoons, each with 4 x 37mm/47mm/50mm AT Guns) regiment support unit 1 Gun Company (2 platoons, each with mm infantry guns) regiment support unit Infantry Battalion 1 Infantry Battalion HQ HQ 3 Infantry Company * 1 Weapons Company battalion support unit 1 Weapons Company HQ Section only use if not broken down 1 Mortar Platoon (2 sections, 2 x 81mm mortar) 1 AT Platoon (2 sections of 3 x 37mm/47mm AT Guns, 2 sections of 3 x 20mm AT Rifle Teams) Infantry Company 1 Infantry Company HQ (1-2 Company HQ Teams, 3-4 Rifle Teams) HQ 3 Infantry Platoon * 1 MG Platoon (2 sections, each with 1 x MMG) company support unit 1 AT Section (2 x 20mm AT Rifle Teams) company support unit Infantry Platoon 1 Infantry Platoon HQ (1 Platoon HQ Team, 1 Rifle Team) HQ 3 Infantry Squads (1 LMG Team, 2 Rifle Teams) * Historical Data (do not use in gameplay) Infantry Platoon HQ Section - (1 Off, 2-4 NCO, 3-5 men, with 1-2 SMG and rifles) Infantry Squad - (1 NCO, 9-10 men with 1 LMG and rifles) Infantry Company HQ Section - (1-2 Off, 4-8 NCO, 8-12 men, with 1-3 SMG and rifles) MOTORISED INFANTRY BATTALION Three battalions formed motorised regiments of armored and a few cavalry divisions Radios were issued to Company level MOTORISED INFANTRY BATTALION Motorised Infantry Battalion Motorised Infantry Battalion HQ HQ 3 Motorised Infantry Company * 1 Support Company battalion support unit 3 MG Platoon (2 sections, each with 2 x MMG and trucks) 1 Mortar Platoon (2 sections, each 2 x 81mm mortar, 4 trucks) 1 AT Platoon (6 x 37mm or 50mm AT Guns, 6 trucks) 1 AA Platoon (4 x Nimrod AA SPs) 1 Motorised Engineer Company battalion support unit Motorised Infantry Company 1 Motorised Infantry Company HQ (1 Co. HQ Team + Radio, 2 Mot. Inf. Squads, 3 trucks) HQ 3 Motorised Infantry Platoon * 1 AT Section (2 x 20mm AT Rifle Teams, 1-2 trucks) company support unit 1 Mortar Section (2 x 50mm mortars, 1-2 trucks) company support unit Motorised Infantry Platoon 1 Platoon HQ (1 Platoon HQ Team, 1 Rifle Team, 1 light truck, 1 field car or volkswagon) HQ 104

105 3 Squads (3 teams total, being 1 2 LMG Team, 1 2 Rifle Teams, 1 truck). * Historical Data (do not use in gameplay) Motorised Infantry Platoon HQ Section - (1 Off, 2-4 NCO, 3-5 men, with 1-2 SMG and rifles) Motorised Infantry Squad - (1 NCO, 8-9 men with 1-2 LMG, 1 SMG, rifles) Motorised Infantry Company HQ Section - (1 Off, 25 men, radio) ARMORED RECON BATTALION One was attached to the armored division. ARMORED RECON BATTALION Armored Recon Battalion Armored Recon Battalion HQ HQ 1 Armored Car Company * 1 Motorised Infantry Company (as above) * 1 Motorcycle Infantry Company (as Mot. Infantry. Bat. but on motorcycles.) * 1 AT Platoon (4 x 37mm AT Guns, HQ Section, 5 trucks) battalon support unit Armored Car Company 1 Armored Car Company HQ (1 x Csaba) HQ 3 Armored Car Platoons (4 x Csaba) * TANK BATTALION 1944 One was attached to the armored division. TANK BATTALION 1944 Tank Battalion Tank Battalion HQ (2 x Turan I) HQ 2 Heavy Tank Company * 2 Medium Tank Company * 1 Recon Platoon (5 x Toldi) battalion support unit (cannot break down) 1 AA Battery (4 x Nimrod) battalion support unit (cannot break down) Heavy Tank Company 1 Heavy Tank Company HQ (1 x Turan I, 1 x Turan II) HQ 3 Heavy Tank Platoon (5 x Turran II) * 1 Recon Platoon (5 x Toldi) * Medium Tank Company 1 Medium Tank Company HQ (2 x Turan I) HQ 3 Medium Tank Platoon (5 x Turran I) * 1 Recon Platoon (5 x Toldi) * SP/AA/AT BATTALION 1944 One was attached to the armored division. SP/AA/AT BATTALION 1944 SP/AA/AT Battalion SP/AA/AT Battalion HQ (2 x Nimrod) HQ 3 SP/AA/AT Battery (6 x Nimrod) support unit ARTILLERY To buy infantry divisional artillery, you must have at least one infantry company. See further artillery restrictions. To buy armored divisional artillery, you must have at least one armor or motorised infantry platoon. See further artillery restrictions. ARTILLERY Infantry Division Artillery Regiment Artillery Battalion (3 batteries, each with 4 x 75mm, all horse drawn) artillery Infantry Division Artillery Regiment Artillery Battalion (3 batteries, each with 4 x 75mm, all horse drawn) artillery 1 Artillery Battalion (3 batteries, each with 4 x 75mm or 100/105mm, all horse drawn) artillery Armored Division Artillery Regiment 1 Artillery Battalion (3 batteries, each with 4 x 75mm, motorised) artillery 1 Artillery Battalion (3 batteries, each with 4 x 75mm or 100/105mm, motorised) artillery 1 Artillery Battalion (2 batteries, each with 4 105mm, motorised) artillery POLAND Despite the adoption of French tactics and organisation, the Polish army put great emphasis on aggressive and offensive attitudes. This wuuld have been fine if the infantry had had the heavy weapons and fire support, but they did not and instead it cost them many casualties. Transport was almost entirely horsedrawn except for two convert ed Cavalry Brigades which were motorised. POLISH EQUIPMENT LISTS PV AFV DATES PROD FR 33 TK/TKS TK/TKSz VAU 33 dw VAU 33 jw TP dw TP jw Ursus wz Ursus wz Ursus wz 34 (a) Mk IV B FT FT-17 SA R PV GUNS DATES PROD FR 33 37mm L45 Bofors 39? mm L20 mle 06 39? mm L15 vz 15 39? mm L62 Madsen CHM AA 39? mm L48 Bofors AA 39? mm L19 mle 19/28 39? mm L30 M02/ mm L36 role ? mm L19 vz 14 39? mm L24 vz 14/19 39? 4 105

106 PV ARTILLERY DATES PROD FR 80 75mm (per pair) /105/114mm (pair) mm (per pair) mm Mortar mm Mortar 39-6 PV TRANSPORT DATES PROD FR see Motorcycle 39? 3 soft Motorcycle Sidecar 39? 5 skin Light Car 39? 6 chart Light Truck 39? 4 Medium Truck 39? 5 Light Tractor 39? 3 Medium Tractor 39? 5 PV INFANTRY DATES PROD FR 7 Rifle Team 39? 1 15 LMG Team (Mag fed) 39? 3 30 MMG 39? mm wz 36 AT Rifle 39? 3 5 Demolition Charge 39? 5 page39 AP Mine 39? 3 30 FAO 39? 4 20 Radio 39? 5 POLISH EQUIPMENT NOTES - FT-17 and R35 were purchased from the French ( see French Armor). - Light Mk IVB were purchased from British ( see British Armor.) - No SMG or Flamethrowers were available. - 75mm L30 was bought from the Soviets ( see Soviet Guns) - 75mm L19 and L36 was purchased from the French ( see French Guns.) - 100mm L19 & L24 were bought from Czechs ( see Ital ian Guns.) - 40mm L48 Bofors AA was from Sweden ( see British Guns.) - Artillery 75mm, 100/105/114mm and 81mm mortar can fire smoke rounds indirectly. - Polish army can use horse teams and cavalry. - Only 37mm L45 and 40mm L48 AA guns are vehicle/ tractor towable. Polish Troop Classes and Morale Ratings Morale Rating Point Value Modification Notes Offboard Artillery Conscript Reliable - 15% or x 0.85 All Other Units Conscript Reliable - 25% or x 0.75 * you need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers POLISH SOFTSKINS The majority of Polish Army vehicles were purchased from PZInz industries in Warsaw where various Fiat model trucks were manufactured under licence. The same vehicles were also in widespread use among the civilian population with the majority being requisitioned by the army in the weeks leading upto September PV POLISH/FINNISH Description Drive Size Speed Capacity Tow Rd C/C in teams 7 Sokol 200 & 600 Motorcycle x 3 - A Sokol 1000 M/cycle Sidecar x 2 - A Poski-Fiat 508/518 Light Car 4x4 B Ursus A Light Truck 4x2 C B 18 Poski-Fiat 621 Medium Truck 4x2 C B 10 C2P Lt Tractor trk B B 12 C7P Medium Tractor trk C D Sokol 200, 600 & the Sokol 200 & 600 were small engined motorcycles while the heavier Sokol 1000 was used as the side-car version. The latter could have a `magazine fed' LMG mounted over the side-car to be fired by the passenger (PV for LMG is additional.) Poski-Fiat 508/518 - a derivative of the Italian Fiat 508 MC manufactured under licence. An AA LMG (magazine feed) could be mounted over the rear (PV for LMG is additional.) Ursus A Light Truck - antiquated Polish built light truck supplied to the army during late 20's. Slowly replaced by Fiat models during the 30's. This category also includes the less numerous Polski-Fiat 618 which had the same capacity & performance. Polski-Fiat standard army vehicle which was a licence built derivative of Italian Fiat 621. C2P Light Tractor - small unarmored tractor based on the TK & TKS tankette chassis. Used for towing of light guns, primarily the 40mm AA Bofors. C7P Medium Tractor - unarmored tractor based on the chassis of the 7TP tank. Used for towing heavy artillery and tank recovery. POLISH ARMOR At the out break of WWII, Poland possessed 1200 AFVs with about 800 being servicable. This figure included 700 obsolete tankettes and imported British/French tanks purchased prior to the invasion to bolster the reserves. The official tactical doctrine for tanks closely followed the French line of thinking which lead to all the AFVs being parceled out to infantry divisions, cavalry brigades or battalion sized units held at army reserve. The High Command also lacked any experience in handling tanks and when the invasion came, the armored units were simply swept aside except for a few small successful encounters. Tank crews overall were badly trained and equipped. Little could have been done by them in the face of the Blitzkrieg. PV AFV NAME ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 33 TK/TKS LMG B 3 39 TK/TKSz 20 L B 4 36 VAU 33 dw 2 LMG C 4 50 VAU 33 jw 47 L12,LMG C TP dw 2 LMG C TP jw 37 L45,LMG C 6 51 Ursus wz 29 4x2 37 L22,2*LMG C 6 31 Ursus wz 34 (a) 4x2 LMG C 4 33 Ursus wz 34 (b) 4x2 37 L C 7 Smoke Dischargers; No AFVs equipped Radios; No AFVs equipped One Man Turrets; VAU 33 dw, 7TP dw, Ursus 34. TK/TKS - light tankette intended for scouting and infantry support. The LMG was mounted on the front hull with limited traverse. There were minor differences between the TK & TKS versions. TK/TKSz - lacking any AT capability with their tankettes, the Polish Army modified about a quarter of them to mount a 20mm L55 gun (not autocannon). VAU 33 dw & jw - purchased from England in the late 30's, they were Vickers 6 ton tanks modified by the Poles to their own standard (mainly engine & rear deck layout.) The `dw' mounted dual MG turrets abreast on the hull, the `jw' had a larger single turret mounting the original British 47mm L12 gun. 7TP dw & jw - manufactured in Poland, these tanks were improved copies of the Vickers 6 ton and featured increased armor on the hull and a two man turret for the `jw' variant. The `dw' had dual MG turrets mounted abreast on the hull, the `jw' had a large single turret mounting the Swedish 37mm L45 Bofor gun. Ursus wz 29 - antiquated four wheeled AC based on commercial truck chassis. It mounted the French 37mm SA gun & an LMG in the turret with a second LMG mounted on the rear hull. Ursus wz 34 I & II - antiquated four wheeled light AC based on a touring car chassis. The Mk I mounted an LMG in a turret with the Mk II having the French 37mm SA. POLISH GUNS 106

107 Polish artillery consisted of a diverse collection of ex-wwi German, Russian, Austrian and French guns with small numbers of modern Czech and Swedish pieces acquired leading up to Artillery was predominantly horse drawn with the exception of the few AA & AT guns. At all levels, the Polish army was short of guns with a particular weakness in heavy calibre weapons above 75mm (being only available???) in Corps and Army level formations. Polish Infantry units were also ill-equipped, lacking any direct-fire support weapons normally found in other armies. Their reliance on offensive tactics only made this deficiency all the more felt. POLAND PV AT/Tank Guns Size FO NOTES 13 20mm L55 FK * (12) (11) (9) (7) to-hti chance * penetration 11 37mm L22 SA mle 16 * (11) (10) (7) * mm L45 Bofors A (12) (11) (10) (9) (7) (5) mm L12 QF * (11) (10) (7) (5) * PV Howitzers/ Field Guns Size FO NOTES 31 65mm L20 mle 06 A (11) (10) (9) (7) (6) (5) (No g/shield) 4 (Horse-drawn) mm L15 vz 15 A (11) (10) (9) (8) (7) (6) (5) 5 (Horse-drawn) PV AA/Automatic Cannon Size FO NOTES 24 20mm L62 AA Madsen CHM A (13) (11) (10) (7) (5) 1 No gun shield mm L56 AA Bofors B (12) (13) (12) (11) (9) (7) 3 No gun shield Polish Gun Notes; 20mm L55 FK - semi-automatic AT cannon mounted on tankettes only. 37mm L45 Bofors - imported Swedish AT gun purchased in large numbers by Poland prior to the war. 47mm L12 QF - British tank armament as equipped to the VAU (Vickers 6 ton) tanks. 75mm L15 vz 15 - Czech mountain howitzer purchased prior to the war. It could be broken down for pack horse transport. Horse-drawn only. Also used extensively by all Axis countries, acquired before the war or either as captured booty from Poland or Yugoslavia. 75mm L30 wz 02/26 - in 1926, the new state of Poland purchased large quantities of the Russian Model 02 field gun. The gun was derived from the pre-wwi Krupp Model 1902 gun. Horse-drawn only. 20mm L60 AA Madsen - licensed built copy of the Danish Madsen 20mm AA gun. No gun shield. Polish Organisation INFANTRY REGIMENT 1939 No Radios at all. All transport was horse drawn. INFANTRY REGIMENT: 1939 Infantry Regiment 1 Infantry Regiment HQ HQ 3 Battalions * 1 AT company (with 3 platoons, each having 3 x 37mm) regiment support unit 1 Gun Platoon (2 x 75mm guns) regiment support unit Infantry Battalion 1 Infantry Battalion HQ HQ 3 Infantry Companies * 1 Heavy Weapons Company battalion support unit 1 Heavy Weapons Company HQ only take if co. not broken down 3 MG Platoons (2 sections, each with 2 x MMG) 1 Mortar Platoon (2 sections, each with 1 x 81mm mortar) Infantry Company 1 Infantry Company HQ (1 Co. HQ Team, 1 LMG Team, 4 Rifle Teams) HQ 3 Infantry Platoon * Infantry Platoon 1 Infantry Platoon HQ (1 Pl. HQ Team, 1 45mm Mortar) HQ 3 Squads (1 LMG Team, 2 Rifle Teams) * Historical Data (do not use in gameplay) Section (1 NCO, 10 men, with 1 LMG and 10 rifles), Platoon HQ - (with 1 Off, 2 NCOs, 4 men with 45mm mortar & 6 rifles). Company HQ - (1 Off, 4-6 NCOs and men with 1 LMG, 16 rifles.) LIGHT INDEPENDENT TANK COMPANY One such company was attached to each division. LIGHT INDEPENDENT TANK COMPANY Light Independent Tank Company 1 Light Independent Tank Company HQ (1 x TK/TKS) HQ 2 Light Independent Tank Platoon (5 x TK/TKS) * 1 Light Independent Tank Reserve Platoon (2 x TK/TKS) * INDEPENDENT TANK BATTALION Mostly distributed to infantry and cavalry divisions for infantry support. 107

108 INDEPENDENT TANK BATTALION Independent Tank Battalion 1 Independent Tank Battalion HQ (1 x 7TP/VAU) HQ 3 Independent Tank Company * Independent Tank Company 1 Independent Tank Company HQ (1 x 7TP/VAU) HQ 3 Independent Tank Platoon (5 x 7TP/VAU) * ARMORED CAR COMPANY ARMORED CAR COMPANY Armored Car Company 1 Armored Car Company HQ (1 x wz29/34) HQ 2 Armored Car Company Platoon (2 x wz29/34) * CAVALRY REGIMENT: '39 Three to four regiments, plus an optional infantry battalion, and an armored battalion formed the basis of a Cavalry Brigade. Radios at regiment HQ and above. All transport was horse drawn. CAVALRY REGIMENT: '39 Cavalry Regiment 1 Cavalry Regiment HQ HQ 4 Cavalry Squadrons * 1 AT Section (Treat as a platoon) 4 x 37mm, horsedrawn regiment support unit 1 Heavy MG Squadron (3 platoons, each with 2 sections of 2 x MMG, horse drawn) regiment support unit Cavalry Squadron (Equivalent to a company) 1 Cavalry Squadron HQ (1 Company HQ Team, on horses) HQ 3 Cavalry Sections * Cavalry Section (Equivalent to a platoon) 1 Cavalry Section HQ (1 Platoon HQ Team, 1 LMG Team, 1 AT R Team, on horses) HQ 4 Cavalry Patrols (4 Rifle Teams, on horses) * MECHANISED REGIMENTS: '39 Two such regiments formed the bulk of a converted cavalry brigade of which there were two in '39. Radios at company level HQs and above throughout. All transport was horse drawn. MECHANISED REGIMENT: '39 Mechanised Regiment 1 Mechanised Regiment HQ HQ 1 Infantry Battalion (as above, but in trucks) * 1 Artillery Battalion (with 3 platoons of 4 x 75/100mm guns, all horse drawn) regiment support unit 1 AA Battery (6 x 40mm AA Bofors, horse drawn) regiment support unit AT BATTALION One was attached to a cavalry brigade. Radios at company level HQs and above throughout. All transport was horse drawn. AT BATTALION AT Battalion 1 AT Battalion HQ HQ 3 AT Companies (each with 3 platoons, each having 3 x 37mm AT Guns, all horse drawn) * ARTILLERY REGIMENT See artillery restrictions. One regiment supported each infantry division. ARTILLERY REGIMENT Artillery Regiment 2 Artillery Battalion (3 batteries, each with 4 x 75mm) artillery 1 Artillery Battalion (3 batteries, each with 4 x 100/105mm) artillery RUMANIA Throughout the period 1941-'42, Rumania was Gernany's largest ally on the Eastern Front. Up until it's defection in 1944, Rumania was also the least demanding and most cooperative in respect to sending troops to the front. The Army was strictly an infantry force with ore of the largest armor components of all the Axis nations. Mechanisation was extremely minimal with total reliance on the horse. It was also a strongly Royal army with deep segregation between the officers and the men, who would have virtually nothing to do with one another. The High Command was only just competent yet there were often acts of negligence and corruption which cost many casualties. Lack of punctuality in the field often strained coordination and cooperation with allies. Rumanian equipment was also lacking in numbers and quality. Divisions were constantly under full strength and their AT arsenal was virtually non-existant. The Germans tried to offset this this by handing over AT guns and captured booty, but it was never enough. It would only be fair to say that both the Rumanians and Hungarians never fought so vigoriously than when they were fighting each other, and had to be constantly seperated on the battlefield. 108

109 RUMANIAN EQUIPMENT LISTS PV AFV DATES PROD FR 83 LT R-1 (AH-4) S-Id 40-41? 7 78 T-3D 40-42? TACAM R ? TACAM T ? 6 47 Vickers 6ton m ? 6 66 Vickers 6ton m ? Pz 35(t) (LT-35) Pz 38(t)E (LT-38) Pz IVH 43-44? StuG IIIG 43-44? 6 37 FT ? 7 39 FT-17 SA 39-41? 6 72 R PV GUNS DATES PROD FR 27 47mm L39 Bohler 39-44? /76mm L ? mm L14 M12/ ? mm L45 Pak 35/ ? mrn L60 Pak ? mm L46 Pak ? mm L36 mle ? mrn L19vz ? mrn L16" 4.5" 39-44? 5 PV ARTILLERY DATES PROD FR 80 75/76mm (per pair) /105mrn (per pair) / 155mrn (per pair) mm mortar 41-45? 6 TRANSPORT DATES PROD FR use Field Car 39-44? 7 German Light Truck 39-44? 5 soft Medium Truck 39-44? 7 skin Light Half track 39-42? 7 chart Motorcycle 39-44? 6 Motorcycle Sidecar 39-44? 7 Kubel/Volkswagen 41-44? 7 INFANTRY DATES PROD FR 7 Rifle Team 39-44? 1 10 SMG Team 39-44? 5 15 LMG Team (Mag fed) 39-44? 4 26 MMG 39-44? 4 6 AT Grenade Late 43-44? PZB 38 ATR Team 41-44? s18 ATR Team 39-44? 3 8 Pzfaust 30/60 44? 4 5ea Demolition Charge 40-44? 5 Page39 AP Mines 39-44? 4 30 FAO 39-45? 5 20 Radio 41-44? 5 RUMANIAN EQUIPMENT NOTES - FT-17 and R35 were bought during pre-war alliance with France! (see French Armor.) - Pz 35(t) was purchased from Czech ( see German Armor. ) - Pz 38(t)IE, Pz IVH, and StuGIIIG were from Germany to replace total losses suffered at Stalingrad ( see German Armor.) - 7.9mm PZB 38/39, AT Grenades and Pzfaust 30/60 were German aid. - 37mm L45, 50mm L60 and 75mm L46 were German ( see German Guns.) - 75mm mle L36 was French, bought before the war and also obtained from the Germans on the Pak 38 carriage. (See French Guns.) - 100mm L19 was Czech. (see Italian Guns.) - 114mm L16 was British 4.5" Infantry gun (see British Guns) - The Light Half track was the French Somua model - LT-34/35/38 were the original czech designations. - Rurranian army can esrploy oorse ~ am cavalry. - Artillery 75/76mm, 100/105mm and 81mm Mortar can fire sooke rounds indirectly. Rumanian Troop Classes and Morale Ratings Unit/s Troop Class Morale Rating Point Value Modification Notes Offboard Artillery Conscript Reliable -15% or x 0.85 Armor etc see notes Conscript Reliable -25% or x 0.75 Includes armor, guards, mtn, & cav units All Other Units Conscript Poor -50% or x 0.50 * you need to modify all PVs of your force according to these compulsory Troop Class and Morale Rating modifiers RUMANIAN SOFTSKINS Rumania lacked any automotive production facilities for churning out military vehicles and relied solely on purchasing foreign models. Hungary produced a limited range of licence-copied trucks. During the war years, both countries relied on purchases made from Germany and captured stocks. PV HUNGARY/RUMANIA Description Drive Size Speed Capacity Tow Rd C/C in teams 13 Daimler ADGR, Tatra T92 Light Truck 6x4 B B 14 Botund 38M Light Truck 6x4 B B 28 Raba Medium Truck 6x4 C C Damiler ADGR, Tatra T92 (6x4) - light off-road cargo trucks. The Daimler was built in Austria and exported solely to Rumania. This vehicle featured anti-ditching rollers at the front. The Tatra were purchased from Czechoslovakia. Both models acquired pre-war. Botond 38M (6x4) - light off-road cargo truck licensed produced in Hungary. The vehicle featured anti-ditching rollers at the front. Raba (6x4) - medium off-road cargo truck produced under licence in Hungary. The vehicle was a copy of the Krupp L3H 163. RUMANIAN ARMOR During the late 30's, Rumania's ability to manufacture tanks was very limited and small quantities were purchased abroad from military allies with the long term intention of licensed manufacture taking place. Up until 1938 the main supplier of AFVs was Czechoslovakia but this source quickly dried up after German intervention. Entering the war in 1941 with a motley collection of AFVs, the first armored division was saw action in the Operation Barbarossa and again around Stalingrad in 1942 were it was completely decimated. Up until then, Germany's export of tanks had only amounted to 48, the majority being obsolete Pz 35(t). Further AFV purchases were made between up until Rumania defection in August As with Hungary, Germany's arms export policy was very miserly with Rumanian requests for licence production of heavier Czech tank designs being denied throughout the war. Even though crew training was under German supervision, Rumanian armored units gave a poor account of themselves in Russia, much of the problem lying with the shabby logistics and supply which plagued the army in general. PV AFV NAME ARMAMENT HF HS HR TF TS TR Rd C/C Sz FO CAP 83 LT L45,2LMG C 6 39 R-1 2 LMG B 3 79 S-Id 47 L43, LMG B 6 78 T-3D 37 L45,LMG B TACAM R-2 76 L41,LMG C TACAM T60 76 L41,LMG C 7 93 R35/45 45 L46,LMG B 7 Smoke Dischargers; No AFVs equipped. Radios; TACAM R-2, TACAM T60. Only platoon/company command LT-34 were radio equipped. One Man Turrets; R-1, R35/45. Rumanian AFV Notes; R-1 - light tankettes purchased from Czechoslovakia in 1936 (R-1 is the Rumanian title given to the AFV, the Czech designation was AH-IV.) One LMG was mounted in a small conical turret while the second was operated by the driver in the hull. LT-34 - Czech tank which was supplied by the Wehrmacht after their occupation. Similar to the later LT-35 or R-2 tank (PzKpfw 35t) but inferior in performance and armor. S-Id - light turret-less tankette mounting a 47mm gun in the front hull with limited traverse. Designed as a tank-destroyer. TACAM R-2 - following Stalingrad, all but three of the surviving R-2 (Pz 35t) tanks were converted to tank destroyers in mid 1943 by mounting captured Soviet 76mm L41 ZiS-3 guns on top of the hull. The design was heavily influenced by the German Marder SPs with open backed superstructure being built around the gun for crew protection. TACAM T60 - captured Soviet T60 Light tanks were converted to tank destroyers in mid 1943 by removing the turret and placing a captured Soviet 109

110 76mm L41 ZiS-3 gun on top of the hull. Armored front and sides were built up around the gun for crew protection. R35/45 - in 1944, surviving French R35 tanks were upgunned by mounting captured Soviet 45mm L46 gun in the turrets replacing the 37mm L22. The turret was otherwise unmodified except for the gun mantlet. RUMANIAN GUNS After being almost totally destroyed in WWI, Rumania received large quantities of former Austrian-Hungarian equipment as reparations in addition to French equipment deemed surplus. During the 1920s and 30s, modern equipment was procured by the army from military allies France & Czechoslovakia. After joining the Axis, limited amounts of German equipment were purchased along with any captured booty that was seized. The Rumanian Army was still desperately ill-equipped, particularly in the area of anti-tank guns, with only six effective guns allocated per division. RUMANIA PV Guns Size FO NOTES 27 47mm L39 Bohler A (12) (11) (10) (9) (8) (6) 3 No gun shield /76mm L30 Krupps B (12) (11) (10) (9) (8) (8) (7) (6) (5) mm L14 M12/16 C (11) (10) (9) (8) (7) (7) (6) (5) 7 (Horse-dawn) Rumanian Gun Notes; 47mm L39 Bohler M35 - purchased from Austria in large numbers prior to the war. The gun was developed for a dual infantry & AT role but failed in the latter. Widely exported around the world & built under license in Italy. 75/76mm L30 Krupps - ex-wwi reparations from the former Austria- Hungarian Empire. Horse-drawn only. 105mm L14 M12/16 Krupps - howitzers supplied by Germany to Rumania during WWI. Horse-drawn only. Rumanian Organisation INFANTRY REGIMENT No Radios at all. All transport was horse drawn. Three regiments made up the bulk of a division. INFANTRY REGIMENT: Infantry Regiment 1 Infantry Regiment HQ HQ 2 Infantry Battalion * 1 AT Company (with 2 platoons of 3 x 37mm AT Guns each) regiment support unit 1 Gun Company (with 1-2 platoons of 2 x 75mm infantry guns each) regiment support unit Infantry Battalion 1 Infantry Battalion HQ HQ 3 Infantry Company * 1 Mortar Platoon (2 sections, each with 1 x 81mm mortar) battalion support unit 1 MG Platoon (2 4 MG sections with 2 x MMG each) battalion support unit Infantry Company 1 Infantry Company HQ (1-2 Co. HQ Teams, 5 Rifle Teams) HQ 3 Platoon * 1 MG Section (2 MMG) company support unit Infantry Platoon 1 Infantry Platoon HQ (1 Platoon HQ Team, 1 Rifle Team) HQ 3 Infantry Section (1 LMG Team, 2 Rifle Teams) * Historical Data (do not use in gameplay) Infantry Platoon HQ (1 Off, 2-3 NCO,3-4 men with rifles.) Infantry Section (1 NCO, 9-11 men with 1 LMG and rifles) Infantry Company HQ - (1-2 Off, 5-7 NCO, men with rifles) RUMANIAN ARMOR Use German tank company organisation. AT COMPANY No Radios at all. All transport was horse drawn. AT COMPANY: AT Company 1 AT Company HQ HQ 2 Platoon (each with 6 x 47mm AT guns) support unit 1 Platoon (with 6 x 75mm field or AT guns) support unit ARTILLERY REGIMENT See artillery restrictions. Each infantry division had two artillery regiments ARTILLERY REGIMENT Artillery Regiment 3-5 * Artillery Battalion (3 batteries, each with 4 x 75mm) artillery 0-2 * Artillery Battalion (3 batteries, each with 4 x 100mm) artillery * maximum of 5 battalions 110

111 Errata & Questions This is a revised version of Panzerfaust Armored First 4 th Edition, and it contains a few changes from the previous versions. For those with earlier editions those changes are: 1. The following Direct Fire Variations have been removed: -1 Firing Recoilless Gun 2. Revised To-Hit Chances: The to-hit chances of all infantry AT weapons and guns has been restored back to what it was in Panzerfaust 3 rd Edition, so it is not longer absurdly difficult to hit a target. 3. The following is an addition to the rules. You will find it on page 32. Direct Area Fire Minimum Range No gun can fire Direct Area Fire at targets within its Beaten Zone Radius. (ie, it could shell itself that way!) This represents the guns inability to depress low enough to shoot at infantry targets that are too close. 4. Rules for infantry digging-in: The following is an addition to the rules. You will find it on page 39. Infantry and infantry heavy weapons teams can dig-in during a game, making fox holes or simple slit trenches. (AFVs or guns cannot be dug-in during during the game, it would take too long. These must be purchased as defenses before the game.) You cannot dig-in on roads, in buildings, in rubble, or on any other concrete surface. It takes 1 team 3 turns to dig itself in. It cannot doing anything else while doing so, and counts as moving. A whole squad or heavy weapons section must dig-in at the same time. Once dug-in, just place a counter that says 'dug-in' next to the team/squad. 5. Change to Penetration Effects Table - Variations for High Explosive (HE) rounds mm gun (was -4) mm gun (was -5) 6. The following bullets from Your Unit Variations in the Close Quarters Combat Variations on page 18 were removed -1 if unit moved under half to enter CQC -3 if unit moved over half to enter CQC the descriptions for them on page 19 were also removed 7. Clarification on Moving Units and Groups Normally if a single order is given to a whole platoon or a whole company, the whole platoon or company must follow this order. However, please note that this obviously does not include support weapons (or support weapon units) that have been setup, these being MMGs, HMGs, mortars, AT or field guns, AT rifles, Panzerschreks, bazookas, and piats. (unless you want the order to include them, of course! But in which case they have to start packing up their weapon.) Some Questions and Answers 1. What happens if AFVs overrun an infantry position? AFVs can try to over run any infantry unit if during their movement, the infantry unit is within range to 'drive' over, and is not in terrain inaccessible to the AFV. (The infantry should move out of the way in their own movement phase if worried!) However, presuming the infantry unit has AT weapons, it will fire first if it did not move or moved less than the AFV. If the AFVs survive the firing and subsequent morale, they can drive over the infantry position. If the infantry teams are one base width apart from each other however, it is unlikely that an AFV can catch more than 1 team, 2 at the most. If the infantry are in the open, they would simply be removed as casualties. However, if dug in, the infantry simply put their heads down and let the AFVs pass over the top. A new rule presented here is that if the infantry movement is higher in the terrain they are in, than the AFV's movement in that terrain, then the infantry simply move aside and let the AFV pass. eg, 10cm Cross Country speed AFV in rubble has its movement reduced to 3cm, whereas infantry are 5cm. Note that you cannot do CQC with AFVs unless they have an open top, sides or rear. 2. Can AFV's drive through smoke screens? Yes, all things can move through smoke screens. 3. Once an AFV is destroyed, does it block line of sight to another vehicle? Yes, the same as before destroyed. 4. If an AFV has a hole put in it which stuns it, is it classed as damaged for morale purposes? A stunned AFV is not necessarily penetrated, maybe the shell was a dud, hit at a bad angle, or was deflected. But it still shook up the crew. So the AFV does not count as damaged. 5. When calling down artillery on a POA, is the +1 variation for a creeping barrage cumulative? No, not accumulative. 6. When you penetrate an AFV do you count the one over armour to prenetrate before you add the bonus for penetration? ie Armour of 8, penetration of 11, do you get the bonus then or does it have to be 12 penetration? No, you do not count the one-over-armor. 11 pen vs 8 armor = penetration by Do bonuses for shooting at a target (like veteran or second and subsequent shot) give you the edge over your opponent, or is it just the straight fire order every time? Bonuses are not specifically relevant, however troop classes are. (which are what the bonuses kinda relate to anyway.) See page 6 under G: Resolve Infantry Fire & Direct Fire. eg If two units have the same FO and same situation, the one with a better troop class fires first. eg veterans fire before regulars. If two units with the same troop class and same FO fire at each other, conduct their firing simultaneously, with simultaneous results. Remember that units which do less always fire before those which do more. eg a stationary unit always fires before a unit which has moved. 8. If you re in a thin wood over 5cm in can you see out as normal? If observer is over 5cm inside a thick wood it cannot see out at all. 9. Can infantry assault an AFV in hand to hand using whatever is at hand (bayonet, hand grenades etc) to destroy or damage it? If the AFV is open topped, side or rear, yes. If not, then no, AT weapons would have to be used. 10. Do you do a morale check as soon as damage or casualities are taken, or do you wait until the end of that turn? Morale tests are done as soon as a situation is completed, eg, when a platoon of 5 tanks is fired at during a particular phase of the turn, perhaps the beginning, and it takes damage/losses, test its morale. It may be fired at again at the end of the turn. You may have to test it again. 111

112 (Photocopy & Cut-Out) Morale Shaken 1 Turn Morale Shaken 1 Turn Morale Shaken 1 Turn Morale Shaken 2 Turns Morale Shaken 2 Turns Morale Shaken 2 Turns Morale Shaken 3 Turns Morale Shaken 3 Turns Morale Shaken 4 Turns Morale Shaken 4 Turns Morale Shaken 5 Turns Morale Shaken 5 Turns Morale Shaken 6 Turns Morale Retreat Morale Retreat Morale Retreat Morale Retreat Morale Retreat Morale Retreat Morale Retreat Morale Retreat Morale Retreat Morale Retreat Morale Retreat Morale Retreat Covering Fire 7 Covering Fire 1 Covering Fire 1 Covering Fire 2 Covering Fire 2 Covering Fire 3 Covering Fire 3 Covering Fire 4 Covering Fire 4 Covering Fire 5 Covering Fire 5 Covering Fire 6 Covering Fire 6 Covering Fire 7 POA 1 POA 1 POA 2 POA 2 POA 3 POA 3 POA 4 POA 4 POA 5 POA 5 POA 6 POA 6 Morale Shaken POA 7 POA 7 POA 8 POA 8 POA 9 POA 9 POA 10 POA 10 POA 11 POA 11 POA 12 POA 12 Morale Shaken POA 13 POA 13 POA 14 POA 14 POA 15 POA 15 POA 16 POA 16 POA 17 POA 17 POA 18 POA 18 Morale Shaken Gun Damage Gun Damage Gun Damage Gun Damage Gun Damage Gun Damage Gun Damage Gun Damage Gun Damage Gun Damage Gun Damage Gun Damage Gun Damage Immob. Immob Immob Immob Immob Immob Immob Immob Immob Immob Immob Dug-in Dug-in. Stunned 1 Move Stunned 1 Move Stunned 1 Move Stunned 1 Move Stunned 1 Move Stunned 1 Move Stunned 1 Move Stunned 1 Move Stunned 1 Move Stunned 1 Move Stunned 1 Move Stunned 1 Move Stunned 1 Move Stunned 2 Moves Stunned 2 Moves Stunned 2 Moves Stunned 2 Moves Stunned 2 Moves Stunned 2 Moves Stunned 2 Moves Stunned 2 Moves Stunned 2 Moves Stunned 2 Moves Stunned 2 Moves Stunned 2 Moves Stunned 2 Moves Pinned Pinned Pinned Pinned Pinned Pinned Pinned Pinned Pinned Pinned Pinned Dug-in Dug-in 1 Team Casaulty 1 Team Casaulty 1 Team Casaulty 1 Team Casaulty 1 Team Casaulty 1 Team Casaulty 1 Team Casaulty 1 Team Casaulty 1 Team Casaulty 1 Team Casaulty 1 Team Casaulty 1 Team Casaulty 1 Team Casaulty 2 Teams Casaulty 2 Teams Casaulty 2 Teams Casaulty 2 Teams Casaulty 2 Teams Casaulty 2 Teams Casaulty 2 Teams Casaulty 2 Teams Casaulty 2 Teams Casaulty 2 Teams Casaulty 2 Teams Casaulty 2 Teams Casaulty 2 Teams Casaulty 3 Teams Casaulty 3 Teams Casaulty 3 Teams Casaulty 3 Teams Casaulty 3 Teams Casaulty 3 Teams Casaulty 3 Teams Casaulty 3 Teams Casaulty 3 Teams Casaulty 3 Teams Casaulty 3 Teams Casaulty Dug-in Dug-in 112

113 A 3,000 Point 1943 Soviet Force, designed for an encounter game. Consists of four companies, all Reliable Conscripts. Large, clumsy, inaccurate, but with OK morale, it relies upon numbers to win a game. Panzerfaust Armored Fist 4 th Edition is a set of tactical World War Two Miniatures Wargames rules, for use with 1:76th, 1:72nd or 15mm scale models, for two or more players. The rules also include a conversion to use them with 1:300th scale. Panzerfaust Armored Fist has been developed since 1982 with the strict policy of playability and simplicity without loss of detail. Tactical Scale: All AFVs, vehicles, guns, and infantry heavy weapons are represented by single models. For infantry we took our queue from German Panzer Grenadiers and US Marines. The Panzer Grenadiers operated their squads in two halves, fire teams in effect, each half built around an MG34/42 LMG. The US Marines organised their squads into three fire teams, the core of each team being their BAR LMG. Hence in Panzerfaust Armored Fist 4th Ed, all infantry squads are based and operate as fire teams, which greatly speeds up movement, and simplifies casualty removal. The rules include a simple and effective command control system Where each company HQ receives a movement dice per turn. Veteran troops receive bonuses while conscripts are penalised. This results in veteran German formations out manoeuvring slow, clumsy conscript Soviet formations. Veterans will frequently give orders to individual tanks or platoons, while conscripts will often be forced to give a single order to an entire company. Troop Classes and Morale Ratings All units in Panzerfaust Armored Fist 4th Ed are classified into one of three classes according to training, experience, and quality of equipment, and one of three morale ratings, which reflects their motivation to fight. These are the troop classes and morale ratings that we used in our Second Edition of these rules, which worked better than the rigid ones in the Third Edition. However, all nations are given compulsory troop classes and morale ratings, which gives each nation the correct historical flavor. Panzerfaust Armored Fist 4th Ed also features a simple yet brutal morale system. Once units start losing sub-units due to casualties or poor morale results, their own morale tends to collapse quickly. However elite troops can withstand the loss of a few sub-units, while poor troops often break upon receiving their first losses. Detailed AFV charts list almost every AFV and variant that saw action during the war Each AFV is rated for armor thicknesses on turret and hull, for frontal, rear and side arcs. Also rated for road and cross country speed and fire order according to crew size and gun calibre. Detailed gun charts Include normal and special ammunition types such as AP, HE, HVAP and HEAT. Plus individual to-hit chances for each weapon and ammunition type. As well as detailed penetration figures for ranges from 200m to 2,500m. Panzerfaust Armored Fist 4th Ed has 44 pages of rules. 67 pages of army lists for thirteen WW2 belligerents, including Belgium, Britain, Finland, France, Germany, Hungary, Italy, Japan, Poland, Rumania, Soviet, USA Europe and USA Pacific. Each nation has detailed Equipment lists stating all arms and equipment that they used, including dates of service and point values, Softskin charts, Motorised Gun charts, Armor charts, and Gun charts. Each weapon or vehicle also has notes with historical background and relevant game information. Players purchase and field companies: Though these can be ad-hoc companies made up of platoons from different sources. Eg two infantry platoons plus an armored platoon combine to form an ad-hoc company. Note that the army lists provide strict organisational lists which players must follow when purchasing these platoons and companies, and there are strict guidelines governing how to purchase regimental, battalion and company support units. All units are also rated for their frequency on the battlefield, and you are limited to the number of rarer units you can purchase. Panzerfaust Armored Fist 4th Ed is a complete set of rules, no other supplements are needed to play. Rules cover infantry weapons, infantry AT weapons, artillery, smoke, observation, muzzle flashes, engineers, cavalry and horse teams, molotov cocktails, Japanese lunge mines, skirt and spaced armor, tank riders, spigot grenades, canister rounds, bore sighting, en portee, artillery forward observers, counter-battery fire, rockets, mines, fortifications, bridges and bridge laying, aircraft, airborne and glider operations, and more! Thankfully, not all the rules are needed each game, only those that are relevant for the game you are playing. 113

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