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FIREFLY A Challenging Game of World War II’ FOR 1/300th. and 1/200th. BATTLEGROUP ACTIONS INCLUDING:- Comprehensive Vehicle Data 45 Army lists Competition Rules BY BA.REA-TAYLOR Contents SECTION HEADING 1 uu 13 INTRODUCTION Game Scales Game Requirements Pre-game Reconnaissance SEQUENCE OF PLAY ‘ORDERS Command & Communications MOVEMENT Visibility Deadground Chart ACQUISITION Target Classes Acquisition Table DIRECT FIRE Resolving Direct Fire HEAT Cannon & MGs Infantry A/T Weapons Angles of Fire DIRECT FIRE TABLE DIRECT AREA FIRE Infantry Fire Infantry Fire Number Table Guns Howitzers cannons Suppressive Fire INDIRECT AREA FIRE Fire Missions Counterbattery Fire Table Artillery Fire Zones Deviation Resolution Indirect Fire Cover AREA FIRE TABLE ‘Smoke Night Fighting MORALE PAGE NO SECTION 19 20 a 23 24 PART IT HEADING Suppression, Dispersion, Neutralisation & Disabled escaping from vehicle AIR OPERATIONS: Air Missions Flight Paths Flak Table Air to Ground Attack Specialist Aircraft Air to Air Combat ATREORNE OPERATIONS ENGINEERING AND MINES 1/200th SCALE POINTS VALUES Data Notes PENETRATION TABLES ARTILLERY DATA Artillery Rockets Prime Movers American Vehicle Data British Vehicle Data British Commonwealth Data Czechoslovakian Data French Vehicle Data Belgian Vehicle Data German Vehicle Data Hungarian Vehicle Data Italian Vehicle Data Japanese Vehicle Data Polish Vehicle Data Russian Vehicle Data Soft Skinned Vehicles AIRCRAFT DATA ARMY LISTS Contents Order and Equipment Sheet a INTRODUCTION These Rules are based on the popular modern set Challenger and examine in detail armoured actions during the Second World War. Although following the sequence of play and the basic game mechanics of the previous set they have taken an evolutionary step in their handling of various aspects of the game. The Sequence of Play is designed to give a fully integrated fire and move system and is akin to many boardgames, and once learned flows as quickly as any alternate move system. Achieving a hit is based very much on the calibre length of the firing weapon, together with factors for rate of fire and poor turret design. Each armour factor on a vehicle representing approximately 10mm of armour at 0°, slope being taken into account in the thickness. The penetration factor of armoured piercing shot is based on a 50% factor, i.e. if it would penetrate 100mm (10) of armour at 500m, it is given a penetration factor of 15. This is to allow for immobilising hits which whilst not destroying the vehicle, put it out of action in game tuerms. Cannons and HMGs have been modified t 4 representation of their high rate of fire try has been dealt with at the section level rather than the squad, thus reducing the number of elements required, and speeding up those combats for objectives, i tal lly integrated into the battlefield, with a spot of "guesstimatic to m lem something of a hit or miss weapon. most comprehensive list of armoured vehicles for wargamers is given in the ehicle data, and the rules a complemented by 45 Army lists, covering three time peric aking them an ideal set of rules for competition geming. in would like to thank the members of "Wallasey Immortals” for their helpful suggestions and playtesting of these rules. If anyone has any queries or comments on these rules, please sené a stamped addressed envelope or International Reply Coupons to the address below Copyright TableTop Games and B.A.Rea—Taylor March 1987 B.A.Rea—Taylor 27 Audlem Avenue, Oxton, Birkenhead, Merseyside L43 2NN. GAME SCALES AND REQUIREMENTS Scales 21 ae 2.3 Ground Scales 1 cm equals 20 metres or alternatively 1 inch equals 50 metres for 1/300th or 1/285th scales. 1 cm equals 10 metres or alternatively 1 inch equals 25 metres for 1/200th scale. Apart from speeds and artillery fire zones (in cms) all distances are given in netres. Time Scale One move equals two minutes. For campaign purposes it is suggested that one move equals ten minutes. Figure Scales Vehicles and heavy weapons are represented by single models. Infantry is represented by sections (for Americans squads) which should be a number of figures on a base measuring 25~30mm wide by 15-20nn deep for 1/300th and 1/285th scales, and 40-S0mm wide by 25-30mn deep for 1/200th scale. Game Requirements 3. 3.2 3.3 34 Dice For the Direct Fire Table and the Area Fire Table a twenty-sided dice (D20) is required. For all other die rolls a ten-sided dice (D10) is required. Except for penetration and escaping tables, the higher the number rolled the more favourable the result. Markers A set of markers is supplied with these rules indicating the following: firing unit, temporarily dispersed, permenantly dispersed, neutralised, corners of artillery fire zone and smoke screens. ‘The reverse of the dispersed and neutralised counters should be marked with an 'S' to represent suppressed. Small pieces of white card should be used to represent small smoke screens. Playing Area The playing area should be at least 6' x 4' for 1/300th and 1/285th scales, and for 1/200th at least 8' x 6", unless only a small game is to be played. A game should be played across the table for an encounter or competitive game and down the length for an attack/defence game. Terrain For an effective game terrain needs to be highly detailed as unless there is plenty of cover elements tend to be hit easily and are quickly disabled. The table should well covered in hedges and/or bushes if appropriate. Hills should be of the contoured variety. In a European terrian there should be a good road network with small towns or villages at 2000m centres. In a desert terrain there should t plenty of very small 1 contour hills to represent folds in the ground which give hulldown positions. Please competition organisers lets get away from a bowling green with 1 town, two or three hills and a wood, PRE-GAME RECONNAISSANCE Pre Game Recconaissance 41 4d 4.1.3 4.2 43 4.3, 4.3.3 With the agreement of both players any of the following reconnaissance options maybe used with applicable games. Radio Intercept Both players may use the radio intercept rules in encounter and attack/defence games: To carry out any radio interceptions a specialised radio intercept unit mst be fielded After orders have been written a player with a radio intercept unit rolls 1D10 for each company or higher level HQ of the opposing player and on a roll of ¥ or 10 may read its orders. His ovn written orders for one unit per enemy unit detected may then have its orders changed. This includes artillery fire orders, which may now have planned fire in light of the orders read. During the game messages (i.e. order rewrites) that are transmitted by radio maybe intercepted on a roll or 8 to 10. Ground Reconnaissance Missions Designated reconnaissance units may carry out an agreed number of moves on table either to occupy positions or identify the location of opposing forces. This maybe used in attack/defence games, and if agreed in competition games Air Reconnaissance ALl reconnaissance flights must be pre-planned at either medium or low level. They are limited to one pass across the playing area. Air Reconnaissance is only useful in attack/defence games as it would take too long for information to be availiable to batt legroup HQ. The reconnaissance aircraft must have its flightpath plotted on a map. This is compared with the defenders map by an umpire and any units within 300m of the flightpath are tested for, as follows, if at low level. Company sized units 8 or better on 1D10, independant platoons or sections 9 or better: +1 if dug in on die roll. If at medium level the die rolls required are 9 and 10 respectively, but any unit within 750m of the flightpath must be checked. A.A. fire maybe carried out by any of the units within these distances the aircraft is shotdown there is no reconnaissance report. and if ‘SEQUENCE OF PLAY/ORDERS Sequence of Play 5.1 Sal Initial Move Phases carried out by both players. Both players request or note the arrival of aircraft, and plot any flightpaths required. Both players request and plot indirect fire, and carry out any other communication between units. Both players declare any units on A.A. overwatch. Both players resolve any indirect area fire plotted to arrive this turn. Phases carried out sequentially. First player moves any or all of his units as required. Second player fires any unit that did not move more than half a move in its last movement phase. First player fires any unit that did not move more than half a move in phase 5.2.1. Second player moves any or all of his units as required. First player fires any unit that did not move more than half a move in phase 5.2.1. Second player fires any unit that did not move more than half a move in phase 5.2.4, End of Move Phases carried out by both players. Both players carry out CAP interceptions and move aircraft to their attack positions, carry out A.A.fire and air strikes. Test morale of both players units as required. ppresseion, Dispersion and Neutralisation removal phase. Initiative In attack/defence games the attacking player should be the first player. In compet ition/encounter games the players should dice for the first move, the loser choosing sides. In the sections 5.1 and 5.3 either player may carry out the actions first within each phase, but if the players cannot agree it is suggested that at the Ueinning of phase 5.1.1 each player throws 1D10 and the higher carrys out all actions first for that turn. Orders 6. Ola 6.1.2 6.2 ALL units must be given orders otherwise they will not move or fire unless fired ate ALL PattleGroup and Battalion H@s should be given general orders at the beginning of the yame outlining their general operations. Companios and independant platoons or sections must be given tactical orders. Tactical Orders These orders shouls specify the type of mission the unit is on, its movement objective aml its route. Any cross attachments should be specified and artillery nets designated. AIL orders should contain at Least three parts, a movement order (unless holding), 1 location, and an action order. £.g. advance on village at Pt.A and attack, or we to Hill at PL.B and set up flank support for unit A's attack on village at PLAS They may also be conditional, such as conduct reconnaissance of village at Pt.C, if not held move on to village at Pt.D, or conduct reconnaissance of village at PL.C, and if not held by enemy hold it until relieved. The Tollowing are the orders which a unit maybe given. Others maybe agreed by the unpire to cover certain circumstances. 6. 6. 24.6 24.7 4.8 565 ‘ORDERS Movement: Orders Reconnaissance:~ Move between points A and B at any speed. May not be given attack orders. May not advance nearer than 200m to a located enemy. Advance:~ Move between points A and B at upto half speed ignoring the effects of roads or tracks(but not steppe or hard sand). Maybe given attack, hold ur support orders. Move:- Move between points A and B at at least half speed, roads and trarks maybe used. Maybe given attack, hold or support orders. Action Orders Attack:~ Must attack and attempt to occupy the designated location and clear it of the enemy. s Hold:— Must remain within 200m of the designated location and remain there defending against any enemy attacks. Support:= Set up in designated position, so as to support another units actions by either observing for indirect fire or carrying out direct fire. A unit with support orders counts as having hold orders for its current position ‘There are to types of support order, direct support of the unit in its attack, or defence of the designated location or flank support where a unit is set un to protect a unit from enemy fire or attack from a location other than that within 500m of its designated location. A unit on flank support may not fire at any enemy unit within 500m of the designated attack point for the unit it is supporting, unless it is behind the supported units flank. A unit on direct support must fire on the designated location or enemy units within 500m of it. ‘The above may seem inflexible and arbitary, but providing units have radios it is easy to change a units orders, and rigid battlefield discipline needs to be enforced to avoid firing on your own troops. Once a unit has been fired upon its movenent orders maybe ignored except for reconnaissance which may move no nearer than 200m. It must still continue with its action orders, if of company size. Independant platoons and sections may always change them to halt. A unit with a move order must however advance at least half a move in its next movement phase. Artillery Orders Artillery must be under one of four levels of control, each of which has its own abilitie, Company Level - Usually mortars of its own support or HQ platoon. These maybe called down in the same turn, by any radio equipped element in the company, by any element within 250m and in sight of the support unit, or with one moves delay by any other element in the company (using runners). Battalion Level - usually medium mortars or light infantry guns in the Battalion Support Company. These maybe called down by any radio equipped Company conmand elements, or a platoon with an attached Battalion Forward Observation Officer (BOO) from that unit to arrive next turn. If there are no radios and the observing unit is not in visual sight then there is one moves delay [rom a Company HQ element and 2 moves from any other element of that Battalion. Brigade or Regimental Level - Usually a regimental gun company or attached artillery battery or battalion. These must have a Forward Observation Officer (FOO) controlling then, and any fire requested will arrive next turn. See Section 6.6 on FOO. Otherwise there is one turns delay from a radio equipped Battalion HQ element, or two turns from any other radio equipped HQ. Double any Link that does not possess a radio. £.g. if a platoon has no radio, but its Company HQ has then the delay would be three turns, if neither had'a radio it would be four. Divisional or Higher Level - The main artillery base, with the Divisional artillery battalions plus those attached from above. These do not have their own FOO on the table, but may be requested by an on table FOO (not BFOO) subject 6.5.6 6.7.3 6.7.4 ARTILLERY ORDERS to the following delays, whilst the request is being processed and agreed by higher levels of command. Divisional Field Battery 1 turn Divisional Medium and Rocket batteries 2 turns. Army or Corps Level Battery 3 turns ‘The additional turns delay for Battalion and other HQs is as for Brigades or Regimental as above. Clarification - All fire is requested in phase 5.1.2 and arrives in phase 5.1.4 of the next or subsequent turns depending on the delay, with the exception of company, level (1.5.2) and defensive fire (14.2.6) Forward Observation Ofticers These are individual men together with a radio operator, if required, who are either attached to an infantry command section or vehicle, becoming part of that element and suffering its fate if a Battalion FOO (BFOO), or maybe deployed individually, with his own transport, if an artillery FOO. If he is deployed individual.y he must still be linked to a unit for command purposes. Due to the bulkiness of long-range radio equipment an artillery FOO may not leave his vehicle and control artillery fire unless he remains touching the vehicle or is in a prepared position such as found in an attack defence game. Note: if he is deployed on the edge of a contour his vehicle can be touching an still count as out of sight. A FOO must be attached to one specified battery. All other batteries are treated by him as if Divisional or higher, even if they are bought as Regimental or Brigade batteries and are part of the same regiment (he would still have to get permission for there use). Exception: an FOO s:ybe given control of additional regimental/brigade batteries of the sane batrriion, and they are treated as if he was the FOO for them all. ‘There is an additional cost for the radio link, section 6.6.4 below still applies 4 FOO may request more than one battery at the same time but it must land on the same target point, with any appropriate delay. A £00 may move and request fire, he must however keep the target point in sight the whole time. Note: acquisition for artillery requests takes place in phase 5.1.2. Programmed Fire The amount and type of programmed fire is dependant 6n the type of game being played_and the level of control for the battery. In Attack/Defence games the attacker will have a number of bounds of pre-planned fire per battery, which maybe bought down anywhere on the board. This number of bounds is doubled if interdictive fire is used (see 14.2.1), The defender may bring down defensive fire (see 14.2.6) on the number of points listed per battery. He may also plot interdictive fire. In an encounter game both sides may plot a limited number of pre-planned missions, which maybe interdictive. Programmed Fire Table Pre-planned Tnterdictive | Defensive ecacker? Company Level 5 Bounds - - Battalion Level 4 Bounds - - Regimental Level 4 Bounds 8 Bounds - Higher Level 3 Bounds 6 Bounds a Defender: Company Level - - 3 Points Battalion Level - - 2 Points Regimental Level = 1 Point 1 Point Higher Level = = : icounter? Company /Battalion Level - - = Regimental Level 1 Bound 4 Bounds = Higher Level 1 Bound 2 Bounds = COMMAND CONTROL Command Control 7 7.2 ie ols 7.3.3 7.3.4 WHS 7.4 74.2 74.3 General ALL elements must have a chain of command, and a communication network. The lowest level of command is the platoon, although certain support sections will have the same status. Thus a company usually consists of three or four platoons with a support platoon comprising sections of mortars, machine guns and A/T weapons. Such sections usually have their own command and maybe detached out to plattoons. Command Control. In order to retain control and cohesion of units all elements must remain within the radius given below from its next highest command level depending upon the type of game being played. Unit J Attack/Encounter | Defence | Recce ‘Tenent of Platoon. | no radio TOOm TS0m | 150m or_section with radio | __200m 300m _| 500m Platoon sized HY no radio 200 400m} 500m with radio 400m 750m_|_1000m Company sized AQ no radio 00m 500m [500m with radio 1000m 1500m| 20000 Telephone command radius is the same as radio. Loss of Conmand Control A unit must be within command control to be given orders. This applies at the beginning of a game as well as during it. Command control is lost in the following circumstances G) A command element is disabled, or neutralised. (ii) A radio or telephone line is destroyed or cut. (iii), A unit moves out of its command radius. (iv) A unit or element is left behind due to suppression, dispersion, or neutralisation. Causes 1-3 are a reason for taking a morale check, any elements or units outside the command control radius count as losses. An element that is outside its command control radius must attempt to move inside it at the first opportunity, unless occupying field defences. A unit outside command control must attempt to move back inside it at the first opportunity, or remain where it is with its orders changed to hold. A unit losing its command element may designate a new one at the end of the second morale phase after its loss Communication Conmunication within a unit is considered immediate providing they are within conmand control radii (note acquisition ~ handed on by friends does not apply until the next fire phase). Other communication is either by radio, telephone, signals or runners. Radio - 411 radios at the beginning of the war were bulky and unless in a fixed position required transport to move them; they are noted in the Army lists by the vehicles having an (R) beside then. The command element must be touching the vehicle to be in radio contact. Later in the war portable sets were more widely introduced, but their range was short, and Battalion HQs and above required transported sets. Telephones - Infantry HQs and gun positions occupying defensive positions are considered to have been there for sometime and are able to lay wire communications with field telephones linking the command net. These telephone lines should be indicated on the players map and maybe broken in the following circumstances, a DIO being thrown and a number equal to or higher being required. Potential Cause of Break Die Roll Crossed by tracked vehicle, or enemy infantry on foot 10 Within an artillery fire zone upto 125am calibre 9 Within a rocket, bomb or artillery over 125mm fire zone 8 7 ‘MOVEMENT 7.4.4 Signals - Coloured smoke, signal flares, and flags maybe used to signal pre-arranged actions, provided they are visible to the element being communicated with. The meaning of such signals must be specified before the game. 7.4.5 Runners - Providing units are within non radio command control communication within a unit is carried out by runners if radios or telephones are not used. vement ‘Transport The basic movement distances for armoured vehicles and prime movers are given in the vehicle data charts, whilst those for soft-skinned, other vehicles and animals are given below:— Vehicle/Animal Speed [SE oe ast oF Mule 6/8 Upto 3tonnes 15/20/60 Bicycle | 10/20 Upto Stones 12/16/50 Motorcycle 25/80 Over Stones 8/12/50 Jeep Type 24/32/80 8.1.2 All speeds are quoted in centimetres, the first number refers to cross-country movement and the second to road speed. Where there are three numbers the first refers to 2-wheeled drive vehicles (2wd), and the second to 4-wheeled drive vehicles (4wd). 8.1.3 Movement Deductions - these basic movement rates maybe modified by the terrain the vehicle is travelling as shown below. Obstacle deductions are cumulative. Terrain ‘Tracked Other Other Vehicles ARV ARV 2 [Poor Going —350r 753 50% Heavy Going 25%. 25%, 25%. P Built Up Areas | eee 50! 253 P [Primeval Jungles,Tank Traps || ___P- P P P Poor weather/Night 75) 753 753 75% Severe weather/Dark Night _ 50% 502 50% 50% Road ‘Road Speed- Steppe, Hard sand, track Speed— bstacles Let era ear Obstacle ra F Soft Linear Obstacle 50% P Bocage | Pr P 90° Turn (road speed only) -20% -10% 10% -10% 8.1.4 Movement Definitions Poor Going includes broken or ploughed ground, scrub and open woods. Heavy Going includes rubble, deep mud, marsh, swamp, soft sand, steep hills, dunes, dense woods, and jungle. Built up areas do not include intact roads or rubble. Poor weather includes heavy rain, snow, or mist. Severe weather includes tropicel'rain, blizzard, sandstorm, or dense fog. Hard Linear Obstacles include walls, low embankments and deep ditches. Soft Linear Obstacles include hedges, barbed wire and roadside ditches. Night includes moonlight or normal driving with headlights. Otherwise use dark night. :5. A suppressed vehicle loses 25% of the final speed calculated above. 16 The obstacle, Bocage and turning deductions are taken from the final speed for the terrain they cross. The turning deductions only apply to turns of 90° or more at road speed. 8.2.2 8.3.2 8.3.3 8.3.4 8.4 8.4.1 8.5.2 8.5.3 MOVEMENT: Towing Vehicles that are towing suffer the following penalties to their movement rate in addition to the movement penalties above:~ Vehicle Road Cross-Country Fully Tracked 102, 10% Half Tracked or 4wd -1oz 25% 2wd 10% 50z Animals. 20% 40% ‘These deductions are for towing normal loads such as trailers and gun: vehicle is being used to recover another then the following are used:~ Vehicle Road Cross-Country Fully Tracked 50% 502 Half Tracked or 4wa 50% 50% 2ud 50%, -75% Entering or Leaving a Vehicle Infantry sections take a quarter of a move to leave a vehicle and this may take place anytime during a movenent phase. The vehicle movement is reduced by this amount and the infantry may move no more than 2,5cm from the vehicle providing they disembark in the first half of the move. If they disembark in the second half of the move thay may not move at all. They disembark in the spot the vehicle occupies and should be placed with the vehicle on top of the element The element bases are big enough that room should be availiable, and it stops creep towards objectives. If more than one section is carried in a vehicle this should be placed behin# the vehicle away from the enemy At no point outside of a vehicle should infantry sections be alloved to stact other than in buildings of more than tvo-storeys. Infantry sections take half a move to embark in a vehicle, which they should be touching before commencing embarking. They may take place at any point in the movement phase. Vehicle Capacities Vehicles may carry infantry sections including their integral support weapou as follows:- Jeep or light carrier } section B0ewt truck or APC 1 section 3torne truck 2 sections Stonne truck 3 sections 10t truck 4 sections There are a nusber of exceptions to this which are noted in the Army Lists Animals, bicycles, and motorcycles are not represented by individual figures but represent enough to carry the element they are transporting. Set Up Times To unhitch and set up tows takes the following times, this includes the time required to prepare a towed weapon for action. Weapon Time A/T guns upto 57mm; RCL's. A.A, upto 25mm, HMGs and MMGS, mortars upto 82m HALES move A/T guns over’ 57am, field guns upto 122mm, A.A. upto 40mm, other mortars and rockets ‘Ons. pove Heavier Weapons Two moves Self-propelled guns One move This is to sét up for direct fire, to/set up links with command net and any iVOs takes an equal amount of tine. Self-propelled guns take half a move to come out of action, all others the same amount of time as to come into action. Amphibious Vehicles MOVEMENT Amphibious vehicles are noted on the vehicle data charts and have their amphibious speed in brackets after their normal speeds. There are two types of amphiboius vehicles, those which are true amphibians such as a DUKW, and those only temporarily such as a Sherman DD. Temporary amphibians must speed a quarter of a move once they leave the water to prepare for combat before they can open fire. Deep wading and snorkeling vehicles such as those prepared by the Germans for Seelove move as if in heavy going and require a full turn to prepare for action once leaving the water. River banks and beaches suitable for such crossings and landings must be agreed or designated by an umpire before the game. Infantry Movement Basic infantry move rate is Sem per move, this is modified by terrain as follow: Terrain or Action Carrying Support Weapon Manhandling Heavy Weapon Crossing wall, hedge, ditch Crossing barbwire entanglement, bocage In rubble, mud, jungle, dense wood Th swamp, primeval jungle At Night On road, track or hard ground Wading Swimming, Deduction lem =3em ~2em ~4em -lem +2cm -1.5em =3em Move deductions are cumulative e.g. a section carrying support weapons, crossing a barbedwire entanglement take an cone to more than 5cm it cannot be carried Exception: at night unless other penalties move at least lem. Infantry support weapons include NMG, HMG, entire move. If the penalties out. do not allow it a section can always mortars from 60mm to 90mm. 10 VISIBILITY. Visibility 9.1 9.2 Effects of Weather Daytime visibility is usually 5000m, but this can be affected by the prevailing weather as follows:~ Weather Condition Visibility Haze, light rain, dust, heavy overcast 3000m Light snow, heavy rain, mist 1000m Heavy snow, fog, sandstorm 250m Effects of Terrain ‘The visibility inside or looking into terrain is as follows:~ Terrain Visibility Into the edge of a built up area 50m Within a built up area 100m Inside or into a dense wood or jungle 50m Inside or into a Light wood 100m Inside a smokescreen 25m Into a smokescreen edge Contours and Height A contour is considered to be four metres high, thus any element not touching the contour is considered to be out of sight to any element at the same height. A vehicle that is touching the contour is considered to be hulldown. Any other element touching a contour is considered as in cover. A linear obstacle (such as a hedge or wall) counts as half a contour high and vehicles touching or within 25m of it are considered to be hulldown, Infantry and heavy weapons touching it are considered to be in cover; if not touching it but within 25m, out of sight. A Bocage hedge counts as one contour high. Light woods and buildings count as two contours high. Dense woods and town or city centre buildings maybe upto 6 contours high (for competition treat as four contours high) A smokescreen is 3 contours high. For acquisition purposes an observer is considered to be at the same height as he is standing on unless he is touching a contour in which case he is at the height of the contour. When there is intervening ground or another non-linear terrain obstacle between . the observer and his target, there maybe deadground behind the intervening terrain which may obscure the target. Measure the distancé between the observer and the far edge of the intervening contour or other terrain, then refer to the deadground chart. Multiply this distance by the number on the chart to give the amount of deadground behind the back edge of the contour or other terrain. E.g. A unit is observing from a five contour hill at a unit on the level table. If there was an intervening hill three contours high, the unit would have to be at Jeast 1} times the distance from the observer to the intervening hill in order to be seen. i Deadground Chart VISIBILITY & ACQUISITION fobservers Height Intervening Contour Multiplier above target height above target 2 Contours T Contour 1 on ™ 3 a0 lo" 133 Sut io° 2 6 pee 115, 3 2 z 4 200 a 5 20" +66 6 2 un as) % ae 3 2.5 6 3 1 st e 4 a oom 3 oF sr 5 9.4 Visibility Arcs Vehicles and heavy weapons have a visibility arc of 90° either side. Infantry elements have a 360° visibility arc. Suppressed AFVs have a visibility arc of 45° either side. Acquisition 10.1 General In order to fire at an element or call down indirect fire on a target it must have been acquired at the time the fire is to be carried out or requested. 10.1.1 The element remains acquired until the line of sight is broken, the number required to see it after all modifications rise to exceed 10, or the observer acqires another target. 10.1.2 A vehicle that moves more than half a move may only acquire to make a request or to respond to the enemies prescence. 10.2 Number of Acquisitions 10.2.1 All elements except artillery FOO may only make one acquisition per phase. 10.2.2 However any target, that is within 100m of the target being acquired, that requires the same number or less to acquire is also spotted if the target element is acquired, providing it has either fired or moved in its last movement or firing phase: The fire may then be changed to one of these targets in the next firing phase, providing that there is no subsequent upward change in the acquisition number. 10.2.3 Artillery FOO may make upto 2 acquisitions, but only one of these points maybe selected. The second acquisition mst be at a target more than 250m from the first. 10.3 Target Classes 10.3.1 All elements are given a target class depending on their size and aspect being presented to the acquirer. 10.3.2 Vehicles have three aspects, front/rear, side and hulldown, and these are given in the vehicle data. Examples of trucks, jeeps and field cars are given under the Army Lists, and others can be deduced from these. 10.3.3 Other elements are given below: Target Class Element 1) Feillery over 550m B Artillery over 76mm, A.A. over 25mm c A/T guns over 57mm, A.A. upto 25mm D A/T guns upto S/mm,. mortars upto 120mm Animals, bicycles, motorcycles .E _ MMG/HMG’ sections, mortars upto 90ma_ F Tafantry Sections AidaesalleslieerstndveretiaPouraale |___Independant_ Fo9 __ 10.4 10.4. 10.4. 10.4. 10.4. 10.5 10.5. 10.5. 10.5. 10.5. 10.5. 10.5. 10.6 1 2 3) 4 1 2 3 4 5 6 ACQUISITION Cover A target is either in the open or in cover. To count as in cover it must comply with one of the following:~ If a vehicle, have spent at least half a move in a wood, amongst scrub, broken ground, or buildings, or have come into sight from behind terrain which blocks sight and has not moved more than 250m in sight. Or if a C or D class front aspect vehicle and touching a linear obstacle. If any other elenent, has spent at least half its move in a wood, in or amongst buildings, scrub, or broken ground, or be deployed in or behind a linear obstacle Such asa hedge, wall or gully, or be deployed touching a contour. Note: If any element comes over a top contour (i.e. crossed the crestline) it cannot count as being in cover that move, however far it moves, to an observer ‘on the same or lower level unless there is terrain which appears to be higher to the observer behind that element. Hulldown Hulldown is when a vehicle is exposing a minimum part of its hull or turret in order to fire. A vehicle may not move more than half a move and take up a hulldown position behind 2 contour, it must either stay out of sight behind the contour or become fully exposed on the contour, and take a hulldown position in its next. movement phase. This is because it takes tine and fine judgement to effectively occupy a hull down position. A hulldown position will give an area of deadground below a vehicle depending on the height of the terrain. The deadground if one contour higher than the proposed target is 200m, if two contours 400m, if three contours 600m etc. Firing back up is half this distance, guns having a better elevation. Note the distance is measured from the far edge of the contour away from the firing vehicle. A vehicle behind a Linear obstacle counts as hulldown for acquisition but not for shooting. Swinming vehicles count as hulldown for both acquisition and shooting. Note: A hulldown vehicle if turreted may not fire any hull or subsiduary turrets if it is to claim hulldown. Dug In For vehicles treat as if hulldown behind a contour and in cover, for other elements the modifier in the acquisition table is used. Resolution of Acquisition Find the acquistion number for the appropriate target type and range on the Acquisition Table and modify it for any of the factors listed below it. ‘This modified number or higher must be rolled on 1D10. E.g. A Crusader I advancing towards a hulldown Pz IIIH is at a range of 750m, the Pz ITIH has fired and the Crusader attempts to spot it to return the fire. ‘The Pz TITH hulldown target size is D which at 750m in the open, gives an acquisition number of 7, the modifiers being observer moving upto half +1, firing other weapon upto 57mm -2, giving a modified number of 6. The Crusader has to roll a 6 or higher to acquire the Pz IITH. 13 ACQUISITION TABLE 10.7.4 ACQUISITION TABLE ‘TARGET| TYPE ‘TARGET IN OPEN UPTO | ‘TARGET _IN COVER UPTO 30m T00 [200 | 500 |1000 [2000|3000 [5000- enmoowe PUNE ‘The Acquisition number is modified by any of the following that apply: -3 4 St +2 +3 5 Note: Element being acquired fired rifles, LMG, Lt.mortar, A/T Rifle Acquirer higher. Element being acquired moved between 50m and 250m in sight. Element being acquired fired A/T rocket launcher, MMG or HMG, mortar upto 90mm, RCL upto 90mm, or guns upto 57mm. Elenent being acquired moved between 250m and 750m within sight. Elenent being acquired ‘Handed on’ by friends gn same radio net or within 100m of one another. Element being acquired fired by any other weapon not listed. Element being acquired fired flamethrower or rockets. Observing through artillery fire zone. Observing on move, moving upto half. Any elements but AFV suppressed observing. Target dug in. Observing through rocket fire zone. if on A.A, overvatch. AFV suppressed observing. Observing out of visibility arc. Observing on move, moving more than half. Observing through partial smoke, snow, fog or heavy rain. Observing at night with infra red. Observing at night. Movement modifiers are not cumulative. Observing on the move applies if movement vas made during the last movement phase. 4 DIRECT FIRE Direct Fire 2.8; General, Direct Fire is carried out by anti-tank weapons: for infantry and direct fire HE see section 13.0 on Direct Area Fire. An element may fire a maximum of twice in one turn, once in each of the appropriate phases, and this is considered to be a number of rounds fired or a burst from an automatic weapon. The exception being infantry A/T rocket launchers carried by infantry sections, which fire only one round per phase, see section 11.7.4. Requirements for Direct Fire The target must first be acquired. Acquistion for phases 5.2.2 and 5.2.5 may take placé any time during the targets immediately preceeding movement phase and fire is considered to be at that point of acquisition. Acquistion for phases 5.2.3 and 5.2.6 are at targets visible at that point in time. To fire, an element must not have moved more than half a move in its immediately preceeding movement phase. 11.3 Resolution of Direct Fire 11.3.1 11.3.2 11.4.3 11.4.4 11.4.5 11.4.6 If a target is acquired, fire maybe resolved using the Direct Fire Table, cross referencing the type of weapon, its calibre Length and the range in metres to the target. The Fire Number is modified according to the targets and own units actions, and for any special ammunition used. A020 is then rolled with the following possible result: The Die Roll is 2 or less than the modified Fire Number = Target missed. The Die Roll is 1 less than the modified Fire Number = Target missed but suppressed (i.e. closed down). The Die roll is equal or more than the modified Fire Number = 1 hit on the target. The Die Roll is 5 or more than the modified Fire Number = 2 hits on the target from all but cannons, and infantry section anti-tank rockets. If a target is hit it is alvays suppressed. Result of a Hit If a hit is made refer to the appropriate penetration for the weapon and annunition used. The type of ammunition must be specified at the time of acquisition. To resolve whether a vehicle has been penetrated and disabled, take the armour value for the aspect of the vehicle that has been hit, and compare it with the firing weapons penetration factor, with the following result, If the armour value is more than 1 higher it is not penetrated, and the vehicle is only suppressed. If the armour value is only 1 higher the vehicle is suppressed and maybe neutralised on a further die roll of 10 on 1D10 If the penetration factor is higher by ten or more the vehicle is penetrated and, disabled. If the penetration factor is higher by less than ten then this number or less must be rolled on 1D10 to penetrate and disable the vehicle. If this die roll is one more than the number required then the vehicle is neutralised. If the penetration factor is equal to the armour value, the vehicle maybe neutralised on a die roll of 9 or 10. HEAT Ammunition This type of round was in its infancy during the Second orld War and was not very efficient. A HEAT round must always roll, using ID10, even if it is an automatic penetration and on a 9 or 10 fails to penetrate due to an improperly formed jet. If it fails to penetrate, roll again and on a 1-5 it only suppresses the vehicle, on a 6-10 it neutralises it. If the aspect of the vehicle hit has spaced armour, denoted by an 's' on the vehicle data table, the HEAT round fails to penetrate on a 7 to 10, and if it fails to penetrate it is only neutralised on an 8 to 10. 15, 11.6 DIRECT FIRE Cannons and Heavy Machine Guns} The damage caused by cannons and HMGs is dependant on the number of hits they make on the target and the following factors are added to their basic penetration factor for each two numbers above that required to hit upto a maximum of 6 additional factors:~ ‘if Singled barrelled +1 if Twin barrelled +2 if Triple barrelled +8 if Quad barrelled +4 11.7 Infantry Anti—Tank Weapons 11.7.1 ‘Throughout most of this period they were of limited effect and very limited in range. They may however be fired in addition to normal small-arms fire, with the appropriate penalty, and are of four types:~ Anti-Tank Grenades and other thrown weapons - see Direct Area Fire section 13.5.8. Anti-Tank Rifles are treated as for other direct fire weapons using the Fire Number given on Table 12.2, and the penetration value from Table 12.4. Anti-Tank Rifles are not effective against any armour value higher than '4' even if they appear to be able to penetrate it, due to the low residual value of the round. Anti~Tank Rocket Launchers are fired as other direct weapons using the values from Table 12.2 and 12.3. They may however only score 1 hit per phase and the limitations of HEAT rounds apply, see section 11.5. Disposable Anti-Tank Rocket Launchers are fired as the ATRLs above but asa volley and thus may get one or two hits as for other direct fire weapons. This maybe on the same target vehicle, or on two different vehicles that are within the same range bracket ( only one needs to have been acquired, but the other must require the same acquisition number). Only the German Panzerfausts are in this catagory, and an infantry section so equipped may fire upto three volleys in a game unless re-supplied. 11.8 Vehicle Aspects and Angles of Fire 11.8.1 11.8.2 Whether a vehicle is hit on the front, side or rear is shown in the diagram below:— SIDE 45° ase REAR FRONT REAR 45° 45° REAR SIDE Non-turreted weapons with Limited traverse are denoted by an '£' on the vehicle data charts. They have an angle of fire of 225° either side of their centre line. If the target is outside this arc but within 90°, it may fire but counts the limited traverse o‘ifier, which also applies if the vehicle moves in the immediately precseving moveme=t phase. Direct Fire Examples A hulldown Pz IIIE fires at a Crusader IT advancing towards it across the desert. ‘The range is 500m, which with a SOmml42 firing APC gives a fire number of 8, this is modified by -1 ROF, +2 terget moved more than 250m giving a modified Fire Number of © This number of higher must be rolled on 1D20 for 1 hit. If the Pz IIIE olls a 14 or higher it has scored 2 hits, on an 8 the Crusader is s.ppressed. If the Pz I1IE hits the penetration vith APC at that range is 10, less the Crusaders armour value of 4 means tha. it is d’sabled on @ roll of 1 to 6 on 1D10, weutralised on a roll of 7, and only remains suppressed on an 8 to 10. The Crusader is hit but only suppressed, and as it has moved less than half, it returns the fire. The 2pdrL40 firing APCBC has fire number of 9 at 500m, ar? this is modified by -1 ROF, +3 target D class (nilldown), +4 firing on the move having moved at least a quarte-, +2 self suppressed, giving 2 modifiee Fire dumber of 17 for a hav. 16 DIRECT FIRE TABLE 11.9.2 A stationary Sdkfz 222 fires its 20mm cannon at a moving Narmon Herrington armoured Car at a range of 500m. Its fire number is 8 which is modified by +1 ROF, +2 target C Class, 42 target moved more than 250m, +1 target moved more than 500m, giving a modified Fire Number of 14. The penetration value at 500m is 3, this increased to 4 if a 16 or 17 is thrown, and 5 if 18 or 19 is thrown, giving a 20 to 40% chance of disabling the Marmon Herrington. 12.0 12.1 DIRECT FIRE TABLE (cuN CALIBRE [UPTO RANGE IN METRES LancrH_|| 50 250 [ 1500 [1750 | 2000 | 2500 | 3000) 155+ af/3]|s]o6)]7 |] 9] ] 13 [as] a7 | a9 lovER 100mm 130-546 | 7} 3 | 6 | 8 | 9 | 11 | 15 | 16 | 17 | 18 | 20 Upto L2of 6 | 5 | 7 | 9 | 11 | 15 | 18 | 18 | 20 | - | - L554 al 3 [6] 7] 8 Jiao | iz] i] 6 | is | a9 86-100mm 130-54 | 7] 3 | 7 | 9 | 10 | 12 | 14 | 17 | 18 | 19 | 20 Upto L2af_ 6 | 4 | 8 | 10 | 12 | 16 | 19 | 19 | 20 | - - 155+ e/3 [7 [8s | 9 [a | 13 [15 | 17] 19 | 20 61-85mm 130-54 | 7] 4 | 8 | 10 | 11 | 13 | 17 | 18 | 19 | 20 | - Upto La} 6 | 5 | 9 | | 13 | 17 | 2 | 2] - | -| - 155+ 7/3 |7 {9 |i faz [as [ie] is | ao] - 46-60m 130-156] 6 | 4 | 8 |i jaz jas | is | 19 | 2 | - | - Upto La} 5 | 5 | 9 | 12 | is | is | 2 | 2 | - | -| - 155+ 6,4 {8 [io |i is | 17 | 19 | 20] - Upto 45mm 130-154] 5 | 5 | 9 | 12 | 13 19 | 20 | 20 | -| - Upto Lao} 4 | 6 | 10 | 13 | 15 2 | - | -| -| - HEAT -|- Jo fa [+ +3 [43 | 44 | 4 | 45 APCR, SV -|- fa jaa - | jaz fas | 46 HVAP, APDS See ae ee eee ee cannon over 30mmf 3 | 4 | 7 | 9 [12 [as [a6 | as | 2 | - | - Cannon upto 30mm 3 | 5 | 8 | 10 | 13 | 15 | 17 | 19 | 20 | - | - Cannon upto 20mmf 3 | 5 | 8 | 10 | 13 | 16 | 18 | 2 | - | - | - HNG upto 13mm 3/5 [afm jm fiz fis | 2% | - | -[ - DIRECT FIRE NUMBER MODIFIERS -2 -1 -1 +1 -1 +2. +3. +4, +/- +4 42 +2 +4 42 42 41 4 42 42 Second shot at same target. Each subsequent shot at same target (maximum -3). Well trained Troops. Green or Poorly trained troops. A Class target. C Class target. D Class target. E Class target. ROF Self firing on the move, having moved more Self firing on the move, having moved less Self Suppressed. Self Dispersed (Heavy Weapons and Infantry Firing pivot, cupola, ball or fixed HMG or Target moved more than 250m (12.5cm). Target moved more than 500m (25cm). Target moved more than 750m (37.5cm). Target moved into or out of sight. Firing at night. 7 than quarter of a move. than quarter of a move. only). DIRECT FIRE TABLE 12.2 DIRECT FIRE TABLE - Infantry -Anti~Tank Weapons [WEAPON HEAT RANGE IN METRES PEN Se Tito oso soo eo tle PIAT 10 B nabs afalBs rl aenss|a-— Bazooka 10 6 | 10 | 16 | 20 | - Panzershreck 15 6 | 10 |is | - | - Panzer faust 18 9 |i] - | - | - Panzerfaust_K 12 10 pat Others: Stick Bomb 37750mm 14 5 7 [10 716 | 20 Stick Bomb 150nm | 18 5 6 | 9 |14 | 18 Petard 16 Be Mase |e Slee 380mm Rekt 28 6 | 10 | 14 |18 | 20 S7am RCL 16 5 a |12 [16 | 18 75mm_RCL 18. 5 g_jio [14 |i7 12.3 HEAT AMMUNITION PENETRATION VALUES (Gun PEN, (COUNTRY, 7S 8 German 76mm 1 Russian 95mm, 14 British 105mm 13 Americat 105mm 4 German 122mm aL Russian 128mm 18, German 150mm 16 German 152mm 12 Russian 12.4 A/T RIFLE PENETRATION Vi [RIFLE RANGE IN METRES UPTO 50m] 100 | 250-[ 500 [750 APT Rifle 14-5720mm ee | os) sep eh A/T Rifle Other Ff ssh | tL ae 12.5 Direct Fire Number Modifier Notes 12.5.1 For a second or subsequent shot to count it must be fired in the next firing phase that the weapon maybe fired in. The maximum modifier for second and subsequent shots is -5. 12.5.2 The quality of troops training is not necessarily based on morale. E.g.. American troops in Tunisia would considered green even though they had a high initial morale. 12.5.3 The Rate of Fire modifier (ROF) is given in the vehicle data charts. This represents the higher rate of fire of some guns, one man or poorly designed turrets, and improved optics. 12.5.4 A/T guns upto S7nm-plus the 88L56 have a -1 ROF, however the limited traverse modifier applies if the target is outside 224° unless the gun has 360° traverse. 12.5.5 Firing on the move (Optional), the American M3 Stuart, M3 Lee and M& Sherman had an early form of stabilisation which vas rarely used by their operators due to the complexity and constant adjustment required, however if used it reduces the firing on the move modifiers by -1. 12.5.6 The Target moved modifiers are cumulative and the into and out of sight modifiers may both be applied for that fleeting shot. ‘DIRECT AREA FIRE: Direct Area Fire 13.1 13.2 13.2.1 13.2.2 13.2.3 13.3.3 13.3.4 13.3.5 13.3.6 13.3.7 13.3.8 13.3.9 13.5.2 13.5.3 General Direct Area Fire is used by Infantry, Vehicles, Guns and Howitzers firing over open sights, to fire at infantry, soft-skinned vehicles, constructions and field defences, and heavy weapons. It may also be used by infantry at upto 50m and guns and howitzers without @ direct Fire A/T round to fire at armoured Vehicles. Suppressive fire is also a form of direct area fire. Infantry In order to speed up the game infantry are organised by the section ( in American terms, the Squad) of 7 to 12 men, and in certain circumstances the half section. ‘This reduces the number of infantry elements on the table and allows for the quicker resolution of combat in built-up areas and other objectives, the bane of any competition game. In general a platoon will consist of an HQ section, 3 or 4 rifle sections and in some cases a support section, each if mechanised in its own vehicle. Occasionally a larger vehicle will carry more than one section, and some smaller vehicles only a half section. Infantry Fire ‘A sections firepower is calculated from the Infantry Fire Number Table 13.4, starting with the basic equipment of the section and adding any additional weapons carried, to give a total Fire Number at each of the appropriate ranges. To save time a roster of the different section types should be made before the game and entered on the game sheet, @ blank copy of which is included in the back of these rules. A half section should divide the basic fire number by two (rounding up any fractions) before adding any additional weapons. Infantry fire maybe carried out in any direct fire phase providing the firing section has not moved more than half a move in its preceeding movement phase, unless that move brings them to within 50m of an enemy element when they may also fire:~ this represents a close assault with short range fire and grenades. The half move includes any movement by transporting vehicles and the time taken to dismount. E.g. a vehicle may make a quarter move, the infantry may dismount taking a quarter of a move end they may then fire from immediately adjacent to the vehicle in their next fire phase. An infantry section may fire from a vehicle providing the vehicles does not move more than a half. Any pivot mounted weapons on the transporting vehicle are then counted as extra weapons for the infantry section. Note that MMGs and IMGs take half a move to set up and so may not fire in any move in which movement has taken place. (Optional) A MMG or HMG section may split its fire at a number of targets, with the fire number modifier of -4 per target fired at, subject to the following: (a) The target is not more than 500m avay. (b) No more than one target per MG maybe fired at. (c) The targets must all have the same acquisition number and are rolled for as one target. (a) ALL targets must be within 100m metres of one another. Resolving Infantry Fire To carry out infantry fire take the total fire number for that section from the Infantry Fire Number Table 13.4 for the appropriate range, then find this on the Area Fire Table 15.0 and make the appropriate infantry column modifiers. Plus modifiers move the column to the right and minus modifiers to the left. Note:- an A/T weapon includes Bazooka, PIAT, Panzerschrek, Panzerfaust and A/T Rifles. Lf a HMG is used in an A/T role its fire number is deducted instead of the -2 modifier. Infantry Fire Examples ‘A panzer grenadier rifle section with 2 IMGs fires stationary at a G.I. section advancing through a light wood at a range of 100m. It has already fired an A/T 19 13.5.4 13.5.5 13.4 13.5.7 13.5.8 13.5.9 ‘DIRECT AREA FIRE - INFANTRY rocket launcher at an approaching Sherman. The Fire Number is 64444 for the LMGs = 14, 41 for stationary, #1 infantry traget moving, -2 target in light cover, -2 A/T weapon fired this phase; the final Fire Number is 12. 4 Russian SMG section with 1 IMG mounted on a T-34 which moved upto half a move fires at a German Rifle section occupying a slit trench at 100m, it has been suppressed by defensive fire in the previous fire phase. The Fire Number is 9. +4 for the LMG = 13, -4 target in medium cover, -2 self suppressed, ~ firing mounted; giving a final Fire Number of 6. A stationary British half rifle NMG section from a carrier MMG platoon with 1 MMG fires at a German A/T gun in light cover at a range of 300m. The Fire Number is 4/2 = 245 for the KMG = 7, -2 for the light cover, +1 self stationary; gives a final Fire Number of 6. INFANTRY FIRE NUMBER TABLE SECTION RANGE _IN METRES juPro—50_[ 100 [200 {300 _[ 600 | 800 [7000 [1200 [1800) SHC T2=[20= [Sg lceae ys oP Pe ee RIFLI 40] Gas] pe |rsho-[) a feager) reppin gfe ISLR A ae [| Bech Se- eign} Ses ne. deve, JASSAULT. RIFLE 12} 8° | 6-|-s | 2 | a | - | - |. - JADDITTONS IPer BAR 41) 43 | 43 [43 | 42 | 42 | an Sof 23 Per LMG [4a foe 93 [a3 [a2 far fa] - Per MMG/HMG +4] 46 | 45 | 45 | 45 | 46 [43 [43 | 42 IPer FLAMETHROWER | 46 | - | - | - | - | - | - | = | - lif C.ENGINEER we f-- | -1- ]- |-]-]- |] - ler SNIPER = for fst fo fa fe ta | - | - Infantry Close assaults: mist be within 50m of their target, which maybe an feneny section, soft-skinned vehicle, armoured vehicle or heavy weapon. It may Fire whether it has moved 50m or not. Infantry Fire at Armoured Vehicles: Infantry fire at AFVs from over 50m has no effect other than if any result is obtained the vehicle is suppressed. At 50m or under the AFV is only suppressed if any result other than a 'DS' is obtained. If a 'DS' result is obtained the AFVs side armor is deducted from 8 if the infantry are equipped with A/T grenades or 5 if not and then this number or less must be rolled on 1D10 to disable the vehicle. If the AFV is not disabled it is neutralised but only if the infantry were equipped with A/T grenades. E.g. An A/T grenade British section gets a 'DS' result on a Panther within 50m, the Panthers side armour is 4 so a 4 or less on 1D10 is required to disable it. Snipers (Optional): if @ section with a sniper attached fires at a command section or unsuppressed command vehicle and scores a 'D' or higher. result the connander has been hit and the section or vehicle is out of command control for that turn only. Results of a hit onan Infantry Section An infantry section or half section that receives an 'S' result is suppressed for the rest of the move. An infantry section or half section that receives an 'D' result is dispersed for the rest of the move. An infantry section that receives a 'PD' result is permenantly dispersed for the rest of the game. Avhalf section that receives a 'PD' result is disabled and removed from the game. An infantry section that receives an 'DS' result is disabled and removed from the game. Results of a hit on Heavy Weapons and Soft-Skins A heavy weapon (A/T gun, A.A.gun, Artillery etc.) is treated the same as for an infantry section. (Optional) Unless disabled from within 50m by an infantry section,only the crew have been killed and the weapon maybe recovered for campaign purposes. 20 13.7.2 13.8 13.8.1 13.8.2 13.8.3 13.8.4 13.8.5 13.9.4 13.9.5 13.9.6 13.9.7 13.9.8 DIRECT AREA FIRE - OTHER A soft-skinned vehicle that receives an 'S' result is suppressed. Any other result disables the vehicle. However see section 19.2.6 for the effects on any passengers. Tows are treated as a seperate target for infantry fire. Guns, Howitzers and Cannons Direct Area Fire Guns, howitzers and cannons use Direct Area Fire against acquired targets, other than AFVs unless no 4/T round is carried. To resolve the fire take the Direct Fire Number from the Artillery Data Chart. Apply any appropriate Direct HE Fire Modifiers and use the modified column on the Area Fire Table 15.0. Note: the additional barrel modifier applies to multiple mounted cannon. Any coax mg maybe fired as well adding the additional modifiers for the appropriate range, as for an NMG. Other vehicle mounted MGs under 12nm must be fired seperately, counting as an IMG if ball, pivot, cupola or fixed, and as an MMG if turret or coax mounted. E.g. a Sherman IB, moving half, fires at an observed A/T gun deployed behind a wall at a range of 1250m. The Direct Fire Number for a 105mnL22 is 12, +2 for coax MG, -2 for range, -i for light cover, -2 firing on move, giving a final Fire Number of 9. Roll 1D20 and apply the result from the Area Fire Table 15.0. A stationary M15 fires at an observed dispersed infantry section at 750m in slit trenches. The Direct Fire Number is 8, +8 for 2 coax HMG, -1 for range, —4 medium cover, giving a final Fire Number of 11. The results are as for 13.6 for infantry, 13.7 for heavy weapons and soft-skinned and 14.9.4 for AFVs. Suppressive Fire Suppressive fire is a form of Direct Area Fire used either to make a suspected enemy keep his head down, draw his fire or for the support of an assault into a positio It maybe fired at the edges of a road, a linear obstacle, the edge of a built up area, individual buildings, woods or identified field defences. It may only be fired in the following circumstances: (a) If the fire has been received from an area to be suppressed. (>) The area to be suppressed is to be close assaulted at the end of the movement phase. (c) Fire designated before the game to be carried out by units with reconnaissance oders, in order to draw fire from suspected enemy positions. Suppressive fire is carried out during the movement phase by any element that does not move more than half a move. An element firing suppresssive fire may not fire in the next firing phase unless it is a close assaulting infantry section. Resolving Suppressive Fire ALL elements count as one suppressive fire factor unless they have more than ‘two machine guns able to bear in which case they count as two. The maximum range for suppressive fire is as follows:— SMG Section 100m Other Section 200m If any MGs, cannon, 1t-mortar 500m Larger guns capable of firing HE 750m Note: A vehicle may fire either its main gun or coax MGs. Autocannon may fire with coax NGs. ‘The width per element firing of suppressive fire is 50m (2.5cm). If the feature is shorter than the width of the suppressive fire then divide the length of the feature by 50m, into the total width of the suppressive fire. Throw 1D10 for each element in the suppressive fire zone and consult the following table:- TARGET ELEMENT SUPPRESSIVE FACTOR 0 9-10 2 or greater a 13.9.9 INDIRECT AREA FIRE Suppressive fire must be aimed at the middle or corner of a feature, or at the point from which fire has been received. It penetrates 25m into a built up area and 50m into any other terrain. E.g. An infantry platoon of 4 elements (each with 1 MG) and their MG armed carriers fire at a 200m wide wood at a range of 100m. The suppressive width is 400m, divided by 200m gives a suppressive factor of 2, all elements within 50m of the edge are at least suppressed. If the wood had been 300m wide the factor would have been 1.5 and the middle line would be used. Indirect Area Fire 141 14.3.2 14.3.3 14.3.4 14.3.5 14.3.6 General. Indirect Area Fire is carried out by artillery and rocket batteries, where the target is out of sight of the battery and fire is either controlled by an observer or programmed, see 6.6 or 6.7. FIRE MISSIONS Interdictive Fire ‘This type of pre-planned fire is used to disrupt an enemies line of advance or retreat. It must be plotted before the game commences and each battery may only have 1 interdictive fire point. Which batteries may use Interdictive Fire are shown on the Programed Fire Table 6.7.4. Defensive batteries able to use defensive fire may carry out Interdictive Fire whenever they are not called upon to carry out any other fire. Attack or Encounter game batteries may only fire the number of bounds listed. ‘These need not be continuous but once the programme has been cancelled it may not be restarted. Interdictive Fire may not be carried out by rocket batteries. Interdictive Fire is subjective to a negative Fire Number modifier depending on the firing weapons calibre. Defensive Fire This is allowed only to defending units in an attack/defence game and is used to provide an instant barrage of fire in support of a defending unit. Tt maybe called down by a FOO attached to that battery or the unit it is given orders to support and arrives in the same move that it is requested. Tt maybe called down by the observing element. if an enemy unit is seen moving within 250m of the fire point or if fire is coming from within 100m of the tire point. The levels of batteries able to carry out defensive fire and the number of points allowed is given in table 6.7.4. These missions must be planned before the game starts and their exact position shown on a map. Opportunity Fire This is the normal form of fire missions. It is requested by a FOO or command clement, with its time of arrival depending on its level of control and who is requesting it, as listed in the artillery orders section 6.5. Opportunity Fire maybe bought down on an acquired target, or if it is moving a point on its estimated line of advance within 250m of its current location. Tf when the fire is to arrive the target is not within 100m of this point the battery will only fire for one turn using the interdictive fire modifier. Programmed Fire ALL programmed fire must be pre-planned before the game. A batteries programmed fire maybe cancelled at any time but if so it may not be restarted. Counter-Battery Fire Counter-battery Fire is carried out by batteries designated for counter-battery fire, which may not carry out any other fire missions. These are fully supported by locating equipment, usually sound and flash ranging, although a counter mortar radar was deployed by the British by the end of the war. This maybe used against mortar and rocket batteries only. 2 14.3.7 14.3.8 14.3.9 14.4.5 14.6 14.6.1 14.6.2 14.6.3 INDIRECT AREA FIRE ‘The chance of locating a battery for counter-battery fire purposes is shown on the Counter-battery Fire Table. ‘The fire is centred on the middle of a deployed battery, from which any deviation is rolled. COUNTER-BATTERY FIRE TABLE [BATTERY EQUIPPED RANGE TO TARGET O-Skm__5-15km _15-30km_30kmé lSound and Flash Ranging 7 8 9 10 [Counter Mortar Radar 5 6 - - Die Roll Modifiers Each round of fire from target battery +1 Rockets firing +2 Mortars firing (not CMR) - Target battery dug in or camouflaged a ARTILLERY FIRE ZONES ‘The beaten zone for an artillery battery is as shown on the following table. This is for a simple concentration for a five to eight gun battery. If only three or four guns are firing, the beaten zone is halved by width, if only one or two guns, half this again by depth. A Fire Zone Template is included in the back of the rules. Programmed and defensive fire may also use a linear concentration. This is half the depth and twice the width of that given for the size of battery, and its position and direction must be shown on the player's map. [cuns ond Mortars Width Depth ipto 90mm T.5em Sem upto 125mm 10cm 75cm Upto 160m 15em 10cm lover 160mm 20cm 12.Sem Rockets 10cm 10¢m ‘The beaten zone for Rockets is for one or two launchers, for each pair of additional launchers increase the width by Sem. REQUESTING INDIRECT FIRE Observation and requests for artillery fire support are made during phase 5.1.2 and a note must be made of the fire point, turn of arrival, type of fire mission, ‘and the number of turns the fire is requested. A battery unless carrying out pre-planned fire, will only have one fire mission at a time, and whilst a request for a further mission maybe made to a battery, it will finish its current mission before carrying it out. The exception to this is defensive fire. If this is requested the batteries current mission is cancelled. An example of the Fire Mission Order Sheet is included in the Appendicies. Whilst a battery may only receive one request for a fire mission per turn, an observer may request the same fire mission from a number of different batteries in the same turn providing he is netted into them, see artillery orders 6.5. EFFECTS OF INDIRECT AREA FIRE All elements which are in the fire zone during the indirect area fire resolution phase 5.1.4 are tested for. If the fire continues for more than one move then any vehicle which moved through the fire in the previous move must also be diced for. This allows the attacker, if he has read his artillery missions correctly, to call down fire on an enemy position for a number of turns and then attack it whilst the enemy is still suffering from the bombardment. The enemy is unsure when the bombardment will end and it is safe to send reinforcements in etc. If more than one battery is firing at the same point, the fire area of the largest calibre is used, whilst the fire number used is that of the weapon that has the greatest number of barrels firing. If there are equal numbers use that of the weapon with the highest fire number. 23 INDIRECT AREA FIRE 14.6.4 DEVIATION All artillery fire is subject to deviation from the noted point of aim. Fire is more accurate if pre-planned and observed at the time of impact. Throw 1D10 and consult the following table:— DEVIATION 200m short 200m long 100m left 100m right 100m short 100m long 50m left 50m right On target 10 On target Die roll modifiers:— +2 Fire is programmed, interdictive, or defensive. 42 per turn of FOO observed fire. +1 per turn of observed fire by other command element requesting fire. IB soneun unig 14,6.5 Once a battery is on target it remains on target, if the fire is being observed, otherwise it must be diced for each turn. 14.6.6 The die roll modifiers are cumulative. E.g. if the fire is FOO observed defensive fire for the second turn then the DRM is +6. 14.7 RANGES AND ANGLES OF FIRE 14.7.1 The minimum and maximum ranges of mortars and rockets are given in the Artillery Data Charts, neither has any deadground behind a crest. 14.7.2 The minimum’ indirect fire ranges for other weapons is 1000m, and the deadground is 250m per contour for guns and 100m per contour for howitzers. 14.7.3 Le. if a gun was firing over a four contour hill, the minimum distance for the Eire point, from the rear top contour, is 1000m. If a battery firing at the crest of a hill (rear top contour) then a deviation result of over would become the minimum deadgroud range or the deviation range which ever is the longer; whilst for a battery that drops short behind a hill, the deviation becomes the minimum deadground range or the deviation which ever is the shorter. 14.7.4 Note: If a weapon has no direct fire number it may not fire direct, and if it has no indirect fire number it may not fire indirect. 14.8 RESOLUTION OF INDIRECT AREA FIRE 4.8.1 To resolve Indirect Area Fire take the appropriate Fire Number from the Artillery Data Charts. A guns effective Fire Number is used if the range from the battery is upto two-thirds of its maximum range, otherwise the maximum value is used. However note the minimum ranges and deaground from section 14.7. 14.8.2 This number is modified by the appropriate Artillery Column Fire Modifiers and the final column is used on the Area Fire Table 15.0. 14.8.3 E.g. A platoon of Italian infantry supported by 3 M13/40 tanks advancing on a British position is caught in the fire zone of a eight gun 25pdr battery, firing at a range of 7000m. This is inside effective fire range and the 2Spdrs Fire Number is 9 modified for both to 10 as they are moving. The 10 column on the Area Fire Table is consulted and 1D20 rolled for each element. 14.8.4 Note: If a weapon has no effective or maximum Fire Number it may not fire Indirect Area Fire 14.9 RESULTS OF INDIRECT AREA FIRE 14.9.1 The results of indirect fire on infantry elements is as in section 13.6. 14.9.2 The results of a hit on a heavy weapons element is as in section 13.7, except that the optional rules do not apply. 14.9.3 The result of a hit on a soft-skinned vehicle is as in section 13.7.2, tows are diced for seperately. 2h 14.9.4 15.1.2 15.1.3 15.2.3, 15.2.4 ‘The resulis of indirect area fire on AFVs is as follows:~ 's', "DY, and "PD! AFV is suppressed ‘ps? ARV is neutralised An AFV that is neutralised maybe disabled. Take the vehicles rear armour from half the weapons unmodified effective fire number (rounded down): this number or less must be rolled on 1D10. E.g. In the example above in 14.8.3, a DS result occurs on a roll of 19 or 20. The M13/40s rear armour is 1; half the 25pdrs fire number is 4, so there is a 30% chance of disabling the M13/40, COVER DEFINITIONS Light Cover - applies as follows:- (a) Stationary infantry and heavy weapons using natural cover such as hedges, ditches, woods, shell scrapes. (b) Moving infantry in dense woods, bocage and built up areas. (c) Artillery fire against vehicles in built up areas. Medium Cover - applies as follow (a) Infantry and heavy weapons occupying field defences. (>) Stationary infantry and heavy weapons in built up areas. (c) Dug in vehicles. Heavy Cover ~ applies as follows (a) Infantry and heavy weapons occupying concrete buildings, pillboxes, and other permanent defences. EFFECTS OF FIRE ON COVER Infantry fire has no effect on cover. artillery fire has no effect on light or medium cover within the length of a game (shell holes and rubble are just as good cover) except that the elevation advantage of built up areas is reduced by one for each two turns of fire from upto 125mm and one turn over that. Also roads within and adjacent to built up areas are destroyed, treat them as built up areas, after the same number of turns. Roads are also destroyed in the open after’3 turns of fire upto 125nm or two turns over 125mm, Note interdictive fire triples these times. Concrete buildings and defences are treated as an armoured target and should e given an armoured value (treat 150mm of concrete as 1). They should be tested by each area capable of holding 1 infant.” section or heavy weapon and are treated exactly as armoured vehicles. (Note this mes.s that Direct Fire maybe used against them so the size of such defences also needs to be agreed). Infantry fire has no effect on fully prepared concrete defences other than to suppress them and their occupants, unless it is from within 50m, when it still only affects the occupants. They mdy however fire at the occupants of concrete buildings using the hard cover modifier. Also see section 22.8 on engineers and defences. 25 AREA FIRE TABLE 15.0 AREA FIRE TABLE [pre FIRE NUMBER Row] 1 2 3 4 5/6 7 8 9 10/11 12 13 14 15/16 17 18 19 20 : s 2 ss 3 ss 8 4 . sss s 5 $ 6 s sjs s ss D 7 ss s}]s s DDD 8 s s s s|s DDD D 9 Ss S S$ S$ S|D D DD D 10 sss _p DID p DDD 1 S ssfs s DD D{D DD D PD 12 ss s s/s D-DD DID D PD pp pD 13 s S S$ S$ S/D D D D D|pD PD PD PD PD 14 s|S S S$ DD/D D D D pDlPD PD PD PD PD 15 s_s{s_p p DD|D PD Pp PD pp| PD FD PD PD ps 16 SS S[D DD D D]PD PD PD PD PD] PD PD PD PD DS 7 SS D D|D D PD PDPD|PD PD PD PD PD|DS DS DS DS DS 1] s S D D DJ] D PD PD PDPD|PD DS DS DS DS|DS DS DS DS DS 19 | S D D PD PD] PD PD DS DSDS|DS DS DS DS DS|DS DS DS DS DS 2 | D_D PD Ds Ds} DS DS DS DS DS|DS DS DS DS DS|DS DS DS DS DS ARTILLERY MODIFIERS +1 Target moving -2 Target in light cover -3 Target in medium cover -5 Target in heavy cover -2 Self moved last movement phase 42 Target soft-skinned vehicle 41 Target open topped AFV or heavy weapons +2. Each additional battery +1 Firing Airburst, target soft or infantry in open +2. Firing Airburst,target infantry in light cover -2 Firing airburst, target infantry in heavy/mediun cover -5 Firing Airburst, target non-open topped AFV -4 Interdictive fire upto 170mm calibre -6 Interdictive fire over 170mm calibre -2 Target dispersed infantry INFANTRY MODIFIERS DIRECT AREA FIRE +1 Infantry target moving -1 per 500m range, over 500m ~2 Target in light cover +2 each additional barrel -4 Target in medium cover -2 Target in light cover ~5 Target in heavy cover -4 Target in mediun cover +1 Self stationary last movement phase “6 Target in heavy cover 42 Target open topped AFV within 50m +1 ‘Target soft-skinned transport -2 Self suppressed -2 Target dispersed infantry -4 Self Dispersed -2 Firing on the move -2 Fired A/T weapon this phase "2 Firing at night -1 Firing mounted <1 Firing at night 26 Smoke 16.1 16.1.1 16.1.2 16.1.3 16.1.4 16.1.5 16.1.6 16.1.7 16.1.8 16.2 16.3.2 16.3.3 16.3.4 16.3.5 16.3.6 16.4 16.4.1 16.4.2 16.4.3 ARTILLERY SMOKE ‘A smoke screen maybe laid by indirect fire in phase 5.1.4 by any artillery battery equipped with smoke rounds. The screen covers twice the area of the beaten zone of the battery firing. The additional area is placed adjacent to the beaten zone and the whole of the area is then twisted to line up with the wind. The screen is partial for the first move after laying, it is then full for two moves followed by a move of partial screening before dissipating. WIND DrRECTION GUN BATTERY Deviation must still be rolled for a smoke screen. A full smoke screen completely blocks vision, hovever a unit inside the smoke screen and touching the edge may see out and maybe seen by units outside. Both count as seeing through partial snoke and the unit inside as being in cover. If a unit leaves a smoke screen in the open it does not count as being in cover even if it spends longer than half a move inside. The visibility inside a smoke screen to units which are both in it is 25m. ‘WE EFFECT OF WIND Wind speeds affect smoke screens as follows; the speed being decided before the game or controlled by the umpire. WIND SPEED AFFECT O-5kts Only covers beaten zone, lasts an extra full move. 6-15kts Normal. 16-30kts Only lasts one full move. over 30kts no smoke. SMOKE DISCHARGERS These are fired at the beginning of a movement phase and lay a screen touching the front of the firer if hull mounted, or any face of the firer if turreted mounted. The screen is 50m wide by 25m deep and is an instant full screen lasting until the beginning of the next movement phase for that element. Smoke dischargers can only be used if under direct fire, or to escape fire from a previously located eneny. Smoke dischargers take one move stationary to reload, only if not suppressed, neutralised or firing. 2" smoke mortars and German smoke grenade launcher are treated similar to smoke dischargers except that they lay a screen 75m wide by 50m deep between 50 and 200m away from the firing unit. They take no time to reload which is usually done from under cover. (Optional) the German Grenade thrower may also be used as an anti-personnel Weapon and may fire at infantry that moved within 50m of the vehicle in the first fire phase after the opposing players movement, as infantry fire with an Area Fire Number of 5. SMOKE GRENADES (Optional) Infantry sections maybe given smoke grenades, which maybe used to form a smoke screen adjacent to the section. They are thrown at the beginning of the movement phase and are 50m wide by 25m deep and count as full until the beginning of that sections next movement phase. Each issue of smoke grenades may only be used once. a NIGHT FIGHTING Night Fighting 17.2 17.3 4 TARGET ACQUISITION The following table gives the ranges and lighting levels at which various forms of illumination are effective. Flares and illumination rounds are fired in the Indirect Fire Phase 5.1.4 and last for the remainder of the turn, unless aircraft dropped, which last for two turns. The area illuminated is a circle around the point of aim. Searchlights must be turned on or off in the request phase 5.1.2. They are destroyed if the vehicle or position they occupy receives an 'N’ or worse result. The area illuminated is triangular with its far end 100m wide. Canal Defence Lights (CDL) are treated as searchlights except they are only destroyed if the vehicle carrying them is disabled. They may however be neutralised and be temporarily out of action. A unit which is illuminated by a CDL has a 42 on its acquisition attempts, and +4 on its firing. Infra Red detectors were fitted only to a small number of German Panthers, and they relied on an accompanying Sdkéz 251/20 to illuminate the target with an Infra Red searchlight. ILLUMINATION TABLE TLLUMINATION TPE TARGET LIGHT LEVEL Full moontight -. any Any = ct [Flares,Tilumination| Grenades, iM [any within | - som | - Rounds Mortar/Gun 90mm} Any within | — 50m | 100m N/G over 90mm [Any within | 50m | 100m | 200m Aircraft Flares} Any-within | 200m | 300m | 500m Searchiight IWehicte Any upto | 500m | 1000n | 150m we Any upto 750m | 1500n | 3000m co. Vehicle Any upto | 500m | 1000n } 1500m Infra Red Vehicle Any upto 250m | 500m _|_1000n The Light Level Number is @ modifier on the Acquisition Table 10.7.3 for spotting targets at that distance. Elements using a searchlight are visible at twice the distance given for the light level, thus an A.A, searchlight, if switched on, has an acquisition modifier of ~3 at upto 1500m for an element trying to spot it. This applies for direct fire and direct area fire. The searchlight is automatically spotted for indirect fire purposes. Elenénts driving with headlights are visible at twice the vehicle mounted searchlight range, e.g. @ stationary elenent is attempting to acquire a B sized lorry moving on a road at a range of 1500m. At 1500m the acquisition number is 5, -1 moving upto 250m, +5 observing at night, -2 using headlights upto 2000m = 7. FIRING AT NIGHT ALL but indirect fire and suppressive fire have a penalty for firing at night. MOVEMENT AT NIGHT Infantry movement is reduced as given in section 8.7.1. Vehicle movement is reduced as given in section 8.1.3. MORALE Morale 18.1 18.3.2 18.3.3 18.4 18.4.1 18.4.2 18.4.3, 18.4.4 18.4.5, A units morale represents it ability to carry on with its orders and actions. ‘These rules represent the effect on this morale of the units circumstances. The importance of Company and Higher Level HQ units will becone obvious, and their commitment to the front of the action as risky, for if they suffer badly or are disabled the cohesion of the entire battlegroup could rapidly disintegrate. REASONS FOR A MORALE CHECK A morale check needs to be made in the following circumstances by a platoon or independant section:~ The first tine the unit suffers an element dispersed, neutralised or disabled. ‘The first time a unit with a morale grade of 5 or 6 suffers an element suppressed dispersed, neutralised or disabled. If the units command element is disabled. If a unit loses more than 25% of its elements disabled in one game turn, or nore than 502 dispersed, neutralised, or disabled. A-unit may also take a morale test if it wishes to attempt to recover from poor morale, except for a unit that has had a result of retire. RESOLVING A MORALE CHECK To test morale take the units morale value and modify it by the following factor:~ +1 If not in command control. If at least 25% of a unit is dispersed, neutralised, or disabled. if the command element is disabled. If infantry with enemy armed AFV within 200m and not equipped with A/T weapons (A/T Rifle, ATRL, A/T grenades). Ie AFV moving in poor visibilty, or any element at night or in smoke or fog. Under indirect HE fire, or bombing attack. 42 At least 50% of a unit is dispersed, neutralised, or disabled. Under Rocket fire (air or ground) or being dive bombed. 43 At least 75% of unit dispersed, neutralised or disabled. -1 In field defences, or AFV hulldown to all enemy within 500m. If more enemy elements disabled by own unit, or seen disabled within 500m, than lost disabled itself, this turn. Note: The percentage factors are not cumulative. Non-AFV transport elements do not count as elements for morale purposes. Add the result of 1D10 from the following table and consult the chart below. bie ko | 1.2 ]3]4]s5]e6f7J]e To fio) Modifier | +3] +21} +1} 0] 0 | -1) -1 | -2 Modified 5 Morale Grade, 2) 3 | 4 8 s iil cB, fen BAO lunit Test ox | ox | ox | ok | jmove| jMove| Cover| Halt|Retire|Retire [Formation Test] ox | ox | ox | ox | ox | ok | Halt | Hait|Retire|Retire RESULTS OF A UNIT MORALE CHECK ok Units morale still good. Nove Maximum advance towards enemy at half speed. May retire away from all eneny at upto full speed. Cover Move to cover within half a move and halt, unless already in cover, do not move to within 100m of any enemy (acquired or not). Halt Halt in present position, or retire to cover. Retire 100m from any enemy element within 100m (acquired or not). Retire Retire from action at maximum speed, transport may pick up infantry if within 50m, otherwise they move seperately. In a competition : game the unit will retire off table, otherwise a rallying point must be designated at least 250m behind the start line before tne 29 18.4.6 18.8.3 18.9 18.9.1 18.9.2 MORALE, game commences. If this is overrun by the enemy the unit must retreat off table. ‘Troops and crew of a vehicle that is neutralised will abandon it, and any troops on foot within 50m of enemy troops who have good morale (half move or better) will surrender if forced to retire by morale. FORMATION MORALE CHECK Company and higher level commands take a formation morale test. The test maybe caused by the same reasons as a units morale check (18.2). ‘They may also have to check their morale if any of their primary subordinate units suffer a halt or retire morale reaction. Thus a Company HQ will have to take a formation check for any platoon sized unit that has a poor morale reaction, a Battalion HQ for any company sized unit that has poor reaction etc. ‘The formation morale check is taken after all unit morale checks. RESOLUTION OF FORMATION MORALE CHECK Take the command groups morale value and apply any modifiers from the unit morale check (18.3) that apply to itself, then modify it by the following factors:- 41 For each subordinate unit that has a halt reaction. 42 For each subordinate unit that has a retire to regroup reaction, or has been totally disabled. ‘Throw 1D10 and consult table 18.3.3 and the attached chart using the formation test Line. RESULTS OF FORMATION MORALE CHECK oK Formation carrys on with orders. Halt ALL subordinate units halt in present position or retire to cover within half a move. They must retire 100m, from any enemy elements within 100m, unless in field defences. ‘The entire formation must retire, from the table if a competition game, or to a regroup point if not, at maximum speed, except that a directly subordinate unit that has all its units with good morale (OK or half move) may act as a rearguard and need not commence retiring until all other units have left. the table or reached the rally point. ‘They need not retire at full speed and will defend other units until they rally. ‘The effects of neutralisation and surrendering is as in 18.4.6, whilst retiring to the regroup point or table edge. RALLYING A-unit or formation which reaches a regroup point may rally after two moves providing that it is in command control and has commanders for its constituant units (see 7.3.5). If not it must wait until this happens. If the unit or formation is forced to take a further morale check due to enemy action it will retire off the table instead. This only applies once it has reached the regroup point. A rallied unit must be given new orders: MORALE VALUES For competition purposes all units should have a morale value of 4 unless the lists allow. Otherwise players may classify troops as they wish, a guide being given below: MORALE VALUE, ____TROOP TYPE _ T “Fanatics e.g. Japanese Infantry 2 Elite formations e.g. British Paras, U.S.Rangers 3 Veteran or Experienced Formations e.g. SS Pz Grenadiers 4 Average combat troops e.g. regular British, American, German and Russian units 5 Poorly led combat troops e.g. Italian infantry 6 Unwilling troops e.g. any forced conscripts (Optional) Any Morale Value 1 troops that throw a +/-3 result on table 18.3.3 ‘must “immediately charge any enemy within 200m and close assault them, regardless of any other morale result. 30 ‘SUPPRESSION/DISPERSION/NEUTRALISATION Suppressed, Neutralised or Dispersed 19.2.3 19.2.4 19.2.5 19.2.6 19.2.7 19.3.2 ‘SUPPRESSION A section or elenent which is suppressed has received fire, which whilst not damaging it, causes armoured vehicles to close down and other elements or sections to think about seeking cover. It restricts visibility and reduces fire and movenent.. Mark all suppressed units with an 'S' marker. ‘A suppressed element may only nove at half maximun speed for the terrain it is in. Suppression lasts until the suppression removal phase 5.3.3 of the current game turn. An artillery battery with more than 25% of its weapons suppressed must fire with the interdictive modifier applied. Sections leaving a supressed vehicle or construction are themselves suppressed. DISPERSION Dispersion affects infantry and heavy weapons as follows:- ‘Temporary Dispersion is caused by he neutralising effects of enemy fire, minor losses, damage to equipment and the willingness of troops to seek cover. The section or heavy weapons become dispersed and their fire effectiveness is reduced by four, it may however never drop below 1. Note that they also become a harder target to hit. An element dispersed may not move towards a known enemy position, and must either move to cover within half a move or remain stationary. ‘Temporary Dispersion should be marked with a 'D' marker and lasts until the suppression removal phase 5.3.3 of the current game turn, when it is flipped over to its 'S' side as it is then suppressed for the next game turn. Permenant Dispersion is as for temporary dispersion except that casualties and damage is so extensive that there is a permament loss of effectiveness and the section or element remains permenantly dispersed and should be marked with a 'PD' marker. This marker is never removed. During the remainder of the turn that the element suffers a 'PD' it may not move towards a known enemy position and mist either move to cover within half a move or remain stationary. In subsequent moves it may act as its morale allows. ‘The Effects of Dispersion on Soft-skinned Vehicles are as follows:~ (a) Soft-skinned vehicles that receive a temporary dispersion may no longer advance towards the enemy, any element inside must disembark counting as suppressed. Any tows must be dropped also counting as suppressed. The vehicle may however retire from the eneny without disembarking its passengers or tows. (b) Soft-skinned vehicles which receive a permament dispersed result are instead disabled, and any troops carried must disembark temporarily disabled, as are any tows. ‘The Effects of Dispersion on Armoured Vehicles are as follows: (a) Any dispersion result only suppresses an armoured or partially armoured vehicle. (b) Passengers riding on the outside of the vehicle are treated as a seperate target for indirect area fire and diced for seperately. For direct area fire they are treated as the same target and the same die result as for the armoured vehicle is used against the riders. (c) Passengers riding inside a vehicle are treated as suppressed if they attempt to fire the vehicle or disembark. NEUTRALTSATION Only armoured vehicles maybe neutralised, this represents minor damage such as vision blocks, radio aerials etc, or the crew being thrown off their feet by a non-penetrating hit. A neutralised vehicle may not move or fire for the remainder of the turn. Mark it with an 'N’ marker, this is flipped over to its 'S’ side during phase 5.3.3 and the vehicle is suppressed for the next move. 31 19.4 19.) 19. 19. 19. 19 5 5.1 5.2 5.3 5.4 19. 19. 19, 19, DISABLEMENT DISABLEMENT An element or section which receives a disabled result has received severe damage to vehicles or equipment or personnel losses, and for game purposes are considered destroyed. ‘TIMING OF VEHICLE DISABLEMENT AND ESCAPING FROM DISABLED VEHICLES Vehicles disabled in phases 5.2.3 and 5.2.6 are disabled in the position they now occupy. Vehicles disabled in phases 5.2.2 qnd 5.2.5 are disabled in the position currently occupied unless they moved out of sight during the preceeding movement phase, in which case the vehicle is moved back to its last position that it was in sight of the element that knocked it out. This may mean that sections which have disembarked later in the movement phase may also have to be moved back and tested as for escaping from the vehicle. If the vehicle is knocked out in sight, infantry which disembarked in the preceeding phase count as being temporarily dispersed. Occupants of vehicles which are disabled test to escape at the beginning of the morale phase 5.3.2, they take no further part in a turn until this time. 1D10 is thrown per element attempting to escape and the following chart consulted. VEHICLE RESULTS, DESTROYED BY 1 PD “HEAT over 90mm, Flame = 3-7 = JAP over 90mm 7-10 46 IHE,HEAT upto 8Sam, AP upto 89mm] 6-10 5 Cannon_and MGs MGs 5-10 2-4 Test for each element seperately, except that if a 1 is thrown, that element and any other element that remains to be tested are disabled and the vehicle is destroyed by a catasrophic explosion. This explosion will also destroy any tows. Tows must also be tested as whilst the weapon is alvays tested for seperately, in an attack the crew will be in the vehicle and need to escape. (Optional) As crews and tows may survive seperately, such surviving units maybe combined, temporary crew counter being needed. 32 AIR OPERATIONS Aircraft Operations 20.1 ‘TYPES OF AIRCRAFT AND MISSIONS Only those aircraft which could normally be found over the battlefield are considered here. 20.1.1 (A) Light Bonber = Their mission should be planned before the game commences, with the turn of entry, and the target point being designated. Their attack may only be cancelled, and not re-ordered. They may only be used in an attack/defence game. 20.1.2 (B) Fighterbombers/Groundattack - These are the most common types of air operations, they maybe given two types of mission. 20.1.3 (1) On Cal - These are controlled by an on table Forward Air Controller, their target must be designated by them, at the time of request, with the aircraft arriving in the next air strike phase. They may make three passes over the table and the target must be designated by the Forvard Air Controller in phase 5.1.1 of each turn. 20.1.4 (2) Free Range Mission ~ The move these arrive and the initial flight path must be planned before the game. On their first turn over the table they may attenpt to spot upto three targets, each at least 250m from the other, whilst crossing the table. One of these, if spotted maybe attacked in the next turn. If nothing is spotted it does not return. Only one combat pass is allowed. 20.1.5 (C) Battlefield Reconnaissance - Only allowed if using pre-game reconnaissance, see section 4.3. 20.1.6 (D) Observation - These are spotter planes used either to control artillery fire or are linked to the BattleGroup HQ for inmediate reconnaissance purposes, allowing changes in orders. They may remain over the table for the whole game. 20.1.7 (B) Transport/Gliders - These missions must be pre-planned, including dropping points and landing areas, see section 21.0. 20.1.8 (F) Fighters - To simplify the game there is no air-to-air combat over the table (although the rules are there to do it), but fighters maybe bought as a Combat Air Patrol (CAP). These engage any aircraft approaching the table and fight one round of combat. Any attacking aircraft that survive may enter the table as planned. Of course the attacking aircraft may have a fighter escort, this may engage the CAP, but may not enter the table. Each CAP aircraft may only engage upto two aircraft a turn, but they may remain availiable for the entire game. They are considered to be replaced constantly. 20.2 FLIGHT PATHS AND RELEASE POINTS 20.2.1 Only Type F and Type C missions need a flight path designated and this must be in a straightline from any point on the players table edge to any point on the opposing players table edge. 20.2.2 Type D missions remain on the table for the whole game and may move upto lcm per km/hr listed on the aircraft data. Their minimum turning radius is 200m and:their minimum speed is 60km/hr, which is approximately the distance of a 360° turning circle, so they may remain in place. 20.2.3 All others are placed at the release point for their veapons at the beginning of phase 5.3.1. The release point depends on the type of weapon and the height fat which they are released or fired, as given below:— WEAPON RELEASE POINT HEIGHT Tring guns a ary Tor ont] Firing rockets 100m, very low onl} Dive bombing 750m start medium, finish low/very low Tevel bombing TOO at Tow 1500n at medium 2000m at_high 20.2.4 Note: Dive bombing may only be carried out by specialist aircraft. 33 AIR OPERATIONS 20.2.5 The release point must be estimated by the player, the aircraft being placed on the table at the point he estimates is the correct distance from his target point, no measuring is allowed, and any undue delay in placing the aircraft should be penalised by the umpire. 20.2.6 The final release point maybe different due to the effect of flak. 20.3 20.4 HEIGHTS Low, medium and high altitudes are arbitary heights well above all terrain, (unless your in the Alps), and apply only to flaks ability to reach that height and for bomb aiming purposes. Very low altitude is between 4 contours and 20 contours high. ACQUISITION 20.4.1 Aircraft - All aircraft are considered acquired at their release point, or at any point along their flight path. 20.4.2 Ground targets — No acquisitions maybe made from medium or high altitudes. Exception Recce may acquire at medium altitude. Note that a dive bomber must acquire on its first pass or be directed by a forward air controller. 20.4.3 At low altitude count as for ground acquisition, with modifiers for higher but not moving. 20.4.4 At very low altitude count as for ground acquisition, but with no modifiers for 20.5 higher or moving. FLAK 20.5.1 To carry out a flak attack check that the weapon is in range and that if the aircraft is very low that there is no intervening terrain. 20.5.2 Take the Flaks A.A. value from the Flak Table depending on the aircrafts height and apply any modifiers for the aircrafts speed, range etc, and roll 1D20 on the Avea Fire Table 15.0 with the following possible results:~ tt No effect. r Roll for deviation as per artillery. DY Roll for deviation +100m as per artillery, ( on a 9 100m long,on a 10 100m short) "PD! Current attack aborted. "DS' Aircraft shotdown, remove from play. 20.5.3 FLAK TABLE WEAPON MAXIMUM RANGE, HEIGHT A.A. VALUE G tut 4) 750m wou, T Twin MG 250m v.low 2 triple MG 400m __vilow 3 Quad NG 500m v. low 4 ENG 500m upto low 2 Twin HMG 500m upto low 4 [Triple TAG 750 | ~~—upto low 3 Quad HYG 750m upto low 7 20nmA 1000m upto low 4 Twin 20mmA 12500 upto low 7 ‘Triple 20mma 1250m upto low 9 Quad 20nmA 15000 upto low u 25mmA T250m upto low. S Twin 25mm 1500m upto low 8 37—-40mnA 30000 Vv. low 6 low 8 medium 10 [57am OOO Vv. low 6 low 9 medium u Targer 700m v. low 7 low 4 medium 6 high 8 20.6 20.6. 20.6. 20.6. 20.6. 20.6. AIR OPERATIONS Flak Modifiers +1 Aircraft speed 200-399kn/hr. 42. Aircraft speed under 200kn/hr. “1 Aircraft speed over 600kn/hr. 1 Self target of air attack. =1 range at least 500m and over half range. Not : Loaded aircraft lose 100km/hr off top speed. AIR TO GROUND ATTACK 1 After receiving any flak measure from the centre of the aircraft stand, or nose of the aircraft if no stand is used, the appropriate release distance in a straight line with the target, and place an attack marker at this point. 2 If this unmodified attack point is more than 100m from the proposed target the aircraft has misjudged the distance and will not fire or release its weapons. 3 If due to Flak a deviation roll is required, move the attack marker the appropriate distance, and the fire is centred on this point. 4 All air to ground fire is considered as area fire, except for specialised A/T aircraft, see section 20.8.4. 5 The fire zones are as follows:~ Guns = As for ABHG of 125mm guns. Rockets - As for ACDF of 90mm guns. The fire value is 8 for the first pair of rockets, plus 2 for every pair thereafter. All rockets carried must be fired as one load. Bombs = As for ABHG of 90am guns per pair of bombs. The fire value is 1 per 50kg of average bomb weight dropped. A single bomb has its weight divided by 2. B.g. a Typhoon drops 2 250kg bombs, they cover 1 fire zone with a fire number of 5. A JuB7D drops 4 100kg and 1 450kg bomb, it covers three fire zones with a fire number of 3 (850:6 = L4lkg). However see dive bombers section 20.8.1. Note: All bombs and bombloads have been rounded to the nearest 50kg. 20.6.9 All fire zones have their longest side parallel to the aircrafts flight path, 20.7 20.7. 20.7. with the first placed centrally on the attack point, and for bombs any others placed adjacent along the flight path. RESOLVING AIR TO GROUND FIRE 1 Air to ground fire is treated as for direct area fire with the appropriate Fire Numbers and Modifiers from below for gun: em FIRE NUMBER MODIFIERS aA ¥5 Each additional 23amt barrel. [30mm 3 +2 Each additional 20m barrel. Sand 7 +1y Each additional iMG barrel 20mma 6 - (rounded down) TNC 4 31” Bach additional MG barrel. MG 3 =2 Target in Light cover. -4 Target in medium cover. 6 Target in hard cover. +2. Target is soft transport. =2 Target is dispersed infantry. 2 Note: For aircraft with mixed armaments take the Fire number for the largest number of barrels, with the appropriate modifiers. If there are equal numbers then take the highest. E.g. A Spitfire IXC has 2 20nmA and 4 MG, has a fire nunber of 3 plus 3 for extra MGs and 4 for the cannons = 10. ‘A BE109G-6 has 1 30mmA, 2 20mmA, and 2 HMG, has a fire number of 6 plus 3 for the extra 30mm cannon, 2 for the extra 20mm cannon and 3 for the HMGs = 14 35 AIR OPERATIONS +3 The results of an attack are the sane as for direct area fire see 13.5. 4 Exception: An air attack using MGs only may disable armoured vehicles whose rear armour is 0 or which is open topped. Otherwise an MG only armament may only suppress an armoured AFV. 20.7.5 Rockets and bombs use the modifiers in 20.7.1 above. 20.8 SPECIALIST AIRCRAFT 20.8.1 Dive Bombers - These maybe fired at twice in the Flak phase, once at the beginning of their dive at medium altitude and once at low or very low altitude depending at what height they pull out. A flak gun may fire once at each altitude if it can reach 20.8.2 A Dive Bomber that pulls out at low altitude drops its bombs as for any other bomber with the fire zones adjacent. The release point is still 250m, and of course very low level flak is avoided. 20.8.3 A Dive Bomber that pulls out at very low however may stack its fire zones, so that in the previous Ju87D example its fire number would be 9. 20.8.4 A/T Aircraft - These maybe requested and controlled by an air liasion team, or be on a free range mission. 20.8.5 If on a free range mission their number of combat passes is increased to three. After the first recce pass they may attempt one further acquisition after they have carried out their attack for the current turn, and this target maybe attacked in their next turn, If nothing is spotted, a further recce pass is carried out, this does not deduct from the number of combat passes, but if in any move nothing is spotted the aircraft will leave the table. 20.8.6 Treat any fire as for direct fire, except that the self moving modifiers do not apply, nor do second and subsequent’ shots. 10.8.7 An 'S' flak result as +3 to the required Fire number and a 'D' result +6, 20.9 AIR TO AIR COMBAT 20.9.1 Each fighter on CAP may attack upto 2 attacking aircraft, any attacking aircraft in excess of this are free to enter the table. However each escorting fighter negates one CAP and mist be attacked first. If the escorting fighter is aborted or shotdown a further (none escorting) aircraft maybe attacked. Each combat takes place individually and the result is taken before another combat takes place. 3 Attacking (none escorting) aircraft may not fire back in combat unless they have a non-forward fixed armament, or they jetisson their load and abort their mission, 0.9.4 The order of firing is turreted guns pivot and rear fixed guns fixed forward guns 10.4.5 Fixed rear guns may only be used if being intercepted. 20.9.6 The results of each firing are applied before the next is carried out. 20.9.7 Resolution of air to air combat Total the aircrafts firepower of the type in question as for air to ground fire and apply the following modifiers: +/-1 For First 25km/hr difference in speed if fixed guns. 4/-1 For each subsequent 100km/hr difference if fixed guns. 4/-1 For each 1 difference in combat value if fixed guns. +/-1 If combat value greater/lower and using pivot guns or rear fixed guns. 4/-1 If speed higher/lower by more than 50km/hr and using pivot, turret or fixed rear guns. #/-2 Attacking aircraft (not light bomber) carrying load, if fixed guns. Roll 1020 and consult the area fire table 15.0 with the following result:~ = No effect, attacking aircraft may enter the table. 'S' No effect on attacking aircraft, may enter table. -1 on Fire Number if not yet fired that phase. "D! No effect on attacking aircraft, may enter table. "PD! Aircraft aborts mission, no points lost. "DS! Aircraft disabled and shotdown. 36 20.9.8 AIR OPERATIONS Examples of Air Combat Two flights of 2 Spitfire VC on CAP intercept 1 flight of 4 JUS7D escorted by 1 flight of 3 BE109F-4 over Tunisia. 3 of the Spitfires must engage the BE109F, whilst one is free to attack 2 of the Ju87D. The combat with the BE109Fs is as follovs:~ The Spitfires fire number is 12, +1 difference in combat value = 13, on a roll of 12, 17, 19, one BE1O9F is untouched, 1 is aborted and the other is shotdown. ‘The BF109Fs fire number is 8, -1 difference in combat value = 7, on a roll of 5, 16, 20, 2 Spitfires are untouched and one is shotdown. The combat with the Ju87Ds is as follows: ‘The unengaged Spitfire attacks 1 Ju87D , which fires its ptmgs with a fire number of 4, -1 slower, -1 CV lower = 2 and on a roll of 17 gets an 'S' result. The Spitfire then returns the fire with a fire number of 12, +5 difference in conbat value, +1 more than 25kn/nr faster, +1 more than 100km/hr faster, +1 target loaded, -1 due to 'S' result = 19 and rolls a 5 which has no effect on the Stuka, which may then enter the table. It,then attacks a second Stuka which has no effect with ita pivot age. The Spitfirée fire nusber is now 20 and throwing a 16 , shoots down the Stuka. The Spitfire who shotdown his opposing Bf109F' may now also attack one of the remaing Stukas. Airborne Operations Whilst airborne operations were a feature of the Second World War, a contested landing was a very bloody affair, as witnessed in Crete. The rules here only give a guideline to such operations. 21.1 PARACHUTE LANDINGS 21.1.1 Each aircraft should be allocated a dropping point in the pre-game planning and on the appropriate turn placed at this point. This point should 1000m away from the landing point if dropped at medium altitude and 500m if to be from low altitude. 21.1.2 After taking any flak fire the actual landing point for each element being dropped is rolled for on the following parachute deviation tabli DIE ROLL, PARAS I ‘GLIDERS T 200m downwind 200m long 2 150m downwind 4 150m long 3 100m downwind 100m Long 4 50m right Hl 50m right 5 50n left. 4 50m_left 6 50m downwind ; 30m long 7 50m upwind 1 50m short 8 On Target i On Target 9 On Target : On Target 10 On Target f On Target 21.1.3 4 1S! flak result adds 100m to the above deviation, 8 being downwind/long, 9 being upwind/short, 10 still on target. 21.1.4 4 'D' flak result adds 200m to the above deviation, 8-10 as above. 21.1.4 4 'PD' result means that the drop is aborted, the plane may make one more attempt to land them in the next turn. 21.1.6 Each element landing must test_on the following table: Dispersed Permenantly Dispersed Disabled 37 ‘The following modifiers apply:- AoBeoupsng, imbtgh winds. 59 “Landing in woods © sam ® 7 a built, up-areag, ancwaters. satin anette att 21.1.7 The above suppressions and dispersals last until the end of thenext tin. 21.1.8 Parachute troops are considered t6 be moving *E" clas targets di'‘thé Elirn after Hot landing.” 9% seta eb v <2 GLIDER LANDINGS weit 1.2.1 Gliders are considered,.to, haye been released, off table\and:enter the/table at low altitude. They are placed at.a,.point..500m from,their Sanding point and flak fire takes place-atithat,pointy 21<2.2.Libe dive jhombersthey,,maybe fied at .twicey: ‘once at.low ‘altiutude enjiinnca at, weryilow altituden iain. a+ a gers 9: 21:23 They are heyaver not autonatically. spotted, being considered.as a D class target inthe open for forsa and_DFS,.230, C alass ,for ‘Waco, vand-B class for llamitcar, the-only modifigns applying are far .night ...,, viv32 -2.4 After flak fire the prelanding point,is adjusted., fow any idevsationsas .£or parachutists, but along the flight path rather.than downwind; ; 21.2.5 The glider then comencesplanding 300m-in..front raf the anmended ‘posits requiring aminimumof 300m clear ground for landing. : ni Biney 21.2.6 If the glider meets any obstruction before the end of this run, dice on the following table 2 Bagge enor aetac i en pax : all'Sappresded all_suppressed EULA, TTUUDAMAS mee § al] dispersed 2 : fi: all. dispersed x 106 sal, permenant ly, dispersed all permenantly dispersed]: all disabled Add 1 vo-di@r61i “f6t each 50h “GHort of landilig distance required: Note a hedge a ybstruction. ENGINEERING Engineering & Mines 22.1 22.2 22.3.2 GENERAL Most engineering work takes too long to be considered within a game, but in order to speed things up the tine taken has been reduced by two-thirds for all actions listed in this section. Unless otherwise stated these actions are carried out in the movement phase and the unit cannot fire in either of its fire phases for that turn. CONSTRUCTIONS Building times are as follows:- CONSTRUCTION TIME Foxhole or weapons pit 10 turns for unit digging it. Log bunker 36 turns for 1 section. Vehicle or artillery position 5 turns for vehicle with dozer. Anti-tank barricade - log 30 turns per 50m by 1 Eng.section. (must be adjacent or in a wood) 10 turns with dozer help. Anti-tank barricade - rubble 10 turns foe vehicle with dozer. (must be adjacent or in a built-up area) Barbed wire entanglement 5 turns per 50m, for 1 section. ‘BRIDGING Little in the way of bridging can be done during a game, a Bailey type girder bridge taking some 20 turns per 50m length for 1 engineering platoon to construct. A pontoon bridge 15 turns. Few vehicle launched bridges were used during World War II. Scissors type takes move toassemble , others 2 moves. Those availiable as follows:~ France Somua-Coder MSCL-5 Germany Pe IV Japan Type 97 Britain Valentine Scissors, Churchill A Churchill or Sherman Ark may also be used to cross a stream or ditch taking I move to get into position. ASSAULT BOATS AND FERRIES Assault boats carry one section and maybe assembled and launched in one move. ‘Thereafter they move at 10cm per turn. larger vehicle ferries must be assembled before the game and move at Scm a move. MINES Minelaying must have taken place before the game commences, and is usually only done in attack/defence games. A minefield is broken down into 25m sections, represented by brown squares of card. On the reverse of the card the minefield type and density is marked. ‘Types of Minefield (a) Anti-tank - the maximum density is 15 and is bought in increments of 5. A vehicle crossing an A/T minefield rolls 1D20 and if the minefield density number or less is rolled then the vehicle is hit. If the vehicles rear armour is 0 or it is a soft-skin the vehicle is disabled, otherwise roll half the Vehicles rear armour (rounded up) or less to save the vehicle, it is only neutralised. Infantry elements are unaffected by A/T minefields. E.g. A Sherman crossing a 10 density minefield will trigger a mine on a roll of 10 or less. If it triggers one it is disabled unless a 1 or 2 is thrown on 1D10, as its rear armour is 3. (b) Anti-personnel - the maximum density is 18 and is bought in increments of 2, with a maximum density of 16. A vehicle of infantry element crossing an anti- personnel minefield throws 1D20 and if the density number or less is thrown the element triggers a mine. Armoured Vehicles are not affected other than becoming suppressed. Soft-skinned vehicles are disabled as if receiving an artillery 'PD' result, whilst an infantry element receives a 'PD' result and may not move further that move. ENGINEERING (c) Mixed minefield - this may have a maximum density of 10 for A/T mines and 8 for anti-personnel mines. Both must be diced for if a vehicle, only anti- personnel if infantry. (4) Dumny minefield - These are as other minefields except that the reverse of the card is blank. This is revealed only if a die roll of v or less is thrown by the crossing element, and is then removed. 22.6 MINECLEARING 22.6.1 The only successful way of mechanically clearing a minefield was using flails, which have a clearance speed of 2.5cm a move. This decreases the density of a minefield to 1 for both itself and any following element. They only clear a one element wide path but for convenience renove 1 mine element by turning it 22.6.2 An engineering section using explosive charges can clear a mine element in two turns, reducing its density to 1. 3 Other’ manual clearance can take hours. 44 successful crossing of a minefield by an element reduces its density to 2. 5 Artillery fire can partially clear a minefield. For each move of artillery fire upto 125mm reduce a fields density by 2 and by 3 for calibres over that, and rockets, to a minimum of 2. BOOBY TRAPS These are usually left behind by retreating engineer units and maybe of two types:- Harassing - left behind in buildings or other constructions, of AP size with a density of 4. They maybe set off by troops entering the building or construction. They take two moves to set. 22.7.2 Controlled - Used to crater roads etc. Maybe AP or A/T and take 4 moves to set. Maybe set off by tripwire from enemy moving within 25m, or by remote control if the engineering unit can see both the charge and a located enemy. 22.8 DEMOLITIONS 2.8.1 Engineers take the following times to remove or fill defences: foasreucrioN, CLEARING UNIT. TIME [FIT in Z5a-oF A/T dice eng.section Turns vehicle with dozer 2 turns vehicle with fascine 1 turn Renove 25m A/T barricade —log 1 eng.section TO turns vehicle with dozer 5 turns, vehicle with deno.charges | 2 turns or petard Remove 25m A/T barricade — rubble]I eng.section 20 turns vehicle with dozer 10 turns vehicle with deno.charges | 2 turns or_petard 2A log bunker maybe destroyed by an engineering section being adjacent to it for one turn and rolling 1D10. The bunker is destroyed on a 5 or better. A concrete bunker maybe destroyed the same way but on a roll of 8 or better. A bunker is automatically destroyed by a hit from a petard or 380mm Rocket. BRIDGE DESTRUCTION Permanent bridges count as hard cover against artillery fire. Temporary or wooden bridges as medium cover. They take 20 turns to prepare for demolition. 3 Roll 1D10 and on a 1 or 2 the charge fails to go off, roll again the next go, if another 1 or 2 is rolled the charges have permenantly malfunctioned. On a 3 to 8 the bridge is demolished,and on 2 9 or 10 the bridge is still passable by infantry elements, and can be used as supports for temporary bridging. 1/200th SCALE 1/200th. Scale 23.1 23.5.3 23.5.4 23.5.5 23.5.6 23.5.7 ‘These rules maybe used-for one two hundreth scale actions with very few amendnents, which relate only to scale. As given in section 2.1 cm equals 10m or alternatively 1 inch equals 25m. This alters Artillery Fire Zones to the following:~ [GUNS _AND MORTARS DEPTH, po em | 0em lupto 125mm 15cm Upto 160mm 25cm Over 160mm 30cm Rockets. 20cm, Movement rates need not be altered. 1/200th PENETRATION TABLE (Optional) Because of the reduced number of vehicles being used a more detailed damage system can be used as follow: Once a hit has been obtained on an armoured vehicle compare the penetration value of the firing gun for the range with the armour value of the vehicles aspect hit, and using the resultant number on the table below roll 1D20 and apply the result to the vehicle. MODIFIED PENETRATION NUMBER 3a 5 678d rT a3 DS M2 M3 DS. a2 43 DS DS 5. i 6 al A2 | a3 DS DS DS 7 Al Ml M2] M3 DS DS DS 8 Al al a2 a3 | DS DS DS Ds. 9 Al ML M2 M3] DS DS DS DS 10 Al| M1 _a2__a3__ps | ps__ps__ oss 1 Al[ MI 2 ~_¥3 DS | DS DS DS Ds 12 al m2] a2 a3 DS DS| DS DS DS DS 13 al M2] M2 M3 DS DS| DS DS DS DS 4 Al Ml a2] 43 DS DS DS | DS DS DS DS 15 Al Mi M2 | M3___pS_S__ps | DS DS DS __DS 16 aI MI A2A3 [DS DS DS DS | DS DS DS DS 7 Al Ml M2 M3] DS DS DS ops|ps DS DS DS 18 Ml A243. «DS | DS =-DSsDS_sspS | DS DS DS DS 19 Ml. M2 M3. DS| DS Ds DS DS] pS DS DS DS 20 A243 SDS | DS_DS_—DS_—S | DS_ DSSS RESULTS:— "AL,A2,A3" plus 1,2,3 on Fire Number "MI ,M2, 63" ~25%,502,75% of maximum speed "Ds' Disabled A and M results are cumulative and represent damage and injuries to crew, sighting, turret traverse, steering, tracks, wheels and engines. Once damage reaches 4, A4 then the gun is inoperative, if M4 the vehicle may not move. A vehicle receiving an M hit when hulldown takes an equivilent A hit instead from direct fire. Use the same table in conjunction with a DS result from indirect fire. For minefields if a hit is obtained compare the minefield density with the vehicles rear armour and use the above table. A vehicle may remove 1 A or M level in the suppression, neutralisation removal phase 5.3.3 providing it is either the first A or M received or it has received more than 1 A or M. Tt may never remove any if at any time it reaches 4. al POINTS VALUES 23.5.7 E.G. A Sherman receives an 'Al' hit in the first fire phase and an 'M2' hit in the second, during phase 5.3.3 it may remove either the Al or 1 of the M hits. Assuming it removes an M hit, in the next turn it receives a further A2 hit, it may now only remove 1 of the A hits leaving it with 2A and 1M hits. 23.5.8 An A or M hit counts as being neutralised for that turn only, for morale purposes, unless it receives 4 hits inwhich case it counts as permenantly neutralised. 23.5.9 A vehicle that has its main armament knocked out must leave the table in the next movement phase, unles it would expose it to more than half a moves fire whilst not in cover. In this case the crew would abandon it. A vehicle that cannot move that gets a poor morale result requiring it to retreat must be abandoned. Points Values 24.1 VEHICLES Many vehicles are given either in the data tables in the Appendix or in the Army List Notes. For other vehicles add up the points for any of the following that apply:~ 24.1.1 Armour - 10pts for each armour factor, plus 10pts for spaced armour, add all three aspects. 24.1.2 Speed - upto 10cm Spts 30-39ems 20pes 10-19ems Opts 40cms plus SOpts 20-29ems 20pts Amphibious 10pts 24.1.3 Target Size - Based on front and side aspects. aA Opts cic 25pts B/A opts Dic 30pts B/B 15pts b/d 35pts cre 20pts add Spts if hulldown aspects more than 1 lower than front aspect. 24.1.4 Armament ~ for main armament see artillery tables. coax mg, bmg, fmg Spts pt HNG upto 13mm 20pts ptm opts tu or cupola HMG 25pts tu or cupola mg 15pts per add barrel 10pts per add mg barrel Spts ROF modifier per factor +/-10pes if secondary — +/-Spts 24.1.5 Capacity - }section Spts per section 1Opts 24.1.6 Other Equipment Smoke Dischargers i0pts Open Topped -10pts 2" Bombthrower or G/L 10pts Limited Traverse =10pts G/L if A.Pers.(opt) 15pts No Radio =10pts Flamethrower 2pts Infra red Searchlight 5Opts Engineering Equipment 50pts Infra red Detectors 20pts Dozerblade 20pts White Seachlight 2opts AVLB Scissors Bridge 100pts CD Searchlight 50pts AVLB Bridge 75pts Petard 50pts Mineclearing Flail Sopts 24.2. INFANTRY 24.2.1 Infantry Section with Rifles 15pts Half Section 8pts with SMG 13pts Ipts with SLR Lopes 8pts with Assault Rifles l6pts 8pts 24.2.2 Additions per BAR 8pts per Sniper Spts per LMG 1Opts if Combat EngineerSpts per MMG/HMG 20pts if A/T Grenades Spts per Lt.Mortar Gpts if Smoke grenades Spts per Flamethrower Spts 24.2.3 A/T Weapons 14.5/20nm A/T Rifle 1Spts Panzershreck 20pts A/T Rifle iOpts Panzerfaust 15pts - PIAT 15pts Panzerfaust K 10pts. Bazooka 20pts 42 POINTS VALUES/DATA NOTES 24.3 COMMAND Command unit Opts —_—Radio Intercept unit 150pts Morale Grade change 4/-Aog Well Trained Troops +102 per level Poorly/Green Trained Troops 10% Battalion FOO SOpts Artillery FOO 75pes per extra battery link 25pts Forward Air Controller ‘T5pts 24.4 — ARTILLERY Take basic costs and apply the following, rounding to the nearest Spts:— Company /Battalion 100%, Corps/Army 25%, Regimental /Brigade 100% Counter Battery 73% Divisional - Field 75%, Divisional - Medium 50%, 24.5 ENGINEERING 1 section/increment A/T Mines 1Opts 1 section/increment A.Pers Mines pts Booby Traps ~ Harrassing opts = Controlled A/T 30pts = Comtrolled A.Pers 20pts 24.6 AIRCRAFT Adé Combat Value, plus Fire NUmber + Speed/100, and multiply by 10. E.g. Spitfire VB’ = 941046 = 25x10 = 250pts Add Bonbload if carried — 10pts per 50kg bonbs carried 20pts per rocket normal points for A/T guns Finally modify for mission:~ CAP 75% Free Range Ground Attack 502 Fighter ‘Escort 50%, Other Missions 100% Light Bomber 25% 25.1 Vehicle Common name and designation 25.2 Main Armament - Main gun and anmunition types with first use in brackets for the quarter of the year introduced. ap. ~ Armoured Piercing APG ~ Armoured Piercing Capped APCBC = Armoured Piercing Capped Ballistic Capped APDS —-~ Armoured Piercing Discarding Sabot APCR Armoured Piercing Composite Rigided APHE ~~ Armoured Piercing High Explosive HVAP = High Velocity Armoured Piercing HE = High Explosive HEAT ~ High Explosive Anti~Tank sv ~ Squeeze velocity £ - limited traverse gun Armour - Front, side and rear aspect. s denotes spaced armour. Speed - in km/hr. Machine Guns —c¢ coax ot rear turret pt pivot tu independant turret b bow tw twin £ fixed e.g twibMG — twin fixed bow machine guns 25.6 Notes - SD Smoke Dischargers NR No Radio GL Grenade Launcher Radio 2" 2" smoke mortar Amp Amphibious OF Open Topped 43, PENETRATION VALUES Penetration Values on ‘gen: +] BETO: RANGE IN METRES 250m [500m [750m [1000m [1250m [1500n]1750m [2000n [2500n [3000m [AMERICAN ‘37nmL53 aPC t] pipe] os] 5) 47 372 apcec}| 9) 9} a] 8} 8s] a] 7] 6] 5] 3 sv wtuftufi|o}o|setr7tal = 37am 52 APG wfirfiypiu [io |i] 9 77] 6} «@ apr | 14 | 13 | 13 | 13 | 2 | | a | 40 6 T5am3 ‘APC uf io fiof 3 {9 | s]7]6]s5} 2 aposc | 12 | 12 | uti} 9 | 9 | 8} 8/7] 4 Sama APC mu yi fio, if 9}9]~s{7] os}. apesc | 13 | 12 | 12 }i2 |u| iu |io |io | a | 5 Tem S5 arcsec | 15) 14 [13 [12] 12 | 41 | 41 | 11 | 10 | 7 Hvap | ia | a7 | 6 tus | is | is | a3 | a2 | m5 apcec | 16) 15 ] 14} 14 | 14 | 14 | 13 [43 | a1] 9 flava | 23 | 22 | 21 | 20 | 19 | is | a7 | 16 | a5 | 12 BRITISH ZparL40 (40mm) J APC wy oy oye] 7,7] ey sy 3aq- arcsec} 11} 10 | 9] 9 | 9 | et 7] 7} a] e sv 13 | 12 | |i |io |i | 9 | 7} 3 | = Sparl40(a7am) [APHE | 9 |e [8] 7]-6| 5] 4] 2] -]— Gpdrtas(s7mm) Jarcec | 13 | 12 | 12} 1 |u| a |i |i | 7 | 3 apps | 16 | 15 | 15 | a4 | 13 | 13 | a2 | a2 | 0 | 6 TSAO APC i) 10-[ 1010-10-79 [9 [8 | 6 | 4 apcec | i | 13 | 13 [2 | iz [az fa fa | o | Ta 50 apcpc [16] 15-14} 14 [43 fas Pz} 12] a] 7 apps_| 20 | 19 | 19 | a8 Trpaet60(77amy [APCEG |~16 [15] 15 | 14 uw {43 [43 [12 fu] 8 apps | 21 | 20 | 20 | 18 | a7 | a7 | 16 | 15 | as | 10 25pdc1.28(88mm) | AP ufrwfiw}o}sfoj4{2{-{- CZECHOSLOVAKIAN, (including in German Service) STami37 ap TOT BT 7] 6 ey] SS 37mmL38/48 | AP wo} 9} a} 7} 6] 5s] af2y 2] - por fay io a beg fog [eg | gt | oe ELE Tnmi33 AP 10 | 9 | 8} 7] 6 | 5-14 13 | Te Tom ap u ji} 9} 8} 7}oe6}s]ata2]- we |e ivlol str ]siets] 2]: FRENCH - 25aimL.72777 xP 6) Sdes (2 ].2 pa ]- b=. = 7ma.21 AP ei 7} 6) 5} %])]3}2}r7, i042 7am, 33 AP o9|s{7}o}oets}aj-] |= ‘Tomi 3 yar io fio |-9) 8 | 8 | 7 761} 5 {3 | - | S7mal'53 AP nfio} 9/9} a8} 7]}o6] 5] 4] = T5mmL17 jae 9}a{ se] 7} 6]/5}a]a2]-]- 75.30 ap. u{wjwof} oi s}o}se}eoe{s | - TTALIAN 7 | 37aa40 xP J 3-77 ST S737 TT HT eT 47am 36 [ap oto} es|7}7}/7}6} 5s] 4] - an 18 yar oof sysfs yy y)e,s fat Tm 34 apcec} 11 | 10} 9} 9 | 8 | 8 | 7] 6] 5 | 3 90nm.50 ap 13 {13 | 12 [12 | 12 Ju fu fio | o | 7 JAPANESE | 37amLA0 ‘APHE By) 7]y7, 7] eye), s . 4). ys 4TonL48 AP yo |io} 9f @ | 7}7}oet sta |= STL aP os) 7|7}~6ys5)-),-),- 7 - Tommi + _|jAr wo fio liwf{s}]ofs fs] sj} 7 fs Cal = 1750m [2000m [25000 [30000 sa ——--— 28on.61 3v 1073 See Sere 37mmL45 ap Be PAT ee Bos" at od pt acre | 9 | a| 7] 6| s{| a} 3] -| ~| - Danko sv to}-9] 9} 8,7] 7) 6} 6] 5s] 4 S0mnL42 APC, w|i] 9f 9] 8] se] 7] 7} 5] 4 apr | 1 | io} of 8} 7} 7) 6 | «| —} ~ S060 ‘APC wfio{ 9] 9] 8] 8) 8] 7] 6] 4 apr | 13 | a2 | io | 9 | 8 | 7} 6 | 4 | - | - TSa2e AP 97 9] 8] 8| 8] 7) 6}, 5], -] - 7unia3/46 || apcsc| 13 | 12] 1] 1 | 10 | 10) 9] 9] 8] 6 apce | 16 | 15 | 12| 1 | 1 | 9 | s| 7} 5] ankAB apcee| 13] 12} 12] 11] 11) a0] t0) 10] 8] 6 apr | 16 | 15 | 12] 11} 10 | 9 | 8] 7] 5] - 751.58 sv a| 2{ 19} i7 | is | 3 | | o | a | 7 Sam 70 pose] ie | 15 | 15] 14] a4] is [2] a2] il] 9 apcr | 20 | 18 | 16 | a6 | a5 | 12 | 12 | 10 | 8 | 6 BBanL56 ABC i] 14] 13} 13] 12] 42] 12] 41] a1 |? apce_| is | 15 | 13 | 13 | 2 | | | iw | 6 |W Ban TT apcBo | 21 | 20 | 19] 18 | 17 | 17] 16 | 16 | 15] 14 sper | 25 | 23| 20| 18 | 17 | 16 | 14 | 12 | 10) 6 128nnL.55 apne | 22 | 22 | 21] 21 | 20 | 20 | 19 | 19 | 18 | 16 RUSSTAN STamLA6 w a] 7] 6] 5) 3] *] 3] -) -7] = 45mL.66 APC wo} 9] 8] 8] 8} 7} 6] s}] -| - apcr_| 12 | 10 | 9 | 7] 6 aj =| -| - Tn 66 apcec] 11] 1079] 9] 8 | 8] 7] 6] - apcr_| 12 | uj} io} io | 9 | 8} 7} 6 | 5 STaml29 apcsc | 13] 12] 11] 11] 40] 9] 8] 7] ~5 apr | 36 | 15 | 14113 | a2 |u| o| 8 | 6) 4 Tenalt6.5 aPHE | 9] 9] 8{ 8/7] 7/6] 5] -] - 6m 24 ake | 9 | 9] 9} 8} 8 | 7] 7] 5] -] - 6a 30.5 ABC w | o} 9} 9} 9) 8s} 7] 6] a] - Tonal. 5 apcee | ti | 1} io] i0)~9] 9] 8] 7] 5] - aper| 12 | 12 / u}iu] 9} 8] 6] 4] 3] - Tena S175 apcse | 13] 13. 12] 12] 4 | il} il) 10] 9] 5 apcr | 15 | 14 | 13 | 12] 1 | 10 | io | 9 | 6 | 4 Bona 53 apcs | 14] 13 | 13 | 12) 42 | 42} 41] 11] 10 | 6 apcr_|_15 | 14 | 13 | 13 | a2 | 1 | 10 | 10 | 8 | 5 Pio apcBc | 16] 15} 1s 16-44] 14--13-| 13 1-12 | 10 —— apcr_| 19 | 18 | a7] 16 | a5 | a4 | a4 | 13 | 12 | 9 T22aeL43766 | APE | 17 | 16] 16] 15] 15 | 14 | 14] 13] 12 | 10 apce | 20 | 19 | 18) 16 | 15 | 14] 13] mu] 9 | 7 152mn1.29 ape | 16 | 15] 15] 314 | 13 | 12] | i | 9} 7 OTHERS ‘37an/40ank APH S737 4 TT 2717-7 = 30mm ap s]| 4/3} 3] 3] 2} 1} a] -] - 25mm ap s]} 4/3] 2] 2] af af a] -] - 20mm AP 4}o3] 3] 2] aii} i} ~}] ~} ~ 14,5/ TS aP 3f-3).2, 2] a) a] 07 -— -| - 12:7/13.5am_|_ AP 3{ 2{ 2] 1{ 1{ 1] -]| =] =] = 37mn(Bofors) | AP 9{ ese] e| 7] 7{ 6] sf «taf - 75mm How. AP 8] s| 7] 6} 6} 5] 5s] a] -] = 105mm How. ap wiul}wls} 7] 7{ 6} 5s] -| - 45 ARTILLERY DATA WEAPON Jor EFF | MAX RANGE AMMUNITION. PTs _| AMERICAN — A/T, Tank, Flak ae ‘S7mmL53 MAT & T= | = | 3000m ~~ [APC,HE. APCBC(42/3) ,8V(43/2) 30 S752 M1 5 | - |] = | 6000m [apc;41/4.aPps(44/2),HE(43/3) | 90 ‘75mmL31 M2 8 6 4 13000m | APC, APCBC, HE, Smk. 75 75mmL41 M3 8 6 4 14000m | APC, APCBC, HE, Smk ,42/4. 80 én (3") MS 7] 5] & | 14000m | APCAC,HE, Sak, 42/1.HWAP(44/1) | 115 90mm 53 9 | 7 | & | 19500m |APCBC;HE, Smk,44/4:HVAP(45/1) | 135 90nn,50_M1A1 9 | 7] 5 | 7500m [HE 90 Lt. Field,Hediun 75mnl.16 MIA1 P.tow. } 8 | 6 | 4 | 500m HE, Smk,i11.HEAT(43/1) (on T30)} 55 105mmL16 M3 P.How. 12] 10 7 6500m HE, Smkc. HEAT( 43/1) 90 75anL34 M1B97A4 |} 8 | 6 | 4 | 12500m |HE,Smk,i11,AP (on M3GMC) 65 105nmL22 M241 }12] 10] 7 11000m HE, Smk, 111. HEAT(43/1) 100 4,5M(114L42) M1 } 4] a2] 9 | 23500m |HE 135 155mmL14 M1918 az }oas | 12 11000m | HE 145, 155mn,20 ML 17 | 15 | 12 | 14500m_| HE. 150 Heavy 1 155mmL36 M1917/8 - 15 | 12 18000m | HE 155 8" (203L25) Ml How. - 18] 14 16500m | HE 180 8" (203L50) M1 Gun 19] 15 32000m =| HE, 44/2. 210 240mmL36 M1 20 | 18 23000m_| HE, 43/3. 200 Mortars ‘8imm M1 - 7 5 100-1000] HE, Smk, ILL. 50 4.2" - 9 6 500-4000] HE, Smk_ 90 60mm M2 = 5 = 50-1600 |HE,I11 3: RCL 57mm M18 6 - 4500m_ HE,HEAT,45/1. 75 75mm M20 9 = - 6000m_ HE, HEAT, 45/2. 105 BRITISH ~ A/T, Tank, Flak 2pdr (40L45) OOF a = - ‘2000m “APC. APCBC(42/2),SV(43/1) ,HE(42/4) 360° traverse 65 3pdr (47140) 4 - - 2000m APHE 50, 6pdr (57145) OOF 5 | = | - | 800m | APCRC. APDS( 44/2), HE(42/4) 100 75mmL40 8 6 4 10000m | APC, APCBC, HE, 42/4. 85 TmmL50 7 5 3 7000m APCBC, APDS ,HE,45/1. 125 L7pdr (77160) 71513 12000m | APCBC, 43/1. APDS(44/2) ,HE(44/2)} 130 3" Howitzer (76L25) 8 6 4 000m ‘Smk ,HE, 40/2. 45 3.7" Howitzer (94L15) 7 = 4 5500m ‘Smk ,HE 40 95mmL21 Howitzer il z 6 6000m ‘Smk ,HE, HEAT, 43/1. 80 3" (76L47) OQF Flak 8 6 4 12000m | HE 65 3.7" (94L50) OQF Flak lo | 8 5 18500m_|HE 80 Light, Field Medium 3.7" (94L13) QFMG 10 8 5 5500m HE,Smk 70 18pdr (84L29) QF ¥ 7 5 10000m | HE,Smk 70 2Spdr (88L28) OQF Mk.1 i 9 6 11000m = HE, Smk, 111, AP 90 2Spdr (88L28) OQF Mk.IT li * 6 12000m |HE,Smk,I11,AP, 360° traverse 95 4.5" (114116) QF Howitzer | 12 | 10 7 6000m, HE,Smk 95 4,5" (114143) Mk.1 14 | 12 9 19000m | HE 130 4.5" (114143) Mk.2 4] 12) 9 18500m | HE 130 60pdr (127138) Mk.2 14] 12] 9 13500m | HE 110 5.5" (140L31) Mk.3 1] 14] 11 14500m | HE 135, 6" (152L36) BL Mk.XIX lo] 14] 11 17000m =| HE 140 6" (152L15) BL Mk.1 do | 14 {1 10000m_| HE. 125 av 7.2" (183134) Mel 5 is | 14 15000m JHE 180 7,2" Cees Mk.6 - 18 | 14 18000m | HE 185 8" (203L18) M i9 | 15 11000m_[ HE 185 46 ARTILLERY DATA ‘WEAPON DIR] EFF [MAX | RANGE ‘AMMUNITION LPs Vortars 3” - | 7] 5 | 1500n HE,Snk,T11, 2500m(1942) | 40/45 4.2" -| 9 [6 | 350m HE, Suk. 70 CZECHOSLOVAKIA — A/T, Tank, Flak 37am37 3] - ]- | 2000a 2? HE 20 37mm v237 3 - | 4000m AP, HE 50) 47mmL33 4] -] - | 500m AP, HE 50 47nmL3 v236 4] - | - | 500m AP, HE 60 47mm m.37 Flak 4]3 ] 2 | 7000m HE 35 T5amL49 PL v237 a] 6] 4 | 11000m HE 60 Bem PL_vz37 s| 6 | 4 | 12000m HE 65, Tight Field, Medium 76mn1.30 9] 7] 4 | 11000m HE, Sak 70 76mnL40 M30 a9} 7] 4} 13500m HE, smk 75 100mnL24 M14/19 1] 9} 6 | 9500m HE,Smk 85 100nmL.25 v230 12] 10} 7 | 16000m HE,Smk 110 1o5nmL42 v235 13] 11} 10 | 18000m HE, Sk 125 149nmi18 v225 ye] 14] it | 11500m HE 140 149mmL.24 v237 16] 14 | it | 15000m HE 150 Teavy 152nmL39 v215/16 as] 16 | 12 | 21500m HE 170 21cnL45_v239 = | 19 | 15 | 30000n HE 210| Mortar cn v236 =| 7 {5 | 80-3000 | ne 50 FRENCH = A/T, Tank, Flak 25nmL72/77 mie.34/37 21) -] - | 18000 AP, HE 35, 37mml.21 3} - | = | io00m AP, HE 35, 37nmL33 3} - | - | 200m AP HE 45 47amL34/45, mle.37 | - | - | 7500m AP HE 65 75117 8] 6} 4 | s000m AP HE 50 75mm30 a] 6 | 4 | 600m AP, HE 75 75mnl.53 Flak 7105 | 3 | 10000m HE 50 Tight , Field Medium ‘S7mml.22 mle.1916 TRP 3] - | - | 2400m HE 20) 65mmL.21 mle.1906 MT 7/5] 4 | 6500m HE, Sak 45 75nmL.19 mie.1928 MT 9) 7] 4 | 9000m HE, Smk 70| 105nmL12 mle.1919 MT wo} 8s | 5 | 7500m HE, Smk 75 75mn36 mle. 1897 8] 6 | 4 | 11000 HE, Snk 60 105na.28 mle. 1913 wz] 10} 7 | 12000m HE, Snk 100 1Osma.20 mle.1934 § 12] 10] 7 | 10500m HE, Smk 100) 1U5mnL38 mle. 1936 12} 10} 7 | 16000m HE,Smk 0 15515 mle.1917 17 | 45 | 12 | 110000 HE 145 Teavy 155mmL38 GPF - | 15} 12] 19500m HE 155 155nmL55 mle.1932 = | 18 | 14 | 27500m HE 190 Vortar 8inm mle.27/31 -| 7 | 5 | 50-3000m} HE 50 60am mle. 35 = | 5 | 3 | 50-1700m} ue 30 GERMAN — A/T, Tank, Flak Ban SPzBAI -T-]- ‘AP, 4173. 35 37mmL45 PAK 35/6 3] - | - | 200m AP, HE. APCR(40/4) ,SB 45 42mmL56 lePAK 41 3] - | - | 550m AP,HE,41/4, 65 SOnniL42 Kw.K 5] =] - | 2500m AP, HE, 40/3. APCR(40/4) 75, SOmmL.60 PAK 38 5] - | - | 2700m APC,HE, APCR, 41/4, 80| 75mnl.24 Kw.K 8} 6] 4 | 700m AP HE, Sk .HEAT(42/2) 60| 75mm PAK 40, Kw.K 7] 513 | 4800m APCBC, APCR,HE, 41/4 .HEAT(42/2) 100/105 75mmL58 PAK 41 6} 4] 3 | 600m AP, HE, 42/2 135 T5mnl.70 Lw.K 42 715 | 3 | 9000m APCRC, APCR HE, 43/3 120 a7 ARTILLERY DATA err [ wax| RANGE AMMUNITION, Pry 4 12000m | APC, TIE, 360° traverse, APOR(4172}120 7] 4 15000m | APCBC,APCR,HE,43/1,360° tr 1175 mm a }S8mmL71 PAK 43, 43/41 128nmL55 Kw.K PAK 44 uj s 25000m__| APHE,HE, 44/3. 200 Light, Infantry ‘75mm leIG 18 sje] a 3500m | HE,Smk HEAT(42/2) 50 75mmL19 GeBG 36 s|6| 4 9000m | HE, Smk. HEAT(42/2) 60 105mmL.30 GeBG 40 12} 10} 7 12500m | HE,SmkHEAT(42/2) 100 150nmL11 sIG 33 6 | 14 | aa 4700m__| HE, Suk. HEAT(42/2) SB 120 Field Medium 7,5emL26 1eFK 18 715] 4 9000m | HE, Smk. HEAT(42/2) 60 10.5cmL.28 1eFH 18 a2} 0} 7 10500m | HE,Smk, 111. HEAT(42/2) 95 10.5cmL28 1eFH18M 12} 10} 7 12000m | HE, Smk, 111 HEAT(42/2) 100 1Ocmi52 K 18 12] 10] 7 20000m | HE, AP 120 i5emL30 sFH 18 a7 [as] 12 13000m_| HE,Smk, 111. HEAT(42/2) 150, vy, 15emL55 K 18 - | 1s] a2 24500m | HE 170 licmL50 K 18 - {17} 33 29500m | HE 180 21cmL31 M18 = | 19 | 15 16500m_| HE 190 Mortars Sem Gw 34 -|7]s 60-2500m | HE,Smk, 111 50 Sem GrW 42 -|7] - 50-1100m | HE,Smk,I11, 42/2 40 10cm Neb 35, -|9]2 300-3000 | He,Smk,chem. 75 10cm Neb 40 -|o9]7 300-6250 | HE, Sink ,Chem 90 12cm Gri 42 = | 13 | 10 300-6000 | HE, Smk.42/1 120 RCL 75mm LG 1 slo] 4 6500 | HE, 40-44, 50 105mm LG 40 wus 8000m__| HE,40-44. 100 [Captured 75mmL36 PAK 98/38(£) s}eo]a 10000m | AP,HE,HEAT, 41/4, 75 ‘76nmi.51 PAK 36/39(r) 7] 5] 3 12000m_| HE, APC, APCR, 41/3. 105 ITALIAN - A/T, Tank, Flak “S?mnt40 Cannone 37/%5 37-72 3000m | AP, HE 3 65mnL18 Cannone da 65/17 | 7] 5 | 4 6500m | HE, Smike 50 47nmL36 Cannone 47/32 a]-]- 4300m | AP,HE (also Begian 47m) 60 7OaniL16 Cannone 70/15 7] 5] 4 6500m | HE, Sk 50 75amL21 Obice da 75/18 M34] 8 | 6 | 4 9500m | HE, AP, Smk, 42/1.HEAT(42/4) 65 90nm.50 g]7}s5 15000m | AP, HE, 42/1 110 75amL46 Cannone da 75/46 | 7 | 5 | 4 100000 | HE 50 75nL38 alola 7000 _| _APCBC, HE,43/1 65 Field, Yedium 75mnL28 Cannone 75/27 mod.18 | 6 | 4 10000m | HE,Smk,111 60 75mnL34 Cannone 75/32 s| 6] 4 12500m | HE, Smk, 111 65 1O5maL14 Obice da 105/14 | 12] 10] 7 8000n | HE, Smk 95 100mmL19 Obice da 100/17 | 11 | 9 | 6 9000n__| HE, Smic 90 Heavy 149nmL39 Cannone da 149/35) - | 13] 10] 16500m | HE 135 149mnL41 Cannone da 149/40) - | 13] 10] — 23500m | HE 145 149mnL20 Obice da 149/19 | - | 13| 10] 14000a_| HE 130 Mortars 81mm mod. 35 -|7[5 60-4000m] HE,Smk 111 55 sE_= A/T, Tank, Flak : _ 37amL40/5 Type 94/97 37-1: 500m AP, HE a 47amL.48/57 Type 1 4} 3] 2 400m | AP, HE 65 S724 5} 3] 3 4000m | AP, HE. HEAT(45/1) 40 75m a el 7500m | AP,HE.HEAT(45/1) 85, 75uniA4 Type 88 7} 5] 3 20000m_| HE 60. Tight, Field, Medium 7OmmL9 Type 92 7] 5] 5 3000m | HE, Smk 45 F5anL19 Type 44 Bio] 4 7000m | HE, Smk, 121 HEAT(45/1). 55 75anb31 Type 38 sie] 4 11500m Sk, T11, AP. HEAT(45/1) 65 48 ARTILLERY DATA ‘WEAPON DIR | EFF] MAX | RANGE AMMUNITION [rs T5mnl.38 Type 90 8] 6 | 4 | 14500m | HE,T11,Smk,AP.HEAT(45/1) 70 105mmL.26 Type 91 az] 10] 7 | 10500 | HE,Snk,aP. ji00 105nmL45 Type 92 12] 10] 7 | 18000 | HE,Snk,AP. 15 37aml.22 Type LL 3} 211 | 4000m HE,Sok. 20 Teav: 1S0nML15 Type 4 is] 13] 10} 9500m HE,Snk. 20 150nn.23 Type 96 15] 13] 10} 11500 | HE. 130 150nmL30 Type 89 17 |15| 12] 19500m__| HE,Snk. 160 Vortars 50mm Type 98/99 - | 5 | = | 50-2000m | HE,Saie. 45 -| 7] - | 50-500m | He Simm Type 97 = | 7] 5} 100-3000m} HE,Smk, 121. 50 8inm Type 99 - | 7] 5] 50-2000m | HE,Smic,111. 45 90nn Type 94/97 -| 8] 6 | 50-4000m | HE,Smk. 60 150mm Type 97 =} 14] = | 50-2000m | HE 90 250nm Type 98 - [19 | — | 50-1000m | HE 150 RUSSIAN — A/T, Tank, Flak 37anL46H30 37-7 >] 100Gm AP HE. 7] 4SmmL46 M1932/37 4] -| - | 2000m AP, HE. APCR(42/3) 60 4SmnL66 M1942 4] -| =] 2500m APCBC, APCR, HE, 42/2. 70 Stmmi49 1941/43 z1s-2 | 4 | - | - | 7500m AP, APCR,HE,42/3, 85 76anL16.5 8] 6] 4] 8000m APHE, HE 60 T6nnl.24 8] 6] 4 | 800m APHE,HE. 60 76mnL30.5 8] 6] 4 | 10000m | APC,HE.HEAT(43/1) 70 76nnL61.5 8 | 6] 4 | 12000m | APCBC,HE. APCR(42/3) ,HEAT(43/1) 80 76nmL51/54 218-3 8] 6] 4 | 13500m | APCBC,HE. APCR(42/3) 105 85mml.53 9 | 7] 5.| 17000m | APCBC\HE, APCR, 43/4. 110 100mmL54 M1944 11] 9} 6 | 23000m — | APCBC, APCR,HE, 44/3. 135 122mmLA3/46 13] 11] 8 | 17000m | APHE, APCR,HE, 44/1. 140 152mnl.29 17| 15] 12] 000m APHE, HE. 120 76nmL.55 M1931/38 Flak 7| 5 | 4 | 8000m HE 50 85mm55_ M1939 9} 7] 5] 10500m | HE 70 Tight 7émnL16 1927/43 8} 6] &| 8500 APHE,HE. 60 Field, Medium 76mni51 1936 s| 6] &| 13500m | as z1s-3 105 76nmi42_ 1939/41/42 8} 6] 4 | 13000m | APCBC,HE.HEAT(43/1) 80 107mmL.38 M1930 12] 10] 7] 16000m | HE ~ 110 122mnL46 1931/37 14] 12] 9 | 20500m | HE 140 122mn.23 M1938 a4{ 12| 9 | 11500m | HE, Smk HEAT(43/2) 120 Heavy 152nnL32 M1930 17] 15] 12] 16500m | HE, APHECas L29) 150 152nmL29 M1937 17] 15) 12] 17000m | HE,APHECas 1.29) 150 152nmL24 M1938/43 18] 16] 13] 12600m | HE,APHE(as L29) 150 203m1,25 M1931 =| 19] 15] 16000m__| HE 190 Mortars 82nai M1937 -| 7] 5] 100-3000} HE,Smk, 111. 50 107mm M1938 -| 9] 7 | 500-6000m} HE;Smk}Chem. 70 120mm M1943 3 HE, Smk 110 160mm M1943 16 HE 140 OTHER: ‘37mmL.45 Bofors 37 - AP HE. 35 37/40nm cannon a} - HE 65 30mm cannon a} - ap. 60 25mm cannon 7{ - AP 50 20mm cannon 6] - AP 40 14.5/15mm EMG 5| - ap. 30 12.7/13,5ma HN 4 AP, 25 49 ARTILLERY ROCKETS EFF [MIN RANGE MAX | AMMUNITION NOTES, Prs_] 127-8 (114mm) 12 | 1000m 4000m | HE,44/1. Lorried 110 727-24 (114mm) 16 | 1000m 4000n | HE, 44/2. Lorried 150 734-60 (114mm) 18 | 500m 4000n_| HE, 44/3. Calliope 170 BRITISH Landmattress (127mm)} 18 | 3500m 700m | HE, 44/4. ‘Towed 180 M17 _(183m0) ag | = 1000m | HE, 4/4. Sherman 170 GERMAN 15cm WE41 (6) 14 | 2000m 7000m | HE,Smk,43/1. Nebelwerfer 140 1Sem WE41 (10) 16 | 2000m 7000m | HE,Smk, 44/1. Naultier 160 2lem WE42 (5) 18 | 200m 9000m | HE,43/2. Nebelwerfer 180 28cm swF40 (6) 16 | 500m 2000m | HE,41/1. on Sdkfz 251/1] 150 28cm sWE40 (4) 14 | 500m 2000m | HE,41/1- on Renault UE | 130 32cm sWE40 (6) 18 | 500m 2000m | HE,41/1. on Sdkfz 251/1| 170 30cm W42 (6) 18 | 750m 6000m | HE,44/1. Nebelwerfer 180 38cm RS 4581 20 | 100m 5000m | HE,44/4. SturmTiger 200 ‘ROSSTAN BM-8-36 (82mm) 15 | 2500m 5500a | HE,42/2. Lorried 140 BM-13-16 (132mm) 14 | 3000m 500m | HE,111,Smk,41/3 | Lorried 140 BM-13-8DD (132mm) || 12 | 3000m 11500m| HE, 43//. Lorried 130 BM-31-12 (310mm) 18 | 500m 4800 | HE,44/1. Looried 160 '=SKIN HALFTRACKS AND PRIME MOVERS CLE. CAPACITY SIZE, SPEED. prs] Kegreasse P.17 1 B/B/C 25/38 35 Kegreasse Staff Car + c/c/D 25/38 40 Somua MCLS 1 B/2/C 20/38 30 CERMAN Sdkfz 3 Kettenrad a D/D/E 35/60 60 SdkEz 4 SWS 2 B/a/C 13/27 30 Sdkfz 6 1 B/B/C 22/50 35 Sdkéz 7 1 B/B/C 24/50 35 Sdkfz 8 2 B/A/C 24/50 40 Sdkfz 9 2 AIAIB 19/50 30 Sdkf2 10 1 c/c/D 35/65 55 Sdkfz 11 1 c/B/D 24/52 40 Maultier 3tonne 2 B/B/C 18/38 35 Maultier Stonne 3 A/A/B 16/36 30 R.Ost 1 c/B/D 10/18 25 RUSSIAN S1Z-3/5 1 B/C 18/36 25 ‘AMERICAN M4 HST 1 A/A/B 24/53 30 MS HST 1 c/B/D 22/48 40. AMERICAN VEHICLE DATA VEHICLE ea ARMAMENT ARMOUR | TARGET] SPEED | ROF| MACHINE GUNS NOTES SERVICE PIS AMERICAN - LIGHT TANK: M243 TZ, TanlG ZT OP C7B/D | 29780 | [ei pene 1938 Tis 2a 37mmL53 APC, HE 2 1 1| C/B/D | 29/40 | - | cMG, 2xbMG, penG 155 M3 (Stuart I) 37mmL33 APCLHE.APCBOH20pts 13 2 2| C/B/D | 32/58] - | cMG,2xfbNG,DMG,ptMG | 41/2 200 (no £0MG, plus NG) (200) NGAL (Stuart IIT) 37mmL53 APCBC,HE 3.2 2] c/B/ | 32/58] - | cMG,bMG,peMG (SD) [42/3 210(220) M3a3 (Stuart V) 37mmL53. APCBC,HE, 4 2 2| c/B/p | 32/58] — | cMG,bMG,peMG (SD) [43/1 220(230) ¥3 Conmand/Recce Pe12. 7mnHMG 3.2 2] C/B/E | 38/58] - | bMG.ptMG +10 OT 42/2 140 MB Satan Flamethrower 3 2 2| c/B/p | 32/58| - | clG,bMg,ptNc 43/4 160 MS5A1 (Stuart VI) 37maL.53. APCBC, HE 5 2 2| c//p | 38/58] - | cMG,bNG,ptNG (SD) |42/3 730(240) M5 Conmand/Recce Pe12. 7nmEMG 4 2 2| c/B/e | 40/58) - | DMG or 43/3 170 MB_HNC 75amL16 How. HE,Snk 4 2 2| c/B/D | 32/58] - | peMG or 43/1 185 M22 (Locust) 37mmL53 APCBC,HE.SV+15pts |3 1 1| C/c/p | 48/64] - | MG (sp) [44/3 200(210) M24 Chaffee 75mnL41 APCBC,HE 52 2| cyp/p | 40/56| - | cMG,béG,pti2.7 44/4 295 MEDIUM TANKS M2Al 37mmL53 APC,HE 3.1.1] B/B/p | 27/42| - | twEbMG,cMG,peMG, dcorMG] 1939 185 M3 Lee 1 37mmL53 APCLHE,£75mmL31 AP,HE|4 3 2| a/A/B | 26/42| +1 | tw£bMG,cMG,tuMG SD [42/3 260 ¥3A3 Lee IV 37mmL53 APCEC,HE,£75amL31 "4 3 2| a/A/B | 26/46] +1 | twibMG,cNG,tuMG SD 42/4 295 APCBC, HE. M9 Grant I ‘37mmL53 APC,HE,£7SmnL31 AP,HE}4 3 2] a/A/c | 36/42] +1 | twibNG.cMc 2" 42/2 250 MBA5 Lee II ‘37mmL.53 APCBC,HE,£75mmL31 | -|5 3 2] a/a/B | 24/40] +1 | cMg,tuMc Fi 42/4 285 Late models of all M3 jrarks may have £75maii)1 APCBC,HE +15pts NANGA1 Sherman I/II | TommL41 APC,HE.APCBC#25pts [6 4 3] B/A/D | 24/38) - | cHG,bNG.pt12.7+20 2" | 42/3 265 MGk2/3 Sherman III/IV} 75mnlA1 APCBC,HE 7 4 3) B/a/D | 28/46) - | cMG,bMG.pti2.7+20 43/ 300 NGA3E8 Sherman IVA || 76mmL55 APCBC,HE.HVAP+25pts |7 4 3| B/A/D | 26/42] - | cMG,bNG.ptl2.7+20 ls/2 310 M4AG Sherman V 7SmmLli1_ APCBC,HE 7 4 3| Bya/>| 27/40] - | cG,béG.pe12.74+20 2" | 43/2 300 M&A Sherman VC L7pdr APCBC 7 4 3] Bya/D| 27/40] - | cMG.pti2.7420 2" 4/2 320 MAA3E2 Jumbo 75mmL41 APCBC,HE 2 6 4| B/a/o | 24/351 - | cMG,bMG.pe12.74+20 2" | 44/3 380 Mat ceraions of Shermdn may have 76mm (#10pts), A designation in British service, M4 and M4A3 may have 105mm how. (-Spts)+ B designation in Britdeh service. Late var Shermans may also upgrade their frontal armour by 1 (+10pts), but reduce their cross-country speed by 4 to represent applique and other additional armour N26 Pershin, SOmmL53. APCBC,HEAHVAPS50pts 11 5 4 | a/A/C | 16/32| — | cMG.bMG.pt12.7 45/1 380 HALE TRACKS M2/M3/M5/M9 Ptl2.7mmiNG (ptMc) 1 0 0| c/B/p| 30/72] - | penc or 1940 90(80) Maal (M21) 1 0 0| c/B/D | 30/72] - | peMG(pel2.7) OT 1941 120(130) M3 GMC 10 0| B/B/D | 26/65] - | pene or 41/3 130 730 1 0 0| B/B/D | 28/70] - | pti2.7 or 42/3 125 T19 10 0] B/B/D | 26/65] - | ptl2.7 or 42/3 170 Mi3/Mi4 ‘Twintul2. 7mnkNG 1.0 0| c/B/D | 30/72] - or 42/3 95 MIS 37mm cannon 10 0| Byasc | 26/65] - | 2xci2.7 or 42/3 125 M16/M17 J quadeu12. 7mmsMG 10 0} cypyp | 28/70] — or. 43/3 80 J sl AMERICAN/BRITISH VEHICLE DATA VEHICLE MAIN ARMAMENT ARMOUR | TARGET] SPERD | ROF [MACHINE GUNS | NOTES | SERVICE PIS Fs R| SIZE | SELF-PROPELLED CONS ‘ ~ M10 Wolverine 76mnL.55 APCBC,HE-HVAP+25pts |4,2 2] B/B/D | 32/48] - | pri2.7am or 43/1 255 M10 Achilles IC 17pdr_APCBC, APDS 4°22) B/p/p | 32/48] — | pei2.7 or 4433 310 ¥36 Jackson SEVAP HE 6 3 2} B/B/D | 29/48| - | pei2.7 or 44/3 325 N36B1 (B2) Jackson | 90mmL55.APCBC, HVAP, HE 5 3 2] B/B/D| 29/48] - | pti2.7 or(-) | 4434 340(350) M18 Hellcat 76anL55 APCBC,HE.HVAP+25pts |2 1 1| G/B/D | 32/72] - | ptl2.7 or 43/1 25 437 105nm Howl.22 HE,HEAT,Smke —|2 1 1| c/B/D| 28/56] - | pti2.7 or 45/2 190 Ma 155mml.20 How. HE 21 0| c/B/n} 32/48} - | ptiz.7 or 45/3 245 m9 Twin 40mm cannon 2 1.1| B/B/D | 40/56] - or 45/3 175 M6 37mnL53. APC, HE ss s| p/v/e| 24/70] - NR 39/3 105 M7 Priest 105mmi.22 how. HE,Snk,HEAT 3 2 2| B/B/c| 24/40] - | pe12.7 or 42/2 215 M12 King Kong 155mmL.36 Gun HE 3.1 1} B/a/c | 19/38] - or 4433 205 M40 Long Tom 155mmL,36 Gun HE 211 Byasc | 12/36] - or 45/1 205 OTHERS MB Greyhound 37mnL.53 APCBC,HE 21.1] c/e/p| 40/90] - |cHG,pei2.7 | or 43/2 200 M20 Pt12. 7inmiNG 111] byc/e| 45/90] - or 43/3 120 Grant CDL tuMG,£75nmL31 APCBC,HE,CDL |4 3 2] a/a/c | 26/42) +1 | twfbne 43/2 260 Sherman Crab 75mnL41 APCBC,HE, Flail 7 4 3] Bya/D| 24/38] - | uc 44/2 360 Sherman Kangaroo pene 7 4 3] c/B/| 28/46] - | buc or 43/2 185 LVT(A) Series Buffalo|] Pt12. 7nmiNG 0.0 0} a/asc| 19/40] - | 2xptmc amp(10)or 4a/h 70 IWT(A)1 37mmL53 APCBC,HE (75mntiow) |1 0 0} a/a/B| 19/40] - -| pt12.7 amp(10) 45/1 150(135) MBAL ‘White’ P12. 7mmIMG 10 0| c/o | 34/80] - | pec or 39/1 100 §33/44 Gun Tractor _ || Pt2. 7amHiNG 3.2 2| ByB/c | 26/42] - 43/2 125 BRITISH — LIGHT TANKS 4 I 7 Vickers Lt .Mk.IT (III) tuN@ (12. TanlMC) TOO] DICTE | 32738] = Toa 193. O5C10: Vickers Lt.Mk.IV (V) J tuMG (12. 7mnkMG) 10 0| pyc/e| 45/58] - 1934 115(125) Vickers Lt.Mk.VIA/B(C} tul2. 7G (15mmiMG) 10 Of p/c/e | 40/s8| - 1936 140(145) Tetrach I 2pdr APC, APCBC.SV+15pts 11 OJ p/c/e| 45/64] -1 | ewe sp 40/2 205 Tetrach ICs 3" How HE,Snk 11 0| v/cye| 45/64] - | ewe sD 40/2 165 Harry Hopkins 2pdr_APCRC, HE. SV+15pts 3.11] c/B/p | 32/48] -1 | ome $0 iat 200 GRUISER TANKS Vickers 6ton Type A(BY 2xtuMG (3pdr APHE, HE) 11 | c/e/n | 22/35 NR 1929 90(110) Medium Me. IT Spdr APHE, HE 1 0 O| B/B/D | 16/29 1923 A9 Cruiser Mk.T (CS) | 2pdr APC 111] B/B/¢ | 24/40 1937 AlO Cruiser Mk.IIA(CS) 2pdr APC (3. 221 B/B/c | 13/26 1939 A13 Mk.T Cruiser Mk.IIT 2pdr aPC 1 0 0| B/B/c | 38/48 1939 A13 Mk.II (CS) WV 2pdr APC (3.7" HE,Smk) 21 1] B/B/c | 22/48 2 1939 165(140) Cruiser Mk.I Covenantor (CS) 2pdr APC (3" HE, Smk) 3.2 2| c/B/p| 40/50 40/3 230(200 Crusader I (CS) 2pdr APC. APCBCHO.(3"HE,Smke)| 3 2 2] C/B/D| 28/43 12 205(175) Crusader II (CS) 2pdr APC, APCBC (3" HE,Smk) [4 2 2] c/a/p| 28/43 aia 220(190) 52 BRITISH VEHICLE DATA VEHICLE MAIN ARMAMENT ‘ARMOUR | TARGET | SPEED | ROF | MACHINE GUNS SERVICE PIS Fs R| size Crusader TIT <2 2] C/B/D | 28743) — | MG pays Cavalier (OP) J6pdr APCBC (-) 6 & 4 | B/B/D | 22/38 | -1 | cMG,bMG 42/h 310¢210) Centaur Mk.III (OP) 95mm HE,HEAT (~) 6 4 4| B/B/D | 26/43 | - | cMG,bMG 43/4 280(210) Cromwell Mk.I-11I (OP)||6pdr APCBC.APDS+25pts (-) |6 4 3| B/B/D | 29/64} -1 | cMG,béG 43/2 300(200) Cromwell Mk.1V/V '75mmL40 APCBC, HE 6 4 3| B/B/D | 29/51 | - | cMG,bMG 44/1 275 Cromwell Mk.VI/VIII 95mm HE;HEAT 6 4 3| B/B/D | 29/51] - | cMG,oMG 44/1 270 Cromwell Mk.VIw/VIIIw ]95mm HE,HEAT 7 5 4| B/B/D | 29/51] - | eMG,bMG 44/3 300 Cromwell Mk.Vw/VIIw — ]}75mmL,40_APCEC, HE 7.5 4| B/B/D | 29/51] - | eMc,bMG 44/3 305 Challenger 17pdr_APCBC. APDS+40pts) 73 .3| Bsale | 24/51 | - | enc bf 305, Comet '77mmL.50 APCBC,HE.APDS+35pts |7 5 4| B/B/D | 26/46 | -1 | cMG,bMg 45/1 355, Centurion Mk. 17pdr_APCBC, APDS, HE 0.6 5| asase | 24/34 | -1 | c¥G( 20mm: 45/2 390(400) INFANTRY ‘TANKS Matilda Mk.T jtuMG (12. 7mniiMG) 5 4 4) c/c/p| 9/13] - 1937 185(195) Matilda MK.IT (CS)__ |]2pdr APC.APCBC+10.(3" HE,S) [6 5 5] C/B/D | 13/24] -1 | cc 1939 280(250) Valentine Mk.I,1I,1V¥ ||2pdr APC, APCBC 5 4 5| c/a/p | 13/24] - | cMG.ptHcrlopts 4/2 260 Valentine Mk.III,V ||2pdr APC, APCBC 5 4 5| c/B/p | 13/24 | -1 | cMG. ptc+lOpts 41/4 270 Valentine Mk.VITI-x pdr APCBC 5 4 5] c/a/p | 13/24] - | ptMe+0pts 42/2 280 Valentine Mk.XI (OP) ||75mm.40 APCBC,HE (-) 5 4 5] c/B/p | 13/24] +1 | cMG.peMcrlopts 43/4 260 Churchill Mk. 2pdr APC, £3" HE, Snk 8 6 5] A/a/B | 13/25 42/1 325, Churchill Mk.IT 2pdr_APC 8 6 5} asa/B | 13/25 42/2 295 Churchill Mk.1Tcs 3" HE,Smk, £2pdr APC 8 6 5] Asa/B | 13/25 42/2 315 Churchill Mk.ITI/IV(V)] 6pdr APCBC (95mm HE,Smk,HEAT)7 6 5| A/A/B | 13/25 42/3 310(290) Churchill Mk. IVNA 75mmL41 APCBC,RE 7 6 5} Asa/B | 13/25 43/1 315, Churchill Mk.VI 75mmL40_APCBC,RE 7 6 5| a/a/B | 13/25, 44/1 320 Churchill Mk.VIT,X,XI |75mmL40 APCBC,HE 127 6] afa/B | 13/20 4a) 390 Churchill Mk. VITT 95mm HE, Smk HEAT 127 6} afa/B | 13/20 44/1 385, Churchill Mk.1X,X,XTLT] 75mnl.40"APCBC,HE 9 6 5] a/a/B | 13/20 44/2 340 Black Prince 17pdr_APCBC, APDS 127 6] asa/c | 11/18 45/2 455 | SELF-PROPELLED CONS Deacon 6pdr APCBC 0 0 2] afa/B| 12/30] -1 NR 42/2 140 Archer fl7pdr_APCBC, APDS 3.2 2] c/a/p] 13/24] - | pemc 2",or | 44/2 270 Avenger 17pdr APDS,HE 7 5 4| B/B/D| 40/51] -1 | peme sp 46/1 430 Bishop 25pdr_AP,HE,Smk 3.2 2] a/a/B| 11/24] — | peme 42/2 185 Vickers Lt.AA Mk.I/II Quad MG 1 0 0] D/c/E| 32/48] - 40/3 110 Crusader Mk.T 40mm cannon 10 0} asa/B| 24/43) - or 44/2 95 Crusader Mk.II/IIT | Twin 20mm cannon 21 1 C/B/D} 29/43) - 4a )2 130 Centaur Mk.1/IT Twin 20mm cannon 5.3.3] c/B/p| 26/43] - 44/2 200 | ARHOURED CARS Rolls Royce 1924 Mk.1 | A/T Rifle 0 0 O| c/a/p| 20/72] - | pemc NR,SD,OT | 1924 65 Fordson Ian Rifle 0 0 Of c/a/p| 22/80] - | eMG, peMG(twptMG) 40/1 80(85) Marmon-Herrington Mk.IJ A/T Rifle 10 0} c/c/e| 32/80] — | pemG, cmc I 40/2 105 BRITISH VEHICLE DATA VERTCLE MAIN: ARMAME ‘ARMOUR | TARGET | SPEED] ROF] MACHINE GUNS [NOTES [SERVICE PIS =e Es gl sizp. Marmon-Herrington MkII 20mm cannon (4/mnL36 (It) }1 0 0] C/C/D] 32/80] - | cap-guns TO72 TOS M.Hlerrington Mk.III | || A/T Rifle (20mm cannon) 1 0 0| c/c/e | 32/80] - | cme 40/4 95 M.Hlerrington Mk.IV |] 2pdr APCBC,HE 21 1| C/B/D | 36/80] - | cNG,penc sD 43/1 190 Guy Mk.I (IA) 12. 7amiMG (1.5mmHMG) 11 1] c/B/p | 24/64] - | exe 1939 100(105) Humber Mk.I-L1 1SmmHNG 11 1] c/B/p | 24/72 | - | cMG.pemc+1Opts| a us Humber Mk.1V 37mmL53 APCBC,HE.SV+I5pts | 1 1 1| C/B/D | 24/72] - | cMG.peMG+Opts| 43/2 155 Daimler 2pdr_APCBC,HE. SV+15pts 1 1 1] c/c/p | 36/80} - | cmc 42/1 175 Morris A/C A/T Rifle 0 0 0| cycve | 20/72] - | cmc 1938 80 AEC Mi. I 2pdr APCBC 3.1 1] B/B/D | 26/58| - | enc 42/2 180 AEC Mk.II 6pdr_APCBC 3.1 1] B/B/D | 26/66] - | cc 43/1 205 AEC Mk. TIT 75mmL40 APCBC,HE 4 2 2} c/B/p | 22/58] - | emg 44/2 245 Staghound Me.I 37mnL53 APCBC, HE 3.2 1] c/B/D | 40/88 | - | cMG,bMG. ptMG10 43/ 210 Staghound Mk.II 3" HE, Smk 3.2 1| c/B/D | 40/88] - | cMG.ptMG+1Opts 43/2 190 Staghound Mk. IIT 75mnL40 APCBC,HE 3.2 1| B/B/D | 40/88] +1 | cMC.peMc+10pts 4a 245 Staghound A.A. Twin 12. 7nmMG 21 1| c/B/p | 40/88) - 4a 135 Humber_A.A.Mk.T Quad NG 111] c/B/p | 24/72| - 42a 100 SCOUT CARS Daimler Mk.1/II A/T Rifle or ptMc 20 0| D/p/e | 45/88) ~ 1940 125 Daimler Mk. IIT ptMG 20 0] p/p/e | 45/88 | - or 43/2 115 Hunber Mk.1/TI ptMG 1 0 0| p/p/z | 40/96 | ~ 42/6 105 Humber Lt .Mk. ITT fA/T Rifle, tuMG 1 0 0| p/c/z | 32/80) - sD 42/3 u5 Morris Mk.II A/T Rifle, tuMG 10 0| p/c/e | 28/80 | - sD 42/1 105 CARRIERS Bren Carrier A/T Rifle 0 0 of pyp/e| 32/48] - | pec 1936 80 Scout Carrier (OP) | A/T Rifle (-) 0 0 0| D/p/e | 32/48] - | pemc 1938, 90(90) Cavalry Carrier = 0 0 0| p/p/e | 32/48] - | pe/onc 1938 70 Universal Carrier Mk.I] A/T Rifle (varies) 0 0 0| p/p/e | 28/48] - | pric 1940 80 U.Carrier Mk.II YMG (disnountable) 0 0 Of p/p/e | 28/as] - 43/2 90 Windsor Carrier = 6pdr and 4.2" Tower 0 0 0| /p/e | 35/53] - | pene 45/1 90 716 Carrier - 1 0 0| p/p/e | 35/53] - | peMc 44/1 95 Loyd Carrier = 6pdr Tower 00 o| p/p/e | 35/u8 | - 40/2 70 OTHERS Crusader Gun Tractor | ~ 1 1 1] c/c/E | 30/50 | - | pec or 44/2 90 Matilda CDL tuMG,CDL 55 5| c/a/p | 13/28] - sb 41/3 255 Matilda FROG/MURRAY | Flamethrower 6 5 5| c/B/p | 13/24] - | ens 44/3 215 Matilda Scorpion 2pdr APCBC, Flail 43 2] avase | 13/24] - | ene sb 42/4 240 Churchill Crocodile | 75mnL40 APCBC,HE, £Flame 127 6| a/a/B | 13/20| - | enc 2" 43/4 405 Trailer 1ii|cfc/e} Churchill OKE 2pdr APC, Flamethrower 8 6 5| a/a/e | 13/24] - | cMc,onc 42/2 305 Churchill AVRE Petard 7.6 5| a/a/e | 13/24] - | vc 44/2 255 WASP Mk. IZ Flanethrower o 0 0} pipe | 28/48] ~ 4/2 80 | vaULE MAIN: ARMAMENT ARMOUR | TARGET | SPEED] ROF] MACHINE GUNS ] NOTES | SERVICE PIS & St yragor MOTT TEE] WOT] 196] 3s 8 Dragon Light Artillery Tractor 0 0 0} c/cyp | 22/48] - NR,OT | 1935 50 B] acy axa 00 of a/as | 22/48] - 1940 45, B|LAcy 6x6 0.0 0} a/are | 20/40 1942 45 | BRITISH COMMONWEALTH =| CANADA E| Rat Nk. 2pdr APCBC 7 4 3] B/a/D | 32/40] -1 | c¥G,bMG, pec 41/3 290 SJ Raw Mes 6pdr_APCBC 7 4 3] B/a/D | 32/40] -1 | cmc, DMG, ptMc 41/4 315 g RAM Kangeroo - 6 4 3| C/B/D | 32/40] - | DMG, ptNG or 44/1 185 | RAM Badger Flamethrower 7 4 3] B/a/D | 32/40] — | cMG,bMG, ptNG. 44/2 230 S| Sexton 25pdr AP,HE,Snk 211] B/a/c | 24/40] - | pemc or 44/2 165 Bl Lynx - 2 0 0] C/c/D | 42/90} - | pemc 44/1 M5 E [otter tuNG,fa/T Rifle 10 0| B/B/p | 38/72] - bof 95 | INDIA ®) carrier 1.P. AOV tuMG 11 1) C/c/D | 30/80) - 41/3 100 Carrier IP Mk. IIA EA/T Rifle 111] c/ese | 30/80] - | pemc or 41/3 100 CZECHOSLOVARTAN PA 11 Zelva A/C 4 corner MG 0 0 0| c/a/p | 25/70] - NR 1925 Go|) an OA vz 27 A/C tue 0 0 0| C/B/p | 22/35] - | we NR 1927 6 | 8 Tatra 26.30 APC 2xptMG 0 0 0| c/B/p | 28/60] - NR,OT 55 Tatra OA vz 30 a/c | tuMc 0 0 0| c/B/p | 30/60] - | onc NR 1929 5 Tancik vz 33 2xbMG 10 0} D/D/E | 20/35] - NR 1933 5 R-1 (Rumania) UNG 10 0| c/csp | 24/35] - | wwe NR 1936 5 Strv n/37 (Sweden) | Twin tuN 10 0| C/B/D | 24/45] - 1937 80 LT vz 34 37mnL37 AP, HE 21 1] C/B/D | 16/30] - | eMG,bMg 1934 120 Strv m/41 (Sweden) | 37nmL53 AP|HE (as Am) 42.1] c/B/D | 22/48] -1 | emg, bag 1941 180 SAV m/43 (Sweden) £105nmL21 HE (as Gr) 3.2.1] crerp | 22/43] - 1942 190 Lt vz 40 (Slovak) 37mmL48. AP,HE 21 1| C/B/D | 22/47] -1 | cmc, HG 1940 150 ST vz 39 47nml33. AP, HE 3.2 1] C/B/D | 22/48] — | eMG,bMG 1938 160 Lt_vz 35 3701.37 2.2.1| c//p | 16/35] — | cme, omc 1935 140 FRENCH - Command vehicles only with radio unless noted : Renault. FT 37mmL21 AP,HE (tuMG) 2.11] c/c/p | 3/8 | 42 1917 75(75) Renault R35 (R40) 37amL21 AP|HE (37mmL33 AP,HE)3 2 2| C/B/D | 10/19] 42 | ewe 1935 105(115) Renault AMR 33 tue 1 0 0} C/esp | 29/38] - 1933 70 Renault AMR 35 25mmL72 AP 1 1 1] C/e/p | 29/38] 41 | emG (c13.SmmHNG) 1935 95(105) Renault R38 37mmL33. AP, HE 5 3 2] c/B/p | 10/19] 42 | cme 1938 135 Hotchkiss 435 37mml.21 AP, HE 3.2 2] c/B/p | 16/28] 42 | enc 1935 110 Hotchkiss 139/40 7amL33 AP,HE 4 3 3| c/B/p | 28/36] 42 | enc 1940 160 ANC 35 47nml34 AP,HE (25mmL72 AP) 3 1 1] C/B/D | 32/40] 41 | ens 1935 150(120) ACC 38 47mmL34 AP,HE (25mmL72 AP) [2 1 1 C/B/D | 26/36] 41 | eG 1938 130(100) tn senaonn FRENCH/BELGIAN/GERMAN VEHICLE DATA VEHICLE MAIN’ ARMAMENT ARMOUR | TARGET | SPEED | ROF | MACHINE GUNS | NOTES [ SERVICE PTS Fs R| size i et aK 38 Wamise AP, AE 52-2] C/B/ | 14724 [42 | ate 1938 160 FCN 36 37mmL21 AP, HE 32 2| C/B/D | 16/24 | +2 | cMG 1936 10 Souma $35 47mmi34 AP, HE 53 3| B/a/p | 24/40 | 42 | ewe R 1936 200 Char 2¢ 75mmL17 AP|HE, tuMG 4 2 2) asa/e | 7/15 | 42 | 2bMG, clic 1922 135 Char Di (D1B) 37mmL33 AP,HE (47mmL34 AP,HE)2 2 1] B/A/C | 10/19 | 42 | cMG, DMG 1931 90(110) Char D2 4TomL34 AP, HE 3.2 1] B/a/c | 14/24 | 42 | cmc, MG 1933 125 Char Bl 37mmL33 AP,HE,£75mmL17 AP,HE|S 4 4| a/a/c | 13/27 | 42 | cMG, OMG R 1933 220 Char Blbis 47mmL34 AP,HE,£75mnL17 AP,HE}6 4 4 | A/A/C | 13/29 | 42 | cMG,bMG R 1937 250 Panhard 178 A/C. 25mmL72 AP’ (TwintuMG) 21 1] c/c/p | 32/72 | 41 | cme (-) (R) 1937 115(125) Lorraine Type 37L - 10 0| c/cve | 16/35 | - 1937 50 Renault UE. = 9 0 0} D/D/E | 18/29 | - 1933 50 BELGIAN ACG=1 ATamL34_AP,HE 3.1.1] c/8/p | 32/40 | 41 | 13. SmaiMG 1939 155 1-13 fr47nmL34 AP,HE 10 0| D/c/e | 38/64 | - or 19302 125 T-13-I11 4TmmL34 AP HE 10 0] D/c/e | 34/60 | +1 | eMG 1935 130 TAS cul. SmmHMG 11 0| p/c/e | 38/64 | - 1936 100 GERMANY - Tanks Pe IA twintuNG 11 1] p/p/e | 19/37 | - 1934 95 Pz IB twin tuMG 1 11] /p/e | 19/40 | - 1938 95 PzBe I - 111] pyee | 19737 | — | ome 1938 5 Pe ITA-C 20mm cannon 21 1] C/B/E | 19/40 | +1 | eMG 1935 110 Pz IID-E 20mm cannon 21 1] C/B/E | 16/54 | 41 | eMG 1939 110 Pz IIL Luchs 20mm ¢ (50mmL60 APC,HE) 3.2.1| C/B/D | 35/60 | 41 | exc (sp) | 42/3 145(195) Pz IIF,G,J 20mm cannon 3.2.1] c/B/e | 19/40 | +1 | wc 40/6 130 Pz IITA-C 37mmLA5 APC,HE. APCR 2.2 2| B/B/D | 21/32 | -1 | 2cHc, NG 1937 170 Poe ITIB - 22 2] B/B/D | 21/32 | - | 2omc 1939 110 Pe TID 37mmLAS APC, HE. APCR 3.2 2] B/B/D | 18/32 | -1 | 2ctG, be 1938, 170 PzBe ITID 7 32 2] B/B/D | 18/32 | - | 2bmc 1939 no Pz IITE-G SOnmL42 APC,HE.APCR#Spts 3 2 2| B/B/D | 18/32 | -1 | eMC, MG 40/3 195 early versions with 37mmL45 160 Pe 111 ‘SOnmL42 APC,HE-APCR#Spts [5 2 2| B/B/D | 18/32 | -1 | cNG, bNG ai/2 215 Pz IITJ ‘50mmL60 APC,HE.APCReSpts [4 2 2| B/B/D | 19/32 | -1 | cNG,bMG ale 210 Pz ITIL ‘SOmmL60 APC,HE,APCR+Spts [5 2 2| B/B/D | 19/32 | -1 | cNG,bNG 42/1 220 PzBe IITL - 5 2 2] B/B/D | 19/32 | - | ciG.oNG 42/3 125 Pz IIIM SOmmL60 APC,HE.APCR4Spts [6 28 2| B/B/C | 19/32 | -1 | cMG. DG sp 42/3 245 Pz, ITIN 75mmL.24 AP,HE,Smk,HEAT 6 282] B/B/c | 19/32 | - | cMG,oMG sp 42/3 225 Pz, IVB,C 75amL24 APjHE, Sm 21 1| B/B/D | 20/40 | - | cc 1939 145 Pz IVD 75amL.24 AP|HE, Sm 3.2 2] B/B/D | 20/40 | - | ci,byc 1940 180 Pe IVE 75amL24 APJHE,Smk-HEAT 42/2 |5 3 2| B/B/D | 20/44 | - | cxc,pmc 39/4 210 Pz IVFL 75mmL24 AP,HE,Smk.HEAT 42/2 |4 3 2] B/B/D | 20/44 | - | cMG,bMG 41/2 200 Pz IVF2 early 75mmL43_AP,HE. APCR+Spts 4 3 2] Byp/p | 20/40 | ~ | cMc.oc 42/2 240 GERMAN VEHICLE DATA VEHICLE MAIN ARMAMENT ARMOUR [TARGET] SPEED mae GUNS | NOTES SERVICE PTS pron ase steal ‘Pz IVF2 late,G ‘75mmL43 AP, HE.APCR+5pts 5 382] B/B/C| 16/40 | - |[cMG,bNG SD 42/3 255 Pe 1VH,J T5mmL48 AP|HELAPCRISpts — | 6 38.2 | B/B/C] 16/38 | ~ |eMG,bMG.peHcei0 sd [43/2 270 Pz V Panther A,G ‘75mmL70 AP, HE 10 4 4] B/A/C| 24/53 | -1 |eMG,bMG,ptMG | SDor GL }43/4 380 Pz V Panther D 75mmL70 AP, HE 9 4 4| B/A/C] 24/53 | -1 SD 43/3 355 Pe VI Tiger I 88mmL56 AP,HE. APCRE Spe 8 6 6 | B/A/C| 20/36 | - SDor GL [42/4 370. Pz VI Tiger IT 88mmL71 AP 157 7| a/a/c | 18/36 | -1 6+10 SD or GLa /2 510 Pe 35(t) 37mmL37 AP, ec 22 1] c/B/D| 18/40 | - 1939 130 Pz 38 (t) Ausf A-D,S ] 37mmL38 | APCR+Spts. 2 2 1] C/B/D} 22/42 | - cn, BMG 11939, 150 Pz 38 (t) Ausf E-G 37mmL37 APCR+Spts. 4 3 2| c/B/D | 20/40 | - | cMG,bMG 0/4 190, ASSAULT GUNS AND SP ARTILLERY STUG TITA-E £75nnL26 AP,HE,Sak 4 2 2| c/p/p| 24/40 | -1 lso/2 180 STUG IIIF £75mmL43 AP,HE.APCR+Spts 5 2 2] C/B/D| 24/40 | -1 | ptMG Ja2/1 240 STUG IIIF £105mmL28 HE, Smk, HEAT 5 2 2] C/B/D| 24/40 | - | pemc [42/2 225 STUG IIIG £75mmL48 AP,HE,HEAT.APCR+5 | 6 2s 2 | C/B/D| 20/40 | -1 | ptMG.orcuNG+5 42/3 275 STUG IIIG £105mmL28 HE, Smk, HEAT 6 282] C/B/D| 20/40 | - | ptMG.orcuMG+s 42/3 255 STUG IV £75mnL48 AP,HE,APCR+Spts 7 4 2) C/B/D| 18/38 | -1 | ptMG.orcuNG+5 [43/2 285 Brumbar £150mmL12 HE 10 3s 2} B/B/C| 15/22 | - | bMG,ptMG 43/2 310 SturmTiger £380nm Rekt 16 6 6 | a/a/B|] 18/36 | - | MG Jad /e 485 SIG 33 38 (t) Ausf H ] £150mmL11 HE 2 1 1] C/C/D| 20/35 | - | ptm oT 42/3 195 SIG 33/2 38 (t) Ausf K £150mmL11 HE 11 0} C/B/D} 22/35 | - | peMG or 43/3 175 SIG 33/2 38 (t) Hetzer] £150mmL11 HE 9 3 2) C/c/D| 14/42] - | cum 45/1 300 SIG 33 Pz I Ausf B £150mmL11 HE 11 1] C/B/D| 16/30 | - oT 40/2 160 SIG 33 Pz IL £150mmL11 1 21:1) C/c/D| 18/38 | - | pec or 42/1 185 STU IG 33 Pz III £150mmL11 HE 2 2 2] B/B/C| 18/32 | - | bMG 42/2 200 Wespe 105mmL28 HE, Smk,HEAT 2:1 1) C/B/D] 15/43 | — | pemc oT 43/1 165 Humme1 150mnL30 HE 3.21] B/a/c] 26/40 | - | pemc or [43/1 240 Sdkfz_135/1 GW LRs(f) | 150mmL30 HE 2:1 11] B/B/D| 16/35 | - | ptMG oT [42/2 220 "PROPELLED A Palg 1 e47emLA3 AP,HE.APCRASpts | 1 1 0 | c/c/p] 18/38 | -1 or,nr 40/2 100 Sdkfz 135 Marder I £75mmLA46 AP,HE.APCR+5pts. 1 1 1] C/B/D| 16/35 | - | ptMG or 42/3 150 Sdkfz 132 Marder IT | £76mmL51 AP,HE.APCR+Spts 211] c/B/p] 19/45 | - | pemc or 2/1 165 Sdkfz 131 Marder II APCRSpts 2111) c/B/D| 19/43 | - | pemc or 42/2 160 Sdkfz 139 Marder III APCR+Spts 2:1 1) C/B/D] 20/42} - | pec or [42/1 175 Sdkfz 138 Marder TITH APCR+Spts 21:1) C/B/D] 22/40] - | ptm or 42/3 170 Sdkfz 138 Marder IIIM APCRSpts 1111] c/B/D| 24/42 | - | ptm or 42/4 160 Hetzer £75mmL48 AP, HE 9 3 2) C/c/D] 14/38 | - | cuMG 44/2 285 JagdPz IV £75mmL48 AP,HE,HEAT.APCR+5 | 10 382 | C/B/D| 24/45 | -1 | BMG GL 43/4 320 JagdPz Iv/70 £75mmL70 AP,HE.APCR+Spts 13 3s 2 | C/B/D| 16/40 | -1 | bMg GL 44/4 370 JagdPz IV/70Z £75mmL70 AP,HE.APCR+Spts 10 382] B/B/D} 12/40] - | bMG 44/4 315, Nashorn £88mmL71 AP, HE 2 1 1] B/A/D] 24/40 | -1 | ptMG or" 42/4 250 Elephant £88mmL71 AP,HE 16 6 6 | A/A/C} 10/17 | -1 | -CbMG) 44/2 }465(470) 37