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Lightning War2 Revised & updated Easy play rules for World War 2 David Child-Dennis ©1999-2007 [email protected]

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Lightning War2 Revised & updated

Easy play rules for World War 2

David Child-Dennis ©1999-2007

[email protected]

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

1

The Concept The concept of wargaming by the use of visual estimations of engagement ranges has been around wargaming for a very long time. I first saw this in the 1970’s both in land and naval rules at that time. Unfortunately it was too easy to misuse the system and it soon fell out of favour with gamers. As far as I’m aware it was introduced into naval wargaming sometime in the 1930’s. While it is not a new concept, I have recently reconsidered this system to facilitate the use of the plethora of quality modern 1:72 vehicle and infantry figures being currently released by the world’s model kit manufacturers. The problem others and myself have encountered is any attempt to use measured ranges for modern combat resolution has proven to be largely impractical. In 1:72 or 1:76 scales, which this set of rules is specifically designed for, the average 6 foot by 4 foot gaming table is a mere 914 meters by 609 meters at a 1:50 ground scale. Measuring such distances for tank or anti-tank gunnery is a rather pointless exercise. It is more realistic to assume that all tank gun and missile fire will be well within normal battle ranges and it is only necessary to make adjustments to accuracy for movement and target obscuration. While I have added a penalty for guns firing at over half the table in range – which must be visually estimated by players, but presents little difficulty - I have done so only to make shooting over 400 yards in average European day time visibility, a little more difficult. This is designed to make an allowance for the inevitable smoke and haze that covers all battlefields.

Combat is limited by terrain feature more than it is by weapon ranges. Most infantry firearms do surprisingly poorly in penetrating cover beyond 100 meters, thus even light vegetation can provide significant variations in accuracy when engaging obscured targets. It can therefore be safely assumed that most exchanges of direct fire will take place at relatively short range between the combatants, making fire fights with a high percentage of automatic weapons, very dangerous. This again negates the use of precise measurement for such large-scale models on such a relatively small playing surface. The only problem that does arise is combat in the desert, where atmospheric conditions can be extremely clear and vegetation cover is relatively sparse. But then again, the sandy wastes of the desert can provide a myriad hiding places for the experienced campaigner. The only matter to be decided is how to prevent the combatants firing from one end of the table to the other? This ultimately comes down to observing what most terrain is actually like rather than assuming it is all flat, just like the game table. There is no such thing as a completely flat piece of terrain almost anywhere in the world and certainly not in the areas this set of rules was designed

Kaserrine Village 1943 The rail line and small village were a major objective for the German counter offensive in March 1943. Even though it looks flat terrain, in fact it is undulating and very rocky.

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

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to re-create. Even well used paddocks have a dip or hollow, just deep enough to allow a tank to get track down or an infantry squad to go to ground, reducing their chance of casualties. So the determining factor in this game system is table layout and the placing of terrain. I have used the universal term ‘terrain feature’ so that everyone familiar with gaming terms can understand exactly what it is that I’m attempting to describe. A terrain feature is the model representation of a unique piece of ground. Any number of these can be placed in almost any order to make up a war-game table. The more there are, the more realistic the game will be. But there must be some logic to the distribution of such terrain features. Players are urged to consult good quality maps and photographs of the regions they wish to recreate their battles in. By carefully studying these and the accounts of those who have actually been across the area concerned, a reasonably accurate table can be constructed from a set of terrain features. These factors determined the ability of either side to identify and engage each other’s squads over the terrain set up on the gaming table. All fire is between squads, sections or batteries. The smallest manoeuvre unit is the platoon consisting of three squads plus a platoon headquarters containing a platoon commander and radio figure. Platoons are then assembled into companies, companies into Battle Groups and so on. If a large game is played then the organisation is stepped to Brigade and beyond.

The question of the speed of movement or advance to contact is an import consideration. Most gamers believe that the rate of advance across a battlefield is determined by the mechanical and suspension efficiency of the various vehicles involved. This is only partly true. The modern tank can travel at 50 kph across fairly rough terrain without much difficulty. The problem is the crew inside aren’t very well after doing it! The photos of tanks jumping off ramps in spectacular shows of suspension destroying agility are just that… spectacular shows that have nothing to do with the real world of armoured combat. Armoured vehicles advance at a relatively measured pace, keeping up with their infantry support, which is usually on foot, and making sure they have a clear view of the objective and any potential trouble spots on the way. Making haste means risking potentially lethal mistakes. Where armoured infantry accompany tanks, the tanks are expected to form a protective screen to absorb any fire that may be encountered as the group approaches the objective. Once within range of the target, the infantry debus and make their way on foot. This is a relatively slow process as infantry move forward by bounds to cover each other with the surviving armoured vehicles ready to support them with covering fire. Hence I have limited all movement to advancing between adjacent terrain features. Once one terrain feature is secured, the platoons may continue their advance to the next. But should they encounter the enemy and sustain casualties, the attack will quickly slow. I have therefore used the standard response of requiring units that have received enemy fire to do what every military unit in that position automatically does. Go to ground, return the fire and try to regroup before moving on towards the objective. Casualties and suppression cause units to stop advancing. To reflect this I have used the rule that once an ‘initiating player’s’ command fails a morale test the game turn ends and both players roll off for the right to become the new ‘initiating player’. The basic object of the game is for either opposing player to achieve a required number of victory points. This is achieved by capturing a number of defined objectives while simultaneously destroying enemy units. The ‘Initiating Player’ commences their game turn by selecting a particular platoon (command) and then attempts to move and fire it in order to attain their game

The average rate of advance was restricted to that of the foot troops. In the Western Desert, troops found the heat and flies extremely difficult. Lack of reliable water supply was to eventually cripple Italian morale.

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

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objective(s). The game turn ends immediately the current ‘initiating player’s’ selected platoon fails a morale test. If the platoon passes a required morale test it continues to move and or fire until it either completes its current orders or fails a subsequent morale test. Platoon or command Morale tests are always carried out immediately a squad is disabled, suppressed or pinned. Constructing a force . Both players begin the game with 6 platoon headquarters of any type within their selected country organisation. Once the type of commands are established, each player rolls 1D6 for each platoon or command and this represents the number of squads, batteries or tanks contained in each platoon. If larger forces are required, players keep adding blocks of 6 platoon headquarters as required. If one player outnumbers the other by at least 2:1 in squads, they are deemed to be the attacker and the other the defender. All other results are deemed to be ‘meeting engagements’. Players may choose any squads they wish … BUT must do so from the organisation tables attached to the rules. If a player selects a particular army as the basis for his force structure, all squads must be selected from that organisation table. Platoons must then be organised into companies or squadrons, even if this results in some being under strength. The number of platoons/troops in a company/squadron may not exceed the numbers shown in the organisational tables. However, players may select any independent supporting unit(s) available to that command to their Brigade/Battalion or Battle Group from Division or Corps assets. Artillery and mortars do not need to be represented on the table. Example Players can allocate any dice roll to a suitable type of command; i.e. a roll of ‘2’ would suit an anti-tank battery of two missile launchers, including transport. A roll of ‘6’ would be better suited to an infantry or armoured company, including transport. This would allow a player to construct two platoons of three squads. The balance of a dice roll can be used for a mortar or machinegun squad, usually attached in the direct support role, from the heavy weapons platoons of the company, once a platoon has been selected. Players may use under strength units so that unallocated points can be used elsewhere. They may not exceed unit strengths as listed in the attached T&OE tables.

If a player wishes to have a ‘higher headquarters unit” present on the table, they may do so without cost. However, should they be lost to infantry combat, their points cost contributes towards the opponent’s victory point level. Higher HQ’s may only contain three squads. The base containing the commander and staff, an infantry HQ defence squad, and an armoured HQ defence squad. This group may only fire if attacked.

A Soviet SU85M Regiment of two batteries plus headquarters would represent a dice roll of ‘4’. The HQ jeep and halftrack are an HQ choice and are allocated as part of the six commands players begin with.

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

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There are however, some limitations as to unit constructions. Elite squads may not be mixed with other squads, but must form a separate platoon. The initiative system As soon as the ‘Initiating Player’ has a unit fail a morale test, a new game turn commences. At this point of each game turn an initiative dice roll determines which player wins the initiative and moves first. Where there is a morale difference between the armies, this difference is added to the player’s dice roll whose forces have the better morale factor. The winner becomes the ‘initiating player’ and must determine what action their forces will take. The Game Turn phases defined Command Phase: This is the Game Turn segment where the initiating player selects any one command to perform a particular action. Once a command is selected it is the only command that may be moved and fought by the initiating player during the current game turn cycle. Beginning with the Command Phase, each game turn segment may be taken in any order the players require. Movement Phase: This segment allows the initiating player to move the elements of the currently selected command. Opposing players may initiate ambush fire against the initiating player’s units in this game turn segment. Units firing on the move suffer –1 penalty on their firing dice roll. Counter Fire Counter Fire can be used against any initiating player’s units that move across the field of fire of any opposing player’s units. Counter fire may be initiated at anytime during an initiating player’s unit movement phase provided the line of sight rules apply. Indirect Fire Phase: This allows the initiating player to request and receive any fire that does not require a direct line of sight between target and firer. Such fire includes artillery, AA and air attacks. Morale Phase: Morale is checked when troops suffer casualties or disruption through enemy actions. This must be tested as such losses or disruption occur and the result applied immediately. Time ADD 4 dice rolls together to give a start time (0400 – 2400 hours) Assume dawn to be 0500 hours, Dusk 20.00 hours. Each time a new Command Phase occurs the clock moves forward one hour of game time. Time ADD 4 dice rolls together to give a start time (0400 – 2400 hours) Assume dawn to be 0500 hours, Dusk 20.00 hours. Each time a new Command Phase occurs the clock moves forward one hour of game time. Setting Objectives The game should have up to 7 objective markers placed throughout the game table. Roll 1D6 and add +1 to establish how many objective markers are to be placed. They should reflect reasonable military objectives (road junctions, high ground, river crossings, airfields, rail yards etc) by mutual agreement. Players must not place objective markers closer than 15 inches (38cm) from the own forces. Once a player occupies an objective marker they can claim 5 victory points, as long as they can prevent the opposing player eliminating the unit holding the objective marker, by the end of the game.

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

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Victory point values The player controlling enough objective points and or causing sufficient enemy unit casualties to gain 20 victory points wins the game at that point. Each enemy squad or vehicle eliminated is worth 1 victory point. Where the opposing forces are unequal at the beginning of the game, the player with the larger force must gain the difference in points between the two forces in order to win. Casualties Units are never literally “wiped out”. Vehicles become disabled either through becoming completely knocked out or sufficiently damaged to prevent them continuing in action. The rules make no distinction. Infantry units and gun crews become disabled through casualties – either wounding or death - and then disintegrate once their morale fails. No distinction is made between wounding and death. Headquarters units may never be targeted by artillery or direct fire. They may fight or be attacked in the course of a close assault as ordinary infantry. Reconnaissance by Fire Squads suspecting the presence of an unseen enemy halted in a BUA or dense woods at up to one terrain feature distance from their position can attempt to deceive the un-located squad into betraying its position by returning fire when challenged by direct fire. Un-located squads halted in open ground or open woods can be tested at up to two terrain features distance. Note that units used machine gun fire and not HE for this purpose. Firers must have a clear line of sight to the target area before testing. There is a 1D6 roll off between the firer and target. If the target unit loses the dice roll it is assumed to have betrayed its position by returning fire against the squad conducting reconnaissance by fire. Dice roll modification for units in cover and targeted: Elite +2, Battle hardened +1, Conscript 0, Militia –1. Arcs of Fire and fire discipline Infantry Platoons and turreted vehicles enjoy a 360 degrees arc of fire. Artillery, heavy machine guns are limited to 45 degrees either side of the front facing of the weapon. Artillery, mortars, rockets cannot traverse beyond 45 degrees or reposition and fire, if they are present on the table. All squads must first engage any enemy squad that has engaged in direct fire against them in the opposing player’s current Game Turn. If squads have not been engaged, they may use direct fire against the nearest enemy squad to their position. Line of Sight The table distances are small enough to allow units in the open to be automatically located. Terrain features between units prevent this. Units separated by two terrain features or more, except open fields, cannot locate each other. Movement Vehicle and troop movement is only permitted between two adjoining terrain features during the movement phase of the game turn. If a player can move all the squads or sections of a platoon between two adjoining terrain pieces without failing a morale test due to enemy action, the player may opt to move the same or any other platoon between adjoining terrain features until they are prevented from doing so by a failed morale test. Platoons or commands may move and fight as many times as a player wishes, provided they pass all required morale tests. Each time an Initiating player opts to move a command or platoon the game turn sequence re-starts at the Command Phase. This also advances the game clock by one game time hour.

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

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Movement at night – troops and vehicles The maximum distance squads or vehicles may move at night is between two contiguous terrain features per game turn. Once this move has been completed or prevented due to a failure of morale, that command or platoon may not move again in the current ‘initiating players’ game turn. Terrain Features Open ground This is a field, ploughed paddock or any open ground up to 24 inches across that represents gently undulating or sloping ground allowing a vehicle within to assume a track down position while stopped or any infantry squad to take partial cover while lying down. It may contain a small stand of trees or crops. Open ground is not counted as a terrain feature for the purposes of movement distance allowances. Open Woods This is a stand of well-spaced trees approximately six inches across that allow any vehicle or infantry squad halted within or behind it to be in partial cover. Troops and vehicles may move through it without penalty. Dense woods. This is a dense stand of trees, jungle or bush at least six inches across, that completely blocks all line of sight through it. Units positioned in base contact with an edge of this type of terrain feature gain partial cover, being completely concealed at the edge of it. Only those squads on the same side of such a terrain feature may engage a squad concealed at its edge. Hills Hills form a complete blockage of any line of sight and may only be seen over from aircraft. Units occupying a hull down position or taking partial cover from immediately behind the crest of a hill suffer a ‘dead ground zone’ to their immediate front or line of sight equal to the distance measured from the front edge of their base to the end of the terrain feature. No direct fire may be directed into this dead zone from units in such a position. Buildings and built up areas (BUA) Individual buildings, or small groups of buildings such as farms or villages, represent a block of actual buildings and as such the exact form and structure of the model representing this should be considered only as a representation of the actual area. All built up areas (BUA) should have their boundaries clearly defined by a hard edge base, regardless of the buildings set upon it. Larger towns should be constructed by joining a number of suitable BUA bases together. Tall buildings must be clearly defined as to what lines of sight they block. Ideally, tall buildings should only be used in city based scenarios. All BUA form a complete barrier to observation and give hard cover to any troops or vehicles while inside such terrain features. Troops in base edge contact with the outer edges of such terrain features can claim hard cover protection against enemy fire. Troops inside such a terrain feature cannot be engaged by troops from the outside by direct fire. Troops halted within a BUA are invisible to observers until they move or fire. If both sides occupy the same BUA they may fire at each other with direct fire, adjusting casualty dice rolls for a target in hard cover. Each BUA base is considered to be an individual terrain feature. Rivers and water obstacles Water obstacles form no barrier to observation, although steep banks to their approaches may do so. Water obstacles should have at least one bridge and one ford for every 24 inches of river length.

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

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Railways and industrial areas Railway lines give hull down cover to vehicles and partial cover to troops. Industrial areas are treated exactly the same as BUA. Walls and Hedges Walls offer hard cover and hedges offer partial cover to troops and vehicles in base contact with them. Troops halted behind a rock or concrete wall or within a hedgerow are invisible to observers until they move or fire. Airfields Airfields offer the same protection as open fields or grasslands. Cover Hard cover Refers to any object hard or dense enough to substantially reduce the chance of infantry being injured by fire while sheltering behind it or to seriously degrade the chance of anti-armour fire striking a targeted vehicle. Partial Cover Refers to low-density objects, such as hedges and bushes that obscure the target more than shelter it. Infantry riding on tanks in battle (not a recommended practice!) Infantry riding on tanks or APC’s must immediately leave that vehicle once it is hit by fire. Once the infantry have debussed, they must take an immediate ‘pinning test’. Tanks within built up areas and or woods/forests that lose their infantry riders due to enemy fire, must take an immediate morale test. If this is failed, the tank must immediately withdraw (in their next movement phase) to any cover that is known to be currently free of enemy. Infantry Fire – Direct Fire Infantry Direct Fire range is limited to between any two contiguous terrain features where there is a direct line of sight between firer and target. Squads must always engage any enemy squad that has fired on them in the current game turn. If not under fire, they must engage the closest enemy squad. Squads require a 4,5 or 6 to disable an enemy infantry squad with Direct Fire. Soft or partial cover reduces this to a 5 or 6 and hard cover reduces it to a 6 on a single dice roll. Sniper Fire – Direct Fire Each platoon may field one sniper team. Snipers may fire at any enemy squad at up to two contiguous terrain features range. They must have a direct line of sight to the target in order to do so. Snipers require a 5 or 6 on a single dice roll to suppress their target, but make no adjustment for the target being in cover.

US troops crossing the Rhine in March 1945. The Rhine was a major river barrier that presented significant problems in crossing it.

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

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Heavy Machineguns – Direct Fire Heavy machineguns from company or battalion heavy weapons platoons may fire in direct support of a nominated platoon. Once a heavy machinegun has been assigned to a particular infantry company, it may not fire in support of any other unit outside that company organisation. Heavy machine guns have a range of up to two contiguous terrain features provided they have a clear line of sight to the target. They require a 4,5 or 6 on a single dice roll to disable an enemy squad. HMG fire is reduced to 5 or 6 if the target is in hard cover. No reduction is made for fire against infantry targets in soft or partial cover. Infantry anti-tank weapons These weapons have a maximum effective range of around 100 meters. That is they will travel considerably further than 100 meters but the chance of hitting anything beyond 100 meters is extremely unlikely. Therefore infantry heat weapons will be limited to fire between any two terrain features occupied by the firer and target. Any buildings or fortifications targeted with anti-tank rockets don’t suffer accuracy penalties – for obvious reasons. Troops suffering a hit from such HEAT weapons take a casualty test. Normal cover reductions apply. All HEAT weapons cause a 3 dice artillery casualty calculation against the target. Consult the anti-tank fire tables to assess the damage to an AFV or APC. Crews must take a morale test immediately after the vehicle is hit. Infantry Assault. The smallest unit capable of launching a close assault is the squad. Any squad that makes base-to-base contact with an enemy squad, during the movement phase of the Game Turn, commits the entire platoon to the assault. The same applies to the defender. Defenders may not elect to leave squads from the same platoon unengaged during the course of a close assault. Attackers declare their assault move and attempt to make contact with the defender. All squad bases in the assault must be paired off before any extra squads are allocated. The defender may attempt to use reactive or ambush fire against the attacker before they make contact with the defender. This is done using the Direct Fire rules. All squads (attacker and defender) roll 1 dice each, the highest modified dice winning. The defenders receive a +1 bonus on each dice roll to simulate the fact they are stationary or in a defensive posture, thus able to bring a greater weight of fire to bear than the attacker who is moving. Any dice throw of “6” causes an instant casualty against the opposing player’s squads. All casualties are immediately removed. The unit inflicting the highest number of casualties wins. If no casualties are removed the unit winning the greatest number of dice rolls wins the assault. The assault continues until there is a winner, before the next Game Turn segment. Once a winner has been determined, the loser retires behind or into the nearest terrain feature and checks morale. The winner occupies the contested position and reorganises for the remaining game turn cycle. The winning squad(s) may defend their newly won position if counter attacked. They become the defender and the whole close assault cycle is repeated. Armour – including armoured troop carriers, may support a close assault. Armour supporting an assault does so using HE and/or MG fire as per the HE or MG fire system. No adjustment is made for vehicle movement . The supporting vehicle nominates the nearest infantry or weapons base to it as a target and dices for casualties. Armour within a BUA or woods, close assaulted by enemy troops must take an immediate morale test regardless of casualties. Infantry may not attack enemy armour until all supporting enemy troops within the same terrain feature as the enemy armour are eliminated. Infantry may assault unsupported armour in the open but the infantry receive a -2 penalty on their dice rolls in the close combat roll off.

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

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Artillery Requests for fire support. Each artillery battery fire mission must be directed by an observer team attached to a Company Headquarters. Only one fire request may be directed to any one battery per complete game turn. The artillery target must be located and a fire request granted (successfully diced for) before the fire arrives in the ‘indirect fire’ segment of the current game turn.

All fire requests are based on a single dice roll. Platoon request to company for fire support - anything but a “1” Platoon request to Battalion for fire support – 3,4,5 or 6 Platoon request for Regimental fire support – 4,5 or 6 Platoon request for Divisional fire support – 5 or 6 Counter Battery Fire request 5 or 6 HE Damage (Use this table to calculate HE fire from mortars, artillery, AFV’s and infantry HEAT weapons against infantry) Up to 76mm 3 Dice) -1 on each dice roll if target in partial cover. Up to 105mm 4 Dice) -2 on each dice roll if target in hard cover, or an AFV. Up to 130mm 5 Dice) -1 on each dice roll if target moved this turn. Up to 155mm 6 Dice) -2 on each dice roll if tank or AFV firing HE. Up to 203mm 7 Dice) All MRL and Rocket Batteries 7 Dice) In order to disable a target a “4,5 or 6” needs to be scored with any of the artillery fire dice. If more than one successful dice roll is made, the firer must nominate the next nearest target to the first squad hit. This process is continued until no further hits are rolled or there are no other targets within the same terrain feature occupied by the original target base. Counter Battery Fire Counter battery fire may be attempted by the non-initiating player as soon as his forces come under artillery fire (either mortar or gun). Counter battery damage is assessed using the standard artillery damage table, but –2 is applied to all casualty dice rolls. No dice roll adjustment is made for the type of artillery vehicle being bombarded. Damage to bridges and large structures A dice roll of “6” destroys a bridge or structure hit by artillery fire or bombs, while a “1” through “5” inflicts increasing damage. Once a bridge or large structure reaches “6” cumulative damage points it collapses. Bridge repairs are made by a reversal of the process above, but must be

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

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affected by an engineer unit in constant contact with the bridge, during the repair process. Large structures cannot be repaired during the course of the game. Armour Movement Movement over the battlefield is never random. Vehicle commanders are extensively trained to correctly appreciate the lay of the land and how best to make use of any available cover. German tank crews were trained to approach an enemy unit in a series of zig-zags so that no vertical armoured surface was exposed to anti-tank fire. While it may look as though most tank battles were organised chaos, they were in fact somewhat different. Moving and firing It is a well understood fact that firing a tank main gun while on the move during WW2 was a complete waste of ammunition. The US Army arrived in Africa with a Westinghouse stabiliser fitted to the M4 Sherman to give gun stablisation in the elevation plane, but not in the traverse. This unit developed so many problems that most tankers turned it off until it could be removed by workshop fitters. The most common source of complaint was that the barrel continued to move up and down even when the vehicle was completely stopped. The whole idea of the Westinghouse unit was to bring the gun barrel quickly on to vertical lay after a rapid halt, thus ensuring rapid shooting. In theory it was a brilliant idea, but unfortunately better suited to battleships than tanks. Tank gunnery training in most WW2 armies taught the gunner to lay on a selected target as soon as the vehicle had come to the halt. It was the commander’s responsibility to select the target and align the turret so that the gunner could immediately identify and engage the enemy. But this not only involves the commander but the driver as well, who was responsible for ensuring the arcs of fire were clear for the main gun. Tanks usually move relatively slowly over a battlefield. This is not because tanks are incapable of moving rapidly over rough terrain, but because they will end up injuring their crews. Tanks have many sharp protrusions in a very confined space just waiting to attack the unwary! The loader is particularly vulnerable. There are many movies of armour on the move where the only people in the vehicle are the commander and driver, the rest are riding on top. This is for the reason that at high speed, even on a road, it’s safer for the crew to be outside the vehicle than inside. Tank gunnery accuracy is the hardest thing for any historian to judge! Unit casualties can be established and enemy losses counted, but invariably two important factors are missing. The average range of engagement and the amount of ammunition expended. Without the last two factors it is almost impossible to gain an appreciation of tank gunnery accuracy. To complicate the matter further, there were many instances where gunners hit the target, but the ammunition failed to penetrate or damage the target. In the early desert battles with the Italians, British tank crews were berated for their appalling lack of accuracy until it was realised that early 2pdr solid shot was passing through many targets without causing serious or fatal damage. Gunnery accuracy is as much a function of crew training as it is the weapon and sighting system. Hull down positions can be achieved wherever there is a fold in the ground sufficiently high enough to allow a vehicle to present only a turret to the enemy. Most positions were ‘track down’ rather than ‘hull down’ during combat on the basis that hull down positions risked guns being fouled during traverse, or gun-sights being obstructed by foliage – a major problem in the Normandy Bocage. What should be understood is that true hull down positions were difficult to achieve in a fluid battle situation and most were only available in a prepared defensive position that took many hours to construct. Hence, the reason most tanks were only afforded track down positions.

Target moving? The average engagement range in WW2 was about 500 yards in 1940 and about 1000 yards in 1945. The time of flight to target for the average AP shot was under 3 seconds. How far could a target move in 3 seconds at 15 mph? The answer is about 66 feet, approximately 3 times the length of an average Sherman. As most targets (and firers) moved, stopped and then fired, the

The New Lightning War WW2 – fast play rules

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matter of firing at a moving target did not significantly reduce the chances of hitting it. All crews knew that they had to lay the gun on target, track it until it stopped and then fire. However, tank gunners like Baltazar Wohl of Michael Whitmann’s crew were the exception, not the norm! Abandoning the vehicle Many crews abandoned their vehicles once it had been hit whether or not they had been severely damaged. This was especially prevalent among British and US Sherman crews who understood only too well that once hit, should they survive, there was an almost mathematical certainty another shot would be on its way and it would be fatal. The German tank crews knew that the average 75mmM6 was incapable of frontally damaging a Panther or Tiger and acted accordingly. Hence they were prepared to show considerable determination in the face of enemy fire. As the 17pdr Firefly’s and 90mm gunned M36 began to appear in late 1944, German bravado receded at a steady rate. However, it should be understood that mechanical failure was the main cause of vehicle abandonment during tank battles. Obviously, a tank that stops in range of enemy fire is going to receive a pasting. Accordingly, tank crews immediately abandoned broken down vehicles. Tank ‘desant’ infantry While the Russians may have lauded such foolishness, the rest of the world’s armies appreciated the extreme danger of transporting supporting troops into battle, riding on the top of a tank or assault gun. The Russians were, through the lack of a suitable armoured troop carrier, forced to use such measures mainly because of the lack of suitable roads on which troops could march move in bad weather. Both the German and British armies relied on transporting troops to battle on tanks and assault guns for two entirely different reasons. The Germans began to experience a severe decline in the number of available SdKfz251 APC’s after their retreat from Russian territory. German armoured units were loath to fight in the western Ukraine without adequate infantry support, because of the greater density of forests and woods.

In the British 21st Army Group areas, widespread German flooding and demolitions necessitated the use of tracked vehicles that were capable of deep wading to transport supporting infantry. The only readily available vehicle was the tank. However, British infantry did not appear to deliberately enter combat from the back of a tank. The usual procedure was to use the tanks in a transporting role until the start line was reached. At that point, the infantry debussed and formed up on foot to accompany the tanks into battle. Commonwealth troops fighting in the islands also appear to have avoided riding on tanks in battle for quite obvious reasons. The U.S doesn’t seem to have encouraged troops to ride on vehicles into combat. The sole exception to this appears to have been Patton’s 3rd Army in their advance against Bastogne in 1944/45.

The British Army reluctantly allowed the transport of troops on tanks to the battle area in the Rhine campaign because of the lack of suitable transport.

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I have seen no record of Japanese troops riding into battle on tanks although I assume such a thing happened and was not forbidden by doctrine or safety considerations. Tank and anti -tank gunnery

1. Gunnery accuracy variations If the target is within half a table length (the table side) of the firer, it requires a roll of 4,5,or 6 to hit the target. The same applies to fire across the table width (the table edge). If the target is beyond half the table length in range from the firer, the dice roll is modified by –1, to 5 or 6. A Hull down target reduces the dice roll to a ‘6’ to hit. 2. Gun performance variations. If the target is within the same half of the table as the firer, the armour penetration (AP) value remains the same. If the target is beyond half the table distance from the firer, the armour penetration value is reduced by –1.

3. Firing at the halt after moving. Tanks may fire one round of HE or AP after moving, in each game turn initiative with a –1 to the accuracy or HE effect dice roll. 4. Firing without moving. Tanks and anti-tank guns that don’t move may fire twice per game turn initiative sequence. 5. Gun arcs of fire and turret traverse. All guns have an arc of fire of 45o. Turrets may traverse up to 360o during each firing attempt. Traversing a turret does not constitute movement.

6. Armour casualties The firer takes the weapon AP performance value and subtracts the target vehicle’s armour defence value (Armour) one from the other. If the AP value exceeds the Armour value by more than 6, the target is automatically destroyed or disabled. If the AP value exceeds the Armour value by less than 6, subtract the AP value from the Armour value. The difference is subtracted from ‘6’ and this becomes the dice roll required to disable or destroy the target.

If the target is hit from the rear or side the V.D.T dice roll is adjusted by –2

Behind this line is the side or rear of a target vehicle

FRONT

The New Lightning War WW2 – fast play rules

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13

Example 1: Panzer III J (stopped) engaging a Sherman M4 (75), in the open within half the table range. Panzer III J AP value = 6 Sherman M4 Armour value = 6 6-6 equals 0. No possibility of a penetration. However, the crew must take a morale test and if this is failed, the vehicle is abandoned and considered ‘pinned’. Had the Panzer III engaged the Sherman from the side, the calculation would have been thus: Panzer III J AP value =6 Sherman M4 side or rear Armour value = 4 6-4 = 2, therefore subtract the difference from a D6 roll to give a 4,5 or 6 to disable the Sherman.

7. Infantry riding on tanks in battle Infantry riding on tanks or assault guns must immediately leave that vehicle once it is hit by any type fire. Once the infantry have debussed, they must take an immediate ‘pinning test’. Tanks within built up areas and or woods/forests that lose their infantry riders due to enemy fire, must take an immediate morale test. If this is failed, the tank must immediately withdraw (in their next initiative phase) to any cover that is known to be currently free of enemy.

8. Infantry launched anti-tank rockets – HEAT weapons All Infantry anti-tank rockets have a maximum range of one terrain feature. Buildings or fortifications targeted with anti-tank rockets don’t suffer accuracy penalties – for obvious reasons. Troops suffering a hit from such HEAT weapons take a 3D6 casualty test. Normal cover reductions apply.

Mine usage and clearance Mines may be laid in fields covering any one terrain feature other than dense woods. No more than 2 fields may be used in any one game. Minefields may either be hidden or open, the choice is the defenders. Mines may be cleared by an infantry squad rolling one dice each time they attempt to clear a passage through a minefield they are in base-to-base contact with. Minefields have a cumulative value of ‘6’ which must be equalled or exceed by as many dice rolls as it takes a player to achieve this cumulative total. If two squads attempt to clear the same minefield, they cannot combine their dice rolls to shorten the process. Tanks using mine clearing devices use the same system, except, if they roll a ‘1’ while clearing, they become disabled by mine damage. Scatter mines delivered by air or artillery cover the same area as do laid minefields (for simplicity) but may be used at any time during the game during the indirect fire or the aircraft attack segment of the game turn. Scatter mines may only be fired into an unoccupied piece of terrain. Morale In order for a platoon to maintain its command integrity it must take an immediate morale test if any squad becomes disabled, suppressed or pinned. Supporting artillery, reconnaissance and attached armoured units are not required to take this test.

Soviet combat engineers were well trained and very resourceful. They fully understood the adage; ‘ Now that we have managed to achieve miracles with so little, we will now attempt the impossible with nothing’

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

14

Establishing morale ratings. Players are urged to vary morale ratings according to the forces in play. There is an obvious difference between Soviet conscript infantry and German SS Units. This sort of difference must be factored into the forces on the table. As a general rule I would recommend no more than 25% of each force be elite, 50% battle hardened and the remaining 25% conscript or replacement. Unit morale and combat experience are reflected in four rating categories. Elite = 5 Battle Hardened = 6 Replacement = 7 Irregular or Militia = 8 Testing Morale Morale must be tested each time a sub-unit takes casualties or becomes suppressed or pinned. In order to pass a morale test, each parent unit must roll 2 dice, scoring the same or more than their morale rating. Each time a sub-unit becomes a casualty, is pinned or suppressed the parent unit must take a morale test. Each sub-unit disabled, suppressed or pinned adds a +1 to the required morale rating dice roll. Unless a parent unit is reinforced, the morale rating cannot be reduced. No parent unit morale rating can be reduced below its original level. Parent unit may ADD 1 extra dice to their morale test roll if they occupy field fortifications or a BUA. Example: A ‘battle hardened’ parent unit with a morale rating of “6” loses two sub-units. This will increase the minimum 2D6 roll from “6” to “8” in order for it to pass a morale test. However, should the parent unit occupy a prepared defensive position or BUA, they make the test with 3D6. Units that fail a morale test must “withdraw” towards their base line through the nearest terrain feature, each Command Phase until they either leave the table or recover their morale, by passing a test. A suitable marker’ marker remains openly displayed beside the unit until it recovers its morale. Lines of withdrawal may avoid un-crossable obstacles and must avoid enemy units. However, they must always take the shortest route towards their base line, where possible. Casualty Status Defined

1. A sub-unit becomes an immediate casualty and is removed from the game if it sustains a disabling hit.

2. A sub-unit becomes suppressed if it sustains a hit that fails to disable it by ‘one pip’ on the casualty dice roll. Suppression lasts until the end of the next enemy game turn. Suppressed squads may not move but may direct fire with a –1 accuracy dice roll penalty.

3. A sub-unit becomes pinned if it fails a morale test after receiving enemy fire that it survives without becoming suppressed or disabled. Pinned squads may not move in the current game turn but may fire as normal

4. A tank or AFV crew must take a pinning test if their vehicle suffers a hit capable of destroying the vehicle, yet fails to damage it. If they fail the test they will immediately abandon the vehicle and be removed from the game. The vehicle will remain on the table as a prize of war, counting towards the opponent’s victory points.

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

15

Vehicle Weapon AP DEF HE Effect

Front Side/rear As per artillery rules German PzKw II F-J 20mm 2 3 1 PzKw III E 37mmL45 3 3 3 PzKw 35t 37mmL45 3 3 2 PzKw 38t 37mmL45 3 3 2 PzKw III F-G 50mmL42 5 3 3 PzKw III H 50mmL42 5 4 3 PzKw III J 50mmL60 6 4 3 PzKw III L-M 50mmL60 6 6 3 PzKw III N 75mmL24 5 7 3 PzKw IV D 75mmL24 5 3 2 PzKw IV E 75mmL24 5 4 2 PzKw IV F1 75mmL24 5 5 3 PzKw IV F2 75mmL43 9 6 3 PzKw IV G 75mmL48 9 5 3 PzKw IV H-J 75mmL48 9 8 3 Panther A-D 75mmL70 12 10 4 Panther G 75mmL70 12 9 5 Tiger 1 88mmL56 11 10 8 Tiger II 88mmL71 18 17 8 StuG III A 75mmL24 5 5 3 StuG III G 75mmL48 9 8 3 StuG III 40 75mmL48 9 5 3 JadgPanzer IV/48 75mmL48 9 8 4 JadgPanzer IV/70 75mmL70 12 8 4 Hetzer 75mmL48 9 6 2 JadgPanther 88mmL71 19 8 5 JadgTiger 128mm 21 20 8 Marder II - III 75mm PaK 40 9 2 1 Soviet T26 45mm 4 2 1 T34 mod 1940 76mmL31 4 6 4 T34 all others 76mmL41 6 6 4 T34/85 85mm 9 8 7 JS2 122mm M1944 14 11 9 KV1a 76mmL41 6 10 7 KV1c 76mmL41 6 11 9 Su76 76mmL53 8 2 1 Su85 85mm 9 6 5 Su100 100mm 12 8 5 Su122 122mm Hwtz HE 6 4 ISU122 122mm M1944 14 10 6 ISU152 152mm Hwtz 9 10 6 France FT17 37mm or MG 2 2 2 AMR34 HMG 2 2 2 Panhard 178 25mmL73 2 3 2 Hotchkiss H39 37mmL33 4 4 4

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

16

Hotchkiss H38 37mmL33 4 4 4 Vehicle Weapon AP DEF HE

Front Side/rear As per artillery rules Char B1 bis 75 Hwtz - 47mmL34 5 6 5 Hotchkiss H35 37mmL33 4 4 4 Somua S35 47mmL34 5 6 4

British Vickers MkIV-VI .5 Cal HMG 2 1 1 Nil Cruiser A9 2pdr 5 1 1 Nil Cruiser A13 2pdr 5 3 1 Nil Crusader I-II 2pdr 5 4 3 Nil Crusader III 6pdr 9 5 3 Nil Sherman Firefly 17pdr 14 6 4 Cromwell IV-VII 75mm M6 7 6 4 Matilda MkI .5 Cal HMG 2 6 6 Nil Matilda MkII 2pdr 5 8 6 Nil Valentine Mk I-VII 2pdr 5 6 6 Nil Valentine Mk VIII-X 75mm M3 7 6 6 Churchill MkIV 6pdr 9 10 6 Nil Churchill MkV-VII 75mm M3 7 15 10 Churchill Mk VIII 95mm Hwtz HE 15 10 Archer 17pdr 14 2 2 Humber MkIV A/car 2pdr 5 2 1 Daimler Mk2 A/car 2pdr 5 2 1 Humber Mk I-III A/car 15mm cannon 2 2 1 AEC Mk 3 A/car 75mm M3 7 6 5 United States M3 Half track various 1 1 M3 Stuart 37mm 5 4 3 M5 Stuart 37mm 5 7 3 M24 Chaffee 75mm M6 7 4 3 M3 Lee/Grant 75mmM2/37mm 6 5 4 M4 Sherman 75mmM3 7 6 4 M4 Sherman 76mm 10 6 4 M10A1 3 inch 10 6 2 M18 Hellcat 76mm 10 2 1 M36 90mm 11 5 4 M26 Pershing 90mm 11 10 8 Italian CV35 20mm 2 1 1 CV33 2-Mg's 1 1 AB40 A/car 3-Mg's 2 1 AB40 A/car 20mm 2 2 1 AB43 A/car 47mm 7 2 1 M11/39 37mm 3 2 1 M13/40 M14/41 47mm 4 3 2 M15/42 47mmL40 7 4 2 SPM41-47/40 47mmL40 7 2 1 SPM40-73mm/18 75mmL18 5 4 2 SPM41-75/34 75mmL34 8 4 2

The New Lightning War WW2 – fast play rules

© David Child-Dennis 2006 [email protected] Wednesday, 18 July 2007

17

SPM41-90/53 90mmL53 11 3 2 Japan To be added

Anti -tank Guns Weapon AP DEF HE Russian As per artillery rules 45mm Model 1937 4 45mm Model 1942 5 57mm ZiS2 8 76mmL53 8 Germany 37mm PaK 36 APCR 4 50mm PaK 38 APCR 9 United States 37mm 5 57mm 8 3 inch 10 Italy 37mmL32 3 Japan 37mm T94 Type 01 3 37mm T97 5 47mm T1 towed 6 57mm T90 3 57mm T97 6 75mm Model 94 7 105mm T91 Hwtz 7 Austria 47mmL39 4 Czech 47mmL43 6 Hungary 40mm41M 4 75mmM41 4 75mmM43 8 Anti -tank rifles Panzer Busche 38/39 2 Boys .55 2 Solithurn MSS41&18 3 PTRD41 & PTRS41 3 Anti -tank Rockets Bazooka 2.36 inch 7 Panzerfaust (early) 7 Panzerfaust (late) 10 Panzershriek (1944) 15 PIAT 7

TO&E

2

3

8“

?

K

o

i

{!

$

^

&

)

+

Anti tank

Anti-aircraft

Engineer

Tank

Motorised infantry

Heavy weapons

Self Propelled Gun

Rocket artillery

HQ/ Signals unit

Infantry

Motorised Infantry-1/2 tracks

Reconaissance-infantry

Reconaissance-Armoured

Artillery-towed

Artillery-Self Propelled

Table of Unit Symbols

XXXX

XXX

XX

III

II

I

...

X

Division

Army GroupCorps

Company/Squadron

Platoon

Battalion

Regiment

Brigade

“““

Panzer Armee Africa 1941 until the end of 1942German Forces in the Mediterranean

HQ 1-PzII1-251/3 HT

1-PzIII H/J 1-PzIII H/J 1-PzIVE or F1/F2

Typical Panzer Company

3 1-2cm FLAK

PzIII H/J should carry 5cmL42 until May 1942After May 1942, 30% should carry 5cmL60

PzIVF2 began to arrive in May 194250% should be F2 by Alamein

There were 5 or 6 PzIVG lost at Alamein

“ “

3

Typical Italian Armoured Company 1941-42

1-M13/40 or

1-M15/42

1-M13/40 or

1-M15/42

1-M13/40 or

1-M15/42

1-20mm FLAK

1-M13/40 or

1-15/42

HQ

T

) )

{

2)

&&

German Reconaissance Detachment

HQ

1- 234Hvy a/c 1-222 Lt a/c 2-M/cycles

1-75mmSiG18+ tow

1-8cm Mtr+ tow

1-37mm ATG+ tow

2-HMG+ tows

This unit is compiled from 11th Panzer Division strength returns as at 1July 1943

(1-250/3)

German Infantry Regiment 1940-Mid 1944

!

)

!

!! ! !

!!

1

)

)))

III II I

2-AT guns1-2cm Flak

1-MMG

1-10cm Hwtz 1-15cm Hwtz+ tow 1-tow1-OP 1-OP

716

14 13

1-7.5cm SiG 181-15cm SiG 33

1-5cm mtr 1-5cm mtr 1-ATRifle1-ATRifle

Coys 8-5 Coys 4-1

9101112

II

23 1

* 8cm Mtrs replace 5cmMid 1943* AT Rifles deleted Mid 1941* Pzfaust introduced Late 1943.*5cm AT guns replaced by PaK 40by Late 1943.*Many regts reduced to 2 Bns by 1944

NOTES

1-10.5cm Hwtz+ tow1-OP

* 15cm Battery allocated toCounter battery fire if necessary

From Divisional Assets

3 Plns 3 Plns 3 Plns 3 Plns

German Heavy Tank Company - August 1942

““““

{

1-Tiger 1 1-Tiger 11-PzIIIN 1-PzIIIN

1-Tiger 1

1-PzIIIN

German Heavy Tank Company - 1945

{

“ “ “ “1-Tiger 2 1-Tiger 2

1-Tiger 2

1-Hetzer 1-Tiger 2

Both organisations are compromises.

The Tiger1 and PzIIIN were mixed together in platoons, usually 1 Tiger and 2 PzIIIN.

The Hetzers were a separate platoon to cover the deficiencies in Tiger 2 replacements.

Italian Infantry Battalion 1940-42

!! ! )

3 `

{

o

2

HQ

2-20mm FLAK Scout Pln

Semovente75mmL27

S.P.Artillery Bty

3 inf Plns 3 inf Plns 3 inf Plns A/T PlnSupport Pln

2-MMG

2-45mm Mrts

)1-81mm Mtr

Italian Artillery Detachment 1940-42

))

)HQ

1-75mmL27Howitzer

1-100mmL17Howitzer

2-47mmL32Guns

$

$

$ $$

)3

! !

!

1-250/3

2-2cm Flak 1-15cm SiG 33

! !$3-251/1

II.

1-7.5cm SiG 18

Transport from regimental pool

1-250/3 I.

110

+tow

3 Plns 3 Plns 3 Plns

8 7 6 514

Panzer Grenadier Division Late 1942 through Early 1944

+119

From Divisional Assets

)

)) )1-10.5cm 1-10.5cm1-Hummel

II.I. III.)) * Panzer Jager Abtattached to motorisedinfantry

* 4th & 8th Coys arereferred to as "heavy"companies

Other artillery detachments allocatedto each of the remaining regiments

NOTES

1-Wespeor

3 2

3-251/11-251/91-251/101/251/2

3 Plns3-251/1

3 Plns 3 Plns

(Coy HQ)

3 crews 3 crews

1-OP1-8cm mtr1-MMG

Russian Tank Corps - Breakthrough Group 1944-45

!!!

2

{

3 + )

HQ

AA Pln1-37mmAA

SPG Pln Assault Gun Coy Mortar Bty1-Su76 1-SU85/100 1-120mm Mtr

2-T34 2-T34 2-T34 1-JS2/KV1

“Med Coy Med Coy Med Coy Heavy Coy

SMG Pln Rifle Pln Rifle Pln

Attack formation should have Heavy Coy leading with 2 Medium Coys following in direct support. SMGarmed Pln should follow riding on the 3rd Medium Coy tanks. The Rifle Plns should deploy on foot, closebehind tanks.

“ “ “ Heavy Coy attached from Corps assetsfor duration of attack.

!

!! ! "

! ! 1

"

+ + 5

&!

!!!

4 )1

Russian Mechanised Corps Late 1942-1945

9-bases 9-bases9-bases 3-M3-HT

3-bases

2-57mm ATG

3-bases 3-bases 3-bases

9-Tanks 9-tanks

4-SU122or

4-SU152

ASSETSCORPS

"

4-SU76 7-57mm ATG 9-37mmAA 3-120mm Mtr 3-Katusha

Rocket Ln

Mid and Late war-T34 or M4 allocated to tank brigade

NOTES

Gun tows usually draft animals

T60 or T70 Light tanks attached to Recon or Bde defense coy

T34 replaced T60/70 in Recon by mid 1943

3-bases 2-37mm AA+ tow

! 4

!!

! !

!

2 !

2

)

Rifle Rgt

Rifle Bn Rifle Bn

Rifle Coy Rifle Coy3-Plns 3-Plns

SMG Coy

3-Plns

A/T Coy

2-57mmATG

A/T Rifle Coy6-45mmATG

Arty Rgt Mortar Coy

1-120mm Mtr

Soviet Rifle Regiment 1943-45

!

!

Rifle Coy

3-Plns

Rifle Bn

Soviet Rifle Battalion 1943-45

!

!

!Rifle Coy

3-Plns 3-Plns 3-Plns

Rifle Coy Rifle Coy

HQ

A/T Rifle Pln

2-45mmATG

2 !SMG Pln

!2-81mm Mtrs

))3-76mmGuns

Arty Rgt

2-122mm Hwt

6-57mmATGor

or

6-45mm or57mmATG

2-MMGs

)

“““

“ “ “

! ! !

“ 4 ) + +

Soviet Tank Corps 1943-45

6-T34 6-T34 6-T34

2-T342-T342-T34

1-IS2 2-37mm 2-SU85 2-ISU1522-120mmmortarsFlak

Typical Tank Brigade

3-SMG Plns 3-Rfl Plns 3-Rfl Plns

) K2-MMG2-81mm

mortars

“ ““

{

3 0

German Heavy Tank Detachment (Abtielung)

4- Tiger 4- Tiger 4- Tiger

2-2cm Flak Heavy recovery HT

HQ (1-250/3)

Tiger 1 and 2 were mixed in detachments

“““

3

{

German Assaultgun Detachment (Abteilung)

2-75mm StuGs1-105mm StuG

2-75mm StuGs1-105mm StuG

2-75mm StuGs1-105mm StuG

2-2cm Flak

HQ (1-250/3)

StuG units were organised into “batteries” becausethey were under the control of the artillery arm.

Bty Bty Bty

“ ““ “ 4

{

British Armoured Regiment 1943 - 45

2-M4, 1Firefly

A Sqn B Sqn C Sqn A/c Sqn AA Trp

1-M41-Cmd Veh

3-M4 per Sqn from Oct.1943after D-Day 1-AA Tank2-Scoutcars

3-Comet - from April 1945

Motor Battalion - North West Europe

$$$$

{

2-M3 1/2 tracks2-carriers3-PlnsPer Coy

A Coy B Coy C Coy D Coy

1-M3 1/2 track1-Pln

Infantry Battalion - North West Europe

! !!!

{

1 8 ) 6

3-Plns per Coy

A Coy B Coy C Coy D Coy

1-3” Mtr1-Eng Pln1-MMG 1-6pdr+Tow

1-Pln

)2-25pdr+Tows

$3-carriers

3 Battalions = 1 Infantry Brigade

HQ

HQ

HQ

British Armoured Regiment - 1940-43

“““

{

& 3

HQ 1-tank1-Comd Veh

3-A9/10/13 per Sqn - France 1940

or

A Sqn B Sqn C Sqn A/c Sqn AA Trp

3-A13 3-M3(Stuarts) 3-A13 2-A/cars 2-Bofors+Tractors

3-M4 3-Crusader 3-M4

or

(M4 may be Sherman or Lee)

Armoured Recce Regiment 1944-45

“ ““

{

A Sqn B Sqn C Sqn

HQ

3-Cromwell VII1-Challenger

1-M5 Stuart

1-Cromwell VII1-Comd Veh

Per Sqn

!

2)

)

K

4 2 "

! ! !

U.S Infantry Division Sub-unit organisation

Regimental Combat Team

12

3-105 Hwt

1-OP1-105 Hwt 3-57mmATG

or

1 2 3

I J KFrom Divisional Assets L1-81 Mtr2-60 Mtr1-HMG2-MMG1-Bazooka

4- Bofors 3-M10or

3-M36

3-M18or

3-M4

3-3 inch ATG

! ! !

U.S Armoured Combat Command 1943-45

"

$" + 9&

$ $ $

$ $ 2 ^

+

CCA

3-M8a/c 2- Trucks

1-jeep1 2 3

1-HT

9-figs1-Bridge

15-M4 1-jeep 3-M7

1-60 Mtr1-HT

1-57mm ATG 1-81 Mtr 1-Jeep1-HT1-HMG1-MMG

1-HMG1-OP1-HT

Support Company

1-M71-OP

1-HT1-Pln1-Bazooka

or1-3 inch ATG

1-HT

+ + !

M4 Btn is broken down into coysand attached to each infantry combat team.

Break down of units from Regimental to Battalion strength

5 -M4

From Battalion

M7 Priest coy is broken down into batteries/platoonsand cross attached to each infantry combat team

Notes

"

!

2)

)

K

4 2 "

! ! !

U.S Infantry Division Sub-unit organisation

Regimental Combat Team

12

3-105 Hwt

1-OP1-105 Hwt 3-57mmATG

or

1 2 3

I J KFrom Divisional Assets L1-81 Mtr2-60 Mtr1-HMG2-MMG1-Bazooka

4- Bofors 3-M10or

3-M36

3-M18or

3-M4

3-3 inch ATG

! ! !

U.S Army Sub-unit Organisation

Combat Team !

) "32

From Divisional AssetsFrom Regimental Assets

1-57mm ATGor

! !!

1-3 inch ATG

1-Boforsor

1-M16

1-105 Hwt1-OP

1-M4or

1-M10

1-M18

1-M36

or

or

KJ1-HMG1-MMG

1-60 Mtr

1 Pln1 Pln1 Pln