Above: Italian mobile column on

(Staff car by Skytrex Ltd. Figures by Raventhorpe Miniatures.)

Front cover photo: Corinth Canal. British armour moves to counter-attack the Germans. (Vickers tanks by Cromwell, trucks by Raventhorpe Miniatures.)

Back cover, top: Safi. The 'Bernacole' lands the harbour assault force. (Crane by Dapol; landing craft by S.D.D. & Airfix; M5 tank by RAFM Company Inc.; 'Bernacole' scratch-built by Richard Marsh.)

Back cover, bottom: Barce. The Long Range Desert Group New Zealand and Guards patrols. (Vehicles by Matchbox; 20mm Breda by Raventhorpe Miniatures; figures by various manufacturers including some conversions.

Below: German Headquarters group. (Figures by Britannia Miniatures.)

Rapid Fire

Fast Play World War Two Wargames Rules For use with 20mm Miniatures

by Colin Rumford & Richard Marsh

Stratagem Publications Ltd.

18 Lovers Lane, Newark, Notts. NG241HZ

© Stratagem Publications 1994

All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of Stratagem Publications Ltd.

ISBN 0 9524305 0 9

Printed in Great Britain.

Graphical reproduction & printing by PressplanServices Ltd.

656 Forest Road

Waltham stow

London E17 3ED

(Tel: 081 5099969)

Table of Contents

Glossary Introduction Playing the Game

1. Movement Rates

2. Observation

3. Morale

4. Small Arms, HE and Other Firing Values

5. Direct HE Fire

6. Anti-Tank Fire

7. Miscellaneous Weapons and Their Effects

8. Grenades

9. House to House Fighting

10. Smoke

11. Pre-game Bombardment

12. Aircraft

13. Paratroops and Gliders

14. Engineering, Obstacles and Demolitions

15. Vehicle Repairs

16. Logistics

17. The 'Cost' of a Force

18. Vehicle / Gun Classification Examples of Unit Organisation / Cost Scenario Format

The Defence ofHondeghem: 27th May 1940 The Battlefield at Hondeghem

The Battle of Gallabat: 6th November 1940 The Battlefield at Gallabat

The Seizure of Corinth Canal Bridge: 27th April 1941 The Battlefield at Corinth Canal

The Fall of Hong Kong: 8th - 25th December 1941 The Battlefield at Hong Kong

'Operation Archery' - The Assault on Vaagso: 27th December 1941 The Battlefield at Vaagso

The Cavalry Charge at Chebotarevsky: 24th August 1942 The Battlefield at Chebotarevsky

'Operation Caravan' - The Raid on Barce: 13th September 1942 The Battlefield at Barce

The Landings at Safi: 8th November 1942 The Battlefield at Safi

Modelling the Terrain

Select Bibliography

Playsheet Page 1

Playsheet Page 2

8 pages of colour between pages 38 and 39.

4 5 6 7 8 9

12 15 17 19 20 20 20 21 22 23 24 25 25 26 28 32 35 36 37 39 41 42 43 46 47 53 56 57 59 60 63 64 65 69 71 72 73

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Table of Contents

Glossary

AlA AlC A!f AFV Boys CO DUKW Flak HE HMG HQ IDF LCA LCM LRDG LCVP MG MMG PAl( PlAT pr Sdkfz SPG

Anti Aircraft Armoured Car Anti-Tank Armoured Fighting Verhicle British Anti-Tank Rifle Commanding Officer American amphibious truck German anti aircraft / dual purpose gun High Explosive Heavy Machine Gun Headquarters Indirect Fire British infantry landing craft British / US vehicle / infantry landing craft Long Range Desert Group US landing craft - vehicle / personnel Machine Gun Medium Machine Gun Panzer Anti Kannon (German Anti-Tank gun) Projectile Infantry Anti Tank (hand held British anti-tank weapon) British artillery classification - 'pounder' German vehicle designation Self Propelled Gun

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4

Glossary

Introduction

The Second World War is, to date, the largest conflict the world has experienced, and to any child born in the 1950's it was a powerful influence on youthful interests and imagination. From the reminiscences of relatives, the collection of wartime memorabilia and the first military toys, grew an interest that the authors of this book have carried into adulthood; manifesting itself in a desire to recreate the armies and battles of World War Two in the scale we began fighting them back in the nineteen sixties : 20mm. *

This volume offers a set of eminently playable (and rigorously tested) rules for the World War Two period, and wargame scenarios for eight of the lesser known battles of the period 1940 - 1942; with historical backgrounds, wargame maps, special rules and orders of battle for each conflict.

The illustrations show incidents from re-fights of these actions and feature our own figures, models and terrain. The construction of the latter, with information on design, materials and painting is detailed in the final chapter; assisting wargamers who are striving for more convincing battlefields.

A selected bibliography is provided to enable further research and, it is hoped, provide a clearer understanding of what global war meant for the ordinary soldier fifty years ago.

It would be inappropriate to introduce any publication of this nature without acknowledging the help and efforts of others. In our case thanks to the members of the Grimsby Wargames Society, particularly Dave Tuck, Mal Taylor, Martin Buck & Steve Walker, who have spent countless hours fine tuning the rules and play-testing the scenarios and Michael Huteson for the word processing.

* (In fact the rules work perfectly well with 15mm scale too - no need to alter movement rates or ranges).

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Introduction

Playing the Game

These rules are designed for fighting brigade size actions using 20 mm figures. They provide for an interesting mix of supporting weapons, such as artillery, aircraft and armour. Unless a particular game requires something different there are nominal restrictions on the maximum size of tabletop units and these are:

An infantry battalion or similar unit An artillery battery

An armoured company or squadron

48 figures 3 guns 3AFVs

The scales used to achieve these unit sizes are approximately 1:15 for figures and 1:5 for weapons and vehicles. They have been found to give well balanced forces, capable of actions performed by their historical counterparts.

Players take alternate turns. In each tum the appropriate elements of a force may move and fire, or fire and move. There is one important exception to this system and this is the reserve fire rule.

The Reserve Fire Rule

If an element has not moved or fired in its own tum it may 'interrupt' the opposing player's next tum and fire at any suitable target. This facility is only available to small arms and other weapons (except mortars) firing 'line of sight' .

In writing any rules it is impossible to foresee every problem which may arise during the course of a game. In cases of dispute let common sense prevail. In 'grey areas' let the dice decide.

The emphasis is on fast play, enabling players to concentrate on tactics rather than the minutiae of complex tables and mind-tangling calculations.

Unlike most rules, which set out the mechanics of play in great detail and provide a playsheet perhaps as an afterthought, the playsheet is central to our game. Sections I to 8 which follow correspond to the numbered segments of the playsheet and should be read in conjunction with it.

In addition to models and terrain players will need the following equipment:

Several six sided dice (d6); one or two ten sided dice (dIO); a tape measure sub divided into inches; some balls of cotton wool for destroyed vehicles and smoke; markers to represent 'light' and 'heavy' damage to vehicles; and a 12" square of clear polythene marked with nine numbered (1 to 9) boxes of equal size (see section 4).

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6

Playing the Game

1. Movement Rates

The distances stated on the playsheet are the maximum any element may move in one tum.

Penalties for elements crossing certain terrain features are made on a random basis with the score on a six sided dice (d6) being deducted from the stated maximum. Linear obstacles such as walls and hedges are diced for only once; continuous features like woods and hills are diced for each tum movement across them is attempted.

It is not necessary to dice for individual figures, but a test should be made for each company (about eight figures) or vehicle. Once a dice is thrown then a player is committed to moving the element. It follows that if a player is unlucky no apparent movement will take place.

Example

A rifle company wishing to cross a hedge throw a six. 6" - 6 = 0, therefore they cannot cross this tum. They will of course be eligible to move 6" in their following tum.

Other deductions from vehicle and horse movements are made in 6" units. These are made for limbering and unlimbering a gun, for debussing or embussing infantry and for cavalrymen mounting or dismounting from their horses. A further 6" is deducted from towing vehicle movement if the gun fires in the same tum.

Example

An anti-tank gun towed by a light truck may fire, limber and move off in the same tum, but the vehicle movement will be restricted to 3" if travelling cross country.

There are no vehicle movement penalties for towing a gun provided an appropriate towing vehicle (prime mover) is used.

Infantrymen debussing and cavalrymen dismounting may move 3" from their vehicles or horses and fire at enemy targets in the same tum. However, they may only engage targets at short range (up to 6"). Cavalry may charge once per game at an extra 6". One in five dismounted figures must act as horseholders. Infantry mounted on bicycles may add 3" to their road movement and suffer no penalty for mounting or dismounting.

Most elements can move and fire in the same. tum. Some weapons, however, require more time than others to bring them into action. These include towed artillery batteries, 'non-wheeled' antitank guns such as the British 2pr; the German 88mm flak; medium and heavy machine guns and 3" / 81mm and larger mortars. Consequently these weapons may only move or fire in anyone tum.

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1. Movement Rates

2. Observation

An enemy element can only be fired at if it can be seen.

Speculative firing is not normally permitted. This may appear slightly unrealistic but it prevents a player obtaining an unfair advantage by 'accidentally' engaging unlocated units simply because he can see his opponent's models on the tabletop.

Troops are assumed to have 3600 visibility. Closed down AFV's have 1800 visibility to their front. A closed down AFV is a vehicle like a turreted tank or an assault gun and it is irrelevant that the model happens to have a commander poking his head out of a hatch. This restriction does not apply to armoured cars and other reconnaissance vehicles.

The playsheet gives distances at which enemy elements are automatically located. However, automatic location does not apply to concealed forces that have withheld their fire in certain circumstances when the following tests apply (shown as 'Chance Test' on the playsheet).

To locate infantry and support weapons in soft cover at a distance of between 6" and 12" and vehicles and artillery at between 12" and 24" a score of five or six on a d6 is needed. A six is required if the cover is hard. At 0 to 12" a score of six is necessary to locate infantry in undamaged buildings. Only one test is permitted for each concealed group of figures or vehicle in each tum. If a successful score is thrown then the concealed element is visible to all enemy forces within appropriate location distances (i.e. 12" or 24").

Example

A British rifle company advance to within 9" of the edge of a wood. Concealed at the edge of the wood are an enemy Stug III assault gun and a 37mm anti-tank gun, neither of which has opened fire. At this range the infantry can see the assault gun and may test to 'spot' the 37mm. A three is thrown and the anti-tank gun retains its advantage of being hidden.

If elements are not on the table (e.g. if their position is marked on a map) a player should disclose their positions when an opponent's forces come within automatic location range. A player can request a test to see if any elements are hidden in cover if their forces move to within 'Chance Test' distances.

Visibility into, out of, and through a wood is restricted to 3". It is important, therefore, that the edges of woods are clearly defined on the tabletop.

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2. Observation

3. Morale

A compulsory morale test is required at the beginning of a turn on units in any of the following circumstances:

a: An infantry battalion, cavalry regiment or equivalent unit whose strength has fallen to 50% or which has sustained a total of 20 casualties (whichever is the least). For the purposes of determining this level an attached AFV or SPG etc. is deemed to have a nominal crew of three.

Example

A 44 man battalion requires a morale test when it has lost 20 figures rather than 22.

b: An AFV unit in which a vehicle has been destroyed, or has sustained heavy damage. If a non-AFV unit contains armoured elements they should be tested as per an armoured unit.

Example

A 1940 German reconnaissance battalion includes two platoons of armoured cars. The battalion has a strength of 40 figures and the two armoured car platoons of two vehicles each (Sdkfz. 222 and 231 respectively). One 222 is knocked out by enemy fire and consequently this platoon will require a test at the beginning of the following turn. A one is thrown. The modified result is 0, (-1 for an AFV destroyed) and the surviving armoured car is consequently forced to withdraw for two moves.

c: An artillery battery that has been subjected to counter battery HE fire.

d: Armour v infantry encounters.

A player should request that his opponent carries out a test when the above conditions apply. A test is taken at the beginning of a turn and any compulsory movements are made straightaway. Further tests are required in subsequent turns should further casualties be sustained, vehicles destroyed (or 'heavy damaged'), or counter battery fire continue.

A d6 is thrown for each unit or battery and the following modifiers apply with results indicated:

Infantry / Cavalry Units etc.

Modifiers

-1 if the unit's Commanding Officer has been lost.

-1 if the unit is militia or poor quality.

-1 if the unit is unsupported with no friendly elements within 12" (This deduction does not apply if the unit is normally deployed in an independent role e.g. paratroops, commandos, LRDG etc.).

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3. Morale

-1 if any element in the unit has come under artillery fire (not mortar) in the opposing player's turn.

-1 if this is a test required because of additional casualties sustained in the turn following the original test. This becomes -2 if casualties continue and three consecutive tests are needed (-3 for four consecutive tests etc.). If a unit takes a test and does not receive any casualties in the opponent's next turn, then this modifier does not apply. (It pays, therefore, to keep a shaky unit under sustained pressure).

+ 1 if the unit is elite.

+ I if the unit is occupying prepared defences (not simply hard cover).

1 or less if the unit is isolated it must surrender, otherwise it 'Routs', i.e. it retreats away from the enemy as quickly as possible and takes no further part in the game.

Results

4 or more no effect.

3 the unit cannot take any offensive action in its following turn. It must not advance towards the enemy and if it is in an exposed position it must withdraw towards cover.

2 the unit is pinned down. Any element wishing to fire suffers a penalty of -2 on its firing dice throw. Elements in cover may not move. Elements caught in the open must retire to the nearest cover away from the enemy.

Armoured Units

Modifiers

-1 for each heavily damaged or destroyed vehicle in the unit at the time of the test.

-1 if the unit is within 12" of enemy occupied buildings or defence works and the enemy has been located.

+ 1 if the unit is elite.

I the unit must withdraw towards the nearest cover. If in cover it must not move.

Results

3 or more no effect.

2 the unit cannot take any offensive action in the following turn. It must not advance etc.

o withdraw for two full moves away from the enemy. This compulsory movement is carried out immediately, and the unit cannot return to action during this and the following turn.

-lor less if the unit is isolated it must surrender, otherwise it 'Routs'.

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3. Morale

If any vehicle is immobile (through heavy damage etc.) when a compulsory movement is required then the crew should abandon it. Any armoured elements of a larger unit that test must respond in an appropriate manner. Their morale does not affect other elements in the unit although a surrender / rout result means that the nominal three crew per vehicle are treated as casualties.

Artillery Batteries

Emplaced artillery batteries and armoured self propelled guns do not have to take this test.

Results

4 or more no effect.

I, 2 or 3 the battery is suppressed and cannot operate their weapons in the following tum.

Armour v Infantry

Modifiers

A test is required for tanks to close with infantry. A d6 is thrown and a score of five or six is required to allow an advance to within 6" of located enemy troops. This only applies if the tanks are unsupported by friendly infantry within 6".

Once infantry are attacked by tanks within 6" then they need to throw a d6 to see if they can stand (or to move within 6" to attack a tank).

+ I if they are elite.

-I if they are militia / poor quality.

lor more if they are in prepared defences.

Scores Required For Infantry To Confront Tanks (or to move into the open)

4 or more if the infantry are in the open.

3 or more if they are in soft cover.

2 or more if they are in hard cover.

Infantry that fail this test must withdraw their maximum move away from the attacking armour.

Example

A British infantryman armed with a PlAT wishes to break cover and attack a tank that is in the open 8" away. He is a 'Regular' and therefore requires four or more on a d6 to undertake this heroic task. A two is thrown and he 'bottles out' and stays where he is.

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3. Morale

4. Small Arms, HE and Other Firing Values

A player must declare all his firing and nominate all targets before carrying out any tests. Targets cannot be changed after firing starts.

Casualty Chart

The effect of small arms and high explosive (HE) fire is determined by the casualty chart. A firing group or weapon is assigned a number of points, the range determined (if appropriate) and the target's cover assessed. A d6 is thrown and the chart indicates the number of casualties inflicted.

Ranges
Small arms firing Short 0-6"
groups and vehicle Medium 6" - 14"
MG ranges Long 14" - 24"
Medium and heavy Short 0-6"
MGs and autocannon Medium 6" - 16"
ranges Long 16" - 30" The maximum range for direct and indirect HE fire is 48" and 120" respectively.

Maximum anti-tank gun range is 48".

Troops behind hedges and in woods are deemed to be in soft cover. Those sheltering in trenches, buildings, behind walls etc. are in hard cover. Gunners sheltering behind a gun shield are treated as being in hard cover from small arms etc. firing from their front, but are considered to be in the open if engaged by HE.

Small Arms Fire

This comprises of small arms firing groups and crew served weapons within a battalion unit.

A firing group is usually a rifle company, HQ group or members of a support company who are not manning a crew served weapon. A battalion may have a maximum of five firing groups.

The points value of a firing group is:

Troop Type

Poor quality / militia Regular

Elite

Short Range figures + 1 figures + 2 figures + 3

Med / Long Range figures figures + 1 figures + 2

It is unimportant what individual model figures are equipped with, it is their 'Type' which governs their firepower. When determining ranges for small arms fire, measure from the centre of the firing group to the centre of the target group or vehicle.

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4. Small Arms, HE and Other Firing Values

A firing group may have a maximum of ten figures. Their bases should be within 1" of each other.

Example

An eight man 'regular' infantry unit fires at a group of six figures sheltering behind a stone wall (hard cover) at a range of 9" (medium range). The points value is 8 + 1 = 9. A five is thrown, which results in one casualty.

'Crew Served' Support Weapons

The values of these weapons (in terms of firing points) are given on the playsheet.

Autocannons (which include rapid firing AA guns under 40mm), medium and heavy machine guns and vehicle machine guns use the firing chart in a similar manner to small arms fire.

Example

A stationary Panzer I with twin MGs fires at a 2pr anti-tank gun at a range of 20" to its front (the crew are therefore in hard cover). The points value is 10. A three is thrown, which is a miss.

The methods for firing mortars, field and anti-tank guns etc. are explained later.

Any figure from a battalion can operate a support weapon. Artillery batteries have specialist gunners and a gun needs at least one gunner in attendance to function. The other members of the crew can be made up from figures from an infantry battalion in times of emergency.

When any ground deployed crew served weapon is hit by any form of HE fire, including grenades, an additional d6 is thrown and if a six is scored then the weapon is destroyed. If the weapon is mounted on a soft skin vehicle which is hit by HE a similar test is taken, but five or six will destroy the weapon.

To be treated as stationary a vehicle mounting a MG, twin MG or other weapon must not move during the complete turn in which it fires. Autocannon fire as medium machine guns (one d6 per barrel firing) but count as HE for testing any crew served weapon hit.

Ground mounted medium and heavy machine guns, 3" and larger mortars and all anti-tank and field guns require a minimum of two crew.

Mortars And Indirect HE Fire

IDF is available to artillery batteries but not battalion support weapons other than 3" (or larger) mortars.

IDF from artillery or specialist heavy mortar batteries is controlled by a two man observer team equipped with radio, telephone or specialist vehicle. To transmit target co-ordinates an observer element must be stationary during a complete turn. If the observers are relying on radio a d6 is thrown for each transmission and if the result is a one (Russian, Italian, Japanese one or two) then the message does not reach the battery. A transmission is required to order and suspend firing or to change target. An observer team can only control one battery unless a special 'radio exchange' vehicle is used.

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4. Small Alms, HE and Other Firing Values

If the selected target moved over 6" in the previous tum then a further five or six is required on a d6 to 'call down' IDF. If this is not achieved then a player loses his chance of firing in that tum. The objective of this is to make it more difficult to hit moving elements and to deter players from using IDF unrealistically.

Once co-ordinates have been successfully transmitted the centre of the following template is placed over the target.

1 2 3
4 5 6
7 8 9 Each Square is 4" x 4"

Template is 12" x 12"

A ten sided dice (dl0) is thrown to determine the fall of a shell (0 = miss). Any target must be wholly within one of the squares and players should not endeavour to split a target to double the chances of hitting it.

The effect of the shell upon infantry, soft skin vehicles and open topped armour is dependent on the calibre of the gun and a d6 roll. The casualty chart gives the range of possible results.

If the target is in hard cover, then one is deducted from the dice score. This applies to all HE fire other than grenades.

3" and larger mortars use the same template to determine the fall of bombs. These weapons fire twice per tum. If the mortar is not directed by an observer team the target must either be in line of sight from the mortar itself or,if a battalion weapon, a member of the HQ group. No radio connection or equivalent test is necessary if the mortar is an integral part of a battalion.

Example

Referring to the playsheet a German 105mm can be seen to have an effectiveness equivalent to 12 points on Table 4. The template is centred over a gun and crew in a street. However, the dl0 roll determines that the shell falls on a group of 5 figures defending an adjacent building. A four is thrown on the d6 (which becomes a three for the hard cover). The modified score results in two casualties.

Certain low velocity support weapons should be 'down rated' when assessing their HE effectiveness. These include the German 75mm infantry gun, British 3.7" mountain gun, Russian 76.2mm infantry gun (as opposed to the larger gun / howitzer) and American 75mm pack howitzer. These weapons should drop down a category on the casualty chart.

Example

A German 75mm should be counted as 8 points table 4 rather than 10 points table 4. Its cost in terms of points value should also be adjusted from 30 to 20 (see Section 18).

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4. Small Arms, HE and Other Firing Values

5. Direct HE Fire

This is 'line of sight' shooting and is available to artillery and anti-tank and tank guns with HE capability. The maximum range of 48" is divided into six bands of 8". Band One = 0 - 8", Band Two = 8" - 16", etc.

To determine a hit the range is measured and the band number indicates the basic d6 score required for a hit. If either the firer or target are moving then one is deducted from the dice score. No template is used and direct HE fire tests determine either a hit or miss on the target.

Once a hit is achieved then the effect is assessed in the same manner as indirect firing. A miss has no effect.

Example

A German 88mm flak fires direct at a 25pr field gun at a range of 30". Neither the firer nor the target moved in their preceding turns. 30" falls in the fourth band, therefore a four is needed for a hit. A four is thrown and a further d6 score of two means one casualty has been inflicted on the 25pr crew. Having sustained a HE hit another d6 roll is made. Unfortunately for the British a six is thrown and the 25pr is destroyed. A morale test will also be required because of counter battery fire.

Small Arms And HE EtTect Against Soft-Skin Vehicles

If a soft-skin vehicle sustains two casualties 'worth' of damage from small arms in a tum it is destroyed and the driver is killed. Any additional casualties inflicted during the same tum are taken from the passengers.

If a vehicle receives two casualties 'worth' of damage from HE fire it is wrecked and a further d6 rolled to assess the number of passengers killed (score = casualties). In addition, for each HE hit a d6 is thrown for every weapon carried (MG, autocannon, portee'd gun etc.) and a five or six will destroy.

If only one casualty is inflicted in a tum (from either small arms or HE fire) then this has no effect on the vehicle. It is not 'carried forward' to the next tum.

Example

An unlucky American recce jeep (driver + three crew with one HMG) receives a hit from a German 81mm mortar round. A five is thrown which equals two casualties. The jeep is wrecked. Because it is wrecked by HE a further d6 is thrown with the resultant score of one. The driver and one crew are therefore lost. A test on the HMG is taken and a three is thrown, which means that it is still usable.

Small Arms And HE EtTect Against Armoured Vehicles

Small arms can be used against the passengers of open topped armour, half-tracks, self propelled guns etc. The passengers are deemed to be in hard cover.

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5. Direct HE Fire

Open topped armoured vehicles can be destroyed by HE fire if the weapon which achieves the hit is an 81mm (3") mortar or larger. For each hit achieved throw a d6. A six will destroy the vehicle. All other scores have no effect. If the vehicle is destroyed further d6 throws will determine casualties and weapons destroyed as per HE effect on soft-skin vehicles.

Closed down AFVs may be disabled by IDF from guns of over 80mm calibre only. If a hit is sustained a throw of six on a d6 will destroy the vehicle.

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5. Direct HE Fire

6. Anti-Tank Fire

There are three ranges in anti-tank firing, which are:

Point Blank Normal Extreme

0-12" 12" - 30" 30" - 48"

Distances are measured from the centre of the firing weapon to the nearest edge of the target vehicle. No measuring of distances is permitted before making a decision to fire.

Anti-tank guns and other weapons with some anti-tank capability, such as field guns, are categorised from 'I' to '6'. 'I' is the best (e.g. an 88mm PAK 43) and '6' is the least effective (e.g. an anti-tank rifle). Vehicles are classed from 'A' to 'F' with 'A' being the best armoured and 'E' representing 'basic' armour. 'F' vehicles are soft skins.

The chart on the playsheet shows the minimum d6 score required to achieve an 'effective hit'. An effective hit means that the gun has scored a hit on a vehicle with sufficient potential to damage it. There are various modifiers to the d6 score, which are:

-I if the gun is a non anti-tank gun such as a howitzer.

-1 if either the target moved in the previous turn or the firer moved or is about to move in the current turn (this penalty does not apply to anti-tank rifles).

-1 if the target is partly concealed e.g. if the target is amongst cover or 'hull down' (Lee / Grants and similar AFVs with low mounted guns cannot claim 'hull down' and fire their main armament).

-1 ifthe target is at extreme range.

+ I if the target is at point blank range.

+ 1 if the gun is firing at the rear of the target vehicle.

Once an effective hit is obtained then a further d6 is thrown. For armoured vehicles ('A' to 'E') hit at point blank and normal ranges a score of one or two means that the vehicle receives light damage, three or four and heavy damage is inflicted, five or six and the vehicle is destroyed. Damage to an annoured vehicle is cumulative in that two 'light damages' = 'heavy damage' and two 'heavy damages' = 'destroyed'. At extreme range the effectiveness of the hit is halved, in that four = light damage, five = heavy damage, six = destroyed.

A heavily damaged vehicle is neutralised and may not move or fire during its following turn.

For 'F' vehicles (soft skins) that have received an effective hit, throw a d6; one, two or three and the vehicle is OK, four, five or six and it is destroyed and driver and any vehicle mounted weapon lost. If destroyed by anything larger than a simple anti-tank rifle a further d6 roll determines the number of casualties amongst the passengers.

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6. Anti-Tank Fire

Example

A moving British Daimler armoured car equipped with a 2pr gun fires at an emplaced Italian truck mounted 90mm at a range of 29". A gun type '4' firing at an 'F' class target requires a basic score of two for an effective hit. Because the armoured car is moving and the truck is partly concealed in an emplacement the minimum score to achieve an effective hit is modified to four. A five is thrown and a hit achieved. A further d6 determines the effect. The result is a six and therefore the Italian truck and gun are destroyed. The vehicle mounted gun had a crew of four. A final d6 roll gives a score of two, so two gunners are also casualties.

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6. Anti-Tank Fire

7. Miscellaneous Weapons and Their Effects

Bazookas etc.

All hollow charge anti-tank projectors such as Panzerfausts, Bazookas and PIA Ts have a maximum range of6". They are treated as firing at 'normal' range with a gun type '2'. The other modifiers for anti-tank fire apply.

These weapons can also be used against infantry and other targets using the HE equivalent of 8 points on table 4 on the casualty chart.

Panzerfausts may only fire once during the game. Other weapons have three 'shots'.

Anti-tank Rifles

These are gun type '6'. Their effective ranges are the equivalent of small arms ranges i.e. point blank = 0 - 6", normal = 6" - 14" and extreme = 14" - 24".

Light Mortars

These are the German 50mm, British 2" and Japanese 'Knee mortar' etc. They have a maximum range of 18" (minimum range of 3") and may fire HE or a round of smoke (see later). They either hit the target or miss altogether. A d6 is thrown; odds = miss, evens = hit. The HE effect is equivalent to 6 points on table 4 on the casualty chart. If they remain stationary during a complete turn they may fire twice, but if they move only one round is permitted.

Flamethrowers

The maximum ranges for man pack and vehicle flamethrowers are 6" and 9" respectively. Three 'bursts' are permitted for each weapon per game. When firing against infantry, soft skin and similar targets a flamethrower is equivalent to 15 points firing at short range, using the appropriate cover status i.e. open, soft or hard. Against AFVs a d6 is thrown; three or more will destroy a closed down vehicle, two or more will wreck open topped armour. If a vehicle is destroyed a further d6 is thrown for the passengers and any weapon carried is lost.

Any building or ruin attacked by a flame weapon must be evacuated in the following turn. A d6 is thrown for infantry occupying prepared defences; odds and they must evacuate.

A building or vehicle which is successfully 'flamed' burns for three turns. Any crew served weapon or gun that is 'flamed' must be tested for. A six on a d6 will save the weapon.

No element may approach to within 2" of a burning building.

Multi-barrel Rocket Launchers

These are weapons like the German Nebelwerfer and Russian 'Stalin's organ'. They fire only on alternate turns and their accuracy is determined as per other HE fire (IDF and direct). Their effectiveness is equal to 15 points on table 5 of the casualty chart.

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7. Miscellaneous Weapons and Their Effects

8. Grenades

Each infantry company or command group is assumed to have two HE and two anti-tank grenades. Their minimum and maximum ranges are 1" and 3" respectively. The minimum range does not apply if the grenade is being thrown over a wall or placed on a vehicle etc. A score of five or six on a d6 is required to successfully throw a grenade onto a moving vehicle. Anti-tank grenades are only effective if used against a stationary target.

Rifle grenade launchers have a maximum range of 12" and require a five or six on a d6 roll to hit a target. Specialist rifle grenade launchers are assumed to have unlimited ammunition.

When using grenades against infantry a d6 is thrown and a result of one, two or three indicates the number of casualties inflicted (i.e. four, five or six = no effect). If the target is a vehicle then one = light damage, two = heavy damage and three = destroyed. Again four, five or six = no effect. HE grenades are only effective against soft skin and open topped armour vehicles.

9. House to House Fighting

The base of a model building represents an area that can be occupied and defended by troops. The 'capacity' of buildings should be agreed before a game. As a rough guide an eight man rifle company may occupy a normal dwelling.

To assault a defended building troops are moved up to it's base. The number of attackers is determined and this figure is added to a d6 roll. The number of defenders is added to a dl0 roll. To 'break-in' to the building the attacker's score must exceed the defender's by two clear points (e.g. 12 to 15, not 12 to 14). If the attackers break-in then they may fire at the defenders in soft cover. Any surviving defenders may return fire in their own turn, engaging their attackers in 'soft cover' also. If the attackers fail to break-in, the defenders remain in hard cover and the attackers are in the open.

10. Smoke

Smoke is used to 'mask off an enemy position or to cover an advance. No element may fire through smoke.

Mortars and guns with HE capability may fire smoke as an alternative to normal fire. A smoke shell or bomb creates a ball of smoke 3" wide. Weapons use the same principles as HE firing to determine a hit / miss or the fall of shell / bomb. In case of a miss the smoke has no effect. If a hit is achieved place a ball of smoke at the relevant point. The template is used for IDF / mortars etc.

A d6 roll determines the direction the wind is blowing (e.g. one = northerly, two = westerly etc.). When a smoke screen has been laid it will drift 3" in the direction of the wind on the following turn. It disperses completely after two turns.

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8. Grenades

11. Pre-game Bombardment

Although speculative firing is not normally permitted certain types of game lend themselves to this approach (e.g. a bombardment prior to an amphibious assault). Any such firing can be easily written into the game design, and the template used to assess the fall of shells.

Example

A scenario may permit eight 6" (i.e. 150rnrn) rounds from an offshore cruiser. The invader should specify the target in writing before the game. Eight dlO rolls using the template will determine the fall of the shells.

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11. Pre-game Bombardment

12. Aircraft

Each player is only allowed one aircraft over the table in anyone tum. The arrival of the aircraft should either be written down before or ordered during the game. In the latter case a minimum of four turns should elapse before it's arrival. A d6 is thrown; evens and the aircraft arrives on time, odds and it is a tum late. When it arrives, it has a maximum duration of five friendly turns over the table.

There are three classes of aircraft: fighter bombers, bombers and dive bombers. Dive bombers have a maximum load of three bombs.

Ground Attack

The procedure for ground attack is for a player to select a target. Anti-aircraft fire is resolved and if the aircraft is not driven off or shot down, then the effect of the aircraft's attack is determined. An aircraft may either fire its machine guns/autocannons, or drop bombs or fire a pair of rockets in a tum, but not any combination of the three.

Machine guns and autocannons fire at medium/normal range. An autocannon counts as a class '5' gun firing at the rear of a moving vehicle.

An artillery template is used to predict the fall of bombs from fighter bombers and bombers. A bomb is equivalent to 12 points on table 5 of the casualty chart against infantry and soft skin vehicles. If an AFV is hit then a d6 determines the effect; one or two = light damage, three or four = heavy damage, five or six = destroyed. A dive bomber may only drop one bomb in each tum. It selects a target and throws a d6 for each bomb dropped; odds = miss, evens = hit.

Treat rockets as a class '4' gun firing at the rear of a moving vehicle at normal range. Rockets HE effect is 10 points on table 4 and a three or more is required on a d6 roll to achieve a hit.

An aircraft may not engage the same ground target on two consecutive turns.

Anti-aircraft Fire

If the target is a deployed infantry or artillery unit then they may attempt to drive off the aircraft before it makes the attack.

Infantry (or similar) units or deployed artillery units may shoot down an aircraft with a 5% chance (i.e. 01 - 05 rolled on two dl0). These units may drive off the aircraft with up to 20% and 10% chances respectively (rolls of 06 - 20, or 06 - 10)

Any dedicated anti-aircraft gun (multi barrel HMG and larger) within 3' of the nominated target may also fire at the aircraft:

a). in reserve fire mode, if eligible, before the attack and,

b). in it's own tum after the attack.

Throw a dl0 for each barrel of an anti-aircraft weapon. Each has a 10% chance of shooting down an aircraft and up to a 20% chance of driving it off (before the attack if firing in reserve mode) or preventing it from making an attack the following tum.

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12. Aircraft

If an aircraft is driven off on two consecutive turns then it must leave the table and not return for the duration of the game. Dive bombers cannot be driven off by anti-aircraft fire, only shot down.

Air to Air Combat

As we are primarily interested in the effect of aircraft on the land battle then air to air combat is largely symbolic.

It occurs when two opposing aircraft appear over the table at the same time. Fighter bombers automatically drive bombers and dive bombers from the table and they may not return.

If two opposing fighter bombers arrive then each throws a d6. If the scores differ by more than two (e.g. five to two, not four to two) then the loser must leave the table. Any other result and each drives the other off for the following tum.

No ground attack is permitted during the tum of air to air combat.

13. Paratroops and Gliders

An airborne 'drop' must be planned before a game and the co-ordinates specified in writing.

No reserve fire is permitted against gliders or paratroops. The strength of a paratroop/glider unit for morale purposes is the number of figures which survive the dropllanding.

Example

A glider battalion of 48 figures loses 16 figures in crashed and damaged gliders. The starting strength for future morale tests is 32.

Paratroops

AI" square of paper is dropped from 2' above the table for each paratrooper or crew served weapon. If the element lands in water (rivers, lakes etc.) it is lost. If it hits an obstruction (tree, house etc.) throw a d6; odds it is lost, evens it is OK. The element may not move during the tum it is dropped.

Gliders

Gliders require 6" of clear flat space on the table to land. Place each glider on the table and throw a d6; four, five or six and the occupants are OK, one and all the figures and equipment are lost, two or three and a further d6 is thrown. The result indicates the number of figures that are casualties. Additional dice are thrown for each crew served weapon or vehicle; a six will wreck a weapon, a four, five or six will destroy a soft skin vehicle. One or two will cause light damage to an AFV, three or four = heavy damage, five or six = destroyed.

In the same tum as the landing infantry may move 3" from the glider and engage targets at short range only. It takes the remainder of the tum after landing to unload vehicles or equipment.

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13. Paratroops and Gliders

14. Engineering, Obstacles and Demolitions

Pill Boxes, Trenches etc.

An infantryman can dig himself into hard cover if he remains stationary for two turns and does not carry out any other task. Prepared defences such as trenches normally afford hard cover to the occupiers. Pill boxes and other concrete defences are bullet proof and have to be reduced by HE fire or demolition charges.

A pill box can be knocked out by an HE hit if the calibre of the shell is 76mm or over. After a hit is achieved a d lOis thrown; if the result is zero then the structure is destroyed and any crew served weapon is lost. A further d6 score will indicate the number of figures that become casualties. Once destroyed, a pill box only counts as hard cover for its occupiers.

A petard mortar has a maximum range of 12" and can destroy a pill box with a d6 score of three, four, five or six. A demolition charge has the same chance if placed on the target by an infantryman or engineer. A figure must physically make contact with the target to place his charge.

Flamethrowers count as firing against hard cover, but need a preliminary throw on a d6. This is to simulate hitting / missing the pill box 'slit'. Evens is a hit, odds is a miss.

Barbed Wire

Barbed wire or similar obstacles will delay infantry and wheeled vehicles for one full turn once they have made contact with it. Tracked AFVs take a random d6 deduction from their movement.

Minefields

Minefields may either be marked, unmarked or dummy. Marked and dummy minefields are 4" square. An unmarked minefield is centred on a known point on the table top and any element passing within I" of the point must test. Any element can only cross marked and dummy minefields at d6 inches per turn. Each infantryman crossing a minefield should be diced for on a d6; one or two = killed. An AFV must also be tested for with a d6 throw; four = light damage, five = heavy damage, six = destroyed. For soft skins a five or six will destroy. A test must be carried out each turn an element is attempting to cross a 'live' minefield.

Once detected a minefield can be cleared by a minimum of four infantrymen or one engineer equipped with a mine detector. A d6 roll will indicate the number of turns it will take to clear.

Boats

Boats can be used by infantry to cross rivers etc. at 3" per turn. Infantry can get into or out of a boat with the same movement penalties as embussing/debussing vehicles. If they have to carry their boats to the water's edge their maximum move is 3". Amphibious vehicles like a Buffalo or DUKW can cross water at 6" per turn.

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14. Engineering, Obstacles and Demolitions

15. Vehicle Repairs

A specialist repair vehicle is necessary to effect repairs on damaged AFVs. It can remove two light damages or one heavy damage per full turn in contact with the stricken vehicle. Two AFVs suffering from light damage may be repaired simultaneously.

16. Logistics

This is an 'optional extra' to limit ammunition supply if the players so desire.

We suggest AFVs are limited to five rounds per vehicle.

Replenishment from an ammunition supply wagon takes one full move in contact. No more than two AFV s may be restocked from one wagon in anyone turn.

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15 . Vehicle Repairs

17. The 'Cost' ora Force

For competitive and club games the elements in opposing forces can be assigned a points value. The suggested values are:

Figures Gunners Elite Regular

Poor Quality / Militia

Points Value 3 pts/fig

2 \12 pts/fig

2 pts/fig

I Y2 pts/fig

A battery may only have four gunners per gun (max.) plus a command group offive specialists.

Force HQ

A brigade or similar HQ group of up to six figures and two soft-skin vehicles can be included at no extra 'points cost'.

Crew Served Weapons

Heavy Mortar (4.2", 120mm) Medium AA gun (Bofors, 37mm etc.) Man Pack Flamethrower

Medium Mortar (3", 81mm etc.) HMG (.50 cal, 12.7mm etc.) Bazooka, Pz.Schreck etc. Autocannon / Light AA gun (20mm) MMG (Vickers, Tripod MG34 etc.) Light Mortar (2", 50mm etc.)

Aff rifle

One shot Pz.Faust Rifle grenade launcher

Points Value 25

20

20

15

10

10

10

5

5

5

5

5

Guns / Howitzers

Up to 60mm

61 to 70mm

71 to 75mm

76 to 125mm

126 to 199mm

200mm and over Multi-barrel rocket launcher

10 20 30 40 60 75 50

AffGuns Gun Class 1

" "2

" " 3
" " 4
" " 5
" " 6 60 40 30 20 10 5

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17. The 'Cost' of a Force

Vehicle Armour Class A

B

C

D

E

F

Points Value 80

60

40

20

10

5

Tracked Vehicle Speed Adjustments Fast

Slow

plus 10 minus 10

Other Transport Costs

To motorise a battalion in soft skin transport

'E' armoured vehicle e.g. half track / Bren carrier Single soft-skin vehicles

Motorcycle combination

Solo motorcycle

Horses / bicycles

Artillery towing vehicles

plus 30 points maximum 10

5

2

1

Y2

'free'

Other Costs

A specialist repair / workshop vehicle A 'radio exchange' vehicle

An ammunition supply wagon

Artillery observer element (including soft-skin transport) Each elite armoured vehicle

50 points 30 points 20 points

plus 20 points plus 10 points

Aircraft

Each sortie over the table Plus cost of weapons carried per cannon

perMG

per bomb / rocket

50 points

plus 10 points plus 5 points plus 5 points

Gliders / Paratroops

For glider / paratroop units used in the airborne role

points value x 2

Boats etc.

Each company size boat or raft

If a vehicle has amphibious capability

5 points plus 5 points

Engineering Equipment Vehicle flamethrower Petard type mortar Demolition charge

Mine detector

plus 35 points 30 points 10 points

3 points

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17. The 'Cost' ora Force

18. Vehicle / Gun Classification

Examples of common equipment classifications are given. Other vehicles and guns can be 'slotted in'. The cost of guns does not include their crew, but incorporates a soft-skin prime mover. SPGs have a nominal crew of three, who are included in the points value.

British AFV s Vehicle Class Gun Class Speed Points Cost
Churchill Croc (7Smm / Flame) B 3 Slow lIS
Sherman Firefly (17pr) C 1 Medium 100
Churchill A VRE (Petard) B Slow 8S
Cromwell (7Smm) C 3 Fast 80
Churchill (7Smm) B 3 Slow 80
Matilda II (2pr) B 4 Slow 70
Crusader III (6pr) D 3 Fast 60
Valentine (2pr) C 4 Medium 60
AECMkIIINC D 3 SO
A9 Cruiser (2pr) D 4 Medium 40
Vickers Mk. VI (twin MG) E Fast 30
Daimler NC (2 pr) E 4 30
Rolls Royce (Boys / Bren) E 6 IS British Guns
17pr A!f 1 60
2Spr Gun / Howitzer 3 40
6pr A!f 3 30
2pr A!f 4 20 Remember some A!f guns like the British 2pr had no HE capability.

American AFVs
Lee / Grant (37mm / 7Smm) C 4/3 Medium 90
Sherman (7Smm) C 3 Medium 70
MI0 Tank Destroyer (76mm) D 2 Medium 60
Stuart (37mm) D 4 Fast SO
M8 NC (37mm) E 4 30 Rapid Fire

28

18. Vehicle I Gun Classification

American Guns Vehicle Class Gun Class Speed Points Cost
37mmAff 4 20
57mmAff 3 30
76mmAff 2 40
75mm Howitzer 5 30
I05mm Howitzer 4 40 German AFVs
Tiger II (SSmm) A I Slow 130
Panther (75mm) B I Fast 130
Tiger I (SSmm) B 2 Slow 90
Panzer IV (long 75mm) C 2 Medium SO
Stug III (long 75mm) C 2 Medium SO
Panzer III (long 50mm) C 3 Medium 70
Panzer III (short 50mm) C 4 Medium 60
Panzer IV (short 75mm) C 5 Medium 50
Marder III (long 75mm) E 2 Medium 50
Puma NC (50mm) D 3 50
Panzer 3St (37mm) D 5 Medium 30
Panzer I (twin MG) E Medium 20
Panzer II (20mm) E 5 Medium 20
Sdkfz 222 NC (20mm) E 5 20 German Guns
150mm Howitzer 3 40
I05mm Howitzer 4 40
105mm Recoilless Rifle 2 40
SSmm Flak 2 40
75mmAff 2 40
50mmAff 3 30
75mm Infantry Gun 5 20
2Smm Cone Bore 4 20
37mmAff 5 10
20mm Flak 5 10 Rapid Fire

29

18. Vehicle I Gun Classification

Italian AFV s Vehicle Class Gun Class Speed Points Cost
Semovente (75mm) D 3 Medium 50
M13/40 (47mm) D 4 Medium 40
M11139 (37mm) D 5 Medium 30
AB/41 NC (20mm) E 5 20 Italian Guns

90mmNA 75mm Howitzer 47mmAff

2 5 4

40 30 20

Russian AFVs
T 34 (85mm) B 2 Fast 110
KV 1 (76mm) B 3 Medium 90
KV 2 (152mm) B 2 Slow 90
T 34 (76mm) C 3 Fast 80
BT 7 (45mm) E 4 Fast 40
T 26 (45mm) E 4 Medium 30
T70 E 4 Medium 30
T60 E 5 Medium 20 Russian Guns
100mmAff 60
76mmAff 2 40
57mmAff 3 30
45mmAff 4 20
76mm Infantry Gun 5 20 French AFVs
Char Bl bis (47mm I 75mm) B 4/4 Medium 95
Somua (47mm) D 4 Medium 35
Panhard NC (25mm) E 5 20
R35 (37mm) D 5 Slow 15 French tanks may only move or fire during a tum, hence -5 pts. for this disadvantage. This is subject to a minimum cost of 10 pts. per vehicle.

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18. Vehicle I Gun Classification

French Guns Vehicle Class Gun Class Speed Points Cost
155mm Howitzer 3 60
75mm Field Gun 4 30
47mmAff 4 20
25mmAff 5 10 Japanese AFVs

Type 97 Chi-Ha (57mm) Type 95 Ha-Go (37mm) Type 94 (MG)

5 5

Medium Medium Medium

30 20 15

D E E

Japanese Guns
75mm Field Gun 4 30
70mm Infantry Gun 5 20
37mmAff 5 10 Rapid Fire

31

18. Vehicle I Gun Classification

Examples of Unit Organisation / Cost

Example 1

'Regular' Mrika Korps Battalion (40 figure unit) HQ group of CO + 3 figures

3 Rifle Companies Support Company

8 figures each

1 x tripod MG34 1 x 50mm mortar 1 x 81mm mortar

1 x 50mm P AK anti-tank gun 12 figures

6 x soft skin trucks

8 pts 48 pts 5 pts 5 pts 15 pts 30 pts 24 pts 30 pts

165 pts

Motor Transport

TOTAL

Example 2

British 25 Pounder Artillery Battery

2 x 25prs 12 gunners

Artillery observation element TOTAL (Soft skin prime movers and other transport inclusive in total)

80 pts 36 pts 20 pts

136 pts

Example 3

'Elite' British Guards Motor Battalion 1944 (48 figure unit)

H. Q. Company C. O. + 7 figures 1 x PlAT

1 x 2" mortar 8 figures each

1 x 6pr anti-tank gun

4 Rifle Companies Support Company

Motor Transport

1 x 3" mortar

1 x Vickers MG 8 figures

2 x Bren Carriers

3 x M3 Half-tracks 1 x M3 Scout Car 2 x soft skin trucks

20 pts 10 pts

5 pts 80 pts 30 pts 15 pts

5 pts 20 pts 20 pts 30 pts 10 pts 10 pts

255 pts

TOTAL

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Examples of Unit Organisation / Cost

Example 4

German Tank Company

3 x Panzer 38(t)s (Medium speed / 'D' class armour / class '5' gun)

TOTAL

Example 5

'Regular' German 1940 Reconnaissance Battalion (40 figure unit)

H.Q. Group c.o. + 3 figures 1 x anti-tank rifle 2 x Sdkfz. 222's 2 x Sdkfz. 231's

Light AlC Platoon Heavy AlC Platoon

2 Motorcycle Companies Support Company

8 figures each

1 x tripod MG 34

1 x 37mm PAK anti-tank gun 1 x 75mm infantry gun

8 figures

2 x soft skin trucks

6 x motorcycle combinations 4 x solo motorcycles

8 pts 5 pts 40 pts 40 pts 32 pts

5 pts 10 pts 20 pts 16 pts 10 pts 12 pts

4 pts 202 pts

(The four armoured cars contain a nominal total of twelve crew for morale and unit strength purposes.)

Transport Costs

TOTAL

Example 6

'Regular' German 1944 Luftwaffe Field Battalion (48 figure unit)

HQ Group

CO + 7 figures lxMMG

1 x Panzerschrek

2 x soft skin trucks 8 figures

I x 88mm flak + primemover

I x 20mm on soft skin halftrack 8 figures

2 x truck mounted quad 20mm 8 figures each

2 x soft skin trucks 8 figures

1 x 75mm + primemover 1 x 81mm mortar

2 x soft skin trucks

16 pts

5 pts 10 pts 10 pts 16 pts 40 pts 10 pts 16 pts 80 pts 32 pts 10 pts 16 pts 30 pts 15 pts 10 pts

316 pts

Heavy Flak Company

Light Flak Company

2 Rifle Companies

Support Company

TOTAL

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Examples of Unit Organisation / Cost

Example 7

German Junkers 87 Stuka Dive Bomber Basic Cost

50 pts 15pts 10 pts 75 pts

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Armament

3 x bombs 2xMG

TOTAL

Example 8

'Elite' British 1944 Royal Marine Commando (48 figure unit)

HQ Troop CO + 6 figures 1 x PlAT

1 x 2" mortar

7 figures each 6 figures

1 x 3" mortar

1 x Vickers MG

17Yz pts 10 pts 5 pts

87Yz pts 15 pts 15 pts 5pts

155 pts

5 Troops Support Troop

TOTAL

34

Examples of Unit Organisation / Cost

Scenario Format

The scenarios provide examples of the different types of engagement that can be wargamed in this period. They are designed primarily for 20mm models and an 8' x 5' playing area, but with a little imagination can be adapted for other scales. Apart from 'Hong Kong', which is a mini campaign, they can be played in an evening. Each scenario is set out in a similar manner:

The Battle:

provides players with a taste of the actual engagement.

The Wargame:

states the game objectives and the criteria for winning / losing.

Special Rules:

enable specific historical and tactical considerations to be incorporated into the game. Although the scenarios are written with our rules in mind a gamer may wish to amend their favourite set to include these factors.

Orders of Battle:

give the tabletop forces together with a note of weapon effectiveness and troop morale values. The term 'CO' in these sections indicates a figure which has significance as a commanding officer for game morale purposes rather than a particular historical personality.

The Map:

showing the main features that should be represented on the wargame table.

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Scenario Fonnat

The Defence of Hondeghem: 27th May 1940

The Battle

The German advance was in full flood along the main road from St. Orner to Mount Cassell in a thrust to the French coast. The village of Hondeghem stood in their way and the task of delaying the advance fell to the 18pr guns of 'F' Troop, 'K' Battery of the 5th Regiment, Royal Horse Artillery. A small detachment of supporting infantry were provided from a searchlight unit.

Two of 'F' Troop's guns were sited to cover the probable German approach routes from the South and East, the other two remained in the northern half of the village together with the infantry. Three road blocks were prepared and covered by fire.

Early on 27th May German tanks appeared on the southern outskirts of the village. They were engaged by the two outlying guns, but overran them in a ten minute battle. Armour and infantry began to move through the village. The two surviving 18prs fired at the enemy as soon as they came into sight. The gunners manhandled the guns into suitable positions, firing and withdrawing before the Germans could retaliate. Machine gun teams filtered forward and were repulsed, including one which had the audacity to set up in the battery cookhouse.

Eventually one of the guns was destroyed by enemy fire and the other was spiked by the crew after it had run out of ammunition. Darkness was falling and the surviving defenders piled into the remaining transport and retired at high speed. The German advance had been held up for twelve hours.

The Wargame

The first two guns have been lost and the British must attempt to fight off mounting pressure from the attackers and offer a delaying action comparable with their historical counterparts.

The defenders can claim a victory if they are still fighting after their 10th tum.

Special Rules

Figure and vehicle scale is 1 : 1.

German morale tests are taken on each 36 man platoon or three vehicle tank troop. The British gunners do not have to check their morale if under HE fire, but all defenders must test as one unit if either both18 prs are lost or their accompanying infantry strength falls from 38 to 15.

The Germans arrive at the point indicated on the map in four waves (in the order shown). Apart from the first wave their arrival is not automatic and each has a 50% chance of showing up on time. One 'arrival test' is permitted per tum and no two waves can arrive in the same tum. It follows that if the German commander is lucky all his forces will arrive by the fourth tum; on the other hand they may be late, or not arrive at all!

The British re-inforcements are diced for with a d6 on their 5th tum: a five or six means that they arrive at the place indicated. If unsuccessful further tests can be carried out on following turns.

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36

The Defence of Hondeghem: 27th May 1940

The Battlefield at Hondeghem

r---------------------~~----c----------------~

1 Cl>

~E If) ~

.- .....

:=0

..... --

CD .~ Q)

a:

..... ~.....;:p!:~--I

-0 a.

~ ~--.Ao;;;~=:::::!. __ __l

z c
-
z «
w a:
0... a:
0 ui c.-
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Ii Rapid Fire

The Battlefield at Hondeghem

37

German Order of Battle at Hondeghem

1st Wave

Panzer I troop

1 lorried infantry platoon

3 AFVs 36 figures

20 figures

6 figures 10 figures

3 AFVs

2nd Wave

2 infantry sections in Hanomags 1 towed 75mm infantry gun

1 lorry with two tripod MG 34s

10 gunners (including the CO)

3rd Wave

Force HQ in Panzer I command tank

1 platoon HQ in Hanornag with 37mm Aff gun 1 lorried infantry section

1 lorry with two 81mm mortars Panzer 38t troop

38 figures

14 figures

4th Wave

1 towed 150mm infantry gun 1 towed 75mm infantry gun

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All mortars, MGs and infantry guns have a crew of 4. All troops are 'Regular'.

British Order of Battle at Hondeghem

Commanding Officer

Captain N .B. C. Teacher

'F'Troop

2 18pr field guns

2 Dragon towing vehicles Radio truck

Searchlight Detachment 4 Boys anti-tank rifles Several soft skin vehicles

Reinforcements

2 x l5cwt trucks

All troops are 'Regular'.

38

The Battlefield at Hondeghem

Hondeghem. Turn one: the German first wave makes its initial attack. (Trees & hedges from K. & M. Trees. Barns by Hovels. Buildings & vehicles from various plastic kit manufacturers. Figures from various manufacturers.)

Hondeghem. The R.H.A. prepare to meet the attack. (Buildings mostly scratch-built by Mick Sewell; church & walling by Hovels. 18 pounder gun by Raventhorpe Miniatures. Vehicles mostly scratch-built.)

Gallabat. The British attack the fort. (Fort scratch-built by Colin Rumford. Mud huts by Hovels. Figures mostly Raventhorpe Miniatures & Wargames Foundry.)

Gallabat. The British 1st Essex battalion. (Figures: Raventhorpe & Wargames Foundry. Vehicles: Airfix, Raventhorpe & Gramodels.)

Gallabat. A strafing run by the Regia Aeronautica. (CR32 by Supermodel.)

Gallabat. Italian Colonial battalion, supported by native irregulars. (Figures by Raventhorpe & Wargames Foundry. Lancia scratch-built by Mick Sewell.)

Corinth Canal. German paratroops attack British Bofors position. (Figures mainly Raventhorpe. Buildings: Mainly Military, Hovels, & scratch-built. Vehicles: Airfix, Gramodels, & scratch-built.)

Corinth Canal. German paratroop assault engineers prepare to meet a counter-attack. (Buildings: Hovels & scratch-built. Gliders: scratch-built. Bridge from Airfix. Figures mainly Raventhorpe Miniatures.)

Vaagso. The second wave prepare to land. (Boats & buildings scratch-built by Richard Marsh. Figures mainly Britannia Miniatures & Raventhorpe Miniatures.)

Vaagso. The British advance cautiously through the town, past the wireless station.

Chebotarevsky. Italian gunners attempt to hold off the Russian hordes. (Italian figures: Raventhorpe Miniatures & Wargames Foundry; Russian figures: old M.L.R. & Skytrex, with a few Platoon 20.

Chebotarevsky. The Italians attack - mounted and dismounted.

Safi. Red & Blue beach with Pointe de la Tour in the background. (Landing craft by S.D.D. Figures mainly Raventhorpe. Gun battery scratch-built by Richard Marsh.)

Safi. The harbour attack. (Boats: Airfix & scratch-built. Crane & dockside building from Dapol. Other buildings scratch-built by Richard Marsh. Figures mainly Raventhorpe. Seaplane: Airfix.)

Safi. Downtown Safi. (Raventhorpe Miniatures; buildings scratch-built by Richard Marsh.)

The Battle of Gallabat: 6th November 1940

The Battle

The British and Commonwealth attack on this Italian held Sudanese border post was their first offensive of the East Africa campaign. It was an attempt to open up a caravan route to the Abyssinian patriots who were fighting to restore the Emperor Haile Selassie.

The engagement was a relatively small affair with a single Indian Brigade Group, supported by an obsolete aircraft and unsuitable tanks, pitted against a Brigade ofItalian colonial troops.

During their short period of occupation the Italians had reinforced the defences of the old British mud and stone frontier fort of Gallabat. A surrounding wall of logs and stones had been constructed which in tum was protected by barbed wire entanglements and a thorn 'zariba' hedge. On the other side of the dry river bed which formed the Sudan / Abyssinia border a number of fortified defence posts had been set up in and around the native village and Italian trading post of Metemma.·

The British attack started reasonably well. The Indian Garwali Battalion, together with their supporting armour, overcame fierce resistance and captured Gallabat fort by about 7.30 a.m. The cost, however, had been substantial. Five out of six cruiser tanks and four of the six light tanks had been put out of action by mines or by striking rocks which stripped the tracks.

As the 1 st Essex moved up to their start line for the assault on Metemma the Italian Air Force made a decisive appearance. Troop concentrations were bombed and within minutes the Essex ceased to be a cohesive fighting force. To add insult to injury the solitary tank repair truck also received a direct hit and was destroyed.

The offensive failed and shortly afterwards the British withdrew and abandoned Gallabat fort. The poor performance prompted a review of tactics. Elimination of the Italian Air Force became a priority and the unsuitable cruiser and light tanks were withdrawn.

TheWargame

The British objective is to capture both Gallabat and Metemma within 15 turns. If they fail to achieve this the Italians win.

Special Rules

To recreate the potential for track shedding on each occasion a tank moves throw a d6: a one and a track is lost. The repair truck requires a full tum in attendance to effect a repair.

A tank is needed to break down the zariba hedge and stone wall surrounding Gallabat fort. After a tank reaches the edge of this obstacle a full tum in contact is required to force a breach. Without such a breach the attacking infantry may not enter the fort.

The dry river bed is impassable to wheeled vehicles and constitutes a linear obstacle to all other forces.

British troops are 'Regular', Italian troops are 'Poor Quality / Militia'.

Rapid Fire

39

The Battle of Galla bat: 6th November 1940

British Order of Battle at Gallabat

lOth Indian Brigade (Brigadier W. Slim)

BaIuchi Battalion

Garwhali Battalion

I st Essex Battalion Royal Tank Regiment 28th Field Batt. R. A.

Battalion Organisation

HQ

3 Rifle Companies

I Reinforced Carrier Platoon Support Company

Softskin transport for above

CO + 7 figures, Boys AfT, 2" mortar 8 figures each 8 figures, 2 Bren carriers 6 figures, 3" mortar, Vickers MMG

Tank Unit

2 x A I3 cruisers

2 x Vickers Mk.IV light I Repair truck

D class, I MG, 2 pr, fast E class, twin MGs, fast

2 x 18 prs (75mm) I x 4.5" howitzer (105mm), 14 gunners

I sortie from a Gloster Gladiator, (4 MGs)

Italian Order of Battle at Gallabat

Italian 4th Colonial Brigade (Lt. Colonel Castagnola)

25th Battalion

27th Battalion

Artillery Detachment & Natives

77th Battalion

27th Organisation

HQ

3 Rifle Companies Support Company

CO + 3 figures 8 figures each 10 figures, 2 Boys AfT, 2 MGs

25th & 77th Organisation

HQ

3 Rifle Companies Support Company

CO + 3 figures 8 figures each 6 figures, MG, 45mm mortar

The 27th are deployed inside Gallabat fort. There is only sufficient soft skin transport to motorise one of the other battalions.

2 x 65mm Infantry guns

10 gunners

Rifle Company

CO + 9 figures

2 sorties from a CR32/42

3 bombs, 4 MGs each

40

The Battle of Galla bat: 6th November 1940

Rapid Fire

The Battlefield at Gallabat

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Rapid Fire

41

The Battlefield at Gallabat

The Seizure of Corinth Canal Bridge: 27th April 1941

The Battle

The few principle escape routes used by British and Dominion forces in their retreat from Greece funnelled down to a single crossing point over the Corinth Canal. The Germans considered that if the bridge could be captured and held Allied evacuation plans would be greatly frustrated.

A simple but daring plan was hatched. Paratroop assault engineers would seize both ends of the bridge in a surprise gliderborne attack. The 1st and 2nd Battalions of the 2nd Fallschirmjager Regiment were then to parachute to the north and south of the objective. All attempts to dislodge them would be resisted until relieved by ground. forces.

The dawn attack was a success. Complete surprise was achieved and the few sentries guarding the bridge were quickly overpowered. Demolition charges were soon located and disconnected and shortly afterwards paratroopers from the 1st and 2nd Battalions jumped from their JU52 transports.

British and Greek forces in the area reacted quickly and counter-attacked, but were unable to repel the attackers. In the next few hours twelve thousand Allied prisoners were taken by the outnumbered paratroops. The operation was not a complete success however. As the first paratroops were preparing to jump the bridge disappeared in the midst of a huge explosion. The reason for the bridge's destruction has never been satisfactorily explained, but the favourite scenario is that the attached explosives were detonated by a stray anti-aircraft shell.

TheWargame

The game begins after the bridge has been seized by the gliderborne engineers and these figures are initially placed on the table. The German player decides the drop zones for the 1st and 2nd Battalions (one on each side of the canal). When these have been noted the Allied player can position his forces. The Greeks should be billeted in Corinth town and the British deployed on the Southern side of the canal (but not within twenty inches of the bridge). The two emplaced Bofors guns may be sited at the discretion of the Allied commander.

The German primary objective is to secure the bridge by preventing its recapture by counterattacking Allied forces. The Germans take the first turn during which each paratroop battalion 'drops'two rifle companies. The two Stuka sorties must be ordered before the start of the game.

To simulate the possibility of the bridge being destroyed by a mysterious explosion two percentage dice (dIO) are thrown at the end of each Allied turn. 5% or less and up goes the bridge. The Germans can still win, however, if they can capture the two anti-aircraft batteries and defeat the local Allied forces.

The two British light tanks arrive at the point indicated on the map on the turn determined by a dl0 roll. They may not move more than 6" onto the table on their turn of arrival.

Rapid Fire

42

The Seizure of Corinth Canal Bridge: 27th April 1941

The Battlefield at Corinth Canal

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Rapid Fire

43

The Battlefield at Corinth Canal

Special Rules

German paratroops at this stage in the war did not jump with their weapons (other than pistols and grenades). These were dropped in separate containers. Therefore in addition to the squares of paper which represent figures a further square per company should be dropped as weapon containers. All rifle company and HQ group figures must reach a container to become fully armed. Until they do so they can only fire at one point per figure (short range only) or throw one grenade per two figures.

All crew served weapons are dropped separately. Each paratroop battalion will therefore have forty-two paper squares representing figures, four squares for weapon containers (HQ and three rifle companies) and four squares for the MMG, 8lmm mortar, 37mm anti-tank gun and motorcycle combination.

Allied 'reserve fire' in the first turn is restricted to the two Bofors guns.

German Order of Battle at Corinth Canal

2nd Fallschirmmjager Regiment (Colonel Alfred Sturm)

1 st Battalion

2nd Battalion

Para Assault Engineers

Battalion Organisation

HQ

3 Rifle Companies Support Company

CO + 7 figures, 2 rifle grenade launchers 8 figures in each 10 figures, MMG, 81mm mortar, 37mm Aff gun, Mlcycle combination

Assault Engineers

CO + 14 figures Flamethrower Rifle grenade launcher

Aircraft

Two Stuka dive bomber sorties

3 bombs, 2 MGs each

All troops are 'Ellite'.

Rapid Fire

44

The Battlefield at Corinth Canal

Allied Order of Battle at Corinth Canal

Greek Battalion

British 'Mixed' Battalion

Anti-Aircraft Unit

Greek Battalion

co + 31 figures,1 MMG 2 lorries

co + 3 figures, 2" mortar 8 figures in each 8 figures, 2 Vickers MMGs 4 figures, 3" mortar

British Battalion

HQ

3 Rifle Companies Machine Gun Company Mortar Platoon

Several soft skin vehicles

Anti-Aircraft Unit

2 x 40mm Bofors Autocannon

10 gunners

Tank Unit

2 x Vickers Mk.V1 Light Tanks

'E' class, twin MGs, fast

All troops are 'Regular'.

Rapid Fire

45

The Battlefield at Corinth Canal

The Fall of Hong Kong: 8th - 25th December 1941

The Battle

The attack on the British colony of Hong Kong was part of Japan's 'Blitzkreig' and was the objective of the 38th Division of General Sakai's 23rd Army.

The defence of Hong Kong Island and the New Territories on the mainland was the responsibility of Major General Maltby. He had at his disposal fourteen thousand men.

On the night of 9th - 10th December 1941 (thus giving a lie to the legend started by the British about their night blindness), the Japanese stormed across the border with China and overwhelmed the static defences of the 'Gin Drinkers' line. The British fell back in relatively good order on to Hong Kong Island after three days of severe fighting.

On the 18th December the Japanese crossed the strait separating Hong Kong from the mainland. In spite of vastly superior forces Maltby continued to resist until shortage of ammunition obliged him to accede to the third call to surrender. The cease fire came on Christmas Day 1941.

The short campaign was primarily an infantry battle. The Japanese had total air superiority having destroyed the colony'S five ancient RAF machines on the ground within minutes of the start of the war. The Royal Navy did playa part, however, with gunboats, motor torpedo boats, and the sole ageing destroyer all harassing the enemy.

The defenders consisted of two Canadian, two Indian and two British battalions (one of which was a machine gun battalion) supported by various independent companies of the Hong Kong Volunteer Defence Corps. These were split between a West and an East Brigade on the island. After a shaky start all British and Commonwealth units acquitted themselves well. This was particularly the case after reports filtered back to them that the Japanese murdered their pnsoners.

TheWargame

This is a mini campaign based on the final assault on Hong Kong Island.

The Japanese objective is to overrun the island and compel the defenders to surrender within five days. The Japanese commander was under great pressure to achieve a swift victory and should he fail he will be in disgrace and commit harakiri. In this eventuality the British are deemed to win the game.

A campaign day consists of fifteen turns. In turns twelve to fifteen of each day target location ranges are limited to twelve inches to simulate night-time.

The majority of Hong Kong is mountainous and therefore the tabletop action can be confined to the coastal strip and the two 'Gaps' which run from North to South (Wong Nei Chong and Tai Tam). The wargame 'Island' is made up of six 8' x 5' tables and the game map is a caricature with the main features represented.

The defenders should decide on their initial deployment before the game begins. The constraints on deployment are that the West Brigade must occupy tables one, two and four and East Brigade three, five and six. The supporting units can be positioned as the British player wishes.

Rapid Fire

46

TIle Fall of Hong Kong: 8th - 25th December 1941

The Battlefield at Hong Kong

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Rapid Fire

The Battlefield at Hong Kong

47

Japanese assault forces must attack at least two of the tables on the first day. These may be any combination of tables one, two or three. Not all Japanese forces can land on the first day and the assault is in three waves. The forces involved in each wave are detailed on the Japanese log sheet. Each wave lands at the beginning of the first, second and third days. To assess the effect of defensive fire from coastal batteries each boat carrying an infantry unit, tank or mortar must be diced for. On the first day each boat has a 30% chance of being sunk, on the second day this risk falls to 20% and on the third day 10%. In this way the decreasing effectiveness of the coastal artillery is simulated. If a boat is sunk its load is lost. However, battalion HQs are not subject to this test and land on the island intact.

The HQ of the 1st battalion of each Japanese regiment has an attached artillery observer team. The log sheets can be used to keep a running casualty total and a note of unit positions at the end of each day. Written orders are required for Japanese bombing missions and sorties by HMS Cicala.

No movement between tables is permitted during a day other than a British withdrawal. Forces may move from one table to an adjoining table at the beginning of the following day.

Special Rules

Terrain

The mountainous areas of the island are impassable to all forces.

Morale

As the Japanese were high quality troops their battalion units only have to take one form of morale check. This must be carried out when unit strength falls to twenty figures or less. A d6 is thrown and if the result is four, five or six the unit is OK; three means no offensive action; two is pinned down; one means withdraw one full move away from the nearest British unit. Tank unit morale tests have similar results.

The defenders put up a determined, and at times fanatical, resistance. Japanese attrocities inspired great feats of heroism and consequently in the game the British do not take any normal morale tests. It would, however, be unrealistic to expect them to fight to the last man and therefore a d6 is thrown when the total British strength falls to one hundred figures or less. If the result is one the garrison must surrender.

Once a morale check is required by a Japanese unit or by the British garrison a test must be carried out in each following turn.

Japanese Bombing Missions

Each bomber is armed with six bombs and is permitted three turns over the island. The mission of each aircraft and the intended turn of arrival should be noted on the log before each day. There are three categories of mission: A = HMS Cicala, B = an artillery battery and C = an infantry battalion position. Once a mission has been selected it cannot be altered during the day. Attacks against B and C targets can only be made on tables where fighting is taking place, therefore if an artillery battery is not an eligible target a mission will be wasted. A d6 is thrown on the turn each aircraft is scheduled to arrive; if the result is an odd number it will be a turn late.

If the mission is to attack HMS Cicala and the gunboat fails to drive off or shoot down the aircraft a dIO is thrown for each bomb dropped. When two noughts are accumulated she sinks. Anyone thrown will wreck one of the 20mm AA guns and a two will knock out a 6" turret.

Rapid Fire

48

The Battlefield at Hong Kong

HMS Cicala

The gunboat may only engage targets on the island by firing 'line of sight'. She can appear at one of the points A - E and moves into position on turn dl0 (0 counting as the tenth turn). A note of the ordered sortie should be made on the log sheet before each day. If she is subject to an air attack before arrival this should be resolved separately.

No bombing missions or gunboat actions are permitted at night.

Japanese Order of Battle at Hong Kong

38th Infantry Division (Major General Tadayoshi Sano)

228 Regiment Col. Doi

I

Three Battalions

229 Regiment Col. Tanaka

I

Three Battalions

230 Regiment Col. Shoji

I

Three Battalions

+ Supporting Arms

Three Artillery Batteries Two Light Tank Companies

One Light Mortar Battery One Medium Tank Company

Three bomber Sorties per day

Battalion Organisation

H.Q.

Three Rifle Companies Support Company Gun Platoon

CO + 3 figures 10 figures each 5 figures, MMG, 2 x 50mm mortar 3 figures, 70mm infantry gun

All troops are 'Regular'. Each battalion has a strength of forty-two figures and is transported to Hong Kong Island in five boats; one for each company and the gun platoon. An additional boat is required for each tank or 81mm mortar and four gunners.

Artillery Battery

3 x 105mm Howitzers Observer Team

14 gunners 2 figures

Mortar Battery

2 x 81mm mortars

8 gunners

Light Tank Company

2 x Model 92 Tanks

E class, 1 x MG, medium

Medium Tank Company 2 x Model 97 tanks

E class, 57mm, 2 x MGs, medium

Rapid Fire

49

The Battlefield at Hong Kong

British Order of Battle at Hong Kong

C-in-C Major General Christopher Maltby MC

West Brigade Brig. Lawson

I

2nd Royal Scots

2/14th Punjabis Winnipeg Grenadiers

East Brigade Brig. Wallis

I

5/7th Rajputs

Royal Rifles of Canada

(Each Battalion has an attached company of Middlesex MMGs) + Supporting Arms

I

Four Companies of the Hong Kong Volunteer Defence Corps

One Company of naval personnel I marines

Two 4.5" Howitzer batteries

Two 18 pounder field gun detachments One 3.7" N A detachment

One Bofors N A detachment

Two independant Lanchester armoured cars One gunboat (HMS Cicala)

The defenders have twenty pillboxes spread throughout the island (no more than twelve on the northern shore). These have a capacity offour men and an MMG. All British troops may initially be dug in and their positions protected by barbed wire.

Other Battalions Transport

All troops are 'Regular' and each battalion has a strength of forty figures.

1 x Light truck

Battalion Organisation

HQ

Three Rifle Companies Machine Gun Company Royal Scots Transport

CO + 7 figures, Boys AIT, 2" mortar 8 figures each 8 figures, 2 x MMGs 2 x Bren carriers

Artillery Battery

2 X 4.5" Howitzers (105mm) Observer Team

10 gunners 2 figures

N A Gun Detachment

1 x 3.7" I Bofors I 18 pounder

4 gunners

Independent Companies

8 figures

Lanchester Armoured Car

E class, twin MG + hull MG

HMS Cicala is armed with two 6" guns and two 20mm NA guns. Each gun has a nominal crew of five if subjected to fire from ground forces, and they are afforded the benefit of hard cover.

Rapid Fire

50

The Battlefield at Hong Kong

British / Commonwealth Log Sheet for Hong Kong

Day 1 Day 2 Day 3 Day 4 Day 5
West Brigade
Royal Scots
Winnipeg Grenadiers
1st Co. HK.D.C.
2nd Co. H.K.D.C.
No.1 Battery (6")
3.7"NA
No.1 Lanchester NC
East Brigade
517th Rajputs
Royal Rifles of Canada
3rd Co. HK.D.C.
4th Co. HK.D.C.
Navy / Marines
No.2 Battery (6")
Bofors NA
No.2 Lanchester NC
HMS Cicala British battalions cannot 'pool' their transport.

Rapid Fire

51

The Battlefield at Hong Kong

Japanese Log Sheet for Hong Kong

Day 1

Day 2

Day 3

Day 4

DayS

Regiment 228

1st Battalion

2nd Battalion

3rd Battalion

Regiment 229

1 st Battalion

2nd Battalion

3rd Battalion

Regiment 230

1 st Battalion

2nd Battalion

3rd Battalion

No. 1 Light Tank Co.

No.2 Light Tank Co.

Medium Tank Co.

Mortar Battery

1 st Bomber Sortie

2nd Bomber Sortie

3rd Bomber Sortie

The three artillery observer teams are attached to each 1st Battalion HQ and land on the first turn of day one.

Rapid Fire

52

The Battlefield at Hong Kong

'Operation Archery' - The Assault on Vaagso: 27th December 1941

The Battle

Soon after his appointment as Director of Combined Operations. Lord Louis Mountbatten initiated planning for a major raid on a target in occupied Europe. The island of Vaagso was selected, at the south-westerly tip of Norway. 3 Commando, with some elements of No.2, was ordered to raid the port of South (Sor) Vaagso, capture it, and destroy coastal guns mounted on the neighbouring island of Maaloy. Various installations of value to the occupying forces were also to be demolished, and shipping sunk, before the raiders withdrew.

The attack commenced at 8.48 a.m. (first light in these latitudes) with a naval bombardment of the Maaloy battery by the 6" guns of H.M.S. Kenya and those of her attendant destroyers; knocking out three coastal guns and destroying the barracks. Three assault groups were then launched against the objectives under cover of smoke bombs dropped by low flying Hampden bombers. The largest - Group 2 - landed below steep cliffs just south of the narrow built-up area and began to fight its way through the town. Group 3 speedily overran the gun positions on Maaloy, whilst Group 1 met no opposition capturing a strong point far to the south.

By 10.20 a.m. casualties had mounted in Group 2 and Group 4, the floating reserve, was launched against South Vaagso in a sea-borne flanking attack. Groups 1 and 3 were also committed to the battle for the town as they arrived from completing their primary tasks. Group 5 had already gone ashore further up Ulvesund Fjord to crater the road likely to be used by enemy reinforcements.

Every building was fiercely contested as the raiders used small arms fire, grenades and even petrol to force the German troops northward. The commando's single 3" mortar helped quash resistance at the German HQ in the Elvesund Hotel, whilst nearby the garrison's single light tank was located and destroyed in its garage.

By mid-afternoon darkness began to draw in and the commandos were ordered to withdraw. Five hours of street fighting had seen the garrison virtually wiped out and all the targeted factories and buildings destroyed.

TheWargame

The wargame map indicates landing and entry points for the commando assault groups. The commandos' objectives are to destroy the coastal guns, factories and other enemy occupied buildings (see map) in South Vaagso. They have twelve turns in which to accomplish these tasks and must begin to withdraw on turn thirteen. The destruction of each objective has a points value:

Objectives Coastal Gun Elvesund Hotel

Enemy occupied houses Factories

Lighthouse

Maaloy Barracks Power Station

Wireless Station

Points
(two) 10
(HQ) 30
(four) 10
(two) 20
10
20
30
10 Rapid Fire

53

'Operation Archery' - The Assault on Vaagso: 27th December 1941

One hundred and fifty points are required for the British to be able to claim a victory.

Groups 2 and 3 land at the points marked on the map at the beginning of their first tum, immediately after the naval bombardment. Group 4 (Floating Reserve) enters the table where indicated on tum two and Group I enters along the road on tum four. Group 3 may be redeployed by landing craft if all objectives on Maaloy Island are gained, but may only land on a section of British occupied coastline.

The garrison's aim is to maintain control of the town and island whilst inflicting unacceptable casualties or premature withdrawal on the attackers. German troops begin the game deployed in any of the eleven buildings (marked 'G' on the map) or four strongpoints , but a minimum of five figures (including the town CO) must occupy the Hotel. Maaloy Island must be garrisoned by a minimum of fifteen figures, including the gunners. The coastal guns may not be manned at the beginning of the game. The sailors begin the game on board the armed trawler.

A figure ratio of 1:5 is used for this action

Special Rules

British Support

Naval gunfire is represented by a two tum pre-game bombardment of observed fire from six 150mm guns (IDF). Only Maaloy Island may be targeted.

Demolition Charges

Placed against the target each charge is capable (in the following tum) of destroying a tank, one gun or a small building. Two charges are required to destroy a factory, the power station, Maaloy Barracks or the Elvesund Hotel.

A d6 throw of I means the charge has failed to explode and is now useless.

German Defences

The German strongpoints may be placed anywhere on the mainland area and can hold a maximum of four figures. All German occupied buildings (see map) are assumed to be fortified and count as hard cover. All other buildings offer soft cover only. The defenders also have six 4" lengths of barbed wire entanglements to position as they wish.

Buildings may be destroyed by fire. A minimum of two figures must gain access to a building and remain in it for one full tum to start a fire, during which time they may neither move or fire. If successful they must leave the building in the next tum to survive, as must any defenders still in occupation. Buildings bum for the duration of the game and create a two inch 'ball' pall of smoke immediately downwind of their walls. Figures must stay three inches away from the edges of a building on fire. Buildings hit by mortar fire or demolished by charges will bum for a throw of I or 2 on a d6.

German Tank

This is a Pz I that starts the game in the garage next to the Hotel. At the start of the game the German player rolls a d6 to determine the number of turns before the tank is deployed.

Rapid Fire

54

'Operation Archery' - The Assault on Vaagso: 27th December 1941

Aircraft

One Hampden bomber is active over the table on turns one and two and is able to drop a total of four smoke bombs to cover the amphibious assaults.

GerrnanNA

The defenders have one 20mm anti-aircraft gun mounted on an armed trawler moored halfway along the waterfront. It may engage aircraft, enemy troops in the open and landing craft. The vessel may not get under way and counts as hard cover for the gunners and crew.

Prisoners

Once declared as surrendered, troops may not resume fighting and must be guarded by one figure per five prisoners.

British Order of Battle at Vaagsii

Military Commander Brigadier Haydon 3 Commando

(Colonel John Durnford-Slater)

Group 1 Group 2 Group 3 Group 4 Group 5
Lt. Clement Col. Slater Maj. Churchill
I I I I I
CO + 9 figs. CO + 39 figs. CO + 19 figs. CO + 14 figs Off Table
3" Mortar 2" Mortar
Aff Rifle These troops are all classed as 'elite' and undertake morale tests by Landing Groups. They carry one demolition charge per five figures instead of Aff grenades.

Landing Craft

The commandos are transported to their landing points by:

Group 2 Group 3 Group 4

TwoLCM TwoLCA OneLCA

Landing craft / boats travel twice their own length per turn. Troops on board are classed as being in hard cover and may advance up to 3" from the craft on landing. Infantry within 6" of a landing may be embarked and the craft turned round ready to leave the beach on the following turn.

German Order of Battle at Vaagso

Emplaced on Maaloy

2 x 75mm coastal guns

10 gunners

On Trawler

1 x 20mm AlA gun

3 crew

Rapid Fire

ss

'Operation Archery'. The Assault on Vaagso: 27th December 1941

Garrison Organisation HQ

181 st Infantry Division One Company

'Visiting' combat unit One platoon Labour Corps unit Armed sailors

One Pz 1 light tank

CO + 3 figures 30 figures 10 figures 20 figures

5 figures E class, twin MGs, medium

The infantry company has one MMG and one 50mm mortar. All troops other than the Labour Corps unit are 'Regular'. The construction troops are classed as 'Poor'. These have been included as combat troops to 'beef up' the defence; accounts of the battle neglecting to mention their role - if any. Armed sailors were encountered. All regular troops test their morale as a single battalion. Poor troops test as a separate unit.

The Battlefield at Vaagsd

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Rapid Fire

56

The Battlefield at VaagsO

The Cavalry Charge at Chebotarevsky: 24th August 1942

The Battle

The Savoia Cavalleria was one of two Italian cavalry regiments committed to the defence of the Don River line as the Axis advance into Russia reached its limits in the late summer of 1942. When the town of Chebotarevsky was threatened by Soviet troops in regimental strength the Savoia was ordered to attack, and as a consequence, launched the last great cavalry charge in the history of warfare.

As the Russian troops advanced the Savoia's horse artillery and machine guns opened fire at close range, causing the first line of Soviet infantry to pull back. At this point the Italian commander, Colonel Bettoni, ordered a mounted charge by his 2nd Squadron against the enemy's left flank.

As gunfire raked the Russian positions, disordering them as they tried to regain the protection of their trench lines, the 2nd Squadron smashed into their left and rear with drawn sabres and hand grenades. After the 2nd had wheeled and repeated their attack in the opposite direction the 4th Squadron were unleashed in a dismounted assault on the most forward enemy positions.

The Russian troops were confused and had suffered heavy casualties, but they still doggedly held their ground. To capitalise on the success of the first attacks Bettoni now launched the 3rd Squadron (mounted) and the 1st Squadron (dismounted) against the enemy's right.

The shock value of these assaults paid off. When the firing finally died away the Soviet regiment had ceased to exist as a fighting unit, with nearly half of its original strength dead or wounded. The Italians were less afflicted, but their casualties still totalled over an eighth of the Savoia's cavalrymen.

TheWargame

The game is played over fifteen turns. The Russian and Italian objectives are to gain control of the Chebotarevsky road by physically holding more of it than their adversaries at the end of the fifteenth tum.

The initial start lines of the two sides are represented by trenches (marked on the map). A maximum of two squadrons of Italian cavalry, one Russian battalion and all guns may begin the game dug in on these lines. All Italian troops are classed as 'Elite'. To ascertain the quality of the Russian troops each battalion throws a d6 when first coming under fire or being charged; evens 'Regular', odds 'Poor'. All Russian mortar and gun crews are 'Regular'. Guns and mortars may only fire direct.

Special Rules

In morale tests deduct one for being attacked at close range by mounted cavalry.

Rapid Fire

57

The Cavalry Charge at Chebotarevsky: 24th August 1942

Italian Order of Battle at Chebotarevsky

The Savoia Cavalry Regiment (Colonel Bettoni)

HQ (CO + 5 figures)

Squadron Group (Major Conforti) HQ (2 figures)

I

Squadron Group (Major Litta) HQ (2 figures)

I

1st Squadron (Cpt. De Leone) (9 figures)

2nd Squadron (Cpt. Aragona) (9 figures)

3rd Squadron (Cpt. Marchio) (9 figures)

4th Squadron (Cpt. Abba) (9 figures)

Machine Gun Squadron Two MMG

7 figures

Horse Artillery Battery 1 x 75mm Field Gun

4 figures

Transport Troop

1 x Light Truck, 1 x Motorcycle

Russian Order of Battle at Chebotarevsky

Soviet 812th Infantry Regiment Regimental Headquarters

(5 tres)

1 st Battalion

2nd Battalion

3rd Battalion

Battalion Organisation HQ CO + 3 figures
Three Rifle Companies 6 figures in each
MGCompany MMG, 2 figures
Regimental Artillery 1 x 76.2mm Infantry Gun 3 figures
Regimental Mortar 2 x 81mm Mortars 7 figures Rapid Fire

58

The Cavalry Charge at Chebotarevsky: 24th August 1942

The Battlefield at Chebotarevsky

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Rapid Fire

59

The Battlefield at Chebotarevsky

'Operation Caravan' - The Raid on Barce: 13th September 1942

The Battle

In late August 1942 8th Army was expecting an attack against its EI Alamein positions. To interrupt Rommel's lines of communication and thus hamper the anticipated offensive it was decided to launch simultaneous raids on key locations in the Axis rear. The raid on the airfield at Barce was carried out by a New Zealand and a Guards patrol of the Long Range Desert Group under the command of Major Jake Easonsmith, accompanied by Major Vladimir Peniakoff of 'Popski's Private Army' fame.

After hundreds of miles of desert travel, which included a hazardous crossing of the Egyptian Sand Sea, the raiders reached the sparsely wooded foothills of the Jebel Akhdar on September 12th and leaguered the following morning in a wadi some fifteen miles from Barce.

Easonsmith had fifteen vehicles, a mixture of 30cwt. Chevrolets and armed jeeps. When darkness fell that evening the New Zealand patrol skirted the town and attacked the airfield on its outskirts via an unguarded gate. Simultaneously, the Guards patrol ventured through Barce and launched a devastating diversionary assault on the main barracks. Whilst the two main attacks were in progress Easonsmith drove boldly into the town centre and destroyed a vehicle park; then, fetching 'Popski' from his vigil holding the road to their rear, he returned to shoot up the Italian HQ.

Leaving over thirty aircraft ablaze, the New Zealanders sped away from the machine gun fire now sweeping the airfield, but taking a wrong tum found themselves faced by a trio of light tanks summoned to protect the stricken headquarters. The patrol commander rammed one of these and cleared the way for a retreat through the town, narrowly escaping death when his second mount, a jeep, overturned under fire.

When the force rendezvoused an overturned truck forced an hour's delay on their departure. As a result, Italian fighters caught the stationary patrols at daylight and destroyed all but two of their vehicles. Undetered, a walking party led by Easonsmith and a truck carrying Popski and the wounded eventually reached safety, to discover that of all the raids launched on the 13th theirs had been the only one to succeed.

TheWargame

The raid on Barce was a small scale raid, therefore the suggested figure and vehicle ratio is 1 :2, with a greater scaling down of buildings and aircraft to fit the action onto our standard eight feet by five feet table.

The L.R.D.G.'s prime objective is to destroy aircraft. Three models represent the Italian squadrons parked on the Barce airfield. Their secondary objectives are the barracks, vehicle park, garrison HQ and a strongpoint on the road into the town. At least three secondary objectives must be attacked during the course of the raid to simulate the diversion of the Italian forces attention from the airfield attack. The LRD.G. must leave the table by the end of tum fifteen.

The Italian objective is to thwart the attack on the airfield and to destroy the raiding party.

The L.R.D.G. are classed as 'Elite' and morale tests apply to patrols. The Italian troops are 'Regular', testing by platoons.

Rapid Fire

60

'Operation Caravan' - The Raid on Barce: 13th September 1942

Special Rules

Detection

The L.R.D.G. force is only detected at the first shot or explosion or as a result of a successful test by the Italian player using the following table:

Roll a dlO at the end of each L.R.D.G. tum for percentage chance of detection.

Tum Raiders Vehicles
Half Speed Full Speed
I 10% 15%
2 20% 30%
3 35% 55%
4 55% 90% Crash gates take one full move to open silently, -3" vehicle movement to 'crash'. The main gate is open.

Destruction of Aircraft

Aircraft can be destroyed by machine gun and 20mm fire as per softskin vehicles. One nominated truck carries three short-fused bombs which may be attached and set by one figure being in contact with a plane for a full tum. Bombs explode on the second tum after being positioned and destroy the aircraft.

Defenders

Two platoons and the mortar must begin the game in the barracks. The MMGs and mortar are attached to the platoons for morale purposes. The Italian CO must begin the game in the town centre HQ. No movement or firing may take place until the raiders are detected ..

The entire game takes place in darkness, but allowing for the illumination of tracer, fires and flares (assumed to be in evidence after the force is detected) the maximum range for observation is deemed to be 24" for non-firing targets and 48" for those firing. Reinforcements in the shape of two CV35 light tanks arrive on table at point A (see map)d6 plus one turns after detection of the raiders.

The CV 35s must take a compulsory morale test when first coming under HMG fire.

Rapid Fire

'Operation Caravan' - The Raid on Barce: 13th September 1942

61

L.R.D.G. Order of Battle at Barce

CO Major Jake Easonsmith (2 figures, jeep)

I

Major Vladimir Peniakoff

(2 figures, jeep)

Guards Patrol (G) Sgt. Dennis (CO + 7 figures) 1 x Jeep

1 x 30cwt Chevrolet 1 x 30cwt Chevrolet (with 20mm Breda)

All jeeps are armed with twin Vickers machine guns mounted for firing by the front seat passenger. Chevrolets carry passenger fired single Vickers guns and single rear-mounted HMGs (except for the 20mm autocannon armed vehicle).

New Zealand Patrol (T) Lt. Nick Wilder (CO + 7 figures)

1 x Jeep

2 x 30cwt Chevrolet

Italian Order of Battle at Barce

Barce Garrison HQ Four platoons TwoMMG

One 45mm mortar

Four light trucks and car Two light trucks Reinforcements

5 figures CO + 14 figures each 6 figures 2 figures (in vehicle park) (in barracks)

2 x CV 35 light tanks E class, twin MG, medium

Rapid Fire

62 'Operation Caravan' - TIle Raid on Barce: 13th September 1942

The Battlefield at Barce

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63

The Battlefield at Barce

The Landings at Safi: 8th November 1942

The Battle

The American assault on Safi was part of Operation Torch, the Allied invasion of French North Africa. Under the command of Major General Harmon, Sub-Task Force Blackstone was charged with capturing the port selected to disembark the medium armour for the attack on Casablanca - some one hundred and forty miles to the north-east. Two battalion landing teams were assigned to the attack, one directly assaulting the harbour, the other landing eight miles to the south.

Safi was defended by approximately one thousand Vichy French troops, supported by some obsolete armour, two batteries of artillery and four 130mm coastal guns emplaced on cliffs to defend the bay.

The attack got under way in the early hours with a coup de main against the harbour by two companies of infantry carried in two converted destroyers - the Bernadou and the Cole. Simultaneously a wave of landing craft delivered light tanks and a recce unit to Beach Green in the far comer of the harbour.

Successive waves landed the bulk of the 1st Battalion Landing Team on Red, Blue and Green beaches before daybreak and as naval gunfire neutralised the French coastal guns the Americans moved inland to secure harbour installations and the town. Key facilities such as the petrol storage depot and post office were in American hands by first light.

Now able to see their targets, the defenders poured heavy fire down onto the beaches. Coupled with the difficulty of 'drying out' temporarily immobile tanks this led to inertia amongst the follow-up troops until Colonel E.H. Randle personally led them forward. With air-spotted shelling from USS Philadelphia knocking out French guns that had threatened the Task Force vessels, the tank transports were able to dock by midday, but fighting involving French tanks and U.S. mortars continued around the town's barracks until mid afternoon.

To the south the 2nd Battalion Landing Team had experienced difficulties and by the time they were ready to move north from Beach Yellow the port had been secured.

TheWargame

This is an amphibious coup de main and follow-up landing based on the Safi assault. The American objective is to clear enemy forces from, and hold, the following:

Objective

Harbour area (a 2" square zone)

Post Office / Telecommunications Centre Barracks

Station

Fuel Dump

Points

compulsory 10

15

5

10

U.S. failure to secure the harbour and at least 30 objective points by the end of fifteen moves will result in a French victory. Each move represents approximately one hour of the real battle. The first four moves take place in darkness.

Rapid Fire

64

The Landings at Safi: 8th November 1942

The Battlefield at Safi

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Rapid Fire

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65

The Battlefield at Safi

Special Rules

The Harbour Assault

The Harbour Assault force moves onto the table on move one. French troops on the quaysides stand the following chances of detecting the attack: 20% on move one, 40% on move two, 80% on move three, automatically on move four. On detecting enemy vessels they may both fire and switch on their searchlight, which will inflict normal observation ranges on one nominated craft. The Americans have one chance at shooting this out per move - evens on a d6 destroys the light. When all the crew, troops and vehicles aboard a vessel have been eliminated it is considered sunk.

Surprise

Only one third of the defenders are initially active. In the tum after firing has commenced another third may begin to move and fire. The remainder of the force then becomes active in the following tum. Inactive troops are restricted to buildings or tents.

Tank Landing

When a u.S. tank lands at any beach a d6 is thrown. The score gives the number of moves the vehicle must remain stationary to 'dry out'. This does not prevent it firing.

U.S. Support

Naval gunfire is represented in three stages.

The first, codenamed 'Batter Up', represents the destroyer Mervine 'shooting-in' the coup de main force. This consists of two observed rounds of 150mm artillery fire per move for a maximum three moves. Only French units or guns who have opened fire may be targeted.

The second, 'Play Ball', represents battleship New York's fire against the coastal guns and may only commence after the latter has opened fire. Every move a d6 is thrown: 5 or 6 being needed for a direct hit. The effect of direct hits is cumulative. The first hit stops the French guns firing for one move, the second for two moves and the third knocks it out.

The third stage represents air-spotted fire from the cruiser Philadelphia. A U.S. float plane may loiter over the table for three moves, succeeding in transmitting the target's position every move unless a 1 is thrown on a d6. Gunfire is represented by two observed rounds of 150mm artillery fire per move. The plane also carries three bombs which may be dropped in a move (or moves) when observation is not taking place.

Air support consists of three daylight moves over the table for a Wildcat fighter from the carrier Santee.

FOR POLITICAL REASONS NO HEAVY WEAPONS MAY BE USED AGAINST THE TOWN OF SAFI.

French Support

The guns at Pointe de la Tour (the Batterie Railleuse) are represented by a turret mounted 130mm weapon and director tower in a single complex. It may fire one observed round per move once U.S. forces have been detected, but may only target Allied vessels in the harbour.

Rapid Fire

66

The Battlefield at Safi

French air support was sparse and belated, but I have allowed two daylight moves over the table for a single fighter (suitably adorned in Vichy stripes!).

American Order of Battle at Safi

(9th Division, 47th Regiment) 1st Battalion Landing Team (Colonel E.H. Randle)

Battalion HQ (Lt. J.W. Calton) (6 figures) *

Harbour Assault Force HQ (4 figures)

KCompany (9 figures)

LCompany (9 figures)

Support Company (4 figures, MG, Lt. mortar)

(On board the 'Bernacole' - 4 crew, 1 x 20mm and 1 x 3" (76mm) gun. Its bulwarks and deckhouse offer hard cover and it can move forward or backward a maximum of its own length every turn.)

(hard cover)

Green Beach Wave

lxLCM

1 x M5 Stuart 2 x recce jeeps

6 figures

Follow-up Waves

There are three follow-up waves, each consisting of three LCVP / LCM. One landing craft must be designated to land at Red Beach LCVPs only, one at Blue Beach and one at Green Beach. Wave One may appear on table as soon as the 'Bernacole'lands, with others following as the beaches are cleared. Select waves from the following:

1 x Jeep, 1 x 37mm NT gun

CO + 9 figures CO + 9 figures 3 crew

LCVP LCVP LCVP

LCVP LCVP LCVP

CO + 9 figures CO + 9 figures + Batt. HQ Jeep, 1 x 75mm howitzer, 3 crew

LCVP LCM LCM

Support Company

1 x MMG, 1 x HMG, 1 x 81mm mortar 1 xM5 1 xM5

Rapid Fire

The Battlefield at Safi

67

French Order of Battle at Safi

The Safi Garrison (Captain Deuve)

HQ (6 figures + I x staff car)

2nd Foreign Legion Battalion

2nd Moroccan Tirailleur Battalion

Battalion Organisation

HQ

Three Infantry Companies Machine Gun Company

4 figures CO + 9 figures each IxMMG

Anti-tank Gun Platoon

I x25mmAff

3 figures

Artillery Battery

2 x 75mm

7 gunners

Armoured Car Platoon

I x armoured car, MG only

Tank Company

3 x light tanks

Anti-aircraft Platoon

2xMMG

Rapid Fire

68

The Battlefield at Safi

Modelling the Terrain

All of the scenarios in this book can be played on a flat 8' x 5' table top, using rudimentary scenery or even chalked lines to represent terrain. However, as the photographs suggest, we feel that attention to the appearance of a game is important and the following hints are aimed at increasing the reader's ability to model their battlefields more effectively.

Many of the preceding scenarios were played over terrain modelled on 2' terrain squares, supplemented by a lesser number of 2' x I' and 2' x 6" sections and all constructed from either 2" thick expanded polystyrene or Yz" chipboard. Boards made from the former are now widely available from commercial sources and combine lightness with the ability to 'sink' features below ground level; chipboard sections have to be homemade, are relatively heavy, and allow no sunken features, but are stronger, less bulky and tend to 'sit' and interlock more reliably than their lighter cousms.

Design and Construction of Terrain

Boards with no roads, or with a network of tracks that leave midway along three or more sides give the most flexible terrain sections. We tend to construct railways and river / wadi sections on 2' x I' or 2' x 6" boards that can be slotted across or along the table when required. Some of the scenarios utilise 'specials' with more limited application such as the cliff section and harbour constructed for 'Safi'.

In the case of both polystyrene and chipboard bases we build up relief with expanded polystyrene or fibreboard cut roughly to shape with a knife and saw, glued to the terrain section with 'ceiling tile' cement and then cut and surformed to the desired shape. Cutting or sanding of these materials should only be carried out when wearing a protective mask.

To give a tough, textured surface to both relief and flat boards a mix of decorator's textured finish and fine sawdust is applied. The more flexible (and unfortunately expensive) types of finish (e.g. Polytex) being recommended for maximum durability. This material can be easily applied with a 1" or 2" brush, ensuring it is of sufficient thickness to conceal joints and unrealistically abrupt angles, but avoiding accumulations thicker than W' as they tend to dry very slowly. Powder paint can be included in the mix to take the 'edge' off its whitenesss before application.

When satisfied with the basic groundwork, features such as roads and tracks are etched into the wet material. A thin plywood or plastic card former, the width of the road, is swept over the texture to create the road bed and this can be scored with a cocktail stick or paintbrush end to create ruts. For a more even surface allow the road to dry and add a thin skim of ripple-effect textured finish, which is a creamy version of its gritty twin. This material is also used for sealing the surface of sea or river sections, giving a smooth and (if skimmed on) flat surface if desired, or low waves and rapids if applied thickly and teased into shape with a palette knife.

As the textured finish dries it can be worked to give a semblance of rocky outcrops or ploughed land, but we normally leave several flat areas to take removeable buildings, trees etc. when the terrain is complete.

Rocks, scree and boulders add further character to rugged landscapes and budgie grit, pebble dashing stone and car park chippings give a graduated variety of loose topography that can be supplemented by garden stones. The largest boulders are embedded into wet groundwork in clusters then surrounded with smaller rocks. Finally, grit is sprinkled between and around the feature, blending it into the surrounding landscape.

Rapid Fire

69

Modelling the Terrain

Sisal string grass, used sparingly, enhances the appearance of the terrain and suggests a greater covering of vegetation than is actually practical on a table where figures and vehicles need to stand. Bunching it between rocks, at the sides of roads and on river banks avoids limiting table space, but combined with a cluster of pools it is also effective at representing swamp or marshy ground.

Painting

It is wise to choose one colour as the basic hue for terrain boards, presuming a decision has already been taken on whether they represent a desert or grassy landscape. This can be utilised on tree, building and figure bases to enable them to blend in to the groundwork, although we tend to use a neutral light brown on the latter to give units maximum geographical flexibility.

The paint is matt emulsion mixed at a local DIY superstore, a necessity since emulsions went 'pastel' in the early eighties. This is applied in a moderately thinned form over the dry terrain, taking care to dribble paint into crevices and gaps, thus preventing patches of unnatural white appearing at a later stage.

When this has dried the terrain is searched for spots left by air bubbles and these and any other 'missed bits' are touched in. If your chosen landscape is predominantly earth with patches of grass avoid the latter areas when painting on the basic soil colour - saving time on white undercoating.

The next stage is to add any secondary colour, then, when this has thoroughly dried, to begin the task of shading. For European earth and grass terrain add a darker earth 'margin' where the two surfaces meet; ruts, ditches, edges of roads and river banks also benefit from this treatment. The paint should be thinned sufficiently to allow it to blend into the base colour and a further touch is to indicate a 'soil profile' on banks or cuttings with several blurred bands darkening with depth. For larger areas of shading spray cans can be used, but test before assaulting your precious boards!

Rocky Mediterranean terrain can vary from earth to a desert-like yellow. Red oxide primer spray is a useful shading medium and an emulsion mix of a similar colour can help pick out folds and incisions in rock faces, as well as tilled soil, road edges and ruts. Boulders can be simply overwashed with the base colour or given a coat of red, brown or grey, but this will entail painting all rocky outcrops the same shade.

True desert scenery can vary from pink to almost white and shading should be subtle in both colour and application, concentrating on folds and re-entrants. Tracks were usually mere indentations, but a cream emulsion (handily available in test pots) will help pick them out.

What really brings the terrain to life is the next stage, which is dry-brushing with a 1" or 2" brush. Grass will develop some 'depth' if dry-brushed with a pale yellow, and both Mediterranean and desert landscapes become convincingly hot and dusty after similar treatment with magnolia. The latter will particularly accentuate boulders and stones (whatever their basic colour) and it is usually all they need to look convincingly weathered. Earth shades don't respond particularly well to this technique - hence the importance of darker shading - but a lighter version of the original is the safest bet if it is thought essential.

Water Features

Water is always a problem, especially as we usually need it to remain flat for the positioning of landing craft, pontoons etc. Generally speaking rivers should be a dark, almost black, blue becoming lighter towards the banks where greens and silty yellowlbrowns can be blended in. Paint needs to be applied very wet, preferably laying all river sections together and mixing and blending colours in situ. Aim to sweep the paint along as if in a river current and blur colour

Rapid Fire

70

Modelling the Terrain

distinctions with a liberal use of water or thinners. Shallower rivers will tend to be lighter and closer to the colours of the surrounding landscape.

We personally avoid the use of clear resins (a convincing, but fiddly, option) and gain a wet look from several coats of high gloss polyurethane varnish. The former will give depth and a flat surface, but the ends of the river bed need to be blanked off until the resin sets. Also, don't forget that resin and varnish will attack polystyrene foam if it is not sealed with non-porous material such as 'smooth' textured finish.

Select Bibliography

Bondeghem

Gunners at War 1939-1945 The War Illustrated

Peter Mead

Ian Allen, 1982 4th October 1940

Gallabat

An Improvised War Eritrea 1941

Michael Glover AJ. Barker

Leo Cooper, 1987 Faber & Faber, 1966

Corinth Storming Eagles

German Paratroops in the Med

James Lucas Bruce Quarrie

Arms & Armour Press, 1988 Patrick Stephens, 1979

Bong Kong

The Fall of Hong Kong

The War Against Japan Vol. 1

Tim Carew Anthony Blond, 1960 Maj. Gen. Woodburn Kirby HMSO, 1957

Vaagsd

War Commando Combined Operations

Commandos and Rangers ofW.W.1I

Brig. Durnford Slater William Kimber, 1953

HMSO HMSO, 1943

James Ladd Macdonalds & Janes / BCA, 1978

Chebotarevsky

The Cavalry ofW.W.II

Janusz Piekalkiewicz

Orbis Publishing, 1979

Barce Private Army

The Raiders - Desert Strike Force

Vladimir Peniakoff Arthur Swinson

Jonathan Cape, 1950 Pan / Ballantine, 1974

Safi

Operation Torch Vincent Jones Pan / Ballantine, 1973

History of United States Naval Operations

in World War II, Volume II Samuel Eliot Morrison Oxford, 1947

Rapid Fire 71 Select Bibliography

Playsheet Page 1

({, i~?? :/'{, {" '·'i", :;,_:.>.,. "" '·:"·'~.i' ,", )'\':' '\: ~ "'.,:\:' , ".' '?",;")){"'" ~.', ': ~:.~.,') ~ > '.'.) '." ,~.:j, ",' ~':';:":,. <,:,', ,,:::.' , :L? :~,>,.:': ~:'" "'.: } .. :,: :.", ,., . .... "'<i:.·::\~:·." :'.,:
1. MOVEMENT RATES ROAD X COUNTRY PENALTIES

Infantry g' 6" deduct 1 d6" : for each linear obstacle ~'"
Cavalry 111" 12" (hedge, wall etc.) ':~: ..
Horse drawn transport I gun 15" g'
Hand moved battalion gun 6" 3" deduct 1 d6" : per tum for each continuous ?
i Jeep, Kubelwagen etc. 30" 111" obstacle (hUI etc.) i.
Light truck, motor cycle, armoured car 30" 15"
Medium I heavy truck, prime mover 24" 12" deduct 6" from vehicle movement when
Halftrack, carrier etc. 30" 15" limbering I unlimbering a
Slow tracked vehicle 18" g' towed gun and a further
Medium tracked vehicle 24" 12" 6" for firing ..•. ,',
Fast tracked vehicle 30" 15" T
deduct 6" from vehicle movement when :
, ... ' •. NOTES: Infantry can crawl a maximum of 3" per tum. embussing I debusslng
I: Infantry movement through buiK up areas Is restricted to 6". infantry ~'., ,~
Deduct 3" for cavalry mounting I dismounting (1 in 5 must act as horseholders).
Infantry debussing and cavalry dismounting may move 3" and fire at short range. \
~I Cavalry may charge once per game at + 6". :
[':.' Non wheeled Anti-Tank guns (2 prs., 88mm flaks etc.) medium I heavy machine guns, 3" 181 mm mortars etc. may not
( move and fire in the same tum. :
:,:{. i:i >: ,.,. ,:~' ..'.~, )<: ,'.:":-:: ,':.,' ,.t<{ ':: ':>:' ,:.'.: '_:"'~:':": ,'" '.': . ,:" : .. ~.~:: :"'~.:<:;. :.:." ':,':_:": ' .. ' "., :",,: :":' , -:-: ~:: ,'" , .. '. .. . ' .. ,.,. , ... ,"':." . '.::: :': :"':~~. '," .... r.'.;·' ': .. ,,"':':'_'" ',>";?,,:':.:. .: ,'.,., .
2. OBSERVATION .•... ,"
{ :
I Troops normally have 360° visibility, except closed down A.F.V.'s (not armoured cars) which have 180° visiblity to their fronl.
Visibility into I out of I through a wood restricted to 3". t
(. • ••••
• I COVER = OPEN COVER (Chance Test) COVER FIRING CHANCE
:'.: TARGET INFANTRY IN BUILDINGS (auto) TEST
\ Infantry I Support weapon 36" 12" 6" 36" 5, 6 soli cover
t Vehicle I artillery 48" 24" 12" 60" 6 hard cover
• /'?:'",; .... " ...... ,."',',, ... ... -: ........... ,.:::.::,.{:.': .. :.,:.,: '., .. ', . ::'}' ',:: .... ::.: ... ,::,';.: , .. ,,': ":"" : <.i\ 'i'?: .... <
3. MORALE
'{
t/ INFANTRY I CAVALRY UNITS ARMOURED UNITS A.F.V. v INFANTRY
TEST TEST
When un~ half strength or 20 casuaKies When Vehicle Heavy Damage I Destroyed 5 or 6 required for unsupported
AFV to move within 6"
MODIFIERS MODIFIERS of enemy Infantry : .. ::.
Commanding OffICer Lost ·1 Each Vehicle Heavy Damage m
MiI~ia I Poor -1 Or Destroyed -1 Infantry attacked by A.F.V.
Unsupported -1 W~hin 12" Of Buildings etc. -1 require the following to stand:
Under Artillery Fire -1 EI~e + 1 In open - 4 or more !i
Second Test -1 in soli cover - 3 or more •••••••
EI~e + 1 in hard cover - 2 or more
Occupying Defences + 1 In defences - 1 or more {
RESULTS :
! RESULTS 3,4,5,6 = O.K MODIFIERS
4,5,6 = O.K. 2 = no offensive action EI~e + 1
3 = no offensive action 1 = retire to cover MilHial Poor -1
2 = pinned down 0= withdraw 2 moves
1 = surrender I rout -1 = surrender I rout
4,5,6 = o.Ki
ARTILLERY BATIERIES RESULTS:
TEST: When subject to countery battery fire 1, 2:3 ~~~~iI
':.'.": .. '.":"."".,.;::".' " ..... .. -c .. : : ...... : ,': ' .. -: '::: ; :~ :":,: : ': : " : , :' ., ... Rapid Fire

72

Playsheet Page I

Playsheet Page 2

8 pts TABLE 4 6 pts TABLE 4 8 pts TABLE 4

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~S+- 1~+- 1~+- ~1_1~+- ~1~1~2~+- 1~2~2~2~~S"1

• 1 11 112 1112 11223.)

7 1 111 112 1112 11233 7\·::

8 1 1 1 1 2 1 1 2 2 1 1 1 2 3 1 2 2 3 4 I'::

8 11 1112 1122 11223 12234.::

10 1 1 2 1 1 1 2 1 1 2 2 3 1 2 2 3 3 1 2 3 4 4 10

> 4. SMALL ARMS. H.E •• AND OTHER FIRING VALUES ::>

LONG 14-24" 16-30"

FIring Groups' Vehicle MG 0 - 6" MMG'HMGIA~~n~ 0-6"

6-14" 6-16"

:: 3" I 81 mm Mortars (fire twice)

:(. 2"' 50 mm Mortars' Guns up to 60 mm > Guns 61 - 70 mm

CASUALTY

CHART

: ....

Elfte Troops Regulars Poor , Milftia

SHORT Figs. + 3 pis Figs. + 2 pts Figs. + 1 pt.

MEDIUM I LONG Figs. + 2 pis Figs. + 1 pis Figs. ~ pta

MMG' A~~n~ 8 pis

HMG 10 pis

Vehicle MG - Stationary single 6 pts Vehicle MG - MovIng single 4 pis

twin 10 pts twin 6 pis

•••••••

MED.RANGE OPEN

SHORT RANGE I OPEN

SHORT RANGE SHORT RANGE

SOFT COVER

11 1 1 2 1 1 1 2 2 1 1 2 2 3 1 2 2 3 4 1 3 3 4 5 11:/

12 112 11123 11223 12344 2334512:r.

13 1 1 2 1 1 1 2 3 1 2 2 3 3 2 3 3 4 5 1 2 3 4 5 6 13 :(

14 1122 11233 12234 23455 123456 14

18 1 2 2 3 1 2 2 3 4 1 3 3 3 4 2 3 4 5 6 1 2 4 5 6 7 18

TABLE 1 TABLE 2 TABLE 3 TABLE 4 TABLE 5

·>i(.:.::;. '.'

: 5. DIRECT H.E. FIRING

i.r ~ 48" (6 x 8" Bands)

i:{·.: > <:«. ":" .::,:':/.:,. r: .. ,:.\::·,

Ii 6. A I T FIRING I)

EFFECT AGAINST VEHICLES 2 Caausttles to Deatroy Soft Sldn 6 on a d6 to Destroy Open Top AFV

":".:::,"\7.' • "".,' :.r>'t': :::' :/':<:: '?:"', ::.: -1 if~Anti-TankGun

-1 If target 'firer moved (not Anti-Tank Rifle)

- 1 If target partially concealed

- 1 If at extreme range

+ 1 If at point blank range + 1 If firing at rear of target

MODIFIERS -1 if target' firer moved

-1 from effect d6 if target In hard cover

: .... : :"...: '.,;" '?:.:"::r::· .: .. '., : •• :.: .\.

MODIFIERS:

1.\, Anti- Tank Rifles

? Others

POINT BLANK

EXTREME . 14-24" 30 - 48"

0-6"

6 -14"

0-12"

12-30"

EFFECT (d61 Point Blank Normal

Extreme 'F'Vehicle

Gun Type =

1 2 3 4 5 6

Vehicle Class - A

456

Vehicle Cia.. - B 3 4 5 6

( Vehicle Class - C 2 3 4 5 6

Vehicle Class - D 2 2 3 4 5 6

.':: Vehicle Class - E 2 2 2 3 4 5

+f-V_eh_ic~le~C~Ia~as __ -~F ~2~2~2~2L3~4

1 , 2 = Light Damage 1, 2 = Light Damage 4 = Ught Damage

3, 4 ~ Heavy Damage 5, 6 = Destroyed

3, 4 = Heavy Damage 5, 6 = Deelroyed(,

5 = Heavy Damage 6 • Destroyed

1,2,3 = O. K 4,5,6. Destroyed':::

MISCELLANEOUS WEAPONS I EFFECTS

fMlntrnum dlscore needed for .!fect!ve bit!

8.

GRENADES

.. :-: .....

Bazookas etc. light Mortars

Range 6" (Normal), 8 pts Tabla 4, Gun Type 2 Range 18", Odds = Miss, Evens = Hft, 6 pis Tabla 4

Fire twice If stationary, once If moved

other effects vehicle Destroyed

d6 casualties 3

3

Rapid Fire

73

Playsheet Page 2

U.s.A. STOCKISTS

BROOKHURST HOBBIES IU88 Brookhurst Street Garden Grove CA.92640 TEL/FAX 714 636 3580

U.S.A. STOCKISTS PENDRAGON MINIA TIJRES 1549 Marview Drive Westlake Ohio 44145 FAX. 216 892 5887

110'

IJ;' mm

SECOND WORLD WAR1939·1945

BRITISH & COMMONWEALTH 2WN1 Officer. North Africa. helmet

2WN2 NCO, North Africa, Thompson MG helmet 2WN3 Infantryman, North Africa, advancing, rifle,

helmet

2WN4 NCO, Europe, 1943, Thompson MG, helmet 2WN18 Infantryman, advancinp, rifle, Europe, helmet 2WN19 Infantry officer advancmg,pistol, helmet,

Europe.

2WN34 Indian infantryman advancing, North Africa,

rifle, turban

2WN45 Australian infantry advancing, rifle bush hat 2WN53 British infantry finng, helmet, Europe

2WN64 British 8th army, running, rifle, helmet 2WN65 British 8th Army, charging with fixed bayonet,

helmet

2WN80 British 8th Army, running, bren gun 2WN90 British S.A.S. with Thompson M.G. Arab

shemagh headress, North Africa 2WN98 British Highlander advancing, 1939-41

GERMANS

2WN5 NCO, Afrika Korps, sub MG, helmet 2WN61nfantryman, Afrika Korp, sub MG, helmet 2WW7 Infantryman, Afrika Korp, rifle, helmet 2WN8 Officer, pre '44, Europe, sub MG, cap 2WN20 Infantryman, advancing, rifle, helmet,

pre '44,Europe

2WN21 Infantryman, advancing, helmet, sub MG, pre '44, Europe

2WN22 Infantryman, advancing, field cap, pre '44,

Europe

2WN23 Infantryman, field cap, Afrika Korps, rifle 2WN24lnfantryman.field cap,Afrika Korps, sub MG. 2WN38 Officer, cap, monide, pistol

2WN48 Afrika Korps firing, field cap

2WN49 Infantryman firing, helmet, pre '44

2WN59 Artillery crewman, kneeling, field cap 2WN60 Artillery crewman, kneeling, helmet.

2WN61 Infantryman advancing, 6 headed grenade,

field cap

2WN62 Infantryman advancing, rifle,field cap 2WN63 Infantryman advancing panzer faust, helmet 2WN66 Paratroop officer advancing, luger, helmet 2WN67 Paratroop NCO advancing, MP assault rifle,

helmet

2WN68 Paratrooper advancing, rifle, helmet 2WN69 Paratrooper advancing with MP40 & stick grenade, helmet

2WN70 Paratroop sniper standing, firing semi auto rifle with telescopic sights, greatcoat,helmet 2\WV71 Paratrooper crouching, firing FG42 ight MG, greatcoat, helmet

2WN72 NCO Panzergrenadier in smock, waving

troops forward, MP44 asault rifle helmet 2WW73 Panzergrenadier in smock with rifle, helmet 2WW74 Panzergrenadier in smock firing rifle, helmet 2WN75 Panzergrenadier in smock firing panzerfaust

60, helmet

2WW76 Panzergrenadier in smock firing grenade launcher, helmet

2WW77 Panzergrenadier in smock running, MP40 machine pistol, helmet

2WW78 Infantryman advancing, greatcoat,

helmet,l944

2WW79 Paratrooper, running, helmet, MG34

RUSSIANS

2WN25 Infantry officer, fur coat, fur hat 2WN26lnfantry officer, pistol, cap,1941/42 2WN27 Infantryman, advancing, early style helmet 2WN28 Infantryman advancing, rifle, early helmet,

greatcoat

2WN29 Infantryman, advancing, early helmet, sub MG gun

2WN30 Infantryman, advancing, greatcoat, fur hat, rifle

FRENCH

2WN 12 Officer, pistol

2WN 13 Infantryman, advancing, rifle, helmet

2WN 14 Infantryman, advancing,light MG helmet 2WN 46 French foreign legion, rifle, cap, North Africa 2WN 99 CdoriaIInfa11rY BlM!rcing, greatroa~ 1939-40 2WN100 Infantryman firing 1939-40

2WN101 N.C.O. prone, gesturing 1939-40

Designed by Alan s Michael Perry

WWE17 American 50 cal.

MGteam

WWE3 German SOmm mortar with 2 CffIW

2WW102 Infantryman prone, firing 1939-40 2WW103 Dead infantryman 1939-40

ITALIANS

2WW 9 Officer, sun helmet, pistol

2WW10 Infantryman, advanCing, sun helmet, sub MG 2WN11 Infantryman, advancing, sun helmet, rifle 2WW31 Infantry officer, helmet

2WW32 Infantryman, advancing, helmet, sub MG 2WW33 Infantryman, advancing, helmet, rifle 2WW47 Italian askari advancing, Nth Africa 2WW51 Italian infantry firing, helmet

AMERICANS

2WW35 Officer, pistol, Europe,helmet 1942145 2WW36 Infantryman,advancing, Browning rifle,

Europe 1942145

2WW37 Infantryman advancing, rifle, helmet, Europe,

1994211945

2WW52 Infantryman firing, helmet

2WW87 N.C.O.advancing,Thompson S.M.G, helmet 2WW88 N.C.O.kneeling with grease gun, helmet 2WW89 Infantryman prone, firing rifle, helmet 2WW104 Firing Carbine from hip

2WN105 Advancing with carbine

2WW1 06 Advancing with BAR.

2WW107 Advancing with rifle

2WW108 Standing with rifle

2WN109 Kneeling with rifle

POLISH 1939 EUROPE

2WN15 Officer, cap, pistol

2WW16 Infantryman, advancing, helmet, rifle 2WW17 Infantryman, advancing, cap, rifle 2WW50 Polish infantry firing, helmet, 1939

FINNS

2WW54 Infantry officer, winter kit, Signalling 2WW55 Infantryman, winter kit, advancing, rifle 2WW56lnfantryman,winter kit,standing, sub MG 2WW57 InfantlY,man, winter kit, throwing molotov

cocktail 2WW58 Trooper skiing

JAPANESE

2WW39 Officer, cap & sword 2WN40 Infantryman, helmet, LMG 2WW41 Infantryman, helmet, rifle

CHINESE

2WW42 Officer, cap and pistol

2WW43 Infantryman, advancing, cap, Russian LMG 2WW44 Infantryman ,advancing , cap, rifle

EUROPEAN RESISTANCE FIGHTERS

2WW81 Leader. Luger and Rifle

2WW82 Firing Sten gun

2WW83 Throwing molotov cocktail

2WN64 Running with rifle

2WN85 Woman,stick grenade, M.P.40 S.M.G 2WN86 Kneeling, firing rifle

GERMAN INFANTRY

2WN91 NCO lying on side, sub MG, smock 2WN92 Infantryman kneeling, greatcoat

2WW93 Infantryman kneeling firing, cape tent portion 2WN94 Infantryman standing, greatcoat

2WW95 Infantryman standing,observing from behind cover, greatcoat, smock

2WW96 Infantryman running, reversible hooded

j'acket

2WN97 nfantryman running with StG44, smock

EQUIPMENT

WWE1 German MG 34 with 2 crew

WWE2 German MG 42 on tripod with 2 crew WWE3 German 50mm Mortar with 2 crew WWE4 British Bren Gun with 2 crew

WWE5 British Vickers MG with 2 crew WWE6 British 2 inch Moner with 2 crew. WWE7 Polish browning LMG with 2 crew WWE8 Polish liQht Moner with 2 crew WWE9 French light MG team, 2 crew WWE10 Russian Light MG team, crew WWE 11 Australian Bren Gun with 2 crew WWE12 Australian Vickers MG with 2 crew WWE13 Indian, Bren Gun with 2 crew WWE14 Indian, MG with 2 crew

WWE 15 German MG 34 with 2 crew running WWE 16 American 30 cal MG with 2 crew WWE17 American 50 cal MG with 2 crew WWE18 American Bazooka with 2 crew WWE19 Russian Maxim MG with 2 crew

WWE20 Resistance Fighters firing captured German

MG34 , 2 crew

WWE21 British Tank Crew, comprises:

Full figure, commander, binoculars, beret Half figure, entering/leaving hatch, beret Half figure signalling, leather helmet Quarter figure, beret

Quarter figure, leather helmet

WWE22 German Tank Crew 1939-40, comprises:

Full figure, seated, binoculars, beret Half figure, relaxed, beret

Half figure, leaning to left, gesturing, beret Quarter figure, headphones around neck, beret Quarter figure, beret

WWE23 German Tank Crew 1943-45, comprises:

Full figure, seated, sub MG, field cap

Half figure, speaking into throat mike, field cap Half figure relaxed, field cap

Quarter figure relaxed, field cap

Quarter figure in hood, field cap

WWE24 Russian Tank Crew, comprises:

Full figure, C.O.seated, hand on hiP, helmet Half figure, leaning to right, hand up, helmet Half figure, fur lined coat, helmet

Quarter figure, helmet

Quarter figure, greatcoat, fur hat

WWE25 American Tank Crew, comprises:

Full figure, C.O.seated, foot up, helmet Half figure leaning forward, helmet Half figure, leather helmet

Quarter figure, helmet

Quarter figure, beanie cap

WWE26 Seated German Troops, comprises:

Driver in side cap

Infantryman in helmet

Infantryman in side cap, gesturing

Infantryman in helmet, capaltent portion Infantryman in helmet, greatcoat, head in hand

WWE27 German Tank Crew 1940-45, comprises:

Full figure, seated, relaxed, side cap Half figure leaning to left, side cap Half figure relaxed, side cap

Quarter figure, head-phones on, side cap

Quarter figure, head-phones around neck, side cap

"The Foundry". Mount Street, New Basford.

PHONE 0602 792002

Nottingham N G 7 7 H X .

FAX 0602 792209

United Kingdom

H0VEL5Ltd

BAnLEGROUND RANGE

1/76mm and 20mm Scale

Battleground range primarily designed for 20th Century battlefields. Certain items can be used for earlier battlefields.

PLAIN £1.40 £1.40 £1.20 £2.40 £2.40 £1.40 £0.75

PAINTED £3.00 £3.00 £2.50 £5.00 £5.00 £3.20 £1.60

Anti tank gun position

Small bunker/machine gun position/ command post Small shell holes (5 pieces per pack)

3-4 man sandbagged slit trench

Circular sandbagged support weapon emplacement Barbed wire sections 12 pieces 50mm long per pack) Assorted stowage for tanks, lorries, etc. 110 pieces per pack)

BB 9 Dragons teeth on textured base 75mm x 65mm

9B 9 Concrete block tank traps on textured base 75mmx65mm

Japanese Type 'C' Landing Craft/Patrol boat Advanced first aid post/two man bivouc Sandbagged emplacement 12 pieces per pack) Japanese Type 'A' !Army) Landing Craft including 1

crew

14B Pair of 'Blitzed' Houses £9.60 £20.50

15B Ruined Shop and House with detachable roof and floor £9.60 £20.50

16B Corner block ruin £B.40 £17.80

UK post and packaging please add 15% on orders up to £25 and 10% all orders over £25. AccessNisa orders can be faxed or telephoned on 0472-750552 Mon-Fri. Please quote card expiry date. For our illustrated catalogue send £1.00 plus a stamped addressed envelope Overseas customers please send 4I.R.(.'s to:

1B 2B 3B 48 58 68 7B

£1.50 £1.50

108 118 128 138

£6.20 £1.40 £1.40 £5.30

£13.50 £3.00 £3.00

£11.80

HOVELS, 18 GLEBE ROAD, sCARTHO, GRIMsBY, s. HUMBERslDE DN33 2HL.

WARGAMES ILLUSTRATED

The World's number one monthly magazine for wargamers regularly features articles on gaming World

War II by Colin Rumford & Richard Marsh & other authors.

Available at good news agents & model shops, or direct from the publishers:

Stratagem Publications Ltd. 18 Lovers Lane Newark Notts NG241HZ

£3.10 £3.10

Raventhorpe Miniatures

2 Bygot Lane, Cherry Burton, Beverley, Humberside HU17 7RN. Tel: 0964 551027.

20mm FIGURE RANGES

ZULU WAR

BOER WAR MEXICAN REVOLUTION fRENCH fOREIGN LEGION WWI

British. German. French. Belgian etc.

WW11 BRITISH

Early War. Late War. Paras. 8th Army. Commandos etc.

GERMAN

Early War. Paras 1941 & 1944. Panzergrenadiers, 1944 Infantry. Cavalry.

ITALIAN. fRENCH, ROMANIAN, JAPANESE, AMERICAN LONG LIST Of VEHICLES

Including many unique types.

P&PUK10% Overseas Air 35%

SAE + 21st Class Stamps for lists

U.S. AGENT

Nr R.L. Bowling 805 Blenheim Drive Roc1d"ord 1161108 USA

I)I~ Jl'I' () n N 2 ()

Wargames figures

OVER 800 FIGURES PLUS VEmCLES AND ARTILLERY.

THE BEST AND ORIGINAL WW2 AND MODERN RANGE.

World War II GERMANS, BRITISH, RED ARMY ITALIANS, PAmZANS,

US fORCES EUROPE & PACIfiC, JAPANESE.

Modern VIETNAM, MIDDLE EAST, fALKLANDS, AfGHANISTAN, GULf WAR, EUROPE.

UK: SAE FOR ILLUSTRATED CATALOGUE USA: SEND $3 (BILLS OR CHECK) SPECIAL US AIRMAIL RATES

MODEL fiGURES & HOBBIES LOWER BALLOO ROAD GROOMSPORT (0 DOWN BT19 2LU NORTHERN IRELAND UK

ACCESS, VISA, MASTERCARD & EUROCARD ACCEPTED TEUFAX: 0928·564906

SOLE AGENT USA: The Elite Group, 262S Forest Glen Trail, Riverwoods, II. 6OOt5, USA.

D-DAY TO BERLIN

A rapidly expanding range of quality 20mm figures and equipment designed to turn your wargames table into the visual experience of a lifetime, Send BOp in stamps and a large SAE for full listings and a sample, figure; you won't be disappointed, Ranges currently available: Commandos, Rangers, US & British Paras, British '44 Infantry, Germans in greatcoats, late war SS troops, the Red Army, landing craft, bunkers, British and German AfV's, ,the list goes on ' , '

D

SEND £3.50 (+ POST) FOR OUR ILLUSTRATED CATALOGUE WITH INTRICATE LINE DRAWINGS OF OUR SUPERB RANGE.

RANGES INCLUDE:

2511:lm: MONGOLS, LANDSKNECHTS, SAMURAI, GRAND ALLIANCE & LOUIS XIV ARMY, OTTOMAN TURKS, NAPOLEONIC (EGYPT & PENINSULAR), INDIAN MUTINY, SEVEN YEARS WAR (WOLFE'S ARMY & FREDERICK THE GT.), OLD WEST, ALAMO, AMERICAN CIVIL WAR & AMERICAN INDIAN WARS!

20mm: WORLD WAR TWO· DESERT WAR (Eigth Army, Afrika Korps, Italians & French Foreign Legion), RUSSIANS, GERMAN INFANTRY (inc. Early War, Wallen SS & Paras). FIGURES ONL YI

15mm: AGE OF MARLBOROUGH (inc. Gt. Northern War), INDIAN MUTINY (1857)

THE BEST VVARGAMING FIGURES IN THE VVORLD!

DIXON MINIATURES, Spring Grove Mills, Linthwaite, Huddersfield, W. Yorks, England HD7 5QG. Tel & Fax: 0484 846162

STRATACEM PUBLICATIONS LTD. 18 Lovers Lane. Newark.

Notts NC24 1 HZ

ISBN 0-9524305-0-9

9 780952 430506 >

Printed in England

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