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Futile Gallantry

The Fight Against Tyranny in the Early Days of World War II



By
Chalfant Conley

Supplement for
Disposable Heroes & Coffin for Seven Brothers
Infantry & Vehicle Small Unit Skirmish Wargaming in WWII

Copyright 2006, 2007
All Rights Reserved Iron Ivan Games
Including Right of Reproduction in Whole of Part in any Form or Language
International Copyright Protected Under Berne, UCC Geneva, UCC Paris, and WTO Agreements
1
st
Printing 2006
2
nd
Printing 2007

Printed and Bound by:
Huggins Printing, 2900 Sycamore Street, Harrisburg, PA 17111

Design, Development, Layout, Editing, Research:
Chalfant Conley

Front Cover: French 1/56
th
Somua from Army Group North Miniatures, French 28mm infantry from
Crusader Miniatures. Models painted and photographed by Keith Stine.

Disposable Heroes & Coffin for Seven Brothers is a miniature wargaming rules system designed to
recreate platoon level Infantry and vehicle combat set in WWII. This system is suited for 28mm, 25mm,
20mm, and 15mm miniatures, but it is also possible to use 1/285
th
and 1/35
th
scale models too.

Futile Gallantry Is a DH/C7B supplement describing in detail the major infantry platoons of France,
Belgium, the Netherlands, Denmark, Norway, Poland, and Finland. Also included is a wide range of the
artillery, vehicles, and aircraft used by these nations. British and German forces are not included in
this book. While this publication is informative, it is not a stand-alone product. A copy of DH/C7B is
needed to play.

This product keeps with Iron Ivan Games philosophy of flash free products. We stripped down the fluff to
provide players with the maximum amount of wargaming information we could cram in. There may be
some brief introductions and a few pictures, but otherwise this book is packed full from cover to cover of
what you need for your games.

Table of Contents:

1. Introduction 1
2. Timeline 1
3. Ranks, Gut Scales, and Artillery/Aircraft Ordinance 2
4. The Omnipresent FT-17, A Doomed Champion 4
5. France 5
6. Belgium 23
7. The Netherlands 30
8. Denmark 37
9. Norway 43
10. Poland 48
11. Finland 62
12. Options and End Notes 75


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1. Introduction.

Introduction: In the opening days of World War II, many nations would make brave stands against the oppression of
the Tyrants and every one of those nations would fall. In most cases, these were small countries, and the fight did
not last long. They are sometimes overlooked because the later periods of World War II hold more attraction for
historians and war gamers alike. This is unfortunate. The conflicts in some cases were heroic, in others lackluster,
but it must be wondered how different World War II would have developed (if at all) if one or more of these fights
would have gone against the Tyrants. Of particular note would be the what if of France in 1940, if staff flexibility and
political resolve would have matched the bravery of French troops. Or if there had been a swift intervention on behalf
of the Poles or the Finns, instead of the delays and half-hearted attempts at aid.

As it was, in 1939 and 1940 the map of Europe was essentially wiped clean of independent nations. This era would
close with England, her continental allies swept aside, standing alone amidst the ruins of pre-war planning. The
world would pause as a new chapter was about to begin, the titanic struggle between the greatest of the Tyrants
themselves, Hitler and Stalin. Millions would die, but that is a different subject.

The nations detailed here are France, Belgium, the Netherlands, Denmark, Norway, Poland, and Finland. One nation
that could be included here in the spirit of Futile Gallantry is China. China is not included because the details for
fielding Chinese forces can be found in Red Sun Red Death, and also because the Chinese did not lose their war.

Having said that, enjoy this information. You will hopefully find this to be useful to you. It is also hoped that players
may be infused with a better respect for this, the opening of the greatest conflict in human history, the Second World
War. And a better respect for the men who died, alone, fighting against tyranny.

2. Timeline.

Timeline: This brief timeline is included to give players a reference to events involving the nations featured in this
book.

Timeline of the Major Campaigns of the Early War in Europe

March 15-16, 1939, Czechoslovakia: Unaided (some would say betrayed and coerced) by her allies,
Czechoslovakia is absorbed by Nazi Germany. The high quality military material of the Czechs strengthens the
Germans offensive capabilities and will soon be used from Poland to France.
September 1, 1939, Poland: Using a faked attack as a pretext, Germany invades Poland. The Poles resist, but are
not prepared for a modern war. They hope to resist long enough for their allies to intervene.
September 17, 1939, Poland: Soviet forces cross into Poland. The Poles, who are losing the battle against the
Germans, are brushed aside by the Soviets.
September 27, 1939, Poland: Unable to fight both Tyrants at once (Poland is the only nation to have to fight
Germany and the USSR at the same time), with no help on the way, Poland surrenders. There are some pockets of
resistance that were still fighting until early October. Poland will endure a brutal occupation lasting far after WWII.
November 30, 1939, Finland: Stalin sends his troops into Finland, claiming the Finns are a threat to Soviet security.
Surprisingly, the small nation is able to inflict heavy casualties on their assailants.
March 12, 1940, Finland: Realizing that no aid is coming from the West, and that inevitably the vast resources of the
Soviet Union will overwhelm them, the Finns agree to Stalins terms and cease fighting.
April 9, 1940, Denmark and Norway: Ignoring their neutrality, Hitler invades both Denmark and Norway. The
Danes offer a brief resistance but are overwhelmed. The Norwegians fight as best they can, hoping that soon
arriving French and British forces can help them repel the Germans.
April 10, 1940, Denmark: Cut off from the rest of its potential allies, Denmark has no choice but to surrender.
May 10, 1940, France, Belgium, and Holland: Germany crosses the Western frontier, bringing war to all. The
missed opportunities of the last 14 months will soon tell. The Western allies have in fact already lost an important
component of their pre-war strategy: the ability to force a two front war on Germany.
May 15, 1940, Holland: The Dutch surrender.
May 28, 1940, Belgium: Belgium surrenders.
June 10, 1940: After lengthy and costly (for all involved) fighting, the Norwegians finally surrender.
June, 1940, the Baltic States: With the rest of Europe either under occupation or currently fighting, Stalin uses this
period of time to occupy and absorb the Baltic States in several political and military moves.
June 22, 1940, France: Despite the fact that French troops are beginning to fight better, the weak French
government calls a halt to the fighting. They sign an armistice, essentially surrendering half of their nation.




2
3. Rank Structure and Platoon Gut Scale.

National Ranks: Ranks are given in each section according to their English (American) equivalent. However, the
following table will allow you to introduce the correct terminology for several of the nations should you wish it. Note:
some soldiers may be listed as a role or function other than the ranks presented in this chart.

English French/Belgian Dutch Danish Norwegian Polish Finnish
Lieutenant Lieutenant Luitenant Lojtnant Loeytnant Porucznik Lutnantti
Sr. Sergeant Sergent-Chef Sergent-majoor Chefsergent Fenrik Chorazy Vapeli
Sergeant Sergent Sergent Sergent Sersjant Sierzant Kersantti
Corporal Caporal Korporal Korporal Korporal Kapral Alikersantti
Private Soldat Soldaat Soldat Menig Szeregowiec Solitasamies

Gut Scores:
The following chart lists the four Gut scales possible for the various Platoons listed in this book. This allows players to
create realistic morale scales for the variety of formations, as well as units for specific scenarios. Please see the Gut
scale multiplier on how to adjust point scores for using different Gut scales.

Rank Guts (T) Guts (S) Guts (V) Guts (E)
Lieutenant 8 9 10 11
Staff Sergeant 7 8 9 10
Sergeant 6 7 8 9
Corporal 5 6 7 8
Private 4 5 6 7

(T) Trained: Represents platoons of hastily formed conscripts, given a modicum of training. Most of the nations in
this book can have units on the Trained level.
(S) Standard: Represents the typical platoon for most nations in this book. These are organized men who do know
how to do their job.
(V) Veteran: Represents platoons of men from better trained and led formations. Some of these may represent
troops who have seen action, possibly in Colonial settings.
(E) Elite: Represents platoons of men from the very best formations, tough, experienced, and motivated.

Gut Scale Point Multiplier
Players can use any of these Gut scales for any of the platoons in this book. Most of the platoon lists presented in the
book are calculated at the Standard (S) scale for points, but pay attention as some are not. Some are listed as other
scales, with points and values already shown, and so do not need to be recalculated. Players using a different Gut
scale than Gut Scale shown for a particular list must use the Gut Scale Point Multiplier. This allows for accurate
points cost when changing Gut scales. To get an accurate point total, players should add up their points as per the
list, and then multiply that total by the Gut Scale Multiplier they are converting to. This will give an adjusted score. For
example, a player decides to use a Standard Rifle platoon list to create a Trained Rifle platoon. The player needs to
adjust this one step down on the scales. He adds up the points using the list as normal and comes to a total XX. He
uses the One Step Down Multiplier and multiplies his total by 0.9 to come to a new total of XX.

Gut Scale Multiplier
Two Steps Down x 0.8
One Step Down x 0.9
As Listed x 1.0
One Step Up x 1.1
Two Steps Up x 1.2

Suggested Guts Scales by Nation (and remember that these are suggestions, not rules)

France: Any scale available from Trained to Elite, as a large nation France had many varied units.
Belgium and the Netherlands: Mostly Standard, with some Trained and a few Veteran units.
Denmark: Mostly a mix of Standard and Trained.
Norway: Mostly a mix of Standard and Trained, but some Veterans possible.
Poland: Standard and Veteran troops, with some Trained and Elite possible.
Finland: Elite very likely in the Winter War and some Veteran, with more Veteran and some Standard available in the
Continuation War.





3

Artillery and Aircraft Ordinance: Instead of repeating the same tables throughout Futile Gallantry, the appropriate
tables for Artillery and Aircraft Ordinance will be shown only once, here. The specific charts for small arms and
explosives will be listed for each nation, as these vary.

Artillery Class Chart
Class MR RP DB AP IAT MM DM Example
Singular 0 NA NA 1 NA -1 -2 Rifle Grenade
Very Light 10 NA NA 1 NA -1 -2 20mm
Light 10 1 0 1 D10(1) -1 -1 47mm Mortar
Medium 12 2 1 2 D10(2) -2 +0 7.5cm IG
Heavy 18 3 2 3 D10(3) -2 +1 81mm Mortar
Very Heavy 24 4 2 4 D10(4) -3 +2 4.2 Mortar
Super Heavy 30 5 2 5 D10(5) -3 +3 120mm FG
Extra Heavy 30 5 3 6 D10(6) -4 +4 15cm FG
Naval 1 36 6 3 7 D10(7) -5 +5 8 FG
Naval 2 NA 7 4 8 D10(8) -6 +6 12 Naval
Naval 3 NA 7 5 9 D10(9) -7 +7 16 Naval


Aircraft Ordinance: Bomb Class Chart
Class Typical Weight RP DB AP IAT MM DM
Light 50 lb 1 0 1 D10(1) -1 -1
Medium 100 lb 2 1 2 D10(2) -2 +0
Heavy 250 lb 3 2 3 D10(3) -2 +1
Very Heavy 500 lb 4 2 4 D10(4) -3 +2
Super Heavy 1000 lb 5 2 5 D10(5) -3 +3
Extra Heavy 1600 lb 5 3 6 D10(6) -4 +4
Oversized 2200 lb 6 3 7 D10(7) -5 +5


General Transportation Notes: Even if not listed in the platoon lists, remember that it is possible to purchase
Trucks shown in the vehicle section of each nation for +20 points each. Different model trucks have different
specifications, so are shown in every list as unique entries. Horse limbers for artillery were in widespread use by all
combatants in Europe. Since these are more or less identical for game purposes, instead of being listed multiple
times, a single entry is shown below. You may purchase a horse limber for +10 points for any artillery piece you
wish.

Horse Limber: Though not a true Soft Skinned vehicle, Horse Limbers were used in large numbers in Europe. Any hit by a Main
Gun round automatically destroys the limber, but will not automatically kill the crew. Roll for AP without the confined space
explosion (there is not one). Small Arms fire must be direct, crew and horses count as if in Soft Cover. Figure Horses equal
Assigned Crew Size plus 2. Figure minimum number of horses is starting number. Artillery may limber/unlimber only if both Gun
and Limber do nothing else, ie they can not Move or Fire. Limbers have only one Speed,12. They may not cross linear obstacles
of any kind or bodies of water. However, Horse Limbers are unaffected by Adverse Weather, so are not impeded for game
purposes by mud or snow. A Horse Limber is only available to Artillery, and costs +10 points.
Note: Blasts affect Crew and Horses, but Direct Small Arms Fire is at the Crew or the Horses, not both. You can not distribute
crew casualties to the horses or vice versa.

Bicycles: Bicycles were also in widespread use in Europe. And they did work very well for moving bodies of infantry
from place to place. This movement takes place outside of actual combat, so there are not combat modifiers for
them. If you wished to game bicycle troops, give them a movement of 12, but can not cross linear obstacles. Units
may not shoot any weapons from on bikes. Dismounting is free (getting off a bike is easy), so simply declare the unit
is no longer on bicycles and take a normal Activation.








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4. The Omnipresent FT-17, A Doomed Champion

The FT-17 and World War II: This vehicle was originally designed and employed in World War I. The French
produced a large number of them during the inter-war period, and it was not surprising that many were available for
use in the Defense of France in 1940. The FT-17 was hardly a competitive platform, even by early war standards.
Thin armor and a weak main gun were bad enough. The incredibly slow speed was lethal for the FT-17! Unable to
maneuver, attack, or escape, they were quickly knocked out in most engagements. They may have been best
employed in ambush as semi-mobile pillboxes.
The FT-17s could be found around the world, including Belgium, China, Poland, and Finland. Indeed, many
more nations had at least a handful available. Even the Germans found use for them, as improvised work tractors, or
by using the turrets as part of Atlantic Wall defenses.
The FT-17 is a measure of tank development when compared with the armor it fought in 1939-40, like the
PzIV and T-28, and even more so when compared to the armor being utilized five years later in 1945 for example
the JS-III, M26, and Jagdtiger.

These tanks fought the forces of Tyranny on all fronts, and paid heavily. Versatile but obsolete, weak but
courageous, the FT-17 embodies in mechanical form the essence of Futile Gallantry.

FT-17 ( MG ) Points 25*
Tankette Early 1918, Abundant DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 3 Lower Hull 3-6 18 AV 4-6 11 AV 3-6 10 AV
Fast 6 Upper Hull 7 20 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 17 AV 8-10 10 AV 8-10 10 AV
Commander Mantle 10 19 AV - - Top 8 AV
Hull Crew *Some vehicles equipped with 8mm MG, there is no difference per the rules.
Driver Weapon Location Range ROF AP MM DM Special
Features 7.5mm* Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 7.5mm MI 1 3 4 5 7 8 9 10 12 13

FT-17 ( 37mmSa18 ) Points 25*
Tankette Early 1918, Abundant DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 3 Lower Hull 3-6 18 AV 4-6 11 AV 3-6 10 AV
Fast 6 Upper Hull 7 20 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 17 AV 8-10 10 AV 8-10 10 AV
Commander Mantle 10 19 AV - - Top 8 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 37mm Sa18 Main Gun 48 1 1 -1 -1 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa18 3 6 9 12 15 18 21 24 27 30

FT-17 BiS Points 25*
Tankette, Support Gun(+1 Acq/Fire vs Inf/Art) Early 1924, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 3 Lower Hull 3-6 18 AV 4-6 11 AV 3-6 10 AV
Fast 6 Upper Hull 7 20 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 17 AV 8-10 10 AV 8-10 10 AV
Commander Mantle 10 19 AV - - Top 8 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 75mm P Main Gun 24 1 2 +0 -2 Support
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 75mm P 3 6 9 12 15 18 21 24 27 30

Note: Use these FT-17s (including BiS) wherever appropriate, some are repeated below under different nationalities.
5
5. France

Background:U This is a basic guide to creating a platoon force of French troops for use in WWII skirmish level
combat. This list is specifically for the organizations seen in the 1940 Defense of France or in Norway, but could be
used for combat in North Africa, or for any combination of historical What Ifs in 1939 or earlier.
The French of WWII have received a stigma of cowardice unlike any other, except perhaps that of the
Italians. France did virtually nothing to prevent the spread of Nazi Germany until much too late, despite treaties and
agreements. It spent its resources and efforts on building the Maginot Line instead of otherwise worthy, more
modern, arms programs. The general public (and seemingly many WWII enthusiasts as well) will glibly talk of
Frances rapid capitulation after a modicum of fighting. Some go so far as to recall the vindictiveness of the
Versailles Treaty as an excuse for the rise of Adolph Hitler in the first place.
There are some hard truths. There was a miasma in the heart of French politics in the post-WWI era. This
weakness, perhaps strong enough to label cowardice, existed in the French government, in the leadership of this
otherwise large and powerful nation. France betrayed her allies, betrayed herself in fact. And ultimately, a near-
puppet government continued to exist under the title Vichy, and even managed to resist the US and UK in Africa.
But this is not entirely accurate. If France was spiteful at the end of the First World War, it has to be
remembered the galling defeats and terms of peace handed to her by Germans in the latter 19P
th
P
century. Still
smarting from these, and deeply wounded by the most recent conflict, it is hardly surprising the French were less
gracious to Germany than they could have been at the end of World War One, even though this most likely did help
set the stage for the rise of the Nazis. A charitable understanding might have had unknown results, but proved to be
too much to ask for over the graves of so many Frenchmen.
France had lost too many men in the First World War. They were not alone in this, but it had an impact on
the French character, and this probably helped create the thinking behind the Maginot Line. And though this massive
fortification system ultimately did not save France, it was powerful enough to convince the Germans to attack
elsewhere. The Italians who fought against its southern end were stopped cold by it. If more money had been
invested in promising combined arms training, in true mechanized forces, or if there had been less fear of the
younger aggressive officers emerging, and there would have been a more flexible defense behind the Line
Whatever her fears or her reasons, France did fail her smaller allies in the East. Resistance by the hundred
French divisions to the paltry handful of German divisions as they entered the Rhineland, absorbed Austria, stole
Czechoslovakia in two phases, might have prevented World War II at almost any point up to the invasion of Poland.
The weaknesses of the French in defense of their own nation were primarily in communication, but also in
logistics, and concentration of armored forces. For a nation with as much modern technology, it was criminal for the
delay of communications that occurred in 1940. Staff officers away from their command posts for days at a time,
poor inter unit training, and an overall lethargy ensured that the French army missed one opportunity after another.
While the infantry regiments needed anti tank weapons, those desperately needed guns were in storage around
France or, in some cases being exported to other nations. They had been produced or purchased, but were not
distributed in sufficient quantities. Similar problems plagued the supply of nearly every other type of critical
equipment. The third most important error was that the large number (well more than what the Germans could field
at the time) of very good quality (generally, the designs were sound and durable) French tanks were spread across
the front. The Germans concentrated their armor and sliced through the French defenses.
The summation of these years for France, and the world, would be: missed chance. France missed one
chance after another, and it seems so painfully obvious in hindsight. Nazi Germany could have been stopped time
after time
The French army did fight, and despite the failings of their leaders and government, on the level of the
platoon and company, they could give back to the Germans. In fact, some of these units, especially amongst certain
colonial troops, fought very well. The problem was, while one battalion was fighting to the death in place, their
flanking battalions were receiving no orders to support them, or were being ordered to fall back.
Despite this, the Germans were stung surprisingly hard, though they certainly managed a decisive victory.
The French lost perhaps as many as 90,000 dead and 200,000 wounded, which is a high number in such a short
period of time. What is more surprising to many is that German losses were fairly high as well, perhaps as many as
40,000 dead and 110,000 wounded. A paper comparison looks comfortable, but it would be hard to sell to a modern
industrial nation like current day America or England that 40,000 dead and 110,000 wounded were casualties of an
easy war, especially in such a short period of fighting. The German soldiers did not consider it an easy victory.
In the end, the French soldiers were more than willing to continue the fight men who had been evacuated
at Dunkirk re-entered France to carry on the war. Those lucky enough to not do so (those that returned would mostly
become POWs after their government agreed to a surrender) would form the basis of the Free French forces (using
either British or American gear and weapons, and are not represented here), and would continue to show their mettle.
Tearing through the veil of Franco-Anglo tension (de Gaulle comes to mind), it can be seen that these men would
fight, kill, and die for their nation. Many would do all three.
The view of France in 1940 is a sad one, a vision of missed opportunity and wasted bravery, a betrayal of
the fighting man on par with the myth of betrayal used by Adolph Hitler, though in this case a much more true
betrayal. The French soldier deserved better than he received, but he did what he could.
Running a French platoon will be challenging, but the reward is the act of remembering and honoring this
example of sacrifice and futile gallantry.

Bon chance!
6

French Infantry Weapons: A list of French infantry anti tank weapons, small arms, and explosives.







French Small Arms:
Name Type Range ROF AP MM Special
Ruby or Star Pistol 10 2 6 - -
MAS 38 or Erma-Vollmer SMG 15 3 6 - -
Berthier 07/15, ml 92, or MAS36 Rifle/Carbine 30 2 8 - -
Scoped Ml1916 (Berthier ml 92) Sniper Rifle 48 1 8 -2 +2 ACC
FM 24/29 LMG 48 3 8 -2 -
Hotchkiss HMG 75 4 8 -3 -
VB GLR (Rifle Grenades HE only) Rifle Grenade 30 1 1 -1 Blast
Flamethrower FT 8 1 6 -3 FT
Note: There were quite a few different rifles employed by the French in 1940. The 07/15 was probably the most common amongst
regular front line units, but Lebels were used too. Use the Rifle stats for any of the rifles or carbines used by French soldiers. The
VB was commonly mounted on the older but more robust Lebel rifle.

French Explosives: Penetration:
Type Range DM 1 2 3 4 5 6 7 8 9 10+
Satchel Charge 6 +0 4 8 12 16 20 24 28 32 36 40
Large Satchel Charge 1 +0 5 10 15 20 25 30 35 40 45 50
Molotov Cocktail 6 +1 - - - - - - - - - -
Note: As with other Engineer or explosive equipped units, only one of the countable Firing models may Fire an explosive each turn.
For example, in a section of 6 models, 3 may Fire. One may Fire an explosive, the other two may Fire their personal weapons as
normal, and they may Fire at a different target. Any unit equipped with Explosives is considered to have enough to last the entire
battle.


French Rifle Platoon: Standard

France possessed a large army that, while being defeated across the front, could be quite effective in local
battles. Units in a French Rifle Platoon including Artillery may be transported by a Truck for +20 points. You can do
this to create a simple motorized infantry platoon (Dragons), and you may reduce each Motorized Rifle Squad by 2
Privates for -18 points if needed. Other mechanized/motorized platoons may be created with the next platoon list
(Dragon Portes). Artillery may always be transported by a Horse Limber for +10 points.
Using this list, but at the Elite Guts scale, will produce a French Foreign Legion platoon. Use this list at the
Veteran Guts scale for Alpine platoons. These were organized differently at higher levels, but were very similar at the
company and platoon level.

Platoon Organization: Below is shown the number and type of units included in your platoon.
1 Platoon Command
2-3 Rifle Squads
0-3 Company Support Teams (though not in the Rifle Company, many elements directly supported it)
0-3 Total Vehicles and/or Regimental Support Units (transports do not count towards this total)

Rifle Platoon Command
Command Section: Leads the platoon in battle and coordinates the actions of the squads.
Soldier ACC CC Guts Weapon Points: 32
Lieutenant 5 6 9 Ruby Pistol
Sr. Sergeant 5 6 8 Berthier 07/15 Rifle
Private (x2) 5 6 5 Berthier 07/15 Rifle

Upgrade Sr. Sergeant to MAS38 or Erma-Vollmer SMG (infrequently) +9

Add Rifle Grenadier: Additional indirect fire capability.
Soldier ACC CC Guts Weapon Points: +9
Rifle Grenadier 5 6 5 VB GLR, Lebel 93 Rifle


French Infantry AT: Penetration:
Type DM 1 2 3 4 5 6 7 8 9 10+
Any Pistol, Any SMG -3 1 2 3 4 5 6 7 8 9 10
Any Rifle, Any LMG or HMG -3 1 3 4 5 7 8 9 10 12 13
7
Rifle Squad
Rifle Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon Points: 126
Sergeant 5 6 7 Berthier 07/15 Rifle
Rifle Grenadier 5 6 5 VB GLR, Lebel 93 Rifle
Private (x6) 5 6 5 Berthier 07/15 Rifle

LMG Section: Provides the squad with a base of fire.
Soldier ACC CC Guts Weapon
Corporal 5 6 6 Berthier 07/15 Rifle
LMG Gunner 5 6 5 FM 24/29 LMG
Private (x2) 5 6 5 Berthier 07/15 Rifle

If deploying as Motorized Infantry (Dragons), remove 2 Privates from Rifle Section for -18 points.



Company Support: Sniper
Sniper: Independent sniper operating along the front to kill officers, NCOs, and weapon crews.
Soldier ACC CC Guts Weapon Points: 18
Sniper 5 6 7 Scoped Ml1916 Rifle



Company Support: HMG Team
Hotchkiss HMG: Provides the platoon with sustained fire support.
Soldier ACC CC Guts Weapon Points: 54
Sergeant 5 6 7 Berthier 07/15 Rifle
HMG Gunner 5 6 5 Hotchkiss HMG
Loader 5 6 5 Berthier 07/15 Rifle

Add Ammunition Bearer 5 6 5 Berthier 07/15 Rifle +9



Company Support: Heavy Mortar Team
81mm Brandt Mortar: Provides the platoon with indirect fire support.
Soldier ACC CC Guts Weapon Points: 59
Sergeant 5 6 7 Berthier 07/15 Rifle
Mortar Gunner 5 6 5 81mm Brandt Mortar, Ruby Pistol
Privates (x2) 5 6 5 Berthier 07/15 Rifle



Company Support: Light Mortar Team
60mm Brandt Mortar: Provides the platoon with indirect fire support.
Soldier ACC CC Guts Weapon Points: 27
Corporal 5 6 6 Berthier 07/15 Rifle
Mortar Gunner 5 6 5 60mm Brandt Mortar, Ruby Pistol
Private 5 6 5 Berthier 07/15 Rifle



Regimental Support: 25mm Hotchkiss Anti-Tank Gun
25mm Hotchkiss ATG: Provides the platoon with light anti-tank support.
Soldier ACC CC Guts Weapon Points: 23
Sergeant 5 6 7 Ruby Pistol
Gunner 5 6 5 25mm, Ruby Pistol
Loader 5 6 5 Berthier

May be upgraded to 25mm Puteaux Anti-tank Gun. +1
May be upgraded to 47mm Sa37 Anti-tank Gun. +13
May be upgraded to 65mm mle 1906 Field Gun and add 1 Private +22
(65mm typically Alpine or Colonial troops only)

8

Dragons-Portes Platoon: Standard

France had already developed a doctrine for mounting infantry in troop carriers so as to directly support
armored forces. This concept was not as readily accepted in France as it was in Germany. This list represents
several variants of Dragons Portes and Chausses Portes. For some formations, you may need to add two Privates
with Berthier 07/15 to each squad, one to each section, for +18 points per squad. Do not mix and match the
transports (38L, S-20, and halftrack) in the same platoon, though trucks may still be purchased to transport artillery.

Platoon Organization: Below is shown the number and type of units included in your platoon.
1 DP Platoon Command
2-3 DP Squads
0-3 DP Company Support Teams (though not in the DP Company, many elements directly supported it)
0-3 Total Vehicles and/or Regimental Support Units (transports below do not count towards this total)

Each squad and team may be transported in a Lorraine 38L +30 points each.
Each reduced squad and team may be transported a Laffly S-20 +24 points each.
Each team may be transported in a Kegresse halftrack, and each squad in 2 halftracks +25 points each.

Dragons-Portes Command
Command Section: Leads the platoon in battle and coordinates the actions of the squads.
Soldier ACC CC Guts Weapon Points: 50
Lieutenant 5 6 9 Ruby Pistol
Sr. Sergeant 5 6 8 Berthier 07/15 Rifle
Rifle Grenadier 5 6 5 VB GLR, Lebel 93 Rifle
Private (x3) 5 6 5 Berthier 07/15 Rifle

Upgrade Sr. Sergeant to MAS38 or Erma-Vollmer SMG (infrequently) +9

You may add a motorcycle dispatch rider to the command section. The rider may be a separate unit.
Soldier ACC CC Guts Weapon Points: +19
Dispatch Rider 5 6 5 Berthier 07/15 Rifle, Terrot 500 Motorcycle


Dragon-Portes Squad
Rifle Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon Points: 108
Sergeant 5 6 7 Berthier 07/15 Rifle
Rifle Grenadier 5 6 5 VB GLR, Lebel 93 Rifle
Private (x3) 5 6 5 Berthier 07/15 Rifle

LMG Section: The fire support element of the squad.
Soldier ACC CC Guts Weapon
Corporal 5 6 6 Berthier 07/15 Rifle
LMG Gunner 5 6 5 FM 24/29 LMG
Private (x3) 5 6 5 Berthier 07/15 Rifle

Upgrade one private in the Rifle Section to an FM 24/29 LMG +18
Increase squad size by adding 1 Private to each section (no more than transport allows) +18


Company Support: Dragon-Portes HMG Team
Hotchkiss HMG: Provides the platoon with sustained fire support.
Soldier ACC CC Guts Weapon Points: 63
Sergeant 5 6 7 Berthier 07/15 Rifle
HMG Gunner 5 6 5 Hotchkiss HMG
Privates (x2) 5 6 5 Berthier 07/15 Rifle


Company Support: Dragon-Portes Heavy Mortar Team
81mm Brandt Mortar: Provides the platoon with indirect fire support.
Soldier ACC CC Guts Weapon Points: 59
Sergeant 5 6 7 Berthier 07/15 Rifle
HMG Gunner 5 6 5 81mm Brandt Mortar, Ruby Pistol
Privates (x2) 5 6 5 Berthier 07/15 Rifle

9

Company Support: Dragon-Portes 37mm Sa16 Infantry Gun
37mm Sa16 IG: Provides the platoon with light direct and indirect fire support.
Soldier ACC CC Guts Weapon Points: 30
Sergeant 5 6 7 Ruby Pistol
Gunner 5 6 5 37mm, Ruby Pistol
Loader 5 6 5 Berthier 07/15 Rifle


Regimental Support: 25mm Hotchkiss Anti-Tank Gun
25mm Hotchkiss ATG: Provides the platoon with light anti-tank support.
Soldier ACC CC Guts Weapon Points: 23
Sergeant 5 6 7 Ruby Pistol
Gunner 5 6 5 25mm, Ruby Pistol
Loader 5 6 5 Berthier 07/15 Rifle

May be upgraded to 25mm Puteaux Anti-tank Gun. +1
May be upgraded to 47mm Sa37 Anti-tank Gun. +13

The 25mm (or 47mm) ATG may be transported in a truck for +20 points.



French Motorcycle Infantry Platoon: Standard

Most of the European nations began WWII with motorcycle companies of infantry. Though these would
prove themselves obsolete for combat duty (they would continue to be used in recon and anti-partisan roles), they
definitely saw fighting in the early years of the war. Transports are included in the points already.

Platoon Organization: Below is shown the number and type of units included in your platoon.
1 Motorcycle Platoon Command
1-2 Motorcycle Squads
0-2 MC Company Support Teams (no more than 1 per Squad in the Platoon)
0-2 Total Vehicles and/or Regimental Support Units (there are no MC regiments, so use the Regimental Support
options listed with the Rifle Platoon, using those points and stats including Guts scores)

Motorcycle Platoon Command
Command Section: Leads the platoon in battle and coordinates the actions of the squads.
Soldier ACC CC Guts Weapon Points: 62
Lieutenant 5 6 9 Ruby Pistol
Sr. Sergeant 5 6 8 Ruby Pistol
Private (x2) 5 6 5 ml 92 Carbine

MC Platoon Command is transported on 1 Terrot Sidecar and 2 Terrot single seat Motorcycles.


Motorcycle Squad
1
st
MC Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon Points: 201
Sergeant 5 6 7 ml 92 Carbine
LMG Gunner 5 6 5 FM 24/29 LMG
Private (x2) 5 6 5 ml 92 Carbine

2
nd
MC Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon
Corporal 5 6 6 ml 92 Carbine
LMG Gunner 5 6 5 FM 24/29 LMG
Private (x4) 5 6 5 ml 92 Carbine

The LMG in the 1
st
Section may be upgraded to a Hotchkiss HMG +9
This section would then act as an HMG Team transported on Motorcycles, and the HMG may be fired
without dismounting but may not move and fire.

MC Squad is transported on 5 Terrot Sidecar Combination Motorcycles.


10
Motorcycle Company Support: MC HMG Team
Hotchkiss HMG: Provides the platoon with sustained fire support.
Soldier ACC CC Guts Weapon Points: 83
Sergeant 5 6 7 ml 92 Carbine
HMG Gunner 5 6 5 Hotchkiss HMG
Privates (x2) 5 6 5 ml 92 Carbine

The HMG Team is transported in a Citroen Truck.


French Cavalry Troop: Standard

Most of the European nations began WWII with cavalry formations. Though these would prove themselves
obsolete for combat duty (they would continue to be used in recon and anti-partisan roles), they definitely saw fighting
in the early years of the war.
French cavalry may be assigned to frontier protection, or work as part of larger armored or mechanized
regiments.

Troop Organization: Below is shown the number and type of units included in your platoon.
1 Troop Command
1-2 Cavalry Squads
0-2 Cavalry Squadron Support Teams (no more than 1 per Squad in the Troop)
0-3 Total Vehicles and/or Regimental Support Units (transports are not counted towards this total)

Troop Command
Command Section: Leads the troop in battle and coordinates the actions of the squads.
Soldier ACC CC Guts Weapon Points: 62
Lieutenant 5 6 9 Ruby Pistol, Saber
Sr. Sergeant 5 6 8 MAS36 Rifle, Saber
Grenadier 5 6 5 VB GLR, Lebel 93 Rifle
Private (x3) 5 6 5 MAS36 Rifle, Saber

Entire unit is mounted on horses.

Cavalry Squad
1
st
Section: The fire support element of the squad.
Soldier ACC CC Guts Weapon Points: 126
Sergeant 5 6 7 MAS36 Rifle, Saber
LMG Gunner 5 6 5 FM 24/29 LMG
Private (x4) 5 6 5 MAS36 Rifle, Saber

2
nd
Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon
Corporal 5 6 6 MAS36 Rifle, Saber
Private (x5) 5 6 5 MAS36 Rifle, Saber

Entire unit is mounted on horses.

Cavalry Squadron Support: HMG Team
Hotchkiss HMG: Provides the troop with sustained fire support.
Soldier ACC CC Guts Weapon Points: 63
Sergeant 5 6 7 MAS36 Rifle
HMG Gunner 5 6 5 Hotchkiss HMG, Ruby Pistol
Privates (x2) 5 6 5 MAS36 Rifle

Entire unit is mounted on horses.

Cavalry Squadron Support: Light Mortar Team
60mm Brandt Mortar: Provides the troop with indirect fire support.
Soldier ACC CC Guts Weapon Points: 36
Corporal 5 6 6 MAS36 Rifle
Mortar Gunner 5 6 5 60mm Brandt Mortar, Ruby Pistol
Privates (x2) 5 6 5 MAS36 Rifle

Entire unit is mounted on horses.
11
Regimental Support: 25mm Hotchkiss Anti-Tank Gun
25mm Hotchkiss ATG: Provides the troop with light anti-tank support.
Soldier ACC CC Guts Weapon Points: 23
Sergeant 5 6 7 Ruby Pistol
Gunner 5 6 5 25mm, Ruby Pistol
Private 5 6 5 Berthier 07/15 Rifle

May be upgraded to 25mm Puteaux Anti-tank Gun. +1
May be upgraded to 47mm Sa37 Anti-tank Gun. +13

The 25mm or 47mm ATG may be transported in a truck for +20 points, or horse limber for +10 points.



Groupe Francs Platoon: Elite

As with an innovative but never fully realized mechanized infantry program (the Dragon-Portes), the French
also started but fell short with an airborne infantry program. One result of this failing was the development of a type
of special forces organization known as the Groupe Francs. This relative handful of highly motivated and well trained
men would inflict their fair share of damage on the German invaders.

Platoon Organization: Below is shown the number and type of units included in your platoon.
1 GF Platoon Command
2-3 GF Squads
0-3 GF Company Support Teams
0-2 Total Vehicles and/or Regimental Support Units (there are no GF regiments, so use the Regimental Support
options listed with the Rifle Platoon, using those points and stats including Guts scores)

Groupe Francs Command
Command Section: Leads the platoon in battle and coordinates the actions of the squads.
Soldier ACC CC Guts Weapon Points: 17
Lieutenant 5 6 11 Ruby Pistol
Sr. Sergeant 5 6 10 ml 92 Carbine

Upgrade Lieutenant to Erma-Vollmer SMG + 11
Upgrade Sr. Sergeant to Erma-Vollmer SMG + 6



Groupe Francs Squad
1st Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon Points: 176
Sergeant 5 6 9 ml 92 Carbine
LMG Gunner 5 6 7 FM 24/29 LMG
Rifle Grenadier 5 6 7 VB GLR, Lebel 93 Rifle
Private (x3) 5 6 7 ml 92 Carbine

2
nd
Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon
Corporal 5 6 8 ml 92 Carbine
LMG Gunner 5 6 7 FM 24/29 LMG
Private (x4) 5 6 7 ml 92 Carbine

Upgrade up to 3 models in each section (upto 6 total) to Erma-Vollmer SMG +6 each
Equip the entire squad with Explosives as listed above +20



Company Support: Groupe Francs HMG Team
Hotchkiss HMG: Provides the platoon with sustained fire support.
Soldier ACC CC Guts Weapon Points: 77
Sergeant 5 6 9 ml 92 Carbine
HMG Gunner 5 6 7 Hotchkiss HMG
Privates (x2) 5 6 7 ml 92 Carbine


12
Company Support: Groupe Francs 37mm Sa16 Infantry Gun
37mm Sa16 IG: Provides the platoon with light direct and indirect fire support.
Soldier ACC CC Guts Weapon Points: 30
Sergeant 5 6 9 Ruby Pistol
Gunner 5 6 7 37mm IG, Ruby Pistol
Loader 5 6 7 ml 92 Carbine


Company Support: Groupe Francs Sniper Team
Sniper: Independent snipers operating along the front to kill officers, NCOs, and weapon crews.
Soldier ACC CC Guts Weapon Points: 33
Sniper 5 6 9 Scoped Ml1916 Rifle
Spotter 5 6 7 ml 92 Carbine


Artillery of France

75mm, Medium AA Gun Points 36
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 75mm AA 48 1 2 -2 +0 AA: 3
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 75mm 3 6 9 12 15 18 21 24 27 30
Note: this AA may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

25mm Sa34 Hotchkiss, Very Light AT Gun Points 23
Assigned Crew Size: 2 (Minimum Crew needed to operate: 1)
Commander 1 pistol, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
- 25mm Sa34 AT 48 1 1 -1 -2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 25 Sa34 5 10 15 20 25 30 35 40 45 50
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

25mm Sa37 Puteaux, Very Light AT Gun Points 24
Assigned Crew Size: 2 (Minimum Crew needed to operate: 1)
Commander 1 pistol, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
- 25mm Sa37 AT 48 1 1 -1 -2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 25 Sa37 5 10 16 21 26 31 36 42 47 52
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

47mm Sa37, Light AT Gun Points 36
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 47mm Sa37 AT 48 1 1 -1 -1 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 47 Sa37 9 18 27 36 46 55 64 73 82 91
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

75mm mle 1897, Medium Field Gun Points 52
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 75mm ml1897 FG 48 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 75mm 6 12 18 24 30 36 42 48 54 60
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 12 (Medium MR).
13


105mm mle 1913, Very Heavy Field Gun Points 100
Assigned Crew Size: 6 (Minimum Crew needed to operate: 3)
Commander 4 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
4 Gun Crew 105mm mle1913 FG 24" 1 4 -3 +2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 105mm 4 8 12 16 20 24 28 32 36 40
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 24 (Very Heavy MR).

155mm mle 1917, Extra Heavy Field Gun Points 187
Assigned Crew Size: 8 (Minimum Crew needed to operate: 4)
Commander 4 pistols, 4 rifles
Gunner Weapon Type Range ROF AP MM DM Special
6 Gun Crew 155mm mle1917 FG 48 1 6 -4 +4 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 155mm 6 12 18 24 30 36 42 48 54 60
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Extra Heavy MR).

37mm Sa16, Light Infantry Gun Points 30
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 37mm Sa16 IG 24 1 1 -1 -1 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa16 3 6 9 12 15 18 21 24 27 30
Note: this Infantry Gun may not move and fire. At ranges up to 24 it must fire directly, but does not need to Acquire when firing at
Infantry or Artillery (ie, fires as if Small Arms, but can not move). At ranges over 24 it must fire Indirectly unless it chooses to Fire
Directly at a Vehicle. It may Fire directly at Vehicle targets as normal, up to the 5
th
Range Increment (120) but must Acquire with all
normal modifiers before Firing at a vehicle.

65mm mle 1906, Medium Infantry Gun Points 45
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 65mm mle1906 IG 24 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 65mm 2 4 7 9 11 13 15 18 20 22
Note: this Infantry Gun may not move and fire. At ranges up to 24 it must fire directly, but does not need to Acquire when firing at
Infantry or Artillery (ie, fires as if Small Arms, but can not move). At ranges over 24 it must fire Indirectly unless it chooses to Fire
Directly at a Vehicle. It may Fire directly at Vehicle targets as normal, up to the 5
th
Range Increment (120) but must Acquire with all
normal modifiers before Firing at a vehicle. Alternately, may be purchased and fielded as a Field Gun (see page 55, 65mmwz06).

Vehicles of France

Panhard 165 Armored Car Points 25
Light Armored Car, Small Late 1933, Uncommon DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tires 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 14 Lower Hull 3-6 11 AV 4-6 10 AV 3-6 10 AV
Fast 28 Upper Hull 7 12 AV 7 10 AV 7 12 AV
Turret Crew Turret 8-9 16 AV 8-10 16 AV 8-10 16 AV
Commander Mantle 10 14 AV - - Top 5 AV
Assistant
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 37mm Sa18 Main Gun 48 1 1 -1 -1 -
(Assistant) 7.5mm Ml Turret 48 4 8 -2 -3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
(Some Radios) 37 Sa18 3 6 9 12 15 18 21 24 27 30
14

Panhard 178 Armored Car Points 44
Light Armored Car, Small Late 1935, Uncommon DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tires 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 14 Lower Hull 3-6 20 AV 4-6 15 AV 3-6 15 AV
Fast 28 Upper Hull 7 24 AV 7 15 AV 7 22 AV
Turret Crew Turret 8-9 33 AV 8-10 19 AV 8-10 19 AV
Commander Mantle 10 39 AV - - Top 7 AV
Assistant
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 25mm Sa34 Main Gun 48 1 1 -1 -2 -
(Assistant) 7.5mm Ml Turret 48 4 8 -2 -3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
(Some Radios) 25 Sa34 5 10 15 20 25 30 35 40 45 50


Kegresse P16 Armored Car Points 25*
Light Halftrack, Small Early 1939, Rare DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 5 Tires/Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 10 Lower Hull 3-6 15 AV 4-6 11 AV 3-6 10 AV
Fast 20 Upper Hull 7 12 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 14 AV 8-10 14 AV 8-10 14 AV
Gunner Mantle 10 14 AV - - Top 10 AV
Hull Crew
Commander Weapon Location Range ROF AP MM DM Special
Driver 37mm Sa18 Main Gun 48 1 1 -1 -1 -
Features 7.5mm MI Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa18 3 6 9 12 15 18 21 24 27 30


AMR-33 Points 25*
Tankette Late 1933, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 6 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 11 Lower Hull 3-6 12 AV 4-6 10 AV 3-6 10 AV
Fast 22 Upper Hull 7 20 AV 7 11 AV 7 11 AV
Turret Crew Turret 8-9 12 AV 8-10 10 AV 8-10 10 AV
Commander Mantle 10 13 AV - - Top 9 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 7.5mm MI Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 7.5mm MI 1 3 4 5 7 8 9 10 12 13


AMR-35 ZT1 7.5mm Points 25*
Tankette Late 1935, Rare DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 5 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 10 Lower Hull 3-6 14 AV 4-6 10 AV 3-6 10 AV
Fast 20 Upper Hull 7 17 AV 7 11 AV 7 11 AV
Turret Crew Turret 8-9 15 AV 8-10 16 AV 8-10 16 AV
Commander Mantle 10 14 AV - - Top 9 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 7.5mm MI Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 7.5mm MI 1 3 4 5 7 8 9 10 12 13
15


AMR-35 ZT2 13.2mm Points 34
Tankette Late 1935, Rare DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 5 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 10 Lower Hull 3-6 14 AV 4-6 10 AV 3-6 10 AV
Fast 20 Upper Hull 7 17 AV 7 11 AV 7 11 AV
Turret Crew Turret 8-9 15 AV 8-10 16 AV 8-10 16 AV
Commander Mantle 10 14 AV - - Top 9 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 13.2mm HMG Turret 60 3 9 -3 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 13.2mm 3 5 8 10 13 15 18 20 23 25


AMR-35 ZT3 25mm Points 34
Tankette Late 1935, Rare DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 5 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 10 Lower Hull 3-6 14 AV 4-6 10 AV 3-6 10 AV
Fast 20 Upper Hull 7 17 AV 7 11 AV 7 11 AV
Turret Crew Turret 8-9 15 AV 8-10 16 AV 8-10 16 AV
Commander Mantle 10 14 AV - - Top 9 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 25mm Sa34 Main Gun 48 1 1 -1 -2 -
Basic Sights 7.5mm MI Turret 48 4 8 -2 -3 -
- Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 25 Sa34 5 10 15 20 25 30 35 40 45 50


FT-17 ( MG ) Points 25*
Tankette Early 1918, Abundant DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 3 Lower Hull 3-6 18 AV 4-6 11 AV 3-6 10 AV
Fast 6 Upper Hull 7 20 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 17 AV 8-10 10 AV 8-10 10 AV
Commander Mantle 10 19 AV - - Top 8 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 7.5mm MI Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 7.5mm MI 1 3 4 5 7 8 9 10 12 13


FT-17 ( 37mmSa18 ) Points 25*
Tankette Early 1918, Abundant DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 3 Lower Hull 3-6 18 AV 4-6 11 AV 3-6 10 AV
Fast 6 Upper Hull 7 20 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 17 AV 8-10 10 AV 8-10 10 AV
Commander Mantle 10 19 AV - - Top 8 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 37mm Sa18 Main Gun 48 1 1 -1 -1 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa18 3 6 9 12 15 18 21 24 27 30
16


AMC-35 ACG-1 Points 44
Light Tank Late 1935, Rare DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 6 Track 1-2 20 AV 1-3 20 AV 1-2 20 AV
Medium 11 Lower Hull 3-6 27 AV 4-6 25 AV 3-6 20 AV
Fast 22 Upper Hull 7 30 AV 7 26 AV 7 21 AV
Turret Crew Turret 8-9 28 AV 8-10 30 AV 8-10 30 AV
Commander Mantle 10 24 AV - - Top 12 AV
Gunner
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 47mm SA35 Main Gun 48 1 1 -1 -1 -
Features 7.5mm MI Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 47mm 6 12 18 24 30 36 42 48 54 60

AMC-35 ACG-2 Points 39
Light Tank Late 1935, Rare DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 6 Track 1-2 20 AV 1-3 20 AV 1-2 20 AV
Medium 11 Lower Hull 3-6 27 AV 4-6 25 AV 3-6 20 AV
Fast 22 Upper Hull 7 30 AV 7 26 AV 7 21 AV
Turret Crew Turret 8-9 28 AV 8-10 30 AV 8-10 30 AV
Commander Mantle 10 24 AV - - Top 12 AV
Gunner
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 25mm Sa34 Main Gun 48 1 1 -1 -2 -
Features 7.5mm MI Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 25 Sa34 5 10 15 20 25 30 35 40 45 50

FCM 36 Points 33
Light Tank Early 1936, Rare DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 20 AV 1-3 20 AV* 1-2 20 AV
Medium 5 Lower Hull 3-6 35 AV 4-6 22 AV 3-6 22 AV
Fast 10 Upper Hull 7 44 AV 7 22 AV 7 22 AV
Turret Crew Turret 8-9 56 AV 8-10 44 AV 8-10 44 AV
Commander Mantle 10 58 AV - - Top 15 AV
Hull Crew *Armored Skirt, -1 DM penetrating hits results this location only.
Driver Weapon Location Range ROF AP MM DM Special
- 37mm Sa18 Main Gun 48 1 1 -1 -1 -
Features 7.5mm MI Coaxial 48 4 8 -2 -3 +1 Acq / Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa18 3 6 9 12 15 18 21 24 27 30

R-35 Sa18 Points 36
Light Tank Early 1935, Common DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 20 AV 1-3 20 AV 1-2 20 AV
Medium 4 Lower Hull 3-6 48 AV 4-6 40 AV 3-6 54 AV
Fast 8 Upper Hull 7 44 AV 7 44 AV 7 44 AV
Turret Crew Turret 8-9 50 AV 8-10 51 AV 8-10 51 AV
Commander Mantle 10 61 AV - - Top 12 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
- 37mm Sa18 Main Gun 48 1 1 -1 -1 -
Features 7.5mm MI Coaxial 48 4 8 -2 -3 +1 Acq / Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa18 3 6 9 12 15 18 21 24 27 30

17

R-35 Sa38 Points 43
Light Tank Early 1936, Uncommon DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 20 AV 1-3 20 AV 1-2 20 AV
Medium 4 Lower Hull 3-6 48 AV 4-6 40 AV 3-6 54 AV
Fast 8 Upper Hull 7 44 AV 7 44 AV 7 44 AV
Turret Crew Turret 8-9 50 AV 8-10 51 AV 8-10 51 AV
Commander Mantle 10 61 AV - - Top 12 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
- 37mm Sa38 Main Gun 48 1 1 -1 -1 -
Features 7.5mm MI Coaxial 48 4 8 -2 -3 +1 Acq / Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa38 5 9 14 18 23 27 32 36 41 45

R-40 Points 54
Light Tank Early 1940, Uncommon DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 20 AV 1-3 20 AV* 1-2 20 AV
Medium 4 Lower Hull 3-6 77 AV 4-6 40 AV 3-6 54 AV
Fast 8 Upper Hull 7 51 AV 7 44 AV 7 44 AV
Turret Crew Turret 8-9 50 AV 8-10 51 AV 8-10 51 AV
Commander Mantle 10 61 AV - - Top 12 AV
Hull Crew *Armored Skirt, -1 DM penetrating hits results this location only.
Driver Weapon Location Range ROF AP MM DM Special
- 37mm Sa38 Main Gun 48 1 1 -1 -1 -
Features 7.5mm MI Coaxial 48 4 8 -2 -3 +1 Acq / Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa38 5 9 14 18 23 27 32 36 41 45

H-35 Points 36
Light Tank Early 1936, Uncommon DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 3 Track 1-2 20 AV 1-3 20 AV 1-2 20 AV
Medium 6 Lower Hull 3-6 41 AV 4-6 34 AV 3-6 41 AV
Fast 11 Upper Hull 7 46 AV 7 41 AV 7 51AV
Turret Crew Turret 8-9 50 AV 8-10 51 AV 8-10 51 AV
Commander Mantle 10 61 AV - - Top 12 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
- 37mm Sa18 Main Gun 48 1 1 -1 -1 -
Features 7.5mm MI Coaxial 48 4 8 -2 -3 +1 Acq / Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa18 3 6 9 12 15 18 21 24 27 30

H-35 ( Engine Variant ) Points 39
Light Tank Early 1937, Uncommon DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 20 AV 1-3 20 AV 1-2 20 AV
Medium 7 Lower Hull 3-6 41 AV 4-6 34 AV 3-6 41 AV
Fast 15 Upper Hull 7 46 AV 7 41 AV 7 51AV
Turret Crew Turret 8-9 50 AV 8-10 51 AV 8-10 51 AV
Commander Mantle 10 61 AV - - Top 12 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
- 37mm Sa18 Main Gun 48 1 1 -1 -1 -
Features 7.5mm MI Coaxial 48 4 8 -2 -3 +1 Acq / Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa18 3 6 9 12 15 18 21 24 27 30

18
H-39 Points 46
Light Tank Early 1939, Common DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 20 AV 1-3 20 AV 1-2 20 AV
Medium 7 Lower Hull 3-6 41 AV 4-6 34 AV 3-6 41 AV
Fast 15 Upper Hull 7 46 AV 7 41 AV 7 51AV
Turret Crew Turret 8-9 50 AV 8-10 51 AV 8-10 51 AV
Commander Mantle 10 61 AV - - Top 12 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
- 37mm Sa38 Main Gun 48 1 1 -1 -1 -
Features 7.5mm MI Coaxial 48 4 8 -2 -3 +1 Acq / Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa38 5 9 14 18 23 27 32 36 41 45

Somua S-35 Points 66
Medium Tank Late 1935, Common DM: +0
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 25 AV 1-3 25 AV 1-2 25 AV
Medium 8 Lower Hull 3-6 52 AV 4-6 38 AV 3-6 35 AV
Fast 16 Upper Hull 7 44 AV 7 44 AV 7 33 AV
Turret Crew Turret 8-9 59 AV 8-10 56 AV 8-10 56 AV
Commander Mantle 10 81 AV - - Top 25 AV
-
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 47mm Sa35 Main Gun 60 1 1 -1 -1 -
Radio Operator 7.5mm MI Turret 48 4 8 -2 -3 -
Features Main Gun Penetration
Advanced Sights D10 <2 2 3 4 5 6 7 8 9 10+
Radio 47Sa35 6 12 18 24 30 36 42 48 54 60

Char-D1 Points 42
Medium Tank Late 1932, Uncommon DM: +0
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 25 AV 1-3 25 AV 1-2 25 AV
Medium 4 Lower Hull 3-6 52 AV 4-6 40 AV 3-6 40 AV
Fast 8 Upper Hull 7 40 AV 7 40 AV 7 42 AV
Turret Crew Turret 8-9 45 AV 8-10 31 AV 8-10 31 AV
Commander Mantle 10 48 AV - - Top 20 AV
-
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 47mm Sa34 Main Gun 48 1 1 -1 -1 -
Radio Operator 7.5mm MI Turret 48 4 8 -2 -3 -
- 7.5mm Ml Hull 48 4 8 -2 -3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
Radio 47 Sa34 4 9 13 18 22 26 31 35 40 44

Char-D2 Points 62
Medium Tank Late 1936, Rare DM: +0
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 25 AV 1-3 25 AV 1-2 25 AV
Medium 5 Lower Hull 3-6 55 AV 4-6 50 AV 3-6 40 AV
Fast 9 Upper Hull 7 50 AV 7 52 AV 7 42 AV
Turret Crew Turret 8-9 59 AV 8-10 56 AV 8-10 56 AV
Commander Mantle 10 81 AV - - Top 20 AV
-
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 47mm Sa35 Main Gun 60 1 1 -1 -1 -
Radio Operator 7.5mm MI Turret 48 4 8 -2 -3 -
- 7.5mm Ml Hull 48 4 8 -2 -3 -
Features Main Gun Penetration
Advanced Sights D10 <2 2 3 4 5 6 7 8 9 10+
Radio 47Sa35 6 12 18 24 30 36 42 48 54 60
19


Char-B1 Points 65
Heavy Tank, Support Gun (+1 Acq/Fire vs Infantry and Artillery) Early 1934, Rare DM: -1
Speed Location D10 Front D10 Side D10 Rear
Slow 3 Track 1-2 30 AV 1-3 30 AV 1-2 30 AV
Medium 6 Lower Hull 3-6 58 AV 4-6 40 AV 3-6 58 AV
Fast 11 Upper Hull 7 48 AV 7 40 AV 7 40 AV
Turret Crew Turret 8-9 59 AV 8-10 56 AV 8-10 56 AV
Commander Mantle 10 81 AV - - Top 20 AV
Hull Crew Note: Support bonus applies to Acquisition, but 47mm does not get +1 Support Bonus for Firing.
Driver Weapon Location Range ROF AP MM DM Special
Loader 47mm Sa34 Main Gun 48 1 1 -1 -1 -
Radio Operator 7.5mm MI Turret 48 4 8 -2 -3 -
- 75mm P Hull Gun 24 1 2 -2 +0 Support
- 7.5mm Ml Hull 48 4 8 -2 -3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
Radio 47 Sa34 4 9 13 18 22 26 31 35 40 44
- 75mm P 3 6 9 12 15 18 21 24 27 30



Char-B1-bis Points 100
Heavy Tank, Support Gun (+1 Acq/Fire vs Infantry and Artillery) Early 1937, Uncommon DM: -1
Speed Location D10 Front D10 Side D10 Rear
Slow 3 Track 1-2 30 AV 1-3 30 AV 1-2 30 AV
Medium 6 Lower Hull 3-6 90 AV 4-6 60 AV 3-6 80 AV
Fast 11 Upper Hull 7 72 AV 7 60 AV 7 55 AV
Turret Crew Turret 8-9 59 AV 8-10 56 AV 8-10 56 AV
Commander Mantle 10 81 AV - - Top 20 AV
Hull Crew Note: Support bonus applies to Acquisition, but 47mm does not get +1 Support Bonus for Firing.
Driver Weapon Location Range ROF AP MM DM Special
Loader 47mm Sa35 Main Gun 60 1 1 -1 -1 -
Radio Operator 7.5mm MI Turret 48 4 8 -2 -3 -
(Mechanic) 75mm P Hull Gun 24 1 2 -2 +0 Support
- 7.5mm Ml Hull 48 4 8 -2 -3 -
Features Main Gun Penetration
Advanced Sights D10 <2 2 3 4 5 6 7 8 9 10+
Radio 47 Sa35 6 12 18 24 30 36 42 48 54 60
- 75mm P 3 6 9 12 15 18 21 24 27 30



Char-B1-ter Points 109
Heavy Tank, Support Gun (+1 Acq/Fire vs Infantry and Artillery) Early 1940, Rare DM: -1
Speed Location D10 Front D10 Side D10 Rear
Slow 3 Track 1-2 30 AV 1-3 30 AV 1-2 30 AV
Medium 6 Lower Hull 3-6 105 AV 4-6 70 AV 3-6 88 AV
Fast 11 Upper Hull 7 90 AV 7 70 AV 7 70 AV
Turret Crew Turret 8-9 59 AV 8-10 56 AV 8-10 56 AV
Commander Mantle 10 81 AV - - Top 20 AV
Hull Crew Note: Support bonus applies to Acquisition, but 47mm does not get +1 Support Bonus for Firing.
Driver Weapon Location Range ROF AP MM DM Special
Loader 47mm Sa35 Main Gun 60 1 1 -1 -1 -
Radio Operator 7.5mm MI Turret 48 4 8 -2 -3 -
(Mechanic) 75mm P Hull Gun 24 1 2 -2 +0 Support
- 7.5mm Ml Hull 48 4 8 -2 -3 -
Features Main Gun Penetration
Advanced Sights D10 <2 2 3 4 5 6 7 8 9 10+
Radio 47 Sa35 6 12 18 24 30 36 42 48 54 60
- 75mm P 3 6 9 12 15 18 21 24 27 30




20
Renault AGK ( or Citroen45 ) Heavy Truck Points 20
Light, Soft Skinned, Open Topped Transport Late 1938 Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 6 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 12 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 24 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 15 internal passengers, and 1 Extra Heavy artillery piece.

Laffly S-20 Medium Truck Points 24
Light, Soft Skinned, Open Topped Transport Late 1937 Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 13 Lower Hull 3-6 10 AV 4-6 10 AV 3-6 9 AV
Fast 26 Upper Hull 7-10 8 AV 7-10 8 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 10 internal passengers, and 1 Heavy artillery piece. Note that while the Laffly
incorporates some protective material, it is still considered a soft skinned vehicle.

Citroen Light Truck Points 20
Light, Soft Skinned, Small Open Topped Transport Early 1935 Common DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 14 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 28 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 8 internal passengers, and 1 Medium artillery piece.

Puegot Points 20
Light, Soft Skinned, Small Open Topped Transport Early 1938 Common DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 15 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 30 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver*
Transport: Up to 5 internal passengers and 1 Light artillery piece. Note: This vehicle is a unit
option only. *One member of the unit functions as the Driver.

Terrot 500 Motorcycle Points 10
Light, Small, Soft Skinned, Motorcycle, Open Topped Transport Early 1937, Common DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 13 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 25 Lower Hull 3-6 5 AV 4-6 5 AV 3-6 5 AV
Fast 40 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
*All
*Transport: Up to 1 total passenger who operates as crew. Provides Soft Cover for Crew.
Note: this vehicle may not perform Overrun attacks at any time. Atypical movement scale.

Terrot 500 Sidecar Combination Motorcycle Points 15
Light, Small, Soft Skinned, Motorcycle, Open Topped Transport Early 1937, Common DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 13 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 25 Lower Hull 3-6 5 AV 4-6 5 AV 3-6 5 AV
Fast 40 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
*All
*Transport: Up to 2 total passengers who operate as crew. Provides Soft Cover for Crew.
Note: this vehicle may not perform Overrun attacks at any time. Atypical movement scale.

Kegresse Halftrack Points 25
Light Open Topped Transport, Halftrack Early 1937, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 3 Tire/Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 6 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 13 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew *Typically no LMG, use model appropriate.
Driver Weapon* Location Range ROF AP MM DM Special
Assistant M29 FM LMG Pintle 48 3 8 -2 -3 AA: (.20)
Features
-
Artillery Mover: Transports up to 6 internal passengers and one light artillery piece.
Infantry Mover: Transports up to 6 internal passengers.
21

Somua Halftrack Points 50
Light Open Topped Transport, Halftrack Early 1938, Uncommon DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Tire/Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 7 Lower Hull 3-6 13 AV 4-6 10 AV 3-6 9 AV
Fast 14 Upper Hull 7-10 12 AV 7-10 9 AV 7-10 9 AV
Hull Crew *Typically no LMG, use model appropriate.
Driver Weapon* Location Range ROF AP MM DM Special
- M29 FM LMG Pintle 48 3 8 -2 -3 AA: (.20)
Features
-
Transports up to 10 internal passengers and one light artillery piece.


Chenilette Lorraine 38L Points 30
Light Open Topped Transport Early 1938, Common DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 7 Lower Hull 3-6 10 AV 4-6 10 AV 3-6 9 AV
Fast 14 Upper Hull 7-10 9 AV 7-10 9 AV 7-10 9 AV
Hull Crew
Driver
Transports up to 6 internal passengers and one Light artillery piece.
Note: With trailer, can transport up to 12 internal passengers.


Chenilette Renault UE Carrier Points 20
Light Open Topped Transport Early 1931, Common DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 3 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 6 Lower Hull 3-6 10 AV 4-6 10 AV 3-6 9 AV
Fast 12 Upper Hull 7-10 9 AV 7-10 9 AV 7-10 9 AV
Hull Crew
Driver
Assistant
Transports one Light artillery piece (primarily used to carry supplies and ammo).



Laffly 47 Sa37 Carrier (Portee) Points 57
Light, Soft Skinned, Open Topped Late 1934 Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 13 Lower Hull 3-6 10 AV 4-6 10 AV 3-6 9 AV
Fast 26 Upper Hull 7-10 8 AV 7-10 8 AV 7-10 5 AV
Hull Crew
Driver Weapon Location Range ROF AP MM* DM Special
3 Gun Crew 47mm Sa37 Bed 48 1 1 -1 -1 -
Features As a Bed mounted weapon the 47mm is able to swing 360 degrees as if it had a Turret.
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
47 Sa37 9 18 27 36 46 56 64 73 82 91
Note: This vehicle may not Move and Fire. Despite protective material, still Soft Skinned vehicle.


Laffly 75 DCA Carrier (Portee) Points 56
Light, Soft Skinned, Open Topped Late 1934 Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 13 Lower Hull 3-6 10 AV 4-6 10 AV 3-6 9 AV
Fast 26 Upper Hull 7-10 8 AV 7-10 8 AV 7-10 5 AV
Hull Crew
Driver Weapon Location Range ROF AP MM* DM Special
4 Gun Crew 75mm AA AA 48 1 2 -2 +0 AA: 3
Features As an AA mounted weapon the 75mm is able to swing 360 degrees as if it had a Turret.
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
75mmAA 3 6 9 12 15 18 21 24 27 30
Note: This vehicle may not Move and Fire. Despite protective material, still Soft Skinned vehicle.

22
Aircraft of France

Bloch MB. 152C S W D
Interceptor Aircraft
Payload
2x 20mm Hispano Weapon Type Range ROF AP MM DM Special
2x 7.5mm mle 34 2x 20mm AT - 1 1 -1 -2 Top
- 2X 7.5mm MG LMG - 4* 8 -2 -3 Top
Features Main Gun Penetration
Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 3 20mm 4 8 12 16 20 24 28 32 36 40
- *Strafes with a total of 4 shots of 7.5mm at a single target.

Morane-Saulnier M.S. 405 W W D
Interceptor Aircraft
Payload
1x 20mm Hispano Weapon Type Range ROF AP MM DM Special
2x 7.5mm mle 34 1x 20mm AT - 1 1 -1 -2 Top
- 2X 7.5mm MG LMG - 4* 8 -2 -3 Top
Features Main Gun Penetration
Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 4 20mm 4 8 12 16 20 24 28 32 36 40
- *Strafes with a total of 4 shots of 7.5mm at a single target.

Dewoitine D 520 S W D
Interceptor Aircraft
Payload
1x 20mm Hispano Weapon Type Range ROF AP MM DM Special
4x 7.5mm mle 34 1x 20mm AT - 1 1 -1 -2 Top
- 4X 7.5mm MG LMG - 4* 8 -2 -3 Top
Features Main Gun Penetration
Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 5 20mm 4 8 12 16 20 24 28 32 36 40
- *Strafes with a total of 8 shots of 7.5mm at a single target.

Breguet 690 S W D
Ground Attack Aircraft / Interceptor Aircraft
Payload
1x 20mm Hispano Weapon Type Range ROF AP MM DM Special
2x 7.5mm mle 34 1x 20mm AT - 1 1 -1 -2 Top
8x Medium Bombs 2X 7.5mm MG LMG - 4* 8 -2 -3 Top
Features Main Gun Penetration
Defensive AA: 1 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 4 20mm 4 8 12 16 20 24 28 32 36 40
- *Strafes with a total of 4 shots of 7.5mm at a single target.

SNCASE LeO 451 S W W D
High Altitude Bomber
Payload
4x Spr Heavy Bombs Weapon Type Range ROF AP MM DM Special
- NA - - - - - - -
- Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 3 NA
Interceptor AA: 0

Farman F222 S W W D
High Altitude Bomber
Payload
10x Vry Hvy Bombs Weapon Type Range ROF AP MM DM Special
- NA - - - - - - -
- Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 2 NA
Interceptor AA: 0

23
6. Belgium

Background:U This is a basic guide to creating a platoon force of Belgian troops for use in WWII skirmish level
combat. This list is specifically for the organizations seen in the 1940 Defense of Belgium.
Belgium is one of those nations in modern history that has seen new rulers emerge and disappear and the
influence of neighboring nationsespecially Franceis quite apparent. Belgium put a very large number of men into
military service for the outbreak of World War II, given the size of the country. Despite this fact overall the Belgians
performed poorly. As so often before and since, the blame for their failings lay more with national leadership than
with the willingness of the foot soldier to fight.
It had long been the plan of France to allow the Germans to smash themselves on the Maginot Line while a
more flexible defensive front was established in the north. From this northern front, counterattacks could be launched
to complete the defeat of Germany. The problem was that this defensive line included regions in Belgium. Perhaps
because of their memories of WWI, the Belgians were less than enthused over the idea of turning their nation into a
new Armageddon. Whatever the reason, the result was clear. The Belgian initially refused to allow any foreign
troops to cross her borders. There were no effective liaisons, no preparations for joint operations. The Belgians
defended their frontier while disaster occurred on their flank. The Netherlands was overrun, the French and British in
the north were retreating, and the Germans remained on the offensive.
The loss of the fortress Eben Emael to a handful of Fallschirmjaegers opened the door to Belgium, and there
was no one to close the door again.
By the time the Belgians realized they needed to conduct a cooperative defense, it was far too late. A
number of Germans were killed on Belgian soil, as were perhaps as many as 12,000 Belgians. Their sacrifice was in
vain, but it can not be said that they did not fight. King Leopold was both leader of the government and commander
of the Belgian armed forces. He did not wish to see more of his country destroyed and so attempted to preserve as
much of it as possible. Belgium surrendered after a little more than two weeks of fighting, mostly for the same reason
as the Dutch: to limit civilian casualties.
The people judged their King during the occupation and found him unfit for rule. During the war years,
power was shifted to civilian leadership (even though the government was in exile), and would remain there after the
war. Like the rest of Europe, the Belgians would have to wait and hope for liberation.

Infantry of Belgium

Belgian Infantry Weapons: A list of Belgian infantry anti tank weapons, small arms, and explosives.









Belgian Small Arms:
Name Type Range ROF AP MM Special
M1935 Pistol 10 2 6 - -
MP-28 SMG 15 3 6 - -
Fusil 1889 Rifle 30 2 8 - -
Scoped FN35 Sniper Rifle 48 1 8 -2 +2 ACC
FM 1930 (BAR) LMG 48 3 8 -2 -
Hotchkiss HMG 75 4 8 -3 -
M1917 Browning HMG 75 6 8 -3 -
Rifle Grenade Rifle Grenade 30 1 (1) -1 -
Boys ATR ATR 48 1 9 -1 -


Belgian Explosives: Penetration:
Type Range DM 1 2 3 4 5 6 7 8 9 10+
Satchel Charge 6 +0 4 8 12 16 20 24 28 32 36 40
Large Satchel Charge 1 +0 5 10 15 20 25 30 35 40 45 50
Molotov Cocktail 6 +1 - - - - - - - - - -
Note: As with other Engineer or explosive equipped units, only one of the countable Firing models may Fire an explosive each turn.
For example, in a section of 6 models, 3 may Fire. One may Fire an explosive, the other two may Fire their personal weapons as
normal, and they may Fire at a different target. Any unit equipped with Explosives is considered to have enough to last the entire
battle.
Belgian Infantry AT: Penetration:
Type DM 1 2 3 4 5 6 7 8 9 10+
Any Pistol, Any SMG -3 1 2 3 4 5 6 7 8 9 10
Any Rifle, Any LMG or HMG -3 1 3 4 5 7 8 9 10 12 13
Boys Anti Tank Rifle -3 3 5 8 10 13 15 18 20 23 25
24
Belgian Infantry Platoon: Trained

The bulk of the defenders of Belgium were rifle infantrymen. The flawed political and military policies of their
nation would hamper their efforts. Ultimately they would fail in their attempt to defend their homeland. Some Belgian
units can be mounted on trucks for +20 points each, though most units were not motorized.

Optional Rifle Squad: Add 4 Privates as shown below for +32 points each squad.

Platoon Organization: Below is shown the number and type of units included in your platoon.
1 Platoon Command
2-4 Rifle Squads
0-1 Mortar Squad
0-4 Company Support Teams
0-4 Total Vehicles and/or Regimental Support Units (transports do not count towards this total)

Platoon Command
Command Section: Leads the platoon in battle.
Soldier ACC CC Guts Weapon Points: 44
Lieutenant 5 6 8 M1935
Sr. Sergeant 5 6 7 Fusil 1889 Rifle
Privates(x 4) 5 6 4 Fusil 1889 Rifle

Upgrade Senior Sergeant to MP-28 SMG +4
Upgrade 1 Private to Boys ATR and M1935 Pistol Free

Rifle Squad
Rifle Section: Maneuver element.
Soldier ACC CC Guts Weapon Points: 96
Sergeant 5 6 6 Fusil 1889 Rifle
Privates (x 6) 5 6 4 Fusil 1889 Rifle

Upgrade Sergeant to MP-28 SMG +4
Equip 1 Private with HE Rifle Grenades and launcher Free

LMG Section: Fire support element.
Soldier ACC CC Guts Weapon
Corporal 5 6 5 Fusil 1889 Rifle
Gunner 5 6 4 FM 1930 LMG
Private 5 6 4 Fusil 1889 Rifle

Optionally add 3 Privates with Fusil 1889 to the LMG section and 1 Private with Fusil 1889 to the Rifle Section
for +32 points. All squads in the Platoon must take this option if chosen.

Mortar Squad
1st Section: Indirect fire support element.
Soldier ACC CC Guts Weapon Points: 88
Sergeant 5 6 6 Fusil 1889 Rifle
Gunner 5 6 4 Lance DBT 50mm Mortar, M1935
Privates (x 3) 5 6 4 Fusil 1889 Rifle

Upgrade Sergeant to MP-28 SMG +4

2nd Section: Indirect fire support element.
Soldier ACC CC Guts Weapon
Corporal 5 6 5 Fusil 1889 Rifle
Gunner 5 6 4 Lance DBT 50mm Mortar, M1935
Private 5 6 4 Fusil 1889 Rifle

3rd Section: Indirect fire support element.
Soldier ACC CC Guts Weapon
Corporal 5 6 5 Fusil 1889 Rifle
Gunner 5 6 4 Lance DBT 50mm Mortar, M1935
Private 5 6 4 Fusil 1889 Rifle

Note: prior to start of play, all three sections may operate as three teams as shown or may be combined as one
single unit, but must remain combined for the entire game.
25

Company Support: HMG Team
HMG Team: Effective direct fire support.
Soldier ACC CC Guts Weapon Points: 56
Sergeant 5 6 7 Fusil 1889 Rifle
Gunner 5 6 4 Hotchkiss HMG
Privates (x 2) 5 6 4 Fusil 1889 Rifle

Upgrade Sergeant to MP-28 SMG +4
Upgrade Hotchkiss to M1917 Browning +16

Company Support: Heavy Mortar Team
Heavy Mortar Team: Effective indirect fire support.
Soldier ACC CC Guts Weapon Points: 48
Sergeant 5 6 7 M1935
Gunner 5 6 4 81mm Brandt Mortar, M1935
Privates (x 2) 5 6 4 Fusil 1889 Rifle

Company Support: Sniper
Sniper: Independent sniper operating along the front to kill officers, NCOs, and weapon crews.
Soldier ACC CC Guts Weapon Points: 16
Sniper 5 6 6 Scoped FN35 Rifle

Regimental Support: 47mm S.A. FRC Light Anti-Tank Gun
47mmt ATG: Light anti-tank support.
Soldier ACC CC Guts Weapon Points: 30
Sergeant 5 6 7 M1935
Gunner 5 6 4 47mm SAFRC, M1935
Private 5 6 4 Fusil 1889 Rifle


Regimental Support: 77mm S.A. FRC Medium Infantry Gun
77mm IG: Medium direct and indirect fire support.
Soldier ACC CC Guts Weapon Points: 49
Sergeant 5 6 7 M1935
Gunner 5 6 4 77mm SAFRC, M1935
Private (x 2) 5 6 4 Fusil 1889 Rifle



Belgian Chaussers Ardennes Platoon: Veteran

Belgium had units of specially trained troops for fighting in remote areas. Part of their specific role was to
defend the supposedly impassable Ardennes forest region.

Platoon Organization: Below is shown the number and type of units included in your platoon.
1 Platoon Command
2-4 Jager Squads
0-1 Light Mortar Team
0-1 Sniper
0-3 Company Support Teams
0-3 Total Vehicles and/or Regimental Support Units


Platoon Command
Command Section: Leads the platoon in battle.
Soldier ACC CC Guts Weapon Points: 55
Lieutenant 5 6 10 M1935
Senior Sergeant 5 6 9 Fusil 1889 Rifle
Privates (x 4) 5 6 6 Fusil 1889 Rifle

Upgrade Senior Sergeant to MP-28 SMG +5
Upgrade 1 Private to Boys ATR and Pistol Free


26
Jager Squad
Rifle Section: Maneuver element.
Soldier ACC CC Guts Weapon Points: 130
Sergeant 5 6 8 Fusil 1889 Rifle
Privates (x 6) 5 6 6 Fusil 1889 Rifle

Upgrade Sergeant to MP-28 SMG +5
Equip 1 Private with HE Rifle Grenades Free

LMG Section: Fire support element.
Soldier ACC CC Guts Weapon
Corporal 5 6 7 Fusil 1889 Rifle
Gunner 5 6 6 FM 1930 LMG
Private x 3 5 6 6 Fusil 1889 Rifle

Upgrade a single Private to Gunner and equip with FM 1930 LMG +18
Equip the entire squad with Explosives as shown above +20


Light Mortar Team
Light Mortar Team: Indirect fire support.
Soldier ACC CC Guts Weapon Points: 25
Corporal 5 6 7 M1935
Gunner 5 6 6 Lance DBT 50mm Mortar, M1935
Privates 5 6 6 Fusil 1889 Rifle

Upgrade Sergeant to MP-28 SMG +10


Sniper
Sniper: Independent sniper operating along the front to kill officers, NCOs, and weapon crews.
Soldier ACC CC Guts Weapon Points: 20
Sniper 5 6 8 Scoped FN35 Rifle


Company Support: HMG Team
HMG Team: Effective direct fire support.
Soldier ACC CC Guts Weapon Points: 65
Sergeant 5 6 8 M1935
Gunner 5 6 6 Hotchkiss HMG
Privates (x 2) 5 6 6 Fusil 1889 Rifle

Upgrade Sergeant to MP-28 SMG +5
Upgrade Hotchkiss to M1917 Browning +18


Company Support: 81mm Brandt Heavy Mortar Team
81mm Mortar Team: Effective indirect fire support.
Soldier ACC CC Guts Weapon Points: 60
Sergeant 5 6 8 M1935
Gunner 5 6 6 81mm Brandt Mortar, M1935
Privates (x 2) 5 6 6 Fusil 1889 Rifle

Upgrade Sergeant to MP-28 SMG +5


Regimental Support: 47mm S.A. FRC Light Anti-Tank Gun
47mm ATG: Light anti-tank support.
Soldier ACC CC Guts Weapon Points: 30
Sergeant 5 6 8 M1935
Gunner 5 6 6 47mm SAFRC, M1935
Private 5 6 6 Fusil 1889 Rifle



27
Artillery of Belgium

40mm Bofors, Light AA Gun Points 38
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 40mm AA 60 1 1 -1 -1 AA: 1.0
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 40mm 10 20 30 40 50 60 70 80 90 100
Note: this AA Gun may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

47mm S.A. FRC, Light AT Gun Points 30
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 47mm SAFRC AT 48 1 1 -1 -1 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 47 SAFRC 6 11 17 22 28 33 39 44 50 55
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

75mm mle GP, Medium Field Gun Points 53
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
2 Gun Crew 75mm mle GP FG 48 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 75mm 6 12 16 25 31 37 43 50 56 62
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 12 (Medium MR).

105mm GP mle 1913, Very Heavy Field Gun Points 100
Assigned Crew Size: 6 (Minimum Crew needed to operate: 3)
Commander 4 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
4 Gun Crew 105mm mle1913 FG 24" 1 4 -3 +2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 105mm 4 8 12 16 20 24 28 32 36 40
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 24 (Very Heavy MR).

155mm mle C 1917, Extra Heavy Field Gun Points 187
Assigned Crew Size: 8 (Minimum Crew needed to operate: 4)
Commander 4 pistols, 4 rifles
Gunner Weapon Type Range ROF AP MM DM Special
6 Gun Crew 155mm mle1917 FG 48 1 6 -4 +4 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 155mm 6 12 18 24 30 36 42 48 54 60
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Extra Heavy MR).

77mm (76mm) S.A. FRC GP, Medium Infantry Gun Points 49
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
2 Gun Crew 77mm IG 24 1 2 -2 +0 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 77mm 4 9 13 18 22 26 31 35 40 44
Note: this infantry gun may not move and fire. At ranges up to 24 it must fire directly, but does not need to Acquire when firing at
Infantry or Artillery (ie, fires as if Small Arms, but can not move). At ranges over 24 it must fire Indirectly unless it chooses to Fire
Directly at a Vehicle. It may Fire directly at Vehicle targets as normal, up to the 5
th
Range Increment (120) but must Acquire with all
normal modifiers before Firing at a vehicle.
28
Vehicles of Belgium

T-15 Points 34
Tankette Late 1937, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 7 Lower Hull 3-6 20 AV 4-6 9 AV 3-6 10 AV
Fast 14 Upper Hull 7 22 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 12 AV 8-10 10 AV 8-10 9 AV
Commander Mantle 10 11 AV - - Top 5 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 13.2mm HMG Turret 60 3 9 -3 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 13.2mm 3 5 8 10 13 15 18 20 23 25

T-13 Type I Points 32
Tankette Early 1936, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 3 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 6 Lower Hull 3-6 12 AV 4-6 9 AV 3-6 10 AV
Fast 12 Upper Hull 7 10 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 12 AV 8-10 10 AV 8-10 9 AV
Commander Mantle 10 14 AV - - Top 5 AV
Gunner
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 47mm SAFRC Main Gun 48 1 1 -1 -1 -
Features 7.5mm FN Co-axial 48 4 8 -2 -3 +1 Acq/Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 47 SAFRC 6 11 17 22 28 33 39 44 50 55

T-13 Type III Points 37
Tankette Late 1937, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 7 Lower Hull 3-6 20 AV 4-6 9 AV 3-6 10 AV
Fast 14 Upper Hull 7 22 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 18 AV 8-10 10 AV 8-10 9 AV
Commander Mantle 10 14 AV - - Top 5 AV
Gunner
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 47mm SAFRC Main Gun 48 1 1 -1 -1 -
Features 7.5mm FN Co-axial 48 4 8 -2 -3 +1 Acq/Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 47 SAFRC 6 11 17 22 28 33 39 44 50 55

FT-17 ( MG ) Points 25*
Tankette Early 1918, Abundant DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 3 Lower Hull 3-6 18 AV 4-6 11 AV 3-6 10 AV
Fast 6 Upper Hull 7 20 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 17 AV 8-10 10 AV 8-10 10 AV
Commander Mantle 10 19 AV - - Top 8 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 7.5mm MI Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 7.5mm MI 1 3 4 5 7 8 9 10 12 13
Note: The Belgian FT-17 may not have been functional for the 1940 campaign.


29
Renault Heavy Truck Points 20
Light, Soft Skinned, Open Topped Transport Late 1938 Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 6 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 12 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 24 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 15 internal passengers, and 1 Extra Heavy artillery piece.

Citroen Light Truck Points 20
Light, Soft Skinned, Small Open Topped Transport Early 1935 Common DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 14 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 28 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 8 internal passengers, and 1 Medium artillery piece.


Aircraft of Belgium


Gloster Gladiator W D
Interceptor Aircraft
Payload
4x .30 Browning Weapon Type Range ROF AP MM DM Special
- 4x .30 Browning LMG - 4* 1 -2 -3 Top
Features Main Gun Penetration
Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 3 .30 Browning 1 3 4 5 7 8 9 10 12 13
- *Strafes with a total of 8 shots of .30 at a single target.


Fairey Fox VI W D
Interceptor Aircraft (sometimes used in the Ground Attack role)
Payload
4x .30 Browning Weapon Type Range ROF AP MM DM Special
8x Light Bombs 4x .30 Browning LMG - 4* 1 -2 -3 Top
Features Main Gun Penetration
Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 3 .30 Browning 1 3 4 5 7 8 9 10 12 13
- *Strafes with a total of 8 shots of .30 at a single target.


Fiat C.R. 32 Falco W D
Interceptor Aircraft (sometimes used in the Ground Attack role)
Payload
2x 13.2mm Breda Weapon Type Range ROF AP MM DM Special
2x Medium Bombs 2x 13.2mmBreda HMG - 4* 9 -3 -3 Top
Features Main Gun Penetration
Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 3 13.2mm HMG 3 6 9 12 15 18 21 24 27 30
- *Strafes with a total of 4 shots of 13.2mm at a single target.


Fairey Battle III W D
High Altitude Bomber / Ground Attack Aircraft
Payload* * Choose one Bomb load only.
1x .30 Browning Weapon Type Range ROF AP MM DM Special
4x Heavy bombs .30 Browning LMG - 4* 8 -2 -3 Top
2x Vry Hvy bombs Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 1 .30 Browning 1 3 4 5 7 8 9 10 12 13
Interceptor AA: 0 *Strafes with a total of 2 shots of .30 at a single target.

30
7. The Netherlands

Background:U This is a basic guide to creating a platoon force of Dutch troops for use in WWII skirmish level combat.
This list is specifically for the organizations seen in the 1940 Defense of the Netherlands. Also included are options
for fielding Dutch forces in the Pacific.
As with Belgium, the Netherlands relied on its neutrality to defend it. Still, the Dutch had planned that
Germany constituted a national threat and had prepared defenses. Numerous waterways, canals, and dikes were
fortified and guarded. Special units, reinforced with bunkers, defended important bridges. The Netherlands lacked
the major fortresses of Belgium and France, and had only a few inadequate armored vehicles. Still, what could be
done was done. As with the other Allies, the Dutch had failed in creating a viable international plan for defense.
There was a lack of trust with Belgium, and France obviously was interested in defending France, not the
Netherlands. With no cohesive Allied strategy for waging war, the Dutch fought on their own. The French and British
attempt to reinforce the Dutch led to retreat. In fact, the Dutch withdrew their forces to fortified lines of defense
sensibly in their own mindswhich in turn jeopardized Belgium by exposing the Belgian flank. The Dutch soldiers
were not well trained or armed in comparison to the Germans, and the German high command did not think the Dutch
would offer any meaningful resistance. Some Germans discovered otherwise.
Several major German paratrooper drops were cut up, as at the Hague, or surrounded and isolated. A
number of German attempts to seize bridges failed. It took only five days for the Dutch leadership to surrender and
the Queen to flee to England and establish a government in exile. However, in those five days the Dutch killed as
many as 4000 Germans. The Dutch suffered 7000 dead.
Under German rule, over 200,000 Dutch would die, either at the hands of the Germans, or in the combat of
Operation Market Garden or their eventual liberation. To their credit, the Dutch would form one of the best organized
and led resistance movements in Western Europe. They did not operate like the paramilitary partisans of the Soviets
or Yugoslavians, and also were not hindered by as many social and political divisions as the French resistance
suffered. They were truly an information gathering network capable of sabotage and fighting when needed. This
resistance would aid downed allied pilots whenever possible, and would offer their helpeven when ignoredin the
liberation of their own nation.

Infantry of the Netherlands

Dutch Infantry Weapons: A list of Dutch infantry anti tank weapons, small arms, and explosives.








Note: Any Small Arms that penetrates and produces a casualty result against a vehicle is considered to have a base AP of 1
against the crew and/or passengers.

Dutch Small Arms:
Name Type Range ROF AP MM Special
FN 7.65mm or Colt .32 Pistol 10 2 6 - -
MP-28 SMG 15 3 6 - -
Gevaer M95 Rifle 30 2 8 - -
Scoped Mannlicher-Steyr Sniper Rifle 48 1 8 -2 +2 ACC
M20 Lewis or M15 Madsen LMG 48 3 8 -2 -
M08 Schwarzlose HMG 75 4 8 -3 -
M18 Vickers HMG 75 5 8 -3 -
20mm Solothurn ATR 48 1 9 -1 -
Flamethrower FT 8 1 6 -3 FT

Dutch Explosives: Penetration:
Type Range DM 1 2 3 4 5 6 7 8 9 10+
Satchel Charge 6 +0 4 8 12 16 20 24 28 32 36 40
Large Satchel Charge 1 +0 5 10 15 20 25 30 35 40 45 50
Molotov Cocktail 6 +1 - - - - - - - - - -
Note: As with other Engineer or explosive equipped units, only one of the countable Firing models may Fire an explosive each turn.
For example, in a section of 6 models, 3 may Fire. One may Fire an explosive, the other two may Fire their personal weapons as
normal, and they may Fire at a different target. Any unit equipped with Explosives is considered to have enough to last the entire
battle.

Dutch Infantry AT: Penetration:
Type DM 1 2 3 4 5 6 7 8 9 10+
Any Pistol, Any SMG -3 1 2 3 4 5 6 7 8 9 10
Any Rifle, Any LMG or HMG -3 1 3 4 5 7 8 9 10 12 13
20mm Solothurn ATR -2 4 8 12 16 20 24 28 32 36 40
31
Dutch Rifle Platoon: Standard

The Dutch army put up stiff resistance to the initial German attacks. Outmanned, outgunned, and
sometimes equipped inadequately, they fought as best they could. This list is shown at the Standard Guts scale. A
lesser scale of Trained would probably be more appropriate, but Standard reflects their fighting spirit better.
You may allow units to purchase trucks for +20 points each, though most Dutch units were not motorized.

1941 Dutch East Indies Rifle Platoons: Reduce each Rifle and LMG Squad by 2 men, -18 points each squad.

1941 Dutch East Indies Marine Platoons: Each Rifle Squad may Upgrade with MG20, +18 points each squad.
The LMG Squad may Upgrade with a 2
nd
MG20, +18 points. Marine platoons may purchase (pay full points for
both) 2 separate HMG Teams for one or both Regimental Support choices. Typically Veteran scale.

Platoon Organization: Below is shown the number and type of units included in your platoon.
1 Platoon Command
2-3 Rifle Squads
0-1 LMG Squad
0-1 Mortar Squad
0-2 Company Support
0-1 Sniper
0-2 Total Vehicles and/or Regimental Support Units (transports do not count towards this total)


Rifle Platoon Command
Command Section: Leads the platoon in battle and coordinates the actions of the squads.
Soldier ACC CC Guts Weapon Points: 18
Lieutenant 5 6 9 FN Pistol
Sr. Sergeant 5 6 8 FN Pistol
Private 5 6 5 Gevaer M95 Rifle

Upgrade Sergeant to Gevaer M95 Rifle +5
Upgrade Sergeant to MP-28 +9


Rifle Squad
1
st
Rifle Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon Points: 99
Sergeant 5 6 7 Gevaer M95 Rifle
Private (x5) 5 6 5 Gevaer M95 Rifle
2
nd
Rifle Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon
Lance Corporal 5 6 6 Gevaer M95 Rifle
Private (x4) 5 6 5 Gevaer M95 Rifle

Dutch East Indies Rifle Squads: Remove 1 Private from each section -18
Dutch East Indies Marine Squads: May Upgrade 1 Private in 1
st
Section to M20 LMG +18


LMG Squad
1
st
LMG Section: The fire support element of the squad.
Soldier ACC CC Guts Weapon Points: 117
Sergeant 5 6 7 Gevaer M95 Rifle
Gunner 5 6 5 M20 LMG
Private (x4) 5 6 5 Gevaer M95 Rifle
2
nd
Rifle Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon
Lance Corporal 5 6 6 Gevaer M95 Rifle
Private (x4) 5 6 5 Gevaer M95 Rifle

Equip entire squad with Explosives as shown above +18

Dutch East Indies Rifle Squads: Remove 1 Private from each section -18
Dutch East Indies Marine Squads: May Upgrade 1 Private in 2
nd
Section to M20 LMG +18



32

Mortar Squad
47mm mortar: Provides indirect fire support for the platoon.
Soldier ACC CC Guts Weapon Points: 86
Sergeant 5 6 7 Gevaer M95 Rifle
Gunner 5 6 5 47mm Mortar, FN Pistol
Private (x7) 5 6 5 Gevaer M95 Rifle

The Mortar Squad operates as a single unit, and does not split into smaller sections.



Sniper
Sniper: Independent Sniper operating along the front to kill officers, NCOs, and weapon crews.
Soldier ACC CC Guts Weapon Points: 18
Sniper 5 6 6 Scoped Mannlicher-Steyr Rifle



Company Support: ATR Team
20mm Solothurn ATR: Provides ineffective anti-tank support for the platoon.
Soldier ACC CC Guts Weapon Points: 27
Lance Corporal 5 6 6 Gevaer M95 Rifle
Gunner 5 6 5 20mm Solothrun ATR
Private 5 6 5 Gevaer M95 Rifle



Regimental Support: HMG Team
M08 HMG: Provides the platoon with sustained fire support.
Soldier ACC CC Guts Weapon Points: 54
Sergeant 5 6 7 Gevaer M95 Rifle
HMG Gunner 5 6 5 M08 HMG
Loader 5 6 5 Gevaer M95 Rifle

Add Ammunition Bearer 5 6 5 Gevaer M95 Rifle +9

Upgrade to M18 HMG +9

Dutch East Indies Marines: may purchase 2 HMG Teams for one or both Regimental Support Choices.



Regimental Support: Heavy Mortar Team
81mm Brandt-Stokes: Provides the platoon with heavy indirect fire support.
Soldier ACC CC Guts Weapon Points: 59
Sergeant 5 6 7 Gevaer M95 Rifle
Mortar Gunner 5 6 5 81mm Mortar, FN Pistol
Privates (x2) 5 6 5 Gevaer M95 Rifle



Regimental Support: 47mm Bohler Anti-Tank Gun
47mm Bohler: Provides the platoon with light anti-tank support.
Soldier ACC CC Guts Weapon Points: 33
Sergeant 5 6 8 FN Pistol
Gunner 5 6 5 47mm Bohler, FN Pistol
Loader 5 6 5 Gevaer M95 Rifle







33
Artillery of the Netherlands


2 t 1 ( 20mm Oerlikon ), Very Light AA Gun Points 20
Assigned Crew Size: 2 (Minimum Crew needed to operate: 1)
Commander 2 pistols
Gunner Weapon Type Range ROF AP MM DM Special
- 2 t 1 AA 60 1 1 -1 -2 AA: 0.50
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 2 t 1 6 12 18 24 30 36 42 48 54 60
Note: this AA Gun may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

2 t 2 ( 20mm Scotti ), Very Light AA Gun Points 17
Assigned Crew Size: 2 (Minimum Crew needed to operate: 1)
Commander 2 pistols
Gunner Weapon Type Range ROF AP MM DM Special
- 2 t 2 AA 60 1 1 -1 -2 AA: 0.50
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 2 t 2 4 9 13 18 22 26 31 35 40 44
Note: this AA Gun may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

7.5 t 1 ( 75mm Vickers ), Medium AA Gun Points 36
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 7.5 t 1 AA 60 1 2 -2 +0 AA: 3
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 7.5 t 1 9 17 26 34 43 51 60 68 77 85
Note: this AA may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

pag ( 47mm Bohler ), Light AT Gun Points 33
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader pag AT 48 1 1 -1 -1 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- pag 7 15 22 30 37 44 52 59 67 74
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

7 veld ( 75mm Krupp ), Medium Field Gun Points 53
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 7 veld FG 48 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 7 veld 6 12 19 25 31 37 43 50 56 62
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 12 (Medium MR).

8 staal ( 84mm Krupp ), Heavy Field Gun Points 77
Assigned Crew Size: 6 (Minimum Crew needed to operate: 2)
Commander 4 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
4 Gun Crew 8 staal FG 24 1 3 -2 +1 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 8 staal 3 6 9 12 15 18 21 24 27 30
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 18 (Heavy MR).



34


10 veld ( 105mm Bofors ), Very Heavy Field Gun Points 107
Assigned Crew Size: 6 (Minimum Crew needed to operate: 3)
Commander 4 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
4 Gun Crew 10 veld FG 48" 1 4 -3 +2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 10 veld 7 14 21 28 35 42 49 56 63 70
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 24 (Very Heavy MR).


12 Lang 14 staal ( 120mm Krupp ), Super Heavy Field Gun Points 153
Assigned Crew Size: 8 (Minimum Crew needed to operate: 3)
Commander 4 pistols, 4 rifles
Gunner Weapon Type Range ROF AP MM DM Special
6 Gun Crew 12 L 14 FG 24 1 5 -3 +3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 12 L 14 5 10 15 20 25 30 35 40 45 50
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Super Heavy MR).


15 Lang 15 ( 6 Vickers ), Extra Heavy Field Gun Points 198
Assigned Crew Size: 8 (Minimum Crew needed to operate: 4)
Commander 4 pistols, 4 rifles
Gunner Weapon Type Range ROF AP MM DM Special
6 Gun Crew 15 L 15 FG 24 1 6 -4 +4 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 15 L 15 10 20 30 40 50 60 70 80 90 100
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Extra Heavy MR).


15 Lang 17 ( 15cm Krupp ), Extra Heavy Field Gun Points 201
Assigned Crew Size: 8 (Minimum Crew needed to operate: 4)
Commander 4 pistols, 4 rifles
Gunner Weapon Type Range ROF AP MM DM Special
6 Gun Crew 15 L 17 FG 48 1 6 -4 +4 Indirect
Features Main Gun Penetration
Advanced Sights D10 <2 2 3 4 5 6 7 8 9 10+
15 L 17 11 22 33 44 55 66 77 88 99 110
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Extra Heavy MR).


6 veld ( 57mm Krupp ), Light Infanty Gun Points 31
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 6 veld IG 24 1 1 -1 -1 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 6 veld 4 7 11 14 18 21 25 28 32 35
Note: this infantry gun may not move and fire. At ranges up to 24 it must fire directly, but does not need to Acquire when firing at
Infantry or Artillery (ie, fires as if Small Arms, but can not move). At ranges over 24 it must fire Indirectly unless it chooses to Fire
Directly at a Vehicle. It may Fire directly at Vehicle targets as normal, up to the 3rd Range Increment (72) but must Acquire with all
normal modifiers before Firing at a vehicle.




35
Vehicles of the Netherlands


Carden-Lloyd MG Carrier Points 25*
Tankette, Turretless Pre-WWII, Rare DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 12 AV 1-3 12 AV 1-2 12 AV
Medium 8 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 16 Upper Hull 7-9 9 AV 7-10 7 AV 7-10 7 AV
Hull Crew Mantle 10 9 AV - - Top 5 AV
Commander * The Twin Vickers sacrifices some firepower, but gains Coaxial bonus from itself.
Driver Weapon Location Range ROF AP MM DM Special
- Twin Vickers Main Gun 48 4* 8 -2 -3 +1 Acq/Fire
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- .303 Vick 1 3 4 5 7 8 9 10 12 13


PV M36, PV M38 Armored Car Points 36
Armored Car, Small Late 1936, Rare DM: + 1
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tires 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 13 Lower Hull 3-6 11 AV 4-6 9 AV 3-6 9 AV
Fast 26 Upper Hull 7 14 AV 7 10 AV 7 10 AV
Turret Crew Turret 8-9 11 AV 8-10 10 AV 8-10 9 AV
Commander Mantle 10 12 AV - - Top 7 AV
Gunner
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 37mm Bofors Main Gun 48 1 1 -1 -1 -
Loader M20 LMG Co-axial 48 4 8 -2 -3 +1 Acq/Fire
Machinegunner M20 LMG Hull 48 4 8 -2 -3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
Rear Machinegun 37mm 5 10 15 20 25 30 35 40 45 50


PV M39 Armored Car Points 33
Armored Car, Small Early 1940, Rare DM: + 1
Speed Location D10 Front D10 Side D10 Rear
Slow 5 Tires 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 11 Lower Hull 3-6 12 AV 4-6 11 AV 3-6 10 AV
Fast 21 Upper Hull 7 16 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 13 AV 8-10 10 AV 8-10 9 AV
Commander Mantle 10 12 AV - - Top 8 AV
Gunner
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 37mm Bofors Main Gun 48 1 1 -1 -1 -
Loader M20 LMG Co-axial 48 4 8 -2 -3 +1 Acq/Fire
Machinegunner M20 LMG Hull 48 4 8 -2 -3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
Rear Machinegun 37mm 5 10 15 20 25 30 35 40 45 50


DAF Heavy Truck Points 20
Light, Soft Skinned, Open Topped Transport Late 1938 Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 5 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 9 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 18 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 16 internal passengers, and 1 Extra Heavy artillery piece.



36
DAF Medium Truck Points 20
Light, Soft Skinned, Open Topped Transport Late 1931, Common DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 6 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 11 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 22 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 12 internal passengers, and 1 Heavy artillery piece.


Aircraft of the Netherlands

Fokker C.X W D
Interceptor/Ground Attack Aircraft
Payload
2x FN Browning Weapon Type Range ROF AP MM DM Special
4x Heavy Bombs 2x FN B LMG - 4* 8 -2 -3 Top
- Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 0 FN B 1 3 4 5 7 8 9 10 12 13
Interceptor AA: 3 *Strafes with a total of 4 shots of 7.92mm at a single target.

Fokker D.XXI S W D
Interceptor Aircraft
Payload*
4x FN Browning Weapon Type Range ROF AP MM DM Special
- 4x FN B LMG - 4* 8 -2 -3 Top
- Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 0 FN B 1 3 4 5 7 8 9 10 12 13
Interceptor AA: 4 *Strafes with a total of 8 shots of 7.92mm at a single target.

Fokker G.I S W D
Interceptor/Ground Attack Aircraft
Payload* *Choose one Bomb load only.
8x FN Browning Weapon Type Range ROF AP MM DM Special
8x Medium Bombs 8x FN B LMG - 4* 8 -2 -3 Top
4x Heavy Bombs Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 1 FN B 1 3 4 5 7 8 9 10 12 13
Interceptor AA: 5 *Strafes with a total of 16 shots of 7.92mm at a single target.

Fokker T.V S S D
High Altitude Bomber
Payload
10x Heavy Bombs Weapon Type Range ROF AP MM DM Special
- NA - - - - - - -
- Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 2 NA - - - - - - - - - -
Interceptor AA: 0 Aircraft does not strafe.

Fokker T.8 W S W D
Maritime Reconnaissance/Ground Attack Aircraft
Payload
6x Heavy Bombs Weapon Type Range ROF AP MM DM Special
- NA - - - - - - -
- Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 2 NA - - - - - - - - - -
Interceptor AA: 0 Aircraft does not strafe.


37
8. Denmark

Background:U This is a basic guide to creating a platoon force of Danish troops for use in WWII skirmish level
combat. This list is specifically for the organizations seen in the 1940 Defense of Denmark.
Denmark maintained a position of neutrality. As a small nation, with a small army, it had no desire to fight
the military juggernaut that Germany had become by 1940. Physically isolated from its potential allies, Denmark had
no chance. There were a handful of sharp fights, including skirmishes between Nimbus tank destroyer units and
German light armor. There were very few military casualties on either side, though civilian casualties were higher.
Denmark was invaded on April 9, 1940, and surrendered on April 10, 1940.
Though Denmark did not make a major contribution to the military defeat of Nazi Germany, Danish actions
following the surrender certainly defined a path to moral victory.
The occupation of Denmark was not as brutal or oppressive as in many other nations. The Danes, in many
ways, did their best to act as if the Germans did not exist. There was a Danish resistance, which did fight their own
war after the surrender. However, when in 1943 the Nazis turned their attention to the Jewish population in Denmark,
the Danish nation collectively decided to deny their conquerors. Denmark organized an evacuation secretlyit is
certainly possible that some Germans were willing to ignore thisand sent almost all of the Danish Jews to safety.
Of a population of 7500 Danish Jews, over 7000 escaped, almost overnight, with the assistance of nearly the entire
nation. Slightly over 400 were unfortunately captured and imprisoned. The Danish people helped to ensure that
these prisoners were not sent abroad to the death camps. They would remain close by. Some died while
imprisoned, but even most of these would survive the war. Many men and women from all the nations of Europe
would risk their lives to shelter others from certain death during World War II. Denmarks was the only national effort
to do so.
The Danish civilian population would suffer in the later years of the war from both increasingly violent Nazi
occupation and from Allied bombings. Finally they too would be liberated. The Jewish families they sent to safety
would return to Denmark and find that their homes and businesses, for the most part, awaited them.
Denmarks fight in 1940 will not be remembered as one of the great battles of history. However, Denmarks
efforts to preserve life in 1943 should never be forgotten.
To the brave, good fortune!


Infantry of Denmark



Danish Infantry Weapons: A list of Danish infantry anti tank weapons, small arms, and explosives.










Danish Small Arms:
Name Type Range ROF AP MM Special
M1910/21 or M91 Pistol 10 2 6 - -
M37/39 SMG 15 3 6 - -
M1889/24 Rifle 30 2 8 - -
Scoped M1889/24 Sniper Rifle 48 1 8 -2 +2 ACC
M1924 or M37s (BAR) LMG 48 3 8 -2 -
M1924 Madsen HMG 75 4 8 -3 -
M1923 Granatbaeger Rifle Grenade 30 1 1 -1 Blast
20mm Madsen HMG 75 1 9 -3 -
Note: The 20mm Madsen is DH/C7B terms a Very Light Artillery piece, but due to its role and use has been given the qualities of an
HMG when employed by infantry. It may not Move and Fire in the same turn, but does not have to Acquire. When mounted in a
turret of an armored vehicle, it is treated as any other Main Gun, and will have to Acquire.







Danish Infantry AT: Penetration:
Type DM 1 2 3 4 5 6 7 8 9 10+
Any Pistol, Any SMG -3 1 2 3 4 5 6 7 8 9 10
Any Rifle, Any LMG or HMG -3 1 3 4 5 7 8 9 10 12 13
20mm Madsen HMG/ATR -2 4 8 13 17 21 25 29 34 38 42
38
Danish Explosives: Penetration:
Type Range DM 1 2 3 4 5 6 7 8 9 10+
Satchel Charge 6 +0 4 8 12 16 20 24 28 32 36 40
Large Satchel Charge 1 +0 5 10 15 20 25 30 35 40 45 50
Molotov Cocktail 6 +1 - - - - - - - - - -
Note: As with other Engineer or explosive equipped units, only one of the countable Firing models may Fire an explosive each turn.
For example, in a section of 6 models, 3 may Fire. One may Fire an explosive, the other two may Fire their personal weapons as
normal, and they may Fire at a different target. Any unit equipped with Explosives is considered to have enough to last the entire
battle.

Note: You may allow Rifle Squads to be equipped with Explosives as shown here for +18 points each unit. However, it seems
unlikely that Danish infantry ever employed Explosives directly against German vehicles. The option is not listed in the Rifle Squad
below.


Danish Rifle Platoon: Trained

The Danish Army was unprepared for WWII. Many units were still equipped with outdated uniforms and
gear. Still, they did put up a short resistance. You may decide that the Standard scale is more appropriate.
In their arsenal were several distinctly interesting weapons, including one of the first general purpose
machine guns (the M1924, used both as an LMG and HMG) and a particularly dangerous HMG used as an anti-tank
gun, the M1938 20mm Madsen.

Platoon Organization: Below is shown the number and type of units included in your platoon.
1 Platoon Command
2-4 Rifle Squads
0-1 Sniper
0-4 Total Vehicles and/or Regimental Support Units (transports do not count towards this total)

Rifle Platoon Command
Command Section: Leads the platoon in battle and coordinates the actions of the squads.
Soldier ACC CC Guts Weapon Points: 24
Lieutenant 5 6 8 M1910/21 Pistol
Sr. Sergeant 5 6 7 M1910/21 Pistol
Private (x2) 5 6 4 M1889/24 Rifle

Upgrade Sergeant to M1889/24 Rifle +4
Upgrade Sergeant to M37/39 SMG (very rare) +8



Rifle Squad
LMG Section: Provides the squad with a base of fire.
Soldier ACC CC Guts Weapon Points: 88
Sergeant 5 6 6 M1889/24 Rifle
LMG Gunner 5 6 4 M1924 LMG
Private (x2) 5 6 4 M1889/24 Rifle

Rifle Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon
Lance Corporal 5 6 5 M1889/24 Rifle
Private (x4) 5 6 4 M1889/24 Rifle

Equip one Private in the Rifle Section with M1923 Granatbaeger and HE. Free



Sniper
Sniper: Independent Sniper operating along the front to kill officers, NCOs, and weapon crews.
Soldier ACC CC Guts Weapon Points: 16
Sniper 5 6 6 Scoped M1889/24 Rifle




39

Regimental Support: HMG Team
M1924 HMG: Provides the platoon with sustained fire support.
Soldier ACC CC Guts Weapon Points: 48
Sergeant 5 6 6 M1889/24 Rifle
HMG Gunner 5 6 4 M1924 HMG
Loader 5 6 4 M1889/24 Rifle

Add Ammunition Bearer 5 6 4 M1889/24 Rifle +8



Regimental Support: Heavy Mortar Team
81mm M1931: Provides the platoon with heavy indirect fire support.
Soldier ACC CC Guts Weapon Points: 52
Sergeant 5 6 6 M1889/24 Rifle
Mortar Gunner 5 6 4 81mm M1931 Mortar, M91 Pistol
Privates (x2) 5 6 4 M1889/24 Rifle



Regimental Support: 20mm Madsen HMG Team
20mm Madsen: Provides the platoon with light anti-tank support.
Soldier ACC CC Guts Weapon Points: 26
Sergeant 5 6 6 M1910/21 Pistol
Gunner 5 6 4 20mm Madsen HMG, M1910/21 Pistol
Loader 5 6 4 M1889/24 Rifle



Regimental Support: 37mm Bofors Anti-Tank Gun
37mm Bofors: Provides the platoon with light anti-tank support.
Soldier ACC CC Guts Weapon Points: 29
Sergeant 5 6 6 M1910/21 Pistol
Gunner 5 6 4 37mm Bofors, M1910/21 Pistol
Loader 5 6 4 M1889/24 Rifle





Artillery of Denmark


75mm FlaK M1936, Medium AA Gun Points 36
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 75mm FlaK AA 48 1 2 -2 +0 AA: 3
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 75mm 3 6 9 12 15 18 21 24 27 30
Note: this AA may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.


37mm M1937 Bofors, Light AT Gun Points 29
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 37mm Bofors AT 48 1 1 -1 -1 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 37mm 5 10 15 20 25 30 35 40 45 50
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

40
75mm SK M1897, Medium Field Gun Points 52
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 75mm SK FG 48 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 75mm 6 12 18 24 30 36 42 48 54 60
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 12 (Medium MR).


105mm FK M1930, Very Heavy Field Gun Points 100
Assigned Crew Size: 6 (Minimum Crew needed to operate: 3)
Commander 4 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
4 Gun Crew 105mm FK FG 24" 1 4 -3 +2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 105mm 4 8 12 16 20 24 28 32 36 40
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 24 (Very Heavy MR).


15cm FH M1917, Extra Heavy Field Gun Points 187
Assigned Crew Size: 8 (Minimum Crew needed to operate: 4)
Commander 4 pistols, 4 rifles
Gunner Weapon Type Range ROF AP MM DM Special
6 Gun Crew 155mm M1917 FG 48 1 6 -4 +4 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 155mm 6 12 18 24 30 36 42 48 54 60
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Extra Heavy MR).


Vehicles of Denmark


PV M36 Armored Car Points 31
Armored Car, Small Late 1936, Uncommon DM: + 1
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tires 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 13 Lower Hull 3-6 11 AV 4-6 9 AV 3-6 9 AV
Fast 26 Upper Hull 7 14 AV 7 10 AV 7 10 AV
Turret Crew Turret 8-9 11 AV 8-10 10 AV 8-10 9 AV
Commander Mantle 10 12 AV - - Top 7 AV
Gunner
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 20mm M1938 Main Gun 48 1 1 -1 -2 -
Loader M20 LMG Co-axial 48 4 8 -2 -3 +1 Acq/Fire
Machinegunner M20 LMG Hull 48 4 8 -2 -3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
Rear Machinegun 20mm 4 8 13 17 21 25 29 34 38 42
Note: In an armored turret position, the 20mm operates as a normal Very Light Main Gun.


Nimbus Motorcycle Points 10
Light, Small, Soft Skinned, Motorcycle, Open Topped Transport Early 1934, Common DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 12 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 24 Lower Hull 3-6 5 AV 4-6 5 AV 3-6 5 AV
Fast 40 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
*All
*Transport: Up to 2 total passengers who operate as crew. Provides Soft Cover for Crew.
Note: this vehicle may not perform Overrun attacks at any time. Atypical movement scale.

41

Nimbus Motorcycle Sidecar Combination Points 20
Light, Small, Soft Skinned, Motorcycle, Open Topped Early 1934, Common DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 12 Tires 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 24 Lower Hull 3-6 6 AV 4-6 6 AV 3-6 6 AV
Fast 40 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew *Some models equipped with Radios. Crew do not dismount.
Driver Weapon Location Range ROF AP MM DM Special
Gunner M1929 LMG Pintle 48 4 8 -2 -3 AA: (0.20)
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
Radio* 8mm 1 3 4 5 7 8 9 10 12 13
Note: Provides Soft Cover for Crew. This vehicle may not perform Overrun attacks at any time.


Nimbus Motorcycle Tank Destroyer ( Portee ) Points 36
Light, Small, Soft Skinned, Motorcycle, Open Topped Late 1938, Uncommon DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 12 Tires 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 24 Lower Hull 3-6 6 AV 4-6 6 AV 3-6 6 AV
Fast 40 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew *Some models equipped with Radios.
Driver Weapon Location Range ROF AP MM DM Special
Gunner 20mm M1938 Pintle 75 1 9 -3 -2 Dismount
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
Radio* 20mm 4 8 13 17 21 25 29 34 38 42
Note: Provides Soft Cover for Crew. This vehicle may not perform Overrun attacks at any time. This vehicle may not Move and Fire.
However, when stationary the 20mm fires as a Pintle HMG, and does not need to Acquire. It may be dismounted.


Ford Convoy Escort ( Portee ) Points 46
Light, Small, Soft Skinned, Open Topped Late 1939, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 6 Tires 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 12 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 24 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
2 Gun Crew 20mm M1938 Pintle 75 1 9 -1 -3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 20mm 4 8 13 17 21 25 29 34 38 42
Note: This vehicle may not Move and Fire. However, when stationary the 20mm fires as a Pintle HMG, and does not need to
Acquire.

Triangel Heavy Truck Points 20
Light, Soft Skinned, Open Topped Transport Early 1932, Rare DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 5 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 11 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 22 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 15 internal passengers, and 1 Extra Heavy artillery piece.

Fordson Model 1934 Medium Truck Points 20
Light, Soft Skinned, Open Topped Transport Late 1934 Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 6 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 12 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 24 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 10 internal passengers, and 1 Heavy artillery piece.


42

Bedford K ( or Ford AA ) Light Truck Points 20
Light, Soft Skinned, Small Open Topped Transport Early 1939 Common DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 14 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 28 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 10 internal passengers, and 1 Medium artillery piece.


Tempo-Gelandwagen Points 20
Light, Soft Skinned, Small Open Topped Transport Late 1938, Rare DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 14 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 28 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew *Some had an MG mounted, and some did not.
Driver* Weapon Location Range ROF AP MM DM Special
Features M1929 LMG Pintle 48 4 8 -2 -3 AA: (0.20)
Radio
-
Transport: Up to 5 internal passengers and 1 Light artillery piece. Note: This vehicle is a unit
option only. *One member of the unit functions as the Driver.





Aircraft of Denmark


Fokker C.V W D
Interceptor Aircraft
Payload
2x Madsen LMG Weapon Type Range ROF AP MM DM Special
- 2x Madsen 7.92 LMG - 4* 8 -2 -3 Top
- Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 0 Madsen LMG 1 3 4 5 7 8 9 10 12 13
Interceptor AA: 3 *Strafes with a total of 4 shots of 7.92mm at a single target.



Fokker D.XXI S W D
Interceptor Aircraft
Payload*
2x 20mm Madsen Weapon Type Range ROF AP MM DM Special
2x Madsen LMG 2x 20mm AT - 1 9 -1 -2 Top
- 2x Madsen 7.92 LMG - 4* 8 -2 -3 Top
- Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 0 20mm 4 8 13 17 21 25 29 34 38 42
Interceptor AA: 5 *Strafes with a total of 4 shots of 7.92mm at a single target.



Fokker G.I S W D
Interceptor/Ground Attack Aircraft
Payload* *Choose one Bomb load only.
8x Madsen LMG Weapon Type Range ROF AP MM DM Special
8x Medium Bombs 8x Madsen 7.92 LMG - 4* 8 -2 -3 Top
4x Heavy Bombs Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 1 Madsen LMG 1 3 4 5 7 8 9 10 12 13
Interceptor AA: 5 *Strafes with a total of 16 shots of 7.92mm at a single target.


43
9. Norway

Background:U This is a basic guide to creating a platoon force of Norwegian troops for use in WWII skirmish level
combat. This list is specifically for the organizations seen in the 1940 Defense of Norway.
Norway was attacked on April 9, 1940, the same day as Denmark. Like Denmark, Norway was trying to
avoid involvement in a war. Also like Denmark, the choice was made for them.
Unlike Denmark (or anyone else), Norway would receive direct assistance from France and Britain. The
Germans suffered at sea, and found heavy fighting on land. The rough Norwegian terrain and weather was both
friend and foe to all, but at least the Norwegian troops were used to it. The Norwegian coastal defenses sank several
German ships, including a heavy cruiser, and damaged several more. This is important to note, because the
combined damage inflicted on the German navy off the coast of Norway would impede the planning for an
amphibious invasion of England, something frequently overlooked.
Despite her lack of readiness, and due in some part to the efforts of France and Britain, Norway was able to
continue fighting for two months before surrendering. In that time, about 2000 Norwegian military personnel were
killed, as well as 7000 civilians. Allied casualties in Norway amounted to about 6000 killed or missing. German
casualties were fairly high, perhaps as many as 6000 killed.
After the surrender, Norwegians would continue to resist the occupation and assisted Allied operations when
possible. Prior to the defeat of Nazi Germany, Norway succeeded in helping a large portion of its Jewish population
escape the country, proving the courage of the Norwegian people.




Infantry of Norway


Norwegian Infantry Weapons: A list of Norwegian infantry anti tank weapons, small arms, and explosives.









Norwegian Small Arms:
Name Type Range ROF AP MM Special
M1914 or Nagant M93 Pistol 10 2 6 - -
Krag-Jorgenson M1894 Rifle 30 2 8 - -
Krag-Jorgenson M1928 Sniper Rifle 48 1 8 -2 +2 ACC
Madsen M22 LMG 48 3 8 -2 -
Hotchkiss M1898 HMG 75 4 8 -3 -
Colt M29 7.92mm HMG 75 5 8 -3 -


Norwegian Explosives: Penetration:
Type Range DM 1 2 3 4 5 6 7 8 9 10+
Satchel Charge 6 +0 4 8 12 16 20 24 28 32 36 40
Large Satchel Charge 1 +0 5 10 15 20 25 30 35 40 45 50
Molotov Cocktail 6 +1 - - - - - - - - - -
Note: As with other Engineer or explosive equipped units, only one of the countable Firing models may Fire an explosive each turn.
For example, in a section of 6 models, 3 may Fire. One may Fire an explosive, the other two may Fire their personal weapons as
normal, and they may Fire at a different target. Any unit equipped with Explosives is considered to have enough to last the entire
battle.







Norwegian Infantry AT: Penetration:
Type DM 1 2 3 4 5 6 7 8 9 10+
Any Pistol, Any SMG -3 1 2 3 4 5 6 7 8 9 10
Any Rifle, Any LMG or HMG -3 1 3 4 5 7 8 9 10 12 13
44
Norwegian Rifle Platoon: Standard

The Norwegians were the only nation to actually receive effective support in the form of British and French
troops, plus some dramatically successful naval support. The Norwegians were eventually overcome, but managed
to make their foes pay dearly. It is completely acceptable to field platoons with the Trained Guts scale instead of the
Standard shown here. The Norwegians showed a mix of poor training bolstered by a willingness to fight.

No Hand Grenades and Other Notes: An important note is that no Norwegian troops had access to hand grenades.
Though explosives are shown above and can be provided to form sappers, the Norwegians did not have the
modern equipment found in other armies. Also missing are sub machineguns. None had been adopted or issued
prior to the outbreak of war. LMG dispersion was not always consistent. Typically either all 4 squads would have a
single LMG, or 2 of the 4 squads would have a single LMG. The LMGs are provided as an option, no more than 1
per squad. Some reports suggest that many of the HMGs were operated by officers due to lack of training amongst
the enlisted men. Regardless if this was true or not, the unit data below do not include officers in the support teams.
The Norwegian NCO corps had been dismantled, the NCOs were ill trained. This is displayed below in the non-
standard method of NCO Guts.

Marksman: There were a number of experienced shooters distributed amongst the fighting men of Norway. To
simulate this, each squad has an option to upgrade one Private to a Marksman who has higher than average ACC.
This model is not a Sniper, and is not a Leader. The Marksman can not be given special weapons like the M22 LMG,
or rather his special ability is only usable with his bolt action rifle.


Platoon Organization: Below is shown the number and type of units included in your platoon.
1 Platoon Command
2-4 Rifle Squads
0-1 Sniper
0-4 Regimental Support Units (for the Norwegians, Truck transports should be counted towards this total)


Rifle Platoon Command
Command Section: Leads the platoon in battle and coordinates the actions of the squads.
Soldier ACC CC Guts Weapon Points: 9
Lieutenant 5 6 9 M1914 Pistol
Sr. Sergeant 5 6 7 M1914 Pistol



Rifle Squad
1
st
Rifle Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon Points: 80
Sergeant 5 6 6 M1894 Rifle
Private (Marksman) 5 (6) 6 5 M1894 Rifle
Private (x3) 5 6 5 M1894 Rifle

2
nd
Rifle Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon
Lance Corporal 5 6 6 M1894 Rifle
Private (x3) 5 6 5 M1894 Rifle

Upgrade 1 Private (but not the Marksman) to M22 Madsen LMG +18
Upgrade 1 Private (as shown above) to Marksman Free
Equip 1 Squad per Platoon with Explosives as shown above +18



Sniper
Sniper: Independent Sniper operating along the front to kill officers, NCOs, and weapon crews.
Soldier ACC CC Guts Weapon Points: 18
Sniper 5 6 6 M1928 Sniper Rifle






45
Regimental Support: HMG Team
M08 HMG: Provides the platoon with sustained fire support.
Soldier ACC CC Guts Weapon Points: 62
Sergeant 5 6 6 M1894 Rifle
HMG Gunner 5 6 5 M29 Colt HMG
Loader 5 6 5 M1894 Rifle

Add Ammunition Bearer 5 6 5 M1894 Rifle +9

Downgrade to Hotchkiss HMG -9


Regimental Support: Heavy Mortar Team
81mm M34: Provides the platoon with heavy indirect fire support.
Soldier ACC CC Guts Weapon Points: 58
Sergeant 5 6 6 M1894 Rifle
Mortar Gunner 5 6 5 81mm Mortar, M1914 Pistol
Privates (x2) 5 6 5 M1894 Rifle


Regimental Support: 6.5cm Berg-Kanon Medium Infantry Gun
6.5cm B-Kr: Provides the platoon with medium fire support.
Soldier ACC CC Guts Weapon Points: 45
Sergeant 5 6 6 M1914 Pistol
Gunner 5 6 5 6.5cm B-K, M1914 Pistol
Privates (x2) 5 6 5 M1894 Rifle




Artillery of Norway


4cm Luftvern Kanon, Light AA Gun Points 38
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 4cm LK AA 60 1 1 -1 -1 AA: 1.0
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 4cm 10 20 30 40 50 60 70 80 90 100
Note: this AA Gun may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

7.5cm Luftvern Kanon, Medium AA Gun Points 36
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 7.5cm LK AA 48 1 2 -2 +0 AA: 3
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 7.5cm 3 6 9 12 15 18 21 24 27 30
Note: this AA may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

7.5cm Felt Kanon m01, Medium Field Gun Points 50
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 7.5cm FK FG 48 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 7.5cm 5 10 15 20 25 30 35 40 45 50
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 12 (Medium MR).


46
8.4cm Felt Kanon m87, Heavy Field Gun Points 77
Assigned Crew Size: 6 (Minimum Crew needed to operate: 2)
Commander 4 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
4 Gun Crew 8.4cm FK FG 24 1 3 -2 +1 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 8.4cm 3 6 9 12 15 18 21 24 27 30
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 18 (Heavy MR).


10.5cm Felt Kanon m04, Very Heavy Field Gun Points 100
Assigned Crew Size: 6 (Minimum Crew needed to operate: 3)
Commander 4 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
4 Gun Crew 10.5cm FK FG 24" 1 4 -3 +2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 10.5cm 4 8 12 16 20 24 28 32 36 40
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 24 (Very Heavy MR).


12cm Felt Haubits m32, Super Heavy Field Gun Points 153
Assigned Crew Size: 8 (Minimum Crew needed to operate: 3)
Commander 4 pistols, 4 rifles
Gunner Weapon Type Range ROF AP MM DM Special
6 Gun Crew 12cm FH FG 24 1 5 -3 +3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 12cm FH 5 10 15 20 25 30 35 40 45 50
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Super Heavy MR).


6.5cm Berg Kanon m93, Medium Infantry Gun Points 45
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 6.5cm BK FG 24 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 6.5cm BK 2 4 7 9 11 13 15 18 20 22
Note: this infantry gun may not move and fire. At ranges up to 24 it must fire directly, but does not need to Acquire when firing at
Infantry or Artillery (ie, fires as if Small Arms, but can not move). At ranges over 24 it must fire Indirectly unless it chooses to Fire
Directly at a Vehicle. It may Fire directly at Vehicle targets as normal, up to the 3rd Range Increment (72) but must Acquire with all
normal modifiers before Firing at a vehicle.


7.5cm Berg Kanon m27, Medium Infantry Gun Points 53
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 7.5cm BK IG 24 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 7.5cm 7 13 20 26 27 39 46 52 59 65
Note: this infantry gun may not move and fire. At ranges up to 24 it must fire directly, but does not need to Acquire when firing at
Infantry or Artillery (ie, fires as if Small Arms, but can not move). At ranges over 24 it must fire Indirectly unless it chooses to Fire
Directly at a Vehicle. It may Fire directly at Vehicle targets as normal, up to the 3rd Range Increment (72) but must Acquire with all
normal modifiers before Firing at a vehicle.






47
Vehicles of Norway

The Norwegians employed very few vehicles. Horse limbers are of course available for artillery for +10 points. There
were some trucks available as well. This entry is essentially a generic truck listing for use with the Norwegians.

Norwegian Medium Truck Points 20
Light, Soft Skinned, Open Topped Transport Early 1930s, Rare DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 5 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 10 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 20 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 10 internal passengers, and 1 Heavy artillery piece.



Aircraft of Norway


Gloster Gladiator W D
Interceptor Aircraft
Payload
4x .30 Browning Weapon Type Range ROF AP MM DM Special
- 4x .30 Browning LMG - 4* 1 -2 -3 Top
Features Main Gun Penetration
Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 3 .30 Browning 1 3 4 5 7 8 9 10 12 13
- *Strafes with a total of 8 shots of .30 at a single target.


Curtiss Hawk 75A-6 S W D
Interceptor Aircraft (sometimes used in the Ground Attack role)
Payload
6x .30 Browning Weapon Type Range ROF AP MM DM Special
4x Light bombs 6x .30 Browning HMG - 4* 8 -2 -3 Top
Features Main Gun Penetration
Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 4 .30 Browning 1 3 4 5 7 8 9 10 12 13
- *Strafes with a total of 12 shots of.30 at a single target.


Heinkel He 115 S W D
High Altitude Bomber (Seaplane)
Payload* *Choose one Bomb load only.
4x Heavy Bombs Weapon Type Range ROF AP MM DM Special
8x Medium Bombs NA - - - - - - -
- Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 1 NA - - - - - - - - - -
Interceptor AA: 0
















48
10. Poland

Background: This is a basic guide to creating a platoon force of Polish troops for use in WWII skirmish level
combat. This list is specifically for the organizations seen in the 1939 Defense of Poland.
Poland would be the first nation to fight against Hitler. Austria, the Rhineland, and Czechoslovakia were
taken by politics. Poland would have to be taken by force.
The Poles in the interwar period had a large, professional army. This army was outdated and under
equipped for fighting a modern war. There were too few armored vehicles, and of obsolete design, too few aircraft,
poor communications, and a poor logistics system. Furthermore, though Poland contained many formidable natural
barriers, these barriers did not exist on the borders. Poland decided to defend its borders rather than sacrifice
territory. This would cost them dearly.
Hitler created a propaganda hoax by staging an attack on Germans by Poles. This was the flimsy
motivation he used to justify his attack. His generals were wary of being attacked from the West, but Hitler
understood the French much better than either his generals or the Poles did.
The small percentage of German troops who were actually mechanized performed well early in the
campaign. They were able to slice through the Polish defenders. The Poles for their part were all fight. They
punished the invaders at every opportunity. Without effective communications, however, they were unable to answer
the faster responding Germans. Hard fighting Polish units found themselves out flanked, surrounded, and were
eventually overrun by the slower moving bulk of German infantry.
Some of the Polish air force did survive the initial attacks and brought the fight to the air. In some places,
the inferior Polish armored units bloodied their foes. Even the oft mentioned cavalry fought on until bleeding and
broken. They all carried on, fighting to hold out, waiting for the relief that was never coming. As the days turned into
weeks, they looked to the West. Some French units made short advances, fumbled around in abandoned towns
mined by the Germans, then inevitably withdrew. That was the extent of Western aid.
Poland is considered to be the first Blitzkrieg. Some consider it to be the only Blitzkrieg. The Germans were
taught some costly but valuable lessons by the Poles. If the Poles could not answer in kind to the German
mechanized forces, they could teach the Germans to avoid naturally rough areas, and especially built up urban
areas. Advancing German armor was repeatedly cut up in forests and swamps. In the towns and cities, swarms of
Poles, soldiers and civilians, fired from every roof top, or came running from alleyways with lit firebombs. The
Germans had scraped together every single armored fighting vehicle they had to create their Panzer divisions. They
would lose roughly 30% of this armor in the Polish campaign. The losses amongst the lighter vehicles like the Pz Is
and IIs were particularly high. This stunned the Germans, and probably aided in delaying the attacks on the West as
Germany reorganized the armored divisions. They would not repeat the same mistakes in 1940.
There were several large counterattacks made by the Poles, but it was never in doubt that they were losing
the war. Then the Soviets crossed the Eastern border. With the bulk of the troops already struggling to hold out
against the Germans, there was hardly any opposition. By this time it was becoming apparent that help needed to
arrive now, or all would be lost.
Warsaw fell on September 27, 1939. There were pockets of resistance still fighting on, and large number of
Poles fled. Some would die in the attempt, others would be imprisoned by the Soviets. And some eventually would
make it to France and England, and be able to carry on their war. The Polish pilots specifically would give critically
needed aid to the English air defenses during the Battle of Britain. Poland would remain occupied by either Germany
or the Soviet Union or both for the remainder of the war. And it would remain under the grip of the Soviets for
decades after the war.
Poland had the distinction of being the only nation to have to fight both Nazi Germany and the Soviet Union
simultaneously.
The Poles suffered more than 60,000 killed in the fighting. The number of Soviets killed is unknown, but at
least 16,000 Germans were also killed. The personal writings of German soldiers attest to the tenacity and fighting
spirit of their Polish adversaries. An even greater tragedy would be the staggering number of Poles who would die
before the end of the war. Unlike the sometimes lenient occupations suffered in the West, the Poles from the very
start were to be treated like slaves, or animals. For the Polish Jews, it would be far, far worse.
It is important to remember the truth. Poland was willing to accept the German expansion into
Czechoslovakia. Poland received territory at that time as well, something usually not remembered. They were
unwilling to work with their closest potential ally, Romania, when such an alliance could have been beneficial.
Romania would eventually become a German ally. Poland would look to salvation from France, without
understanding that France would not take the risk. And, like in the Western European nations, there were many
Poles more than willing to help with the murder of the Jews and other groups.
But there were also many men and women who would try to save lives. And the failings of a government
are not the same thing as the failings of a people. The Poles did not look to become slaves to Hitler, and they fought
as best they could to resist that fate. Some would fight on after their countrys fall, hoping to influence the later Allies
to preserve Polish independence. This too would be in vain.
In the end, Poland would be betrayed in 1945 in the same way she had been betrayed in 1939. It is to the
credit of the Poles that despite this abandonment, despite the horrors inflicted upon them, they would never stop
trying to regain their independence.
Eventually they would become a free nation once more.



49
Infantry of Poland

Polish Infantry Weapons: A list of Polish infantry anti tank weapons, small arms, and explosives.









Polish Small Arms:
Name Type Range ROF AP MM Special
wz35 Pistol 10 2 6 - -
Mors SMG 15 3 6 - -
wz98 or wz29 (Mauser) Rifle 30 2 8 - -
Scoped wz98 Sniper Rifle 48 1 8 -2 +2 ACC
wz28 (BAR) LMG 48 3 8 -2 -
wz25 (Hotchkiss) HMG 75 4 8 -3 -
wz30 (Browning) HMG 75 6 8 -3 -
ATR wz35 ATR 48 1 9 -1 -
HE Rifle Grenade Rifle Grenade 30 1 1 -1 Blast
Flamethrower FT 8 1 6 -3 FT

Polish Explosives: Penetration:
Type Range DM 1 2 3 4 5 6 7 8 9 10+
Satchel Charge 6 +0 4 8 12 16 20 24 28 32 36 40
Large Satchel Charge 1 +0 5 10 15 20 25 30 35 40 45 50
Molotov Cocktail 6 +1 - - - - - - - - - -
Note: As with other Engineer or explosive equipped units, only one of the countable Firing models may Fire an explosive each turn.
For example, in a section of 6 models, 3 may Fire. One may Fire an explosive, the other two may Fire their personal weapons as
normal, and they may Fire at a different target. Any unit equipped with Explosives is considered to have enough to last the entire
battle.

Polish Rifle Platoon: Standard

Despite a number of steps towards modernization, Poland in 1939 was defended primarily by Polish
riflemen. These were tough, dedicated men, and would not surrender without a fight. There is the option to equip
Rifle Squads with Explosives. These were not standard items, but many Poles created improvised explosives to deal
with German armor. Decide if you feel it is appropriate for your scenario.

Platoon Organization: Below is shown the number and type of units included in your platoon.
1 Platoon Command
1-3 Rifle Squads
0-1 Mortar Squad
0-1 Sniper Team
0-2 Company Support Teams
0-3 Total Vehicles and/or Regimental Support Units (transports do not count towards this total)

Rifle Platoon Command
Command Section: Leads the platoon in battle and coordinates the actions of the squads.
Soldier ACC CC Guts Weapon Points: 27
Lieutenant 5 6 9 wz35 Pistol
Sergeant 5 6 8 wz35 Pistol
Private (x2) 5 6 5 wz98 Rifle

Upgrade Sergeant to wz98 Rifle +5
Upgrade Sergeant to Mors SMG (very rare) +9

Add ATR: Additional Anti-Tank capability.
Soldier ACC CC Guts Weapon Points: +9
ATR Gunner 5 6 5 wz35 ATR


Polish Infantry AT: Penetration:
Type DM 1 2 3 4 5 6 7 8 9 10+
Any Pistol, Any SMG -3 1 2 3 4 5 6 7 8 9 10
Any Rifle, Any LMG or HMG -3 1 3 4 5 7 8 9 10 12 13
ATR wz35 -3 4 7 11 14 18 22 25 29 32 35
50
Rifle Squad
1
st
Rifle Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon Points: 189
Corporal 5 6 7 wz98 Rifle
Lance Corporal 5 6 6 wz98 Rifle
Private (x5) 5 6 5 wz98 Rifle

2
nd
Rifle Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon
Lance Corporal 5 6 6 wz98 Rifle
Private (x6) 5 6 5 wz98 Rifle

LMG Section: Provides the squad with a base of fire.
Soldier ACC CC Guts Weapon
Lance Corporal 5 6 6 wz98 Rifle
LMG Gunner 5 6 5 wz28 LMG
Private (x3) 5 6 5 wz98 Rifle

Upgrade one Private with Rifle Grenade HE. Free
Equip entire squad with Explosives as shown above. +18


Mortar Squad
47mm Mortar: Provides the platoon with extra indirect fire support.
Soldier ACC CC Guts Weapon Points: 72
Corporal 5 6 7 wz98 Rifle
Mortar Gunner 5 6 5 47mm Mortar, wz35 Pistol
Privates (x6) 5 6 5 wz98 Rifle

The Mortar Squad acts as a single unit, and does not split into smaller sections.


Sniper Team
Sniper: Independent teams operating along the front to kill officers, NCOs, and weapon crews.
Soldier ACC CC Guts Weapon Points: 27
Sniper 5 6 7 Scoped wz98 Rifle
Spotter 5 6 5 wz98 Rifle


Company Support: Anti-Tank Rifle Team
wz35 ATR: Provides the platoon with ineffective anti-tank support.
Soldier ACC CC Guts Weapon Points: 18
Gunner 5 6 6 wz35 ATR
Loader 5 6 5 wz98 Rifle


Company Support: HMG Team
wz25 HMG: Provides the platoon with sustained fire support.
Soldier ACC CC Guts Weapon Points: 54
Corporal 5 6 7 wz98 Rifle
HMG Gunner 5 6 5 wz25 HMG
Loader 5 6 5 wz98 Rifle

Add Ammunition Bearer 5 6 5 wz98 Rifle +9

Upgrade wz25 to wz30 HMG +18


Regimental Support: 81mm Heavy Mortar Team
81mm Mortar: Provides the platoon with heavy indirect fire support.
Soldier ACC CC Guts Weapon Points: 54
Corporal 5 6 7 wz35 Pistol
Gunner 5 6 5 81mm mortar, wz35 Pistol
Loader (x2) 5 6 5 wz98 Rifle

51


Regimental Support: 37mm wz36/37 Anti-Tank Gun
37mm Anti Tank Gun: Provides the platoon with light anti-tank support.
Soldier ACC CC Guts Weapon Points: 29
Corporal 5 6 7 wz35 Pistol
Gunner 5 6 5 37mm wz36/37, wz35 Pistol
Loader 5 6 5 wz98 Rifle



Regimental Support: 65mm wz06 Field Gun
65mm Field Gun: Provides the platoon with medium indirect fire support.
Soldier ACC CC Guts Weapon Points: 45
Corporal 5 6 7 wz35 Pistol
Gunner 5 6 5 65mm wz06, wz35 Pistol
Loader (x2) 5 6 5 wz98 Rifle



Regimental Support: Engineer Squad
1
st
Engineer Section: Provides destructive close range support.
Soldier ACC CC Guts Weapon Points: 108
Sr. Engineer 5 6 7 wz98 Rifle
Private (x5) 5 6 5 wz98 Rifle

2
nd
Engineer Section: Provides destructive close range support.
Soldier ACC CC Guts Weapon
Jr. Engineer 5 6 6 wz98 Rifle
Private (x5) 5 6 5 wz98 Rifle

Upgrade one Private with Flamethrower. +27
Equip entire squad with Explosives as shown above. +18




Polish Cavalry Troop: Standard

Poland continued to field-as many other nations did-large numbers of cavalry. Unlike in previous wars, the
Polish cavalry of 1939 operated primarily as mobile infantry, normally dismounting to fight. There were occasions
when they fought from horseback, mostly when surprised or on the move. Some units may have continued to carry
lances, but these do not confer any special bonus. Some cavalry may be considered Veteran or even Elite.

Troop Organization: Below is shown the number and type of units included in your troop.
1 Troop Command
1-3 Cavalry Squads
0-1 Cavalry LMG Section
0-4 Total Vehicles and/or Regimental Support Units (transports do not count towards this total)

Troop Command
Command Section: Leads the troop in battle and coordinates the actions of the squads.
Soldier ACC CC Guts Weapon Points: 41
Lieutenant 5 6 9 wz35 Pistol, Saber
Sergeant 5 6 8 wz98 Rifle, Saber
Private (x3) 5 6 5 wz98 Rifle, Saber

Upgrade Lieutenant to wz98 Rifle +5
Upgrade Sergeant to Mors SMG (very rare) +9
Replace one wz98 with wz35 ATR Free

Entire unit is mounted on horses.



52
Cavalry Squad
1st Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon Points: 162
Corporal 5 6 7 wz98 Rifle, Saber
Private (x5) 5 6 5 wz98 Rifle, Saber

2nd Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon
Lance Corporal 5 6 6 wz98 Rifle, Saber
Private (x5) 5 6 5 wz98 Rifle, Saber

3rd Section: The maneuver element of the squad.
Soldier ACC CC Guts Weapon
Lance Corporal 5 6 6 wz98 Rifle, Saber
Private (x5) 5 6 5 wz98 Rifle, Saber

Upgrade one Private with Rifle Grenade HE Free
Replace one wz98 with wz35 ATR Free

Entire unit is mounted on horses.


Cavalry LMG Section
wz28 LMG: Provides the troop with direct fire support.
Soldier ACC CC Guts Weapon Points: 63
Corporal 5 6 7 wz98 Rifle, Saber
LMG Gunner 5 6 5 wz28 LMG, Saber
Private (x3) 5 6 5 wz98 Rifle, Saber

Entire unit is mounted on horses.


Regimental Support: HMG Team
wz25 HMG: Provides the troop with sustained fire support.
Soldier ACC CC Guts Weapon Points: 77
Corporal 5 6 7 wz98 Rifle, Saber
HMG Gunner 5 6 5 wz25 HMG, Saber
Loader 5 6 5 wz35 Pistol, Saber
Private (x3) 5 6 5 wz98 Rifle, Saber

Upgrade wz25 to wz30 HMG +18

Entire unit is mounted on horses.


Regimental Support: 37mm wz36/37 Anti-Tank Gun
37mm Anti Tank Gun: Provides the troop with light anti-tank support.
Soldier ACC CC Guts Weapon Points: 62
Corporal 5 6 7 wz98 Rifle
Gunner 5 6 5 37mm wz36/37, wz35 Pistol
Loader (x2) 5 6 5 wz98 Rifle
Drover 5 6 5 wz98 Rifle

Entire unit is mounted on a Horse Limber.


Regimental Support: 75mm wz02/26 Field Gun
75mm Field Gun: Provides the platoon with medium indirect fire support.
Soldier ACC CC Guts Weapon Points: 78
Corporal 5 6 7 wz35 Pistol
Gunner 5 6 5 75mm wz02/26, wz35 Pistol
Loader (x3) 5 6 5 wz98 Rifle
Drover 5 6 5 wz98 Rifle

Entire unit is mounted on a Horse Limber.

53
10
th
Motorized Rifle Platoon: Veteran

One of the modernizing steps taken by Poland was the development of specialized motorized infantry to
fight against enemy armor and/or alongside friendly armor. The 10
th
Motorized Cavalry in particular was one of the
few units to escape as a formation, and continued the war first from France, then from England.
Each team or squad section may be transported in a single Polski 618 for +20 points per truck.
Alternatively, two squad sections (of the same squad) may be transported in a Polski 621 for +20 points per truck.


Platoon Organization: Below is shown the number and type of units included in your platoon.
1 Platoon Command
1 Rifle Squad (as shown below)
0-2 Squadron Support Teams
0-4 Total Vehicles and/or Regimental Support Units (transports do not count towards this total)


Motorized Rifle Platoon Command
Command Section: Leads the platoon in battle and coordinates the actions of the squads.
Soldier ACC CC Guts Weapon Points: 10
Lieutenant 5 6 10 wz35 Pistol
Driver 5 6 6 wz35 Pistol

Platoon command may be transported in a Sokol 1000 Sidecar Motorcycle for +15 points.



Motorized Rifle Squad (comprised of 4 Sections)
Platoon Sergeant: Attaches to any unit for the duration of the game.
Soldier ACC CC Guts Weapon Points: 295
Sergeant 5 6 9 wz35 Pistol

Platoon Runner: Attaches to any unit for the duration of the game.
Soldier ACC CC Guts Weapon
Private 5 6 6 wz98 Rifle

1st Infantry Section
Soldier ACC CC Guts Weapon
Corporal 5 6 8 wz98 Rifle
LMG Gunner 5 6 6 wz28 LMG
ATR Gunner 5 6 6 wz35 ATR, wz35 Pistol
Private (x2) 5 6 6 wz98 Rifle

2nd Infantry Section
Soldier ACC CC Guts Weapon
Lance Corporal 5 6 7 wz98 Rifle
LMG Gunner 5 6 6 wz28 LMG
Private (x3) 5 6 6 wz98 Rifle

3rd Infantry Section
Soldier ACC CC Guts Weapon
Corporal 5 6 8 wz98 Rifle
LMG Gunner 5 6 6 wz28 LMG
Private (x3) 5 6 6 wz98 Rifle

4th Infantry Section
Soldier ACC CC Guts Weapon
Lance Corporal 5 6 7 wz98 Rifle
LMG Gunner 5 6 6 wz28 LMG
Private (x3) 5 6 6 wz98 Rifle

Upgrade one Private in the Squad with Rifle Grenade HE. Free
Upgrade Sr. Sergeant to wz98 Rifle +5
Upgrade Sr. Sergeant to Mors SMG (rare) +10



54
Squadron Support: HMG Team
wz30 HMG: Provides the platoon with sustained fire support.
Soldier ACC CC Guts Weapon Points: 80
Lance Corporal 5 6 7 wz98 Rifle
HMG Gunner 5 6 6 wz30 HMG
Loader 5 6 6 wz98 Rifle

Add Ammunition Bearer 5 6 6 wz98 Rifle +10


Regimental Support: 37mm Bofors Anti-Tank Gun
37mm Bofors: Provides the platoon with light anti-tank support.
Soldier ACC CC Guts Weapon Points: 29
Corporal 5 6 8 wz35 Pistol
Gunner 5 6 6 37mm Bofors, wz35 Pistol
Loader 5 6 6 wz98 Rifle


Regimental Support: 81mm Heavy Mortar Team
81mm Mortar: Provides the platoon with heavy indirect fire support.
Soldier ACC CC Guts Weapon Points: 60
Corporal 5 6 8 wz35 Pistol
Gunner 5 6 6 81mm mortar, wz35 Pistol
Loader (x2) 5 6 6 wz98 Rifle


Regimental Support: Engineer Squad
1
st
Engineer Section: Provides destructive close range support.
Soldier ACC CC Guts Weapon Points: 108
Sr. Engineer 5 6 8 wz98 Rifle
Private (x4) 5 6 6 wz98 Rifle

2
nd
Engineer Section: Provides destructive close range support.
Soldier ACC CC Guts Weapon
Jr. Engineer 5 6 7 wz98 Rifle
Private (x4) 5 6 6 wz98 Rifle

Upgrade one Private with Flamethrower. +30
Equip entire squad with Explosives as shown above. +20


Regimental Support: Motorcycle Recce Team
Motorcycle Recce Team: Providing fast moving reconnaissance.
Soldier ACC CC Guts Weapon Points: 50
Sergeant 5 6 8 wz98 Rifle
Privates (x4) 5 6 6 wz98 Rifle

Upgrade one Private to wz28 LMG +20

Team may be transported by selecting Sokol 1000 Sidecar Motorcycles for +15 points each, and
Sokol 1000 Motorcycles for +10 points each.



Artillery of Poland

40mm Bofors, Light AA Gun Points 38
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 40mm AA 60 1 1 -1 -1 AA: 1.0
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 40mm 10 20 30 40 50 60 70 80 90 100
Note: this AA Gun may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.
55

75mm wz36, Medium AA Gun Points 36
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 75mm wz36 AA 48 1 2 -2 +0 AA: 3
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 75mm 3 6 9 12 15 18 21 24 27 30
Note: this AA may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

37mm wz36/37, Light AT Gun Points 29
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 37mm wz36/37 AT 48 1 1 -1 -1 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 37mm 5 10 15 20 25 30 35 40 45 50
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

65mm wz06, Medium Field Gun Points 45
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 65 wz06 FG 24 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 65mm 2 4 7 9 11 13 15 18 20 22
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 12 (Medium MR). Alternately, may be purchased
and fielded as an Infantry Gun (see page 13, 65mm mle 1906).

75mm wz02/26, Medium Field Gun Points 50
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 75 wz02/26 FG 48 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 75mm 5 10 15 20 25 30 35 40 45 50
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 12 (Medium MR).


75mm wz1897, Medium Field Gun Points 52
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 75mm wz1897 FG 48 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 75mm 6 12 18 24 30 36 42 48 54 60
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 12 (Medium MR).


100mm wz14/19, Very Heavy Field Gun Points 100
Assigned Crew Size: 6 (Minimum Crew needed to operate: 3)
Commander 4 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
4 Gun Crew 100mm wz14/19 FG 24" 1 4 -3 +2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 100mm 4 8 12 16 20 24 28 32 36 40
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 24 (Very Heavy MR).

56
155mm wz17, Extra Heavy Field Gun Points 187
Assigned Crew Size: 8 (Minimum Crew needed to operate: 4)
Commander 4 pistols, 4 rifles
Gunner Weapon Type Range ROF AP MM DM Special
6 Gun Crew 155mm wz17 FG 48 1 6 -4 +4 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 155mm 6 12 18 24 30 36 42 48 54 60
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Extra Heavy MR).

220mm wz28/32, Naval 1 Mortar Points 210
Assigned Crew Size: 10 (Minimum Crew needed to operate: 4)
Commander 6 pistols, 4 rifles
Gunner Weapon Type Range ROF AP MM DM Special
8 Gun Crew 220mm wz28/32 M (36+) 1 7 -5 +5 Indirect
Features Main Gun Penetration: Indirect Only
Note: this Mortar may not move and fire. It may not Fire directly. It may Fire Indirectly at ranges over 36 (Naval 1 MR).

Vehicles of Poland


TK Points 25*
Tankette, Turretless Late 1931, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 12 AV 1-3 12 AV 1-2 12 AV
Medium 8 Lower Hull 3-6 12 AV 4-6 8 AV 3-6 8 AV
Fast 16 Upper Hull 7-9 11 AV 7-10 8 AV 7-10 8 AV
Hull Crew Mantle 10 10 AV - - Top 5 AV
Commander
Driver Weapon Location Range ROF AP MM DM Special
- 7.92mm wz25 Main Gun 48 4 8 -2 -3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 7.92mm 1 3 4 5 7 8 9 10 12 13


TK 20 FK Points 25*
Tankette, Turretless Early 1938, Rare DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 12 AV 1-3 12 AV 1-2 12 AV
Medium 8 Lower Hull 3-6 12 AV 4-6 8 AV 3-6 8 AV
Fast 16 Upper Hull 7-9 11 AV 7-10 8 AV 7-10 8 AV
Hull Crew Mantle 10 10 AV - - Top 5 AV
Commander
Driver Weapon Location Range ROF AP MM DM Special
- 20mm wz38 Main Gun 48 1 9 (1) -1 -2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 20mm FK 4 8 11 15 19 23 27 30 34 38


TKS Points 25*
Tankette, Turretless Early 1936, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 12 AV 1-3 12 AV 1-2 12 AV
Medium 8 Lower Hull 3-6 14 AV 4-6 10 AV 3-6 11 AV
Fast 15 Upper Hull 7-9 13 AV 7-10 10 AV 7-10 10 AV
Hull Crew Mantle 10 11 AV - - Top 5 AV
Commander
Driver Weapon Location Range ROF AP MM DM Special
- 7.92mm wz25 Main Gun 48 4 8 -2 -3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 7.92mm 1 3 4 5 7 8 9 10 12 13

57


TKS 20 FK Points 25*
Tankette, Turretless Early 1938, Rare DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 12 AV 1-3 12 AV 1-2 12 AV
Medium 8 Lower Hull 3-6 14 AV 4-6 10 AV 3-6 11 AV
Fast 15 Upper Hull 7-9 13 AV 7-10 10 AV 7-10 10 AV
Hull Crew Mantle 10 11 AV - - Top 5 AV
Commander
Driver Weapon Location Range ROF AP MM DM Special
- 20mm wz38 Main Gun 48 1 9 (1) -1 -2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 20mm FK 4 8 11 15 19 23 27 30 34 38


TKS-D Points 25*
Tankette, Turretless, Open Topped Late 1939, Prototype DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 12 AV 1-3 12 AV 1-2 12 AV
Medium 8 Lower Hull 3-6 14 AV 4-6 10 AV 3-6 11 AV
Fast 15 Upper Hull 7-9 12 AV 7-10 12 AV 7-10 10 AV
Hull Crew Mantle 10 12 AV - - Top 0 AV
Commander
Driver Weapon Location Range ROF AP MM DM Special
- 37 wz36/37 Main Gun 48 1 1 -1 -1 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 37mm 5 10 15 20 25 30 35 40 45 50


FT-17 ( MG ) Points 25*
Tankette Early 1918, Abundant DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 3 Lower Hull 3-6 18 AV 4-6 11 AV 3-6 10 AV
Fast 6 Upper Hull 7 20 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 17 AV 8-10 10 AV 8-10 10 AV
Commander Mantle 10 19 AV - - Top 8 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 7.5mm MI Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 7.5mm MI 1 3 4 5 7 8 9 10 12 13


FT-17 ( 37mmSa18 ) Points 25*
Tankette Early 1918, Abundant DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 3 Lower Hull 3-6 18 AV 4-6 11 AV 3-6 10 AV
Fast 6 Upper Hull 7 20 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 17 AV 8-10 10 AV 8-10 10 AV
Commander Mantle 10 19 AV - - Top 8 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 37mm Sa18 Main Gun 48 1 1 -1 -1 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa18 3 6 9 12 15 18 21 24 27 30




58
7-TP dw Points 25*
Light Tank, Twin Independent MG Turrets Early 1936, Rare DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 3 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 6 Lower Hull 3-6 18 AV 4-6 14 AV 3-6 10 AV
Fast 13 Upper Hull 7 22 AV 7 15 AV 7 10 AV
Turret Crews* Turret (s) 8-9 14 AV 8-10 14 AV 8-10 14 AV
Commander Mantle 10 15 AV - - Top 5 AV
Gunner * Commander is in one turret, Gunner is in the other.
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 7.92mm wz30 Ind. Turret 48 4 8 -2 -3 -
Features 7.92mm wz30 Ind. Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 7.92mm 1 3 4 5 7 8 9 10 12 13


7-TP jw Points 32
Light Tank Early 1936, Uncommon DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 3 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 6 Lower Hull 3-6 18 AV 4-6 14 AV 3-6 10 AV
Fast 13 Upper Hull 7 22 AV 7 15 AV 7 10 AV
Turret Crew Turret 8-9 16 AV 8-10 16 AV 8-10 15 AV
Commander Mantle 10 18 AV - - Top 5 AV
Gunner
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 37 wz36/37 Main Gun 48 1 1 -1 -1 -
Features 7.92mm wz30 Coaxial 48 4 8 -2 -3 +1 Acq/Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37mm 5 10 15 20 25 30 35 40 45 50

10-TP Points 39
Light Tank Late 1937, Prototype DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 5 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 10 Lower Hull 3-6 28 AV 4-6 20 AV 3-6 18 AV
Fast 20 Upper Hull 7 33 AV 7 25 AV 7 10 AV
Turret Crew Turret 8-9 16 AV 8-10 16 AV 8-10 15 AV
Commander Mantle 10 18 AV - - Top 10 AV
Gunner
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 37 wz36/37 Main Gun 48 1 1 -1 -1 -
Machinegunner 7.92mm wz30 Coaxial 48 4 8 -2 -3 +1 Acq/Fire
Features 7.92mm wz30 Hull 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37mm 5 10 15 20 25 30 35 40 45 50

wz 29 Ursus Armored Car Points 25*
Armored Car, Small Late 1929, Uncommon DM: + 1
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tires 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 14 Lower Hull 3-6 12 AV 4-6 9 AV 3-6 10 AV
Fast 28 Upper Hull 7 15 AV 7 10 AV 7 10 AV
Turret Crew Turret 8-9 11 AV 8-10 11 AV 8-10 11 AV
Commander Mantle 10 12 AV - - Top 7 AV
Gunner
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 37mm SA18 Main Gun 48 1 1 -1 -1 -
2 Crewmen wz25 LMG Turret 48 4 8 -2 -3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
Rear Machinegun 37mm SA 3 6 9 12 15 18 21 24 27 30

59
wz 34 Armored Car Points 25*
Armored Car, Small Late 1934, Uncommon DM: + 1
Speed Location D10 Front D10 Side D10 Rear
Slow 7 Tires 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 14 Lower Hull 3-6 10 AV 4-6 9 AV 3-6 9 AV
Fast 28 Upper Hull 7 12 AV 7 10 AV 7 10 AV
Turret Crew Turret 8-9 9 AV 8-10 9 AV 8-10 9 AV
Commander Mantle 10 9 AV - - Top 5 AV
Gunner *Choose one weapon only. Points are the same either way.
Hull Crew Weapon* Location Range ROF AP MM DM Special
Driver 37mm SA18 Main Gun 48 1 1 -1 -1 -
- wz25 HMG Main Gun 60 4 8 -3 -3 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 37mm SA 3 6 9 12 15 18 21 24 27 30

R-35 Sa18 Points 36
Light Tank Early 1935, Common DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 20 AV 1-3 20 AV 1-2 20 AV
Medium 4 Lower Hull 3-6 48 AV 4-6 40 AV 3-6 54 AV
Fast 8 Upper Hull 7 44 AV 7 44 AV 7 44 AV
Turret Crew Turret 8-9 50 AV 8-10 51 AV 8-10 51 AV
Commander Mantle 10 61 AV - - Top 12 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
- 37mm Sa18 Main Gun 48 1 1 -1 -1 -
Features 7.5mm MI Coaxial 48 4 8 -2 -3 +1 Acq/Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa18 3 6 9 12 15 18 21 24 27 30

Vickers 6 Ton E Type B/Poland Points 31
Light Tank Early 1939, Uncommon DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 7 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 8 AV
Fast 14 Upper Hull 7 12 AV 7 10 AV 7 9 AV
Turret Crew Turret 8-9 14 AV 8-10 10 AV 8-10 8 AV
Commander Mantle 10 12 AV - - Top 5 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Loader 37 wz36/37 Main Gun 48 1 1 -1 -1 -
Features 7.92mm wz30 Coaxial 48 4 8 -2 -3 +1 Acq/Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37mm 5 10 15 20 25 30 35 40 45 50

Vickers 6 Ton E Type A, 37mm and wz25 Points 25*
Light Tank, Twin Independent MG Turrets Early 1936, Rare DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 7 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 8 AV
Fast 14 Upper Hull 7 12 AV 7 10 AV 7 9 AV
Turret Crews* Turret (s) 8-9 14 AV 8-10 10 AV 8-10 8 AV
Commander Mantle 10 12 AV - - Top 5 AV
Gunner * Commander is in one turret, Gunner is in the other.
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 37mm Sa18 Ind. Turret 48 1 1 -1 -1 -
Features wz25 HMG Ind. Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa18 3 6 9 12 15 18 21 24 27 30



60


Vickers 6 Ton E Type A, Twin wz25 Points 25*
Light Tank, Twin Independent MG Turrets Early 1933, Rare DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 7 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 8 AV
Fast 14 Upper Hull 7 12 AV 7 10 AV 7 9 AV
Turret Crews* Turret (s) 8-9 14 AV 8-10 10 AV 8-10 8 AV
Commander Mantle 10 12 AV - - Top 5 AV
Gunner * Commander is in one turret, Gunner is in the other.
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 7.92mm wz30 Ind. Turret 48 4 8 -2 -3 -
Features 7.92mm wz30 Ind. Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 7.92mm 1 3 4 5 7 8 9 10 12 13


Tzanka (Horse Limber Portee) Points 82
Light, Soft Skinned, Small, Open Topped Prewar, Common DM: NA
Speed
Fast Only 12
Portee Crew
Any Main Gun hit automatically destroys the horse limber. Roll for blast without confined space
explosion modifier (there is not one) to wound the crew. Small arms fire can not destroy the
limber, though the crew and horses can be targeted directly. Treat as if in Soft Cover. Blasts
affect crew and horses. At least two horses are needed to continue to move.
Driver Crew are all armed with pistols, Gun Crew leader Guts 7, and other members Guts 5.
3 Gun Crew Weapon Location Range ROF AP MM DM Special
4 Horses Wz30 Pintle 60 6 8 -3 -3 AA: (0.20)
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- Wz 30 1 3 4 5 7 8 9 10 12 13
Note: this vehicle may not Move and Fire. As a Horse Limber it may not cross linear obstacles of any kind, however, they are
unaffected by adverse weather. Mud and snow do not slow them down. The Maxim HMG team may dismount and fight on as if an
infantry HMG team (driver remains with limber).


Polski Fiat 621 Medium Truck Points 20
Light, Soft Skinned, Open Topped Transport Early 1934, Common DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 6 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 10 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 20 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 12 internal passengers, and 1 Heavy artillery piece.


Polski Fiat 618 Light Truck Points 20
Light, Soft Skinned, Open Topped Transport Early 1937, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 5 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 10 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 19 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 9 internal passengers, and 1 Medium artillery piece.


Sokol 1000 Motorcycle Points 10
Light, Small, Soft Skinned, Motorcycle, Open Topped Transport Abundant DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 12 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 24 Lower Hull 3-6 5 AV 4-6 5 AV 3-6 5 AV
Fast 36 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
*All
*Transport: Up to 2 total passengers who operate as crew. Provides Soft Cover for Crew.
Note: this vehicle may not perform Overrun attacks at any time. Atypical movement scale.


61
Sokol 1000 Motorcycle Sidecar Combination Points 15
Light, Small, Soft Skinned, Motorcycle, Open Topped Transport Abundant DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 12 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 24 Lower Hull 3-6 5 AV 4-6 5 AV 3-6 5 AV
Fast 36 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
*All
*Transport: Up to 3 total passengers who operate as crew. Provides Soft Cover for Crew.
Note: this vehicle may not perform Overrun attacks at any time. Atypical movement scale.

C4P Half Track Tractor Points 20
Light, Soft Skinned, Open Topped Transport Early 1930s, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 3 Tire/Track 1-2 9 AV 1-3 11 AV 1-2 11 AV
Medium 6 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 12 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 6 internal passengers, and 1 Extra Heavy artillery piece.

C7P Tracked Tractor Points 20
Light, Soft Skinned, Open Topped Transport Late 1930s, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 3 Tire/Track 1-2 11 AV 1-3 11 AV 1-2 11 AV
Medium 6 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 12 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 6 internal passengers, and ANY 1 artillery piece.





Aircraft of Poland


PZL P.11c W D
Interceptor/Ground Attack Aircraft ( seldom used in the Ground Attack role )
Payload*
2x wz 33 LMG Weapon Type Range ROF AP MM DM Special
2x Light Bombs 2x wz 33 LMG - 4* 8 -2 -3 Top
- Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 0 wz 33 1 3 4 5 7 8 9 10 12 13
Interceptor AA: 3 *Strafes with a total of 4 shots of 7.92mm at a single target.

PZL P.23 Karas S W D
Ground Attack Aircraft
Payload* *Choose one Bomb or Rocket load only.
1x wz 33 LMG Weapon Type Range ROF AP MM DM Special
6x Heavy Bombs 7.92mm wz 33 LMG - 4* 8 -2 -3 Top
4x V. Hvy Bombs Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 2 wz 33 1 3 4 5 7 8 9 10 12 13
Interceptor AA: 0 *Strafes with a total of 2 shots of 7.92mm at a single target.

PZL P.37 Los (Elk) S W W D
High Altitude Bomber
Payload* *Choose one Bomb load only.
18x Heavy Bombs Weapon Type Range ROF AP MM DM Special
6x S. Hvy Bombs NA - - - - - - -
3x Ex. Hvy Bombs Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 3 NA - - - - - - - - - -
Interceptor AA: 0


62
11. Finland
The Winter War 1939-1940
UBackground: This is a basic guide to creating a platoon force of Finnish troops for use in WWII skirmish level
combat. This list is specifically for the organizations seen in the 1939-40 Winter War. It could also be used for early
part of the Continuation War (when Finland allied itself with Nazi Germany, but eventually was forced to sign an
armistice with the Soviet Union), but generally the Continuation War Finns would be very different.
The Winter War is probably one of the most unique campaigns fought during World War II. It was a tiny
nation fighting to defend itself against a behemoth and seemingly winning, despite all odds and virtually no outside
help. Tales of camouflaged ski troops (White Death) slashing into extended Soviet lines, heroics beyond belief
these were the stories told to the world, to the detriment of the Finns themselves. Despite the series of victories, at
no point were the Finns actually winning the war. And the glory of victory was just as mythical as fighting from skis.
The truth was, the Finns were fighting desperately to buy enough time for outside help to arrive. They would
fight in vain. Some Swedish volunteers would cross the border and fight, a few more foreigners (mostly on their own
accord) would arrive to do what they could, but, in a pattern seen time and time again in the Early War period, the
great powers of Western Europe would make (or imply) many promises that would never be fulfilled.
The War began officially with the bombing of Helsinki on November 30, 1939. The roots of the conflict
went back much further. In summation, Finland had gained its independence during the Russian Civil War and had
participated effectively in that conflict on the White side. Though the Whites would lose to the Reds, it would take two
decades for Finlands reckoning. During that time there had been bloodshed inside of Finland itself as revolutionary
attempts were suppressed. These two factorspast history and political unrestwould attract the eye of the center
of the Communist International, Joseph Stalin. The semi-veiled machinations of Germany, France, and Great Britain
would kindle his ever present paranoia. Stalin became increasingly worried that Finland, which in all probability
would never have participated in any scheme of Germany, France, or Great Britain, was to become the staging
ground of an invasion from the North, to attack his flank when the inevitable conflict with the West occurred.
There are millions of testaments to the course of Stalins paranoia buried in the Soviet Union.
Finland would have to be neutralized before it could be used against him. He decided that if the border were
to be pushed back so that the USSR held a narrow (and easier to defend) front, there would be no threat. His military
advisors assured him, on the heels of the invasion of Poland and after the thrashing handed to the Japanese in the
East by the Soviets, that Finland be an easy and effortless campaign. Finland would have to give in to Stalins
demands.
Finland would not give in to the demands, and would make the campaign costly.
Taken by surprise by these demands, Finnish leadership refused to comply. It is interesting to note that
many high ranking Finnish officers urged the government to agree to terms.
It is easy to imagine the Winter War as suggested above, white clad warriors fighting in the snow. In reality,
there were several distinct types of fighting. Trench fighting where Finnish soldiers had to be relieved from the strain,
not of receiving fire, but of having to mow down Soviet soldiers day after day. The Motti fighting, where Soviet
columns were cut into chunks that were to be neutralized in following attacks. The coastal or lake fighting, where anti
ship batteries dueled with tanks, and where both man and machine would slip into the cold black depths as ice
cracked and ruptured. The forest fighting that one imagines, small bands appearing suddenly from the white mists,
slaying, and disappearing again. All fought in bitter cold, the winter being a foe of all.
The problems for the Finns were that there were always more Soviets, but there were very few Finns. The
Motti tactics worked fine in cutting Soviet columns into pieces. Reducing those Motti became the problem. The Finns
discovered that once Soviets held a piece of ground you would have to kill every one of them to get it back. And the
Finns died on the coast and in the forest just like their opponents. The truth about fighting on skis, is that you cant.
Skis are for mobility, and this can be tactical in nature. However, once in combat, the skis have to come off. That is
how the Finns fought. Their opinion was that if more Soviets had been equipped with, and trained for, good quality
skis designed with quick releases, that they would have performed much better than they did in the woods.
The Germans would retain contempt for the Soviet fighting man, but the Finns knew firsthand that their
opponent was brave and tough. When properly led he performed well, and in the defense he was lethal. Finnish
leadership was very slow to recognize that ultimately many of their counter attacks were detrimental to their cause.
Too many of the Finns died discovering how well Soviets could dig into a position. The handful of (admittedly poor)
Finnish tanks would be squandered in the same way.
One of the many critical deficiencies of the Finnish effort was the lack of good anti tank weapons. The Finns
seemingly had a few of almost every artillery piece built, but never enough of what they really needed. They did
adapt. Unlike many nations where a Molotov is basically an improvised device, the Finns had industrial
manufacturing of them for military use. The same with satchel charges which came in different sizes for different
tasks. And the Finns were very able when it came to putting captured Soviet equipment into use.
In the end, despite all of their efforts, the Finns recognized that they could not win on their own. Since help
was not coming they were forced to concede to Stalin and give up the territory they had fought so hard for.
For the men who killed and died, this was the bitterest of winters.
Finland fought against Tyranny valiantly, but they still lost their war. It was not the first nation to be let down
by the great powers, and it was not the last. The Finns and the Soviets fought aloneand for 25,000 Finns and over
200,000 Soviets, they fought to the endin the cold. Finland should not have had to fight alone, but because it did,
all of the fighting and death was simply another brutal example of Futile Gallantry.

Hakka Paalle!
63
Infantry of Finland


Finnish Infantry Weapons: A list of Finnish infantry anti tank weapons, small arms, and explosives.











Finnish Small Arms:
Name Type Range ROF AP MM Special
L35 Pistol Pistol 10 2 6 - -
Suomi, Bergmann SMG 15 3 6 - -
M91 Rifle 30 2 8 - -
M91/30, M39/43 Sniper Rifle 48 1 8 -2 +2 ACC
M26 Lahti LMG 48 3 8 -2 -
Maxim HMG 75 4 8 -3 -
L39 ATR ATR 48 1 9 -1 -
HE Rifle Grenade Rifle Grenade 30 1 1 -1 Blast
PzF30* AT 9 1 (3) -1 Blast
Flamethrower FT 8 1 6 -3 FT

Note: The PzF 30 is only available to late war Finns during the Continuation War, never the Winter War.

Finnish Explosives: Penetration:
Type Range DM 1 2 3 4 5 6 7 8 9 10+
Satchel Charge A 8 -1 2 4 6 8 10 12 14 16 18 20
Satchel Charge B 6 +0 6 12 18 24 30 36 42 48 54 60
Satchel Charge C 1 +1 10 20 30 40 50 60 70 80 90 100
Molotov Cocktail 6 +1 - - - - - - - - - -

Note: ANY Finnish Rifle Squad may be given these explosives for +25 points per squad. As with other explosives equipped units,
only one model per section may employ an Explosive each Activation, but other eligible models may still use their small arms as
normal.


Finnish Winter War Rifle Platoon: Elite

The soldiers of Finland were every bit as tough as their Soviet adversaries, but possessed greater
adaptability and martial skill.

Explosives: The manufacturing of explosives for combat use means that any Rifle, LMG, or Command Squad may
be equipped with explosives as shown above for +22 points per squad.

Marksman: There were a number of experienced shooters distributed amongst the fighting men of Finland during
the Winter War. To simulate this, each squad has an option to upgrade one Private to a Marksman who has higher
than average ACC. This model is not a Sniper, and is not a Leader. The Marksman can not be given special
weapons like the M26 Lahti or L39 ATR, his special ability is only usable with rifles.

Tactical Flexibility: Finnish Rifle and LMG squads enjoy Tactical flexibility. This means that instead of having only
one way to split squads into sections, they may have several options and are allowed to pick and choose which
models (leaders, special weapons) go into which section. The limits of this are listed in each entry. The split must be
decided prior to the start of the game, and players are encouraged (but not required) to make these splits uniform for
all squads to avoid further confusion.




Finnish Infantry AT: Penetration:
Type DM 1 2 3 4 5 6 7 8 9 10+
Any Pistol, Any SMG -3 1 2 3 4 5 6 7 8 9 10
Any Rifle, Any LMG or HMG -3 1 3 4 5 7 8 9 10 12 13
L39 ATR -2 5 9 14 18 23 27 32 36 41 45
PzF 30 +1 14 28 42 54 70 84 98 112 124 140
64
Platoon Organization: Below is shown the number and type of units included in your platoon.
1 Platoon Command Section
1-2 Rifle Squads
1-2 LMG Squads
0-2 Snipers
0-2 Company Support Teams
0-2 Total Vehicles and Regimental Support

Platoon Command
Command Section: provides leadership
Soldier ACC CC Guts Weapon Points: 39
Lieutenant 5 6 11 L35 Pistol
Sr. Sergeant 5 6 10 M 91 Rifle
Privates (x2) 5 6 7 M 91 Rifle

Upgrade Lt to Suomi SMG +11
Upgrade Sr. Sergeant to Suomi SMG + 6

Rifle Squad
1
st
and 2
nd
Rifle Sections Section: splits into two Rifle Sections
Soldier ACC CC Guts Weapon Points: 110
Sergeant 5 6 9 M 91 Rifle
Corporal 5 6 8 M 91 Rifle
Marksman 5 (6) 6 7 M 91 Rifle
Privates (x7) 5 6 7 M 91 Rifle

Upgrade up to 3 models to Suomi SMG + 6 each

Must split into two sections: choose from 5+5, 4+6, or 3+7. The Sergeant and Corporal each lead a section.

LMG Squad
Rifle and LMG Section: splits into a Rifle Section and an LMG Section, or may remain a single section
Soldier ACC CC Guts Weapon Points: 99
Sergeant 5 6 9 M 91 Rifle
Corporal 5 6 8 M 91 Rifle
Gunner 5 6 7 M26 Lahti LMG
Privates (x4) 5 6 7 M 91 Rifle

Upgrade up to 3 models to Suomi SMG + 6 each

May split into two sections of 3+4, or remain a single unit of 7. The Sergeant and Corporal each lead a section.

Sniper
Sniper: seeks and kills enemy leadership and support personnel
Soldier ACC CC Guts Weapon Points: 22
Sniper 5 6 9 M 91/30 Sniper Rifle


Company Support: HMG
HMG Team: provides direct fire support
Soldier ACC CC Guts Weapon Points: 66
Sergeant 5 6 8 M 91 Rifle
Gunner 5 6 7 Maxim HMG, L35 Pistol
Private 5 6 7 M 91 Rifle

Upgrade Sergeant to Suomi SMG + 6
Add another Private with M91 as Ammo Bearer + 11

Company Support: Additional Sniper
Sniper: seeks and kills enemy leadership and support personnel
Soldier ACC CC Guts Weapon Points: 22
Sniper 5 6 9 M 91/30 Sniper Rifle


65
Regimental Support: Heavy Mortar
Heavy Mortar Team: provides indirect fire support
Soldier ACC CC Guts Weapon Points: 61
Sergeant 5 6 8 M 91 Rifle
Gunner 5 6 6 82mm or 81mm Heavy Mortar, L35
Private 5 6 6 M 91 Rifle

Upgrade Sergeant to Suomi SMG + 6
Add another Private with M91 as Ammo Bearer + 11


Regimental Support: Anti Tank Rifle Team
L39 ATR Team: provides ineffective anti-tank fire support
Soldier ACC CC Guts Weapon Points: 22
Corporal 5 6 8 M 91 Rifle
Gunner 5 6 7 L39 ATR, L35


Regimental Support: Anti-Tank Gun or Infantry Gun
Anti Tank Gun Team: provides moderate to effective fire support
Infantry Gun Team: provides light to effective direct and indirect fire support
Note: the type of ATG or IG used to support platoons varied greatly
Soldier ACC CC Guts Weapon Points: per artillery
Sergeant 5 6 9 L35 Pistol
Gunner 5 6 7 ATG, L35
Privates (0-2 as listed) 5 6 7 M 91 Rifle

Possible Options include:

37mm PstK/36, 29 points, 1 Private with M 91
45mm PstK/38, 33 points, 1 Private with M 91
25mm PstK/34, 23 points, 0 privates
25mm PstK/37, 24 points, 0 privates
37mm K/14 Infantry Gun, 30 points, 1 Private with M 91
76.2mm RK/27 Infantry Gun, 48 points, 2 Privates with M 91

Transport Option:
Light Truck + 20


The Continuation War

Background: Not surprisingly, when Finland was offered a chance to regain its territorial losses of the Winter War,
the nation took it. That this would ally them to Nazi Germany was not of particular consideration (they were described
as co-belligerents). After all, the Western European nations had failed Finland completely. The hard truth was that
Finland was willing to go to war alongside Germany to regain what they had lost in defeat.
There are also other truths that need to be looked at. The Continuation War was ugly and brutal, the Finns
and the Soviets had no qualms about killing one another. Still, the Finns did not fight the same war the Germans did,
and though there are atrocities committed by troops of all nations, it was not a general policy for Finland. The Finns
also did not push very far past what they considered their national boundaries. They formed an important part of
the Axis northern front but would only go so far. This helped them make the separate peace with Stalin. It is also
possible that Stalin was not interested in experiencing another Winter War by trying to subjugate the entire Finnish
population.
The last fighting the Finns would be involved in would be against their former co-belligerent. If the Finns
were unwilling to be overly aggressive against the Soviets, they were even more reluctant to push a fight against the
Germans. There was fighting, but mostly the Finns were content to allow the Germans to retreat.
With the exception of Poland, it is possible that Finland fought the most futile war of all. Great sacrifice led
to defeat in the Winter War, great potential led to disaster in the Continuation War, and a lasting peace led to attacks
on their only apparent ally.
The reality of Finlands wars against tyranny, are as cold and empty as the Arctic winds.

Hakka Paalle!

66
Finnish Continuation War Rifle Platoon: Veteran

Like the Soviets, the Finns learned many lessons in the Winter War. They dramatically changed the
organizational makeup of their units, going from the 10 man Rifle Squads and 7 man LMG Squads, to 9 man LMG
Squads. Not only did this add 2 men to the Platoons total fighting strength, more importantly it increased the total
number of LMGs in a platoon to 4.
The overall morale dropped. While still very good troops, the Finns generally lacked the same fire that kept
them going through all calamities during the Winter War. The Guts scale used is 10 (Veteran), should you wish to
make your particular Finn Rifle Platoon Elite, total up the points for your platoon (before adding any vehicles) and
multiply by 1.1. And increase all Guts scores by 1.

Explosives: The manufacturing of explosives for combat use means that any Rifle or Command Squad may be
equipped with explosives as shown above for +20 points per squad.

Tactical Flexibility: A high degree of tactical flexibility remained. This means that instead of having only one way to
split squads into sections, they may have several options and are allowed to pick and choose which models (leaders,
special weapons) go into which section. The limits of this are listed in each entry. The split must be decided prior to
the start of the game, and players are encouraged (but not required) to make these splits uniform for all squads to
avoid further confusion.

Platoon Organization: Below is shown the number and type of units included in your platoon.
1 Command Section
2-4 Rifle Squads
0-1 Sniper Team
0-3 Company Support
0-3 Vehicles and Regimental Support Total

Platoon Command
Command Section: provides leadership
Soldier ACC CC Guts Weapon Points: 35
Lieutenant 5 6 10 L35 Pistol
Sr. Sergeant 5 6 9 M 91 Rifle
Privates (x2) 5 6 6 M 91 Rifle

Upgrade Lt to Suomi SMG +10
Upgrade Sr. Sergeant to Suomi SMG + 5

Rifle Squad
Rifle and LMG Section: splits into a Rifle Section and an LMG Section
Soldier ACC CC Guts Weapon Points: 110
Sergeant 5 6 8 M 91 Rifle
Corporal 5 6 7 M 91 Rifle
Gunner 5 6 6 M26 Lahti LMG
Privates (x6) 5 6 6 M 91 Rifle

Upgrade Sergeant to Suomi SMG + 5
Upgrade up to 2 other models to Suomi SMG + 5 each
Upgrade one Private to KaR98 and HE Rifle Grenades Free
Add Panzerfaust 30 (only one per squad) + 12

Sniper Team
Sniper Team: seeks and kills enemy leadership and support personnel
Soldier ACC CC Guts Weapon Points: 30
Sniper 5 6 9 M 39/43 Sniper Rifle
Spotter 5 6 6 M 91 Rifle

Company Support: HMG
HMG Team: provides direct fire support
Soldier ACC CC Guts Weapon Points: 60
Sergeant 5 6 8 M 91 Rifle
Gunner 5 6 6 Maxim HMG, L35
Private 5 6 6 M 91 Rifle

Upgrade Sergeant to Suomi SMG + 5
Add another Private with M91 as Ammo Bearer + 10

67
Company Support: Heavy Mortar
Heavy Mortar Team: provides indirect fire support
Soldier ACC CC Guts Weapon Points: 55
Sergeant 5 6 8 M 91 Rifle
Gunner 5 6 6 82mm or 8cm Heavy Mortar, L35
Private 5 6 6 M 91 Rifle

Upgrade Sergeant to Suomi SMG + 5
Add another Private with M91 as Ammo Bearer + 10


Company Support: ATR
Anti Tank Rifle Team: provides ineffective anti armor support
Soldier ACC CC Guts Weapon Points: 20
Corporal 5 6 7 M 91 Rifle
Gunner 5 6 6 L-39 ATR, L35

Upgrade Sergeant to Suomi SMG + 5


Regimental Support: Anti-Tank Gun or Infantry Gun
Anti Tank Gun Team: provides moderate to effective fire support
Infantry Gun Team: provides light to effective direct and indirect fire support
Note: the type of ATG or IG used to support platoons varied greatly
Soldier ACC CC Guts Weapon Points: per artillery
Sergeant 5 6 9 L35 Pistol
Gunner 5 6 7 ATG or IG, L35
Privates (0-2 as listed) 5 6 7 M 91 Rifle

Possible Options include:

37mm PstK/36, 29 points, 1 Private with M 91
45mm PstK/38, 33 points, 1 Private with M 91
25mm PstK/34, 23 points, 0 privates
25mm PstK/37, 24 points, 0 privates
37mm K/14 Infantry Gun, 30 points, 1 Private with M 91
76.2mm RK/27 Infantry Gun, 48 points, 2 Privates with M 91
3.7cm PaK 35/36, 33 points, 1 Private with M 91
5cm PaK 38, 44 points, 1 Private with M 91
7.5cm PaK 40, 65 points, 2 Private with M 91




Finnish Continuation War Engineer Platoon: Veteran

The Finns put improvised (and factory made) explosives to good use in the Winter War. They experimented
with organizations similar to the German Pioneers or Soviet Assault Engineers. These types of engineers
concentrated much more on battle than building.
The overall morale dropped. While still very good troops, the Finns generally lacked the same fire that kept
them going through all calamities during the Winter War. The Guts scale used is 10 (Veteran), should you wish to
make your particular Finn Engineer Platoon Elite, total up the points for your platoon (before adding any vehicles) and
multiply by 1.1. And increase all Guts scores by 1.
You may use a single Engineer Squad as part of your Rifle Platoon Regimental Support. You may use a
single Flamethrower Squad as part of your Rifle Platoon Regimental Support. Alternatively you may field just the
Engineers, which may include a FT Platoon as integral Support. Otherwise, your Engineer Platoon can only call upon
Outside Support.
Engineer Squads may not split into separate sections. They must remain together the entire game.
Flamethrower squads are split into 2 sections as shown.

Platoon Organization: Below is shown the number and type of units included in your platoon.
1 Command Section
2-4 Engineer Squads
0-1 FT Command Section (must be purchased to field any FT Squads)
0-2 FT Squads

68
Engineer Platoon Command
Command Section: provides leadership
Soldier ACC CC Guts Weapon Points: 15
Lieutenant 5 6 10 L35 Pistol
Sr. Sergeant 5 6 9 M 91 Rifle

Upgrade Lt to Suomi SMG + 10
Upgrade Sr. Sergeant to Suomi SMG + 5
Add 1 or 2 Privates with M 91 as Runners + 10 each



Engineer Squad
Engineer Squad: provides close up anti armor support
Soldier ACC CC Guts Weapon Points: 100
Sergeant 5 6 8 M 91 Rifle
Corporal 5 6 7 M 91 Rifle
Privates (x6) 5 6 6 M 91 Rifle

Entire Squad is equipped with Explosives.

Upgrade Sergeant to Suomi SMG +10
Upgrade up to 2 other models to Suomi SMG + 5 each
Add up to 3 Panzerfaust 30 + 12 each

Transport Option:
Light Truck + 20



Flamethrower Platoon Command
Command Section: provides leadership
Soldier ACC CC Guts Weapon Points: 15
Lieutenant 5 6 10 L35 Pistol
Sr. Sergeant 5 6 9 M 91 Rifle

Upgrade Lt to Suomi SMG +10
Upgrade Sr Sergeant to Suomi SMG + 5
Add 1 or 2 Privates with M 91 as Runners + 10 each



Flamethrower Squad
1
st
FT Section: provides brutal close range devastation
Soldier ACC CC Guts Weapon Points: 100
Sergeant 5 6 8 M 91 Rifle
Gunner 5 6 7 Flamethrower
Private 5 6 6 L35 Pistol

Upgrade Sergeant to Suomi SMG +10

2nd FT Section: provides brutal close range devastation
Soldier ACC CC Guts Weapon
Gunner 5 6 7 Flamethrower
Private 5 6 6 L35 Pistol

Transport Option:
Light Truck + 20







69
Artillery of Finland

20mm K/38, Very Light AA Gun Points 20
Assigned Crew Size: 2 (Minimum Crew needed to operate: 1)
Commander 2 pistols
Gunner Weapon Type Range ROF AP MM DM Special
- 20mm K/38 AA 60 1 1 -1 -2 AA: 0.50
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 20 K/38 6 12 18 24 30 36 42 48 54 60
Note: this AA Gun may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.


40mm K/38, Light AA Gun Points 38
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 40mm K/38 AA 60 1 1 -1 -1 AA: 1.0
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 40 K/38 10 20 30 40 50 60 70 80 90 100
Note: this AA Gun may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.


76mm K/29, Medium AA Gun Points 36
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 76mm K/29 AA 48 1 2 -2 +0 AA: 3
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 76 K/29 3 6 9 12 15 18 21 24 27 30
Note: this AA may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.


25mm PstK/34, Very Light AT Gun Points 23
Assigned Crew Size: 2 (Minimum Crew needed to operate: 1)
Commander 1 pistol, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
- 25mm PstK/34 AT 48 1 1 -1 -2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 25 K/34 5 10 15 20 25 30 35 40 45 50
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.


25mm PstK/37, Very Light AT Gun Points 24
Assigned Crew Size: 2 (Minimum Crew needed to operate: 1)
Commander 1 pistol, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
- 25mm PstK/37 AT 48 1 1 -1 -2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 25 K/37 5 10 16 21 26 31 36 42 47 52
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.


37mm PstK/36, Light AT Gun Points 29
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 37mm PstK/36 AT 48 1 1 -1 -1 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 37 K/36 5 10 15 20 25 30 35 40 45 50
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

70
45mm PstK/38, Light AT Gun Points 33
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 45mm PstK/38 AT 48 1 1 -1 -1 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 45 K/38 7 13 20 26 33 39 46 52 59 65
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

75mm K/97, Medium Field Gun Points 52
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 75mm K/97 FG 48 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 75 K/97 6 12 18 24 30 36 42 48 54 60
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 12 (Medium MR).

76.2mm K/36, Medium Field Gun Points 50
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 76.2mm K/36 FG 48 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 76.2 K/36 5 10 15 20 25 30 35 40 45 50
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 12 (Medium MR).

87mm K/95, Heavy Field Gun Points 77
Assigned Crew Size: 6 (Minimum Crew needed to operate: 2)
Commander 4 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
4 Gun Crew 87mm K/95 FG 24 1 3 -2 +1 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 87 K/95 3 6 9 12 15 18 21 24 27 30
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 18 (Heavy MR).

105mm K/13, Very Heavy Field Gun Points 100
Assigned Crew Size: 6 (Minimum Crew needed to operate: 3)
Commander 4 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
4 Gun Crew 105mm K/13 FG 24" 1 4 -3 +2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 105 K/13 4 8 12 16 20 24 28 32 36 40
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 24 (Very Heavy MR).

105mm VH/10, Very Heavy Field Gun Points 107
Assigned Crew Size: 6 (Minimum Crew needed to operate: 3)
Commander 4 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
4 Gun Crew 105mm VH/10 FG 48" 1 4 -3 +2 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 105 VH/10 7 14 21 28 35 42 49 56 63 70
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (240), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 24 (Very Heavy MR).




71
122mm H/9 and H/10, Super Heavy Field Gun Points 166
Assigned Crew Size: 8 (Minimum Crew needed to operate: 3)
Commander 4 pistols, 4 rifles
Gunner Weapon Type Range ROF AP MM DM Special
6 Gun Crew 122mm H/9 10 FG 24 1 5 -3 +3 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 122 H/9 10 10 20 30 40 50 60 70 80 90 100
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Extra Heavy MR).

152mm H/15 and H/17, Extra Heavy Field Gun Points 201
Assigned Crew Size: 8 (Minimum Crew needed to operate: 4)
Commander 4 pistols, 4 rifles
Gunner Weapon Type Range ROF AP MM DM Special
6 Gun Crew 152mm H/15 17 FG 24 1 6 -4 +4 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
152 H/15 11 22 33 44 55 66 77 88 99 110
Note: this Field Gun may not move and fire. It may Fire directly at ranges up to its 5
th
range increment (120), but must Acquire and
Fire as normal, with all normal modifiers. It may Fire Indirectly at ranges over 30 (Extra Heavy MR).

37mm K/14 and K/15, Light Infantry Gun Points 30
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 37mm K/14 15 IG 24 1 1 -1 -1 -
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 37 K/14 15 3 5 8 10 13 15 18 20 23 25
Note: this Infantry Gun may not move and fire. At ranges up to 24 it must fire directly, but does not need to Acquire when firing at
Infantry or Artillery (ie, fires as if Small Arms, but can not move). At ranges over 24 it must fire Indirectly unless it chooses to Fire
Directly at a Vehicle. It may Fire directly at Vehicle targets as normal, up to the 5
th
Range Increment (120) but must Acquire with all
normal modifiers before Firing at a vehicle.

76.2mm RK/27, Medium Infantry Gun Points 48
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 76.2 RK/27 IG 24 1 2 -2 +0 Indirect
Features Main Gun Penetration
Basic Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 76.2 RK/27 4 8 12 16 20 24 28 32 36 40
Note: this infantry gun may not move and fire. At ranges up to 24 it must fire directly, but does not need to Acquire when firing at
Infantry or Artillery (ie, fires as if Small Arms, but can not move). At ranges over 24 it must fire Indirectly unless it chooses to Fire
Directly at a Vehicle. It may Fire directly at Vehicle targets as normal, up to the 5
th
Range Increment (120) but must Acquire with all
normal modifiers before Firing at a vehicle.

3.7cm PaK 35/36, Light AT Gun - Continuation War Only (possible some in Winter War) Points 33
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 3.7cm PaK AT 60 1 1 -1 -1 -
Features Main Gun Penetration
Advanced Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 3.7cm PaK 7 14 21 28 35 42 49 56 63 70
Note: this AT Gun may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

5cmL60 PaK 38, Light AT Gun - Continuation War Only Points 44
Assigned Crew Size: 3 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 1 rifle
Gunner Weapon Type Range ROF AP MM DM Special
Loader 5cmL60 AT 60 1 1 -1 -1 -
Features Main Gun Penetration
Advanced Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 5cmL60 13 26 39 52 65 78 91 104 117 130
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.

72
7.5cmL46 PaK40, Medium AT Gun - Continuation War Only Points 65
Assigned Crew Size: 4 (Minimum Crew needed to operate: 1)
Commander 2 pistols, 2 rifles
Gunner Weapon Type Range ROF AP MM DM Special
Loader 7.5cmL46 AT 60 1 2 -2 +0 -
Features Main Gun Penetration
Advanced Sights D10 <2 2 3 4 5 6 7 8 9 10+
- 7.5cmL46 17 35 53 70 88 105 123 140 158 175
Note: this AT may not move and fire. It may not fire Indirectly. Apply all modifiers as normal.


Vehicles of Finland
Note that the Finns used many captured Soviet vehicles, as a method of overcoming their own lack of domestic
armor production. Only a couple of Soviet vehicles are listed here, but you may justify the use of most of the Soviet
early war vehicles and the more common mid war vehicles, as found in the Soviet supplement, Urrahh!

Vickers 6 Ton E Type B/Finland Points 31
Light Tank Early 1939, Rare DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 7 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 8 AV
Fast 14 Upper Hull 7 12 AV 7 10 AV 7 9 AV
Turret Crew Turret 8-9 14 AV 8-10 10 AV 8-10 8 AV
Commander Mantle 10 12 AV - - Top 5 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Loader 37mm K/36 Main Gun 48 1 1 -1 -1 -
Features .303 Vickers Coaxial 48 4 8 -2 -3 +1 Acq/Fire
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 K/36 5 10 15 20 25 30 35 40 45 50


FT-17 ( MG ) Points 25*
Tankette Early 1918, Abundant DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 3 Lower Hull 3-6 18 AV 4-6 11 AV 3-6 10 AV
Fast 6 Upper Hull 7 20 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 17 AV 8-10 10 AV 8-10 10 AV
Commander Mantle 10 19 AV - - Top 8 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 7.5mm MI Turret 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 7.5mm MI 1 3 4 5 7 8 9 10 12 13


FT-17 ( 37mmSa18 ) Points 25*
Tankette Early 1918, Abundant DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 2 Track 1-2 15 AV 1-3 15 AV 1-2 15 AV
Medium 3 Lower Hull 3-6 18 AV 4-6 11 AV 3-6 10 AV
Fast 6 Upper Hull 7 20 AV 7 11 AV 7 10 AV
Turret Crew Turret 8-9 17 AV 8-10 10 AV 8-10 10 AV
Commander Mantle 10 19 AV - - Top 8 AV
Hull Crew
Driver Weapon Location Range ROF AP MM DM Special
Features 37mm Sa18 Main Gun 48 1 1 -1 -1 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- 37 Sa18 3 6 9 12 15 18 21 24 27 30


73
T-26B M1933 Captured Points 41
Light Tank Early 1933, Uncommon DM: +1
Speed Location D10 Front D10 Side D10 Rear
Slow 3 Track 1-2 20 AV 1-3 20 AV 1-2 20 AV
Medium 6 Lower Hull 3-6 23 AV 4-6 15 AV 3-6 17 AV
Fast 12 Upper Hull 7 22 AV 7 19 AV 7 15 AV
Turret Crew Turret 8-9 21 AV 8-10 18 AV 8-10 18 AV
Commander Mantle 10 22 AV - - Top 8 AV
-
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 45mmL46 Main Gun 48 1 1 -1 -1 -
Loader 7.62 DT Co-axial 48 4 8 -2 -3 +1 Acq/Fire
Features 7.62 DT Hull 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
- D10 <2 2 3 4 5 6 7 8 9 10+
- Late 45 7 13 20 26 33 39 46 52 59 65

T34/76 A Captured - Continuation War Only Points 109
Medium Tank Early 1940 Uncommon DM: +0
Speed Location D10 Front D10 Side D10 Rear
Slow 6 Track 1-2 25 AV 1-3 25 AV 1-2 25 AV
Medium 11 Lower Hull 3-6 81 AV 4-6 45 AV 3-6 60 AV
Fast 22 Upper Hull 7 81 AV 7 63 AV 7 65 AV
Turret Crew Turret 8-9 66 AV 8-10 59 AV 8-10 59 AV
Commander Mantle 10 56 AV - - Top 20 AV
Gunner
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 76.2mmL30 Main Gun 48 1 2 -2 +0 -
Loader 7.62 DT Co-axial 48 4 8 -2 -3 +1 Acq/Fire
Features 7.62 DT Hull 48 4 8 -2 -3 -
Basic Sights Main Gun Penetration
(Command Radio) D10 <2 2 3 4 5 6 7 8 9 10+
- 76.2mm/30 8 15 23 30 38 45 53 60 68 75

StuG III G - Continuation War Only Points 218
Medium Assault Gun Late 1942, Uncommon DM: +0
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 25 AV 1-3 25 AV* 1-2 25 AV
Medium 8 Lower Hull 3-6 97 AV 4-6 30 AV* 3-6 55 AV
Fast 16 Upper Hull 7-9 88 AV 7-10 33 AV* 7-10 30 AV
Hull Crew Mantle 10 120 AV - - Top 15 AV
Commander *Armored Skirts if model has them, -1 DM these locations.
Gunner Weapon Location Range ROF AP MM DM Special
Driver 7.5cmL48 Main Gun 60 1 2 -2 +0 -
Loader MG34/42 Pintle 48 4/5 8 -2 -3 AA: (0.20)
Features Main Gun Penetration
Advanced Sights D10 <2 2 3 4 5 6 7 8 9 10+
Radio 7.5cmL48 17 33 50 66 83 99 116 132 149 165

PzKmpf IV H/J - Continuation War Only Points 215
Medium Tank Early 1943, Uncommon DM: +0
Speed Location D10 Front D10 Side D10 Rear
Slow 4 Track 1-2 25 AV 1-3 25 AV* 1-2 25 AV
Medium 8 Lower Hull 3-6 91 AV 4-6 30 AV* 3-6 22 AV
Fast 15 Upper Hull 7 88 AV 7 30 AV* 7 24 AV
Turret Crew Turret 8-9 56 AV 8-10 42 AV* 8-10 35 AV*
Commander Mantle 10 60 AV - - Top 10 AV
Gunner *Armored Skirts if model has them, -1 DM these locations.
Hull Crew Weapon Location Range ROF AP MM DM Special
Driver 7.5cmL48 Main Gun 60 1 2 -2 +0 -
Loader 7.92 MG34 Co-axial 48 4 8 -2 -3 +1 Acq/Fire
Radio Operator 7.92 MG34 Hull 48 4 8 -2 -3 -
Features Main Gun Penetration
Advanced Sights D10 <2 2 3 4 5 6 7 8 9 10+
Radio 7.5cmL48 17 33 50 66 83 99 116 132 149 165
74
The Finnish employed very few motor transport vehicles. Horse limbers are of course available for artillery for +10
points. You may allow the horse limber template to simulate a sled or sleigh, with all normal details and limitations.
There were a few trucks available as well. This entry is essentially a generic truck listing for use with the Finnish.

Sisu Medium Truck Points 20
Light, Soft Skinned, Open Topped Transport Early 1936, Uncommon DM: +2
Speed Location D10 Front D10 Side D10 Rear
Slow 5 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 10 Lower Hull 3-6 9 AV 4-6 9 AV 3-6 9 AV
Fast 20 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
Driver
Transport: Up to 10 internal passengers, and 1 Heavy artillery piece.

Aircraft of Finland

Gloster Gladiator W D
Interceptor Aircraft
Payload
4x .30 Browning Weapon Type Range ROF AP MM DM Special
- 4x .30 Browning LMG - 4* 1 -2 -3 Top
Features Main Gun Penetration
Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 3 .30 Browning 1 3 4 5 7 8 9 10 12 13
- *Strafes with a total of 8 shots of .30 at a single target.

Fokker C.X W D
Interceptor/Ground Attack Aircraft
Payload
2x FN Browning Weapon Type Range ROF AP MM DM Special
4x Heavy Bombs 2x FN B LMG - 4* 8 -2 -3 Top
- Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 0 FN B 1 3 4 5 7 8 9 10 12 13
Interceptor AA: 3 *Strafes with a total of 4 shots of 7.92mm at a single target.

Fokker D.XXI S W D
Interceptor Aircraft
Payload*
4x FN Browning Weapon Type Range ROF AP MM DM Special
- 4x FN B LMG - 4* 8 -2 -3 Top
- Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 0 FN B 1 3 4 5 7 8 9 10 12 13
Interceptor AA: 4 *Strafes with a total of 8 shots of 7.92mm at a single target.

Morane-Saulnier M.S. 406 W W D
Interceptor Aircraft
Payload
1x 20mm Hispano Weapon Type Range ROF AP MM DM Special
2x 7.5mm mle 34 1x 20mm AT - 1 1 -1 -2 Top
- 2X 7.5mm MG LMG - 4* 8 -2 -3 Top
Features Main Gun Penetration
Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 4 20mm 4 8 12 16 20 24 28 32 36 40
- *Strafes with a total of 4 shots of 7.5mm at a single target.

Brewster F2A-3 Buffalo - Continuation War Only W W D
Interceptor Aircraft
Payload
4x .50 Browning Weapon Type Range ROF AP MM DM Special
- 4x .50 Browning HMG - 4* 9 -3 -3 Top
Features Main Gun Penetration
Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 4 .50 Browning 3 5 8 10 13 15 18 20 23 25
- *Strafes with a total of 8 shots of .50 at a single target.

75

Messerschmitt BF-109 G - Continuation War Only S W D
Interceptor/Ground Attack Aircraft (rarely used in the Ground Attack role)
Payload
1x 2cm MG 151 Weapon Type Range ROF AP MM DM Special
2x 7.92mm MG17 1x 2cm 151 AT - 1 1 -1 -2 Top
2x 1000kg Rockets 2X 7.92mm MG LMG - 4* 8 -2 -3 Top
Features Main Gun Penetration
Defensive AA: 0 D10 <2 2 3 4 5 6 7 8 9 10+
Interceptor AA: 6 2cm 4 8 12 16 20 24 28 32 36 40
- *Strafes with a total of 4 shots of 7.92mm at a single target.

Junkers Ju-88 A-4 - Continuation War Only S W W D
High Altitude Bomber/Ground Attack Aircraft
Payload
4x 7.92mm MG81 Weapon Type Range ROF AP MM DM Special
2x 1000 kg bombs 4x 7.92mm MG LMG - 4* 8 -2 -3 Top
2x 500 kg bombs Main Gun Penetration
Features D10 <2 2 3 4 5 6 7 8 9 10+
Defensive AA: 2 7.62mm LMG 1 3 4 5 7 8 9 10 12 13
Interceptor AA: 0 *Strafes with a total of 8 shots of 7.92mm at a single target.




12. Options and End Notes

No Theater Rules: There are no theater style rules for the early war period. On the platoon level, the Germans did
not have a wide margin of superiority over their enemies. The Soviets certainly had no advantage over the Finns at
the platoon level. Most of the advantages of the Germans occurred at higher levels of organization. With that in
mind, this book is intended to allow players to field the troops and equipment listed here realistically, in that they can
fight and win battles. Note that while sometimes troops would run from their first encounters with tanks or close
support air attacks, those that survived to fight again quickly became immune to mechanical terror, which is why
there is not a special rule to cover such a thing. There are however some other points to consider, and you will find
these in the following paragraphs.

Radios: Players may notice the absence of radios from most of the infantry lists above. It is important to understand
that for many of these combatants, radios were not readily available. France is an example. The French had the
money and capability to employ more radios. Their command staff chose not to do so. The radios were deemed too
large, too cumbersome, and generally not very useful. As such, very few non-vehicle radios were available.
Players may wish to include radios in their forces. Primarily, radios in DH/C7B are useful in helping to spot
for artillery. As long as your opponent agrees, you may field radios in your command sections, though some players
may want to establish on their own the actual availability of radio units in infantry platoons.

Flamethrowers: Flamethrowers could be found in the arsenals of most European nations in WWII. However, only a
few nations deployed them in combat. In Futile Gallantry, only Poland and Finland ( Continuation War ) have been
given the ability to field flamethrower equipped units. Some nations, like Norway, did not actually possess any
flamethrowers. Other nations like France, had them, but probably did not use them. Or if they used them, it was a
very rare occurrence.
Players may have appropriate models they wish to use. If a flamethrower is listed in the Small Arms section
for the nation you are playing, you may include a single weapon per platoon. A single model is attached to a rifle
squad, and costs 40 points. This should only be done with your opponents approval.

Motorcycles and other Missing Formations: Some motorcycles have been included in the lists above. These are
primarily listed as vehicle options. What is missing from most lists are motorcycle platoons. Almost all of these
nations did use motorcycle mounted formations, though the practice would fall out of use. Motorcycle borne infantry
are vulnerable. Motorcycles would more likely be found in the recon or message role in the late war.
These platoons are missing to conserve space in this book. As with the number of variant formations
possible for all of the countries discussed here, I took the platoons I thought most players would use. In the future,
given more research, I would like to prepare some free lists showing some of these motorcycle platoons for players to
use. Until that time, here are generic motorcycles. Should you wish to, you may purchase your platoon as normal,
then purchase motorcycles to mobilize part or all of it. Use the French Motorcycle Platoon as a model to create
other motorcycle platoons. This may not be historically accurate, but it will be playable. I have a degree in history,
but when I pick up dice its a game, and as a game designer I want to let you use those motorcycle riding models in
your collection.

76

Motorcycle Points 10
Light, Small, Soft Skinned, Motorcycle, Open Topped Transport Abundant DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 12 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 24 Lower Hull 3-6 5 AV 4-6 5 AV 3-6 5 AV
Fast 36 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
*All
*Transport: Up to 2 total passengers who operate as crew. Provides Soft Cover for Crew.
Note: this vehicle may not perform Overrun attacks at any time. Atypical movement scale.


Motorcycle Sidecar Combination Points 15
Light, Small, Soft Skinned, Motorcycle, Open Topped Transport Abundant DM: +3
Speed Location D10 Front D10 Side D10 Rear
Slow 12 Tire 1-2 9 AV 1-3 9 AV 1-2 9 AV
Medium 24 Lower Hull 3-6 5 AV 4-6 5 AV 3-6 5 AV
Fast 36 Upper Hull 7-10 5 AV 7-10 5 AV 7-10 5 AV
Hull Crew
*All
*Transport: Up to 3 total passengers who operate as crew. Provides Soft Cover for Crew.
Note: this vehicle may not perform Overrun attacks at any time. Atypical movement scale.


Artillery: There are two parts to this entry. First, you will notice that many of these nations used some of the same
artillery pieces. I have tried as much as possible to keep these weapons consistent. One problem is that even
though some nations used the same artillery, they used different designations, and sometimes different ammunition.
I have tried to keep the appropriate designation when possible, to give more feel to the army. In the case of the
Dutch artillery, a translation is provided so players understand the caliber of weapon. I feel comfortable that most of
the entries are accurate per DH/C7B, and that data is consistent for artillery regardless of what name it was called.
Keep in mind that I have only selected what appeared to be the most common weapons. All of these nations used
many more artillery types than I have room for in this book.
The second part of the artillery issue is in reality a problem that I have added to the revised edition of the
main rules. The same information is still presented here.
All of the WWII armiesnot just the ones detailed hereshould have the option of purchasing off board
artillery for less than the data cards show. The points cost on the data cards for artillery reflect not just their indirect
support ability, but also their direct anti-tank fire support ability. In using this off-board only points chart you should
match up the class of artillery to a type of artillery shown in the lists above. For example, if you have a 75mm field
gun, you should purchase a medium off board field gun. However, as this may create a 15cm FG supporting every
infantry platoon environment, this is considered optional and may only be done with your opponents approval. Keep
in mind that including Light, Medium, and even Heavy off-board only artillery should not unbalance the game. The
game already includes many infantry mortars that fall into those three categories, and even some heavier ones.


Off-board Only Artillery
Class Light Medium Heavy Very Hvy Super Hvy Extra Hvy Naval 1
Points 25 40 70 90 140 170 210


You will note that above the Naval 1 category, players will not have this option. Naval 2 class weapons and
greater can never be purchased, they can only be included in scenario design.
This came about because few of the early war nations used their field guns in a direct fire role against
German armor. However, the AT capability of the field guns makes them more expensive. This is true for the artillery
of other nations as well, including Germany.


Fortifications: One thing these early war nations had plenty of were fortifications. The French Maginot Line is
probably the most famous, but the Belgians had fortresses like Eben Emael, the Norwegians had massive coastal
batteries, the Finns had the Mannerheim line, the Dutch had specific bunkers protecting their bridges and the list
goes on. In a previous release, Red Sun Red Death, an alternative method of using fortifications in your games was
discussed, with Japanese and USMC examples being shown. There was not enough room in this book to adequately
cover all of the possible structures for the early war period.
After the release of Futile Gallantry, I will begin working on a free article for the Iron Ivan website and yahoo
group that will explain this method of using fortifications. This will allow me to add specific fortifications as I conduct
research. It will be a long process, and admittedly I will be working slowly on it, but eventually players will have
access to a number of new bunkers and forts for their games.


77
Luxembourg: A tiny nation not listed here that fell prey to Nazi Germany was Luxembourg. This small country only
had about 400 infantry and a dozen cavalry at the outbreak of World War II. Knowing that there was no point in
fighting, they created mobility obstacles at their borders as a passive defense, and surrendered without combat.

Czechoslovakia: I had originally intended to include the Czechs as an entry in Futile Gallantry, even though they did
not fight. However, including them would have increased the book size (and price) by several pages, and I think this
book is big enough already. However, they have not been forgotten. I hope to include them in a future supplement
covering the Balkan/SE European nations.

Comments on the Early War: There is no doubt that the Germans pulled off a series of virtually one sided victories.
It is also no doubt that there were some reasons for this. Part of it was that the Germans were a unified fighting
force. The allies were not. Despite treaties, the allied nations did not fight in a cohesive manner. They did not
cooperate with, communicate with, orin most caseseven trust the foreign troops who they were to fight alongside.
The Germans did not possess miracle weapons, and they were not supermen. What they possessed were
immeasurably superior communications and logistics. In modern combat, being able to coordinate your attacks and
keep them supplied is much more important than the actual equipment being used. The allied commands simply
could not keep pace with the Germans.
I have always been impressed by the dedication displayed by some of the fighting men of the conquered
nations. The Poles and French (and those members of the other countries as well) who carried on the fight in British
or American uniform, despite the capitulation of their nations, in some part vindicate their countries. If you have men
willing to fight on after all else is lost, you must have some value in your culture. Whether they were pilots defending
the foreign skies of Britain, or soldiers landing on Normandy, they would not give up the fight until Germany was
defeated.

Conclusion: One of the most important aspects of history, for me, is that we not forget the men and women who
came before us. In writing a book like Futile Gallantry, even though it is a gaming supplement, I have a chance to
reach an audience and try to get them to see the past differently. This is obvious in the introductions above,
especially for France. Regardless of the cultural and political antipathy that arose in our modern world, which
enables us to make the jokes we make about each other, we should remember and respect these men who fought
and died in the early part of World War II. These men and women were no different than the men and women who
wear uniforms around the world today, or the men and women in civilian clothing that they defend. Regardless of the
political failures of their governments, the tens of thousands of European soldiers, sailors, and pilots killed in 1939
and 1940 fighting to preserve their nations in the face of murderous tyranny should be remembered.
Why?
Even though they would lose their wars and their lives, when their enemies came, they picked up their rifles
and they followed their officers into combat. And like all soldiers throughout time, they did it without guarantee.
Victory or defeat, life or death, all were unknown possibilities. Their only certainty was that the tyrants had to be
stopped, and that they were the only ones who could try.
For me, that is enough to justify their remembrance.

Contact:


Chalfant Conley: chal@ironivangames.com or Keith Stine: keith@ironivangames.com

For more information, free lists, and more join our Yahoo Group at: IronIvan@Yahoogroups.com

Links of interest:

Brigade Games: www.brigadegames.com. Army Group North Miniatures: www.agnminiatures.com
North Star: www.northstarfigures.com. Crusader Miniatures: www.crusaderminiatures.com
North Bay: www.northbaygamesandhobbies.ca
Military Miniatures USA: www.milminusa.com The Miniatures Page [TMP]: www.theminiaturespage.com
FAA: www.figuresarmourartilleryusa.com Historical Miniature Gaming Society (HMGS East): www.hmgs.org
The War Store: www.thewarstore.com





Remember, if you happen to be in the area, you can find us gaming at the Comic Store West in York, PA with the
Susquehanna Historical Gamers, and sometimes at Six Feet Under in Lancaster, PA, with the North Lancaster
Wargamers. And look for us at the HMGS East conventions, we try to make them all.


78

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