You are on page 1of 87
RAPID FIRE! Fast play rules for World War Il by Colin Rumford & Richard Marsh UATE Re log Hondeghem (27 May 1940); Gallabat (6 November 1940); Corinth Canal Bridge (27 April 1941); Hong Kong (8-25 December 1941); WTP ecules Pa ea tS TERS lee nN Oe 9) Plus 8 pages of colour photographs Above: Italian mobile column on the move. (Staff car by Skytrex Lid. Figures by Raventhorpe Miniatures.) Front cover photo: Corinth Canal. Briish armour moves to counter-attack the Germans. (Vickers tanks by Cromwell, rucks by Raventhorpe Miniatures.) Back cover, top: Safi. The ‘Bernacole’ lands the harbour assault force. (Crane by Dapol; landing craft by §.D.D. & Airfix; MS tank by RAFM Company Inc.; ‘Bernacole’ scratch-built by Richard Marsh.) Back cover, bottom: Barce. The Long Range Desert Group New Zealand and Guards parrots (Vehicles by Matchbox; 20mm Breda by Raventhorpe Miniatures; figures by various manufacturers including some conversions Below: German Headquarters group. (Figures by Britannia Miniatures.) Rapid Fire Fast Play World War Two Wargames Rules For use with 20mm Mi by Colin Rumford & Richard Marsh Stratagem Publications Ltd, 18 Lovers Lane, Newark, Notts. NG24 1HZ. © Stratagem Publications 1994 All rights reserved. No part of this publication may be reproduced, stored ina retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of Stratagem Publications Led. ISBN 0 9524305 0 9 Printed in Great Britain, Graphical reproduction & printing by Pressplan Services Ltd, (656 Forest Road ‘Walthamstow London E17 3ED (Tek: 081 509 9969) Table of Contents Glossary 4 Introduction 5 Playing the Game 6 1, Movement Rates 1 2. Observation 8 3. Morale 9 4, Small Arms, HE and Other Firing Values 2 5. Direct HE Fire 15 6, Anti-Tank Fire 7 7. Miscellaneous Weapons and Their Effects 19 8, Grenades 20 9. House to House Fighting 20 10. Smoke 20 11. Pre-game Bombardment 2 12. Aircraft 2 13, Paratroops and Gliders 2B 14, Engineering, Obstacles and Demolitions 4 15. Vehicle Repairs 25 16, Logistics 25 17. The ‘Cost’ of a Force 26 18, Vehicle / Gun Classification 28 Examples of Unit Organisation / Cost 32 Scenario Format 35 ‘The Defence of Hondeghem: 27th May 1940 36 ‘The Battlefield at Hondeghem 37 ‘The Battle of Gallabat: 6th November 1940 39 ‘The Battlefield at Gallabat 4 ‘The Seizure of Corinth Canal Bridge: 27th April 1941 2 ‘The Battlefield at Corinth Canal 43 ‘The Fall of Hong Kong: 8th - 25th December 1941 46 ‘The Battlefield at Hong Kong, 47 ‘Operation Archery’ - The Assault on Vaagsd: 27th December 1941 33 ‘The Battleficld at Vaagsd 56 ‘The Cavalry Charge at Chebotarevsky: 24th August 1942 37 ‘The Battlefield at Chebotarevsky 59 "Operation Caravan’ - The Raid on Barce: 13th September 1942 60 ‘The Battlefield at Barce 63 ‘The Landings at Safi: 8th November 1942 64 ‘The Battlefield at Safi 65 Modelling the Terrain 69 Select Bibliography n Playsheet Page 1 n Playsheet Page 2 B 8 pages of colour between pages 38 and 39. Rapid Fire 3 "Tae of Contents Glossary AA Anti Aircraft Ac ‘Armoured Car AT Anti-Tank AFV Armoured Fighting Verhicle Boys British Anti-Tank Rifle co Commanding Officer DUKW American amphibious truck Flak German anti aircraft / dual purpose gun HE High Explosive HMG Heavy Machine Gun HQ Headquarters IDF Indirect Fire LCA British infantry landing craft LCM British / US vehicle / infantry landing craft LRDG Long Range Desert Group LCVP US Ianding craft - vehicle / personnel MG Machine Gun MMG Medium Machine Gun PAK Panzer Anti Kannon (German Anti-Tank gun) PIAT Projectile Infantry Anti Tank (hand held British anti-tank weapon) pr British artillery classification - ‘pounder’ Sakfe, German vehicle designation SPG Self Propelled Gun Rapid ie 7 Giessary Introduction ‘The Second World War is, to date, the largest conflict the world has experienced, and to any child born in the 1950's it was a powerful influence on youthful interests and imagination, From. the reminiscences of relatives, the collection of wartime memorabilia and the first military toys, ‘grew an interest that the authors of this book have carried into adulthood; manifesting itself in a desire to recreate the armies and battles of World War Two in the scale we began fighting them back in the nineteen sixties : 20mm, * This volume offers a set of eminently playable (and rigorously tested) rules for the World War ‘Two period, and wargame scenarios for eight of the lesser known battles of the period 1940 - 1942; with historical backgrounds, wargame maps, special rules and orders of battle for each conflict. The illustrations show incidents from re-fights of these actions and feature our own figures, models and terrain. The construction of the latter, with information on design, materials and painting is detailed in the final chapter; assisting wargamers who are striving for more convincing, battlefields. A selected bibliography is provided to enable further research and, it is hoped, provide a clearer understanding of what global war meant for the ordinary soldier fifty years ago. It would be inappropriate to introduce any publication of this nature without acknowledging the help and efforts of others. In our case thanks to the members of the Grimsby Wargames Society, particularly Dave Tuck, Mal Taylor, Martin Buck & Steve Walker, who have spent countless hhours fine tuning the rules and play-testing the scenarios and Michael Huteson for the word processing, * (In fact the rules work perfectly well with 15mm scale too - no need to alter movement rates or ranges). Rapid Fire ‘These rules are designed for fighting brigade size actions using 20 mm figures. They provide for ‘an interesting mix of supporting weapons, such as artillery, aircraft and armour. Unless a particular game requires something different there are nominal restrictions on the maximum size of tabletop units and these are: ‘An infantry battalion or similar unit 48 figures An artillery battery 3 guns ‘An armoured company or squadron 3 AFVs ‘The scales used to achieve these unit sizes are approximately 1:15 for figures and 1:5 for ‘weapons and vehicles. They have been found to give well balanced forces, capable of actions performed by their historical counterparts. Players take alternate tums. In each tun the appropriate elements of a force may move and fire, or fire and move, There is one important exception to this system and this isthe reserve fire rule. The Reserve Fire Ri If an element has not moved or fired in its own tur it may ‘interrupt’ the opposing player's next tum and fire at any suitable target. This facility is only available to small arms and other weapons (except mortars) firing ‘line of sight’ In writing any rules itis impossible to foresee every problem which may arise during the course of a game. In cases of dispute let common sense prevail. In grey areas’ let the dice decide. ‘The emphasis is on fast play, enabling players to concentrate on tactics rather than the minutiae of complex tables and mind-tangling calculations, Unlike most rules, which set out the mechanics of play in great detail and provide a playshect pethaps as an afterthought, the playshect is central to our game. Sections 1 to 8 which follow correspond to the numbered segments of the playsheet and should be read in conjunction with it. In addition to models and terrain players will need the following equipment: Several six sided dice (46); one or two ten sided dice (410); a tape measure sub divided into inches; some balls of cotton wool for destroyed vehicles and smoke, markers to represent ‘light! and ‘heavy’ damage to vehicles; and a 12" square of clear polythene marked with nine numbered (I to 9) boxes of equal size (see section 4). Rapid Fire @ Playing the Game 1. Movement Rates The distances stated on the playshect are the maximum any element may move in one turn. Penalties for elements crossing certain terrain features are made on a random basis with the score on a six sided dice (d6) being deducted from the stated maximum. Linear obstacles such as walls and hedges are diced for only once; continuous features like woods and hills are diced for each tum movement across them is attempted. It is not necessary to dice for individual figures, but a test should be made for cach company (about cight figures) or vehicle. Once a dice is thrown then a player is committed to moving the clement, It follows that if'a player is unlucky no apparent movement will take place. Example A rifle company wishing to cross a hedge throw a six. 6" - 6 = 0, therefore they cannot cross this turn. They will of course be eligible to move 6" in their following, tum, Other deductions from vehicle and horse movements are made in 6" units. These are made for limbering and unlimbering a gun, for debussing or embussing infantry and for cavalrymen mounting or dismounting from their horses. A further 6" is deducted from towing vehicle ‘movement if the gun fires in the same turn Example ‘An anti-tank gun towed by a light truck may fire, limber and move off in the same turn, but the vehicle movement will be restricted to 3" if travelling cross country ‘There are no vehicle movement penalties for towing a gun provided an appropriate towing vehicle (prime mover) is used. Infantrymen debussing and cavalrymen dismounting may move 3" from their vehicles or horses and fire at enemy targets in the same turn, However, they may only engage targets at short range (up to 6"). Cavalry may charge once per game at an extra 6". One in five dismounted figures ‘must act as horseholders. Infantry mounted on bicycles may add 3" to their road movement and suffer no penalty for mounting or dismounting, ‘Most elements can move and fire in the same tum. Some weapons, however, require more time than others to bring them into action, These include towed artillery batteries, ‘non-wheeled! anti- tank guns such as the British 2pr; the German 88mm flak; medium and heavy machine guns and 3" / 81mm and larger mortars. Consequently these weapons may only move or fire in any one tum, Tapid Fe 7 Ty Movement ate 2. Observation ‘An enemy element can only be fired at if it can be seen. Speculative firing is not normally permitted. This may appear slightly unrealistic but it prevents a player obtaining an unfair advantage by ‘accidentally’ engaging unlocated units simply because he ‘can sec his opponent's models on the tabletop. Troops are assumed to have 360° visibility. Closed down AFV's have 180° visibility to their front. A closed down AFV is a vehicle like a turreted tank or an assault gun and it is irrelevant that the model happens to have a commander poking his head out of a hatch. This restriction does not apply to armoured cars and other reconnaissance vehicles, The playshect gives distances at which enemy elements are automatically located. However, automatic location does not apply to concealed forces that have withheld their fire in certain circumstances when the following tests apply (shown as ‘Chance Test’ on the playsheet) To locate infantry and support weapons in soft cover at a distance of between 6" and 12" and vehicles and artillery at between 12" and 24" a score of five or six on a d6 is needed. A six is required if the cover is hard. At 0 to 12" a score of six is necessary to locate infantry in undamaged buildings. Only one test is permitted for each concealed group of figures or vehicle in each turn, Ifa successfll score is thrown then the concealed clement is visible to all enemy forces, within appropriate location distances (ie, 12" or 24") Example ‘A British rifle company advance to within 9" of the edge of a wood. Concealed at the edge of the wood are an enemy Stug IIT assault gun and a 37mm anti-tank gun, neither of which has opened fire. At this range the infantry can see the assault gun and may test to ‘spot’ the 37mm. A three is thrown and the anti-tank gun retains its advantage of being hidden. If elements are not on the table (¢.g. if their position is marked on a map) a player should disclose their positions when an opponent's forces come within automatic location range. A player can request a test to see if any elements are hidden in cover if their forces move to within ‘Chance Test’ distances. Visibility into, out of, and through a wood is restricted to 3". It is important, therefore, that the edges of woods are clearly defined on the tabletop. Rapid Fie 3. Morale A compulsory morale test is required at the beginning of a tum on units in any of the following circumstances a: An infantry battalion, cavalry regiment or equivalent unit whose strength has fallen to 50% or which has sustained a total of 20 casualties (whichever is the least). For the purposes of determining this level an attached AFV or SPG etc. is deemed to have a nominal crew of three. Example ‘A 44 man battalion requires a morale test when it has lost 20 figures rather than 22. b: An AFV unit in which a vehicle has been destroyed, or has sustained heavy damage. If a non-AFV unit contains armoured elements they should be tested as per an armoured unit. Example ‘A 1940 German reconnaissance battalion includes two platoons of armoured cars. ‘The battalion has a strength of 40 figures and the two armoured car platoons of two vehicles each (Sdkfz, 222 and 231 respectively). One 222 is knocked out by enemy fire and consequently this platoon will require a test at the beginning of the following turn, A one is thrown. The modified result is 0, (-1 for an AFV destroyed) and the surviving armoured car is consequently forced to withdraw for two moves. ©: Anartillery battery that has been subjected to counter battery HE fire. d: Armour v infantry encounters, A player should request that his opponent carries out a test when the above conditions apply. A test is taken at the beginning of a turn and any compulsory movements are made straightaway. Further tests are required in subsequent turns should further casualties be sustained, vehicles destroyed (or ‘heavy damaged’), or counter battery fire continue, A d6 is thrown for cach unit or battery and the following modifiers apply with results indicated: Infantry / Cavalry Units ete. - if the unit's Commanding Officer has been lost. A if the unit is militia or poor quality. - if the unit is unsupported with no friendly elements within 12" (This deduction does not apply if the unit is normally deployed in an independent role e.g. paratroops, commandos, LRDG ete.) Rapid ie -l iff any element in the unit has come under artillery fire (not mortar) in the opposing player's turn “ if this is a test required because of additional casualties sustained in the turn following the original test. This becomes -2 if casualties continue and three consecutive tests are needed (-3 for four consecutive tests ete.). Ifa unit takes a test and does not receive any casualties in the opponent's next turn, then this modifier does not apply. (It pays, therefore, to keep a shaky unit under sustained pressure). +1 if the unitis elite. +1 if the unit is occupying prepared defences (not simply hard cover). Results 4 or more no effect. 3 the unit cannot take any offensive action in its following turn. It must not advance towards the enemy and if it is in an exposed position it must withdraw towards cover. 2 the unit is pinned down. Any element wishing to fire suffers a penalty of -2 on its firing dice throw. Elements in cover may not move. Elements caught in the open ‘ust retire to the nearest cover away from the enemy. Lor less if the unit is isolated it must surrender, otherwise it 'Routs', i.¢. it retreats away from the enemy as quickly as possible and takes no further part in the game. Armoured Units Modifiers a for each heavily damaged or destroyed vehicle in the unit at the time of the test. <1 if the unit is within 12" of enemy occupied buildings or defence works and the enemy has been located. 41 if the unit is elite Results 3 or more no effect. 2 the unit cannot take any offensive action in the following turn. It must not advance ete, 1 the unit must withdraw towards the nearest cover. If in cover it must not move. 0 withdraw for two full moves away from the enemy. This compulsory movement is carried out immediately, and the unit cannot return to action during this and the following tur. -1orless_ if the unit is isolated it must surrender, otherwise it 'Routs' Raid Fie 10 3. Merle If any vehicle is immobile (through heavy damage etc.) when a compulsory movement is required then the crew should abandon it. Any armoured elements of a larger unit that test must respond in ‘an appropriate manner. Their morale does not affect other elements in the unit although a surrender / rout result means that the nominal three crew per vehicle are treated as casualties. Artillery Batteries Results 4 or more no effect. 1,20r3_ the battery is suppressed and cannot operate their weapons in the following turn. Emplaced artillery batteries and armoured self propelled guns do not have to take this test. Armour v Infantry Modifiers A test is required for tanks to close with infantry. A d6 is thrown and a score of five or six is, required to allow an advance to within 6" of located enemy troops. This only applies ifthe tanks are unsupported by friendly infantry within 6". Once infantry are attacked by tanks within 6" then they need to throw a d6 to see if they can stand (or to move within 6" to attack a tank). 41 if they are elite. a if they are militia / poor quality. Required For Infantry To Confront Tank: mov 4 or more if the infantry are in the open. 3 or more if they are in soft cover. 2 or more if they are in hard cover. 1 or more if they are in prepared defences. Infantry that fail this test must withdraw their maximum move away from the attacking armour. Example A British infantryman armed with a PIAT wishes to break cover and attack a tank that is in the open 8" away. He is a ‘Regular’ and therefore requires four or more on a 6 to undertake this heroic task. A two is thrown and he ‘bottles out’ and stays where heis Rapid ire 4. Small Arms, HE and Other Firing Values A player must declare all his firing and nominate all targets before carrying out any tests. Targets cannot be changed after firing starts. Casualty Chart The effect of small arms and high explosive (HE) fire is determined by the casualty chart, A firing group or weapon is assigned a number of points, the range determined (if appropriate) and the target's cover assessed. A d6 is thrown and the chart indicates the number of casualties inflicted. Ranges: ‘Small arms firing, Short 0-6" groups and vehicle Medium 6-14" MG ranges Long 14" 24" Medium and heavy Short 0-6" MGs and autocannon Medium, 6-16" ranges Long, 16" -30" ‘The maximum range for direct and indirect HE fire is 48" and 120" respectively. Maximum anti-tank gun range is 48". Cover ‘Troops behind hedges and in woods are deemed to be in soft cover. Those sheltering in trenches, buildings, behind walls etc. are in hard cover. Gunners sheltering behind a gun shield are treated as being in hard cover from small arms ete. firing from their front, but are considered to be in the open if engaged by HE. Small Arms Fire This comprises of small arms firing groups and crew served weapons within a battalion unit. AA firing group is usually a rifle company, HQ group or members of a support company who are not manning a crew served weapon. A battalion may have a maximum of five firing groups. ‘The points value of a firing group is: ‘Troop Type ‘Short Range Med / Long Range Poor quality / figures + 1 figures Regular figures +2 figures + 1 Elite figures + 3 figures + 2 It is unimportant what individual model figures are equipped with, it is their Type’ which governs their firepower. When determining ranges for small arms fire, measure from the centre of the firing group to the centre of the target group or vehicle. Rapid Pee @ “Small Arms HE and Oth Firing Vals A firing group may have a maximum of ten figures. Their bases should be within 1" of each other. Example ‘An cight man ‘regular’ infantry unit fires at a group of six figures sheltering behind a stone wall (hard cover) at a range of 9” (medium range). The points value is 8 + 9. A five is thrown, which results in one casualty. ‘Crew Served’ Support Weapons ‘The values of these weapons (in terms of firing points) are given on the playsheet. Autocannons (which include rapid firing AA guns under 40mm), medium and heavy machine ‘guns and vehicle machine guns use the firing chart in a similar manner to small arms fire. Example A stationary Panzer I with twin MGs fires at a 2pr anti-tank gun at a range of 20" to its front (the crew are therefore in hard cover). The points value is 10. A three is thrown, which is a miss ‘The methods for firing mortars, field and anti-tank guns etc, are explained later. Any figure from a battalion can operate a support weapon. Artillery batteries have specialist gunners and a gun needs at least one gunner in attendance to function. The other members of the ‘erew can be made up from figures from an infantry battalion in times of emergency. ‘When any ground deployed crew served weapon is hit by any form of HE fire, including. grenades, an additional d6 is thrown and if a six is scored then the weapon is destroyed. If the ‘weapon is mounted on a soft skin vehicle which is hit by HE a similar testis taken, but five or six will destroy the weapon. To be treated as stationary a vehicle mounting a MG, twin MG or other weapon must not move during the complete turn in which it fires. Autocannon fire as medium machine guns (one 46 per barrel firing) but count as HE for testing any crew served weapon hit. Ground mounted medium and heavy machine guns, 3” and larger mortars and all anti-tank and field guns require a minimum of two crew. Mortars And Indirect HE Fire IDF is available to artillery batteries but not battalion support weapons other than 3” (or larger) ‘mortars, IDF from artillery or specialist heavy mortar batteries is controlled by a two man observer team equipped with radio, telephone or specialist vehicle. To transmit target co-ordinates an observer clement must be stationary during a complete turn. If the observers are relying on radio a d6 is thrown for cach transmission and if the result is a one (Russian, Italian, Japanese one or two) then the message does not reach the battery. A transmission is required to order and suspend firing or to change target. An observer team can only control one battery unless a special ‘radio exchange! vehicle is used. Rape iv Arma, HE and Oe Fring Vals If the selected target moved over 6” in the previous tum then a further five or six is required on a 6 to ‘call down' IDF. If this is not achieved then a player loses his chance of firing in that tum. ‘The objective of this is to make it more difficult to hit moving elements and to deter players from using IDF unrealistically, Once co-ordinates have been successfully transmitted the centre of the following template is placed over the target 1 2 3 Each Square is 4" x 4" 7isfepo ‘A ten sided dice (d10) is thrown to determine the fall of a shell (0 = miss). Any target must be wholly within one of the squares and players should not endeavour to split a target to double the chances of hitting it. ‘The effect of the shell upon infantry, soft skin vehicles and open topped armour is dependent on the calibre of the gun and a d6 roll. The casualty chart gives the range of possible results. If the target is in hard cover, then one is deducted from the dice score. This applies to all HE fire other than grenades. 3" and larger mortars use the same template to determine the fall of bombs. These weapons fire twice per tur, If the mortar is not directed by an observer team the target must either be in line of sight from the mortar itself or,if a battalion weapon, a member of the HQ group. No radio connection or equivalent test is necessary if the mortar is an integral part of a battalion. Example Referring to the playsheet a German 10Smm can be seen to have an effectiveness equivalent to 12 points on Table 4. The template is centred over a gun and crew in a street. However, the d10 roll determines that the shell falls on a group of 5 figures defending an adjacent building. A four is thrown on the d6 (which becomes a three for the hard cover). The modified score results in two casualties Certain low velocity support weapons should be ‘down rated’ when assessing their HE effectiveness. These include the German 75mm infantry gun, British 3.7" mountain gun, Russian 76.2mm infantry gun (as opposed to the larger gun / howitzer) and American 75mm pack howitzer. These weapons should drop down a category on the casualty chart. Example ‘A German 75mm should be counted as 8 points table 4 rather than 10 points table 4. Its cost in terms of points value should also be adjusted from 30 to 20 (sce Section 18). Topic 7 “4 Simall Arms HE and Other Firing Values 5. Direct HE Fire This is ‘line of sight’ shooting and is available to artillery and anti-tank and tank guns with HE. capability. The maximum range of 48" is divided into six bands of 8". Band One = 0 - 8", Band Two = 8" - 16", ete. To determine a hit the range is measured and the band number indicates the basic d6 score required for a hit. If either the firer or target are moving then one is deducted from the dice score. No template is used and direct HE fire tests determine either a hit or miss on the target. Once a hit is achieved then the effect is assessed in the same manner as indirect firing. A miss has no effect, Example A German 88mm flak fires direct at a 25pr field gun at a range of 30", Neither the firer nor the target moved in their preceding turns. 30" falls in the fourth band, therefore a four is needed for a hit. A four is thrown and a further d6 score of two ‘means one casualty has been inflicted on the 25pr crew. Having sustained a HE hit another d6 roll is made, Unfortunately for the British a six is thrown and the 25pr is destroyed. A morale test will also be required because of counter battery fire Small Arms And HE Effect Against Soft-Skin Vehicles If a soft-skin vehicle sustains two casualties 'worth’ of damage from small arms in a tum it is destroyed and the driver is killed. Any additional casualties inflicted during the same turn are taken from the passengers. If a vehicle receives two casualties ‘worth’ of damage from HE fire it is wrecked and a further d6 rolled to assess the number of passengers killed (score = casualties). In addition, for each HE hit a d6 is thrown for every weapon carried (MG, autocannon, portec'd gun etc.) and a five or six will destroy. If only one casualty is inflicted in a tum (from either small arms or HE fire) then this has no effect on the vehicle. It is not ‘carried forward’ to the next turn. Example ‘An unlucky American recce jeep (driver + three crew with one HMG) receives a hit from a German 81mm mortar round. A five is thrown which equals two casualties ‘The jeep is wrecked. Because it is wrecked by HE a further d6 is thrown with the resultant score of one. The driver and one crew are therefore lost. A test on the HMG is taken and a three is thrown, which means that it is still usable. Small Arms And HE Effect Against Armoured Vehicles Small arms can be used against the passengers of open topped armour, half-tracks, self propelled ‘guns etc. The passengers are deemed to be in hard cover. Rapid Fie i 5. Dire HE Fire Open topped armoured vehicles can be destroyed by HE fire if the weapon which achieves the hit an 81mm (3") mortar or larger. For each hit achieved throw a d6. A six will destroy the vehicle, All other scores have no effect. If the vehicle is destroyed further d6 throws will determine casualties and weapons destroyed as per HE effect on soft-skin vehicles, Closed down AFVs may be disabled by IDF from guns of over 80mm calibre only. If a hit is sustained a throw of six on a d6 will destroy the vehicle. 16 $.Dires HE Fire Rapid Fie ‘There are three ranges in anti-tank firing, which are: Point Blank 0-12" ‘Normal 12" - 30" Extreme 30" - 48" Distances are measured from the centre of the firing weapon to the nearest edge of the target vehicle, No measuring of distances is permitted before making a decision to fire. Anti-tank guns and other weapons with some anti-tank capability, such as field guns, are categorised from 'I' to'6'.'I' is the best (e.g. an 88mm PAK 43) and ‘6’ is the least effective (e.g. an anti-tank rifle). Vehicles are classed from ‘A’ to 'F' with 'A' being the best armoured and 'E’ representing ‘basic’ armour. 'F vehicles are soft skins ‘The chart on the playsheet shows the minimum d6 score required to achieve an ‘effective hit’. An effective hit means that the gun has scored a hit on a vehicle with sufficient potential to damage it, There are various modifiers to the d6 score, which are: - if the gun is a non anti-tank gun such as a howitzer. - if either the target moved in the previous tum or the firer moved or is about to move in the current turn (this penalty does not apply to anti-tank rifles). a if the target is partly concealed c.g. if the target is amongst cover or ‘hull down’ (Lee / Grants and similar AFVs with low mounted guns cannot claim ‘hull down’ and fire their main armament), a if the target is at extreme range +1 if the target is at point blank range. 41 if the gun is firing at the rear of the target vehicle. Once an effective hit is obtained then a further d6 is thrown. For armoured vehicles ('A' to 'E') hit at point blank and normal ranges a score of one or two means that the vehicle receives light damage, three or four and heavy damage is inflicted, five or six and the vehicle is destroyed Damage to an armoured vehicle is cumulative in that two ‘light damages’ = heavy damage’ and ‘two ‘heavy damages’ = destroyed’. At extreme range the effectiveness of the hit is halved, in that four = light damage, five = heavy damage, six = destroyed. A heavily damaged vehicle is neutralised and may not move or fire during its following turn. For 'F’ vehicles (soft skins) that have received an effective hit, throw a d6; one, two or three and the vehicle is OK, four, five or six and it is destroyed and driver and any vehicle mounted weapon lost. If destroyed by anything larger than a simple anti-tank rifle a further d6 roll determines the ‘number of casualties amongst the passengers. dee 7 © AatTank Fire Example ‘A moving British Daimler armoured car equipped with a 2pr gun fires at an emplaced Italian truck mounted 90mm at a range of 29". A gun type '4’ firing at an 'F' class target requires a basic score of two for an effective hit. Because the armoured car is ‘moving and the truck is partly concealed in an emplacement the minimum score to achieve an effective hit is modified to four. A five is thrown and a hit achieved. A |] further d6 determines the effect. The result is a six and therefore the Italian truck and ‘gun are destroyed, The vehicle mounted gun had a crew of four. A final d6 roll gives ‘a score of two, so two gunners are also casualties. Rapid Fre ie © AntTank Fis 7, Miscellaneous Weapons and Their Effects Bazookas etc. All hollow charge anti-tank projectors such as Panzerfausts, Bazookas and PIATs have a ‘maximum range of 6". They are treated as firing at ‘normal’ range with a gun type '2'. The other ‘modifiers for anti-tank fire apply. ‘These weapons can also be used against infantry and other targets using the HE equivalent of 8 points on table 4 on the casualty chart Panzerfausts may only fire once during the game. Other weapons have three ‘shots Anti-tank Rifles These are gun type '6'. Their effective ranges are the equivalent of small arms ranges i.e. point blank = 0 - 6", normal = 6" - 14" and extreme = 14” - 24”. Light Mortars ‘These are the German 50mm, British 2" and Japanese 'Knee mortar’ etc, They have a maximum range of 18" (minimum range of 3") and may fire HE or a round of smoke (sec later). They either hit the target or miss altogether. A d6 is thrown; odds = miss, evens = hit. The HE effect is ‘equivalent to 6 points on table 4 on the casualty chart. If they remain stationary during a complete tum they may fire twice, but if they move only one round is permitted. Flamethrowers ‘The maximum ranges for man pack and vehicle flamethrowers are 6" and 9" respectively. Three ‘bursts’ are permitted for each weapon per game, When firing against infantry, soft skin and similar targets a flamethrower is equivalent to 15 points firing at short range, using the appropriate cover status i.e. open, soft or hard. Against AFVs a d6 is thrown; three or more will destroy a closed down vehicle, two or more will wreck open topped armour. If a vehicle is destroyed a further d6 is thrown for the passengers and any weapon carried is lost. Any building or ruin attacked by a flame weapon must be evacuated in the following turn. A d6 is, thrown for infantry occupying prepared defences; odds and they must evacuate. A building or vehicle which is successfully ‘flamed’ bums for three tums. Any crew served ‘weapon or gun that is ‘flamed’ must be tested for. A six on a d6 will save the weapon. No element may approach to within 2" of a burning building Multi-barrel Rocket Launchers These are weapons like the German Nebelwerfer and Russian ‘Stalin's organ’. They fire only on alternate tums and their accuracy is determined as per other HE fire (IDF and direct). Their effectiveness is equal to 15 points on table 5 of the casualty chart. Rapid Fire 9 7 Miscllanoous Weapons and Ther Effects 8. Grenades Each infantry company or command group is assumed to have two HE and two anti-tank grenades. Their minimum and maximum ranges are 1" and 3" respectively. The minimum range does not apply if the grenade is being thrown over a wall or placed on a vehicle etc. A score of five or six on a dé is required to successfully throw a grenade onto a moving vehicle. Anti-tank grenades are only effective if used against a stationary target. Rifle grenade launchers have a maximum range of 12" and require a five or six on a d6 roll to hit a target. Specialist rifle grenade launchers are assumed to have unlimited ammunition. ‘When using grenades against infantry a dé is thrown and a result of one, two or three indicates the number of casualties inflicted (.¢. four, five or six = no effect). If the target is a vehicle then ‘one = light damage, two = heavy damage and three = destroyed. Again four, five or six = no cffect. HE grenades are only effective against soft skin and open topped armour vehicles 9. House to House Fighting ‘The base of a model building represents an area that can be occupied and defended by troops. The ‘capacity’ of buildings should be agreed before a game. As a rough guide an eight man rifle ‘company may occupy a normal dwelling To assault a defended building troops are moved up to it's base. The number of attackers is determined and this figure is added to a d6 roll. The number of defenders is added to a 10 roll, To ‘break-in’ to the building the attacker's score must exceed the defender’s by two clear points (eg. 12 to 15, not 12 to 14). If the attackers break-in then they may fire at the defenders in soft cover. Any surviving defenders may return fire in their own turn, engaging their attackers in ‘soft cover’ also, If the attackers fail to break-in, the defenders remain in hard cover and the attackers are in the open. 10. Smoke ‘Smoke is used to ‘mask off an enemy position or to cover an advance. No element may fire through smoke, Mortars and guns with HE capability may fire smoke as an altemative to normal fire. A smoke shell or bomb creates a ball of smoke 3" wide. Weapons use the same principles as HE firing to determine a hit / miss or the fall of shell / bomb. In case of a miss the smoke has no effect. If a hit is achieved place a ball of smoke at the relevant point. The template is used for IDF / mortars etc. A d6 roll determines the direction the wind is blowing (e.g. one = northerly, two = westerly ete.) ‘When a smoke screen has been laid it will drift 3° in the direction of the wind on the following ‘tum. It disperses completely after two turns, Rapid 11. Pre-game Bombardment Although speculative firing is not normally permitted certain types of game lend themselves to this approach (c.g. a bombardment prior to an amphibious assault). Any such firing can be easily written into the game design, and the template used to assess the fall of shells. Example A scenario may permit eight 6" (ie. 150mm) rounds from an offshore cruiser. The invader should specify the target in writing before the game. Eight d10 rolls using the template will determine the fall of the shells Rapid Fire W TT. Pregame Bombardment 12. Aircraft Each player is only allowed one aircraft over the table in any one turn, The arrival of the aircraft should either be written down before or ordered during the game. In the latter case a minimum of four tums should clapse before it's arrival. A d6 is thrown; evens and the aircraft arrives on time, odds and it is a turn late, When it arrives, it has a maximum duration of five friendly tums over the table, ‘There are three classes of aircraft: fighter bombers, bombers and dive bombers. Dive bombers have a maximum load of three bombs. Ground Attack “The procedure for ground attack is for a player to select a target. Anti-aircraft fire is resolved and if the aircraft is not driven off or shot down, then the effect of the aircraft's attack is determined ‘An aircraft may either fire its machine guns/autocannons, or drop bombs or fire a pair of rockets in a tum, but not any combination of the three. Machine guns and autocannons fire at medium/normal range. An autocannon counts as a class 'S' gun firing at the rear of a moving vehicle. ‘An artillery template is used to predict the fall of bombs from fighter bombers and bombers. A ‘bomb is equivalent to 12 points on table 5 of the casualty chart against infantry and soft skin vehicles. If an AFV is hit then a d6 determines the effect; one or two = light damage, three or four = heavy damage, five or six = destroyed. A dive bomber may only drop one bomb in each turn. It selects a target and throws a d6 for each bomb dropped; odds = miss, evens = hit. Treat rockets as a class '4' gun firing at the rear of a moving vehicle at normal range. Rockets HE cffect is 10 points on table 4 and a three or more is required on a dé roll to achieve a hit. An aircraft may not engage the same ground target on two consecutive tums. Anti-aircraft Fire If the target is a deployed infantry or artillery unit then they may attempt to drive off the aircraft before it makes the attack. Infantry (or similar) units or deployed artillery units may shoot down an aircraft with a 5% chance (ic. 01 - 05 rolled on two d10). These units may drive off the aircraft with up to 20% and 10% chances respectively (rolls of 06 - 20, or 06 - 10) Any dedicated anti-aircraft gun (multi barrel HMG and larger) within 3' of the nominated target ‘may also fire at the aircraft a). _ in reserve fire mode, if eligible, before the attack and, b). _init's own tum after the attack Throw a d10 for each barrel of an anti-aircraft weapon, Each has a 10% chance of shooting down an aircraft and up to a 20% chance of driving it off (before the attack if firing in reserve ‘mode) or preventing it from making an attack the following turn. Rapid Fie Fr TE Area If an aircraft is driven off on two consecutive tums then it must leave the table and not return for the duration of the game. Dive bombers cannot be driven off by anti-aircraft fire, only shot down, Air to Air Combat ‘As we are primarily interested in the effect of aircraft on the land battle then air to air combat is largely symbolic. It occurs when two opposing aircraft appear over the table at the same time. Fighter bombers automatically drive bombers and dive bombers from the table and they may not return. If two opposing fighter bombers arrive then each throws a d6. If the scores differ by more than two (c.g. five to two, not four to two) then the loser must leave the table, Any other result and each drives the other off for the following turn, No ground attack is permitted during the turn of air to air combat, 13. Paratroops and Gliders An airbome ‘drop’ must be planned before a game and the co-ordinates specified in writing No reserve fire is permitted against gliders or paratroops. The strength of a paratroop/glider unit, for morale purposes is the number of figures which survive the drop/landing, Example A glider battalion of 48 figures loses 16 figures in crashed and damaged gliders. The starting strength for future morale tests is 32. Paratroops ‘A 1" square of paper is dropped from 2' above the table for each paratrooper or crew served ‘weapon. If the element lands in water (rivers, lakes etc.) itis lost. If it hits an obstruction (tree, house etc.) throw a d6; odds it is lost, evens it is OK. The element may not move during the tum it is dropped Gliders Gliders require 6" of clear flat space on the table to land. Place each glider on the table and throw ‘a d6; four, five or six and the occupants are OK, one and all the figures and equipment are lost, ‘two or thrce and a further d6 is thrown. The result indicates the number of figures that are casualties. Additional dice are thrown for each crew served weapon or vehicle; a six will wreck a weapon, a four, five or six will destroy a soft skin vehicle, One or two will cause light damage to an APY, three or four = heavy damage, five or six = destroyed. In the same tum as the landing infantry may move 3" from the glider and engage targets at short range only. It takes the remainder of the turn after landing to unload vehicles or equipment. Rapid Fire B 1, Peratroops and Gio 14. Engineering, Obstacles and Demolitions Pill Boxes, Trenches etc. ‘An infantryman can dig himself into hard cover if he remains stationary for two turns and does not carry out any other task. Prepared defences such as trenches normally afford hard cover to the occupiers. Pill boxes and other conerete defences are bullet proof and have to be reduced by HE fire or demolition charges. A pill box can be knocked out by an HE hit ifthe calibre of the shell is 76mm or over. After a hit is achieved a d10 is thrown; if the result is zero then the structure is destroyed and any crew served weapon is lost. A further d6 score will indicate the number of figures that become casualties. Once destroyed, a pill box only counts as hard cover for its occupiers. ‘A petard mortar has a maximum range of 12" and can destroy a pill box with a d6 score of three, four, five or six. A demolition charge has the same chance if placed on the target by an infantryman or engineer. A figure must physically make contact with the target to place his charge Flamethrowers count as firing against hard cover, but need a preliminary throw on a d6. This is to simulate hitting / missing the pill box ‘slit’. Evens is a hit, odds is a miss. Barbed Wire Barbed wire or similar obstacles will delay infantry and wheeled vehicles for one full turn once they have made contact with it. Tracked AFVs take a random d6 deduction from their movement, Minefields Minefields may either be marked, unmarked or dummy. Marked and dummy minefields are 4" square. An unmarked minefield is centred on a known point on the table top and any element passing within 1" of the point must test. Any element can only cross marked and dummy minefields at d6 inches per turn. Each infantryman crossing a minefield should be diced for on a 6; one or two = killed. An AFV must also be tested for with a d6 throw; four = light damage, five = heavy damage, six = destroyed. For soft skins a five or six will destroy. A test must be carried out each tur an clement is attempting to cross a ‘live! minefield. ‘Once detected a minefield can be cleared by a minimum of four infantrymen or one engineer equipped with a mine detector. A d6 roll will indicate the number of turns it will take to clear. Boats Boats can be used by infantry to cross rivers etc, at 3" per tum. Infantry can get into or out of a boat with the same movement penalties as embussing/debussing vehicles. If they have to carry their boats to the water's edge their maximum move is 3". Amphibious vehicles like a Buffalo or DUKW can cross water at 6" per tur. Rape Fe a Ta Engineering, Obstacles and Demalions 15. Vehicle Repairs A specialist repair vehicle is necessary to effect repairs on damaged AFVs. It can remove two light damages or one heavy damage per full turn in contact with the stricken vehicle. Two AFVs suffering from light damage may be repaired simultaneously. 16. Logistics This is an ‘optional extra’ to limit ammunition supply if the players so desire ‘We suggest AFVs are limited to five rounds per vehicle Replenishment from an ammunition supply wagon takes one full move in contact. No more than two AFVs may be restocked from one wagon in any one turn, Rapid Fire 3 TS Vehicle Repairs 17. The 'Cost' of a Force For competitive and club games the elements in opposing forces can be assigned a points value. ‘The suggested values are: Figures Gunners Elite Regular Poor Quality / Militia Points Value 3 ptslfig 2% pisifig, 2 ptslfig 1% pis/fig A battery may only have four gunners per gun (max.) plus a command group of five specialists. Force HQ A brigade or similar HQ group of up to six figures and two soft-skin vehicles can be included at no extra ‘points cost’ Crew Served Weapons Heavy Mortar (4.2", 120mm) Medium AA gun (Bofors, 37mm ete.) Man Pack Flamethrower Medium Mortar (3", 81mm ete.) HMG (50 cal, 12.7mm etc.) Bazooka, Pz.Schreck ete. ‘Autocannon / Light AA gun (20mm) MMG (Vickers, Tripod MG34 etc.) Light Mortar (2", 50mm etc.) AIT rifle One shot Pz. Faust Rifle grenade launcher Guns / Howitzers Up to 60mm. 61 to 70mm, 71 to 75mm 76 to 125mm, 126 to 199mm 200mm and over ‘Multi-barrel rocket launcher A/T Guns Gun Class auaen Points Value 25 20 20 15 10 10 10 5 10 20 30 60 15 50 40 30 20 10 Rapid Fire 3 V7 The Cont ofa Forse Vehicle Armour Class smoamD> Tracked Vehicle Speed Adjustments Fast Slow Other Transport Costs To motorise a battalion in soft skin transport 'E' armoured vehicle ¢.g. half track / Bren carrier Single soft-skin vehicles Motorcycle combination Solo motoreycle Horses / bicycles Aatillery towing vehicles Other Costs A specialist repair / workshop vehicle A ‘radio exchange’ vehicle An ammunition supply wagon Artillery observer clement (including soft-skin transport) Each elite armoured vehicle Aircraft Each sortie over the table Plus cost of weapons carried per cannon per MG. per bomb / rocket Gliders / Paratroops For glider / paratroop units used in the airborne role Boats etc. Each company size boat or raft Ifa vehicle has amphibious capability Engineering Equipment Vehicle flamethrower Petard type mortar Demolition charge Mine detector Points Value 80 60 40 20 10 5 plus 10 ‘minus 10 plus 30 points maximum, 10 50 points 30 points 20 points plus 20 points plus 10 points 50 points plus 10 points plus 5 points plus 5 points points value x 2 5 points plus 5 points plus 35 points 30 points 10 points 3 points Tap Fre T7 The Cod ofa Fors 18. Vehicle / Gun Classification Examples of common equipment classifications are given. Other vehicles and guns can be ‘slotted in. The cost of guns does not include their crew, but incorporates a soft-skin prime mover. SPGs have a nominal crew of three, who are included in the points value. British AFVs Churchill Croc (75mm / Flame) Sherman Firefly (17pr) Churchill AVRE (Petard) Cromwell (75mm) Churchill (75mm) Matilda I 2pr) Crusader III (6pr) Valentine (2pr) AEC Mk IIL A/C A9 Cruiser (2pr) Vickers Mk. VI (twin MG) Daimler A/C (2 pr) Rolls Royce (Boys / Bren) British Guns 1pr AT 25pr Gun / Howitzer 6pr AT 2pr AT B mmamooaoweaown Vehicle Class. Gun Class Bwveveuw * Speed Slow Medium Slow Fast Slow Slow Fast Medium, Medium Fast Remember some A/T guns like the British 2pr had no HE capability, American AFVs Lee / Grant (37mm / 75mm) ‘Sherman (75mm) MIO Tank Destroyer (76mm) Stuart (37mm) M8 A/C (37mm) mooaa aanud ‘Medium Medium Medium, Fast Points Cost 1s 100 85 80 80 70 60 60 50 40 30 30 Is & 20 90 70 60 50 30 Rapid Fie me Ta Vehicle Gon Chsiation American Guns 37mm A/T SImm A/T Tomm AST 75mm Howitzer 105mm Howitzer German AFVs Tiger I (88mm) Panther (75mm) Tiger 1 (88mm) Panzer IV (long 75mm) ‘Stug III (long 75mm) Panzer Ill (long 50mm) Panzer Ill (short SOmm) Panzer IV (short 75mm) Marder III (long 75mm) Puma A/C (50mm) Panzer 38t (37mm) Panzer I (twin MG) Panzer II (20mm) Sdkfz 222 A/C (20mm) German Guns 150mm Howitzer 105mm Howitzer 105mm Recoilless Rifle 88mm Flak 75mm A/T 50mm A/T 75mm Infantry Gun 28mm Cone Bore 37mm A/T 20mm Flak mmmoomanaaaae Vehicle Class Gun Class Wu ene nnnee Speed Slow Fast Slow Medium, Medium, Medium Medium, Medium, Medium, Medium, Medium, Medium 130 130 sesesssssss 10 Rapid Fre B Te Vehicle Gan Italian AFVs Vehicle Class Gun Class Speed Points Cost ‘Semovente (75mm) D 3 Medium 50 ‘13/40 (47mm) D 4 Medium 40 M11/39 (37mm) D 5 Medium 30 AB/41 A/C (20mm) E 5 - 20 Italian Guns 90mm A/A, 2 40 75mm Howitzer 5 30 47mm AT 4 20 Russian AFVs T 34 (85mm) B 2 Fast 110 KV I (76mm) B 3 Medium 90 KV2 (152mm) B 2 Slow 90 T 34 (76mm) ¢ 3 Fast 80 BT 7 (45mm) E 4 Fast 40 T 26 (45mm) E 4 Medium 30 T10 E 4 Medium 30 T60 E 5 Medium 20 Russian Guns 100mm A/T 1 60 76mm A/T 2 40 57mm A/T 3 30 45mm A/T 4 20 J6mm Infantry Gun 5 20 French AFVs Char BI bis (47mm / 75mm) B 4/4 Medium, 95 Somua (47mm) D 4 ‘Medium, 35 Panhard A/C (25mm) E 5 - 20 R35 (37mm) D 5 Slow 15 French tanks may only move or fire during a turn, hence -5 pts. for this disadvantage. This is subject to a minimum cost of 10 pts. per vehicle. Rapid Fe 30 Ti Ves] Gan Csficaton French Guns Vehicle Class Gun Class Speed 155mm Howitzer 75mm Field Gun 47mm AIT 25mm A/T we ae Japanese AFVs ‘Type 97 Chi-Ha (57mm) D Medium ‘Type 95 Ha-Go (37mm) E 3 Medium Type 94 (MG) E - Medium Japanese Guns 75mm Field Gun 4 70mm Infantry Gun 37mm A/T Points Cost 60 30 20 10 30 20 15 30 20 10 Rapid Fire a TE Veisie/ Gan Cision Examples of Unit Organisation / Cost Example | ‘Regular’ Afrika Korps Battalion (40 figure unit) HQ group of CO + 3 figures 8 pts 3 Rifle Companies 8 figures each 48 pts Support Company 1 x tripod MG34 5 pts 1 x 50mm mortar 5 pts 1x 81mm mortar 15 pts 1 x 50mm PAK anti-tank gun 30 pts 12 figures 24 pts Motor Transport 6 x soft skin trucks 30 pts TOTAL 165 pts Example 2 British 25 Pounder llery Battery 2x 25prs 80 pts 12 gunners 36 pts Artillery observation element 20 pts TOTAL, 136 pts (Soft skin prime movers and other transport inclusive in total) ple 3 ‘Elite’ British Guards Motor Battalion 1944 (48 figure unit) H.Q. Company CO. +7 figures 20 pts 1x PIAT 10 pts 1x2" mortar 5 pts 4 Rifle Companies 8 figures each 80 pts Support Company 1x 6pr anti-tank gun 30 pts 1x3" mortar 15 pts 1x Vickers MG S pts 8 figures 20 pts Motor Transport 2x Bren Carriers 20 pts 3.x M3 Half-tracks 30 pts 1x M3 Scout Car 10 pts 2x soft skin trucks 10 pts Rapid Fre 2 ‘Examples of Unit Organisation / Cot Example 4 German Tank Company 3 x Panzer 38(t)s TOTAL. EI (Medium speed /"D' class armour / class 'S' gun) C.0, +3 figures 8 pts 1 x anti-tank rifle S pts Light A/C Platoon 2x Sdkfz, 22's 40 pts Heavy A/C Platoon 2x Sdkfz, 231's 40 pts 2 Motorcycle Companies 8 figures each 32 pts ‘Support Company | x tripod MG 34 5 pts 1x 37mm PAK anti-tank gun 10 pts 1 x 75mm infantry gun 20 pts 8 figures 16 pts ‘Transport Costs 2.x soft skin trucks 10 pts 6 x motoreycle combinations 12pts 4x solo motorcycles 4 pts TOTAL, 202 pts (The four armoured cars contain a nominal total of twelve crew for morale and unit strength purposes.) Example 6 ‘Regular’ German 1944 Luftwaffe Field Battalion (48 figure unit) HQ Group CO +7 figures 16 pts 1x MMG 5 pis 1 x Panzerschrek 10 pts 2.x soft skin trucks 10 pts Heavy Flak Company 8 figures 16 pts 1 x 88mm flak + primemover 40 pts 1x 20mm on soft skin halftrack 10 pts Light Flak Company 8 figures 16 pts 2.x truck mounted quad 20mm. 80 pts 2 Rifle Companies 8 figures each 32 pts 2.x soft skin trucks 10 pts Support Company 8 figures 16 pts 1 x 75mm + primemover 30 pts 1 x 81mm mortar 15 pts 2.x soft skin trucks 10 pts TOTAL 316 pts Rapid Fe B amples of Unit Organisation Cot Example 7 German Junkers 87 Stuka Dive Bomber Basic Cost ‘Armament 3 x bombs 2xMG Example 8 ‘Elite’ British 1944 Royal Marine Commando (48 figure unit) HQ Troop CO +6 figures 1x PIAT 1x2” mortar 5 Troops 7 figures each Support Troop 6 figures 1x3” mortar 1x Vickers MG Rapid Fe 7% Trample of Unit Organon Cont Scenario Format ‘The scenarios provide examples of the different types of engagement that can be wargamed in this period. They are designed primarily for 20mm models and an 8' x 5" playing area, but with a little imagination can be adapted for other scales. Apart from ‘Hong Kong’, which is a mini campaign, they can be played in an evening, Each scenario is set out in a similar manner: ‘The Battle: provides players with a taste of the actual engagement, ‘The Wargame: states the game objectives and the criteria for winning / losing, Special Rules: enable specific historical and tactical considerations to be incorporated into the game. Although the scenarios are written with our rules in mind a gamer may wish to amend their favourite set to include these factors. Orders of Battle: give the tabletop forces together with a note of weapon effectiveness and troop morale values, ‘The term ‘CO’ in these sections indicates a figure which has significance as a commanding officer for game morale purposes rather than a particular historical personality ‘The Map: showing the main features that should be represented on the wargame table. Rapid Fire 3 ‘eemario Format The Defence of Hondeghem: 27th May 1940 The Battle ‘The German advance was in full flood along the main road from St. Omer to Mount Cassell in a thrust to the French coast. The village of Hondeghem stood in their way and the task of delaying the advance fell to the 18pr guns of 'F' Troop, 'K’ Battery of the Sth Regiment, Royal Horse Antillery. A small detachment of supporting infantry were provided from a searchlight unit ‘Two of F' Troop's guns were sited to cover the probable German approach routes from the South and East, the other two remained in the northern half of the village together with the infantry. ‘Three road blocks were prepared and covered by fire. Early on 27th May German tanks appeared on the southern outskirts of the village. They were engaged by the two outlying guns, but overran them in a ten minute battle. Armour and infantry began to move through the village. The two surviving 18prs fired at the enemy as soon as they ‘came into sight. The gunners manhandled the guns into suitable positions, firing and withdrawing before the Germans could retaliate. Machine gun teams filtered forward and were repulsed, including one which had the audacity to sot up in the battery cookhouse Eventually one of the guns was destroyed by enemy fire and the other was spiked by the crew after it had run out of ammunition. Darkness was falling and the surviving defenders piled into the remaining transport and retired at high speed. The German advance had been held up for twelve hours, ‘The Wargame The first two guns have been lost and the British must attempt to fight off mounting pressure from the attackers and offer a delaying action comparable with their historical counterparts. ‘The defenders can claim a victory if they are still fighting after their 10th tur. Special Rules Figure and vehicle scale is 1: 1. German morale tests are taken on each 36 man platoon or three vehicle tank troop. The British ‘gunners do not have to check their morale if under HE fire, but all defenders must test as one unit if either both!8 prs are lost or their accompanying infantry strength falls from 38 to 15. ‘The Germans arrive at the point indicated on the map in four waves (in the order shown). Apart from the first wave their arrival is not automatic and each has a 50% chance of showing up on time. One ‘arrival test’ is permitted per turn and no two waves can arrive in the same tum. It follows that if the German commander is lucky all his forces will arrive by the fourth turn; on the other hand they may be late, or not arrive at all! ‘The British re-inforcements are diced for with a d6 on their Sth tum: a five or six means that they arrive at the place indicated. If unsuccessful further tests can be carried out on following turns. Rapid Fee 7% "The Deine of Hondeghe: 27h May 1940 The Battlefield at Hondeghem quawad:0}UIay ysiug aun woaysapuoyy > Bo spdgr 4. suewsay pae, lspoop \ NIVEUSL (N “ apdgt & \ > a ws Ol “The Datel ot Hondeghem Rapids German Order of Battle at Hondeghem Ist Wave Panzer I troop 3 AFVs | lorried infantry platoon 36 figures 2nd Wave 2 infantry sections in Hanomags 20 figures 1 towed 75mm infantry gun | lorry with two tripod MG 34s 3rd Wave Force HQ in Panzer I command tank 1 platoon HQ in Hanomag with 37mm A/T gun 6 figures | lorried infantry section 10 figures | lorry with two 81mm mortars Panzer 38t troop 3 AFVs 4th Wave 1 towed 150mm infantry gun 1 towed 75mm infantry gun All mortars, MGs and infantry guns have a crew of 4. All troops are ‘Regular’, British Order of Battle at Hondeghem Commanding Officer Captain N.B.C. Teacher 'F Troop 2 18pr field guns 10 gunners (including the CO) 2 Dragon towing vehicles Radio truck Searchlight Detachment 4 Boys anti-tank rifles 38 figures Several soft skin vehicles Reinforcements 2x 1Sewt trucks 14 figures All troops are ‘Regular’ Rapid Fire 7 The Datlefield wt Hondepiow Buildings & vehicles from various plastic kit manufacturers. Figures from various manufacture Hondeghem, The R.H.A. prepare to meet the attack. (Buildings mostly scrach-built by Mick Sewell; church & walling by Hovels. 18 pounder gun by Raventhorpe Miniatures. Vehicles mostly a Gallabat. The British attack the fort. (Fort scratch-built by Colin Rumford. Mud huts by Hovels. Figures mostly Raventhorpe Minar & Wargames Fundy) Gallabat, The British Ist Essex battalion. (Figures: Raventhorpe & Wargames Foundry. Vehicles: Airfix, Raventhorpe & Gramodels.) Gallabat. A sirafing run by the Regia Aeronautica. (CR32 by Supermodel.) Gallabat. Htalian Colonial battalion, supported by native iregulars. (Figures by Raventhorpe & Wargames Foundry. Lancia k Sewell.) Corinth Canal. German paratroops attack British Bofors position. (Figures mainly Raventhorpe. Buildings: Mainly Military, Hovels, & seratch-built, Vehicles: Airfix, Gramodels, & seratch-buil.) rinth Canal. German paratroop assault engineers prepare to meet a counter-attack. (Buildings: Hovels & scratch-built. Gliders: scraich-built. Bridge from Airfix. Figures mainly Raventhorpe Miniatures.) Daa i (3 3 Q Vaagso. The second wave prepare 10 land. (Boats & buildings scratch-built by Richard Marsh, Figures mainly Britannia Miniatures & Raventhorpe Miniatures.) Chebotarevsky. Lalian gunners attempt 10 hold off the Russian horde. (Italian figures: Raventhorpe Miniatures & Wargames Foundry; Russian figures: old M.LR. & Skyrex, with a few Platoon 20 Chebotarevsky. The Italians attack ~ mounted and dismounted. Safi. Red & Blue beach with Pointe de la Tour in the background. (Landing craft by S.D.D. Figures mainly Raventhorpe. Gun battery seratch-built by Richard Marsh.) Safi. French armour (!) moves up. (Figures & armoured car: Raventhorpe. FTI7: Matchbox. Bus: Keileraft,) Safi. The harbour atack. (Boats: Airfix & scratch-built. Crane & dockside building from Dapol. Other buildings scratch-built by Richard Marsh. Figures mainly Raventhorpe. Seaplane: Airfix.) Safi, Downtown Safi. (Raventhorpe Miniatures; buildings seratch-built by Richard Marsh.) The Battle of Gallabat: 6th November 1940 ‘The Battle ‘The British and Commonwealth attack on this Halian held Sudanese border post was their first offensive of the East Africa campaign. It was an attempt to open up a caravan route to the Abyssinian patriots who were fighting to restore the Emperor Haile Selassie. ‘The engagement was a relatively small affair with a single Indian Brigade Group, supported by an obsolete aircraft and unsuitable tanks, pitted against a Brigade of Italian colonial troops. During their short period of occupation the Italians had reinforced the defences of the old British mud and stone frontier fort of Gallabat. A surrounding wall of logs and stones had been ‘constructed which in tum was protected by barbed wire entanglements and a thorn ‘zariba’ hedge. On the other side of the dry river bed which formed the Sudan / Abyssinia border a number of fortified defence posts had been set up in and around the native village and Italian trading post of Metemma. ‘The British attack started reasonably well. The Indian Garwali Battalion, together with their supporting armour, overcame fierce resistance and captured Gallabat fort by about 7.30 a.m. The cost, however, had been substantial. Five out of six cruiser tanks and four of the six light tanks had been put out of action by mines or by striking rocks which stripped the tracks. As the Ist Essex moved up to their start line for the assault on Metemma the Italian Air Force made a decisive appearance. Troop concentrations were bombed and within minutes the Essex ceased to be a cohesive fighting force. To add insult to injury the solitary tank repair truck also received a direct hit and was destroyed. ‘The offensive failed and shortly afterwards the British withdrew and abandoned Gallabat fort. ‘The poor performance prompted a review of tactics. Elimination of the Italian Air Force became 4 priority and the unsuitable cruiser and light tanks were withdrawn. ‘The Wargame ‘The British objective is to capture both Gallabat and Metemma within 15 tums. If they fail to achieve this the Italians win. Special Rules ‘To recreate the potential for track shedding on each occasion a tank moves throw a d6: a one and a track is lost. The repair truck requires a full tum in attendance to effect a repair. A tank is needed to break down the zariba hedge and stone wall surrounding Gallabat fort. After a tank reaches the edge of this obstacle a full tum in contact is required to force a breach Without such a breach the attacking infantry may not enter the fort. ‘The dry river bed is impassable to wheeled vehicles and constitutes a linear obstacle to all other forces British troops are ‘Regular, Italian troops are 'Poor Quality / Militia’ Rapid Fire w "The Bane of Gallabat Gh Novniber 1940 British Order of Battle at Gallabat 10th Indian Brigade (Brigadier W. Slim) Baluchi Battalion arali Bataion 1st Essex Battalion Royal Tank Regiment 28th Field Bat R.A Battalion Organisation HQ CO+ 7 figures, Boys A, 2" mortar 3 Rifle Companies 8 figures each 1 Reinforced Carrier Platoon 8 figures, 2 Bren catiers Support Company 6 figures, 3 mortar, Vickers MMG Sofiskin tansprt fr above ‘Tank Unit 2x AI cruisers Delass, 1 MG,2 pr, fast 2x Vickers MKIV light E class, twin MGs, fast, 1 Repair tuck Artillery 2x 18 prs (75mm) 1x 4,5" howitzer (105mm), 14 gunners Aircraft | sortie from a Gloster Gladiator, (4 MGs) Italian Order of Battle at Gallabat alin 4th Colonial Brigade (Lt Colonel Castagnola) 25th Bataion 27h Batalion 7H Battalion ‘Atillery Detachment Natives 2h Organisation HQ CO+ 3 figures 3 Rifle Companies 8 figures each Support Company 10 figures, 2 Boys AIT, 2 MGs 25th.& 71th Orgmisation HQ CO+ 3 figures 3 Rifle Companies 8 figures each Support Company 6 figures, MG, 45mm mertar ‘The 27%h are deployed inside Gallabat fort, There is only sufficient soft skin transport to motorise one of the other battalions. Aillery 2x 65mm Infantry guns 10 gunners Natives Rifle Company CO+9 figures ‘Aircraft 2 sorties from a CR32/42 3 bombs, 4 MGs each Rapid Fire wo “The Hale of Gala Gt November 1940 The Battlefield at Gallabat a sseig yueydalg 7 A vWWal3W ~~ a S180q payios abeIIIA @aneN Se “The Hated at Galaat a ap Fie The Seizure of Corinth Canal Bridge: 27th April 1941 The Battle ‘The few principle escape routes used by British and Dominion forces in their retreat from Greece funnelled down to a single crossing point over the Corinth Canal, The Germans considered that if the bridge could be captured and held Allied evacuation plans would be greatly frustrated ‘A simple but daring plan was hatched. Paratroop assault engineers would seize both ends of the bridge in a surprise gliderbome attack. The Ist and 2nd Battalions of the 2nd Fallschirmjager Regiment were then to parachute to the north and south of the objective. All attempts to dislodge them would be resisted until relieved by ground, forces. ‘The dawn attack was a success. Complete surprise was achieved and the few sentries guarding the bridge were quickly overpowered. Demolition charges were soon located and disconnected and shortly afterwards paratroopers from the Ist and 2nd Battalions jumped from their JUS2 transports, British and Greek forces in the area reacted quickly and counter-attacked, but were unable to repel the attackers. In the next few hours twelve thousand Allied prisoners were taken by the outnumbered paratroops. The operation was not a complete success however. As the first paratroops were preparing to jump the bridge disappeared in the midst of a huge explosion. The reason for the bridge's destruction has never been satisfactorily explained, but the favourite scenario is thatthe attached explosives were detonated by a stray anti-aircraft shell ‘The Wargame ‘The game begins after the bridge has been seized by the gliderborne engineers and these figures are initially placed on the table. The German player decides the drop zones for the Ist and 2nd Battalions (one on each side of the canal). When these have been noted the Allied player can position his forces. The Greeks should be billeted in Corinth town and the British deployed on the Souther side of the canal (but not within twenty inches of the bridge). The two emplaced Bofors ‘guns may be sited at the discretion of the Allied commander. ‘The German primary objective is to secure the bridge by preventing its recapture by counter- attacking Allied forces. The Germans take the first tum during which each paratroop battalion ‘drops’ two rifle companies. The two Stuka sorties must be ordered before the start of the game. To simulate the possibility of the bridge being destroyed by a mysterious explosion two percentage dice (410) are thrown at the end of each Allied tum. 5% or less and up goes the bridge. The Germans can still win, however, if they can capture the two anti-aircraft batteries and defeat the local Allied forces. ‘The two British light tanks arrive at the point indicated on the map on the tum determined by a 410 roll. They may not move more than 6" onto the table on their turn of arrival, Rapid Fire 2 "The Sear of Corith Canal Bdge: 27h Ape 1941 The Battlefield at Corinth Canal UMOT, 490Q \ & qu09g na Oo ” ey & 2 2 2 z \, bg & iv) gs) bb 5 sencig ani) b ‘ebpug peou b aie yea | fe ° \ “The Batted at Corinth Canal Rapid ire Special Rules German paratroops at this stage in the war did not jump with their weapons (other than pistols and grenades). These were dropped in separate containers, Therefore in addition to the squares of paper which represent figures a further square per company should be dropped as weapon containers. All rifle company and HQ group figures must reach a container to become fully armed, Until they do so they can only fire at one point per figure (short range only) or throw one ‘grenade per two figures. Al crew served weapons are dropped separately. Each paratroop battalion will therefore have forty-two paper squares representing figures, four squares for weapon containers (HQ and three rifle companies) and four squares for the MMG, 81mm mortar, 37mm anti-tank gun and motorcycle combination, Allied ‘reserve fire in the first turn is restricted to the two Bofors guns. German Order of Battle at Corinth Cai 2nd Fallschirmmjager Regiment (Colonel Alfred Sturm) Ist Battalion 2nd Battalion Para Assault Engineers Battalion Organisation HQ CO +7 figures, 2 rifle grenade launchers 3 Rifle Companies 8 figures in each Support Company 10 figures, MMG, 81mm mortar, 37mm A/T gun, M/cycle combination Assault Engineers CO + 14 figures Flamethrower Rifle grenade launcher ‘Two Stuka dive bomber sorties 3 bombs, 2 MGs cach All troops are ‘Ellie’ Rapid Fire « The Hatta ot Cort Canal Allied Order of Battle at Corinth Canal 7 Greek Battalion British ‘Mixed’ Battalion Anti-Aireraft Unit CO +31 figures, MMG 2 lorries British Battalion HQ CO + 3 figures, 2" mortar 3 Rifle Companies 8 figures in each Machine Gun Company 8 figures, 2 Vickers MMGs Mortar Platoon 4 figures, 3” mortar Several soft skin vehicles Anti-Aireraft Unit 2.x 40mm Bofors Autocannon 10 gunners ‘Tank Unit 2x Vickers Mk.VI Light Tanks "E class, twin MGs, fast All troops are ‘Regular’ Rapid Fre s “Ts Hatleil t Cornth Cara The Fall of Hong Kong: 8th - 25th December 1941 The Battle The attack on the British colony of Hong Kong was part of Japan's 'Blitzkreig’ and was the objective of the 38th Division of General Sakai's 23rd Army. ‘The defence of Hong Kong Island and the New Territories on the mainland was the responsibility of Major General Maltby. He had at his disposal fourteen thousand men. On the night of 9th - 10th December 1941 (thus giving a lie to the legend started by the British about their night blindness), the Japanese stormed across the border with China and overwhelmed the static defences of the 'Gin Drinkers’ line. The British fell back in relatively good order on to Hong Kong Island after three days of severe fighting. On the 18th December the Japanese crossed the strait separating Hong Kong from the mainland. In spite of vastly superior forces Maltby continued to resist until shortage of ammunition obliged him to accede to the third call to surrender. The cease fire came on Christmas Day 1941 ‘The short campaign was primarily an infantry battle. The Japanese had total air superiority having destroyed the colony's five ancient RAF machines on the ground within minutes of the start of the war. The Royal Navy did play a part, however, with gunboats, motor torpedo boats, and the sole ageing destroyer all harassing the enemy. The defenders consisted of two Canadian, two Indian and two British battalions (one of which ‘was a machine gun battalion) supported by various independent companies of the Hong Kong Volunteer Defence Corps. These were split between a West and an East Brigade on the island, After a shaky start all British and Commonwealth units acquitted themselves. well. This was particularly the case after reports filtered back to them that the Japanese murdered their prisoners. ‘The Wargame This is a mini campaign based on the final assault on Hong Kong Island, ‘The Japanese objective is to overrun the island and compel the defenders to surrender within five days. The Japanese commander was under great pressure to achieve a swift victory and should he fail he will be in disgrace and commit harakiri. In this eventuality the British are deemed to win the game. ‘A campaign day consists of fifteen turns. In tums twelve to fifteen of each day target location ranges are limited to twelve inches to simulate night-time. ‘The majority of Hong Kong is mountainous and therefore the tabletop action can be confined to the coastal strip and the two 'Gaps’ which run from North to South (Wong Nei Chong and Tai Tam). The wargame Island! is made up of six 8! x 5' tables and the game map is a caricature with the main features represented ‘The defenders should decide on their initial deployment before the game begins. The constraints ‘on deployment are that the West Brigade must occupy tables one, two and four and East Brigade three, five and six. The supporting units can be positioned as the British player wishes. Rapid Fre ra "Te Fal of Hong Kong: 8h 25th December 1947 The Battlefield at Hong Kong B 1 Tl 2 "Power Station [3 B Tai Fee 7 “The Batted at Hong Kong Japanese assault forces must attack at least two of the tables on the first day. These may be any combination of tables one, two or three. Not all Japanese forces can land on the first day and the assault is in three waves. The forces involved in each wave are detailed on the Japanese log sheet. Each wave lands at the beginning of the first, second and third days. To assess the effect of defensive fire from coastal batteries each boat carrying an infantry unit, tank or mortar must be diced for. On the first day each boat has a 30% chance of being sunk, on the second day this risk falls to 20% and on the third day 10%. In this way the decreasing effectiveness of the coastal anillery is simulated. Ifa boat is sunk its load is lost. However, battalion HQs are not subject to this test and land on the island intact. ‘The HQ of the Ist battalion of each Japanese regiment has an attached artillery observer team The log sheets can be used to keep a running casualty total and a note of unit positions at the end of each day. Written orders are required for Japanese bombing missions and sorties by HMS Cieala, No movement between tables is permitted during a day other than a British withdrawal. Forces ‘may move from one table to an adjoining table at the beginning of the following day. Special Rules Terrain ‘The mountainous areas of the island are impassable to all forces. Morale As the Japanese were high quality troops their battalion units only have to take one form of morale check. This must be carried out when unit strength falls to twenty figures or less. A d6 is thrown and if the result is four, five or six the unit is OK; three means no offensive action; two is pinned down; one means withdraw one full move away from the nearest British unit. Tank unit ‘morale tests have similar results. ‘The defenders put up a determined, and at times fanatical, resistance. Japanese attrocities inspired great feats of heroism and consequently in the game the British do not take any normal morale tests. It would, however, be unrealistic to expect them to fight to the last man and therefore a d6 is thrown when the total British strength falls to one hundred figures or less. If the result is one the garrison must surrender, Once a morale check is required by a Japanese unit or by the British garrison a test must be carried out in each following tum. Japanese Bombing Mis Each bomber is armed with six bombs and is permitted three turns over the island. The mission of cach aircraft and the intended turn of arrival should be noted on the log before each day. There are three categories of mission: A = HMS Cicala, B = an artillery battery and C = an infantry battalion position. Once a mission has been selected it cannot be altered during the day. Attacks against B and C targets can only be made on tables where fighting is taking place, therefore if an artillery battery is not an eligible target a mission will be wasted. A d6 is thrown on the turn each aircraft is scheduled to arrive; if the result is an odd number it will be a turn late If the mission is to attack HMS Cicala and the gunboat fails to drive off or shoot down the aircraft a d10 is thrown for each bomb dropped. When two noughts are accumulated she sinks. Any one thrown will wreck one of the 20mm AA guns and a two will knock out a 6” turret. api Fee “The Batted a Hong Kong HMS Cicala ‘The gunboat may only engage targets on the island by firing ‘line of sight. She can appear at one of the points A - E and moves into position on tum d10 (0 counting as the tenth turn). A note of the ordered sortie should be made on the log sheet before each day. If she is subject to an air attack before arrival this should be resolved separately, No bombing missions or gunboat actions are permitted at night, Japanese Order of Battle at Hong Kong 38th Infantry Division (Major General Tadayoshi Sano) nanan | ETE 228 Regiment 229 Regiment 230 Regiment Col. Be Col, Tanaka ca Shoji ‘Three Battalions ‘Three Battalions ‘Three Battalions + Supporting Arms 7 Three Artillery Batteries One Light Mortar Battery ‘Two Light Tank Companies ‘One Medium Tank Company Three bomber Sorties per day Battalion Organisation HQ CO +3 figures ‘Three Rifle Companies 10 figures each ‘Support Company 5 figures, MMG, 2 x 50mm mortar Gun Platoon 3 figures, 70mm infantry gun All troops are 'Regular’. Each battalion has a strength of forty-two figures and is transported to Hong Kong Island in five boats; one for each company and the gun platoon. An additional boat is required for each tank or 81mm mortar and four gunners lery B: 3x 105mm Howitzers 14 gunners Observer Team 2 figures Mortar Battery 2x 81mm mortars 8 gunners Light Tank Company 2 x Model 92 Tanks E class, 1 x MG, medium Medium Tank Company 2.x Model 97 tanks E class, 57mm, 2.x MGs, medium Rapid Fre @ “The Batted ot Hong Kong British Order of Battle at Hong Kong C-in-C Major General Christopher Maltby MC West Brigade East Brigade Brig. Lawson Brig. Wallis 2nd Royal Scots 5/Tth Rajputs 2/14th Punjabis Royal Rifles of Canada Winnipeg Grenadiers (Each Battalion has an attached company of Middlesex MMGs) + Sepporing Arms Four Companies of the Hong Kong Volunteer Defence Corps One Company of naval personnel / marines ‘Two 4.5" Howitzer batteries ‘Two 18 pounder field gun detachments One 3.7" A/A detachment ‘One Bofors A/A detachment ‘Two independant Lanchester armoured cars ‘One gunboat (HMS Cicala) The defenders have twenty pillboxes spread throughout the island (no more than twelve on the northem shore), These have a capacity of four men and an MMG. All British troops may initially bbe dug in and their positions protected by barbed wire. Battalion Organisation HQ CO +7 figures, Boys A/T, 2" mortar ‘Three Rifle Companies 8 figures each Machine Gun Company 8 figures, 2 x MMGs Royal Scots Transport 2.x Bren carriers Other Battalions Transport 1x Light truck All troops are 'Regular' and each battalion has a strength of forty figures. Artillery Battery 2.x 4.5" Howitzers (105mm) 10 gunners Observer Team 2 figures AA Gun 1x3.7"/ Bofors / 18 pounder 4 gunners Independent Companies 8 figures Lanchester Ai E class, twin MG + hull MG HMS Cicala is armed with two 6" guns and two 20mm A/A guns. Each gun has a nominal crew of five if subjected to fire from ground forces, and they are afforded the benefit of hard cover. Rapid Fire 0 "Te Batti at Hong Kong British / Commonwealth Log Sheet for Hong Kong Day I Day 2 Day 3 Day 4 Day 5 West Brigade Royal Scots Winnipeg Grenadiers Ist Co. HK.D.C 2nd Co. H.K.D.C. No. | Battery (6") 3.7" NA No. 1 Lanchester A/C East Brigade 5/Mh Rajputs Royal Rifles of Canada 3rd Co. HK. DC. 4th Co. HK.D.C. Navy / Marines No. 2 Battery (6") Bofors A/A No. 2 Lanchester A/C HMS Cicala British battalions cannot ‘poo!’ their transport. Rapid re oT Tie Bateil at Hong Kong Japanese Log Sheet for Hong Kong Day I Day 2 Day3 Day 4 Day 5 Regiment 228 1st Battalion 2nd Battalion 3rd Battalion Regiment 229 1st Battalion 2nd Battalion 3rd Battalion Regiment 230 Ist Battalion ‘2nd Battalion 3rd Battalion No. | Light Tank Co. )No. 2 Light Tank Co. ‘Medium Tank Co. /Mortar Battery Ist Bomber Sortie 2nd Bomber Sortie 3rd Bomber Sortie The three artillery observer teams are attached to each Ist Battalion HQ and land on the first tum. of day one. Tap Fre 7 "Te Datleiid t Hong Kong ‘Operation Archery' - The Assault on Vaagsé: 27th December 1941 The Battle Soon after his appointment as Director of Combined Operations. Lord Louis Mountbatten initiated planning for a major raid on a target in occupied Europe. The istand of Vaags6 was selected, at the south-westerly tip of Norway. 3 Commando, with some elements of No. 2, was ordered to raid the port of South (Sor) Vaags6, capture it, and destroy coastal guns mounted on the neighbouring island of Maloy. Various installations of value to the occupying forces were also to be demolished, and shipping sunk, before the raiders withdrew. The attack commenced at 8.48 a.m. (first light in these latitudes) with a naval bombardment of the Maaloy battery by the 6" guns of H.MS. Kenya and those of her attendant destroyers; knocking out three coastal guns and destroying the barracks. Three assault groups were then launched against the objectives under cover of smoke bombs dropped by low flying Hampden ‘bombers. The largest - Group 2 - landed below steep cliffs just south of the narrow built-up area and began to fight its way through the town. Group 3 speedily overran the gun positions on Maaloy, whilst Group I met no opposition capturing a strong point far to the south By 10.20 am. casualties had mounted in Group 2 and Group 4, the floating reserve, was launched against South Vaags6 in a sea-bome flanking attack. Groups 1 and 3 were also ‘committed to the battle for the town as they arrived from completing their primary tasks. Group 5 had already gone ashore further up Ulvesund Fjord to crater the road likely to be used by enemy reinforcements Every building was fiercely contested as the raiders used small arms fire, grenades and even petrol to force the German troops northward. The commando's single 3” mortar helped quash resistance at the German HQ in the Elvesund Hotel, whilst nearby the garrison's single light tank was located and destroyed in its garage. By mid-afternoon darkness began to draw in and the commandos were ordered to withdraw. Five hours of strect fighting had seen the garrison virtually wiped out and all the targeted factories and buildings destroyed ‘The Wargame ‘The wargame map indicates landing and entry points for the commando assault groups. The commandos’ objectives are to destroy the coastal guns, factories and other enemy occupied buildings (see map) in South Vaags0. They have twelve tums in which to accomplish these tasks and must begin to withdraw on tum thirteen, The destruction of each objective has a points value: Objectives Points Coastal Gun (two) 10 Elvesund Hotel (HQ) 30 Enemy occupied houses (four) 10 Factories (two) 20 Lighthouse 10 Maaloy Barracks 20 Power Station 30 Wireless Station 10 Rapid Fire 33 ‘Operation Archery ~The Asal on Vagatr 77h Deconber 1947 One hundred and fifty points are required for the British to be able to claim a victory. Groups 2 and 3 land at the points marked on the map at the beginning of their first tur, immediately after the naval bombardment. Group 4 (Floating Reserve) enters the table where indicated on tum two and Group 1 enters along the road on turn four. Group 3 may be redeployed by landing craft if all objectives on Maaloy Island are gained, but may only land on a section of British occupied coastline. ‘The garrison’s aim is to maintain control of the town and island whilst inflicting unacceptable casualties or premature withdrawal on the attackers. German troops begin the game deployed in. any of the eleven buildings (marked 'G’ on the map) or four strongpoints , but a minimum of five figures (including the town CO) must occupy the Hotel. Maaloy Island must be garrisoned by a minimum of fifteen figures, including the gunners. The coastal guns may not be manned at the beginning of the game. The sailors begin the game on board the armed trawler. A figure ratio of 1:5 is used for this action Special Rules British Support Naval gunfire is represented by a two tum pre-game bombardment of observed fire from six 150mm guns (IDF). Only Maaloy Island may be targeted, Demolition Charges Placed against the target each charge is capable (in the following turn) of destroying a tank, one ‘gun or a small building, Two charges are required to destroy a factory, the power station, Maloy Barracks or the Elvesund Hotel ‘Ad6 throw of | means the charge has failed to explode and is now useless. German Defences ‘The German strongpoints may be placed anywhere on the mainland area and can hold a ‘maximum of four figures. All German occupied buildings (see map) are assumed to be fortified and count as hard cover. All other buildings offer soft cover only. The defenders also have six 4" lengths of barbed wire entanglements to position as they wish. Fires Buildings may be destroyed by fire. A minimum of two figures must gain access to a building and remain in it for one full turn to start a fire, during which time they may neither move or fire. If successful they must leave the building in the next turn to survive, as must any defenders still in ‘occupation. Buildings bum for the duration of the game and create a two inch ‘ball’ pall of smoke immediately downwind of their walls. Figures must stay three inches away from the edges of a building on fire. Buildings hit by mortar fire or demolished by charges will bum for a throw of 1 or 2 on ad6. German Tank This is a Pz | that starts the game in the garage next to the Hotel. At the start of the game the German player rolls a d6 to determine the number of turns before the tank is deployed, apd Fire “34 Operaton Archay’= The Assault on Vangst: 27th Doser 1941 Aircraft ‘One Hampden bomber is active over the table on turns one and two and is able to drop a total of four smoke bombs to cover the amphibious assaults. German A/A ‘The defenders have one 20mm anti-aircraft gun mounted on an armed trawler moored halfway along the waterfront. It may engage aircraft, enemy troops in the open and landing craft. The vessel may not get under way and counts as hard cover for the gunners and crew. Prisoners Once declared as surrendered, troops may not resume fighting and must be guarded by one figure per five prisoners British Order of Battle at Vaagsé Military Commander Brigadier Haydon 3. Commando (Colonel John Durnford-Slater) Group | Group 2 Group 3 Group 4 Group 5 ‘Lt, Clement Col. Slater Maj. Spent | | CO+9 figs. — CO+39 figs CO + 19 figs CO+ 14 figs Off Table 3" Mortar 2" Mortar AIT Rifle ‘These troops are all classed as ‘elite’ and undertake morale tests by Landing Groups. They carry one demolition charge per five figures instead of A/T grenades. Landing Craft ‘The commandos are transported to their landing points by’ Group 2 Two LCM Group 3 Two LCA Group 4 One LCA Landing craft / boats travel twice their own length per tum. Troops on board are classed as being, in hard cover and may advance up to 3 from the craft on landing. Infantry within 6" of a landing, may be embarked and the craft turned round ready to leave the beach on the following turn. German Order of Battle at Vaagsé Emplaced on Maaloy 2x 75mm coastal guns 10 gunners On Trawler 1x 20mm A/A gun 3 crew Rapid Fire ‘35 Operaton Archery ~The Assault on Vang: 27th Desa TD4T Garrison Organisation HQ CO +3 figures 181st Infantry Division One Company 30 figures ‘Visiting’ combat unit One platoon 10 figures Labour Corps unit, 20 figures Ammed sailors 5 figures ‘One Pz 1 light tank Ecclass, twin MGs, medium ‘The infantry company has one MMG and one 50mm mortar. All troops other than the Labour Corps unit are ‘Regular’. The construction troops are classed as ‘Poor’. These have been included as combat troops to ‘beef up the defence; accounts of the battle neglecting to mention their role ~ if any. Armed sailors were encountered. All regular troops test their morale as a single battalion. Poor troops test as a separate unit The Battlefield at Vaagsé TTT TAT TTT TT Tp 4 South Vaagsé 4 HO ULVESUND Rapid Fie 36 “The Balild at Vang The Cavalry Charge at Chebotarevsky: 24th August 1942 The Battle ‘The Savoia Cavalleria was one of two Italian cavalry regiments committed to the defence of the Don River line as the Axis advance into Russia reached its limits in the late summer of 1942. When the town of Chebotarevsky was threatened by Soviet troops in regimental strength the Savoia was ordered to attack, and as a consequence, launched the last great cavalry charge in the history of warfare, AAs the Russian troops advanced the Savoia's horse artillery and machine guns opened fire at close range, causing the first line of Soviet infantry to pull back. At this point the Italian commander, Colonel Bettoni, ordered a mounted charge by his 2nd Squadron against the enemy's left flank. ‘As gunfire raked the Russian positions, disordering them as they tried to regain the protection of their trench lines, the 2nd Squadron smashed into their left and rear with drawn sabres and hand grenades. After the 2nd had wheeled and repeated their attack in the opposite direction the 4th Squadron were unleashed in a dismounted assault on the most forward enemy positions. ‘The Russian troops were confused and had suffered heavy casualties, but they still doggedly held their ground. To capitalise on the success of the first attacks Betton now launched the 3rd Squadron (mounted) and the Ist Squadron (dismounted) against the enemy's right. ‘The shock value of these assaults paid off. When the firing finally died away the Soviet regiment had ceased to exist as a fighting unit, with nearly half of its original strength dead or wounded. ‘The Italians were less afflicted, but their casualties still totalled over an eighth of the Savoia's cavalrymen, ‘The Wargame ‘The game is played over fiften turns. The Russian and Italian objectives are to gain control of the Chebotarevsky road by physically holding more of it than their adversaries at the end of the fifteenth tur, ‘The initial start lines of the two sides are represented by trenches (marked on the map). A ‘maximum of two squadrons of Italian cavalry, one Russian battalion and all guns may begin the game dug in on these lines. All Italian troops are classed as ‘Elite’. To ascertain the quality of the Russian troops each battalion throws a d6 when first coming under fire or being charged; evens ‘Regular, odds ‘Poor’. Ail Russian mortar and gun crews are ‘Regular’. Guns and mortars may only fire direct Special Rules In morale tests deduct one for being attacked at close range by mounted cavalry. Rapid Fre 7 "The Cavalry Charge al Chbatarewky: 28th August 1942 Italian Order of Battle at Chebotarevsky ‘The Savoia Cavalry Regiment (Colonel Bettoni) HQ (CO + 5 figures) Squadron Group Squadron Group (Major Conforti) (Major Litta) HQ (2 figures) HQ 2 figures) Ist Squadron 2nd Squadron 3rd Squadron 4th Squadron (Cpt. De Leone) (Cpt. Aragona) (Cpt. Marchio) (Cpt. Abba) (9 figures) ( figures) ( figures) (9 figures) Machine Gun Squadron Two MMG 7 figures Artillery B: 1 x 75mm Field Gun 4 figures ‘Transport Troop 1 x Light Truck, 1 x Motoreycle Russian Order of Battle at Chebotarevsky Soviet 812th Infantry Regiment Regimental Headquarters (B figures) Ist Battalion 2nd Battalion 3rd Battalion Battalion Organisation HQ CO +3 figures Three Rifle Companies 6 figures in each MG Company MMG, 2 figures Regimental Artillery 1 x 76.2mm Infantry Gun 3 figures Regimental Mortar 2.x 81mm Mortars 7 figures Rapid Fire "The Cavalry Gharge a Chote: 24th Angst 1942 The Battlefield at Chebotarevsky Russian Chebotarevsky A et ew Italian Lines Rapid Fire "The Batlle Chotarevky ‘Operation Caravan' - The Raid on Barce: 13th September 1942 ‘The Battle In late August 1942 8th Army was expecting an attack against its El Alamein positions. To interrupt Rommel's lines of communication and thus hamper the anticipated offensive it was decided to launch simultaneous raids on key locations in the Axis rear. The raid on the airfield at Barce was carried out by a New Zealand and a Guards patrol of the Long Range Desert Group under the command of Major Jake Easonsmith, accompanied by Major Vladimir Peniakoff of "Popski's Private Army’ fame. After hundreds of miles of desert travel, which included a hazardous crossing of the Egyptian Sand Sea, the raiders reached the sparsely wooded foothills of the Jebel Akhdar on September 12th and leaguered the following morning in a wadi some fifteen miles from Barce, Easonsmith had fifteen vehicles, a mixture of 30cwt. Chevrolets and armed jeeps. When darkness fell that evening the New Zealand patrol skirted the town and attacked the airfield on its outskirts via an unguarded gate. Simultaneously, the Guards patrol ventured through Baree and launched a devastating diversionary assault on the main barracks. Whilst the two main attacks were in progress Easonsmith drove boldly into the town centre and destroyed a vehicle park; then, fetching 'Popski' from his vigil holding the road to their rear, he returned to shoot up the Italian HQ Leaving over thirty aircraft ablaze, the New Zealanders sped away from the machine gun fire now sweeping the airfield, but taking a wrong tum found themselves faced by a trio of light tanks summoned to protect the stricken headquarters. The patrol commander rammed one of these and cleared the way for a retreat through the town, narrowly escaping death when his second mount, a jeep, overtumed under fire. ‘When the force rendezvoused an overtumed truck forced an hour's delay on their departure. As a result, Italian fighters caught the stationary patrols at daylight and destroyed all but two of their vehicles. Undetered, a walking party led by Easonsmith and a truck carrying Popski and the wounded eventually reached safety, to discover that of all the raids launched on the 13th theirs hhad been the only one to succeed. The Wargame ‘The raid on Barce was a small scale raid, therefore the suggested figure and vehicle ratio is 1:2, with a greater scaling down of buildings and aircraft to fit the action onto our standard eight fect by five feet table. ‘The L.R.D.G's prime objective is to destroy aircraft. Three models represent the Italian squadrons parked on the Barce airfield. Their secondary objectives are the barracks, vehicle park, {garrison HQ and a strongpoint on the road into the town. At least three secondary objectives must be attacked during the course of the raid to simulate the diversion of the Italian forces attention from the airfield attack. The L.R.D.G, must leave the table by the end of tum fifteen. ‘The Italian objective is to thwart the attack on the airfield and to destroy the raiding party ‘The L.R.D.G, are classed as ‘Elite’ and morale tests apply to patrols. The Italian troops are ‘Regular’, testing by platoons. Rapid Fire ‘GO ‘Operaton Caavas ~The Raid on Barc 13th Seponber 1942 Special Rules Detection The L.R.D.G. force is only detected at the first shot or explosion or as a result of a successful test by the Italian player using the following table: Roll a d10 at the end of each L.R.D.G. tum for percentage chance of detection. Tum Raiders Vehicles Half Speed Full Speed 1 10% 15% 2 20% 30% 3 35% 55% 4 55% 90% Crash gates take one full move to open silently, -3" vehicle movement to ‘crash. The main gate is ‘open. Destruction of Aircraft Aircraft can be destroyed by machine gun and 20mm fire as per softskin vehicles. One nominated truck carries three short-fused bombs which may be attached and set by one figure being in contact with a plane for a full turn, Bombs explode on the second turn after being positioned and destroy the aircraft. Defenders ‘Two platoons and the mortar must begin the game in the barracks. The MMGs and mortar are attached to the platoons for morale purposes. The Italian CO must begin the game in the town ‘centre HQ. No movement or firing may take place until the raiders are detected. ‘The entire game takes place in darkness, but allowing for the illumination of tracer, fires and flares (assumed to be in evidence after the force is detected) the maximum range for observation is deemed to be 24" for non-firing targets and 48" for those firing. Reinforcements in the shape of ‘two CV35 light tanks arrive on table at point A (see map) d6 plus one turns after detection of the raiders. ‘The CV 35s must take a compulsory morale test when first coming under HMG fire. Rapid Fire a "Operation Caravan? The Rann Bare 1h Sear 194 L.R.D.G. Order of Battle at Barce CO Major Jake Easonsmith @ fuss, jeep) Major Vladimir Peniakoff (2 figures, jeep) ‘New Zealand Patrol (T) Guards Patrol (G) LA. Nick Wilder Sgt. Dennis (CO +7 figures) (CO +7 figures) 1x Jeep 1 x Jeep 2x 30ewt Chevrolet 1 x 30cwt Chevrolet 1 x 30cwt Chevrolet (with 20mm Breda) AAll jeeps are armed with twin Vickers machine guns mounted for firing by the front scat passenger. Chevrolets carry passenger fired single Vickers guns and single rear-mounted HMGs (except for the 20mm autocannon armed vehicle). Italian Order of Battle at Barce Barce Garrison HQ 5 figures Four platoons CO + 14 figures each ‘Two MMG 6 figures One 45mm mortar 2 figures Four light trucks and car (in vehicle park) ‘Two light trucks (in barracks) Reinforcements 2x CV 35 light tanks E class, twin MG, medium Rapid Fire G@__ Operation Caravari- The Raid on Bucs 13th Sepcmbar 1942 The Battlefield at Barce + wa /ewa DoW ¥] FRrcdouons _ oo, ae5 UeW auvNOS Wy LJ LH... . aoreg yeoy| orot - payed usp) "Tie Datel Bare Raid Fire The Landings at Safi: 8th November 1942 ‘The Battle ‘The American assault on Safi was part of Operation Torch, the Allied invasion of French North Africa. Under the command of Major General Harmon, Sub-Task Force Blackstone was charged with capturing the port selected to disembark the medium armour for the attack on Casablanca - some one hundred and forty miles to the north-cast. Two battalion landing teams were assigned to the attack, one directly assaulting the harbour, the other landing eight miles to the south. Safi was defended by approximately one thousand Vichy French troops, supported by some obsolete armour, two batteries of artillery and four 130mm coastal guns emplaced on cliffs to defend the bay. The attack got under way in the early hours with a coup de main against the harbour by two companies of infantry carried in two converted destroyers.- the Bernadou and the Cole. Simultaneously a wave of landing craft delivered light tanks and a recce unit to Beach Green in the far comer of the harbour. ‘Successive waves landed the bulk of the Ist Battalion Landing Team on Red, Blue and Green beaches before daybreak and as naval gunfire neutralised the French coastal guns the Americans moved inland to secure harbour installations and the town. Key facilities such as the petrol storage depot and post office were in American hands by first light. ‘Now able to see their targets, the defenders poured heavy fire down onto the beaches. Coupled with the difficulty of ‘drying out! temporarily immobile tanks this led to inertia amongst the follow-up troops until Colonel E.H. Randle personally led them forward. With air-spotted shelling from USS Philadelphia knocking out French guns that had threatened the Task Force vessels, the tank transports were able to dock by midday, but fighting involving French tanks and USS. mortars continued around the town's barracks until mid afteroon, ‘To the south the 2nd Battalion Landing Team had experienced difficulties and by the time they were ready to move north from Beach Yellow the port had been secured. ‘The Wargame ‘This is an amphibious coup de main and follow-up landing based on the Safi assault. The ‘American objective is to clear enemy forces from, and hold, the following: Objective Points Harbour area (a 2" square zone) compulsory Post Office / Telecommunications Centre 10 Barracks 15 Station 5 Fuel Dump 10 US. failure to secure the harbour and at least 30 objective points by the end of fifteen moves will result in a French victory. Each move represents approximately one hour of the real battle, The first four moves take place in darkness. Rapid re a "The Landing at Sal 8h November 1942 The Battlefield at Safi "The Haale Salt @ Rapid ie Special Rules ‘The Harbour Assault ‘The Harbour Assault force moves onto the table on move one, French troops on the quaysides stand the following chances of detecting the attack: 20% on move one, 40% on move two, 80% ‘on move three, automatically on move four. On detecting enemy vessels they may both fire and switch on their searchlight, which will inflict normal observation ranges on one nominated craft. ‘The Americans have one chance at shooting this out per move - evens on a d6 destroys the light. ‘When all the crew, troops and vehicles aboard a vessel have been eliminated it is considered sunk. Surprise ‘Only one third of the defenders are initially active. In the tum after firing has commenced another third may begin to move and fire. The remainder of the force then becomes active in the following tum, Inactive troops are restricted to buildings or tents. ‘Tank Landing When a U.S. tank lands at any beach a d6 is thrown. The score gives the number of moves the vehicle must remain stationary to ‘dry out. This does not prevent it firing, USS. Support Naval gunfire is represented in three stages. ‘The first, codenamed ‘Batter Up’, represents the destroyer Mervine ‘shooting-in' the coup de main force. This consists of two observed rounds of 150mm artillery fire per move for a maximum three moves. Only French units or guns who have opened fire may be targeted, The second, ‘Play Ball, represents battleship New York's fire against the coastal guns and may ‘only commence after the latter has opened fire. Every move a d6 is thrown: 5 or 6 being needed for a direct hit. The effect of direct hits is cumulative. The first hit stops the French guns firing for one move, the second for two moves and the third knocks it out. ‘The third stage represents air-spotted fire from the cruiser Philadelphia. A U.S. float plane may loiter over the table for three moves, succeeding in transmitting the target's position every move unless a 1 is thrown on a d6. Gunfire is represented by two observed rounds of 150mm artillery fire per move. The plane also carries three bombs which may be dropped in a move (or moves) when observation is not taking place. Air support consists of three daylight moves over the table for a Wildcat fighter from the carrier Santee. FOR POLITICAL REASONS NO HEAVY WEAPONS MAY BE USED AGAINST THE TOWN OF SAFI French Suppor ‘The guns at Pointe de la Tour (the Batterie Railleuse) are represented by a turret mounted 130mm weapon and director tower in a single complex. It may fire one observed round per move once U.S. forces have been detected, but may only target Allied vessels in the harbour. Rapid ie « The Baile Salt French air support was sparse and belated, but I have allowed two daylight moves over the table for a single fighter (suitably adorned in Vichy stripes!). American Order of Battle at Safi (6th Division, 47th Regiment) 1st Battalion Landing Team (Colonel E.H. Randle) Battalion HQ (Lt. J.W. Calton) (6 figures) * Harbour Assault Force ‘HQ (4 figures) K Company L Company Support Company (9 figures) (9 figures) (4 figures, MG, Lt. mortar) (On board the ‘Bernacole' - 4 crew, 1 x 20mm and | x 3" (76mm) gun. Its bulwarks and deckhouse offer hard cover and it can move forward or backward a maximum of its own length every tum.) Green Beach Wave 1xLCM (hard cover) 1x MS Stuart 2.x recee jeeps 6 figures Follow-up Waves ‘There are three follow-up waves, each consisting of three LCVP / LCM. One landing craft must be designated to land at Red Beach LCVPs only, onc at Bluc Beach and one at Green Beach. Wave One may appear on table as soon as the ‘Bernacole’ lands, with others following as the beaches are cleared. Select waves from the following: LCvP CO +9 figures LCVP CO +9 figures LCvP 1 x Jeep, 1 x 37mm A/T gun 3 crew LcvP CO+9 figures LcvP CO +9 figures + Batt. HQ LCvP Jeep, 1 x 75mm howitzer, 3 crew LcvP Support Company 1x MMG, 1 x HMG, | x 81mm mortar LeM 1xM5 LeM 1xMS Rapid Fire a “The Bald a Sal French Order of Battle at Safi The Safi Garrison (Captain Deuve) HQ (6 figures + 1 x staff car) 2nd Foreign Legion Battalion 2nd Moroccan Tirailleur Battalion Battalion Organisation HQ 4 figures ‘Three Infantry Companies CO + 9 figures each Machine Gun Company 1xMMG_ Anti-tank Gun Platoon — 1x 25mm A/T 3 figures Atillery Battery 2x 75mm 7 gunners ‘Armoured Car Platoon 1 x armoured car, MG only ‘Tank Company 3 x light tanks Anti-aircraft Platoon 2xMMG Rapid @ Tie Batol a Sat Modelling the Terrain All of the scenarios in this book can be played on a flat 8' x 5' table top, using rudimentary scenery or even chalked lines to represent terrain. However, as the photographs suggest, we feel that attention to the appearance of a game is important and the following hints are aimed at increasing the reader's ability to model their battlefields more effectively. Many of the preceding scenarios were played over terrain modelled on 2' terrain. squares, supplemented by a lesser number of 2' x I' and 2' x 6" sections and all constructed from either 2" thick expanded polystyrene or ¥4" chipboard. Boards made from the former are now widely available from commercial sources and combine lightness with the ability to 'sink’ features below ground level; chipboard sections have to be homemade, are relatively heavy, and allow no sunken features, but are stronger, less bulky and tend to ‘sit’ and interlock more reliably than their lighter cousins, Design and Construction of Terrain Boards with no roads, or with a network of tracks that leave midway along three or more sides give the most flexible terrain sections. We tend to construct railways and river / wadi sections on 2' x 1’ or x 6" boards that can be slotted across or along the table when required. Some of the scenarios utilise ‘specials’ with more limited application such as the cliff section and harbour constructed for ‘Safi In the case of both polystyrene and chipboard bases we build up relief with expanded polystyrene ‘or fibreboard cut roughly to shape with a knife and saw, glued to the terrain section with ‘ceiling tile! cement and then cut and surformed to the desired shape. Cutting or sanding of these materials should only be carried out when wearing a protective mask, To give a tough, textured surface to both relief and flat boards a mix of decorator's textured finish and fine sawdust is applied. The more flexible (and unfortunately expensive) types of finish (eg, Polytex) being recommended for maximum durability. This material can be easily applied with a 1" or 2" brush, ensuring it is of sufficient thickness to conceal joints and unrealistically abrupt angles, but avoiding accumulations thicker than ‘" as they tend to dry very slowly. Powder paint can be included in the mix to take the ‘edge’ off its whitenesss before application. ‘When satisfied with the basic groundwork, features such as roads and tracks are etched into the wet material. A thin plywood or plastic card former, the width of the road, is swept over the texture to create the road bed and this can be scored with a cocktail stick or paintbrush end to create ruts. For a more even surface allow the road to dry and add a thin skim of ripple-effect textured finish, which is a creamy version of its gritty twin. This material is also used for sealing the surface of sea or river sections, giving a smooth and (if skimmed on) flat surface if desired, or low waves and rapids if applied thickly and teased into shape with a palette knife. AAs the textured finish dries it can be worked to give a semblance of rocky outerops or ploughed land, but we normally leave several flat areas to take removeable buildings, trees ete. when the terrain is complete Rocks, scree and boulders add further character to rugged landscapes and budgie grit, pebble dashing stone and car park chippings give a graduated variety of loose topography that can be supplemented by garden stones. The largest boulders are embedded into wet groundwork in clusters then surrounded with smaller rocks. Finally, grit is sprinkled between and around the feature, blending it into the surrounding landscape. Rapid ie @ Modeling the Terai

You might also like