TWANDT

110

Transcript of TWANDT

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Contents

PART ONE THE RULES

1. Turn Sequence, Cards and Dice .................................................................6

1.1. The Cards....................................................................................... 6 1.1.1. Compulsory & Optional Cards ......................................................... 6 1.1.2. National Characteristic Cards ......................................................... 9 1.1.3. Assembling the Game Deck...........................................................11 1.1.4. Making the Cards .......................................................................11

1.2. A Word on Dice ...............................................................................11 2. Blinds ............................................................................................... 12

2.1. What Can Blinds Do? .........................................................................12 2.2. The Fog of War ...............................................................................13 2.3. Hidden Units ..................................................................................13 2.4. Orders..........................................................................................14

3. Initiative and Big Men ........................................................................... 15 3.1. Unit Initiative Dice...........................................................................15

3.1.1. Effects of Combat......................................................................15 3.1.2. Using Reserved Dice ...................................................................15

3.2. Big Men and Tactical Initiative.............................................................15 3.2.1. How Does A Big Man Get Tactical Initiative?.......................................15 3.2.2. What Can a Big Man Do With His Tactical Initiative? .............................16 3.2.3. What is a Big Man Bonus? .............................................................16 3.2.4. What Defines Whether a Unit is “Engaged” or not? ..............................17 3.2.5. How Many Men Can My Big Man Influence? .........................................17 3.2.6. Can He Influence a Blind that He is Operating On? ...............................17 3.2.7. Can He Move on a Squad/Section Card? ............................................17 3.2.8. Can he Rally Units?.....................................................................17 3.2.9. Can He Combine Units?................................................................17 3.2.10. What's His Command Radius? ......................................................18 3.2.11. Is He Part of the Fire Teams?......................................................18 3.2.12. What Happens if a Big Man Dies? .................................................18

4. Spotting ............................................................................................ 19 4.1. Automatic Spotting ..........................................................................20 4.2. Unspotted Troops Wishing to Fire .........................................................20

5. Movement.......................................................................................... 21 5.1. Blinds Movement .............................................................................21 5.2. Infantry movement...........................................................................21

5.2.1. On Table Movement....................................................................21 5.2.2. Taking Cover ............................................................................21 5.2.3. Effects of Wounds on Movement.....................................................21 5.2.4. Terrain Effects on Infantry Movement ..............................................22 5.2.5. River Crossings..........................................................................22 5.2.6. Enhanced Movement...................................................................22 5.2.7. Digging In ................................................................................23

5.3. Support Weapons Movement ...............................................................23 5.4. Vehicle Movement............................................................................23

5.4.1. Boggy Terrain ...........................................................................23 5.4.2. Vehicle Spacing.........................................................................23 5.4.3. Debussing, Limbering & Unlimbering ...............................................24 5.4.4. Prolonging Artillery ....................................................................24

5.5. Group Moves ..................................................................................24 5.6. Aircraft.........................................................................................24

6. Fire Against Infantry............................................................................. 25 6.1. Small Arms ....................................................................................25

6.1.1. Firing With Fire Teams ................................................................25

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6.1.2. Pinning Fire .............................................................................28 6.1.3. Weapon Jams ...........................................................................28 6.1.4. Grenades ................................................................................28 6.1.5. Rifle Grenades ..........................................................................29

6.2. Machine Guns .................................................................................30 6.2.1. Tripod Mounted MMGs, HMGs and Auto-Cannon...................................30 6.2.2. Fire Lanes ...............................................................................30 6.2.3. Aggressive Targeting...................................................................30 6.2.4. Closed Armour MGs ....................................................................30 6.2.5. Multiple Barrelled MGs & AutoCannon ..............................................30

6.3. Flamethrowers................................................................................31 6.4. Snipers .........................................................................................31 6.5. Sentries & Outposts..........................................................................32

6.5.1. Scouts ....................................................................................33 7. Fire Effect ......................................................................................... 34

7.1. Casualties......................................................................................34 7.2. Casualty table ................................................................................34

7.2.1. Near Miss ................................................................................34 7.2.2. Wounds ..................................................................................34 7.2.3. Dead......................................................................................34 7.2.4. Hits on Big Men .........................................................................34

7.3. Multiple Unit Targets ........................................................................35 7.4. Removal of Wounds, Recovery of Cohesion ..............................................35 7.5. Morale..........................................................................................35

8. Indirect Support Fire ............................................................................ 36 8.1. Getting Indirect Fire.........................................................................36

8.1.1. Firing Procedure........................................................................36 8.2. Weapon Kill Zones ...........................................................................37 8.3. Artillery and Mortar Fire Effect ............................................................37 8.4. FOs..............................................................................................38 8.5. Barrages & Adjusting Fire...................................................................38 8.6. Ammunition Restrictions ....................................................................39 8.7. Deploying Smoke .............................................................................39

9. Direct Fire Artillery Support and AFV’s firing HE.......................................... 40 9.1. Firing Method .................................................................................40

9.1.1. Hitting the Target......................................................................40 9.2. Direct Fire Against Buildings ...............................................................41

10. Fire Against Vehicles ............................................................................ 42 10.1. Initiating fire and calculating hits ......................................................42

10.1.1. Target Acquisition...................................................................42 10.1.2. Ranges ................................................................................42 10.1.3. Hitting the Target...................................................................42

10.2. Calculating Damage.......................................................................44 10.2.1. Penetration ..........................................................................44 10.2.2. Damage to AFVs .....................................................................45 10.2.3. Damage Definitions .................................................................49 10.2.4. Damage to Transport Vehicles ....................................................49 10.2.5. Crashes & Run-Downs...............................................................50 10.2.6. Damage to Anti-Tank guns .........................................................50

10.3. Infantry Anti Tank.........................................................................51 10.3.1. Man Portable Anti Tank Weapons.................................................51 10.3.2. Desperate Straits ....................................................................51 10.3.3. Tank Killer teams ...................................................................51 10.3.4. Infantry Against Dug in Tanks .....................................................52 10.3.5. Infantry Against Transport Vehicles ..............................................52

10.4. Damaged Vehicles.........................................................................52 10.5. Flamethrowers Against Armour and Vehicles .........................................53 10.6. Artillery or Mortar Fire Against AFVs...................................................53

10.6.1. Indirect Fire versus AFVs...........................................................53 10.6.2. Direct Fire HE versus AFVs.........................................................53

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11. Battlefield Features ............................................................................. 54 11.1. Booby Traps ................................................................................54 11.2. Bunkers & Pill Boxes ......................................................................54

11.2.1. Pioneers Against Bunkers ..........................................................54 11.3. Smoke Dischargers ........................................................................55 11.4. Barbed Wire................................................................................55 11.5. Minefields ..................................................................................55 11.6. Remote Control Explosive Tanks........................................................55 11.7. Burning Buildings ..........................................................................56 11.8. Searching ...................................................................................56

12. Go Commando!.................................................................................... 57 12.1. Specialist Tasks............................................................................57 12.2. Parachuting ................................................................................58 12.3. Shooting Up Unusual Targets ............................................................58

13. Close Combat...................................................................................... 59 13.1. Procedure ..................................................................................59 13.2. Result of close combat ...................................................................59 13.3. Ramming Tanks ............................................................................60 13.4. Tank Over-Runs............................................................................60

13.4.1. Against infantry in the open.......................................................60 13.4.2. Against Dug in Troops...............................................................60 13.4.3. Crushing Foxholes ...................................................................60

13.5. Prisoners....................................................................................60 14. Hooray for Hollywood! .......................................................................... 61

14.1. Personal Attributes .......................................................................61 14.2. Dramatic Grenades........................................................................61 14.3. Medic!.......................................................................................61 14.4. Medals.......................................................................................62 14.5. Quirky Tanks ...............................................................................62

14.5.1. Turret Types .........................................................................62 14.5.2. Tank Guns ............................................................................62 14.5.3. Heavy Armour........................................................................62 14.5.4. Ronsons ...............................................................................62 14.5.5. Schürzen ..............................................................................63 14.5.6. Tank Crew Quality ..................................................................63

14.6. Voluntary Deployment on the Tea Break ..............................................63 14.6.1. Reserved Dice on the Tea Break ..................................................63

15. Umpiring and Solo Wargames .................................................................. 64 15.1. Umpiring T.W.&T..........................................................................64 15.2. Getting started ............................................................................66 15.3. Going Solo ..................................................................................67

PART TWO

TROOPS, WEAPONS AND TACTICS Organising and Using Your Force ……………………………………………………………………………………… 69

Great Britain and Her Empire …………………………………………………………………………………………… 70

German Reich……………………………………………………………………………………………………………………… 78

Union of Soviet Socialist Republics…………………………………………………………………………………… 87

United States of America …………………………………………………………………………………………………… 93

Triangular Tactics Introduced ………………………………………………………………………………………… 101

Generating Scenarios ……………………………………………………………………………………………………… 102

APPENDIX 1 : Template Blinds 107

APPENDIX 2 : Cards 108

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Introduction

Writing a set of wargames rules is, for me at least, one part inspiration and ninety-nine parts perspiration. It is true that without the former the latter is merely a pedestrian exercise in rehashing old mechanisms to suit the current project, and what often results is as uninspiring as that process itself. I mention this as here the reader who has experienced our Company level rules, I Ain’t Been Shot, Mum! will see much that is familiar. Indeed, these rules could easily be called “Son of IABSM”, unsurprisingly as it was in the same castle laboratory on Lard Island that they took their first faltering steps. It is hoped, however, that further examination will show that whilst there are common genes there is also much to set the two rule sets apart and it is these differences that make the two games feel quite different in play. So, why write a second set of WWII rules when I have, with regularity, insisted that platoon level games can be played with IABSM, and have written numerous scenarios to prove that? Well, much of the inspiration for these rules has come from the truly outstanding figure ranges that are now being produced in the larger scales, be they 28mm or 36mm. Whilst we see these being used regularly with IABSM there is the pragmatic issue of space to be considered with these larger models, as most of us do not enjoy the luxury of unlimited room. It is for these smaller games that Troops, Weapons & Tactics has been developed. But it is not just wonderful figures that has driven this project along. Within T.W.&T. we have sought to examine further the human face of the battlefield. To us the fractional differences between calibre and armour thickness are of less importance then the impact that men have on the course of an action. Time and again in historical accounts we see how the success of a mission depends not on what rifle men happen to be armed with, but the mettle of the men who lead them. As with most of our rule sets T.W.&T. uses a card driven system to represent the ebb and flow of battle. Central to the game is the system of Tactical Initiative which allows the better commanders to drive along their plans whilst lesser men struggle. Above all else these rules are written to provide an enjoyable, fun game with plenty of action, as suits this lower level of platoon action where the fire team is the smallest unit. Part Two of this book serves as a supplementary section that covers the troops, weapons and tactics used by the four major nations of the Second World War. I would recommend that the gamer reads this section, and, as space limits just how much we can say on the subject, looks further afield to understand how soldiers fought in reality. War is an unforgiving pastime, errors are paid for in blood and lives, and I make no apology for the fact that T.W.&T. can produce realistically bloody results if the basic commonsense rules of warfare are ignored. If, however, the gamer utilises the tactics used by his historical counterparts, employing both fire and movement in concert, then he will both considerably improve his chances of victory and, hopefully, gain a greater appreciation of warfare at platoon level in the 1939 to ’45 period. For those who are interested in such details, the time scale used within these rules is one turn to roughly twenty seconds of action. Ground scale is pretty much 1:1 for 28mm figures, naturally men vary in size but an inch on the tabletop is around six feet, or two yards. We have used Imperial measurements throughout these rules as we consider them to be infinitely superior to any Johnny-come-lately alternatives. My thanks must go to the merry band of play-testers around the world who have provided a fantastic level of input and served as a sounding board for some of my dafter ideas. All of the photographs that can be seen in these rules feature the fantastic range of figures from

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Bolt Action Miniatures who very kindly supplied them. These have been expertly painted by that Adonis of the brush, Flyingonads Studios. Richard Clarke 2007 Note on Terminology: It should be noted that some terms used in this book are interchangeable, in particular the terms “section” and “squad” to describe the eight to twelve man units that are the building blocks of a platoon. These are the British and US Army versions respectively, and whilst I have sought to say “section or squad” throughout this does become somewhat tiresome and can interrupt the flow of the text. Consequently I sometimes use one term or the other, chosen entirely upon a whim.

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1. Turn Sequence, Cards and Dice Unlike the predictable order of alternate movement, Troops, Weapons & Tactics uses a variable turn sequence determined by the turn of cards during the game. This creates ever changing shifts in initiative throughout the game. The cards are shuffled by the umpire, or one of the players in the absence of an umpire, who turns them over one at a time in sequence. Each card represents a specific unit or leader, a characteristic of the forces involved in that particular battle or Tactical Initiative Points, and these are acted upon or set aside before the next one is turned. Once the “Tea Break” card is drawn all cards will be placed back in the pack and reshuffled, at which point the next turn begins. Thanks to the “Tea Break” card not every unit will move or fire in each turn. This is a key part in the rules, and plays a major part in representing the friction on the battlefield that any real accounts of war tell us about.

1.1. The Cards For each game a unique card deck may be created which allows us to represent forces in an historical fashion. This is not just about how many men are in a section, or what weapons they have, but also about how that force was trained, what its state of morale and motivation was, and how well it was led. This game specific card deck is created using the following cards: Compulsory Cards Tactical Initiative Cards Axis Blinds Move Allied Blinds Move One card for each squad, section, or vehicle. One card for each "Big Man" Tea Break

Optional Cards Off Table Fire Mission On table Support Units Random Event National Characteristics cards

1.1.1. Compulsory & Optional Cards Tactical Initiative Cards These cards represent the abilities of the various leaders, “Big Men” in the parlance of T.W.&T., to animate the battlefield by getting their troops to move and function in a coherent fashion. There are four levels of Tactical Initiative Cards available, mirroring the four levels of Big Men, from the plodder to the heroic leader. When these cards are dealt they are left on the table by the dealer until the next Big Man card is turned. At this point the number of Tactical Initiative cards dealt of his class or below are added to any inherent Tactical Initiative that he may have to represent his Tactical Initiative Tally (T.I.T.). He may then use these Initiatives, as detailed in section 3.2, to control the forces around him. Once he has completed his go any remaining balance of Tactical Initiative cards are left in play for any subsequent Big Man to use. It is important to note that Big Men using Tactical Initiative cards will use the lowest denomination cards first, thereby leaving the higher value ones in play if a surplus exists.

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Blinds Move One “Blinds Move” card should be included in the deck for each side. This system allows hidden troop movement during the game for units who have not been identified by the enemy. All units start the game as undetected ‘blinds’. These are the oval unit markers as shown in Appendix 1 to these rules or can be downloaded from our Yahoo discussion group. When the card turned over is the Blinds Move card for one side, all of the currently unspotted units of that side may use their initiative dice to move, spot and/or deploy in order to fire. You may chose to reserve dice for use later in the turn, but these can only be used for spotting or firing. Further details on blinds can be found in Section 2. Squad or Section Cards A card should be included for each squad or section. When the card turned over is one of your section cards, that unit may utilise some or all of their initiative dice for that turn, i.e. they may spot, take cover and/or fire. The squad may act as a whole, doing the same thing, or may split into teams as identified in the order of battle section for the various nations. The cards will not appear in the same order each turn, and indeed some may not appear during a turn, thereby making co-ordination of movement more difficult. Within each of your sections or squads each team will have its own dice which it can use as you wish. A team may choose to act immediately its card is turned, however you can choose to reserve dice for use later in the turn. This is particularly important for a unit that wishes to move but whose card is dealt before a Big Man can motivate it to do so. Movement can only occur on the turn of the Big Man’s card, with him using his Tactical Initiative, it cannot be reserved for later in the turn. These reserved dice may be used at any point the gamer chooses in the remainder of the turn, but they can only be saved until the Tea Break Card is turned, at which point they must be used or lost. As an aide-memoir the reserved dice may be placed with the unit until the end of the turn. Support Weapons Cards These will be for any infantry served and portable weapons that are not attached to one of the infantry squads or sections. This could be light mortars, hand held anti-tank weapons, or a separate MMG. AFV and Anti-Tank Gun Cards Individual cards are added to the pack for each of vehicle or anti-tank gun on the table. A troop of three Shermans, for example, will have three cards representing them.

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Sniper Representing a single man or two man team operating on the table or as part of a squad. If more than one sniper is present then use multiple cards, with the player choosing the order in which they are activated. Reinforcements A Commander may decide, or the scenario dictate, that some troops will arrive during the battle rather than at the start. The turn of arrival will be noted, and the actual arrival dictated by the turn of a specific reinforcement card. For example an infantry squad expected to arrive on turn 5 will actually arrive the fifth time the “reinforcements” card is turned. This unit will be placed at its point of entry to the table on a ‘blind’, and will then be activated when the relevant ‘Blinds Move’ card is turned. For the sake of secrecy an umpire may chose to use a blank card for this function, or may give the Random Event card this additional role. Big Men Cards These cards are used for every officer and NCO on the battlefield who is leading a squad or section and the platoon’s officer and in some cases a senior NCO. These are the men who you are reliant upon to make things happen, animating the battlefield by their presence. Big Men are discussed in greater detail in Section 3.2. Fire Support This should be a rare event at the level we are gaming other than the platoon’s inherent light mortars and maybe medium mortars from Battalion. It covers fire missions that have been previously requested by an authorised Big Man, and remains in the pack only while support is available. More than one card will be used where both off-table artillery and on-table artillery are available. FOO Forward Observers may control any incoming artillery fire, adding to its effectiveness. Fire thus controlled may only be adjusted when the FOO card is turned. An FOO figure may not fire any weapon but may move with dice appropriate to his troop type. If no FOO is present then a Big Man, with the correct communication channels available, may take on this role. Details on FOOs in T.W.&T. are to be found in Section 8.4. Tea Break The “Tea Break” card marks the end of that turn. All cards are returned to the pack and shuffled. Any unit whose cards were not dealt in that turn may now fire at any visible target, but not move or spot. This is done in the following order.

1. Any units automatically spotted are deployed 2. Any reserved dice must now be used or lost. Firing is calculated 3. All pins or suppressions are removed. 4. Any relevant cards are added or removed from the deck.

Double Tea Break Option

Friction on the battlefield is a frustrating reality. With the system outlined each card has a 50% chance of appearing before the Tea Break. This for me gives the level of balance that I like, it makes skilful and dynamic use of the Big Men critical to get a job done. I do know, however, that some gamers prefer a little less friction and a little more control. If that is the case you may like to use two Tea Break cards, one being an advanced warning that the turn could be ending soon. This gives each card a 67% chance of being dealt each turn. Try it and see which suits you best.

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Random Event On this card a D6 will be thrown. On a roll of 6 a random event will occur. The gamer may choose to concoct his own random events, but the list here should normally suffice to add some colour. Roll a D6

1. Stray artillery rounds hit the table. Dice randomly to see where they hit, affecting any fire teams in a 12” square. Each team rolls three dice on the 12” to 24” column of the fire table at OK effect.

2. Aircraft! But whose are they? No movement for the remainder of this turn. 3. Fire starts. A building (or other flammable terrain feature if no buildings are

present) has caught fire. It will burn for the remainder of the game, producing a 6” smoke screen in the direction of the wind.

4. Ammo running low! The side belonging to the last unit that fired has an Ammunition Shortage card added to the deck.

5. “It’s the CO, sir”. A message from the attacking player’s Battalion commander leaves him in little doubt of his mission’s importance. On his next card he received Four additional Tactical Initiatives automatically. If neither side is designated as the attacker then a dice roll should decide which unit benefits from an angry phone call.

6. The attacking side, or one side at random if both are considered the attacker, receives reinforcements of one infantry squad on their table edge. Remove the random event card from the deck.

1.1.2. National Characteristic Cards

All of these cards will be nation specific and exact details of their use will be covered in Part II of this book, Organising & Using Your Force, and subsequent theatre specific modules. Blitzkrieg/Armoured Bonus Move The player may move, but not fire or spot, with any of his own tanks, and/or armoured vehicles that he chooses, as long as they form a group where none are further than 12" from any other functioning tanks/armoured vehicles in the group. This may result in a double move for these armoured vehicles and any associated troops such as infantry riding on or in them. It may also allow a vehicle that otherwise may not move and fire to do so. Units may not undertake any actions other than movement. Rapid Deployment One group, of the player's choice, that is still on a blind card may move immediately, even if they have already moved. For particularly large games one of these should be included for each Platoon present. In this situation the player can still use them to move any blind from any of his platoons. Reconnaissance Force A specific recce unit may take an additional turn over and above its normal card, moving, spotting or deploying smoke, but not firing. Petrol Shortage/Vehicle Breakdown Either option can be used, depending on the situation, and may be extended to any vehicle, not just tanks. When the card is turned a D6 is rolled. On a 6 one tank has run out of fuel or broken down. Dice randomly for which tank is affected. This card may be removed when all tanks have run out of fuel or broken down. An option can be to apply this only to tanks or vehicles that are currently deemed to be moving. Tank Killer Bonus One group of tank hunters may move, taking an extra full turn, moving or attacking as they wish.

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AT Bonus Fire The player may fire any one of his own AT guns or infantry AT weapons that he chooses once. This may result in double firing, or in a gun that may not otherwise move and fire to do so. His gun is presumed to be aimed rather than snap firing. No actions other than firing are permitted on this card.

Machine Gun Bonus Fire The player may fire any one HMG, MMG or LMG team of his choice, even if it has already fired this turn.

Mortar Bonus Fire The player may fire any group of mortars of his choice, even if he has already fired or moved this turn. Ammunition Shortage This card may be used for any force that is running short of ammunition. This can be added to the pack at any time during a game. If this card is then turned immediately after a unit of that nation has fired it will be assumed to be running short of ammunition. From this point hence, or until re-supply if that is an option within the scenario, it may only fire at short range. If an umpire is available, only the player commanding this unit should be made aware of its new status. Poor Fire Discipline In the heat of battle some troops find themselves unable to maintain the fire discipline that their commanders expect of them, and open fire on any visible enemy. If the scenario dictates that a unit with fire discipline is present then this card will be included in the pack. Once the card is dealt a force with less than perfect fire discipline will roll a D6 on the following table. Poor Fire Discipline Fails on 1 or 2 Dreadful Fire Discipline Fails on 1 to 3 Abysmal Fire Discipline Fails on 1 to 4 If the dice roll indicates that the force has failed, then one fire team of the controlling player’s choice that is thus far unspotted and has line of sight to an enemy unit will be placed on the table and will open fire on any enemy unit visible to it. Any reserved dice that the unit has will be lost, and should its own card be dealt later in the turn then it is ignored. No benefit will be gained from any Big Man that is with the unit. Uhraaaahhh!/Banzaaaaaaai! The player may launch an attack with any number of infantry units that he chooses, as long as no unit is further than 9" from any other single unit in the group. This will automatically unpin or un-suppress any unit taking part. He must use all of his dice for movement. To do this the unit must be accompanied by a Big Man, and the enemy must be within viable charge range, i.e. within the number of inches it is physically possible to roll with the dice. For example, a unit with three dice must start within 18" of the enemy or less if the terrain impedes movement. Hesitant Commander If his card has not already been played this turn, the overall force Commander may not physically move this turn. He may, however, spot, rally, co-ordinate artillery or control the fire of any unit he is with. Dynamic Commander The Overall commander may personally make an additional move this turn, whether he has already moved or not.

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Heroic Leader One "Big Man" may attempt to perform an absurdly heroic action as selected by the player. The umpire should assess the chances of success before the player rolls against this. Once used this card is then removed from the pack.

1.1.3. Assembling the Game Deck In simple terms you put the unit cards, Big Men cards, Blinds cards, Tea Break Card and national characteristics cards in the deck. You then add the Tactical Initiative cards as follows. Two cards for each Big Man, both of their Grade. So, if you had a force with one Grade 4 leader, one Grade 3 and two Grade 2 then you would have the following Tactical Initiative cards: Grade 4 x 2, Grade 3 x 2, Grade 2 x 4. Naturally you’d also have cards in the deck for their opposite numbers as well. Force Differentiation Or “How do I make one side different to the other”. The answer is in the cards. The National Characteristics cards are used to balance the deck to represent the difference between the different armies and units of the Second World War. Naturally troop quality is also important, as are weapon types, but ultimately what will make the difference on the battlefield will be the quality of leadership. Full details of this will be found in Part Two of the Book, Organising & Using Your Force.

1.1.4. Making the Cards It would be impossible for us to produce a card deck included within these rules to cover all the options needed for every army, especially if you choose to name your Big Men after favourite characters. As such we leave it to you to make your own, allowing you to personalise it to your needs. We have included a pro-forma sheet in Appendix 2 and permission is granted to copy this as required for personal use. Further examples and whole decks are available in the files section of our Yahoo Group, accessed via our web site. In producing cards for our games we use suitable pictures from the internet to add graphics, and then laminate the deck for a longer life-span. However this is not entirely necessary. The same result can be achieved with a normal deck of playing cards with hand written stickers stuck on them. How much or little you put into this is up to you. Large poker chips, suitably marked and drawn out of a bag, are a perfectly reasonable alternative to cards – although it is a little harder to find suitable images that fit on a poker chip!

1.2. A Word on Dice Within T.W.& T. the main dice referred to are six sided D6, we use the term "dice" to refer to one or more of these. Various dice types are used within the rules and these are described thus. D6: A six sided cube with faces marked from 1 to 6 DAv: An Average dice with six faces marked 2,3,3,4,4,5 D4: A four sided dice marked from 1 to 4 D8: An eight sided dice marker from 1 to 8 D10: A ten sided dice marked from 0 to 9 Deviation Dice: A six sided dice with two faces marked “Hit” and four with arrows pointing

in one direction A number shown before the dice type indicates how many dice should be rolled. For example, 2D6 means that you should throw two six sided dice.

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2. Blinds The term “empty battlefield” is synonymous with modern warfare, and any attempt to represent the Second World War on the battlefield needs to deal with this issue in one way or another. Within T.W.& T. we use a system of ‘blinds’ to bring the uncertainty of a hidden opponent to the tabletop. All units start the game as undetected ‘blinds’. These are blank cards as shown in the appendix to these rules and on our Yahoo discussion group. Each blind may represent a force up to two squads or sections in size that have been given the same task. If, for example, you have two squads or sections ordered to occupy and hold a village, they may start the game on one ‘blind’. If, however, one was to occupy the village, and the other a wood adjacent to it, then two blinds would be needed to reflect the different objectives and orders. Troops operating on a ‘blind’ benefit in a major way. The entire force on that blind can operate in concert until it is spotted by the enemy. This represents the fact that when not under fire troops can be relied upon to generally do what they are ordered and work together. While on a blind they may not be fired on. Once placed on the table, having been spotted by the enemy or voluntarily deploying on the table in order to fire, the units will then operate on their own cards.

2.1. What Can Blinds Do?

Pretty much anything that troops can do, is the answer. Each blind has an inherent three initiative dice. These it can use to do any combination of moving and spotting that it likes. A blind spots with a slight advantage, +1, as they have more time to undertake that action than a unit that has been spotted and is at risk of coming under fire. When the Blinds card is dealt any movement that any of the player’s on-table blinds wish to make must be done immediately. However, a blind may also reserve its dice to use later in the turn for spotting or firing. In that way troops in an ambush position may retain their dice to surprise any enemy that comes into view. A blind cannot fire, but if troops currently on a blind wish to open fire on an enemy they may deploy voluntarily onto the table when the Blinds card comes up (or any time subsequent in the turn) and open fire, using their normal number of dice plus any bonus for Big Men, and having their cards added to the pack on the turn of the next Tea Break. If a force of one or more units that is currently on a blind wishes to split up then additional blinds may be added to represent what is now two separate forces doing different things.

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2.2. The Fog of War In addition to the blinds that represent your units, a number of additional blinds may also be included to create uncertainty in the mind of the enemy as to where your forces may actually be. In that way a blind can be a real unit ready for action, or dummy unit that in the game we allow to act as a small reconnaissance patrol of a man or two, but with no combat value. The number of blinds a player has may be dependent on the scenario you chose to play, but the numbers of dummy units a commander possesses can also be pre-determined using the ‘Dummy Blinds Allocation Table’. In practice, it is best to keep the number of blinds flexible, to prevent players getting used to the system. Additionally an umpire may add up to 25% extra blinds for one side if they are the defender, and likewise remove 25% for an attacker.

Table 1: Dummy Blinds Allocation Table

Troop Type # of Blinds

Elite Troops DAv +1

Good Troops DAv

Average Troops DAv -1

Green Troops DAv -2

When the ‘Blinds Move’ card is turned for one side, all units of that side still on blinds may move. For example, when the ‘German Blinds Move’ card is drawn ALL German blinds may move. Troops that started their turn on a blind will still be activated by that card even if, in that same turn, they have been spotted before their Blinds Move card is dealt. We consider the Blinds card as "their" card if they started the turn on it. Their actual unit cards are then added on the next Tea Break. Blinds are removed by spotting. If the blind turns out to be a dummy, the card is simply removed and the patrol assumed to have been dispersed by fire. If the blind represents a position, then those troops have been spotted and must be placed on the table. It may be that a unit, particularly with a small force defending a large area, is so widely dispersed that it cannot be represented by one blind alone. In this situation a number of blinds may be used, the spotted elements being activated by their section card, the unspotted ones on the "Blinds Move" card.

2.3. Hidden Units In games, especially where one side is considered the defender, it may well be that some of his troops are hidden in defensive positions at the start of the game. These units will not use a blind, as all cover that could hide troops, from pillboxes to hedge-lines, are automatically considered to be ‘blinds’ in their own right. The enemy must automatically believe these are occupied, as he would in real life.

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2.4. Orders There is no system of orders in T.W.&T., the emphasis on battlefield friction means that no artificial mechanism is needed here. Your troops will do exactly what you want, as long as you can get them to do it!

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3. Initiative and Big Men Like all of the TooFatLardies rule sets T.W.&.T. is designed to reflect the impact of human beings on the battlefield. In this case, with small unit actions at roughly platoon level, we are keen to examine the influence of the squad and section leaders on their teams, and how their skill, ability and motivation is what ultimately dictates success or failure on the battlefield. As such T.W.&.T. makes certain judgements. For a start we presume that troops left to their own devices will quite happily spot, take cover, fire and generally defend themselves, but will not act in a dynamic fashion. Indeed, the commanders on the battlefield will need to impose their will on their men if they are to make things happen.

3.1. Unit Initiative Dice To ensure clarity about what units may, or may not, do during a turn they are given inherent initiative dice that they may use when their card is dealt. Once a section or squad card is turned it may act either as a whole unit or as individual fire teams. Each Infantry team has three inherent initiative dice which on its own card it may use to spot, take cover or fire. Vehicles may also move using their dice. You may decide how many dice, if any, you wish your teams to use for different actions. More complex or co-ordinated actions will require a Big Man’s leadership and his tactical initiative tally.

3.1.1. Effects of Combat Manpower losses to a section will reduce its firepower by cutting down on the number of initiative dice it may use for this function. Better quality units will be able to maintain their effectiveness for longer as will be seen in section 6.1, Firing with Fire Teams.

3.1.2. Using Reserved Dice Dice that have been reserved by a unit that has already had its card turned serve to allow it some reactive capability during the remainder of the turn. These dice may be used at any subsequent point in the turn as the player desires. This may even be part way through another unit’s turn or on the Tea Break card for spotting or firing at any range. Any movement undertaken with reserved dice may only be undertaken when motivated by a Big Man on the turn of his card.

3.2. Big Men and Tactical Initiative Within T.W.& T. it is the platoon’s officer and NCOs that provide the force with its impetus. Whilst all of these leaders are represented on the table not all are equal, and their ability to influence the shape of the battle varies significantly. This is represented by having four Grades of Big Men, from the plodder to the hero, and the use of tactical initiative cards. Each Big Man may use the Tactical Initiative cards appropriate for his level of ability. As a result better quality Big Men usually have much more ability to influence events on the battlefield.

3.2.1. How Does A Big Man Get Tactical Initiative? Nearly all Big Men automatically get a single Tactical Initiative when their own card is dealt. The exception here is Grade One Big Men who will only do so when not under fire – what the rules refer to as “engaged”. In addition to that inherent Tactical Initiative they may gain others from any Tactical Initiative cards that are in play. In the game deck there are a number of Tactical Initiative cards that are shuffled into the game deck and that will be dealt during the course of a turn. These are left face up on the table until a Big Man’s card is drawn. He may then take the number of Tactical Initiative cards of his grade or below, these forming his

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Tactical Initiative Tally. These must then be used immediately as he sees fit to motivate his force. Standard factors for Big Men are as follows:

Grade One Plodder

Grade Two Solid

Grade Three Inspirational

Grade Four Heroic

3.2.2. What Can a Big Man Do With His Tactical Initiative?

Big Men are an important part of your force. They act as the impetus that keeps your men moving and hopefully co-ordinated, and they also can improve the effectiveness of their troops firing by directing it personally. But what exactly can they do? Possible actions are dependent on whether he is physically with the team, i.e. accompanying it, or within shouting/signalling range, i.e. 18”. The actions and the number of Tactical Initiatives required to undertake them are as follows: Accompanied Units Move 1D6 inches when engaged: 1 Tactical Initiative Move full move (up to 3D6) when not engaged: 1 Tactical Initiative Issue a radio order: 1 Tactical Initiative per unit or AFV Spot with a Big Man bonus: 1 Tactical Initiative Fire with a Big Man bonus: 1 Tactical Initiative Initiate an Assault: 2 Tactical Initiatives Minimum (plus any

required for movement to within 4”) Remove one wound: 1 Tactical Initiative per wound Un-pin a team: 2 Tactical Initiatives Consolidate a unit: 2 or 3 Tactical Initiatives (but no

component team may have any wounds at that moment)

Units within 18” Move 1D6 inches when engaged: 2 Tactical Initiatives Move full move (up to 3D6) when not engaged: 1 Tactical Initiatives Spot with a Big Man bonus: 2 Tactical Initiatives Fire with a Big Man bonus: 2 Tactical Initiatives Independent Big Man Actions When attached to a unit Big Men move with it at no cost. When moving on his own he may move with 3D6 or spot at the cost of one Tactical Initiative. He may only spot once in a turn.

3.2.3. What is a Big Man Bonus? Big Men also have their own bonus dice which they may add to the firing of a team that is being directed by their use of Tactical Initiatives. They add a +1 bonus for any spotting that they do or that they instigate with their Tactical Initiatives.

Grade One, Plodder 1D4-2 to 1D4

Grade Two, Solid 1D4 to 1D6

Grade Three, Inspirational 1DAv to 1D6+1

Grade Four, Heroic 1D6 to 1D6+2

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3.2.4. What Defines Whether a Unit is “Engaged” or not?

Quite simply, units that were fired on in this turn or the last turn count as being fired on.

3.2.5. How Many Men Can My Big Man Influence? The units that the "Big Man" may activate depends on his rank. The platoon officer and any senior NCO may influence any units within the platoon, the squad leaders will only influence their own squad. If the unit is not under fire then a Big Man may activate an entire squad with one use of Tactical Initiatives, if they are engaged then he must activate the component fire teams individually.

3.2.6. Can He Influence a Blind that He is Operating On? Not normally, it is assumed he is already exerting his influence, hence the cohesion of an unspotted force and the fact that a Blind gets a +1 for spotting already. He may, however, add his fire dice to the fire team he is with if they deploy from the blind in order to fire immediately.

3.2.7. Can He Move on a Squad/Section Card? If the Squad or Section Card for the unit he is with comes up before his card then he is assumed to be with it but may not influence it at that moment in time. He may not move until his own card is turned, and it is at that point that he has access to his Tactical Initiative Tally, allowing him to have a positive influence on the men around him.

3.2.8. Can he Rally Units? Within T.W.& T. morale is represented by a system of wounds that units accumulate when under fire, thereby reducing their effectiveness (see section 6.1). A Big Man rallying his men is represented by the removal of wounds. To do this he must be physically with the fire team in question and he may then reduce these wounds by one for each Tactical Initiative that he expends.

3.2.9. Can He Combine Units? Consolidating units is an important function of Big Men generally. Teams that have been reduced in strength through casualties (or some very specific sub-units such as recce teams as described in the national characteristics in Part Two) may be combined to allow them to operate as a single entity. In order to do this the following must apply:

1. No component team may have any wounds 2. No component team may be pinned or suppressed 3. All teams must be in the same location 4. The Big Man must have the relevant authority

Squad leaders may combine units within their squad for the cost of two Tactical Initiatives. The Platoon Officer or NCO may combine any units within their platoon for the cost of two Tactical Initiatives or three if they are from different squads or sections. Once consolidated the new team must be designated as, and will operate as, a rifle or light support team. This action may result in oversized teams that may, superficially, appear to be losing some firing ability. In reality the consolidated teams have only been combined, one must presume, due to losses. This potential reduction in firepower reflects the unit’s reduced effectiveness, be that physical or moral, as a result of this, irrespective of manpower levels.

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3.2.10. What's His Command Radius? The only "command radius" rule in T.W.& T. is the 18” shout or signal range for Big Men. Units will find that if they do not attempt to act in concert with the other component part of their squad or section, their worth and effect will naturally be diminished. Isolated forces tend to be easy prey for your opponent, so a true command situation is created without need for artificial parameters. In dense or close terrain players may wish to alter this distance or require line of sight depending on the scenario.

3.2.11. Is He Part of the Fire Teams? A Big Man is normally considered a supernumerary, however he may join a team to reinforce it in certain circumstances, such as a LMG or weapons team that has been reduced to one crew member may be reinforced by a Big Man in order to keep it firing at full effect. In this case he retains the use of his bonus dice when firing using a Tactical Initiative as he is still considered to be directing fire, but not when firing on the unit card.

3.2.12. What Happens if a Big Man Dies? If a Platoon officer or senior NCO dies then they are removed from the game and their card (and relevant Tactical Initiative cards) discarded at the end of the turn. Squad or section leaders may be replaced once they are dead, typically a more junior NCO will start to influence the battle depending on a successful roll against their troop type.

Troop Type Roll

Elite Troops 2-6

Good Troops 3-6

Average Troops 4-6

Green Troops 5-6

This test is undertaken on each subsequent draw of the dead man’s card until the test is successful. Once the roll meets the target then the junior NCO’s card is included in the deck at the end of the turn and the dead Big Man’s card removed. Typically a replacement NCO will be one quality level lower than his dead comrade, although this will not be the case if the deceased man was a lowly Level One Big Man.

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4. Spotting During the game units will want to attempt to identify enemy units that are deployed on blinds. In T.W.&T., as in life, there are many “levels” of spotting, ranging from completely obvious to nearly invisible. This is again a situation that needs adjudication by the gamers or umpire who may take into account all the factors relevant in the specific situation. The spotter must have line of sight to the target unit. If a target is completely obvious then the figures should go down at the cost of one initiative dice to the spotter with no roll required. Any other target should be rolled for taking into account the factors below. Each fire team vehicle or Big Man may attempt to spot once per turn. A unit spotting with the benefit of a Tactical Initiative will benefit from a +1 on any roll (one TI only per attempt, there is no cumulative factor for using more TIs). Some Factors that make Spotting Harder

Cover, from a lone tree to a huge building Spotter is under fire Target is stationary Spotter is “buttoned down” in an AFV Target is obscured by smoke Target is a sniper Target benefits from camouflage

Some Factors that make Spotting Easier

Spotter is airborne Target is in the open Target is moving Spotter is on a blind Spotter is doing nothing else Spotter is a trained recce unit Spotter is a Big Man Target is Green and incompetent at the art of camouflage.

2D6 are rolled, the umpire deciding what score is needed for a successful spot. As a guide a particularly easy spot will need a 3 or 4, an average spot will be more in line with 7 to 8, a hard spot will be around 11, with a particularly difficult spot needing over 12. More detailed guidelines can be found in section 16.1, Umpiring T.W.&T. A unit which is ‘spotted’ must be placed on the table. If the blind spotted contains no real troops then it is simply removed. If, during the course of a turn, troops move to within 9" of an unspotted enemy unit that is concealed (and therefore not displayed as a blind) then a blind will be placed to show their position. This range is slightly extended to 12” on the Tea Break card, as covered in section 4.1.

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4.1. Automatic Spotting Blinds may well come close enough to an enemy force so that they must be considered as spotted automatically, normally 9”. In that situation the unit will be placed on the table upon the turn of the "Tea Break" card that signifies the end of that turn. There is no cost in initiative dice for this. Equally, unspotted units in cover will be shown by a blind if an enemy force are within 12" when the “Tea Break” card is turned.

4.2. Unspotted Troops Wishing to Fire

Troops that have not yet been spotted who wish to fire may do so on the turn of the Blinds card or, if they reserve their dice, at any subsequent point during the rest of the turn. A Section or squad may choose to fire one or both of its teams, any firers being deployed on the table with any team not firing being left on a blind.

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5. Movement There are two types of movement in T.W.& T.: these are the movement of unspotted ‘blinds’ or concealed units in cover, and the movement of figures on the table. Whilst both use initiative dice there are certain different constraints on the two types.

5.1. Blinds Movement Blinds always have three initiative dice, all of which they may use for movement if desired. Some obstacles or terrain types may deduct pips per dice, others may impose a penalty of a complete dice. Crossing an obstacle such as a wall, for example. Generally it is considered that movement “on blinds” represents the operational aspect of the game, with units moving unspotted and therefore maintaining their coherence. Once spotted it is assumed that they have entered the tactical phase of the game, which is where the friction of the battlefield begins to take its toll, and co-ordination of the troops becomes more difficult. In some circumstances blinds or concealed units will come within 4" of an enemy force, the distance at which ‘close combat’ is deemed to take place. Within the rules this reflects the fact that the hidden force has been able to close with the enemy undetected, or the enemy has blundered into them. If this occurs all of the units still on that blind will be placed on the table, and close combat fought immediately.

5.2. Infantry movement

5.2.1. On Table Movement

When used for movement each unit may dedicate up to three dice to movement. This will reduce the dice it has available for other tasks such as spotting or shooting. The score on the D6 allocated to movement represents the maximum distance that unit can move in that turn. A player can use a maximum of three dice for movement for each unit, regardless of its strength. Maximum infantry foot movement is 18” on hard ground; this may be reduced for other terrain, as reflected in Table 2, Effects of Terrain. Unless moving to a specific point, such as into a building or behind a wall, a unit must use the full distance indicated on the dice. All the dice allocated to movement must be rolled at the same time. In that situation the roll represents a maximum and a minimum move. In certain situations dice may be used for other activities that are covered by movement. Infantry or tracked vehicles crossing a minor hedge will use one dice to do this; infantry moving into or out of a vehicle or a building will do likewise. When not engaged an infantry section or squad may move as one unit or may split into two fire teams. When engaged each fire team must move separately.

5.2.2. Taking Cover Infantry units may use one of their dice to take cover, thereby limiting casualties if they come under fire.

5.2.3. Effects of Wounds on Movement Each wound on an infantry team reduces its movement by 1" per wound. Wounds in the rules are used to reflect a reduction in the cohesion of a section, and not necessarily section casualties. These can only be reduced by a "Big Man" using his initiative dice to reduce the number of wounds. See section 3.2.8.

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5.2.4. Terrain Effects on Infantry Movement The effects of terrain on foot troops are as follows:

Table 2: Effects of Terrain

Terrain Type Effect

Hard Ground As rolled, i.e. 1” per pip

Light/Broken terrain (e.g. muddy fields) Minus one pip per dice

Heavy terrain (e.g. swamp or deep snow) Minus two pips per dice

Really heavy terrain (e.g.virgin jungle) Minus three pips per dice N.B. For obstacles, such as hedges or fences simply use one dice to cross

5.2.5. River Crossings

Troops attempting to cross an un-bridged waterway may do so at fords or will have to use boats or rafts. These will normally be provided by Divisional Engineer units. Squads carrying a raft on land lose one dice of movement in addition to any other terrain modifiers. It costs nothing to put the raft in the water, but takes two dice to enter the raft. In the water normal movement dice are used, with the number of pips rolled halved. This is rounded up on an odd number. If moving in reeds this will give some cover from spotting, but the pips will be divided by three to reflect slower movement, again this will be rounded up where required. It takes one dice to deploy from the boat. Firing at rafts on open water is generally considered a great shot. Any pinned or suppressed results are ignored while in the water. Troops in the raft or boat are considered unable to fire with any great effect, as such only one fire dice may be used per team.

5.2.6. Enhanced Movement Skis: Troops on skis will ignore movement penalties for snow when

moving uphill. Moving on the flat they will add one dice, downhill their basic movement will be doubled.

Bicycles: Troops on bicycles will double their movement on roads and paths

only.

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Favourable Terrain: Some troops are specifically trained to operate in difficult terrain, or come from a region that makes it their natural habitat, German mountain troops or French Goums being a classic example. These will ignore some penalties as defined by the scenario.

5.2.7. Digging In Within T.W.& T. it is considered that the timescale is too short for units to dig-in effectively during the course of a game. As such units may not do so unless specifically allowed to by their national characteristics.

5.3. Support Weapons Movement Weapons such as light mortars or MMGs will only move if attached to an infantry unit, or if operating independently when personally commanded by a Big Man. They may move OR fire in a turn, never both. Tripod mounted Machine Guns will be unable to move if reduced to a crew of one.

5.4. Vehicle Movement Units mounted in vehicles generally move faster than those on foot. Cross-reference the vehicle type with the terrain to give the amendment factor on the dice. These factors are a guide; clearly some decisions will have to be scenario based; for example very wet terrain. All vehicles may use up to three initiative dice, whatever the quality of the troops in them.

Table 3: Vehicle Movement & Terrain

Hard Ground Broken Terrain

Slow Tracks Initiative dice -2 pips per dice

Average Tracks + 1 pip per dice -1 pip per dice

Fast Tracks +2 pips per dice -1 pip per dice

Wheeled Double initiative dice -2 pips per dice It should be noted that in a low-level game like T.W.&T. armour is generally assumed to be operating in support of infantry and not roaring about the table at full speed. An independent armoured force may well have an armoured bonus card in the game pack to reflect its faster, independent movement.

5.4.1. Boggy Terrain Soft ground will slow movement as outlined above, however any vehicle moving in boggy terrain that rolls two 1's for movement, however many dice they roll, will become bogged down. Roll to free each turn using the initiative dice, succeeding if more 6's are rolled than 1's. If, however, more 1’s than 6’s are rolled again then the vehicle is considered stuck for the rest of the game.

5.4.2. Vehicle Spacing Vehicles in convoy that have not been fired on will maintain a minimum distance between themselves and the vehicle in front, reducing dice rolls if necessary to comply with this. These are as follows. Slow & Average Vehicles: Their own length

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Fast and Wheeled Vehicles: Double their own length N.B. This does not apply once they are in combat, i.e. being fired on or firing themselves. It should also be noted that whilst these provide minimum distances they are NOT a maximum; the column should be allowed to stretch out over a longer distance as determined by the dice.

5.4.3. Debussing, Limbering & Unlimbering These actions take one dice each. A towed weapon must then be manhandled into the desired position and set up. Troops debussing from a carrier will be placed immediately adjacent to this for the cost of their one dice. Once in position most anti tank guns will take two dice to set up for action, or be prepared for moving elsewhere. Some anti-tank weapons, such as the German 88mm FlaK should not be moved in the game as their set up time is too long.

5.4.4. Prolonging Artillery Light Anti-Tank guns such as the PaK35 or Russian 45mm may be moved at half speed, heavier guns, such as the PaK40 or 6 pounder will move with one dice only, whereas larger pieces such as the PaK43 or 17pounder will move at half that speed again. Heavier artillery pieces may only be moved by prime movers.

5.5. Group Moves At the Umpire’s discretion a number of units may be moved as a group with one dice throw in order to retain a specific order. These situations should broadly be in line with the following:

a) A column of men or vehicles moving across hard terrain, along a road for example, prior to any contact with the enemy.

b) The arrival of a number of airborne units. Once on the ground the sections are diced for individually.

Where the above option is being used only one card will be represented in the deck, that being the senior officer commanding the column or force.

5.6. Aircraft Realistically aircraft would not be deployed to support a platoon level action and should be ignored other than their appearance in the random events table.

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6. Fire Against Infantry

6.1. Small Arms Within T.W.& T. firing is conducted using the fire teams’ inherent initiative dice. As we have seen all units start with three of these, using them for any actions they undertake, moving, firing, taking cover and spotting. They choose how many of these that they allocate to each task. Each fire team rolls the number of dice it has allocated to firing less any dice that they have used for other actions, such as moving or spotting. This represents their destructive capability and assumes that some/most/all of the men in the team are using their weapons at any point in time. The total number of pips on the dice rolled, adjusted for the quality of the crew and the weapons that they are using, gives the effectiveness of the fire. This is cross-referenced against the FIRE EFFECT chart, taking into consideration range and opportunity. See Table 4: Fire Effect Table As a guide the “Great” column should be used if the firer is not taking fire himself and has a clear shot at the target. The “OK” column represents a unit in fire fight and taking cover, the “Poor” column is a target in heavy cover or a unit in combat that is taking a beating. If factors combine the umpire may decide to shift one chart to the right to reflect even more negative factors. The resulting number represents the number of hits that the target has taken, whilst any letter represents a temporary morale result of pinned or suppressed. This morale status remains in place until the Tea Break card is turned. The hits will be diced for in section 7.1 to discover exactly what casualties the target has suffered. N.B. When firing it is important to remember to reduce the number of fire dice available by one for any other actions that have been undertaken by that team, such as moving, spotting or taking cover.

6.1.1. Firing With Fire Teams All firing in T.W. & T. is done by fire teams even when the squad or section is still all together as one unit. Fire teams fire once per turn with the exception of tripod mounted MGs which may fire twice. Any firing is considered to use up the team’s initiative dice, just like any other action. A Big Man co-ordinating fire by using his Tactical Initiatives may add his bonus dice to the firing to enhance its effectiveness. LMG Team

Weapon Dice & Adjustments MG34 or 42 4D6 + 1 pip per dice Bren, 0.30 cal or DPD/DPM 3D6 +1 pip per dice BAR 3D6 – 1 pip per dice for each team member lost

(i.e. less than the 4 man full team) Adjust as Follows Tripod mount: +1 dice when firing on a fixed fire lane Team reduced to one man: -1 dice Roll the number of dice indicated, cross-referencing the total number of pips rolled with the range and quality of shot on Table 4, the Fire Effect Table, to give the effect of the fire. Do not forget to reduce the final total rolled by one for each wound the team currently has, or to add the dice of any Big Man using his Tactical Initiative to control the firing.

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For an Elite team the total number of pips rolled may by increased by 2 to reflect their enhanced marksmanship. For a Green team the total number of pips should be reduced by 2 to reflect their lesser abilities. Rifle Team The number of dice rolled for firing depends on the number and quality of the troops and what they are armed with. Firstly check below to see the base number of dice that will be rolled.

Men Green Average Good Elite 7 3 dice 4 dice 4 dice 4 dice 6 3 dice 3 dice 4 dice 4 dice 5 2 dice 3 dice 3 dice 4 dice 4 1 dice 2 dice 2 dice 3 dice 3 0 dice 1 dice 1 dice 2 dice 2 Dispersed 0 dice 0 dice 1 dice 1 Dispersed Dispersed Dispersed 0 dice

Definitions: Troops with zero dice may still fire with any pluses for weapon types and any Big Men directing their fire. Troops who are dispersed will be removed from the game immediately they reach that point.

Roll the number of D6 indicated, adding together the number of pips to give the base score of hits. Now adjust this total to take into account the team’s weaponry, adding or subtracting the number of pips per dice as indicated on the table below. It should be remembered that what each individual figure is armed with is not important, all rifle teams will be considered as a whole to be largely armed with the following weapons. The exception is the Rifle/Smg team which would apply to units such as British Paras where the ratio is roughly 50:50 within the team.

Weapon/Range Close Effective Long Bolt Action Rifles -1 -1 -1 Self Loading Rifles - - -1 Assault Rifles +2 +1 -1 Rifles/SMGs +2 -1 -1 SMGs +3 - No firing

Cross-reference the total number of pips rolled with the range and quality of shot on Table 4, the Fire Effect Table, to give the effect of the fire. Do not forget to reduce the final total rolled by one for each wound the team currently has, or to add the dice of any Big Man using his Tactical Initiative to control the firing.

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Table 4: Fire Effect Table

Total Up to 12” 12” to 36” Over 36” Score (also Direct Fire) (also indirect Fire)

D6 Great OK Poor Great OK Poor Great OK Poor

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36

2 2 3 3 4 4 5 5 5 6 6 6P 7P 7P 7P 8P 8S 8P 9P 9P 9S 10S 10S 10S 11S 11S 11S 12S 12S 12S 13S 13S 13S 14S 14S 14S

1 1 1 2 2 2 3 3 3 3 3 4 4 4 4 4 4S 5P 5P 5P 5P 5P 5P 6P 6S 6S 6S 6S 6S 7S 7S 7S 7S 7S 7S 7S

- - - - - 1 1 1 1 1 1 1 2 2 2 2 2P 2 2 2 2 2 2 3P 3P 3P 3P 3P 3P 3S 3S 3S 3S 3S 3S 4S

- P 1 1 2 2 3 3 3 3 4 4 4 4 4 4 5S 5 5P 5P 5P 5P 6P 6P 6P 6P 6P 6S 7S 7S 7S 7S 7S 7S 7S 8S

- - - 1 1 1 1 1 2 2 2 2 2 2 2 2 3P 3 3 3 3 3 3 3 3P 3P 3P 3P 4P 4P 4P 4P 4P 4P 4S 5S

- - - - - - - - - - 1 1 1 1 1 1 1P 1 1 1 1 1 1 1 2 2 2 2 2 2P 2P 2P 2P 2P 2P 2S

- - - 1 1 1 1 1 2 2 2 2 2 2 2 2 3P 3 3 3 3 3 3 3 3P 3P 3P 3P 4P 4P 4P 4P 4P 4P 4P 5S

- - - - - - - - - - 1 1 1 1 1 1 1P 1 1 1 1 1 1 1 1 1 1 1 2 2P 2P 2P 2P 2P 2P 2S

- - - - - - - - - - - - - - - - 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1S

P = Pinned – All movement stopped for this turn – fire with one range band shift to the right. S = Suppressed – All movement and firing stopped for this turn. Italic Numbers (Red Numbers on the rear cover): See Pinning Fire Rules USING THE CHART: Cross reference the total dice score against the fire situation and range. The resulting number represents the number of hits that the target has taken, whilst any letter represents a temporary morale result of pinned or suppressed. This morale status remains in place until the Tea Break card is turned. To see what effect hits have on a team consult section 7, Fire Effects.

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6.1.2. Pinning Fire Machine guns of all kinds have the option of firing to pin rather than for effect. In this situation they roll their firing dice as normal, but achieve only half of the normal number of hits on the fire chart (rounded down), but any red result (italics in the black & white version) will achieve a result one step more effective than normal. A non-pinning or suppressing result will become a P result. A P result will become an S result. An S result will remain the same.

6.1.3. Weapon Jams

Automatic weapons do not fire continuously, firing is regularly interrupted by jams, the need to reload or to make minor adjustments. Within the rules we will refer to all such break in fire as a “Jam”. Any machine gun will suffer a “jam” if it rolls two more 1’s than 6’s when firing (the fire effect is still calculated, the jam is assumed to occur at the end of their firing). They may not attempt to un-jam their weapon until their next turn. Each attempt to do so costs one fire dice. Roll 1D6. on a 3-6 the jam is cleared and they may continue to fire with their remaining firing dice. N.B. Weapons that will normally get to fire on the Tea Break will not do so if they are jammed.

6.1.4. Grenades Each rifle team starts the game with a supply of grenades. Each team may throw one grenade per turn at the cost of an initiative dice. This represents the throwing of any number of grenades in the duration of the turn, this being their “best shot”. A grenade may be thrown up to 12”. Sections are limited to the number of grenades that they may use during a game. In order to keep track of this each squad or section should roll 1D4 at the start of the game to see what their level of supply is. This number becomes their “EDNA rating” which is adjusted during the game as the unit uses grenades.

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Range is 12” maximum and rolls to hit are done using 2D6. The score required for a successful throw on target can be dictated by an umpire, or the following guidelines may be used. Target in the open: 7 Target in light cover: 9 Target in heavy cover: 10 Target in "bunker": 11 Adjust the total required for range, -1 if under 6", -4 if adjacent to the target. Light cover is defined as being scrapes, behind a fence or wall. Heavy cover being in a house or open MG nest. A bunker is a defensive position with a restricted aperture that requires "posting". Fumble A roll of double 1 when throwing a grenade results in a fumbled throw and the grenade falling at the feet of the thrower. Effect of Grenade Grenades explode immediately (unless using the Hollywood option). Roll for number of hits on a D6: 1,2 = 1 hit 3,4 = 2 hits 5,6 = 3 hits 7,8 = 4 hits HOWEVER +1 to the dice if the target is in an area confined by walls (so trench, MG nest etc). +2 to the dice if target is in an area confined by walls and ceiling (bunkers, buildings).

6.1.5. Rifle Grenades Each rifle team starts the game with 1D4-1 EDNA for rifle grenades. Each team may fire one grenade per turn at the cost of an initiative dice. Maximum range for a rifle grenade is 72”. They fire as above, but using the following guidelines:

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Target in the open: 9 Target in light cover: 9 Target in heavy cover: 10 Target in "bunker": 11 Adjust the total required for range, +1 for each 24” of distance. Damage is allocated exactly as for hand thrown grenades.

6.2. Machine Guns

6.2.1. Tripod Mounted MMGs, HMGs and Auto-Cannon These largely belt fed weapons fire with no reduction in the number of dice until the team is reduced to one man, when the firing dice is reduced by one. MGs mounted on open AFVs such as half tracks or carriers will fire with three dice (no adjustment for type), but will reduce their effectiveness by one dice for each dice of movement made that turn. HMG and Auto-Cannon fire will automatically pin any target that they are firing at. Machine guns on a fixed mount may fire in two ways, reactively by establishing a fire lane, and aggressively against a known enemy position.

6.2.2. Fire Lanes Machine Guns deployed on tripods may assume a sustained fire role, establishing a fire lane that they dominate with their rapid automatic fire. An MMG firing on a fixed mount will mark their fire lane on the table (or indicate it to an umpire if one is present) and may fire each an every time a visible enemy unit comes within 6” of this straight line. They have no need to wait for their initiative card to be turned in order to do this. All fire on a fixed lane will be conducted using the same method as LMG team firing but will add one extra dice. This fire is always counted as “pinning fire” on the fire table. Units that are pinned by this fire will be affected by this at the point that they moved into the lane, or, if already in the lane, at the point where the Machine Gun opened fire. An MG firing on a fixed lane may also fire once on its own card at any target within the fire lane in addition to any reactive fire. This targeted fire does not need to be pinning fire. Jamming Weapons firing in this way will have a greater chance of jamming, with a jam caused if more 1’s than 6’s are rolled on the fire dice. This jam may be cleared in the usual fashion on the weapon’s next card being dealt, or with a reserved action if the card has already been turned and not used.

6.2.3. Aggressive Targeting As an alternative to fire lanes a tripod mounted machine gun may be used to aggressively target enemy positions. In this case it will have no reactive fire, as with the fire lane, but may fire twice in a turn at any time after its card has been turned.

6.2.4. Closed Armour MGs These will fire once in each turn with 3D6 for an MMG or 2D6 for an LMG when stationary. They will reduce their effectiveness by one dice for each dice of movement made that turn.

6.2.5. Multiple Barrelled MGs & AutoCannon Multi-barrelled MGs, such as the double MGs mounted in the Panzer I, or the quad mounted MGs or AutoCannon mounted on trucks or half-tracks, will fire with the normal number of dice, but +3 will be added to the result for each barrel above one.

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For example, a US half-track with quad mounted MGs, will fire with three dice if stationary, with 9 added to the end score to reflect the additional three barrels. If they use two dice for movement, and fire with the remaining dice, then they will still add 9 to the end result.

6.3. Flamethrowers Infantry flamethrowers have a range of 24” maximum. Up to 16” they strike against infantry or crewed weapons with 6D6, between 16” and 24” with 3D6. Tank or vehicle mounted flamethrowers have a range of 30”, striking infantry and crewed weapons with 6D6 up to 24”, and 3D6 between 24” and 30”. Flamethrowers, regardless of type, will use the 0-9" column of Table 5 to calculate damage. All troops under fire from a flamethrower will need to take a morale test, retiring if they fail. In this case any pinned or suppressed result will apply after their withdrawal. N.B. To a degree flamethrowers ignore cover, this should be taken into account when calculating damage. Flamethrowers firing on a wooden building, such as a barn, will set alight to the building if they roll more 1's than 6's on their firing dice. For the effects of flamethrowers against armour and vehicles see Section 10.5.

6.4. Snipers There are two types of sniper in TW&T. The first and lesser type is the unit sniper, essentially the best shot in the platoon who is operating as part of a section. On the sniper card he may fire once on the following table, rolling 2D6, until he loses his bottle after which he will simply act as part of his section/squad. His sniping activities are in addition to his role as part of the section or squad. Range Roll Effect 0-12” 2 to 5 No effect, sniper loses his

bottle 6 to 8 No effect 9 One hit 10 to 12 One hit, target pinned 12” to 24” 2 to 5 No effect, sniper loses his

bottle 6 to 9 No effect 10 One hit 11 or 12 One hit, target pinned Over24” 2 to 9 No effect 10 or 11 Target pinned 12 One hit, target pinned The other type of sniper is a trained sniper, usually operating as a team with an observer. These are highly trained individuals and will not be available as a matter of course. Trained Snipers begin the game on blinds as do all other troop types. Once spotted, or once it chooses to identify itself by opening fire, its blind is replaced by between three and five smaller markers, each one 2” in diameter. These represent the sniper’s possible position and must be placed within 8” of where the original blind was located. On the turn of the Sniper card the sniper may shoot at any visible enemy target from any one of the sniper markers. The location chosen may change from turn to turn which allows the sniper some flexibility during the game. The sniper targets an enemy unit, be that a section or a team operating independently. It fires once only on the following chart with 2D6.

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Range Roll Effect 0-12” 2 to 7 No effect, one marker

removed. 8 or 9 One hit, target pinned 10 or 11 Two hits, target pinned 12 Big Man hit, target pinned 12” to 30” 2 to 6 No effect, one marker

removed 7 to 10 One hit, target pinned 11 Two hits, target pinned 12 Big Man hit, target pinned Over 30” 2 to 5 No effect, one marker

removed 6 to 8 No effect 9 to 11 One hit target pinned 12 Big Man hit, target pinned Hits are diced for as normal, with the usual risk to any Big Man with the unit. On a 12 the hit is automatically on any Big Man. Once all markers are removed the sniper is presumed dead or been forced to abandon his position due to enemy activity. Sniper Markers that are contacted by enemy troops are automatically removed from the game.

6.5. Sentries & Outposts These have their own card entitled “Sentries”. Within TW&T these can be useful outposts and early warning systems, especially for any force in a defensive position. Within the rules these count as one or two men respectively that function autonomously while on piquet duty. They may rejoin their parent section or squad during the game at which point they will operate as part of that unit. In TW&T Sentries and outposts may undertake the following actions: Spot Fire Retire (Move, but only to rejoin their parent section or squad) Once a sentry or an outpost abandons its post it may only move until it rejoins its section or squad, doing so with 3D6 on the Squad or section card. Spotting is undertaken as normal, firing is a variation on the sniper table and works as follows. Roll 2D6 and consult the following chart. Add +1 to the roll for a two man outpost. Range Roll Effect 0-12” 2 to 6 No effect, sentry or outpost

retires a full move immediately

7 No effect 8 to 10 One hit 11 to 13 Two hits 12” to 24” 2 to 5 No effect, sentry or outpost

retires a full move immediately

6 to 8 No effect 9 to 11 One hits 12 to 13 Two hits

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Sentries and outposts contacted will fight in close combat as normal while at their post. If they are contacted while retiring they will surrender immediately.

6.5.1. Scouts Some nationalities tended to allocate the role of scout to particular team members. In that case details of this will be covered in the tactics section in Part Two of these rules. In broad terms scouts operate as mobile sentries or outposts, moving and spotting with three initiative dice on the squad or section card. They do not require Tactical Initiatives in order to move. In some cases they may be restricted to how far they may operate from their parent unit, this will be covered in the section on tactics for the various nations. If they are stationary they may fire with the same mechanism as outlined above. Once they are fired on they may return fire spot, or move back to their parent squad, but they may not advance any further forward until they are joined with the rifle team.

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7. Fire Effect

7.1. Casualties Manpower losses to a unit, either killed or wounded, will reduce its effectiveness by cutting down on the number of initiative dice it may use for firing, as it loses men, or its general effectiveness due to the suppressing impact of wounds. On the Fire Chart the number indicated when cross referencing the total rolled on the firing dice with the range and effect gives the number of hits on the target unit, and any pinned or suppressed result. Roll below to see what effect this has.

7.2. Casualty table Table 5: Casualty Table

Roll a D6

Near Miss

1,2

Wound 3,4,5

Dead

6

7.2.1. Near Miss No effect. Breathe a sigh of relief and keep firing!

7.2.2. Wounds A wound has been inflicted on the section. This will be applied to one of the component Fire Teams, even if the squad or section is operating as a whole. Dice to see where the wound is allocated. For each of these a Team suffers deduct one pip from subsequent firing effect and movement dice until removed through an initiative roll by a "Big Man" or on a Rally card. The system of “wounds” is used to reflect the break up of cohesion within a unit. In fact the term "wound" may more accurately be termed "negative cohesion point", but for ease of use we will stick with “wounds”. Each wound reduces the ability of a unit to fire or move. The number of wounds on a squad can be represented by relevant wounded figures if desired, but more practical are stylised markers or using micro-dice to keep tally of these. N.B. Wounds are applied to the team as a whole, not to individual men.

7.2.3. Dead The figure is removed. Killed men reduce a section’s effectiveness as covered in Section 6.1 on Fire Teams. For tripod mounted MMGs see section 6.2.1 for effect. These may be removed from play, or for multiple figure bases can be marked according to the player’s taste.

7.2.4. Hits on Big Men Any Team accompanied by a Big Man that loses men dead will dice to see if the “Big Man” has been killed. Roll a D6 needing to roll above the number of men killed that turn to save him. Big Men, naturally, ignore anything so trifling as a wound.

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7.3. Multiple Unit Targets Hits on multiple unit targets, such as a Rifle Team and an LMG Team, should be shared amongst them in an even fashion, taking into account the number of men in the team. In the above example with, let us assume, a 6 man rifle team and a 3 man LMG team, it is probably easiest to roll a D6 for each hit, with a 5 or 6 indicating that hit being on the LMG. Common sense should prevail here.

7.4. Removal of Wounds, Recovery of Cohesion Wounds (shorthand in the rules for negative cohesion points) can only be removed in one way, by a Big Man attaching himself to the Team and using his Tactical Initiatives to remove them. For example, an Inspirational Big Man is with a Team that has suffered four wounds in total. He currently has a T.I.T. of three and, if he does nothing else in that turn, may reducing the number of wounds to one, thereby increasing the unit's subsequent ability to both move and fire. In all likelihood it will be seen that the better the quality of the Big Man the larger his T.I. tallies will be, allowing him to rally a Team more rapidly than a lesser leader.

7.5. Morale Troop morale within T.W.& T. is largely reflected in the system of kills and wounds that reduce a units effectiveness and ability to move. In real conflict troops under fire tend to seek cover rather than flee in the face of the enemy. That said there does come a breaking point where to stay put is perceived to be certain death, and a man’s only chance of survival is to run. When a unit amasses 6 more wounds than it has men remaining it is considered to be in a poor state of morale. Roll a D6 and adjust as follows: Elite: -2 Good: -1 Average: +1 Green: +3 Each additional wound: +1 On a result of 6 or more they will run back towards their lines of communication using four unmodified dice per turn. They will continue to do this until they leave the table or they are contacted by a Big Man, at which point they will halt in the nearest cover. If surrounded and unable to make their escape they will surrender. Having broken they will recover from wounds at half the normal rate. If fired on whilst fleeing any pinned or suppressed result will result in these men being removed from the game immediately.

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8. Indirect Support Fire

8.1. Getting Indirect Fire Within the context of a Platoon level game this will be minimal, largely being restricted to lighter mortars that are accompanying the platoon or from the formation’s parent company. In a defensive position it may well be that the battalion’s medium mortars, maybe just one section of them, are available. In this case it is more likely that they will be firing according to a fixed defensive plan rather than ranging freely about the table. Indirect fire support, be it from light mortars on the table or heavier support off-table, must generally be requested by the Big Man commanding the on-table force at a cost of one Tactical Initiative, or by a Forward Observer who has been allocated to their sector of the line (he gets no Tactical Initiative cards, but may do so automatically on his card). In order to do so they must have the means of communicating with the unit that they wish to fire. Once a fire request has been received the relevant card will be added to the deck on the Tea Break ready for the next turn. Once their card is dealt these weapons fire once per turn using the following process. They will continue to fire on that target until they run out of ammunition or they are instructed to stop by a Big Man using a Tactical Initiative. First you will choose your target. This must be an enemy that has already been spotted and will ideally be visible to the Big Man or Forward Observer who will control the fire.

8.1.1. Firing Procedure Mortars need not have a direct line of site to the target. They will identify their point of aim, a ‘strike dice’ is then used, two faces being marked “Hit”, the other four faces having a direction arrow (this is a jolly good Games Workshop product). This is used to identify where the mortar rounds fall. Option One – The Direct Hit If the first round fired should result in a “Hit” roll a D6. On a 1-3 the fall of shot is unobserved and has no effect. On a 4-6 the firer has hit the target immediately and you now dice for effect on any units within the blast area. See sections 8.2 and 8.3. Option Two – Missed but Observed On a result showing the arrow on the dice face, this will show the direction of deviation from the target. You then roll the relevant number of dice to see how far from the target the fire falls.

Table 6: Fire Deviation: Indirect Fire

Weapon Deviation (inches) Heavy mortar 4D6 Medium Mortar 3D6 Light Mortar 2D6

NB. Light mortars have a minimum range of 24” with a maximum range of 60”. Medium mortars have a minimum range of 48” whilst larger mortars have a minimum range of 90”. If any enemy unit is within the blast area dice for the effect of the fire. See sections 8.2 and 8.3. In any subsequent rounds of fire the same deviation dice is rolled again but now all “Hit” results represent the target being hit. Option Three – The Unobserved Shoot

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If the first shot at the target resulted in the round missing so badly that the fall of shot was unobserved then the next attempt will be made exactly as in Option One. Once firing against a target has been observed the wild miss will no longer be an option until the target is changed.

8.2. Weapon Kill Zones Once the location of the strike has been ascertained consult the following to see the size of the kill zone. Then use the standard fire table, Table 6, to check your success. It should be noted that no numbers of pieces are stated for medium or heavy mortars firing, we assume a section of two or three mortars, whereas the light mortar fires as an individual weapon. If you are insistent upon using artillery in an indirect fire support role then count this as medium mortars up to 84mm calibre and heavy above that. All troops caught in the kill zone of support weapon fire will be automatically pinned for this turn. They may become suppressed depending on casualties.

Table 7: Weapon Blast Radii

Weapon Blast radius

Heavy mortars 18” square blast area centred on the aiming point.

Medium mortars

12” square blast area centred on the aiming point.

Light mortar

3” blast radius on aiming point

8.3. Artillery and Mortar Fire Effect Any Fire Teams within the weapon’s blast area will need to test individually for casualties. The only exception here is a unit in prepared positions when it is only a direct hit on the position that can inflict casualties; if they are simply within the blast area they will just be pinned. There are two separate mechanisms for light mortars and other heavier versions. Light Mortars These operate as what are effectively grenade launchers, inflicting hits in the same way as grenades. Roll D6 to see how many hits are achieved on the target units. 1,2 = 1 hit 3,4 = 2 hits 5,6 = 3 hits 7,8 = 4 hits Add 1 to the dice if the target is in an area confined by walls (so trench, MG nest etc). Medium & Heavy Mortars Damage for these is calculated on the 12"- 36" fire chart. Dice once for each section or crewed weapon in the kill zone, adjusting for cover as required to allow for the fact that the mortar round’s trajectory will remove a degree of cover. As a rule we suggest that cover is reduced by one level when under mortar fire.

Table 8: Mortars Fire effect table

Round Dice Rounds 84mm and under 1

Rounds over 85mm 2 base

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Rounds over 85mm in calibre will add +1 to their roll for each 20mm additional calibre. A force firing 120mm bombs against a target will therefore roll 2D6 and add one to the end result. The following table illustrates this for both mortars and artillery shells should the latter be used.

Table 9: Modifiers for large rounds

Round Size Die Roll Modifier 85-105mm (includes 25 pdr) +0 106-125mm +1 126-145mm (includes 5” and 5.5”) +2 146-165mm (includes 6”) +3 166-185mm +4 186-205mm (includes 8”) +5 206-280mm (includes 11”) +8

8.4. FOs These are only available for medium and heavy mortar attacks. When observed by an FO, rather than a Big Man they will add +2 to their fire effect roll, and will reduce any deviation by 1" prior to that.

8.5. Barrages & Adjusting Fire Continuous barrages will be calculated around the same aiming point each time the Support Fire card is drawn. The aiming point for your barrage may be “walked” up to 6” in any direction, but only with each change directed by a "Big Man" by using Tactical Initiatives to do so, in just the same way as he would direct the fire of a Fire Team. A dedicated Forward Observer may also do this on the turn of his card (he gets no Tactical Initiative cards, so we assume he is sufficiently proficient to do this automatically on his card).

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8.6. Ammunition Restrictions Indirect fire support should, unless dictated by a specific scenario, always be subjected to restrictions in a game at this level. In the case of light mortars this does represent the physical limitations of the team having to carry their ammunition with them. With higher levels of support this could be due to ammunition levels, but is more likely to be because they are reacting to demands elsewhere. Each mortar team will roll 1D6 to establish its supply level, once for HE rounds and once for smoke. On a 1-3 it has an EDNA of 3, on 4 or 5 it has an EDNA of 4, on 6 it has an EDNA of 5. In some scenarios supply can be decided by the scenario designer and may vary from that just stated.

8.7. Deploying Smoke All indirect fire weapons may deploy smoke. This is handled in two ways, first for light on-table weapons and then for larger off-table pieces. Light Mortars If deploying smoke the light mortar may fire three times in a turn (which counts as one turn of fire for the purposes of the EDNA rating), with each shell releasing a ball of smoke 2” across. On the Tea Break card any of these smoke balls within 4” of each other will be linked together to form a smoke screen. This will remain in place for a further three Tea Break cards, being removed once the third is dealt. Medium & Heavy Mortars These may fire for up to three turns, saturating their normal blast area with smoke. As with light mortars we can assume that this will dissipate after three turns. In reality smoke would drift with the wind, or in high winds would clear faster than on a still day. The gamer may, of course, choose to prescribe all sorts of options based on specific scenarios, the above, however, serves as a sensible and workable compromise.

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9. Direct Fire Artillery Support and AFV’s firing HE This covers any direct fire support with High Explosives, be that from tanks, recoilless rifles, direct fire artillery or even infantry portable anti-tank weapons firing against infantry targets.

9.1. Firing Method All units, be they a tank or a gun, have three inherent initiative dice that they, like infantry, may use to undertake actions. As we have seen armoured vehicles are unique in that they may move without a Big Man expending Tactical Initiatives. With regards firing there are several important actions that the initiative dice can be used to make, these are as follows: Aim One initiative dice Fire One initiative dice Traverse/Relay One initiative dice The gun of a tank or an artillery piece is considered to have a 30 degree arc that it is considered to be covering. Any targets within that area may be fired on as soon as the unit’s card is dealt for the cost of one initiative dice. In that situation this would be considered an aimed shot as first shots in a turn from a stationary gun or turret always count as such. If, however, the turret was required to traverse or the gun relay then this would cost one initiative dice, and in order to get an aimed shot a second dice would need to be expended before the third was used to fire. Guns may fire un-aimed, although with a reduced chance of hitting. If in the first example the aimed shot had hit the target then another target could be chosen. With two remaining dice a second aimed shot could be taken against another enemy within the 30 degree arc. If, however, the next target was outside the arc of fire then one dice would be required to traverse or relay and then the third dice could be used for an un-aimed shot against the new target.

9.1.1. Hitting the Target In T.W.& T. there are nine levels of shot, from “Absurdly Easy”, up to “You're &%$@# Joking!”. This is again a situation that needs a quick assessment as every individual circumstance will differ. As a guide firing against a visible target will be considered “Easy”, the effect of fire will, as usual, be dictated by the issues such as cover. Factors that will make a shot harder

Snap shot Firer moved this turn Firer needed to relay the gun Visibility obscured by cover or smoke Target physically obscured by hard cover Target is dug Firer is green Firer is under fire Firer is aiming for a specific area, e.g. a window Target is camouflaged.

Factors that will make a shot easier

Gunner takes time to aim Target is stationary Firer is veteran

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Two D6 are rolled, with the following score being needed to hit: Absurdly Easy 4 Very Easy 5 Particularly Easy 6 Easy 7 Not bad 8 Hard 9 Very hard 10 Nearly Bloody impossible 11 You're &%$@# Joking! 12 Damage caused by any hits are calculated with the firer rolling against the 0-12” table allowing for cover as normal. The number of strike dice rolled depends on the calibre of the weapon firing, as follows:

Table 10: HE strike capabilities

Weapon Calibre Strike Dice

Up to 50mm 1D6

51mm to 82mm 2D6

83mm to 110mm 3D6

111mm and above 4D6

Anti Building Mortar 5D6

9.2. Direct Fire Against Buildings

Any of your guns above 50mm calibre firing HE against a building has the chance of recording a critical hit that renders the building unstable. When rolling the dice for effect (not ‘to hit’), if more 1's than 6's are rolled the building is considered to have received a critical hit on the structure. The defenders will leave the unstable building on their next turn. If three or more ones are rolled the building is considered to have collapsed instantaneously rendering all occupants hors de combat. It should be noted that certain anti-building support weapons, such as the Sturm Tiger or Churchill AVRE need to be less accurate when firing on a building, needing only to hit the structure rather than specifically the defenders. As such their roll to hit should be more generous. That said they should only fire once in a turn to reflect their cumbersome loading procedure.

Fortunately for Corporal Dawes help is at hand in the shape of Sergeant Ginger Bush in a Cromwell tank. Ginger’s tank has moved down the lane with two dice so he has only one dice left for firing. Hitting the farmhouse would normally be considered “Easy” but Ginger has moved so that becomes “Not Bad”, what is more he is snap-firing so that is further reduced to a “Hard” shot. He rolls two D6 needing 9 or more to hit the target. He’s lucky, double 5, a hit.

The Cromwell has a 75mm gun which means it rolls 2D6 for effect on the fire chart. As it’s a direct fire weapon it will be calculated on the short-range table. He rolls a 1 and a 5, a total of 6, just enough to achieve one hit on Rasche and his men. More importantly, however, he has rolled more 1’s than 6’s thereby making the building unstable. The Germans will have to abandon their lair next turn.

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10. Fire Against Vehicles In T.W.&T. vehicles of all sorts can be attacked by a variety of other units, with varying chances of success. In general the mechanism is pretty much the same; the firer rolls to hit, and if successful he and the defender then roll to see if he penetrates the armour. If he does we roll again to see what damage is done.

10.1. Initiating fire and calculating hits This covers any fire by tank or anti-tank guns against any vehicle, armoured or not, and against anti-tank guns. One shot may be attempted for each available initiative dice. You should remember that actions like changing target by relaying an AT gun or turning a turret

take one initiative dice, as described in Section 9.1 above, as does aiming between shots.

10.1.1. Target Acquisition In most circumstances we assume that a previously spotted unit, whatever its type, can be seen by any opponent on the table, as long as there is a line of sight. There may be some circumstances where, even though the relevant models are deployed on the table, the observation test should be used again to see if the target has been seen. This must always be at the umpire's discretion, but could include situations where there is a lot of smoke or similar visual impediment.

10.1.2. Ranges With the ground scales in T.W.&T firing by tank or artillery pieces is always considered to be at effective range, there will be no drop-off of effectiveness due to range.

10.1.3. Hitting the Target In T.W.&T. firing against vehicles is conducted using a simple nine box target grid. The firer selects the part of the tank or vehicle that he is firing against and then rolls 2D6 in an attempt to hit. In T.W.& T. there are nine levels of shot, from “Absurdly Easy”, up to “You're &%$@# Joking!”. This is again a situation that needs a quick assessment. It can always be assumed that the calculation starts with "not bad" for firing at tanks, and "very hard" against AT guns, and then is adjusted to reflect the following, and possibly other, factors Factors that will make a shot harder

Snap shot Firer moved this turn Firer needed to relay the gun Visibility obscured by cover or smoke Target physically obscured by hard cover Target is dug in or hull down Firer is green Firer is under fire

N.B. The first shot in a turn is always considered aimed against a target within a 30 degree arc, and the

gun is considered to have been accurately laid on

its target of choice.

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Firer is aiming for a specific area, e.g. a tank track Each two wounds on a dedicated anti-tank weapon crew Each range band for infantry AT weapons above the second Target is camouflaged.

Factors that will make a shot easier

Gunner takes time to aim Target is stationary Firer is veteran

Two D6 are rolled, with the following score being needed to hit: Absurdly Easy 4 Very Easy 5 Particularly Easy 6 Easy 7 Not bad 8 Hard 9 Very hard 10 Nearly Bloody impossible 11 You're &%$@# Joking! 12 If the firer misses the target area by a margin of 1 he may still hit another part of the AFV, depending on what profile it presents to him. He will now roll a D8 to see where the shot goes. By way of example we can see the following tank is predominantly presenting its side profile to the firer. In this example the firer is choosing to fire into the middle of the tank.

In the above example a result of 1 or 3 would result in him missing altogether, 2 would see him hit the turret, 4 and 5 the main body and 6 to 8 the hull and tracks. At this stage the penetration would now be worked out as normal and the result identified, should the round penetrate, on the table below.

Naturally a head on shot will be harder. The adjacent grid would be used with 2 resulting in a turret hit and 7 a hull and track hit. 1, 3, 4, 5, 6 and 8 would all miss. This, however, is presuming that the firer is selecting the absolute centre of the target. If he decides to choose to

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select other parts of the AFV as his main target, or if only part of the AFV is visible so he is obliged to do this, then the grid will shift to reflect that.

In the example at left the firer is choosing to fire at the front section of the main body as much of the tank is obscured by a structure. If he misses then the D8 roll will dictate that 1, 2, 4 and 6 will be misses, 3, 5 and 8 will hit the structure, whilst only 7 will see a hit on the tracks and hull.

10.2. Calculating Damage This section covers the effect of shots that hit their target. We need to see firstly if they penetrate, and then what damage they do.

10.2.1. Penetration Each tank, anti-tank gun, infantry anti-tank weapon or section has a weapon strike value which represents the number of dice thrown when determining penetration after hitting an armoured target. Each tank, vehicle or anti-tank gun has a defence value which represents the number of defensive dice thrown when being fired on by an armour piercing weapon or attacked by a close range anti-tank weapon. The firer needs 5 or 6 with each of his weapon strike dice to count a hit on frontal armour, with a +1 when firing at side armour and +2 at rear armour or top decking. However the number of hits achieved is reduced by one for every successful saving throw the defender achieves. He needs 5 or 6 for a save in any situation, rolling one dice for each point of armour strength.

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10.2.2. Damage to AFVs Compare the number of hits achieved by the firer, and the number of saves by the defender. If the number of saves exceeds the number of hits then the shot has had no effect, bouncing harmlessly off the armour. If the number of hits exceed the saves then consult the tables below for the relevant vehicle type. If the numbers are equal the round has not penetrated, but the target has been given a nasty shock and will test its reaction as below.

1-2 The AFV must retire away from the enemy on its next initiative OR the Tea Break, whichever is first, using all of its dice.

3-4 The AFV must halt and engage the firer in a fire fight on its next initiative. 5-6 The AFV may act as desired.

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Tanks and Turreted SP Guns and Armoured Cars

1, 3, 4, 5, 6 & 8 Miss 1 & 3 miss

AFV Turret Hit D6 Net One Strike Net Two Strike Net Three Strike 1 Turret MG out of action Turret jammed 2 Crew Shocked, no firing this turn Optics damaged, -1 to hit in

future

On fire. Crew bail out. Risk of ammunition exploding each turn

3 Commander shocked, no action this turn

Gunner killed

4 Periscope destroyed, reduced spotting

Commander killed

Crew all killed, Big Man survives on a 5 or 6

5 Radio out of action Main gun out of action 6 Turret rotation mechanism

damaged. New target acquisition requires 2 dice.

Tank on Fire. Three turns to put out or abandon.

Tank explodes. All crew killed, danger to units within 4”. Smoke

AFV Body Hit D6 Net One Strike Net Two Strike Net Three Strike 1,2 Hull MG out of action Crew shocked, retire

immediately On fire. Crew bail out. Risk of ammunition exploding each turn

3,4 Driver incapacitated, no movement this turn

Driver killed. 3 turns to change drivers.

Crew all killed, Big Man survives on a 5 or 6

5,6 Potential engine damage, roll each turn. Breaks down on a 6.

Engine on fire. Roll to extinguish for 3 turns (6 on a D6 needed) then abandon

Tank explodes. All crew killed, danger to units within 4”. Smoke

AFV Tracks & Hull Hit 1,2 Transmission damage, -1 pip per

dice for movement On fire. Crew bail out. Roll each subsequent turn to see if ammunition cooks off

3,4 Minor gear problem, no movement this turn

Crew all killed, Big Man survives on a 5 or 6

5,6 Temporarily halted, roll D6 each turn, 6 required to start

Track damage, permanently immobilised for the duration of the game

Tank explodes. All crew killed, danger to units within 4”. Smoke

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Low Profile SP Guns

1, 2 & 3 Miss 1, 2, 3, 4, 5, 6 & 8 Miss

AFV Fighting Compartment Hit D6 Net One Strike Net Two Strike Net Three Strike 1 MGs out of action Optics damaged 2 Crew Shocked, no moving or

firing this turn Gunner killed, retire immediately

On fire. Crew bail out. Roll each subsequent turn to see if ammunition cooks off

3 Commander shocked, no action this turn. Periscope destroyed

Driver killed, three turns to change driver

4 Driver incapacitated, no movement this turn

Commander killed

Crew all killed, Big Man survives on a 5 or 6

5 Radio out of action Main gun out of action 6 Potential engine damage. Roll

each turn, breaks down on a 6 Tank on Fire. Three tests to put out or abandon

Tank explodes. All crew killed, danger to units within 4”. Smoke

AFV Tracks & Hull Hit Net One Strike Net Two Strike Net Three Strike 1,2 Transmission damage, -1 pip per

dice for movement On fire. Crew bail out. Roll each subsequent turn to see if ammunition cooks off

3,4 Minor gear problem, no movement this turn

Crew all killed, Big Man survives on a 5 or 6

5,6 Temporarily halted, roll D6 each turn, 6 required to start

Track damage, permanently immobilised for the duration of the game

Tank explodes. All crew killed, danger to units within 4”. Smoke

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High Profile SP Guns

1 & 3 Miss 1, 3, 4, 5, 6 & 8 Miss

AFV Gun Compartment Hit D6 Net One Strike Net Two Strike Net Three Strike 1 Turret MG out of action Loader killed, aiming

requires 2 Initiative dice 2 Crew Shocked, no firing this turn Optics damaged, -1 to hit in

future

On fire. Crew bail out. Roll each subsequent turn to see if ammunition cooks off

3 Commander shocked, no action this turn

Gunner killed

4 Periscope destroyed, reduced spotting

Commander killed

Crew all killed, Big Man survives on a 5 or 6

5 Radio out of action Main gun out of action 6 Smoke discharger destroyed Tank on Fire. Three turns to

put out or abandon

Tank explodes. All crew killed, danger to units within 4”. Smoke

AFV Body Hit D6 Net One Strike Net Two Strike Net Three Strike 1,2 Hull MG out of action Crew shocked, retire

immediately On fire. Crew bail out. Roll each subsequent turn to see if ammunition cooks off

3,4 Driver incapacitated, no movement this turn

Driver killed. 3 turns to change drivers.

Crew all killed, Big Man survives on a 5 or 6

5,6 Potential engine damage, roll each turn

Engine on fire. Roll to extinguish for 3 turns then abandon

Tank explodes. All crew killed, danger to units within 4”. Smoke

AFV Tracks & Hull Hit 1,2 Transmission damage, -1 pip per

dice for movement On fire. Crew bail out. Roll each subsequent turn to see if ammunition cooks off

3,4 Minor gear problem, no movement this turn

Crew all killed, Big Man survives on a 5 or 6

5,6 Temporarily halted, roll D6 each turn, 6 required to start

Track damage, permanently immobilised for the duration of the game

Tank explodes. All crew killed, danger to units within 4”. Smoke

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Halftracks & Carriers

1, 2 & 3 Miss 1, 2, 3, 4, 5, 6 & 8 Miss

AFV Fighting Compartment Hit D6 Net One Strike Net Two Strike Net Three Strike 1 Driver killed, crash test 2

Driver shocked, potential engine damage Vehicle permanently

immobilised

Completely destroyed, crew killed

3 Forward MG destroyed, 1D6 hits on any passengers

4

Forward MG destroyed

5 6

1D6 hits on any passengers Vehicle wrecked. 1 hit per passenger

Completely destroyed, crew killed and 2 hit per passenger

AFV Running Gear & Hull Hit Net One Strike Net Two Strike Net Three Strike 1,2 Transmission damage, -1 pip per

dice for movement Completely destroyed, crew killed

3,4 Minor gear problem, no movement this turn

5,6 Temporarily halted, roll D6 each turn, 6 required to start

Track damage, permanently immobilised for the duration of the game. 1 D6 hits on passengers

Completely destroyed, crew killed and 2 hits per passenger

10.2.3. Damage Definitions

These are generally clear, however two need some further explanation. • Tank on Fire: Fires may be extinguished with one attempt being made on each

turn of the tank’s card. No other action may be made other than retiring from combat. A roll of 6 on a D6 succeeds in putting the fire out, however if the test is failed three times then the vehicle is abandoned. Test each subsequent turn for ammunition exploding.

• Ammunition Cooking Off/Tank Exploding: Any AFV that is on fire and has been

abandoned is at risk of explosions due to ammunition cooking off. Roll a D6 each turn with the vehicle exploding on a 6. Any men within 4” take two hits each.

10.2.4. Damage to Transport Vehicles

Transport falls into two brackets in TW&T, jeeps and cars being one, trucks and lorries being the other.

Jeeps & Cars: These occupy only the target box, any result other than a direct hit is a miss, although a deviation hit in box four results in a crash test. Trucks & lorries: These occupy the target box

and box 5. A deviation hit in box 4 will result in a crash test.

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Soft skin transport vehicles have an armour factor of zero and so roll no defensive dice if hit, armoured carriers such as half-tracks will have their armour specified in Part Two of the rules under the section on each nation’s armament. If the scores are equal (including no hits, no saves) roll a D6:

1-2 Hit vehicle retires away from the enemy on its next initiative. 3-4 Unload immediately if desired and retire away from the enemy on

its next initiative. 5-6 Unload and retire the hit vehicle away immediately.

If one hit then roll a further D6:

1-2 Vehicle immobilised, roll to repair on next initiative needing a 6 on a D6 roll to succeed.

3-4 Engine damage, roll a D6 each turn the vehicle’s card is dealt, on a

6 the vehicle breaks down, no movement for the rest of the game. Retire away on next initiative card OR the Tea Break card, whichever is first.

5-6 Vehicle is undamaged, but there are 1D6 hits on the crew. Retire

the vehicle away on its next initiative OR the Tea Break card. If two hits then roll a further D6:

1-2 Vehicle permanently immobilised, no casualties. 3-4 Vehicle destroyed, one hit for every two men. 5-6 Vehicle destroyed, one hit on each man.

If three or more hits are achieved then the vehicle is destroyed. Dice for one hit on each passenger or crew member

10.2.5. Crashes & Run-Downs These may be caused by out of control vehicles swerving, the driver being killed, or players choosing to ram another vehicle or mow down infantry. Crashes Roll a D6 for each vehicle involved in the crash. 1: Write-off, vehicle wrecked D6 hits on crew 2,3: Vehicle dented but still operational, 1D6 hits on crew 4-6: Minor damage, ignore. Run Downs Infantry hit by vehicles roll a D6 per man. 1: Dead 2-5: Scatter, move out of path of vehicle 6: I’m not moving! A grenade spells the end of this hit and run attempt. Vehicle destroyed.

10.2.6. Damage to Anti-Tank guns Guns firing against anti-tank guns are assumed to be firing HE. If during the "Hitting the Target" stage they are successful it is assumed that any hits are on the crew using the usual fire against infantry method. If, however, the firer exceeds the score required to hit by

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two or more, or a natural 12 is rolled, then it is assumed that the gun itself has been hit and is destroyed, eliminating both the gun and crew.

10.2.6.1. AT Gun Initiative Loss Kills on AT crew will reduce initiative dice as below. Wounds on AT crew will reduce their roll to hit a target by one for each two wounds on that unit.

Dice 0 1 2 3 Anti tank crews 1 2 3 4,5

10.3. Infantry Anti Tank Infantry face an unequal fight when facing armoured vehicles, but this does not mean that they are totally powerless. Each infantry section will have some inherent anti-tank capability, representing anything from Finns sticking logs into the running gear of Soviet tanks, to Germans with Teller mines or magnetic mines or Soviets with Molotov Cocktails or anti-tank grenades. Some units were also equipped with anti-tank rifles or hand held launchers such as the bazooka or Panzerfaust. Details of these will be found specifically in the national characteristics section.

10.3.1. Man Portable Anti Tank Weapons This covers specifically anti-tank rifles and hollow charge projectiles, such as bazookas and Panzerfausts. Where nations employed such tank-killing tactics these are covered in detail in the national characteristics sections. Target acquisition is calculated as above; although for each range band above the first indicated in the weapon statistics the chance of hitting is reduced by one. Rolls to hit and for damage are made as normal, as outlined above.

10.3.2. Desperate Straits Infantry, in desperate circumstances, would attempt to drive off enemy AFVs by weight of small arms fire alone. This is possible in T.W.&T. with a rifle section at close or effective range (or MMG/HMG team that is out of effective anti-tank range) striking with zero dice. Clearly they cannot actually do substantial damage to the AFV, however the defender rolls his defensive dice as usual (see section 10.2.1) and if he fails to achieve one successful saving throw then he will take a morale test as outlined in section 10.2.2. Infantry also have an inherent anti-tank capability if armoured vehicles get too close. This represents men running forward with ad hoc weapons, such as bundles of grenades. This is outlined in the national characteristics section, as is the capability of armour piercing rounds fired from MMG and HMGs. These, like infantry anti-tank weapons that are physically placed on vehicles, are assumed to hit the target automatically, and no roll to hit is made. The same is considered to be the case with MMGs or HMGs firing in an anti tank role. They will go straight to Section 10.2.2, Damage to AFVs.

10.3.3. Tank Killer teams During the war desperation drove the Soviets, along with the Germans and their allies to develop tactics to enable unsupported infantry to take on enemy tanks. Tank killer teams utilised a number of hand-held weapons which they placed on enemy tanks in order to destroy or disable them. Tank killer teams are represented as a dedicated four-figure unit. It may move with three base dice at all times, but will reduce this in rough going as usual. The tank killer team's weapon strike factor will be represented in Part Two of these rules to reflect weapons available. The team may undertake three specific actions, each requiring an initiative dice. These are firing against supporting infantry, making smoke, and attacking a tank or AFV. They fire against infantry as a single light machine gun team, but this may only be

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directed at infantry specifically supporting, or riding on, the tank they are stalking. When making smoke to cover their actions they may place a 6" smoke screen anywhere within 12" of their position at the start of their move. An attack is made on the tank or AFV by moving to within 6" of it. An anti-vehicle attack is then made as normal, see section 10.2.1. The tank killer team which has suffered casualties may continue to operate thus: Three or four figures: May undertake three actions, firing, smoke, attack. Two figures: May undertake any two actions. One Figure: Unit is removed from the game. Smoke generated by a tank killer will be removed as normal on the turn of the third Tea Break card.

10.3.4. Infantry Against Dug in Tanks When assaulting dug in tanks infantry benefit as though hitting the rear armour to reflect the fact that they are hitting the thinner decking of a stationary target.

10.3.5. Infantry Against Transport Vehicles Infantry Fire Teams may not damage armoured infantry carriers, however they may force a morale result on them if firing at close range. Each infantry team may fire on one vehicle in a turn with a weapon strike factor of zero. The carrier will roll to save against this attack, typically with two dice to reflect its weak armour. If he fails to make a saving throw then this will count as a draw and the AFV reation test in section 10.2.2 will come into play. Infantry sections firing on soft skin vehicles will calculate damage against the passengers and crew using the normal anti-infantry mechanism on Table 4. However if three or more hits are achieved then the vehicle is also considered out of action.

10.4. Damaged Vehicles Any vehicle or AFV that is immobilised will roll each subsequent time their card is turned to see if the crew abandon it. They will do so on a 1 if not being fired on, on a 1 or 2 if being fired on. For each additional damage to the vehicle add one to the total needed. If they have an opportunity to fix any damage, thereby restoring mobility, they will do this FIRST, testing if they fail, and then taking their move after that if they pass the test. Any tank that has its main gun damaged will roll each time to see if the crew withdraw to seek repairs. They will do so on a 1, 2 or 3 if not engaged, or on a 1 or 2 if engaged. Add one to that total for each additional damage suffered. Any tank with minor damage, such as turret jammed or engine damage will dice each turn. On a roll of 1 they will abandon their vehicle if engaged, or withdraw to seek repairs if not engaged. Add one to the dice for each additional damage suffered. Any tank attacked by a flame weapon will dice immediately. On a 1-3 they will abandon their vehicle.

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10.5. Flamethrowers Against Armour and Vehicles Flamethrowers in operation against all vehicle types will automatically hit at short range, above that needing a base of 7 or more to hit, adjusted as appropriate as in the anti-tank procedure. Hits on soft skin vehicles will always destroy the vehicle, and hits will occur on any passengers without any allowance for cover. Roll using the fire against infantry methods as normal. Hits on open armour, such as half-track, carriers or self propelled guns will be counted on the crew with no allowance for cover. The vehicle will automatically be destroyed. Hits on closed armour will roll a D6 for each strike dice as indicated in section 6.3. Flamethrowers do not penetrate armour but, if more 6's are rolled than 1's then the armoured vehicle is destroyed. Even if not destroyed the crew must test for attack by a flame weapon, as detailed in section 10.4.

10.6. Artillery or Mortar Fire Against AFVs

Artillery or mortars may well be obliged to fire at a target comprising AFVs, either in a direct or indirect role. Whilst not designed for this role medium mortars and heavier guns do have some capability to damage these vehicles.

10.6.1. Indirect Fire versus AFVs AFVs caught in the kill zone of an indirect barrage by medium mortars or heavier will have reduced ability to spot, and to hit a target. If the barrage achieves a direct hit on an AFV, that is the strike dice indicates a direct hit on that AFV, then roll one D6 on the following table. Add +1 for shells between 85mm and 110mm, and +2 for shells above 111mm, bombs or rockets.

Table 11: Indirect fire versus AFV’s

Result Effect 1-2 No additional effect 3-4 Lose one initiative dice for the remainder of this turn 5-6 Lose two initiative dice for the remainder of this turn 7 Test for one net hit on the Damage to AFVs section 8 Test for two net hits on the Damage to AFVs section

10.6.2. Direct Fire HE versus AFVs This will fire as a normal anti-tank gun would fire, rolling first to hit, and then for damage. Whilst penetration capability may vary according to the theatre specific supplements, the following can serve as a good guide line for generic strike factors.

Table 12: Direct Fire HE vs AFV’s

Gun Calibre Strike To 60mm 2 61-70mm 3 71-84mm 4 85-100mm 5 101-125mm 6

125mm + 7

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11. Battlefield Features The battlefields of the Second World War were littered with lots of features that made them interesting and dangerous places to be. These items we have gathered together here.

11.1. Booby Traps Booby traps, such as a grenade in a can, will cause hits as a normal grenade, dicing to see how many hits are taken as in section 6.1.4. Roll for hits on the casualty chart as normal. Troops can avoid booby traps by using some of their initiative dice to search for them, as in section 11.8.

11.2. Bunkers & Pill Boxes These are given an “armour strength” as for vehicles (see section 10.2). These should be allocated at the start of the game according to their strength. As a guide a wood and earth bunker will have an armour value of 6, whilst a small concrete bunker will have a value of 10. Naturally these figures may be adjusted to reflect individual positions that could be stronger or weaker according to the scenario. Attacks are made on the bunker as normal, naturally counting it as very effective cover against small-arms. Flamethrowers make their attack against troops inside a bunker, not the bunker itself. Troops that are immediately adjacent to the bunker may use grenades as outlined in section 6.1.4, with hits being against the occupants. Troops with satchel charges or the likes that make contact may toss these through any embrasures. This results in the automatic destruction of the bunker, or that casement on a larger structure. Bunkers that are hit by shells using the anti-vehicle method will dice as follows UNLESS the firer rolls a double on the roll to hit, in which case the shot is considered a critical hit, having penetrated the firing slit or entrance. In this case any crewed weapons are considered destroyed, and the defenders will either run away or surrender. If the scores are equal : roll again:

1-2 Pinned 3-4 Suppressed 5-6 No effect

If one hit: roll again:

1-2 Suppressed 3-4 Pinned 5-6 1 hit on each defender

If two hits: roll again:

1-2 Surrender if isolated, withdraw otherwise 3 – 4 Suppressed 5 – 6 Two hits per defender

Three hits or more Destroyed, defenders killed or unconscious

11.2.1. Pioneers Against Bunkers Pioneer troops were often used to deploy specialist weapons against bunkers, although having said that they were not always the most sophisticated bits of kit. From the basic satchel charge to hollow charge devices you can happily assume that these pioneer troops would know exactly what amount of explosives or what size device they would need to deploy against a specific target. As such, if your pioneers get the satchel charge through the embrasure, or deploy the hollow charge on the bunker we can assume that, unless he rolls double 1 on 2D6, it does go bang, and either kills or removes the combat effectiveness of any troops inside. Clearly for something on the scale of Eben Emael then we would be talking about the troops in one particular cupola, casement or firing position.

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11.3. Smoke Dischargers Smoke may be placed by mortars, artillery, tanks, and more selectively by infantry tank killer teams. For mortars this is covered in section 8.7. Vehicles that have smoke projectors may make smoke once during the game, deploying a 6” screen 4” directly in front of the vehicle on the turn of its card. This is removed on the turn of the third “Tea Break” card. Smoke is used to mask targets. The players will need to decide if a target unit is completely masked from anyone firing at it. If so they cannot be fired on. If the target is partially obscured then it may be fired on, but at a reduced effect on the fire chart, or "to hit" roll against relevant targets.

11.4. Barbed Wire Infantry may cross barbed wire, but must spend one turn entirely stationary negotiating it. During that turn the unit must not be pinned or suppressed or it will fail to clear a path. Subsequent units following on behind must complete the same procedure until a permanent path is made. Permanent paths are cleared by Engineers who use the same system as above, but if successful they render the obstacle useless. Tanks or fully tracked vehicles that breach barbed wire also clear a permanent path by driving over the wire, although they leave it as an obstacle that deducts one dice from any subsequent units’ movement. Small tracked vehicles, such as carriers, attempting to cross barbed wire will take a bogging-in test as they may jam their tracks or running gear. They will roll a D6 each subsequent turn, freeing themselves on a 5 or 6.

11.5. Minefields Real or false, these were sometimes marked, and sometimes not. Any section or weapons team attempting to cross a 6” section of minefield will dice for three hits each turn. Tanks or vehicles crossing a minefield will roll a D6 for each dice of movement they take to cross the minefield. On a 1-3 they detonate nothing; on 4 or 5 they detonate one mine; on 6 they detonate two mines. Roll a D6 for each detonation, any result of 1 to 3 will immobilise the tank, with crew dicing to abandon as per section 10.4. The only troops that clear minefields are Engineers or Pioneers or Commando troops so trained (Commandos have their own special rules in section 12). These will roll a D6 each turn that they devote entirely to clearing a 4” by 4” area of minefield. On a 6 they will declare the minefield clear. A false minefield will be identified as such at the end of two full turns spent working on it. Smaller paths may be cleared through, roughly 6” by 2”, these being declared clear on a roll of 4-6 on a D6.

11.6. Remote Control Explosive Tanks The Germans developed the Goliath demolition vehicle from a French prototype, and went on to use these remote control miniature tanks and the larger BIV demolition vehicle to deliver explosives to a required position from a distance, usually for obstacle clearance. These armoured weapons are not subject to AFV morale or reaction rules!

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Goliaths have an armour class of 1. They move at 2D6 per move, deducting one from each dice. If double one is thrown then the vehicle has broken down and is not moveable for the rest of the game. Roll a D6 to explode the vehicle: 1: It fails to explode 2-6: It is successful A section of mines or wire 4” by 4” will be destroyed by this. If used against troops it will explode as a single 100mm artillery shell (75kg of explosives). BIV have armour class of 2. They move 3D6 when manned (on the march or up to the attack position), 2D6 when on remote control. If a double one is thrown then the vehicle has broken down and is not moveable for the rest of the game. The vehicle can be exploded as above, or you can make two die rolls, the first if it is successful drops the charge, the second explodes the charge. Use the above table for both. If it can’t drop the charge, you can still attempt to explode the vehicle. This clears a section of mines or wire 6” by 6” or explodes as a single 380mm artillery shell (500kg of explosives)

11.7. Burning Buildings Within the context of these rules it is generally only flame weapons that set buildings on fire, and those are specifically wooden structures. However, it may well be that at the start of the game, or in some scenario driven instances, or on a random event other buildings are deemed to be on fire. Buildings will continue to burn throughout the entire game, if they are physically attached to another building a dice should be rolled each turn to see if the fire spreads, this being done on a specific "Fires" card in the pack. On a roll of 1 on a D6 the adjacent building is assumed to have caught fire as well. Troops may operate from inside a burning building, however they will fire at reduced effect, generally moving one range band to the right on the fire chart. Each turn a unit in a burning building will test to see if it abandons the building, with a roll of 1 on a D6 resulting in either the smoke or the heat, obliging them to abandon their position. Once abandoned a building may never be re-occupied. HOWEVER, a unit in a burning building may allocate some of its initiative dice to fighting the fire. In this instance whilst a roll of 1 will still result in them being obliged to abandon the building, a roll of six will result in the fire being put out.

11.8. Searching At some point in the game players may wish to search for items such as booby traps or mines. Initiative dice may be allocated to this task. An umpire may, when preparing a scenario, allocate a numerical value to any hidden items, which the searching player must equal to find them. For example a wireless receiver may well be hidden in the false wall of a house. The umpire allocates a value of 6 to this. The searching player must equal or exceed that score with any dice allocated to searching in order to find the wireless.

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12. Go Commando! Commandos, Rangers, Brandenburgers and the likes have been trained to undertake the most daring of duties. Highly trained they operate as ghosts in the night, appearing when least expected and melting away again once their mission is complete. In addition to Big Men these elite units may contain men skilled in various areas. These are as follows:

1. Silent but deadly. Specialise in silent killing, creeping about, cutting wire 2. Gelignite Johhny. Demolitions, mines, generally blowing things up. 3. Sparks. Radio use, beacon setting, radar and the likes. 4. Fingers. Cracks safes, breaking and entry, picks pockets.

These men are part of a section or squad, and will emerge when their specialist skill is called upon. At all times they will operate on the section or squad card however they do not require Tactical Initiatives when doing their specialist tasks.

12.1. Specialist Tasks Specialists from highly trained units may operate up to 12” in advance of their blind while their parent section/squad is unspotted. This will allow them to creep up on an opponent, clear minefields and the like. These tasks fall into two brackets, risky and non-risky. Clearing a minefield is risky, whereas picking a lock is not (unless you are spotted doing so). Risky tasks are undertaken on a RADAR basis as follows: Mine clearance Day Night Result 2 2,3 Mine detonated, specialist dead 3-6 4-5 Spotted if enemy within 24”, if not count as Freeze! below 7 6 Freeze! No movement that turn 8 7 Mine! Clear 1” only 9-12 8-12 Clear 1D6 inches Despatch sentry Day Night Result 2-6 2-4 Spotted as he approached, shot, dice for 1 hit 6-7 5-6 Kills sentry but gun goes off in process. No hits 8-12 7-12 Kills sentry silently Non-risky tasks are allocated a set numerical value. Each turn a specialist undertakes a task he will roll 2D6. The total rolled is noted and them when the cumulative reaches the required total the task is complete. No other task may be undertaken while working on a specialist task. Values are as follows for the relevant specialists: Lay a mine: 12 Set demolition charge: 11 Douse with petrol and light: 10 Light with no petrol: 26 Set up a beacon: 18 Crack a safe: 30 Pick a lock: 8 Open a window: 6 Open a window silently: 12

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12.2. Parachuting Roll 2D6 for each man making a descent by parachute. 2: Breaks his neck 3: Breaks his leg 4: Sprains his ankle 5-12: Perfect landing Men with broken legs will be evacuated where possible, if not they are abandoned. They may assume the role of a sentry if left alone with their personal weapon. Men with sprained ankles may move with 1D6 or at half speed if assisted by another man.

12.3. Shooting Up Unusual Targets This could include SAS raids shooting up stationary aircraft, fuel dumps or any other random target no covered specifically in the rules. In order to do this the target should be given a numerical value, this being the number of hits (not kills, or wounds, just simple hits) required to destroy it. This could be a double figure, for example 18 hits could seriously damage an aircraft, while 24 may blow it up. With fuel dumps it may be that shooting at them will do nothing more than fill them full of holes. An incendiary device, be that a Very pistol, a grenade or an incendiary round may be required to ignite the fuel, thereby destroying it.

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13. Close Combat This occurs when troops advance to within 4" of an enemy. This may occur with all of the units concerned being deployed on the table, or if one or both parties are still on blinds. This is not necessarily, although it may be, actual fisticuffs, but is rather representing the fact that both sides are close enough to ensure a result one way or the other. Close combat may only be initiated with a known enemy by using a Big Man’s Tactical Initiative. Accidental close combat may occur where a unit moves to within 4” of an unspotted enemy blind. In this case the “attacker” will not gain any benefit from a Big Man’s Tactical Initiatives, even if he has some available.

13.1. Procedure Each side will roll one D6 for each figure in melee, adjusting the number thrown on the list below, in the order listed. Per 2 dice of movement: -1 (round up) Per Assault rifle or SMG: +1 (soldiers only, not the squad leader) Per light support weapon: +2 Per MG34 or MG42 +1 (additional to the LSW +2) Elite troops: +2 Good Troops: +1 Poor Troops: -1 Per two wounds: -1 Aggressive Troops: +2 Defender in light cover: +33% Defender in heavy cover: +66% Led by a Big Man: +1 per Tactical Initiative used to initiative the assault

(minimum of two) Other Big Men present: +1 additional dice Pinned: -50% Suppressed: -75% The total generated from the table above is the number of dice to be thrown. Each 6 you throw is a man dead, each 5 adds a wound.

13.2. Result of close combat Compare both sides' losses of dead (not wounds) and refer to the list below:. Draw: Fight again immediately. Defeated by 1: Thrown back 6” facing your enemy, may act as desired. Defeated by 2: Thrown back 12” facing your enemy, you may only fire in your next turn,

but count as pinned. Defeated by 3: Thrown back 12”, double the number of wounds taken. No movement or

firing in this turn. Defeated by 4 or more: If there's anyone left they surrender. The winner allocates guards

at 1 to 5 ratio (see section 14, Prisoners) Elite troops ignore a defeat by 1, and fight again immediately.

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13.3. Ramming Tanks Ramming an opponent’s tank is a particularly unattractive option, but in certain desperate circumstances it was resorted to. If contact is made both vehicles roll one D6 for each point of armour strength. Both require a 5 or 6 to score a hit. Compare the net result. If the defender wins then the attacker, i.e. the initiator of the ram, tests as normal to see what damage is done in section 10.2.2. If both sides draw, including no 5’s or 6’s rolled, then the attacker is considered to have bounced off, inflicting no damage. Both vehicles test for an equal result as in the Damage to Vehicles section. If the attacker wins by one or more then both tanks are considered out of action for the rest of the game.

13.4. Tank Over-Runs Tanks facing infantry may choose to over-run them. If they do so then the following rules apply.

13.4.1. Against infantry in the open The tank will advance to contact. Once he has achieved this the infantry Team will roll a D6 per man. On a result of 1 the man is run down, any crewed weapons will automatically be destroyed. On any other result they successfully evade at the last minute, and may move to any point within 6”.

13.4.2. Against Dug in Troops Troops that are dug in will be pinned by the attack, but suffer no casualties. However if they are close assaulted by infantry in this turn they do not count as defending a position, but as being in the open.

13.4.3. Crushing Foxholes A tank attempting to crush a foxhole must use two dice to undertake this. It rolls a D6, and is successful on a 1 to 4, killing the enemy within. On a 5 or 6 the hole and troops are still there. In hard or frozen ground +1 should be added to the dice. In soft ground –1 will be subtracted, and on the net result of zero the tank will be considered to have crushed the occupants, but will be bogged in.

13.5. Prisoners As a general rule if a unit surrenders the prisoners will be treated well and escorted to the rear, namely any headquarters or assembly point, as soon as is practicable. Prisoners are guarded at a ratio of one guard to every five or fewer prisoners (so 11 prisoners would require 3 guards). Certain units did have a reputation for not taking prisoners, or killing prisoners en masse, and unfortunately this option is often far too convenient for a gamer who wishes to keep as many of his men in the firing line as possible. These atrocities were actually rare, and unless the scenario allows such actions they should not happen within T.W.& T.

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14. Hooray for Hollywood! These rules are entirely optional. They have been designed to add the type of sparkle that one sees at the cinema and that can another layer of fun in the whole process that is T.W.&T.

14.1. Personal Attributes For a bit of fun you can add these to your Big Men (or maybe just one or two of them). Roll a D6 to find if your leaders are ordinary Joes or something special. On a roll of 1-5 your Big Man is an average cove, on a 6 roll again. 1. What a stinker!: A hesitant type who soils himself regularly, include the

Hesitant Officer card. 2. Tough Fellow: A street fighter who adds a +3 dice in Close combat. 3. Dead Eyed Dick: May act as a unit sniper as well as his normal effects 4. Eagle Eyed: Plus two for spotting 5. Charmed life: Ignores his first death (that cigarette case Mummy gave

me!) on a 3-6 on a D6. 6. Roll again: 1-5 Dynamic: Add dynamic officer card 6 The Duke: All of 2 to 6

14.2. Dramatic Grenades Rather than exploding immediately two BOOM! Cards will be included in the deck. The grenade will detonate on the turn of the next “BOOM!” card, or the Tea Break card. Until it has exploded any Big Man may retrieve the grenade and throw it again for the expenditure of initiative dice. To do this he needs to be with a team that is affected or have sufficient tactical initiative to move to the grenade and then attempt to do so. If they attempt that then roll 1D6 and apply the following result. 1 It explodes immediately killing the Big Man 2,3,4 It is thrown back but explodes in mid air 5 It is thrown back, roll to hit a target as normal 6 It is thrown back and lands on target exploding immediately

14.3. Medic! In the timescale we are looking at during a game of T.W.&T. medics on the battlefield will have very little real impact. Men are not brought back from the dead, nor are wounded men patched up and returned to the line in a matter of moments. Where medics can do great service is when the gamer is fighting with a force over a number of battles. In that situation the medic’s ability to come to the aid of key members of the platoon, the Big Men, can have a significant influence on the future of that unit. When a Big Man is killed we can assume that he is hors de combat due to a wound and on the verge of death. He cannot influence the battle going on around him. On each turn of the Tea Break card a dice is thrown for each Big Man thus affected. On a 1 he dies. If, however, he is contacted by a medic before he dies he can be kept alive for the remainder of the game (for as long as the medic is with him) and saved to fight again another day.

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14.4. Medals Somewhat silly, but why not?! At the end of the game players can nominate one of their Big Men for an award. If the other player, or the majority of the other players agree that he should be put forward for an award then roll a D6. 1-4 Mentioned in despatches 5-6 Medal Awarded

14.5. Quirky Tanks

Primarily T.W.&T. is a game about infantry combat in the Second World War, with tanks and AFVs playing a supporting role. That said, the gamer may prefer to add on some extra detail, in which case the following options may be selected.

14.5.1. Turret Types

14.5.1.2. One Man Turrets Tanks with a one man turret, such as most French tanks in 1940, cannot move and fire in the same turn. They may also fire their guns a maximum of twice in a turn.

14.5.1.3. Two Man Turrets Tanks with two man turrets, such as the Panzer 35(t), Panzer 38(t), T34/76, BT-7 T26 and Stuart, may only fire their main gun a maximum of twice in a turn.

14.5.1.4. Slow Turrets Tanks with notoriously slow turrets, such as the US Sherman 105mm, German Tiger 1 and II, and Soviet IS-2, or KV1 or 2 must expend two initiative dice to change targets. This can also be the case with tanks that have suffered damage to their traverse mechanism.

14.5.1.5. Fast Traverse Turret Some tanks, like the Sherman, had a notoriously fast turret traverse. For these add a Tank Snap-Shot Bonus card to the pack. Each time it’s turned one tank of this type may have a bonus snap shot.

14.5.1.6. Multiple Turrets For tanks with multiple turrets, each turret may act individually with their own initiative dice. Any dice used for movement by the tank will reduce the initiative dice available to each turret as normal.

14.5.2. Tank Guns

14.5.2.7. Heavy Guns Tanks and AFVs with particularly large shells, such as the Churchill AVRE and the KV2, may only fire once per turn. This also includes the German Sturmtiger, the US M-12 and M-40, and the Soviet SU-152, ISU-152, IS-2, and ISU-122.

14.5.2.8. Two Gun Tanks Tanks with two main guns, such as the CharB or Grant, may only fire one gun on each initiative dice.

14.5.3. Heavy Armour Some tanks, such as the Matilda II, Tiger or Churchill may be designated as having particularly heavy all-round armour protection. These tanks will roll one additional defensive dice when fired at from the flank or rear.

14.5.4. Ronsons Sherman tanks gained a notoriety for catching fire – “they light up every time!”. When taking a bail out test their crew will subtract one from their dice. If they fail due to this extra one then they abandon the tank and it’s on fire.

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14.5.5. Schürzen

During the war the Germans developed armoured shields or skirts, which were attached to the outsides of some of their tanks. These were designed to detonate any hollow charge round fired at the tank before it actually penetrated the vehicle. When firing at an AFV with Schürzen any infantry anti-tank team that is attacking a part of the tank thus protected will roll one D6. 1 The round explodes on the schürzen, and does not affect the vehicle. 2-3 The impact of the round is lessened by the schürzen, lose one weapon strike dice. 4-6 The schürzen has no effect, full weapon strike applied.

14.5.6. Tank Crew Quality Just like infantry commanders, tank crews and their commanders may have skills in certain areas. As well as giving them tank commanders who are Big Men (these Big Men ALWAYS get a D4 for their bonus dice) you can tailor-make the crews to fit the scenario. Elite Crew: These have four initiative dice. They add one when rolling to hit,

and for spotting. They are also harder to spot if in cover. Veteran Crews: These may have four initiative dice. They add one to firing OR

spotting, and are harder to spot in cover. Green Crew: These have three initiative dice, but it takes them two dice to

make an aimed shot. They subtract one when spotting, as they do when taking a bail out test.

14.6. Voluntary Deployment on the Tea Break Several gamers we know like to get their troops on the table quite quickly, so utilise the option of voluntarily deploying them on the Tea Break card. They can still only fire at anything visible at that moment, but will operate on their own card as normal from that point onwards.

14.6.1. Reserved Dice on the Tea Break One method of making the player consider the use of his reserved dice is to declare that any dice still reserved when the Tea Break card is turned are lost unless used for short range fire (as opposed to fire at any range as normal). This method is known as the Pseudo-Skelton Gambit.

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15. Umpiring and Solo Wargames

15.1. Umpiring T.W.&T. Some of our games may have the luxury of allocating one person the task of ‘umpire’. T.W.&T. looks to the gamer undertaking that role to make some key decisions during the game, reflecting our fervent belief that a kriegsspiel approach allows the gamer to produce results that are more historically accurate than simply using a list of plus and minus factors, most ‘lists’ of which never truly cover the individual situation that gamers so often produce on the battlefield. What is more the gamer can obtain results much quicker once he is comfortable with this system, allowing him to concentrate on the game, and not the number-crunching. The situations where we rely on the gamer to use his judgement are those subjective areas, such as spotting or target acquisition, where no precise science can be applied at game level. Most of these questions can be resolved with a little common sense and understanding of the battlefield. Questions of a more precise and calculable nature, like armour penetration and ranges, are dealt with in full. By way of example, a German Panzer IV is moving from one field to another. In order to do so the tank crosses an intervening lane which, at this time, is slightly obscured by smoke from a burning Sherman in an adjacent field, blown across by a moderate breeze from the south-west. It is raining. At a junction further up the lane a British six pounder anti-tank gun is positioned to cover two possible avenues of approach. What chance does he have of firing at, and hitting, the Panzer IV? It would certainly be possible for us to calculate this to a degree of accuracy. The range is simple enough, as is the size of the target, but other factors are more vague. How long will the tank be on the road for? How thick is the smoke? What effect does the rain have? How quickly can the gunner react to this fleeting target? We could easily find ourselves having to resort to a calculator in order to get the “right result”, which does not sit well with a free-flowing game. What we encourage the gamer or umpire to do, is look at the situation and make a quick judgement based on common sense. The list of firing designations in the body of the rules will help us here. Clearly this shot is not going to be ‘Easy’, or even ‘Not Bad’, but also it’s not going to be ‘Nearly Bloody Impossible’. Already we’ve narrowed it down to either ‘Hard’ or ‘Very Hard’, using a thought process which takes a little under a second. OK, so it is the first shot in the turn, but the gun was trying to cover two roads, so logic suggests that, in this unusual situation, it won’t be an aimed shot, so ‘Very Hard’ it is. The AT gun has one shot only before the target will disappear, needing 10 to hit. If it had been covering only that one road, you could have given the gunners a benefit for aiming, making it ‘Hard’, needing a 9. Once you get the hang of umpiring this kind of event, then you are truly getting to the heart of the kriegsspiel approach to umpiring. The benefits of such a system includes speed of play, flexibility, a non-pedantic gaming experience and, most importantly we feel, realism and understanding. Instead of applying a +1 “because the rules say so”, umpires are forced to apply their own understanding of the WW2 battlefield and players begin to think of historically acceptable reasons for doing things in a certain way (like where best to deploy AT guns), not because “the rules say I get a +1 for doing that”, but because they know the tactical arguments of why one position offers an advantage over another. In this way the rules provide a framework where rule lawyer and WW2 enthusiast can ‘compete’ on a playing field which hands the military mind, and not the pedant, the advantage. To some gamers this logical approach will seem like a release from endless tables, but this view will not be universally shared. There is a certain security in having a more

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prescriptive system, and in learning a new set of rules it can be helpful if you can let someone make these decisions on your behalf, especially when playing without an umpire. For those that would prefer this ‘safety net’, I can recommend the following guidelines based on those provided by Kevin Lowth, a frequent IABSM! player who does not have the luxury of, nor the need for, an umpire. Kevin’s tables are equally applicable to T.W.&T, and are replicated below with permission:

Spotting Suggested base factors and modifiers

Target Location/Distance Short range Effective Range Long Range In the Open Automatic Automatic 5 Slightly obscured 7 8 10 Obscured 9 10 11 Badly Obscured 10 12 14 Add one to the required score (Make Harder) for:

Deduct one from the required score (Make Easier) for:

Spotter under fire Spotter elevated Target stationary Per dice target moved this turn Spotter buttoned up AFV (limit LOS as well) Each additional dice used for spotting Target obscured by smoke Spotter is a recce unit Partizans Spotter is a Big Man or FO Sniper (+2 to the score) Blind is vehicles or armour moving (-3)

Infantry fire: Great, Okay or Poor effect? To work out Infantry Fire (select start point at left and follow route across to right)

Target moving Great Has a clear shot in

the open Target hit the dirt Okay Target moving Okay Target in Soft Cover Target hit the dirt Poor Target moving Poor

Firer is not taking fire

Target in Hard Cover Target hit the dirt Poor with one

column shift to the right

Target moving Okay Has a clear shot in the open Target hit the dirt Poor

Target moving Poor Target in Soft Cover Target hit the dirt Poor with one

column shift to the right

Target moving Poor -2

Firer is taking heavy fire

Target in Hard Cover Target hit the dirt Poor with one

column shift to the right -2

This is perhaps the best place to start making decisions that will lead you to a kriegsspiel approach. You may like, for example, to consider whether the target is firing back or seeking to maximise cover, whether the proximity of a burning vehicle affects the firer’s ability to hit a target. In situations like this adding or subtracting two from the final dice roll will be sufficient to take into account the many variables of the battlefield.

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Direct Tank & Artillery Fire Easy shot or not?

Target Shot Building Easy Tank Not bad Low profile tank Hard Dug in tank Very Hard High profile gun Hard Low profile gun Very Hard Infantry Hard

Factors that will make the shot harder

Kev’s suggested Modifier to score

needed to hit

Factors that will make a shot easier

Kev’s suggested Modifier to score

needed to hit

Per wound on AT gun crew +1 Aimed shot -1 Per dice firer moved (or AFV turning) +1 Target is stationary

vehicle -1

Visibility slightly obscured +1 Target at short range -1 Target at long range +1 Firer is veteran -1 Firer is green +1 Firer under heavy fire +1 Firer aims for a specific point +2 Visibility badly obscured +2 Target is dug in infantry +2 Gamers may find that once the mechanisms of the game become second nature they become more comfortable in analysing the situation themselves and “going kriegsspiel”, whereas others may prefer to retain them. Whichever method you choose, the key to successful umpiring is to be even handed in your application of the rules and the planning of your games.

15.2. Getting started Many of the systems within any TooFatLardies rule set are entirely novel, as such it is a wise gamer who takes his time to familiarise himself with them gradually, rather than trying to run before he can walk. Our advice to all gamers is to start off simply, ideally with a scenario for just a couple of squads per side, with maybe just one medium machine gun for support. By the end of this first game the basic systems, if not some of their subtleties, will have been grasped. At this point the second game can include additional elements, we would recommend adding a light mortar at this stage, and maybe a truck or jeep. This game should see the gamer consolidate his grasp on the infantry rules, but also gain an understanding of the indirect support rules. For the third game armour can be added, giving one side one or two tanks or armoured cars, whilst their opponent has one anti-tank gun should give the right balance. Keep the mortar in here as well, and by the end of this game the learning curve should be pretty much complete. Throughout this period don’t forget that help can be obtained direct from us, or via the TooFatLardies Yahoo discussion group on the internet which can be found at http://[email protected].

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15.3. Going Solo Despite its apparent reliance on umpires to make decisions many early adopters of TooFatLardies rule sets have been solo wargamers. Often drawn to the systems by the card based turn sequence, they have found that our rules are particularly well suited to the solo game. One method that some solo players have adopted is to assign units to blinds from a list of possible units only once that unit has been spotted. This offers a lack of predictability which appeals to the many gamers who prefer not to know the exact location of all ‘enemy’ units from the beginning of the game. Using this system the solo gamer can command Side A against a Side B force of viable strength and deployment, thus providing a more exciting and hopefully more enjoyable game. When setting up a game the “diced for” forces and scenario options are a boon for the solo gamer. Set up your table first, and then dice to see what scenario type you will be fighting. Roll for your forces, then devise your plans. The cards will now dictate the run of play that will add an air of uncertainty to your game.

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PART TWO

Organising & Using Your Force

Using the Rules described in Part One of Troops, Weapons & Tactics it is possible to fight actions from any phase of the Second World War as long as you know the unit structures and have the relevant data for the weapons used. In this, the second Part of the book, we take a look at four of the main protagonists, Germany, Great Britain and the Commonwealth, the Soviet Union and the United States of America, for the period 1944 to 45. For each of those four nations we look in detail at three key areas – their troops, their weapons, and their tactics. Under the heading of Troops we look firstly at the unit structures that were used. The Platoon is, in all cases, the key force within T.W.&T. but we also look to see what support may be available for a force of that size from their parent Company or Battalion. Additionally we consider national characteristics relevant to the troops that fought, how that affects the composition of the game deck within T.W.&T., and finally we provide a random force generator for each nation that will allow you to create realistic units to populate your games. It should be noted that we consider some members of the platoon Headquarters to be supernumerary and no figures are required for them, we consider that they are doing their job automatically without the need to model that into the game system. That said we do include them when outlining historical unit strength and you may add them to your forces if you so wish.

The section on Weapons provides fully detailed information and weapon stats for the multitude of tanks, anti-tank guns, infantry anti-tank weapons and the likes that your Platoon may well find itself operating with in a game. What’s the armour on a Tiger tank? What chance have I of destroying it with a PIAT? It’s all here. Tactics is the final section for each nation. You can, of course, use whatever tactics you like on the tabletop, but like real warfare T.W.&T. is very unforgiving; one mistake can cost the lives of men and ruin your best laid plans. Here we look at the formations and doctrines that were used historically by the various nations and how you can apply them to your games to maximise the performance of your

troops on the tabletop battlefield. Formations in the Second World War were no more ad hoc than those in earlier times; troops from each nation were trained to fight in a certain manner, and here we look at how to represent them when using T.W.&T. In future we plan to expand upon this base and to provide similar data that will cover the whole war and all of the nations involved. If there is any additional information that you seek then why not join our Yahoo Group and ask us there. Full details on our web site at www.toofatlardies.co.uk.

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By 1944 Britain and Her Empire had been at war for five years, having stood as a beacon of democracy and hope when despotism and repression were enslaving millions. Her fight, often a single-handed affair, had taken its toll but the early defeats of 1940 and ’41 had, by 1943, turned to victories as a result of a dogmatic refusal to accept that anything other than ultimate victory was possible. Gone was the small, professional force that in 1939 comprised the bulk of the British Expeditionary Force when it sailed to France. The British Army was now a mass of conscripted civilians, the vast majority in uniform for the first time. Joining the English, Scots, Welsh and Irish were the ranks of the Dominions and Colonies that, as ever, stood shoulder to shoulder with the Mother Country in her hour of need. Foremost among these in Northern Europe were the Canadians. The Regimental system had done much to instil in these men the cohesion and pride required to complete the task of defeating Germany and freeing Europe from Nazi tyranny. It was, however, an incontrovertible fact that manpower levels were dangerously close to the point where heavy losses could not be replaced by a nation that, for the second time in thirty years, had been bled white by a European war. Against this backdrop it is understandable that the British senior commanders were inclined to stack the odds in their favour at every opportunity. Expending materiel, of which there was no shortage, instead of the lives of men was always the preference for commanders such as Montgomery, and the troops on the ground knew this and were grateful for it. The term “sticky” was coined to describe the potential inertia of men inclined to stay put and allow their artillery to do the dirty work rather than fling themselves bodily against intact German positions. This, however, was to make a sweeping characterisation that, in its broad generality, was little more than parody. In fact British commanders were prepared to spill blood when circumstances demanded. Their troops were prepared to push home attacks in a manner that compared favourably with those of any other nation. Their stoic ability to resist in defence was unsurpassed. In short, a truly national Army of butchers, bakers and candlestick makers had been turned into an efficient, professional force that fought with distinction from Normandy to the heart of the Reich, defeating the Germans – supposedly the benchmark for military efficiency and skill – with consistent regularity.

TTRROOOOPPSS Within a full-strength British Battalion of 1944 vintage were four rifle Companies and a Support Company. The former comprised three Rifle Platoons each, whilst the latter had a mortar platoon, a carrier platoon, an Anti-Tank Platoon and a Pioneer Platoon.

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The Rifle Platoon headquarters was typically made up of a headquarters with the Platoon Officer, a Sergeant and two men, namely the Officer’s Batman, who doubled as the radio operator, and the platoon runner. Three men crewed the Platoon’s integral 2” mortar. Three Rifle sections made up the bulk of the platoon, each of ten men commanded by a Corporal. These sections were split into two tactical groups, the six man rifle group and the three man gun group which operated the Bren, the section’s light machine gun. The Corporal was free to join either group as circumstances dictated. PIATs, so often seen within a Platoon, were, in fact, provided from Company HQ on an ad hoc basis and had no dedicated crew. As such they were either allocated to one of the Rifle Sections who were obliged to use two men from their rifle team to man it or, more likely, it was kept with the Platoon HQ and manned only when required. In terms of transport a Platoon would generally be allocated three 15cwt trucks, a jeep and a Universal Carrier, the latter carrying the 2” mortar and one of the Brens. Variations on a Theme Motor Platoon Often deployed in tandem with an armoured unit, these platoons tended to be smaller than their regular infantry counterparts. The Headquarters would have an Officer, a Sergeant, a signaller and a two man team for the 2” mortar. The Officer’s Batman would drive the command halftrack – usually an M5 model – whilst an orderly was provided with a motorcycle. The Rifle sections had eight men each in total, a Corporal, a three man gun team and a four man rifle team. These were also transported in M5 halftracks. A PIAT was available but was unmanned, transported in the Platoon HQ halftrack to be used when required. Airborne Platoon Expected to operate in isolation, Airborne forces were, as a consequence, better equipped than their line counterparts. Each Platoon had an additional Bren team and PIAT as part of its HQ along with a second 2” mortar. Each rifle section also had a scoped sniper rifle, and up to 50% of the men could be armed with the Sten sub-machinegun. Higher Level Support Unusually, and as a legacy from the experiences of the Great War, the British organised their Vickers machine-guns into separate Machine Gun Battalions that were then allocated at the rate of one per Division. By 1918 the British Army’s Machine Gun Corps had developed an incredibly scientific approach that allowed their weapons to be grouped in batteries and, through a complex system of inter-woven lines of fire, saturate areas of ground, either to prepare an enemy position for attack or to deny them its use. By the Second World War these dark arts were largely beyond the experience of most infantrymen, and the specialist machine gun operatives often found themselves split up into penny packets and deployed in a more ordinary direct fire role. The allocation of these machine-guns was on an entirely ad hoc basis albeit they largely showed up when British troops were in defensive positions in order to bolster the line. Tanks were grouped into Regiments or Battalions, depending on their unit type. Those with a cavalry heritage, such as the Yeomanry Regiments or the Lancers and Hussars being in Regiments, whereas converted infantry units, such as those Guards Battalions who went into armour, retained their Battalion status. Either way it was unusual for tanks to operate without infantry support, even during the large armoured actions around Caen the infantry were still there to clear and hold the ground wrestled from the enemy by the tanks.

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After the Normandy breakout the standard procedure was to marry a motorised infantry company with an armoured Squadron and for the two to operate together as a formal battle-group. Organising Your British Force for T.W.&T. The following section may be used to semi-randomly generate a platoon sized force that may be used as the basis for your games, or even a series of linked scenarios, or “campaign” that follows a unit through several actions. This can be particularly useful when using some of the scenario options that are covered later. Naturally you may choose to field forces with whatever orders of battle you prefer, from full strength units fresh into action to the tattered remnants of a force that has been in the thick of things for months. For each area outlined below a simple six sided dice will assist you in putting together your unit. Roll the D6 and cross-reference with the type of unit you are creating. Platoon Command The lynch-pin of the whole unit, the Platoon commander sets the benchmark for how his force will behave in battle. In the British Army this was almost always a Lieutenant, although a Sergeant could fulfil the role in extreme circumstances.

Dice Line Motorised Parachute 6 Lieutenant, Grade IV 5

Lieutenant Grade IV

4 Lieutenant Grade III

Lieutenant Grade IV

3 Lieutenant Grade III

2 Lieutenant

Grade II Lieutenant, Grade II 1 Lieutenant, Grade I Lieutenant, Grade I

Lieutenant Grade III

Second in Command The Platoon Officer’s right hand man, this would normally be a Sergeant in British & Commonwealth forces. Ideally an experienced old sweat whose experience would be invaluable in the heat of battle.

Dice Line Motorised Parachute 6 Sergeant, Grade IV Sergeant, Grade IV 5 Sergeant, Grade III

Sergeant Grade IV

4 Sergeant, Grade II Sergeant Grade III

3 Sergeant II 2

Sergeant Grade III

1

No Sergeant Available No Sergeant

Available No Sergeant Platoon Headquarters Providing the additional fire-power that the Platoon needed to provide indirect fire support and fend off enemy armour.

Dice Line Motorised Parachute 6 5

2” mortar with two crew PIAT with two crew

Sniper team

Two man Bren team, PIAT with two crew, two 2” mortars, 2 crew each

4

2” mortar with three crew. PIAT with no crew. Sniper team.

3 2” mortar with two

crew, PIAT with no crew 2

Two 2” mortars with two crew each, PIAT with one crew. Sniper team

1

2” mortar with two crew. PIAT with two crew. PIAT, no crew

PIAT with 2 crew, sniper.

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Section Leaders Dice once for each section leader, three times for a full strength Platoon. These are the Corporals who will be attached to each section and provide the tactical initiative to keep your force moving.

Dice Line Motorised Parachute 6 Corporal, Grade III 5

Corporal Grade III

4

Sergeant Grade III

3

Corporal Grade II

2

Corporal Grade II Sergeant

Grade II 1

Corporal Grade I Corporal Grade I Corporal, Grade II

Sections Roll once for each section. Any shortage of men will oblige the player to reduce the strength of one, or both teams.

Dice Line Motorised Parachute 6 Full strength 5

Full strength Full strength

4 3

One man short

One man short

2

One man short

1 Two men short Two men short

Two men short

Platoon Support This is allocated in a slightly different manner. Two support units are normally allowed for a normal Platoon sized force, the first being diced for, the second chosen by the player from the options presented. First 2D6 are rolled, with the player then cross-referencing the result with either the defender or attacker column. Once that is done the player may then select one of the other options. To add an extra piquance the player may be asked to make his selection first before rolling for the second.

The terminology has been left intentionally vague as much will depend upon what models the gamer has available. In general terms a pill-box is considered to be of concrete construction whereas a bunker will be wood and earth. Mortars in defence will have two pre-plotted target areas, whilst in attack a FOO will be present. Mines will be either Anti-tank, anti-personnel or a mixture of both as per the player’s choice. They should cover two areas of approximately 36 square inches each (so 6” by 6”, 3” by 12”, 4” by 9” and so on).

Roll Attacker Defender 12 Pill Box 11

Tank Bunker

10 Mortars 9

Armoured Car PIAT Team

8 7

One additional section

Tripod Mounted Machine Gun

6 Mortars 5

Sniper

4 Tripod Mounted

Machine Gun Mines 3 2

Half-track or Carrier

Anti-tank Gun

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Defending British units should be allowed some pre-prepared positions depending on the scenario. Our scenario options give examples of this later. National Characteristics British line units will tend to be Average with a smattering of Good units. Motorised infantry units will reverse that, with most being Good and a few Average. Airborne units generally will normally be considered Elite, whilst some glider-borne forces can be rated Good. Within T.W.&T. cards are used to reflect the national characteristics of various forces. Subtle changes can be made to differentiate between the way that different units behave on the battlefield. For British forces the following cards are most relevant. Sniper. The British Army had a fine tradition of rifle shooting, and in numerous situations snipers were a considerable annoyance to the Germans. The British sniper card may be used to represent sniper teams or, in the case of units with reputations for fine marksmanship, to allow any unit to take a single sniper shot immediately and at no cost in Tactical Initiative or initiative dice. Indirect Fire Support. Should often be available, often with pre-registered fire zones when in a defensive position. A dedicated observer will often be present with an extra card for him to reflect his efficiency. Armoured Bonus Move. This should be available for a tank or motorised infantry force. Rapid Deployment. This will always be present for any SAS or Commando force, rarely for others. Reconnaissance Force. Used for a dedicated recce unit such as light tanks, armoured scout cars, carriers or motor cycles. Hesitant Troops. Will often be present due to the “sticky” factor, although less so among Commonwealth or Allied troops operating under British command, such as Poles who are never hesitant. Will never be present for elite British troops. Vehicle Breakdown. This will always be present for any vehicle or AFV operating off road in Italy or in the boggy ground of the Low Countries. AT Bonus Fire. This should always be present for a Commonwealth force. Hesitant Commander. This may be used with line troops if the scenario dictates. Dynamic Commander. This should be used sparingly with line troops, although nearly always with elites, and always with Commandos. Heroic Leader. Should always be present with elite forces. Rarely with British Line, but more often with Allied troops under British command.

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WWEEAAPPOONNSS The following weapons and vehicles may be found supporting British & Commonwealth forces in the period 1944 to 1945. Anti-Tank weapons

Weapon Weapon Strike L50, 6 Pounder 7 L58, 17 pounder 12 L28.8, 25pdr 8

Infantry Anti-Tank 0-12" 12-18" 18-24" 24-30" PIAT 6 6 6 6 Infantry section 2 in contact - - - MMG/HMG 2 2 2 1

Armoured Vehicles

Vehicle Armour Class Weapon Strike Speed Universal Carrier 2 As Weapon Fast LVT4 Buffalo 3 4 Slow Kangaroo 5 Nil Average Sexton 5 8 Average Daimler Armoured Car 2 5 Wheeled Daimler Car with Littlejohn 2 7 Wheeled AEC MkIII Armoured Car 4 8 Wheeled Mark VII Tetrach 2 5 Fast Tetrach with Littlejohn 2 7 Fast Cromwell Mark I 4 7 Fast Cromwell Mark IV 5 8 Fast Cromwell Mark IV CS 5 6 Fast Challenger 4 12 Fast Crusader AA Oerlikon 4 4 Fast Crusader AA Bofors 4 5 Fast Comet 8 11 Fast A22 Churchill I 8 5 Slow A22C Churchill IV 8 7 Slow Churchill VII 10 8 Slow Churchill Crocodile 10 8 Slow Churchill AVRE 8 Anti-Positional Slow Achilles 4 12 Average Archer 4 12 Average M22 Locust 2 5 Fast M5A1 Stuart 4 5 Fast M3 Lee 4 Turret 5,Hull 6 Average M4 Sherman 6 8 Average M4 Sherman Crab Flail Tank 6 8 Average Sherman Firefly 6 12 Average Centaur CS Tank 6 95mm howitzer (7) Average All scout cars, light armoured cars and armoured personnel carriers are considered to have an armour class of 2 unless listed as otherwise.

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TTAACCTTIICCSS By 1944 the British infantry section had been through several changes, all of which had sought to fine-tune what was essentially the same core model. The section leader commanded two teams, one of six riflemen, the other of three men on the Bren gun. Tactically the application of this unit was consistent throughout the war, the Bren team was relied upon to provide the firepower, supplemented by any particularly skilled shots with their rifles. The bulk of the riflemen were there to either protect the Bren in an emergency when on the defensive, or, when attacking, to advance under cover before closing with the enemy in order to kill them and take a position. Specifically the British training system recognised five formations: Blobs, Single File, Loose File, Irregular Arrowhead and Extended Line. Blobs, small groups of two to four men were easy to control and to conceal and were best suited to defensive positions. Single file was dangerous in the face or an enemy, it was difficult to return effective fire if shot at, it could be hard to control, however in linear terrain it was useful. Loose File was a staggered version of the single file, able to fire to the front and side and capable of changing its line of advance rapidly. This was considered relatively easy to control, however it was still vulnerable to enemy fire. Irregular Arrowhead was good if movement to the flanks was anticipated, but control was less easy. An Extended Line was vulnerable to flank fire, but was best for an assault, especially if across open ground.

The section commander was expected to change formation often in order to select the most appropriate for the terrain and circumstance. Orders on the battlefield were, it was anticipated, to be conveyed by a series of signals rather than by word of mouth. Attack When attacking the British section was expected to be tactically self-sufficient, providing its own covering fire at every step. Its two teams were mutually supporting, with either the Bren team or rifle team stationary and providing covering fire while the other team manoeuvred. This principle was described as keeping one foot on the ground. The two teams would work their way forward using such fire and movement techniques, but ultimately it was the rifle team that would begin and end any manoeuvre, with the Bren

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laying down the first covering fire, and the rifle team working its way forward until it could make the ultimate assault on the enemy position. The attack was, at all times, to be delivered against the flank of the enemy. This was largely to do with allowing the Bren team the ability to put supporting fire into the front of the enemy’s position for as long as possible. The Platoon attack was simply a scaled up version of the above. Against enemy positions as yet unidentified a triangular formation would be assumed with one section, designated as the scout section, advancing ahead of the rest of the platoon. Behind that the Platoon commander would take up a central position with his “O” Group and the 2” mortar. To his rear were the two remaining sections, advancing abreast. In this formation these could deploy rapidly to either flank, adjusting the platoon’s frontage to support the scout section. The Lieutenant, his Platoon Sergeant and the mortar were perfectly placed to issue orders to both front and rear, and to provide support fire from the mortar. Against a located enemy one section in the Platoon would, along with the 2” mortar, deploy to provide covering fire. The mortar was predominantly, but by no means exclusively, used to deploy smoke by this stage of the war. Whilst this was occurring the other two sections would seek to manoeuvre to a flank prior to launching an attack on the enemy position through a smoke screen. When clearing areas of poor visibility terrain, such as built up areas or woods, the platoon would assume a tactic very similar to game shooting. They would position their gun teams in order, as much as possible, to cover any escape routes from the cover. The rifle teams would then form a continuous line and, having advanced to the edge of the cover masked by smoke from the 2” mortar, would act as a line of beaters that would sweep through the area, driving out (they hoped) any enemy onto the guns of the Bren teams. If enemy resistance was tougher than anticipated the beaters were expected to take cover and combine their firepower to flush the enemy out, if necessary by an assault from one of the rifle teams. Defence In defence the platoon would, where possible, dig in on a reverse slope position and set up mutually supporting fields of fire. The triangular formation still applies, but in defence two sections would normally be deployed to face the enemy’s most likely line of attack, with one section held back to support them as required. That section would be responsible for any counter-attack against any successful enemy incursions into the platoon’s designated perimeter. Conclusion British tactics are nicely logical, and within T.W.&T. it is only necessary to ever split your sections into the Bren team and the Rifle Team. The ability of the platoon commander to arrange his weapons teams to suit his task enables the gamer with a very pragmatic and practical approach to tactics. Within the section no specific scouting arrangement was made, in a platoon advance one complete section undertook that role rather than small detachments. As such a British commander should seek to use his surplus dummy blinds in order to scout out enemy positions ahead of his main force. The approach of “always keeping one foot on the ground” can make a British advance appear slow, however if handled properly it will allow an advance to be made with the minimum level of casualties, especially when combined with the deployment of smoke from the 2” mortar.

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By 1944 the German Armed Forces presented some interesting and often contradictory facets. On the one hand her finest Divisions were well equipped with some of the world’s most up to date equipment. They were manned by men who were superbly trained and motivated and whose leadership skills had been forged in the furnace of combat. This, however, was a rarity. The vast majority of her troops were under-supplied, under-equipped and under immense pressure from foes who possessed seemingly unlimited resources. These troops were no more mobile than their fathers had been in 1918, and the tactics that they practised were more akin to the static doctrines of the Western Front in 1918 rather than the modern fluid warfare that they had championed five years earlier. With insufficient manpower to present a continuous front-line to the enemy, the Germans withdrew their forces into all-round defensive positions from which they would, it was hoped, be able to dominate the terrain whilst ensuring the safety of their troops. Any enemy infiltration through the resultant gaps would first be battered with artillery and then the incursion wiped out by rapid deployment of one of the limited number of remaining mobile units that was held back behind the front. In such circumstances the German system of supply and equipment allocated was, by necessity, selective. Elite units were favoured and increasingly relied upon to achieve the unachievable, whilst line units were left to fend for themselves. Such a system would always ultimately sew the seeds of its own downfall, as fewer and fewer resources were spread ever more thinly. This, of course, is to take a broad view. At grass roots level the German Platoon was still generally a well led unit, albeit with the numbers of officers now drastically reduced from its heyday, and a consequent reduction in the operational flexibility of all but the best units. Now Captains commanded Battalions, with NCOs heading companies. Formations were increasingly ad hoc, and reduced to defending desperately and launching limited counter-attacks where they could. Yet still they inflicted a heavy toll upon their opponents.

TTRROOOOPPSS A German Battalion was made up of three Rifle companies, each with three rifle platoons and a machine gun section, and a Support Company that provided the battalion’s anti-tank, mortar and light artillery elements. In each platoon the Headquarters was deemed to have a commander, now more likely to be an NCO than an officer. Alongside him were two runners, a medic and two supply wagon drivers. The rifle squads were, by this stage of the war, nine men strong, having a squad leader, a three man LMG team, and five men with rifles. Transport was, for normal Grenadier units, limited to two horse drawn supply wagons. For the infantryman all movement was generally on foot, with longer journeys being undertaken by rail.

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Supply constraints ensured that in reality there was no such thing as a “standard” German unit. By 1944 each platoon should have had one scoped sniper rifle. Extra machine guns should have been present to bolster defences. The new Sturmgewehr 44 should have been finding its way through to front line units. Whether any of these things happened seems to have been a matter of chance, and all provide options when constructing our Heer Platoon. Variations on a Theme PanzerGrenadier Platoon Some of the most effective units within the German Army, the PanzerGrenadiers tended to be better equipped than their comrades in the line units. With a Headquarters made up of a Platoon commander, an NCO as his second in command, a gunner and driver for the half-track, a runner and a radio operator. In theory this unit was mounted in the SdKfz 251/17 with its 20mm Flak cannon, however in many cases the ordinary SdKfz 251/1 was used. The three rifle squads were ten men strong, the squad leader commanding two machine gun teams of four and five men. On paper this unit was mounted in the SdKfz 251/1 half-track, but in reality issues of supply would, more often than not, mean that halftracks were unavailable, being replaced by trucks or other soft-skin vehicles. In theory each squad would have a Panzershreck supplied, although this ratio seems remarkably high. One per platoon would seem more the norm with the Panzerfaust being supplied as the standard infantry anti-tank weapon. By late 1944 manpower limitations saw the PanzerGrenadier platoon shrink further. A platoon commander, two runners/radio operators and a medic made up the Headquarters, whilst the squads were reduced to nine men, still with their two LMGs. Panzerschrecks were now consolidated at Company HQ, forming a three team Tank Destroyer Group. Fallschirmjager Platoon. Now reduced to the role of leg-infantry, the Fallschirmjager, nevertheless, retained much of their esprit de corps right to the end of the war. Their organisation was more or less identical to that of the line grenadiers, but with 11 man rifle squads that had an additional LMG and a high proportion of automatic weapons. VolksGrenadier Platoon By the end of 1944 the Germans were scraping the bottom of the barrel in almost every respect. Increasingly they attempted changes to unit structures and equipment levels in an attempt to maintain the fighting abilities of their makeshift formations. Within each Company of VolksGrenadier, two platoons were entirely equipped with automatic weapons, taking their lead from the Red Army in that respect. Two nine man squads had sub-machine-guns whilst a third had a light machine-gun, three rifle grenade launchers and five machine pistols. The Platoon Headquarters was limited to a commander, a runner, a medic and a two man LMG team. The third platoon in each Company was a standard rifle platoon as per the line Grenadier unit. Higher Level Support The German Army was extremely proficient at forming all-arms combat groups at every possible level. Each battalion was normally supplied with a whole raft of support weapons that could be added to any infantry force. Armoured platoons tended towards three vehicles each, although five was their book strength. Infantry units were allocated anti-tank weapons by the Battalion depot. By this stage of the war the Panzerfaust had tended to replace the Teller mine or magnetic hollow charge that needed to be placed on the target, but the latter had not disappeared altogether.

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In Normandy the Panzerfaust 30 was the normal weapon, but by September the longer ranged Panzerfaust 60 was reaching the front line. Towards the end of 1944 the Panzerfaust 100 was coming on stream, but numbers of these were severely limited, the 60 model being the most prevalent up to the end of the war. Numbers supplied to infantry squads varied depending on circumstance. Organising Your German Force for T.W.&T. The following section may be used to semi-randomly generate a platoon sized force that may be used as the basis for your games, or even a series of linked scenarios, or “campaign” that follows a unit through several actions. This can be particularly useful when using some of the scenario options that are covered later. Naturally you may choose to field forces with whatever orders of battle you prefer, from full strength units fresh into action to the tattered remnants of a force that has been in the thick of things for months. For each area outlined below a simple six sided dice will assist you in putting together your unit. Roll the D6 and cross-reference with the type of unit you are creating. Platoon Command The lynch-pin of the whole unit, the Platoon commander sets the benchmark for how his force will behave in battle. In the German Army this was increasingly likely to be an NCO except for the elite units. Dice Line Grenadier PanzerGrenadier VolksGrenadier Fallschirmjager

6 Feldwebel, Grade IV Feldwebel, Grade III 5

Leutnant Grade IV

4 Feldwebel Grade III

Leutnant Grade IV

3

Feldwebel Grade II

2 Feldwebel Grade II

Leutnant Grade III

1 Feldwebel, Grade I Leutenant, Grade II Gefreiter,

Grade I

Feldwebel Grade III

Second in Command A luxury that was increasingly rare in the German Army Dice Line Grenadier PanzerGrenadier VolksGrenadier Fallschirmjager

6 5

Feldwebel Grade III Feldwebel Grade III

4 Feldwebel Grade II 3 2 1

None Available

None Available

None Available None

Available

Platoon Headquarters This was now a very small appendage to the Platoon, the 50mm mortars having been abandoned earlier in the war as insufficiently powerful. Panzerfausts are covered at squad level. Dice Line Grenadier PanzerGrenadier VolksGrenadier Fallschirmjager

6 5

Panzerschreck team plus one sniper

Panzerschreck team plus one sniper

4

Panzerschreck Team plus one sniper team

3 Panzerschreck with

two man crew

Panzerschreck team

2

Sniper team Sniper

team 1 Nothing

Sniper

Sniper Nothing

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Squad Leaders Dice once for each section leader. Dice Line Grenadier PanzerGrenadier VolksGrenadier Fallschirmjager

6 5

Gefreiter Grade III

4

Gefreiter Grade III

Gefreiter Grade II

Gefreiter Grade III

3 2

Gefreiter Grade II

1 Gefreiter Grade I

Gefreiter Grade II

Gefreiter Grade I

Gefreiter Grade II

Squads Roll once for each squad. Any shortage of men will oblige the player to reduce the strength of one or both teams. Panzerfausts will be allocated to each squad, roll a D4 to create an EDNA rating. Dice Line Grenadier PanzerGrenadier VolksGrenadier Fallschirmjager

6 Full strength Full Strength Full strength 5

Full strength One man short

4 One

man short 3

One man short

One man short

2 1

Two men short Two

Men short Two

men short

Two

men short

Platoon Support Two support units are normally allowed for a normal Platoon sized force, the first being diced for, the second chosen by the player from the options presented. Roll 2D6 and then cross-reference the result with either the defender or attacker column. Once that is done the player may then select a second unit of his choice from the same list.

The terminology has been left intentionally vague as much will depend upon what models the gamer has available. In general terms a pill-box is considered to be of concrete construction whereas a bunker will be wood and earth. Mortars will have two pre-plotted target areas, whilst mines will be either Anti-tank, anti-personnel or a mixture of both as per the player’s choice. They should cover two areas of approximately 36 square inches each (so 6” by 6”, 3” by 12”, 4” by 9” and so on). When wire is present this can be up to 18” in length. Defending German units should be allowed some pre-prepared positions depending on the scenario. Our scenario options give examples of this later.

Roll Attacker Defender 12 Pill Box 11

Tank Bunker

10 9

Armoured Car

Mortars

8 7 6

Tripod Mounted Machine Gun

Tripod Mounted Machine Gun

5 4

One additional Section

Mines/wire

3 2

Half-track or Carrier

Anti-tank Gun

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National Characteristics German line units will tend to be Average troops, with some units scraping into the Good category and some, such as Ost-truppen Russian volunteers into Green. PanzerGrenadiers, SS forces generally and Fallschirmjager can range from Good to Elite. Volksgrenadier will normally be Green but with some Average units. Within T.W.&T. cards are used to reflect the national characteristics of various forces. Subtle changes can be made to differentiate between the way that different units behave on the battlefield. For German forces the following cards are most relevant. Sniper. This may always be present. Indirect Fire Support. This may be present with a dedicated artillery spotter, and two may be included in the pack if they are in prepared positions. They may also have pre-registered firing co-ordinates which do not need ranging fire. Blitzkrieg. May be present for a force operating in a mobile role. Rapid Deployment. May only be present for a mobile force with aggressive orders. Hesitant Troops. Will always be present for a Volksgrenadier or Volksturm force unless a high proportion of Hitler Jugend are in the latter. Petrol Shortage. Will normally be present from 1944 onwards, will always be present in 1945. Reconnaissance Force. Present for the relevant troops type. Vehicle Breakdown. Will often be present. Tank Killer Bonus. May always be present. Any one German squad may convert to a Tank Killer squad at the start of the game. AT Bonus Fire. One bonus card for each Platoon of AT guns or Panzerjager AFVs. MMG Bonus Fire. Will always be present for any German force excepting Volksgrenadier or Volksturm. Mortar Bonus Fire. Always present for any infantry force with mortar support. Poor Fire Discipline. Volksturm or Volksgrenadier units may have poor or, occasionally, dreadful fire discipline. Hesitant Commander. Often with poorer quality line or VolksGrenadier troops. Dynamic Commander. Available for better fores. Heroic Leader. May be present throughout, but will always be present with a Volksturm force.

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WWEEAAPPOONNSS The following weapons and vehicles may be found supporting German forces in the period 1944 to 1945. Anti-Tank Weapons

Weapon Weapon Strike 25mm L77 Hotchkiss PaK 113(f) 4

47mm L53 Puteaux Pak 181/183(f) 7

PaK 36 5 (7 with Stielgrenate)

PaK 38 7

PaK 40 9

PaK 43 16

88mm FlaK18 L56 16 Infantry Anti-Tank 0-12" 12-18" 18-24" 24-30"

Panzerfaust 30 10 - - - Panzerfaust 60 10 10 10 - Panzerfaust 100 10 10 10 10 Panzerschreck 13 13 13 13 Infantry section 5 in contact - - - Tank Killer section 6 - - - MMG/HMG 2 2 2 1 Captured French Armour

Tank or vehicle Armour Class Weapon Strike Speed Pz 39H 735 (f) 4 3 Average Pz 35R 731(f) 4 3 Slow Pz FCM 737(f) 4 4 Slow Pz 35S 739(f) 4 5 Average Panzer B1 740(f) 6 Hull 3, Turret 5 Slow Panzer 40R 736(f) 4 4 Average Panzerspahwagen VM 701(f) 3 MGs Fast Pz 17R/18R 730(f) 2 MGs or 2 Slow Panzerspahwagen 174/178 204 (f) 2 7 with 50mm L40 Wheeled Panzerspahwagen 174/178 204 (f) 2 3 Wheeled Infanterie Schlepper UE 630(f) 2 5 Average

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Armoured Vehicles Vehicle Armour Class Weapon Strike Speed

SdKfz 222 2 4 Wheeled SdKfz231/232 8 rad 2 Vehicle Specific Wheeled SdKfz 234/1 3 4 Wheeled SdKf 234/2 Puma 4 7 Wheeled SdKfz 234/3 3 5 Wheeled SdKfz 234/4 3 9 Wheeled SdKfz 250 or 251/10 2 5 (7 with

Stielgrenate) Fast

SdKfz 250/11 2 6 Fast SdKfz 251/9 2 5 Fast SdKfz 251/22 2 9 Fast SdKfz 250/9 2 4 Fast Panzer II Luchs 3 4 Fast Marder II 3 9 Average Wespe 3 7 Average Panzerjager 38(t) 3 6 Average Marder III 2 9 Average Hetzer 6 9 Average Panzer III J-L 4 7 Average Panzer III N 4 5 Average SiG 33B 6 5 Slow StuG III F 6 9 Average StuG III G 6 9 Average StuH 42 105mm 6 8 Average Panzer IV F2 4 8 Average Panzer IV G 5 9 Average Panzer IV H/J 6 9 Average Wirbelwind 4 4 Average Ostwind 4 5 Average StuG IV 6 9 Average Jagdpanzer IV L48 5 9 Average Brumbar 8 5 Average Nashorn 3 16 Average Hummel 3 9 Average Panzer V Panther D 9 12 Fast Panzer V Panther A/G 10 12 Fast Jagd Panther 11 16 Fast Tiger I E 11 12 Slow Sturm Tiger 11 380mm m'rtar Slow Elefant/Ferdinand 14 16 Slow Tiger II B 14 16 Slow Jagd Tiger 20 18 Slow All scout vehicles, light armoured cars and armoured personnel carriers as considered to have an armour class of 2 unless listed as otherwise.

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TTAACCTTIICCSS Throughout the war the German squad composition was chopped and changed to meet tactical requirements. On thing that did not change, however, was the emphasis on the light machine gun as being at the heart of everything a squad did, be that on the offensive or in defence. This is hardly surprising when one considers that the MG34 and, later, the MG42 were superb weapons that represent the first true general-purpose machine-guns in service. That said hypothetical rates of fire of 900 and 1200 rounds per minute serve to muddy the waters somewhat, as this was severely restricted by the amount of ammunition that could be transported. The testimony of one machine-gunner who on D-Day was in action continuously for over five hours, firing down from his bunker overlooking Omaha beach – probably the most perfect position possible - states that he fired 10,000 rounds in that time. A rather more practical indication of usage levels when in action. Nevertheless the weapon was ahead of its time, with either the 250 round belt or the 50 or 75 round assault drums, and dictated the roles of the squad in combat. The LMG was the killing weapon, relied upon to win the fire-fight, whilst the rifle armed element was there to protect it in defence or supplement it in attack. Indeed the two larger LMG teams seen within the Panzer Grenadier formations would not have any greater firepower until close combat as the extra riflemen were not there to engage in ranged musketry. The 50mm mortar that had been integral to the platoon earlier in the war had now been replaced by the rifle grenade. The German squad, or Gruppe, tended to use two formations on the battlefield. The Reihe, or column, was a loose single-file formation lead by the squad leader with the machine gun team some yards behind him. If an enemy was encountered the machine gun would deploy where it was, with the riflemen moving out to either flank to form a firing line or Schützenkette. In the face of serious opposition the machine gun would put down suppressing fire to cover the advance of the rifle team which would attempt to close to grenade range initially, and then to close quarters. If the opposition was considered to be less significant then the LMG would lead the assault, firing from the hip only when at the closest possible range. Attack As we have just seen the LMG forms the spearhead of any attack. The advantage of the Reihe formation was that supporting formations, such as tripod mounted machine-guns or supporting squads, could maintain their fire on the enemy for as long as possible. The emphasis was on continual movement, holding fire for as long as possible to avoid getting bogged down in a fire-fight. Once grenade range is reached this would signify the start of the assault, followed by both the LMG and the riflemen attacking together to overwhelm the defenders with firepower at close quarters. Tactics at both squad and platoon level were aggressive, and much of the German success in the early years of the war was a direct result of this and the flexible system of Auftragstaktik that allowed junior leaders the scope to achieve their objective as they best saw practicable.

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In a platoon level attack the Germans used triangular tactics, but these were further encapsulated within a precise tactical doctrine of Gefechtsstreifen, corridors of operation in which each unit would operate. The commander would select the critical point, or Schwerpunkt where his main blow would fall. The unit tasked with making that attack would be allocated a narrow corridor down which to attack, whilst to either side of this two wider corridors would be used by adjacent units to pin any enemy troops to either side of the main point of attack. This system was designed to allow even small forces to achieve local superiority at the key point, to overwhelm the defenders there, and break into the enemy positions, what the Germans called an Einbruch – a break-in. Any support weapons available were deployed in this corridor to ensure success. Once the enemy’s position was pierced the lead unit, the Anschluss in German terminology, would turn outwards, attacking the flank of the forces being pinned by his neighbours, and in that manner the breach would be expanded to turn

the Einbruch into a Durchbruch, literally a break out, that would surround and then destroy the enemy. On a grander scale it was these tactics that would form the Kessels, cauldrons, that would surround huge Soviet Armies in 1941 and 42, but the tactics at Platoon level were no different, the key building block being the corridor of attack, the Gefechtsstreifen. Defence In a defensive position the squad would ensure that it was close enough together to

hear the verbal commands of the squad leader. The LMG would form the centre of the squad position with the riflemen deployed around it to provide security for the key killing weapon.

A Platoon position would not necessarily present a continuous front to the enemy, but each position would be covered by fire from those around it, thereby providing mutual defensive support. At least one machine-gun would now be deployed in a sustained fire role, with several firing positions prepared to allow it to dominate the land thereabouts. The riflemen would not engage targets unless they came within close range, keeping their position hidden until maximum effect could be achieved, thereby providing the most effective security for the machine gun.

It was normal German policy to post outposts to act as trip-wires to identify any potential enemy attack. It was considered viable, through use of well sited indirect fire support, to break up enemy attacks in this area before the main line of resistance was reached or, often more importantly in the second half of the war, identified. Conclusion The tactics and weapons outlined above make the Germans a very potent force in T.W.&T. especially when combined with good quality leadership. They are a classic example of why it is better to think in terms of weapon teams rather than individual soldiers, and the LMG should be at the heart of any game plan, be it defensive or offensive. The concept of Gefechtsstreifen is absolutely key to replicating German tactics realistically, and if one does so they are a very potent force indeed, especially with the impressive fire and movement capabilities of the double LMG squads.

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To talk of standard formations within the Red Army is to be naive in the extreme. The Soviet policy of bleeding units white before eventually breaking them up and reforming them saw whole battalions reduced to mere handfuls of men on many occasions. As such how we configure our wargames units is largely a matter of supposition and personal preference. It is a long enduring myth that describes the Red Army as a lumbering tactically inept force whose universal solution to every situation was the wave assault. It is true that the Soviets never baulked at using the sledgehammer approach, but by 1944 the Red Army was far more tactically flexible than the majority of German formations. What was more, its lack of dogmatic adherence to accepted military theory saw it able to rapidly recreate itself depending on circumstance, creating innovative and coherent tactical doctrines that suited its own very particular circumstances. Contrary to popular belief manpower shortages hit just as hard in Russia as they did in Germany and Britain, and their formations suffered accordingly. Several exercises in restructuring were required during the course of the war in order to maintain the effective combat strength of units at the front. At grass roots level the Soviet infantryman was, in a formal sense, often poorly educated, and given the opportunity he would lack personal discipline. The structure and ethos of the Red Army provided a counter-balance to that, with discipline that could be extremely harsh and applied without hesitation in a summary fashion. Increasingly Soviet officers were encouraged to take a pride in their military abilities, something seen as decidedly un-proletarian in the late 1930s and early 1940s, and the quality of leadership had improved significantly throughout the war. This was, of course, backed up a by a regime that demanded success, where the penalty for failure was no mystery.

TTRROOOOPPSS By 1944 the standard Soviet Battalion was a much reduced affair, stripped of any excess fat by periodic restructures. Three rifle Companies were made up of three platoons and a machine gun squad. Each platoon had a solitary officer as its “headquarters” backed up by three rifle squads of eleven men. Each squad was commanded by an NCO and had a two man light machine-gun team, two sub-machine-guns and six rifles. Within each Company a single platoon was entirely armed with sub-machine-guns, with three ten man squads commanded again by a single officer. An alternative that was often organised at local level was to provide each platoon with one squad of SMG armed troops. Variations on a Theme These are just about unlimited, however it is worth mentioning the ubiquitous Desant troops, SMG armed men riding on the outside of Soviet tanks in order to protect them from the dangers of close quarter infantry attack. These were formed, on paper at least, into platoons of three ten men squads, all SMG armed under one officer.

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Higher Level Support A Soviet platoon may be supported by machine guns, anti-tank rifles, 45mm anti-tank guns and 82mm mortars drawn from within the battalion. Motorised transport was unusual to the point of being almost unknown, horse drawn carts being a luxury and foot marches the norm. Tanks and armoured cars tended to be organised in platoons of five vehicles, but like the infantry formations these were expected to operate with whatever they had available. Organising Your Soviet Force for T.W.&T. The following section may be used to semi-randomly generate a platoon sized force that may be used as the basis for your games, or even a series of linked scenarios, or “campaign” that follows a unit through several actions. This can be particularly useful when using some of the scenario options that are covered later. Naturally you may choose to field forces with whatever orders of battle you prefer, from full strength units fresh into action to the tattered remnants of a force that has been in the thick of things for months. For each area outlined below a simple six sided dice will assist you in putting together your unit. Roll the D6 and cross-reference with the type of unit you are creating. Platoon Command The lynch-pin of the whole unit, the Platoon commander sets the benchmark for how his force will behave in battle.

Dice Line Infantry Guards Infantry 6 5

Leytnant Grade IV

4

Leytenant Grade III

3 2

Leytenant Grade II

Leytnant Grade III

1 Serzhent Grade II Leytenant, Grade II Squad Leaders Dice once for each section leader.

Dice Line Infantry Guards Infantry 6 5

Yefreitor Grade III

4

Yefreitor Grade II

3 2

Yefreitor Grade II

1

Yefreitor Grade I

Yefreitor Grade I Squads Roll once for each squad. Any shortage of men will oblige the player to reduce the strength of one, or both teams.

Dice Line Infantry Guards Infantry 6 Full strength Full strength 5 One man short 4

One man short

3 Two

men short 2

Two men short

1 Three

men short Three men short

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Platoon Support This is allocated in a slightly different manner. Two support units are normally allowed for a normal Platoon sized force, the first being diced for, the second chosen by the player from the options presented. First 2D6 are rolled, with the player then cross-referencing the result with either the defender or attacker column. Once that is done the player may then select one of the other options. To add an extra piquance the player may be asked to make his selection first before rolling for the second. The terminology has been left intentionally vague as much will depend upon what models the gamer has available. In general terms a Soviet bunker will be wood and earth. Units that have captured supplies of Panzerfausts will have an EDNA of 1,2 or 3 (D6 halved). The additional platoon option is not a misprint! Defending Soviet units will always be well dug in and camouflaged. National Characteristics Soviet units can be anything from Green to Good, with the bulk qualifying as Average. Some Guards units or Tank Desant infantry should be Good, with Elite being very rare indeed. Within T.W.&T. cards are used to reflect the national characteristics of various forces. Subtle changes can be made to differentiate between the way that different units behave on the battlefield. For Soviet forces the following cards are most relevant. Sniper. May be present for any Soviet force. Indirect Fire Support. This may be present but it will be unusual at this level in an attack. With a defensive position may have pre-zeroed co-ordinates to fire on. Reconnaissance Force. May be included for Scouts, cavalry or armoured car formations. MMG Bonus Fire. This will be included for any Soviet force in defensive positions. Uhraaaaaahh! May always be included. Dynamic Commander. May be present, but unusual. Heroic Leader. Very likely at all stages of the war.

Roll Attacker Defender 12 Bunker 11

Tank or Assault Gun Panzerfausts

10 Armoured Car 9

Sniper & 2 man AT rifle team

8 7

Tripod Mounted Machine Gun

6

Tripod Mounted Machine Gun & AT rifle team

5 4

SMG squad

3 2

One additional Platoon

Anti-tank

Gun

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WWEEAAPPOONNSS Armoured Vehicles

Vehicle Armour Class Weapon Strike Speed BA 64 2 MGs Wheeled BA 10 2 4 Wheeled T40 2 MGs Fast T50 3 4 Fast T60 M42 3 4 Fast T70 M43 4 4 Fast SU 76 3 10 Fast SU 85 5 12 Fast SU 122 4 4 Fast SU 100 5 14 Fast SU 152 6 8 Average T34 M1941 5 8 Fast T34 M1942/43 6 8 Fast T34-85 M1943/44 7 12 Fast T44 9 12 Average KV 1 M1942 7 8 Average KV 85 7 12 Slow IS - I 8 12 Average IS - II 10 14 Average ISU 122 7 14 Average ISU 152 7 152mm howitzer (8 AT) Average Anti-Tank weapons

Weapon Weapon Strike 45mm L46 M1937 4

45mm L66 M1941 6

57mm L73 ZIS-2 7

76.2mm L54 ZIS-3 10

85mm L54 AA Gun 11

1002mm L59 M1944 15

Infantry Anti-Tank 0-12" 12-8" 18-24" 24-30" Bazooka 8 8 8 8 PTRD/S 14.5mm AT Rifle 3 3 2 2 Infantry section 3 (in contact) - - - Infantry Tank Killer 6 - - - MMG/HMG 2 2 1 1

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TTAACCTTIICCSS During, and indeed after, the Second World War German accounts of Soviet infantry operations were fairly consistent in emphasising the lack of tactics used rather than attempting to examine what they were. Indeed any actions that could be considered clever or having any degree of sophistication were put down as being as a result of the natural guile of the peasant rather than due to any doctrines or training. Like many stereotypes this is, of course, a shoddy representation of the truth. The reality was that Soviet troops were often poorly trained and under equipped, and naturally this did lead to circumstances, especially early in the war, where their commanders were limited in what they could call upon their men to do. As the war progressed, however, this was no longer the case. Soviet training was, without doubt, tailored to suit an army of workers and peasants who were educationally inferior to their western European and American counterparts. The formations used were centred on the squad leader who was undoubtedly the key to maintaining the effectiveness of the unit, but in many respects they are little different to German, British or, intriguingly, the Americans where some, such as the Squad Column, are identical. Just like the supposedly superior Germans, the Soviet squad used two basic formations on the battlefield, the skirmish line and the column. In the advance the column was used with the squad leader at its head, followed by the light machine gunner with, by 1944, his DPM Degtyarev weapon. Behind him came the assistant gunner and then the Guide followed by the remaining riflemen. The Guide role is an unusual one in that the name suggests a role similar to US Scouts, however it is different in many ways. The Guide was one of the more experienced and reliable members of the squad. He did have the responsibility of conducting some minor scouting ahead, but the term “Guide” refers more to him being a reference point for the riflemen in the squad. Wherever he went they were expected to follow. This system did allow the squad leader to provide inexperienced riflemen with a physical example of what they were expected to do on the battlefield, however it did tend to tie him to the DPM during the action. The Squad Column was used until the enemy were identified, at which point the squad would deploy into Skirmish Line. This could be done to the left or right of the squad leader, or to either side. In both cases the squad leader remained stationary, with the LMG moving along side him, the Guide moving out and leading the riflemen into their position. Attack Due to the limitations of their troops the Soviet squad tended to prefer to operate as a single entity far more than their British or US counterparts, the squad operating together and firing together in order to win the fire-fight. Any movement was, where possible, always undertaken whilst maximising the use of cover. This also dictated the rate of advance, with open areas taken at the run in order to reach the next area of cover as rapidly as possible. All movement was first undertaken by the Guide in order to show the rest of the squad where their objective was. Where enemy fire made concerted movement difficult the LMG team and rifle team would split up, each advancing in turn by rushes while the other laid down covering fire. If engaged by enemy support weapons, such as mortars, the squad would run forward as rapidly as possible to get out of the killing zone. Ultimately the attack is expected to culminate with an assault. This was conducted by the squad as a whole, with the emphasis being on short range combat, with grenades and where possible automatic weapons. Where necessary this could be pushed home with the bayonet and entrenching weapons. A Platoon attack was normally begun in column until such a point that it may become visible to the enemy or, more ideally, where it wished to open fire itself, having made the approach under cover. At this point the squads would shake out into skirmish order.

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Squads now could be deployed in a continuous skirmish line, which would be the case if they were ready to open fire, or into triangular formation if further advance was anticipated. Any SMG armed squads that were part of the Platoon would attempt to work around to a position on the flank of the enemy rather than attack head on. Any support weapons attached to the Platoon would be positioned on the flank so as to be able to fire on the objective for as long as possible before being masked by friendly troops. The assault was pressed home en masse, as with the squad assault, with much emphasis being placed on the use of grenades to prepare the way. Once the position was seized any support weapons would be moved forward immediately in anticipation of a counter-attack. Once they were in position the Soviet doctrine called for, as did the Germans’, further advances to widen the breach in the enemy’s line. Defence Here the squad was usually part of a larger Platoon position, ideally with clear orders for where their individual sector of the defence began and ended. This would be kept relatively simple with geographical points used to delineate, and the squad would dig-in to best defend that area. Initially the defence would depend upon the LMG and good shots, snipers, to break up any enemy advance. The riflemen would hold their fire until the enemy came within 400 metres at maximum. That said it was absolutely normal for a Soviet position to hold its fire until the enemy were very close indeed, 50 metres for example, in order to maximise the advantage of their camouflaged position. Conclusion The Soviet Platoon is a very nuts and bolts formation, in that its commander has no luxuries. His weaponry is not the equal of the Germans, his structure is not as flexible as the Americans, his command and control is inferior to the British, but despite all of this it is still a potent force. The emphasis on field-craft should make a Soviet force operating on a blind harder to spot. Once it is spotted only the single Guide will be deployed on the table with a new blind, representing the main body of the squad, placed anywhere of the player’s choosing up to 9” behind (i.e. away from the enemy) the Guide. The Guide then operates as a Scout until joined by the rest of the squad. At any time hence the Guide may detach himself from the platoon to advance forward at the cost of one Tactical Initiative. The Guide may not be specifically targeted unless he is the only figure visible. However when the rifle team takes casualties he will be rolled for as though a Big Man. If the Guide is killed another Guide will be selected from within the squad. The LMG team within a Soviet squad is two men strong, making them rather weak. If casualties mean that the squad leader wishes to reinforce this by moving one man from the rifle team, he may do so for the use of two Tactical Initiatives, as he would when consolidating two teams normally. If the squad leader is killed any “Up from the ranks” roll will be done with a -1.

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The contribution of the United States to the prosecution of the War in Europe had, prior to 1944, been one of two prongs. On the one hand her industry made a massive contribution by providing her Allies with the military hardware required to keep putting pressure on the Germans and Axis allies at all points. On the other hand US military operations in North Africa and subsequently Italy had allowed her Armed Forces to find their feet, to learn hard lessons and develop their own appreciation of the situation and its demands. The US Army that landed as part of Operation Torch was green; with government pursuing a policy of isolation between the wars the military had been severely neglected. Through lack of experience and whilst taking its faltering steps under Moroccan and Tunisian skies it was deferential to British military experience, but most of all it was a fast learner. By D-Day in June 1944 the US Army was a fully rounded entity, full of self-belief and having suffered enough cuts and bruises along the way to be professional in its approach. Its structures had been altered and adjusted to suit the conditions of battle, and it was truly the first grand scale Army in history to be fully motorised. In terms of supply and equipment US troops would generally enjoy standards that could only be dreamed of by servicemen from other nations, but that alone would not ensure the quality of her units. Selection policy meant that a high proportion of college graduates were siphoned off away from front line units into support roles. Those graduates that insisted on combat roles tended to be pushed towards the elite units, such as the airborne forces. This policy was to have a detrimental impact on certain line infantry units where discipline was sometimes lax, leading to poor morale and mediocre performance. That, however, was by no means a universal picture, but one that was confined to isolated units where too many rotten apples happened to turn up in the same barrel. As a rule US forces were effectively led, in many cases by officers who possessed real initiative and used it to good effect. In the campaigns in the West it can be seen how US formations took on the persona of the men leading them, Patton’s troops being thrusting examples of this, a classic example of the importance of leadership and the men that provide it on the battlefield.

TTRROOOOPPSS By 1944 the US Infantry Battalion was made up of three Rifle Companies and a Heavy Weapons Company. The Rifle Company was made up of three platoons and a weapons platoon. Each platoon had a headquarters with a Lieutenant commanding supported by a Staff Sergeant, a further Sergeant guide and two runners. The three rifle squads were twelve men strong, commanded by Sergeants. Each had a seven man assault group, all armed with the M1 Garand self-loading-rifle, and the Browning Automatic Rifle team of three men plus the assistant squad leader. It is worth mentioning the squad armament as whilst it appears little different to the norm it does actually differ quite considerably when examined in detail. The BAR was exactly what its name suggests, an automatic rifle. It was not designed to be, nor could it function as, a light support weapon in the same way as the Bren, the DPM or the MG42. For a start it’s magazine was loaded from below, so no assistant gunner could facilitate a swift change – the gunner had to change his position in order to reload. What was more the magazine held only twenty rounds. Most importantly the barrel could not be

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changed and had no appended cooling mechanism, so its use was limited to rather short bursts of fire. The M1 Garand, on the other hand, was a self-loading-rifle, and therefore had, theoretically, a much faster rate of fire than any bolt action rifle. In action degrees of theoretical superiority tend to drop off, as rapid fire is rarely consistently accurate fire, however even allowing for this the Garand went some way to compensating for the lack of a real light support weapon. Two men within the squad were armed with rifle grenades, and this added some punch to the platoon. Variations on a Theme Armored Rifle Platoon Probably the most impressive firepower of any US Army unit must be that of the Armored Rifle units. A platoon here was transported in five M3A1 halftracks, three of which had a 0.30 calibre Browning mounted, two, the HQ vehicle and the weapon squad vehicle, 0.50 Brownings (an awesome weapon that could suck the life from any defensive position) and a bazooka that could be deployed when required. In the HQ half-track was the Lieutenant, a platoon Sergeant , a squad Sergeant and nine men. Two more half-tracks, both with 0.30 Brownings transported one twelve man section each, one man being designated as the driver. All of these men were armed with the M1 Garand. Two more half-tracks transported the 60mm mortar, this having a 0.30 Browning mounted, and the Machine Gun squad with two 0.30 Brownings on tripods for dismounted use, this half-track having a 0.50 Browning mounted. All in all a huge display of firepower. Parachute Infantry Platoon Unusually the Parachute Infantry Platoon was limited to only two squads. It was commanded by a 1st Lieutenant with a 2nd Lieutenant in support. They had a Platoon Sergeant, a Sergeant guide and two messengers and a radio operator under them. Later, after D-Day, this was reduced by removing the 2nd Lieutenant. A sniper rifle was also potentially available for use by one of these men as was a bazooka, neither had a dedicated crew. The two squads were commanded by a Staff Sergeant, three men serving either the BAR or the bipod mounted 0.30 Browning, and five riflemen and two scouts forming the assault team. The riflemen were armed with a mix of Self-Loading Garands and Thompson, or M3, sub-machine guns, giving them a punch at close quarters. Ranger Platoon Based on, and trained by, the British Commandos, the US Rangers were a hard-hitting unit that was more than prepared to “lead the way”. Due to their background they had picked up some British terminology, having sections instead of squads. The Platoon headquarters was small, comprising a Lieutenant, a Sergeant a runner and a sniper. A 60mm mortar team were attached here and a bazooka was available but with no crew allocation. The two sections were twelve men strong, split into a five man assault team and a five man machine gun team. The former used M1 Garands, whilst the latter had the 0.30 Browning with bipod mount. Higher Level Support Within an infantry Company the Weapons Platoon fielded three light 60mm mortars and two 0.30 Browning light machine guns. Five bazookas were also kept with Company HQ and could be deployed with the platoons as required, there also being surplus men available to provide crews for these rather than depending on manpower from within the platoon.

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At battalion level an Anti-Tank platoon fielded three 57mm anti-tank guns, whilst a mortar platoon and a machine-gun platoon provided extra muscle that could be called on when required. Armored Infantry Battalions rarely served as intact units, more often being parcelled out in Company sized units to support tank units. As a result of this the Battalion’s anti-tank capability was parcelled out to the Companies, each one fielding three 57mm guns towed by three halftracks. Their battalions did have a supporting Assault Gun Platoon comprised of three M8 Howitzer Motor Carriages and later on three Shermans with the 105mm howitzer giving them effective close support. Support for Airborne and Ranger units was on a more ad hoc basis, depending on the circumstances in which they would be operating. Neither had any anti-tank guns within their battalion structure, but this is not to say that they operated without them, on D-Day Airborne forces had 57mm anti-tank guns delivered by glider however which units got them and which didn’t was entirely a matter of luck. Armour tended to be organised into platoons of five vehicles. Organising Your American Force for T.W.&T. The following section may be used to semi-randomly generate a platoon sized force that may be used as the basis for your games, or even a series of linked scenarios, or “campaign” that follows a unit through several actions. This can be particularly useful when using some of the scenario options that are covered later. Naturally you may choose to field forces with whatever orders of battle you prefer, from full strength units fresh into action to the tattered remnants of a force that has been in the thick of things for months. For each area outlined below a simple six sided dice will assist you in putting together your unit. Roll the D6 and cross-reference with the type of unit you are creating. Platoon Command The key man in the force. How he leads will set the benchmark for how his force will behave in battle. Dice Infantry Armored Infantry Airborne Rangers

6 Lieutenant, Grade IV 5

Lieutenant Grade IV

4 Lieutenant Grade III

Lieutenant Grade IV

Lieutenant Grade IV

3 Lieutenant Grade III

2 Lieutenant

Grade II Lieutenant, Grade II 1 Lieutenant, Grade I Lieutenant, Grade I

Lieutenant Grade III

Lieutenant Grade III

Second in Command The Platoon commander’s right hand man. In June 1944 an Airborne unit may have one Lieutenant and one Sergeant. Dice Infantry Armored Infantry Airborne Rangers

6 Sergeant, Grade IV Sergeant, Grade IV 5

Lieutenant Grade IV

Sergeant Grade IV

4 Sergeant Grade III Lieutenant Grade III

3

Sergeant Grade III

Sergeant Grade IV 2

Sergeant Grade II Sergeant, Grade II

Sergeant Grade III

1 No Sergeant Present No Sergeant Present Sergeant Grade III No Sergeant

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Platoon Headquarters The ten man rifle squad that was part of the Armored Infantry headquarters should be diced for separately as a normal squad. In addition to below roll a further D6, on a 4 or 5 add a 60mm mortar, on a 6 add two 60mm mortars. Dice Infantry Armored Infantry Airborne Rangers

6 5

60mm mortar with 3 man team

Three men with 0.30 Browning

Bazooka and sniper rifle, no crew

4

60mm mortar team, bazooka with no crew, sniper team

3 2

Two man bazooka team

Three men with 0.30 Browning, two man

bazooka team

Bazooka with no crew Bazooka with

two crew 1 Nothing Bazooka team, 2 men Sniper team Sniper team

Squad Leaders Dice once for each section leader. Dice Infantry Armored Infantry Airborne Rangers

6 Sergeant Grade III 5

Sergeant Grade III

4

Sergeant Grade III

Sergeant Grade III

3 2

Sergeant Grade II

Sergeant Grade II

1 Sergeant Grade I Sergeant Grade I

Sergeant Grade II

Sergeant Grade II

Squads Dice Infantry Armored Infantry Airborne Rangers

6 Full strength Full Strength Full strength 5

Full strength One man short

4 One

man short One

man short 3

One man short

2 Two

men short 1

Two men short Two

Men short Three men short

Two

men short

Platoon Support This is allocated in a slightly different manner. Two support units are normally allowed for a normal Platoon sized force, the first being diced for, the second chosen by the player from the options presented. First 2D6 are rolled, with the player then cross-referencing the result with either the defender or attacker column. Once that is done the player selects other options. For variety the player may be asked to make his selection first before rolling for the second.

Roll Attacker Defender 12 Bunker 11

Tank or AFV Mortars

10 9

Armoured Car

Mines/wire

8 7 6

Tripod Mounted Machine Gun

Tripod Mounted Machine Gun

5 4

One additional Section

3 2

Half-track or Carrier

Anti-tank Gun

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The terminology has been left intentionally vague as much will depend upon what models the gamer has available. In general terms a US bunker will be of wood and earth construction. Mortars will have one pre-plotted target area, whilst mines will be either Anti-tank, anti-personnel or a mixture of both as per the player’s choice. They should cover two areas of approximately 24 square inches each (so 6” by 4”, 3” by 8”, 12” by 2” and so on). When wire is present this can be up to 12” in length. Defending units should be allowed some pre-prepared positions depending on the scenario. Our scenario options give examples of this later. National Characteristics US line forces can generally be considered to be Average with a smattering of good units. Occasionally a green unit can be present. Armored Infantry should normally be Good troops, occasionally Average, whilst Parachute units and Rangers will be Elite, Glider troops being Good. Within T.W.&T. cards are used to reflect the national characteristics of various forces. Subtle changes can be made to differentiate between the way that different units behave on the battlefield. For United States forces the following cards are most relevant. Sniper. May be present with any US force. Indirect Fire Support. Should often be available, often with pre-registered fire zones when in a defensive position. Armoured Bonus Move. Available for any armoured force. Rapid Deployment. This should always be present for a US force. Reconnaissance Force. As above. The US made much use of lightly armoured vehicles operating in a traditional cavalry role. Vehicle Breakdown. This will always be present when any vehicles are operating off road in harsh terrain. AT Bonus Fire. This may be present in a defensive position. Dynamic Commander. This can always be present. Heroic Leader. Should always be present with elite forces.

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WWEEAAPPOONNSS The following weapons and vehicles may be found supporting US forces in the period 1944 to 1945. Anti-Tank weapons

Weapon Weapon Strike 57mm M1 7

76mm M5 10

Infantry Anti-Tank 0-12" 12-18" 18-24" 24-30" Bazooka 8 8 8 8 Infantry section 2 (in contact) - - - MMG 2 2 2 1 0.5" HMG 3 3 2 2 Armoured Vehicles

Vehicle Armour Class Weapon Strike Speed LVT4 Buffalo 3 4 Slow M7 Priest 3 8 Average M16 AA half track 2 3 Fast M8 Greyhound 3 5 Wheeled M22 Locust 2 5 Fast M5A1 Stuart 4 5 Fast M8 HMC 3 4 Fast M24 Chafee 4 6 Fast M3 Lee 4 Turret 5,Hull 6 Average M4 Sherman 6 8 Average M4 A1 (76) Sherman 6 10 Average M4 A2 Sherman 6 8 Average M4 A3 "Easy Eight" Sherman 8 10 Average M4 105mm 6 8 Average Sherman Jumbo 11 8 Slow M26 Pershing 9 11 Average M18 Hellcat 3 10 Fast M10 Wolverine 4 10 Fast M36 5 11 Average All scout cars, light armoured cars and armoured personnel carriers are considered to have an armour class of 2 unless listed as otherwise.

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TTAACCTTIICCSS As we have seen discussed already, the US rifle squad presented a unique formation due to the a-typical distribution of firepower, but despite this American tactics were very similar to those of other nations. The twelve man squad was led by a Sergeant, later a Staff Sergeant, and was made up of, on paper, an assistant squad leader, a three man BAR team and a seven man rifle team. Having larger squads offered additional flexibility, allowing the squad leader to break two men off from the rifle team to act as squad scouts, moving ahead of the unit in order to identify any enemy positions. In US parlance this three team arrangement operated with the scouts designated as “Team Able”, the BAR “Base of Fire” as “Team Baker” and the Manoeuvre element as “Team Charlie”. This was, quite possibly, one of the most flexible squad structures of the war. In terms of formations the key options available to the squad leader were almost identical to those of his British and particularly German counterparts. Squad Column was a single file arrangement, headed by the squad leader immediately followed by the BAR gunner. Behind them the squad was strung out over roughly 50 yards. This formation was relatively easy to control, ideal for fast movement but lacking the forward facing firepower.

The Skirmish Line was an extended line, again of around 50 yards wide, and used for covering short distances at rapid speed. The Squad Wedge allowed rapid changes of face but was more vulnerable to fire than the skirmish line as, by definition, it was bunched more closely together. Attack In an attack on an unknown enemy position the two scouts would advance ahead of the main squad, advancing from position to position. Their highly unpleasant job was to get the enemy to reveal his position by opening fire. When that happened the scouts would go to ground and return fire as best they could. The squad leader would halt the main body of the squad, getting them into cover while he took stock of the situation. Once he had formulated his plan he would issuing verbal orders to his men, passing on as much information to them about what the specific circumstances were and what they were attempting to achieve. At the first opportunity the squad would attempt to enter a fire-fight with the intention of gaining fire

superiority as early as possible. That, however, was not to suggest that movement halted. The objective of “winning the fire-fight” was to reduce the enemy’s ability to fire so that it became ineffective. The elements of the squad could then advance in short rushes, taking advantage of what cover was available, with one team leap-frogging forward while the other laid down suppressing fire. When a Platoon attack was undertaken four possible formations were available. Platoon Column saw all the elements strung out behind the Platoon Officer who took the lead. In

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Line of Squads the three squads advanced side by side, an ideal formation for maximising firepower to the front but with little or no flexibility to react to an enemy who appeared unexpectedly from the flanks. “Two Forward, One Back” and “One Forward, Two Back” were basic triangular formations that were much better suited to combat, allowing a flexible response when the enemy was contacted. In attack the Platoon would attempt to work one squad around to a flanking position close to the objective in order to provide supporting fire for the main assault. From the attacking squads the scouts would then be advanced forward in the hope of identifying the strong and weak points in the enemy’s defences. The squads would now seek to dominate the enemy through firepower while one squad worked its way forward. Leap-frogging forward, two squads would maintain fire while a third advanced, and gradually the whole forces would advance to the point where an assault could be launched. If resistance was light this could be merely an extension of the manoeuvre of advance, pushing forward by bounds until a few well placed grenades ended the enemy’s will to fight. If resistance was tougher then the BAR teams could be held back to provide covering fire while the manoeuvre element, the rifle teams, closed with the grenade and bayonet. Defence In defence the US squad was more liberal in its use of fire than most other nations – undoubtedly due to the limitations of the BAR. However long range fire was not advised. Instead the squads would hold their fire until they were assured of a good shot. The men were entrenched in individual or two man fox-holes with the squads having mutually supporting fields of fire. In defence it was likely that the Company weapons platoon would be split up to provide the individual platoons with some supporting elements. Radio communication meant that support from higher formations could be called upon without the need to lay telephone lines. Conclusion The US rifle Platoon is a very flexible and interesting formation. The use of scouts is best represented within T.W.&T. by allocating a separate blind to any US squad that deploys them. This may operate up to 12” ahead of its parent blind. When spotted scouts will go to ground, being treated as a two man outpost within the rules. They may move on their squad card without the expenditure of Tactical Initiatives, but only in order to rejoin their parent unit. The BAR team is always made up of four men when at full strength, the three man team plus the assistant squad leader. If the team is weaker than that then it will be penalised, if it is stronger then it will get no bonus. With the above arrangement rifle grenades are present with both the BAR and the rifle team, and may be fired accordingly.

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TRIANGULAR TACTICS INTRODUCED Throughout Part Two of these rules the term “Triangular Tactics” has been used extensively. This is simply because as the war progressed military thought evolved to the point where the triangular system was considered best. The concept was, essentially, exactly the same, irrespective of which nation was using the system, and so we have attempted to present a simple model here for the gamer to consider. The basis of triangular tactics is the number three. Three squads in a platoon, three platoons in a Company, three Companies in a Battalion and so on. At the start of the war many nations had deployed these units in fours, but casualties or general manpower shortages meant that three became the norm. As time went on it was considered that a unit of three component parts could, generally, do anything that a unit of four parts could do if the correct tactics were employed. This was where triangular tactics evolved.

Let us look at our first example, a Platoon advancing with all three squads in line abreast. This formation is ideal for maximising firepower to the front, but what happens if the flanks are not secure and an enemy appears there? As can be seen in Figure 1 (left) the third squad is enfiladed and cannot manoeuvre to bring its firepower to bear on the enemy. Sections 1 and 2 cannot move easily to support their comrades as they have an enemy to their front. This platoon is in real trouble.

Figure 2 (right) shows us the same platoon but advancing in triangular formation, with one squad forward and two back, the norm when advancing against an uncertain enemy. As we can see squad three has the same enemy appear on his flank, and he is in pretty much the same situation as he was when in line. The difference here is that squad two can now move easily to assist him, advancing onto the flank of the enemy. Squad one is still held back in reserve and can move up to support the other flank should an enemy appear here.

Figure 3 (left) shows the alternative formation, with two squads forward and one back. This is more typically used in defence, or against an identified enemy position. Its advantage is the fact that two thirds of the platoon’s firepower can be deployed immediately, with the third squad able to support or reinforce as required, as indicated by the dotted arrows.

The system was applied at all levels of command by most major armies during the war.

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GENERATING SCENARIOS The issue of preparing a scenario to play can often be a case of reading an historical account of an action in one of the fantastic range of individual memoirs or Regimental histories that have been written relating to the Second World War. Alternatively films and television programmes can provide some fun, if somewhat clichéd, ideas. There are, however, times when the gamer just wants to throw down some terrain and devise a quick, fun scenario that still has some sensible basis. In this section we suggest six different options for the gamer to choose from. If you can’t make up your mind why not roll a D6!

Scenario Type 1 Attack – Defend

This is possibly the classic wargame scenario, with one side attacking whilst the other defends. The forces are diced for as covered in the section on the individual nations and support is identified, with one side rolling on the “Attacker” column, the other on the “Defender” Column. The attacker enters the table anywhere on his edge on the first turn of his Blinds card. Over and above his normal blinds he is allowed a further 50% as dummy blinds. The defender may deploy his force anywhere in the zone marked as his main position, i.e. up to halfway across the table. In that area his troops may be dug in and have one additional dummy blind. He may deploy outposts and sentries in the area marked thus, between halfway and three-quarters of the table depth. The attacker’s objective is to clear the enemy positions and consolidate against an anticipated counter-attack. The defender must retain the position to win.

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Scenario Type 2 Patrol Encounter

A typical encounter engagement between two patrols. In this scenario both sides are considered attackers. The forces are diced for as covered in the section on the individual nations and support is identified, with both sides rolling on the “Attacker” column. Both sides enter the table anywhere on their own table edge on the first turn of the relevant Blinds card. Over and above their normal blinds both are allowed a further 50% as dummy blinds. The objective for both players is to defeat the enemy patrol and dominate no-mans-land.

Scenario Type 3 Recce-Probe

One of the most challenging scenarios, with one side seeking to identify the enemy’s main line of resistance. This type of mission would be undertaken before a major attack in order to establish what level of resistance could be expected. The forces are diced for as covered in the section on the individual nations and support is identified, with one side rolling on the “Attacker” column, the other on the “Defender” Column. The attacker enters the table anywhere on his edge on the first turn of his Blinds card. Over and above his normal blinds he is allowed a further 33% as dummy blinds. The defender must deploy two thirds of his force anywhere in the zone marked as his main position, i.e. up to a quarter of the way across the table. In that area his troops may be dug in but have no additional dummy blinds. In the forward position area, between a quarter and halfway across the table, he must deploy one third of his force. These are not dug in but are considered to be actively patrolling that area.

Outposts and sentries may be deployed in the quarter of the table between halfway and three quarters of the way towards the enemy’s edge.

The attacker’s objective is to identify the enemy’s main positions and return to their base line with this information. The defender is seeking to keep his main positions hidden, and to do so he must defeat the patrol.

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Scenario Type 4 Attacking a Specific Objective

Another variation on the attack-defend scenario, with the attacker seeking to seize a particular terrain objective. Ideally there will be several options to choose from in the objective area! The umpire will select one objective that the attacker must seize. In the absence of an umpire the attacker may make that choice, noting down his selected objective. The defender will not be aware what objective the attacker has. The forces are diced for as covered in the section on the individual nations and support is identified, with one side rolling on the “Attacker” column, the other on the “Defender” Column. The table should be set up with considerations to the zones outlined on the basic diagram below. The attacking force enters the table anywhere on the Attackers Edge on the first turn of his Blinds card. Over and above his normal blinds he is allowed a further 50% as dummy blinds. The defender may deploy his force up to halfway across the table, with roughly a third of his force in each of the three zones. His troops may be dug in and have one additional dummy blind. In addition the defending player may deploy outposts and sentries but this can only be located in his half of the table. The attacker’s objective is to seize his specific objective and consolidate against an anticipated counter-attack. The defender must retain his whole position to win.

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Scenario Type 5 Delaying Action

This fifth scenario type presents an opportunity to play a game involving a piercing attack through the enemy’s main positions. Ideally there will be several options to choose from in the objective area! The umpire will select one objective that the attacker must seize. In the absence of an umpire the attacker may make that choice, noting down his selected objective. The defender will not be aware what objective the attacker has. The forces are diced for as covered in the section on the individual nations and support is identified, with one side rolling on the “Attacker” column twice and then making one selection of his choosing. The defender will roll twice on the “Defender” Column rather than the usual one roll and one player’s selection. The attacker enters the table anywhere on his edge on the first turn of his Blinds card. Over and above his normal blinds he is allowed a further 50% as dummy blinds. The defender may deploy his force anywhere in the zone marked as his main position, i.e. up to halfway across the table. In that area half of his troops may be dug in and have one additional dummy blind. He may deploy outposts and sentries in the area marked thus, between halfway and three-quarters of the table depth. The attacker’s objective is to clear the enemy positions and consolidate against an anticipated counter-attack. The defender must retain the position to win.

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Scenario Type 6

Flank Attack This final scenario type offers a further yet challenging variation on the Attack-Defend theme. It is possibly the classic wargames scenario, with one side attacking whilst the other defends but with the attacker having the option of hitting the defender in the flank. The forces are diced for as covered in the section on the individual nations and support is identified, with one side rolling on the “Attacker” column, the other on the “Defender” Column.

The attacker enters the table anywhere on either or both of his two edges (but not within 12” of the extreme table edges, as per the dotted line) on the first turn of his Blinds card. Over and above his normal blinds he is allowed a further 50% as dummy blinds. The defender may deploy his force anywhere in the zone marked as his main position. In that area his troops may be dug in but will have no additional dummy blinds. He may deploy outposts and sentries but only within his main deployment area. The attacker’s objective is to clear the enemy positions. The defender must retain the position to win.

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APPENDIX 1 - BLINDS

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APPENDIX 2 – CARD TEMPLATES

Permission is granted to copy the cards and blinds for personal use.

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Total Up to 12” 12” to 36” Over 36” Score

D6 Great OK Poor Great OK Poor Great OK Poor

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36

2 2 3 3 4 4 5 5 5 6 6 6P 7P 7P 7P 8P 8S 8P 9P 9P 9S 10S 10S 10S 11S 11S 11S 12S 12S 12S 13S 13S 13S 14S 14S 14S

1 1 1 2 2 2 3 3 3 3 3 4 4 4 4 4 4S 5P 5P 5P 5P 5P 5P 6P 6S 6S 6S 6S 6S 7S 7S 7S 7S 7S 7S 7S

- - - - - 1 1 1 1 1 1 1 2 2 2 2 2P 2 2 2 2 2 2 3P 3P 3P 3P 3P 3P 3S 3S 3S 3S 3S 3S 4S

- P 1 1 2 2 3 3 3 3 4 4 4 4 4 4 5S 5 5P 5P 5P 5P 6P 6P 6P 6P 6P 6S 7S 7S 7S 7S 7S 7S 7S 8S

- - - 1 1 1 1 1 2 2 2 2 2 2 2 2 3P 3 3 3 3 3 3 3 3P 3P 3P 3P 4P 4P 4P 4P 4P 4P 4S 5S

- - - - - - - - - - 1 1 1 1 1 1 1P 1 1 1 1 1 1 1 2 2 2 2 2 2P 2P 2P 2P 2P 2P 2S

- - - 1 1 1 1 1 2 2 2 2 2 2 2 2 3P 3 3 3 3 3 3 3 3P 3P 3P 3P 4P 4P 4P 4P 4P 4P 4P 5S

- - - - - - - - - - 1 1 1 1 1 1 1P 1 1 1 1 1 1 1 1 1 1 1 2 2P 2P 2P 2P 2P 2P 2S

- - - - - - - - - - - - - - - - 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1S

P = Pinned – All movement stopped for this turn – fire with one column shift to the right. S = Suppressed – All movement and firing stopped for this turn.

Indirect Fire Support

Direct Fire Support

Direct Support Fire To 50mm 1D6 51mm to 82mm 2D6 83mm to 110mm 3D6 111mm and above 4D6 Building busters 5D6 Indirect Support Fire To 84mm 1D6 85mm and above 2D6 Add one to the dice roll for each 20mm of calibre above 85mm