Intelligence Handbook on the US Army

Sep 20, 2002 - Won't let go. Splendid ... After four years of war, the British Army is worn out. The .... guns, the Vickers medium machine-guns also fire artillery-.
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20 September 2002

Intel-British

Intelligence Briefing on the Late War British Army (1944-45) The British army is the product of a long and proud tradition. For five hundred years, the army has defended Britain and the British Empire from her enemies. Each British Regiment has developed a long and colourful history, of which every soldier in the Regiment is made aware. During battle, it is the memory of the proud deeds conducted by the soldier’s ancestors that reminds the men of their duty to their King and Country. As a result, the British soldier is a disciplined, determined foe, and will never willingly give ground to the enemy. Included under British army command are soldiers of a variety of nationalities. There are troops of nations belonging to the British Commonwealth, such as Australians, Indians, South Africans, and New Zealanders. There are also soldiers from the nations conquered by the Hun and who have escaped capture before their country surrendered, such as Poles, Czechs and French. These forces are organized into their own divisions and are outfitted with British and American equipment. Field Marshall Montgomery has remarked on more than one occasion what simply splendid fellows the colonials and foreigners are. The British Army’s tanks are divided into the fast-moving armoured regiments equipped with cruiser tanks, and the heavilyarmoured army tank brigades equipped with infantry tanks. The armoured regiments uphold the proud traditions of the cavalry regiments whose names they bear. They are all good horsey types, you know, polo, hunting, that sort of thing. Perhaps a little too much dash at times though. You know the form, “Charge of the Light Brigade” stuff; cavalry charges straight into the teeth of the guns. Glorious stuff, absolutely glorious, but somewhat unhelpful really, as the whole regiment tends to get rather soundly thrashed. Lately though, the cavalry chaps have been quietly taken aside and told to calm down and “play the innings with a straight bat”. Much better now, not so likely to dash off after Jerry at the drop of a hat. They even work quite well with the infantry now. That is really the job of the RTR, the Royal Tank Regiment, though, with their “I” tanks, infantry tanks, you know. Sterling chaps too. Bit serious though. Talk shop all the time. They even seem to prefer their iron monstrosities to horses! Rather strange really. Anyway, these chaps are there to help the infantry forward, you know, “Through Mud and Blood to the Green Fields Beyond”, that sort of stuff. Sterling work. Couldn’t win the war without them. Then there’s the Guards. They’re all armoured now you know; got their own armoured division. Very smart outfit, really the best. Officer’s mess is really up to scratch. Do the job properly. All very big chaps, pity the Hun really, very fearsome bunch in a scrum, you know. The infantry aren’t half so exciting, but they’re really what it’s all about. Without the infantry regiments, the show would be long over. Very “stiff upper lip”, you know the form, don’t complain; just get on with the job. Very disciplined, really. They’re all keen as mustard to get at Jerry though, and give him a bit of ‘what for’ for kicking us out of France last time. Splendid bunch. Utterly reliable. Not much more to say really, real bulldogs. Won’t let go. Splendid chaps. Can’t forget the artillery chaps now, can we. Very technical stuff really, never did understand it. Wonderful stuff though, wonderful. No one I’d rather have behind me than the Royal Artillery. These chaps do some truly splendid work. Seen Jerry’s attacks stopped by the guns before they really get started. Whole sky lit up behind us, then Jerry disappeared in a sea of shells. Wonderful stuff. Monty’s gathered together a top-class team to take on Jerry. The divisions fresh from Home are well trained and really keen to get their teeth into Jerry. Eager and ready to go. Monty’s brought some of the old Desert veterans back from Italy with him too. These old hands really know their stuff. Been fighting the Hun for four years now, you know! Only problem is they seem to be a bit “sticky” at times. Not too keen to push on. Done their bit, I suppose, but it is a dashed nuisance. All in all, the British Army is ready to do the job, well-trained, best equipment, and exactly the right attitude. Jerry fights well, but Monty considers victory to be just around the corner.

British Company Choices You can base your British force on: • an Armoured Squadron (Tank Company), • a Motor Company (Mechanised Infantry Company), or • a Rifle Company (Infantry Company).

Motivation and Experience After four years of war, the British Army is worn out. The officers and men are experienced, but no one wants to die with the end of the war so close. British troops are rated as Reluctant Veteran.

Special Rules The term British as used here includes all those nationalities fighting under the command of the British Army.

British Bulldog 200 years ago a French general ago remarked that the British infantry that his troops attacked appeared to have taken root and be stuck to the ground because they refused to run away when most other troops would have. Nothing has changed and British soldiers still have a reputation for tenacity and stubbornly refusing to give up ground that they have taken.

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Any time a British platoons fails a Motivation test during an assault, you may re-roll the die and apply the new result instead.

Take Over Sergeant The backbone of the British army is its sergeants. Many a new lieutenant has been advised to let the sergeant run the platoon and to follow his sage advice. If the officer is killed, the sergeant is more than able to keep the platoon fighting. Unfortunately, the officers don’t tend to tell their sergeant the overall plan, so once the officer is gone the platoon has no idea where they are supposed to be going. 1 of 15

20 September 2002 You may rally pinned down British platoons and re-mount bailed-out British vehicles as if they had a command team, even if the command team has been destroyed.

British Artillery British artillery is very well organized and capable of bringing down a large amount of explosive upon the enemy’s heads. Any British attack or enemy counter-attack is likely to involve intensive fire from the disciplined gunners of the Royal Artillery and Royal Horse Artillery.

Eight-gun Batteries British divisions had nearly 50% more artillery than most armies. To control such huge numbers of guns, they had large eight-gun batteries. These large batteries give the British commander more flexibility, since they can fire the battery as either one big battery to destroy a concentrated target, or as two smaller batteries to cover a target that is more spread out. An eight-gun battery may fire as either: • eight guns concentrated on a single Artillery Template (giving re-rolls for misses due to the density of fire) or • eight guns spread over a double-width Artillery Template (12”/30cm wide by 6”/15cm deep) with a density of four guns per template (giving no re-rolls to hit).

Victor Target British artillery developed an incredibly flexible method of controlling large numbers of guns. Any artillery observer could call down fire from the whole regiment, division, or even corps quickly and accurately. Any British Artillery Battery observer team (but not a Mortar Platoon observer team) may call and range fire from any Artillery Battery, not just their own. The observer team can request and range in more than one Artillery Battery at a time. The observer ranges in the first battery and all of the remaining batteries are ranged in at the same time. The extra batteries may either: • add their guns to an existing Artillery Template, or • place a separate Artillery Template beside the first. Centre the combined templates over the target team as a single large template. If the batteries have different weapons, count the combined battery as using the weapon with the lesser Firepower rating.

Reinforcing Batteries British artillery methods allowed large numbers of guns to quickly range in on the same target. You can purchase reinforcing batteries for your artillery batteries. These represent guns from the rest of the artillery regiment firing from somewhere off the table to support the weapons on the table. Roll to see if each of your reinforcing batteries is available after successfully ranging on a target. • A reinforcing battery is only available on a die roll of 4+. You must roll for their availability each turn, even if you are firing on the same target.

Rolling Barrages British infantry tactics emphasise a solid, steady advance over small unit actions. This enables them to use their superb artillery to pave the way for the infantry with a methodical bombardment of enemy positions. Then, as the © Battlefront Miniatures Limited

Intel-British infantry advances, the artillery fires a rolling barrage, a curtain of fire, just ahead of their line as they move forward. This wall of explosions not only stuns the enemy ahead of the attack, but also screens the attacking troops from enemy fire. You may use rolling barrages in any game where you are attacking and in which the scenario includes a preliminary bombardment. You may always elect to play the Take And Hold mission rather than the Hold the Line mission if you command British force that is attacking. At the start of the game, you may place one barrage marker per artillery battery (not mortars though) deployed on table or reinforcing those on table (reinforcing batteries are automatically available to fire rolling barrages). The markers cannot be placed closer to the enemy than 12”/30cm from the enemy deployment area. Your infantry teams may be deployed further forward than normal, being allowed up to 16”/40cm from the enemy deployment area if they are directly behind the barrage. This represents the infantry moving forward to their start line under cover of the artillery bombardment. At the start of each of your turns, you either move each marker 6"/15cm directly towards the enemy table edge or remove it. When you shoot, the artillery battery associated with each marker fires a bombardment centred on the marker. The bombardment is automatically ranged in as if this was an All Guns Repeat bombardment. Once the marker is removed, the artillery is free to shoot as normal, but until that time it must fire the barrage. The barrage blocks line of sight. Nothing can see or shoot through the dense clouds of dust and earth thrown up by the barrage. Place a 2”/5cm ball of cotton wool for each gun in the platoon in the artillery template. Both players roll for each ball of smoke each turn after they have moved, but before shooting, to see if the smoke dissipates. On a roll of 4+ it remains, otherwise remove the ball of cotton wool.

British Vehicles Spare Track Armour The arrival of the Panzerfaust, a German Bazooka rocket launcher made British tanks extremely vulnerable to infantry attack. The crews responded by welding spare tracks all over the outside of the tank. Any British tank can have spare track armour fitted for +5 points. The spare tracks must be modelled on the vehicle. When a tank that is protected by spare track armour is hit by an infantry team’s shooting and fails its Armour Save, roll a special 4+ save: • If the save is successful the tracks protect the tank from damage. • If the save is not successful the shot penetrated as normal.

Towing Hooks On Tanks The 17 pdr anti-tank gun is heavy and cumbersome, yet getting it up to the front lines to consolidate after an attack is vital. To make this easier, British tanks are fitted with towing hooks. Tanks can tow 17 pdr guns and carry their crew as tank riders if the normal gun tractor is sent to the rear.

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Awkward Layout Archer self-propelled guns are limited in their ability to move and fire because the driver has to abandon their position before the main gun can fire. Due to the danger to the driver when firing, vehicles with an Awkward Layout cannot move and shoot their main gun in the same turn.

Cramped Turret The Valentine OP crams a 75mm into a turret originally designed for a gun half the size. The Valentine OP tank has a ROF of 1 with its 75mm gun.

Fast Tank British cruiser tanks have powerful engines and flexible Christie suspension allowing them to really move when they open the throttle. Fast tanks can march up to 32”/80cm when moving At the Double.

Heavy Tank Churchill infantry tanks quickly gained themselves a reputation for accompanying the infantry anywhere, even scaling ‘impossible’ heights to reach the enemy. Churchill tanks only move 8”/20cm on Road and Crosscountry terrain. If a Churchill tank becomes Bogged Down, roll again. On a roll of 4+, the tank immediately frees itself and continues moving.

Light Tank British light tanks have powerful aircraft engines allowing them to move at very high speed. Light tanks move 16”/40cm when moving on Roads or Cross-country.

Ronson Sherman tanks had a terrible reputation for burning when hit. Their crews referred to them as "Ronsons" since in the words of the advertisement they "light first time”. The German nickname was simpler, "Tommy Cooker”. The opposing player re-rolls any failed Firepower tests to destroy a Sherman tank with a petrol engine.

Slow Tank Valentine infantry tanks need thick armour more than they need speed. Slow tanks only move 8”/20cm on Road and Cross-country terrain.

Intel-British shells. When a WP round explodes, chunks of burning phosphorus inflict nasty burns on nearby troops. The phosphorus also creates a dense cloud of white smoke. Whenever a British light mortar team scores a hit, place a 2”/5cm ball of cotton wool on the team they hit to represent the smoke. WP smoke blocks line of sight in the same manner as normal smoke. To see if the smoke burns out, both players roll at the start of each Shooting step. On a roll of 4+ it remains, otherwise remove the ball of cotton wool.

Petard Demolition Mortar AVRE engineer tanks are armed with a ‘Flying Dustbin’, the Petard demolition mortar. To reload its Petard demolition mortar, an AVRE must spend its entire Movement step not moving. Once loaded, the Petard mortar can be fired in the same turn or remain loaded while the AVRE moves into a firing position. The AVRE does not suffer the usual +1 to hit penalty for moving with a ROF 1 weapon. All hits on tanks are against the Top armour rating.

Poor HE The 6 pdr, 17 pdr, 76mm and 3” anti-tank guns are excellent against tanks, but have poor high-explosive (HE) rounds, limiting their performance against infantry, guns, and unarmoured vehicles. Guns with poor HE performance reduce their Firepower against unarmoured targets to 5+ for 6 pdr and 4+ for 17 pdr, 76mm and 3” anti-tank guns.

Vickers Medium Machine-gun During the First World War, the British Army developed advanced tactics for their Vickers medium machine-guns (they only use heavy machine-gun to describe heavy automatic cannon). As well as firing as normal machineguns, the Vickers medium machine-guns also fire artillerystyle barrages. Your HMG teams may fire as Close-support Artillery. They may fire artillery bombardments out to 48”/120cm, twice their normal range. Range in the machine-guns as artillery and use the Artillery Template to determine what they hit.

Air Support

British Weapons

After many long years and countless dogfights, the Royal Air Force (RAF) has chased the German Luftwaffe or air force from the skies of France. The old Desert hands used to joke that RAF stood for “Rare As Fairies”, since the RAF was tied up protecting Britain and vital ports. Now the Typhoon fighter-bombers are a daily sight as they rocket the German positions and rear areas. You may request Limited air support at a cost of 100 points. Limited air support will provide supporting ground attack aircraft and fighters on a roll of a 5+. You may request Priority air support at a cost of 200 points. Priority air support will provide supporting ground attack aircraft and fighters on a roll of a 4+.

2” Light Mortar

Aircraft

The rifle platoon’s 2” mortar fires incendiary White Phosphorus (WP) rounds rather than normal explosive

Typhoon

Wide-tracks Without its turret, the Stuart Jalopy has an excellent powerto-weight ratio and low ground pressure. It can go almost anywhere. If a Stuart Jalopy tank becomes Bogged Down, roll again. On a roll of 4+, the tank immediately frees itself and continues moving.

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Weapons Range ROF Anti-tank Firepower Rockets 8”/20cm

-

6

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Armoured Squadron (Tank Company) The cavalry spirit is alive and well in the armoured regiments. Wheeling and countermarching, dashing charges, all that sort of thing are right up their alley. Did a lot of that sort of thing in the Desert, you know, chasing Rommel all over the show. Good tank country the Desert. Not so much of that now though. The Continent has too many hiding places for Jerries’ dashed Panzerfausts. Every Jerry seems to have one these days. Quite unsporting really. The armoured regiment’s main role is the destruction of Jerries’ armour in a mobile battle. Once that’s all finished with, they can swan about mopping up what’s left. All very simple really. The problem is that Jerry doesn’t want to fight a mobile battle anymore, not with the RAF bombing him day and night. So the armoured regiments have to help out the infantry. The armoured chaps are bearing up well under the strain, though; starting to get the hang of working with the infantry. Write Jerry down until he can’t hold everywhere, then they’ll knock about a bit again. These American Sherman tanks the armoured chappies have now are quite good. They’ve got a good balance of gun, armour, and speed. Ideal for the job really. Jerry’s Tigers used to knock them about a bit, though, so they’ve modified some of them to carry a rather nasty 17 pounder anti-tank gun, that’ll knock the stuffing out of any Jerry tank. In British-equipped squadrons, the headquarters has a pair of close-support tanks mounting big 95mm howitzers packing a What Is In An Armoured Squadron? good wallop, making them much better against Jerry’s guns A force based around an Armoured Squadron must contain: and infantry that the smaller 75’s. • a Company HQ, and Squadrons issued with Sherman tanks don’t have close• at least two Armoured Platoons. support tanks in most cases. The Canadians and the chaps out Weapons Platoons available to an Armoured Squadron are: in Italy do have a few 105mm howitzer-armed Sherman close• a Gun Tank Platoon, support tanks, though. • a Recce Platoon, and The Company HQ has one of the following organisations: • an Anti-aircraft Platoon. • two Cromwell cruiser tanks and two Cromwell CS closeSupport Platoons for an Armoured Squadron can be: support tanks, • Motor Platoons (from a Motor Company), • two Comet cruiser tanks and two Cromwell CS close• Rifle Platoons (from a Rifle Company), or support tanks, • Artillery, Anti-tank, Anti-aircraft, or Reconnaissance • four Sherman medium tanks, or Platoons from Divisional Troops. • two Sherman medium tanks and two Sherman (105) You may have up to two Support Platoons attached to your close-support tanks. company for each Armoured Platoon you are fielding. Every Company HQ platoon also has an armoured recovery

Motivation And Experience

vehicle (ARV).

An Armoured Squadron is Reluctant Veteran.

Combat Platoons

Headquarters Platoon

2 to 5 Armoured Platoons

1 Company HQ

British armoured companies are known as squadrons, as befits their illustrious history as horsed cavalry. Since the Americanmade Sherman is so readily available, they have replaced British tanks in most armoured regiments. Only the old Desert Rats, the 7th Armoured Division, and the armoured recce regiments still have British-built Cromwell tanks, although the 11th Armoured Division re-equipped with new Comet tanks in February 1945.

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Following cavalry tradition, an armoured platoon is known as a troop. Each troop started with three cruiser fast tanks. The early models tended to be a bit under-gunned, so American Sherman medium tanks have replaced most of them now. As they become available, each troops is getting one of those splendid Sherman (17 pdr) gun tanks as additional anti-tank support. Later the plan is to give every troop one a second one to replace another one of the cruiser tanks. Jolly good idea, what. These new Fireflies will never replace old the cruiser tanks completely, though. They just aren’t up to scratch against infantry and anti-tank guns. Each troop has one of the following organisations: • three Cromwell, Comet, or Sherman medium tanks, • two or three Cromwell or Sherman medium tanks and one or two Firefly (17 pdr) tanks for a total of four tanks. 4 of 15

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Weapons Platoons

Intel-British

0 to 1 Recce Platoon

0 to 1 Gun Tank Platoon

Most regiments allocate their 17 pounder-armed gun tanks out to each platoon. Spread them around a bit, that sort of thing. Some regiments think they’re better held in a central reserve, a special gun tank platoon. They tell me that the armoured recce regiments use their new Challenger gun tanks this way. Since the Firefly can’t swim, long gun pokes out too far; the regiments with those dashed clever Sherman DD amphibious tanks seem to like this trick too. A Gun Tank Platoon has three Challenger or Firefly (17 pdr) tanks. If any of your Armoured Platoons have Firefly (17 pdr) gun tanks, then you cannot field a Gun Tank Platoon.

These little Stuart light tanks in the recce troop are dreadfully useful. Scouting enemy positions, bringing up fuel and ammunition under fire, that sort of thing. Great training for replacement crews, you know. A Recce Platoon has three Stuart or Stuart Jalopy tanks.

0 to 1 Anti-aircraft Platoon

There’s not much worse than being dive-bombed by a Stuka. Quite a dreadful experience. Good to see that the army’s ready this time. These Crusader A/A tanks should do the trick nicely. Keep the Luftwaffe away from our tank chaps. Only problem seems to be the RAF, they’ve gone and shot all the blighters down.

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Motor Company (Mechanised Infantry Company) To provide extra mobility some Motor Battalions have recently started using the excellent American-made armored half-tracks. This enables the infantry to keep up with the tanks when the tank chappies are whizzing around the battlefield. It also allows the infantry to get a bit closer to the enemy lines before jumping out and getting in amongst Jerry with the bayonet.

What Is In A Motor Company? A force based around a Motor Company must contain: • a Company HQ, and • at least two Motor Platoons. Weapons Platoons available to a Motor Company are: • a Carrier Platoon, • a Machine-gun Platoon, and • two Anti-tank Platoons. Support Platoons for a Motor Company can be: • Armoured Platoons (from an Armoured Squadron), or • Artillery, Anti-tank, Anti-aircraft, or Reconnaissance Platoons from Divisional Troops. You may have up to two Support Platoons attached to your company for each Motor Platoon you are fielding.

Combat Platoons 2 or 3 Motor Platoons

Motivation And Experience A Motor Company is Reluctant Veteran.

Headquarters Platoon 1 Company HQ At full strength:

170 points

With 2 squads:

125 points

Motor platoons use armoured M5 or ‘International’ halftracks (named for the manufacturer, the International Harvester Company, and sometimes referred to strangely enough as armoured 15-cwt trucks). The company retains the organisation of its truck-mounted forbears.

Weapons Platoons At full strength: Add Mortar Section:

55 points

0 to 1 Carrier Platoon

+70 points

The Motor Company HQ usually contains a Mortar Section as well as the company commander and his 2iC. When present, the mortar section’s observer team may be kept with the headquarters or attached to a Motor Platoon.

The Carrier Platoon gives the Motor Company both a reconnaissance force and light armoured support.

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0 to 1 Machine-gun Platoon

At full strength:

170 points

With 1 section:

100 points

The battalion has two Machine-gun Platoons to allocate to the line companies as needed. These provide heavier firepower for assaults and critical points in the defence.

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0 to 2 Anti-tank Platoons

Motor companies are usually assigned one of the battalion’s three anti-tank platoons. The guns in the battalion’s antitank platoons are usually lighter than those in the divisional anti-tank platoons. The Lloyd Carriers used to tow the guns were not big enough to carry both the crew and the ammunition, so each gun had two carriers assigned to it. In Flames Of War, you can model a 6 pdr gun’s transport as either one or two Lloyd or Universal Carriers, but either way they count as a single transport team they must always remain together and count as a single target for shooting. If one is destroyed, they both are destroyed. You may choose to base the two vehicles together to show this.

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Rifle Company (Infantry Company) Calling themselves the ‘PBI’ (Poor Bloody Infantry) the infantry Regiments are backbone of the British army. All the nationalities that make up the United Kingdom of Britain (English, Scottish, Welsh and Northern Irish) have their own infantry regiments in the army. The Infantry Battalion (each Regiment contains two battalions - one goes overseas, one stays at home) contains an array of support weapons, from anti-tank guns to machineguns, mortars and flamethrowers. If the situation is looking a trifle dodgy, the heavier guns, artillery and tanks destroyers from the Division and Corps reserve will back the infantry up. For assaults against well-defended positions, the infantry would often be assigned platoons of the heavily armoured infantry tanks. Once a position is taken the infantry dig in and it is almost impossible to shake their determination to hang on. The Hun is known to find the infantry’s persistence and doggedness very frustrating. The Battalion’s infantry is not completely foot-bound though. Each battalion contains a carrier platoon that acts as a reconnaissance and reserve force. They are mounted in light and speedy Universal Carriers that zip from spot to spot, arriving just as they are needed.

What Is In A Rifle Company? A force based around a Rifle Company must contain: • a Company HQ, and • at least two Rifle Platoons. Weapons Platoons available to a Rifle Company are: • a Carrier Platoon, • a Mortar Platoon, • an Anti-tank Platoon, • a Pioneer Platoon, • a Machine-gun Platoon, • a Heavy Mortar Platoon, and • a Flame-thrower Platoon. Support Platoons for a Rifle Company can be: • Armoured Platoons (from an Armoured Squadron), • an Infantry Tank Platoon, • an Armoured Engineer Platoon, • an APC Platoon, or • Artillery, Anti-tank, Anti-aircraft, or Reconnaissance Platoons from Divisional Troops. You may have up to two Support Platoons attached to your company for each Rifle Platoon you are fielding.

Motivation And Experience A Rifle Company is Reluctant Veteran.

Combat Platoons 2 to 3 Rifle Platoons

At full strength:

150 points

With 2 squads:

115 points

Rifle platoons are well armed having a light mortar and a PIAT anti-tank projector, as well as three light machineguns. In the British Army, the term section is used rather than squad.

Headquarters Platoon 1 Company HQ

At full strength: Add Universal Carrier: Add Jeep:

35 points +10 points +5 points

The Rifle Company HQ is just the bare basics, the company commander and the 2iC. © Battlefront Miniatures Limited

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Weapons Platoons

0 to 1 Anti-tank Platoon

0 to 1 Carrier Platoon

The battalion’s carriers provide a light armoured scouting force. The Carrier Platoon is great for covering open flanks and withdrawals as well as probing for enemy positions during rapid advances. Your force may not contain more than one Carrier Platoon, even if it has more than one Rifle Company.

0 to 1 Mortar Platoon

The infantry companies weren’t as well endowed with antitank guns as the motor companies having to rely on the divisional anti-tank guns instead. The Lloyd Carriers used to tow the guns were not big enough to carry both the crew and the ammunition, so each gun had two carriers assigned to it. In Flames Of War, you can model a 6 pdr gun’s transport as either one or two Lloyd or Universal Carriers, but either way they count as a single transport team they must always remain together and count as a single target for shooting. If one is destroyed, they both are destroyed. You may choose to base the two vehicles together to show this. Your force may not contain more than one Anti-tank Platoon, even if it has more than one Rifle Company.

0 to 1 Pioneer Platoon

At full strength:

235 points

With 2 sections:

165 points

With 1 section:

95 points

Infantry battalions have their own artillery in the form of a Mortar Platoon. The observer teams are normally attached to the Rifle Platoons. Your force may not contain more than one Mortar Platoon, even if it has more than one Rifle Company.

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At full strength:

125 points

With 1 section:

75 points

Replace each 15 cwt truck with a Jeep and add an International half-track: +10 points Equip one Pioneer team with a flame-thrower:

+15 points

The small battalion Pioneer Platoon allows the battalion to undertake mine-clearance and other assault engineering tasks. A Pioneer Platoon can replace its two 15 cwt trucks with two Jeeps and add an International Half-track to carry the two pioneer teams that don’t fit in the jeeps and all of the engineering stores. 9 of 15

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British pioneers did not use flame-throwers much, preferring to leave these dangerous weapons to the armoured Flame-thrower and Infantry Tank Platoons. Your force may not contain more than one Pioneer Platoon, even if it has more than one Rifle Company.

0 to 1 Machine-gun Platoon British heavy machine-guns are grouped into specialist Machine-gun companies which are allocated to rifle companies as required. See the Motor Company for the platoon organisation.

outstanding weapons for supporting infantry in clearing tough enemy defences. Your force may not contain more than one Flame Platoon, even if it has more than one Rifle Company.

Support Platoons 0 to 1 Infantry Tank Platoon

0 to 1 Heavy Mortar Platoon

At full strength:

260 points

With 2 sections:

140 points

The machine-gun companies have heavy mortar platoons armed with heavy 4.2” mortars. The heavy mortars are much more deadly to entrenched troops than the medium mortars. Your force may not contain more than one Heavy Mortar Platoon, even if it has more than one Rifle Company.

0 to 1 Flame-thrower Platoon

For a major operation, an infantry division would be assigned a tank brigade of three tank battalions. The tank brigades were equipped with Churchill infantry tanks. Each infantry battalion would be assigned a tank company of five platoons of three tanks (later changed to four troops of four tanks). Although the new up-armoured Churchill VII was available, it was rarely issued as a gun tank. Most were converted to Crocodile flame-thrower tanks instead. An Infantry Tank Platoon has three or four Churchill or Churchill Crocodile infantry tanks.

0 to 1 Armoured Engineer Platoon An AVRE (Armoured Vehicle, Royal Engineers) is an assault tank armed with a Petard demolition mortar. An Armoured Engineer Platoon has two, four, or six AVRE tanks.

0 to 1 APC Platoon The Canadians pioneered the use of obsolete tanks and selfpropelled guns as APC’s or Armoured Personnel Carriers. An APC Platoon has an HQ section of a four Ram Kangaroo APC’s and two further sections of four Ram Kangaroo APC’s, for a total of twelve in the platoon. A platoon may have one, two or three sections as required. Each section of four APC’s carries one platoon of infantry, allowing the full APC Platoon to carry an entire company. Treat each section as a separate transport platoon.

The machine-gun companies also have Flame Platoons armed with Wasp flame-thrower carriers. These are

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Divisional Troops Divisional Troops are Reluctant Veteran.

Towed Anti-tank Platoons

Towed Artillery Batteries

Towed Anti-tank Platoons are composed of four 6 pdr antitank guns towed by Universal Carriers, or four 17 pdr antitank guns towed by International or Crusader gun tractors. The Platoon Command team is a command Rifle/MG team mounted in a jeep, or Universal Carrier.

Self-propelled Anti-tank Platoons

Self-propelled Anti-tank Platoons have four M10 3” SP, M10C 17 pdr SP, or Archer self-propelled anti-tank guns. The Platoon Command team is a jeep, M5 International half-track, Crusader OP tank, or Valentine OP tank.

Anti-aircraft Platoons

Towed artillery batteries provide the bulk of the British Army’s heavy fire support. The standard British artillery unit was the regiment of 24 guns in three batteries of eight. Each battery is divided into two troops of four guns. You may reinforce a Towed Artillery Battery with up to five reinforcing batteries (each of 8 guns) for +100 points each. You must field a full eight-gun battery before you can add reinforcing batteries.

Medium Artillery Support Anti-Aircraft Platoons have six Bofors anti-aircraft guns towed by or mounted on Morris AA tractors. The Platoon Command team is a Rifle/MG team in a jeep or 15 cwt truck.

You may reinforce a Towed Artillery Battery with a 5.5” medium artillery battery for +350 points. A bombardment reinforced by a 5.5” medium artillery battery has an Anti-tank rating of 3 and a Firepower rating of 2+ for every battery in the bombardment. A company may be supported by either Towed or Selfpropelled Artillery Batteries, but not both.

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Self-propelled Artillery Battery

Intel-British

Armoured Car Platoons Armoured Car Platoons have two Daimler armoured cars and two Daimler scout cars. Heavy Support Platoons have a pair of pair of Autocar SP half-tracks commanded by a White scout car.

Recce Platoons Infantry Recce Platoons have two patrols, one of seven Scout Carriers, and one of three Humber armoured cars, and two Humber light reconnaissance cars (LRC). Each patrol has its own command team.

Self-propelled artillery batteries support the Armoured Squadrons. Self-propelled guns supported a few Rifle Companies for the D-Day landings and a brief period thereafter. You may reinforce a Self-propelled Artillery Battery with up to two reinforcing batteries (each of 8 guns) for +100 points each. You must field a full eight-gun battery before you can add reinforcing batteries. A company may be supported by either Towed or Selfpropelled Artillery Batteries, but not both.

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Tanks and Other Fighting Vehicles Name

Points

Mobility

Armour

Equipment And Notes

Front

Side

Top

Medium Tanks – Reluctant Veteran Cromwell IV

90

Fully-tracked

6

4

1

75mm tank gun, co-ax MG, hull MG, Fast tank.

Sherman I, II or V

80

Fully-tracked

6

4

1

75mm tank gun, co-ax MG, hull MG, Ronson.

Sherman III (diesel)

85

Fully-tracked

6

4

1

75mm tank gun, co-ax MG, hull MG.

Sherman IIA (76)

90

Fully-tracked

6

4

1

76mm tank gun, co-ax MG, hull MG.

Comet

120

Fully-tracked

8

4

1

77mm tank gun, co-ax MG, hull MG, Fast tank.

Firefly IC or VC (17 pdr)

100

Fully-tracked

6

4

1

17 pdr tank gun, co-ax MG, Ronson.

Challenger

110

Fully-tracked

6

4

1

17 pdr tank gun, co-ax MG, Fast tank.

Cromwell VI CS

75

Fully-tracked

6

4

1

95mm tank howitzer, co-ax MG, hull MG, Fast tank.

Sherman IB (105)

115

Fully-tracked

6

4

1

105mm tank howitzer, co-ax MG, hull MG, No power traverse.

Light Tanks – Reluctant Veteran Stuart V or VI

45

Fully-tracked

4

2

1

37mm tank gun, co-ax MG, hull MG, Light tank, Recce.

Stuart Jalopy

35

Fully-tracked

4

2

0

AA HMG, hull MG, Open Top, Light tank, Wide tracks, Recce.

Fully-tracked

2

2

0

Twin 20mm anti-aircraft guns, Fast tank.

Fully-tracked

9

7

2

6 pdr tank gun, co-ax MG, hull MG, Heavy tank.

Anti-aircraft Tanks – Reluctant Veteran Crusader A/A Mk II or III

50

Infantry Tanks – Reluctant Veteran Churchill III or IV

90

Churchill III*, IVB, or VI

105

Fully-tracked

9

7

2

75mm tank gun, co-ax MG, hull MG, Heavy tank.

Churchill V

90

Fully-tracked

9

7

2

95mm tank howitzer, co-ax MG, hull MG, Heavy tank.

Churchill Crocodile

150

Fully-tracked

12

6

1

75mm tank gun, co-ax MG, hull Crocodile flame-thrower, Heavy tank.

0

0

0

Wasp flame-gun, Fuel tanks.

Infantry Support Weapons – Reluctant Veteran Wasp carrier

45

Half-tracked

Self-propelled Anti-tank Guns – Reluctant Veteran M10 3” SP

80

Fully-tracked

5

2

0

3” tank gun, AA HMG.

M10C 17 pdr SP

95

Fully-tracked

5

2

0

17 pdr tank gun, AA HMG.

Archer

60

Fully-tracked

1

1

0

17 pdr tank gun, AA MG, Awkward Layout, Slow tank.

Crusader OP

20

Fully-tracked

2

2

0

AA MG, Fast tank.

Valentine OP

55

Fully-tracked

6

4

1

75mm tank gun, co-ax MG, Cramped turret, Slow tank.

Self-propelled Artillery – Reluctant Veteran Sexton 55 Fully-tracked

1

0

0

25 pdr gun, AA MG.

Priest

90

Fully-tracked

1

0

0

105mm howitzer, AA HMG.

Sherman OP

30

Fully-tracked

6

4

1

AA MG.

Centaur IV CS

65

Fully-tracked

6

4

1

95mm tank howitzer, co-ax MG.

Fully-tracked

8

7

2

Petard demolition mortar, hull MG, Heavy tank.

Engineer Tanks – Reluctant Veteran AVRE

60

Reconnaissance – Reluctant Veteran Recon Universal Carrier

25

Half-tracked

0

0

0

Hull MG, hull Boys AT rifle or PIAT projector, Recce.

Humber LRC Mk III

20

Wheeled

0

0

1

MG, hull Boys AT rifle, Recce.

Humber Mk IV

35

Wheeled

1

0

1

37mm tank gun, co-ax MG, Recce.

Daimler Armoured Car

35

Wheeled

1

0

1

2 pdr tank gun, co-ax MG, Recce.

Daimler Dingo

25

Wheeled

1

0

1

AA MG, Recce.

Autocar 75mm SP

45

Half-tracked

1

0

0

75mm field gun, AA MG, Awkward layout.

Awkward layout: Due to the danger to the driver when firing, the half-track cannot move and shoot in the same turn. Cramped turret: The Valentine OP crams a 75mm into a turret originally designed for a gun half the size. It has a ROF of 1. Fast tank: Crusader tanks move 32”/80cm when moving At the Double. Fuel tanks: Flame-thrower fuel is highly flammable. The enemy re-rolls any failed Firepower tests to destroy a Wasp carrier. Heavy tank: Move 8”/20cm on Roads and Cross-country. Get 4+ re-roll on failed bogging rolls. Light tank: Light tanks may move 16”/40cm per turn on Road or Cross-country. No power traverse: 105mm-armed Sherman tanks count traversing their turret as movement due to a lack of powered turret traverse. Recce: Recce troops can use the Reconnaissance rules to avoid enemy fire. Ronson: The opposing player re-rolls any failed Firepower tests to destroy a Sherman tank with a petrol engine. Slow tank: Slow tanks may only move 8”/20cm per turn.

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Guns and Vehicle Weapons Name Points Range ROF Anti-tank Firepower Notes 3” mortar 40”/100cm 1 3+ Mortar, Smoke. 4.2” mortar 48”/120cm 1 2+ Mortar, Smoke. 40mm Bofors gun 35 32"/80cm 4 7 5+ Gun shield, Turntable, Anti-aircraft, Immobile. 6 pdr gun 30 24"/60cm 3 11 4+ Gun shield, Poor HE. 17 pdr gun 45 32"/80cm 2 15 3+ Gun shield, Poor HE. 25 pdr gun 35 24”/60cm 2 9/3 3+ Gun shield, Turntable, Artillery, Smoke. MG or AA MG 16”/40cm 3 2 6 ROF 1 if other weapons fire. AA HMG 16”/40cm 3 4 6 Anti-aircraft. Boys AT rifle 16"/40cm 1 4 6 Carrier-mounted PIAT projector 8"/20cm 1 10 5+ Cannot fire if vehicle moves. Twin 20mm anti-aircraft guns 24”/60cm 5 5 5+ 37mm tank gun 24"/60cm 2 7 5+ 2 pdr tank gun 24"/60cm 3 7 5+ 6 pdr tank gun 24"/60cm 3 11 4+ Poor HE. 75mm tank gun 32"/80cm 2 10 3+ Smoke. 75mm field gun 32"/80cm 2 9 3+ Close-support artillery, Smoke. 3” or 76mm tank gun 32"/80cm 2 12 3+ Poor HE. 77mm tank gun 32"/80cm 2 14 3+ 17 pdr tank gun 32"/80cm 2 15 3+ Poor HE. 95mm tank howitzer 24"/60cm 2 7/3 3+ Close-support artillery, Smoke. 105mm tank howitzer 24"/60cm 2 9/3 2+ Close-support artillery, Smoke. 105mm howitzer 24"/60cm 2 7/3 2+ Artillery, Smoke. Wasp flame-gun 4”/10cm 2 6 Flame-thrower, 4 shots per game. Crocodile flame-gun 4”/10cm 3 4+ Flame-thrower, 6 shots per game. Petard demolition mortar 4”/10cm 1 4 1+ Petard. Anti-aircraft: Anti-aircraft weapons can fire at aircraft. Artillery: Artillery can fire artillery bombardments at up to three times their normal range. Close-support artillery: Close-support artillery can fire artillery bombardments at up to twice their normal range. Flame-thrower: Flame-throwers roll a Skill test to hit, and pin down any target they hit. The target does not get any saving roll. Gun shield: Teams crewing weapons with a gun shield are in Bulletproof Cover when fired at from the front. Immobile: Bofors anti-aircraft guns cannot be manhandled. They can only move if towed. Mortar: Mortars can only fire artillery bombardments; as a result, they have no ROF rating. Petard: To reload, an AVRE must spend its Movement step not moving. Once loaded, the Petard can be fired in the same turn, or remain loaded. No +1 to hit penalty for moving. All hits on tanks are against the Top armour rating. Poor HE: 6 pdr, 17 pdr, 76mm and 3” anti-tank guns have poor HE performance reducing their Firepower against unarmoured targets to 5+ for 6 pdr and 4+ for 17 pdr, 76mm and 3” anti-tank guns. Smoke: Weapons with smoke ammunition can fire a smoke screen rather than their normal shooting. Turntable: Weapons mounted on turntables can rotate to fire in any direction without penalty.

Infantry Name Points Range ROF Anti-tank Firepower Weapons And Notes Rifle/MG team 16”/40cm 2 2 6 SMLE rifle and Bren light machine-gun. MG team 16”/40cm 3 2 6 Bren light machine-gun. Light mortar team 16”/40cm 1 1 5+ 2” mortar. WP ammunition. PIAT team 8"/20cm 1 10 5+ PIAT anti-tank projector. HMG team 24”/60cm 4 2 6 Vickers medium machine-gun. Close-support artillery. Pioneer Rifle/MG team 16”/40cm 2 2 6 SMLE rifle and Bren light machine-gun. Pioneer. Satchel charges. firing Flame-thrower 4”/10cm 2 6 Flame-thrower No.2 Mk II, Lifebuoy Command Rifle/MG team 20 16”/40cm 1 2 6 SMLE rifle. Observer team 10 Staff team 5 Moves and fights as a Gun team. Close-support artillery: Close-support artillery can fire artillery bombardments at up to twice their normal range. Flame-thrower: Flame-throwers roll a Skill test to hit, and pin down any target they hit. The target does not get any saving roll. Remove the team after it has fired. Satchel charges: British Pioneer teams have an Anti-tank rating of 3 in assaults. WP ammunition: Each team hit by a 2" mortar is covered in a 2"/5cm ball of smoke.

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Intel-British

Transport Name

Points

Mobility Front

Trucks Jeep Morris or CMP 15 cwt truck Bedford QLT or CMP 3-ton lorry Gun Tractors M9A1 (International) half-track Ram Kangaroo I or II Crusader gun tractor Quad and limber Morris AA tractor Armoured Personnel Carriers White Scout Car M5 or (International) half-track Universal Carrier OP Carrier MMG Carrier Mortar Carrier Lloyd Carrier Armoured Command Vehicles Dorchester ACV Armoured Recovery Vehicles Sherman ARV II (recovery)

© Battlefront Miniatures Limited

Armour Side

Equipment And Notes Top

5 5 5

Jeep Wheeled Wheeled

-

-

-

1 passenger. 2 passengers. 5 passengers.

10 20 10 5 5

Half-tracked Fully-tracked Fully-tracked Wheeled Wheeled

1 6 3 -

0 5 2 -

0 1 0 -

1 passenger. Hull MG, 3 passengers. 1 passenger, Fast tank. 2 passengers. 2 passengers.

10 10 10 10 10 10 10

Wheeled Half-tracked Half-tracked Half-tracked Half-tracked Half-tracked Half-tracked

1 1 0 0 0 0 0

0 0 0 0 0 0 0

0 0 0 0 0 0 0

2 passengers. 3 passengers. 1 passenger. 1 passenger. 1 passenger. 1 passenger. 1 passenger.

10

Wheeled

0

0

1

2 passengers.

20

Fully-tracked

6

4

1

AA MG, Recovery Vehicle

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