The Platoon HQ is straightforward, with just one Senior Leader. If the Platoon had any weapons that were held at HQ these would be listed here.
There are three Sections in this platoon, all identical. Each one is led by an Obergefreiter, a Junior Leader. Each Section has one Panzerfaust. We don't need to track which figure has that, but once it's been used, it has gone.
Most importantly, the Section has two Teams; an LMG Team and a Rifle Team. The LMG Team shows the principal weapon, the MG42. It has four crew figures manning that, one of whom actually fires the weapon. The other three figures do nothing other than act as crew for the gun. It's a busy job, linking belts of ammunition, opening fresh ammo boxes and generally providing enough rounds to keep the MG42 firing. The crew members only ever fire the LMG. They never fire their own weapons. However, they may throw grenades or fire an infantry anti-tank weapon when ordered to do so by a Leader.
The Rifle Team is made up of five figures armed with rifles. They can all fire when activated as well as throwing grenades or firing infantry anti-tank weapons when ordered to do so by a Leader.
Regular Platoon Force Rating: -1
Command Dice: 5
| Force Morale | 1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|---|
| Command Dice | 2 | 3 | 4 | 4 | 5 |
Green Platoon Force Rating: -5
Command Dice: 5
| Force Morale | 1 | 2 | 3 | 4 | 5 | 6+ |
|---|---|---|---|---|---|---|
| Command Dice | 2 | 2 | 3 | 4 | 4 | 5 |
| Platoon Headquarters |
|---|
| Unterfeldwebel, Senior Leader armed with a machine-pistol |
| Sections One to Three | |
|---|---|
| Obergefreiter, Junior Leader armed with a machine pistol. One Panzerfaust. | |
| LMG Team | Rifle Team |
| MG 42 Four crew | Five riflemen |
Some Teams may be made up of a mix of a weapons, for example, the US Browning Automatic Rifle Team, shown here:
| BAR Team |
|---|
| One man with BAR Two riflemen with M1 Garand Rifle |
Here the BAR is crewed by just one figure whilst the two figures armed with the M1 Garand Rifle are not listed as crew and may fire their own weapons when the Team is activated.
Each Platoon list will show a Force Morale Tracker which will vary depending on the training quality of the troops. The Regular Platoon in the example on the previous page retains all five Command Dice until their Force Morale falls to 4; the Green platoon loses their first Command Dice when their Force Morale is at 5.
Where a box is shaded red, this indicates that the platoon may have a Red Dice. The Red Dice reflects a unit with high quality leadership. Where the platoon has the note "5 with Red Dice option", this platoon may select a Red Dice as a support choice. Where the text says "5 with automatic Red Dice", the Red Dice is added to the Command Dice hand automatically, with no cost in Support Points.
The shaded Red box indicates the Force Morale level where the Red Dice is removed from the player's Command Dice hand.
Where Force Morale falls to the point where the letter J is noted on the Tracker, the player must immediately move one Section or Team to make contact with the friendly Jump-Off Point closest to them. This happens immediately with no rolls for movement. It is not an activation.
The unit moving must trace a clear line to the Jump-Off Point which does not come within 4" of an enemy Unit. If unable to do this, the Unit may not be selected to withdraw. If no Unit is able to withdraw, one Unit of the enemy's choice will surrender. The nearest enemy Unit must provide one guard for every four prisoners. Both the prisoners and the guards are immediately removed from the table. No Force Morale roll is made for this retreat or any resulting surrender.
To introduce the J Rating to your games, the following guide can be used.
| Force Morale Level | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Backs to the Wall | J | ||||
| Confident | J | ||||
| Concerned | J | ||||
| Unsettled | J |
Backs to the Wall: These troops either will not retire due to esprit de corps, or literally cannot retire as they have nowhere to go.
Confident: A fairly normal state of doing a professional job but recognising imminent collapse at the appropriate moment and withdrawing for reasons of self preservation.
Concerned: These troops have concerns. Possibly they do not trust the security of their flanks; they are worried by the number of new recruits; they do not trust their leaders.
Unsettled: These troops go into action with a poor mindset. Possibly they believe they are being asked to do the unachievable; maybe the unit is not homogenous, with a very high number of untrained men just drafted in. It could be that the unit has been badly defeated in its last action.
| Engineering |
| Mortars |
| Infantry |
| Support Units |
| Transports |
| Light Armour |
| Tracked AFVs |
Selecting support options is done once the players have decided which Mission they are playing. The number of Support Points available to each player is determined by rolling the dice shown in the Mission. This is then adjusted to take into account the relative Platoon Strength Ratings of the two forces
The type of support available will be determined by the Mission.
Tracked AFV support choices are two points cheaper when selected as delayed supports.
How the charge works is detailed in Section 16.5, Anti -Tank Grenades and Charges and 18.1 for Enhanced Wire Clearing and Roadblocks. A maximum of two Explosive Charges can be selected by any force.
Medics deploy to a Jump Off Point and activate on any Command Dice roll of 1 to 4. They move as infantry but ignore Shock. Medics can never shoot, fight in Close Combat, capture objectives or block Jump Off Points.
If a Medic spends one activated Phase with a Stunned Leader, that Leader may activate as normal from the next Phase.
If a Medic spends one activated Phase with a wounded Leader, they restore the ability to issue the Order that was lost due to the wound. The Leader may not activate in the Phase in which the Medic treats them.
A Medic may only treat any individual Leader once during a game.
A Medic attached to a Unit that suffers casualties will be treated as a Leader at Risk. If a Leader is hit, the Medic may be hit instead of a Leader with the Unit. See Section 13.2.7. If a Medic is hit they are removed from the game. No force Morale roll is made by the owning player.
An unattached Medic can be targeted, any kill resulting in their removal from the game. A Medic ignores Shock results. A force which kills an unattached enemy Medic must take a Force Morale Test as though they themselves have lost a Junior Leader.
Minefields are placed on the table after the Jump-Off Points have been deployed and before the game begins. They can be placed anywhere on the table further than 12" from the enemy's friendly table edge. Only two minefields can be selected.
Troops in Entrenchments count as being in Hard Cover. Entrenchments cannot be placed in buildings, on solid roads or in marshy ground.
Entrenchments are large enough to hold one Team, be that an infantry or support weapon Team. Two entrenchments will be needed for a whole Section, even if that Section is not comprised of multiple Teams or has more than two Teams. A player can select a maximum of four entrenchments.
Medium and Heavy Machine guns selected as supports deploy onto the table in entrenchments. If they leave these, they may be re-occupied or may be occupied by another Infantry Team.
These Transport vehicles require one figure allocated as driver. If an LMG team is present, the weapon can be mounted and fired.
During the first Turn of any game, Units and Leaders affected by a pre-game bombardment must roll to deploy onto the table as though Hesitant. See Section 9.4, Hesitant Deployment. This lasts for the first Turn of the game only.
In addition to the Army lists, here you will find the National Arsenals, with all of the data and stats required for your force. Here also are the the National Characteristics that are based on the way that the troops of each nation were trained, which will add colour and narrative to your games.
The material advantage of the industrialised western Allies and the Soviet Union combined to present Germany with no strategic options that could bring victory. Yet the German military fought on in the hope of snatching a political victory from the jaws of seemingly inevitable military defeat.
In Chain of Command, the late war German forces are well trained and well equipped, but the best of their men and leaders are in cold graves in Russia. The challenge now is to use their firepower to dominate the battlefield and spread what command resources they possess thinly enough to go round.
Regular Platoon Force Rating: -1
Command Dice: 5
| Force Morale | 1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|---|
| Command Dice | 2 | 3 | 4 | 4 | 5 |
Green Platoon Force Rating: -5
Command Dice: 5
| Force Morale | 1 | 2 | 3 | 4 | 5 | 6+ |
|---|---|---|---|---|---|---|
| Command Dice | 2 | 2 | 3 | 4 | 4 | 5 |
| Platoon Headquarters |
|---|
| Unterfeldwebel, Senior Leader armed with a machine pistol |
| Sections One to Three | |
|---|---|
| Obergefreiter, Junior Leader armed with a machine pistol. One Panzerfaust. | |
| LMG Team | Rifle Team |
| MG 42 Four crew | Five riflemen |
Platoon Force Rating: +2
Command Dice: 5 plus Red Dice option
| Force Morale | 1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|---|
| Command Dice | 2 | 3 | 4 | 4 | 5 |
| Platoon Headquarters |
|---|
| Leutnant, Senior Leader armed with a machine pistol |
| Sections One to Three | |
|---|---|
| Obergefreiter, Junior Leader armed with a machine pistol. Two Panzerfausts. | |
| LMG Team | LMG Team |
| MG 42 Four crew | MG 42 Three crew |
By 1944 very few truly Elite German units existed. However, a unit such as the Panzer-Lehr Division could lay claim to this accolade. An Elite Panzergrenadier platoon will increase its Platoon Force Rating to +5
Regular Platoon Force Rating: +3
Command Dice: 5 with Red Dice option
| Force Morale | 1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|---|
| Command Dice | 2 | 3 | 4 | 4 | 5 |
Green Platoon Force Rating: -3
Command Dice: 5
| Force Morale | 1 | 2 | 3 | 4 | 5 | 6+ |
|---|---|---|---|---|---|---|
| Command Dice | 2 | 3 | 3 | 4 | 4 | 5 |
| Platoon Headquarters |
|---|
| Leutnant, Senior Leader armed with a machine pistol Unterfeldwebel, Senior Leader, with a machine pistol |
| Sections One to Three | |
|---|---|
| Obergefreiter, Junior Leader armed with a machine pistol. Two Panzerfausts. | |
| LMG Team | LMG Team |
| MG 42 Four crew | MG 42 Four crew |
Regular Fallschirmjäger Sections are Aggressive in Close Combat.
Regular Platoon Force Rating: 1
Command Dice: 5
| Force Morale | 1 | 2 | 3 | 4 | 5 | 6+ |
|---|---|---|---|---|---|---|
| Command Dice | 2 | 3 | 3 | 4 | 4 | 5 |
Green Platoon Force Rating: -3
Command Dice: 5
| Force Morale | 1 | 2 | 3 | 4 | 5 | 6+ |
|---|---|---|---|---|---|---|
| Command Dice | 2 | 2 | 3 | 4 | 4 | 5 |
| Platoon Headquarters |
|---|
| Unterfeldwebel, Senior Leader armed with a machine pistol |
| Rifle Grenade Team |
| Three figure rifle grenade launcher Team |
| Assault Sections One and Two |
|---|
| Obergefreiter, Junior Leader armed with an
StG44 Assault Rifle. Two Panzerfausts. Seven Men with StG44 Assault Rifles |
| LMG Section | |
|---|---|
| Obergefreiter, Junior Leader armed with a machine pistol. Two Panzerfausts. | |
| LMG Team | LMG Team |
| MG 42 Four crew | MG 42 Three crew |
Volksgrenadier Assault Sections gain the Storm of Steel Bonus when firing at Close Range.
| GERMAN SUPPORT LIST |
|---|
| One Support Point |
| Petrol Bomb |
| Explosive Charge for Engineers |
| Barbed Wire |
| Entrenchments for one Team |
| Teller Mine |
| Mines in Verges |
| Additional Phase of Mortar fire |
| Medic |
| Adjutant |
| Replen Point |
| Panzerfausts |
| Car or Jeep for one Team |
| Two Support Points |
| Minefield |
| Engineer Team, 3 figures |
| Roadblock |
| SOS Fire |
| Pre-Game Bombardment |
| Smoke Barrage |
| Red Dice where available |
| Upgrade one AFV commander to Senior Leader |
| Senior Leader with SMG |
| 5cm mortar Team, 3 crew |
| Sniper Team |
| Truck or Lorry for two Teams or one Section |
| SdKfz 250/1, no crew. Transport for one Team |
| Three Support Points |
| Panzerschreck Team, 2 crew |
| MG 42, entrenched on tripod mount, 5 crew |
| 2cm Flak 38, 5 crew with Junior Leader |
| 3.7cm Flak, 5 crew with Junior Leader |
| Pak 36 Anti-Tank gun with Stielgranate. 5 crew and Junior Leader |
| leIG.18 with 5 crew and Junior Leader |
| Pak 38 Anti-Tank gun with 5 crew and Junior Leader |
| SdKfz 251/1, no crew. Transport for one Section |
| SdKfz 250 with Reconnaissance Team and Junior Leader |
| SdKfz 7/1 Flak with 5 crew and Junior Leader |
| SdKfz 7/1 Flak Gepanzert with 5 crew and Junior Leader |
| SdKfz 7/2 Flak with 5 crew and Junior Leader |
| SdKfz 7/2 Flak Gepanzert with 5 crew and Junior Leader |
| SdKfz 10/4 Flak with 5 crew and Junior Leader |
| Four Support Points |
| Flamethrower Team, three figures |
| Mortar Bombardment |
| Volkssturm Section, Green troops, with Junior Leader |
| Pak 40 with 5 crew and a Junior Leader |
| SdKfz 251/10, Driver and three crew |
| SdKfz 222 with Junior Leader |
| Flakpanzer 38(t) with Junior Leader |
| SdKfz 250/8 "Stummel" with Junior Leader |
| SdKfz 250/9 with Junior Leader |
| SdKfz 251/9 "Stummel" with Junior Leader |
| Panzer II Luchs with Junior Leader |
| Five Support Points |
| Infantry Section, Regular troops, with Junior Leader |
| SdKfz 234 Puma with Junior Leader |
| SdKfz 251/21 "Drilling" with Junior Leader |
| SdKfz 251/22 Pakwagen with Junior Leader |
| Panzer III J with Junior Leader |
| Panzer III L/M with Junior Leader |
| Marder II with Junior Leader |
| Flakpanzer IV Ostwind with Junior Leader |
| Six Support Points |
| Regular Panzergrenadier Section |
| Regular Fallschirmjäger Section |
| Volksgrenadier Assault Section |
| Volksgrenadier LMG Section |
| Panzer III N with Junior Leader |
| Marder III with Junior Leader |
| Seven Support Points |
| sIG 33 Infantry Gun, 5 crew with Junior Leader |
| Pak 43 Anti-Tank gun, 5 crew and Junior Leader |
| Panzer IV G with Junior Leader |
| StuG III F with Junior Leader |
| StuG III F8 with Junior Leader |
| Flakpanzer IV Wirbelwind with Junior Leader |
| Eight Support Points |
| Panzer IV H/J with Junior Leader |
| Jagdpanzer 38(t) "Hetzer" with Junior Leader |
| StuG III G with Junior Leader |
| StuG IV with Junior Leader |
| Jagdpanzer IV L43/L48 with Junior Leader |
| Nine Support Points |
| SdKfz 251/16 Flammen with Junior Leader |
| Panzer III Flammpanzer with Junior Leader |
| Ten Support Points |
| StuH 42 with Junior Leader |
| Eleven Support Points |
| Panzer V Panther with Junior Leader |
| Jagdpanzer IV L70A with Junior Leader |
| Jagdpanzer IV L70V with Junior Leader |
| Sturmpanzer Brummbär with Junior Leader |
| Twelve Support Points |
| Thirteen Support Points |
| Panzer VI Tiger I with Junior Leader |
| Fourteen Support Points |
| JagdPanther with Junior Leader |
| Fifteen Support Points |
| Sixteen Support Points |
| Panzer VI Tiger II with Junior Leader |
| JagdTiger with Junior Leader |
Roll a D6. Mines are encountered on a roll of 6. Roll 3D6 with a penetrating hit occurring on a 5 or 6. If the vehicle is a Transport, any hit will destroy the vehicle with 1D6 hits on any passengers. If the vehicle is an APC or AFV, each hit causes one point of Shock on the vehicle. Roll for additional damage with a 1 to 3 being no effect and 4 to 6 being counted as a roll of 4 on the appropriate damage table in Section 16.2, Effect of Damage.
This entrenchment does not count towards the maximum number of entrenchments available to a force.
| Volkssturm Section | |
|---|---|
| Gruppenführer, Junior Leader armed with a machine pistol. Two Panzerfausts. | |
| LMG Team | Rifle Team |
| MG 08/15 Three crew | MG 42 Six riflemen |
The MG08/15 is a Great War LMG. It has five Firepower Dice.
| GERMAN NATIONAL CHARACTERISTICS |
|---|
MaschinengewehrThe Germans placed much emphasis on the machine gun as the Section's primary of firepower, with the Section Leader instructed that in any fight his place was with the LMG, directing its fire.When a Leader is attached to a machine gun Team, either as part of a Section or a discrete unit such as an MMG Team, and uses two or more Orders, they can add that many Firepower Dice form that Team. They also gain the Storm of Steel Bonus. Handgranaten!The German soldier is intensely aware of the stormtrooper tactics of his father's war. The section Leader's cry of "Handgranaten" was the signal to attack with a volley of grenades and get stuck in with the rifle butt, entrenching tool or bayonet.When a Leader attached to a Unit uses two Orders, they can lead a charge against any enemy within 12" that is visible at the start of the Phase. This is preceded by a hail of grenades. These grenades are in addition to the three that the Section has as standard issue. A Unit may use Handgranaten more than once without resupplying with grenades. Roll 1D6, subtracting 1 if the enemy is in Light Cover, 2 if in Hard Cover. On a roll of 1 or less, one hand grenade has hit the target unit; on 2 to 5, two grenades hit; on a 6, three grenades hit the target. Roll for the effect of these and the Team or Section can move with up to 3D6 without taking Shock. They fight Close Combat as Aggressive troops if they come within 4" of the enemy. Pakfront!The Germans put much emphasis on the use of self-propelled anti-tank guns to form a key part of their defences against Allied and Soviet armour. To reflect this, Pänzerjäger, StuG or JagdPanzer with a Low Profile can deploy from a Jump-Off-Point, deploying with their Command Dice as though from an Entry Point and by using three Chain of Command Points.PanzerknackerWhere a section has three hand grenades available, it can convert them to a compound charge with which to attack an AFV or APC. The compound charge has an AP strike of 4. See Section 16.4.4, Anti-Tank Grenades & Charges. |
| GERMAN NATIONAL ARSENAL | ||||||
|---|---|---|---|---|---|---|
| Tanks | ||||||
| Vehicle | Armour | A.P. | H.E. | Speed | Turret | Notes |
| Panzer II Luchs | 3 | 4 | 6 | Fast | Average | Co-axial MG only, Smoke |
| Panzer III J | 4 | 7 | 3 | Standard | Average | Smoke |
| Panzer III L/M | 5 | 7 | 3 | Standard | Average | Smoke |
| Panzer III N | 5 | 6 | 5 | Standard | Average | Smoke |
| Panzer III Flammpanzer | 6 | Flame | Standard | Average | Smoke | |
| Panzer IV G | 6 | 8 | 5 | Standard | Average | Smoke |
| Panzer IV H/J (late G) | 6 | 9 | 5 | Standard | Average | Smoke |
| Panzer V Panther D/A/G | 11 | 12 | 5 | Fast | Average | Frontal Armour, Smoke |
| Panzer VI Tiger I | 11 | 12 | 7 | Slow | Slow | Unreliable, Heavy Armour, Smoke |
| Panzer VI Tiger II | 14 | 16 | 7 | Slow | Slow | Unreliable, Heavy Armour, Smoke |
| Panzerjäger | ||||||
| Vehicle | Armour | A.P. | H.E. | Speed | Turret | Notes |
| Marder II | 3 | 9 | 5 | Standard | Fixed | Open body, Hull MG only |
| Marder III H/M | 4 | 9 | 5 | Standard | Fixed | Open body, Hull MG only |
| Panzerjäger 38(t) ‘Hetzer' | 7 | 9 | 5 | Standard | Fixed | Low Profile, Remote MG only |
| Jagdpanzer IV L43/L48 | 7 | 9 | 5 | Standard | Fixed | Low Profile, Hull MG only |
| Jagdpanzer IV L70A | 8 | 12 | 5 | Standard | Fixed | Low Profile, Hull MG only |
| Jagdpanzer IV L70V | 9 | 12 | 5 | Standard | Fixed | Low Profile, Hull MG only |
| Jagdpanther | 11 | 16 | 7 | Fast | Fixed | Hull MG only. Frontal Armour |
| Jagdtiger | 16 | 20 | 11 | Slow | Fixed | Heavy Gun, Heavy Armour, Hull MG only. Unreliable. |
| Self Propelled Guns & Flak Tanks | ||||||
| Vehicle | Armour | A.P. | H.E. | Speed | Turret | Notes |
| StuG III F | 5 | 8 | 5 | Standard | Fixed | Low profile, Co-axial MG only |
| StuG III F8 | 6 | 9 | 5 | Standard | Fixed | Low profile, Co-axial MG only |
| StuG III G | 7 | 9 | 5 | Standard | Fixed | Low profile, Co-axial MG only |
| StuH 42 | 7 | 8 | 9 | Standard | Fixed | Low profile, Co-axial MG only |
| StuG IV | 7 | 9 | 5 | Standard | Fixed | Low profile, Co-axial MG only |
| Sturmpanzer "Brummbär" | 11 | 6 | 13 | Standard | Fixed | Frontal Armour, No MGs |
| Flakpanzer 38t | 2 | 4 | 6 | Standard | Average | Open body, Hull MG only |
| Flakpanzer IV Wirbelwind | 4 | 4 | 12 | Standard | Average | Open body, Hull MG only |
| Flakpanzer IV Ostwind | 4 | 5 | 6 | Standard | Average | Open body, Hull MG only |
| Armoured Cars and Halftracks | ||||||
| Vehicle | Armour | A.P. | H.E. | Speed | Turret | Notes |
| SdKfz 7/1 | - | 3 | 6 | Fast | - | Flat bed |
| SdKfz 7/1 Gepanzert | 2 | 3 | 6 | Standard | - | Open body |
| SdKfz 7/2 | - | 5 | 6 | Fast | - | Flat bed |
| SdKfz 7/2 Gepanzert | 2 | 5 | 6 | Standard | - | Flat bed |
| SdKfz 10/4 | - | 3 | 6 | Fast | - | Flat bed |
| SdKfz 222 | 2 | 3 | 6 | Wheeled | Fast | Co-axial MG only, small |
| SdKfz 234/2 Puma | 4 | 7 | 3 | Wheeled | Fast | Co-axial MG only |
| SdKfz 250/1 | 2 | MG | Fast | - | Open body, Low profile | |
| SdKfz 250/8 "Stummel" | 2 | 4 | 6 | Fast | - | Open body |
| SdKfz 250/9 | 2 | 3 | 6 | Fast | Fast | Low profile |
| SdKfz 251/1 | 2 | MG | Fast | - | Open body | |
| SdKfz 251/9 "Stummel" | 2 | 4 | 6 | Fast | - | Open body |
| SdKfz 251/10 | 2 | 5 | 3 | Fast | - | Open body |
| SdKfz 251/16 Flammpanzerwagen | 2 | Dual Flame | Fast | - | Open body. One weapon position on each side. | |
| SdKfz 251 21 "Drilling" | 2 | 3 | 10 | Fast | Average | Open body |
| SdKfz 251/22 Pakwagen | 2 | 9 | 5 | Fast | - | Open body |
| Anti-Tank Guns & Infantry Guns | |||
|---|---|---|---|
| Weapon | A.P. | H.E. | Size |
| 2cm Flak 38 | 3 | 6 | Static |
| 3.7cm Pak 36 | 5 (7 with stielgranate) | 3 | Light |
| 3.7cm Flak | 5 | 6 | Static |
| 5cm Pak 38 | 7 | 3 | Medium |
| 7.5cm Pak 40 | 9 | 5 | Medium |
| 8.8cm Flak 36 | 16 | 7 | Static |
| 8.8cm Pak 43 | 16 | 7 | Heavy |
| leIG.18 | 3 | 6 | Light |
| sIG.33 | 6 | 13 | Heavy |
| Infantry Anti-Tank Weapons | |||||||
|---|---|---|---|---|---|---|---|
| Weapon | 0-6" | 6-9" | 9-18" | 18-24" | 24-36" | H.E. | Notes |
| Panzerfaust 30/patrone | 9 | 9 | 3 | No backblast | |||
| Panzerfast 60 | 9 | 9 | 4 | ||||
| Panzerfaust 100 | 9 | 9 | 4 | ||||
| Panzerschreck | 11 | 11 | 11 | 4 | |||
Supported by the Dominions and Empire, British forces were supplemented by Canadian, New Zealand and Indian forces in Europe and these are all represented by these lists.
British and Dominion forces are well equipped and well led. Their emphasis on fire and movement and a good grasp of combined arms tactics serves them well against an enemy now over-reliant on static defences.
The following Platoons are available: Regular Infantry, Motor Infantry and Parachute Infantry.
Regular Platoon Force Rating: 0
Command Dice: 5
| Force Morale | 1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|---|
| Command Dice | 2 | 3 | 3 | 4 | 5 |
| Platoon Headquarters |
|---|
| Lieutenant, Senior Leader armed with pistol Platoon Sergeant, Senior Leader, armed with rifle |
| PIAT Team |
| PIAT Two crew |
| 2" Mortar Team |
| 2" mortar Three crew |
| Sections One to Three | |
|---|---|
| Corporal, Junior Leader armed with Sten SMG | |
| LMG Team | Rifle Team |
| Bren Gun Three crew | Six riflemen |
Like the rest of the infantry, their standard of training and Regimental traditions means that they are treated as Regulars
Regular Platoon Force Rating: -1
Command Dice: 5 with Red Dice option
| Force Morale | 1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|---|
| Command Dice | 2 | 3 | 4 | 4 | 5 |
| Platoon Headquarters |
|---|
| Lieutenant, Senior Leader armed with pistol Platoon Sergeant, Senior Leader, armed with rifle |
| 2" Mortar Team |
| 2" mortar Three crew |
| Sections One to Three | |
|---|---|
| Corporal, Junior Leader armed with Sten SMG | |
| LMG Team | Rifle Team |
| Bren Gun Three crew | Three riflemen One man with Sten Gun |
They are at the peak of fitness and will never avoid
a fight.
Regular Platoon Force Rating: +2
Command Dice: 5
| Force Morale | 1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|---|
| Command Dice | 2 | 3 | 4 | 4 | 5 |
| Platoon Headquarters |
|---|
| Lieutenant, Senior Leader armed with Sten SMG Platoon Sergeant, Senior Leader, armed with Sten SMG |
| Sniper Team |
| Sniper Team |
| Sections One to Three | |
|---|---|
| Sergeant, Superior Junior Leader armed with Sten SMG | |
| LMG Team | Rifle Team |
| Bren Gun Three crew | Five riflemen One man with Sten SMG |
Airborne Sections are Aggressive in Close Combat.
| BRITISH SUPPORT LIST |
|---|
| One Support Point |
| Petrol Bomb |
| Explosive Charge for Engineers |
| Barbed Wire |
| Entrenchments for one Team |
| Additional Phase of Mortar fire |
| Medic |
| Hawkins Grenades or Gammon Bombs |
| Airborne Marksman |
| Airborne Bren Gun |
| Equip one Senior Leader with a Sten SMG |
| Adjutant |
| Replen Point |
| Car or Jeep for one Team |
| Two Support Points |
| Minefield |
| Engineer Team, 3 figures |
| Roadblock |
| SOS Fire |
| Pre-Game Bombardment |
| Smoke Barrage |
| White Phosphorous Grenades |
| 2" mortar Team, 3 crew |
| PIAT Team, 2 crew |
| Red Dice where available |
| Upgrade one AFV commander to Senior Leader |
| Sniper Team |
| Truck or Lorry for two Teams or one Section |
| Daimler Dingo Scout Car with Junior Leader |
| Lynx Scout Car with Junior Leader |
| Three Support Points |
| Vickers MMG, entrenched on tripod mount, 5 crew |
| 40mm Bofors Gun, 5 crew and Junior Leader |
| Humber Reconnaissance Car with Junior Leader |
| Morris Light Reconnaissance Car with Junior Leader |
| Otter Reconnaissance Car with Junior Leader |
| M5 halftrack, no crew |
| Four Support Points |
| Flamethrower Team, three figures |
| Mortar Bombardment |
| Motor Rifle Section, Regular Troops, with Junior Leader |
| 6 pounder Anti-Tank gun with five crew and Junior Leader |
| RAM Kangaroo |
| Universal Carrier with Recce Team and Junior Leader |
| Staghound Armoured Car with Junior Leader |
| Daimler Mk I Armoured Car with Junior Leader |
| Humber Mk IV with Junior Leader |
| M5 Stuart tank with Junior Leader |
| Five Support Points |
| Infantry Section, Regular troops, with Junior Leader |
| Airborne Section with Junior Leader |
| AEC Mk II Armoured Car with Junior Leader |
| Six Support Points |
| 17 pounder Anti-Tank gun with five crew and Junior Leader |
| AEC Mk III Armoured Car with Junior Leader |
| M10 Wolverine with Junior Leader |
| Archer Self Propelled Vehicle with Junior Leader |
| Seven Support Points |
| M4 Sherman with Junior Leader |
| Cromwell IV to VII with Junior Leader |
| M10 Achilles with Junior Leader |
| Eight Support Points |
| Sherman Firefly with Junior Leader |
| Centaur with Junior Leader |
| Challenger with Junior Leader |
| Churchill Mk III/IV with Junior Leader |
| Wasp Flamethrower Carrier with Junior Leader |
| Nine Support Points |
| Churchill Mk VI with Junior Leader |
| Churchill Mk V CS with Junior Leader |
| Ten Support Points |
| Comet with Junior Leader |
| Churchill Mk VII with Junior Leader |
| Eleven Support Points |
| Churchill Crocodile with Junior Leader |
| Churchill AVRE with Junior Leader |
A WP grenade rolls three Firepower Dice when thrown at a target in the Open but doubles this to six Firepower Dice when exploding in a confined space. The Storm of Steel Bonus is applied.
The WP grenade creates a 3" ball of smoke which acts as a smoke grenade.
Any Section in the platoon can use these when required. They do not need to be allocated to a specific Unit until they are used.
| Section Three | |
|---|---|
| Sergeant, Junior Leader armed with Sten SMG | |
| LMG Team | LMG Team |
| Bren Gun Four crew | Bren Gun Four crew |
The AVRE petard mortar uses the Heavy Gun rules to reload.
| BRITISH NATIONAL CHARACTERISTICS |
|---|
Five Rounds RapidThe British soldier is taught to love his rifle and the mantra that delivery of fast, accurate fire is the key to success. When a Leader is attached to a rifle Team and uses two or more Orders to activate that Team, they can add that many additional Firepower Dice to firing in that Phase. They also gain the Storm of Steel Bonus.Concentrated FireThe Bren gun was a highly accurate weapon able to single out targets on the battlefield. When a Leader is attached to a Bren Team and uses two Orders, the Team can focus their fire against one enemy Team, even when other Teams are present within 4" of the target. They gain the Storm of Steel Bonus.Smoke ScreenBritish Light Mortars were used to create smoke screens to mask the movement of their Units. A British mortar has three rounds of H.E. and three rounds of smoke. When smoke is deployed within 6" of another smoke round, it will form a continuous screen between the two points. Any further rounds falling within 6" will form an extension to that screen. This is classed as Limited Ammunition. Smoke deployed by mortars breaks Line of Sight, see Section 13.5.4.1 Light Mortars Deploying Smoke. |
| BRITISH NATIONAL ARSENAL | ||||||
|---|---|---|---|---|---|---|
| Tanks | ||||||
| Vehicle | Armour | A.P. | H.E. | Speed | Turret | Notes |
| M4 Sherman | 6 | 7 | 6 | Standard | Fast | Smoke |
| Sherman VC Firefly to 8/44 | 6 | 12 | MG | Slow | Average | No H.E. Co-axial MG only. Smoke |
| Sherman VC Firefly from 9/44 | 6 | 12 | 5 | Slow | Average | Co-axial MG only. Smoke |
| Cromwell Mk IV/V | 6 | 7 | 6 | Fast | Average | Smoke |
| Cromwell Mk VII | 7 | 7 | 6 | Fast | Average | Smoke |
| Centaur Mk IV | 6 | 4 | 9 | Fast | Average | No hull MG |
| Challenger | 5 | 12 | 5 | Standard | Average | Available September 1944. Co-axial MG only. |
| Comet | 8 | 11 | 5 | Fast | Average | Smoke |
| M5 or M5A1 Stuart | 4 | 5 | 3 | Fast | Fast | |
| Churchill Mk III | 8 | 9 | 4 | Slow | Average | Heavy Armour, Smoke |
| Churchill Mk V CS. | 8 | 7 | 6 | Slow | Average | Heavy Armour, Smoke |
| Churchill Mk VI | 8 | 7 | 6 | Slow | Average | Heavy Armour, Smoke |
| Churchill Mk VII | 10 | 7 | 6 | Slow | Average | Heavy Armour, Smoke |
| Churchill Crocodile | 10 | 7 | 6/Flame | Slow | Average | Heavy Armour, No hull MG |
| Churchill AVRE | 8 | N/A | 16 | Slow | Average | Heavy Armour, Hull MG only Heavy Gun |
| Tetrach Light Tank | 2 | 5 | MG | Fast | Average | No H.E., Small, No hull MG |
| Tetrach I CS | 2 | 3 | 6 | Fast | Average | Small, Co-axial MG only |
| M22 Locust | 2 | 5 | 3 | Fast | Average | Small, Co-axial MG only |
| Self-Propelled Guns | ||||||
| Vehicle | Armour | A.P. | H.E. | Speed | Turret | Notes |
| M10 Wolverine | 4 | 10 | 5 | Standard | Slow | Open top, Co-axial MG only |
| M10 Achilles | 4 | 12 | 5 | Standard | Slow | Open top, No H.E. until 9/44. Co-axial MG only |
| Archer SP Gun | 5 | 12 | 5 | Standard | Fixed | Rear facing gun. No H.E. No MGs |
| M7 Priest 105mm SP | 4 | 5 | 9 | Standard | Fixed | No MGs |
| Sexton 25pdr SP | 4 | 8 | 7 | Standard | Fixed | No MGs |
| Carriers & Half-Tracks | ||||||
| Vehicle | Armour | A.P. | H.E. | Speed | Turret | Notes |
| Kangaroo | 7 | - | MG | Standard | - | Low profile |
| Universal carrier | 2 | - | MG | Fast | Fixed | Low profile, Small |
| Wasp carrier | 2 | Flame | Fast | Fixed | Low profile, Small, No MGs | |
| M5 Half track | 2 | - | - | Fast | - | |
| Scout, Reconnaissance & Armoured Cars | ||||||
| Vehicle | Armour | A.P. | H.E. | Speed | Turret | Notes |
| Daimler Dingo Scout | 2 | 0 | M | Wheeled | - | Single MG, Small, Low Profile, Open top |
| Lynx Scout Car | 2 | 0 | MG | Wheeled | - | Single MG, Small, Low Profile |
| Humber LRC III | 2 | 3 | MG | Wheeled | Average | No hull MG, 1MT |
| Morris LRC | 2 | 3 | MG | Wheeled | Average | No hull MG, 1MT |
| Otter LRC | 2 | 3 | MG | Wheeled | Average | No hull MG |
| Humber Mk IV | 3 | 5 | 3 | Wheeled | Fast | No hull MG |
| Daimler Mk I | 3 | 5 | MG | Wheeled | Fast | No HE, no hull MG |
| AEC Mark II | 4 | 7 | 4 | Wheeled | Fast | No hull MG |
| AEC Mark III | 4 | 6 | 6 | Wheeled | Fast | No hull MG |
| Staghound | 3 | 5 | 3 | Wheeled | Fast | |
| Anti-Tank Guns | |||
|---|---|---|---|
| Weapon | A.P. | H.E. | Size |
| Bofors 40mm AA gun | 5 | 6 | Static |
| L50, 6 pounder | 9 | 4 | Medium |
| L58, 17 pounder | 12 | 5 | Heavy |
| Infantry Anti-Tank Weapons | ||||
|---|---|---|---|---|
| Weapon | 0-9" | 9-24" | H.E. | Notes |
| PIAT | 7 | 7 | 4 | No backblast |