20. The Army Lists

The Army Lists in this book provide a number of forces for each nationality, ready to get into action. These are relatively generic forces and more lists covering specific campaigns, battles and specific units will be found in the Theatre Handbooks and the Pint-Sized Campaigns. But how does each list translate into the force that we will deploy onto the tabletop?

20.1 Using the Army Lists

The example shown here gives two quality choices, a Regular Platoon with a Force Rating of -1 and a Green Platoon rated -5. The two different Force Morale Trackers show how these will lose Command Dice at different points.

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.

Infantry Platoon

These could be any branch of the Heer or Waffen SS or, if the Green Troops option is taken, the organisation could be used for Osttruppen or replacement units made up of Luftwaffe or naval personnel.

Regular Platoon Force Rating: -1
Command Dice: 5

Force Morale12345+
Command Dice23445

Green Platoon Force Rating: -5
Command Dice: 5

Force Morale123456+
Command Dice223445

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 TeamRifle 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.

20.1.1 Force Morale Tracker

Chain of Command uses a system of variable Force Morale to allow us to represent the troop quality of different units.

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.

20.1.2 The J Rating

The J Rating is normally used in a campaign setting to indicate the confidence of a force. The lower the J Rating, the higher the force's confidence in their operational situation. Units listed in this book do not have a J Rating shown, but you will encounter them in Pint-Sized Campaigns.

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 Level12345
Backs to the WallJ
ConfidentJ
ConcernedJ
UnsettledJ

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.

20.2 Support Lists

Each nationality has an extensive Support List with choices of various unit types available. For ease, these have been colour-coded as some Missions only allow certain types of support to be selected. These are as follows:

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

20.2.1 Force Imbalance

If both sides have the same Platoon Strength Rating, use the support points indicated by the Mission notes without adjustment. Where there is an imbalance between the forces, use the two Platoon Force Ratings to establish the difference between the basic forces being used. The player with the weaker Platoon Force Rating increases the number of points of support they can take by the difference between the ratings. For example, if one force was rated +2 and their opponent's force was rated -2, the difference would be 4, allowing the force with the lower rating to add four additional points of support for their force.

The type of support available will be determined by the Mission.

20.2.2 Delayed Armour Support

Some Missions allow the defender to select delayed armour support options. These are cheaper but are not available until the second Turn of the game.

Tracked AFV support choices are two points cheaper when selected as delayed supports.

20.3 Universal Support Options

The Support Options listed here are available for all forces. Those that are specific to particular nations are listed in their individual Army Support Lists.

Explosive Charge for Engineers

The Explosive Charge can be used once by an Engineer Team, increasing their chance of clearing wire or an obstacle.

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.

Medic

A Medic attached to a force can treat Leaders who have been wounded or Stunned. One is available.

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.

The Adjutant

The battalion Adjutant is based off-table where they act as a Senior Leader, assisting with the deployment of troops onto the table. This allows the player to deploy their Senior Leaders into the battle whilst avoiding any units becoming hesitant when deploying. See Section 9.4, Hesitant Deployment.

Barbed Wire

Barbed wire covers an area 6" by 2" in size. Barbed wire may be selected twice with the second selection adding a third, bonus, area of wire. Barbed wire is placed onto the table after the Jump Off Points have been placed and before the game begins.

Minefields

Minefields in Chain of Command are 6" square and deployed with suitable markers to clearly show their boundary. Minefields are presumed to be a mixture of Anti-Personnel and Anti-Tank mines and cannot be crossed during a game unless they have been cleared by an Engineer Team. See Section 18.2, Engineering Tasks.

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.

Roadblock

These can vary in their nature, but what remains constant is that they block the road where they are placed. Roadblocks can be cleared by an Engineer Team. See Section 18.1, Obstacles.

Entrenchments

Entrenchments allow for Units to be dug into positions when they deploy onto the table. Entrenchments must be selected prior to the game from the Support options. Units cannot dig Entrenchments during a game.

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.

Upgrade AFV Commander to Senior Leader

Where two or more AFVs with radios are present, one Leader can be upgraded to a Senior Leader to command these AFVs.

Replen Point

These allow a Unit to resupply weapons with Limited Ammunition. See Section 12.3, Limited Ammunition.

Additional Phase of Mortar Fire

Up to two additional Phases of Mortar Fire are available as a support option. These are not declared until the initial three rounds of Mortar Fire have been used.

Car, Jeep or Lorry

This is an unarmoured military vehicle with no weapons and no crew. A Car or Jeep can be used to transport one Team. A Lorry or Truck can be used to transport Two Teams or one Section.

These Transport vehicles require one figure allocated as driver. If an LMG team is present, the weapon can be mounted and fired.

Red Dice

A single "Red Dice" can be added to the players hand of Command Dice to reflect troops with high quality Leadership. Where available this will be noted in the platoon list.

Engineer Teams

Engineer Teams are three figures in size. Each Team can clear mines, wire, Roadblocks and undertaking demolitions.

Sniper Teams

A Sniper is a single base with one or two figures on it. They are more effective at Shocking Units and killing leaders. Snipers deploy in hidden positions and can dominate a table. See Section 14.1.2, Sniper Teams.

Pre-Game Bombardment

A pre-game bombardment is designed to disrupt the enemy immediately before an attack commences. To reflect this, it disrupts a force's ability to deploy onto the table.

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.

SOS Fire Mission

A maximum of two SOS Fire Missions can be selected by the defender in a scenario. Any pre-registered point can only be targeted once in a game.

Smoke Barrage

A Smoke Barrage will fire smoke, blocking Line of Sight. See Section 14.3.2, Smoke Barrage.

Flamethrower Teams

An Infantry Flamethrower Team is a Support option comprised of one flamethrower with three crew. Flamethrowers can only be selected for Mission 3, Attack & Defend and Mission 6, Attack on an Objective. A maximum of one Flamethrower Team can be selected.

Mortar Bombardment

A Bombardment will fire a mix of H.E. and smoke, firing for effect against any Units in the Bombardment area and also blocking Line of Sight. See Section 14.3.1, Mortar Bombardment. A maximum of one Bombardment may be selected.

20.4 The Army Lists

The Army lists that follow provide you with the core forces for each nation that you can choose from and the support options to select the units that will go into battle alongside your platoon. Together they allow you to gather your force for each Mission you undertake.

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.

Germany

1944 saw the German Army under pressure at all points of the compass, with fighting in Russia, Italy and the newly opened front in Normandy. Tactically competent, but blighted by an unrealistic High Command, whose decision making and planning was dominated by an increasingly unstable dictator. Nevertheless, the German Army was still able to achieve local successes due to its professionalism and inherent ability to improvise.

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.

Infantry Platoon

These could be any branch of the Heer or Waffen SS or, if the Green Troops option is taken, the organisation could be used for Osttruppen or replacement units made up of Luftwaffe or naval personnel.

Regular Platoon Force Rating: -1
Command Dice: 5

Force Morale12345+
Command Dice23445

Green Platoon Force Rating: -5
Command Dice: 5

Force Morale123456+
Command Dice223445

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 TeamRifle Team
MG 42
Four crew
Five riflemen

Panzergrenadier Platoon

These could be either Heer or Waffen SS troops.

Platoon Force Rating: +2
Command Dice: 5 plus Red Dice option

Force Morale12345+
Command Dice23445

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 TeamLMG 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

Fallschirmjäger Platoon

The parachute forces had been among the best troops the Germans could field, but the cream of the force was lost on Crete in 1941. By 1945 many of these troops were not jump-trained, but still proved tough opposition in France and Italy. A Green force is the partially trained drafts of the later war such as those encountered in Holland

Regular Platoon Force Rating: +3
Command Dice: 5 with Red Dice option

Force Morale12345+
Command Dice23445

Green Platoon Force Rating: -3
Command Dice: 5

Force Morale123456+
Command Dice233445

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 TeamLMG Team
MG 42
Four crew
MG 42
Four crew

Regular Fallschirmjäger Sections are Aggressive in Close Combat.

Volksgrenadier Platoon

With Germany scraping the bottom of the manpower barrel,the Volksgrenadier Divisions were intended to make up for shortages by an increase in firepower. These forces are rated as Regular with the Green option covering the last drafts of partially trained men fielded in 1945

Regular Platoon Force Rating: 1
Command Dice: 5

Force Morale123456+
Command Dice233445

Green Platoon Force Rating: -3
Command Dice: 5

Force Morale123456+
Command Dice223445

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 TeamLMG 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

Teller Mine

The platoon can purchase up to two of these. 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.

Mines in Verges

A hastily prepared defensive option with a Pioneer unit hastily planting anti-tank mines in the road verges. Nobody is entirely certain where they have been laid so when any enemy vehicle moves onto or along the 2" wide verge at the side of the road, the German player can make a "Mines in Verges" challenge.

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.

Panzerfausts

A platoon can add one additional Panzerfaust to each of the three core sections.

5cm Mortar Team

The 5cm mortar has no smoke ammunition and has Limited Ammuntion with three rounds of H.E. It cannot move At the Double.

Senior Leader with SMG

The Senior Leader option can only be selected when your basic force has only one Senior Leader listed. Only one of these can ever be selected.

Entrenched MG 42 Team

A tripod mounted MG42 Team deploying onto the table does so in an entrenchment which provides Hard Cover. If the MG Team subsequently moves, it will lose the advantage of the cover.

This entrenchment does not count towards the maximum number of entrenchments available to a force.

SdKfz 250 with Reconnaissance Team

The Germans took an aggressive approach to reconnaissance. This three figure Team has a Junior Leader attached. It can fire the LMG as a Crew Position when mounted in the vehicle or dismount and activate as an LMG Team.

SdKfz 251/10, Driver and Gun crew

A Command halftrack, this can only be selected to be used by the platoon's commanding Senior Leader. The gun crew man a 3.7cm Pak 36 (with no Stielgranate). They and the driver may not dismount.

Pak 36 Anti-Tank gun with Stielgranate

This early war gun has been "upgunned" with a hollow charge round. This weapon has Limited Ammunition, having three Stielgranate. After these are fired, it will revert to its usual A.P. ammunition.

Volkssturm Green Section

The Volkssturm Section is available inside the borders of Germany. It is organised as follows:

Volkssturm Section
Gruppenführer, Junior Leader armed with a machine pistol. Two Panzerfausts.
LMG TeamRifle 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

Maschinengewehr

The 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.

Panzerknacker

Where 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
VehicleArmourA.P.H.E.SpeedTurretNotes
Panzer II Luchs346FastAverageCo-axial MG only, Smoke
Panzer III J473StandardAverageSmoke
Panzer III L/M573StandardAverageSmoke
Panzer III N565StandardAverageSmoke
Panzer III Flammpanzer6FlameStandardAverageSmoke
Panzer IV G685StandardAverageSmoke
Panzer IV H/J (late G)695StandardAverageSmoke
Panzer V Panther D/A/G11125FastAverageFrontal Armour, Smoke
Panzer VI Tiger I11127SlowSlowUnreliable, Heavy Armour, Smoke
Panzer VI Tiger II14167SlowSlowUnreliable, Heavy Armour, Smoke
Panzerjäger
VehicleArmourA.P.H.E.SpeedTurretNotes
Marder II395StandardFixedOpen body, Hull MG only
Marder III H/M495StandardFixedOpen body, Hull MG only
Panzerjäger 38(t) ‘Hetzer'795StandardFixedLow Profile, Remote MG only
Jagdpanzer IV L43/L48795StandardFixedLow Profile, Hull MG only
Jagdpanzer IV L70A8125StandardFixedLow Profile, Hull MG only
Jagdpanzer IV L70V9125StandardFixedLow Profile, Hull MG only
Jagdpanther11167FastFixedHull MG only. Frontal Armour
Jagdtiger162011SlowFixedHeavy Gun, Heavy Armour, Hull MG only. Unreliable.
Self Propelled Guns & Flak Tanks
VehicleArmourA.P.H.E.SpeedTurretNotes
StuG III F585StandardFixedLow profile, Co-axial MG only
StuG III F8695StandardFixedLow profile, Co-axial MG only
StuG III G795StandardFixedLow profile, Co-axial MG only
StuH 42789StandardFixedLow profile, Co-axial MG only
StuG IV795StandardFixedLow profile, Co-axial MG only
Sturmpanzer "Brummbär"11613StandardFixedFrontal Armour, No MGs
Flakpanzer 38t246StandardAverageOpen body, Hull MG only
Flakpanzer IV Wirbelwind4412StandardAverageOpen body, Hull MG only
Flakpanzer IV Ostwind456StandardAverageOpen body, Hull MG only
Armoured Cars and Halftracks
VehicleArmourA.P.H.E.SpeedTurretNotes
SdKfz 7/1-36Fast-Flat bed
SdKfz 7/1 Gepanzert236Standard-Open body
SdKfz 7/2-56Fast-Flat bed
SdKfz 7/2 Gepanzert256Standard-Flat bed
SdKfz 10/4-36Fast-Flat bed
SdKfz 222236WheeledFastCo-axial MG only, small
SdKfz 234/2 Puma473WheeledFastCo-axial MG only
SdKfz 250/12MGFast-Open body, Low profile
SdKfz 250/8 "Stummel"246Fast-Open body
SdKfz 250/9236FastFastLow profile
SdKfz 251/12MGFast-Open body
SdKfz 251/9 "Stummel"246Fast-Open body
SdKfz 251/10253Fast-Open body
SdKfz 251/16 Flammpanzerwagen2Dual FlameFast-Open body. One weapon position on each side.
SdKfz 251 21 "Drilling"2310FastAverageOpen body
SdKfz 251/22 Pakwagen295Fast-Open body
Anti-Tank Guns & Infantry Guns
WeaponA.P.H.E.Size
2cm Flak 3836Static
3.7cm Pak 365 (7 with stielgranate)3Light
3.7cm Flak56Static
5cm Pak 3873Medium
7.5cm Pak 4095Medium
8.8cm Flak 36167Static
8.8cm Pak 43167Heavy
leIG.1836Light
sIG.33613Heavy
Infantry Anti-Tank Weapons
Weapon0-6"6-9"9-18"18-24"24-36"H.E.Notes
Panzerfaust 30/patrone993No backblast
Panzerfast 60994
Panzerfaust 100994
Panzerschreck1111114

Great Britain

By 1944 Britain had developed a coherent system of operations that saw it take full advantage of the superiority in supply and logistics that came with air supremacy. Five years of war had created a homogenous military, where the distinctions between the old regular Army and the Territorials who signed up for the duration of the conflict were so blurred as to be invisible.

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.

Infantry Platoon

The backbone of the British Army, all British troops are treated as Regulars.

Regular Platoon Force Rating: 0
Command Dice: 5

Force Morale12345+
Command Dice23345

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 TeamRifle Team
Bren Gun
Three crew
Six riflemen

Motor Platoon

The Motor Infantry are the men who support the Armoured Divisions in the British Army. Their formations are lean, well-motivated and equipped with transport which means they are at the forefront of any advance.

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 Morale12345+
Command Dice23445

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 TeamRifle Team
Bren Gun
Three crew
Three riflemen
One man with Sten Gun

Airborne Platoon

Raised during the war, the Airborne forces were trained and uniquely equipped to operate without the heavy support that most infantry units expected.

They are at the peak of fitness and will never avoid a fight. Regular Platoon Force Rating: +2
Command Dice: 5

Force Morale12345+
Command Dice23445

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 TeamRifle Team
Bren Gun
Three crew
Five riflemen
One man with Sten SMG

Airborne Sections are Aggressive in Close Combat.

Superior Junior Leaders:

Airborne Superior Junior Leaders can activate on a Command Dice roll of 3 with two Orders, or on a roll of 4 with three Orders.

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

Hawkins Grenades

Two grenades for an Infantry or Motor unit. 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.

Gammon Bombs

Two bombs for an Airborne unit. 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.

White Phosphorous Grenades

The platoon gains two of these. Designed to create a smoke screen, the WP grenade was found to have extremely unpleasant anti-personnel effects, especially in a confined space.

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.

2" Mortar Team

The 2" mortar Team has three crew. It has limited Ammunition of three rounds of H.E. and three rounds of Smoke.

Airborne Marksman

The British Airborne units contained an unusually high number of men designated as Rifleman Snipers. To reflect this, one Section can be upgraded to contain an Airborne Marksman. This does not improve their chances to hit, but when rolling for enemy Leader casualties subtract -1 from the roll if that section is firing. This option can be selected once by an Airborne force.

Airborne Bren Team

In theory, a British Airborne platoon had a reserve weapon pool which allowed it to upgrade one Section to having two Bren Guns. This option can be selected once by an Airborne force, in which case the third Section will be as follows:

Section Three
Sergeant, Junior Leader armed with Sten SMG
LMG TeamLMG Team
Bren Gun
Four crew
Bren Gun
Four crew

Vickers MMG Team

A tripod mounted Vickers Team deploying onto the table does so in an entrenchment which provides Hard Cover. If the Vickers Team subsequently moves, it will lose the advantage of the cover. This entrenchment does not count towards the maximum number of entrenchments available to a force.

M5 Halftrack

The M5 halftrack was chiefly used as a tow for support weapons, with those in the Motor Battalions being largely replaced with Transport lorries. However, a maximum of one can be selected. These have no driver and no weapons. The Section must allocate a figure as a driver and may mount the Section LMG. An M5 carries one Section.

Universal Carrier with Recce Team

The Universal carrier has a Bren Gun with three crew and a Junior Leader. One crew serves as driver.

RAM Kangaroo

The Kangaroo was an armoured personnel carrier used as early as July 1944 in the assault on Caen. The Kangaroo was unusual in that it came with its own crew of a driver and machine gunner, the latter being in an enclosed turret. These are activated when their passengers activate and operate as a Leaderless Team after the passengers debus.

Churchill AVRE

The Churchill AVRE with Petard Mortar was an assault vehicle with spigot mortar firing a demolition charge. It has a maximum range of 36". The AVRE has a specific demolition role and only fires at structures, such as buildings or bunkers, with its main weapon.

The AVRE petard mortar uses the Heavy Gun rules to reload.

BRITISH NATIONAL CHARACTERISTICS

Five Rounds Rapid

The 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 Fire

The 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 Screen

British 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
VehicleArmourA.P.H.E.SpeedTurretNotes
M4 Sherman676StandardFastSmoke
Sherman VC Firefly to 8/44612MGSlowAverageNo H.E. Co-axial MG only. Smoke
Sherman VC Firefly from 9/446125SlowAverageCo-axial MG only. Smoke
Cromwell Mk IV/V676FastAverageSmoke
Cromwell Mk VII776FastAverageSmoke
Centaur Mk IV649FastAverageNo hull MG
Challenger5125StandardAverageAvailable September 1944. Co-axial MG only.
Comet8115FastAverageSmoke
M5 or M5A1 Stuart453FastFast
Churchill Mk III894SlowAverageHeavy Armour, Smoke
Churchill Mk V CS.876SlowAverageHeavy Armour, Smoke
Churchill Mk VI876SlowAverageHeavy Armour, Smoke
Churchill Mk VII1076SlowAverageHeavy Armour, Smoke
Churchill Crocodile1076/FlameSlowAverageHeavy Armour, No hull MG
Churchill AVRE8N/A16SlowAverageHeavy Armour, Hull MG only Heavy Gun
Tetrach Light Tank25MGFastAverageNo H.E., Small, No hull MG
Tetrach I CS236FastAverageSmall, Co-axial MG only
M22 Locust253FastAverageSmall, Co-axial MG only
Self-Propelled Guns
VehicleArmourA.P.H.E.SpeedTurretNotes
M10 Wolverine4105StandardSlowOpen top, Co-axial MG only
M10 Achilles4125StandardSlowOpen top, No H.E. until 9/44. Co-axial MG only
Archer SP Gun5125StandardFixedRear facing gun. No H.E. No MGs
M7 Priest 105mm SP459StandardFixedNo MGs
Sexton 25pdr SP487StandardFixedNo MGs
Carriers & Half-Tracks
VehicleArmourA.P.H.E.SpeedTurretNotes
Kangaroo7-MGStandard-Low profile
Universal carrier2-MGFastFixedLow profile, Small
Wasp carrier2FlameFastFixedLow profile, Small, No MGs
M5 Half track2--Fast-
Scout, Reconnaissance & Armoured Cars
VehicleArmourA.P.H.E.SpeedTurretNotes
Daimler Dingo Scout20M Wheeled-Single MG, Small, Low Profile, Open top
Lynx Scout Car20MGWheeled-Single MG, Small, Low Profile
Humber LRC III23MGWheeledAverageNo hull MG, 1MT
Morris LRC23MGWheeledAverageNo hull MG, 1MT
Otter LRC23MGWheeledAverageNo hull MG
Humber Mk IV353WheeledFastNo hull MG
Daimler Mk I35MGWheeledFastNo HE, no hull MG
AEC Mark II474WheeledFastNo hull MG
AEC Mark III466WheeledFastNo hull MG
Staghound353WheeledFast
Anti-Tank Guns
WeaponA.P.H.E.Size
Bofors 40mm AA gun56Static
L50, 6 pounder94Medium
L58, 17 pounder125Heavy
Infantry Anti-Tank Weapons
Weapon0-9"9-24"H.E.Notes
PIAT774No backblast