Professional Documents
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RUles summary
The TURN
TURN SEQUENCE
1. Orders phase 1. Draw an order die from the dice cup and hand it to the appropriate player. 2. The player chooses one of his units and gives it an order. Place the order die next to the unit to show that it has received an order. Once a unit has been given an order it cannot be given another order that turn. 3. If necessary, the player takes an order test to determine if the unit follows the order. 4. The player executes the units resulting action. 5. Back to 1. Once all eligible units have received an order, the orders phase ends move to the turn end phase. 2. Turn End phase Remove order dice for destroyed units. Return remaining order dice to the cup, except for those units retaining an Ambush or Down order.
FUBAR CHART
1 or 2 Friendly Fire The unit does not move and opens fire against a friendly unit, mistaking it for enemy. Place a fire order by the unit. The opposing player chooses the target. The target must have an enemy unit within 12, as proximity to enemy is precisely what has caused the friendly fire incident. If no such target is available the unit does not fire and goes down instead. Panic The unit executes a run order and must move as fast as possible away from the closest visible enemy unit. If no enemy are visible the unit goes down instead.
3, 4, 5 or 6
Regular Veteran
9 10
ORDERS
Order 1 Fire 2 Advance 3 Run 4 Ambush 5 Rally 6 Down Summary of action Fire at full effect without moving Move and then fire Move at double speed without firing. Also used for assaulting No move/fire, but wait for opportunity fire No move/fire, but lose D6 pin markers No move/fire, but gain an extra 1 to be hit
MOVEMENT
Type Infantry Tracked vehicle Half-tracked vehicle Wheeled vehicle Advance 6 9 9 12 Run 12 18 18 24
FUBAR!
If an order test roll comes up two sixes then not only is the order not given but the player must immediately roll on the chart below. Roll a die to find what action the unit takes.
BOLT ACTION
TERRAIN TABLE
Terrain Category Open Ground Rough Ground Obstacle Building Road Infantry OK No Run No Run OK OK Artillery OK No* No No* OK Wheeled Vehicles OK No No No 2 Tracked Vehicles OK No Run OK* No (!) 2
Key: OK The unit can move through the terrain without hindrance this is the default or normal rate for all kinds of troops over open ground. OK* The unit can cross this kind of terrain without hindrance unless it has been designated as an anti-tank obstacle, or impassable bocage, or the equivalent, in which case it is impassable to all types of vehicle. No Run The unit cannot cross or move within this kind of terrain if undertaking a run action, but can cross or move over with an advance action. No The unit cannot enter or move within this kind of terrain at all. No* The unit cannot enter or move within this kind of terrain, except that it can be deployed within the terrain at the start of the game. In this case it cannot move once deployed. This represents situations where guns are dug in to positions prior to the battle as discussed in the section on Artillery. No (!) The unit cannot enter or move within this kind of terrain, except that heavy and super-heavy tanks may move through and demolish some buildings in some situations. See the rules for buildings on p99. 2 The units move rate is doubled if it moves entirely along a road or track. This enables vehicles to move rapidly along roads where the opportunity permits.
VEHICLE MANOEUVRE
Type Tracked Half-track Wheeled Advance 9 9 12 Pivot (90) 1 2 2 Run 18 18 24 Pivot (90) None 1 1
REVERSE MOVES
A vehicle can reverse straight backwards at up to half its standard advance rate unless it is a recce vehicle. A recce vehicle can reverse at its full advance rate and can manoeuvre as if driving forward.
Appendix II
Shooting
SHOOTING PROCEDURE
1. 2. 3. 4. 5. 6. 7. Declare target Target reacts Measure range and open fire Roll to hit Roll to damage Target takes casualties Target checks morale
HIT MODIFIERS
The basic chance of hitting a target is a roll of 3, 4, 5 or 6 on a die (i.e. a roll of 3+). The following modifiers apply.
Shooting at point blank range Per pin marker on the firer Long range Inexperienced Fire on the move Target is down infantry or artillery Target is a small unit Target is in soft cover Target is in hard cover +1 1 1 1 1 1 1 1 2
BOLT ACTION
WEAPONS CHART
WEAPONS CHART
Small-arms Type Rifle Pistol Submachine Gun (SMG) Automatic rifle Assault rifle Light Machine Gun (LMG) Medium Machine Gun (MMG) Heavy Weapons Type Heavy Machine Gun (HMG) Light automatic cannon Medium automatic cannon Anti-tank rifle PIAT Bazooka Panzerschreck Panzerfaust Light AT gun Medium AT gun Heavy AT gun Super-heavy AT gun Flamethrower (infantry) Flamethrower (vehicle) Light mortar Medium mortar Heavy mortar Light howitzer Medium howitzer Heavy howitzer Range 36 48 72 36 12 24 24 12 48 60 72 84 6 18 12-24 18-60 18-72 (0/24)-48 (0/24)-60 (0/24)-72 Shots 3 2 2 1 1 1 1 1 1 1 1 1 D6 2D6 1 1 1 1 1 1 Pen +1 +2 +3 +2 +5 +5 +6 +6 +4 +5 +6 +7 +2 +3 HE HE HE HE HE HE Special Rules Team, Fixed Team, Fixed, HE (D2) Team, Fixed, HE (D2) Team Team, Shaped Charge Team, Shaped Charge Team, Shaped Charge One-shot, Shaped Charge Team, Fixed, HE (D2) Team, Fixed, HE (D2) Team, Fixed, HE (D3) Team, Fixed, HE (D3) Team, Flamethrower Flamethrower Team, Indirect fire, HE (D3) Team, Fixed, Indirect fire, HE (D6) Team, Fixed, Indirect fire, HE (2D6) Team, Fixed, Howitzer, HE (D6) Team, Fixed, Howitzer, HE (2D6) Team, Fixed, Howitzer, HE (3D6) Range 24 6 12 30 24 30 36 Shots 1 1 2 2 2 3 4 Pen n/a n/a n/a n/a n/a n/a n/a Special Rules Assault Assault Assault Team Team, Fixed
Appendix II
HE SHOTS
HE shells have a penetration modifier that is fixed to the HE value, and, in some cases, can result in more pins on the target as shown on the chart below.
HE D2 D3 D6 2D6 3D6 Pin 1 1 D2 D3 D6 Pen +1 +1 +2 +3 +4
SHOOTING AT VEHICLES
Additional Penetration modifiers for heavy weapons against armoured targets Vehicles side or top armour Vehicles rear armour Long range +1 +2 1
4, 5 or 6
Superficial Damage Roll D6-3 Massive Damage Roll two results (see below)
BOLT ACTION
close quarters
CLOSE QUARTERS PROCEDURE INFANTRY VS INFANTRY
1. 2. 3. 4. 5. 6. Declare target Target reacts Measure move distance and move assaulting models Fight first round of close quarters a. Attackers roll to damage b. Defenders take casualties c. Defenders roll to damage d. Attackers take casualties e. Loser surrenders and is destroyed Resolve draws further rounds of close quarters Winner regroups
Vehicles can fire their weapons at infantry starting their assault from more than 6 away and within the weapons firing arc in the usual fashion. Recce vehicles can react by making an escape move as described on p95.
Roll to Hit Vehicle advancing Otherwise Vehicle run Roll to Damage Damage roll = number of hits scored + D6 6 4, 5 or 6 N/A
If the vehicle is a soft-skin or open-topped it is destroyed if damaged. If it is an enclosed armoured vehicle roll on the Damage Results table. Infantry not armed with anti-tank weapons can only score superficial damage. If the vehicle survives the assault is over and assaulting infantry regroup.
Tank battles!
Men like tanks. Gamers like tanks even more. Wargamers love tanks to a dangerous extent. The following Armoured Platoon selector allows players to build a Bolt Action force that represents an armoured vehicles platoon, plus possibly some supporting units (all mounted on transport vehicles). Much like in the case of the normal, infantry-based Reinforced Platoons, you can either field a larger Armoured Platoon with a lot of units, or multiple Armoured Platoons in a single force, as long as the total points values remain within the agreed limit for the game. The one important thing to remember is that in competitive gaming (like tournaments or pick-up games) we envisage these Armoured Platoons to be pitched only against enemy Armoured Platoons. Of course players are free to try to take on Armoured Platoons with normal Reinforced Platoons in friendly games, but it could be a tricky proposition indeed, unless you specifically build a Reinforced Platoon with as much anti-tank firepower as you can muster. And even then, its not going be a walk in the park. Do let us know what you think of these Tank Battles, and if they prove to be fun and successful, we will certainly look at doing more with this concept in the future! Tank you! Alessio
Command Vehicle from: Tank, Tank Destroyer, Anti-aircraft vehicle or Self-propelled Artillery, Armoured Car. A Command Vehicle is simply any of the vehicles in the list (Tank, Tank Destroyer, Anti-aircraft vehicle or Self-propelled Artillery, Armoured Car), to which you must give the Command Vehicle special rule for an extra +25 points, even if its entry does not normally allow it. Up to one other vehicle in the Platoon can have this rule, but only if its entry in the relevant Army List allows it. Vehicles from: Tank, Tank Destroyer, Anti-aircraft vehicle or Self-propelled Artillery, Armoured Car. Vehicle from: Tank, Tank Destroyer, Anti-aircraft vehicle or Self-propelled Artillery, Armoured Car. Infantry squads. Lieutenant (First or Second), Captain or Major. Forward Observer (either Artillery or Air). Machine gun team. Mortar team. Sniper team. Flamethrower team. Anti-tank team. Artillery unit: Field Artillery, Anti-aircraft or Anti-tank gun. Transport Vehicles & tows. You must include enough transport vehicles and/or tows (either soft skins or armoured) to transport all models in the infantry and artillery units attached to the armoured platoon, up to a maximum of 1 transport vehicle per unit of Infantry and Artillery.
2 Plu s 0-1 0-3 0-1 0-1 0-1 0-1 0-1 0-1 0-1 0-1 1+
0-1 Medic.
BELGIUM
Written by: Paul Beccarelli Production and Photography: Mark Owen Miniatures painted by: Jose Bustamante & Bruce Murray
Armies of
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ARMIES OF Belgium
his list is based upon the Belgian forces that faced the invasion of their homeland by the German army in 1940. Belgian tactical doctrine was defensive, with emphasis placed on fortifications, bunkers and trench lines. As the German threat rose, modernization of the Belgian Army began. New weapons were developed and new tanks were ordered including the ACG-1. The Battle of Belgium would last 18 days and leave 23,350 brave Belgian serviceman dead or wounded, and over 200,000 taken prisoner. Many Belgians made their way to Britain and formed the Free Belgian Forces to continue their war against Germany. Just like the four army lists included in the Bolt Action rulebook, this list is intended for use with the Force Selection rules and the generic Reinforced Platoon presented on page 124 of the Bolt Action rulebook.
STRONG-WILLED DEFENCE The Belgian army placed great emphasis on defense. Training focused on holding positions and forcing the opposition to attack across open ground. To reflect this, all Belgian infantry and artillery units can react to an assault even if they have already taken an action that turn. Note that if the enemy starts the assault within 6, or outside the arc of fire of a fixed weapon, the unit cannot react, as normal. FIRST CLASS ANTI-TANK GUNS The Belgian army believed the answer to the tank was well placed anti-tank guns. The modern FRC 47mm antitank gun was manned by professional, efficient, and well trained gun crews. Any Belgian 47mm anti-tank gun, and Vickers Carden-Loyd Mk.VI 47mm FRC Tank Destroyer can re-roll misses when firing at enemy vehicles.
INFANTRY
OFFICER
HEADQUARTERS UNITS
Like most European armies, Belgian Army Officers were recruited from the upper-middle class of society. Officers were well educated and affluent. They were confident and trained on par with their French and British counterparts. An officer unit consists of an officer and may include up to two other men to form a command team. Officers and their attendants can be rated as Inexperienced, Regular or Veteran.
Cost: Second Lieutenant 35 pts (Inexperienced), 50 pts (Regular), 65 pts (Veteran) First Lieutenant 60 pts (Inexperienced), 75 pts (Regular), 90 pts (Veteran) Captain 95 pts (Inexperienced), 110 pts (Regular), 125 pts (Veteran) Major 135 pts (Inexperienced), 150 pts (Regular), 165 pts (Veteran) Team: 1 officer and up to 2 further men. Weapons: Pistol, submachine gun or rifle as depicted on the models. Options: The officer may be accompanied by up to 2 men at a cost of +7 pts per man (Inexperienced), +10 pts per man (regular) or +13 pts per man (veteran).
wounded soldiers are returned to fighting fitness as rapidly as possible. Junior medical staff can accompany medics in the field. As non-combatants, medics were not issued with weapons, but they sometimes carried pistols for personal protection. Medics are rated as Regular or Veteran.
Cost: Medic 23 pts (regular), 30 pts (veteran) Team: 1 medic and up to 2 further men. Weapons: Pistol or none as depicted on the model. Options: The medic may be accompanied by up to 2 men at a cost of +10 pts per man (regular) or +13 pts per man (veteran).
FORWARD OBSERVER
Forward Observers are liaison officers responsible for coordinating the attack of heavy artillery batteries from behind the lines. They are likely to be accompanied by a radio operator and other immediate attendants. Bolt Action rates the officers as Regular or Veteran. The Belgian Army does not field Forward Air Force Observers.
Cost: Artillery Forward Observer 100pts (Regular), 115pts (Veteran) Team: 1 Artillery Forward Observer and up to 2 further men Weapons: Pistol, submachine gun, or rifle as depicted on the models Options: The Forward Observer may be accompanied by up to 2 men at a cost of +10pts per man (Regular) or +13pts per man (Veteran).
MEDIC
The field medic presents the wounded soldier with his best chance of surviving serious injury and can ensure that lightly 2
ARMIES OF Belgium
CHASSEURS ARDENNAIS
The Chasseurs Ardennais are Belgiums elite force. Members are trained to live and fight in harsh conditions. Their primary function is to defend the Ardennes forest. The Chasseurs Ardennais section consists of 12 men. A section is led by a Sergeant carrying either a MP-28 submachine gun or a Fusil 1889 rifle. The Sergeant is supported by a corporal carrying a rifle. The FM1930 BAR was the standard section LMG, which was carried and operated by one man. The remaining nine riflemen carried the Fusil 1889 rifle, one of which is a dedicated rifle grenadier carrying a rifle adapted to shoot grenades. Chasseurs Ardennais Section
Cost: Veteran Infantry 78 pts. Composition: 1 NCO and 5 men. Weapons: Rifles Options: Add up to 6 additional soldiers at +13pts each The NCO can have a submachine gun for +3pts Up to 1 man may have a BAR for +5pts The entire squad can be given anti-tank grenades for +2 pts per man The entire squad can be upgraded to Tough Fighters for +1 pt per man. Special Rules: Tank Hunters (if anti-tank grenades option is taken) Tough Fighters (if option is taken).
ARMIES OF Belgium
BOYS ANTI-TANK RIFLE TEAM
The British-made Boys anti-tank rifle was supplied to the French and Belgian armies as the Le Fusil Antichar Boys Mark 1. The Boys was an effective anti-tank rifle against early German tanks. Due to the Boys heavy weight and fearsome recoil, only the strongest soldier in your platoon will operate it.
Cost: 21 pts (Inexperienced), 30 pts (Regular), 39 pts (Veteran). Team: 2 men Gunner and loader Weapon: 1 Anti-Tank Rifle Special Rules: Team weapon
ARTILLERY
FIELD ARTILLERY
FRC 76MM INFANTRY GUN
The Canon de 76 FRC was produced by the Fonderie Royales des Cannon (FRC). The gun was designed to operate in direct support of infantry and be capable of being manhandled by their crews.
Cost: 36 pts (Inexperienced), 45 pts (Regular), 54 pts (Veteran). Team: 3 men Weapons: 1 light howitzer. Special Rules: Team weapon Fixed Howitzer. HE (D6).
ARMIES OF Belgium
Chasseurs Ardennais FRC 47mm anti-tank gun
ANTI-TANK GUNS
FRC 47MM ANTI-TANK GUN
Over 750 FRC 47mm anti-tank guns were in service when the German Army invaded Belgium in 1940. The gun was used by the infantry and cavalry, and was fitted to fixed positions, bunkers, and fortifications. The FRC 47mm anti-tank gun was one of Europes most formidable anti-tank guns of the time.
Cost: 60 pts (Inexperienced), 75 pts (Regular), 90 pts (Veteran). Team: 3 men Weapon: 1 medium anti-tank gun. Special Rules: Team weapon Fixed Gun shield
VEHICLES
TANKS
T15
T15 is the Belgian designation for the British built Vickers Carden-Lloyd MkVIc light tank. The T15 was crewed by 2 men and armed with a medium machine gun. Belgium received forty-two T15s from Britain, the majority seeing action against the Germans.
Cost: 40 pts (Inexperienced), 50 pts (Regular), 60 pts (Veteran) Weapons: 1 turret mounted MMG. Damage Value: 7+ (tankette) Special Rules: One-man turret. It is always necessary to take an order test when issuing an Advance order, even if the tank is not pinned.
TANK DESTROYERS
VICKERS CARDEN-LOYD Mk.VI 47mm FRC TANK DESTROYER
The Vickers Carden-Loyd Mk.VI 47mm FRC Tank Destroyer was a product of stage 1 of the development of the T13 tank hunters. This early experiment was unsuccessful as the tractor hull was too light for the recoil of the gun. Only six were converted and despite their limitations they saw action against the Germans on the Meuse River in 1940.
Cost: 76 pts (Inexperienced), 95 pts (Regular), 114 pts (Veteran). Weapons: 1 forward facing light anti-tank gun. Damage Value: 7+ (tankette) Special Rules: Open Topped
T15 tank
ARMIES OF Belgium
Trucks
The Belgians primarily used the Citroen light truck on the battlefield.
Cost: 31 pts (Inexperienced), 39 pts (Regular), 47 pts (Veteran). Weapons: none. Damage Value: 6+ (soft-skin) Transport: Up to 12 men Tow: Light howitzer, light or medium anti-tank gun, light anti-aircraft gun.
TM
ITALY
Written by: Steven MacLauchlan and Judson MacCaull Frontispiece artwork: Peter Dennis Production and Photography: Mark Owen & Gabrio Tolentino Miniatures painted by: Jose Bustamante, Gary Martin, Bruce Murray & Mark Owen
Armies of
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ARMIES OF ITALY
he Italian infantry division was unique for the era, making use of a binary structure. Two regiments made up a division, rather than the usual triangle or square shape utilising three or four divisions respectively. Several infantry divisions also had two battalions of Blackshirts attached, to provide a political, fascist element to the regular army. Infantry divisions were well supported by attached artillery units, although most of their equipment was WWI vintage. Barring a few exemplary veteran divisions, much of the Italian army was untested and ill-equipped to fight a modern war. Just like the four army lists included in the Bolt Action rulebook, Italians present some interesting ideas. Their vehicles, while outmatched by many of their opponents, are quite capable of taking on infantry and light guns. Their infantry provide lots of flexibility and modelling opportunities, as well as interesting challenges during gameplay. From the elite Bersaglieri, to the untested and inexperienced infantry sections, the Italians will be great fun to field on the table!
The following list is incomplete, and only designed to tide eager players over until the Armies of Italy and the Axis book is released. It should be used with the Force Selection rules and Reinforced Platoon guidelines on page 124 of the Bolt Action Rulebook. Avanti Savoia!
ARMIES OF ITALY
INFANTRY
Italian platoons are organized much like those of other nations, centred around a command element and two or more squads. Italian officers were a mixed bag, with some enthusiastically serving in the Royal Army, and others reluctant to fight for seemingly worthless territories far from home. Still, the responsibility of accomplishing their mission and looking after their men fell on these officers shoulders, with most rising to the challenge.
HEADQUARTERS UNITS
OFFICER
Platoons were typically commanded by a first or second Tenente (Lieutenant). Lieutenants in the Royal Italian Army were committed to restoring Italy to international prominence, despite being unprepared for the realities of a modern war. An officer unit consists of the officer himself and can include up to two other men acting as his immediate attendants. Officers can be rated as Inexperienced, Regular, or Veteran.
Cost: Second Lieutenant 35 pts (Inexperienced), 50 pts (Regular), 65 pts (Veteran) First Lieutenant 60 pts (Inexperienced), 75 pts (Regular), 90 pts (Veteran) Captain 95 pts (Inexperienced), 110 pts (Regular), 125 pts (Veteran) Major 135 pts (Inexperienced), 150 pts (Regular), 165 pts (Veteran) Team: 1 officer and up to 2 further men. Weapons: Pistol, submachine gun or rifle as depicted on the models. Options: The officer may be accompanied by up to 2 men at a cost of +7 pts per man (Inexperienced), +10 pts per man (regular) or +13 pts per man (Veteran).
Bersaglieri HQ staff
FORWARD OBSERVER
Whether it is an artillery battery miles away from the battlefield, a naval gunship out to sea, or a ground attack aircraft high above the fighting, such weapons systems would be much less effective without the services of well trained Forward Observers. Each infantry division was assigned its own artillery support assets in the Regio Esercito, and although many of the artillery pieces and aircraft were outdated, they were nonetheless quite effective under the right circumstances. Given the firepower these Forward Observers could bring to bear on their targets, their neutralisation was a high priority to opposing commanders.
Cost: Artillery Forward Observer: 100 pts (regular), 115 pts (veteran) Air Force Forward Observer: 75 pts (regular), 90 pts (veteran) Team: 1 Forward Observer and up to 2 further men. Weapons: Pistol, submachine gun, or rifle as depicted on the models. Options: The observer may be accompanied by up to 2 men at a cost of +10 pts per man (regular) or +13 pts per man (veteran).
MEDIC
Soldiers trained to assist their wounded comrades served in every modern army during The Second World War, and the frontline medical professionals of the Regio Ejercito (Italian Royal Army) were no different. Although medics were not officially armed combatants, the circumstances of battle sometimes called for medics to arm themselves, thereby excluding them from the limited protection offered under various articles of the Geneva Convention.
Cost: Medic 30 pts (veteran) Team: 1 medic and up to 2 further men. Weapons: Pistol or none as depicted on the model. Options: The medic may be accompanied by up to 2 men at a cost of +13 pts per man (Veteran).
ARMIES OF ITALY
ARMIES OF ITALY
The importance of the machine gun was revealed to the world during the First World War, and its fearsome power was subsequently incorporated into infantry forces around the world. In the years following WWI, infantry training for most nations focused on the effective use and support of machine guns. Italians used a variety of these weapons from a variety of manufacturers, and famously incorporated machine guns into their force structures to great effect.
Cost: 35 pts (Inexperienced), 50 pts (Regular), 65 pts (Veteran). Team: 3 men Weapon: 1 MMG Special Rules: Team weapon Fixed
ARMIES OF ITALY
LiGht MORTAR TEAM
Designed in 1935, the Brixia 45mm mortar was relatively difficult to produce in great numbers, given the complexity and cost to manufacture the weapon. However, the 45mm light mortar was a powerful and successful weapon in the hands of properly trained soldiers. Its rate of fire was higher than similar weapons employed by other nations, and its accuracy was also unparalleled. Unfortunately, the ammunition it used was often poorly designed or manufactured, which hamstrung the best efforts of even a highly competent crew.
Cost: 24 pts (Inexperienced), 35 pts (Regular), 46 pts (Veteran). Team: 2 men Weapon: 1 light mortar. Special Rules: Team weapon Indirect fire HE (D3)
Mortar team
ARTILLERY
INFANTRY GUNS AND HOWITZERS
100/17 Howitzer
The 100/17 Modello 14 was a Skoda designed medium howitzer that made up the bulk of the Italians artillery strength. Though as a whole, Italian artillery was a piecemeal collection from a previous era, crewmen were well trained and made the most of the equipment they had. The bravery of the Italian artillerymen on the Eastern front was legendary, often firing over open sights at the approaching enemy in an attempt to stem the Red Tide.
Cost: 75 pts (Regular), 90 pts (Veteran). Team: 4 men Weapons: 1 medium howitzer. Special Rules: Gun shield Team weapon Fixed Howitzer HE 2D6
ANTI-TANK GUNS
47/32 Elefantino
The 47/32 was a licensed Austrian light artillery piece that primarily served in an anti-tank role. When firing HEAT rounds, the 47/32 was an effective AT platform in the earlier stages of the war. With a low silhouette (made even lower by the removal of its wheels - a common practice) and relative high mobility, the Elefantino proved itself in battle time and again. The same weapon equipped the main gun of the Italian mainstay tank, the M14/41, and the 47/32 self-propelled gun.
Cost: 36 pts (Inexperienced), 45 pts (Regular), 54 pts (Veteran). Team: 3 men Weapon: 1 light anti-tank gun. Special Rules: Team weapon Fixed Extra Selection - You may take up to two 47/32 Elefantino as one selection in each reinforced platoon
ARMIES OF ITALY
VEHICLES
M14/41 Medium TanK
L3/35 TanKette
Developed based on the Carden Loyd tankette design of Britain, Italys L3 tankettes were the most numerous armoured fighting vehicles of the Italian war effort. At the wars onset, the majority of Italys tank formations were equipped with L3s, and even early on the little L3 was outclassed by nearly every other armoured fighting vehicle it would square up against. The vehicle went through many modifications and adaptations over the years, and the L3/35 variant was notably upgraded to carry two 8mm machine guns instead of the single 6.5mm machine gun of previous versions. Some L3s were even refit to carry a flamethrower into battle!
Cost: 56 pts (Inexperienced), 70 pts (Regular), 84 pts (Veteran) Weapons: Two forward facing hull-mounted MMGs Damage Value: 7+ (armoured car) Options: L3 Lf variant - may replace the hull-mounted MMGs with a flamethrower with co-axial MMG for +30 points Special Rules: Slow (when upgraded with a flamethrower, as the extra fuel weighed the vehicle down considerably. Also remember that flame-throwing vehicles are more vulnerable to enemy fire, see page 51 of the rulebook
ARMIES OF ITALY
ARMOURED CARS
Autoblinda Lince
Lightly armed and Autoblinda Lince armoured, the Lince scout car (Lynx) served as a reconnaissance vehicle for the Italian forces of WWII. A nearly identical copy of the British Dingo, the Lince was armed with a ballmounted 8mm Breda M38 machine gun, but was protected by roughly half the armour of the Dingo at its thickest point.
Cost: 52 pts (Inexperienced), 65 pts (Regular), 78 pts (Veteran) Weapons: one forward-facing MMG. Damage Value: 7+ (armoured car) Special Rules: Recce Open-topped
Autoblinda 41 (AB41)
Italys AB41 was the most-produced armoured car of the Italian armed forces. Production began in 1940, and the Autoblinda 41 served in several theatres; most notably in Africa, given its environmental adaptability - crews could quickly change wheel configurations to fit many surfaces, even rails! Like some German armoured cars of the day, the AB41 also featured two driving positions, allowing the vehicle to travel effectively in either direction.
Cost: 84 pts (Inexperienced), 105 pts (Regular), 126 pts (Veteran) Weapons: One turret-mounted light autocannon with co-axial MMG and one rear facing hull-mounted MMG. Damage Value: 7+ (armoured car) Options: Add an extra turret mounted pintle-mounted MMG for +15 pts Special Rules: Recce (dual direction steering)
Autoblinda 41
ARMIES OF ITALY
ARMIES OF ITALY
10
FRANCE
Armies of
Written by: Rick Priestley Frontispiece artwork: Peter Dennis Artwork courtesy of Osprey Publishing Production and Photography: Mark Owen Miniatures painted by: Alan Mander, Gary Martin, Bruce Murray & Andrs Amin Fernndez
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ARMIES OF France
he French army was considered the best in Europe before the war. During the immediate pre-war period the main Metropolitan army was brought up to strength with reservists and augmented by units from the African army. There were also numerous colonial units, of which some Senegalese regiments fought during the Battle of France. In writing up the details for these units I have not concerned myself too much with problems of supply and logistics, command, strategy or national morale all of which compromised the effectiveness of the French army in its struggle against the invaders. Rather I have sketched out the composition of typical formations and their equipment. The best French troops and the best of their equipment were as good as and sometimes better than the German equivalents. Conversely the mass mobilisation of reserves from a people still haunted by the horrors of the previous war meant that a large portion of the army was under trained and poorly motivated. Many first rate troops were to be ineffectively deployed defending the Maginot Line, the fortifications on the German border that had consumed the greater part of Frances military budget for decades. Such matters need not concern us unduly in local actions the French army was as good as any other often winning tactical encounters only to be forced to withdraw because of lack of supplies or developments elsewhere. On paper many French tanks were excellent fighting machines and easily a match for the German panzers that opposed them. In practice they performed woefully, and when it comes to accommodating French armour in a game of Bolt Action its sometimes hard to distinguish between real on the ground capability and poor tactics.
Renault R40
Certainly it was poor tactics combined with a confused response to the German attack through the Ardennes that scuppered the allied cause. Fortunately, as wargamers we have clear advantages over generals of yesteryear: our tactics are superb, our supply lines inconsequential (unless you count lack of tea), and even our occasional mistakes (perish the thought) can be erased with a rematch. So, taking the mechanical capabilities of our tanks as the benchmark, we only have to allocate suitable stats: dividing tanks into light, medium and heavy; and guns similarly. The first issue that presents itself is that many French tanks fall between two stools often being well armoured for their day for example, but not comparably so to a late war T34 or Sherman (both medium tanks). Partly the issue comes down to pre-war design principles that would if France had continued to fight been addressed with later designs. As the war progressed tank builders learned that it was best to put the heavy armour at the front of the tank and reduce the thickness at the sides and rear to save weight but pre-war tanks were often armoured to the same degree all round, making them heavy, slow, and not even especially well armoured where it counts! Its a similar story with guns and ammunition, with the rapid development of tungsten cored, armoured piercing, and ballistic capped shells. With this in mind I have tended to rate French tanks, armour, and weapons with a degree of generosity. Armour thickness and gun capabilities often tend to fall just within the higher categories, though only just, and sometimes I have made an adjustment by introducing a special rule to represent this. No doubt with further playtesting and a little thought these rules can be further honed but for now it is enough to get our French forces into battle. This is a brief list that includes all of the models available from Bolt Action for the French army as well as a few more that can easily be represented, or which I thought it would be a great shame to miss out! Of course, it doesnt include every type of tank or every kind of armoured car that will all be covered in the forthcoming supplement when it finally forthcomes. I have also not included stats for trucks, as these are standard anyway just use the stats for trucks given in the main rulebook. The same goes if you really want to use medium or heavy artillery, as these are all entirely comparable to the standard types.
2
INFANTRY
INFANTRY
OFFICER
HEADQUARTERS UNITS
Each platoon is centred upon a core that includes a headquarters unit in the form of a First or Second Lieutenant. Other HQ units can be added to the force, including higherranking officers, as well as medical units and supporting observers. The middle ranks of officers were almost invariably drawn from the upper-middle classes: educated in the public schools, instilled with the values of empire, and imbued with a sense of confidence, duty and resolve that is difficult to conceive of today. An officer unit consists of the man himself and can include up to two other men acting as his immediate attendants. Officers can be rated as Inexperienced, Regular or Veteran.
Cost: Second Lieutenant 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran); First Lieutenant 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran) Captain 95pts (Inexperienced), 110pts (Regular), 125pts (Veteran) Major 135pts (Inexperienced), 150pts (Regular), 165pts (Veteran) Team: 1 officer and up to 2 further men Weapons: Pistol, submachine gun, or rifle as depicted on the models Options: The officer may be accompanied by up to 2 men at a cost of +7pts per man (Inexperienced) +10pts per man (Regular) or +13pts per man (Veteran)
accompany medics in the field. As non-combatants under the Geneva Convention, medics were not issued with weapons but the practicalities of war sometimes led to medical staff carrying pistols for their personal protection. We rate them as Regular or Veteran.
Cost: Medic 23pts (Regular), 30pts (Veteran) Team: 1 medic and up to 2 further men Weapons: Pistol or none as depicted on the model Options: The medic may be accompanied by up to 2 men at a cost of +10pts per man (Regular) or +13pts per man (Veteran)
FORWARD OBSERVER
Forward observers are liaison officers responsible for coordinating the attack of heavy artillery batteries from behind the lines or aircraft strikes. They are likely to be accompanied by a radio operator and other immediate attendants. We rate these officers as Regular or Veteran, those of lesser ability being unlikely to find themselves in such a position. Note that the British army can include one Regular Artillery Forward Observer for free to represent the close coordination of artillery at a tactical level.
Cost: Artillery Forward Observer 100pts (Regular), 115pts (Veteran) Air Force Forward Observer 75pts (Regular), 90pts (Veteran) Team: 1 Forward Observer and up to 2 further men. Weapons: Pistol, submachine gun, or rifle as depicted on the models. Options: The observer may be accompanied by up to 2 men at a cost of +10pts per man (Regular) or +13pts per man (Veteran).
MEDIC
The field medic presents the wounded soldier with his best chance of surviving serious injury and can ensure that lightly wounded soldiers are returned to fighting fitness as rapidly as possible. Junior medical staff such as stretcher-bearers can
ARMIES OF France
French infantry, 193940: (LR) chef de bataillon, 92e RI; patrol member in light campaign order; chasseur pied,. By Mike Chappell Osprey Publishing Ltd. Taken from Men-at-Arms 315: The French Army 193945 (1). 4
ARMIES OF France
MACHINE GUN TEAM
The Hotchkiss M1914 of WW1 vintage remained in service with the French army and was a reliable, accurate and sturdy weapon. Tens of thousands had been produced in the previous war and the cost and inconvenience of replacing it precluded doing so. Although often seen with its distinctive 24 round feed strip it could also be belt fed and was capable of firing 450 rounds a minute. A typical team consisted of a gunner, a loader and an ammunition bearer. Some colonial units were equipped with the older Saint-Etienne 1907, a complex and unreliable design, and doubtless some ended up with reserve formations in France.
Cost: 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran) Team: 3 men firer and two loaders Weapon: 1 MMG Special Rules: Team weapon Fixed
Sniper Team
The most accurate rifle in the French armoury was the Lunette Modele 1921 bolt-action rifle. Fitted with a telescopic sight, the Lunette enabled a sniper to hit a target as distant as 1200 meters.
Cost: 50pts (Regular), 65pts (Veteran) Team: 2 sniper and assistant Weapons: Rifle Special Rules: Team weapon Sniper
ANTI-TANK GUNS
25mm HOTCHKISS ANTI-TANK GUN
Brandt 81mm Mortar team The 25mm Hotchkiss was the standard anti-tank gun of the French army. It was also used by the British (BEF) and subsequently captured examples were used by the Germans; some found their way into the hands of the Italians. It was widely exported prior to the war.
Cost: 40 pts (Inexperienced), 50 pts (Regular), 60 pts (Veteran). Crew: 3 men Weapon: 1 light anti-tank gun Special Rules: Gun shield Team weapon Fixed
FIELD ARTILLERY
75mm MODEL 1897 FIELD GUN
This vintage field gun was the first modern artillery gun of its type and was widely adopted by other nations and copied. By WW2 it was an old campaigner but still served as the standard field gun in the French Army.
Cost: 40 pts (Inexperienced), 50 pts (Regular), 60 pts (Veteran). Team: 3 men Weapons: 1 light howitzer Special Rules: Gun Shield Team weapon Fixed Howitzer HE D6
ARMIES OF France
VEHICLES
Tanks
CHAR B1 bis
The Char B1 was conceived in the 1920s as a heavy infantry support tank of the kind seen in the First World War. It was considered heavy in its day, and weighed in at 28 metric tonnes with armour of 40mm (Char B1), and 31 tonnes with up to 60mm of armour (Char B1 bis). In our game it fits into the same medium tank category as later tanks such as the Sherman in terms of its armoured protection. Of course, this thickness of armour was considerable in its day, when German forces were lucky to be armed with 37mm anti-tank guns. The sides and rear of the tank were equally heavily armoured. The Char B1 bis used the same tiny APX-1 one-man turret as the Char D2 and Somua 35. This meant the commander was overworked as in those machines, directing the tank as well as loading and firing the turret mounted gun. The Char B1 bis also had the same excellent high-velocity 47mm anti-tank gun as the Somua (the SA35). Earlier tanks had a lower velocity weapon of the same calibre but these were uprated in the spring of 1940 to the superior SA35. When it was first designed the main weapon of the Char B1 was intended to be the howitzer mounted in the bow a 75mm cannon. This was practically fixed in place and was aimed by the driver pivoting the vehicle upon its tracks.
Principle Service: 1939-1940 Manufactured: about 400 Cost: 192 pts (Inexperienced), 240 pts (Regular), 288 pts (Veteran) Weapons: one turret-mounted medium anti-tank gun with coaxial MMG, one forward-facing hull mounted light howitzer, and one forward facing hull MMG Damage Value: 9+ (medium tank) Special Rules: One-man turret. Combining the roles of commander, gunner and loader into together and squeezing the man responsible into a tiny one-man turret means its hard to do different things at once! To represent this it is always necessary to make an order test when issuing an Advance order, even if the tank is not pinned Armoured all round: The Char B1 was almost as heavily armoured at the sides and rear as at the front so no modifiers apply for penetration when shooting at the sides, rear or from above. All shots count the full armour value. Slow.
Char B1 bis, by Richard Chasemore Osprey Publishing Ltd. Taken from Duel 33: Panzer IV vs Char B1 bis. 8
Vehicles
RENAULT R35 AND R40
The Renault R35 was a light two-man tank designed in the 1930s and built from 1936 onwards. It was the most numerous modern tank in the French army with over 1500 made. For a supposedly light tank it was relatively heavily armoured and consequently also rather slow at about 12 mph. Its main armament was an ineffectual low-velocity 37mm gun of WW1 vintage gun. This was the Puteaux SA18, the same as the weapon mounted onto a Renault FT during the First World War and intended to be used against entrenched troops and machine-gun nests. It was capable of piercing only about 12mm of armour at best. This antique gun was eventually upgraded to a longer barrelled high-velocity weapon of the same calibre the SA 38 and the improved tank was generally known as the R40. The R40 also featured a better suspension system and a radio but it was all too late and only 145 of this improved version were built. Upgrading existing R35s with the better gun was underway when France surrendered. With armour up to 40mm thick and well armoured even to its sides and rear, this light tank is sufficiently protected to count as a medium tank in our game. However, its main armament is a real peashooter so well have to create an intermediate category of weapon just to represent it! Principle Service: 1939-1940. Manufactured: 1540
R35s and 145 R40s. Cost: 124 pts (Inexperienced), 155 pts (Regular), 196 pts (Veteran) Weapons: one turret-mounted low-velocity light anti-tank gun and one forward-facing hull MMG Damage Value: 9+ (medium tank) Options: Upgrade the low-velocity light anti-tank gun to light anti-tank gun (SA 38) to represent the R40 or up-rated R35 for +10 points Special Rules: One-man turret. Combining the roles of commander, gunner and loader into together and squeezing the man responsible into a tiny one-man turret means its hard to do different things at once! To represent this it is always necessary to make an order test when issuing an Advance order, even if the tank is not pinned. Armoured all round the R35 was almost as heavily armoured at the sides and rear as at the front so no modifiers apply for penetration when shooting at the sides, rear or from above. All shots count the full armour value. Low velocity light anti-tank gun. The R35s puny weapon counts as a light anti-tank gun but with an armour penetration rating of +3 instead of the usual +4. Slow.
Renault R35
CHAR D1
The Char D1 was conceived in the 1920s as the Renault NC and built from 1930-32. It was originally intended as a light, infantry support tank, but in reality it formed Frances main combat tank of the mid 1930s. It was relatively well armoured and carried a lowvelocity 47mm gun the SA34 together with a co-axial machine gun. For a small tank it was heavy and slow. It also proved mechanically unreliable and its all-to-obvious deficiencies quickly led to the development of a number of replacement light tanks including the Char D2, Hotchkiss H35, Renault R35, and FCM 36. In 1937 the Char D1 was removed from front-line service and placed in reserve or sent to North Africa. During the battle of France some of these tanks were repatriated and fought against the German panzers. Some Char D1s in North Africa survived long enough to rejoin the allies against the Germans but only momentarily before French units re-equipped with modern allied tanks
Principle Service: 1939-1940 Manufactured: 160 Cost: 120 pts (Inexperienced), 150 pts (Regular), 180 pts (Veteran) Weapons: one turret-mounted light anti-tank gun with coaxial MMG and one forward facing hull mounted MMG Damage Value: 8+ (light tank) Special Rules: One-man turret. Combining the roles of commander, gunner and loader into together and squeezing the man responsible into a tiny one-man turret means its hard to do different things at once! To represent this it is always necessary to make an order test when issuing an Advance order, even if the tank is not pinned Char The D1s frontal armour of D1 40mm is considerable for a light tank and is rated at +1 giving it the same frontal armour as a medium tank (9+). Slow.
ARMIES OF France
CHAR 2C
The Char 2C was probably the most extraordinary tank fielded by any army in WW2. It was really a survivor of the First World War conceived on the battlefields of the Western Front. An anticipated 300 were to have taken part in the planned 1919 offensive, but in the end only ten were built in 1921 after the wars end. It was the largest tank ever to see service at 33 feet 8 inches long (even without the optional tail skid) 9 feet 10 inches wide, and 13 feet 5 inches high. It weighed a monstrous 69 metric tonnes, which also makes it one of the heaviest tanks of all time. It had two 250 bhp engines one for each track and was operated by a crew of 12. With a maximum speed of under 10mph it was also very slow by the standards of WW2 tanks. Speed was perhaps not paramount in the minds of its creators. Although often described as a super-heavy tank its armour was not especially thick 45mm at the front and about half that at the sides which just about makes it into the medium tank bracket in terms of our game. Interestingly, at the end of 1939 one of the tanks was up-armoured to 90mm at the front and 65mm at the sides. This was Lorraine the Company Commanders vehicle and one can only imagine what the extra weight (75 tonnes in all) did to the tanks already sluggish performance! The Char 2Cs principle armament is a 75mm field gun in the main turret, and four machine guns: one mounted in its own turret at the rear of the tank, and three ball mounts covering the front and left and right sides. Sadly these venerable survivors of an elder age never made it into combat. They were all destroyed whilst boarded onto railway carriages awaiting transport away from the fighting zone. Some books maintain the tanks were destroyed by Luftwaffe dive-bombers. This is based on a claim made by the Germans at the time, but in reality the Char 2Cs were destroyed by their crews rather than let them fall in enemy hands. Either way their destruction brought an ignominious close to an extraordinary chapter in the history of tank evolution. Principle Service: 1939-1940. Manufactured: 10.
Cost: 160 pts (Inexperienced), 200 pts (Regular), 240 pts (Veteran) Weapons: one turret-mounted light howitzer covering the front and side arcs, one turret mounted MMG covering the rear and side arcs, one forward facing MMG covering the front arc, one MMG covering the front and left side arc, and one MMG covering the front and right side arc Damage Value: 9+ (medium tank) Options: Company Commanders vehicle can be up-armoured to Damage Value 10+ (heavy tank) and given the Command Vehicle rule at a cost of +105 points. Special Rules: Slow.
Char 2C
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SOMUA S35
SOMUA S35
On paper the Somua S35 was one of the most impressive tanks in service with any army at the start of the war. With cast armour around 35mm thick and a sloping front that presented an effective thickness of over 50mm it was far better protected than the contemporary Panzer III. Its cast turret was favoured with 55mm of armour to the front. It was also small making a difficult target but affording room for only a single occupant. As a consequence the commander not only had to direct his vehicle but also load and aim the S35s gun. To top it all, the turret cupola had no hatchway on top, obliging the commander to direct operations from inside the turret once in action. This is often cited as one of the main deficiencies of the S35, and it was a drawback shared with other French tanks such as the Char B1(which used the same turret). On the plus side the tanks main armament, the SA 35 high-velocity 47mm gun was harder hitting than the lighter 37mm guns carried by German panzers. During the biggest tank battle of the early war the Battle of Hannut French S35s proved superior to their German counterparts whose 20mm and 37mm guns were unable to penetrate the S35s heavier armour. However, a series of poor tactical decisions allowed the Germans to out manoeuvre the French forces, which failed to concentrate their available armour or coordinate attacks effectively. S35s were used during the defence of France and some continued to serve Vichy forces after the armistice. When the Vichy forces in Africa sided with the allies, S35s were briefly used against German and Italian forces in Tunisia before reequipping with US built tanks. Some S35s fell into the hands of the Germans. Together with other French vehicles, these made up a Panzer battalion during the invasion of Russia in 1941. Others were used against partisans in Yugoslavia. S35s in German service had the cupola removed and replaced with a hatchway for the commander. Over 400 vehicles were manufactured in all. Principle Service: 1939-1940. Manufactured: 430.
Cost: 144 pts (Inexperienced), 180 pts (Regular), 216 pts (Veteran) Weapons: one turret-mounted medium anti-tank gun with coaxial MMG Damage Value: 9+ (medium tank) Special Rules: One-man turret. Combining the roles of commander, gunner and loader into together and squeezing the man responsible into a tiny one-man turret means its hard to do different things at once! To represent this it is always necessary to make an order test when issuing an Advance order, even if the tank is not pinned. Vulnerable spot. The two-part construction of the frontal armour was the only major weak spot in the Somuas armour and for that reason any superficial damage result against the front armour counts as a full penetration instead. This means roll a D6 on the Damage Result table without the usual 3 deduction
Renault FT
The Renault FT was a revolutionary design when it was introduced in the last year of the First World War. It was the first tank to carry its main armament in a rotating turret, and the first to feature what was to become the standard layout of rear-mounted engine with turret at the front. Over three and a half thousand were built and they were exported throughout the world. By the start of WW2 the Renault FT was long obsolete, but it still equipped eight battalions of the French army as well as three independent companies (534 tanks in all). During WW1 tanks had carried either a machine gun or SA18 cannon, but by WW2 they were all equipped with machine guns. It was only in a last desperate attempt to halt the German Panzers that these old warhorses were committed to battle at all, and one can only admire the sang-froid of the men inside. The tiny six-ton Renault with its two-man crew and armament of a single machine gun was plainly no match for a modern tank. With a top speed of just over 4 mph it was not exactly nimble either! Principle Service: 1917-1940. Manufactured: 3694.
Cost: 48 pts (Inexperienced), 60 pts (Regular), 72 pts (Veteran) Weapons: one turret-mounted MMG Damage Value: 8+ (light tank) Special Rules: One-man turret. Combining the roles of commander, gunner and loader into together and squeezing the man responsible into a tiny one-man turret means its hard to do different things at once! To represent this it is always necessary to make an order test when issuing an Advance order, even if the tank is not pinned Slow Pitifully Slow! The Renault FT is a Slow tank as defined by the rules, and in addition we do not allow it to make a double-speed Run move at all. It can still be given a Run order (thereby avoiding the one-man turret rule) but moves at its basic speed only
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ARMIES OF France
ARMOURED CARS
AMC SCHNEIDER P16 HALF TRACK
The Automitrailleuse de Combat P16 was an armoured halftrack developed in the 1920s for Frances cavalry regiments essentially light reconnaissance units. With a maximum armour
thickness of a mere 11mm it was able to withstand small-arms fire. It was armed with a 37mm gun and co-axial machine gun in an armoured turret. The tiny AMCs most notable feature is the ability to be driven from either end enabling it to execute a rapid reverse out of trouble! They were in process of being phased out at the time of the German invasion being pretty much mechanically worn out after years of use. After the fall of France some continued in service in North Africa. Principle Service: 1939-1940. Manufactured: 100.
Cost: 100 pts (Inexperienced), 125 pts (Regular), 150 pts (Veteran) Weapons: one turret-mounted light anti-tank gun with co-axial MMG Damage Value: 7+ (armoured carrier) Options: Company Commanders vehicle can be up-armoured to Damage Value 10+ (heavy tank) and given the Command Vehicle rule at a cost of +105 points. Special Rules: Recce (dual direction steering)
12
IMPERIAL JAPAN
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Frontispiece artwork: Peter Dennis Artwork courtesy of Osprey Publishing Production and Photography: Mark Owen Miniatures painted by: Bruce Murray & Andrs Amin Fernndez
ospreypublishing.com
warlordgames.com
his list is based upon the most common troops and equipment available to the Imperial Japanese Army and Navy forces throughout the war in Asia and the Pacific. It is a free-to-download temporary list, which will allow players to field an Imperial Japanese force until the release of the Armies of Imperial Japan supplement book. Just like the four army lists included in the Bolt Action rulebook, this list is intended for use with the Force Selection rules and the generic Reinforced Platoon presented on page 124 of the Bolt Action rulebook.
morale checks for being assaulted by enemy tanks (note that artillery pieces are still destroyed as normal). BANZAI CHARGE Japanese forces used massed, frenzied charges often with the cry Banzai! These charges were sometimes effective, but more often simply a waste of good men. If a Japanese infantry unit is ordered to Run towards (or Charge) the closest visible enemy, any Order test for that move is automatically passed, as if the unit had rolled a double one. All models in the unit must then be moved directly towards one of the models in the target unit, and must make contact with the target unit if possible. Note that a unit can be ordered to Run/Charge in another direction, but in that case it will follow the normal rules and the Banzai Charge rule has no effect.
DEATH BEFORE DISHONOUR Many Japanese Soldiers and Officers believed that a display of will through personal sacrifice would win the war for Japan. An appropriate offer in blood would at least ensure a spiritual victory. Every unit in this list has the Fanatics special rule, as described on page 70 of the Bolt Action rulebook. In addition, infantry and artillery units automatically pass
Type 97 medium tank, Saipan, 1944, by Peter Bull Osprey Publishing Ltd. Taken from New Vanguard 137: Japanese Tanks 193945. 2
INFANTRY
OFFICER
HEADQUARTERS UNITS
Imperial Japanese officers were capable and often experienced leaders that could have a very dramatic effect on their soldiers. An officer unit consists of the man himself and can include up to two other soldiers acting as his immediate attendants. Because of the high quality of the majority of Japanese officers we rate them as regular or veteran.
Cost: Rikugun Shoi (Second Lt.): 50pts (regular), 65pts (veteran) Rikugun Chui (First Lt.): 75pts (regular), 90pts (veteran) Rikugun Taii (Captain): 110pts (regular), 125pts (veteran) Rikugun Shosa (Major): 150pts (regular), 165pts (veteran) Team: 1 officer and up to 2 further men. Weapons: Pistol, submachine gun or rifle as depicted on the models. In addition, if the officer model has a sword, he has the Tough Fighter special rule (see page 70 of the Bolt Action rulebook). Options: The officer may be accompanied by up to 2 men at a cost of +10 pts per man (regular) or +13 pts per man (veteran).
sometimes led to medical staff carrying pistols for their personal protection. We rate them as Regular or Veteran.
Cost: Medic 23 pts (regular), 30 pts (veteran) Team: 1 medic and up to 2 further men. Weapons: Pistol or none as depicted on the model. Options: The medic may be accompanied by up to 2 men at a cost of +10 pts per man (regular) or +13 pts per man (veteran).
FORWARD OBSERVER
Forward observers are liaison officers responsible for coordinating the attack of heavy artillery batteries from behind the lines or aircraft strikes. They are likely to be accompanied by a radio operator and other immediate attendants. We rate these officers as regular or veteran, those of lesser ability being unlikely to find themselves in such an important position.
Radio Operator
MEDIC
The field medic presents the wounded soldier with his best chance of surviving serious injury and can ensure that lightly wounded soldiers are returned to fighting fitness as rapidly as possible. Junior medical staff such as stretcher-bearers can accompany medics in the field. As non-combatants, medics often did not carry weapons but the practicalities of war
Cost: Artillery Forward Observer: 100pts (regular), 115 pts (veteran) Air Force Forward Observer: 75 pts (regular), 90 pts (veteran) Team: 1 Forward Observer and up to 2 further men. Weapons: Pistol, submachine gun, rifle, or assault rifle as depicted on the models. Options: The observer may be accompanied by up to 2 men at a cost of +10 pts per man (regular) or +13 pts per man (veteran).
Infantry in Burma, 1942 (LR): corporal; private 2nd class; lieutenant, by Stephen Andrew Osprey Publishing Ltd. Taken from Men-at-Arms 362: The Japanese Army 193145 (1).
SNIPER TEAM
The Jungles of south Asia provided plenty of opportunity for snipers to make their mark, and the Japanese sniper was well placed with the Type 97 Sniper Rifle with telescopic sight.
Cost: 50 pts (Regular), 65 pts (Veteran) Team: 2 Weapons: sniper has a rifle and a pistol, spotter has a pistol Special Rules: Team weapon Sniper
Japanese Snipers
ARTILLERY
TYPE 92 70MM INFANTRY GUN
Troops of the 2nd Maizuru SNLF landing at Wake Island, by Peter Dennis Osprey Publishing Ltd. Taken from Campaign 144: Wake Island 1941.
ANTI-AIRCRAFT GUNS
TYPE 98 20MM AA GUN
The type 98 was the most common automatic anti-aircraft cannon used by the Japanese in World War Two.
Cost: 36 pts (Inexperienced), 45 pts (Regular), 54 pts (Veteran). Team: 3 men Weapon: 1 Light Automatic cannon Special Rules: Team weapon Fixed Flak
ANTI-TANK GUNS
Infantry, 194243 (LR): superior private, New Guinea; private 2nd class, Solomon Islands; sniper, Guadalcanal, by Stephen Andrew Osprey Publishing Ltd. Taken from Men-at-Arms 369: The Japanese Army 193145 (2).
VEHICLES
ASSAULT GUNS AND TANK DESTROYERS
TYPE 1 HO-NI TANK DESTROYER
The Ho-Ni was based on the chassis of the Chi-Ha and mounted a 75mm gun. Although the superstructure was armoured to the front and sides the fighting compartment was open at the top and rear making the crew vulnerable to attack.
Cost: 96 pts (Inexperienced), 120 pts (Regular) Weapons: one forward facing medium anti-tank gun Damage Value: 7+ (armoured carrier) Special Rules: Open topped Versatile: The 75mm gun can also fire as a light howitzer.
TANKS
Type 95 light tank, Luzon, 1941, by Peter Bull Osprey Publishing Ltd. Taken from New Vanguard 137: Japanese Tanks 193945.
Vehicles
TYPE 97 CHI-HA MEDIUM TANK
The Chi-Ha of 1937 was Japans standard medium tank although with a weight of only 15 tons, excellent speed and mobility, and no more than 33mm of armour on the turret with 26mm on the body of the tank, it would be considered a light tank in any other contemporary army.
Cost: 108 pts (Inexperienced), 135 pts (Regular), 162 pts (Veteran) Weapons: one turret-mounted light howitzer, one turret mounted rear-facing MMG, and one forward facing hull-mounted MMG. Damage Value: 8+ (light tank)
Chi-Ha
ShinHoTo Chi-Ha
The Japanese used small, lightly armoured tankettes in the same scouting and reconnaissance role as armoured cars in fact the Japanese designation for these tiny tanks literally means armoured car. Actual wheeled armoured cars were used as well and to differentiate them in our list we use the term tankette for fully tracked vehicles and armoured car for wheeled vehicles.
TYPE 94 TANKETTE
The Type 94 tankette, or TK, was intended to provide the infantry with a vehicle suitable for scouting, reconnaissance and communications as well as a rapid moving infantry support weapon.
Cost: 56 pts (Inexperienced), 70 (Regular), 84 pts (Veteran). Weapons: one turret-mounted MMG. Damage Value: 7+ (armoured car) Special Rules: Recce