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Lightning War2

Revised & updated



Easy play rules for World War 2




David Child-Dennis
1999-2007
davidchild@ubernet.co.nz
The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
1
The Concept
The concept of wargaming by the use of visual estimations of engagement ranges has been
around wargaming for a very long time. I first saw this in the 1970s both in land and naval rules
at that time. Unfortunately it was too easy to misuse the system and it soon fell out of favour with
gamers. As far as Im aware it was introduced into naval wargaming sometime in the 1930s.
While it is not a new concept, I have recently reconsidered this system to facilitate the use of the
plethora of quality modern 1:72 vehicle and infantry figures being currently released by the
worlds model kit manufacturers. The problem others and myself have encountered is any attempt
to use measured ranges for modern combat resolution has proven to be largely impractical.

In 1:72 or 1:76 scales, which this set of rules is specifically designed for, the average 6 foot by 4
foot gaming table is a mere 914 meters by 609 meters at a 1:50 ground scale. Measuring such
distances for tank or anti-tank gunnery is a rather pointless exercise. It is more realistic to assume
that all tank gun and missile fire will be well within normal battle ranges and it is only necessary to
make adjustments to accuracy for movement and target obscuration. While I have added a
penalty for guns firing at over half the table in range which must be visually estimated by
players, but presents little difficulty - I have done so only to make shooting over 400 yards in
average European day time visibility, a little more difficult. This is designed to make an allowance
for the inevitable smoke and haze that covers all battlefields.




Combat is limited by terrain feature more than it is by weapon ranges. Most infantry firearms do
surprisingly poorly in penetrating cover beyond 100 meters, thus even light vegetation can
provide significant variations in accuracy when engaging obscured targets. It can therefore be
safely assumed that most exchanges of direct fire will take place at relatively short range between
the combatants, making fire fights with a hi gh percentage of automatic weapons, very dangerous.
This again negates the use of precise measurement for such large-scale models on such a
relatively small playing surface. The only problem that does arise is combat in the desert, where
atmospheric conditions can be extremely clear and vegetation cover is relatively sparse. But then
again, the sandy wastes of the desert can provide a myriad hiding places for the experienced
campaigner.

The only matter to be decided is how to prevent the combatants firing from one end of the table to
the other? This ultimately comes down to observing what most terrain is actually like rather than
assuming it is all flat, just like the game table. There is no such thing as a completely flat piece of
terrain almost anywhere in the world and certainly not in the areas this set of rules was designed
Kaserrine Village 1943

The rail line and small village were a
major objective for the German counter
offensive in March 1943. Even though
it looks flat terrain, in fact it is
undulating and very rocky.
The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
2
to re-create. Even well used paddocks have a dip or hollow, just deep enough to allow a tank to
get track down or an infantry squad to go to ground, reducing their chance of casualties. So the
determining factor in this game system is table layout and the placing of terrain. I have used the
universal term terrain feature so that everyone familiar with gaming terms can understand
exactly what it is that Im attempting to describe. A terrain feature is the model representation of a
unique piece of ground. Any number of these can be placed in almost any order to make up a
war-game table. The more there are, the more realistic the game will be. But there must be some
logic to the distribution of such terrain features. Players are urged to consult good quality maps
and photographs of the regions they wish to recreate their battles in. By carefully studying these
and the accounts of those who have actually been across the area concerned, a reasonably
accurate table can be constructed from a set of terrain features.

These factors determined the ability of either side to identify and engage each others squads
over the terrain set up on the gaming table. All fire is between squads, sections or batteries. The
smallest manoeuvre unit is the platoon consisting of three squads plus a platoon headquarters
containing a platoon commander and radio figure. Platoons are then assembled into companies,
companies into Battle Groups and so on. If a large game is played then the organisation is
stepped to Brigade and beyond.



The question of the speed of movement or advance to contact is an import consideration. Most
gamers believe that the rate of advance across a battlefield is determined by the mechanical and
suspension efficiency of the various vehicles involved. This is only partly true. The modern tank
can travel at 50 kph across fairly rough terrain without much difficulty. The problem is the crew
inside arent very well after doing it! The photos of tanks jumping off ramps in spectacular shows
of suspension destroying agility are just that spectacular shows that have nothing to do with the
real world of armoured combat. Armoured vehicles advance at a relatively measured pace,
keeping up with their infantry support, which is usually on foot, and making sure they have a clear
view of the objective and any potential trouble spots on the way. Making haste means risking
potentially lethal mistakes. Where armoured infantry accompany tanks, the tanks are expected to
form a protective screen to absorb any fire that may be encountered as the group approaches the
objective. Once within range of the target, the infantry debus and make their way on foot. This is
a relatively slow process as infantry move forward by bounds to cover each other with the
surviving armoured vehicles ready to support them with covering fire. Hence I have limited all
movement to advancing between adjacent terrain features. Once one terrain feature is secured,
the platoons may continue their advance to the next. But should they encounter the enemy and
sustain casualties, the attack will quickly slow. I have therefore used the standard response of
requiring units that have received enemy fire to do what every military unit in that position
automatically does. Go to ground, return the fire and try to regroup before moving on towards the
objective. Casualties and suppression cause units to stop advancing. To reflect this I have used
the rule that once an initiating players command fails a morale test the game turn ends and both
players roll off for the right to become the new initiating player.

The basic object of the game is for either opposing player to achieve a required number of victory
points. This is achieved by capturing a number of defined objectives while simultaneously
destroying enemy units. The Initiating Player commences their game turn by selecting a
particular platoon (command) and then attempts to move and fire it in order to attain their game
The average rate of advance
was restricted to that of the foot
troops. In the Western Desert,
troops found the heat and flies
extremely difficult. Lack of
reliable water supply was to
eventually cripple Italian morale.
The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
3
objective(s). The game turn ends immediately the current initiating players selected platoon fails
a morale test. If the platoon passes a required morale test it continues to move and or fire until it
either completes its current orders or fails a subsequent morale test. Platoon or command Morale
tests are always carried out immediately a squad is disabled, suppressed or pinned.

Constructing a force.
Both players begin the game with 6 platoon headquarters of any type within their selected country
organisation. Once the type of commands are established, each player rolls 1D6 for each platoon
or command and this represents the number of squads, batteries or tanks contained in each
platoon. If larger forces are required, players keep adding blocks of 6 platoon headquarters as
required.

If one player outnumbers the other by at least 2:1 in squads, they are deemed to be the attacker
and the other the defender. All other results are deemed to be meeting engagements.

Players may choose any squads they wish BUT must do so from the organisation tables
attached to the rules. If a player selects a particular army as the basis for his force structure, all
squads must be selected from that organisation table.

Platoons must then be organised into companies or squadrons, even if this results in some being
under strength. The number of platoons/troops in a company/squadron may not exceed the
numbers shown in the organisational tables. However, players may select any independent
supporting unit(s) available to that command to their Brigade/Battalion or Battle Group from
Division or Corps assets. Artillery and mortars do not need to be represented on the table.

Example
Players can allocate any dice roll to a suitable type of command; i.e. a roll of 2 would suit an
anti-tank battery of two missile launchers, including transport. A roll of 6 would be better suited to
an infantry or armoured company, including transport. This would allow a player to construct two
platoons of three squads. The balance of a dice roll can be used for a mortar or machinegun
squad, usually attached in the direct support role, from the heavy weapons platoons of the
company, once a platoon has been selected. Players may use under strength units so that
unallocated points can be used elsewhere. They may not exceed unit strengths as listed in the
attached T&OE tables.


If a player wishes to have a higher headquarters unit present on the table, they may do so
without cost. However, should they be lost to infantry combat, their points cost contributes
towards the opponents victory point level. Higher HQs may only contain three squads. The base
containing the commander and staff, an infantry HQ defence squad, and an armoured HQ
defence squad. This group may only fire if attacked.


A Soviet SU85M Regiment of two
batteries plus headquarters would
represent a dice roll of 4. The HQ
jeep and halftrack are an HQ choice
and are allocated as part of the six
commands players begin with.
The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
4
There are however, some limitations as to unit constructions.

Elite squads may not be mixed with other squads, but must form a separate platoon.

The initiative system
As soon as the Initiating Player has a unit fail a morale test, a new game turn commences. At
this point of each game turn an initiative dice roll determines which player wins the initiative and
moves first. Where there is a morale difference between the armies, this difference is added to
the players dice roll whose forces have the better morale factor. The winner becomes the
initiating player and must determine what action their forces will take.

The Game Turn phases defined
Command Phase:
This is the Game Turn segment where the initiating player selects any one command to perform a
particular action. Once a command is selected it is the only command that may be moved and
fought by the initiating player during the current game turn cycle. Beginning with the Command
Phase, each game turn segment may be taken in any order the players require.

Movement Phase:
This segment allows the initiating player to move the elements of the currently selected
command. Opposing players may initiate ambush fire against the initiating players units in this
game turn segment. Units firing on the move suffer 1 penalty on their firing dice roll.

Counter Fire
Counter Fire can be used against any initiating players units that move across the field of fire of
any opposing players units. Counter fire may be initiated at anytime during an initiating players
unit movement phase provided the line of sight rules apply.

Indirect Fire Phase:
This allows the initiating player to request and receive any fire that does not require a direct line
of sight between target and firer. Such fire includes artillery, AA and air attacks.

Morale Phase:
Morale is checked when troops suffer casualties or disruption through enemy actions. This must
be tested as such losses or disruption occur and the result applied immediately.

Time
ADD 4 dice rolls together to give a start time (0400 2400 hours)
Assume dawn to be 0500 hours, Dusk 20.00 hours.

Each time a new Command Phase occurs the clock moves forward one hour of game time.

Time
ADD 4 dice rolls together to give a start time (0400 2400 hours)
Assume dawn to be 0500 hours, Dusk 20.00 hours.

Each time a new Command Phase occurs the clock moves forward one hour of game time.

Setting Objectives
The game should have up to 7 objective markers placed throughout the game table. Roll 1D6 and
add +1 to establish how many objective markers are to be placed. They should reflect reasonable
military objectives (road junctions, high ground, river crossings, airfields, rail yards etc) by mutual
agreement. Players must not place objective markers closer than 15 inches (38cm) from the own
forces. Once a player occupies an objective marker they can claim 5 victory points, as long as
they can prevent the opposing player eliminating the unit holding the objective marker, by the end
of the game.
The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
5

Victory point values
The player controlling enough objective points and or causing sufficient enemy unit casualties to
gain 20 victory points wins the game at that point. Each enemy squad or vehicle eliminated is
worth 1 victory point. Where the opposing forces are unequal at the beginning of the game, the
player with the larger force must gain the difference in points between the two forces in order to
win.

Casualties
Units are never literally wiped out. Vehicles become disabled either through becoming
completely knocked out or sufficiently damaged to prevent them continuing i n action. The rules
make no distinction. Infantry units and gun crews become disabled through casualties either
wounding or death - and then disintegrate once their morale fails. No distinction is made between
wounding and death. Headquarters units may never be targeted by artillery or direct fire. They
may fight or be attacked in the course of a close assault as ordinary infantry.

Reconnaissance by Fire
Squads suspecting the presence of an unseen enemy halted in a BUA or dense woods at up to
one terrain feature distance from their position can attempt to deceive the un-located squad into
betraying its position by returning fire when challenged by direct fire. Un-located squads halted in
open ground or open woods can be tested at up to two terrain features distance. Note that units
used machine gun fire and not HE for this purpose. Firers must have a clear line of sight to the
target area before testing.

There is a 1D6 roll off between the firer and target. If the target unit loses the dice roll it is
assumed to have betrayed its position by returning fire against the squad conducting
reconnaissance by fire.

Dice roll modification for units in cover and targeted:
Elite +2, Battle hardened +1, Conscript 0, Militia 1.

Arcs of Fire and fire discipline
Infantry Platoons and turreted vehicles enjoy a 360 degrees arc of fire. Artillery, heavy machine
guns are limited to 45 degrees either side of the front facing of the weapon. Artillery, mortars,
rockets cannot traverse beyond 45 degrees or reposition and fi re, if they are present on the table.
All squads must first engage any enemy squad that has engaged in direct fire against them in the
opposing players current Game Turn. If squads have not been engaged, they may use direct fire
against the nearest enemy squad to their position.

Line of Sight
The table distances are small enough to allow units in the open to be automatically located.
Terrain features between units prevent this. Units separated by two terrain features or more,
except open fields, cannot locate each other.

Movement
Vehicle and troop movement is only permitted between two adjoining terrain features during the
movement phase of the game turn. If a player can move all the squads or sections of a platoon
between two adjoining terrain pieces without failing a morale test due to enemy action, the player
may opt to move the same or any other platoon between adjoining terrain features until they are
prevented from doing so by a failed morale test. Platoons or commands may move and fight as
many times as a player wishes, provided they pass all required morale tests. Each time an
Initiating player opts to move a command or platoon the game turn sequence re-starts at the
Command Phase. This also advances the game clock by one game time hour.

The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
6
Movement at night troops and vehicles
The maximum distance squads or vehicles may move at night is between two contiguous terrain
features per game turn. Once this move has been completed or prevented due to a failure of
morale, that command or platoon may not move again in the current initiating players game turn.

Terrain Features
Open ground
This is a field, ploughed paddock or any open ground up to 24 inches across that represents
gently undulating or sloping ground allowing a vehicle within to assume a track down position
while stopped or any infantry squad to take partial cover while lying down. It may contain a small
stand of trees or crops. Open ground is not counted as a terrain feature for the purposes of
movement distance allowances.

Open Woods
This is a stand of well-spaced trees approximately six inches across that allow any vehicle or
infantry squad halted within or behind it to be in partial cover. Troops and vehicles may move
through it without penalty.

Dense woods.
This is a dense stand of trees, jungle or bush at least six inches across, that completely blocks all
line of sight through it. Units positioned in base contact with an edge of this type of terrain feature
gain partial cover, being completely concealed at the edge of it. Only those squads on the same
side of such a terrain feature may engage a squad concealed at its edge.

Hills
Hills form a complete blockage of any line of sight and may only be seen over from aircraft. Units
occupying a hull down position or taking partial cover from immediately behind the crest of a hill
suffer a dead ground zone to their immediate front or line of sight equal to the distance
measured from the front edge of their base to the end of the terrain feature. No direct fire may be
directed into this dead zone from units in such a position.

Buildings and built up areas (BUA)
Individual buildings, or small groups of buildings such as farms or villages, represent a block of
actual buildings and as such the exact form and structure of the model representing this should
be considered only as a representation of the actual area. All built up areas (BUA) should have
their boundaries clearly defined by a hard edge base, regardless of the buildings set upon it.
Larger towns should be constructed by joining a number of suitable BUA bases together. Tall
buildings must be clearly defined as to what lines of sight they block. Ideally, tall buildings should
only be used in city based scenarios. All BUA form a complete barrier to observation and give
hard cover to any troops or vehicles while inside such terrain features. Troops in base edge
contact with the outer edges of such terrain features can claim hard cover protection against
enemy fire. Troops inside such a terrain feature cannot be engaged by troops from the outside by
direct fire. Troops halted within a BUA are invisible to observers until they move or fire.
If both sides occupy the same BUA they may fire at each other with direct fire, adjusting casualty
dice rolls for a target in hard cover. Each BUA base is consi dered to be an individual terrain
feature.

Rivers and water obstacles
Water obstacles form no barrier to observation, although steep banks to their approaches may do
so. Water obstacles should have at least one bridge and one ford for every 24 inches of river
length.

The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
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Railways and industrial areas
Railway lines give hull down cover to vehicles and partial cover to troops. Industrial areas are
treated exactly the same as BUA.

Walls and Hedges
Walls offer hard cover and hedges offer partial cover to troops and vehicles in base contact with
them. Troops halted behind a rock or concrete wall or within a hedgerow are invisible to
observers until they move or fire.

Airfields
Airfields offer the same protection as open fields or grasslands.

Cover
Hard cover
Refers to any object hard or dense enough to substantially reduce the chance of infantry being
injured by fire while sheltering behind it or to seriously degrade the chance of anti-armour fire
striking a targeted vehicle.

Partial Cover
Refers to low-density objects, such as hedges and bushes that obscure the target more than
shelter it.

Infantry riding on tanks in battle (not a recommended practice!)
Infantry riding on tanks or APCs must immediately leave that vehicle once it is hit by fire. Once
the infantry have debussed, they must take an immediate pinning test. Tanks within built up
areas and or woods/forests that lose their infantry riders due to enemy fire, must take an
immediate morale test. If this is failed, the tank must immediately withdraw (in their next
movement phase) to any cover that is known to be currently free of enemy.

Infantry Fire Direct Fire
Infantry Direct Fire range is limited to between any two contiguous terrain features where there is
a direct line of sight between firer and target. Squads must always engage any enemy squad that
has fired on them in the current game turn. If not under fire, they must engage the closest enemy
squad. Squads require a 4,5 or 6 to disable an enemy infantry squad with Direct Fire. Soft or
partial cover reduces this to a 5 or 6 and hard cover reduces it to a 6 on a single dice roll.

Sniper Fire Direct Fire
Each platoon may field one sniper team. Snipers may fire at any enemy squad at up to two
contiguous terrain features range. They must have a direct line of sight to the target in order to do
so. Snipers require a 5 or 6 on a single dice roll to suppress their target, but make no adjustment
for the target being in cover.
US troops crossing the Rhine in
March 1945. The Rhine was a
major river barrier that presented
significant problems in crossing
it.
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WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
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Heavy Machineguns Direct Fire
Heavy machineguns from company or battalion heavy weapons platoons may fire in direct
support of a nominated platoon. Once a heavy machinegun has been assigned to a particular
infantry company, it may not fire in support of any other unit outside that company organisation.
Heavy machine guns have a range of up to two contiguous terrain features provided they have a
clear line of sight to the target. They require a 4,5 or 6 on a single dice roll to disable an enemy
squad. HMG fire is reduced to 5 or 6 if the target is in hard cover. No reduction is made for fire
against infantry targets in soft or partial cover.

Infantry anti -tank weapons
These weapons have a maximum effective range of around 100 meters. That is they will travel
considerably further than 100 meters but the chance of hitting anything beyond 100 meters is
extremely unlikely. Therefore infantry heat weapons will be limited to fire between any two terrain
features occupied by the firer and target. Any buildings or fortifications targeted with anti-tank
rockets dont suffer accuracy penalties for obvious reasons. Troops suffering a hit from such
HEAT weapons take a casualty test. Normal cover reductions apply. All HEAT weapons cause a
3 dice artillery casualty calculation against the target.

Consult the anti-tank fire tables to assess the damage to an AFV or APC. Crews must take a
morale test immediately after the vehicle is hit.

Infantry Assault.
The smallest unit capable of launching a close assault is the squad. Any squad that makes base-
to-base contact with an enemy squad, duri ng the movement phase of the Game Turn, commits
the entire platoon to the assault. The same applies to the defender. Defenders may not elect to
leave squads from the same platoon unengaged during the course of a close assault. Attackers
declare their assault move and attempt to make contact with the defender. All squad bases in the
assault must be paired off before any extra squads are allocated. The defender may attempt to
use reactive or ambush fire against the attacker before they make contact with the defender. This
is done using the Direct Fire rules.

All squads (attacker and defender) roll 1 dice each, the highest modified dice winning. The
defenders receive a +1 bonus on each dice roll to simulate the fact they are stationary or in a
defensive posture, thus able to bring a greater weight of fire to bear than the attacker who is
moving. Any dice throw of 6 causes an instant casualty against the opposing players squads.
All casualties are immediately removed. The unit inflicting the highest number of casualties wins.
If no casualties are removed the unit winning the greatest number of dice rolls wins the assault.
The assault continues until there is a winner, before the next Game Turn segment. Once a winner
has been determined, the loser retires behi nd or into the nearest terrain feature and checks
morale. The winner occupies the contested position and reorganises for the remaining game turn
cycle. The winning squad(s) may defend their newly won position if counter attacked. They
become the defender and the whole close assault cycle is repeated.

Armour including armoured troop carriers, may support a close assault. Armour supporting an
assault does so using HE and/or MG fire as per the HE or MG fire system. No adjustment is
made for vehicle movement . The supporting vehicle nominates the nearest infantry or weapons
base to it as a target and dices for casualties.

Armour within a BUA or woods, close assaulted by enemy troops must take an immediate morale
test regardless of casualties. Infantry may not attack enemy armour until all supporting enemy
troops within the same terrain feature as the enemy armour are eliminated. Infantry may assault
unsupported armour in the open but the infantry receive a -2 penalty on their dice rolls in the
close combat roll off.

The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
9
Artillery
Requests for fire support.
Each artillery battery fire mission must be directed by an observer team attached to a Company
Headquarters. Only one fire request may be directed to any one battery per complete game turn.
The artillery target must be located and a fire request granted (successfully diced for) before the
fire arrives in the indirect fire segment of the current game turn.



All fire requests are based on a single dice roll.
Platoon request to company for fire support - anything but a 1
Platoon request to Battalion for fire support 3,4,5 or 6
Platoon request for Regimental fire support 4,5 or 6
Platoon request for Divisional fire support 5 or 6
Counter Battery Fire request 5 or 6

HE Damage
(Use this table to cal culate HE fire from mortars, artillery, AFVs and infantry HEAT weapons
against infantry)
Up to 76mm 3 Dice) -1 on each dice roll if target in partial cover.
Up to 105mm 4 Dice) -2 on each dice roll if target in hard cover, or an AFV.
Up to 130mm 5 Dice) -1 on each dice roll if target moved this turn.
Up to 155mm 6 Dice) -2 on each dice roll if tank or AFV firing HE.
Up to 203mm 7 Dice)
All MRL and Rocket Batteries 7 Dice)

In order to disable a target a 4,5 or 6 needs to be scored with any of the artillery fire dice. If
more than one successful dice roll is made, the firer must nominate the next nearest target to the
first squad hit. This process is continued until no further hits are rolled or there are no other
targets within the same terrain feature occupied by the original target base.

Counter Battery Fire
Counter battery fire may be attempted by the non-initiating player as soon as his forces come
under artillery fire (either mortar or gun). Counter battery damage is assessed using the standard
artillery damage table, but 2 is applied to all casualty dice rolls. No dice roll adjustment is made
for the type of artillery vehicle being bombarded.

Damage to bridges and large structures
A dice roll of 6 destroys a bridge or structure hit by artillery fire or bombs, while a 1 through 5
inflicts increasing damage. Once a bridge or large structure reaches 6 cumulative damage
points it collapses. Bridge repairs are made by a reversal of the process above, but must be
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WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
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affected by an engineer unit in constant contact with the bridge, during the repair process. Large
structures cannot be repaired during the course of the game.

Armour
Movement
Movement over the battlefield is never random. Vehicle commanders are extensively trained to
correctly appreciate the lay of the land and how best to make use of any available cover. German
tank crews were trained to approach an enemy unit in a series of zig-zags so that no vertical
armoured surface was exposed to anti-tank fire. While it may look as though most tank battles
were organised chaos, they were in fact somewhat different.

Moving and firing
It is a well understood fact that firing a tank main gun while on the move during WW2 was a
complete waste of ammunition. The US Army arrived in Africa with a Westinghouse stabiliser
fitted to the M4 Sherman to give gun stablisation in the elevation plane, but not in the traverse.
This unit developed so many problems that most tankers turned it off until it could be removed by
workshop fitters. The most common source of complaint was that the barrel continued to move up
and down even when the vehicle was completely stopped. The whole idea of the Westinghouse
unit was to bring the gun barrel quickly on to vertical lay after a rapid halt, thus ensuring rapid
shooting. In theory it was a brilliant idea, but unfortunately better suited to battleships than tanks.
Tank gunnery training in most WW2 armies taught the gunner to lay on a selected target as soon
as the vehicle had come to the halt. It was the commanders responsibility to select the target and
align the turret so that the gunner could immediately identify and engage the enemy. But this not
only involves the commander but the driver as well, who was responsible for ensuring the arcs of
fire were clear for the main gun. Tanks usually move relatively slowly over a battlefield. This is not
because tanks are incapable of moving rapidly over rough terrain, but because they will end up
injuring their crews. Tanks have many sharp protrusions in a very confined space just waiting to
attack the unwary! The loader is particularly vulnerable. There are many movies of armour on the
move where the only people in the vehicle are the commander and driver, the rest are riding on
top. This is for the reason that at high speed, even on a road, its safer for the crew to be outside
the vehicle than inside.

Tank gunnery accuracy is the hardest thing for any historian to judge! Unit casualties can be
established and enemy losses counted, but invariably two important factors are missing. The
average range of engagement and the amount of ammunition expended. Without the last two
factors it is almost impossible to gain an appreciation of tank gunnery accuracy.
To complicate the matter further, there were many instances where gunners hit the target, but the
ammunition failed to penetrate or damage the target. In the early desert battles with the Italians,
British tank crews were berated for their appalling lack of accuracy until it was realised that early
2pdr solid shot was passing through many targets without causing serious or fatal damage.

Gunnery accuracy is as much a function of crew training as it is the weapon and sighting system.
Hull down positions can be achieved wherever there is a fold in the ground sufficiently high
enough to allow a vehicle to present only a turret to the enemy. Most positions were track down
rather than hull down during combat on the basis that hull down positions risked guns being
fouled during traverse, or gun-sights being obstructed by foliage a major problem in the
Normandy Bocage. What should be understood is that true hull down positions were difficult to
achieve in a fluid battle situation and most were only available in a prepared defensive position
that took many hours to construct. Hence, the reason most tanks were only afforded track down
positions.

Target moving?
The average engagement range in WW2 was about 500 yards in 1940 and about 1000 yards in
1945. The time of flight to target for the average AP shot was under 3 seconds. How far could a
target move in 3 seconds at 15 mph? The answer is about 66 feet, approximately 3 times the
length of an average Sherman. As most targets (and firers) moved, stopped and then fired, the
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WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
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matter of firing at a moving target did not significantly reduce the chances of hitting it. All crews
knew that they had to lay the gun on target, track it until it stopped and then fire. However, tank
gunners like Baltazar Wohl of Michael Whitmanns crew were the exception, not the norm!

Abandoning the vehicle
Many crews abandoned their vehicles once it had been hit whether or not they had been severely
damaged. This was especially prevalent among British and US Sherman crews who understood
only too well that once hit, should they survive, there was an almost mathematical certainty
another shot would be on its way and it would be fatal.

The German tank crews knew that the average 75mmM6 was incapable of frontally damaging a
Panther or Tiger and acted accordingly. Hence they were prepared to show considerable
determination in the face of enemy fire. As the 17pdr Fireflys and 90mm gunned M36 began to
appear in late 1944, German bravado receded at a steady rate. However, it should be understood
that mechanical failure was the main cause of vehicle abandonment during tank battles.
Obviously, a tank that stops in range of enemy fire is going to receive a pasting. Accordingly, tank
crews immediately abandoned broken down vehicles.

Tank desant infantry
While the Russians may have lauded such foolishness, the rest of the worlds armies appreciated
the extreme danger of transporting supporting troops into battle, riding on the top of a tank or
assault gun. The Russians were, through the lack of a suitable armoured troop carrier, forced to
use such measures mainly because of the lack of suitable roads on which troops could march
move in bad weather. Both the German and British armies relied on transporting troops to battle
on tanks and assault guns for two entirely different reasons. The Germans began to experience a
severe decline in the number of available SdKfz251 APCs after their retreat from Russian
territory. German armoured units were loath to fight in the western Ukraine without adequate
infantry support, because of the greater density of forests and woods.



In the British 21
st
Army Group areas, widespread German flooding and demolitions necessitated
the use of tracked vehicles that were capable of deep wading to transport supporting infantry. The
only readily available vehicle was the tank. However, British infantry did not appear to deliberately
enter combat from the back of a tank. The usual procedure was to use the tanks in a transporting
role until the start line was reached. At that point, the infantry debussed and formed up on foot to
accompany the tanks into battle. Commonwealth troops fighting in the islands also appear to
have avoided riding on tanks in battle for quite obvious reasons. The U.S doesnt seem to have
encouraged troops to ride on vehicles into combat. The sol e exception to this appears to have
been Pattons 3
rd
Army in their advance against Bastogne in 1944/45.

The British Army reluctantly
allowed the transport of troops
on tanks to the battle area in
the Rhine campaign because
of the lack of suitable
transport.
The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
12
I have seen no record of Japanese troops riding into battle on tanks although I assume such a
thing happened and was not forbidden by doctrine or safety considerations.

Tank and anti -tank gunnery

1. Gunnery accuracy variations
If the target is within half a table length (the table side) of the firer, it requires a roll of 4,5,or 6
to hit the target. The same applies to fire across the table width (the table edge).

If the target is beyond half the table length in range from the firer, the dice roll is modified by
1, to 5 or 6.

A Hull down target reduces the dice roll to a 6 to hit.

2. Gun performance variations.
If the target is within the same half of the table as the firer, the armour penetration (AP) value
remains the same. If the target is beyond half the table distance from the firer, the armour
penetration value is reduced by 1.

3. Firing at the halt after moving.
Tanks may fire one round of HE or AP after moving, in each game turn initiative with a 1 to
the accuracy or HE effect dice roll.

4. Firing without moving.
Tanks and anti-tank guns that dont move may fire twice per game turn initiative sequence.

5. Gun arcs of fire and turret traverse.
All guns have an arc of fire of 45
o
. Turrets may traverse up to 360
o
during each firing attempt.
Traversing a turret does not constitute movement.

6. Armour casualties
The firer takes the weapon AP performance value and subtracts the target vehicles armour
defence value (Armour) one from the other. If the AP value exceeds the Armour value by
more than 6, the target is automatically destroyed or disabled. If the AP value exceeds the
Armour value by less than 6, subtract the AP value from the Armour value. The difference is
subtracted from 6 and this becomes the dice roll required to disable or destroy the target.


If the target is hit from the rear or side the V.D.T dice roll is adjusted by 2

















Behind this line is the
side or rear of a target
vehicle
FRONT
The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
13
Example 1:

Panzer III J (stopped) engaging a Sherman M4 (75), in the open within half the table range.
Panzer III J AP value = 6
Sherman M4 Armour value = 6
6-6 equals 0. No possibility of a penetration. However, the crew must take a morale test and if
this is failed, the vehicle is abandoned and considered pinned.

Had the Panzer III engaged the Sherman from the side, the calculation would have been thus:
Panzer III J AP value =6
Sherman M4 side or rear Armour value = 4
6-4 = 2, therefore subtract the difference from a D6 roll to give a 4,5 or 6 to disable the Sherman.

7. Infantry riding on tanks in battle
Infantry riding on tanks or assault guns must immediately leave that vehicle once it is hit by any
type fire. Once the infantry have debussed, they must take an immediate pinning test. Tanks
within built up areas and or woods/forests that lose their infantry riders due to enemy fire, must
take an immediate morale test. If this is failed, the tank must immediately withdraw (in their next
initiative phase) to any cover that is known to be currently free of enemy.

8. Infantry launched anti -tank rockets HEAT weapons
All Infantry anti -tank rockets have a maximum range of one terrain feature. Buildings or
fortifications targeted with anti-tank rockets dont suffer accuracy penalties for obvi ous reasons.
Troops suffering a hit from such HEAT weapons take a 3D6 casualty test. Normal cover
reductions apply.



Mine usage and clearance
Mines may be laid in fields covering any one terrain feature other than dense woods. No more
than 2 fields may be used in any one game. Minefields may either be hidden or open, the choice
is the defenders. Mines may be cleared by an infantry squad rolling one dice each time they
attempt to clear a passage through a minefield they are in base-to-base contact with. Minefields
have a cumulative value of 6 which must be equalled or exceed by as many dice rolls as it takes
a player to achieve this cumulative total. If two squads attempt to clear the same minefield, they
cannot combine their dice rolls to shorten the process. Tanks using mine clearing devices use the
same system, except, if they roll a 1 while clearing, they become disabled by mine damage.
Scatter mines delivered by air or artillery cover the same area as do laid minefields (for simplicity)
but may be used at any time during the game during the indirect fire or the aircraft attack segment
of the game turn. Scatter mines may only be fired into an unoccupied piece of terrain.

Morale
In order for a platoon to maintain its command integrity it must take an immediate morale test if
any squad becomes disabled, suppressed or pinned. Supporting artillery, reconnaissance and
attached armoured units are not required to take this test.



Soviet combat engineers were well trained and very
resourceful. They fully understood the adage; Now
that we have managed to achieve miracles with so
little, we will now attempt the impossible with nothing

The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
14
Establishing morale ratings.
Players are urged to vary morale ratings according to the forces in play. There is an obvious
difference between Soviet conscript infantry and German SS Units. This sort of difference must
be factored into the forces on the table. As a general rule I would recommend no more than 25%
of each force be elite, 50% battle hardened and the remaining 25% conscript or replacement.

Unit morale and combat experience are reflected in four rating categories.
Elite = 5
Battle Hardened = 6
Replacement = 7
Irregular or Militia = 8

Testing Morale
Morale must be tested each time a sub-unit takes casualties or becomes suppressed or pinned.

In order to pass a morale test, each parent unit must roll 2 dice, scoring the same or more than
their morale rating.

Each time a sub-unit becomes a casualty, is pinned or suppressed the parent unit must take a
morale test. Each sub-unit disabled, suppressed or pinned adds a +1 to the required morale
rating dice roll. Unless a parent unit is reinforced, the morale rating cannot be reduced. No parent
unit morale rating can be reduced below its original level.

Parent unit may ADD 1 extra dice to their morale test roll if they occupy field fortifications or a
BUA.

Example: A battle hardened parent unit with a morale rating of 6 loses two sub-units. This will
increase the minimum 2D6 roll from 6 to 8 in order for it to pass a morale test. However,
should the parent unit occupy a prepared defensive position or BUA, they make the test with 3D6.

Units that fail a morale test must withdraw towards their base line through the nearest terrain
feature, each Command Phase until they either leave the table or recover their morale, by
passing a test. A suitable marker marker remains openly displayed beside the unit until it
recovers its morale.

Lines of withdrawal may avoid un-crossable obstacles and must avoid enemy units. However,
they must always take the shortest route towards their base line, where possible.

Casualty Status Defined
1. A sub-unit becomes an immediate casualty and is removed from the game if it sustains a
disabling hit.
2. A sub-unit becomes suppressed if it sustains a hit that fails to disable it by one pip on
the casualty dice roll. Suppression lasts until the end of the next enemy game turn.
Suppressed squads may not move but may direct fire with a 1 accuracy dice roll
penalty.
3. A sub-unit becomes pinned if it fails a morale test after receiving enemy fire that it
survives without becoming suppressed or disabled. Pinned squads may not move in the
current game turn but may fire as normal
4. A tank or AFV crew must take a pinning test if their vehicle suffers a hit capable of
destroying the vehicle, yet fails to damage it. If they fail the test they will immediately
abandon the vehicle and be removed from the game. The vehicle will remain on the table
as a prize of war, counting towards the opponents victory points.




The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
15

Vehicle Weapon AP DEF HE Effect
Front Side/rear As per artillery rules
German
PzKw II F-J 20mm 2 3 1
PzKw III E 37mmL45 3 3 3
PzKw 35t 37mmL45 3 3 2
PzKw 38t 37mmL45 3 3 2
PzKw III F-G 50mmL42 5 3 3
PzKw III H 50mmL42 5 4 3
PzKw III J 50mmL60 6 4 3
PzKw III L-M 50mmL60 6 6 3
PzKw III N 75mmL24 5 7 3
PzKw IV D 75mmL24 5 3 2
PzKw IV E 75mmL24 5 4 2
PzKw IV F1 75mmL24 5 5 3
PzKw IV F2 75mmL43 9 6 3
PzKw IV G 75mmL48 9 5 3
PzKw IV H-J 75mmL48 9 8 3
Panther A-D 75mmL70 12 10 4
Panther G 75mmL70 12 9 5
Tiger 1 88mmL56 11 10 8
Tiger II 88mmL71 18 17 8
StuG III A 75mmL24 5 5 3
StuG III G 75mmL48 9 8 3
StuG III 40 75mmL48 9 5 3
JadgPanzer IV/48 75mmL48 9 8 4
JadgPanzer IV/70 75mmL70 12 8 4
Hetzer 75mmL48 9 6 2
JadgPanther 88mmL71 19 8 5
JadgTiger 128mm 21 20 8
Marder II - III 75mm PaK 40 9 2 1
Soviet
T26 45mm 4 2 1
T34 mod 1940 76mmL31 4 6 4
T34 all others 76mmL41 6 6 4
T34/85 85mm 9 8 7
JS2 122mm M1944 14 11 9
KV1a 76mmL41 6 10 7
KV1c 76mmL41 6 11 9
Su76 76mmL53 8 2 1
Su85 85mm 9 6 5
Su100 100mm 12 8 5
Su122 122mm Hwtz HE 6 4
ISU122 122mm M1944 14 10 6
ISU152 152mm Hwtz 9 10 6
France
FT17 37mm or MG 2 2 2
AMR34 HMG 2 2 2
Panhard 178 25mmL73 2 3 2
Hotchkiss H39 37mmL33 4 4 4
The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
16
Hotchkiss H38 37mmL33 4 4 4
Vehicle Weapon AP DEF HE
Front Side/rear As per artillery rules
Char B1 bis 75 Hwtz - 47mmL34 5 6 5
Hotchkiss H35 37mmL33 4 4 4
Somua S35 47mmL34 5 6 4

British
Vickers MkIV-VI .5 Cal HMG 2 1 1 Nil
Cruiser A9 2pdr 5 1 1 Nil
Cruiser A13 2pdr 5 3 1 Nil
Crusader I-II 2pdr 5 4 3 Nil
Crusader III 6pdr 9 5 3 Nil
Sherman Firefly 17pdr 14 6 4
Cromwell IV-VII 75mm M6 7 6 4
Matilda MkI .5 Cal HMG 2 6 6 Nil
Matilda MkII 2pdr 5 8 6 Nil
Valentine Mk I-VII 2pdr 5 6 6 Nil
Valentine Mk VIII-X 75mm M3 7 6 6
Churchill MkIV 6pdr 9 10 6 Nil
Churchill MkV-VII 75mm M3 7 15 10
Churchill Mk VIII 95mm Hwtz HE 15 10
Archer 17pdr 14 2 2
Humber MkIV A/car 2pdr 5 2 1
Daimler Mk2 A/car 2pdr 5 2 1
Humber Mk I-III A/car 15mm cannon 2 2 1
AEC Mk 3 A/car 75mm M3 7 6 5
United States
M3 Half track various 1 1
M3 Stuart 37mm 5 4 3
M5 Stuart 37mm 5 7 3
M24 Chaffee 75mm M6 7 4 3
M3 Lee/Grant 75mmM2/37mm 6 5 4
M4 Sherman 75mmM3 7 6 4
M4 Sherman 76mm 10 6 4
M10A1 3 inch 10 6 2
M18 Hellcat 76mm 10 2 1
M36 90mm 11 5 4
M26 Pershing 90mm 11 10 8
Italian
CV35 20mm 2 1 1
CV33 2-Mg's 1 1
AB40 A/car 3-Mg's 2 1
AB40 A/car 20mm 2 2 1
AB43 A/car 47mm 7 2 1
M11/39 37mm 3 2 1
M13/40 M14/41 47mm 4 3 2
M15/42 47mmL40 7 4 2
SPM41-47/40 47mmL40 7 2 1
SPM40-73mm/18 75mmL18 5 4 2
SPM41-75/34 75mmL34 8 4 2
The New Lightning War
WW2 fast play rules
David Child-Dennis 2006 davidchild@ubernet.co.nz
Wednesday, 18 July 2007
17
SPM41-90/53 90mmL53 11 3 2
Japan
To be added






Anti -tank Guns Weapon AP DEF HE
Russian As per artillery rules
45mm Model 1937 4
45mm Model 1942 5
57mm ZiS2 8
76mmL53 8
Germany
37mm PaK 36 APCR 4
50mm PaK 38 APCR 9
United States
37mm 5
57mm 8
3 inch 10
Italy
37mmL32 3
Japan
37mm T94 Type 01 3
37mm T97 5
47mm T1 towed 6
57mm T90 3
57mm T97 6
75mm Model 94 7
105mm T91 Hwtz 7
Austria
47mmL39 4
Czech
47mmL43 6
Hungary
40mm41M 4
75mmM41 4
75mmM43 8
Anti -tank rifles
Panzer Busche 38/39 2
Boys .55 2
Solithurn MSS41&18 3
PTRD41 & PTRS41 3
Anti -tank Rockets
Bazooka 2.36 inch 7
Panzerfaust (early) 7
Panzerfaust (late) 10
Panzershriek (1944) 15
PIAT 7
TO&E
2
3
8

?
K
o
i
{
!
$
^
&
)
+
Anti tank
Anti-aircraft
Engineer
Tank
Motorised infantry
Heavy weapons
Self Propelled Gun
Rocket artillery
HQ/ Signals unit
Infantry
Motorised Infantry-1/2 tracks
Reconaissance-infantry
Reconaissance-Armoured
Artillery-towed
Artillery-Self Propelled
Table of Unit Symbols
XXXX
XXX
XX
III
II
I
...
X
Division
Army Group
Corps
Company/Squadron
Platoon
Battalion
Regiment
Brigade


Panzer Armee Africa 1941 until the end of 1942
German Forces in the Mediterranean
HQ 1-PzII
1-251/3 HT
1-PzIII H/J 1-PzIII H/J 1-PzIVE or F1/F2
Typical Panzer Company
3
1-2cm FLAK
PzIII H/J should carry 5cmL42 until May 1942
After May 1942, 30% should carry 5cmL60
PzIVF2 began to arrive in May 1942
50% should be F2 by Alamein
There were 5 or 6 PzIVG lost at Alamein


3
Typical Italian Armoured Company 1941-42
1-M13/40
or
1-M15/42
1-M13/40
or
1-M15/42
1-M13/40
or
1-M15/42
1-20mm FLAK
1-M13/40
or
1-15/42

HQ
T
) )
{
2
)
& &
German Reconaissance Detachment
HQ
1- 234Hvy a/c 1-222 Lt a/c 2-M/cycles
1-75mmSiG18
+ tow
1-8cm Mtr
+ tow
1-37mm ATG
+ tow
2-HMG
+ tows
This unit is compiled from 11th Panzer Division strength returns as at 1July 1943
(1-250/3)
German Infantry Regiment 1940-Mid 1944
!
)
!
! ! ! !
! !
1
)
) )
)
III II I
2-AT guns
1-2cm Flak
1-MMG
1-10cm Hwtz
1-15cm Hwtz
+ tow 1-tow
1-OP 1-OP
716
14 13
1-7.5cm SiG 18
1-15cm SiG 33
1-5cm mtr 1-5cm mtr 1-ATRifle
1-ATRifle
Coys 8-5 Coys 4-1
9
10 11 12
II
2 3 1
* 8cm Mtrs replace 5cmMid 1943
* AT Rifles deleted Mid 1941
* Pzfaust introduced Late 1943.
*5cm AT guns replaced by PaK 40
by Late 1943.
*Many regts reduced to 2 Bns by 1944
NOTES
1-10.5cm Hwtz
+ tow
1-OP
* 15cm Battery allocated to
Counter battery fire if necessary
From Divisional Assets
3 Plns 3 Plns
3 Plns 3 Plns
German Heavy Tank Company - August 1942

{
1-Tiger 1 1-Tiger 1 1-PzIIIN 1-PzIIIN
1-Tiger 1
1-PzIIIN
German Heavy Tank Company - 1945
{

1-Tiger 2 1-Tiger 2
1-Tiger 2
1-Hetzer 1-Tiger 2
Both organisations are compromises.
The Tiger1 and PzIIIN were mixed together in platoons, usually 1 Tiger and 2 PzIIIN.
The Hetzers were a separate platoon to cover the deficiencies in Tiger 2 replacements.
Italian Infantry Battalion 1940-42
! ! ! )
3 `
{
o
2
HQ
2-20mm FLAK Scout Pln
Semovente75mmL27
S.P.Artillery Bty
3 inf Plns 3 inf Plns 3 inf Plns A/T Pln Support Pln
2-MMG
2-45mm Mrts
)
1-81mm Mtr
Italian Artillery Detachment 1940-42
) )
)
HQ
1-75mmL27
Howitzer
1-100mmL17
Howitzer
2-47mmL32
Guns
$
$
$ $ $
) 3
! !
!
1-250/3
2-2cm Flak 1-15cm SiG 33
! ! $
3-251/1
II.
1-7.5cm SiG 18
Transport from regimental pool
1-250/3
I.
110
+tow
3 Plns 3 Plns 3 Plns
8 7 6 5
1 4
Panzer Grenadier Division Late 1942 through Early 1944
+119
From Divisional Assets
)
) ) )
1-10.5cm 1-10.5cm
1-Hummel
II. I. III. ) )
* Panzer Jager Abt
attached to motorised
infantry
* 4th & 8th Coys are
referred to as "heavy"
companies
Other artillery detachments allocated
to each of the remaining regiments
NOTES
1-Wespe
or
3 2
3-251/1 1-251/9
1-251/10
1/251/2
3 Plns
3-251/1
3 Plns 3 Plns
(Coy HQ)
3 crews 3 crews
1-OP
1-8cm mtr
1-MMG
Russian Tank Corps - Breakthrough Group 1944-45
! ! !
2
{
3 + )
HQ
AA Pln
1-37mmAA
SPG Pln Assault Gun Coy Mortar Bty
1-Su76 1-SU85/100
1-120mm Mtr
2-T34 2-T34 2-T34 1-JS2/KV1

Med Coy Med Coy Med Coy Heavy Coy


SMG Pln Rifle Pln Rifle Pln
Attack formation should have Heavy Coy leading with 2 Medium Coys following in direct support. SMG
armed Pln should follow riding on the 3rd Medium Coy tanks. The Rifle Plns should deploy on foot, close
behind tanks.

Heavy Coy attached from Corps assets
for duration of attack.
!
! ! ! "
! !
1
"
+ + 5
& !
!
! !
4
) 1
Russian Mechanised Corps Late 1942-1945
9-bases 9-bases 9-bases
3-M3-HT
3-bases
2-57mm ATG
3-bases 3-bases 3-bases
9-Tanks 9-tanks
4-SU122
or
4-SU152
ASSETS CORPS
"
4-SU76 7-57mm ATG 9-37mmAA 3-120mm Mtr 3-Katusha
Rocket Ln
Mid and Late war-T34 or M4 allocated to tank brigade
NOTES
Gun tows usually draft animals
T60 or T70 Light tanks attached to Recon or Bde defense coy
T34 replaced T60/70 in Recon by mid 1943
3-bases 2-37mm AA+ tow
! 4
! !
! !
!
2 !
2
)
Rifle Rgt
Rifle Bn Rifle Bn
Rifle Coy Rifle Coy
3-Plns 3-Plns
SMG Coy
3-Plns
A/T Coy
2-57mmATG
A/T Rifle Coy
6-45mmATG
Arty Rgt
Mortar Coy
1-120mm Mtr
Soviet Rifle Regiment 1943-45
!
!
Rifle Coy
3-Plns
Rifle Bn
Soviet Rifle Battalion 1943-45
!
!
!
Rifle Coy
3-Plns 3-Plns 3-Plns
Rifle Coy
Rifle Coy
HQ
A/T Rifle Pln
2-45mmATG
2
!
SMG Pln
!
2-81mm Mtrs
) )
3-76mmGuns
Arty Rgt
2-122mm Hwt
6-57mmATG
or
or
6-45mm or
57mmATG
2-MMGs
)



! ! !
4 ) + +
Soviet Tank Corps 1943-45
6-T34 6-T34 6-T34
2-T34 2-T34 2-T34
1-IS2 2-37mm 2-SU85 2-ISU152 2-120mm
mortars Flak
Typical Tank Brigade
3-SMG Plns 3-Rfl Plns 3-Rfl Plns
) K
2-MMG 2-81mm
mortars

{
3 0
German Heavy Tank Detachment (Abtielung)
4- Tiger 4- Tiger 4- Tiger
2-2cm Flak Heavy recovery HT
HQ (1-250/3)
Tiger 1 and 2 were mixed in detachments

3
{
German Assaultgun Detachment (Abteilung)
2-75mm StuGs
1-105mm StuG
2-75mm StuGs
1-105mm StuG
2-75mm StuGs
1-105mm StuG
2-2cm Flak
HQ (1-250/3)
StuG units were organised into batteries because
they were under the control of the artillery arm.
Bty Bty Bty
4
{
British Armoured Regiment 1943 - 45
2-M4, 1Firefly
A Sqn B Sqn C Sqn A/c Sqn AA Trp
1-M4
1-Cmd Veh
3-M4 per Sqn from Oct.1943
after D-Day
1-AA Tank 2-Scoutcars
3-Comet - from April 1945
Motor Battalion - North West Europe
$
$ $ $
{
2-M3 1/2 tracks
2-carriers
3-Plns
Per Coy
A Coy B Coy C Coy D Coy
1-M3 1/2 track
1-Pln
Infantry Battalion - North West Europe
! ! ! !
{
1 8 ) 6
3-Plns per Coy
A Coy B Coy C Coy D Coy
1-3 Mtr 1-Eng Pln 1-MMG 1-6pdr+Tow
1-Pln
)
2-25pdr+Tows
$
3-carriers
3 Battalions = 1 Infantry Brigade
HQ
HQ
HQ
British Armoured Regiment - 1940-43

{
& 3
HQ
1-tank
1-Comd Veh
3-A9/10/13 per Sqn - France 1940
or
A Sqn B Sqn C Sqn A/c Sqn AA Trp
3-A13 3-M3(Stuarts) 3-A13 2-A/cars 2-Bofors+Tractors
3-M4 3-Crusader 3-M4
or
(M4 may be Sherman or Lee)
Armoured Recce Regiment 1944-45

{
A Sqn B Sqn C Sqn
HQ
3-Cromwell VII
1-Challenger
1-M5 Stuart
1-Cromwell VII
1-Comd Veh
Per Sqn
!
2 )
)
K
4 2 "
! ! !
U.S Infantry Division Sub-unit organisation
Regimental Combat Team
12
3-105 Hwt
1-OP
1-105 Hwt 3-57mmATG
or
1
2
3
I J
K
From Divisional Assets
L
1-81 Mtr
2-60 Mtr
1-HMG
2-MMG
1-Bazooka
4- Bofors 3-M10
or
3-M36
3-M18
or
3-M4
3-3 inch ATG
! ! !
U.S Armoured Combat Command 1943-45
"
$ " + 9 &
$ $ $
$ $ 2 ^
+
CCA
3-M8a/c
2- Trucks
1-jeep
1
2 3
1-HT
9-figs
1-Bridge
15-M4 1-jeep 3-M7
1-60 Mtr
1-HT
1-57mm ATG
1-81 Mtr
1-Jeep 1-HT
1-HMG
1-MMG
1-HMG 1-OP
1-HT
Support Company
1-M7
1-OP
1-HT
1-Pln
1-Bazooka
or
1-3 inch ATG
1-HT
+ + !
M4 Btn is broken down into coys
and attached to each infantry combat team.
Break down of units from Regimental to Battalion strength
5 -M4
From Battalion
M7 Priest coy is broken down into batteries/platoons
and cross attached to each infantry combat team
Notes
"
!
2 )
)
K
4 2 "
! ! !
U.S Infantry Division Sub-unit organisation
Regimental Combat Team
12
3-105 Hwt
1-OP
1-105 Hwt 3-57mmATG
or
1
2
3
I J
K
From Divisional Assets
L
1-81 Mtr
2-60 Mtr
1-HMG
2-MMG
1-Bazooka
4- Bofors 3-M10
or
3-M36
3-M18
or
3-M4
3-3 inch ATG
! ! !
U.S Army Sub-unit Organisation
Combat Team
!
) " 3 2
From Divisional Assets From Regimental Assets
1-57mm ATG
or
! ! !
1-3 inch ATG
1-Bofors
or
1-M16
1-105 Hwt
1-OP
1-M4
or
1-M10
1-M18
1-M36
or
or
K J
1-HMG
1-MMG
1-60 Mtr
1 Pln 1 Pln 1 Pln

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