You are on page 1of 5

page 1

INTRO.1 INTRODUCTION TO THE


MICROMARK ARMY LISTS
These army list cards do not include points values, which means that they can be used with any rules
system, whether or not points values are used with that system. Whilst designed for table top battlegroup
games, these lists are also intended as historical reference notes for use in conjunction with reference books
that describe battles. Very often in the latter case exact details of forces used in such battles are not given,
and these lists are designed to give the user at least some idea of forces available. Also, for those gamers
that love fielding hordes of King Tigers, SturmTigers, 150mm guns and flamethrower tanks, which historically
were not very common, these lists detail the level and the percentage chance of such heavy equipment
being available.

ARMY LIST LAYOUT

List number DIVISION TYPE Dates


Theatre of operations
Morale & Training values

1. Teeth Arm
This section details the infantry, armoured, and cavalry battalions that form the bulk of the division,
as well as the divisional recce battalion.

2. Brigade Support
This details the combat elements of the brigade and regiment HQs along with any support
platoons and companies held at this level.

3. Divisional Support
This details the maximum available support units held at division level, which are normally
parcelled out as support to teeth arm units.

4. Notes
This details allocation of radios and infantry anti-tank weapons, and any other specific comments
relevant to that division.

Some lists are called provisional - these lists are based on limited information, such that the number and
type of regiments and battalions reporting to division are usually accurate, but lower level details may not be
so accurate, but are sufficient for wargaming purposes.

There are also Corps and Army Support cards which detail known support units held at these levels, such as
heavy tanks and super heavy artillery and rockets, and these lists are usually used in conjunction with
appropriate divisional lists.

Note that for some divisional lists such as 1944-45 Panzer division lists the information is spread over two
cards, whilst in other cases one card contains two lists.

MORALE AND TRAINING VALUES

These are noted with a capital letter and a "T-number", such as CT3. The letter denotes morale value, 'A'
being the best elite type, 'E' being the worst, 'C' being average. T1 units are highly trained such as
commandos, T2 units are well trained units such as paras and panzer grenadiers, T3 units are average
training, T4 units are poorly trained, and T5 are very badly trained units.

These are very important in judging the ability of the force in question, and take the form of descriptive
gradings. Training includes field craft ability (i.e. the ability or lack thereof to use cover when advancing and
hiding), accuracy of firing, and the knowledge of modern combined arms tactics. The latter is significant
when trying to form mixed battlegroups tasked to certain objectives. The following criteria are used:

T1 Training: Specialists with over 6 months training in their specialism - eg Commandos, Paratroops. Very
good levels of initiative, where units will carry on even with major officer/NCO losses, or where local
commanders can improvise new plans on the spot, and carry them out. Good fire discipline with high levels
of marksmanship, and extra training in melee combat. very good field craft skills, able to use cover and
concealment for advancing. Have the ingenuity and perserverence to use captured weapons immediately.
T1+ is an improvement on this for modern special forces, eg SAS.
page 2

T2 Training: usually combat veterans with 3 months+ effective training or 6 months combat experience, or
with effective combined arms training. Capable of responding to order changes effectively and improvisation
under combat stress even with some leader losses. Good field craft skills or experience, able to use terrain
instinctively to aid defence and attack. Above average firing accuracy or good melee skills, and able to use
captured weapons with some effect..

T3 Training: the bulk of conscript troops, typically about 8-10 weeks training in basic combat skills. Very
much reliant on officers and NCOs to keep going. Capable of following an initial battle plan, and capable of
combined arms actions, but with not much ability to respond quickly to circumstance changes under combat
stress when suffering casualties. Average shooting skills and limited field craft skills, will be able to carry out
ambushes and create interlocking earthworks for defence given a few hours.

T4 Training: conscripts with rushed training, 6 weeks or less, told how to march and shoot and not much
else, with inexperienced officers and NCOs. Very often troops being used for something other than they
were trained for. eg using pioneers, which are trained to dig, as infantry. Totally incapable of using terrain to
aid an advance, and usually indifferent or poor shooting skills. Poor camouflage skills. No enthusiasm for
melee combat. Very reliant on officers and NCOs to keep semblance of order, will be poor at changing
orders once in combat, and will have little or no training in combined arms combat.

T5 Training: not common in regular armies, basically civilians shown how to use a rifle and told to get on with
it! Or native volunteers with more enthusiasm/bravado than skill, such as Arab tribesmen. Although particular
individuals may be good, the unit will have no fire discipline, no knowledge of use of cover, and no training in
battle planning. Attempting to change orders once under fire or expecting the use of initiative would be
disastrous.

Morale is a much more subjective statement, but here is primarily the abilility of a unit to withstand casualties
before suffering a morale reverse (i.e. halts if advancing under fire, breaks off and withdraws if defending,
and is based loosely on the following:

A Morale: elite troops with high motivation and disregard for casualties, will typically sustain 70% casualties
before collapsing. Very capable of carrying on with heavy officer/NCO losses. Will however suffer a major
drop in enthusiasm if not used in action. Usually also highly or well trained.

B Morale: veteran troops or troops with well known "warrior" status, typically can take 50% casualties before
failing, especially in defence. Capable of carrying on with some officer/NCO losses. Typical of many non-
English British and Commonwealth units, which were noted for their above average valour. Indeed one
observer commented in the Far East that an Infantry Brigade with a Ghurka battalion on one flank and an
Australian one on the other of its British battalion would be capable of dealing with anything.

C Morale: the vast bulk of conscript regular infantry of the period, with sufficient training and motivation to
carry out orders at first, but will often halt at 10-15% casualties, and may break at 30% losses, specially if
suffering significant officer/NCO losses.

D Morale: troops that have had less than 4 weeks training, or haven't had any time to coordinate with other
units, where motivation is lacking, or unwilling to advance. Will often halt whilst under fire, even with very
light losses. Can still be okay in defence, but will break on 15-30% losses.

E Morale: not common in regular armies, but usually untrained militias, unenthusiastic troops and civilians.
Will often break and run even if only receiving ineffective fire. Completely unmotivated troops such as some
of the Australians at Singapore might be classed thus.

Note that a unit can be described as poor in say training but good in morale. Very often troops with
indifferent or poor skills would still have high motivation, especially in defence.

In certain cultures (especially outside Europe) losses have less effect on unit morale even in poorly trained
units or armies - many Soviet and Japanese units could take enormous losses and still try and carry out their
orders.

ARTILLERY FIRE CONTROL

Artillery batteries have three types of fire control noted in the lists, these being Obsolete, Assigned, and
Flexible. All are Flexible type unless stated otherwise.
page 3

OBSOLETE FC: The battery can only be used for pre-planned fire, on table direct fire, or indirect fire
controlled by runner or telephone. This is typical of armies without radios.

ASSIGNED FC: The battery is controlled by radio or telephone, but is assigned to a tabletop CHQ or the
BHQ. It can only be controlled by that HQ, and there is no separate OP team. If the controlling HQ is lost in
battle, then the battery is considered out of action for the rest of the game. Alternatively the battery can be
fielded on table as a direct fire unit. This is typical of armies with poor training
and limited radios, and modern Soviet trained armies, where a commander from the artillery battalion has a
vehicle at the Bttn/Reg Command Post it is supporting.

FLEXIBLE FC: This applies to German and post July 1942 American and British army lists only, and post-
1946 NATO trained armies. The battery(s) are allocated to the battlegroup HQ (BHQ) via an artillery rear-link
(usually a radio van or armoured OP) vehicle which is fielded on table. In addition, most batteries have one
or two OP (observation post) teams each of 3 men and a backpack radio each, often in a vehicle or aircraft,
which controls the battery and can call down fire from other batteries in the same artillery battalion or
regiment. These OPs, if not in an aircraft, will also have a direct radio link to the BHQ.

In addition to the above, most Corps or Army batteries are used only for pre-planned or counter- battery fire,
although they can be assigned or allocated to the BHQ as above.

USING THE ARMY LISTS

If not using points values, the following method of dicing can be used to generate battle groups with a
realistic chance of equipment appearing. Indeed it could be combined with points values, the lists are
designed to be flexible to your own needs.

1. Agree with opponent or organizer on points limit or on the number of teeth arm companies and
support platoons to be fielded. A typical limit is two companies and three support platoons, with an extra two
of each if using Russians after 1940.

2. Go through the list of teeth arm units for the chosen list, selecting companies as desired up to the limits
imposed above.

3. The Battlegroup HQ is determined from the type of teeth arm companies fielded: if one type is in the
majority, then field the battalion HQ: if equal numbers of 2 or 3 types are fielded then combine the bttn HQs
as the BHQ (e.g. if 2 tank and 2 infantry companies are used, then the BHQ consists of the tank battalion
HQ and infantry battalion HQ combined). If a full battalion plus over one company of another battalion is
fielded, then use the majority type brigade or regiment HQ as the BHQ.

4. Any teeth arm level recce and support companies can be split up so that individual platoons can be fielded
as desired, being classed as support that does not need to be diced for.

5. Brigade level support can be fielded as desired only if the appropriate brigade or regiment HQ is
fielded, otherwise must be diced for.

6. Division, Corps and Army level support must be diced for. Any company at these levels can be split up
and individual platoons fielded.

7. Dicing for support. Select the platoon or company type you desire, then note the maximum
number of that type of unit, multiply this by the number of teeth arm companies being used, then multiply by
the following number, to give the % chance of obtaining the desired unit.
Reg/bde level support: 10%
Divisional level support: 05%
Corps level support: 01%
Army level support: 0.5%
Before rolling, it can be decided to split these percentages to give more than one chance of
obtaining that unit type, e.g. 60% could be 2 rolls at 30% and so on.
8. Any CHQ and Bttn HQ can have two runners attached, on foot, horse, motorcycle or jeep as
appropriate to that army list. Also infantry battalions can add 2 snipers per infantry company with morale and
training one level above accompanying troops, up to AT2.
9. Any platoon can be fielded one section or vehicle short to represent combat losses, and any company can
be fielded one platoon short.
page 4

ABBREVIATIONS
AA: anti-aircraft
AALMG: LMG mounted on tripod for AA purposes
A/C: armoured car
ACV: armoured command vehicle
AFV: armoured fighting vehicle
AR: assault rifle such as MP44, AK47, M16A1, SA80, etc
ARV: armoured recovery vehicle
A/T: anti-tank
ATGW: Anti-Tank Guided Weapon, (Milan, X-7, TOW, etc)
ATR: Anti-tank Rifle (eg Boys, PzB39, PTRD41)
AVLB: armoured bridgelayer
BAR: Browning Automatic Rifle
BHQ: Battlegroup headquarters
Bttn HQ: Battalion headquarters
Bttn: Battalion
CBW: Chemical, Biological Warfare (usually recce/detection units)
C/F: chaff and flare countermeasures
CHQ: company headquarters
demo: demolition
ECM: Electronic Counter Measures
EW: Electronic Warfare
FAE: fuel air explosive bomb or warhead(or thermobaric, aka vacuum bombs)
FG42: German Paratroop weapon, can be used as sniper's rifle, LMG or assault rifle as desired.
Flak.Pz: Flakpanzer - anti-aircraft tank
flamegun: flamethrower
FLIR: Forward Looking Infra Red (aircraft night TV)
GPMG: general purpose machine gun, such as MG34, MG42, L7, M60, etc
GPS: Global Positioning System
HMC: howitzer motor carriage
HMG: heavy machine gun on tripod in 12.7mm class of weapon
HQ: headquarters
H/T: halftrack
IRWR: Infra-red Warning Receiver (on aircraft)
LAW: Light Anti-Tank Weapon, eg 66mm M72.
LMG: light machine gun (Bren, etc)
LRRP: Long Range Recce Patrol (elite or better trained light scout troops)
MAW: Medium Anti-Tank Weapon, such as 84mm Carl Gustav
M/C: motorcycle (Combo = motorcycle & sidecar)
MMG: medium machine gun on tripod of rifle calibre
MP44: German assault rifles
OP: Observation Post, also known as FOO.
PHQ: Platoon headquarters
PNVG: Passive Night Vision Goggles
Pz.: Panzer - German tank
Pz.Bef.#: Panzerbefelswagen - German command tank
Pzshreck: Panzershreck anti-tank rocket launcher
RCL: Recoilless Rifle (also RR)
RHQ: Regiment headquarters
RWR: Radar Warning Receiver (aircraft)
SATCOM: Satellite Communications radio link
SAW: Squad Automatic Weapon: very light LMG, usually 5.56mm calibre such Minimi or SA80+bipod, or RPK
S/C: scout car
SHQ: Squadron headquarters
SMG: sub-machine gun
smk: smoke
SP: self-propelled
SPG: self-propelled gun
sqd: squad or section of about 10 men
TI: Thermal Imaging night sight
WP: White Phosphorous
page 5

Micro-Painting.com Wargames Painting Service


Painted to a good wargames standard, prices include flags, vehicle camouflage and markings, basic facings
if appropriate, and matt varnish finish:

1/300:
Vehicle: 45p gun/limber: 25p figure: 12p horse: 10p
irregular non-uniformed/DPM figure = +10p
small aircraft/helo: 2.50 2-engine plane/medium helo: 3
3-4-engine plane/big helo: 4 big planes: (B29, Me-323, B2, CH47): 5.50
Helos add 50p if I have to assemble them!

1/200, 1/285 GHQ, Adler 8mm, Baccus 6mm:


Vehicle: 80p gun/limber: 35p figure: 20p horse: 15p
small aircraft/helo: 3 2-engine plane/medium helo: 4
3-4-engine plane/big helo: 5

10mm:
Vehicle: 1.50 figure: 40p horse: 30p guns: 60p limbers: 60p + horses

12mm-15mm, 1/144 scale WW2 & modern:


Vehicle & guns: 3-5 depending on size! Write me for a quote. Guns 1.50 small-med, 2.50 large
Foot figure: 60p cavalry: 1.10 limbers: 1.00 + 50p per horse

15mm Napoleonics & other periods:


foot figure: 70p cavalry: 1.20 guns: 1.50 limbers: 1.00 + 50p per horse + crew as foot figures

20mm figures (modern/WW2 only)


basic foot figure: 75p extra detail/dry brushing/eyes/etc. 1.50
horses: 60p (basic only) guns & vehicles: 50p-7 depending on size
19th Century figures + 10p. Napoleonic guns: 2.00; limber/wagons 1.50+ crew and animals;
elephant 3.00 + crew

25mm figures
foot figure: 3.50 (horses, basic +1.00)

ALL SCALES: WW2/MODERN FIGURES IN DPM/MULTI-TONE CAMOUFLAGE, AND IRREGULAR NON-


UNIFORMED PRE-20TH CENTURY, ADD 10P PER FIGURE

Add 20% if basing is required (please specify base sizes!). This is on thick card with Tetrion earth effect,
painted and dry brushed. Alternative basing considered if required.

Orders should add 15% P&P in the UK/BFPO up to 50 or vehicles/buildings.


For UK orders over 50 add 10% P&P instead. All orders over 50 are sent Special Delivery.
P&P 20% overseas Europe, 25% USA.

Payments in Sterling by cheque/PO/cash/$ cash to 'Mark Bevis', and posted to Mark Bevis, 17 Pheasantford
Street, Burnley, Lancs, BB10 3BD. Post dated payments can be accepted for large orders painted over a
long period of time.
See 15mm samples at
http://www.facebook.com/album.php?aid=2023623&id=1116563344&l=34c4c7241b
see 6mm samples at:
http://www.facebook.com/album.php?aid=2049458&id=1116563344&l=bdb9e8a811
http://www.facebook.com/album.php?aid=2037799&id=1116563344&l=a7c52b196d
see 10mm samples at:
http://www.facebook.com/album.php?aid=2049461&id=1116563344&l=482601b17c
see 20mm samples at:
http://www.facebook.com/album.php?aid=2049462&id=1116563344&l=85b0e3cc22

email address is sultanbev@googlemail.com


(Feb 2010)

You might also like