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    Lightning War2Revised & updated

    Easy play rules for World War 2

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    The ConceptThe 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 rulesat 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 suchdistances 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 byplayers, 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.

    Kaserrine Village 1943

    The rail line and small village were a

    major objective for the German counter

    offensive in March 1943 Even though

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    to re-create. Even well used paddocks have a dip or hollow, just deep enough to allow a tank toget 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 theuniversal 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 reasonablyaccurate 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 average rate of advance

    was restricted to that of the foottroops. In the Western Desert,

    troops found the heat and fliesextremely difficult. Lack of

    reliable water supply was to

    eventually cripple Italian morale.

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    objective(s). The game turn ends immediately the current initiating players selected platoon failsa 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 Moraletests 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 asrequired.

    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 tablesattached 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 independentsupporting 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

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    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 definedCommand 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 CommandPhase, 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 FireCounter 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:

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    Victory point values

    The player controlling enough objective points and or causing sufficient enemy unit casualties togain 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 becomingcompletely knocked out or sufficiently damaged to prevent them continuing in action. The rules

    make no distinction. Infantry units and gun crews become disabled through casualties eitherwounding 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 intobetraying 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 thetarget 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:

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    Movement at night troops and vehiclesThe 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 ofmorale, 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 smallstand 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 movethrough 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 sameside 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

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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 HedgesWalls 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

    US troops crossing the Rhine in

    March 1945. The Rhine was amajor river barrier that presented

    significant problems in crossing

    it.

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    Heavy Machineguns Direct Fire

    Heavy machineguns from company or battalion heavy weapons platoons may fire in directsupport 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 travelconsiderably 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 suchHEAT 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, during 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

    assa lt m st be paired off before an e tra sq ads are allocated The defender ma attempt to

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    ArtilleryRequests for fire support.

    Each artillery battery fire mission must be directed by an observer team attached to a CompanyHeadquarters. 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 1Platoon request to Battalion for fire support 3,4,5 or 6

    Platoon request for Regimental fire support 4,5 or 6

    Pl t t f Di i i l fi t 5 6

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    affected by an engineer unit in constant contact with the bridge, during the repair process. Largestructures 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 firingIt 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 byworkshop 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 rapidshooting. 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 andalign 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 offire 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

    h th l l i th hi l th d d d i th t idi

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    matter of firing at a moving target did not significantly reduce the chances of hitting it. All crewsknew 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 considerabledetermination 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, tankcrews immediately abandoned broken down vehicles.

    Tank desant infantryWhile 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 touse 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 battleon 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.

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    I have seen no record of Japanese troops riding into battle on tanks although I assume such athing 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) valueremains 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 45o. Turrets may traverse up to 360

    oduring each firing attempt.

    T i t t d t tit t t

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    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 =6Sherman 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. Tankswithin 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 orfortifications targeted with anti-tank rockets dont suffer accuracy penalties for obvious reasons.

    Troops suffering a hit from such HEAT weapons take a 3D6 casualty test. Normal coverreductions apply.

    Soviet combat engineers were well trained and veryf l Th f ll d t d th d N

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    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 mustbe 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 = 7Irregular 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 thantheir morale rating.

    Each time a sub-unit becomes a casualty, is pinned or suppressed the parent unit must take amorale 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 aBUA.

    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,

    h ld th t it d d f i iti BUA th k th t t ith 3D6

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    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 3PzKw 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 3PzKw 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

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    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 NilCruiser 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 NilValentine 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

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    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 9United States

    37mm 5

    57mm 8

    3 inch 10

    Italy

    37mmL32 3

    Japan

    37mm T94 Type 01 3

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    TO&E

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    2

    3

    8

    ?

    K

    o

    i

    {!

    $

    ^

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    )

    +

    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

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    Panzer Armee Africa 1941 until the end of 1942

    German Forces in the Mediterranean

    HQ 1-PzII1-251/3 HT

    1-PzIII H/J 1-PzIII H/J 1-PzIVE or F1/F2

    Typical Panzer Company

    31-2cm FLAK

    PzIII H/J should carry 5cmL42 until May 1942After May 1942, 30% should carry 5cmL60

    PzIVF2 began to arrive in May 194250% should be F2 by Alamein

    There were 5 or 6 PzIVG lost at Alamein

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    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)

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    German Infantry Regiment 1940-Mid 1944

    !

    )

    !

    !! ! !

    !!

    1

    )

    )))

    III II I

    2-AT guns1-2cm Flak

    1-MMG

    1-10cm Hwtz 1-15cm Hwtz

    + tow 1-tow1-OP 1-OP

    716

    14 13

    1-7.5cm SiG 18

    1-15cm SiG 33

    1-5cm mtr 1-5cm mtr 1-ATRi fle

    1-ATRifle

    Coys 8-5 Coys 4-1

    9101112

    II

    23 1

    * 8cm Mtrs replace 5cmMid 1943

    * AT Rifles deleted Mid 1941* Pzfaust introduced Late 1943.

    *5cm AT guns replaced by PaK 40by Late 1943.*Many regts reduced to 2 Bns by 1944

    NOTES

    1-10.5cm Hwtz

    + tow1-OP

    * 15cm Battery allocated toCounter battery fire if necessary

    From Divisional Assets

    3 Plns 3 Plns 3 Plns 3 Plns

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    German Heavy Tank Company - August 1942

    {

    1-Tiger 1 1-Tiger 11-PzIIIN 1-PzIIIN

    1-Tiger 1

    1-PzIIIN

    German Heavy Tank Company - 1945

    {

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    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 PlnSupport Pln

    2-MMG

    2-45mm Mrts

    )1-81mm Mtr

    Italian Artillery Detachment 1940-42

    HQ

    2-47mmL32Guns

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    $

    $

    $ $$

    )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 6 514

    Panzer Grenadier Division Late 1942 through Early 1944

    +119

    From Divisional Assets

    )

    )) )1-10.5cm 1-10.5cm1-Hummel

    II.I. III.)) * Panzer Jager Abtattached to motorisedinfantry

    * 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

    3-251/11-251/9

    1-251/10

    1/251/2

    3 Plns

    3-251/13 Plns 3 Plns

    (Coy HQ)

    3 crews 3 crews

    1-OP

    1-8cm mtr

    1-MMG

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    Russian Tank Corps - Breakthrough Group 1944-45

    !!!

    2

    {

    3 + )

    HQ

    AA Pln1-37mmAA

    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

    Heavy Coy attached from Corps assetsfor duration of attack.

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    !

    !! ! "

    ! ! 1

    "

    &!

    !!!

    Russian Mechanised Corps Late 1942-1945

    9-bases 9-bases9-bases 3-M3-HT

    3-bases

    2-57mm ATG

    3-bases 3-bases 3-bases

    9-Tanks 9-tanks

    "3-bases 2-37mm AA+ tow

    ! 4

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    !!

    ! !

    !

    2 !

    2

    )

    Rifle Rgt

    Rifle Bn Rifle Bn

    Rifle Coy Rifle Coy

    3-Plns 3-Plns

    SMG Coy

    3-Plns

    A/T Coy

    A/T Rifle Coy

    6-45mmATG

    Arty Rgt Mortar Coy

    1-120mm Mtr

    Soviet Rifle Regiment 1943-45

    !

    !

    Rifle Coy

    3-Plns

    Rifle Bn

    ))3-76mmGuns

    Arty Rgt

    2-122mm Hwt

    6-57mmATG

    or

    6-45mm or57mmATG

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    ! ! !

    4 ) + +

    Soviet Tank Corps 1943-45

    6-T34 6-T34 6-T34

    2-T342-T342-T34

    1-IS2 2-37mm 2-SU85 2-ISU1522-120mmmortarsFlak

    Typical Tank Brigade

    3-SMG Plns 3-Rfl Plns 3-Rfl Plns

    ) K2-MMG2-81mm

    mortars

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    {

    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

    German Assaultgun Detachment (Abteilung)

    StuG units were organised into batteries because

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    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 Tank2-Scoutcars

    3-Comet - from April 1945

    Motor Battalion - North West Europe

    $$$$

    {

    2-M3 1/2 tracks2-carriers3-Plns

    A Coy B Coy C Coy D Coy

    1-M3 1/2 track1-Pln

    HQ

    HQ

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    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 1-Cromwell VII

    1-Comd Veh

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    !

    2)

    )

    K

    4 2 "

    ! ! !

    U.S Infantry Division Sub-unit organisation

    Regimental Combat Team

    12

    3-105 Hwt

    1-OP1-105 Hwt 3-57mmATG

    or

    1 2 3

    I J KFrom Divisional Assets L1-81 Mtr

    2-60 Mtr

    1-HMG

    2-MMG

    1-Bazooka

    4- Bofors 3-M10or

    3-M36

    3-M18or

    3-M4

    3-3 inch ATG

    ! ! !

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    U.S Armoured Combat Command 1943-45

    "

    $" + 9&

    $ $ $

    $ $ 2 ^

    +

    CCA

    3-M8a/c 2- Trucks

    1-jeep1 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-Jeep1-HT

    1-HMG

    1-MMG

    1-HMG1-OP

    1-HT

    Support Company

    1-M7

    1-OP

    1-HT1-Pln1-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/platoonsand cross attached to each infantry combat team

    Notes

    "

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    !

    2)

    )

    K

    4 2 "

    ! ! !

    U.S Infantry Division Sub-unit organisation

    Regimental Combat Team

    12

    3-105 Hwt

    1-OP1-105 Hwt 3-57mmATG

    or

    1 2 3

    I J KFrom Divisional Assets L1-81 Mtr

    2-60 Mtr

    1-HMG

    2-MMG

    1-Bazooka

    4- Bofors 3-M10or

    3-M36

    3-M18or

    3-M4

    3-3 inch ATG

    ! ! !

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    U.S Army Sub-unit Organisation

    Combat Team

    !

    ) "32

    From Divisional AssetsFrom 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

    KJ

    1-HMG

    1-MMG

    1-60 Mtr

    1 Pln1 Pln1 Pln