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Short Table of Contents

1: MINIATURE WARGAMING.............................................................................................................8 2: INTRODUCTION .......................................................................................................................... 14 3: SEQUENCE OF PLAY.................................................................................................................. 16 4: MARKERS AND FORCES ................................ ................................ ................................ ............ 20 5: TROOP QUALITY ........................................................................................................................ 24 6: MOVEMENT ................................................................................................................................ 27 7: COHESION .................................................................................................................................. 31 8: TERRAIN..................................................................................................................................... 33 9: VEHICLES ................................................................................................................................... 42 10: INFANTRY, CAVALR Y, APCS AND TOWED W EAPONS ........................................................... 44 11: SPOTTING ................................................................................................................................. 49 12: COMBAT OVERVIEW ................................................................................................................ 52 13: FIRE COMBAT........................................................................................................................... 53 14: ANTI -VEHICLE FIRE .................................................................................................................. 58 15: ANTI -INFANTRY FIRE................................................................................................................ 63 16: ARTILLERY FIRE....................................................................................................................... 66 17: CLOSE COMBAT ....................................................................................................................... 76 18: NIGHT FIGHTING....................................................................................................................... 79 19: COMBAT ENGINEERS ............................................................................................................... 79 20: AIRSTRIKES .............................................................................................................................. 80 21: ESOTERICA .............................................................................................................................. 81 22: GAMING AT 1:1 ......................................................................................................................... 82 23: DESIGNERS NOTES ................................................................................................................. 83 24: ARMY LISTS.............................................................................................................................. 87 25: VEHICLE DATA ......................................................................................................................... 99 26: ARTILLERY DATA................................................................................................................... 106

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Table of Contents
1: MINIATURE WARGAMING.............................................................................................................8 1.1 What Is Miniature Wargaming?................................ ................................ ................................ ......8 1.2 Periods ................................ ................................ ................................ ................................ ......8 1.3 The Miniatures ............................................................................................................................8 1.4 Painting the Miniatures............................................................................................................... 10 1.5 Terrain..................................................................................................................................... 11 1.6 A Few Good References ................................ ................................ ................................ ............ 11 1.7 Playing Your First Game ............................................................................................................. 13 1.8 Where Panzers Dare 2 Tactical Primer......................................................................................... 13 1.9 Glossary................................................................................................................................... 13 2: INTRODUCTION .......................................................................................................................... 14 2.1 What You Need To Play ............................................................................................................. 14 2.2 Scale14 2.3 Measuring ................................................................................................................................ 14 2.4 Optional Rules .......................................................................................................................... 15 3: SEQUENCE OF PLAY.................................................................................................................. 16 3.1 Executive Summary ................................................................................................................... 16 3.2 General................................ ................................ ................................ ................................ .... 16 3.3 Sequence of Play ...................................................................................................................... 16 3.4 Time Limits (Optional, but highly recommended)................................ ................................ ............ 18 4: MARKERS AND FORCES ................................ ................................ ................................ ............ 20 4.1 Markers................................ ................................ ................................ ................................ .... 20 4.2 Units and Stands................................................................................................................... 20 4.3 Mounting Your Troops................................................................................................................ 20 4.4 Identifying Stands...................................................................................................................... 21 4.5 Vehicle, Anti-Tank Gun, and Anti-Aircraft Gun Data Chart............................................................... 21 4.6 Infantry & Cavalry Data Chart...................................................................................................... 22 4.7 Towed Artillery Data Chart.......................................................................................................... 22 4.8 The Army Lists.......................................................................................................................... 23 5: TROOP QUALITY ........................................................................................................................ 24 5.1 Executive Summary ................................................................................................................... 24 5.2 Troop Quality................................ ................................ ................................ ............................ 24 5.3 Default Troop Quality Settings..................................................................................................... 24 5.4 Quality Checks (QC) .................................................................................................................. 25 5.5 Quality Checks Due to Fire Combat ............................................................................................. 25 5.6 Quality Checks Due to Overwatch Fire ......................................................................................... 26 5.7 Quality Checks Due to Artillery Attacks......................................................................................... 26 5.8 Quality Checks Due to Losses..................................................................................................... 26 5.9 Quality Checks Due to Close Combat........................................................................................... 26 5.10 Effects of Failed Quality Checks ................................................................................................ 26 6: MOVEMENT ................................................................................................................................ 27 6.1 Executive Summary ................................................................................................................... 27 6.2 General................................ ................................ ................................ ................................ .... 27 1.1 Terrain Effects on Movement ...................................................................................................... 28 6.3 28 6.4 Amphibious Vehicles.................................................................................................................. 29 6.5 Skis, Sleds and Aerosans ........................................................................................................... 29 6.6 Strategic Movement ................................................................................................................... 29

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7: COHESION .................................................................................................................................. 31 7.1 Executive Summary ................................................................................................................... 31 7.2 General................................ ................................ ................................ ................................ .... 31 7.3 Cohesion Distances ................................................................................................................... 31 8: TERRAIN..................................................................................................................................... 33 8.1 General................................ ................................ ................................ ................................ .... 33 8.2 Line of Sight ............................................................................................................................. 33 8.3 Cover....................................................................................................................................... 34 8.4 Linear Obstacles ....................................................................................................................... 34 8.5 Hills and Ridges ........................................................................................................................ 35 8.6 Clear Terrain.................................................................................... Error! Bookmark not defined. 8.7 Light Woods .................................................................................... Error! Bookmark not defined. 8.8 Heavy Woods .................................................................................. Error! Bookmark not defined. 8.9 Sand Error! Bookmark not defined. 8.10 Bad Going ..................................................................................... Error! Bookmark not defined. 8.11 Rough................................ ................................ ........................... Error! Bookmark not defined. 8.12 Streams......................................................................................... Error! Bookmark not defined. 8.13 Drainage Ditches ..................................................................................................................... 35 8.14 Rivers ................................ ................................ ................................ ................................ .... 37 8.15 Roads................................ ................................ ................................ ................................ .... 37 8.16 Bridges ................................................................................................................................... 38 8.17 Paths..................................................................................................................................... 38 8.18 Railways................................................................................................................................. 39 8.19 Cliffs ...................................................................................................................................... 39 8.20 Towns................................ ................................ ................................ ................................ .... 39 8.21 Church Steeples, Windmills & Water Towers ............................................................................... 39 8.22 Hedges .................................................................................................................................. 39 8.23 Fortifications ........................................................................................................................... 39 8.23.1 Foxholes & Hasty Entrenchments........................................................................................ 39 8.23.2 Deliberate Entrenchments................................................................................................... 40 8.23.3 Bunkers................................ ................................ ................................ ............................ 40 8.23.4 Pill Boxes ......................................................................................................................... 40 8.24 Terrain Overlap ....................................................................................................................... 40 9: VEHICLES ................................................................................................................................... 42 9.1 General................................ ................................ ................................ ................................ .... 42 9.2 Vehicle Firing Arcs..................................................................................................................... 42 9.3 Open-Topped Vehicles............................................................................................................... 43 10: INFANTRY, CAVALR Y, APCS AND TOWED W EAPONS ........................................................... 44 10.1 Executive Summary ................................................................................................................. 44 10.2 General.................................................................................................................................. 44 10.3 Types of Infantry...................................................................................................................... 44 10.4 Integral Weapons ................................ ................................ ................................ .................... 45 10.5 Infantry Movement and Facing................................................................................................... 45 10.6 Infantry Firing.......................................................................................................................... 46 10.7 Towed and Man portable Weapons ................................ ................................ ............................ 46 10.8 Carrying Infantry...................................................................................................................... 46 10.9 Cavalry, Motorcycle and Bicycle Infantry..................................................................................... 47 10.10 Tank Riders .......................................................................................................................... 47 10.11 Carrying Capacities................................................................................................................ 47 11: SPOTTING ................................................................................................................................. 49 11.1 Executive Summary ................................................................................................................. 49 11.2 Line of Sight (LOS) .................................................................................................................. 49 11.3 Detection................................................................................................................................ 50 11.4 Spotting.................................................................................................................................. 50

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11.5 Terrain Effects on Spotting........................................................................................................ 50 11.6 Spotting Chart ......................................................................................................................... 50 11.6.1 Clear Weather................................................................................................................... 50 11.6.2 Poor Weather................................ ................................ ................................ .................... 51 11.6.3 Bad Weather..................................................................................................................... 51 11.6.4 Night & Fog ...................................................................................................................... 51 12: COMBAT OVERVIEW ................................................................................................................ 52 12.1 General.................................................................................................................................. 52 12.2 Cover..................................................................................................................................... 52 13: FIRE COMBAT........................................................................................................................... 53 13.1 Executive Summary ................................................................................................................. 53 13.2 General.................................................................................................................................. 53 13.3 Procedure............................................................................................................................... 54 13.4 Targeting Restrictions............................................................................................................... 54 13.5 Movement and Firing................................................................................................................ 55 13.6 Overwatch.............................................................................................................................. 55 13.7 Shoot and Scoot...................................................................................................................... 56 13.8 Hold Fire ................................................................................................................................ 56 13.9 Pivot ...................................................................................................................................... 57 13.10 Mounted Infantry................................ ................................ ................................ .................... 57 13.11 Cavalry, Motorcycle Infantry and Bicycle Infantry (Optional Rule).................................................. 57 14: ANTI -VEHICLE FIRE .................................................................................................................. 58 14.1 Executive Summary ................................................................................................................. 58 14.2 General.................................................................................................................................. 58 14.3 Angle of Attack ........................................................................................................................ 58 14.4 Rolling to Hit ........................................................................................................................... 59 14.4.1 Gun Procedure.................................................................................................................. 59 14.4.2 Quality Modifiers................................................................................................................ 59 14.4.3 Pinned............................................................................................................................. 59 14.4.4 ROF Reduction for Multiple Targets..................................................................................... 59 14.5 Terrain Saving Throw ............................................................................................................... 59 14.6 Penetration Rolls..................................................................................................................... 60 14.7 Negative Penetration Factors ................................ ................................ ................................ .... 61 14.8 Special Ammo......................................................................................................................... 61 14.8.1 HVAP, APCR, PzGr-40 & APS................................ ................................ ............................ 61 14.8.2 APDS............................................................................................................................... 61 14.8.3 Little John Adapter............................................................................................................. 62 14.8.4 Limited Ammo (Optional Rule)............................................................................................. 62 14.9 Schrzen................................................................................................................................ 62 14.10 Soft Vehicles ......................................................................................................................... 62 14.11 Integral Infantry Anti-Tank Weapons ......................................................................................... 62 15: ANTI -INFANTRY FIRE................................................................................................................ 63 15.1 Executive Summary ................................................................................................................. 63 15.2 Procedure............................................................................................................................... 63 15.3 Pinned/Suppressed Effects on Anti-Infantry Fire .......................................................................... 64 15.4 Infantry Stand Data.................................................................................................................. 65 15.5 Flame Throwers ...................................................................................................................... 65 16: ARTILLERY FIRE....................................................................................................................... 66 16.1 Executive Summary ................................................................................................................. 66 16.2 General.................................................................................................................................. 66 16.3 Indirect Fire Procedure Overview ................................ ................................ ............................ 66 16.4 Fire Missions........................................................................................................................... 67 16.5 Forward Observers (FO); Doctrine............................................................................................. 67

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16.6 Moving FOs and Calling Fire ................................ ................................ ................................ .... 68 16.7 Calling Fire; Dedicated Artillery .................................................................................................. 68 16.8 Battalion & Company Mortars................................ ................................ ................................ .... 69 16.9 Continuing Fire........................................................................................................................ 69 16.10 Resolving HE Fire Missions..................................................................................................... 69 16.11 Multiple Fire Missions Hitting the Same Stand................................ ................................ ............ 72 16.12 Defensive Fire (Optional) ........................................................................................................ 72 16.13 Speculative Fire..................................................................................................................... 72 16.14 Calling for Fire Complicated Optional Rules................................ ................................ ............ 73 16.15 Programmed Fire (optional)..................................................................................................... 74 16.16 Smoke.................................................................................................................................. 74 16.17 Counter Battery (CB) Fire........................................................................................................ 75 16.18 Multiple Rocket Launchers ...................................................................................................... 75 16.19 Ammunition Limits (Optional)................................................................................................... 75 17: CLOSE COMBAT ....................................................................................................................... 76 17.1 Executive Summary ................................................................................................................. 76 17.2 Types of Close Combat ................................ ................................ ................................ ............ 76 17.3 Supported Tanks..................................................................................................................... 77 17.4 Procedure............................................................................................................................... 77 17.5 Firing in Close Combat............................................................................................................. 77 17.6 Infantry in Close Combat .......................................................................................................... 77 17.7 Anti Tank Close Assault (ATCA)................................................................................................ 78 17.8 Pivoting in Close Combat .......................................................................................................... 78 17.9 Miscellaneous Close Combat Rules ........................................................................................... 78 17.10 Night Fighting........................................................................................................................ 79 17.11 Combat Engineers ................................................................................................................. 79 18: AIRSTRIKES .............................................................................................................................. 80 19: ESOTERICA .............................................................................................................................. 81 19.1 Funklenk Panzers................................ ................................ ................................ .................... 81 19.2 Railway Guns & the Karl Mrser ................................................................................................ 81 19.3 Armored Trains ....................................................................................................................... 81 19.4 Vampir IR ............................................................................................................................... 81 19.5 Montys Moonlight ................................ ................................ ................................ .................... 81 19.6 Canal Defense Lights (CDL)...................................................................................................... 81 19.7 X -7 ATGW .............................................................................................................................. 81 20: GAMING AT 1:1 ......................................................................................................................... 82 21: DESIGNERS NOTES ................................................................................................................. 83 21.1 Tank & Gun Rating Notes ......................................................................................................... 83 21.1.1 Speed.............................................................................................................................. 83 21.1.2 Armor............................................................................................................................... 83 21.1.3 Penetration....................................................................................................................... 83 21.1.4 Ranges ................................ ................................ ................................ ............................ 84 21.1.5 ROF84 21.1.6 Anti Infantry (AI) Rating ...................................................................................................... 84 21.1.7 Misc Notes........................................................................................................................ 84 21.1.8 Gun Ratings...................................................................................................................... 85 21.2 Infantry Data........................................................................................................................... 85 21.2.1 Integral Anti-tank ............................................................................................................... 86 22: ARMY LISTS.............................................................................................................................. 87 22.1 Germany ................................................................................................................................ 88 22.1.1 Infantry and SS Grenadier Division 1941-1944 ...................................................................... 88 22.1.2 Infantry, Reichsgrenadier & SS Grenadier Division late 1943-1945........................................... 89 22.1.3 Panzer Division 1941 mid 1942......................................................................................... 90

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22.1.4 Panzer Division & SS Panzer Grenadier Division late 1943 to mid 1944................................ .... 92 22.2 USSR ..................................................................................................................................... 94 22.2.1 Rifle Division 1941-1942..................................................................................................... 94 22.2.2 Average Rifle Division 1941 .............................................................................................. 95 22.2.3 Rifle Division Mid 1943-1945............................................................................................... 96 22.2.4 Tank Division 1941................................ ................................ ................................ ............ 96 22.2.5 Tank Corps 1944 to 1945 ................................................................................................... 97 23: VEHICLE DATA ......................................................................................................................... 99 23.1 Britain & Commonwealth.......................................................................................................... 99 23.2 Germany .............................................................................................................................. 103 23.3 USSR ................................................................................................................................... 105 24: ARTILLERY DATA................................................................................................................... 106 24.1 Britain & Commonwealth........................................................................................................ 106 24.2 Germany .............................................................................................................................. 107 24.3 USSR ................................................................................................................................... 108

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1: Miniature Wargaming
1.1 What Is Miniature Wargaming? The miniatures wargaming hobby is nothing more than playing with toy soldiers. Of course, there are sophisticated rules to resolve combat, to simulate certain historical periods, and to portray and resolve the dilemmas that faced real commanders. But the bottom line is that we play with toy soldiers. And its a lot of fun. 1.2 Periods Most miniatures wargame rules focus on a particular period i.e., the Napoleonic Wars, the Middle Ages, the far future, etc. WPD2 focuses on WWII combined arms combat. Its sister game, A Fistful of TOWs focuses on modern mechanized combat. Its other sister, Railgun: 2100 focuses on armored combat in the 22nd century. 1.3 The Miniatures To play WPD2, youll need to buy miniatures. The game was designed for 1/285, 1/300 o r 6mm scales (all called micro scales), but you can play it with any scale of miniatures. There are some nice 15mm and 10mm lines out there; give them a look, if you can get them. I currently play with 15mm and the spectacle is awesome. But since most modern wargamers play with micro scale miniatures, most of these notes will concentrate on those scales. The first choice youll need to make is which army? Then, go buy your miniatures. First, pick the scale 1/285 or 1/300 (also called 6 mm). The two are slightly different, so be careful mixing them. I do mix them, but all of my M-4s, for example are in the same scale (and from the same manufacturer). If youre in the US, 1/285 is probably the best choice. In the UK, 1/300 is more popular. And the Internet has made it possible for US gamers to easily get 1/300 scale miniatures. A word about quality. In 1/285 scale, GHQ is unquestionably the best. Of course, theyre also the most expensive. If you decide to go with GHQ, do take a look at their Combat Comma nd packs.

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They contain 1 -2 battalions worth of troops at a more economical price. C -in-C, on the other hand, approaches GHQ in quality and is less expensive. And C -in-C is packaged with fewer miniatures per package, which helps minimize the purchase of redundant miniatures. I have both lines in my army, and like them both. C-in-C also has more esoteric vehicles than GHQ, so the lines complement one another. My only complaints with these lines are their limited selection (compared with 1/300 companies below) and the incredibly high price of aircraft. I also recommend that you try to get a look at particular C -in-C models if possible. Some are virtually indistinguishable from GHQ, while others are very bland compared to GHQ. Of course, the price is right regardless of the quality. In 1/300, the major players are Scotia and Navwar (Heroics/Ros). They look roughly comparable in quality to me, though I havent used them much, as theyre harder to get in the US. Scotia may be somewhat higher in quality, but theyre more expensive in the US. [In 1/300th the major players are Navwar (Heroics & Ross), Scotia and Skytrex. Quality is variable so best buy samples before ordering whole units.] The 1/300 aircraft are much, much cheaper than GHQ or C-in-C, so I use them exc lusively for helicopters. These lines have two other significant advantages. First, theyre very cheap. In the US, a GHQ tank costs about $1.60. A Navwar tank costs 30p or so. I can order that tank from the UK and get it here for about 50 cents. Thus, I can get 3 times as many tanks for the same money. In the UK, I understand that GHQ and C-in-C are even more expensive than they are here. Second, these lines have far more variety available. You can find virtually any vehicle in existence in 1/300. Therefore, I mix the lines. I use GHQ/C-in-C for my main combat units and I fill in the gaps with the 1/300 lines. And sometimes, the 1/300 vehicles are the same size as GHQ. So they may mix just fine with the 1/285 stuff. And if youre building a horde army Russians 1/300 is much easier on your wallet. For that matter, if youre unsure about whether you really want to get into WW2 wargaming, 1/300 allows you to buy starter armies much more cheaply than 1/285. If you want to do 15mm, youll spend a great deal more money though youll have a much more impressive setup. I use QRF for most of my 15mm vehicles. I like their quality and they offer platoon packs which cut the cost a bit. They also have the greatest variety of any 15mm manufacturer. Quality Castings and Yucca are American lines that are somewhat cheaper for Americans. Theyre hard to find, though, and their quality is somewhat inferior to QRF. Peter Pig and Old Glory make 15mm models, but I havent had a chance to play with any of them. Variety is much more limited in 15mm, so youll probably find that you use multiple manufacturers. 15mm also gives you the opportunity to scrounge for toys. Matchbox, for instance, makes a very nice M4 Sherman thats just the right size. At $1-$2 each, these are great ways to stretch your

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gaming budget. I also found a number of Maito die cast aircraft that are perfect and they come prepainted! 1/144 scale plastic models are also good inexpensive sources of aircraft. Another source are the plastic HO scale model railroad tanks. Roco tends to be as much or more than QRF. But their earlier stuff is a little cheaper and is close enough in size. EKO and Roskopf are hard to find, but their WWII stuff is very reasonable in price. For 15mm buildings, I use N -Scale model railroading buildings, supplemented with painted ceramic cottages that I found at the dollar store. N-Scale is a bit small, but it looks fine. A number of manufacturers also make true 15mm buildings. 1.4 Painting the Miniatures The easiest approach is to get a spray can of olive drab, forest green or desert tan and spray away. When youre just starting out, this is a great way to get a playable army quickly. If you do this, I would touch up the vehicles later on. First, drybrush the tanks with a lighter shade of green. Drybrushing is taking a flat tipped paintbrush and putting a little paint on the end. Wipe off most of the paint and lightly draw it across your thumb. If you can only see your fingerprints, then you have the right amount of paint. Now do it to your vehicle and see how it emphasizes the raised details on the vehicle. Second, pick out grilles and suchlike with flat black. If paint has flaked off your vehicle, touch it up with flat black. An airbrush is a great help with 15mm vehicles. Of course, there are far more sophisticated miniature painting techniques and entire books written on the subject. Get one and read it, but remember that the purpose of the exercise is to play wargames. Paint some up and get to shooting! You also need to identify your vehic les. I put a colored dot on each vehicle, corresponding to that vehicles company (or battalion for Russians). Another solution is to put stick-on colored dots on the bottom of the vehicle. Some folks buy numbered decals, but thats too much trouble for me. Many gamers mount vehicles on rectangular bases (width depending on vehicle, but 3/4 is common; length 1). The advantage is that the vehicles are better protected when stored and played with. I dont base my vehicles, but I do have good storage trays. You should also mount your infantry. I recommend a US penny (or similar coin), painted or flocked the color of your terrain. Balsa or cardboard squares or rectangles are popular. Be sure to mark them so that they can be identified. To store your miniatures, you can buy commercial storage cases. I use flat gift boxes designed to hold ties. I put a layer of foam in the bottom and cut boxes out of a second piece of foam. I place that piece on top and stick my vehicles in it. Cheap, but effective. 10

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1.5 Terrain Entire volumes have been written about wargaming terrain. One of the neatest and easiest approaches systems is the Geo Hex line. I bought a green flocked battle mat and a basic terrain system and presto, instant terrain. If youre just getting started, the kitchen table is fine with a few books or other objects for hills. Other manufacturers make modular terrain systems check them out. Many folks make their own terrain, using styrofoam or ceiling tiles. Terrain can be costly, but the effect is well worth it. A word about towns. I like to use gray, irregularly shaped felt pieces for the towns. We put buildings on them, but the buildings are for effect only. Anything in the felt is in the town. This is a very playable approach. 1.6 A Few Good References On the World Wide Web, check out The Miniatures Page at http://www.theminiaturespage.com/, the basic miniatures reference source on the net. Also, the official Where Panzers Dare 2 website at http://www.tyler.net/tbeard/home.htm is a good place for variants, new orders of battle, etc. Finally, the WPD email group at http://groups.yahoo.com/group/wpdplaytest/ is very active and has a number of useful files, including the latest errata, explanations of how tank ratings were derived, scenarios, etc. Some miniature manufacturers and their addresses are: 1/285, 1/300 and 6mm Scale Miniatures

C-in-C (Address before temporarily halting production) 8090 University Ave. N.E. Fridley, MN 55432, UNITED STATES Phone (612) 780-8554 GHQ Microarmor 28100 Woodside Road Shorewood, MN 55331, UNITED STATES Phone (612) 374 -2693 or 1-800-289-1945 (order line) Irregular Miniatures, Ltd. 3 Apollo Street Heslington Road, York YO1 5AP, UNITED KINGDOM Phone/Fax (01904) 671101 Navwar (Heroics and Ros)

11 Electric Parade, Seven Kings Road Ilford, Essex IG3 8BY, UNITED KINGDOM Phone/Fax (0181) 590-6731 Scotia Guthrie Street Letham Forfar Angus DD8 2PS, SCOTLAND Phone (01307) 818707 Scotia is available in the US through: Simtac 15g Colton Road Niantic, CT 06355, UNITED STATES Phone/Fax (860) 739 -3609

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15mm Scale Miniatures

QRF http://www.quickreactionforce.co.uk 2 Lovell's Mead Marnhull, Sturminster Newton, Dorset DT10 1JL, ENGLAND +44 (0)1258 821182 Quality Castings http://www.qualitycast.com/ Address PO Box 11714 Alexandria, VA 22312, UNITED STATES Yucca 528 Sequoia Road Chaparral, NM 88024, UNITED STATES Phone (505) 824-3275 Peter Pig http://www.peterpig.demon.co.uk/ Martin Goddard, proprietor "Maebee" 36 Knightsdale Road Weymouth, Dorset DT4 0HS, UNITED KINGDOM Old Glory Miniatures http://www.oldgloryminiatures.com Box 20 Calumet, PA 15621, UNITED STATES Phone: (724) 423-3580

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1.7 Playing Your First Game Dont use the optional rules for your first few games. Concentrate on learning the mechanics. Where Panzers Dare 2 is fast and playable I promise. (I suggest leaving out artillery for the first few games Bob) After youve play a couple of games, graduate to the full blown rules. 1.8 Where Panzers Dare 2 Tactical Primer TBA 1.9 Glossary The following terms are used in these rules: Bazooka. In the rules this is used as a generic term for any man -portable HEAT rocket: Panzeschreck, Panzerfaust, PIAT and the Bazooka itself. Die Rolls. The rules often say roll 4+ or roll 2+, etc. This means you must roll the stated number or higher on a six -sided die. Flank arc is any part of a vehicle not covered by its front arc. Front arc is the front 120 degrees of a vehicles front (60 degrees on either side of straight ahead). Thats where the armor is the thickest. Line of Sight an imaginary line drawn from one stand to the other. If the line isnt blocked, the stands have a line of sight on each other. Overwatch is the tactic of waiting for the enemy, then shooting him as he moves. Shoot and Scoot is the tactic of firing at a target, then running away before it can fire back.

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2: Introduction
2.1 What You Need To Play To play WPD2, you need a handful of six sided dice, tape measure, paper, pencils, miniatures and a place to play. You should also have a photocopy of the Army Roster and a Quick Reference Sheet. Finally, youll need the markers described in Chapter 4 or the counters provided with the rules. 2.2 Scale One inch equals 100 meters. For large battles, players may wish to use centimeters instead of inches, so that one centimeter equals 100 meters (equivale nt to one inch equals approximately 250 meters, but by using centimeters no numbers in the game need converting). One vehicle represents four to six vehicles, and a stand of infantry represents a platoon. If you like, you can play WPD2 at 1:1 scale with very few modifications (see Chapter xx). One turn represents about 10 minutes in good visibility. In poor visibility its 15 minutes, bad visibility 20 minutes and at night 1 turn is 30 minutes. When the rules require that numbers be halved, always round the numbers up to the next whole number unless stated otherwise. This game uses only six sided dice. 2.3 Measuring All measuring for ranges is done from any part of one stand to any part of another stand, as chosen by the firing player, similar to line of sight (LOS) measurements (see Section 7.2 for LOS measuring). Players may not measure distances before they declare fire. They may never check whether their shot will hit the front or flank of a target until all attacks are declared against that target.

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If a player declares an attack, measures the range, and determines that the target is out of range, the attack is considered made (and ammunition expended), but it has no effect on the target. 2.4 Optional Rules Optional rules are additional rules that players (by mutual agreement before the scenario begins) can add. They typically appear at the end of each section and are marked as such. Optional rules usually provide a greater level of detail and different flavor to the game, at a higher cost in playing time. Since the primary design goal of WPD2 was to create a fast-playing set of rules, a number of rules were rejected merely because they slowed the game down too much in my opinion. Nonetheless, some rules were just too good to leave out entirely. Plus, many were suggested by very thoughtful players who really liked them. So the solution was to implement them as optional rules. But please bear in mind that using optional rules will tend to slow the game down somewhat. Its your decision as to whether the tradeoff is worth it.

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3: Sequence of Play
3.1 Executive Summary There are two player turns in each game turn. Each player turn is divided into segments. In a player turn, a player (1) moves his stands and (2) fires. 3.2 General Two player turns comprise each game turn. A game lasts a number of game turns as determined by the referee. A good limit is ten turns for a game that will last two and a half hours. 3.3 Sequence of Play Each player turn is composed of a series of phases as detailed below.

Gene ral Overview of a Game Turn Attacking Player Turn 1. Attacker moves. 2. Attacker fires. Defending Player Turn 3. Defender moves. 4. Defender fires.

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Detailed Overview of a Game Turn Attacking Player Turn Command Phase 1. The attacker places reinforcements on the board No overwatch activity is allowed during the command phase. Overwatch First Phase 1. Before any attacking stands move, the defender may conduct overwatch fire. Movement Phase 1. The attacker moves his stands, one at a time. 2. At any time during the phase, Defending stands may conduct overwatch fire or shoot and scoot fire if eligible. 3. Defenders stands pivot, if eligible. 4. Quality checks are taken. No overwatch activity is allowed during this sub-phase. Close Combat Phase 1. Defender fires. 2. Attacker resolves quality checks due to enemy close combat attacks. 3. Defender pivots. 4. Attacker fires. 5. Defender resolves quality checks due to enemy close combat attacks. 6. Attacker pivots. 7. Reduce remaining movement by one. Repeat steps 1-7 of the close combat phase until there are no opponents within close combat range. 8. Complete movement. Resolve additional close combats as necessary. Overwatch Last Phase The defender may resolve additional overwatch fire after all attacking stands have moved. Fire Phase All fire within this phase is simultaneous. Combat results take effect at the end of the phase.

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1. 2. 3. 4.

Attacker places smoke on board from artillery or vehicle fire Attacker rolls for arrival of artillery fire Attacker resolves anti-vehicle fire, anti-infantry fire and artillery strikes. Defending stands with hold fire markers fire. This fire is simultaneous with attacker fire in step 1. 5. Remove destroyed stands 6. Resolve quality checks. 7. Attacker may place overwatch markers on stands that did not fire or move during the turn. Artillery Phase Attackers artillery fire missions are resolved. Final Phase 1. Resolve any housekeeping chores. 2. Make quality checks for unit losses. 3. Remove pin markers on friendly troops.

Defending Player Turn Use the same sequence for the Attacking Player Turn, but reverse the roles. 3.4 Time Limits (Optional, but highly recommended) To properly capture the intensity of command, its essential that time limits be imposed on the commanders. Some of the greatest blunders in military history have occurred because one side fa iled to react in time. Therefore, the following time limits are imposed on each side: 1 minute to place artillery barrages. 5 minutes to conduct movement. If overwatch fire is conducted during the movement phase, the clock is stopped while the overwatch attacks are resolved. So you should (if possible) conduct overwatch fire during the overwatch first phase or the overwatch final phase.

When time is called, all movement must stop. A player may move the rest of the unit he was moving when time was called. Referees may adjust these turn lengths to suit the scenarios. Also, the referee may call an administrative time out if a rules question comes up or if something needs to be resolved. 18

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Players can have one time out per game. This allows them to add 5 minutes to the clock.

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4: Markers and Forces


4.1 Markers You will need the following templates and markers in order to play WPD2. A marker sheet is provided with the rules, although some players prefer to use pennies with colored dots instead. Barrage templates indicate the area affected by an artillery strike. They are 1x1 squares usually made of Perspex or clear plastic. Quality check markers identify which stands must take a quality check at the end of the phase. A penny with a red stick-on dot makes a good quality check marker. Overwatch markers identify stands that are on overwatch. Pennies with blue stick-on dots make good overwatch markers. Hold fire markers identify stands that are on hold fire. Pennies with green stick-on dots make good hold fire markers. Units and Stands

4.2

Stand refers to individual vehicles and infantry stands. Unit refers to the entire command unit or Combat Unit in the army lists (companies or battalions, depending on the army list), which comprises several vehicles and/or infantry stands. 1 4.3 Mounting Your Troops Micro scale infantry should be mounted on 3/4 round or square bases. Pennies make great bases for infantry. Infantry stands should have about twice as many men as infantry teams. Vehicles can be based if you wish. The advantage to basing is that the vehicles arent handled by players (theyre gripped by the sides of the bases), and they can be
1

The army lists at the back of this volume indicate which armies are which.

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labeled. The disadvantage is that it takes time to base vehicles. For the best visual effect, flock bases in the same color as your terrain. Mount 10 or 15mm infantry on 1 round or square bases, 3 -5 figures per base. Washers make good bases. Its usually unnecessary to mount vehicles in these scales. 4.4 Identifying Stands WPD2 leaves stand identification up to the players but here are some guidelines. A fast and flexible identification method is to apply a colored dot to each vehicle in a given company (or Russian/Third World battalion). Leave recon stands and other stands that ignore cohesion unmarked. Before the game starts, simply identify which companies go with which battalions (or in the case of Russian/Third World, which battalions go with which regiments). Some players prefer to mark the stands on the bottom, but it speeds play to mark them on top. However you choose to mark your stands, remember that the most important thing is for the players to be able to tell which unit the stand is part of. 4.5 Vehicle, Anti-Tank Gun, and Anti- Aircraft Gun Data Chart Vehicle, anti-tank gun, and anti-aircraft gun stands have their characteristics listed on the Vehicle, Anti -Tank Gun, and Anti-Aircraft Gun Data Chart. A sample listing looks like this:
Type 40/43M Zyrini II Yr 44 Speed 7 Armor 3/1s Guns 105L20 Pen 2h Rng 8 ROF 2 AI 0/-2 Ammo HEAT

The Data chart abbreviations are: Type : The vehicle or guns name Yr: for the year the vehicle was introduced Speed: Movement allowance. a means that the vehicle is amphibious. Armor: Armor value. The number before the slash is the front armor, the number after the slash is the flank armor. An s after the flank armor indicates Schrzen. Vehicles with no armor are indicated as soft Guns: the main gun type this is for information only and has no bearing on play Pen: Penetration. An h indicates that this gun fires HEAT ammo. HE indicates the gun has no AP ammo. If there are numbers separated by a slash the gun fires different types of ammo.

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Rng: Effective range of the gun. ROF: Rate of fire (shots per turn) AI: number before the slash is the ranged anti-infantry fire factor (ie shots at ranges greater than 1); the number after the slash is the factor when engaged in close assaults. If there is only one number it applies both ranged and close assault Ammo: specialist ammo carried

4.6 Infantry & Cavalry Data Chart Infantry stands have their characteristics listed on the Infantry Table . A sample listing would look like this:
Stand SMG Infantry Move 3 Range 2 ROF 2 Mod -

The chart abbreviations are: Stand: The type weapon the stand is armed with. Move: Movement allowance of the infantry stand in inches Range: Effective range of fire ROF: Number of Shots per Turn Mod: Modifier to fire number

4.7 Towed Artillery Data Chart Artillery stands are listed on the Artillery Data Chart. A sample listing looks like:
ARTILLERY Year Rate Calibre Pen Rng ROF AI Ammo Range (km) 76mm M-1927 & M -1943 27 IQ 76L16 1/2h 6 3 +1/+2 Can, 43 HEAT 8.5

The chart abbreviations mean: Artillery: Type of artillery stand. Year: Year of introduction Rate: Rating. I or V are spotted as Infantry or Vehicle respectively. T on the rating for "turntable" if the gun is capable of 360 fire. A "Q" in the rating is quick (ie 1/2

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turn) set up, a 1 will is a one turn set-up. SP indicates a vehicle mounted weapon. - indicates an weapon that is integral to an infantry stand. M is a mountain gun Caliber: Caliber and length of the weapon. This has no effect on the game and is there for information only Pen: Penetration. An h indicates that this gun fires HEAT ammo. HE indicates the gun has no AP ammo. If there are numbers separated by a slash the gun fires different types of ammo. Rng: this is the effective direct fire range of the weapon in inches ROF: Rate of fire (shots per turn) AI: number before the slash is the ranged anti-infantry fire factor (ie shots at ranges greater than 1); the number after the slash is the factor when engaged in close assaults. If there is only one number it applies both ranged and close assault Ammo: Ammunition types that the weapon can fire. If the ammo is preceded by a number that is the year of introduction. Can is short for Canister. Range (km): indirect fire range of the weapon in kilometers. A kilometer is 10 . Weapons rated 0 can not be fired indirect

Note that the artillery chart also include s data for Bazookas and ATR. AFVs that are capable of indirect fire such as the German Hummel are listed in both the vehicles and artillery section. 4.8 The Army Lists To be written

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5: Troop Quality
5.1 Executive Summary A quality check (QC) is rolled on 1d6 and must equal or exceed the stands quality. If the roll fails, the stand is usually eliminated. Troop quality is the most important variable in WPD2. 5.2 Troop Quality WPD2 assumes that troop quality is the most important variable on the battlefield. Accordingly, troop quality affects almost every major game system. In the rules troops are given an overall rating, and a quality rating. Some troops have bonuses and penalties to direct fire shooting. The overall ratings for troops are (best to worse): Elite, Veteran, Average, Trained and Green. These are just titles so its possible for very well trained troops to be veteran without ever seeing combat. The overall rating reflect the troops technical competence in areas other than shooting The quality rating is the score required to pass a quality check (QC) running from 2+ the best to 6+ the pits. The quality rating reflects unit cohesion and is roughly analogous to a morale rating Some troops will get +/-1 to hit and +/-1 on ROF 5.3 Default Troop Quality Settings Overall QC Hitting ROF 6+ -1 -1 Green Trained 5+ Average 4+ +1 +1 Veteran 3+ 2+ +1 +1 Elite

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These settings can be changed to reflect particular characteristics. For example Japanese troops were often not too well trained but defended fanatically. They mat be rated trained but given a QC of 2+. Take a look in the army lists for more variations Note the chance to call artillery is based on the default QC not the adjusted QC so the Japanese in the example above would call fire on a 5 or 6. 5.4 Quality Checks (QC) Whenever a stand takes a quality check, it must roll its quality number or higher on one die. A natural 1 always fails and a natural 6 always succeeds. Stands take quality checks at the end of the phase in which the event requiring the quality check occurred. During each phase, mark units that need to take quality checks with quality check markers. A stand can take a maximum of three non-close combat quality checks in a player turn, excluding close combat. It can take one check from each of the following sources each turn: fire combat (during the fire phase or due to overwatch fire); artillery losses (its unit has taken 2/3 losses or the stand has become the last stand in its unit that turn).

Quality checks in close combat dont count against these limits. In addition, a stand can take any number of quality checks in close combat (see Close Combat below). If a stand has already taken and passed a particular type of quality check in a turn, later quality checks of that same type during the same turn are ignored (except for checks in Close Combat). 5.5 Quality Checks Due to Fire Combat Take quality checks that occur as a result of fire combat at the end of the fire phase. Only one fire combat quality check (including overwatch fire) per game turn is permitted per stand. For purposes of this rule, fire combat includes overwatch fire.

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5.6 Quality Checks Due to Overwatch Fire A quality check caused by overwatch fire occurs at the end of whatever phase the overwatch fire occurred in. Additional quality checks due to overwatch fire and fire combat are ignored for the remainder of the turn. 5.7 Quality Checks Due to Artillery Attacks Quality checks occurring as a result of artillery fire are taken at the end of the fire phase. However they are taken separately from direct fire combat checks 5.8 Quality Checks Due to Losses When a unit loses 2/3 (or more) of its stands, the entire unit must make a single quality check (one roll for the whole unit). This check occurs in the final phase of the turn in which the units losses reach 2/3. A unit that has already lost 2/3 or more of its stands must make a quality check in the final phase of every turn in which it takes additional losses. A stand that becomes the last stand in a unit must make a quality check during the final phase of the turn in which it becomes the last stand in the unit. 5.9 Quality Checks Due to Close Combat A stand can take a maximum of one quality check per close combat round. In close combat, the only quality checks allowed are due to weapons fire. Close combat quality checks take place at the end of each close combat round. 5.10 Effects of Failed Quality Checks Unless stated otherwise, remove a stand that fails its quality check. The stand counts half for enemy victory conditions. Note that a removed stand isnt necessarily destroyed; it might well be demoralized or broken.

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6: Movement
6.1 Executive Summary There are two types of movement, normal and strategic. Strategic movement is faster, but stands are hindered in combat (they cant fire, move within 10 of enemy stands, etc.) 6.2 General Players may move as many of their stands as desired during their movement phase. Stands may use as much of their movement allowance as the owning player wants. There are two classes of movement, normal and strategic. Strategic movement lets a stand move faster, but at significant combat penalties. Stands may turn during movement at no additional movement cost. Turning isnt considered movement for firing and over-watch purposes. A vehicle may move backwards at movement rate. Infantry can move any direction they want at no penalty. Some kinds of terrain cost more to move through, and some types of terrain are impassable to certain types of stands. For instance, a tracked stand moves twice as fast along a road; a wheeled stand moves four times as fast along a road. It costs of a stands movement allowance to either drop off or pick up an infantry stand. Q type towed weapons take turn to limber or unlimber. Other towed weapons have the number of turns to limber or unlimber noted (however nearly all are 1 turn) . Weapons that are integral to infantry stands do not need any time to set up.

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6.3 Terrain Effects on Movement


Unit Leg Infantry Cavalry M/C Bicycle Cart, Wagon, Artillery Team Limber, Tachanka Oxen Mule teams Jeep (any t 4x4) Modern Truck 1920s and Earlier Truck Man handed Gun Wheeled AFV Half Track AFV Tracked AFV Move Allow. 3 6 10 3 3 5 2 3 8 6 4 1 Var Var Var Clear x1 x1 x1 x1 x1 x1 x1 x1 x1 x1 x1 x1 x1 x1 x1 Road x x x x x x x x x x x x x x x Light Dense Forest Woods Woods x1 x1 x1 x1 x2 x2 x1 x2 x2 x1 x2 x2 x1 x2 NA x1 x2 NA x1 x2 NA x1 x2 x2 x1 x2 NA x1 x2 NA x1 x2 NA x1 x2 NA x1 x2 NA x1 x2 NA x1 x2 NA Sand x1 x1 x1 x1 x2 x2 x2 x1 x2 x2 x2 x2 x x x Towns x1 x2 x5 x1 x2 x2 x2 x1 x2 x2 x2 x x x x Bad Going x1 x2 x3 x1 x6 x10 x2 x1 x4 x4 x4 x4 x x 1 /3 x Rough x1 x2 x2 x1 x2 x2 x2 x1 x2 x2 x2 x2 x x x

This chart shows the movement allowance of most units (vehicles have different movement allowances that are listed on the Vehicle Data Chart). The movement allowance of a stand is the number of movement points that stand has. The multiples in each cell indicate the cost (in movement points) per inch of movement through that terrain feature. So it costs a Track ed AFV 2 movement points to move through Dense Woods and only movement point to move along a road. Artillery teams are used for towing heavy artillery, limbers for towing light artillery or carrying MMGs. All I class guns are light artillery. Only I class guns can be man handled. They may not be manhandled through any sort of linear obstacle except a ridgeline. A few special terrain types do not appear on the movement chart: Swamp doesnt affect leg class stands. Stands of all other movement classes pay four times the movement cost when moving through swamp. These stands must roll 1 die at the end of any movement phase in which they entered swamp. On a 1 or 2, the stand is stuck and cannot get out. Place the stand at the point it would have been at half of its movement allowance. If this takes the stand out of the swamp, place the stand on the edge of the swamp nearest to the halfway point. An armored recovery vehicle may attempt to extract a stuck stand. It must move into contact with the stuck stand and stop. At the end of the movement phase the recovery vehicle must roll to get stuck itself. If it doesnt get

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stuck, it can extract the stuck stand on a 1-4 on 1 die. The stuck stand is no longer stuck. Both vehicles will have to roll for getting stuck again as they move out of the swamp. 3 Streams have no effect on infantry or cavalry. All other stands must spend half of their movement allowance to cross a stream. Fordable Rivers All stands may cross the river but pay double the movement cost. For example, a 2 wide river costs 4 of movement to cross. Impassable Rivers All non-amphibious stands may not cross the river. Amphibious stands (including cavalry and Russian MG carts) may cross impassable rivers at movement rate. These stands may not fire (except in close combat) while in the water. At the referees discretion, infantry stands may have integral rubber rafts 4. They can cross impassable rivers at per turn and may not fire while in the water. 6.4 Amphibious Vehicles Stands with an a are amphibious vehicles and may cross impassable rivers (see below). Amphibious vehicles may cross rivers and streams at one quarter movement allowance. They may not fire while in the water. Most rivers or streams are impassable to amphibious vehicles because the banks are too steep, however the referee may designate gentle entry and exit points where amphibious vehicles can alight. 6.5 Skis, Sleds and Aerosans To be written 6.6 Strategic Movement Strategic movement is a special type of movement. A vehicle stand that makes a strategic move has its base movement allowance doubled or increased to 12, whichever is greater. An infantry stand has its movement allowance doubled. A stand must make a strategic move for the entire movement phase; it cant mix and match movement modes. But for the entire player turn and the following enemy player turn, the stand must obey the following restrictions :

3 4 6

The swamp rules are a lot of trouble. If you want, you can simply make swamp impassable to vehicles. The majority of infantry units required an engineer unit to supply them with boats. Divisions rarely had enough boats to carry a battalion see army lists This rule simulates the additional command and control burden of having a detachment running around the battlefield, as well as the brittle nature of detachments.

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1. It cant fire during its fire phase. 2. It cant move within 10 of any enemy stand, regardless of whether it can see the enemy stand or not. Of course, this means that it cant initiate a close combat. 3. It cant have an overwatch marker or a hold f ire marker placed on it. 4. All quality checks that the stand takes as a result of enemy anti-vehicle or antiinfantry fire are at -1. 5. Enemy anti-vehicle and anti-infantry attacks are at +1 to hit. 6. If attacked by close combat, the stand fights normally. 7. It must start its movement phase more than 10 away from any enemy stands before it can make a strategic move.

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7: Cohesion
7.1 Executive Summary Stands must stay in cohesion within a certain distance of other stands of the same unit or suffer penalties. 7.2 General All stands in a unit must maintain cohesion i.e., stay within a certain distance of another stand in the unit or suffer various penalties. A stand may voluntarily move out of cohesion. If a stand starts its movement out of cohesion and moves, it must move to reestablish cohesion. 7.3 Cohesion Distances To determine if a stand is in cohesion: 1. At the beginning of the movement phase, designate any stand in a unit as the command stand for the turn. (Players can often skip this in the case of units that are clearly in cohesion). 2. For a stand of that unit to be in cohesion, it must begin the movement phase within cohesion distance of the command stand or within cohesion distance of another friendly stand that is in cohesion distance of the command stand or within cohesion distance of another friendly stand. 3. Stands and Combat Units listed as recce in the Army Lists ignore all cohesion rules. 4. Stands listed in parentheses on the Combat Formations section of the army lists ignore all cohesion rules for example: (82mm Mortar)

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Players may intentionally move a stand out of cohesion, but the stand must move to rejoin its unit if the stand moves in a later turn. A stand that is out of cohesion must move towards the other stands in its unit, if the stand moves at all. A stand out of cohesion has its quality number increased by one until it restores cohesion. 6 Cohesion distance depends on troop quality: Green, Trained & Average troops have a cohesion distance of 4. Veteran troops have a cohesion distance of 6. Elite troops have a cohesion distance of 8. For scenarios in which one side is fighting a prepared defensive battle, the referee may choose to allow that defensive side to add 2 to the cohesion distances of all its units until they move.

A B C

Assume that the cohesion distance is 4 and A is within 4 of B, which is within 4 of C, which is within 4 of D, which is 9 from E. If D is the command stand of this unit, then A, B, C, and D are all in cohesion. E is not. If E moves, it must move towards A, B, C, or D.

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8: Terrain
8.1 General Terrain has effects on movement, combat and spotting. This chapter details some of the more common types of terrain, but feel free to create your own types or to modify existing types. 8.2 Line of Sight Line of sight (LOS) is an unblocked line from any part of one stand to any part of another stand. LOS is blocked by the edge of cover or by most linear obstacles. LOS is not blocked if traced to a stand that is touching either the edge of the cover or the edge of a linear obstacle as long as the LOS passes through the edge that they are touching. A stand in cover may trace LOS 2 inches into the cover in good visibility. See Section 10.3 for LOS over terrain and cover to targets beyond them.

Hill A

Woods

B C D

A and B have LOS to each other. B and C have LOS, if theyre within 2 of each other. D has LOS to A and B (and vice versa). C cant have LOS to A or D because the edge of the woods breaks LOS. 33

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8.3 Cover Cover may be either light cover or heavy cover. For instance, woods and swamps are light cover, and towns are heavy cover. Most cover is one level high, but towns and cities can be higher if you desire. Stands in cover may see up to 2 in the cover in good visibility. This stops at the edge of the cover. So a stand 1 inside a forest cannot see out of the forest. Its LOS stops at the forest edge. To be considered in cover the stand must be completely in the cover, although it may touch the edge in order to see and fire out of the cover. For stands in cover, players may wish to state whether their stand is touching the edge so there is no misunderstanding during spotting and combat, but if not, remember that if a stand has LOS to an enemy stand, the enemy has LOS to you. See Chapter 10 for spotting rules. 8.4 Linear Obstacles Linear obstacles are terrain features (like streams, ridges, walls, etc.) that are defined on the game table by a line. Some linear obstacles also block LOS, unless either the spotting stand or the target stand touches the feature. A stand touc hing some kinds of linear obstacles is counted as being in cover for spotting purposes if it is touching the linear obstacle and if the line of sight goes through the linear obstacle. If opposing stands are firing across the same linear obstacle and both stands are within 1 inch of the linear obstacle, the linear obstacle is ignored for combat purposes.

Ridgeline

Top View of Typical Game Terrain

Real Hill (side view)

hill D B A C E

strea

Ridgelines: A is in heavy cover to D, and not in cover to B, C, or E. B is not in cover to C, D, E, or A. D cannot see C or E, and vice versa. Streams: C is in heavy cover to A and B, and not in cover to E. 34

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8.5 Hills and Ridges Hills arent shaped like wedding cakes (usually). Instead, they slope from the ridge of the hill to its base. Hills can be one or more leve ls high. Hills should be at least two levels high, but you can make them as high as you want. Ideally, you should mark a ridgeline on your hill. They usually run lengthwise through the rough center of the hill. Each contour of a hill is usually 1 level high, and works well if represented by a thick section of terrain (1/300th ) or 1 (15mm). One hill level is about 10 meters, although its best to determine LOS using the actual terrain on the table rather than the 10m height. Ridgelines are linear obstacles. In anti-vehicle fire, stands behind ridges have a saving throw of 4+ (this is referred to as being Hull Down), if the stand is touching the ridge and if the fire is traced through the ridgeline. Ridges dont affect artillery fire. A stand touching a ridgeline is considered to be in cover for spotting. Ridges block LOS to stands that are behind and not touching the ridge. For movement purposes treat ridgelines like the surrounding terrain. 8.6 Clear Terrain Clear terrain doesnt affect movement, combat or line of sight. 8.7 Light Woods Lights woods are cover for spotting and LOS purposes and are usually 1 level higher than the ground they cover. In anti-vehicle fire and anti-infantry fire, stands in light woods have a saving throw of 5+ (4+ versus missile fire). Light woods are light cover for artillery fire. 8.8 Heavy Woods Heavy woods are cover for spotting and LOS purposes. Heavy woods are usually 1 level higher than the ground they cover. In anti-vehicle fire and anti-infantry fire, stands in heavy woods have a saving throw of 5+ (4+ versus missile fire). Heavy woods are light cover for artillery fire. 8.9 Forest Forest is cover for spotting and LOS purposes. Forests are usually 1 level higher than the ground they cover. In anti-vehicle fire and anti-infantry fire, stands in forest have a saving throw of 4+ (3+ versus missiles). Forest is light cover for artillery fire.

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8.10 Sand Sand costs double for wheeled or towed stands. Sand has no effect on combat. A stand moving in sand more than 3 per turn can be detected at twice the normal distance. 8.11 Bad Going Bad going represents mud, soft ground, or other conditions that hinder movement. It doesnt affect LOS, spotting, or combat. 8.12 Rough Rough terrain represents rocky, broken or cratered ground. Rough is cover for spotting and LOS purposes. Rough may be one level higher than the surround terrain, for example broken ground with lots of small knobs and rocky outcroppings, or it may be the same level as surrounding terrain, for example cratered ground. Determine LOS over rough just like you would any other terrain feature (see Section 10.3). In anti-vehicle fire and antiinfantry fire, stands in rough have a saving throw of 5+. Rough terrain counts as light cover for artillery fire. 8.13 Swamp Swamp is cover for spotting and LOS purposes and is one level higher than the ground it covers. In anti-vehicle fire and anti-infantry fire, stands in swamp have a saving throw of 5+ (4+ versus missiles). In artillery fire, swamp counts as light cover. 8.14 Streams Streams are linear obstacles. They have no width for game purposes. Stands that are both behind a stream and touching it are in cover for spotting and LOS purposes, if the spotting stand must trace its LOS through the stream. 7 If the LOS doesnt go through the stream, use the surrounding terrain type for spotting and LOS. If a stand isnt touching the stream, the stream doesnt affect LOS to the stand or spotting. In anti-vehicle fire and anti-infantry fire, stands that are behind and touching a stream have a saving throw of 4+ against fire that is traced through the edge of the stream. Streams dont affect artillery fire.

The stand is considered to be using the depression of the streambed and its banks for cover.

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8.15 Drainage Ditches To be written 8.16 Rivers Stands that are both behind a river bank and touching it (i.e., in the river at its edge) are in cover for spotting and LOS purposes, if the spotting stand must trace its LOS through the bank touched by the stand. If the stand isnt behind and touching the bank, the LOS is unaffected. In anti-vehicle fire and anti-infantry fire, stands that are behind (and touching) the bank of a river have a saving throw of 4+ if the fire is traced through the river bank. River

river C A B D E

Rivers: A is in heavy cover to C, but not in cover to B, D, or E. B is not in cover to any stand. D is not in cover to any stand, neither is C nor E. banks dont affect artillery fire. 8.17 Roads Roads are blocked if a vehicle is destroyed on them. If an medium or heavy tank is blocking the road, it may only be pushed out of the way by another medium or heavy tank. An medium or heavy tank is any vehicle with a front armor of 3 or greater, unless specifically stated in the notes column on the vehicle data chart. All vehicles with a front armor of 2 or less are light vehicles, unless specifically stated in the notes column on the vehicle data chart. A light vehicle may be pushed out of the way by any tank or light vehicle. A vehicle spends half its movement allowance pushing a vehicle off of a road. Alternately, a vehicle can move past a blocking vehicle at a cost of 2 of movement through the surrounding terrain (the moving vehicle is going around the blocking vehicle ), so moving around a vehicle blocking a path in Heavy Woods would cost 4, and moving around a blocking vehicle in Forest cannot be done (the blocking vehicle must be pushed out of the way to continue). This option isnt available if a bridge is being blocked. 37

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For example, an T-34/85 is advancing in its movement phase down a road that has a destroyed PzKfw-IVG stand 4 ahead blocking it. To move 8 down the road the T-34/85 would pay 10 of movement. For spotting and combat purposes, treat roads like the surrounding terrain. 8.18 Bridges These usually carry roads (see above) across rivers. As such stands get the move bonuses for road movement when crossing them. Stands get no bonuses when crossing railway bridges. Bridges will be blocked if a vehicle is destroyed on the bridge; see 8.17 explanation of how to unblock a bridge or road. for an

In WW2 many bridges were unable to take the weight of AFVs. It is suggested that the referee allocates a load class to all the br idges in the game. The class is the highest frontal armor rating of an AFV that bridge will carry8 . So a class 3 bridge will only carry AFVs with frontal armor or less. If a referee is feeling particularly nasty he may chose to keep the weigh classes of b ridges secret until either a vehicle attempts to cross or an engineer stand spends a turn halted on the bridge If a vehicle of excessive weight tries to cross the bridge it will collapse the bridge destroying the vehicle and the bridge rendering it permanently impassible Note undamaged railway bridges will take the heaviest vehicles. 8.19 Paths Paths All other stands are treated as if they were moving through clear terrain as long as they move along a path. For spotting and combat purposes, treat paths like the surrounding terrain. Paths are blocked if a vehicle is destroyed on them. See 8.17 for an explanation of how to unblock a path or road. For spotting and combat purposes, treat paths like the surrounding terrain.

OK this is a fudge but it saves having to rate every vehicle and gun combination in the game

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8.20 Railways In game terms they are treated exactly like paths 8.21 Cliffs Cliffs are impassable to all other stands, except mountain infantry. Mountain infantry may cross cliffs after they have spent a full turn adjacent to the cliff. For spotting and combat purposes, treat cliffs like the surrounding terrain, remembering that the elevation change affects LOS. 8.22 Towns Towns are cover for spotting and LOS purposes. Towns are normally 1 level high. In anti-vehicle fire and anti-infantry fire, stands in towns have a saving throw of 4+ Please note that roads and paths are treated as the surrounding terrain for cover & spotting purposes (see 8.17 ). This means that units on roads in towns are still treated as being in cover. It also means they have 2 LOS to any other point within the town. 8.23 Church Steeples, Windmills & Water Towers These are not big enough to hold a stand (ie platoon) of men. However they will hold an FO stand. Some nations have integral FO in their infantry stands. In such cases as long as the infantry stand is adjacent to the base of the structure it may spot and call artillery as if it was at the top of the structure. Steeples, Windmills and Water Towers will generally be 2-3 levels high 8.24 Hedges To be written 8.25 Fortifications The rules for constructing fortifications are in the Engineering section 8.25.1 Foxholes & Hasty Entrenchments These are hastily constructed shallow pits usually constructed by the troops themselves

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A target in a Hasty Entrenchment or Foxhole, gets a saving throw of 5+ in open terrain. 8.25.2 Deliberate Entrenchments Deliberate Entrenchments are deep, elaborate trench systems often reinforced with wood or sandbags. A target in a Deliberate Entrenchment, gets a saving throw of 4+ in open terrain. 8.25.3 Bunkers A bunker is a reinforced construction with overhead cover, made of wood or bricks. A target in a Bunker, gets a saving throw of 3+ in open terrain for guns 129mm or less. Guns 130mm are saved on a 4+ 8.25.4 Pill Boxes Pill boxes are metal or reinforced concrete constructions. They include fornications such as the Maginot line. A target in a Pill Box, gets a saving throw of 2+ in open terrain for guns 129mm or less. Guns 199mm or less are saved on 3+ and guns 200mm or bigger are saved on 4+. 8.26 Terrain Overlap In laying out scenarios, some types of terrain are allowed to overlap, so that a stand could be in both types simultaneously. Well include smoke in this, even though its an environmental factor and not really terrain. For linear items (roads, streams, ridgelines) see the specific terrain sections above for how to treat them. Unless explicitly marked x in the table below, terrain types are NOT allowed to overlap.

This type

terrain Clear Light Forest Woods x x x x x x Sand

can be overlapped with these terrain types: Swamp Towns Streams x x x x x x Drainage Ditch Rivers Cliffs x x x Smoke Bad Going x x x x x x Rough x x x

Rough Bad Going Smoke

x X X

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In cases where multiple terrain types are present, use the following to determine how to resolve LOS, spotting, combat, and movement (a good summary is hardest to see in and see through, hardest to hit, and hardest to move through): LOS: If any of the terrain types is cover for LOS, use the cover rules for determining LOS (see Section 7.3) Spotting : To determine spotting, if any of the terrain types the target is in count as cover, the target is in cover. Combat : To resolve combat, count the target as being in the terrain type that has the best defensive benefit (the one with the lowest terrain saving throw number). Movement : To resolve movement, count the stand as moving through the most difficult terrain type (the one that has the highest move cost). For example, an infantry stand in Rough Heavy Woods would use the cover LOS rules due to the Forest, would count as in cover for spotting due to both terrains, would have a terrain saving throw of 4+ due to the Woods, and would pay double movement cost due to the Rough.

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9: Vehicles
9.1 General Vehicles are common stands in WPD. The most important thing to remember about vehicles is that they have 2 armor ratings front and flank. A vehicle uses its front armor value when attacked by an enemy stand in the vehicles front 120-degree arc (see diagram). Soft vehicles can be fired on by both anti-vehicle fire and a nti-infantry fire. 9.2 Vehicle Firing Arcs Vehicle stands can fire in any direction, except for vehicles with limited traverse, forward-firing guns, such as the German StuG-III. These vehicles have an f noted in the Equipment column of the data chart. These vehicles can only fire through their front arc.

C B

Flank Arc

Front Arc

Tank B, C and D are firing at Tank A. Ta nks B and C will hit the front armor; tank D will hit the flank armor.

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9.3 Open-Topped Vehicles Open-topped vehicles are denoted in the Equip column of the vehicle data with an o.

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10: Infantry, Cavalry, APCs and Towed Weapons


10.1 Executive Summary Infantry can fire all weapons in the same fire phase. MMG & HMG ROF is halved if they move in the same turn they fire. It costs of a vehicle stands movement to drop off or pick up an infantry stand. Cavalry, Motorcycle Infantry and Bicycle Infantry take turn to mount or dismount.

10.2 General Infantry are groups of armed men. Towed stands represent towed weapons and their crews. 10.3 Types of Infantry There are several types of infantry stands in this game: Infantry stands are normal infantry. They have an assortment of weaponry light machineguns, bazookas , ATRs and possibly a couple of MMGs. MMG and HMG stands represent 3-6 MMGs or HMGs Bazooka and ATR stands represent a group of men primarily armed with bazookas or ATR. 4-9 ATR or bazookas per stand Engineer stands are normal infantry with the added ability to perform various engineering tasks. They are often equipped with flame throwers Flame throwe r stands normal infantry equipped with flame throwers

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Mortar stands represent 3-6 mortars. Mortars are primarily used to fire indirect fire missions but the crews have some AI firepower

There are several mobility types: Leg infantry most infantry walks Bicycle infantry infantry riding bicycles Cavalry - infantry riding horses. Support weapons such as MMG and mortars are often noted: 1 MMG Stand 1 Pack Horse Stand The pack horse stand turns the MMG in to cavalry M/C infantry riding motorcycles Ski infantry using skis, many cavalry and bicycle units in cold countries were also ski trained.

Note that you can combine types so its possible to have a bicycle MMG stand or a M/C ATR stand Other designations such as Marine Infantry or Fallschirmjger Infantry are used in lists and scenarios, these are purely decorative, in all ways the stand acts as normal infantry 10.4 Integral Weapons Many ordinary infantry stands carry ATR or Bazookas in addition to the usual small arms. Depending on how common they are this can be designated in one of two ways n the army lists. Where such weapons are uncommon the stands tha t carry them will be noted as such in parenthesis e.g. (ATR). Where such weapons are common there will be a note covering the entire list or group of lists. 10.5 Infantry Movement and Facing Infantry have no facing. They can move and fire in any direction they want to.

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10.6 Infantry Firing Infantry may fire each type of weapon each turn. Also, remember that they get to fire at a vehicles flank in close combat (no matter how its facing), if that vehicle is unsupported by infantry. In close assaults the infantry must chose between firing AI and its ATR/Bazooka or conduction an Anti Tank Close Assault (ATCA). 10.7 Towed and Man portable Weapons Towed and man portable weapons are special infantry stands. They have a front and flank arc just like vehicles. Towed and man portable weapons may only fire through their front arc unless that have a T in the rate column when they have a 360 arc of fire. Towed and man portable weapons are usually guns, and will fire just like vehicle mounted guns. Towed weapons and man portable weapons are treated as infantry stands when attacked. I type towed weapons may be moved by man handling. Otherwise towed weapons can only be moved if towed by a horse or oxen team or if towed by a vehicle. To tow a stand, a vehicle must expend of its movement if Q type or a whole turn if 1 type to limber the stand. The towed stand then moves with the vehicle. The vehicle spends a similar amount of time to unlimber (i.e., drop off) the towed weapon. A towed weapon thats unlimbered may move inch after being unlimbe red. Weapons being towed can not fire. Weapons that moved can not conduct indirect artillery fire. 10.8 Carrying Infantry A vehicle may carry a number of infantry stands equal to the vehicles capacity. The vehicle expends half of its movement allowance when it picks up or drops off infantry stands. The vehicle may pick up or drop off infantry at any time during its movement phase. The vehicle isnt considered to have moved (for over watch purposes) if it only drops off infantry. Infantry that is dropped off will lose a fraction of their movement allowance equal to the fraction spent by the carrier when it drops off the infantry. Round all fractions down to the nearest half inch. 9

Alternatively, only let the infantry move inch if its carrier moved at all. This is much simpler.

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For example, an SdKfz-251/1 with a movement of 10 moves 2 and drops off an infantry stand. The SdKfz has expended 7 inches of movement 2 for movement and 5 to drop the infantry off. This is 70% of its movement, so the infantry will lose 70% of its movement that turn. The infantry stand can move 3; 70% of 3 is 2.1; this leaves .9 inches for the infantry to move, which is rounded down to .5 inches. The infantry has inch of movement left. In close combat, mounted infantry can dismount after the first round of close combat. The carrier loses half of its movement allowance at the end of the close combat (or all if less than half of its movement allowance is left). The infantry may not move after close combat. 10.9 Cavalry, Motorcycle and Bicycle Infantry It takes turn to mount or dismount transport. All the rules that apply to dismounting vehicles apply to dismount from horses etc (see section above) Players will need some method of designating the mounted/dismounted status of their stands. The more aesthetically pleasing method is to have different stands for mounted and dismounted but this can be expensive. Alternatively make some colored counters up to place next to mounted stands. Take the counters away when the unit dismounts. In small games its not too tricky to remember which stands are mounted & dismounted without the counters. 10.10 Tank Riders All nations may make use of tank riding during strategic movement. However only the Soviets may use it during tactical movement. Units using tank riding during strategic movement get a free mount/dismount. In tactical movement it takes a turn to mount or dismount. Mounted troops are especially vulnerable; all AI fire vs. riders is +1. Riders in a close assault may dismount for nothing but lose 1 ROF in the first round of combat. A tank with riders mounted counts as protected in close combat. 10.11 Carrying Capacities In the army lists a light truck can carry one stand, a medium truck two stands and a heavy truck three stands. Note that mortar stands 70mm+ take the space of 2 stands.

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All APCs carry a single stand 10 Any non 0 front amour AFV can carry a single stand of tank riders.

10

Technically the Universal Carrier and the SdKfz-250 only carry half a stand. Luckily for us the stands carried are high firepower this means we can say that such APCs carry a single normal firepower stand without distorting the game too much

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11: Spotting
11.1 Executive Summary To spot a stand, you need an unblocked line of sight and it must be within detection range. Smoke and Cover blocks line of sight.

11.2 Line of Sight (LOS) An unblocked LOS is required to spot a target. Stands trace line of sight from any part of a stand to any part of a stand. (excluding gun barrels) LOS may be blocked by certain types of terrain (cover, see Section 8.3 ) as well as geographic features such as hills or towns. Friendly and enemy stands dont block LOS. Players may agree to use the Carl Rule , which provides that a stand on the edge of cover may only fire through its front arc or be fired at through its front arc. 11 Infantry is exempt from the Carl Rule. To see over intervening terrain that is higher than one of the stands, one of the two stands must be at least two levels higher than the highest terrain between the stands. 12 For example, to have LOS to a target at ground level (level zero) over a level one forest, a stand must be on terrain at least three levels high, such as on a level three hillside. As

11

The Carl Rule is realistic, but painfully non-intuitive. Therefore, we made it optional. If you use the Carl Rule, you should allow players to check the angle of their stands before they finish moving, so that they can be certain that they can fire at a target. Yes, the real geometry is more complex than this simple rule, but to evaluate the actual height required to have LOS over the intervening terrain needs either several measurements and a calculator, or a very detailed and cumbersome LOS table, both of which drastically slow down play.

12

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another example, for a stand on the ground to see a target over a level two hill, the target must be at least four levels high, such as on a four-level-high hill. 11.3 Detection A stand is detected the instant it is within detection range of an enemy stand. The Spotting Charts list detection ranges and modifiers. 11.4 Spotting Once a stand is spotted i.e., its in an unblocked LOS and is detected by any stand, the spotted stand is spotted by all enemy stands. A stand becomes unspotted during the beginning of any phase in which it is out of all enemy stands LOS. 11.5 Terrain Effects on Spotting The terrain a stand is in may affect LOS and detection range. See the terrain rules and the spotting chart for more information. Note that conditions such as firing and moving only apply at the instant they occur. For example a spotting stand only gets the bonus for spotting a moving stand if it has LOS during the movement phase. 11.6 Spotting Chart On all charts use the best column. So in good visibility infantry in cover firing an LG40 RCL will be spotted at 24 Towed guns are rated to indicate whether they are spotted as infantry or vehicles. I rated guns are spotted as infantry and V rated guns are spotted as vehicles 11.6.1 Clear Weather This is for spotting in good visibility

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Not Firing Halted Moving Inf Cover 1 3 Veh Cover 3 9 Inf Open 8 24 Veh Open 24 LOS Firing Small Arms All Other 11.6.2 Poor Weather To be written 11.6.3 Bad Weather To be written 11.6.4 Night & Fog To be written

6 24

14

Multi-turreted tanks such as the M3 Lee and T-35 have had their ROF reduced to reflect the lack of co-ordination between the separate weapons

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12: Combat Overview


[Ty cant we delete this section?] 12.1 General There are 3 types of combat in WPD : Anti-vehicle fire : direct fire against vehicles usually using armor piercing ammunition. Anti-infantry fire : fire against infantry and soft stands usually using automatic weapons and high explosive warheads. Artillery fire : fire delivered by indirect fire from artillery systems. 12.2 Cover Cover is terrain that hides stands woods, towns, etc. See Chapter 7 for details, especially Section 7 .3 for cover details. A stand must touch the edge of cover for the stand to fire out of the cover or be fired at by stands outside the cover. LOS is blocked by the edge of the cover. A stand in cover may trace a line of sight two inches through the same cover in good visibility (but the LOS is blocked by the edge of the cover). It may fire at a target 2 inches or less away in the same cover in good visibility

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13: Fire Combat


13.1 Executive Summary A vehicle stand can move up to its move and fire its guns. A stand that can fire but chooses not to may take a hold fire marker, which lets the stand fire in the next enemy fire phase. A stand did not move and does not fire in its fire phase may take an overwatch marker, which lets it fire anytime in the enemy turn or even during its next movement phase. It can also shoot and scoot. A target stand can turn to face an enemy stand that moves from the target stands front to its flank before the enemy stand gets a shot. It can pivot like this once per fire phase.

13.2 General Stands execute fire combat during the firing phase, or, in the case of overwatch fire, during the movement or firing phase of the opposing players turn. All fire during a fire phase is considered to be simultaneous, including overwatch and held fire. Vehicles may fire ALL their weapon systems but only at ONE target 14 Infantry may attack regardless of how far they moved. Infantry stands may use all of their weapons in the same turn, against different targets, if the owning player decides. MMG & HMG stands ROF is halved if they moved in the movement phase. Towed weapons stands fire as if vehicles, so an Q rated gun that was unlimbered this turn but was not towed anywhere can fire as unlimbering takes move and vehicles can fire if they moved move or less. 1 rated guns can never unlimber and fire.

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All attacks in a single phase against a given target must be declared before they are resolved. This doesnt apply for stands conducting overwatch fire. Vehicles that moved more than half their movement (not including turning or picking up/dropping off infantry) arent eligible to fire in the fire phase. Indirect fire is only possible if the stand is halted for the entire turn. Mortars may only fire if halted for the entire turn, even if firing at targets in LOS. 13.3 Procedure A player may conduct fire with his stands in any order. The player indicates one or more firing stands, identifies the target, and states the type of weapon(s) being fired. The player then resolves the attack(s). The player then declares and resolves the next attack. Note that this allows a player to see the effect of the first attack before he declares the second attack. However, all fire against a given target must be declared before resolving any attack against that target. 13.4 Targeting Restrictions A stand must fire at the nearest enemy stand, at the moment it fires , subject to the following exceptions: Firing stands may ignore any enemy stands being fired at by other friendly stands during the current phase. All overwatch fire in a given phase counts for this rule. So, a stand firing in overwatch at a tank 10 away may ignore the tank 5 away, if a friendly stand has already made an overwatch attack against the stand, during the current phase. Firing stands may ignore infantry in favor of vehicles or vice versa. Firing stands may ignore a target in cover or behind an obstacle in favor of a target in the open. Firing stands may ignore light vehicles to fire tanks (but not vice-versa).15 A tank is any vehicle with a front armor of 1 or greater up to the end of 1942, thereafter 2 or greater. All vehicles with a front armor less than the above are light vehicles.

15

Yes, this means that your cannon-armed SdKfz-222 must fire at the IS-2 right in front of him, even though the SdKfz cant hurt the JS-2. Even if theres a nice juicy BA-64 two inches behind the JS-2.

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Artillery stands (on-board and off -board) arent subject to this rule when making indirectfire attacks. They are subject to it when making direct-fire attacks. 13.5 Movement and Firing Vehicles that moved more than half their movement (not including turning or picking up/dropping off infantry) arent eligible to fire in the fire phase. A vehicle may always make anti-infantry attacks, no matter how far it moved. In WW2 many US vehicles had crude stabilization; as did Russian BT series tanks. However the systems were unreliable and didnt work too well, most tankers disconnected the stabilization systems. For this reason stabilization systems are not considered further in WPD. 13.6 Overwatch Note : the overwatch and hold fire rules are the most complex part of WPD, please take time to read this section carefully. A stand that doesnt move during its movement phase or fire during its firing phase may have an overwatch marker placed, that allows it to fire during the enemys turn or even during the players next movement phase 16. If a stand conducts overwatch fire in its own next movement phase, it may not fire in its next fire phase. But it may have an overwatch marker placed on it at the end of the owning players turn in this case. For example, a KV-1E has an overwatch marker placed on it at the end of the Attackers Turn 1. It does not fire during Defenders turn 1. During the movement phase of Attackers Turn 2, a PzKfw-II conducts overwatch fire and becomes spotted by the KV. The KV fires. It cannot fire again in the Fire Phase of Attackers Turn 2. But since it did not move in the Movement Phase or fire in the fire phase (it conducted overwatch in the Movement Phase, not the Fire Phase), the KV can have an overwatch marker placed on it. Overwatch markers are placed at the end of the owning players fire phase. Overwatch fire may be made at any point before, during or after movement or firing unless specifically excluded in the sequence of play. All normal targeting restrictions
16

In smaller games it is simple enough to just remember which stands are on overwatch and dispense with the marker which is quicker and more aesthetically pleasing. However for you first few games its strongly suggested you stick with the markers.

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must be obeyed during overwatch fire. A stand loses its overwatch eligibility after it fires all of the shots that it is eligible to fire. Overwatch fire is resolved with other fire in the order the fire announcements are made. When a stand executes an overwatch attack during an enemy movement phase, all antivehicle and anti-infantry attacks are at 1 to hit. This penalty does not apply if the stand fires before any enemy stands move or after all enemy stands have moved. A friendly stand on overwatch must declare all shots against an enemy stand before resolving any of those shots. If the enemy stand survives the overwatch attack(s), the friendly stand may not fire at the enemy stand again, unless the enemy stand initiates close combat. This restriction is lifted, of course, at the end of the friendly stands next movement phase. For instance, a veteran Firefly (ROF 4) on overwatch is facing 2 StuG-IIIs. During the enemy movement phase, the Firefly fires 2 shots at StuG #1. He declares that hes firing 2 shots and rolls the dice. The shots have no effect and StuG #1 continues to advance. The Firefly may not fire again at StuG #1. Instead, it takes one shot at StuG #2. Since it lost one ROF for changing targets, the Firefly has fired all of its shots. 13.7 Shoot and Scoot Shoot and Scoot is a form of overwatch. A stand on overwatch may make a special shoot-and-scoot attack instead of its normal attack. To execute a shoot-and-scoot attack, the stand makes an anti-vehicle attack at ha lf its ROF rounded down. If the stand has an ROF of 1, it still gets 1 shot. In any case, the stand is deemed to use all of its ROF in this attack. After taking this shot, the stand may immediately move half of its movement. It may back up and may not be fired at by enemy stands on overwatch for this movement. During the rest of the stands movement, it may be fired at by eligible enemy stands, if they can trace a valid LOS and are in range. If you are using the optional friction rules (see Section ???), a stand making a shoot-and-scoot attack may always make its shootand-scoot movement, regardless of the friction roll result for its unit. 13.8 Hold Fire A stand that is eligible to fire during its fire phase may choose instead to hold fire. The stand cannot fire in its own fire phase, but can fire during the enemys next fire phase. All fire in a fire phase is simultaneous. Stands that have a hold fire marker may also pivot.

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13.9 Pivot A stand may pivot at the beginning of the enemy fire phase. The stand ma y only pivot when an enemy stand that began its movement phase in the friendly stands front arc moves into the friendly stands flank arc. The pivoting stand must pivot to keep the enemy stand in the pivoting stands front arc. 17 13.10 Mounted Infantry Infantry may fire anti-infantry fire from a vehicle (including motorcycles) or horseback, but the effective range is halved and a -1 adjustment is applied to the to-hit number. Infantry on bicycles may not fire mounted Infantry in a vehicle that is destroyed (not one that fails a quality check) must make a quality check. If they fail this quality check theyre destroyed and removed with the vehicle. Infantry in a vehicle that fails a quality check are eliminated with the vehicle. 18 Cavalry, Motorcycle Infantry and Bicycle Infantry are removed from play when destroyed or if they fail a quality check. 13.11 Cavalry, Motorcycle Infantry and Bicycle Infantry (Optional Rule) When shooting at any of these types all AI fire is at +1 if they are mounted. When mounted cavalry (not M/C or Bicycles) is in close assault it gets +1 on its AI combat rolls.

17 18

This prevents players from exploiting the sequence of play and panzerbushing. The infantry are staying in the vehicle as it seeks better firing positions to the rear.

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14: Anti-Vehicle Fire


14.1 Executive Summary Roll to hit 1d6 per ROF of the weapon. To hit requires a 3+ at close range, 4+ at effective range and 5+ at long range. Add quality modifiers to all to-hit rolls. Also add all other applicable modifiers to all to-hit rolls. If the target is in some kinds of terrain, or behind some types of obstacles, it may get a saving throw on 1d6 for each hit you score. For each hit that isnt saved, roll the number of dice equal to the weapons Pen minus the targets armor. If any die is a 6, the target is destroyed. If any die is a 4 or 5, the target must make a quality check. One anti-vehicle fire quality check maximum per phase.

14.2 General Anti-vehicle fire is direct fire at enemy vehicles using armor piercing ammunition. Guns with a - for their penetration value may only fire on soft vehicles (vehicles with an s armor rating). Treat their penetration value as 0 when doing so. Anti-vehicle fire requires all the following: An unblocked line of sight from the firing stand to a spotted target stand The target stand must be within range of the firing stand.

14.3 Angle of Attack If there is an unblocked line of sight, determine the angle of the attack. An attacker wholly or partially in the targets front arc (120) uses the targets front armor value (see

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diagram in Section 8.1). An attacker not in the front arc uses the targets flank armor value. 14.4 Rolling to Hit 14.4.1 Gun Procedure To resolve an anti-vehicle attack, roll dice equal to the ROF of the weapon. For guns, at short range (up to one half of effective range), the target is hit on a 3+. At effective range , the target is hit on a 4+. At long range (up to 1.5 times effective range), the target is hit on a 5+. A natural 1 always misses; a natural 6 always hits. 14.4.2 Quality Modifiers Green troops get a 1 to their to-hit roll, Veterans and Elite get a +1 to their roll. Veterans and elites also add 1 to their ROF for all guns. 14.4.3 Pinned Pinned infantry stands and pinned towed weapons get a 2 to their hit roll. 14.4.4 ROF Reduction for Multiple Targets A stand with an ROF of 3 or greater may fire at different targets and may allocate the number of shots among the different targets as the owning player wishes, but it loses one ROF for each target it engages after the first. Therefore, a stand with an ROF of 3 can fire 3 shots at one target, or 1 shot at 2 targets. 14.5 Terrain Saving Throw A stand that is hit by anti-vehicle or anti-infantry fire gets one saving throw for each hit if it is in certain types of terrain or in smoke. The saving throw is made on 1 die, and a separate roll is made for each shot that scored a hit. If a stand is eligible for more than one saving throw number due to overlapped terrain types (see Section 7.20), use the one which gives the best protection (i.e., the lowest saving throw number). For example, a stand in Rough (5+) in a Town (4+) uses the Town number (4+) for its saving throws. If an infantry stand is in a deliberate entrenchment (4+) in a wood (5+) it used the entrenchment number (4+) If the target stand makes the saving throw, the shot misses. Stands in Light Woods, Heavy Woods, Rough, or Swamp have a saving throw of 5+. 59

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Stands in Towns or behind Ridges have a saving throw of 4+. Stands that are behind (and touching) streams or river banks on their interior side have a saving throw of 4+ if the fire crosses the stream or bank. If the target is in Smoke , the target gets a +1 die roll modifier to its saving throw, or a saving throw of 6+ in open terrain. Note that in smoke is only between two stands within the smoke template. As smoke is treated as terrain the edges of the template break LOS. A target in a Hasty Entrenchment or Foxhole , gets a saving throw of 5+ in open terrain. A target in a Deliberate Entrenchment , gets a saving throw of 4+ in open terrain. A target in a Bunker, gets a saving throw of 3+ in open terrain with guns 129mm or less, 4+ vs. bigger guns A target in a Pill Box , gets a saving throw of 2+ in open terrain with guns 129mm or less; 3+ with guns 199mm or less and 4+ vs. bigger guns. 14.6 Penetration Rolls For every shot that hits the target, roll dice equal to the weapons penetration minus the targets armor, modifying gun penetration for range if not using h or he class ammunition, and modifying armor for special armor types. A player may roll a maximum of 10 dice per shot that hits.19 Range modifiers for gun penetration of non h and he class ammunition are as follows: Guns 80mm and more plus the PaK-41 75/55mm Taper-bore: short range gets a +2 modifier to the guns penetration value long range gets a 2 modifier to the guns penetration value Guns 79mm or less: short range gets a +1 modifier to the guns penetration value long range gets a 1 modifier to the guns pe netration value
19

A good alternative to this rule is the Its Dead Jim rule you only roll six dice maximum per attack. But if the pen minus armor exceeds 6, then a 5 or a 6 is a kill. This way, you dont have t o roll bucketfulls of dice when shooting at light vehicles.

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If a 6 is rolled on any die, the target is destroyed. If a 4 or 5 is rolled on any die, the target must make a quality check. Only one quality checks needs to be made, no matter how many 4s or 5s are rolled. For example, a PaK-40 at with a base penetration of 4, at close range gives a penetration of 5. When firing at a Sherman, (armor 3) the player with the PaK rolls 2 penetration dice. He gets a 4 and 5. As there were no 6s the Sherman is not automatically destroyed. Both the 4 and 5 indicate a quality check, bit only one check is made per firing phase so one die is rolled, a 6! The Sherman passes the QC. A weapon always rolls one penetration die per shot that hits the target. However, if the weapons penetration is less than the targets armor, the penetration roll is adjusted by the difference. If a Pz-II (penetration 1) fires at a T-34/41 (armor 3) the penetration result is -2. So one die is rolled with a minus 3 modifier. In effect the Pz-II can force a QC on the T-34 only if a 6 is rolled. Note that a penetration result equal to the targets armor is the same as exceeding the armor by one 14.7 Negative Penetration Factors Some puny weapons have negative penetration factors. To deal with them add 4 to the penetration factor and 4 to the targe ts amour factor. Then use the standard penetration rules above. For example a PTRS ATR (pen -1) is fired at a PzKfw-I (amour 0). As the penetration is negative add for to the penetration (=3) and to the PzKfw-1s armor (=4). Using the rules above the penetration result is -1; so one die is rolled with a minus 2 modifier. In effect the ATR can force a QC on the Panzer if a 5 or 6 is rolled, there is no chance of an outright kill. 14.8 Special Ammo 14.8.1 HVAP, APCR, PzGr -40 & APS No nation widely issued such ammo. Its effects are factored in to the standard penetration figures 14.8.2 APDS The British widely deployed APDS towards the end of the war. By June 1944 it was standard issue for 6pdr guns and in Feb 1945 it was standard issue for 17pdr.

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APDS adds guns penetration at SHORT RANGE only. The gun has ds listed in its penetration stats. The DS bonus in NOT in addition to the usual short range bonus. 14.8.3 Little John Adapter An adapter used by the British that screwed on the end of the 2pdr and US supplied 37mm. The adapter increased amour penetration. Guns with a little john are marked lj 14.8.4 Limited Ammo (Optional Rule) Some ammo types in the data charts are labeled as limited. Anytime a player fires limited ammo check the hitting die if it shows a 1 or 2 that type of ammo is exhausted and may not be used for the rest of the game. The rule is optional as it involves book keeping and it means hitting rolls have to be made in succession rather than together which slows the game down. 14.9 Schrzen In 1943 the Germans placed Schrzen armored skirts around the sides and rear of their tanks. The Hungarians also used them. In game terms they render the side of the tank immune to penetration by ATR, MMG & HMG. They also add +2 to the armor rating when struck by Bazookas and other HEAT (h class) weapons. In 1945 the Soviets began to improvise spaced amour in the field to defeat Panzerfausts. Such armor also adds +2 to the armor rating vs. Bazookas and other HEAT weapons. 14.10 Soft Vehicles Soft vehicles have an armor value of 0 when fired at by anti-vehicle fire. Note that soft vehicles can also be fired at with anti-infantry fire. A firing vehicle may use the method that produces the most deadly result. 14.11 Integral Infantry Anti-Tank Weapons Bazookas and ATR have a long, effective, and a short range just like most other weapons. If a pinned infantry unit makes an anti-vehicle attack, apply a 2 modifier to the die roll.

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15: Anti-infantry Fire


15.1 Executive Summary Only effective against infantry, towed weapons, or soft vehicles. Roll to hit 1d6 per ROF of the weapon. To hit requires a 3+ at close range, 4+ at effective range and 5+ at long range. Add quality modifiers and the AI modifier to the roll. Each roll that equals or exceeds the to-hit number scores a hit on the target. For each hit scored, the t arget stand gets a terrain saving throw, if the situation warrants. The first hit causes a quality check at the end of the phase; each additional hit modifies the quality check by 1.

15.2 Procedure Anti-infantry fire may be conducted against any infantry stand or soft vehicle stand. Antiinfantry fire requires an unblocked LOS and a spotted target. To fire, the firing stand nominates as the target any valid infantry stand or soft vehicle within long range and rolls a number of dice equal to its ROF. Veteran and elite stands add 1 to their ROF. Hitting requires a 3+ at close range, 4+ at effective range and 5+ at long range. Effective range is listed on the infantry chart below. Close range is up to half the effective range. Long range is one and a half times effective range. For example for an infantry stand close range is up to 2, medium 4 and long range up to 6. Add quality modifiers and the AI modifier to the hitting roll. Each roll that equals or exceeds the to-hit number scores a hit on the target. Once the number of hits has been determined, if the target stand is in certain types of terrain or in smoke it gets to make a separate terrain saving throw for each hit, just like in anti-vehicle fire. If the target makes the terrain saving throw, that shot misses. Total the hits that werent saved. The first hit causes the target stand to make a quality check.

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Every additional hit suffered that phase will subtract one from the quality check roll. Infantry stands only have to make one quality check per phase, no matter how many attacks are made against them. If the infantry stand makes the quality check, the stand is marked with a pinned marker. A stand with a pinned marker may not move (or continue moving). Pinned markers are removed in the final phase of the pla yers turn. If the firing stand fires at more than 1 target, the ROF Reduction for Multiple Targets rules apply (see Section 13.4.4), unless the firing stand is a MMG, AAMG or HMG. These stands dont lose any ROF for switching targets. For instance, a veteran PzKfw-IIIE (ROF 4) is engaging dug in Average Russian infantry. The German player chooses to split the panzers fire and engage two infantry stands: one with 2 shots and one with a single shot (remember shooters loose a ROF for engaging multiple stands). The panzer is at effective range but the 37mm on the PzKfw-III is a pop gun thus has an AI of -1. This however is offset by the +1 for being veteran. So the PzKfw-IIIE requires a 4-6 (base 4 at effective range, -1 AI, +1 for veteran) to hit. The German player rolls 5,5 & 6 good shooting Hans! As the Russians are in foxholes they get to save each shot on a 5+. The stand receiving one shot rolls a 6. Ivan ducks! The stand receiving two shots rolls a 2 & 4 and fails to save any hits. Average troops QC on a 4-6, but as there are two hits and the subsequent hits after the first drop the save by one the soviets must make a QC on a 5 or 6 15.3 Pinned/Suppressed Effects on Anti-Infantry Fire Use the following modifiers that apply, when fire is from or at a pinned unit (these are cumulative with the other to-hit die-roll modifiers): Apply a -1 to the to-hit die roll of a stand firing at a pinned stand. Apply a -2 to the to-hit die roll of a firing stand that is pinned.

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15.4 Infantry Stand Data Stand Infantry (-) Infantry Infantry (+) Infantry (+) Assault Rifle Assault Rifle (+) Assault Rifle (+) SMG MMG AAMG HMG AAHMG Flame Thrower Range 4 4 4 4 4 4 4 2 4 4 8 8 8 8 1 ROF 1 1 2 2 1 2 2 2 1 1 2 1 2 1 1 Mod -1 +1 +1 +1 -1 +1 +1 +1

15.5 Flame Throwers Flame throwers ignore cover modifiers. Infantry flame throwers only have 2 shots When firing at AFVs roll 1d6: 4-5 QC, 6 is killed. If the AFV moved in its last move turn -1 If open topped +2.

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16: Artillery Fire


16.1 Executive Summary Artillery fire occurs in the artillery phase. Smoke always arrives before HE fire and direct fire in the firing phase. Artillery fire is called by a Forward Observe (FO) in the artillery phase. In order for the fire to arrive a quality check must be made. If it fails then the fire usually turns up next turn.

16.2 General Artillery fire includes indirect fire by artillery pieces, mortars and rocket launchers. Indirect fire is fire by a stand that cannot see its target and direct fire is fire by a stand that can see its target. Any gun 60mm or greater can fire as artillery instead of anti-vehicle or anti-infantry fire at targets within LOS. 16.3 Indirect Fire Procedure Overview 1. Fire is called in the Artillery Phase. No overwatch fire is allowed in the Artillery phase. 2. All artillery fire is directed at a point on the board which must be within LOS of an FO. Place a fire mission marker where each fire mission is to be landed. 3. First, resolve all smoke and poison gas fire missions. Then resolve all normal high explosive (HE) fire missions. Thus, it is possible to block your intended HE barrage with a smoke screen. Cest la guerre.

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4. To resolve a fire mission, the FO stand makes a quality check, subject to modifications for nationality and whether the gun is in direct support of the FOs unit. If the check is successful, the fire mission lands this turn. If the check is unsuccessful, the fire mission automatically lands in the firing players next artillery phase at the normal time. The mission can be cancelled at any point prior to landing. 5. If the barrage hits, resolve the effect of the barrage (see Section XX). First, check the Fire Zone Size Table to determine the Fire Zone Radius. Each stand that is partially or wholly within the Fire Zone Radius is affected. Then cross reference the caliber and number of stands firing on the Fire Index Table to determine the Fire Index Number. Finally, use the Fire Resolution Chart to determine the effect of the barrage. 16.4 Fire Missions A fire mission consists of a number of artillery weapons all subordinate to the same HQ, all firing at the same target and controlled by the same FO. Ammo types and sheaves must be identical. Calibers may be mixed, but in such a case use the smallest caliber on the Fire Index Table. As noted above, mark the location of a fire mission with a fire mission marker. Each FO may only place one fire mission in a turn. Each artillery stand may only participate in one fire mission. The process of placing a fire mission is occasionally refered to in these rules as calling fire. 16.5 Forward Observers (FO); Doctrine An FO is a person trained to call indirect fire missions he acts as the artillerys eyes guiding the fire from guns that can not see the target. The allocation of FOs depends on the nation and the time period covered. Britain, Germany, Japan and US; Post 1943 Finland & Post 1943 French have a great many FOs. Basically any stand in the supported unit can call fire, there are no FO models placed on the table top. This is Western Doctrine. In the text that follows where the rules refer to an FO this means any stand in the supported battalion for armies with Western doctrine. Finland 1942 and earlier; USSR and Norway: Each battalion has a single Separate FO stand to control that battalions fire. No other stands can call fire (except battalion weapons see below). This is Russian Doctrine.

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French, Italian and smaller nations WW2: Each regiment has a single Separate FO stand to control that regiments fire. No other stands can call fire (except battalion weapons see below). This is French Doctrine. Separate FOs act like other stands with the following exceptions: they may not fire at other stands. As long as they are within 4 of friendly troops (that can be seen by the firing stand) they may not be targeted by enemy troops; nor may the vehicle they traveled in (so long as it only contains the separate FO stand).20 They ignore cohesion rules. An FO may only call a fire mission vs. one target in a phase. 16.6 Moving FOs and Calling Fire Radio equipped FOs can move and call fire. All other FOs may only call fire if halted for the entire turn. All British, Commonwealth, and American FOs are radio-equipped as are post-1943 units supplied by them such as the Free French. German panzer and panzer grenadier stands are radio equipped as are all German non-divisional artillery units. 16.7 Calling Fire; Dedicated Artillery

Note all quality checks for calling fire are based on the default quality rating (see 5.3 Default Troop Quality Settings). As noted above, the FO must make a Call Fire quality check to successfully call fire. This is a normal quality check, modified by doctrine and possibly whether the artillery is dedicated. If the FO passes the check then the fire mission arrives on target immediately. If it fails the check, the fire mission automatically lands in the firing players next artillery phase at the normal time. The mission can be cancelled at any point prior to landing. The Call Fire quality check is modified by the doctrine in use by the FOs army (see 16.5 above) and possibly whether the artillery stand is dedicated or not: Western Doctrine: +1 French/Russian Doctrine: +0 Dedicated Artillery Bonus (Western only): +1

Unless otherwise noted, an FO can call fire from any artillery stand in his force. However, some artillery stands are dedicated to certain units. An FO gets the Dedicated
20

Referees are encouraged to severely punish players that attempt to exploit this rule by (for instance) using FO trucks to haul non-FO stands. A free 4 radius barrage template awarded to the opposing side, with a 28 Fire Index Number is recommended.

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Artillery Bonus whenever it calls fire solely from artillery stands that are dedicated to the unit that the FO is part of. Only Western FOs get the Dedicated Artillery Bonus. Example -- a British FO that is part of 1st Bn, calls fire from an artillery stand that is dedicated to 1st Bn. The FO gets +1 for being British and +1 for Dedicated Artillery Bonus, for a net bonus of +2. A French FO in the same position would get no bonus (French FO use French doctrine and do not qualify for the Dedicated Artillery Bonus). German and Japanese observers may only call fire from artillery stands that are dedicated to the unit that the FO is part of. Before the game starts, Western players dedicate their artillery stands to particular combat units. Each Western artillery battery may be dedicated to either a single maneuver battalion/squadron or to a single company/troop (owning players choice). 16.8 Battalion & Company Mortars Regardless of nationality any stand in a battalion may call the battalions mortars and any stand in a company can call the companys mortars. Only one stand of mortars may be called to fire at any given target in a phase. This fire automatically arrives no quality check is needed. 16.9 Continuing Fire An FO that has brought down fire on a point may continue to do so each turn thereafter without rolling for the fire to arrive until he switches targets. In addition, all stands that move into the Fire Zone Radius will be immediately attacked by the Artillery Mission. 21 16.10 Resolving HE Fire Missions To resolve an HE Fire Mission, total the number of stands firing at a fire mission marker and identify their caliber as the barrage caliber. If stands of more than one caliber are part of a single Fire Mission, count all the firing stands, and use the lowest caliber among them as the barrage caliber. On the Fire Zone Size Table, use the number of firing stands to determine the radius of the fire zone. Trace the fire zone radius from the center of the fire mission marker. The fire zone affects all stands that are at least partially overlapped by the fire zone radius. If all vehicles in the game are based, the vehicle bases are considered part of the vehicle

21

This is how you use artillery to interdict a critical point.

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stands. If some vehicles are unbased, only the model itself is considered part of any vehicle stand (whether the vehicle is based or unbased). 22 On the Fire Index Table, cross-reference the number of firing stands and the fire mission caliber to determine the fire index number for the barrage. On the Fire Resolution Chart, find the line for the fire index number for the fire mission. For each stand affected by the fire mission, roll one die and use the appropriate column on that line of the chart to determine the result of the area fire on that stand. The entry on the Fire Resolution Chart will be a letter or symbol, followed by a number, and then another letter. The number listed is the minimum die roll needed to achieve the effect indicated by the second letter in the entry, otherwise the effect is that indicated by the first letter or symbol. There are four possible effects. In order of increasing severity, they are: -- = No effect. N = Neutralized Q = Quality Check D = Destroyed No effect means just that, no effect at all on the stand. Neutralized. Mark the stand with a yellow Neutralized marker. While neutralized, the stand cannot move towards the enemy, however AFVs may move away from the enemy at half speed. It cannot fire except when defending in close combat, and must pass a quality check to fire before the attacker fires. Quality Check. The stand must make a quality check. If it fails, it is eliminated. If it passes, it is Neutralized and must be marked as such. Destroyed. The stand is eliminated. If the stand is a vehicle stand, treat it the same as a vehicle stand that suffered a destroyed result from direct fire (i.e., it leaves a wreck that blocks roads, etc.).

22

If all players agree, they can modify this rule as appropriate to fit with their particular armys basing scheme.

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FIRE INDEX TABLE for Guns, Howitzers, Mortars, and Automatic Grenade Launchers Weapon Caliber # of Firing 30 mm 70 mm 110 mm 140 mm Stands - 69 mm - 109 mm - 139 mm - 169mm 170mm + 3 6 8 14 1 1 4 9 14 18 2 2 3 3 7 11 14 20 10 14 15 21 4 4 12 14 19 23 5 5 13 16 20 25 6-7 8 14 17 22 26 8-10 10 15 22 23 27 11-13 12 18 23 26 28 14-16 14 20 24 27 28 17+ 14 FIRE ZONE SIZE TABLE for Guns, Howitzers, Mortars, and Automatic Grenade Launchers # of Firing Stands Fire Zone Radius 1-4 1 5-13 1.5 14+ 2

FIRE RESOLUTION CHART for Guns, Howitzers, Mortars, and Automatic Grenade Launchers
Fire Index Number Soft in Light Cover or AFV in Open Soft in Heavy Cover or AFV in Cover

Soft in Open

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28

N N N N N N N N N N N Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q

6+ Q 5+ Q 5+ Q 4+ Q 4+ Q 4+ Q 3+ Q 3+ Q 3+ Q 2+ Q 2+ Q 6+ D 6+ D 6+ D 6+ D 6+ D 6+ D 5+ D 5+ D 5+ D 5+ D 5+ D 5+ D 5+ D 4+ D 4+ D 4+ D 3+ D

----N N N N N N N N N N N N N N N N N N Q Q Q Q Q Q

5+ N 4+ N 3+ N 2+ N 6+ Q 6+ Q 6+ Q 6+ Q 6+ Q 6+ Q 5+ Q 6+ Q 5+ Q 5+ Q 4+ Q 4+ Q 3+ Q 4+ Q 4+ Q 3+ Q 2+ Q 2+ Q 6+ D 6+ D 6+ D 6+ D 6+ D 5+ D

----------N --N N N N N N N N N N N N N N Q

6+ N 5+ N 5+ N 4+ N 4+ N 3+ N 4+ N 3+ N 2+ N 3+ N 6+ Q 2+ N 2+ N 6+ Q 6+ Q 5+ Q 5+ Q 6+ Q 5+ Q 5+ Q 5+ Q 4+ Q 4+ Q 3+ Q 4+ Q 3+ Q 2+ Q 6+ D

If you miss the roll, apply the first result. If you make the roll, apply the second result.
Results

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-- = no effect N = neutralized Q = quality check, neutralized if passed, eliminated if failed

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16.11 Multiple Fire Missions Hitting the Same Stand When a stand is hit by multiple fire missions in the same artillery phase, special rules apply. If the fire missions are of different calibers (or different mixes of calibers), the firing player chooses one of the barrages to affect the target. If the fire missions are all of the same caliber (or the same mixes of calibers), the firing player, derives a new fire index number from the Fire Index Table by adding up the total number of stands in all of the fire missions. For example, a stand is affected by a fire mission of 3 105mm stands (fire index 7) and a second fire mission of 3 155mm stands (fire index 11). The firing player chooses one of the fire missions to affect the target (in this case, he chooses the 155mm fire mission) Later on, the stand is affected by a fire mission of 3 105mm stands (fire index 7) and a second fire mission of 6 105mm stands (fire index 13). Since the calibers are the same, the firing players adds the number of stands (3+6=9) in both fire missions and derives a new fire index number. 9 105mm guns gives a fire index of 14 on the Fire Index Table. (Optional Rule). This is a slow alternative to the take your choice method above. If the fire missions are of different calibers (or different mixes of calibers), the firing player can either (a) choose one of the barrages to affect the target; or (b) derive a new fire index by adding the total number of firing stands and using the smallest caliber. For example, a stand is affected by a fire mission of 3 105mm stands (fire index 7) and a second fire mission of 3 155mm stands (fire index 11). If he chooses option (a), the firing player chooses the 155mm fire mission and the mission has a fire index of 11. If he chooses option (b), he derives a new fire index number by adding the total numb er of guns (3+3=6) and using the smallest caliber (105mm). This gives a fire index of 13. 16.12 Defensive Fire (Optional) To be written 16.13 Speculative Fire A stand that is hit only by speculative artillery fire in an artillery phase gets a special saving throw (4+ on one die) to avoid the effect of that fire. Speculative Artillery Fire is

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any fire mission that only has unspotted stands in its fire radius. 23 A separate saving throw is made for each fire mission. Note that an unspotted stand that is affected by artillery fire in any other phase does not get this saving throw. 16.14 Calling for Fire Complicated Optional Rules24 Note all quality checks for calling fire are based on the default quality rating (see 5.3 Default Troop Quality Settings). These rules will make much more sense if you refer to the organization lists in the back of the book. Nations tend to divide their artillery into direct support and general support (RAG & DAG in Russian terms). DS artillery will be assigned to a brigade or regiment. With Western doctrine individual batteries will be assigned to support individual battalions. General support artillery (DAG) is an artillery reserve. For the standard fire mission western observers call the battery assigned to the maneuver battalion. Eastern observers call their battalion. French observers call the entire regiment. The observer may also call guns from the next echelon up; this reduces the chance of successfully calling the fire. If calling up there is a chance the fire request wont be granted. Note some nations are very bad at calling for fire beyond the FOs own battery. Calling up is an all or nothing affair either you get all the guns (except battalion or regimental weapons) under the HQ or you get nothing. For example a British FO may call the Corps artillery. If he succeeds he gets all the guns in regiments directly attached to the corps plus all the divisional guns of every division under the corps that is in range 25 In order to successfully call fire the FO must make a quality check. If it passes then fire arrives on target right now. If it fails the fire usually arrives automatically in the same spot during the fire phase next turn.

23

Do not use this rule if you are playing a scenario with completely hidden units and a referee. The intent is to allow players to blast likely terrain features that probably have enemy units in them, yet not take too much advantage of their omniscience. This will slow the game down. Therefore, only use it in smaller games. OUCH!

24 25

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Nation Germany Japan Britain Other western doctrine Finland 1942 and earlier Other Russian doctrine French doctrine

Btty Bttn 0/+2 3/0 0/+2 4/0 0/+2 NA 0/+2 0/+1 0/+2 0/0 NA 1/0 NA NA

Regt NA NA 0/+1 NA NA NA 0/-2

Brigade/Div NA NA 2/-1 2/-1 NA NA 2/-4

Corps NA NA 3/-4 3/-4 NA NA NA

Bttn/Coy Mortar +3 +2 +2 +2 +1 +1 +1

For example: an average US FO can call his own battery and succeed in bring it down on a 2-6. On a 1 it comes down next turn. If he calls the rest of his battalion then it arrives this turn on a 3-6, next turn if a 1-2 is rolled. If he tries for all the artillery in his division on a 1-2 the mission totally fails, on a 3-5 it turns up next turn on a 6 it turns up now. It is possible for him to spot for the entire corps artillery, on a 1-3 he fails totally, on a 4-6 it will turn up next turn. Exactly which guns can be called for what type of fire mission is listed in the army lists. 16.15 Programmed Fire (optional) For deliberate assaults on static defended positions most nations relied on programmed fire. A fire program allocates all the guns under command to targets following a rigid timetable. Players must write the program on a piece of paper before the game starts. A note needs to be made of the turn, unit firing, target point, ammo and sheaf. Programmed fire is speculative fire but as its pre-planned it arrives automatically A program of fires can be cancelled but not re-scheduled or altered in anyway. An Example plan may look like so To be written A plan takes a minimum of 3 turns to write for a Brigade/Regiment; double this for a division and quadruple for corps. While planning none of the guns in the unit can fire 16.16 Smoke Smoke blocks line of sight just like cover (see Section 7.3). Smoke goes away during the command phase of each turn on a roll of 1 on one die. Roll during each players first phase for both sides smoke (i.e., roll for all smoke markers on the board in every command phase, regardless of owner). A gun/howitzer smoke barrage has the same width as the weapons converged HE template size, and three times the HE converged template 74

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size in length. Place the barrage lengthwise in the direction of the wind. Roll 1d6 for wind direction 1 - North, 2 - South, 3 - East, 4 - West, 5-6 - re-roll. A multiple rocket launcher smoke barrage simply uses the template sizes listed in the artillery data chart, with the usual check for scattering of the rocket barrage (see Section 5.12) but no roll for wind drift (some wind drift is accounted for in the template size). 16.17 Counter Battery (CB) Fire To be written 16.18 Multiple Rocket Launchers To be written 16.19 Ammunition Limits (Optional) Many artillery units have limited ammunition. A 119mm or smaller howitzer has 15 shots. A 120-129mm howitzer has 10 shots. A 130-150mm howitzer has 7 shots. A 151mm or larger howitzer has 5 shots. No more than one third should be smoke ammo.

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17: Close Combat


17.1 Executive Summary If a stand moves within 1 of enemy stands, it must stop and initiate close combat. Mark it with a die showing how much movement they had left (maximum of 6). After all movement for the movement phase is complete, resolve all close combat. Nonmoving stands fire first. Then surviving moving stands fire. Keep doing this (reducing the movement die 1 pip at the end of each close combat round) until one side is totally destroyed. Surviving stand can continue moving if they have movement left. If not engaged in close combat by enemy infantry stands, your infantry stands fire at the flanks of vehicles in close combat. When closing with tanks infantry have to choose between AI & Bazooka/ATR fire or an AT close assault. They may change phase to phase.

17.2 Types of Close Combat There are two types of close combat, normal and Anti Tank Close Assault (ATCA). Normal close combat is akin to ranged combat using small arms, bazookas and ATR. ATCA is a desperate assault by infantry on an AFVs using satchel charges, grenade bundles, gammon bombs, molotovs, sticky bombs, lunge mines or even sticking a meta l rail through the running gear. Each phase infantry in close combat must chose one type of close combat

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17.3 Supported Tanks At the start of the war only German infantry can support their tanks, all other nations are assumed to be unsupported. In 1941 US Infantry & USMC can support their tanks. Soviet SMG tank rider companies can support tanks of their battalion. In 1942 the Finns start combined arms. In 1943 any Soviet infantry stand can support their tanks. By the time of the landings on Sicily the British ha ve learned tank infantry co-operation as have the Free French. In 1944 the axis minors Bulgaria, Romania and Hungary have learned how to support their tanks. This is only a rule of thumb, for example the British were still making cock-ups in France in 1944. 17.4 Procedure A stand that moves within 1 of an enemy stand must halt and initiate close combat . The player places a die or a numbered marker beside the moving stand with its remaining movement allowance showing (maximum of 6). During the close combat phase, stands take turns firing at each other (nonmoving player first). After each round of close combat, decrease the remaining movement allowance by one inch. A stand completes close combat when it no longer has a target within one inch. After the close combat is over, stands that have any movement left may continue moving. 17.5 Firing in Close Combat In close combat, stands take turns firing (the non-moving stand fires first) until one side or the other has been destroyed. Firing is adjudicated in the same way as ranged direct fire (excepting ATCA). Range is considered to be 1, so its almost always short range except for Panzerfausts that have a effective range. 17.6 Infantry in Close Combat When tanks initiate close combat with infantry, the infantry must make a quality check at +2 to the roll. 26 If the infantry makes the roll, it may fight as normal. If the infantry misses the roll, it may not fire in the first round of close combat. If the infantry initiate the close combat, no check is needed.

26

As defined in Sections 7.16 and 7.17, an tank is any vehicle with a front armor of 1 or greater up to end of 1942, 2 thereafter.

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In close combat, infantry firing at enemy vehicles can attack the vehicles flank armor, regardless of facing, if there are no enemy infantry stands also in close combat with the firing infantry stand that are capable of supporting tanks (see 17.3 Supported Tanks ) 17.7 Anti Tank Close Assault (ATCA) The attacking infantry stand rolls a single dice against its chosen target. The chance of causing a QC is: Infantry in open. No chance. Infantry in cover vs. supported AFV: 6+ quality check. Infantry in cover vs. unsupported AFV: 4-5 quality check 6+ kill.

Note its the whether the attacking infantry is cover NOT whether the target AFV is in cover. Hitting bonuses/penalties for troop quality, and for pinned status all apply. ROF bonuses do NOT apply. 17.8 Pivoting in Close Combat Stands may pivot before firing in the second and subsequent firing rounds. This pivot will not cause the stand to engage in other close combats. In other words, only those stands within 1 of the stand at the start of the close combat participate in close combat with that stand. Any subsequent pivots of the stand during that close combat which bring part of the stand within 1 of enemy stands dont cause close combat to be initiated with those stands. After the end of the current close combat, if the unit survives and has movement left, it may choose to engage in close combat with enemy units which it pivoted to bring within 1, or it may move. 17.9 Miscellaneous Close Combat Rules When close combat is over, any of the moving players stands that survive may continue to move if it has any movement remaining (check the movement die or marker beside the stand). They may engage in additional close combats at this time. Stop and resolve each new close combat after all eligible stands have moved. Stands that participate in close combat may also fire in their normal fire phase.

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17.10 Night Fighting Will be factored in to main rules 17.11 Combat Engineers Not in this play test set

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18: Airstrikes
Not in this play test set

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19: Esoterica
Coming soon! All these rules will be optional 19.1 Funklenk Panzers 19.2 Railway Guns & the Karl Mrser 19.3 Armored Trains 19.4 Vampir IR 19.5 Montys Moonlight 19.6 Canal Defense Lights (CDL) 19.7 X-7 ATGW

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20: Gaming at 1:1


Many players prefer playing WPD2 at 1:1 scale rather than 1:5 scale. Here are some guidelines to convert it into a 1:1 game: The scale is 1 stand equals one vehicle or one infantry squad. Organize stands into platoons (Western forces) and companies (Soviet/Third World) and artillery batteries (usually 4 guns). Keep cohesion distances the same otherwise, youll get a painfully cluttered battlefield. For infantry, break each platoon out into 3 squads. For simplicity assume that the platoons heavy weapons are split up among the squads and just use the normal antiinfantry ratings. For western armies, keep all platoons of a company within 4 of another platoon of the same company. For Soviet/Third World armies, keep all companies of a battalion within 4 of another company of the same battalion. Use the other normal cohesion rules for this super-cohesion. Have fun. Time your turns. Remember, speed is the ultimate realism!

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21: Designers Notes


21.1 Tank & Gun Rating Notes 21.1.1 Speed Tanks: WPD speed = Int((weight/1.5*power) -1) Wheeled Vehicles: WPD speed = Int(weight/3.75*power) +4) 21.1.2 Armor Front and flank ratings are given Armor calculations assume that 1/3rd of hits are on hull, 2/3rd are on the turret. Furthermore its assumed that the lower hull is rarely visible, so only the glacis and upper hull is taken in to account. Tanks with large mantles that cover the majority of the turret face get the benefit of both armor thicknesses for their turret ratings however they lose 25% for edge effects Slopes are calculated to increase armor using: armor = (base armor)/cos(slope) German tanks are rated s if they have Schrzen 21.1.3 Penetration This is given in inches at the effective range of the gun. KE weapons are rated as actual penetration. HEAT weapons are rated as actual penetration -1. MMGs are given -3 unless they have smk hard ammo in which case they are -2. HMG are -2. ATR are rated -1 if they penetrate 30mm or more, -2 if not.

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21.1.4 Ranges Calibre MG Cannon Howitzers <L20 & 37mm AT Field Guns <L50 & 50-57mm AT Most AT Guns AT Guns 80mm+ L53+ Good 6 8 8 10 12 15 Poor 6 6 6 8 10 12

Poor are Franc e, Russia, Belgium, the rest are good 21.1.5 ROF This is 4 for cannon, 3 for guns with fixed ammo (i.e. the shot and charge are together in one unit), 2 for guns with separate charges, 1 for guns 149mm+ For any but cannon anything with a 2 man turret, or a cramped turret (basically the Russians) -1 ROF. One man turrets (the French), -2 ROF Multi gunned tanks such as the Lee and Grant lose -1 off both guns. This doesnt apply to flame tanks. 21.1.6 Anti Infantry (AI) Rating Given in form: x/y where x is the factor for all fire over 1 and y is close assault factor Tanks with MGs only or guns of 59mm or less are -1. Tanks with guns up to 101mm are 0. Tanks with guns 75mm+ are +1. Cannon are 0 (not +1 as WW2 cannon are clip fed not belt fed) Close assault. Main guns are pretty useless so 2nd number is close assault mod: enclosed AFV no MG -2; MGs or open topped -1; cannon 0; canister +1; flame +2. Numbers in brackets only apply after a certain year the date canister was introduced. Before that date the close assault is -1. 21.1.7 Misc Notes Some German guns are rated x/2-3h. The Germans improved their HEAT shells circa 1943, so the second number is mid 43 onwards saves a line in the data charts xFx indicates the tank has a flame thrower. Rating before the F are for the tanks main gun, after the F for the flame thrower. The tank may fire one or the other not both.

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21.1.8 Gun Ratings I or V spotted as Inf or Vehicle. T on the rating for "turntable" if its 360. A "Q" in the rating is quick (ie 1/2 turn) set up, a 1 will be a one turn set-up. SP indicates a vehicle mounted weapon. - indicates an weapon that is integral to an infantry stand. M guns are mountain guns they are 1 turn set up if being mule carried, turn if towed. So an 88 FlaK-36 will be V1T, a 37mm PaK-36 will be IQ 21.2 Infantry Data Infantry firepower ratings are based around the number of LMGs per squad in the underlying platoon organization A unit with 1 LMG per squad has a ROF 1. A unit with 2 LMG per squad such as most Panzer Grenadiers has ROF 2. Units with less than 1 LMG per squad like some early Russian infantry get -1 on their rolls. Nearly all support weapon crews get -1 on their rolls, the exception being German towed panzerjger crews who are lavishly equipped with LMG. Units with Assault Rifles get +1 on dice rolls. Some platoons have a pair of Tripod MGs in a platoon, these will give one of the platoons of the squads 2 ROF. 3 -5 real world MMGs give and MMG stand (an MMG is any tripod mounted, belt fed, MG 10mm or less. Units with SMG get ROF of 2 regardless of their LMGs

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Weapon Bolt Action or Self Loading Rifle, less than one MG per Squad Bolt Action or Self Loading Rifle, one MG per Squad Bolt Action or Self Loading Rifle, Two MG per Squad Bolt Action or Self Loading Rifle, + 2 MMG Assault Rifles, one MG per Squad Assault Rifles, two MG per Squad Assault Rifles, + 2 MMG SMG Stands Most Crew Stands Panzerjger Crew 3-6 MMG 3-6 AAMG 3-6 HMG 3-6 AAHMG 3-6 Flame Thrower 21.2.1 Integral Anti -tank

Stand Infantry (-) Infantry Infantry (+) Infantry (+) Assault Rifle Assault Rifle (+) Assault Rifle (+) SMG MMG AAMG HMG AAHMG FT

Range 4 4 4 4 4 4 4 2 4 4 8 8 8 8 1

ROF 1 1 2 2 1 2 2 2 1 1 2 1 2 1 1

Mod -1 +1 +1 +1 -1 +1 +1 +2

The Germans and British may have one stand per infantry company with integral ATR to the end of 43. The Japanese, Hungarians and Russians form dedicated ATR squads The Americans have the Bazooka starting in 1942. By 43 every stand in the US army has a Bazooka. In Mid 43 the British start to receive PIAT. For 1943 its one PIAT per company. By 1944 each infantry stand has a PIAT. The Germans deployed Panzerschreck in Mid 43, it was only ever used by dedicated AT stands. In August 43 the first Panzerfaust were sent to the Russian front. Until mid 1944 they are limited to one infantry stand per company. By mid 44 all infantry & MG stands have them. Starting in 1945 every stand, including gun crews has an integral Panzerfaust. This is a very general listing see the army lists for more details. Dedicated AT stands have a ROF of 2. Stands with integral AT have a ROF of 1

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22: Army Lists


The army lists are intended to give, in game terms, the organizations of various military units. The lists concentrate on divisional organizations but some of the more famous lower level organizations are included, such as Tiger battalions The divisional lists are generic lists of a typical division. There were massive variations in the divisions so the lists are only intended as a starting point. The lists are not exhaustive to make them so would at least quadruple the bulk of this book. For those seeking greater breadth and depth Id recommend Thin Grey Line, Comrades In Arms and Axis Allies on the Ostfront for those of you interested in the Eastern Front available from Irregular Miniatures in the UK or Brookhurst Hobbies in the US. Im working on list for western Europe as fast as I can! In the Army Lists, the troop qualities of various organizations of the army are listed, the Response number or numbers for the army are listed, and Combat Formations available for the army and period are presented. For western-style armies Combat Formations are usually battalions, and for Russian-style and Third World armies they are usually regiments or brigades. Stands listed in parentheses in the Combat Formation l isting are support stands for that combat formation, and they are not subject to cohesion. As stated in Section 6.4, stands and Combat Units listed as recce on the Army lists are not subject to cohesion. The number of lists in the play test version is limited. There will be many more in the commercial version. However additional list for the play test version will be posted to the WPD play test groups files section: http://groups.yahoo.com/group/wpdplaytest/

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22.1 Germany 22.1.1 Infantry and SS Grenadier Division 1941 -1944


DHQ 3 Infantry Regiments RHQ 1 Recce Cavalry Stand 3 Infantry Battalions BHQ 3 Infantry Companies 3 Infantry Stands 1 MG Company 3 MMG Stands (1 GrW -34 80mm Mortar Stand) 1 Regimental In fantry Gun Company 1 Horse drawn leIG-18 75mm Gun 1 Horse drawn sIG-33 150mm Gun 1 Regimental Panzerjger Company 3 Kfz-69 Truck towed PaK-36 37mm Gun 1 Artillery Regiment RHQ 3 Light Artillery Battalions 3 Horse drawn leFH-18 105mm 1 Heavy Artillery Battalions 3 Horse drawn but sFH-18 150mm 1 Panzerjger Battalion BHQ 3 Panzerjger Companies As regimental Panzerjger companies 1 Recce Battalion BHQ 1 Cavalry Squadron 3 Recce Cavalry Stands 1 Bicycle Squadron 1 Recce Bicycle Stand (+) 2 Recce Bicycle Stands 1 Heavy Squadron 0-1 Recce SdKfz-221 1 Horse drawn leIG-18 75mm 1 Kfz-69 truck towed PaK-36 37mm 1 Engineer Battalion BHQ 2 Engineer Companies 1 Flame Thrower Engineer Stand 2 Engineer Stands 1 Motorised Engineer Company As above plus 2 Medium Trucks 1 B Type Bridging Column 2 SdKfz-6 towing Pf-11 Pontoon Trailer 2 Medium Trucks towing Pf -11 Pontoon Trailer 1 Medium Truck towing Pf-10 Trestle Trailer 1 Medium Truck towing Pf-10 Transom Trailer 1 Medium Truck with trailer for 1 Sturmboote

Notes 1) This list includes the army infantry divisions, 14th , 15th and 19th SS grenadier divisions, plus the SS Polizei Division when it was formed in early 1943. By late 1943 it had been converted in to a panzer grenadier division. By autumn 1942 many divisions, including the SS, had only 6 battalions of infantry, either 2 regiments of 2 battalions or 3 regiments of 2 battalions Most divisions, including the SS, were rebuilt in mid to late 1944 became 1944 Infantry divisions or Volksgrenadier divisions. The SS units all became type 1944 Infantry divisions. The 18 th wave (383rd -389th ) divisions formed in 1942 had a regimental mortar company instead of the gun company. Mortar Company 1 GrW-34 80mm Mortar Stand 1 Horse drawn NbW-35 100mm Mortar 5) As the war progressed the equipment of the Panzerjger units was upgraded. By mid 1942 most were equipped as follows:

2)

3)

4)

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Panzerjger Company 1 Kfz-69 Truck towed PaK-36 37mm Gun 1 Kfz-69 Truck towed PaK-38 50mm Gun By October 1942 a few divisions received Marder companies in place of a towed panzerjger company. Marder Panzerjger Company -1942 2 Marder I, II or III Marder Panzerjger Company - 1943 3 Marder I, II or III By 1943 most towed battalions would have had a mixture of PaK-38 and PaK-40. The PaK-40 could be towed by a 3t Truck, 2t Kfz-3 Maulitier or an RSO. 6) 7) By October 1942 nearly all divisions were down to two guns per battalion in the artillery regiment. The Command Bicycle Stand in the Recce battalion is given a (+) as it includes the MMG section with two (re al world) MG-34. The heavy squadron in the divisional recce battalion often had no SdKfz-221. Another bicycle squadron often replaced the cavalry. In some divisions there was no cavalry.

8)

22.1.2 Infantry, Reichsgrenadier & SS Grenadier Division late 1943-1945


DHQ 3 Infantry Regiments RHQ 1 Recce Cavalry or Bicycle Infantry Stand 2 Engineer Stands 2 Infantry Battalions BHQ 3 Infantry Companies 1 Infantry Stand (+) 2 Infantry Stands 1 Heavy Company 1 MMG Stand 1 GrW-34 80mm Mortar Stand 1 GrW-42 120mm Mortar Stand 1 RSO or Medium Truck 1 Regimental Gun Company 1 Horse drawn leIG-18 75mm 1 RSO towed sIG-33 150mm 1 Regimental Panzerjger Company 1 RSO towed PaK-40 75mm Gun 4 Panzerschreck Stands 1 Artillery Regiment RHQ 2 Light Artillery Battalions 3 RSO towed leF H-18 105mm 1 Heavy Artillery Battalions 3 Horse drawn sFH-18 150mm 1 Panzerjger Battalion BHQ 1 Towed Panzerjger Company 3 RSO or Truck towed PaK-40 75mm 1 SP Panzerjger Company 2-3 Marder, StuG-III or Hetzer 1 FlaK Company 2 SdKfz-10/4 20mm AA 1 Fusilier Battalion As a battalion in an infantry regiment above but one company is mounted on bicycles. 1 Engineer Battalion BHQ 1 Engineer Company 1 Flame Thrower Engineer Stand 2 Engineer Stands 1 Engineer Company As above but mounted on bicycles

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Notes 1) The SP Panzerjger Company was initially meant to have 3 StuG but this was officially reduced to 2 StuG in January 1944 so few divisions would have had 3 StuG. The Hetzer allocation remained at 3 until January or February 1943. Some units had Marders instead.

22.1.3 Panzer Division 1941 mid 1942


DHQ 1 Panzer Regiment RHQ 1 Recce PzKfw-II 2-3 Panzer Battalions BHQ 1 Recce PzKfw-II 1 M/C Patrol Stand 1 Engineer Stand 1 3t Medium Truck 1 Kfz-4 + twin AAMG 2-3 Light Panzer Companies 3 PzKfw-III 1 PzKfw-II 1 Medium Panzer Company 2 PzKfw-IV 1 PzKfw-II 1 Infantry Brigade Brigade HQ 0-1 Brigade Infantry Gun Companies 1 sIG-33 auf PzKfw-I 2 Rifle Regiments RHQ 1 Recce M/C Patrol Stand 1 Engineer Stand 1 3t Medium Truck 1 Regimental Infantry Gun Company 1 Kfz-69 Truck towed leIG-18 75mm 1 SdKfz-10 towed sIG-33 150mm 3 Infantry Battalions BHQ 3 Companies 3 Infantry Stands (+) 3 Kfz-70 Light Trucks 1 MG Company 2 MMG Stands 1 GrW-34 80mm Mortar Stand 3 Kfz-70 Light Trucks 1 Heavy Company 1 Kfz-69 Truck towed PaK-36 37mm 1 Kfz-69 Truck towed leIG-18 75mm 1 Engineer Stand 1 2t Light Truck 1 Motorcycle Battalion As infantry battalion above but the infantry stands and MMG stands are M/C carried, such stands do not have trucks to carry them 1 Artillery Regiment RHQ 1 Observation Battery 1 Flash Ranging Stand 1 Sound Ranging Stand 2 Kfz-16 Vans 2 Light Battalions 1 Kfz-4 + twin AAMG 3 SdKfz-11 towed leFH-18 105mm 1 Heavy Battalion As above but 3 SdKfz-7 towed sFH-18 150mm or 2 sFH and 1 K -18 100mm replace the 105mm. 1 Recce Battalion BHQ 1 Armoured Car Company 1 Recce SdKfz-223 1 Recce SdKfz-231 1 Recce SdKfz-232 2 Recce SdKfz-221 1 Recce SdKfz-222 1 Motorcycle Infantry Company As infantry company above but no trucks. Stands are M/C mounted. 1 Heavy Company As heavy company in an infantry battalion above. 1 Panzerjger Battalion BHQ 0-1 sPzB-41 28mm ATR Stand 0-1 Kfz-69 Light Truck 3 Panzerjger Companies 2 Kfz-69 Truck towed PaK-36 37mm 1 SdKfz-10 towed PaK-38 50mm 0-1 FlaK Companies 2 SdKfz-10/4 20mm FlaK 0-1 SdKfz-7/1 Quad 20mm FlaK 0-1 Kfz-81 towed FlaK -38 20mm

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1 Engineer Battalion BHQ 2-3 Light Engineer Companies 3 Engineer Stands 3 2t Light Trucks 0-1 Armoured Engineer Company 1 PzKfw-II 2 PzKfw-I Landungstrger 2 Engineer Stands 1 SdKfz-251/7 1 2t Light Truck 0-1 PzKfw -IV Brckenleger (AVLB)

0-1 B Type Bridging Column 2 SdKfz-6 towing Pf-11 Pontoon Trailer 2 Medium Trucks towing Pf -11 Pontoon Trailer 1 Medium Truck towing Pf-10 Trestle Trailer 1 Medium Truck towing Pf-10 Transom Trailer 1 Medium Truck with trailer for 1 Sturmboote 0-1 K type Bridging Column 2 3t Medium Trucks carrying Pontoons 2 3t Medium Trucks carrying Bridge Sections 2 3t Medium Trucks carrying Ramp Sections

Notes 1) Many divisions had Czech tanks in place of the of the PzKfw-III and PzBefWg-III. The PzKfw-38(t) equipped the 7th , 8th , 12th , 19th and 20 th divisions, while the PzKfw-35(t) equipped the 6th division. Most divisions had an infantry unit equipped with SdKfz-251 half-tracks. One SdKfz-251 replaces each light truck. Most of the half-tracks are SdKfz-251/1, however the 81mm Mortar Stand is replaced by a SdKfz-251/2. The 75mm leIG-18 are towed by SdKfz-251/4. The engineers travel in a SdKfz251/5. All the cars and the staff stand were supposed to be SdKfz-250, but none were available at the start of the Russian campaign, so SdKfz-251/1 were substituted the SdKfz-250 coming in to service later in the year. The SdKfz-251/3 replaces the Sdkfz-261. Most divisions only had one regiment containing any armoured infantry, the exception being the 1st division which had one whole battalion in each regiment mounted in half-tracks. The 10th division had one half-track battalion. The 14th, 16th and 19 th divisions had no armoured infantry. All the other divisions had one armoured infantry company.

2)

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22.1.4 Panzer Division & SS Panzer Grenadier Division late 1943 to mid 1944
DHQ 1 HQ Escort Detachment 1 SdKfz-10/4 20mm FlaK 1 SdKfz-11 towing PaK-40 75mm 1 M/C Recce Infantry Stand 1 Infantry Stand (+) 1 MMG Stand 1 Medium Truck 1 Kfz-69 towing leIG-18 75mm 1 Panzer Regiment RHQ 1 Recce Panzer 1-2 Panzer Battalions BHQ 1 Recce Panzer 1 Recce M/C Patrol Stand 1 SdKfz-7/1 Quad 20mm FlaK 1 Engineer Stand 1 SdKfz-251/7 4 Panzer Companies 3 Panzers 1 Panzer Grenadier Regiment RHQ 1 Recce Kettenkrad Infantry Stand (+) 1 Sd Kfz-11 towed PaK-40 75mm 1 Regimental Infantry Gun Company 1 sIG-33 auf Pz-38(t) 1 Regimental Engineer Company 3 Engineer Flame Thrower Stands 1 MMG Stand 4 2t Light Trucks 0-1 Regimental FlaK Company 3 SdKfz-10/4 20mm FlaK 2 Infantry Battalions BHQ 3 Companies 3 Infantry Stands (+) 1 MMG Stand 4 2t Light Trucks 1 Heavy Company 1 GrW-42 120mm Mortar Stand 1 SdKfz-3 Maulitier 1 Truck towed PaK-40 75mm 1 Armoured Panzer Grenadier Regiment RHQ 1 Recce Kettenkrad Infantry Stand (+) 1 SdKfz-251/16 Flame Thrower 1 SdKfz-251/4 towed PaK-40 75mm 1 Regimental Infantry Gun Company As regiment above 1 Regimental Engineer Company 2 Engineer Flame Thrower Stand 1 MMG Stand 3 2t Light Trucks 1 SdKfz-251/7 1 Engineer Flame Thrower Stand (+) 1 SdKfz-251/16 Flame Thrower 0-1 Regimental FlaK Company As regiment above 1 Infantry Battalion As regiment above 1 Armoured Infantry Battalion BHQ 3 Companies 1 Command Infantry Stand (+) 1 SdKfz-251/10 2 Infantry Stands (+) 1 MMG Stand 3 SdKfz-251/1 1 SdKfz-251/9 1 Heavy Company 1 GrW-42 120mm Mortar Stand 1 SdKfz-3 Maulitier 1 SdKfz-251/4 towed PaK-40 75mm 0-1 Engineer Flame Thrower Stand (+) 0-1 SdKfz-251/7 1 Artillery Regiment RHQ 1 Light Battalion 3 SdKfz-11 towed leFH-18 105mm 1 Heavy Battalion 2 SdKfz-7 towed sFH-18 150mm 1 SdKfz-7 towed K-18 100mm 1 Armoured Artillery Battalion 2 Wespe 1 Hummel 0-1 Heavy FlaK Battalions BHQ 2 Heavy Batteries 1 SdKfz-7 towed FlaK-37 88mm 1 Kfz-81 towed FlaK-38 20mm 1 Light Battery 2 Kfz-81 towed FlaK-38 20mm

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1 Recce Battalion BHQ 1 Armoured Car Company 1 Recce SdKfz-231 1 Recce SdKfz-232 2 Recce SdKfz-222 1 Recce SdKfz-223 1 Armoured Car Company 1 Recce SdKfz-250/5 3 Recce SdKfz-250/9 OR 1 Command Luchs 4-5 Recce Luchs OR 1 Command SdKfz-234/2 4 Recce SdKfz-234/2 1 Light Armoured Company 1 Command Infantry Stand (+) 2 Infantry Stands (+) 1 MMG Stand 1 SdKfz-251/10 3 SdKfz-251/1 1 Motor Cycle Company 1 Command Infantry Stand (+) 2 Infantry Stands (+) 1 MMG Stands 8 Kfz-1 Cars (2 per stand) OR 1 Command Infantry Stand (+) 2 Infantry Stands (+) 1 MMG Stand 1 SdKfz-250/10 7 SdKfz-250/1 (2 per stand) 1 SdKfz-250/7 80mm Mortar Notes 1)

1 Heavy Company 1 GrW -42 120mm Mortar Stand 1 SdKfz-251/4 1 SdKfz-251/4 towing PaK-40 75mm 1 Engineer Flame Thrower Stand 1 SdKfz-251/7 1 Panzerjger Battalion BHQ 1 SdKfz-7/1 Quad 20mm FlaK 2-3 Panzerjger Companies 1 Command Marder II/III or StuG 2 Marder II/III or StuG 1 Engineer Battalion BHQ 1 Armoured Company 3 Engineer Flame Thrower Stands 3 SdKfz-251/5 2 Engineer Companies As above but in 2t Light Trucks 1 K Type Bridge Column 2 3t Medium Trucks carrying Pontoons 2 3t Medium Trucks carrying Bridge Sections 2 3t Medium Trucks carrying Ramp Sections

In the list Panzer can refer to the PzKfw-III, IV or V. It can also be a StuG. In autumn 1943 nearly all battalions were PzKfw-III or IV, only Grossdeutschland had a Panther battalion. There were no StuG battalions until 1944. As 1943 faded in to 1944 the PzKfw -III began to disappear to be replaced by PzKfw-IV, Panther and sometimes StuG-III. The panthers began to arrive in September 43; deliveries were not completed until June 44. The Kfz-1 cars in the recce motorcycle battalion could actually be motorcycles or perhaps Kettenkrad.

2)

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22.2 USSR 22.2.1 Rifle Division 1941-1942


DHQ 0-1 Tank Battalions 6 T-26 3 T-37 or T-38 3 Infantry Regiments RHQ 1 Recce Cavalry Stand 1 Recce Infantry Stand 1 Regimental AAMG Company 1 Gaz-AAA carrying quad AAMG 1 AAHMG Stand 1 Light Truck 1 Regimental Engineer Company 2 Engineer Stands 3 Infantry Battalions 9 Infantry Stands 6 MMG Stands 1 82mm Mortar Stand 1 Horse drawn M-1932 45mm 1 Regimental Gun Battery 1 Horse drawn M-1927 76mm 1 Regimental AT Battery 1 Horse drawn M-1938 45mm 1 Regimental Mortar Battery 1 Horse drawn 120mm Mortar Stand 1 Field Artillery Regiment RHQ 2 Artillery Battalions 2 Horse drawn M-1936 76mm 1 Horse drawn M-1938 122mm Notes 1) 2) This Shtat was issued on 5/4/41 and was used, with modifications in to 1942. At the start of the war many divisions were woefully under equipped, see below for an average rifle division. On the 12/10/41 an order was issued to remove all the battalion mortars from the infantry regiments to make a regimental mortar battalion. At the same time a divisional mortar battalion was added. Regimental Mortar Battalion 3 Companies 2 50mm Mortar Stands 1 82mm Mortar Stand 4) 5) Very few divisions had a tank battalion. The crews for the divisional guns all walked, so the tractors and towed guns are limited to infantry walking speed. Divisional Mortar Battalion 3 Horse Drawn 120mm Mortar Stands 1 Howitzer Regiment RHQ 2 Light Howitzer Battalions 3 STZ-3 towed M-1938 122mm 1 Heavy Howitzer Battalions 3 S-60 towed M-1938 152mm 1 Divisional Recce Battalion 1 Rifle Company 2 Infantry Stands 2 Light Trucks 1 Armoured Car Company 2 BA-FAI, BA-20 or BA -20M 1 Light Tank Company 3 T-37 or T-38 1 Divisional AA Battalion 2 Truck towed M-1939 37mm 1 Truck towed M-1938 76mm 1 Divisional AT Battalion 3 Komsomolyets towed M-1932 45mm 1 Divisional Chemical Company 1 Flame Thrower Stand 1 Divisional Engineer Battalion 3 Engineer Companies 2 Engineer Stands 1 Pontoon Company 4 ZiS -5 Trucks with a N2P Pontoon 2 ZiS -5 Trucks carrying Trestle Materials or 2 S-60 Tractor towing 2 N2P pontoons and a Trestle Materials Trailer

3)

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22.2.2 Average Rifle Division 1941


DHQ 3 Infantry Regiments RHQ 1 Recce Cavalry Stand 1 Recce Infantry Stand 1 Engineer Stand 3 Infantry Battalions BHQ 9 Infantry Stands 1 MMG Stand 1 82mm Mortar Stand 1 Regimental Gun Battery 1 Horse drawn M-1927 76mm 1 Regimental AT Battery 1 Horse drawn M-1938 45mm 1 Regimental Mortar Battery 1 Horse Drawn 120mm Mortar Stand 1 Field Artillery Regiment RHQ 2 Artillery Battalions 2 Horse drawn M-1936 76mm 1 Horse drawn M-1938 122mm Notes 1) The rifle divisions at the front in 1941, and those in the STAVKA reserves, were chronically under equipped. Records are not available for every division so the list above is an estimate at an average. Many were worse off; the second heavy artillery battalion was often missing as were the 37mm AA guns, some were better equipped. The weak divisions formed regimental mortar coys, though likely only 1 50mm and 1 82mm stand. They may have received divisional mortar battalions 1 Howitzer Regiment RHQ 1 Light Howitzer Battalion 2 STZ-3 towed M-1938 122mm 1 Heavy Howitzer Battery 1 S-60 towed M-1938 152mm 1 Divisional Recce Company 2 Infantry Stand 2 Light Trucks 1 Divisional AA Battalion 1 Truck towed M-1939 37mm 1 Truck towed M-1938 76mm 1 Divisional AT Battalion 1 Komsomolyets towed M-1938 45mm 0-1 Divisional Chemical Company 1 Flame Thrower Stand 1 Divisional Engineer Company 2 Engineer Stands

2)

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22.2.3 Rifle Division Mid 1943-1945


DHQ Divisional Recce Company 2 Recce Infantry Stand 3 Infantry Regiments RHQ 1 Recce Cavalry Patrol Stand 1 Recce Infantry Stand 1 Flame Thrower Stand 1 Engineer Stand 1 AAHMG Stand 1 Light Truck 3 Infantry Battalions 6 Infantry Stands 3 SMG Stands 3 MMG Stands 2 50mm Mortar Stand 2 82mm Mortar Stands 2 PTRD ATR Stands 1 Horse drawn 45mm M -1938 or M-1942 1 Regimental SMG Company 2 SMG Stands 1 Regimental Gun Battery 1 Horse d rawn M-1927 76mm Notes 1) The artillery crews for the 122mm guns still had to walk. 1 Regimental AT Battery 1 Horse drawn M-1938 45mm 1 Regimental Medium Mortar Company 2 82mm Mortar Stands 1 Regimental Heavy Mortar Battery 1 120mm Mortar Stand 1 Medium Truck 1 Field Artillery Regiment RHQ 3 Artillery Battalions 2 Horse drawn M-1936 76mm (4) 1 STZ-3/5 towed M-1938 122mm (4) 1 Divisional AT Battalion 3 Zis -5/6 Truck towed 45mm M-1939, 45mm M-1942 or 76mm ZiS-3 4 PTRD ATR Stands 1 Divisional AA Company 3 AAHMG stands 3 Light Trucks 1 Divisional Engineer Battalion 3 Engineer Companies 2 Engineer Stands

22.2.4 Tank Division 1941


DHQ 2 Tank Regiments RHQ 1 Recce BA-20 1 Quad AAMG on Gaz-AAA Truck 1 Heavy Battalion 1 KV-1 3 T-34 1 Light Battalion 4 T-26 or BT 1 Motorised Rifle Regiment RHQ 1 Recce BA-20 3 Rifle Battalions 9 Infantry Stands 3 50mm Mortar Stand 6 Medium Trucks 3 MMG Stand 3 Light Trucks 1 82mm Mortar Stand 1 Medium Truck 1 Regimental Gun Battery 1 Truck towed 76mm M -1927 or SU -12 1 Regimental AT Battery 1 Komsomolyets towing M-1938 45mm 1 Regimental Mortar Battery 1 120mm Mortar Stand 1 Medium Truck 1 Artillery Regiment RHQ 3 Field Battalions 1 STZ-5 towed 122mm M -1938 Howitzer 2 Truck towed 75mm M -1941 Gun 1 Divisional AA Battalion 3 Truck towed 37mm M -1939 or 25mm M1940 AA Guns 1 Divisional Recce Battalion 1 Light Tank Company 2 T-40 2 Armoured Car Company 2 BA-6 or BA-10 1 Motorcycle Company 3 M/C Infantry Stands

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Notes 1) 2) This is the list for the slim line divisions formed in July 1941. . The tank holdings of the divisions when they were committed to combat in July 1941 were very weak, the list above gives the best that could be expected which is way under book strength. Many divisions had no T-34 or KV All these units had been converted to brigades by December 1941.

3)

22.2.5 Tank Corps 1944 to 1945


Corps HQ 1 Gaz-AAA with Quad AAMG 1 U-2 Recce Plane 3 Tank Brigades Brigade HQ 1 Recce BA-64 or Universal Carrier 1 Engineer Stand 1 Light Truck 3 Medium Tank Battalions 4 T-34/76 M -1943, T-34/85 or Emcha (Sherman 75 or 76mm) 1 Tank Rider Company 2 SMG Companies 1 Brigade AA Company 2 AAHMG Stands 2 Medium Trucks OR 1 SU-M -17 AA Half-track 1 Infantry Battalion 6 SMG Stands (+) 2 PTRD ATR Stands 8 Light Trucks 1 82mm Mortar Stand (6) 1 Medium Truck 1 Truck Towed M -1942 45mm 1 Motorised Rifle Brigade Brig HQ 1 Recce Company 1 BA-20 1 Infantry Stand 1 SMG Stand 2 Trucks or M-3 Scout Cars 3 Motorised Battalions 1 SMG Stand 1 Engineer Stand 3 Infantry Stand (+) 6 Infantry Stands 2 MMG Stands 2 PTRD ATR Stands 1 Medium Truck 1 82mm Mortar Stand 2 Light Trucks 9 Medium Trucks 1 Truck towed 45mm M -1938 1 Brigade SMG Company 2 SMG Stands 1 Medium Truck 1 Brigade ATR Company 2 PTRD ATR Stands 1 Medium Truck 1 Mortar Battalion 2 82mm Mortar Stands 1 120mm Mortar Stand 3 Medium Trucks 1 Artillery Battalion 3 Truck towed ZiS-3 76mm 1 AA Battalion 3 Truck towed M-1939 37mm 1 Corps Guards Mortar Battalion 2 Truck mounted M-8 or M-13 MRL 4 Medium Ammo Trucks (2 reloads each) 1 Corps Mortar Regiment RHQ 2 Mortar Battalions 3 120mm Mortar Stands 1 Corps Engineer Battalion BHQ 3 Companies 1 SMG Engineer Stand 1 Engineer Stand 2 Light Trucks 1 Mine Layer Company As Above plus 1 Light Truck carrying Mines 1 Corps AA Regiment 2 Truck towed 37mm M -1939 AA Gun 4 12.7mm AAMG Stands 4 Light Trucks 1 Corps Motorcycle Battalion 1 Tank Company 2 Tanks same type as Tank Brigades 2 Motorcycle Companies 2 M/C Infantry Stand 1 Rifle Company 2 Infantry Stands 2 M-3A1 Scout Cars, M-5A1 Half-tracks or captured SdKfz-251 APC

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1 AT Battery 1 ZiS-5 towed 76mm ZiS-3 AT Gun 1 Mortar Battery 1 82mm Mortar Stand 1 Medium Truck Notes 1) 2)

1 Corps Light SU Regiment 5 SU-76M 1 Corps Medium SU Regiment 6 SU-85 or SU-85M

Tanks are usually of one sort in a brigade and usually in the entire corps In February 1944 the organisations of SU regiments was standardised. There may have been heavy SU regiments in service as early as August 1943 but they would have used the same organisation as below. By Mid 1944 each corps had a heavy SU regiment or a heavy tank regiment but not both. Officially the tanks were supposed to accompany tank corps and the SU the mechanised corps but in practice they were mixed up with SU units being more common. SU Regiment 1 Recce SMG Stand 1 Engineer Stand 2 Light Trucks 2 PTRD ATR Stands 2 SMG Stands 0-1 Recce BA-64 or Universal Carrier 5 ISU-122 or ISU-152 Corps Heavy Tank Regiment 4 IS-2 1 Recce BA -64 or Universal Carrier 2 SMG Stands 2 Engineer Stands 2 Light Trucks 5 Medium Trucks with PMP Pontoon Bridge

. Some units used KV-1, KV-85 or Churchills instead of IS-2. SMG and PTR tank ride.

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23: Vehicle Data


The data available in this section is more limited than what will be available on the commercial version. Not all nations lists are available and those that are not comprehensive. However to give a flavor of the detailed data that will be available in the commercial version the British data list is up to full commercial standards. Additional data for the play test version will be posted to http://groups.yahoo.com/group/wpdplaytest/ first job is to do the Americans. Vehicle data may well change as the rules evolve, be sure to check the discussion groups for updates. 23.1 Britain & Commonwealth
Type Carriers & Tractors Carrier, Scout, Mk1 Carrier, Bren, Mk1 Carrier, MG and Cavalry Mk1 Carrier, Universal, Mk I-III (Recce) Carrier, Universal, Mk I-III (Bren) Carrier, Universal, Wasp Mk II & IIc Carrier, AOP, Mk I -III Carrier, 3" Mortar Mk II Carrier, MMG, Mk II Carrier, Universal T.16,T.16E2, Mk I,II Carrier, Windsor, Mk I Carrier, Tracked, Towing, Lloyd Armoured Carrier, Wheeled, IP, Mk I,II,IV Dragon, Medium, Mk IV Dragon, Light, Mk IIB/C/D,III Ram Kangaroo & Wallaby Ram Badger Ram AOP Truck 1t Personnel Armoured Scout Car (White M -3) Truck, 15-cwt, Half-tracked, Personnel, M5 & M9 Truck, 15-cwt, Armoured 4x4 LTV4 Buffalo IV Light Tanks Light Tank Mk IIB & III Light Tank Mk VIB/C Light Tank AA Mk I Light Tank Mk VII Tetrarch I Light Tank Mk VII Tetrarch I CS Yr 36 36 36 40 40 40 40 41 43 45 45 39 41 31 32 44 44 44 41 42 44 44 33 36 40 40 40 Speed 9 9 9 12 12 12 12 12 12 12 10 12 5 4 12 8 8 8 4 7 4 8 9 10 10 12 12 Armor 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 Soft 0/0 Soft Soft 2/2 2/2 3/2 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 Guns MG, Boys ATR MG MG, Boys ATR MG Flame MG MG MG MG MG MG, Boys ATR MG MG, Flame MG MG MG 20L72 MG HMG MG 40L56 76L16 Pen MG: -3 AT: -2 -3 MG: -3 AT: -2 -3 -3 -3 -3 -3 -3 MG: -3 AT: -2 Rng ROF AI -1 -1 -1 -1 +2 -1 -1 -1 -1 -1 -1 Ammo

MG: 6 MG:1 AT: 2 AT: 1 6 1 MG: 6 MG:1 AT: 2 AT: 1 6 1 F1 F2 6 1 6 1 6 1 6 1 6 1 MG: 6 MG:1 AT: 2 AT: 1

-3 -3 -3 -3 1 -3 -2 -2 2/3lj -1he

6 6F1 6 6 6 8 6 6 6 8 8

1 1F2 1 1 1 4 1 1 4 2 2

-1 -1/+2 -1 -1 -1 +1 -1 -1 -1 No HE 44 Little John -1(0)/-1 Limited HE -1

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Type Light Tank M3, M3A1/3 Stuart I-V Light Tank M3, M3A1/3 Stuart Recce Light Tank M5, M5A1 Stuart VI Light Tank M5, M5A1 Stuart Recce Light Tank M22, Locust Light Tank M24, Chaffee Medium Tanks Medium Tank Mk II, IIA & II* Medium Tank M3 Grant I Medium Tank M3,M3A1/A3/A4 Lee I - VI & M3A5 Grant II (early) Medium Tank M3,M3A1/A3/A4 Lee I-VI & M3A5 Grant II (late) Medium Tank M3 Grant CDL Medium Tank M3 Grant Scorpion Mk III (37mm) Medium Tank M3 Grant Scorpion Mk III Medium Tank M3 Grant ARV I Medium Tank T2 Lee ARV Medium Tank M4,M4A1-4 Sherman I-V Medium Tank M4,M4A1-4 Sherman I-V Tulip Medium Tank M4,M4A1-4 Sherman I-V AOP Medium Tank M4A1 -3 Sherman IIA-IVA Medium Tank M4,M4A2-3 Sherman IB,IIB,IVB Medium Tank M4A1/3/4 Sherman Firefly IIC, IVC & VC Medium Tank M4A4 Sherman V Crab I-II Flail & Scorpion Flail Medium Tank M4 Sherman Ark Medium Tank M4 Sherman ARV Medium Tank M4 Sherman ARV II Medium Tank M4 Sherman III APC Cruiser Tanks A9 Cruiser Mk I A9 Cruiser Mk I CS A10 Cruiser Mk II A10 Cruiser Mk II CS A10 Cruiser Mk IIA A10 Cruiser Mk IIA CS A13 Cruiser Mk III A13 Mk II Cruiser Mk IV/IVA A13 Mk III Cruiser Mk V Covenanter I-IV A13 Mk III Cruiser Mk V Covenanter I-IVCS A13 Mk III Cruiser Mk V Covenanter AVLB A15 Cruiser Mk VI Crusader I A15 Cruiser Mk VI Crusader II A15 Cruiser Mk VI Crusader III A15 Cruiser Mk VI Crusader III AA I A15 Cruiser Mk VI Crusader III AA II,III A15 Cruiser Mk VI Crusader GT Mk I A15 Cruiser Mk VI Crusader Bulldozer A24 Cruiser Mk VII Cavalier A27(L) Cruiser Mk VIII Centaur IV A27(L) Cruiser Mk VIII Centaur AA I,II A27(L) Cruiser Mk VIII Centaur Bulldozer A27(M) Cruiser Mk VIII Cromwell Mk I-III A27(M) Cruiser Mk VIII Cromwell Mk IV,V, VII A27(M) Cruiser Mk VIII Cromwell Mk VI, VIII A27(M) Cruiser Mk VIII Cromwell ARV I A30 Cruiser Challenger I (Nos 1-40) A30 Cruiser Challenger I (Nos 41-100) A30 Cruiser Challenger I (101 to 172 Oct 44) A34 Cruiser Comet

Yr 41 41 43 43 44 45 23 42 42 42 44 42 42 42 43 42 45 42 44 43 44 44 43 43 44 44 37 37 38 38 38 38 38 38 39 39 44 41 41 42 44 44 44 43 44 44 44 44 43 44 44 43 44 44 44 45

Speed 12 12 8 9 12 6 3 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 8 7 7 6 6 6 6 12 12 10 10 10 10 10 10 10 10 12 11 9 8 8 9 12 12 12 12 11 11 11 11

Armor 1/0 1/0 2/0 2/0 1/0 1/0 0/0 2/2 2/2 2/2 2/2 2/2 2/2 2/2 2/2 3/2 3/2 3/2 3/2 3/2 3/2 3/2 3/2 3/2 3/2 3/2 1/0 1/0 1/1 1/1 1/1 1/1 1/1 1/1 1/1 1/1 1/1 2/1 2/1 2/1 1/0 1/0 2/1 2/2 3/2 3/2 1/0 2/2 3/2 3/2 3/2 3/2 2/2 3/2 4/2 4/2

Guns 37L53 MG 37L53 MG 37L53 75L36 47L36 37L53, 75L28 37L53, 75L28 37L53, 75L36 75L28 37L53

Pen 2 -3 2 -3 2/3lj 3 2 37: 2 75: 3 37: 2 75: 3 37: 2 75: 3 3 2

Rng 8 6 8 6 8 10 8 37: 8 75: 10 37: 8 75: 10 37: 8 75: 10 10 8 6 6 10 10 6 12 8 12 10 6 6 6 6 8 6 8 6 8 6 8 8 8 6 8 8 10 8 8

ROF 2 1 2 1 2 3 3 37: 75: 37: 75: 37: 75: 3 3 1 1 3 3 1 3 2 3 3 1 1 1 1 3 3 3 3 3 3 2 2 2 2 3 3 2 4 8

AI -1/(+1) -1 -1/(+1) -1 -1/(+1)

Ammo 44 Canister 44 Canister 44 Canister 44 Little John

-1 2 2 2 2 2 2 0/-1 0/-1 0/-1 0/-1 -1 -1 -1 0/-1 0/-1 -1 0/-1 +1/-1 0/-1 0/-1 -1 -1 -1 -1 -1 0(-1)/-1 -1 0(-1)/-1 -1 0(-1)/-1 -1 -1 -1 0(-1)/-1 -1 -1 -1 0 +1 No HE Limited HE No HE Limited HE No HE Limited HE No HE No HE No HE Limited HE No HE No HE No HE No HE

MG -3 MG -3 75L36 3 75L36, 2x 3 3 Rocket MG -3 76L52 4 105L23 0he/4h 76L58 75L36 MG MG MG MG 40L52 95L12 40L52 95L12 40L52 95L12 40L52 40L52 40L52 76L13 40L52 40L52 57L43 40L56 2x20L110 57L43 95L12 2x20L110 57L43 75L36 95L12 MG 76L58 76L58 76L58 77L49 6/10ds 3 -3 -3 -3 -3 2 -1he 2 -1he 2 -1he 2 2 2 -1he 2 2 3 2 1 3 -1he/4h 1 3 3 -1he/4h -3 6/10ds 6/10ds 6/10ds 5

44 HEAT 45 APDS

8 6 8 10 10 6 6 12 12 12 12

3 3 8 3 3 3 1 3 3 3 3

-1 44 HEAT** +1 -1 0/-1 0/-1 -1 0/-1 0/-1 0/-1 0/-1

44 HEAT** 45 APDS 45 APDS 45 APDS

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Type Infantry Tanks A11 Infantry Tank Mk I .303 MG A11 Infantry Tank Mk I .5 MG A12 Infantry Tank Mk II Matilda I-V A12 Infantry Tank Mk II Matilda Frog A12 Infantry Tank Mk II Matilda Scorpion I Flail A12 Infantry Tank Mk II Matilda Scorpion II Infantry Tank Mk III Valentine I,II,IV,VI & VII Infantry Tank Mk III Valentine III & V Infantry Tank Mk III Valentine CS Infantry Tank Mk III Valentine VIII-IX Infantry Tank Mk III Valentine X Infantry Tank Mk III Valentine XI Infantry Tank Mk III Valentine Bridge Layer A22 Infantry Tank Mk IV Churchill I A22 Infantry Tank Mk IV Churchill I CS A22 Infantry Tank Mk IV Churchill II A22 Infantry Tank Mk IV Churchill III,IV A22 Infantry Tank Mk IV Churchill III,IV (75mm) A22 Infantry Tank Mk IV Churchill VI & NA-75 A22 Infantry Tank Mk IV Churchill V A22 Infantry Tank Mk IV Churchill VII & X A22 Infantry Tank Mk IV Churchill VII Crocodile A22 Infantry Tank Mk IV Churchill VIII A22 Infantry Tank Mk IV Churchill AVRE A22 Infantry Tank Mk IV Churchill Ark I,II A22 Infantry Tank Mk IV Churchill ARV I A22 Infantry Tank Mk IV Churchill ARV II Self Propelled Guns Carrier, AEC, 6pdr Gun, Mk I Deacon 75mm SP Autocar Carrier, Churchill, 3" Gun Mk III SP 3 Wolverine (M-10) SP 17pdr Achilles (M-10) SP 17pdr Archer SP 25pdr Sexton SP 25pdr Bishop SP 105mm Priest Armoured Cars Armoured Car, Rolls-Royce, 1924, Mk 1 Mod Armoured Car, Chevrolet, IP Armoured Car, Lanchester Mk I,IA,II,IIA Armoured Car, Fordson Armoured Car, Reconnaissance, Morris Armoured Car, Guy Mk I,IA Armoured Car, Humber, Mk I-III Armoured Car, Humber AA Mk I Armoured Car, Humber, Mk IV Armoured Car, GM, Mk I, Fox I Armoured Car, Daimler, Mk I,II Armoured Car. Daimler, Command Armoured Car, AEC Mk I Armoured Car, AEC Mk II Armoured Car, AEC Mk III Armoured Car, Marmon-Herrington Mk I Armoured Car, Marmon-Herrington Mk II,III Armoured Car, Marmon-Herrington Mk IV,IVF

Yr 37 37 38 45 42 42 41 41 42 42 42 43 43 41 41 41 42 44 42 42 44 44 44 44 43 42 44 42 43 42 43 45 44 42 42 43 24 39 31 40 36 39 41 42 43 42 41 44 42 43 44 41 41 43

Speed 3 3 3 3 3 3 4 4 4 4 5 5 5 5 5 5 4 4 4 4 4 4 4 4 4 4 4 4 7 4 7 7 7 9 4 7 4 4 4 4 7 4 4 4 4 4 4 4 4 4 4 5 5 5

Armor 2/2 2/2 3/3 3/3 3/3 3/3 3/2 3/2 3/2 3/2 3/2 3/2 3/2 4/3 4/3 4/3 4/3 4/3 4/3 4/3 6/4 6/4 6/4 4/3 4/3 4/3 4/3 1/1 0/0 4/4 3/2 3/2 3/2 1/1 3/2 1/0 0/0 0/0 0/0 0/0 0/0 1/1 1/1 1/1 1/1 1/1 1/1 1/1 2/1 2/1 2/1 0/0 0/0 0/0

Guns

Pen

Rng 6 6 8 6F1 8 8 8 6 10 10 10 40: 8 76: 6 6 8 10 10 10 6 10 10F1 6 2 6 6 6 10 10 12 12 12 12 8 8 8 MG: 6 AT: 2 6 6 MG: 6 AT: 2 MG: 6 AT: 2 6 6 6 8 6 8 8 10 10 MG: 6 AT: 2 MG: 6 AT: 2 8

ROF 1 1 2 2F2 2 2 3 2 2 2 2 40: 3 76: 1 4 3 3 3 3 3 3 3F2 3 1 1 1 1 3 3 2 3 3 3 2 2 2 MG:1 AT: 1 1 1 MG:1 AT: 1 MG:1 AT: 1 1 1 2 2 1 2 2 3 3 MG:1 AT: 1 MG:1 AT: 1 2

AI -1 -1 -1 -1/+2 -1 -1 -1 0/-1 -1 -1 0/-1 0/-1 0/-1 -1 -1 0/-1 0/-1 0/-1 0/-1 0/+2

Ammo

MG -3 HMG -2 40L52 2 Flame, MG -3 40L52 2 40L52 2 40L52 2 76L16 -1he 57L43 3 57L43 3 75L36. 3 40L52, 40: 2 76L16 76:-1he 2x76L16 -1he 40L52 2 57L43 3/6ds 75L36 3 75L36 3 95L12 -1he 75L36 3 Flame, 3F2 75L36. 95L12 -1he 290L? Petard 10he MG -3 MG -3 MG -3 57L43 75L36 76L45 76L50 76L58 76L58 88L28 88L28 105L28 MG, Boys ATR MG HMG MG, Boys ATR MG, Boys ATR HMG HMG 2xMG 37L45 HMG 40L52 40L52 57L43 75L36 MG, Boys ATR MG, Boys ATR 40L52 3 3 4 4 6/10ds 6/10ds 2/-1he 2/-1he 0he/4h MG: -3 AT: -2 -3 -2 MG: -3 AT: -2 MG: -3 AT: -2 -2 -2 -3 2 -2 2/3lj 2 3/6ds 3 MG: -3 AT: -2 MG: -3 AT: -2 2

No HE No HE No HE No HE

45 APDS

44 HEAT**

44 HEAT** 0/-1 -1 -1 -1 -1/-2 0/-1 0/-1 0/-1 0/-1 0/-1 0/-1 0/-1 +1/-1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 0/-1 -1 -1 -1 No HE No HE 44 Little John No HE 45 APDS No HE

45 APDS 45 APDS

44 HEAT

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Type Armoured Car, T16 Staghound Mk I Armoured Car, T16 Staghound Mk II Armoured Car, T16 Staghound Mk III Armoured Car, T16 Staghound Command (No Turret) Armoured Car, T16E2 Staghound AA Mk I Armoured Car, M-8, Greyhound Armoured Car, IP, Mk III Light Armoured Car, Rover Scout Car, Daimler Mk I-III Scout Car, Humber Mk I-II Scout Car, Ford Mk I, Lynx I-II Car, 4x2, Light Reconnaissance, Standard Mk I-IV, Beaverette Mk I-V (MG) Car, 4x2, Light Reconnaissance, Standard Mk I-IV, Beaverette Mk I-V (Boys) Car, 4x4, Light Reconnaissance, Humber Mk I/II Car, 4x4, Light Reconnaissance, Humber Mk III/IIIA

Yr 42 43 44 42 43 43 42 42 39 43 42 40 40 41 42

Speed 4 4 4 4 4 4 5 4 6 7 7 5 5 8 7 5 7 4 4 4 6 6 6 6 4 4 4 4 4 4 4 4 3 Trailer

Armor 1/0 1/0 1/0 1/0 1/0 0/0 0/0 0/0 1/1 1/1 1/1 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 Soft Soft Soft Soft Soft/0 Soft/0 Soft/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0

Guns 37L53 76L16 76L36 HMG 37L53 MG, Boys ATR MG MG MG MG MG Boys ATR MG, Boys ATR MG, Boys ATR MG, Boys ATR MG, Boys ATR

Pen 2 -1he -1he -2 2 MG: -3 AT: -2 -3 -3 -3 -3 -3 -2 MG: -3 AT: -2 MG: -3 AT: -2 MG: -3 AT: -2 MG: -3 AT: -2

Rng 8 6 10

ROF 2 2 2

AI -1/(+1) 0/-1 0/-1 -1 -1/(+1) -1 -1 -1 -1 -1 -1 -2 -1 -1 -1 -1

Ammo 44 Canister

6 2 8 2 MG: 6 MG:1 AT: 2 AT: 1 6 1 6 1 6 1 6 1 6 2 MG: 6 AT: 2 MG: 6 AT: 2 MG: 6 AT: 2 MG: 6 AT: 2 1 3 MG:1 AT: 1 MG:1 AT: 1 MG:1 AT: 1 MG:1 AT: 1

44 Canister

Car, 4x4, Light Reconnaissance, Canadian GM Mk I, 42 Otter I Car, 4x4, Light Reconnaissance, Mo rris Mk I/II Armoured Command Vehicles (ACV) Armoured Command Vehicle Guy Lizard Armoured Command Vehicle, AEC 4x4 Armoured Command Vehicle, AEC 6x6 Armed Trucks Truck 15-cwt 4x2 AA Mk 1A & II Truck, 4x4, AT Portee (2pdr) Carrier SP, 4x4 AA (40mm) Truck, 4x4, AT Portee (6pdr) Improvised Armoured Lorries Armadillo Mk I & II Armadillo Mk III Bison (various types) Tender Armoured, Leyland Type C, Beaver Eel (MG) Tender Armoured, Leyland Type C, Beaver Eel (20mm) Tender Armoured, Leyland Type C, Beaver Eel (COW Gun) Lorry, 30cwt, Armoured, Anti-Tank, Bedford Cockatrice LPTB Home Guard Bus Scorpion 42 40 41 44 43 40 43 42 40 40 40 40 40 40 40 40 40 41?

20L85/L110 40L52 40L56 57L43 MG 37L51 LMG MG 20L65 37L51 MG, Boys ATR Flame, MG LMG MG

1 2 2 3 -3 -3he -3 1 -3he MG: -3 AT: -2 -3 -3

8 10 10 10 6 6 4 6 8 6

4 3 4 3 1 4 1 1 4 4

+2 -1/-2 0 -1/-2 -1 +1 -1 -1 +1 +1 -1 -1/+2 -1 -1

No HE No HE

MG: 6 MG:1 AT: 2 AT: 1 6F1 1F1 4 1 6 1

st Medium Tank M4 & M4A1 -4 Sherman I-V Tulip was a field improvisation by the 1 Armoured Battalion Coldstream Guards, used from the Rhine River crossing in March 45 until the end of the war. The rockets were on a fixed elevation mounting so could only be fired exactly 800yds in game terms 8.

Sherman Ark, ARV II & APC were field conversions. Only one stand of each was used in Italy. Covenanter and Churchill 3 Gun Carrier were only used for UK home defense, they never saw combat.

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Cavalier was mostly used for home defense though a few were used as OP tanks in NW Europe. Centaur IV was only used by the Royal Marines at D-Day and shortly after. Matilda Frog was an Australian conversion. Valentine CS was a NZ conversion used in the Pacific. Some Churchill I had the 40mm in the hull and 76mm in the turret, this gives the 76mm a ROF of 3 and the 40mm a ROF of 1 SP 17pdr Archer has a rear facing gun. However it is equally well armored on both ends so which ever end is fired at it is rated as 3. Light Armoured Car, Rover was an Australian vehicle that never saw service outside of Australia. The gun from the Truck 15-cwt 4x2 AA Mk 1A & II can be dismounted, so strictly its a portee not a true SP. British Ammo Supply of ammunition to British AFVs was peculiar, especially in the early part of the war. 2pdr and 6pdr tank guns were never issued HE ammo until summer 1943 in Tunisia. This means that such tanks are rated -1(0)/-1 for AI fire. The 0 is used Tunisia and beyond, the -1 before that. Most close support tanks (i.e. those with 95L12 or 76L16 guns) were designed to fire Smoke and carried little or no HE. By the start of the Tunisian campaign the amount of HE was much increased, before that HE is a limited round for CS tanks. This means the AI rating is 0(-1)/-1 meaning 0 if HE is available, -1 if not. The later HEAT round for the 95L12 was definitely developed but may not have seen active service. In any case its a limited availability round. 23.2 Germany
Type PzKfw-I PzKfw-IA, B PzKfw-II PzKfw-IIa, b, c, A, B & C PzKfw-IIF PaK-40 auf Fgst PzKfw-II (Marder II) PaK-36(r) auf Fgst PzKfw-IID (Marder II) PzKfw-35(t) PzKfw-35(t) PzK fw-38(t) PzKfw & PzBefWg-38(t) A-D & S Yr 35 36 41 41 42 35 39 Speed 10 9 8 7 7 6 7 Arm 0/0 1/1 1/1 1/1 1/1 1/1 1/1 Guns 2xMG 20L55 20L55 75L46 76L51 37L40 37L48 Pen -3 1 1 4 4 2 2 Rng 6 8 8 12 12 8 8 ROF 2 4 4 3 3 2 2 AI -1 0 0 0/-1 0/-1 -1 -1 Ammo

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Type PzKfw & PzBefWg-38(t) E-G PzJgr-38(t) fur PaK36(r) (Marder III) PaK40 auf PzKfw-38(t) H (Marder III) PzJgr-38(t) mit PaK40 M (Marder III) JgdPz-38(t) Hetzer PzKfw-III PzKfw-IIIA-F, G (early) PzBefWg-IIIE, H PzKfw-IIIE, F, G (late) mit 5cm L42 PzKfw-IIIH, J (early) PzKfw-IIIJ (late) PzKfw-IIIL, M PzKfw-IIIN StuG-IIIA-E StuG-IIIF StuG-IIIF (up armoured) & F/8 StuG-IIIG StuH-42 (Early) StuH-42 (Late) PzKfw-IV PzKfw-IVA, B, C PzKfw-IVD, E (early) PzKfw-IVD, E (late) & F1 PzKfw-IVF2, G (early) PzKfw-IVG (late), H, J StuG-IV JgdPz-IV (early) JgdPz-IV/70(V) PzKfw-V Panther PzKfw-VD, A & G Panther JgdPz-V Jgdpanther PzKfw-VI Tiger PzKfw-VIE Tiger I PzJgr Tiger (P) Ferdinand PzKfw-VIB Porsche Turm (King Tiger) PzKfw-VIB Henschel Turm (King Tiger) SdKfz-250 SdKfz 250/1 SdKfz 250/7 (GrW) SdKfz 250/8 SdKfz 250/9 SdKfz-251 SdKfz 251/1, 3-6 & 11 SdKfz 251/2 SdKfz 251/9 SdKfz 251/10 SdKfz 251/21 SdKfz 251/22 Armoured Cars SdKfz 221 SdKfz 222 SdKfz 222 (Type V chassis) SdKfz 223 SdKfz 231 & 232 6-Rad SdKfz 231 & 232 8-Rad SdKfz 233 SdKfz 234/1 SdKfz 234/2 Puma SdKfz 234/3 SdKfz 234/4

Yr 40 42 42 43 44 37 39 40 40 42 42 42 37 42 42 43 42 44 37 38 41 41 43 44 44 44 43 44 42 43 44 44 41 41 43 43 39 39 42 39 44 45 35 36 42 35 32 36 43 44 43 44 45

Speed 7 6 7 7 5 9 9 8 8 8 7 7 8 8 7 7 7 7 9 9 8 7 7 7 7 6 9 9 7 5 5 5 10 10 10 10 7 7 7 7 7 7 9 9 9 9 7 9 8 9 8 9 9

Arm 2/1 1/0 1/0 1/0 5/1 1/1 1/1 2/1 2/1 2/1 3/1s 3/1s 2/1 2/1 3/1 3/1s 3/1s 3/1s 1/1 1/1 2/1 2/1 2/1s 3/1s 5/2s 6/2s 5/2 6/2 6/3 8/3 5/4 7/4 1/0 1/0 1/0 1/0 1/0 1/0 1/0 1/0 1/0 1/0 0/0 0/0 1/0 0/0 0/0 1/0 1/0 1/0 1/0 1/0 1/0

Guns 37L48 76L51 75L46 75L46 75L48 37L46 MG 50L42 50L42 50L60 50L60 75L24 75L24 75L43 or L48 75L43 or L48 75L48 105L28 105L28 75L24 75L24 75L24 75L43 75L48 75L48 75L48 75L70 75L70 88L71 88L56 88L71 88L71 88L71 MG 80mm Mortar 75L24 20L55 MG MG & 80mm Mortar 75L24 37L45 HMG 75L46 MG 20L55 20L55 MG 20L55 20L55 75L24 20L55 50L60 75L24 75L46

Pen 2 4 4 4 4 2 -3 2 2 3 3 2/2-3h 2/2-3h 4 4 4 2-3h 2-3h 2/2-3h 2/2-3h 2/2-3h 4 4 4 4 6 6 8 5 8 8 8 -3 -3 2/2-3h 1 -3 -3 2/2-3h 2 -2 4 -3 1 1 -3 1 1 2/3h 1 3 2/3h 4

Rng 8 12 12 12 12 8 6 10 10 10 10 8 8 12 12 12 8 8 8 8 8 12 12 12 12 15 15 15 15 15 15 15 6 6 8 8 6 6 8 8 6 12 6 8 8 6 8 8 8 8 10 8 12

ROF 2 3 3 3 3 3 1 3 3 3 3 3 3 3 3 3 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 1 1 3 4 1 1 3 3 3 3 1 4 4 1 4 4 3 4 3 3 3

AI -1 0/-1 0/-1 0/-1 0/-1 -1 -1 -1 -1 -1 -1 0/-1 0/-2 0/-2 0/-1 0/-1 +1/-2 +1/-1 0/-1 0/-1 0/-1 0/-1 0/-1 0/-1 0/-1 0/-1 0/-1 0/-1 0/-1 0/-2 0/-1 0/-1 -1 -1 0/-1 -1 -1 -1 0/-1 -1 -1 0/-1 -1 0 0 -1 0 0 0/-1 0/-1 -1 0/-1 0/-1

Ammo

42 HEAT 41 HEAT

42 HEAT 42 HEAT 41 HEAT 41 HEAT 41 HEAT

43 HEAT

42 HEAT

43 HEAT

44 HEAT

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23.3 USSR
VEHICLE Armed Trucks 4M Quad AA Truck Armoured Cars BA-3, 6, 6M, 10, 11 & 11M BA-20 & 20M BA-64 & 64B Light Tanks T-40 T-60 M1941 T-60 M1942 T-70 SU-76M T-36 Tank Family T-26 M1933/37 (T-26B/S) BT Tank Family BT-7 & 7A T-38 & T-35 Tanks T-28 M1934 T-28 M1938 T-34 Tank Family T-34/76 M1940 T-34/76 M1941/42 T-34/76 M1943 T-34/85 SU-85 SU-100 KV & IS Tank Family KV-1 M1939 KV-1 M1940/41 KV-1E KV-1 M1941 + Cast Turret IS-2 ISU-122 ISU-152 Miscellaneous Soviet AFVs Komsomolyets Tractor Yr 37 34 37 42 40 41 42 42 43 33 33 33 38 41 41 43 44 43 45 40 40 41 41 44 44 44 37 Move 6 4 6 9 9 7 7 9 10 5 12 11 11 11 11 9 9 10 9 7 7 7 6 6 7 7 5 Arm Soft 0/0 0/0 0/0 0/0 1/0 2/1 3/2 2/0 1/1 1/0 1/1 1/1 3/2 3/2 3/2 4/3 3/2 5/2 3/3 3/3 4/4 4/4 6/4 4/3 4/3 0/0 Guns 4x MG 45L46 MG MG HMG 20L82 20L82 45L46 76L39 45L46 45L46 76L16 76L24 76L32 76L42 76L42 85L53 85L53 100L60 76L30 76L32 76L32 76L42 122L43 122L43 (no IDF) 152L28 (no IDF) MG Pen -3 2 -3 -3 -2 1 1 2 3 2 2 1 2 2 3 3 5 4 7 2 2 2 3 7 7 5 -3 Rng 6 8 6 6 6 6 6 8 10 8 8 6 6 8 10 10 12 12 12 8 10 10 10 10 10 8 6 ROF 4 2 1 1 1 4 4 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 AI -1 -1 -1 -1 -1 0 0 -1 0/-1 -1 -1 0/-1 0/-1 0/-1 0/-1 0/-1 0/-1 0/-3 0/-3 0/-1 0/-1 0/-1 0/-1 +1/-1 +1/-3 +1/-3 -1 Ammo

43 HEAT

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24: Artillery Data


The data available in this section is more limited than what will be ava ilable on the commercial version. Not all nations lists are available and those that are not comprehensive. However to give a flavor of the detailed data that will be available in the commercial version the British data list is up to full commercial standards. Additional data for the play test version will be posted to http://groups.yahoo.com/group/wpdplaytest/ first job is to do the Americans. Vehicle data may well change as the rules evolve, be sure to check the discussion groups for updates. 24.1 Britain & Commonwealth
PIAT 13.2mm Boys ATR 20mm Polsten 20mm Hispano-Suiza 20mm Oerlikon 25mm Hotchkiss AT 29mm Mortar Spigot Mk 1 Blacker Bombard 37mm Bofors AT 40mm Ordnance QF 2pdr 40mm Ordnance QF Bofors Mk 1-10 57mm Ordnance QF 6pdr Mk II, III & IV 63.5mm Northover Projector 75mm Pack Howitzer Mk 1 75mm Ordnance QF 75mm (various) 76mm Ordnance ML Mortar 3 Mk 2 76mm Projector, Rocket, 3 No.10 Mk 1 - LILO 76mm Projector, Rocket, 3 No.8 Mk 1 Land Mattress 76mm Ordnance QF 13pdr Gun Mk 1 76mm Ordnance QF 3 20cwt AA 76mm Ordnance QF 17pdr Mk 1 & 2 80mm Smooth Bore 3 Mk 1 Smith Gun 84mm Ordnance QF 18pdr 88mm Ordnance QF 25pdr Short Mk 1 (Aust) Baby 25pdr 88mm Ordnance QF 25pdr Mk 1 (18/25pdr) 88mm Ordnance QF 25pdr Mk 2 & 3 94mm Ordnance QF 3.7 Howitzer 94mm Ordnance QF 3.7 Mk I, II & III AA 106mm Ordnance SB 4.2 Mortar 114mm Ordnance QF 4.5 Howitzer Mk 2 114mm BL 4.5 Gun Mk 1 Year 43 38 44 39 39 39 41 40 36 39 42 40 43 40 39 44? 44 14 14 43 41 04 43 39 40 17 38 41 14 37 Type Calibre Pen Rng ROF AI Ammo IDF (km) 3h 1 1 0 ATR -2 2 2 0 IQT 20L72 1 8 4 +1 0 IQT 20L85 1 8 4 +1 0 IQT 20L110 1 8 4 +1 0 IQ 25L72 2 8 3 -2 0 IQ Special 0he 3 2 0 0.8 IQ 37L45 2 8 3 -1 0 IQ 40L53 2 8 3 -2 No HE 0 V1T 40L60 2 8 4 +1 0 IQ 57L43 3/6ds 10 3 -2 45 APDS 0 IQ Special -2he 6 2 -1 0 IQ 75L16 -1he/3h 6 2 0 43 HEAT 8.9 VQ 75L36 -1he 10 2 0 12 IQ 76mm Mortar 2.5 I1 1x76mm Rkt 50m V1 30x76mm Rkt 5.4 VQ 76L23 -1he 10 2 0 5.4 76L46 4 10 3 0 0 VQ 76L58 6/10ds 12 3 0 45 APDS 10 IQ 80L17 -1he 6 2 0 0.65 VQ 84L29 2/-1he 8 2 0 Limited AP 10.1 VQ 88L18 2/-1he 8 2 2 2 2 2 2 2 0 Limited AP 10 11 12.2 5.5 18 3.75 6 19.2

VQ 88L28 -1he 8 VQT 88L28 2/-1he 8 VQ 94L12 -1he/2h 6 VQ 94L50 7/-1he 12 IQ 106mm Mortar V1 114L15 0he 8 V1 114L42 0he 8

0 No AP 0 Limited AP 0 42 HEAT 0 Limited AP +1 No AP +1 No AP

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The Rules

114mm BL 4.5 Gun Mk 2 114mm QF 4.5 AA Mk II 127mm BL 60pdr Mk II 139mm BL 5.5 Mk III 152mm 6 Newton 152mm BL 6 26cwt Howitzer Mk 1 152mm BL 6 Mk XIX 155mm BL 155mm M1 183mm BL 7.2 Mk I-V 183mm BL 7.2 Mk 6 203mm BL 8 Howitzer Mk VIII 203mm BL 8 Gun Mk 1 234mm BL 9.2 Howitzer Mk II 234mm BL 9.2 Mk 13 Rail Gun 240mm BL 240mm Howitzer (US M1) 304mm BL 12 Howitzer Mk VI 304mm BL 12 Mk 3, 5 & 6 Rail Gun 340mm BL 13.5 Rail Gun 355mm BL 14 Mk 7 Winnie & Pooh

Year Type Calibre 41 V1 114L43 38 V1 114L45 19 V1 127L38 41 V1 139L31 17 I1 152mm Mortar 15 V1 152L14 35 V1 152L36 41 V1 155L36 39 V1 183L23 44 V1 183L34 16 V1 203L14 43 V1 203L50 16 V* 234L17 16 V1 234L35 44 V1 240L? 17 V* 304L17 17 V1 304L17 40 V1 340L45 40 V1 355L?

Pen 0he 0he 1he 1he 2he 2he 2he 3he 3he 4he 4he 5he -

Rng ROF AI 8 2 +1 8 2 +1 8 2 +1 10 2 +1 8 1 +1 8 1 +1 8 1 +1 8 1 +1 8 1 +1 8 1 +1 10 1 +1 8 1 +1 -

Ammo No AP No AP No AP No AP No AP No AP No AP No AP No AP No AP No AP No AP No AP No AP No AP No AP No AP No AP

IDF (km) 18.7 20 13.8 14.8 1 (?) 10.4 17.1 18.3 15.4 18 11.3 32 13 20 25 13 13 37 44

9.2 Howitzer Mk II & 12 Howitzer Mk VI both take 12 hours to set up. The 114mm QF 4.5 AA Mk II is a fixed non mobile weapon. Winnie & Pooh were fixed 14 Battleship guns emplaced around Dover. They were used to bombard targets around Calais after D-Day The 6 Newton was an old WW1 vintage weapon. I can only find records of 1 stand being used for home defense in 1940. 24.2 Germany
Gun Panzerfaust 30, 60 & 100 Panzerschreck 7.92mm PzB-38/39 2cm FlaK-30 & 38 & GebFlaK-38 3.7cm PaK-36 3.7cm FlaK-18, 36 & 37 5cm PaK-38 7.5cm leIG-18 & leGebIG-18 7.5cm PaK-97/38 7.5cm PaK-40 8cm kzGrW-42 8.8cm FlaK-18, 36 & 37 8.8cm PaK-43 8.8cm PaK-43/41 10.5cm LG-40 10.5cm leFH-18 10.5cm leFH-18M, 18/40 & Wespe 12cm GrW-42 15cm sIG-33 15cm sFH-18 & Hummel Yr 44 44 38 35 36 35 40 27 41 41 42 33 43 43 42 35 41 42 27 38 Rate IQT IQ V1T IQ IQ IQ IQ IQ V1T V1T V1 IQ V1 V1 IQ V1 V1 Calibre 100 88 ATR 20L113 37L45 37L98 50L60 75L11 75L36 75L46 80mm Mortar 88L56 88L71 88L71 105L13 RCl 105L28 105L28 120mm Mortar 150L11 150L30 Pen 7h 6h -2 1 2(6h) 2 3 -1he/2 -3h 3/2-3h 4 5 8 8 2-3h 1/2-3h 1/2-3h 2he/5h 2he/5h Rng 2 8 8(3) 8 10 8 8 12 15 15 15 8 8 8 8 10 ROF AI 1 1 3 4 +1 3(1) 4 3 2 3 3 3 3 3 2 2 2 1 1 -1 +1 -1 0 0 0 0 0 0 +1 +1 +1 +1 +1 Ammo HEAT HEAT IDF Km 0 0 0 0 0 0 0 3.3 0 0 1.1 14.8 17.5 17.5 7.9 10.75 12.3 6.05 4.7 9.75/13.25 RAP 19

, 42 Steilgrante

41 HEAT 41 HEAT

42 HEAT 42 HEAT 42 HEAT 42 HEAT 42 HEAT

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The Rules

Stats in brackets refer to the Steilgranate. A gun may fire normal ammo or the Steilgrante in a turn.

24.3 USSR
ARTILLERY 14.5mm PTRD & PTRS 37mm M-1939 AA Gun 45mm M-1932/37 45mm M-1942 50mm PM-38/40 & 41 Mortar 76mm M-1927/43 76mm M-1902/30 L30 76mm M-1941/42 76mm ZiS-3 82mm PM-36/37 & 41 Mortar 85mm M-1939/43/44 100mm M-1944 120mm M-1938 & 43 Mortar 122mm M-1910/30 122mm M-1938 152mm M-1910/30 Howitzer 152mm M-1938/43 Year 42 39 32 42 38 27 30 41 41 36 39 45 38 30 38 30 38 Rate Calibre Pen ATR -1 V1T 37L74 3 IQ 45L46 2 IQ 45L66 2 IQ 50mm Mortar IQ 76L16 1/2h VQ 76L30 2 VQ 76L42 3 VQ 76L42 3 IQ 82mm Mortar V1T 85L55 4 V1 100L53 7 IQ 120mm Mortar V1 122L12 1he V1 122L22 1he/4h V1 152L12 2he V1 152L24 5/2he Rng ROF AI 3 2 8 4 +1 8 3 -1 10 3 -1 -1 6 3 0 8 3 0 10 3 0 10 3 0 0 12 3 0 12 3 +1 +1 6 2 +1 6 2 +1 6 1 +1 6 1 +1 Ammo Range (km) 0 0 0 0 0.8 8.5 12.4 13 13 3.05 15.5 21 5.7 8.9 11.8 9.85 12.4

Canister

43 HEAT Canister Canister

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