Lightning War2 Revised & updated

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1 Lightning War2 Revised & updated Easy play rules f Wld War 2 David Child-Dennis davidchild@ubernet.co.nz

2 The New Lightning War WW2 fast play rules The Concept The concept of wargaming by the use of visual estimations of engagement ranges has been around wargaming f a very long time. I first saw this in the 1970 s both in land and naval rules at that time. Unftunately it was too easy to misuse the system and it soon fell out of favour with gamers. As far as I m aware it was introduced into naval wargaming sometime in the 1930 s. While it is not a new concept, I have recently reconsidered this system to facilitate the use of the pletha of quality modern 1:72 vehicle and infantry figures being currently released by the wld s model kit manufacturers. The problem others and myself have encountered is any attempt to use measured ranges f modern combat resolution has proven to be largely impractical. In 1:72 1:76 scales, which this set of rules is specifically designed f, the average 6 foot by 4 foot gaming table is a mere 914 meters by 609 meters at a 1:50 ground scale. Measuring such distances f tank anti-tank gunnery is a rather pointless exercise. It is me realistic to assume that all tank gun and missile fire will be well within nmal battle ranges and it is only necessary to make adjustments to accuracy f movement and target obscuration. While I have added a penalty f guns firing at over half the table in range which must be visually estimated by players, but presents little difficulty - I have done so only to make shooting over 400 yards in average European day time visibility, a little me difficult. This is designed to make an allowance f the inevitable smoke and haze that covers all battlefields. Kaserrine Village 1943 The rail line and small village were a maj objective f the German counter offensive in March Even though it looks flat terrain, in fact it is undulating and very rocky. Combat is limited by terrain feature me than it is by weapon ranges. Most infantry firearms do surprisingly poly in penetrating cover beyond 100 meters, thus even light vegetation can provide significant variations in accuracy when engaging obscured targets. It can therefe be safely assumed that most exchanges of direct fire will take place at relatively sht range between the combatants, making fire fights with a high percentage of automatic weapons, very dangerous. This again negates the use of precise measurement f such large-scale models on such a relatively small playing surface. The only problem that does arise is combat in the desert, where atmospheric conditions can be extremely clear and vegetation cover is relatively sparse. But then again, the sandy wastes of the desert can provide a myriad hiding places f the experienced campaigner. The only matter to be decided is how to prevent the combatants firing from one end of the table to the other? This ultimately comes down to observing what most terrain is actually like rather than assuming it is all flat, just like the game table. There is no such thing as a completely flat piece of terrain almost anywhere in the wld and certainly not in the areas this set of rules was designed David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

3 The New Lightning War WW2 fast play rules to re-create. Even well used paddocks have a dip hollow, just deep enough to allow a tank to get track down an infantry squad to go to ground, reducing their chance of casualties. So the determining fact in this game system is table layout and the placing of terrain. I have used the universal term terrain feature so that everyone familiar with gaming terms can understand exactly what it is that I m attempting to describe. A terrain feature is the model representation of a unique piece of ground. Any number of these can be placed in almost any der to make up a war-game table. The me there are, the me realistic the game will be. But there must be some logic to the distribution of such terrain features. Players are urged to consult good quality maps and photographs of the regions they wish to recreate their battles in. By carefully studying these and the accounts of those who have actually been across the area concerned, a reasonably accurate table can be constructed from a set of terrain features. These facts determined the ability of either side to identify and engage each other s squads over the terrain set up on the gaming table. All fire is between squads, sections batteries. The smallest manoeuvre unit is the platoon consisting of three squads plus a platoon headquarters containing a platoon commander and radio figure. Platoons are then assembled into companies, companies into Battle Groups and so on. If a large game is played then the ganisation is stepped to Brigade and beyond. The average rate of advance was restricted to that of the foot troops. In the Western Desert, troops found the heat and flies extremely difficult. Lack of reliable water supply was to eventually cripple Italian male. The question of the speed of movement advance to contact is an impt consideration. Most gamers believe that the rate of advance across a battlefield is determined by the mechanical and suspension efficiency of the various vehicles involved. This is only partly true. The modern tank can travel at 50 kph across fairly rough terrain without much difficulty. The problem is the crew inside aren t very well after doing it! The photos of tanks jumping off ramps in spectacular shows of suspension destroying agility are just that spectacular shows that have nothing to do with the real wld of armoured combat. Armoured vehicles advance at a relatively measured pace, keeping up with their infantry suppt, which is usually on foot, and making sure they have a clear view of the objective and any potential trouble spots on the way. Making haste means risking potentially lethal mistakes. Where armoured infantry accompany tanks, the tanks are expected to fm a protective screen to absb any fire that may be encountered as the group approaches the objective. Once within range of the target, the infantry debus and make their way on foot. This is a relatively slow process as infantry move fward by bounds to cover each other with the surviving armoured vehicles ready to suppt them with covering fire. Hence I have limited all movement to advancing between adjacent terrain features. Once one terrain feature is secured, the platoons may continue their advance to the next. But should they encounter the enemy and sustain casualties, the attack will quickly slow. I have therefe used the standard response of requiring units that have received enemy fire to do what every military unit in that position automatically does. Go to ground, return the fire and try to regroup befe moving on towards the objective. Casualties and suppression cause units to stop advancing. To reflect this I have used the rule that once an initiating player s command fails a male test the game turn ends and both players roll off f the right to become the new initiating player. The basic object of the game is f either opposing player to achieve a required number of victy points. This is achieved by capturing a number of defined objectives while simultaneously destroying enemy units. The Initiating Player commences their game turn by selecting a particular platoon (command and then attempts to move and fire it in der to attain their game David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

4 The New Lightning War WW2 fast play rules objective(s. The game turn ends immediately the current initiating player s selected platoon fails a male test. If the platoon passes a required male test it continues to move and fire until it either completes its current ders fails a subsequent male test. Platoon command Male tests are always carried out immediately a squad is disabled, suppressed pinned. Constructing a fce. Both players begin the game with 6 platoon headquarters of any type within their selected country ganisation. Once the type of commands are established, each player rolls 1D6 f each platoon command and this represents the number of squads, batteries tanks contained in each platoon. If larger fces are required, players keep adding blocks of 6 platoon headquarters as required. If one player outnumbers the other by at least 2:1 in squads, they are deemed to be the attacker and the other the defender. All other results are deemed to be meeting engagements. Players may choose any squads they wish BUT must do so from the ganisation tables attached to the rules. If a player selects a particular army as the basis f his fce structure, all squads must be selected from that ganisation table. Platoons must then be ganised into companies squadrons, even if this results in some being under strength. The number of platoons/troops in a company/squadron may not exceed the numbers shown in the ganisational tables. However, players may select any independent suppting unit(s available to that command to their Brigade/Battalion Battle Group from Division Cps assets. Artillery and mtars do not need to be represented on the table. Example Players can allocate any dice roll to a suitable type of command; i.e. a roll of 2 would suit an anti-tank battery of two missile launchers, including transpt. A roll of 6 would be better suited to an infantry armoured company, including transpt. This would allow a player to construct two platoons of three squads. The balance of a dice roll can be used f a mtar machinegun squad, usually attached in the direct suppt role, from the heavy weapons platoons of the company, once a platoon has been selected. Players may use under strength units so that unallocated points can be used elsewhere. They may not exceed unit strengths as listed in the attached T&OE tables. A Soviet SU85M Regiment of two batteries plus headquarters would represent a dice roll of 4. The HQ jeep and halftrack are an HQ choice and are allocated as part of the six commands players begin with. If a player wishes to have a higher headquarters unit present on the table, they may do so without cost. However, should they be lost to infantry combat, their points cost contributes towards the opponent s victy point level. Higher HQ s may only contain three squads. The base containing the commander and staff, an infantry HQ defence squad, and an armoured HQ defence squad. This group may only fire if attacked. David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

5 The New Lightning War WW2 fast play rules There are however, some limitations as to unit constructions. Elite squads may not be mixed with other squads, but must fm a separate platoon. The initiative system As soon as the Initiating Player has a unit fail a male test, a new game turn commences. At this point of each game turn an initiative dice roll determines which player wins the initiative and moves first. Where there is a male difference between the armies, this difference is added to the player s dice roll whose fces have the better male fact. The winner becomes the initiating player and must determine what action their fces will take. The Game Turn phases defined Command Phase: This is the Game Turn segment where the initiating player selects any one command to perfm a particular action. Once a command is selected it is the only command that may be moved and fought by the initiating player during the current game turn cycle. Beginning with the Command Phase, each game turn segment may be taken in any der the players require. Movement Phase: This segment allows the initiating player to move the elements of the currently selected command. Opposing players may initiate ambush fire against the initiating player s units in this game turn segment. Units firing on the move suffer 1 penalty on their firing dice roll. Counter Fire Counter Fire can be used against any initiating player s units that move across the field of fire of any opposing player s units. Counter fire may be initiated at anytime during an initiating player s unit movement phase provided the line of sight rules apply. Indirect Fire Phase: This allows the initiating player to request and receive any fire that does not require a direct line of sight between target and firer. Such fire includes artillery, AA and air attacks. Male Phase: Male is checked when troops suffer casualties disruption through enemy actions. This must be tested as such losses disruption occur and the result applied immediately. Time ADD 4 dice rolls together to give a start time ( hours Assume dawn to be 0500 hours, Dusk hours. Each time a new Command Phase occurs the clock moves fward one hour of game time. Time ADD 4 dice rolls together to give a start time ( hours Assume dawn to be 0500 hours, Dusk hours. Each time a new Command Phase occurs the clock moves fward one hour of game time. Setting Objectives The game should have up to 7 objective markers placed throughout the game table. Roll 1D6 and add +1 to establish how many objective markers are to be placed. They should reflect reasonable military objectives (road junctions, high ground, river crossings, airfields, rail yards etc by mutual agreement. Players must not place objective markers closer than 15 inches (38cm from the own fces. Once a player occupies an objective marker they can claim 5 victy points, as long as they can prevent the opposing player eliminating the unit holding the objective marker, by the end of the game. David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

6 The New Lightning War WW2 fast play rules Victy point values The player controlling enough objective points and causing sufficient enemy unit casualties to gain 20 victy points wins the game at that point. Each enemy squad vehicle eliminated is wth 1 victy point. Where the opposing fces are unequal at the beginning of the game, the player with the larger fce must gain the difference in points between the two fces in der to win. Casualties Units are never literally wiped out. Vehicles become disabled either through becoming completely knocked out sufficiently damaged to prevent them continuing in action. The rules make no distinction. Infantry units and gun crews become disabled through casualties either wounding death - and then disintegrate once their male fails. No distinction is made between wounding and death. Headquarters units may never be targeted by artillery direct fire. They may fight be attacked in the course of a close assault as dinary infantry. Reconnaissance by Fire Squads suspecting the presence of an unseen enemy halted in a BUA dense woods at up to one terrain feature distance from their position can attempt to deceive the un-located squad into betraying its position by returning fire when challenged by direct fire. Un-located squads halted in open ground open woods can be tested at up to two terrain features distance. Note that units used machine gun fire and not HE f this purpose. Firers must have a clear line of sight to the target area befe testing. There is a 1D6 roll off between the firer and target. If the target unit loses the dice roll it is assumed to have betrayed its position by returning fire against the squad conducting reconnaissance by fire. Dice roll modification f units in cover and targeted: Elite +2, Battle hardened +1, Conscript 0, Militia 1. Arcs of Fire and fire discipline Infantry Platoons and turreted vehicles enjoy a 360 degrees arc of fire. Artillery, heavy machine guns are limited to 45 degrees either side of the front facing of the weapon. Artillery, mtars, rockets cannot traverse beyond 45 degrees reposition and fire, if they are present on the table. All squads must first engage any enemy squad that has engaged in direct fire against them in the opposing player s current Game Turn. If squads have not been engaged, they may use direct fire against the nearest enemy squad to their position. Line of Sight The table distances are small enough to allow units in the open to be automatically located. Terrain features between units prevent this. Units separated by two terrain features me, except open fields, cannot locate each other. Movement Vehicle and troop movement is only permitted between two adjoining terrain features during the movement phase of the game turn. If a player can move all the squads sections of a platoon between two adjoining terrain pieces without failing a male test due to enemy action, the player may opt to move the same any other platoon between adjoining terrain features until they are prevented from doing so by a failed male test. Platoons commands may move and fight as many times as a player wishes, provided they pass all required male tests. Each time an Initiating player opts to move a command platoon the game turn sequence re-starts at the Command Phase. This also advances the game clock by one game time hour. David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

7 The New Lightning War WW2 fast play rules Movement at night troops and vehicles The maximum distance squads vehicles may move at night is between two contiguous terrain features per game turn. Once this move has been completed prevented due to a failure of male, that command platoon may not move again in the current initiating players game turn. Terrain Features Open ground This is a field, ploughed paddock any open ground up to 24 inches across that represents gently undulating sloping ground allowing a vehicle within to assume a track down position while stopped any infantry squad to take partial cover while lying down. It may contain a small stand of trees crops. Open ground is not counted as a terrain feature f the purposes of movement distance allowances. Open Woods This is a stand of well-spaced trees approximately six inches across that allow any vehicle infantry squad halted within behind it to be in partial cover. Troops and vehicles may move through it without penalty. Dense woods. This is a dense stand of trees, jungle bush at least six inches across, that completely blocks all line of sight through it. Units positioned in base contact with an edge of this type of terrain feature gain partial cover, being completely concealed at the edge of it. Only those squads on the same side of such a terrain feature may engage a squad concealed at its edge. Hills Hills fm a complete blockage of any line of sight and may only be seen over from aircraft. Units occupying a hull down position taking partial cover from immediately behind the crest of a hill suffer a dead ground zone to their immediate front line of sight equal to the distance measured from the front edge of their base to the end of the terrain feature. No direct fire may be directed into this dead zone from units in such a position. Buildings and built up areas (BUA Individual buildings, small groups of buildings such as farms villages, represent a block of actual buildings and as such the exact fm and structure of the model representing this should be considered only as a representation of the actual area. All built up areas (BUA should have their boundaries clearly defined by a hard edge base, regardless of the buildings set upon it. Larger towns should be constructed by joining a number of suitable BUA bases together. Tall buildings must be clearly defined as to what lines of sight they block. Ideally, tall buildings should only be used in city based scenarios. All BUA fm a complete barrier to observation and give hard cover to any troops vehicles while inside such terrain features. Troops in base edge contact with the outer edges of such terrain features can claim hard cover protection against enemy fire. Troops inside such a terrain feature cannot be engaged by troops from the outside by direct fire. Troops halted within a BUA are invisible to observers until they move fire. If both sides occupy the same BUA they may fire at each other with direct fire, adjusting casualty dice rolls f a target in hard cover. Each BUA base is considered to be an individual terrain feature. Rivers and water obstacles Water obstacles fm no barrier to observation, although steep banks to their approaches may do so. Water obstacles should have at least one bridge and one fd f every 24 inches of river length. David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

8 The New Lightning War WW2 fast play rules US troops crossing the Rhine in March The Rhine was a maj river barrier that presented significant problems in crossing it. Railways and industrial areas Railway lines give hull down cover to vehicles and partial cover to troops. Industrial areas are treated exactly the same as BUA. Walls and Hedges Walls offer hard cover and hedges offer partial cover to troops and vehicles in base contact with them. Troops halted behind a rock concrete wall within a hedgerow are invisible to observers until they move fire. Airfields Airfields offer the same protection as open fields grasslands. Cover Hard cover Refers to any object hard dense enough to substantially reduce the chance of infantry being injured by fire while sheltering behind it to seriously degrade the chance of anti-armour fire striking a targeted vehicle. Partial Cover Refers to low-density objects, such as hedges and bushes that obscure the target me than shelter it. Infantry riding on tanks in battle (not a recommended practice! Infantry riding on tanks APC s must immediately leave that vehicle once it is hit by fire. Once the infantry have debussed, they must take an immediate pinning test. Tanks within built up areas and woods/fests that lose their infantry riders due to enemy fire, must take an immediate male test. If this is failed, the tank must immediately withdraw (in their next movement phase to any cover that is known to be currently free of enemy. Infantry Fire Direct Fire Infantry Direct Fire range is limited to between any two contiguous terrain features where there is a direct line of sight between firer and target. Squads must always engage any enemy squad that has fired on them in the current game turn. If not under fire, they must engage the closest enemy squad. Squads require a 4,5 6 to disable an enemy infantry squad with Direct Fire. Soft partial cover reduces this to a 5 6 and hard cover reduces it to a 6 on a single dice roll. Sniper Fire Direct Fire Each platoon may field one sniper team. Snipers may fire at any enemy squad at up to two contiguous terrain features range. They must have a direct line of sight to the target in der to do so. Snipers require a 5 6 on a single dice roll to suppress their target, but make no adjustment f the target being in cover. David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

9 The New Lightning War WW2 fast play rules Heavy Machineguns Direct Fire Heavy machineguns from company battalion heavy weapons platoons may fire in direct suppt of a nominated platoon. Once a heavy machinegun has been assigned to a particular infantry company, it may not fire in suppt of any other unit outside that company ganisation. Heavy machine guns have a range of up to two contiguous terrain features provided they have a clear line of sight to the target. They require a 4,5 6 on a single dice roll to disable an enemy squad. HMG fire is reduced to 5 6 if the target is in hard cover. No reduction is made f fire against infantry targets in soft partial cover. Infantry anti-tank weapons These weapons have a maximum effective range of around 100 meters. That is they will travel considerably further than 100 meters but the chance of hitting anything beyond 100 meters is extremely unlikely. Therefe infantry heat weapons will be limited to fire between any two terrain features occupied by the firer and target. Any buildings ftifications targeted with anti-tank rockets don t suffer accuracy penalties f obvious reasons. Troops suffering a hit from such HEAT weapons take a casualty test. Nmal cover reductions apply. All HEAT weapons cause a 3 dice artillery casualty calculation against the target. Consult the anti-tank fire tables to assess the damage to an AFV APC. Crews must take a male test immediately after the vehicle is hit. Infantry Assault. The smallest unit capable of launching a close assault is the squad. Any squad that makes baseto-base contact with an enemy squad, during the movement phase of the Game Turn, commits the entire platoon to the assault. The same applies to the defender. Defenders may not elect to leave squads from the same platoon unengaged during the course of a close assault. Attackers declare their assault move and attempt to make contact with the defender. All squad bases in the assault must be paired off befe any extra squads are allocated. The defender may attempt to use reactive ambush fire against the attacker befe they make contact with the defender. This is done using the Direct Fire rules. All squads (attacker and defender roll 1 dice each, the highest modified dice winning. The defenders receive a +1 bonus on each dice roll to simulate the fact they are stationary in a defensive posture, thus able to bring a greater weight of fire to bear than the attacker who is moving. Any dice throw of 6 causes an instant casualty against the opposing player s squads. All casualties are immediately removed. The unit inflicting the highest number of casualties wins. If no casualties are removed the unit winning the greatest number of dice rolls wins the assault. The assault continues until there is a winner, befe the next Game Turn segment. Once a winner has been determined, the loser retires behind into the nearest terrain feature and checks male. The winner occupies the contested position and reganises f the remaining game turn cycle. The winning squad(s may defend their newly won position if counter attacked. They become the defender and the whole close assault cycle is repeated. Armour including armoured troop carriers, may suppt a close assault. Armour suppting an assault does so using HE and/ MG fire as per the HE MG fire system. No adjustment is made f vehicle movement. The suppting vehicle nominates the nearest infantry weapons base to it as a target and dices f casualties. Armour within a BUA woods, close assaulted by enemy troops must take an immediate male test regardless of casualties. Infantry may not attack enemy armour until all suppting enemy troops within the same terrain feature as the enemy armour are eliminated. Infantry may assault unsuppted armour in the open but the infantry receive a -2 penalty on their dice rolls in the close combat roll off. David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

10 The New Lightning War WW2 fast play rules Artillery Requests f fire suppt. Each artillery battery fire mission must be directed by an observer team attached to a Company Headquarters. Only one fire request may be directed to any one battery per complete game turn. The artillery target must be located and a fire request granted (successfully diced f befe the fire arrives in the indirect fire segment of the current game turn. All fire requests are based on a single dice roll. Platoon request to company f fire suppt - anything but a 1 Platoon request to Battalion f fire suppt 3,4,5 6 Platoon request f Regimental fire suppt 4,5 6 Platoon request f Divisional fire suppt 5 6 Counter Battery Fire request 5 6 HE Damage (Use this table to calculate HE fire from mtars, artillery, AFV s and infantry HEAT weapons against infantry Up to 76mm 3 Dice -1 on each dice roll if target in partial cover. Up to 105mm 4 Dice -2 on each dice roll if target in hard cover, an AFV. Up to 130mm 5 Dice -1 on each dice roll if target moved this turn. Up to 155mm 6 Dice -2 on each dice roll if tank AFV firing HE. Up to 203mm 7 Dice All MRL and Rocket Batteries 7 Dice In der to disable a target a 4,5 6 needs to be sced with any of the artillery fire dice. If me than one successful dice roll is made, the firer must nominate the next nearest target to the first squad hit. This process is continued until no further hits are rolled there are no other targets within the same terrain feature occupied by the iginal target base. Counter Battery Fire Counter battery fire may be attempted by the non-initiating player as soon as his fces come under artillery fire (either mtar gun. Counter battery damage is assessed using the standard artillery damage table, but 2 is applied to all casualty dice rolls. No dice roll adjustment is made f the type of artillery vehicle being bombarded. Damage to bridges and large structures A dice roll of 6 destroys a bridge structure hit by artillery fire bombs, while a 1 through 5 inflicts increasing damage. Once a bridge large structure reaches 6 cumulative damage points it collapses. Bridge repairs are made by a reversal of the process above, but must be David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

11 The New Lightning War WW2 fast play rules affected by an engineer unit in constant contact with the bridge, during the repair process. Large structures cannot be repaired during the course of the game. Armour Movement Movement over the battlefield is never random. Vehicle commanders are extensively trained to crectly appreciate the lay of the land and how best to make use of any available cover. German tank crews were trained to approach an enemy unit in a series of zig-zags so that no vertical armoured surface was exposed to anti-tank fire. While it may look as though most tank battles were ganised chaos, they were in fact somewhat different. Moving and firing It is a well understood fact that firing a tank main gun while on the move during WW2 was a complete waste of ammunition. The US Army arrived in Africa with a Westinghouse stabiliser fitted to the M4 Sherman to give gun stablisation in the elevation plane, but not in the traverse. This unit developed so many problems that most tankers turned it off until it could be removed by wkshop fitters. The most common source of complaint was that the barrel continued to move up and down even when the vehicle was completely stopped. The whole idea of the Westinghouse unit was to bring the gun barrel quickly on to vertical lay after a rapid halt, thus ensuring rapid shooting. In they it was a brilliant idea, but unftunately better suited to battleships than tanks. Tank gunnery training in most WW2 armies taught the gunner to lay on a selected target as soon as the vehicle had come to the halt. It was the commander s responsibility to select the target and align the turret so that the gunner could immediately identify and engage the enemy. But this not only involves the commander but the driver as well, who was responsible f ensuring the arcs of fire were clear f the main gun. Tanks usually move relatively slowly over a battlefield. This is not because tanks are incapable of moving rapidly over rough terrain, but because they will end up injuring their crews. Tanks have many sharp protrusions in a very confined space just waiting to attack the unwary! The loader is particularly vulnerable. There are many movies of armour on the move where the only people in the vehicle are the commander and driver, the rest are riding on top. This is f the reason that at high speed, even on a road, it s safer f the crew to be outside the vehicle than inside. Tank gunnery accuracy is the hardest thing f any histian to judge! Unit casualties can be established and enemy losses counted, but invariably two imptant facts are missing. The average range of engagement and the amount of ammunition expended. Without the last two facts it is almost impossible to gain an appreciation of tank gunnery accuracy. To complicate the matter further, there were many instances where gunners hit the target, but the ammunition failed to penetrate damage the target. In the early desert battles with the Italians, British tank crews were berated f their appalling lack of accuracy until it was realised that early 2pdr solid shot was passing through many targets without causing serious fatal damage. Gunnery accuracy is as much a function of crew training as it is the weapon and sighting system. Hull down positions can be achieved wherever there is a fold in the ground sufficiently high enough to allow a vehicle to present only a turret to the enemy. Most positions were track down rather than hull down during combat on the basis that hull down positions risked guns being fouled during traverse, gun-sights being obstructed by foliage a maj problem in the Nmandy Bocage. What should be understood is that true hull down positions were difficult to achieve in a fluid battle situation and most were only available in a prepared defensive position that took many hours to construct. Hence, the reason most tanks were only affded track down positions. Target moving? The average engagement range in WW2 was about 500 yards in 1940 and about 1000 yards in The time of flight to target f the average AP shot was under 3 seconds. How far could a target move in 3 seconds at 15 mph? The answer is about 66 feet, approximately 3 times the length of an average Sherman. As most targets (and firers moved, stopped and then fired, the David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

12 The New Lightning War WW2 fast play rules matter of firing at a moving target did not significantly reduce the chances of hitting it. All crews knew that they had to lay the gun on target, track it until it stopped and then fire. However, tank gunners like Baltazar Wohl of Michael Whitmann s crew were the exception, not the nm! Abandoning the vehicle Many crews abandoned their vehicles once it had been hit whether not they had been severely damaged. This was especially prevalent among British and US Sherman crews who understood only too well that once hit, should they survive, there was an almost mathematical certainty another shot would be on its way and it would be fatal. The German tank crews knew that the average 75mmM6 was incapable of frontally damaging a Panther Tiger and acted accdingly. Hence they were prepared to show considerable determination in the face of enemy fire. As the 17pdr Firefly s and 90mm gunned M36 began to appear in late 1944, German bravado receded at a steady rate. However, it should be understood that mechanical failure was the main cause of vehicle abandonment during tank battles. Obviously, a tank that stops in range of enemy fire is going to receive a pasting. Accdingly, tank crews immediately abandoned broken down vehicles. Tank desant infantry While the Russians may have lauded such foolishness, the rest of the wld s armies appreciated the extreme danger of transpting suppting troops into battle, riding on the top of a tank assault gun. The Russians were, through the lack of a suitable armoured troop carrier, fced to use such measures mainly because of the lack of suitable roads on which troops could march move in bad weather. Both the German and British armies relied on transpting troops to battle on tanks and assault guns f two entirely different reasons. The Germans began to experience a severe decline in the number of available SdKfz251 APC s after their retreat from Russian territy. German armoured units were loath to fight in the western Ukraine without adequate infantry suppt, because of the greater density of fests and woods. The British Army reluctantly allowed the transpt of troops on tanks to the battle area in the Rhine campaign because of the lack of suitable transpt. In the British 21 st Army Group areas, widespread German flooding and demolitions necessitated the use of tracked vehicles that were capable of deep wading to transpt suppting infantry. The only readily available vehicle was the tank. However, British infantry did not appear to deliberately enter combat from the back of a tank. The usual procedure was to use the tanks in a transpting role until the start line was reached. At that point, the infantry debussed and fmed up on foot to accompany the tanks into battle. Commonwealth troops fighting in the islands also appear to have avoided riding on tanks in battle f quite obvious reasons. The U.S doesn t seem to have encouraged troops to ride on vehicles into combat. The sole exception to this appears to have been Patton s 3 rd Army in their advance against Bastogne in 1944/45. David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

13 The New Lightning War WW2 fast play rules I have seen no recd of Japanese troops riding into battle on tanks although I assume such a thing happened and was not fbidden by doctrine safety considerations. Tank and anti -tank gunnery 1. Gunnery accuracy variations If the target is within half a table length (the table side of the firer, it requires a roll of 4,5, 6 to hit the target. The same applies to fire across the table width (the table edge. If the target is beyond half the table length in range from the firer, the dice roll is modified by 1, to 5 6. A Hull down target reduces the dice roll to a 6 to hit. 2. Gun perfmance variations. If the target is within the same half of the table as the firer, the armour penetration (AP value remains the same. If the target is beyond half the table distance from the firer, the armour penetration value is reduced by Firing at the halt after moving. Tanks may fire one round of HE AP after moving, in each game turn initiative with a 1 to the accuracy HE effect dice roll. 4. Firing without moving. Tanks and anti-tank guns that don t move may fire twice per game turn initiative sequence. 5. Gun arcs of fire and turret traverse. All guns have an arc of fire of 45 o. Turrets may traverse up to 360 o during each firing attempt. Traversing a turret does not constitute movement. 6. Armour casualties The firer takes the weapon AP perfmance value and subtracts the target vehicle s armour defence value (Armour one from the other. If the AP value exceeds the Armour value by me than 6, the target is automatically destroyed disabled. If the AP value exceeds the Armour value by less than 6, subtract the AP value from the Armour value. The difference is subtracted from 6 and this becomes the dice roll required to disable destroy the target. If the target is hit from the rear side the V.D.T dice roll is adjusted by 2 FRONT Behind this line is the side rear of a target vehicle David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

14 Example 1: The New Lightning War WW2 fast play rules Panzer III J (stopped engaging a Sherman M4 (75, in the open within half the table range. Panzer III J AP value = 6 Sherman M4 Armour value = equals 0. No possibility of a penetration. However, the crew must take a male test and if this is failed, the vehicle is abandoned and considered pinned. Had the Panzer III engaged the Sherman from the side, the calculation would have been thus: Panzer III J AP value =6 Sherman M4 side rear Armour value = = 2, therefe subtract the difference from a D6 roll to give a 4,5 6 to disable the Sherman. 7. Infantry riding on tanks in battle Infantry riding on tanks assault guns must immediately leave that vehicle once it is hit by any type fire. Once the infantry have debussed, they must take an immediate pinning test. Tanks within built up areas and woods/fests that lose their infantry riders due to enemy fire, must take an immediate male test. If this is failed, the tank must immediately withdraw (in their next initiative phase to any cover that is known to be currently free of enemy. 8. Infantry launched anti-tank rockets HEAT weapons All Infantry anti-tank rockets have a maximum range of one terrain feature. Buildings ftifications targeted with anti-tank rockets don t suffer accuracy penalties f obvious reasons. Troops suffering a hit from such HEAT weapons take a 3D6 casualty test. Nmal cover reductions apply. Soviet combat engineers were well trained and very resourceful. They fully understood the adage; Now that we have managed to achieve miracles with so little, we will now attempt the impossible with nothing Mine usage and clearance Mines may be laid in fields covering any one terrain feature other than dense woods. No me than 2 fields may be used in any one game. Minefields may either be hidden open, the choice is the defenders. Mines may be cleared by an infantry squad rolling one dice each time they attempt to clear a passage through a minefield they are in base-to-base contact with. Minefields have a cumulative value of 6 which must be equalled exceed by as many dice rolls as it takes a player to achieve this cumulative total. If two squads attempt to clear the same minefield, they cannot combine their dice rolls to shten the process. Tanks using mine clearing devices use the same system, except, if they roll a 1 while clearing, they become disabled by mine damage. Scatter mines delivered by air artillery cover the same area as do laid minefields (f simplicity but may be used at any time during the game during the indirect fire the aircraft attack segment of the game turn. Scatter mines may only be fired into an unoccupied piece of terrain. Male In der f a platoon to maintain its command integrity it must take an immediate male test if any squad becomes disabled, suppressed pinned. Suppting artillery, reconnaissance and attached armoured units are not required to take this test. David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

15 The New Lightning War WW2 fast play rules Establishing male ratings. Players are urged to vary male ratings accding to the fces in play. There is an obvious difference between Soviet conscript infantry and German SS Units. This st of difference must be facted into the fces on the table. As a general rule I would recommend no me than 25% of each fce be elite, 50% battle hardened and the remaining 25% conscript replacement. Unit male and combat experience are reflected in four rating categies. Elite = 5 Battle Hardened = 6 Replacement = 7 Irregular Militia = 8 Testing Male Male must be tested each time a sub-unit takes casualties becomes suppressed pinned. In der to pass a male test, each parent unit must roll 2 dice, scing the same me than their male rating. Each time a sub-unit becomes a casualty, is pinned suppressed the parent unit must take a male test. Each sub-unit disabled, suppressed pinned adds a +1 to the required male rating dice roll. Unless a parent unit is reinfced, the male rating cannot be reduced. No parent unit male rating can be reduced below its iginal level. Parent unit may ADD 1 extra dice to their male test roll if they occupy field ftifications a BUA. Example: A battle hardened parent unit with a male rating of 6 loses two sub-units. This will increase the minimum 2D6 roll from 6 to 8 in der f it to pass a male test. However, should the parent unit occupy a prepared defensive position BUA, they make the test with 3D6. Units that fail a male test must withdraw towards their base line through the nearest terrain feature, each Command Phase until they either leave the table recover their male, by passing a test. A suitable marker marker remains openly displayed beside the unit until it recovers its male. Lines of withdrawal may avoid un-cros sable obstacles and must avoid enemy units. However, they must always take the shtest route towards their base line, where possible. Casualty Status Defined 1. A sub-unit becomes an immediate casualty and is removed from the game if it sustains a disabling hit. 2. A sub-unit becomes suppressed if it sustains a hit that fails to disable it by one pip on the casualty dice roll. Suppression lasts until the end of the next enemy game turn. Suppressed squads may not move but may direct fire with a 1 accuracy dice roll penalty. 3. A sub-unit becomes pinned if it fails a male test after receiving enemy fire that it survives without becoming suppressed disabled. Pinned squads may not move in the current game turn but may fire as nmal 4. A tank AFV crew must take a pinning test if their vehicle suffers a hit capable of destroying the vehicle, yet fails to damage it. If they fail the test they will immediately abandon the vehicle and be removed from the game. The vehicle will remain on the table as a prize of war, counting towards the opponent s victy points. David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

16 The New Lightning War WW2 fast play rules Vehicle Weapon AP DEF HE Effect Front Side/rear As per artillery rules German PzKw II F-J 20mm PzKw III E 37mmL PzKw 35t 37mmL PzKw 38t 37mmL PzKw III F-G 50mmL PzKw III H 50mmL PzKw III J 50mmL PzKw III L-M 50mmL PzKw III N 75mmL PzKw IV D 75mmL PzKw IV E 75mmL PzKw IV F1 75mmL PzKw IV F2 75mmL PzKw IV G 75mmL PzKw IV H-J 75mmL Panther A-D 75mmL Panther G 75mmL Tiger 1 88mmL Tiger II 88mmL StuG III A 75mmL StuG III G 75mmL StuG III 40 75mmL JadgPanzer IV/48 75mmL JadgPanzer IV/70 75mmL Hetzer 75mmL JadgPanther 88mmL JadgTiger 128mm Marder II - III 75mm PaK Soviet T26 45mm T34 mod mmL T34 all others 76mmL T34/85 85mm JS2 122mm M KV1a 76mmL KV1c 76mmL Su76 76mmL Su85 85mm Su mm Su mm Hwtz HE 6 4 ISU mm M ISU mm Hwtz France FT17 37mm MG AMR34 HMG Panhard mmL Hotchkiss H39 37mmL David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

17 The New Lightning War WW2 fast play rules Hotchkiss H38 37mmL Vehicle Weapon AP DEF HE Front Side/rear As per artillery rules Char B1 bis 75 Hwtz - 47mmL Hotchkiss H35 37mmL Somua S35 47mmL British Vickers MkIV-VI.5 Cal HMG Nil Cruiser A9 2pdr Nil Cruiser A13 2pdr Nil Crusader I-II 2pdr Nil Crusader III 6pdr Nil Sherman Firefly 17pdr Cromwell IV-VII 75mm M Matilda MkI.5 Cal HMG Nil Matilda MkII 2pdr Nil Valentine Mk I-VII 2pdr Nil Valentine Mk VIII-X 75mm M Churchill MkIV 6pdr Nil Churchill MkV-VII 75mm M Churchill Mk VIII 95mm Hwtz HE Archer 17pdr Humber MkIV A/car 2pdr Daimler Mk2 A/car 2pdr Humber Mk I-III A/car 15mm cannon AEC Mk 3 A/car 75mm M United States M3 Half track various 1 1 M3 Stuart 37mm M5 Stuart 37mm M24 Chaffee 75mm M M3 Lee/Grant 75mmM2/37mm M4 Sherman 75mmM M4 Sherman 76mm M10A1 3 inch M18 Hellcat 76mm M36 90mm M26 Pershing 90mm Italian CV35 20mm CV33 2-Mg's 1 1 AB40 A/car 3-Mg's 2 1 AB40 A/car 20mm AB43 A/car 47mm M11/39 37mm M13/40 M14/41 47mm M15/42 47mmL SPM41-47/40 47mmL SPM40-73mm/18 75mmL SPM41-75/34 75mmL David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

18 The New Lightning War WW2 fast play rules SPM41-90/53 90mmL Japan To be added Anti-tank Guns Weapon AP DEF HE Russian As per artillery rules 45mm Model mm Model mm ZiS2 8 76mmL53 8 Germany 37mm PaK 36 APCR 4 50mm PaK 38 APCR 9 United States 37mm 5 57mm 8 3 inch 10 Italy 37mmL32 3 Japan 37mm T94 Type mm T mm T1 towed 6 57mm T mm T mm Model mm T91 Hwtz 7 Austria 47mmL39 4 Czech 47mmL43 6 Hungary 40mm41M 4 75mmM mmM43 8 Anti-tank rifles Panzer Busche 38/39 2 Boys.55 2 Solithurn MSS41&18 3 PTRD41 & PTRS41 3 Anti-tank Rockets Bazooka 2.36 inch 7 Panzerfaust (early 7 Panzerfaust (late 10 Panzershriek ( PIAT 7 David Child-Dennis 2006 davidchild@ubernet.co.nz Wednesday, 18 July

19 TO&E

20 2 3 8? K o i {! $ ^ & + Anti tank Anti-aircraft Engineer Tank Motised infantry Heavy weapons Self Propelled Gun Rocket artillery HQ/ Signals unit Infantry Motised Infantry-1/2 tracks Reconaissance-infantry Reconaissance-Armoured Artillery-towed Artillery-Self Propelled Table of Unit Symbols XXXX Army Group XXX Cps XX Division X Brigade III Regiment II Battalion I Company/Squadron... Platoon

21 German Fces in the Mediterranean Panzer Armee Africa 1941 until the end of 1942 Typical Panzer Company HQ 1-PzII 1-251/3 HT 3 1-2cm FLAK 1-PzIII H/J 1-PzIII H/J 1-PzIVE F1/F2 PzIII H/J should carry 5cmL42 until May 1942 After May 1942, 30% should carry 5cmL60 PzIVF2 began to arrive in May % should be F2 by Alamein There were 5 6 PzIVG lost at Alamein Typical Italian Armoured Company HQ 1-M13/ / mm FLAK 1-M13/40 1-M15/42 1-M13/40 1-M15/42 1-M13/40 1-M15/42

22 German Reconaissance Detachment This unit is compiled from 11th Panzer Division strength returns as at 1July 1943 { HQ (1-250/3 & & T 1-234Hvy a/c Lt a/c 2-M/cycles 1-8cm Mtr + tow 1-75mmSiG18 + tow 2-HMG + tows mm ATG + tow

23 German Infantry Regiment 1940-Mid !! AT guns 1-7.5cm SiG cm Flak 1-15cm SiG 33!! III II I Coys 8-5 Coys 4-1 From Divisional Assets! 12! 11! 10! 3 Plns 3 Plns 3 Plns 3 Plns 1-MMG 1-5cm mtr 1-5cm mtr 1-ATRifle 1-ATRifle cm Hwtz 1-10cm Hwtz 1-15cm Hwtz + tow + tow 1-tow 1-OP 1-OP 1-OP II 9 NOTES * 8cm Mtrs replace 5cmMid 1943 * AT Rifles deleted Mid 1941 * Pzfaust introduced Late *5cm AT guns replaced by PaK 40 by Late *Many regts reduced to 2 Bns by 1944 * 15cm Battery allocated to Counter battery fire if necessary

24 German Heavy Tank Company - August 1942 { 1-Tiger 1 1-PzIIIN 1-Tiger 1 1-PzIIIN 1-Tiger 1 1-PzIIIN German Heavy Tank Company { 1-Tiger 2 1-Tiger 2 1-Hetzer 1-Tiger 2 1-Tiger 2 Both ganisations are compromises. The Tiger1 and PzIIIN were mixed together in platoons, usually 1 Tiger and 2 PzIIIN. The Hetzers were a separate platoon to cover the deficiencies in Tiger 2 replacements.

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