Sunday 25 January 2015

Joy of Six


It's time to make a decision about who wants to attend this years event and what battle we want to put on.  My two proposals are;

Plassey

I have most of the figures and battlefield ready.  It's an exotic location which I can enhance with a more elaborate Bengali fortified camp.  Two elements I never included in the original game are a sloop of war, which covered Clive's river flank



and two batteries of fully mobile oxen propelled Bengali artillery


Not sure how I would go about making these monsters but for a show I would make the effort.

And the other offering would be;

Pelelui

Again, I think this game has a lot happening in it to make it interesting.  We've played it and we have all the figures.  But we would need to look at enhancing the terrain and I am not sure a 6'x4' table would be interesting enough unless I could increase the size without buggering up the game.  Alternatively, we could do Tarawa which would look fantastic, but again, we would need to look at enhancing the scenery.  Also, we could look at getting these;




Anyway, those are my ideas, you may have something better.  However, it must be something we have already played and it should have enough of a scenic element to make an impact at the show.  Basically, we will spend the next few months polishing a game we have already played.

Russ has checked out hotels and it seems something else is happening in Sheffield that weekend to make rooms more expensive than last year, so we will need to book soon.  The new venue is very close to the old one but looks a lot smarter.

Saturday 24 January 2015

Some feedback on rules........



Following Thursday nights clash between Carthage & Rome I made some mental notes during the game and subsequently posted on the forum.

I wanted to clarify evades and also how to deal with units that fought after they had been activated.

Mark Lewis kindly replied and I thought it a good idea to post the details here while it's fresh.


1. Units that have already been activated in a phase.

If you have activated a unit in a phase then it's cost you an action dice, you get to move /shoot / charge and fight. If as it seems to happen one of your units is charged and you don't have a dice allocated to it then the melee is fought as normal BUT you do not receive any impetus bonus, after resolution a dice from your own pool is drawn from the bag and placed next to the unit showing a 1.

Mark explained that this stops any further activation of that unit in that turn and also works as a penalty against you for being caught napping as it costs you a dice but you do not get any impetus.

If by chance that unit ends up being charged again in the same phase or another in the turn it will fight but just with it's strength. No further dice are drawn from the bag.


Mark also confirmed that if a unit is activated and performs an advance (not a manoeuvre) it will still receive it's impetus bonus if it is charged by another enemy unit in that phase only.

I might of missed this on Thursday when Ian charged Phil's Velites who sucessfully evaded. Ian then charged moving full distance and was subsequently charged by Phil's Roman heavy foot. Ian's unit should of still received it's impetus as Phil charged in during the same phase. Something to remember for next time.......


2. Evading

We seemed to have done this correctly as per the rules. Just remember for future reference that only skirmish troops (light foot and light horse) can evade.

If they have already been activated in the turn then they won't be able to evade and are likely to be run down.

You either just need to have an action dice already allocated to the unit or draw one from you pool and make a discipline test to pass and evade.




Looking forward to our next game

Friday 23 January 2015

URAHH!!!!

The sons of mother Russia are coming
with the promise of one square meal a day and if their lucky, some boots.
These are the first recruits to the glorious Russian WW1 army.








 
I need more stuff now
More Infantry
120mm howitzer  ????
4.8" howitzer  ???
Larger  artillery pieces for corps level????
Odds and sods to make up corps and Div command stands
Was wondering weather the H+R British cavalry would do for my cavalry Div
 
Any Ideas let me know


Wednesday 21 January 2015

An Englishmans home is his castle

|or visa versa
This is the new  castle wall prototype from Leven miniatures
Lovely stuff
apologise for some blurred photos, I need Russ's super duper camera
I will bring it down to the club on Thursday so you can get a better look.
 







Tuesday 20 January 2015

WW2 Spearhead Scenario Generatiion system

You Know its a quiet news day when I have time to cut and paste this for your delectation.
I have been thinking of this alternative WW2 generation system since we started playing spearhead WW1.
We all have armies of some description to use, and it may be a way of getting those six stands of king tigers that you haven't used ever on the table.
So instead of being restricted by a fixed scenario army I thought we could give this a try.
Tables could be set out using a random terrain generator, the maps from any of the scenario books or any map we wish to fight over.
Have a read and make comments, if there's something wrong/to be added or changed I will do another draft.

Spearhead

Scenario Generation System


2.4 Scenario Size:
Players, or the competition organiser, must determine the points budget in advance. The following tables
provide guidelines to model typical and optimal troop densities.
2.4.1 World War II High Intensity Warfare:
High intensity World War II scenarios typically cover engagements that include some armoured elements.
Infantry centric operations, especially with poorer quality troops should use lower points budgets.
All Theatres Prior to 1942 and the Far East 1941-1945: Points Value
Defend List 300
Attack & Encounter Lists 450
Option A reinforcement 40
Option B reinforcement 80
All Theatres During 1942 excluding the Far East: Points Value
Defend List 350
Attack & Encounter Lists 500
Option A reinforcement 40
Option B reinforcement 80
All Theatres 1943-1945 excluding the Far East: Points Value
Defend List 450
Attack & Encounter Lists 650
Option A reinforcement 50
Option B reinforcement 100

6.0 VICTORY CONDITIONS:
6.1 Game Victory Conditions:
Victory points are accumulated as follows:
Points Description
+2 For each objective held at the end of play.
-1 If an otherwise held objective is contested.
+3 An attacker, in a Attack Defence Situation who has exited a tank battalion across the enemy
base line during the game and all the following apply:
The exiting battalion has not had to test morale or conducted a flank march.
The exiting battalion was a Normal Battalion at the start of the game.
All surviving stands of a battalion exited the table within 250mm of a road and the road
can be traced back to the players base line with a corridor of 150mm either side of the
road that is clear of enemy stands at the end of the game.
This can be claimed only once irrespective of how many tank battalions have exited.
+1 A player, unless a defender in a Attack Defence Situation, that has a exited a tank battalion
across the enemy base line during the game and all of the following apply:
The +3 victory condition above has not been achieved.
The exiting battalion has not had to test morale or conducted a flank march.
The exiting battalion was a Normal Battalion at the start of the game.
The exiting tank battalion initially contained at least six tanks at the start of the game
and at least four tanks on exiting.
Only two battalions can claim this victory point condition.
+1 For each enemy Small Battalion that has suffered 50% casualties.
+2 For each enemy Normal Battalion that has suffered 50% casualties.
+2 For each enemy Normal Battalion that has lost ten or more stands as casualties but has not
suffered 50% casualties.
+1 For each on table enemy Regimental or Brigade HQ that has been destroyed by direct fire or
close combat.
+2 For any on table enemy Divisional HQ that has been destroyed by direct fire or close combat.
+1 If a Regular/Veteran Normal Battalion is retained off-table in reserve at the end of the game
and the player would otherwise have a greater final score than his opponent.
-1 If using an Option A reinforcement, unless as defined by the scenario as having been provided
without penalty.
-3 If using an Option B reinforcement, unless as defined by the scenario as having been provided
without penalty.
An objective is considered held by the defender in an Positional Situation scenario unless the attacker has
captured it during the game. In other situations an objective is not held unless captured. To capture an
objective a player must have had at least part of one battalion, or two Small Battalions as defined in section
7.2.1, at the objective, or has been the last to move through the objective. Further, the battalion HQ, or in the
case of two Small Battalions both HQs, must be within, or have been within, 250mm of at least part of the
objective.
The enemy can contest an objective that is held. An objective is contested if at least three enemy elements are
within 250mm of an otherwise held objective and all are capable of firing at stands at or on the objective with
direct fire. When determining if a town is contested the measurement is made to any centre edge of a sector
making up the objective. When determining if a hill is contested measure to any edge of the top contour. When
determining if a bridge is contested measure to the centre of the bridge. An infantry company landed by
parachute, unless landed at least three turns prior to the end of the game, cannot contest an objective.
Where victory conditions require a tank battalion to exit the table a battalion with a tank HQ and at least as
many tank companies as infantry companies, initially and when exiting, counts as a tank battalion.

7.0 TABLES OF ORGANISATION & EQUIPMENT:
The following sections are provided as guidelines to players only. They can be altered by mutual agreement
between players or by competition organisers to address particular TO&E restrictions.
7.1 General Guidelines:
Brigades are the basic building block of the Scenario Generation System.
A player may elect to support his battlegroup, which is drawn from one or in some cases more than one
brigade, by using additional troops drawn from division and on occasion corps or army level assets. The term
brigade used in the Scenario System is generic and in some armies, such as Soviet, should be replaced with
regiment.
Suitable TO&E are those defined in the respective SH and MSH rule books, or those TO&E documented
agreed and referenced elsewhere. When using WWII Spearhead different divisional TO&E can be used for
Defend, Attack or Encounter Lists. However, each individual list must draw its component parts from one
divisional TO&E.
Divisional TO&Es can be found in the Spearhead or Modern Spearhead rules, or at supporting websites.
Players or competition organisers may also elect to supplement these with additional historical TO&Es. Such
TO&E must be fully researched and available prior to the game or event to all players. This simulates
intelligence and staff work prior to the battle.

7.2 Forming Battalions and Brigades:
7.2.1 Battalions:
On table battalions are defined as armoured, mechanised infantry, infantry, reconnaissance or support. In
Attack Defence Situations they must be defined by type when placing HQs, refer sections 5.1.4 and 5.2.3.
A battalion may be under strength. However, no more than one third of the original fighting stands of the
battalion may be removed from the battalion. Reconnaissance stands, except from divisional reconnaissance
battalions, as well as any stand capable of conducting support fire, may always be removed when forming
under strength battalions in addition to the one third of the fighting stands.
The doctrine of some nationalities supports the use of cross-attachment. Cross-attachment of one company
requires the removal of another company from the battalion’s original strength. For the purposes of the scenario
system these nations may also purchase battalions that have companies already cross-attached the other
battalion being assumed to operate elsewhere. Other nationalities achieve combined arms by pre-allocation of
certain fighting companies, which may also be completed. Refer SH 14.0 and MSH 2.3.7 and MSH 20.1
Battalions are defined by their size at the start of the game following allocation of attachments. The size of a
battalion impacts counting for the number of battalions that can be held in reserve, that can flank march, as well
as impacting victory conditions.

Battalion Number of Stands
Small Battalion 9 or less stands.
Normal Battalion 10 stands or more.
A battalion may be no lower than 7 stands.
Allowing well researched historic and specific orders of battle is to be encouraged.
However, it can also result in extremely optimised lists which do not always result in ideal
games especially when used repeatedly. As such they should be used with caution. Variety
is an important concept in the successful use of the Scenario Generation System.

7.2.2 Brigades:
Each list must initially comprise troops primarily drawn from one brigade, or brigade equivalent, TO&E. At least
one brigade HQ must always be provided. At least two thirds of this brigade’s battalions rounded up, including
artillery, must be used before any additional fighting battalions drawn from a different brigade can be used.
These battalions may be under strength, refer section 7.2.1.
Additional fighting battalions or brigades may be used to reinforce this basic brigade. If more than two
additional fighting battalions are used these should also be organised into brigades with a brigade HQ.
7.2.3 Higher Level Support Assets:
A player may elect to reinforce his brigades with additional assets drawn from divisional support battalions.
Assets from corps or army level formations should be limited to six stands

7.3 Morale:
Battalion morale must be composed of those types available to a division as stated by the TO&E. Ratios
defined need not be applied to those battalions represented on table if the number of battalions is less than the
total battalions of that morale type.
Attachments that are allocated to fighting battalions should be of the same or higher morale grade
Artillery, FAOs, and AGCs must always be Regular unless the division being modelled is entirely Green, or
entirely Veteran. In this situation they must be rated the same as the rest of the division.
In MSH scenarios helicopters are always rated as Regular.

7.4 Construction of Option A and B Reinforcements:
The use of reinforcements in the form of options is designed to add variety and to provide a commander with
additional tactical flexibility. Option A and B reinforcements must comply with the guidelines in section 7.0 to

7.4.
Options may include additional troops or specialised transport vehicles such as trucks, transport helicopters or
specific divisional transport elements.

8.2.1 SH Artillery & Heavy Mortars
Individual support stands found at battalion or regimental level, as long as no more than one stand of the same
calibre weapon per battalion or regiment respectively is available, or battalion and regimental mortars up to
100mm, are not limited in the number of indirect fire missions available. All other artillery and heavy mortar
battalions, either on or off table, are limited in the number of indirect fire missions per battalion as follows:

FIRE MISSION TABLE Number of Fire Missions
Battalions with guns 90mm or less 7
Mixed Battalions and battalions up to 125mm calibre 6
Battalions with larger calibre artillery 4
Battalions with rocket launchers 3
The above represents several factors. Firstly, it encourages the use of lighter and more common artillery.
Secondly, it also presumes that heavier divisional or corps artillery is also supporting other formations of the
division.
Only dedicated forward observer stands may request fire from artillery drawn from a division's divisional assets.


10.0 POINTS SYSTEM:

10.1 General Conditions
Trucks for off-table artillery and AA systems, as well as other on-table transport and tows that are used on
table, must be purchased.
Command platoons always cost the same as normal platoons. The inability to 'fire' is offset by the command
function. Infantry count as infantry or combat vehicles as the appropriate type. Other dismounted HQ's always
count as infantry platoons for points cost and may require the purchase of transport vehicles.

10.2 World War II Spearhead:
10.2.1 SH National Quality Multipliers:
All ground units, including AGCs have their total cost multiplied by the following factors.
Calculate the cost of each battalion and then multiply the battalion total by the modifiers listed in the Nationalit
Quality Table below. Calculate divisional assets by company or battalion depending on the quantities selected.
Aircraft, Field Defences and Minefields are never multiplied by these costs.
Off table artillery use a multiplier 0.2 less than the normal value for that nationality and morale grade defined on the Nationality Quality Table. For example, off table German regular artillery are multiplied by 1.0 rather than

1.2.

World War II National Quality Table
Veteran
Regular
Green
Random
German
1.4
1.2
1.0
-
German HQ (1)
1.2
1.0
0.8
-
Italian
1.1
0.9
0.7
-
Japanese
1.3
1.1
0.9
-
British & Commonwealth and Finnish
1.2
1.0
0.8
-
French (2)
1.1
0.9
0.7
0.8
Russian
1.1
0.9
0.7
0.8
U.S.
1.2
1.0
0.8
-
All others
1.1
0.9
0.7
0.8

Notes:
1. This is for any non-German troops, such as Italians, who are treated as under German command, but
retain their own equipment and identity.
2. This covers 1939-1940 French and 1940-43 Vichy French. 1941-43 Free French should be treated as
British for all command/support request purposes, and all French after mid-1943 should be treated as U.S.
for command/support purposes.
10.2.2 SH Generic Troops

The costs for the following generic troops are:

GENERIC TROOP TYPES & DEFENCES Cost
Artillery FOO 10
Air Force AGC 10
Cavalry 5
Transport (2) 1
Light Entrenchments for infantry and infantry support weapons and off-table artillery 1
Heavy Entrenchments for infantry and infantry support weapons and on table light
entrenchments for artillery and anti-tank guns.2

GENERIC TROOP TYPES & DEFENCES Cost
Camouflaged positions for anti-tank guns and tanks, without protection bonus. 1
Section of Minefields 3 ¾ “ x 1 ¼” 5
Notes:
2. Transport whether horse drawn, soft mechanised vehicles and/or artillery tractors cost the same. Note that
there is no extra cost for infantry equipped with bicycles.


10.2.3 SH Aircraft:
Aircraft are one-shot weapons, and their cost is not multiplied by the National Quality factors, although AGC
when available, are
The cost of an aircraft is determined by cross-referencing its defence factor with its weapon type and attack
factor. One air support mission is equal to one model aircraft.

AIRCRAFT
COSTS:
Bombs
Bombs
Bombs
Bombs
Rockets
AT
Cannons
AT
Cannons
Attack
2
3
4
5
4
3
4
DEF3
18
15
9
6
12
12
9
DEF 4
21
18
12
9
15
15
12
DEF 5
24
21
15
12
18
18
15



German:

Data Card Reference: Official Data Card

Tanks
Pzkpfw I 4 Pzkpfw IIF or Luchs 7 Pzkpfw35t or 38t 9 Pzkpfw IIIE or IIIF 9 Pzkpfw IIIG 11 Pzkpfw IIIH (1) 12 Pzkpfw IIIJ 13 Pzkpfw IIIL or IIIM 15 Pzkpfw IIIN 13 Pzkpfw III Flamm 8 Pzkpfw IVD 10 Pzkpfw IVE or IVF1 12 Pzkpfw IVF2 19 Pzkpfw IVG 22 Pzkpfw IVH or IVJ 24 Pzkpfw V Panther 30 Pzkpfw VI Tiger I 27 Pzkpfw VI Tiger II 37

Assault Guns
StuG IIIB or IIID 10 StuG IIIF/G (75/43) 19 StuG IIIG (75/48) 21 StuH 42 15 StuG IV 21 StuIG 33B 17 StuPz IV Brummbar 19 StuMrs Tiger 20

Tank Destroyers
JgdPz IV (75/48) 21 JgdPz IV (75/70) 25 JgdPz 38t Hetzer 23 PzJgr V Jagdpanther 32 PzJgr VI Elephant 34 Jagdtiger (88/71) 38 Jagdtiger (128/55) 42

SP Guns
PzJgr IB 13 15cm Gw I or II or 38t 14 7.5cm Gw LS(f) 17 Marder II or III 17 PzJgr 38t (late MrIII) 17 PzJgr III/IV Nashorn 22 Sdkfz 6 Diana 12

Anti-Tank Guns
PzB 41 2 Pak 35 4 Pak 38 7 Pak 40 10 Pak 43 15 Pak 296(r) 76mm (2) 9 Pak 36r 76mm (5*) 10

Armoured Cars
Sdkfz 221 3 Sdkfz 221 Modified 6 Sdkfz 222 6 Sdkfz 231, or 232 6 Sdkfz 233 7 Sdkfz 234/3 8 Sdkfz 234/1 6 Sdkfz 234/2 Puma 11 Sdkfz 234/4 14 Sdkfz 250/9 7

Anti-Aircraft
20mm Flak 30 5 Quad Flak 38 9 88mm Flak 18 or 36 15 Zgkw 20mm (Sdkfz 10) 5 Zgkw 37mm (Sdkfz 7) 6 Zgkw Quad (Sdkfz 7) 9 FkPzIV Mblwagen 20mm 9 FkPzIV O/wind 37mm 11 FkpzIV W/wind Quad 14

Halftracks
Sdkfz 250/1 or 251/1 2 Sdkfz 250/7 or 251/2 6 Sdkfz 250/8 or 251/9 11 Sdkfz 251/16 9 Sdkfz 251/17 10 Sdkfz 251/22 (75/46) 16

Artillery
105/28 Howitzer 9 150/30 Howitzer 11 170/50 Medium Gun 15 Wespe 15 Hummel 17 15cm Gw LS(f) 15 Nebelwerfer 6 Sdkfz 251 Werfer 8 FK 296(r) 76mm (5*) 11

Infantry & Support Weapons
Rifles 6 SMG 6 HMG 6 Engineers 7 M/Cycles (Rifle/SMG) 7/6 75mm Recoilless Rifle 4 81mm Mortar 3 120mm Mortar 5 75mm LIG 18 6 150mm SIG 33 11


German Notes:
1. Pz IIIG with field modification of armour to IIIJ standard (ie. 4/3), Common in North Africa from May to September 1942.
2. Additional note on Soviet 76mm: Large numbers that were captured were designated as FK 296(r), and although an artillery gun many
were issued to Pak units as well as Artillery battalions. Those issued as ATGs we have designated as Pak 296(r) and they have the same
characteristics as Soviet 76mm but may not use indirect fire (hence the reduced cost). Later many were upgraded to Pak 36(r) by
rechambering for Pak40 ammunition, and these were also mounted on the Marder series. As a general rule Pak units with captured 76mm
will be Pak 296(r) until near the end of 1942, at which time Pak 36(r) will become increasingly more common.

British:

Data Card Reference: Official Data Card

Tanks
Light Mk6B 4 Light Mk6C 5 A9 Cruiser Mk.I 9 A9 Cruiser Mk.I CS 8 A10 Cr Mk.II or IIA 10 A10 Cr Mk.IIA CS 8 A13 Mk.1 Cr Mk.III 9 A13 Mk.2 Cr Mk.IVA 11 A13 Mk.2 Cr Mk.IVCS 9 A15 Crusader I or II 11 A15 Crusader III 12 A15 Crusader CS 9 A27M Cromwell I 13 A27M Cromwell IV - V 15
A27M Cromwell VI (1) 13 A27M Cromwell VII 20 A27M Cromwell VIII 17 A30 Cr Challenger 25 A34 Cruiser Comet 24 M4 Sherman "Firefly" 25

Infantry Tanks
A11 Matilda I 6 A12 Matilda II 13 A12 Matilda CS 11 Valentine I - VIIA 12 Valentine VIII - X 16 Valentine XI 18 A22 Churchill I 12 A22 Churchill II 13 A22 Churchill III - IV 18 A22 Churchill V 16 A22 Churchill VI or NA75 (2) 20 A22 Churchill VII 22 A22 Churchill VIII 20 A22 Crocodile 25 A22 Churchill NACS 13 A22 Churchill AVRE 14

Lend Lease Tanks
M3 Honey 9 M5 Stuart 10 M5 Recon Stuart 6 M3 Grant (or Lee) 13 Sherman I or II 20 Sherman IB 105mm 17 Sherman (76mm) 24

Tank Destroyers:
Archer 16 M10 Wolverine (3) 22 M10 Achilles 24 M3 75mm GMC ½Track 10

Anti-Tank Guns
2pdr 4 6pdr 6 17pdr (incl. Pheasant) 12

Armoured Cars
Rolls Royce 4 Marmon Herrington 4 Mar/Hrgtn (Modified) 7 Humber Scout Car 3 Humber II or Guy I 5 Humber IV 8 Daimler Scout Car 3 Daimler II 9 AEC III 12 Staghound I 8 Staghound II 4 Staghound III 12

Anti-Aircraft
Bofors AA Gun 5 Morris SP Bofors 5 Light Tank Mk.6 AA 4 Crusader III AA Mk.1 11 Crusader III AA Mk.2 (4) 6 Humber AA 5

Halftracks and APC
Recon Carrier 4 Carrier Platoon 6 Dis. Combat Engineers 8 M3 or M5 ½Track 2 Ram Kangaroo APC (5) 3

Artillery
18pdr Field Gun 6 25pdr Gun/Howitzer 6 4.5" Medium Gun 9 5.5" Gun/Howitzer 11 6" Howitzer 11 60pdr Medium Gun 11 Bishop 25pdr 12 Sexton 25pdr 13 M7 Priest 105mm 16

Infantry & Support Weapons
Rifles 5 SMG 5 HMG 5 Engineers 6 Motorcycles (All) 6 3" Mortar 3 4.2" Mortar 5


British Notes:
1. The Cromwell VI is designated as Cromwell V on the data cards (The Cromwell V is actually a Cromwell IV, but built with welded
armour). The A27L Centaur range were all converted to Cromwell standard or used for special purpose vehicles, hence they are not
included.
2. The Churchill VI is a Churchill IV with a 75mm Gun (AT 6, AI 5, Range 12"), they represented about 50% of Churchills used in NW
Europe and 90% of those used in Italy! The Churchill NA75 also comes into this category, a Churchill IV with a Sherman 75mm fitted and
used in Italy 1943-45.
3. Standard US M10 with 3" Gun used for a couple of months in Normandy (before being upgraded to Achilles), and also used extensively
in Italy. (Note that the US M4A1(76mm) Sherman was also used in Italy in 1944)
4. As Crusader III AA Mk.1 but with 3/3 armour and 2x20mm guns - Use Humber AA specifications for Direct Fire and Flak rating.
5. Turretless Ram tank, 3/3 armour and carries 1 Infantry Platoon. Direct Fire as Infantry, otherwise as M3 Grant specifications, operates as
APC (see rule 5.7.1).


American:

Data Card Reference: Official Data Card

Tanks
M3 Stuart 9 M5 Stuart 10 M8 HMC 8 M24 Chaffee 15 M3 Lee 13 M4 Sherman 20 M4's with 105mm 17 M4's with 76mm 24 M4 Calliope 22 M4 Jumbo (75mm) 22 M4 Jumbo (76mm) 26 M26 Pershing 28

Tank Destroyers
M2 GMC ½Track 37mm 8 M3 GMC ½Track 75mm 10 M10 GMC Wolverine 22 M18 GMC Hellcat 20 M36 GMC Jackson 23

SP Guns
M6 GMC Dodge (37mm) 4

Anti-Tank Guns
37mm ATG 4 57mm ATG 7 3" ATG 10

Armoured Cars
M8 Greyhound 7 M20 Command Car 4

Anti-Aircraft
AAMG 3 40mm Bofors 5 M13 or M14 ½Track 4 M15 ½Track 8 M16 ½Track 6

Halftracks and APCs
M3 Scout Car 4 M3 or M5 ½Track 2 M4 Mortar ½Track 6 Jeep (0.3" MG) 3 Jeep (0.5" HMG) 4

Artillery
75/16 Howitzer 5 105/23 Howitzer 9 155/20 Howitzer 11 8" Howitzer 13 T30 HMC ½Track (75mm) 11 T19 ½Track (105mm) 15 M7Priest (105mm) 16 M12 or M40 (155mm) 18

Infantry & Support Weapons
Rifles & Armd Inf Rifles 5 SMG 5 HMG 5 Engineers 6 Motorcycles (All) 6 81mm Mortar 3 107mm (4.2") Mortar 5


Soviet:

Data Card Reference: Official Data Card

Tanks
BT5 9 BT5A 7 BT7 10 BT7A 8 T26B or S 9 T28 9 T35 8 T34A 17 T34B or C 20 T34/85 25 T40S 7 T60 8 T70 9 KV1 18 KV1A 21 KV1C 23 KV1S 19 KV85 24 KV2 16 IS2 32

Assault Guns & Tank Destroyers
SU85 21 SU100 26 SU122 15 SU152 18

SP Guns
SU57 11 SU76 13 ISU122 30 ISU152 24

Anti-Tank Guns
45/46 ATG 5 45/66 ATG 7 57/73 ATG 8 100/55 ATG 13

Armoured Cars
BA10 9 BA20 or BA64 3 BA32 9

Anti-Aircraft
AA MG 3 37mm AA 5 Quad 0.5" Truck 5 M13 or M14 ½Track 4

Halftracks and APCs
M3 White S/Car 2 M3 or M5 ½Track 2

Artillery
76/41 Field Gun 11 122/22 Howitzer 11 152/29 Howitzer 12 Katyusha 9

Infantry & Support Weapons
Rifles 5 SMG 5 HMG 5 Engineers 6 Motorcycles (All) 6 81mm Mortar 3 120mm Mortar 5 76/16 Infantry Gun 5


Italian:

Data Card Reference: Official Data Card

Tanks
L3/33 or L3/35 4 L3 Modified 6 L6/40 6 M11/39 8 M13/40 9 M14/41 10 M15/42 11 P26/40 14 Carro Commando 5

Assault Guns
Semovente L40 da 47/32 8 Semo' M40 da 75/18 8 Semo' M41 da 90/53 20  Semovente M42 da 75/34 10 Semo' M43 da 105/25 15 Semo' M43 da 75/46 23

SP Guns
C'mtta Morris 65mm 5

Anti-Tank Guns
37mm (Pak35) 4 47/32 Gun 5

Armoured Cars
Autoblinda 40 3 Autoblinda 41 6 AB Sahariana 4

Anti-Aircraft
20/65 Breda 4 75/46 Ansaldo 12 Autocannone SP 75/27 5 Autocannone SP 90/53 13 F15 Ford SP 20/65 5

Artillery
75/27 Field Gun 6 100/17 Howitzer 8 105/32 Field Gun 9 149/19 Howitzer 11 149/40 Medium Gun 11

Infantry & Support Weapons
Rifles 5 SMG 5 HMG 5 Engineers 6 Motorcycles (All) 6 20mm Solothurn ATG 4 81mm Mortar 3 65/17 Infantry Gun 5


French:

Data Card Reference: Official Data Card

Tanks
Renault FT17 (MG) 3 Renault FT17 (37mm) 7 Renault R35 or R40 8 FCM 36 10 Char B1 11 Char B1bis 12 Char D1 9 Char D2 10 AMR 33VM 4 AMR 35ZT 6 AMR 35ACG 9 Hotchkiss H35, H38 or H39 9 Somua S35 10

SP Guns
Laffly Chasseur de Char 6

Anti-Tank Guns
25mm ATG 3 37mm ATG 4 47mm ATG 5

Armoured Cars
Panhard 7 AMR ½Track 4

Anti-Aircraft
20/60 AA 3 20/72 or 25/72 AA 4

Halftracks & APCs
Renault UE (1) 2 Lorraine Carrier 1

Artillery
75/36 Field Gun 6 105/19 Howitzer 9 105/36 Field Gun 9 155/15 Howitzer 11 155/38 Field Gun 11

Infantry & Support Weapons
Rifles 5 SMG 5 HMG 5 Engineers 6 Motorcycles (All) 6 81mm Mortar 3 37/20 Infantry Gun 3 65/20 Infantry Gun 5 75/12 Infantry Gun 5 75/28 Infantry Gun 6


Polish:

Data Card Reference: WWII Polish Data Card 1.0

Tanks
Renault FT17 (37mm) 7 Renault R-35 8 7TPjw 8 Vickers E 5 TKS/TK3 5

Anti-Tank Guns
Bofors 37mm ATG 4

Armoured Cars
wz 34 7

Anti-Aircraft
Bofors 40mm AA 5

Artillery
wz 97 6 wz 14/19 8

Infantry & Support Weapons
Rifles 5 SMG 5 HMG 5 Engineers 6 Motorcycles (All) 6 81mm Mortar