bolt action - various articles

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RUles summary The TURN TURN SEQUENCE 1. Orders phase 1. Draw an order die from the dice cup and hand it to the appropriate player. 2. The player chooses one of his units and gives it an order. Place the order die next to the unit to show that it has received an order. Once a unit has been given an order it cannot be given another order that turn. 3. If necessary, the player takes an order test to determine if the unit follows the order. 4. The player executes the unit’s resulting action. 5. Back to 1. Once all eligible units have received an order, the orders phase ends – move to the turn end phase. 2. Turn End phase Remove order dice for destroyed units. Return remaining order dice to the cup, except for those units retaining an Ambush or Down order. ORDERS Order Summary of action 1 Fire Fire at full effect without moving 2 Advance Move and then fire 3 Run Move at double speed without firing. Also used for assaulting 4 Ambush No move/fire, but wait for opportunity fire 5 Rally No move/fire, but lose D6 pin markers 6 Down No move/fire, but gain an extra –1 to be hit FUBAR! If an order test roll comes up two sixes then not only is the order not given but the player must immediately roll on the chart below. Roll a die to find what action the unit takes. FUBAR CHART 1 or 2 Friendly Fire The unit does not move and opens fire against a friendly unit, mistaking it for enemy. Place a fire order by the unit. The opposing player chooses the target. The target must have an enemy unit within 12’’, as proximity to enemy is precisely what has caused the ‘friendly fire incident’. If no such target is available the unit does not fire and goes down instead. 3, 4, 5 or 6 Panic The unit executes a run order and must move as fast as possible away from the closest visible enemy unit. If no enemy are visible the unit goes down instead. TROOP QUALITY AND MORALE Quality Morale examples Inexperienced 8 Conscript, poor or little training, no combat experience Regular 9 Normal training and some combat experience Veteran 10 Special training (paras, commandos, marines) and extensive combat experience OFFICER MORALE MODIFERS Second Lieutenant +1 First Lieutenant +2 Captain +3 Major +4 MOVEMENT Type Advance Run Infantry 6’’ 12’’ Tracked vehicle 9’’ 18’’ Half-tracked vehicle 9’’ 18’’ Wheeled vehicle 12’’ 24’’ Appendix II

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Short collection of few articles dealing with B.A. skirmish wargame rules

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Page 1: Bolt Action - Various Articles

MULTIPLAYER GAMESAlthough Bolt Action is designed for games between two opposing players, during the course of developing the rules we had recourse to playing many games between teams of two, three and even four players a side. In fact, most of our games were played in this way, with the command of each side shared between a number of players. When playing in this fashion each player would take a roughly equal proportion of the forces, usually all the forces on one flank or in the centre. As order dice are drawn from the dice cup the team would decide between them whose need was greatest, and allocate the dice to the appropriate player. Aside from facilitating games between rival

teams, the game otherwise plays exactly as described.One of our groups of players decided to use distinctly

coloured dice not only for each side but for each player as well, so one side might be black, grey and brown, for example, whilst the other could be blue, green and yellow. Using this method, as a die is drawn from the dice cup it not only identifies which side’s unit is activated next, but which individual player, and therefore which portion of the army. This gives a slightly different dynamic to the game, but is probably more realistic and certainly speeds things along if teams are otherwise prone to dithering (or worse!).

RUles summaryThe TURNTURN SEQUENCE

1. Orders phase 1. Draw an order die from the dice cup and hand it to

the appropriate player. 2. The player chooses one of his units and gives it an

order. Place the order die next to the unit to show that it has received an order. Once a unit has been given an order it cannot be given another order that turn.

3. If necessary, the player takes an order test to determine if the unit follows the order.

4. The player executes the unit’s resulting action. 5. Back to 1. Once all eligible units have received an order,

the orders phase ends – move to the turn end phase.

2. Turn End phaseRemove order dice for destroyed units. Return remaining order dice to the cup, except for those units retaining an Ambush or Down order.

ORDERS

Order Summary of action

1 Fire Fire at full effect without moving

2 Advance Move and then fire

3 Run Move at double speed without firing. Also used for assaulting

4 Ambush No move/fire, but wait for opportunity fire

5 Rally No move/fire, but lose D6 pin markers

6 Down No move/fire, but gain an extra –1 to be hit

FUBAR!If an order test roll comes up two sixes then not only is the order not given but the player must immediately roll on the chart below. Roll a die to find what action the unit takes.

FUBAR CHART1 or 2 Friendly Fire

The unit does not move and opens fire against a friendly unit, mistaking it for enemy. Place a fire order by the unit. The opposing player chooses the target. The target must have an enemy unit within 12’’, as proximity to enemy is precisely what has caused the ‘friendly fire incident’. If no such target is available the unit does not fire and goes down instead.

3, 4, 5 or 6 PanicThe unit executes a run order and must move as fast as possible away from the closest visible enemy unit. If no enemy are visible the unit goes down instead.

TROOP QUALITY AND MORALE

Quality Morale examples

Inexperienced 8 Conscript, poor or little training, no combat experience

Regular 9 Normal training and some combat experience

Veteran 10 Special training (paras, commandos, marines) andextensive combat experience

OFFICER MORALE MODIFERS

Second Lieutenant +1

First Lieutenant +2

Captain +3

Major +4

MOVEMENT

Type Advance Run

Infantry 6’’ 12’’

Tracked vehicle 9’’ 18’’

Half-tracked vehicle 9’’ 18’’

Wheeled vehicle 12’’ 24’’

BOLT ACTION

210

Appendix II

For you, Jerry, the war is over!

Page 2: Bolt Action - Various Articles

TERRAIN TABLE

VEHICLE MANOEUVRE

REVERSE MOVESA vehicle can reverse straight backwards at up to half its standard advance rate unless it is a recce vehicle. A recce vehicle can reverse at its full advance rate and can manoeuvre as if driving forward.

Terrain Category Infantry Artillery Wheeled Vehicles Tracked Vehicles

Open Ground OK OK OK OK

Rough Ground No Run No* No No Run

Obstacle No Run No No OK*

Building OK No* No No (!)

Road OK OK ×2 ×2

Key:OK – The unit can move through the terrain without hindrance – this is the default or normal rate for all kinds of troops over open ground. OK* –The unit can cross this kind of terrain without hindrance unless it has been designated as an anti-tank obstacle, or impassable bocage, or the equivalent, in which case it is impassable to all types of vehicle.No Run – The unit cannot cross or move within this kind of terrain if undertaking a run action, but can cross or move over with an advance action. No – The unit cannot enter or move within this kind of terrain at all. No* – The unit cannot enter or move within this kind of terrain, except that it can be deployed within the terrain at the start of the game. In this case it cannot move once deployed. This represents situations where guns are ‘dug in’ to positions prior to the battle as discussed in the section on Artillery.No (!) – The unit cannot enter or move within this kind of terrain, except that heavy and super-heavy tanks may move through and demolish some buildings in some situations. See the rules for buildings on p99.×2 – The unit’s move rate is doubled if it moves entirely along a road or track. This enables vehicles to move rapidly along roads where the opportunity permits.

Type Advance Pivot (90˚) Run Pivot (90˚)

Tracked 9’’ 1 18’’ None

Half-track 9’’ 2 18’’ 1

Wheeled 12’’ 2 24’’ 1

ShootingSHOOTING PROCEDURE

1. Declare target 2. Target reacts 3. Measure range and open fire 4. Roll to hit 5. Roll to damage 6. Target takes casualties 7. Target checks morale

HIT MODIFIERSThe basic chance of hitting a target is a roll of 3, 4, 5 or 6 on a die (i.e. a roll of 3+). The following modifiers apply.

Shooting at point blank range +1

Per pin marker on the firer –1

Long range –1

Inexperienced –1

Fire on the move –1

Target is ‘down’ infantry or artillery –1

Target is a small unit –1

Target is in soft cover –1

Target is in hard cover –2

DAMAGE VALUE TABLEOnce a target is hit the minimum score indicated is required to score damage (i.e. 3+ is a roll of 3, 4, 5 or 6 on a die)

DAMAGE VALUE TABLETroops and soft-skinned targets Result needed

Inexperienced infantry or artillery 3+

Regular infantry or artillery 4+

Veteran infantry or artillery 5+

All soft-skinned vehicles 6+

Armoured targets Result needed

Armoured car/carrier 7+

Light tank 8+

Medium tank 9+

Heavy tank 10+

Super-heavy tank 11+

BOLT ACTION

213

Appendix II

British Crocodile on the road

Page 3: Bolt Action - Various Articles

TERRAIN TABLE

VEHICLE MANOEUVRE

REVERSE MOVESA vehicle can reverse straight backwards at up to half its standard advance rate unless it is a recce vehicle. A recce vehicle can reverse at its full advance rate and can manoeuvre as if driving forward.

Terrain Category Infantry Artillery Wheeled Vehicles Tracked Vehicles

Open Ground OK OK OK OK

Rough Ground No Run No* No No Run

Obstacle No Run No No OK*

Building OK No* No No (!)

Road OK OK ×2 ×2

Key:OK – The unit can move through the terrain without hindrance – this is the default or normal rate for all kinds of troops over open ground. OK* –The unit can cross this kind of terrain without hindrance unless it has been designated as an anti-tank obstacle, or impassable bocage, or the equivalent, in which case it is impassable to all types of vehicle.No Run – The unit cannot cross or move within this kind of terrain if undertaking a run action, but can cross or move over with an advance action. No – The unit cannot enter or move within this kind of terrain at all. No* – The unit cannot enter or move within this kind of terrain, except that it can be deployed within the terrain at the start of the game. In this case it cannot move once deployed. This represents situations where guns are ‘dug in’ to positions prior to the battle as discussed in the section on Artillery.No (!) – The unit cannot enter or move within this kind of terrain, except that heavy and super-heavy tanks may move through and demolish some buildings in some situations. See the rules for buildings on p99.×2 – The unit’s move rate is doubled if it moves entirely along a road or track. This enables vehicles to move rapidly along roads where the opportunity permits.

Type Advance Pivot (90˚) Run Pivot (90˚)

Tracked 9’’ 1 18’’ None

Half-track 9’’ 2 18’’ 1

Wheeled 12’’ 2 24’’ 1

ShootingSHOOTING PROCEDURE

1. Declare target 2. Target reacts 3. Measure range and open fire 4. Roll to hit 5. Roll to damage 6. Target takes casualties 7. Target checks morale

HIT MODIFIERSThe basic chance of hitting a target is a roll of 3, 4, 5 or 6 on a die (i.e. a roll of 3+). The following modifiers apply.

Shooting at point blank range +1

Per pin marker on the firer –1

Long range –1

Inexperienced –1

Fire on the move –1

Target is ‘down’ infantry or artillery –1

Target is a small unit –1

Target is in soft cover –1

Target is in hard cover –2

DAMAGE VALUE TABLEOnce a target is hit the minimum score indicated is required to score damage (i.e. 3+ is a roll of 3, 4, 5 or 6 on a die)

DAMAGE VALUE TABLETroops and soft-skinned targets Result needed

Inexperienced infantry or artillery 3+

Regular infantry or artillery 4+

Veteran infantry or artillery 5+

All soft-skinned vehicles 6+

Armoured targets Result needed

Armoured car/carrier 7+

Light tank 8+

Medium tank 9+

Heavy tank 10+

Super-heavy tank 11+

BOLT ACTION

212

Appendix II

British Crocodile on the road

Page 4: Bolt Action - Various Articles

WEAPONS CHART

WEAPONS CHARTSmall-arms

Type Range Shots Pen Special Rules

Rifle 24’’ 1 n/a -

Pistol 6’’ 1 n/a Assault

Submachine Gun (SMG) 12’’ 2 n/a Assault

Automatic rifle 30’’ 2 n/a -

Assault rifle 24” 2 n/a Assault

Light Machine Gun (LMG) 30’’ 3 n/a Team

Medium Machine Gun (MMG) 36’’ 4 n/a Team, Fixed

Heavy Weapons

Type Range Shots Pen Special Rules

Heavy Machine Gun (HMG) 36’’ 3 +1 Team, Fixed

Light automatic cannon 48’’ 2 +2 Team, Fixed, HE (D2)

Medium automatic cannon 72’’ 2 +3 Team, Fixed, HE (D2)

Anti-tank rifle 36’’ 1 +2 Team

PIAT 12’’ 1 +5 Team, Shaped Charge

Bazooka 24’’ 1 +5 Team, Shaped Charge

Panzerschreck 24’’ 1 +6 Team, Shaped Charge

Panzerfaust 12’’ 1 +6 One-shot, Shaped Charge

Light AT gun 48’’ 1 +4 Team, Fixed, HE (D2)

Medium AT gun 60’’ 1 +5 Team, Fixed, HE (D2)

Heavy AT gun 72’’ 1 +6 Team, Fixed, HE (D3)

Super-heavy AT gun 84’’ 1 +7 Team, Fixed, HE (D3)

Flamethrower (infantry) 6’’ D6 +2 Team, Flamethrower

Flamethrower (vehicle) 18’’ 2D6 +3 Flamethrower

Light mortar 12’’-24’’ 1 HE Team, Indirect fire, HE (D3)

Medium mortar 18’’-60’’ 1 HE Team, Fixed, Indirect fire, HE (D6)

Heavy mortar 18’’-72’’ 1 HE Team, Fixed, Indirect fire, HE (2D6)

Light howitzer (0/24’’)-48’’ 1 HE Team, Fixed, Howitzer, HE (D6)

Medium howitzer (0/24’’)-60’’ 1 HE Team, Fixed, Howitzer, HE (2D6)

Heavy howitzer (0/24’’)-72’’ 1 HE Team, Fixed, Howitzer, HE (3D6)

HE SHOTSHE shells have a penetration modifier that is fixed to the HE value, and, in some cases, can result in more ‘pins’ on the target as shown on the chart below.

HE Pin Pen

D2 1 +1

D3 1 +1

D6 D2 +2

2D6 D3 +3

3D6 D6 +4

SHOOTING AT VEHICLES

Additional Penetration modifiers for heavy weapons against armoured targets

Vehicle’s side or top armour +1

Vehicle’s rear armour +2

Long range –1

DAMAGE RESULTS ON ARMOURED TARGETSDie Roll Effect

1 or less Crew Stunned. The crew is stunned or momentarily overcome by smoke or shock. Add one additional pin marker to the vehicle. Place a down order die on the vehicle or change its current order die to down to show that it is halted and cannot take a further action that turn.

2 Immobilised. Part of the vehicle’s tracks or wheels are blown apart. Add one additional pin marker to the vehicle. The vehicle cannot move for the rest of the game. Place a suitable marker or token by the vehicle to show this. If the vehicle has already taken an action this turn flip the order die to down to indicate it has been brought to a halt. If a further immobilised result is suffered the crew abandon the vehicle and it is considered knocked out (see below).

3 On Fire. The hit ignites either the vehicle’s fuel or ammunition. The crew are driven into a blind panic, fearing to be trapped in a burning wreck. Add one additional pin marker and then make a morale check for the vehicle. If the test is passed the fire has been put out or fizzles out of its own accord. Place a down order die on the vehicle or change its current order die to down to show that it is halted and cannot take a further action that turn. If the test is failed, the crew abandon the vehicle and it is considered knocked out (see below).

4, 5 or 6 Knocked Out. The vehicle is destroyed and becomes a wreck. Mark the vehicle in some fashion to indicate it is wrecked – a blackened cotton ball and/or an upside-down turret work quite well. Some players like to use models of wrecked vehicles instead. Either way, wrecks of armoured vehicles count as impassable terrain. If players prefer not to bother with wrecks, destroyed vehicles can be removed altogether, perhaps blown apart by an internal explosion leaving only scattered debris.

Superficial Damage – Roll D6-3 Full Damage – Roll D6Massive Damage – Roll two results (see below) Open-topped hit by indirect fire – Add +1

BOLT ACTION

215

Appendix II

German Panther Ausf A

Page 5: Bolt Action - Various Articles

WEAPONS CHART

WEAPONS CHARTSmall-arms

Type Range Shots Pen Special Rules

Rifle 24’’ 1 n/a -

Pistol 6’’ 1 n/a Assault

Submachine Gun (SMG) 12’’ 2 n/a Assault

Automatic rifle 30’’ 2 n/a -

Assault rifle 24” 2 n/a Assault

Light Machine Gun (LMG) 30’’ 3 n/a Team

Medium Machine Gun (MMG) 36’’ 4 n/a Team, Fixed

Heavy Weapons

Type Range Shots Pen Special Rules

Heavy Machine Gun (HMG) 36’’ 3 +1 Team, Fixed

Light automatic cannon 48’’ 2 +2 Team, Fixed, HE (D2)

Medium automatic cannon 72’’ 2 +3 Team, Fixed, HE (D2)

Anti-tank rifle 36’’ 1 +2 Team

PIAT 12’’ 1 +5 Team, Shaped Charge

Bazooka 24’’ 1 +5 Team, Shaped Charge

Panzerschreck 24’’ 1 +6 Team, Shaped Charge

Panzerfaust 12’’ 1 +6 One-shot, Shaped Charge

Light AT gun 48’’ 1 +4 Team, Fixed, HE (D2)

Medium AT gun 60’’ 1 +5 Team, Fixed, HE (D2)

Heavy AT gun 72’’ 1 +6 Team, Fixed, HE (D3)

Super-heavy AT gun 84’’ 1 +7 Team, Fixed, HE (D3)

Flamethrower (infantry) 6’’ D6 +2 Team, Flamethrower

Flamethrower (vehicle) 18’’ 2D6 +3 Flamethrower

Light mortar 12’’-24’’ 1 HE Team, Indirect fire, HE (D3)

Medium mortar 18’’-60’’ 1 HE Team, Fixed, Indirect fire, HE (D6)

Heavy mortar 18’’-72’’ 1 HE Team, Fixed, Indirect fire, HE (2D6)

Light howitzer (0/24’’)-48’’ 1 HE Team, Fixed, Howitzer, HE (D6)

Medium howitzer (0/24’’)-60’’ 1 HE Team, Fixed, Howitzer, HE (2D6)

Heavy howitzer (0/24’’)-72’’ 1 HE Team, Fixed, Howitzer, HE (3D6)

HE SHOTSHE shells have a penetration modifier that is fixed to the HE value, and, in some cases, can result in more ‘pins’ on the target as shown on the chart below.

HE Pin Pen

D2 1 +1

D3 1 +1

D6 D2 +2

2D6 D3 +3

3D6 D6 +4

SHOOTING AT VEHICLES

Additional Penetration modifiers for heavy weapons against armoured targets

Vehicle’s side or top armour +1

Vehicle’s rear armour +2

Long range –1

DAMAGE RESULTS ON ARMOURED TARGETSDie Roll Effect

1 or less Crew Stunned. The crew is stunned or momentarily overcome by smoke or shock. Add one additional pin marker to the vehicle. Place a down order die on the vehicle or change its current order die to down to show that it is halted and cannot take a further action that turn.

2 Immobilised. Part of the vehicle’s tracks or wheels are blown apart. Add one additional pin marker to the vehicle. The vehicle cannot move for the rest of the game. Place a suitable marker or token by the vehicle to show this. If the vehicle has already taken an action this turn flip the order die to down to indicate it has been brought to a halt. If a further immobilised result is suffered the crew abandon the vehicle and it is considered knocked out (see below).

3 On Fire. The hit ignites either the vehicle’s fuel or ammunition. The crew are driven into a blind panic, fearing to be trapped in a burning wreck. Add one additional pin marker and then make a morale check for the vehicle. If the test is passed the fire has been put out or fizzles out of its own accord. Place a down order die on the vehicle or change its current order die to down to show that it is halted and cannot take a further action that turn. If the test is failed, the crew abandon the vehicle and it is considered knocked out (see below).

4, 5 or 6 Knocked Out. The vehicle is destroyed and becomes a wreck. Mark the vehicle in some fashion to indicate it is wrecked – a blackened cotton ball and/or an upside-down turret work quite well. Some players like to use models of wrecked vehicles instead. Either way, wrecks of armoured vehicles count as impassable terrain. If players prefer not to bother with wrecks, destroyed vehicles can be removed altogether, perhaps blown apart by an internal explosion leaving only scattered debris.

Superficial Damage – Roll D6-3 Full Damage – Roll D6Massive Damage – Roll two results (see below) Open-topped hit by indirect fire – Add +1

BOLT ACTION

214

Appendix II

German Panther Ausf A

Page 6: Bolt Action - Various Articles

close quartersCLOSE QUARTERS PROCEDURE – INFANTRY VS INFANTRY

1. Declare target 2. Target reacts 3. Measure move distance and move assaulting models 4. Fight first round of close quarters a. Attackers roll to damage b. Defenders take casualties c. Defenders roll to damage d. Attackers take casualties e. Loser surrenders and is destroyed 5. Resolve draws – further rounds of close quarters 6. Winner regroups

INFANTRY ASSAULTING VEHICLESInfantry cannot assault a vehicle making a run action unless subsequently immobilised or otherwise brought to a halt.

An infantry unit that is not equipped with anti-tank weapons must take and pass an order test with a –3 modifier when attempting to assault any kind of fully enclosed armoured vehicle.

Vehicles can fire their weapons at infantry starting their assault from more than 6” away and within the weapon’s firing arc in the usual fashion. Recce vehicles can react by making an escape move as described on p95.

Roll to Hit

Vehicle advancing 6

Otherwise 4, 5 or 6

Vehicle run N/A

Roll to Damage

Damage roll = number of hits scored + D6

If the vehicle is a soft-skin or open-topped it is destroyed if damaged. If it is an enclosed armoured vehicle roll on the Damage Results table. Infantry not armed with anti-tank weapons can only score superficial damage.

If the vehicle survives the assault is over and assaulting infantry regroup.

BOLT ACTION

US Marines suppress Japanese bunkers with overwhelming firepower

Page 7: Bolt Action - Various Articles

2

Bolt Action Additional RULES

Plu s

Tank battles!Men like tanks. Gamers like tanks even more. Wargamers love tanks to a dangerous extent. The following Armoured Platoon selector allows players to build a Bolt Action force that represents an armoured vehicles platoon, plus possibly some supporting units (all mounted on transport vehicles).

Much like in the case of the normal, infantry-based Reinforced Platoons, you can either field a larger Armoured Platoon with a lot of units, or multiple Armoured Platoons in a single force, as long as the total points values remain within the agreed limit for the game.

The one important thing to remember is that in competitive gaming (like tournaments or pick-up games) we envisage these Armoured

Platoons to be pitched only against enemy Armoured Platoons. Of course players are free to try to take on Armoured Platoons with normal Reinforced Platoons in friendly games, but it could be a tricky proposition indeed, unless you specifically build a Reinforced Platoon with as much anti-tank firepower as you can muster. And even then, it’s not going be a walk in the park.

Do let us know what you think of these Tank Battles, and if they prove to be fun and successful, we will certainly look at doing more with this concept in the future!

Tank you!

Alessio

1 Command Vehicle from: Tank, Tank Destroyer, Anti-aircraft vehicle or Self-propelled Artillery, Armoured Car. A Command Vehicle is simply any of the vehicles in the list (Tank, Tank Destroyer, Anti-aircraft vehicle or Self-propelled Artillery, Armoured Car), to which you must give the Command Vehicle special rule for an extra +25 points, even if its entry does not normally allow it. Up to one other vehicle in the Platoon can have this rule, but only if its entry in the relevant Army List allows it.

2 Vehicles from: Tank, Tank Destroyer, Anti-aircraft vehicle or Self-propelled Artillery, Armoured Car.

0-1 Vehicle from: Tank, Tank Destroyer, Anti-aircraft vehicle or Self-propelled Artillery, Armoured Car.

0-3 Infantry squads.

0-1 Lieutenant (First or Second), Captain or Major.

0-1 Medic.

0-1 Forward Observer (either Artillery or Air).

0-1 Machine gun team.

0-1 Mortar team.

0-1 Sniper team.

0-1 Flamethrower team.

0-1 Anti-tank team.

0-1 Artillery unit: Field Artillery, Anti-aircraft or Anti-tank gun.

1+ Transport Vehicles & tows. You must include enough transport vehicles and/or tows (either soft skins or armoured) to transport all models in the infantry and artillery units attached to the armoured platoon, up to a maximum of 1 transport vehicle per unit of Infantry and Artillery.

Page 8: Bolt Action - Various Articles

TM

warlordgames.comospreypublishing.com

Written by: Paul Beccarelli

Production and Photography: Mark Owen

Miniatures painted by: Jose Bustamante & Bruce Murray

Armies of

BELGIUM

Page 9: Bolt Action - Various Articles

2

ARMIES OF Belgium

INFANTRYHEADQUARTERS UNITSOFFICERLike most European armies, Belgian Army Officers were recruited from the upper-middle class of society. Officers were well educated and affluent. They were confident and trained on par with their French and British counterparts. An officer unit consists of an officer and may include up to two other men to form a command team. Officers and their attendants can be rated as Inexperienced, Regular or Veteran.

Cost: Second Lieutenant 35 pts (Inexperienced), 50 pts (Regular), 65 pts (Veteran)

First Lieutenant 60 pts (Inexperienced), 75 pts (Regular), 90 pts (Veteran)

Captain 95 pts (Inexperienced), 110 pts (Regular), 125 pts (Veteran)

Major 135 pts (Inexperienced), 150 pts (Regular), 165 pts (Veteran)

Team: 1 officer and up to 2 further men.Weapons: Pistol, submachine gun or rifle as depicted on the models. Options: The officer may be accompanied by up to 2 men at a cost of

+7 pts per man (Inexperienced), +10 pts per man (regular) or +13 pts per man (veteran).

MEDICThe field medic presents the wounded soldier with his best chance of surviving serious injury and can ensure that lightly

wounded soldiers are returned to fighting fitness as rapidly as possible. Junior medical staff can accompany medics in the field. As non-combatants, medics were not issued with weapons, but they sometimes carried pistols for personal protection. Medics are rated as Regular or Veteran.

Cost: Medic 23 pts (regular), 30 pts (veteran)Team: 1 medic and up to 2 further men.Weapons: Pistol or none as depicted on the model.Options: The medic may be accompanied by up to 2 men at a cost of

+10 pts per man (regular) or +13 pts per man (veteran).

FORWARD OBSERVERForward Observers are liaison officers responsible for coordinating the attack of heavy artillery batteries from behind the lines. They are likely to be accompanied by a radio operator and other immediate attendants. Bolt Action rates the officers as Regular or Veteran. The Belgian Army does not field Forward Air Force Observers.

Cost: Artillery Forward Observer 100pts (Regular), 115pts (Veteran)Team: 1 Artillery Forward Observer and up to 2 further menWeapons: Pistol, submachine gun, or rifle as depicted on the modelsOptions: The Forward Observer may be accompanied by up to 2 men

at a cost of +10pts per man (Regular) or +13pts per man (Veteran).

This list is based upon the Belgian forces that faced the invasion of their homeland by the German army in

1940. Belgian tactical doctrine was defensive, with emphasis placed on fortifications, bunkers and trench lines. As the German threat rose, modernization of the Belgian Army began. New weapons were developed and new tanks were ordered including the ACG-1. The Battle of Belgium would last 18 days and leave 23,350 brave Belgian serviceman dead or wounded, and over 200,000 taken prisoner. Many Belgians made their way to Britain and formed the Free Belgian Forces to continue their war against Germany.

Just like the four army lists included in the Bolt Action rulebook, this list is intended for use with the Force Selection rules and the generic Reinforced Platoon presented on page 124 of the Bolt Action rulebook.

ARMY SPECIAL RULESSTRONG-WILLED DEFENCEThe Belgian army placed great emphasis on defense. Training focused on holding positions and forcing the opposition to attack across open ground. To reflect this, all Belgian infantry and artillery units can react to an assault even if they have already taken an action that turn. Note that if the enemy starts the assault within 6”, or outside the arc of fire of a fixed weapon, the unit cannot react, as normal.

FIRST CLASS ANTI-TANK GUNSThe Belgian army believed the answer to the tank was well placed anti-tank guns. The modern FRC 47mm anti-tank gun was manned by professional, efficient, and well trained gun crews. Any Belgian 47mm anti-tank gun, and Vickers Carden-Loyd Mk.VI 47mm FRC Tank Destroyer can re-roll misses when firing at enemy vehicles.

Page 10: Bolt Action - Various Articles

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ARMIES OF Belgium

INFANTRY SQUADS & TEAMSINFANTRY SECTIONA Belgian infantry section consists of ten men. A section is led by a Sergeant carrying either a MP-28 submachine gun or a Fusil 1889 rifle. The Sergeant is supported by a corporal carrying a rifle. The Fusil-mitrailleur 1930 (FM 30) Browning Light Machine Gun or “Belgian BAR” served as the section LMG which was carried and operated by one man. The remaining seven riflemen carried the Fusil 1889 rifle, one of which is a dedicated rifle grenadier carr ying a rifle adapted to shoot grenades. As grenades are considered close quarters weapons in Bolt Action, all rifle-armed infantry are treated as the same. Belgian platoons each had a Grenadier Section. This section consisted of ten men lead by a Sergeant. Three men were gunners, each armed with a 50mm light mortar, three men were loaders and the remaining three men were armed with rifles. You may field a maximum of one Grenadier Section in your platoon and it counts as a core infantry squad as per the Force Selection Rules on page 124 of the Bolt Action Rule Book.

Cost: Regular Infantry 50 pts.Composition: 1 NCO and 4 men.Weapons: RiflesOptions: • Add up to 5 additional men with rifles at +10 pts each.• The NCO can have a submachine gun instead of a rifle for +3 pts.• Up to 1 man can have a BAR for +5 pts.• The entire squad can be given anti-tank grenades for +2 pts per man.• You may designate one section only per Reinforced Platoon to be

a Grenadier Section. The Grenadier Section cannot have a BAR, but up to 3 men may have a light mortar for +25 pts each – for each light mortar included, another man becomes the loader.

Special Rules:• Tank hunters (if anti-tank grenades taken).

CHASSEURS ARDENNAISThe Chasseurs Ardennais are Belgium’s elite force. Members are trained to live and fight in harsh conditions. Their primary function is to defend the Ardennes forest. The Chasseurs Ardennais section consists of 12 men. A section is led by a Sergeant carrying either a MP-28 submachine gun or a Fusil 1889 rifle. The Sergeant is supported by a corporal carrying a rifle. The FM1930 BAR was the standard section LMG, which was carried and operated by one man. The remaining nine riflemen carried the Fusil 1889 rifle, one of which is a dedicated rifle grenadier carrying a rifle adapted to shoot grenades.

Cost: Veteran Infantry 78 pts.Composition: 1 NCO and 5 men.Weapons: RiflesOptions: • Add up to 6 additional soldiers at +13pts each• The NCO can have a submachine gun for +3pts• Up to 1 man may have a BAR for +5pts• The entire squad can be given anti-tank grenades for +2 pts per man• The entire squad can be upgraded to Tough Fighters for +1 pt per man.Special Rules:• Tank Hunters (if anti-tank grenades option is taken)• Tough Fighters (if option is taken).

Belgian Infantry Section

Chasseurs Ardennais Section

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ARMIES OF Belgium

BOYS ANTI-TANK RIFLE TEAMThe British-made Boys anti-tank rifle was supplied to the French and Belgian armies as the Le Fusil Antichar Boys Mark 1. The Boys was an effective anti-tank rifle against early German tanks. Due to the Boys’ heavy weight and fearsome recoil, only the strongest soldier in your platoon will operate it.

Cost: 21 pts (Inexperienced), 30 pts (Regular), 39 pts (Veteran).Team: 2 men – Gunner and loaderWeapon: 1 Anti-Tank RifleSpecial Rules: • Team weapon

MEDIUM MORTAR TEAMThe Belgian Army used the 81mm Brandt mle 27/31 as its medium mortar support weapon. It was an effective weapon and used by many nations.

Cost: 35 pts (Inexperienced), 50 pts (Regular), 65 pts (Veteran).Team: 3 menWeapon: 1 medium mortar.Options:• May add a spotter for +10 ptsSpecial Rules: • Team weapon• Fixed• Indirect fire• HE (D6)

MEDIUM MACHINE GUN TEAMThe most common machine gun operated by the Belgian Army was the MG08/15 Maxim machine gun. This German-made weapon had a proven track record in the First World War. The Belgians modified the Maxim to fire 7.65mm rounds.

Cost: 35 pts (Inexperienced), 50 pts (Regular), 65 pts (Veteran).Team: 3 men – Gunner and two loaders Weapon: 1 MMGSpecial Rules: • Team weapon• Fixed

ARTILLERY FIELD ARTILLERYFRC 76MM INFANTRY GUN The Canon de 76 FRC was produced by the Fonderie Royales des Cannon (FRC). The gun was designed to operate in direct support of infantry and be capable of being manhandled by their crews.

Cost: 36 pts (Inexperienced), 45 pts (Regular), 54 pts (Veteran).Team: 3 menWeapons: 1 light howitzer.Special Rules: • Team weapon• Fixed• Howitzer.• HE (D6).

Chasseurs Ardennais Boys Anti-tank rifle team

Belgian Army Boys Anti-tank

rifle team

Chasseurs Ardennais 76mm Infantry Gun

Belgian Army 76mm Infantry Gun

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ARMIES OF Belgium

VEHICLESTANKST15T15 is the Belgian designation for the British built Vickers Carden-Lloyd MkVIc light tank. The T15 was crewed by 2 men and armed with a medium machine gun. Belgium received forty-two T15s from Britain, the majority seeing action against the Germans.

Cost: 40 pts (Inexperienced), 50 pts (Regular), 60 pts (Veteran)Weapons: 1 turret mounted MMG.Damage Value: 7+ (tankette)Special Rules:• One-man turret. It is always necessary to take an order test when

issuing an Advance order, even if the tank is not pinned.

TANK DESTROYERSVICKERS CARDEN-LOYD MK.VI 47MM FRC TANK DESTROYER The Vickers Carden-Loyd Mk.VI 47mm FRC Tank Destroyer was a product of stage 1 of the development of the T13 tank hunters. This early experiment was unsuccessful as the tractor hull was too light for the recoil of the gun. Only six were converted and despite their limitations they saw action against the Germans on the Meuse River in 1940.

Cost: 76 pts (Inexperienced), 95 pts (Regular), 114 pts (Veteran).Weapons: 1 forward facing light anti-tank gun. Damage Value: 7+ (tankette)Special Rules: • Open Topped

ANTI-TANK GUNSFRC 47MM ANTI-TANK GUN Over 750 FRC 47mm anti-tank guns were in service when the German Army invaded Belgium in 1940. The gun was used by the infantry and cavalry, and was fitted to fixed positions, bunkers, and fortifications. The FRC 47mm anti-tank gun was one of Europe’s most formidable anti-tank guns of the time.

Cost: 60 pts (Inexperienced), 75 pts (Regular), 90 pts (Veteran).Team: 3 menWeapon: 1 medium anti-tank gun.Special Rules: • Team weapon• Fixed• Gun shield

Belgian Army FRC 47mm anti-tank gun

Chasseurs Ardennais FRC 47mm anti-tank gun

T15 tank

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ARMIES OF Belgium

TRANSPORTS AND TOWSUTILITY B TRACTOR Based on the British Vickers utility tractor, the Belgians’ Utility B Tractor was built in two versions, cavalry and infantry. The main purpose of this light tractor was to tow the FRC 47mm anti-tank gun. The infantry version came with wider tracks and lower gearing which allowed the driver to match the marching pace of the infantrymen. The tractor’s side armour panels could be folded down to reveal bench seats to transport the towed gun’s crew.

Cost: 46 pts (Inexperienced), 57 pts (Regular), 68 pts (Veteran).Weapons: none. Damage Value: 7+ (armoured tractor)Transport: Up to six menTow: light, medium or heavy anti-tank gun, light or medium howitzer,

light or heavy anti-aircraft gun.Options: • May be downgraded to the Infantry version for –5pts, gaining the

Slow rule. Special Rules:• Open Topped• Slow, if option is taken.

TRUCKS The Belgians primarily used the Citroen light truck on the battlefield.

Cost: 31 pts (Inexperienced), 39 pts (Regular), 47 pts (Veteran).Weapons: none. Damage Value: 6+ (soft-skin)Transport: Up to 12 menTow: Light howitzer, light or medium anti-tank gun, light anti-aircraft gun.

Vickers Utility Tractor

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TM

warlordgames.comospreypublishing.com

Written by: Steven MacLauchlan and Judson MacCaull

Frontispiece artwork: Peter Dennis

Production and Photography: Mark Owen & Gabrio Tolentino

Miniatures painted by: Jose Bustamante, Gary Martin,

Bruce Murray & Mark Owen

TM

Armies of

ITALY

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ARMIES OF ITALY

The Italian infantry division was unique for the era, making use of a ‘binary’ structure. Two regiments

made up a division, rather than the usual ‘triangle’ or ‘square’ shape utilising three or four divisions respectively. Several infantry divisions also had two battalions of Blackshirts attached, to provide a political, fascist element to the regular army. Infantry divisions were well supported by attached artillery units, although most of their equipment was WWI vintage. Barring a few exemplary veteran divisions, much of the Italian army was untested and ill-equipped to fight a modern war.

Just like the four army lists included in the Bolt Action rulebook, Italians present some interesting ideas. Their vehicles, while outmatched by many of their opponents, are quite capable of taking on infantry and light guns. Their infantry provide lots of flexibility and modelling opportunities, as well as interesting challenges during gameplay. From the elite Bersaglieri, to the untested and inexperienced infantry sections, the Italians will be great fun to field on the table!

The following list is incomplete, and only designed to tide eager players over until the Armies of Italy and the Axis book is released. It should be used with the Force Selection rules and Reinforced Platoon guidelines on page 124 of the Bolt Action Rulebook.

Avanti Savoia!

ARMY SPECIAL RULESDEFENSIVE POSITIONSStrategic command used Italian forces primarily to hold the line and set up deep defensive positions.

Italian infantry and artillery units can react to an assault even if they have already taken an action that turn. Note that if the enemy starts the assault within 6", or outside the arc of fire of a fixed weapon, the unit cannot react, as normal.

An M13/40 medium tank and Italian Infantry give mutual support.

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ARMIES OF ITALY

INFANTRYItalian platoons are organized much like those of other nations, centred around a command element and two or more squads. Italian officers were a mixed bag, with some enthusiastically serving in the Royal Army, and others reluctant to fight for seemingly worthless territories far from home. Still, the responsibility of accomplishing their mission and looking after their men fell on these officers’ shoulders, with most rising to the challenge.

HEADQUARTERS UNITSOFFICERPlatoons were typically commanded by a first or second Tenente (Lieutenant). Lieutenants in the Royal Italian Army were committed to restoring Italy to international prominence, despite being unprepared for the realities of a modern war. An officer unit consists of the officer himself and can include up to two other men acting as his immediate attendants. Officers can be rated as Inexperienced, Regular, or Veteran.

Cost: Second Lieutenant 35 pts (Inexperienced), 50 pts (Regular), 65 pts (Veteran)

First Lieutenant 60 pts (Inexperienced), 75 pts (Regular), 90 pts (Veteran)

Captain 95 pts (Inexperienced), 110 pts (Regular), 125 pts (Veteran)

Major 135 pts (Inexperienced), 150 pts (Regular), 165 pts (Veteran)

Team: 1 officer and up to 2 further men.Weapons: Pistol, submachine gun or rifle as depicted on the models. Options: The officer may be accompanied by up to 2 men at a cost of

+7 pts per man (Inexperienced), +10 pts per man (regular) or +13 pts per man (Veteran).

MEDICSoldiers trained to assist their wounded comrades served in every modern army during The Second World War, and the frontline medical professionals of the Regio Ejercito (Italian Royal Army) were no different. Although medics were not officially armed combatants, the circumstances of battle sometimes called for medics to arm themselves, thereby excluding them from the limited protection offered under various articles of the Geneva Convention.

Cost: Medic 30 pts (veteran)Team: 1 medic and up to 2 further men.Weapons: Pistol or none as depicted on the model.Options: The medic may be accompanied by up to 2 men at a cost of

+13 pts per man (Veteran).

FORWARD OBSERVERWhether it is an artillery battery miles away from the battlefield, a naval gunship out to sea, or a ground attack aircraft high above the fighting, such weapons systems would be much less effective without the services of well trained Forward Observers. Each infantry division was assigned its own artillery support assets in the Regio Esercito, and although many of the artillery pieces and aircraft were outdated, they were nonetheless quite effective under the right circumstances. Given the firepower these Forward Observers could bring to bear on their targets, their neutralisation was a high priority to opposing commanders.

Cost: Artillery Forward Observer: 100 pts (regular), 115 pts (veteran)Air Force Forward Observer: 75 pts (regular), 90 pts (veteran)Team: 1 Forward Observer and up to 2 further men.Weapons: Pistol, submachine gun, or rifle as depicted on the

models.Options: The observer may be accompanied by up to 2 men at a cost

of +10 pts per man (regular) or +13 pts per man (veteran).

Bersaglieri HQ staff

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ARMIES OF ITALY

INFANTRY SQUADS & TEAMSINFANTRY SECTIONMussolini famously boasted that the Italian army had eight million bayonets standing at the ready! In actuality, the standing Italian army was far smaller than that, with huge numbers of troops conscripted into a war they neither believed in nor understood. The fighting ability of units of the Italian army varied greatly, with much of the rank and file lacking proper equipment, transport and even motivation. Still, there were several key battles in North Africa and The Eastern Front where they performed well.

Cost: Regular Infantry 50 pts.Composition: 1 NCO and 4 men.Weapons: RiflesOptions: • Add up to 6 additional soldiers at +10 pts each• The NCO may have a submachine gun for +3 pts• One soldier may have a light machine gun for +20 pts - another

soldier becomes the loader• The entire section can be given anti-tank grenades for +2 points

per man.Special Rules:• Tank hunters (if anti-tank grenades taken).

BERSAgLIERI INFANTRY SECTIONThe Bersaglieri were an elite, mobile infantry force in the Royal Italian Army known for the black feathers adorning their combat helmets. Every soldier in the ranks of the Bersaglieri endured intense training and was required to be a qualified marksman. Rommel once remarked “The German soldier impressed the world; the Bersaglieri impressed the German soldier.” Operating on the “few men, many weapons” ideology, the Bersaglieri received some of the best equipment available in the Italian Army.

Cost: Veteran Infantry 65 ptsTeam: 1 NCO and 4 menWeapons: Rifles

Options: • Add up to 6 additional soldiers at +13 pts each• The NCO may have a submachine gun for +3 pts• Up to two men can have a light machine gun for +20 pts - for each

light machine gun included another man becomes the loader.• The entire section can be given anti-tank grenades for +2 points

per man• The entire section may be mounted on Motorcycles for

+5 pts per modelSpecial Rules: • Tank hunters (if anti-tank grenades taken)• Motorbikes: A mounted section uses the motorbikes rules (see

rulebook)

INExPERIENCED INFANTRY SECTIONThe Carcano M91 that equipped the soldiers of the Royal Italian Army was unique in that it was chambered for 7.35mm, a nonstandard calibre to be sure. In the hands of motivated, experienced troops the lighter, shorter rifle could be a force to be reckoned with! Unfortunately, much of the Italian army was comprised of poorly trained and equipped infantry that were not as motivated as Mussolini to reclaim the Roman Empire!

Cost: Inexperienced Infantry 35 pts.Composition: 1 NCO and 4 men.Weapons: RiflesOptions: • Add up to 6 additional soldiers at +7 pts each• The NCO may have a submachine gun for +3 pts• One soldier may have a light machine gun for +20 pts - another

soldier becomes the loader• Inexperienced Infantry can be Green at no extra points cost.• Inexperienced Infantry can be Shirkers for a reduction of 3 pts

per man.Special Rules:• Green or Shirkers if either option is chosen).

Bersaglieri Infantry Section

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ARMIES OF ITALY

AIRBORNE INFANTRY SECTIONDuring the climactic battle of El Alamein, the 185 Airborne Division Folgore fought with determination. These brave fighters drove back attack after attack, repelling the British for weeks, before finally being forced to retreat after an Allied breakthrough was achieved elsewhere. It is said that the Folgore fought until expending their last round of ammunition! Paratroopers were well equipped with modern gear such as the Beretta Model 38 submachine gun, and the Breda light machine gun.

Cost: Veteran Infantry 70 pts.Team: 1 NCO and 4 menWeapons: RiflesSpecial Rules: • Add up to 4 additional soldiers at +14 pts each• The NCO can have a pistol instead of the rifle at no extra cost, or

a submachine gun instead of the rifle for +3 pts• Up to 7 men can have submachine guns instead of rifles for +3

points each• Up to 1 man can have a light machine gun for +20 pts - another

man becomes the loader.• The entire section can be given anti-tank grenades for +2 points

per manSpecial Rules: • Tank hunters (if anti-tank grenades taken)• Stubborn. Paratroops don’t give in easily! If forced to check their

morale when reduced to half strength then they always test on their full morale value ignoring any pin markers.

MEDIUM MACHINE gUN TEAMThe importance of the machine gun was revealed to the world during the First World War, and its fearsome power was subsequently incorporated into infantry forces around the world. In the years following WWI, infantry training for most nations focused on the effective use and support of machine guns. Italians used a variety of these weapons from a variety of manufacturers, and famously incorporated machine guns into their force structures to great effect.

Cost: 35 pts (Inexperienced), 50 pts (Regular), 65 pts (Veteran).Team: 3 men Weapon: 1 MMGSpecial Rules: • Team weapon• Fixed

SOLOTHURN 20MM ANTI-TANk RIFLEThe Solothurn Anti-Tank Rifle was a cross between a true anti-tank rifle and a light anti-tank gun. Featuring a light wheeled carriage and a magazine-feed, the Solothurn could achieve a rate of fire of up to twenty rounds per minute. Although the Solothurn, like most anti-tank rifles of its day, was out of date at the onset of the war, it could still be used effectively to keep light mechanised patrols at bay, or score a lucky shot on an approaching tank now and again.

Cost: 21 pts (Inexperienced), 30 pts (Regular), 39 pts (Veteran).Team: 2 men Weapon: 1 anti-tank rifleSpecial Rules: • Team weapon

Solothurn Anti-tank rifle team

Airborne Infantry Section

Medium Machine Gun team

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ARMIES OF ITALY

LIgHT MORTAR TEAMDesigned in 1935, the Brixia 45mm mortar was relatively difficult to produce in great numbers, given the complexity and cost to manufacture the weapon. However, the 45mm light mortar was a powerful and successful weapon in the hands of properly trained soldiers. Its rate of fire was higher than similar weapons employed by other nations, and its accuracy was also unparalleled. Unfortunately, the ammunition it used was often poorly designed or manufactured, which hamstrung the best efforts of even a highly competent crew.

Cost: 24 pts (Inexperienced), 35 pts (Regular), 46 pts (Veteran).Team: 2 menWeapon: 1 light mortar.Special Rules: • Team weapon• Indirect fire• HE (D3)

MEDIUM MORTAR TEAMLike many nations involved in the conflict, the Italians employed an 81mm weapon as its primary mortar. The Mortaio da 81/14 Modello 35 was nearly identical to the 81mm mortar the United States equipped its soldiers with. It has been said that mortars accounted for more casualties in World War II than any other single weapon type. Trained and effective Italian mortar crews certainly added to those numbers in every theatre where they operated.

Cost: 35 pts (Inexperienced), 50 pts (Regular), 65 pts (Veteran).Team: 3 menWeapon: 1 medium mortar.Options:• May add a spotter for +10 ptsSpecial Rules: • Team weapon• Fixed• Indirect fire• HE (D6)

ARTILLERYINFANTRY gUNS AND HOWITZERS100/17 HOWITZER The 100/17 Modello 14 was a Skoda designed medium howitzer that made up the bulk of the Italians’ artillery strength. Though as a whole, Italian artillery was a piecemeal collection from a previous era, crewmen were well trained and made the most of the equipment they had. The bravery of the Italian artillerymen on the Eastern front was legendary, often firing over open sights at the approaching enemy in an attempt to stem the Red Tide.

Cost: 75 pts (Regular), 90 pts (Veteran).Team: 4 menWeapons: 1 medium howitzer.Special Rules: • Gun shield• Team weapon• Fixed• Howitzer• HE 2D6

ANTI-TANk gUNS47/32 ELEFANTINO The 47/32 was a licensed Austrian light artillery piece that primarily served in an anti-tank role. When firing HEAT rounds, the 47/32 was an effective AT platform in the earlier stages of the war. With a low silhouette (made even lower by the removal of its wheels - a common practice) and relative high mobility, the Elefantino proved itself in battle time and again. The same weapon equipped the main gun of the Italian mainstay tank, the M14/41, and the 47/32 self-propelled gun.

Cost: 36 pts (Inexperienced), 45 pts (Regular), 54 pts (Veteran).Team: 3 menWeapon: 1 light anti-tank gun.Special Rules: • Team weapon• Fixed• Extra Selection - You may take up to two 47/32 Elefantino as one

selection in each reinforced platoon

Brixia Light Mortar team

Bersaglieri Medium

Mortar team

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ARMIES OF ITALY

VEHICLESTanks and tankettesM14/41 MEDIUM TANk The Fiat M14/41 was an upgraded version of the M13/40 - both of which comprised the bulk of Italy’s combat effectiveness in its armoured divisions. By the time the tank was introduced, it was already obsolete - suffering from thin, bolted armour, and an under-strength weapon when compared to its British opponents. Although largely inadequate against British tanks, its main gun’s HE round proved highly effective against infantry and towed guns. The Italian armoured divisions were the closest units the Italians had to a modernized force, and earned several resounding successes in the earlier stages of the war in North Africa.

Cost: 108 pts (Inexperienced), 135 pts (Regular), 162 pts (Veteran)Weapons: One turret-mounted light anti-tank gun with

co-axial MMG and two hull-mounted MMGsDamage Value: 8+ (light tank)Options:• Add an additional turret mounted pintle-mounted MMG for +15 pts• Downgrade the tank to an M13/40 for -10 pts, making the tank Slow.Special Rules:• Vulnerable: because of the riveted construction, all shots to the

side and rear of the vehicle get an additional +1 penetration modifier (ie,. in total, +2 for side hits and +3 for rear hits)

• Slow (If downgraded to an M13/40).

L3/35 TANkETTEDeveloped based on the Carden Loyd tankette design of Britain, Italy’s L3 tankettes were the most numerous armoured fighting vehicles of the Italian war effort. At the war’s onset, the majority of Italy’s tank formations were equipped with L3s, and even early on the little L3 was outclassed by nearly every other armoured fighting vehicle it would square up against. The vehicle went through many modifications and adaptations over the years, and the L3/35 variant was notably upgraded to carry two 8mm machine guns instead of the single 6.5mm machine gun of previous versions. Some L3s were even refit to carry a flamethrower into battle!

Cost: 56 pts (Inexperienced), 70 pts (Regular), 84 pts (Veteran)Weapons: Two forward facing hull-mounted MMGsDamage Value: 7+ (armoured car)Options:• L3 Lf variant - may replace the hull-mounted MMGs with a

flamethrower with co-axial MMG for +30 points Special Rules: • Slow (when upgraded with a flamethrower, as the extra fuel

weighed the vehicle down considerably. Also remember that flame-throwing vehicles are more vulnerable to enemy fire, see page 51 of the rulebook

M13/40 medium tank

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ARMIES OF ITALY

ARMOURED CARSAUTOBLINDA LINCELightly armed and armoured, the Lince (Lynx) served as a reconnaissance vehicle for the Italian forces of WWII. A nearly identical copy of the British Dingo, the Lince was armed with a ball-mounted 8mm B r e d a M 3 8 machine gun, but was protected by roughly half the armour of the Dingo at its thickest point.

Cost: 52 pts (Inexperienced), 65 pts (Regular), 78 pts (Veteran)Weapons: one forward-facing MMG. Damage Value: 7+ (armoured car)Special Rules: • Recce • Open-topped

AUTOBLINDA 41 (AB41)Italy’s AB41 was the most-produced armoured car of the Italian armed forces. Production began in 1940, and the Autoblinda 41 served in several theatres; most notably in Africa, given its environmental adaptability - crews could quickly change wheel configurations to fit many surfaces, even rails! Like some German armoured cars of the day, the AB41 also featured two driving positions, allowing the vehicle to travel effectively in either direction.

Cost: 84 pts (Inexperienced), 105 pts (Regular), 126 pts (Veteran)Weapons: One turret-mounted light autocannon with co-axial MMG

and one rear facing hull-mounted MMG. Damage Value: 7+ (armoured car)Options:• Add an extra turret mounted pintle-mounted MMG for +15 pts Special Rules: • Recce (dual direction

steering)

TRANSPORTS AND TOWSDOVUNQUE 35 3-TON TRUCk Unusual in its appearance, the Dovunque 35 was a well-designed vehicle fitting the needs of the Royal Italian Army. Its cab-over-motor design and overall vehicle dimensions meant that it was quite capable off-road and in mountainous conditions. The Dovunque was the most numerous truck in the Royal Italian Army, and was responsible for transporting significant amounts of equipment and manpower throughout all theatres.

Cost: 31 pts (Inexperienced), 39 pts (Regular), 47 (Veteran)Weapons: none. Damage Value: 6+ (soft-skin)Transport: Up to 12 menTow: light howitzer; light or medium anti-tank gun; light anti-aircraft gun.Options: • Add a pintle-mounted MMG covering the forward arc for +15 pts.

Autoblinda 41

Autoblinda Lince scout car

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ARMIES OF ITALY

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ARMIES OF ITALY

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warlordgames.comospreypublishing.com

Written by: Rick Priestley

Frontispiece artwork: Peter Dennis

Artwork courtesy of Osprey Publishing

Production and Photography: Mark Owen

Miniatures painted by: Alan Mander, Gary Martin, Bruce Murray & Andrés Amián Fernández

Armies of

FRANCE

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ARMIES OF France

The French army was considered the best in Europe before the war. During the immediate pre-war period

the main Metropolitan army was brought up to strength with reservists and augmented by units from the African army. There were also numerous colonial units, of which some Senegalese regiments fought during the Battle of France. In writing up the details for these units I have not concerned myself too much with problems of supply and logistics, command, strategy or national morale – all of which compromised the effectiveness of the French army in its struggle against the invaders. Rather I have sketched out the composition of typical formations and their equipment. The best French troops and the best of their equipment were as good as – and sometimes better than – the German equivalents. Conversely the mass mobilisation of reserves from a people still haunted by the horrors of the previous war meant that a large portion of the army was under trained and poorly motivated. Many first rate troops were to be ineffectively deployed defending the Maginot Line, the fortifications on the German border that had consumed the greater part of France’s military budget for decades. Such matters need not concern us unduly – in local actions the French army was as good as any other – often winning tactical encounters only to be forced to withdraw because of lack of supplies or developments elsewhere.

On paper many French tanks were excellent fighting machines and easily a match for the German panzers that opposed them. In practice they performed woefully, and when it comes to accommodating French armour in a game of Bolt Action it’s sometimes hard to distinguish between real ‘on the ground’ capability and poor tactics.

Certainly it was poor tactics combined with a confused response to the German attack through the Ardennes that scuppered the allied cause. Fortunately, as wargamers we have clear advantages over generals of yesteryear: our tactics are superb, our supply lines inconsequential (unless you count lack of tea), and even our occasional mistakes (perish the thought) can be erased with a rematch.

So, taking the mechanical capabilities of our tanks as the benchmark, we only have to allocate suitable stats: dividing tanks into light, medium and heavy; and guns similarly. The first issue that presents itself is that many French tanks fall between two stools – often being well armoured for their day for example, but not comparably so to a late war T34 or Sherman (both medium tanks). Partly the issue comes down to pre-war design principles that would – if France had continued to fight – been addressed with later designs. As the war progressed tank builders learned that it was best to put the heavy armour at the front of the tank and reduce the thickness at the sides and rear to save weight – but pre-war tanks were often armoured to the same degree all round, making them heavy, slow, and not even especially well armoured where it counts! It’s a similar story with guns and ammunition, with the rapid development of tungsten cored, armoured piercing, and ballistic capped shells. With this in mind I have tended to rate French tanks, armour, and weapons with a degree of generosity. Armour thickness and gun capabilities often tend to fall just within the higher categories, though only just, and sometimes I have made an adjustment by introducing a special rule to represent this. No doubt with further playtesting and a little thought these rules can be further honed – but for now it is enough to get our French forces into battle.

This is a brief list that includes all of the models available from Bolt Action for the French army as well as a few more that can easily be represented, or which I thought it would be a great shame to miss out! Of course, it doesn’t include every type of tank or every kind of armoured car – that will all be covered in the forthcoming supplement when it finally forthcomes. I have also not included stats for trucks, as these are standard anyway – just use the stats for trucks given in the main rulebook. The same goes if you really want to use medium or heavy artillery, as these are all entirely comparable to the standard types.

Renault R40

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INFANTRY

French Command

squad

INFANTRYHEADQUARTERS UNITSEach platoon is centred upon a core that includes a headquarters unit in the form of a First or Second Lieutenant. Other HQ units can be added to the force, including higher-ranking officers, as well as medical units and supporting observers.

OFFICERThe middle ranks of officers were almost invariably drawn from the upper-middle classes: educated in the public schools, instilled with the values of empire, and imbued with a sense of confidence, duty and resolve that is difficult to conceive of today. An officer unit consists of the man himself and can include up to two other men acting as his immediate attendants. Officers can be rated as Inexperienced, Regular or Veteran.

Cost: Second Lieutenant 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran); First Lieutenant 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran)

Captain 95pts (Inexperienced), 110pts (Regular), 125pts (Veteran)Major 135pts (Inexperienced), 150pts (Regular), 165pts (Veteran)Team: 1 officer and up to 2 further menWeapons: Pistol, submachine gun, or rifle as depicted on the modelsOptions: • The officer may be accompanied by up to 2 men at a cost of

+7pts per man (Inexperienced) +10pts per man (Regular) or +13pts per man (Veteran)

MEDICThe field medic presents the wounded soldier with his best chance of surviving serious injury and can ensure that lightly wounded soldiers are returned to fighting fitness as rapidly as possible. Junior medical staff such as stretcher-bearers can

accompany medics in the field. As non-combatants under the Geneva Convention, medics were not issued with weapons – but the practicalities of war sometimes led to medical staff carrying pistols for their personal protection. We rate them as Regular or Veteran.

Cost: Medic 23pts (Regular), 30pts (Veteran)Team: 1 medic and up to 2 further menWeapons: Pistol or none as depicted on the modelOptions: • The medic may be accompanied by up to 2 men at a cost of +10pts

per man (Regular) or +13pts per man (Veteran)

FORWARD OBSERVERForward observers are liaison officers responsible for coordinating the attack of heavy artillery batteries from behind the lines or aircraft strikes. They are likely to be accompanied by a radio operator and other immediate attendants. We rate these officers as Regular or Veteran, those of lesser ability being unlikely to find themselves in such a position. Note that the British army can include one Regular Artillery Forward Observer for free to represent the close coordination of artillery at a tactical level.

Cost: Artillery Forward Observer 100pts (Regular), 115pts (Veteran)

Air Force Forward Observer 75pts (Regular), 90pts (Veteran)Team: 1 Forward Observer and up to 2 further men.Weapons: Pistol, submachine gun, or rifle as depicted on the

models.Options:• The observer may be accompanied by up to 2 men at a cost of

+10pts per man (Regular) or +13pts per man (Veteran).

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ARMIES OF France

INFANTRY SQUADS & TEAMSINFANTRY SECTIONA French infantry section consists of twelve men including a sergeant and corporal both carrying rifles. The army was in the process of replacing its older Lebel and Berthier Modele rifles and carbines with the more modern MAS 36, but the process was far from complete at the outbreak of war and troops could carry either type. Colonial units, and units serving outside of France, would be most likely to be issued with the older kinds of weapons. The standard LMG was the Chatellerault M24/29. This was a capable machine gun that would continue in service until the 1950’s, and the Germans made use of captured examples after the fall of France. When French African troops sided with the allies in 1943 they mostly re-equipped with American weapons, but they still retained the M24/29 holding it superior to the US BAR. The machine-gunner was supported by a dedicated ammunition carrier armed with a pistol (later some were issued with SMGs), as

well as three other infantry armed with rifles and carrying additional magazines. Of the remaining squad members one was a dedicated rifle grenadier with a rifle adapted to shoot VB (Vivien and Bessières) grenades – but as grenades are considered as close quarter weapons in Bolt Action we shall treat all rifle armed infantry as the same. Cost: Regular Infantry 50pts.Composition: 1 NCO and 4 menWeapons: RiflesOptions:• Add up to 6 additional soldiers at +10pts each• Add up to 1 additional soldier armed with pistol only at +7 pts.• Extra to give pistol-armed soldier submachine gun at +6pts.• One soldier may have a light machine gun for +20 pts. Another

soldier becomes the loader (always the pistol/SMG armed soldier if present).

French infantry, 1939–40: (L–R) chef de bataillon, 92e RI; patrol member in light campaign order; chasseur à pied,. By Mike Chappell © Osprey Publishing Ltd. Taken from Men-at-Arms 315: The French Army 1939–45 (1).

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INEXPERIENCED INFANTRY SECTIONSThe French army was enormous (101 Divisions) but whilst the best of frontline troops were comparable to their adversaries the same cannot be said of those who made up the numerous reserve divisions. The ‘A’ reserve divisions were conscripted from young men and were ill prepared to face the German Blitzkrieg. The ‘B’ reserve divisions on the other hand were conscripted from older men and typically suffered from poor morale and discipline. During the German breakthrough some French troops were to flee at the mere rumour of approaching tanks. Reserve troops would be likely to be equipped with older weaponry as well as other equipment, but they were organised in the same way as regular troops.

Cost: Inexperienced Infantry 35ptsComposition: 1 NCO and 4 menWeapons: RiflesOptions:• Add up to 6 additional soldiers at +7pts each• Add up to 1 additional soldier armed with pistol only at +4 pts.• One soldier may have a light machine gun for +20 pts. Another

soldier becomes the loader (pistol armed soldier if present).

GROUPE FRANC, SES, GIA VETERAN INFANTRY SECTIONSThe best of the French infantry were the elite formations such as the Section d’Eclaireurs Skieurs (SES) of the Alpine Chasseurs and the two Groupes de l’Infanterie de l’Air” (GIA.) The latter were paratroops, but never had the opportunity to deploy as such, and in 1940 were reformed into Groupe Franc units. These were semi-autonomous platoon sized formations of volunteers operating at various levels within larger formations. Groupe Franc troops were heavily armed raiders used to infiltrate enemy positions and undertake deep reconnaissance missions. Some carried automatic weapons such as Erma-Vollmer machine pistols or satchel charges to demolish bridges and similar fixed objectives.

Cost: Veteran Infantry 65ptsComposition: 1 NCO and 4 menWeapons: RiflesOptions:• Add up to 7 additional soldiers at +13pts each• Up to 2 soldiers may have a light machine gun for +20 pts each.

For each LMG included another soldier becomes the loader (always the pistol/SMG armed soldier if present).

• The NCO and up to 3 soldiers may have a submachine gun for +3pts each.

• The entire squad may have anti-tank grenades(satchel charges) for +2pts per model

Special Rules:• Tank hunters (if anti-tank grenades taken)

FOREIGN LEGION VETERAN INFANTRY SECTIONSBritish and Commonwealth troops were generally well-trained The Foreign Legion was normally deployed in Africa, but some units were reformed in France and fought in the Norwegian campaign and during the Battle of France. The 11th Foreign Legion Infantry (REI) fought a valiant rearguard action that saw over 2,000 of 3,000 men lost in action – despite the fact that its core of veteran African troops had been augmented by numerous new French recruits. Other Legionary units – including a good proportion of Germans – were deployed in North Africa, Syria and Indochina where they continued to fight for the Vichy cause.

Cost: Experienced Infantry 65ptsComposition: 1 NCO and 4 menWeapons: RiflesOptions:• Add up to 7 additional soldiers at +13pts each• Add up to 1 additional soldier armed with pistol only at +10 pts• Extra to give pistol-armed soldier submachine gun at +6pts• One soldier may have a light machine gun for +20pts.

Another soldier becomes the loaderSpecial Rules:• Stubborn. Legionnaires don’t give in easily! Veteran Legionnaires

count as stubborn. If forced to check their morale when reduced to half strength then they always test on their full morale value ignoring any pin markers

SENEGALESE TIRAILLEURS INFANTRY SECTIONTirailleurs are native colonial troops and they mostly served in their country of origin whether French North Africa or Indochina. The notable exceptions are the five regiments of Senegalese Tirailleurs who were brought over to reinforce the army in France before the German invasion. Although called ‘Senegalese’ this term was used to describe all the troops recruited from France’s sub-Saharan colonies in east, central and western Africa. These Tirailleurs carried, in addition to the usual weapons of a French infantryman, a long machete type of blade called a coupe-coupe, which they put to good use in close combat against the Germans. These black African troops proved to be tough and determined fighters.

Cost: Regular Infantry 50 ptsComposition: 1 NCO and 4 menWeapons: RiflesOptions:• Add up to 6 additional soldiers at +10pts each• Add up to 1 additional soldier armed with pistol only at +7 pts• Extra to give pistol-armed soldier submachine gun at +6pts• One soldier may have a light machine gun for +20 pts. Another soldier

becomes the loader (always the pistol/SMG armed soldier if present).Special Rules: • Tough Fighters

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ARMIES OF France

MACHINE GUN TEAMThe Hotchkiss M1914 of WW1 vintage remained in service with the French army and was a reliable, accurate and sturdy weapon. Tens of thousands had been produced in the previous war and the cost and inconvenience of replacing it precluded doing so. Although often seen with its distinctive 24 round feed strip it could also be belt fed and was capable of firing 450 rounds a minute. A typical team consisted of a gunner, a loader and an ammunition bearer. Some colonial units were equipped with the older Saint-Etienne 1907, a complex and unreliable design, and doubtless some ended up with reserve formations in France.

Cost: 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran)Team: 3 men – firer and two loadersWeapon: 1 MMGSpecial Rules:• Team weapon• Fixed

BOYS ANTI-TANk RIFLE TEAMThe British Boys anti-tank rifle was supplied to the French army as Le Fusil Antichar Boys Mark 1. The French in turn supplied the British with 25mm Anti-tank guns. The Boys was a heavy 0.55 inch rifle that fired an armour-piercing round capable of penetrating about 20mm of armour – sufficient to deal with very light tanks and carriers. The recoil from this weapon was sufficiently fearsome for I to acquire several colourful – though sadly unprintable – nicknames.

Cost: 21pts (Inexperienced), 30pts (Regular), 39pts (Veteran)Team: 2 menWeapon: 1 anti-tank rifleSpecial Rules: • Team weapon

SNIPER TEAMThe most accurate rifle in the French armoury was the Lunette Modele 1921 bolt-action rifle. Fitted with a telescopic sight, the Lunette enabled a sniper to hit a target as distant as 1200 meters.

Cost: 50pts (Regular), 65pts (Veteran)Team: 2 – sniper and assistantWeapons: RifleSpecial Rules: • Team weapon• Sniper

LIGHT MORTAR TEAMFrench forces were armed with the 60mm Brandt Mle 1935 mortar, an excellent weapon the design of which was used as the basis for the US 60mm M2 mortar. It had better range and fired a heavier projectile than the German or British equivalent mortars, but was correspondingly heavier and required a larger crew.

Cost: 28 pts (Inexperienced), 40 pts (Regular), 52 pts (Veteran).Team: 3 menWeapon: 1 light mortarSpecial Rules: • Team weapon• Indirect fire• HE (D3)

Hotchkiss MMG team

French Infantry section

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MEDIUM MORTAR TEAMThe 81mm Brandt mle 27/31 mortar was used to provide support from ranges of up to 3000 yards. It was an effective weapon and the design was widely copied, providing the basis for many of the medium calibre mortars of other nations.

Cost: 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran)Team: 3 menWeapon: 1 medium mortarOptions: • May add Spotter for +10 pointsSpecial Rules: • Team weapon• Fixed• Indirect fire• HE (D6)

ANTI-TANk GUNS25MM HOTCHkISS ANTI-TANk GUNThe 25mm Hotchkiss was the standard anti-tank gun of the French army. It was also used by the British (BEF) and subsequently captured examples were used by the Germans; some found their way into the hands of the Italians. It was widely exported prior to the war.

Cost: 40 pts (Inexperienced), 50 pts (Regular), 60 pts (Veteran).Crew: 3 menWeapon: 1 light anti-tank gunSpecial Rules: • Gun shield• Team weapon• Fixed

47MM APX ANTI-TANk GUNThe 47mm APX was introduced before the war to replace the 75mm field gun in the anti-tank role. It was still relatively rare at the time of the Battle of France.

Cost: 60 pts (Inexperienced), 75 pts (Regular), 90 pts (Veteran).Crew: 3 menWeapon: 1 medium anti-tank gunSpecial Rules: • Gun shield• Team weapon• Fixed

FIELD ARTILLERY75MM MODEL 1897 FIELD GUNThis vintage field gun was the first modern artillery gun of its type and was widely adopted by other nations and copied. By WW2 it was an old campaigner but still served as the standard field gun in the French Army.

Cost: 40 pts (Inexperienced), 50 pts (Regular), 60 pts (Veteran).

Team: 3 menWeapons: 1 light howitzerSpecial Rules:• Gun Shield• Team weapon• Fixed• Howitzer• HE D6

Brandt 81mm Mortar team

75mm mle. 1897 field gun

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ARMIES OF France

VEHICLESTanksCHAR B1 BISThe Char B1 was conceived in the 1920’s as a heavy infantry support tank of the kind seen in the First World War. It was considered ‘heavy’ in its day, and weighed in at 28 metric tonnes with armour of 40mm (Char B1), and 31 tonnes with up to 60mm of armour (Char B1 bis). In our game it fits into the same medium tank category as later tanks such as the Sherman in terms of its armoured protection. Of course, this thickness of armour was considerable in its day, when German forces were lucky to be armed with 37mm anti-tank guns. The sides and rear of the tank were equally heavily armoured. The Char B1 bis used the same tiny APX-1 one-man turret as the Char D2 and Somua 35. This meant the commander was overworked as in those machines, directing the tank as well as loading and firing the turret mounted gun. The Char B1 bis also had the same excellent high-velocity 47mm anti-tank gun as the Somua (the SA35). Earlier tanks had a lower velocity weapon of the same calibre – but these were uprated in the spring of 1940 to the superior SA35. When it was first designed the main weapon of the Char B1 was intended to be the

howitzer mounted in the bow – a 75mm cannon. This was practically fixed in place and was aimed by the driver pivoting the vehicle upon its tracks.

Principle Service: 1939-1940Manufactured: about 400Cost: 192 pts (Inexperienced), 240 pts (Regular), 288 pts (Veteran)Weapons: one turret-mounted medium anti-tank gun with coaxial

MMG, one forward-facing hull mounted light howitzer, and one forward facing hull MMG

Damage Value: 9+ (medium tank)Special Rules: • One-man turret. Combining the roles of commander, gunner and

loader into together and squeezing the man responsible into a tiny one-man turret means it’s hard to do different things at once! To represent this it is always necessary to make an order test when issuing an Advance order, even if the tank is not pinned

• Armoured all round: The Char B1 was almost as heavily armoured at the sides and rear as at the front – so no modifiers apply for penetration when shooting at the sides, rear or from above. All shots count the full armour value.

• Slow.

Char B1 bis, by Richard Chasemore © Osprey Publishing Ltd. Taken from Duel 33: Panzer IV vs Char B1 bis.

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Vehicles

RENAULT R35 AND R40The Renault R35 was a light two-man tank designed in the 1930’s and built from 1936 onwards. It was the most numerous modern tank in the French army with over 1500 made. For a supposedly ‘light’ tank it was relatively heavily armoured and consequently also rather slow at about 12 mph. Its main armament was an ineffectual low-velocity 37mm gun of WW1 vintage gun. This was the Puteaux SA18, the same as the weapon mounted onto a Renault FT during the First World War and intended to be used against entrenched troops and machine-gun nests. It was capable of piercing only about 12mm of armour at best. This antique gun was eventually upgraded to a longer barrelled high-velocity weapon of the same calibre – the SA 38 – and the improved tank was generally known as the R40. The R40 also featured a better suspension system and a radio – but it was all too late and only 145 of this improved version were built. Upgrading existing R35s with the better gun was underway when France surrendered. With armour up to 40mm thick and well armoured even to its sides and rear, this ‘light’ tank is sufficiently protected to count as a medium tank in our game. However, its main armament is a real peashooter – so we’ll have to create an intermediate category of weapon just to represent it! Principle Service: 1939-1940. Manufactured: 1540 R35s and 145 R40s.

Cost: 124 pts (Inexperienced), 155 pts (Regular), 196 pts (Veteran)Weapons: one turret-mounted low-velocity light anti-tank gun

and one forward-facing hull MMGDamage Value: 9+ (medium tank)Options: • Upgrade the low-velocity light anti-tank gun to light anti-tank gun

(SA 38) to represent the R40 or up-rated R35 for +10 pointsSpecial Rules: • One-man turret. Combining the roles of commander, gunner and

loader into together and squeezing the man responsible into a tiny one-man turret means it’s hard to do different things at once! To represent this it is always necessary to make an order test when issuing an Advance order, even if the tank is not pinned.

• Armoured all round – the R35 was almost as heavily armoured at the sides and rear as at the front – so no modifiers apply for penetration when shooting at the sides, rear or from above. All shots count the full armour value.

• Low velocity light anti-tank gun. The R35’s puny weapon counts as a light anti-tank gun but with an armour penetration rating of +3 instead of the usual +4.

• Slow.

CHAR D1The Char D1 was conceived in the 1920s as the Renault NC and built from 1930-32. It was originally intended as a light, infantry support tank, but in reality it formed France’s main combat tank of the mid 1930s. It was relatively well armoured and carried a low-velocity 47mm gun – the SA34 – together with a co-axial machine gun. For a small tank it was heavy and slow. It also proved mechanically unreliable and it’s all-to-obvious deficiencies quickly led to the development of a number of replacement light tanks including the Char D2, Hotchkiss H35, Renault R35, and FCM 36. In 1937 the Char D1 was removed from front-line service and placed in reserve or sent to North Africa. During the battle of France some of these tanks were repatriated and fought against the German panzers. Some Char D1s in North Africa survived long enough to rejoin the allies against the Germans – but only momentarily before French units re-equipped with modern allied tanks

Principle Service: 1939-1940Manufactured: 160Cost: 120 pts (Inexperienced), 150 pts (Regular), 180 pts (Veteran)Weapons: one turret-mounted light anti-tank gun with coaxial MMG

and one forward facing hull mounted MMGDamage Value: 8+ (light tank)Special Rules: • One-man turret. Combining the roles of commander, gunner and loader

into together and squeezing the man responsible into a tiny one-man turret means it’s hard to do different things at once! To represent this it is always necessary to make an order test when issuing an Advance order, even if the tank is not pinned

• The D1’s frontal armour of 40mm is considerable for a light tank and is rated at +1 giving it the same frontal armour as a medium tank (9+).

• Slow.

Renault R35

Char D1

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ARMIES OF France

CHAR 2CThe Char 2C was probably the most extraordinary tank fielded by any army in WW2. It was really a survivor of the First World War conceived on the battlefields of the Western Front. An anticipated 300 were to have taken part in the planned 1919 offensive, but in the end only ten were built in 1921 after the war’s end. It was the largest tank ever to see service at 33 feet 8 inches long (even without the optional tail skid) 9 feet 10 inches wide, and 13 feet 5 inches high. It weighed a monstrous 69 metric tonnes, which also makes it one of the heaviest tanks of all time. It had two 250 bhp engines – one for each track – and was operated by a crew of 12. With a maximum speed of under 10mph it was also very slow by the standards of WW2 tanks. Speed was perhaps not paramount in the minds of its creators. Although often described as a ‘super-heavy tank’ its armour was not especially thick – 45mm at the front and about half that at the sides – which just about makes it into the ‘medium tank’ bracket in terms of our game. Interestingly, at the end of 1939 one of the tanks was up-armoured to 90mm at the front and 65mm at the sides. This was ‘ Lorraine’ the Company Commander’s vehicle – and one can only imagine what the extra weight (75 tonnes in all) did to the tank’s already sluggish performance! The Char 2Cs principle armament is a 75mm field gun in the main turret, and four machine guns: one mounted in its own turret at the rear of the tank, and three ball mounts covering the front and left and right sides. Sadly these venerable survivors of an elder age never made it into combat. They were all destroyed whilst boarded onto railway carriages awaiting transport away from the fighting

zone. Some books maintain the tanks were destroyed by Luftwaffe dive-bombers. This is based on a claim made by the Germans at the time, but in reality the Char 2Cs were destroyed by their crews rather than let them fall in enemy hands. Either way their destruction brought an ignominious close to an extraordinary chapter in the history of tank evolution. Principle Service: 1939-1940. Manufactured: 10.

Cost: 160 pts (Inexperienced), 200 pts (Regular), 240 pts (Veteran)Weapons: one turret-mounted light howitzer covering the front and

side arcs, one turret mounted MMG covering the rear and side arcs, one forward facing MMG covering the front arc, one MMG covering the front and left side arc, and one MMG covering the front and right side arc

Damage Value: 9+ (medium tank)Options: • Company Commander’s vehicle can be up-armoured to Damage

Value 10+ (heavy tank) and given the ‘Command Vehicle’ rule at a cost of +105 points.

Special Rules: • Slow.

Char 2C

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SOMUA S35

SOMUA S35On paper the Somua S35 was one of the most impressive tanks in service with any army at the start of the war. With cast armour around 35mm thick and a sloping front that presented an effective thickness of over 50mm it was far better protected than the contemporary Panzer III. Its cast turret was favoured with 55mm of armour to the front. It was also small making a difficult target but affording room for only a single occupant. As a consequence the commander not only had to direct his vehicle but also load and aim the S35’s gun. To top it all, the turret cupola had no hatchway on top, obliging the commander to direct operations from inside the turret once in action. This is often cited as one of the main deficiencies of the S35, and it was a drawback shared with other French tanks such as the Char B1(which used the same turret). On the plus side the tank’s main armament, the SA 35 high-velocity 47mm gun – was harder hitting than the lighter 37mm guns carried by German panzers. During the biggest tank battle of the early war – the Battle of Hannut – French S35s proved superior to their German counterparts whose 20mm and 37mm guns were unable to penetrate the S35’s heavier armour. However, a series of poor tactical decisions allowed the Germans to out manoeuvre the French forces, which failed to concentrate their available armour or coordinate attacks effectively.

S35s were used during the defence of France and some continued to serve Vichy forces after the armistice. When the Vichy forces in Africa sided with the allies, S35s were briefly used against German and Italian forces in Tunisia before re-equipping with US built tanks. Some S35s fell into the hands of the Germans. Together with other French vehicles, these made up a Panzer battalion during the invasion of Russia in 1941. Others were used against partisans in Yugoslavia. S35s in German service had the cupola removed and replaced with a hatchway for the commander. Over 400 vehicles were manufactured in all. Principle Service: 1939-1940. Manufactured: 430.

Cost: 144 pts (Inexperienced), 180 pts (Regular), 216 pts (Veteran)Weapons: one turret-mounted medium anti-tank gun with

coaxial MMGDamage Value: 9+ (medium tank)Special Rules: • One-man turret. Combining the roles of commander, gunner and

loader into together and squeezing the man responsible into a tiny one-man turret means it’s hard to do different things at once! To represent this it is always necessary to make an order test when issuing an Advance order, even if the tank is not pinned.

• Vulnerable spot. The two-part construction of the frontal armour was the only major weak spot in the Somua’s armour – and for that reason any superficial damage result against the front armour counts as a full penetration instead. This means roll a D6 on the Damage Result table without the usual –3 deduction

RENAULT FTThe Renault FT was a revolutionary design when it was introduced in the last year of the First World War. It was the first tank to carry its main armament in a rotating turret, and the first to feature what was to become the standard layout of rear-mounted engine with turret at the front. Over three and a half thousand were built and they were exported throughout the world. By the start of WW2 the Renault FT was long obsolete, but it still equipped eight battalions of the French army as well as three independent companies (534 tanks in all). During WW1 tanks had carried either a machine gun or SA18 cannon, but by WW2 they were all equipped with machine guns. It was only in a last desperate attempt to halt the German Panzers that these old warhorses were committed to battle at all, and one can only admire the sang-froid of the men inside. The tiny six-ton Renault with its two-man crew and armament of a single machine gun was plainly no match for a modern tank. With a top speed of just over 4 mph it was not exactly nimble either! Principle Service: 1917-1940. Manufactured: 3694.

Cost: 48 pts (Inexperienced), 60 pts (Regular), 72 pts (Veteran)Weapons: one turret-mounted MMGDamage Value: 8+ (light tank)Special Rules: • One-man turret. Combining the roles of commander, gunner and

loader into together and squeezing the man responsible into a tiny one-man turret means it’s hard to do different things at once! To represent this it is always necessary to make an order test when issuing an Advance order, even if the tank is not pinned

• Slow… Pitifully Slow! The Renault FT is a Slow tank as defined by the rules, and in addition we do not allow it to make a double-speed Run move at all. It can still be given a Run order (thereby avoiding the ‘one-man turret’ rule) but moves at its basic speed only

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ARMIES OF France

ARMOURED CARSAMC SCHNEIDER P16 HALF TRACkThe Automitrailleuse de Combat P16 was an armoured half-track developed in the 1920’s for France’s cavalry regiments – essentially light reconnaissance units. With a maximum armour

thickness of a mere 11mm it was able to withstand small-arms fire. It was armed with a 37mm gun and co-axial machine gun in an armoured turret. The tiny AMC’s most notable feature is the ability to be driven from either end – enabling it to execute a rapid reverse out of trouble! They were in process of being phased out at the time of the German invasion – being pretty much mechanically worn out after years of use. After the fall of France some continued in service in North Africa. Principle Service: 1939-1940. Manufactured: 100.

Cost: 100 pts (Inexperienced), 125 pts (Regular), 150 pts (Veteran)Weapons: one turret-mounted light anti-tank gun with co-axial MMG Damage Value: 7+ (armoured carrier)Options: • Company Commander’s vehicle can be up-armoured to Damage

Value 10+ (heavy tank) and given the ‘Command Vehicle’ rule at a cost of +105 points.

Special Rules:• Recce (dual direction steering)

AMC Schneider P16 half-track

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warlordgames.comospreypublishing.com

Frontispiece artwork: Peter Dennis

Artwork courtesy of Osprey Publishing

Production and Photography: Mark Owen

Miniatures painted by: Bruce Murray & Andrés Amián Fernández

Armies of

IMPERIAL JAPAN

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ARMIES OF Imperial Japan

Type 97 medium tank, Saipan, 1944, by Peter Bull © Osprey Publishing Ltd. Taken from New Vanguard 137: Japanese Tanks 1939–45.

This list is based upon the most common troops and equipment available to the Imperial Japanese Army

and Navy forces throughout the war in Asia and the Pacific. It is a free-to-download temporary list, which will allow players to field an Imperial Japanese force until the release of the Armies of Imperial Japan supplement book.

Just like the four army lists included in the Bolt Action rulebook, this list is intended for use with the Force Selection rules and the generic Reinforced Platoon presented on page 124 of the Bolt Action rulebook.

ARMY SPECIAL RULESDEATH BEFORE DISHONOURMany Japanese Soldiers and Officers believed that a display of will through personal sacrifice would win the war for Japan. An appropriate offer in blood would at least ensure a spiritual victory.

Every unit in this list has the Fanatics special rule, as described on page 70 of the Bolt Action rulebook. In addition, infantry and artillery units automatically pass

morale checks for being assaulted by enemy tanks (note that artillery pieces are still destroyed as normal).

BANZAI CHARGEJapanese forces used massed, frenzied charges often with the cry “Banzai!” These charges were sometimes effective, but more often simply a waste of good men.

If a Japanese infantry unit is ordered to Run towards (or Charge) the closest visible enemy, any Order test for that move is automatically passed, as if the unit had rolled a double one.

All models in the unit must then be moved directly towards one of the models in the target unit, and must make contact with the target unit if possible.

Note that a unit can be ordered to Run/Charge in another direction, but in that case it will follow the normal rules and the Banzai Charge rule has no effect.

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ARMIES OF Imperial Japan

INFANTRYHEADQUARTERS UNITSOFFICERImperial Japanese officers were capable and often experienced leaders that could have a very dramatic effect on their soldiers. An officer unit consists of the man himself and can include up to two other soldiers acting as his immediate attendants. Because of the high quality of the majority of Japanese officers we rate them as regular or veteran.

Cost: Rikugun Shoi (Second Lt.): 50pts (regular), 65pts (veteran) Rikugun Chui (First Lt.): 75pts (regular), 90pts (veteran) Rikugun Taii (Captain): 110pts (regular), 125pts (veteran) Rikugun Shosa (Major): 150pts (regular), 165pts (veteran)

Team: 1 officer and up to 2 further men.Weapons: Pistol, submachine gun or rifle as depicted on the models.

In addition, if the officer model has a sword, he has the Tough Fighter special rule (see page 70 of the Bolt Action rulebook).

Options: The officer may be accompanied by up to 2 men at a cost of +10 pts per man (regular) or +13 pts per man (veteran).

MEDICThe field medic presents the wounded soldier with his best chance of surviving serious injury and can ensure that lightly wounded soldiers are returned to fighting fitness as rapidly as possible. Junior medical staff such as stretcher-bearers can accompany medics in the field. As non-combatants, medics often did not carry weapons – but the practicalities of war

sometimes led to medical staff carrying pistols for their personal protection. We rate them as Regular or Veteran.

Cost: Medic 23 pts (regular), 30 pts (veteran)Team: 1 medic and up to 2 further men.Weapons: Pistol or none as depicted on the model.Options: The medic may be accompanied by up to 2 men at a cost of

+10 pts per man (regular) or +13 pts per man (veteran).

FORWARD OBSERVERForward observers are liaison officers responsible for coordinating the attack of heavy artillery batteries from behind the lines or aircraft strikes. They are likely to be accompanied by a radio operator and other immediate attendants. We rate these officers as regular or veteran, those of lesser ability being unlikely to find themselves in such an important position.

Cost: Artillery Forward Observer: 100pts (regular), 115 pts (veteran)Air Force Forward Observer: 75 pts (regular), 90 pts (veteran)Team: 1 Forward Observer and up to 2 further men.Weapons: Pistol, submachine gun, rifle, or assault rifle as depicted

on the models.Options: The observer may be accompanied by up to 2 men at a cost

of +10 pts per man (regular) or +13 pts per man (veteran).

Radio Operator

Jungle Fighters Squad

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Infantry in Burma, 1942 (L–R): corporal; private 2nd class; lieutenant, by Stephen Andrew © Osprey Publishing Ltd. Taken from Men-at-Arms 362: The Japanese Army 1931–45 (1).

INFANTRY SQUADS & TEAMSIJA INFANTRY SQUADThe Imperial Japanese Army (IJA) formed the largest component of the Imperial Japanese forces and provided the bulk of the manpower. IJA infantry squads normally numbered 13 to 15 men: a NCO (usually a Corporal or Go-Cho) armed with a rifle or (rarely) a SMG, a man armed with a Type 96 LMG and the rest armed with Asikara Type 38 or Type 39 rifles.

Cost: Regular Infantry 70 pts.Composition: 1 NCO and 6 men.Weapons: RiflesOptions:

Add up to 8 additional men with rifles at +10 pts each.The NCO can have a submachine gun instead of a rifle for +3 pts.Up to 1 man can have a light machine gun for +20 pts – another man becomes the loader.The entire squad may be mounted on bicycles for +1 pt per man.The squad can be given anti-tank grenades for +2 pts per man.

Special Rules:Tank hunters (if anti-tank grenades taken).Bicycles: Bicycle-mounted infantry follow the same rules as infantry, except when moving entirely on a road, in which case they double their Run move to 24” (this move cannot be used to assault). In addition, the first time they receive any order other than Run, or if they receive a pinning marker, they dismount and abandon their bicycles for the rest of the game – replace the models with models on foot.

IJA VETERAN INFANTRY SQUADThe Japanese army had been engaged in almost constant warfare from 1931. Many officers and men had direct experience of combat prior to 1941. Even replacements and new recruits would find themselves amongst experienced men who could share their hard-won combat skills.

Cost: Veteran Infantry 91 pts.Composition: 1 NCO and 6 men.Weapons: RiflesOptions:

Add up to 8 additional men with rifles at +13 pts each. The NCO can have a submachine gun instead of a rifle for +3 pts.Up to 1 man can have a light machine gun for +20 pts – another man becomes the loader.The entire squad may be mounted upon bicycles for +1 pt per man.The squad can be given anti-tank grenades for +2 pts per man.

Special Rules:Tank hunters (if anti-tank grenades taken).

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SNIPER TEAMThe Jungles of south Asia provided plenty of opportunity for snipers to make their mark, and the Japanese sniper was well placed with the Type 97 Sniper Rifle with telescopic sight.

Cost: 50 pts (Regular), 65 pts (Veteran)Team: 2Weapons: sniper has a rifle and a pistol, spotter has a pistolSpecial Rules:

Team weaponSniper

LIGHT MORTAR TEAMThe Japanese developed a range of grenades that could, by means of separate adapters, be fired from rifles or the Type 10 and Type 89 Grenade Launchers. These lightweight weapons were effectively light mortars of 50mm calibre, and the Japanese made great use of them for close range support.

Cost: 24 pts (Inexperienced), 35 pts (Regular), 46 pts (Veteran).Team: 2 menWeapon: 1 light mortar.Special Rules:

Team weaponIndirect fireHE (D3)

MEDIUM MORTAR TEAMThe standard medium mortar of the Japanese forces was the 81mm Type 97 which entered service in 1937. It was a relatively heavy and stable weapons platform, which the Japanese used to great effect to support their infantry.

Cost: 35 pts (Inexperienced), 50 pts (Regular), 65 pts (Veteran).Team: 3 menWeapon: 1 medium mortar.Options:

May add a spotter for +10 ptsSpecial Rules:

Team weaponFixedIndirect fireHE (D6)

MEDIUM MACHINE GUN TEAMThe standard Japanese medium machine gun of World War Two was the 7.7mm calibre Type 92 introduced in 1932.

Cost: 35 pts (Inexperienced), 50 pts (Regular), 65 pts (Veteran).Team: 3 men Weapon: 1 MMGSpecial Rules:

Team weaponFixed

Type 97 81mm mortar team

Japanese Snipers

Light Mortar team

IJA Infantry Squad

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ARTILLERYINFANTRY GUNS AND HOWITZERSTYPE 92 70MM INFANTRY GUN The Type 92 Infantry Gun was a tiny weapon with a short barrel and split carriage that made it ideal as a lightweight support

weapon that could be pulled by a horse or mule. It saw service on all fronts

and throughout the war.

Cost: 32 pts (Inexperienced), 40 pts (Regular), 48 pts (Veteran).Team: 3 menWeapons: 1 light howitzer.Special Rules:

Gun shield.Team weaponFixedHowitzerLight shell – due to the small amount of explosive in its light-weight ammunition, this light howitzer has a rating of HE (D3) rather than the normal (D6).

Troops of the 2nd Maizuru SNLF landing at Wake Island, by Peter Dennis © Osprey Publishing Ltd. Taken from Campaign 144: Wake Island 1941.

Type 92 70mm Infantry gun

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Infantry, 1942–43 (L–R): superior private, New Guinea; private 2nd class, Solomon Islands; sniper, Guadalcanal, by Stephen Andrew © Osprey Publishing Ltd. Taken from Men-at-Arms 369: The Japanese Army 1931–45 (2).

ANTI-AIRCRAFT GUNSTYPE 98 20MM AA GUNThe type 98 was the most common automatic anti-aircraft cannon used by the Japanese in World War Two. Cost: 36 pts (Inexperienced), 45 pts (Regular), 54 pts (Veteran).Team: 3 men Weapon: 1 Light Automatic cannonSpecial Rules:

Team weaponFixedFlak

ANTI-TANK GUNSTYPE 94 37MM ANTI-TANK GUN The Type 94 light anti-tank gun was introduced in 1936 and was known to the Japanese as an ‘infantry rapid fire gun’. It was capable of firing both HE and AT shells.

Cost: 40 pts (Inexperienced), 50 pts (Regular), 60 pts (Veteran).Weapon: light anti-tank gun.Crew: 3 menSpecial Rules:

Team weaponFixedGun shield

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VEHICLESASSAULT GUNS AND TANK DESTROYERSTYPE 1 HO-NI TANK DESTROYER The Ho-Ni was based on the chassis of the Chi-Ha and mounted a 75mm gun. Although the superstructure was armoured to the front and sides the fighting compartment was open at the top and rear – making the crew vulnerable to attack.

Cost: 96 pts (Inexperienced), 120 pts (Regular)Weapons: one forward facing medium anti-tank gunDamage Value: 7+ (armoured carrier)Special Rules:

Open topped Versatile: The 75mm gun can also fire as a light howitzer.

TANKSTYPE 95 HA-GO LIGHT TANKThe tiny 7.5 ton Ha-Go was the most numerous armoured vehicle produced by Japan in World war Two.

Cost: 72 pts (Inexperienced), 90 pts (Regular), 108 pts (Veteran)Weapons: one turret-mounted light anti-tank gun, one turret mounted

rear-facing MMG, and one forward facing hull-mounted MMG.Damage Value: 7+ (armoured carrier)Special Rules:

One-man turret. Combining the roles of commander, gunner and loader together and squeezing the man responsible into a one-man turret means it’s hard to do different things at once! To represent this it is always necessary to take an order test when issuing an Advance order, even if the tank is not pinned. In addition, you can fire either the main gun or the rear-mounted machine gun, but not both in the same turn.Low velocity light anti-tank gun. The Ha-Go main weapon counts as a light anti-tank gun, but with an armour penetration rating of +3 instead of the usual +4.

Type 95 light tank, Luzon, 1941, by Peter Bull © Osprey Publishing Ltd. Taken from New Vanguard 137: Japanese Tanks 1939–45.

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TYPE 97 CHI-HA MEDIUM TANKThe Chi-Ha of 1937 was Japan’s standard medium tank – although with a weight of only 15 tons, excellent speed and mobility, and no more than 33mm of armour on the turret with 26mm on the body of the tank, it would be considered a light tank in any other contemporary army.

Cost: 108 pts (Inexperienced), 135 pts (Regular), 162 pts (Veteran)Weapons: one turret-mounted light howitzer, one turret mounted

rear-facing MMG, and one forward facing hull-mounted MMG.Damage Value: 8+ (light tank)

TYPE 97-KAI SHINHOTO CHI-HA MEDIUM TANKIn 1942 the Chi-Ha, Japan’s standard medium tank, was up-gunned with a high-velocity 47mm anti-tank gun in a new and larger turret.

Cost: 124 pts (Inexperienced), 155 pts (Regular), 186 pts (Veteran)Weapons: one turret-mounted medium anti-tank gun, one turret

mounted rear-facing MMG, and one forward facing hull-mounted MMG.

Damage Value: 8+ (light tank)

TANKETTES AND ARMOURED CARSThe Japanese used small, lightly armoured tankettes in the same scouting and reconnaissance role as armoured cars – in fact the Japanese designation for these tiny tanks literally means ‘armoured car’. Actual wheeled armoured cars were used as well – and to differentiate them in our list we use the term ‘tankette’ for fully tracked vehicles and ‘armoured car’ for wheeled vehicles.

TYPE 94 TANKETTE The Type 94 tankette, or TK, was intended to provide the infantry with a vehicle suitable for scouting, reconnaissance and communications as well as a rapid moving infantry support weapon.

Cost: 56 pts (Inexperienced), 70 (Regular), 84 pts (Veteran).Weapons: one turret-mounted MMG. Damage Value: 7+ (armoured car)Special Rules:

Recce

TRANSPORTS AND TOWSGENERAL PURPOSE TRUCKS Japanese trucks were inclined to be narrow to suit local roads and had high ground clearance to cope with uneven surfaces. Many medium sized trucks were comparable in terms of capacity and performance and are represented with the following stats.

Cost: 33 pts (Inexperienced), 41 pts (Regular), 49 pts (Veteran).Weapons: none. Damage Value: 6+ (soft-skin)Transport: Up to 13 menTow: light howitzer; light or medium anti-tank gun; light anti-aircraft

gun.Options:

May have a pintle-mounted MMG covering the forward arc for +15 pts.

ShinHoTo Chi-Ha

Chi-Ha