"This is not the end, it is not even the beginning of the end. But it is, perhaps, the end of the beginning." Winston Churchill, 10th November 1942

If the years 1939 to 1942 had been the years of Blitzkrieg, with German arms triumphant on all fronts, the dawning of 1943 saw the first signs of weakness in the armour of the Third Reich.

In November of 1942 a British and Commonwealth force had inflicted a major defeat on the joint German and Italian forces at El Alamein obliging them to withdraw a thousand miles to Tunisia, abandoning entirely the Italian colony of Libya. In Stalingrad the German Sixth Army was surrounded and on the point of surrender. Across occupied Europe the first beams of the sunlight of liberation could be seen to shine through what had previously been a dark sky.

Before Stalingrad had considered herself to be the superior to the Soviets in every sense; socially, politically, racially, and militarily. The reverses of the winter of 1941 could, with the spring thaw and the successful summer drive into the Caucasus and to the Volga, be glossed over as the effects of winter rather than a coherent and effective Soviet resistance. This was now to change.

In Germany these reversals brought the realisation that the possibility of defeat was real, and brought an immediate response from Reichsminister for propaganda Josef Goebbels. “Now, people rise up, and let the storm break loose!” was his cry at the Berlin Sportpalast, as he exhorted the German people to make greater sacrifices for the war effort. It was no hollow promise, for Stalingrad was a turning point from where there could be no return, a fact which the failure of the Kursk offensive served only to confirm. From now on Germany and her dwindling band of allies stood with their backs to the wall, involved in a battle for survival against foes on all sides.

July 1943 saw the invasion of Sicily. In Rome Mussolini was conspired against by members of the Grand Fascist Council, and even his own son‐in‐law. Hitler was unsure where the Allies would go next, , Italy or Sardinia and Corsica in preparation for landing in the south of .

For the Allies 1943 saw them reach a critical juncture, and were equally unsure, or at least divided, on what their next more should be. Roosevelt was in favour of landings in Northern Europe, working on the simple principle that the shortest way to Berlin was a straight line from the British Isles, and that should be done with maximum force brought to bear at the critical point. Churchill, on the other hand, was keen to chip away at the edges of German controlled territory, applying pressure wherever possible, thereby tying down German troops vitally needed in Russia.

TooFatLardies 2 Battle for Liberation What emerged was an uncomfortable compromise whereby the British saw their plans to attack Italy approved, but with very limited resources. The campaign that followed spanned two years, and saw the Allies, generally outnumbered, tie down ever increasing numbers of German Divisions but still succeed in pushing their enemy back from the toe of the Italian boot to the Swiss border.

There could, however, be no avoiding the fact that if Germany was to be defeated then an invasion of Fortress Europe must take place. Stalin had long been calling for the opening of the “Second Front”, and Roosevelt was equally convinced that this was the way to bring the war to an end in the shortest possible time. Churchill was less convinced, but never slow to take the war to the enemy wherever he may be found, he fell in line.

The Invasion of Normandy on D‐Day in June 1944 was to lead to a hard and desperate struggle in Normandy which was seen by the Germans as the ultimate battle for the survival of the Reich. Were they able to throw the invaders into the sea then their belief was that the Eastern Front could be held by reverting to the trench warfare and defence in depth of the Great War.

The ferocity of fighting in Normandy shocked even those veterans of the Eastern Front, and it took a protracted campaign with horrific loses on both sides before the defences were finally breached and the hell‐for‐leather drive towards the froontier of the Reich, the West Wall, began. This seemingly unstoppable advance was to end in heroic fashion with Allied airborne forces attempting to take the Rhine bridge at Arnhem in what could have spelt an early end for Germany.

Instead the Germans stunned the Allies by launching Wacht am Rhine, resulting in what is commonly known as the Battle of the Bulge ‐ the final gamble designed to divide the Allies and save the Reich. This was indeed a notable comment on the inevitability of the German defeat, that the German army was reduced to such risky ventures that, in reality, had no chance of success. It was though typical of the tough battles inside Germany itself that took place in 1945 as a nation imploded as resources simply ran out.

This supplement is designed to allow you to refight the battles of 1943 to 1945 in Western Europe, from the invasion of Sicily to the fight through the heart of Germany itself. The forces listed within present a far wider range of options than previous embodiments of the rules, with far more options for armoured forces than before.

The lists have been compiled using a broad range of sources but, as with all such projects, can only represent a snap‐shot of some of the forces that were involved in the conflict. Organisational structures changed with use and with the development of new weapons and equipment, and they were also subject to more pragmatic modification within front‐line units. Undoubtedly the gamer will find variations on themes that differ from those presented here. Good. I Ain’t Been Shot Mum is a flexible enough system to allow you to field any variations that you wish in order to represent specific units in action. What is included here may be considered a starting point for your own research. If you find that a Regimental history suggests a differing structure for a battle you wish to refight then do use that rather than the general “official” variations here within.

TooFatLardies 3 Battle for Liberation

2 Introduction 56 German Forces 3 Contents 57 Grenadier Kompanie 5 Using this Handbook 59 Volksgrenadier Kompanie 6 British & Commonwealth Forces 61 Panzer Kompanie 62 Panzer Grenadier Gepanzerte 6 The Rifle Company Kompanie 11 The Reconnaissance Squadron 12 The Brigade Squadron 63 Panzer Grenadier Kompanie 14 The Armoured Division 64 Aufklarungs Kompanie 17 The Motor Company 65 Panzerspah Kompanie 19 The Parachute Company 66 Fielding German AFVs 20 The Airlanding Company 67 Jager Kompanie 22 The Commando Assault Troop 68 Fallschirmjager Kompanie

22 79th Armoured Division 69 Volksturm Kompanie 70 Gebirgsjager Kompanie 23 Rating Your British Forces 26 British Armoury 72 Rating Your German Forces 74 German Armoury 28 British Weapon Rules 76 German Weapon Rules 31 Forces 80 Italian Forces 32 The Rifle Company 35 The Cavalry Reconnaissance Troop 81 Compagnia Fucilieri 36 The Tank Company 82 Camice Nere 38 The Armored Rifle Company 1943 83 Corpo Italiano di Liberazione 39 The Armored Rifle Company 1944 83 Compagnie Fucilieri 1944‐45 40 The Ranger Company 84 Esercito Nazional Repubblicano 41 The Parachute Rifle Company 86 “Quattro Divisione” Compagnia

42 The Glider Rifle Company 87 Partigiana “Brigata” 87 Antipartigiana Compagnia 43 Rating Your US Forces 45 United States Armory 88 Rating Your Italian Forces 90 Italian Armoury 46 US Weapon Rules 91 Italian Weapon Rules

49 French Forces

50 Compagnie de Fusiliers‐Voltigeurs 93 Death from Above 50 Compagnie d’Infanterie Portee 96 Smoke with the 2” mortar 51 Escadron de Chars 98 Supply in Airborne Operations 51 Escadron de Reconnaissance 99 Creidits 52 Commando du Choc 53 Goumiers Marocain 53 Milice Centain

54 French Forces of the Interior

54 Rating Your French Forces

TooFatLardies 4 Battle for Liberation

This section provides a brief introduction to the unit concerned

This darker shaded box is still a battalion

support option,

These boxes in a but its darker box light shading are tells is that it is the core of your likely to be company. A full located off‐table. company will field Next we have the all of these Regimental support platoons. These are less likely to be This darker shaded present than the box is either an battalion support information box, units, but they are like this one, or an still a possibility. off‐table support option. Finally we have the Divisional support Here you have platoons. Again, The battalion these are less likely support platoons. to be present

These are the most than the battalion likely supports to or Regimental be present for your support units. company. These ones are light in colour telling us that they are on‐table options. Now see top right to see the other green box.

I Ain’t Been Shot Mum is all about using our model soldiers and vehicles to refight actions based on historical events, this means that any of the support units shown can be called upon to support out basic force, be that in an infantry company, a tank squadron or a reconnaissance force. However, it is worth remembering that in general your force is much more likely to have support from Battalion than Regiment or Division. That said, for dice generate scenarios such as the ones offered in the main rules, there is no reason why you

cannot choose from any support listed for the force of your choice.

TooFatLardies 5 Battle for Liberation

So let’s look at a real example. Here I am going to use Scenario 5, Breakthrough, from the main rulebook. As the defender my force is listed as follows:

One Company HQ Two rifle platoons Two additional platoons of choice one of which may be armour.

I know from my briefing that I am expecting the enemy to attack “at any moment” and I must halt their advance, so my choice of forces will be based on that.

I am fielding a Fallschirmjäger Company so I select the HQ and two Zugs as my briefing tells me.

Next I need to choose my two other platoons. I know that I am on the defensive so I am looking to maximise my chances of holding the line. One of my choices could be armour, that would be the Assault Guns from Division, but I prefer something with a lower profile, so I select the anti‐tank gun Zug from Regiment.

I have a pretty shrewd idea that my opponent will be fielding a mixed force of infantry and armour, and I really want to break up his attack, so I am going for maximum firepower and am selecting the Zug as my second choice. I was thinking about off‐table mortars or artillery, but I am German and these have let me down far too often, so the Machine Gun Zug just feels like a more responsive option.

I must admit that I am not looking forward to the onslaught, but if I provide plenty of support for my AT guns I can keep them in action for as long as possible then I am confident that even if some of the enemy break through my position I will do sufficient damage to stop them achieving their objective.

TooFatLardies 6 Battle for Liberation

By 1943 the forces in British battledress in focussed on the liberation of Europe itself. northern Europe were a veritable , including men from the Empire and In terms of materiel the British were behind Dominions such as and the Germans in the development of battle and Colonies like and many parts of but what they lacked in quality they Africa. Across the channel those nations made up for in quantity, with their industry whose people lived under Nazi tyranny also in its fourth year of war production. In other made their contributions. Many men went areas the British were developing into self‐imposed exile in order to continue technologies that were war winning, and the their nation’s fight for freedom from ability of the Royal Artillery to provide close countries such as , , support for their infantry was second to Holland and . none

After four years of war the military situation In the second half of the war British troops was much improved. German losses on the proved to be resilient, stoic and pragmatic in Eastern Front were proving to be their approach, their leaders focussing on unsustainable and cracks were appearing in completing the job whilst attempting to the greater German Reich. In North Africa avoid casualties that the nation could no the Germans and Italians were on the verge longer afford. of defeat and the planners were now

TooFatLardies 7 Battle for Liberation

THE RIFLE COMPANY The British rifle company is the basic building block of the Infantry Divisions, being the tactical unit used in constructing most military operations. The Poor Bloody Infantry are men who face the enemy on a daily basis at the sharp end of war. Their renowned stoicism and resilience is based not on false heroics but on years of fighting experien ce and centuries of Regimental tradition.

Company Headquarters BATTALION SUPPORT PLATOONS One Big Man Level III The following platoons were available within the standard battalion structure.

Platoon One Anti‐Tank Platoon One Big Man Level II One Big Man Level II or III Three rifle sections of 8 men Six 6 pounder AT guns with 5 crew each One PIAT team, 2 crew One 2” mortar team, 2 crew Carrier Platoon Platoon HQ Platoon Two One Big Man Level III One Big Man Level II One Universal carrier Three rifle sections of 8 men Section One to Four One PIAT team, 2 crew Each carrier section was made up as follows: One 2” mortar team, 2 crew One Big Man Level I or II Platoon Three Three Universal carriers One Big Man Level II In action this could break down as follows if Three rifle sections of 8 men the crew dismounted: One PIAT team, 2 crew One PIAT team, 2 crew One 2” mortar team, 2 crew One 2” mortar team, 2 crew One rifle section of 8 men with two LMGs Company Transport Where transport was provided, the infantry Assault Pioneer Platoon company would have one jeep for the CHQ Two five man Pioneer teams and three 15cwt trucks. A Universal carrier One jeep and trailer per team. was also sometimes provided equipped with a Bren gun and a 2” mortar. Mortar Platoon One Big Man Level II Radio Net Six 3” mortars with 5 crew each. Each All British Platoons are on a radio net. mortar team has a Universal carrier for transport plus a further carrier for the Platoon commander.

TooFatLardies 8 Battle for Liberation FIELDING THE BATTALION’S

SUPPORT PLATOONS

The British infantry battalion is a well balanced unit comprising a Battalion Headquarters, a

Headquarters Company which deals with signals and administration, four infantry companies and the Support Company which is there, as the name suggests, to provide support for the infantry companies in battle. Here we look at how these function.

The Carrier Platoon The Mortar Platoon The carrier platoon is a highly mobile unit Each battalion fielded a single platoon of six with exceptional firepower and is probably mortars transported in Universal carriers the most complex unit fielded. which served as transport only. The carrier was not able to provide a firing platform for The platoon is made up of a headquarters of the weapon, so the crew would need to one carrier under the command of a dismount and set up the mortar before they Lieutenant and four sections of three could begin firing. Universal carriers each, all of which are armed with a Bren gun. Each section also has The platoon was made up of three sections, one PIAT and one 2” mortar that can add to each of two mortars, each of which had its their firepower. own ammunition supply truck and could act independently. The platoon should have a Level III Big Man commanding it and a Level I or (occasionally) Normally a mortar platoon will operate off‐ Level II Big Man commanding each section. table and be represented by a single Forward Observation Officer who is in radio The crews may dismount to fight, two four contact with the section or platoon. man crews combining to form one 8 man section which has two LMGs, whilst the other When on‐table they will have one Big Man four man crew mans the PIAT and the 2” of Level II allocated to an entire platoon or a mortar. Level I Big Man to a single section. Each weapon has a crew of five men.

The Assault Pioneer Platoon The Anti‐Tank Platoon The Assault Pioneers Platoon was made up of The 6 pounder anti‐tank gun was the two Assault and one Pioneer Section. The standard weapon allocated to the infantry latter was not a combat unit and so is ignored battalions for protection against armoured here. vehicles. Each battalion had one platoon The Assault sections were five men strong made up of six guns, each towed by a Loyd each and were equipped to deal chiefly with Carrier. the clearance of obstacles rather than get These guns were broken down into three involved in combat. We treat this as one ten sections of two guns each, and like the man section which, if undertaking clearance mortars they may be deployed in smaller of wire or mines, may operate as two five sub‐units. Each gun has a crew of five men. man teams. When on‐table they will have one Big Man No Big Men are allocated to this platoon. of Level II allocated to an entire platoon or a Their jeeps will normally be left off‐table. Level I Big Man to a single section.

TooFatLardies 9 Battle for Liberation DIVISIONAL SUPPORT UNITS In addition to the Battalion’s Support Company further assistance could be called on from the Division’s resources. A British Infantry Division would typically control several artillery regiments, an anti‐aircraft regiment, and anti‐tank regiment, a reconnaissance regiment as well as a reconnaissance force and, contrary to most other recognised systems, a machine gun battalion, although this latter was increasingly being converted to a general support battalion. These are presented here with the exception of the Reconnaissance Squadron which is shown elsewhere as a main force option. Any recce troops may be selected to support an Infantry Company.

Heavy Mortar Platoon Anti‐Tank Troop The heavy 4.2” mortars were increasingly The organisational structure and equipment found in the Machine Gun Battalions of the Divisional anti‐tank troops changed where they formed two four piece over time, with 17 pounder guns and then platoons. In normal circumstances these self‐propelled weapons being mounted in will be deployed off‐table, and represented AFVs. As a result the following options can by a single Forward Observation Officer be selected. who is in radio contact with the platoon.

Anti‐Tank Troop 1943 When deployed on‐table they are One Big Man Level II represented thus: Four 6 pounder AT guns with 5 crew each One per gun One Big Man Level II Four 4.2” mortars with 5 crew each Anti‐Tank Troop 1944 ‐ 45 One Lloyd carrier per weapon plus a 10cwt trailer with ammunition. One Big Man Level II Four 17 pounder AT guns with 5 crew each One Quad tractor per gun Artillery Troop A British infantry Division would typically Anti‐Tank Troop (SP) 1944 have three Field Regiments of Royal Artillery, each with three batteries of eight guns. The One Big Man Level II British put much emphasis on preliminary Four M10 Wolverine or Achilles Tank bombardments as the key to unlocking an destroyers enemy position, and as a result much of the work they do will be focussed on the pre‐ Machine Gun Platoon game “Stonk”. Throughout the war the British Army attached dedicated Machine Gun battalions During a game the most likely unit available to its Infantry Divisions to provide fire support to support a tabletop force would be the to its units. From 1943 onwards these began Troops of four guns, thus: to expand their weaponry to include mortars One Forward Observation Officer on‐table as well. linked to the battery by radio. Four 25 pounder Field Guns (87.6mm) One Big Man Level II Four Vickers MMGs with 5 crew each Transport was provided by Morris Transport was one traditionally one 15cwt Commercial Quad truck. If deployed on the truck per weapon but Universal carriers table the troop or battery will have no Big became increasingly common, allowing the Men. weapon to be fired from a mounted position on the central superstructure.

TooFatLardies 10 Battle for Liberation Light Anti‐Aircraft Troop ATTACHED TANK SUPPORT This unit is included for the sake of British Infantry Divisions did not have any completeness, but frankly its appearance on integral tank formations, however a number the tabletop should be limited in the of Independent tank Brigades were created extreme. in order to provide much needed muscle.

The Light Anti‐Aircraft Regiment of a British Such arrangements were by their nature Division fielded three eighteen gun batteries temporary, but tended to be relatively long of 40mm Bofors guns which were divided lasting and successful ventures. Prior to D‐ into three six gun Troops. In northern Europe Day, for example, many independent some 20mm truck mounted anti‐aircraft guns brigades trained extensively with their were used to supplement this force but were associated infantry Divisions and went on to rapidly disbanded. serve with them throughout the Normandy campaign and, beyond. Anti‐aircraft guns were not typically used by the British in an anti‐personnel or anti‐ The options here for attaching armoured vehicle role. Only in desperate Troops are not limited in any way, the player circumstances, such as containing an enemy may choose from any of the tank forces from breakthrough, were they ever deployed in the Tank Brigades of the Armoured Divisions such a role. listed between page 13 and page 16 of this Handbook. A Troop of light anti‐aircraft guns is represented thus:

Six 40mm Bofors guns Six Morris AA Tractors

No Big Men are allocated to this Troop.

Kangaroo Troop The use of tanks as armoured personnel carriers was not a new idea, the British Mark IX of the Great War had been designed to carry an entire platoon, however it is the Canadians who can take credit for reintroducing the idea in August 1944.

In an attempt to reduce casualties they converted some Priest SP Guns to carry a section of infantry. Whilst the idea was successful and was used for the remainder of the war it was not normal practice as insufficient surplus AFVs were available.

We suggest that Kangaroos are used where there is historical precedent within a scenario. One may be provided per infantry section. They operate on the platoon’s own card.

TooFatLardies 11 Battle for Liberation

THE RECONNAISSANCE SQUADRON The British Reconnaissance Squadron is the eyes and ears of the army, advancing ahead of other formations it is always the spearhead of any operation, identifying and defeating the enemy, masters of the coup de main. A Recce unit provides a fast moving exciting unit that must use guile and luck as well as its speed and firepower to achieve its objectives.

Squadron Headquarters Radio Net One Big Man Level III or IV All British recce troops are on a radio net. Humber Mark III Light Reconnaissance Car Regimental Support Platoons The following platoons were available within Assault Troop the standard battalion structure. One Big Man Level III One PIAT team, 2 crew Anti‐Tank Battery One 2” mortar team, 2 crew One Big Man Level II or III One M5 Halftrack Six 6 pounder AT guns with 5 crew each Four rifle sections of 8 men each mounted in

an M5 halftrack Prior to 1944 a 15cwt truck replaces the Mortar Troop halftrack In normal circumstances these will be deployed off‐table, and represented by a single Forward Observation Officer who is in Scout Troop One radio contact with the platoon. Recce Section One Big Man Level II One Big Man Level II Two Humber Mk IV armoured cars Six 3” mortars with 5 crew each. Each Two Humber Mk III light recce cars mortar team has a Universal carrier for

Carrier Section One transport plus a further carrier for the Troop One Big Man Level I commander. Three Universal Carriers armed with Bren guns. One PIAT team of two men. DIVISIONAL SUPPORT UNITS

Carrier Section Two As an integral part of the British Infantry Three Universal Carriers armed with Bren Division the Reconnaissance Squadron may guns. One PIAT team of two men. be allocated support from any of the assets N.B. The Humber Mk IV was replaced by the in that formation including the Infantry Daimler Armoured car during 1944/45. Company. Details of these may be found above on Pages 8 to 11.

Scout Troops Two and Three As Scout Troop One

TooFatLardies 12 Battle for Liberation

THE TANK SQUADRON

Traditionally the British Army had viewed designated tanks as either ‘Infantry’ or ‘Cruiser’ in order to reflect their role on the battlefield. Throughout the war those roles became blurred, with many tanks being seen as dual‐purpose. However, certain armoured formations were designated to specifically support the infantry; these were the Army Tank Brigades.

Despite the steady flow of equipment reaching the British Army there were still shortages which demanded pragmatic solutions at the sharp end. In a war where combined arms was increasingly the key to success there were never enough tanks to provide the Infantry Divisions with a permanently attached armoured force, and the Tank Brigades were consequently used as a transferable asset, with their Regiments able to be allocated to support infantry formations for specific offensives.

Squadron Headquarters REGIMENTAL SUPPORT UNITS One Big Man Level III The following platoons were available Four tanks within the standard Regimental structure.

Troop One Reconnaissance Troop One Big Man Level I The Reconnaissance Troop was originally Three tanks equipped with eleven Universal Carriers but during 1943 these were replaced with Troop Two Stuarts. Initially Mark III these were One Big Man Level I replaced with Mark V or Mark VI variants in Three tanks time for D‐Day.

The Troop was organised as follows:

Troop Three Troop Headquarters One Big Man Level I Big Man Level II Three tanks Two tanks

Section One Troop Four Big Man Level I One Big Man Level I Three tanks Three tanks Section Two Big Man Level I Troop Five Three tanks One Big Man Level I Three tanks Section Three Big Man Level I Three tanks Radio Net All British armoured forces are on a radio net.

TooFatLardies 13 Battle for Liberation

Squadron Headquarters The Churchill Tank

The Churchill tank underwent a number of

changes during the war, but by this stage of the conflict the most typical models were the Two Churchill tanks Mark IV with the 6pdr main gun, the Mark V

with the Close Support 95mm Howitzer and

the Mark VI with the 75mm gun. The Two Churchill Close Support tanks significantly better armoured Mark VII was most often seen in the Churchill Crocodile version. Troop One It is very likely that any squadron fielded in 1943 should include a mix of marks, with two Mark V Close Support tanks being allocated to the Squadron Headquarters.

The purpose of the ‘I’ tanks was to support Troop Two infantry, so it is most likely that the squadron, or elements of it, will be deployed in support of a Rifle Company rather than as a force in its own right.

When fielding a tank squadron in an infantry Troop Three support role we do not add the Armoured Bonus card to the Game Deck. We also use lower level Big Men than with a Squadron from an Armoured Division to reflect their

more staid approach.

Troop Four Unfortunately production of the Churchill tank could never meet the demand. On occasions Sherman tanks were used to fill depleted ranks, or, more often, Sherman equipped Brigades from the Armoured Divisions were transferred to become Troop Five temporary but integral parts of the infantry Divisions.

TooFatLardies 14 Battle for Liberation

THE ARMOURED SQUADRON The British Armoured Squadron is the cutting edge of the Armoured Division and is designed to be a miniature all‐arms force capable of delivering a punch to break through the enemy’s positions and drive on to the green fields beyond. The precise make ‐up of the Armoured Squadron will depend on what tanks it is equipped with, and what follows is an overview of the unit structure. More details on the equipment used may be found on page 15.

An Armoured Division was made up of one Armoured Brigade with three Regiments of tanks and one Motor Battalion of fully motorised infantry. An Infantry Brigade was lorry mounted. This force was supported by the Divisional Artillery which had one Regiment of towed 25 pounders, one Regiment of self ‐propelled guns such as the and one Regiment of anti‐tank guns, both towed and self‐ propelled. A Light anti‐aircraft Regiment and an Armoured Reconnaissance Regiment completed the structure.

Squadron Headquarters Divisional Support Units One Big Man Level III or IV The following platoons were available Four tanks within the standard Regimental structure.

Troop One Motor Rifle Platoon One Big Man Level II This force is available as a Company option. Four tanks See page 18.

Rifle Platoon Troop Two This force is available as a Company option. One Big Man Level II See page 8. Four tanks

Machine Gun Platoon Troop Three One Big Man Level II One Big Man Level II Four Vickers MMGs with 5 crew each. Four tanks Transport was one Universal carrier per Troop Four weapon, allowing the weapon to be fired from a mounted position on the central One Big Man Level II superstructure. Four tanks

Light Anti‐Aircraft Troop Radio Net Six 40mm Bofors guns towed by Morris AA All British armoured forces are on a radio Tractors or self‐propelled on a Morris chassis. net.

In June to early August 1944 these may be replaced by eight truck mounted quad 20mm Polsten cannon. No Big Men are allocated to this Troop.

TooFatLardies 15 Battle for Liberation Anti‐Tank Troop OTHER SUPPORT UNITS The organisational structure and equipment A British Armoured Squadron may be of the Divisional anti‐tank troops changed allocated support from just about any source. over time, with 17 pounder guns and then Armoured units were regularly paired up self‐propelled weapons being mounted in with their infantry counter‐parts, training and AFVs. As a result the following options can then fighting together in order to attempt be selected. combined arms operations.

Anti‐Tank Troop 1943 Some of the other units within Battle for Liberation that may operate with a British One Big Man Level II Armoured Squadron are as follows: Four 6 pounder AT guns with 5 crew each

One Loyd carrier per gun Infantry Company Reconnaissance Squadron Anti‐Tank Troop 1944 ‐ 45 Commando Troop One Big Man Level II Parachute and Airlanding forces Four 17 pounder AT guns with 5 crew each 79th Armoured Division One Quad tractor per gun Air Support

Anti‐Tank Troop (SP) 1944

One Big Man Level II

Four M10 Wolverine or Achilles Tank destroyers

Artillery Troop A British Armoured Division would typically have two Regiments of Royal Horse Artillery, each with three batteries of eight guns.

During a game the most likely unit available to support a tabletop force would be the Troops of four guns. In normal circumstances these will be deployed off‐ table, and represented by a single Forward Observation Officer who is in radio contact with the platoon. If deployed on the table they will be represented thus:

One Forward Observation Officer on‐table linked to the battery by radio. Four 25 pounder Field Guns (87.6mm) or Sexton Self Propelled guns.

Transport was provided by Morris Commercial Quad truck. If deployed on the table the troop or battery will have no Big Men.

TooFatLardies 16 Battle for Liberation

So, what’s in an Armoured Squadron? Essentially there are two component parts to any Squadron; the Squadron Headquarters and the Tank Troops. The Squadron Headquarters was made up of four tanks of whatever type of tank the Squadron was equipped with. For a normal tank Regiment the

Sherman was by this stage the main tank, however by D‐Day a number of armoured formations were being supplied with the Cromwell Mark IV to equip their Armoured Reconnaissance Regiments. The th 7 Armoured Division was unique in having all of its Regiments equipped with Cromwells. Our Squadron Headquarters will therefore look like one of these two options:

Four Shermans

Squadron Headquarters

One Big Man Level III or IV Four tanks Four Cromwells

Historically the armoured Troops had been three tanks strong, but recognition that the Sherman’s 75mm gun, designed primarily to be an infantry support weapon, could not compete with the better armoured German tanks meant a radical rethink. Adapting the Sherman V to take the 17 pounder gun the British were able, just prior to D‐Day, to add a Sherman VC, commonly known as the Firefly, to each platoon in the Armoured Squadrons.

Three Shermans, one Sherman VC

Troop One

One Big Man Level II Three Cromwells, one Sherman VC Four tanks

The “Firefly”

The name “Firefly” was a nickname given to the

tank by its crew. The official designation was

the Sherman VC, the “V” being the Mark of

Sherman originally converted, the “C” being the

classified designation for any AFV equipped with

the 17 pounder gun. Other British designations

were "A" for the 76 mm L/55 gun and "B" for the 105

mm M4 L/22.5 howitzer.

TooFatLardies 17 Battle for Liberation

THE MOTOR COMPANY

The British Armoured Divisions needed mobile infantry to support them in their advance and consolidate and hold the ground they captured. This task was allotted to the Motor Battalion that was part of each Armoured Division and some Independent Armoured Brigades. These units were normally from the Army’s Rifle Regiments who fulfilled the modern light infantry role at the head of the advance.

Company Headquarters Platoon Two One Big Man Level III or IV One Big Man Level II or III One Big Man Level II Three rifle sections of 8 men Two White Scout Cars One PIAT team, 2 crew One Big Man Level I One 2” mortar team, 2 crew Two 3” mortars with 5 crew each Four M5 halftracks Two Universal carriers Platoon Three Scout Platoon One Big Man Level II or III Platoon HQ Three rifle sections of 8 men One Big Man Level III One PIAT team, 2 crew White Scout Car One 2” mortar team, 2 crew Two Universal carriers armed with Bren Four M5 halftracks guns Note on Transport Scout Section One One Big Man Level I Prior to 1944 the main vehicle used by the Three Universal Carriers armed with Bren Motor companies was the 15cwt truck. If guns. One PIAT team of two men. fielding a force in Italy prior to D‐Day then all

Scout Section Two of the halftracks in the Rifle Platoons should be replaced with the 15cwt trucks. Three Universal Carriers armed with Bren guns. One PIAT team of two men. In the Company Headquarters the two

Scout Section Three White Scout Cars are replaced with one Jeep Three Universal Carriers armed with Bren and one 15cwt truck and the two Universal guns. One PIAT team of two men. carriers for the 3” mortars are also replaced with trucks.

Platoon One The Scout section carriers have a crew of One Big Man Level II or III just three and as a result may not dismount. Three rifle sections of 8 men One PIAT team, 2 crew Radio Net One 2” mortar team, 2 crew All British Motor Platoons and all Scout Four M5 halftracks sections are on a radio net.

TooFatLardies 18 Battle for Liberation BATTALION SUPPORT PLATOONS DIVISIONAL SUPPORT UNITS The following platoons were available within Any units within the Armoured Division may the standard Motor Battalion structure. support the Motor Company. See the Armoured Division Squadron and their Anti‐Tank Platoon support options on pages 15 to 16. One Big Man Level II or III One Universal carrier Four 6 pounder AT guns with 5 crew each. One Loyd carrier for each gun.

Machine Gun Platoon

One Big Man Level II

Four Vickers MMGs with 5 crew each.

Transport was one Universal carrier per weapon, allowing the weapon to be fired from a mounted position on the central superstructure.

TooFatLardies 19 Battle for Liberation

THE PARACHUTE COMPANY

The Red Devils of Britain’s Parachute Regiment need no introduction. Formed in 1941 as a reaction to successful German airborne operations during the invasion of France and the Low Countries, the Paras were quick to develop a reputation for aggression, determination and audacity.

Company Headquarters Radio Net One Big Man Level IV All British Platoons are on a radio net. One Big Man Level III

Platoon One BATTALION SUPPORT PLATOONS The following platoons were available within One Big Man Level III the Parachute battalion structure. One Big Man Level II Three rifle sections of 10 men One PIAT team, 2 crew Anti‐Tank Platoon Three 2” mortar teams, 2 crew One Big Man Level III One “spare” Bren gun Three sections each with three PIAT teams, 2 crew each. Platoon Two Two Bren teams, 2 men each One Big Man Level III One Big Man Level II Mortar Platoon Option One Three rifle sections of 10 men In normal circumstances these will be One PIAT team, 2 crew deployed off‐table, and represented by a Three 2” mortar teams, 2 crew single Forward Observation Officer who is in One “spare” Bren gun radio contact with the platoon. One Big Man Level III Platoon Three Four 3” mortars with 5 crew each.

One Big Man Level III One Big Man Level II Mortar Platoon Option Two Three rifle sections of 10 men As an alternative the Mortar platoon could One PIAT team, 2 crew field Vickers MMGs. Three 2” mortar teams, 2 crew One Big Man Level III One “spare” Bren gun Four Vickers MMGs with five crew each.

Section Armament OTHER SUPPORT PLATOONS The Parachute Sections were lavishly A Parachute Company may select any supplied with automatic weapons, and as platoons from the Air Landing Company or such are treated as having a large number of its support units as shown on pages 21 to 22. SMGs when firing at close range and in Close Where the Paras have linked up with ground Combat. The spare Bren gun may be forces they may operate with other infantry allocated to one of the rifle sections in order or armour units as the scenario dictates. to increase its firepower, as per Section 4.4 of the rules.

TooFatLardies 20 Battle for Liberation

THE AIR LANDING COMPANY

Britain’s Air Landing forces were equipped to deploy by glider to effect a coup de main or to support parachute dropped forces on major operations. The heavy British gliders allowed some surprisingly well‐equipped forces to be inserted into enemy held territory

Company Headquarters Machine Gun Platoon One Big Man Level III One Big Man Level IV Four Vickers MMGs with 5 crew each. Four Jeeps. Platoon One One Big Man Level III Mortar Platoon Three rifle sections of 7 men In normal circumstances these will be One PIAT team, 2 crew deployed off‐table, and represented by a One 2” mortar team, 2 crew single Forward Observation Officer who is in radio contact with the platoon. Platoon Two Where the platoon is deployed on the table One Big Man Level III it will be represented thus: Three rifle sections of 7 men One PIAT team, 2 crew One Big Man Level III One 2” mortar team, 2 crew Six 3” mortars with 5 crew each. Six jeeps or alternatively six hand‐pulled Platoon Three carts may be used. One Big Man Level III Three rifle sections of 7 men DIVISIONAL SUPPORT PLATOONS One PIAT team, 2 crew One 2” mortar team, 2 crew An Air Landing Company may also be supported by select any platoons from the Radio Net Airborne Division as follows. All British Air Landing Platoons are on a radio net. Heavy Anti‐Tank Platoon One Big Man Level II or III Four 17 pounder AT guns with 5 crew each. BATTALION SUPPORT PLATOONS The following platoons were available within One cut down 15cwt truck tow for each gun. the Parachute battalion structure.

Anti‐Tank Platoon One Big Man Level II or III Four 6 pounder AT guns with 5 crew each. One Jeep tow for each gun.

TooFatLardies 21 Battle for Liberation Airborne Armoured Reconnaissance Airborne Reconnaissance Troop Troop Platoon HQ Platoon HQ One Big Man Level III One Big Man Level III One Jeep Three Tetrarch Light Tanks One Universal carrier with Bren gun and 2” mortar Troop One Three motorcycles One Big Man Level I Three Tetrarch Light Tanks Troop One One Big Man Level I Troop Two One Jeep One Big Man Level I One Universal carrier with Bren gun and 2” Three Tetrarch Light Tanks mortar Troop Three Five motorcycles

One Big Man Level I Troop Two Three Tetrarch Light Tanks One Big Man Level I Troop Four One Jeep One Big Man Level I One Universal carrier with Bren gun and 2” Three Tetrarch Light Tanks mortar Five motorcycles Troop Five One Big Man Level I Troop Three Three Tetrarch Light Tanks One Big Man Level I One Jeep The Tetrarch was only available from D‐Day One Universal carrier with Bren gun and 2” onwards, but by mid to late June 1944 these mortar were replaced by the Cromwell for ground Five motorcycles operations around the Orne Peninsula. For Operation Varsity the unit was equipped Troop Four with the American M22 Locust air borne One Big Man Level I tank. One Jeep One Universal carrier with Bren gun and 2” mortar Air Landing Light Battery Troop Five motorcycles A British Airborne Division would typically have one Regiment of three light batteries Troop Five each with eight 75mm pack howitzers. One Big Man Level I Four Vickers MMGs, five crew each During a game the most likely unit available Four Jeeps with trailers. to support a tabletop force would be the Troop of four guns. In normal circumstances these will be deployed off‐table, and represented by a single Forward Observation Officer who is in radio contact with the Troop. If deployed on the table they will be represented thus:

One Forward Observation Officer on‐table linked to the battery by radio. Four 75mm pack howitzers.

TooFatLardies 22 Battle for Liberation

THE COMMANDO ASSAULT TROOP

Both the Army and the Royal Marines formed Commandos in order to strike against Nazi occupied Europe. These men rapidly gained a reputation for the ability to act independently in order to achieve an objective. With five Assault Troops and one Heavy Weapons Troop the Commando followed a common structure for both Army and Marine formations.

Troop Headquarters HEAVY WEAPONS TROOP One Big Man Level IV The Commando had just one integral support One 2” mortar team, 2 crew unit, the Heavy Weapons Troop. This was One PIAT team, 3 crew made up as follows:

Headquarters Section One One Big Man Level III One Big Man Level III One Big Man Level II 3” Mortar Section Two Sub‐Sections of 12 men each Three 3” mortars, 5 crew each One FOO in radio contact with the section One Big Man Level II if on‐table Section Two One Big Man Level III Medium Machine Gun Section One Big Man Level II One Big Man Level II Two Sub‐Sections of 12 men each Three Vickers K Gun MMGs, 5 crew each

TH THE 79 ARMOURED DIVISION Under the command of Sir Percy Hobart the 79th Armoured Division provided specialist armoured vehicles to support Allied forces as required during the invasion of Northern Europe. The Division never fought as a discrete unit, but rather parcelled out small units to other formations. All tanks in the 79th Armoured Division operated in Troops of six AFVs but could be utilised in three tank sections.

The Crocodile flame‐throwing tank was originally deployed in the 141 Royal Armoured Corps, the Buffs, where it served in Squadrons of five troops, organised in exactly the same fashion as the ‘I’ th tank Squadron shown on page 14. The Crocodiles were transferred to the 79 Armoured Division in September 1944.

AVRE equipped units with Petard mortars, bridging equipment, fascines, or carpet laying ‘Bobbins’ or Sherman tanks equipped with the mine flail or Duplex Drive may support any units within the British force.

TooFatLardies 23 Battle for Liberation

One of the most interesting aspects of I Ain’t may be added to any of these if the main Been Shot Mum is the ability of the system unit transfers one of its own additional Big to allow the gamer to tailor‐make units to Men to that unit. represent any conceivable situation. This is done by using the cards in the Game Deck For example, a British Motor Platoon but also by the number of Big Men present attached to an Armoured Squadron will not and the unit ratings. dice for any additional Big Men, however if the Armoured Squadron has successfully ADDING BIG MEN diced for an extra Big Man he may be The force guidelines above will show you attached to the Motor Platoon instead of to what the basic number and level of Big Men the tank Squadron. you should have with any force. What you now need to do is see if any additional Big RATING YOUR FORCE Men are present to add dynamism to the The speed with which a unit loses force. For any British Company or Squadron effectiveness as losses mount can be Headquarters roll 1D6 on a 5 or 6 an controlled to show anything from gritty additional Level I Big Man is present. determination in the last ditch to abject cowardice. In between it can be interesting For any Platoon or troops in the main force to experiment with forces that appear to be an additional Level I Big Man is present on a tough and ready for action but whose roll of 6. confidence can collapse after a short time.

For an elite force the maximum number of The ratings below are recommended in additional Big Men is three, for an average normal circumstances. As can be seen an force two is the maximum and for a poor option has been provided for those who force only one Big Man may be added. prefer to field 10 man rifle sections for a “book strength” force. Some more ideas on No attached support weapon platoons dice unit ratings are presented in the scenario for the additional Big Man, although one section and these will give an indication as to how flexible the system can be.

INFANTRY RATINGS

Troops/Actions 0 1 2 3 4 Regular Infantry – 8 men 1 2 3 4 5 6 7 8 Regular Infantry ‐ 10 men 1 2 3 4 5 6 7 8 9 10 Veteran Infantry – 8 men 1 2 3 4 5 6 7 8 Veteran Infantry – 10 men 1 2 3 4 5 6 7 8 9 10 Poor Infantry – 8 men 1 2 3 4 5 6 7 8 Poor Infantry – 10 men 1 2 3 4 5 6 7 8 9 10 Motor Infantry 1 2 3 4 5 6 7 8 Elite Motor Infantry 1 2 3 4 5 6 7 8 Parachute Infantry 1 2 3 4 5 6 7 8 9 10 Glider Air Landing Infantry 1 2 3 4 5 6 7 Commandos 1 2 3 4 5 6 7 8 9 10 11 12

TooFatLardies 24 Battle for Liberation AFV MORALE Anti‐tank Bonus card: Always present when British and Commonwealth tanks and AFVs two or more British AT guns, towed or self‐ will vary depending on the phase of the war. propelled, are present. Typically set at 3 it may fall to 2 as the Rally card: This should normally be present fighting in Normandy becomes particularly for British force where the Regimental attritional, rising to 3 again after Falaise. system provides a backbone of ever Some reconnaissance units, in particular watchful junior NCOs ready to intervene Guards units, may be rated 4, as may Polish with a forceful reminder of one’s duty. units at all times and some Canadian units. Vehicle Breakdown card: This should be STACKING THE DECK present for British forces in Italy and will When creating the Game Deck for a game affect vehicles moving off‐road in rocky involving British forces one card should be terrain. present for each Platoon or Troop present as Tank Killers card: This may be present in well as any Company Headquarters and scenarios where historical precedent reports attached Platoons, Troops and on or off‐ a unit, such as airborne forces, particularly table support units. One Allied Blinds card inclined to get up close and personal with will always be present, as should one card armour. for each of the British Big Men. Ammunition Shortage card: This can be Anti‐tank weapons, towed or self‐propelled, present should the scenario demand. should have one card in the deck for each weapon. Other cards that may be present Dynamic Leader card: Used sparingly with are as follows: regular formations but more so for forces such as the Motor Battalions with their light Armoured Bonus card: This should be infantry traditions and all airborne and present for any Armoured Squadron or commando forces. armoured force of at least two Troops in strength. This should not be present for an Heroic Leader card: Always present with the Army “I” Tank unit operating in an infantry “right sort” of regiments, Guards, Rifles, support role. kilted Scots, Gurkhas, Paras and the likes. Less often with high‐numbered battalions Rapid Deployment card: This should be within Regiments. present for any British reconnaissance unit,

Motor Infantry Company or special forces unit such as Commandos. ASSOCIATED CONTINGENTS Recce Bonus card: This should be included Alongside Britain several nations served in for any reconnaissance force or a force khaki in largely volunteer contingents. including a recce element. In the latter case These forces developed an esprit de corps the bonus may only be used by the recce which, either through the knowledge that unit and not by any force it is attached to. those around them had also volunteered to

Hesitant Troops card: This card may be serve King and Empire, or through the bonds used for British troops who have been in the of exile that joined them in a fight for their line for too long and have become “sticky” country’s very survival. either through a desire for self‐preservation All of the associated contingents may use or through shoddy leadership. any of the British cards, but there are some

variation which are highlighted below.

TooFatLardies 25 Battle for Liberation THE INDIAN ARMY THE CANADIAN ARMY Whilst the war against was being In the Great War the Canadians has carved prosecuted in India’s borders, the Colonial out an enviable reputation on the Western Indian Army did provide significant numbers Front, and in 1939 the Canadian government of men to fight in North Africa and then were quick to show their support for the Italy. In the 19th century Britain had mother country, providing troops and her designated twenty of India’s main ethnic factories to supplement British industry in groups as “warlike races” and had actively the fight for materiel that would eventually recruited men from those groups into the lead to victory. Canadian officers served Indian Army. Much is made of the Gurkhas with many British formations as part of the but the Jats, Dogras, Rajputs and Sikhs along CANLOAN programme. with the other groups provided tough troops who served in regiments with men from the The Canadian Army fought in Sicily, Italy and same ethnic and religious background. northern Europe where it again proved itself to be a high quality formation. Armed and Indian troops served under a mix of British equipped like the British formations, as such and Indian officers and gave excellent all of the British force options are available service. Indian troops should count as to them. Stubborn when defending in Close Combat. Some troops, such as the Gurkahs count as The Canadians will always have a Rally card Aggressive. in the Game Deck and will count as Aggressive in Close Combat. They should always have a Rally card but may have a Hesitant Troops card added to Canada produced a surplus of fine leaders, the Game Deck if any platoon is left without and to reflect this a Canadian Platoon will a Big Man. In mountainous terrain Indian gain an additional Level I Big Man on a 5 or 6 troops should have a Rapid Deployment card on the D6 roll for extra Big Men as opposed added to the standard British 6.

THE POLISH ARMY THE NEW ZEALAND ARMY Remarkably the Poles contributed a quarter With proud service alongside Britain in of a million men to Allied war efforts in the Greece and North Africa the Kiwis arrived in west, their numbers swelled by refugees Italy in late 1943 and spent the rest of the from the and, as time war fighting up towards the Alps. progressed, deserters who had been pressed The New Zealanders will always have a Rally into service with the Wehrmacht. card and Dynamic Leader card present in the

The Polish forces are organised exactly as Game Deck. Like Canada, New Zealand their British counterparts with all of the produced a surplus of fine leaders, and to British force options available to them. reflect this a New Zealand Platoon will gain an additional Level I Big Man on a 5 or 6 on The Polish will always have a Rally card and the D6 roll for extra Big Men as opposed to Dynamic Leader card present and will never the standard British 6. have a Hesitant Troops card. In Close Combat they are Aggressive and a Polish Maori troops were formidable in close force that loses a round of Close Combat will combat and any enemy defeated by them treat the result as one level less severe, so, treats this as one level worse, so a defeat by for example, defeated by 4 will be treated as one is treated as defeat by two. defeated by 3.

TooFatLardies 26 Battle for Liberation

ARMOURED VEHICLES

AFV Armour Weapon Calibre Speed Notes Value Strike (all 6 7 75mm Average Ronson marks and variants) Sherman VC “Firefly” 6 12 17 pdr Average Ronson. No H.E. until (77mm) September 1944. No hull MG. Cromwell Mk IV/V 6 7 75mm Fast

Cromwell Mk VII 7 7 75mm Fast Centaur Mk IV 6 4 95mm Fast Challenger 5 12 17 pdr Average No H.E. until September 1944. No hull MG. 8 11 77mm Fast

M3 “Honey” Stuart 4 5 37mm Fast

M5 or M5A1 Stuart 4 5 37mm Fast Churchill Mk III 8 7 6pdr Slow Heavy Armour Churchill Mk IV 8 7 6pdr Slow Heavy Armour

Churchill Mk V CS 8 7 75mm Slow Heavy Armour

Churchill Mk VI 8 7 75mm Slow Heavy Armour Churchill Mk VII 10 7 75mm Slow Heavy Armour Churchill Crocodile 10 7 75mm/Flame Slow Heavy Armour

Churchill AVRE 8 Anti‐ 290mm Slow Heavy Armour, Heavy

position mortar Gun

Tetrach 2 5 2pdr Fast No HE Tetrach I CS 2 3 3” howitzer Fast M22 Locust 2 5 37mm Fast

M10 Wolverine 4 10 3” (76.2mm) Average No hull MG

M10 Achilles 4 12 17pdr Average No H.E. until September 1944. No hull MG SP Gun 5 12 17 pdr Average Rear firing. No H.E. Crusader AA Mk I 4 5 40mm Fast cannon Crusader AA Mk II 4 4 Twin 20mm Fast cannons

M7 Priest 105mm SP 4 5 105mm Average AA MG only Sexton 25pdr SP 4 8 25pdr Average AA LMG only (87.6mm) Kangaroo 5 None Average Low profile

TooFatLardies 27 Battle for Liberation ARMOURED VEHICLES CONTINUED

Universal carrier 2 As weapon Fast Low profile

Wasp carrier 2 Flame Fast Low profile

M5 Half track 2 As weapon Fast Daimler 2 None Wheeled LMG armed Lynx Scout Car 2 None Wheeled LMG armed

Humber LRC III 2 None Wheeled LMG armed

Otter LRC 2 AT rifle Wheeled LMG Humber Mk IV 2 5 37mm Wheeled Daimler Mk I 2 7 2 pdr Wheeled No HE

AEC Mark II 4 7 6pdr Wheeled

AEC Mark III 4 6 75mm Wheeled Staghound 3 5 37mm Wheeled Staghound Mk II 3 3 75mm Wheeled howitzer

ANTI-TANK WEAPONS

Weapon Weapon Strike

L50, 6 pounder 7

L58, 17 pounder 12 L28.8, 25 pounder 8 Infantry Anti‐Tank Weapons 0‐4” 4‐8” 8‐12” 12‐16” 16‐24” PIAT 7 7 7 ‐ ‐ Infantry Weapons 3 ‐ ‐ ‐ ‐

MMG/HMG 2 2 2 1 1

TooFatLardies 28 Battle for Liberation

BRITISH MORTARS For example, a 2” mortar team may be 6” The British fielded three standard mortar behind the crest of a hill and fire at any types during the Second World War; the target that may be seen from the crest of light Ordnance SBML 2” Mortar, the medium the hill. In order to do this the target must Ordnance ML 3” Mortar and the heavy have already been spotted. Ordnance ML 4.2” Mortar. These all operate somewhat differently and fulfil different Rate of Fire: It is assumed that 2” mortar needs and subsequently require teams know how fast to fire their weapons supplementary rules to represent this. for best effect, whether they are deploying smoke of firing H.E. shells. Each round of The 2” Mortar fire is assumed to use a number of shells, only the crew will know precisely how many The 2” Mortar was deployed at platoon level they are using. and provided this unit with the ability to provide its own limited indirect fire support Smoke: A British 2” mortar may deploy and, more importantly, smoke. The British smoke but is limited to four turns of fire. were great believers in using smoke to cover See the rules for light mortars deploying attacks and the typical load for a 2” mortar smoke on page 96 for full detail team would be 12 rounds of H.E. and 18 rounds of Smoke. High Explosives: The 2” mortar has a limited

supply of H.E. rounds which it is expected to The 2” mortar was a very light weapon use immediately before any attack through which had the most elementary aiming the smoke screen it has deployed. The 2” system, yet despite this it was found to be mortar may fire H.E. for four rounds in total very accurate and effective. It’s H.E. rounds or two rounds rapid fire. When firing were only really powerful enough to oblige normally it fires as per section 4.5.4 in the an enemy to keep his head down rather than rules. When firing rapid fire it may fire once causing much physical damage. using the same rule but rolling 3D6 in one Minimum Range: The 2” mortar has no turn. minimum range. If the enemy are that close then it is assumed that the crew can do an Airborne 2” Mortars: British airborne forces equal amount of damage with their rifles. were limited to what ammunition they could carry either when parachuting or landing by Maximum Range: The 2” mortar has a glider. Airborne 2” mortar teams are maximum range of 72”. equipped only with smoke rounds initially, and only sufficient for two turns of fire. Aiming: To fire at a target the 2” mortar After that they will need to replenish needs to be within 6” of a point from where supplies from ammunition containers which a direct line of sight can be traced to the contain more smoke, H.E. and illumination target or target area. This represents the rounds. ability of the mortar to fire from cover while one of its team moves forward to observe Once an airborne mortar team makes the fall of shot. contact with a container its crew may take the standard infantry supply of rounds. If they subsequently run out they may replenish their supplies from the container using the rules for airborne supply on page 98.

TooFatLardies 29 Battle for Liberation

The 3” Mortar The Flail Tank: These came in several The 3” Mortar is an optional platoon at variants however the principle remains the Battalion level that may be attached. Due to same. A flail tank can clear a path through a its range limitations it will normally be 6” by 6” minefield in one turn whilst also deployed off‐table. marking the path with chalk from the attached bins. Once the area is cleared Minimum Range: The 3” mortar has a other tanks may move through this cleared minimum range of 36”. If mortar platoon is area but may only move with two Actions, deployed on‐table with the enemy at close one other Actions being used to keep an eye quarters they may form impromptu rifle out for stray mines not detonated by the sections with their crews divided up as the flail. Any additional Actions that elite tank player wishes. They fire as a rifle section crew have may be used for other purposes. with no LMG. The Bobbin Tank: A Bobbin tank moves as Maximum Range: The 3” mortar has a normal unless laying its reinforced matting maximum range (if you have an incredibly to cover soft ground. When deploying its large table) of 360”, or twenty foot. matting the Bobbin will use all of its Actions to move 2D6 inches, covering any ground Firing: The 3” mortar fires once in a turn as moved across with a 10 foot wide carpet. It covered in section 9 of the rules, either at may cover a maximum path of 12” before pre‐registered points or opportunity fire. If the carpet runs out. the mortar platoon is on‐table then the Indirect Fire Support table is ignored and the Duplex Drive Tanks: These amphibious mortars will begin firing on their next card tanks move 2D6 inches in the water but may after the FOO has called in the fire. The 3” not use any other Actions for other mortar may fire H.E. or Smoke rounds. For purposes. When they reach the beach roll effect the 3” mortar uses the “under 85mm” 1D6 on the following table: line on the Bombardment Effect Table in section 9.3.2 of the main rules. D6 Result The 4.2” Mortar 1 Move 4D6 inches to the right The 4.2” Mortar is an optional platoon at 2 Move 2D6 inches to the right Divisional level that may be attached. Due 3,4 No change its minimum range of 84” it will always be deployed off‐table. The 4.2” mortar may fire 5 Move 2D6 inches to the left H.E. or Smoke rounds. For effect it uses the 6 Move 4D6 inches to the left “106mm to 125mm” line on the Bombardment Effect Table in section 9.3.2 Once on the beach the tank remains of the main rules. stationary for its next activation, using no Actions, this represents it wallowing through “FUNNIES” the shallows and dropping its floatation screen. On its next activation it may then Necessity being the mother of invention, the move and operate as normal. British learnt from the disaster at Dieppe and addressed many of the issues that they Enemy weapons firing at semi‐submerged had encountered in the North African desert Duplex Drive tanks may only do so when it in breaking through strong enemy positions. hits the beach. The Duplex Drive tank sits A number of specialist armoured vehicles low in the water and the chances are that were adapted, all of which require their own the defenders will not have encountered rules. These are as follows:

TooFatLardies 30 Battle for Liberation these previously. You may know what they are, but your miniature men do not!

AVRE Fascine & SBG Tanks: Fascines and Small Box Girder ramps may be dropped to fill small craters and ditches, but these really are very small indeed. They cannot bridge anything other than the smallest stream. To deploy a fascine or SBG the tank must begin its turn directly adjacent to the crater or ditch. It spends all of its Actions deploying its load.

Armoured Bulldozers: These use brute strength and a dozer blade to clear obstacles. They are neither sophisticated nor fast. They may clear a 1D6 inch path through minor obstacles such as banks, sand dunes or minefields in any turn using all of their Actions to do so.

TooFatLardies 31 Battle for Liberation

Having cut their teeth in North Africa the aggression and enthusiasm for getting the United States forces were keen to press on job done which did most to contribute to with the invasion of northern Europe in victory. Where Britain was exhausted from order to defeat Germany and her allies. In many years of war the US forces were ready Sicily US forces under General George Patton and willing to take up the baton and lead the showed that they had learn their early way following the breakout from Normandy, lessons well and were more than capable of becoming, for the last six months of the war, taking an aggressive war to the enemy. the largest Allied contingent in northern Europe. By June 1944 the US forces were undoubtedly the most lavishly equipped Commanders such as George Patton and troops in the world; their superiority in both “Lightning” Joe Collins made their names materiel and manpower would do much to with their own brand of aggressive, mobile tip the scales in the favour of the Allied warfare and their determination to keep cause. That said, even more than the British hitting the enemy until he crumbled. the Americans were lacking in the effective tank killing guns that would allow them to The United States’ forces that fought in take on German tanks with any degree of Europe were facing an enemy with their parity, an issue that was to dog all of the backs to the wall and a professionalism that Allied forces though to the end of the war. matched their determination to resist. In the face of such resistance the American More than the materiel contribution made forces gained a reputation for dynamism and by US industry, it was the fresh injection of courage second to none.

TooFatLardies 32 Battle for Liberation

THE RIFLE COMPANY The US Rifle Company provides the bed ‐rock of the infantry, with a comprehensive structure that allows for a combination of firepower and manoeuvre in order to overcome even the toughest resistance.

Company Headquarters BATTALION SUPPORT PLATOONS One Big Man Level III A US battalion was a lean fighting machine, One Big Man Level II designed to be readily transportable from Five Bazooka teams, two men each one theatre or front to another with the

Platoon One minimum of complication, as a result it did not have the multitude of support platoons One Big Man Level II which a British battalion could boast. Three rifle squads of 10 men However it could provide the most essential

supports. Platoon Two One Big Man Level II Three rifle squads of 10 men Machine Gun Platoon One Big Man Level II Four M1917 MMGs with 5 crew each. Platoon Three Each Machine gun team was equipped with a One Big Man Level II jeep and trailer. Three rifle squads of 10 men

Anti‐Tank Platoon Weapons Platoon One Big Man Level II One Big Man Level II Three 57mm AT guns with 5 crew each. Three 60mm mortar teams, 2 crew Each gun was towed by a 1.5 ton truck, one Two 0.30 MMG teams, 4 crew each of which had a 0.50 HMG on an anti‐aircraft One jeep with 0.50 HMG mounted. mounting. Radio Net All US Platoons and AFVs are on a radio net. Mortar Platoon One Big Man Level II or on‐table FOO Company Transport Six 81mm mortars with 5 crew each. Each mortar was equipped with its own jeep Transport within an Infantry battalion was and trailer. minimal and made up largely of Jeeps with

trailers backed up by ¾ ton weapon carriers

and 1½ ton trucks. They were chiefly used

for carrying supplies.

TooFatLardies 33 Battle for Liberation REGIMENTAL SUPPORT UNITS DIVISIONAL SUPPORT UNITS The US Regiment was able to provide some As with the US Regimental structure, the additional support to assist its component Division has been stripped back to the bare companies in action. essentials in order to allow it to be easily transported. In addition to the Battalion and Intelligence and Reconnaissance Regimental support, further assistance could be Platoon called upon from the Division’s resources.

Each Regiment fielded a single I & R platoon A US Infantry Division would control typically made up two squads of nine men each and a four artillery battalions, a Cavalry seven man Headquarters squad. This unit reconnaissance troop and an Engineer Battalion. was primarily tasked with finding the enemy These are presented here with the exception of and providing intelligence, however it clearly the Cavalry Reconnaissance Troop which is was spread thinly. The two squads were shown elsewhere as a main force option. Any equipped with three jeeps each whilst the recon troops may be selected to support an HQ had a single jeep with a 0.50 HMG Infantry Company. mounted in an anti‐aircraft role.

One Big Man of Level II will be allocated to Light Firing Battery an entire platoon or a Level I Big Man to a The three Light Artillery Battalions were made up of three “firing batteries” each of four guns single squad if deployed individually. which were typically detailed to each support one Regiment in action. These batteries would field 105mm howitzers. During the game these Anti‐Tank Platoon will normally be deployed off‐table and Each Regiment fielded three anti‐tank represented by one Forward Observer on‐table platoons, each with four 57mm anti‐tank linked to the battery by radio. guns. These were towed by 1½ to trucks.

One Big Man of Level II allocated to the Medium Battery platoon. Each gun has a crew of five men The single Medium Artillery Battalion was

made up of three batteries of four 155mm guns

each. During the game these will normally be

deployed off‐table and represented by one Regimental Cannon Platoon Forward Observer on‐table linked to the battery In theory each Regiment was to field a by radio. Cannon Company made up of three platoons of two self‐propelled 105mm howitzers. Combat Engineer Platoon However shortages of equipment meant The Combat Engineers were largely responsible that in fact these guns were often towed for clearing or creating obstacles on the rather than self‐propelled. battlefield. A platoon is made up of three ten

man squads supported by two five man MMG During a game the most likely unit available teams and one Jeep mounted 0.50 HMG. They to support a tabletop force would be the have two flat bed 2.5 ton tipper trucks and one platoon of two guns with just one Forward 2.5 ton supply truck. No Big Men are allocated Observer on‐table linked to the battery by to this platoon. radio.

TooFatLardies 34 Battle for Liberation ALLOCATED SUPPORT UNITS Anti‐Aircraft Platoon The “lean and mean” structure of US Infantry The US Army fielded a broad range of anti‐ Divisions meant that in action they would aircraft weapons which were allocated out to normally operate with a number of its Divisions as required. The two basic unit independent units attached. The following types were towed or self‐propelled which may support platoons may be selected. be deployed as follows:

Tank Destroyer Platoon Towed Anti‐Aircraft Artillery Platoon The organisational structure and weapons A Platoon of towed anti‐aircraft artillery is used by the anti‐tank platoon varied. As a made up of four M1 or M2 Bofors 40mm guns result the following options can be selected. with five crew each. Each gun is towed by a 2½ ton truck. No Big Men are allocated to this Self‐Propelled platoon.

Platoon 1943‐1944 Self‐Propelled Anti‐Aircraft Artillery One Big Man Level II Four M10 Tank Destroyers Platoon The self‐propelled anti‐aircraft artillery platoon is made up of two sections, each fielding one Self‐Propelled Tank Destroyer M15 CGMC and one M13 or M16 MGMC. No Platoon 1944 ‐ 45 Big Men are allocated to this platoon. One Big Man Level II Four M18 “Hellcat” or M36 GMC

Towed Tank Destroyer Platoon

1943 ‐ 45

One Big Man Level II

Four M5 3” guns with 5 man crews.

One M3 half‐track tow allocated for each gun.

Chemical Mortar Platoon The heavy M2 4.2” mortars are organised in platoons of four weapons, each with 5 men crews. They are towed by ¾ ton trucks. In normal circumstances these will be deployed off‐table, and represented by a single Forward Observation Officer who is in radio contact with the platoon.

When deployed on‐table they are represented thus:

One Big Man Level II Four 4.2” mortars with 5 crew each One ¾ ton truck

TooFatLardies 35 Battle for Liberation

CAVALRY RECONNAISSANCE TROOP The Cavalry Reconnaissance Troop varies slightly between the Armored and Infantry formations, although their function, to operate as the eyes and ears of the Division, remained constant. This was a fast‐moving unit that relied on speed to achieve its objectives.

Headquarters Section SQUADRON SUPPORT PLATOONS Two M8 Armored Cars The Cavalry Squadron that formed part of an One Big Man Level III or IV infantry Division was made up of a Three Bazooka teams, two men each. Headquarters Troop, three Cavalry Reconnaissance Troops, a Cavalry Assault Reconnaissance Platoon One Gun Troop and a Light Tank Company. Armored Section One Big Man Level III In an Armored Division the structure was Three M8 Armored Cars enlarged to include a fourth Reconnaissance Scout Section Troop and four, rather than three, Cavalry Three jeeps with 0.30 MMG mount Platoons. Three 60mm mortar teams, 2 crew each One Bazooka team, 2 crew As a result the following support units will be

available. Reconnaissance Platoon Two Armored Section Cavalry Assault Gun Platoon One Big Man Level II One Big Man Level II Three M8 Armored Cars Two M8 Howitzer Motor Carriages

Scout Section Three jeeps with 0.30 MMG mount Light Tank Platoon Three 60mm mortar teams, 2 crew each One Big Man Level II or III One Bazooka team, 2 crew Five M5 Stuart tanks OR five tanks from November 1944 onwards. Reconnaissance Platoon Three Armored Section Additional Support One Big Man Level II A Cavalry Reconnaissance Troop can be Three M8 Armored Cars supported by any units from and Infantry or Armoured Division, however not normally by Scout Section units from both simultaneously. Three jeeps with 0.30 MMG mount Three 60mm mortar teams, 2 crew each One Bazooka team, 2 crew

Radio Net All US Platoons and AFVs are on a radio net.

TooFatLardies 36 Battle for Liberation

THE TANK COMPANY

The US Tank Company is the fast‐moving mailed fist of the Armored Division that is ready to land a knock‐out blow on the Germans and then advance to exploit their success. Their equipment is more standardised than the British, the Sherman tank the workhorse that will take them to Berlin.

An Armored Division was made up of three tank battalions supported by three Armored Infantry

Battalions. Their three Armored Artillery Battalions are all self‐propelled, making them the most mobile Divisions in the world.

Company Headquarters Armored Mortar Platoon One Big Man, Level III or IV Three M4 81mm MMC half‐tracks. No Big Two M4 Shermans Man is present with this unit.

Platoon One DIVISIONAL SUPPORT UNITS One Big Man Level II The following support units were available Five M4 Shermans within the Armoured Divisions.

Platoon Two Armored Artillery Battery One Big Man Level II Six 105mm self‐propelled artillery Five M4 Shermans pieces. During the game these will normally be deployed off‐table and represented by one Platoon Three Forward Observer on‐table linked to the battery One Big Man Level II by radio. Five M4 Shermans Combat Engineer Platoon Radio Net The Combat Engineers were largely responsible All US Platoons and AFVs are on a radio net. for clearing or creating obstacles on the battlefield. A platoon is made up of three ten man squads supported by two five man MMG BATTALION SUPPORT UNITS teams and one Jeep mounted 0.50 HMG. They The following platoons were available within have two flat bed 2½ ton tipper trucks and one the standard Battalion structure. 2½ ton supply truck. No Big Men are allocated to this platoon. Light Tank Platoon One Big Man Level II Armored Rifle Platoon & Cavalry Five M5A1 Stuart Light Tanks Reconnaissance Platoon

These forces are available as Company Assault Gun Platoon options. See pages 40 and 36 respectively. Three M8 HMC were the norm up until mid‐ 1944 after which they were up‐gunned to three M4 105mm Shermans. No Big Man is present with this Platoon.

TooFatLardies 37 Battle for Liberation

So, what’s in a Tank Company? Essentially there are two component parts to any Company; the Company Headquarters and the Tank Platoons. The Company Headquarters was made up of two tanks of whatever type the Squadron was equipped with. For a normal tank Regiment the Sherman M4 was main tank during 1943 and most of 1944, however by D‐Day a number of Armored Divisions were being supplied with the Sherman 76 in order to take on the better armoured German tanks. At first the supply of these was limited so these were normally deployed to the Tank Platoons with their allocation being left to each Division. Later some Divisions were entirely supplied with the Sherman 76 although replacements due to losses were often the older M4. Our Company Squadron Headquarters will therefore look like one of these two options:

Two Sherman M4 ‐ 1944

Company Headquarters

One Big Man, Level III or IV One Sherman M4, Two tanks One Sherman 76mm ‐ 1945

At Platoon level the allocation of tanks could be even more variable. The most popular option was to equip each platoon with one Sherman 76 as the came available and then increase this ratio as more were supplied, however, some Divisions elected to group these more powerful tanks together in dedicated platoons. By late 1944 some Divisions were arriving at the front entirely equipped with the Sherman 76, but even then replacement tanks supplied were often equipped with the older 75mm gun so after a very short period of time one could again find mixed platoons fielding both models. Our platoon options are as follows:

Five Sherman M4 ‐ 1944 Mixed Platoon ‐ 1944

Five Sherman 76mm ‐ 1945 Mixed Platoon ‐ 1945

TooFatLardies 38 Battle for Liberation

ARMOURED RIFLE COMPANY Fast moving with ample firepower to fight their way through any opposition, the Armoured Rifle Company is the US answer to Hitler’s Panzer Grenadiers.

Company Headquarters BATTALION SUPPORT PLATOONS One Big Man Level III or IV The Armored Infantry Battalion was One Big Man Level II designed to be a fast moving force with un‐ One 37mm M3 anti‐tank gun, 4 crew. matched firepower. Within the battalion the One M3 half‐track with 0.50 AAMG following support platoon as are available. One Jeep

Machine Gun Platoon Platoon One One Big Man Level III One Big Man Level II or III Four M1917 MMGs with 5 crew each. One 37mm M3 anti‐tank gun, 4 crew towed Two M2 half‐tracks carried two Machine Guns by M3 HQ half‐track with 0.50 AAMG each, with a further M2 with a 0.50 AAMG Two rifle squads of 8 men serving as Platoon HQ. One LMG squad of two M1919 LMG with

three crew each One 60mm mortar team, 3 crew Assault Gun Platoon Four M3 half‐tracks One M2 half‐track with an 0.50 AAMG serving as platoon HQ. Platoon Two Three M2 half‐tracks mounting 75mm howitzers. These were replaced by the M8 One Big Man Level II or III HMC as they became available. No Big Man One 37mm M3 anti‐tank gun, 4 crew towed is present with this Platoon. by M3 HQ half‐track with 0.50 AAMG

Two rifle squads of 8 men One LMG squad of two M1919 LMG with Reconnaissance Platoon three crew each One Big Man Level II One 60mm mortar team, 3 crew One M2 half‐track Four M3 half‐tracks Four Jeeps Two motorcycles Platoon Three One Big Man Level II or III Mortar Platoon One 37mm M3 anti‐tank gun, 4 crew towed One Big Man Level II by M3 HQ half‐track with 0.50 AAMG Three 81mm mortars with 5 crew each. Two rifle squads of 8 men Each mortar was equipped with its own M4 One LMG squad of two M1919 LMG with half‐track with an M2 half‐track with a 0.50 three crew each AAMG serving as platoon HQ. One 60mm mortar team, 3 crew Four M3 half‐tracks OTHER SUPPORT The Armored Rifle Company may use any Radio Net support units from the Armored Divisions. All US Platoons and AFVs are on a radio net.

TooFatLardies 39 Battle for Liberation

Company Headquarters Anti‐Tank Platoon One Big Man Level III or IV One Big Man Level II or III One Big Man Level II One Jeep One bazooka team, 2 men Three 57mm AT guns with 5 crew each. One M3 half‐track with 0.50 AAMG Each gun was towed by a M2 or M3 half‐ One Jeep track, one of which had a 0.50 HMG, the

other two a 0.30 MMG. Platoon One One Big Man Level II or III Radio Net Two rifle squads of 10 men All US Platoons and AFVs are on a radio net. One LMG squad of two M1919 LMG with three crew each One 60mm mortar team, 3 crew BATTALION SUPPORT PLATOONS Five M3A1 half‐tracks provided transport, The 1944 Armored Infantry Battalion was the HQ track and the MG squad track equipped in a similar fashion to the 1943 mounting the 0.50 HMG, the other three the version. Any changes are noted here: 0.30 MMG. Machine Gun Platoon Platoon Two As the 1943 model, but add two bazooka One Big Man Level II or III teams with 2 men each. Two rifle squads of 10 men One LMG squad of two M1919 LMG with Mortar Platoon three crew each The mortar platoon now fielded the M21 One 60mm mortar team, 3 crew mortar carrier half‐track. Five M3A1 half‐tracks provided transport, the HQ track and the MG squad track Assault Gun Platoon mounting the 0.50 HMG, the other three the The M8 HMC served through most of 1944 0.30 MMG with the 105mm Sherman replacing it towards the end of the year into 1945. Platoon Three One Big Man Level II or III Reconnaissance Platoon Two rifle squads of 10 men This remained identical, however each jeep One LMG squad of two M1919 LMG with may now field a 2 man bazooka team. three crew each One 60mm mortar team, 3 crew The Bazooka Five M3A1 half‐tracks provided transport, By 1944 the Bazooka was standard issue to the the HQ track and the MG squad track Armoured Rifle units. One was provided for mounting the 0.50 HMG, the other three the each half‐track, but its crew were provided by 0.30 MMG the rifle squads. One 2 man team may be provided for each squad by reducing the squad size by two men.

TooFatLardies 40 Battle for Liberation

THE RANGER COMPANY The US Rangers are an elite force organised to be as lean as possible in order to allow deployment behind enemy lines or against isolated positions, but with sufficient firepower to do the job. Trained by British Commandos the Rangers have an esprit de corps second to none.

Company Headquarters Radio Net One Big Man Level IV All US Platoons and AFVs are on a radio net. One sniper team One Bazooka team, two men SUPPORT Rangers were the US version of the British Platoon One Commandos and the very nature of the One Big Man Level III missions that they were expected to undertake One Bazooka team, 2 men meant that they would be operating with little Two Assault sections of 10 men or no support. One Weapons Section with one 60mm mortar team of five men. In fact what units a Ranger company may be supported by will depend on their mission and Platoon Two who else is operating in the vicinity. One Big Man Level III One Bazooka team, 2 men Two Assault sections of 10 men One Weapons Section with one 60mm mortar team of five men.

TooFatLardies 41 Battle for Liberation

THE PARACHUTE RIFLE COMPANY The US Airborne Division provided a mix of parachute and glider borne forces who could strike behind enemy lines and hold critical positions to support an amphibious assault. Their structure was similar to the standard Rifle Company but they had to bring their own support with them, making for an unrivalled all‐arms force.

Company Headquarters Mortar Platoon One Big Man Level IV One Big Man Level II One Big Man Level III Four 81mm mortars with 5 crew each. Four Bazooka teams, two men each One bazooka team of two men.

Platoon One DIVISIONAL SUPPORT UNITS One Big Man Level III The following support units were available One 2 man bazooka team within the Airborne Divisions. The Glider Rifle Three rifle squads of 10 men with automatic Company is listed as a separate Company weapons. option. One 60mm mortar team, 4 men

Light Anti‐Tank Platoon Platoon Two One Big Man Level II or III One Big Man Level III Three M3 37mm AT guns with 5 crew each One 2 man bazooka team and a jeep tow. Three rifle squads of 10 men with automatic

weapons. One 60mm mortar team, 4 men Glider Anti‐Tank Platoon One Big Man Level II or III Platoon Three Three 6 pounder AT guns with 5 crew each and a jeep tow. One Big Man Level III

One 2 man bazooka team Three rifle squads of 10 men with automatic Parachute Field Battery weapons. Four M1A1 75mm air portable pack howitzers. One 60mm mortar team, 4 men During the game these will normally be deployed off‐table and represented by one Radio Net Forward Observer on‐table linked to the battery by radio. All US Platoons and AFVs are on a radio net.

Airborne Anti‐Aircraft Platoon BATTALION SUPPORT PLATOONS Four 0.50 HMGs mounted as AAMGs up to A Parachute Rifle Company would have the August of 1944 after which they were adapted following support platoons available from in order to engage ground targets as well. No within the battalion. Big Man is present with this Platoon.

Light Machine Gun Section OTHER SUPPORT One Big Man Level II The Parachute Rifle Company may use any Four M1919A4 LMGs with 3 crew each. support units from any other Division which One bazooka team of two men. it may be operating with.

TooFatLardies 42 Battle for Liberation

Company Headquarters BATTALION SUPPORT PLATOONS One Big Man Level IV The Glider Rifle Company would have the One Big Man Level III following support platoons available from Four Bazooka teams, two men each within the battalion.

Platoon One Machine Gun Platoon One Big Man Level III One Big Man Level II One 2 man bazooka team Four M1917 MMGs with 5 crew each Three rifle squads of 10 men transported on hand‐carts. One 60mm mortar team, 4 men One bazooka team of two men.

Platoon Two Mortar Platoon One Big Man Level III One Big Man Level II One 2 man bazooka team Six 81mm mortars with 5 crew each Three rifle squads of 10 men transported on hand‐carts . One 60mm mortar team, 4 men OTHER SUPPORT Weapons Platoon The Glider Rifle Company may use any One Big Man Level II support units from the options listed on Two 60mm mortar teams, 4 men each. page 41 for the Parachute Infantry Company Two 0.30 LMGs, 3 crew each and may also use support units from other Division with which it may be operating. 1944 Weapons Platoon Variant In time for D‐Day the 60mm mortars with the two rifle platoons were moved to the Weapons Platoon, making a total of four 60mm mortars in that unit.

Radio Net All US Platoons and AFVs are on a radio net.

TooFatLardies 43 Battle for Liberation

As with the British I Ain’t Been Shot allows For example, a US Armored Rifle Platoon the gamer to tailor‐make his US units to attached to an Tank Company will not dice represent any conceivable situation. This is for any additional Big Men, however if the done by using the cards in the Game Deck Tank Company has successfully diced for an but also by the number of Big Men present extra Big Man he may be attached to the and the unit ratings. Armored Rifle Platoon instead of to the tanks. ADDING BIG MEN The force guidelines above will show you RATING YOUR FORCE what the basic number and level of Big Men The speed with which a unit loses you should have with any force. What you effectiveness as losses mount can be now need to do is see if any additional Big controlled to show anything from gritty Men are present to add dynamism to the determination in the last ditch to abject force. For any US Company Headquarters cowardice. In between it can be interesting roll 1D6 on a 5 or 6 an additional Level I Big to experiment with forces that appear to be Man is present. tough and ready for action but whose confidence can collapse after a short time. For any Platoon or troops in the main force an additional Level I Big Man is present on a The ratings below are recommended in roll of 6. normal circumstances however you can tweak this to reflect particular situations. For an elite force the maximum number of The system is as flexible as you need it to be. additional Big Men is three, for an average force two is the maximum and for a poor force only one Big Man may be added.

No attached support weapon platoons dice for the additional Big Man, although one may be added to any of these if the main unit transfers one of its own additional Big Men to that unit.

INFANTRY RATINGS

Troops/Actions 0 1 2 3 4 Regular Infantry 1 2 3 4 5 6 7 8 9 10 Veteran Infantry 1 2 3 4 5 6 7 8 9 10 Poor Infantry 1 2 3 4 5 6 7 8 9 10 Armored Infantry 1943 1 2 3 4 5 6 7 8 Armored Infantry 1944 1 2 3 4 5 6 7 8 9 10 Elite Armored Infantry 1 2 3 4 5 7 8 9 10 Parachute Infantry 1 2 3 4 5 6 7 8 9 10 Glider Infantry 1 2 3 4 5 6 7 8 9 10 Rangers 1 2 3 4 5 6 7 8 9 10

TooFatLardies 44 Battle for Liberation AFV MORALE Mortar Bonus card: Always present for any US tanks and AFVs will vary depending on force fielding the 60mm mortar. the phase of the war. Typically set at 3 it may falls to 2 from a week after D‐Day until Rally card: This should always be present the second half of July 1944 as US tankers for US Airborne or Ranger forces. It may struggled to develop tactics to suit the also be present for any US unit with bocage. By it rises to 3 particularly high morale such as the Tank again. Some reconnaissance and Tank Destroyer units. Destroyer units may be rated 4 whilst Vehicle Breakdown card: This should be Assault Guns should normally have a morale present for US forces in Italy and will affect of 2. vehicles moving off‐road in rocky terrain.

STACKING THE DECK Tank Killers card: This may be present in When creating the Game Deck for a game scenarios where historical precedent reports involving US forces one card should be a unit, such as airborne forces, particularly present for each Platoon present as well as inclined to get up close and personal with any Company Headquarters and attached armour. Platoons and on or off‐table support units. One Allied Blinds card will always be present, Ammunition Shortage card: This can be as should one card for each of the US Big present should the scenario demand.

Men. Dynamic Leader card: Used sparingly with

Anti‐tank weapons, towed or self‐propelled, regular formations but more often for forces should have one card in the deck for each such as the Armored Rifle Company or weapon. Other cards that may be present Ranger or Airborne forces. are as follows: Heroic Leader card: Always present with

Armoured Bonus card: This should be Airborne or Ranger forces. Less often with present for any Tank Company, Armored typical line units. Rifle Company or armored force of at least two platoons in strength. ASSOCIATED CONTINGENTS Rapid Deployment card: This should be Alongside United States forces both the present for any US reconnaissance unit, French and the Brazilians served with US Armored Rifle Company or Ranger force. equipment. The French are covered Recon Bonus card: This should be included separately in this supplement. for any reconnaissance force or a force st including a recon element. In the latter case The Brazilian 1 Infantry Division, or Força the bonus may only be used by the recon Expedicionária Brasileira in Portuguese, was unit and not by any force it is attached to. organised in exactly the same fashion as a US Infantry Division. It served in Italy from Hesitant Troops card: This card may be September 1944 to the end of the war as used for US troops who have been in the line part of the 5th US Army attached to IV Corps. for too long and have become focussed on self‐preservation. The Brazilians may use any of the US cards, however language difficulties will delay any Anti‐tank Bonus card: Always present when artillery support by one turn. A Hesitant two or more US AT guns or Tank Destroyers Commander card should be added where are present. Brazilians are operating with other nationalities for that reason.

TooFatLardies 45 Battle for Liberation

ARMOURED VEHICLES

AFV Armour Weapon Calibre Speed Notes

Value Strike

Sherman, M4, M4A1, 6 7 75mm Average Ronson if “dry”, fast M4A2, M4A3 turret M4 Sherman 76 6 10 76mm Average Ronson if dry, fast turret M4 Sherman 105 6 8 105mm Average Slow Turret

M4A3E2 Jumbo 11 7 75mm Average Heavy Armour

M4A3E2 Jumbo 76 11 10 76mm Average Heavy Armour M4A3E8 Sherman 7 10 76mm Average M3 Stuart 4 5 37mm Fast M5 Stuart 4 5 37mm Fast

M3 Grant 5 5/7 37mm turret Average 75mm hull M24 Chaffee 4 6 75mm Fast M26 Pershing 11 13 90mm Average M10 GMC 4 10 76mm Average No hull MG

M18 GMC 3 10 76mm Fast No hull MG

M36 GMC 4 13 90mm Average No hull MG M36B1 GMC 5 13 90mm Average M8 HMC 4 4 75mm Fast No hull MG

M3 GMC halftrack 3 7 75mm Fast

M3 T30 HMC 3 4 75mm Fast Pack howitzer mount T19 HMC halftrack 3 8 105mm Average Only 8 rounds carried M12 GMC 4 7 155mm Average No hull MG

M40 GMC 4 8 155mm Average

M30 Cargo Carrier 4 HMG Average M20 Scout Car 3 HMG Wheeled M8 3 5 37mm Wheeled Low Profile

M3 halftrack 3 A weapon Fast

M4 halftrack 4 As weapon Fast M13 AA halftrack 3 Twin HMG Fast M16 AA halftrack 3 Quad HMGs Fast M15 AA halftrack 3 5 37mm and Fast

twin HMGs

TooFatLardies 46 Battle for Liberation

ANTI-TANK WEAPONS

Weapon Weapon Strike

37mm M3 5

57mm M1 7

76mm M5 10

Infantry Anti‐Tank Weapons 0‐4” 4‐8” 8‐12” 12‐16” 16‐24”

Bazooka 7 7 7 ‐ ‐

Infantry Close Quarter 3 ‐ ‐ ‐ ‐

Weapons

MMG 2 2 2 1 1

0.5” HMG 3 3 2 2 1

SECTION ARMAMENT forces, we recommend that the enhanced The US standard armament, combining the firepower is reflected by re‐rolling any 1’s M1 Garand and the BAR at squad level, is rolled when firing. If a 1 is rolled a second unique in that no true light machine gun is time then this result is kept. present. This reflected the tactical belief that the Weapons Platoon would provide a US MORTARS base of fire and the rifle platoons would The United States fielded three standard operate as more flexible manoeuvre mortar types during the Second World War; elements. The semi‐automatic Garand M2 60mm Mortar, the M1 81mm Mortar provided a significant firepower advantage and the heavy M2 4.2” Mortar. These all over the bolt action rifle, whereas the BAR operate somewhat differently and fulfil with its bottom‐loading 20 round magazine different needs and subsequently require was less effective than a true LMG, however supplementary rules to represent this. it was more portable and useable on the

move. The M2 60mm Mortar The net result is that we consider the total The 60mm mortar was deployed either effect of fire produced by these squads to be within the company weapons platoon or, in insufficiently different to a standard infantry theory, with the individual platoons however squad of other nations that any special rules even in units where the TO&E suggests the are needed to cover the Garand. What latter it was often the case that all of the differences there are may be adequately mortars within a company were brought covered by the basic infantry ratings. together to form a small battery of weapons to provide close support. However, where the Garand and the Browning Light Machine Gun are present in The M2 60mm mortar was unique in that it the same squad, such as with Airborne was effectively a smaller version of a medium mortar and performed in a similar

TooFatLardies 47 Battle for Liberation manner. Ammunition was carried by three will know precisely how many they are of the crew, a total of 36 rounds being using. To reflect this we give each mortar provided for each weapon. These were team an EDNA rating of 4 at the start of the predominantly high explosive, although game. Each time the mortar team fires any illumination rounds were available. Smoke roll of 6 will reduce this rating. When a rounds were only issued at the very end of mortar falls to a rating of zero they are out the war. of ammunition.

Minimum Range: The M2 60mm mortar has The M1 81mm Mortar a minimum range of 12”. The M1 81mm Mortar is an optional platoon at Battalion level that may be attached. Due Maximum Range: The M2 60mm mortar to its range limitations it will normally be has a maximum range of 1985 yards which in deployed off‐table. scale terms equates to 288”, meaning that anything on any size table can be hit. Minimum Range: The 81” mortar has a minimum range of 30”. If mortar platoon is Aiming: To fire at a target the 60mm mortar deployed on‐table with the enemy at close needs to be within 6” of a point from where quarters they may form impromptu rifle a direct line of sight can be traced to the sections with their crews divided up as the target or target area. This represents the player wishes. They fire as a rifle section ability of the mortar to fire from cover while with no LMG. one of its team moves forward to observe the fall of shot. Maximum Range: The 81mm mortar has a maximum range of 360”, or twenty foot, so For example, a 60mm mortar team may be it may hit anything on the table. 6” behind the crest of a hill and fire at any target that may be seen from the crest of Firing: The 81mm mortar fires once in a turn the hill. In order to do this the target must as covered in section 9 of the rules, either at have already been spotted. pre‐registered points or opportunity fire. If the mortar platoon is on‐table then the Alternatively where combined mortars are Indirect Fire Support table is ignored and the fielded as part of a weapons Platoon or an mortars will begin firing on their next card impromptu battery they may fire completely after the FOO has called in the fire. The blind at a target which can be spotted by any 81mm mortar may fire H.E. or Smoke Big Man on the table, so long as a Big Man is rounds. For effect the 81mm mortar uses attached to the mortar unit. the “under 85mm” line on the Bombardment Effect Table in section 9.3.2 Fire Effect: The 60mm mortar has a 1” of the main rules. radius which increases with each additional mortar firing, so two mortars have a 2” The M2 4.2” Mortar radius, three have a 3” radius and so on. The M2 4.2” Mortar was formed as part of They may fire with a normal rate of fire or Chemical Mortar Battalions, a name may elect to fire rapid fire. reflecting their original planned use to deliver gas shells. Due its minimum range of When firing normally they fire as per section 84” it will always be deployed off‐table. The 4.5.4 in the rules. When firing rapid fire they 4.2” mortar may fire H.E. or Smoke rounds. roll 3D6 per weapon. For effect it uses the “106mm to 125mm” line on the Bombardment Effect Table in Ammunition Limits: It is assumed that section 9.3.2 of the main rules. 60mm mortar teams know how fast to fire their weapons for best effect, only the crew

TooFatLardies 48 Battle for Liberation THE WEAPONS PLATOON these previously. You may know what they The US Weapons Platoons were designed to are, but your miniature men do not! provide a base which provided fire allowing the other platoons to manoeuvre. However, Sherman Dozer and Armoured Bulldozers: it was also sometimes seen as an armoury These use brute strength and a dozer blade which could be use to support the rifle to clear obstacles. They are neither platoons more directly. The player may sophisticated nor fast. They may clear a 1D6 elect to allocate any weapons teams within inch path through minor obstacles such as his Weapons Platoon to other Rifle Platoons banks, sand dunes or minefields in any turn should he so wish. using all of their Actions to do so. They may attempt to clear a section of bocage the width of a single tank rolling 1D6. On a “FUNNIES” result of 4 to 6 they are successful. On a roll US Forces tended to use fewer “funnies” of 1 to 3 they fail but may try again on their than the British (to their significant cost on next activation. D‐Day) however they did adopt some British designs and come up with some of their The Culin Hedgerown Cutter: Manufactured own, such as the Cullin Hedgerow Cutter. largely from German beach defences welded to the hull of a Sherman tank, these devices The Flail Tank: The US used a very limited were successful in tearing a significant hole number of Sherman tanks fitted with the in a bocage bank and allowing the tank to flail. A flail tank can clear a path through a advance across the remaining lesser 6” by 6” minefield in one turn whilst also obstacle. marking the path with chalk from the attached bins. Once the area is cleared A tank equipped with a Cullin device may other tanks may move through this cleared clear a path its own width through a section area but may only move with two Actions, of bocage advancing 1D6 inches in that turn. one other Actions being used to keep an eye Any tanks following through that gap will out for stray mines not detonated by the lose 1D6 of movement to cross the flail. Any additional Actions that elite tank remaining obstacle. crew have may be used for other purposes.

Duplex Drive Tanks: These amphibious tanks move 2D6 inches in the water but may not use any other Actions for other purposes. When they reach the beach roll 1D6 on the table on Page 30.

Once on the beach the tank remains stationary for its next activation, using no Actions, this represents it wallowing through the shallows and dropping its floatation screen. On its next activation it may then move and operate as normal.

Enemy weapons firing at semi‐submerged Duplex Drive tanks may only do so when it hits the beach. The Duplex Drive tank sits low in the water and the chances are that the defenders will not have encountered

TooFatLardies 49 Battle for Liberation

The fall of France in 1940 had seen of the Milice Française who were formed to Frenchmen obliged to make tough decisions counter the efforts of the resistance and regarding their loyalty and their country. For supported German anti‐partisan operations. many the legitimate government of Marshal Petain seemed to provide for an honourable By D‐Day some 400,000 men were serving peace, whilst for others the indomitable with the Allies and with the Liberation of defiance of General de Gaulle allowed them France volunteers flocked to the colours. By to see hope for a truly free future. 1945 1,300,000 men made up the fourth biggest Army in Europe. By 1943 the vast majority of Free French troops were organised and equipped along The Free French forces fought with US lines with a few, notably the determination and bravery to restore the Commandos, still under British control. All honour of France, taking part in fighting were fighting along‐side the Allies to free from North Africa and Italy before taking their homeland. part in the fighting in Normandy and the South of France, relieving Paris in August of In occupied France the political landscape 1944 and pressing on eastwards to fight in was confused and resistance to the Germans Lorraine and Alsace before pushing on into fraught with danger, yet many prepared to Germany. aid the Allies when the time for liberation came. Against them were the Petain loyalists

TooFatLardies 50 Battle for Liberation

COMPAGNIE DE FUSILIERS- VOLTIGEURS The French infantry Company is based entirely on the US organisation so the Infantry Company list in the US section of this Handbook is used. However the Company Headquarters has only three bazookas. With the Infantry Division having precisely the same structure as a US Division the French Fusiliers‐Voltigeur Company may call on any support listed for a US Infantry force. All French units operate on a Radio Net.

COMPAGNIE D’INFANTERIE PORTEE This is the French equivalent of the US Armored Infantry Company, however it operates with a slightly different structure based more on the US 1943 model but with 1944 equipment. No anti‐tank gun platoon was present as the guns were parcelled out among the infantry platoons.

Support can be provided by any of the platoons listed on the US Armored Infantry Company support list. All units within the Compagnie d’Infanterie Portee are on a Radio Net.

Company Headquarters Peloton Two One Big Man Level III or IV One Big Man Level II or III One Big Man Level II One 57mm anti‐tank gun, 4 crew, towed by One bazooka team, 2 men M3 HQ half‐track with 0.50 AAMG Two M3 half‐tracks with 0.50 AAMG Two rifle squads of 10 men One Jeep One LMG squad of two M1919 LMG with

three crew each Peloton One One 60mm mortar team, 3 crew One Big Man Level II or III Four M3A1 half‐tracks mounting the 0.30 One 57mm anti‐tank gun, 4 crew, towed by MMG. M3 HQ half‐track with 0.50 AAMG Two rifle squads of 10 men Peloton Three One LMG squad of two M1919 LMG with One Big Man Level II or III three crew each One 57mm anti‐tank gun, 4 crew, towed by One 60mm mortar team, 3 crew M3 HQ half‐track with 0.50 AAMG Four M3A1 half‐tracks mounting the 0.30 Two rifle squads of 10 men MMG. One LMG squad of two M1919 LMG with three crew each One 60mm mortar team, 3 crew Four M3A1 half‐tracks mounting the 0.30 MMG.

TooFatLardies 51 Battle for Liberation

ESCADRON DE CHARS French tank Squadrons were organised precisely as the US Tank Company with a Company Headquarters of two tanks and three Peloton of five tanks each. Free French forces were slow to receive anything other than the basic model of M4 Sherman or M3 and M5 Stuart. The Sherman 76 only reached front line troops in March 1945 and the Sherman 105 in literally the final week of the war.

A French tank squadron may call on any of the support units from the options listed for a US Tank

Company. A typical Groupement Tactique in a French Armoured Division was a Squadron of tanks, a

Company of Infanterie Portee, a platoon of Engineers and a platoon of Tank destroyers supported by a platoon of M7 Priests.

ESCADRON DE RECONNAISANCE Based on the US Cavalry Reconnaissance Troop, the French Reconnaissance Squadron differed depending on whether it was part of an infantry or armoured formation. The Infantry model was less well equipped, using half‐tracks instead of the M8 Armoured Car which were limited to armoured formations. A Reconnaissance Squadron can be supported by any units from and Infantry or Armoured Division, however not normally by units from both simultaneously. The following force represents an infantry force. For an armoured force use the US organisation.

Headquarters Section Reconnaissance Peloton Two Two M3A1 White Scout Cars armed with Groupe d’Eclaireur 0.50 HMG. Four Jeeps One Big Man Level III or IV

Two Bazooka teams, two men each. Groupe de Soutien

Reconnaissance Peloton One One Big Man Level III M3A1 Scout Cars with mounted 0.50 HMG Groupe d’Eclaireur Two 60mm mortar teams Four Jeeps One M8 HMC

Groupe de Soutien

One Big Man Level III Four M3A1 Scout Cars with mounted 0.50 Reconnaissance Peloton Three HMG Groupe d’Eclaireur Two 60mm mortar teams Four Jeeps One M8 HMC Groupe de Soutien One Big Man Level III Four M3A1 Scout Cars with mounted 0.50 HMG Two 60mm mortar teams

TooFatLardies 52 Battle for Liberation

FRENCH COMMANDOS The French used two basic models of commando forces during WWII, the British model of the Bataillon d’Assault made up of a large number of former SOE agents and trained and equipped to a British model. This unit can be represented using the British Commando structure. The alternative was the Groupement de Commandos d’Afrique which was formed in July 1943 and consequently equipped by the US with a different structure. This may be represented as follows.

Company Headquarters Section de Reconnaissance One Big Man Level IV One Big Man Level III One Big Man Level III One Big Man Level II Two jeeps Five Jeeps One ¾ ton truck Three rifle squads of 12 men Two rifle squads of ten men

Commando Support Units Section de Combat One The following units are available within the One Big Man Level III Commando to provide support. One Big Man Level II Three rifle squads of 10 men Section AntiChar One Big Man Level II or III Section de Combat Two Three 57mm AT guns with 5 crew each. One Big Man Level III Each gun was towed by a ¾ ton truck, one of One Big Man Level II which had a 0.50 HMG on an anti‐aircraft Three rifle squads of 10 men mounting.

Accompagnement Section Mitrailleuse One Big Man Level III One Big Man Level III One Big Man Level II Four M1917 MMGs with 5 crew each.

Groupe Mitrailleuse Each Machine gun team was equipped with a Two Jeeps with 0.30 MMGs jeep and trailer.

Groupe Mortiers Section Mortiers Three Jeeps One Big Man Level II Three 60mm mortar teams with three crew Six 81mmmortars with 5 crew each. each Each mortar was equipped with its own jeep and trailer. Groupe Rocket Guns Two Jeeps Section D.C.A. Two 2 man bazooka teams Five jeeps, four with mounted 0.50 HMG. Groupe Defence Contre Avion Two ¾ ton trucks with mounted 0.50 HMGs

TooFatLardies 53 Battle for Liberation

GOUMS From the Atlas Mountains of North Africa, the Goums had served France since 1908. Their aggression and stealth were legendary as was their lack of discipline and inclination towards rape and pillage. This aggressive approach often saw them employed as assault troops and as a result they tended to have a higher proportion of automatic weapons allocated to them.

Company Headquarters Platoon Two One Big Man Level IV One Big Man Level III One Big Man Level II One 60mm mortar team, 3 men One 2 man bazooka team Two rifle squads of 10 men One 60mm mortar team, 3 men One SMG squad of 10 men Two MMG teams, 5 men each One rifle squad of ten men Platoon Three

One Big Man Level III Platoon One One 60mm mortar team, 3 men One Big Man Level III Two rifle squads of 10 men One 60mm mortar team, 3 men One SMG squad of 10 men Two rifle squads of 10 men One SMG squad of 10 men

MILICE CENTAINE Formed in 1943 to assist combat the resistance, the Milice developed a reputation for brutality, torture and assassination and enthusiastic collaboration with the German occupier. Ironically they were largely equipped with captured British equipment initally. Photographs show the Lee Enfield rifle, the and the Bren all in use, however French equipment became more prevalent as the organisation proved trustworthy and access was granted to pre‐1940 arsenals.

Dizaine Headquarters Trentaine Three One Big Man, Level III or II One Big Man Level I One rifle Dizaine of 10 men Three rifle Dizaine of 10 men each

Trentaine One Support Units One Big Man Level I Typically a Milice force will be operating in Three rifle Dizaine of 10 men each conjunction with German anti‐partisan forces. They were authorised to draw on stocks of Trentaine Two MMGs and 60mm mortars for large operations One Big Man Level I when operating under German control. Three rifle Dizaine of 10 men each Accompagnement Two MMGs with five crew Two 60mm mortars with two crew

TooFatLardies 54 Battle for Liberation

RESISTANCE GROUP It is impossible to be specific about the organisation of the French Resistance as so many groups were operating without any centralised control. Weapons were obtained where possible from Britain along with captured German equipment to supplement older French and civilian hunting pieces. No standard uniform existed so civilian attire was very much the norm. For simplicity we recommend forming Resistance forces into ten man squads in the structure shown below, however in truth any structure can be adopted.

Headquarters Peloton Two One Big Man, Level III or II One Big Man, Level I One rifle squad of 10 men One rifle squad of 10 men

Peloton One Peloton Three One Big Man Level I One Big Man Level I Three rifle squads of 10 men each Three rifle squads of 10 men each

Again, the flexible system for rating our No attached support weapon platoons dice forces allows us to represent the using the for the additional Big Man, although one cards in the Game Deck and also by the may be added to any of these if the main number of Big Men present and the unit unit transfers one of its own additional Big ratings. Men to that unit.

ADDING BIG MEN For example, a French Peloton d’Infanterie The force guidelines above will show you Portee attached to an Escadron de Char will what the basic number and level of Big Men not dice for any additional Big Men, however you should have with any force. What you if the Escadron de Char has successfully now need to do is see if any additional Big diced for an extra Big Man he may be Men are present to add dynamism to the attached to the Armored Rifle Platoon force. For any French Company instead of to the tank Squadron. Headquarters roll 1D6 on a 5 or 6 an additional Level I Big Man is present. RATING YOUR FORCE The speed with which a unit loses For any Platoon or troops in the main force effectiveness as losses mount can be an additional Level I Big Man is present on a controlled to show anything from gritty roll of 6. determination in the last ditch to abject cowardice. In between it can be interesting For an elite force the maximum number of to experiment with forces that appear to be additional Big Men is three, for an average tough and ready for action but whose force two is the maximum and for a poor confidence can collapse after a short time. force only one Big Man may be added. The ratings below are a good guide.

TooFatLardies 55 Battle for Liberation INFANTRY RATINGS

Troops/Actions 0 1 2 3 4 Fusiliers‐Voltigeurs 1 2 3 4 5 6 7 8 9 10 Veteran Fuiliers‐Voltigeurs 1 2 3 4 5 6 7 8 9 10 Infanterie Portee 1 2 3 4 5 6 7 8 9 10 Elite Infanterie Portee 1 2 3 4 5 7 8 9 10 Goumiers 1 2 3 4 5 6 7 8 9 10 ‐ Commandos 1 2 3 4 5 6 7 8 9 10 Milice 1 2 3 4 5 6 7 8 9 10 FFI Resistance 1 2 3 4 5 6 7 8 9 10

AFV MORALE Anti‐tank Bonus card: Always present when French tankers displayed a remarkable two or more French AT guns or Tank aggression, especially while fighting to free Destroyers are present. their homeland, so typically we set their Mortar Bonus card: Always present for any morale rating at 3 with the best units force fielding the 60mm mortar. represented by a 4. Assault Guns should normally have a morale of 2. Rally card: This should always be present

for high quality French forces. STACKING THE DECK When creating the Game Deck for a game Vehicle Breakdown card: This should be involving French forces one card should be present for French forces in Italy and will present for each Platoon or Troop present as affect vehicles moving off‐road in rocky well as any Company Headquarters and terrain. attached Platoons, Troops and on or off‐ table support units. One Allied Blinds card Ammunition Shortage card: This can be will always be present, as should one card present should the scenario demand. for each of the French Big Men. Dynamic Leader card: The French officers

Anti‐tank weapons, towed or self‐propelled, were expected to lead by example so this should have one card in the deck for each card should be present for any force. weapon. Other cards that may be present Heroic Leader card: Always present with are as follows: any French force.

Armoured Bonus card: This should be present for any Escadron Char or Infanterie FRENCH Porte force. WEAPONS Rapid Deployment card: This should be present for any French reconnaissance unit, FOR FRENCH ARMOUR AND WEAPONS Infanterie Porte or Goum force. USE THE DATA IN THE US SECTION OF Recon Bonus card: This should be included THIS HANDBOOK ON PAGE 46. for any reconnaissance force or a force including a recon element. In the latter case the bonus may only be used by the recon unit and not by any force it is attached to.

TooFatLardies 56 Battle for Liberation

By the start of 1943 the German Army was The withdrawal of Italy from the war in 1943 ostensibly the master of Europe, but the saw even more manpower problems for the victories gained in previous years were now Germans, with their forces fighting in the set against a backdrop of defeat in both Eastern, and Southern Europe as well as North Africa and the Soviet Union. The combating partisan forces in all occupied collapse of German Arms at Stalingrad in nations. The opening of the “Second Front” January signified a seismic shift in the in June 1944 made this situation far worse. balance of power, as increasingly Allied and Soviet production would ensure that the Increasingly units were simply burnt out by fight would be an uneven one. the intensity of combat; entire formations being annihilated due to a lack of reserves Increasingly losses amongst the officer corps available to allow them to spend time out of led to NCOs taking a more prominent the line. In the end the result, be it in command role as resources were spread Normandy or in the East, was defeats that ever‐more thinly. Whereas their opponents became routs as positions collapsed under sought more homogeneity within their units, the constant pressure applied by Germany’s both in terms of supply and performance, foes. the Germans focussed on creating an elite corps of mobile units equipped with That German forces maintained their precious resources and ready to support the resistance for so long is a reflection on the bulk of their forces in static defensive sense of discipline that permeated all the positions. units of the Wehrmacht, be they Heer, SS or Luftwaffe.

TooFatLardies 57 Battle for Liberation

THE GRENADIERKOMPANIE The Grenadier Company was the fighting army of the Infantry Division, with all units now enjoying the Grenadier designation in recognition of their sacrifices over years of war. With an emphasis on the defensive the Grenadier Company is not a mobile force but is well equipped with sufficient firepower to blunt an enemy attack.

Kompanie Headquarters Radio Net One Big Man Level III or IV Only the German Company Headquarters will Two 8cm mortars with 5 crew each be on the radio net. All Regimental or OR Divisional Support units will be on the radio Two MG42 tripod mount with 5 crew net. each

BATTALION SUPPORT PLATOONS Zug One

One Big Man Level II Three rifle Gruppe of 8 men Machine Gun Zug One Big Man Level III Zug Two Four MG42 MMGs with 5 crew each.

One Big Man Level II Three rifle Gruppe of 8 men Mortar Zug One Big Man Level II or on‐table FOO Zug Three Four 12cm mortars with 5 crew each OR One Big Man Level II Four or Six 8cm mortars with 5 crew each. Three rifle Gruppe of 8 men

Platoon Anti‐Tank Weapons REGIMENTAL SUPPORT PLATOONS What infantry anti‐tank weapons the Grenadier Company has will depend on the Anti‐Tank Zug date. One Big Man Level II or III Three Pak 38 50mm or Pak 40 During 1943 the bulk of German forces 75mm AT guns with 5 crew each would be reliant on charges placed on the A wide range of tows were used. enemy tank, such as magnetic mines, compound charges or Teller mines. These Light Infantry Gun Zug forces will add one tank killer team of four One Big Man Level II men to the Kompanie HQ and may convert Two le.IG 75mm infantry guns with five one other rifle Gruppe into two tank killer crew each. teams if the player wishes. Towed by the Sd Kfz 10 From August 1943 the Panzerfaust 30 began appearing at the front. In Italy provide each Heavy Infantry Gun Zug Zug with one of these and by D‐Day two One Big Man Level I should be available for each Zug. Two sIG 150mm infantry guns with five

The Panzerfaust 60 and 100 reached the crew front in September 1944 and should be Towed by the Sd Kfz 11. increasingly the norm in 1945.

TooFatLardies 58 Battle for Liberation DIVISIONAL SUPPORT UNITS Assault Gun Platoon One Big Man Level II Light Artillery Battery Three StuG III or StuG IV assault guns. A German infantry Division would typically have three Light Battalions of artillery, each Leichter Flakzug with three batteries of four 10.5cm Four 2cm Flakvierling 38, five crew each howitzers. During a game the most likely Mounted on Sd. Ah. 52 trailer for transport unit available to support a tabletop force which allowed towing behind almost any would be the Battery of four guns, thus: vehicle or manhandling by troops on foot.

One Forward Observation Officer on‐table Fusiliers Bicycle Platoon linked to the battery by radio or telephone. One Big Man Level II or III Four 10.5cm Howitzers. Two SMG Gruppe of 8 men

Transport was provided by six horse drawn One rifle Gruppe of 8 men with a high limbers or the Sd Kfz 11 halftrack. proportion of SMGs All bicycle mounted. If deployed on the table the battery will have no Big Men. ATTACHED SUPPORT A Grenadier Company may find itself Medium Artillery Battery operating with other units, however its static One medium artillery Battalion would be defensive role means that these are more part of each Infantry Division, with three likely to be units allocated to support it in batteries each fielding four 15cm howitzers. this function.

During a game the most likely unit available The following units are most likely. to support a tabletop force would be the Battery of four guns, thus: Flakgeschützstaffel Four 8.8cm Flak 36 or 37 with eight crew One Forward Observation Officer on‐table each linked to the battery by radio or telephone. Four Sd.Kfz 8 halftracks Four 15cm Howitzers.

Transport was provided by the Sd Kfz 7 Panzer‐Jäger Zug Heavy halftrack. If deployed on the table the One Big Man Level II battery will have no Big Men. Four Hetzer or StuG IV

Pioneer Platoon Werfer Battery Zug One Six 21cm or 30cm Nebelwerfers with five crew each. One Big Man Level II Three rifle Gruppe of 8 men During a game this unit will most likely be Three 3 ton trucks located off‐table with a Forward Observation Within the Infantry Division the Pioneers Officer in contact with the battery via a radio were responsible for the laying out of link. defences and their implementation. They were not combat assault pioneers, however Transport was provided by the Sd Kfz 11/5 they could fight as infantry. halftrack. If deployed on the table the battery will have no Big Men.

TooFatLardies 59 Battle for Liberation

VOLKSGRENADIERKOMPANIE After the defeats in Normandy and the plot against Hitler the German Army sought to imbue a fresh sense of determination into its men. The Volks‐Grenadier Divisions were supposed to be an indication of a National Socialist determination to resist using new weapons within new structures. In truth this was an exercise in scraping the bottom of a near empty barrel.

Kompanie Headquarters Light Infantry Gun Zug One Big Man Level III One Big Man Level II Two sniper teams Two le.IG 75mm infantry guns with five crew each. SturmZug One Horse towed One Big Man Level II Two Assault rifle Gruppe of 8 men REGIMENTAL SUPPORT PLATOONS One Assault rifle Gruppe of 8 men The following units are available within the with two LMGs Regiment and may be allocated to support Two Panzerfaust 60 or 100 the Volks‐Grenadier Company.

SturmZug Two Anti‐Tank Gruppe Two Assault rifle Gruppe of 8 men The Anti‐Tank Company within the One Assault rifle Gruppe of 8 men Regiment was made up of fifty‐four with two LMGs Panzershcrecks divided into three platoons, Two Panzerfaust 60 or 100 with each Gruppe having six weapons. We recommend a smaller organisation as Zug Three follows:

One Big Man Level II One Big Man Level II Three rifle Gruppe of 8 men Three teams, 2 men each Two Panzerfaust 60 or 100 Heavy Mortar Zug Radio Net Four 12cm mortars with 5 crew each. The Volks‐Grenadier Company has no radio Normally deployed off‐table. net. Forward Observer with radio net.

BATTALION SUPPORT PLATOONS DIVISIONAL SUPPORT UNITS

Machine Gun Zug Anti‐Tank Zug One Big Man Level III One Big Man Level II Four MG34 or 42 MMGs with 5 crew Three Pak 40 75mm anti‐tank guns, each. 5 crew each A typical tow was a 3 ton Mortar Zug Six 8cm mortars with 5 crew each. Panzer‐Jäger Zug Normally deployed off‐table. One Big Man Level II Forward Observer with radio net. Four Hetzer or StuG IV

TooFatLardies 60 Battle for Liberation

Howitzer Battery A German Volks‐Grenadier Division would typically have two Howitzer Battalions of artillery, each with two batteries of six 10.5cm howitzers. During a game the most likely unit available to support a tabletop force would be the Battery of six guns, thus:

One Forward Observation Officer on‐table linked to the battery by radio or telephone. Six 10.5cm Howitzers.

Transport was provided by six horse drawn limbers or the Sd Kfz 11 halftrack.

If deployed on the table the battery will have no Big Men.

Medium Artillery Battery

One Medium Artillery Battalion would be part of each Infantry Division, with two batteries each fielding six 15cm howitzers.

During a game the most likely unit available to support a tabletop force would be the

Battery of six guns, thus:

One Forward Observation Officer on‐table linked to the battery by radio or telephone. Six 15cm Howitzers.

Transport was provided by the Sd Kfz 7 Heavy halftrack. If deployed on the table the battery will have no Big Men.

ATTACHED SUPPORT A Volks‐Grenadier Company may use any of the attached support unit options that a Grenadier Company has. Again these were defensive formations so the Flak and Werfer units are the most likely support to be available.

TooFatLardies 61 Battle for Liberation

THE PANZERKOMPANIE The German Panzerkompanie is the iron fist of the Panzer Division, the mobile reserves which are now relied upon to defeat any enemy attacks and restore the front line that is held so doggedly by the Infantry Divisions. Fast moving, well equipped and motivated, the Panzer Division is a miniature army in its own right, a well balanced all ‐arms force that will save the day time and again.

Kompanie Headquarters Schwerer Panzerzug One Big Man Level IV One Big Man Level III Two Panzer IV or Panther tanks Four Tiger I or Tiger II

Zug One Panzerjägerzug One Big Man Level II The Panzer‐Jäger Platoon evolved between Five Panzer IV or Panther tanks 1943 and 1945 as new equipment became available. Due to production problems these Zug Two can only be a guide, and in many cases the One Big Man Level II StuG III was used to fill gaps. Five Panzer IV or Panther tanks 1943 Zug Three One Big Man Level II One Big Man Level II Four Marder II or III Five Panzer IV or Panther tanks 1944 Radio Net One Big Man Level II Four Jagdpanzer IV All units in the Panzer Division are on the radio net. 1944‐45 One Big Man Level II DIVISIONAL SUPPORT UNITS Four Jagdpanzer IV, Jagdpanther or Jagdtiger. The following units are available within the Panzer Division. Artillery Support A Panzer Division would have two Light Anti‐Tank Zug Battalions of artillery, each with three One Big Man Level II batteries of four 10.5cm howitzers or two Three Pak 40 75mm anti‐tank guns, 5 crew batteries of six guns. A Medium Battalion was each also present with three batteries of four 15cm SdKfz 251/6 TOWS guns, as was a self‐propelled battalion of 105mm guns with three four gun Zugs Flakgeschützstaffel Four 8.8cm Flak 36 or 37 with eight crew During a game all of these would be each represented by one Forward Observation Four Sd.Kfz 8 halftracks Officer on‐table linked to the battery by radio or telephone. Leichter Flakzug Four 2cm Flakvierling 38, five crew each or

three SdKfz 7.1

TooFatLardies 62 Battle for Liberation

PANZERGRENADIERKOMPANIE (GEP) The Armoured Panzergrenadierkompanie provides the Panzer Divisions with the fast moving infantry support that their panzers need to consolidate and hold the ground they have won.

Kompanie Headquarters Radio Net One Big Man Level III or IV All Panzer Grenadier units are on a radio net. Two SdKfz 251/3 Three Panzershcreck teams, 2 men each One SdKfz 251/17 added in 1944 BATTALION SUPPORT PLATOONS Some variations in the official organisation Zug One tables occurred over the period 1943 to 1945, specifically the Light Infantry Gun Zug One Big Man Level II or III disappearing in 1944 and being replaced by One SdKfz 251/1 or 251/10 the 12cm mortar Zug. Three rifle Gruppe of 8 men

Three SdKfz 251/1 Anti‐Tank Zug Zug Two One Big Man Level II or III Three Pak 38 50mm or Pak 40 75mm AT One Big Man Level II or III guns with 5 crew each One SdKfz 251/1 or 251/10 A wide range of tows were used. Three rifle Gruppe of 8 men

Three SdKfz 251/1 Light Infantry Gun Zug ‐ 1943 Zug Three One Big Man Level II Two le.IG 75mm infantry guns with five crew One Big Man Level II or III each. One SdKfz 251/1 or 251/10 Towed by the Sd Kfz 10 Three rifle Gruppe of 8 men

Three SdKfz 251/1 Heavy Mortar Zug – 1944 to 1945 Schwerer Zug One Big Man Level II or on‐table FOO Four 12cm mortars with 5 crew each One Big Man Level II

One SdKfz 251/10 DIVISIONAL SUPPORT UNITS Mortar Gruppe A Panzer grenadier Company may be Two SdKfz 251/2 supported by any of the options listed for the

MG Gruppe Panzer Company. Two MG 42 or 34 MMG teams, 5 crew each One SdKfz 251 or 251/17 in 1944

Cannon Gruppe Two SdKfz 251/9

TooFatLardies 63 Battle for Liberation

PANZERGRENADIERKOMPANIE The majority of the Panzergrenadiers were actually truck mounted, able to follow the panzers rapidly but dismounting in order to fight. Here we offer two options, one for 1943 and into 1944, the other for 1944 to 45. Battalion support for both of these options is the same as for the armoured Panzergrenadierkompanie above.

1943 to 1944 Kompanie 1944 to 1945 Kompanie

Kompanie Headquarters Kompanie Headquarters One Big Man Level III or IV One Big Man Level III or IV One Kübelwagen One Kübelwagen Three Panzershcreck teams, 2 men each Three Panzershcreck teams, 2 men each One 2 ton truck One 3 ton truck

Zug One Sturm Zug One Big Man Level II One Big Man Level II One Kübelwagen One Kübelwagen Three rifle Gruppe of 8 men Three assault rifle Gruppe of 8 men Three 2 ton trucks Two 3 ton trucks

Zug Two Zug Two One Big Man Level II One Big Man Level II One Kübelwagen One Kübelwagen Three rifle Gruppe of 8 men Three rifle Gruppe of 8 men each with 2 LMGs Three 2 ton trucks Two 3 ton trucks

Zug Three Zug Three One Big Man Level II One Big Man Level II One Kübelwagen One Kübelwagen Three rifle Gruppe of 8 men Three rifle Gruppe of 8 men each with two Three 2 ton trucks LMGs Two 3 ton trucks Schwerer Zug One Big Man Level II Schwerer Zug One Kübelwagen One Big Man Level II One Kübelwagen Mortar Gruppe Two 8cm mortar teams, 5 crew each Mortar Gruppe Two 2 ton trucks Two 8cm mortar teams, 5 crew each Two 2 ton trucks MG Gruppe Two MG 42 or 34 MMG teams, 5 crew each MG Gruppe Two 2 ton trucks Two MG 42 or 34 MMG teams, 5 crew each Two 2 ton trucks

TooFatLardies 64 Battle for Liberation

THE AUFKLÄRUNGSKOMPANIE A Panzer Aufklärungsabteilung was the spear point of the armoured advance with a doctrine based on reconnaissance by combat; fighting their way through to find weak points in the enemy defence. It was formed as a complete battalion, fielding two Panzerspähkompanie (Armoured Car Companies), two Aufklärungskompanie (Light Armoured Rifle Companies) and a full array of support units. Numerous variations of the Aufklärungs Kompanie were employed due to equipment shortages, some being entirely mounted in Kübelwagen and even Kettenrad, but the one presented here is the preferred option.

Kompanie Headquarters Radio Net One Big Man Level IV All Panzer Grenadier units are on a radio net. Two SdKfz 250/3 Three Panzerschreck teams, 2 men each BATTALION SUPPORT PLATOONS

Zug One Anti‐Tank Zug One Big Man Level II One Big Man Level II or III One SdKfz 250/10 Three Pak 38 50mm or Pak 40 75mm AT One SdKfz 250/1 guns with 5 crew each Three rifle Gruppe of 8 men with two LMGs SdKfz 251/6 tows. Six SdKfz 250/1 Light Infantry Gun Zug Zug Two One Big Man Level II One Big Man Level II Two le.IG 75mm infantry guns with five crew One SdKfz 250/10 each. One SdKfz 250/1 Sd Kfz 251/6 tows Three rifle Gruppe of 8 men with two LMGs Six SdKfz 250/1 Kannon Zug

Four SdKfz 251/9 or 250/8 Zug Three One Big Man Level II Pioneer Zug One SdKfz 250/10 One Big Man Level II One SdKfz 250/1 Two Pioneer Gruppe of 8 men Three rifle Gruppe of 8 men with two LMGs Six Sdkfz 251/7 Six SdKfz 250/1 One SdKfz 251/17 added in 1944

N.B. Whilst this unit was equipped with Schwerer Zug sufficient small arms to defend itself it was One Big Man Level II not a combat unit, rather being there to One SdKfz 250/1 clear a path of obstacles. Mortar Gruppe Two SdKfz 250/1 DIVISIONAL SUPPORT UNITS Two SdKfz 250/7 Any company from the Aufklärungs Abteilung may be supported by any of the MG Gruppe options listed for the Panzer Company. One Big Man Level I

Two MG 42 or 34 MMG teams, 5 crew each

Five SdKfz 250/1

TooFatLardies 65 Battle for Liberation THE PANZERSPAHKOMPANIE Like the Aufklärungskompanie the Panzerpähkompanie of the Aufklärungsabteilung could be configured in many different ways. Some fielded wheeled armoured cars, some light tanks now obsolete for use as a battle tank but still fast enough for reconnaissance duties, whilst others used exclusively light half‐tracks. Here we present three options all of which were used throughout the period 1943 to 1945. All are on a radio net and all may call on the same Battalion and Divisional support as the Aufklärungs Kompanie.

THE ARMOURED CAR OPTION

Kompanie Headquarters Leichter Zug Two One Big Man Level IV One Big Man Level II One Kübelwagen Four SdKfz 222 Two SdKfz 232 Schwerer Zug One One Big Man Level II Leichter Zug Three Three SdKfz 231 One Big Man Level II Three SdKfz 232 Four SdKfz 222 In 1944 these may be upgraded to the SdKfz Two SdKfz 232 234/2 Puma although limited production numbers meant that often only the 232

would be replaced.

THE LIGHT TANK OPTION

Kompanie Headquarters Zug Three One Big Man Level IV One Big Man Level II or Panzer IIL One Panzer IIL/F/J or older Panzer IIF Seven Panzer IIL/F/J (reduced to six in 1944)

Zug One Zug Four One Big Man Level II One Big Man Level II Seven Panzer IIL/F/J (reduced to six in 1944) Seven Panzer IIL/F/J (reduced to six in 1944)

Zug Two N.B. The L “Luchs” was standard by this One Big Man Level II stage, however replacements due to combat Seven Panzer IIL/F/J (reduced to six in 1944) losses tended to be the older F or J models.

THE HALF‐TRACK OPTION

Kompanie Headquarters Zug Two One Big Man Level II One Big Man Level II One SdKfz 250/5 Two SdKfz 250/5 Four SdKfz 250/9 Zug One One Big Man Level II Zug Three Two SdKfz 250/5 One Big Man Level II Four SdKfz 250/9 Two SdKfz 250/5 Four SdKfz 250/9

TooFatLardies 66 Battle for Liberation

German AFVs can be confusing, with a huge ARMOURED CARS variety of marks and letters used to describe The Sonderkraftfahrzeug, or Special all sorts of vehicles. So, here’s a quick guide. Purpose Vehicle, designation was applied to all German vehicles but normally only WHICH TANK? transport and armoured cars were actually A late war Panzer Division would field two referred to by this designation. The Panzer Battalions, one of Panzer IV tanks, following list gives a brief guide to the AFVs the other of Panthers. more normally found operating in IABSM.

At the start of 1943 the Panzer IVG was the most prevalent mark with the H mark Light Armoured Cars arriving at the front in May of 1943. The SdKfz 221 LMG armed much simplified Panzer IVJ went into SdKfz 222 2cm L55 autocannon production in June of 1944 and was the SdKfz 223 Radio car final model. SdKfz 247 Radio car SdKfz 260 Radio car The Panther D began production in January SdKfz 261 Radio car 1943 with the mark A replacing it from August 1943 to May 1944. The Panther G Heavy Armoured Cars was the final production model which was By this stage in the war all heavy armoured cars built between March 1944 and the end of had eight wheels as opposed to some early war 6 wheeled vehicles with the same designation. the war.

In addition to these some Mark III tanks SdKfz 231 2cm L55 autocannon struggled on although production ceased in SdKfz 232 2cm L55 autocannon 1943. The Mark IIIJ with the 50mm gun, SdKfz 233 Short L24 7.5cm gun essentially the same as the Pak 38, was still SdKfz 234/1 2cm L55 autocannon to be found in Italy in 1943, however the SdKfz 234/2 “Puma” 5cm L60 gun Mark IIIN with a shortened version of the SdKfz 234/3 Short L24 7.5cm gun 75mm gun used in the Panzer IV was more SdKfz 234/4 ‘Pakwagen’ 7.5cm Pak40 SdKfz 263 Radio car prevalent, with earlier marks being upgraded. By 1944 the Panzer III was Halftracks largely removed from front‐line duties, SdKfz 250/1 Standard light half‐track many being returned to the factories for SdKfz 250/3 or 5 Radio command track conversion to the StuG III. SdKfz 250/7 8cm mortar carrier SdKfz 250/8 Short L24 7.5cm gun PANZERJÄGER SdKfz 250/9 2cm cannon in turret mount In 1943 the standard tank hunter was the SdKfz 250/10 3.7cm Pak 35/36 Marder II or III but this was soon to be SdKfz 250/11 2.8cm sPzB 41 AT rifle replaced with the Jagdpanzer IV entering SdKfz 251/1 Standard medium half‐track service in December 1943, the Jagdpanther SdKfz 251/2 8cm mortar carrier in April of 1944 and the Hetzer in May of SdKfz 251/3 Radio command track 1944 and finally the Jagdtiger in September SdKfz 251/6 Tow for medium guns 1944. The Hetzers tended to be restricted to SdKfz 251/7 Pioneer track the Infantry Divisions, with the Jagdpanzer SdKfz 251/9 Short L24 7.5cm gun IV, Jagdpanther and tiny numbers of the SdKfz 251/10 37mm Pak 35/36 Jagdtiger in the Panzer Divisions. The SdKfz 251/16 Twin Nashorn was rarer but could be found on all SdKfz 251/22 7.5cm Pak 40 fronts in Heavy Panzerjäger units.

TooFatLardies 67 Battle for Liberation

LUFTWAFFE JAGER

Manpower shortages within the Reich led to the Luftwaffe being called upon to divert any surplus personnel into infantry formations as early as 1942. Twenty‐one Divisions were formed in total with only five, the 16th, 17th and 18th serving in the West and with the 19th and 20th in Italy.

Short of manpower, equipment and lacking training, these units struggled against better equipped opponents. In November 1943 they were incorporated into the Wehrmacht and reorganising into

Jäger Divisions.

Kompanie Headquarters DIVISIONAL SUPPORT UNITS One Big Man Level III One Panzerschreck team, 2 men Anti‐Tank Zug One Big Man Level II or III Zug One Three Pak 38 5cm or Pak 40 7.5cm AT guns One Big Man Level I or II with 5 crew each Three rifle Gruppe of 8 men Opel Blitz 3 ton truck tows

Zug Two Fusiliers Bicycle Platoon One Big Man Level I or II One Big Man Level II or III Three rifle Gruppe of 8 men Two SMG Gruppe of 8 men One rifle Gruppe of 8 men with a high Zug Three proportion of SMGs One Big Man Level I or II All bicycle mounted. Three rifle Gruppe of 8 men Flakgeschützstaffel Radio Net Four 8.8cm Flak 36 or 37 with eight crew Only the Company Headquarters will be on each the radio net. All Regimental or Divisional Four Sd.Kfz 8 halftracks Support units will be on the radio net.

Assault Gun Battery BATTALION SUPPORT PLATOONS One Big Man Level II Two to Five StuG III Machine Gun Zug One Big Man Level II Artillery Support Four MG42 MMGs with 5 crew each. Artillery support was at best patchy and there was no standard equipment. Guns Mortar Zug were almost always in batteries of four guns One Big Man Level I or on‐table Forward and could include the following types. Observer Three 8cm mortars with 5 crew each 7.5cm Geb K15 mountain Gun 7.62cm FK288(r) Leichter Flakzug 12.2cm FK396(r) Four 2cm Flakvierling 38, five crew each or 10cm Nebelwerfer 40 three SdKfz 7.1

TooFatLardies 68 Battle for Liberation

FALLSCHIRMJAGERKOMPANI E

Now serving as leg infantry, the Fallschirmjäger are an elite force, both well‐equipped and highly motivated. Reorganisation in 1943 saw their unit structures abandon the organisation based on the carrying capacity of a JU52 and focus more on ground operations.

Kompanie Headquarters Mortar Zug One Big Man Level IV One Big Man Level II or on‐table Big Man Level II or III Forward Observer. Three 8cm GrW42 parachute mortars with 5 Four 8cm mortars with 5 crew each crew each Three Panzerschreck teams, 2 men each REGIMENTAL SUPPORT PLATOONS

Zug One Anti‐Tank Zug One Big Man Level III One Big Man Level II or III Three rifle Gruppe of 8 men, each with two Three Pak 38 50mm or Pak 40 75mm LMGs and a high proportion of SMGs AT guns with 5 crew each 3 ton Opel Blitz truck tow. Zug Two One Big Man Level III Anti‐Tank Gruppe Three rifle Gruppe of 8 men, each with two The Anti‐Tank Kompanie within the Regiment LMGs and a high proportion of SMGs was made up of fifty‐four Panzershcrecks divided into three platoons, with each Zug Three Gruppe having six weapons. We recommend a smaller organisation as follows: One Big Man Level III Three rifle Gruppe of 8 men, each with two One Big Man Level II LMGs and a high proportion of SMGs Three Panzerschreck teams, 2 men each

Radio Net Heavy Mortar Zug Only the Company Headquarters will be on On‐table Forward Observer. the radio net. All Regimental or Divisional Three 12cm mortars with 5 crew each Support units will be on the radio net. DIVISIONAL SUPPORT UNITS BATTALION SUPPORT PLATOONS Assault Gun Zug Machine Gun Zug One Big Man Level II One Big Man Level III Four StuG III Four MG34 or 42 MMGs with 5 crew each. Flakgeschützstaffel Light Infantry Gun Zug Four 8.8cm Flak 36 or 37 with eight crew One Big Man Level II each Two le.IG 75mm infantry guns or Four Sd.Kfz 8 halftracks Leichtgeschutze 40 recoiless rifle with five Two le.IG 75mm infantry guns with crew each. five crew each. Towed by the Sd Kfz 10

TooFatLardies 69 Battle for Liberation Leichter Flakzug Six 2cm Flakvierling 38, five crew each or three SdKfz 7.1

Artillery Support A Fallschirmjäger Division would have two Light Battalions of artillery, each with three batteries of four 10.5cm howitzers. A Heavy Battalion was also present with three batteries of four 15cm guns, as was a 12cm mortar Battalion with three 12 gun batteries split into four gun Zugs.

During a game all of these would be represented by one Forward Observation Officer on‐table linked to the battery by

radio or telephone.

VOLKSTURM KOMPANI E The organisation of the Volksturm was slightly chaotic in that it was based on the cellular geographical structure of the N.S.D.A.P., with a Gruppe from every Block, a Zug from each Zelle, a Kompanie from each Ortsgruppe and a Battalion from each Kreis. Due to varying population densities the number of Zug in each Kompanie could vary as could the number of Kompanie in each battalion. The basic theoretical structure is as follows.

Kompanie Headquarters Schwerer Zug One Big Man Level II (Kompanieführer) One Big Man Level I (Zugführer) Five Panzerschreck teams, 2 men each Two MG34 MMG teams, five men each Two 8cm mortar teams, five men each Zug One N.B. This was an extremely optimistic One Big Man Level I (Zugführer) inclusion in the battalion structure and was Three rifle Gruppe of 8 men each rarely present.

Zug Two OTHER SUPPORT One Big Man Level I (Zugführer) The largest Volksturm unit was the battalion, Three rifle Gruppe of 8 men each no higher structure existed. However, in the maelstrom of late 1944 and 1945 Volksturm Zug Three units can be found serving along‐side any other units. They should also be amply One Big Man Level I (Zugführer) supplied with Panzerfausts, three per Three rifle Gruppe of 8 men each Gruppe being normal.

TooFatLardies 70 Battle for Liberation

GEBIRGSJAGERKOMPANI E Germany’s mountain troops gained a formidable reputation in the Great War and built upon this between 1939 and 1945. An elite, lightly equipped formation they made a major contribution wherever they fought, from the mountains of Italy to the winter fighting in the Vosges.

Kompanie Headquarters REGIMENTAL SUPPORT PLATOONS One Big Man Level IV Big Man Level II or III Anti‐Tank Zug Two Panzerschreck teams, 2 men each One Big Man Level II or III Three Pak 38 50mm or Pak 40 75mm AT Zug One guns with 5 crew each One Big Man Level II Three rifle Gruppe of 8 men Anti‐Tank Gruppe The Anti‐Tank Kompanie within the Regiment Zug Two was made up of fifty‐four Panzershcrecks One Big Man Level II divided into three platoons, with each Three rifle Gruppe of 8 men Gruppe having six weapons. We recommend a smaller organisation as follows:

Zug Three One Big Man Level II One Big Man Level II Three Panzerschreck teams, 2 men each Three rifle Gruppe of 8 men Bicycle Reconnaissance Zug Schwerer Zug One Big Man Level II One Big Man Level II Three rifle Gruppe of 8 men Mortar Gruppe Bicycle mounted Three 8cm GrW42 parachute mortars with 5 crew each Heavy Mortar Zug On‐table Forward Observer. MG Gruppe Four 12cm mortars with 5 crew each Four MG 42 or 34 MMG teams, 5 crew each

DIVISIONAL SUPPORT UNITS Radio Net

Only the Company Headquarters will be on the radio net. All Regimental or Divisional Anti‐Tank Zug Support units will be on the radio net. One Big Man Level II or III Three Pak 38 50mm or Pak 40 75mm AT BATTALION SUPPORT PLATOONS guns with 5 crew each

Mortar Zug Machine Gun Zug One Big Man Level II or on‐table Forward One Big Man Level III Observer. Four MG34 or 42 MMGs with 5 crew each. Six 8cm mortars with 5 crew each

Heavy Mortar Zug On‐table Forward Observer. Four 12cm mortars with 5 crew each

TooFatLardies 71 Battle for Liberation

Light Infantry Gun Zug One Big Man Level II Two le.IG 75mm infantry guns with five crew each.

Panzerjägerzug

There was a significant variation in equipment here depending on the Division and where they were serving. Typically a

StuG III Company was provided with Zug of three or four vehicles, however other vehicles, such as the Semovente 75/18 of the StuH 42 were acquired when no alternative was available.

One Big Man Level II

Four StuG III or Semovente 75/18

Leichter Flakzug Six 2cm Flakvierling 38, five crew each

Artillery Support A Gebirgsjäger Division would have two Light Battalions of artillery, each with three batteries of four 7.5cm Geb 36 howitzers. A Heavy Battalion was also present with three batteries of four 10.5cm Geb.H 36 howitzers. Nebelwerfer batteries could also be attached.

During a game all of these would be represented by one Forward Observation Officer on‐table linked to the battery by radio or telephone.

Transport A Gebirgsjäger Division would typically rely on pack mules and horses where possible for most of their equipment, even the 10.5cm heavy howitzer could be transported by five mules or on specially designed trailers towed by Kettenrad.

TooFatLardies 72 Battle for Liberation

Rating your German forces is done by using for the additional Big Man, although one the cards in the Game Deck but also by the may be added to any of these if the main number of Big Men present and the unit unit transfers one of its own additional Big ratings. Men to that unit.

ADDING BIG MEN For example, a German Panzer Grenadier The force guidelines above will show you Zug attached to an Panzer Kompanie will not what the basic number and level of Big Men dice for any additional Big Men, however if you should have with any force. What you the Panzer Kompanie has successfully diced now need to do is see if any additional Big for an extra Big Man he may be attached to Men are present to add dynamism to the the Panzer Grenadier Zug instead of to the force. For any German Company Panzers. Headquarters roll 1D6 on a 5 or 6 an additional Level II Big Man is present. RATING YOUR FORCE The speed with which a unit loses For any Platoon or troops in the main force effectiveness as losses mount can be an additional Level I Big Man is present on a controlled to show anything from gritty roll of 6. For an elite unit a Level I Big Man is determination in the last ditch to abject present on a roll of 5, a Level II Big Man on a cowardice. In between it can be interesting roll of 6. Osttruppen will never roll for to experiment with forces that appear to be additional Big Men. tough and ready for action but whose confidence can collapse after a short time. For an elite force the maximum number of additional Big Men is four, for an average The ratings below are recommended in force three is the maximum and for a poor normal circumstances however you can force only one Big Man may be added. tweak this to reflect particular situations. The system is as flexible as you need it to be. No attached support weapon platoons dice

INFANTRY RATINGS

Troops/Actions 0 1 2 3 4 Regular Infantry 1 2 3 4 5 6 7 8 Veteran Infantry 1 2 3 4 5 6 7 8 Poor Infantry 1 2 3 4 5 6 7 8 Elite Infantry 1 2 3 4 5 6 7 8 Panzer Grenadier 1 2 3 4 5 6 7 8 Elite Panzergrenadier 1 2 3 4 5 6 7 8 Fallschirmjäger 1 2 3 4 5 6 7 8 Osttruppen 1 2 3 4 5 6 7 8

Typically German ratings are slightly higher than other nations to reflect their greater firepower at squad level. We do not differentiate between SS and Heer formations, there were good and bad troops in both organisations. Aufklärungs troops should use the Panzer Grenadier designation whilst Luftwaffe Jäger should use the poor infantry designation.

TooFatLardies 73 Battle for Liberation AFV MORALE Poor Fire Discipline: This card may be German tanks and AFVs will vary depending included for Osttruppen or Luftwaffe Jäger. on the phase of the war. Starting off at 4 it should fall to 3 by the time of Falaise and Rally card: This should always be present even 2 after the Allies had crossed the Rhine for any units of regular quality or above. due to the lack of training makeshift crews Some elite units may have two Rally cards. were then receiving. That said, some elite Vehicle Breakdown card: This should be formations will still have a sprinkling of high present for units operating in Italy where it quality crews with the odd Ace present. affects vehicles moving off‐road in rocky

terrain. Some other AFVs with mechanical STACKING THE DECK problems, such as early Jagdpanthers or King When creating the Game Deck for a game Tigers will have this card. involving German forces one card should be present for each Zug present as well as any Tank Killers card: This should be present for Company Headquarters and attached Zug most German forces during this period. and on or off‐table support units. One Axis Blinds card will always be present, as should Ammunition Shortage card: This can be one card for each of the German Big Men. present should the scenario demand.

Anti‐tank weapons, towed or self‐propelled, Dynamic Leader card: Used sparingly with should have one card in the deck for each regular formations but more often for forces weapon. Other cards that may be present such as the Panzer Grenadier or Aufklärungs are as follows: forces.

Armoured Bonus card: This should be Heroic Leader card: Always present with present for any Panzer Kompanie, armoured elite. Less often with regular units. Panzer Grenadier Kompanie, Aufklärungs Kompanies or other armored force of at least two Zug in strength.

Rapid Deployment card: This should be present for any Aufklärungs unit.

Recce Bonus card: This should be included for any reconnaissance force or a force including a recce element. In the latter case the bonus may only be used by the recce unit and not by any force it is attached to.

Hesitant Troops card: This card may be used for poor troops who have either lack training, who have been in the line for too long or who simply don’t want to be there. Luftwaffe Jäger and Osttruppen are good examples.

Anti‐tank Bonus card: Always present when two or more AT guns or Panzerjägers are present.

Mortar Bonus card: Always present for any force fielding the 8cm mortar.

TooFatLardies 74 Battle for Liberation

ARMOURED VEHICLES AFV Armour Weapon Calibre Speed Notes Value Strike

TANKS

Panzer II F/J 2 4 20mm Fast Low Profile Panzer II Luchs 3 4 20mm Fast Low Profile Panzer III J 4 7 50mm Average Panzer III L/M 5 7 50mm Average

Panzer III N 5 6 75mm Average Panzer III Flammen 6 Flame ‐ Average Panzer IV G 5 8 75mm Average Panzer IV H/J (late G) 5 9 75mm Average

Panzer V Panther D/A/G 11 12 75mm Fast

Panzer VI Tiger I 11 12 88mm Slow Slow Turret, Heavy Armour Panzer VI Tiger II 14 16 88mm Slow Slow Turret, Heavy Armour PANZERJÄGER

Marder II 3 9 76.2/75mm Average Open body

Marder III H/M 4 9 76.2/75mm Average Open body Panzerjäger 38t ‘Hetzer’ 7 9 75mm Average Low Profile Jagdpanzer IV L43/L48 7 9 75mm Average Low Profile

Jagdpanzer IV L70A 8 12 75mm Average Low Profile

Jagdpanzer IV L70V 9 12 75mm Average Low Profile Hornisse/Nashorn 3 16 88mm Average Open body Elefant 14 16 88mm Slow Breakdown Card

Jagdpanther 11 16 88mm Fast Breakdown card in

Normandy

Jagdtiger 16 20 128mm Slow Heavy Gun, Heavy Armour, Breakdown Card FLAKPANZER Flakpanzer 38t 2 4 20mm AA Average Open body Panzer IV Mobelwagen 4 5 37mm AA Average Open body

Panzer IV Ostwind 4 5 37mm AA Average Open body Panzer IV Wirbelwind 4 4 Quad 20mm Average Open body

TooFatLardies 75 Battle for Liberation ARMOURED VEHICLES CONTINUED AFV Armour Weapon Calibre Speed Notes Value Strike

Assault Guns

Wespe 3 5 105mm Average Open body Grille H 4 6 150mm Average Open body, Heavy Gun Grille M 2 6 150mm Average Open body, Heavy Gun

Hummel 3 6 150mm Average Open body, Heavy Gun

StuG III F 5 8 75mm Average Low profile StuG III F8 6 9 75mm Average Low profile StuG III G 7 9 75mm Average Low profile

StuH 42 7 8 105mm Average Low profile

StuG IV 7 9 75mm Average Low profile Sturmpanzer Brumbar 8 6 150mm Average SturmTiger 14 Anti‐position 380mm Slow Absurdly Heavy Gun, mortar Heavy Armour

ARMOURED CARS

SdKfz 221 2 MG ‐ Wheeled Open turret SdKfz 222/223 2 4 or MG 20mm/ Wheeled Open turret MG SdKfz 231/232 8 rad 3 4 20mm Wheeled Open turret SdKfz 233 3 6 75mm Wheeled Open turret

SdKfz 234/1 4 3 20mm Wheeled SdKfz 234/2 Puma 4 7 50mm Wheeled SdKfz 234/3 4 6 75mm Wheeled Open body SdKfz 234/4 4 9 75mm Wheeled Open body

SdKfz 247 2 None ‐ Wheeled Open turret SdKfz 260/61 2 None ‐ Wheeled Open turret TRANSPORT SdKfz 250 all variants 2 Various Fast Open body

SdKfz 251 all variants 2 Various Fast Open body

CAPTURED AFVS Pz 39H 735 f 4 3 37mm Average Pz 35R 731 f 4 3 37mm Slow

Pz FCM 737 f 4 3 37mm Slow

Pz 35S 739 f 4 5 47mm Average Pz B1 740 f 6 Hull 3, 37mm Slow Turret 5 47mm Pz 17R 730 f 2 3 or MG 37mm/ Slow MG

PzSph 204 f 2 6 50mm Wheeled

TooFatLardies 76 Battle for Liberation ANTI-TANK WEAPONS

Weapon Weapon Strike

2.5cm Pak 113 f 4

4.7cm Pak 181/183 f 7

3.7cm Pak 36 5 (7 with stielgrenate)

5cm Pak 38 7

7.5cm Pak 40 9

8.8cm Pak 43 16

8.8cm Flak 18 L56 16

7.5 Leichtgeschütze 40 recoilless rifle 4

Infantry Anti‐Tank Weapons 0‐4” 4‐8” 8‐12” 12‐16” 16‐24”

Panzerfaust 30/Faustpatrone 11 11 ‐ ‐ ‐

Panzerfast 60 11 11 11 ‐ ‐

Panzerfaust 100 11 11 11 11 ‐

Panzerschreck 13 13 13 13 ‐

Infantry Close Quarter Weapons 4 ‐ ‐ ‐ ‐

MMG 2 2 2 1 1

GERMAN WEAPON RULES

SECTION ARMAMENT 5cm GrW 36, the medium 8cm GrW 34 and the heavy 12cm GrW 42. All had differing Throughout the German unit options we characteristics and we use the following have assumed that the rifle Gruppe is armed supplementary rules to represent this. with the standard Mauser K98 bolt action rifle and one MG 34 or 42 light machine gun with one or two SMGs for NCOs. The The 5cm Light GrW 36 Mortar introduction of K43 semi‐automatic rifle was By 1943 the light 5cm mortar was in such small numbers that we ignore its considerably out of favour among the troops presence. Where Gruppe armament differs and had largely been dropped from use by it is noted and we use Section 4.4 of the all front line units, and as such you will not rules to see what effect this has. In some find it listed above. It was, however, still situations a Gruppe will be subject to two of used in the static coastal defences of the the variants; for example a Fallschirmjäger Atlantic Wall along with significant numbers Gruppe with two LMGs and a high of captured French 60mm pieces and may be deployed in scenarios on or around June the proportion of SMGs will roll 1D6 more than th the number of Actions for the two LMGs but 6 1944. also roll a further 1D6 when firing at short range to reflect the high proportion of Ammunition: The 5cm mortar only fires HE, SMGs. it has no smoke round. As it is being used in static defences the number of rounds available does not depend on them being GERMAN MORTARS man‐portable. Roll a D6‐1 at the start of the Germany fielded three standard mortar game for each 5cm mortar position. The types during the Second World War; the resulting number is its EDNA rating at the

TooFatLardies 77 Battle for Liberation start of the game. Each time the mortar the mortar platoon is on‐table then the team fires any roll of 6 will reduce this Indirect Fire Support table is ignored and the rating. When a mortar falls to a rating of mortars will begin firing on their next card zero they are out of ammunition. after the FOO has called in the fire. The 8cm mortar may fire H.E. or Smoke rounds. Minimum Range: The 5cm mortar has no minimum range. If the enemy are that close A shortened version of this weapon, the Kz then it is assumed that the crew can do an 8cm GrW 42 was issued to Fallschirmjäger equal amount of damage with their rifles. and Gebirgsjäger troops which had a maximum range of only 180” but is Maximum Range: The 5cm mortar has a otherwise identical in performance within maximum range of 84”. the rules.

Aiming: In order to fire the 5cm mortar The 12cm GrW 42 Heavy Mortar needs to be within 6” of a point from where The Germans were so impressed with the a direct line of sight can be traced to the Soviet 120mm mortar that they rapidly target or target area. This represents the developed their own model, providing a cost ability of the mortar to fire from cover while effective firepower alternative to artillery. one of its team moves forward to observe the fall of shot. Due its minimum range of 76” it will always be deployed off‐table. The 12cm mortar The 5cm mortar was notoriously inaccurate, may fire H.E. or Smoke rounds. despite having an overly‐complex ranging mechanism. To reflect this it will only hit a STIELGRANATE 41 target on a roll of a 6, or 5 or 6 if the target is By 1943 the 37mm Pak 36 was struggling to in direct line of sight and in the open. Any deal with the current generation of hits will cause one point of Shock on the armoured vehicles. In an attempt to extend target unit. The 5cm mortar may never use its service life a shaped charge was created rapid fire. which could be loaded onto the muzzle of

the gun and fired with a blank charge. The 8cm GrW 34 Medium Mortar Whilst the charge itself was powerful the The GrW 34 was an extremely flexible arrangement was inaccurate at over 300m weapon which provided fire support at the and obliged the crew to leave cover to load lowest possible level. the next round onto the gun muzzle, a slow

Minimum Range: The 8cm mortar has a process. minimum range of 8”. If mortars are deployed on‐table with the enemy at close To reflect this, the Pak 36 with Stielgranate quarters they may form impromptu rifle counts as a Heavy Gun for releoading and sections with their crews divided up as the has a maximum range of 48”. It fires as player wishes. They fire as a rifle section normal at up to 24” and with a ‐1 to hit with no LMG. between 24” and 48”.

Maximum Range: The 8cm mortar has a PAKFRONT maximum range of 384”, over thirty foot, so The German defensive tactic of forming a it may hit anything on the table. broad anti‐tank defence, be that with static guns or Panzerjäger, was particularly Firing: The 8cm mortar fires once in a turn effective in ambushing enemy armour. To as covered in section 9 of the rules, either at reflect this an anti‐tank unit, or units, may pre‐registered points or opportunity fire. If deploy in a Pakfront with all of their guns or

TooFatLardies 78 Battle for Liberation panzerjäger in cover. One card is included in available. Roll a D6 for your force at the the Game Deck for each gun, however on start of the game and consult the table the first time the Pakfront fires all the guns below. or AFVs that are part of this may fire on any single anti‐tank gun card. From that point D6 Result on all the guns or AFVs will be activated singly as the cards are dealt. 1 Six ‘fausts for the company 2,3 One ‘faust per Gruppe Additionally, whilst in their initial position 4,5,6 Two ‘fausts per Gruppe any Panzerjäger may have a fourth Action which can only be used to allow them to retire 1D6 with their final Action in a “Shoot RECOILLESS RIFLES and Scoot” manoeuvre. If they move from Recoilless rifles fire in exactly the same way that position they revert to three Actions. as any direct fire artillery piece of their calibre, however they may not be fired from within a building due to the back‐blast. The PANZERKNACKERS weapon fired HE and low quality AT shells The Germans spent the middle years of the for limited defence against armour. war without any effective infantry anti‐tank defence, abandoning their anti‐tank rifle and ROCKET WEAPONS relying on hand‐held weapons which needed The Germans were quick to realise the to be placed on enemy tanks. This potential that rocket weapons had, both in extremely risky process was, nevertheless, terms of their physical and psychological effective when enemy armour was effect and in their cost effectiveness in a separated from its infantry support. nation where resources were scarce.

German infantry units may therefore The Nebelwerfer was the most well know convert up to one Gruppe into two weapon, represented in the rules by the Panzerknacker teams, including a Tank Killer rocket launcher section or battery in Section Bonus card in the deck when they are 9, Indirect Fire Support, however we can present. also add the “Stuka zu Fuss”

and the static 28cm Schwererswurfgerät, all A Panzerknacker team has a “range” of 4”, of which could saturate an area of ground. representing the distance that an individual man would be expected to sprint in order to These weapons are slow to load and place his charge. During a game a inaccurate, however they make up in Panzerknacker team may twice place a ball quantity what they lack in finesse. That said, of smoke with a 3” diameter within 6” of its they are very visible once they have fired position in order to cover its attack. due to the large amount of smoke created

and must be moved as soon as they have When making an attack with a magnetic fired so as to avoid destruction by counter‐ charge they count as having an AT strike of battery fire. These weapons may all be used 12. When making an attack with a Teller as part of a pre‐game stonk against an mine they count as having an AT strike of 9. attacking enemy in order to break up the

attacking formation. PANZERFAUSTS As alluded to in the unit organisation tables In this role the attacking player places his Panzerfausts will always be present with Blinds on the table edge where they are due some units whilst other units where none to enter the table but face down. The are listed will have to dice to see what is German player may place one stonk along

TooFatLardies 79 Battle for Liberation any 36” section of table edge for each rocket turret, converting any hit on the hull to a stonk. Any Blinds along that frontage may turret hit. not be moved, nor may they be spotted nor fired on, until they have been activated. To OBSTACLES activate a Blind the Allied player will roll a Be these beach obstacles of the Atlantic D6 each time the Allied Blinds card is dealt. wall, or along the West Wall or On a 5 or 6 the Blind is turned the right way Pommernwall, Nibelung‐stellung or similar, up and may then immediately operate as obstacles such as dragons teeth or Czech normal. This reflects the fact that the attack hedgehogs can only be destroyed by is coming in piece‐meal due to the effect of specialist engineering teams and this cannot the pre‐game rocket bombardment in that occur during a game. sector.

KAMPFGRUPPEN FLAME VEHICLES The Germans were famed for their ability to The Germans produced two purpose built form combined arms combat groups from Flammenpanzer during the second half of whatever troops they had to hand and then the war, the Flammpanzer III and the to see them function coherently as a force. Flammpanzer 38t, both of which had their main guns replaced by the heavy To reflect this, the Germans, as mentioned flamethrower. They also replaced the hull elsewhere, can pretty much put any gun on the captured French to collection of units together from any of the create the Flammpanzer B2. These are lists. When doing so they can roll for covered by section 7.3 of the rules. They additional Big Men as if all the units are part were deployed in Zug of seven of the same force, rather than some being Flammpanzer. from supporting units.

The SdKfz 251/16 was developed to carry two heavy flamethrowers, one on each side of the fighting compartment. These may operate as two separate weapons, each with three Actions when activated. They must, however, lose one Action for each Action of movement undertaken by the halftrack.

TANK TURRET EMPLACEMENTS From the Atlantic Wall to Berlin in 1945 the Germans used tank turrets to construct emplacements. Along the French coast these were typically captured French models, the FT17, R35 and H39 all being used in large numbers, in Italy and inside the Reich itself the Panther turret was prevalent, although Panzer III models can be seen in photographs. These positions fire as the normal tank, but are harder to spot, with a ‐ 2 on the spotting roll, and harder to hit, with a ‐2 on the to hit roll. When applying any damage effect only use the results from the

TooFatLardies 80 Battle for Liberation

For Benito Mussolini 1943 was to begin In the South the Italian Army now joined badly and become progressively worse. with their former opponents, providing the Defeat in North Africa was followed by the 22,000 man strong Corpo Italiano di loss of Sicily and then in July his dismissal by Liberazione initially, but volunteers soon his own Fascist Council and arrest by the swelled the ranks to grow this to two full King. Divisions and by early 1945 this had grown to six separate Gruppi di Combattimento On the September the 3rd the Allies landed which were equipped by the British and on mainland Italy, signalling the signing of an attached to Allied Corps. armistice with the Italian government which was announced five days later. German In the north Mussolini also attracted forces were, however, quick to depose the volunteers, either from among the interned government in Rome and intern large former Italian Army or from a politically numbers of Italian troops, the King and his indoctrinated youth. These forces were sent new Prime Minister Badoglio fleeing south for training in Germany and returned well on a Royal Navy ship. equipped with a mix of German and Italian weapons and ready for combat against the Days later Mussolini was rescued by a daring Allies. Instead they were largely used for German special forces raid, and from that anti‐partisan duties, thereby freeing up moment on Italy was divided into two German troops for front line duties. camps; the King controlling the liberated south, Mussolini installed as head of the In both the north and the south the new Repubblica Sociale Italiana in the north. forces fought with enthusiasm, albeit never being entirely let off the leash by their sponsors.

TooFatLardies 81 Battle for Liberation

COMPAGNIA FUCILIERI 1943 The Italian Army that defended Sicily in 1943 followed the 1940 organisational structure which was based largely on the experiences of the Great War, with an emphasis on fire and movement.

Compagnia Headquarters BATTALION SUPPORT PLATOONS One Big Man Level III Plotone Esploratore (Scouts) Plotone One One Big Man Level II One Big Man Level II Three rifle Squadre of 8 men

Squadre One One rifle Group of 8 men Compagnia Armi d'Accompagnamento One LMG Group of 8 men with two LMGs Machine Gun Plotone Squadre Two One Big Man Level II One rifle Group of 8 men Four M37 Breda MMGs with 5 crew each. One LMG Group of 8 men with two LMGs Light Mortar Plotone Plotone Two One Big Man Level II One Big Man Level II Three Mortar Squadre, each with three Brixia 45mm mortar teams, two men each. Squadre One One rifle Group of 8 men REGIMENTAL SUPPORT PLATOONS One LMG Group of 8 men with two LMGs

Squadre Two Mortar Plotone One rifle Group of 8 men One Big Man Level II or on‐table FOO One LMG Group of 8 men with two LMGs Two 81/14 mortars, five crew each

Plotone Three Infantry Gun Plotone One Big Man Level II One Big Man Level II

Squadre One Four 65/17 infantry guns with five crew One rifle Group of 8 men each. One LMG Group of 8 men with two LMGs One M37 Breda MMGs with 5 crew

Squadre Two Anti‐tank Plotone One rifle Group of 8 men One Big Man Level I One LMG Group of 8 men with two LMGs Two 47/32 47mm anti‐tank guns, 5 crew each Radio Net Only the Company Headquarters and any artillery or mortar support will be on the radio net.

TooFatLardies 82 Battle for Liberation DIVISIONAL SUPPORT UNITS

Artillery Support CAMICE NERE An Italian Infantry Division would have two Sicily was the last time that the Gruppi Cannoni Campali da 75/27, each with Blackshirt Legions of the Fascist Party were three batteries of 75mm guns. Heavier deployed in their original format. Their support could come from a single Gruppo structure was lighter than a Fucilieri Company. Obici Campali da 100/17 with three batteries of four 100mm guns. Compagnia Headquarters During a game whichever support was One Big Man Level II available would be represented by one Three Brixia 45mm mortar teams, two men Forward Observation Officer on‐table linked each to the battery by radio or telephone. Plotone One OTHER SUPPORT UNITS One Big Man Level II

Significant losses of equipment in North Squadre One Africa meant that the Italians were obliged One rifle Group of 8 men to make use of whatever was to hand in One LMG Group of 8 men with two LMGs Sicily, including captured training vehicles. Squadre Two The following units may be attached to a One rifle Group of 8 men Fucilieri Compagnia One LMG Group of 8 men with two LMGs

Self‐Propelled Gun Plotone Plotone Two Big Man Level II One Big Man Level II Four Semovente 75/18 OR Squadre One Four Semovente 90/53 One rifle Group of 8 men One LMG Group of 8 men with two LMGs

Tank Plotone Squadre Two Big Man Level I One rifle Group of 8 men Five R35 tanks One LMG Group of 8 men with two LMGs

Camine Nere Ploton LEGION SUPPORT PLATOONS The Blackshirt Compagnia is listed opposite as a force option. Plotone Esploratore (Scouts)

One Big Man Level II

Three rifle Squadre of 8 men

Machine Gun Plotone One Big Man Level II Four M37 Breda MMGs with 5 crew each.

OTHER SUPPORT UNITS A Blackshirt Compagnia may select any support units from the Infantry Compagnia or its Divisional supports.

TooFatLardies 83 Battle for Liberation

With the Division of Italy in 1943 the King and his new government set about rehabilitating the reputation of Italian arms, the first steps being the 5000 man Raggruppamento Motorizzato joining the fight on the Allied side in November 1943. Its performance in its first action on the Gustav Line around Monte Cassino was sufficiently promising to encourage the Allies to allow an expanded force to be raise, the Corpo Italiano di Liberazione being the successor.

Initially entirely equipped from Italian supplies, the CIL was transformed during the second half of 1944 as British equipment, uniforms, weapons and vehicles, became available. By the end of 1944 the Italian forces of the south were entirely British equipped with Italian badges of rank and uniform embellishments, such as the Bersaglieri feathers attached to the Mark II “battle bowler”.

By the end of the war the CIL had expanded to five Combat Groups, each effectively a slimmed down Division with two Infantry and one artillery Regiment plus support troops.

COMPAGNIA FUCILIERI 1944-45 Equipped with British equipment the structure of the company is still uniquely Italian.

Compagnia Headquarters Plotone Three One Big Man Level III One Big Man Level II One Universal Carrier One 2” mortar team, 2 men One PIAT team, 2 men Squadre One Plotone One One rifle Group of 8 men One Big Man Level II One LMG Group of 8 men with two LMGs One 2” mortar team, 2 men Squadre Two Squadre One One rifle Group of 8 men One rifle Group of 8 men One LMG Group of 8 men with two LMGs One LMG Group of 8 men with two LMGs

Squadre Two Radio Net One rifle Group of 8 men All units within the Compagnia are on a radio One LMG Group of 8 men with two LMGs net.

Plotone Two BATTALION SUPPORT PLATOONS One Big Man Level II One 2” mortar team, 2 men Plotone Esploratore (Scouts) Squadre One One Big Man Level II One rifle Group of 8 men Three rifle Squadre of 8 men One LMG Group of 8 men with two LMGs Three Reconnaissance cars (model

Squadre Two unspecified) One rifle Group of 8 men One LMG Group of 8 men with two LMGs

TooFatLardies 84 Battle for Liberation Mortar Plotone COMBAT GROUP SUPPORT UNITS One Big Man Level II or on‐table FOO The smaller Combat Group structure Four 3” mortars reduced the support available as compared Four Universal carriers with a typical Allied Divisional structure. However, the following units are available. Carrier Plotone Big Man Level II or III Anti‐Tank Plotone One Universal carrier One Big Man Level II Four 6 pounder AT guns with 5 crew each Squadre One Four Loyd carriers Big Man Level I

Three Universal carriers, Bren gun armed One PIAT team, 2 men Heavy Anti‐Tank Plotone One 2” mortar team, 2 men. One Big Man Level II Four 17 pounder AT guns with 5 crew each Squadre Two One Quad tractor per gun Big Man Level I Three Universal carriers, Bren gun armed One PIAT team, 2 men Artillery Battery One 2” mortar team, 2 men. One Forward Observation Officer on‐table linked to the battery by radio. Squadre Three Four 25 pounder Field Guns (87.6mm) Big Man Level I Three Universal carriers, Bren gun armed Transport was provided by Morris One PIAT team, 2 men Commercial Quad truck. If deployed on the One 2” mortar team, 2 men. table the troop or battery will have no Big Men. Squadre Four Big Man Level I Three Universal carriers, Bren gun armed Light Anti‐Aircraft Plotone One PIAT team, 2 men Four 40mm Bofors guns One 2” mortar team, 2 men. Four Morris AA Tractors

No Big Men are allocated to this Troop. The crews may dismount to fight, two four man crews combining to form one 8 man Squadre which has two LMGs, whilst the other CAVEAT four man crew mans the PIAT and the 2” Information about organisational mortar. structures is lacking to say the least, haphazard at best. What we do know is Anti‐tank Plotone that the British supplied large quantities of materiel and much of it was used by the One Big Man Level II Italians. What we cannot be sure of is how Two 6 pounder anti‐tank guns, 5 crew each organisational structures varied from one Two Lloyd carriers unit to another or to what degree the

official TO&Es were followed at the sharp

end.

TooFatLardies 85 Battle for Liberation

The release of Mussolini in September and the subsequent creation of the Repubblica Sociale Italiano created certain obligations for the Germans, not least of which was to assist in the creation of an Army for the new state. The new state had created numerous small independent militia units which it used to control the population and the growing number of partisan bands, but there was no central military force to defend the Republic. Plans were for extensive forces to be recruited and sent to Germany for training. In the end four divisions were raised and the first returned from Germany in July 1944 having benefitted from excellent training and re‐equipping with a wide range of German weapons.

Despite their promise the Germans were unable to trust the newly raised Italian formations in front line roles as the Fascist militias had been unable to suppress the partisans in the North, so the bulk were parcelled out in small units for anti‐partisan and coastal defence duties. Morale fell sharply and despite several limited actions fought against the Allies it was never truly to recover.

FIELDING AN RSI FORCE

Fielding an RSI force is potentially difficult as the information needed to produce an accurate picture of a force in action is simply not available in a coherent format. My research has allowed me to identify the wide range of AFVs they used, but this was purely on an ad hoc basis due to the highly fragmented nature of military power in the RSI. Locally raised units loyal to Mussolini in September 1943 were able to seize any locally held kit and this remained in their hands, fighting their own private local wars against partisans, until April 1945.

One must presume that the former Blackshirt units which under the RSI became the Guardia Nazionale Repubblicana retained a similar structure to their MSVN predecessors, but the Black Brigades, a militia drawing on party members of between 18 and 60 years of age is likely to have been very much a localised depending on the hard core of fascists in any one area and this is further muddied by the fact that of 30,000 volunteers only 12,000 were mobilised due to lack of arms.

The “Quattro Divisioni” trained in Germany were certainly armed with a mix of weapons, largely Italian small‐arms and artillery but with the MG42, Panzerschreck and Panzerfaust along with heavier German support weapons such as the 8cm mortar and Pak 40 anti‐tank gun. We know that the battalions were organised with three rifle companies with one heavy weapons company, a model shared by the German and pre‐1943 Italian armies.

In the end we can only guess whether the pre‐1943 Armistice structure was retained, or whether a more German structure was adopted, but the truth is that we do not know. What follows is an educated guess based on what information is available.

N.B. If anyone has any information about this please do contact us as we are keen to produce some supplementary information on partisan warfare and this would fit the bill perfectly.

TooFatLardies 86 Battle for Liberation

RSI COMPAGNIA 1944-45 It seems highly likely that the RSI forces trained in Germany were standardised in their structure whatever title they took. We recommend the following organisation.

Compagnia Headquarters REGIMENTAL SUPPORT PLATOONS One Big Man Level III One Panzerschreck team, 2 men Cacciatori di Carri Plotone Big Man Level I Plotone One Three Semovente 75/18 One Big Man Level II Three rifle Squadre of 8 men Light Infantry Gun Plotone One Big Man Level II Plotone Two Two le.IG 75mm or 65/17 65mm infantry One Big Man Level II guns with five crew each. Three rifle Squadre of 8 men Horse towed

Plotone Three DIVISIONAL SUPPORT UNITS One Big Man Level II Three rifle Squadre of 8 men Anti‐Tank Plotone

One Big Man Level II Platoon Anti‐Tank Weapons Three Pak Pak 40 75mm AT guns If fighting against Allied forces then the force with 5 crew each should dice to see what anti‐tank weapons Truck towed they get in the same fashion as a German unit. Artillery Support Radio Net An RSI Infantry Division would have three Only the Company Headquarters will be on Gruppi Cannoni Campali da 75/17, each with the radio net. three batteries of 75mm mountain guns. Heavier support could come from a single Gruppo Obici Campali da 100/17 with three BATTALION SUPPORT PLATOONS batteries of four 100mm guns. All were horse drawn. Machine Gun Plotone One Big Man Level II During a game whichever support was Four MG42 MMGs with 5 crew each. available would be represented by one Forward Observation Officer on‐table linked Mortar Plotone to the battery by radio or telephone. One Big Man Level II or on‐table FOO Four 8cm mortars with 5 crew each.

TooFatLardies 87 Battle for Liberation

A PARTISAN COMPANY As with French partisan operations it is impossible to be precise with unit sizes and structures as they depended very much on what was available, both in terms of men and materiel. That said, Italy saw some of the largest partisan encounters of the war, with whole areas being lost to RSI control for periods of time in 1944 and then again in spring of 1945. What follows is a typical formation, with the Brigade title being assumed by what was really a much smaller unit.

Brigata Headquarters Battaglia Three One Big Man, Level III or II One Big Man Level I One rifle squad of 8 men Three to five rifle Squadre of 8 men each Three 45mm mortars, 2 crew each SUPPORT Battaglia One Support weapons were generally limited to One Big Man Level I MMGs, often captured German models, Three to five rifle Squadre of 8 men each although at least one Group did field a light tank. Battaglia Two One Big Man Level I Three to five rifle Squadre of 8 men each

ANTI-PARTISAN COMPANY Comprised of political miltia from within the Fascist Party, it was these troops who failed to retain control of large areas of Italy, thereby obliging the RSI’s front line trained Divisions to fight a morale sapping war behind the lines. As with the partisans it is impossible to be precise, but this force is representative of such a force and based on operational examples.

Compagnia Headquarters Plotone Three One Big Man Level III One Big Man Level II Three rifle Squadre of 8 men Plotone One One Big Man Level II Support Platoon Three rifle Squadre of 8 men Two M37 Breda MMGs with 5 crew each Two 81mm mortars, 5 crew each Plotone Two One Big Man Level II OTHER SUPPORT Three rifle Squadre of 8 men A whole raft of outdated AFVs were used to support operations, as were German support units.

TooFatLardies 88 Battle for Liberation

Rating your Italian forces is done by using determination in the last ditch to abject fear the cards in the Game Deck but also by the and cowardice. In between it can be number of Big Men present and the unit interesting to experiment with forces that ratings. appear to be tough and ready for action but whose confidence can collapse after a short ADDING BIG MEN time. The force guidelines above will show you what the basic number and level of Big Men The ratings below are recommended in you should have with any force. What you normal circumstances however you can now need to do is see if any additional Big tweak this to reflect particular situations. Men are present to add dynamism to the The system is as flexible as you need it to be. force. For any Italian Company Headquarters roll 1D6 on a 6 an additional AFV MORALE Level II Big Man is present. Italian tanks and AFVs will vary depending on the phase of the war. On Sicily the troops For any Platoon or troops in the main force in R35 tanks will have a morale of 2, whilst an additional Level I Big Man is present on a those in the Semoventes will be rated as 3. roll of 6. Italian forces in southern Italy had no AFVs while serving with the Allies, but RSI units For an elite force the maximum number of were able to assemble a motley collection of additional Big Men is three, for an average vehicles which the Germans had failed to force two is the maximum and for a poor impound. force only one Big Man may be added. As a rule those Cacciatori di Carri Plotone No attached support weapon platoons dice with the Quattro Divisione will be rated as 3, for the additional Big Man, although one as will the more structured combat units of may be added to any of these if the main the GNR serving on the Yugoslav border. unit transfers one of its own additional Big The militia units with anti‐partisan forces Men to that unit. should be rated as 2.

RATING YOUR FORCE The speed with which a unit loses effectiveness as losses mount can be controlled to show anything from gritty

INFANTRY RATINGS

Troops/Actions 0 1 2 3 4 Regular Infantry 1 2 3 4 5 6 7 8 Veteran Infantry 1 2 3 4 5 6 7 8 Poor Infantry 1 2 3 4 5 6 7 8 Elite Infantry 1 2 3 4 5 6 7 8 The Veteran designation should be used for the Raggruppamento Motorizzato in the South or the Quattro Divisione in the North, with the Elite status being used for the best units such as paratroopers or Decima Mas units. The Poor designation can apply to localised militias or partisans on both sides.

TooFatLardies 89 Battle for Liberation STACKING THE DECK Tank Killers card: This should be present for When creating the Game Deck for a game any Quattro Divisione forces during this involving Italian forces one card should be period. present for each Plotone present as well as Ammunition Shortage card: This can be any Compagnia Headquarters and attached present should the scenario demand. Plotone and on or off‐table support units. One Axis Blinds card will always be present Dynamic Leader card: Used sparingly with for RSI units or Italians in Sicily, an Allied regular formations but more often for forces Blinds card for units serving the King in the from elite volunteer units. south, as should one card for each of the Italian Big Men. Heroic Leader card: Always present with elite. Less often with regular units. Anti‐tank weapons, towed or self‐propelled, should have one card in the deck for each weapon. Other cards that may be present are as follows:

Rapid Deployment card: This should be present for any Alpini units operating in mountainous terrain.

Recce Bonus card: This should be included for any reconnaissance force or a force including a recce element. In the latter case the bonus may only be used by the recce unit and not by any force it is attached to.

Hesitant Troops card: This card may be used for poor troops who have either lack training, who have been in the line for too long or who simply don’t want to be there.

Anti‐tank Bonus card: Always present when three or more AT guns or Cacciatori di Carri are present.

Mortar Bonus card: Always present for any force fielding the 8cm mortar.

Poor Fire Discipline: This card may be included for lower grade troops.

Rally card: This should always be present for any elite units serving against a non‐ partisan force.

Vehicle Breakdown card: This should be present for units operating in Italy where it affects vehicles moving off‐road in rocky terrain. Any vehicles serving with anti‐ partisan militias will have this card.

TooFatLardies 90 Battle for Liberation

ARMOURED VEHICLES AFV Armour Weapon Calibre Speed Notes Value Strike L3/33 2 MG Twin MG Average Low profile

L6/40 3 4 20mm Average M13/40 4 6 47mm Slow Ronson, Tiny turret M14/41 4 6 47mm Slow Tiny turret M15/42 4 6 47mm Average Tiny turret

Semovente 47/32 3 6 47mm Average Low profile

Semovente 75/18 5 5 75mm Average Low profile Semovente 75/32 5 7 75mm Average Low profile Semovente 105/25 5 8 105mm Average Low profile

Semovente 90/53 2 12 90mm Average Open turret

AB 40 Armoured Car 2 MG MG Wheeled AB 41 Armoured Car 2 4 20mm Wheeled Autoblindo Lince 2 MG MG Wheeled

ANTI-TANK WEAPONS

Weapon Weapon Strike

3.7cm Pak 36 5 (7 with stielgrenate)

7.5cm Pak 40 9 L50, 6 pounder 7 L58, 17 pounder 12 47mm L39/40 6

Infantry Anti‐Tank Weapons 0‐4” 4‐8” 8‐12” 12‐16” 16‐24”

Panzerfaust 30/Faustpatrone 11 11 ‐ ‐ ‐ Panzerfast 60 11 11 11 ‐ ‐ Panzerfaust 100 11 11 11 11 ‐ Panzerschreck 13 13 13 13 ‐

PIAT 7 7 7 ‐ ‐ Infantry Close Quarter Weapons 2 ‐ ‐ ‐ ‐ MMG 2 2 1 1 1

TooFatLardies 91 Battle for Liberation ITALIAN WEAPON RULES

SECTION ARMAMENT Due to their light rounds the Brixia will not The Italian Army’s emphasis on breaking its run out of ammunition during a game. platoons down into fire and movement groups means that the rifle group has no The M35 81mm Mortar light machine gun so fires with one less D6 The M35 81mm Mortar is the Italian Army’s than the number of Actions being used to standard medium mortar. Due to its range fire. The LMG group, however, fires with limitations it will normally be deployed off‐ one additional D6. This is covered in Section table. 4.4 of the rules. Minimum Range: The 81” mortar has a ITALIAN MORTARS minimum range of 30”. If mortar platoon is deployed on‐table with the enemy at close Italy fielded just two standard mortar types quarters they may form impromptu rifle during the Second World War; the 45mm sections with their crews divided up as the Brixia M35 and the 81mm 81/14. player wishes. They fire as a rifle section

with no LMG. The 45mm Brixia Light Mortar Unusually the Brixia was trigger fired and Maximum Range: The 81mm mortar has a breech loaded, making for a slower rate of maximum range of 600”, or fifty foot, so it fire than most light mortars albeit with some may hit anything on the table. degree of accuracy. To compound matters its shell was very light and fragmented Firing: The 81mm mortar fires once in a turn poorly, making it one of the poorer models as covered in section 9 of the rules, either at of the war. pre‐registered points or opportunity fire. If the mortar platoon is on‐table then the Ammunition: The 45mm mortar only fires Indirect Fire Support table is ignored and the HE, it has no smoke round. mortars will begin firing on their next card Minimum Range: The 45mm mortar has no after the FOO has called in the fire. The minimum range. If the enemy are that close 81mm mortar may only fire H.E. rounds. then it is assumed that the crew can do an equal amount of damage with their rifles. IN A JAM!

Maximum Range: The 45mm mortar has a The oiled round of the Breda machine gun maximum range of 84”. made it less than ideal in a dusty climate and prone to jamming. If a Breda team rolls two Aiming: In order to fire the 45mm mortar or more 1’s when firing the weapon will be needs to be within 6” of a point from where jammed for the current turn, the fire having a direct line of sight can be traced to the no effect. target or target area. This represents the ability of the mortar to fire from cover while one of its team moves forward to observe PARTIZANS the fall of shot. If a Partizan unit is out of line of sight of any enemy when their card is dealt they may Roll 1D6 for each weapon firing with a 6 elect to spend the turn stationary and on the causing one point of Shock on any target in Tea Break card will replaced by two Blinds, the open. Troops in cover will only suffer a one real, one a dummy. point of Shock of two or more weapons roll a 6 in the same round of fire.

TooFatLardies 92 Battle for Liberation

The level of air support available to the Salerno and, impressed by the flexibility that Allied and Axis forces depended on a this provide, copied the system for their own number of factors. At the level of action we use. are representing we should be considering only the tactical air efforts where air forces During the period covered by this Handbook co‐operating with troops on the ground was only the Allies can have a link between a still in its infancy. Forward Air Controller on the ground and aircraft operating in a close support roles. Since the Great War senior commanders had That said, it is likely to only be for major sought to support troops on the ground with operations that an FAC will be available, aeroplanes, however lack of effective other attacks are likely to be less co‐ communication between troops at the front ordinated and be aircraft flying armed and the air units deployed to support the reconnaissance missions and engaging meant that this was a haphazard affair. targets of opportunity.

Between the wars the emphasis shifted onto To check what air support is available use the use of bombers as a strategic weapon, the following tables, each covering one destroying the enemy’s industry and sapping theatre of the war for a particular period of the morale of his citizens. The Germans had time. There are three types of operations to pioneered the close support bombing of the choose from; the Major offensive would be Stukas in support of their armoured something along the lines of Cobra, Market Divisions, but still communication between Garden or Varsity, the Minor offensive ground and sky meant that a company would be a smaller affair with a likely commander could not identify a target duration of one to two days with limited which the airman could then attack. objective. The final mission type is where the player is on the defensive in a relatively It was only in 1942 that Winston Churchill static area of the line. Decide which criteria sought to shift the emphasis toward a fits your game and then roll the dice. greater tactical co‐operation that the idea of a Tactical Air Force, with its extensive lines of communication, came into being.

In Italy the lessons of North Africa were built upon, and in Normandy the fruits of this Italy 1943 – 45 development were beginning to be seen. The British developed a mobile network of D6 Major Minor Defence Air Support Signals Units, with a White Scout 1 ‐ ‐ ‐ car carrying a radio able to pass requests for 2 ‐ ‐ ‐ support from the men at the front back to 3  ‐ ‐ the RAF. This was subsequently expanded to provide for Visual Control Posts where an 4   ‐ RAF pilot on the ground would talk the 5   ‐ attacking aircraft onto the target. 6 FAC  

The US Army first came into contact with the British use of Forward Air Controllers at

TooFatLardies 93 Battle for Liberation

France June to August 1944 D6 Major Minor Defence 1 ‐ ‐ ‐ Germany will clearly have less aircraft available, but to support major operations 2   ‐ they could commit whatever they could. 3 FAC  ‐ 4 FAC   Roll a D6 on the following tables to see if any 5 FAC* FAC  tactical air support is present.

6 FAC* FAC*  Italy 1943 – 45 D6 Major Minor Defence Northern Europe September to October 1 ‐ ‐ ‐ 1944 2 ‐ ‐ ‐ D6 Major Minor Defence 3 ‐ ‐ ‐ 1 ‐ ‐ ‐ 4 ‐ ‐ ‐ 2  ‐ ‐ 5  ‐ ‐ 3   ‐ 6   ‐ 4 FAC  ‐

5 FAC FAC  6 FAC* FAC  France June to August 1944 D6 Major Minor Defence 1 ‐ ‐ ‐ Northern Europe November 1944 to 2 ‐ ‐ ‐ February 1945 3 ‐ ‐ ‐ D6 Major Minor Defence 4  ‐ ‐ 1 ‐ ‐ ‐ 5  ‐ ‐ 2 ‐ ‐ ‐ 6   ‐ 3 ‐ ‐ ‐

4  ‐ ‐ 5   ‐ Northern Europe September to October 1944 6 FAC  ‐ D6 Major Minor Defence

1 ‐ ‐ ‐ Germany March to February 1945 2 ‐ ‐ ‐ D6 Major Minor Defence 3 ‐ ‐ ‐ 1 ‐ ‐ ‐ 4 ‐ ‐ ‐ 2  ‐ ‐ 5  ‐ ‐ 3 FAC  ‐ 6    4 FAC   5 FAC*   6 FAC* FAC 

TooFatLardies 94 Battle for Liberation Northern Europe November 1944 to May D6 Result 1945 1 The aircraft fails to see the target D6 Major Minor Defence and does not attack this turn. He 1 ‐ ‐ ‐ will return next turn 2 ‐ ‐ ‐ 2 The aircraft does not attack but the target unit is pinned for the 3 ‐ ‐ ‐ current turn. 4 ‐ ‐ ‐ 3 The aircraft attacks the area 5  ‐ ‐ inflicting 1D6 shock on the unit 6  ‐ ‐ 4 The aircraft attacks the chosen 5 unit What do the Results mean? 6 If you get a tick in the box that means that you may have some air support during the If you get the letters FAC*, with the star game, but you are not in contact with the attached, you have a Forward Air Controller aircraft, they are simply operating in the with your unit who is in contact with a Cab area and attacking targets of opportunity. Rank of aircraft waiting to support your

force. Add a Forward Observer card and a Add one Support card to the Game Deck. Support to the Game Deck. On any turn of When it is dealt roll a D6, on a result of 6 an the Forward Observer card the FAC may call attack will be made. The player will select for support from the cab rank. On the next the unit he wishes to attack and will then roll turn of the Support card an attack will be a D6 against the following table. made using the table above.

D6 Result Armour and Air Attacks 1 The aircraft attacks a friendly unit The effect that an air attack has on an of your opponent’s choice armoured vehicle will depend on what armaments it has, but don’t forget that the 2 The aircraft fails to see the target morale impact of aircraft on AFV crews was and does not attack. significant, with men often bailing out and 3 The aircraft does not attack but abandoning their vehicles simply due to the 4 the target unit is pinned for the threat they believed they posed. If the current turn. aircraft inflicts sufficient shock on an AFV 5 The aircraft attacks the area crew they will abandon their vehicle for the inflicting 1D6 shock on the unit rest of the game. 6 The aircraft attacks the chosen unit Air Duels? If you want to fight air duels then we If you get the letters FAC in the box then you recommend Bag the Hun. In I Ain’t Been have a Forward Air Controller attached to Shot Mum if both sides have aircraft above your unit. Add one Support card to the the table during the same turn they are Game Deck. When it is dealt roll a D6, on a driven off for the rest of the game, no more result of 5 or 6 an attack will be made. The air support being available. player will select the unit he wishes to attack and will then roll a D6 against the following table.

TooFatLardies 95 Battle for Liberation

In the main rules smoke is normally deployed by artillery or medium or heavy mortars. The British, however, with their emphasis on the use of smoke from the 2” light mortar to cover an advance, need to be treated in a very specific fashion.

Deploying an effective smoke screen with a 2” mortar requires a number of rounds to be used and fire to be maintained for some time. When firing to create a smoke screen the player places one 1” round ball of cotton wool, kapok or similar at any point on the table where the mortar team can aim at (see the rules about aiming in the national weapons sections above). This indicates the first round fired. Now roll a Deviation Dice and 1D6, this shows the location of the next round and a similar size ball of cotton wool should be placed there. If a HIT result is rolled the player may place the second round wherever he likes.

In the example above at right have two mortars firing to start laying down a smoke screen. The one at the top lays down two rounds with 3” in between, the one at the bottom has 5” between rounds.

During the current turn these make any firing through them one range band further than it would normally be but do not constitute a full smoke screen. On the Tea Break any balls of smoke within 4” are joined together to form a continuous curtain. So the screen at the top would be

TooFatLardies 96 Battle for Liberation joined up, whereas the one at the bottom would remain as two small 1” balls of smoke. The top smoke screen would stop any firing through it, whereas the bottom one would continue to just reduce effectiveness of fire by increasing the range band.

On the next turn the process would be repeated, with the player placing one ball of smoke and then dicing for the fall of the second round with the Deviation Dice and 1D6. On the Tea Break any balls of smoke within 4” are joined up, thereby thickening the smoke screen.

We can see on the image at right that the bottom screen has now been thickened by the player placing his next round in between the original two, however his fourth round has again deviated by 5” so is still a separate ball of smoke.

This process may continue for up to four turns, at which point the mortars smoke rounds are considered to be expended. A smoke screen remains in existence so long as additional rounds are being added to it. When the final Tea Break card is dealt in which fresh smoke rounds are joined to an existing screen place a dice in place showing 3 pips. This represents the remaining duration of the smoke screen. On subsequent Tea Breaks the pips on the dice will be reduced by one until no pips remain, at which point the smoke screen will be removed.

Wind: We have not looked at the effect of wind speed on mortar teams deploying smoke. It is assumed that in most conditions the mortar team is capable of judging where to place the rounds to compensate for a moderate breeze. However, in strong winds a Wind card may be added to the Game Deck. When drawn this serves as an additional Tea Break card, for the purposes of the smoke only, in reducing the duration of the smoke screen by one pip.

TooFatLardies 97 Battle for Liberation

By 1943 Airborne Operations were nothing new. They were, however, still unusual and the scale of operations were extending ever further. Parachute and glider borne forces were used in Sicily, D‐Day, in Operation Market Garden and for Operation Varsity crossing the Rhine.

One of the issues faced by airborne forces was the matter of ensuring that their lightly equipped troops would have sufficient equipment to fulfil their tasks. Whilst men could jump into the battle‐zone or be deployed by glider the issue of weight was always a limiting factor.

In order to provide for their needs heavier gliders were developed, allowing even small tanks to be deployed, however small arms ammunition was always more problematic when men were often spread over wide areas of the battlefield.

The solution was the development of canisters which could be dropped by A canister is placed in the centre of each of parachute and broken open by the men on the four squares. When the airborne forces the ground to serve as local resupply points. make contact with the canister we roll a D6 We can add these to our games by some to see what is in it. very simple rules which mean that our miniature paratroopers will need to consider D6 Result their supply as well as their mission objective. 1 Spare headgear. What fool packed these? The grid, opposite top, envisages a 6’ by 4’ 2 ‐ 5 Ammunition, hurrah! table but you can change that to suit 6 This “canister” is an old milk whatever size table you’re using. We have churn. broken the table down into a 12” grid. Now we need to place four supply containers on Until resupplied any airborne troops who roll the table. Roll a D6 and a D4 four times to two 6’s when firing will be considered short see their location, reading the numbers of ammunition. Airborne mortars will have rolled as a map reference. So a 2 and a 4 supplies limited to two rounds of fire until would be two squares across and four they can make contact with a container. squares up. If you don’t have a D4 then roll a D6 and ignore any result of 5 or 6. Or buy one.

TooFatLardies 98 Battle for Liberation ©TooFatLardies 2012

Producing a Handbook of this nature is Permission is granted to print out pages as something of a tall order. One is either required for specific games and hand them faced with a complete dearth of information to your gaming partners. Please remember on a subject, or, in the case of more “sexy” that distributing PDFs wholesale to your units, an embarrassment of riches. The friends will mean that we won’t be here to German Army KStN tables are a classic produce rules in the future. We appreciate example of the latter, where the number of your honesty and decency in this matter. varying official structural options for any one Thanks. unit is simply mind boggling, and that doesn't take into account any of the ad hoc changes which were so often made in front line conditions.

In the end the compiler is obliged to rely on his judgement as to what would be the most likely as opposed to attempting to find a definitive “correct” version.

In the event I was able to call on the assistance of many gamers whose knowledge in their own areas of specialisation was encyclopaedic. As a result I must thank John Gephart in Arizona for his assistance on clarifying a number of points on US organisation and armament, John Pews in Scotland for his dedication in tracking down data on French organisation, and Mike Reese in Michigan for his generous efforts on armour and gun data that make the stats in this Handbook much more accurate than in the original version of the rules. Where these stats conflict with the main rule book these are the ones to use. Where there are any errors they are entirely mine.

My thanks also go to Brian Weathersby, Jon Davenport and Steve Lygo for their help, and I am bound to have forgotten someone, so thank you to you as well.

The images in the Handbook are largely courtesy of the and the Bundesarchiv. There are several photos, particularly the Italian ones, where I have been unable to discover their origin. Please contact me if you hold the copyright to them.

TooFatLardies 99 Battle for Liberation