Motivation and Skill Reluctant Conscript Britain fielded two armoured brigades, one from the Royal Regiment, and one of Confident Trained regiments converted to . Both are trained and ready for action. An Armoured Fearless Veteran Regiment is Confident Trained.

(Tank Company)

Colonel s Major r Headquarters You must field one platoon from each box shaded black and may field one platoon from each Colonel te r box shaded grey. Major British companies can have French troops (marked ) as support options. Remember that these platoons retain their own rules and ratings, and count as Allied Platoons (see page 183

Company Command 2iC Command Light Mk VI B 118 of the rulebook). Command A13 Mk II A13 Mk II A10 Cruiser Mk II Light Mk VI B Headqua Regiment HQ Cruiser Mk IV Cruiser Mk IV Regiment HQ Armoured Regiment HQ A9 Cruiser Mk I CS A9 Cruiser Mk I CS Light Mk VI B tanks maybe upgraded to Light Mk VI C Reconnaissance 125 HQ Platoon tanks for +5 points per tank. Rifle Platoon (Territorial) 129 Subaltern latoons

latoons LOC Platoon

ompanies 123 P P C Divisional Cavalry 149 t t

Carrier Platoon r 119 Fusiliers Portés Platoon Armoured Company 127 Charge! Scout Car Patrol Command A13 Mk A13 Mk II A13 Mk II uppo ombat ombat S II Cruiser Mk IV Cruiser Mk IV Cruiser Mk IV British armoured regiments displayed a distinct ‘cavalry’ C Weapons Weapons Cruiser Platoon Armour Aircraft attitude, even on occasion launching charges in tradi- 167 Subaltern tional cavalry style. Due to their light armour and inabil- Air Support isional isional

ity to successfully engage anti-tank guns, the armoured v i

regiments fighting in France lost large numbers of tanks D 119 Command Light Mk VI B Light Mk VI B in their attacks. In the true ‘Charge of the Light Brigade’ Armoured Company Light Mk VI B tradition, they were still keen to fight on. Light Platoon An Armoured Regiment ignores the first platoon Destroyed Armour Armoured Company when calculating Victory Points. Light Mk VI B tanks maybe upgraded to Light Mk VI C tanks for +15 points per Light Platoon. 119 Armoured Company

Major

Major

Command A13 Cruiser Mk III A13 Cruiser Mk III

A9 Cruiser Mk I CS HQ Platoon Subaltern The HQ, Light and Cruiser Platoons of an Armoured Company operate as separate platoons, each with their own Platoon Command team. The HQ Platoon is a headquar- Command A13 Cruiser Mk III A13 Cruiser Mk III A13 Cruiser Mk III ters in name only. It operates the same as any other platoon Cruiser Platoon led by a normal Platoon Command team. Subaltern Although its platoons operate as separate platoons for all other purposes, an Armoured Company deploys all at the same time as a single platoon. For example, this means that Command Light Mk VI B Light Mk VI B you treat the entire Armoured Company as a single platoon Light Mk VI B when calculating the number of platoons held in Ambush Light Platoon or Reserve. Armoured Company Army size: 1170 Points Artillery

The twelve-gun organisation of the early-war Field Battery, Royal rolling to Range In and fire as a single combined Artillery Artillery with its mixed gun types is quite different from the later Battery with a Staff team. all 25 pdr eight-gun battery covered by the rulebook. To handle the Doctrine If the number of weapons in the combined battery is: changes we wrote the Twelve-gun Battery, Combined Bombardment, and Mixed Battery rules to replace the Eight-gun Battery, Rounds • Five or less, use the normal artillery rules. British Bulldog Carry On, Sergeant On the Ground, and Mike Target rules in the rulebook. • Six to eight, you may either: British platoons may re-roll failed Motivation Tests to A leaderless British platoon may Launch Assaults. They do not • Use a double-width (12”/30cm by 6”/15cm) Artillery Counterattack in assaults. have to Break Off, but may Counterattack if they pass their Twelve-gun Battery Template to determine which teams can be hit, or Motivation Test. The battery’s Staff team is an Independent team which can join • Use a normal Artillery Template, but re-roll all failed any Gun Troop as required. However, any Gun Troop within rolls To Hit. Guards Command Distance of the battery’s Staff team, whether or not the Staff team joins it, counts as having a Staff team (allowing • Nine to Twelve, use a double-width (12”/30cm by 6”/15cm) it to use the All Guns Repeat! rule for instance). Artillery Template, but re-roll all failed rolls To Hit. Guards forces use all of the standard British special rules. In Unflappable addition they have their own Unflappable special rule. Guards Platoons fight to the last and may re-roll any failed Gun Troops that are not within Command Distance of the Staff Mixed Battery team can use the Combined Bombardment special rule to co- Platoon Morale Checks. Your Company Command team may If three or more OQF 4.5” howitzers fire in a Combined ordinate their artillery fire with the other Gun Troops. re-roll Company Morale Checks. Bombardment, then all of the guns and howitzers firing count as having an Anti-tank rating of 4 and a Firepower rating of 5+. Combined Bombardment Scottish Any Gun Troop within Command Distance of the battery’s Staff If only one or two OQF 4.5” howitzers fire, the Concentrated team may act as the base of a combined bombardment. Any Bombardment uses the Mixed Bombardments rule on page 133 Scottish forces use all of the standard British special rules. In • On a roll of 4+, the piper’s music inspires the surviving other Gun Troops from the battery (whether within Command of the rulebook, so all weapons firing will count as OQF 18 pdr addition they have their own Bagpipes special rule. team members to keep going and the team is returned to Distance of the Staff team or not) may join the base troop before guns rated with an Anti-tank of 3 and a Firepower of 6. play immediately. Bagpipes • Otherwise, the piper and his officer meet a heroic end. Scottish Rifle Companies have a Bagpiper 2iC Command team. If a Bagpiper 2iC Command team is Destroyed by enemy Any hits on the Bagpiper 2iC Command team do not count shooting, roll a die. towards Pinning Down the platoon.

Tanks Tank Teams Tally Ho! Broadside Tally Ho! means that the listed weapon does not suffer any penalty Only the turret facing is used in determining whether a shot hits Armour to its ROF for shooting on the move at ranges up to 16”/40cm. In the front or the side armour of a tank with a weapon that uses Name Mobility Front Side Top Equipment and Notes effect, it is assumed to be firing on the move at all times! the Tally Ho! rule. The facing of the hull is irrelevant. Weapon Range ROF Anti-tank Firepower They cannot shoot when Moving at the Double. The Broadside rule does not apply when the tanks move At the Light Tanks Double, as they always march with their turrets pointing forwards. Light Tank Mk VI B Half-tracked 1 1 1 Co-ax MG. Deck Turret MG Vickers 0.5” MG 16”/40cm 3 3 5+ Guns mounted in deck turrets have an all-round field of fire, Light Tank Mk VI C Half-tracked 1 1 1 Co-ax MG. except where their rotation is blocked by the vehicle’s super­ Besa 15mm gun 16”/40cm 2 5 5+ Broadside, Tally Ho. structure or other turrets. Cruiser Tanks A9 Cruiser Mk I CS Fully-tracked 1 0 1 Co-ax MG, Two Deck-turret MG, Unreliable. OQF 3.7” mortar 16”/40cm 2 - - Smoke only, Broadside, Tally Ho. Firing Bombardments 40”/100cm - - - Smoke bombardment only. A10 Cruiser Mk II Fully-tracked 2 2 1 Co-ax MG, Slow tank, Unreliable. OQF 2 pdr gun 24”/60cm 2 7 4+ Broadside, No HE, Tally Ho. A13 Cruiser Mk III Fully-tracked 1 0 1 Co-ax MG, Fast tank, Unreliable. OQF 2 pdr gun 24”/60cm 2 7 4+ Broadside, No HE, Tally Ho. A13 Mk II Cruiser Mk IV Fully-tracked 2 1 1 Co-ax MG, Fast tank, Unreliable. OQF 2 pdr gun 24”/60cm 2 7 4+ Broadside, No HE, Tally Ho.

Vehicle Machine-guns Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.