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INTRO.1 INTRODUCTION TO THE MICROMARK ARMY LISTS

These army list cards do not include points values, which means that they can be used with any rules system, whether or not points values are used with that system. Whilst designed for table top battlegroup games, these lists are also intended as historical reference notes for use in conjunction with reference books that describe battles. Very often in the latter case exact details of forces used in such battles are not given, and these lists are designed to give the user at least some idea of forces available. Also, for those gamers that love fielding hordes of King Tigers, SturmTigers, 150mm and flamethrower , which historically were not very common, these lists detail the level and the percentage chance of such heavy equipment being available.

ARMY LIST LAYOUT

List number DIVISION TYPE Dates Theatre of operations Morale & Training values

1. Teeth Arm This details the , armoured, and cavalry battalions that form the bulk of the division, as well as the divisional recce battalion.

2. Brigade Support This details the combat elements of the brigade and regiment HQs along with any support platoons and companies held at this level.

3. Divisional Support This details the maximum available support units held at division level, which are normally parcelled out as support to teeth arm units.

4. Notes This details allocation of radios and infantry anti- weapons, and any other specific comments relevant to that division.

Some lists are called provisional - these lists are based on limited information, such that the number and type of regiments and battalions reportingSample to division are file usually accurate, but lower level details may not be so accurate, but are sufficient for wargaming purposes.

There are also Corps and Army Support cards which detail known support units held at these levels, such as heavy tanks and super heavy artillery and rockets, and these lists are usually used in conjunction with appropriate divisional lists.

Note that for some divisional lists such as 1944-45 Panzer division lists the information is spread over two cards, whilst in other cases one card contains two lists.

MORALE AND TRAINING VALUES

These are noted with a capital letter and a "T-number", such as CT3. The letter denotes morale value, 'A' being the best elite type, 'E' being the worst, 'C' being average. T1 units are highly trained such as commandos, T2 units are well trained units such as paras and panzer grenadiers, T3 units are average training, T4 units are poorly trained, and T5 are very badly trained units.

These are very important in judging the ability of the force in question, and take the form of descriptive gradings. Training includes field craft ability (i.e. the ability or lack thereof to use cover when advancing and hiding), accuracy of firing, and the knowledge of modern combined arms tactics. The latter is significant when trying to form mixed battlegroups tasked to certain objectives. The following criteria are used:

T1 Training: Specialists with over 6 months training in their specialism - eg Commandos, Paratroops. Very good levels of initiative, where units will carry on even with major officer/NCO losses, or where local commanders can improvise new plans on the spot, and carry them out. Good fire discipline with high levels of marksmanship, and extra training in melee combat. very good field craft skills, able to use cover and concealment for advancing. Have the ingenuity and perserverence to use captured weapons immediately. T1+ is an improvement on this for modern special forces, eg SAS. page 2

T2 Training: usually combat veterans with 3 months+ effective training or 6 months combat experience, or with effective combined arms training. Capable of responding to order changes effectively and improvisation under combat stress even with some leader losses. Good field craft skills or experience, able to use terrain instinctively to aid defence and attack. Above average firing accuracy or good melee skills, and able to use captured weapons with some effect..

T3 Training: the bulk of conscript troops, typically about 8-10 weeks training in basic combat skills. Very much reliant on officers and NCOs to keep going. Capable of following an initial battle plan, and capable of combined arms actions, but with not much ability to respond quickly to circumstance changes under combat stress when suffering casualties. Average shooting skills and limited field craft skills, will be able to carry out ambushes and create interlocking earthworks for defence given a few hours.

T4 Training: conscripts with rushed training, 6 weeks or less, told how to march and shoot and not much else, with inexperienced officers and NCOs. Very often troops being used for something other than they were trained for. eg using pioneers, which are trained to dig, as infantry. Totally incapable of using terrain to aid an advance, and usually indifferent or poor shooting skills. Poor camouflage skills. No enthusiasm for melee combat. Very reliant on officers and NCOs to keep semblance of order, will be poor at changing orders once in combat, and will have little or no training in combined arms combat.

T5 Training: not common in regular armies, basically civilians shown how to use a rifle and told to get on with it! Or native volunteers with more enthusiasm/bravado than skill, such as Arab tribesmen. Although particular individuals may be good, the unit will have no fire discipline, no knowledge of use of cover, and no training in battle planning. Attempting to change orders once under fire or expecting the use of initiative would be disastrous.

Morale is a much more subjective statement, but here is primarily the abilility of a unit to withstand casualties before suffering a morale reverse (i.e. halts if advancing under fire, breaks off and withdraws if defending, and is based loosely on the following:

A Morale: elite troops with high motivation and disregard for casualties, will typically sustain 70% casualties before collapsing. Very capable of carrying on with heavy officer/NCO losses. Will however suffer a major drop in enthusiasm if not used in action. Usually also highly or well trained.

B Morale: veteran troops or troops with well known "warrior" status, typically can take 50% casualties before failing, especially in defence. Capable of carrying on with some officer/NCO losses. Typical of many non- English British and Commonwealth units,Sample which were filenoted for their above average valour. Indeed one observer commented in the Far East that an Infantry Brigade with a Ghurka battalion on one flank and an Australian one on the other of its British battalion would be capable of dealing with anything.

C Morale: the vast bulk of conscript regular infantry of the period, with sufficient training and motivation to carry out orders at first, but will often halt at 10-15% casualties, and may break at 30% losses, specially if suffering significant officer/NCO losses.

D Morale: troops that have had less than 4 weeks training, or haven't had any time to coordinate with other units, where motivation is lacking, or unwilling to advance. Will often halt whilst under fire, even with very light losses. Can still be okay in defence, but will break on 15-30% losses.

E Morale: not common in regular armies, but usually untrained militias, unenthusiastic troops and civilians. Will often break and run even if only receiving ineffective fire. Completely unmotivated troops such as some of the Australians at Singapore might be classed thus.

Note that a unit can be described as poor in say training but good in morale. Very often troops with indifferent or poor skills would still have high motivation, especially in defence.

In certain cultures (especially outside Europe) losses have less effect on unit morale even in poorly trained units or armies - many Soviet and Japanese units could take enormous losses and still try and carry out their orders.

ARTILLERY FIRE CONTROL

Artillery batteries have three types of fire control noted in the lists, these being Obsolete, Assigned, and Flexible. All are Flexible type unless stated otherwise. page 3

OBSOLETE FC: The battery can only be used for pre-planned fire, on table direct fire, or indirect fire controlled by runner or telephone. This is typical of armies without radios.

ASSIGNED FC: The battery is controlled by radio or telephone, but is assigned to a tabletop CHQ or the BHQ. It can only be controlled by that HQ, and there is no separate OP team. If the controlling HQ is lost in battle, then the battery is considered out of action for the rest of the game. Alternatively the battery can be fielded on table as a direct fire unit. This is typical of armies with poor training and limited radios, and modern Soviet trained armies, where a commander from the artillery battalion has a vehicle at the Bttn/Reg Command Post it is supporting.

FLEXIBLE FC: This applies to German and post July 1942 American and lists only, and post- 1946 NATO trained armies. The battery(s) are allocated to the battlegroup HQ (BHQ) via an artillery rear-link (usually a radio van or armoured OP) vehicle which is fielded on table. In addition, most batteries have one or two OP (observation post) teams each of 3 men and a backpack radio each, often in a vehicle or aircraft, which controls the battery and can call down fire from other batteries in the same artillery battalion or regiment. These OPs, if not in an aircraft, will also have a direct radio link to the BHQ.

In addition to the above, most Corps or Army batteries are used only for pre-planned or counter- battery fire, although they can be assigned or allocated to the BHQ as above.

USING THE ARMY LISTS

If not using points values, the following method of dicing can be used to generate battle groups with a realistic chance of equipment appearing. Indeed it could be combined with points values, the lists are designed to be flexible to your own needs.

1. Agree with opponent or organizer on points limit or on the number of teeth arm companies and support platoons to be fielded. A typical limit is two companies and three support platoons, with an extra two of each if using Russians after 1940.

2. Go through the list of teeth arm units for the chosen list, selecting companies as desired up to the limits imposed above.

3. The Battlegroup HQ is determined from the type of teeth arm companies fielded: if one type is in the majority, then field the battalion HQ: if equal numbers of 2 or 3 types are fielded then combine the bttn HQs as the BHQ (e.g. if 2 tank and 2 infantry companies are used, then the BHQ consists of the tank battalion HQ and infantry battalion HQ combined).Sample If a full battalion file plus over one company of another battalion is fielded, then use the majority type brigade or regiment HQ as the BHQ.

4. Any teeth arm level recce and support companies can be split up so that individual platoons can be fielded as desired, being classed as support that does not need to be diced for.

5. Brigade level support can be fielded as desired only if the appropriate brigade or regiment HQ is fielded, otherwise must be diced for.

6. Division, Corps and Army level support must be diced for. Any company at these levels can be split up and individual platoons fielded.

7. Dicing for support. Select the platoon or company type you desire, then note the maximum number of that type of unit, multiply this by the number of teeth arm companies being used, then multiply by the following number, to give the % chance of obtaining the desired unit. Reg/bde level support: 10% Divisional level support: 05% Corps level support: 01% Army level support: 0.5% Before rolling, it can be decided to split these percentages to give more than one chance of obtaining that unit type, e.g. 60% could be 2 rolls at 30% and so on. 8. Any CHQ and Bttn HQ can have two runners attached, on foot, horse, motorcycle or jeep as appropriate to that army list. Also infantry battalions can add 2 snipers per infantry company with morale and training one level above accompanying troops, up to AT2. 9. Any platoon can be fielded one section or vehicle short to represent combat losses, and any company can be fielded one platoon short. page 4

ABBREVIATIONS AA: anti-aircraft AALMG: LMG mounted on tripod for AA purposes A/C: armoured car ACV: armoured command vehicle AFV: armoured fighting vehicle AR: such as MP44, AK47, M16A1, SA80, etc ARV: armoured recovery vehicle A/T: anti-tank ATGW: Anti-Tank Guided Weapon, (Milan, X-7, TOW, etc) ATR: Anti-tank Rifle (eg Boys, PzB39, PTRD41) AVLB: armoured bridgelayer BAR: Browning BHQ: Battlegroup headquarters Bttn HQ: Battalion headquarters Bttn: Battalion CBW: Chemical, Biological Warfare (usually recce/detection units) C/F: chaff and flare countermeasures CHQ: company headquarters demo: demolition ECM: Electronic Counter Measures EW: Electronic Warfare FAE: fuel air explosive bomb or warhead(or thermobaric, aka vacuum bombs) FG42: German Paratroop weapon, can be used as sniper's rifle, LMG or assault rifle as desired. Flak.Pz: Flakpanzer - anti-aircraft tank flamegun: flamethrower FLIR: Forward Looking Infra Red (aircraft night TV) GPMG: general purpose machine , such as MG34, MG42, L7, M60, etc GPS: Global Positioning System HMC: howitzer motor carriage HMG: heavy on tripod in 12.7mm class of weapon HQ: headquarters H/T: halftrack IRWR: Infra-red Warning Receiver (on aircraft) LAW: Light Anti-Tank Weapon, eg 66mm M72. LMG: (Bren, etc) LRRP: Long Range Recce Patrol (elite or better trained light scout troops) MAW: Medium Anti-Tank Weapon, such as 84mm Carl Gustav M/C: motorcycle (Combo = motorcycle & sidecar) MMG: on tripod of rifle calibre MP44: German assault rifles Sample file OP: Observation Post, also known as FOO. PHQ: Platoon headquarters PNVG: Passive Night Vision Goggles Pz.: Panzer - German tank Pz.Bef.#: Panzerbefelswagen - German command tank Pzshreck: Panzershreck anti-tank rocket launcher RCL: Recoilless Rifle (also RR) RHQ: Regiment headquarters RWR: Radar Warning Receiver (aircraft) SATCOM: Satellite Communications radio link SAW: Automatic Weapon: very light LMG, usually 5.56mm calibre such Minimi or SA80+, or RPK S/C: scout car SHQ: Squadron headquarters SMG: sub-machine gun smk: smoke SP: self-propelled SPG: self-propelled gun sqd: squad or section of about 10 men TI: Thermal Imaging night sight WP: White Phosphorous page 5

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