CANADIAN MOTOR COMPANY

CONFIDENT VETERAN INFANTRY COMPANY POINTS 1490

PLATOON QTY UNIT POINTS HEADQUARTERS

Canadian Motor Company HQ p.157 2 Cmd Rifle team 5.7% 85 2 ML 3" Mk II Mortar 4 C15TA armoured truck

COMBAT PLATOONS

Canadian Motor Platoon p.157 1 Cmd MG team 10.1% 150 1 PIAT team 1 Light Mortar team 3 MG team 4 C15TA armoured truck Canadian Motor Platoon p.157 1 Cmd MG team 10.1% 150 1 PIAT team 1 Light Mortar team 3 MG team 4 C15TA armoured truck Canadian Scout Platoon p.158 3 with .50 cal MG 8.7% 130

WEAPONS PLATOONS

Canadian Motor Anti- Platoon p.159 1 Cmd Rifle team 10.4% 155 1 Troop Carrier 4 OQF 6 pdr gun (late) 4 Loyd Carrier Canadian Motor Anti-tank Platoon p.159 1 Cmd Rifle team 10.4% 155 1 Troop Carrier 4 OQF 6 pdr gun (late) 4 Loyd Carrier

SUPPORT PLATOONS

Breaching Group p.186 1 Sherman V 10.1% 150 2 Sherman Crab Rocket Battery, RCA p.181 1 Cmd Rifle team 16.4% 245 1 Observer Rifle team 1 OP Carrier 4 Land Mattress rocket launcher Rocket Battery, RCA p.181 1 Cmd Rifle team 16.4% 245 1 Observer Rifle team 1 OP Carrier 4 Land Mattress rocket launcher Air Observation Post p.141 1 Auster AOP 1.7% 25 Market Garden Book ‑ British Late‑War ‑ v4

ARSENAL TANK TEAMS Name Mobility Front Side Top Equipment and Notes Weapon Range ROF Anti-tank Firepower MEDIUM Sherman V Standard Tank 6 4 1 Co-ax MG, Hull MG, Tow hook. M3 75mm gun 32"/80cm 2 10 3+ Semi-indirect fire, Smoke. ENGINEERING TANKS Sherman Crab Standard Tank 6 4 1 Co-ax MG, Overloaded, Mine flail. M3 75mm gun 32"/80cm 2 10 3+ Semi-indirect fire, Smoke. RECONNAISSANCE Universal Carrier with .50 Half-tracked 0 0 0 Hull MG, Recce. cal MG With .50 cal MG 16"/40cm 3 4 5+ Hull mounted. GUN TEAMS Weapon Mobility Range ROF Anti-tank Firepower Notes Land Mattress rocket launcher Heavy 64"/160cm - 2 3+ Mattress, Rocket launcher, Saturation bombardment. ML 3" Mk II Mortar Man-packed 24"/60cm 2 2 3+ Smoke, Minimum range 8"/20cm. Firing bombardments 40"/100cm - 1 4+ Smoke bombardment. OQF 6 pdr gun (late) Medium 24"/60cm 3 11 4+ Gun shield. INFANTRY TEAMS Team Range ROF Anti-tank Firepower Notes Light Mortar team 16"/40cm 1 1 4+ Smoke, Can fire over friendly teams. MG team 16"/40cm 3 2 6+ ROF 2 when pinned down. PIAT team 8"/20cm 1 10 5+ Tank assault 4. Rifle team 16"/40cm 1 2 6+ TRANSPORT TEAMS Vehicle Mobility Front Side Top Equipment and Notes Troop, OP, Mortar, or Loyd Carrier Half-tracked 0 0 0 C15TA armoured truck Jeep 1 0 0 VEHICLE MACHINE‐GUNS Weapon Range ROF Anti-tank Firepower Vehicle MG 16"/40cm 3 2 6 ROF 1 if other weapons fire. SPECIAL RULES Breaching Group ‑ p.186 Sherman Crab Sherman Crab Tank Teams are fitted with Mine Clearing Devices (see page 78 of the rulebook).

Although a Breaching Group is a single Support choice, each Section operates as a separate Unit. The D7 Bulldozer is an Independent Tank Team.

An AVRE may attempt to gap an Obstacle by shooting at it. The Obstacle is Hit On 2+. Roll a To Hit in the Shooting Step.

If Hit, the Obstacle is gapped, Otherwise, it remains intact.

Any Armoured Tank Team hit by a Petard mortar uses its Top Armour rating for its Armour Saves.

At the beginning of the game before Deployment, you may remove any or all AVRE Sections from Breaching Groups, adding a single Sherman Crab Flail tank to the Group’s Flail Section for each AVRE Section removed.

At the start of the game after Fortifications (if any) are placed, but before Deployment, you may elect to mount a Fascine or Assault Bridge on any or all of your AVsRE. An AVRE that has a Fascine or Assault Bridge mounted cannot shoot. In addition, an AVRE that has an Assault Bridge mounted is Overloaded (see page 67) rather than Wide‑tracked.

Fascines act as Assault Bridges (see page 80), but may only be used to bridge ditches and craters.

An AVRE may abandon its Fascine or Assault Bridge instead of shooting, removing the Fascine or Assault Bridge from play.

Teams from a Breeching Group may not be held in Reserves.

Teams from all Sections of a Breaching Group may not Charge into Contact. However, a D7 Bulldozer may Assault Bunkers (see page 76 and 80 of the rulebook).

The Petard mortar shoots as a normal (although very shortranged) gun.

Canadian Motor Company HQ ‑ p.157 At the Start of the game a player may elect to fit all of their allowed Tank Teams

Sherman (all variants) Firefly VC M10 3ʺ (SP) M10C 17pdr SP Self‑propelled gun Ram Kangaroo APC with Duckbills. Tanks fitted with Duckbills change to Cross on 2+, but their Mobility rating becomes Slow Tank.

Canadian Companies and Platoons follow all the British special rules on page 72 of the main rulebook except British Bulldog and have the following additional special rules.

Canadian Units do not use the British Bulldog special rule. Instead, Canadian Units pass Rally Tests and Remount Tests on a 3+.

Canadian Scout Platoon ‑ p.158 A PIAT Battery uses the Rocket Launcher rule on page 50 of the rulebook.

Scout Patrols equipped with Universal Carriers are Reconnaissance Platoons.

Scout Patrols equipped with Wasp Carriers are not Reconnaissance Platoons and may not launch assaults, nor may they Counterattack if assaulted.

Scout Patrols operate as separate Units.

Rocket Battery, RCA ‑ p.181 Mattress At the start of the game, place a Full Salvo marker with a Unit equipped with Mattress rocket launchers. Remove this marker after firing an Artillery Bombardment. If a Unit equipped with Mattress rocket launchers does not have a Full Salvo marker when it fires an Artillery Bombardment, roll a Skill Test for each Rocket Launcher able to fire in the Bombardment. Only those that pass the Skill Test can fire as part of the Bombardment.

Place a Full Salvo marker on a Unit equipped with Mattress rocket launchers at the end of any Shooting Step in which every Rocket Launcher in the Unit was able to fire an Artillery Bombardment, but none did so.

Saturation Bombartment Each Land Mattress rocket launcher Team counts as four weapons when firing an Artillery Bombardment.