October 2001

OPERATION CRUSADER SCENARIO, 1941 - OPEN THE ROAD!

Fought at 2089 Key Blvd., El Cerrito, California on Saturday, October 13, 2001
We played using 20mm miniatures with Command Decision 3rd Edition rules (and 2nd Edition dark-green command chits). 

Scroll down past the photos of the battle to read the list of players, scenario information (including full order of battle), design notes, and after-action report.

Please note that the wavy, snake-like pieces of chipboard on the battlefield were supposed to represent "rises" that blocked light of sight. (See terrain rules, below.)






















 

Players

Italian CO:                                John Gee
Italian helper/Bersaglieri:        Warwick Young
German Kampfgruppe:            Nicholas “Manic” Moran
NZ CO:                                    Richard Pullin
Matildas + inf battalion:          Mike Peake
Crusaders + 2 inf battalions:    Davey Schwartz


Purpose/Setting

This is a "what if" scenario set in the context of Operation Crusader in
the Western Desert, November, 1941.
This one is based loosely on the battle between the New Zealanders and
Italians at Sidi Rezegh.

Beware: it is not a historical scenario, but it's a challenge.

A friend has an Italian infantry regiment painted up in 20mm, and I decided
to surprise him with a late-1941 UK infantry brigade complete with all the
trimmings.
I wanted to design a scenario with plenty of table space and immediate action.
No one player should feel left out, and the battle would be grueling for
both sides.
This action more than fit the bill.


NUMBER OF PLAYERS

From 4 (absolute minimum) to 8.
(1 to 3 Italian, 1 German, 2 to 4 UK.)
We played with 2 Italian, 1 German, 3 UK.

Suggested commands:
1 player for Italian infantry
1 player for Bersaglieri (who can also help out with Italian infantry)
1 player for German Kamfgruppe
1 player as overall UK CO, 3 players for infantry, attached assets, and armor.



SCENARIO FORCES
(Detailed Orders of Battle follow at bottom.)

* No aircraft are available for either side. *


ITALY

On table, in entrenchments:
---------------------------
65th Infantry Regiment (Regular, morale 7)
(Organized as an infantry regiment from the Motorizzata [Motorized]
Division, 1941-42, AotSWW p.97, with 2 infantry battalions and 1 weapons
battalion.)

Arriving on random turn from friendly board edge:
-------------------------------------------------
XXXIInd Bersaglieri Motorcycle Battalion (Experienced, morale 9)
(Organized as a Bersaglieri Motorcycle Battalion from the Motorizzata
[Motorized] Division, 1941-42, AotSWW p.97, with 2 motorcycle companies and
1 AT gun company.)

Providing off-board indirect fire support:
------------------------------------------
IInd Battalion,  21st Light Artillery Regiment (Experienced, morale 8)
(3 batteries of 1 75L27 field gun each, 1 spotter on board attached to HQ
of 65th regiment.)

(Note: No unit is subordinated to any other.)


GERMANY

Arriving on random turn from random board edge:
-----------------------------------------------
Kampfgruppe Mickl, 21st Panzer Division (Veteran, morale 9)
With:
        Ist Battalion, 5th Panzer Regiment
        IInd Battalion, 361st Light Africa Regiment z.b.V. (Infantry unit)
(These units gleaned from Frank Chadwick's informative article on the
Deutsches Afrika Korps in Command Post Quarterly issue #3.)


COMMONWEALTH

Set up anywhere on table, up to opposite Italian trench line:
-------------------------------------------------------------
6th New Zealand Infantry Brigade HQ (most units Veteran, morale 9)
        Attached Cavalry Squadron
        Attached Divisional Engineer Field Squadron
        Attached Machinegun Company
        25th (Wellington) Infantry Battalion
        26th (Southland/Otago) Infantry Battalion
        28th (Maori) Infantry Battalion (Veteran, morale 10)
        6th Field Artillery Regiment (Attached)
44th Royal Tank Regiment (Matilda II) (Experienced, morale 8)
77th Royal Tank Regiment (Crusader I) (Regular, morale 8)
(All units roughly organized per AotSWW for the period of late 1941.)

(Note: The two British tank units are not subordinated to the infantry brigade.)



VICTORY CONDITIONS

Essentially, the goal of both sides was to destroy and/or drive off the enemy.

Allies: To clear the trenchline straddling the road of Italians, open the
road and capture the Mosque at the Axis board edge.

Axis:  To prevent the Allied forces from breaking through down the road.

Both sides are warned that their flanks are not secure...this is the desert!



THE MAP

Table is 6 x 12 feet (180cm x 360cm)

                  1                 2                3
            ---------------------------------------
            |              i  o                                |
            |              i  o                                |
            |M           i  o                                |
Axis    |=======================|   Allied
Edge    |              i  o                                |   Edge
            |              i  o                                |
            |              i  o                                |
            ---------------------------------------
                  4                 5                6

Key:
= means Road
i means Italian entrenchments
o means 20 to 30 inches (50 to 75cm) open ground in front of trenchline
M means Mosque model
1,2,3,4,5,6 are possible entry points for German unit (roll randomly).

Terrain:
The tabletop surface is flat, open ground, criss-crossed by small rises.
For rises, I use thin pieces of wood or felt about 1 x 12 inches (2.5cm x
30cm) cut in irregular shapes (not completely straight).
The rises block line of sight; thus, the tabletop is broken up into "cells"
and flat valleys by a randomly-placed matrix of these rises.
Stands use cross-country movement rates unless on the road.
No other restrictions apply.


WEATHER/DURATION

Weather is clear.
Line of sight is theoretically 60 inches (150cm), but, because of the
rises, LOS is really limited to 30 to 40 inches (50 to 100cm) maximum.

There is no turn limit, but I suggest a real-time limit of 8 hours.
The game begins just after dawn (after twilight has passed) in the full
light of the morning.



DEPLOYMENT

The Italian infantry regiment must deploy in or behind their trenchline.

All UK units may deploy anywhere from the Allied board edge up to the open
ground in front of the Italian trenches.
They may deploy within sight of the trenchline, and the Italians will have
to roll to spot them.


HIDDEN UNITS AND MARKERS

I suggest that the Italian stands in trenches be physically placed on the
board, although UK stands must still roll to spot them.
My rationale was that the Allies had discovered the Axis fortifications the
day before, and had a chance to reconnoiter them.

UK stands (and the Germans, when they arrive on-board) should be
represented by a combination of numbered markers and hidden movement.
Thus, each side will not have the faintest idea where the enemy is, nor in
what strength.


AMMUNITION LIMITS

We played without keeping track of ammunition loads, except for special
ammunition such as smoke or HVAP rounds.


PREGAME BARRAGE

The UK forces may bombard the Italian trenchline for 1 hour with their
on-board Field Artillery Regiment (of 6 x 25-pounder).
Assume that all missions come in on target, and that the missions are
completed before the game begins.
(Note that the UK artillery commander must roll 1's to hit any stands in
the trenches...no one said it would be easy.)


UNITS ENTERING DURING THE BATTLE

At the beginning of each turn, before orders are revealed and movement
begins, the referee rolls 1 10-sided die for the Bersaglieri Battalion and
1 die for the German Kampfgruppe.
If a 2 or less is rolled on the 1st turn, that unit enters the board during
the Movement phase.

Bersaglieri: enter anywhere along the Axis board edge.
Germans: enter at one of 6 random locations along the long edges of the
table, as determined by the referee (see map).

If a unit does not enter on the 1st turn, roll for it at the beginning of
each turn after.
The chance increases by 1 for each turn after the first.
(Thus, on the 3rd turn, a unit would enter on a roll of 4 or less.)

When a unit enters, I suggest that hidden movement be used and the referee
keep track of the location of the unit without resorting to numbered
markers.
This makes for a very exciting and suspenseful battle.



** THE BATTLE **


The Beginning:

            ---------------------------------------
            |              i   o    MT        PZ LI    |
            |              i   o        I                      |
            |M           i   o           A                 |
Axis    |=======================|   Allied
Edge    |              i   o      I    A   AT         |   Edge
            |              i   o              A              |
            |              i   o     CR    I               |
            ---------------------------------------
                                                  

The End:
            ---------------------------------------
            |          MT  Io                              |
            |              i    o   MT   LI               |
            |M           i   o                               |
Axis    |=======================|   Allied
Edge    |     B      i    o         A   PZ           |   Edge
            |             IM o                              |
            |       CR  I   o                              |
            ---------------------------------------

Key:
M means mosque model
= means road
o means open ground in front of Italian trenches
B means entry point of Bersaglier Battalion near middle of game
i means Italian infantry regiment in entrenchments
PZ means German Kampfgruppe
LI means German II/361st Light Infantry battalion
MT means Matilda regiment
CR means Crusader regiment
I means NZ infantry battalion
A means NZ artillery battery
AT means NZ 2-pounder portee company (Brigade asset)


THE NARRATIVE
(Disclaimer: this is written from the point of view of an Italian side
player and scenario designer.)

Beginning:

The pre-game bombardment put hits on a couple of entrenched Italian stands,
including a gun crew for a 47L32 AT gun.
Not much damage, but that hit on the crew would count later.

The UK sent out their Matildas towards the left of the Italian trench line,
to the complete dismay of the Italian players.
(How to kill a Matilda with 47L32 AT guns?!  Gotta be a lucky shot...)
The Matildas kept blowing their morale rolls and pinning when they sighted
the Italian infantry.

After some hidden manuvering, the UK sent the Crusader regiment out front
on the Italian right to try to shoot up Italian MGs in the trenches.
The Axis 47mm guns knocked out one Crusader, sent another packing.
After being unable to even spot the Italians in front of them, the UK sent
two NZ infantry battalions to support the Crusaders, and moved the whole
mass into the Italian line.

Meanwhile, the UK players were shocked by the arrival of the German
panzers, whick advanced in a line against one battery of 25-pounders behind
the UK lines.
The NZ guns blasted 3 Panzer III F's to pieces before they were overcome by
hits from many tank cannons, including direct fire from the Panzer IV's.
After all their soft vehicle transports and tractors were wiped out, the
survivors of the battery fled, and the German panzers swung into the rear
of the UK lines.
The German Light Infantry battalion stayed carefully hidden behind a rise; the German player was hoping to draw off the Matildas with the panzers, and
ambush them with the Light Infantry.

Middle:

On the Italian left, the Matildas moved to within 5 or 10 inches of the
trenches, taking ineffectual fire from one 47mm AT gun in the process.
The Italian line held.
Two squadrons of Matildas were pulled back to counter the panzer attack in
the rear.

On the Italian right, Maori infantry bayonetted their way through the enemy
trenches.
The Italians, despite their being outnumbered and outgunned, held on
bravely and really clobbered the NZ infantry with massed fire of MG's, 81mm
mortars, and barrages from the off-board artillery.
A couple more Crusaders were knocked out by 47mm AT guns in weapons pits,
but these were targeted by 3-inch mortars and indirect 25-pounder fire, and
finally silenced.

Bersaglieri troops drove onto the board along the road, immediately
dismounting from their motorcyles and deploying their 47mm AT guns.
Crusaders shot up their soft transports with a hail of long-range AP fire
from their 2-pounders.

In the UK rear, the panzers drove unexpectedly smack into the NZ 2-pounder
portee trucks, which drove most of the German tanks back with hits.
At this point, a majority of the panzers has suffered two hits or had been
knocked out.
The portees were shot up, and the panzers regrouped, moving to the rear of
the remainder of the NZ artillery regiment.

End:

Half the Matildas had been creeping towards the German panzers, unaware of
the Light Infantry nearby.
Although the German player could not lure them closer to engage them with
his 50mm AT gun, he was able to knock out one Matilda with close-range tank
fire and then send another packing with hits from infantry close assaults.
These Matildas fell back towards the Italian entrenchments as the German
Light Infantry advanced.

On the Italian left, the other Matildas were having more success in
approaching the trenches with a full battalion of NZ infantry in support.
Italian MG's and mortars ripped into the Kiwis, but a company of Italian
infantry fell back out of the trenches and behind a rise as the Matildas
entered the trenchline with friendly infantry.
No Matildas had even been damaged in this attack, and the whole left flank
of the Axis fortified line was broken open.
The Italians were hastily organizing a

On the Italian right flank, the whole trenchline was overrun by NZ infantry
and more Crusaders were cautiously creeping towards the Bersaglieri
companies.
The elite Italian troopers were keeping rises between them and the British
tanks, but fire from those tanks and the Kiwis forced them to fall back
towards the mosque.
Both attacking NZ battalions were almost exhausted; still fighting, but
with red markers on all stands.

Behind the UK lines, the remaining two Kiwi artillery batteries engaged the
German panzers as they crept over a rise to engage the guns with the
advantage of hull-down positions.
This proved fatal to the artillery, and one battery was wiped out with no
loss to the enemy.
The second was sure to follow, but the game ended before the destruction
was complete.


THE AFTERMATH

We were reminded that infantry in entrenchments are hard to dislodge.
The Matilda player was frustrated that he was unable to advance into the
trench line unsupported by infantry without risking serious loss.
The NZ infantry were not committed to support his tanks until very late in
the game, so the Matildas did not play a proactive role until the end.
If they had driven through the Italian line in a mass, taking some
scattered close assault hits in the process, they might have made the Axis
defenses superfluous, and been able to engage the Bersaglieri just as they
were deploying.

Still, the presence of these heavily-armored infantry tanks was highly
distracting to all Axis players (just as I intended!).

The Italians fought quite bravely in their fortifications, and maintained
enough of a threatening posture to fatally hold up the Allied attack.

Although they did not know that a German force would show up behind their
front line, the UK commanders needed to push hard as soon as the panzers
showed up.
They were not quite fast enough.
They needed to use smoke screens to shield them from many of the deadly
Italian MG positions, but to their credit they did save some Crusaders this
way during the initial stages of their attack.
The NZ engineers and MMG's were not deployed to support any part of the UK
attack or defense during the battle, and these could have lent more weight
to any attack or counter-attack.

The location of the German attack was random, and resulted in a very
exciting and interesting display of what happens when crappy tanks designed
in the 1930's run into field pieces armed with plenty of AP shot.
The panzers took it in the teeth, but overran the artillery with sheer numbers.
Well fought on both sides!

It was a gamble for the German player to assume that a significant part of
the Allied force would turn to face him.
This did not turn out to be the case, and although the panzers effectively
wiped out the NZ artillery by game's end, they did not really slow the NZ
attack.
Perhaps an immediate and concerted attack into the rear of the attacking
Matildas would have had a more decisive effect on the battle.
Yet I do not want to sound as though I think the Kampfgruppe was
unsuccessful, since the damage it inflicted would be felt a little later in
the battle had we played for a few more turns.


CONCLUSION

This scenario was tough for both sides.
We were all shaking our heads when in was over, but everyone had a really
good time.

The defenders had excellent defense capabilities, and were not heavily
outnumbered, once you factor in the German Kampfgruppe.
The Axis had to hold ground and inflict maximum casualties to disperse the
NZ attack.

The Allied did not have overwhelming superiority at all.
(This may have been due to poor British planning with colonial troops, or
simply the ill fortunes of war...who can say?  ;-)  )
But with some bold strokes with concentration of their excellent infantry,
the UK could have smashed through the Axis line and into the enemy rear.
Inertia, worry, and the arrival of the Germans hurt their chances.


Problems:

We played about 10 turns in 8 hours, even with two knowledgeable referees
and many experienced players.
Brutal.
Lots of action all over the board.
In a game like this, I find it impossible to play out a turn in less than
30 minutes.
I can live with that, but we should have been able to play this engagement
to completion in 8 hours.
My suspicion is that the rules concentrate too closely on the conduct of
platoons at the expense of expedient play.

(For instance, when you are commanding a battalion that is taking fire, you
have a lot of individual platoons getting hit and forced back and running
all over the board to find better cover.
Then you check morale by company, yet each platoon has its own morale result.
This adds flavor in the form of chaos, but really plays hell with game play.
I would argue that it would be better to have a whole company either fight
or flee by a single morale check during the Morale Phase.
Players should be concerned with the locations and strengths of their
companies, not their platoons.
I'm going to experiment small rules adjustments for larger games to deal
with this.)



UNIT ORDERS OF BATTLE

Note on Special Ammunition Loads:

Ignore ammunition for standard rounds.
But give the following stands/guns their normal complement of special
rounds (smoke or HVAP).

Axis:
81mm mortar stand
75L27 field gun
Panzer III F/G
Panzer IV E
50L60 AT gun

Allied:
3" mortar stand
25-pounder field gun
Matilda II CS




AXIS FORCES

Force Structures:

Italian:
65th Infantry Regiment
XXXIInd Bersaglieri Motorcycle Battalion

German:
Kampfgruppe Mickl, 21st Panzer Division
    IInd Battalion, 361st Light Africa Regiment z.b.V.



ITALY:


65th Infantry Regiment

Regular, morale 7

Regimental Headquarters:
    1 command stand (HQ)
    1 car
    1 staff radio truck (STF)

Attached Artillery Spotter From Off-Board Unit:
    1 spotter stand (SP1) 
    1 car


Mortar Battery 11:
    1 81mm mortar stand-ds (11A)
    1 medium truck

Antitank Gun Battery 12:
    1 37L45 or 47L32 AT gun
    1 gun crew stand (12A)
    1 light truck



Ist Infantry Battalion 

Regular, morale 7

Headquarters:
    1 command infantry stand (HQ)
    1 light truck
    1 recon motorcycle infantry stand (R1)    This stand may be broken into 2 patrols.

Infantry Company 1:
    3 infantry stands (1A, 1B, 1C)
    1 MMG stand (1M)
    2 medium trucks

Infantry Company 2:
    3 infantry stands (2A, 2B, 2C)
    1 MMG stand (2M)
    2 medium trucks

Infantry Company 3:
    3 infantry stands (3A, 3B, 3C)
    1 MMG stand (3M)
    2 medium trucks




IInd Infantry Battalion 

Regular, morale 7

Headquarters:
    1 command infantry stand (HQ)
    1 light truck
    1 recon motorcycle infantry stand (R2)    This stand may be broken into 2 patrols.

Infantry Company 4:
    3 infantry stands (4A, 4B, 4C)
    1 MMG stand (4M)
    2 medium trucks

Infantry Company 5:
    3 infantry stands (5A, 5B, 5C)
    1 MMG stand (5M)
    2 medium trucks

Infantry Company 6:
    3 infantry stands (6A, 6B, 6C)
    1 MMG stand (6M)
    2 medium trucks



Weapons Battalion

Regular, morale 7

Headquarters:
    1 command stand (HQ)
    1 car

Mortar Company 7:
    1 81mm mortar stand-ds (7A)
    1 medium truck

Antitank Company 8:
    2 37L45 or 47L32 AT guns
    2 gun crew stands (8A, 8B)
    2 light trucks

Antiaircraft Company 9:
    2 20L65 AA guns
    2 gun crew stands (9A, 9B)
    2 light trucks

Attached Motor Antiaircraft battery:
    1 Autocannone 75CK SP-AA gun (A1)

Machinegun Company 10:
    2 MMG stands (10A, 10B)
    1 medium truck



XXXIInd Bersaglieri Motorcycle Battalion

Experienced, morale 9

Headquarters:
    1 command motorcycle stand (HQ)
    1 recon motorcycle infantry stand (R1)

Motorcycle Infantry Company 1:
    1 command motorcycle infantry stand (1)
    2 motorcycle infantry stands (1A,1B)
    1 motorcycle MMG stand (1M)

Motorcycle Infantry Company 2:
    1 command motorcycle infantry stand (2)
    2 motorcycle infantry stands (2A, 2B)
    1 motorcycle MMG stand (2M)

Antitank Company 3:
    1 command stand (3)
    2 47L32 AT guns
    2 gun crew stands (3A, 3B)
    2 light trucks



IInd Battalion, 21st Light Artillery Regiment (Off-board) 

Experienced, morale 8

On-board, attached to 65th Infantry Regiment HQ:
    1 spotter stand (SP1) 
    1 car

Battery 4:    
    1 75L27 field gun

Battery 5:    
    1 75L27 field gun

Battery 6:    
    1 75L27 field gun



GERMANY:


Kampfgruppe Mickl

Veteran, morale 9

Kampfgruppe Headquarters Company:
    1 command Panzer III F/G (HQ)
    1 recon Panzer II F (R1)

Tank Company 1:
    1 command Panzer III F/G (1)
    1 Panzer III F/G (1A)

Tank Company 2:
    1 command Panzer III F/G (2)
    1 Panzer III F/G (2A)

Tank Company 3:
    1 command Panzer III F/G (3)
    1 Panzer III F/G (3A)

Tank Company 4:
    1 command Panzer IV E (4)
    1 Panzer IV E (4A)        
    1 Panzer II F (4C)


IInd Battalion, 361st Light Africa Regiment z.b.V.

Veteran, morale 9

Headquarters:
    1 command stand
    1 kubelwagen

Company 1:
    1 command infantry stand (1)
    2 infantry stands (1A, 1B)
    1 weapons stands (1W)

Company 2:
    1 command infantry stand (2)
    2 infantry stands (2A, 2B)
    1 weapons stands (2W)

Company 3:
    1 command infantry stand (3)
    2 infantry stands (3A, 3B)
    1 weapons stands (3W)

Note: 
All infantry and weapons stands have integral PzBchs 39 AT rifles.

Special Note:
This unit was formed from elements of the French Foreign Legion, repatriated (against their will) to Germany and then sent to Africa to “cleanse” their record.
Their goal is to become motorized by “acquiring” any trucks they can from friend or foe.


ALLIED FORCES

Overall force structure:

6th New Zealand Infantry Brigade HQ
    Attached Cavalry Squadron 
    Attached Divisional Engineer Field Squadron
    Attached Machinegun Company
    25th Infantry Battalion
    26th Infantry Battalion
    28th (Maori) Infantry Battalion (attached)    
    6th Field Artillery Regiment (Attached)
44th Royal Tank Regiment (Matilda II)
77th Royal Tank Regiment (Crusader I)



6th New Zealand  Infantry Brigade

Veteran, morale 9

Brigade Headquarters:
    1 command stand (HQ)
    1 car
    1 staff radio truck (STF)

Brigade Antitank Company:
    1 2-pounder Portee truck (2A)
    1 2-pounder Portee truck (2B)



Attached Cavalry Squadron A:
    1 command universal carrier (A)
    2 recon Mk VI B tanks (A1, A2)
    2 recon carriers (A4, A5) 
(Each recon vehicle may dismount one patrol stand.)


Attached Divisional Engineer Field Squadron:
    1 command stand (1)
    1 car
    1 engineer stand (1A)
    1 engineer stand (1B)
    1 engineer stand (1C)
    1 heavy truck
    1 medium engineer supply truck (1D)


Attached Machinegun Company A, 27th Machinegun Battalion:
    3 Vickers MMG stands (A1, A2, A3)
    1 heavy truck


25th Infantry Battalion

Veteran, morale 9

Headquarters Company:
    1 command stand (HQ)
    1 car
    2 recon carriers (R1, R2)  (May dismount one patrol each)
    1 engineer stand (S1)
    1 3" mortar stand (S2)
    2 light trucks

Rifle Company A:
    1 command infantry stand (A)    
    1 infantry stand (A1)        
    1 infantry stand (A2)        

Rifle Company B:
    1 command infantry stand (B)
    1 infantry stand (B1)        
    1 infantry stand (B2)        

Rifle Company C:
    1 command infantry stand (C)    
    1 infantry stand (C1)        
    1 infantry stand (C2)        

Note:
All infantry and command infantry stands have integral Boys AT rifles.



26th Infantry Battalion

Veteran, morale 9

Headquarters Company:
    1 command stand (HQ)
    1 car
    2 recon carriers (R3, R4)   (May dismount one patrol each)
    1 engineer stand (S5)
    1 3" mortar stand (S6)
    2 light trucks

Rifle Company E:
    1 command infantry stand (E)    
    1 infantry stand (E1)        
    1 infantry stand (E2)        

Rifle Company F:
    1 command infantry stand (F)    
    1 infantry stand (F1)        
    1 infantry stand (F2)        

Rifle Company G:
    1 command infantry stand (G)    
    1 infantry stand (G1)        
    1 infantry stand (G2)        

Note:
All infantry and command infantry stands have integral Boys AT rifles.



28th (Maori) Infantry Battalion (attached)

Veteran, morale 10

Headquarters Company:
    1 command stand (HQ)
    1 car
    2 recon carriers (R5, R6)  (May dismount one patrol each)
    1 engineer stand (S9)
    1 3" mortar stand (S10)
    2 light trucks

Rifle Company I:
    1 command infantry stand (I)
    1 infantry stand (I1)        
    1 infantry stand (I2)        

Rifle Company J:
    1 command infantry stand (J)    
    1 infantry stand (J1)        
    1 infantry stand (J2)        

Rifle Company K:
    1 command infantry stand (K)    
    1 infantry stand (K1)        
    1 infantry stand (K2)        

Note:
All infantry and command infantry stands have integral Boys AT rifles.



6th Field Artillery Regiment (Attached)

Veteran, morale 9

Regimental Headquarters:
    1 command stand (HQ)
    1 forward observer stand (FO1)
    2 cars
    1 staff telephone truck (STF)

Supply Column:
    1 medium ammo truck with trailer (1A)
    1 medium ammo truck with trailer (1B)

Field Battery A:
    1 command stand (A)
    1 car

    1 25-pounder field gun  
    1 gun crew-ds (A1)    (has 3 rounds of special ammo)    

    1 25-pounder field gun
    1 gun crew-ds (A2)    (has 3 rounds of special ammo)    

    2 quad prime movers
    1 medium ammo truck (A3)

Field Battery B:
    1 command stand (B)
    1 car

    1 25-pounder field gun
    1 gun crew-ds (B1)        (has 3 rounds of special ammo)

    1 25-pounder field gun
    1 gun crew-ds (B2)        (has 3 rounds of special ammo)

    2 quad prime movers
    1 medium ammo truck (B3)

Field Battery C:
    1 command stand (C)
    1 car

    1 25-pounder field gun
    1 gun crew-ds (C1)        (has 3 rounds of special ammo)
    1 25-pounder field gun
    1 gun crew-ds (C2)        (has 3 rounds of special ammo)

    2 quad prime movers
    1 medium ammo truck (C3)



44th Royal Tank Regiment (Matilda II)

Experienced, morale 8

Headquarters Squadron:
    1 command Matilda II (HQ)
    1 Matilda II (S1)
    2 recon Mark VI B tanks (R1, R2)

Squadron A:
    1 command Matilda II (A)
    1 Matilda II (A1)
    1 Matilda II (A2)

Squadron B:
    1 command Matilda II (B)
    1 Matilda II (B1)
    1 Matilda II (B2)
 
Squadron C:
    1 command Matilda II (C)
    1 Matilda II (C1)
    1 Matilda II (C2)


6th Royal Tank Regiment (Crusader I)

Regular, morale 8

Headquarters Squadron:
    1 command A15 Crusader Mk I (HQ)
    1 A15 Crusader Mk I (S1)
    
Tank Squadron A:
    1 command A15 Crusader Mk I (A)
    1 A15 Crusader Mk I (A1)
    1 A15 Crusader Mk I (A2)

Tank Squadron B:
    1 command A15 Crusader Mk I (B)
    1 A15 Crusader Mk I (B1)
    1 A15 Crusader Mk I (B2)

Tank Squadron C:
    1 command A15 Crusader Mk I (C)
    1 A15 Crusader Mk I (C1)
    1 A15 Crusader Mk I (C2)

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