Battlegroup Dispatches 2
Battlegroup Dispatches 2
DISPATCHES
ISSUE 2
1
Dispatches 2
CONTENTS
The Slovak Rapid Brigade, 1941 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
New Vehicle Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Questions and Answers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Q&A Artillery and Mortars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Q&A Armoured Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Q&A Infantry, Close Assaults and Fallback! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Q&A Softskins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Q&A Firing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Q&A Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Q&A Other Game Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Q&A and Errata Battlegroup Kursk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Q&A and Errata Battlegroup Overlord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Q&A and Errata Battlegroup Fall of the Reich . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Q&A and Errata Barbarossa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Stoumont Halt, Ardennes Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Step-by-Step, Ambush Fire and Reserve Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
W elcome to the second irregular fanzine for players of the Battlegroup series of rules and
supplements. Here we have continued to feature an eclectic mix of articles such as, the bits left out
of books (Slovak Rapid Brigade army lists as promised) and contributions from Battlegroup gamers too.
This second issue has again taken a little while longer than expected to produce, but such is life, and
we did warn that as a freebie ‘extra’ Dispatches would always get shunted down the ‘to do’ list, but we
hope we can still find time to produce the fanzine as its a great way for us to get extra content out to the
players.
The ‘biggy’ in this issue is the compiled Q and A, a real monster to get together in one place, but
hopefully a very useful reference and clarification for players. I’ve included all the questions from
previous Q and As as well as trawled the forums for the questions I’ve been asked over the past two
years on them. Many players are happy to make up their own ‘house rules’ when it comes to awkward
rules questions, but it is best to have a definitive answer to issues when playing against opponents you
don’t know so well, or if a game is quiet competitive. We will continue to keep a list of new questions
and no doubt include it when it’s big enough to be worth it.
Contributions to Dispatches from readers and gamers are welcome and hopefully will form a ever
increasing portion of each issue. Thanks to Dux Homunculum (sorry real name not revealed) for sending
his step-by-step guides. He has done more of these and I’ll be including them in future issues.
In association with
PUBLISHING
Produced by Ironfist Publishing Ltd. First published in Great Britain in 2014. The contents are © Iron Fist Publishing Ltd and may not be
reproduced without the prior permission of the publisher. Permission is granted to reproduce for own use.
Battlegroup is ™ Iron Fist Publishing Ltd.
1
Dispatches 2
RAPID BRIGADE
The small Slovakian contribution to the the brigade joined the German 17th and 30 Panzer 38(t)s, supported by a
invasion of Russia was not included in Army in its advance through Lvov and few captured Polish tankettes gifted
Battlegroup Barbarossa – but it hasn’t towards Vinnitsa, then on to Lipovets. to them after Poland’s surrender and
been entirely ignored. Here is the promised En-route to Lipovets the brigade was Czech OA vz 30 armour cars. The
army list for anybody wishing to recreate engaged in heavy fighting and lost a lot vehicles were painted in a distinctive
the battles of Slovak Rapid Brigade in the of its light tanks, before advancing on to three tone camouflage pattern, whilst
Ukraine and southern Russia in 1941. Zhitomir and then the Kiev area. the infantry (in all khaki uniforms) had
a unique blue ring painted around the
Background In August, the brigade was pulled out rim of their helmets and often a white
Slovakia, a nation created in the wake of of the front lines to be re-organised cross design on the side too.
the German invasion of Czechoslovakia and reinforced and was re-titled the
in March 1939 under the rule of 1st Slovak Mobile Division, more The division’s anti-tank units were
Governor Josef Tiso, was a client state commonly known as the ‘Slovak Fast equipped with 37mm Vz 34 anti-tank
of Germany and its military forces Division’. It was back in the line in guns whilst infantry support weapons
participated in the German invasion of September and took part in the fighting included the Vz 26 light machine gun (a
Poland in 1939. A small nation, with a to eliminate the Kiev pocket before precursor to the Bren), the Vz 37 heavy
small military, it committed 45,000 men transferring south. After more fighting machine gun (the Besa) and the Vz 36
of the Slovak Army Group (about two in eastern Ukraine along the Dneipr 80mm mortar. Artillery support was
divisions) to Operation Barbarossa. This river near Golubowka, as part of 1st provided by old Skoda mountain guns,
force crossed the border into Russia Panzer Army the division was sent the 75mm Vz 15 and 100mm Vz14/19,
on June 25th and moved east towards further south still, spending the winter both WWI vintage weapons.
Lvov. It soon found itself unable to of 1941-42 defending the
keep up with the pace of the German line of the Mius river. The
advance, being largely a foot-bound following year they would
army. In order to speed up the advance participate in the advance
a new formation was created by into the Caucasus.
combining all the army group’s mobile
units into a single brigade, the Slovak On June 25th, the Slovak’s
Rapid Brigade. Commanded by General armoured force consisted
Rudolf Pilfousek (and also known of approximately 20 LT Vz
as the Pilfousek Brigade), the tanks 35 light tanks (Panzer 35(t)
and truck or bicycle-borne infantry of in its German designation)
Order of Battle
(for September 1941)
Divisional HQ Divisional Headquarters included the staff company, mapping detachment, a motorcycle
Luftwaffe Artillery Observation Squadron messenger platoon and light supply column.
Divisional Administration
2nd Signals Battalion Observation squadron was an attached German unit for air support liaison.
20th Motorised Rifle Regiment Divisional Admin included medical, ambulance, field post and field police detachments.
1st Battalion
2nd Battalion Each Rifle Battalion was composed of 3 Rifle Companies of 4 platoons each, a heavy
weapons company, a light mountain gun battery and an anti-tank platoon.
21st Motorised Rifle Regiment
1st Battalion The Reconnaissance Battalion included signal platoon, a bicycle mounted company,
2nd Battalion armoured car company, an anti-tank platoon, infantry gun platoon and pioneer platoon.
11th Reconnaissance Battalion The Tank Battalion contained two tank companies of 25 tanks each and a supporting
anti-tank gun company.
12th Tank Battalion
The Artillery Regiment was two battalions, each of three batteries of 100mm guns,
11th Artillery Regiment supported by signals troops.
8th Flak Battery Both Flak Batteries were equipped with towed Vz 36 Oerlikon 20mm flak guns.
13th Flak Battery
The Pioneer Battalion comprised of two pioneer companies and a bridging column.
11th Pioneer Battalion
Supply Columns of fuel and maintenance platoons, as well as a bakery and butchery
2 Heavy Supply Columns company.
2
Dispatches 2
TANK UNITS
Each unit taken from Tanks allows a support choice from: Reconnaissance, Engineers, Logistics or Specialist units.
Panzer 38(t) Platoon . . . . . . . . . 95 pts 9-i BR Panzer 35(t) Platoon . . . . . . . . . 55 pts 6-i BR
Squad Composition: 3 Panzer 38(t)s Squad Composition: 3 Panzer 35(t)s
1 Panzer 38(t) (Officer) 1 Panzer 35(t) (Officer)
2 Panzer 38(t) 2 Panzer 35(t)
Additional Tank
Unit Composition: 1 Tank
Panzer 35(t) . . . . . . . . . . . . . . . . . . 20 pts 2-i BR
Panzer 38(t) . . . . . . . . . . . . . . . . . . 36 pts 3-i BR
3
Dispatches 2
INFANTRY UNITS
Each unit taken from Infantry allows a support choice from: Reconnaissance, Engineers or Specialist units.
3 Rifle Sections
Unit Composition: 7 men Medium Mortar team . . . . . . . . . 22 pts 1-i BR
Transport: mount in a medium truck . . . . . . . +4 pts Unit Composition: 3 men with 80mm mortar
Include a 3 man loader team . . . . . . . . . . . . . . +10 pts
3 LMG Sections
Unit Composition: 6 men with Vz-26 LMG
Transport: Transported in Platoon’s other vehicles
Anti-tank Gun . . . . . . . . . . . . . . . . 18 pts 2-i BR
Unit Composition: 37mm Vz 34 gun with 3 crew
Include a 3 man loader team . . . . . . . . . . . . . . +10 pts
Platoon Support Options
Horse and limber tow . . . . . . . . . . . . . . . . . . . . +2 pts
If no trucks are taken, then the entire platoon may be
Medium Truck tow . . . . . . . . . . . . . . . . . . . . . . . +4 pts
mounted upon bicycles for . . . . . . . . . . . . . . . . . +20 pts
LMG Section In Battalion-level games you must take at least 3 Infantry Platoons.
You cannot include more than 6 Infantry Platoons.
Unit Composition: 6 men with Vz-26 LMG
Transport: Transported in Squad’s vehicle.
Options:
If no truck is taken, mount the entire squad on
bicycles for . . . . . . . . . . . . . . . . . . . . . . . . . . +6 pts
4
Dispatches 2
ARTILLERY UNITS
Each unit taken from Artillery allows a support choice from: Additional Fire Support.
DEFENCES
Each unit taken from Defences allows no support choices.
May only be taken if your battlegroup is the Defender in an Attack-Defence scenario.
Foxholes . . . . . . . . . . . . . . . . . . . . 10 pts 0 BR
Deploy up to 10 infantry in foxholes; they count as in
reinforced cover until they move.
5
Dispatches 2
6
Dispatches 2
Options:
Ambulance . . . . . . . . . . . 16 pts 2-i BR (Restricted)
Add up to 2 horse drawn wagons . . . . . . +4 pts each
Unit Composition: 1 Ambulance medium truck
Replace a single wagon with a medium truck
Special Rules: Medic
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +6 pts
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Dispatches 2
OA vz 30 8” 24” - O O O MG Turret -
MG Hull -
TKS Tankette
Slovakia’s small contribution to the German invasion of
Poland, to recover land previously ceded to Poland, was
rewarded by the gifting of 30 TKS tankettes from captured
stocks. A small, lightly armoured vehicle armed with
single ball-mounted machine gun, even in 1939 (when
they had fought against the German invasion) the TKS
had little military value, by 1941, it was a relic.
8
Dispatches 2
QUESTIONS
& ANSWERS
These are general rules questions 5. How does the mortar’s minimum ambush fire marker for later?
and enquiries that have been and maximum range work, given
compiled since the game was the range bands given in gun stats? No. A gun that is moved loses its
released in 2012. Following them marker. You are effectively choosing
are question specific to each of the Don’t be confused by the range to remove the ambush marker when
four books currently available. bands, mortars have their own you hitch up the gun.
Much thanks must go the Guild minimum and maximum ranges (see
forum here, as the principal online page 29). The gun stats just give its 10. In Defences, the anti-tank gun
source for rules questions. AP effect for a direct hit against an dug-out entry says it is for a single
armoured vehicle, which is the same anti-tank gun. Does this have to
ARTILLERY AND MORTARS regardless of range. The bombs don’t be an anti-tank gun, or could be
1. Can light mortars (50mm etc) use get any larger or smaller, no matter an artillery gun, or an anti-aircraft
the Indirect Fire Rules? the distance they travel. gun? How do you buy the gun?
Yes, but with a maximum range 6. How far can mortar teams move? It could be any gun. You buy the gun
of 20” I can’t see this being very as part of your normal force, with
practical, especially give the deviation Light and medium mortar teams are the normal restrictions of support
of IDF. Better to use them for Direct infantry, and move as such. Heavy options etc.
Fire with HE up to 20”, or for Area mortars should be light guns (so best
Fire as Very Light HE (probably their not to move them without transport). 11. Can on-table artillery use pre-
best role). They are the only mortars registered target points or is it only
that can do this. 7. Is it possible for off-table mortars for off-table assets?
or of-table artillery to be out of
2. If I take individual medium range? This applies mostly to Yes they can.
mortars (80mm etc) as Platoon mortars, as they have limited ranges
Support choices, can I deploy them given. 12. Is an Order required to fire on a
all together and use them as battery, pre-registered target point?
for communications tests etc? Off-table artillery is always assumed
to be within the weapon’s range, Yes. An order is required to
No. They were bought separately so regardless of table size and any command the guns to fire, so two
act separately. If a mortar battery ranges given for on-table weapons. guns would still mean two orders.
is bought, then they will all fire
together, but single mortars can’t 8. In 1 Open Fire! order a single 13. For the Artillery Spotter+
‘gang-up’ into ad-hoc batteries. They multiple rocket launcher fires 6 special rule, he “may re-roll the
can be deployed together, but each shots. This uses up all its ammo distance dice when rolling D6s for
would still need its own spotter. in one go. It then takes 2 turns to the distance of the scatter”. What is
reload. Do they have to have a meant by “the distance dice”?
3. Do gun shields provide any supply truck in contact to reload for
protection to the gun crew? two turns? It is the dice used to get the distance
from the target point. So you may re-
No. You could make the argument for No supply truck required, as a soft roll the 2D6 on a result of 2 to 5, or
cover against small arms only, but for skin vehicle or towed ‘gun’, multiple the 4D6 distance on a wild shot.
ease they count as in the open (unless rocket launchers are assumed to have
they are in some other cover – which ammunition stacked nearby (like any 14. Can light and medium mortars
would be best). gun). Resupply is assumed to happen move and fire in the same turn?
in that 2 turn delay. Only armoured This also applies to MMGs and
4. Is there a minimum gun crew to vehicles with an ammo rating would HMGs.
allow the gun to keep firing? need a supply vehicle.
Yes, they all can move and fire.
Yes, 1 man, but remember ‘last man 9. If a gun on ambush fire is hitched
pinned’ is removed, and this applies up by its towing vehicle and moved 15. Can the crew of a 120mm mortar
to gun crews too. (and thus the gun itself has not been use the Fallback! rule to avoid
given an order), does it retain its casualties?
13
Dispatches 2
No, they are gun crew and thus can’t than actually on the vehicle’s deck. reasonable fit in is what we say – 20
use the Fallback! rule. If they did, to 30 even in a smallish building.
they would be abandoning the mortar INFANTRY, CLOSE ASSAULTS
tube. AND FALLBACK! 28. If I give an infantry squad a
22. If an infantry unit is pinned close assault order, they pass the
16. How are multiple rocket when it is attacked by a close required unit experience test and
launchers supplied. What about assault, can it still shoot back? move up 5”, what happens if they
armoured multiple rocket still aren’t within 5” of an enemy
launchers like the Stuka-zu-Fuss or No, they are in deep trouble. Pinned unit.
Panzerwerfer? units don’t shoot back, I guess mostly
they surrender. Nothing, they can’t close assault, so
If it a soft-skinned vehicle or ground they just moved up and that ends
mounted ‘gun’, then they don’t 23. Do infantry squads have to have their order. Probably best to be sure
need to resupply, they just miss two all rifles or all SMGs, or can they you’re in range before ordering
turns between firing. If they are mix them? close assaults. Remember, only the
an armoured vehicle, mobile, with majority would have to be within 5”,
an ammo rating, then they need to They can freely mix, but only as the not all of them.
resupply as per an armoured vehicle. models show. Only Russians should
Each Open Fire order is 3 ammo for a have all SMG armed squads. Many 29. How does adding a D6 for
multiple rocket launcher. players find it easier and faster to ‘Grenade!’ to the attackers in a close
stick to one or the other, but some assault work?
17. If I fail a comms test, then re-roll players like to have their NCOs with
for a forward signals unit and fail SMGs, which is fine. Just remember Add up the attacker’s ROF as normal
again, can I re-roll again if I have a he can’t fire more than 10” - but he’ll (remember SMGs now count as 2),
comms relay unit as well? be better in a close assault. 2 members then roll a D6 and add the result
with an SMG per squad should be the to the total. So, if an attacking unit
No, one re-roll per attempt. maximum for mixed squads. had a ROF of 6, then rolled a 6 for
Grenade!, they would have a total of
18. Does a comms test re-roll cost 24. What is squad coherency? How 12. Now roll to hit with 12 dice.
an Order for the team doing the far apart can I position my infantry
re-rolling? models? 30. From the army lists, to meet the
minimum infantry requirement,
No, it’s just free re-roll. Roughly 1”, maybe 2” at a push, but can you take individual squads, or
I can’t see that spreading squads out does it have to be the full platoon?
ARMOURED VEHICLES would make any difference, except So, instead of a platoon, I could just
19. When an armoured vehicle leave lots of men at longer range take 3 squads instead?
carrying passengers is destroyed, bands (where majority rules).
what happens to the passengers? No, it has to be the platoon. There
25. If an infantry unit is pinned, can is the Ad Hoc Platoons special rule
This is an omission. It is the same as it still elect to Fallback!? in ‘Fall of the Reich’, which allows
for tank-riders, so a D3 men are killed the Germans to do this, but most of
(no save) and the squad (or squads) No, a pinned unit can’t Fallback! It the time, a platoon means an actual
are placed within 4” of the wreck and can only take the damage inflicted as platoon.
marked as pinned. They must take a they duck for cover.
morale test for the casualties. 31. Can an infantry unit close
26. Can a unit Fallback! off the assault tank riders and not the tank
20. Some vehicles have LMGs listed table? they are on? And can a unit close
as armament rather than a MG. The assault a tank with tank riders on it?
Small Arms Rate of Fire Table has Yes it can, and that would probably
a stat for ‘Tank MG’. Do vehicle be routing! So take a counter for a Yes, just as normal, the tank riders
LMGs count as a Tank MG or is destroyed unit. As it’s the player’s are a separate unit and can be
there a different ROF? choice, I suggest you don’t do it! targeted by a close assault.
In reverse, yes. The attacker can
All LMGs have RoF 2, not the tank 27. How many infantry models can attempt to throw his anti-tank
MG’s 3. enter a building? grenades (Molotovs, whatever) to
try to get the tank instead of the tank
21. Do the tanks that get the benefit How many people could you get in riders. Roll as normal, just assume
of skirt protection from mortars and your house? A lot, practically maybe if the attack fails, the tank riders got
bombs? a hundred or more at a squeeze? It is him!
not really going to be an issue unless
They do, dependant on the AP value. you try to get an entire company in 32. When falling back, if there are
Think of it as a very close hit, rather a small cottage. As many as you can several pieces of cover to the rear of
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Dispatches 2
the falling back unit, all within 10”, 1 unit. Only the transport or tow targets to be fired at in a turn?
does the unit have to placed in/ counts. Otherwise, German squads
behind the nearest or can it be any? in transport count as 3, which is No, 2 targets max, just 2 rolls to pin
For example, if behind the falling too harsh (and oddly transported per target.
back unit there is a wall 3” to the infantry would arrive far slower than
rear and a wood 8” to the rear. foot infantry). Same for tank riders, AIRCRAFT
they come with the tank as one. 44. If an aircraft arrives and wishes
The firing player moves the falling back to drop its bombs, how is this
unit, and he can choose, but he must 38. Are there any consequences for resolved exactly?
use cover where available. In the above the passengers of a soft skin that is
example, it could be either. destroyed by an AP shell? First give the FAC the ‘Request
Artillery Fire’ order. If no FAC is
33. Can an infantry unit fallback to The passengers take casualties as per present then skip this stage.
avoid losses in a close assault? other destroyed vehicles.
No Priority check is required, the
No, they can’t Fallback from a close FIRING aircraft is already on the table.
assault. 39. When can I use Ambush Fire, Roll a communications check for
can it interrupt midway through an the FAC to talk to the pilot. Failure
34. Is a combat medic a single enemy fire order? means no bomb run this turn. If there
man unit? If so, does the ‘last man is no FAC then skip this, the pilot is
running’ rule apply if he is pinned? No, do it before or after the fire order. acting on his own initiative.
Does his loss cost a morale chit? You can interrupt between two fire
orders though, or midway through Then mark the spotter round’s target
A combat medic can operate as single a move, say if a target would appear point as per the IDF fire sequence,
man on his own, and all the normal then disappear from view again, but the spotter is the FAC unit,
rules apply. He can also be added to that’s what the order is for. not an artillery observer (this isn’t
a squad, move with them and is only literally a spotter round in this case,
lost when the squad are lost. 40. If a unit waiting on ambush fire just a grid reference). If there is no
opens fire and uses aimed fire, does FAC then the aircraft can do this
35. Can pinned tank riders it have to roll to spot? itself (effectively anywhere on the
disembark from the vehicle they are table).
on? What if the vehicle is pinned? Yes. It uses the same firing sequence
as all aimed fire, of which step 1 is Roll for target deviation, as for
Yes, because the vehicle they are on ‘observe the target’. artillery, moving the target point.
is given the disembark order, not the If the aircraft is not using the FAC
squad. They are just placed within 4” 41. Can you roll to spot tank riders to spot then add an extra D6 to the
and still pinned. (for aimed fire at them) separately distance it misses by (so up to 5D6
If the vehicle is pinned then it can’t from the tanks they are riding. If so, if the bombs are Wild!). The bomb
be given an order, so the squad can’t what cover are they in? run cannot be cancelled now. You
disembark. Of course, if the vehicle could allow pilots to pull out, but it’s
was hit then the tank riders are Yes, the tank riders are a separate more entertaining this way (perhaps
automatically disembarked anyway, unit and can be spotted and fired at American pilots should not be
so it’s unlikely they’ll be stuck on a just like any other. Spot them in the allowed to, but others can!).
pinned vehicle (but it can happen). open (unless the tank itself is in some
form of cover, in which case so are Fire for Effect, think of it more as
36. If infantry close assault a vehicle the tank riders on it). They count as ‘Bombs Away!’. Roll for Accuracy
that is pinned (using anti-tank in soft cover for covers saves from the as per artillery, once per bomb. Dive
grenades), do they still have to roll fire. bombers get to re-roll one dice. Then
on the anti-tank grenade attack allocate direct hits and pinning
table? 42. Multiple autocannons and results to the closest targets as per
multiple MG mounts have their artillery.
Yes they do. The ‘defensive fire’ isn’t ROF increased to 10 and can roll
just the target vehicle, it’s everything twice for Area Fire. What is the Resolve direct hits first.
else as well, or maybe the crew of the exact definition of weapons that Resolve pinning hits.
vehicle with their small arms. qualify for this up-rating?
45. Which units can and can’t use
SOFTSKINS Yes, anything with more than one anti-aircraft fire?
37. When units in (or being towed barrel counts.
by) transport vehicles arrive from As all anti-aircraft fire is Area Fire,
reserve, does this counter as 2 unit, 43. A quad flak can roll twice to those that have the chance of doing
the vehicle and passengers, or just pin per area fire shot, can this be a it are listed on the Area Fire table.
1? different targets, thus allowing 4 This is basically small arms (and
15
Dispatches 2
MGs), with RoF 5 or more, needing 50. If a unit freely leaves the No, they are being careful and they
6s, and very light HE, needing 5+. tabletop, does it count as destroyed? are trained for the job.
Now, technically RoF would include
tank MGs, but these would not No, it counts as nothing, except it 57. Is barbed wire an obstacle or
have the elevation, and so cannot can’t comeback. Sometimes it’s worth dangerous ground, and how does
be used for AA fire (only the most just bugging out. it affect infantry, given that infantry
desperate player would attempt to movement isn’t affected by terrain?
claim it). Very Light HE represents 51. How many ‘Beyond the Call
autocannons only. Non-autocannon of Duty’ tests can a unit take, and Barbed wire is an obstacle for
HE rounds from other guns (anti- pass, in a turn? everything (including infantry,
tank guns, tank main guns etc) which is exception the normal
cannot be used either. As many as it is lucky enough to infantry movement rules).
pass. Our record is 2 for one very
46. When under air attack, do you heroic T-34 crew. 58. How can you destroy barbed
take a counter when an aircraft wire?
appears on the table, or when it 52. Does it count as a move to bring
actually attacks (given that AA fire reinforcements onto the tabletop? With a demo-charge.
might pin it or shoot it down)?
No, they are placed on the table edge 59. In the Defence Line scenario
The counter is taken the first time (obviously they moved to get there, units bought from the Defences
an aircraft actually attacks, ie rolls but it doesn’t count as any of your section must be placed in the Front
dice to shoot a target or drop bombs. Orders for that) and can be given an Line Zone. If the defender has
Just overflying the table isn’t enough. order from their first position on the purchased items like Improved
That attacks includes any type of tabletop. Barricades and Trenches that do
weapon in any type of firing. not come with defenders, are
53. When starting a game what is these placed on the battlefield
47. If, before the game, I’m out the point at which you note a Pre- empty? Does the defender get
scouted by the enemy and draw Registered Target Point? Is it after to automatically man them with
a morale chit and get an aircraft. deployment as noted for a Timed troops he has bought? Or can they
When do I roll for this? Barrage? only be manned with items from his
2D6 die roll?
At the start of your next turn, that Mark PRTPs before any deployment.
would be turn 1. Happy days! The defences are placed and manned
54. In scenario descriptions it details with troops from the 2D6 roll, not
48. If a scenario has bad weather, ‘x’ units being deployed or D6 extra troops, so there is a possibility
does that mean all timed airstrikes units arriving as reinforcements. If that some may start unoccupied
are cancelled and any aerial I have bought a battery of 2 guns or – I guess the defenders got caught
observers taken can’t be used, as 3 mortars, does that battery count napping or the guys that were
well as no aircraft arriving from as one unit in the context of the occupying the defences already ran
counter? statement above, or multiple units? off (or got killed)!
No, timed strikes and other aircraft Multiple units. Each gun is a unit. If 60. If a Platoon is listed as Restricted
are unaffected by bad weather, just they pulled by a tow, they still count in the army list, is this 1 restricted
the counters don’t bring any further as 1 each. So a battery of 2 guns is 2 unit or 1 per unit in the platoon?
air support. units arriving.
It is 1 for the entire platoon,
OTHER GAME RULES 55. Are the AT guns purchased as regardless of its size.
49. In the Rally phase, if I want to part of an AT dug-out or bunker
draw multiple counters to rally 2D6 part of that defence and thus can be 61. How do the army lists support
or 3D6 units, do I have to declare placed on the board regardless of option and platoon support options
this first, or can I do it one after the 2D6 roll for forces (or whatever work?
the other and see how it goes first the roll happens to be for that
before drawing a second counter? scenario)? Support Options are those that
allow extra units from the army list
Declare it first, ie; ‘I’ll take two Yes, they are part of the defences and support assets (Reconnaissance,
counters’. We play nice though, automatically in the dug-out. Engineers, Logistics, Specialist and
and if a player rolls badly and then Additional Fire Support). Usually
wants another counter, I let them 56. When engineers are clearing a 1 unit allows 1 support choice,
take it - who I am to stop them taking minefield, do you roll to see if they although for platoons and larger
counters? That’s our house rule set off the mines as well? units this can vary, as noted with the
though. Literally, declare it. entry.
16
Dispatches 2
Platoon Support Options are separate 3. What are the gun sizes for the 82mm rocket rails mounted on a
from the above. They are extra units Russian lend-lease guns? turretless T-60 chassis. An armoured
attached to an infantry platoon. A Katyusha.
platoon can have these and Support 37mmL53 is very light. 75mmL30 is
options as well, the two don’t affect light. 2 pdr is very light, but without 8. The Marder II is listed as having a
each other in anyway. any HE this won’t really matter. The turret mounted weapon, hence 360
6 pdr is very light. The clue is in the arc of fire. Is this correct?
62. In some scenarios, if there is HE stats; 5+ very light, 4+ light, 3+
bad weather, all aircraft counters medium, 2+ heavy. No, straight typo, it’s hull mounted.
now count as 1’s instead. If the
enemy has Unreliable vehicles, do 4. There is no option for better 9. What are the transport capacities
these new 1’s then become extra Russian infantry. What about for armoured transport vehicles?
breakdown chits? Guards units?
These are missing. In general they
No, they just count as 1 for the total, Deliberately so. ‘Guards’ was a unit carry the squad they were bought
they aren’t actually 1s. Nice try citation, for past service, more akin with in the army list, but players
though! to calling a British Regiment ‘Royal’. might want to squeeze other teams
But the men were not trained or in, or pick up other infantry as they
63. Can a resupply vehicle resupply equipped any differently and didn’t move around the table. So here is a
German infantry with Panzerfausts? fight any better. Thinking of Guards list:
as somehow ‘elite’ units is a mistake,
No. But if both players agree, then I and rather a hang-over from previous SdKfz 251/1 10 men
don’t see why not. It might make for wargaming conventions. SdKfz 251/3 6 men
endless Panzerfausts though. SdKfz 251/10 6 men
All Russian infantry are SdKfz 251/16 8 men
64. If, in an Attack/Defence inexperienced, to characterise them SdKfz 250/1 4 men
scenario, an objective starts the against their German enemy. Of SdKfz 250/3 3 men
game in possession of the defender, course some individuals would have SdKfz 250/10 4 men
does the attacker still have to take a had lots of experience (not many SdKfz 250/11 4 men
counter. survived that long though), but we Bren Carrier 3 men
are talking in general terms, and the M5 Halftrack 10 men
Yes, in turn 1 the attacker takes the point is to keep the points cost very M3A1 White Scout Car 6 men
counter for any objectives held by the low when balancing the two sides
enemy. This is a deliberate advantage against each other, and for that mass- 10. Is the ‘Stuka Zu Fuss’ (SdKfz 251
for being the defender. effect. Wurfrahmen 40) stat line missing?
17
Dispatches 2
13. On the QRS it says an No, it has the Comet’s stats, a is carrying a PIAT, Bazooka or
immobilised vehicle must take a mistake in transcribing. It’s armour Panzerfaust, does he also have a
morale counter, in the book it says should be; rifle to use when not using the AT
test, which is right? weapon?
Front: K Side: L Rear: M
No such thing as morale counter, it’s Yes, all men have a rifle.
a typo. It should be Morale test. It’s points and BR values are correct
though. 7. Are there any hedgerow cutter
14. The Bergpanther isn’t unreliable. devices available to US tanks for
Is there any reason for this as 2. There is no gun data for the Normandy?
basically it is the turretless version British 3” Close Support howitzer,
of the same tank? what are they? The rules for them are on page 135,
in Rules for Bocage Fighting. In this
Historically they don’t seem to have It is the same as the 75mmL16 case, if the model tank has one, then it
had problems with the Bergepanther howitzer. can use it, they don’t cost any points.
breaking down anyway, at least it’s Only US tanks can have them.
not mentioned. 3. What is the transport capacity of
the M3 and M5 half tracks, it says 8. When firing Panzerfausts, can
15. The 37mm 81-K anti-aircraft 10, but a US Armoured Infantry a squad fire more than 1 on the
gun, is this actually a 61-K? Squad has 13 men ? same order or is each Panzerfaust a
different order?
Yep, typo. 10 men as standard. But the US
squad is an exception, they are very Yes, as long as it’s at the same target.
16. The 85mmL53 anti-aircraft squeezed in! Different targets would require two
gun is listed has having a orders.
Komosomolyets tractor option, but 4. The US Infantry Division can
this can only pull a light gun. The take a 90mm anti-aircraft gun as 9. In British carrier mounted teams,
85mmL53 is a medium gun, is this specialist support, but there are no can the infantry in the Bren Carriers
correct? stats listed in the gun data. What fire their weapons from the carrier?
are they?
Typo, it should be a Komintern No. But it’s a little more complex
tractor, a far larger vehicle for a far Missed from the Allied Gun Data. It than that.
larger gun. is the 90mmL53 gun.
The HMG team did have a mount
17. What is the 105mmL42 gun AmmoHE Effect 0-10 for the Vickers, so in this case treat
listed for the Germans in their gun 10-20 20-30 30-40 40-50 the Vickers as a pintle-mounted MG,
data? 50-70 until the unit disembark and thus
HE 4/3+ 3 take the MG with them.
Nothing, it shouldn’t be listed, as it’s 3 3 3 3
an obscure captured weapon used for 3 The Rifle Team in the Bren Carrier
coastal defence only. Its inclusion is AP - 10 Section has a Bren gun, this is the
a mistake. 10 9 8 7 6 same weapon as would have been
It is included in Fall of the Reich. mounted in the carrier, so when they
18. In a Soviet Rifle Division disembark, the carrier no longer has a
battlegroup, can a command bunker 5. If I buy extra support units for weapon, so can’t fire.
be bought in addition to a forward an Armoured Panzer Grenadier
HQ (this would also apply to a Platoon (HMG, Panzerschrek team, 10. Can units inside a landing craft
German infantry battlegroup)? Can etc) how are they transported, be given orders i.e. Senior Officer?
an artillery observation bunker because the platoon’s half tracks are Does this differ if the Landing Craft
be bought in addition to a regular already pretty full? Can I get extra is Pinned or Not?
forward observer? half tracks for the other support
units? No, passengers in transport vehicles
Yes, they can be additional HQ and don’t get orders until they disembark.
OPs to the ones from the rest of the There is space for 2 men in each of
list. the Rifle Squads 3 251/1s, so a light 11. If a landing craft is sunk once
mortar team, combat medic or a it has reached the beach are the
Panzerschreck team can fit in. The infantry and vehicles lost as normal
BATTLEGROUP OVERLORD HMG team should have the option i.e. 2D6 drown?
QUESTIONS AND ERRATA to be mounted in 251/1 for +16 pts
1. The Challenger’s armour seems +1-v BR. No, they are lost as per a destroyed
rather good, really? transport vehicle. The 2D6 is for all
6. If a man in an infantry squad the drowning men as well as those
18
Dispatches 2
killed by the incoming fire. At the range patrol is described as 2 3 man haven’t got Overlord.
beach, they aren’t drowning. units in 2 Jeeps. Is this 1 unit or 2 for
Orders? Time on Target barrages can be
12. We have been treating landing purchased from the Additional Fire
craft as soft-skin vehicles - which It is 2 units for orders, they can Support section of the American army
makes them easy to pin (is this operate separately etc, they are just lists, but they do not count as an
correct)? bought in pairs. Additional Fire Support choice. Any
US artillery (but not mortar) barrage
No, landing craft are treated as open- 4. A British Airborne Infantry can be declared as ToT, including timed
topped armoured vehicles for pinning Platoon is rated as veteran, but barrages. Resolve them as normal, but
(page 27). Also, remember, a pinned doesn’t have the War Weary special when rolling for Artillery Barrage
landing craft can still use the Top rules, is this an oversight? Accuracy, any results a of a 1 (which
Speed order. would normally miss) can be re-rolled,
No, it is a small advantage for with the second result standing.
13. Can units be put on reserve airborne troops over other veteran
move within a landing craft - so infantry in 1945.
they could be disembarked and BATTLEGROUP BARBAROSSA
then move? 5. The US Infantry platoon has the QUESTIONS AND ERRATA
option for a light mortar team, but 1. When rolling the dice for
They can disembark and then move. it is listed as 2 men with 50mm Command Chaos, do you roll once
The landing craft’s order disembarks mortar, 60mm surely? for the entire game or at the start of
them, then the squad’s order can each turn?
move them. But no, you can’t have an Typo. Yep, 2 men with a 60mm
order whilst being transported. mortar. You roll the dice at the start of each
turn.
14. How wide a gap does a tank 6. British Cromwell troops don’t
with a dozer blade make when have an option for Fireflies, instead 2. In the Russian Rifle Division lists,
clearing beach obstacles? Can other they come with a Challenger, the T-28 is listed as 10 pts and 1-i
vehicles move through the gap in but many still had their Sherman BR. The T-35 is listed as 8 pts and 1-i
the same turn? Fireflies as well. How can we take BR, this can’t be right?
these?
Any gap is as wide as the vehicle No, typos.
itself. Yes, they can just follow on Use the Sherman tank troop, but The T-28 should be 26 pts and 3-i
immediately. replace the two M4A4 Shermans BR. The T-35 should be 46 pts and
with Cromwell IVs. The Troops 3-i BR.
15. If a bridging unit lays a bridge, points value is increased to 212
can vehicles and infantry move over points. BR remains the same. The 3. German Assault Pioneers have an
it in the same turn? option to upgrade the Shermans is option to upgrade their HMG-34 to
lost as well. an MG-42, is this a typo?
Yes.
BATTLEGROUP 7. How can I include US Airborne Yes, you can’t have an MG-42
FALL OF THE REICH troops in Fall of the Reich games? in 1941 without access to a time
QUESTIONS AND ERRATA machine. The line should have been
1. The British Commando Assault Treat them as a US Infantry Platoon removed.
Section is a Specialist Support with the Veterans and War Weary
choice, but it says it can have 4 upgrade. 4. Finnish Long Range Patrols have
Support choices. What would these a demo-charge, but they aren’t
be (as a support choice itself how 8. The Russian lend-lease M5 Engineers. Can they still use it?
does it select support)? halftrack has different speed to the
British and US versions, why? Yes, they should be Engineers as
This line should read ‘Each Section well. As a general rule, any unit that
counts as 4 support choices’. The British and US speed is wrong, it comes with a demo-charge can use
should be 12” and 16”, as per all half it, assume they have the training
2. If, in a scenario description, tracks. required.
it gives special rules (say for
deployment) does this override a 9. The US have access to a special 5. Is the Russian IL-16 listed
unit’s own special rules, or do they rules called Time on Target actually the I-16 Polikarpov?
still get their special rule as well? barrages, but the rule isn’t included.
What is it? Wrong denomination. It is the I-16,
No, a unit still gets to use its special not the IL-16, which is a late war
rules as well. The rule is in BG Overlord, but should aircraft. It is right in the description
3. The Russian ‘Ravzedka’ long have been repeated. Here it is if you on page 102.
19
Dispatches 2
STOUMONT HALT
by Warwick Kinrade
It was immediately hit, tearing off its muzzle break
A scenario for the Ardennes, December 19th, 1944 and disabling its main gun. The US gun crew reloaded
and fired again and again, repeatedly hammering the
This historical re-fight compressed two engagements on the Panther until it started to burn. Ropeter and two others
same day, near Stoumont Station, into one game. The first tumbled out, badly burnt, two of his crew died inside.
is Lt Kent’s defence of the station, the second is Lt Power’s
bold attack along the road when the two tank columns Behind Ropeter came Krüger, Kauffman and
encountered each other. Battlegroup Overlord contains Brauschke’s Panthers and they slewed around the first
everything you’ll need to play a game set during the Battle of tank and returned fire. Several rounds glanced of the
the Bulge. Panthers in an exchange of shells but the anti-aircraft
gun was knocked out.
BACKGROUND
On its way to the Meuse River, Kampfgruppe Pieper Meanwhile, Panzer Grenadiers advancing through
had reached Stoumont, a small hilltop village in the the railway tunnel moved along the railway line and
Ambleve river valley. Having ejected the American soon came under fire from small arms and the US .50
defenders from the village in a morning assault, the calibre heavy machine gun, the M4 tractor had been
vanguard of 1st SS Panzer Division’s battlegroup had driven down the slope onto the railway lines. The SS
instructions to push on westwards, along the river grenadiers disembarked and returned fire, but were
valley road, through the next small village of Targnon pinned down in the firefight. Their half-track was hit
and beyond, to seize a useful bridge over the Ambleve and knocked out trying to reach the road. But, with the
river. The battlegroup was already very short of fuel AA gun gone and big tanks advancing up the road, the
and it was racing against time to reach the distant US troops abandoned their tractor and withdrew.
Meuse bridges before the Americans could organize
their defences and block Pieper’s route. Krüger led the other Panthers passed the station, whilst
at the rear Hauptscharführer Knappich halted his tank,
The leading Panthers pushed on west, down the road gathered the wounded Ropeter from the roadside, laid
which descended steeply from Stoumount, through him on his engine deck and returned up the hill to the
switchbacks towards the valley floor. At Targnon the aid station in Stoumont with his severely wounded
road joined the single railway line, following the river comrade. As the others advanced, coming along the
through the valley. Here, the railway went through a other way were the US tanks, the M10 was in the lead.
tunnel under the hillside and then emerged to run close In the misty afternoon it saw the lead Panther first,
to the river’s bank. After 1km the railway passed the stopped and opened fire. Krüger returned fire before
tiny goods halt of Stoumont Station. North and south his tank was knocked out by a shell that glanced off
where steep hills covered in forests. the road and into the underside of the tank. It started
to burn, but the M10 had also been disabled. Power’s
As the Germans organised for their next push, the Sherman passed the M10 and raced on, meeting
Americans were reacting as best they could. To block Kauffman’s Panther just west of the station buildings.
the valley road west of Targnon, Lt Leon Kent of C
Battery, 143rd Anti-Aircraft Artillery Regiment quickly With Power’s first shot Kauffman’s tank was hit (at
towed his 90mm M2 anti-aircraft gun into place by the less than 200 yards) the 75mm shell glancing off the
station buildings with orders to hold the road. With gun mantlet and ricocheting down through the thinner
him he had 15 gunners and an M4 tractor, equipped top armour. Ammunition cooked off inside and it too
with a pintle-mounted .50 machine gun. It was all that started to burn. Kauffman died within.
was available. Behind him, at Remouchamps, where
an ad-hoc armoured unit of 740th Tank Battalion, old Powers then opened fire on the next tank on the left
Shermans (two were DD tanks – without their skirts, side of the road, Brauschke’s, but a shell jammed in
one was an M10 and another an M36 tank destroyer), his main gun. He waved the next tank, actually the
rounded up from repaired vehicles held at an ordnance M36 under Sergeant Looney, passed to take the lead.
depot. The US tanks were commanded by Lieutenant Looney’s fire hit the Panther’s cupola, penetrated
Charles Powers and once fuelled-up and armed, they and killed the tank commander outright. The driver
quickly headed east. The two tank forces would run reversed away, but hit the roadside ditch and got stuck.
into each other on the road just west of Stoumont The surviving crew bailed out and fled. Four Panthers
Station. had been lost and the road from Stoumont was blocked.
Here Powers halted, holding the road and waited for
Meanwhile, at Stoumont Station, first around the infantry support to catch up. By nightfall men of C
bend in the road, coming directly into the M2 gun’s Company, 1st Battalion, 119th Infantry Regiment were
waiting sites, was Oberscharführer Ropeter’s Panther. digging in close to Stoumont Station.
20
Dispatches 2
Krüger’s burnt out Panther marked the most westerly Above: The Ambleve valley road, just west of Stoumont
point of Pieper’s race to Meuse, a race which was Station (round the bend), a couple of days after the encounter.
now stalled and would never get started again. The US forces have pushed the wrecks off the road to clear the
following morning the US troops would advance on way for troops moving up to attack Stoumont. This is the
Targnon and begin the battle to retake Stoumont. closest Kampfgruppe Pieper got to its objective.
21
Dispatches 2
on the railway line is in soft cover, except for fire from Restricted 90mm AP Ammo: Not much armour
another unit also on the line, in which case they are in piercing ammunition was issued to anti-aircraft units.
the open. Roll a D3. This is the number of AP shots Kent’s 90mm
gun has in the game, after that, it must use HE shells.
MAP
GERMAN FORCES
(all German forces are Veteran)
Initial Deployment
Panther G (Ropeter)
Reinforcements
Turn 2: Panther G (Krüger)
SS Panzer Grenadier squad: 5 men with a Panzerfaust
SS MMG team: 3 men with MG42
Mounted in SdKfz 251/1 US FORCES
(all US forces are Inexperienced)
Turn 3: Panther G (Kauffman) (Officer)
Initial Deployment
Turn 4: Panther G (Brauschke) M2 90mm anti-aircraft gun with 4 crew and a 3 man
SS Panzer Grenadier squad: 5 men with a Panzerfaust loader team
SS MMG team: 3 men with MG42 M4 HS tractor with pintle-mounted .50 cal MG
Mounted in SdKfz 251/1 Infantry squad (Lt Kent and spare gunners): 3 men
with rifles. (Officer)
1 Officer, 20 BR Infantry squad (spare gunners): 3 men with rifles
Note: Reinforcements
Hauptscharführer Knappich’s Panther (actually M10 Tank Destroyer
commanding the platoon) was not involved in the M4 Sherman (Lt Powers) (Officer)
engagement, except to save Ropeter, so isn’t included M36 Tank Destroyer (Looney)
above. It was in the column (it seems at the back), so M4 Sherman
could be included. An extra Panther might make the M4 Sherman
scenario very tough for the Americans though! In 2 Officers, 20 BR
which case add:
22
Dispatches 2
STEP-BY-STEP
AMBUSH FIRE and RESERVE MOVE Turn 1: Soviet Player
First Order
The cunning use of Ambush Fire and Reserve Move The Soviet player hopes to attack the German Panzers.
orders provide a great opportunity for clever tactics in He spends one order to give his T34 a Manoeuvre and
Battlegroup. The aim of this little tutorial is to explain Fire order, so the T34 moves from behind the house to
exactly how these orders work, and how they interact see the enemy. However, the German player declares
with each other. This explanation is based on the that his Panzer IV on the left interrupts the Soviet move
rules themselves (p. 15 of Battlegroup: Kursk and the with Ambush Fire. He then follows the usual procedure
mini rulebook), but also some clarifications that have for an Open Fire order. He is required to identify the
appeared on this forum from Warwick and Piers. targets for both his shots in advance, so potentially
could fire once at the T34 and once at any other
The Situation available enemy target. However, he really, really wants
Two Panzer IVs have advanced towards a Soviet to kill the T34, so declares that both shots are aimed at
village. Behind a house skulk a T-34 and a SU-76. it. He rolls to spot the T34, rolls to hit, and then rolls
None of the enemy vehicles are able to see each other. to see whether the hit penetrated the T34s armour. All
Standoff. these rolls are successful on the first shot, so the T34
erupts in flames and the second shot is wasted.
The Panzer IV on the left is now no longer on Ambush
Fire.
23
Dispatches 2
24