Post by madmorgan on Jul 18, 2016 15:02:50 GMT
As the summer of 1916 heated up, the need for men on the front increased dramatically. Often both USA and particularly BEF forces were thin on the ground and needed more troops. Starting in August of 1916, the British shipped some Territorial forces to the Martian front, to allow the more mobile BEF forces freedom to maneuver. Here we find the 1st Territorial BEF divisions A company in the normal use of such units to hold trench lines. Note that they lack both the weapons and mobility that a standard BEF unit has.
Having got my entire British Territorial units from Old Glory at Historicon 2016, I've completely redone the company based on what the packs had. I think this is a better arrangement and will erase the old one completely where needed.
A Company, 3rd Territorial Regiment, 1st "T" Division.
Company HQ: Officer (CO),Officer (XO), 1st Sergeant, (2) Orderlies (spare artillery guys in hats), Hartford 3 ton truck (radio truck), Ambulance Wagon (9+ to recover one element infantry within 6"). 25 + 15 (Ambulance) + FC @30 = 70/3 units
1st Platoon: 1st Squad: (1) Officer, (1) Sergeant, (1) LMG w/2 crew, (7) Riflemen. [officer acts as platoon HQ]. 2 elements = 30/1 unit
2nd Squad: (1) Sergeant, (1) LMG w/2 crew, (7) Riflemen. 2 elements = 30/1 unit
3rd Squad: (1) Sergeant, (1) LMG w/2 crew, (7) Riflemen. 2 elements = 30/1 unit
Machine-gun Squad: (3) MG w/9 crew. 3 elements = 50/1 unit [lighter mg give 6" move for points]
2nd Platoon: same as above for 18 elements = 140/4 units.
3rd Platoon: Armored Recon.; (1) Whippet Tank*. 1 element = 55/1 unit. [Independent unit]
*Whippet Tank: 1 element/1 unit Independent @55 points Speed 8" Defense 5 Armor 6 Special: 4 crew option, radio [FDC] , (4) Hotchkiss MGs Rng 20" +1Pow RoF 2 Special: one in each arc - 1 forward field of fire, 1 right/left field of fire, and one rear field of fire.
(3) Minerva Armored Cars*; 1 element = 50/1 unit each. [Independent units] = 150/3 units
** Minerva Armored Car: 1 element/1 unit Independent @50 Points Speed 8" Defense 5 Armor 5* Special: *open top, radio, rear arc Hotchkiss MG Rng 20" +1Pow RoF 2.
Artillery HQ: (1) Officer, (2) LMG w/4 crew (Sgt & Rifle), GS Wagon with Radio [FDC]. 2 elements = 25/2 units
(3) AT guns# [Independent units] each 1 element = 90/1 unit + 1 single Sergeant figure in command of battery. = 270/3 units
#18 pdr gun w/5 crew each. [if Ambush in scenario available, used for this].
HFG Battery: (3) 60 pdr guns w/15 crew + (1) General Supply Wagon as ammo carrier with radio [used as FDC]@30 + 1 Sergeant
3 elements= 190/2 units
FA Battery: (3) 13 pdr guns w/9 crew + (1) single Sergeant figure in command of battery. 3 elements = 80/1 unit
SPA Battery: (3) Mk I 60 pdr Gun Carriers + (1) Mark I Ammo Carrier w/radio for FDC [+1 die for firing battery barrage, thus two total die per fire.] 4 elements = 235/2 units
Total Company: 1355 points in 25 units = BP 13 [6 order tokens] 50% = 678 Break Point.
Reserves:
Reserve Machine-gun Squad: (1) Sergeant, (2) MG w/6 crew, (3) Riflemen, (1) AEC radio truck. 3 elements = 30/2 units
Total Company with above = 1385 points in 27 units = BP 14 [6 order tokens] 50% = 693 Break Point.
Lt. Mortar Squad (-): (2) LMTR with 2 crew each @5 points = 10 points/1 unit
Rng 10" +1 Pow RF 2 Special: 2 man crew, used as an addition to an infantry platoon, much like Forlorn Hope.
'Hvy' Moratr Squad (-): (2) MMTR with 3 crew each @10 points = 20 points/1 unit
Rng 30" +1 Power Bar 1 Special: 3 man crew, Smoke shell (1" square, cuts range through square to 25", no sweeps, -2 focused heat ray), used as an addition to an infantry platoon, much like Forlorn Hope.
(1) Mark IV Male Tank @55 = 55/1 unit
Mk IV Tank: Both versions: @55 Speed 4" Defense 5 Armor 7 Special: Radio
Male: (1) 57mm Range 30" +1 Power Rate of Fire 1 Special: Front Arc only.
(5) MG Range 20" +1 Power RF 3 Special: 2 each Side Arc only, 1 Rear Arc only.
Female (6) MG Range 20" +1 Power RF 3 Special: 2 each Side Arc only, 1 Front Arc only, 1 Rear Arc only.
Total Company with above = 1470 points in 30 units = BP 15 [7 order tokens] 50% = 735 Break Point.
All the above figures are from Old Glory 15mmWW1 line. After a time I plan to beef them up with two more whippet (can tow FA guns), the not yet released Lancaster or other armor cars (for a recon element with forward observers), two more Mk IV males to help the one above to pull the HFG battery, and three AEC trucks with radios to tow the FA battery, and two more Whippets to help the ones above tow the AT guns and finally two additional mortar packs, giving two full squads of those. Note that both types of tanks can fight in their own right, supporting/protecting the guns they tow. The gun crews of the Whippets ride on the outside of the tanks and (as 1 element) are subject to incoming fire. Those on the Mark IV males squeeze into the tank. Destroying either tank allows a bailout for the gun crews (but not the tank crew?). Need to review the rule on bailouts. Alternately, I'll use the not yet released British Cavalry with command instead of/or in addition to the Lancaster ACs for recon.
This rework 'feels' better.
PS: this unit would benefit from the Ratio Rules allowing a full battalion or even regimental action.
Having got my entire British Territorial units from Old Glory at Historicon 2016, I've completely redone the company based on what the packs had. I think this is a better arrangement and will erase the old one completely where needed.
A Company, 3rd Territorial Regiment, 1st "T" Division.
Company HQ: Officer (CO),Officer (XO), 1st Sergeant, (2) Orderlies (spare artillery guys in hats), Hartford 3 ton truck (radio truck), Ambulance Wagon (9+ to recover one element infantry within 6"). 25 + 15 (Ambulance) + FC @30 = 70/3 units
1st Platoon: 1st Squad: (1) Officer, (1) Sergeant, (1) LMG w/2 crew, (7) Riflemen. [officer acts as platoon HQ]. 2 elements = 30/1 unit
2nd Squad: (1) Sergeant, (1) LMG w/2 crew, (7) Riflemen. 2 elements = 30/1 unit
3rd Squad: (1) Sergeant, (1) LMG w/2 crew, (7) Riflemen. 2 elements = 30/1 unit
Machine-gun Squad: (3) MG w/9 crew. 3 elements = 50/1 unit [lighter mg give 6" move for points]
2nd Platoon: same as above for 18 elements = 140/4 units.
3rd Platoon: Armored Recon.; (1) Whippet Tank*. 1 element = 55/1 unit. [Independent unit]
*Whippet Tank: 1 element/1 unit Independent @55 points Speed 8" Defense 5 Armor 6 Special: 4 crew option, radio [FDC] , (4) Hotchkiss MGs Rng 20" +1Pow RoF 2 Special: one in each arc - 1 forward field of fire, 1 right/left field of fire, and one rear field of fire.
(3) Minerva Armored Cars*; 1 element = 50/1 unit each. [Independent units] = 150/3 units
** Minerva Armored Car: 1 element/1 unit Independent @50 Points Speed 8" Defense 5 Armor 5* Special: *open top, radio, rear arc Hotchkiss MG Rng 20" +1Pow RoF 2.
Artillery HQ: (1) Officer, (2) LMG w/4 crew (Sgt & Rifle), GS Wagon with Radio [FDC]. 2 elements = 25/2 units
(3) AT guns# [Independent units] each 1 element = 90/1 unit + 1 single Sergeant figure in command of battery. = 270/3 units
#18 pdr gun w/5 crew each. [if Ambush in scenario available, used for this].
HFG Battery: (3) 60 pdr guns w/15 crew + (1) General Supply Wagon as ammo carrier with radio [used as FDC]@30 + 1 Sergeant
3 elements= 190/2 units
FA Battery: (3) 13 pdr guns w/9 crew + (1) single Sergeant figure in command of battery. 3 elements = 80/1 unit
SPA Battery: (3) Mk I 60 pdr Gun Carriers + (1) Mark I Ammo Carrier w/radio for FDC [+1 die for firing battery barrage, thus two total die per fire.] 4 elements = 235/2 units
Total Company: 1355 points in 25 units = BP 13 [6 order tokens] 50% = 678 Break Point.
Reserves:
Reserve Machine-gun Squad: (1) Sergeant, (2) MG w/6 crew, (3) Riflemen, (1) AEC radio truck. 3 elements = 30/2 units
Total Company with above = 1385 points in 27 units = BP 14 [6 order tokens] 50% = 693 Break Point.
Lt. Mortar Squad (-): (2) LMTR with 2 crew each @5 points = 10 points/1 unit
Rng 10" +1 Pow RF 2 Special: 2 man crew, used as an addition to an infantry platoon, much like Forlorn Hope.
'Hvy' Moratr Squad (-): (2) MMTR with 3 crew each @10 points = 20 points/1 unit
Rng 30" +1 Power Bar 1 Special: 3 man crew, Smoke shell (1" square, cuts range through square to 25", no sweeps, -2 focused heat ray), used as an addition to an infantry platoon, much like Forlorn Hope.
(1) Mark IV Male Tank @55 = 55/1 unit
Mk IV Tank: Both versions: @55 Speed 4" Defense 5 Armor 7 Special: Radio
Male: (1) 57mm Range 30" +1 Power Rate of Fire 1 Special: Front Arc only.
(5) MG Range 20" +1 Power RF 3 Special: 2 each Side Arc only, 1 Rear Arc only.
Female (6) MG Range 20" +1 Power RF 3 Special: 2 each Side Arc only, 1 Front Arc only, 1 Rear Arc only.
Total Company with above = 1470 points in 30 units = BP 15 [7 order tokens] 50% = 735 Break Point.
All the above figures are from Old Glory 15mmWW1 line. After a time I plan to beef them up with two more whippet (can tow FA guns), the not yet released Lancaster or other armor cars (for a recon element with forward observers), two more Mk IV males to help the one above to pull the HFG battery, and three AEC trucks with radios to tow the FA battery, and two more Whippets to help the ones above tow the AT guns and finally two additional mortar packs, giving two full squads of those. Note that both types of tanks can fight in their own right, supporting/protecting the guns they tow. The gun crews of the Whippets ride on the outside of the tanks and (as 1 element) are subject to incoming fire. Those on the Mark IV males squeeze into the tank. Destroying either tank allows a bailout for the gun crews (but not the tank crew?). Need to review the rule on bailouts. Alternately, I'll use the not yet released British Cavalry with command instead of/or in addition to the Lancaster ACs for recon.
This rework 'feels' better.
PS: this unit would benefit from the Ratio Rules allowing a full battalion or even regimental action.