Desert Leader - battles in North Africa, 1940-43
A Panzerblitz/ Panzer Leader/ Arab-Israeli Wars Gonzo Variant
©2000 Brian R. Train

Panzerblitz (PB) was published in 1970. Each follow-on game, Panzer Leader (PL, 1974) and Arab-Israeli Wars (AIW, 1977) improved the original game, so in the interest of both retrofitting the better rules and introducing new units and situations, I designed this variant.  You will need the counters from PL, the Panzer Leader 1940 variant (PL40, published in the General Vol. 15, #2 (Jul-Aug 1978)), and the boards, rules and charts from AIW, plus the new rules and counters supplied with this variant.

New Old Rules

To play the game, use the following rules from AIW:

- all Basic Rules, modified as necessary by the new TEC and WEC and any rules particular to the variant; and
- all Standard Rules, except III. Split Move and Fire and VI. The Suez Canal.

Do not use the rules from PL except as noted below.

New New Rules

New TEC - movement
Some variants postulated for PL suggested reducing the movement allowances of all units by 40%, as was done in AIW. I do think the MAs are much too high but instead of reprinting all the counters, a better solution  is to leave them as is but use the new Terrain Effects Chart (TEC). This has pretty much the same effect but saves having to write all over your counters or having to take a mental 40% discount every time you move a unit.

New TEC - Combat
Use the same TEC as in AIW with the following additions: 

Hull-Down Shielding: Confer or deny this protection in accordance with the  AIW rules. All towed gun class units get a +1 DRM for hull-down shielding. All Italian AFV (armored car, tank, tank destroyer or assault gun) units get a +1 DRM for hull-down shielding, while all German, American and Commonwealth (CW) AFV units get a +2.

New Weapons Effectiveness Chart (WEC)
Use the new WEC, which generally follows that which appeared in AIW. You will notice that the strengths of (H) type units supplied with this variant are much reduced from their PB/PL counterparts. 

Infantry Movement
Rifle units (only) can both move and fire in the same turn, and may always move one hex. They also may make use of the Infantry Quick March rule as described in AIW, A. II. C., and so move through two hexes, if and only if both hexes are clear or contain a road.

En Portee
In Desert Leader scenarios, all anti-tank, AA and infantry guns (EXCEPTION: not 88mm) may be mounted "en portee" on any trucks available in the scenario. This means that the gun has been attached to the bed of the truck in such a way that it can be fired and the truck can then skedaddle off. For game purposes, denote this by placing the gun counter on top of the truck counter. Guns so mounted cannot be removed from the truck during the course of the scenario, nor can the truck be used to carry any other units. The composite unit will have the Attack Strength and Range of the gun, but the Defense Strength and Movement Allowance of the truck. There is one exception to this: in situations where guns mounted en portee are fired upon and get the benefits of hull-down shielding, they get a +1 DRM and the Defense Strength of the gun (not the truck) is used.

NEW UNITS

Italian units: The only units you will have to use from the existing sets are the German rifle units from the PL 40 variant (2i2/8-1) and the trucks and 81mm mortars from PL. The 20mm AA guns shown were those small man-portable ones they used to lug around with them: platoons of these and Breda 37 machine guns were integrated down to company level.  The "BERS" units are Bersaglieri elite infantry mounted on motorcycles: technically they are infantry class units but they pay "other vehicle" movement costs, may not be transported by C class units, and may not move and fire in the same turn. They can overrun infantry and towed gun class units but cannot do CAT attacks. "GUAS" stands for guastatori, the Italian word for assault engineers.

German units: You will need to use the German rifle platoons from PL (3i2*/8-1), plus such guns and vehicles as may be required from the PL40 variant or standard PL. The 88/52 AT gun is the FLAK model, less effective than the PAK encountered in Europe - it cannot be mounted en portee. This counter is also used in scenarios with Italian units to represent the very few 90mm AA/AT guns the Italians fielded in the desert (and which often were mounted en portee).

Allied units: Use the Allied infantry units from standard PL, plus such guns and vehicles as may be required from the PL 40 variant or standard PL. Some of the vehicles may need explaining: the "Crus CS" is the Close Support model, a Crusader tank with the 2-pounder gun replaced by a 3" howitzer. (This is a unit that showed up in Avalon Hill's Tobruk game which I have resurrected.) The GMC unit is a "Gun Motor Carriage": an American M3 halftrack with a 75mm gun mounted on it. The Grant tank carried two guns, one in a hull sponson which could not be fired from the hull-down position, so it halves its Attack Strength if it wishes to claim hull-down shielding . The "FLAIL" tank unit is a Valentine with mine-clearing equipment attached to it: these were used to clear paths through the massive minefields in the El Alamein battles. 

Aircraft: both sides fielded aircraft during the war in the desert. Use the air unit rules and Anti-Aircraft Table as found in PL, but note the weapon-target relations in the new WEC (AA units are those with the AA symbol, namely the Italian and German 20mm and the CW 40mm guns. As an optional rule, allow the German/Italian 88/52 unit to function as an AA weapon with a strength of 30, but if the gun is fired at aircraft in the CW Air Phase it may not engage ground targets in the German Fire Phase, and vice versa.). 

Friendly Fire: if aircraft are attacking a hex that is adjacent to friendly units, roll 1d6 just before the attack is resolved. On a 1 or 2, resolve the attack on an adjacent hex containing friendly units (enemy's choice which hex)!

	Dive/attack Bomber (e.g. Ju87D, A-20G)	Fighter (e.g. ME-109, MC202, Spitfire)	Fighter-Bomber (e.g. Hurricane IIC, ME-110)	
MGs	1 (i)	2 (i)	3 (i)	
Bombs	20 (H)	--	5 (H)	
 
TERRAIN EFFECTS CHART
Terrain Type	Trk	Othr veh	other effects on movement or combat	
Clear	3	2	none	
Roads	1	1	Units that move at the road rate cannot overrun or CAT that turn.	
Town	2	1	- Defenders add +1
- total defense +5
- no overruns	
Woods	2	2	- defenders add +1
- no overruns	
Slope	4	2	ground-level hexsides do not confer hull-down shielding when the attacker or defender is on a slope hex.	
sand dune hexside (gold)	0	0	gives hull-down shielding	
ridge hexside (light brown)	2	1	gives hull-down shielding	
crest hexside (dark brown)	2	1	gives hull-down shielding	

WEAPONS EFFECTIVENESS CHART
		armored target
	non-armored target	aircraft			
attack type	weapon type	1-2 hexes	3-5 hexes	6+ hexes	1-2 hexes	3+ hexes	1-4 hexes	proximity/
sighting	DRM	
DF/OF	I	normal*	--	--	normal	halved	normal	LOS/	see TEC	
	A	doubled	normal	halved	halved	quartered	--	LOF &		
	H, M, (H)	normal	halved	halved	doubled	doubled	-- (AA doubled)	spot		
IF	M, (H)	halved	halved	halved	normal	normal	--	spot		
OR	A	normal	--	--	normal	--	--	adjacent + 2 MF	odds +1 column; DRM -2	
	I	--	--	--	normal	--	--			
CAT	I	normal	--	--	normal	--	--	adjacent	DRM -2 (-3 w/ engr)	
* applied only when units perform opportunity fire on armored targets that are in the process of overrunning them.

SCENARIOS 

Note on board layout: consider the top of the page as North and place each mapboard so that the top of its identifying letter is pointed the same direction as the > mark next to it. That oughta confuse you.

1. GALLABAT
6 Nov 40: In the first British offensive of the Second World War, a mixed force moves forward to recapture Gallabat, a fort on the boundary between the Sudan and Abyssinia, from the Italian Army of East Africa..
CW (morale B)
2 x 75mm gun
2 x truck
12 x rifle
2 x MG
1 x US engineer
1 x Bren Carrier
1 x 81mm mortar
1 x MVIB light tank
1 x A13 cruiser tank
OBA: 2 x 25-pounder batteries (each 9 (H)); 2 x 4.5" batteries (each 12 (H)) 
1 x fighter-bomber	Italian (morale C)
7 x rifle
3 x Br37
1 x 65mm 
1 x 47mm
2 x FORT
3 x Improved Position (I.P.)
2 x BLOCK
3 x 1-1 minefield
	
Map: 

C^
	
Setup: Italians - first, all units within two hexes of any hex of the large (three-hex) town.
CW - second, all units on or south of hex row R.
Special Rules: 
British Surprise Attack: CW player may record his OBA and airstrike in advance, so that it falls on the first turn of the game - consider all hexes with Italian units set up in them to be spotted automatically for this purpose.
Game Length: 15 turns - CW move first.
Victory Points: both sides: 2 points for each unit eliminated.

2. ACROSS THE WIRE
9 Dec 40: The 7th Armored Division crosses the border into Libya.
CW (morale B)
1 x 76mm mortar
9 x rifle
1 x US engineer
9 x Bren carrier
2 x truck
3 x A12 Matilda
3 x MVIB
OBA: 2 x 25 pdr (each 9 (H)); 2 x 105mm (each (10 (H))	Italian (morale C)
2 x 47mm
2 x 20mm
9 x rifle
2 x Br37
6 x Improved Position
8 x 1-1 minefield	
Map: 
A>	
(hexes north of the Suez Canal are assumed to be the Mediterranean Sea and so are not playable. Don't ask why the "beach" is perfectly straight, OK?)
Setup: Italians - anywhere on or west of hex row Q.
CW - enter on the east edge of the board on turn 1.
Special Rules: British Surprise Attack, as above.
Game Length: 15 turns - CW move first.
Victory Points: CW: 1 point for each Italian unit eliminated, 1 point for each unit exited off the west edge of the board.
Italian: 2 points for each CW unit eliminated.

3. BEDA FOMM
5 Feb 41: The Italians, retreating along the only surfaced road in Libya, find their way blocked by "Combeforce", a scratch light CW force which has crossed overland and just barely beaten them to the sea.
 CW (morale A)
12 x rifle
1 x 25 pdr
2 x 2 pdr AT
3 x truck
3 x Humber armored car
1 x 1-1 minefield

reinforcements:
turn 6: 
2 x 25 pdr
1 x 2 pdr
3 x truck
3 x A-13 cruiser tanks
1 x A-10 cruiser tanks
8 x MkVIb light tanks
	Italians (morale D)
turns 1-6, roll 1d6 twice each turn:
1,2 = 3 x truck convoys (see below)
3,4 = 3 x infantry, 3 x trucks
5 = roll again on Table A
6 = roll again on Table B

Table A: roll 1d6
1,2 = 1 x 20mm, 1 x truck
3,4 = 1 x 47mm, 1 x truck
5,6 = 1 x 75mm hwz or 81mm mortar, 1 x truck
Table B: roll 1d6
1, 2, 3 = 2 x Br37, 2 x trucks
4, 5, 6 = 2 x Bers

reinforcements:
turn 6: 3 x M13/40
turn 9: 7 x M13/40	
Map: 
A>	<B	
(all Map A hexes north of the Suez Canal are sea hexes and so not playable)

Setup: CW - first, anywhere on map A. Turn 6 reinforcements enter anywhere on the south edge of map A.
Italian - none at start; all units enter on the east edge of map B.
Special Rules:  
Chaotic Italians: A random amount of Italian forces will enter the map each turn, and you will probably have to recycle some trucks. "Truck convoys" (use blank counters: treat them as 0-0/1-6 unarmored units) may only travel on road hexes and may not move through or stack with each other (non-convoy units may move through them but may not stack). Every time the Allied player destroys a truck convoy, place a BLOCK marker in the hex.
Game Length: 15 turns - Italians move first.
Victory Points: CW- 1 point for each Italian unit eliminated or left on the map at the end of the game.
Italian - 2 points for each CW unit eliminated; 3 points for each unit exited off the west edge of Map A.

4. FIRST CLASH: EL AGHEILA
24 Mar 41: the first meeting of CW forces and what would become the Afrika Korps: in this case, the reconnaissance battalion of the German 5th Light Division
CW (morale B)
3 x rifle
1 x MG
1 x 76 mm mortar
5 x Bren carrier
3 x M13/40 (captured Italian tanks)	Germans (morale A)
2 x PzKw I
4 x PzKw II
2 x SdKfz 222 armored cars
1 x SdKfz 231-8 armored car
3 x motorcycle (use BERS units)	
Map: 
B>	
Setup: CW - on or east of hex row Q.
Germans - enter on the west edge of the map on first turn.
Game Length: 10 turns, Germans move first.
Victory Points: Germans - 1 point for each CW unit eliminated or left on the board at the end of the game; 2 points for each unit exited off the east edge of the map.
CW - 2 points for each German unit eliminated; 1 point for each unit moved off the east edge of the map.

5. BATTLEAXE
15 June 41: CW troops move forward to retake Halfaya Pass.
CW (morale B)
1 x 76mm mortar
9 x rifle
3 x Bren carrier
7 x trucks
3 x Crusader 2
3 x A12 Matilda
2 x Crusader CS
OBA: 4 x 25-pdr (each 9 (H))	Germans (morale B)
2 x 88/52 AT
1 x 105mm HWZ
2 x 50mm AT
2 x 20mm AA
1 x 75mm IG
10 x rifle
6 x I.P.
5 x 1-1 minefield
	
Map: 
D<	
Setup: Germans - on or west of hex row Q.
CW - enter on east edge of map on first turn.
Game Length: 10 turns - CW move first.
Victory Points: CW - 1 point for each German unit eliminated or left on the board at the end of the game; 2 points for each unit exited off the west edge of the map.
German - 2 points for each CW unit eliminated.

6. SIDESHOW IN SYRIA
June 41: Free French troops, participating in the pre-emptive Allied invasion of Lebanon-Syria, meet with their gone-Vichy brothers. 
Free French (morale B)
2 x 40mm AA
2 x 2 pdr AT
1 x 76mm mortar
9 x rifle
1 x US engineer
1 x Bren carrier
6 x trucks
3 x MVIb light tank
2 x A10 cruiser tank
OBA: 2 x 25-pdr (each 9 (H))	Vichy French (morale B)
3 x 25mm AT
1 x 25mm AA
2 x 75mm hwz
4 x R35 tank
2 x FT17 tank
9 x rifle
6 x I.P.
3 x 1-1 minefield	
Map: 
C>	
Setup: Vichy French - on or west of hex row K.
Free French - on or east of hex row E.
Special Rules: 
Vichy units -Use PL 40 French units (1i2/5-1 rifle, 25mm AT/AA, R35 and FT17 tanks) and Italian units (75mm HWZ) for the Vichy French, and Allied units from PL for the Free French. Vichy French tank units represent platoons (4-6 vehicles) in this scenario, therefore they are only one stacking point each. The FT-17 tank unit may not move across ridge hexsides.  
Game Length: 15 turns - Free French go first.
Victory Points: Free French - 1 point for each Vichy unit eliminated or left on the board at the end of the game; 2 points for each unit exited off the east edge of the map.
Vichy - 2 points for each Free French unit eliminated

7. CRUSADER
17 Nov 41: the 22nd Armored Brigade advances on Bir El Gobi.
CW (morale B)
3 x rifle
3 x Bren carrier
3 x Crusader 2
2 x Crusader CS
6 x Honey
3 x A13 
3 x Humber	Italians (Morale B)
3 x 47mm AT
3 x 20mm AA
2 x 65mm IG
1 x 105mm hwz
1 x 88/52 AT
4 x Bers
8 x rifle
4 x Br37
6 x truck
6 x M13/40
3 x AB41 armored cars
1 x Semovente 75 or 105 (Italian player’s choice)
OBA: 2 x 105mm (each 10 (H))	
Map: 
A>	
B>	

Setup: Italian - units set up on or west of hex row K
CW - enter on the east edge of map
Special Rules: Hexes north of the Suez Canal are not playable. Ignore all roads on board B.
Game Length: 15 turns - CW moves first.
Victory Points: Victory Points: CW - 1 point for each Italian unit eliminated or left on the board at the end of the game; 2 points for each unit exited off the west edge of the map.
Italian - 2 points for each CW unit eliminated

8. GAZALA
27 May 42: The advancing 21st Panzer Regiment is given a hot reception by elements of the 44th and 2nd Royal Tank Regiments, fielding some of the new Grant tanks. 
CW (morale A)
6 x Grant
4 x Crus II
3 x A13
3 x A12 Matilda	Germans (morale A)
3 x Pz IIIj
9 x Pz IIIg
4 x Marder III	
Map: 
B>	
A<	
Setup: Germans - first, on or west of hex row G.
CW - second, on or east of hex row Z.
Special Rules: Hexes south of the Suez Canal are not playable. Ignore all roads.
Game Length: 10 turns - Germans move first.
Victory Points: 1 point for each unit eliminated.

10. ABERDEEN
5 Jun 42: The 22nd Armored Brigade attacks a ‘screen’ of German anti-tank guns.
CW (morale A)
6 x Honey
6 x Grant
4 x Crusader 2
2 x Crusader CS
3 x A13
OBA: 2 x 25-pdr (each 9 (H)); 1 x 4.5" (12 (H))	Germans (morale A)
2 x 88/52 AT
4 x 50mm AT
2 x 75mm IG
6 x rifle
6 x I.P.
6 x 1-1 minefield 
OBA: 2 x 105mm (each 10 (H)); 1 x 150mm (15 (H))	
Map: 
B>	
Ignore all roads.
Setup: Germans - on or west of hex row Q
CW - enter on the east edge of the map.
Special Rules: 
German conditional reinforcements - each turn at the beginning of his Movement Phase, the German player rolls 2d6. If he gets doubles, then a group of three PzIIIg tanks enters on the west edge of the map.
Game Length: 10 turns - CW moves first.
Victory Points: CW - 1 point for each towed artillery unit destroyed; 2 points for each tank unit eliminated or CW unit exited off the west edge of the map.
German - 2 points for each CW unit eliminated.

11. DASH FOR THE CANAL (hypothetical)
Late Aug 42: After a series of smashing victories in the Gazala battles, the Afrika Korps breaks into the Nile Delta. Here a German column makes for Suez City to secure the southern end of the Canal.
CW: (morale C)
4 x 2 pdr AT
4 x 6 pdr AT
3 x 25 pdr HWZ
2 x 40mm AA
6 x rifle
3 x scout
3 x MG
3 x US engineer
6 x trucks
3 x Grant (conditional reinforcement)
3 x Honey (conditional reinforcement)
3 x Val II (conditional reinforcement)
9 x I.P.
5 x BLOCK
8 x trench
1 x bridge	Germans (morale A)
4 x 50mm AT
2 x 81mm mortar
1 x SdKfz 231 armored car
2 x SdKfz 222 armored car
4 x Bers
9 x rifle
1 x engineer
6 x trucks
10 x halftrack
3 x Pz IIIj
9 x Pz IIIg
2 x Pz IV	
Map: 

B^
	
A\/	

Setup: CW - all non-tank units set up on or south of hex row L on board B, on or north of the fold on board A (hex row Q). Put the bridge across the Canal where the two roads meet.
Germans - enter on the north edge of board B.
Special Rules: 
The Germans are running short of everything. At the beginning of each German player turn, the CW player rolls 1d6: on a 1-3 a German truck or halftrack (CW player's choice which one) has run out of fuel (remove it and leave the passenger where it was), on a 4-6 a tank (German player's choice which one) has run out of ammunition (remove from the game). Units so removed are not counted as eliminated in combat.
CW tank reinforcements: At the beginning of each CW player movement phase, he rolls 1d6. On a 1 or 2 one of the three groups of tanks (Grant, Honey or Valentine: his choice what type) enters anywhere on the south edge of either board.
Game Length: 20 turns - Germans move first.
Victory Points: CW - 1 point for each German unit eliminated or left on board B at tend of game
Germans - 1 point for each CW unit eliminated, 1 point for each German unit on or adjacent to the Suez Canal at end of game, 3 points for each German unit on the east side of the Canal at the end of the game.

12. THIRD ALAMEIN
23 Oct 42: At the south end of the Axis line, elements of the 7th Armored division try to break through the MLR of the Italian Folgore division.
CW (morale A)
1 x 76mm mortar
6 x rifle
2 x UK engineer
9 x Bren carrier
6 x Grant
3 x Honey
3 x Sherman M4/75
1 x FLAIL
OBA: 4 x 25-pdr (each 9 (H)), 2 x 7.2" (each 15 (H))
4 x fighter-bomber	Italians: (morale B)
3 x 20mm AA
2 x 65mm IG
3 x 47mm AT
2 x 75mm HWZ
1 x 88/52
6 x rifle
6 x Br37
2 x engineer
6 x trucks
1 x Semovente 75 or 105 (Italian player’s choice)
10 x I.P.
4 x BLOCK
6 x trench
9 x 1-1 minefield
6 x 2-1 minefield
OBA: 2 x 105mm (each 10 (H))	
Map: 
B>	
D>	

Setup: Italians - on or west of hex row K on both boards.
CW - enter on east edge of board B.
Special Rules: Use FLAIL tank as detailed in AIW Standard rules VII. B..  Ignore all roads.
Game Length: 15 turns - CW moves first
Victory Points: CW - 1 point for each Italian unit eliminated; 2 points for each unit exited off the west edge of the map.
Italian - 2 points for each CW unit eliminated

13. SIDI BOU ZID 
14 Feb 43: Kampfgruppe Gerhardt of the 10th Panzer Division strikes the unprepared troops of Combat Command A, 1st US armored division.
Americans (morale E)
4 x 57mm AT
1 x 81mm mortar
9 x US armored infantry
10 x halftracks
2 x GMC halftrack
5 x Stuart
5 x Sherman M4/75
2 x M10 tank destroyers
OBA: 1 x 105mm (10 (H))
1 x attack bomber	Germans (morale A)
1 x 20mm Quad
3 x Pz IIIj
2 x Pz IVf (11a8/7-8)
1 x Pz VIa (Tiger)
6 x rifle
6 x halftrack
1 x truck
OBA: 2 x 105mm (each 10 (H))
2 x dive bomber	
Map: 
C>	
D>	
Setup: Americans - first, on or west of hex row K. 
Germans - second, on or east of hex row D.
Special Rules: The Americans have morale "E" in this game - once dispersed, they do not recover.
Game Length: 10 turns - Germans move first.
Victory Points: Germans - 1 point for each American unit eliminated; 2 points for each unit exited off the west edge of the map.
American - 2 points for each German unit eliminated

14. SBIBA
19 Feb 43: 1st Guards Brigade, moving to contain Rommel's advance, bumps elements of the 21st  Panzer Division.
CW (morale A)
1 x 76mm mortar
1 x 17-pdr AT
6 x rifle
6 x Bren carriers
2 x trucks
3 x Churchill III 
3 x Crusader III
3 x Grant
OBA: 1 x 25-pdr (9 (H))	Germans (morale A)
2 x 88/52
3 x Pz IIIj
2 x Px Ivf (11a8/7-8)
1 x Pz VIa (Tiger)
6 x rifle
6 x halftrack
2 x trucks	
Map: 
D>	

Setup: none at start - Germans move first and enter on the east side of the board; CW moves second and enters on the west side of the board.
Game Length: 10 turns - Germans move first.
Victory Points: German - 1 point for each CW unit eliminated; 2 points for each unit exited off the west edge of the map.
CW - 2 points for each German unit eliminated.

MANIFEST OF NEW UNIT COUNTERS

Unit	# 	AF	WT	R	DF	MF	Class	notes	
British								colour 'em green	
6 pounder	4	9	a	4	3	0	towed gun	57mm anti-tank gun	
25 pounder	3	9	(h)	35	2	0	towed gun	89mm gun/howitzer	
Hmbr	3	3	i	3	2	15	armd car	Humber armored car	
GMC	2	10	a	6	3	10	tk destr	Gun Motor Carriage: 3” gun on halftrack 	
Honey	3	5	a	5	5	11	tank	aka M5 Stuart (37mm)	
Crus-2	3	6	a	3	6	8	tank	Crusader II (40mm)	
Crus-3	3	9	a	5	7	8	tank	Crusader III(57mm)	
Crus CS	2	3	h	8	6	8	tank	'Close Support" (3" howitzer)	
Chu-3	3	9	a	5	10	5	tank	Churchill III (57mm)	
Grant	6	10	a	6	8	8	tank	(37mm+75mm); halve AS when hull-down	
Val-2	3	6	a	3	8	6	tank	Valentine II (40mm)	
FLAIL	1	6	a	3	8	6	tank	Valentine tank with special mine-clearing eqpt	
German								 colour 'em grey	
50mm AT	4	8	a	5	2	0	towed gun	long PAK 50	
88/52 AT	4	15	a	12	2	0	towed gun	88mm FLAK AT/AA gun	
105mm hwz	1	10	(h)	32	2	0	towed gun	105mm howitzer	
222	2	2	h	4	2	14	armd car	SdKfz 222 a/c (20mm)	
Mdr-3	4	12	a	8	5	8	tank destr	Marder III (76.2mm)	
PzIIIg	9	6	a	6	7	9	tank	PzKw IIIG (short 50mm)	
PzIIIj	3	8	a	6	7	9	tank	PzKwIIIJ (long 50mm)	
Italian								colour 'em yellow	
20mm AA	3	2	h	4	2	1	towed gun		
65mm IG	2	2	h	8	2	0	towed gun	65mm infantry gun	
47mm AT	3	5	a	3	2	1	towed gun		
75mm hwz	2	6	(h)	28	2	0	towed gun	75mm gun/howitzer	
105mm hwz	1	10	(h)	32	2	0	towed gun	105mm howitzer	
150mm hwz	1	15	(h)	36	2	0	towed gun	150mm howitzer	
Br37	6	2	i	2*	4	1	infantry	6 x Breda 37 MMG	
BERS	4	2	i	2	6	10	infantry	motorcycle mounted infantry platoon	
GUAS	2	2	i	1	6	1	infantry	assault engineer platoon	
AB40	2	2	i	2	2	14	armd car		
AB41	3	2	a	3	3	16	armd car	20mm gun	
SEM 105	1	10	h	5	6	6	aslt gun	Semovente aslt gun (105mm)	
SEM 75	2	11	a	5	6	6	tank dest	Semovente SP gun (75mm)	
M13/40	10	5	a	3	4	6	tank	M13/40 tank (47mm)