| Pieces
of Airborne
Part One: The U.S. Army
By Mike Bennighof, PhD
October 2007
Airborne
is intended as the "gateway game" to our wildly
popular Panzer
Grenadier series. It's a relatively small game, just
one mapboard (as opposed to eight of them in Eastern
Front or Road
to Berlin) and 165 playing pieces including markers.
Its theme is the American airborne landings behind the Normandy
beaches in June 1944. There are 20 separate scenarios, or
game situations, based on the battles waged by troopers of
the 82nd and 101st Airborne Divisions against the German occupation
forces. Today we have a look at the pieces included in the
game, and the troops or weapons they represent.
United States Army
Foot Soldiers
The American infantryman went to war in 1944 organized into
platoons of 41 men, each in turn of three squads. Unlike the
armies of most other nations, the American platoon lacked a
true light machine gun. Instead, one man in each squad carried
a Browning Automatic Rifle, known as the BAR, a popular weapon
but one limited by a 20-shot magazine and incapable of barrel
replacement in the field (thus, even if the BAR man could change
out his magazines at lightning speed, once the barrel overheated
his weapon would be useless).
Compensating for the lack of automatic firepower was the
M1 Garand semi-automatic rifle. Considered by many to be the
best such weapon of World War II, it could fire eight shots
in rapid succession, without the need to work a bolt action.
Some soldiers found they could modify the weapon to fire on
full automatic, but this tended to use up magazines very quickly.
Three rifle platoons made up a rifle company, along with
a heavy weapons platoon. This platoon had three 60mm mortars,
two Browning .30-caliber M1917 light machine guns and one
jeep-mounted .50-caliber machine gun, supposedly for anti-aircraft
defense. The M2 60mm mortar was a licensed French design by
Edgar Brandt, with a good rate of fire and range but launching
a lightweight bomb. The Browning .30 caliber machine gun was
issued at the very end of World War One, and had a definitely
anachronistic appearance. It was water-cooled, with a heavy
jacket around the barrel, and at 45 pounds was not easy to
maneuver. Yet it was a very reliable design, and proved popular
with the troops.
The .50 caliber machine gun was an awesome weapon, still
in use today. The hydrostatic shock alone could blow the limbs
off an unfortunate victim shot in the abdomen. American veterans
would later describe Germans hardened by years of combat on
the Eastern Front fleeing at its distinctive sound. Officially
it was not for infantry use and could only be targeted against
aircraft, vehicles and equipment; most gunners broadened their
definition of "equipment" to include German infantry
uniforms.
Soon after the D-Day landings, the Army began to issue more
automatic weapons, with each platoon receiving two more BARs
and each company two more .30 caliber machine guns. Rifle
companies also had unusually large headquarters platoons,
with the extra manpower intended to serve as ready replacements
for losses in the platoons. In the Panzer Grenadier series
games these extra men and weapons are reflected in the strengths
of the American rifle platoons, which usually have greater
firepower than those of other nations.
Each American infantry battalion also included a Heavy Weapons
Company with two machine gun platoons. Each of these had four
.30 caliber Browning M1917 heavy machine guns; during the
game design phase we rejected showing two kinds of HMG platoon
as this would be confusing to players and scenario designers
and the firepower difference would be very small.
Fighting Soldiers From the Sky
By the nature, paratroopers have to travel light, taking
only the weapons that can be dropped with them out of airplanes.
The American parachute rifle platoon was much smaller than
its infantry counterpart, but included one 60mm mortar and
two .30 caliber Browning M1919 light machine guns - an air-cooled
variant of the M1917. Paratroopers carried the same M1 Garand
rifle as the infantry, but almost all of them supplemented
it with a .45 caliber automatic pistol. The Browning Automatic
Rifle was not on the official table of organization and equipment,
but many of them made their way into paratroopers' hands anyway.
Because the parachute platoon is considerably smaller than
most infantry platoons in the Panzer Grenadier series and
derives its firepower from its automatic weapons, when at
reduced strength it drops from 5 to 2. Most platoons with
a strength of 5 (for example, German early war troops, Italian
Bersaglieri or Polish infantry) drop from 5 to 3.
The parachute machine gun platoon had eight M1919 Browning
light machine guns, divided into two sections each with four
weapons. Our playing pieces represent a section or "half
platoon" and cannot delivery the same firepower as the
infantry's heavy machine gun platoons with four M1919 weapons.
Armor
The US Army brings its ubiquitous Sherman tank to the cardboard
battlefield. All of the tank units present represent M4A1
or M4A3 models - the different engines that distinguished
these versions did not yield enough of a difference in performance
to show up in game terms. These are all early models with
a 75mm low-velocity gun, a weapon built to artillery specifications
and designed to fire thousands of rounds before needing replacement.
A higher-velocity gun could not deliver that sort of reliability;
the fact that no tank could be expected to survive in combat
long enough to fire several thousand rounds seems to have
escaped the U.S. Army's ordnance officials who issued the
original requirement.
The Sherman was no match for German tanks, nor was it intended
to be one. Under American doctrine, the job of armored units
was to punch through enemy lines and exploit the gaps thus
created, not to fight enemy tanks. That was the job of dedicated
tank destroyer units, with either towed or self-propelled
high-velocity guns. While the Shermans lack the firepower
and armor of some of the German vehicles, given the lightweight
firepower of the U.S. paratroopers, the American player will
be very glad when these tanks enter play.
By the time of the D-Day landings, the American Armored Force
was starting to question the utility of light tanks. Most
other nations had already gone through this thought process
and phased the vehicles out of their orders of battle. But
they continued to pour out of American factories, and the
M5 Light Tank (known as the "Stuart" to the British
but never officially carrying this name in American service)
landed in Normandy.
The Americans had reorganized their tank battalion structure
and each now included three companies of medium tanks and
one of light tanks. The light tanks were given secondary duties
- evacuating wounded, bringing up supplies, guarding rear
areas and sometimes reconnaissance. The American player won't
have this luxury - he or she needs all available help, and
even light tanks are better than nothing against German fortifications.
The M5 had a 37mm gun, totally useless against enemy armor
by 1944 but unlike similar weapons used by other armies the
American version had a deadly canister round. This and its
three machine guns account for a relatively high infantry
firepower rating. It's also one of the fastest vehicles in
the game system.
Weapons
There's not a lot on the table for the American player in
terms of support weapons. The 81mm mortar is the same 81mm
Brandt design fielded by Germany, Romania, France, the Soviet
Union, Japan, Italy and more. It's a very useful weapon, but
the Americans only have one of them and it's not present in
every scenario.
The 57mm anti-tank gun is a licensed copy of the British
six-pounder. First used in April 1942 in North Africa, the
Americans at first intended to produce it solely for Lend-Lease
distribution but issued it to their own units by mid-1943.
The M1 57mm gun had reasonably good penetration but was not
really suitable for the battlefields of 1944, as German armor
developments had surpassed it. The gun crews disliked it because
unlike the 37mm gun it had replaced there was no canister
round available (these showed up only in the war's last weeks)
and high explosive rounds were not manufactured until 1944.
Airborne and mountain units used the M1 75mm "pack howitzer,"
designed for ease of transport by aircraft or mule. It could
be quickly broken down for transportation and re-assembled,
and had surprisingly good performance for such a weapon.
Fight
your own battle at Normandy -
Buy Airborne TODAY!
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