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Soviet Reinforced Platoon

Soviet Union

Order Dice: 16

Platoon #1
Junior Lieutenant (page: 22)
Qty Weapons
1

Second (Junior) Lieutenant


with Pistol
with Submachine gun
with Rifle
Infantry (equipped as modeled)

Regular
Range

Shots

Penetration

6"
12"
24"

1
2
1
-

n/a
n/a
n/a
-

70
Special Rules
Assault
Assault

Infantry Squads
Guards squad (page: 26)
Qty Weapons
1
1
9

NCO with Submachine gun


Infantry with Light Machine gun (requires
loader)
Infantry with Rifle
1 man has Panzerfaust in addtion to other
weapons
Entire squad equipped with anti-tank grenades

Regular
Shots

Penetration

Special Rules

12"
30"

2
3

n/a
n/a

Assault
Team (2 men)

24"
12"

1
1

n/a
+6

One-shot, Shaped Charge


Tank hunters

Guards squad (page: 26)


Qty Weapons
1
1
9

NCO with Submachine gun


Infantry with Light Machine gun (requires
loader)
Infantry with Rifle
1 man has Panzerfaust in addtion to other
weapons
Entire squad equipped with anti-tank grenades

160

Range

Regular

160

Range

Shots

Penetration

Special Rules

12"
30"

2
3

n/a
n/a

Assault
Team (2 men)

24"
12"

1
1

n/a
+6

One-shot, Shaped Charge


Tank hunters

Headquarters
Major (page: 22)
Qty Weapons
1

Major
with Pistol
with Submachine gun
with Rifle
Infantry (equipped as modeled)

Veteran
Range

Shots

Penetration

6"
12"
24"

1
2
1
-

n/a
n/a
n/a
-

Forward Artillery Observer (page: 23)


Qty Weapons
1

Artillery Forward Observer


with Rifle
with Pistol
with Submachine gun
Infantry (equipped as modeled)

191
Special Rules
Assault
Assault

Regular
Range

Shots

Penetration

24"
6"
12"

1
1
2
-

n/a
n/a
n/a
-

110
Special Rules
Massed batteries
Assault
Assault

Infantry
Naval squad (page: 31)
Qty Weapons
1
1
1
8

NCO with Submachine gun


Infantry with Light Machine gun (requires
loader)
Infantry with Rifle
Infantry with Submachine gun
Entire squad equipped with anti-tank grenades
Tough Fighters

Airborne squad (page: 29)

Regular

181

Range

Shots

Penetration

Special Rules

12"
30"

2
3

n/a
n/a

Assault
Team (2 men)

24"
12"

1
2

n/a
n/a

Veteran

Assault
Tank hunters
Tough Fighters

198

Qty Weapons
1
10

NCO with Submachine gun


Infantry with Submachine gun
Entire squad equipped with anti-tank grenades

Range

Shots

Penetration

12"
12"

2
2

n/a
n/a

Free Rifle squad (page: 23)


NCO with Rifle
Infantry with Rifle
Entire squad is Green
Entire squad equipped with anti-tank grenades

Range

Shots

Penetration

24"
24"

1
1

n/a
n/a

Shots

Penetration

36"

n/a

Qty Weapons

Range

Shots

Penetration

1
1

18"-60"

HE

Medium Machine gun team


Gun shield

Medium Mortar team (page: 37)


Spotter
Medium Mortar team

Sniper team

Anti-tank rifle team

Anti-tank rifle team

Anti-tank rifle team

Team (3 men), Fixed, Indirect fire,


HE (D6)

65

Shots

Penetration

36"

n/a

Range

Shots

Penetration

Special Rules

Special Rules

36"

+2

Team (2 men)

Range

Shots

Penetration

Special Rules

36"

+2

Team (2 men)

Team (2 men), Sniper

Regular

30

Regular

Anti-tank Rifle team (page: 34)


Qty Weapons

60
Special Rules

Range

Anti-tank Rifle team (page: 34)


Qty Weapons

Team (3 men), Fixed


Gun shield

Veteran

Anti-tank Rifle team (page: 34)


Qty Weapons

70
Special Rules

Regular

Sniper team (page: 36)


Qty Weapons

Special Rules

Veteran
Range

Green
Tank hunters

Medium Machine Gun team (page: 33)


Qty Weapons

Assault
Assault
Tank hunters

Inexperienced

Qty Weapons
1
11

Special Rules

30

Regular

30

Range

Shots

Penetration

Special Rules

36"

+2

Team (2 men)

Artillery
ZiS-2 Anti-tank gun (page: 40)
Qty Weapons
1

ZiS-2 Anti-tank gun

Regular
Range

Shots

Penetration

60"

+5

75
Special Rules
Team (3 men), Gun shield, Fixed,
HE (D2)

Tanks and SP Guns


T-37 light tank (page: 44)

Regular

Qty Vehicle
Weapons

Type
Range

Transport
Shots

DamageValue
Penetration

Tracked
36"

7+
n/a

T-37 light tank


Turret-mounted MMG

Platoon Points:

65
Special Rules
Amphibious

1495

Special Rules
One-shot
This is a disposable weapon that can be fired only once per game. Once fired replace the model with another model
that does not carry the disposable weapon
Shaped Charge
-1 'to hit' penalty. Never suffer the -1 penetration modifier for firing at long range.
Tank hunters
If a tank hunter unit wins an assault and scores damage against an armoured vehicle, the effect is resolved on the
Damage Result table as for a normal anti-tank penetration rather than as for superficial damage.
Team (2 men)
Team consists of 2 men. A Team weapon shoots at full effectiveness so long as there are at least two men to serve
it. If only one man remains then the weapon suffers a -1 'to hit' penalty and a -1 penalty to its morale value.
Team (3 men)
Team consists of 3 men. A Team weapon shoots at full effectiveness so long as there are at least two men to serve
it. If only one man remains then the weapon suffers a -1 'to hit' penalty and a -1 penalty to its morale value.
Tough Fighters
Each model has two attacks in close quorter combat against infantry and artillery, regardless of what weapons are
carried.
Assault
This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry armed with an assault weapon
can make two attacks in close quarter fighting against other infantry and artillery units - see p55. Note being armed
in this way does not confer two attacks against vehicles at close quarters
Amphibious
An amphibious vehicle can move directly forward only over otherwise impassible deep water at half speed by means
of an Advance action. A vehicle cannot make any other action whilst moving over water, cannot reverse, cannot turn,
and will ignore all rules that otherwise oblige it to reverse or go down A vehicle that is immobilised whilst in the water
is destroyed along with any occupants. Vehicles can shoot whilst afloat accept hull mounted weapons on vehicles
equipped with floatation screen
Massed batteries
When rolling to determine the 'Fire for effect' radius from the aiming point (D6+6") instead of rolling one die roll two
dice and take the highest score.
HE (D6)
PIN: D2, PEN: +2 - Infantry and artillery can go down to halve the hits taken
HE (D2)
PIN: 1, PEN: +1 - Infantry and artillery can go down to halve the hits taken
Gun shield
The die roll an enemy requires to score damage from the front arc of the gun is increased to 6+. The die roll is
modified by the penetration value of the weapon in the usual way.
Green
Green units are inexperienced and given a morale rating of 8. The first time the unit suffers a casualty roll a die.
On a roll of a 1 the unit suffers an additional D6 pin markers and goes Down
On a 2, 3, 4 the unit fights on
On a 5 or 6 the unit is immediately up rated to Regular with morale value 9 for the rest of the battle.
There is no further effect.
Fixed
Fixed weapons cannot be fired when a unit is given an advance order.

Pick List
Soviet Union
Anti-tank Rifle team
Artillery Forward Observer
Infantry (equipped as modeled)
Infantry with Rifle
Infantry with Submachine gun
Light Machine gun (requires loader)
Major
Medium Machine gun team
Medium Mortar team
NCO with Rifle
NCO with Submachine gun
Second (Junior) Lieutenant
Sniper team
Spotter
T-37 light tank
ZiS-2 Anti-tank gun

3
1
5
30
18
3
1
1
1
1
4
1
1
1
1
1