This supplement presents Army Lists and equipment statistics Ior the two most signiIicant armies in the modern era the United States and Russia. It has deliberately been kept as close to The Iormat oI WWII Flames oI War lists as possible. The points costs have not yet been thoroughly play-tested, and should regarded as a guide only at this stage.
This supplement presents Army Lists and equipment statistics Ior the two most signiIicant armies in the modern era the United States and Russia. It has deliberately been kept as close to The Iormat oI WWII Flames oI War lists as possible. The points costs have not yet been thoroughly play-tested, and should regarded as a guide only at this stage.
This supplement presents Army Lists and equipment statistics Ior the two most signiIicant armies in the modern era the United States and Russia. It has deliberately been kept as close to The Iormat oI WWII Flames oI War lists as possible. The points costs have not yet been thoroughly play-tested, and should regarded as a guide only at this stage.
Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 2 I Introduction
This supplement is intended as an introduction into army lists Ior Modern Flames oI War*. It presents army lists and equipment statistics Ior the two most signiIicant armies in the modern era the United States and Russia. The Iormat has deliberately been kept as close to the Iormat oI WWII Flames oI War lists as possible. Modern warIare has been portrayed using the existing FOW rules mechanisms. Players need a copy oI the Flames oI War rules to play this game.
The points costs have not yet been thoroughly play-tested, and should be regarded as a guide only at this stage. Like Flames oI War, inIantry costs are held constant, but vehicles and heavy weapons vary (decline) in each era, since their values are relative. * Flames oI War is a trademark oI BattleIront Miniatures Limited. It is used without their permission, however no challenge to their status is intended.
II Guide to Rating Modern Armies
Morale and Training: Despite the sophistication oI the weaponry, remember that most modern (post WW2) armies have Iought relatively Iew battles. Most consist oI a well-trained ProIessional Regular army core, with a much less well-trained conscript reserve. Few armies would have as many combat veterans today as they did in World War Two.
Argentina Reluctant Conscript Argentine Marines Confident Conscript Britain Confident Veteran Marines and Paratroops Fearless Veteran Egypt Reluctant Trained Engineers, assault troops Confident Trained Iran Confident Conscript Pasdaran: Fearless Conscript Iraq Reluctant Conscript Iraq Republican guard: Confident Conscript Israel Armour Confident Veteran Israeli InIantry: Confident Trained; (Paratroops: Fearless Veteran) Jordan Confident Trained Syria Confident Conscript Russia Reluctant Trained Airborne Confident Trained (post 1990) Soviet Union Confident Trained AIghanistan aIter 1985 Reluctant Trained Soviet Airborne and Spetznaz Fearless Trained; aIter 1985 Confident Trained United States Confident Trained (Vietnam War aIter 1968 Reluctant Trained) (US Marines and Special Forces Fearless Trained) Viet Cong Fearless Conscript (recce) (NVA Regulars Fearless Trained)
Infantry Weapons and Costs: The perIormance oI most inIantry weaponry is similar and they may be conveniently grouped by type. Costs are given Ior generic squads which are assumed to be average in Morale and Training i.e. Confident Trained; Reluctant Veteran and Fearless Conscript. Fearless Trained or Confident Veteran troops should cost 20 more; Reluctant Trained or Confident Conscript troops should cost 20 less. Fearless Veteran troops should cost 40 more; Reluctant Conscripts 40 less; NB: round the cost oI platoons oII to the nearest 5 points. Round down any cost reductions and round up any cost additions.
Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 3
InIantry Team abilities and costs: Team Cost Range ROF Notes RiIle 10 16 1 E.g. Mauser, Tokarev RiIle/MG 15 16 2 Eg. SKS RiIle/MG (marching Iire) 20 16 2 E.g. M1, FN FAL MG 20 16 3 Multi LMG/ Bipod riIles eg. Galil SMG 20 4 3 Eg. Uzi Assault RiIle 25 8 3 Eg. AK47, M16, Steyr, Famas GPMG 30 16 4 Eg. Tripod M60, FN MAG For example, a US M60 team is a Confident Trained GPMG 30 points each. However, iI the GPMG is Israeli Paratrooper it may be Fearless Veteran and cost 40 extra 40 points.
III New Rules
It is impossible to reIlect all modern battleIield technologies, especially those applied to tanks. These modern rules assume that much technology which is comparative in eIIect, e.g. better targeting systems, will be taken into account in the relative Training ratings oI troops. Only technology which actually changes the tactical employment oI troops will have speciIic rules. The Iollowing rules are intended to reIlect the eIIects oI key new technologies employed in the post war era:
Armoured Fighting Vehicles: Most modern armies have armoured Iighting vehicles designed to perIorm a wide variety oI tasks, including transporting troops. Unlike the armoured personnel carriers oI World War Two, many oI these AFVs are crewed and capable oI a combat role, even while transporting inIantry squads. InIantry Fighting Vehicles (IFVs) or AFVs are subject to the tank assault rule. For Morale, IFVs count as part oI a platoon, unless they are sent oII board.
Helicopters: Helicopters are a specialised Iorm oI air-power used extensively by all powers since the Korean War and the Iollowing rules are designed to emulate its eIIects: Players should use 15mm models to represent helicopters on the battleIield. Ideally, they should be mounted on plastic stands to show their true altitude. Helicopters are moved at the end oI the movement phase like aircraIt, and are subject to anti-aircraIt Iire. Unlike aircraIt, helicopters may remain on the battleIield Ior more than one turn, and may only move a Iixed distance up to their movement allowance. A Helicopter move is 40 inches, across open terrain. Helicopters Ily at very low altitude (Nap oI Earth NOE) over the battleIield. They are slowed by the need to manoeuvre around or above diIIicult terrain. II a helicopter moves across any diIIicult terrain except water, the movement is reduced accordingly. A Helicopter move is 24 inches, across open terrain. Helicopters are assumed to be at a level directly above the terrain they are positioned on Ior Line oI Sight purposes. Eg. a helicopter behind a Iorest may be hidden, but a helicopter in a Iorest hovers above it, and will not be hidden by it; Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 4 Helicopters may be shot by enemy weapons with AA capability, just like aircraIt; Helicopters may load and unload passengers at the start oI their movement phase in the same manner as other transports. Helicopters may not make assault moves oI any kind, and may not load/unload passengers in this phase either.
1et Aircraft Airpower has increased greatly in power and sophistication since World War Two. AircraIt have also increased greatly in cost, and their loss is now Iar Irom trivial. The air-support rules in the basic FOW game, continue to be used, with these additions: Jet aircraIt strikes need specialist planning. Only Obsevers may call Jet air strikes. Jet aircraIt are Iaster moving and diIIicult to hit. They may only be shot at by Anti-AircraIt weapons as in the basic game. In addition, to reIlect their greater speed and diIIiculty in targeting, Jet AircraIt are only hit on a roll oI 6 by AA Iire. Some AA weapons have Radar, which allows tracking oI Iast aircraIt and greatly increases the chance oI a hit. Anti-AircraIt Weapons with AA Radar, or in command radius oI another team in the platoon with AA Radar, may still hit aircraIt by making a Skill roll; Any Jet AircraIt shot down count as destroyed teams Ior Company morale purposes. Each three Jet AircraIt shot down count as a destroyed platoon.
Missiles: Missiles are powered by a rocket motor and guided to their target by an operator. They are usually very accurate, although may suIIer Irom a long Ilight time, have a minimum range, and be vulnerable to countermeasures. Missiles may only be Iired by vehicles or inIantry that remained stationary. (Helicopters may move and still Iire missiles.) Missiles are accurate reroll any 'to hit dice that missed; Missiles will have a minimum range speciIied any target within this range is not aIIected; Missiles are slow to react they may not be Iired by deIenders during assaults; Missiles depend on their operator to guide them in Ilight they may not be Iired iI pinned;
Sniper Teams: Sniper teams with specialist weapons and training are a common part oI modern warIare. Snipers may always chose their target the Iirer allocates any hits Irom Snipers; Snipers have Rate oI Fire 1 but always hit a target in range on a 'to-hit die score oI 6; Snipers are trained to inIiltrate they may always be set up as per the ambush rules in their own deployment zone Snipers may be detached Irom platoons and moved like observers, but otherwise must be in command control to move; Snipers may not move and Iire they must remain stationary to shoot; Snipers are trained to evade combat. They may not roll to attack in assaults;
Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 5 Special Armour: Modern armoured Iighting vehicles have changed their armour not so much by thickness as by type. There are now several types oI armour speciIically designed to deIeat armour piercing rounds, especially the chemical energy Heat rounds (Ior game purposes, Heat is also taken to include other chemical energy rounds such as Hesh).
Chobham Armour This is the latest Iorm oI tank armour, and is highly eIIective versus Heat rounds. Any Chobham armoured vehicle which is hit frontallv by a Heat round may avoid the eIIects oI a penetration on a roll oI 2. II hit on the side, rear or top armour, it must roll a 3 to avoid penetration. Reactive Armour This is an alternative to Chobham developed by Israel and now also used on Russian tanks. Any Reactive armoured vehicle which is hit by a Heat round may avoid the eIIects oI any penetration on a roll oI 3. Any inIantry team on or within 1 inch oI the vehicle when this occurs may be wounded by debris. Roll Ior a hit normally, based on the training oI the inIantry team. II hit, roll saves etc. Spaced Armour This was the Iirst generation oI tank armour designed to resist versus Heat rounds. Any Spaced armoured vehicle which is hit by a Heat round may avoid the eIIects oI any penetration on a roll oI 4.
Technology: Many armoured Iighting vehicles and even some inIantry squads are now equipped with advanced technology. (Other technology has the same eIIect as in WW2 FOW.)
AirRadar These allow anti-aircraIt weapons to Iire at Jet AircraIt at Iull eIIect. Anti- aircraIt teams equipped with or linked to a Radar still hit Jet AircraIt with a skill test. ArtRadar These allow enemy artillery or mortars on the table which have used indirect Iire in the previous turn to be located and targeted. Roll Iirst Ior observer accuracy assuming target is concealed and at long range, then indirect Iire as normal. Cannister Special anti-personnel round which allows Iirer to double Rate oI Fire within 8 inch range, but AT is reduced to 5. CPS This technology gives teams an exact Iix on their position and improves the speed oI calling artillery indirect Iire. Observer teams with GPS may call indirect Iire while moving. CrenadeLaunchers These are inIantry weapons that allow grenades to be delivered at a signiIicant rate oI Iire and over longer ranges. They will give a team a higher Firepower test (usually 5) over its Iiring range. Cyro (Short Ior: Gyrostabilised) This is a much more advanced version oI the stabilisers used by US WWII tanks to improve the accuracy oI moving Iire. Any Gyro equipped vehicle may Iire at Iull Rate oI Fire without penalty while moving. Laser This rangeIinding device greatly increases the accuracy oI long range shooting and observation. Any Laser equipped team ignores the eIIects oI any penalties Ior long range (i.e. over 16 inches) when rolling ot hit, or to spot Ior artillery Iire. Aight Jis This represents a range oI technology which enables teams to see accurately at night. Any NightVis equipped team does not need to roll Ior visibility range (normally equal to a dice times 4 inches) when trying to hit, or observe at night. 1I (short Ior Thermal Imager) This advanced vision technology enables teams to see accurately in almost any weather condition, including at night and through smoke and rain. Any TI equipped team does not need to roll Ior visibility range (normally equal to a dice times 4 inches) when trying to hit, or observe Ior artillery Iire through night, rain or smoke. Only Iog, dust storms or snow storms reduce visibility with TI. Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 6 UNITES STATES ARMY
Command Net: Modern US military doctrine places great emphasis on C3 Command, Control and Communications. Any US Company or Platoon Command team may act as an observer Ior Air Support or Artillery indirect Iire with no penalty.
United States Air Support The United States Air Force is easily the largest and most powerIul in the world. Its pilots are well trained and equipped with the latest technology. Their precision guided munitions can be devastating on the battleIield, and US doctrine calls Ior air- power to be heavily used whenever appropriate. Even in Ioreign theatres where the US Air Force has no presence, the awesome strike power contained in the air wings oI US Navy Carrier Battle Groups means that a US commander need lack air support. Organic Air Support Ior 300 points Organic air support will provide supporting ground attack aircraIt and intercepting Iighters on a roll oI 3. Prioritv Air Support Ior 200 points Priority air support will provide supporting ground attack aircraIt and intercepting Iighters on a roll oI 4. Limited Air Support Ior 100 points Limited air support will provide supporting ground attack aircraIt and intercepting Iighters on a roll oI 5.
AircraIt Weapons Range ROF Anti-tank Fire-power F117 Stealth* Jet GuidedBomb 24/60cm -** 10**/4 1 F18 Hornet GuidedBomb 24/60cm -** 10/4 1 A10 Warthog Flving tank Bombs or Gun 4/10cm 8/20cm 1 4 4 7 1 4 * Stealth Fighter is diIIicult to hit. May reroll successIul attempt to intercept or hit with AA. Stealth is also rare and valuable. Only one Stealth mission is permitted per game. AIter its use, the US player may still roll Ior air intercepts, but not air strikes. ** Guided bombs are extremely accurate. May reroll attempt to hit target bunker/ vehicle. II target is hit directly, AT Iactor is 10. May not use inIantry team as target.
United States Company Choices AIter the Vietnam War the US Army entered a period oI decline and demoralisation. However in the 1980s it began to be rebuilt, not only in terms oI equipment, but also in troop training and leadership. By the GulI War oI 1991 it was probably the best quality US Iorce to serve in combat since World War Two. With the end oI the Cold War and the collapse oI communism it has again declined in size (and some claim in quality), but it remains Iar and away the most advanced and powerIul army in the world, and second only to China in size.
You can base your US Iorce on A Mechanised InIantry company An Armoured company An InIantry company A Cavalry company An Air Cavalry company Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 7 You can also base your US Iorce on A Marine InIantry company A Marine Armoured company
Motivation and Experience All US army platoons are Confident Trained. A US army Iorce may be taken as a Reserve Iorce, in which case it is Confident Conscript but may select an addition 20 oI troops (by points value). Marine platoons are Fearless Trained
Mechanised Infantry Company A Iorce based around an InIantry Company must contain: A Company HQ and 2 or 3 Mechanised InIantry Platoons
Weapons platoons available to an InIantry Company are: Up to 2 Tank Platoons A Mortar Section
Support platoons Ior an InIantry Company can be: An Anti-aircraIt Platoon An Anti-tank Platoon A Heavy Mortar Section, An Artillery Battery A Pioneer Platoon An Attack Helicopter Section You may have up to one support platoon Ior each combat platoon in the Company
1 Mechanised Infantry Company HQ Company Leader has Command Net. This consists oI 2 Command teams: 1 Command Assault RiIle team in M2 Bradley 1 2IC Assault RiIle team HQ 60 points Option: add Artillery Radar team in M577 100 points
2-3 Mechanised Infantry Platoons Platoon Leader has Command Net. Each platoon consists oI: 1 Command Assault RiIle team, 1 Observer team in M2 Bradley 4 Assault RiIle teams, 2 AT Dragon Teams in 3 M2 Bradleys. Cost at Iull strength 300 points Cost with 2 Assault RiIles, 3 Bradleys 220 points (optional) upgrade AT team Irom Dragon to Javelin 5 points
Weapons Platoons: 0-2 Tank Platoons Now equipped with Abrams, US Tank platoons are among the best in the world. A platoon consists oI 2 to 4 tanks, one oI which must be the platoon commander. Some reserve platoons still have M60A3s. Platoons must be either all M1 or all M1A1 or all M1A2 or all M60A3 tanks. Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 8 2 to 4 M1 Abrams tanks, one oI which is platoon commander Cost with 4 M1 tanks - 600 points Cost with 3 M1 tanks - 450 points Cost with 2 M1 tanks - 300 points Option: replace M1 with M1A1 tank 20 points per tank Option: replace M1 with M1A2 tank 40 points per tank Option: replace M1 with M60A2 tank 30 points less per tank
0-1 Light Mortar platoon This consists oI: 1 Command Assault RiIle team, in M113 1 Observer team 2 mortar sections, each 2 M125 SP 81mm mortars Cost with 2 mortar sections (4 mortar teams) 150 points Cost with 1 mortar sections (2 mortar teams) 90 points Upgrade command transport to M2 Bradley - 20 points Downgrade command transport to HUMVEE 5 points less
Divisional Support 1roops: 0-1 Anti-tank platoon All US Divisions are well equipped with TOW anti-tank missiles: 1 Command Assault RiIle team, in M113 2 or 3 ATGW sections with M901 TOW AT gun team and truck. Cost with 3 M901 teams 170 points Cost with 2 M901 teams 120 points
0-1 Engineer Platoon All teams with Engineer skills. These teams have the Iull range oI combat engineer abilities, as well as the option to use Ilamethrowers or demolition charges. Command Engineer Assault RiIle team, M113 3 sections oI 2 Engineer Assault RiIle teams, demolition charges, M113 Cost with 3 sections 240 points Cost with 2 sections 170 points (Optional) replace up to 2 teams with Flamethrower team 5 points per team (Optional) replace all M113s with LAV transports 5 points per LAV
0-1 Recon Platoon All Assault RiIle teams with Recce skill and TI. Each platoon consists oI: 1 Command Assault RiIle team with Laser, GPS in M3 Bradley 3 Recon sections each with Assault RiIle team in M3 Bradley Cost with 3 Sections 280 points Cost with 2 Sections 210 points
0-1 Anti-aircraft platoon With such overwhelming air-support the US has little need oI air deIence. Even so a US commander may call on Divisional AA assets. Vulcan is potent against helicopters, while Stinger can threaten most aircraIt: 1 Command Assault RiIle team in HUMVEE 1 gun section with 2 or 3 M163A2 Vulcan 20mm AA vehicles. Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 9 Cost with 3 M163s 130 points Cost with 2 M163s 90 points Option: change M163s to Stinger teams in HUMVEEs 10 points less per AA team
0-1 Heavy Mortar section This consists oI: 1 Command Assault RiIle team, in M113 1 Observer team 2 M106 SP 107mm mortars Cost 110 points Downgrade command transport to HUMVEES 5 points less
0-1 Artillery Battery US artillery is abundant and technically excellent, with the latest weapons and equipment. Standard artillery is the tried and true M109 155mm howitzer, with MLRS rockets available. 1 Command RiIle /MG team, in HUMVEE 1 StaII team in HUMVEE 1 Observer team with GPS in HUMVEE 3 gun sections, with 2 M109 155mm SP howitzers, 2 M992 FAASV ammo vehicles. Cost with 3 sections 400 points Cost with 2 sections 280 points Cost with 1 section 160 points Option: add M992 FAASV ammo vehicle Iorr each M109 20 points each Option: add Artillery Radar team in M577 100 points
0-1 Attack Helicopter Section Equipped with the latest AH64 Apache Iiring HellIire missiles, these provide awesome Iirepower. 2 AH64 Apache helicopters, one oI which is Section commander (Optional) 2 Kiowa Observation helicopters, Full Cost - 500 points Cost with 2 Apaches - 400 points Cost with 2 Kiowas - 100 points (Option) replace all AH64 Apaches with AH1 Cobras 50 points less per AH1
Armoured Company A Iorce based around an Armoured Company must contain: A Company HQ oI 2 Tanks 2 to 4 Tank Platoons
Weapons platoons available to an InIantry Company are: Up to 2 Mechanised InIantry Platoons A Mortar Section
Support options are identical to those Ior a Mechanised InIantry Company
Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 10 Infantry Company A Iorce based around an InIantry Company must contain: A Company HQ and 2 or 3 InIantry Platoons
Weapons platoons available to an InIantry Company are: A Light Mortar Section A Gun Platoon
Support platoons Ior an InIantry Company can be: An Anti-aircraIt Gun Platoon An Anti-Tank platoon An Artillery Battery A tank Platoon An Engineer Platoon An Attack Helicopter Section You may have up to one support platoon Ior each combat platoon in the Company
1 Infantry Company HQ Company Leader has Command Net. This consists oI 2 Command teams: 1 Command Assault RiIle team 1 2IC Assault RiIle team 1 Sniper Team HQ 50 points (Optional) Add 2 LAV, 2 HUMVEE transports 40 points Option: add Artillery Radar team in M577 100 points
2-3 Infantry Platoons Platoon Leader has Command Net. Each platoon consists oI: 1 Command Assault RiIle team, 1 AT team 3 RiIle Squads each with 2 Assault RiIle teams Cost with 3 Squads 210 points Cost with 2 Squads 150 points (optional) upgrade AT team Irom Dragon to Javelin 5 points (Optional) Add 4 LAV transports 60 points (Optional) Add 4 M113 transports 40 points (Optional) Add 8 HUMVEE transports 40 points
Weapons Platoons: 0-1 Gun Platoon InIantry Companies now have gun platoons oI Lavs with 105mm gusn to provide immediate direct Iire support. 2 to 3 LAV105 AFVs, one oI which is platoon commander Cost with 3 LAV105s - 180 points Cost with 2 LAV105s - 120 points
Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 11 Divisional Support 1roops: 0-1 Recon Platoon All Assault RiIle teams with Recce skill and TI. Each platoon consists oI: 1 Command Assault RiIle team with Laser, GPS in LAV25 3 Recon sections each with Assault RiIle team in LAV25 Cost with 3 Squads 250 points Cost with 2 Squads 180 points
Armoured Cavalry Company A Iorce based around an Armoured Cavalry Company is identical to a Mechanised InIantry Company except: All Mechanised InIantry Platoons are replaced with Cavalry (Recon) Platoons No Heavy Mortar or Engineer Platoons are permitted
Air Cavalry Company A Iorce based around an Armoured Company is identical to an InIantry Company except: All HQ, InIantry, Light Mortar, Recce and Anti-tank Platoons may be transported by helicopters at 30 points per UH 1 Irroquois or 50 points per UH 60 Blackhawk No Tank Platoons are permitted A Gun Platoon is permitted, and may be airliIted on at the start Ior 50 points Up to 2 attack Helicopter Platoons are permitted
Marine Companies
Marine Armoured Company A Iorce based around a Marine Armoured Company is identical to an Army Armoured Company except: All tank platoons must be 3 to 5 tanks each M2 Bradley transports are replaced by LAV25 transports M3 Bradley Recon vehicles are replaced by LAV Recon vehicles.
Marine Infantry Company A Iorce based around a Marine Armoured Company is identical to an Army Armoured Company except: 2 to 4 InIantry platoons may be chosen All tank platoons must be 3 to 5 tanks each M2 Bradley transports are replaced by LAV25 transports or LVTP7 M3 Bradley Recon vehicles are replaced by LAV Recon vehicles.
Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 12
Intel Briefing on the American Army (1990 to present) Tanks and Other Fighting Vehicles Name Points Mobility Armour Equipment and Notes Front Side Top Tanks - Confident Trained M1 Abrams 150 FullTrk 18 11 3 105mm gun, AAHMG, coaxMG, Chobham, Gyro, Laser, TI, Light, Wide Tracks M1A1 170 FullTrk 18 11 3 120mm gun, AAHMG, coaxMG, Chobham, Gyro, Laser, TI, Light M1A2 190 FullTrk 20 13 3 120mm gun, AAHMG, coaxMG, Chobham, Gyro, Laser, TI M60A3 110 FullTrk 14 8 2 105mm gun, AAHMG, coax MG, Gyro, Laser, TI, Reactive Infantry Fighting Vehicles as infantry M2 Bradley 40 Fully-Trk 7 4 2 2 passenger, 30mm chain gun, coax MG, TOW Chobham, Gyro, TI LAV-25 25 HalfTrk 3 1 1 2 passenger, 25mm chain gun, AAHMG, Amphibious, Light, TI Self-prop. Artillery Confident Trained M125A3 35 Fully-Trk 3 2 0 81mm mortar, AA HMG, Mortar carrier M106A1 40 Fully-Trk 3 2 0 107mm mortar, AA HMG, Mortar carrier M109A1 60 Fully-Trk 2 2 1 155mm howitzer, AAHMG M992FSV 20 Fully-Trk 1 1 1 Allows ROFx2 for M109, AAHMG Self-propelled Anti-tank Confident Trained LAV105 MGS 60 Half-Trk 3 2 1 105mm gun, coaxMG Gyro, Laser, Light, Recce,TI M901 ITV 50 Fully-Trk 3 2 1 TOW launcher, Cherry-picker, Amphibious, TI M966 HUMVEE + Tow 25 Jeep 0 0 0 TOW launcher Self-propelled Anti-aircraft Confident Trained M163A2 Vulcan 40 Fully-Trk 1 0 0 20mm Vulcan cannon, Amphibious, NightVis HUMVEE Avenger 30 Wheeled - - - Stinger Anti-aircraft missile Reconnaissance Confident Trained M3 Bradley 40 Fully-Trk 7 4 2 1 passenger, 30mm chain gun, co-ax MG, TOW Chobham, Gyro, TI M113 ACAV 20 Fully-Trk 3 2 1 1 passenger, AAHMG, AAMG, AAMG Amphibious, NightVis, Recce Transports Vehicle Points Mobility Front Side Top Equipment Jeep Free Jeep - - - HUMVEE 5 Jeep 0 0 0 1 passenger, optional AA HMG / 40mm GL Recce LAV 15 Half-Trk 3 1 1 2 passenger AA HMG Amphibious Light Recce TI M113 10 Fully-Trk 3 2 1 3 passengers, AA HMG, Amphibious, NightVis M577 100 Fully-Trk 3 2 1 2 passengers, AA HMG, Amphibious, ArtRadar LVTP-7 20 Fully-Trk 3 2 1 4 Passengers, Co-axHMG, Amphibious Infantry Fighting Vehicles Confident Trained M2 Bradley Fully-Trk 7 4 0 2 passengers, 25mm chain gun, co-ax MG, TOW Gyro, Laser, Spaced, TI, (optional) Helicopters Confident Trained Helicopters Confident Trained AH-64 Apache 200 Helicopter - - - 30mm chain gun, 2xHellfire missiles, 70mm rocket pods, Flying Tank, Laser, Recc, TI AH-1 Cobra 150 Helicopter - - - 20mm gun, 2xTOW missiles or 70mm rocket pods, NightVis, Recce OH58 Kiowa Gunship 50 Helicopter - - - HMG, 70mm Rocket Pod Laser, Recce, TI UH-60 BlackhawkTransport Helicopter - - - 4 passengers, AAMG, AAMG, Recce UH-1 Huey Transport Helicopter - - - 3 passengers, AAMG, AAMG, Recce OH-58 Kiowa Observer Helicopter - - - 1 passenger, GPS, Laser , Observer, Recce Chobham: A vehicle fitted with Chobham armour gets an additional 2+ save versus any Heat or Hesh weapon Gyro: A vehicle fitted with a Gyro can fire its weapons at their full ROF when it moves, with the same score needed to hit the target Laser: Any team with a Laser does not suffer a 1 penalty to hit or observe targets over 16 range NightVis: Any team fitted with Night Vis does not have visibility affected by Night. Others must roll a die x 4 for night vision range. Spaced: A vehicle fitted with Spaced armour gets an additional 3+ save versus any Heat or Hesh weapon TI: Any team fitted with TI (Thermal Imager) does not have visibility affected by Night, Rain or Smoke Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 13
Guns, Missiles and Vehicle Weapons Weapon Points Range ROF Anti-Tank Firepower Notes 81mm mortar 40"/100cm - 1 3+ Mortar, Smoke 107mm mortar 48"/120cm - 1 2+ Mortar, Smoke 70mm rocket pods 24"/60cm - 4+ Rocket Pod MG or AA MG 16"/40cm 3 2 6 Self Defence AA if AAMG HMG or AA HMG 16"/40cm 3 5 6+ Self Defence AA if AAHMG 40mm grenade launcher 16"/40cm 3 2 4+ Close-support Artillery 20mm gun 24"/60cm 3 6 5+ Anti-aircraft 20mm vulcan cannon 24"/60cm 6 6 5+ Anti-aircraft 25mm chain gun 24"/60cm 3 7 5+ Self Defence AA 30mm chain gun 24"/60cm 3 8 5+ Self Defence AA 105mm tank gun 40"/100cm 2 20 2+ Cannister, Smoke 120mm tank gun 48/120cm 2 23 2+ 155mm howitzer 32"/80cm 1 12 1+ Artillery, Smoke TOW ATGW 40"/100cm 1 21 3+ HEAT Hellfire ATGW 40"/100cm 1 24 2+ HEAT Stinger anti-aircraft missile 24"/60cm 1 7 5+ Anti-aircraft Missile Infantry Teams Team Points Range ROF Anti-Tank Firepower Notes Assault Rifle team 20 8"/20cm 3 1 6 M16 assault rifle, M249 SAW LMG Firing LAW 80 (20) 8"/20cm 1 16 5+ HEAT Rocket HMG team 20 16"/40cm 3 5 6 M2 .50cal heavy machine gun, Self-defence AA Dragon team 15 2"-16" 1 16 4+ HEAT Missile Javelin team 20 2"-24" 1 18 4+ HEAT Missile TOW team 30 2"-32" 1 21 3+ HEAT Missile Man-portable Stinger team 25 24"/60cm 1 (2) (4+) Anti-aircraft Missile Command team 10 12"/30cm 3 2 6 M16 assault rifle Observer team 30 - - - - GPS, Laser, Observer, TI Staff team 5 - - - - Moves and fights as a gun team Optional 40mm GL: add a 40mm grenade launcher to a US transport vehicle for +20 points
Other NATO Armies
Most other Nato and western bloc (eg. Australia, Israel, South Korea) armies use a similar organisation to the US army, except: Tank platoons are usually 3 tanks each Tanks and AFVs are usually replaced by vehicles manuIactured in that nation Organic air support is not generally available Britain, France, Germany and Israel may chose Limited or Priority Air Support; All other Nato /Western bloc nations may chose Sporadic or Limited Air Support. DiIIerences in equipment used and Morale/Training ratings will be listed by army.
Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 14 Australian Army Use organisation oI Mechanised InIantry, InIantry, Air Cavalry (SAS) Company; Motivation and Training: Confident Veteran Chose vehicles, helicopters and inIantry teams Irom Iollowing table only; Weapon ratings and technology special rules are same as Ior US Army. Intel Briefing on the Australian Army (1990's) Tanks and Other Fighting Vehicles Name Points Mobility Armour Equipment and Notes Front Side Top Tanks - Confident Veteran Leopard AS1 140 Fully-Trk 12 6 2 105mm gun, co-ax MG, AA HMG, Gyro, Laser, Light, NightVis, Spaced, Wide tracks Leopard AS2 150 Fully-Trk 12 6 2 105mm gun, co-ax MG, AA HMG, Gyro, Laser, Light, Spaced, TI, Wide tracks Centurion V 100 Fully-Trk 13 8 2 84mm gun AAHMG coaxHMG NightVis Stabilised Observer Confident Veteran ASLAV-S (surveliance) 35 HalfTrk 3 1 1 AAHMG, Amphibious, GPS, Gyro, Laser, Light, Observer, Recce, TI Self-prop. Artillery Confident Veteran M125A3 40 Fully-Trk 3 2 0 81mm mortar, AAHMG Mortar carrier M106A1 50 Fully-Trk 3 2 0 107mm mortar, AAHMG Mortar carrier Self-propelled Anti-tank Confident Veteran Land Rover with 107mmRR 40 Jeep - - - 107mmRR, NightVis, Recce Recce Confident Veteran M113 25 Fully-Trk 0 0 0 1 passenger, AAHMG, coaxMG, NightVis, Recce ASLAV-25 30 HalfTrk 3 1 1 25mm chain gun, AAHMG, Amphibious, Gyro, Light, Recce, TI Transports Land Rover LWB Free Jeep - - - 1 passenger, AAMG M113 10 Fully-Trk 3 2 1 3 passengers TwincoaxMG, Amphibious, NightVis M113 FSV* 30 Fully-Trk 3 2 1 76mm gun, coaxMG, Amphibious, NightVis, Stabilise ASLAV PC 30 Fully-Trk 15 8 2 2 passengers AAHMG AAMG Amphibious, Recce, Spaced, TI Helicopters Confident Veteran Tiger 250 Helicopter - - - 30mm chain gun, 2xHellfire missiles, 70mm rocket pods or RBY70, Flying Tank, Laser, Recc, TI OH58 Kiowa 50 Helicopter - - - 2HMG, GPS, Observer, Recce TI UH60 Blackhawk 40 Helicopter - - - 3 passengers, 2xAAMG, Recce, TI Reactive: A vehicle fitted with Reactive armour gets an additional 2+ save versus any Heat weapon. Adjacent infantry must roll for hits Guns, Missiles and Vehicle Weapons Weapon Points Range ROF Anti-Tank Firepower Notes 76mm gun 32"/80cm 2 13 3+ Canister, Smoke 84mm gun 32"/80cm 2 15 3+ Canister L119 105mm Howitzer 40 24"/60cm 1 12 3+ Artillery, Heat, Smoke M198 155mm Howitzer 55 24"/60cm 1 14 3+ Artillery, Heat, Smoke 107mm RR 32"/80cm 1 21 3+ HEAT Missile Rapier anti-aircraft missile 50 48"/120cm 2 5 3+ Anti-aircraft Missile, AARadar RB70 anti-aircraft missile 40 24"/60cm 1 5 4+ Anti-aircraft Missile Infantry Teams Confident Veteran Team Points Range ROF Anti-Tank Firepower Notes MG team* 25 16"/40cm 3 2 6 FN Rifle, M60, Marching Fire Assault Rifle team* 25 12"/30cm 3 2 6 Steyr Assault rifle, M249 SAW Moving Fire *Firing LAW - 4"/10cm 1 14 5+ AT Rocket, HEAT HMG team 25 16"/40cm 3 2 6 L7 7.62mm heavy machine gun, Self Defence AA Carl Gustav AT team 20 8/20cm 1 18 4+ AT Rocket, HEAT Milan ATGW team 30 4"-24" 1 20 4+ HEAT, Missile Command team 15 12"/30cm 3 1 6 Steyr assault rifle, Moving Fire Observer team 40 - - - - GPS, Laser, Observer, TI Staff team 5 - - - - Moves and fights as a gun team * InIantry teams are armed with FN SLR (MG teams), or Steyr (Assault RiIle) ** May attach M113 FSV to any Mechanised InIantry Platoon with M113 transport. Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 15 British Army Use organisation oI Armour, Mechanised InIantry, InIantry and Air Cavalry (Paratroop) Company; Most troops Confident Veteran; Paratroops: Fearless Veteran (Cost 20) Chose vehicles, helicopters and inIantry teams Irom Iollowing table only; Weapon ratings and technology special rules are same as Ior US Army. Intel Briefing on the British Army (1990's) Tanks and Other Fighting Vehicles Name Points Mobility Armour Equipment and Notes Front Side Top Tanks - Confident Veteran Challenger I 210 Fully-Trk 20 10 3 120mm gun, co-ax MG, AA MG, AA HMG, Chobham, Gyro, Laser, TI Challenger II 240 Fully-Trk 21 13 3 120mm gun, co-ax MG, AA MG, AA HMG, Chobham, Gyro, Laser, TI Chieftan XII (Stillbrew) 180 Fully-Trk 18 8 2 122mm gun, coaxMG, coaxHMG, Gyro, Laser, Spaced, TI Chieftan X 150 Fully-Trk 16 8 2 122mm gun, coaxMG, AAHMG, Heavy Tank, Laser, NightVis, Spaced, Stabiliser Infantry Fighting Vehicles Confident Veteran M2 Warrior 45 Fully- tracked 8 6 0 2 passengers, 30mm chain gun, co-ax MG, Chobham, Gyro, Laser, Spaced, TI, Self-prop. Artillery Confident Veteran M125A3 40 Fully-Trk 3 2 0 81mm mortar, AAHMG Mortar carrier M106A1 50 Fully-Trk 3 2 0 107mm mortar, AAHMG Mortar carrier M109A1 70 Fully-Trk 2 2 1 155mm howitzer, AAHMG Self-propelled Anti-tank Confident Veteran Striker 50 Fully-Trk 3 2 1 HOT launcher, AAMG, TI Self-propelled Anti-aircraft Confident Veteran M163A2 Vulcan 40 Fully-Trk 1 0 0 20mm Vulcan cannon, Amphibious, NightVis Recce Confident Veteran Scorpion 40 Jeep 0 0 0 76mm gun, coaxMG, Recce Spaced TI Scimitar 50 Jeep 0 0 0 30mm gun, coaxMG, Gyro, Recce Spaced TI Transports Vehicle Points Mobility Front Side Top Equipment Land Rover Free Jeep - - - 1 passenger Saxon 10 Fully-Trk 3 2 1 2 passengers, AA HMG, Light, NightVis FV432 5 Fully-Trk 3 2 1 3 passenger AAHMG NightVis Helicopters Confident Veteran AH-64 Apache 240 Helicopter - - - 30mm chain gun, 2xHellfire missiles, 70mm rocket pods, Flying Tank, Laser, Recc, TI Lynx 160 Helicopter - - - 2xTOW missiles or 70mm rocket pods, Recce TI Reactive: A vehicle fitted with Reactive armour gets an additional 2+ save versus any Heat weapon. Adjacent infantry must roll for hits Guns, Missiles and Vehicle Weapons Weapon Points Range ROF Anti-Tank Firepower Notes 122mm gun 48"/120cm 2 21 2+ HOT ATGW 48"/120cm 1 21 3+ HEAT Missile Rapier anti-aircraft missile 50 48"/120cm 2 5 3+ Anti-aircraft Missile, AARadar Stinger anti-aircraft missile 40 24"/60cm 1 5 5+ Anti-aircraft Missile Infantry Teams Confident Trained Team Points Range ROF Anti-Tank Firepower Notes MG team* 25 16"/40cm 3 2 6 EM2 Assault Rifle, Marching Fire *Firing LAW80 - 8"/20cm 1 16 4+ AT-4 light anti-tank weapon, HEAT HMG team 25 16"/40cm 3 2 6 L7 7.62mm heavy machine gun, Self Defence AA Milan ATGW team 30 4"-24" 1 20 4+ HEAT, Missile Command team 15 12"/30cm 3 1 6 EM2 assault rifle, Moving Fire Observer team 30 - - - - GPS, Laser, Observer Staff team 5 - - - - Moves and fights as a gun team Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 16 Israeli Army Use organisation oI US Armour, Mechanised InIantry, and InIantry Company; Armour, Helicopter platoons: Confident Veteran, Other Platoons Confident Trained; All in Paratroop (Airborne InIantry) Company: Fearless Veteran (Cost 40) Chose vehicles, helicopters and inIantry teams Irom Iollowing table only; Weapon ratings and technology special rules are same as Ior US Army. Intel Briefing on the Israeli Army (1990's) Tanks and Other Fighting Vehicles Name Points Mobility Armour Equipment and Notes Front Side Top Tanks - Confident Veteran Merkava MkI/II 160 Fully-Trk 16 9 3 105mm gun, co-ax MG, AA MG, AA HMG, Gyro, Laser, NightVis, RearAccess, Spaced Merkava MkIII/IV 180 Fully-Trk 17 9 3 120mm gun, co-ax MG, AA MG, AA HMG, Gyro, Laser, RearAccess Spaced, TI Magach (M60) 150 Fully-Trk 15 7 2 105mm gun, coaxMG, coaxHMG, Gyro, Laser, Reactive, TI Shot (Centurion) 120 Fully-Trk 14 7 2 105mm gun, coaxMG, AAHMG, Laser, NightVis, Spaced, Stabiliser Self-prop. Artillery Confident Trained M125A3 30 Fully-Trk 3 2 0 81mm mortar, AAHMG Mortar carrier M106A1 40 Fully-Trk 3 2 0 107mm mortar, AAHMG Mortar carrier Doher (M109A1) 60 Fully-Trk 2 2 1 155mm howitzer, AAHMG Self-propelled Anti-tank Confident Trained M151 TOW 40 Fully-Trk 3 2 1 TOW launcher, Amphibious, NightVis Self-propelled Anti-aircraft Confident Trained M163A2 Vulcan 40 Fully-Trk 1 0 0 20mm Vulcan cannon, Amphibious, NightVis Recce Confident Trained RBY/RAM 15 Jeep 0 0 0 1 passenger, AAMG, AAMG, Recce Transports Vehicle Points Mobility Front Side Top Equipment HUMVEE 5 Jeep 0 0 0 1 passenger M113 10 Fully-Trk 3 2 1 2 passengers, AA HMG, Amphibious, NightVis M113 Zelda 15 Fully-Trk 5 4 1 2 passenger AAHMG Amphibious NightVis Spaced Achzarit / Nagmashot 30 Fully-Trk 15 8 2 2 passengers AAHMG AAMGx2 NightVis, Spaced Helicopters - Confident Veteran AH-64 Apache 240 Helicopter - - - 30mm chain gun, 2xHellfire missiles, 70mm rocket pods, Flying Tank, Laser, Recc, TI AH-1 Cobra 180 Helicopter - - - 20mm gun, 2xTOW missiles or 70mm rocket pods, NightVis, Recce Rear access: These vehicles are designed for crew safety. They vehicles may re-roll any failed attempts to recover from bail-out. Reactive: A vehicle fitted with Reactive armour gets an additional 2+ save versus any Heat weapon. Adjacent infantry must roll for hits Guns, Missiles and Vehicle Weapons Weapon Points Range ROF Anti-Tank Firepower Notes TOW ATGW 40"/100cm 1 21 3+ HEAT Missile Hellfire ATGW 40"/100cm 1 24 2+ HEAT Missile Stinger anti-aircraft missile 24"/60cm 4 5 3+ Anti-aircraft Missile Infantry Teams Confident Trained Team Points Range ROF Anti-Tank Firepower Notes MG team* 20 16"/40cm 3 2 6 Galil, Marching Fire Assault Rifle team* 20 8"/20cm 3 2 6 M16 assault rifle, M249 SAW Moving Fire Sub-machine Gun team* 15 4"/10cm 3 1 6 Uzi SMG Moving Fire *Firing LAW80 - 8"/20cm 1 16 4+ AT-4 light anti-tank weapon, HEAT HMG team 20 16"/40cm 3 2 6 L7 7.62mm heavy machine gun, Self Defence AA Gill ATGW team 20 4"-16" 1 20 4+ HEAT, Missile Command team 15 12"/30cm 3 1 6 M16 assault rifle, Moving Fire Observer team 30 - - - - GPS, Laser, Observer Staff team 5 - - - - Moves and fights as a gun team * InIantry teams are armed with Galil (MG teams), M16 (Assault RiIle) or Uzi (SMG) Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 17 RUSSIAN ARMY Although it has received little attention in the Western media since the end oI the Cold War, the Russian (Iormer Soviet Union) Army has been very active in the 1990s. Initially it attempted to reduce in size and modernise, disposing oI much oI its obsolete old equipment. The ongoing Iighting in Chechnya has drained it badly.
Russian Air Support The Russian Air Force has survived the collapse oI the Iormer Soviet Union better than most branches oI the armed Iorces. SuccessIul export sales oI new Iighters like the Mig 29 and SU27 have given it suIIicient Iunds to modernise and retain pilots.
Prioritv Air Support Ior 200 points Priority air support will provide supporting ground attack aircraIt and intercepting Iighters on a roll oI 4. Limited Air Support Ior 100 points Limited air support will provide supporting ground attack aircraIt and intercepting Iighters on a roll oI 5. AircraIt Weapons Range ROF Anti-tank Fire-power SU25 FrogIoot Jet Guns or Rockets 8/20cm 8/20cm 3 - 6 6 5 4 Mig 27 Flogger Jet Bombs or Rockets 4/10cm 8/20cm - - 4 6 1 4
Company Choices You can base your Russian Iorce on one or more: Tank Companies Motor RiIle Companies Airborne Companies Marine Companies A Recce Company An Engineer Company
Battalion Choices Russian Iorces are organised in Companies and Platoons like western armies. In addition, iI they Iield more than one Company, they may also Iield a Battalion Headquarters. In this case, Company motivation is not tested. Instead, motivation is tested Ior the entire Battalion, when more than halI its platoons are destroyed. You can base your Russian Battalion Iorce on A Tank Battalion A Motor RiIle Battalion An Airborne Battalion A Marine Battalion
Motivation and Experience Companies oI Russian Airborne or Marine Battalions and any Recce or Helicopter teams are Confident Trained; All other Russian platoons are Reluctant Trained. Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 18
Tank Battalion A Iorce based around a Tank Battalion must contain: A Battalion HQ and At least 2 to 3 Tank Companies Up to one Motor RiIle Company Tank Battalion HQ This consists oI 2 Command teams: 1 Command T64 Main Battle Tank (MBT) 1 2IC Assault RiIle team, other Assault RiIle team in BMP3 2 BRDM 2 1 Observer team with Laser in ACRV HQ 160 points
Motor Rifle Battalion A Iorce based around a Motor RiIle Battalion must contain: A Battalion HQ and At least 2 to 3 Motor RiIle Companies Up to one Tank Company Motor Rifle Battalion HQ This consists oI 2 Command teams: 1 Command Assault RiIle team, other Assault RiIle team in BTR80 1 2IC Assault RiIle team, other Assault RiIle team in BTR80 2 BRDM 1 1 Observer team with Laser in ACRV HQ 100 points
Airborne Battalion A Iorce based around a Motor RiIle Battalion must contain: A Battalion HQ and At least 2 to 3 Airborne Companies Up to 2 Assault Gun Companies Up to one Recce Company Airborne Battalion HQ This consists oI 2 Command teams: 1 Command Assault RiIle team, other Assault RiIle team in BMD 1 2IC Assault RiIle team, other Assault RiIle team in BMD 2 BRDM1 1 Observer team with Laser in BRDM1 HQ 100 points
Marine Battalion A Iorce based around a Marine Battalion is the same as an Airborne Battalion except: Assault Gun Companies are be replaced by an option Ior a Tank Company; InIantry transports must be BTR80s and not BMDs. Transport Helicopters may not be used Only 1 Flight oI attack Helicopters may be used Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 19
Tank Company Tank Battalions have priority Ior receiving the best new tanks, including the T80 and T90, although many still use the T64 or T72. A Tank Company must consist oI: Tank Company HQ 2 or 3 Tank Platoons Weapons Companies available to a Tank Company are: A Motor RiIle Platoon An Anti-aircraIt Missile Platoon Support platoons Ior a Tank Company are: An Engineer Platoon An Anti-aircraIt Platoon An Anti-tank Platoon A Mortar Battery An Artillery Battalion An Attack Helicopter Flight You may have up to one support unit Ior each combat Platoon in the Company.
Tank Company HQ Company command tank and up to 3 platoons oI 3 tanks each. Cost with T64 tanks - 80 points
Tank Platoon Platoon command tank and 1 or 2 other tanks. Cost with 3 T64 tanks - 240 points Cost with 2 T64 tanks - 160 points Option: upgrade all T64s with T72M1 tank 10 points per tank Option: upgrade all T64s with T80 tank 20 points per tank Option: upgrade all T64s with T90 tank 30 points per tank Option: equip all tanks with APFSDS rounds 10 points per tank Note: All tanks in a Battalion must be upgraded iI any are, including HQ and Recce.
Motor Rifle Platoon Every Tank Battalion includes a Motor RiIle Company. It may be deployed as a separate Company, or one platoon attached to each tank company. Platoon consists oI 3 sections oI 2 Assault RiIle teams in BMP1; One assault riIle team is command team. Cost with 3 BMP1 sections - 130 points Cost with 2 BMP1 sections - 90 points (optional) replace all BMP1 with BMP2 5 points each (optional) replace all BMP1 with BMP3 15 points each Note: All BMPs in Battalion must be upgraded iI any are, including HQ and Recce.
Weapons Platoons: 0-1 Anti-aircraft Missile Platoon The Russian army is well equipped with Anti-aircraIt deIences, at both the company and Divisional level. Each platoon has: 1 Command Assault RiIle team 2 Squads, each 1 SA14 AAGW team, BMP3 Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 20 Cost at Iull strength (2 SA14) 160 points Cost with 1 squad (1 SA14) 90 points
Divisional Support 1roops: 0-1 Engineer Platoon A Divisional Engineer Company may be attached. It consists oI: 1 Command Assault RiIle Engineer team, 2IC Assault RiIle Engineer team in BMP1 2 Sections, each Flamethrower team and Assault RiIle Engineer team in BMP1 Cost at Iull strength 170 points Cost with 1 section 110 points (optional) replace all BMP1 with BMP2 5 points each (optional) replace all BMP1 with BMP3 15 points each Note: All BMPs must be upgraded iI any are, including HQ and Recce Company.
0-1 Anti-aircraft Platoon The Russian army is well equipped with Anti-aircraIt deIences, and Iurther support is available Irom Divisional. Each platoon has: 1 Command Assault RiIle team, BRDM1 2 sections, each 2 ZSU30 Cost at Iull strength (4 ZSU) 220 points Cost with 1 section (2 ZSU) 120 points (Option) Replace ZSU section with radar team, 2 SA13 30 points less (Option) Replace ZSU section with 2S9 Tunguska 40 points each section
0-1 Anti-tank Platoon The Russian army is well equipped with Anti-tank deIences. Each platoon has: 3 BRDM2 (AT5 Spandrel), one oI which is command team. Cost with 3 BRDM2 90 points Cost with 2 BRDM2 60 points
0-1 Mortar platoon This consists oI up to 3 mortar teams, and 1 observer teams. 1 Command Assault RiIle team in MTLB 3 mortar sections, each 2 81mm mortar team, 2 MTLB transports Cost with 3 mortar teams 130 points Cost with 2 mortar teams 90 points (Optional) upgrade all 81mm to 120mm Heavy mortars 10 points per mortar
0-1 Artillery Battery Artillery is one oI the traditional strengths oI the Russian army, and it is well equipped and numerous. Also, it is now selI-propelled. A Battery consists oI: 1 Command Assault RiIle team, StaII team, MTLB 2 gun sections, each 3 2S1 122mm SP guns. Cost at Iull strength (6 2S1s) 270 points Cost with 1 section (3 2S1s) 150 points (Option): replace 2S1 122mm with 2S3 152mm SP guns 20 points per gun (Option): add up to 2 supporting batteries Irom oII-board 150 points per battery
Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 21 0-1 Attack Helicopter Flight The Russia army was one oI the Iirst to adopt the use oI the attack helicopter, and the Mil24 Hind made a Iearsome reputation Ior itselI in AIghanistan. 2 Flights, each 2 MIL 24D Hind gunships Cost with 4 Hinds - 480 points Cost with 2 Hinds - 240 points Option: replace Hinds with MIL 28 Havoc 30 points extra per gunship NB: Hinds and Havocs are heavily armoured. Reroll successIul AA Iirepower tests. Only one Ilight may be Iielded per Battalion.
Motor Rifle Company Motor RiIle Companies are combined arms teams. A Motor RiIle Company contains: A Company HQ and At least 2 to 3 Motor RiIle Platoons Up to one tank Platoon Weapons Companies available to a Motor RiIle Company are: A Light Mortar Platoon An Anti-aircraIt Missile Platoon Support options Ior Motor RiIle Company are same as Ior a Tank Company except: Up to 2 Anti-tank Platoons may be chosen You may have up to one support unit Ior each combat Platoon in the Company.
Motor Rifle Company HQ A Company consists oI: 1 Command Assault RiIle team, 2IC Assault RiIle team in BTR80 2 30mm Auto grenade launcher teams in BTR80 Cost 100 points (optional) add 2 AT7 teams in BTR80 - 40 points (optional) add 3 GPMG teams in BTR80 - 60 points
2-3 Motor Rifle Platoons A Motor RiIle Platoon consists oI: 3 sections oI 2 Assault RiIle teams in BTR80; 1 assault riIle team is command team. Cost with 3 BTR80 sections - 110 points Cost with 2 BTR80 sections - 80 points (optional) replace all BMP1 with BMP2 5 points each (optional) replace all BMP1 with BMP3 10 points each Note: All BMPs must be upgraded iI any are, including HQ and Recce Company. (optional) replace all BTR80 with MTLB same cost (optional) replace all BTR80 with BMP1 5 points each (optional) replace all BTR80 with BMP2 10 points each (optional) replace all BTR80 with BMP3 20 points each Note: BTRs must also be upgraded in HQ and support units at the same cost.
0-1 Tank Platoon Every Motor RiIle Battalion includes a Tank Company. It may be deployed as a separate Company, or a platoon attached to each Motor RiIle company. A tank platoon consists oI 4 older tanks, one oI which is the Platoon commander: Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 22 Cost with 4 T62A tanks - 200 points Cost with 3 T62A tanks - 150 points Option: upgrade all T62s to T72M1 tank 20 points per tank Option: upgrade all T62s to T64 tank 30 points per tank Option: upgrade all T62s to T80 tank 40 points per tank Option: upgrade all T62s to T90 tank 50 points per tank Note: All tanks must be upgraded iI any are, including HQ and Recce Company. Tanks may be upgraded whether deployed separately or as a single Company.
Weapons Platoons: 0-1 Anti-aircraft Missile Platoon Same as in Tank Company but substitute BTR80 Ior BMP1 at 5 points less per BTR.
0-1 Light Mortar platoon This consists oI 2 Vasiliek automatic mortar teams, and 1 observer team. 1 Command Assault RiIle team in MTLB 1 Observer team in BRDM2 2 mortar sections, each with 82mm automatic mortar team, MTLB transports Cost with 2 mortar teams 80 points
Divisional Support 1roops: 0-1 Engineer Platoon Same as in Tank Company but substitute BTR80 Ior BMP1 at 10 points less per BTR.
0-1 Anti-aircraft Platoon Same as Tank Company.
0-1 Mortar platoon Same as Tank Company.
0-1 Artillery Battery Same as Tank Company but may substitute 122mm howitzer towed by MTLB Ior 2S1 SP guns at 15 points less each.
0-1 Attack Helicopter Flight Same as Tank Company.
Airborne (Desant) Company All units are Confident Trained. Air Mobile Companies are lightly equipped to remain air transportable. A Iorce based on Airborne Company must contain: A Company HQ and At least 2 to 3 Airborne Platoons Weapons Platoons available to an Airborne Company are: An Anti-aircraIt Missile Platoon An Airborne Recce Platoon Support options Ior an Airborne Battalion are: An Engineer Platoon (Same as in Tank Company but with BMD not BMP) Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 23 An Anti-aircraIt Platoon Up to 2 Anti-tank Platoons A Mortar Battery An Artillery Battalion Up to 2 Attack Helicopter Flights You may have up to one support unit Ior each combat Company in the Battalion.
Airborne Company HQ A Company consists oI: 1 Command Assault RiIle team, 2IC Assault RiIle team in BMD 2 30mm Auto grenade launcher teams in BMD Cost 110 points (optional) add 2 AT7 teams in BMD - 50 points
2-3 Air Mobile Platoons A Motor RiIle Platoon consists oI: 3 sections oI 2 Assault RiIle teams in BMD; 1 assault riIle team is command team. Cost with 3 BMD sections - 140 points Cost with 2 BTR80 sections - 100 points (optional) replace all BMD1 with BMD2 5 points each (optional) replace all BMDs with 1 Mil 6 Helicopter Transport 20 points
Weapons Platoons: 0-2 Assault Gun Platoon Each Airborne Battalion may contain up to 2 Assault Gun Companies. Assault Guns may either be attached as platoons to each Company, or Iielded as single companies, but not both. An Assault Gun Platoon consists oI: 3 air mobile ASU85s, one oI which is the Command vehicle. Cost with 3 ASU85s - 90 points Cost with 2 ASU85s - 60 points (optional) replace all ASU85s with ASU57s 10 points less each
0-1 Anti-aircraft Missile Platoon Airborne Divisions have extra Anti-aircraIt deIences. Each platoon has: 1 Command Assault RiIle team, Jeep 3 Squads, each 1 SA14 AAGW team, Jeep Cost at Iull strength (3 SA14) 100 points Cost with 1 squad (2 SA14) 70 points (optional) replace all Jeeps with 1 Mil 6 Helicopter Transport 40 points
0-1 Airborne Recce Platoon All teams have Recce skill. A Platoon consists oI: 4 Assault RiIle teams in Jeeps, one oI which is Command team Cost with 4 teams - 100 points Cost with 3 teams - 75 points (optional) replace all BMDs with 1 Mil 6 Helicopter Transport 20 points
Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 24 Divisional Support 1roops: 0-1 Recce Company Same as in Tank Battalion but substitute BMD Ior BMP1 at 10 points less per BMD.
0-1 Anti-aircraft Platoon Same as Tank Battalion but may only use SA13.
0-2 Anti-tank Platoons A Platoon consists oI: Command team and 2 AT7 teams in 2 BMD1s Cost with 2 teams - 70 points (May be transported with other platoons iI helicopter transport chosen)
0-1 Mortar platoon Same as Tank Battalion. (May be transported with other platoons iI helicopter transport chosen)
0-1 Artillery Battery Same as Tank Battalion but must substitute 122mm howitzer towed by BMD Ior 2S1 SP guns at 15 points less each. (optional) replace all BMDs with 2 Mil 6 Helicopter Transports 50 points
0-2 Attack Helicopter Flight Same as Tank Battalion. Maximum 2 Ilights, even iI more than 1 company Iielded.
Assault Gun Company These Companies may only be Iielded as part oI Airborne Battalions. They contain: A Company HQ and At least 2 to 3 Assault Gun Platoons Up to one Anti-aircraIt Missile Platoon (same as in Airborne Company)
Company HQ An Assault Gun HQ consists oI 1 ASU85 Assault Gun; Cost - 30 points
2-3 Assault Gun Platoons An Assault Gun Platoon consists oI: 3 air mobile ASU85s, one oI which is the Command vehicle. Cost with 3 ASU85s - 90 points Cost with 2 ASU85s - 60 points (optional) replace all ASU85s with ASU57s 10 points less each Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 25 Recce Company A Recce Company is designed to be the Iast moving spearhead oI a Tank Battalion. Its troops are highly motivated Confident Trained. All teams except tanks in a Recce Company have the Recce skill. A Recce Company contains: A Company HQ and at least 2 oI: Up to 2 Motor RiIle (Recce) Platoons Up to 2 Armoured Recce Platoons Weapons Companies available to a Recce Company are: A Tank Platoon Support options Ior Motor RiIle Company are same as Ior a Tank Company except: An Anti-aircraIt Missile Platoon An Anti-tank Platoon You may have up to one support unit Ior each combat Platoon in the Company.
Recce Company HQ All with Recce Skill. A Company consists oI: 1 Command Assault RiIle team, in BRDM2 1 Observer team with Laser in BRDM2 Cost 110 points (optional) add 2 AT7 teams in BRDM2s - 60 points
0-2 Motor Rifle (Recce) Platoons 3 sections oI 2 Assault RiIle teams in BTR80; 1 assault riIle team is command team. Cost with 3 BTR80 sections - 180 points Cost with 2 BTR80 sections - 120 points (optional) replace all BTR80 with MTLB same cost (optional) replace all BTR80 with BMP1 5 points each (optional) replace all BTR80 with BMP2 10 points each (optional) replace all BTR80 with BMP3 20 points each Note: All BTR80s must be upgraded iI any are, including HQ.
0-2 Armoured Recce Platoons 2 BRDM2s; 1 BRDM2 is command team. Cost - 50 points (optional) replace BRDM2s with BMRs 30 points
Marine Company This is the same as an Airborne Company except that: Troops must be transported in BTR80s, not BMDs Helicopter Transport may not be chosen Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 26
Intel Briefing on the Russian Army (1990's) Tanks and Other Fighting Vehicles Name Points Mobility Armour Equipment and Notes Front Side Top Tanks Reluctant Trained T90 110 FullTrk 18 11 3 125mm gun, AT11, AAHMG, coaxMG, Laser, Light, NightJis, Reactive, Stabilised T80U Kontakt 5 100 FullTrk 17 11 3 125mm gun, AT11, AAHMG, coaxMG, Laser, Light, NightJis, Reactive, Stabilised T72M (export) 70 FullTrk 16 7 1 125mm gun, AAHMG, coaxMG, Light, NightJis, Spaced, Stabilised T72BM ERA 90 FullTrk 17 10 2 125mm gun, AAHMG, coaxMG, Light, NightJis, Reactive, Stabilised T64 80 FullTrk 17 10 2 125mm gun, AT11, AAHMG, coaxMG, Light, NightJis, Spaced, Stabilised T62 50 FullTrk 12 7 1 115mm gun, AAHMG, coaxMG, NightJis, Spaced T55 M1983 50 FullTrk 15 6 1 100mm gun, AAHMG, coaxMG, NightJis, Spaced T55 40 FullTrk 10 6 1 100mm gun, AAHMG, coaxMG, NightJis Infantry Fighting Vehicles as infantry BMP1 15 Fully-Trk 3 1 1 2 Passenger AT3 73mm gun coaxMG Amphibious BMP2 20 Fully-Trk 3 1 2 2 Passenger AT5 30mm gun coaxMG, Amphibious, NightVis BMP3 30 Fully-Trk 5 3 1 2 Passenger AT10, 100mm shortgun coaxMG, Amphibious, NightVis Stabilised BMD1 15 Fully-Trk 2 1 1 2 Passengers, AT3, 73mm gun coaxMG, NightVis BMD2 20 Fully-Trk 2 1 1 2 Passenger AT5 30mm gun coaxMG NightVis Stabilised Self-prop. Artillery Reluctant Trained 2S1 122mm SP howitzer 40 Fully-Trk 1 1 1 122mm howitzer, Amphibious, NightVis 2S3 152mm SP howitzer 50 Fully-Trk 1 1 1 152mm howitzer, AAMG, Amphibious, NightVis 2S9 120mm SP gun/mortar 40 Fully-Trk 1 1 1 120mm gun-mortar, AAMG, Amphibious, NightVis 2S23 120mm SPgun/mortar 35 Half-Trk 1 1 1 120mm gun-mortar, AAMG, Amphibious, NightVis Self-propelled Anti-tank Reluctant Trained ASU85 30 Fully-Trk 6 3 1 85mm gun, HullMG Amphibious NightVis ASU57 20 Fully-Trk 3 1 1 57mm gun, HullMG Amphibious BRDM1 ATGW 20 Jeep 1 1 1 AT3, Amphibious, NightVis BRDM2 ATGW 25 Jeep 1 1 1 HMG, coaxMG, AT5 Amphibious, NightVis Self-propelled Anti-aircraft Reluctant Trained ZSU23 Shilka 40 Fully-Trk 1 1 1 Quad23mm gun Amphibious, NightVis AARadar 2S9 Tunguska M1 50 Fully-Trk 1 1 1 Twin30mm gun, TwinSA13 AA missile AARadar SA9 Gaskin 40 Wheeled 1 1 1 TwinSA9 AA missile Amphibious AARadar SA13 Gopher 45 Fully-Trk 1 1 1 TwinSA13 AA missile AARadar NightVis Reconnaissance Confident Trained BRDM1 10 Jeep 1 1 1 HMG, coaxMG Amphibious, Recce BRDM2 10 Jeep 1 1 1 1 passenger TwinMG Amphibious NightVis Recce BMR 30 Fully-Trk 3 1 2 1 Passenger AT4, 73mm gun coaxMG, Amphibious, Laser, NightVis Stabiliser PT76 25 Fully-Trk 3 1 1 73mm gun coaxMG, Amphibious, Recce Transports Vehicle Points Mobility Front Side Top Equipment Jeep Free Jeep - - - BTR70 10 Half-Trk 3 2 1 2 passengers, AA HMG, Amphibious, NightVis MTLB 10 Fully-Trk 3 2 1 2 Passengers, CoaxHMG, NightVis,WideTracks Helicopters Reluctant Trained Mil28 Havoc 150 Helicopter - - - 30mm gun, 2xAT6 missiles, 70mm rocket pods, Flying Tank; NightVis, Recce Mil24 Hind D/E Gunship 120 Helicopter - - - 20mm gun, 2xAT4 missiles, 70mm rocket pods, Flying Tank; NightVis Mil24 Hind D Assault Transport 60 Helicopter - - - 2 Passengers, QuadHMG, 57mm rocket pods, Flying Tank; NightVis Mil 6 Hip Transport 50 Helicopter - - - 8 passengers, 57mm rocket pods, AAMG Gyro: A vehicle fitted with a Gyro can fire its weapons at their full ROF when it moves, with the same score needed to hit the target Laser: Any team with a Laser does not suffer a 1 penalty to hit or observe targets over 16 range NightVis: Any team fitted with Night Vis does not have visibility affected by Night. Others must roll a die x 4 for night vision range. Reactive: A vehicle fitted with Reactive armour gets an additional 3+ save versus any Heat weapon Spaced: A vehicle fitted with Spaced armour gets an additional 3+ save versus any Heat or Hesh weapon Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 27
Russian Guns, Missiles and Vehicle Weapons Weapon Points Range ROF Anti-Tank Firepower Notes 81mm mortar 20 40"/100cm - 1 3+ Mortar, Smoke 82mm auto mortar 30 40"/100cm - 1 3+ Vasiliek Mortar, Smoke, Automatic Mortar 120mm gun-mortar 30 24"/60cm 1 1 2+ Close Support Artillery, Smoke SPG9 Recoilless Rifle 8"/60cm - 6 4+ Rocket Pod 57mm rocket pods 8"/60cm - 6 4+ Rocket Pod MG or AA MG 16"/40cm 3 2 6 Self Defence AA if AAMG HMG or AA HMG 16"/40cm 3 5 6+ Self Defence AA if AAHMG SA7 24"/60cm 1 5 6+ Anti-aircraft Missile SA9 24"/60cm 1 5 6+ Anti-aircraft Missile SA13 24"/60cm 1 5 6+ Anti-aircraft Missile SA14 24"/60cm 1 5 6+ Anti-aircraft Missile 40mm grenade launcher 16"/40cm 3 2 4+ Close-support Artillery 20mm gun 24"/60cm 3 6 5+ Anti-aircraft Quad23mm gun 24"/60cm 6 6 5+ Anti-aircraft 30mm gun 24"/60cm 3 8 5+ Self-defence AA Twin30mm gun 24"/60cm 4 8 5+ Anti-Aircraft 73mm gun 24"/60cm 1 9 4+ Heat 100mm short gun 32"/80cm 1 12 3+ Heat 100mm tank gun 32"/80cm 2 16 3+ Smoke 115mm tank gun 40"/100cm 2 17 2+ Smoke 125mm tank gun 40/100cm 2 19 2+ Smoke 125mm tank gun APFSDS 40/100cm 2 21 2+ Smoke 122mm howitzer 24"/60cm 1 10 2+ Artillery, Smoke 152mm howitzer 32"/80cm 1 12 1+ Artillery, Smoke AT3 ATGW Sagger 32"/80cm 1 16 3+ HEAT Missile AT4 ATGW Spigot 32"/80cm 1 17 3+ HEAT Missile AT5 ATGW Spandrel 40"/100cm 1 18 3+ HEAT Missile AT6 ATGW Spiral 40"/100cm 1 20 3+ HEAT Missile AT8 ATGW Songster 40"/100cm 1 20 3+ HEAT Missile AT10 ATGW Stabber 24"/60cm 1 20 3+ HEAT Missile AT11 ATGW Sniper 48"/120cm 1 20 3+ HEAT Missile Automatic Mortar: An automatic mortar team counts as two mortars firing for purposes of determining indirect fire battery size. Infantry Teams Team Points Range ROF Anti-Tank Firepower Notes Assault Rifle team 15 8"/20cm 3 1 6 AK74 Assault Rifle, firing RPG7 - 8"/20cm 1 14 5+ Rocket, HEAT firing RPG16 +5 8"/20cm 1 18 4+ Rocket, HEAT HMG team 15 16"/40cm 3 4 5+ DGT HMG, Self-defence AA AT5 team 15 4"-32" 1 16 3+ HEAT warhead, Missile Man-portable SA7 20 24"/60cm 1 (2) (4+) Heat, Missile, Anti-aircraft Command team 10 12"/30cm 3 1 6 Observer team 10 - - - - Air Radar team 50 - - - - Moves and fights as a gun team Artillery Radar team 100 - - - - Moves and fights as a gun team Staff team 5 - - - - Moves and fights as a gun team
Other Russian Supplied Armies Many oI the countries that use Russian supplied equipment also use a similar organisation to the Russian army, due to the practice oI supplying training and advisers with the equipment. The most notable examples are Syria and Iraq. Tank platoons may have the older T55, and will rarely have T80, T90 or APFSDS. Some Tanks and AFVs are replaced by western manuIactured vehicles Priority air support, Airborne and Marine units are not generally available Most Russian supplied nations may chose Sporadic or Limited Air Support. The Syrian Army is rated Confident Conscript with the same cost as Russians Chechyn rebel units are equipped as Russian Tank, Motor RiIle or Recce Companies, but are rated Fearless Conscript, and cost 20. Modern FOW: US and Russian Post 1990 Army Lists Scott Elaurant 06/12/04 28 Iraqi Army Use organisation oI Russian Tank, Motor RiIle, and InIantry (Marine) Company; Units are either Republican Guard: Confident Conscript, or Regular Army: Reluctant Trained; Only Republican Guard may take upgraded equipment. Standard tank is T55 or T62; standard AFV is Yw531; Helicopter is Gazelle Chose vehicles, helicopters and inIantry teams Irom Iollowing table only; Intel Briefing on the Russian Army (1990's) Tanks and Other Fighting Vehicles Name Points Mobility Armour Equipment and Notes Front Side Top Tanks Reluctant Trained T72M (export) 70 FullTrk 16 7 1 125mm gun, AAHMG, coaxMG, Light, NightJis, Spaced, Stabilised T72G 80 FullTrk 17 7 2 125mm gun, AAHMG, coaxMG, Laser, Light, NightJis, Stabilised T62 50 FullTrk 12 7 1 115mm gun, AAHMG, coaxMG, NightJis, Spaced T55 UA 50 FullTrk 15 8 1 100mm gun, AAHMG, coaxMG, NightJis, Spaced T55 40 FullTrk 10 6 1 100mm gun, AAHMG, coaxMG, NightJis T69 40 FullTrk 10 6 1 100mm gun, AAHMG, coaxMG, NightJis Infantry Fighting Vehicles as infantry BMP1 Ksh 15 Fully-Trk 3 1 1 2 Passenger AT3 73mm gun coaxMG Amphibious BMP2 20 Fully-Trk 3 1 2 2 Passenger AT5 30mm gun coaxMG, Amphibious, NightVis Self-prop. Artillery Reluctant Trained 2S1 122mm SP howitzer 40 Fully-Trk 1 1 1 122mm howitzer, Amphibious, NightVis 2S3 152mm SP howitzer 50 Fully-Trk 1 1 1 152mm howitzer, AAMG, Amphibious, NightVis Self-propelled Anti-tank Reluctant Trained BRDM2 ATGW 25 Wheeled 1 1 1 HMG, coaxMG, AT5 Amphibious, NightVis VCR/TH 25 Jeep 1 1 1 AAMG, HOT Self-propelled Anti-aircraft Reluctant Trained ZSU23 Shilka 40 Fully-Trk 1 1 1 Quad23mm gun Amphibious, NightVis AARadar SA9 Gaskin 40 Wheeled 1 1 1 TwinSA9 AA missile Amphibious AARadar SA13 Gopher 45 Fully-Trk 1 1 1 TwinSA13 AA missile AARadar NightVis Reconnaissance Confident Trained BRDM2 10 Jeep 1 1 1 1 passenger TwinMG Amphibious NightVis Recce AML 90 20 Wheeled 2 1 1 90mm gun, AAMG, coaxMG, Recce ERC 90 25 Wheeled 2 1 1 90mm gun, AAMG, coaxMG, Amphibious, Recce Cascavel 30 Wheeled 4 1 1 90mm gun AAHMG, coaxMG, NightVis, Recce Jararaca 15 Wheeled 2 1 1 AAHMG NightVis, Recce PT76 25 Fully-Trk 3 1 1 73mm gun coaxMG, Amphibious, Recce Transports Vehicle Points Mobility Front Side Top Equipment Jeep Free Jeep - - - I Passenger Urutu 5 Wheeled 2 1 1 2 passengers, AA MG YW531 5 Fully-Trk 2 1 1 2 passengers, AA HMG, Amphibious BTR60 10 Half-Trk 3 2 1 2 passengers, AA HMG, Amphibious, NightVis MTLB 10 Fully-Trk 3 2 1 2 Passengers, CoaxHMG, NightVis,WideTracks Helicopters Reluctant Trained Mil24 Hind D/E Gunship 90 Helicopter - - - 20mm gun, 2xAT4 missiles, 70mm rocket pods, Flying Tank; NightVis Gazelle 75 Helicopter - - - 2 x HOT or 57mm rocket pods, NightVis Mil 6 Hip Transport 50 Helicopter - - - 8 passengers, 57mm rocket pods, AAMG Gyro: A vehicle fitted with a Gyro can fire its weapons at their full ROF when it moves, with the same score needed to hit the target Laser: Any team with a Laser does not suffer a 1 penalty to hit or observe targets over 16 range NightVis: Any team fitted with Night Vis does not have visibility affected by Night. Others must roll a die x 4 for night vision range. Spaced: A vehicle fitted with Spaced armour gets an additional 3+ save versus any Heat or Hesh weapon Iraqi Guns, Missiles and Vehicle Weapons Weapon Points Range ROF Anti-Tank Firepower Notes 90mm gun 32"/80cm 2 14 3+ Smoke Milan ATGW team 25 24"/60cm 1 20 3+ Heat, Missile InIantry teams have RPG7, not RPG19 and no 120mm and 82mm automatic mortars.