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1942 August-November, Battle of Stalingrad

Stalingrad with Zis-2


Platoon #1

Soviet Union

Senior Lieutenant (page: 22)


Qty Weapons
1

First (Senior) Lieutenant


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

Order Dice: 18

Regular
Range

Shots

Penetration

6"
12"
24"

1
2
1
-

n/a
n/a
n/a
-

95
Special Rules
Assault
Assault

Infantry Squads
Rifle squad

(page: 23)

Qty Weapons
1
11

NCO with Rifle


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

Rifle squad

Shots

Penetration

24"
24"

1
1

n/a
n/a

NCO with Rifle


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

108
Special Rules

Green
Tank hunters

(page: 23)

Qty Weapons
1
11

Inexperienced
Range

Inexperienced
Range

Shots

Penetration

24"
24"

1
1

n/a
n/a

108
Special Rules

Green
Tank hunters

Headquarters
Major (page: 22)

Veteran

Qty Weapons
1

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

Range

Shots

Penetration

6"
12"
24"

1
2
1
-

n/a
n/a
n/a
-

Range

Shots

Penetration

6"
12"
24"

1
2
1

n/a
n/a
n/a

Commissar (page: 22)


Qty Weapons
1

Commissar
with Pistol
with Submachine gun
with Rifle

191
Special Rules
Assault
Assault

Inexperienced

15
Special Rules
Assault
Assault

Infantry
Naval squad

(page: 31)

Qty Weapons
1
1
9

NCO with Submachine gun


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

Veteran
Range

Shots

Penetration

Special Rules

12"
30"

2
3

n/a
n/a

Assault
Team (2 men)

12"

n/a

Assault
Tank hunters
Tough Fighters
Fanatics

NKVD squad (page: 26)


Qty Weapons
1
10

NCO with Submachine gun


Infantry with Rifle
Entire squad are Fanatics

Free Rifle squad

(page: 23)

249

Regular
Range

Shots

Penetration

12"
24"

2
1

n/a
n/a

146
Special Rules
Assault
Fanatics

Inexperienced

Qty Weapons
1
11

Medium Machine Gun team


Medium Machine gun team
Gun shield
Entire squad are Fanatics

Sniper team
Sniper team

Flamethrower team

Flamethrower (infantry) team

Flamethrower team

Flamethrower (infantry) team

Anti-tank Rifle team

Veteran

Range

Shots

Penetration

36"

n/a

Range

Shots

Penetration

36"

n/a

Range

Shots

Penetration

6"

D6

+2

Anti-tank rifle team

Anti-tank Rifle team


Anti-tank rifle team

Team (3 men), Fixed


Gun shield
Fanatics

50
Special Rules
Team (2 men), Sniper

Veteran

65
Special Rules
Team (2 men), Flamethrower

Veteran
Range

Shots

Penetration

6"

D6

+2

65
Special Rules
Team (2 men), Flamethrower

Veteran

39

Range

Shots

Penetration

Special Rules

36"

+2

Team (2 men)

Range

Shots

Penetration

Special Rules

36"

+2

Team (2 men)

(page: 34)

Qty Weapons

79
Special Rules

Regular

(page: 34)

Qty Weapons

Special Rules

Green
Tank hunters

(page: 36)

Qty Weapons
1

n/a
n/a

(page: 36)

Qty Weapons
1

Penetration

1
1

(page: 36)

Qty Weapons
1

Shots

24"
24"

(page: 33)

Qty Weapons
1

Range

NCO with Rifle


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

Regular

30

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

ZiS-2 Anti-tank gun

Veteran
Range

Shots

Penetration

60"

+5

90
Special Rules
Team (3 men), Gun shield, Fixed,
HE (D2)

Armoured Cars
BA-64 (page: 53)
Qty Vehicle
Weapons
1

BA-64
Turret-mounted LMG

Veteran
Type
Range

Transport
Shots

DamageValue
Penetration

Wheeled
30"

7+
n/a

78
Special Rules
Recce, Open-topped, Flak

Transports
Truck (page: 54)
Qty Vehicle
Weapons
1

Inexperienced
Type
Range

Transport
Shots

Special Rules

Truck with pintle-mounted MMG


Wheeled
up to 12
6+
Pintle-mounted MMG
36"
4
n/a
Flak, 360 degree arc
Tow: light howitzer; light or medium anti-tank gun; light or medium anti-aircraft gun

Truck (page: 54)


Qty Vehicle
Weapons
1

DamageValue
Penetration

46

Inexperienced
Type
Range

Transport
Shots

DamageValue
Penetration

46
Special Rules

Truck with pintle-mounted MMG


Wheeled
up to 12
6+
Pintle-mounted MMG
36"
4
n/a
Flak, 360 degree arc
Tow: light howitzer; light or medium anti-tank gun; light or medium anti-aircraft gun

Platoon Points:

1500

Special Rules
Open-topped
Pinned by hits from small arms in the same way as soft-skins and infantry. If assaulted by infantry open-topped
armoured vehicles are destroyed automatically if the vehicle is damaged. If hit by indirect fire add +1 to the damage
result roll. All hits upon the upper surface of the armoured vehicle count +1 penetration regardles of whether the
target is open or not - so open-topped armoured vehicles suffer a +1 penetration and +1 damage result
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.
Fanatics
When a fanatic unit is defeated in close quarter fighting, the fight counts as a draw instead and another round is
immediately fought. Continue fighting until the fanatic unit wins, is completely wiped out or is defeated and left with a
single model in which case it is destroyed
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
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.
Flamethrower
A flamethrower hits automatically. No 'to hit' penalty for single man team, but still suffers -1 morale penalty. D6 hits
for man-pack flamethrowers and 2D6 hits for vehicle flamethrowers. Gun Shields rule does not apply. Extra
Protection rule does not apply when shooting at targets inside buildings. Inflicts D3+1 pin markers on infantry and
artillery. 1 pin marker on vehicles
Flak
All enemy units not currently down automatically fire at the attacking aircraft if it is within their firing arc and range,
regardless of whether they have already taken an action or not that turn. Flak fire does not require an action. Line of
site ignored. Rolls to hit aircraft are always at a -2 penalty. Friendly flak units must test to hold their fire (page 67)
Fixed
Fixed weapons cannot be fired when a unit is given an advance order.

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