Professional Documents
Culture Documents
Leningrad Approaches
Platoon #1
Senior Lieutenant (Inexperienced) (page: 22)
Inexperienced
Soviet Union
Qty Weapons
1
Range
Shots
Penetration
6"
12"
24"
1
2
1
-
n/a
n/a
n/a
-
Order Dice: 13
74
Special Rules
Assault
Assault
Infantry Squads
Rifle squad (page: 23)
Qty Weapons
1
11
Inexperienced
Range
Shots
Penetration
24"
24"
1
1
n/a
n/a
Green
Tank hunters
108
Special Rules
Inexperienced
Range
Shots
Penetration
24"
24"
1
1
n/a
n/a
99
Special Rules
Green
Tank hunters
Headquarters
Major (page: 22)
Qty Weapons
1
Major
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
-
170
Special Rules
Assault
Assault
Infantry
Naval squad (page: 31)
Qty Weapons
1
9
Veteran
Shots
Penetration
Special Rules
12"
12"
2
2
n/a
n/a
Assault
Assault
Tank hunters
Tough Fighters
Regular
Range
Shots
Penetration
12"
24"
2
1
n/a
n/a
1
11
Special Rules
Assault
Inexperienced
Range
Shots
Penetration
24"
24"
1
1
n/a
n/a
0
Special Rules
Green
Tank hunters
107
Fanatics
180
Range
Regular
Range
Shots
Penetration
36"
n/a
55
Special Rules
Team (3 men), Fixed
Gun shield
Sniper team
Regular
Range
Shots
Penetration
36"
n/a
Range
Shots
Penetration
6"
D6
+2
Range
Shots
Penetration
Special Rules
36"
+2
Team (2 men)
50
Special Rules
Team (2 men), Flamethrower
30
Regular
30
Range
Shots
Penetration
Special Rules
36"
+2
Team (2 men)
Inexperienced
Qty Weapons
Range
Shots
Penetration
1
1
18"-60"
HE
Spotter
Medium Mortar team
Regular
Special Rules
Regular
50
45
Special Rules
Team (3 men), Fixed, Indirect fire,
HE (D6)
Platoon Points:
998
Special Rules
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 (D6)
PIN: D2, PEN: +2 - 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
Fixed
Fixed weapons cannot be fired when a unit is given an advance order.