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1941 September-October, Zhukov Takes Command

Leningrad Approaches
Platoon #1
Senior Lieutenant (Inexperienced) (page: 22)
Inexperienced
Soviet Union

Qty Weapons
1

First (Senior) Lieutenant


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
-

Order Dice: 13

74
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

Inexperienced
Range

Shots

Penetration

24"
24"

1
1

n/a
n/a
Green
Tank hunters

Rifle squad (page: 23)


Qty Weapons
1
10

NCO with Rifle


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

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

NCO with Submachine gun


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

Veteran
Shots

Penetration

Special Rules

12"
12"

2
2

n/a
n/a

Assault
Assault
Tank hunters
Tough Fighters

NKVD squad (page: 26)


Qty Weapons
1
7

NCO with Submachine gun


Infantry with Rifle
Entire squad are Fanatics

Regular
Range

Shots

Penetration

12"
24"

2
1

n/a
n/a

1
11

NCO with Rifle


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

Medium Machine gun team


Gun shield

Special Rules
Assault

Inexperienced
Range

Shots

Penetration

24"
24"

1
1

n/a
n/a

0
Special Rules

Green
Tank hunters

Medium Machine Gun team (page: 33)


Qty Weapons

107

Fanatics

Free Rifle squad (page: 23)


Qty Weapons

180

Range

Regular
Range

Shots

Penetration

36"

n/a

55
Special Rules
Team (3 men), Fixed
Gun shield

Sniper team (page: 36)


Qty Weapons
1

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)

Flamethrower team (page: 36)


Qty Weapons
1

Flamethrower (infantry) team

Anti-tank rifle team

Anti-tank rifle team

50
Special Rules
Team (2 men), Flamethrower

30

Regular

30

Range

Shots

Penetration

Special Rules

36"

+2

Team (2 men)

Medium Mortar team (page: 37)

Inexperienced

Qty Weapons

Range

Shots

Penetration

1
1

18"-60"

HE

Spotter
Medium Mortar team

Team (2 men), Sniper

Regular

Anti-tank Rifle team (page: 34)


Qty Weapons

Special Rules

Regular

Anti-tank Rifle team (page: 34)


Qty Weapons

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.