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1943 February-March, Third Battle of Kharkov

Soviet Union

A Fatal Attraction
Platoon #1

Junior Lieutenant (page: 22)


Qty Weapons
1

Second (Junior) Lieutenant


with Pistol
with Submachine gun
with Rifle

Order Dice: 6

Regular
Range

Shots

Penetration

6"
12"
24"

1
2
1

n/a
n/a
n/a

50
Special Rules
Assault
Assault

Infantry Squads
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

Regular
Shots

Penetration

Special Rules

12"
30"

2
3

n/a
n/a

Assault
Team (2 men)

12"

n/a

Assault
Tank hunters
Tough Fighters

Range

Shots

Penetration

Special Rules

12"
30"

2
3

n/a
n/a

Assault
Team (2 men)

24"

n/a

Guards squad (page: 26)


Qty Weapons
1
1
9

NCO with Submachine gun


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

183

Range

Regular

155

Tank hunters

Headquarters
Forward Artillery Observer (page: 23)
Qty Weapons
1

Artillery Forward Observer


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

Regular
Range

Shots

Penetration

24"
6"
12"

1
1
2
-

n/a
n/a
n/a
-

110
Special Rules
Massed batteries
Assault
Assault

Infantry
Free 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

Medium Machine gun team


Gun shield

Special Rules

Green
Tank hunters

Medium Machine Gun team (page: 33)


Qty Weapons

Regular
Range

Shots

Penetration

36"

n/a

Platoon Points:

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

553

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.
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
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.
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
Artillery Forward Observer
Infantry (equipped as modeled)
Infantry with Rifle
Infantry with Submachine gun
Light Machine gun (requires loader)
Medium Machine gun team
NCO with Rifle
NCO with Submachine gun
Second (Junior) Lieutenant

1
1
20
9
2
1
1
2
1

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