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Soviet Reinforced Platoon

Soviet Union

Order Dice: 5

Platoon #1
Junior Lieutenant (page: 22)
Qty Weapons
1

Second (Junior) Lieutenant


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
-

70
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

12"
12"

2
2

n/a
n/a

Airborne squad (page: 29)


Qty Weapons
1
9

NCO with Submachine gun


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

183

Range

Veteran

180
Special Rules
Assault
Assault
Tank hunters

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

0
Special Rules

Green
Tank hunters

Tanks and SP Guns


T-37 light tank (page: 44)

Regular

Qty Vehicle
Weapons

Type
Range

Transport
Shots

DamageValue
Penetration

Tracked
36"

7+
n/a

T-37 light tank


Turret-mounted MMG

Platoon Points:

65
Special Rules
Amphibious

498

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.
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
Amphibious
An amphibious vehicle can move directly forward only over otherwise impassible deep water at half speed by means
of an Advance action. A vehicle cannot make any other action whilst moving over water, cannot reverse, cannot turn,
and will ignore all rules that otherwise oblige it to reverse or go down A vehicle that is immobilised whilst in the water
is destroyed along with any occupants. Vehicles can shoot whilst afloat accept hull mounted weapons on vehicles
equipped with floatation screen
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.

Pick List
Soviet Union
Infantry (equipped as modeled)
Infantry with Rifle
Infantry with Submachine gun
Light Machine gun (requires loader)
NCO with Rifle
NCO with Submachine gun
Second (Junior) Lieutenant
T-37 light tank

2
11
18
1
1
2
1
1

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