Professional Documents
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CONTENTS
Forces Landing Page...............3
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FORCES
AXIS NATIONS
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Forces German Landing Page
National Rules
Stormtroopers Kampfgruppe
Any German platoon with a Platoon Command team At the start of the game before any platoons are Deployed
may attempt a Stormtroopers move in its Assault Step. and before any Combat Attachments are made, any
company with a 2iC Command team may take up to
Roll a Skill Test for each platoon.
half of the teams (counting the Platoon Command team)
• If the test is passed, the platoon treats the Assault from any Combat or Weapons platoons in the company
Step as a Movement Step in which it can move up to and place them in a special Kampfgruppe Platoon. The
another 4”/10cm, regardless of its normal movement 2iC Command team is the Command team for this
distance. platoon.
• If the test is failed, the platoon cannot move any
You must leave at least two Tank teams or three other
further this turn.
teams in each of the Combat or Weapons platoons you
Either way, a platoon that attempts to make a take teams from. Teams placed in the Kampfgruppe
Stormtroopers move cannot take any part in an assault Platoon are no longer part of their original platoons.
in the same turn.
If a platoon attaching troops to the Kampfgruppe has
Although it is not the Movement Step, teams making a Transport teams, you must take the Transport team that
NATIONAL RULES
Stormtroopers move may Mount and Dismount as if it normally carries a team into the Kampfgruppe with it. If
was the Movement Step. that Transport team normally carries other teams as well,
they must join the Kampfgruppe as well.
Platoons cannot make Stormtroopers moves if they
moved At the Double. Bogged Down or Bailed Out The Kampfgruppe Platoon may include any HQ Support
vehicles cannot make Stormtroopers moves. Weapons (including Infantry teams). Any remaining
HQ Support Weapons must be attached out as normal.
Only Armoured vehicles can make Stormtroopers moves
if they are Pinned Down. Other types of teams cannot A Kampfgruppe made from the teams of a Fortified
make Stormtroopers moves if they are Pinned Down. Platoon is not a Fortified Platoon and may not contain
any of its component platoon’s Fortifications.
A team that used Eyes and Ears to reveal Gone to Ground
enemy troops cannot make a Stormtroopers move. The Kampfgruppe Platoon has the lowest Motivation
rating and the lowest Skill rating of any of the teams in it.
Immobile Gun teams cannot make a Stormtroopers move,
aside from Unlimbering. Gun teams that shot earlier in
the turn cannot make a Stormtroopers move. Teams
Mission Tactics
of any type that have fired an Artillery Bombardment
cannot make a Stormtroopers move. Trains cannot make If a Platoon Command Infantry team is Destroyed,
a Stormtroopers move. another team takes over immediately. Remove any other
Infantry team in the platoon that is within Command
Distance of the Command team and replace it with
Reich Divided the original Platoon Command team. If the Platoon
Heer, Luftwaffe, and SS are all treated as Allies (see Command team was a Warrior team, it is now just a
page 70 of the rulebook). Fallschirmjäger are part of the standard Platoon Command team.
Luftwaffe, so are not Allies to them, but are Allies to the If a Platoon Command Tank team is Destroyed, another
Heer and SS. team takes over immediately. Nominate any other Tank
team in the platoon that is within Command Distance
of the Destroyed Command team to be the new Platoon
Command team.
If there is no team of an appropriate type within
Command Distance, then the Platoon Command team
is Destroyed and the platoon is left leaderless.
The original Platoon Command team can still use this
rule while a Warrior team is leading the platoon and
acting as its Command team, but the rule does not apply
to the Warrior team.
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ARMOURED INFANTRY
Mounted Assault
Armoured Transport teams in a platoon with the Mounted The platoon is not automatically Pinned Down
Assault special rule are Mounted Assault Transports. when the Passengers Dismount, and will only
Fall Back if it takes five hits as usual. If a Mounted
A Mounted Assault Transport has a dual nature. While
Assault Transport team is Destroyed during the assault, any
empty, it is just an ordinary Transport team, except that
Passengers are Destroyed with it.
they do not have to be Sent to the Rear when empty—they
can remain on the table and continue to fight. The Passengers do not need to Dismount to Counterattack.
They can stay Mounted or Dismount as they wish. If they
When carrying Passengers, a Mounted Assault Transport
Dismount to Counterattack, their Transport team will be
is treated as a Tank team for everything except Platoon
Sent to the Rear.
Morale Checks. If it is carrying two or more Passenger
teams, it also has Tank Escorts. If the platoon voluntarily Breaks Off instead of Counter
attacking, and the entire platoon is mounted in Mounted
As a Tank team, a Mounted Assault Transport team
Assault Transport teams, they may use the Break Off
carrying Passengers may Charge into Contact and fight in
Through the Enemy rule (see page 166) as if they were
assault combat. As Open-topped Tank teams, the platoon
Tank teams.
will be forced to Fall Back by five hits or two Destroyed or
Bailed Out vehicles in Defensive Fire (see page 154). At the end of the Assault Step, Mounted Assault Transport
teams that are Bailed Out are Sent to the Rear if they have
If a Mounted Assault Transport team is Destroyed by
no Passengers, or automatically Remount (see page 102)
Defensive Fire, all surviving Passengers Fall Back 2”/5cm
and are no longer Bailed Out if they have Passengers.
away from the teams they were charging. If the Passengers
cannot do this, they are Destroyed.
NATIONAL RULES
TIGER ACES
At the start of the game before deployment, roll a die for each Warrior or platoon with the Tiger Aces special rule
(including any Kampfgruppe made entirely of teams from platoons with the Tiger Aces special rule), then look up their
Tiger Ace Skill on the table below.
If the Tiger Ace Skill is specifically rolled for the Platoon Command team or a Warrior team, it only applies to that team
unless it is Schnell, Clever Hans, or For the Fatherland, in which case any platoon it is part of also receives the benefit.
Schnell! Rapid Fire!
The platoon may make Stormtroopers moves on a The 8.8cm tank guns of the Tiger tanks in this platoon
roll of 2+. have ROF 3.
If your Schwere Panzer Platoon is equipped with tanks other than a Tiger tank, where a Tiger Ace skill refers to Tiger tanks
or 8.8cm tank guns, treat that as referring to that tank and its main gun instead.
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TANKS
ARTILLERY
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AIRCRAFT
High-speed Jet
Ground attacks by Me 262 A2a aircraft cannot be intercepted using the Fighter Interception rule on page
179 of the rulebook.
NATIONAL RULES
and in Line of Sight of a Recce team that are not Bogged
Down, Bailed Out, or moved At the Double.
If there are any friendly teams within 4”/10cm,
Panzerfaust Trap teams may not fire or Launch an Assault
and must immediately Break Off when assaulted.
STURMTIGER
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SKORZENY COMMANDO TEAMS
Attributes Time to Head Back
Skorzeny Commando teams are unarmed Independent If a Skorzeny Commando team ends its Movement Step
Jeep teams. Being composed entirely of Independent teams, within 16”/40cm of a friendly team (other than another
a Skorzeny Commando Group is not a platoon for any Skorzeny Commando team) it is removed from play.
purpose whatsoever.
Exposed
Perfect Disguises If a Skorzeny Commando team is Exposed (either by being
Skorzeny Commando teams are considered friendly teams Challenged or by failing in an attempt to Sow Chaos), it is
by your opponent’s force, although they do not consider the Destroyed and immediately removed from play. This is the
opponent’s teams to be friendly teams. As such, they can only way a Skorzeny Commando team can be Destroyed.
never be shot at, used as the Aiming Point for an Artillery
Bombardment, or assaulted, by enemy teams. Nor can Challenge
Skorzeny Commando teams shoot, launch an assault, or During your opponent’s Shooting Step, your opponent may
perform a Stormtroopers move. However, unlike normal Challenge a Skorzeny Commando team with any of their
friendly teams, enemy teams can shoot through Skorzeny Command teams within 6”/15cm. Instead of shooting, each
Commando teams. command team that wishes, to immediately Challenges the
Ignore Skorzeny Commando teams completely during artil- Skorzeny Commando team (the rest of the platoon may
lery bombardments or air attacks, and when determining the shoot as normal).
Safety Distance for aircraft. Each time it is Challenged, the Skorzeny Commando team
must make an immediate Skill Check:
Deployment • If successful, the Skorzeny Commando team answers the
Skorzeny Commando teams are deployed in your oppo- challenge correctly and is not Exposed.
nent’s Deployment Area, immediately after your opponent’s
• If unsuccessful, the Skorzeny Commando team fails to
NATIONAL RULES
Movement
Skorzeny Commando teams may only move during your op-
ponent’s Movement Step after all of your opponent’s teams
have moved. Skorzeny Commando teams can move within
2”/5cm of enemy teams, but can never move At the Double.
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FESTUNGSKOMPANIE (NORMANDY)
FIELD FORTIFICATIONS
Company and always uses the Prepared Positions special Platoon are placed as a Fortified Platoon before de-
rule (see page 264 of the rulebook), even in missions that ployment (see page 262 of the rulebook). As the entire
do not normally use this rule. platoon is made up of Bunkers, it is not a platoon for any
other purpose.
You must have Field Fortifications in order to have other
options marked , such as the Dug-in Panzer Platoon.
21. PANZERDIVISION
The Königstiger tanks of the Radio-control Tank Platoon A Radio-control Tank Platoon equipped with Königstiger
are so unreliable that they must take a Skill Test every tanks does not have Tiger Ace skills and is not equipped
time they attempt to move. with Borgward BIV demolition carriers.
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SS-PANZER DIVISIONS
SS troops use all of the German special rules as The division you choose will determine which of the
well as the following division-specific special following special rules your force will use.
rules. You must choose to field your force from
1. SS-Panzerdivision and 2. SS-Panzerdivision companies use
1. ‘Leibstandarte SS Adolf Hitler’ SS-Panzerdivision
the Panzer Ace and Instant Readiness special rules.
(marked ), 2. ‘Das Reich’ SS-Panzerdivision (marked ),
9. ‘Hohenstaufen’ SS-Panzerdivision (marked ), 9. SS-Panzerdivision, 10. SS-Panzerdivision and 12. SS-
10. ‘Frundsberg’ SS-Panzerdivision (marked ) or Panzerdivision companies use the Panzer Ace and One-way
12. ‘Hitlerjugend’ SS-Panzerdivision (marked ). Trip To Heaven special rules.
Panzer Ace
Before the game begins, roll a die for the Company Command team of each SS-Panzerkompanie. Look up the Tiger Ace
Skills table to find the skill possessed by this veteran. If the roll is a 6, simply choose the skill of the commander rather
than rolling further. Where the skill refers to Tiger tanks or 8.8cm tank guns, treat it as referring to the commander’s own
tank and its main gun. The effects of the Tiger Ace Skills only apply to the Company Command team.
Instant Readiness
Any platoon entirely made up of Infantry teams, with or without Transport teams, from 2. ‘Das Reich’ SS-Panzerdivision
that is not Pinned Down at the start of the Assault Step, that becomes Pinned Down in the Assault Step, can take a
Motivation Test.
ATLANTIK WALL
FESTUNGSKOMPANIE (BRITTANY)
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OBERSCHARFÜHRER ERNST BARKMANN
Barkmann’s Workshop
At the same time as Warrior teams are
deployed, place a Workshop in your deploy-
ment area. The Workshop must be in German hands
for Barkmann’s Panther tank to be repaired. If the enemy
take the Workshop (in the same manner they would take
an Objective, see page 258 of the rulebook), they capture
it and the Workshop is removed from the game.
If Barkmann is Destroyed while mounted in a Panther
tank, place his Panther tank adjacent to the Workshop
(see above) instead of leaving it where it was destroyed.
Oberscharführer Barkmann is a Warrior Command Panther A His platoon may appoint a new Platoon Command
tank team rated as Fearless Veteran. team using the Mission Tactics special rule as usual when
they lose their Platoon Command team and continue to
Barkmann replaces the Command tank of an SS-Panther operate without him.
Platoon for +60 points in an SS-Panzerkompanie (page 184).
In each Starting Step when you would roll for Reserves
Alternatively, he may join a Gepanzerte SS-Panzergrenadier to arrive, if there are no enemy teams within 4”/10cm
kompanie, SS-Panzergrenadierkompanie, or SS‑Panzer of Barkmann’s Panther tank or the Workshop, roll a die.
pionierkompanie for +275 points in place of an SS-Panther • On a roll of 5+, his vehicle is repaired and is ready for
Platoon support choice. battle. It is no longer Destroyed. Remove the Workshop
when Barkmann’s tank is repaired. Barkmann and
Ace his repaired Panther A tank are no longer part of his
Barkmann always re-rolls failed To Hit rolls with his SS‑Panther Platoon.
ATLANTIK WALL
Panther’s 7.5cm KwK42 gun. • Otherwise, the repairs are still progressing.
If the Workshop has been removed or captured, and
Stalker Barkmann is Destroyed, leave his model on the Table
If Barkmann is shot at he is counted as Gone to Ground as a Destroyed Armoured Vehicle (see page 103 of the
if he is Concealed and did not move in his own turn, rulebook).
even if he did shoot in his turn. As a Warrior, Barkmann will normally attempt to
take over another tank if he survives when his tank is
Destroyed. You may choose not to do this and have
him Destroyed in his own tank to take advantage of the
Barkmann’s Workshop rule if you prefer.
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MAJOR HANS VON LUCK
Get Moving
Major von Luck, and any platoon he leads, may re-roll
failed Skill Tests to make Stormtroopers moves.
Ambush!
Wittmann may be deployed using the Ambush special
rule on page 266 of the rulebook in addition to any other
platoons that would normally be deployed in Ambush.
Wittmann may deploy in Ambush even in missions that
do not normally use the Ambush special rule.
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KAMPFGRUPPE BÄKE SICHERUNGSKOMPANIE
Time’s up
The Sperrverband HQ, and all Sperr and Sperr Pionier
Platoons from a Sperrverband are considered Fearless
ERSATZ PIONIERKOMPANIE
when taking Motivation Tests to launch an Assault
or Counterattack a platoon that contains Armoured Ersatz Pionierkompanie HQ
Tank teams. In Missions with the Prepared Positions special rule you
may replace both Pioneer Supply Maultier half-tracks in
your Ersatz Pionierkompanie HQ with one Anti-tank
Panzerknacker Badge Obstacle at the start of the game before the opposing
All Pioneer teams in an Ersatz Pionier Platoon or a Sperr player places any Objectives. These are deployed using
Pionier Platoon have Tank Assault 5. the Fortification Deployment rules (see page 262 of the
rulebook). If you do not do this, both Pioneer Supply
Maultier half-tracks in your Ersatz Pionierkompanie HQ
must be attached out to Ersatz Pionier Platoons.
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TOTENKOPF
NEDERLAND
GREY WOLF
• Otherwise, the platoon remains Pinned Down.
If the platoon is Pinned Down by Defensive Fire, they
still fall back and the assault is over.
NORDLAND
Nordland SS-Panzer Platoon If the platoon elects to continue the assault, they fight
on as if they had passed the Motivation Test. However, if
If a company with Nordland SS-Panzer Platoon armed
they fail any further Motivation Tests to Counterattack
with Panther D tanks is defending in a Mission with the
in this assault, then the platoon is immediately Destroyed
Prepared Positions special rule they may be deployed in
as if they had failed a Platoon Morale Check.
Tank Pits (see page 216 of the rulebook).
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WIKING
PANZER KANONEN
GREY WOLF
You may replace any or all Platoon Command teams from any SS-Panzer Platoons in the Wiking SS-Division with a Panzer
Kanone for +65 points per platoon. A Panzer Kanone is a Warrior with the following abilities:
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FELDHERRNHALLE
Street Brawlers
Feldherrnhalle Company Command, 2iC Command and If there are no enemy Tank teams or Bunkers
Platoon Command Infantry teams are Street Brawlers. within 2”/5cm of a Street Brawler, the Street
Brawler hits on a roll of 2+ in Assaults.
Local Knowledge
A SS-Kavalerieschwadron may deploy a German or may be allowed by the Mission played. The Immediate
Hungarian platoon entirely made up of Infantry or Gun Ambushing platoon must be taken from the platoons that
teams, or a mix of both, in Immediate Ambush (see the are to be deployed on table during deployment.
rulebook) in addition to any Ambush deployment that
GREY WOLF
platoon is placed. The selected terrain feature must be at
least partially within your deployment area.
As long as the whole platoon remains Concealed within
or behind the selected terrain feature, they may shoot
using their full ROF when they move, as if they had not
moved. If the platoon leaves the selected terrain feature,
or is no longer Concealed from enemy teams other than
aircraft, they lose the benefit of the Manoeuvre and Fire
special rule for the remainder of the game.
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OBERSTLEUTNANT DR FRANZ BÄKE
Energetic Commander
Bäke and any platoon he is attached to may make a
Stormtroopers move on a roll of 2+.
Master Tactician
If Bäke is present on the battlefield one Bäke Panther
Platoon or Bäke Schwere Panzer Platoon may make a
Reconnaissance Deployment move after deployment is
completed but before the first turn begins.
Franz Bäke is a Warrior Higher Command Tank team rated Every Shot Counts
as Fearless Veteran. He may join a Kampfgruppe Bäke Bäke’s Panther tank may re-roll any failed To Hit rolls
company mounted in a Panther tank replacing the Company when it shoots.
Command team for +60 points.
Sturmbannführer Fritz Biermeyer is a Warrior Tank team who leads a Panzer Platoon in a Totenkopf SS-Panzerkampfgruppe
or SS-Panzergrenadierkampfgruppe. You must purchase him and his platoon together. Biermeyer and his platoon are rated
Fearless Veteran.
New Recruits
If Biermeyer is Destroyed then the platoon becomes
Confident Trained for the remainder of the game.
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FELDWEBEL DIETRICH UTHOFF
Ambush!
Uthoff may be deployed using the Ambush
special rule in the rulebook in addition to any
other platoons that would normally be deployed in
Ambush.
While defending, Uthoff may deploy in Ambush even
in missions that do not normally use the Ambush
special rule.
Tank Hunter
Feldwebel Uthoff may move and shoot with his
Feldwebel Dietrich Uthoff is a Warrior and a Panzerfaust Panzerfaust anti-tank launcher.
Assault Rifle team. He is an Independent team and rated as
Fearless Veteran.
Faust Expert
Uthoff may join a Sturmkompanie from 78. Sturmdivision
for +50 points. Feldwebel Uthoff may re-roll failed To Hit rolls with his
Panzerfaust anti-tank launcher.
GREY WOLF
kompanie, Sperrverband, Ersatz Pionierkompanie, or a
Sicherungskompanie for +65 points.
Counterattack Expert
All platoons within Command Distance of von Saucken
may re-roll any failed Skill Tests to make a Stormtroopers
Move.
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107. PANZERBRIGADE KAMPFGRUPPE VON SWOBODA
rating, it is Destroyed.
KAMPFGRUPPE HUMMEL • Otherwise, the hit fails to put the truck out of action
and it is not Destroyed.
Hummel Schwere Panzer Platoon If a Reinforced Truck is hit but not Destroyed, Passengers
Unlike normal Tiger heavy tanks, all of the Tiger I E do not need to take a Passenger Save. If the vehicle is
heavy tanks of Kampfgruppe Hummel do not use Tiger Destroyed, the normal rules for Unarmoured Transports
Ace Skills, nor do they benefit from Wide Tracks. They apply (see pages 101, 135, and 189 of the rulebook).
do, however, gain the Unreliable rule.
SS-KAMPFGRUPPE SPINDLER
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SS-HAUPTSTURMFÜHRER KARL-HEINZ EULING
BRIDGE BY BRIDGE
Euling is mounted in an Sd Kfz 251/1 half-track. Euling
may join SS-Sperrverband Euling for +50 points.
Knight’s Cross
Graebner and any platoon that he has Joined hit on 2+
in an Assault.
Schnell!
When Graebner and any Combat or Weapons platoon
he has Joined makes a Stormtroopers move, it may move
up to 6”/15cm instead of the normal 4”/10cm.
Graebner’s Gamble
SS-Kampfgruppe Graebner Always Attacks (see page 257
of the rulebook).
Graebner and Combat Platoons in SS-Kampfgruppe
Graebner may make Spearhead moves (see page261 of
the rulebook).
In addition, SS-Kampfgruppe Graebner always makes
the first Reconnaissance Deployment Move regard-
less of which player the mission states makes the first
Reconnaissance Deployment Move.
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MAJOR HANS-PETER KNAUST
Major Hans-Peter Knaust is a Warrior Higher Command
SMG team rated as Fearless Veteran. Knaust is mounted in
either an Sd Kfz 251/1 or Sd Kfz 250/3 half-track. Knaust
may join Kampfgruppe Knaust for +70 points.
Wooden Leg
When dismounted, Major Hans Peter Knaust moves
4”/10cm (instead of the normal 6”/15cm) and may not
move At The Double.
Combined Bombardment
When Sonnenstuhl’s Artillery Battery fires an Artillery
Bombardment, you may chose to group other Motorised
SS-Artillery Batteries or a Motorised Heavy SS-Artillery
Batteries with Staff teams into the same bombardment
before rolling to Range In as Combined Bombardment.
Use the Mixed Bombardments rule on page 131 of the
rulebook.
Sperrfeurlinie
Any Artillery Bombardment (including a Combined
Bombardment) fired by Sonnenstuhl’s Artillery Battery,
may use the US Time on Target special rule on page 240
of the rulebook.
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OBERSTLEUTNANT FREIHERR VON DER HEYDTE
BRIDGE BY BRIDGE
Oberstleutnant Friedrich Freiherr von der Heydte may join a Veteran Fallschirmjägerkompanie or an Ersatz
Fallschirmjägerkompanie for +70 points. Oberstleutnant Freiherr von der Heydte is a Warrior and a Higher Command
SMG team rated as Fearless Veteran.
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HERMANN GÖRING FALLSCHIRMPANZERDIVISION
Platoon, you may designate them as infantry support. While carrying concertina wire, the Tank’s main gun is
The 2cm FlaK38 guns designated as infantry support are considered a hull-mounted weapon. The Tank also acts
not anti-aircraft guns, instead they are Light Guns that as a Pioneer Supply Vehicle for any platoons within
may fire self-defence anti-aircraft. This means they can Command Distance attempting to Dig In.
be concealed when Dug In like normal light guns.
If any terrain or teams block the deployment of the wire
then the Stacheldraht manoeuvre cannot be attempted.
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OBERST FERDINAND GOSEWISCH
Excellent Communications
Command teams in Combat or Weapons
Platoons and the 2iC Command team in a
Grenadierkompanie containing Oberst Gosewisch
can act as Spotting teams and request artillery fire as if a
Company Command team.
Overhead Camouflage
The following platoons in a Grenadierkompanie within
6”/15cm of Gosewisch may re-roll failed Skill Tests to Dig
Oberst Gosewisch with his Regimental Command Head-
In and if successful also receive Overhead Camouflage.
quarters is a Warrior Staff team and replaces the Staff team of
a Motorised Artillery Battery or Motorised Heavy Artillery • Motorised Artillery Batteries
Battery in a Grenadierkompanie for +40 points. Oberst • Motorised Heavy Artillery Batteries
Gosewisch is rated Confident Veteran. • Rocket Launcher Batteries
When Oberst Gosewisch and his team are deployed as part • HG Heavy Anti-aircraft Gun Platoons
of the Motorised Artillery Battery, they act as a Staff Team • Grenadier Light Anti-aircraft Gun Platoons
and the battery may re-roll Skill Tests for Digging In. Teams with Overhead Camouflage are Concealed. In
If the Motorised Artillery Battery with Gosewisch makes addition they are also Concealed to Aircraft.
a successful Skill Tests to Dig In the battery may either:
• place all its Gun teams in Gun Pits, or
• be placed in Foxholes as normal (see page 51 of the
FORTRESS ITALY
rulebook). Oberst Gosewisch
Code: GE891
If the battery starts the game in Prepared Positions then 75%
the player can choose to have all teams in the battery
receive Overhead Camouflage and all Gun teams placed
in Gun Pits at the start of the game. This does not make
the platoon a Fortified Platoon.
Hard to Kill
If Jamrowski is Destroyed, your opponent must roll a
5+, rather than the normal 4+, when rolling for Warrior
Team Casualties (see page 106 of the rulebook).
Stick It To ‘Em!
In the Starting Step, when Jamrowski joins a platoon that
is Pinned Down, that platoon automatically rallies from
being Pinned Down..
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PANZER BRIGADE
Concerted Effort
Luftwaffe and SS platoons in a SS-Kampfgruppe Peiper company and 150. Panzerbrigade ignore the Reich Divided rule
(see page 242 of the rulebook) and therefore do not treat each other as Allies.
SS-KAMPFGRUPPE PEIPER
Fallschirmjäger Platoon
Teams from a Fallschirmjäger Platoon have a 3+ Save
while Mounted on Königstiger (Henschel) tanks as
Passengers. They do not need to Dismount Under Fire
when hit. They can remain on the tanks instead.
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150. PANZERBRIGADE
Enemy Disguises
The Ersatz Panther Platoon, Ersatz StuG Platoon, and In order to Identify a platoon equipped with
Ersatz Panzerspäh Platoon equipped with Captured M8 Enemy Disguises, an enemy platoon must
Greyhounds are equipped with Enemy Disguises. attempt to shoot at it or select it as the target for an
Artillery Bombardment. Before rolling To Hit or Range In,
While mounted in their captured transports, the 150.
the platoon rolls a Skill Test.
Panzerbrigade Kampfgruppe HQ, SS-Jäger Platoon, and
Gepanzerte Panzergrenadier Platoon are equipped with • If they pass the Skill Test, they Identify the German
Enemy Disguises. platoon and shoot at or bombard it as normal. The
German unit is now Identified to all enemy platoons.
Platoon equipped with Enemy Disguises must be Identified
• If they fail, they do not Identify the unit, but may shoot
before the enemy can shoot at it or assault it. These units
at or bombard other German platoons instead.
start the game unidentified.
Enemy Recce teams that attempt to shoot at or bombard
If a platoon equipped with Enemy Disguises shoots,
a platoon equipped with Enemy Disguises automatically
conducts anti-aircraft fire, or launches an assault, they are
Identify them if they are within 8”/20cm.
immediately Identified by all enemy platoons.
An AOP or Bunker cannot Identify a platoon equipped
with Enemy Disguises. Aircraft cannot choose a team that
has not been Identified as the target of an air strike.
DEVIL’S CHARGE
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VOLKSGRENADIER DIVISIONS
PANZERGRENADIERKOMPANIE
NUTS
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Tailor-made Battlegroup Schwere Panzer Platoon
A Panzer Kampfgruppe, a Panzergrenadier Kampfgruppe, If your Schwere Panzer Platoon is equipped with Hetzer
a Panzer Ausbildungs Verband, or Panzer Ausbildungs tanks, where a Tiger Ace skill refers to Tiger tanks or
Abteilung 500 does not use the German Kampfgruppe 8.8cm tank guns, treat that as referring to a Hetzer and
special rule on page 242 of the rulebook. its 7.5cm gun instead.
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OBERST HANS-ULRICH RUDEL
Oberst Hans-Ulrich Rudel is mounted in a Ju-87G Stuka. He may join a Panzer Kampfgruppe or a
Panzergrenadier Kampfgruppe for +175 points.
Rudel uses all of the normal Ground Attack Aircraft rules with the following exceptions and abilities.
Rudel Arrives
Rudel has an Air Support Pool of five dice. He arrives to
support your operations using all of the normal Aircraft
rules. When Rudel arrives, he always does so as a flight
of one aircraft.
Charmed
If Rudel is shot down, he is not permanently destroyed.
Instead, he and his Ju-87G Stuka have made a lucky
escape and will return the next time you successfully
request Ground-attack Aircraft.
Stuka Ace
Rudel automatically Ranges In on his target team, even
if it is Concealed from Aircraft (see page 184 of the
rulebook).
DESPERATE MEASURES
Instead of rolling To Hit like normal aircraft, choose an
enemy platoon (or an Independent or Warrior team)
under the template. As usual, Independent and Warrior
teams Join a platoon using the rules on page 74 of the
rulebook.
Rudel then rolls two dice. For each result of 2+, he scores
a Hit against teams under the template from the chosen
platoon. Despite being a flight of one aircraft, Rudel
never has to re-roll successful rolls to hit targets.
These Hits are allocated using the Allocating Hits to
Target Teams rules for normal Shooting on pages 93 to
96 of the rulebook. These Hits are then resolved using
the Aircraft rules on pages 187 to 189 of the rulebook.
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BRIDGE AT REMAGEN
SS-PANZERBRIGADE WESTFALEN
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SUPPORT PLATOONS
BRIDGE AT REMAGEN
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Web Intelligence Briefings
2. PANZERDIVISION & PANZER LEHR DIVISION
PANZERS TO THE MEUSE
Mountaineers Waldjäger
Gebirgsjäger Infantry teams and Man-packed Gun teams 6. SS-Gebirgsjäger Infantry and Man-packed Gun teams
are all Mountaineers, see page 61 of the rulebook. may move At the Double through Woods, Snow and
Deep snow (see page 30 of the rulebook).
ESTONIAN-SS
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OTTO CARIUS, TIGER ACE
TIGERS IN THE MUD
Otto Carius, Tiger Ace is a Warrior, rated Confident Veteran. When rolling for Tiger Ace skills, Carius’
Carius replaces the Command Tiger I E tank in a Schwere Schwere Panzer Platoon does not roll for Tiger
Panzer Platoon (see Grey Wolf, page 71) for +100 points. Ace skills because he has his own special rules below.
WEBSITE BRIEFINGS
• More than 16”/40cm away from all enemy teams, and Enemy teams do not benefit from Concealment when
• Concealed or entirely out of Line of Sight of the shot at by Carius. Furthermore, Carius ignores the
enemy. normal +1 modifier when shooting at teams greater than
Once deployed, Carius remounts his Tiger I E tank 16”/40cm away.
and fights as normal. Remove Carius’ Kübelwagen. The
Tigers placed on the table in this way can move and fight Feldwebel Albert Kerscher
as normal during the turn they appear. You may nominate one Tiger I E tank in Carius’s Schwere
If Carius is Destroyed while mounted in his Kübelwagen, Panzer platoon to be commanded by Feldwebel Albert
his Schwere Panzer Platoon is immediately placed in Kerscher for +50 points.
Reserve. Carius’ Tiger becomes a normal Command In addition, while in Kerscher is within Command
Tiger I E tank that still uses the Every Shot Counts Distance of Carius, Kerscher may use the Setting up the
special rule, even though Carius has been Destroyed. Shot special rule.
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FÜHRERBEGLEIT AND FÜHRERGRENADIER BRIGADES
Follow Me
Remer and any platoon he Joins pass Motivation tests on
a roll of 3+ instead of the normal roll. Remer may re-roll
any Company Morale Checks he is required to take.
Forwards
Remer and any platoon that he Joins may make Storm-
troopers moves on a roll of 2+ instead of the normal roll.
No Quarter
Remer and any platoon that he Joins hit on a roll of 2+
in assault combats.
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KURT “PANZER” MEYER
Kurt “Panzer” Meyer is a Higher Command SMG team
mounted on a motorcycle team and my join any 12. SS- Recon Expert
Panzergrenadierkompanie or 12. SS-Panzerkompanie for Unless he has joined a platoon that is not
+90 points from Atlantik Wall. Meyer is rated Fearless a Reconnaissance Platoon, Kurt Meyer may
Veteran. Disengage as if he were a Recce team (page 194 of the
rulebook) when mounted on his motorcycle.
With the boys Panzer Meyer may use the Eyes and Ears reconnais-
Panzer Meyer, and any platoon he has joined, passes all sance rule (page 195 of the rulebook) to remove enemy
platoon Motivation tests on a 2+. platoons’ Gone to Ground status.
Schnell Meyer
Panzer Meyer, and any platoon he has joined, passes
Stormtroopers Skill tests on a 2+.
KAMPFGRUPPE KÄSTNER
WEBSITE BRIEFINGS
Wiking SS Special Rules If they do so, the game starts in darkness and uses the
Night Fighting rules (on page 272 of the Flames Of War
See the Following Orders and Political Assassins rule
rulebook) until morning breaks using the Dawn rules
from Grey Wolf on page 32.
(page 273 of the Flames Of War rulebook).
Expert Fieldcraft
Kästner and any teams in a platoon he has joined are
Gone to Ground, unless they move At the Double, carry
Passengers that are not Recce teams, shoot, or assault.
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KAMPFGRUPPE KERSCHER
OBERFELDWEBEL KERSCHER
normal +1 modifier when shooting at teams greater than turn, its Mobility rating is reduced to Very Slow Tank for
16”/40cm away. the remainder of the game.
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German Arsenal
TANK TEAMS
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Medium Tanks
Panzer III M Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Schürzen.
5cm KwK39 gun 24”/60cm 3 9 4+
Panzer III N Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Schürzen.
7.5cm KwK37 gun 24”/60cm 2 9 3+ Smoke.
Panzer IV H Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Schürzen.
7.5cm KwK40 gun 32”/80cm 2 11 3+
Panzer IV J Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Schürzen.
7.5cm KwK40 gun 32”/80cm 2 11 3+ Slow traverse.
Panzer IV/70 (A) Slow Tank 8 3 1 Hull MG, Overloaded, Schürzen.
7.5cm PaK42 gun 32”/80cm 2 14 3+ Hull mounted.
Panzer IV/70 (V) Slow Tank 9 3 1 Hull MG, Overloaded, Schürzen.
7.5cm PaK42 gun 32”/80cm 2 14 3+ Hull mounted.
Panther D Standard Tank 10 5 1 Co-ax MG, Hull MG, Wide tracks, Unreliable.
7.5cm KwK42 gun 32”/80cm 2 14 3+
GERMAN ARSENAL
Heavy Tanks
Tiger I E Slow Tank 9 8 2 Co-ax MG, Hull MG, Protected ammo, Wide tracks.
8.8cm KwK36 gun 40”/100cm 2 13 3+ Slow traverse.
Königstiger (Porsche) Slow Tank 14 8 2 Co-ax MG, Hull MG, Overloaded, Unreliable.
8.8cm KwK43 gun 40”/100cm 2 16 3+ Slow traverse.
Königstiger (Henschel) Slow Tank 15 8 2 Co-ax MG, Hull MG, Overloaded.
8.8cm KwK43 gun 40”/100cm 2 16 3+ Slow traverse.
Tiger (P) (late) Slow Tank 13 8 2 Co-ax MG, Hull MG, Protected ammo, Wide tracks,
Unreliable.
8.8cm KwK36 gun 40”/100cm 2 13 3+ Slow traverse.
Bergepanther (Panzer IV turret) Standard Tank 8 4 1 2 Hull MG, Wide tracks
7.5cm KwK40 gun 32”/80cm 1 11 3+ Hull mounted.
Flame-thrower Tanks
Flammpanzer III Standard Tank 6 3 1 Co-ax MG, Hull MG.
1.4cm Flammenwerfer 4”/10cm 4 - 5+ Flame-thrower.
Flammpanzer Hetzer Standard Tank 7 2 1 Hull MG, Overloaded.
1.4cm Flammenwerfer 4”/10cm 3 - 5+ Hull mounted, Flame-thrower.
Assault Guns
StuG G Standard Tank 7 3 1 Hull MG, Protected ammo, Schürzen.
7.5cm StuK40 gun 32”/80cm 2 11 3+ Hull mounted.
StuG G (late) Standard Tank 7 3 1 Co-ax MG, Hull MG, Protected ammo, Schürzen.
7.5cm StuK40 gun 32”/80cm 2 11 3+ Hull mounted.
StuH42 Standard Tank 7 3 1 Hull MG, Protected ammo, Schürzen.
10.5cm StuH42 gun 32”/80cm 2 10 2+ Hull mounted, Breakthrough gun, Smoke.
StuG IV Standard Tank 7 3 1 Hull MG, Protected ammo, Schürzen.
7.5cm StuK40 gun 32”/80cm 2 11 3+ Hull mounted.
Brummbär Slow Tank 9 5 1 Hull MG, Overloaded, Schürzen.
15cm StuH43 gun 16”/40cm 1 13 1+ Hull mounted, Bunker buster.
Sturmtiger Slow Tank 12 8 2 Hull MG, Overloaded.
38cm RW61 assault howitzer 48”/120cm - 6 1+ Hull mounted, Awkward layout, Bunker buster, Bunkerfeuer,
Rocket assault howitzer, Minimum range 8”/20cm.
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Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Disguised Tanks
Ersatz StuG G Standard Tank 7 3 1 Hull MG, Enemy disguises, Protected
ammo, Schürzen.
7.5cm StuK40 gun 32”/80cm 2 11 3+ Hull mounted.
Ersatz Panther Standard Tank 10 5 1 Co-ax MG, Hull MG, Enemy disguises, Limited vision,
Wide tracks.
7.5cm KwK42 gun 32”/80cm 2 14 3+
Ersatz M8 Greyhound Wheeled 1 0 0 Co-ax MG, .50 cal AA MG, Enemy disguises, Recce.
M6 37mm gun 24”/60cm 2 7 4+
Obsolete Tanks
Panzer III J (early) Standard Tank 5 3 1 Co-ax MG, Hull MG, Protected ammo.
5cm KwK38 gun 24”/60cm 3 7 4+
Panzer III L or M Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo.
5cm KwK39 gun 24”/60cm 3 9 4+
Panzer III N Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo.
7.5cm KwK37 gun 24”/60cm 2 9 3+ Smoke.
Panzer IV G (late) Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo.
7.5cm KwK40 gun 32”/80cm 2 11 3+
Tiger I E (Hummel) Slow Tank 9 8 2 Co-ax MG, Hull MG, Protected ammo, Unreliable.
8.8cm KwK36 gun 40”/100cm 2 13 3+ Slow traverse.
StuG D or E Standard Tank 5 3 1 AA MG, Protected ammo.
7.5cm StuK36 gun 24”/60cm 2 9 3+ Hull mounted.
Ausbildungs Tanks
GERMAN ARSENAL
Panzer II F Standard Tank 3 1 1 Co-ax MG, Protected ammo, Unreliable.
2cm KwK38 gun 16”/40cm 3 5 5+
Panzer III L or M Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Unreliable.
5cm KwK39 gun 24”/60cm 3 9 4+
Panzer III N Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Unreliable.
7.5cm KwK37 gun 24”/60cm 2 9 3+
Panzer IV G or H Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Unreliable.
7.5cm KwK40 gun 32”/80cm 2 11 3+
Panther A or G Standard Tank 10 5 1 Co-ax MG, Hull MG, Unreliable.
7.5cm KwK42 gun 32”/80cm 2 14 3+
StuG G Standard Tank 7 3 1 Hull MG, Protected ammo, Unreliable.
7.5cm StuK40 gun 32”/80cm 2 11 3+ Hull mounted.
Jagdpanzer IV Standard Tank 7 3 1 Hull MG, Protected ammo, Unreliable.
7.5cm StuK40 gun 32”/80cm 2 11 3+ Hull mounted.
Hetzer Standard Tank 7 2 1 Hull MG, Overloaded, Unreliable.
7.5cm PaK39 gun 32”/80cm 2 11 3+ Hull mounted.
Tiger I E Slow Tank 9 8 2 Co-ax MG, Hull MG, Protected ammo, Unreliable.
8.8cm KwK36 gun 40”/100cm 2 13 3+ Slow traverse.
Königstiger (Porsche) Slow Tank 14 8 2 Co-ax MG, Hull MG, Overloaded, Unreliable.
8.8cm KwK43 gun 40”/100cm 2 16 3+ Slow traverse.
Brummbär Slow Tank 9 5 1 Hull MG, Overloaded, Unreliable.
15cm StuH43 gun 16”/40cm 1 13 1+ Bunker buster, Hull mounted.
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Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
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German Landing Page German Arsenal
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Tank-hunters
Marder I Slow Tank 0 0 0 AA MG, Overloaded, Unreliable.
7.5cm PaK40 gun 32”/80cm 2 12 3+ Hull mounted.
Marder II Standard Tank 1 0 0 AA MG.
7.5cm PaK40 gun 32”/80cm 2 12 3+ Hull mounted.
Marder III Standard Tank 1 0 0 Hull MG.
GERMAN ARSENAL
7.62cm PaK36(r) gun 32”/80cm 2 12 3+ Hull mounted.
Marder III H Standard Tank 1 0 0 Hull MG.
7.5cm PaK40 gun 32”/80cm 2 12 3+ Hull mounted.
Marder III M Standard Tank 0 0 0 AA MG.
7.5cm PaK40 gun 32”/80cm 2 12 3+ Hull mounted.
PaK40 auf RSO Slow Tank 0 0 0
7.5cm PaK40 gun 32”/80cm 2 12 3+ Hull mounted.
Hetzer Standard Tank 7 2 1 Hull MG, Overloaded
7.5cm PaK39 gun 32”/80cm 2 11 3+ Hull mounted.
Jagdpanzer IV Standard Tank 7 3 1 Hull MG, Protected ammo, Schürzen.
7.5cm PaK39 gun 32”/80cm 2 11 3+ Hull mounted.
Hornisse Standard Tank 1 1 0 AA MG, Protected ammo.
8.8cm PaK43 gun 40”/100cm 2 16 3+ Hull mounted.
Jagdpanther (early) Standard Tank 10 5 1 Hull MG, Unreliable.
8.8cm PaK43 gun 40”/100cm 2 16 3+ Hull mounted.
Jagdpanther Standard Tank 10 5 1 Hull MG.
8.8cm PaK43 gun 40”/100cm 2 16 3+ Hull mounted.
Elefant Slow Tank 15 8 2 Hull MG, Overloaded, Unreliable.
8.8cm PaK43 gun 40”/100cm 2 16 3+ Hull mounted.
Jagdtiger Slow Tank 16 8 2 Hull MG, Overloaded, Unreliable.
12.8cm PaK44 gun 48”/120cm 2 17 2+ Hull mounted, Breakthrough gun.
Light Half-tracks
Sd Kfz 250/7 (8cm) Half-tracked 1 0 0 AA MG.
8cm GW34 mortar 24”/60cm 2 2 3+ Hull mounted, Portee, Smoke, Minimum range 8”/20cm.
Firing Bombardments 40”/100cm - 2 6 Smoke bombardment.
Sd Kfz 250/8 (7.5cm) Half-tracked 1 0 0 AA MG.
7.5cm KwK37 gun 24”/60cm 2 9 3+ Hull mounted.
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Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Medium Half-tracks
Sd Kfz 251/2 (8cm) Half-tracked 1 0 0 AA MG.
8cm GW34 mortar 24”/60cm 2 2 3+ Hull mounted, Portee, Smoke, Minimum range 8”/20cm.
Firing Bombardments 40”/100cm - 2 6 Smoke bombardment.
Sd Kfz 251/9 (7.5cm) Half-tracked 1 0 0 AA MG.
7.5cm KwK37 gun 24”/60cm 2 9 3+ Hull mounted.
Sd Kfz 251/9 (7.5cm) (late) Half-tracked 1 0 0 Co-ax MG.
7.5cm KwK37 gun 24”/60cm 2 9 3+ Hull mounted.
Sd Kfz 251/16 (Flamm) Half-tracked 1 0 0 Hull MG.
Two 1.4cm Flammenwerfer 4”/10cm 3 (each) - 6 Side mounted, Flame-thrower.
Sd Kfz 251/22 (PaK40) Half-tracked 1 0 0 AA MG.
7.5cm PaK40 gun 32”/80cm 2 12 3+ Hull mounted.
Sd Kfz 251/1 (Stuka) Half-tracked 1 0 0 Hull MG.
28cm sW40 Rocket Launcher 40”/100cm - 3 1+ Hull mounted, Stuka zu Fuss.
Self-propelled Artillery
Wespe Standard Tank 1 1 0 AA MG, Protected ammo.
GERMAN ARSENAL
Anti-aircraft Tanks
Flakpanzer 38(t) (2cm) Standard Tank 0 0 0
2cm FlaK38 gun 16”/40cm 4 5 5+ Anti-aircraft.
Möbelwagen (3.7cm) Standard Tank 0 0 0
3.7cm FlaK43 gun 24”/60cm 4 6 4+ Anti-aircraft.
Wirbelwind (Quad 2cm) Standard Tank 3 1 0 Hull MG.
2cm FlaK38 (V) gun 16”/40cm 6 5 5+ Anti-aircraft.
Ostwind (3.7cm) Standard Tank 3 1 0 Hull MG.
3.7cm FlaK43 gun 24”/60cm 4 6 4+ Anti-aircraft.
2cm FlaK (V) on a Panzer IV Standard Tank 0 0 0
2cm FlaK38 (V) gun 16”/40cm 6 5 5+ Anti-aircraft.
Flakpanzer T-34(r) Standard Tank 3 2 0 Hull MG, Fast tank, Wide-tracks.
2cm FlaK38 (V) gun 16”/40cm 6 5 5+ Anti-aircraft.
Bergepanther (Quad 2cm) Standard Tank 4 2 0 Hull MG, Wide tracks.
2cm FlaK38 (V) gun 16”/40cm 6 5 5+ Anti-aircraft.
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Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Self-propelled Anti-aircraft
2cm FlaK38 on 3-ton truck Wheeled - - - Gun shield.
2cm FlaK38 gun 16”/40cm 4 5 5+ Anti-aircraft, Portee.
3.7cm FlaK43 on Opel truck Wheeled - - - Gun shield
3.7cm FlaK43 gun 24”/60cm 4 6 4+ Anti-aircraft, Portee.
Sd Kfz 10/5 (2cm) Half-tracked - - - Gun shield
2cm FlaK38 gun 16”/40cm 4 5 5+ Anti-aircraft.
Armoured Sd Kfz 10/5 (2cm) Half-tracked 0 0 0
2cm FlaK38 gun 16”/40cm 4 5 5+ Anti-aircraft.
Sd Kfz 7/1 (Quad 2cm) Half-tracked - - - Gun shield
2cm FlaK38 (V) gun 16”/40cm 6 5 5+ Anti-aircraft.
Armoured Sd Kfz 7/1 (Quad 2cm) Half-tracked 0 0 0
2cm FlaK38 (V) gun 16”/40cm 6 5 5+ Anti-aircraft.
Sd Kfz 7/2 (3.7cm) Half-tracked - - - Gun shield
3.7cm FlaK43 gun 24”/60cm 4 6 4+ Anti-aircraft.
Armoured Sd Kfz 7/2 (3.7cm) Half-tracked 0 0 0
3.7cm FlaK43 gun 24”/60cm 4 6 4+ Anti-aircraft.
Sd Kfz 251/17 (Luftwaffe) Half-tracked 1 0 0
2cm FlaK38 gun 16”/40cm 4 5 5+ Anti-aircraft.
Sd Kfz 251/17 (2cm Flak) Half-tracked 1 0 0
2cm FlaK38 gun 16”/40cm 4 5 5+ Anti-aircraft.
Sd Kfz 251/21 (Triple 15mm Flak) Half-tracked 1 0 0
MG151/15 gun 16”/40cm 6 4 5+ Anti-aircraft.
GERMAN ARSENAL
8.8cm FlaK37 (Sf ) Half-tracked 1 1 0
8.8cm FlaK37 gun 40”/100cm 3 13 3+ Awkward layout, Heavy anti-aircraft gun.
Reconnaissance
Sd Kfz 221 (MG) Wheeled 0 0 0 AA MG, Recce.
Sd Kfz 221 (2.8cm) Wheeled 0 0 0 Recce.
2.8cm sPzB41 anti-tank rifle 16”/40cm 2 7 5+ Hull mounted, No HE.
Sd Kfz 222 (2cm) Wheeled 1 0 0 Co-ax MG, Recce
2cm KwK38 gun 16”/40cm 3 5 5+ Self-defence anti-aircraft.
Sd Kfz 223 (radio) Wheeled 1 0 0 AA MG, Recce.
Sd Kfz 231 (8-rad) Jeep 2 0 0 Co-ax MG, Recce.
2cm KwK38 gun 16”/40cm 3 5 5+
Sd Kfz 234/1 (2cm) Jeep 3 0 0 Co-ax MG, Recce.
2cm KwK38 gun 16”/40cm 3 5 5+ Self-defence anti-aircraft.
Sd Kfz 234/2 Puma Jeep 3 0 0 Co-ax MG, Recce.
5cm KwK39 gun 24”/60cm 2 9 4+
Sd Kfz 234/3 (7.5cm) Jeep 3 0 0 Co-ax MG, Recce.
7.5cm KwK37 gun 24”/60cm 2 9 3+ Hull mounted.
Sd Kfz 234/4 (PaK40) Jeep 3 0 0 AA MG, Recce.
7.5cm PaK40 gun 32”/80cm 2 12 3+ Hull mounted.
Sd Kfz 250 (recce) Half-tracked 1 0 0 Hull MG, AA MG, Recce.
Sd Kfz 250/9 (2cm) Half-tracked 1 0 0 Co-ax MG, Recce.
2cm KwK38 gun 16”/40cm 3 5 5+ Self-defence anti-aircraft.
Sd Kfz 251/21 (Recce) Half-tracked 1 0 0 Recce.
MG151/15 gun 16”/40cm 6 4 5+ Self-defence anti-aircraft.
Panzer II L Luchs Light Tank 3 1 1 Co-ax MG, Recce.
2cm KwK38 gun 16”/40cm 3 5 5+
Aufklärer 38(t) Standard Tank 4 1 0 Co-ax MG, Recce.
2cm KwK38 gun 16”/40cm 3 5 5+ Self-defence anti-aircraft.
Reconnaissance Support
Sd Kfz 233 (7.5cm) Jeep 2 0 0 AA MG.
7.5cm KwK37 gun 24”/60cm 2 9 3+ Hull mounted.
Sd Kfz 234/3 (7.5cm) Jeep 3 0 0 Co-ax MG.
7.5cm KwK37 gun 24”/60cm 2 9 3+ Hull mounted.
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Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Motorcycle Reconnaissance
Motorcycle MG team Jeep - - - Motorcycle reconnaissance,
Dismount as MG team.
MG 16”/40cm 3 2 6 Hull-mounted, Vehicle MG.
Motorcycle Panzerknacker SMG team Jeep - - - Motorcycle reconnaissance,
Dismount as Panzerknacker SMG team.
SMG 4”/10cm 3 2 6 Hull-mounted, Vehicle MG.
Motorcycle Panzerfaust SMG team Jeep - - - Motorcycle reconnaissance,
Dismount as Panzerfaust SMG team.
When firing as SMG 4”/10cm 3 1 6 Hull-mounted, Vehicle MG.
When firing as Panzerfaust 4”/10cm 1 12 5+ Awkward layout.
Motorcycle Panzerschreck team Jeep - - - Motorcycle reconnaissance,
Dismount as Panzerschreck team.
Panzerschreck 8”/20cm 2 11 5+ Awkward layout.
Schwimmwagen MG team Jeep - - - Amphibious, Motorcycle reconnaissance,
Dismount as MG team.
MG 16”/40cm 3 2 6 Hull-mounted, Vehicle MG.
Schwimmwagen HMG team Jeep - - - Amphibious, Motorcycle reconnaissance,
Dismount as MG 42 HMG team.
MG42 16”/40cm 3 2 6 Hull-mounted, Vehicle MG.
Schwimmwagen Panzerschreck team Jeep - - - Amphibious, Motorcycle reconnaissance,
Dismount as Panzerschreck team.
Panzerschreck 8”/20cm 2 11 5+ Awkward layout.
Schwimmwagen Panzerknacker SMG team Jeep - - - Amphibious, Motorcycle reconnaissance,
Dismount as Panzerknacker SMG team.
GERMAN ARSENAL
Armoured Trains
Locomotive Train 3 3 2 Locomotive.
Artillery Car Train 3 3 2 Artillery Car, Protected ammo,
Four passenger-fired side train MG (two each side).
10.5cm leFH18/40 howitzer 24”/60cm 1 10 2+ Deck turret, Breakthrough gun, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
Anti-aircraft Car Train 3 3 2 Artillery Car, Protected ammo,
Four passenger-fired side train MG (two each side).
10.5cm leFH18/40 howitzer 24”/60cm 1 10 2+ Deck turret, Breakthrough gun, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
With 2cm FlaK38 (V) gun 16”/40cm 6 5 5+ Turntable, Anti-aircraft.
With 3.7cm FlaK43 gun 24”/60cm 4 6 4+ Turntable, Anti-aircraft.
Tank-hunter Car Train 6 3 1 Artillery car, Co-ax MG, Protected ammo, Schürzen.
7.5cm KwK40 gun 32”/80cm 2 11 3+
Infantry Car Train 3 3 2 Infantry car, Four passenger-fired train MG (2 each side)
Staff Car Train 3 3 2 Infantry car, Four passenger-fired train MG (2 each side)
Light Artillery Car Train 3 3 2 Artillery Car, Six train MG, AA MG turret.
Two 7.5cm FK02/26 (p) 24”/60cm 2 8 3+ Deck turrets.
Firing bombardments 72”/180cm - 3 6
With 2cm FlaK38 (V) gun 16”/40cm 6 5 5+ Turntable, Anti-aircraft.
Heavy Artillery Car Train 3 3 2 Artillery car, Six train MG, AA MG turret.
7.5cm FK02/26 (p) gun 24”/60cm 2 8 3+ Deck turret.
Firing bombardments 72”/180cm - 4 5+
10cm leFH14/19 (p) howitzer 24”/60cm 1 8 2+ Deck turret, Breakthrough gun, Smoke.
Firing bombardments 72”/180cm - 4 5+ Smoke bombardment.
Assault Car Train 3 3 2 Infantry car, Four train MG, Passengers.
Panzer 38(t) S Standard Tank 3 1 1 Co-ax MG, Protected ammo.
3.7cm KwK38(t) gun 24”/60cm 2 6 4+
Vehicle Machine-guns
Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.
.50 cal Vehicle MG 16”/40cm 3 4 5+ ROF 1 if other weapons fire.
Train MG 16”/40cm 2 2 6 Retain ROF 2 if other weapons fire.
AA MG turret 16”/40cm 2 2 6 Self-defence anti-aircraft.
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GUN TEAMS
Weapon Mobility Range ROF Anti-tank Firepower Notes
Machine-guns
MG42 HMG Man-packed 24”/60cm 6 2 6 ROF 3 when pinned down or
moving.
MG08/15 LMG Man-packed 16”/40cm 5 2 6 ROF 2 when pinned down or moving.
Mortars
8cm GW42 (Stummelwerfer) mortar Man-packed 24”/60cm 2 2 3+ Smoke, Minimum range 8”/20cm.
Firing bombardments 32”/80cm - 2 6 Smoke bombardment.
8cm GW34 mortar Man-packed 24”/60cm 2 2 3+ Smoke, Minimum range 8”/20cm.
Firing bombardments 40”/100cm - 2 6 Smoke bombardment.
10.5cm NbW35 mortar Man-packed 40”/100cm - 3 4+ Smoke bombardment.
12cm sGW43 mortar Light 56”/140cm - 3 3+
Infantry Guns
7.5cm LG40 recoilless gun Man-packed 16”/40cm 2 9 3+ Recoilless.
7.5cm leIG18 gun Light 16”/40cm 2 9 3+ Gun shield, Smoke.
Firing bombardments 48”/120cm - 3 6
7.5cm IG37 gun Light 16”/40cm 2 9 3+ Gun shield, Smoke.
Firing bombardments 56”/140cm - 3 6
7.5cm PaK50 gun Medium 24”/60cm 2 10 3+ Gun shield.
Firing bombardments 64”/160cm - 3 6
7.62cm IKH290(r) gun (obr 1927) Light 16”/40cm 2 5 3+ Gun shield.
Firing bombardments 64”/160cm - 3 6
15cm sIG33 gun Heavy 16”/40cm 1 13 1+ Bunker buster, Gun shield.
GERMAN ARSENAL
Firing bombardments 56”/140cm - 4 2+
Anti-aircraft
2cm FlaK38 gun Light 16”/40cm 4 5 5+ Anti-aircraft, Gun shield, Turntable.
2cm Flakvierling 38 gun Immobile 16”/40cm 6 5 5+ Anti-aircraft, Gun shield, Turntable.
3.7cm FlaK43 gun Immobile 24”/60cm 4 6 4+ Anti-aircraft, Gun shield, Turntable.
8.8cm FlaK39(r) gun Immobile 32”/80cm 2 12 3+ Heavy anti-aircraft, Turntable.
8.8cm FlaK36 (Static) gun Immobile 40”/100cm 2 13 3+ Heavy anti-aircraft, Turntable.
8.8cm FlaK36 gun Immobile 40”/100cm 2 13 3+ Gun shield, Heavy anti-aircraft, Turntable.
Luftwaffe 8.8cm FlaK36 gun Immobile 40”/100cm 2 13 3+ Gun shield, Heavy anti-aircraft, Turntable.
Firing bombardments 88”/220cm - 3 5+
Anti-tank
8.8cm RW43 (Püppchen) launcher Man-packed 16”/40cm 1 11 5+
3.7cm PaK36 gun Light 24”/60cm 3 6 4+ Gun shield.
Firing Stielgranate 8”/20cm 1 12 5+
4.2cm PJK41 gun Light 24”/60cm 3 9 5+ Gun shield, No HE.
4.7cm PaK177(i) gun (47/32) Man-packed 24”/60cm 3 7 4+
4.7cm PaK183(f ) gun (SA-37) Medium 24”/60cm 3 9 4+ Gun shield, No HE.
5cm PaK38 gun Medium 24”/60cm 3 9 4+ Gun shield.
Captured OQF 6 pdr gun Medium 24”/60cm 3 11 4+ Gun shield.
7.5cm PaK97/38 gun Medium 24”/60cm 2 10 3+ Gun shield.
7.5cm PaK40 gun Medium 32”/80cm 2 12 3+ Gun shield.
7.62cm PaK36(r) gun Heavy 32”/80cm 2 11 3+ Gun shield.
8.8cm PaK43/41 gun Immobile 40”/100cm 2 16 3+ Gun shield.
8.8cm PaK43 gun Immobile 40”/100cm 2 16 3+ Gun shield, Turntable.
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Weapon Mobility Range ROF Anti-tank Firepower Notes
Light Artillery
7.5cm GebG36 gun Heavy 16”/40cm 2 9 3+ Gun shield, Smoke.
Firing bombardments 72”/180cm - 3 6 Smoke bombardment.
7.5cm FK18 gun Heavy 24”/60cm 2 9 3+ Gun shield, Smoke.
Firing bombardments 64”/160cm - 3 6 Smoke bombardment.
7.5cm FK40 (PaK40) gun Medium 32”/80cm 2 12 3+ Gun shield.
Firing bombardments 64”/160cm - 3 6
10.5cm LG40 recoilless gun Light 16”/40cm 1 10 2+ Breakthrough gun, Gun shield, Recoilless,
Smoke.
Firing bombardments 64”/160cm - 4 4+
Artillery
8.8cm PaK43/41 gun Immobile 40”/100cm 2 16 3+ Gun shield.
Firing bombardments 88”/220cm - 3 5+
8.8cm FK43 (PaK43) gun Immobile 40”/100cm 2 16 3+ Gun shield, Turntable.
Firing bombardments 88”/220cm - 3 5+
s10cm K18 gun Immobile 32”/80cm 1 15 2+
Firing bombardments 96”/240cm - 4 4+
10.5cm GebH40 howitzer Heavy 24”/60cm 1 10 2+ Breakthrough gun, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
10.5cm leFH18/40 howitzer Heavy 24”/60cm 1 10 2+ Breakthrough gun, Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
10.5cm leFH18 howitzer Immobile 24”/60cm 1 10 2+ Breakthrough gun, Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
12.8cm K81 gun Immobile 48”/120cm 1 17 2+ Breakthrough gun.
Firing bombardments 104”/260cm - 4 3+
15cm sFH18 howitzer Immobile 24”/60cm 1 13 1+ Bunker buster, Smoke.
GERMAN ARSENAL
Captured Artillery
7.62cm FK288(r) (ZIS-3) gun Heavy 32”/80cm 2 9 3+ Gun shield.
Firing bombardments 80”/200cm - 3 6
10cm leFH14/19(t)
(100/17) howitzer Immobile 24”/60cm 1 10 2+ Breakthrough gun, Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 4+
10.5cm leFH325(f )
(105mm C mle 1935 B) howitzer Heavy 16”/40cm 1 7 2+ Breakthrough gun, Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
12.2cm FH396(r)
(122mm obr 1938) howitzer Immobile 24”/60cm 1 7 2+ Breakthrough gun, Gun shield.
Firing bombardments 80”/200cm - 4 3+
12.2cm K390/2(r)
(122mm obr 1931/37) gun Immobile 32”/80cm 1 15 2+ Breakthrough gun, Gun shield.
Firing bombardments 96”/240cm - 4 3+
15.2cm sFH433(r)
(152mm obr 1943) howitzer Immobile 24”/60cm 1 10 1+ Bunker buster, Gun shield.
Firing bombardments 80”/200cm - 5 2+
15.5cm sFH414(f )
(155mm C mle 1917 S) howitzer Immobile 16”/40cm 1 10 1+ Bunker buster, Gun shield.
Firing bombardments 72”/180cm - 5 2+
Rocket Launchers
15cm NW41 rocket launcher Light 64”/160cm - 3 4+ Rocket launcher, Smoke bombardment.
21cm NW42 rocket launcher Light 72”/180cm - 3 3+ Rocket launcher,
30cm NW42 rocket launcher Light 56”/140cm - 3 1+ Rocket launcher, Super-heavy rockets.
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FORTIFICATIONS
Weapon Range ROF Anti-tank Firepower Notes
Pillboxes
Graf Spee Pillbox 112”/280cm - 6 1+ Command Post, Naval Gun Battery.
8.8cm PaK43 Pillbox 40”/100cm 2 16 3+
7.5cm PaK40 Pillbox 32”/80cm 2 12 3+
7.5cm FK Pillbox 24”/60cm 2 10 3+
5cm PaK38 Pillbox 24”/60cm 3 9 4+
4.7cm PaK183(f ) Pillbox 24”/60cm 3 9 4+ No HE.
3.7cm PaK36 Pillbox 24”/60cm 3 6 4+
HMG Pillbox 24”/60cm 6 2 6 ROF 3 when Pinned Down.
Anti-tank Nests
7.5cm PaK40 Nest 32”/80cm 2 12 3+
5cm PaK38 Nest 24”/60cm 3 9 4+
5cm KwK Nest 24”/60cm 3 7 4+
4.7cm PaK183(f ) Nest 24”/60cm 3 9 4+ No HE.
3.7cm PaK36 Nest 24”/60cm 3 6 4+
Anti-aircraft Nests
8.8cm FlaK36 Nest 40”/100cm 3 13 3+ Anti-aircraft.
3.7cm FlaK43 Nest 24”/60cm 4 6 4+ Anti-aircraft, ROF 2 when Pinned Down.
2cm Flakvierling Nest (Flak Nest) 16”/40cm 6 5 5+ Anti-aircraft, ROF 3 when Pinned Down.
2cm FlaK38 Nest 16”/40cm 4 5 5+ Anti-aircraft, ROF 2 when Pinned Down.
GERMAN ARSENAL
Machine-gun Nests
HMG Nest 24”/60cm 6 2 6 ROF 3 when pinned down.
HMG Tobruk Nest 24”/60cm 6 2 6 ROF 3 when pinned down.
Mortar Nests
8cm Mortar Tobruk Nest 24”/60cm 2 2 3+ Can fire over friendly troops. Minimum range 8”/20cm.
5cm Mortar Tobruk Nest 16”/40cm 2 1 4+ Minimum range 8”/20cm.
Armour
Turret Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Turrets
Panzer I Turret 1 1 1 Twin MG.
Panzer II Turret 3 1 1 Turret bunker MG.
2cm KwK38 gun 16”/40cm 3 5 5+
R-35 Turret 3 3 1 Turret bunker MG.
3.7cm KwK18 (f ) gun 16”/40cm 2 4 4+
APX Turret 5 4 1 Turret bunker MG.
4.7cm KwK35 (f ) gun 24”/60cm 2 6 4+
T-70 Turret 4 2 1 Turret bunker MG.
4.5cm KwK38(r) gun 24”/60cm 1 7 4+
T-34/76 Turret 6 5 1 Turret bunker MG.
7.62cm KwK34(r) gun 32”/80cm 2 9 3+
P40 Turret 5 4 1 Turret Bunker MG.
75/34 gun 32”/80cm 2 10 3+
Panther Turret 10 5 1 Turret bunker MG.
7.5cm KwK42 gun 32”/80cm 2 14 3+
Panzer IV H in Tank Pit 6 3 1 Turret Bunker MG, Schürzen.
7.5cm KwK40 gun 32”/80cm 2 11 3+
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TRANSPORT
Armour
Vehicle Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Trucks
Kübelwagen jeep or BMW motorcycle & sidecar Jeep - - -
Horch Kfz 15 car or Kettenkrad half-track Jeep - - -
Schwimmwagen jeep Jeep - - - Amphibious.
Horch, Krupp, or Steyr Kfz 70 truck Wheeled - - -
Opel Blitz 3-ton truck Wheeled - - -
Opel Kfz 68 radio truck Wheeled - - -
Opel Maultier Half-tracked - - -
Horse-drawn wagon Wagon - - -
Reinforced Truck Wheeled - - - Hull MG, Overloaded, Unreliable,
Reinforced Truck.
Tractors
Sd Kfz 10, Sd Kfz 11, or Sd Kfz 7 half-track Half-tracked - - -
RSO tractor Slow Tank - - -
Horse-drawn limber Wagon - - -
Pack Mule team Man-packed - - - Pack mules.
Passenger-fired AA MG.
Sd Kfz 250 (2cm) Half-tracked 1 0 0 Passenger-fired AA MG.
2cm Flak38 16”/40cm 3 5 5+ Hull mounted.
Sd Kfz 250/10 (3.7cm) Half-tracked 1 0 0 Passenger-fired AA MG.
3.7cm PaK36 16”/40cm 2 6 4+ Hull mounted.
Sd Kfz 250/11 (2.8cm) Half-tracked 1 0 0 Passenger-fired AA MG.
2.8cm sPzB41 16”/40cm 2 7 5+ Hull mounted, No HE.
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Recovery Vehicles
Sd Kfz 9 half-track Half-tracked - - - Recovery vehicle.
Bergepanzer III recovery vehicle Standard Tank 5 3 0 AA MG, Recovery
vehicle.
Bergepanther recovery vehicle Standard Tank 10 5 0 AA MG, Wide tracks,
Recovery vehicle.
Bergepanzer Elefant recovery vehicle Slow Tank 9 8 2 Hull MG, AA MG, Unreliable,
Recovery vehicle
Turretless M4 Sherman recovery vehicle Standard Tank 6 4 0 Recovery vehicle.
INFANTRY TEAMS
Team Range ROF Anti-tank Firepower Notes
Rifle team 16”/40cm 1 2 6
Rifle/MG team 16”/40cm 2 2 6
MG team 16”/40cm 3 2 6 ROF 2 when pinned down
SMG team 4”/10cm 3 1 6 Full ROF when moving.
Assault Rifle team 8”/20cm 3 1 6 Full ROF when moving.
Feldgendarm team 4”/10cm 3 1 6 Full ROF when moving.
Light Mortar team 16”/40cm 1 1 4+ Can fire over friendly troops.
Tank-hunter team 8”/20cm 1 11 5+ Tank Assault 5.
Panzerschreck team 8”/20cm 2 11 5+ Tank Assault 5.
Flame-thrower team 4”/10cm 2 - 6 Flame-thrower.
Panzerfaust Trap team 4”/10cm 1 12 5+ Tank Assault 6, Cannot shoot in the Shooting Step if moved
in the Movement Step.
Staff team 16”/40cm 1 2 6 Moves as a Heavy Gun team.
GERMAN ARSENAL
Additional Training and Equipment
Panzerfaust 4”/10cm 1 12 5+ Tank Assault 6, Cannot shoot in the Shooting Step if moved
in the Movement Step.
Panzerknacker teams are rated as Tank Assault 5.
Pioneer teams are rated as Tank Assault 4.
AIRCRAFT
Aircraft Weapon To Hit Anti-tank Firepower Notes
Arado 234 B Bombs 4+ 6 1+ High-speed Jet.
Ju 87D Stuka Bombs 4+ 5 1+
Ju 87G Stuka Cannon 3+ 11 4+
Rudel’s Ju 87G Stuka 3.7cm Cannons 2+ 11 3+ Charmed, Stuka ace.
Hs 129B Cannon 2+ 9 4+ Flying tank.
Hs 129B3 Cannon 4+ 15 3+ Flying tank, No HE.
MG 3+ 6 5+
Bf 109E Cannon 3+ 7 5+
Bombs 4+ 5 1+
FW 190F Cannon 3+ 7 5+
Bombs 4+ 5 1+
Me 262 A2a Sturmvogel Cannon 3+ 9 5+ High-speed Jet.
Bombs 4+ 5 2+
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Forces British Landing Page
NATIONAL
RULES
WEB BRIEFINGS
BRITISH ARSENAL
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Forces
NATIONAL RULES
DOCTRINE
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ARTILLERY
NATIONAL RULES
firing as HMG teams, can fire bombardments (unless under the Bombardment (and any Passengers they are
their platoon entry specifically says otherwise). These carrying) must re-roll successful Saves.
are conducted in the same way as any other Artillery Some rules refer to Bombardments using the Mike Target
Bombardment. However, since they have Anti-tank and special rule as Stonks or Murders.
Firepower ratings of ‘-’, they cannot harm Armoured
vehicles or Destroy teams in Bulletproof Cover, although
they can still Pin them Down.
ROCKET ARTILLERY
Saturation Bombardment
Each Land Mattress rocket launcher counts as four
weapons when firing an Artillery Bombardment.
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MISSION TACTICS
Mission Tactics
If a Platoon Command Infantry team is Destroyed, another team takes over immediately. Remove any other Infantry
team in the platoon that is within Command Distance of the Command team and replace it with the original Platoon
Command team. If the Platoon Command team was a Warrior team, it is now just a standard Platoon Command team.
If a Platoon Command Tank team is Destroyed, another team takes over immediately. Nominate any other Tank team in
the platoon that is within Command Distance of the Destroyed Command team to be the new Platoon Command team.
If there is no team of an appropriate type within Command Distance, then the Platoon Command team is Destroyed
and the platoon is left leaderless.
The original Platoon Command team can still use this rule while a Warrior team is leading the platoon and acting as its
Command team, but the rule does not apply to the Warrior team.
GUARDS SCOTTISH
Unflappable Bagpipes
Guards Platoons may re-roll any failed Platoon Morale If a 2iC Command team with a Bagpiper is Destroyed
Checks. Your Guards Company Command team may by enemy shooting, the enemy rolls to Destroy the
re-roll Company Morale Checks. 2iC Command team using the Warrior Infantry Team
This rule only applies to Platoon and Company Morale Casualties rule. However, instead of requiring a 4+ to
Checks. It does not affect other types of Motivation Tests Destroy the 2iC Command team, the enemy player
such as Rallying from being Pinned Down. needs to roll a 5+ to Destroy the team.
NATIONAL RULES
CANADIAN
INDIAN
North-west Frontier
All Indian and Gurkha Infantry and Man-packed Gun
teams are Mountaineers.
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NEW ZEALAND
4 by 2 and No. 8 Wire MAORI
New Zealand Platoons use the Mission Tactics
Maori platoons are New Zealand platoons.
special rule.
Haka
Rumpus When enemy platoons first test their Motivation to
If a New Zealand Field Battery, Royal Artillery fires a Counterattack Maori platoons in Assaults, they must
Mike Target Bombardment using only OQF 25 pdr guns, re-roll the die and apply the re-rolled result to all the
and Ranges In on their first attempt (with or without the platoons that passed the original roll.
re-roll), each team hit by the Bombardment must re-roll Platoons entirely equipped with Armoured Tank teams
successful saves in the first turn of the Bombardment. are not affected by the Haka rule and do not re-roll.
If an artillery platoon that is not a New Zealand
platoon joins the Bombardment under the British
Combined Bombardment rule, it is no longer a
Rumpus Bombardment.
SOUTH AFRICAN
NATIONAL RULES
South African companies and platoons use all of the British special rules.
COMMANDOS
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79TH ARMOURED DIVISION, BREACHING GROUPS
Mine Flails
Tanks fitted with Mine Flails or Mine Rollers do not
need to make a Motivation Test to enter a Minefield.
However, they do need to take a Skill Test to cross
safely and risk being Destroyed in the same way as other
vehicles if they fail it.
If a Mine Flail or Mine Roller passes safely through a
Minefield without being Bailed Out or Destroyed,
remove the section of Minefield they crossed.
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AIRBORNE AND ARMOURED RECCE SQUADRONS
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ARMOURED CAR SQUADRONS
OVERLORD
Currie replaces the Company Command team in a Canadian
Armoured Recce Squadron for +55 points or a Canadian
Lorried Rifle Company for +130 points.
Fighting Spirit
Hollis and any platoon he Joins pass Motivation tests on
a roll of 3+.
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BRIGADIER THE LORD LOVAT
Brigadier The Lord Lovat is a Warrior Higher Command
Rifle team rated as Fearless Veteran. Lovat may join a
Commando (Beaches) or Commando (Orne) that does not
contain Lieutenant-Colonel Peter Young for +25 points.
Bill Millin
Any hits on Lord Lovat do not count towards Pinning
Down the platoon he has Joined, nor towards making it
Fall Back from Defensive Fire.
Machinist
Stanley re-rolls all failed rolls to hit when shooting.
Military Medal
Stanley is a an Warrior Gun team armed with an OQF 6 pdr Stanley is not a permanent part of the platoon he was
(late) anti-tank gun accompanied by a Loyd Carrier, and is bought with. He can deploy and operate separately
rated as Fearless Veteran. He replaces one OQF 6 pdr gun from them.
and Loyd Carrier in a Motor Anti-tank Platoon or Lorried
Anti-tank Platoon from the 7th Armoured Division for
+25 points.
Croix de Guerre
If Captain Treleaven’s company is required to take a
Company Morale Check and there are no other Warriors
who can take it, the company may still take the Company
Morale Check and will pass it on a roll of 4+.
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LT COLONEL PETER YOUNG
Contrary
Young and any Commando platoon he has Joined may
re-roll any failed Skill Test to cross Impassable Terrain
using the Mind and Heart rule.
LT COLONEL R G PINE-COFFIN
OVERLORD
Go For It!
A force led by Pine-Coffin may not use the Night Attack
special rule. Instead, any or all Parachute Platoons (the
Combat platoon) and Counterattack Platoons may
Deploy using the Immediate Ambush special rule.
Whether or not they did so, any or all Parachute Platoons
may use the Spearhead Deployment special rule.
Counterattack Platoon
A force led by Pine-Coffin may form a Counterattack
Platoon. At the start of the game before any platoons
are Deployed and before any Combat Attachments are
made, a force led by Pine-Coffin may take either two or
four Man-packed Gun teams from any or all Parachute
Mortar Platoons and Parachute Machine-gun Platoons,
and place them in a special Counterattack Platoon.
Teams placed in the Counterattack Platoon become
SMG teams equipped with Gammon Bombs, and are no
longer part of their original platoons. The 2iC Command
team is the Command team for this platoon.
If all of the Man-packed Gun teams are removed from
a platoon, the Platoon Command is also added to
the Counterattack Platoon as an SMG team and any
Lieutenant-Colonel Pine-Coffin is a Warrior Higher Observer teams are removed.
Command SMG team rated as Fearless Veteran. Pine-
Coffin can join a British Parachute Company for +50 points.
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GLIDER PILOT SQUADRON
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ARMOURED CAR SQUADRONS
MARKET GARDEN
COMMANDO
To The Bridge
Infantry and Man-packed Gun teams in a platoon led
by Urquhart may move 16”/40cm instead of the normal
12”/30cm when Moving At the Double.
Licensed to Kill
Urquhart may re-roll failed To Hit rolls with his pistol
and does not suffer the normal +1 To Hit penalty when
Moving with ROF 1.
Team Range ROF Anti-tank Firepower
Pistol team 4”/10cm 1 1 6
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LIEUTENANT COLONEL JOHN FROST
Perimeter Troops
A force led by Frost may form a Perimeter Platoon. At
the start of the game before any platoons are Deployed
and before any Combat Attachments are made, a Force
led by Frost with a 2iC Command team may take up to
half of the teams (counting the Platoon Command team)
from any Combat or Weapons platoons in the company
and place them in a special Perimeter Platoon. The 2iC
Command team is the Command team for this platoon.
You must leave at least two or three teams in each of
the Combat or Weapons platoons you take teams from.
Teams placed in the Perimeter Platoon are no longer part
of their original platoons.
Lieutenant Colonel John Frost is a Warrior Higher
Command SMG team rated as Fearless Veteran. Lieutenant The Perimeter Platoon may include any HQ Support
Colonel John Frost may join a Parachute Company or Frost’s Weapons (including Infantry teams). Any remaining
Perimeter Force for +65 points. HQ Support Weapons must be attached out as normal.
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LIEUTENANT COLONEL
J O E VANDELEUR, DSO & BAR
MARKET GARDEN
Lieutenant Colonel JOE Vandeleur is a Warrior Transport
team. He is permanently mounted in JOE’s Humber scout Guns, Left!
car. Vandeleur is a Higher Command team and is rated A force including Vandeleur does not use the Semi-
Confident Veteran. Vandeleur may join an Armoured indirect Fire special rule. Instead, Sherman V and Firefly
Squadron or a Lorried Rifle Company from the Guards VC tanks that moved in their Movement Step may re-roll
Armoured Division. failed rolls To Hit when shooting their main guns at
teams up to 16”/40cm away. Guns Left! does not apply
Press On Regardless! when conducting Defensive Fire..
If Vandeleur has not moved At the Double and is not
Bogged Down or Bailed Out, he can attempt to push his
Unearthly Crescendo
platoons forward using Press On Regardless.
A Forward Air Controller team is a White scout car and
Guards Combat, Weapons, and Brigade Support an Independent Team rated as Confident Veteran.
Platoons that are within 8”/20cm of Vandeleur and are
not Pinned Down may attempt to move again at the end While the Forward Air Controller team is within
of the Movement Step after all other movement. Roll a 8”/20cm of Vandeleur or a Company Command team,
die for each platoon attempting to move again: all air attacks against targets within Line of Sight of the
Forward Air Controller are under its control.
• If the result is 5+, the platoon may move up to another
4”/10cm, regardless of its normal movement distance. Aircraft under the control of a Forward Air Controller
• Otherwise, the platoon remains where it is. team may re-roll a failed attempt when rolling to Range
In an air attack.
The platoons may still shoot and assault as normal after
making this extra move. Unlike normal air attacks that cannot be within
16”/40cm of any friendly teams (see Safety Distance rule
Platoons cannot make this extra move if any of their on page 184 of the rulebook), aircraft under the control
teams have moved At the Double. of a Forward Air Controller will only abort if friendly
Bogged Down or Bailed Out vehicles cannot make this teams are within 12”/30cm from the aircraft.
extra move.
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ARTILLERY AND AIR SUPPORT RECCE SQUADRON
If you choose to use the AOP to coordinate Dixie Air Reconnaissance Platoon.
Support, all air attacks against targets within Line of sight
and 16”/40cm of the Auster AOP are under its control.
Aircraft under the control of an Auster AOP may re-roll NEW ZEALAND DIVISIONAL
a failed attempt to Range In. CAVALRY SQUADRON
Unlike normal air attacks that cannot be within
16”/40cm of any friendly teams (see Safety Distance rule We can do that!
on page 184 of the rulebook), aircraft under the control Before the game begins you may swap out one Divisional
of an Auster AOP will only abort if friendly teams are Cavalry Platoon for a Utility Platoon at no cost.
within 12”/30cm of the Aircraft model.
A Utility Platoon Command Staghound II CS armoured
car can be used as a Recovery Vehicle for Staghound
I and Staghound II CS armoured cars. It is not an
Independent team.
Recon Scout
Kamal Ram and any platoon he joins uses the Cautious
Movement special rules.
Spear Point
At the start of the game before deployment, you may
place one Indian Rifle Platoon in Immediate Ambush.
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PRIVATE ERNEST ‘SMOKEY’ SMITH
Private Ernest ‘Smokey’ Smith is a
Warrior SMG team. He is rated as Fearless
Veteran. ‘Smokey’ Smith may join a Canadian
Commonwealth Rifle Company for +25 points.
ROAD TO ROME
Send Them In!
Once each turn you may re-roll one die rolled to receive
Reserves for your force.
Deception
At the start of the game when you would normally
deploy Warrior and Independent teams, you may re-de-
ploy one of your Combat or Weapons platoons on the
table anywhere within your deployment area.
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WEB BRIEFINGS
53RD (WELSH) DIVISION
Cymru am Byth
A platoon joined by the 2iC Command team from a
Welsh company (including those from the ‘International
Brigade’) may re-roll failed Platoon Marole Checks.
Bloody Angry
When Tasker Watkins and a platoon he has joined is
forced to Fall Back by defensive fire in an Assault, Tasker
Watkins may choose to not Fall Back and continue the
Assault by himself. If Tasker Watkins continues the
Assault in this way he hits on 2+ in the Assault.
Enemy platoons do not need to make a Motivation Test
to Counterattack if only assaulted by Tasker Watkins.
Regardless of whether or not Tasker Watkins was hit in
WEB BRIEFINGS
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3RD GREEK MOUNTAIN BRIGADE
The Greek forces in Italy were trained and organised along British lines and use the following British Special
Rules: Night Attack; Advance Under Darkness; Eight-gun or Twelve-gun Batteries; and Mike Target, Additionally
Greek platoons use the following special rules.
Mountaineers
All Greek Infantry and Man-packed Gun teams are
Mountaineers.
WEB BRIEFINGS
• Motor Platoon, 4”/10cm,
• Motor Anti-aircraft Platoon, • Otherwise the platoon cannot move this step.
• Scout Platoon, All normal rules apply for this movement. Platoons cannot
• Motor Machine-gun Platoon, make Rychlá moves if they are Pinned Down or have moved
• Motor Anti-tank Platoon, At the Double. Bogged Down or Bailed vehicles cannot
• Heavy Anti-tank Platoon, make Rychlá moves.
• Field Battery, Czech Artillery,
• Light Anti-aircraft Platoon.
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BRITISH ARSENAL
TANK TEAMS
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Light Tanks
‘Honey’ Stuart III Light Tank 3 2 1 Co-ax MG, Hull MG, Recce.
M6 37mm gun 24”/60cm 2 7 4+
Stuart V or VI Light Tank 4 2 1 Co-ax MG, Hull MG, Recce.
M6 37mm gun 24”/60cm 2 7 4+
Stuart V or VI Jalopy Light Tank 4 2 0 Hull .50 Cal MG, Hull MG, Wide tracks, Recce.
Tetrarch Light Tank 1 1 1 Co-ax MG.
OQF 2 pdr gun 24”/60cm 2 7 4+
With Littlejohn adaptor 24”/60cm 2 9 5+ No HE.
Tetrarch CS Light Tank 1 1 1 Co-ax MG.
With OQF 3” howitzer 24”/60cm 2 5 3+ Smoke.
Medium Tanks
Centaur Standard Tank 6 4 1 Co-ax MG, Protected ammo, Unreliable.
OQF 95mm CS howitzer 24”/60cm 2 7 3+ Smoke.
Firing bombardments 48”/120cm - 4 5+ Smoke bombardment.
Cromwell IV Light Tank 6 4 1 Co-ax MG, Hull MG, Protected ammo, Tow hook.
OQF 75mm gun 32”/80cm 2 10 3+ Semi-indirect fire, Smoke.
Cromwell VI CS Light Tank 6 4 1 Co-ax MG, Hull MG, Protected ammo, Tow hook.
OQF 95mm CS howitzer 24”/60cm 2 7 3+ Smoke.
ARSENAL
Infantry Tanks
Churchill I CS Slow Tank 8 7 2 Co-ax MG, Protected ammo, Tow hook, Wide tracks.
OQF 3” howitzer 24”/60cm 2 5 3+ Smoke.
Firing bombardments 40”/100cm - 3 6 Smoke bombardment.
OQF 3” howitzer 24”/60cm 2 5 3+ Smoke.
Firing bombardments 40”/100cm - 3 6 Smoke bombardment.
Churchill III or IV Slow Tank 8 7 2 Co-ax MG, Hull MG, Protected ammo, Tow hook,
Wide tracks.
OQF 6 pdr gun 24”/60cm 3 10 4+
Churchill III (late) or IV (late) Slow Tank 8 7 2 Co-ax MG, Hull MG, Protected ammo, Tow hook,
Wide tracks.
OQF 6 pdr gun (late) 24”/60cm 3 11 4+
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Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Churchill IV (NA75) Slow Tank 8 7 2 Co-ax MG, Hull MG, Protected
ammo, Tow hook, Wide tracks.
M3 75mm gun 32”/80cm 2 10 3+ Semi-indirect fire, Smoke.
Churchill V CS Slow Tank 8 7 2 Co-ax MG, Hull MG, Protected ammo,
Tow hook, Wide tracks.
OQF 95mm CS howitzer 24”/60cm 2 7 3+ Smoke.
Firing bombardments 48”/120cm - 4 5+ Smoke bombardment.
Churchill VI Slow Tank 8 7 2 Co-ax MG, Hull MG, Protected ammo, Tow hook,
Wide tracks.
OQF 75mm gun 32”/80cm 2 10 3+ Semi-indirect fire, Smoke.
Churchill VII Slow Tank 13 8 2 Co-ax MG, Hull MG, Protected ammo, Tow hook,
Wide tracks.
OQF 75mm gun 32”/80cm 2 10 3+ Semi-indirect fire, Slow traverse, Smoke.
Churchill Crocodile Slow Tank 13 7 1 Co-ax MG, Protected ammo, Wide tracks.
OQF 75mm gun 32”/80cm 2 10 3+ Slow traverse, Smoke.
Crocodile flame-gun 6”/15cm 5 - 5+ Hull mounted, Flame-thrower, Fuel trailer.
Infantry Support
Wasp Carrier Half-tracked 0 0 0
Wasp flame-gun 4”/10cm 3 - 6 Hull mounted, Flame-thrower.
Wasp PPP Carrier Half-tracked 1 0 0
Wasp flame-gun 4”/10cm 3 - 6 Hull mounted, Flame-thrower.
PIAT Battery Carrier Half-tracked 0 0 0
PIAT battery 24”/60cm - 2 6 Hull mounted, Rocket launcher, 2 weapons firing.
Engineering Tanks
AVRE Slow Tank 8 7 2 Co-ax MG, Hull MG, Protected ammo, Wide-tracks.
Petard mortar 4”/10cm 1 5 1+ Bunker buster, Demolition mortar, Slow traverse.
Sherman Crab Standard Tank 6 4 1 Co-ax MG, Overloaded, Mine flail.
ARSENAL
M3 75mm gun 32”/80cm 2 10 3+ Semi-indirect fire, Smoke.
Self-propelled Guns
Sexton Standard Tank 1 0 0 AA MG.
OQF 25 pdr gun 24”/60cm 2 9 3+ Hull mounted, Smoke.
Firing bombardments 80”/200cm - 4 5+ Smoke bombardment.
Priest Standard Tank 1 0 0 .50 cal AA MG.
M2A1 105mm howitzer 24”/60cm 1 9 2+ Hull mounted, Breakthrough gun, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
Sherman OP Standard Tank 6 4 1 Hull MG.
Stuart V Jalopy OP Light Tank 4 2 0 .50 cal Hull MG, Hull MG, Wide tracks.
Fox OP (Humber III) Wheeled 1 0 0 Co-ax MG.
.50 cal MG 16”/40cm 3 4 5+
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Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Reconnaissance Vehicles
Motorcycle Rifle team Jeep - - - Motorcycle Reconnaissance, Dismounts as Rifle team.
Rifles 16”/40cm 1 2 6 Awkward layout.
Recce Jeep Jeep - - - Hull MG, Recce.
Universal Carrier Half-tracked 0 0 0 Hull MG, Recce.
With Boys anti-tank rifle 16”/40cm 2 4 5+ Hull mounted.
With PIAT anti-tank projector 8”/20cm 1 10 5+ Hull mounted.
With .50 cal MG 16”/40cm 3 4 5+ Hull mounted.
Indian Pattern Carrier Jeep 0 0 0 Hull MG, Recce.
With .50 cal MG 16”/40cm 3 4 5+ Hull mounted.
Daimler Dingo Jeep 1 0 0 AA MG, Recce.
With Twin MG 16”/40cm 4 4 6 Hull mounted.
With .50 cal MG 16”/40cm 3 4 5+ Hull mounted.
Ford Lynx Jeep 1 0 0 AA MG, Recce.
Humber scout car Jeep 1 0 0 AA MG, Recce.
Humber LRC III Jeep 0 0 0 AA MG, Recce.
Boys anti-tank rifle 16”/40cm 2 4 5+ Hull mounted.
Otter LRC I Jeep 0 0 0 AA MG, Recce.
Boys anti-tank rifle 16”/40cm 2 4 5+ Hull mounted.
Armoured Cars
Daimler I Wheeled 1 0 0 Co-ax MG, Recce.
OQF 2 pdr gun 24”/60cm 2 7 4+
With Littlejohn adaptor 24”/60cm 2 9 5+ No HE.
Sawn Off Daimler Jeep 1 0 0 AA MG, Recce.
With PIAT anti-tank projector 8”/20cm 1 10 5+ Hull mounted.
Fox (Humber III) Wheeled 1 0 0 Co-ax MG, Recce.
ARSENAL
Vehicle Machine-guns
Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.
Twin Vehicle MG 16”/40cm 4 2 6 ROF 2 if other weapons fire.
.50 cal Vehicle MG 16”/40cm 3 4 5+ ROF 1 if other weapons fire.
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GUN TEAMS
Weapon Mobility Range ROF Anti-tank Notes
Machine-guns
Vickers K Gun LMG Man-packed 16”/40cm 5 2 6 ROF 2 when pinned down or moving.
Vickers HMG Man-packed 24”/60cm 6 2 6 ROF 3 when pinned down or moving.
Firing bombardments 40”/100cm - - -
Mortars
ML 3” Mk II mortar Man-packed 24”/60cm 2 2 3+ Smoke, Minimum range 8”/20cm.
Firing bombardments 40”/100cm - 2 6 Smoke bombardment.
ML 4.2” mortar Light 48”/120cm - 3 4+ Smoke bombardment.
Anti-aircraft Guns
Polsten 20mm gun Light 16”/40cm 4 5 5+ Anti-aircraft, Turntable.
Bofors 40mm gun Immobile 24”/60cm 4 6 4+ Anti-aircraft, Gun shield, Turntable.
OQF 3.7” gun Immobile 40”/100cm 2 13 3+ Heavy Anti-aircraft, Turntable.
Anti-tank Guns
OQF 2 pdr gun Medium 24”/60cm 3 7 4+ Gun shield, Turntable.
OQF 6 pdr gun Medium 24”/60cm 3 10 4+ Gun shield.
OQF 6 pdr gun (late) Medium 24”/60cm 3 11 4+ Gun shield.
OQF 17 pdr gun Immobile 32”/80cm 2 14 3+ Gun shield, No HE.
OQF 17 pdr gun (late) Immobile 32”/80cm 2 15 3+ Gun shield, No HE.
Artillery
M1A1 75mm pack howitzer Light 16”/40cm 2 6 3+ Smoke.
Firing bombardments 64”/160cm - 3 6 Smoke bombardment.
OQF 25 pdr gun Heavy 24”/60cm 2 9 3+ Gun shield, Smoke, Turntable.
Firing bombardments 80”/200cm - 4 5+ Smoke bombardment.
ARSENAL
BL 5.5” gun Immobile 32”/80cm 1 13 1+ Bunker buster.
Firing bombardments 88”/220cm - 5 2+
Land Mattress rocket launcher Heavy 64”/160cm - 3 4+ Mattress (Reload), Rocket launcher,
Saturation bombardment (4 weapons firing).
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NAVAL GUNFIRE SUPPORT
Weapon Range Number of Guns Anti-tank Firepower Notes
LCG Support 72”/180cm 2 4 3+
Destroyer 72”/180cm 4 4 3+
Light Cruiser 112”/280cm 4 5 2+
Heavy Cruiser 112”/280cm 4 6 1+
HMS Roberts 112”/280cm 2 6 1+
HMS Warspite 112”/280cm 4 6 1+
FORTIFICATIONS
Weapon Range ROF Anti-tank Firepower Notes
HMG Nest 24”/60cm 6 2 6 ROF 3 when Pinned Down.
TRANSPORT TEAMS
Vehicle Mobility Front Side Top Equipment and Notes
Trucks
Jeep or Jeep and Trailer Jeep - - -
CMP or Bedford 15 cwt or 3-ton truck Wheeled - - -
DUKW truck Wheeled - - - Amphibious.
Tractors
Loyd Carrier Half-tracked 0 0 0
Cut-down 15 cwt truck Wheeled - - -
Quad, Matador, or Morris A/A tractor Wheeled - - -
ARSENAL
Carriers
JOE’s Humber scout car Jeep 1 0 0 AA MG.
Troop or OP Carrier Half-tracked 0 0 0
MMG Carrier Half-tracked 0 0 0 Hull MG, HMG Carrier.
Mortar Carrier Half-tracked 0 0 0
Indian Pattern Troop Carrier Jeep 0 0 0
Captured Vehicles
Captured Sd Kfz 251/1 half-track Half-tracked 1 0 0 .50 cal AA MG.
Captured StuG Standard Tank 7 3 1 Schürzen.
Recovery Vehicles
T2 (M31) ARV Standard Tank 5 4 1 Recovery vehicle.
Sherman ARV Standard Tank 6 4 1 Recovery vehicle.
Cromwell ARV Light Tank 6 4 1 Recovery vehicle.
Churchill ARV Slow Tank 8 7 2 Recovery vehicle, Wide tracks.
Engineering Vehicles
Pioneer Supply Handcart Wagon - - - Pioneer supply vehicle.
Pioneer Supply Jeep and Trailer Jeep - - - Pioneer supply vehicle.
D7 Bulldozer Very Slow Tank 0 0 0 Bulldozer, May assault bunkers.
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INFANTRY TEAMS
Team Range ROF Anti-tank Firepower Notes
Pistol team 4”/10cm 1 1 6
Rifle team 16”/40cm 1 2 6
Rifle/MG team 16”/40cm 2 2 6
MG team 16”/40cm 3 2 6 ROF 2 when pinned down.
SMG team 4”/10cm 3 1 6 Full ROF when moving.
Light Mortar team 16”/40cm 1 1 4+ Smoke, Can fire over friendly teams.
PIAT team 8”/20cm 1 10 5+ Tank Assault 4.
Flame-thrower team 4”/10cm 2 - 6 Flame-thrower.
Staff team 16”/40cm 1 2 6 Moves as a Heavy Gun team.
AIRCRAFT
Aircraft Weapon To Hit Anti-tank Firepower Notes
Hurricane IV Rockets 3+ 6 3+
Kittyhawk MG 3+ 6 5+
Bombs 4+ 5 1+
Spitfire MG 3+ 7 5+
Bombs 4+ 5 2+
Typhoon Cannon 3+ 8 5+
Rockets 3+ 6 3+
ARSENAL
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Forces US Landing Page
UNITED STATES
National Rules
US WEB BRIEFINgS
US Arsenal
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Forces
National Rules
TANKS
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TANK DESTROYERS
Teams from a Self-propelled Anti-tank Platoon, Tank Tank Destroyer Section
Destroyer Platoon, or Towed Tank Destroyer Platoon Place the Tank Destroyer Section on the table
use the Cautious Movement and Disengage rules, and at the start of any of your turns when Ambushes
have the 3+ save for unarmoured Jeep teams, as if they are revealed so that every team in the Tank Destroyer
were Recce teams. Section is:
• within Command Distance of a team from the
Seek, Strike, and Destroy Security Section, and
At the start of the game before deployment you may
choose to either: • In Command when the Security Section is removed.
• deploy your Tank Destroyer Section as normal at In addition, each team must not be:
the start of the game, leaving the Security Section off • within 16”/40cm of any enemy team within Line of
table for the whole game, or Sight, unless Concealed by Terrain from it, or
• deploy only the Security Section, holding the Tank • within 4”/10cm of any enemy team, or
Destroyer Section off the table ready to be placed
• within 8”/20cm of any enemy Recce team that is
later using the Tank Destroyer Section rule.
in Line of Sight (apart from Recce teams that are
Bogged Down, Bailed Out, or moved at the Double).
Security Section Once the Tank Destroyer Section is placed, the Security
If the Platoon Command team of the Security Section Section is permanently removed from the table. The
is Destroyed, immediately select another team of the Tank Destroyer Section can move and fight as normal
Security Section that is within Command Distance of during the turn it appears. However, if, when the Tank
NATIONAL RULES
it as the new Platoon Command team. If there are no Destroyer Section is placed, any teams in the Security
other teams within Command Distance, the Command Section Moved At the Double in their previous turn or
team is Destroyed and not replaced. are Reorganising, all teams from Tank Destroyer Section
If all of the Carbine, Recon Jeep, and M20 scout car are Reorganising when they are placed, unless they are
teams of the Security Section are Destroyed, mark the within Command Distance of a Security Section team
location of the Platoon Command team when it was that is not Reorganising, did not Move At the Double,
Destroyed. The Tank Destroyer Section must be placed and is from the same platoon. In addition, if the
in the player’s next turn as if the Platoon Command Security Section has no Command team when the Tank
team were still where it was when it was Destroyed. Destroyer Section is placed, the entire Tank Destroyer
Section must Reorganise when they are placed.
When it takes Platoon Morale Checks, the Tank
Destroyer Section ignores any teams from the Security
Section that were Destroyed.
Column Security
If a US AOP did not act as an Observer team in its own
turn, then in the opponent’s turn, their teams may not be
placed from Ambush within 12”/30cm of the AOP while
in Line of Sight of it.
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ARTILLERY
ROCKET LAUNCHERS
NATIONAL RULES
INFANTRY
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TRANSPORTS
NATIONAL RULES
MISSION TACTICS
Mission Tactics
If a Platoon Command Infantry team is Destroyed, another team takes over immediately. Remove any other Infantry
team in the platoon that is within Command Distance of the Command team and replace it with the original Platoon
Command team. If the Platoon Command team was a Warrior team, it is now just a standard Platoon Command team.
If a Platoon Command Tank team is Destroyed, another team takes over immediately. Nominate any other Tank team in
the platoon that is within Command Distance of the Destroyed Command team to be the new Platoon Command team.
If there is no team of an appropriate type within Command Distance, then the Platoon Command team is Destroyed
and the platoon is left leaderless.
The original Platoon Command team can still use this rule while a Warrior team is leading the platoon and acting as its
Command team, but the rule does not apply to the Warrior team.
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DISMOUNT RECON PLATOONS
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RANGERS
NATIONAL RULES
Woodsmen I Shall Never Fail My Comrades
If a Platoon Command Infantry team is Destroyed, Ignore the first Destroyed First Special Service Force
another team takes over immediately. Remove any other Platoon or FSSF Cannon Platoon in a First Special Service
Infantry team in the platoon that is within Command Force when determining whether it is necessary for a First
Distance of the Command team and replace it with Special Service Force to take a Company Morale Check.
the original Platoon Command team. If the Platoon
Command team was a Warrior team, it is now just a
standard Platoon Command team. No Obstacle Too Tough
First Special Service Force Infantry and Man-packed
If a Platoon Command Tank team is Destroyed, another
Gun teams are Mountaineers.
team takes over immediately. Nominate any other Tank
team in the platoon that is within Command Distance
of the Destroyed Command team to be the new Platoon Lead The Way
Command team. First Special Service Force Infantry teams may move At the
If there is no team of an appropriate type within Double (using the Truscott Trot) through Slow Going and
Command Distance, then the Platoon Command team Difficult Going (but not through Obstacle fortifications).
is Destroyed and the platoon is left leaderless.
The original Platoon Command team can still use this Death, destruction and Mayhem
rule while a Warrior team is leading the platoon and
First Special Service Force Infantry teams hit on a roll of
acting as its Command team, but the rule does not apply
3+ in an assault.
to the Warrior team.
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ASSAULT COMPANY
Spearhead
Any force from the US 2nd or 3rd Armored Division (but not the 4th or 6th Armored) Always Attacks. When they are
attacking, the player may make a Spearhead Deployment move with one platoon that is not a Reconnaissance Platoon.
OVERLORD
That’s How It’s Done On any other roll, Cota has finished what he came to do
Cota always hits on a roll of 2+ in an assault combat. and moves off to another part of the battlefield. Remove
him from the table. Next turn roll for him to return
again using the Get Off this Beach special rule.
Rangers, Lead the Way!
Any platoon led by Cota will pass Motivation tests on a
roll of 3+.
OVERLORD
STAFF SERGEANT LAFAYETTE POOL
Hard Charger
If Pool’s tank moved at least 6”/15cm towards any enemy
team or objective in its previous Movement Step, and is
hit in the enemy Shooting Step, roll a die for each hit he
is allocated.
• On a score of 5+, Pool’s headlong charge puts the
enemy off their aim and the hit is ignored.
• Otherwise the hit is resolved as normal.
Master Tactician
Rifle/MG teams in any platoon commanded by Turnbull
may re-roll any failed To Hit rolls when conducting
Defensive Fire.
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GLIDER RIFLE COMPANY
A Daring Plan
A force commanded by Cook may elect to use the Always
Attack rule. If it does so and is the Attacker, they may
make a Spearhead Deployment with any or all of their
Parachute Rifle and Airborne Engineer Platoons.
Amphibious Assault
Infantry and Man-packed Gun teams ignore the Sitting
Ducks rule and retain their normal Infantry Save when
using the River Crossing rules.
Hail Mary…
Cook, and any platoon he has currently Joined, always
pass Motivation Tests on a roll of 2+.
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BRIGADIER GENERAL JAMES GAVIN
Brigadier General James Gavin is a Warrior
Higher Command Rifle team and is rated
Fearless Veteran. Brigadier General James Gavin
may join a US Parachute Rifle Company (page 66)
or a Glider Rifle Company (page 78) from the 82nd
Airborne Division for +40 points.
Count on it
Each time Gavin, or teams from a Parachute Rifle Platoon
Joined by Gavin, has moved At the Double, roll a die:
On a 3+, Gavin and any teams in the platoon that moved
At the Double not considered to have moved At the
Double during the opponent’s next turn,
MARKET GARDEN
Otherwise, Gavin and the teams still counts as having
moved At the Double as normal.
Indian Country
Taylor may make a Spearhead Deployment (see page 261
in the rulebook) with any or all Parachute Rifle (page 68)
or Glider Rifle (page 79) Platoons his force.
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SHARPSHOOTERS & ARTILLERY
On a roll of 3+, one Pioneer Rifle or Rifle team in contact If the platoon passes, the whole platoon may Charge into
with the enemy does not Fall Back when the rest of the Contact and continue the assault as normal. The Medal of
platoon Falls Back. This potential Medal of Honor team Honor team has finished its heroics and reverts to a normal
may continue the Assault. The Medal of Honor team in team for the rest of the assault.
contact with the enemy now assaults, hitting on a 2+.
Otherwise, the Medal of Honor team Breaks Off, return-
Enemy platoons do not need to make a Motivation Test ing to the platoon and reverting to a normal team.
to Counterattack if only assaulted by a Medal of Honor
team.
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PARACHUTE RIFLE COMPANY RANGER COMPANY
• Replace up to three Rifle teams with Bazooka teams. Mortar teams are no longer part of their original platoons.
• Replace up to one Rifle team with a Pioneer Rifle team. The Mortar Platoon counts as a platoon for all purposes
• Replace the M2 60mm mortar with a Rifle team. and may use the Mountain Training special rules.
Cavalry Charge
A Cavalry Light Tank Platoon may make a
Reconnaissance Deployment move even though it is not
a Reconnaissance Platoon.
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LIEUTENANT DANIEL INOUYE
Lieutenant Daniel Inouye is a Warrior
Command Pioneer Rifle team and replaces
the Command team of one of your Nisei
Rifle Platoons. He is rated Fearless Veteran.
Lieutenant Daniel Inouye may join a Nisei Rifle
Company for +15 points.
Heavy Assault
Inouye may re-roll his failed Skill tests to Hit in
Assault Combat.
ROAD TO ROME
Sergeant Tommy Prince is a Warrior Sniper team. He is rated
Fearless Veteran. A First Special Service Force may replace
a Sniper team with Sergeant Tommy Prince for +15 points.
Blending In
Tommy Prince is removed from the table and put back
in the Sniper pool on a 3+ when using the Alternative
Hides rule (instead of 4+).
Stalker
Sergeant Tommy Prince can also act as an Observer team
for the 463rd Parachute Field Artillery Battery. If he is
used as an Observer he may not shoot in the same turn.
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LIEUTENANT GENERAL GEORGE S PATTON JR.
Foul Mouth
In any turn in which Patton did not move At the Double,
all American platoons with their Platoon Command
team in Line Of Sight of Patton pass Motivation Tests
on a result of 3+.
BLOOD, GUTS, & GLORY
Up Front
Combat and Weapons platoons in a force led by Abrams
use the Mission Tactics special rule.
We’re Going In
You may field Abrams in a Tank Company or an Armored A platoon led by Abrams may use the German
Rifle Company. Stormtroopers special rule.
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BRIDGE AT REMAGEN
Task Force Riders
Teams from platoons that use the Task Force Riders special rule do not use the Truscott Trot special rule. Instead, teams
from this platoon have a 3+ Save while Mounted on a Slow, Standard, or Light Tank team as Passengers, instead of the
normal 5+ Save.
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WHY WE FIGHT PERIMETER OUTPOST
Survival Training
Platoons from the 99th Infantry Battalion (Separate) do not use the Truscott Trot special rule. In addition, Infantry and
Man-packed Gun teams from the 99th Infantry Battalion (Separate) are Mountaineers and may move At the Double
through Slow Going (but not through Obstacle fortifications).
DEVIL’S CHARGE
Winter Training
Platoons from the 2nd Infantry Division do not use the Truscott Trot special rule. Instead, Infantry and Man-packed Gun
teams from the 2nd Infantry Division may move At the Double through Slow Going (but not through Obstacle fortifications).
Delaying Action
Company Command teams from the 99th Infantry Division may re-roll their first failed Company Morale Check.
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PROVISIONAL FIELD ARTILLERY BATTERY
Captured Equipment
A Provisional Field Artillery Battery does not use the Time On Target special rule.
DEVIL’S CHARGE
of Command.
In addition, as a Command team, Murphy does not incur
the usual +1 penalty to the score needed to Range In.
Medal of Honor
After objectives have been placed, replace any Objective The .50 cal Nest can Spot for Artillery Bombardments as if
placed in your Deployment Areas with the Audie Murphy it was a Company Command team, but without the usual
Special Objective. If there are no Objectives in your +1 penalty to the score needed to Range In. It cannot
Deployment Area, you cannot use the Special Objective. prevent the enemy from taking Objectives.
The Special Objective retains all of the usual rules of
If the .50 cal Nest is Destroyed, the Objective reverts to
an Objective.
being a normal Objective.
In addition, the Audie Murphy Special Objective is also a
.50 cal Nest, using the normal Bunker rules found in the
rulebook.
Audie Murphy Special Objective
Weapon Range ROF Anti-tank Firepower Notes
.50 cal Nest 16”/40cm 3 4 5+
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CAPTAIN RICHARD WINTERS
Captain Richard Winters is a Higher Command Rifle team
with Gammon Bombs rated Fearless Veteran. Winters can Captain Nixon
be added to a Parachute Rifle Company for +70 points. Captain Nixon is modelled on Captain Richard Winters’
team base. Platoon Command teams from Combat and
Weapons platoons may use the Eyes and Ears rule as
though they were Recce teams.
NUTS
A Band of Brothers
Captain Richard Winters and Captain Lewis Nixon. A Parachute Rifle Company led by Winters may re-roll
the first Company Morale Check that it is required to
take if it fails its first attempt in a game.
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LIEUTENANT RONALD SPEIRS
Lieutenant Ronald Speirs replaces the Company Command
Carbine team of a Parachute Rifle Company for +45 points. I’m here to take over
He is a Company Command SMG team with Gammon Do not deploy Speirs when you would
Bombs rated Fearless Veteran. normally deploy your Company Command
team. Instead, at the beginning of any of your
Starting Steps, when Ambushes are normally placed,
you may place Speirs within 6”/15cm of any teams of
a Parachute Rifle Platoon, and not within 4”/10cm of
enemy teams.
Lieutenant Ronald Speirs’ defiant dash.
Defiant Dash
While Speirs is not in Bulletproof Cover, he may re-roll
failed Infantry Saves for each Hit he takes during the
opponent’s Shooting Step.
NUTS
In either case, place Roe’s marker next to that team to remind you that you have used his special rule this turn.
TOCCOA SERGEANTS
Toccoa Sergeants replace any or all Platoon Command teams
from Combat and Weapons Platoons of a Parachute Rifle Currahee!
Company for +10 points per Toccoa Sergeant. They are Combat and Weapons Platoons led by Toccoa Sergeants
Warrior Command SMG teams with Gammon Bombs rated may re-roll failed Motivation Tests to rally from being
Fearless Veteran. Pinned Down.
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Web Briefings
CITIZEN SOLDIERS
All of the infantry divisions in Citizen Soldiers use the American Special rules unless otherwise noted.
Assault Groups
A force from the 83rd Infantry Division does not use the
Truscott Trot special rule.
Instead, teams from Rifle Platoons count as Pioneer
teams when attempting to cross or gap Barbed Wire
Entanglements and when assaulting Bunkers. In
addition, a Rifle Platoon may replace up to one Rifle
team per Rifle Platoon with a Flame-thrower team at the
start of the game before deployment.
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10TH MOUNTAIN DIVISION
10th Mountain Division companies use all the normal US special rules except Truscott Trot. In additional,
they use the rules below:
Keep Moving
WEB BRIEFINGS
Each turn Darby and one Mountain Rifle Platoon that
is not Pinned Down and is within 6”/15cm of Darby
may attempt to move again at the end of the Movement
Step after all other movement. Roll a die: On a roll of
4+ the platoon may move a further 4”/10cm. All of the
normal rules apply for this movement. The platoon may
still shoot and assault after making this extra move.
Red Leg
Darby does not suffer the usual +1 to hit penalty for
being a Command team rather than an Observer team
when ranging in artillery.
All mortars in Mountain Weapons Platoons, Mountain
Mortar Platoons, and Chemical Mortar Platoons Ranged
In by Darby count as Veteran when rolling to hit teams
under the template.
BRAZILIANS
A Brazillian Companhia de Infantaria uses all of the normal US special rules except for Truscott Trot and Automatic Rifles.
Instead they use the following special rules:
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US ARSENAL
TANK TEAMS
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Light Tanks
M5A1 Stuart Light Tank 4 2 1 Co-ax MG, Hull MG, AA MG.
M6 37mm gun 24”/60cm 2 7 4+ Stabiliser.
T8E1 Turretless Stuart Light Tank 4 2 0 .50 cal AA MG, Hull MG, Wide tracks.
M24 Chaffee Light Tank 4 2 1 Co-ax MG, Hull MG, .50 cal AA MG.
M6 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
Medium Tanks
M4A1 Sherman DD Standard Tank 6 4 1 Co-ax MG, .50 cal AA MG, DD tank.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
M4 or M4A1 Sherman Standard Tank 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Tank telephone.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
M4 or M4A1 Sherman dozer Standard Tank 6 4 1 Co-ax MG, .50 cal AA MG, Bulldozer, Tank telephone.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
M4A3 Sherman Standard Tank 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Detroit’s finest,
Tank telephone.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
M4A3 Sherman dozer Standard Tank 6 4 1 Co-ax MG, .50 cal AA MG, Bulldozer, Detroit’s finest,
Tank telephone.
ARSENAL
76mm Tanks
M4A1 (76mm) Sherman Standard Tank 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Protected ammo,
Tank telephone.
M1 76mm gun 32”/80cm 2 12 3+ Stabiliser.
M4A1 (76mm) Sherman (late) Standard Tank 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Protected ammo,
Tank telephone.
M1 76mm gun (late) 32”/80cm 2 13 3+ Stabiliser.
M4A3 (76mm) Sherman Standard Tank 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Detroit’s finest,
Protected ammo, Tank telephone.
M1 76mm gun (late) 32”/80cm 2 13 3+ Stabiliser.
M4A3E8 Easy Eight Standard Tank 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Detroit’s finest,
Protected ammo, Smooth Ride, Tank telephone, Wide tracks.
M1 76mm gun (late) 32”/80cm 2 13 3+ Stabiliser.
105mm Tanks
M4 (105mm) Sherman Standard Tank 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Protected ammo.
M4 105mm howitzer 24”/60cm 1 9 2+ Breakthrough gun, Slow traverse, Smoke.
Firing bombardments 48”/120cm - 4 4+
M4A3 (105mm) Sherman Standard Tank 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Detroit’s finest,
Protected ammo.
M4 105mm howitzer 24”/60cm 1 9 2+ Breakthrough gun, Slow traverse, Smoke.
Firing bombardments 48”/120cm - 4 4+
M4A3 (105mm) HVSS Standard Tank 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Detroit’s finest,
Protected ammo, Wide tracks.
M4 105mm howitzer 24”/60cm 1 9 2+ Breakthrough gun, Slow traverse, Smoke.
Firing bombardments 48”/120cm - 4 4+
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Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Uparmoured Tanks
Uparmoured M4A3 (late) Standard Tank 8 5 1 Co-ax MG, Hull MG, .50 cal AA MG, Protected ammo,
Tank telephone.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
Uparmoured M4A3 (76mm) Standard Tank 8 5 1 Co-ax .50 cal MG, Hull MG, .50 cal AA MG,
Protected ammo, Tank telephone.
M1 76mm gun (late) 32”/80cm 2 13 3+ Stabiliser.
Uparmoured M4A3E8 Easy Eight Standard Tank 8 5 1 Co-ax .50 cal MG, Hull MG, .50 cal AA MG,
Protected ammo, Tank telephone, Wide tracks.
M1 76mm gun (late) 32”/80cm 2 13 3+ Stabiliser.
Heavy Tanks
M4A3E2 Jumbo Slow Tank 12 8 2 Co-ax MG, Hull MG, .50 cal AA MG,
Jumbos lead the way, Tank telephone.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
M4A3E2 Jumbo (76mm) Slow Tank 12 8 2 Co-ax .50 cal MG, Hull MG, .50 cal AA MG,
Jumbos lead the way, Tank telephone.
M1 76mm gun (late) 32”/80cm 2 13 3+ Stabiliser.
M26 Pershing Standard Tank 10 6 2 Co-ax MG, Hull MG, .50 cal AA MG, Tank telephone.
M3 90mm gun 32”/80cm 2 14 3+ Smoke.
T26E4 Super Pershing Slow Tank 13 6 2 Co-ax MG, Hull MG, .50 cal AA MG, Overloaded,
Tank telephone.
T15E1 90mm gun 40”/100cm 2 16 3+ Smoke.
Engineering Tanks
M4 Sherman Crocodile Standard Tank 6 3 1 Co-ax MG, Hull MG, .50 cal AA MG.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
Crocodile flame-gun 6”/15cm 5 - 5+ Hull mounted, Flame-thrower, Fuel trailer.
ARSENAL
Sherman Crab Standard Tank 6 4 1 Co-ax MG, .50 cal AA MG, Mine flail, Overloaded.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
T1E3 Aunt Jemima Slow Tank 7 4 1 Co-ax MG, .50 cal AA MG, Mine roller, Overloaded.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
Tank Destroyers
M6 37mm GMC Wheeled - - - Gun shield.
M3 37mm gun 24”/60cm 3 7 4+
M10 3in GMC Standard Tank 4 2 0 .50 cal AA MG.
M7 3in gun 32”/80cm 2 12 3+ Slow traverse.
M10 3in GMC (late) Standard Tank 4 2 0 .50 cal AA MG.
M7 3in gun (late) 32”/80cm 2 13 3+ Slow traverse.
M18 Hellcat GMC Light Tank 2 0 0 .50 cal AA MG.
M1 76mm gun 32”/80cm 2 12 3+
M18 Hellcat GMC (late) Light Tank 2 0 0 .50 cal AA MG.
M1 76mm gun (late) 32”/80cm 2 13 3+
M36 90mm GMC Standard Tank 4 2 0 .50 cal AA MG, Detroit’s finest.
M3 90mm gun 32”/80cm 2 14 3+
M36B1 90mm GMC Standard Tank 5 3 0 Hull MG, .50 cal AA MG, Detroit’s finest.
M3 90mm gun 32”/80cm 2 14 3+
M20 scout car Jeep 1 0 0 .50 cal AA MG.
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Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Support Weapons
M4 81mm MMC Half-tracked 1 0 0
M1 81mm mortar 24”/60cm 2 2 3+ Hull mounted, Portee, Minimum range 8”/20cm, Smoke.
Firing bombardments 40”/100cm - 2 6 Smoke bombardment.
T30 75mm HMC Half-tracked 1 0 0
M1A1 75mm pack howitzer 16”/40cm 2 6 3+ Hull mounted, Smoke.
Firing bombardments 64”/160cm - 3 6
M3 75mm GMC Half-tracked 1 0 0, .50 cal AA MG.
M1897 75mm gun 32”/80cm 2 9 3+ Hull mounted, Smoke.
M3 75mm/81 mm mortar GMC Half-tracked 1 0 0 .50 cal AA MG.
M1897 75mm gun 32”/80cm 2 9 3+ Hull mounted, Smoke.
M1 81mm mortar 24”/60cm 2 2 3+ Hull mounted, Minimum range 8”/20cm, Smoke
Firing bombardments 40”/100cm - 2 6 Smoke bombardment
M8 Scott HMC Light Tank 3 2 0 .50 cal AA MG.
M1A1 75mm howitzer 16”/40cm 2 6 3+ Smoke.
Firing bombardments 64”/160cm - 3 6
Armoured Artillery
T19 105mm HMC Half-tracked 1 0 0
M2A1 105mm howitzer 24”/60cm 1 9 2+ Awkward layout, Hull mounted, Breakthrough gun, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
ARSENAL
M7 Priest HMC Standard Tank 1 0 0 .50 cal AA MG.
M2A1 105mm howitzer 24”/60cm 1 9 2+ Hull mounted, Breakthrough gun, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
M12 155mm GMC Standard Tank 0 0 0
M1918M1 155mm gun 24”/60cm 1 13 1+ Awkward layout, Hull mounted, Bunker buster.
Firing bombardments 104”/260cm - 5 2+
M4 or M4A1 Sherman OP Standard Tank 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG.
M3 75mm gun 32”/80cm 1 10 3+ Smoke.
M4A3 Sherman OP Standard Tank 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Detroit’s finest.
M3 75mm gun 32”/80cm 1 10 3+ Smoke.
M4A3 Sherman (late) OP Standard Tank 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Detroit’s finest,
Protected ammo.
M3 75mm gun 32”/80cm 1 10 3+ Smoke.
Rocket Artillery
M17 Whiz-Bang Standard Tank 6 4 1 Co-ax MG, Hull MG.
M17 Whiz-Bang rocket launcher 12”/30cm - 3 3+ Rocket launcher, Saturation bombardment, Sixty rockets.
T34 Calliope Standard Tank 6 4 1 Co-ax MG, Hull MG.
T34 Calliope rocket launcher 48”/120cm - 2 5+ Rocket launcher, Saturation bombardment, Sixty rockets.
T27 Xylophone Wheeled - - - .50 cal AA MG.
T27 rocket launcher 48”/120cm - 2 5+ Rocket launcher.
Self-propelled Anti-aircraft
M2 .50 cal AA on GMC truck Wheeled - - -
M2 .50 cal AA gun 16”/40cm 4 4 5+ Anti-aircraft, Portee.
M13 MGMC (Twin .50 cal) Half-tracked 1 0 0
M33 twin .50 cal gun 16”/40cm 5 4 5+ Anti-aircraft.
M15 CGMC (37mm) Wheeled 1 0 0
M15 37mm combination mount 24”/60cm 4 5 4+ Anti-aircraft.
M16 MGMC (Quad .50 cal) Half-tracked 1 0 0
M45 quad .50 cal gun 16”/40cm 6 4 5+ Anti-aircraft.
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Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Reconnaissance
M3A1 armoured car Jeep 1 0 0 .50 cal AA MG, two side-mounted AA MG, Recce.
M8 armored car Wheeled 1 0 0 Co-ax MG, .50 cal AA MG, Recce.
M6 37mm gun 24”/60cm 2 7 4+
Recon Jeep Jeep - - - AA MG, Recce.
.50 cal Recon Jeep Jeep - - - .50 cal AA MG, Recce.
Armored Recon Jeep Jeep 0 0 0 AA MG, Overloaded, Recce.
Armored .50 cal Recon Jeep Jeep 0 0 0 .50 cal AA MG, Overloaded, Recce.
Bazooka Recon Jeep Jeep 0 0 0 Overloaded, Recce.
Twin M1 Bazooka launcher 8”/20cm 2 10 5+ Hull mounted.
Airborne Recon Jeep Jeep - - - .50 cal AA MG, Recce.
Mortar Jeep Jeep - - - Recce.
M2 60mm mortar 24”/60cm 2 1 3+ Hull mounted, Minimum range 8”/20cm.
Firing Bombardments 32”/80cm - 1 6
Pioneer Jeep Jeep - - - Motorcycle reconnaissance, Dismount as Pioneer Carbine team.
Vehicle Machine-guns
Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.
.50 cal Vehicle MG 16”/40cm 3 4 5+ ROF 1 if other weapons fire.
GUN TEAMS
Weapon Mobility Range ROF Anti-tank Firepower Notes
Machine-guns
M2 .50 cal MG Man-packed 16”/40cm 3 4 5+
M1919 LMG Man-packed 16”/40cm 5 2 6 ROF 2 when pinned down or moving.
ARSENAL
Mortars
M2 60mm mortar Man-packed 24”/60cm 2 1 3+ Minimum range 8”/20cm.
Firing bombardments 32”/80cm - 1 6
M1 81mm mortar Man-packed 24”/60cm 2 2 3+ Smoke, Minimum range 8”/20cm.
Firing bombardments 40”/100cm - 2 6 Smoke bombardment.
M2 4.2in Chemical mortar Light 48”/120cm - 3 4+ Smoke bombardment.
Anti-aircraft
M2 .50 cal AA gun Heavy 16”/40cm 4 4 5+ Anti-aircraft, Turntable.
M49 quad .50 cal AA gun Heavy 16”/40cm 6 4 5+ Anti-aircraft, Turntable.
M1 Bofors gun Immobile 24”/60cm 4 6 4+ Anti-aircraft, Turntable.
M1 90mm gun Immobile 40”/100cm 2 13 3+ Heavy anti-aircraft, Turntable.
Anti-tank
M3 37mm gun Light 24”/60cm 3 7 4+ Gun shield.
M1 57mm gun Medium 24”/60cm 3 10 4+ Gun shield, No HE.
M1 57mm gun (late) Medium 24”/60cm 3 10 4+ Gun shield.
M5 3in gun Immobile 32”/80cm 2 12 3+ Gun shield.
M5 3in gun (late) Immobile 32”/80cm 2 13 3+ Gun shield.
Artillery
M1A1 75mm pack howitzer Light 16”/40cm 2 6 3+ Smoke.
Firing bombardments 64”/160cm - 3 6 Smoke bombardment.
M3 105mm light howitzer Heavy 16”/40cm 1 7 2+ Breakthrough gun, Smoke.
Firing bombardments 56”/140cm - 4 4+ Smoke bombardment.
M2A1 105mm howitzer Immobile 24”/60cm 1 9 2+ Breakthrough gun, Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
M1 155mm howitzer Immobile 24”/60cm 1 10 1+ Bunker buster, Gun shield, Smoke.
Firing bombardments 88”/220cm - 5 2+ Smoke bombardment.
M1A1 155mm Long Tom gun Immobile 24”/60cm 1 13 1+ Bunker buster, Smoke.
Firing bombardments 104”/260cm - 5 2+ Smoke bombardment.
T27 4.5” rocket launcher Heavy 48”/120cm - 2 5+ Rocket launcher.
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Weapon Mobility Range ROF Anti-tank Firepower Notes
Captured Artillery
8.8cm FlaK 36 gun Immobile 40”/100cm 1 13 3+ Gun shield, Turntable.
Firing bombardments 88”/220cm - 3 5+
8.8cm PaK43/41 gun Immobile 40”/100cm 1 16 3+ Gun shield.
Firing bombardments 88”/220cm - 3 5+
8.8cm PaK43 gun Immobile 40”/100cm 1 16 3+ Gun shield, Turntable.
Firing bombardments 88”/220cm - 3 5+
10.5cm leFH18 howitzer Immobile 24”/60cm 1 9 2+ Gun shield.
Firing bombardments 72”/180cm - 4 4+
122mm obr 1938 Immobile 24”/60cm 1 7 2+ Breakthrough gun, Gun shield.
Firing bombardments 80”/200cm - 4 3+
15cm sFH18 howitzer Immobile 24/60cm 1 11 1+ Bunker buster.
Firing bombardments 80”/200cm - 5 2+
ARSENAL
Weapon Range Number of Guns Anti-tank Firepower Notes
Destroyer 72”/180cm 4 4 3+
Light Cruiser 112”/280cm 4 5 2+
Heavy Cruiser 112”/280cm 4 6 1+
FORTIFICATIONS
Weapon Range ROF Anti-tank Firepower
HMG Nest 24”/60cm 6 2 6 ROF 3 when Pinned Down.
.50 Cal Nest 16”/40cm 3 4 5+
INFANTRY TEAMS
Team Range ROF Anti-tank Firepower Notes
Carbine team 8”/20cm 1 1 6 Automatic rifles.
Rifle team 16”/40cm 1 2 6 Automatic rifles.
Rifle/MG team 16”/40cm 2 2 6
SMG team 4”/10cm 3 1 6 Full ROF when moving.
Bazooka team 8”/20cm 1 10 5+ Tank assault 4.
Flame-thrower team 4”/10cm 2 - 6 Flame-thrower.
Staff team 16”/40cm 1 2 6 Automatic rifles, Moves as a Heavy Gun team.
Fire Direction Center 16”/40cm 1 2 6 Automatic rifles, Moves as a Heavy Gun team.
Ivory X Staff team 16”/40cm 1 2 6 Automatic rifles, Immobile.
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TRANSPORT TEAMS
Vehicle Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Trucks
Jeep or Jeep with trailer Jeep - - -
Dodge ¾-ton, Dodge 1½-ton, GMC 2½-ton truck Wheeled - - -
DUKW truck Wheeled - - - Amphibious.
Tractors
M5 high-speed tractor Standard Tank - - -
Captured Vehicles
Captured Kübelwagen jeep Jeep - - -
Captured 3-ton truck Wheeled - - -
Captured Sd Kfz 251/1 D half-track Half-tracked 1 0 0 AA MG.
Recovery Vehicles
M31 TRV recovery vehicle Standard Tank 5 3 0 Recovery vehicle.
M32 TRV recovery vehicle Standard Tank 6 4 0 .50 cal AA MG, Recovery vehicle.
Engineering Vehicles
ARSENAL
AIRCRAFT
Aircraft Weapon To Hit Anti-tank Firepower Notes
P-38 Lightning Cannon 3+ 7 5+
Bombs 4+ 5 1+
Rockets 3+ 6 3+ Optional
P-40 Warhawk MG 2+ 6 5+
Bombs 4+ 5 2+
P-47 Thunderbolt MG 2+ 6 5+
Bombs 4+ 5 1+
Rockets 3+ 6 3+ Optional
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FFI SPECIAL RULES
6 Confident Trained An FFI Company cannot have more than two Weapons
teams of the same type.
You must choose the composition of your FFI Company
Centaine
for each game before deployment begins.
Whenever a rule in the rulebook talks about a platoon,
read that as an FFI Company.
Operation Jedburgh
An FFI Company with a Jedburgh Carbine team is not
considered an Allied platoon.
FFI
Life in the Maquis
Teams from an FFI Company are always Gone to
Ground, unless they move At the Double, shoot,
or assault.
FFI ARSENAL
Infantry
Team Range ROF Anti-tank Firepower Notes
Carbine team 8”/20cm 1 1 6 Automatic rifles.
Rifle team 16”/40cm 1 2 6
MG team 16”/40cm 3 2 6 ROF 2 when pinned down.
SMG team 4”/10cm 3 1 6 Full ROF when moving.
PIAT team 8”/20cm 1 10 5+ Tank assault 4.
Bazooka team 8”/20cm 1 10 5+ Tank assault 4.
Gun Teams
Weapon Mobility Range ROF Anti-tank Firepower Notes
Captured HMG Man-packed 24”/60cm 6 2 6 ROF 3 when Pinned Down or moving.
Captured 81mm mortar Man-packed 24”/60cm 2 2 3+ Minimum range 8”/20cm.
Firing bombardments 40”/100cm - 2 6
Captured Anti-tank gun Light 24”/60cm 3 8 4+ Gun shield.
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Forces Soviet Landing Page
NAtiONAL RULeS
SOviEt ArsENAl
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Forces
NAtiONAL RULeS
DOCTRINE
INFANTRY
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INFILTRATION
Infiltration Decoy
A platoon that has the Infiltration special rule lists the A Decoy Platoon must be identified before
types of platoon (Soviet company) that they can Infiltrate the enemy can shoot at it or assault it. These
with. The platoon may Infiltrate with one platoon (Soviet units start the game unidentified.
company) of the listed type, and any Warrior teams that
If a Decoy Platoon shoots or launches an assault, they are
Join them, when they are attacking in a mission with
immediately identified by all enemy platoons.
Prepared Positions and have the first turn.
In order to identify a Decoy Platoon, an enemy platoon
Instead of making a Recce Deployment Move, the
must attempt to shoot at it or select it as the target for
Infiltration platoon and the platoon and Warriors
an artillery bombardment. Before rolling to hit with the
Infiltrating with it move up to 16”/40cm (regardless of
shooting platoon, roll a Skill Test for the platoon.
their Movement Distance), remaining within Command
Distance of each other, and taking any rolls needed to • If they pass the Skill Test, they identify the Soviet
cross Rough Terrain and Obstacles. Their movement platoon or company and shoot at it as normal. The
may not take them within 8”/20cm of any enemy team. Soviet unit is now identified to all enemy platoons.
• If they fail, they do not identify the unit, but may
Any Infiltrating team that ends this movement within
shoot at other Soviet units instead.
16”/40cm and in of Line of Sight of an enemy team is
automatically detected if they are either not Concealed Aircraft cannot choose an unidentified team as the target
from the enemy team, or the enemy team is a Recce team. of an air strike.
If the Infiltrating troops are not automatically detected, Enemy reconnaissance teams automatically identify a
the opposing player rolls a die: Decoy Platoon if they are within 8”/20cm when they
• On a roll of 6, they are detected. attempt to shoot at them.
NATIONAL RULES
• Otherwise, they have infiltrated undetected.
If the Infiltrators are detected, the Infiltrating player Decoy Tank Company
gives the first turn to their opponent. A Decoy Tank Company is a Decoy Platoon and must
always be deployed on the table and may not be held
Ignore enemy Warrior and Independent teams when in reserve.
Infiltrating. They do not limit an Infiltrating team’s
movement in any way and cannot detect them. A Decoy Tank Company is an Infiltration Platoon.
They may Infiltrate a Tankovy Company, Gvardeyskiy
Tankovy Company, Inomarochnikiy Tankovy Company,
Shock Scout Platoon Inomarochnikiy Light Tankovy Company, Motostrelkovy
Company, Tank-rider Company, Motostrelkovy
A Shock Scout Platoon is an Infiltration Platoon. They
Submachine-gun Company, or Razvedki Platoon.
may Infiltrate an Udarny Strelkovy Company or Udarny
Submachine-gun Company.
Spetsnaz Platoon
A Spetsnaz Platoon is a Decoy Platoon. A Spetsnaz
Strelkovy Scout Platoon Platoon is an Infiltration Platoon. They may Infiltrate
A Strelkovy Scout Platoon is an Infiltration Platoon. They a Tankovy Company, Gvardeyskiy Tankovy Company,
may Infiltrate a Strelkovy Company or Submachine-gun Inomarochnikiy Tankovy Company, Motostrelkovy
Company. Company, Tank Rider Company, Motostrelkovy
Submachine-gun Company, or Razvedki Platoon.
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TANKS
Teams with the Cat Killers special rule that did not move
managed to keep the infantry at bay and protect the
in the Movement Step may re-roll failed rolls To Hit
tank, and the assaulting team fails to score a hit.
when shooting their main guns at platoons with all teams
Bailed out Tank teams do not benefit from their Turret- more than 16”/40cm away.
rear MG.
ENGINEERING
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ARTILLERY
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Units not affected by Exploitation Force
Hen and Chicks A Gvardeyskiy Tankovy Batalon, Peredovoye Otryad,
The following units are not affected by the Hen and Rota Razvedki, Gvardeyskiy Kazachiy Polk, and
Chicks special rule. Inomarochnikiy Tankovy Batalon will Always Attack.
• Gvardeyskiy Tyazhelyy Tankovy Polk HQ
• Gvardeyskiy Tyazhelyy Tankovy Company
• Decoy Tank Company
• Rota Razvedki
• Mototsikletnaya Platoon
• Razvedki Platoon
• Light Armoured Car Platoon
• Tyazhelyy Samokhodno-artillyeriyskiy Polk HQ
• Guards Heavy Assault Gun Companies
• Assault Gun Reconnaissance Platoon
RED BEAR
OPORNYMI PUNKT
PULYEMYETNO-ARTILLYERIYSKIY BATALON
No Retreat, No Surrender
A Pulyemyetno-Artillyeriyskiy Company does not use
the Quality of Quantity rule, instead they may re-roll
failed Motivation tests to Counterattack in assaults.
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INZHENERNO-SAPERNIY BATALON
Engineering Assault
An Inzhenerno-Saperniy Batalon Always Attacks against any other Infantry Company.
Shtrafnik’s Absolution
Teams from an 8ya Otdyelnaya Shtrafnoy Batalon HQ,
an Otdyelnaya Shtraf Company, a Shtraf Machine-gun
Company, or a Shtraf Mortar Company always pass a
Motivation Test on a roll of 2+.
RED BEAR
Guards Assault Battalion Hardened Veterans
An Udarny Strelkovy Batalon Always Attacks against any Teams from a Udarny Strelkovy Batalon HQ and Udarny
other Infantry Company. or Shock companies pass all Skill Tests on a result of 3+.
In addition, when firing bombardments, Udarny and
Shock companies roll to hit as though they were rated
as Veteran.
PARTIZANSKIY BRIGADA
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BRIGADA KOMISSAR M A DEDOV
Comrades Forward!
Any Soviet company entirely equipped with Tank teams
joined by Brigada Komissar M A Dedov may re-roll
any Motivation Tests it and its members are required to
make.
When leading a platoon (Soviet company) with other
types of teams in it, Brigada Komissar M A Dedov uses
the Komissar special rules on page 249 of the rulebook.
However, if you roll a 1 for the new Motivation Test
the platoon (Soviet Company) does not destroy Brigada
Komissar M A Dedov, he instead becomes Bailed Out as
he retreats back into his tank turret away from the angry
soldiers.
Brigada Komissar M A Dedov is a Warrior Tank team and is Dedov cannot use Comrades Forward! if his tank is
rated Fearless Veteran. Bailed out or Bogged Down.
Add Brigada Komissar M A Dedov to a Gvardeyskiy
Tankovy Company in a Gvardeyskiy Tankovy Batalon or
RED BEAR
Fearless Charge
Pavel Kamnev and any Mounted Gvardeyskiy Kazachiy
Company that he has Joined makes saves against hits
from Defensive Fire on a 5+ instead of the usual 3+.
If the company is Pinned Down by Defensive Fire, he
may take an immediate Motivation Test. If he passes, the
Company does not Fall Back from the Defensive Fire
and continues the Assault.
Master Swordsman
Pavel Kamnev re-rolls failed Skill Tests to hit in assault
combat.
Always Saddled
Pavel Kamnev can never send his horse to the rear. If a
platoon that he has joined sends their horses to the rear
he will remain mounted.
If Kamnev uses the Warrior Infantry Team Casualties
Pavel Kamnev is a Warrior rated as a Fearless Veteran. He is a rule to avoid destruction he remains mounted, taking
mounted Company Command SMG team. He replaces the his aide’s horse and sending the aide in search of a fresh
Company Command team of a Gvardeyskiy Kazachiy Polk mount.
for +50 points.
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GVARDEYSKIY KAPITAN DMITRIY LOZA
Second In Command
Gvardeyskiy Kapitan Dmitriy Loza may
take Company Morale Checks as if he were
the Company Command team if the Company
Command team is Destroyed.
Spetsnaz Loza
Loza is an Infiltration Platoon. Loza may Infiltrate his
Inomarochnikiy Tankovy Company.
Battle Tested
The Hen and Chicks special rule does not apply to Loza.
The rest of his Inomarochnikiy Tankovy Company still
obey the Hen and Chicks special rule.
Gvardeyskiy Kapitan Dmitriy Loza is a Warrior Command
Tank team rated as Fearless Veteran.
Loza may join any Peredovoye Otryad or Inomarochnikiy Emcha Gunner
Tankovy Batalon and replaces the Command M4 or M4 The M3 75mm or M1 76mm gun of Loza’s M4 or M4
76mm tank in an Inomarochnikiy Tankovy Company for an 76mm tank has ROF 3 when stationary and ROF 2
additional +80 points. when moving.
KAPITAN V I NEVSKY
RED BEAR
Served on the Staff
After all deployment, but before the game begins,
Kapitan V I Nevsky may move himself and one Combat
Company within 6”/15cm of him, that is not already
part of an Infiltration, up to their normal distance in
any direction within their deployment area as if it was
their Movement Step. This movement may not be At
the Double and may not take any team outside the
deployment area.
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SOVIET Landing Page SOVIET Arsenal
LEYTENANT A V PYL’CYN
Reconnaissance in Force
Deploy Pyl’cyn’s Shtraf Company when you would
normally deploy Independent Teams.
Mine Expert
Pyl’cyn may gap Minefields and Barbed Wire Entangle
ments as though he was a Pioneer team.
Rita Makarievskaya
Model Rita Makarievskaya on the same base as Pyl’cyn.
Once per turn, Rita may attempt to save a team that is
in Pyl’cyn’s Shtraf Company. If an Infantry or Gun team
within 6”/15cm of Pyl’cyn fails a Save, roll a die:
Leytenant A V Pyl’cyn is a Warrior SMG team that is the • If the result is 5+, Rita manages to save the team and it
Command team of one of the Shtraf Companies in your continues to fight on unharmed.
8ya Otdyelnaya Shtrafnoy Batalon. He is not an Independent • Otherwise, the soldiers are too badly wounded and the
team. team is Destroyed as normal.
LEYTENANT V S RAT
Keep’em Guessing
RED BEAR
For Bravery!
Zabolotny and his Inzhenerno-Saperniy Company
always pass Motivation Tests on a 2+.
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SOVIET Landing Page SOVIET Arsenal
Units not affected by Exploitation Force
Hen and Chicks A Gvardeyskiy Tankovy Batalon, Peredovoye Otryad,
The following units are not affected by the Hen and Rota Razvedki, Gvardeyskiy Kazachiy Polk, and
Chicks special rule. Inomarochnikiy Tankovy Batalon will Always Attack.
• Mototsikletnaya Platoon
• Razvedki Platoon Spetsnaz Platoon
• Light Armoured Car Platoon A Spetsnaz Platoon is an Infiltration Platoon. They may
• Assault Gun Reconnaissance Platoon Infiltrate a Tankovy Company, a Tank-rider Company,
or a Motostrelkovy Company.
• Guards Heavy Tank Company
• Guards Heavy Assault Gun Company
DESPERATE MEASURES
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SOviEt ArsENAl
TANK TEAMS
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Light Tanks
T-70 obr 1943 Standard Tank 4 2 1 Co-ax MG, Limited vision, Wide-tracks.
45mm obr 1938 gun 24”/60cm 1 7 4+
Mark III (Valentine II) Slow Tank 6 5 1 Co-ax MG.
OQF 2 pdr gun 24”/60cm 2 7 4+
Mark III (Valentine VIII) Slow Tank 6 4 1 Protected ammo.
OQF 6 pdr gun 24”/60cm 2 10 4+
M3l (M3A1 Stuart) Light Tank 3 2 1 Co-ax MG, Hull MG.
M6 37mm gun 24”/60cm 2 7 4+
Medium Tanks
T-34 obr 1942 Standard Tank 6 5 1 Co-ax MG, Hull MG, Fast tank, Limited vision, Wide-tracks.
76mm F-34 gun 32”/80cm 2 9 3+
T-34/85 obr 1943 Standard Tank 7 5 1 Co-ax MG, Hull MG, Limited vision.
85mm D-5T gun 32”/80cm 2 12 3+
T-34/85 obr 1944 Standard Tank 7 5 1 Co-ax MG, Hull MG.
SOVIET ARSENAL
Heavy Tanks
KV-1e Slow Tank 9 8 2 Co-ax MG, Hull MG, Turret-rear MG, Limited vision,
Unreliable.
76mm F-34 gun 32”/80cm 2 9 3+
KV-1s Standard Tank 8 6 2 Co-ax MG, Hull MG, Turret-rear MG, Wide tracks.
76mm F-34 gun 32”/80cm 2 9 3+
KV-85 Slow Tank 9 7 2 Co-ax MG, Turret-rear MG.
85mm D-5T gun 32”/80cm 2 12 3+
IS-85 Slow Tank 10 8 2 Co-ax MG, Turret-rear MG.
85mm D-5T gun 32”/80cm 2 12 3+
IS-2 obr 1943 Slow Tank 10 8 2 Co-ax MG, Turret-rear MG.
122mm D-25T gun 32”/80cm 1 15 2+ Breakthrough gun.
IS-2 obr 1944 Slow Tank 11 8 2 Co-ax MG, Turret-rear MG.
122mm D-25T gun 32”/80cm 1 15 2+ Breakthrough gun.
Mark IV (Churchill III or IV) Slow Tank 8 7 2 Co-ax MG, Hull MG, Protected ammo, Wide tracks.
OQF 6 pdr gun 24”/60cm 3 10 4+
Vehicle Machine-guns
Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.
.50 cal Vehicle MG 16”/40cm 3 4 5+ ROF 1 if other weapons fire.
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Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Tank Killers
SU-57 Half-tracked 1 0 0
M1 57mm gun 24”/60cm 3 10 4+ Hull mounted, Volley fire.
M-10 Standard Tank 4 2 0 .50 cal AA MG.
M7 3in gun 32”/80cm 2 12 3+ Slow traverse, Cat killer.
SU-85 Standard Tank 5 5 1
85mm D-5S gun 32”/80cm 2 12 3+ Hull mounted, Cat killer.
SU-85M Slow Tank 9 5 1 Overloaded.
85mm D-5S gun 32”/80cm 2 12 3+ Hull mounted, Cat killer.
SU-100 Slow Tank 9 5 1 Overloaded.
100mm D-10S gun 40”/100cm 1 16 2+ Hull mounted, Cat killer.
SOVIET ARSENAL
152mm ML-20S gun 32”/80cm 1 13 1+ Hull mounted, Bunker buster, Volley fire.
Engineering Tanks
OT-34 Standard Tank 6 5 1 Co-ax MG, Fast tank, Limited vision, Wide-tracks.
76mm F-34 gun 32”/80cm 1 9 3+
ATO-42 flame-thrower 4”/10cm 2 - 6 Hull mounted, Flame-thrower.
OT-34/85 obr 1943 Standard Tank 7 5 1 Co-ax MG, Limited vision.
85mm D-5T gun 32”/80cm 1 12 3+
ATO-42 flame-thrower 4”/10cm 2 - 6 Hull mounted, Flame-thrower.
KV-8s Standard Tank 8 6 2 Hull MG, Turret-rear MG, Wide-tracks.
ATO-42 flame-thrower 4”/10cm 3 - 5+ Flame-thrower.
45mm obr 1938 gun 24”/60cm 2 7 4+
PT-34 Standard Tank 7 5 1 Co-ax MG, Mine roller, Limited vision.
76mm F-34 gun 32”/80cm 2 9 3+
KV-1e with PT mineroller Slow Tank 9 8 2 Co-ax MG, Turret-rear MG, Limited vision, Mine Roller,
Unreliable.
76mm F-34 gun 32”/80cm 2 9 3+
Reconnaissance
BA-64 Jeep 0 0 0 AA MG, Recce.
With PTRD anti-tank rifle 16”/40cm 2 5 5+ Hull mounted.
Motorcycle MG team Jeep - - - Motorcycle reconnaissance, Dismount as MG team.
MG 16”/40cm 3 2 6 Hull mounted, Vehicle MG.
Motorcycle Komissar team Jeep - - - Motorcycle reconnaissance, Dismount as Komissar team.
Pistol 4”/10cm 1 1 6
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Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Rocket Launchers
BM-13-16 Katyusha Wheeled - - - Mobile rocket launcher.
BM-13-16 rocket launcher 64”/160cm - 2 4+ Rocket launcher.
BM-31-12 Katyusha Wheeled - - - Mobile rocket launcher.
BM-31-12 rocket launcher 48”/120cm - 3 1+ Rocket launcher, Super-heavy rockets.
Anti-aircraft Vehicles
DShK AA truck Wheeled - - -
DShK AA gun 16”/40cm 4 4 5+ Anti-aircraft, Portee.
ZSU M17 MGMC (quad .50 cal) Half-tracked 1 0 0
M45 quad .50 cal gun 16”/40cm 6 4 5+ Anti-aircraft.
Cavalry Machine-guns
Tachanka Wagon - - -
Maxim HMG 16”/40cm 6 2 6 Rear-mounted MG, Portee.
GUN TEAMS
Weapon Mobility Range ROF Anti-tank Firepower Notes
Machine-guns
Maksim HMG Man-packed 24”/60cm 6 2 6 ROF 3 when pinned down or moving
Infantry Anti-tank
PTRD anti-tank rifle Man-packed 16”/40cm 2 5 5+ Tank Assault 3, Volley fire.
SOVIET ARSENAL
Mortars
82-BM-41 mortar Man-packed 24”/60cm 2 2 3+ Minimum range 8”/20cm, Volley fire.
Firing bombardments 40”/100cm - 2 6
120-PM-38 mortar Light 56”/140cm - 3 3+
Infantry-guns
76mm obr 1927 gun Light 16”/40cm 2 5 3+ Gun shield, Volley fire.
Firing bombardments 64”/160cm - 3 6
122mm obr 1938 assault howitzer Heavy 32”/80cm 1 7 2+ Bunker buster, Gun shield, Volley fire.
Anti-aircraft
DShK AA MG Man-packed 16”/40cm 4 4 5+ Anti-aircraft, Turntable.
37mm obr 1939 gun Immobile 24”/60cm 4 6 4+ Anti-aircraft, Turntable.
85mm obr 1939 gun Immobile 32”/80cm 2 12 3+ Heavy anti-aircraft, Turntable.
Anti-tank
45mm obr 1937 gun Light 24”/60cm 3 7 4+ Gun shield, Volley fire.
45mm obr 1942 gun Light 24”/60cm 3 8 4+ Gun shield, Volley fire.
57mm ZIS-2 gun Medium 32”/80cm 3 11 4+ Gun shield, Volley fire.
76mm ZIS-3 anti-tank gun Medium 32”/80cm 2 9 3+ Gun shield, Volley fire.
100mm BS-3 gun Immobile 40”/100cm 1 16 2+ Gun shield, Cat killer.
Artillery
76mm ZIS-3 field gun Medium 32”/80cm 2 9 3+ Gun shield, Volley fire.
Firing bombardments 80”/200cm - 3 6
122mm obr 1938 howitzer Immobile 24”/60cm 1 7 2+ Breakthrough gun, Gun shield, Volley fire.
Firing bombardments 80”/200cm - 4 3+
122mm obr 1931/37 gun Immobile 32”/80cm 1 15 2+ Breakthrough gun, Gun shield, Volley fire.
Firing bombardments 96”/240cm - 4 3+
152mm obr 1943 howitzer Immobile 24”/60cm 1 10 1+ Bunker buster, Gun shield, Volley fire.
Firing bombardments 80”/200cm - 5 2+
152mm obr 1931/37 howitzer Immobile 32”/80cm 1 13 1+ Bunker buster, Gun shield, Volley fire.
Firing bombardments 88”/220cm - 5 2+
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SOVIET Landing Page SOVIET Arsenal
INFANTRY TEAMS
Team Range ROF Anti-tank Firepower Weapons and Notes
Rifle team 16”/40cm 1 2 6
Rifle/MG team 16”/40cm 2 2 6
MG team 16”/40cm 3 2 6 ROF 2 when pinned down
SMG team 4”/10cm 3 1 6 Full ROF when moving.
Light Mortar team 16”/40cm 1 1 4+ Can fire over friendly teams.
Faustnika team 4”/10cm 2 12 5+ Tank Assault 6, Faustnika.
Flame-thrower team 4”/10cm 4 - 6 Flame-thrower.
Komissar team 4”/10cm 1 1 6
Staff team 16”/40cm 1 2 6 Moves as a Light Gun team.
TRANSPORT TEAMS
Vehicle Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower Notes
Trucks
Ford GPA amphibious jeep Jeep - - - Amphibious
ZIS-5 3-ton, ZIS-6 4-ton,
Dodge ½-ton, or Studebekker 2½-ton truck Wheeled - - -
SOVIET ARSENAL
Horse-drawn wagon Wagon - - -
Tractors
Stalinets Slow Tank - - -
M2 or M3 half-track Half-tracked 1 0 0
M3A1 armoured tractor Half-tracked 1 0 0
Horse-drawn limber Wagon - - -
Armoured Transporters
M3A1 armoured transporter Jeep 1 0 0 AA MG.
Turretless BA-10M armoured transporter Jeep 1 0 0 Hull MG.
Captured Sd Kfz 250 or Sd Kfz 251 half-track Half-tracked 1 0 0 Hull MG.
Universal Carrier Half-tracked 0 0 0 Hull MG.
With Boys anti-tank rifle 16”/40cm 2 4 5+ Hull mounted.
AIRCRAFT
Aircraft Weapon To Hit Anti-tank Firepower Notes
Il-2 Shturmovik Cannon 3+ 9 5+ Flying tank.
Bombs 4+ 5 1+
Rockets 3+ 6 3+
Il-2M Tip 3M Shturmovik Cannon 3+ 12 4+ Flying tank.
Bombs 4+ 5 1+
Rockets 3+ 6 3+
FORTIFICATIONS
Weapon Mobility Range ROF Anti-tank Firepower Notes
Maksim HMG Nest Immobile 24”/60cm 6 2 6 ROF 3 when pinned down.
45mm obr 1942 Nest Immobile 24”/60cm 3 8 4+
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SOVIET Landing Page SOVIET Arsenal
122
Forces Minor powers Landing Page
Fi Fr
n n is h ench
H
U N
N G A RIA It
a li a n
R
Po O N
lis h M A NIA
123
Forces
FINNISH
Self Sufficient Bitter Enemies
If a Platoon Command Infantry team is Destroyed, When Finnish platoons test their Motivation to
another team takes over immediately. Remove any other Counterattack in assaults against any Soviet platoon
Infantry team in the platoon that is within Command (Soviet company), you may re-roll the die and apply the
Distance of the Command team and replace it with re-rolled result to all Finnish platoons that failed on the
the original Platoon Command team. If the Platoon original roll.
Command team was a Warrior team, it is now just a
standard Platoon Command team.
Automated Fire Control
If a Platoon Command Tank team is Destroyed, another A Finnish Observer team from an artillery battery with a
team takes over immediately. Nominate any other Tank Staff team may act as the Spotting team for any artillery
team in the platoon that is within Command Distance platoon, whether or not they have a Staff team.
of the Destroyed Command team to be the new Platoon
Command team. When a Finnish artillery battery that has a Staff team
fires an Artillery Bombardment, any other artillery bat-
If there is no team of an appropriate type within teries with Staff teams may join it before rolling to Range
Command Distance, then the Platoon Command team In and fire as a single combined Artillery Battery.
is Destroyed and the platoon is left leaderless.
The original Platoon Command team can still use this
rule while a Warrior team is leading the platoon and RED BEAR
acting as its Command team, but the rule does not apply
to the Warrior team.
Intercepted Communications
FINNISH
Inspiring Leader
A Komppania including Ehrnrooth may re-roll failed
Company Morale Checks.
Mannerheim’s Men
Any platoon Ehrnrooth has joined passes Motivation
on a 2+.
124
Minor Powers Intro Finnish Arsenal
KORPRAALI TOIVO ILOMÄKI
Toivo Ilomäki is a Warrior who may
be added to upgrade one anti-tank gun
team of a Heavy Anti-Tank Platoon for
+10 points. He is a Fearless Veteran team armed
with the same anti-tank gun as the rest of the platoon.
Nerves of Steel
Toivo Ilomäki’s Gun team is never Pinned Down, regard-
less of the platoon’s status.
FINNISH
Implacable
Törni and the Jääkäri Platoon he has joined pass all
Motivation Tests on a 2+.
Skilled Soldier
Törni and the Jääkäri Platoon he has joined may re-roll
any failed Skill Tests.
125
Minor Powers Intro Finnish Arsenal
FINNISH ARSENAL
TANK TEAMS
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Tanks
T-26 Slow Tank 1 1 1 Co-ax MG, Limited vision, Unreliable.
45mm obr 1934 gun 24”/60cm 2 7 4+
T-28 Slow Tank 4 3 2 Two Deck-turret MG, Turret-front MG, Turret-rear MG,
Limited vision, Unreliable, Wide tracks.
76mm L-10 gun 24”/60cm 2 7 3+
T-34/76 Standard Tank 6 5 1 Co-ax MG, Hull MG, Fast tank, Limited vision,
Wide-track.
76mm F-34 gun 32”/80cm 2 9 3+
T-34/85 Standard Tank 7 5 1 Co-ax MG, Hull MG.
85mm D-5T gun 32”/80cm 2 12 3+
KV-1e Slow Tank 9 8 2 Co-ax MG, Hull MG, Turret-rear MG, Limited vision,
Unreliable.
76mm F-34 gun 32”/80cm 2 9 3+
Panzer IV J Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Schürzen.
7.5cm KwK40 32”/80cm 2 11 3+ Slow Traverse.
FINNISH ARSENAL
Assault Guns
Stu 40 G Sturmi Standard Tank 7 3 1 Hull MG, Protected ammo, Improvised Armour.
7.5cm StuK40 gun 32”/80cm 2 11 3+ Hull mounted.
BT-42 Standard Tank 1 1 1 Limited vision, Unreliable.
114 Psv.H/18 howitzer 16”/40cm 1 7 2+ Breakthrough gun.
Firing bombardments 48”/120cm - 4 3+
ISU-152 Slow Tank 9 7 2
152mm ML-20S gun 32”/80cm 1 13 1+ Hull mounted, Bunker buster.
126
Minor Powers Intro Finnish Arsenal
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Self-propelled Anti-aircraft
Landsverk Anti II Standard Tank 2 1 0
40 ItK/38 gun 24”/60cm 4 6 4+ Anti-aircraft.
Armoured Cars
BA-10 Wheeled 1 0 0 Co-ax MG, Hull MG, Limited vision.
45mm obr 1934 gun 24”/60cm 2 7 4+
Vehicle Machine-guns
Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.
GUN TEAMS
Weapon Mobility Range ROF Anti-tank Firepower Notes
Machine-guns
Maxim HMG Man-packed 24”/60cm 6 2 6 ROF 3 when pinned down or moving.
Mortars
Tampella M/35 81mm mortar Man-packed 24”/60cm 2 2 3+ Smoke, Minimum range 8”/20cm.
Firing bombardments 40”/100cm - 2 6 Smoke bombardment.
Tampella M/40 120mm mortar Light 56”/140cm - 3 3+ Smoke bombardment.
Anti-tank Guns
Lahti anti-tank rifle Man-packed 16”/40cm 3 5 5+
FINNISH ARSENAL
37 PstK/37 (PaK36) gun Light 24”/60cm 3 6 4+ Gun shield.
Firing Stielgranate 8”/20cm 1 12 5+
45 PstK/37 (obr 1937) gun Light 24”/60cm 3 7 4+ Gun shield.
50 PstK/38 (PaK38) gun Medium 24”/60cm 3 9 4+ Gun shield.
75 PstK/97-38 (PaK97/38) gun Medium 24”/60cm 2 10 3+ Gun shield.
75 PstK/40 (PaK40) gun Medium 32”/80cm 2 12 3+ Gun shield.
Anti-aircraft Guns
20 LtK/35 (Breda) gun Light 16”/40cm 4 5 5+ Anti-aircraft, Turntable.
20 LtK/38 (FlaK38) gun Light 16”/40cm 4 5 5+ Anti-aircraft, Turntable.
40 LtK/38 (Bofors) gun Immobile 24”/60cm 4 6 4+ Anti-aircraft, Turntable.
Artillery
76 RK/27 (obr 1927) gun Light 16”/40cm 2 5 3+ Gun shield.
Firing bombardments 64”/160cm - 3 6
76 K/02 gun Heavy 24”/60cm 2 8 3+ Gun shield, Smoke.
Firing bombardments 60”/160cm - 3 6 Smoke bombardment.
76 K/36 (obr 1936) gun Heavy 32”/80cm 2 10 3+ Gun shield.
Firing bombardments 80”/200cm - 3 6
84 K/18 (18 pdr) gun Heavy 24”/60cm 2 8 3+ Gun shield, Smoke, Turntable.
Firing bombardments 72”/180cm - 3 6 Smoke bombardment.
105 H/33 (leFH18) howitzer Immobile 24”/60cm 1 10 2+ Breakthrough gun, Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
122 H/38 (obr 1938) howitzer Immobile 24”/60cm 1 7 2+ Breakthrough gun, Gun shield.
Firing bombardments 80”/200cm - 4 3+
Heavy Artillery
105 K/13 (mle 1913 S) gun Immobile 24”/60cm 1 9 2+ Breakthrough gun, Gun shield.
Firing bombardments 80”/200cm - 4 4+
152 H/43 (obr 1943) howitzer Immobile 24”/60cm 1 10 1+ Bunker buster, Gun shield.
Firing bombardments 80”/200cm - 5 2+
150 H/40 (sFH18) howitzer Immobile 24”/60cm 1 13 1+ Bunker buster, Smoke.
Firing bombardments 80”/200cm - 5 2+ Smoke bombardment.
155 H/17 (mle 1917 S) howitzer Immobile 16”/40cm 1 10 1+ Bunker buster, Gun shield.
Firing bombardments 72”/180cm - 5 2+
127
Minor Powers Intro Finnish Arsenal
INFANTRY TEAMS
Team Range ROF Anti-tank Firepower Notes
Pistol team 4”/10cm 1 1 6
Rifle team 16”/40cm 1 2 6
Rifle/MG team 16”/40cm 2 2 6
SMG team 4”/10cm 3 1 6 Full ROF when moving.
Light Mortar team 16”/40cm 1 1 4+ Can fire over friendly teams.
Panzerschreck team 8”/20cm 2 11 5+ Tank Assault 5.
Flame-thrower team 4”/10cm 2 - 6 Flame-thrower.
Staff team 16”/40cm 1 2 6 Moves as a Heavy Gun team.
TRANSPORT TEAMS
Armour
Vehicle Mobility Front Side Top Equipment and Notes
Trucks
3-ton truck Wheeled - - -
Horse-drawn wagon Wagon - - -
Tractors
FINNISH ARSENAL
Recovery Vehicles
Famo Half-tracked - - - Recovery vehicle.
ISU Recovery Slow Tank 9 7 2 Recovery vehicle.
FORTIFICATIONS
Weapon Mobility Range ROF Anti-tank Firepower Notes
40mm Bofors AA Nest Immobile 24”/60cm 4 6 4+ Anti-aircraft.
HMG Pillbox Immobile 24”/60cm 6 2 6 ROF 3 when Pinned Down.
HMG Nest Immobile 24”/60cm 6 2 6 ROF 3 when Pinned Down.
AIRCRAFT
Aircraft Weapon To Hit Anti-tank Firepower Notes
Ju 87D Stuka Bombs 4+ 5 1+
Ju 88 Bombs 4+ 5 1+
128
Minor Powers Intro Finnish Arsenal
French
TANKS ARTILLERY
TRANSPORTS INFANTRY
129
Minor Powers Intro FRENCH Arsenal
FRENCH SPECIAL RULES
COMPAGNIE DE TIRAILLEURS
It is a Matter of Honour
When Tirailleurs Platoons, Tirailleurs Ammunition & Pioneer Platoons, Tirailleurs Intelligence & Recon Platoons, and
Sapper Platoons test their Motivation to Counterattack in assaults, you may re-roll the die and apply the re-rolled result
to all the above platoons that failed on the original roll.
GOUM
130
Minor Powers Intro FRENCH Arsenal
TASK FORCE A FFI FREE FRENCH
FRENCH
Centaine teams of the same type.
Whenever a rule in the Flames Of War rulebook talks You must choose the composition of your FFI Company
about a platoon, read that as an FFI Company. for each game before deployment begins.
131
Minor Powers Intro FRENCH Arsenal
Web Intelligence
Briefings
THE FRENCH 2ND ARMOURED DIVISION
Spearhead Dismount
Any force from the 2éme Division Blindée Always Attacks. Before deployment you may choose to dismount all
of your Spahi Platoons. If you do this, all of the Spahi
When they are the attacker in a mission, a player com-
Patrols from the same platoon operate as a single platoon.
manding a force from the 2éme Division Blindée may
make a Spearhead Deployment move with any one If you dismount, all of the platoon’s vehicles are per-
non-Reconnaissance Platoon. manently removed from the game. Replace all of the
vehicles in each Patrol with any three of the following
teams for each Patrol:
French Doctrine
• Carbine teams
French Infantry and Gun teams attempting to Dig In
succeed on a roll of 3+. • up to one M1919 LMG team per Spahi Patrol
• up to two .50 call MG teams per Spahi Patrol
When conducting Defensive Fire, Infantry and Gun
teams that are Dug In or in Entrenchments can shoot • up to one Bazooka team per Spahi Patrol
over any Man-packed or Light Gun teams that are also • up to one M2 60mm mortar team per Spahi Patrol
Dug In or in Entrenchments. Designate any on of the teams as the Platoon Command
team. The platoon remains a Reconnaissance Platoon.
FRENCH
España!
Company HQ and Combat platoons in a force based on the 9éme Compagnie do not use the French Doctrine special rule,
instead they may re-roll failed Motivation Tests to Counterattack in Assaults.
132
Minor Powers Intro FRENCH Arsenal
French Arsenal
TANK TEAMS
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Tanks
Hotchkiss H-39 (long gun) Standard Tank 3 3 1 Co-ax MG.
37mm SA-38 gun 24”/60cm 2 5 4+ One-man turret.
M5A1 Stuart Light Tank 4 2 1 Co-ax MG, Hull MG, AA MG.
M6 37mm gun 24”/60cm 2 7 4+ Stabiliser.
M4 or M4A1 Sherman Standard Tank 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
M4A2 or M4A4 Sherman Standard Tank 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
M4A3 (76mm) Sherman Standard Tank 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Detroit’s finest,
Protected ammo.
M1 76mm gun (late) 32”/80cm 2 13 3+ Stabiliser.
FRENCH ARSENAL
Support Weapons
M4 81mm MMC Half-tracked 1 0 0
M1 81mm mortar 24”/60cm 2 2 3+ Hull mounted, Portee, Minimum range 8”/20cm, Smoke.
Firing bombardments 40”/100cm - 2 6 Smoke bombardment.
M8 Scott HMC Light Tank 3 2 0 .50 cal AA MG.
M1A1 75mm howitzer 16”/40cm 2 6 3+ Smoke.
Firing bombardments 64”/160cm - 3 6
M4 (105mm) Sherman Standard Tank 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Protected ammo.
M4 105mm howitzer 24”/60cm 1 9 2+ Breakthrough gun, Slow traverse, Smoke.
Firing bombardments 48”/120cm - 4 4+
Tank Destroyers
M10 3in GMC Standard Tank 4 2 0 .50 cal AA MG.
M7 3in gun 32”/80cm 2 12 3+ Slow traverse.
M20 scout car Jeep 1 0 0 .50 cal AA MG.
Reconnaissance
Recon Jeep Jeep - - - AA MG, Recce.
.50 cal Recon Jeep Jeep - - - .50 cal AA MG, Recce.
Mortar Jeep Jeep - - - Recce.
M2 60mm Mortar 24”/60cm 2 1 3+ Hull mounted, Portee, Can fire over friendly troops.
Firing Bombardments 32”/80cm - 1 6
M3A1 armored car Jeep 1 0 0 .50 cal AA MG, two side-mounted AA MG, Recce.
M8 armoured car Wheeled 1 0 0 Co-ax MG, .50 cal AA MG, Recce.
M6 37mm gun 24”/60cm 2 7 4+
Artillery
M7 Priest HMC Standard Tank 1 0 0 .50 cal AA MG.
M2A1 105mm howitzer 24”/60cm 1 9 2+ Hull mounted, Breakthrough gun, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
M4A2 Sherman OP Standard Tank 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG.
M3 75mm gun 32”/80cm 1 10 3+ Smoke.
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Minor Powers Intro FRENCH Arsenal
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Anti-aircraft
M15 CGMC (37mm) Wheeled 1 0 0
M15 37mm combination mount 24”/60cm 4 5 4+ Anti-aircraft.
M16 MGMC (quad .50 cal) Half-tracked 1 0 0
M45 quad .50 cal gun 16”/40cm 6 4 5+ Anti-aircraft.
GMC Bofors 2 ½-ton truck portee Wheeled - - - Awkward layout.
M1 Bofors gun 24”/60cm 4 6 4+ Anti-aircraft.
Vehicle Machine-guns
Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.
.50 cal Vehicle MG 16”/40cm 3 4 5+ ROF 1 if other weapons fire.
INFANTRY TEAMS
Team Range ROF Anti-tank Firepower Notes
Rifle team 16”/40cm 1 2 6
MG team 16”/40cm 3 2 6 ROF 2 when pinned down.
SMG team 4”/10cm 3 1 6 Full ROF when moving.
PIAT or Bazooka team 8”/20cm 1 10 5+ Tank assault 4.
Staff team 16”/40cm 1 2 6 Moves as a Heavy Gun team.
GUN TEAMS
Weapon Mobility Range ROF Anti-tank Firepower Notes
Machine-guns
M2 .50 cal MG Man-packed 16”/40cm 3 4 5+
M1919 LMG team Man-packed 16”/40cm 5 2 6 ROF 2 when pinned down or moving.
M1917 HMG team Man-packed 24”/60cm 6 2 6 ROF 3 when pinned down or moving.
Captured HMG team Man-packed 24”/60cm 6 2 6 ROF 3 when pinned down or moving.
Mortars
M2 60mm mortar Man-packed 24”/60cm 2 1 3+ Minimum range 8”/20cm.
Firing bombardments 32”/80cm - 1 6
M1 81mm mortar Man-packed 24”/60cm 2 2 3+ Minimum range 8”/20cm, Smoke.
Firing bombardments 40”/100cm - 2 6 Smoke bombardment.
Captured 81mm mortar Man-packed 24”/60cm 2 2 3+ Minimum range 8”/20cm, Smoke.
Firing bombardments 40”/100cm - 2 6 Smoke bombardment.
Anti-aircraft guns
M2 .50 cal AA gun Heavy 16”/40cm 4 4 5+ Anti-aircraft, Turntable.
M49 .50 cal quad AA gun Heavy 16”/40cm 6 4 5+ Anti-aircraft, Turntable.
M1 Bofors gun Immobile 24”/60cm 4 6 4+ Anti-aircraft, Turntable.
Anti-tank guns
M3 37mm gun Light 24”/60cm 3 7 4+ Gun shield.
Captured Anti-tank gun Light 24”/60cm 3 8 4+ Gun shield.
M1 57mm gun Medium 24”/60cm 3 10 4+ Gun shield, No HE.
Artillery
M1A1 75mm pack howitzer Light 16”/40cm 2 6 3+ Smoke.
Firing bombardments 56”/140cm - 3 6+ Smoke bombardment.
M2A1 105mm howitzer Immobile 24”/60cm 1 9 2+ Breakthrough gun, Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
M1 155mm howitzer Immobile 24”/60cm 1 10 1+ Bunker buster, Gun shield, Smoke.
Firing bombardments 88”/220cm - 5 2+ Smoke bombardment.
134
Minor Powers Intro FRENCH Arsenal
TRANSPORT TEAMS
Armour
Vehicle Mobility Front Side Top Equipment and Notes
Trucks
Jeep Jeep - - -
Dodge ¾-ton, ½-ton or GMC 2½-ton truck Wheeled - - -
GMC 2½-ton dump truck Wheeled - - -
Tractors
Pack Mule team Man-packed - - - Pack mule.
M5 High-speed tractor Standard Tank - - -
Recovery Vehicles
M31 TRV recovery vehicle Standard Tank 5 3 0 Recovery vehicle.
M32 TRV recovery vehicle Standard Tank 6 4 0 .50 cal AA MG, Recovery vehicle.
Engineering Vehicles
Turretless M4 Sherman dozer Standard Tank 6 4 0 Bulldozer, May assault bunkers.
D7 Bulldozer Very Slow Tank - - - Bulldozer, May assault bunkers.
AIRCRAFT
Aircraft Weapon To Hit Anti-tank Firepower Notes
NATIONAL RULES
P-47 Thunderbolt MG 2+ 6 5+
Bombs 4+ 5 1+
P-40 Warhawk MG 2+ 6 5+
Bombs 4+ 5 2+
P-38 Lightning Cannon 3+ 7 5+
Bombs 4+ 5 1+
135
Minor Powers Intro FRENCH Arsenal
Hungarian
All normal rules apply for this movement. Platoons hitting its Side armour, roll a special 4+ Schürzen save:
cannot make Huszár moves if they are Pinned Down
• If the save is successful the Schürzen protects the tank
or have moved At the Double. Bogged Down or Bailed
from the side shot.
vehicles cannot make Huszár moves.
• If the save is not successful the shot penetrated the side
armour as normal.
Preparing for the Coming Storm
Hungarian platoons may re-roll failed Skill Tests to
Dig In.
As Straight as an Arrow
Tarczay re-rolls misses with his tank’s main gun.
136
Minor Powers Intro Hungarian Arsenal
Web Intelligence Briefings
HUSZÁRS HUNGARIAN INFANTRY
Hungarian Arsenal
HUNGARIAN ARSENAL
TANK TEAMS
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Light Tanks
Toldi II Standard Tank 2 1 1 Co-ax MG.
20mm 36M anti-tank rifle 16”/40cm 3 5 5+
Toldi IIa Standard Tank 2 1 1 Co-ax MG.
40mm 41M gun 24”/60cm 3 7 4+
Tanks
Turán I Standard Tank 5 3 1 Co-ax MG, Hull MG, Protected ammo.
40mm 41M gun 24”/60cm 3 7 4+
Turán II Standard Tank 5 3 1 Co-ax MG, Hull MG, Protected ammo.
75mm 41M gun 24”/60cm 2 9 3+
Panzer IV H Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Schürzen.
7.5cm KwK40 gun 32”/80cm 2 11 3+
Panther A Standard Tank 10 5 1 Co-ax MG, Hull MG, Wide tracks.
7.5cm KwK42 gun 32”/80cm 2 14 3+
Heavy Tanks
Tiger I E Slow Tank 9 8 2 Co-ax MG, Hull MG, Protected ammo, Wide tracks.
8.8cm KwK36 gun 40”/100cm 2 13 3+ Slow traverse.
Assault Guns
Zrínyi II Standard Tank 7 2 1 AA MG, Protected ammo.
105mm 43M howitzer 24”/60cm 2 10 2+ Hull mounted, Breakthrough gun.
StuG G Standard Tank 7 3 1 Hull MG, Protected ammo, Schürzen.
7.5cm StuK40 gun 32”/80cm 2 11 3+ Hull mounted.
Hetzer Standard Tank 7 2 1 Hull MG, Overloaded.
7.5cm PaK39 gun 32”/80cm 2 11 3+ Hull mounted.
137
Minor Powers Intro Hungarian Arsenal
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Reconnaissance
Csaba 39M Wheeled 1 0 0 Co-ax MG.
20mm 36M anti-tank rifle 16”/40cm 3 5 5+
Fiat-Ansaldo 35M Half-tracked 1 0 1 Twin MG, Unreliable.
Motorcycle Rifle/MG team Jeep - - - Motorcycle reconnaissance, Dismount as Rifle/MG team.
Rifle/MG 16”/40cm 2 2 6 Hull mounted, Vehicle MG.
Motorcycle Panzerfaust SMG team Jeep - - - Motorcycle reconnaissance,
Dismount as Panzerfaust SMG team.
When firing as SMG 4”/10cm 3 1 6 Hull-mounted, Vehicle MG.
When firing as Panzerfaust 4”/10cm 1 12 5+ Awkward layout.
Self-propelled Anti-aircraft
Nimrod Standard Tank 2 1 0
40mm 36M Bofors gun 24”/60cm 4 7 4+ Anti-aircraft.
Vehicle Machine-guns
Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.
Twin Vehicle MG 16”/40cm 4 2 6 ROF 2 if other weapons fire.
GUN TEAMS
Weapon Mobility Range ROF Anti-tank Firepower Notes
Machine-guns
HUNGARIAN ARSENAL
Mortars
81mm 36/39M mortar Man-packed 24”/60cm 2 2 3+ Smoke, Minimum range 8”/20cm.
Firing bombardments 40”/100cm - 2 6 Smoke bombardment.
120mm 43M (PM38) mortar Light 56”/140cm - 3 3+
Anti-tank Guns
20mm 36M anti-tank rifle Man-packed 16”/40cm 3 5 5+
37mm 36M (PaK36) gun Light 24”/60cm 3 6 4+ Gun shield.
Firing Stielgranate 8”/20cm 1 12 5+
40mm 40M (PaK36) gun Light 24”/60cm 3 7 4+ Gun shield.
Firing Stielgranate 8”/20cm 1 12 5+
75mm 40M gun (PaK40) Medium 32”/80cm 2 12 3+ Gun shield.
Anti-aircraft Guns
40mm 36M Bofors gun Immobile 24”/60cm 4 7 4+ Anti-aircraft, Turntable.
80mm 29/38M Bofors gun Immobile 32”/80cm 2 12 3+ Heavy anti-aircraft, Turntable.
8.8cm FlaK37 gun Immobile 40”/100cm 2 13 3+ Gun shield, Heavy anti-aircraft, Turntable.
Artillery
75mm 15M (GebK15) howitzer Medium 16”/40cm 2 5 3+ Gun shield.
Firing bombardments 64”/160cm - 3 6
100mm 14M (100/17) howitzer Immobile 24”/60cm 1 9 2+ Breakthrough gun, Gun shield.
Firing bombardments 72”/180cm - 4 4+
105mm 37M (leFH18) howitzer Immobile 24”/60cm 1 10 2+ Breakthrough gun, Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
149mm 14/31M howitzer Immobile 16”/40cm 1 8 1+ Bunker buster, Gun shield.
Firing bombardments 72”/180cm - 5 2+
150mm 43M (NW41) rocket launcher Light 64”/160cm - 3 4+ Rocket launcher, Smoke bombardment.
FORTIFICATIONS
Weapon Mobility Range ROF Anti-tank Firepower
40mm Bofors AA Nest Immobile 24”/60cm 4 7 4+ Anti-aircraft.
HMG Pillbox Immobile 24”/60cm 6 2 6 ROF 3 when Pinned Down.
HMG Nest Immobile 24”/60cm 6 2 6 ROF 3 when Pinned Down.
138
Minor Powers Intro Hungarian Arsenal
INFANTRY TEAMS
Team Range ROF Anti-tank Firepower Notes
Rifle team 16”/40cm 1 2 6
Rifle/MG team 16”/40cm 2 2 6
SMG team 4”/10cm 3 1 6 Full ROF when moving.
Light Mortar team 16”/40cm 1 1 4+ Can fire over friendly teams.
Panzerschreck team 8”/20cm 2 11 5+ Tank Assault 5.
Flame-thrower team 4”/10cm 2 - 6 Flame-thrower.
Staff team 16”/40cm 1 2 6 Moves as a Heavy Gun team.
TRANSPORT TEAMS
Armour
Vehicle Mobility Front Side Top Equipment and Notes
Trucks
Motorcycle team or field car Jeep - - -
Botond, 3-ton, Kfz 68 radio, or Kfz 70 truck Wheeled - - -
Horse-drawn wagon Wagon - - -
HUNGARIAN ARSENAL
Armoured Personnel Carrier
Sd Kfz 250 half-track Half-track 1 0 0 Hull MG, AA MG.
Tractors
Horse-drawn limber Wagon - - -
Sd Kfz 11 tractor Half-tracked - - -
Recovery Vehicles
Famo half-track Half-tracked - - - Recovery vehicle.
AIRCRAFT
Aircraft Weapon To Hit Anti-tank Firepower Notes
Ju 87D Stuka Bombs 4+ 5 1+
Ju 87G Stuka Cannon 3+ 11 4+
139
Minor Powers Intro Hungarian Arsenal
ITALIAN
Heroism
When your company first has a Command team Destroyed If the Unknown Hero is an Infantry team, bring the team
by enemy shooting or assault (but not as a result of a failed back into play. If the Unknown Hero was a Tank team, the
Platoon Morale Check), roll a Motivation Test for that hero transfers to any other tank in his platoon that is within
Command team. This test can never be re-rolled for any Command Distance making that the Platoon Command
reason. team. If no suitable tank is within Command Distance,
• If they pass the Motivation Test, the officer shrugs off his the Unknown Hero is out of the battle and removed from
wounds, shouts encouragement to his men and a chal- the game.
lenge to the enemy, and fights on as an Unknown Hero. An Unknown Hero and any platoon led by him always
• On any other roll, the Command team is Destroyed as pass Motivation tests on a roll of 2+. If the Unknown
normal and you roll again to discover your hero the next Hero is Destroyed while leading a platoon, the platoon
time a Command team is Destroyed. will continue to take Motivation tests as if led by the
Unknown Hero, although all other penalties for being Out
Once you have found your Unknown Hero, stop rolling.
Of Command still apply.
There can only be one Unknown Hero in your company
in each game.
After deployment, but before the first turn, roll a die for Roll a Motivation test for each platoon:
each platoon and its attached teams deployed on the table • If the test is successful, the platoon may move another
and consult the 8 Million Bayonets table to determine 4”/10cm,
their Training and Motivation characteristics. Platoons
• Otherwise the platoon cannot move this step.
held in Ambush or Reserves do not roll on the 8 Million
Bayonets table until they are placed on table. All of the normal rules apply for this movement. Platoons
cannot make Avanti moves if they are Pinned Down or
moved At the Double. Bogged Down or Bailed Out
vehicles cannot make Avanti moves.
RSI PARACADUTISTI
RSI Paracadutisti forces use all of the Italian special rules except the 8 Million Bayonets special rule.
140
Minor Powers Intro Italian Arsenal
ITALIAN FASCIST RSI FORCES
Due to their training by the Germans in German methods the Italian RSI troops use the Mission Tactics and
Stormtroopers special rules instead of the Avanti special rule.
ITALIAN
make Stormtroopers moves if they are Pinned Down.
Gun teams carried by Pack Mule teams are Mountaineers,
A team that used Eyes and Ears to reveal Gone to Ground see page 61 of the rulebook. Pack Mule teams are
enemy troops cannot make a Stormtroopers move. Transport teams. Pack Mule teams carry Gun teams as
Immobile Gun teams and Gun teams that shot earlier Passengers and the Gun team is removed from the table
in the turn cannot make a Stormtroopers move, aside while it is carried by the Pack Mule team.
from Unlimbering. Teams of any type that have fired an
Artillery Bombardment cannot make a Stormtroopers
move. Trains cannot make a Stormtroopers move.
ITALIAN ARSENAL
TANK TEAMS
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Tanks
Sherman III or V Standard Tank 6 4 1 Co-ax MG, Hull MG, Tow hook.
M3 75mm gun 32”/80cm 2 10 3+ Semi-indirect fire, Smoke.
Semovente 75/18 Standard Tank 4 2 1 AA MG.
75/18 gun 24”/60cm 2 9 3+ Hull mounted.
Self-propelled Anti-aircraft
20/65 Portee Wheeled - - -
20/65 gun 16”/40cm 4 5 5+ Anti-aircraft, Portee.
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Minor Powers Intro Italian Arsenal
Reconnaissance
AB41 Wheeled 1 0 0 Co-ax MG, Hull-rear MG, Recce.
20/65 gun 16”/40cm 2 5 5+
Solo Motorcycle Rifle team Jeep - - - Motorcycle reconnaissance, Dismount as Rifle team.
Rifle 16”/40cm 1 2 6 Hull mounted, Awkward layout, Vehicle MG.
Solo Motorcycle Rifle/MG team Jeep - - - Motorcycle reconnaissance, Dismount as Rifle/MG team
Rifle/MG 16”/40cm 2 2 6 Awkward layout, Hull-mounted, Vehicle MG.
Solo Motorcycle MG team Jeep - - - Motorcycle reconnaissance, Dismount as MG team.
MG 16”/40cm 3 2 6 Hull mounted, Awkward layout, Vehicle MG.
Solo Motorcycle SMG team Jeep - - - Motorcycle reconnaissance, Dismount as SMG team
SMG 4”/10cm 3 1 6 Awkward layout, Vehicle MG.
Solo Motorcycle Panzerfaust SMG team Jeep - - - Motorcycle reconnaissance, Dismount as Panzerfaust
SMG team
firing SMG 4”/10cm 3 1 6 Awkward layout, Vehicle MG.
firing Panzerfaust 4”/10cm 1 12 5+ Awkward layout.
Vehicle Machine-guns
Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.
.50 cal Vehicle MG 16”/40cm 3 4 5+ ROF 1 if other weapons fire.
GUN TEAMS
Weapon Mobility Range ROF Anti-tank Firepower Notes
Machine-guns
Mod 37 HMG Man-packed 24”/60cm 6 2 6 ROF 3 when pinned down or moving.
MG42 HMG Man-packed 24”/60cm 6 2 6 ROF 3 when pinned down or moving.
NATIONAL RULES
Mortars
Brixia 45mm mortar Man-packed 16”/40cm 2 1 5+ Can fire over friendly troops.
Firing bombardments 24”/60cm - - 6
81/14 Mortar Man-packed 24”/60cm 2 2 3+ Minimum range 8”/20cm, Smoke.
Firing bombardments 48”/120cm - 2 6 Smoke bombardment.
8cm GW42 (Stummelwerfer) mortar Man-packed 24”/60cm 2 2 3+ Smoke, Minimum range 8”/20cm.
Firing bombardments 32”/80cm - 2 6 Smoke bombardment.
Anti-tank guns
47/32 gun Man-packed 24”/60cm 3 7 4+
57/50 gun (OQF 6 pdr (late)) Medium 24”/60cm 3 11 4+ Gun shield.
OQF 6 pdr gun Medium 24”/60cm 3 10 4+ Gun shield.
OQF 6 pdr (late) gun Medium 24”/60cm 3 11 4+ Gun shield.
OQF 17 pdr gun Immobile 32”/80cm 2 14 3+ Gun shield, No HE.
OQF 17 pdr (late) gun Immobile 32”/80cm 2 15 3+ Gun shield, No HE.
75/27 gun Heavy 24”/60cm 2 9 3+ Gun shield, Smoke.
7.5cm PaK40 gun Medium 32”/80cm 2 12 3+ Gun shield.
8.8cm PaK43 gun Immobile 40”/100cm 2 16 3+ Gun shield, Turntable.
Infantry guns
65/17 gun Heavy 16”/40cm 2 8 3+ Gun Shield.
Firing bombardments 64”/160cm - 2 6
7.5cm leIG18 gun Light 16”/40cm 2 9 3+ Gun shield, Smoke.
Firing bombardments 48”/120cm - 3 6
142
Minor Powers Intro Italian Arsenal
Artillery
75/13 gun (GebK15) Heavy 16”/40cm 2 9 3+ Gun Shield.
Firing bombardments 64”/160cm - 3 6
75/27 gun Heavy 24”/60cm 2 9 3+ Gun shield, Smoke.
Firing bombardments 64”/160cm - 3 6 Smoke bombardment.
100/22 howitzer (leFH30(t)) Immobile 24”/60cm 1 9 2+ Breakthrough gun, Gun shield,
Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
100/17 howitzer Immobile 24”/60cm 1 10 2+ Breakthrough gun, Gun shield.
Firing bombardments 72”/180cm - 4 4+
10.5cm leFH18/40 howitzer Heavy 24”/60cm 1 10 2+ Breakthrough gun, Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
105/28 gun Immobile 24”/60cm 1 9 2+ Breakthrough gun, Gun shield.
Firing bombardments 80”/200cm - 4 4+
149/13 howitzer (14/31M) Immobile 16”/40cm 1 8 1+ Bunker buster, Gun shield.
Firing bombardments 72”/180cm - 5 2+
Allied Artillery
OQF 25 pdr gun Heavy 24”/60cm 2 9 3+ Gun shield, Smoke, Turntable.
Firing bombardments 80”/200cm - 4 5+ Smoke bombardment.
BL 5.5” gun Immobile 32”/80cm 1 13 1+ Bunker buster.
Firing bombardments 88”/220cm - 5 2+
M2A1 105mm howitzer Immobile 24”/60cm 1 9 2+ Breakthrough gun, Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 5+ Smoke bombardment.
M1 155mm howitzer Immobile 24”/60cm 1 10 1+ Bunker buster, Gun shield, Smoke.
Firing bombardments 88”/220cm - 5 2+ Smoke bombardment.
INFANTRY TEAMS
NATIONAL RULES
Team Range ROF Anti-tank Firepower Notes
Rifle team 16”/40cm 1 2 6
Rifle/MG team 16”/40cm 2 2 6
MG team 16”/40cm 3 2 6 ROF 2 when pinned down.
SMG team 4”/10cm 3 1 6 Full ROF when moving.
Panzerschreck team 8”/20cm 2 11 5+ Tank Assault 5.
Flame-thrower team 4”/10cm 2 - 6 Flame-thrower.
Light Mortar team 16”/40cm 1 1 4+ Smoke, Can fire over friendly teams.
PIAT team 8”/20cm 1 10 5+ Tank Assault 4.
Bazooka team 8”/20cm 1 10 5+ Tank Assault 4.
Staff team 16”/40cm 1 2 6 Moves as a Heavy Gun team.
TRANSPORT TEAMS
Armour
Vehicle Mobility Front Side Top Equipment and Notes
Jeep, Jeep with trailer or Kübelwagen Jeep - - -
CMP 15 cwt, Dodge ¾-ton, or GMC 2½-ton Wheeled - - -
Dovunque 3-ton truck or Opel Blitz Wheeled - - -
Pack Mule team Man-packed - - - Pack mules.
Quad or Matador tractor Wheeled - - -
M5 high-speed tractor Standard Tank - - - Optional .50 cal AA MG.
Troop, OP, or Loyd Carrier Half-tracked 0 0 0
Indian Pattern Troop Carrier Jeep 0 0 0
White scout car Jeep 1 0 0
Horse-drawn wagon Wagon - - -
143
Minor Powers Intro Italian Arsenal
ROMANIAN
Peasant Army Soviet Battalion Komissar
After deployment, but before the first turn, roll a die for A Soviet Battalion Komissar team in a Romanian
each Romanian platoon, Independent team, and Warrior Battalion HQ is an Independent team.
team. Consult the Peasant Army table to determine their
If a Soviet Battalion Komissar team joins a Romanian
Skill and Motivation ratings. Platoons held in Reserves
company or platoon in the Shooting or Assault Step
do not roll until they arrive.
before the company or platoon takes any hits from
Peasant Army Table shooting, they must attempt to sustain the Romanians’
Roll Regular Elite morale.
1 Reluctant Trained Reluctant Veteran If the company or platoon takes five of more hits from
shooting, roll a die after all shooting at the platoon is
2 Reluctant Veteran Reluctant Veteran completed.
3 Confident Trained Confident Trained On a roll of 2+ you must immediately Destroy any other
4 Confident Trained Confident Trained Infantry or Gun team from the company or platoon
within Command Distance of the Komissar team.
5 Confident Trained Confident Veteran
Otherwise on roll of 1, the Romanians rebel and shoot
6 Confident Veteran Confident Veteran the Komissar team, which is Destroyed.
If the Komissar team survived the attempt to sustain the
French Doctrine Romanians’ morale, the company or platoon, if it started
Romanian Infantry and Gun teams attempting to Dig In the step with at least fifteen Infantry or Gun teams (in-
succeed on a roll of 3+. cluding the Komissar team and any attached teams) In
ROMANIAN
144
Minor Powers Intro Romanian Arsenal
Vanatori Blindata Platoon — Mounted Assault
Armoured Transport teams in a platoon with the Mounted The platoon is not automatically Pinned Down when the
Assault special rule are Mounted Assault Transports. Passengers Dismount, and will only Fall Back if it takes
five hits as usual. If a Mounted Assault Transport team is
A Mounted Assault Transport has a dual nature. While
Destroyed during the assault, any Passengers are Destroyed
empty, it is just an ordinary Transport team, except that
with it.
they do not have to be Sent to the Rear when empty—they
can remain on the table and continue to fight. The Passengers do not need to Dismount to Counterattack.
They can stay Mounted or Dismount as they wish. If they
When carrying Passengers, a Mounted Assault Transport
Dismount to Counterattack, their Transport team will be
is treated as a Tank team for everything except Platoon
Sent to the Rear.
Morale Checks. If it is carrying two or more Passenger
teams, it also has Tank Escorts. If the platoon voluntarily Breaks Off instead of Counter
attacking, and the entire platoon is mounted in Mounted
As a Tank team, a Mounted Assault Transport team
Assault Transport teams, they may use the Break Off
carrying Passengers may Charge into Contact and fight in
Through the Enemy rule (see page 166) as if they were
assault combat. As Open-topped Tank teams, the platoon
Tank teams.
will be forced to Fall Back by five hits or two Destroyed or
Bailed Out vehicles in Defensive Fire (see page 154). At the end of the Assault Step, Mounted Assault Transport
teams that are Bailed Out are Sent to the Rear if they have
If a Mounted Assault Transport team is Destroyed by
no Passengers, or automatically Remount (see page 102)
Defensive Fire, all surviving Passengers Fall Back 2”/5cm
and are no longer Bailed Out if they have Passengers.
away from the teams they were charging. If the Passengers
cannot do this, they are Destroyed.
Lending a Hand When you place the Pioneer Supply vehicle, instead of
One Gun team within 4”/10cm of Sandu may re-roll placing one Minefield, place two Unstable Minefields.
failed To Hit rolls if Sandu does not shoot in the Shooting Roll a dice for each Unstable Minefield you placed. On a
step. 2+ they are placed as normal.
On a roll of 1 the Unstable Minefield explodes while it
is being placed. The Unstable Minefield is removed from
Lucky Aurel the table and all the teams in Sandu’s Pioneer Platoon
Once per game Sandu may re-roll a failed Infantry Save. must make an immediate Infantry save. Teams that fail
the Infantry save are removed from the table, but do not
Old Hand count as casualties for the purposes of Platoon Morale
Sandu passes all Skill tests on a 3+. Unstable Minefields count as Minefields for all other
purposes.
145
Minor Powers Intro Romanian Arsenal
ROMANIAN
ARSENAL
TANK TEAMS
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Light Tanks
R-2 (Panzer 35(t)) Standard Tank 2 1 1 Co-ax MG, Hull MG, Protected ammo, Unreliable.
3.7cm KwK35(t) gun 24”/60cm 2 6 4+
R-35 Slow Tank 3 3 1 Co-ax MG.
37mm SA18 gun 16”/40cm 2 4 4+ One-man turret.
R-35 Vanatorul de Care Slow Tank 3 3 1
45mm obr 1938 gun 24”/60cm 2 7 4+ One-man turret.
T-38 (Panzer 38(t)) Standard Tank 2 1 1 Co-ax MG, Hull MG, Protected ammo, Unreliable.
3.7cm KwK35(t) gun 24”/60cm 2 6 4+
Medium Tanks
ROMANIAN ARSENAL
T-3 (Panzer III N) Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo.
7.5cm KwK36 gun 24”/60cm 2 9 3+
T-4 (Panzer IV H) Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Schürzen.
7.5cm KwK40 gun 32”/80cm 2 11 3+
TA (StuG G) Standard Tank 7 3 1 Hull MG, Protected ammo, Schürzen.
7.5cm StuK40 gun 32”/80cm 2 11 3+ Hull mounted.
German Tanks
Panzer IV H Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Schürzen.
7.5cm KwK40 gun 32”/80cm 2 11 3+
StuG G Standard Tank 7 3 1 Hull MG, Protected ammo, Schürzen.
7.5cm StuK40 gun 32”/80cm 2 11 3+ Hull mounted.
StuH42 Standard Tank 7 3 1 Hull MG, Protected ammo, Schürzen.
10.5cm StuH42 gun 32”/80cm 2 10 2+ Hull mounted, Breakthrough gun, Smoke.
Armoured Cars
AB (Sd Kfz 222) Wheeled 1 0 0 Co-ax MG.
2cm KwK38 gun 16”/40cm 3 5 5+ Self-defence anti-aircraft.
Vehicle Machine-Guns
Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.
Machine-guns
ZB 53 HMG Man-packed 24”/60cm 6 2 6 ROF 3 when pinned down or moving.
Mortars
60 mm Brandt mortar Man-packed 24”/60cm 2 1 3+ Can fire over friendly troops.
Firing bombardments 32”/80cm - 1 6
81.4mm Brandt mortar Man-packed 24”/60cm 2 2 3+ Smoke, Minimum range 8”/20cm.
Firing bombardments 40”/100cm - 2 6 Smoke bombardment.
120mm Reşiţa mortar Light 56”/140cm - 3 3+
Anti-aircraft Guns
Mitral 20mm gun (FlaK38) Light 16”/40cm 4 5 5+ Anti-aircraft, Gun shield, Turntable.
Anti-tank Guns
TAC 37 45mm gun (obr 1937) Light 24”/60cm 3 7 4+ Gun shield.
TAC 42 45mm gun (obr 1942) Light 24”/60cm 3 8 4+ Gun shield.
TAC 47mm Bohler gun (47/32) Man-packed 24”/60cm 3 7 4+
TAC 47mm Schneider gun Light 24”/60cm 3 8 4+ Gun shield.
TAC 38 50mm gun (PaK38) Medium 24”/60cm 3 9 4+ Gun shield.
TAC 938 75mm gun (PaK38/97) Medium 24”/60cm 2 10 3+ Gun shield.
TAC 40 75mm gun (PaK40) Medium 32”/80cm 2 12 3+ Gun shield.
TAC 43 Reşiţa 75mm gun Heavy 32”/80cm 2 13 3+ Gun shield.
ROMANIAN ARSENAL
Artillery
Skoda 75mm M15 (GebK15) gun Heavy 24”/60cm 2 8 3+ Gun shield, Smoke.
Firing bombardments 64”/160cm - 3 6 Smoke bombardment.
KF 75mm (75/27) gun Heavy 24”/60cm 2 8 3+ Gun shield, Smoke.
Firing bombardments 64”/160cm - 3 6 Smoke bombardment.
RF 75mm (76K/02) gun Heavy 24”/60cm 2 8 3+ Gun shield, Smoke.
Firing bombardments 64”/160cm - 3 6 Smoke bombardment.
Skoda 100mm M14 (100/17) howitzer Immobile 24”/60cm 1 9 2+ Breakthrough gun, Gun shield.
Firing bombardments 72”/180cm - 4 4+
Skoda 100mm M30 (leFH30) howitzer Immobile 24”/60cm 1 9 2+ Breakthrough gun, Gun shield.
Firing bombardments 88”/220cm - 4 4+
10.5cm leFH18 howitzer Immobile 24”/60cm 1 10 2+ Breakthrough gun, Gun shield, Smoke.
Firing bombardments 80”/200cm - 4 4+ Smoke bombardment.
Schneider 105mm M36 gun Immobile 32”/80cm 1 12 2+ Breakthrough gun, Gun shield.
Firing bombardments 88”/220cm - 4 4+
Skoda 150mm M34 howitzer Immobile 32”/80cm 1 13 1+ Bunker buster, Gun shield.
Firing bombardments 88”/220cm - 5 2+
15cm sFH18 howitzer Immobile 24”/60cm 1 13 1+ Bunker buster, Smoke.
Firing bombardments 80”/200cm - 5 2+ Smoke bombardment.
INFANTRY TEAMS
Team Range ROF Anti-tank Firepower Notes
Rifle team 16”/40cm 1 2 6
Rifle/MG team 16”/40cm 2 2 6
MG team 16”/40cm 3 2 6 ROF 2 when pinned down
SMG team 4”/10cm 3 1 6 Full ROF when moving.
Assault Rifle team 8”/20cm 3 1 6 Full ROF when moving.
Panzerschreck team 8”/20cm 2 11 5+ Tank Assault 5.
Flame-thrower team 4”/10cm 2 - 6 Flame-thrower.
Staff team 16”/40cm 1 2 6 Moves as a Heavy Gun team.
147
Minor Powers Intro Romanian Arsenal
TRANSPORT TEAMS
Armour
Vehicle Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Trucks
Kfz 15 field car or Kübelwagen jeep Jeep - - -
ROMANIAN ARSENAL
1.5-ton, 3-ton, Kfz 70, or Kfz 68 Radio truck Wheeled - - -
Horse-drawn wagon Horse-drawn - - -
Tractors
RSO tractor Slow Tank - - -
Sd Kfz 7 and 11 half-tracks Half-tracked - - -
Horse-drawn limber Horse-drawn - - -
AIRCRAFT
Aircraft Weapon To Hit Anti-tank Firepower Notes
Ju 87D Stuka Bombs 4+ 5 1+
Ju 87G Stuka Cannon 3+ 11 4+
Hs 129B Cannon 2+ 9 4+ Flying Tank.
Semi-indirect Fire
Weapons capable of Semi-indirect Fire that didn’t move Tow Hooks
in the Movement Step may re-roll failed rolls to hit when Any tank fitted with a tow hook may tow a 6 pdr or
shooting their main guns at platoons with all teams more 17 pdr gun, carrying the crew as Passengers Riding on
than 16”/40cm away. Tanks.
149
Minor Powers Intro Polish Arsenal
1ST POLISH INDEPENDENT PARACHUTE BRIGADE
POLISH
are deployed, a force commanded by Sosabowski may
redeploy one of its platoons anywhere within its normal
Deployment Area.
If the platoon was in Foxholes at the start of the game,
they remain in Foxholes after this redeployment and the
platoon is not considered to have moved in its first turn.
Timely Reinforcements
Once per turn, a force led by Sosabowski may re-roll one
die rolled to receive Reserves.
If you dismount, all of the Scout Patrol vehicles are If you choose to use the AOP to coordinate Dixie Air
permanently removed from the game. Replace all of the Support, all air attacks against targets within Line of sight
vehicles in each Scout Patrol with any two of the follow- and 16”/40cm of the Auster AOP are under its control.
ing teams for each Scout Patrol: Aircraft under the control of an Auster AOP may re-roll
• MG teams, and a failed attempt to Range In.
POLISH
• up to one PIAT team. Unlike normal air attacks that cannot be within
Designate any one of the teams as the Platoon Command 16”/40cm of any friendly teams (see Safety Distance rule
team. The dismounted Scout Patrol platoon remains a on page 184 of the rulebook), aircraft under the control
Reconnaissance Platoon. of an Auster AOP will only abort if friendly teams are
within 12”/30cm of the Aircraft model.
Lovable Mascot
While Wojtek is on the table he may attempt to inspire
the men around him by re-rolling one failed Platoon
Morale Check of one Polish platoon that is within
Command Distance of Wojtek.
After having attempted this, Wojtek is removed from the
table and placed in Reserves.
Supply Carrier
During your turn a Gun Troop from a Field Battery,
Wojtek the Soldier Bear is a Warrior Transport team rated
Polish Artillery can use Wojtek the Soldier Bear to allow
Fearless Trained. Wojtek moves as a Infantry team. Wojtek
it to deliver a Burst of Fire in a Shooting Step, providing
may join a Polish Kompania Piechoty for +70 points. Wojtek
that Wojtek is within Command Distance of the Gun
the Soldier Bear is not part of any platoon.
Troop.
A Gun Troop delivering a Burst of Fire can either:
Ammunition Bear-er
• Count as having twice as many weapons when firing
While Wojtek is off of the table roll a die at the beginning
an Artillery Bombardment, or
of your turn when you would normally roll for Reserves.
• Count each OQF 25 pdr gun as having ROF 3.
• On a result of 5+, Wojtek arrives from Reserves.
• On any other result, Wojtek and his team are still gath- After the Gun Troop delivers a Burst of Fire, Wojtek is
ering more ammunition and do not arrive this turn. removed from the table and placed in Reserves.
151
Minor Powers Intro Polish Arsenal
ARMII KRAJOWEJ POLISH DOCTRINE
Centralised Control
Wherever the rules talk about a platoon, you can also Schürzen
read that as a Polish company. Where the rules talk about If a tank protected by Schürzen fails an Armour Save
a company, you can also read that as a Polish battalion. against a weapon with a Firepower rating of 5+ or 6
hitting its Side armour, roll a special 4+ Schürzen save:
Home-built Weapons • If the save is successful the Schürzen protects the tank
Weapons that are listed in the Arsenal as Home-built are from the side shot.
liable to explode with deadly result. • If the save is not successful the shot penetrated the side
armour as normal.
After a platoon with Home-built weapons has resolved
all of its shooting in the step, roll a die for each Home-
built weapon that shot: Tunnels and Paths
• On a roll of 1 the team shooting the Home-built Infantry and Man-packed Gun teams from Combat and
POLISH
152
Minor Powers Intro Polish Arsenal
SOVIET-EQUIPPED POLISH DOCTRINE
POLISH
Light Tanks
Stuart V Light Tank 4 2 1 Co-ax MG, Hull MG, Recce.
M6 37mm gun 24”/60cm 2 7 4+
Stuart V Jalopy Light Tank 4 2 0 Hull .50 Cal MG, Hull MG, Wide tracks, Recce.
Medium Tanks
Sherman III or V Standard Tank 6 4 1 Co-ax MG, Hull MG, Tow hook.
M3 75mm gun 32”/80cm 2 10 3+ Semi-indirect fire, Smoke.
Firefly VC Standard Tank 6 4 1 Co-ax MG, Tow hook.
OQF 17 pdr gun 32”/80cm 2 14 3+ No HE, Semi-indirect fire.
Firefly IC (late) or VC (late) Standard Tank 6 4 1 Co-ax MG, Tow hook.
OQF 17 pdr gun (late) 32”/80cm 2 15 3+ No HE, Semi-indirect fire.
Sherman IIA (76mm) Standard Tank 7 4 1 Co-ax MG, Hull MG, Protected Ammo, Tow hook.
M1 76mm gun 32”/80cm 2 12 3+ Semi-indirect fire.
Sherman IB (105mm) Standard Tank 7 4 1 Co-ax MG, Hull MG, Protected Ammo, Tow hook.
M4 105mm howitzer 24”/60cm 1 9 2+ Breakthrough gun, Semi-indirect fire, Smoke, Slow traverse.
POLISH ARSENAL
Captured Tanks
Sd Kfz 221 (MG) Wheeled 1 0 0 AA MG, Unreliable.
Panzer IV Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected Ammo, Schürzen,
Unreliable.
7.5cm KwK40 gun 32”/80cm 1 11 3+
Panther A Standard Tank 10 5 1 Co-ax MG, Hull MG, Wide Tracks, Unreliable.
7.5cm Kwk42 gun 32”/80cm 1 14 3+
Tiger I E Slow Tank 9 8 2 Co-ax MG, Hull MG, Protected Ammo, Wide tracks,
Unreliable.
8.8cm KwK36 gun 40”/100cm 1 13 3+ Slow Traverse.
Hetzer Standard Tank 7 2 1 Hull MG, Overloaded, Unreliable.
7.5cm PaK39 gun 32”/80cm 1 11 3+ Hull mounted.
Self-propelled Guns
Sexton Standard Tank 1 0 0 AA MG.
OQF 25 pdr gun 24”/60cm 2 9 3+ Hull mounted, Smoke.
Firing bombardments 80”/200cm - 4 5+ Smoke bombardment.
Sherman OP Standard Tank 6 4 1 Hull MG.
154
Minor Powers Intro Polish Arsenal
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Reconnaissance
Universal Carrier Half-tracked 0 0 0 Hull MG, Recce.
With Boys anti-tank rifle 16”/40cm 2 4 5+ Hull mounted.
With PIAT anti-tank projector 8”/20cm 1 10 5+ Hull mounted.
With .50 cal MG 16”/40cm 3 4 5+ Hull mounted.
Daimler Dingo Jeep 1 0 0 AA MG, Recce.
With Twin MG 16”/40cm 4 4 6 Hull mounted.
With .50 cal MG 16”/40cm 3 4 5+ Hull mounted.
Otter LRC I Jeep 0 0 0 AA MG, Recce.
Boys anti-tank rifle 16”/40cm 2 4 5+ Hull mounted.
Fox (Humber III) Wheeled 1 0 0 Co-ax MG, Recce.
.50 cal MG 16”/40cm 3 4 5+
Daimler I Wheeled 1 0 0 Co-ax MG, Recce.
OQF 2 pdr gun 24”/60cm 2 7 4+
With Littlejohn adaptor 24”/60cm 2 9 5+ No HE.
Staghound I Wheeled 3 1 0 Co-ax MG, Hull MG, Recce.
M6 37mm gun 24”/60cm 2 7 4+
POLISH ARSENAL
Staghound II CS Wheeled 3 1 0 Co-ax MG, Recce.
OQF 3” howitzer 24”/60cm 2 5 3+ Semi-indirect fire, Smoke.
Firing bombardments 40”/100cm - 3 6
Vehicle Machine-guns
Vehicle MG 16”/40cm 3 2 6 ROF 1 if other weapons fire.
.50 cal Vehicle MG 16”/40cm 3 4 5+ ROF 1 if other weapons fire.
INFANTRY TEAMS
Team Range ROF Anti-tank Firepower Notes
Rifle team 16”/40cm 1 2 6
Rifle/MG team 16”/40cm 2 2 6
MG team 16”/40cm 3 2 6 ROF 2 when Pinned Down.
SMG team 4”/10cm 3 1 6 Full ROF when moving.
Light Mortar team 16”/40cm 1 1 4+ Smoke, Can fire over friendly teams.
Bazooka or PIAT team 8”/20cm 1 10 5+ Tank assault 4.
Flame-thrower team 4”/10cm 4 - 6 Flame-thrower.
Home-built Flame-thrower team 4”/10cm 4 - 6 Flame-thrower. Home-built.
Staff team 16”/40cm 1 2 6 Moves as a Heavy Gun team.
Machine-guns
MG34, MG42, ckm wz.30, or
Maksim HMG Man-packed 24”/60cm 6 2 6 ROF 3 when pinned down or moving
Vickers HMG Man-packed 24”/60cm 6 2 6 ROF 3 when pinned down or moving.
Firing bombardments 40”/100cm - - -
Mortars
ML 3” Mk II mortar Man-packed 24”/60cm 2 2 3+ Smoke, Minimum range 8”/20cm.
Firing bombardments 40”/100cm - 2 6 Smoke bombardment.
ML 4.2” mortar Light 48”/120cm - 3 4+ Smoke bombardment.
Captured Mortars
Home-built 81mm mortar Man-packed 24”/60cm 2 2 3+ Home-built, Minimum range 8”/20cm.
Firing bombardments 32”/80cm - 2 6
8cm GW34 mortar Man-packed 24”/60cm 2 2 3+ Smoke, Minimum range 8”/20cm.
Firing bombardments 40”/100cm - 2 6 Smoke bombardment.
Anti-aircraft Guns
Bofors 40mm gun Immobile 24”/60cm 4 6 4+ Anti-aircraft, Gun shield, Turntable.
Anti-tank Guns
OQF 6 pdr gun Medium 24”/60cm 3 10 4+ Gun shield.
OQF 6 pdr gun (late) Medium 24”/60cm 3 11 4+ Gun shield.
OQF 17 pdr gun Immobile 32”/80cm 2 14 3+ Gun shield, No HE.
POLISH ARSENAL
Artillery
OQF 25 pdr gun Heavy 24”/60cm 2 9 3+ Gun shield, Smoke, Turntable.
Firing bombardments 80”/200cm - 4 5+ Smoke bombardment.
BL 5.5” gun Immobile 32”/80cm 1 13 1+ Bunker buster.
Firing bombardments 88”/220cm - 5 2+
Captured Artillery
10.5cm leFH18 howitzer Immobile 24”/60cm 1 10 2+ Breakthrough gun, Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
Soviet Equipment
PTRD anti-tank rifle Man-packed 16”/40cm 2 5 5+ Tank Assault 3, Volley fire.
45mm obr 1942 gun Light 24”/60cm 3 8 4+ Gun shield , Volley fire.
82-BM-41 mortar Man-packed 24”/60cm 2 2 3+ Minimum range 8”/20cm , Volley fire.
Firing bombardments 40”/100cm - 2 6
156
Minor Powers Intro Polish Arsenal
TRANSPORTS TEAMS
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Trucks
Jeep Jeep - - -
CMP or Bedford 15 cwt or 3-ton truck Wheeled - - -
Tractors
Quad, Matador, or Morris A/A tractor Wheeled - - -
Pack Animal
Wojtek the Soldier Bear Infantry - - - Ammunition bear-er, Loveable mascot, Supply carrier.
Carriers
Troop or OP Carrier Half-tracked 0 0 0
MMG Carrier Half-tracked 0 0 0 Hull MG, HMG Carrier.
Loyd Carrier Half-tracked 0 0 0
POLISH ARSENAL
Recovery Vehicles
T2 (M31) ARV Standard Tank 5 4 1 Recovery vehicle.
Sherman ARV Standard Tank 6 4 1 Recovery vehicle.
Engineering Vehicles
Pioneer Supply Jeep and Trailer Jeep - - - Pioneer supply vehicle.
AIRCRAFT
Aircraft Weapon To Hit Anti-tank Firepower Notes
Hurricane IV Rockets 3+ 6 3+
Kittyhawk MG 3+ 6 5+
Bombs 4+ 5 1+
Spitfire MG 3+ 7 5+
Bombs 4+ 5 2+
Typhoon Cannon 3+ 8 5+
Rockets 3+ 6 3+