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CONTENTS
Forces Landing Page...............3

German...................................................4 United States.................................... 76


German forces landing page..................................... 5 US forces landing page........................................... 77
National Special Rules.............................................. 6 National Special Rules............................................ 78
Atlantik Wall.......................................................... 11 Overlord................................................................ 84
Grey Wolf.............................................................. 15 Market Garden....................................................... 86
Bridge by Bridge.................................................... 21 Road to Rome........................................................ 88
Fortress Italy.......................................................... 25 Blood, Guts, & Glory............................................ 91
Blood, Guts, & Glory............................................ 27 Bridge at Remagen................................................. 92
Devil’s Charge........................................................ 27 Devil’s Charge........................................................ 93
Nuts....................................................................... 29 Nuts....................................................................... 95
Desperate Measures................................................ 30 Website Intelligence Briefings................................. 97
Bridge at Remagen................................................. 32 Arsenal................................................................... 99
Website Intelligence Briefings................................. 34 FFI....................................................................... 105
Arsenal................................................................... 39
Soviet................................................. 106
British................................................... 51 Soviet forces landing page..................................... 107
British forces landing page...................................... 52 National Special Rules.......................................... 108
National Special Rules............................................ 53 Red Bear.............................................................. 112
Overlord................................................................ 58 Desperate Measures.............................................. 117
Market Garden....................................................... 62 Arsenal................................................................. 118
Road to Rome........................................................ 66
Website Intelligence Briefings................................. 68 Minor Powers..................................122
Arsenal................................................................... 70 Minor Powers landing page.................................. 123

Artwork: Vincent Wai, Warren Mahy, Ben Wooten Finnish................................................................. 124


Photographs: National Library of New Zealand, French.................................................................. 129
Imperial War Museum, Bovington Tank Museum, Australian War Memorial,
NARA, National Archives Of Canada, US Army Signal Corps Hungarian............................................................ 136
This is a complement to the Italian.................................................................. 140
Flames Of War, the World War II miniatures game.
Romanian............................................................ 144
A copy of the rulebook for Flames Of War
is necessary to fully use the contents of this book. Polish................................................................... 149

© Copyright Battlefront Miniatures Ltd., 2014.

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FORCES
AXIS NATIONS
Click on the national symbol to take you directly to your Nation of choice.

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Ge Fi U N
rman n n is h N G A RIA

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It O N
a li a n M A NIA

ALLIED NATIONS

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It AT
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itis h ED ST et U nio

Fr Po
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Forces German Landing Page
National Rules

Web Intelligence Briefings


Arsenal
5
Forces
National Rules
DOCTRINE

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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German Landing Page German Arsenal
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.

Clever Hans! Top Ace!


Tanks in this platoon re-roll failed Bogging Checks Roll again to determine the platoon’s Tiger Ace Skill.
to cross Rough Terrain and Skill Tests to free a If you roll 6 again, you may choose the platoon’s skill.
Bogged Down tank. If they have Wide Tracks (see
In addition, Roll a third time to generate an extra
page 61 of the rulebook), they roll to Free themselves
skill specifically for the Platoon Command tank. This
(see page 44 of the rulebook) after re-rolling the
gives the platoon commander two Tiger Ace Skills (the
Bogging Check.
one for the platoon as a whole, and their own one
specific to them). If you roll a 6 or the same number
For the Fatherland!
as the platoon’s Tiger Ace Skill, you may choose the
The platoon passes Motivation Tests on a roll of 2+. platoon commander’s extra skill.
Every Shot Counts!
Tiger tanks in this platoon re-roll any failed roll to
hit when they shoot.

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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German Landing Page German Arsenal
TANKS

Schürzen Begleit Escorts


If a tank protected by Schürzen fails an Armour Save Assault guns with Tank Escorts use all the normal Tank
against a weapon with a Firepower rating of 5+ or 6 Escort rules. In addition, an assault gun with Tank
hitting its Side armour, roll a special 4+ Schürzen save: Escorts may fire its Hull MG at the same time as its
• If the save is successful the Schürzen protects the tank hull-mounted main gun. This does not prevent the Tank
from the side shot. Escorts from shooting as well.
• If the save is not successful the shot penetrated the side
armour as normal.

ARTILLERY

Armoured Rocket Launchers Stuka zu Fuss


An Artillery platoon equipped with Armoured Rocket Each Stuka zu Fuss rocket launcher can only fire one
Launcher teams that fired may take a Skill Test in the Artillery Bombardment in a game, but counts as six
Assault Step instead of making a Stormtroopers move or weapons firing when it does so.
taking part in an Assault:
You may take up to six attempts to Range In with each
• If they pass the Skill Test, remove the Smoke Trail Stuka zu Fuss rocket launcher. Each failed attempt
markers from all Rocket Launcher teams (see reduces the number of weapons firing by one. If you fail
page 138). all six attempts to Range In, the rockets have all been
• Otherwise, they are too slow in getting away, leaving fired, but missed, and no Bombardment is possible.
them vulnerable to counterbattery artillery fire.
If multiple Stuka zu Fuss rocket launchers from the same
NATIONAL RULES

platoon fire, place a separate Template and roll to Range


Super-heavy Rockets In separately with each as if they were separate artillery
At the start of the game, place a Full Salvo marker with batteries. Complete each Stuka zu Fuss rocket launcher’s
a platoon equipped with Super-heavy Rockets. Remove Bombardment before beginning the next
this marker after firing an Artillery Bombardment. The half-track is still available to transport its passengers
If a platoon with Super-heavy Rockets does not have a Full after the Stuka zu Fuss fires.
Salvo marker when it fires an Artillery Bombardment,
roll a Skill Test for each Rocket Launcher able to fire in
the Bombardment. Only those that pass the Skill Test Static Rocket Launcher Battery
can fire as part of the Bombardment. Each 28cm sWG41 rocket launcher fires as a separate
Place a Full Salvo marker on a platoon with Super-heavy artillery battery using the Stuka zu Fuss special rule, but
Rockets at the end of any Shooting Step in which every only has four rockets instead of six. As a result, it only has
Rocket Launcher in the platoon was able to fire an four attempts to range in. Once fired, the 28cm sWG41
Artillery Bombardment, but none did so. rocket launcher is removed from the game.
A 28cm sWG41 Nest may use any Command team in
the Trench Lines of a Wiederstandnest as a Spotter as if
they were the Command team of the rocket launcher.
48-rail Launcher
Each 48-rail Launcher rocket launcher counts as two
weapons when firing an Artillery Bombardment. If they Pack Mules
have loading crews, they count as four weapons when Gun teams carried by Pack Mule teams are Mountaineers,
firing an Artillery Bombardment instead. see page 61 of the rulebook. Pack Mule teams are
Transport teams. Pack Mule teams carry Gun teams as
Passengers and the Gun team is removed from the table
Mortar Battery while it is carried by the Pack Mule team.
Although they fire artillery bombardments as if they are
Rocket Launchers, Mortar Battery half-tracks are actually
armed with multiple-mortar arrays. As such, they do not
create smoke trails and do not suffer from the Fire in the
Sky rule (see page 138 of the rulebook).

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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.

PANZERFAUST TRAP TEAMS

Panzerfaust Trap Teams Well Hidden


Panzerfaust Trap teams are Infantry teams and are rated So long as a Panzerfaust Trap team remains where it
Fearless Veteran. They are armed with a Panzerfaust was deployed it always counts as Concealed and in
anti-tank launchers with Range 4”/10cm, ROF 1, Anti- Bulletproof Cover even when it shoots. If a Panzerfaust
tank 12, Firepower 5+, and Tank Assault 6. A Panzerfaust Trap team moves for any reason, it no longer benefits
Trap team cannot shoot in the Shooting Step if it moved from Well Hidden.
in the Movement Step.
Panzerfaust Ambush
Fanatical Faust-men Panzerfaust Trap teams are never deployed at the start of
Panzerfaust Trap teams are Independent Teams. the game. Instead at the start of your Movement Step,
However, they may never Join a platoon, or Independent the owning player may place any of their Panzerfaust
or Warrior Teams. Also, unlike normal Independent Trap teams in any terrain feature in their own deploy-
Teams, they may Launch Assaults. ment area or No Man’s Land such that the Panzerfaust
Trap team is not within 2”/5cm of any enemy team.
Panzerfaust Trap teams may not deploy within 8”/20cm

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

Heavy Assault Howitzer Platoon Bunkerfeuer


A Heavy Assault Howitzer Platoon may not launch Instead of using the normal shooting rules, a Sturmtiger
Assaults and must Break Off rather than Counterattack. may use the Bunkerfeuer rules when shooting its 38cm
RW61 assault howitzer at Bunkers, teams in Buildings,
or Gun teams.
Rocket Assault Howitzer
To shoot at a Bunker, a team in a Building, or a Gun team,
A 38cm RW61 assault howitzer has a minimum range roll a Skill Test. It the test is successful the Sturmtiger has
of 8”/20cm. Hit the target.
Any Armoured vehicle hit by a 38cm RW61 assault Unlike other teams, a Sturmtiger can target Bunkers
howitzer takes an Armour Save using its Top Armour from ranges over 16”/40cm.
rating rather than its Front or Side Armour rating. Do
not add an additional +1 to the target vehicle’s top
Shooting at Buildings
armour if the range is over 16”/40cm.
In addition to the normal Bunker Buster rules, if a 38cm
Any platoon hit by a 38cm RW61 assault howitzer is RW61 assault howitzer Hits a team in a large building
automatically Pinned Down. with multiple rooms, all the teams in rooms adjacent to
the target team’s room and those rooms above and below
the target team’s room are also Hit.

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German Landing Page German Arsenal
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

Independent Teams have been deployed.


give the correct answer and is Exposed.

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.

SOWING CHAOS BEHIND ENEMY LINES


During your opponent’s Starting Step, Skorzeny Commando
teams may attempt to sow chaos amongst your opponent’s Observe Defences
troops. Once each turn, each Skorzeny Commando team At the beginning of your opponent’s Starting Step, im-
may choose one of the following special rules to use. mediately before the opponent Reveals Ambushes, this
Skorzeny Commando team may Observe Defences. Roll
Reverse Road Signs a Skill Check for the Skorzeny Commando team:
At the beginning of your opponent’s Starting Step, • If successful, your opponent cannot place teams from
immediately before the opponent roll for Reserves, this Ambush within 8”/20cm and Line Of Sight of this
Skorzeny Commando team may attempt to Reverse Road Skorzeny Commando team.
Signs. Roll a Skill Check for the Skorzeny Commando • Otherwise, the Skorzeny Commando team draws too
team: much attention to itself and it is Exposed.
• If successful, your opponent’s Reserves may not
arrive anywhere within 12”/30cm of this Skorzeny Spread Rumours
Commando team during this turn.
At the beginning of your opponent’s Starting Step,
• Otherwise, the Skorzeny Commando team is caught immediately before the opponent Rallies Pinned Down
in the act and it is Exposed. Platoons, this Skorzeny Commando team may attempt
If a platoon cannot arrive on the table as a result of this to Spread Rumours. Choose an enemy platoon within
special rule, it returns to Reserve instead. 4”/10cm of this Skorzeny Commando team and Roll a
Skill Check:
• If successful, the commandos spread devious rumours
amongst the men of the enemy platoon and it becomes
Pinned Down.
• Otherwise, the rumours raise suspicion and the
Skorzeny Commando team is immediately Exposed.

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German Landing Page German Arsenal
FESTUNGSKOMPANIE (NORMANDY)

Goliath Demolition Carriers Sword Wiederstandnest


The Goliath demolition carrier may be Deployed If a Sword Wieder­standnest has four or more sections, the
anywhere in Line of Sight and within 8”/20cm of the platoon’s Fortifications may be placed up to 16”/40cm
Controlling team. This allows it to be placed on the from the Fortified Platoon’s centre point, rather than the
far side of Obstacles protecting the Controlling team. usual 12”/30cm.
Remove the Goliath demolition carrier if the Controlling
team moves before Switching it to Remote Control.
Ost Grenadier Platoon
Ost Grenadier Platoons do not use the Mission Tactics
and Stormtroopers special rules.

FIELD FORTIFICATIONS

Minefields Dug-in Panzer Platoon


A company with Field Fortifications is a Fortified The Panzer IV H tanks in Tank Pits of a Dug-in Panzer
ATLANTIK WALL

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

Beute StuG Battery 21. Gepanzerte Multiple Mortar Platoon


A Company Command 39H OP ignores the normal Command U304(f ) leSPW half-track counts as a Tank
+1 penalty to the score required for a Company team in an 21. Gepanzerte Multiple Mortar Platoon.
Command team to Range In with a Beute StuH Platoon.
The platoon does not have a Command SMG team.

PANZER LEHR, 2. PANZERDIVISION, AND 9. PANZERDIVISION

Radio-control Tank Platoon


A Radio-control Tank Platoon equipped with Tiger I E • If they pass the Skill Test, they can move as normal.
tanks does not have Tiger Ace skills. • If they fail the Skill Test, their transmission fails. The
You may field your Radio-control Tank Platoon with a Königstiger tank becomes Reluctant and cannot move
single Königstiger. for the remainder of the game.

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.

LUFTWAFFE III FLAK CORPS

Luftwaffe Anti-aircraft Assault Platoon


Luftwaffe Anti-aircraft Assault Platoons may fire Artillery Bombardments.

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German Landing Page German Arsenal
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.

1. & 2. SS-PANZER DIVISIONS

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

• If the test is passed, remove the Pinned Down marker.


• Otherwise, the platoon remains Pinned Down.
If the platoon is Pinned Down by Defensive Fire, they still fall back and the assault is over.

9., 10. & 12. SS-PANZER DIVISIONS

One-way Trip To Heaven


When a Gepanzerte SS-Panzergrenadier Platoon, an SS-Panzergrenadier Platoon, an SS-Panzerpionier Platoon, or an
SS-Aufklärungs Platoon fails its Motivation Test to Counterattack during an assault, it has the option to either Break Off
as normal or continue the assault.
If the platoon elects to continue the assault, they fight on as if they had passed the Motivation Test. However, if they fail
any further Motivation Tests to Counterattack in this assault, then the platoon is immediately Destroyed as if they had
failed a Platoon Morale Check.

FESTUNGSKOMPANIE (BRITTANY)

Brittany Wiederstandnest Graf Spee Battery


If a Brittany Wieder­standnest has four or more sections, A Graf Spee Pillbox counts as having a Staff team allowing
the platoon’s Fortifications may be placed up to 16”/40cm it to repeat bombardments and use Observer teams from
from the Fortified Platoon’s centre point, rather than the other friendly artillery batteries.
usual 12”/30cm.
A Graf Spee Pillbox fires as an artillery battery with the
following changes.
• The Graf Spee Pillbox only makes one attempt to
Range In on its target.
• The score needed on the roll To Hit is always 4+ with
no modifiers for number of guns firing and no re-rolls.

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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.

HAUPTMANN KARL-HEINZ NOAK


Hauptmann Karl-Heinz Noak is a Warrior Higher Command
team mounted in a Panther A tank. Hauptmann Noak
is rated Confident Veteran. He may join any Schwere
Panzerjägerkompanie for +250 points.

Knight’s Cross with Oak Leaves


Hauptmann Karl-Heinz Noak’s Panther A tank does not
suffer any penalty to its ROF for shooting on the move.
Noak’s Panther A tank still cannot shoot when moving
At the Double.
All Tank teams in a platoon joined by Noak re-roll failed
Skill Tests.

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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.

Better Late than Never


Major von Luck always starts the game off table in
Reserves. The German player may re-roll one die each
turn when rolling for Reserves. When the first unit
Major Hans von Luck is a Warrior Higher Command arrives from Reserves, von Luck arrives with that unit.
SMG team with a Kübelwagen for transport. He is rated as
If there are no Reserves in the mission, von Luck is still in
Confident Veteran.
Reserves and rolls to arrive as per the Reserves rule with
Von Luck may join a Gepanzerte Panzergrenadierkompanie the exception of re-rolling as above. He arrives anywhere
or Panzergrenadierkompanie from 21. Panzerdivision for on a table edge in the German Deployment Area.
+50 points.
Von Luck may be mounted in a Panzer IV H tank instead Reconnaissance Expert
of being an SMG team for an additional +50 points. If he Unless he has joined a platoon that is not a Reconnaissance
is mounted in a tank, you may not field one of your Panzer Platoon, von Luck may Disengage as if he were a
Platoons with more than four Panzer IV H tanks since he Recce team.
has the fifth one.

OBERSTURMFÜHRER MICHAEL WITTMANN


ATLANTIK WALL

Hero of the Fatherland


If Wittmann is Destroyed during a game the morale of
the entire German people takes a heavy blow, despite any
other gains, and the German player loses one Victory
Point and their opponent gains one Victory Point at the
end of the battle.

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.

For the Commander!


Wittmann and any platoon led by him always pass
Motivation Tests on a roll of 2+.

Grind them Under


Any team that assaults Wittmann must re-roll the suc-
Obersturmführer Michael Wittmann is a Warrior Company cessful Skill Test to hit for any hit allocated to his tank
Command Tank team rated as Fearless Veteran. in an assault combat. If they pass this test they get past
Wittmann can join any Schwere SS-Panzerkompanie and the tracks and the tank must make an Armour Save as
replaces the Company Command Tiger I E tank team for normal. If the re-roll failed, then the assaulting troops
+100 points. Wittmann takes over the Company Command have not hit the tank and the hit is ignored for all
Tiger tank as his own tank. As Wittmann is a Warrior, he does purposes.
not roll for Tiger Ace skills.
Rapid Fire!
Every Shot Counts!
The 8.8cm tank gun of Wittmann’s Tiger tank has ROF 3
Wittmann’s Tiger tank may re-roll any failed roll To Hit when stationary and ROF 2 when moving.
when it shoots.

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KAMPFGRUPPE BÄKE SICHERUNGSKOMPANIE

Kampfgruppe Security Troops


If you form a Kampfgruppe under your 2iC Command Sicherungs Platoons may only be placed in Reserve if no
Panther tank any Tiger I E tanks included still roll for other types of platoon are available to fill the required
Tiger Aces skills. However, any Tiger Ace Skill that number of platoons to be held in Reserve.
normally effects the whole platoon will only be applied
to the Tiger I E tanks in the Kampfgruppe.
Feldgendarmerie
Feldgendarmerie (Field Police) platoons must make
Gebirgsjäger Platoon Combat Attachments to Sicherungs Platoons, Gepanzerte
Gebirgsjäger Platoons are Mountaineers. Panzergrenadier Platoons, Panzergrenadier Platoons,
Gepanzerte Panzerpionier Platoons, Panzerpionier
Platoons, Sicherungs Infantry Gun Platoons, Sicherungs
78. STURMDIVISION Anti-tank Gun Platoons, Motorised Artillery Batteries
or Heavy Motorised Artillery Batteries with all their
sections.
Pakfront!
You may choose your Sturm Anti-tank Gun Platoon or If a German platoon containing a Feldgendarmerie team
one of your Sturm Heavy Anti-tank Gun Platoons to that is In Command fails its Motivation Test to rally from
being Pinned Down, to Counterattack in an assault, or
GREY WOLF

form a Pakfront. Do not deploy the platoon when you


would normally. Instead, it is deployed at the same time to pass a Platoon Morale Check (but not to launch an
as Independent Teams. assault against tank or any other Motivation Test), you
may immediately Destroy any other Infantry or Gun
team from the platoon within Command Distance of the
Feldgendarmerie team and re-roll the Motivation Test.
STUG BATTERIE
If you roll a 1 for the new Motivation Test, however,
the soldiers are pushed past the point of breaking and
Begleit Platoon revolt against the Feldgendarmerie! In this case the
Your force may not contain a Begleit Platoon if any of Feldgendarmerie team is Destroyed as well.
your StuG Platoons have Tank Escort teams.
If a Company Commander joins a platoon with
At the start of the game before deployment you may a Feldgendarmerie team attached, the Company
select not to use your Begleit Platoon during the game. Commander overrules the Feldgendarmerie capability.
Instead you may give your StuG Batterie HQ and all Thus the unit may only use the Company Commander’s
your StuG Platoons Assault Rifle Tank Escorts. ability to re-roll motivation.
As with any unit, a German platoon Pinned Down by
SPERRVERBAND Defensive Fire fails to assault its target. It must wait until
its next turn to rally as normal.

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

Victory at any Cost Panzer Ace


During an assault, any Combat platoon from the If your SS-Panzerkampfgruppe is from 3. SS-
3. SS‑Panzerdivision Totenkopf SS-Panzerkampfgruppe Panzerdivision Totenkopf, roll a die before the
or SS-Panzergrenadierkampfgruppe may Destroy one game begins for the Company Command Tank
Infantry or Tank team from that platoon that is cur- team. Look up the Tiger Ace Skills table on page 244 of
rently participating in that assault and either re-roll a the rulebook to find the acquired skill.
Motivation Test to Counterattack or re-roll a Roll to Hit.
If the roll is a 6, simply choose the skill for the com-
The Destroyed team must be In Command when mander rather than rolling further. Where the skill refers
removed and may not be an Independent team. You may to Tiger tanks or 8.8cm tank guns, treat it as referring
do this multiple times in an assault as long as there are to the commander’s own tank and its main gun. The
teams available to Destroy. effects of the Tiger Ace Skills only apply to the Company
Command team.

NEDERLAND

Instant Readiness Following Orders


Any SS-Freiwilligen-Panzergrenadier Platoon, SS- Platoons from a Nederland SS-Freiwilligen-Panzer­
Freiwilligen-Aufklärungs Platoon, or SS-Panzergrenadier grenadier­kompanie may make a Stormtroopers Move
Pioneer Platoon from a Nederland SS-Freiwilligen- while Pinned Down and may move towards the enemy
Panzergrenadier­kompanie, that was not Pinned Down at while making this move.
the start of the Assault Step and becomes Pinned Down
in the Assault Step, takes a Motivation Test.
• If the test is passed, remove the Pinned Down Marker.

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

Master Plan To the Bitter End


When firing artillery bombardments using a Motorised When any SS-Freiwilligen-Panzergrenadier Platoon, SS-
SS-Artillery Battery or a Motorised Heavy SS-Artillery Freiwilligen-Aufklärungs Platoon, or SS-Panzergrenadier
Battery in support of a Nordland SS-Freiwilligen- Pioneer Platoon from a Nordland SS-Freiwilligen-
Panzergrenadierkompanie, Roll to Hit as if the artillery Panzergrenadier­kompanie fails its Motivation Test to
are Veterans. Counterattack during an assault, it has the option to
either Break Off as normal or continue the assault.

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

Political Assassins Master Plan (Danish)


When Infantry teams from a Gepanzerte SS-Panzer- When firing artillery bombardments using SS-
grenadier Platoon or a SS-Panzergrenadier Platoon in a SS- Kampfgruppe Artillery Battery, SS-Kampfgruppe Heavy
Panzerkampfgruppe or SS-Panzergrenadierkampfgruppe Artillery Battery, Armoured SS-Artillery Battery, or
from the 5. SS-Panzerdivision Wiking shoot at a platoon Armoured Heavy SS-Artillery Battery in support of the
that contains a Soviet Komissar team, you may make a Danish Panzergrenadier Regiment, Roll to Hit as if the
second roll for each hit scored on the platoon. artillery are Veterans.
• If you roll a 5 or 6, you can choose to mark the
Komissar team as a priority target similar to the Gun
Tank rule in the rulebook.
Following Orders (Flemish)
Platoons from the Flemish Regiment may make a
• Otherwise, the hits are allocated as normal.
Stormtroopers Move while Pinned Down and may move
When used, this rule overrides all other rules about hit towards the enemy while making this move.
allocation except those regarding valid targets.

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:

Panzer Kanone Knight’s Cross with Swords


At the start of the game roll a die for each Panzer Kanone to A Panzer Kanone with a Knight’s Cross with
determine the medal he has been awarded. That Panzer Kanone Swords may:
possesses the skills shown for that medal in the table below. Re-roll any failed roll To Hit when they shoot with
their main gun,
Knight’s Cross
Move and Shoot with full ROF, and
A Panzer Kanone with a Knight’s Cross may:
Have Tank teams in their platoon re-roll failed Skill
Have Tank teams in their platoon re-roll failed Tests.
Skill Tests. Knight’s Cross with Diamonds
A Panzer Kanone with a Knight’s Cross with
Knight’s Cross Diamonds may:
with Oak Leaves Re-roll any failed roll To Hit when they shoot with
A Panzer Kanone with a Knight’s Cross with their main gun,
Oak Leaves may: Move and Shoot with full ROF,
Move and Shoot with full ROF, and Only be destroyed on an enemy roll of 5+ rather than
Have Tank teams in their platoon re-roll failed a roll of 4+ when using the Warrior Tank Team
Skill Tests. Casualties rule in the rulebook, and
Have Tank teams in their platoon re-roll failed Skill
Tests.

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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.

FLORIAN GEYER AND MARIA THERESIA

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

VETERAN TANK-HUNTER PLATOON

Shoot and Scoot Manoeuvre and Fire


Veteran Tank-hunter Platoons pass Skill Tests to make a Veteran Tank-hunter Platoons may prepare alternate
Stormtroopers move on a roll of 2+. firing positions. At the start of the game choose a single
piece of Concealing Area Terrain or Linear Obstacle that
provides Concealment. If a Veteran Tank-hunter Platoon
is placed from Ambush choose the terrain feature at
the start of the Starting Step in the turn the ambushing

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.

Area Terrain Linear Terrain


Tank-hunters may move freely Tank-hunters can use
within the area terrain and fire Manoeuvre & Fire by
at their full rate of fire. remaining behind and
right up against a Linear
If any Tank-hunter from the Obstacle
platoon leaves the selected
terrain feature, the platoon
loses the benefit of the
Manoeuvre & Fire special rule. Linear Obstacles that are
not continuous prevent
Manoeuvre & Fire

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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


GREY WOLF

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.

Towards the Enemy Biermeyer’s 3 SS-Panzer Platoon


In the Assault Step, a platoon led by Biermeyer must Biermeyer and his platoon cannot be joined by Warrior
assault if they can. If they cannot assault they must teams. The platoon is organized as a standard Panzer
attempt to make a Stormtroopers move as far as possible Platoon as on page 109 with Biermeyer as the Platoon
towards the closest enemy team or closest Objective. Command Tank for the following point costs.
5 Panzer IV H 325 points
Reckless 4 Panzer IV H 260 points
Sturmbannführer Biermeyer and his platoon are hit on a
3 Panzer IV H 195 points
3+ as if they were Trained.

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.

GENERAL DER PANZERTRUPPEN DIETRICH VON SAUCKEN


Von Saucken may join a Panzerkompanie, Gepanzerte
Panzergrenadierkompanie, Panzergrenadierkompanie,
Gepanzerte Panzerpionierkompanie, Panzerpionier­

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.

General der Panzertruppen von Saucken is mounted in a Panzers March


Sd Kfz 250 half-track. He is a Warrior Higher Command Each turn von Saucken may re-roll one die rolled to
SMG team rated as Fearless Veteran. receive Reserves for his company.

FELDWEBEL LUDWIG WINDGRUBER

Green Hell (Grün hölle)


All teams from a Sperr, Sperr Pionier, or Grenadier
Platoon joined by, or in a Kampfgruppe formed by,
Feldwebel Windgruber hit on 2+ in assaults.

Old Hare (Alter Häse)


Feldwebel Windgruber may launch an Assault
from 6”/15cm away from enemy teams. He moves
up to 6”/15cm when Charging into Contact or
Counterattacking. Any platoon he has joined still move
Windgruber replaces the 2iC in a Sperrverband or 4”/10cm in assaults, often meaning that they don’t get
Grenadierkompanie for +30 points. He is a Warrior Pioneer into the fight until the platoon Counterattacks.
Panzerfaust SMG team rated Confident Veteran.

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107. PANZERBRIGADE KAMPFGRUPPE VON SWOBODA

Tailor-made Battlegroups Always Defends


A Panzerkompanie cannot use the Kampfgruppe special Kampfgruppe Swoboda Always Defends (see page 257
rule on page 242 of the rulebook. of the rulebook).

Gepanzerte Mortar Platoon


SS-KAMPFGRUPPE GRAEBNER
Each Sd Kfz 251/1 D (Stuka) half-track fires a bombard­
ment completely separate from the rest of the FHH
Mortar Platoon using the Stuka zu Fuss rules. A Sd Kfz Reinforced Trucks
251/1 D (Stuka) half-track cannot act as the Spotting If a Reinforced Truck is hit by enemy shooting, artillery
team for the 12cm sGW43 mortars, nor can the mortars bombardment, or air attack, the vehicle does not make a
or the Observer team act as the Spotting team for a Sd save. Instead your opponent must take a Firepower Test
Kfz 251/1 D (Stuka) half-track. for each hit:
• If the roll equals or exceeds the weapon’s Firepower
BRIDGE BY BRIDGE

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

Kampfgruppe Marsch! No Fear of Tanks


Once each turn, you may re-roll one die rolled to receive SS-Panzer Crew Platoons ignore both the Tank Terror
Reserves for your force. rule on page 143 of the rulebook and the Must Test if
Assaulted By Tanks rule on page 162 of the rulebook.
In a mission using the Scattered Reserves special rule,
once per turn you may also re-roll one die rolled to deter- Teams from an SS-Panzer Crew Platoon cannot be
mine where a platoon will arrive from Scattered Reserve. included in a Kampfgruppe platoon.

KAMPFGRUPPE VON TETTAU

Ostfront Veterans Tettau’s Legion


Rifle teams from SS-Unteroffizier Schule ‘Arnheim’ are Unlike a Grenadier Company, a Sicherheits Company
Tank Assault 4. operates a single platoon. Wherever the rules talk about
platoons, read that as a Sicherheits Company. When you
are fielding a Sicherheits Battalion, read rules that talk
Flame-tank Platoon about a company as referring to your Sicherheits Battalion.
Unlike normal flame tanks, the Flammpanzer B-2(f )
tanks were used as both flame and infantry tanks, and
thus may Launch Assaults and Counterattack. Security Platoon
Security Platoons may never be placed in Reserve

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SS-HAUPTSTURMFÜHRER KARL-HEINZ EULING

Dig in the Assault Guns


Before deployment, you may chose to place
all Jagdpanzer IV tank-hunters from an SS-
Tank-hunter Platoon in Assault Gun Pits as Turret
Bunkers.
These Bunkers have a Field of Fire of 180 degrees to the
front of the model and may fire both their main gun and
their hull machine-gun at the same time.

Prepare for the Storm


Weapons and Support Platoons in a force led by Euling
begin the game in Prepared Positions (see page 264 of
the rulebook).

SS-Hauptsturmführer Karl Heinz Euling is a Warrior and


a Higher Command SMG team rated as Fearless Veteran.

BRIDGE BY BRIDGE
Euling is mounted in an Sd Kfz 251/1 half-track. Euling
may join SS-Sperrverband Euling for +50 points.

SS-HAUPTSTURMFÜHRER VIKTOR GRAEBNER

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.

SS-Hauptsturmführer Viktor Graebner is a Company


Command Tank team and a Warrior. Graebner is perma-
nently mounted in either a Captured Humber Scout Car
for +40 points or a Captured Humber IV Armoured Car
for +55 points. He replaces the Company Command team
of SS-Kampfgruppe Graebner and is rated Fearless Veteran.

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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.

A Keen Eye on the Battle


Major Hans Peter Knaust is a Recce team and may re-roll
failed attempts to Reveal enemy platoons using Eyes and
Ears (see page 195 of the rulebook).
In addition, Knaust does not suffer the usual +1 penalty
to the score needed to Range In artillery bombardments.

Wooden Leg
When dismounted, Major Hans Peter Knaust moves
4”/10cm (instead of the normal 6”/15cm) and may not
move At The Double.

March to the Sound of the Firing!


Once per turn, Major Hans Peter Knaust may re-roll one
die rolled to receive Reserves for your force.
BRIDGE BY BRIDGE

SS-STURMBANNFÜHRER HANS-GEORG SONNENSTUHL


SS-Sturmbannführer Hans-Georg Sonnenstuhl is a Warrior
Staff team, replacing a Staff Team of either a Motorised
SS-Artillery Battery or a Motorised Heavy SS-Artillery
Battery for +75 points. He may join Sperrverband Harzer,
Kampfgruppe Swoboda, SS-Kampfgruppe Brinkmann,
Kampfgruppe Knaust, Kampfgruppe Hummel, or a Schwere
Panzerkompanie. He is rated Fearless Veteran.

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.

You are Relieved! Rally Once More


Platoons from the SS and the Heer that are under Von der Once per turn Von der Heydte may attempt to reform a
Heydte’s command are not considered Allied platoons. team from his force. If an Infantry or Gun team within
6”/15cm of Von der Heydte is Destroyed, roll a die:
Never Surrender • If the result is 5+, Von der Heydte rallies the survivors
of the team and it continues to fight on unharmed.
Von der Heydte, and any platoon he is currently leading,
always passes Motivation Tests on a roll of 2+. • Otherwise, the soldiers are too badly wounded and the
team is Destroyed as normal.

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HERMANN GÖRING FALLSCHIRMPANZERDIVISION

Elite Troops Stacheldraht


Hermann Göring (or HG) Platoons may re-roll any failed A Panzer III M tank equipped with concertina wire on
Platoon Morale Checks. Your Company Command team their rear decks may perform a Stacheldraht manoeuvre.
may re-roll Company Morale Checks. Once per game you may complete a Stacheldraht ma-
noeuvre during the Assault Phase. First, roll Skill Test
East Front Experience for a Stormtroopers Move as normal, and if successful, a
Panzer III M tank with concertina wire can deploy two
A HG Heavy Anti-aircraft Gun Platoon has the Horse
Barbed Wire Entanglements instead of moving. Next,
Artillery special rule on page 118 of the rulebook.
place one entanglement on both sides of the Panzer III
M extending 8”/20cm perpendicular with the tank’s
Infantry Defence facing. (There is a gap between the two entanglements
When you deploy your HG Light Anti-aircraft Gun the width of the deploying tank).
FORTRESS ITALY

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.

1. FALLSCHIRMJÄGERDIVISION RESERVE PANTHER PLATOON

Never Surrender Von Mackensen’s Reserve


Combat and Weapons Platoons from 1. Fallschirmjäger­ In missions that have Reserves of any type (Reserves,
division company, including when taken in support of Scattered Reserves, Delayed Reserves, etc.), the Reserve
other companies, pass Platoon Morale Checks on a roll Panther Platoon must be held in Reserves and is always
of 2+ (instead of their normal Fearless roll of 3+). the last platoon to arrive from Reserves.
Company Command teams from 1. Fallschirm­ In missions that do not normally have any form of
jägerdivision pass Company Morale Checks on a roll of Reserves, the Reserve Panther Platoon starts the game in
2+ (instead of their normal Fearless roll of 3+). Reserves. If there is a complete table edge in the player’s
Deployment Area, they arrive from this table edge.
Otherwise, they arrive from any table edge in the player’s
Deployment Area.

508. SCHWERE PANZERABTEILUNG 5. GEBIRGSDIVISION

No Fear of Tanks Mountaineers


Panzer Crew Tank-hunter Platoons ignore both the Gebirgsjäger Infantry teams and Man-packed Gun teams
Tank Terror rule on page 143 of the rulebook and the are all Mountaineers, see page 61 of the rulebook.
Must Test if Assaulted By Tanks rule on page 162 of the
rulebook.

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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.

HAUPTMANN SIEGFRIED JAMROWSKI


Hauptmann Siegfried Jamrowski is a Warrior Higher
Command SMG team rated Fearless Veteran. Hauptmann
Siegfried Jamrowski may join a 1. Fallschimjägerdivision
Fallschirmjägerkompanie for +70 points.

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

Always Attack FHH Mortar Platoon


A FHH Panzerkompanie, FHH Panzer­sturm­kompanie, Each Sd Kfz 251/1 D (Stuka) half-track fires a bombard­
FHH Panzergrenadier­ kompanie, Panzerkompanie, or ment completely separate from the rest of the FHH
Panzergrenadierkompanie uses the Always Attacks rule Mortar Platoon using the Stuka zu Fuss rules. A Sd Kfz
on page 257 of the rulebook. 251/1 D (Stuka) half-track cannot act as the Spotting
team for the 12cm sGW43 mortars, nor can the mortars
or the Observer team act as the Spotting team for a Sd
Tailor-made Battlegroups Kfz 251/1 D (Stuka) half-track.
A FHH Panzerkompanie, FHH Panzer­sturm­kompanie,
FHH Panzergrenadier­ kompanie, Panzerkompanie, or
Panzergrenadierkompanie cannot use the Kampfgruppe
special rule on page 242 of the rulebook.
DEVIL’S CHARGE

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

Peiper’s Charge SS-Heavy Mortar Platoon


A player commanding SS-Kampfgruppe Peiper may Each Sd Kfz 251/1 D (Stuka) half-track fires a bombard­
elect to use the Always Attacks rule on page 257 of the ment completely separate from the rest of the SS-Heavy
rulebook. Mortar Platoon using the Stuka zu Fuss rules. A Sd Kfz
251/1 D (Stuka) half-track cannot act as the Spotting
If they do so and are the attacker, they may make a
team for the 12cm sGW43 mortars, nor can the mortars
Spearhead Deployment with any or all of their Gepanzerte
or the Observer team act as the Spotting team for a Sd
SS-Panzergrenadier Platoons (including attached teams),
Kfz 251/1 D (Stuka) half-track.
and any or all SS-Kampfgruppe Peiper HQ or SS-Panzer
Platoons equipped with Panzer IV J tanks.

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.

SS-OBERSTURMBANNFÜHRER JOCHEN PEIPER

DEVIL’S CHARGE

SS-Obersturmbannführer Jochen Peiper is a Warrior Higher


Command Tank Team rated Fearless Veteran. He may join To the Meuse!
an SS-Kampfgruppe Peiper company mounted in his own Once each turn, you may re-roll one die when rolling
Panther G tank for +235 points for Reserves.
In a mission using the Scattered Reserves special rule,
once per turn you may also re-roll one die rolled to deter-
mine where a platoon will arrive from Scattered Reserve.

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VOLKSGRENADIER DIVISIONS

Stosstaktik Volks Light Artillery Battery


If you field a Volksgrenadier Scout Platoon your Light Artillery Batteries may not be placed from Ambush
Volksgrenadierkompanie Always Attacks against an within 16”/40cm of enemy teams.
Infantry Company (see page 257 of the rulebook).
If you are fielding a Volksgrenadier Scout Platoon,
and it is deployed on table at the start of the game,
the Volksgrenadier Scout Platoon and all of the
Volksgrenadier Sturm, Volksgrenadier Schützen, and
Volks Pioneer Platoons in your force may make a
Spearhead Deployment move (see page 261 of the
rulebook).

PANZERGRENADIERKOMPANIE
NUTS

Concerted Effort Under the Cloak of Darkness


Heer, Luftwaffe, and SS fight as one army, ignoring the A player commanding a Panzergrenadierkompanie
Reich Divided special rule (see page 242 of the rulebook). containing a Flammpanzer Platoon may elect to make
a Night Attack in any Mission that they are facing a
Fortified Company. If they do so, the game starts at
night (see the Night Fighting rules on page 272 of the
rulebook) and uses the Dawn rules on page 273 of the
rulebook.

MAJOR SIEGFRIED MOLDENHAUER


Major Siegfried Moldenhauer is a Higher Command SMG
team rated Confident Veteran. Moldenhauer can be added
to a Volksgrenadierkompanie for +55 points.

Infantry Assault Badge


Moldenhauer hits on a 2+ in Assaults.

Close Combat Clasp in Gold


Any platoon joined by Moldenhauer entirely made up
of Infantry teams, with or without Transport teams or
Combat Attached Gun teams, 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.
If the test is passed, remove the Pinned Down marker.
Otherwise, the platoon remains Pinned Down.
If the platoon receives five hits from Defensive Fire, they
still fall back and the assault is over.

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German Landing Page German Arsenal
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.

PANZER AUSBILDUNGS SPECIAL RULES

Enjoy the War... Panzer Student


When you need to take a Platoon Morale Check, instead Combat and Weapons platoons from a Panzer
of rolling a Motivation Test for the entire platoon, roll a Ausbildungs Verband and Panzer Ausbildungs Abteilung
die for each team in the platoon and any teams that have 500 do not use the Stormtroopers or Mission Tactics
DESPERATE MEASURES

Joined the platoon. special rules.


• On a result of 3+ the team continues to fight on.
• On any other roll the team is Destroyed and is removed Panzer Lehrer
from the table.
Unlike the rest of their force, the Company Command
If the platoon is required to take a sole survivor Motivation and 2iC Command tanks of a Panzer Ausbildungs
Test (see page 176 of the rulebook) it automatically fails Verband or Panzer Ausbildungs Abteilung 500 may
the test and the platoon is Destroyed. use the Stormtroopers special rule on page 241 of the
Company and Higher Command teams cannot re-roll a rulebook.
result for other teams using Enjoy the War, however they When the Company Command or 2iC Command tank
may re-roll their own result. Joins a platoon, the platoon may use the Stormtroopers
special rule.
Replacement and Training Tanks
Vehicles from Headquarters, Combat, and Weapons
Platoons of a Panzer Ausbildungs Verband and Panzer
Ausbildungs Abteilung 500 are all rated Unreliable (see
page 61 of the rulebook) and do not benefit from either
Tiger Ace abilities or Wide-tracks.

PANZERGRENADIER AUSBILDUNGS PLATOON

Mechanised School Sniper School


A Panzergrenadier Ausbildungs Platoon equipped Rifle teams in a Panzergrenadier Ausbildungs Platoon do
with Sd Kfz 251/1 or Sd Kfz 250 half-tracks may use not suffer the usual +1 to hit penalty for firing their Rifle
the Mounted Assault special rule on page 243 of the while Pinned Down.
rulebook.
When not Pinned Down, Rifle teams re-roll all failed
To Hit rolls with their Rifles in Defensive Fire during
Pioneer School assaults.
You may replace up to one Pioneer Rifle, Pioneer Rifle/
MG, or Pioneer MG team with a Flame-thrower team at
the start of the game before deployment.

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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.

Aircraft Weapon To Hit Anti-tank Firepower Notes


Rudel’s Ju 87G Stuka 3.7cm Cannons 2+ 11 3+ Charmed, Stuka ace.

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BRIDGE AT REMAGEN

Defenders of the Ruhr Tailor-made Battlegroup


A 512. Schwere Panzerjägerkompanie, 654. Schwere A 512. Schwere Panzerjägerkompanie, 654. Schwere
Panzerjägerkompanie (Ruhr), Schwere Panzerkompanie, Panzerjägerkompanie (Ruhr), Schwere Panzerkompanie,
or SS-Panzerbrigade Westfalen will Always Defend. or SS-Panzerbrigade Westfalen does not use the German
Kampfgruppe special rule.

SS-PANZERBRIGADE WESTFALEN

Enjoy the War... Replacement and Training Tanks


When you need to take a Platoon Morale Check, instead Vehicles from an Ersatz Panzer Platoon or an Ersatz
of rolling a Motivation Test for the entire platoon, roll a Schwere Panzer Platoon are all rated Unreliable (see page
die for each team in the platoon and any teams that have 61 of the rulebook) and do not benefit from either Tiger
Joined the platoon. Ace abilities or Wide-tracks.
• On a result of 2+ the team continues to fight on.
• On any other roll the team is Destroyed and is removed
Panzertruppen Student
from the table.
Ersatz platoons do not use the Stormtroopers or Mission
If the platoon is required to take a sole survivor Motivation Tactics special rules.
Test (see page 176 of the rulebook) it automatically fails
the test and the platoon is Destroyed.
Panzertruppen Lehrer
Company and Higher Command teams cannot re-roll a
The Company Command and 2iC Command tanks
result for other teams using Enjoy the War, however they
of an SS-Panzerbrigade Westfalen HQ may use the
may re-roll their own result.
Stormtroopers special rule on page 241 of the rulebook.
When the Company Command or 2iC Command tank
Joins a platoon, the platoon may use the Stormtroopers
special rule.

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SUPPORT PLATOONS

507. Schwere Panzer Platoon Volkssturm Platoons


If your Schwere Panzer Platoon is equipped with Volkssturm Platoons do not use the German
Jagdpanther tanks, where a Tiger Ace skill refers to Tiger Stormtroopers or Mission Tactics special rules.
tanks, treat that as referring to a Jagdpanther instead. Instead, a Volkssturm Platoon always begins the game
on the table. Ignore all Volkssturm Platoons in your
force when determining how many platoons to be held
508. Schwere Panzer Platoon
in Reserve.
A 508. Schwere Panzer Platoon does not use the Tiger
Aces special rules. In addition, a Volkssturm Platoon always begins the
game in Prepared Positions.
Volkssturm Platoons in your force are Allies and follow
Ersatz Schwere Panzer Platoon the Allied Platoon rules on page 70 of the rulebook.
Tanks in an Ersatz Schwere Panzer Platoon are Unreliable
and do not use the Wide-tracks, Mission Tactics or
Stormtroopers special rules. Volks Light Artillery Battery
An Ersatz Schwere Panzer Platoon does not use the Tiger A Light Artillery Battery may not be placed from Ambush
Aces special rules. within 16”/40cm of enemy teams.

OBERLEUTNANT OTTO CARIUS

BRIDGE AT REMAGEN

Otto Carius is a Warrior Command Jagdtiger tank rated as Reluctant Veteran.


Carius may take command of 2. Kompanie from the 512. Schwere Panzerjägerkompanie. Carius replaces the Company
Command Jagdtiger tank in the 512. Schwere Panzerjägerkompanie Headquarters for +85 points.
Alternatively, Carius may take command of a 512. Schwere Panzerjäger Platoon from 2. Kompanie taken as a Support
Platoon. In this case, Carius replaces the Platoon Command Jagdtiger for +85 points.

Setting Up the Shot Hero of the Fatherland


Enemy teams do not benefit from Concealment when If Carius is Destroyed during a game the morale of the
shot at by Carius. Furthermore, Carius ignores the entire German war effort takes a heavy blow, despite any
normal +1 modifier when shooting at teams greater than other gains. The German player loses one Victory Point
16”/40cm away. and their opponent gains one Victory Point at the end
of the battle.

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German Landing Page German Arsenal
Web Intelligence Briefings
2. PANZERDIVISION & PANZER LEHR DIVISION
PANZERS TO THE MEUSE

Push to the Meuse Panzergrenadier Platoon


A player commanding an Aufklärungsschwadron or a Panzergrenadier Platoons mounted in captured US M3
Panzerkompanie containing one or more Gepanzerte half-tracks do not use the Mounted Assault special rule.
Aufklärungs Platoons Always Attacks (see page 257 of
the rulebook).
An Aufklärungsschwadron or a Panzerkompanie con-
taining one or more Gepanzerte Aufklärungs Platoons
uses the Spearhead Deployment rule (see page 261 in
the rulebook) for all of their Aufklärungsschwadron HQ
teams, and Gepanzerte Aufklärungs Platoons (including
attached teams).
A 2. Panzerdivision company may also use the Spearhead
Deployment rule for its Company Command and 2iC
WEBSITE BRIEFINGS

Command Panther tanks and Panther Platoons.


A Panzer Lehr Division company may also use the
Spearhead Deployment rule for its Company Command
and 2iC Command Panzer IV J tanks, and Panzer
Platoons.

2. GEBIRGSDIVISION & 6. GEBIRGSDIVISION

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

The Line Must Not Break! For Estonia!


If defending in a Mission with the Defensive Battle rule, If defending in a Mission with the Defensive Battle rule
an Estonian player may hold one platoon in Immediate an Estonian Company Command team may re-roll failed
Ambush (see page 267 of the rulebook). This is in Company Morale Checks.
addition to any ambush platoons allowed by the mission
played.

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German Landing Page German Arsenal
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.

Otto’s Kübelwagen Carius takes Command


Otto Carius may be either deployed as normal in his Carius may take Company Morale Checks as if he
Tiger I E tank at the start of the game, or begin the game were the Company Command team if the Company
as a Kübelwagen Transport team. Command team is Destroyed.
While mounted in the Kübelwagen, Carius is a Recce While Carius commands his platoon, he may re-roll any
team. If mounted in his Kübelwagen, Carius’ Schwere failed Platoon Morale Checks.
Panzer Platoon must be held off-table at the beginning
of the game, but counts as an on table platoon for the
purposes of the Reserves rules. Despite being modelled What a Bunch of Heroes!
as a Kübelwagen, Carius counts as a on-table Fully- Carius’ Schwere Panzer Platoon may re-roll any failed
armoured Platoon for the Armoured Reserves rule (see Motivation Tests to Counterattack in assaults.
page 269 of the rulebook).
At the start of any of your turns, you may deploy Every Shot Counts!
Carius’ Schwere Panzer Platoon held off-table so that Tiger tanks in Carius’ platoon re-rolls any failed To Hit
all of the platoon’s tanks are within 6”/15cm of Carius’ rolls when they shoots.
Kübelwagen.
In addition, each Tiger I E tanks must be: Setting up the shot

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

Hitler’s Guards Führer Panzerfüsilier


All platoons in your force, except for the platoons listed Mortar Platoon
Below, may re-roll any failed Platoon Morale Checks. Each Sd Kfz 251/1 D (Stuka) half-track fires a bombard­
Your Company Command team may re-roll Company ment completely separate from the rest of the Mortar
Morale Checks. Platoon using the Stuka zu Fuss rules on page 245 of the
• Assault Gun Platoon rulebook. A Sd Kfz 251/1 D (Stuka) half-track cannot
• Armoured Artillery Battery act as the Spotting team for the 12cm sGW43 mortars,
nor can the mortars or the Observer team act as the
• Armoured Heavy Artillery Battery
Spotting team for a Sd Kfz 251/1 D (Stuka) half-track.
• Motorised Artillery Battery
• Motorised Heavy Artillery Battery
• Volks Rocket Launcher Battery
Führer Grenadier Platoon
A Führer Grenadier Platoon may use the Spearhead
Deploy­ment rule on page 261 of the rulebook.

OBERST OTTO-ERNST REMER


Remer is a Warrior Higher Command SMG team rated as
Fearless Veteran. Remer can join any FBB Company for +70
points if in an Sd Kfz 251/1 D half-track for transport, or
+55 points if in a Schwimmwagen jeep for transport. Remer
uses the Mounted Assault special rule (see page 243 of the
rulebook).
WEBSITE BRIEFINGS

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.

17-SS GÖTZ VON BERLICHINGEN

One-way Trip To Heaven Instant Readiness


When any SS-Panzergrenadier Platoon, SS-Scout A Gepanzerte SS-Panzergrenadier Platoon from 2. ‘Das
Platoon, SS-Pionier Platoon, or SS-Aufklärungs Reich’ SS-Panzerdivision, that is not Pinned Down before
Platoon from 17. SS-Panzergrenadierdivision ‘Götz von the Assault Step, that becomes Pinned Down during the
Berlichingen’ fails its Motivation Test to Counterattack Assault Step, can take a Motivation Test.
during an assault, it has the option to either Break Off as • If the test is passed, remove the Pinned Down marker.
normal or continue the assault.
• Otherwise, the platoon remains Pinned Down.
If the platoon elects to continue the assault, they fight
If the platoon is Pinned Down by Defensive Fire, they
on as if they had passed the Motivation Test. However, if
still fall back and the assault is over.
they fail any further Motivation Tests to Counterattack
in this assault, then the platoon is immediately Destroyed
as if they had failed a Platoon Morale Check.

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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

Korsun Pocket Breakout Force Night Attack


A Kampfgruppe Kästner Grenadierkompanie Always A player commanding a Kampfgruppe Kästner
Attacks in any mission, even against other Always Grenadierkompanie may elect to make a Night Attack
Attacks forces. in missions that do not use the Meeting Engagement
special rule (see page 264).

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).

MAJOR ROBERT KÄSTNER

Keep Moving Forward


Kästner and any platoon he has joined may re-roll any
failed bogging check to cross Difficult Terrain.
Kästner and any platoon he has joined may make a
Stormtroopers move on a roll of 2+.

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.

Lead from the Front


Robert Kästner is a Warrior Higher Command Panzerfaust Kästner and one platoon he has joined may make
SMG team rated as Confident Veteran. He may join a Spearhead Deployment move (see page 261 of the
Kampfgruppe Kästner Grenadierkompanie for +50 points. rulebook).
He can be mounted in a Kübelwagen for +5 points.
Kästner is a tough aggressive commander, but has learnt
through experience that careful planning and scouting are
often more important for victory in Russia.

37
German Landing Page German Arsenal
KAMPFGRUPPE KERSCHER

Enjoy the War... Reserve Schwere Panzer Platoon


When you need to take a Platoon Morale Check, instead In missions that have Reserves of any type (Reserves,
of rolling a Motivation Test for the entire platoon, roll a Scattered Reserves, Delayed Reserves, etc.), Reserve
die for each team in the platoon and any teams that have Schwere Panzer Platoons must be held in Reserve and are
Joined the platoon. always the last platoon to arrive from Reserve.
• On a result of 3+ the team continues to fight on. In missions that do not normally have any form of
• On any other roll the team is Destroyed and is removed Reserves, Reserve Schwere Panzer Platoons start the
from the table. game in Reserve.
If the platoon is required to take a sole survivor Motivation Reserve Schwere Panzer Platoons roll for their Tiger Ace
Test (see page 176 of the rulebook) it automatically fails skills when they arrives on table from Reserves.
the test and the platoon is Destroyed.
Company and Higher Command teams cannot re-roll a
result for other teams using Enjoy the War, however they
may re-roll their own result.

OBERFELDWEBEL KERSCHER

Trained with Carius Stuck in Third Gear


Enemy teams do not benefit from Concealment when If Oberfeldwebel Kerscher’s Tiger I E becomes Bogged
shot at by Kerscher. Furthermore, Kerscher ignores the Down during the game and Frees itself in a subsequent
WEBSITE BRIEFINGS

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.

Every Shot Counts! Against the Oncoming Horde


Kerscher’s Tiger I E can re-roll any failed To Hit rolls A Kampfgruppe commanded by Oberfeldwebel Kerscher
when it shoots. may choose to defend against a Soviet tank army

38
German Landing Page German Arsenal
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

Panther A or G 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.
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.

39
German Landing Page German Arsenal
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.

Captured American and British Tanks


Humber Scout Car Jeep 1 0 0 AA MG.
Humber IV Wheeled 1 0 0 Co-ax MG.
M6 37mm gun 24”/60cm 2 7 4+
M8 Greyhound Wheeled 1 0 0 Co-ax MG, .50 cal AA MG.
M6 37mm gun 24”/60cm 2 7 4+
M5A1 Stuart Light Tank 4 2 1 Co-ax MG, Hull MG, AA MG.
M6 37mm gun 24”/60cm 2 7 4+
M4, M4A1 or Sherman III Standard Tank 6 4 1 Co-ax MG, Hull MG.
M3 75mm gun 32”/80cm 2 10 3+ Smoke.
Firefly VC Standard Tank 6 4 1 Co-ax MG.
OQF 17 pdr gun 32”/80cm 2 14 3+ No HE.

40
German Landing Page German Arsenal
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower

Captured French Tanks


Panhard 178 (f ) Wheeled 1 1 0 Co-ax MG, Limited vision, Recce.
2.5cm KwK(f ) gun 16”/40cm 2 6 5+ No HE.
Panzer 18-R 730(f ) (FT-18) Very Slow Tank 1 0 1 Unreliable.
3.7cm KwK18 (f ) gun 16”/40cm 2 4 4+ One-man turret.
Panzer 35-R 731(f ) (R-35) Slow Tank 3 3 1 Co-ax MG.
3.7cm KwK18 (f ) gun 16”/40cm 2 4 4+ One-man turret.
Panzer 38-H 735(f ) (H-39) Standard Tank 3 3 1 Co-ax MG.
3.7cm KwK38 (f ) gun 24”/60cm 2 5 4+ One-man turret.
Panzer 35-S 739 (f ) (S-35) Standard Tank 4 3 1 Co-ax MG.
4.7cm KwK35 (f ) gun 24”/60cm 2 6 4+ One-man turret.
Panzer B-2 740(f ) (Char B-1) Slow Tank 6 5 2 Co-ax MG, Unreliable.
4.7cm KwK35 (f ) gun 24”/60cm 2 6 4+ One-man turret.
7.5cm KwK29 (f ) gun 24”/60cm 2 6 3+ Awkward layout, Hull mounted.
Flammpanzer B-2 (f ) (Char B-1) Slow Tank 6 5 1 Co-ax MG, Unreliable.
4.7cm KwK35 (f ) gun 24”/60cm 2 6 4+ One-man turret.
1.4cm Flammenwerfer 4”/10cm 3 - 5+ Flame-thrower, Hull mounted.

Captured French Self-propelled Guns


39H OP Standard Tank 2 2 0 AA MG, Unreliable.
7.5cm (Sf ) 39H Standard Tank 2 2 0 AA MG, Unreliable.
7.5cm PaK40 gun 32”/80cm 2 12 3+ Hull mounted.
10.5cm (Sf ) 39H Standard Tank 2 2 0 AA MG, Unreliable.
10.5cm leFH16 gun 32”/80cm 2 10 2+ Hull mounted, Breakthrough gun.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
GERMAN ARSENAL

S307(f ) (PaK40) Half-tracked 1 0 0 AA MG, Unreliable.


7.5cm PaK40 gun 32”/80cm 2 12 3+ Hull mounted.
Lorraine Schlepper OP Slow Tank 0 0 0 AA MG, Overloaded, Unreliable.
10.5cm (Sf ) Lorraine Schlepper Slow Tank 0 0 0 AA MG, Overloaded, Unreliable.
10.5cm leFH18 howitzer 24”/60cm 1 10 2+ Hull mounted, Breakthrough gun, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
15cm (Sf ) Lorraine Schlepper Slow Tank 0 0 0 AA MG, Overloaded, Unreliable.
15cm sFH13 howitzer 16”/40cm 1 13 1+ Hull mounted, Bunker buster, Smoke.
Firing bombardments 64”/160cm - 5 2+ Smoke bombardment.
S307(f ) Reihenwerfer Half-tracked 1 0 0 AA MG, Unreliable.
8cm Reihenwerfer 40”/100cm - 2 6 Mortar Battery, Rocket launcher, Smoke bombardment.
S307(f ) R-Vielfachwerfer Half-tracked 1 0 0 AA MG, Armoured rocket launcher, Unreliable.
8cm rocket launcher 56”/140cm - 2 6 Rocket launcher., 48-rail Launcher (Counts as 2).
U304(f ) (2cm) Half-tracked 0 0 0 Unreliable.
2cm FlaK38 gun 16”/40cm 4 5 5+ Anti-aircraft.

Captured Italian Armour


Panzer M14/41 Standard Tank 3 2 1 Co-ax MG, Twin hull MG.
4.7cm KwK 47/32 gun 24”/60cm 2 7 4+
StuG M42 75/18 (Semovente 75/18) Standard Tank 4 2 1 AA MG
7.5cm StuK 75/18 gun 24”/60cm 2 9 3+ Hull mounted.
StuG M42 75/34 (Semovente 75/34) Standard Tank 4 2 1 AA MG.
75/34 gun 32”/80cm 2 10 3+ Hull mounted.
StuG M43 105/25 (Semovente 105/25) Standard Tank 6 2 1 AA MG, Overloaded.
105/25 gun 32”/80cm 2 10 2+ Hull mounted, Breakthrough gun.
Semovente 90/53 Slow Tank 2 0 0
90/53 gun 40”/100cm 2 13 3+ Awkward layout, Hull mounted.

41
German Landing Page German Arsenal
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower

Captured Soviet Armour


BA-10M Wheeled 1 0 0 Co-ax MG, Hull MG, Limited vision,
Unreliable.
4.5cm KwK(r) gun 24”/60cm 2 7 4+
T-70 obr 1943 (captured) Standard Tank 4 2 1 Co-ax MG, Limited vision, Wide tracks, Unreliable.
4.5cm KwK(r) gun 24”/60cm 1 7 4+
T-34 obr 1942 (captured) Standard Tank 6 5 1 Co-ax MG, Hull MG, Fast tank, Wide tracks,
Limited vision, Unreliable.
7.62cm KwK(r) gun 32”/80cm 2 9 3+
T-34/85 obr 1943 (captured) Standard Tank 7 5 1 Co-ax MG, Hull MG, Unreliable.
8.5cm KwK(r) gun 32”/80cm 2 12 3+
M4 (M4A2 Sherman) (captured) Standard Tank 6 4 1 Co-ax MG, Hull MG, Unreliable.
7.5cm KwK(a) gun 32”/80cm 2 10 3+
SU-85 Standard Tank 5 5 1 Unreliable.
8.5cm StuK(r) gun 32”/80cm 2 12 3+ Hull mounted.
SU-100 Slow Tank 9 5 1 Overloaded, Unreliable.
10cm StuK(r) gun 40”/100cm 1 16 2+ Hull mounted.

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.

42
German Landing Page German Arsenal
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 Infantry Guns


Grille (15cm sIG) H Standard Tank 2 1 0 AA MG.
15cm sIG33 gun 16”/40cm 1 13 1+ Hull mounted, Bunker buster.
Firing bombardments 56”/140cm - 4 2+
Grille (15cm sIG) K Standard Tank 0 0 0 AA MG.
15cm sIG33 gun 16”/40cm 1 13 1+ Hull mounted, Bunker buster.
Firing bombardments 56”/140cm - 4 2+

Self-propelled Artillery
Wespe Standard Tank 1 1 0 AA MG, Protected ammo.
GERMAN ARSENAL

10.5cm leFH18M howitzer 24”/60cm 1 10 2+ Hull mounted, Breakthrough gun, Smoke.


Firing bombardments 72”/180cm - 4 4+ Smoke bombardment.
Hummel Standard Tank 1 1 0 AA MG, Protected ammo.
15cm sFH18 howitzer 24”/60cm 1 13 1+ Hull mounted, Bunker buster, Smoke.
Firing bombardments 80”/200cm - 5 2+ Smoke bombardment.
Panzer II OP Standard Tank 3 1 1 Co-ax MG, Protected ammo.
2cm Kwk38 gun 16”/40cm 3 5 5+
Panzer III OP Standard Tank 5 3 1 Hull MG.
Panzer IV J OP Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Schürzen.
7.5cm KwK40 gun 32”/80cm 1 11 3+ Slow traverse.

Self-propelled Rocket Artillery


Panzerwerfer 42 (Maultier) Half-tracked 0 0 0 AA MG, Armoured rocket launcher.
15cm RW42 rocket launcher 64”/160cm - 3 4+ Rocket launcher, Smoke bombardment.
Vielfachwerfer auf Maultier Half-tracked 0 0 0 AA MG, Armoured rocket launcher.
8cm rocket launcher 56”/140cm - 2 6 Rocket launcher, 48-rail Launcher (Counts as 2).

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.

43
German Landing Page German Arsenal
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.

44
German Landing Page German Arsenal
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

SMG 4”/10cm 3 2 6 Hull-mounted, Vehicle MG.


Schwimmwagen Panzerfaust SMG team Jeep - - - Amphibious, 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.

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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German Landing Page German Arsenal
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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German Landing Page German Arsenal
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

Firing bombardments 80”/200cm - 5 2+ Smoke bombardment.

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.

NAVAL GUNFIRE SUPPORT


Weapon Range Number of Guns Anti-tank Firepower Notes
Prinz Eugen 112”/280cm 4 6 1+

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German Landing Page German Arsenal
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.

Rocket Launcher Nests


28cm sWG41 Nest 40”/100cm - 3 1+ Static rocket launcher.

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+

Turret Bunker Machine-guns


Turret Bunker MG 16”/40cm 4 2 6 Cannot shoot if main gun fires, ROF 2 if Pinned Down.

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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.

Light Armoured Personnel Carriers


Sd Kfz 250 Half-tracked 1 0 0 Hull MG, Passenger-fired AA MG.
Sd Kfz 250 (HMG) Half-tracked 1 0 0 Hull MG, HMG Carrier,
GERMAN ARSENAL

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.

Medium Armoured Personnel Carriers


Sd Kfz 251/1 Half-tracked 1 0 0 Hull MG, Passenger-fired AA MG.
Sd Kfz 251/1 (HMG) Half-tracked 1 0 0 Hull MG, HMG Carrier,
Passenger-fired AA MG.
Sd Kfz 251/1 (2.8cm) Half-tracked 1 0 0 Passenger-fired AA MG.
2.8cm sPzB41 16”/40cm 2 7 5+ Hull mounted, No HE.
Sd Kfz 251/7 (Pioneer) Half-tracked 1 0 0 Hull MG, Passenger-fired AA MG,
Assault bridge.
Sd Kfz 251/10 (3.7cm) Half-tracked 1 0 0 Passenger-fired AA MG.
3.7cm PaK36 16”/40cm 2 6 4+ Hull mounted.
Sd Kfz 251/17 (2cm) Half-tracked 1 0 0 Passenger-fired AA MG.
2cm FlaK38 16”/40cm 4 5 5+ Self-defence anti-aircraft.
Sd Kfz 251/21 (Triple 15mm) Half-tracked 1 0 0 Passenger-fired AA MG.
MG151/15 gun 16”/40cm 6 4 5+ Self-defence anti-aircraft.
Sd Kfz 251/1 (Stuka) half-track Half-tracked 1 0 0 Hull MG, Passenger-fired AA MG.
28cm sW40 Rocket Launcher 40”/100cm - 3 1+ Hull mounted, Stuka zu Fuss.

Captured Armoured Personnel Carriers


U304(f ) leSPW half-track Half-tracked 1 0 0 Hull MG, Passenger-fired AA MG,
Unreliable.
U304(f ) (HMG) half-track Half-tracked 1 0 0 Hull MG, HMG carrier,
Passenger-fired AA MG, Unreliable.
U304(f ) (3.7cm) Half-tracked 1 0 0 Passenger-fired AA MG, Unreliable.
3.7cm PaK36 gun 16”/40cm 2 6 4+ Hull mounted.
S307(f ) (Pioneer) half-track Half-tracked 1 0 0 Hull MG, Passenger-fired AA MG,
Assault bridge, Unreliable.
Captured M3 half-track Half-tracked 1 0 0 Passenger-fired .50 cal AA MG.

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German Landing Page German Arsenal
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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51
Forces British Landing Page
NATIONAL
RULES

WEB BRIEFINGS

BRITISH ARSENAL
52
Forces
NATIONAL RULES
DOCTRINE

British Bulldog Night Attack


When British platoons test their Motivation to A player commanding a British Infantry Company may
Counterattack in assaults, you may re-roll the die and elect to make a Night Attack in missions that do not use
apply the re-rolled result to all British platoons that the Meeting Engagement special rule. If they do so, their
failed on the original roll. company has the Always Attack special rule.
If a player that makes a Night Attack is the attacker,
Carry On, Sergeant the game starts in Darkness and uses the Dawn rules,
A British platoon may Charge into Contact and and all British platoons containing only Infantry teams
Consolidate without having a Platoon Command team, (excluding any Transport Section) can use the Spearhead
and if it does so, the Assaulting teams do not need to be special rule.
or remain In Command.

ANTI-TANK GUNS TANKS


NATIONAL RULES

Tow Hooks Semi-indirect Fire


Any tank fitted with a tow hook may tow a 6 pdr or Weapons capable of Semi-indirect Fire that didn’t move
17 pdr gun, carrying the crew as Passengers Riding in the Movement Step may re-roll failed rolls to hit when
on Tanks. shooting their main guns at platoons with all teams more
than 16”/40cm away.

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British Landing Page British Arsenal
ARTILLERY

Eight-gun or Twelve-Gun Batteries Independent Command


British Artillery Batteries with Staff teams use the The battery’s Staff team must be attached to
Independent Command, Combined Bombardment, and a Gun Troop from its battery at the start of the
Mike Target special rules. game before deployment. However, any Gun Troop
within Command Distance of the battery’s Staff team,
counts as having a Staff team (allowing it to use the All
Combined Bombardment Guns Repeat! rule).
The Gun Troop with the battery’s Staff team, or any
other Gun Troop within Command Distance of the If the battery has an HQ Troop Command team, it
battery’s Staff team, may act as the base of a Combined must also be attached to a Gun Troop from its battery
Bombardment using the Mixed Bombardment rule on at the start of the game before deployment, becoming
page 131 of the rulebook. Any other Gun Troops from the Platoon Command team for the Gun Troop. If the
the battery (whether or not they are near the Staff team) HQ Troop Command team is Destroyed, the original
may join the base troop before rolling to Range In and Platoon Command team resumes that role.
fire as a single combined Artillery Battery.
If a Gun Troop from another battery that has the Mike Target
Combined Bombardment special rule has a Staff team A battery with may re-roll their first failed attempt to
or is within Command Distance of its Staff team, it may Range In. If they fail on the re-roll, they still have two
also be combined into the Bombardment, along with any more ranging attempts left as normal. They do not get a
other Gun Troops from its battery. re-roll on their second and third attempts.
When a battery repeats a Bombardment using the All
HMG Bombardments Guns Repeat! Rule (see page 128 of the rulebook), the
British Vickers HMG teams, and HMG Carriers entire regiment joins in. As a result any teams caught

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

Mattress PIAT Battery


At the start of the game, place a Full Salvo marker with Each PIAT Battery Carrier counts as two weapons when
a platoon with Mattress rocket launchers. Remove this firing an Artillery Bombardment.
marker after firing an Artillery Bombardment.
Although PIAT Battery Carriers are rated as Rocket
If a platoon with Mattress rocket launchers does not Launchers, they do not use the Fire in the Sky rule.
have a Full Salvo marker when it fires an Artillery
A Carrier Patrol with PIAT Battery Carriers may roll a
Bombardment, roll a Skill Test for each Rocket Launcher
Skill Test after firing. If it passes, the platoon may move
able to fire in the Bombardment. Only those that pass
up to 4”/10cm away from all enemy teams that it shot at.
the Skill Test can fire as part of the Bombardment.
Place a Full Salvo marker on a platoon with Mattress
rocket launchers at the end of any Shooting Step in
which every Rocket Launcher in the platoon was able to
fire an Artillery Bombardment, but none did so.

Saturation Bombardment
Each Land Mattress rocket launcher counts as four
weapons when firing an Artillery Bombardment.

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British Landing Page British Arsenal
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

Any hits on the 2iC Command team do not count


towards Pinning Down the platoon or making it Fall
Back from Defensive Fire.

CANADIAN

Assault Troops Woodsmen


Canadian Platoons do not use the British Bulldog special Canadian Platoons use the Mission Tactics special rule.
rule. Instead any Canadian Platoon may re-roll failed
Motivation tests to Rally from being Pinned down or to
remount vehicles after being Bailed Out.

INDIAN

War Cry GURKHA


Indian and Gurkha platoons do not use the British Gurkha platoons are Indian platoons.
Bulldog special rule. When enemy platoons first test
their Motivation to Counterattack Indian and Gurkha Khukuri
platoons in Assaults, they must re-roll the die and apply
If there are no enemy Tank teams or Bunkers within
the re-rolled result to all the platoons that passed the
2”/5cm of a Gurkha team, the Gurkha team hits on a
original roll.
roll of 2+ in Assaults.
Platoons entirely equipped with Armoured Tank teams
are not affected by the War Cry rule and do not re-roll.

North-west Frontier
All Indian and Gurkha Infantry and Man-packed Gun
teams are Mountaineers.

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British Landing Page British Arsenal
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.

Thousand Man Limit


New Zealand companies pass their Company Morale
Checks on a role of 5+.

SOUTH AFRICAN

NATIONAL RULES
South African companies and platoons use all of the British special rules.

COMMANDOS

No British Bulldog Mind and Heart


The British Bulldog rule does not apply to All commando Infantry and Man-packed Gun teams are
Commando platoons Mountaineers.

Know the Plan You Are Not Alone


If a Platoon Command Infantry team is Destroyed, Ignore the first Destroyed Commando Section,
another team takes over immediately. Remove any other Commando Machine-gun Platoon, or Commando
Infantry team in the platoon that is within Command Mortar Platoon from a Commando when determining
Distance of the Command team and replace it with whether it is necessary 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. Fairburn-Sykes
Commando Infantry Teams hit on a roll of 2+ in
If a Platoon Command Tank team is Destroyed, another
an assault.
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 Commando Machine-gun Platoon
Command team. Vickers HMG teams from a Commando Troop are not
If there is no team of an appropriate type within trained in indirect fire techniques, so they cannot fire
Command Distance, then the Platoon Command team Artillery Bombardments.
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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79TH ARMOURED DIVISION, BREACHING GROUPS

Breaching Group Breaching Force


Although a Breaching Group is a single Support choice, A force that includes a Breaching Group Always Attacks
each Section operates as a separate platoon with its own and, if it is an Infantry Company, is considered a
Command team. The D7 Bulldozer is an Independent Mechanised Company for the purpose of the Armoured
Tank team. Reserves rule found on page 269 of the rulebook. Teams
from a Breeching Group may only be held in Reserves in
Teams from all Sections of a Breaching Group are always
missions with the Mobile Reserves special rule.
Non-assaulting teams when involved in an assault.
However, a D7 Bulldozer may assault Bunkers as normal.
Gun Tanks Forward
At the beginning of the game before Deployment, you
may remove any or all AVRE Sections from Breaching
Groups, adding a single Sherman Crab Flail tank to the
Group’s Flail Section for each AVRE Section removed.

AVRE SPECIAL RULES

Fascine and SBG Bridge Demolishing Obstacles


At the start of the game after Fortifications (if any) are An AVRE may attempt to gap an Obstacle. The AVRE
placed, but before Deployment, you may elect to mount must not move in the Movement Step, and must be able
a Fascine or Assault Bridge on any or all of your AVsRE. to draw a Line of Sight to an Obstacle and be within
An AVRE that has a Fascine or Assault Bridge mounted 4”/10cm of it to attempt to gap it.
NATIONAL RULES

cannot shoot. In addition, an AVRE that has an Assault


Roll a Skill Test for the AVRE in the Shooting Step
Bridge mounted is Overloaded rather than Wide-tracked.
instead of shooting.
Fascines act as Assault Bridges (see page 226 of the
If the test is successful, the Obstacle is removed (unless it
rulebook), but may only be used to bridge ditches and
is a Street barricade, in which case it is gapped),
craters.
Otherwise, it remains intact.
An AVRE may abandon its Fascine or Assault Bridge
instead of shooting, removing the Fascine or Assault
Bridge from play. Demolishing Tanks
Any Armoured vehicle hit by a Petard mortar uses its Top
Petard Mortar armour rating for its Armour Saves.
The Petard mortar shoots as a normal (although very
short-ranged) gun.

SHERMAN CRAB SPECIAL RULES

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

Cautious Movement and Disengage


The vehicles of the HQ and Combat Platoons of an Airborne Armoured Recce Squadron or Armoured Recce Squadron
use the Cautious Movement and Disengage special rules.
Cautious Movement allows a team to be Gone to Ground unless they move At the Double, carry Passengers that are not
Recce teams, shoot, or assault. This adds +2 to the score needed to hit them if they are also Concealed.

CANADIAN ARMOURED RECCE SQUADRON

Cautious Movement and Eyes and Ears


The Sherman tanks of a Canadian Armoured Recce Squadron HQ and Canadian Armored Recce Platoon use the Cautious
Movement and Eyes and Ears special rules.

COMMANDO (BEACHES) ASSAULT COMPANY


OVERLORD

Assault Force Dead Men Walking


A force containing a Commando (Beaches) Always Company Command teams from an Assault Company
Attacks against any other Infantry Company. may re-roll the first (but only the first) Company Morale
Check they are required to take.
A force containing a Commando (Orne) is not affected
by the Assault Force special rule, and determines who
attacks as normal in missions.
7TH ARMOURED DIVISION &
51ST (HIGHLAND) DIVISION
PARACHUTE PLATOON
Cautious not Stupid
Section Mortars A platoon with the Cautious Not Stupid rule that did
Each turn one of a Parachute Platoon’s Rifle/MG teams not fail any Saves in the previous enemy Shooting Step,
may fire as a Light Mortar team firing smoke. may re-roll any failed attempts to Rally Pinned Down
platoons or Remount Bailed Out vehicles.

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ARMOURED CAR SQUADRONS

Sangfroid Autocar 75mm SP


A 2 Household Cavalry Regiment Armoured Car
nd
Platoon Command teams of Armoured
Squadron are Guards. The Armoured Car Squadron HQ Car Platoons and Armoured Car Support
and Armoured Car Platoons of a 2nd Household Cavalry Platoons, and Company and 2iC Command
Regiment Armoured Car Squadron may attempt to teams from an 11th Hussars Armoured Car Squadron
Disengage even if it shot in its previous turn. may act as Spotting teams for the Heavy Armoured Car
Platoon.
Devil’s Own An 11th Hussars Armoured Car Support Platoon is a
Teams from the Armoured Car Squadron HQ and Reconnaissance Platoon. It may Combat Attach one
Armoured Car Platoons of an Inns of Court Yeomanry Support Squad to each Armoured Car Platoon.
Armoured Car Squadron may re-roll failed Skill Tests An 11th Hussars Heavy Armoured Car Platoon may
to Disengage. re-roll the first failed attempt to Range In when firing an
Artillery Bombardment.
Local Knowledge
Belgian Armoured Car Platoons do not use the British Heavy Armoured Cars
Bulldog special rule. Instead, a Belgian Armoured Car A Heavy Armoured Car Platoon uses the Cautious
Platoon may re-roll failed Skill tests to Disengage. Movement and Semi-indirect Fire special rules. The
Daimler Dingo is a Recce team.

MAJOR DAVID V CURRIE, VC


Major Currie is a Warrior Company Command team mounted
in a Sherman V tank and is rated as Fearless Veteran. Major

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.

Calm Under Pressure


Currie may re-roll failed Company Morale Checks.

There for His Men


Once per turn, a Canadian platoon that Currie has not
Joined, and that is within Command Distance and Line
Of Sight of Currie, may re-roll one failed Motivation
Test. This is in addition to the Command Leadership
re-roll that he provides to a platoon that he has Joined.

CSM STAN HOLLIS, VC


CSM Stan Hollis is a Warrior Command SMG team rated
Fearless Veteran. CSM Stan Hollis can join an Assault
Platoon or Rifle Platoon from the 50th (Northumbrian)
Division for +55 points, from the British 3rd or 15th (Scottish)
Divisions, or 3rd Canadian Division for +45 points, or from
a Rifle Platoon from the British 51st (Highland) Division for
+100 points.

Handy with a Grenade


Hollis hits on a roll of 2+ in assault combat.

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.

In the Nick of Time


In missions that use the Reserves or Delayed Reserves
special rules, the Commando player may roll one
more die in addition to the normal allotment to see if
Reserves arrive. This additional die may only be used for
Commando Platoons held in Reserves.

SERGEANT TOM STANLEY

Tom, Dick, ’n ’arry


Stanley may only Join the platoon in which he replaced
the gun and carrier. He may not Join any other platoon.
Although Stanley is a Warrior team he can deploy in
OVERLORD

Ambush with his platoon if it deploys in Ambush. He


does not need to be revealed at the same time as the rest
of the platoon, nor placed in the same location.

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.

CAPTAIN JOHN TRELEAVEN


Treleaven is a Warrior Platoon Command Rifle/MG team. He is rated as Fearless Veteran. Treleaven may join an Assault
Company or Rifle Company replacing the normal Platoon Command team of an Assault Platoon or Rifle Platoon from
the 3rd Canadian Infantry Division, or British 3rd or 15th (Scottish) Divisions for +25 points, from the 50th (Northumbrian)
Division for +35 points, or a Rifle Platoon from the British 51st (Highland) Division for +80 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+.

In the First Wave


Captain Treleaven and his platoon always pass Motivation
Tests on a roll of 3+.

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LT COLONEL PETER YOUNG

MC and Double Bar


Young and any Commando platoon he has
Joined pass all Motivation Tests on a roll of 2+.

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.

Cornfields Stop Bullets


Peter Young is a Warrior Higher Command Rifle team rated Young and any Commando platoon he Joins can be Gone
as Fearless Veteran. Peter Young may join a Commando to Ground when shooting, as long as they did not move.
(Beaches) or Commando (Orne) and that does not contain
Brigadier The Lord Lovat for +50 points.
A Present From Our Friends
Young uses the US Automatic Rifles special rule. He
does not suffer the usual +1 to hit penalty for firing a
ROF 1 weapon while moving or Pinned Down. When
not Pinned Down, he re-rolls all failed rolls to hit in
Defensive Fire during assaults.

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

Glider Pilot Platoon Turkey Shoot Patrol


Mission Tactics At the start of the game, before any platoons are deployed,
A Glider Pilot Platoon uses the Mission Tactics nominate one Glider Pilot Platoon to be put on Patrol.
special rule. This Platoon’s Command Team may use the Eyes and
Ears rule (see page 195 of the rulebook) as though it was
a recce team.
Body Armour
All teams in a Glider Pilot Squadron HQ or Glider Pilot
Platoon are equipped with body armour. When a team Stay with your Load
with body armour is hit by an Artillery Bombardment At the start of the game, before deployment, you may
and fails its Infantry Save, immediately roll a die. select up to one Glider Pilot Platoon to Stay with their
• On a result of 6, the team’s body armour has saved it Loads. This platoon may Combat Attach one team to
from harm and it is not Destroyed. any or all of the following platoons:
MARKET GARDEN

• Otherwise, the team is Destroyed as normal. • Airlanding Mortar Platoons


• Airlanding Machine-gun Platoons
• Airlanding Anti-Tank Platoons
• Airlanding Anti-tank Platoons, Royal Artillery
• Airlanding Light Battery, Royal Artillery

AIRLANDING LIGHT BATTERY, SHERMAN, FIREFLY,


ROYAL ARTILLERY M10 SP, & SEXTON

Medium Artillery Support Duckbills


If an Airlanding Light Battery provided with Medium At the start of the game a player may elect to fit all of
Artillery Support fires an All Guns Repeat! Bombardment, their tanks from the following list with Duckbills:
it fires as though it has an Anti-tank rating of 5 and a • Sherman (all variants)
Firepower of 2+.
• Firefly VC
• M10C 17pdr SP
PARACHUTE PLATOON • Sexton self-propelled gun
This gives them Wide Tracks but makes their mobility
Section Mortars rating Slow Tank.
Each turn one of a Parachute Platoon’s Rifle/MG teams
may fire as a Light Mortar team firing smoke.

LORRIED RIFLE PLATOON


Platoon, Debus!
Teams from Lorried Rifle Platoons have a 3+ Save while Mounted on a Tank team as Passengers instead of the normal
5+ Save.

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ARMOURED CAR SQUADRONS

Devil’s Own Sangfroid


Teams from the Armoured Car Squadron HQ and A 2nd Household Cavalry Regiment
Armoured Car Platoons of an Inns of Court Yeomanry Armoured Car Squadron are Guards. The
Armoured Car Squadron may re-roll failed Skill Tests Armoured Car Squadron HQ and Armoured
to Disengage. Car Platoons of a 2nd Household Cavalry Regiment
Armoured Car Squadron may attempt to Disengage
even if it shot in its previous turn.
Heavy Armoured Cars
A Heavy Armoured Car Platoon uses the Cautious
Movement and Semi-indirect Fire special rules. The
Daimler Dingo is a Recce team.

CANADIAN 52ND (LOWLAND) DIVISION


ARMOURED RECCE SQUADRON RIFLE COMPANY

Cautious Movement, and Mountain Division


Eyes and Ears All 52nd (Lowland) Division Infantry and Man-packed
The Sherman tanks of a Canadian Armoured Recce Gun teams are Mountaineers.
Squadron HQ and Canadian Armored Recce Platoon use
the Cautious Movement and Eyes and Ears special rules.

MARKET GARDEN
COMMANDO

Assault Force Long-range Artillery Support


A Commando force Always Attacks other Infantry Unlike normal, a Commando force does not need to first
Companies in Defensive Battle missions. include a Field Battery, Royal Canadian Artillery in order
to field a Medium Battery, Royal Canadian Artillery.

MAJOR GENERAL ROY URQUHART


Major General Roy Urquhart is a Warrior Higher Command Pistol team rated Fearless Veteran. Major General Roy
Urquhart may join a British Parachute Company, an Airlanding Company, an Airborne Reconnaissance Squadron, a Glider
Pilot Squadron, or a Airborne Field Company, Royal Engineers for +25 points.

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.

Establish the Perimeter!


A platoon led by Major General Urquhart may re-roll
failed attempts to Dig In.

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.

Frost’s Perimeter! A Heroic Defence


Before deployment choose one platoon in your company Frost, and any platoon he is currently leading, always
that is not placed in Reserve. Do not Deploy this platoon pass Motivation Tests on a roll of 2+.
when you would normally. Instead, it is Deployed at the
same time as Independent Teams.
MARKET GARDEN

Man The Guns!


When one of your Gun teams is Destroyed as a result
of enemy shooting, roll a die. On a 5+ you may Destroy
another friendly Infantry team within 6”/15cm of that
Gun team instead.

FROST’S PERIMETER FORCE


Frost’s Perimeter Force does not use the Night Attack or the Medium Artillery Support special rules. Instead, Frost’s
Perimeter Force always starts the game in Prepared Positions and it Always Defends.

CAPTAIN GEOFFREY WALTER FOWNES LUTTRELL, MC


Captain Luttrell is a Warrior mounted in a Command
Cromwell VI CS tank. Luttrell and his platoon is rated as Regimental Gunnery Officer
Confident Trained. Luttrell is the Platoon Command team Any artillery bombardment that includes Luttrell may
of Luttrell’s Close Support Platoon. re-roll its first attempt to Range In.
Luttrell may join an Armoured Recce Squadron of the
15th/19th Hussars. An Armoured Recce Squadron including Recovery Expert
Luttrell may not purchase Cromwell VI CS tanks in the Luttrell and any team in a platoon he is currently com-
Armoured Recce Squadron HQ. manding may re-roll failed attempts to free themselves
from being Bogged Down.

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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

Allied Artillery Dismount


As an exception to the Allied Platoons rule on page 70 of Before deployment you may choose to dismount all of
the rulebook, US, French, Polish, and British (including your Scout Patrols of your Recce Platoons. If you do this,
all Commonwealth nations) Observer teams can Spot for all of the Scout Patrols from each Recce Platoon each
each other’s Artillery Bombardments. operate as a single platoon.
If you dismount, all of the Scout Patrol vehicles are
Dixie Air Support permanently removed from the game. Replace all of the
During your Starting Step, after rolling for Air Support, vehicles in each Patrol with any two of the following
you may elect to either use your Auster AOP as normal teams for each Patrol:
(using the Air Observation Post rules on page 139 of the • MG teams, and
rulebook) or use it to coordinate Dixie Air Support (if • up to one PIAT team.
you have taken that upgrade option). The Auster AOP
Designate any one of the teams as the Platoon Command
cannot do both in the same turn.
team. The dismounted Scout Patrol platoon remains a
ROAD TO ROME

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.

SEPOY KAMAL RAM


Sepoy Kamal Ram is a Warrior Rifle/MG team and rated
Fearless Veteran. Sepoy Kamal Ram may join an Indian Rifle
Company for +75 points.

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.

Ready For Anything


Smokey Smith’s team may elect to use the following
weapons, but only one type of weapon may be used each
Shooting or Assault step.
• Bren Gun: MG team
• Thompson SMG: SMG team
• PIAT: PIAT team
The Smokey Smith Warrior team has two PIATs, so when
firing as a PIAT team Smokey Smith has a ROF of 2.

LIEUTENANT COLONEL SANDY THOMAS

You Missed Me!


If Thomas is Destroyed, your opponent must roll a 5+,
rather than the normal 4+, when rolling for Warrior
Team Casualties.

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.

Lieutenant-Colonel Sandy Thomas is a Warrior Higher


Command Rifle team rated Fearless Veteran. Lieutenant
Colonel Sandy Thomas may join a New Zealand
Commonwealth Rifle Company for +85 points.
As a Higher Command team Lieutenant-Colonel Sandy
Thomas takes the Motivation Test for a Company Morale
Check while on table. However, because of the Thousand Man
Limit rule it is only passed on a roll of 5+.

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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.

LIEUTENANT TASKER WATKINS

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

the enemy Counterattack, you must take a Motivation


Test to Counterattack for Tasker Watkins and the
platoon he has joined. If passed, the whole platoon may
Charge into Contact, rejoin and continue the Assault as
normal. This does not trigger another round of Defensive
Fire. Tasker Watkins calms down and reverts to hitting
on 3+ in Assaults.
Otherwise Tasker Watkins Breaks Off.
Lieutenant Tasker Watkins is a Warrior Company Command
Rifle team and is rated Confident Veteran. Lieutenant Tasker
Commanding Voice
Watkins replaces the Company Command team of a Rifle
Company from the 53rd Welsh Division for +20 points. A Company commanded by Tasker Watkins may re-roll
failed Company Morale Checks.

JEWISH BRIGADE GROUP IN ITALY

Warriors of Gideon Hear O Israel, the Lord thy God is one


Infantry and Man-packed Gun teams move 16”/40cm Any Combat, Weapons or Brigade Support Platoon of
instead of the normal 12”/30cm when moving At a Jewish Rifle Company joined by 2iC Command team
the Double. passes all Motivation tests on a 3+. If the 2iC Command
team leaves the platoon it immediately reverts back to its
original Motivation rating.
Dixie Air Support
A Jewish brigade uses all the British Special rules and the
Dixie Air Support special rule

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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.

Come and Get Them! Ochi!


A Greek platoon may Charge into Combat and When Greek platoons test their Motivation to
Consolidate without having a Platoon Command team, Counterattack in assaults, you may re-roll the die and
and if it does so, the Assaulting teams do not need to be or apply the re-rolled result to all Greek platoons that failed
remain In Command. on the original roll.

Mountaineers
All Greek Infantry and Man-packed Gun teams are
Mountaineers.

1ST CZECHOSLOVAK INDEPENDENT ARMOURED BRIGADE GROUP

Rychlá (“Rapid”) Doctrine


The following Czech platoons are Rychlá Platoons: Any Rychlá Platoon with a Command team may attempt
• Armoured Squadron HQ, a Rychlá move at the start of the Shooting Step instead of
• Armoured Platoon, Recce Patrol, shooting. If a platoon attempts to make a Rychlá move, it
may not shoot even if it fails to make a Rychlá move.
• Firefly Platoon,
• Recce Platoon, Roll a Skill test for each platoon:
• Motor Company HQ, • If the test is successful, the platoon may move another

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

Firing bombardments 48”/120cm - 4 5+ Smoke bombardment.


Challenger (early) Light Tank 6 4 1 Co-ax MG, Overloaded, Protected ammo, Tow hook.
OQF 17 pdr gun 32”/80cm 3 14 3+ No HE, Semi-indirect fire.
Challenger A30 Light Tank 6 4 1 Co-ax MG, Overloaded, Protected ammo, Tow hook.
OQF 17 pdr gun (late) 32”/80cm 3 15 3+ No HE, Semi-indirect fire.
Sherman I, II, 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.
Sherman DD Standard Tank 6 4 1 Co-ax MG, DD Tank.
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.
Firing bombardments 48”/120cm - 4 4+ Smoke bombardment.

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 Anti-tank Guns


M10 3” SP Standard Tank 4 2 0 .50 cal AA MG.
M7 3” gun 32”/80cm 2 12 3+ Slow traverse.
M10C 17 pdr SP Standard Tank 4 2 0 .50 cal AA MG.
OQF 17 pdr gun 32”/80cm 2 14 3+ No HE, Slow traverse.
M10C 17 pdr SP (late) Standard Tank 4 2 0 .50 cal AA MG.
OQF 17 pdr gun (late) 32”/80cm 2 15 3+ No HE, Slow traverse.
Archer Slow Tank 1 1 0 AA MG.
OQF 17 pdr gun (late) 32”/80cm 2 15 3+ Awkward layout, Hull mounted, No HE.

Self-propelled Anti-aircraft Guns


Crusader A/A Standard Tank 2 2 1 Fast Tank, Unreliable.
Twin 20mm gun 16”/40cm 5 5 5+ Anti-aircraft.
Oerlikon 20mm SP Wheeled - - -
Oerlikon 20mm gun 16”/40cm 4 5 5+ Anti-aircraft.
Bofors 40mm SP Wheeled - - - Gun shield.
Bofors 40mm gun 24”/60cm 4 6 4+ Anti-aircraft, Awkward layout.
Captured Sd Kfz 10/5 Half-tracked - - - Gun shield.
German 20mm gun 16”/40cm 4 5 5+ Anti-aircraft.

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

.50 cal MG 16”/40cm 3 4 5+


Humber IV Wheeled 1 0 0 Co-ax MG, Recce.
M6 37mm gun 24”/60cm 2 7 4+
Greyhound I Wheeled 1 0 0 Co-ax MG, Recce.
M6 37mm gun 24”/60cm 2 7 4+
Staghound I Wheeled 3 1 0 Co-ax MG, Hull MG, Recce.
M6 37mm gun 24”/60cm 2 7 4+
Staghound II CS Wheeled 3 1 0 Co-ax MG.
OQF 3” howitzer 24”/60cm 2 5 3+ Smoke.
Firing bombardments 40”/100cm - 3 6
Staghound A/A Wheeled 3 1 0
Twin .50 cal gun 16”/40cm 5 4 5+ Anti-aircraft.

Heavy Armoured Cars


AEC III Slow Wheeled 4 2 0 Co-ax MG, Overloaded.
OQF 75mm gun 32”/80cm 2 10 3+ Semi-indirect fire, Smoke.
Autocar 75mm SP Half-tracked 1 0 0
M1897 75mm gun 32”/80cm 2 9 3+ Hull mounted, Semi-indirect fire, Smoke.
Firing bombardments 64”/160cm - 2 6 Smoke bombardment.
Staghound III Wheeled 3 1 0 Co-ax MG, Hull MG.
M3 75mm gun 32”/80cm 2 10 3+ Semi-indirect fire, Smoke

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

Unarmed Crusader A/A tractor Standard Tank 2 2 1 Unreliable.

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

Armoured Personnel Carriers


White scout car Jeep 1 0 0
C15TA armoured truck Jeep 1 0 0
M5 half-track Half-tracked 1 0 0
Defrocked Priest APC Standard Tank 1 0 0 .50 cal AA MG, Wide tracks.
Ram Kangaroo APC Standard Tank 5 3 0 Deck-turret MG.
Sherman Kangaroo Standard Tank 6 4 0 Hull MG.
LVT-4 Water Buffalo Slow Tank 1 0 0 .50 cal AA MG, Hull MG,
Two side-mounted MG, Amphibious.
With 20mm Polsten MG 16”/40cm 3 5 5+

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.

Additional Training and Equipment


Teams with Sticky Bombs are rated as Improvised Tank Assault 3.
Teams with Gammon Bombs are rated as Tank Assault 3.
Pioneer teams are rated as Tank Assault 3.

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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UNITED STATES
National Rules

US WEB BRIEFINgS

US Arsenal
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Forces
National Rules
TANKS

Detroit’s Finest Jumbos Lead the Way


Tanks that use the Detroit’s Finest special rule have a You may allocate hits to a tank that uses the Jumbos Lead
Movement Distance of 14”/35cm on Roads or Cross- the Way special rule as if it had the lowest armour rating,
country Terrain. assigning it a hit before the lesser armoured tanks. This
rule does not apply to hits from Artillery Bombardments
Duckbills or hits from Aircraft.
At the start of the game a player may elect to fit all of their
Sherman tanks (of all variants except as listed below), Smooth Ride
M5A1 Stuart, and M8 Scott HMC with Duckbills. This
A tank that uses the Smooth Ride special rule does not
gives them Wide Tracks, but makes their mobility rating
suffer the +1 penalty to its score To Hit when using the
Slow Tank.
Stabilizers special rule, provided that it did not move
M4A3E2 Jumbo, M4A3E2 Jumbo (76mm), M4A3E8 more than 6”/15cm during the Movement Step and it
Easy Eight, and M4A3 (105mm) HVSS tanks cannot did not move in, enter, or move out of Rough Terrain.
be fitted with Duckbills and ignore the Duckbills
special rule.
Stabilisers
NATIONAL RULES

A moving tank fitted with a Stabiliser can fire its main


Hedgerow Cutters gun at its full ROF, but adds a penalty of +1 to the score
When a tank fitted with a Hedgerow Cutter attempts to needed to hit.
cross a Bocage Hedgerow, it successfully crosses on a roll Before shooting, a tank can choose not to use its
of 2+ rather than a Skill Test. If it fails, the tank Bogs Stabiliser and fire at the normal rate if that would give
Down on the Hedgerow as normal, but ignores the Belly it a better chance.
Up rule.
If it crosses successfully, then any other Fully-tracked
Tank Telephones
Tank teams that started their movement adjacent to the
Hedgerow can follow it through on a roll of 2+ instead If a Tank team with a Tank Telephone and an adjacent
of a Skill Test as well. Infantry team did not move in the Movement Step and
are not Pinned Down, the Infantry team can use the Eyes
and Ears rule to Reveal one Gone to Ground enemy team
Improvised Armour to that Tank team as if the Infantry team was a Recce
If a vehicle with Improvised Armour fails an Armour Save team. If other tanks in the platoon fire, they must either
against a weapon with a Firepower rating of 5+ or 6, roll have their own Infantry team pointing out the target, or
another die. continue to treat the target as Gone to Ground.

On a roll of 5+ the Improvised Armour stopped the shot.


Ignore the failed save.
Otherwise, the results of the failed Armour Save stand.
Improvised Armour has no effect against Flame-throwers,
Artillery Bombardments, or Aircraft. In assaults, it only
protects against hits from Gun teams using the Tanks Hit
by Gun Teams rule on page 157 of the rulebook.

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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.

AIR OBSERVATION POSTS

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

Excellent Communications Under Command


Platoon and 2iC Command teams can act as Spotting Company, 2iC, and any Platoon Command teams do
teams and request artillery fire in the same manner as not suffer their normal +1 penalty to Range In when
a Company Command team, suffering the same +1 calling for Artillery Bombardments from platoons taken
penalty to Range In. as a Combat or Weapons platoon choice (including
Weapons Platoons, Mortar Platoons, and Assault Gun
platoons), as well as Cannon Platoons and Chemical
Hit ‘em With Everything Mortar Platoons taken as Support platoon choices.
You’ve Got
When a US artillery platoon that has a Staff team fires
a bombardment, you may choose to group other artil- Time On Target
lery platoons into the same Artillery Bombardment If an Artillery Battery with a Staff team Ranges In on
before rolling to Range In. Treat all of the weapons as their first attempt, they can fire a TOT Bombardment.
if they were from the same platoon when determin- Every team hit by a TOT Bombardment must re-roll
ing the effect of the Bombardment. Use the Mixed successful Saves in the first turn of the Bombardment
Bombardment rule on page 131 of the rulebook for the as they scramble for cover and batten down the hatches.
combined bombardment.
This is for the first turn of the Bombardment only
and does not apply to artillery firing an All Guns
Repeat! Bombardment.

ROCKET LAUNCHERS
NATIONAL RULES

Saturation Bombardment Sixty Rockets


Each T34 Calliope counts as four weapons when firing an At the start of the game, place a Full Salvo marker with a
Artillery Bombardment. platoon with Sixty Rockets rocket launchers. Remove this
marker after firing an Artillery Bombardment.
Each M17 Whiz-Bang counts as two weapons when firing
an Artillery Bombardment. If a platoon with Sixty Rockets rocket launchers does
not have a Full Salvo marker when it fires an Artillery
A Tank Rocket Launcher Platoon cannot use the Hit ‘Em
Bombardment, roll a Skill Test for each Rocket Launcher
With Everything You Got special rule.
able to fire in the Bombardment. Only those that pass the
T34 Calliope and M17 Whiz-bang teams may not Skill Test can fire as part of the Bombardment.
Charge into Contact and must Break Off rather than
Place a Full Salvo marker on a platoon with Sixty Rockets
Counterattack if Assaulted.
rocket launchers at the end of any Shooting Step in which
every Rocket Launcher in the platoon was able to fire an
Artillery Bombardment, but none did so.

INFANTRY

Automatic Rifles The Truscott Trot


Rifle and Carbine teams do not suffer the usual +1 to Infantry and Man-packed Gun teams move 16”/40cm
hit penalty for firing a ROF 1 weapon while moving or instead of the normal 12”/30cm when moving
Pinned Down. At the Double.
When not Pinned Down, Rifle and Carbine teams re-roll
all failed rolls to hit in Defensive Fire during assaults.

PARACHUTE RIFLE COMPANY AIR SUPPORT

Master Sergeant Close Air Support


Parachute Rifle, Airborne Engineer Combat and If you establish Close Air Support, you roll two dice on
Airborne Divisional Recon Platoons use the Mission the How Many Aircraft Table and take the best result.
Tactics special rule.

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TRANSPORTS

Dismounting Machine-guns Mounting HMG’s and


Any Infantry team carried as a Passenger in a Transport LMG’s
team may Dismount in the Movement Step with the Up to two HMG or LMG teams carried as
vehicle’s Passenger-fired .50 cal AA MG, becoming an Passengers in a half-track can fit their machine-guns
M2 .50 cal team, or with its Passenger-fired AA MG to the sides of the vehicle, converting them to
becoming a LMG team. If the Infantry team was a side-mounted AA MG’s. When the team Dismounts or
Command team, it remains a Command team. is Destroyed, its machine-gun goes with it.
An Infantry team normally mounted in a vehicle can start
the game Dismounted with their vehicle’s Passenger-fired
machine-gun.
Once the machine-gun has been Dismounted from
a vehicle, all of the platoon’s vehicles must be Sent to
the Rear (see page 48 of the rulebook) and cannot be
Brought Forward again.
You may not Dismount a Passenger-fired .50 cal AA MG
or AA MG unless you have the appropriate model to
replace the Infantry team that Dismounted it.

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

Airborne Divisional Recon Platoon Intelligence and Recon Platoon


Before deployment you may choose to dismount the Glider Intelligence and Recon Platoon
whole platoon. If you do this, then all of the Recon Nisei Intelligence and Recon Platoon
Sections and the Support Section of an Airborne
Divisional Recon Platoon, operate as a single infantry Before deployment you may choose to dismount all of
platoon. your jeeps. If you do this, all of the platoon’s vehicles are
permanently removed from the game. Replace each:
If you dismount, all of the platoon’s vehicles are perma- • Recon Jeep with a Rifle or M1919 LMG team.
nently removed from the game. Dismount the Support
Section as normal. Replace all of the vehicles in each • .50 cal Recon Jeep with a Rifle or .50 cal MG team.
Recon Section with any two of the following teams for Designate one of the teams as the Platoon Command
each Section: team. The platoon remains a Reconnaissance Platoon.
• Carbine teams
• .50 cal MG teams
Cavalry Recon Platoon
• up to one Bazooka team per Recon Section. Cavalry Platoon
Designate any one of the teams as the Platoon Task Force Cavalry Recon Platoon
Command team. The entire platoon remains a Before deployment you may choose to dismount all of
Reconnaissance Platoon. your Recon Platoons. If you do this, all of the Cavalry
Recon Patrols from the same platoon operate as a single
platoon.
Armoured Recon Platoon
If you dismount, all of the platoon’s vehicles are perma-
Before deployment you may choose to dismount all of nently removed from the game. Replace all of the vehicles
your Armored Recon Platoons. If you do this, all of the
NATIONAL RULES

in each Patrol with any two of the following teams for


Armored Recon Patrols from the same platoon operate each Patrol:
as a single platoon.
• Carbine teams
If you dismount, all of the platoon’s vehicles are per- • M1919 LMG teams
manently removed from the game. Replace all of the
vehicles in each Patrol with any three of the following • up to one .50 cal MG team per Cavalry Recon Patrol
teams for each Patrol: • up to one Bazooka team per Cavalry Recon Patrol
• Carbine teams • up to one M2 60mm mortar team per Cavalry Recon
• up to one M1919 LMG team per Armored Recon Patrol
Patrol Designate any one of the teams as the Platoon Command
• up to two .50 cal MG teams per Armored Recon Patrol team. The platoon remains a Reconnaissance Platoon.
• up to one Bazooka team per Armored Recon Patrol
• up to one M2 60mm mortar team per Armored Recon Tank Destroyer Recon Platoon
Patrol
Before deployment you may choose to dismount all of
Designate any one of the teams as the Platoon Command your Tank Destroyer Recon Platoons. If you do this, all
team. The platoon remains a Reconnaissance Platoon. of the Recon Patrols from the same platoon operate as a
single platoon.
If you dismount, all of the platoon’s vehicles are perma-
nently removed from the game. Replace all of the vehicles
in each Recon Patrol with any three of the following
teams for each Patrol:
• Rifle teams
• Bazooka teams
• M1919 LMG teams
• up to one .50 cal MG team per Recon Patrol
Designate any one of the teams as the Platoon Command
team. The platoon remains a Reconnaissance Platoon.

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RANGERS

Know the Mission I Shall Never Fail My


If a Platoon Command Infantry team is Destroyed, Comrades
another team takes over immediately. Remove any other Ignore the first Destroyed Ranger Platoon,
Infantry team in the platoon that is within Command Ranger Mortar Platoon, or Ranger Cannon Platoon
Distance of the Command team and replace it with in a Ranger Battalion when determining whether it is
the original Platoon Command team. If the Platoon necessary to take a Company Morale Check.
Command team was a Warrior team, it is now just a
standard Platoon Command team.
No Obstacle Too Tough
If a Platoon Command Tank team is Destroyed, another Ranger Infantry and Man-packed Gun teams are
team takes over immediately. Nominate any other Tank Mountaineers.
team in the platoon that is within Command Distance
of the Destroyed Command team to be the new Platoon
Command team. Rangers Lead The Way
If there is no team of an appropriate type within Ranger Infantry teams may move At the Double (using
Command Distance, then the Platoon Command team the Truscott Trot) through Slow Going and Difficult
is Destroyed and the platoon is left leaderless. Going (but not through Obstacle fortifications).

The original Platoon Command team can still use this


rule while a Warrior team is leading the platoon and Get Tough!
acting as its Command team, but the rule does not apply Ranger Infantry teams hit on a roll of 3+ in an assault.
to the Warrior team.

FIRST SPECIAL SERVICE FORCE

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.

Assault Troops First Special Service Force Platoon


First Special Service Force Platoons may re-roll failed At the start of the game before deployment you may
Motivation tests to Rally from being Pinned Down. make any or all of the following changes to each First
Special Service Force Platoon at no additional cost:
• Replace up to one Rifle/MG or Pioneer Rifle/MG
Cautious Movement team with a Flame-thrower team.
First Special Service Force teams are always Gone • Replace the M2 60mm mortar with an M1 81mm mortar.
to Ground, unless they move At the Double, carry
• Group two or more of a company’s mortars into a new
Passengers, shoot, or assault.
and separate platoon commanded by the 2iC.

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ASSAULT COMPANY

Assault Company Clear the Skies


An Assault Company will Always Attacks against any An Assault Company receives a Ground-attack Aircraft
other Infantry Company. Flight on a roll of 6 instead of the usual 5+. However, its
Air Support will successfully intercept enemy Ground-
Attack Aircraft Flights on a roll of 5+ instead of the
Pioneer Equipment usual 6.
Rifle teams in Boat Sections count as Pioneer teams when
attempting to cross or gap Barbed Wire Entanglements
and when assaulting Bunkers.

2ND, 3RD, 4TH AND 6TH ARMORED DIVISIONS

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

2ND INDIANHEAD DIVISION RIFLE COMPANY


Ivory X Winter Training
An Ivory X Staff team is an Independent Team. Platoons from the 2nd Infantry Division do not use the
Any Towed Tank Destroyer Platoon that deployed its Truscott Trot special rule. Instead, Infantry and Man-
Tank Destroyer Section at the start of the game, and any packed Gun teams from the 2nd Infantry Division may
Anti-aircraft Artillery Platoon, can use the Ivory X Staff move At the Double through Slow Going (but not
team to fire Artillery Bombardments. In order to do this through Obstacle fortifications).
they must have their Command team within 6”/15cm
of the Ivory X Staff team. They cannot fire Artillery
Bombardments under any other circumstances.
If any team in a Towed Tank Destroyer Platoon or Anti-
aircraft Artillery Platoon has moved at any time in the
game, that platoon permanently loses the ability to fire
Artillery Bombardments.

RANGER COMPANY TASK FORCE A

Ranger Platoon Task Force


At the start of the game before Deployment you may Task Force A Always Attacks. Combat and Weapons
replace Rifle or Rifle/MG teams (aside from the platoons that are not Reconnaissance Platoons may make
Command team) in each Ranger Platoon as follows: Spearhead Deployment moves.
• Replace up to two teams with Bazooka teams.
• Replace up to one team with a Pioneer Rifle team. Never out of touch
• Replace M2 60mm mortar with a Rifle or Rifle/ Once each turn, you may re-roll one die rolled to receive
MG team (matching whichever the platoon is Reserves for your force. In a mission using the Scattered
equipped with). Reserves special rule, once per turn you may also re-roll
one die rolled to determine where a platoon will arrive
from Scattered Reserve.
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BRIGADIER GENERAL NORMAN ‘DUTCH’ COTA

Get Off this Beach


Cota starts the game off table. In the Starting
Step when you would normally roll for
Reserves, roll a die for Cota if he is off the table.
On a roll of 5+, if Cota has not been Destroyed, he
is placed adjacent to the Platoon Command team (if
present, otherwise any team in the platoon) of any
platoon in an Assault Company anywhere on the table.
On any other roll, Cota remains off the table.

I Won’t be Able to Do it for


You Next Time
Cota is a Warrior Higher Command Carbine team rated as In the Starting Step when you would normally roll for
Fearless Veteran. Cota may join any Assault Company for Reserves, roll a die if Cota is on the table.
+25 points. On a roll of 3+, Cota remains where he is.

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.

Eyebrows off a Gnat


Pool is a Warrior team. He is rated as Fearless Veteran.
Pool must take over a tank in any Medium Tank Platoon Pool’s tank may shoot using its Stabiliser without incur-
or Medium Tank Platoon (76mm), except the Platoon ring the normal +1 to hit penalty.
Command tank, for +25 points. Pool and his tank are no
longer part of any platoon.

LIEUTENANT TURNER TURNBULL


Turnbull is a Warrior Command Rifle/MG team and is rated
Fearless Veteran. He can replace the Command team in any
US Parachute Rifle Platoon for +25 points.

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

Earn Your Jump Boots Platoon Mortars


The Company HQ, Glider Rifle Platoons, Glider At the start of the game before deployment, you may
Weapons Platoons, Glider Machine-gun Platoons, group all of the M2 60mm mortars from your Glider
Glider Mortar Platoons and Glider Anti-tank Platoons Rifle Platoons into a single new 60mm Mortar Platoon
of a Glider Rifle Company may re-roll failed attempts under the command of the 2iC Command team. The
to Dig In. mortar teams are no longer part of their original platoons.
The 60mm Mortar Platoon counts as a platoon for all
purposes and is considered a Combat Platoon, meaning
that a Glider Weapons Platoon may make Combat
Attachments to it.

MAJOR JULIAN COOK


MARKET GARDEN

Major Julian Cook is a Warrior Higher Command Rifle team


and is rated Fearless Veteran. Major Cook may join a US
Parachute Rifle Company from the 82nd Airborne Division
for +50 points.

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+.

Soften ’em Up!


A force commanded by Cook may ignore the effects
of Smoke over an Aiming Point when Ranging In an
Artillery Bombardment.

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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.

Isolate the Battlefield


Immediately after your opponent has rolled all of their
dice for Reserves, you may roll one die for each Combat
and Weapons Platoon from your company currently held
in Reserve.
For each result of 5+, your opponent must ignore a suc-
cessful die result to receive Reserves this turn.
On any other roll, your opponent’s Reserves arrive
as normal.

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.

MAJOR GENERAL MAXWELL TAYLOR


Major General Maxwell Taylor is a Warrior Higher
Command Rifle team and is rated Fearless Veteran. Major
General Maxwell Taylor may join a US Parachute Rifle
Company (page 67) or a Glider Rifle Company (page 78)
from the 101st Airborne Division for +60 points.

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.

Bring up the Guns!


An Airborne Anti-tank Platoon (page 71) or a Glider
Anti-tank Platoon (page 81) joined by Taylor may use
the German Stormtroopers special rule (see page 241 of
the rulebook).

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SHARPSHOOTERS & ARTILLERY

Sharpshooter Allied Artillery


Any platoon equipped with a Sharpshooter may re-roll As an exception to the Allied Platoons rule, US, French,
any one failed To Hit and any one failed Firepower Test Polish, and British (including all Commonwealth
by a Rifle or Pioneer Rifle team in each Shooting Step. nations) Observer teams can Spot for each other’s
Artillery Bombardments.

3RD INFANTRY DIVISION RIFLE COMPANY

Medal of Honor Winners


Whenever an Assault or Rifle Platoon from the 3rd Regardless of whether or not the Medal of Honor team
Infantry Division is made to Fall Back by Defensive Fire was hit in the enemy Counterattack, you must take a
in an Assault, roll a die. Motivation Test to Counterattack.
ROAD TO ROME

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.

NISEI RIFLE COMPANY

Fighting for Dear Old Uncle Sam Go for Broke


Nisei platoons pass Platoon Morale Checks on a roll of Whenever an assaulting Nisei platoon is made to Fall Back
2+ (instead of their normal Fearless roll of 3+). by Defensive Fire, immediately roll a Motivation Test.
A Nisei Company Command team passes Company If the platoon passes, it is no longer Pinned Down and
Morale Checks on a roll of 2+ (instead of their normal attempts to carry on with the Assault. The enemy imme-
Fearless roll of 3+). diately shoots again in Defensive Fire as if this was a new
Assault. If the Nisei platoon is not made to Fall Back this
time it carries on the Assault as normal. If it is made to
Round Up the Huns! Fall Back a second time by the enemy’s Defensive Fire, it
Nisei platoons pass Motivation Tests to rally from being Falls Back and becomes Pinned Down as normal.
Pinned Down on a roll of 2+ (instead of their normal
Fearless roll of 3+). Otherwise, the platoon is made to Fall Back and becomes
Pinned Down as normal.

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PARACHUTE RIFLE COMPANY RANGER COMPANY

Shared Command Ranger Platoon


Parachute platoons do not use the Mission Tactics rule. At the start of the game before Deployment you may
Instead, they have two Command teams. Only the first of replace Rifle or Rifle/MG teams (aside from the
these teams acts as the Platoon Command team while it Command team) in each Ranger Platoon as follows:
survives. The other counts as a normal team until the first • Replace up to two teams with Bazooka teams.
Command team is Destroyed. When the first Command
• Replace M2 60mm mortar with a Rifle or Rifle/
team is Destroyed, the second Command team immedi-
MG team (matching whichever the platoon is
ately takes over as the Platoon Command team.
equipped with).

DISMOUNTED CAVALRY TROOP

Boots, Saddles & Machine-guns Platoon Mortars


Dismounted cavalry platoons had a tremendous amount Depending on the situation, the troop’s mortars can be
of firepower available to them. The troopers have dis- grouped together to support the company’s operations.
mounted every machine-gun, mortar, and bazooka from
At the start of the game before deployment you may
their vehicles and put them to use in the front line.
group all of the company’s mortars into a single new
At the start of the game before deployment you may make Mortar Platoon.
any or all of the following changes to each Dismounted
The 2iC Command team becomes the Platoon
Cavalry Platoon at no additional cost:
Command team for the Mortar Platoon, ceasing to be
• Replace up to five Rifle teams with M1919 LMG teams. an Independent team and no longer counting as a 2iC
• Replace up to three Rifle teams with M2 .50 Cal MG teams. Command team.
ROAD TO ROME

• 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.

Mountain Training Tank Destroyers


All Infantry and Man-packed Gun teams from A Cavalry Anti-tank Platoon uses the US Tank Destroyer
Dismounted Cavalry Platoons are Mountaineers. special rules.

Cavalry Charge
A Cavalry Light Tank Platoon may make a
Reconnaissance Deployment move even though it is not
a Reconnaissance Platoon.

FIRE DIRECTION CENTER

Fire Direction Center


An FDC team is an Independent team.
If your force contains an FDC team, a Tank Destroyer Artillery Platoon, Towed Tank Destroyer Artillery Platoon, and a
Heavy Anti-aircraft Artillery Platoon count the FDC team as their Staff team while the FDC team is within 6”/15cm of
their Command team.

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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.

Hit ‘Em Hard


When Inouye or a Combat or Weapons platoon he joins
launches an Assault, the first hit from Defensive Fire on
the platoon does not count towards making it Fall Back.

SERGEANT TOMMY PRINCE

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

The Greatest Soldier


If Patton is Destroyed during the game, American
morale at the front and back home suffers a huge loss,
despite any other gains. If this happens, the American
player loses one Victory Point and their opponent gains
one Victory Point at the end of the battle.

Lieutenant General George S Patton Jr. is a Warrior and


Higher Command Transport Team rated Fearless Veteran.
A Pint of Sweat
He is mounted in an M20 utility car. You may field Patton Each turn Patton may re-roll one die rolled to receive
for +100 points with a Tank Company, an Armored Rifle Reserves for his company.
Company, or a Tank Destroyer Company.
Old Blood and Guts
Hold’em by the Nose and Kick’em in If your force is the Attacker in a mission, each American
the Pants platoon within Line Of Sight of Patton may make
A force led by Patton has the Always Attacks rule. a Spearhead Deployment move at the beginning of
the game.

LIEUTENANT COLONEL CREIGHTON ABRAMS

That’s the shortest way home!


A force led by Abrams may make Spearhead Deployment
moves with up to two of your platoons at the beginning
of the game.

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.

MINE-EXPLODER TANK PLATOON

A force with a Mine-exploder Tank Platoon Fuel Trailer


Always Attacks. M4 Sherman Crocodile tanks are not affected by the
Fuel Tanks rule like normal tank flame-throwers.
Tanks from a Mine-exploder Tank Platoon are always
Non-assaulting teams when involved in an assault.

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WHY WE FIGHT PERIMETER OUTPOST

Why We Fight At All Costs


All American platoons from a Rifle Company, Engineer All platoons of a Perimeter Outposts force start the
Combat Company, Cavalry Recon Troop, or Light Tank game in Prepared Positions, even in missions that do not
Platoon use the British Bulldog rule in all Assaults in- use the Prepared Positions special rule. In addition, all
volving any SS platoons. platoons may re-roll failed attempts to Dig In.

99TH INFANTRY BATTALION (SEPARATE) RIFLE COMPANY

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

2ND INFANTRY DIVISION RIFLE COMPANY

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).

99TH INFANTRY DIVISION RIFLE COMPANY

Delaying Action
Company Command teams from the 99th Infantry Division may re-roll their first failed Company Morale Check.

ENGINEER COMBAT COMPANY

Boy Scouts Eightballs, Oddballs, and Screwballs


Instead of placing three Barbed Wire Entanglements for a Engineer Combat Platoons use the Mission Tactics
Pioneer Supply Truck, you may place three Booby Traps. special rule.

CAVALRY RECON TROOP & LIGHT TANK COMPANY

Never out of touch


Once each turn, you may re-roll one die rolled to receive Reserves for your force.
In a mission using the Scattered Reserves special rule, once per turn you may also re-roll one die rolled to determine where
a platoon will arrive from Scattered Reserve.

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PROVISIONAL FIELD ARTILLERY BATTERY

Captured Equipment
A Provisional Field Artillery Battery does not use the Time On Target special rule.

2ND LIEUTENANT AUDIE MURPHY


You may field 2nd Lieutenant Audie Murphy as either a
Company Command Carbine team (replacing the Company
Command team in your Rifle Company) or as a Command
Rifle team (replacing the Command Rifle team in one of
your Rifle Platoons) for +35 points. Audie Murphy is a
Warrior and is rated Fearless Veteran. He does not change
the Motivation rating of a platoon he Joins.

Distinguished Service Cross


Murphy may re-roll failed Skill Tests to hit a Bunker in
an assault.

Two Silver Stars


Murphy may make a Reconnaissance Deployment Move
as though he was a Recce team, separately from the
rest of his platoon. Note that this might mean that as a
Platoon Command team, Murphy begins the game Out

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.

Three Purple Hearts Two Bronze Stars


Audie Murphy has Tank Assault 3.
If the opponent fails to kill Murphy using the Warrior
Infantry Team Casualties rule you do not need to remove
a friendly Infantry team. Murphy, although wounded,
fights on alone.

SPECIAL OBJECTIVE CHARACTERISTICS


Instead of fielding 2nd Lieutenant Audie Murphy as a Warrior team, you may field him as a Special Objective in your Rifle
Company, Engineer Combat Company, Cavalry Reconnaissance Squadron, or Light Tank Company for +25 points.

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.

PRIVATE EUGENE ROE


Private Eugene Roe may join a Parachute Rifle Company for +50 points. He is not a team, but rather a marker.

Always There When Needed


Once per turn, if an Infantry or Man-packed Gun team from one of your Combat or Weapons platoons fails its Save,
before removing it from play, you may roll a die:
• On a result of 5+ Roe patches up the men and the Infantry or Man-packed Gun team ignores the failed Save and fights
on as normal.
• Otherwise, Roe determines that the men need to be evacuated and the team is Destroyed as normal.

NUTS
In either case, place Roe’s marker next to that team to remind you that you have used his special rule this turn.

FIRST SERGEANT CARWOOD LIPTON


First Sergeant Carwood Lipton replaces the 2iC Command
Carbine team of a Parachute Rifle Company for +25 points. ‘Talk to your Sergeants’
He is a 2iC Command SMG team with Gammon Bombs Combat and Weapons Platoons of a Parachute Rifle
rated Fearless Veteran. Company joined by Lipton may re-roll failed Platoon
Morale Checks.

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.

CORPORAL DARRELL ‘SHIFTY’ POWERS


Corporal Darrell Powers replaces a Rifle or Rifle/MG team
(that is not a Command team) from a Parachute Rifle Platoon Best Shot in the Company
for +15 points. He is a Warrior Rifle team with Gammon Once per turn, Corporal Powers may re-roll any one
Bombs rated Fearless Veteran. failed To Hit roll.
In addition, his rifle has a Firepower rating of 4+, rather
than the usual 6.

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Web Briefings
CITIZEN SOLDIERS
All of the infantry divisions in Citizen Soldiers use the American Special rules unless otherwise noted.

8TH INFANTRY DIVISION 30TH INFANTRY DIVISION

Night Attack One Big Mess


A Rifle Company from the 8 Infantry Division does not
th
A force from the 30th Infantry Division does not use the
use the Truscott Trot special rule. Truscott Trot special rule.
Instead, a player commanding a Rifle Company from the Instead, teams from the Rifle Company HQ, Rifle,
8th Infantry Division may use the British Night Attack Weapons, Machine-gun, Mortar, Ammunition &
special rule on page 246 of the rulebook. This allows Pioneer, Anti-tank, Intelligence & Recon, and Cannon
Rifle Platoons containing only Infantry teams to use the Platoons use the British Bulldog special rule as if they are
Spearhead special rule (see page 261 of the rulebook) British platoons.
when making a Night Attack.

35TH INFANTRY DIVISION 80TH INFANTRY DIVISION


WEB BRIEFINGS

Task Force Riders Highscore Gunners


A force from the 35 Infantry Division does not use the
th
A force from the 80th Infantry Division does not use the
Truscott Trot special rule. Truscott Trot special rule.
Instead, Infantry Teams have a 3+ Save while Mounted Instead, Field Artillery Batteries, and Field Artillery
on a Tank team as Passengers, instead of the normal Batteries (155) from the 80th Infantry Division, Roll to
5+ Save. Hit as if the battery’s teams are rated as Veterans.

83RD INFANTRY DIVISION

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:

Allied Artillery Pack Mules


As an exception to the Allied Platoons rule on page Gun teams carried by Pack Mule teams are
70 of the rulebook, US, and British (including all Mountaineers. Pack Mule teams are Transport teams.
Commonwealth nations) Observer teams can Spot for Pack Mule teams carry Gun teams as Passengers and the
each other’s Artillery Bombardments. Gun team is removed from the table while it is carried by
the Pack Mule team.
Ski Troops
10th Mountain Division Infantry and Man-packed Gun Intense Mountain Training
teams may move At the Double through Snow and 10th Mountain Division Infantry teams and Man-packed
Deep snow. Gun teams are all Mountaineers

COLONEL WILLIAM ‘BILL’ O DARBY


Colonel William ‘Bill’ O Darby is a Warrior Higher
Command Rifle team rated as Fearless Veteran, and can
join any Mountain Rifle Company for +70 points. Add a
M20 utility vehicle to transport Darby for an additional
+10 points.

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:

Foxhole Poets “E A Cobra Fumou!”


Brazilian platoons may re-roll failed Skill Tests to Dig In. When the 2iC Command Rifle team joins a platoon,
it may re-roll all Motivation Tests as though it was a
Company Command team.

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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

M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.


M4A3 Sherman (late) Standard Tank 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Detroit’s finest,
Protected ammo, Tank telephone.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
M4A3 Sherman (late) dozer Standard Tank 7 4 1 Co-ax MG, .50 cal AA MG, Bulldozer, Detroit’s finest,
Protected ammo, Tank telephone.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.

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.

Lieutenant Colonel Creighton Abram’s Tanks


M4 “Thunderbolt V” Standard Tank 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Hedgerow cutters,
Tank telephone.
M3 75mm gun 32”/80cm 2 10 3+ Smoke, Stabiliser.
M4A3 (76mm) “Thunderbolt VI” 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 “Thunderbolt VII” Standard Tank 8 5 1 Co-ax MG, Hull MG, .50 cal AA MG, Protected ammo,
Tank telephone, Wide tracks.
M1 76mm gun (late) 32”/80cm 2 13 3+ 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

Tank Destroyer Artillery


M10 3in GMC (artillery) Standard Tank 4 2 0 .50 cal AA MG.
M7 3in gun 32”/80cm 2 12 3+ Slow traverse.
Firing bombardments 88”/220cm - 3 6
M18 Hellcat GMC (artillery) Light Tank 2 0 0 .50 cal AA MG.
M7 3in gun 32”/80cm 2 12 3+
Firing Bombardments 88”/220cm - 3 6

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

M1917 HMG 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+ 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

Ivory X and FDC Artillery


M2 .50 cal AA gun (Ivory X) Heavy 16”/40cm 4 4 5+ Anti-aircraft, Turntable.
Firing Ivory X bombardments 40”/100cm - - -
M49 quad .50 cal AA gun (Ivory X) Heavy 16”/40cm 6 4 5+ Anti-aircraft, Turntable.
Firing Ivory X bombardments 40”/100cm - - - Counts as two weapons.
M1 Bofors gun (Ivory X) Immobile 24”/60cm 4 6 4+ Anti-aircraft, Turntable.
Firing Ivory X bombardments 48”/120cm - - -
M5 3in gun (Ivory X) Immobile 32”/80cm 2 12 3+ Gun shield.
Firing Ivory X bombardments 88”/220cm - 3 6
M5 3in gun (artillery) Immobile 32”/80cm 2 12 3+ Gun shield.
Firing bombardments 88”/220cm - 3 6 (Using FDC)
M1 90mm gun (artillery) Immobile 40”/100cm 2 13 3+ Heavy Anti-aircraft, Turntable.
Firing bombardments 88”/220cm - 3 5+ (Using FDC)

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+

NAVAL GUNFIRE SUPPORT

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.

Additional Training and Equipment


Pioneer teams and teams equipped with Gammon Bombs are rated as Tank Assault 3.
Panzerfaust 4”/10cm 1 12 5+ Bunker buster, Tank Assault 6, Cannot shoot in the Shooting
Step if moved in the Movement Step.

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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 - - -

Armoured Personnel Carriers


M2 or M3 half-track Half-tracked 1 0 0
M2 37mm half-track Half-tracked 1 0 0 .50 cal AA MG.
M3 37mm gun 24”/60cm 3 7 4+ Hull mounted.
M20 utility Jeep 1 0 0 .50 cal AA MG.
LVT-4 Amtrac Slow Tank 1 0 0 .50 cal AA MG, Hull MG,
Two side-mounted AA MG, Amphibious.

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

2½-ton Dump truck Wheeled - - -


Pioneer Supply ¾-ton or 2½-ton truck Wheeled - - - Pioneer supply vehicle.
Pioneer Supply Handcart Wagon - - - Pioneer supply vehicle.
Turretless M4 Sherman dozer Standard Tank 6 4 0 Bulldozer, May assault bunkers.
D7 Bulldozer Very Slow Tank 0 0 0 Bulldozer, May assault bunkers.

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

Fifteen Divisions FFI Company


To reflect the variable quality of the French partisans, An FFI Company is unusual in that the
FFI companies are rated as Irregular. After deployment, composition of the company can change from
but before the first turn, roll a die for each company and game to game. The Weapons Section is made up
consult the Fifteen Divisions table to determine their of Weapons teams. There is no actual team called a
Motivation and Skill characteristics. Weapons team. Instead these can be any of the follow-
ing types of teams:
Fifteen Divisions • SMG team,
Roll Irregular • Pioneer SMG team,
1 Confident Conscript
• MG team,
2 Confident Conscript • PIAT or Bazooka team,
3 Fearless Conscript • Captured HMG team,
4 Reluctant Trained • Captured 81mm mortar,
5 Reluctant Trained • Captured Anti-tank gun team

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.

Additional Training and Equipment


Pioneer teams are rated as Tank Assault 3.

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

Komissar Battalion Komissar


A Komissar team may attempt to force their troops to The Battalion Komissar team in the company (Soviet bat-
obey orders after failing a Motivation Test to Rally from talion) HQ is a Warrior team. If the Battalion Komissar
being Pinned Down, to Counterattack in an assault team Joins a platoon (Soviet company), it takes over
(provided the Komissar is an Assaulting team), or to pass the duties of the normal Komissar team. The Komissar
a Platoon Morale Check (but not for Tank Terror or any team has no effect as long as the Battalion Komissar team
other Motivation Tests). remains joined to the platoon (Soviet company).
A Komissar attempting to force their troops to obey
orders must be In Command, and must immediate-
Centralised Control
ly Destroy one Infantry or Gun team from their own
platoon (Soviet company) that is within the Command Wherever the rules talk about a platoon, you can also
Distance of the Komissar team. The Komissar team read that as a Soviet company. Where the rules talk about
cannot Destroy a Warrior team, Independent team, or a company, you can also read that as a Soviet battalion.
itself in this way.
If you roll a 1 for a Motivation Test re-rolled using this
rule, the soldiers are pushed past the point of breaking
and revolt against the Komissar! In this case the Komissar
NATIONAL RULES

team is Destroyed as well.


If the Company Command team of the company (Soviet
battalion) or a Higher Command team has joined the
company, re-roll the Motivation Test for the commander’s
influence first. If the unit fails the re-roll, the Komissar
can then attempt to force the platoon (Soviet Company)
to obey orders. This is an exception to the rule preventing
a test from being re-rolled more than once (see page 20
of the rulebook).

INFANTRY

Quality of Quantity Shtraf Companies


A platoon (Soviet company) with at least fifteen Infantry Any battalion fielding a Shtraf Company Always Attacks
or Gun teams In Command has Quality of Quantity. in any mission. As an assault unit, a Shtraf Company
Include the Komissar team, any attached teams, and any can never attempt to Dig In and never benefits from the
Warrior and Independent teams that have Joined it when Prepared Positions special rule.
determining if a platoon (Soviet company) has Quality
Soldiers were sent to serve in a Shtraf Company because
of Quantity.
of failure on the battlefield. As such, a Shtraf Company
A platoon (Soviet company) starting the Shooting Step always passes a Motivation Test on a roll of 2+.
with Quality of Quantity must take at least ten hits
Because it is expected to die, a Shtraf Company is totally
(instead of the usual five) in a single Shooting Step before
ignored when taking a Company Morale Check. It does
they become Pinned Down, although a single hit from
not add to the number of operational platoons, nor does
an Artillery Bombardment still Pins them Down.
it count as Destroyed if it suffers that fate.
Teams from a platoon (Soviet company) starting the
This rule does not apply to Otdyelnaya Shtraf Companies
Assault Step with Quality of Quantity may Charge into
as they have their own special rules.
Contact and Counterattack from 12”/30cm away from
the enemy rather than 8”/20cm as usual. Teams further
than 12”/30cm are still Non-assaulting teams.
A platoon (Soviet company) with at least fifteen
Assaulting Infantry teams must take at least ten hits in
Defensive Fire before they are Pinned Down and forced
to Fall Back.

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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.

Morskaya Scout Platoon


A Morskaya Scout Platoon is an Infiltration Platoon. Gvardeyskiy Kazachiy
They may Infiltrate a Morskaya Pekhota Company or Scout Platoon
Morskaya Submachine-gun Company. A Gvardeyskiy Kazachiy Platoon is a Infiltration Platoon.
They may Infiltrate, if dismounted, a Dismounted
Gvardeyskiy Kazachiy Company, or, if mounted, a
Sapper Spetsnaz Platoon Mounted Gvardeyskiy Kazachiy Company.
A Sapper Spetsnaz Platoon is an Infiltration Platoon.
They may Infiltrate a Inzhenerno-Saperniy Company.
Shturmovye Scout Platoon
A Shturmovye Scout Platoon is a Infiltration Platoon.
Partizanskiy Scout Platoon They may Infiltrate a Shturmovye Group or Shturmovye
A Partizanskiy Scout Platoon is a Infiltration Platoon. Strelkovy Company.
They may Infiltrate a Partizanskiy Company.

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TANKS

Hen and Chicks Limited Vision


If a Platoon Command team moves in the Movement Tanks with Limited Vision add +1 to the score required
Step, all of the Tank and Transport teams in its platoon to hit when shooting any weapon except an AA MG at
(Soviet company) must move as well. targets that are entirely behind a line drawn across the
front of the tank’s turret before they rotate their turret to
If the Platoon Command team does not move, only Tank
face the target.
and Transport teams that started the Movement Step
Out of Command may move. Tanks with Limited Vision must rotate their turret to
point straight ahead when they move.
Any vehicle that moves adds +1 to the score required to
hit when shooting with its main gun or guns. This gives a
cumulative penalty of +2 for ROF 1 weapons. Machine- Cupolas
guns and Flame-throwers do not suffer this penalty.
Tanks fitted with a commander’s cupola do not suffer the
effects of Limited Vision.
Turret-Rear Machine-gun
A Turret-rear MG may not shoot, it is purely defensive.
Tank-rider Companies
In assault combat, if a hit from an Infantry or Gun team Teams from Tank-rider Companies have a 3+ Save while
is allocated to a Tank team armed with a Turret-rear MG, Mounted on a Tank team as Passengers. They do not
the team that scored the hit must take another Skill Test. need to Dismount Under Fire when hit. They can remain
• If they pass the second Skill Test, the assaulting team on the tanks instead.
gets past the machine-gun to hit the tank and the tank
must take an Armour Save as normal.
Cat Killers
• If they fail the second Skill Test, the machine-gunner
NATIONAL RULES

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

Smoke Pots Sapper Body Armour


A platoon (Soviet company) with Smoke Pots may A team with Sapper Body Armour rolls a die when hit
­designate Rifle, Rifle/MG, MG or SMG teams as Smoke during an Assault.
Pot teams to lay smoke for an assault. A Smoke Pot team
If they score a 6, they are unharmed, but still count as hit
cannot shoot in the Shooting Step nor assault in the
for the purposes of requiring a Motivation Test to Carry
Assault Step, but acts as if giving Covering Fire during
on with the Assault or Fight Back.
the Assault Step.
If they roll any other score, they are Destroyed and
When the platoon (Soviet company) launches its assault,
removed from the table as usual.
roll a Skill Test for each Smoke Pot team within 4”/10cm
of a platoon being assaulted. If any Smoke Pot team passes
the Skill Test then all teams from that platoon (Soviet Faustnika
company) participating in the assault are Concealed. Faustnika teams that move in the Movement Step can
only shoot in the Shooting Step if they are shooting at an
enemy Bunker or an Infantry or Gun team in a Building.
Faustnika teams are Bunker Busters when shooting at an
enemy Bunker or an Infantry or Gun team in a Building.

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ARTILLERY

Steel Wall Roll Up the Guns


Artillery batteries (Soviet artillery battalions) combining Soviet Medium and Heavy Gun teams and
76mm guns (such as the 76mm ZIS-3), 122mm howit- Staff teams move as if they were Light Gun teams.
zers (such as the 122mm obr 1938), and 120mm mortars
(such as the 120-PM-38) may fire their 122mm how­
itzers and 120mm mortars as a separate battery apart Volley Fire
from their 76mm guns. If they did not move in the Movement Step, teams with
Volley Fire may re-roll failed rolls To Hit when shooting,
If any 122mm howitzer or 120mm mortar fires an provided the easiest team to hit in the target platoon is
Artillery Bombardment, you must elect to either: within 16”/40cm.
• include any or all of the 76mm guns in the
Bombardment (using the Mixed Bombardment rule The Volley Fire rule does not apply to vehicle ma-
on page 131 of the rulebook), but not shoot with the chine-guns, HMG teams or any Anti-aircraft weapon,
remaining 76mm guns, or nor when firing Artillery Bombardments, in Defensive
Fire, or conducting an Ambush or Ambuscade.
• exclude all of the 76mm guns from the Artillery
Bombardment, shooting normally with the 76mm
guns instead.
This rule overrides the No Splitting of Artillery Fire rule
on page 123 of the rulebook.

ROCKET ARTILLERY NATIONAL RULES

Super-heavy Rockets Mobile Rocket Launchers


At the start of the game, place a Full Salvo marker Rocket launcher batteries that fired may take a Skill Test
with a battery equipped with super-heavy rocket in the Assault Step instead of taking part in an Assault:
launchers. Remove this marker after firing an Artillery • If it passes the Skill Test, remove all Smoke Trail
Bombardment. markers from all Mobile Rocket Launcher teams in
If a battery with super-heavy rocket launchers does the battery.
not have a Full Salvo marker when it fires an Artillery • Otherwise, they are too slow in getting away, leaving
Bombardment, roll a Skill Test for each Rocket Launcher them vulnerable to counterbattery artillery fire using
able to fire in the Bombardment. Only those that pass the Fire In the Sky rule on page 138 of the rulebook.
the Skill Test can fire as part of the Bombardment.
Place a Full Salvo marker on a battery with super-heavy
rocket launchers at the end of any Shooting Step in
which every Rocket Launcher in the platoon was able to
fire an Artillery Bombardment, but none did so.

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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

Camouflaged Positions Opornymi Punkt Company


In order to shoot at a team from an Opornymi Punkt If a Opornymi Punkt Company has five or more
HQ or Opornymi Punkt Company that is in a Trench platoons, the company’s Fortifications may be placed up
Line or Gun Pit and that has not shot during the game, to 16”/40cm from the Fortified Platoon’s centre point,
an enemy team must be within 16”/40cm of the team. rather than the usual 12”/30cm.

PULYEMYETNO-ARTILLYERIYSKIY BATALON

Camouflaged Positions Pulyemyetno-Artillyeriyskiy


In order to shoot at a team from a Pulyemyetno- Company
Artillyeriyskiy Batalon HQ, Pulyemyetno-Artillyeriyskiy If a Pulyemyetno-Artillyeriyskiy Company has six or
Company, or Artillery Group that is in a Trench Line more platoons, the company’s Fortifications may be
or Gun Pit and that has not shot during the game, an placed up to 16”/40cm from the Fortified Platoon’s
enemy team must be within 16”/40cm of the team. centre point, rather than the usual 12”/30cm.

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.

LEGKIY SAMOKHODNO-ARTILLYERIYSKIY POLK


If your Legkiy Samokhodno-artillyeriyskiy Polk contains
two or more Assault Gun Companies equipped with
SU-76M assault guns you may elect to field it as a
Mechanised Company instead of a Tank Company.

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INZHENERNO-SAPERNIY BATALON

Engineering Assault
An Inzhenerno-Saperniy Batalon Always Attacks against any other Infantry Company.

8YA OTDYELNAYA SHTRAFNOY BATALON

Assault Force Initiative is Punishable


The 8ya Otdyelnaya Shtrafnoy Batalon uses the Always The 8ya Otdyelnaya Shtrafnoy Batalon never has to take
Attacks rule on page 257 of the rulebook, even against a Company Morale Check for being below half strength.
another force that Always Attacks. The Companies still take Platoon Morale Checks as
normal, though. However, if no Otdyelnaya Shtraf
Since it is expected to always go forward, Companies in
Companies remain on the table, the remaining forces
the 8ya Otdyelnaya Shtrafnoy Batalon can never attempt
automatically fail a Company Morale Check and the
to Dig In and never benefit from the Prepared Positions
game ends.
special rule.

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+.

UDARNY STRELKOVY BATALON

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.

GVARDEYSKIY KAZACHIY POLK

Horse Artillery Gvardeyskiy Kazachiy Company


A Gvardeyskiy Kazachiy Regimental Gun Company and A Mounted Gvardeyskiy Kazachiy Company may elect
Gvardeyskiy Kazachiy Artillery Battery uses the Horse to dismount before the start of the game sending their
Artillery special rule. horses to the rear and out of play for the rest of the game.

PARTIZANSKIY BRIGADA

Breakthrough Forces Partisan Ambush


In missions that have Reserves of any type (Reserves, When defending in a Mission with the Prepared
Scattered Reserves, Delayed Reserves, etc.) Corps Positions special rule a Partizanskiy Brigada may deploy
Support Companies in a Partizanskiy Brigada must be a Partizanskiy Company in Immediate Ambush (see the
held in Reserve. rulebook) in addition to any Ambush deployment that
may be allowed by the Mission played. The Immediate
Ambushing platoon must be taken from the platoons
Our Land that are to be deployed on table during deployment.
Infantry and Man-packed Gun teams from Partizanskiy
Brigada HQ, Combat and Weapons Companies treat
Slow and Difficult Going as Cross-country terrain,
allowing them to move at the double.

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BRIGADA KOMISSAR M A DEDOV

You over there, what are you


doing to defeat the Fascists?
Brigada Komissar M A Dedov acts as a 2iC Command
team and follows all the rules for 2iC Command teams
in the rulebook.

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

a Tankovy Company in a Tankovy Batalon for +70 points.


He takes over a tank from a Gvardeyskiy Tankovy Company
or Tankovy Company at the beginning of the game before
deployment. Dedov’s Tank team is no longer a part of any
platoon (Soviet company).

PODPOLKOVNIK PAVEL KAMNEV

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.

Respect of the men


Kapitan V I Nevsky’s tank and any platoon (Soviet
company) he has Joined always pass Motivation Tests on
a roll of 2+.
Kapitan V I Nevsky is a Warrior Company Command Tank
team rated as Fearless Veteran.
Battle tested
Nevsky may join any Inomarochnikiy Tankovy Batalon and
The Hen and Chicks special rule does not apply to
replaces the Company Command M4 (M4A2 Sherman) or
Nevsky. If he joins a platoon (Soviet Company), the rest
M4 76mm (M4A2 Sherman) tank in the Battalion HQ for
of the platoon still obey the Hen and Chicks special rule,
an additional +50 points.
ignoring any movement by Nevsky.

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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

Leytenant Rat’s assault gun does not suffer the normal +1


To Hit penalty for shooting while moving with a ROF
1 gun.

Crazy Vasily ‘Zigzag’


All ISU-122 and ISU-152 assault guns in Rat’s company,
that are not Bogged Down or Bailed Out, who moved
at least 6”/15cm towards any enemy team or Objective
in their previous Movement Step, and are hit in the
enemy Shooting Step, may roll a die for each hit they
are allocated.
Leytenant Rat is a Warrior team who leads a Guards Heavy • On a score of 6, Rat’s zigzag is successful and the hit
Assault Gun Company. He takes over the Command Assault is ignored.
gun for +45 points. Leytenant Rat and his assault gun are • Otherwise the hit is resolved as normal.
rated Fearless Trained.

LEYTENANT IVAN ZABOLOTNY

For Bravery!
Zabolotny and his Inzhenerno-Saperniy Company
always pass Motivation Tests on a 2+.

Leading the Way!


If your force does not contain another platoon with
the Infiltration special rule you may Infiltrate with
Zabolotny. Zabolotny may Infiltrate his Inzhenerno-
Saperniy Company.
Leytenant Ivan Zabolotny is a Warrior Recce Pioneer SMG
team. He replaces the Command Pioneer SMG team in an
Inzhenerno-Saperniy Company for +70 points. Zabolotny is
rated as Fearless Trained.

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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

HEROES OF THE SOVIET UNION

Hero Companies Smarter


Hero companies and platoons from a Hero Tankovy Teams from Hero platoons and companies pass all Skill
Brigada, a Hero Motostrelkovy Batalon, a Hero Sredniy Tests on a result of 3+. In addition, when firing bom-
Samokhodno-artillyeriyskiy Polk, and Hero Corps bardments, Hero companies roll to hit as though they
Support use all of the normal Soviet special rules on were rated as Veteran.
pages 249 to 252 of the rulebook (except for Hen and
Chicks). In addition they also use the Luckier, Smarter,
and Sharper special rules. Sharper
Hero platoons and companies do not use the Hen and
Chicks special rule.
Luckier
If the Company or 2iC Command team is Destroyed,
your opponent must roll a 5+, rather than the normal 4+, Hero Spetsnaz Platoon
when rolling for Warrior Team Casualties. A Hero Spetsnaz Platoon is an Infiltration Platoon. They
may Infiltrate a Hero Tankovy Company, a Hero Tank-
rider Company, or a Hero Motostrelkovy Company.

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SOVIET Landing Page SOVIET Arsenal
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

85mm ZIS-53 gun 32”/80cm 2 12 3+


Mark II (Matilda II) Slow Tank 7 6 2 Co-ax MG, Unreliable.
OQF 2 pdr gun 24”/60cm 3 7 4+
Mark II 76mm (Matilda II CS) Slow Tank 7 6 2 Co-ax MG, Unreliable.
OQF 3” gun 24”/60cm 2 5 3+
M3s (M3 Lee) Standard Tank 5 3 1 Co-ax MG, Cupola MG.
M6 37mm gun 24”/60cm 3 7 4+
M3 75mm gun 32”/80cm 2 10 3+ Hull mounted.
M4 (M4A2 Sherman) Standard Tank 6 4 1 Co-ax MG, Hull MG.
M3 75mm gun 32”/80cm 2 10 3+
M4 76mm (M4A2 Sherman) Standard Tank 7 4 1 Co-ax MG, Hull MG, Protected Ammo.
M1 76mm gun 32”/80cm 2 12 3+

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.

118
SOVIET Landing Page SOVIET Arsenal
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.

Light Assault Guns


SU-76M Standard Tank 3 1 0 Wide-tracks.
76mm ZIS-3 gun 32”/80cm 2 9 3+ Hull mounted, Volley fire.
SU-122 Standard Tank 5 5 1
122mm obr 1938 howitzer 24”/60cm 2 10 2+ Hull mounted, Breakthrough gun, Volley fire.

Heavy Assault Guns


SU-152 Slow Tank 7 6 2
152mm ML-20S gun 32”/80cm 1 13 1+ Hull mounted, Bunker buster, Volley fire.
ISU-122 Slow Tank 9 7 2
122mm D-25S gun 32”/80cm 1 15 2+ Hull mounted, Breakthrough gun, Volley fire.
ISU-152 Slow Tank 9 7 2

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+

Captured German Tanks


Panzer IV H Standard Tank 6 3 1 Co-ax MG, Hull MG, Protected ammo, Schürzen,
Unreliable.
7.5cm KwK40 gun 32”/80cm 1 11 3+
StuG III G Standard Tank 7 3 1 Hull MG, Protected ammo, Schürzen, Unreliable.
7.5cm StuK40 gun 32”/80cm 1 11 3+ Hull mounted.
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.
Panther D or A Standard Tank 10 5 1 Co-ax MG, Hull MG, Wide tracks, Unreliable.
7.5cm KwK42 gun 32”/80cm 1 14 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

119
SOVIET Landing Page SOVIET Arsenal
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+

120
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.

Additional Training and Equipment


Panzerfaust 4”/10cm 1 12 5+ Tank Assault 6, Cannot shoot in Shooting Step if moved in
Movement Step.
Pioneer teams are Tank Assault 4.

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+

121
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

Because of the excellent quality of the Finnish radio in-


Hunters terception, Artillery Bombardments fired by an artillery
Finnish Infantry and Man-packed Gun teams may move platoon with a Staff team may re-roll the third failed
At the Double through Forests, Woods, Snow, and attempt to range in. The artillery platoon does not get a
Deep Snow. re-roll on their first and second attempts.

COLONEL ADOLF EHRNROOTH


Adolf Ehrnrooth is a Warrior Higher Command Pistol team
who may be added to an Elite Jalkaväki Komppania (page
246 of Grey Wolf ) or Lapin Sota Jalkaväki Komppania (page
6 of the Lapin Sota PDF) for +40 points. He is a Fearless
Veteran armed with a pistol.

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.

One Shot, One Kill


Toivo Ilomäki’s Gun team may re-roll any failed To
Hit rolls.

KAPTEENI LAURI TÖRNI


Captain Lauri Törni is a Warrior and Command team rated
as Fearless Veteran. Lauri replaces the Command team of a
Jääkäri Platoon for a cost of +65 points. Lauri counts as a
Recce team.
He is armed with a Suomi SMG and Satchel Charges with
the following ratings: Range: 4”/10cm, ROF: 3, Anti-tank:
1, and Firepower: 6. Like an SMG team, Lauri fires at full
ROF when moving and with Satchel Charges counts as
having Tank Assault 4.

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.

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.
Close-defence and Pioneer teams are rated as Tank Assault 4.

TRANSPORT TEAMS
Armour
Vehicle Mobility Front Side Top Equipment and Notes

Trucks
3-ton truck Wheeled - - -
Horse-drawn wagon Wagon - - -

Tractors
FINNISH ARSENAL

Stalinets tractor Slow Tank - - -


Horse-drawn limber Wagon - - -

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

Detroit’s Finest Central Fire Control


Tanks that use the Detroit’s Finest special rule have a When a French Artillery battery that has a Staff team
Movement Distance of 14”/35cm on Roads or Cross- fires a bombardment, you may choose to group other
country Terrain. artillery batteries with Staff teams into the same bom-
bardment before rolling to Range In as a Central Fire
Control Bombardment.
Stabilisers
A moving tank fitted with a Stabiliser can fire its main Use the Mixed Bombardments rule on page 131 of the
gun at its full ROF, but adds a penalty of +1 to the score rulebook.
needed to hit.
Before shooting, a tank can choose not to use its Stabiliser Time On Target
and fire at the normal rate if that would give it a better If an Artillery Battery with a Staff team Ranges In on
chance. their first attempt, they can fire a TOT Bombardment.
Every team hit by a TOT Bombardment must re-roll
successful Saves in the first turn of the Bombardment
as they scramble for cover and batten down the hatches.
This is for the first turn of the Bombardment only and
does not apply to artillery firing an All Guns Repeat!
Bombardment.
FRENCH

TRANSPORTS INFANTRY

Dismounting Machine-guns The Truscott Trot — March On


Any Infantry team carried as a Passenger in a Transport Infantry and Man-packed Gun teams move 16”/40cm
team may Dismount in the Movement Step with the instead of the normal 12”/30cm when moving At
vehicle’s Passenger-fired .50 cal AA MG, becoming an the Double.
M2 .50 cal team, or with its Passenger-fired AA MG
becoming a LMG team. If the Infantry team was a
Command team, it remains a Command team. AIR OBSERVATION POSTS
An Infantry team normally mounted in a vehicle can start
the game Dismounted with their vehicle’s Passenger-fired Column Security
machine-gun. If a French AOP did not act as an Observer team in its
Once the machine-gun has been Dismounted from own turn, then in the opponent’s turn, their teams may
a vehicle, all of the platoon’s vehicles must be Sent to not be placed from Ambush within 12”/30cm of the
the Rear (see page 48 of the rulebook) and cannot be AOP while in Line of Sight of it.
Brought Forward again.
You may not Dismount a Passenger-fired .50 cal AA MG
or AA MG unless you have the appropriate model to
replace the Infantry team that Dismounted it.

Mounting HMG’s and LMG’s


Up to two HMG or LMG teams carried as Passengers
in a half-track can fit their machine-guns to the sides
of the vehicle, converting them to side-mounted AA
MG’s. When the team Dismounts or is Destroyed, its
machine-gun goes with it.

129
Minor Powers Intro FRENCH Arsenal
FRENCH SPECIAL RULES

Assault Troops Mountain Infantry


French Platoons may re-roll failed Motivation Tests to French Infantry and Man-packed Gun teams are
Rally from being Pinned Down. Mountaineers.

Pack Mules Dismount- Spahi Platoon


Gun teams carried by Pack Mule teams are Mountaineers, Before deployment you may choose to dismount your
see page 61 of the rulebook. Pack Mule teams are Spahi Platoon. If you do this, all of the Cavalry Recon
Transport teams. Pack Mule teams carry Gun teams as Patrols from the platoon operate as a single platoon.
Passengers and the Gun team is removed from the table
If you dismount, all of the platoon’s vehicles are per-
while it is carried by the Pack Mule team.
manently removed from the game. Replace all of the
vehicles in each Patrol with any three of the following
Dismount- Tirailleurs Intelligence teams for each Patrol:
& Recon Platoon • Rifle teams,
Before deployment you may choose to dismount all of • M1919 LMG teams,
your jeeps. If your do this, all of the platoon’s vehicles
FRENCH

• up to two M2 .50 cal MG teams,


are permanently removed from the game. Replace each:
• up to one Bazooka team or M3 37mm gun, and
• Recon Jeep with a Rifle or M1919 LMG team.
• up to one M2 60mm mortar.
• .50 cal Recon Jeep with a Rifle or .50 cal MG team.
Designate any one of the teams as the Platoon Command
Designate one of the teams as the Platoon Command team. The platoon remains a Reconnaissance Platoon.
team. The platoon remains a Reconnaissance team.

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

Cautious Movement Fierce Tribesmen


Goum Infantry and Man-packed Gun teams are always Goum Infantry teams hit on a roll of 3+ in assault
Gone to Ground, unless they move At the Double, combat.
shoot, or assault.

130
Minor Powers Intro FRENCH Arsenal
TASK FORCE A FFI FREE FRENCH

Fifteen Divisions FFI Company


To reflect the variable quality of the French partisans, An FFI Company is unusual in that the composition
FFI companies are rated as Irregular. After deployment, of the company can change from game to game. The
but before the first turn, roll a die for each company and Weapons Section is made up of Weapons teams. There is
consult the Fifteen Divisions table to determine their no actual team called a Weapons team. Instead these can
Motivation and Skill characteristics. be any of the following types of teams:
Roll Irregular • SMG team,
1 Confident Conscript • Pioneer SMG team,
2 Confident Conscript • MG team,
3 Fearless Conscript • PIAT or Bazooka team,
4 Reluctant Trained • Captured HMG team,
5 Reluctant Trained • Captured 81mm mortar,
6 Confident Trained • Captured Anti-tank gun team
An FFI Company cannot have more than two Weapons

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.

Life in the Maquis Operation Jedburgh


FFI Company teams are always Gone to Ground, unless An FFI Company with a Jedburgh Carbine team is not
they move At the Double, carry Passengers that are not considered an Allied platoon.
Recce teams, shoot, or assault.

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

9ÉME COMPAGNIE, RÉGIMENT DE MARCHE DU TCHAD

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.

133
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.

Additional Training and Equipment


Pioneer teams are rated as Tank Assault 3.
NATIONAL RULES

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 - - -

Armoured Personnel Carriers


M2 or M3 half-track Half-tracked 1 0 0

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

Huszár Local Knowledge


Hungarian platoons that are Huszár Platoons are so indi- A Önkéntes Puskás Század may deploy a Hungarian
cated under those platoons. platoon entirely made up of Infantry or Gun teams, or a
mix of both, in Immediate Ambush (see the rulebook) in
Any Huszár Platoon with a Command team may attempt
addition to any Ambush deployment that may be allowed
a Huszár move at the start of the Shooting Step instead of
by the Mission played. The Immediate Ambushing
shooting. If a platoon attempts to make a Huszár move,
platoon must be taken from the platoons that are to be
it may not shoot even if it fails to make a Huszár move.
deployed on table during deployment.
Roll a Skill Test for each platoon:
• If the test is successful, the platoon may move another
4”/10cm, Schürzen
• Otherwise the platoon cannot move this step. If a tank protected by Schürzen fails an Armour Save
against a weapon with a Firepower rating of 5+ or 6
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.

FÖHADNAGY ERVIN TARCZAY

Around the Flanks


Tarczay and any platoon he has joined may choose to
make a Stormtroopers Move instead of a normal Huszár
move.
This means you can shoot in the Shooting Step as normal
and choose to make a Stormtroopers move instead of
assaulting in the Assault Step.

As Straight as an Arrow
Tarczay re-rolls misses with his tank’s main gun.

Destroy those Anti-tank guns!


Tarczay may re-roll any failed saves when hit by a Gun
Főhadnagy Ervin Tarczay is a Warrior and is rated Fearless team in Defensive Fire during an Assault.
Veteran.
Tarczay may join any Harckocsizó Század and replaces the
Company Command Turan II or Panzer IV H tank for
+40 points, or Tiger I E or Panther A tank for +75 points.

136
Minor Powers Intro Hungarian Arsenal
Web Intelligence Briefings
HUSZÁRS HUNGARIAN INFANTRY

Horthy’s Men Guarding The Frontier


A Hungarian 1 Cavalry Division Company may re-roll
st
A Határvadász Század Always Defends in any Mission.
failed Company Morale Checks.

Huszár Anti-tank Platoon &


Horse Artillery Battery
A Huszár Anti-tank Platoon uses the Horse Artillery
movement special rule.

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

7/31M HMG Man-packed 24”/60cm 6 2 6 ROF 3 when pinned down or moving

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.

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
Páncélvadész and Pioneer teams are rated as Tank Assault 4.

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.

8 Million Bayonets Avanti!


To reflect the variable quality of Italian officers, Italian Any Italian platoon with a Command team may attempt
platoons are rated as Elite or Artillery. Paracadutisti and an Avanti move at the start of its Shooting step instead of
Arditi troops are highly trained specialists and have a shooting. If a platoon attempts to make an Avanti move,
fixed rating of Fearless Veteran. it may not shoot even if it fails to make an Avanti move.
ITALIAN

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.

Latewar 8 Million Bayonets table


Roll Regular Elite Artillery Paracadutisti & Arditi
1 Fearless Conscript Fearless Trained Reluctant Veteran Fearless Veteran
2 Fearless Conscript Fearless Trained Confident Veteran Fearless Veteran
3 Confident Trained Reluctant Veteran Confident Veteran Fearless Veteran
4 Confident Trained Confident Veteran Confident Veteran Fearless Veteran
5 Reluctant Veteran Confident Veteran Fearless Trained Fearless Veteran
6 Fearless Trained Confident Veteran Fearless Veteran Fearless Veteran

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.

Stormtroopers Mission Tactics


Any German platoon with a Platoon Command team If a Platoon Command Infantry team is Destroyed,
may attempt a Stormtroopers move in its Assault Step. another team takes over immediately. Remove any other
Infantry team in the platoon that is within Command
Roll a Skill Test for each platoon.
Distance of the Command team and replace it with
• If the test is passed, the platoon treats the Assault the original Platoon Command team. If the Platoon
Step as a Movement Step in which it can move up to Command team was a Warrior team, it is now just a
another 4”/10cm, regardless of its normal movement standard Platoon Command team.
distance.
If a Platoon Command Tank team is Destroyed, another
• If the test is failed, the platoon cannot move any
team takes over immediately. Nominate any other Tank
further this turn.
team in the platoon that is within Command Distance
Either way, a platoon that attempts to make a of the Destroyed Command team to be the new Platoon
Stormtroopers move cannot take any part in an assault Command team.
in the same turn.
If there is no team of an appropriate type within
Although it is not the Movement Step, teams making a Command Distance, then the Platoon Command team
Stormtroopers move may Mount and Dismount as if it is Destroyed and the platoon is left leaderless.
was the Movement Step.
The original Platoon Command team can still use this
Platoons cannot make Stormtroopers moves if they rule while a Warrior team is leading the platoon and
moved At the Double. Bogged Down or Bailed Out acting as its Command team, but the rule does not apply
vehicles cannot make Stormtroopers moves. to the Warrior team.
Only Armoured vehicles can make Stormtroopers moves
if they are Pinned Down. Other types of teams cannot
Pack Mules

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.

141
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.

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.
Sticky Bombs are rated as Improvised Tank Assault 3. Pioneer teams are rated as Tank Assault 3.

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

Command, now must take at least ten hits from shooting


When conducting Defensive Fire, Infantry and Gun in a single Shooting or Assault Step before they become
teams that are Dug In or in Entrenchments can shoot Pinned Down.
over any Man-packed or Light Gun teams that are also
Dug In or in Entrenchments. A single hit from an Artillery bombardment still pins
them, however.
A Soviet Battalion Komissar may attach to Allied Soviet
Central Fire Control
Companies and uses the normal Battalion Komissar rules
Romanian Company Command teams cannot act as when they do so (see page 249 of the rulebook).
spotting teams for Artillery Bombardments.
When a Romanian artillery battery that has a Staff team
fires an Artillery Bombardment, any other artillery bat- One-man Turret
teries with Staff teams may join it before rolling to Range Any tank with a One-man Turret that moves adds +1 to
In and fire as a single combined Artillery Battery. the score required to hit when shooting with its turret
main gun. Machine-guns and Flame-throwers do not
suffer this penalty.
Hated Enemy
In addition, a tank with a One-man Turret may not fire
When Romanian platoons test their Motivation to
both the turret main gun and the turret machine-gun in
Counterattack in assaults, you may re-roll the die and
the same turn.
apply the re-rolled result to all Romanian platoons that
failed on the original roll.
Schürzen
If a tank protected by Schürzen fails an Armour Save
Eastern Legions against a weapon with a Firepower rating of 5+ or 6
While playing a Batalion Puscasi or Batalion Vanatori hitting its Side armour, roll a special 4+ Schürzen save:
de Munte, whenever the rules talk about a Platoon, read • If the save is successful the Schürzen protects the tank
that as a Puscasi or Vanatori de Munte Company. Where from the side shot.
the rules talk about a Company, read that as a Batalion
Puscasi or Vanatori de Munte. • If the save is not successful the shot penetrated the side
armour as normal.

Cavalerie Anti-tank Platoon &


Stalin’s Cannon Fodder
Horse Artillery Battery A Soviet-allied Batalion Puscasi Always Attacks against
Cavalerie Anti-tank Platoons and Horse Artillery any other Infantry Company.
Batteries use the Horse Artillery special rule.

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.

SERGENT AUREL SANDU


ROMANIAN

Sergent Aurel Sandu is a Warrior Pioneer Rifle/MG team.


He replaces a Pioneer Rifle/MG team in a Puscasi Pioneer Unstable Mines
Platoon or a Pioneer Platoon for +45 points. If Sandu’s platoon’s Pioneer Supply vehicle is used
to place a Minefield in a Mission with the Prepared
He served through 1944 and 1945 and can be taken with Positions special rule, you may choose to place two
either a German allied or Soviet allied Romanian force. Unstable Minefields instead.

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.

Self Propelled anti tank


TACAM T-60 Standard Tank 1 0 0 AA MG, Overloaded.
76mm F-22 gun 32”/80cm 2 10 3+ Hull mounted.
TACAM R-2 Standard Tank 1 0 0 Hull MG, Unreliable.
76.2mm ZIS-3 gun 32”/80cm 2 9 3+ Hull mounted.

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.

Minor Powers Intro Romanian Arsenal 146


GUN TEAMS
Weapon Mobility Range ROF Anti-tank Firepower Notes

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.

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.
Pioneer teams are rated as Tank Assault 4.

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 - - -

Armoured Personnel Carriers


TB half-track (Sd Kfz 251 D) Half-tracked 1 0 0 Hull MG, Passenger-fired AA MG.
Sd Kfz 250 half-track Half-tracked 1 0 0 Hull MG, Passenger-fired AA MG.

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.

Minor Powers Intro Romanian Arsenal 148


POLISH
BRITISH-EQUIPPED POLISH DOCTRINE

Fate of the Nation Night Attack


A Polish Platoon (or Company) joined by a 2iC team A player commanding a Polish Infantry Company may
may re-roll failed Morale Checks. elect to make a Night Attack in missions that do not use
the Meeting Engagement special rule. If they do so, their
company has the Always Attack special rule.
Carry On, Sergeant
If a player that makes a Night Attack is the attacker,
A Polish platoon may Charge into Contact and
the game starts in Darkness and uses the Dawn rules,
Consolidate without having a Platoon Command team,
and all Polish platoons containing only Infantry teams
and if it does so, the Assaulting teams do not need to be
(excluding any Transport Section) can use the Spearhead
or remain In Command.
special rule.

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.

BRITISH-EQUIPPED POLISH ARTILLERY


POLISH

Eight-gun or Twelve-Gun Batteries Independent Command


Polish Artillery Batteries with Staff teams use the The battery’s Staff team must be attached to a Gun
Independent Command, Combined Bombardment, and Troop from its battery at the start of the game before de-
Mike Target special rules. ployment. However, any Gun Troop within Command
Distance of the battery’s Staff team, counts as having a
Staff team (allowing it to use the All Guns Repeat! rule).
Combined Bombardment
The Gun Troop with the battery’s Staff team, or any If the battery has an HQ Troop Command team, it
other Gun Troop within Command Distance of the must also be attached to a Gun Troop from its battery
battery’s Staff team, may act as the base of a Combined at the start of the game before deployment, becoming
Bombardment using the Mixed Bombardment rule on the Platoon Command team for the Gun Troop. If the
page 131 of the rulebook. Any other Gun Troops from HQ Troop Command team is Destroyed, the original
the battery (whether or not they are near the Staff team) Platoon Command team resumes that role.
may join the base troop before rolling to Range In and
fire as a single combined Artillery Battery. Mike Target
If a Gun Troop from another battery that has the A battery with may re-roll their first failed attempt to
Combined Bombardment special rule has a Staff team Range In. If they fail on the re-roll, they still have two
or is within Command Distance of its Staff team, it may more ranging attempts left as normal. They do not get a
also be combined into the Bombardment, along with any re-roll on their second and third attempts.
other Gun Troops from its battery.
When a battery repeats a Bombardment using the All
Guns Repeat! Rule (see page 128 of the rulebook), the
HMG Bombardments entire regiment joins in. As a result any teams caught
Polish Vickers HMG teams, and HMG Carriers firing under the Bombardment (and any Passengers they are
as HMG teams, can fire bombardments (unless their carrying) must re-roll successful Saves.
platoon entry specifically says otherwise). These are Some rules refer to Bombardments using the Mike Target
conducted in the same way as any other Artillery special rule as Stonks or Murders.
Bombardment. However, since they have Anti-tank and
Firepower ratings of ‘-’, they cannot harm Armoured
vehicles or Destroy teams in Bulletproof Cover, although
they can still Pin them Down.

149
Minor Powers Intro Polish Arsenal
1ST POLISH INDEPENDENT PARACHUTE BRIGADE

Parachute Platoon — Parachute Machine-gun Platoon


Section Mortars Vickers HMG teams from Parachute Machine-gun
Each turn one of a Parachute Platoon’s Rifle/MG teams Platoons do not carry the volume of ammunition needed
may fire as a Light Mortar team firing smoke. for indirect fire, so cannot fire Artillery Bombardments.

MAJOR GENERAL STANISLAW SOSABOWSKI


Major General Stanislaw Sosabowski is a Warrior Higher
Command Rifle team rated Fearless Veteran. Major General
Stanislaw Sosabowski may join a Polish Parachute Company
for +45 points.

What About the Germans?


At the start of the game before Independent teams

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.

Minor Powers Intro Polish Arsenal 150


Allied Artillery Allied Platoons
As an exception to the Allied Platoons rule on page 70 of Because the Polish are part of the Eighth Army and are
the rulebook, US, French, Polish and British (including trained in the British methods they do not count British
all Commonwealth nations) Observer teams can Spot for or Commonwealth Platoons as Allies.
each other’s Artillery Bombardments.

Dixie Air Support


Dismount — Rozpoznawczy During your Starting Step, after rolling for Air Support,
Platoon you may elect to either use your Auster AOP as normal
Before deployment you may choose to dismount the all of (using the Air Observation Post rules on page 139 of the
your Scout Patrols of your Rozpoznawczy Platoon. If you rulebook) or use it to coordinate Dixie Air Support (if
do this, all of the Scout Patrols from each Rozpoznawczy you have taken that upgrade option). The Auster AOP
Platoon each operate as a single platoon. cannot do both in the same turn.

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.

WOJTEK THE SOLDIER BEAR

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

Fate of the Nation Kedyw Assault Platoon


A Polish Platoon (or Company) joined by a 2iC team All SMG teams in a Kedyw Assault Platoon carry
may re-roll failed Morale Checks. Gammon Bombs giving them Tank Assault 3.

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

weapon is Destroyed. Weapons Companies and the Kedyw Assault Platoon


• Otherwise, the weapon holds up and the team is not may move At the Double through Rubble and Woods.
Destroyed.
For example, when a Home-built Flame-thrower rolls
a 1 the Flame-thrower team is Destroyed rather than
removed from play after it is done shooting.

Kedyw Assault 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.

152
Minor Powers Intro Polish Arsenal
SOVIET-EQUIPPED POLISH DOCTRINE

Quality of Quantity Volley Fire


A Polish Strelkovy Company with at least fifteen Infantry If they did not move in the Movement Step,
or Gun teams In Command has Quality of Quantity. teams with Volley Fire may re-roll failed rolls
Include the Komissar team, any attached teams, and any To Hit when shooting, provided the easiest team to
Warrior and Independent teams that have Joined it when hit in the target platoon is within 16”/40cm.
determining if a Polish Strelkovy Company has Quality The Volley Fire rule does not apply to vehicle ma-
of Quantity. chine-guns, HMG teams or any Anti-aircraft weapon,
A Polish Strelkovy Company starting the Shooting Step nor when firing Artillery Bombardments, in Defensive
with Quality of Quantity must take at least ten hits Fire, or conducting an Ambush or Ambuscade.
(instead of the usual five) in a single Shooting Step before
they become Pinned Down, although a single hit from
an Artillery Bombardment still Pins them Down.
Teams from a Polish Strelkovy Company starting the
Assault Step with Quality of Quantity may Charge into
Contact and Counterattack from 12”/30cm away from
the enemy rather than 8”/20cm as usual. Teams further
than 12”/30cm are still Non-assaulting teams.
A Polish Strelkovy Company with at least fifteen
Assaulting Infantry teams must take at least ten hits in
Defensive Fire before they are Pinned Down and forced
to Fall Back.

POLISH

Minor Powers Intro Polish Arsenal 153


Polish Arsenal
TANK TEAMS
Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower

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

Firing bombardments 48”/120cm - 4 4+ 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.
Firing bombardments 48”/120cm - 4 5+ Smoke bombardment.

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 Anti-tank guns


M10 3” SP Standard Tank 4 2 0 .50 cal AA MG.
M7 3” gun 32”/80cm 2 12 3+ Slow traverse.
M10C 17 pdr SP Standard Tank 4 2 0 .50 cal AA MG.
OQF 17 pdr gun 32”/80cm 2 14 3+ No HE, Slow traverse.

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

Self-propelled Anti-aircraft Guns


Crusader A/A Standard Tank 2 2 1 Fast Tank, Unreliable.
Twin 20mm gun 16”/40cm 5 5 5+ Anti-aircraft.
Oerlikon 20mm SP Wheeled - - -
Oerlikon 20mm gun 16”/40cm 4 5 5+ Anti-aircraft.
Bofors 40mm SP Wheeled - - - Gun shield.
Bofors 40mm gun 24”/60cm 4 6 4+ Anti-aircraft, Awkward layout.

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.

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.
Pioneer teams are rated as Tank Assault 3. Teams with Gammon Bombs are rated as Tank Assault 3.

Minor Powers Intro Polish Arsenal 155


GUN TEAMS
Weapon Mobility Range ROF Anti-tank Firepower Notes

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

OQF 17 pdr gun (late) Immobile 32”/80cm 2 15 3+ Gun shield, No HE.

Captured Anti-tank Guns


3.7cm PaK36 gun Light 24”/60cm 3 6 4+ Gun shield.
Firing Stielgranate 8”/20cm 1 12 5+
5cm PaK38 gun Medium 24”/60cm 3 9 4+ Gun shield.
7.5cm PaK40 gun Medium 32”/80cm 2 12 3+ Gun shield.

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

Armoured Personnel Carriers


White scout car Jeep 1 0 0
M5 half-track Half-tracked 1 0 0
Captured Sd Kfz 251/1 half-track Half-tracked 1 0 0 Passenger-fired .50 cal AA MG.
Kedyw Sd Kfz 251/1 half-track Half-tracked 1 0 0 Hull MG, Passenger-fired AA MG, Unreliable.
Kubus Wheeled 1 0 0 Co-ax MG, Overloaded, Unreliable.
Home-built Flame-thrower 4”/10cm 3 - 6 Flame-thrower. Home-built.
With PIAT anti-tank projector 8”/20cm 1 10 5+ Hull mounted.

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+

Minor Powers Intro Polish Arsenal 157

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