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1943 February-March, Third Battle of Kharkov

Soviet Union

A Fatal Attraction
Platoon #1

Senior Lieutenant (page: 22)


Qty Weapons
1

First (Senior) Lieutenant


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

Order Dice: 16

Regular
Range

Shots

Penetration

6"
12"
24"

1
2
1
-

n/a
n/a
n/a
-

95
Special Rules
Assault
Assault

Infantry Squads
LMG squad (page: 24)
Qty Weapons
1
1
9

NCO with Submachine gun


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

Regular
Shots

Penetration

Special Rules

12"
30"

2
3

n/a
n/a

Assault
Team (2 men)

24"

n/a
Tank hunters

LMG squad (page: 24)


Qty Weapons
1
1
9

NCO with Submachine gun


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

155

Range

Regular

155

Range

Shots

Penetration

Special Rules

12"
30"

2
3

n/a
n/a

Assault
Team (2 men)

24"

n/a
Tank hunters

Headquarters
Major (page: 22)
Qty Weapons
1

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

Veteran
Range

Shots

Penetration

6"
12"
24"

1
2
1
-

n/a
n/a
n/a
-

Medic (page: 22)


Qty Weapons
1

Medic
with Pistol

Artillery Forward Observer


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

Special Rules
Assault
Assault

Veteran
Range

Shots

Penetration

6"

n/a

Forward Artillery Observer (page: 23)


Qty Weapons

191

30
Special Rules
Assault

Regular
Range

Shots

Penetration

24"
6"
12"

1
1
2
-

n/a
n/a
n/a
-

110
Special Rules
Massed batteries
Assault
Assault

Infantry
Naval squad (page: 31)
Qty Weapons
1
1
9

NCO with Submachine gun


Infantry with Light Machine gun (requires
loader)
Infantry with Submachine gun
Tough Fighters

Airborne squad (page: 29)

Veteran

194

Range

Shots

Penetration

Special Rules

12"
30"

2
3

n/a
n/a

Assault
Team (2 men)

12"

n/a

Assault
Tough Fighters

Veteran

216

Qty Weapons
1
11

NCO with Submachine gun


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

Range

Shots

Penetration

12"
12"

2
2

n/a
n/a

Free Rifle squad (page: 23)


Qty Weapons
1
11

NCO with Rifle


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

Medium Machine gun team


Gun shield

Range

Shots

Penetration

24"
24"

1
1

n/a
n/a

Flamethrower (infantry) team - ROKS-2

Anti-tank rifle team

Veteran

Anti-tank rifle team

Penetration

36"

n/a

Range

Shots

Penetration

Anti-tank rifle team

6"

D6

+2

Range

Shots

Penetration

Special Rules

36"

+2

Team (2 men)

Range

Shots

Penetration

Special Rules

36"

+2

Team (2 men)

Team (3 men), Fixed


Gun shield

55
Special Rules
Team (2 men), Flamethrower,
ROKS-2

Regular

30

Regular

30

Regular

30

Range

Shots

Penetration

Special Rules

36"

+2

Team (2 men)

Medium Mortar team (page: 37)

Regular

Qty Weapons

Range

Shots

Penetration

1
1

18"-60"

HE

Spotter
Medium Mortar team

Special Rules

Regular

Anti-tank Rifle team (page: 34)


Qty Weapons

70

Shots

Anti-tank Rifle team (page: 34)


Qty Weapons

Special Rules

Range

Anti-tank Rifle team (page: 34)


Qty Weapons

Green
Tank hunters

Flamethrower team (page: 36)


Qty Weapons

Assault
Assault
Tank hunters

Inexperienced

Medium Machine Gun team (page: 33)


Qty Weapons

Special Rules

60
Special Rules
Team (3 men), Fixed, Indirect fire,
HE (D6)

Artillery
ZiS-2 Anti-tank gun (page: 40)
Qty Weapons
1

ZiS-2 Anti-tank gun

Regular
Range

Shots

Penetration

60"

+5

Platoon Points:

75
Special Rules
Team (3 men), Gun shield, Fixed,
HE (D2)

1496

Special Rules
Tank hunters
If a tank hunter unit wins an assault and scores damage against an armoured vehicle, the effect is resolved on the
Damage Result table as for a normal anti-tank penetration rather than as for superficial damage.
Team (2 men)
Team consists of 2 men. A Team weapon shoots at full effectiveness so long as there are at least two men to serve
it. If only one man remains then the weapon suffers a -1 'to hit' penalty and a -1 penalty to its morale value.
Team (3 men)
Team consists of 3 men. A Team weapon shoots at full effectiveness so long as there are at least two men to serve
it. If only one man remains then the weapon suffers a -1 'to hit' penalty and a -1 penalty to its morale value.
Tough Fighters
Each model has two attacks in close quorter combat against infantry and artillery, regardless of what weapons are
carried.
Assault
This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry armed with an assault weapon
can make two attacks in close quarter fighting against other infantry and artillery units - see p55. Note being armed
in this way does not confer two attacks against vehicles at close quarters
Massed batteries
When rolling to determine the 'Fire for effect' radius from the aiming point (D6+6") instead of rolling one die roll two
dice and take the highest score.
HE (D6)
PIN: D2, PEN: +2 - Infantry and artillery can go down to halve the hits taken
HE (D2)
PIN: 1, PEN: +1 - Infantry and artillery can go down to halve the hits taken
Gun shield
The die roll an enemy requires to score damage from the front arc of the gun is increased to 6+. The die roll is
modified by the penetration value of the weapon in the usual way.
Green
Green units are inexperienced and given a morale rating of 8. The first time the unit suffers a casualty roll a die.
On a roll of a 1 the unit suffers an additional D6 pin markers and goes Down
On a 2, 3, 4 the unit fights on
On a 5 or 6 the unit is immediately up rated to Regular with morale value 9 for the rest of the battle.
There is no further effect.
Flamethrower
A flamethrower hits automatically. No 'to hit' penalty for single man team, but still suffers -1 morale penalty. D6 hits
for man-pack flamethrowers and 2D6 hits for vehicle flamethrowers. Gun Shields rule does not apply. Extra
Protection rule does not apply when shooting at targets inside buildings. Inflicts D3+1 pin markers on infantry and
artillery. 1 pin marker on vehicles
Fixed
Fixed weapons cannot be fired when a unit is given an advance order.

Pick List
Soviet Union
Anti-tank Rifle team
Artillery Forward Observer
First (Senior) Lieutenant
Flamethrower (infantry) team - ROKS-2
Infantry (equipped as modeled)
Infantry with Rifle
Infantry with Submachine gun
Light Machine gun (requires loader)
Major
Medic
Medium Machine gun team
Medium Mortar team
NCO with Rifle
NCO with Submachine gun
Spotter
ZiS-2 Anti-tank gun

3
1
1
1
5
29
20
3
1
1
1
1
1
4
1
1

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