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Soviet Union
A Fatal Attraction
Platoon #1
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
Regular
Shots
Penetration
Special Rules
12"
30"
2
3
n/a
n/a
Assault
Team (2 men)
24"
n/a
Tank hunters
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
with Pistol
Special Rules
Assault
Assault
Veteran
Range
Shots
Penetration
6"
n/a
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
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
Range
Shots
Penetration
12"
12"
2
2
n/a
n/a
Range
Shots
Penetration
24"
24"
1
1
n/a
n/a
Veteran
Penetration
36"
n/a
Range
Shots
Penetration
6"
D6
+2
Range
Shots
Penetration
Special Rules
36"
+2
Team (2 men)
Range
Shots
Penetration
Special Rules
36"
+2
Team (2 men)
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)
Regular
Qty Weapons
Range
Shots
Penetration
1
1
18"-60"
HE
Spotter
Medium Mortar team
Special Rules
Regular
70
Shots
Special Rules
Range
Green
Tank hunters
Assault
Assault
Tank hunters
Inexperienced
Special Rules
60
Special Rules
Team (3 men), Fixed, Indirect fire,
HE (D6)
Artillery
ZiS-2 Anti-tank gun (page: 40)
Qty Weapons
1
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