Académique Documents
Professionnel Documents
Culture Documents
Copyright 2003 Operation Overlord, Copyright 2004 Paratrooper Attack, Copyright 2005 Upgrade Vehicle, Copyright
2005 Berlin 1945, Copyright 2008 on this volume
No part of this volume may be reporduced in any way, be that with mechanic and/or with electornic means, without
the author’s prior written approval. You may download and print the contents for personal use.
For updates please consult www.alzozero.it (in Italian) or www.alzozero.com (in English).
By Massimo Torriani
ARMY LISTS
Mark wants to build a British army. He looks at the BRITISH ARMY section and he chooses the
Commandos from amongst the Standard units.
Starting with a Commando Platoon and buying 1 HQ and 2 Assault Sections, he can buy 2 options from those
in the Commando Options List. This means that he can buy a unit of Demolitions experts and one of
Infiltrators that cost 1 option each, or buy a Commando Support Tank Troop that costs both of the options
available.
Sometimes the units that you buy will give rise to a certain number of options that can then be spent on their
list and which may be standard units too.
In our example, if Mark decides to spend 2 options to buy a medium tank, classified as standard, he would
immediately have 2 new options to spend, but from the section reserved for the medium tanks. There is no
limit to this chain… apart from the total number of Army points you can spend!
All the units have a number next to them, which indicates the number of units of that type that can (or must) be
bought. If the number is “0–x” it means that you may decide whether you want to buy this unit for your
platoon/section or not. If, however, the number is “1-x” it means that you must buy at least one, “2-x” at least 2 and
so on.
An American Infantry Platoon allows you to have 0-1 Command Groups (this is a choice) but you must buy
at least 2 Infantry squads since they show “2-3”.
If no Training number is indicated in the Optional units, use the Training number of the Standard unit from which
they stem.
There is a reference date shown next to the units. This is not a simple production date but should be considered more
as an indication of availability. Some vehicles were produced in large numbers and were available right until the end
of the war, despite the fact that production had completely stopped much before that. In other cases we have looked
at the type of weapon they used since many units, albeit bearing the same name, had completely different weapons
from one year to another. For example initially British Infantry Squads used Thompson sub-machine guns, but after
the disastrous events at Dunkerque these were nearly completely replaced by the economical Sten (1943-1945);
another example is the “Boys” rifle that was replaced by the famous PIAT (late 1942-1945). These dates help us
avoid some improbable or impossible encounters (like a King Tiger in the African campaign!). But remember that
during the Normandy Landings the Germans still used Panzer IIIs with 50mm guns (although production had ceased
in August 1943); this shows that sometimes, when needed, they used everything that moved.
Game Duration
The length of a games will vary depending on the number of units you use and the ARMY POINTS you spend. For
experienced players the first games should involve a maximum of 1,000-1,5000 points and 6-8 units. Tournament
games are normally played with 3,500 points and 8 units.
A battle with 3,500 point armies containing 8 units will take around 2 hours (for beginners) and will require a
wargames table that measures at least 120cm x 160cm. Obviously your first few games will take a little longer so we
advise you to start with 1,500 points armies (with 6 units) and a wargames table that measures 120cm x 120cm.
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Indirect fire: Historical or choreographic?
In the Army Lists the minimum range allowed for indirect fire is historically accurate.
Obviously, considering the size of a normal wargames table, this means that some units will only be effective if they
are deployed off-table. Many players prefer to deploy their models ON the table… so we decided to propose a
solution. If both players agree, you can use shorter minimum ranges, which are listed here:
Mortars up to 60mm: minimum range 25cm.
Mortars from 61mm to 81mm: minimum range 50cm.
Mortars from 82mm to 120mm: minimum range 100cm.
Guns and howitzers up to 75mm: minimum range 75cm.
Guns and howitzers from 76mm to 150mm: minimum range 100cm.
Rocket-launchers (any calibre): minimum range 100cm.
In this case you don’t get the 2 WAIT Actions but you can still buy an OP to direct the fire. However unlike off-table
fire, HQs can also direct the fire.
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AMERICAN ARMY
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MEDIUM TANK PLATOON (STANDARD)
Consisting of one of the following choices:
• 1-4 M4, 0-1 M4-76 (1944-1945)
• 1-3 M4, 0-2 M4-76 (1945)
Training: 3+
M4 (Medium Tank)
POINTS: 750 each (RP:1)
Main weapon (turret): M3 75mm medium gun with coaxial M1919A4 .30 cal. medium machine gun.
Secondary weapon (lower hull): M1919A4 .30 cal. medium machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Coaxial weapon, radio operator, ronson, weapon support, bogs down easily.
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HEAVY TANK PLATOON (STANDARD)
Consisting of 1-5 M26 (1945, only 1 platoon per army)
Training: 3+
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INFANTRY PLATOON (STANDARD)
Consisting of: 0-1 Infantry Command Group, 2-3 Infantry Squads (1944-1945)
Training: 4+
Variants
• 1 man per platoon can replace his Garand M1 semi-automatic rifle with a Colt 1911A1 pistol and an M9A1 Bazooka
rocket-launcher for +50 points. The man and another man from the squad can create an independent unit (RP: 1).
• 1 man per platoon can replace his Garand M1 semi-automatic rifle with a Springfield M1903 rifle and sight for +80
points. He becomes an independent unit (RP:1) with characteristics: sniper, accurate shot, sight, marksman, infiltrator.
• 1 runner from the HQ can become a radio operator for +10 points.
• The M1 semi-automatic carbines can be replaced with Thompson M1 sub-machine guns at no extra cost.
• The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-machine guns for -10 points
each.
• 2 Infantry squads can buy a *2½ ton truck. for +30 points each.
• The *2½ ton trucks can buy an M2HMG .50 cal. heavy machine gun for +80 points each. Main weapon (anti-aircraft).
Additional duty: machine-gunner (exposed). Characteristics: weapon support. You cannot remove it during the game.
• 1 or more squads, including the HQ, can become tank hunters for +30 points each.
Options
• Anti-aircraft Platoon (max 1).
• Anti-tank Platoon (max 1, counts as 2 options).
• Artillery Battery (max 1, counts as 2 options).
• Engineer Platoon (max 1, counts as 2 options).
• Infantry Platoon.
• Light Tank Platoon (max 1, counts as 2 options).
• Machine Gun Platoon (max 1, counts as 2 options).
• Medium Tank Platoon (max 1, counts as 2 options).
• Mortar Platoon (max 1, counts as 2 options).
• Recon Platoon (max 1).
• Tank Destroyer Platoon (max 1, counts as 2 options).
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MOTORISED INFANTRY PLATOON (STANDARD)
Consisting of: 0-1 Motorised Command Group, 2 Motorised Rifle Squads, 0-1 Motorised Mortar Squad, 0-1
Motorised Machine-gun Squad (1944-1945)
Training: 4+
Variants
• A man armed with an M9A1 Bazooka rocket-launcher and another from the same squad can form an independent unit
(RP: 1).
• The M1 semi-automatic carbines can be replaced with Thompson M1 sub-machine guns at no extra cost.
• The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-machine guns for -10 points
each.
• The *M3A1 vehicles can be replaced with *2½ ton trucks for -100 points.
• The **M3A1 vehicles can be replaced with *2½ ton trucks for -80 points.
• The **M3A1 vehicles can be replaced with *M3A1 for +20 points.
• The ***M3A1 vehicles can be replaced with *2½ ton trucks for -160 points.
• If the Motorised Rifle Squads give up their **M3A1 or *M3A1 halftracks and use *2½ ton trucks, they can buy an
M2HMG .50 cal. heavy machine gun for +80 points each. Main weapon (anti-aircraft). Additional duty: machine-
gunner (exposed). Characteristics: weapon support. You cannot remove it during the game.
• 1 man per Motorised Rifle Squad can replace his Garand M1 semi-automatic rifle with a BAR M1918A2 automatic
rifle for +20 points.
• The Motorised Machine-gun Squad can replace their ***M3A1 half-track with an *M3A1. In this case replace one
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man in the unit armed with a Garand M1 semi-automatic rifle with a man armed with a Colt 1911A1 pistol and an
M1919A4 .30 cal. medium machine gun with tripod at no extra cost.
• 1 man per platoon can replace his Garand M1 semi-automatic rifle with a Springfield M1903 rifle for +80 points. He
becomes an independent unit (RP:1) with characteristics: sniper, accurate shot, sight, marksman, infiltrator.
• The Motorised Mortar Squad can add smoke shells for +50 points each. (optional rule).
• The Rifle squads and HQ can become tank hunters for +30 points each.
Options
• Anti-aircraft Platoon (max 1)
• Anti-tank Platoon (max 1, counts as 2 options).
• Artillery Battery (max 1, counts as 2 options).
• Engineer Platoon (max 1, counts as 2 options).
• Light Tank Platoon (max 1, counts as 2 options).
• Medium Tank Platoon (max 1, counts as 2 options).
• Motorised Anti-aircraft Platoon (max 1).
• Motorised Artillery Battery (max 1, counts as 2 options).
• Motorised Assault Gun Platoon (max 1).
• Motorised Engineer Section (max 1, counts as 2 options).
• Motorised Infantry Platoon .
• Motorised Mortar Platoon (max 1, counts as 2 options).
• Tank Destroyer Platoon (max 1, counts as 2 options).
• Recon Platoon (max 1).
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PARATROOPER PLATOON (STANDARD)
Consisting of: 0-1 Paratrooper Command Group, 2-3 Paratrooper Squads, 0-1 Mortar Squad (1944-1945)
Training: 3+
Variants
• 1 man per platoon can replace his Garand M1 semi-automatic rifle with an M1 semi-automatic carbine and an M9A1
Bazooka rocket-launcher for +50 points. The paratrooper and another man from the squad can create an independent
unit (RP: 1).
• 1 man per platoon can replace his Garand M1 semi-automatic rifle with a Springfield M1903 rifle for +80 points. He
becomes an independent unit (RP:1) with characteristics: sniper, accurate shot, sight, marksman, infiltrator.
• 1 runner from the HQ can become a radio operator for +10 points.
• Up to 2 men per Paratrooper squad can add magnetic mines to their equipment for +10 points each.
• The M1 semi-automatic carbines can be replaced with Thompson M1 sub-machine guns at no extra cost.
• Leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-machine guns for -10 points each.
• 1 man per platoon can replace his Garand M1 semi-automatic rifle with an M1 semi-automatic carbine and an
M1919A4 .30 cal. medium machine gun with tripod for +70 points.
• 1 man per squad can add satchel charges to his equipment for +50 points.
• The Mortar squad can become a compact group with a Paratrooper squad or the HQ from the same platoon at no extra
cost.
• Up to 2 men per squad can add N°82 Gammon Grenades to their equipment for +30 points each.
• 1 man per Paratrooper squad can replace his M1919A4 .30 cal. medium machine gun with tripod with a BAR
M1918A2 automatic rifle for -60 points (only airborne troops).
• 1 man per squad can replace the M1919A4 .30 cal. medium machine gun on tripod with an M1919A46 light machine
gun for -50 points.
• 1 man per Paratrooper squad can replace his Garand M1 semi-automatic rifle with a BAR M1918A2 automatic rifle for
+20 points.
• 2 Paratrooper squads can buy a *2½ ton truck. for +30 points each. (Support Unit).
• The *2½ ton trucks can buy an M2HMG .50 cal. heavy machine gun for +80 points each. Main weapon (anti-aircraft).
Additional duty: machine-gunner (exposed). Characteristics: weapon support. You cannot remove it during the game.
• The Mortar Squad can add smoke shells for +50 points each (optional rule).
• 1 man per platoon can replace his Garand M1 semi-automatic rifle with an M2 light flamethrower for +50 points.
• 1 or more squads, including the HQ, can become tank hunters for +30 points each.
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Options for Paratrooper and Airborne Platoons
For each full Paratrooper platoon (1 HQ + 3 Paratrooper squads + 1 Mortar squad) you can buy up to 5 of the
following options. If you just buy the HQ and 2 Paratrooper squads you get 2 options. Each option can be bought
more than once up to the maximum amount allowed (max). For the cost of each option refer to the single items
Options
• Airborne and Parachute Battery (max 1, counts as 2 options).
• Anti-aircraft Platoon (max 1, support unit).
• Anti-tank Platoon (max 1, counts as 2 options).
• Light Tank Platoon (max 1, counts as 2 options, support unit).
• Machine Gun Platoon (max 1, counts as 2 options).
• Medium Tank Platoon (max 1, counts as 2 options, support unit).
• Mortar Platoon (max 1, counts as 2 options).
• Paratrooper Platoon.
• Paratrooper Engineer Platoon (max 1, counts as 2 options).
• Paratrooper Pathfinder Section (max 1).
• Recon Platoon (max 1, support unit)
• Tank Destroyer Platoon (max 1, counts as 2 options, support unit).
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RANGER PLATOON (STANDARD)
Consisting of: 0-1 Ranger Command Group, 2 Ranger Squads, 0-1 Mortar Squads (1944-1945)
Training: 3+
2 Ranger Squads
POINTS: 290 each (RP:3)
1 sergeant (leader) armed with an M1 semi-automatic carbine.
1 corporal (leader) armed with an M1 semi-automatic carbine.
9 rangers armed with Garand M1 semi-automatic rifles.
All rangers have bayonets and Mk II grenades.
Characteristics: Trained with the bayonet, infiltrators.
Variants
• 1 man per Ranger squad can replace his Garand M1 semi-automatic rifle with a Colt 1911A1 pistol and an M9A1
Bazooka rocket-launcher for +50 points. The man and another man from the squad can create an independent unit
(RP:1).
• 1 man per Ranger squad can replace his Garand M1 semi-automatic rifle with a BAR M1918A2 automatic rifle for +20
points.
• 1 man per platoon can replace his Garand M1 semi-automatic rifle with a Springfield M1903 rifle and sight for +40
points. He becomes an independent unit (RP:1) with characteristics: sniper, accurate shot, sight, marksman.
• 1 runner from the HQ can become a radio operator for +10 points.
• 1 man from the Mortar squad can become a radio operator for +10 points.
• The M1 semi-automatic carbines can be replaced with Thompson M1 sub-machine guns at no extra cost.
• 1 man per Ranger squad can replace his Garand M1 semi-automatic rifle with an M1919A4 .30 cal. medium machine
gun with tripod for +80 points.
• The Mortar squad can become a compact group with a Ranger squad or the HQ from the same platoon at no extra cost.
• 2 Ranger squads can buy a *2½ ton truck for +30 points each. If the men are on these trucks they lose the
infiltrators characteristic.
• The *2½ ton trucks can buy an M2HMG .50 cal. heavy machine gun for +80 points each. Main weapon (anti-aircraft).
Additional duty: machine-gunner (exposed). Characteristics: weapon support. You cannot remove it during the game.
• The Mortar Squad can add smoke shells for +50 points each (optional rule).
• 1 or more Ranger squads, including the HQ, can become tank hunters for +30 points each.
• Up to 2 men per Ranger squad can add magnetic mines to their equipment for +10 points each.
• Up to 2 men per Ranger squad can add N°82 Gammon Grenades to their equipment for +30 points each.
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Options for the Ranger platoon
For each full platoon (1 HQ + 2 Ranger squads + 1 Mortar squad) you can buy up to 4 of the following options. If
you only buy the HQ and 2 Ranger squads, you get 2 options. Each option can be bought more than once up to the
maximum amount allowed (max). For the cost of each option refer to the single items.
Options
• Anti-tank Platoon (max 1, counts as 2 options).
• Artillery Battery (max 1, counts as 2 options).
• Engineer Platoon (max 1, counts as 2 options).
• Light Tank Platoon (max 1, counts as 2 options).
• Medium Tank Platoon (max 1, counts as 2 options).
• Mortar Platoon (max 1, counts as 2 options).
• Ranger Platoon.
• Recon Platoon (max 1).
• Tank Destroyer Platoon (max 1, counts as 2 options).
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OPTIONS – AMERICAN ARMY
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ANTI-AIRCRAFT PLATOON
Consisting of:1-6 Bofors guns (1944-1945).
Training: 4+.
ANTI-TANK PLATOON
Consisting of: 0-1 Jeep, 1-3 Anti-tank guns (1944-1945)
Training: 4+
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ARTILLERY BATTERY
Consisting of: 0-1 Observation Post, 0-1 Jeep Observation Post, 1-6 Field Artillery (1944-1945).
Training: 4+
ENGINEER PLATOON
Consisting of: 0-1 Engineer Command Group, 1-3 Engineer Squads (1944-1945)
Training: 3+
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0-3 Motorised Engineer Squads
POINTS: 320 each (RP:3)
1 sergeant (leader) armed with an M1 semi-automatic carbine.
1 corporal (leader) armed with an M1 semi-automatic carbine.
6 men armed with Garand M1 semi-automatic rifles.
1 man armed with an M3A1 Grease Gun sub-machine gun (driver).
All men have MK II grenades.
Note: The unit is on board an *M3A1 White (cost included).
Variants:
• 1 man per squad can add satchel charges to his equipment for +50 points.
• 1 man per squad can add an M2 light flamethrower to his equipment for +50 points each.
• The M1 semi-automatic carbines can be replaced with Thompson M1 sub-machine guns at no extra cost.
• The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-machine guns for -10 points
each.
• 1 or more squads can become tank hunters for +30 points each.
• You can replace the *White M3A1 armoured car with a *WC51 truck for -80 points each.
• One man per section can add an M9A1 Bazooka rocket-launcher to his equipment for +50 points.
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MACHINE GUN PLATOON
Consisting of: 0-1 Machine gun Command Group (on Jeep), 1-4 Machine gun squads (1944-1945)
Training: 4+
Variants:
• You can replace the M1917A1 medium machine gun with an M1919A4 cal. .30 for -10 points each.
• Machine gun squads stemming from Paratroopers must buy Training: 3+, bayonets for the men and the characteristic:
Trained with the bayonet for +30 points each.
• A *WC51 truck can be added as transport vehicle for each Machine gun squad for +50 points each.
• You can attach 2 Machine gun squads into a compact group at no extra cost.
• One man per platoon can add an M9A1 Bazooka rocket-launcher to his equipment for +50 points.
• One man per platoon can become a radio-operator for +10 points.
MORTAR PLATOON
Consisting of: 0-1 Mortar Command Group, 1-6 Mortar Squads (1943-1945)
Training: 4+
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1-6 Mortar Squads
POINTS: 170 each (RP:2)
1 corporal (leader) armed with an M1 semi-automatic carbine.
1 man armed with a Colt 1911A1 pistol and an 81mm medium mortar
2 men armed with M1 semi-automatic carbines.
1 man armed with a Colt 1911A1 pistol.
All men have MK II grenades.
Characteristics: Indirect fire mortar (minimum range 50cm).
Variants:
• One man every 2 Mortar squads can become a radio operator for +10 points.
• Mortar Squads stemming from Paratroopers must buy Training: 3+, bayonets for the men and the characteristic:
Trained with the bayonet for +30 points each.
• Mortar Squads stemming from the Rangers must buy Training: 3+, bayonets for the men and the characteristic: Trained
with the bayonet for +30 points each.
• A *WC51 truck can be added as transport vehicle to each Mortar Squad for +50 points each. Variant not available to
Rangers.
• You can replace the 81mm medium mortars with 60mm medium mortars (indirect fire, minimum range 25cm) for -50
points each. The entire platoon must have the same sort of mortar.
• You can replace the 81mm medium mortars with 4.2” 106.7mm heavy mortars (minimum range 100cm) for +130
points each. Add the characteristics: Ignores cover (L), off-table fire. The entire platoon must have the same sort of
mortar. In this event the Mortar Command Group counts as OP for indirect fire from its own platoon at no extra cost.
• You can attach 2 Mortar squads into a compact group at no extra cost.
• One man per platoon can add an M9A1 Bazooka rocket-launcher to his equipment for +50 points.
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0-1 Jeep Observation Post (Car)
POINTS: 100 (RP:1)
Main weapon: None.
Crew: 2 men (runners) and 1 sergeant (leader), all armed with M3A1 Grease Gun sub-machine guns.
All men have MK II grenades.
Duties: Driver, radio operator, troops.
Characteristics: Low profile, radio operator, long-range radio, open-topped vehicle.
Note: Only counts as OP for fire from its own battery.
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0-1 Motorised Command Group OP (Headquarters)
POINTS: 330 (RP:3)
1 lieutenant (leader) armed with a Thompson M1 sub-machine gun and a Colt 1911A1 pistol.
1 sergeant (leader) armed with an M1 semi-automatic carbine.
7 men armed with Garand M1 semi-automatic rifles.
1 man armed with an M3A1 Grease Gun sub-machine gun (driver).
All men have MK II grenades.
Note: the unit is onboard an *M3A1 half-track (cost included). Only counts as OP for indirect fire from its own
platoon.
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0-1 M4 Crocodile (Medium Tank)
POINTS: 860 (RP:1)
Main weapon (turret): M3 75mm medium gun with coaxial M1919A4 .30 cal. medium machine gun.
Secondary weapon (lower hull): Heavy flamethrower.
Crew: 4 men and 1 sergeant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Commander, assistant, driver, gunner, flamethrower operator/radio operator.
Characteristics: Coaxial weapon, soft skin, heavy flamethrower that ignores cover (L,M,H), radio operator, ronson,
weapon support, bogs down easily.
Note: the flamethrower has a 45° firing arc (22.5° right, 22.5° left). Only slow movement is allowed.
Variants:
• A smoke-screen mortar can be added for +60 points (optional rule).
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1-3 Engineer Squads
POINTS: 260 each (RP:3)
1 sergeant (leader) armed with a Thompson M1 sub-machine gun and a Colt 1911A1 pistol.
1 corporal (leader) armed with an M1 semi-automatic carbine.
10 paratroopers armed with Garand M1 semi-automatic rifles.
All men have bayonets and MK II Pineapple grenades.
Characteristics: Trained with the bayonet.
Variants:
• 1 man per squad can add satchel charges to his equipment for +50 points.
• 1 man per platoon can replace his Garand M1 semi-automatic rifle with a Colt 1911A1 pistol and an M9A1 Bazooka
rocket-launcher for +50 points.
• Up to 2 men per Engineer squad can add N°82 Gammon Grenades to their equipment for +30 points each.
• 1 man per Engineer squad can replace his M1 semi-automatic carbine with an M2 light flamethrower for +50 points
each.
• A *2½ ton truck can be added as transport vehicle for each squad for +30 points (support unit).
• One or more squads, including the HQ, can become tank hunters for +30 points each.
• Up to 2 men per Engineer squad can add magnetic mines to their equipment for +10 points each.
RECON PLATOON
Consisting of one of the following choices:
• 0-3 M8, 1-6 Jeep (1944-1945)
Training: 4+
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0-1 M4A3 (Medium Tank)
POINTS: 880 (RP:1)
Main weapon (turret): 105mm heavy gun (howitzer) with coaxial M1919A4 .30 cal. medium machine gun.
Secondary weapon (lower hull): M1919A4 .30 cal. medium machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Coaxial weapon, medium armour, off-table fire, indirect fire howitzer (minimum range 200cm),
ignores cover (L), radio operator, ronson, weapon support, bogs down easily.
Variants:
• Ambush camouflage can be added for +30 points.
• The wet system can be added for +20 points.
• Sandbags can be added for +30 points.
• The howitzer can have smoke shells for +50 points each.
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1-4 M18 (Light Tank)
POINTS: 620 each (RP:1)
Main weapon (turret): M1A1 76mm medium gun
Secondary weapon (anti-aircraft): M2HMG .50 cal. heavy machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Commander/machine-gunner (exposed), 2 assistants, driver/radio operator, gunner.
Characteristics: Long barrel (main weapon), anti-aircraft, light armour, radio operator, weapon support, open-
topped vehicle, fast vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• Sandbags can be added for +30 points.
• You can buy 1-3 improved shells for +50 points each.
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TOWING AND TRANSPORT VEHICLES
*2½ ton Truck “Dodge” (Truck – 6 wheel)
Main weapon: None
Crew: Transported unit
Duties: Driver, troops
Characteristics: Troop carrier (13), open-topped vehicle.
*Jeep (Car)
Main weapon: None
Crew: Transported unit
Duties: Driver, troops, radio operator
Characteristics: Low profile, radio operator, troop carrier (4), open-topped vehicle.
*M3A1 (Half-track)
Main weapon (anti-aircraft): M2HMG .50 cal. heavy machine gun with support
Crew: Transported unit
Duties: Machine-gunner (exposed), driver/radio operator, troops
Characteristics: Soft skin, anti-aircraft, radio operator, weapon support, troop carrier (13), open-topped vehicle.
**M3A1 (Half-track)
Main weapon (anti-aircraft): M1919A4 .30 cal. medium machine gun with support
Crew: Transported unit
Duties: Machine-gunner (exposed), driver/radio operator, troops
Characteristics: Soft skin, anti-aircraft, radio operator, weapon support, troop carrier (13), open-topped vehicle.
***M3A1 (Half-track)
Main weapon (anti-aircraft): M2HMG .50 cal. heavy machine gun with support
Secondary weapon (lateral fixed position): M1919A4 .30 cal. medium machine gun with support
Crew: Transported unit
Duties: 2 machine-gunners (exposed), driver/radio operator, troops
Characteristics: Soft skin, anti-aircraft, radio operator, weapon support, troop carrier (13), open-topped vehicle.
*WC 51 (Truck)
Main weapon: None
Crew: Transported unit
Duties: Driver, troops
Characteristics: Bullet-proof tyres, Troop carrier (9), open-topped vehicle.
GLIDERS
Horsa
POINTS: 0
Light cover
Transport capacity: 2 pilots + one of the choices below
• 29-32 men
• Jeep, an M1 75mm medium gun (howitzer) and 3 men
• Jeep, a 57mm anti-tank gun and 3 men
• 1 Jeep and 16 men
Waco
POINTS: 0
Light cover
Transport capacity: 2 pilots + one of the choices below
• 13 men
• Jeep and 6 men
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GERMAN ARMY
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MEDIUM TANK PLATOON (STANDARD)
Consisting of one of the following choices:
• 1-5 Sdkfz 171 Panther (1944-1945)
• 1-5 Sdkfz 161 Panzer IV (1943-1945)
Training: 3+
Variants:
• Ambush camouflage can be added for +30 points.
• 1 tank per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for
+30 points.
• An Mg34 light machine gun with support can be added for +70 points. Secondary weapon (anti-aircraft). Additional
duty for the Commander: anti-aircraft machine-gunner (exposed).
• Schurzen can be added for +30 points.
• Nähverteidigungswaffe can be added for +100 points (optional rule).
• Zimmerit can be added for +10 points.
• You can buy 1-3 improved shells for +50 points each.
Variants:
• Ambush camouflage can be added for +30 points.
• 1 tank per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for +30
points.
• An Mg34 light machine gun with support can be added for +70 points. Secondary weapon (anti-aircraft). Additional
duty for the Commander: anti-aircraft machine-gunner (exposed).
• Schurzen can be added for +30 points.
• Nähverteidigungswaffe can be added for +100 points, but only if the tank has also bought Schurzen (optional rule).
• A lateral smoke-launcher can be added for +80 points (not available if you buy Nähverteidigungswaffe, optional rule).
• You can remove the soft skin for +30 points.
• Medium armour can be added for +100 points.
• You can buy 1-3 improved shells for +50 points each.
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HEAVY TANK PLATOON (STANDARD)
Consisting of one of the following choices:
• 1-4 Sdkfz 181 Tiger (1942-1945)
• 1-4 Sdkfz 182 King Tiger (1944-1945)
Training: 2+
Variants:
• Ambush camouflage can be added for +30 points.
• 1 tank per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for
+30 points.
• An Mg34 light machine gun with support can be added for +70 points. Secondary weapon (anti-aircraft). Additional
duty for the Commander: anti-aircraft machine-gunner (exposed).
• Nähverteidigungswaffe can be added for +100 points (optional rule).
• Zimmerit can be added for +10 points.
• You can buy 1-3 improved shells for +50 points each.
Variants:
• Ambush camouflage can be added for +30 points.
• 1 tank per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for +30
points.
• An Mg34 light machine gun with support can be added for +70 points. Secondary weapon (anti-aircraft). Additional
duty for the Commander: anti-aircraft machine-gunner (exposed).
• Nähverteidigungswaffe can be added for +100 points (optional rule).
• Zimmerit can be added for +10 points.
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Options for the Medium AND Heavy Tank Platoons
• Armoured Recon Platoon (max 2).
• Assault Gun Platoon (max 1, counts as 2 options).
• Engineer Platoon (max 1, counts as 2 options).
• Fallshirmjäger Platoon.
• Flamethrower Section (max 1, counts as 2 options).
• Grenadier Platoon.
• Heavy Tank Platoon (counts as 2 options).
• Looted Tank Platoon (max 1, counts as 3 options).
• Medium Tank Platoon (counts as 2 options).
• Motorised Anti-aircraft Section (max 1).
• Motorised Artillery Battery (max 2, counts as 2 options).
• Motorised Mortar Platoon (max 1, counts as 2 options).
• Recon Platoon (max 2).
• Rocket-Launcher Battery (max 1, counts as 2 options).
• Tank Company Headquarters (max 1, counts as 3 options).
• Tank Destroyer Platoon (max 1, counts as 2 options).
• Volksturm Column.
• Volksgrenadier Platoon.
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FALLSCHIRMJÄGER PLATOON (STANDARD)
Consisting of: 0-1 Fallschirmjäger Command Group, 2-3 Fallschirmjäger Squads, 0-1 Radio Section, 0-1
Jäger sections (1944-1945)
Training: 3+
Variants:
• Up to 6 fallschirmjägers per squad can replace their Kar98K rifles with Fg42 automatic rifles for +20 points each.
• Up to 5 fallschirmjägers per squad can replace their Kar98K rifles with G43 semi-automatic rifles for +10 points each.
• 1 fallschirmjäger per squad can replace his Kar98K rifle with an Mg34 light machine gun for +60 points.
• All the Mg34 machine guns can be replaced by Mg42 machine guns for +10 points.
• 1 fallschirmjäger per platoon can replace his Kar98K rifle with an RPzB54 Panzerschreck rocket-launcher for +60
points. In this case the fallschirmjäger and another man from his squad can create an independent unit (RP:1).
• 1 fallschirmjäger per platoon can replace his Kar98K rifle with a light flamethrower for +50 points.
• Up to 2 fallschirmjägers per squad can have magnetic mines for +10 each.
• Up to 5 fallschirmjägers per squad can replace their Kar98K rifle with an Stg44 assault rifle for +20 points each
(support units and airborne troops).
• Up to 5 fallschirmjägers per squad can replace their Kar98K rifles with MP40 sub-machine guns at no extra cost.
• Up to 2 fallschirmjägers per squad can add a Panzerfaust to their equipment for +30 points each.
• 1 fallschirmjäger per squad can add satchel charges to his equipment for +50 points.
• Up to 2 fallschirmjägers per squad can add Handgranate 43 to their equipment for +20 points each.
• Two fallschirmjäger squads can buy an *Opel Blitz truck for +30 points each (support unit).
• One or more squads, including the HQ, can become tank hunters for +30 points each.
• Each Fallschirmjäger squad can drop 2 men to get an RP:4 and the marksman characteristic at no extra cost.
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Options for the Paratrooper and Airborne Platoons
For each full platoon (1 HQ + 3 squads) you can buy up to 4 of the following options. If you buy the HQ + 2 squads
you get 2 options. Each option can be bought more than once up to the maximum amount allowed (max). For the
cost of each option refer to the single items.
Options
• Airborne / Parachute Battery (max 1, counts as 2 options).
• Anti-aircraft Section (max 1).
• Anti-tank Platoon (max 1, counts as 2 options, support unit).
• Assault Gun Platoon (max 1, counts as 2 options, support unit).
• Engineer Platoon (max 1, counts as 2 options).
• Fallschirmjäger Platoon.
• Heavy Tank Platoon (max 1, counts as 2 options, support unit).
• Machine Gun Platoon (max 1, counts as 2 options).
• Medium Tank Platoon (max 1, counts as 2 options, support unit).
• Mortar Platoon (max 1, counts as 2 options).
• Motorbike Section (max 1, support unit).
• Paratrooper Pathfinder Section (max 3).
• Recon Platoon (max 2, support unit).
• Sniper Section (max 1).
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GRENADIER PLATOON (STANDARD)
Consisting of: 0-1 Grenadier Command Group, 2-3 Grenadier squads (1944-1945)
Training: 4+
Variants:
• 1 man per platoon can replace his weapon with a Walther P38 pistol and an RPzB54 Panzerschreck rocket-launcher for
+60 points. In this case the man and another man from his squad can create an independent unit (RP:1).
• Up to 2 men per Grenadier Squad can buy a Panzerfaust for +30 points each.
• Up to 5 men per Grenadier Squad can replace their Kar98K rifle with a G43 semi-automatic rifle for +10 points each.
• Up to 5 men per Grenadier Squad can replace their Kar98K rifle with an Stg44 assault rifle for +20 points each.
• 1 man per squad armed with an Mg34 can replace it with an Mg42 machine gun for +10 points.
• A tripod can be added to the Mg34 or Mg42 machine guns for +40 points each.
• Two Grenadier Squads (including the HQ) can buy an *Opel Blitz truck for +30 points each.
• 1 man per Grenadier Squad can add Handgranate 43 to his equipment for +20 points each.
• HQs that have bought an Opel Blitz truck can add a radio to their equipment for +10 points.
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PANZERGRENADIER PLATOON (STANDARD)
Consisting of one of the following choices:
• 0-1 Panzergrenadier Command Group, 2-3 Panzergrenadier Squads, 0-1 Kettenkrad, 0-1 SdKfz
251/9 (1943-1945).
• 0-1 Sdkfz 251/10, 2-3 Panzergrenadier Squads, 0-1 Kettenkrad, 0-1 SdKfz 251/9 (1944-1945).
Training: 3+
Variants:
• Ambush camouflage can be added for +30 points.
• An Mg34 light machine gun with support can be added for +70 points. Secondary weapon (upper hull, rear).
Additional duty: anti-aircraft machine-gunner (exposed).
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Variants:
• 1 man per Panzergrenadier squad can replace his Kar98K rifle with a pistol and an RPzB54 Panzerschreck rocket-
launcher for +60 points. In this event the man and another from his squad can create an independent unit (RP: 1).
• Up to 5 men can replace their Kar98K rifle with an Stg44 assault rifle for +20 points each.
• Up to 5 men can replace their Kar98K rifle with a G43 semi-automatic rifle for +10 points each.
• All the Mg34 machine guns can be replaced by Mg42 machine guns for +10 points.
• A tripod can be added to the Mg34 or Mg42 light machine guns for +40 points each.
• A long-range radio can be added for +10 points (only the HQ).
• HQs that have bought an Opel Blitz truck can add a radio to their equipment for +10 points.
• The *Sdkfz 251/1 vehicles can be replaced with *Opel Blitz trucks for -120 points.
• Units loaded on a *SdKfz 251/1 can detach 2 men to create an independent unit with the half-track (RP:1). Duties:
Driver, machine-gunner (exposed). This must be decided at the start of the game.
• 1 man per Panzergrenadier squad can add a Panzerfaust to his equipment for +30 points each.
• Up to 2 men per Panzergrenadier squad can add Handgranate 43 to their equipment for +20 points each.
• 1 or more squads, including the HQ, can become tank hunters for +30 points each.
• Ambush camouflage can be added to the 251/9 for +30 points.
• The Panzergrenadier squads and the HQ can choose not to have their Sdkfz 251/1 and 1 man armed with a Kar98k rifle
for –150 points (1945).
Options
• Anti-tank Platoon (max 1, counts as 2 options).
• Armoured Recon Platoon (max 2).
• Assault Gun Platoon (max 1, counts as 2 options).
• Engineer Platoon (max 1, counts as 2 options).
• Flamethrower Section (max 1).
• Heavy Tank Platoon (max 1, counts as 2 options).
• Looted Tank Platoon (max 1, counts as 3 options).
• Medium Tank Platoon (max 1, counts as 2 options).
• Motorbike Section (max 1).
• Motorised Anti-aircraft Section (max 1).
• Motorised Artillery Battery (max 2, counts as 2 options).
• Motorised Mortar Platoon (max 1).
• Panzergrenadier Platoon.
• Panzer Jager Section (max 1, counts as 2 options).
• Recon Platoon (max 2).
• Rocket-Launcher Battery (max 1, counts as 2 options).
• Sniper Section (max 1).
• Tank Destroyer Platoon (max 1, counts as 2 options).
• Volksturm Column.
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VOLKSGRENADIER PLATOON (STANDARD)
Consisting of: 0-1 Volksgrenadier Command Group, 0-2 Volksgrenadier Squads, 0-1 Volksgrenadier Rifle
Squad (1944-1945)
Training: see Baptism of fire
2 Volksgrenadier Squads
POINTS: 80 each (RP:3)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 corporal (leader) armed with an MP40 sub-machine gun.
6 Volksgrenadiers armed with MP40 sub-machine guns.
1 Volksgrenadier armed with an MP40 sub-machine gun and a Panzerfaust.
All men carry StG39 grenades.
Characteristics: Baptism of fire, militia.
Variants:
• Up to 3 men per Squad, including the Rifle squad, can replace their MP40 sub-machine guns with Stg44 assault rifles
for +20 points each.
• 1Volksgrenadier per squad, including the Rifle squad, can add a Panzerfaust to their equipment for +30 points each.
• Up to 2 men per Squad can arm themselves with handgranate43 for +20 points each.
• A tripod can be added to the Mg34 machine guns for +40 points each.
• You can transform the Volksgrenadiers into Bicycled Volksgrenadier squads for +20 points per squad (optional rule).
Note: The options are the same as those for the Grenadiers shown above.
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WAFFEN KORPS (1944-1945)
Notwithstanding the acts performed by some of their divisions and their role in the Party structure (which we
condemn without reserve) there is no doubt that the Waffen represented the best trained and best equipped troops in
the German Army. Although they were organised as a separate corps outside the traditional military structure, their
organisation was quite similar to that of the rest of the army and so in game terms you can deploy a whole Waffen
Korps army (you cannot have a mixture of army types).
All vehicles can be included but as regards the infantry you can only choose Panzergrenadiers, Grenadiers and
Fallschirmjäger (including all their options except for the Volksturm which are replaced by the Hitler Youth
Volksturm).
All units add the characteristic: Waffen Korps. Infantry also add the characteristic: Marksman and Trained with the
bayonet. The entire army gets the Perfect timing characteristic. This means that they treat Priority2 cards as if they
were Priority1. In the Order phase you can spend a WAIT Action to pass your move and force your opponent to play
again, without doing anything. You can spend up to 3 WAIT Actions per turn, and once spent they are lost.
Buy infantry and vehicles as normal using the available options, remembering to subtract the points value of their
transformation. You must sacrifice 100 points for every 500 army points you spend.
A 500 point army must sacrifice 100 points to become Waffen Korps (400 total army points).
A 3,500 point army must sacrifice 700 points to become Waffen Korps (2,800 total army points).
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OPTIONS – GERMAN ARMY
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ANTI-AIRCRAFT SECTION
Consisting of one of the following choices:
• 1-3 Flak 36 (1943-1945)
• 1-3 Flak 38 (1943-1945)
Training: 4+
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ARMOURED RECON PLATOON
Consisting of one of the following choices:
• 0-6 Sdkfz 234/1, 0-2 Sdkfz 234/3 (1944-1945)
• 1-6 Sdkfz 234/2 (1943-1945)
• 1-6 Sdkfz 233 (1943-1944)
Training: 3+
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ARTILLERY BATTERY
Consisting of one of the following choices:
• 0-1 OP, 0-1 Kübelwagen OP, 1-6 IG 18 howitzer (1939-1945)
• 0-1 Sdkfz 250/5 OP, 0-1 Kübelwagen OP, 1-6 leFH18 howitzer (1943-1945)
Training: 4+
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ASSAULT GUN PLATOON
Consisting of one of the following choices:
• 1-4 Sdkfz 142/1 Stug III, 0-1 Sdkfz 142/2 StuH 42, 0-1 Sdkfz 250/3 OP (1943-1945)
• 1-4 Sdkfz 184 Ferdinand, Elefant (1943-1944)
• 1-4 Sdkfz 164 Nashorn (1943-1944)
• 1-4 Sdkfz 139/138 Marder III (1943-1944)
Training: 3+
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1-4 Sdkfz 184 Ferdinand, Elefant (Heavy Tank)
POINTS: 1,690 each (RP:1)
Main weapon (upper hull): Pak43/2 88mm heavy gun (L71)
Secondary weapon (lower hull): Mg34 light machine gun with support.
Crew: 5 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, gunner, 2 assistants, radio operator/ machine-gunner, driver.
Characteristics: Hull-mounted weapon, extra-long barrel (main weapon), extra-heavy armour, radio operator, self-
propelled gun (assault), weapon support.
Variants:
• Zimmerit can be added for +10 points each.
• Ambush camouflage can be added for +30 points each.
• 1 tank per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for
+30 points.
• Each tank can remove the hull machine gun for -70 points (previous versions)
ENGINEER PLATOON
Consisting of: 0-1 Engineer Command Group, 1-3 Engineer Squads (1944-1945)
Training: 3+
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Variants:
• 1 man per Engineer Squad can add satchel charges to his equipment for +50 points.
• 1 man per Engineer Platoon can add an RPzB54 Panzerschreck to his equipment for +60 points.
• Up to 3 men per squad can add Handgranate 43 to their equipment for +20 points each.
• Up to 2 men per squad can replace their MP40 sub-machine guns with Stg44 assault rifles for +20 points each.
• 1 man per squad can add a Panzerfaust to his equipment for +30 points.
• 1 man per squad can replace his MP40 sub-machine gun with a light flamethrower for +50 points each.
• You can buy an *Opel Blitz Truck for each Engineer Squad (including the HQ) as transport vehicle for +30 points.
• You can buy an *Sdkfz 251/7 Half-track for each Engineer Squad (including the HQ) as transport vehicle for +150
points. If stemming from the Panzergrenadiers, you must buy a *Sdkfz 251/7 for each squad.
• 1 or more Engineer Squads, including the HQ, can become tank hunters for +30 points each.
• If they stem from the Fallschirmjägers you must buy the characteristic: Trained with the bayonet, adding a bayonet to
their equipment for +10 points.
• Up to 2 men per Engineer squad can add magnetic mines to their equipment for +10 points each.
FLAMETHROWER SECTION
Consisting of:
• 0-2 Sdkfz 251/16 (1944-1945)
• 0-2 Sdkfz 141/3 Flammenpanzer (1944-1945)
Training: 3+
45
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LOOTED TANK PLATOON (1943-1945)
Consisting of one of the following choices:
• 1-3 M8 Greyhound
• 1-4 T34/76 or T34/85
• 1-4 M4
Training: 3+
or
Variants:
• Sandbags can be added to each tank for +30 points each.
• Ambush camouflage can be added to each tank for +30 points each.
• Medium armour can be added to each tank for +100 points each.
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MACHINE GUN PLATOON
Consisting of: 0-1 Machine gun Command Group, 1-4 Machine gun Sections (1944-1945)
Training: 4+
Variants:
• The Mg34 machine gun can be replaced with an Mg42 machine gun for +10 points.
• Sections stemming from Fallschirmjägers must buy a bayonet, Training: 3+ e and the characteristic Trained with the
bayonet for +30 points.
• Sections stemming from Fallschirmjägers can replace their Kar98k rifles with Fg42 automatic rifles for +20 points
each.
• 1 man per platoon can add a Panzerfaust to his equipment for +30 points.
• You can attach 2 Machine gun Sections into a compact group at no extra cost.
MORTAR PLATOON
Consisting of: 0-1 Mortar Command Group, 1-6 Mortar Squads (1943-1945)
Training: 4+
47
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Variants:
• Squads stemming from Fallschirmjägers must buy bayonets, Training: 3+ and the characteristic: Trained with the
bayonet for +30 points.
• 1 man per platoon can add a Panzerfaust to his equipment for +30 points.
• An *Opel Blitz Truck can be added as transport vehicle for each Mortar squad for +30 points.
• 1 man for every 2 Mortar Squads can become radio operator for +10 points.
• You can replace the GrW34 81mm medium mortars with GrW42 120mm heavy mortars (minimum range 100cm) for
+180 points each. Add characteristics: ignores cover (L), off-table fire. The whole platoon must have the same sort of
mortar. In this event the Mortar Command Group counts as OP for indirect fire from its own platoon at no extra cost.
• You can attach 2 Mortar Squads into a compact group at no extra cost.
• You can replace the GrW34 81mm medium mortars with GrW36 50mm light mortars (indirect fire, minimum range
25cm) for –50 points each. The whole platoon must have the same sort of mortar.
• The men can replace their Kar98K rifles with G43 semi-automatic rifles for +10 points each.
• The men can replace their Kar98K rifle with an Stg44 assault rifle for +20 points each.
MOTORBIKE SECTION
Consisting of: 0-5 BMW Motorbikes, 0-3 BMW Sidecar (1943-1945)
Training: 4+
Variants:
• If there are Fallschirmjägers or Panzergrenadiers in the army you must buy Training: 3+ for +20 points.
• You can replace the Mg34 light machine gun with an MP40 sub-machine gun for -70 points.
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MOTORISED ANTI-AIRCRAFT SECTION (1942-1945)
Consisting of one of the following choices:
• 1-3 Sdkfz 10/4
• 1-3 Flakpanzer IV Wirbelwind
• 1-3 Flakpanzer IV Ostwind
Training: 3+
49
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0-1 Observation Post on Sdkfz 250/5 (Half-track)
POINTS: 220 (RP:1)
Main weapon (upper hull): Mg34 light machine gun on support.
Crew: 3 men and 1 lieutenant (leader), all armed with MP40 sub-machine guns.
Duties: Commander/machine-gunner, radio operator, driver, troops.
Characteristics: Radio operator, long-range radio, weapon support, open-topped vehicle.
Note: Only counts as OP for fire from its own battery.
0-1 Sdkfz 143 Panzer III Command Tank OP (Headquarters, Medium Tank)
POINTS: 380 (RP:1)
Main weapon (turret): dummy gun with Mg34 light machine gun and support.
Secondary weapon: None.
Crew: 4 men and 1 lieutenant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner, 2 radio operators, driver.
Characteristics: Light armour, radio operator, long-range radio, weapon support.
Variants:
• Ambush camouflage can be added for +30 points.
• An Mg34 light machine gun with support can be added for +70 points. Secondary weapon (anti-aircraft). Additional
duty for the commander: anti-aircraft machine-gunner (exposed).
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Variants:
• Ambush camouflage can be added for +30 points.
• An Mg34 light machine gun with support can be added for +70 points. Secondary weapon (anti-aircraft). Additional
duty for the Commander: anti-aircraft machine-gunner (exposed).
• Schurzen can be added for +30 points.
• Heavy armour can be replaced by medium armour for -100 points (previous versions).
• Each tank can remove the hull-mounted machine gun for -70 points (previous versions).
• A lateral smoke-launcher can be added for +80 points.
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PARATROOPER PATHFINDER SECTION
Consisting of 1-3 Pathfinder Squads (1943-1945)
Training: 3+
RECON PLATOON
Consisting of one of the following choices:
• 0-4 Kettenkrad, 0-2 BMW Motorbikes, 0-1 BMW Sidecar, 0-2 Kübelwagen (1942-1945)
• 0-4 Sdkfz 250/9, 0-2 Sdkfz 250/5 (1943-1945)
• 0-2 Sdkfz 250/9, 0-1 Sdkfz 250/5, 0-3 Sdkfz 251/22 (1944-1945)
• 0-3 Sdkfz 232, 0-3 Sdkfz 231 (1941-1945)
• 0-3 Sdkfz 223, 0-3 Sdkfz 222 (1943-1944)
Training: 4+
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0-4 Kettenkrad Sdkfz 2 (Motorbike)
POINTS: 40 each (RP:1)
Main weapon: None.
Crew: 1 man (driver) and 1 man (runner), both armed with MP40 sub-machine guns.
Both men carry StG39 grenades.
Duties: Driver, troops
Characteristics: Low profile, open-topped vehicle.
Note: Movement Slow: 25, Assault: 35, Fast: 45.
Variants:
• If there are Fallschirmjägers or Panzergrenadiers in the army you must buy Training: 3+ for +20 points.
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0-3 Sdkfz 222 4-wheel (Armoured Car)
POINTS: 350 each (RP:1)
Main weapon (turret): KwK30 20mm light gun (L55) with coaxial Mg34 light machine gun on support.
Crew: 2 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander/assistant, gunner, driver/radio operator.
Characteristics: Coaxial weapon, long barrel (main weapon), light armour, radio operator, weapon support, rapid
fire, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• An upper screen can be fixed onto the Sdkfz 222 for +50 points. In this case you can no longer throw a grenade inside.
Mortars and Howitzers can fire normally and still consider it an open-topped vehicle as the weight of the shell is
enough to penetrate the screen.
• If there are Fallschirmjägers or Panzergrenadiers in the army you must buy Training: 3+ for +20 points.
ROCKET-LAUNCHER BATTERY
Consisting of one of the following choices:
• 0-1 Sdkfz 250/5 OP, 1-2 Sdkfz 4 (1944-1945).
• 0-1 OP, 0-1 Kübelwagen OP, 1-4 Nebelwerfer 42 (1944-1945).
• 0-1 Sdkfz 250/5 OP, 1-2 Sdkfz 251/1 Wurfrahmen 40 (1944-1945).
Training: 4+
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0-1 Kübelwagen Observation Post (Car)
POINTS: 120 (RP:1)
Main weapon: None.
Crew: 2 men (runners) and 1 sergeant (driver), all armed with MP40 sub-machine guns and StG39 grenades.
Duties: Driver, troops, radio operator.
Characteristics: Low profile, open-topped vehicle, long-range radio, open-topped vehicle.
Note: Only counts as OP for fire from its own battery.
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SNIPER SECTION
Consisting of one of the following choices:
1-3 Sniper Squads (1944-1945)
1-6 Lone Snipers (1944-1945)
Training: 3+
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• Schurzen can be added for +30 points.
• Nähverteidigungswaffe can be added for +100 points (optional rule).
• Zimmerit can be added for +10 points.
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• 1 tank per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for
+30 points.
• Nähverteidigungswaffe can be added for +100 points (optional rule).
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VOLKSTURM COLUMN
Consisting of 2-3 Volksturm Squads (1945)
Training: see Baptism of fire.
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TOWING AND TRANSPORT VEHICLES
*Opel Blitz (Truck)
Main weapon: None.
Crew: Transported unit.
Duties: Driver, troops.
Characteristics: Troop carrier (13), open-topped vehicle.
GLIDERS
DFS 230
POINTS: 0
Main weapon: None.
Crew: Transported unit.
Light cover.
Transport capacity: Can transport 2 pilots + one of the following options:
• 13 men.
• 1 Geb G36 artillery section.
• 1 Pak36 37mm anti-tank section + Kettenkrad.
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BRITISH ARMY
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MEDIUM TANK TROOP (STANDARD)
Consisting of one of the following choices:
• 1-3 Sherman (1943-1944)
• 1-2 Sherman, 0-1 Firefly (1944)
• 1-2 Sherman, 0-2 Firefly (1944-1945)
• 1-3 Comet Cruiser (1945)
Training: 3+
Variants:
• Sandbags can be added to each tank for +30 points each.
• The wet system can be added to each tank (not the Firefly or Comet) for +10 points each.
• Ambush camouflage can be added to each tank for +30 points each.
• HVSS Suspension can be added to each tank (not the Firefly or Comet) for +10 points each (from 1944).
• 1 Sherman per troop (but not the HQ) can replace the M3 75mm medium gun with a long barrelled 76mm medium
gun. This version also has the wet system and a gyrostabiliser for a total of +90 points (from 1944).
• A bulldozer can be added to 1 tank per troop for +50 points each (optional rule).
• 1 tank per troop can become an HQ (not the Firefly), by adding a long-range radio and replacing the sergeant with a
lieutenant for +30 points.
• A gyrostabiliser can be added to each tank (not to the Comet) for +30 points each.
• A smoke-screen mortar can be added to each tank for +60 points each. (optional rule).
• Medium armour can be added (not to the Comet) for +100 points each.
• An M1919A4 .30 cal. medium machine gun with support can be added to each tank for +60 points each. Secondary
weapon (anti-aircraft). Additional duty for the Commander: anti-aircraft machine-gunner (exposed).
• An M2HMG .50 cal. heavy machine gun with support can be added to each tank for +80 points each. Secondary
weapon (anti-aircraft). Additional duty for the Commander: anti-aircraft machine-gunner (exposed).
• The Comet and Firefly can buy 1-3 improved shells for +50 points each.
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CROMWELL MEDIUM TANK TROOP (STANDARD)
Consisting of:
• 1-3 Cromwell, 0-1 Universal Carrier OP (1944-1945)
• 1-2 Cromwell, 0-1 Firefly, 0-1 Universal Carrier OP (1944-1945)
• 1-2 Cromwell, 0-1 Challenger, 0-1 Universal Carrier OP (1944-1945)
Training: 3+
Variants:
• Ambush camouflage can be added to each tank for +30 points each.
• 1 tank per troop can become an HQ (not the Firefly or Challenger) by adding a long-range radio and replacing the
sergeant with a lieutenant for +30 points.
• 1 Cromwell per troop can replace the 75mm gun with a 95mm howitzer by adding the characteristics: Off-table fire,
indirect fire (minimum range 200cm), for -100 points.
• A smoke-screen mortar can be added to each tank for +60 points each (optional rule).
• A twin Bren light machine gun with support can be added to each tank for +80 points each. Secondary weapon (anti-
aircraft). Additional duty for the Commander: anti-aircraft machine-gunner (exposed).
• A bulldozer can be added to 1 tank per troop for +50 points each (optional rule).
• Medium armour can be added to the Firefly for +100 points.
• The Challenger and Firefly can buy from 1 a 3 improved shells for +50 points each.
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Options
• Armoured Car Troop (max 2).
• Commando Platoon.
• Engineer Platoon (max 1, counts as 2 options).
• Infantry Platoon.
• Medium Tank Troop (counts as 2 options).
• Motorised Anti-aircraft Section (max 1).
• Motorised Artillery Battery (max 1, counts as 2 options).
• Motorised Engineer Section (max 1, counts as 2 options).
• Motorised Flamethrower Platoon (max 1, counts as 2 options).
• Paratrooper Platoon.
• Tank Destroyer Troop (max 1, counts as 2 options).
• Tank Recon Platoon (max 1).
• Tank Squadron Headquarters (max 1, counts as 3 options).
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COMMANDO PLATOON (STANDARD)
Consisting of: 0-1 Royal Marine Commando Command Group, 2-4 Assault Sections, 0-4 Support Sections, 0-
4 Snipers (1944-1945)
Training: +3
Variants:
• 1 man per Assault section can replace his N°4 Mk.1 rifle with a Colt 1911A1 pistol and a PIAT rocket-launcher for +40
points.
• Up to 2 men per Assault section can add N°82 Gammon Mines to their equipment for +30 points each.
• 1 man per Assault section can replace his N°4 Mk.1 rifle with a light flamethrower for +50 points.
• Up to 2 men per Assault section can add Magnetic Mines to their equipment for +10 points each.
• Two men per Assault section can replace their N°4 Mk.1 rifle with Sten sub-machine guns with silencers (silent
weapon) for +20 points. The 2 men can create an independent unit (RP:1).
• A runner in the HQ can become radio operator for +10 points.
• The men in the Assault sections armed with N°4 Mk.1 rifles can become marksmen for +20 per section.
• The Support Section can become a compact group with the HQ of the same platoon at no extra cost.
• The mortar can have smoke shells for +50 points each (optional rule).
• You can replace all the N.4 Mk.1 rifles with Sten sub-machine guns at no extra cost.
• All the Assault Sections can buy a *Bedford Truck for +30 points each. The men lose their stealthy characteristic while
loaded on the truck.
• 1 or more Assault Sections, including the HQ, can become tank hunters for +30 points each.
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Options for the Commando Platoon
For each full Commando Platoon (1 HQ + 4 Assault sections + 4 Support sections) you can buy up to 8 of the
following options. If you buy the HQ + 2 Assault sections you get 2 options. If you buy the HQ + 2 Assault sections
+ 2 Support sections you can use 4 options. Each option can be bought more than once up to the maximum amount
allowed (max). For the cost of each option refer to the single items.
Options
• Commando Platoon.
• Commando Support Tank Troop (max 1, counts as 2 options)
• Demolition Experts (max 1).
• Engineer Platoon (max 1, counts as 2 options).
• Infantry Recon Troop (max 1, counts as 2 options).
• Infiltrators (max 1).
• Machine gun Platoon (max 1, counts as 2 options).
• Medium Tank Troop (max 1, counts as 2 options).
• 3” Mortar Platoon (max 1, counts as 2 options).
• Tank Destroyer Troop (max 1, counts as 2 options).
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INFANTRY PLATOON (STANDARD)
Consisting of: 0-1 Infantry Command Group, 2-3 Infantry Squads (1943-1945)
Training: 4+
Variants:
• 1 man per platoon can replace his N°4 Mk.1 rifle with a Colt 1911A1 pistol and a PIAT rocket-launcher for +40 points.
This model and one other from the same squad can create an independent unit (RP:1).
• The men armed with N°4 Mk.1 rifles can become marksman for +20 points per squad.
• The mortar can have smoke shells for +50 points each (optional rule).
• A runner in the HQ can become radio operator for +10 points.
• Two Infantry Squads can buy a *Bedford Truck for +30 points each.
Options
• Anti-aircraft Section (max 1).
• Anti-tank Platoon (max 1, counts as 2 options).
• Artillery Battery (max 1, counts as 2 options).
• Engineer Platoon (max 1, counts as 2 options).
• Infantry Platoon.
• Infantry Recon Troop (max 1, counts as 2 options)
• Infantry Support Tank Troop (max 1, counts as 2 options).
• Machine gun Platoon (max 1, counts as 2 options).
• Medium Tank Troop (max 1, counts as 2 options).
• 3” Mortar Platoon (max 1, counts as 2 options).
• Motorised Artillery Battery (max 1, counts as 2 options).
• Motorised Flamethrower Platoon (max 1, counts as 2 options).
• Motorised Machine-gun Platoon (max 2).
• Piat Tank-hunter Section (max 1, counts as 2 options).
• Sniper Section (max 1).
• Tank Destroyer Troop (max 1, counts as 2 options).
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MOTORISED INFANTRY PLATOON (STANDARD)
Consisting of: 0-1 Motorised Infantry Command Group, 2-3 Motorised Infantry Squads (1944-1945)
Training: 4+
Variants:
• 1 man per Infantry Squad can replace his N°4 Mk.1 rifle with a Colt 1911A1 pistol and a PIAT rocket-launcher for +40
points. This model and one other from the same squad can create an independent unit (RP:1).
• The men armed with N°4 Mk.1 rifles can become marksman for +20 points per squad.
• A long-range radio can be added for +10 points (only the HQ).
• Up to 2 men per Infantry Squad can add N°82 Gammon Grenades to their equipment for +30 points each.
• The *M3A1s can be replaced with *Bedford Trucks for –100 points each.
• The *M3A1 White Armoured Car can be replaced with an *M3A1 Half-track at no extra cost.
• One or more squads, including the HQ, can become tank hunters for +30 points each.
Options
• Anti-aircraft Section (max 1).
• Anti-tank Platoon (max 1).
• Armoured Car Troop (max 2).
• Artillery Battery (max 1, counts as 2 options).
• Engineer Platoon (max 1, counts as 2 options).
• Infantry Recon Troop (max 1, counts as 2 options).
• Medium Tank Troop (max 1, counts as 2 options).
• Motorised Anti-aircraft Section (max 1).
• Motorised Artillery Battery (max 1, counts as 2 options).
• Motorised Engineer Section (max 1, counts as 2 options).
• Motorised Flamethrower Platoon (max 1, counts as 2 options).
• Motorised Infantry Platoon.
• Motorised Machine-gun Platoon (max 2, counts as 2 options).
• Tank Destroyer Troop (max 1, counts as 2 options).
• Tank Recon Platoon (max 1).
• Sniper Section (max 1).
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PARATROOPER PLATOON (STANDARD)
Consisting of: 0-1 Paratrooper Command Group, 2-3 Paratrooper Squads, 0-1 Piat Anti-tank squad, 0-1 2”
Mortar Squad (1944-1945)
Training: 3+
Variants:
• A runner in the HQ can become radio operator for +10 points.
• All paratroopers (not airborne units) can replace their N°4 Mk.1 rifle with Sten sub-machine guns at no extra cost.
• The men armed with N°4 Mk.1 rifles can become marksman for +20 points per squad.
• Up to 2 paratroopers per squad can add N°82 Gammon Grenades to their equipment for +30 points each.
• Up to 2 men per Paratrooper squad can add magnetic mines to their equipment for +10 points each.
• The “Piat” Anti-tank squad can become a compact group with a Paratrooper squad or the HQ of the same platoon, but
the Squad or the HQ to which it is attached must become tank hunters, paying the necessary cost.
• The 2” Mortar Squad can become a compact group with a Paratrooper squad or the HQ of the same platoon at no extra
cost.
• 1 paratrooper per Platoon can replace his N°4 Mk.1 rifle with a light flamethrower for +50 points.
• Two Paratrooper Squads can buy a *Bedford truck for +30 points each. (support unit)
• One or more squads, including the HQ, can become tank hunters for +30 points each.
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Options
• Airborne Battery (max 1, counts as 2 options).
• Airborne Tank Troop (max 1, counts as 2 options).
• Anti-aircraft Section (max 1, support unit)
• Anti-tank Platoon (max 1, counts as 2 options).
• Infantry Recon Troop (max 1, counts as 2 options, support unit).
• Infantry Support Tank Troop (max 1, counts as 2 options, support unit).
• Machine gun Platoon (max 1, counts as 2 options).
• Medium Tank Troop (max 1, counts as 2 options, support unit).
• 3” Mortar Platoon (max 1, counts as 2 options).
• Motorised Machine-gun Platoon (max 1, counts as 2 options).
• Paratrooper Engineer Platoon (max 1).
• Paratrooper Pathfinder Squad (max 3).
• Paratrooper Platoon.
• Piat Tank-hunter Section (max 1, counts as 2 options).
• Sniper Section (max 1).
• Tank Destroyer Troop (max 1, counts as 2 options, support unit).
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OPTIONS – BRITISH ARMY
AIRBORNE BATTERY
Consisting of: 0-1 OP, 0-1 Jeep OP, 1-8 Airborne Howitzers (1943-1945)
Training: 3+
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0-1 Observation Post
POINTS: 60 (RP:1)
1 sergeant (leader) armed with a Sten sub-machine gun.
1 corporal (leader) armed with a Sten sub-machine gun.
All the men carry N°36 Mills Bomb grenades.
Characteristics: Radio operator, long-range radio.
Note: Only counts as OP for fire from the Mk.VII Tetrarch. You can only buy it if you have a Tetrarch with 3”
Howitzer.
ANTI-AIRCRAFT SECTION
Consisting of one of the following choices
• 1-6 Polsten Oerlikon guns (1944-1945)
• 1-6 Bofors Guns (1944-1945).
Training: 4+
ANTI-TANK PLATOON
Consisting of one of the following choices:
• 1-4 6pdr Anti-tank guns (1943-1945)
• 1-4 17pdr Anti-tank guns (1944-1945)
Training: 4+
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• You can buy 1-3 improved shells for +50 points each.
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0-2 T17E1 Staghound (Armoured Car)
POINTS: 590 each (RP:1)
Main weapon (turret): 37mm light gun with coaxial M1919A4 .30 cal. medium machine gun
Secondary weapon (lower hull): M1919A4 .30 cal. medium machine gun with support.
Crew: 3 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander/assistant, driver/radio operator, gunner, machine-gunner.
Characteristics: Coaxial weapon, extra-long barrel (main weapon), medium armour, radio operator, weapon
support.
Variants:
• Ambush camouflage can be added for +30 points.
• A smoke-screen mortar can be added for +60 points (optional rule).
• A gyrostabiliser can be added for +30 points each.
ARTILLERY BATTERY
Consisting of: 0-1 OP, 0-1 Universal Carrier OP, 1-4 Field Artillery (1944-1945)
Training: 4+
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COMMANDO SUPPORT TANK TROOP (1944-1945)
Consisting of: 0-1 Universal Carrier OP, 1-4 Centaur Mk IV (1944-1945)
Training: 4+
DEMOLITION EXPERTS
Consisting of 1-2 Demolition Experts Squads (1943-1945)
Training: 3+
ENGINEER PLATOON
Consisting of: 0-1 Command Group, 1-3 Engineer Squads (1944-1945)
Training: 3+
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1-3 Engineer squads
POINTS: 230 each (RP:3)
1 sergeant (leader) armed with a Sten sub-machine gun and a Mk. IV revolver
7 men armed with N°4 Mk.1 rifles.
All men carry N°36 Mills Bomb grenades.
Note: The squad is onboard an *M3A1 White Armoured Car
Variants:
• 1 man per squad can add satchel charges to his equipment for +50 points.
• 1 man per squad can replace his N°4 Mk.1 rifle with a light flamethrower for +50 points.
• 1 man per platoon can replace his N°4 Mk.1 rifle with a Colt 1911A1 pistol and a PIAT rocket-launcher for +40 points.
• Up to 2 men per squad can add N°82 Gammon Grenades to their equipment for +30 points each.
• One or more squads can become tank hunters for +30 points each.
• Up to 2 men per squad can add magnetic mines to their equipment for +10 points each.
Variants:
• Ambush camouflage can be added for +30 points.
• Vehicle smoke can be added for +50 points (optional rule).
• You can replace the Churchill Mk VII with a MKVI (Loses Heavy armour characteristic and becomes slow vehicle) for
-310 points each.
• You can replace the Churchill Mk VIII with a MKV (Medium Tank, medium armour, slow vehicle) for -410 points
each.
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INFANTRY RECON TROOP
Consisting of one of the following choices:
• 0-2 Humber Scout Car, 0-3 Humber Armoured Car, 0-6 Universal Carrier (1943-1945)
• 1-4 Jeep (1941-1945)
Training: 4+
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INFILTRATORS
Consisting of 1-2 Infiltrator Squads (1943-1945)
Training: 3+
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MORTAR PLATOON
Consisting of: 0-1 Mortar Command Group, 1-6 Mortar Sections (1943-1945)
Training: 4+
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1-6 Morris C9/B (Truck)
POINTS: 330 (RP:1)
Main weapon (anti-aircraft): Bofors 40mm light gun.
Crew: 3 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver/radio operator, gunner.
Characteristics: Long barrel, anti-aircraft, radio operator, rapid fire, open-topped vehicle.
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1-4 M7 Priest HMC (Medium Tank)
POINTS: 520 each (RP:1)
Main weapon (upper hull): 105mm heavy gun (howitzer).
Secondary weapon (anti-aircraft): M2HMG .50 cal. heavy machine gun with anti-aircraft weapon support.
Crew: 6 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, 2 assistants, driver, gunner, machine-gunner (exposed), radio operator.
Characteristics: Hull-mounted weapon, off-table fire, indirect fire howitzer (minimum range 200cm), ignores cover
(L), unprotected ammunition, radio operator, anti-aircraft weapon support, bogs down easily, open-topped vehicle,
light armour.
Variants:
• Ambush camouflage can be added to each tank for +30 points each.
• Sandbags can be added to each tank for +30 points each.
• Each gun can be given smoke shells for +50 points each (optional rule).
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MOTORISED FLAMETHROWER PLATOON
Consisting of 1-4 Wasp Universal Carrier (1944-1945)
Training: 4+
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Variants:
• 1 man per squad can add satchel charges to his equipment for +50 points.
• 1 man per squad can replace his N°4 Mk.1 rifle with a Colt 1911A1 pistol and a PIAT rocket-launcher for +40 points.
• Up to 2 paratroopers per squad can add N°82 Gammon Grenades to their equipment for +30 points each.
• 1 paratrooper per platoon can replace their N°4 Mk.1 rifles with a light flamethrower for +50 points each.
• Up to 2 men per Engineer squad can add magnetic mines to their equipment for +10 points each.
• You can buy a *Bedford Truck for each squad for +30 points each. (support unit).
• One or more squads can become tank hunters for +30 points each.
• All men can replace their N°4 Mk.1 rifle with a Sten sub-machine gun at no extra cost.
SNIPER SECTION
Consisting of 1-3 Sniper Squads (1942-1945)
Training: 3+
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TANK DESTROYER TROOP
Consisting of one of the following choices:
• 1-4 M10 Wolverine (1943-1945)
• 1-4 Achilles (1944-1945)
• 1-4 Archer (1944-1945)
Training: 3+
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TANK RECON PLATOON
Consisting of 1-5 M3A3 Stuart (1944-1945)
Training: 4+
Variants:
• Sandbags can be added to each tank for +30 points each.
• Ambush camouflage can be added for +30 points each.
• A smoke-screen mortar can be added to each tank for +60 points each. (optional rule).
• An M1919A4 .30 cal. medium machine gun with support can be added for +60 points each. Secondary weapon (anti-
aircraft). Additional duty for the Commander: anti-aircraft machine-gunner (exposed).
• An M2HMG .50 cal. heavy machine gun with support can be added for +80 points each. Secondary weapon (anti-
aircraft). Additional duty for the Commander: anti-aircraft machine-gunner (exposed).
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TOWING AND TRANSPORT VEHICLES
*Bedford Truck (Truck)
Main weapon: None.
Crew: Transported unit.
Duties: Driver, troops.
Characteristics: Troop carrier (13), open-topped vehicle.
*Jeep (Car)
Main weapon: None.
Crew: Transported unit.
Duties: Driver, troops.
Characteristics: Troop carrier (4), open-topped vehicle, low profile.
*M3A1 (Half-track)
Main weapon (anti-aircraft): M2HMG .50 cal. heavy machine gun with support.
Crew: Transported unit.
Duties: Driver/radio operator, machine-gunner (exposed), troops.
Characteristics: Weapon support, soft skin, anti-aircraft, troop carrier (13), open-topped vehicle.
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GLIDERS
Hamilcar
POINTS: 0
Light cover.
Transport capacity: 2 pilots + one of the choices below
• Universal Carrier and 6pdr anti-tank gun.
• Quad Morris Commercial and 17pdr anti-tank gun.
• Quad Morris Commercial and 25pdr anti-tank gun.
• 2 Universal Carriers.
• 2 Dingo Scout Cars.
• Tetrarch.
Horsa
POINTS: 0
Light cover.
Transport capacity: 2 pilots + one of the choices below
• 29-32 men.
• jeep, 5 men.
• jeep, 6pdr anti-tank gun, 3 men .
• 1 jeep and 16 men.
Waco
POINTS: 0
Light cover.
Transport capacity: 2 pilots + one of the choices below
• 13 men.
• jeep, 6 men.
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RUSSIAN ARMY
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MEDIUM TANK COMPANY (STANDARD)
Consisting of one of the following choices:
• 0-1 T34/76 Command Tanks, 1-3 Medium Tank Platoons (1942-1945)
• 0-1 T34/85 Command Tanks, 1-3 Medium Tank Platoons (1944-1945)
Training: 5+
1-3 Medium Tank Platoons each consisting of one of the following choices:
• 1-3 T34/76 Medium Tanks (1942-1945)
• 1-3 T34/85 Medium Tanks (1944-1945)
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HEAVY TANK COMPANY (STANDARD)
Consisting of one of the following choices:
• 0-1 Command Tanks, 1-2 IS2m Platoons (1944-1945)
• 0-1 Command Tanks, 1-2 KV1 Platoons (1941-1944)
Heavy Tank Platoons each consist of one of the following choices:
• 1-2 IS2m Tanks (1944-1945)
• 1-2 KV1 Tanks (1941-1944)
Training: 5+
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0-1 M3A1 White Observation Post (Armoured Car)
POINTS: 190 (RP:1)
Main weapon (anti-aircraft): M2HMG .50 cal. heavy machine gun with support.
Crew: 2 men and 1 lieutenant (leader), all armed with PPSh41 sub-machine guns.
All men carry RGD33 grenades.
Duties: Driver/radio operator, machine-gunner (exposed), troops.
Characteristics: Soft skin, light armour, radio operator, long-range radio, troop carrier (9), open-topped vehicle.
Note: Only counts as OP for fire from its own company. Can only be bought if you have bought a KV2A.
Variants:
• Ambush camouflage can be added for +30 points.
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ASSAULT COMPANY (STANDARD)
Consisting of: 0-1 Company Command Group, 3-9 Assault Sections, 0-3 Anti-tank Squads (1944-1945)
Training: 4+
Variants
• Up to 2 men per Assault section can add RPG43 anti-tank grenades to their equipment for +20 Points each.
• Up to 2 men per Assault section can drop the Panzerfaust from their equipment for -30 points each.
• 1 man per Assault section can replace his PPSh41 sub-machine gun with a DP light machine gun for +30 points each.
• You can replace the PTRD anti-tank rifles with a PTRS semi-automatic rifles for +10 points each.
• You can replace the PTRD anti-tank rifles rifle with Panzerfausts for +20 points each.
• 4 Assault sections can buy a *GAZ Truck or similar for +30 points each.
• One or more Assault sections, including the Anti-tank Squad, can become tank hunters for +30 points each.
• You can add the Tankoviy desant characteristic to each section and HQ for +30 points each.
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RIFLE COMPANY (STANDARD)
Consisting of: 0-1 Company Command Group, 1-3 Rifle Platoons, 0-1 Machine gun platoon (1943-1945)
Training: 5+
RIFLE PLATOON
Consisting of:
0-1 Rifle Command Group, 2-3 Rifle Squads
Training: 5+
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Options for the Rifle Company and Assault Company
• Anti-aircraft Platoon (max 1).
• Anti-tank Platoon (max 1, counts as 2 options).
• Armoured Car Platoon (max 1).
• Assault Gun Section (max 1, counts as 2 options).
• Engineer Platoon (max 1, counts as 2 options).
• Field Artillery Battery (max 1, counts as 2 options).
• Heavy Tank Platoon (max 1, counts as 2 options).
• Light Tank Platoon (max 1, counts as 2 options).
• Medium Tank Platoon (max 1, counts as 2 options).
• Mortar Platoon (max 1, counts as 2 options).
• Motorised Artillery Battery (max 2, counts as 2 options).
• Recon Platoon (max 1).
• Rocket-Launcher Platoon (max 1, counts as 2 options).
• Scout Platoon (max 1, counts as 2 options).
• Sniper Section (max 3).
• Tank Destroyer Section (max 1, counts as 2 options).
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RUSSIAN GUARD (1944-1945)
Despite the fact that standard Russian training left a lot to be desired, it should nevertheless be noted that within the
Russian army there was a big difference between the basic Russian troops and the Russian Guards. Well-trained,
armed to the teeth and with the most modern vehicles, these specialised units could compete with any army on equal
terms.
In game terms you can field a whole army of Russian Guard (you cannot deploy a mixed army). All vehicles can be
included but from amongst the Standard Infantry units you can only select the Guards Company (and not the Rifle
Company nor the Assault Company).
All units get the Russian Guard characteristic (if it wasn’t already included) and automatically get Training 4+ (if it
was worse). Buy vehicles as normal, using the available options, remembering to subtract the points for the total
transformation of the army.
A 500 point army must sacrifice 50 points to become Russian Guard (450 points total army
points).
A 1,000 point army must sacrifice 100 points to become Russian Guard (900 points total army
points).
... and so on, sacrificing 50 points for each 500 army points.
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GUARDS COMPANY (STANDARD)
Consisting of: 0-1 Guards Company Command Group, 1-3 Guards Rifle Platoons, 0-1 Machine gun platoon
(1944-1945)
Training: 4+
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Variants
• Up to 2 men per Rifle Squad can add RPG43 anti-tank grenades to their equipment for +20 points each.
• 1 man in every Rifle or Assault Squad can replace his Mosin Nagant rifle with a Tokarev M1933 pistol and a DP light
machine gun for +30 points each.
• You can buy a *Gaz truck or similar for each Rifle Squad, Assault Squad or Guards Company Command Group for
+30 points each.
• You can buy an *M3A1 Half-track or similar for each Rifle Squad, Assault Squad or Guards Company Command
Group for +130 points each.
• You can buy a *GAZ-67 Jeep or similar for each Guards Rifle Command Group for +30 points each.
• You can replace the SVT40 semi-automatic rifles with Mosin Nagant rifles for -10 points each.
• You can replace Mosin Nagant rifles with SVT40 semi-automatic rifles for +10 points each.
• Each Rifle Squad, Assault Squad, Guards Company Command Group or Anti-tank Squad can become tank hunters for
+30 points each.
• You can add the Tankoviy desant characteristic to each Rifle Squad or Assault Squad for +30 points each.
• Up to 2 men per Assault Squad, Rifle Squad or Rifle Command Group can remove a Panzerfaust from their equipment
for -30 points each.
• You can replace the Panzerfausts with PTRD anti-tank rifles for -20 points each.
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ANTI-AIRCRAFT PLATOON
Consisting of one of the following choices:
• 1-3 Heavy Anti-aircraft machine guns (1942-1945)
• 1-3 Anti-aircraft guns (1943-1945)
Training: 5+
ANTI-TANK PLATOON
Consisting of 1-2 Anti-tank guns (1942-1945)
Training: 5+
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ARMOURED CAR PLATOON
Consisting of one of the following choices:
• 0-1 BA-64, 1-4 BA-10 (1943-1945)
• 1-4 BA-64 (1942-1944)
Training: 5+
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1-5 SU 122 (Medium Tank)
POINTS: 710 each (RP:1)
Main weapon (lower hull): M-30 122mm heavy gun (howitzer)
Secondary weapon: None.
Crew: 4 men and 1 sergeant (leader) armed with PPSh41 sub-machine guns.
Duties: Commander, radio operator, gunner, assistant, driver.
Characteristics: Hull-mounted weapon, wide tracks, medium armour, ignores cover(L), off-table fire, indirect fire
howitzer (minimum range 200cm), radio operator, poor training, external fuel tanks.
Variants:
• Ambush camouflage can be added for +30 points
• A DShK heavy machine gun with support can be added for +90 points. Secondary weapon (anti-aircraft). Additional
duty for the Commander: anti-aircraft machine-gunner (exposed).
• The tanks can remove the poor training characteristic for +50 points each. Russian guard tanks must buy this variant.
• 1 tank per section can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for +30
points.
ENGINEER PLATOON
Consisting of: 1-3 Engineer Squads, 0-3 Flamethrower teams (1943-1945)
Training: 4+
Variants:
• 1 man per squad can add satchel charges to his equipment for +50 points.
• Up to 2 men per Engineer squad can add magnetic mines to their equipment for +10 points each.
• You can buy a *Gaz truck or similar as the transport vehicle for each Engineer Squad for +30 points each.
• You can attach 1 Engineer Squad and 1 Flamethrower Team into a compact group at no extra cost.
• One or more Engineer Squads can become tank hunters for +30 points each.
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FIELD ARTILLERY BATTERY
Consisting of: 0-1 OP, 0-1 GAZ-67 Jeep Observation Post, 1-4 Field Guns (1944-1945)
Training: 5+
Variants:
• One man per battery can become a radio operator for +10 points.
• You can replace the 76.2mm medium guns with 122mm howitzers (ignores cover (L)) and adding 2 men armed with
a Tokarev M1933 pistol for +100 points each. The entire battery must have the same type of gun.
• The guns can be equipped with smoke shells for +50 points each (optional rule).
• You can buy a *Gaz truck or similar as the towing and transport vehicle for each gun for +30 points.
• The guns can remove the poor training characteristic for +50 points each. Russian guard guns must buy this variant.
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1-3 OT 34/85 (Medium Tank)
POINTS: 1,110 each (RP:1)
Main weapon (turret): ZiS-S-53 85mm heavy gun with coaxial DT light machine gun on support.
Secondary weapon (lower hull): Heavy flamethrower.
Crew: 4 men and 1 sergeant (leader) all armed with PPSh41 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Coaxial weapon, ronson, long barrel (main weapon), wide tracks, medium armour, heavy
flamethrower that ignores cover (L,M,H), poor training, radio operator, external fuel tanks, weapon support.
Note: Flamethrower firing arc is 45° (22.5° right, 22.5° left).
1-2 BM 13 – 16 (Truck)
POINTS: 700 each (RP:1)
Main weapon: 132 mm rocket-launcher (can fire directly from the vehicle)
Crew: 5 men and 1 sergeant (leader), all armed with PPSh41 sub-machine guns.
Duties: Driver, gunner, commander, radio operator, troops.
Characteristics: Off-table fire, indirect fire rocket launcher (minimum range 200cm), ignores cover (L), multiple
rocket-launcher (6), radio operator, open-topped vehicle.
Note: The rocket-launcher only has one salvo and cannot be reloaded.
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LIGHT TANK PLATOON
Consisting of: 1-3 T70 (1943-1945)
Training: 5+
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1-5 ISU 152 (Heavy Tank)
POINTS: 1,240 each (RP:1)
Main weapon (upper hull): M43 152mm heavy gun (howitzer).
Secondary weapon: None.
Crew: 4 men and 1 sergeant (leader) armed with PPSh41 sub-machine guns.
Duties: Commander/radio operator/machine-gunner (exposed), gunner, 2 assistants, driver.
Characteristics: Hull-mounted weapon, wide tracks, heavy armour, off-table fire, indirect fire howitzer (minimum
range 200cm), ignores cover (L), radio operator, poor training, external fuel tanks, self-propelled gun (assault).
Variants:
• Ambush camouflage can be added for +30 points.
• A DShK heavy machine gun with weapon support can be added to the ISU tanks for +90 points. Secondary weapon
(anti-aircraft). Additional duty for the Commander: anti-aircraft machine-gunner (exposed).
• The tanks can remove the poor training characteristic for +50 points each. Russian guard tanks must buy this variant.
• 1 tank per section can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for +30
points.
MORTAR PLATOON
Consisting of: 0-1 Mortar Command Group, 1-6 Mortar squads (1943-1945)
Training: 5+
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RECON PLATOON
Consisting of:1-6 Recon squads (1943-1945)
Training: 5+
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SNIPER SECTION
Consisting of one of the following choices:
1-3 Sniper Squads (1944-1945)
1-6 Lone Snipers (1944-19454)
Training: 3+
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1-5 ISU 122 (Heavy Tank)
POINTS: 1,240 each (RP:1)
Main weapon (upper hull): D-25S 122mm heavy gun
Secondary weapon: None.
Crew: 4 men and 1 sergeant (leader) armed with PPSh41 sub-machine guns.
Duties: Commander, gunner, 2 assistants, radio operator/driver.
Characteristics: Hull-mounted weapon, long barrel (main weapon), wide tracks, heavy armour, ignores cover (L),
radio operator, poor training, self-propelled gun (Assault), external fuel tanks.
Note: The 122mm armour-piercing shells are less effective than the same calibre shells produced by other nations.
Check for detailed weapon information on the Russian Weapons Table.
Variants:
• Ambush camouflage can be added for +30 points
• A DShK heavy machine gun with support can be added for +90 points. Secondary weapon (anti-aircraft). Additional
duty for the Commander: anti-aircraft machine-gunner (exposed).
• 1 tank per section can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for +30
points.
• The tanks can remove the poor training characteristic for +50 points each. Russian guard tanks must buy this variant.
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TOWING AND TRANSPORT VEHICLES
*M3A1 (Half-track)
Main weapon (anti-aircraft): M2HMG .50 cal. heavy machine gun with support.
Crew: Transported unit.
Duties: Machine-gunner (exposed), driver/radio operator, troops.
Characteristics: Soft skin, anti-aircraft, radio operator, weapon support, troop carrier (13), open-topped vehicle.
Transport vehicle: This vehicle can carry troops either inside or outside. The number in brackets shows the number
of models it can transport.
Troop carrier: This vehicle can transport infantry units. The number in brackets shows the maximum number of
models it can transport. Check for duties in the vehicle description. These vehicles apply the Panic Resistance
(RP) of the loaded unit.
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