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ARMY LISTS

For Operation World War Two

Copyright 2003 Operation Overlord, Copyright 2004 Paratrooper Attack, Copyright 2005 Upgrade Vehicle, Copyright
2005 Berlin 1945, Copyright 2008 on this volume

All rights reserved.

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

Advanced rules for armies and the Cost of units


The main aim of the points system is to allow two players to have a game with reasonably matched armies that they
can design themselves. For this reason, all units have been given a cost which is related to their value in the game.
When building your army you will have to respect some limits which attempt to follow the historical structure of the
armies concerned. You will build your army around an initial choice. When reading through the ARMY LIST
section you’ll notice that some units are called Standard units. You will see that the purchase of these units (or a
minimum number of these units) will allow you buy optional units. In order to build an army you must start with
ONE Standard choice and develop your army in a pyramidal fashion. Nothing will stop you using the options to
buy another standard unit but the options stemming from two different units cannot be added together, each must be
managed (and spent!) separately.

 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.

M4-76 (Medium Tank)


POINTS: 840 each (RP:1)
Main weapon (turret): M3 76mm 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, long barrel (main weapon), gyrostabiliser, radio operator, weapon support, bogs
down easily.

Variants for the M4 and M4-76:


• Sandbags can be added to each tank for +30 points each.
• The wet system can be added to each M4 for +10 points each.
• Ambush camouflage can be added to each tank for +30 points each.
• HVSS Suspension can be added to each tank for +10 points each. (from 1944)
• A bulldozer can be added to 1 tank per platoon for +50 points each. (optional rule).
• 1 tank per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for
+30 points.
• A gyrostabiliser can be added to each M4 for +30 points each.
• A smoke-screen mortar can be added to each tank for +60 points each. (optional rule).
• 1 M4 per platoon (not the HQ) can become a Heavy Tank with the following characteristics: heavy armour,
gyrostabiliser, wet, HVSS Suspension for a total cost of +560 points (Jumbo version).
• A Jumbo tank can replace the M3 75mm medium gun with a long barrelled 76mm medium gun for +50 points.
• Medium armour can be added to each tank (not the Jumbo) 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).
• M4-76 tanks can buy 1-3 improved shells for +50 points each.

Options for the Medium Tank Platoon


For each full tank platoon (1 HQ + 4 tanks) you can buy up to 10 of the options below. For each tank bought 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.

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HEAVY TANK PLATOON (STANDARD)
Consisting of 1-5 M26 (1945, only 1 platoon per army)
Training: 3+

1-5 M26 General Pershing (Heavy Tank)


POINTS: 1,470 each (RP:1)
Main weapon (turret): M3 90mm heavy 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, long barrel (main weapon), heavy armour, radio operator, weapon support.
Variants:
• Sandbags can be added to each tank for +30 points each.
• Ambush camouflage can be added to each tank 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.
• 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 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).
• You can buy 1-3 improved shells for +50 points each.

Options for the Heavy tank platoon


For each full tank platoon (1 HQ + 4 tanks) you can buy up to 15 of the following options. For each tank bought you
receive 3 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 for the Medium and Heavy Tank Platoons


• Engineer Platoon (max 1, counts as 2 options).
• Infantry Platoon.
• Light Tank Platoon (max 1, counts as 2 options).
• Medium Tank Platoon (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 Mortar Platoon (max 1, counts as 2 options).
• Paratrooper Platoon.
• Ranger Platoon.
• Recon Platoon (max 1).
• Tank Company Headquarters (max 1, counts as 3 options).
• Tank Destroyer Platoon (max 1, counts as 2 options).

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INFANTRY PLATOON (STANDARD)
Consisting of: 0-1 Infantry Command Group, 2-3 Infantry Squads (1944-1945)
Training: 4+

0-1 Infantry Command Group (Headquarters)


POINTS: 120 (RP:2)
1 lieutenant (leader) armed with an M1 semi-automatic carbine and a Colt 1911A1 pistol.
1 second lieutenant (leader) armed with an M1 semi-automatic carbine.
1 sergeant (leader) armed with a Garand M1 semi-automatic rifle.
2 men armed with Garand M1 semi-automatic rifles (runners).
All men have MK II grenades.

2-3 Infantry Squads


POINTS: 260 each (RP:3)
1 sergeant (leader) armed with an M1 semi-automatic carbine.
1 corporal (leader) armed with an M1 semi-automatic carbine.
1 man armed with a Colt 1911A1 pistol and a BAR M1918A2 automatic rifle.
9 men armed with Garand M1 semi-automatic rifles.
All men have MK II grenades.

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 for the Infantry Platoon


For each full platoon (1 HQ + 3 Infantry squads) you can buy up to 4 of the following options. If you buy the HQ
and 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
• 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+

0-1 Motorised Command Group (Headquarters)


POINTS: 410 (RP:3)
1 lieutenant (leader) armed with a Thompson M1 sub-machine gun and a Colt 1911A1 pistol.
1 second lieutenant (leader) armed with an M1 semi-automatic carbine.
1 sergeant (leader) armed with an M1 semi-automatic carbine.
7 men armed with Garand M1 semi-automatic rifles.
1 man armed with a Colt 1911A1 pistol and an M9A1 Bazooka rocket-launcher.
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).

2 Motorised Rifle Squads


POINTS: 380 each (RP:3)
1 sergeant (leader) armed with an M1 semi-automatic carbine.
1 corporal (leader) armed with an M1 semi-automatic carbine.
8 men armed with Garand M1 semi-automatic rifles.
1 man armed with a Colt 1911A1 pistol and an M9A1 Bazooka rocket-launcher.
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).

0-1 Motorised Mortar Squad


POINTS: 250 (RP:2)
1 sergeant (leader) armed with an M1 semi-automatic carbine.
1 man armed with a Colt 1911A1 pistol and a 60mm light mortar.
3 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.
Characteristics: Indirect fire mortar (minimum range 25cm).
Note: the unit is onboard an **M3A1 half-track (cost included).

0-1 Motorised Machine-gun Squad


POINTS: 470 (RP:3)
1 sergeant (leader) armed with an M1 semi-automatic carbine.
1 corporal (leader) armed with an M1 semi-automatic carbine.
1 man armed with a Colt 1911A1 pistol and an M1919A4 .30 cal. medium machine gun with tripod.
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 onboard an ***M3A1 half-track (cost included).

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 for the Motorised Infantry Platoon


For each full Motorised Infantry Platoon (1 HQ + 2 Rifle squads + 1 Mortar squad + 1 Machine gun squad) you can
buy up to 5 of the following options. If you buy HQ + 2 Rifle 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-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+

0-1 Paratrooper Command Group (Headquarters)


POINTS: 210 (RP:3)
1 lieutenant (leader) armed with a Colt 1911A1 pistol and an M1 semi-automatic carbine.
1 second lieutenant (leader) armed with an M1 semi-automatic carbine.
1 sergeant (leader) armed with an M1 semi-automatic carbine.
1 corporal (leader) armed with a Garand M1 semi-automatic rifle.
2 paratroopers armed with Garand M1 semi-automatic rifles (runners).
2 paratroopers armed with Garand M1 semi-automatic rifles.
All men have bayonets and MK II Pineapple grenades.
Characteristics: Trained with the bayonet.

2-3 Paratrooper Squads


POINTS: 350 each (RP:3)
1 sergeant (leader) armed with an M1 semi-automatic carbine.
1 corporal (leader) armed with an M1 semi-automatic carbine.
1 paratrooper armed with an M1 semi-automatic carbine and an M1919A4 .30 cal. medium machine gun with
tripod.
9 paratroopers armed with Garand M1 semi-automatic rifles.
All men have bayonets and MK II Pineapple grenades.
Characteristics: Trained with the bayonet.

0-1 Mortar Squad


POINTS: 180 (RP:2)
1 sergeant (leader) armed with an M1 semi-automatic carbine.
1 paratrooper armed with a Colt 1911A1 pistol and a 60mm light mortar.
4 paratroopers armed with Garand M1 semi-automatic rifles.
All men have bayonets and MK II Pineapple grenades.
Characteristics: Trained with the bayonet, indirect fire mortar (minimum range 25cm).

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+

0-1 Ranger Command Group (Headquarters)


POINTS: 170 (RP:2)
1 lieutenant (leader) armed with an M1 semi-automatic carbine and a Colt 1911A1 pistol.
1 sergeant (leader) armed with an M1 semi-automatic carbine.
2 rangers armed with Garand M1 semi-automatic rifles (runners).
All rangers have bayonets and Mk II grenades.
Characteristics: Trained with the bayonet, infiltrators.

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.

0-1 Mortar Squad


POINTS: 220 (RP:2)
1 sergeant (leader) armed with an M1 semi-automatic carbine.
1 ranger armed with a Colt 1911A1 pistol and a 60mm light mortar.
4 rangers armed with Garand M1 semi-automatic rifles.
All rangers have bayonets and Mk II grenades.
Characteristics: Trained with the bayonet, infiltrators, indirect fire mortar (minimum range 25cm).

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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© Massimo Torriani. All rights reserved. Copy for personal use only.
OPTIONS – AMERICAN ARMY

AIRBORNE AND PARACHUTE BATTERY


Consisting of one of the following choices:
• 0-1 Observation Post, 0-1 Jeep Observation Post, 1-3 75mm Field Howitzer (1944-1945)
• 0-1 Observation Post, 0-1 Jeep Observation Post, 1-6 105mm Field Howitzer (Support unit,
1944-1945)
Training: 3+

0-1 Observation Post


POINTS: 90 (RP:1)
1 sergeant (leader) armed with an M3A1 Grease Gun sub-machine gun.
1 corporal (leader) armed with an M3A1 Grease Gun sub-machine gun.
All men have MK II grenades.
Characteristics: Trained with the bayonet, radio operator, long-range radio
Note: Only counts as OP for fire from its own battery.

0-1 Jeep Observation Post (Car)


POINTS: 130 (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 bayonets and MK II grenades.
Duties: Driver, radio operator, troops.
Characteristics: Low profile, trained with the bayonet, radio operator, long-range radio, open-topped vehicle.
Note: Only counts as OP for fire from its own battery.

1-6 105mm Field Howitzer (Artillery)


POINTS: 350 each (RP:2)
1 sergeant (leader) armed with a Colt 1911A1 pistol.
1 paratrooper armed with a Colt 1911A1 pistol and an M3 105mm heavy gun (howitzer).
2 paratroopers armed with Colt 1911A1 pistols.
2 paratroopers armed with M1 semi-automatic carbines.
All men have MK II grenades.
Characteristics: Ignores cover (L), off-table fire, indirect fire howitzer (minimum range 200cm), gun crew.
Note: Support unit.
Variants:
• You can buy a *2½ ton truck as towing and transport vehicle for each 105mm howitzer for +30 points (support unit).
• 1 paratrooper per battery can become radio operator for +10 points.
• A gun can buy smoke shells for +50 points each (optional rule).

1-3 M1 75mm Field Howitzer (Artillery)


POINTS: 130 each (RP:2)
1 sergeant (leader) armed with a Colt 1911A1 pistol.
1 paratrooper armed with a Colt 1911A1 pistol and an M1 75mm medium gun (howitzer).
2 paratroopers armed with Colt 1911A1 pistols.
All men have MK II grenades.
Characteristics: Off-table fire, indirect fire howitzer (minimum range 200cm), gun crew.
Variants:
• You can buy a *Jeep as towing and transport vehicle for each 75mm howitzer for +40 points (support unit).
• 1 paratrooper per battery can become radio operator for +10 points.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
ANTI-AIRCRAFT PLATOON
Consisting of:1-6 Bofors guns (1944-1945).
Training: 4+.

1-6 Bofors guns (Artillery)


POINTS: 290 each (RP:3)
1 sergeant (leader) armed with a Mk.IV revolver pistol.
1 man armed with a Colt 1911A1 pistol and a Bofors 40mm light gun.
4 men armed with Colt 1911A1 pistols.
All men have MK II grenades.
Characteristics: Long barrel, anti-aircraft, shield, gun crew, rapid fire.
Variants:
• You can buy a *Dodge Truck as towing and transport vehicle for each gun for +30 points.

ANTI-TANK PLATOON
Consisting of: 0-1 Jeep, 1-3 Anti-tank guns (1944-1945)
Training: 4+

0-1 Jeep (Car)


POINTS: 100 (RP:1)
Main weapon: None.
Crew: 2 men and 1 lieutenant (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.
Variants:
• An M2HMG .50 cal. heavy machine gun with support can be added to every jeep for +80 points each. Secondary
weapon (anti-aircraft). Additional duty: anti-aircraft machine-gunner (exposed).
• Ambush camouflage can be added for +30 points.
• The M3A1 Grease Gun sub-machine guns can be replaced by M1 semi-automatic carbines for +10 points each.
• Jeeps stemming from the Paratroopers or the Rangers must buy: Training: 3+ for +20 points.

1-3 Anti-tank guns (Artillery)


POINTS: 310 each (RP:2)
1 sergeant (leader) armed with a Colt 1911A1 pistol.
1 man armed with a Colt 1911A1 pistol and a 57mm medium gun
2 men armed with Colt 1911A1 pistols.
2 men armed with M1 semi-automatic carbines.
All men have MK II grenades.
Characteristics: Long barrel, shield, gun crew.
Variants:
• 1 man per gun can buy an M9A1 Bazooka rocket-launcher for +50 points.
• 1 man per platoon can become a radio operator for +10 points.
• You can buy a *WC51 Truck as towing and transport vehicle for each gun for +50 points (1944).
• Anti-tank platoons stemming from Motorised Infantry can buy an *M3A1 half-track for each gun as towing and
transport vehicle for +130 points (1944-1945).
• Units stemming from the Paratroopers or the Rangers must buy: Training: 3+ for +20 points.
• You can replace the 57mm medium gun with a long barrelled 76mm gun for +50 points each. The entire battery must
have the same type of gun. Note: Support unit.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
ARTILLERY BATTERY
Consisting of: 0-1 Observation Post, 0-1 Jeep Observation Post, 1-6 Field Artillery (1944-1945).
Training: 4+

0-1 Observation Post


POINTS: 60 (RP:1)
1 sergeant (leader) armed with an M3A1 Grease Gun sub-machine gun.
1 corporal (leader) armed with an M3A1 Grease Gun sub-machine gun.
All men have MK II grenades.
Characteristics: Radio operator, long-range radio
Note: Only counts as OP for fire from its own battery

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.
Variants:
• The M3A1 Grease Gun sub-machine guns can be replaced with M1 semi-automatic carbines for +10 points each.

1-6 Field Artillery (Artillery)


POINTS: 330 each (RP:2)
1 sergeant (leader) armed with a Colt 1911A1 pistol.
1 man armed with a Colt 1911A1 pistol and an M1 105mm heavy gun (howitzer).
3 men armed with Colt 1911A1 pistols.
3 men armed with M1 semi-automatic carbines.
All men have MK II grenades.
Characteristics: Ignores cover (L), off-table fire, indirect fire howitzer (minimum range 200cm), gun crew.
Variants:
• You can buy a *2½ ton truck as towing and transport vehicle for each gun +30 points.
• One man per battery can become a radio operator for +10 points.
• 1 man per gun can replace his M1 semi-automatic carbine with a Colt 1911A1 pistol and an M9A1 Bazooka rocket-
launcher for +50 points.
• A gun can buy smoke shells for +50 points each (optional rule).

ENGINEER PLATOON
Consisting of: 0-1 Engineer Command Group, 1-3 Engineer Squads (1944-1945)
Training: 3+

0-1 Engineer Command Group (Headquarters)


POINTS: 130 (RP:3)
1 lieutenant (leader) armed with a Thompson M1 sub-machine gun and a Colt 1911A1 pistol.
1 second lieutenant (leader) armed with an M1 semi-automatic carbine.
1 sergeant (leader) armed with an M1 semi-automatic carbine.
2 men armed with Garand M1 semi-automatic rifles (runners).
All men have bayonets and MK II Pineapple grenades.
Note: The unit is onboard a *Jeep (cost included)

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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.

LIGHT TANK PLATOON


Consisting of one of the following choices:
• 1-5 M5A1 (1944-1945)
• 1-5 M24 (1944-1945, only one unit per army)
Training: 4+

1-5 M5A1 (Light Tank)


POINTS: 690 each (RP:1)
Main weapon (turret): M6 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 M3A1 Grease Gun sub-machine guns.
Duties: Commander/assistant, machine-gunner/radio operator, gunner, driver.
Characteristics: Coaxial weapon, extra-long barrel (main weapon), medium armour, radio operator, weapon
support.
Variants:
• Ambush camouflage can be added for +30 points.
• A gyrostabiliser can be added for +30 points.
• An M1919A4 .30 cal. medium machine gun with weapon support can be added for +60 points. Secondary weapon
(anti-aircraft). Additional duty for the commander: anti-aircraft machine-gunner (exposed).
• An M2HMG .50 cal. heavy machine gun with weapon support can be added for +80 points. Secondary weapon (anti-
aircraft). Additional duty for the commander: anti-aircraft machine-gunner (exposed).
• A lateral smoke-launcher can be added for +80 points (optional rule).
• A bulldozer can be added to 1 tank per platoon for +50 points (optional rule).
• 1 tank per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for
+30 points.

1-5 M24 (Light Tank)


POINTS: 660 each (RP:1)
Main weapon (turret): 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, assistant, machine-gunner/radio operator, gunner, driver
Characteristics: Coaxial weapon, radio operator, weapon support, fast vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• A gyrostabiliser can be added for +30 points.
• An M1919A4 .30 cal. medium machine gun with weapon support can be added for +60 points. Secondary weapon
(anti-aircraft). Additional duty for the commander: anti-aircraft machine-gunner (exposed).
• An M2HMG .50 cal. heavy machine gun with weapon support can be added for +80 points. Secondary weapon (anti-
aircraft). Additional duty for the commander: anti-aircraft machine-gunner (exposed).
• A smoke-screen mortar can be added to each tank for +60 points each (optional rule).
• 1 tank per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for
+30 points.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
MACHINE GUN PLATOON
Consisting of: 0-1 Machine gun Command Group (on Jeep), 1-4 Machine gun squads (1944-1945)
Training: 4+

0-1 Machine gun Command Group (on Jeep) (Car, Headquarters)


POINTS: 100 (RP:1)
Main weapon: None.
Crew: 2 men (runners) and 1 lieutenant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Driver, radio operator, troops.
All men have MK II grenades.
Characteristics: Low profile, radio operator, long-range radio, open-topped vehicle.
Note: Only counts as HQ for its own platoon.
Variants:
• An M1919A4 .30 cal. medium machine gun with weapon support can be added to each jeep for +60 points.
Main/Secondary weapon (anti-aircraft). Additional duty: anti-aircraft machine-gunner (exposed).
• An M2HMG .50 cal. heavy machine gun with weapon support can be added for +80 points. Main/Secondary weapon
(anti-aircraft). Additional duty for the commander: anti-aircraft machine-gunner (exposed).
• A QG stemming from Paratroopers must buy Training: 3+, bayonets for the men and the characteristic: Trained with
the bayonet for +30 points each.

1-4 Machine gun squads


POINTS: 200 each (RP:2)
1 corporal (leader) armed with an M1 semi-automatic carbine.
1 man armed with a Colt 1911A1 pistol and an M1917A1 medium machine gun with tripod
2 men armed with M1 semi-automatic carbines.
2 men armed with Colt 1911A1 pistols.
All men have MK II grenades.
Characteristics: Tripod.

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+

0-1 Mortar Command Group (Headquarters)


POINTS: 60 (RP:1)
1 second lieutenant (leader) armed with an M3A1 Grease Gun sub-machine gun.
1 man armed with an M1 semi-automatic carbine (runner)
1 man armed with an M1 semi-automatic carbine (radio operator).
Characteristics: Radio operator, long-range radio.
Note: Counts as HQ only for indirect fire from its own platoon.
Variants:
• A Jeep can be added as transport vehicle to each Command Group for +40 points each. Variant not available to
Rangers. If the men are on the jeep they lose the infiltrators characteristic.
• An HQ stemming from the Paratroopers must buy: Training: 3+, bayonets for the men, the characteristic: Trained with
the bayonet for +30 points each.
• An HQ stemming from the Rangers must buy: Training: 3+; bayonets for the men, the characteristics: Trained with the
bayonet, infiltrators for +70 points each.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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.

MOTORISED ANTI-AIRCRAFT PLATOON


Consisting of: 1-4 MGMC M14 Half-tracks (1944-1945)
Training: 4+

1-4 MGMC M14 Anti-aircraft Half-track (Half-track)


POINTS: 250 each (RP:1)
Main weapon: Twin M2HMG .50 cal. heavy machine gun.
Crew: 3 men and 1 sergeant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Driver, machine-gunner (exposed), radio operator, troops.
Characteristics: Soft skin, radio operator, anti-aircraft weapon support, open-topped vehicle.
Variants:
• A twin M2HMG .50 cal. heavy machine gun can be replaced with a quad-barrelled version (M16) for +160 points.
• Ambush camouflage can be added for +30 points.

MOTORISED ARTILLERY BATTERY


Consisting of one of the following choices:
• 0-1 M4 Observation Post, 0-1 Jeep Observation Post, 1-6 M7 HMC (1944-1945)
• 0-1 M4 Observation Post, 1-3 T34 Calliope (Note: max 1 unit per army, 1944-1945)
Training: 4+

0-1 M4 Observation Post (Medium Tank)


POINTS: 490 (RP:1)
Main weapon (turret): M1919A4 .30 cal. medium machine gun with support (dummy main gun).
Secondary weapon (lower hull): M1919A4 .30 cal. medium machine gun with support.
Crew: 4 men and 1 lieutenant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Commander, machine-gunner (turret), machine-gunner, driver, radio operator.
Characteristics: Radio operator, long-range radio, ronson, weapon support, bogs down easily.
Note: Only counts as OP for fire from its own battery.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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.

1-6 M7 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 M3A1 Grease Gun sub-machine guns.
Duties: Commander/machine-gunner (exposed), radio operator, gunner, 3 assistants, driver.
Characteristics: Hull-mounted weapon (main weapon), anti-aircraft, indirect fire howitzer (minimum range 200cm),
ignores cover (L), unprotected ammunition, weapon support, bogs down easily, open-topped vehicle, light armour,
off-table fire.
Variants:
• Ambush camouflage can be added for +30 points.
• Sandbags can be added for +30 points.
• A gun can buy smoke shells for +50 points each (optional rule).

1-3 T34 Calliope (Medium Tank)


POINTS: 3,120 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.
Secondary weapon (turret): Heavy 115mm multiple rocket launcher.
Crew: 4 men and 1 sergeant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner/rocket launcher, assistant, driver.
Characteristics: Coaxial weapon, off-table fire, radio operator, ronson, weapon support, bogs down easily, indirect
fire rocket launcher (minimum range 200cm), ignores cover (L), multiple rocket launcher (24), slow turret, slow
vehicle.
Note: When this vehicle fires the rocket launcher it cannot fire the main gun. It can fire 4 salvos of 6 templates all at
once or in different turns. If more than one salvo is fired in the same turn, all salvos must have the same target.
Variants:
• You can convert the T34 Calliope into a T34 E1 with only 1 salvo of 6 templates for -1,800 points.

MOTORISED ASSAULT GUN PLATOON


Consisting of one of the following choices:
• 0-1 OP Jeep, 0-1 Motorised Command Group OP, 1-3 M8 HMC (1944-1945)
• 0-1 OP Jeep, 0-1 Motorised Command Group OP, 1-3 M4A3 (1944-1945)
Training: 4+

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 indirect fire from its own platoon.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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.

1-3 M8 HMC (Light Tank)


POINTS: 420 each (RP:1)
Main weapon (turret): 75mm medium gun (howitzer).
Secondary weapon (anti-aircraft): M2HMG .50 cal. heavy machine gun with support.
Crew: 3 men and 1 sergeant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Commander/machine-gunner (exposed), assistant/radio operator, gunner, driver.
Characteristics: Off-table fire, indirect fire howitzer (minimum range 200cm), unprotected ammunition, radio
operator, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• A twin-lateral smoke-launcher can be added for +80 points.
• You can buy smoke shells for +50 points each (optional rule).

1-3 M4A3 (Medium Tank)


POINTS: 860 each (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.
• You can buy smoke shells for +50 points each (optional rule).

MOTORISED ENGINEER SECTION


Consisting of: 0-1 M4 Crab, 0-1 M4 Crocodile (1944-1945)
Training: 3+

0-1 M4 Crab (Medium Tank)


POINTS: 910 (RP:1)
Main weapon (turret): M3 75mm medium gun with coaxial M1919A4 .30 cal. medium machine gun.
Secondary weapon: None.
Crew: 4 men and 1 sergeant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Commander, assistant, driver, gunner, radio operator.
Characteristics: Mine-clearer, coaxial weapon, medium armour, radio operator.
Note: Can only move slowly.
Variants:
• A smoke-screen mortar can be added for +60 points (optional rule).

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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).

MOTORISED MORTAR PLATOON


Consisting of: 0-1 Mortar Command Group, 1-3 M21 MMC or M4A1 (1944-1945)
Training: 4+

0-1 Mortar Command Group (Headquarters, Half-track)


POINTS: 330 (RP:3)
1 second lieutenant (leader) armed with an M1 semi-automatic carbine.
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 HQ for indirect fire from its own
platoon.
Variants:
• You can add a long-range radio 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 the M1 semi-automatic carbines with M3A1 Grease Gun sub-machine guns for -10 points each.

1-3 M21 MMC or M4A1 (Half-track)


POINTS: 270 each (RP:1)
Main weapon: 81mm mortar (can fire without unloading).
Secondary weapon (anti-aircraft): M2HMG .50 cal. heavy machine gun with anti-aircraft weapon support.
Crew: 3 men and 1 sergeant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Commander/machine-gunner (exposed), mortar-man, driver, radio operator.
Characteristics: Soft skin, anti-aircraft, indirect fire mortar (minimum range 50cm), radio operator, weapon
support, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• The mortar can have smoke shells for +50 points each.

PARATROOPER ENGINEER PLATOON


Consisting of: 0-1 Engineer Command Group, 1-3 Engineer Squads (1944-1945)
Training: 3+

0-1 Engineer Command Group (Headquarters)


POINTS: 140 (RP:3)
1 lieutenant (leader) armed with a Thompson M1 sub-machine gun and a Colt 1911A1 pistol.
1 second lieutenant (leader) armed with an M1 semi-automatic carbine.
1 sergeant (leader) armed with an M1 semi-automatic carbine.
2 paratroopers armed with Garand M1 semi-automatic rifles (runners).
All men have bayonets and MK II Pineapple grenades.
Characteristics: Trained with the bayonet.

22
© Massimo Torriani. All rights reserved. Copy for personal use only.
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.

PARATROOPER PATHFINDER SECTION


Consisting of: 2-3 Pathfinder Squads (1944-1945)
Training: 3+

2-3 Pathfinder Squads (Headquarters)


POINTS: 220 each (RP:3)
1 lieutenant (leader) armed with an M3A1 Grease Gun sub-machine gun and a Colt 1911A1 pistol.
1 sergeant (leader) armed with an M3A1 Grease Gun sub-machine gun and a Colt 1911A1 pistol.
6 paratroopers armed with Garand M1 semi-automatic rifles.
2 paratrooper armed with M1 semi-automatic carbines and a Colt 1911A1 pistols (runners).
All men have bayonets and MK II grenades
Characteristics: Trained with the bayonet, pathfinders.
Variants:
• 1 paratrooper per Pathfinder Squad can become radio operator for +10 points.
• The Garand M1 semi-automatic rifles can be replaced with Thompson M1 sub-machine guns at no extra cost.

RECON PLATOON
Consisting of one of the following choices:
• 0-3 M8, 1-6 Jeep (1944-1945)
Training: 4+

0-3 M8 Greyhound (Armoured Car)


POINTS: 440 each (RP:1)
Main weapon (turret): M6 37mm light gun with coaxial M1919A4 .30 cal. medium machine gun.
Crew: 3 men and 1 sergeant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Commander, assistant, gunner, driver/radio operator.
Characteristics: Coaxial weapon, extra-long barrel (main weapon), bullet-proof tyres, unprotected ammunition,
radio operator, weapon support, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• The M3A1 Grease Gun sub-machine guns can be replaced with M1 semi-automatic carbines for +10 points each.
• An M2HMG .50 cal. heavy machine gun with weapon support can be added for +80 points. Secondary weapon (anti-
aircraft). Additional duty for the commander: machine-gunner (exposed).
• 1 armoured car per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a
lieutenant for +30 points.
• A rear smoke-launcher can be added for +50 points.
• If there are Paratroopers or Rangers in the army you must buy: Training: 3+ for +20 points.
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© Massimo Torriani. All rights reserved. Copy for personal use only.
1-6 Jeep (Car)
POINTS: 70 each (RP:1)
Main weapon: None.
Crew: 2 men and 1 sergeant, 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, open-topped vehicle.
Variants:
• An M1919A4 .30 cal. medium machine gun with weapon support can be added to each tank for +60 points. Main
weapon/secondary (anti-aircraft). Additional duty: machine-gunner (exposed).
• An M2HMG .50 cal. heavy machine gun with weapon support can be added for +80 points. Main weapon/secondary
(anti-aircraft). Additional duty: machine-gunner (exposed).
• Ambush camouflage can be added for +30 points.
• The M3A1 Grease Gun sub-machine guns can be replaced with M1 semi-automatic carbines for +10 points each.
• 1 jeep per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for +30
points.
• 1 man per platoon can add an M9A1 Bazooka rocket-launcher to his equipment for +50 points.
• Up to 3 jeeps per platoon can add a 60mm light mortar to the equipment of one man. Characteristics: only indirect fire
(minimum range 25 cm) for +50 points. Not available if you buy an anti-aircraft weapon.
• If there are Paratroopers or Rangers in the army you must buy: Training: 3+ for +20 points.

TANK COMPANY HEADQUARTERS


Consisting of: 0-1 Jeep OP, 0-1 M4, 0-1 M4 OP, 0-1 M4A3 (1944-1945)
Training: 3+

0-1 Jeep Observation Post (Headquarters, Car)


POINTS: 120 (RP:1)
Main weapon: None.
Crew: 2 men and 1 captain (leader), all armed with M3A1 Grease Gun sub-machine guns.
All men have MK II grenades.
Duties: Driver, radio operator, troops.
Characteristics: Low profile, long-range radio, open-topped vehicle.

0-1 M4 Observation Post (Medium Tank)


PUNTI: 510 (RP:1)
Main weapon (turret): M1919A4 .30 cal. medium machine gun with support (dummy main gun).
Secondary weapon (lower hull): M1919A4 .30 cal. medium machine gun with support.
Crew: 4 men and 1 lieutenant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Commander, machine-gunner (turret), machine-gunner, driver, radio operator.
Characteristics: Radio operator, long-range radio, ronson, weapon support, bogs down easily.
Note: Only counts as OP for fire from its own battery.

0-1 M4 (Headquarters, Medium Tank)


POINTS: 770 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 lieutenant (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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© Massimo Torriani. All rights reserved. Copy for personal use only.
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.

TANK DESTROYER PLATOON


Consisting of 1 of the following choices:
• 1-4 M6 GMC (1943-1944, only 1 unit per army)
• 0-2 M20, 1-4 M10 (1943-1945)
• 0-2 M20, 1-4 M18 (1944-1945)
• 0-2 M20, 1-4 M36 (1944-1945)
Training: 3+

1-4 M6 GMC (Truck)


POINTS: 310 each (RP:1)
Main weapon (fixed position): 37mm light gun
Crew: 2 men and 1 sergeant (leader), all armed with M3A1 Grease Gun sub-machine guns.
Duties: Commander/assistant, driver/radio operator, gunner.
Characteristics: Extra-long barrel (main weapon), bullet-proof tyres, radio operator, open-topped vehicle.
Note: The crew are in Medium cover.

0-2 M20 (Armoured Car, Headquarters)


POINTS: 290 each (RP:1)
Main weapon (anti-aircraft): M2HMG .50 cal. heavy machine gun with weapon support.
Crew: 3 men and 1 lieutenant (leader), all armed with M3A1 Grease Gun sub-machine guns and grenades.
Duties: Commander, machine-gunner (exposed), radio operator, driver.
Characteristics: Anti-aircraft, bullet-proof tyres, radio operator, weapon support, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• The M3A1 Grease Gun sub-machine guns can be replaced with M1 semi-automatic carbines for +10 points each.
• One man can buy an M9A1 Bazooka rocket-launcher for +50 points.
• A rear smoke-launcher can be added for +50 points.

1-4 M10 (Medium Tank)


POINTS: 650 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), assistant, driver, gunner, radio operator.
Characteristics: Long barrel (main weapon), anti-aircraft, radio operator, weapon support, bogs down easily, open-
topped vehicle, light armour.
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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© Massimo Torriani. All rights reserved. Copy for personal use only.
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.

1-4 M36 (Medium Tank)


POINTS: 870 (RP:1)
Main weapon (turret): M3 90mm heavy 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), assistant, driver, gunner, radio operator.
Characteristics: Soft skin, long barrel, anti-aircraft, radio operator, weapon support, bogs down easily, open-topped
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.
• You can transform the M36 into an M36B1 by adding an M1919A4 .30 cal. medium machine gun with support as
secondary weapon (lower hull). Additional duty for the radio operator: machine-gunner. The vehicle loses the
characteristic: soft skin. The cost of this change is +90 points.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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.

*White M3A1 (Armoured Car)


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, light armour, radio operator, weapon support, 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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© Massimo Torriani. All rights reserved. Copy for personal use only.
GERMAN ARMY

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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+

1-5 Sdkfz 171 Panther (Medium Tank)


POINTS: 1,140 each (RP:1)
Main weapon (turret): KwK42 75mm medium gun (L70) with coaxial Mg34 light machine gun.
Secondary weapon (lower hull): Mg34 light machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Coaxial weapon, extra-long barrel (main weapon), heavy armour, radio operator, weapon support.

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.

1-5 Sdkfz 161 Panzer IV (Medium Tank)


POINTS: 810 each (RP:1)
Main weapon (turret): KwK40 75mm medium gun (L48) with coaxial Mg34 light machine gun.
Secondary weapon (lower hull): Mg34 light machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Coaxial weapon, soft skin, long barrel (main weapon), radio operator, weapon support.

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.

Options for the Medium tank platoon


For each full tank platoon (1 HQ + 4 tanks) you can buy up to 10 of the options below. For each tank bought 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.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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+

1-4 Sdkfz 181 Tiger (Heavy Tank)


POINTS: 1,480 each (RP:1)
Main weapon (turret): KwK36 88mm heavy gun (L56) with coaxial Mg34 light machine gun.
Secondary weapon (lower hull): Mg34 light machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with MP40 sub-machine gun.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Coaxial weapon, long barrel (main weapon), heavy armour, radio operator, weapon support, slow
turret.

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.

1-4 Sdkfz 182 King Tiger (Heavy Tank)


POINTS: 1,780 each (RP:1)
Main weapon (turret): KwK43 88mm heavy gun (L71) with coaxial Mg34 light machine gun.
Secondary weapon (lower hull): Mg34 light machine gun with support.
Crew: 4 men and 1 lieutenant (leader), all armed with MP40 sub-machine gun.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Extra-long barrel (main weapon), extra-heavy armour, radio operator, weapon support, slow turret.

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.

Options for the Heavy tank platoon


For each full tank platoon (1 HQ + 3 tanks) you can buy up to 12 of the following options. For every tank bought
you get 3 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.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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+

0-1 Fallschirmjäger Command Group (Headquarters)


POINTS: 150 (RP:3)
1 lieutenant (leader) armed with an MP40 sub-machine gun.
1 second lieutenant (leader) armed with an MP40 sub-machine gun.
2 fallschirmjägers armed with Kar98K rifles.
2 fallschirmjägers armed with Kar98K rifles (runners).
1 fallschirmjäger armed with a Kar98K rifle and a Panzerfaust.
All men have a Walther P38 Sauer pistol, bayonet and StG39 grenades.
Characteristics: Trained with the bayonet.

2-3 Fallschirmjäger Squads


POINTS: 210 each (RP:3)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 corporal (leader) armed with an MP40 sub-machine gun.
9 fallschirmjägers armed with Kar98K rifles.
1 fallschirmjäger armed with an Mg34 light machine gun.
All men have a Walther P38 Sauer pistol, bayonet and StG39 grenades.
Characteristics: Trained with the bayonet.

0-1 Radio Section


POINTS: 30 (RP:1)
1 fallschirmjäger armed with an MP40 sub-machine gun.
1 fallschirmjäger armed with a Kar98K rifle or an MP40 sub-machine gun (radio operator).
Both men have a Walther P38 Sauer pistol, bayonet and StG39 grenades.
Characteristics: Trained with the bayonet.
Note: This section is a compact group with the HQ.

0-1 Jäger Sections


POINTS: 100 (RP:1)
1 fallschirmjäger armed with an MP40 sub-machine gun.
1 fallschirmjäger armed with a Walther P38 Sauer pistol and an RPzB54 Panzerschreck.
Both men have a Walther P38 Sauer pistol, bayonet and StG39 grenades.
Characteristics: Tank hunters, trained with the bayonet.

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).

33
© Massimo Torriani. All rights reserved. Copy for personal use only.
GRENADIER PLATOON (STANDARD)
Consisting of: 0-1 Grenadier Command Group, 2-3 Grenadier squads (1944-1945)
Training: 4+

0-1 Grenadier Command Group (Headquarters)


POINTS: 100 (RP:2)
1 lieutenant (leader) armed with an MP40 sub-machine gun and a Luger pistol.
1 second lieutenant (leader) armed with an MP40 sub-machine gun.
1 grenadier armed with a Kar98K rifle and a Panzerfaust.
2 grenadiers armed with Kar98K rifles (runners).
All men carry StG39 grenades.

2-3 Grenadier squads


POINTS: 150 each (RP:3)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 corporal (leader) armed with an MP40 sub-machine gun.
1 grenadier armed with a Walther P38 pistol and an Mg34 light machine gun.
6 grenadiers armed with Kar98K rifles.
All men carry StG39 grenades.

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.

Options for the Grenadier platoon


For each full Grenadier platoon (1 Grenadier HQ + 3 Grenadier squads) you can buy 4 of the following options. If
you buy just 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.

Grenadier and Volksgrenadier Options


• Anti-aircraft Section (max 1).
• Anti-tank Platoon (max 1, counts as 2 options).
• Armoured Recon Platoon (max 2).
• Artillery Battery (max 1, counts as 2 options).
• Assault Gun Platoon (max 1, counts as 2 options).
• Engineer Platoon (max 1, counts as 2 options).
• Grenadier Platoon.
• Heavy Tank Platoon (max 1, counts as 2 options).
• Looted 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).
• Motorbike Section (max 1).
• Motorised Artillery Battery (max 2, counts as 2 options).
• Panzer Jager Section (max 1).
• 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.
• Volksgrenadier Platoon.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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+

0-1 Panzergrenadier Command Group (Headquarters)


POINTS: 300 (RP:3)
1 lieutenant (leader) armed with an MP40 sub-machine gun and Luger pistol.
1 second lieutenant (leader) armed with an MP40 sub-machine gun.
1 panzergrenadier armed with a Walther P38 pistol and an RPzB54 Panzerschreck rocket-launcher.
2 panzergrenadiers armed with Kar98K rifles (runners).
All men carry StG39 grenades.
Note: the unit is onboard a *Sdkfz 251/1 half-track (cost included).

0-1 Sdkfz 251/10 or 250/10 (Half-track, Headquarters)


POINTS: 330 (RP:1)
Main weapon (upper hull): PaK35/36 37mm light gun (L45).
Secondary weapon: None.
Crew: 4 men and 1 lieutenant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, assistant, gunner, driver/radio operator.
Characteristics: Hull-mounted weapon, long barrel (main weapon), radio operator, half-track (assault), weapon
support, open-topped vehicle.

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).

2-3 Panzergrenadier Squads


POINTS: 430 each (RP:4)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 corporal (leader) armed with an MP40 sub-machine gun.
2 panzergrenadiers armed with Walther P38 pistols and Mg34 light machine guns.
6 panzergrenadiers armed with Kar98K rifles.
1 panzergrenadier armed with a Kar98K rifle and a Panzerfaust.
All men carry StG39 grenades.
Note: the unit is onboard a *Sdkfz 251/1 half-track (cost included).

0-1 Kettenkrad Sdkfz 2 (Motorbike)


POINTS: 60 (RP:1)
Main weapon: None.
Crew: 1 panzergrenadier (driver) and 1 panzergrenadier (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.

0-1 Sdkfz 251/9 (Half-track)


POINTS: 370 (RP:1)
Main weapon (upper hull): KwK37 75mm medium gun (L24) with coaxial Mg34 light machine gun.
Secondary weapon: None.
Crew: 2 men and 1 lieutenant (leader), all armed with MP40 sub-machine guns.
Duties: Commander/assistant, gunner, driver/radio operator.
Characteristics: Weapon support, short barrel (main weapon), open-topped vehicle, hull-mounted weapon, radio
operator.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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 for the Panzergrenadier Platoon


For each full Panzergrenadier platoon (1HQ + 3 squads) you can buy up to 4 of the following options. If you buy
HQ and 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
• 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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© Massimo Torriani. All rights reserved. Copy for personal use only.
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

0-1 Volksgrenadier Command Group (Headquarters)


POINTS: 60 (RP:2)
1 lieutenant (leader) armed with an MP40 sub-machine gun.
2 Volksgrenadiers armed with MP40 sub-machine guns (runners).
1 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.

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.

0-1 Volksgrenadier Rifle Squad


POINTS: 110 (RP:3)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 corporal (leader) armed with an MP40 sub-machine gun.
1 Volksgrenadier armed with a Walther P38 pistol and an Mg34 light machine gun
6 Volksgrenadiers armed with Kar98K rifles.
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).

Options for the Volksgrenadier Platoon


For each full Volksgrenadier Platoon (1 Volksgrenadier HQ + 2 Volksgrenadier squads + 1 Volksgrenadier Rifle
squad) you can buy 4 options. If you buy 1 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.

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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© Massimo Torriani. All rights reserved. Copy for personal use only.
OPTIONS – GERMAN ARMY

AIRBORNE / PARACHUTE BATTERY


Consisting of one of the following choices:
• 0-1 Fallschirmjäger OP, 1-2 75mm Recoilless Gun (1943-1944)
• 0-1 Fallschirmjäger OP, 1-2 105mm Recoilless Gun (only Airborne units, 1943-1944)
• 0-1 Fallschirmjäger OP, 1-4 GebG36 75mm Field guns (only Paratrooper units, 1943-1945)
Training: 3+

0-1 Fallschirmjäger Observation Post (Headquarters)


POINTS: 90 (RP:1)
1 lieutenant (leader) armed with an MP40 sub-machine gun.
1 fallschirmjäger armed with an MP40 sub-machine gun (radio operator).
All men have a Walther P38 Sauer pistols, bayonets and StG39 grenades.
Characteristics: Trained with the bayonet, radio operator, long-range radio.
Note: Only counts as OP for fire from its own battery.
Variants:
• A *Kettenkrad Sdkfz 2 can be added as transport vehicle for +20 points each.

1-2 LG40 75mm Parachute recoilless gun (Artillery)


POINTS: 140 each (RP:1)
1 sergeant (leader) armed with MP40 sub-machine gun.
1 fallschirmjäger armed with a Walther P38 Sauer pistol and an LG40 75mm medium gun.
1 fallschirmjäger armed with an MP40 sub-machine gun.
All men carry StG39 grenades.
Characteristics: Shaped charge, shield, recoilless, gun crew, trained with the bayonet.
Variants:
• A *Kettenkrad Sdkfz 2 can be added as transport vehicle for +20 points each.
• One man per battery can become a radio operator for +10 points.

1-2 LG40/1 105mm Parachute recoilless gun (Artillery)


POINTS: 350 each (RP:3)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 fallschirmjäger armed with a Walther P38 Sauer pistol and an LG40/1 105mm heavy gun.
4 fallschirmjäger armed with MP40 sub-machine guns.
All men carry StG39 grenades.
Characteristics: Shaped charge, ignores cover (L), shield, recoilless, gun crew, trained with the bayonet, off-table
fire, indirect fire gun (minimum range 200cm).
Variants:
• Either an *SdKfz 11 or *SdKfz 7 can be added to each gun as towing and transport vehicle for +50 points each.
(support unit).
• One man per battery can become a radio operator for +10 points.

1-4 GebG36 75mm Field Artillery (Artillery)


POINTS: 170 each (RP:3)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 fallschirmjäger armed with a Walther P38 Sauer pistol and a Geb G36 75mm medium gun (howitzer).
2 fallschirmjäger armed with MP40 sub-machine guns.
2 fallschirmjäger armed with Kar98K rifles.
All men carry StG39 grenades.
Characteristics: Indirect fire howitzer (minimum range 200cm), gun crew, trained with the bayonet, off-table fire.
Variants:
• Either an *SdKfz 11 or *SdKfz 7 can be added to each gun as towing and transport vehicle for +50 points each.
(support unit).
• One man per battery can become a radio operator for +10 points.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
ANTI-AIRCRAFT SECTION
Consisting of one of the following choices:
• 1-3 Flak 36 (1943-1945)
• 1-3 Flak 38 (1943-1945)
Training: 4+

1-3 Flak 36 (Artillery)


POINTS: 510 each (RP:3)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 man armed with a Walther P38 pistol and a Flak 36 88mm heavy gun
3 men armed with Walther P38 pistols.
3 men armed with Kar98K rifles.
All men carry StG39 grenades.
Characteristics: Long barrel, shield, gun crew.
Variants:
• Either an *Sdkfz 11 or *Sdkfz 7 can be added to each Flak 36 as towing and transport vehicle for each gun for +50
points each.

1-3 Flak 38 (Artillery)


POINTS: 170 each (RP:3)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 man armed with a Walther P38 pistol and a Flak 38 20 mm light gun (L112)
2 men armed with Walther P38 pistols.
All men carry StG39 grenades.
Characteristics: Long barrel (main weapon), rapid fire, shield, gun crew, anti-aircraft.
Variants:
• The single barrel Flak 38 gun can be replaced with a quad-barrelled version for +600 points.
• Either an *Sdkfz 11 or *Sdkfz 7 can be added to each Flak 38 as towing and transport vehicle for +50 points each.
• An *Opel Blitz truck can be added to each Flak 38 as towing and transport vehicle for +30 points each.

ANTI-TANK PLATOON (1944-1945)


Consisting of 1-3 Pak 40 (1944-1945)
Training: 4+

1-3 Pak 40 Anti-tank gun (Artillery)


POINTS: 340 each (RP:2)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 man armed with a Walther P38 pistol and a Pak 40 75mm medium gun.
1 man armed with a Kar98K rifle.
3 men armed with Walther P38 pistols.
All men carry StG39 grenades.
Characteristics: Long barrel (gun), shield, gun crew.
Variants:
• Either an *SdKfz 11 or *SdKfz 7 can be added to each Pak40 as towing and transport vehicle for +50 points each.
• If they stem from the Panzergrenadiers you must buy Training: 3+ and an *Sdkfz 11 or *Sdkfz 7 for +70 points each.
• If they stem from the Fallschirmjägers you must buy Training: 3+, and the characteristic: Trained with the bayonet,
adding a bayonet to their equipment for +30 points (support unit).
• One man per platoon can become a radio operator for +10 points.
• You can replace the Pak 40 medium gun with a Pak 43/41 88mm heavy gun with an extra-long barrel, also adding 2
men armed with Walther P38 pistols, for +270 points. The whole platoon must have the same sort of gun.
• You can replace the Pak 40 medium gun with a long barrelled Pak 38 50mm medium gun for -100 points. The whole
platoon must have the same sort of gun.
• You can replace the Pak 40 medium gun with a long barrelled Pak 36 37mm light gun for -150 points. The whole
platoon must have the same sort of gun.
• You can buy 1-3 improved shells for +50 points each.

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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+

0-6 Sdkfz 234/1 8-wheel (Armoured Car)


POINTS: 490 each (RP:1)
Main weapon (turret): KwK38 20mm light gun (L55) with coaxial Mg34 light machine gun
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, assistant, gunner, driver/radio operator.
Characteristics: Highly manoeuvrable, coaxial weapon, long barrel (main weapon), medium armour, bullet-proof
tyres, 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 234/1 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.
• One 234/1 per Platoon can become HQ by replacing the sergeant with a lieutenant for +20 points.

1-6 Sdkfz 234/2 8-wheel Puma (Armoured Car)


POINTS: 590 each (RP:1)
Main weapon (turret): KwK39/1 50mm medium gun (L60) with coaxial Mg34 light machine gun
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, assistant, gunner, driver/radio operator.
Characteristics: Highly manoeuvrable, coaxial weapon, long barrel (main weapon), medium armour, bullet-proof
tyres, radio operator, weapon support.
Variants:
• Ambush camouflage can be added for +30 points.
• A lateral smoke-launcher can be added for +80 points (optional rule).
• One 234/2 per Platoon can become HQ by replacing the sergeant with a lieutenant for +20 points.

0-2 Sdkfz 234/3 8-wheel (Armoured Car)


POINTS: 470 each (RP:1)
Main weapon (upper hull): KwK51 75mm medium gun (L24) with coaxial Mg34 light machine gun.
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, assistant, gunner, driver/radio operator.
Characteristics: Highly manoeuvrable, hull-mounted weapon, coaxial weapon, short barrel (main weapon), medium
armour, bullet-proof tyres, radio operator, weapon support, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• The short-barrelled medium gun can be replaced with a long-barrelled Pak 40 (L46) (Sdkfz 234/4) for +100 points
(1945).

1-6 Sdkfz 233 8-wheel (Armoured Car)


POINTS: 410 (RP:1)
Main weapon (upper hull): StuK37 75mm medium gun (L24) with coaxial Mg42 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: Highly manoeuvrable, hull-mounted weapon, coaxial weapon, short barrel (main weapon), radio
operator, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• One 233 per Platoon can become HQ by replacing the sergeant with a lieutenant for +20 points.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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+

0-1 Observation Post


POINTS: 60 (RP:1)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 corporal (leader) armed with an MP40 sub-machine gun.
All men carry StG39 grenades.
Characteristics: Radio operator, long-range radio.
Note: Only counts as OP for fire from its own battery.

0-1 Kübelwagen Observation Post (Car)


POINTS: 100 (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, radio operator, long-range radio, open-topped vehicle.
Note: Only counts as OP for fire from its own battery.

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.

1-6 IG 18 howitzer (Artillery)


POINTS: 140 each (RP:2)
1 sergeant (leader) armed with a Walther P38 pistol.
1 man armed with a Walther P38 pistol and an IG18 75mm medium gun (howitzer).
2 men armed with Walther P38 pistols
2 men armed with Kar98K rifles.
All men carry StG39 grenades.
Characteristics: Off-table fire, indirect fire howitzer (minimum range 200cm), shield, gun crew.
Variants:
• Either an *SdKfz 11 or *SdKfz 7 can be added as towing and transport vehicle to each howitzer for +50 points each.
• One man per battery can become radio operator for +10 points.

1-6 leFH18 Howitzer (Artillery)


POINTS: 340 (RP:3)
1 sergeant (leader) armed with a Walther P38 pistol.
1 man armed with a Walther P38 pistol and an leFH18 105mm heavy gun (howitzer).
3 men armed with Walther P38 pistols.
3 men armed with Kar98K rifles.
All men carry StG39 grenades.
Characteristics: Off-table fire, indirect fire howitzer (minimum range 200cm), ignores cover (L), shield, gun crew.
Variants:
• Either an *SdKfz 11 or *SdKfz 7 can be added as towing and transport vehicle to each howitzer for +50 points each.
• One man per battery can become radio operator for +10 points.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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+

1-4 Sdkfz 142/1 Stug III Auf G (Medium Tank)


POINTS: 740 each (RP:1)
Main weapon (lower hull): Stuk 40 75mm medium gun (L48)
Secondary weapon (upper hull): Mg34 light machine gun with support.
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander/ anti-aircraft machine-gunner (exposed), gunner, assistant, driver/radio operator.
Characteristics: Hull-mounted weapon, low profile, long barrel (main weapon), radio operator, self-propelled gun
(assault), weapon support.
Variants:
• Schurzen can be added for +30 points each.
• Zimmerit can be added for +10 points each.
• Ambush camouflage can be added for +30 points each.
• The Mg34 light machine gun can be replaced with an Mg42 medium machine gun for +10 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.
• Medium armour can be added to each tank for +100 points each.
• You can buy 1-3 improved shells for +50 points each.

0-1 Observation Post on Sdkfz 250/3 (Half-track, Headquarters)


POINTS: 240 (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: Counts as HQ only for indirect fire from its own platoon. Can only be bought if you have bought an Sdkfz
142/2 StuH 42

0-1 Sdkfz 142/2 StuH 42 (Medium Tank)


POINTS: 660 (RP:1)
Main weapon (lower hull): StuH 42 105mm heavy gun (howitzer)
Secondary weapon (upper hull): Mg34 light machine gun with support.
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander/ anti-aircraft machine-gunner (exposed), gunner, assistant, driver/radio operator.
Characteristics: Hull-mounted weapon, low profile, off-table fire, indirect fire howitzer (minimum range 200cm),
radio operator, weapon support.
Variants:
• Schurzen can be added for +30 points each.
• Zimmerit can be added for +10 points each.
• Ambush camouflage can be added for +30 points each.
• The Mg34 light machine gun can be replaced with an Mg42 for +10 points each.
• Medium armour can be added to each tank for +100 points each.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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)

1-4 Sdkfz 164 Nashorn (Medium Tank)


POINTS: 790 each (RP:1)
Main weapon (upper hull): Pak 43/1 88mm heavy gun (L71)
Secondary weapon (anti-aircraft): Mg34 light machine gun with support.
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander/machine-gunner (exposed), gunner, assistant, driver/radio operator.
Characteristics: Hull-mounted weapon, extra-long barrel (main weapon), light armour, radio operator, self-
propelled gun (assault), open-topped vehicle, soft skin.
Variants:
• Ambush camouflage can be added for +30 points.

1-4 Sdkfz 139/138 Marder III PzJag38 (Light Tank)


POINTS: 490 each (RP:1)
Main weapon (upper hull): Pak 40/3 75mm medium gun (L46)
Secondary weapon (lower hull): Mg34 light machine gun with support.
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, gunner, assistant/machine-gunner, driver/radio operator.
Characteristics: Hull-mounted weapon, soft skin, long barrel (main weapon), light armour, radio operator, self-
propelled gun (assault), open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• You can replace the light armour with medium armour (AusfH Panzerkampfwagen 38t) for +150 points.
• You can buy 1-3 improved shells for +50 points each.

ENGINEER PLATOON
Consisting of: 0-1 Engineer Command Group, 1-3 Engineer Squads (1944-1945)
Training: 3+

0-1 Engineer Command Group (Headquarters)


POINTS: 130 (RP:3)
1 lieutenant (leader) armed with an MP40 sub-machine gun and Luger pistol.
1 second lieutenant (leader) armed with an MP40 sub-machine gun.
1 man armed with an MP40 sub-machine gun and a Panzerfaust.
1 man armed with an MP40 sub-machine gun.
2 men armed with MP40 sub-machine guns (runners).
All men carry StG39 grenades.

1-3 Engineer Squads


POINTS: 130 each (RP:3)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 corporal (leader) armed with an MP40 sub-machine gun.
5 men armed with MP40 sub-machine guns.
1 man armed with an MP40 sub-machine gun and a Panzerfaust.
All men carry StG39 grenades.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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+

0-2 Sdkfz 251/16 (Half-track)


POINTS: 510 (RP:1)
Main weapon (upper hull): Mg34 light machine gun on support.
Secondary weapon (fixed position): Flammenwerfer 41 light flamethrower (firing arc 180° right-hand side).
Secondary weapon (fixed position): Flammenwerfer 41 light flamethrower (firing arc 180° left-hand side).
Crew: 4 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner (exposed), 2 flamethrower-crew (exposed), driver/radio operator.
Characteristics: Ronson, radio operator, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.

0-2 Sdkfz 141/3 Flammenpanzer (Medium Tank)


POINTS: 580 (RP:1)
Main weapon (turret): Heavy flamethrower with Mg34 light machine gun with support.
Secondary weapon: Mg34 light machine gun with support.
Crew: 4 men and 1 lieutenant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, flamethrower crew/machine-gunner, radio operator, machine-gunner, driver.
Characteristics: Light armour, heavy flamethrower that ignores cover (L,M,H), radio operator, ronson, weapon
support.
Variants:
• Ambush camouflage can be added for +30 points.

HITLER YOUTH VOLKSTURM COLUMN


Consisting of 2-9 Hitler Youth Volksturm Column Squads (1945)
Training: see Baptism of fire

2-9 Hitler Youth Volksturm Column Squads


POINTS: 200 each (RP:2)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 corporal (leader) armed with an MP40 sub-machine gun.
1 man armed with an MP40 sub-machine gun.
6 men armed with Panzerfausts.
The sergeant and the corporal carry StG39 grenades.
Characteristics: Baptism of fire, militia, Waffen Korps.
Variants:
• The sergeant and the corporal can replace their MP40 sub-machine guns with Stg44 assault rifles for +20 points each.
• Squads can become tank hunters for +30 points each.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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+

1-3 M8 Greyhound (Armoured Car)


POINTS: 460 each (RP:1)
Main weapon (turret): M6 37mm light gun with coaxial M1919A4 .30 cal. medium machine gun on support.
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, assistant, gunner, driver/radio operator.
Characteristics: Coaxial weapon, extra-long barrel (main weapon), bullet-proof tyres, unprotected ammunition,
radio operator, weapon support, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• An M2HMG .50 cal. heavy machine gun with support can be added for +80 points. Secondary weapon (anti-aircraft).
Additional duty for the commander: anti-aircraft machine-gunner (exposed).

1-4 T 34/85 (Medium Tank)


POINTS: 1,050 each (RP:1)
Main weapon (turret): ZiS-S-53 85mm heavy gun with coaxial DT light machine gun
Secondary weapon (lower hull): DT light machine gun.
Crew: 4 men and 1 sergeant (leader) all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner, gunner, assistant, driver.
Characteristics: Coaxial weapon, long barrel, wide tracks, medium armour, weapon support.

or

1-4 T 34/76 (Medium Tank)


POINTS: 910 each (RP:1)
Main weapon (turret): 76.2mm medium gun with coaxial DT light machine gun
Secondary weapon (lower hull): DT light machine gun.
Crew: 3 men and 1 sergeant (leader) all armed with MP40 sub-machine guns.
Duties: Commander/gunner, machine-gunner, assistant, driver.
Characteristics: Coaxial weapon, long barrel, wide tracks, medium armour, weapon support, fast vehicle.

Variants for the T34/76 and T34/85:


• Ambush camouflage can be added for +30 points.

1-4 M4 (Medium Tank)


POINTS: 770 cad (RP:1)
Main weapon (turret): M3 75mm medium gun with coaxial M1919A4 .30 cal. medium machine gun on support
Secondary weapon (lower hull): M1919A4 .30 cal. medium machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Coaxial weapon, radio operator, ronson, weapon support, bogs down easily.

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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© Massimo Torriani. All rights reserved. Copy for personal use only.
MACHINE GUN PLATOON
Consisting of: 0-1 Machine gun Command Group, 1-4 Machine gun Sections (1944-1945)
Training: 4+

0-1 Machine gun Command Group (Headquarters)


POINTS: 50 (RP:2)
1 lieutenant (leader) armed with an MP40 sub-machine gun.
2 men armed with Kar98K rifles (runners).
All men carry StG39 grenades.
Variants:
• Command Groups stemming from Fallschirmjägers must buy a bayonet, Training: 3+ and the characteristic: Trained
with the bayonet for +30 points.
• Command Groups stemming from Panzergrenadiers must buy Training: 3+ for +20 points.
• Command Groups stemming from Fallschirmjägers can replace their Kar98k rifles with Fg42 automatic rifles for +20
points each.

1-4 Machine gun Sections


POINTS: 140 each (RP:2)
1 corporal (leader) armed with an MP40 sub-machine gun.
1 man armed with a Walther P38 pistol and an Mg34 medium machine gun with tripod.
2 men armed with Kar98K rifles.
All men carry StG39 grenades.
Characteristics: Tripod.

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+

0-1 Mortar Command Group (Headquarters)


POINTS: 70 (RP:2)
1 lieutenant (leader) armed with an MP40 sub-machine gun.
1 man armed with a Kar98K rifle (runner).
1 man armed with a Kar98K rifle (radio operator).
All men carry StG39 grenades.
Characteristics: Radio operator, long-range radio.
Note: Counts as HQ only for indirect fire from its own platoon.
Variants:
• Command Groups stemming from Fallschirmjägers must buy a bayonet, Training: 3+ and the characteristic: Trained
with the bayonet for +30 points.
• You can buy a *Kettenkrad Sdkfz 2 as transport vehicle for Fallschirmjägers for +20 points.
• You can buy a Kübelwagen as transport vehicle for +40 points.

1-6 Mortar Squads


POINTS: 150 each (RP:2)
1 corporal (leader) armed with an MP40 sub-machine gun.
1 man armed with a Walther P38 pistol and GrW34 81mm medium mortar
1 man armed with a Walther P38 pistol.
2 men armed with Kar98K rifles.
All men carry StG39 grenades.
Characteristics: Only indirect fire mortar (minimum range 50cm).

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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+

0-5 BMW Motorbikes (Motorbike)


POINTS: 30 each (RP:1)
Main weapon: None.
Duties: Driver, crew.
Crew: 1 man armed with an MP40 sub-machine gun and 1 man armed with a Kar98K rifle (one is the driver).
Both men have StG39 grenades.
Characteristics: Low profile, open-topped vehicle.
Variants:
• If there are Fallschirmjägers or Panzergrenadiers in the army you must buy Training: 3+ for +20 points.

0-3 BMW Sidecar (Motorbike)


POINTS: 100 each (RP:1)
Main weapon (fixed position): Mg34 light machine gun with support.
Duties: Driver, machine-gunner.
Crew: 1 man armed with an MP40 sub-machine gun or Kar98K rifle (driver) and 1 man armed with a Walther P38
pistol (machine-gunner).
Both men have StG39 grenades
Characteristics: Low profile, open-topped vehicle, weapon support.

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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© Massimo Torriani. All rights reserved. Copy for personal use only.
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+

1-3 Sdkfz 10/4 (Truck)


POINTS: 330 each (RP:1)
Main weapon (anti-aircraft): Flakvierling 38 20mm light gun (L112), anti-aircraft
Crew: 6 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, 4 assistants, gunner, driver/radio operator.
Characteristics: Long barrel (main weapon), anti-aircraft, radio operator, rapid fire, open-topped vehicle.
Note: Moves like a half-track. Consider models on-board as in medium cover.
Variants:
• Ambush camouflage can be added for +30 points.
• The single barrel Flak 38 gun can be replaced with a quad-barrelled version for +600 points.

1-3 Flakpanzer IV Wirbelwind (Medium Tank)


POINTS: 1,200 each (RP:1)
Main weapon (anti-aircraft): 4-barrelled Flakvierling 38 20mm light gun (L112).
Secondary weapon (lower hull): Mg34 light machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Long barrel (main weapon), anti-aircraft, radio operator, weapon support, rapid fire, open-topped
vehicle.
Variants:
• Ambush camouflage can be added for +30 points.

1-3 Flakpanzer IV Ostwind (Medium Tank)


POINTS: 700 each (RP:1)
Main weapon (anti-aircraft): Flak 43/1 37mm light gun (L60).
Secondary weapon (lower hull): Mg34 light machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Long barrel (main weapon), anti-aircraft, radio operator, weapon support, rapid fire, open-topped
vehicle.
Variants:
• Ambush camouflage can be added for +30 points.

MOTORISED ARTILLERY BATTERY


Consisting of one of the following choices:
• 0-1 OP, 0-1 Sdkfz 250/5 OP, 1-3 Sdkfz 138/1 Grille (1943-1944).
• 0-1 Sdkfz 250/5 OP, 0-1 SdKfz 143 Panzer III OP, 1-3 Sdkfz 124 Wespe (1943-1945).
• 0-1 Sdkfz 250/5 OP, 0-1 SdKfz 143 Panzer III OP, 1-3 Sdkfz 165 Hummel (1943-1945).
• 0-1 SdKfz 143 Panzer III OP, 1-4 Sdkfz 166 Sturmpanzer IV Brummbar (1943-1945).
• 0-1 SdKfz 143 Panzer III OP, 1-4 Sturmmorser (1944-1945).
Training: 3+

0-1 Observation Post


POINTS: 60 (RP:1)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 corporal (leader) armed with an MP40 sub-machine gun.
All men carry StG39 grenades.
Characteristics: Radio operator, long-range radio.
Note: Only counts as OP for fire from its own battery.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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).

1-3 Sdkfz 138/1 Grille (Light Tank)


POINTS: 640 each (RP:1)
Main weapon (upper hull): sIG33 150mm heavy gun (howitzer).
Secondary weapon (anti-aircraft): Mg34 light machine gun with support.
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander/machine-gunner (exposed), radio operator/assistant, gunner, driver.
Characteristics: Hull-mounted weapon, soft skin, anti-aircraft, light armour, off-table fire, indirect fire howitzer
(minimum range 200cm), ignores cover (L), radio operator, weapon support, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.

1-3 Sdkfz 124 Wespe (Light Tank)


POINTS: 490 each (RP:1)
Main weapon (upper hull): leFH 18 105mm heavy gun (howitzer).
Secondary weapon (anti-aircraft): Mg34 light machine gun with weapon support.
Crew: 4 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander/machine-gunner (exposed), radio operator, gunner, assistant, driver.
Characteristics: Hull-mounted weapon, soft skin, anti-aircraft, off-table fire, indirect fire howitzer (minimum range
200cm), ignores cover (L), radio operator, weapon support, bogs down easily, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• The howitzer can be equipped with smoke shells for +50 points each. (optional rule).

1-3 Sdkfz 165 Hummel (Medium Tank)


POINTS: 710 (RP:1)
Main weapon (upper hull): sFH 18/1 150mm heavy gun (howitzer).
Secondary weapon (anti-aircraft): Mg34 light machine gun with support.
Crew: 5 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, radio operator, gunner, assistant, machine-gunner, driver.
Characteristics: Hull-mounted weapon, soft skin, anti-aircraft, light armour, off-table fire, indirect fire howitzer
(minimum range 200cm), ignores cover (L), radio operator, weapon support, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• The howitzer can be equipped with smoke shells for +50 points each. (optional rule).

1-4 Sdkfz 166 Sturmpanzer IV Brummbar (Medium Tank)


POINTS: 1,080 (RP:1)
Main weapon (upper hull): StuH43 150mm heavy gun (howitzer).
Secondary weapon (upper hull): Mg34 light machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Hull-mounted weapon, heavy armour, off-table fire, indirect fire howitzer (minimum range 200cm),
ignores cover (L), weapon support.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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.

1-4 Sturmmorser RW61 Tiger (Heavy Tank)


POINTS: 1,380 (RP:1)
Main weapon (upper hull): StuM RW61 380mm mortar
Secondary weapon (upper hull): Mg34 light machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Extra-heavy armour, radio operator, off-table fire, weapon support, hull-mounted weapon (main
weapon), slow re-load, ignores cover (L), indirect fire mortar (minimum range 200 cm).
Variants:
• Ambush camouflage can be added for +30 points.

MOTORISED MORTAR PLATOON


Consisting of: 0-1 Sdkfz 250/3 OP, 1-4 Sdkfz 251/2 (1944-1945)
Training: 3+

0-1 Observation Post on Sdkfz 250/3 (Half-track, Headquarters)


POINTS: 240 (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: Counts as HQ only for indirect fire from its own platoon.

1-4 Sdkfz 251/2 (half-track)


POINTS: 280 each (RP:1)
Main weapon: GrW34 80mm medium mortar (can fire from the vehicle).
Secondary weapon: None.
Crew: 7 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, radio operator, driver, troops, mortar-man, 2 assistants.
Characteristics: Only indirect fire mortar(minimum range 50cm), radio operator, open-topped vehicle.

PANZER JAGER SECTION


Consisting of: 1-2 Panzer Jager Squads (1943-1945).
Training: 3+

1-2 Panzer Jager Squads


POINTS: 220 each (RP:3)
1 sergente (leader) armed with an MP40 sub-machine gun.
2 men armed with Walther P38 pistols and RPzB54 Panzerschrecks.
2 men armed with MP40 sub-machine guns.
All men have StG39 grenades.
Characteristics: Tank hunters.

51
© Massimo Torriani. All rights reserved. Copy for personal use only.
PARATROOPER PATHFINDER SECTION
Consisting of 1-3 Pathfinder Squads (1943-1945)
Training: 3+

1-3 Pathfinder Squads


POINTS: 120 each (RP:3)
1 sergeant (leader) armed with an MP40 sub-machine gun.
8 fallschirmjäger armed with MP40 sub-machine guns.
All men have a Walther P38 Sauer pistols, bayonets and StG39 grenades.
Characteristics: Trained with the bayonet, pathfinders.
Variants:
• Up to 3 fallschirmjäger per Pathfinder squad can replace their MP40 sub-machine guns with Stg44 assault rifles for
+20 points each. (support unit).

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+

0-2 BMW Motorbikes (Motorbike)


POINTS: 30 each (RP:1)
Main weapon: None.
Duties: Driver, crew.
Crew: 1 man armed with an MP40 sub-machine gun (driver) and 1 man armed with a Kar98K rifle.
Both men have StG39 grenades.
Characteristics: Low profile, open-topped vehicle.
Variants:
• If there are Fallschirmjägers or Panzergrenadiers in the army you must buy Training: 3+ for +20 points.

0-1 BMW Sidecar (Motorbike)


POINTS: 100 each (RP:1)
Main weapon (fixed position): Mg34 light machine gun with support.
Duties: Driver, machine-gunner.
Crew: 1 man armed with an MP40 sub-machine gun or Kar98K rifle (driver) and 1 man armed with a Walther P38
pistol (machine-gunner).
Both men have StG39 grenades
Characteristics: Low profile, open-topped vehicle, weapon support.
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.

0-2 Kübelwagen (Car)


POINTS: 70 each (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, radio operator, open-topped vehicle.
Variants:
• 1 man per army can add a Panzerfaust to his equipment for +30 points.
• An Mg34 light machine gun with support can be added for +70 points. Main weapon (anti-aircraft). Additional duty:
anti-aircraft machine-gunner (exposed).
• 1 Kübelwagen per Platoon can become an HQ by adding a long-range radio and replacing the sergeant with a
lieutenant for +30 points.
• If there are Fallschirmjägers or Panzergrenadiers in the army you must buy Training: 3+ for +20 points.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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.

Sdkfz 250/9 (Half-track)


POINTS: 350 each (RP:1)
Main weapon (turret): KwK38 20mm light gun with coaxial Mg34 light machine gun
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), 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 250/9 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.

Sdkfz 250/5 (Half-track)


POINTS: 220 each (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.
Variants:
• Ambush camouflage can be added for +30 points.
• If there are Fallschirmjägers or Panzergrenadiers in the army you must buy Training: 3+ for +20 points.
• One 250/5 per Platoon can become HQ by replacing the sergeant with a lieutenant for +20 points.

0-3 Sdkfz 231 8-wheel (Armoured Car)


POINTS: 450 each (RP:1)
Main weapon (turret): KwK38 20mm light gun (L55) with coaxial Mg34 light machine gun.
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, assistant, gunner, driver/radio operator.
Characteristics: Highly manoeuvrable, coaxial weapon, long barrel (main weapon), radio operator, weapon
support, rapid fire.
Variants:
• Ambush camouflage can be added for +30 points.
• If there are Fallschirmjägers or Panzergrenadiers in the army you must buy Training: 3+ for +20 points.

0-3 Sdkfz 232 8-wheel (Armoured Car)


POINTS: 460 each (RP:1)
Main weapon (turret): KwK38 20mm light gun (L55) with coaxial Mg34 light machine gun on support
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, assistant, gunner, driver/radio operator.
Characteristics: Highly manoeuvrable, coaxial weapon, long barrel (main weapon), radio operator, long-range
radio, weapon support, rapid fire.
Variants:
• Ambush camouflage can be added for +30 points.
• If there are Fallschirmjägers or Panzergrenadiers in the army you must buy Training: 3+ for +20 points.
• One 232 per Platoon can become HQ by replacing the sergeant with a lieutenant for +20 points.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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.

0-3 Sdkfz 223 4-wheel (Armoured Car)


POINTS: 190 (RP:1)
Main weapon (turret): Mg34 light machine gun with support.
Crew: 2 men and 1 lieutenant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner, driver/radio operator.
Characteristics: Light armour, radio operator, long-range radio, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• An upper screen can be fixed onto the Sdkfz 223 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.
• One 223 per Platoon can become HQ by replacing the sergeant with a lieutenant for +20 points.

0-3 Sdkfz 251/22 (Half-track)


POINTS: 450 (RP:1)
Main weapon (upper hull): PaK40 75mm medium gun (L46)
Secondary weapon: None.
Crew: 3 men and 1 lieutenant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, assistant, gunner, driver/radio operator.
Characteristics: Hull-mounted weapon, long barrel (main weapon), radio operator, half-track (assault), open-
topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• 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+

0-1 Observation Post


POINTS: 60 (RP:1)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 corporal (leader) armed with an MP40 sub-machine gun.
All men carry StG39 grenades.
Characteristics: Radio operator, long-range radio.
Note: Only counts as OP for fire from its own battery.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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.

0-1 Sdkfz 250/5 Observation Post (Half-track)


POINTS: 220 each (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.

1-2 Sdkfz 4 (Half-track)


POINTS: 490 (RP:1)
Main weapon (upper hull): 158mm heavy rocket-launcher (can fire directly from the vehicle).
Secondary weapon: None.
Crew: 2 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander/assistant, gunner (rocket-launcher crew), driver/radio operator.
Characteristics: Off-table fire, indirect fire rocket-launcher (minimum range 200cm), ignores cover (L), multiple
rocket-launcher (3), radio operator.
Note: the rocket-launcher only has one salvo and cannot be reloaded.
Variants:
• The rocket-launcher can buy smoke shells for +50 points each (optional rule).
• 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).

1-4 Nebelwerfer 42 (Artillery)


POINTS: 360 (RP:2)
1 sergeant (leader) armed with MP40 sub-machine gun.
1 man armed with a Walther P38 pistol and a 210mm heavy rocket-launcher.
2 men armed with Kar98K rifles.
2 man armed with Walther P38 pistols.
All men carry StG39 grenades.
Characteristics: Off-table fire, indirect fire rocket-launcher (minimum range 200cm), ignores cover (L), multiple
rocket-launcher (3), gun crew.
Note: the rocket-launcher has only one salvo and cannot be reloaded.
Variants:
• Either an *SdKfz 11 or *SdKfz 7 can be added to each Nebelwerfer as towing and transport vehicle for +50 points
each.
• An *Opel Blitz truck can be added to each Nebelwerfer as towing and transport vehicle for +30 points each.
• One man per battery can become radio operator for +10 points.
• The Nebelwerfer can buy smoke shells for +50 points each (optional rule).

1-2 Sdkfz 251/1 Wurfrahmen 40 (Half-track)


POINTS: 650 each (RP:1)
Main weapon (upper hull): Mg34 light machine gun on support.
Secondary weapon (lateral upper hull): 280mm heavy rocket-launcher (can fire directly from vehicle).
Crew: 6 men and 1 lieutenant (leader), all armed with MP40 sub-machine guns.
Duties: Commander/machine-gunner, rocket-launcher crew, radio operator, driver, troops.
Characteristics: Radio operator, weapon support, open-topped vehicle, indirect fire rocket-launcher (minimum
range 200cm), off-table fire, ignores cover (L), multiple rocket-launcher (3).
Note: The rocket-launcher only has one salvo and cannot be reloaded. All crew members must dismount from the
half-track to fire the rocket-launcher. The firing crew-member must be in cohesion with the vehicle.

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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+

1-3 Sniper Squads


POINTS: 100 each (RP:1)
2 men armed with Kar98K rifle and StG39 grenades.
Characteristics: Sniper team, sight, marksman, accurate shot.
Note: These men are not subject to rules governing Solitary models.
Variants:
• The men can replace their Kar98K rifles with G43 rifles for +10 points each.

1-6 Lone Snipers


POINTS: 100 each (RP:1)
1 man armed with Kar98K rifle and StG39 grenades.
Characteristics: Sniper, sight, marksman, accurate shot, infiltrator.
Note: These men are not subject to rules governing Solitary models.
Variants:
• The man can replace his Kar98K rifle with a G43 rifle for +10 points.

TANK COMPANY HEADQUARTERS


Consisting of one of the following choices:
• 0-2 Kübelwagen, 0-2 BMW Motorbike, 0-2 Sdkfz 171 Panther (1944-1945)
• 0-2 Kübelwagen, 0-2 BMW Motorbike, 0-2 Sdkfz 161 Panzer IV (1944-1945)
Training: 3+

0-2 Kübelwagen (Car, Headquarters)


POINTS: 120 each (RP:1)
Main weapon: None.
Crew: 1 sergeant (leader) and 2 men (runners), all armed with MP40 sub-machine guns and StG39 grenades.
Duties: Driver, troops, radio operator.
Characteristics: Low profile, radio operator, long-range radio, open-topped vehicle.
Variants:
• 1 man per HQ can add a Panzerfaust to his equipment for +30 points.
• An Mg34 light machine gun with support can be added for +70 points. Main weapon (anti-aircraft). Additional duty:
anti-aircraft machine-gunner (exposed).

0-2 BMW Motorbike (Motorbike)


POINTS: 50 each (RP:1)
Main weapon: None.
Crew: 1 man armed with an MP40 sub-machine gun and 1 man armed with a Kar98K rifle.
Duties: Driver, troops.
Both have StG39 grenades.
Characteristics: Low profile, open-topped vehicle.

0-2 Sdkfz 171 Panther (Medium Tank, Headquarters)


POINTS: 1,170 each (RP:1)
Main weapon (turret): KwK42 75mm medium gun (L70) with coaxial Mg34 light machine gun
Secondary weapon (lower hull): Mg34 light machine gun with support.
Crew: 4 men and 1 captain (leader), all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Coaxial weapon, extra-long barrel (main weapon), heavy 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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© Massimo Torriani. All rights reserved. Copy for personal use only.
• Schurzen can be added for +30 points.
• Nähverteidigungswaffe can be added for +100 points (optional rule).
• Zimmerit can be added for +10 points.

0-2 Sdkfz 161 Panzer IV (Medium Tank, Headquarters)


POINTS: 840 each (RP:1)
Main weapon (turret): KwK40 75mm medium gun (L48) with coaxial Mg34 light machine gun.
Secondary weapon (lower hull): Mg34 light machine gun with support.
Crew: 4 men and 1 captain (leader), all armed with MP40 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Coaxial weapon, soft skin, long barrel (main weapon), 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).
• 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).
• Medium armour can be added for +100 points.
• You can buy 1-3 improved shells for +50 points each.

TANK DESTROYER PLATOON


Consisting of one of the following choices:
• 1-4 Sdkfz 162 Jagdpanzer IV (1944-1945)
• 1-4 Sdkfz 173 Jagdpanther (1944-1945)
• 1-4 Jagdpanzer 38 Hetzer (1944-1945)
• 1-4 Panzer IV/70 (1944-1945)
• 1-4 Sdkfz 186 Jagdtiger (1944-1945)
Training: 3+

1-4 Sdkfz 162 Jagdpanzer IV (Medium Tank)


POINTS: 750 each (RP:1)
Main weapon (lower hull): Pak39 75mm medium gun (L48).
Secondary weapon (lower hull): Mg42 light machine gun with support.
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, gunner, assistant/machine-gunner, radio operator/driver.
Characteristics: Hull-mounted weapon, low profile, long barrel (main weapon), radio operator, self-propelled gun
(assault), weapon support.
Variants:
• Schurzen can be added for +30 points each.
• Zimmerit can be added for +10 points each.
• Ambush camouflage can be added for +30 points each.
• An Mg42 light machine gun with support can be added for +80 points each. Secondary weapon (lower hull).
Additional duty for the Commander: machine-gunner.
• Medium armour can be added to each tank for +100 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.
• You can buy 1-3 improved shells for +50 points each.

1-4 Sdkfz 173 Jagdpanther (Medium Tank)


POINTS: 1,180 each (RP:1)
Main weapon (upper hull): Pak43/3 88mm heavy gun (L71)
Secondary weapon (upper hull): Mg34 light machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, gunner, assistant, radio operator/machine-gunner, driver.
Characteristics: Hull-mounted weapon, extra-long barrel (main weapon), heavy armour, radio operator, self-
propelled gun (assault), weapon support.
Variants:
• Schurzen can be added for +30 points each.
• Zimmerit can be added for +10 points each.
• Ambush camouflage can be added for +30 points each.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
• 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).

1-4 Jagdpanzer 38 Hetzer (Medium tank)


POINTS: 740 each (RP:1)
Main weapon (lower hull): Pak39 75mm medium gun (L48)
Secondary weapon (upper hull): Mg34 light machine gun with support.
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander/machine-gunner, gunner, assistant, radio operator/driver.
Characteristics: Hull-mounted weapon, low profile, long barrel (main weapon), medium armour, radio operator,
self-propelled gun (assault), weapon support.
Note: The machine gun is used from inside the tank. Firing arc 360°. The machine-gunner is not exposed.
Variants:
• Schurzen can be added for +30 points each.
• Ambush camouflage can be added for +30 points each.
• You can replace the medium gun with a heavy flamethrower for -150 points (only if an Engineer unit is present). The
flamethrower has the characteristic: ignores cover L, M, H (heavy flamethrower).
• You can replace the Mg34 machine gun with an Mg42 for +10 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.
• You can buy 1-3 improved shells for +50 points each.

1-4 Sdkfz 162/1 Panzer IV/70 (Medium Tank)


POINTS: 950 each (RP:1)
Main weapon (lower hull): Pak42 75mm medium gun (L70)
Secondary weapon (lower hull): Mg42 light machine gun with support.
Crew: 3 men and 1 sergeant (leader), all armed with MP40 sub-machine guns.
Duties: Commander, gunner, assistant/machine-gunner, radio operator/driver.
Characteristics: Hull-mounted weapon, low profile, extra-long barrel (main weapon), medium armour, radio
operator, self-propelled gun (assault), weapon support.
Variants:
• Schurzen can be added for +30 points each.
• 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.
• Nähverteidigungswaffe can be added for +100 points (optional rule).

1-4 Sdkfz 186 Jagdtiger (Heavy Tank)


POINTS: 1,830 each (RP:1)
Main weapon (upper hull): Pak44 128mm heavy gun (L55)
Secondary weapon (lower hull): Mg42 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/driver, machine-gunner.
Characteristics: Hull-mounted weapon, long barrel (main weapon), extra-heavy armour, ignores cover (L), self-
propelled gun (assault), weapon support.
Variants:
• Zimmerit can be added for +10 points each.
• Ambush camouflage can be added for +30 points each.
• An Mg34 light machine gun with anti-aircraft support can be added for +70 points each. Secondary weapon (anti-
aircraft). Additional duty: machine-gunner (exposed).
• 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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© Massimo Torriani. All rights reserved. Copy for personal use only.
VOLKSTURM COLUMN
Consisting of 2-3 Volksturm Squads (1945)
Training: see Baptism of fire.

2-3 Volksturm Squads


POINTS: 60 each (RP:2)
1 sergeant (leader) armed with an MP40 sub-machine gun.
1 corporal (leader) armed with an MP40 sub-machine gun.
1 Volksturm armed with an MP40 sub-machine gun and a Panzerfaust.
6 Volksturm armed with MP40 sub-machine guns.
The sergeant and the corporal both carry StG39 grenades.
Characteristics: Baptism of fire, militia, poor training.
Variants:
• The sergeant and the corporal can replace their MP40 sub-machine guns with Stg44 assault rifles for +20 points each.
• You can attach up to 3 Volksturm Squads in a compact group at no extra cost.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
TOWING AND TRANSPORT VEHICLES
*Opel Blitz (Truck)
Main weapon: None.
Crew: Transported unit.
Duties: Driver, troops.
Characteristics: Troop carrier (13), open-topped vehicle.

*Kettenkrad Sdkfz 2 (Motorbike)


Main weapon: None.
Crew: Transported unit.
Duties: Driver, troops.
Characteristics: Low profile, troop carrier (3), open-topped vehicle.
Note: Movement Slow: 25, Assault: 35, Fast: 45.

*Sdkfz 250/5 – Sdkfz 250/3 (Half-track)


Main weapon (upper hull): Mg34 light machine gun with support.
Crew: Transported unit.
Duties: Machine-gunner (exposed), driver/radio operator, troops.
Characteristics: Radio operator, long-range radio, weapon support, troop carrier (4), open-topped vehicle.

*Sdkfz 251/1 (Half-track)


Main weapon (upper hull): Mg34 light machine gun with support.
Crew: Transported unit.
Duties: Machine-gunner (exposed), driver/radio operator, troops.
Characteristics: Radio operator, weapon support, troop carrier (12), open-topped vehicle.
Note: You can mount a machine-gun owned by the transported troops on the rear hull. Secondary weapon (anti-
aircraft). Additional duty: anti-aircraft machine-gunner (exposed).

*Sdkfz 251/7 (Half-track)


Main weapon (upper hull): Mg34 light machine gun on support.
Crew: Transported unit.
Duties: Machine-gunner (exposed), driver/radio operator, troops.
Characteristics: Radio operator, weapon support, troop carrier (8), open-topped vehicle.
Note: You can mount a machine-gun owned by the transported troops on the rear hull. Secondary weapon (anti-
aircraft). Additional duty: anti-aircraft machine-gunner (exposed).

*Sdkfz 11 or *Sdkfz 7 (Truck)


Main weapon: None.
Crew: Transported unit.
Duties: Driver, troops.
Characteristics: Troop carrier (see below), open-topped vehicle.
Note: Moves like a half-track. Consider models on-board as being in medium cover and not light cover.
Note: The Sdkfz 7 is a Troop carrier (12), while the Sdkfz 11 is a Troop carrier (9)

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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© Massimo Torriani. All rights reserved. Copy for personal use only.
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+

Sherman (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 Sten sub-machine guns.
Duties: Commander, assistant, driver, gunner, machine-gunner/radio operator.
Characteristics: Coaxial weapon, radio operator, ronson, weapon support, bogs down easily.

0-2 Sherman VC Firefly (Medium tank)


POINTS: 840 each (RP:1)
Main weapon (turret): 17pdr 76.2mm medium gun with coaxial M1919A4 .30 cal. medium machine gun.
Secondary weapon: None.
Crew: 4 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver, gunner, radio operator.
Characteristics: Coaxial weapon, extra-long barrel (main weapon), radio operator, ronson, weapon support, bogs
down easily.

1-3 Comet (Medium Tank)


POINTS: 920 each (RP:1)
Main weapon (turret): 77mm medium gun with coaxial Besa 7.92mm medium machine gun
Secondary weapon (lower hull): Besa 7.92mm medium machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver, gunner, machine-gunner/radio operator.
Characteristics: Coaxial weapon, long barrel (main weapon), medium armour, radio operator, weapon support.

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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© Massimo Torriani. All rights reserved. Copy for personal use only.
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+

Cromwell (Medium Tank)


POINTS: 780 each (RP:1)
Main weapon (turret): OQF 75mm medium gun with coaxial Besa 7.92mm medium machine gun
Secondary weapon (lower hull): Besa 7.92mm medium machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver, gunner, machine-gunner/radio operator
Characteristics: Coaxial weapon, radio operator, weapon support, fast vehicle.

0-1 Universal Carrier Observation Post (Light Tank)


POINTS: 180 (RP:1)
Main weapon (lower hull): Bren light machine gun with support.
Crew: 2 men and 1 lieutenant (leader), all armed with Sten sub-machine guns.
Duties: Commander/radio operator, driver, machine-gunner.
Characteristics: Low profile, extra-light armour, radio operator, long-range radio, weapon support, open-topped
vehicle.
Note: Only counts as OP for fire from its own platoon. You can only buy it if you have bought a Cromwell 95mm
howitzer.
Variants:
• Ambush camouflage can be added for +30 points.

0-1 Sherman Firefly (Medium Tank)


POINTS: 840 each (RP:1)
Main weapon (turret): 17pdr 76.2mm medium gun with coaxial M1919A4 .30 cal. medium machine gun
Secondary weapon: None.
Crew: 4 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver, gunner, radio operator.
Characteristics: Coaxial weapon, extra-long barrel (main weapon), radio operator, ronson, weapon support, bogs
down easily.

0-1 Challenger (Medium Tank)


POINTS: 860 each (RP:1)
Main weapon (turret): 17pdr 76.2mm medium gun with coaxial M1919A4 .30 cal. medium machine gun
Secondary weapon: None.
Crew: 4 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver, gunner, radio operator.
Characteristics: Coaxial weapon, extra-long barrel (main weapon), radio operator, weapon support.

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.

Options for the Medium Tank Troop


For every tank bought 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.

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© Massimo Torriani. All rights reserved. Copy for personal use only.
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

0-1 Royal Marine Commando Command Group (Headquarters)


POINTS: 170 (RP:3)
1 captain (leader) armed with a Colt 1911A1 pistol and a Thompson M1 sub-machine gun.
1 lieutenant (leader) armed with a Thompson M1 sub-machine gun.
1 sergeant armed with a Colt 1911A1 pistol and a PIAT rocket-launcher.
2 men armed with N°4 Mk.1 rifles (runners).
All men carry N°36 Mills Bomb grenades.
Characteristics: Trained with the bayonet, stealthy.

2-4 Assault Sections


POINTS: 200 each (RP: 4)
1 sergeant (leader) armed with a Thompson M1 sub-machine gun.
2 corporals (leader) armed with Thompson M1 sub-machine guns.
1 man armed with a Bren light machine gun.
7 men armed with N°4 Mk.1 rifles.
All men carry N°36 Mills Bomb grenades.
Characteristics: Trained with the bayonet, stealthy.

0-4 Support Sections


POINTS: 150 each (RP:2)
1 corporal (leader) armed with a Thompson M1 sub-machine gun.
1 man armed with a Colt 1911A1 pistol and a 2” (50.8mm) Mk.VIII light mortar.
2 men armed with N°4 Mk.1 rifles.
All men carry N°36 Mills Bomb grenades.
Characteristics: Trained with the bayonet, stealthy, indirect fire mortar (minimum range 25cm).

0-4 Lone Snipers


POINTS: 100 each (RP:1)
1 man armed with a N°4 Mk.1 rifle and N°36 Mills Bomb grenades.
Characteristics: Sniper, sight, marksman, accurate shot, infiltrator.
Note: These men are not subject to rules governing Solitary models.

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+

0-1 Infantry Command Group (Headquarters)


POINTS: 140 (RP:3)
1 lieutenant (leader) armed with a Webley pistol and a Sten sub-machine gun.
1 sergeant (leader ) armed with a N°4 Mk.1 rifle.
2 men armed with N°4 Mk.1 rifles (runners).
1 man armed with a N°4 Mk.1 rifle and a 2” (50.8mm) Mk.VIII light mortar.
2 men armed with N°4 Mk.1 rifles.
All men carry N°36 Mills Bomb grenades.
Characteristics: Mortar only indirect fire (minimum range 25cm).

2-3 Infantry Squads


POINTS: 130 each (RP: 3)
1 sergeant (leader) armed with a Sten sub-machine gun.
1 corporal (leader) armed with a N°4 Mk.1 rifle.
1 man armed with a Bren light machine gun.
7 men armed with N°4 Mk.1 rifles.
All men carry N°36 Mills Bomb grenades.

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 for the Infantry Platoon


For each full Infantry Platoon (1 HQ + 3 squads) you can buy up to 4 of the following options. If you only buy 1 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
• 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+

0-1 Motorised Infantry Command Group (Headquarters)


POINTS: 270 (RP:3)
1 lieutenant (leader) armed with a Colt 1911A1 pistol.
1 corporal (leader) armed with a Sten sub-machine gun.
1 sergeant (leader) armed with a Sten sub-machine gun.
1 man armed with a 2” (50.8mm) Mk.VIII light mortar and a Colt 1911A1 pistol.
3 men armed with N°4 Mk.1 rifles.
All men carry N°36 Mills Bomb grenades.
Note: the unit is onboard an *M3A1 White armoured car (cost included, see details below).

2-3 Motorised Infantry Squads


POINTS: 260 each (RP:3)
1 sergeant (leader) armed with a Sten sub-machine gun.
1 corporal (leader) armed with a N°4 Mk.1 rifle.
1 man armed with a Bren light machine gun.
7 men armed with N°4 Mk.1 rifles.
All men carry N°36 Mills Bomb grenades.
Note: the unit is onboard an *M3A1 half-track (cost included, see details below).

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 for the Motorised Infantry Platoon


For each full Motorised Infantry platoon (1 HQ + 3 squads) you can buy up to 4 of the following options. If you
only buy 1 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
• 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+

0-1 Paratrooper Command Group (Headquarters)


POINTS: 90 (RP:2)
1 lieutenant (leader) armed with a Webley revolver and a Sten sub-machine gun.
1 sergeant (leader) armed with a Sten sub-machine gun.
2 paratroopers armed with N°4 Mk.1 rifles (runners).
All the men carry bayonets and N°36 Mills Bomb grenades.
Characteristics: Trained with the bayonet.

2-3 Paratrooper Squads


POINTS: 160 each (RP: 3)
1 sergeant (leader) armed with a Sten sub-machine gun.
1 corporal (leader) armed with a Sten sub-machine gun.
1 paratrooper armed with a Bren light machine gun and a Colt 1911A1 pistol.
7 paratroopers armed with N°4 Mk.1 rifles.
All the men carry bayonets and N°36 Mills Bomb grenades.
Characteristics: Trained with the bayonet.

0-1 Piat Anti-tank squad


POINTS: 80 (RP:1)
1 paratrooper armed with a Sten sub-machine gun or a N°4 Mk.1 rifle (assistant).
1 paratrooper armed with a Sten sub-machine gun and a PIAT rocket-launcher.
All the men carry bayonets and N°36 Mills Bomb grenades.
Characteristics: Silent weapon (Piat), shaped charge (Piat), slow re-load (Piat), tank hunters, trained with the
bayonet.

0-1 2” Mortar Squad


POINTS: 80 (RP:1)
1 paratrooper armed with a Sten sub-machine gun or a N°4 Mk.1 rifle (assistant).
1 paratrooper armed with a Sten sub-machine gun and a MK VIII 2” 50.8mm light mortar.
All the men carry bayonets and N°36 Mills Bomb grenades.
Characteristics: Trained with the bayonet, mortar indirect fire (minimum range 25cm).

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.

Options for the Paratrooper Platoon


For each full Paratrooper Platoon (1 HQ + 3 squads) you can buy up to 4 of the following options. If you only buy 1
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.

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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+

0-1 Observation Post


POINTS: 90 (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: Trained with the bayonet, radio operator, long-range radio.
Note: Only counts as OP for fire from its own battery.

0-1 Jeep Observation Post (Car)


POINTS: 130 (RP:1)
Main weapon: none.
Crew: 2 paratroopers and 1 lieutenant (leader), all armed with Sten sub-machine guns.
All men have bayonets and N°36 Mills Bomb grenades.
Duties: Driver, radio operator, troops.
Characteristics: Low profile, trained with the bayonet, radio operator, long-range radio, open-topped vehicle.
Note: Only counts as OP for fire from its own battery.

1-8 Airborne Howitzers (Artillery)


POINTS: 140 each (RP:2)
1 sergeant (leader) armed with a Mk IV revolver.
2 paratroopers armed with N°4 Mk.1 rifles.
1 paratrooper armed with a Colt 1911A1 pistol and an M1 75mm medium gun (howitzer).
All the paratroopers have N°36 Mills Bomb grenades.
Characteristics: Off-table fire, indirect fire howitzer (minimum range 200cm), gun crew.
Variants:
• You can buy a *Jeep as towing and transport vehicle for each Howitzer for +40 points each.
• 1 man per battery can become a radio operator for +10 points.

AIRBORNE TANK TROOP


Consisting of: 1-3 Tetrarch, 0-1 OP (1942-1945)
Training: 3+

1-3 Mk.VII Tetrarch (Light Tank)


POINTS: 340 each (RP:1)
Main weapon: 2pdr 40mm light gun with coaxial Besa 7.92mm medium machine gun with support.
Crew: 3 paratroopers armed with Sten sub-machine guns.
Duties: Commander/assistant, driver, gunner.
Characteristics: Coaxial weapon, long barrel (main weapon), light armour, weapon support, bogs down easily, slow
turret.
Note: Does not have high-explosive shells.
Variants:
• Ambush camouflage can be added for +30 points (support unit).
• The 2” light gun can be replaced with a 3” 76mm medium howitzer at no extra cost. Additional characteristics: Off-
table fire, howitzer, indirect fire (minimum range 200cm).

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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+

1-6 Polsten Oerlikon guns (artillery)


POINTS: 180 each (RP:3)
1 sergeant (leader) armed with a Mk IV revolver.
1 man armed with a Colt 1911A1 pistol and Polsten Oerlikon 20mm light gun.
2 men armed with Colt 1911A1 pistols.
2 men armed with N°4 Mk.1 rifles.
All men carry N°36 Mills Bomb grenades.
Characteristics: Long barrel, anti-aircraft, gun crew, rapid fire.
Variants:
• You can buy a *Quad Morris Commercial C-8 for each gun as towing and transport vehicle for +30 points.

1-6 Bofors Gun (Artillery)


POINTS: 290 each (RP:3)
1 sergeant (leader) armed with a Mk. IV revolver.
1 man armed with a Colt 1911A1 pistol and a Bofors 40mm light gun.
2 men armed with Colt 1911A1 pistols.
2 men armed with N°4 Mk.1 rifles.
All men carry N°36 Mills Bomb grenades.
Characteristics: Long barrel, shield, gun crew, anti-aircraft, rapid fire.
Variants:
• You can buy a *Quad Morris Commercial C-8 for each gun as towing and transport vehicle for +30 points.

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+

1-4 6pdr Anti-tank guns. (Artillery)


POINTS: 270 each (RP:2)
1 sergeant (leader) armed with a Mk. IV revolver.
1 man armed with a Colt 1911A1 pistol and a 6pdr 57mm medium gun
2 men armed with N°4 Mk.1 rifles.
All men carry N°36 Mills Bomb grenades.
Characteristics: Long barrel, shield, gun crew.
Variants:
• You can buy a *Universal Carrier for each gun as towing and transport vehicle, for +110 points each.
• You can buy a *Jeep for each gun as towing and transport vehicle, for +40 points each. (only Paratrooper units).
• 1 man per platoon can become radio operator for +10 points.
• You can buy a *Quad Morris Commercial C-8 for each gun as towing and transport vehicle for +30 points.

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• You can buy 1-3 improved shells for +50 points each.

1-4 17pdr Anti-tank guns (Artillery)


POINTS: 460 each (RP: 2)
1 leader armed with a Sten.
1 man armed with a Colt 1911A1 pistol and a 76.2mm medium gun
3 men armed with N°4 Mk.1 rifles.
3 men armed with Colt 1911A1 pistols.
All men carry N°36 Mills Bomb grenades.
Characteristics: Extra-long barrel, shield, gun crew.
Variants:
• 1 man per platoon can become a radio operator for +10 points.
• You can buy a *Quad Morris Commercial C-8 for each gun as towing and transport vehicle for +30 points (1944).
• You can buy 1-3 improved shells for +50 points each.

ARMOURED CAR TROOP


Consisting of one of the following choices:
• 0-1 Daimler Dingo, 0-2 Daimler (1944-1945)
• 0-1 Daimler Dingo, 0-1 AEC Mk III, 0-2 T17 E1 Staghound, (1944-1945)
Training: 4+

0-1 Daimler “Dingo” Scout Car (Armoured Car)


POINTS: 200 (RP:1)
Main weapon: None.
Crew: 1 sergeant (leader) and 1 man, both armed with Sten sub-machine guns.
Duties: Commander/radio operator, driver.
All men carry N°36 Mills Bomb grenades.
Characteristics: Low profile, medium armour, radio operator, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• A Bren light machine gun with support can be added for +40 points each. Main weapon (anti-aircraft). Additional duty
for the Commander: machine-gunner (exposed).
• Vehicle smoke can be added for +50 points (optional rule).
• 1 Armoured Car per troop can become an HQ by adding a long-range radio and replacing the sergeant with a
lieutenant for +30 points.

0-2 Daimler Armoured Car (Armoured Car)


POINTS: 420 each (RP:1)
Main weapon (turret): 2pdr 40mm light gun with coaxial Besa 7.92mm medium machine gun
Crew: 2 men and 1 corporal (leader), all armed with Sten sub-machine guns.
Duties: Commander/assistant, driver/radio operator, gunner.
Characteristics: Coaxial weapon, long barrel (main weapon), radio operator, weapon support.
Variants:
• Ambush camouflage can be added for +30 points.
• Vehicle smoke can be added for +50 points (optional rule).

0-1 AEC Mk III (Armoured Car)


POINTS: 590 (RP:1)
Main weapon (turret): 75mm medium gun with coaxial Besa 7.92mm medium machine gun on support
Crew: 3 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver/radio operator, gunner.
Characteristics: Highly manoeuvrable, coaxial 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).

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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+

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 its own battery

0-1 Universal Carrier Observation Post (Light Tank)


POINTS: 180 (RP:1)
Main weapon (lower hull): Bren light machine gun with support.
Crew: 2 men and 1 lieutenant (leader), all armed with Sten sub-machine guns.
Duties: Commander, driver, radio operator/machine-gunner.
Characteristics: Low profile, extra-light armour, radio operator, long-range radio, weapon support, open-topped
vehicle.
Note: Only counts as OP for fire from its own battery.
Variants:
• Ambush camouflage can be added for +30 points.

1-4 Field Artillery (Artillery)


POINTS: 410 each (RP:2)
1 sergeant (leader) armed with a Mk.IV revolver
1 man armed with a Colt 1911A1 pistol and a 25pdr 87.6mm heavy gun
3 men armed with N°4 Mk.1 rifles.
3 men armed with Colt 1911A1 pistols.
All men carry N°36 Mills Bomb grenades.
Characteristics: Indirect fire gun (minimum range 200cm), off-table fire, shield, gun crew.
Note: These British 25pdr guns can rotate up to 90° (45° right, 45° left) to aim at the target.
Variants:
• One man per battery can become a radio operator for +10 points.
• You can buy a *Quad Morris Commercial C-8 truck for each gun, as towing and transport vehicle for +30 points
(1944).

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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+

0-1 Universal Carrier Observation Post (Light tank)


POINTS: 180 (RP:1)
Main weapon (lower hull): Bren light machine gun on support.
Crew: 2 men and 1 lieutenant (leader), all armed with Sten sub-machine guns.
Duties: Commander, driver, machine-gunner/radio operator.
Characteristics: Low profile, extra-light armour, radio operator, long-range radio, weapon support, open-topped
vehicle.
Note: Only counts as OP for fire from its own battery.
Variants:
• Ambush camouflage can be added for +30 points.

1-4 Centaur Mk IV (Medium tank)


POINTS: 570 each (RP:1)
Main weapon (turret): 95mm heavy gun (howitzer) with coaxial Besa 7.92mm medium machine gun.
Secondary weapon: None.
Crew: 4 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver, gunner, radio operator.
Characteristics: Coaxial weapon, soft skin, off-table fire, indirect fire howitzer (minimum range 200cm), radio
operator, fast vehicle.
Variants:
• Ambush camouflage can be added for +30 points.

DEMOLITION EXPERTS
Consisting of 1-2 Demolition Experts Squads (1943-1945)
Training: 3+

1-2 Demolition Expert Squads


POINTS: 100 each (RP:1)
2 men armed with Sten sub-machine guns with silencer and magnetic mines.
Both men have bayonets and N°36 Mills Bomb grenades
Characteristics: Silent weapon, trained with the bayonet, stealthy, infiltrators.
Variants:
• Both men can add satchel charges to their equipment for +50 points each.
• They can become tank hunters for +30 points.

ENGINEER PLATOON
Consisting of: 0-1 Command Group, 1-3 Engineer Squads (1944-1945)
Training: 3+

0-1 Command Group (Headquarters)


POINTS: 120 (RP: 1)
1 second lieutenant (leader) armed with a Sten sub-machine gun and a Mk.IV revolver
1 sergeant (leader) armed with a Sten sub-machine gun.
2 men armed with N°4 Mk.1 rifles.
All men have N°36 Mills Bomb grenades
Note: the squad is onboard an *Jeep (cost included).

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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.

INFANTRY SUPPORT TANK TROOP


Consisting of: 0-1 Universal Carrier OP, 1-3 Churchill, 0-1 Churchill Infantry Support Tank (1943-1945)
Training: 4+

0-1 Universal Carrier Observation Post (Light Tank)


POINTS: 180 (RP:1)
Main weapon (lower hull): Bren light machine gun on support.
Crew: 2 men and 1 lieutenant (leader), all armed with Sten sub-machine guns.
Duties: Commander, driver, machine-gunner/radio operator.
Characteristics: Low profile, extra-light armour, radio operator, long-range radio, weapon support, open-topped
vehicle.
Note: Only counts as OP for indirect fire from the support tank.

1-3 Churchill MK VII (Heavy Tank)


POINTS: 1,250 each (RP:1)
Main weapon (turret): OQF 75mm medium gun with coaxial Besa 7.92mm medium machine gun
Secondary weapon (lower hull): Besa 7.92mm medium machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver/radio operator, gunner, machine-gunner.
Characteristics: Heavy armour, radio operator, weapon support.

0-1 MK VIII Churchill Infantry Support Tank (Heavy Tank)


POINTS: 1,150 (RP:1)
Main weapon (turret): 95mm heavy gun (howitzer) with coaxial Besa 7.92mm medium machine gun.
Secondary weapon (lower hull): Besa 7.92mm medium machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver, gunner, machine-gunner/radio operator.
Characteristics: Heavy armour, off-table fire, indirect fire howitzer (minimum range 200cm), radio operator,
weapon support.

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+

0-2 Humber Scout Car MK I (Armoured Car)


POINTS: 210 each (RP:1)
Main weapon: None.
Crew: 1 sergeant (leader) and 2 men, all armed with Sten sub-machine guns.
All men carry N°36 Mills Bomb grenades.
Duties: Commander, driver, radio operator.
Characteristics: Low profile, radio operator.
Variants:
• Ambush camouflage can be added for +30 points.
• An Armoured Car can be fitted with a Bren light machine gun on support for +40 points. Secondary weapon (lower
hull). Additional duty: machine-gunner.
• 1 Armoured Car per troop can become an HQ by adding a long-range radio and replacing the sergeant with a
lieutenant for +30 points.

0-3 Humber Armoured Car Mk IV (Armoured Car)


POINTS: 440 each (RP:1)
Main weapon (turret): 37mm light gun with coaxial Besa 7.92mm medium machine gun.
Crew: 1 corporal (leader) and 2 men, all armed with Sten sub-machine guns.
Duties: Commander/assistant, driver/radio operator, gunner.
Characteristics: Coaxial weapon, soft skin, extra-long barrel, radio operator, weapon support.
Variants:
• Ambush camouflage can be added for +30 points.
• The armoured car can be fitted with a Bren light machine gun on support for +40 points. Secondary weapon (anti-
aircraft). Additional duty: machine-gunner (exposed).

0-6 Universal Carrier (Light Tank)


POINTS: 150 each (RP:1)
Main weapon (lower hull): Bren light machine gun with support.
Crew: 2 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, driver, machine-gunner/radio operator.
Characteristics: Low profile, extra-light armour, radio operator, weapon support, open-topped vehicle.
Variants:
• The Bren light machine gun can be replaced with a Vickers medium machine gun for +20 points.
• 1 Universal Carrier per troop can become an HQ by adding a long-range radio and replacing the sergeant with a
lieutenant for +30 points.
• 1 man per troop can add a PIAT rocket-launcher to his equipment for +40 points.

1-4 Jeep (Car) (1941-1945)


POINTS: 70 each (RP:1)
Main weapon: None.
Crew: 2 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
All men carry N°36 Mills Bomb grenades.
Duties: Driver, radio operator, troops.
Characteristics: Low profile, radio operator, open-topped vehicle.
Variants:
• 1 jeep per troop can be fitted with Vickers K medium machine gun on support for +60 points. Main weapon/Secondary
weapon (fixed position). Additional duty: machine-gunner (exposed).
• All jeeps bought for Commandos and Paratroopers can be fitted with twin Vickers K medium machine gun on support
for +110 points each. Main weapon/Secondary weapon (fixed position). Additional duty: machine-gunner (exposed).
• Ambush camouflage can be added to each Jeep for +30 points each.
• 1 man per troop can add a PIAT rocket-launcher to his equipment for +40 points.
• 1 jeep per troop can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for +30
points.
• Jeeps stemming from Paratroopers or Commandos must buy Training: 3+ for +20 points.

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INFILTRATORS
Consisting of 1-2 Infiltrator Squads (1943-1945)
Training: 3+

1-2 Infiltrator Squads


POINTS: 150 each (RP:1)
2 men armed with Sten sub-machine guns with silencer and N°82 Gammon Grenades.
Both men have bayonets and N°36 Mills Bomb grenades
Characteristics: Silent weapon, trained with the bayonet, stealthy, infiltrators.
Variants:
• 1 man can add a PIAT rocket-launcher to his equipment for +40 points.
• They can become tank hunters for +30 points.

MEDIUM MACHINE GUN PLATOON


Consisting of: 0-1 Machine gun Command Group, 1-4 Medium Machine gun Sections (1943-1945)
Training: 4+

0-2 Machine gun Command Group (Headquarters)


POINTS: 60 (RP: 2)
1 second lieutenant (leader) armed with a Sten sub-machine gun and a Mk.IV revolver
1 sergeant (leader) armed with a Sten sub-machine gun.
2 men armed with N°4 Mk.1 rifles.
All men carry N°36 Mills Bomb grenades.
Variants:
• An HQ stemming from Paratroopers must buy bayonet, Training: 3+ and the characteristic: Trained with the bayonet
for +30 points.
• An HQ stemming from Commandos must buy bayonet, Training: 3+ and the characteristics: Trained with the bayonet,
stealthy for +60 points each.

1-4 Medium Machine gun Sections


POINTS: 130 each (RP:3)
1 man armed with a Colt 1911A1 pistol and a Vickers medium machine gun on tripod
3 men armed with N°4 Mk.1 rifles.
All men carry bayonets and N°36 Mills Bomb grenades.
Characteristics: Tripod.
Variants:
• Sections stemming from Paratroopers must buy bayonet, Training: 3+ and the characteristic: Trained with the bayonet
for +30 points.
• Sections stemming from Commandos must buy bayonet, Training: 3+ and the characteristics: Trained with the
bayonet, stealthy for +60 points each.
• You can attach 2 Machine gun Sections into a compact group at no extra cost.

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MORTAR PLATOON
Consisting of: 0-1 Mortar Command Group, 1-6 Mortar Sections (1943-1945)
Training: 4+

0-1 Mortar Command Group (Headquarters)


POINTS: 70 (RP: 2)
1 second lieutenant (leader) armed with a Sten sub-machine gun and a Mk.IV revolver
1 man armed with a N°4 Mk.1 rifle.
1 man armed with a N°4 Mk.1 rifle (radio operator).
All men carry N°36 Mills Bomb grenades.
Characteristics: Radio operator, long-range radio.
Note: Counts as HQ only for indirect fire from its own platoon.
Variants:
• An HQ stemming from Paratroopers must buy bayonet, Training: 3+ and the characteristic: Trained with the bayonet
for +30 points.
• An HQ stemming from Commandos must buy bayonet, Training: 3+ and the characteristics: Trained with the bayonet,
stealthy for +60 points each.
• You can buy a *Universal Carrier as transport vehicle for +110 points. While onboard the Universal Carrier they lose
the stealthy characteristic (only Commandos).

1-6 Mortar Sections


POINTS: 150 each (RP: 3)
1 sergeant (leader) armed with a Sten sub-machine gun.
1 man armed with a Colt 1911A1 pistol and a 3" 76.2mm medium mortar.
1 man armed with a Colt 1911A1 pistol.
2 men armed with N°4 Mk.1 rifles.
All men carry N°36 Mills Bomb grenades.
Characteristics: Mortar indirect fire (minimum range 50cm).
Variants:
• Sections stemming from Paratroopers must buy bayonet, Training: 3+ and the characteristic: Trained with the bayonet
for +30 points.
• Sections stemming from Commandos must buy bayonet, Training: 3+ and the characteristics: Trained with the bayonet,
stealthy for +60 points each.
• You can buy a *Universal Carrier as transport vehicle for +110 points. While onboard the Universal Carrier they lose
the stealthy characteristic (only Commandos).
• You can attach 2 Mortar Sections into a compact group at no extra cost.
• You can replace the 3" 76.2mm 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 whole platoon must have the same type of
mortar. In this event the Mortar Command Group counts like an OP for indirect fire from its own platoon at no extra
cost.
• One man per Mortar Section can become radio operator for +10 points.

MOTORISED ANTI-AIRCRAFT SECTION


Consisting of one of the following choices:
• 1-6 Crusader AA (1944-1945)
• 1-6 Morris C9/B (1943-1945)
Training: 4+

1-6 Crusader MK III AA (Medium Tank)


POINTS: 620 each (RP:1)
Main weapon (anti-aircraft): Twin Oerlikon 20mm light gun.
Crew: 2 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander/assistant, driver/radio operator, gunner.
Characteristics: Long barrel (main weapon), light armour, soft skin, rapid fire, fast vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• Vehicle smoke can be added for +50 points (optional rule).

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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.

MOTORISED ARTILLERY BATTERY


Consisting of one of the following choices:
• 0-1 Universal Carrier OP, 1-4 Sexton (1944-1945)
• 0-1 Sherman OP, 1-4 M7 Priest HMC (1942-1945)
Training: 4+

0-1 Universal Carrier Observation Post (Light Tank)


POINTS: 180 (RP:1)
Main weapon (lower hull): Bren light machine gun with support.
Crew: 2 men and 1 lieutenant (leader), all armed with Sten sub-machine guns.
Duties: Commander/radio operator, driver, machine-gunner.
Characteristics: Low profile, extra-light armour, radio operator, long-range radio, weapon support, open-topped
vehicle.
Note: Only counts as OP for fire from its own battery.
Variants:
• Ambush camouflage can be added for +30 points.

0-1 Sherman Observation Post (Medium Tank)


POINTS: 490 (RP:1)
Main weapon (turret): M1919A4 .30 cal. medium machine gun with support (dummy gun).
Secondary weapon (lower hull): M1919A4 .30 cal. medium machine gun with support.
Crew: 4 men and 1 lieutenant (leader), all armed with Sten sub-machine guns.
Duties: Commander, driver, 2 machine-gunners, radio operator.
Characteristics: Radio operator, long-range radio, ronson, weapon support, bogs down easily.
Note: Only counts as OP for fire from its own battery.
Variants:
• Sandbags can be added to each tank for +30 points each.
• The wet system can be added for +10 points each.
• Medium armour can be added for +100 points each.
• Ambush camouflage can be added for +30 points each.

1-4 Sexton (Medium Tank)


POINTS: 610 each (RP:1)
Main weapon (upper hull): 25pdr 87.6mm heavy gun
Secondary weapon (anti-aircraft): Twin Bren light machine gun on support
Crew: 5 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander/machine-gunner (exposed), 2 assistants, driver, gunner, radio operator.
Characteristics: Hull-mounted weapon, indirect fire gun (minimum range 200cm), off-table fire, 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 equipped with smoke shells for +50 points each (optional rule).

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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).

MOTORISED ENGINEER SECTION


Consisting of: 0-1 M4 Mine-clearer (1943-1945), 0-1 Churchill Crocodile MK IV (1944-1945), 0-1 Churchill
AVRE Petard (1944-1945)
Training: 3+

0-1 M4 Sherman Crab or Flail Mine-clearer (Medium Tank)


POINTS: 910 (RP:1)
Main weapon (turret): M3 75mm medium gun with coaxial M1919A4 .30 cal. medium machine gun.
Secondary weapon (lower hull): None
Crew: 4 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver, gunner, machine-gunner/radio operator.
Characteristics: Mine-clearer, coaxial weapon, medium armour, radio operator, weapon support.
Note: Can only move slowly.
Variants:
• A smoke-screen mortar can be added for +60 points (optional rule).

0-1 Churchill Crocodile MK IV (Heavy Tank)


POINTS: 1,310 (RP:1)
Main weapon (turret): OQF 75mm medium gun with coaxial Besa 7.92mm medium machine gun.
Secondary weapon (lower hull): Heavy flamethrower.
Crew: 4 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver/radio operator, gunner, machine-gunner/flamethrower operator.
Characteristics: Coaxial weapon, soft skin, heavy armour, heavy flamethrower that ignores cover (L,M,H), ronson,
radio operator, weapon support.
Note: Does not have high-explosive shells. Flamethrower firing arc is 45° (22.5° right, 22.5° left). Can only move
slowly.
Variants:
• Ambush camouflage can be added for +30 points.
• Vehicle smoke can be added for +50 points (optional rule).

0-1 Churchill MK IV AVRE Petard (Heavy Tank)


POINTS: 1,570 (RP:1)
Main weapon (turret): 290mm heavy mortar
Secondary weapon (lower hull): Besa 7.92mm medium machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, assistant, driver, gunner, machine-gunner/radio operator.
Characteristics: Heavy armour, indirect fire mortar (minimum range 20cm), ignores cover (L), radio operator,
weapon support.
Variants:
• Ambush camouflage can be added for +30 points.
• Vehicle smoke can be added for +50 points (optional rule).

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MOTORISED FLAMETHROWER PLATOON
Consisting of 1-4 Wasp Universal Carrier (1944-1945)
Training: 4+

1-4 Wasp Universal Carrier (Light Tank)


POINTS: 300 each (RP:1)
Main weapon (lower hull): Heavy flamethrower.
Crew: 2 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Driver, flame-thrower operator, radio operator.
Characteristics: Low profile, ronson, extra-light armour, heavy flamethrower that ignores cover (L,M,H), radio
operator, open-topped vehicle.
Note: Flamethrower firing arc is 45° (22.5° right, 22.5° left).
Variants:
• 1 Universal Carrier per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a
lieutenant for +30 points.
• Ambush camouflage can be added for +30 points.

MOTORISED MACHINE-GUN PLATOON


Consisting of 1-4 Universal Carrier (1943-1945)
Training: 4+

1-4 Universal Carrier (Light Tank)


POINTS: 150 each (RP:1)
Main weapon (lower hull): Bren light machine gun with support.
Crew: 2 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander, driver, machine-gunner/radio operator.
Characteristics: Low profile, extra-light armour, radio operator, weapon support, open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• You can replace the Bren light machine gun with a Vickers medium machine gun for +20 points.
• Universal Carriers stemming from Paratroopers must buy Training: 3+ for +30 points.
• 1 man per platoon can add a PIAT rocket-launcher to his equipment for +40 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.

PARATROOPER ENGINEER PLATOON


Consisting of: 0-1 Paratrooper Command Group, 1-3 Engineer Squads (1944-1945)
Training: 3+

0-1 Paratrooper Command Group (Headquarters)


POINTS: 90 (RP: 2)
1 second lieutenant (leader) armed with a Sten sub-machine gun and a Mk.IV revolver
1 sergeant (leader) armed with a Sten sub-machine gun.
2 men armed with N°4 Mk.1 rifles.
All men have N°36 Mills Bomb grenades
Characteristics: Trained with the bayonet.

1-3 Engineer Squads


POINTS: 130 each (RP:3)
1 sergeant (leader) armed with a Sten sub-machine gun and a Mk IV revolver
9 paratroopers armed with N°4 Mk.1 rifles.
All men have bayonet and grenades
Characteristics: Trained with the bayonet.

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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.

PARATROOPER PATHFINDER SQUAD


Consisting of 1-3 Pathfinder Squads (1943-1945)
Training: 3+

1-3 Pathfinder Squads


POINTS: 130 each (RP:2)
1 lieutenant (leader) armed with a Sten sub-machine gun and a Mk IV revolver.
7 paratroopers armed with N°4 Mk.1 rifles.
2 paratroopers armed with N°4 Mk.1 rifles (runners).
All the men carry bayonets and N°36 Mills Bomb grenades.
Characteristics: Trained with the bayonet, pathfinders.
Variants:
• One paratrooper (runner) can become a radio operator for +10 points.
• One paratrooper per platoon can replace his N°4 Mk.1 rifle with a Bren light machine gun for +30 points.
• All the paratroopers can replace their N°4 Mk.1 rifles with Sten sub-machine gun at no extra cost.

PIAT TANK-HUNTER SECTION


Consisting of 1 “Piat” Tank-hunter Section
Training: 3+

1 “Piat” Tank-hunter Section


POINTS: 240 (RP:2)
3 men armed with Sten sub-machine guns or N°4 Mk.1 rifles (assistants).
3 men armed with Sten sub-machine guns and PIAT rocket-launchers.
All the men carry bayonets and N°36 Mills Bomb grenades.
Characteristics: Silent weapon (Piat), shaped charge (Piat), slow re-load (Piat), tank hunters, trained with the
bayonet.

SNIPER SECTION
Consisting of 1-3 Sniper Squads (1942-1945)
Training: 3+

1-3 Sniper Squads


POINTS: 100 (RP:1)
2 men armed with N°4 Mk.1 rifles
All men carry N°36 Mills Bomb grenades.
Characteristics: Sniper team, sight, marksman, accurate shot.
Note: These men are not subject to rules governing Solitary models.

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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+

1-4 M10 Wolverine (Medium tank)


POINTS: 650 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 Sten sub-machine guns.
Duties: Commander/machine-gunner (exposed), assistant, driver, gunner, radio operator.
Characteristics: Long barrel (main weapon), radio operator, weapon support, bogs down easily, open-topped
vehicle, light armour.
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.

1-4 M10 Achilles (Medium Tank)


POINTS: 750 each (RP:1)
Main weapon (turret): 17pdr 76.2mm medium gun.
Secondary weapon (anti-aircraft): M2HMG .50 cal. heavy machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander/machine-gunner (exposed), assistant, driver, gunner, radio operator.
Characteristics: Extra-long barrel (main weapon), radio operator, weapon support, bogs down easily, open-topped
vehicle, light armour.
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.

1-4 Archer (Medium Tank)


POINTS: 560 each (RP:1)
Main weapon (upper hull): 17pdr 76.2mm medium gun.
Secondary weapon (anti-aircraft): Bren light machine gun with support.
Crew: 3 men and 1 sergeant (leader), all armed with Sten sub-machine guns.
Duties: Commander/machine-gunner (exposed), assistant, driver/radio operator, gunner.
Characteristics: Hull-mounted weapon, soft skin, extra-long barrel (main weapon), light armour, radio operator,
weapon support, open-topped vehicle.
Note: The gun points towards the rear. The tank cannot move and fire.
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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TANK RECON PLATOON
Consisting of 1-5 M3A3 Stuart (1944-1945)
Training: 4+

1-5 M3A3 Stuart (Light Tank)


POINTS: 590 each (RP:1)
Main weapon (turret): M6 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, gunner, machine-gunner/radio operator.
Characteristics: Coaxial weapon, extra-long barrel (main weapon), radio operator, weapon support.
Variants:
• Ambush camouflage can be added for +30 points.
• A gyrostabiliser can be added for +30 points.
• An M1919A4 .30 cal. medium machine gun with support can be added for +60 points. Secondary weapon (anti-
aircraft). Additional duty for the Commander: anti-aircraft machine-gunner (exposed).
• 1 tank per platoon can become an HQ by adding a long-range radio and replacing the sergeant with a lieutenant for
+30 points.
• Vehicle smoke can be added for +50 points (optional rule).
• A bulldozer can be added to 1 tank per platoon for +50 points.

TANK SQUADRON HEADQUARTERS


Consisting of: 0-1 Jeep OP, 0-2 Sherman OP, 0-1 Sherman Support (1944-1945)
Training: 3+

0-1 Jeep Observation Post (Car, Headquarters)


POINTS: 120 (RP:1)
Main weapon: None.
Crew: 2 men (runners) and 1 lieutenant, all armed with Sten sub-machine guns.
All men carry N°36 Mills Bomb grenades.
Duties: Driver, radio operator, troops.
Characteristics: Low profile, radio operator, long-range radio, open-topped vehicle.

0-2 Sherman Observation Post (Medium Tank, Headquarters)


POINTS: 510 each (RP:1)
Main weapon (turret): M1919A4 .30 cal. medium machine gun with support (dummy gun).
Secondary weapon (lower hull): M1919A4 .30 cal. medium machine gun with support.
Crew: 4 men and 1 lieutenant (leader), all armed with Sten sub-machine gun.
Duties: Commander, driver, 2 machine-gunners, radio operator.
Characteristics: Radio operator, long-range radio, ronson, weapon support, bogs down easily.

0-1 Sherman Support tank (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 Sten sub-machine guns.
Duties: Commander, assistant, driver, gunner, machine-gunner/radio operator.
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:
• 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.

*Quad Morris Commercial C-8 (Truck)


Main weapon: None.
Crew: Transported unit.
Duties: Driver, troops.
Characteristics: Open-topped vehicle, troop carrier (6).

*Universal Carrier (Light Tank)


Main weapon (lower hull): Bren light machine gun with support.
Crew: Transported unit.
Duties: Commander, driver, machine-gunner.
Characteristics: Extra-light armour, low profile, weapon support, troop carrier (4), open-topped vehicle.

*White M3A1 (Armoured Car)


Main weapon (anti-aircraft): M2HMG .50 cal. heavy machine gun with support.
Crew: Transported unit.
Duties: Driver/radio operator, machine-gunner (exposed), troops.
Characteristics: Soft skin, weapon support, troop carrier (8), open-topped vehicle, light armour, anti-aircraft.

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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+

0-1 T34/76 Command Tank (Medium Tank, Headquarters)


POINTS: 730 (RP:1)
Main weapon (turret): 76.2mm medium gun with coaxial DT light machine gun
Secondary weapon (lower hull): DT light machine gun with support.
Crew: 3 men and 1 lieutenant (leader) all armed with PPSh41 sub-machine guns.
Duties: Commander/gunner, machine-gunner/radio operator, assistant, driver.
Characteristics: Coaxial weapon, long barrel (main weapon), wide tracks, radio operator, poor training, external
fuel tanks, weapon support, fast vehicle.
Note: Can only be used if at least 2 medium tank platoons are present.

0-1 T34/85 Command Tank (Medium Tank, Headquarters)


POINTS: 980 (RP:1)
Main weapon (turret): ZiS-S-53 85mm heavy gun with coaxial DT light machine gun
Secondary weapon (lower hull): DT light machine gun with support.
Crew: 4 men and 1 lieutenant (leader) all armed with PPSh41 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Coaxial weapon, long barrel (main weapon), wide tracks, medium armour, radio operator, poor
training, external fuel tanks, weapon support.
Note: Can only be used if at least 2 medium tank platoons are present.

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)

1-3 T34/76 (Medium Tank)


POINTS: 710 each (RP:1)
Main weapon (turret): 76.2mm medium gun with coaxial DT light machine gun
Secondary weapon (lower hull): DT light machine gun with support.
Crew: 3 men and 1 sergeant (leader) all armed with PPSh41 sub-machine guns.
Duties: Commander/gunner, assistant, machine-gunner/radio operator, driver.
Characteristics: Coaxial weapon, long barrel (main weapon), wide tracks, radio operator, poor training, external
fuel tanks, weapon support, fast vehicle.

1-3 T34/85 (Medium Tank)


POINTS: 960 each (RP:1)
Main weapon (turret): ZiS-S-53 85mm heavy gun with coaxial DT light machine gun
Secondary weapon (lower hull): DT light machine gun with support.
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, long barrel (main weapon), wide tracks, radio operator, medium armour, poor
training, external fuel tanks, weapon support.

Variants for both T34/76 and T34/85 models:


• Ambush camouflage can be added for +30 points.
• The T34/76s can buy medium armour for +100 points each.
• A lateral smoke-launcher can be added for +80 points each (optional rule, 1943-1945)
• The tanks can remove the poor training characteristic for +50 points each. Russian guard tanks must buy this variant.
• Until 1943 you can remove the radio from each tank for -10 points each.

Options for the Medium Tank Company


For each full tank company (1 HQ + 3 platoons of 3 tanks each) you can buy up to 20 of the options below. For each
tank bought 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.

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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+

1-5 IS2m (Heavy Tank)


POINTS: 1,670 each (RP:1)
Main weapon (turret): D25T 122mm heavy gun (L43) with coaxial DT light machine gun
Secondary weapon (fixed position, turret rear): DT light machine gun with support.
Crew: 3 men and 1sergeant (leader), all armed with PPSh41 sub-machine guns.
Duties: Commander/machine-gunner, assistant, gunner, driver/radio operator.
Characteristics: Coaxial weapon, long barrel (main weapon), extra-heavy armour, ignores cover (L), radio
operator, external fuel tanks, poor training, weapon support.
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).
• You can transform an IS2m into an IS1 by replacing the 122mm heavy gun with a long-barrelled 85mm and replacing
the extra-heavy armour with heavy armour and losing the characteristic Ignores cover (L) for a total cost of -330
points.
• You can transform an IS2m into an IS3 (only 1945) by replacing the extra-heavy armour with super extra-heavy
armour and removing the secondary weapon for +250 points each.
• The tanks can remove the poor training characteristic for +50 points each. Russian guard tanks must buy this variant.
• One tank per company can become HQ by replacing the sergeant with a lieutenant for +10 points. This variant is only
available to companies containing at least two tanks.

1-5 KV1 (Heavy Tank)


POINTS: 1,230 each (RP:1)
Main weapon (turret): F34 76.2mm medium gun (L40) with coaxial DT light machine gun
Secondary weapon (turret rear): DT light machine gun with support.
Secondary weapon (lower hull): DT light machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with PPSh41 sub-machine guns.
Duties: Commander/rear machine-gunner, assistant, gunner, driver, hull machine-gunner/radio operator.
Characteristics: Coaxial weapon, long barrel (main weapon), heavy armour, radio operator, poor training, weapon
support, slow turret, slow vehicle.
Note: If the tank moves it cannot rotate the turret
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).
• You can replace the 76.2mm medium gun with a long-barrelled 85mm heavy gun for +150 points (1943-1945).
• The tanks can remove the poor training characteristic for +50 points each. Russian guard tanks must buy this variant.
• Until 1943 you can remove the radio from each tank for -10 points each.
• 1 tank per platoon can replace the 76.2mm medium gun with a 152mm heavy gun (howitzer) adding 1 crew member
and the characteristics: Off-table fire, indirect fire (minimum range 200cm), ignores cover (L) for +190 points (KV2A
model). In this case you can also buy the M3A1 White Observation Post.
• One tank per company can become HQ by replacing the sergeant with a lieutenant for +10 points. This variant is only
available to companies containing at least two tanks.

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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.

Options for the Heavy Tank Company


For each full tank company (3 tanks) you can buy up to 9 of the following options. For every tank bought you get 3
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 for the Medium and Heavy Tank Companies


• Anti-aircraft Platoon (max 1).
• Armoured Car Platoon (max 1).
• Assault Company (2 options, not allowed in Russian Guard).
• Assault Gun Section (max 1, counts as 2 options).
• Engineer Platoon (max 1, counts as 2 options).
• Flamethrower 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).
• Motorised Artillery Battery (max 2, counts as 2 options).
• Recon Platoon (max 1).
• Rifle Company (2 options, not allowed in Russian Guard).
• Scout Platoon (max 1, counts as 2 options).
• Tank Destroyer Section (max 1, counts as 2 options).

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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+

0-1 Company Command Group (Headquarters)


POINTS: 70 (RP:2)
1 captain (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
1 lieutenant (leader) armed with a PPSh41 sub-machine gun.
1 second lieutenant (leader) armed with a PPSh41 sub-machine gun.
2 men armed with PPSh41 sub-machine guns (runners).
All men carry RGD33 grenades.

3-9 Assault Sections


POINTS: 150 each (RP:3)
1 sergeant (leader) armed with a PPSh41 sub-machine gun.
2 men armed with PPSh41 sub-machine guns and Panzerfausts.
6 men armed with PPSh41 sub-machine guns.
All men carry RGD33 grenades.

0-3 Anti-tank Squads


POINTS: 60 (RP:2)
2 men armed with PPSh41 sub-machine guns (assistants).
2 men armed with Tokarev M1933 pistols and PTRD anti-tank rifles.
All men carry RGD33 grenades.

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.

Options for the Assault Company


For each full Assault Company (1 HQ + 9 Assault sections) you can buy up to 10 options. If you only buy the HQ +
3 Assault sections you get 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.

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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+

0-1 Company Command Group (Headquarters)


POINTS: 90 (RP:3)
1 captain (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
1 lieutenant (leader) armed with a PPSh41 sub-machine gun.
5 men armed with Mosin Nagant rifles.
2 men armed with PPSh41 sub-machine guns (runners).
All men carry RGD33 grenades.

RIFLE PLATOON
Consisting of:
0-1 Rifle Command Group, 2-3 Rifle Squads
Training: 5+

0-1 Rifle Command Group (Headquarters)


POINTS: 30 (RP:1)
1 Political commissar (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
1 lieutenant (leader) armed with a PPSh41 sub-machine gun.
2 men armed with PPSh41 sub-machine guns (runners).
All men carry RGD33 grenades.
Characteristics: Political commissar, political zeal, compact group, militia, poor training.

2-3 Rifle Squads


POINTS: 90 each (RP:2)
1 sergeant (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
1 man armed with a Tokarev M1933 pistol and a DP light machine gun.
7 men armed with Mosin Nagant rifles.
All men carry RGD33 grenades.
Characteristics: Political zeal, compact group, militia, poor training.

MACHINE GUN PLATOON


Consisting of: 0-1 Machine gun Command Group, 1-3 Machine gun squads
Training: 4+

0-1 Machine gun Command Group (Headquarters)


POINTS: 50 (RP:2)
1 Political commissar (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
1 lieutenant (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
2 men armed with PPSh41 sub-machine guns (runners).
All men carry RGD33 grenades.
Characteristics: Political commissar, political zeal, compact group, militia.

1-3 Machine gun squads


POINTS: 140 each (RP:2)
1 sergeant (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
1 man armed with a Tokarev M1933 pistol and a Maxim medium machine gun.
3 men armed with Mosin Nagant rifles.
All men carry RGD33 grenades.
Characteristics: Political zeal, compact group, militia, tripod.
Note: Despite the fact that the Maxim does not have a real tripod it is considered like this for game-purposes.

Options for the Rifle Company


For each full Rifle Company (1 Company Command Group + 3 Rifle Platoon Command Groups + 9 Rifle squads +
Machine gun Command Group + 3 Machine gun squads) you can buy up to 17 options. For each full Rifle Platoon
(1 Rifle Platoon Command Group + 3 Rifle squads) you can buy up to 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.

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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+

0-1 Guards Company Command Group (Headquarters)


POINTS: 220 (RP:3)
1 captain (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
1 lieutenant (leader) armed with a PPSh41 sub-machine gun.
1 second lieutenant armed with a PPSh41 sub-machine gun.
1 man armed with an SVT40 semi-automatic rifle and a Panzerfaust.
3 men armed with SVT40 semi-automatic rifles.
2 men armed with SVT40 semi-automatic rifles (runners).
All men carry RGD33 grenades.
Characteristics: Russian guard.

GUARDS RIFLE PLATOON


Consisting of:
0-1 Guards Rifle Command Group, 1 Guards Rifle Squad, 1-2 Guards Assault Squads, 0-1 Anti-tank squad
Training: 4+

0-1 Guards Rifle Command Group (Headquarters)


POINTS: 170 (RP:3)
1 lieutenant (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
2 men armed with PPSh41 sub-machine guns and Panzerfausts.
2 men armed with Mosin Nagant rifles (runners).
All men carry RGD33 grenades.
Characteristics: Russian guard.

1 Guards Rifle Squad


POINTS: 230 (RP:3)
1 sergeant (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
4 men armed with SVT40 semi-automatic rifles.
2 men armed with SVT40 semi-automatic rifles and Panzerfausts.
2 men armed with Mosin Nagant rifles.
All men carry RGD33 grenades.
Characteristics: Russian guard.

1-2 Guards Assault Squads


POINTS: 170 each (RP:3)
1 sergeant (leader) armed with a PPSh41 sub-machine gun.
2 men armed with PPSh41 sub-machine guns and Panzerfausts.
6 men armed with PPSh41 sub-machine guns.
All men carry RGD33 grenades.
Characteristics: Russian guard.

0-1 Anti-tank Squad


POINTS: 120 (RP:2)
2 men armed with PPSh41 sub-machine guns (assistants).
2 men armed with PPSh41 sub-machine guns and Panzerfausts.
All men carry RGD33 grenades.
Characteristics: Russian guard.

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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.

MACHINE GUN PLATOON


Consisting of: 0-1 Machinegun Command Group, 1-4 Machine gun squads
Training: 4+

0-1 Machinegun Command Group (Headquarters)


POINTS: 50 (RP:2)
1 lieutenant (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
2 men armed with PPSh41 sub-machine guns (runners).
All men carry RGD33 grenades.
Characteristics: Russian guard.

1-4 Machine gun Squads


POINTS: 150 each (RP:2)
1 sergeant (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
1 man armed with a Tokarev M1933 pistol and a Maxim medium machine gun.
3 men armed with Mosin Nagant rifles.
All men carry RGD33 grenades.
Characteristics: Russian guard, tripod.
Note: Despite the fact that the Maxim does not have a real tripod it is considered like this for game-purposes.
Variants:
• You can attach 2 Machine gun Squads in a compact group at no extra cost.
• You can replace Mosin Nagant rifles with SVT40 semi-automatic rifles for +10 points each.

Options for a Guards company


For each full Guards company (1 Command Group + 3 Guards Rifle platoons + 1 Machine Gun Command Group +
4 Machine Gun Squads) you can buy up to 17 of the options below. For each full Guards Rifle Platoon (1 Command
Group + 1 Rifle squad +2 Assault squads) you get 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
• Allied Tank Platoon (max 1 per army, counts as 3 options).
• Anti-aircraft Platoon (max 1, counts as 2 options).
• Anti-tank Platoon (max 1, counts as 2 options).
• Armoured Car Platoon (max 1, counts as 2 options).
• 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).
• Flamethrower Tank Platoon (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 2, 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).
• Scout Platoon (max 1).
• Sniper Section (max 3).
• Tank Destroyer Section (max 1, counts as 2 options).
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OPTIONS – RUSSIAN ARMY

ALLIED TANK PLATOON


Consisting of one of the following choices:
• 1-4 M3A3 Light Tanks (1943-1944)
• 1-4 Churchill Heavy Tanks (1943-1944)
• 1-4 M4 Medium Tanks (1943-1945)
Training: 5+

1-4 M3A3 Stuart (Light Tank)


POINTS: 520 each (RP:1)
Main weapon (turret): M6 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 PPSh41 sub-machine guns.
Duties: Commander/assistant, machine-gunner/radio operator, gunner, driver.
Characteristics: Coaxial weapon, extra-long barrel (main weapon), radio operator, poor training, weapon support.
Variants:
• Ambush camouflage can be added for +30 points.
• The tanks can remove the poor training characteristic for +50 points each. Russian guard tanks must buy this variant.

1-4 Churchill MK VII (Heavy Tank)


POINTS: 1,180 each (RP:1)
Main weapon (turret): OQF 75mm medium gun with coaxial Besa 7.92mm medium machine gun.
Secondary weapon (lower hull): Besa 7.92mm medium machine gun with support.
Crew: 4 men and 1 sergeant (leader), all armed with PPSh41 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Heavy armour, radio operator, poor training, weapon support.
Variants:
• Ambush camouflage can be added for +30 points.
• The tanks can remove the poor training characteristic for +50 points each. Russian guard tanks must buy this variant.

1-4 M4 (Medium tank)


POINTS: 680 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 PPSh41 sub-machine guns.
Duties: Commander, machine-gunner/radio operator, gunner, assistant, driver.
Characteristics: Coaxial weapon, radio operator, ronson, poor training, weapon support, bogs down easily.
Variants:
• Ambush camouflage can be added 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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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+

1-3 Heavy Anti-aircraft machine guns


POINTS: 150 each (RP:3)
1 corporal (leader) armed with a PPSh41 sub-machine gun.
1 man armed with a Tokarev M1933 pistol and a DShK heavy machine gun with tripod.
3 men armed with PPSh41 sub-machine guns.
All men carry RGD33 grenades.
Characteristics: Anti-aircraft, tripod.
Variants:
• The DShK heavy machine gun can be mounted on a truck for +30 points. Main weapon (anti-aircraft). Can fire from
the vehicle.
• The truck-mounted DShK heavy machine gun become twinned for +80 points.

1-3 37mm Anti-aircraft guns (Artillery)


POINTS: 260 each (RP:2)
1 sergeant (leader) armed with a PPSh41 sub-machine gun.
2 men armed with Mosin Nagant rifles.
1 man armed with a Tokarev M1933 pistol and a 37mm light gun
1 man armed with a Tokarev M1933 pistol.
All men carry RGD33 grenades.
Characteristics: Long barrel, anti-aircraft, shield, rapid fire, gun crew.
Variants:
• You can buy a *Gaz truck or similar as the towing and transport vehicle for each gun for +30 points.

ANTI-TANK PLATOON
Consisting of 1-2 Anti-tank guns (1942-1945)
Training: 5+

1-2 Anti-tank guns (Artillery)


POINTS: 220 (RP:2)
1 sergeant (leader) armed with a PPSh41 sub-machine gun.
2 men armed with Mosin Nagant rifles.
1 man armed with a Tokarev M1933 pistol and a 45mm light gun.
2 man armed with a Tokarev M1933 pistol.
All men carry RGD33 grenades.
Characteristics: Long barrel, shield, gun crew.
Variants:
• You can replace the 45mm light gun with a long barrelled 57mm medium gun for +50 points. The entire platoon must
have the same sort of gun.
• You can replace the 45mm light gun with an long barrelled 76.2mm medium gun for +100 points. The entire platoon
must have the same sort of gun.
• You can replace the 45mm light gun with a long barrelled 85mm heavy gun and adding 2 men armed with a Tokarev
M1933 pistol for +270 points (1945). The entire platoon must have the same sort of gun.
• You can buy a *Gaz truck or similar as the towing and transport vehicle for each gun for +30 points.
• One man per platoon can become a radio-operator for +10 points.

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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+

BA-64 (Armoured Car)


POINTS: 110 each (RP:1)
Main weapon (turret): DT light machine gun with support.
Crew: 1 man and 1 lieutenant (leader) both armed with PPSh41 sub-machine guns.
Duties: Commander/machine-gunner, driver.
Characteristics: Low profile, poor training, weapon support, fast vehicle, open-topped vehicle.
Variants:
• One armoured car per Platoon can become an HQ by adding a long-range radio for +30 points.
• Each Armoured Car can remove the poor training characteristic for +50 points each. Russian guard Armoured Cars
must buy this variant.

1-4 BA-10 (Armoured Car)


POINTS: 450 each (RP:1)
Main weapon (turret): 45mm medium gun (L 46) with coaxial DT light machine gun.
Secondary weapon (lower hull): DT light machine gun with support.
Crew: 3 men and 1 sergeant (leader) all armed with PPSh41 sub-machine guns.
Duties: Commander/assistant, machine-gunner, driver, gunner.
Characteristics: Coaxial weapon, long barrel (main weapon), poor training, weapon support.
Note: Does not have high-explosive shells.
Variants:
• Ambush camouflage can be added for +30 points
• One armoured car per Platoon can become an HQ by adding a long-range radio for +30 points.
• Each Armoured Car can remove the poor training characteristic for +50 points each. Russian guard Armoured Cars
must buy this variant.
• You can add a radio for +10 points each. Additional duty for the Commander: radio operator.

ASSAULT GUN SECTION


Consisting of one of the following choices:
• 0-1 GAZ-67 Jeep OP, 0-1 M3A1 OP, 1-5 SU 122 (1942-1944)
• 0-1 GAZ-67 Jeep OP, 0-1 M3A1 OP, 1-5 SU 152 (1944-1945)
Training: 5+

0-1 GAZ-67 Jeep Observation Post (Car, Headquarters)


POINTS: 80 (RP:1)
Main weapon: None.
Crew: 2 men (runners) and 1 sergeant (leader), all armed with PPSh41 sub-machine guns.
All men carry RGD33 grenades.
Duties: Driver, radio operator, troops.
Characteristics: Low profile, long-range radio, open-topped vehicle.
Note: Only counts as OP for fire from its own battery.

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 battery.
Variants:
• Ambush camouflage can be added for +30 points.

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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.

1-5 SU 152 (Medium Tank)


POINTS: 840 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, gunner, 2 assistants, driver.
Characteristics: Hull-mounted weapon, wide tracks, medium armour, off-table fire, indirect fire howitzer (minimum
range 200cm), ignores cover (L), 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).
• 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.

ENGINEER PLATOON
Consisting of: 1-3 Engineer Squads, 0-3 Flamethrower teams (1943-1945)
Training: 4+

1-3 Engineer Squads


POINTS: 200 each (RP:3)
1 sergeant (leader) armed with a PPSh41 sub-machine gun.
2 men armed with SVT40 semi-automatic rifles and Panzerfausts.
3 men armed with SVT40 semi-automatic rifles.
3 men armed with PPSh41 sub-machine guns.
All men carry RGD33 grenades.

0-3 Flamethrower Team


POINTS: 70 each (RP:1)
1 man armed with a light flamethrower.
1 man armed with a PPSh41 sub-machine gun.
Characteristics: ignores cover (L,M,H).

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+

0-1 Observation Post


POINTS: 40 (RP:1)
1 sergeant (leader) armed with a PPSh41 sub-machine gun.
1 corporal (leader) armed with a PPSh41 sub-machine gun.
All men carry RGD33 grenades.
Characteristics: Radio operator, long-range radio.
Note: Only counts as OP for fire from its own battery.

0-1 GAZ-67 Jeep Observation Post (Car, Headquarters)


POINTS: 80 (RP:1)
Main weapon: None.
Crew: 2 men (runners) and 1 sergeant (leader), all armed with PPSh41 sub-machine guns.
All men carry RGD33 grenades.
Duties: Driver, radio operator, troops.
Characteristics: Low profile, long-range radio, radio operator, open-topped vehicle.
Note: Only counts as OP for fire from its own battery.

1-4 76.2mm Field Gun (artillery)


POINTS: 260 each (RP:2)
1 sergeant (leader) armed with a PPSh41 sub-machine gun.
1 man armed with a Tokarev M1933 pistol and a 76.2mm medium gun.
2 men armed with Mosin Nagant rifles.
2 men armed with Tokarev M1933 pistols.
All men carry RGD33 grenades.
Characteristics: Long barrel, indirect fire gun (minimum range 200cm), off-table fire, gun crew, poor training,
shield.

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.

FLAMETHROWER TANK PLATOON


Consisting of one of the following choices:
• 1-3 OT34/76 (1943-1945)
• 1-3 OT34/85 (1944-1945)
Training: 5+

1-3 OT 34/76 (Medium Tank)


POINTS: 860 each (RP:1)
Main weapon (turret): 76.2mm medium gun with coaxial DT light machine gun.
Secondary weapon (lower hull): Heavy flamethrower.
Crew: 3 men and 1 sergeant (leader) all armed with PPSh41 sub-machine guns.
Duties: Commander/gunner, assistant, machine-gunner/radio operator, driver.
Characteristics: Coaxial weapon, ronson, long barrel (main weapon), wide tracks, heavy flamethrower that ignores
cover (L,M,H), poor training, radio operator, external fuel tanks, weapon support, fast vehicle.
Note: Flamethrower firing arc is 45° (22.5° right, 22.5° left).

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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).

Variants for OT 34/76 and OT 34/85:


• Ambush camouflage can be added for +30 points.
• The OT 34/76 can buy medium armour for +100 points per tank.
• A lateral smoke-launcher can be added for +80 points each.
• The tanks can remove the poor training characteristic for +50 points each. Russian guard tanks must buy this variant.

KATYUSHA ROCKET-LAUNCHER PLATOON


Consisting of: 0-1 OP, 0-1 GAZ-67 Jeep OP, 1-2 BM 13–16 (1943-1945)
Training: 5+

0-1 Observation Post


POINTS: 40 (RP:1)
1 sergeant (leader) armed with a PPSh41 sub-machine gun.
1 corporal (leader) armed with a PPSh41 sub-machine gun.
All men carry RGD33 grenades.
Characteristics: Radio operator, long-range radio.
Note: Only counts as OP for fire from its own platoon.

0-1 GAZ-67 Jeep Observation Post (Car, Headquarters)


POINTS: 80 (RP:1)
Main weapon: None.
Crew: 2 men (runners) and 1 sergeant (leader), all armed with PPSh41 sub-machine guns.
All men carry RGD33 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 platoon.

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+

1-3 T70 (Light tank)


POINTS: 440 (RP:1)
Main weapon (turret): M38 45mm medium gun with coaxial DT light machine gun.
Secondary weapon: None.
Crew: 1 man and 1 sergeant (leader), both armed with PPSh41 sub-machine guns.
Duties: Commander/assistant/gunner, driver/assistant/radio operator.
Characteristics: Coaxial weapon, long barrel (main weapon), poor training, radio operator, weapon support.
Variants:
• Ambush camouflage can be added for +30 points.
• You can replace the 45mm medium gun with a rapid fire 20mm light gun at no extra cost (T60, 1942-1944 version).
• The tanks can remove the poor training characteristic for +50 points each. Russian guard tanks must buy this variant.

MOTORISED ARTILLERY BATTERY


Consisting of one of the following options:
0-1 Jeep OP, 0-1 M3A1 White OP, 1-5 SU76 (1943-1945)
0-1 Jeep OP, 0-1 M3A1 White OP, 1-5 ISU152 (1944-1945)
Training: 5+

0-1 GAZ-67 Jeep Observation Post (Car, Headquarters)


POINTS: 80 (RP:1)
Main weapon: None.
Crew: 2 men (runners) and 1 sergeant (leader), all armed with PPSh41 sub-machine guns.
All men carry RGD33 grenades.
Duties: Driver, radio operator, troops.
Characteristics: Low profile, long-range radio, open-topped vehicle.
Note: Only counts as OP for fire from its own battery.

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: 4 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 battery.
Variants:
• Ambush camouflage can be added for +30 points.

1-5 SU 76 (Light Tank)


POINTS: 390 each (RP:1)
Main weapon (lower hull): 76.2mm medium gun (L41).
Secondary weapon: None.
Crew: 3 men and 1 sergeant (leader) armed with PPSh41 sub-machine guns.
Duties: Commander, gunner, assistant, radio operator/driver.
Characteristics: Hull-mounted weapon, soft skin, low profile, long barrel, wide tracks, indirect fire gun (minimum
range 200cm), radio operator, poor training, off-table fire, self-propelled gun (assault), open-topped vehicle.
Variants:
• Ambush camouflage can be added for +30 points.
• 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.

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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+

0-1 Mortar Command Group (Headquarters)


POINTS: 50 (RP: 1)
1 second lieutenant (leader) armed with a PPSh41 sub-machine gun.
1 man armed with a Mosin Nagant rifle (runner).
1 man armed with a Mosin Nagant rifle (radio operator).
All men carry RGD33 grenades.
Characteristics: Radio operator, long-range radio.
Note: Only counts as HQ for indirect fire from its own platoon.
Variants:
• A *Gaz truck can be added as transport vehicle to the HQ for +30 points.

1-6 Mortar squads


POINTS: 130 each (RP:2)
1 sergeant (leader) armed with a PPSh41 sub-machine gun.
1 man armed with a Tokarev M1933 pistol and an 81mm medium mortar
1 man armed with a Tokarev M1933 pistol.
2 men armed with Mosin Nagant rifles.
All men carry RGD33 grenades.
Characteristics: Only indirect fire mortar (minimum range 50cm).
Variants:
• A *Gaz truck can be added as transport vehicle to each squad for +30 points.
• You can replace the 81mm medium mortars with 120mm heavy mortars for +130 points each (minimum range 100cm).
Add characteristics: ignores cover (L), off-table fire. The whole platoon must have the same type 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 up to 2 Mortar Squads into a compact group at no extra cost.
• One man every 2 Mortar Squads can become a radio operator for +10 points.

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RECON PLATOON
Consisting of:1-6 Recon squads (1943-1945)
Training: 5+

1-6 Recon squads


POINTS: 230 each (RP:3)
1 sergeant (leader) armed with a PPSh41 sub-machine gun.
1 man armed with a Tokarev M1933 pistol and a DP light machine gun.
7 men armed with PPSh41 sub-machine guns.
All men carry RGD33 grenades.
Note: The unit is onboard an *M3A1 White armoured car (cost included).
Variants:
• One squad per Platoon can become an HQ by adding a long-range radio for +30 points.

SCOUT PLATOON (1943-1945)


Consisting of: 0-1 Scout Command Group, 1-3 Scout Squads
Training: 3+

0-1 Scout Command Group (Headquarters)


POINTS: 130 (RP:2)
1 lieutenant (leader) armed with a PPSh41 sub-machine gun and a Tokarev M1933 pistol.
2 men armed with SVT40 semi-automatic rifles (runners).
All men carry RGD33 grenades.
Characteristics: Trained with the bayonet, infiltrators.

1-3 Scout Squads


POINTS: 210 each (RP:3)
1 sergeant (leader) armed with a PPSh41 sub-machine gun.
6 men armed with PPSh41 sub-machine guns.
1 man armed with a PPSh41 sub-machine gun and a Panzerfaust.
1 man armed with a DP light machine gun.
All men carry RGD33 grenades.
Characteristics: Trained with the bayonet, infiltrators.
Note: The trained with the bayonet characteristic has been included for game-mechanics purposes only (bayonets
were not normally attached to a sub-machine gun).
Variants:
• Up to 3 men per Scout squad can have RPG 43 grenades for +20 each
• 1 man per squad can add satchel charges to his equipment for +50 points.
• One or more Scout Squads, including the HQ, can become tank hunters for +30 points each.
• One or more Scout Squads, including the HQ, can become tankoviy desant for +30 points each.

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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+

1-3 Sniper Squads


POINTS: 100 (RP:1)
2 men armed with Mosin Nagant rifles.
Both men have bayonets and RGD33 grenades.
Characteristics: Sniper team, sight, marksman, accurate shot.
Note: These men are not subject to rules governing Solitary models.

1-6 Lone Snipers


POINTS: 100 each (RP:1)
1 man armed with a Mosin Nagant rifle.
Characteristics: Sniper, infiltrator, sight, marksman, accurate shot.
Note: These men are not subject to rules governing Solitary models.

TANK DESTROYER SECTION


Consisting of one of the following choices:
• 1-5 SU 85 (1943-1945)
• 1-5 SU 100 (1944-1945)
• 1-5 ISU 122 (1944-1945)
Training: 5+

1-5 SU 85 (Medium Tank)


POINTS: 800 each (RP:1)
Main weapon (upper hull): M43 85mm heavy gun (L52)
Secondary weapon: None.
Crew: 3 men and 1 sergeant (leader) armed with PPSh41 sub-machine guns.
Duties: Commander/radio operator, gunner, assistant, driver.
Characteristics: Hull-mounted weapon, medium armour, long barrel (main weapon), radio operator, poor training,
wide tracks, self-propelled gun (assault), 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: 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.

1-5 SU 100 (Medium Tank)


POINTS: 1,030 each (RP:1)
Main weapon (upper hull): 100mm heavy gun (L56).
Secondary weapon: None.
Crew: 3 men and 1 sergeant (leader) armed with PPSh41 sub-machine guns.
Duties: Commander, gunner, assistant, 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.
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: 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.

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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

*GAZ Truck or similar (Truck)


Main weapon: None.
Crew: Transported unit.
Duties: Driver, troops.
Characteristics: Troop carrier (13), open-topped vehicle.

*GAZ-67 Jeep or similar (Car)


Main weapon: None.
Crew: Transported unit.
Duties: Driver, troops.
Characteristics: Low profile, 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.

*White M3A1 (Armoured Car)


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, light armour, anti-aircraft, radio operator, weapon support, troop carrier (9), 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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