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Soviet Union Army Unit Composition Guide

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0% found this document useful (0 votes)
21 views3 pages

Soviet Union Army Unit Composition Guide

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Order Dice: 14 Total Points: 997

PLATOON #1
Soviet Reinforced Platoon
OFFICER
Junior Lieutenant (Armies of the Soviet Union page 22) Regular 60
Qty Weapons Range Shots Pen Special
1 Second (Junior) Lieutenant
with Pistol Assault
with Submachine gun Assault
with Rifle
1 Infantry (equipped as modeled) ­ ­
INFANTRY SQUADS
Storm Group (Stalingrad page 122) Veteran 136
Qty Weapons Range Shots Pen Special
1 NCO with Submachine gun 12" 2 n/a Assault
7 Infantry with Submachine gun 12" 2 n/a Assault
Armed to the Teeth Armed to the Teeth
Partisan squad (Armies of the Soviet Union page 32) Inexperienced 70
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
9 Infantry with Rifle 24" 1 n/a
FORWARD OBSERVER
Forward Artillery Observer (Armies of the Soviet Union page 23) Regular 100
Qty Weapons Range Shots Pen Special
1 Artillery Forward Observer Massed batteries
with Rifle
with Pistol Assault
with Submachine gun Assault
INFANTRY
Partisan squad (Armies of the Soviet Union page 32) Inexperienced 42
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
5 Infantry with Rifle 24" 1 n/a
Partisan squad (Armies of the Soviet Union page 32) Inexperienced 42
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
5 Infantry with Rifle 24" 1 n/a
FREE INFANTRY
Free Rifle squad (Armies of the Soviet Union page 23) full strength Inexperienced 0
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
11 Infantry with Rifle 24" 1 n/a
Entire squad is Green Green
Entire squad equipped with anti­tank grenades Tank hunters
MACHINE GUN
Medium Machine Gun team (Armies of the Soviet Union page 33) Regular 50
Qty Weapons Range Shots Pen Special
1 Medium Machine gun team 36" 5 n/a Team (3 men), Fixed
MORTAR
Medium Mortar team (Armies of the Soviet Union page 37) Regular 60
Qty Weapons Range Shots Pen Special
1 Medium Mortar team 12"­60" 1 HE Team (3 men), Fixed, Indirect fire, HE (2")
1 Spotter Spotter
SNIPER
Sniper team (Armies of the Soviet Union page 36) Veteran 65
Qty Weapons Range Shots Pen Special
1 Sniper team 36" 1 n/a Team (2 men), Sniper
ARTILLERY
ZiS­2 Anti­tank gun (Armies of the Soviet Union page 40) Regular 75
Qty Weapons Range Shots Pen Special
1 Sniper team 36" 1 n/a Team (2 men), Sniper
ARTILLERY
ZiS­2 Anti­tank gun (Armies of the Soviet Union page 40) Regular 75
Qty Weapons Range Shots Pen Special
1 ZiS­2 Anti­tank gun 60" 1 +5 Team (3 men), Gun shield, Fixed, HE (1")
TANKS AND SP GUNS
T­34/85 medium tank (Armies of the Soviet Union page 46) Regular 235
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 T­34/85 medium tank Tracked ­ 9+
Turret­mounted heavy anti­tank gun 72" 1 +6 HE (2")
Co­axial MMG 36" 5 n/a
Forward facing hull­mounted MMG 36" 5 n/a Front arc
TRANSPORTS
Truck (Armies of the Soviet Union page 54) Inexperienced 31
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 Truck Wheeled 12 6+
Tow: light howitzer; light or medium anti­tank gun; light or medium anti­aircraft gun
0 +0
Truck (Armies of the Soviet Union page 54) Inexperienced 31
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 Truck Wheeled 12 6+
Tow: light howitzer; light or medium anti­tank gun; light or medium anti­aircraft gun
0 +0

SPECIAL RULES
Armed to the Teeth
Whenever this unit initiates close quarters combat with an enemy unit, the enemy cannot take advantage of the Defensive Position rule. This unit always attacks
first in any close quarters fight that they initiate.

Assault
(p66) This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry models armed with an assault weapon count as tough fighters
(page 91). When a tough fighter scores a casualty in close quarters against infantry or artillery, it can immediately make a second damage roll.

Fixed
(p66) When given Advance order, fixed weapons can rotate on the spot suffering a ­1 to­hit penalty. Non­artillery Fixed can move normal 12" when given Run
order.

Green
(p90) Green units are inexperienced with morale rating of 8. The first time the unit suffers a casualty roll a die. On a roll of a 1 the unit suffers an additional D6
pin markers and goes Down. On a 2, 3, 4 the unit fights on. On a 5 or 6 the unit is immediately up rated to Regular with morale value 9 for the rest of the battle.
There is no further effect.

Gun shield
(p95) The die roll an enemy requires to score damage from the front arc of the gun is increased by +1. The die roll is modified by the penetration value of the
weapon in the usual way. Hits from HE (both direct and indirect), flame throwers, and close quarters attacks ignore the gun shield rule.

HE (1")
(p68) PEN: +1, PIN: D2 (D3 if in building) ­ Infantry and artillery can go down to halve the hits taken

HE (2")
(p68) PEN: +2, PIN: D3 (D6 if in building) ­ Infantry and artillery can go down to halve the hits taken

Indirect fire
(p71)

Massed batteries
When rolling to determine the 'Fire for effect' radius from the aiming point (D6+6") instead of rolling one die roll two dice and take the highest score.

Sniper
(p91) When a sniper shoots using a Fire or Ambush order, the player can decide to use his scope. Rifle range changes to 36". If target is within 12" the shot
misses automatically. Shot ignores negative to­hit modifiers except pinning markers and for missing assistant. Shot ignores gun shield and extra protection rules.
If successful, always counts as exceptional damage and can pick any model in the unit. When not using scope, all members of team can fire any weapon they
have and in assault can use the assault rule if pistol/submachine gun.

Spotter
Spotters rules on page 71. Inexperienced Spotters cannot spot for inexperienced indirect fire weapon. Errata: Note that spotters are always ignored for the
purpose of victory conditions (e.g. they cannot capture/control/hold objectives and areas of the table, move out of the table to score points, etc).

Tank hunters
Spotter
Spotters rules on page 71. Inexperienced Spotters cannot spot for inexperienced indirect fire weapon. Errata: Note that spotters are always ignored for the
purpose of victory conditions (e.g. they cannot capture/control/hold objectives and areas of the table, move out of the table to score points, etc).

Tank hunters
(p91) If a tank hunter unit wins an assault and scores damage against an armoured vehicle, the effect is resolved on the Damage Result table as for a normal
anti­tank penetration rather than as for superficial damage.

Team (2 men)
(p73) A Team weapon shoots at full effectiveness so long as there are at least two men to serve it. If only one man remains then the weapon suffers a ­1 to hit
penalty, and (p42) ­1 penalty to its morale. For squad­based team weapons, loader must remain within 1" or weapon suffers the ­1 to­hit penalty.

Team (3 men)
(p73) A Team weapon shoots at full effectiveness so long as there are at least two men to serve it. If only one man remains then the weapon suffers a ­1 to hit
penalty, and (p42) ­1 penalty to its morale. For squad­based team weapons, loader must remain within 1" or weapon suffers the ­1 to­hit penalty.

Pick List
Soviet Union Artillery Forward Observer 1
Soviet Union Infantry (equipped as modeled) 1
Soviet Union Infantry with Rifle 30
Soviet Union Infantry with Submachine gun 7
Soviet Union Medium Machine gun team 1
Soviet Union Medium Mortar team 1
Soviet Union NCO with Rifle 4
Soviet Union NCO with Submachine gun 1
Soviet Union Second (Junior) Lieutenant 1
Soviet Union Sniper team 1
Soviet Union Spotter 1
Soviet Union T­34/85 medium tank 1
Soviet Union Truck 2
Soviet Union ZiS­2 Anti­tank gun 1

Common questions

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The ZiS-2 Anti-tank gun has a penetration value of +5 and a single shot capability over a range of 60 inches, making it effective for stationary, long-range engagements. In contrast, the T-34/85 has a turret-mounted heavy anti-tank gun with a penetration value of +6 and a range of 72 inches, offering greater mobility and a slightly higher penetration capability. This makes the T-34/85 more versatile and effective in both offensive and defensive roles on the battlefield, particularly when mobility is crucial .

The T-34/85 medium tank optimally balances mobility and firepower, making it a formidable entity in combat. Its tracked design supports high maneuverability across diverse terrains, while its heavy anti-tank gun and dual MMGs provide formidable firepower against both armored and infantry targets. The combination allows flexibility in both offensive breakthroughs and defensive holding actions. However, the complexity of maintaining such an intense level of active warfare capability can strain logistics and operational continuity under adverse conditions .

The medium mortar team's indirect fire capability is a major asset for engaging targets at longer ranges without requiring direct line of sight, crucial for hitting enemies behind cover or obstructed terrain. This allows for strategic bombardment and suppression of enemy movement before engaging in direct combat, shaping the battlefield environment favorably for advancing forces. Spotters enhance this capability by relaying target data, ensuring accuracy and effectiveness .

'Fixed' weapon rules present the challenge of limited mobility, as weapons must endure a -1 to-hit penalty when rotating to change targets. However, this is counterbalanced by their ability to move up to 12" on a Run order without firing. The benefit lies in their defensive role; once positioned effectively, they control strategic areas by setting up firm firing lines, effectively deterring enemy advances .

The 'Armed to the Teeth' rules affect close quarters combat strategy by allowing units with this rule to attack first in any initiated fight, overriding the defensive position rule of opponents. This gives them a tactical edge by potentially eliminating threats before they can retaliate. It can shift the balance in close quarters situations by incentivizing aggressive tactics and surprise maneuvers .

The 'Indirect Fire' rules have significant implications for strategic artillery placement. Artillery using indirect fire can target enemy units beyond direct line of sight, enabling them to be positioned behind terrain features for protection. The advantage of massed batteries, which allows units to roll two dice and take the highest score for the fire effect radius, enhances their area impact. This requires thoughtful placement to maximize effectiveness and cover enemy advance without risking direct exposure to retaliation .

The 'Sniper' rule allows shots taken using a scope to ignore negative to-hit modifiers, with the exception of pinning markers, effectively increasing accuracy under most conditions. Additionally, successful hits are considered exceptional damage, allowing the sniper to choose which enemy model is affected, potentially neutralizing command elements or specialized units. This precision-targeting capability enhances tactical flexibility and can decisively impact enemy command structures and morale .

The 'Tank Hunters' rule significantly increases the effectiveness of infantry assaults on armored vehicles by allowing successful hits against vehicles to be resolved using the Damage Result table normally reserved for full penetration effects. This means that victorious tank hunter units can inflict more severe and potentially catastrophic damage on vehicles, enhancing their tactical utility against armored threats in close combat .

The 'Green' special rules provide several strategic advantages to infantry units in combat. Initially, these units are considered inexperienced with a morale rating of 8, making them susceptible to breaking. However, the first time a unit suffers a casualty, a die is rolled to potentially upgrade their status. On a roll of 5 or 6, the unit is upgraded to 'Regular' with a higher morale value of 9 for the rest of the battle. This upgrade can boost the unit's performance significantly by improving their resilience to pin markers and improving their likelihood to hold positions under fire .

The sniper team's role in a Soviet reinforced platoon is crucial due to their ability to ignore most negative to-hit modifiers and bypass protective rules such as gun shields. They can target high-value enemy models with precision, always scoring exceptional damage with successful hits. Snipers provide both psychological and strategic value by disrupting enemy plans and pinning key units, making them a vital component for initiating tactical movements and covering advances .

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