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Soviet Rifle Platoon Overview

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0% found this document useful (0 votes)
42 views2 pages

Soviet Rifle Platoon Overview

list for bolt action

Uploaded by

Manuel Gómez
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: 7 Total Points: 500

PLATOON #1
*Version 3 ­ Soviet ­ Rifle Platoon
PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 253) Veteran 65
Qty Weapons Range Shots Pen Special
1 Platoon Commander
2 Infantry (equipped as modeled) ­ ­
with Pistol 6" 1 n/a
with Rifle 24" 1 n/a
with Submachine gun 12" 2 n/a Assault
INFANTRY
Regular Infantry Squad (Version 3 Rulebook page 254) Regular 104
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
8 Infantry with Rifle 24" 1 n/a
1 Infantry with Submachine gun 12" 2 n/a Assault
Regular Infantry Squad (Version 3 Rulebook page 254) Regular 104
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
8 Infantry with Rifle 24" 1 n/a
1 Infantry with Submachine gun 12" 2 n/a Assault
Regular Infantry Squad (Version 3 Rulebook page 254) Regular 70
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
6 Infantry with Rifle 24" 1 n/a
FORWARD OBSERVER
Forward Observer (Artillery) (Version 3 Rulebook page 253) Regular 75
Qty Weapons Range Shots Pen Special
1 Forward Observer (Artillery) Infiltrator
with Rifle 24" 1 n/a
with Pistol 6" 1 n/a
with Submachine gun 12" 2 n/a Assault
SNIPER
Sniper Team (Version 3 Rulebook page 258) Regular 52
Qty Weapons Range Shots Pen Special
1 Sniper Team 36" 1 n/a Team (2 men), Sniper, Infiltrator, (Sniper has a rifle and a pistol, spotter has a pistol)
LIGHT MORTAR
Light Mortar Team (Version 3 Rulebook page 258) Regular 30
Qty Weapons Range Shots Pen Special
1 Light Mortar team 12­36" 1 HE Team (2 men), Indirect fire, HE (1")

Unit Special Rules


Assault
(v3 page 96) This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry models armed with an assault weapon count as having the Tough
Fighters special rule (Tough Fighters: When a model with this special rule fails to damage in close quarters against enemy infantry or artillery units, it can re­roll the failed
rolls to damage)

HE (1")
(v3 page 97) PEN: +1, PIN: D2 (D3 if in building) ­ Infantry and artillery can go down to halve the hits taken (rounded up).

Indirect fire
(v3 page 101) ­ cannot hit targets withing their minimum range, measured from the centre the weapon itself. Units hit by indirect file receive no cover saves of any kind.
However, if the target unit is or goes Down when shot at with indirect fire, the number of hits suffered is still halved. When fired against vehicles, hits from indirect fire
weapons always strike the top armour, counting the +1 penetration modifier to damage regardless of the actual position of the firer. If an open­topped armoured vehicle
is hit by indirect fire add the +1 penetration modifier to the roll to damage, and also add +1 to the die roll on the Armoured Vehicle Damage Results Tables. Cannot fire
indirect fire weapons from Ambush. Indirect fire weapons can fire smoke (page 128).

Infiltrator
weapons always strike the top armour, counting the +1 penetration modifier to damage regardless of the actual position of the firer. If an open­topped armoured vehicle
is hit by indirect fire add the +1 penetration modifier to the roll to damage, and also add +1 to the die roll on the Armoured Vehicle Damage Results Tables. Cannot fire
indirect fire weapons from Ambush. Indirect fire weapons can fire smoke (page 128).

Infiltrator
(v3 page 120) If the unit takes a cover save while it does not have an Advance or Run order dice on it, it receives an additional +1 to the roll. In addition, the unit might
benefit from special deployment rules, as detailed in the scenario being played (see page 161).

Sniper
(v3 page 122) If team includes a second man, the sniper rifles has the Team Weapon special rule. This means that, if the leader is killed, the second man can fire the
sniper rifles, with the usual ­1 penalty to hit (as well as the ­1 penalty to Morale due to the loss of the leader). Unlike other units with the Team Weapon special rule, all
members of a sniper team can fire any weapon they are carrying in any turn when the sniper is not using his scope, and in an assault they can use beneficial rules, like
those from submachine guns, tough fighters, etc. When a sniper shoots using a Fire or Ambush order, the player can decide if the sniper uses the rifle's scope, in which
case the following apply: The rifle range changes to 36". However, if the target is then found to be within 12", the shot misses automatically. The shot benefits from an
additional +1 modifier to hit. Any hits go straight to damage, no cover saves allowed, and benefit from a +1 modifier on damage rolls against infantry and artillery units.
If the sniper successfully rolls to hit and damage, the firing player can pick the squad leader in the target unit as a casualty. This includes NCOs, leaders of weapon
teams and artillery units, officers, medics, observers, and so on.

Team (2 men)
(v3 page 103) A Team weapon shoots at full effectiveness so long as there are at least two team members to serve it. If only one man remains to serve a team weapon,
then the weapon suffers a ­1 'to hit' penalty. For squad­based team weapons, loader must remain within 1" or weapon suffers the ­1 to­hit penalty.

Soviet Union Army Special Rules


The Great Patriotic War
Whenever a unit of infantry or artillery models fails a morale check and would otherwise be destroyed as a consequence, take the test again and apply this second
result. This re­roll applies to all infantry and artillery units and not to vehicles.

For the Motherland!


Every Inexperienced unit that has one or more pin markers can make a test to lose one pin marker if there are any enemy within 12" immediately before an order is
given to it. Roll a die: on a roll of 4, 5 or 6 the test is passed and the unit loses one pin marker; on a 1, 2 or 3 the tst is failed and the unit retains the pin markers it has.
Once this has been done, continue to test to see if the unit obeys its order in the usual way, even if they have lost their last pin marker.

Not One Step Back!


Soviet armies may include a single commissar for each rifle platoon. Commissars are political officers and do not confer a morale bonus to nearby troops. When a
friendly infantry unit fails an order test within 6" of a commissar, remove one model from the unit and re­roll the dice. Note that there is no choice in the matter. The
second result stands as normal ­ the commissar may only make a single re­roll for each unit affected. This rule does not apply to units other than infantry, and does not
apply to infantry units already reduced to one or two models, or consisting of only one or two models to start with.

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

PickList
Soviet Union Forward Observer (Artillery) 1
Soviet Union Infantry (equipped as modeled) 2
Soviet Union Infantry with Rifle 22
Soviet Union Infantry with Submachine gun 2
Soviet Union Light Mortar team 1
Soviet Union NCO with Rifle 3
Soviet Union Platoon Commander 1
Soviet Union Sniper Team 1

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