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U.S. Rifle Platoon Army List v3

The document outlines the composition and details of a U.S. Rifle Platoon, including various units such as infantry squads, a forward observer, a sniper team, and an anti-tank team. Each unit is described with its weapons, range, shots, and special rules, highlighting their capabilities like assault, infiltration, and tank hunting. Additionally, it includes special rules for the United States Army, such as Fire and Manoeuvre and Air Superiority, which enhance their effectiveness in combat scenarios.

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

U.S. Rifle Platoon Army List v3

The document outlines the composition and details of a U.S. Rifle Platoon, including various units such as infantry squads, a forward observer, a sniper team, and an anti-tank team. Each unit is described with its weapons, range, shots, and special rules, highlighting their capabilities like assault, infiltration, and tank hunting. Additionally, it includes special rules for the United States Army, such as Fire and Manoeuvre and Air Superiority, which enhance their effectiveness in combat scenarios.

Uploaded by

jud92440
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Order Dice: 6 Total Points: 498

PLATOON #1
** v3 Armies of the U.S. ­ Rifle Platoon ** (All)
PLATOON COMMANDER
Platoon Commander (Armies of the United States (v3) page 27) Veteran 115
Qty Weapons Range Shots Pen Special
5 Infantry with Rifle 24" 1 n/a
1 Officer with Pistol 6" 1 n/a
Entire squad equipped with anti­tank grenades Tank hunters
INFANTRY
US Army Rifle Squad (Armies of the United States (v3) page 32) Veteran 88
Qty Weapons Range Shots Pen Special
4 Infantry with Rifle 24" 1 n/a
1 NCO with Submachine gun 12" 2 n/a Assault
1 Infantry with BAR Automatic rifle 30" 2 n/a
US Army Rifle Squad (Armies of the United States (v3) page 32) Veteran 88
Qty Weapons Range Shots Pen Special
4 Infantry with Rifle 24" 1 n/a
1 NCO with Submachine gun 12" 2 n/a Assault
1 Infantry with BAR Automatic rifle 30" 2 n/a
FORWARD OBSERVER
Air Force Forward Observer (Armies of the United States (v3) page 29) Regular 74
Qty Weapons Range Shots Pen Special
1 Air Force Forward Observer with Pistol 18" 2 n/a Assault
Infiltrator Infiltrator
SNIPER
Sniper Team (Armies of the United States (v3) page 45) Veteran 73
Qty Weapons Range Shots Pen Special
1 Sniper team 36" 1 n/a Team (2 men), Sniper (Sniper with rifle ­ Spotter with pistol)
1 men have submachine gun in addition to other weapons 12" 2 n/a Assault
Infiltrator Infiltrator
ANTI­TANK
Bazooka Anti­tank Team (Armies of the United States (v3) page 44) Regular 60
Qty Weapons Range Shots Pen Special
1 Bazooka team 24" 1 +5 Team (2 men), Shaped Charge

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)

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).

Shaped Charge
(v3 page 103) Never suffer the ­1 penetration modifier for firing at long range, nor the +1 Pen for point­blank range.

Tank hunters
(v3 page 122) 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. In addition, these troops don't suffer from the Tank Fear rule when assaulting fully­enclosed armoured
vehicles.

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.

United States Army Special Rules


Fire and Manoeuvre
All rifle/carbine­armed infantry units roll bonus dice when shooting. For every three men shooting rifles/carbines roll one extra die ­ so four riflemen would roll one extra
(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.

United States Army Special Rules


Fire and Manoeuvre
All rifle/carbine­armed infantry units roll bonus dice when shooting. For every three men shooting rifles/carbines roll one extra die ­ so four riflemen would roll one extra
die, for example. These extra shots can be assumed to come from any of the men shooting.

Gyro­Stabilisers
When a weapon is described as gyro­stabilised in a vehicle's entry, it does not suffer the ­1 'to hit' penalty for shooting and moving if the crew are Veteran. This does not
apply to vehicles with Inexperienced or Regular crw, nor does it apply to any co­axial machine gun.

Air Superiority
The forward air observer unit may call an air­strike twice instead of once per game. Resolve the first air­strike as normal. Then, after the first air­strike has been
resolved, the FAO may call a second (when issued a Fire order).

Modern Communications
When units take an order test to move from reserve onto the table, do not apply the usual ­1 penalty, but use their basic morale value instead.

PickList
United States Air Force Forward Observer with Pistol 1
United States Bazooka team 1
United States Infantry with BAR Automatic rifle 2
United States Infantry with Rifle 13
United States men have submachine gun in addition to other weapons 1
United States NCO with Submachine gun 2
United States Officer with Pistol 1
United States Sniper team 1

Common questions

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A bazooka team maintains its full firing effectiveness as long as it consists of at least two team members actively operating the weapon. Should the team lose a member, the bazooka suffers a -1 'to hit' penalty, decreasing its effectiveness in delivering accurate anti-tank fire. This underscores the critical nature of preserving team integrity in sustaining operational efficiency during combat .

The 'Gyro-Stabiliser' enhances veteran vehicle crew effectiveness by eliminating the -1 penalty typically applied for shooting while moving. This increases their combat proficiency, allowing them to maintain accuracy and fire volume during maneuvers. Conversely, this rule does not apply to inexperienced or regular crews, who still face the penalty, reflecting their lesser training and efficiency in managing dynamic vehicular combat .

If the appropriate team composition for squad-based weapons is not maintained, specifically if a loader is not within 1 inch of the main operator, or if only one man is available to serve the weapon, it incurs a -1 'to hit' penalty. This penalty diminishes the weapon’s effectiveness significantly, highlighting the importance of maintaining teamwork and proximity during engagements to maximize the weapon's potential .

'Modern Communications' rules eliminate the typical -1 penalty for US Army units taking an order test to deploy from reserve, instead using their basic morale value. This rule facilitates a more reliable and timely introduction of reservist units onto the battlefield, enhancing operational flexibility and enabling rapid adaptation to tactical developments. Strategically, this can influence battlefield outcomes by reinforcing critical points or exploiting weaknesses in enemy lines with greater certainty and timely intervention .

The Air Superiority special rule enables a forward air observer unit to call in air strikes twice in a game instead of the usual once. This capability allows for increased strategic pressure against the enemy, as it can disrupt opponent formations or reinforce breakthrough efforts at critical points in the battle. The ability to call multiple strikes increases the FAO's tactical impact significantly, offering enhanced operational flexibility and firepower .

Tough Fighters equipped with assault weapons gain the ability to re-roll failed rolls to damage when engaging enemy infantry or artillery in close combat. This capability enhances their effectiveness in close-quarter battles, making them more formidable. Additionally, when using an assault weapon, no penalty is incurred to hit when moving and shooting, facilitating greater flexibility in positioning and making these troops particularly adept at dynamic combat scenarios .

The 'Fire and Manoeuvre' special rule allows US Army rifle/carbine-armed infantry units to roll an additional die for every three soldiers firing. This effectively increases the volume of fire, improving their offensive potential by simulating superior training or equipment. During skirmishes, this enhancement can overwhelm enemy forces with indiscriminate firepower or pin them down, allowing other units to maneuver into advantageous positions .

Without the 'Tank Fear' rule, tank hunter units can engage fully-enclosed armored vehicles without the usual psychological penalty that typically accompanies such assaults. This absence empowers them to perform aggressive maneuvers, engage in assaults more confidently, and sustain momentum in offensive operations against enemy armor. Strategically, it allows these units to capitalize on armored vulnerabilities and exploit breaches in enemy lines with less hesitancy .

The 'Infiltrator' rule grants infantry units an additional +1 cover save while stationary and without an advance or run order, improving their survivability against enemy fire. This rule also allows for special deployment options based on scenarios, enabling units to be positioned more strategically from the onset of battle. Such advantages allow commanders to exploit terrain features, reduce initial casualties, and surprise enemy forces, potentially shifting the tactical balance early in the game .

The 'Shaped Charge' rule allows anti-tank teams to avoid the -1 penetration modifier for firing at long range, maintaining their effectiveness over distance. Furthermore, they do not benefit from the +1 penetration for point-blank range, ensuring their shot capabilities remain consistent regardless of the engagement distance. This rule significantly boosts the tactical versatility of anti-tank teams .

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