Order
Dice: 11 Total Points: 1006
PLATOON #1
1944 Normandy
Western Europe 194345
OFFICER
Second Lieutenant (Armies of the United States page 22) Regular 50
Qty Weapons Range Shots Pen Special
1 Second Lieutenant
with Pistol Assault
with Submachine gun Assault
with M1 carbine (rifle)
INFANTRY SQUADS
Regular Infantry squad (Early/Mid) (Armies of the United States page 23) Regular 116
Qty Weapons Range Shots Pen Special
7 Infantry with Rifle 24" 1 n/a
1 NCO with Submachine gun 12" 2 n/a Assault
1 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
Entire squad equipped with antitank grenades Tank hunters
Regular Infantry squad (Early/Mid) (Armies of the United States page 23) Regular 116
Qty Weapons Range Shots Pen Special
7 Infantry with Rifle 24" 1 n/a
1 NCO with Submachine gun 12" 2 n/a Assault
1 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
Entire squad equipped with antitank grenades Tank hunters
INFANTRY
Pathfinders Squad (DDay: Overlord page 155) Veteran 153
Qty Weapons Range Shots Pen Special
3 Infantry with Rifle 24" 1 n/a
Stubborn Stubborn
LZ Signals LZ Signals
1 NCO with Submachine gun 12" 2 n/a Assault
5 Infantry with Submachine gun 12" 2 n/a Assault
MACHINE GUN
Medium Machine Gun team (Armies of the United States page 26) 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 United States page 29) Inexperienced 45
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
ANTITANK
Bazooka team (Armies of the United States page 28) Regular 60
Qty Weapons Range Shots Pen Special
1 Bazooka team 24" 1 +5 Team (2 men), Shaped Charge
Bazooka team (Armies of the United States page 28) Regular 60
Qty Weapons Range Shots Pen Special
1 Bazooka team 24" 1 +5 Team (2 men), Shaped Charge
SNIPER
Sniper team (Armies of the United States page 28) Regular 52
Qty Weapons Range Shots Pen Special
1 Sniper team 36" 1 n/a Team (2 men), Sniper (Sniper with rifle & pistol Spotter with pistol)
with Pistol Assault
FLAMETHROWER
Flamethrower team (Armies of the United States page 28) Regular 50
Qty Weapons Range Shots Pen Special
1 Flamethrower (infantry) team 6" D6 +3 Team (2 men), Flamethrower
TANKS AND SP GUNS
M4A1 Sherman 75mm medium tank (Armies of the United States page 39) Veteran 254
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
M4A1 Sherman 75mm medium tank (Armies of the United States page 39) Veteran 254
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 M4A1 Sherman 75mm medium tank Tracked 9+
Turretmounted medium antitank gun 60" 1 +5 (75mm) HE (2"), Gyrostabiliser (Veterans only)
Coaxial MMG 36" 5 n/a
Forward facing hullmounted MMG 36" 5 n/a Front arc
SPECIAL RULES
(75mm) HE (2")
Instead of using the 1" template, use the 2" template (75mm gun tanks)
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.
Flamethrower
(p67).Flamethrowers never suffer tohit penalties for cover or Down. Hits multiplied into D6 (D6+1 for vehicle flamethrower). Always hits top armour. No 1
PEN for long range. Gun shield and extra protection rules do not apply. Units hit take D3+1 pins and must always check morale (if fail, then destroyed).
Flamethrower rolls D6 on 1 it runs out of fuel. When rolling to damage vehicle equipped with flamerthrower, add +1 to damage effects chart.
Gyrostabiliser (Veterans only)
Weapon 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
crew, nor does it apply to any coaxial machine gun.
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)
LZ Signals
If you deploy at least one unit of Pathfinders on the table before the game states (i.e. the Pathfinders are not in the first wave or in reserve), then any friendly
paratroopers and glider units in reserve may reroll failed Order tests to come onto the table
Shaped Charge
(p73) Never suffer the 1 penetration modifier for firing at long range.
Sniper (Sniper with rifle & pistol Spotter with pistol)
(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).
Stubborn
(p91) If forced to take a morale check, they ignore negative morale modifiers from pin markers. Remember that order tests are not morale checks.
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
United States Bazooka team 2
United States Flamethrower (infantry) team 1
United States Infantry with BAR M1918A2 Automatic rifle 2
United States Infantry with Rifle 17
United States Infantry with Submachine gun 5
United States Infantry with BAR M1918A2 Automatic rifle 2
United States Infantry with Rifle 17
United States Infantry with Submachine gun 5
United States M4A1 Sherman 75mm medium tank 1
United States Medium Machine gun team 1
United States Medium Mortar team 1
United States NCO with Submachine gun 3
United States Second Lieutenant 1
United States Sniper team 1
United States Spotter 1