Platoon #1

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Order Dice: 10 Total Points: 998

PLATOON #1
U.S. Reinforced Platoon
OFFICER
First Lieutenant (Armies of the United States page 22) Regular 75
Qty Weapons Range Shots Pen Special
1 First Lieutenant
with Pistol Assault
with Submachine gun Assault
with M1 carbine (rifle)
INFANTRY SQUADS
Veteran US Marine Squad (Mid/Late) (Armies of the United States page 26) Veteran 122
Qty Weapons Range Shots Pen Special
4 Infantry with Rifle 24" 1 n/a
1 NCO with Submachine gun 12" 2 n/a Assault
3 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
Veteran US Marine Squad (Mid/Late) (Armies of the United States page 26) Veteran 119
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
3 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
FORWARD OBSERVER
Air Force Forward Observer (Armies of the United States page 22) Regular 75
Qty Weapons Range Shots Pen Special
1 Air Force Forward Observer
with M1 carbine (rifle)
with Pistol Assault
with Submachine gun Assault
INFANTRY
Veteran US Marine Squad (Mid/Late) (Armies of the United States page 26) Veteran 106
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
3 Infantry with Rifle 24" 1 n/a
3 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
US LMG Section (Italy: Tough Gut page 82) Regular 100
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
3 Infantry with Rifle 24" 1 n/a
2 Infantry with Light Machine gun (requires loader) 36" 4 n/a
Veteran Engineer squad (Late) (Armies of the United States page 24) Veteran 114
Qty Weapons Range Shots Pen Special
1 Infantry with Rifle 24" 1 n/a
1 NCO with Submachine gun 12" 2 n/a Assault
1 Infantry with Submachine gun 12" 2 n/a Assault
2 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
1 Infantry with Flamethrower (requires assistant) 6" D6 +3 Flamethrower
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
TANKS AND SP GUNS
M4 Sherman 75mm medium tank (Armies of the United States page 39) Regular 210
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 M4 Sherman 75mm medium tank Tracked ­ 9+ Easily catches fire, Thin sides
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
Pintle­mounted HMG 36" 3 +1 Flak, 360 degree arc
TRANSPORTS
Jeep (Armies of the United States page 50) Inexperienced 17
Co­axial MMG 36" 5 n/a
Forward facing hull­mounted MMG 36" 5 n/a Front arc
Pintle­mounted HMG 36" 3 +1 Flak, 360 degree arc
TRANSPORTS
Jeep (Armies of the United States page 50) Inexperienced 17
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 Jeep Wheeled 3 6+
Tow: Light anti­tank gun, light howitzer, light anti­aircraft gun
0 +0

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.

Easily catches fire


If a roll on the vehicle damage table results in the vehicle catching fire add D3 pin markers rather than just 1 before taking a morale test

Flak
All enemy units not currently down automatically fire at the attacking aircraft if it is within their firing arc and range, regardless of whether they have already
taken an action or not that turn. Flak fire does not require an action. Line of site ignored. Rolls to hit aircraft are always at a ­2 penalty. Friendly flak units must
test to hold their fire (page 67)

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.

Shaped Charge
(p73) Never suffer the ­1 penetration modifier for firing at long range.

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.

Thin sides
All shots to the side of the vehicle get an additional +1 penetration modifier (i.e. +2 in total).

Pick List
United States Air Force Forward Observer 1
United States Bazooka team 1
United States First Lieutenant 1
United States Infantry with BAR M1918A2 Automatic rifle 11
United States Infantry with Flamethrower (requires assistant) 1
United States Infantry with Light Machine gun (requires loader) 2
United States Infantry with Rifle 15
United States Infantry with Submachine gun 1
United States Jeep 1
United States M4 Sherman 75mm medium tank 1
United States NCO with Rifle 3
United States NCO with Submachine gun 2

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