Lista Vs Japos
Lista Vs Japos
Lista Vs Japos
PLATOON #1
Eighth Army (Italy, 1943)
OFFICER
First Lieutenant (Armies of Great Britain page 20) Inexperienced 67
Qty Weapons Range Shots Pen Special
1 First Lieutenant
with Pistol Assault
with Submachine gun Assault
with Rifle
1 Infantry (equipped as modeled)
INFANTRY SQUADS
Regular Infantry Section (Mid/Late War) (Armies of Great Britain page 22) Regular 80
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
Infantry with Light Machine gun (requires
1 36" 4 n/a
loader)
Regular Infantry Section (Mid/Late War) (Armies of Great Britain page 22) Regular 80
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
Infantry with Light Machine gun (requires
1 36" 4 n/a
loader)
FREE OBSERVER
Free Forward Observer (Artillery) (Armies of Great Britain page 20) Regular 0
Qty Weapons Range Shots Pen Special
1 Artillery Forward Observer
with Rifle
with Pistol Assault
with Submachine gun Assault
INFANTRY
Commando/RMC Subsection (MTO, 1943) (Italy: Soft Underbelly page 108) Veteran 105
Qty Weapons Range Shots Pen Special
Tough Fighters, Achnacarry Training, Behind enemy lines, Masters of Concealment, Up and
Commando/RMC
at em
1 NCO with Submachine gun 12" 2 n/a Assault
4 Infantry with Submachine gun 12" 2 n/a Assault
Entire squad equipped with antitank grenades Tank hunters
Regular Infantry Section (Mid/Late War) (Armies of Great Britain page 22) Regular 80
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
Infantry with Light Machine gun (requires
1 36" 4 n/a
loader)
Regular Infantry Section (Mid/Late War) (Armies of Great Britain page 22) Regular 80
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
Infantry with Light Machine gun (requires
1 36" 4 n/a
loader)
Regular Infantry Section (Mid/Late War) (Armies of Great Britain page 22) Regular 80
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
Infantry with Light Machine gun (requires
1 36" 4 n/a
loader)
SNIPER
Sniper team (Armies of Great Britain page 28) Regular 50
Qty Weapons Range Shots Pen Special
1 Sniper team 36" 1 n/a Team (2 men), Sniper (Sniper with rifle & pistol Spotter with pistol)
SNIPER
Sniper team (Armies of Great Britain page 28) Regular 50
Qty Weapons Range Shots Pen Special
1 Sniper team 36" 1 n/a Team (2 men), Sniper (Sniper with rifle & pistol Spotter with pistol)
ANTITANK
PIAT team (Armies of Great Britain page 28) Regular 40
Qty Weapons Range Shots Pen Special
1 PIAT team 12" 1 +5 Team (2 men), Shaped Charge
SPECIAL RULES
National Characteristic (Armies of Great Britain page 18) 0
Vengeance
ARTILLERY
QF 6PDR (Armies of Great Britain page 32) Regular 75
Qty Weapons Range Shots Pen Special
1 QF 6pdr 60" 1 +5 Team (3 men), Gun shield, Fixed, HE (1")
Medium Artillery (Armies of Great Britain page 32) Regular 85
Qty Weapons Range Shots Pen Special
60"(30
1 Medium howitzer 1 HE Team (4 men), Gun shield, Fixed, Howitzer, HE (3")
72)
1 Spotter Spotter Spotter
ARMOURED CARS
Daimler Armoured Car (Armies of Great Britain page 53) Regular 115
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 Daimler Armoured Car Wheeled 7+ Recce
Turretmounted light antitank gun 48" 1 +4 HE (1")
Coaxial MMG 36" 5 n/a
TRANSPORTS
Universal Carrier (LateWar) (Italy: Soft Underbelly page 102) Regular 60
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 Universal Carrier Tracked 5 7+ Opentopped, Turn on the spot
Tow: Light or medium AntiTank gun
SPECIAL RULES
Achnacarry Training
Unit can cross impassable terrain. To do this they must start their turn adjacent to the impassable terrain piece. They are then given the Run order. The unit is
then placed on top of or on the other side of the impassable terrain piece. If the terrain piece being crossed is hiher or wider than 6", it take the unit two turns to
scale/cross. At the end of the first turn of movement up/across the terrain leave the unit's order die next to them showing the Run order. At the start of the next
turn, before order dice are pulled, place the unit at the top of or on the other side of the terrain piece, leaving the Run orderdie next to them. In addition, the unit
may make a run move through rough ground. This run move is reduced to a maximum distance of 9".
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.
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 (3")
(p68) PEN: +3, PIN: D3 (2D6 if in building) Infantry and artillery can go down to halve the hits taken. 10+ hits on building collapses it and kills all inside.
Howitzer
(p71) Can either shoot directly at a target drawing its line of fire 'over open sights' in the normal way, or it can shoot indirect fire. When using indirect fire, a
howitzer has a minimum range; when firing over open sights it has no minimum range.
Masters of Concealment
Howitzer
(p71) Can either shoot directly at a target drawing its line of fire 'over open sights' in the normal way, or it can shoot indirect fire. When using indirect fire, a
howitzer has a minimum range; when firing over open sights it has no minimum range.
Masters of Concealment
When hidden, Commando/RMC units are discovered by enemy units at the following ranges: Unit with the Recon Troops special rule spot them at 12" instead
of 18". When infantry and artillery units move within 6" of a Commando/RMC section or team. When any enemy recce vehicle moves within 6" of a
Commando/RMC section or team. When any other enemy vehicle is within 3" of a Commando/RMC section or team. (Refer to the Hidden Setup special
rules, page 131 of the Bolt Action rulebook).
Opentopped
(p118) Pinned by hits from small arms in the same way as softskins and infantry. If assaulted by infantry opentopped armoured vehicles are destroyed
automatically if the vehicle is damaged, in the same way as for softskins.
If hit by indirect fire then add +1 to the damage result roll. Note that all hits upon the upper surface of armoured vehicles count +1 penetration regardless of
whether the target is open or not so opentopped armoured vehicles suffer a double penalty: +1 penetration and +1 damage result
Recce
(p118)
Shaped Charge
(p73) Never suffer the 1 penetration modifier for firing at long range.
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.
Team (4 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.
Tough Fighters
(p91) When a tough fighter scores a casualty in close quarters against infantry or artillery, it can immediately make a second damage roll.
Up and at em
If the army has this rule then any order given to make an assault is automatically treated as having been passed the unit is assumed to have rolled whatever
order die score is needed to pass its order. This rule does not apply to Inexperienced troops including any units that start out as 'green'
Vengeance
If the army has this special rule then every Regular or Veteran 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. For example, a unit of infantry has two pin markers and there is a German tank within 12" when
the infantry are allocated an order they can test to lose one pin marker immediately before the order test is taken. 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 test 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 (in which case the Order test is taken without negative modifiers from
the pin markers).
Mountain Warriors
New Zealand Reinforced Platoons
Irish Reinforced Platoon
Mountain Warriors
Gurkha sections may have the Mountain Warriors special rule for +1pt per man in the section.
Pick List
British Artillery Forward Observer 1
British Daimler Armoured Car 1
British First Lieutenant 1
British Infantry (equipped as modeled) 1
British Infantry with Light Machine gun (requires loader) 5
British Infantry with Rifle 20
British Infantry with Submachine gun 4
British Medium howitzer 1
British NCO with Rifle 5
British NCO with Submachine gun 1
British PIAT team 1
British QF 6pdr 1
British Sniper team 1
British Spotter 1
British Universal Carrier 1