1500 soviet staligrad zis

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  • 7/26/2019 1500 Soviet Staligrad ZiS

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    1942 August-November, Battle of StalingradSoviet Union Stalingrad with Zis-2 Order Dice: 18

    Platoon 1

    Senior Lieutenant (page: 22) Regular 95Qty Weapons Range Shots Penetration Special Rules

    1 First (Senior) Lieutenant

    with Pistol 6" 1 n/a Assault

    with Submachine gun 12" 2 n/a Assault

    with Rifle 24" 1 n/a

    2 Infantry (equipped as modeled) - -

    Infantry Squads

    Rifle squad (page: 23) Inexperienced 108Qty Weapons Range Shots Penetration Special Rules

    1 NCO with Rifle 24" 1 n/a

    11 Infantry with Rifle 24" 1 n/a

    Entire squad is Green Green

    Entire squad equipped with anti-tank grenades Tank hunters

    Rifle squad (page: 23) Inexperienced 108Qty Weapons Range Shots Penetration Special Rules

    1 NCO with Rifle 24" 1 n/a

    11 Infantry with Rifle 24" 1 n/a

    Entire squad is Green Green

    Entire squad equipped with anti-tank grenades Tank hunters

    Headquarters

    Major (page: 22) Veteran 191Qty Weapons Range Shots Penetration Special Rules

    1 Major

    with Pistol 6" 1 n/a Assaultwith Submachine gun 12" 2 n/a Assault

    with Rifle 24" 1 n/a

    2 Infantry (equipped as modeled) - -

    Commissar (page: 22) Inexperienced 15Qty Weapons Range Shots Penetration Special Rules

    1 Commissar

    with Pistol 6" 1 n/a Assault

    with Submachine gun 12" 2 n/a Assault

    with Rifle 24" 1 n/a

    Infantry

    Naval squad (page: 31) Veteran 249Qty Weapons Range Shots Penetration Special Rules

    1 NCO with Submachine gun 12" 2 n/a Assault

    1 Infantry with Light Machine gun (requiresloader)

    30" 3 n/a Team (2 men)

    9 Infantry with Submachine gun 12" 2 n/a Assault

    Entire squad equipped with anti-tank grenades Tank hunters

    Tough Fighters Tough Fighters

    Entire squad are Fanatics Fanatics

    NKVD squad (page: 26) Regular 146Qty Weapons Range Shots Penetration Special Rules

    1 NCO with Submachine gun 12" 2 n/a Assault10 Infantry with Rifle 24" 1 n/a

    Entire squad are Fanatics Fanatics

    Free Rifle squad (page: 23) Inexperienced 0

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    Qty Weapons Range Shots Penetration Special Rules

    1 NCO with Rifle 24" 1 n/a

    11 Infantry with Rifle 24" 1 n/a

    Entire squad is Green Green

    Entire squad equipped with anti-tank grenades Tank hunters

    Medium Machine Gun team (page: 33) Veteran 79Qty Weapons Range Shots Penetration Special Rules

    1 Medium Machine gun team 36" 4 n/a Team (3 men), Fixed

    Gun shield Gun shield

    Entire squad are Fanatics Fanatics

    Sniper team (page: 36) Regular 50Qty Weapons Range Shots Penetration Special Rules

    1 Sniper team 36" 1 n/a Team (2 men), Sniper

    Flamethrower team (page: 36) Veteran 65Qty Weapons Range Shots Penetration Special Rules

    1 Flamethrower (infantry) team 6" D6 +2 Team (2 men), Flamethrower

    Flamethrower team (page: 36) Veteran 65Qty Weapons Range Shots Penetration Special Rules

    1 Flamethrower (infantry) team 6" D6 +2 Team (2 men), Flamethrower

    Anti-tank Rifle team (page: 34) Veteran 39Qty Weapons Range Shots Penetration Special Rules

    Anti-tank rifle team 36" 1 +2 Team (2 men)

    Anti-tank Rifle team (page: 34) Regular 30Qty Weapons Range Shots Penetration Special Rules

    Anti-tank rifle team 36" 1 +2 Team (2 men)

    Artillery

    ZiS-2 Anti-tank gun (page: 40) Veteran 90Qty Weapons Range Shots Penetration Special Rules

    1 ZiS-2 Anti-tank gun 60" 1 +5 Team (3 men), Gun shield, Fixed,HE (D2)

    Armoured Cars

    BA-64 (page: 53) Veteran 78Qty Vehicle Type Transport amageValue

    W eapons Range Shots enetration Special Rules

    1 BA-64 Wheeled - 7+ Recce, Open-topped, Flak

    Turret-mounted LMG 30" 3 n/a

    Transports

    Truck (page: 54) Inexperienced 46

    Qty Vehicle Type Transport amageValue

    W eapons Range Shots enetration Special Rules

    1 Truck with pintle-mounted MMG Wheeled up to 12 6+

    Pintle-mounted MMG 36" 4 n/a Flak, 360 degree arc

    Tow: light howitzer; light or medium anti-tank gun; light or medium anti-aircraft gun

    Truck (page: 54) Inexperienced 46Qty Vehicle Type Transport amageValue

    W eapons Range Shots enetration Special Rules

    1 Truck with pintle-mounted MMG Wheeled up to 12 6+

    Pintle-mounted MMG 36" 4 n/a Flak, 360 degree arc

    Tow: light howitzer; light or medium anti-tank gun; light or medium anti-aircraft gun

    Platoon Points: 1500

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    Special RulesOpen-topped

    Pinned by hits from small arms in the same way as soft-skins and infantry. If assaulted by infantry open-toppedarmoured vehicles are destroyed automatically if the vehicle is damaged. If hit by indirect fire add +1 to the damageresult roll. All hits upon the upper surface of the armoured vehicle count +1 penetration regardles of whether thetarget is open or not - so open-topped armoured vehicles suffer a +1 penetration and +1 damage result

    Tank hunters

    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 anti-tank penetration rather than as for superficial damage.

    Team (2 men)

    Team consists of 2 men. A Team weapon shoots at full effectiveness so long as there are at least two men to serveit. If only one man remains then the weapon suffers a -1 'to hit' penalty and a -1 penalty to its morale value.

    Team (3 men)

    Team consists of 3 men. A Team weapon shoots at full effectiveness so long as there are at least two men to serveit. If only one man remains then the weapon suffers a -1 'to hit' penalty and a -1 penalty to its morale value.

    Tough Fighters

    Each model has two attacks in close quorter combat against infantry and artillery, regardless of what weapons arecarried.

    Fanatics

    When a fanatic unit is defeated in close quarter fighting, the fight counts as a draw instead and another round isimmediately fought. Continue fighting until the fanatic unit wins, is completely wiped out or is defeated and left with asingle model in which case it is destroyed

    Assault

    This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry armed with an assault weaponcan make two attacks in close quarter fighting against other infantry and artillery units - see p55. Note being armedin this way does not confer two attacks against vehicles at close quarters

    HE (D2)

    PIN: 1, PEN: +1 - Infantry and artillery can go down to halve the hits taken

    Gun shield

    The die roll an enemy requires to score damage from the front arc of the gun is increased to 6+. The die roll ismodified by the penetration value of the weapon in the usual way.

    Green

    Green units are inexperienced and given a morale rating of 8. The first time the unit suffers a casualty roll a die.On a roll of a 1 the unit suffers an additional D6 pin markers and goes DownOn a 2, 3, 4 the unit fights onOn a 5 or 6 the unit is immediately up rated to Regular with morale value 9 for the rest of the battle.There is no further effect.

    Flamethrower

    A flamethrower hits automatically. No 'to hit' penalty for single man team, but still suffers -1 morale penalty. D6 hitsfor man-pack flamethrowers and 2D6 hits for vehicle flamethrowers. Gun Shields rule does not apply. ExtraProtection rule does not apply when shooting at targets inside buildings. Inflicts D3+1 pin markers on infantry andartillery. 1 pin marker on vehicles

    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 ofsite ignored. Rolls to hit aircraft are always at a -2 penalty. Friendly flak units must test to hold their fire (page 67)

    Fixed

    Fixed weapons cannot be fired when a unit is given an advance order.