1500 soviet staligrad zis
TRANSCRIPT
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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.