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    AUTOMATICRIFLESRie and Carbine teams do not suer the usual +1 to hit penalty

    for ring a ROF 1 weapon while moving or Pinned Down.

    When not Pinned Down, Rie and Carbine teams re-roll allfailed rolls to hit in Defensive Fire during assaults.

    THETRUSCOTTTROTUS Infantry teams move 16/40cm instead of the normal12/30cm when moving At the Double.

    INFANTRY

    EXCELLENTCOMMUNICATIONSPlatoon and 2iC Command teams can act as spotting teamsand request artillery re in the same manner as a CompanyCommand team.

    TIMEONTARGETIf an artillery battery with a Sta team ranges in on their rstattempt, they can re a TOT bombardment.

    Every team hit by a TOT bombardment re-rolls successful savesin the rst turn of the bombardment, as they scramble for coverand batten down the hatches.

    is is for the rst turn of bombardment only and does not applyto artillery ring an All Guns Repeat! bombardment or ranged inusing the Hit em With Everything Youve Got rule.

    HITEMWITHEVERYTHINGYOUVEGOTWhen an Observer team from an artillery battery that has aSta team has ranged in one battery and then orders an All GunsRepeat! bombardment (see page 126 of the rulebook) on the same

    Aiming Point in a subsequent turn, they may attempt to rangeanother battery that has a Sta team on the same Aiming Pointwhile continuing to control the original battery ring the AllGuns Repeat! bombardment.

    Next turn the Observer team can order both batteries to re AllGuns Repeat! bombardments while Ranging In another battery,and so on. Roll to hit with each battery separately.

    UNDERCOMMANDe mortar and assault gun platoons cooperate closely withthe combat companies. Constant practice and excellent radiocommunications allow them to bring down quick and eective

    re to support their combat platoons.

    Company, 2iC, and Platoon Command teams do not suertheir normal +1 penalty to range in when calling for artillerybombardments from platoons taken as Weapons platoon choices(including Weapons Platoons, Mortar Platoons, and Assault Gun

    platoons), as well as Cannon Platoons and Chemical MortarPlatoons taken as Support platoon choices.

    ARTILLERY

    AIR OBSERVATION POSTS

    LIAISONAIRCRAFTAir Observation Aircraft use many of the aircraft rules. However,one of the primary dierences is that the Air Observation Aircraftstarts the game on the table and remains there for the rest of the

    game until it is shot down or chased o, at which point it ispermanently removed from the game.

    In the Starting Step of each turn, you reposition your Air ObservationAircraft anywhere on the table (even within 16/40cm of friendlytroops) when you would position any other aircraft. If your opponenthas air support, they can roll for Fighter Interception as usual and

    use this to attempt to shoot your Air Observation Aircraft downinstead of intercepting Ground Attack Aircraft.

    AIROBSERVATIONPOSTe Air Observation Aircraft carries no weapons and cannotmake attacks by itself. Instead an Air Observation Aircraftcounts as an Observer team that can act as the Spotting team forany artillery platoon that has a Sta team.

    Treat it as an Observer team on the ground (although the modelsits just above the table) when determining what it can see, asthe Air Observation Aircraft y low attempting to avoid enemy

    ghter interception and cannot see over terrain.

    e Air Observation Aircraft does benet from its height by allowingit to re-roll the third attempt to range in if it failed on that attempt.

    COLUMNSECURITYIf an L4 Grasshopper aircraft did not act as an Observer teamin its own turn, then enemy Ambushing platoons may not deployteams within 8/20cm and in Line of Sight of the aircraft intheir own turn.

    British Austers were used more conservatively than their UScounterparts. British Air Observation Aircraft Do Not benet

    from the Column Security special rule.

    ANTI-AIRCRAFTFIRE

    e opposing player can re anti-aircraft re at your AirObservation Aircraft at the end of the Shooting Step, after allother shooting is complete, but just before aircraft make theirattacks, just as they can at any other aircraft. is is conducted

    just like ring at Ground-attack Aircraft, including the limits onanti-aircraft guns ability to see over terrain.

    A team ring anti-aircraft re must choose between ring at theAir Observation Aircraft or at Ground-attack Aircraft. A singleteam cannot shoot at both in the same turn.

    Since the Air Observation Aircraft isnt actually attackinganything, Self-defence Anti-aircraft Weapons cannot shoot at it.

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    SPEARHEADAny force from the US 2ndor 3rdArmored Divisions is always theattacker in any mission that uses the Defensive Battle special ruleor requires a die roll to determine who will be the attacker.

    When they are the attacker in a mission, a player commandinga force from the US 2ndor 3rdArmored Divisions may make anadditional Reconnaissance Deployment move (see page 194 of therulebook) with any one non-recce platoon (even though it is nota Recce Platoon), provided that the Reconnaissance Deploymentmove takes the whole platoon out of its deployment area.

    TANKTELEPHONESIf a Sherman tank from the US 2nd or 3rdArmored Divisionand an adjacent Infantry team did not move in the MovementStep and are not Pinned Down, the Infantry team can point outtargets for the tank instead of shooting.

    e Infantry team pointing out targets for the tank counts as a ReccePlatoon using the Eyes and Ears rule (page 149 of the rulebook) toreveal a Gone to Ground enemy team for that tank. If other tanks inthe platoon re, they must either have their own Infantry team pointingout the target, or continue to treat the target as Gone to Ground.

    2ND

    AND 3RD

    ARMORED DIVISIONS

    PARACHUTE RIFLE COMPANY

    ASSAULT COMPANY

    RANGER COMPANY

    ASSAULTCOMPANYAn Assault Company will always attack against any other InfantryCompany in a mission with the Defensive Battle special rule.

    PIONEEREQUIPMENT

    Rie teams in Boat Sections count as Pioneer teams whenattempting to cross or gap Barbed Wire Entanglements and whenassaulting Bunkers.

    AIRCOVERAn Assault Company will only receive a Ground-attack AircraftFlight on a roll of 6 instead of the usual 5+. However, its AirSupport will successfully intercept enemy Ground-Attack AircraftFlights on a roll of 5+ instead of the usual 6.

    NAVALGUNFIRESUPPORTWhen using this force to conduct an amphibious landing use therules in the D-Daybook (see page 15) for Naval Gunre Support.

    For all other mission use the following rules:

    If you have Naval Gunre Support, your force will eld a NGFSObserver Carbine team. It is an Observer team for an artillerybattery of four Condent Trained 8 naval guns sitting o tableusing the Across the Volga Rules (see page 225 in the rulebook).

    Weapon Range ROF Anti-tank Firepower

    8 naval gun 112/200cm - 6 1+

    I SHALLNEVERFAILMYCOMRADESA Ranger Company never has to take a Company Morale Checkfor being below half strength. ey still take Platoon MoraleChecks as normal though.

    However, if the total number of destroyed Ranger Platoons (theCombat platoons) exceeds the number still on the table, the Ranger

    player must roll a die at the start of each turn. On a roll of 3+ theforce ghts on, heedless of its losses. On any other roll the remainingrangers withdraw to conserve their remaining strength and the

    game ends. If there are no remaining Ranger Company Commandteams then this roll is automatically failed.

    RANGERSLEADTHEWAYRanger Infantry teams may move At the Double (using theTruscott Trot) through Dicult Going.

    NOOBSTACLETOOTOUGHRanger Infantry and Man-packed Gun teams are Mountaineers.

    MASTERSERGEANTOriginally, each parachute platoon had two lieutenants.However, as causalities mounted and officers became scarce,platoon sergeants assumed the duties of an officer fromstudying sand tables and learning the mission to commandingplatoons in the field.

    Parachute Rie, Airborne Engineer and Airborne DivisionalRecon Platoons use the German Mission Tactics special rule (see

    page 166 of the rulebook).

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    MAJ. GEN.

    ERNEST N

    HARMON

    CHARACTERISTICSHarmon is a Warrior and a Higher Command ransport team rated as Fearless Trained.

    Harmon is always mounted in a Jeep. He can join any ank or Armored Rifle Company for +40 points.

    GETMOVINGEach turn one platoon that is not Pinned Downand is within 6/15cm of Harmon may attemptto move again at the end of the Movement Stepafter all other movement. Roll a die. On a roll of4+ the platoon may move a further 4/10cm. Allof the normal rules apply for this movement. e

    platoon may still shoot and assault after makingthis extra move.

    OLDGRAVELVOICEAt the start of the Shooting step Harmon mayattempt to rally one platoon within 6/15cm.

    If the platoon is Pinned Down, roll a MotivationTest. If it is successful, the platoon rallies and isno longer Pinned Down.

    Any Bailed Out vehicles in the platoon takea Motivation Test and if successful remountimmediately

    COLONEL

    WILLIAMBILL O

    DARBY

    CHARACTERISTICSDarby is an Infantry team, a Warrior and a Higher Command team rated as Fearless Trained, andcan join any Ranger Company for +30 points.

    He is armed with an M1 Garand rifle rated as follows: Range: 16/40cm, ROF: 1, Anti-tank: 2,Firepower: 6, with the Automatic Rifle special rule.

    KEEPMOVINGEach turn Darby and one Ranger platoon thatis not Pinned Down and is within 6/15cm ofDarby may attempt to move again at the end ofthe Movement Step after all other movement. Roll

    a die. On a roll of 4+ the platoon may move afurther 4/10cm. All of the normal rules apply forthis movement. e platoon may still shoot andassault after making this extra move.

    REDLEGDarby does not suer the usual +1 to hit penalty forbeing a Command team rather than an Observerteam when ranging in artillery.

    All mortars in Ranger Platoons and ChemicalMortar Platoons Ranged In by Darby count asVeteran when rolling to hit teams under thetemplate.

    SGT. CHARLES

    COMMANDO

    KELLY

    CHARACTERISTICSKelly is an Infantry team and a Warrior. He can replace a Rifle team in any Rifle Platoon for +20 points.

    ONEMANARMYKelly uses his BAR and every other weapon that comesto hand, from ries to bazookas and even 37mm

    guns. His characteristics are: Range 16/40cm,

    ROF 3, Anti-tank 2, and Firepower 5+.

    When shooting at armoured vehicles, if Kelly scoresmore than one hit he may discard a hit to increasethe Anti-tank rating of another hit to 5, or two hitsto increase it to 7.

    Every hit caused by Kelly counts as two hits for thepurposes of Pinning Down the enemy.

    NOBRAVERMANKelly ignores all the eects of being Pinned Down.If Kellys platoon fails a Platoon Morale Check,roll a die. On a roll of 4+, Kelly ghts on alone,

    although the rest of the platoon are Destroyed. Inthis case the platoon consists of just Kelly.

    When his platoon is Destroyed, Kelly has noCommand team, so he cannot move (even inassaults, although he can Counterattack any one inrange). Kelly passes all Motivation Tests on a roll of

    2+ if the rest of the platoon is Destroyed

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    BRIG. GEN.

    NORMAN

    DUTCHCOTA

    CHARACTERISTICSBrigadier General Cota is a Warrior and a Higher Command Carbine team rated as Fearless Veteran.

    Cota may join any Assault Company for +25 points.

    GETOFFTHISBEACHCota starts the game o table. In the Starting Stepof any turn that Cota is o table, when rolling forReserves roll a die.

    On a roll of 5+, if Cota has not been Destroyed,he is placed adjacent to the Platoon Commandteam (if present, otherwise any team in the

    platoon) of any platoon in an Assault Companyanywhere on the table.

    On any other roll, Cota remains o the table.

    RANGERSLEADTHEWAYAny platoon led by Cota will pass Motivation testson a roll of 3+.

    I WONTBEABLETODOITFORYOUNEXTTIMEIn the Starting Step of any turn in which Cota ison the table, when rolling for Reserves, roll a die.

    On a roll of 3+, Cota remains where he is.

    On any other roll, Cota has nished what hecame to do and moves o to another part of thebattleeld. Remove him from the table. Nextturn roll for him to return again using the GetO this Beach special rule.

    THATSHOWITSDONECota always hits on a roll of 2+ in an assaultcombat.

    LIEUT.

    TURNER

    TURNBULL

    CHARACTERISTICSurnbull is a Command Rifle/MG team and a Warrior. He is rated Fearless Veteran.

    He can replace the Command team in any US Parachute Rifle Platoon for +25 points

    MASTERTACTICIANurnbull is an expert at siting his platoons

    weapons so as to maximise their firepower in

    defence.

    Any platoon commanded by Turnbull doubles thenumber of dice rolled for each of its weapons inDefensive Fire. ROF 1 weapons that are Pinned

    Down still add +1 to their Score required to hit,but roll two dice instead of one.

    STAFF

    SERGEANT

    COLE REB

    JACKSON

    CHARACTERISTICSJackson is a Warrior. He is rated as Confident Trained.

    Jackson may join a ank Platoon taking over any tank in the platoon, except the Platoon Commandtank, for +25 points.

    LIKEA ROCKIf Jacksons tank is required to take a MotivationTest and fails, re-roll the test. If Jacksons platoon is

    required to take a Motivation Test and fails, Jacksoncan re-roll the test for his tank. If the re-roll passes,treat Jacksons tank as passing the test, but the restof the platoon as failing it. is can lead to Jackson

    ghting on alone after the rest of the platoon faila Platoon Morale Check. In this case the platoonnow consists of just Jacksons tank.

    GOFIXITIf the Platoon Command team is Destroyed, treat

    Jackson as the Platoon Command team.

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    ArmourName Mobility Front Side Top Equipment and Notes Weapon Range ROF Anti-tank Firepower

    TANKS

    M3 or M3A1 Stuart Fully-tracked 3 2 1 Co-ax MG, Hull MG, AA MG, Light tank. M6 37mm gun 24/60cm 2 7 4+

    M5A1 Stuart Fully-tracked 4 2 1 Co-ax MG, Hull MG, AA MG, Light tank. M6 37mm gun 24/60cm 2 7 4+ Stabiliser.

    M3 Lee Fully-tracked 5 3 1 Co-ax MG, Cupola MG. M6 37mm gun 24/60cm 3 7 4+ Stabiliser. M2 75mm gun 32/80cm 2 9 3+ Hull-mounted, Smoke, Stabiliser. With long M3 75mm gun 32/80cm 2 10 3+ Hull-mounted, Smoke, Stabiliser.

    M4, M4A1 or M4A3 Sherman Fully-tracked 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG. M3 75mm gun 32/80cm 2 10 3+ Smoke, Stabiliser.

    M4A1 (76mm) Sherman Fully-tracked 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Protected ammo. M1 76mm gun 32/80cm 2 12 3+ Stabiliser.

    SUPPORTWEAPONS

    M4 81mm MMC Half-tracked 1 0 0 M1 81mm mortar 40/100cm - 2 6 Hull mounted, Portee, Smoke bombardment.

    M8 Scott HMC Fully-tracked 3 2 0 .50 cal AA MG, Light tank. M1A1 75mm howitzer 16/40cm 2 6 3+ Smoke. Firing bombardments 64/160cm - 3 6

    M4 (105mm) Sherman Fully-tracked 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Protected ammo. M4 105mm howitzer 24/60cm 1 9 2+ Slow traverse, Smoke. Firing bombardments 48/120cm - 4 4+

    30 75mm HMC Half-tracked 1 0 0 M1A1 75mm howitzer 16/40cm 2 6 3+ Hull mounted, Smoke. Firing bombardments 64/160cm - 3 6 Smoke bombardment.

    TANKDESTROYERS

    M6 37mm GMC Wheeled - - -M3 37mm gun 24/60cm 3 7 4+

    M3 75mm GMC Half-tracked 1 0 0 M1897 75mm gun 32/80cm 2 9 3+ Hull mounted, Smoke.

    M10 3in GMC Fully-tracked 4 2 0 .50 cal AA MG. M7 3in gun 32/80cm 2 12 3+ Slow traverse.

    M18 Hellcat GMC Fully-tracked 2 0 0 .50 cal AA MG, Light tank. M1 76mm gun 32/80cm 2 12 3+

    ARTILLERY

    19 105mm HMC Half-tracked 1 0 0 Awkward layout. M2 105mm howitzer 24/60cm 1 9 2+ Hull mounted, Smoke. Firing bombardments 72/180cm - 4 4+ Smoke bombardment.

    M7 Priest HMC Fully-tracked 1 0 0 .50 cal AA MG. M2A1 105mm howitzer 24/60cm 1 9 2+ Hull mounted, Smoke. Firing bombardments 72/180cm - 4 4+ Smoke bombardment.

    M12 155mm GMC Fully-tracked 0 0 0 Awkward layout. M1918M1 155mm gun 24/60cm 1 13 1+ Hull mounted, Bunker buster. Firing bombardments 104/260cm - 5 2+

    M4, M4A1, M4A3 Sherman OP Fully-tracked 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG. M3 75mm gun 32/80cm 1 10 3+ Smoke.

    VEHICLEMACHINE-GUNS

    Vehicle MG 16/40cm 3 2 6 ROF 1 if other weapons re.

    .50 cal Vehicle MG 16/40cm 3 4 5+ ROF 1 if other weapons re.

    TANK TEAMS

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    ArmourName Mobility Front Side Top Equipment and Notes Weapon Range ROF Anti-tank Firepower

    ANTI-AIRCRAFT

    M13 MGMC (win .50 cal) Half-tracked 1 0 0 Awkward layout. M33 twin .50 cal MG 16/40cm 5 4 5+ Anti-aircraft.

    28E1 CGMC (37mm) Half-tracked 0 0 0 Awkward layout. T28E1 37mm combination mount 24/60cm 4 5 4+ Anti-aircraft.

    M16 MGMC (Quad .50 cal) Half-tracked 1 0 0 Awkward layout. M45 quad .50 cal MG 16/40cm 6 4 5+ Anti-aircraft.

    M15 CGMC (37mm) Wheeled 1 0 0 Awkward layout. M15 37mm combination mount 24/60cm 4 5 4+ Anti-aircraft.

    ARMOUREDCARS

    M3A1 armoured car Jeep 1 0 0 .50 cal AA MG, two AA MG.

    M8 armored car Wheeled 1 0 0 Co-ax MG, .50 cal AA MG. M6 37mm gun 24/60cm 2 7 4+

    Mortar Jeep Jeep - - - M2 60mm mortar 24/60cm 2 1 3+ Can re over friendly troops. Firing bombardments 32/80cm - 1 6

    Recon Jeep Jeep - - -With AA MG 16/40cm 3 2 6

    With .50 cal AA MG 16/40cm 3 4 5+

    Armored Recon Jeep Jeep 0 0 0 Overloaded. .50 cal AA MG 16/40cm 3 4 5+

    MID-WARMONSTERS14 Fully-tracked 9 5 2 Co-ax MG, Hull MG, Slow tank, Unreliable, Wide tracks M3 75mm gun 32/80cm 2 10 3+ Smoke

    M6 heavy tank Fully-tracked 8 6 2 .50 cal AA MG, Slow tank, Unreliable, Wide tracks M7 3in gun 32/80cm 2 12 3+ Co-ax mount, Stabiliser, Multiple Weapons. M6 37mm gun 24/60cm 3 7 4+ Co-ax mount, Stabiliser, Multiple Weapons. Twin .50 cal MG 16/40cm 4 4 5+ Hull mounted, Twin MG. ROF 2 if other weapons re

    M27 medium tank Fully-tracked 7 4 1 Co-ax MG, Hull MG, .50 cal AA MG, Overloaded, Unreliable M1 76mm gun 32/80cm 2 12 3+ Stabiliser

    55 3 GMC Jeep 0 0 0 .50 cal AA MG. M7 3in gun 32/80cm 2 12 3+ Hull mounted

    Team Range ROF Anti-tank Firepower Notes

    Carbine team 8/20cm 1 1 6 Automatic rifles.

    Rifle team 16/40cm 1 2 6 Automatic rifles.

    Rifle/MG team 16/40cm 2 2 6

    SMG team 4/10cm 3 1 6 Full ROF when moving.

    Bazooka team 8/20cm 1 10 5+ ank assault 4.

    Staff team cannot shoot Moves as a Heavy Gun team.

    ADDITIONALTRAININGANDEQUIPMENTPioneer teams are rated as ank Assault 3. eams with Gammon bombs are rated as ank Assault 3.

    INFANTRY TEAMS

    Aircraft Weapon To Hit Anti-tank Firepower Notes

    P38 Lightning Cannon 3+ 7 5+ Bombs 4+ 5 1+

    P-40 Warhawk MG 2+ 6 5+ Bombs 4+ 5 2+

    P47 Tunderbolt MG 2+ 6 5+Bombs 4+ 5 1+

    AIRCRAFT

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    Weapon Mobility Range ROF Anti-tank Firepower Notes

    M2 .50 cal MG Man-packed 16/40cm 3 4 5+

    M1919 LMG team Man-packed 16/40cm 5 2 6 ROF 2 when pinned down.

    M1917 HMG team Man-packed 24/60cm 6 2 6 ROF 2 when pinned down.

    M2 60mm mortar Man-packed 24/60cm 2 1 3+ Can fire over friendly troops.

    Firing bombardments 32/80cm - 1 6

    M1 81mm mortar Man-packed 40/100cm - 2 6 Smoke bombardment.

    4.2in Chemical mortar Light 48/120cm - 3 4+ Smoke bombardment.

    M2 .50 cal AA gun Heavy 16/40cm 4 4 5+ Anti-aircraft, urntable.

    M49 quad .50 cal AA gun Heavy 16/40cm 6 4 5+ Anti-aircraft, urntable.

    M1 Bofors gun Immobile 24/60cm 4 6 4+ Anti-aircraft, urntable.

    M3 37mm gun Light 24/60cm 3 7 4+ Gun shield.

    M1 57mm gun Medium 24/60cm 3 10 4+ Gun shield, No HE.

    M5 3in gun Immobile 32/80cm 2 12 3+ Gun shield.

    M1A1 75mm pack howitzer Light 16/40cm 2 6 3+ Smoke Firing bombardments 64/160cm - 3 6 Smoke bombardment

    M3 105mm light howitzer Heavy 16/40cm 1 7 2+ Smoke. Firing bombardments 56/140cm - 4 4+ Smoke bombardment.

    M2A1 105mm howitzer Immobile 24/60cm 1 9 2+ Gun shield, Smoke. Firing bombardments 72/180cm - 4 4+ Smoke bombardment.

    M1 155mm howitzer Immobile 24/60cm 1 10 1+ Bunker buster, Gun shield, Smoke. Firing bombardments 88/220cm - 5 2+ Smoke bombardment.

    ADITIONALSPECIALRULESM1919 LMG teams and M2 60mm mortar teams may use the US special rule ruscott rot as if they were Infantry teams.

    GUN TEAMS

    ArmourVehicle Mobility Front Side Top Equipment and Notes

    TRUCKSJeep Jeep - - - Optional Passenger-fired AA MG or .50 cal AA MG.

    Dodge -ton or GMC 2-ton truck Wheeled - - -

    HIGH-SPEEDTRACTORM5 high-speed tractor Fully-tracked - - - .50 cal AA MG

    ARMOUREDPERSONNELCARRIERSM2 or M3 half-track Half-tracked 1 0 0 Optional Passenger-fired AA MG or .50 cal AA MG.

    M2 half-track with M3 37mm gun Half-tracked 1 0 0

    M3 37mm gun 24/60cm 3 7 4+ Hull-mounted.

    M20 utility Jeep 1 0 0 Passenger-fired .50 cal AA MG.

    RECOVERYANDENGINEERVEHICLESM31 RV recovery vehicle Fully-tracked 5 3 0 Recovery vehicle.

    M32 RV recovery vehicle Fully-tracked 6 4 0 .50 cal AA MG, Recovery vehicle.

    Bulldozer Fully-tracked - - - Bulldozer, Very Slow.

    urretless M4 Sherman dozer Fully-tracked 6 4 0 Bulldozer.

    Pioneer Supply Handcart Wagon - - -

    TRANSPORT TEAMS