The following rules have been formalised with a view to putting together armies that are reasonably well balanced in play rather than being strictly based on historical formations. The purpose of these lists is to enable players who wish to do so to choose well-matched, competitive, and entertaining forces with which to play a challenging game.
A force must comprise one or more reinforced platoons picked from one of the four Army Lists. Each reinforced platoon is made up as per the table below.
When picking a force begin with the first reinforced platoon and start by fulfilling its minimum requirement of 1 lieutenant and 2 infantry squads. Once this is done, pick from the other units given until the total requisition value of your units reaches the agreed maximum value for the force or as close as you can get.
So long as you have sufficient points remaining, you can always stop at any stage and start again with a second reinforced platoon, and then a third, and so on, adding as many platoons as your points will allow.
Note that transports can always be included up to one vehicle for every infantry and artillery unit in the reinforced platoon. This enables infantry to be mounted into carriers if desired, HQ units to have jeeps or similar vehicles, and artillery and anti-tank guns to have prime movers. It is perfectly possible to spend all the points available on one large reinforced platoon, or to buy several smaller reinforced platoons allowing for a higher proportion of specialised units. This is entirely up to the player, but always keep in mind that the total value cannot exceed the maximum total requisition points agreed for the force.
REINFORCED PLATOON | |
1 | Lieutenant – First or Second |
2 | Infantry Squads |
Plus | |
0–3 | Infantry Squads |
0–1 | Captain or Major (per force not platoon) |
0–1 | Medic |
0–1 | Forward Observer |
0–1 | Machine gun team |
0–1 | Mortar team |
0–1 | Sniper team |
0–1 | Flamethrower team |
0–2 | Anti-tank teams |
0–1 | Field Artillery or anti-tank gun |
0–1 | Armoured Car, Scout Walker or Light walker |
0–1 | Tank, Tank Destroyer, any Medium or heavier Walker, anti-aircraft vehicle or SP Artillery |
0-1 | Transport vehicle or tow per infantry and artillery unit in the platoon |
This list is based upon the troops and equipment available to the German army during the end of 1946 and the beginning of 1947 as the theatre emerged from the most severe winter in living memory. By this time the Germans have access to some of the best Rift-tech available, particularly in the field of DNA enhanced infantry. The heavy panzermechs are unrivalled and are well supported by the Panther and infantry well-equipped with assault weaponry and the fearsome MG44 machine gun. Most infantry carry panzerfausts for protection against armoured opponents. After the desperate times of the past few years, the resurgent German army can field well equipped, well led and well trained units.
If an infantry squad’s NCO is killed then roll a D6. On the score of a 1, 2, or 3 the NCO is removed as normal. On the roll of a 4, 5, or 6 one of the troopers takes over the squad and leads it just as effectively as before. To represent this, leave the NCO in place and remove any other model instead. If the NCO is successfully replaced the unit does not suffer the usual –1 morale penalty for losing its NCO.
German infantry units equipped with light and medium machine guns fire one extra shot (4 for LMG and 5 for a MMG). Note that this only applies to infantry units, and not to vehicles or vehicle crews that carry machine guns.
With the resurgence of German military might, the élan of the Wehrmacht is again evident in their ability to make sudden gains and tactical victories out of nothing. German infantry units, larger than 5 models, may ignore the negative modifier of one pinning marker when taking Advance order tests. They still have to take a test if they only have a single pin marker, but do not suffer the –1 to their morale for the first marker.
If a tank has the Schürzen upgrade, then anti-tank rifles and shaped charges such as bazookas, PIATs, etc. never get the +1 penetration bonus for hitting it in the side.
1 | Infantry | Headquarters Units |
Infantry Squads | ||
Infantry Teams | ||
2 | Artillery | Anti-tank Guns |
Field Artillery | ||
3 | Vehicles | Tanks |
Tank Destroyers | ||
Walkers | ||
Self-propelled Artillery | ||
Anti-aircraft Vehicles | ||
Armoured Cars | ||
Light Walkers | ||
Transports and Tows |
Each platoon is centred upon a core that includes a headquarters unit in the form of a First or Second Lieutenant. Other HQ units can be added to the force, including higher ranking officers, as well as medical units and supporting observers.
German officers were capable and often experienced leaders. Most junior officers were trained to undertake the role of their own immediate superiors, enabling them to use their initiative to take control of situations when necessary. An officer unit consists of the man himself and can include up to two other men acting as his immediate attendants.
Cost | - Second Lieutenant (Leutnant) 50pts (Regular), 65pts (Veteran) - First Lieutenant (Oberleutnant) 75pts (Regular), 90pts (Veteran) - Captain (Hauptmann) 110pts (Regular), 125pts (Veteran) - Major (Major) 150pts (Regular), 165pts (Veteran) |
Team | 1 officer and up to 2 further men |
Weapons | Pistol, SMG, rifle or assault rifle as depicted on the model. |
Options | - The officer may be accompanied by up to 2 men at a cost of +10pts per man (Regular) or +13pts per man (Veteran) |
The field medic presents wounded soldiers with his best chance of surviving serious injury and can return lightly wounded soldiers back to combat in short order. Junior medical staff – such as stretcher-bearers – can accompany a medic.
Cost | Medic 30pts (Veteran) |
Team | 1 Medic and up to 2 further men |
Weapons | Pistol or none as depicted on the model. |
Options | - The medic may be accompanied by up to 2 men at a cost of +13pts per man (Veteran) |
Forward Observers are liaison officers responsible for coordinating the attack of heavy artillery batteries from behind the lines or aircraft strikes. They are likely to be accompanied by a radio operator and possibly an assistant.
Cost | - Artillery Forward Observer 100pts (Regular), 115pts (Veteran) - Air Force Forward Observer 75pts (Regular), 90pts (Veteran) |
Team | 1 Forward Observer and up to 2 further men |
Weapons | Pistol, SMG, rifle or assault rifle as depicted on the model. |
Options | - The observer may be accompanied by up to 2 men at a cost of +10pts per man (Regular) or +13pts per man (Veteran) |
The specialist medic is generally only found within elite formations of the German military, a rarity on the battlefield. This medic uses experimental Rift-tech in the treatment of wounds and injuries. Whilst effective, not every soldier appreciates the occasional, long term side effects! The specialist medic may be accompanied by bodyguards to both protect him, and assist in his duties.
Cost | Specialist Medic 35pts (Veteran) |
Team | 1 Medic and up to 2 Bodyguards |
Weapons | Pistol or none as depicted on the model. Bodyguards have Assault Rifles. |
Options | - The medic may be accompanied by up to 2 bodyguards at a cost of +18pts per man (Veteran) |
Special Rules | - When a specialist medic is used to roll against casualties within 6", the controlling player may remove a model from a friendly unit to receive +1 on these rolls for the remainder of the turn.. |
German Infantry were generally well trained, well led and well equipped – constituting what was undoubtedly the most effective fighting force in Europe, man-for-man. The influence of Rift-tech, particularly in industry has managed to maintain the supplies that equip the fighting soldier. Although often heavily outnumbered, technology, superb training, leadership, and aggressive tactics remains the German soldier’s best friend.
The German infantryman is confident in the face of all he faces. Equipped with excellent weapons such as the StG44 assault rifle and fearsome MG42, a German infantry squad can deliver a vast amount of firepower to a small section of the battlefield.
Cost | 50pts (Regular) |
Composition | 1 NCO and 4 men |
Weapons | Rifle |
Options | - Add up to 5 additional men with rifles for +10pts each. - The NCO and up to 1 man may replace their rifle with an SMG for +3pts each - Up to 2 men can have an LMG for +20pts each, for each LMG added another man becomes its loader. - Up to 2 men can have a panzerfaust in addition to other weapons for +5pts each. - Up to 1 man can have rifle grenades for +20pts - The NCO and up to 4 men can replace their rifle with an assault rifle for +5pts each - If panzerfausts are not taken, the squad can be given anti-tank grenades for +2pts per man |
Special Rules | - Tank hunters (if anti-tank grenades taken) |
The Waffen-SS formed an elite fighting formation separate from the German army. Well-motivated and equipped, they have become a hardened veteran force. Likewise the elite Luftwaffe infantry, the Fallschirmjagers continue to operate as elite infantry reserved for the toughest missions. And within the Wehrmacht, the continuous combat operations have produced some outstanding fighting units, represented here as veteran squads.
Cost | 65pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Rifle |
Options | - Add up to 5 additional men with rifles for +13pts each. - The NCO and up to 6 men may replace their rifle with an SMG for +3pts each. - Up to 2 men can have an LMG for +20pts each, for each LMG added another man becomes its loader. - Up to 4 men can have a Panzerfaust in addition to other weapons for +5pts each. - Up to 2 men can have rifle grenades for +20pts each. - Any man can replace their rifle with an assault rifle for +5pts each. |
The Germans were equipped with the excellent MG42 or MG44 machine gun, known as Hitler’s Buzzsaw to Allied troops because of the noise its high rate of fire generated. The weapon is used both as an LMG within infantry squads and as an MMG when tripod-mounted.
Cost | 50pts (Regular), 65pts (Veteran) |
Team | 3 men |
Weapons | 1 MMG |
Special Rules | - Team weapon - Fixed |
Rift-tech was rapidly used in the development of heavy armour for the Wehrmacht to ensure casualties in intense operations were kept to a minimum. One of the first nations to introduce heavy personal armour it is effective and provided a much-needed boost to the German war effort when first deployed. Other nations have copied the principles, often to better effect, but the heavy infantry remain a potent force on the battlefield.
Cost | 100pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Assault Rifle |
Options | - Add up to 3 additional men with assault rifles for +20pts each. - Up to 2 men can have an LMG for +10pts each, for each LMG added another man becomes its loader. - Up to 2 men can have a Panzerfaust in addition to other weapons for +5pts each. |
Special Rules | - Large Infantry - Resilient - Slow |
Carrying an even heavier version of the panzerschreck, heavy armoured infantry can get closer to their targets and wreak havoc on armoured vehicles.
Cost | 118pts (Veteran) |
Team | 2 men |
Weapons | 1 panzerschreck |
Special Rules | - Large Infantry - Resilient - Slow - Team Weapon - Shaped Charge |
The panzerschreck was a German development of the bazooka, firing a large calibre shaped-charge rocket projectile. A blast shield was fitted to the weapon to protect the firer, giving it its distinctive appearance.
Cost | 80pts (Regular), 104pts (Veteran) |
Team | 2 men |
Weapons | 1 panzerschreck |
Special Rules | - Team weapon - Shaped charge |
With the advent of heavy armour and light walkers on the battlefield, the role and relevance of heavy anti-tank rifles have been revised. Never intended to take on heavy vehicles, they are perfect for tackling scout walkers and heavy infantry.
Cost | 32pts (Regular), 41pts (Veteran) |
Team | 2 men |
Weapons | Anti-tank rifle and SMG |
Options | - 1 man can have a panzerfaust in addition to other weapons for +5pts. |
Special Rules | - Team Weapon |
The value of the sniper was brought home during the battle of Stalingrad where Russian snipers took such a heavy toll of German troops. The Wehrmacht trained and equipped marksmen to undertake a specialist role as snipers. A variety of rifles were used for sniping, including the standard infantry rifle and semi-automatic Gewehr 43. All were fitted with telescopic sights and snipers were provided with specially manufactured ammunition.
Cost | 50pts (Regular), 65pts (Veteran) |
Team | 2 men |
Weapons | 1 rifle |
Special Rules | - Team weapon - Sniper |
The Germans had mortars – granatwerfer – in several calibres, the most common of which was the shortened 80mm infantry mortar. This was basically a close-range support weapon that could easily be carried and used by infantry.
Cost | 35pts (Regular), 46pts (Veteran) |
Team | 2 men |
Weapons | 1 light mortar |
Special Rules | - Team weapon - Indirect fire - HE (D3) |
The standard German medium mortar remains the 80mm Granatwerfer 34. It was a very effective and accurate weapon that could provide long-range fire support.
Cost | 50pts (Regular), 65pts (Veteran) |
Team | 3 men |
Weapons | 1 medium mortar |
Special Rules | - Team weapon - Indirect fire - Fixed - HE (D6) |
The heavy mortar used by the German army was the 120mm calibre Granatwerfer 42. It was a close copy of captured Russian mortars and was developed to give infantry an even longer range and heavier weight of shot than the 80mm mortar.
Cost | 65pts (Regular), 84pts (Veteran) |
Team | 4 men |
Weapons | 1 heavy mortar |
Special Rules | - Team weapon - Fixed - Indirect fire - HE (2D6) |
With the early heavy armour too bulky for air assault operations, the Luftwaffe pushed on with design of a lighter but more agile armour more suited to their needs. The Falcon armour is much more expensive to produce but highly effective and popular with the troops that use it.
Cost | 130pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Assault Rifle |
Options | - Add up to 3 additional men with assault rifles for +26pts each. - Up to 2 men can have a Panzerfaust in addition to other weapons for +5pts each. |
Special Rules | - Flight - Resilient |
The most committed and fanatical members of the Waffen-SS are formed into new Shocktrooper units to maximise their impact on the frontline. Well equipped, and wearing the latest body armour, they often form the spearhead of assault operations.
Cost | 90pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Assault Rifle |
Options | - Add up to 5 additional men with assault rifles for +18pts each. - Up to 2 men can have an LMG for +10pts each, for each LMG added another man becomes its loader. - Up to 4 men can have a panzerfaust in addition to other weapons for +5pts each. - Up to 2 men can have rifle grenades for +20pts each. |
Special Rules | - Tough - IR Vision - Fanatics |
The animated corpses of the Totenkorps divide military opinion, whilst an ethical affront to even military minds, their impact on the battlefield and role in saving Germany in 1944 cannot be denied. The Korps now often finds itself held in reserve until required, normally kept as a weapon of last resort under the most fanatical and loyal SS Commanders.
Cost | 42pts (Inexperienced) |
Composition | 6 Animated Corpses |
Weapons | None |
Options | - Add up to 18 additional corpses for +7pts each. |
Special Rules | - Horror - Tough - Fanatics - Slow - Ignore Pin Markers and Morale checks. Not affected by Medics. |
Less controversial than the animated corpse programme, the soldier enhancement division at Dresden has worked tirelessly to enhance German soldiers with the DNA of animals to radically improve their fighting ability. One of the more stable and successful projects combines human and canine DNA, with the result of a warrior that resembles the mythological werewolf. Deployed for the first time in early 1945, their impact was immediate and from the Allies point of view, terrifying.
Cost | 60pts (Veteran) |
Team | 3 Schreckwulfen |
Weapons | None |
Options | - Add up to 3 additional Schreckwulfen for +20pts each. |
Special Rules | - Large Infantry - Horror - Fast - Tough - Tooth and Claw - IR Vision |
Currently the pinnacle of the soldier enhancement division, the Nachtjäger is no longer truly human, with the DNA of reptiles, bats, and alligators merged into a horrific creation. No one knows if the subjects for this programme are volunteers, but their effectiveness on the battlefield is without question. The very existence of Nachtjäger alters Allied planning and reports of their presence are always taken seriously by intelligence staffs.
Cost | 68pts (Veteran) |
Team | 2 Nachtjäger |
Weapons | None |
Options | - Add up to 2 additional Nachtjäger for +34pts each. |
Special Rules | - Large Infantry - Horror - Flight - Tooth and Claw - Tough - IR Vision - Strong |
Flamethrowers – flammenwerfer – were used throughout the war and were often employed against buildings or fortifications. These were not weapons to put into the hands of the inexperienced, so we rate flamethrower teams as regular or better.
Cost | 50pts (Regular), 65pts (Veteran) |
Team | 2 men |
Weapons | 1 infantry flamethrower |
Special Rules | - Team weapon - Flamethrower |
German field artillery often lagged behind that of Germany’s enemies in terms of development and effectiveness. Many of the larger weapons dated from the previous war, whilst field guns were frequently those captured during earlier campaigns. Outranged by bigger and heavier Russian weapons, and substantially outgunned on both Eastern and Western Fronts, the Germans soldiered on with what could be mustered.
The Germans employed a tremendous variety of light infantry guns, mountain guns and field guns and howitzers, which generally had a calibre of 75mm. These guns were used for close support and were light enough to be manhandled by their crews. As with all team-based units artillerymen serving their weapon are treated as unarmed – even where individual models might carry small arms.
Cost | 40pts (Inexperienced), 50pts (Regular), 60pts (Veteran) |
Team | 3 men |
Weapons | 1 light howitzer |
Special Rules | - Gun Shield - Team Weapon - Fixed - Howitzer - HE (D6) |
The Germans employed howitzers of 105mm calibre and larger at divisional level. These long-ranged weapons would be unlikely to see action in the kind of firefights portrayed in Konflikt ‘47, unless of course they were to be caught up in a rapid enemy advance. In these circumstances artillery pieces would certainly give a good account of themselves.
Cost | 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran) |
Team | 4 men |
Weapons | 1 medium howitzer |
Options | - May add Spotter for +10pts |
Special Rules | - Gun Shield - Team Weapon - Fixed - Howitzer - HE (2D6) |
The Germans employed a variety of heavy field guns, mostly of 150mm calibre including the Feldhaubitze 18 or sFH 18 which formed the standard divisional heavy artillery. The same weapon was used in the Hummel self-propelled gun. Of course, these were not the largest guns available to the German armed forces, but they were the most common of the heavy artillery, larger guns often being favoured for coastal defence rather than action in the field.
Cost | 92pts (Inexperienced), 115pts (Regular), 138pts (Veteran) |
Team | 5 men |
Weapons | 1 heavy howitzer |
Options | - May add Spotter for +10pts |
Special Rules | - Gun Shield - Team Weapon - Fixed - Howitzer - HE (2D6) |
Multiple rocket artillery, Nebelwerfer were developed as smoke launchers but once in service they were quickly adapted to launch traditional HE warheads. The standard version was the 150mm Nebelwerfer 41, a six-barrelled launcher. By 1943 the larger 210mm was available, other systems included 280mm and 320mm tubes.
Cost | 52pts (Inexperienced), 65pts (Regular), 78pts (Veteran) |
Team | 4 men |
Weapons | 1 Nebelwerfer |
Special Rules | - Team Weapon - Fixed - Multiple Launcher |
Based on American designs, the Germans were quick to utilise the recoilless principles to develop lighter weight weapon systems for their airborne and mountain forces. Both versions of the LG40 were light enough to be towed by Kettenkrad.
Cost | 45pts (Regular), 54pts (Veteran) |
Team | 3 men |
Weapons | 1 light howitzer |
Special Rules | - Team Weapon - Fixed - Howitzer - HE (D6) |
Cost | 70pts (Regular), 84pts (Veteran) |
Team | 3 men |
Weapons | 1 medium howitzer |
Special Rules | - Team Weapon - Fixed - Howitzer - HE (2D6) |
Panzerbüchse is German for anti-tank rifle but the sPzB 41 was effectively a small anti-tank gun with its own carriage and crew. This remarkable gun was designed on the ‘squeeze bore’ principle with the bore reducing from 28mm to 20mm, propelling the shell to a much higher velocity than with a conventional anti-tank gun. Combined with tungsten core ammunition this gave the sPzB 41 remarkable armour penetration at short ranges – though performance dropped off rapidly over distance. It was used throughout the war by a variety of troops – even including paratroopers. By 1946 it was the only light anti-tank gun in service.
Cost | 40pts (Inexperienced), 50pts (Regular), 60pts (Veteran) |
Team | 2 men |
Weapons | Light anti-tank gun |
Special Rules | - Team Weapon - Fixed - Squeeze-bore – at ranges of up to 12" armour penetration is increased by 2 to +6, at over half range armour penetration is reduced by 2 instead to the usual 1 to +2. |
The Pak 40 is the standard German anti-tank gun of this period. It was a heavy but effective weapon that was capable of destroying almost any Allied tank.
Cost | 88pts (Inexperienced), 110pts (Regular), 132pts (Veteran) |
Team | 4 men |
Weapons | Heavy anti-tank gun |
Special Rules | - Team Weapon - Fixed - Gun Shield |
The Pak 43 was the most formidable German anti-tank gun used in significant numbers during the war and one of the most dreaded weapons to be found on the battlefield. This was a version of the same weapon equipped on the Tiger II and it was easily capable of penetrating and destroying even the most heavily armoured Allied tanks. It was a very heavy weapon and early versions were fixed to a stable mount. However, by this period this had been augmented by a wheeled carriage – a version known as the ‘barn door’ from the appearance of the gun’s large, flat gun shield.
Cost | 112pts (Inexperienced), 140pts (Regular), 168pts (Veteran) |
Team | 5 men |
Weapons | Super-heavy anti-tank gun |
Special Rules | - Team Weapon - Fixed - Gun Shield |
By the late war the Germans had developed a bewildering variety of tanks and tank destroyers including some of the heaviest tanks to see action during the whole conflict. The Panzer IV, up-gunned and up-armoured since the beginning of hostilities, is still a formidable weapon, but is now largely replaced in the frontline by the Panther. The Tiger II remains capable of defeating any tank the Allies can pitch against it.
The Panzer IV saw service throughout the war. Its defensive armour of 50mm was adequate – although vulnerable to the more powerful Allied anti-tank guns developed in the most recent years of the war. Its main armament was capable of penetrating most Allied tanks at long range. The details included here depict the Ausf G, H, and J versions of this ubiquitous German tank – all armed with the 75mm Kampfwagenkanone 40 (KwK 40).
The Panzer IV chassis proved ideal for experimenting with new weapons derived from Rift-tech. The most prominent of these is the Panzer IV X that mounts a gravity pulse cannon. Still only produced in limited numbers, its success in battle means it will undoubtedly be seen regularly in the future.
Cost | 230pts (Regular), 280pts (Veteran) |
Weapons | One turret-mounted Schwerefeld Projektorand one forward-facing hull-mounted MMG |
Damage Value | 9+ (medium tank) |
Options | - May have Schurzen armour skirts for +10pts |
Special Rules | - Schwerefeld Projektor |
The Panther was the best all-round German tank of the war and although conceived as a medium tank, at 45 tons and with frontal armour over 100 thick we shall rate the front armour more highly. The Panther’s thick, sloping front armour was copied from the Russian T-34 but the main gun was a weapon that far excelled anything the Russians possessed, the high velocity KwK 42 L70, which was capable of penetrating any Allied tank in service when it was first introduced.
Cost | 284pts (Inexperienced), 355pts (Regular), 426pts (Veteran) |
Weapons | One turret-mounted super-heavy anti-tank gun with co-axial MMG and forward-facing hull-mounted MMG |
Damage Value | 9+ (medium tank) |
Special Rules | - The Panther's heavy frontal armour has a rating of +1 giving it the same frontal value as a heavy tank (10+) |
The Tiger was a lumbering monster of a tank and its 88mm gun was easily capable of destroying even the most heavily armoured Allied tanks of the day. The Tiger has been superseded by better designs, but remains a potent threat. No longer in regular production, the Tiger can still handle any of the Allies’ normal tanks with relative ease.
Cost | 395pts (Regular), 474pts (Veteran) |
Weapons | One turret-mounted super-heavy anti-tank gun with co-axial MMG and forward-facing hull-mounted MMG |
Damage Value | 10+ (heavy tank) |
The Tiger II is possibly the most powerful combat tank of the war with armour that was almost impervious to the guns of Allied tanks and a high velocity 88mm gun that could destroy any Allied tank with relative ease. Wherever they were used they dominated the battlefield, but there never seem enough to overwhelm the Allied armies.
Cost | 555pts (Regular), 666pts (Veteran) |
Weapons | One turret-mounted super-heavy anti-tank gun with co-axial MMG and forward-facing hull-mounted MMG |
Damage Value | 11+ (super-heavy tank) |
As the war progressed the Germans came to believe that turretless tank destroyers could be at least as effective as tanks in many situations, and – of course – they were much quicker and cheaper to build than tanks with their complex turret mechanics. In fact, although excellent in an ambush role, when pitched against enemy tanks in the open, tank destroyers were at a huge disadvantage, being unable to turn their weapon to bear beyond their immediate front. Even so, the Jagdtiger was the heaviest and most heavily armed and armoured fighting vehicle of the war, the most potent weapon of its kind by far.
The Sturmgeschutz – ‘assault gun’ – was developed as an infantry support weapon based on the Panzer III chassis and was often deployed as a tank destroyer. Later StuGs incorporated a co-axial machine gun and many vehicles that lacked them were subsequently retrofitted to provide more firepower against enemy infantry. The Germans shifted some Panzer IV production over to assault guns built on the Panzer IV chassis. These StuG IVs were entirely comparable to the earlier StuGs in performance and mounted the same gun, so the two types have been included together.
Cost | 184pts (Inexperienced), 230pts (Regular), 276pts (Veteran) |
Weapons | One casement-mounted forward-facing heavy anti-tank gun and remotely operated MMG with 360-degree arc of fire |
Damage Value | 9+ (medium tank) |
Options | - May add a forward-facing co-axial MMG for +15pts - May have Schurzen armour skirts for +10pts |
The Jagdpanzer IV was developed in 1943 as a tank destroyer based on the Panzer IV chassis. Its frontal armour was thicker than a Panzer IV, and with its low profile and powerful gun it proved a successful weapon that continues to serve the German forces. Initial versions of the Jagdpanzer IV were produced with the same 75mm gun as the Panzer IV, but later versions were fitted with the more powerful 75mm gun from the Panther.
Cost | 216pts (Inexperienced), 270pts (Regular), 324pts (Veteran) |
Weapons | One casement-mounted forward-facing heavy anti-tank gun and forward-facing hull-mounted MMG |
Damage Value | 9+ (medium tank) |
Options | - May replace heavy anti-tank gun with super-heavy anti-tank gun (75mm L70) for 80pts - May have Schurzen armour skirts for +10pts |
Special Rules | - The Jagdpanzer's heavy frontal armour has a rating of +1 giving it the same frontal value as a heavy tank (10+) |
The Jagdpanther tank destroyer was based on the Panther chassis and combined that tank’s excellent mobility with a hard-hitting KwK 43 88mm gun as used in the Tiger II. This powerful gun was mounted into an extended front glacis that created a heavily-armoured casement for the crew. Jagdpanthers took part in the fighting on both Eastern and Western Fronts, however, like all German tank destroyers its arc of fire was limited, reducing its effectiveness when deployed in a mobile role.
Cost | 312pts (Inexperienced), 390pts (Regular), 468pts (Veteran) |
Weapons | One hull-mounted forward-facing super-heavy anti-tank gun and one forward-facing hull-mounted MMG |
Damage Value | 10+ (heavy tank) |
The Jagdtiger was the heaviest and most powerfully armed of all German tank destroyers of the war. It was based upon the Tiger II tank, but the turret was replaced by a fixed casement with armour up to 250mm thick and mounting a 128mm Pak 44 anti-tank gun. Although of considerable weight the 128mm weapon was not substantially better than the 88mm gun of the Tiger II at short ranges, but it was superior at long range and could knock out Allied tanks well beyond their own effective range.
Cost | 440pts (Inexperienced), 550pts (Regular), 660pts (Veteran) |
Weapons | One casement-mounted forward-facing super-heavy anti-tank gun and one forward-facing hull-mounted MMG |
Damage Value | 11+ (super-heavy tank) |
Special Rules | - The 128mm Pak 44 does not suffer the –1 penetration penalty when shooting at targets at over half range. It counts its full +7 penetration bonus at all ranges |
The Hetzer – or Jagdpanzer 38t to give it its proper designation – was a small-sized and cheap alternative to the bigger tank destroyers such as the Jagdtigers and Jagdpanther. It carried a relatively powerful 75mm gun – a version of that used on the StuG III. The little vehicle’s frontal armour was as good as that of most other tanks although its side armour was relatively weak. As well as the forward-facing hull-mounted main armament, the Hetzer had a remotely operated machine gun that could be fired by the crew from within the vehicle.
Cost | 168pts (Inexperienced), 210pts (Regular), 250pts (Veteran) |
Weapons | One hull-mounted forward-facing heavy anti-tank gun and one remotely operated MMG with 360-degree arc of fire |
Damage Value | 9+ (medium tank) |
Special Rules | - The Hetzer's weak side amour means all shots to the side of the vehicle count as to the rear with a +2 penetration modifier |
The Thor panzermech is designed to enter the toughest urban environments and deal with entrenched infantry. Well armoured and armed it does its job far too well for most opponent’s liking.
Cost | 300pts (Regular), 380pts (Veteran) |
Weapons | One turret-mounted heavy howitzer and one forward-facing light autocannon. One pintle-mounted MMG. |
Damage Value | 10+ (super-heavy walker) |
Special Rules | - Walker - Howitzer - HE (3D6) |
The Zeus panzermech was built to operate as a tank hunter in difficult terrain or to assist the Thor panzermechs in reaching their urban targets. Unsuited to the urban role, once the Thors were delivered to the target, the Zeus often protected the flanks of an assault, preventing enemy armour from cutting off the attacking forces’ lines of supply.
Cost | 410pts (Regular), 500pts (Veteran) |
Weapons | One turret-mounted super-heavy anti-tank gun and one forward-facing light autocannon. One pintle-mounted MMG. |
Damage Value | 10+ (super-heavy walker) |
Special Rules | - Walker - Slow - Tough (front arc only) |
Combining the agility of an infantryman with the armour and firepower of a heavily built armoured car, the Spinne (Spider) is almost the perfect recce vehicle for close terrain and urban environments. The open-turret allows the gunner/commander to maintain anti-air overwatch and maximises his situational awareness.
Cost | 125pts (Regular), 145pts (Veteran) |
Weapons | Turret-mounted light AT gun and co-axial light autocannon. |
Damage Value | 7+ (light walker) |
Options | - Replace light autocannon with a small vehicle flamethrower and remove the Open-topped and Flak special rules for +30pts |
Special Rules | - Walker - Open-topped - Agile - Flak - Recce (Dual direction steering) |
German self-propelled artillery tended to be conversions of existing vehicles, often those captured from the enemy or otherwise obsolete. This pragmatic approach produced a hotchpotch of self-propelled artillery that undoubtedly served its purpose of providing mobile fire support.
The Wespe – ‘Wasp’ – was an adaptation of the Panzer II chassis to take a 105mm field gun in an open-topped superstructure. They proved very successful and were allocated to armoured artillery battalions with Panzer Divisions alongside the heavier Hummel.
Cost | 116pts (Inexperienced), 145pts (Regular), 174pts (Veteran) |
Weapons | One forward-facing medium howitzer and one crew-carried MMG with 360-degree arc of fire |
Damage Value | 8+ (light tank) |
Special Rules | - Open topped - The crew can either shoot the Wespe's main gun or the MMG but not both |
The Hummel – ‘Bumble bee’ – carried a 150mm artillery piece on a chassis that combined elements of existing Panzer III and Panzer IV running gear.
Cost | 148pts (Inexperienced), 185pts (Regular), 222pts (Veteran) |
Weapons | One forward-facing heavy howitzer and one crew carried MMG with 360-degree arc of fire |
Damage Value | 8+ (light tank) |
Special Rules | - Open topped - The crew can either shoot the Hummel's main gun or the MMG but not both |
From 1943 the Sturmgeschutz was increasingly used in an anti-tank role, and this prompted the development of a new infantry support version – the Sturmhaubitze 42 or StuH 42. The new assault gun was fitted with a shortened 105mm howitzer instead of the 75mm gun fitted to StuGs during the early days of the war.
Cost | 152pts (Inexperienced), 190pts (Regular), 228pts (Veteran) |
Weapons | One casement-mounted forward-facing medium howitzer and remotely operated MMG with 360-degree arc of fire |
Damage Value | 9+ (medium tank) |
The SdKfz 4 was an armoured version of the Maultier design – basically a half-track truck with an armoured body. The SdKfz 4/1 Panzerwerfer 42 mounted a 150mm Nebelwerfer multiple rocket launcher whilst the basic SdKfz 4 truck acted as an ammunition carrier. This produced an effective mobile multiple rocket launcher that served with Nebeltruppen on the Eastern and Western Fronts.
Cost | 92pts (Inexperienced), 115pts (Regular), 138pts (Veteran) |
Weapons | One forward-facing Nebelwerfer multiple rocket launcher (heavy mortar) |
Damage Value | 7+ (armoured carrier) |
Options | - The multiple rocket launcher can be replaced with one forward-facing pintle-mounted MMG covering the front arc (SdKfz 4 ammunition carrier version). This reduces the point value by 55pts. |
Special Rules | - Indirect fire - HE (2D6) - Multiple Launcher - Open-topped - Flak (if MMG ammunition carrier option chosen) |
The Germans employed a great many mobile anti-aircraft guns and a large proportion of the German war effort was committed to air defence. Mobile anti-aircraft weapons often made use of existing vehicle chassis as in the case of the examples given here.
The Germans lost air superiority to the Allies for a period after the D-Day landings and before their jet aircraft stabilised the situation in the air. The Flakpanzer IV was an attempt to provide the antiaircraft platoons of Panzer Divisions with an answer. There were several versions, with different armaments mounted in different ways. The Mobelwagen (‘Furniture van’ – so called because of its boxy superstructure) had a single 37mm gun on an open-topped platform. The Wirbelwind (‘Whirlwind’) had an open turret with quad-mounted 20mm guns. The Ostwind replaced the 20mm guns with a single 37mm gun and extra machine gun – making it equally useful against enemy troops and light vehicles. The Kugelblitz (‘Ball of lightning’) had twin-mounted 30mm guns in a closed turret.
Cost | 130pts (Inexperienced), 160pts (Regular), 190pts (Veteran) |
Weapons | One platform-mounted heavy autocannon with 360-degree arc of fire and one forward-facing hull-mounted MMG |
Damage Value | 9+ (medium tank) |
Options | - May exchange heavy autocannon for 4x light autocannon in open turret for +80pts - May exchange heavy autocannon for heavy autocannon and MMG in open turret for +10pts - May exchange heavy autocannon for twin heavy autocannon in closed turret for +45pts |
Special Rules | - Open-topped unless the twin heavy autocannon option is taken. - Flak |
The SdKfz 7 was adapted as an anti-aircraft platform to carry 20mm or 37mm anti-aircraft guns. It made a very effective and mobile anti-aircraft defence vehicle.
Cost | 48pts (Inexperienced), 60pts (Regular), 72pts (Veteran) |
Weapons | One platform-mounted heavy autocannon (37mm Flak 38) with 360-degree arc of fire |
Damage Value | 6+ (soft-skin carrier) |
Options | - May add platform-mounted quadruple light autocannon (4 x20mm Kwk 38) with 360-degree arc of fire for +80pts |
Special Rules | - Flak |
German armoured cars are immediately recognisable both in the six-wheeled and eight-wheeled configurations. They were primarily designed for reconnaissance duties, but despite this were produced with a variety of weaponry that makes them especially valuable as support for infantry. Some half-tracks were also converted to undertake the same role, and these are also included in this section.
The SdKfz 222 was a light armoured car used for scouting and as a radio car (Panzerfunkwagen). It mounted a 20mm gun alongside an MG34 machine gun. The open turret enabled the main gun to be used in an anti-aircraft role. Armoured cars formed part of the reconnaissance battalions of Panzer divisions. They performed well on good roads but poorly in the extreme conditions of the Russian front, where the role was often undertaken by armed half-tracks instead.
Cost | 71pts (Inexperienced), 95pts (Regular), 109pts (Veteran) |
Weapons | One turret-mounted light autocannon and coaxial MMG |
Damage Value | 7+ (armoured car) |
Special Rules | - Recce - Open-topped - Flak |
The SdKfz 234 series were eight wheeled armoured cars used for armed reconnaissance ahead of a formation’s line of advance – a role analogous to that of light cavalry in an earlier age. There were four main versions with differing weapons. The 234/1 carried a 20mm gun and machine gun in an open turret, the 234/2 – Puma – replaced this arrangement with a fully-enclosed turret bearing a KwK 30 50mm gun, the 234/3 mounted a short-barrelled KwK 37 75mm gun in a fixed open-topped superstructure, whilst the 234/4 mounted a long barrelled 75mm Pak 40 into a fixed open-topped superstructure. All four variants are covered in the details below with the 234/1 given as basic type.
Cost | 71pts (Inexperienced), 95pts (Regular), 109pts (Veteran) |
Weapons | One open turret-mounted light autocannon and co-axial MMG |
Damage Value | 7+ (armoured car) |
Options | - Exchange open turret and armament for enclosed turret and medium anti-tank gun with co-axial MMG (Puma) for +50pts - Exchange open turret and armament for fixed forward firing light howitzer (short 75mm) for +15pts - Exchange open turret and armament for fixed forward-facing heavy anti-tank gun (long 75mm) for +75pts |
Special Rules | - Recce - Front and rear drive - Open-topped unless Puma option is taken |
The SdKfz 250 half-track was a shortened version of the Hanomag that was used both as a troop carrier and in a scouting or reconnaissance role. The versions covered here are the 250/9 armed with a 20mm cannon in an open-topped turret, and the 250/10 armed with a 37mm anti-tank gun.
Cost | 80pts (Inexperienced), 100pts (Regular), 120pts (Veteran) |
Weapons | One open turret-mounted light autocannon and co-axial MMG |
Damage Value | 7+ (armoured carrier) |
Options | - May exchange turret and armament for forward-facing light anti-tank gun (37mm Pak36 or 28mm sPzB 41) for +15pts |
Special Rules | - Open-topped - Recce |
German mechanised units are called Panzer Grenadiers and are amongst the elite of the whole army. The vehicle most often associated with these troops is the SdKfz 251 Hanomag armoured personal carrier. The Germans had a large range of half-tracked vehicles as transports and tows, and converted even soft-skin lorries to half-tracks to enable them to cope with conditions on the Russian front.
The Hanomag was the ubiquitous German half-track used to transport mechanised infantry units. The carrier version was adapted to various roles including the addition of close support weapons such as anti-tank guns, flamethrowers, anti-aircraft guns, and even rockets. Engineering variants included bridge layers and telephone line layers, whilst further examples were built as radio cars, ambulances and command vehicles. The German designation for the carrier SdKfz 251 was short for ‘special ordnance vehicle’, and the standard infantry carrier version was the 251/1 which was able to carry up to 12 infantry in addition to its own crew. It was armed with a single pintle-mounted MG34 machine gun, and sometimes more. Platoon commanders’ vehicles carried a 37mm gun (251/10). Sometimes the anti-aircraft version (251/17) with 20mm autocannon was used as a substitute.
Cost | 67pts (Inexperienced), 84pts (Regular), 101pts (Veteran) |
Weapons | One forward-facing pintle-mounted MMG covering the front arc |
Damage Value | 7+ (armoured carrier) |
Transport | Up to 12 men in basic version – up to 4 men with either light anti-tank gun or autocannon options added |
Tow | Light, medium or heavy anti-tank gun; light or medium howitzer |
Options | - May add one additional rear-facing pintle-mounted MMG covering rear arc for +10pts - May exchange MMG for one forward-facing light anti-tank gun (37mm Pak 36) for +40pts - May exchange MMG for one pedestal-mounted light autocannon (Kwk 38) with 360-degree arc for +20pts |
Special Rules | - Open-topped - Recce |
The SdKfz 250 half-track was a shortened version of the Hanomag built primarily as a reconnaissance vehicle and as transport for forward observers, scouts and HQ units. Like the Hanomag it was built in a bewildering number of variants including cable layers, ammunition carriers, and radio cars. It carried six men in total including driver and co-driver – and we have allowed up to five men to be carried to enable the 250 to transport a half-sized squad assuming such troops double up as crew as needed.
Cost | 64pts (Inexperienced), 80pts (Regular), 96pts (Veteran) |
Weapons | One forward-facing pintle-mounted MMG covering the front arc |
Damage Value | 7+ (armoured carrier) |
Transport | Up to 5 men |
Tow | Light howitzer; light or medium anti-tank guns |
Options | - May add one additional rear-facing pintle-mounted MMG covering rear arc for +10pts |
Special Rules | - Open-topped - Recce |
The SdKfz 7 was a half-track artillery tractor used to tow heavy guns such as the 88mm Flak and anti-tank guns and 150mm artillery piece. It was not generally used as a troop carrier as its ability to shift heavy loads made it more suitable as a tow, but it was capable of carrying up to 12 men in addition to its driver.
Cost | 35pts (Inexperienced), 44pts (Regular), 53pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skin carrier) |
Transport | Up to 12 men |
Tow | Any anti-tank gun or howitzer |
The Germans made use of a great many different types of truck, including those captured from their enemies. Perhaps the most well-known is the Opel Blitz, although the six-wheeled Krupp-Protze was also widely used and is instantly recognisable. We shall not differentiate between one type of truck and another. Trucks were sometimes armed with a pintle-mounted machine gun, primarily for anti- aircraft defence, and we include the option here.
Cost | 31pts (Inexperienced), 39pts (Regular), 47pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skin) |
Transport | Up to 12 men |
Tow | Light howitzer; light or medium anti-tank gun |
Options | - May have pintle-mounted MMG with 360-degree arc of fire for +15pts |
Special Rules | - Flak (if pintle-mounted MMG added) |
Maultier trucks – ‘Mule’ – were half-track versions of trucks and could be based upon Opel Blitz, Mercedes, or German Ford truck designs. They were built when it was found ordinary trucks couldn’t negotiate the thick mud encountered on the Eastern Front, and were simply converted from existing trucks and obsolete track components from the Panzer I.
Cost | 35pts (Inexperienced), 44pts (Regular), 53pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skin carrier) |
Transport | Up to 12 men |
Tow | Light howitzer; light or medium anti-tank gun |
Options | - May have forward-facing pintle-mounted MMG covering the front arc of fire for +10pts |
Special Rules | - Flak (if pintle-mounted MMG added) |
The Kubelwagen was the military version of the Volkswagen and proved a reliable, rugged and much-liked little workhorse that saw action on every front. Although it lacked the four-wheel drive of Allied jeeps this was compensated for to some extent by its lighter construction, locking differential and good ground clearance. It could carry four men – three plus a driver – sufficient to carry a weapons team or HQ unit.
Cost | 17pts (Inexperienced), 21pts (Regular), 25pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skin) |
Transport | Up to 3 men |
Options | - May have pintle-mounted MMG with 360-degree arc of fire for +15pts |
The Schwimmwagen was adapted from the Kubelwagen to produce a four-wheel drive amphibious vehicle. It was widely used – and not just in an amphibious role – fulfilling a similar function to jeeps in the Allied armies.
Cost | 21pts (Inexperienced), 26pts (Regular), 31pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skin) |
Transport | Up to 3 men |
Tow | Light anti-tank gun |
Special Rules | - Amphibious – can move through deep water counting as slow and therefore limited to an Advance move |
This list is based on the American forces that fought in Western Europe from D-Day, through to the Rhine and then found themselves retreating back from the resurgent German forces. By this time the US army had gained considerable combat experience in Africa, Italy and France. The troops who fought their way onto the Normandy beaches were well prepared and equipped, and backed up by a logistical system that was second to none. The standard Allied tank, the M4 Sherman, may have lacked both the firepower and protection of its German adversaries, but in the hands of American crews, and driven onwards by confident generals like Patton, its shortcomings were overcome by sheer verve and aggression. As newer, more comparable hardware, such the Pershing and Chafee tanks and Grizzly class of walkers, became available the US performance on the battlefield improved dramatically. American infantry were favoured with the self-loading M1 Garand rifle together with a plentiful supply of ammunition, and US troops were generally lavishly equipped and provisioned.
US units are very well supplied and have plentiful ammunition, food, and equipment. As such any US infantry team weapon may re-roll ‘to hit’ rolls of 1.
The US army tactical doctrine placed great emphasis on firepower and mobility, and this is reflected in the armament of the standard infantry squad. To reflect this combination of doctrine, armament and plentiful ammunition, US infantry equipped with rifles and BAR do not suffer the –1 to hit penalty for shooting and moving. This means that troops can be given an advance order, move, and then shoot without suffering the usual ‘to hit’ penalty.
An extensive radio network and numerous land-based communications systems supported the chain of command. This gave the US army a tremendous advantage over their less technically accomplished opponents. When units take an order test to move from reserve onto the table, do not apply the usual –1 penalty, but use their basic morale value instead.
American tanks guns benefitted from the development of gyro-stabilisers that enabled the gunner to track his target even while on the move. In the hands of experienced crews, this proved to be a great advantage. When a vehicle is described as gyro-stabilised in a vehicle’s entry, it does not suffer the –1 ‘to hit’ penalty for shooting and moving if its crew are veteran. This does not apply to non-veteran crews or co-axial machine guns.
1 | Infantry | Headquarters Units |
Infantry Squads | ||
Infantry Teams | ||
2 | Artillery | Anti-tank Guns |
Field Artillery | ||
3 | Vehicles | Tanks |
Tank Destroyers | ||
Walkers | ||
Self-propelled Artillery | ||
Anti-aircraft Vehicles | ||
Armoured Cars | ||
Light Walkers | ||
Transports and Tows |
Each platoon is centred upon a core that includes a headquarters unit in the form of a First or Second Lieutenant. Other HQ units can be added to the force, including higher-ranking officers, as well as medical units and supporting observers.
Prior to the invasion of France frontline officers went through vigorous training with their regiments both in the US and Britain, although initially many were obviously lacking in combat experience. Such experience came very quickly for all ranks, and so we allow US officers to be inexperienced, regular, or veteran.
Cost | - Second Lieutenant 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran) - First Lieutenant 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran) - Captain 95pts (Inexperienced), 110pts (Regular), 125pts (Veteran) - Major 135pts (Inexperienced), 150pts (Regular), 165pts (Veteran) |
Team | 1 officer and up to 2 further men |
Weapons | Pistol, submachine gun, or rifle/carbine as depicted on the models |
Options | - The officer may be accompanied by up to 2 men at a cost of +7pts (Inexperienced), +10pts per man (Regular) or +13pts per man (Veteran) |
The field medic presents the wounded soldier with his best chance of surviving serious injury and can ensure that lightly wounded soldiers are returned to fighting fitness as rapidly as possible. Junior medical staff – such as stretcher-bearers – can accompany medics in the field. All medical staff are rated as veteran. In theory medical staff were obliged to go unarmed under the Geneva Convention, but in practice a pistol was often carried.
Cost | Medic 30pts (Veteran) |
Team | 1 medic and up to 2 further men |
Weapons | Pistol or none as depicted on the model |
Options | - The medic may be accompanied by up to 2 men at a cost of +13pts per man |
Forward observers are liaison officers responsible for coordinating the fire of remote heavy artillery batteries or aircraft strikes. They are likely to be accompanied by a radio operator and other immediate attendants. We rate these officers as regular or veteran, those of lesser ability being unlikely to find themselves in such a position.
Cost | - Artillery Forward Observer 100pts (Regular), 115pts (Veteran) - Air Force Forward Observer 75pts (Regular), 90pts (Veteran) |
Team | 1 Forward Observer and up to 2 further men |
Weapons | Pistol, submachine gun, rifle/carbine, as depicted on the models |
Options | - The observer may be accompanied by up to 2 men at a cost of +10pts per man (Regular) or +13pts per man (Veteran) |
The average American soldier was keen to do his bit to defend his country and uphold its democratic values. Vast numbers of recruits came through boot camp to join those already fighting, and hard physical training combined with plentiful and well-made equipment meant they usually hit the ground running. Although sometimes lacking in individual experience, by this stage in the war it would be wrong to rate any American troops as ‘green’, with raw troops now often benefiting from the leadership of experienced men and officers. However, large inflows of reinforcements could reduce the quality of the units they join in the short term.
Although the German version appeared on the battlefield first, the US were not far behind with their heavy armoured infantry. A more advanced system that allowed greater manoeuvrability than its rival, the US suits have become the benchmark for heavy armour.
Cost | 105pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Assault Rifle |
Options | - Add up to 5 additional men with assault rifles for +21pts each. - The entire squad may be given anti-tank grenades at +2pts per man. |
Special Rules | - Large Infantry - Resilient - IR Vision - Tank Hunters (if grenades taken) |
The role of the US infantryman has hardly changed in the last three years of fighting, but the quality of the soldiers has undoubtedly increased. They are well-motivated and well-equipped. A full squad can deliver significant firepower and with plentiful transport are a highly mobile force.
Cost | 35pts (Inexperienced), 50pts (Regular). 65ts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Rifle |
Options | - Add up to 7 additional men with rifles for +7pts (inexperienced), +10pts (Regular) or +13pts (Veteran) each. - The NCO and up to two men can replace their rifles with SMGs for +3pts each. - Up to 2 men can have a BAR automatic rifle for +5pts each. - Up to 1 man can have rifle grenades for +20pts - The entire squad may be given anti-tank grenades at +2pts per man. |
Special Rules | Tank Hunters (if grenades taken). |
The US Airborne divisions gained a reputation for tenacity in the face of overwhelming odds even when surrounded. The 101st Airborne saw action in multiple battles from D-Day onwards. American Rangers – comparable to British Commandos – were given the most dangerous missions, often leading the attack or advancing into position to secure important objectives prior to an attack. They are armed with the same combination of weapons as regular US infantry, though often with a higher portion of automatic weapons and carbines. Rangers and airborne troops also made use of the gammon bomb against enemy armour.
Cost | 65pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Rifles/carbines |
Options | - Add up to 7 additional men with rifles for +13pts each. - The NCO and up to four men can replace their rifles with SMGs for +3pts each - Up to 1 man can have a BAR automatic rifle for +5pts each - Up to 1 man can have a LMG for +20pts, another man becomes the loader - Up to 2 men can have rifle grenades for +20pts each - The entire squad may be given anti-tank grenades at +2pts per man. |
Special Rules | Tank Hunters (if grenades taken). |
Using revolutionary jump-packs, Firefly infantry are drawn from the Paratroopers and specialise in rapid advances to take ground, waiting for conventional infantry and armour to relieve them.
Cost | 90pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | SMG |
Options | - Add up to 5 additional men (Veteran) with SMGs for +18pts each. - Up to 2 men can have a BAR automatic rifle for +2pts each. - The entire squad may be given anti-tank grenades at +2pts per man. - 1 man may replace his SMG with a flamethrower for +40pts |
Special Rules | - Tank Hunters (if grenades taken) - Flight |
After recognising the limitations of the bazooka when facing the newer heavy German tanks, the US produced a heavier version that fired a shaped charge similar to that of the highly effective panzerschreck. The weapon proved too heavy and bulky for regular use, but was highly suited to the new armoured infantry formations.
Cost | 128pts (Veteran) |
Composition | 1 NCO and 1 loader |
Weapons | Super bazooka, assault rifle |
Special Rules | - Large Infantry - Resilient - IR Vision - Team Weapon - Shaped Charge |
This recoilless anti-tank weapon fired a rocket-propelled grenade with a shaped charge that could penetrate up to 60mm of armour. Using a bazooka required some courage, as it was necessary to get close to the target to get a clean hit. When the bazooka fired it left a clearly visible smoke trail giving away the bazooka’s position to return fire.
Cost | 42pts (Inexperienced), 60pts (Regular), 78pts (Veteran) |
Team | 2 men |
Weapons | Bazooka |
Special Rules | - Team Weapon - Shaped Charge |
The M1919 Browning was a multi-purpose medium machine gun that appeared in both air and water-cooled versions. Each infantry company included a platoon of machine guns, which would be used to provide fire support to individual infantry platoons when required. The relatively large number of these weapons available at company level means that a US army can include a higher proportion of medium machine guns than other armies. As noted below, up to three machine guns can be included in each reinforced platoon, rather than just one.
Cost | 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran) |
Team | 3 men |
Weapon | 1 MMG |
Special Rules | - Team Weapon - Fixed - Extra selection, you may take up to three MMG teams as 1 selection in each reinforced platoon |
The M2 Browning ‘50 cal’ machine gun was fitted to a wide variety of vehicles and airplanes during the war. It was often used to provide protection against enemy aircraft, but it was effective against enemy half-tracks and armoured cars. Although too heavy to be fully mobile, the dual-purpose tripod variant was a very effective defensive weapon.
Cost | 49pts (Inexperienced), 70pts (Regular), 91pts (Veteran) |
Team | 4 men |
Weapon | 1 HMG |
Special Rules | - Team Weapon - Fixed - Flak |
US sniper training before the war was non-existent. When it became apparent that snipers were needed training began in earnest. Snipers could be armed with the M1 Garand but the bolt-action Springfield was often favoured for its longer range and accuracy – in both cases rifles carried telescopic sights.
Cost | 52pts (Regular), 67pts (Veteran) |
Team | 2 men |
Weapons | 1 rifle |
Special Rules | - Team Weapon - Sniper |
The M2-2 and variant flamethrowers were used to clear infantry from buildings and fortifications. It had an effective range of only 20 metres, which meant operators had to get dangerously close to their targets to use it.
Cost | 50pts (Regular), 65pts (Veteran) |
Team | 2 men |
Weapons | 1 infantry flamethrower |
Special Rules | - Team Weapon - Flamethrower |
The US M2 60mm mortar was developed to provide a lightweight alternative to the company-level fire support offered by the 81mm M1 mortar. As such it bridged the gap between hand grenades or rifle-propelled grenades and the 81mm mortar. It did this job very effectively, outdistancing the 50mm German mortar and firing a heavier bomb.
Cost | 24pts (Inexperienced), 35pts (Regular), 46pts (Veteran) |
Team | 2 men |
Weapon | 1 light mortar |
Special Rules | - Team Weapon - Indirect Fire - HE (D3) |
The 81mm M1 mortar was developed from a French design. The 136-pound M1 was designed to be man-portable when broken down into three components, the tube, the bipod mount, and the round base plate, each weighing about 45 pounds. The rectangular base plate allowed for firing in any direction. It could be used at ranges of 200 to over 3,000 yards with the M43A1 HE ammunition.
Cost | 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran) |
Team | 3 men |
Weapon | 1 medium mortar |
Options | - May add a spotter for +10pts |
Special Rules | - Team Weapon - Fixed - Indirect Fire - HE (D6) |
Before World War II this 4.2 inch mortar was designed to fire chemical rounds. Upon its entry into the war the US army quickly developed a HE round that could be fired in excess of 4,000 yards. These heavy mortars functioned as mobile artillery and would not normally find themselves engaged in close actions.
Cost | 46pts (Inexperienced), 65pts (Regular), 84pts (Veteran) |
Team | 4 men |
Weapon | 1 heavy mortar |
Options | - May add a spotter for +10pts |
Special Rules | - Team Weapon - Fixed - Indirect Fire - HE (2D6) |
The American army was well provided with artillery from the lightweight 75mm pack howitzer to the larger 105mm and 155mm howitzers including the famous ‘Long Tom’. These were towed by a variety of prime movers including heavy trucks and artillery tractors.
The 75mm howitzer was used primarily by US Airborne divisions. They were used to provide close-range infantry support in most operations. Its design allowed it to be ideally suited to all terrains and environments, being able to be pulled by jeeps or even pack animals.
Cost | 36pts (Inexperienced), 45pts (Regular), 54pts (Veteran) |
Team | 3 men |
Weapons | 1 light howitzer |
Options | - May add Gun Shield for +5pts |
Special Rules | - Team Weapon - Fixed- Howitzer - Gun Shield (if added) - HE (D6) |
The 105mm M2A1 (M101A1) howitzer was the standard light field howitzer for the United States in World War II. It had a range of over 12,000 yards as well as being remarkably accurate and having a powerful punch. Like the 75mm pack howitzer the later variant had a split trailer allowing it to be used by airborne forces.
Cost | 56pts (Inexperienced), 70pts (Regular), 84pts (Veteran) |
Team | 4 men |
Weapon | 1 medium howitzer |
Options | - May add a spotter for +10pts - May add Gun Shield for +5pts |
Special Rules | - Team Weapon - Fixed- Howitzer - Gun Shield (if added) - HE (2D6) |
The 155mm M1 and M2 heavy howitzer was widely known as the ‘Long Tom’. This heavy howitzer was designed to provide long-range artillery support. A later variant made towing the piece a lot easier. The new split-trail carriage featured four road wheels, each mounting two tyres. The wheels could be lifted, allowing the gun to rest on a firing platform. This made the gun very stable and thus more accurate.
Cost | 88pts (Inexperienced), 110pts (Regular), 132pts (Veteran) |
Team | 5 men |
Weapon | 1 heavy howitzer |
Options | - May add a spotter for +10pts |
Special Rules | - Team Weapon - Fixed - Howitzer - HE (3D6) |
Two recoilless guns were developed and are now in use on the frontline. The lack of recoil reduced the need for a heavy mounting so they could be mounted directly onto a light carriage or even clamped to a vehicle.
Cost | 30pts (Regular), 36pts (Veteran) |
Team | 3 men |
Weapon | 1 light howitzer |
Special Rules | - Team Weapon - Fixed - Howitzer - HE (D3) |
Cost | 45pts (Regular), 54pts (Veteran) |
Team | 3 men |
Weapon | 1 light howitzer |
Special Rules | - Team Weapon - Fixed - Howitzer - HE (D6) |
By the beginning of 1946 the 37mm anti-tank gun had been replaced by the 57mm gun, a version of the British 6pdr, but some formations held onto their 37mm weapons as support weapons and had the advantage that they could be towed by a jeep or light truck.
The 37mm Gun M3 was the first dedicated anti-tank gun fielded by United States forces. It became the standard anti-tank gun of the US infantry with its small size enabling it to be pulled by a jeep. It is now obsolete but remains in some use supporting infantry formations.
Cost | 40pts (Inexperienced), 50pts (Regular), 60pts (Veteran) |
Crew | 2 men |
Weapon | Light anti-tank gun |
Special Rules | - Gun Shield - Team Weapon - Fixed |
This was the primary anti-tank gun used during the war and was a development of the British 6pdr anti-tank gun.
Cost | 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran) |
Crew | 3 men |
Weapon | Medium anti-tank gun |
Special Rules | - Gun Shield - Team Weapon - Fixed |
The 76.2mm calibre – or 3-inch – gun was developed from an anti-aircraft gun to provide an anti-tank weapon capable of facing heavily armoured German tanks such as the Tiger. American infantry regiments rejected it as too heavy and insufficiently manoeuvrable for their needs, whilst the tank destroyer units with which it was equipped preferred the fully mobile M10. In combat, the towed 3-inch gun proved less effective than hoped. The usual tow was an M3 half-track.
Cost | 88pts (Inexperienced), 110pts (Regular), 132pts (Veteran) |
Crew | 5 men |
Weapon | Heavy anti-tank gun |
Special Rules | - Gun Shield - Team Weapon - Fixed |
At the start of the war America had little experience of tank production, but considerable expertise at general automotive mass production that would soon be turned to war work. This ability to produce vast quantities of arms and munitions was to prove decisive, and nowhere more so than in the field of tank manufacture. Not only was the sheer rate of production sufficient to equip US and Allied needs, but American-built tanks invariably had excellent engines and reliable mechanics, which is more than can be said for many of the tanks in service with other nations at the time. US doctrine called for tanks to be general purpose fighting vehicles, light and fast enough to exploit a breakthrough, and armed with a general purpose gun to support infantry. This thinking led to the Sherman being under-gunned compared to its German counterparts. More recent tank destroyer and dedicated heavy tanks have evened the balance.
No longer fit for service on the frontline, the M5 Stuart remains in dedicated reconnaissance units as an armoured recce vehicle. Reliable, fast, and well-liked by its crews, it is a match for its opposing recce forces.
Cost | 124pts (Inexperienced), 155pts (Regular), 196pts (Veteran) |
Weapons | One gyro-stabilised turret-mounted light anti-tank gun with co-axial MMG and forward facing hull-mounted MMG |
Damage Value | 8+ (light tank) |
Options | - May have pintle-mounted HMG on top of turret for +25pts |
Special Rules | - Reinforced front armour, against all shots from the front, Damage value is considered to be 9+ |
The M24 was designed to replace the M5 and provide a light tank with a more powerful 75mm gun. As a more modern and better-armed vehicle it was well liked by its crews although it remained vulnerable to German anti-tank weapons.
Cost | 120pts (Inexperienced), 150pts (Regular), 190pts (Veteran) |
Weapons | One gyro-stabilised turret-mounted medium anti-tank gun with co-axial MMG and forward-facing hull-mounted MMG |
Damage Value | 8+ (light tank) |
Options | - May have pintle-mounted HMG on top of turret for +25pts - May have Recce for +10pts |
Special Rules | - Recce (if chosen) - HE – instead of causing D2 HE hits an HE shell causes D6 hits (75mm gun tanks) - Vulnerable sides – all shots at the sides and rear armour of the vehicle gain +1 PEN |
The need for a Sherman armed with a gun capable of confronting German armour was apparent even before the invasion of Europe. To this end a new 76mm anti-tank gun had been developed that was designed to have a comparable performance to the German Kwk40. The new gun, fitted into a new and larger turret, enabled US crews to confront their adversaries on more equal terms. However, despite this, the weapon was not universally liked – lacking the powerful high-explosive round of the 75mm gun.
Cost | 188pts (Inexperienced), 235pts (Regular), 292pts (Veteran) |
Weapons | One gyro-stabilised turret-mounted heavy anti-tank gun with co-axial MMG and forward-facing hull-mounted MMG |
Damage Value | 9+ (medium tank) |
Options | - May have pintle-mounted MMG on top of turret for +15pts - May upgrade MMG to a pintle-mounted HMG for +10pts - May replace anti-tank gun with a gyro-stabilised medium howitzer for –32pts (Inexperienced), –40pts (Regular), –48pts (Veteran) |
As US scientists struggled to perfect the first weaponised application of Rift-tech knowledge, much effort was devoted to an enhanced weapon capable of defeating heavy German and Soviet armoured vehicles. After much trial and error, the Tesla Cannon was fielded on a standard Sherman M4A3 chassis to great effect.
Cost | 210pts (Regular), 260pts (Veteran) |
Weapons | One turret-mounted M17 Tesla Cannon and one forward-facing hull-mounted MMG. |
Damage Value | 9+ (medium tank) |
Options | - May have pintle-mounted MMG on top of turret for +15pts - May upgrade MMG to a pintle-mounted HMG for +10pts |
Special Rules | - Tesla |
The M26 was a heavy tank designed to provide the US army with something comparable in performance to German tanks. It was armed with a powerful 90mm gun and well armoured. Its introduction was delayed whilst production concentrated on the Sherman, and also because of persistent dissent over the need for a tank more heavily armed than the Sherman 76mm. Its combat record since arriving at the frontline has proved its worth.
Cost | 316pts (Inexperienced), 395pts (Regular), 484pts (Veteran) |
Weapons | One gyro-stabilised turret-mounted super-heavy anti-tank gun with co-axial MMG and forward-facing hull-mounted MMG |
Damage Value | 10+ (heavy tank) |
Options | - May have pintle-mounted HMG on top of turret for +25pts |
US tactical doctrine maintained that enemy tanks should be countered by anti-tank guns, whether crew-served weapons such as the 57mm gun or weapons mounted in mobile tank destroyers (TDs). As a result the US Army was equipped with a number of tank destroyers armed with effective anti-tank guns in open lightly armoured turrets. This arrangement enabled a larger calibre weapon to be carried than in a tank turret, but tank destroyers were not tanks despite their appearance, and armour protection was weak. Tank destroyer crews relied instead upon mobility to ‘shoot and scoot’, often setting up behind cover from where they could ambush enemy tanks as they approached.
The M10 was the most common tank destroyer in use by the American forces during the invasion of France. It was also used by the British, who equipped it with the 17pdr gun and renamed it Achilles. The M10 carried a 76mm (3 inch) antitank gun in an open turret. It has been largely replaced by the M36 in frontline units, but some units operated both variants together.
The M18 Hellcat was designed from the start to be a fast tank destroyer. As a result it was smaller, lighter, and significantly faster, but carried the same 76mm gun as the M10. Because of its lightness and thinner armour we rate it as equivalent to an armoured carrier with a Damage value of 7+, but recognising its extreme manoeuvrability and ability to extricate itself from trouble we give it the recce special rule.
Cost | 132pts (Inexperienced), 165pts (Regular), 197pts (Veteran) |
Weapons | One heavy anti-tank gun in open turret |
Damage Value | 7+ (armoured car/carrier) |
Options | - May have pintle-mounted HMG on top of turret for +25pts - May be a Recce vehicle for +10pts |
Special Rules | - Open-topped - Recce (if option chosen) |
Effective as it was, the M10 tank destroyer’s main armament was not able to penetrate the new, heavily armoured German tanks now faced by the advancing Allied armies. The answer lay in the development of the 90mm anti-tank gun. This was fitted into a new larger turret, which in turn was fitted to the standard M10 chassis to produce the M36 Jackson. Demand for these new weapons was so great that some M36s were produced using standard Sherman hulls, but the majority used the lightened hull as shown here.
Cost | 204pts (Inexperienced), 255pts (Regular), 306pts (Veteran) |
Weapons | One super-heavy anti-tank gun in open turret |
Damage Value | 8+ (light tank) |
Options | - May have pintle-mounted HMG on top of turret for +25pts |
Special Rules | - Open-topped |
Since its introduction in late 1945, the Coyote has served with distinction in all theatres and environments. Manoeuvrable, well-armed, and mechanically reliable the Coyote has proven adaptable to any combat role, from recce to urban assault.
Cost | 90pts (Regular), 110pts (Veteran) |
Weapons | Right arm-mounted MMG, 2x Fist, fixed forward-mounted HMG. |
Damage Value | 7+ (light walker) |
Special Rules | - Walker - Agile - Assault - Single Crew – may only fire one weapon each turn. |
A breakthrough in the power of repulsor pods has led to first the Jackal and then the Mudskipper walkers, built to keep up with fast moving jump infantry. The M5A5 Jackal sacrifices firepower for speed but the A6 version adds a flamethrower to compensate.
Cost | 90pts (Regular), 105pts (Veteran) |
Weapons | Right arm-mounted MMG, 2x Fist |
Damage Value | 7+ (light walker) |
Options | - May add left arm-mounted infantry flamethrower for +20pts |
Special Rules | - Walker - Agile - Assault - Fist - Jump - Single Crew – may only fire one weapon each turn. |
The first truly practical walker designed using Rift technology; the Grizzly is a watchword in rugged and practical design. Armed with the proven 75mm gun and a .50 HMG, the Grizzly is versatile and adaptable. More useful are perhaps the powerful arms that can smash tanks and clear obstacles. Well-liked by its crews, the Grizzly is considered a better infantry support option than the Sherman, particularly in urban environments where it can carry out improvised route clearance and help build defensive obstacles. The 75mm gun was chosen ahead of the 76mm for its improved HE round, often the most heavily used ammunition in an engagement.
Cost | 200pts (Regular), 245pts (Veteran) |
Weapons | Casement-mounted medium anti-tank gun, pintle-mounted HMG, 2 fists. |
Damage Value | 8+ (medium walker) |
Special Rules | - Walker - HE (1D6) for AT Gun - Assault - Fist |
The first truly practical walker designed using Rift technology; the Grizzly is a watchword in rugged and practical design. Armed with the proven 75mm gun and a .50 HMG, the Grizzly is versatile and adaptable. More useful are perhaps the powerful arms that can smash tanks and clear obstacles. Well-liked by its crews, the Grizzly is considered a better infantry support option than the Sherman, particularly in urban environments where it can carry out improvised route clearance and help build defensive obstacles. The 75mm gun was chosen ahead of the 76mm for its improved HE round, often the most heavily used ammunition in an engagement.
Cost | 220pts (Regular), 285pts (Veteran) |
Weapons | Casement-mounted medium anti-tank gun, pintle-mounted HMG, arm-mounted heavy howitzer (fires in left, right and forward arcs). |
Damage Value | 8+ (medium walker) |
Special Rules | - Walker - No HE for AT Gun - Howitzer has no indirect fire. |
As the US developed walker tactics for regiments of Grizzly and Bruin walkers it became apparent that an antiaircraft capability was required; wheeled and tracked systems were unable to coordinate with the walkers in urban or close terrain. The Kodiak was the result, reducing its weight with the removal of the 75mm gun, the Kodiak is more agile and able to deliver a storm of heavy calibre rounds when defending against aircraft. In addition, it is a popular walker with troops in close quarters, its weaponry capable of decimating enemy infantry if they are foolish enough to give it a target.
Cost | 210pts (Regular), 260pts (Veteran) |
Weapons | Left arm-mounted light autocannon and 2 HMGs, right arm-mounted light autocannon and 2 HMGs |
Damage Value | 8+ (medium walker) |
Special Rules | - Walker - Flak |
The Mudskipper is one of the newest walkers off the production line, a heavier platform to give the jump infantry some genuine punch as they advance in to enemy territory. With shock absorbers to handle the jumping manoeuvre and a stripped down chassis to save weight, the Mudskipper is proving a battle-winning addition to Jump Battalions. The M2A1 variant replaces the arm-mounted .50 cals with anti-tank rockets for additional firepower.
Close support self-propelled artillery was provided by the M7 Priest, which was armed with a 105mm howitzer. Although a few larger M12 howitzer gun carriages are available, US doctrine is to use these for long-range fire support.
The M7 Howitzer Motor Carriage – known by the British as the Priest on account of its distinctive pulpit style machine gun mount – was intended to provide front-line artillery support for fast-moving armoured divisions. It was a very successful vehicle and served during the European campaign. Although built on a Sherman body, with its more lightly armed superstructure and open cab we rate it with a defence value of 8+.
Cost | 128pts (Inexperienced), 160pts (Regular), 192pts (Veteran) |
Weapons | One forward-facing medium howitzer and one pintle-mounted HMG with 360-degree arc of fire |
Damage Value | 8+ (light tank) |
Special Rules | - Open-topped |
The M12 was a self-propelled artillery piece featuring the 155mm gun on an adapted M3 medium tank chassis. Only a few hundred were built, but they were employed to great effect and occasionally found themselves engaging the enemy with direct fire – a role for which they were never intended. As with the M7, the Damage value has been reduced to account for its mostly lightly armoured superstructure and exposed fighting compartment.
Cost | 140pts (Inexperienced), 175pts (Regular), 210pts (Veteran) |
Weapons | One forward-facing heavy howitzer and one pintle-mounted HMG with 360-degree arc of fire |
Damage Value | 8+ (light tank) |
Special Rules | - Open-topped |
Replacing the M4 Mortar Carrier, this M3 half-track based vehicle had a modernised weapon mount allowing forward fire of the mortar with limited traverse. An HMG was mounted on a pedestal in the hull rear.
Cost | 76pts (Inexperienced), 95pts (Regular), 114pts (Veteran) |
Weapons | One pintle-mounted HMG with 360-degree arc of fire and one hull-mounted front-facing medium mortar. |
Damage Value | 7+ (armoured carrier) |
Special Rules | - Open-topped |
For a period after the invasion of Normandy, the Allies had less need of specialised anti-aircraft vehicles as Allied aircraft dominated the skies. Since the resurgence of the Luftwaffe and with the huge Soviet air force a potential threat, specialist AA vehicles are a common sight on the battlefield.
The M16 was a variant of the M3 that featured a Quad .50 HMG or the Bofors 40mm automatic cannon. They were employed across Europe and provide low-level air defence to surrounding troops.
Cost | 100pts (Inexperienced), 125pts (Regular), 150pts (Veteran) |
Weapons | Four turret-mounted HMGs |
Damage Value | 7+ (armoured carrier) |
Options | - May exchange all HMGs with a Bofors 40mm heavy autocannon for a reduction of –50pts - May add one pintle-mounted MMG covering rear arc for +15pts |
Special Rules | - Open-topped - Flak |
In American service armoured cars were used exclusively for command and reconnaissance. They were not really combat vehicles and were very lightly armoured. Despite this they were capable of holding their own against their German equivalents. Only one armoured car was used by the Americans in this period of the war in Europe. Jeeps and light trucks were often used in the reconnaissance role, as were tanks and half-tracks.
The M8 was a 6-wheel drive light armoured car used in support of armoured columns throughout the campaign in Western Europe. Although very lightly armoured this was compensated for by a considerable turn of speed and generally capable performance. Its main armament of the 37mm anti-tank gun was backed up by a .30 calibre co-axial machine gun, and later versions had a .50 calibre machine gun fixed to the open turret.
Cost | 88pts (Inexperienced), 110pts (Regular), 132pts (Veteran) |
Weapons | One light anti-tank gun and co-axial MMG in an open turret |
Damage Value | 7+ (armoured car) |
Options | - May add one pintle-mounted HMG with 360-degree arc of fire for +25pts |
Special Rules | - Recce - Open-topped |
The M20 Scout or Armoured Utility Car was an M8 with the turret removed and replaced by an HMG in an open superstructure. It was a good reconnaissance vehicle and was often found in tank destroyer units and command roles.
Cost | 64pts (Inexperienced), 80pts (Regular), 96pts (Veteran) |
Weapons | One pintle-mounted HMG with a 360-degree arc of fire in an open turret |
Damage Value | 7+ (armoured car) |
Special Rules | - Recce - Open-topped |
The American automotive industry was ideally placed to produce jeeps and trucks in vast quantities and a range of sizes from the tiny jeep to massive trucks and tractors capable of towing the largest artillery pieces.
Sometimes referred to as the ‘deuce and a half’ or ‘Jimmy’, the two and a half ton truck was the standard US general purpose army cargo truck used for haulage as well as troop transportation and as a prime mover for howitzers and anti-tank guns. Trucks were sometimes armed with a pintle-mounted machine gun, primarily for anti-aircraft defence, and we include the option here.
Cost | 31pts (Inexperienced), 39pts (Regular), 47pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skinned) |
Transport | Up to 12 men |
Tow | Light, medium or heavy anti-tank gun; light or medium howitzer |
Options | - May have pintle-mounted MMG for +15pts - May upgrade MMG to HMG for +10pts |
The four-wheel drive jeep was one of the most remarkable and useful vehicles to emerge during the war. It was rugged and adaptable with a powerful engine that enabled it to tow a light anti-tank gun.
Cost | 17pts (Inexperienced), 21pts (Regular), 25pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skinned) |
Transport | Up to 3 men |
Tow | Light anti-tank gun |
Options | - May have pintle-mouted MMG with 360-degree arc of fire for +15pts, losing all transport capacity - May upgrade MMG to HMG for +10pts |
It is impossible to cover the tremendous variety of small trucks employed by the US army, but the ¾ tonner is worth mention as it formed the basis of many special versions, including as a weapons carrier for machine gun teams, a command car, a tow for the 57mm AT gun, a signals truck, and ambulance amongst others. A lengthened version with an extra axle (the 1½ tonner) also served as a weapons carrier.
Cost | 25pts (Inexperienced), 31pts (Regular), 37pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skinned) |
Transport | Up to 8 men |
Tow | Light, medium or heavy anti-tank gun; light or medium howitzer |
Options | - May have pintle-mounted MMG with 360-degree arc of fire for +15pts - May upgrade MMG to HMG for +10pts |
These similar, fully-tracked artillery tractors were designed to pull the 105mm and 155mm guns and similar anti-aircraft guns. They were based on the running gear of obsolete light tanks but were not armoured vehicles. These heavy tractors were not used as tows for anti-tank guns, though they would be perfectly capable of doing so, and so we allow for it should the need arise.
Cost | 12pts (Inexperienced), 15pts (Regular), 18pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skinned) |
Tow | Any anti-tank gun; any howitzer |
Options | - May have pintle-mounted HMG with 360-degree arc of fire for +25pts |
The M3 and very similar ‘export’ M5 half-tracks were designed as armoured personnel carriers although they were later adapted to a variety of other roles including weapons carrier, platforms for anti-aircraft guns, and even a tank destroyer.
Cost | 79pts (Inexperienced), 99pts (Regular), 119pts (Veteran) |
Weapons | One pintle-mounted HMG in pulpit mount with 360-degree arc of fire |
Damage Value | 7+ (armoured carrier) |
Transport | Up to 12 men |
Tow | Any anti-tank gun or anti-aircraft gun; light or medium howitzer |
Options | - May add up to 3 additional MMGs (one covering the left arc, one covering the right arc and one covering the rear arc) for +15pts each |
Special Rules | - Open-topped |
This list is based on the troops and equipment of the British and Commonwealth forces during the war in Western Europe from D-Day, through to the borders of Germany, and now fighting the resurgent German forces in France and the Low Countries. In addition to the substantial numbers of British, Canadian, and other Commonwealth forces, the army included two corps of Polish troops equipped identically to other Commonwealth units. By this stage in the war the British army had gained considerable experience of modern warfare in the Mediterranean, Italy, and elsewhere, and British troops were generally well led and tenacious. They were backed up by effective artillery, and British tactical doctrine emphasised the use of preparatory bombardment together with smoke and long-range covering fire.
Whilst the British have maintained their bulldog spirit, the sheer attrition of over seven years of war and the drain on the resources of the Empire have left the British military weary but resolute. Recognising that rash action often precedes disaster, much emphasis is placed on calm thinking and steady progress. British infantry given a Down order (not reaction) may remove 1 pin marker as if they had passed an order test.
British tactical doctrine called for extensive preparatory bombardment prior to any attack. When rolling for the effects of a preparatory bombardment instead of rolling one die on the results chart for each enemy unit roll two dice and choose the best result.
British forces were supported by well-coordinated gun batteries and were able to call down fire to support an attack or discourage the enemy’s advance. British armies can include one regular artillery forward observer for free.
The British army is not just made up of troops from the United Kingdom, it comprises units from across the Commonwealth and former Empire. Many of these nationalities display traits and characteristics that widely vary from nation to nation. When selecting a Great Britain and Commonwealth force, you may select one of the following options as a special rule for your force. No attempt is made to classify a rule to a particular nationality – you can be the judge.
•Up and at ‘em. A force with this rule automatically passes any order test required to launch an assault. This rule does not apply to inexperienced units or units with the green special rule.
•Blood curdling charge. A force with this rule prevents enemy units from carrying out a stand and shoot reaction when being charged. This rule does not apply if the charging units are inexperienced or have the green special rule
•Tough as boots. All regular and veteran infantry units in the force roll bonus attacks when fighting in close quarters. For every three men fighting in hand-to hand combat, roll one extra die. The extra attack can be assumed to come from any of the models fighting.
•Rapid fire. Any rifle-armed regular or veteran infantry unit with this rule rolls bonus dice when shooting. For every three men shooting rifles, roll one extra die. The extra attack can be assumed to come from any of the models firing.
•Vengeance. If the army has this special rule, any regular or veteran unit given an order, which is within 12” of an enemy unit, may try to remove one pin marker before attempting an order test. Roll a D6, and on a 4, 5, or 6 remove one pin marker before attempting the test. If a single pin marker is removed in this way, no order test is therefore required.
1 | Infantry | Headquarters Units |
Infantry Squads | ||
Infantry Teams | ||
2 | Artillery | Anti-tank Guns |
Field Artillery | ||
3 | Vehicles | Tanks |
Tank Destroyers | ||
Walkers | ||
Self-propelled Artillery | ||
Anti-aircraft Vehicles | ||
Armoured Cars | ||
Light Walkers | ||
Transports and Tows |
Each platoon is centred upon a core that includes a headquarters unit in the form of a First or Second Lieutenant. Other HQ units can be added to the force, including higher ranking officers, as well as medical units and supporting observers.
The middle ranks of officers were almost invariably drawn from the upper-middle classes: educated in the public schools, instilled with the values of empire, and imbued with a sense of confidence, duty, and resolve that is difficult to conceive of today. An officer unit consists of the man himself and can include up to two other men acting as his immediate attendants. Officers can be rated as inexperienced, regular or veteran.
Cost | - Second Lieutenant 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran) - First Lieutenant 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran) - Captain 95pts (Inexperienced), 110pts (Regular), 125pts (Veteran) - Major 135pts (Inexperienced), 150pts (Regular), 165pts (Veteran) |
Team | 1 officer and up to 2 further men |
Weapons | Pistol, submachine gun, or rifle/carbine as depicted on the models |
Options | - The officer may be accompanied by up to 2 men at a cost of +7pts (Inexperienced), +10pts per man (Regular) or +13pts per man (Veteran) |
The field medic presents the wounded soldier with his best chance of surviving serious injury and can ensure that lightly wounded soldiers are returned to fighting fitness as rapidly as possible. Junior medical staff – such as stretcher-bearers can – accompany medics in the field. As non-combatants under the Geneva Convention, medics were not issued with weapons but the practicalities of war sometimes led to medical staff carrying pistols for their personal protection.
Cost | Medic 30pts (Veteran) |
Team | 1 medic and up to 2 further men |
Weapons | Pistol or none as depicted on the models |
Options | - The officer may be accompanied by up to 2 men at a cost of +13pts per man |
Forward observers are liaison officers responsible for coordinating the attack of heavy artillery batteries from behind the lines or aircraft strikes. They are likely to be accompanied by a radio operator and other immediate attendants. We rate these officers as regular or veteran, those of lesser ability being unlikely to find themselves in such a position. Note that a British force can include one regular artillery forward observer for free to represent the close coordination of artillery at a tactical level.
Cost | - Artillery Forward Observer Free/100pts (Regular), 115pts (Veteran) - Air Force Forward Observer 75pts (Regular), 90pts (Veteran) |
Team | 1 Forward Observer and up to 2 further men |
Weapons | Pistol, submachine gun, or rifle as depicted on the models |
Options | - The observer may be accompanied by up to 2 men at a cost of +10pts (Regular) or +13pts per man (Veteran) |
British and Commonwealth infantry were generally well trained and equipped, steadfast in defence and in attack. Not as creative as their German rivals, they compensate by sound tactical decision making and high quality NCOs and junior officers. Troops from around the Commonwealth fight for both their King and their country.
A British infantry squad was referred to as a section. It normally consisted of ten men and was divided into a separate rifle group and Bren group. Each section was led by a corporal armed with a Sten submachine gun and included a lance corporal who was in charge of the Bren group. All the section members apart from the corporal carried ammunition for the Bren – 700 rounds in 25 magazines in all. In addition, all men carried grenades.
Cost | 50pts (Regular), 65pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Rifle |
Options | - Add up to 5 additional men with rifles for +10pts (Regular) or +13pts (Veteran) each - The NCO and up to 2 other soldiers can replace their rifles with SMGs for +3pts each - Up to 2 soldiers (max 1 in regular squads) may have an LMG for +20pts, another soldier becomes the loader - Up to 1 man can have rifle grenades for +20pts - The entire squad may be given anti-tank grenades at +2pts per man |
Special Rules | - Tank Hunters (if grenades taken) |
Commandos and paratroopers played a vital role in ensuring the landings at Normandy went to plan. The 6th Airborne division led the way by securing vital positions on the first day of the invasion. Paratroops then carried the fight through the Ardennes and were involved the push to the borders of Germany. In addition to these elite forces, many of the formations involved in the fighting in Europe were veterans of the African and Italian campaigns – not least the Poles. Although armed in the standard fashion, special forces units would often include a higher number of submachine guns and might substitute the Bren gun for comparable weapons such as the Vickers GO. Any of these units can be built up as follows.
Cost | 65pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Rifles |
Options | - Add up to 5 additional men with rifles for +13pts each - The NCO and up to four men can replace their rifles with SMGs for +3pts each - One soldier may have an LMG for +20pts, another soldier becomes the loader - Up to 1 man can have rifle grenades for +20pts - The entire squad may be given anti-tank grenades at +2pts per man |
Special Rules | - Tank Hunters (if grenades taken) |
Conscription helped fill the ranks of the British army, and by 1944 males between the ages of 18 and 51 were being conscripted to fulfil roles throughout the armed forces. Training was always good but many were understandably reluctant warriors, often joining battalions that had suffered terrible losses in action. On the whole, the western Allies were never obliged to commit scratch forces or militia to battle, as were the Germans in their darkest hours, so such troops would be a rarity. We allow an inexperienced section to be constructed as follows.
Cost | 35pts (Inexperienced) |
Composition | 1 NCO and 4 men |
Weapons | Rifles |
Options | - Add up to 5 additional men with rifles for +7pts each - The NCO and another man can replace their rifles with SMGs for +3pts each - One soldier may have an LMG for +20pts, another soldier becomes the loader - The entire squad may be given anti-tank grenades at +2pts per man. |
Special Rules | - Tank Hunters (if grenades taken) |
The Rift-tech advances to Alan Turing’s early computers have allowed British scientists to create a very rudimentary but effective AI, capable of carrying out orders and reacting to stimulus around it. The first battlefield application is the Automated Infantry. Carrying considerable firepower, these 10ft tall automatons can be used to spearhead assaults and defend rear-guards, protecting the British soldier from these dangerous and casualty heavy tasks. As such they are hugely popular with the average Tommy.
Cost | 60pts (Regular) |
Team | 2 men |
Weapons | MMG |
Options | - Add up to 3 additional automated infantry with MMGs for +30pts each - Any automated infantry can replace their MMG with an HMG for +20pts each |
Special Rules | - Large Infantry - Resilient - Slow - Automaton - No NCO in unit |
As most nations began adopting heavily-armoured infantry, the British took a more extreme view. With automatons providing close fire support to the infantry, it was decided that any armoured troops should be capable of providing a punch beyond that of current infantry. Therefore the British developed the Galahad Armoured Suits, intended to overwhelm opposition strongpoints. Although limited in number, careful and considered use has meant they have a growing and largely victorious reputation.
Cost | 150pts (Veteran) |
Composition | 1 NCO and 3 men |
Weapons | LMG |
Options | - Add up to 4 additional men at 35pts each - The squad may have anti-tank grenades for +2pts per model |
Special Rules | - Large Infantry - Resilient - Tough - Slow - Tank Hunters (if grenades taken) |
A .303 Vickers water-cooled machine gun offered fire support to infantry units. This was another weapon of World War I vintage that soldiered on through the war, proving extremely effective at laying down continuous fire over range. A typical team consisted of a lance corporal gunner, a loader and an ammunition bearer.
Cost | 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran) |
Team | 3 men |
Weapon | 1 MMG |
Special Rules | - Team Weapon - Fixed |
Snipers were armed with a SMLE No.4 Rifle equipped with a No.32 Mk.1 telescopic sight. They carried 50 rounds of ammunition, 5 tracer rounds and 5 armour-piercing rounds. 2 No.36 Mills bombs or 2 No.77 smoke grenades were also carried along with binoculars and a camouflage net.
Cost | 50pts (Regular), 65pts (Veteran) |
Team | 2 men |
Weapons | 1 rifle |
Special Rules | - Team Weapon - Sniper |
The portable flamethrower available to British forces was the Ack Pack. At a weight of 22kg the Ack Pack could be carried and operated by one man. Fully loaded, it was capable of 10 bursts with a 2 second duration. With a range of 45 metres the Ack Pack was a truly fearsome weapon that excelled in clearing bunkers and buildings.
Cost | 50pts (Regular), 65pts (Veteran) |
Team | 2 men |
Weapons | 1 infantry flamethrower |
Special Rules | - Team Weapon - Flamethrower |
British forces were armed with the 2” mortar for close support purposes. Two men were needed to operate it. An NCO was responsible for carrying and firing the weapon while the other carried ammunition. Weighing less than 11kg and offering an effective range of 450 metres, these mortars were quick to manoeuvre and deploy as needed.
Cost | 24pts (Inexperienced), 35pts (Regular), 46pts (Veteran) |
Team | 2 men |
Weapon | 1 light mortar |
Special Rules | - Team Weapon - Indirect Fire - HE (D3) |
The 3” mortar was used to provide support from long range. It weighed 60kg but had a range of up to 2500 metres dependent upon the projectile used. The 3” mortar was operated by a crew of 3 and could be transported in a universal carrier.
Cost | 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran) |
Team | 3 men |
Weapon | 1 medium mortar |
Options | - May add a spotter for +10pts |
Special Rules | - Team Weapon - Fixed - Indirect Fire - HE (D6) |
The 4.2” heavy mortar was employed from 1943 as divisional support for infantry formations that reduced the reliance on accompanying artillery assets.
Cost | 46pts (Inexperienced), 65pts (Regular), 84pts (Veteran) |
Team | 4 men |
Weapon | 1 heavy mortar |
Options | - May add a spotter for +10pts |
Special Rules | - Team Weapon - Fixed - Indirect Fire - HE (2D6) |
The Boyes anti-tank rifle was a heavy 0.55” rifle that fired an armour piercing round. It had been withdrawn from service in 1943 as it was unable to penetrate the armour of modern tanks, but with the increase in armoured infantry, light walkers, and armoured half-tracks it was re-issued to infantry platoons in 1945 with a range of improved ammunition.
Cost | 21pts (Inexperienced), 30pts (Regular), 39pts (Veteran) |
Team | 2 men |
Weapon | 1 anti-tank rifle |
Special Rules | - Team Weapon |
The PIAT launcher was the British equivalent of the American bazooka. It had the same role as the main hand-held anti-tank weapon within an infantry platoon. The PIAT was developed from a spigot mortar and fired a shaped charge over 100m. However, its limitations led to first Canadian and then Australian forces adopting the US Bazooka. By 1946 the British procured the bazooka as a more effective system but continued to use both weapon systems.
Cost | 28pts (Inexperienced), 40pts (Regular), 52pts (Veteran) |
Team | 2 men |
Weapons | 1 PIAT |
Options | - Upgrade PIAT to a Bazooka for +14pts (Inexperienced), +20pts (Regular), +26pts (Veteran) |
Special Rules | - Team Weapon - Shaped Charge |
British artillery was both effective and numerous, with the smaller and mid calibre weapons providing well-coordinated close range support. The 25pdr is probably the iconic artillery piece of the war. Artillerymen were well trained and in many respects an elite force, so we treat all British gunners as regular or veteran.
The standard field gun of the war was the 25pdr gun-howitzer. This was the weapon used in overwhelming numbers in Western Europe, although the 3.7-inch mountain howitzer also remained in service with some batteries. Some airborne units used a lightweight version of the same weapon. We categorise the 25pdr as a light field gun for our purposes, although it was capable of providing close range support and longer-range indirect fire.
Cost | 50pts (Regular), 60pts (Veteran) |
Team | 3 men |
Weapon | 1 light howitzer |
Special Rules | - Gun Shield - Team Weapon - Fixed- Howitzer - HE (D6) |
Medium artillery units were primarily used for counter-battery fire against enemy artillery and were equipped with the 4.5-inch or 5.5-inch field guns. Such weapons would be unlikely to find themselves involved in the kind of close fighting represented in this game, unless perhaps they were to be unfortunate enough to be overrun by a rapidly advancing enemy, or perhaps the target of a raid by paratroops or other special forces
Cost | 75pts (Regular), 90pts (Veteran) |
Team | 4 men |
Weapon | 1 medium howitzer |
Options | - May add a spotter for +10pts |
Special Rules | - Gun Shield - Team Weapon - Fixed - Howitzer - HE (2D6) |
Heavy artillery units in the British army were equipped with the 7.2-inch howitzer and the American 155mm Long Tom. The 7.2-inch was a stopgap design produced at the start of the war, based upon an older World War I howitzer, but it was successful enough to remain in service throughout the conflict. By D-Day this weapon had replaced any older designs still in service. As with medium artillery pieces, it is extremely unlikely these weapons would be deployed anywhere near the frontline fighting.
Cost | 115pts (Regular), 138pts (Veteran) |
Team | 5 men |
Weapon | 1 heavy howitzer |
Options | - May add a spotter for +10pts |
Special Rules | - Gun Shield - Team Weapon - Fixed - Howitzer - HE (3D6) |
The QF 6pdr (QF stands for ‘quick firing’) was the standard anti-tank gun employed by British infantry formations in Western Europe. It was an effective anti-tank weapon and by 1944 crews carried improved ammunition including tungsten-cored APDS shells that substantially improved the penetrating power of the 6pdr shot. Although HE shells were available the limited size of charge meant they were relatively ineffective, making the 6pdr less than ideal as a tank gun and leading to the development of the 75mm weapon used in British tanks such as the Cromwell and Churchill.
Cost | 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran) |
Team | 3 men |
Weapon | Medium anti-tank gun |
Special Rules | - Gun Shield - Team Weapon - Fixed |
The 17pdr was developed to overcome the more heavily armoured German tanks encountered by the British during the fighting in North Africa. By the time of the campaign in Western Europe it equipped the Royal Artillery anti-tank regiments. The 17pdr was the most formidable anti-tank gun deployed by the western Allies, and was capable of penetrating over 200mm of armour at short range using APDS shot. Its bulk and weight meant it was far less manoeuvrable than the 6pdr, and for this reason it never replaced the lighter weapon. As part of the Royal Artillery we treat gunners as regular or veteran.
Cost | 140pts (Regular), 168pts (Veteran) |
Crew | 5 men |
Weapons | Super-heavy anti-tank gun |
Special Rules | - Gun Shield - Team Weapon - Fixed |
British tank design lagged behind that of the other main combatants of the war. Engine development suffered from much industrial production being given over to aircraft manufacture. This shortfall was made up with American-built tanks, which by D-Day included the M4 Sherman and M5 Stuart. The British Cromwell tank was comparable in performance to the Sherman 75mm. By 1946, British tank design had caught up and both the Comet and Centurion proved that they could contest with Germany’s more advanced designs.
British armour divisions used the M5 Stuart (or Honey as it was known to the British) in the same role as their American counterparts, for armoured command and reconnaissance ahead of the main formations. The tank was identical to that used by US forces and had the same 37mm gun.
Cost | 124pts (Inexperienced), 155pts (Regular), 186pts (Veteran) |
Weapons | One turret-mounted light anti-tank gun with co-axial MMG and forward-facing hull-mounted MMG |
Damage Value | 8+ (light tank) |
Options | - May have pintle-mounted MMG on top of turret for +15pts - May upgrade pintle-mounted MMG to HMG for +10pts |
Special Rules | - Reinforced front armour, against all shots from the front, Damage value is considered to be 9+ |
The M24 was delivered to the British by the US to replace the M5 Stuart, but in lower numbers as US demand for the vehicle was high.
Cost | 120pts (Inexperienced), 150pts (Regular), 190pts (Veteran) |
Weapons | One turret-mounted medium anti-tank gun with co-axial MMG and forward-facing hull-mounted MMG |
Damage Value | 8+ (light tank) |
Options | - May have Recce for +10pts |
Special Rules | - Recce (if chosen) - HE – instead of causing D2 HE hits an HE shell causes D6 hits (75mm gun tanks) - Vulnerable sides – all shots at the sides and rear armour of the vehicle gain +1 PEN |
The Cromwell was a competent all-round tank with a high turn of speed that made it the ideal tank for armoured reconnaissance regiments. Its protection was respectable and its main gun was an adequate 75mm weapon with good all-round capability that used the same ammunition as the American 75mm-equipped Sherman. The Cromwell gradually replaced American built Sherman tanks in British service. A variant of the design was the Centaur, basically an early version of the Cromwell with a different engine, equipped with a 95mm howitzer and used by the Royal Marines to provide close-range support (CS).
Cost | 156pts (Inexperienced), 195pts (Regular), 234pts (Veteran) |
Weapons | One turret-mounted medium anti-tank gun with co-axial MMG and one forward-facing hull-mounted MMG |
Damage Value | 9+ (medium tank) |
Options | - Substitute 75mm medium anti-tank gun for a 95mm medium howitzer for no cost |
Special Rules | - HE – instead of causing D2 HE hits an HE shell causes D6 hits |
The Challenger was based on the Cromwell and is broadly similar in appearance but had a wider and longer body with an extra set of road wheels. It was designed to mount a 17pdr gun in an overlarge turret and to provide extra anti-tank capability to Cromwell units. It was not considered a great success, and the Sherman Firefly soon took the same role. Because so much room was taken up by the gun’s ammunition, the hull machine gun was removed.
Cost | 244pts (Inexperienced), 305pts (Regular), 366pts (Veteran) |
Weapons | One turret-mounted super-heavy anti-tank gun with co-axial MMG |
Damage Value | 9+ (medium tank) |
The Comet was an uprated Cromwell with heavier frontal armour (up to 4 inches) and a regulated slower speed to reduce mechanical failure. Equipped with a 77mm high velocity gun derived from the proven 17pdr, it was able to compete against much heavier tanks than its size would suggest.
Cost | 355pts (Regular), 426pts (Veteran) |
Weapons | One turret-mounted super-heavy anti-tank gun with co-axial MMG and a forward-facing hull-mounted MMG |
Damage Value | 9+ (medium tank) |
Special Rules | - The Comet's heavy frontal armour has a rating of +1 giving it the same frontal value as a heavy tank |
The British used 75mm Sherman gun tanks supported by Fireflies armed with 17pdrs and close support Centaurs. Shermans were the most important tank used by the British at the time of the invasion of Europe, although many Sherman-equipped units were later converted to Cromwells as more were produced. The Sherman was a good all-round tank even if its anti-tank capability meant it couldn’t realistically face German tanks one-on-one. The 75mm armed Sherman was known as the Mark V, the Firefly was annotated as the Mark VC. The 105mm howitzer-armed version was the Mark VB.
Cost | 166pts (Inexperienced), 205pts (Regular), 244pts (Veteran) |
Weapons | One turret-mounted medium anti-tank gun with co-axial MMG and one forward-facing hull-mounted MMG |
Damage Value | 9+ (medium tank) |
Options | - Substitute 75mm medium anti-tank gun for a 105mm medium howitzer for –10pts (Mark VB) - Substitute 75mm medium anti-tank gun for 17pdr super-heavy anti-tank gun for +80pts (Inexperienced), +100pts (Regular) or +120pts (Veteran). Loses hull MMG (Mark VC Firefly) |
Special Rules | - HE – instead of causing D2 HE hits an HE shell causes D6 hits. Medium anti-tank gun only. |
The Churchill was one of the heaviest Allied tanks of the war. It was designed as an infantry tank with very heavy armour resulting in a very slow speed. However, its long track base meant it was very manoeuvrable and could often cross ground that was too steep or difficult for other, lighter tanks. The tank was up-armed with the British version of the 75mm gun as also used in the Cromwell. The Churchill was used in a supporting role and provided the Allies with a much-needed heavy tank that could withstand many – though not all – German anti-tank weapons. As well as the basic 75mm gun tank, we make allowance for the CS (close support) version armed with a 95mm howitzer.
The Churchill was also used as the basis of a variety of engineering vehicles in the form of the Churchill AVRE.
Cost | 290pts (Regular), 348pts (Veteran) |
Weapons | One turret-mounted heavy howitzer with co-axial MMG and one forward-facing hull-mounted MMG |
Damage Value | 10+ (heavy tank) |
Special Rules | - Slow - Howitzer may not fire at long range |
The Churchill Crocodile was probably one of the most effective flame tanks of the war, uniquely towing the fuel for the flamethrower in an armoured trailer. It also retained its primary armament so could carry out its normal role when out of fuel or by dumping the trailer.
Cost | 485pts (Regular), 582pts (Veteran) |
Weapons | One turret-mounted medium anti-tank gun with co-axial MMG and one forward-facing hull-mounted flamethrower |
Damage Value | 11+ (super-heavy tank) |
Special Rules | - Slow - HE – instead of causing D2 HE hits an HE shell causes D6 hits. Medium anti-tank gun only - Jettison fuel trailer. The normal bonus for trying to damage flame-throwing vehicles does not apply to this vehicle. |
Conceived as a heavy cruiser tank that could manage the threat of the German 88mm gun, development of the Centurion began in 1943 and manufacture of the Centurion Mk I began in January 1945, although it was November before the Mk II started rolling off the assembly lines. The Mk II was issued to frontline units in 1946. At 50 tons it was surprisingly agile – if not as fast as the Comet – but with superior off-road performance. Its QF 20pdr gun was a match for the German 88mm but fired a respectable HE round as well.
Cost | 316pts (Inexperienced), 395pts (Regular), 484pts (Veteran) |
Weapons | One turret-mounted super-heavy anti-tank gun with co-axial MMG and one forward-facing hull-mounted MMG |
Damage Value | 10+ (heavy tank) |
Special Rules | - HE – instead of causing D3 HE hits an HE shell causes D6 hits. |
The versatility of the Cromwell made it an ideal test platform for the new Rift-tech weaponry coming out of the US. With the Tesla Cannon proven on the Sherman chassis, it was natural for the British to fit the weapon on their preferred hull, the Cromwell.
Cost | 180pts (Regular), 210pts (Veteran) |
Weapons | One turret-mounted M17 Tesla Cannon and one forward-facing hull-mounted MMG |
Damage Value | 9+ (medium tank) |
Special Rules | - Tesla |
The British used considerable numbers of the standard M10 but considered its gun inadequate when it came to taking on German tanks at long range. This led to the development of two specialist tank destroyers armed with the 17pdr: the Archer and the Achilles. As self-propelled artillery pieces, tank destroyers were operated by the Royal Artillery and we have rated crews as regular or veteran in keeping with the generally good quality of British artillerymen. Anti-tank regiments combined tank destroyers and towed 17pdr guns, using the latter in static defence, and the former as mobile anti-tank guns that could be rapidly deployed and moved in the face of any enemy attack.
The Achilles was a conversion of the M10 replacing the US 3” M7 gun with the British QF 17pdr. Counterweights were added to the gun’s barrel to balance the turret, giving the Achilles a distinct appearance compared to the standard M10.
Cost | 255pts (Regular), 306pts (Veteran) |
Weapons | One turret-mounted super-heavy anti-tank gun |
Damage Value | 8+ (light tank) |
Options | - May add a pintle-mounted HMG for +25pts |
Special Rules | - Open-topped |
The Archer was a conversion of the obsolete Valentine tank mounting a QF 17pdr anti-tank gun in an open superstructure facing backwards over the vehicle’s rear. This peculiar arrangement was turned to an advantage, as the driver remained in place when the gun was fired, and could immediately drive away to avoid retaliatory fire.
Cost | 295pts (Regular), 325pts (Veteran) |
Weapons | One rear-facing super-heavy anti-tank gun and one crew carried LMG with 360-degree arc of fire |
Damage Value | 9+ (medium tank) |
Special Rules | - Open-topped - The crew may fire the main gun or the LMG but not both |
A variation of the US Coyote light walker, the Guardian is used by the British to support infantry in close terrain. Heavily armed, it is somewhat limited by its crew of one. Nevertheless it is a versatile and popular vehicle with the troops it supports.
Cost | 105pts (Regular), 120pts (Veteran) |
Weapons | 2x Fist, right arm-mounted MMG, left arm-mounted infantry flamethrower, fixed forward HMG. |
Damage Value | 7+ (light walker) |
Special Rules | - Walker - Agile - Single Crew – may only fire one weapon each turn. - Assault |
Provided under the combination of lend-lease financing and in exchange for British engineering knowledge, the Grizzly is a watchword in rugged and practical design. Armed with the proven 75mm gun and a .50 HMG, the Grizzly is versatile and adaptable; more useful are perhaps the powerful arms that can smash tanks and clear obstacles. Well-liked by its crews, the Grizzly is considered a better infantry support option than the Sherman, particularly in urban environments where it can carry out improvised route clearance and help build defensive obstacles.
Cost | 200pts (Regular), 245pts (Veteran) |
Weapons | Turret-mounted medium anti-tank gun, pintle-mounted HMG, 2 fists. |
Damage Value | 8+ (medium walker) |
Special Rules | - Walker - HE (1D6) for AT Gun |
Again, provided under lend-lease, the British make good use of the Coyote as used by the US army. Since its introduction in late 1945, the Coyote has served with distinction in all theatres and environments. Manoeuvrable, well-armed, and mechanically reliable the Coyote has proven adaptable to any combat role, from recce to urban assault.
Cost | 90pts (Regular), 110pts (Veteran) |
Weapons | Right arm-mounted MMG, 2x Fist, fixed forward-mounted HMG. |
Damage Value | 7+ (light walker) |
Special Rules | - Walker - Agile - Assault - Single Crew – may only fire one weapon each turn. |
Self-propelled artillery was provided by the M7 Priest and the British version, the Sexton, which had a 25pdr gun in place of the US 105mm weapon. In British use these weapons were employed to provide ranged support, and they were not normally engaged on the frontline.
The M3 Howitzer Motor Carriage, known by the British as the Priest on account of its distinctive pulpit style machine gun mount – was intended to provide front-line artillery support for fast-moving armoured divisions. It was a very successful vehicle and served throughout the European campaign. Although built on a Sherman body, with its more lightly armed superstructure and open cab, we rate it as Damage value 8+.
Cost | 128pts (Inexperienced), 160pts (Regular), 192pts (Veteran) |
Weapons | One forward-facing medium howitzer and one pintle-mounted HMG with 360-degree arc of fire. |
Damage Value | 8+ (light tank) |
Special Rules | - Open-topped |
Sextons were self-propelled guns built in Canada using the Sherman as a basis. They were equipped with the 25pdr howitzer in an open, lightly armoured fighting compartment. The crew carried a Bren gun by way of defensive armament. We give the Sexton a Damage value of 8+ like the Priest.
Cost | 96pts (Inexperienced), 120pts (Regular), 144pts (Veteran) |
Weapons | One forward-facing light howitzer and one crew-carried LMG with 360-degree arc of fire |
Damage Value | 8+ (light tank) |
Options | - May add AT rounds for the main gun for +10 pts. These allow the light howitzer to be alternatively fired as a light anti-tank gun – declare which round is chambered if the vehicle is put on Ambush. |
Special Rules | - Open-topped - The crew may fire the main gun or the LMG but not both |
The Universal Carrier was converted to carry many weapons, and amongst the most dangerous (not only for the enemy!) was a heavy flamethrower. The original Mk I and Mk II designs were improved by the Canadian army, leading to the Mk IIC version that had a single fuel tank at the back and an extra crewman that could operate either a Bren gun or a 2” mortar. Although the Wasp is not strictly speaking ‘artillery’ we’ve included it in this category as its role most closely approximates to that of a support weapon rather than, say, an armoured car or tank.
Cost | 80pts (Inexperienced), 100pts (Regular), 120pts (Veteran) |
Weapons | Forward-facing small vehicle flamethrower firing to the front arc. |
Damage Value | 7+ (armoured carrier). |
Options | - Upgrade to a Mk IIC, adding a forward-facing pintle-mounted LMG for +10pts. |
Special Rules | - Open-topped - Turn on the spot: The universal carrier can turn on the spot enabling it to execute a full speed run rate 'reverse' finishing the move facing in direction of travel. - Flammable: Flame-throwing vehicles are more likely to be destroyed by damage, as explained here. |
The Allies had less need of specialised anti-aircraft vehicles during the invasion of Europe but rapidly found they needed better protection once the Luftwaffe was able to restore some parity towards the end of the war.
The Crusader tank was obsolete long before the Normandy campaign, but some vehicles were converted into flak tanks armed with two 20mm autocannons (Mk II) or a single 40mm autocannon in an open turret (Mk I).
Cost | 84pts (Inexperienced), 105pts (Regular), 126pts (Veteran) |
Weapons | One heavy autocannon in open turret |
Damage Value | 8+ (light tank) |
Options | - May replace the heavy autocannon with two paired light autocannons in an enclosed turret for +25pts |
Special Rules | - Open-topped (heavy autocannon only) - Flak |
This variant was the same as the Mk I armoured car with an open turret containing twin .50 calibre heavy machine guns.
Cost | 104pts (Inexperienced), 130pts (Regular), 156pts (Veteran) |
Weapons | 2 turret-mounted paired HMGs plus a forward-facing hull-mounted MMG |
Damage Value | 8+ (light tank) |
Special Rules | - Open-topped - Recce - Flak |
Two different designs of armoured scout car were used. The most common was the Daimler Dingo, whilst the armoured divisions used the Humber Scout Car instead. Both were similar: small, armoured vehicles designed purely as scout vehicles and armed only with a Bren LMG. The Daimler was open-topped. Both were well armoured and therefore rate a Damage value of 8+ equivalent to light tanks.
Cost | 64pts (Inexperienced), 80pts (Regular), 96pts (Veteran) |
Weapons | One forward-facing LMG |
Damage Value | 8+ (light tank) |
Options | - Remove Open-topped special rule for +10pts (Humber) |
Special Rules | - Open-topped (Daimler only) - Recce |
During the fighting in Western Europe, two designs of British armoured car were employed, both with practically identical armour, performance, and weaponry. These were the Humber and Daimler. The Humber armoured car was armed with an American 37mm gun and the Daimler had a 2pdr. Both were used by reconnaissance regiments and were only lightly armoured, relying on speed to avoid more heavily-armed enemy.
Cost | 92pts (Inexperienced), 115pts (Regular), 138pts (Veteran) |
Weapons | One turret-mounted light anti-tank gun with co-axial MMG |
Damage Value | 7+ (armoured car) |
Special Rules | - Recce |
With the success of the Automated Infantry, efforts were made to utilise the technology in vehicles. The obvious advantages of reduced life support requirements and space were countered by the sluggishness of the systems to interact coherently. However, one of the test vehicles proved successful enough to go into limited production, the automated carrier is both manoeuvrable and well-armed for its size. The automated crew are hard wired into the hull and non-essential parts removed to save space. Heavier weapons are being trialled, but currently only the 20mm autocannon variant has been deployed in combat.
Cost | 90pts (Regular) |
Weapons | Twin turret-mounted light autocannons. |
Damage Value | 7+ (armoured carrier) |
Special Rules | - Automaton - Flak - Turn on the spot (the carrier can turn on the spot enabling it to exercise a full speed run rate reverse, finishing the move facing in the direction of travel). |
The M8 was a 6-wheel drive light armoured car used in support of armoured columns throughout the campaign in Western Europe. Although very lightly armoured this was compensated for by a considerable turn of speed and generally capable performance. Its main armament of the 37mm anti-tank gun was backed up by a .30 calibre co-axial machine gun, and later versions had a .50 calibre machine gun fixed to the open turret.
Cost | 88pts (Inexperienced), 110pts (Regular), 132pts (Veteran) |
Weapons | One light anti-tank gun and co-axial MMG in an open turret |
Damage Value | 7+ (armoured car) |
Options | - May add one pintle-mounted HMG with 360-degree arc of fire for +25pts |
Special Rules | - Recce - Open-topped |
The Staghound was a very large and heavily armoured vehicle of American design (US designation T17E1 or M6 medium armoured car). Used throughout the Commonwealth they were mostly seen in Italy but were shipped to Western Europe in numbers as the war dragged on, replacing the older AEC designs. Whilst too big for some recce duties, their armour made them popular with their crews.
Cost | 116pts (Inexperienced), 145pts (Regular), 174pts (Veteran) |
Weapons | One turret-mounted light anti-tank gun and coaxial MMG with a forward facing hull-mounted MMG |
Damage Value | 8+ (light tank) |
Special Rules | - Recce |
British trucks were military adaptations of civilian trucks such as the Bedford, CMP (Canadian Military Pattern), Austin, and Morris. They were produced in a variety of sizes, as general purpose cargo trucks, troop transports, artillery tows, and for a variety of special purposes. We shall not differentiate between one type of truck and another. Trucks were sometimes armed with a pintle-mounted machine gun, primarily for anti-aircraft defence, and we include the option here.
Cost | 31pts (Inexperienced), 39pts (Regular), 47pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skinned) |
Transport | Up to 12 men |
Tow | Light, medium or heavy anti-tank gun; light or medium howitzer |
Options | - May have pintle-mounted MMG for +15pts - May upgrade MMG to HMG for +10pts |
The four-wheel drive jeep was one of the most remarkable and useful vehicles to emerge during the war. It was rugged and adaptable with a powerful engine and excellent cross country performance.
Cost | 17pts (Inexperienced), 21pts (Regular), 25pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skinned) |
Transport | Up to 3 men |
Tow | Light anti-tank gun |
Options | - May have pintle-mounted MMG with 360-degree arc of fire for +15pts, losing all transport capacity - May upgrade MMG to HMG for +10pts |
The M5 half-track was the export version of the M3 half-track. It was designed as an armoured personnel carrier although they were later adapted to a variety of other roles.
Cost | 79pts (Inexperienced), 99pts (Regular), 119pts (Veteran) |
Weapons | One pintle-mounted HMG in pulpit mount with 360-degree arc of fire |
Damage Value | 7+ (armoured carrier) |
Transport | Up to 12 men |
Tow | Light, medium or heavy anti-tank gun; light or medium howitzer |
Options | - May add up to 2 additional MMGs (one covering the left arc, one covering the right arc) for +15pts each |
Special Rules | - Open-topped |
The Bren – or more properly Universal – Carrier was a fully tracked weapons and personnel carrier. It was often used to transport a machine gun and its crew, and its ability to turn rapidly made it useful in the reconnaissance role too. It was also used as an artillery tractor for the 6pdr gun.
Cost | 56pts (Inexperienced), 70pts (Regular), 84pts (Veteran) |
Weapons | One forward-facing LMG firing in the front arc |
Damage Value | 7+ (armoured carrier) |
Transport | Up to 5 men |
Tow | Light or medium anti-tank gun |
Options | - Replace transport capacity with forward-facing MMG |
Special Rules | - Open-topped - Recce - Turn on the spot (the carrier can turn on the spot enabling it to make a full speed run rate reverse, ending facing in the direction of travel). |
This list is based on the troops and equipment of the Soviet forces as they attempt to capitalise on the advances gained after long years of fighting. The Soviet Red Army was the largest of all the combatants’ armies. By this stage in the war it had its share of elite and experienced troops and commanders, but was suffering greatly from the latest of Stalin’s purges, with morale and experienced senior officers in short supply. The massed conscript formations of the early-war years were more common than they should have been at this stage of the war. Soviet equipment was rugged and practical, built to endure the harsh Russian winters and the handling of barely trained Russian troops. It included probably the best all round tank of the war: the T-34. The Russians also possessed some of the most effective artillery of the war, including long-ranged guns, and the notorious multiple-rocket launcher known to the Germans as ‘Stalin’s Organ’.
Soviet artillery was deployed in overwhelming numbers and was used extensively to compensate for poor tactics or strategy. When rolling for the ‘Fire for Effect’ radius for an artillery barrage, roll two D6 and take the higher result before adding the 6”.
If you have more men than they have bullets, they will eventually run out of ammunition. To represent the vast manpower available within the Soviet Union, the Russian army gets a free eleven-man strong squad of Inexperienced infantry, with all of the possible options you have models for.
Throughout the war, Russian forces endured a rate of casualties unimaginable in the West and which would undoubtedly have broken a people less inured to hardship and sacrifice. Whenever a unit of infantry or artillery models fails a morale check and would otherwise be destroyed as a consequence, take the test again and apply this second result. This re-roll applies to all infantry and artillery units, including HQ units that would otherwise be destroyed if they failed a morale check. Note that this rule only applies to infantry and artillery, and not to tanks or other vehicles.
Soviet armies can include commissars as noted in the list. Commissars are political officers and do not confer a morale bonus to nearby troops. They ruthlessly stiffen morale by making examples of troops failing their duty, and will not hesitate to shoot offenders. When a friendly infantry unit fails an order test within 6” of a commissar, remove one model from the unit and re-roll the test. Note there is no choice in the matter – if the commissar is within 6” of the unit he will shoot dissenters whether you want him to or not. The second result stands as normal. Only one re-roll is made in this manner per order test. This rule only applies to infantry, and units of two or less models are exempt.
1 | Infantry | Headquarters Units |
Infantry Squads | ||
Infantry Teams | ||
2 | Artillery | Anti-tank Guns |
Field Artillery | ||
3 | Vehicles | Tanks |
Tank Destroyers | ||
Walkers | ||
Self-propelled Artillery | ||
Anti-aircraft Vehicles | ||
Armoured Cars | ||
Light Walkers | ||
Transports and Tows |
Each platoon is centred upon a core that includes a headquarters unit in the form of a First or Second Lieutenant. Other HQ units can be added to the force, including higher ranking officers, as well as medical units and supporting observers.
An officer unit consists of the officer himself and can include up to two other men acting as his immediate attendants. Officers can be rated as inexperienced, regular or veteran.
Cost | - Second (Junior) Lieutenant 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran) - First (Senior) Lieutenant 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran) - Captain (Captain) 95pts (Inexperienced), 110pts (Regular), 125pts (Veteran) - Major (Major) 135pts (Inexperienced), 150pts (Regular), 165pts (Veteran) |
Team | 1 officer and up to 2 further men |
Weapons | Pistol, submachine gun, or rifle as depicted on the models |
Options | - The officer may be accompanied by up to 2 men at a cost of +7pts (Inexperienced), +10pts (Regular) or +13pts per man (Veteran) |
The field medic presents the wounded soldier with his best chance of surviving serious injury, and can ensure that lightly wounded soldiers are returned to fighting fitness as rapidly as possible. Commonly in the Russian army, the medics were young women who – although not intended for frontline service – were repeatedly recorded as risking their lives to rescue wounded comrades. The men of the Russian army had a healthy respect for these angels of mercy.
Cost | Medic 30pts (Veteran) |
Team | 1 medic and up to 2 further men |
Weapons | Pistol or none as depicted on the model |
Options | - The medic may be accompanied by up to 2 men at a cost +13pts per man |
Forward observers are the liaison officers responsible for coordinating the attack of heavy artillery or rocket batteries or aircraft strikes. They are likely to be accompanied by a radio operator and other immediate attendants. We rate these officers as regular or veteran.
Cost | - Artillery Forward Observer 100pts (Regular), 115pts (Veteran) - Air Force Forward Observer 75pts (Regular), 90pts (Veteran) |
Team | 1 Forward Observer and up to 2 further men |
Weapons | Pistol, submachine gun, or rifle as depicted on the models |
Options | - The observer may be accompanied by up to 2 men at a cost of +10pts (Regular) or +13pts per man (Veteran) |
At various times from its formation during the Revolution, the Red Army included a Politruk – a political commissar. Politruks were Communist Party members charged with educating the troops and monitoring their officers for signs of counter-revolutionary ideology. They were placed within the command structure in every unit down to company level and reported to Revolutionary Military Councils (RVS) that were established at Army level, forming a dual-command system that often had disastrous consequences. While Politruks tirelessly rooted out shirkers, defeatists and cowards, many innocent men were also executed out of hand, or sent to punishment battalions thanks to their efforts.
Cost | 15pts (Inexperienced) |
Team | 1 Commissar and up to 2 further men |
Weapons | Pistol, submachine gun, or rifle as depicted on the models |
Options | - The commissar may be accompanied by up to 2 men at a cost of +7pts per man |
Special Rules | - Not One Step Back! |
Long celebrated for his ability to endure the worst of hardships, the Russian infantry soldier certainly got plenty of opportunities to prove it. Badly led and supplied in the early years, things only improved gradually. By 1947, however, the infantry of the Soviet Union was battle hardened and, at least at the tactical level, competent. Despite the advances in tactics and supply, it was sheer numbers that often lay at the heart of Soviet success.
Russian infantry squad consisted of eleven men led by a sergeant or junior sergeant – the Russian equivalent to a corporal. Each squad included a light machine gun and one of the ordinary squad members would act as its loader. The rest of the unit carried either bolt action or semi-automatic rifles or submachine guns and all would carry grenades.
Cost | 50pts (Regular) |
Composition | 1 NCO and 4 men |
Weapons | Rifles |
Options | - Add up to 6 soldiers at +10pts each - Any soldier may have a SMG for +3pts each - One soldier may have an LMG for +20pts. Another soldier becomes the loader. - The entire squad may have anti-tank grenades for +2pts per model |
Special Rules | - Tank Hunters (if grenades taken) |
Throughout the war Soviet troops continued to suffer a rate of casualties far exceeding anything endured by any other combatant nation. The demand for new recruits and new formations was therefore great, and no sooner were men equipped and given the most rudimentary training than they were often thrown into the fighting. The sheer size of the Red Army meant that a significant proportion of its troops would be relatively inexperienced. We allow an inexperienced section to be constructed as follows.
Cost | 35pts (Inexperienced) |
Composition | 1 NCO and 4 men |
Weapons | Rifles |
Options | - Add up to 6 soldiers at +7pts each - The NCO may have a SMG for +3pts - One soldier may have an LMG for +20pts. Another soldier becomes the loader - The entire squad may have anti-tank grenades for +2pts per model - The squad can be Green at no cost |
Special Rules | - Tank Hunters (if grenades taken) - Green (if option taken) |
In the Red Army the title of Guards was awarded to units proven in combat and would therefore tend to denote elite troops. They were certainly given priority when it came to supplies, access to automatic weapons, and promotion. They were also given the toughest assignments, often resulting in such a rate of attrition that Guards units sometimes consisted of raw recruits. If the Soviet army was not on the whole an elite fighting force, it certainly included its fair share of battle-hardened veterans. NKVD (People’s Commissariat for Internal Affairs) troops were chiefly used for internal security but could potentially fight on the frontline. These formations can be constructed as follows.
Cost | 65pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Rifles |
Options | - Add up to 6 soldiers at +13pts each - Any soldier may have a SMG for +3pts each - Two soldiers may have an LMG for +20pts. Another soldier becomes the loader for each weapon taken - Up to 2 soldiers can have a captured panzerfaust in addition to other weapons for +5pts each - The entire squad may have anti-tank grenades for +2pts per model |
Special Rules | - Tank Hunters (if grenades taken) |
Soviet formations were poorly supported by engineers and logistics, with the exception of assault pioneers. Their expertise was essential in clearing bridges, laying demolitions and tackling fortifications. Assault engineers were specialists at clearing obstacles and defeating strongpoints. It was highly dangerous work and units were often equipped with body armour. By 1947 the body armour was normally the best that Rift-tech could provide.
Cost | 65pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Rifles |
Options | - Add up to 6 soldiers at +13pts each - Any soldier may have a SMG for +3pts each - One soldier may have an LMG instead of a rifle for +20pts, another soldier becomes the loader - One soldier can have a flamethrower instead of a rifle for +20pts, another soldier becomes his loader - The entire squad may have anti-tank grenades for +2pts per model - The entire squad may be given body armour for +5pts per model |
Special Rules | - Tank Hunters (if grenades taken) - Tough (if body armour taken) - Slow (if body armour taken) |
In a rush to keep up with their foes, Soviet infantry armour was developed quickly and put into use not long after their rivals. Cumbersome and bulky, the Soviet suits lack subtlety, but their effectiveness is not disputed. Unlike other nations, the Soviet heavy infantry is considered more of an anti-vehicle unit.
Cost | 140pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Dual weapon pack and assault weapon |
Options | - Add up to 5 additional men with dual weapon packs for +28pts each. |
- Up to 4 men can replace their assault weapon with a dual weapon pack for +20pts each. | |
Special Rules | - Large Infantry - Resilient - Slow - Tank Hunter - Dual Weapon System: - Select 1 mode when firing: Rng Dice PEN Notes AT Rifle 18 1 +2 – SMG 6 3 – Assault |
Through a combination of espionage, scientific exploitation of prisoners, and defecting scientists, the Soviet Union gained substantial knowledge of the German super-soldier and gene-splicing programmes and produced its own versions of DNA enhanced soldiers. In an effort to make soldiers immune to the cold, a method of making monsters out of men was discovered. With a form of anti-freeze in their veins, these ‘ghouls’ are immune to cold and fire and have a freezing touch that can cause immediate damage.
Cost | 65pts (Veteran) |
Composition | 1 NCO and 4 men |
Weapons | Knife |
Options | - Add up to 5 additional men with knives for +13pts each. - Any models may be equipped with an SMG for +3pts/model. - Up to 2 men can have a captured panzerfaust in addition to his SMG for +5pts each. |
Special Rules | - Immune to fire (takes no damage or pins from fire or flamethrowers) - Fanatics - Fast |
As Soviet scientists became more proficient copying and then enhancing the German DNA splicing techniques, they developed a number of stable adaptions they could create consistently. As German Schreckwulfen began to terrorise frontline troops, the Soviets developed a counter-weapon utilising Ursine DNA to create an 8ft tall man/bear hybrid that could go toe-to toe with any enhanced infantry on the battlefield. Powerful, but lacking control, the Ursus soldiers were often unleashed in highly contested areas of the battlefield to tip the balance of favour towards the Soviet army.
Cost | 66pts (Regular) |
Composition | 3 Ursus soldiers |
Weapons | None |
Options | - Add up to 3 additional Ursus at 22pts each |
Special Rules | - Large Infantry - Resilient - Tough - Horror - Tooth and Claw - Strong |
Using a low level of DNA enhancement through their Rift-tech programme, the Soviet Union has created an all-female, propaganda-driven elite unit. Combined with intensive training and indoctrination, the unit has proven highly effective in combat, although is only used when casualties are anticipated to be minimal. Their battlefield successes may well see them deployed in broader roles as the war progresses.
Cost | 95pts (Veteran) |
Composition | 1 NCO and 4 soldiers |
Weapons | Assault Rifle |
Options | - Add up to 5 additional soldiers at 19pts each - Up to 2 soldiers can be equipped with an LMG for +10pts each, for each LMG added an additional soldier becomes its loader. - Up to 2 soldiers can have a captured panzerfaust for +5pts each - The squad may have anti-tank grenades for +2pts per model - The squad may be equipped with body armour for +1pt/model |
Special Rules | - Fast - Fanatical - Tank Hunters (if grenades taken) - Tough (if body armour taken) |
The Shtrafbat were penal battalions formed from troops accused of cowardice or desertion, from civilian (often political) prisoners, or from ex-prisoners of war who stood guilty of treason having allowed themselves to be captured by the enemy. Penal troops were often used to draw enemy fire, or to expose enemy positions by advancing into them, and some were employed as ‘tramplers’ – human mine clearers. Penal units were not always armed or might carry dummy weapons.
Cost | 35pts (Inexperienced) |
Composition | 1 NCO and 4 men |
Weapons | Rifles |
Options | - Add up to 6 unarmed men at +4pts each - Any unarmed man can be given a rifle for +3pts each - The squad can be Shirkers for a reduction of –3pts per man |
Special Rules | - Shirkers (if option taken) - Unarmed men can neither shoot nor fight in close quarters – their only value is as casualties |
The venerable Maxim 1910 model was used throughout the war, the very same weapon that had served in the Great War. It was a capable weapon that could be tripod-, sledge- or wheel-mounted and was often given a useful shield to help preserve the crew. The Maxim was slowly replaced by the newer, lighter, but equally effective SG43 model machine gun.
Cost | 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran) |
Team | 3 men |
Weapons | 1 MMG |
Options | - Gun shield (as per model) for +5pts |
Special Rules | - Team Weapon - Fixed - Gun Shield (if fitted) with same rules as for artillery |
The DShK 12.7mm belt-fed heavy machine gun was the standard Russian heavy machine gun of the war, comparable to the US .50 cal Browning. It was used on wheeled mountings and could quickly be placed on a tall tripod for anti-aircraft defence. Truck-mounted and multiple versions were also employed in this role. The DShK was also seen during the late war on the cupolas of Soviet heavy tanks such as the IS-2.
Cost | 49pts (Inexperienced), 70pts (Regular), 91pts (Veteran) |
Team | 4 men |
Weapons | 1 HMG |
Options | - Gun shield (as per model) for +5pts - Pintle-mount tripod for +5pts |
Special Rules | - Team Weapon - Fixed - Flak (if pintle-mounted) - Gun Shield (if fitted) with same rules as for artillery |
Whilst anti-tank rifles fell out of favour in other armies, the Russians continued to make good use of the weapon throughout the war, even going so far as to develop a semi-automatic version. Although capable of penetrating the side armour of the lighter German tanks, crews had to get extremely close to do so, and with the more heavily armed German tanks their only chance was to hit through a vision port or other vulnerable spot, or to snipe at exposed crew members. In the later part of the war, anti-tank rifles were more often used against lighter targets such as heavy infantry, armoured cars, and trucks.
Cost | 21pts (Inexperienced), 30pts (Regular), 39pts (Veteran) |
Team | 2 men |
Weapons | 1 Anti-tank rifle |
Special Rules | - Team Weapon - Extra selection. You may take up to 3 anti-tank rifle teams as 1 selection in each reinforced platoon |
The sniper became synonymous with the Russian army particularly during the grim sieges of Stalingrad and Leningrad. They were available at company level and worked as teams or sometimes on their own. They used telescopic sights on either a bolt-action Moisin–Nagant or a Tokarev SVT-40 semi-automatic rifle, and a variety of ammunition that included tracer and armoured piercing rounds. Soviet snipers were renowned for their field craft, stealth, and patience – and the most successful snipers each accounted for hundreds of enemy.
Cost | 50pts (Regular), 65pts (Veteran) |
Team | 2 men |
Weapons | 1 rifle |
Special Rules | - Team Weapon - Sniper |
The Soviets made great use of flamethrowers including static types dug in to cover bunkers and trenches. By far the most common were the man-packed ROKS types. The ROKS 2 was designed with a fuel tank that looked like an ordinary backpack and a nozzle resembling a rifle, so as not to attract unwelcome attention on the battlefield.
Cost | 50pts (Regular), 65pts (Veteran) |
Team | 2 men |
Weapons | 1 infantry flamethrower |
Special Rules | - Team Weapon - Flamethrower |
The standard light mortar used by Russian infantry during the war was of 50mm calibre – this was deemed a ‘company’ mortar as opposed to the heavier battalion and regimental mortars. The weapon was easily man-portable and could lay down high explosive or smoke bombs at a range of up to 800 metres.
Cost | 24pts (Inexperienced), 35pts (Regular), 46pts (Veteran) |
Team | 2 men |
Weapons | 1 light mortar |
Special Rules | - Team Weapon - Indirect Fire - HE (D3) |
The standard Russian medium mortar of the war was the 82-PM-41, the 82mm battalion mortar 1941 model. This served alongside the otherwise similar 82mm 1937 model. Both were very effective and accurate weapons with a range of up to 3,000 metres.
Cost | 35pts (Inexperienced), 50pts (Regular), 65pts (Veteran) |
Team | 3 men |
Weapons | 1 medium mortar |
Options | - May add spotter for +10pts |
Special Rules | - Team Weapon - Fixed - Indirect Fire - HE (D6) |
The Red Army pioneered the way for the heavy infantry mortar. The Germans feared them greatly, so much so that they copied the Russian 120mm weapon almost identically and used it themselves with great effect. The 120mm mortar had a range of 6,000 metres. Although even heavier mortars were produced, these were breech-loading weapons with carriages that required towing vehicles to move, and are not really infantry weapons.
Cost | 46pts (Inexperienced), 65pts (Regular), 84pts (Veteran) |
Team | 4 men |
Weapons | 1 heavy mortar |
Options | - May add spotter for +10pts |
Special Rules | - Team Weapon - Fixed - Indirect Fire - HE (2D6) |
The Soviet army deployed artillery in vast numbers and a bewildering variety of sizes, from lightweight infantry guns to huge divisional artillery pieces.
The Russians produced a number of different light artillery guns all of the same 76.2mm (3-inch) calibre, but by the late war the chief weapon was the ZiS-3 divisional field gun – a good all round gun that was used both as a howitzer and against enemy tanks. All of these weapons can be represented as follows.
Cost | 54pts (Inexperienced), 80pts (Regular), 96pts (Veteran) |
Team | 4 men |
Weapons | 1 light howitzer or medium anti-tank gun |
Special Rules | - Team Weapon - Fixed - Gun Shield - Versatile – can fire as either an anti-tank gun or a light howitzer |
Medium artillery consisted of 122mm artillery pieces together with a few older 107mm guns. The 122mm A19 gun was a successful design that was also mounted onto self-propelled guns and the IS-2 heavy tank. Although too slow and cumbersome to make an effective anti-tank weapon, it was certainly capable of destroying heavy German tanks, which were practically invulnerable from smaller weapons. It was later developed into a tank gun.
Cost | 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran) |
Team | 4 men |
Weapons | 1 medium howitzer |
Options | - May add spotter for +10pts |
Special Rules | - Team Weapon - Fixed - Gun Shield - Howitzer - HE (2D6) |
The 152mm ML-20 howitzer was the main heavy gun used by the Soviet army. It was augmented by older M10 howitzers and by the newer D1 152mm howitzer. All these guns are capable, long-ranged weapons that would typically be deployed well behind the fighting zone, having a range of over seven miles.
Cost | 92pts (Inexperienced), 115pts (Regular), 138pts (Veteran) |
Team | 5 men |
Weapons | 1 heavy howitzer |
Options | - May add spotter for +10pts |
Special Rules | - Team Weapon - Fixed - Gun Shield - Howitzer - HE (3D6) |
Although the 45mm anti-tank gun was practically obsolete, it has remained in service as a useful counter to the new light walkers and heavy infantry. More effective by far is the ZiS-2 57mm anti-tank gun – the standard weapon of anti-tank artillery regiments, also used by the anti-tank platoons of some infantry regiments.
The 1942 model 45mm anti-tank gun was a light and relatively effective weapon, but by the late war it stood no chance against the front armour of German tanks or heavy panzermechs such as the Panther, Zeus, or Tiger II. It was still a useful weapon though, and easily capable of destroying light vehicles.
Cost | 40pts (Inexperienced), 50pts (Regular), 60pts (Veteran) |
Team | 2 men |
Weapons | 1 light anti-tank gun |
Special Rules | - Team Weapon - Fixed - Gun Shield |
The 57mm ZiS-2 was developed before the war to give anti-tank regiments a weapon capable of taking out the more heavily armoured tanks being developed at the time. It was a rapid-firing semi-automatic gun that could shoot up to 25 rounds a minute. The ZiS-2 was not adopted initially, possibly because the calibre was unique amongst Soviet artillery; instead anti-tank units persisted with the old 45mm M-42 and ZiS-3 guns. However, by the late war period these weapons were not capable of facing the even heavier tanks being deployed by the Germans, so production of the ZiS-2 was given the full go ahead.
Cost | 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran) |
Team | 3 men |
Weapons | 1 medium anti-tank gun |
Special Rules | - Team Weapon - Fixed - Gun Shield |
The model 1944 BS-3 100mm gun was an anti-tank development of a naval anti-aircraft gun. Although it could serve as a field gun, its smaller shell made it less effective in this role than the 122mm A-19 howitzer. The BS-3 equipped light artillery brigades within tank armies, along with the ubiquitous ZiS-3 field gun.
Cost | 88pts (Inexperienced), 110pts (Regular), 132pts (Veteran) |
Team | 5 men |
Weapons | 1 heavy anti-tank gun |
Special Rules | - Team Weapon - Fixed - Gun Shield |
As with all aspects of the Soviet army, Russian tanks were produced in vast quantities – and the tank produced in greater number than any other was the iconic T-34. This tank was arguably the best all-round medium tank of the war. For a period, the Russians also used many lend-lease vehicles, including British and American tanks. By the late war these had almost all been destroyed or discarded although a few second tier units operated the older model M4A2 Sherman, sent to Russia before the break-up of the Allied powers.
The T-34/85 was the ultimate version of the T-34 tank. It featured a larger turret, big enough to accommodate a third crewman. This meant that the commander no longer had to also act as the tank’s gunner, which greatly improved combat effectiveness. The 85mm ZiS-S-53 gun restored something of the fighting power to the T-34, which had found itself increasingly out-shot by German tanks.
Cost | 188pts (Inexperienced), 235pts (Regular), 282pts (Veteran) |
Weapons | One turret-mounted heavy anti-tank gun with co-axial MMG and forward-facing hull-mounted MMG |
Damage Value | 9+ (medium tank) |
Soviet access to Rift-tech is based on captured materials and a number of defections from German and US communist scientists. One development to come from the limited Rift-tech laboratories is a weapon system based on ultra-low frequency sound waves. Too large to be mounted on anything but a tank, the Soviets have fitted it to both the reliable T-34 chassis and also onto the older but well-armoured KV-series chassis.
Cost | 215pts (Regular), 258pts (Veteran) |
Weapons | One turret-mounted Zvukovoy Proyektor and one forward-facing hull-mounted MMG |
Damage Value | 9+ (medium tank) |
Special Rules | - Shockwave |
Whilst the Zvukovoy Proyektor proved effective on the T-34 chassis, when used to support the Soviet heavy assault regiments, the heavier armoured KV-1 chassis was utilised. Slow but well armoured, the KV-mounted Zvukovoy Proyektor was capable of disrupting enemy formations prior to the wave of assault infantry that inevitably followed the heavy tanks into contact.
Cost | 290pts (Regular), 345pts (Veteran) |
Weapons | One turret-mounted Zvukovoy Proyektor and one forward-facing hull-mounted MMG |
Damage Value | 10+ (heavy tank) |
Special Rules | - Shockwave |
The Iosif (‘Joseph’) Stalin tank was designed to replace the old KV heavy tank and was a far better designed machine, with thick frontal armour and a huge 122mm gun. This weapon was the A19 gun howitzer, also used by the Russian artillery. As an anti-tank weapon it was less potent than its sheer size might suggest. For one thing it was very slow to fire as the shell and charge were separate, and space within the low IS-2 turret was very cramped – two rounds a minute was about all that could be managed. In its role as a tank gun we treat the 122mm gun as a heavy anti-tank gun but with enhanced HE capability.
Cost | 256pts (Inexperienced), 320pts (Regular), 384pts (Veteran) |
Weapons | One turret-mounted heavy anti-tank gun with co-axial MMG, one turret-mounted rear-facing MMG and one forward-facing hull-mounted MMG |
Damage Value | 10+ (heavy tank) |
Special Rules | - HE – instead of causing D3 HE hits, an HE shell causes 2D6 hits - Cumbersome – an IS-2 tank cannot be given an order until another unit on the same side has already received an order (unless only units with this rule remain in play). |
The T-44 was the successor to the T-34, offering improved cross-country performance and much greater armour. Designed to be equipped with an 85 mm main gun, by the time it was fully tested the T-34 had also moved up to this weapon. Both tanks offered similar performance, so introducing the T-44 was not considered as important as increasing T-34 production. Attempts were made to improve the T-44’s armament with a 100 mm gun; this seemed more promising and entered service in late 1946. Despite being a technically better tank, cost and combat performance means the T-34/85 is preferred as a frontline tank.
Cost | 220pts (Inexperienced), 260pts (Regular), 320pts (Veteran) |
Weapons | One turret-mounted heavy anti-tank gun with co-axial MMG and forward-facing hull-mounted MMG |
Damage Value | 9+ (medium tank) |
Options | - T-44/100 - Replace the heavy anti-tank gun with a super-heavy anti-tank gun for +80pts |
Special Rules | - The T-44's heavy frontal armour has a rating of +1 giving it the same frontal value as a heavy tank (10+) |
The difference between a tank destroyer and self-propelled artillery is somewhat blurred in the Soviet army because most guns are dual purpose and are used as assault guns (short-ranged artillery supporting an infantry attack), self-propelled artillery (for long-ranged indirect fire), and anti-tank guns (engaging enemy tanks with armoured piercing shells). The following types are the closest to true tank destroyers – which is to say dedicated to the destruction of enemy armour with powerful anti-tank guns.
The SU-100 was an up-gunned version of the SU-85 using the 100mm calibre DS10 gun. This weapon had a performance somewhere between the German 88mm as used on the Tiger (Kwk 36) and the superior 88mm gun on the Tiger II (the Kwk 43), but it also had the advantage of a larger shell and hence superior HE capability.
Cost | 240pts (Inexperienced), 300pts (Regular), 360pts (Veteran) |
Weapons | One casement-mounted forward facing super-heavy anti-tank gun |
Damage Value | 9+ (medium tank) |
The ISU-122 was a development of the heavy self-propelled howitzer the ISU-152. Both used the same body and chassis, which was also shared with the new IS-2 heavy tank. The ISU-122 carried the A-19 gun – itself a combined gun/howitzer – but when mounted onto the ISU-122 it was primarily used in the anti-tank role. We treat this weapon as a heavy anti-tank gun, but with enhanced HE capability. The large, fixed casement of the ISU-122 affords the crew more room to work their gun, so we shall not impose the slow reloading rule as for the IS-2.
Cost | 240pts (Inexperienced), 300pts (Regular), 360pts (Veteran) |
Weapons | One hull-mounted forward-facing heavy anti-tank gun |
Damage Value | 10+ (heavy tank) |
Options | May add pintle-mounted HMG for +25pts |
Special Rules | HE – instead of causing D3 HE hits an HE shell causes 2D6 hits |
The Soviets recognised the versatility of the German Spinne walker and were able to reverse engineer much of the technology from captured examples. Using biped technology stolen from the US, they were able to produce the Cossack. Fast and agile it was an excellent recce vehicle but its rudimentary gyro system meant it struggled with the recoil of heavier weapons. As such it perhaps lacks the firepower to stand up to heavier vehicles. It is also not as well suited to urban terrain, but excels in the open and often difficult ground that covers much of Eastern Europe.
Cost | 100pts (Regular), 120pts (Veteran) |
Weapons | Forward-mounted light autocannon and coaxial MMG |
Damage Value | 7+ (light walker) |
Options | - Replace light autocannon with light AT gun for +15pts, but lose Agile special rules. |
Special Rules | - Walker - Agile - Recce |
Having suffered terribly at the hands of German Thor and Zeus heavy panzermechs, the Soviets put a tremendous effort into replicating their effect. After capturing a Thor, they were able to replicate much of the multi-leg technology. Picturing the Mammoth as a mobile bunker rather than a combat vehicle, they returned to the multi-turret concept of the mid-war years. With better armour and weapons, its performance far outweighs its predecessors such as the T-35.
Cost | 420pts (Regular), 500pts (Veteran) |
Weapons | One turret-mounted light howitzer, one front-facing casement-mounted heavy howitzer, one turret-mounted light autocannon (front and left arcs only), one turret-mounted light autocannon (rear and right arc only), one pintle-mounted HMG. |
Damage Value | 10+ (super-heavy walker) |
Options | - Replace any light autocannon with an HMG for –5pts per autocannon. - Add dozer blade for +25pts |
Special Rules | - Walker - Slow - Tough (front arc only if dozer blade fitted) |
In April 1942 the Russians began development of three kinds of self-propelled artillery to support their infantry. These were to become the SU-76, SU-122, and SU-152 carrying light, medium, and heavy howitzers respectively. All three were based on existing tank chassis, and later they would be joined by the ISU-152, mounting a heavy howitzer based on the IS-2 tank chassis.
The SU-76 was a remarkable weapon that was produced in greater numbers than any other Soviet armoured vehicle aside from the T-34. It was based on the lengthened chassis of the T-70 light tank and featured a dual-purpose 76.2mm ZiS-3 field gun in an open superstructure. It was used as an assault gun, to provide ranged support, and also against enemy tanks – a real all-round vehicle.
Cost | 92pts (Inexperienced), 115pts (Regular), 138pts (Veteran) |
Weapons | One forward-facing light howitzer |
Damage Value | 8+ (light tank) |
Options | - May remove open-topped for +5pts |
Special Rules | - Open-topped - Versatile – can fire as either a medium anti-tank gun or a light howitzer |
The SU-122 mounted an adapted M-30 122mmm howitzer in an armoured encasement built upon a T-34 chassis. SU-122s were used to equip medium self-propelled artillery regiments. From the beginning of 1944 they were gradually phased out by the SU-152 and more heavily armoured ISU-122 and ISU-152.
Cost | 92pts (Inexperienced), 115pts (Regular), 138pts (Veteran) |
Weapons | One forward-facing medium howitzer |
Damage Value | 9+ (medium tank) |
Special Rules | - Howitzer - HE (2D6) |
The SU-152 was the most heavily armed of the three self-propelled gun types that entered service in early 1943. It was designed as a mobile heavy howitzer. This was a role hitherto undertaken by the KV-2 tank with a 152mm howitzer in a massive turret. The SU-152 was based on the KV chassis but its forward-facing gun was mounted in an armoured casement. Although designed primarily to smash fortifications and for bombardment of enemy positions, it proved highly effective as a long-range tank killer thanks to the sheer power of its concussive blast. From 1944 onwards the SU-152 was replaced by the ISU-152 which used the chassis of the new heavy tanks – the IS-1 and later IS-2 – but the gun remained the same as did overall performance. Note that the ISU-152 had pintle-mounted machine guns fitted as standard.
The multiple rocket launcher mounted onto a truck is one of the most distinctive Soviet weapon of the war. The noise it made led the German to refer to it as ‘Stalin’s Organ’, but to the Russians themselves it was the Katyusha (‘Little Katie’). There were several different types mounting more or fewer rockets; those carrying the most rockets required considerable longer to reload. All Katyushas were used for long-ranged bombardment – their mobility enabling them to move quickly after firing to escape the effects of enemy counter-battery fire.
Cost | 64pts (Inexperienced), 80pts (Regular), 96pts (Veteran) |
Weapons | One forward-facing Katyusha multiple rocket launcher (heavy mortar) |
Damage Value | 6+ (soft-skinned) |
Special Rules | - Multiple Launcher - Indirect Fire - HE (2D6) |
Provision of specialised mobile anti-aircraft vehicles in the Soviet army was poor throughout the war and only in late 1945 did production start on an armoured vehicle specifically designed as an anti-aircraft weapon.
Soviet engineers began designing the ZSU-37 in November 1942, resulting in the experimental T-90 armed with two 12.7mm HMGs. The SU-76 chassis was eventually utilised to speed up production and this version was to become the ZSU-37 mounting a 37mm autocannon rather than the initial HMGs.
Cost | 90pts (Inexperienced), 115pts (Regular), 135pts (Veteran) |
Weapons | One turret-mounted heavy autocannon |
Damage Value | 8+ (light tank) |
Special Rules | - Open-topped - Flak |
As with all combatant nations, the Russian forces included armoured cars that were used for scouting and sometimes as light support for infantry – especially during street fighting where their small size and manoeuvrability made them especially useful. After the first couple of years of the war, use of armoured cars dropped considerably, with light tanks being used in preference.
The tiny BA-64D Bobik (‘Bobby’) became the standard Russian light armoured car from when it first appeared in 1942 and, despite its rather primitive appearance and thin armour, it continued in service into the late-war period.
Cost | 72pts (Inexperienced), 85pts (Regular), 98pts (Veteran) |
Weapons | One turreted HMG with 360-degree arc |
Damage Value | 7+ (armoured car) |
Special Rules | - Recce |
The Russians produced numerous designs of trucks of all sizes from the GAZ staff car and 1½ tonners, to larger ZiS 2½ and 3 tonners, and heavy cargo trucks such as the YaG 5 and 8 tonners. However, prior to the breakdown of the Allies, a huge number of vehicles were supplied by the US and Britain under lend-lease arrangements, with the Americans alone supplying over a quarter of a million vehicles of one kind or another. The rugged American trucks were used in all kinds of roles, including as tows. British trucks were also supplied in their thousands, including the Bedford 3-tonner, as were Universal or Bren carriers which were used for reconnaissance, as artillery tows, and machine gun carriers. As the war continued, most of the armoured vehicles were lost through mechanical failure or combat, but the Soviets proved adept at keeping simple vehicles such as trucks and jeeps in service.
Trucks come in all shapes and sizes and are as likely to be American as Russian – with even a few British examples supplied during the mid-war period. Most general purpose military trucks come in around the 2½ to 3 ton mark and would mostly be used to transport cargo or as tows for guns. The GAZ Poltorka was the workhorse of the Soviet army throughout the war.
Cost | 31pts (Inexperienced), 39pts (Regular), 47pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skinned) |
Transport | Up to 12 men |
Tow | Light howitzer; light or medium anti-tank gun |
Options | May have pintle-mounted MMG with 360-degree arc of fire for +15pts |
The Russians produced a number of half-track trucks similar to the German Maultier design. These included the GAZ 1½ ton and ZiS 2½ ton half-tracks, which were designed in such a way that the rear track suspension could be lifted and the track removed, allowing the truck to drive on its rear wheels when required.
Cost | 35pts (Inexperienced), 44pts (Regular), 53pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skinned) |
Transport | Up to 12 men |
Tow | Light howitzer; light or medium anti-tank gun |
Options | - May have forward-facing pintle-mounted MMG covering front arc for +10pts |
The Gaz 67 Command car was inspired by the US built jeep, which it superficially resembles. The Russians built over 8,000 but received around ten times as many actual jeeps, so either could be included in a Russian army.
Cost | 17pts (Inexperienced), 21pts (Regular), 25pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skinned) |
Transport | Up to 3 men |
Tow | Light anti-tank gun |
Options | - May have pintle-mounted MMG with 360-degree arc of fire for +15pts, losing all transport capacity - May upgrade MMG to HMG for +10pts |
The Russians produced a bewildering variety of artillery tractors of all shapes and sizes, including many that resembled fully-tracked trucks with tank underpinnings and truck bodies. Many more were quite literally tractors – adapted from agricultural machines for military use. Tractors were often given armoured bodies, such as the T-26 (based on the chassis of a pre-war light tank) and T-20 Komsomolets with its armoured crew cabin and exposed benches for artillerymen.
Cost | 12pts (Inexperienced), 15pts (Regular), 18pts (Veteran) |
Weapons | None |
Damage Value | 6+ (soft-skinned) |
Transport | Up to 3 men |
Tow | Any anti-tank gun, any howitzer |
Options | - Field as armoured tractor with Damage value of 7+ at +20pts |
Special Rules | - Slow - Open-topped |