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1944 - Normandy

British

Order Dice: 10

Platoon #1
Second Lieutenant (page: 20)
Qty Weapons
1

Second Lieutenant
with Pistol
with Submachine gun
with Rifle
Infantry (equipped as modeled)

Veteran
Range

Shots

Penetration

6"
12"
24"

1
2
1
-

n/a
n/a
n/a
-

78
Special Rules
Assault
Assault

Infantry Squads
Commando Section (page: 25)
Qty Weapons
1
3
1
3

NCO with Rifle


Infantry with Submachine gun
Vickers K LMG (requires loader)
Infantry with Rifle
Commandos

Veteran
Shots

Penetration

Special Rules

24"
12"
30"
24"

1
2
4
1

n/a
n/a
n/a
n/a

Assault
Team (2 men)
Behind enemy lines, Tough
Fighters

Commando Section (page: 25)


Qty Weapons
1
3
1
3

NCO with Rifle


Infantry with Submachine gun
Vickers K LMG (requires loader)
Infantry with Rifle
Commandos

Veteran

Artillery Forward Observer


with Rifle
with Pistol
with Submachine gun
Infantry (equipped as modeled)

146

Range

Shots

Penetration

Special Rules

24"
12"
30"
24"

1
2
4
1

n/a
n/a
n/a
n/a

Assault
Team (2 men)
Behind enemy lines, Tough
Fighters

Headquarters
Free Forward Observer (Artillery) (page: 20)
Qty Weapons

146

Range

Regular

Range

Shots

Penetration

24"
6"
12"

1
1
2
-

n/a
n/a
n/a
-

10
Special Rules

Assault
Assault

Infantry
Commando Section (page: 25)
Qty Weapons
1
4
2
1

NCO with Rifle


Infantry with Rifle
Infantry with Submachine gun
Infantry with Light Machine gun (requires
loader)
Commandos

Veteran

138

Range

Shots

Penetration

Special Rules

24"
24"
12"
30"

1
1
2
3

n/a
n/a
n/a
n/a

Assault
Team (2 men)
Behind enemy lines, Tough
Fighters

Special Rules
National Characteristic (page: 18)

Veteran

Veteran

65

Up and at em
Up and at em

Infantry
Machine Gun team (page: 27)

Qty Weapons

Range

Shots

Penetration

36"

n/a

Qty Weapons

Range

Shots

Penetration

1
1

18"-60"

HE

Medium Machine gun team

Medium Mortar team (page: 29)


Spotter
Medium Mortar team

Sniper team

75
Special Rules
Team (3 men), Fixed, Indirect fire,
HE (D6)

Veteran
Range

Shots

Penetration

36"

n/a

Tanks & SP Guns


Cruiser Tank Mk VIII Cromwell (page: 41)

65
Special Rules
Team (2 men), Sniper (Sniper with
rifle & pistol- Spotter with pistol)

Regular

Qty Vehicle
Weapons

Type
Range

Transport
Shots

DamageValue
Penetration

Tracked
60"
36"
36"

1
4
4

9+
+5
n/a
n/a

Cruiser Tank Mk VIII Cromwell


Turret-mounted medium anti-tank gun
Co-axial MMG
Forward-facing MMG

Team (3 men), Fixed

Veteran

Sniper team (page: 28)


Qty Weapons

Special Rules

205
Special Rules
(75mm) HE (D6)
Front arc

Transports
Bren Carrier (page: 57)
Qty Vehicle
Weapons
1

Bren Carrier
Forward-facing LMG

Pintle-mounted LMG

Regular
Type
Range

Transport
Shots

DamageValue
Penetration

Tracked
up to 5
7+
30"
3
n/a
Tow: Light or medium anti-tank gun
30"
3
n/a

Platoon Points:

70
Special Rules
Open-topped, Turn on the spot
Front arc

Flak, 360 degree arc

998

Special Rules
Open-topped
Pinned by hits from small arms in the same way as soft-skins and infantry. If assaulted by infantry open-topped
armoured vehicles are destroyed automatically if the vehicle is damaged. If hit by indirect fire add +1 to the damage
result roll. All hits upon the upper surface of the armoured vehicle count +1 penetration regardles of whether the
target is open or not - so open-topped armoured vehicles suffer a +1 penetration and +1 damage result
Team (2 men)
Team consists of 2 men. A Team weapon shoots at full effectiveness so long as there are at least two men to serve
it. If only one man remains then the weapon suffers a -1 'to hit' penalty and a -1 penalty to its morale value.
Team (3 men)
Team consists of 3 men. A Team weapon shoots at full effectiveness so long as there are at least two men to serve
it. If only one man remains then the weapon suffers a -1 'to hit' penalty and a -1 penalty to its morale value.
Tough Fighters
Each model has two attacks in close quorter combat against infantry and artillery, regardless of what weapons are
carried.
Behind enemy lines
When Outflanking, ignore the -1 modifier to the Order test for coming onto the table
Assault
This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry armed with an assault weapon
can make two attacks in close quarter fighting against other infantry and artillery units - see p55. Note being armed
in this way does not confer two attacks against vehicles at close quarters
Up and at em

If the army has this rule then any order given to make an assault is automatically treated as having been passed - the
unit is assumed to have rolled whatever order die score is needed to pass its order. This rule does not apply to
Inexperienced troops - including any units that start out as 'green'
Turn on the spot
Can execute a full speed run rate reverse finishing the move facing in direction of travel.
HE (D6)
PIN: D2, PEN: +2 - Infantry and artillery can go down to halve the hits taken
(75mm) HE (D6)
Instead of causing D2 HE hits an HE shell causes D6 hits (75mm gun tanks)
Flak
All enemy units not currently down automatically fire at the attacking aircraft if it is within their firing arc and range,
regardless of whether they have already taken an action or not that turn. Flak fire does not require an action. Line of
site ignored. Rolls to hit aircraft are always at a -2 penalty. Friendly flak units must test to hold their fire (page 67)
Fixed
Fixed weapons cannot be fired when a unit is given an advance order.

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