Beruflich Dokumente
Kultur Dokumente
By Chris Keeling
Illustrated by:
Adrian Rose
Playtested by:
Wes Fensky
Alan Mitchell
Chris Thompson
Craig Walder
Todd Merrill
Matt Toms
Sturmtruppen and Entire Contents Copyright © 2001 Chris Keeling. All Rights Reserved.
Mars Games
16 Peppermill Court
Naugatuck, CT 06770
Printed and bound in the United States of America. All rights reserved. No portion of this
book may be reproduced or transmitted in any form or by any means, electronic or
mechanical, including, but not restricted to, photocopying, recording, or by an information
storage and retrieval system - except by a reviewer who may quote brief passages in a
review to be printed in a magazine or newspaper or published online - without written
permission from the publisher.
Although the author and publisher have made every effort to ensure the accuracy and
completeness of the information contained in this book, we assume no responsibility for
errors, inaccuracies, omissions, or inconsistencies. Any slights of people, places, or
organizations is unintentional. Neither the author nor the publisher support fascism,
socialism, nazism, or communism in any way. There is no political agenda or intent to
this document, nor should one be inferred from the topic.
Introduction 5 Other Actions 55
Glossary 7 Rallying 55
Specialists 56
Beginning Play 13
Creating Sturmtruppen 59
Your First Game 13
Game Size 13 Organization 59
Terrain Setup 14 Troop Grade 63
Purchase Troops 14 Specialist Abilities 65
Deploy Troops 14 Squad Abilities 66
Preliminary Setup 15 Side Abilities 69
Sequence of Play 16 Equipment 70
Moderated Play 17 Vehicles and Crews 71
Examples 72
Fire 19 Victory Conditions 76
Sturmtruppen is a game of small-unit tactical warfare between Germany and
the Soviet Union during the Second World War in late 1942 and early 1943. It
is set generally in that part of the war which takes place after the German
invasion of the Soviet Union has slowed down, but before the Allies have
taken the initiative and begun to counterattack. Further supplements will
cover different armies, additional rules, theaters of operation, and periods of
World War II, however, in the interest of simplicity and ease of play, this ini-
tial body of rules is limited to the time and place mentioned. To cover the
entire war in detail on this scale would require several thousand pages of text!
To cover the majority of the war in the most important theaters, as will be
done in these rules and future supplements, will still take at least several hun-
dred pages altogether.
Scale
Scale
Where the text refers to a D10, roll a single ten-sided die (a "0" is a ten for a
result from 1-10). To be successful, most rolls in this game (for example, the
Hit roll, Fight or Flee roll, and Jam roll) must total greater than 6 (7, 8, 9, 10,
or more), after all modifiers have been applied to the roll. Where a D6 is
referred to, use an ordinary cubic six-sided die. Where the text refers to a
half-die (D3 or D5), roll a single six- or ten-sided die and divide by two,
rounding up (for a result of 1-3 or 1-5). Six- and ten-sided dice are available at
most hobby and game shops.
Miniature Wargaming
If this is your first time playing, you might want to set aside time for a quick
firefight with two or three soldiers per player, to familiarize yourselves with
the mechanics of the rules. In addition, it might be a good idea to go over the
rules together briefly so that all of the players have a basic knowledge of the
game system and are not left totally in the dark as to how their units may
move and fire. This will reduce frustration greatly for players who are new to
miniature wargaming. Even if all of the players are experienced wargamers,
you should still go over the basic concepts of the game for clarity.
7
Glossary
2T - Halftrack. A lightly-armored vehicle which has its back wheels replaced
by a set of tracks for better cross-country mobility.
Active - This is the normal Morale Level for troops at the start of the game.
This level may go up or down based on the results of FoF and Rally rolls.
Active troops may move and fire as normal in accordance with their orders.
BAR - Bolt-Action Rifle. A rifle which is manually operated, such as the Ger-
man Mauser Kar 98k or Soviet Mosin-Nagant M1896/30.
Cohesion - The tendency for a unit to stay together, caused by fear and
friendship as well as the need for troops to be able to receive commands. Each
member of a squad must be within their TG of one (or more) squad members.
Cover - Heavy materials that will not only allow soldiers to hide but offer
some protection from bullets and shell fragments.
Direct Fire - Weapons fire brought to bear against a target that is visible to
the firer, that is, he is firing directly at the target.
Enemy Edge - The edge of the battlefield through which the opponent’s
troops enter (normally the far edge from a player).
HT - Heavy Tank. A very heavy (normally 40 tons or more) tank with a pow-
erful gun and heavy armor, designed to assault enemy armored formations or
defensive positions in order to achieve a breakthrough.
Indirect Fire - Weapons fire which is brought to bear against a target which
is not visible to the firer, but is normally directed by a third party with a radio
(thus also requiring the firer to have a radio).
L/# - Length. For tank and antitank guns, the length of the barrel is measured
in calibers, or multiples of the bore diameter. For example, a 2cm L/55 gun
has a barrel length of 110cm (2cm x 55).
LOS - Line of Sight. A line traced directly from the observer to the target. If
there is anything interfering in this line which can block LOS (trees, build-
ings, or smoke, for example), then the observer cannot see the target.
LT - Light tank. A small tank (normally 5-15 tons) lightly armed and armored
and used primarily for reconnaissance and infantry support.
Morale Level - The level of a squad’s morale, which may limit their capacity
to move and fire. Morale Levels include Aggressive, Active, Passive, Pinned,
Routed, and Surrender.
Pinned - Pinned soldiers may not move, however they can fire at targets in
their Line of Sight. Troops with a Pinned Morale Level incur a -2 penalty to
subsequent FoF and Rally rolls.
Reaction Fire. When a player moves a squad or vehicle into the LOS of an
enemy squad or vehicle, the nonmoving player may choose to fire at the mov-
ing unit immediately, giving up his next turn to get in a quick shot.
ROF - Rate of Fire. How fast a weapon can be fired. Choices may include
Single-Shot (SS), Semiautomatic (SA), Fully Automatic (FA), Rapid Fire
(RF), or Selective Fire (SF).
Routed - Troops who are Routed must move away from the enemy until they
are rallied by a leader or can hide in cover. This Morale Level includes a -3
penalty to further FoF and Rally rolls.
SA - Semiautomatic. A weapon that fires one round each time the trigger is
pulled. Semiautomatic weapons may fire twice per firing action instead of
once, suffering a -1 to the hit chance for each attack.
Specialist - A soldier who has some special skill or ability due to his rank or
some special training. Specialist skills include Officer, Medic, Pioneer, and
Sniper, among others. A soldier may have more than one Specialist skill.
Surrender. When a squad or other unit surrenders, it has given up all hope of
survival. Weapons are thrown down, hands are raised, and mercy is begged
for. A squad that has reached this Morale Level is no longer fit to fight and
cannot be rallied. The squad splits up into individual soldiers, who cower,
flee, and may be removed from the game.
SS - Single Shot. A weapon that can be fired once and must then be reloaded
or manually recocked before it can be fired again.
TG - Troop Grade. The Troop Grade of a soldier is based on his training and
experience. Troop Grades are rated from one to six, and represented by
Roman numerals I to VI, respectively, with I being the lowest grade of troops
and VI being the highest.
TKG - Tank Gun. A cannon normally mounted on a tank and used in the same
manner as an antitank gun - to destroy other tanks.
Unit Points. These points are used to purchase soldiers, vehicles, equipment,
and fire support for designing your own scenarios and missions. More effec-
tive soldiers and vehicles are naturally more expensive.
Troop Grade
Several factors will influence the course of play of a game of Sturmtruppen,
many of which will be determined before play even begins. Such factors as
game size, terrain, and the outfitting of troops must be taken care of before it
is possible to start playing. Practice designing and organizing different units
on both sides. This is an especially good way to learn the “ins and outs” of the
system, and can be followed by solitaire play for an idea of how such units
will function during play against an opponent.
Game Size
The first thing that must be decided is the game size. If you are playing from a
scenario or have preset unit types and sizes (e.g., an Order of Battle), you may
dispense with this step. Otherwise, the players must agree on what will be the
maximum amount of points that can be spent by each player. 500 points is a
good limit for a squad skirmish, with one or two thousand points per side pro-
viding a much larger battle. If you have more than two players, you must
assign sides and how many points per player will be allowed. In no case will
there be more than two actual sides on the battlefield - one Axis, one Allied.
Additional players must simply command units belonging to one side or the
other in cooperation with the other players of that side.
14
Terrain Setup
At first, you will probably have to start using books, cups, and boxes for ter-
rain. These will be used to represent buildings (shoe boxes are good for this,
especially with doors and windows cut out), elevated terrain such as hills
(stacks of books of diminishing size can provide adequate stepped hills), and
other miscellaneous obstacles (cups, small boxes, rocks, etc.) can be used to
represent wrecks, boulders, and trees. There are two basic ways to set up the
battlefield: either players can split up the terrain and take turns placing pieces
of similar size and type on the playing area, or one player can set up a bal-
anced board and allow his opponent first choice of sides. In some scenario
games, the basic layout of the playing area will be described, leaving the play-
ers to sort out smaller details for themselves. Eventually, when you begin to
buy and paint your own figures, you will probably want to collect miniature
trees, fortifications and buildings as well.
Purchase Troops
This phase can be done before terrain is set-up, or even days before the game
is played if the game size is known ahead of time. This process is shown in
detail in Creating Sturmtruppen, and must be completed before the troops can
be deployed. In some scenario games, troop strength and assignment will be
provided and this phase will therefore be ignored.
Deploy Troops
In scenario games the areas of deployment, what units must be deployed first,
and who will go first is often determined ahead of time. In a “design your
own” game, or whenever such information is not provided, the player who has
spent the most points (even by just one point) must set up first. The player
who has spent fewer points has the advantage of setting up second. Each
player must set up in his deployment area. This is an area 25% of the way into
the playing field, measured from the friendly edge of the battlefield. For
example, if you are playing on the ends of a four-by-eight-foot table, each
side can set up only in the last two feet (2’x4’) of each end. If you are playing
on the sides, then each side will set up only in the first foot (1’x8’). Some sit-
uations presented later in the rules and scenarios may modify this initial setup,
but it is a generally equitable way to set-up a “meeting engagement.” Troops
that can infiltrate may be set up anywhere in the friendly half of the battle-
field. Infiltrating troops cannot be set up within 10 meters of enemy troops.
15
Preliminary Setup
Determine Weather
If weather rules are being used, the first player to set up his troops rolls on the
Weather table before placing his forces to find the weather for the battle. Optional Rules
Before play, the season should be determined (either by mutual agreement or
the selection of the higher roller of a D6). Roll a D10, adding 1 in the Fall, Weather, Time of Day,
subtracting 2 in the Winter and Spring. If the battle takes place in the Winter, and Communications are
then all weather results for rain will be snow. For Spring and Fall, the results optional rules. Players
will be rain on a D6 roll of 1-4, snow on a 5-6. If the battle occurs in the Win- should establish well
ter or the result is snow for a Spring or Fall battle, then the ground is consid- before the game begins if
ered frozen and vehicles and weapons may suffer additional penalties due to any of these rules will be
the cold. in force or if the game will
be played in good
weather during the day
Wind direction must also be rolled for. This is done by using the Scatter table with working radios.
(in Fire Missions) and a D10 to determine whether the wind will blow toward
the rolling player’s side, away from it, or away from or toward it at an angle.
All smoke will be shifted in this direction immediately upon being produced.
Determine the distance (but not direction) separately for each item producing
smoke during the battle.
Weather
D10 Result
Time of Day
Another thing that can be determined before each battle is the time of day.
Normally, the battle is assumed to take place during normal daylight hours. If
agreed upon by both players, one player may roll a D10 on the Time of Day
table, or players may agree on a different time of day, instead of accepting the
default daytime combat conditions. Note that this may result in some uneven
matches if one side is more prepared for close-range combat than the other.
Night fighting, like thick fog and urban terrain, is best for infantry combat.
16
Time of Day
D10 Result
1 Dawn/Dusk; rules for dawn/dusk combat apply
2-6 Daylight action; normal rules apply
7-8 Night battle; rules for partial moonlight apply
9 Night battle; rules for full moon apply
10 Night battle; rules for new moon apply
Sequence of Play
Beginning with the player who has fewer soldiers (including all crews) on the
Alternating Turns battlefield, players alternate activating one squad (which may be a vehicle,
gun crew, sniper team, command element, or other unit) and performing some
Players alternate turns in activity with that unit. Squads may move, fire, or both (albeit with a penalty to
a manner similar to a the firing hit roll) during their activation. Once a squad has performed its
chess game. Each actions, it becomes the other player’s turn to activate a squad. A squad may be
moves and shoots one
activated again on the player’s next turn, or he may choose to activate a differ-
squad, crew, or vehicle,
ent squad. Within the movement and firing activities of the squad, some squad
then it becomes the other
player’s turn. If agreed members with specialized skills may perform individual activities (Medics,
upon in advance, turns Snipers, and Engineers, for example). Squads may also be split into smaller
may be limited to 5 min- units, and these units moved independently. Squads may also be merged to
utes to increase the form larger units during a player’s turn. How squads perform these actions is
tempo of the game. covered in the rest of the rules. This sequence is followed until one player sur-
renders, has most of his units destroyed or routed, attains his victory condi-
tions as set by the scenario, or until a pre-set number of turns or hours of play
pass and the game is called. See the section on Victory Conditions to deter-
mine the victor for a time- or turn-based game.
Moderated Play
Instead of playing with two (or more) players controlling forces and fighting
each other using the rules as both guide and final arbiter, a neutral third party
can act as a Moderator. This person should be very familiar with the rules.
When there is an odd number of players, appointing one to be the Moderator
allows the sides to be balanced and enables further options to the players. For
example, with the opposing player(s) out of the room, a player could show the
Moderator where he has hidden units placed on the mapboard during setup.
This would allow the player to avoid using Hidden counters, and enable the
Moderator to determine when the position of the Hidden unit has been com-
promised. Preplanned artillery fire can also be set up with the assistance of the
17
Moderator. Weather, wind, and other effects can be determined by the Moder-
ator as well, and he can also set up the terrain on the battlefield to ensure that
it is balanced for both sides.
If the Moderator feels up to it, he can make a list of all of the units on both
sides, and keep track of unit speed, wounding, Morale levels, and so on, so
that the players know less about their opponent’s troops and vehicles, increas-
ing the “fog of war” on the battlefield. The Moderator’s main task is to make
judgement calls on rules variations, LOS and range measurements, and so on.
A sufficiently experienced Moderator can even create a scenario, then referee
as both sides fight for their goals. Although to some the task of being the
Moderator might not seem to be as fun as commanding units in the field, oth-
ers will find it to be an excellent outlet for their creative energies, and a good
Moderator is sure to improve the tabletop wargaming experience for everyone
involved.
In World War II, the armies involved used many different kinds of weapons,
from bayonets and rifles to tanks and planes. While it is impossible to cover
every single weapon with the attention it deserves, not to mention how that
much detail would slow down the game, it is simple and realistic to break
down combat into a few primary types. This includes Direct Fire (the most
common type of combat, where soldiers are shooting at one another), Indirect
Fire (where soldiers are shooting at targets that they cannot see, including the
majority of artillery attacks), and Hand to Hand combat (in which soldiers
attempt to kill one another with hands, feet, knives, shovels, and anything else
they can find). Additionally, the effects of explosive weapons are covered.
The specifications for the individual weapons are covered in Weapons and
Equipment.
Direct Fire
Attacks are conducted in a specific sequence. All members of a squad conduct
their attacks individually, although at the same target (enemy squad or vehi-
cle). It generally helps to remind players which soldiers have fired and which
ones have not to move from one side of the squad to the other when conduct-
ing attacks or to turn squad members around once they have fired. When
using the latter technique, be sure to turn all of the figures back around once
the squad has completed firing. Each soldier must fire at an enemy soldier
who is a member of the squad being attacked. The squad must fire at the near-
est enemy squad or vehicle (that is, the squad may elect to fire at the nearest
vehicle, even if a squad is closer, or vice versa, depending on the nature of
their weaponry). This may force the squad to choose between firing an anti-
tank weapon at a vehicle or small arms at a squad. Each soldier, if not firing at
a vehicle, must fire at enemy personnel in the following order:
For each attack by a soldier, up to four rolls must be made (taking into
account that these rolls must be made for each of the several attacks allowed
by semiautomatic and fully automatic fire). The first roll determines whether
or not the attack hits the intended target. The second roll, made only if the first
is successful and only against vehicles, determines which part of the vehicle is
hit. The third roll determines whether the attack penetrates the target’s armor,
if any (if the target is unarmored or not a vehicle, the attack automatically
penetrates). The fourth roll indicates the amount of damage to the target, if the
attack penetrates. In addition, a fifth roll is made after all combat is resolved
for the target squad to determine whether the unit loses a Morale level.
Combat Sequence
1. Hit: D10 + Firer TG - Target TG +/- Modifiers >6 hits (>10 = Adds).
2. Location: For vehicles, roll to see what part of the vehicle is struck.
3. Penetration (if armor): D10 + PEN - Armor + Adds >6 penetrates.
4. Damage (if penetrates): D10 + DAM on Hit Location Table + Adds.
5. Fight or Flee: Target unit must make a Fight or Flee roll.
Reaction Fire
If a squad, crew, or vehicle moves from a position where it could not be seen
Hip Shooting or fired upon by an enemy squad, crew, or vehicle and into a position where it
could be fired upon by an enemy unit (that is, into its LOS) the enemy unit
Reaction Fire represents may conduct Reaction Fire. This fire takes the place of the opposing player’s
soldiers shooting without next unit activation (essentially, he is taking his turn early, although it is a
careful aiming, just try- highly restricted turn). Reaction Fire is conducted before the moving unit gets
ing to get off the first shot
a chance to fire. Obviously, if the moving unit is not capable of firing at the
so that they don’t get
end of its movement (a running squad for example) the enemy would be better
killed. This is the reason
for the -2 penalty and the off waiting and firing during their normal turn. Only one unit may fire at the
loss of the next turn. moving unit using Reaction Fire. This unit may make a normal attack as a
squad at the moving unit, but with a -2 modifier to all attack rolls in addition
to normal firing modifiers for movement, etc. A running squad may not use
Reaction Fire. The unit using Reaction Fire may not move at this time, and if
it has a movement marker, that marker is removed after the Reaction Fire
takes place. Once the firing unit has made its attacks, the moving unit must
make a FoF roll as usual. If successful, the squad may conduct firing of its
21
own, (if allowed by movement type, weapons, etc.), to complete its inter-
rupted turn. The other player, having already used up his next turn to conduct
the Reaction Fire, is bypassed and the moving player goes again. This may
allow him, for example, to move into view, suffer an attack by Reaction Fire,
fire his weapons, then on his next turn (which follows immediately), fire
again with the same squad then move them into cover.
Hit Roll
To see if an attack hits its intended target, roll a D10. To the result, add the TG Dice Rolls
of the firer and subtract the TG of the target (if an individual soldier). Add or
subtract appropriate modifiers from the total as shown on the Firing Modifiers The Hit roll, like most
table. Explanations for the different types of cover, firing rates, vehicle sizes dice rolls in the game,
and types of movement can be found in the appropriate sections. If the result requires a total of 7 or
is greater than 6, the attack hits the intended target. If the result is greater than better to succeed. A nat-
10, the additional amount over 10 may be used to modify/increase the rolls for ural roll of 1 is a failure
hit location, penetration, and damage, as applicable. If the attack misses, there on a Hit roll, and may
is no additional effect unless the attack is a hand grenade, HE shell, or other indicate a weapon mal-
function.
explosive or area-effect attack, in which case scatter must be determined (see
22
Artillery for scatter rules). All firing modifiers are cumulative, so a shot taken
at point blank range (one meter or less) gets +1 for being within the weapon’s
RNG and +1 for the point blank shot. If firing on automatic, the D5 attacks
would each also suffer a -2, and if the firer is walking, an additional -2.
Firing Modifiers
Rate of Fire
Weapon rates of fire will determine how many attacks a soldier may make
Machineguns with that weapon during one firing action. Single-shot weapons may make
one attack. Semiautomatic weapons may make one single-shot attack, or two
Although machineguns semiautomatic attacks with a -1 penalty to the hit roll of each attack. Weapons
dominated the First that can fire an automatic burst get a D3 attacks with a -1 penalty to each
World War, they were
attack. Fully automatic weapons get a D5 attacks with a -2 penalty to each, or
displaced in the Second
by tanks and aircraft. The
they can fire an automatic burst. Rapid fire weapons get a D10 attacks at a -3
main purpose of the penalty to hit for each attack, or they may fire at the regular fully-automatic
machinegun became that rate. Selective fire weapons may be fired semiautomatically or fully-automat-
of pinning the enemy in ically (the rate of fire in automatic mode is given in the weapon description).
place until more effec- Medium and heavy machineguns that are fixed on a tripod or pintle mount
tive weapons could be may be fired twice (rolling the appropriate die for each course of fire) during a
brought to bear on him. single action, in order to represent their stability and the continuous feeding of
belted ammunition by an assistant gunner. This advantage is only available if
there is a soldier available to assist the firer. If the weapon moves during this
activation of the unit, it cannot fire twice. Vehicle-mounted medium and
heavy machineguns also get this bonus, but only when the vehicle is stopped.
23
Jamming
If the Hit roll is a natural 1 (before any modifiers) the weapon may misfire or
jam. When this occurs, roll a D10 and add the firing soldier’s TG, subtracting
the JAM of the weapon and an additional 1 if the weapon is being fired is
doing so on fully-automatic, automatic burst or rapid fire settings. Subtract an
additional 2 from the roll if the battle takes place in the Winter, or in snow
during the Spring or Fall. If the total is greater than 6, then the weapon has not
jammed. If the total is 6 or less, then the weapon is jammed (place a
JAMMED counter next to the figure). The soldier must use an action (it need
not be his next, but it must be completed before he can fire again) to unjam the
weapon while his squad is moving or firing. Roll again as for the first jam
(D10+TG-JAM) to see if the weapon remains jammed (6 or less) or is cleared
(greater than 6). The soldier may choose to abandon the jammed weapon and
draw a backup (such as a pistol) instead with no penalty, but may not fire it
until the next action by the squad. Large-caliber and explosive weapons (tank
guns, hand grenades, mortars, etc.) will fail to fire; the round is a dud. They
may be fired again as usual without being cleared during a following action.
Location Roll
When a shot strikes a vehicle, the location of the hit must be determined. If
the shot strikes a part of the vehicle that is hidden from the firer behind cover,
then the shot misses (unless the shot penetrates the cover). Any points carried
over from the Hit roll may be added to or subtracted from the Hit Location
roll. See the section on Vehicles later in this chapter for more information.
Penetration Roll
To determine whether a hit penetrates the vehicle’s armor, roll a D10 and add
the PEN of the weapon and any points carried over from the Hit roll and not
used on the Hit Location roll, then subtract the Armor Value of the hit location
from the total. If the final result is greater than 6, the hit penetrates the armor.
Vehicular damage is determined by the weapon’s PEN, not its DAM. Any
weapon with a PEN of 9 or less (generally small arms and machineguns) has
its PEN halved when attempting to penetrate vehicular armor. This penalty
does not apply to ordinary cover. See the section on Vehicles later in this chap-
ter for more information.
Damage Roll
To determine whether or not the target has been affected by the attack, roll for
damage on the Damage table. Roll a D10 and add the weapon’s DAM and any
points carried over from the Hit roll and find the result on the table. A
weapon’s PEN has no effect on individual soldiers.
Damage
Total Result
1-9 Stunned. The soldier may not participate in the unit’s next activation,
Stun whether firing, moving, or both. He must remain in place for one full
action by the remainder of his squad. If alone, he must use up his next
A stunned soldier may be action being stunned. His wound is too minor to affect his further
slightly injured, shocked, actions. Place a STUNNED counter next to the soldier, which will
or simply amazed by a remain throughout the squad’s next activation.
bullet passing through 10-15 Wounded. The soldier is stunned for one action, as above, plus he may not
his canteen or a shell run and suffers a -2 penalty to all firing actions for the remainder of the
fragment denting his hel- battle. Place a WOUNDED counter and a STUNNED counter next to
met. Stunned soldiers the soldier or annotate his condition on the squad record. If there is a
are fine once they come Medic in the squad, he may attempt to aid the casualty during the
back to their senses. squad’s next action (instead of moving or fighting, he moves next to
the casualty while the casualty is stunned). If successful, the casualty
will be restored to normal. If a wounded soldier is wounded a second
time, he becomes Killed/Unconscious as shown below.
16+ Killed/Unconscious. The soldier is killed or knocked out by such an injury
that he must be evacuated to a hospital. If there is a Medic in the
squad, he may attempt to stabilize the casualty during the squad’s
next action (instead of moving with the squad or fighting, he moves
next to the casualty) in order to improve his chances of survival.
Line of sight
In order to fire directly at enemy troops and vehicles, a unit must have a Line
of Sight (LOS) to its target. A squad will have a Line of Sight to a squad or
vehicle when any of its soldiers have an LOS to any of the figures of the other
squad or any part of a vehicle. A vehicle must trace its LOS from a viewport
in use by a crewmember and within the firing arc of the vehicle. This will
enable those soldiers and crewmembers who have an LOS to any of the per-
sonnel of the other squad or a part of the target vehicle to fire upon the visible
members of the other squad or shot at the exposed portion of the vehicle.
25
The LOS between two figures or vehicles on the same elevation will be
blocked by intervening trees, brush, buildings, smoke, or other terrain (such
as hills) between the two figures and at the same elevation or higher. An LOS
will be blocked between two figures at different elevations when an interven-
ing obstacle is taller than the elevation of the higher figure, or when a lower
obstacle is closer to the lower piece than to the higher one (and the object is
still taller than the lower figure). Note that some of the taller figures, such as
vehicles, may be too tall to hide effectively behind some obstacles. A figure
will not have its LOS blocked by friendly soldiers in the same squad, although
it will suffer a penalty of -1 to the Hit roll for shooting past squad members.
Laser pointers and small wargaming periscopes are effective tools for deter-
mining whether a squad or vehicle can see another squad or vehicle. A taut
piece of string may also be used to determine LOS. Only those members of a
squad that are visible may be fired upon, and only by squad members who can
see the target soldiers (except for indirect fire by hand and rifle grenades, as
shown later in this chapter in the section on Indirect Fire). Use some common
sense to decide if two figures can see or shoot at each other. Remember that
the figures are there to represent troops who are moving around and changing
position. If there is a disagreement, each player can roll a die, with the high
roller’s opinion prevailing.
In order for a figure to have an LOS to another piece, the spotting piece must
not have its LOS blocked, and the target must be in the firing arc of the spot-
ting piece. The firing arc is a 120 degree area to the front of the piece. For
vehicles and on-board artillery, the firing arc is a 60 degree arc to the front of
the weapon being fired or the front of the turret or hull, as appropriate. This
includes vehicle mounted machineguns as well as crewed artillery pieces.
26
Cover
Cover is anything that a figure can hide behind in order to block the LOS of
enemy pieces and which will also provides some protection against attacks.
This includes walls, trenches, large trees, boulders, fortifications, and so on.
Ordinary cover requires the soldier to peek around or over it in order to see,
and does not provide all-around protection. Bunkers, emplacements, and gun
positions, which are specially designed to provide protection to troops inside,
provide significantly greater defense and a higher penalty (-3) to the hit roll. A
soldier or vehicle completely in cover may also be hidden. A soldier or vehi-
cle must be adjacent to and at least half covered by any type of cover to gain
the benefit of its protection. Cover generally has an Armor Value, so that it is
possible to shoot through cover and hit a soldier or vehicle hiding behind it, as
shown on the table below. If the PEN of the firing weapon is equal to or
greater than the armor value of the cover, consider it to be concealment only
(with a -1 to the Hit roll rather than -2 or -3) and reduce the PEN of the attack
by the AV of the cover if the target is hit through it. Doubling the normal
thickness of cover will double its Armor Value.
Cover
AV Examples
3 Plaster or thin wood walls; barns and interior walls, carts or wagons, fences
4 Unarmored vehicle bodies (such as on cars and trucks), helmets
5 Untreated sheet metal plate used for armor
6 Wooden walls; most houses, interior walls in most buildings
7 Barricades made of piled furniture, dead bodies
8 Tank track links used as armor, exterior walls in some buildings
9 Thick wood, large tree trunk or telephone pole, wooden barricades
12 Brick wall, brick or fieldstone house or other building exterior walls
20 Cement block or sandbag wall, improvised entrenchments and bunkers
50 Stone or poured concrete wall, smaller emplacements and pillboxes
150 Reinforced concrete wall, prefabricated artillery emplacements
250 Heavy reinforced concrete wall, permanent fortifications and defenses
Concealment
Taking Cover
One of the modifications Concealment is anything that a figure can hide behind in order to block the
to the Hit roll is the sub- LOS of enemy pieces, but which will not protect the piece from fire. This
traction of the target’s TG includes small trees, brush, fences, and camouflaged positions. Any weapon
from the total. This rep- can fire through concealment, although at a -1 penalty to the hit roll. A soldier
resents how effectively or vehicle must be adjacent to and at least half covered by any type of con-
the soldier uses move- cealment to gain the benefit of its protection. A fully concealed artillery piece
ment, cover, and con- or vehicle may start the game hidden. Once it fires, it loses this benefit.
cealment to his benefit.
27
Hidden
Indirect Fire
A soldier or vehicle that is capable of attacking with indirect fire may do so
under the following restrictions: the squad must have radio contact with a
friendly forward observer who has a direct LOS to the target or the soldier
must be firing as a member of a squad at least one member of which has a
direct LOS to the target. The target may be an enemy squad or vehicle, or a
terrain feature (using the center of the terrain feature, such as a bridge, hilltop,
or intersection, as the target). A squad firing with indirect fire weapons is not
limited to firing at the nearest target or the greatest threat to itself unless it
becomes engaged or threatened by direct fire (from small arms or a vehicle,
for example), it will respond using its own direct fire weapons (that is, the
crew’s personal weapons) rather than the indirect fire weapon, unless that
weapon is also capable of direct fire. A soldier may firing indirectly (such as
throwing a hand grenade over a wall) at a target visible to another squad mem-
ber, as long as that target meets normal direct fire criteria for an attack from
the squad member who can see the target, indicating that he is guiding the
other soldier’s attack (possibly in addition to making an attack of his own).
Use an Explosion counter to mark the location of the center of the explosion
of a hand grenade or explosive artillery shell on the playing surface.
Hit Roll
Indirect fire attacks are conducted as for direct fire attacks, except that only
certain weapons are capable of making indirect fire attacks against unseen tar-
gets. This includes hand and rifle grenades, mortars, and all artillery support,
including rocket attacks and air strikes. Hand and rifle grenades can also be
used for direct fire at visible targets. As is usual for attacks with explosive
weapons, attacks that miss the target will scatter as shown in the section on
Fire Missions.
Explosive Weapons
Explosive weapons are those that explode on or above a target causing blast
and shrapnel effects over a wide area. This includes the majority of tank and
artillery shells, bombs, hand grenades, and satchel charges. Each explosive
weapon is listed on the weapon charts with a DAM of #X. This number deter-
mines both the blast radius of the attack and its damage. Place a marker where
the explosive device or shell detonates (after taking into account scatter if
necessary). Weapons firing high explosive shells need not aim for a particular
29
individual or vehicle, they can simply fire at a point on the ground (thereby
suffering few modifiers, if any, to the hit roll). Any figures within #X meters
of the explosion will be affected by the blast. Each figure in this area will suf-
fer blast and fragmentation damage equal to the #X of the blast minus the dis-
tance from the blast in meters. For example, a mortar with a 6X DAM
explodes near a squad. Two figures are caught in the blast. The first is 2
meters from the blast while the second is 4 meters away. The first figure suf-
fers a Damage roll at DAM 4, while the second suffers a Damage roll at DAM
2. Since artillery does not discriminate by quality, the TG of the target does
not affect the attack. The only modifiers to the attack are: Hard Cover, -1;
Trenches/Foxholes, -2. Armored vehicles are attacked by explosions only
when the vehicle is struck by the round itself. If an individual soldier is struck
by an explosive round, then he is killed and removed without any roll or pos-
sibility of medical recovery.
Grenades
A squad must conduct hand to hand combat with an enemy squad if any of its
members moves into base-to-base contact with any member of the enemy
squad. Once the squad being moved has completed its movement, each squad
involved in the combat must make a FoF roll. If a squad moves into contact
with two or more enemy squads, they must all be fought. If either squad fails
30
its FoF roll, then it will lose one Morale Level. It is possible for both or all
squads to flee at this time. The squad with the greater number of troops in
base-to-base contact will get a +1 bonus to its FoF roll. If a movement brought
the moving squad into contact with a hidden enemy unit, then the moving
squad has been ambushed, and it will suffer a –1 to its FoF roll, while the
ambushing unit will get a +1 to its FoF roll. If the moving unit has attacked
from behind the enemy unit (within the rear 120 degree arc of the soldiers in
base-to-base contact), then it has surprised the enemy and gains +1 for its own
FoF roll, with the enemy suffering a –1.
If either or both squads involved in the hand to hand combat flee immediately,
then no combat actually takes place, as one or both of the squads has run
away. If both units stand and fight, then hand to hand combat will actually
take place. To resolve hand to hand combat between squads, each soldier in
base-to-base contact with an enemy soldier must fight. First, for each pair of
soldiers in contact, roll for the higher TG soldier. If the D10 roll is less than
the soldiers TG+3, then he has hit his opponent. Roll a D10 and add the TG of
the attacking soldier as the DAM of the weapon on the Damage table. If the
lower TG soldier is not killed, wounded, or stunned, then he gets to make a
hand to hand combat attack in the same way. If neither has been killed at the
end of the turn, then they remain locked in hand to hand combat until one or
the other squad is activated and continues the attack or moves away. When
more than one soldier is attacking one enemy figure, roll for each attacking
soldier separately as if they were paired up individually with the enemy sol-
dier (usually, the outnumbered soldier will lose interest in the fight quickly!).
It is possible to shoot into squads involved in hand to hand combat. Unfortu-
nately, it is not possible to distinguish friend from foe in the struggle. When
firing into a melee, roll a D6 for each shot. On a 1-3 the attack is made against
an enemy, on a 4-6 it is made against a friend. Only Snipers may pick a target.
Ongoing Melee
Squads which have members who are still locked in hand to hand combat at
Massacre the end of a player’s turn will remain locked until one of the players activates
one of the squads involved. Upon activation of a squad locked in hand to hand
Hand to hand combat combat, the player must decide whether to continue fighting or attempt to
tends to be swift and move his squad out of the combat. If he decides to continue fighting, both
lethal. The terror and fury
squads must make an FoF roll, and if neither flee then the fighting continues.
of the fighting lends itself
At this time, the acting player may move other members of the same squad
to inhumanity. Combat
veterans realize this and
into base-to-base contact with members of the opposing squad in order to par-
try to avoid it at all costs. ticipate in the combat, adjusting the squad’s members (even if they are Pinned
or Passive) so that any troops who were not engaged can join the fray. He can-
not move troops out of the fighting unless the entire squad is disengaging. If
the acting player decides to move his squad away from the combat instead of
fighting, he must make a FoF roll for the squad. If failed, the squad drops a
Morale Level and remains locked in combat. If successful, the squad leaves at
a run, however, any enemy soldiers locked in hand to hand combat at the start
of the turn get one hand to hand attack first (the soldiers moving away get no
attack) and the squad automatically drops one Morale Level.
31
Fight or Flee
As a result of combat or other actions on the battlefield, squads may be forced
to make Fight or Flee (FoF) rolls. Any time that a squad, crew, vehicle, or “Absolute obedience to
team is fired on (except if a vehicle is fired upon by weapons that could not every command is your
possibly penetrate it, such as small arms fired at any armored fighting vehicle) first lesson. No matter
it must make a FoF roll, and any other time as dictated by tables or special what comes, you mustn’t
squeal.”
events. This includes direct or indirect fire, artillery barrages, airstrikes, and
sniper fire whether any squad member is affected or not. Squads must also
Teddy Roosevelt, 1898
make a FoF roll if they suffer a casualty for any reason (friendly fire, scattered
artillery rounds, etc.). All squads, unless otherwise noted in the scenario
description, start with a Morale Level of Active. This means they can move or
fight as usual. When a squad is forced to make a FoF roll, this Morale Level
will drop to the next lower level if the FoF roll is not successful. Only by Ral-
lying can leaders bring a squad’s Morale Level up. A successful Rally roll will
improve the squad’s Morale Level by one level. The Morale Levels, listed in
order from best to worst, are shown on the Morale Levels table.
Morale Levels
1. Aggressive - Troops that hold an Aggressive Morale Level have been spurred
beyond their normal level of bravery to conduct heroic actions. They have a +1
bonus to further FoF rolls as long as they remain in this condition.
2. Active - This is the normal Morale Level for troops at the start of the game. This
level may go up or down based on the results of FoF and Rally rolls. Active troops
may move and fire as usual in accordance with their orders.
3. Passive - Troops with a Passive Morale Level suffer a -1 penalty to further FoF
and Rally rolls as long as they remain at this Morale Level and may move or fire
when activated, but not both. Specialists may still act normally and squad abilities
are still in effect (including Fast Movers and Rapid Fire).
4. Pinned - Pinned soldiers may not move, however they can fire at targets in their
Line of Sight. Troops with a Pinned Morale Level incur a -2 penalty to subsequent
FoF and Rally rolls as long as they remain Pinned.
5. Routed - Troops who are Routed must move away from the enemy at a run until
they are rallied by a leader (NCO or Officer) or can hide in cover. Any bulky items
such as heavy weapons which would slow them down must be abandoned. The only
action the squad may take is to move away from the enemy or move away and Rally
- they cannot fire or participate in hand-to-hand combat. This Morale Level includes
a -3 penalty to further FoF and Rally rolls as long as the squad remains Routed.
6. Surrender - When a squad or other unit surrenders, it has given up all hope of
survival. Weapons are thrown down, hands are raised, and mercy is begged for. A
squad that has reached this Morale Level is no longer fit to fight and cannot be ral-
lied. The squad splits up into individual soldiers, who cower, flee, and may be
removed from the play area.
To make a FoF roll, add the TG of the lowest TG soldier in the group making
the FoF roll to the result of a D10 roll. If there is an NCO or Officer in the
32
squad, use his TG instead. This total is modified as shown on the Fight or Flee
Modifiers table, plus any modifiers for squad or side abilities which modify
“Wars may be fought
with weapons, but they
FoF rolls and the squad’s current Morale Level. If the final total is 7 or higher,
are won by men.” the squad has passed its FoF roll and does not lose a level. If the total is 6 or
less, then the squad drops to the next lower Morale Level. If the roll is a natu-
General George Patton ral 1, then the squad drops two Morale Levels instead of one. All FoF modifi-
ers are cumulative.
Situation Modifier
Enemy squad or vehicle within 20 meters (even if not in LOS) -1
Enemy squad or vehicle in LOS at any range -1
Squad making FoF roll due to direct or indirect enemy fire or fire mission -1
Squad suffers a casualty (wounded or dead) from the current attack -1
Squad leader was a casualty of the current attack -1
Squad has no cover or concealment (in open terrain) -1
Squad is moving (except crawling) -1
In concealment (brush, hedge, high grass, cornfield, etc.) +1
In cover (wall, building, rubble, wreck, trees, etc.) +2
In a bunker/entrenchment (trench, foxholes, pillbox, etc.) +3
In an unarmored vehicle (car, motorcycle, truck)* +1
In a wheeled or halftracked armored vehicle (armored car, halftrack)* +2
In a tracked armored vehicle (tank, self-propelled gun)* +3
Officer within his TGx10 meters of any squad member +1
* Does not apply if attack was made by artillery, aircraft, or antitank weapon.
33
Vehicles
Combat between vehicles is conducted in the usual fashion for direct firing,
except that all of the crew move and fight together, each responsible for a dif-
ferent aspect of combat within the vehicle. In a typical tank, for example,
there is a driver, a gunner, a loader, a radioman (who also mans the bow
machinegun), and a commander, who directs the driver and the gunner. To
reflect this, each vehicle crew is treated as a squad, with the vehicle com-
mander as the squad leader. Unlike a normal infantry squad, where everyone
moves or everyone fires, the crew, like an antitank gun or mortar crew, per-
form their individual tasks each time they are activated. The driver drives, the
gunner may fire the main gun, the loader loads, turns the turret, or he may fire
a coaxial machinegun (if the main gun is not being used), the radioman may
fire his machinegun (if he isn’t using the radio), and the commander super-
vises the whole operation and generally observes the area around the tank for
targets and threats.
The weapons carried by vehicles are more powerful than those of the infantry-
men, and they generally have some thickness of armor to protect them from
the heavy weapons of enemy vehicles and antitank guns. Also, vehicles are
capable of moving across the battlefield at a high rate of speed, wreaking
havoc in the enemy’s rear areas, and transporting infantry as they go, while
providing support to their own infantry in the assault. To this end, several dif-
ferent types of vehicles are provided, with a relatively simple system for
determining hit locations, armor penetration, and damage. Use the gunner’s
TG for the Hit roll when firing. Firing is limited to a 60 degree arc in front of
the turret or gun mount.
When a vehicle is hit by an attack, roll a D10 and compare the result to the
Vehicle Hit Locations table to see what part of the vehicle is struck (“super”
on the table is short for superstructure). Add 5 to the roll if the attack is from
the rear (within the rear 120 degree arc of the target vehicle), and subtract 5 if
the attack is from the front (within the front 120 degree arc of the target vehi-
cle). If the resulting location is protected by cover, the shot must penetrate the
cover before it can penetrate the vehicle armor. The Armor Value of the cover
is subtracted directly from the PEN of the shot before armor penetration on Tank Battles
the vehicle is checked. If the shot can penetrate all of the cover behind which
a vehicle is hiding, then that cover only counts as a -1 penalty to the Hit roll While tanks are por-
trayed in great detail in
(as concealment, not cover).
Sturmtruppen, it is a
game about individual
Remember that indirect fire, including hand and rifle grenades, artillery and combat rather than
air strikes, is always assumed to attack the top armor of a vehicle. Motorcy- machines, and you may
cles, cars, and trucks use the Unarmored column on the Vehicle Hit table. find that tanks are less
Since they have no armor, a Penetration roll is not necessary. Armored cars effective at close range
use the tank column if turreted, the SP Gun column if not. All tanks (light, than a brave soldier with
medium, and heavy) use the tank column. a satchel charge.
34
Vehicle Hit Locations
Vehicle Damage
Unarmored Vehicle
Front N E C P X X
Side N T C/P - X X
Rear N P C E X X
Top N C/P T/E - X X
Halftrack
Hull Front N E T C P X
Super Front N C R P - X
Hull Side N T C P - X
Super Side N C P - - X
Hull Rear N P T C E X
Super Rear N P R C - X
Hull Front N C R T E X
Super Front N C G E - X
Hull Side N T C E - X
Super Side N C G - - X
Hull rear N E T C R X
Super rear N E C G - X
Mantlet N G C - - X
Hull Top N E T - - X
Super Top N C G - - X
Tank/Armored Car
Hull Front N C R T E X
Super Front N C E - - X
Turret Front N J G C - X
Hull Side N T C E - X
Super Side N C E - - X
Turret Side N J C G - X
Hull Rear N E T R C X
Super Rear N E C - - X
Turret Rear N J C G - X
Hull Top N E T - - X
Super Top N C R - - X
Turret Top N C G J - X
Mantlet N G C - - X
36
Vehicle Damage Results
- = No Additional Effect Use the highest damage level below the one marked with a
dash, cumulative with previous damage levels.
C = Crew Hit Roll a D10 for each member of the crew. If the die roll is greater than
the crewmember’s TG, then that crewmember is wounded. If the die roll is equal to
his TG+3 or more, he is killed.
E = Engine Hit The vehicle goes out of control. Roll 1D6 to see if it turns: 1-2, Left
60 degrees, 3-4 Straight, 5-6, Right 60 degrees. The vehicle will move in that direc-
tion up to its current speed, then stop. It will crash into anything in its path, stopping
if it does not destroy the object (see Ramming for more information on crashes). Roll
a D10. If this number is higher than the vehicle’s Reliability, then the engine catches
fire. Roll immediately on the Burning Vehicle table. Once stopped, if the vehicle does
not catch on fire, the crew must make a FoF roll. If successful, they may stay and
continue to operate the weapons, if not, they must bail out and abandon the vehicle.
G = Gun Hit The vehicle’s primary armament is knocked out. If the primary arma-
ment is already destroyed, then a secondary weapon is knocked out instead. The
crew must make a FoF roll. If successful, they may continue to operate the remain-
ing weapons, otherwise, they must stop and bail out, abandoning the vehicle. Roll a
D10. If this number is higher than the vehicle’s Reliability, then the ammunition
catches fire. Roll immediately on the Burning Vehicle table.
J = Jammed Turret The turret is jammed in its current position. In order to bring the
main gun to bear on a target, the entire vehicle must be turned (as if it were a self-
propelled gun). If the vehicle is immobilized, the gun will only be able to fire at targets
in a straight line in front of the gun.
N = No Effect If there are riders on the outside of the vehicle, or the attack is by an
explosive or incendiary weapon, then see the special rules for those weapons.
P = Passenger Hit Roll for all passengers as for a Crew Hit above. If there are no
passengers, ignore this result as the round passes through the empty compartment.
R = Radio Hit The vehicle’s radio, if it has one, is knocked out. It can no longer com-
municate with other vehicles or units or call in air or artillery support.
T = Tracks/Tires Hit The vehicle’s tracks or tires are hit and it comes to an abrupt
halt. The crew must make a FoF roll. If successful, they may stay and continue to
operate the weapons, otherwise, they must bail out and abandon the vehicle. The
vehicle may not move for the rest of the battle.
X = Destroyed The vehicle is destroyed and all crew aboard are killed. The wreck
may catch on fire. Roll a D10. If this number is higher than the vehicle’s Reliability,
then the ammunition or fuel catches fire. Roll immediately on the Burning Vehicle
table to see if the vehicle explodes.
Once the location has been determined, the firer rolls a D10, adding the
weapon’s PEN and subtracting the armor of the hit location, modifying the
result by adding any points left over from the gunner’s Hit roll as usual. Com-
pare this number to the vehicle type and hit location on the Vehicle Damage
table to determine the effects of the attack. If the total is 1-6 (or less), then the
attack had no effect or failed to penetrate adequately to do damage. For higher
results, apply damage using the column under the total, and also apply the
37
Burning Vehicle
1 Ammunition cooks off inside the hull completely destroying the vehicle,
and all remaining crew are killed by the explosion. The explosion is
equal to a 12X blast, with its center on the center of the vehicle.
2-3 Fire rages through the vehicle, forcing the crew to bail out. Roll 1D10
for each crewmember. If the die roll is greater than his TG+3, he is
caught in the fire and dies. Otherwise, place him outside of the hull.
4-6 The fuel lines catch fire, forcing the crew to bail out.
For shots that hit but fail to penetrate, roll on the Exterior Damage table. For
explosive shells (HE and HEAT), add the #X to the roll. For AP or APCR
shells, add 1 for a 26-50mm gun, add 2 for a 51-75mm gun, add 3 for a 76-
100mm gun, and add 4 for a 101mm or higher gun.
Exterior Damage
Total Result
1-6 No Effect; round ricochets or explodes harmlessly on the exterior
7-9 Secondary Weapon hit (determine randomly which machinegun)
10-11 Radio hit (see Vehicle Damage Results table)
12-13 Exposed crew hit (see Vehicle Damage Results table, but apply results only
to exposed/unbuttoned crewmembers)
14+ Tracks/Tires hit (see Vehicle Damage Results table)
Assaulting Vehicles
For squads attacking armored vehicles, only antitank hand and rifle grenades
and satchel charges are used (small arms are generally ineffective). Each sol-
dier adjacent to the vehicle and armed with an appropriate weapon may make
38
an attack with an AT hand grenade or satchel charge. The devices are placed
against or on top of the vehicle, which must be moving at slow speed or
stopped to be attacked. As these antitank devices go off at the end of the
move, the short range represents the attacker sprinting up to leave the antitank
device and moving back before it explodes at the end of the turn. Of course,
AT rifle grenades need only be fired at the vehicle. If the vehicle is stationary,
then the devices will stay where they are placed. If the vehicle is moving, roll
a D10 for each AT hand grenade or charge, the device falling off on a roll of
the emplacing soldier’s TG+3 or higher on a D10. If there are passengers on a
stationary vehicle, they must be attacked before the AT devices can be placed.
At the end of the turn in which they are placed, the grenades and satchel
charges are detonated and their effects on the vehicle (and any friendly or
enemy soldiers caught in the blast) are noted.
Antitank Weapons
Penetration (PEN) is reduced by 10% (round up) per multiple of the RNG of
Crew Morale the weapon over 1 for antitank rifles and tank and antitank guns firing AP or
APCR shot due to loss of velocity. For HEAT and HE rounds and AT hand
The crew of a vehicle will
and rifle grenades, the penetration is never reduced due to loss of velocity,
have to make a Morale
however, there is a limit to the damage of these rounds. HEAT and HE rounds
roll when their vehicle is
fired at by any weapon
and AT hand and rifle grenades will never have a total of more than 25 on the
capable of penetrating vehicle damage table against armored vehicles. Any excess penetration is dis-
any of the armor facing carded. They are not limited against unarmored vehicles and may achieve any
that weapon, even if the total against these vehicles. Crew-served antitank weapons must have at least
shot misses. half of their crewmembers alive and uninjured to fire normally. If more than
half are alive but wounded, then the weapon suffers a -2 to the hit roll and
may not be fired twice in any activation (even if the crew has Rapid Fire abil-
ity). If less than half of the crew is alive, the weapon may not be used.
Overruns
For vehicles overrunning squads, roll a D10 for each soldier in the path of the
vehicle or touched by the treads or tires as it moves. If the result is equal to or
less than the TG of the soldier (+1 to the TG if the vehicle is moving at slow
speed), then he dodges the attack and may be moved to a spot just outside of
the vehicle’s path (or into a trench or foxhole that the vehicle is passing over).
If the result is higher than the soldier’s modified TG, then he has been
wounded by the vehicle. If the result is higher than the soldier’s modified
TG+3, he has been killed by the vehicle. For an unarmored vehicle (motorcy-
cle, truck or car) that collides with soldiers, each time it strikes a soldier the
driver must roll on the Vehicle Control table to see whether he can retain con-
trol or if the vehicle crashes. For morale purposes, an overrun is considered
an attack and causes a FoF roll to be made by the target squad or squads.
Ramming
For crashes or vehicles ramming vehicles, roll a D10 for each vehicle and add
the vehicle driver’s TG, +1 for a car, +2 for a truck, +3 for a halftrack or
39
Vehicle Control
1-5 The vehicle crashes and is damaged beyond repair. The wreck may catch
on fire. Roll a D10. If this number is higher than the vehicle’s Reliability, then
the ammunition or fuel catches fire. Roll immediately on the Burning Vehicle
table to see if the vehicle explodes. The crew must make a FoF roll or bail
out if the vehicle does not catch fire.
6-10 The vehicle’s tracks or tires are destroyed and it comes to an abrupt halt.
The crew must make a FoF roll. If successful, they may stay and continue to
operate the weapons, otherwise, they must bail out. The vehicle may not
move for the rest of the battle.
11-20 Vehicle must slow to Cruising if moving at Fast speed, to Slow if moving
at Cruising speed, or stop if moving at slow speed.
21+ No effect.
Battlefield Conditions
The current weather, time of day, and terrain on the battlefield will naturally
affect all attempts to attack enemy soldiers. The Battlefield Conditions (Fire)
table shows some of the many different types of terrain, weather, and lighting
effects and how they modify the Hit roll of soldiers on the battlefield. Where a
maximum range is given, troops may not fire at any target beyond that range.
Cover and concealment modifiers affect only those soldiers using the cover or
concealment correctly (by staying next to it, within one meter, and keeping it
between themselves and the enemy). Lighting and weather penalties are in
addition to all other normal range and firing modifiers. Where a maximum
LOS is given, soldiers and vehicles outside of that range cannot be spotted,
even if their weapon’s range would allow them to fire on that target
The weather, light conditions, and terrain effects on the movement capabili-
ties of all personnel and vehicles involved in the battle are covered in the sec-
tion on Maneuver. Additional weather or terrain effects may be stipulated by
the Moderator or the scenario (for example, fighting inside of a burning fac-
tory strewn with rubble or under a full moon with intermittent clouds and
gusting winds).
40
Soldiers more than 2 meters inside a treeline or within a building or a cloud of
smoke cannot be seen or fired upon by enemy troops unless the enemy is adja-
cent to the cover/concealment (e.g., at the edge of the treeline or at a window
or door of the building) and within 5 meters of the target. Naturally, these sol-
diers cannot fire out of their cover either, unless the enemy comes up to the
edge of the woods or sticks his head in a window. In order to fire out past
cover or concealment, troops must be adjacent to the cover (at a window or
door or behind a tree right at the edge of the woodline).
High explosive rounds that land in swamp, mud, or water will have their blast
# halved due to the dampening effect of the terrain. Explosive weapons that
detonate in a room or against a wall will not affect soldiers on the other side of
the wall unless the DAM remaining (determined by subtracting the distance
of the wall from the blast from the X# of the shell) is greater than the Armor
Value of the wall. If a ruined or partial wall is only providing cover (-2 or -3 to
the Hit roll) then the blast will be resolved as usual. Be careful of hiding
troops in thin-walled shacks, chicken coops, and plaster-walled buildings!
Condition Effects
Clear No Effect
Note: For more than one effect at a time (e.g., windy at dusk), use the worse of the
two effects. For cloudy, fog or rain/snow at night, use New Moon modifiers.
41
Maneuver is one of the essential elements of conflict, and allows commanders
to use their forces to gain better positions, seize key terrain, reinforce posi-
tions, and capture objectives. The means by which this is translated into game
terms is shown in this section.
Movement
Artillery
Emplaced artillery weapons (antitank guns and mortars, for example) may not
be moved during the game except to be turned or dragged up to the TG of the
crew leader in meters by a minimum of half of the crew (in which case it may
also be turned). The crew may turn the weapon up to 60 degrees each action to
acquire a target when firing without suffering a penalty. This does not count as
movement for purposes of staying hidden (although firing it would). The crew
may also use an action to turn the weapon up to 180 degrees in either direction
and fire during the same action with a -3 penalty to the hit roll.
42
Movement Rate
15 - 20mm
Crawling 1cm 2cm 3cm 4cm 5cm 6cm
Sneaking 1cm 2cm 3cm 4cm 5cm 6cm
25mm - 28mm
Crawling .5” 1” 1.5” 2” 2.5” 3”
Sneaking .5” 1” 1.5” 2” 2.5” 3”
Walking 1” 2” 3” 4” 5” 6”
Running 2” 4” 6” 8” 10” 12”
54mm
Crawling 1” 2” 3” 4” 5” 6”
Sneaking 1” 2” 3” 4” 5” 6”
Encumbrance
Turrets
Turrets may be turned by the loader (if he is not loading the main gun or firing
a coaxial machinegun) or the vehicle commander (if he is buttoned). Vehicles
43
that have slow turrets may turn the turret left or right up to 60 degrees during
one action. Vehicles listed as having fast turrets may turn them left or right up
to 120 degrees. Vehicles with Very Fast turrets or “free guns” (generally pin-
tle-mounted machineguns or light cannon) may turn them up to 180 degrees
in one action. A crewmember turning a turret may also perform another action
(such as loading or firing) during that activation period, but will suffer a -1 to
any Hit rolls. Loading speed is unaffected, as turret rotation is often consid-
ered a part of the loader’s job between firings.
Buttoning/Unbuttoning
Cohesion
Cohesion represents the basic need for a group of soldiers to stick together. A
squad has a major advantage in being able to move as a unit rather than as “Troops who march in an
individuals. Part of the reason they can do this is that they are trained as a unit. irregular and disorderly
In order to represent their need to be able to support each other and give and manner are always in
great danger of being
receive commands from the leader of the unit, squad members must remain
defeated.”
within a number of meters of each other equal to their Troop Grade. Each sol-
dier need only have one other soldier in this range, however, if one soldier act- Vegetius, 378
ing as a “link” between other soldiers is eliminated by enemy fire or slowed
by terrain until he is no longer within range, cohesion is broken. Cohesion can
also be broken by movement and other factors. Smoke, terrain, walls, and
other features do not block cohesion; it is not necessary for soldiers to have a
clear LOS to one another to stay in cohesion.
44
A squad must be in cohesion to move and fight. A squad that is not in cohe-
sion may spend its next action reorganizing or must split up into separate
teams. To reorganize, the squad members must be moved so that each is
within the cohesion distance of another member of the unit. The squad may
move towards or away from the enemy, however, the squad must end the
move in cohesion or they may not make that move as a squad. Squad mem-
bers may fire as usual during this reorganization.
If desired, the squad may split into teams when separated or intentionally as
part of their movement. If the squad splits intentionally, the section that is sep-
arating may choose to run while the remaining squad members stay in place
and provide covering fire. Each team may continue to move as an independent
unit during subsequent actions, as if it were a separate squad (one of the rea-
sons for having multiple leaders in a squad is to enable teams that are sepa-
rated from the squad to retain some rallying capability and more than three
squad members moving or firing at one time). Squad members retain all of the
squad and side abilities of their former squad, even if they join a different
squad, however, the new squad as a whole does not gain these advantages.
Mixed squads may lose such abilities as FoF bonuses from Battle-Hardened
or Drunken Stupor (although squad members who have Drunken Stupor as a
squad ability will still suffer the -1 penalty to their hit roll). In general, if a
squad ability affects the individual (firing modifiers), it is retained, but if it
benefits the squad as a whole (FoF modifiers), then it is lost when squads are
mixed.
To join split squads or even whole squads, simply move one of the two squads
so that they have at least one member in Cohesion range of the other. For the
enemy’s firing purposes, they will be considered one squad until split apart
(intentionally or unintentionally). For activation purposes, they must be split
during their next action or move or fire together as a squad. For leadership
purposes, the highest TG NCO is considered the squad leader.
Squad Size
Vehicles
Vehicles are given four separate speeds. These are nominally called Slow,
Cruising, Fast and Very Fast (although what is Very Fast for a heavy tank may
be Slow or Cruising for a motorcycle or scout car!). Counters will be used to
indicate the vehicle’s speed. All vehicles are considered stopped at the begin-
ning of the game. A vehicle may increase its speed one step each turn that it
moves (stopped to Slow, Slow to Cruising, etc.) or it may come to a stop or
reduce its speed to any lesser speed. A counter must placed alongside or on
top of the vehicle showing its speed unless it is stopped. This speed will be
used for all firing actions by or against the vehicle. Vehicles may make a sin-
gle turn during their movement of up to 60 degrees at Very Fast speed, two
turns of up to 60 degrees each at Fast speed, three turns of up to 60 degrees
each at Cruising speed, and an unlimited number of turns at any angle at Slow
speed (pivoting, for example) during the course of one activation.
46
Mobility
Vehicles must make a Mobility roll during any turn they move through terrain
that causes a Mobility check (swamp, bog, mud, stream, pond, etc.), as soon
as half of the vehicle is in the terrain or when the vehicle leaves the terrain if it
is only skirting it Even if the vehicle is required to make a roll for multiple
reasons (e.g., moving too fast, rough terrain followed by mud), the driver is
only required to make one Mobility roll per turn. If this is successful, further
difficult terrain effects are ignored for the turn. To make a Mobility roll, roll a
D10 and add the vehicle driver’s TG and the vehicle’s Mobility rating, sub-
tracting one from the total if the driver is buttoned and one if the commander
is buttoned. Find the total on the Mobility table to determine the results.
Mobility
D10+TG Result
0-5 The vehicle throws a track or blows a tire and goes out of control. Roll a
D6: 1-2 = Left 60 degrees, 3-4 = Straight, 5-6 = Right 60 degrees. Move
the vehicle forward a number of meters equal to the next lower move-
ment rate (that is, if it is moving Fast, move it up to its Cruising speed in
meters). It stops, and the crew must make a FoF roll. If successful, they
may stay and continue to operate weapons, otherwise, they must bail
out.
6-9 The vehicle throws a track, blows a tire, or becomes stuck and comes to
an abrupt halt. The crew must make a FoF roll. If successful, they may
stay and continue to operate the weapons, if not, they must bail out.
10-12 The vehicle turns 90 degrees (roll a D6: 1-3 = left, 4-6 = right) and
comes to a halt. The vehicle may move as usual on the following turn.
13 The engine stalls and the vehicle comes to an abrupt halt. The crew
may restart the engine and move as usual on their following turn.
Battlefield Conditions
Weather
Movement can also be affected by the weather. Rivers and lakes may be
crossed if they are frozen over (by foot troops only). Frozen ground allows
muddy roads to act as paved roads. In addition, very low temperatures reduce
the reliability of vehicles. In freezing weather, all vehicles suffer a -1 penalty
to Mobility and Reliability rolls. In addition, each vehicle must be rolled for at
the start of the game to see if the engine is frozen. Roll a D10, adding the
vehicle’s Reliability and the driver’s TG. If the total is 11 or higher, then the
vehicle may move as normal. If not, then anytime the vehicle is activated to
move this roll must be made again. If successful, the vehicle may move as
normal, otherwise it remains stationary (although the crew may fire weapons
if desired) for that action and must continue to roll on subsequent actions until
it is started up. If a vehicle stalls due to a failed Mobility roll, it will have to
roll to restart its engine if the weather is freezing.
The effects of terrain, weather, and light conditions are outlined on the Battle-
field Conditions (Maneuver) table. Note that these modifiers may be com-
bined to cause 1/4 movement in some cases (for example, a wooded swamp).
When three or more half-movement modifiers are combined, the terrain is
considered impassable (for example, a wooded swamp buried in deep snow). "The most certain way
Where the top speed for vehicles and personnel is limited, the speed is still of insuring victory is to
affected by terrain. If there are two limitations on speed at the same time, use march briskly and in
whichever one gives a lower limit (for example, heavy rain and a new moon good order against the
use the new moon modifiers as they are more severe). The effects of terrain enemy, always endeav-
and weather on combat are covered in the section on Fire. Additional weather ouring to gain ground."
or terrain effects may be stipulated by the Moderator or the scenario (for
example, a hailstorm may limit the movement of infantry in the open). Frederick the Great
48
Battlefield Conditions (Maneuver)
Condition Effect
Clear No Effect
Dawn/Dusk No effect
There are three different methods for obtaining air and artillery support, each
of which must be paid for with Unit points. The only difference in these types
of attacks is the method by which they are planned; they are resolved the same
way once the fire mission is successfully called in.
• Preliminary barrages and airstrikes take place after both players have
set up their forces on the battlefield, but before play actually begins. This
type of fire mission is normally used to break up an enemy attack or
soften up enemy defenses and is plotted after setup has completed and is
resolved immediately before play begins.
• Preplanned artillery and airstrikes are purchased before the game begins
and plotted on targets before either player has set up their forces (unless
specified by the scenario). This means that these strikes should be written
down in secret and their target noted (using the firing grid system).
• On-call artillery and airstrikes are also purchased before the game
begins, but they are not plotted until they are actually called in over the
radio by a forward observer or by an artillery spotting vehicle. In this
case, the strike must be plotted by grid location.
To call in or preplan artillery and airstrikes requires a firing grid. Since the
grid is the same regardless of the terrain and based only on the size of the
playing area, the same grid can be used over and over as long as you are using
the same size table to play on. The grid divides the battlefield into one-foot
squares, regardless of the scale of the figures or terrain. A 3’x6’ table would
therefore have 18 one-square-foot sections in the grid, labelled one through
six for distance from the friendly edge of the battlefield, with 1 being right on
the friendly edge. The three columns would be called Left, Center, and Right.
An artillery barrage could then be preplanned for Grid L/5. This would place
the marker, once the barrage is fired, at the center of the L/5 grid square, 6”
from the firing player’s left edge of the battlefield and 18” in from the enemy
edge of the battlefield. For greater accuracy, you may say L3/54, or 3” from
the left edge (always measure from the left edge of the grid square) and 54”
from the friendly edge (always measure from the friendly edge).
Two examples of firing grids are shown below, one for a 6’x3’ table with the
players setting up their forces on the ends and one for a 4’x8’ table with the
players setting up their forces on the sides. There is also a sample target
shown on the 4’x8’ table which may be called in for the grid square or using
the more detailed method presented above.
L/6 C/6 R/6 A/4 B/4 C/4 D/4 E/4 F/4 G/4 H/4
L/5 C/5 R/5 A/3 B/3 C/3 D/3 E/3 F/3 G/3 H/3
L/4 C/4 R/4 A/2 B/2 C/2 D/2 E/2 F/2 G/2 H/2
L/3 C/3 R/3 A/1 B/1 C/1 D/1 E/1 F/1 G/1 H/1
Artillery
Smoke
Rocket Artillery
Attacks by multiple rocket launchers (MRL) are far less accurate than normal
artillery, however, they tend to make up in volume what they lack in precision.
To represent their inaccuracy, the center of the barrage is always scattered
3D6 meters in a random direction from the target (use the scatter diagram).
Since each rocket scatters 2D6 meters, it is still possible to hit the target,
although the majority of rockets will stray all over the battlefield. Rocket artil-
lery may only be requested once per battle. Rocket artillery may be used for
preliminary, preplanned or on-call fire missions.
Airstrikes
Airstrikes are called in or preplanned like any other fire mission, however,
unlike with other artillery, the aircraft actually enters the board, moves to its
target, conducts its attack, and then leaves the area in one action. A model rep-
resenting the aircraft is placed on a spot along the edge of the battlefield on
the turn that it arrives. This location is determined by plotting the location that
the aircraft enters the battlefield (using the grid system) and the target of the
airstrike. Next, scatter is determined. Roll a D10, as usual, for scatter, with
short falling towards the friendly edge and long falling towards the enemy
edge. Then roll 2D6 for the number of inches to be scattered. Once the target
area has been determined, find the nearest unit of any type (troops or vehi-
cles), of either side. This unit becomes the target of the airstrike, even if it is a
friendly or hidden unit. Make a line (string is good for this) between the air-
craft’s point of entry onto the battlefield and the center of its target.
Any units along this course or within 48 meters of it to either side can shoot at
the aircraft. Only antiaircraft machineguns can be used to shoot at low flying
aircraft. Roll a D10 for each machinegun firing at the aircraft, adding the TG
of the firer, +1 if the firer is also the target of the attack and +1 if the firing
weapon has a PEN of 10 or higher or is capable of Rapid Fire. If the total is 12
or less, then the antiaircraft attack missed. If the total is 13-16, then the plane
has suffered enough hits to veer off and abort the attack (the airstrike can be
called in on a later turn if desired). If the total is 17 or more, then the aircraft
has been shot down and is lost.
If the aircraft makes it to the target, then it conducts all of its attacks against
that target. Roll to hit as usual, allowing the pilot to be TGV for Germans and
TG IV for the Soviets, and using only light and weather modifiers as penalties
to hit. Roll for each attack. If the aircraft has no bombs it will strafe. If it has
bombs it will drop bombs on a 1-4 on a D6, strafing on a 5-6. Bombs that miss
will scatter as usual. Attacks against vehicles are taken against their top armor
53
value (roll a D6: for turreted vehicles, 1-2 = Hull Top, 3-4 = Turret Top, 5-6 =
Superstructure Top, for other vehicles, 1-3 = Hull Top, 4-6 = Superstructure
Top).
When all attacks have been completed, the aircraft will move off of the battle-
field by continuing in a straight line from its start point through the target and
off of the opposite map edge. Any enemy units between the target and the
map edge where the aircraft will exit play, or within 50 meters to either side,
may fire at the exiting aircraft as noted earlier, however, they can no longer
interfere with its attack (in the rare event that the aircraft is shot down, it does
provide some satisfaction, however).
Aircraft Chart
Scatter
To determine where an attack scatters to, roll dice for distance according to
the Scatter chart. Then roll a D10 to see which direction the attack (or, in the Murphy
case of artillery barrages, the center of the barrage) scatters. Note that for
MRL attacks, first roll 3D6 to see where the center of the attack scatters to, Murphy’s Law of Artillery
then roll 2D6 for individual rockets. For barrage attacks (B#), roll the same states that the only thing
more accurate than
dice to scatter the center of the attack as are used to scatter the individual
incoming enemy artillery
incoming rounds. To determine direction, use the following clock method: roll
fire is incoming friendly
a D10, 1-2=12 o’clock, 3=2 o’clock, 4=4 o’clock, 5-6=6 o’clock, 7=8 o’clock, artillery fire...
and 8=10 o’clock. 12 o’clock is always toward the enemy edge of the battle-
field. On a 9 or 0 reroll and add a D6 meters to the distance scattered as per
the scatter diagram.
Note that high-velocity direct-fire guns (tank and antitank guns) will deviate
an additional 2D6 meters short (back towards the firing gun) or long (in the
direction the round is already going) if they miss. Scatter is never rolled for
rifles, pistols, machineguns, AP or APCR ammo, etc., only for weapons with
an explosive effect, such as artillery and grenades. Scattering explosive shells
may deviate right back onto their original target or onto nearby enemy or
friendly units. Blast effects are determined as usual.
54
Scatter Diagram
1-2
8 3
7 4
5-6
Scatter
Tank or antitank gun Small (1D6 meters +2D6 meters short or long)
Off-board artillery Medium (2D6 meters)
Multiple rocket launcher (MRL) Large (3D6 meters for new center of barrage)
Each rocket will deviate - Medium (2D6 meters from new center)
Soldiers do not just fight and move during battle. Specialists are responsible
for their own individual tasks, leaders at all levels are required to formulate
plans and pass orders, and soldiers wonder whether they will fight or flee, win
or lose, live or die...
Rallying
Leaders may attempt to Rally troops whose Morale Level has been reduced
by the effects of combat, or exhort those who are already fighting to more “...be on the alert to obey
heroic levels. This is done in the same way as a FoF roll, using the squad the word of command. It
leader’s TG (must be an NCO or Officer to Rally) and the result of a D10 roll is both the noblest and
to determine the outcome. The TG of the leader may be modified by one or the safest thing for a
more of the factors shown on the Fight or Flee Modifiers table. In addition, great army to be visibly
animated in one spirit!”
modifiers due to the squad’s current Morale Level may apply, as well as squad
and side abilities which modify Rally rolls. If the total is greater than six, then
Archidamus of Sparta,
the squad’s Morale Level is increased by one. On a natural roll of 1 on the 431 BC
D10 the squad’s Morale Level drops by one. When a leader is rallying his
troops, this counts as the entire action for the unit; they may not fire during
this action, although they may move away from the enemy before the roll is
made if desired (if Routed, they must move away from the enemy at a run
before the Rally roll is made). Squads with an Active Morale Level may be
rallied to Aggressive. No unit may have a Morale Level higher than Aggres-
sive.
Specialists
Specialists are highly trained in a combat skill. Such soldiers are more expen-
sive to train and equip than ordinary soldiers, hence their higher Unit point
cost. Each specialist has one or more abilities which may be used in place of
(or sometimes in addition to) normal squad activities for that individual. A
soldier can only use one Specialist ability at a time.
56
Engineer
This soldier is well trained in the use of explosives for demolition purposes,
mine laying and disarming, fortification and bridge construction and demoli-
tion, the improvisation of obstacles and boobytraps, and the use of special
weapons and equipment. An engineer may use an action to cut through a sec-
tion of barbed wire (creating a two meter wide path or gap in the wire obsta-
cle) or use a satchel charge or AT hand grenade instead of firing other
weapons or moving. Only an Engineer can use AT hand grenades and satchel
charges. An Engineer may perform these actions while the rest of his squad
moves and/or fires, as long as he remains in Cohesion distance of the squad.
Expert Driver
This vehicle crew has an expert driver who adds +2 to the vehicle’s Mobility
and Vehicle Control rolls. This ability may only be applied to a vehicle crew-
member who is a driver.
Expert Gunner
This vehicle crew has an expert gunner who adds +1 to his hit roll when using
the main gun. This ability may only be applied to a vehicle crewmember who
is a gunner.
Expert Loader
This vehicle crew has an expert loader who may both load the main gun and
fire a coaxial machinegun during the same action or load and fire the main
gun if he is acting as both loader and gunner. This ability may only be applied
to a vehicle crewmember who is a loader.
Forward Observer
A Forward Observer (FO) may call for artillery fire. An ordinary Officer with
a radioman may call for preplanned artillery fire or an airstrike, but only an
FO can call for on-call fire missions. The FO must be able to see the target of
the fire mission (a static object or terrain feature) at the time of the call for
fire. The FO may call for fire while the remainder of the squad (except for the
radioman whose radio he is using) moves and/or fires, as long as he remains
in Cohesion distance of the squad.
Inspirational Leader
“Leadership is intangible This ability is limited to Noncommissioned Officers and Officers. It gives the
and therefore no weapon NCO or officer a +1 to all FoF and Rally attempts, and increases the TG of the
ever designed can leader by one for command effectiveness purposes (that is, it allows them to
replace it.” command more troops effectively; a TGVI leader would be considered to
have a TG of VII). Inspirational officers pass that +1 bonus on to subordinate
General Omar Bradley
units in their area of command. If the officer is killed, the bonus is lost.
57
Medic
Medics may attempt to aid any casualty, but must still maintain unit Cohesion
as usual or be separated from the unit. Roll a D6 for each attempt, on a 1 or 2
a wounded casualty is immediately returned to action as normal. Otherwise,
the casualty remains wounded. This medical care takes the Medic’s entire turn
(he may not move during the turn aid is being rendered). A wounded Medic
may attempt to treat his own wound. A Medic may also attempt to stabilize a
soldier who has been Killed/Unconscious. This is done the same way as for a
wounded soldier, except that on a 1 or 2 the casualty is considered uncon-
scious (this will only have an effect on campaign games). Any unit with a
Medic in cohesion gains a +1 to all FoF and Rally attempts as long as the
Medic is present and unwounded. A medic must have an Aid Bag in order to
use this skill.
Messenger
Noncommissioned Officer
Radio Operator
Radio operators are trained in the techniques of radio operation and communi-
cation. A radio operator is normally assigned directly to an Officer or Forward
Observer so that he can pass orders and request fire missions directly. A radio
operator must have a Field Radio in order to use this skill.
Sniper
Players may agree beforehand on the forces to be used in a skirmish, or they
may agree to spend a specific number of points on forces. The cost of person-
nel and equipment is expressed as their Unit Points cost. Each player may
spend his Unit Points as desired or as specified by restrictions. Historically,
forces are generally restricted by equipment, weapons, Troop Grade, and
organization. If the game is being refereed by a Moderator, he may assign
forces as desired, however, he should note the unit points cost of the forces in
order to maintain a balance of play. If a scenario is being played, the organiza-
tion of forces will be outlined therein.
Organization
Troops must be organized in some way and they must have leaders. A typical
organization would be to have squads of ten or twelve soldiers, including a TO&E
sergeant (their leader). Three or four such squads would make up a platoon,
led by a lieutenant; three platoons plus a weapons platoon would be a com- Veteran units rarely
pany, led by a captain, etc. Each sub-unit must have its own leader through matched their official
whom orders are passed. Smaller units (such as two- or three-man teams) are Table of Organization
and Equipment (TO&E).
not recommended except in the case of attachments such as sniper teams or
They were likely to have
vehicle or gun crews. Units may be upgraded (for example, by replacing all of
less men and more
the bolt-action rifles in a unit with semiautomatic rifles) as desired, but the heavy weapons.
costs must be paid in unit points. The following eaxmples are some actual unit
organizations as used by the appropriate forces during the period represented
in this game.
This independent unit may have three or four platoons subordinate to it (usu-
ally three rifle platoons and a weapons platoon, however, one of the platoons
may be replaced or reinforced by engineers or Panzers). It consists of the
company commander (a TGIV or TGV Officer, usually a Captain) with a P 38
pistol and a horse, an NCO (A TGIV or TGV NCO, usually a Sergeant) with
an MP 40 submachinegun, two Medics with P 38 pistols and aid bags, six
Messengers with Kar 98k rifles, and an orderly with a Kar 98k rifle. A radi-
60
oman with a field radio and a Kar 98k rifle may be attached to provide artil-
lery and air support.
This platoon is outfitted similarly to the rifle platoon, except that it is provided
with one SdKfz 251/1 halftrack for each of the three rifle squads and an
SdKfz 251/1 halftrack for the platoon headquarters and light mortar troops.
Two riflemen from each squad become vehicle Crew (one driving and one
manning the MG 34 machinegun), as do the platoon Sniper and one Messen-
ger (who lose their specialist skills and become Crew as well) from the pla-
toon headquarters troop. The platoon ordinarily fights dismounted, with the
61
This platoon ordinarily consists of four or five tanks, one of which belongs to
the platoon commander. Each tank is usually commanded by a TGIV Leader
(a Sergeant) and has a TGIII crew. The platoon commander’s vehicle usually
has a TGIV crew as he is ordinarily a TGV Leader (a Lieutenant). All vehicles
in the platoon are usually of the same type. They may be PzKpfw IIF, PzKpfw
IIIJ, PzKpfw IVF, PzKpfw IVG or PzKpfw VIE tanks, or Marder II or StuG
IIIC/D self-propelled guns. The platoon may be provided with an SdKfz 222
to provide reconnaissance or as an artillery observer. All crewmembers carry
the P 38 pistol. Crew leaders also have an MP 40 submachinegun.
This independent unit may have three platoons subordinate to it (usually three
rifle platoons, however, one of the platoons may be replaced by tanks). It con-
sists of the company commander (a TGIII or TGIV Officer, usually a Captain)
with a TT-33 pistol, an NCO (A TGIII NCO, usually a Sergeant) with a PPSh-
41 submachinegun, two Medics with TT-33 pistols and aid bags, and six Mes-
sengers with Mosin-Nagant rifles. A radioman with a field radio and a Mosin-
Nagant rifle may be attached to provide artillery and air support.
This platoon is made up of three rifle squads and a platoon headquarters sec-
tion. Soldiers are TGII, with Leaders of TGIII. A veteran platoon may include
soldiers of TGIII and Leaders of TGIV. Each squad consists of one Leader (a
62
Noncommissioned Officer, usually a
Sergeant) with a PPSh-41 subma-
chinegun, a machinegunner with a DP
light machinegun, an assistant gunner
who carries extra ammunition for the
DP and a Mosin-Nagant rifle, and six
soldiers with Mosin-Nagant rifles and
hand grenades. The platoon head-
quarters section consists of the pla-
toon Leader (usually a TGIII
Lieutenant) armed with a TT-33 pistol
and hand grenades, and two Messen-
gers with Mosin-Nagant rifles and
hand grenades.
Troop Grade
Other things being relatively equal, the quality and type of troops available to
the commander is the most important factor in determining the outcome of an
engagement. The skill, morale, and experience of troops is defined in game
terms by their Troop Grade. There are six grades of troops, assigned Roman
numerals from one (I) to six (VI), with one being the poorest quality troops
and six being the best possible troops. You will generally find that large bod-
ies of poorer troops can win a victory over smaller bodies of elite troops if
they are engaged in a set-piece battle, but small, elite units can wreak havoc in
unconventional and surprise attacks, particularly if heavily armed.
The basic Unit Point cost for an individual soldier is equal to his Troop Grade
times ten. Therefore a TG I soldier costs 10 points, a TG II soldier costs 20
points, and so on. The Moderator should keep these troop costs in mind when-
ever designing a scenario. Generally, 50% of the Unit Points spent on a unit
are for the soldiers, with the other half being spent on vehicles, weapons, artil-
lery and air support, and equipment.
64
Training
There are four basic levels of training which a soldier can have. These are
“If in training soldiers’ Untrained, Militia, Regular, and Elite. Untrained troops may be pressed into
commands are habitu- service by press gangs or may be civilians defending their homes. Militia
ally enforced, the army includes civilians with some military training, such as a reservist. Regular
will be well-disciplined; if
troops are those who receive regular training and are full-time soldiers. Elite
not, its discipline will be
forces are those who train constantly and require rigorous testing before
bad.”
acceptance.
Sun Tzu, Art of War
Experience
Soldiers may have one of three levels of experience. These are Green, Vet-
eran, and Seasoned. Green troops have never seen any type of combat up
close. Troops achieve a Veteran status after they have participated in at least
one battle in which they have been shot at or shot at an enemy. A soldier can
become seasoned after completing a campaign (a campaign in the middle ages
generally lasted one season, hence the term) in which he participated in com-
bat more than once.
Troop Grade
Troop Grade I
Troop Grade II
This soldier is of average quality. He may be a regular soldier who has yet to
see any actual combat or a reservist who has been blooded. Civilians and
impressed troops who have fought for a full campaign are also of this grade.
This soldier has adequate morale and some combat skills. Most Wehrmacht
soldiers will be included here, as well as veteran Soviet troops and Guards
units.
Troop Grade IV
Troop Grade V
Troop Grade VI
Specialist Abilities
Many soldiers are trained to be specialists of one sort or another. Soldiers may
be given Specialty abilities as needed, however, while a platoon of Engineers
would be a reasonable combat unit, a platoon of Officers or NCOs (or Medics,
Messengers, or Snipers) would not. The cost of Specialties is listed below,
along with Unit and Side abilities. Each soldier may have one Specialist abil-
ity (in addition to any number of Squad and Side abilities) if he is TGI to
TGIII or up to two Specialist abilities if he is TGIV to TGVI. The uses of the
Specialist abilities are described in Other Actions. All soldiers are considered
to be trained in infantry tactics, movement techniques, and all of the small
arms and heavy weapons produced by their nation. Vehicle and gun crews are
automatically assumed to be proficient with driving, loading, and firing skills
for their side’s vehicles and artillery.
66
Abilities
Squad Abilities
Battle-Hardened
"The most important
Members of this unit receive a +1 to all FoF rolls. This ability may be applied qualification of a soldier
to a squad or a vehicle crew. is fortitude under fatigue
and privation. Courage is
Close Assault only second; hardship,
poverty and want are the
Members of this unit receive a +2 to all hand to hand combat hit rolls. This best school for a soldier."
ability may only be applied to a squad.
Napoleon Bonaparte
Crew
Crewmen are specially trained to work together for a specific task. All vehi-
cles and artillery pieces must have crews. Crews form a unit (like a squad or
68
element), but rather than performing the same action, each crewmember per-
forms the action he has been trained to do. A vehicle crew will always have a
driver (if he is the only crewmember, then he is an independent unit), and pos-
sibly a gunner, loader, radio operator, and commander. If other specialist abil-
ities are required for crew positions (radio operator and commander, for
instance), then these abilities must be purchased separately. The Crew ability
does not count toward the normal TG limit for the number of Unit abilities a
squad can have. Gun crews normally have at least a gunner and a loader, but
may have additional crew used to spot enemy troops, gauge distances, unpack
and handle ammunition, give fire commands, provide security, and so on.
Drunken Stupor
Members of this unit enter combat in a vodka-induced fury. All FoF rolls are
made at +2 to the TG of the leader (or lowest TG soldier if there is no leader),
however all members of the squad suffer a –1 penalty to hit. This ability may
only be applied to Soviet squads.
Fast Movers
This unit move at double the normal running rate. No firing or specialist
actions may be used during this fast movement, as usual. This unit cannot
move at this rate for their next turn (they must slow to a normal run or lower).
This ability may be applied to a squad or crew, but not to a vehicle.
Rapid Fire
This unit may forgo any movement and instead fire twice. No specialist
actions may be used during this firing. This ability may be applied to a squad
or vehicle, or an antitank gun or mortar crew. Mounted machineguns (medium
and heavy machineguns in general) already fire twice so receive no advantage
from this ability. Vehicles, antitank guns, and mortars using this ability must
fire at the same target with both attacks and cannot pivot or turn a turret before
or after firing; they cannot move in any way during this action. Vehicles in
which the gunner is also the loader cannot use this ability.
Reconnaissance
This unit may infiltrate the battlefield. Instead of being set up in the first 25%
of the battlefield, it may start the game anywhere out to the halfway point
between the two sides. It may also start Hidden, but not in a fortified position
or entrenchment (although it may start in cover such as ruins or woods).
Trained Marksmen
This unit may elect to fire only one shot per soldier (automatic weapons can-
not be fired, unless they are selective-fire weapons set to semiautomatic) and
receive a +2 to the hit rolls for all attacks. The squad may not move before or
after firing when using this action. This ability cannot be combined with rapid
fire or drunken stupor.
69
Side Abilities
Some abilities apply to the side as a whole, that is, the entire platoon, com-
pany, etc. benefits from this ability throughout the course of the battle. Typical
side abilities for the Germans include Air Superiority and High Morale. Typi-
cal side abilities for the Soviets include Famous Commander and Intelligence.
The following abilities may be purchased for the entire army, regardless of the
TG of the soldiers involved. Each costs 10% of the total points spent on the
army (all personnel and equipment, including vehicles). For example, a Side
ability for a 1,000 point unit would cost 100 points, while for a 500 point unit
it would only cost 50 points.
Accurate Artillery
The artillery support used by this side, whether preplanned or on call, is very
accurate and will only scatter on a roll of 1 on a D10. The individual rounds,
however, will scatter. Note that this does not include rocket artillery or air-
strikes, which will scatter as usual.
Air Superiority
All airstrikes called for or preplanned by this side will take effect on the turn
they are requested; no roll is made for availability. If both sides select this side
ability, then roll for airstrike availability as usual.
Antiaircraft support
Whenever the enemy uses an airstrike, roll 1D10 before the airstrike begins.
On a 1-2, the airstrike is shot down before it arrives, and is lost for the rest of
the battle. On a 3-5, the airstrike veers off and must be recalled as a new fire
mission. On a 6-10, the airstrike takes place as usual.
Famous Commander
The unit is under the command of a famous officer, such as Rommel, Zhukov,
Guderian, or Timoshenko. Every soldier in the unit has a +1 to any FoF and
Rally rolls (in addition to any modifiers for leader and unit abilities). The Erwin Rommel
leader need not be present on the battlefield. If he is on the battlefield, he must
be represented by a TGVI officer with the Inspired Leader specialist ability in This famous Field Mar-
a headquarters section. In this case, every soldier receives a +2 to FoF and shall was known for lead-
Rally rolls (+1 for Inspired Leader and +1 for Famous Commander), however, ing from the front, where
this advantage is lost if the officer is killed or knocked unconscious. It is not he could often be found
calling for artillery or air
lost if the officer is only wounded or stunned.
support from his armored
High Morale
car or staff car.
70
Intelligence
None of the enemy forces may start the game Hidden, however, those which
can infiltrate the battlefield may still be placed in front of the deployment
area.
Equipment
A soldier may carry one or two small arms. Hand and rifle grenades do not
count -- a soldier may carry hand and/or rifle grenades in addition to his
weapon(s). Soldiers carrying man-portable heavy weapons (such as a light
machinegun or antitank rifle) may carry one pistol as an additional weapon,
but no grenades, rifles, or submachineguns. Members of weapon crews may
carry regular small arms in addition to crewing their weapon, but may not
have any heavy weapons. Tank crews are usually armed with pistols, with the
leader possibly armed with a submachinegun, but nothing heavier. The crew-
men of lighter vehicles may be armed with regular small arms, but again no
heavy weapons (aside from those mounted on the vehicle). For each ENC 1
weapon in a unit, there must be one soldier without a heavy weapon to act as
assistant gunner or ammo bearer. For each ENC 2 weapon, there must be two
such soldiers, etc. This is to keep players from making squads of just
machinegunners; ammunition and cost requirements kept this from being a
reality in any army.
71
Vehicles and on-board artillery pieces such as antitank guns and mortars
require crews. Special-purpose troops and heavy weapons teams (such as
sniper teams, antitank rifle teams, and heavy machinegun teams) need not be
a crewman to be members of those units. A crew is purchased with and for a
specific gun or vehicle. Regular soldiers cannot fire antitank weapons or mor-
tars or drive vehicles of any kind. Crews whose vehicle breaks down or anti-
tank gun is destroyed cannot move to another vehicle or weapon and use it,
even if it is in good condition. Only the original Crew of a weapon or vehicle
may operate it.
Because the crews consist of soldiers trained in a specific task, such as load-
ing, firing, driving, and so on, each is able to perform his task while the other
members of the crew go about performing their own tasks. In addition, crew-
members are cross-trained to perform each others’ tasks, although generally
not as efficiently. When a vehicle crewmember is killed, one of the other
crewmen must take his place (usually the radioman or commander if the
driver, gunner or loader is killed). Wounded crewmembers may continue in
their normal roles, however, they suffer a -2 penalty to any firing or driving
rolls. Gun crews may take each others’ positions in the same way.
Vehicles and antitank weapons are normally organized into platoons or batter-
ies, although at this scale individual vehicles and weapons may be purchased.
A player’s forces may be made up entirely of infantry, entirely of vehicles and
gun crews, or a mixture in any proportions desired. While vehicle and gun
crews may be part of the same platoon or battery, they must be activated to
move and fire independently as if they were a squad.
Vehicles and antitank gun crews are generally considered to come with a
short-range tactical radio. Although this radio is suitable for communication
with other crews on the battlefield, it is not suitable for calling for off-board
fire support and airstrikes. Vehicle and gun crews are usually too busy moving
and shooting to be calling for fire missions anyway! Vehicles that do not nor-
mally mount a radio (such as most Soviet tanks and all motorcycles, combat
cars, and trucks) can signal each other using flags, hand signals, or lights.
Vehicles, antitank guns, and mortars may start the game hidden and infil-
trated, if they have the appropriate cover and ability. Once they move or fire,
vehicles and guns lose their hidden status just like any other unit. Hidden
vehicles must use four HIDDEN counters, one counter to represent each cor-
ner of the vehicle, so that the vehicle can be spotted in a realistic manner and
placed correctly when needed. To make it less obvious that it is a vehicle, any
of the extra counters deployed with hidden troops may be placed nearby to
make it look like a squad or team is hidden there. Hidden vehicles and weap-
ons, like hidden squads and teams, can still become the targets of an airstrike.
72
Examples
The following squads, vehicles, teams, guns, and crews are given as examples
of typical unit organizations within the German and Soviet armies between
late 1942 and early 1943. Some of these sample units are used in the engage-
ments provided in the Scenarios section. All costs include soldiers, weapons,
basic equipment, and any squad abilities shown. Although the structure of
these units is historically true to the official organization of these units, troops
in the field tended to go into combat shorthanded and with whatever extra
weaponry and equipment they could obtain. Ad hoc units were often formed
from reserve formations and replacement pools when enemy forces threatened
supply lines or rear areas. Often, veterans were transferred from one branch to
another (for example, from engineers to infantry) and retained their previous
skills. Occasionally units were given quick classes on new equipment and sent
to try it out in the field. All of these possibilities combined with the chaotic
nature of the battlefield led to some very unusual unit organization in practice.
German Forces
Squad: Battle-Hardened 50
2x Soldier TGIII, Kar 98k, Messenger 100
1x Soldier TGIV, P 38, Aid bag, Medic 65
1x Soldier TGIII, Kar 98k, Radio, Radio operator 75
1x Soldier TGIV, MP 40, Officer 95
Total 385
Squad: Crew 20
Vehicle: PzKpfw IIF 450
1x Soldier TGIII, P 38, Expert Driver 50
1x Soldier TGIV, P 38, Radio operator, NCO 70
Total 590
Squad: Crew 50
Squad: Battle-Hardened 50
Vehicle: PzKpfw IVF 800
1x Soldier TGIII, P 38, Expert Driver 50
1x Soldier TGIII, P 38, Expert Gunner 50
1x Soldier TGIII, P 38 35
1x Soldier TGIII, P 38, Radio operator 45
1x Soldier TGIV, MP 40, NCO 85
Total 1165
Squad: Crew 50
Squad: Battle-Hardened 50
Vehicle: PzKpfw VIE 1300
1x Soldier TGIV, P 38, Expert Driver 60
1x Soldier TGIV, P 38, Expert Gunner 60
1x Soldier TGIV, P 38, Expert Loader 60
1x Soldier TGIV, P 38, Radio operator 55
1x Soldier TGV, MP 40, Officer 105
Total 1740
74
German Antitank Gun
Squad: Crew 40
Weapon: 5cm PaK 38 L/60 150
1x Soldier TGIII, Kar 98k 40
1x Soldier TGIII, Kar 98k, Expert Gunner 55
1x Soldier TGIII, Kar 98k, Expert Loader 55
1x Soldier TGIV, MP 40, NCO 85
Total 425
Soviet Forces
Squad: Battle-Hardened 40
2x Soldier TGII, PPSh-41, Messenger 120
1x Soldier TGII, TT-33, Aid bag, Medic 45
1x Soldier TGIII, TT-33, Officer 60
Total 265
Squad: Crew 20
Vehicle: T-40 400
1x Soldier TGII, TT-33 25
1x Soldier TGIII, TT-33, NCO 50
Total 495
Squad: Crew 50
Squad: Battle-Hardened 50
Vehicle: T-34 950
4x Soldier TGII, TT-33 100
1x Soldier TGIII, TT-33, NCO 50
Total 1200
Squad: Crew 60
Squad: Battle-Hardened 60
Vehicle: KV-1S 1150
1x Soldier TGIII, TT-33, Expert Driver 50
1x Soldier TGIII, TT-33, Expert Gunner 50
2x Soldier TGIII, TT-33 70
1x Soldier TGIII, TT-33, Radio operator 45
1x Soldier TGIV, TT-33, Officer 70
Total 1535
Squad: Crew 40
Weapon: 45mm M1937/42 125
3x Soldier TGII, Mosin-Nagant 90
1x Soldier TGIII, PPSh-41, NCO 75
Total 330
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Victory Conditions
Ordinary battles have Victory Conditions associated with them that will deter-
"A man's greatest mine when one side or the other has won. Scenario guidelines may set differ-
moment in life is when ent conditions for victory, however, these conditions are equitable for meeting
his enemy lays van- engagements as well as tournament play. In addition, it is often possible to use
quished, his village this method of determining victory in conjunction with specific scenario rules
aflame, his herds driven to determine the degree of victory or loss.
before you and his weep-
ing wives and daughters
A player wins when his opponent meets one of these conditions:
are clasped to your
breast."
• More than half of his squads and crews are routed, surrendered, or dead.
Genghis Kahn • More than half of all of the soldiers he started the battle with are dead,
wounded, routed, or surrendered.
• He has no Officers or NCOs left on the battlefield.
• He surrenders in the face of insurmountable odds.
To determine the victory level of the battle for tournaments or campaign play,
use this method, based on the proportion of casualties to each side:
• Total Value of Battle = Total Unit point value of enemy forces in the battle
divided by 100 (round off).
• Casualty Ratio = Number of soldiers remaining alive, unwounded, and
not surrendered or routed on the enemy side divided by the original num-
ber of soldiers in his force.
• Total Victory Points = Casualty Ratio x Total Value of Battle.
• Victory Level = Subtract the enemy’s Total Victory Points from your own
Total Victory Points. If the result is -15.1 or less you have suffered a
crushing defeat, -7.6 to -15 is a major loss, -2.6 to -7.5 is a loss, 2.5 to -2.5
is a draw, 2.6 to 7.5 is a minor victory, 7.6 to 15 is a major victory, and
15.1 or higher is a brilliant victory.
For example, each player has 3,000 points to spend on a battle. The German
player spends 2,990 and the Soviet player spends 2,810. The German player
starts with 22 soldiers (two squads and a light tank) while the Soviet player
starts with 40 soldiers (three squads and an antitank gun). At the end of the
battle, the German player is victorious; he has routed two of the four Soviet
squads and killed and wounded several additional soldiers, however, one of
his squads is routed and one of the tank crew is dead. The breakdown of the
battle for victory point purposes is very close, as shown below:
German Soviet
Weapons are the implements of war, the tools of the soldier’s trade, and very
often the means by which he meets his end. Weapons may be small enough to
fit in one hand or large enough so that they must be towed by or mounted in
heavy vehicles. They may fire bullets, explosive shells, armor piercing shot,
or rockets. Even the lowly entrenching tool and bayonet, more commonly
used as camp tools, can become dangerous weapons at close quarters. In addi-
tion, a number of devices are available that make life safer for friendly troops,
or more dangerous for the enemy, depending on how you look at it.
Small Arms
Small arms are those weapons which increase the range of the soldier's attack
and are light in weight. Such weapons may include pistols, submachineguns,
and bolt-action and semiautomatic rifles. In World War II, rifles and subma-
chineguns were the workhorses of the battlefield. Some of the more common
weapons have been listed here, allowing the players to extrapolate the statis-
tics of unusual weapons as needed.
Small arms are described by the following statistics: JAM (Jam), PEN (Pene-
tration), DAM (Damage), ENC (Encumbrance), RNG (Range in meters),
Type, ROF (Rate of fire), Date, and Cost. The Jam chance of the weapon is
used to determine whether the weapon breaks down in action. Penetration
gives the comparative capability of a weapon to penetrate cover. This number
is added to the result of a die roll, the target's armor thickness being subtracted
from the total to determine if the shot penetrates. PEN of 9 or less is halved
against vehicle armor. The Damage of a weapon is the amount that is added to
the roll of a D10 to determine whether the target is wounded or damaged by
the hit. The Encumbrance of each weapon is also given (zero for small arms).
The Range of the weapon is given in meters. A weapon may be fired at a tar-
gets within this range with a +1 bonus to the chance to hit, -1 to that bonus per
multiple of the base range (that is, 0 at double normal range, -1 at triple nor-
mal range, -2 at quadruple range, etc.). Type tells what type of weapon it is;
SLP (selfloading pistol), SMG (submachinegun), BAR (bolt-action rifle) or
SLR (selfloading rifle). Rate of fire may be SA (Semiautomatic), FA (Fully
78
automatic), RF (Rapid fire), SF (Selective fire) or SS (Single-Shot). The auto-
matic rate of fire (FA or RF) for selective fire weapons is given following a
slash. The Date given is the first year in which the weapon becomes available.
The Cost shown is the Unit Point cost for acquiring one such weapon for a
soldier.
Small Arms
Weapon JAM PEN DAM ENC RNG Type ROF Date Cost
Mauser Kar 98k 1 7 8 0 30 BAR BA 1935 10
Mosin-Nagant 91/30 1 7 8 0 30 BAR BA 1930 10
MP 40 3 4 4 0 10 SMG FA 1940 30
PPSh-41 4 4 3 0 10 SMG SF/RF 1941 30
Tokarev SVT-40 2 7 8 0 25 SLR SA 1940 20
Tokarev TT-33 2 4 3 0 5 SLP SA 1933 5
Walther G 41 2 7 8 0 25 SLR SA 1941 20
Walther P 38 2 4 4 0 5 SLP SA 1940 5
Foreign Weapons
Soldiers will pick up and use anything they find on the battlefield that they
think they can use. This applies not only to heavy weapons abandoned by
dead and wounded friendly troops (if within Cohesion and in the same squad),
but also to foreign weapons and equipment. Although enemy weapons may
not be picked up on the battlefield during play, they can be purchased on an
individual basis by soldiers of TGIV or higher. Enemy weapons are purchased
at the normal cost in Unit points, but with the following disadvantage: when a
natural 1 is rolled on the D10 for the Hit roll, the weapon is out of ammunition
and cannot be fired or unjammed. It can only be abandoned.
Only small arms of the enemy may be obtained in this fashion. Enemy heavy
weapons, mortars, antitank guns, fire missions, airstrikes, and other equip-
ment cannot be bought. Enemy vehicles may be purchased by crews with a
leader of TGIV or higher, however, the same disadvantage of limited ammu-
nition applies to all of the weapons on the vehicle (a natural roll of 1 on the
Hit roll disables the weapon permanently). No special ammunition may be
purchased for these vehicles.
Pistols
The revolver was introduced late in the nineteenth century as one of the first
repeating firearms. It was gradually phased out of use by most armies as the
selfloading pistol replaced it. The selfloading pistol was first popularized by
John Browning's designs at the beginning of the twentieth century. Initial
problems with reliability led to disfavor, although in general selfloading pis-
tols (or "automatics" as they are often incorrectly called) have proven to be at
least as reliable as revolvers.
79
Tokarev TT-33
This pistol entered service with the Soviet military in 1933, replacing the
Nagant Model 1895 revolver and the earlier TT-30. It was designed by Fedor
Tokarev (with an action copied from Browning and Colt) and produced at the
Tula arsenal, hence the TT designation. Although the production of these pis-
tols was not of very good quality, they were serviceable. The M30
7.62x25mm round was copied from the 7.63mm Mauser round used in the
C1896 Mauser “Broomhandle” pistols, which some of the TT-33 pistols can
also chamber due to their poor tolerances. Recoil from this pistol is severe and
it is generally inaccurate.
Walther P 38
80
Country: Germany
Type: Selfloading Pistol
Date: 1940
Caliber: 9x19mm
Weight: 1.0 kg
System of Operation: Recoil, Semiautomatic
Cyclic Rate: -
Muzzle Velocity: 350 m/s
Feed Device: 8-round single-column detachable box magazine
Cost: 5
This pistol replaced the Luger Pistole 08 in German service in 1940 after two
years of development and trials. It fires the 9x19mm parabellum round from
an eight-round single-column box magazine and was the first double-action
pistol to be adopted by any army. The action of this pistol was based on the
previous Walther PP and PPK pistols, (albeit with a different spring mecha-
nism), which were used by high-ranking officers and undercover agents. It
was one of the most advanced pistol designs of the Second World War and is
still in production.
Submachineguns
The submachinegun was first invented with the intention of giving every sol-
dier the power of the machinegun which proved so lethal in World War I. The
first submachineguns were produced in Europe at the end of that war where
they were sometimes called machine-pistols or machine-carbines. Of limited
use at longer ranges due to their use of pistol ammunition, their capability for
fully automatic fire allowed them to dominate close-range combat. Germany
entered the war with the first general-issue mass-produced folding-stock sub-
machinegun, and the Soviet Union developed their nearly indestructible and
very simple submachinegun based on lessons learned in the Winter War.
MP 40
81
Country: Germany
Type: Submachinegun
Date: 1940
Caliber: 9x19mm
Weight: 4.0 kg
System of Operation: Recoil, Automatic
Cyclic Rate: 500 RPM
Muzzle Velocity: 381 m/s
Feed Device: 32-round single-column detachable box magazine
Cost: 30
PPSh-41
Rifles
The bolt-action rifle was first developed late in the nineteenth century and
quickly adopted by most major armies due to its excellent accuracy and
improved rate of fire. It was the primary arm of the infantryman in World War
I, and saw active service again in World War II. The semiautomatic rifle was
first developed shortly after World War I, and first issued to troops at the
beginning of the Second World War.
Country: Germany
Type: Bolt-Action Rifle
Date: 1935
Caliber: 7.92x57mm
Weight: 3.9 kg
System of Operation: Manual, Bolt-Action
Cyclic Rate: -
Muzzle Velocity: 745 m/s
Feed Device: 5-round staggered-column internal magazine
Cost: 10
This bolt-action rifle replaced the longer Gewehr 98 in German service and
was simply a short version of that rifle. The Gewehr 98 served Germany
throughout the First World War as the Karabiner 98k served her throughout
the Second. The Kar 98k fires the 7.92x57mm Mauser cartridge from a five-
round clip-fed internal magazine. Millions of Kar 98k rifles were manufac-
tured during the course of World War II, although many of the late-war mod-
els showed a loss of quality due to lower production standards and a decrease
in the availability of raw materials.
83
Mosin-Nagant 91/30
This rifle was an updated version of the Model 1891 Mosin-Nagant bolt-
action Dragoon rifle which served both the Russian Empire and the Soviet
Union well. The 1891/30 model was modified for ease of production and the
length reduced to bring it up to more modern standards. The Mosin-Nagant
fires the 7.62x54mm Russian rimmed cartridge from a five-round clip-fed
internal magazine. Although it was used to arm the majority of Soviet infan-
trymen, the SVT-40 or PPSh-41 were preferred where they could be obtained.
Tokarev SVT-40
This semiautomatic rifle was adopted by the Soviet Union in 1940 to replace
its aging bolt-action Mosin-Nagant rifles and the frail Snayperskaya Vintovka
84
Tokareva 38 selfloading rifle. It fires the 7.62x54mm Russian rimmed car-
tridge from a ten-round detachable box magazine. The SVT-40 was primarily
issued to noncommissioned officers and snipers, but could be found also in
the hands of assault troops and engineers. While issued in great numbers and
popular with the troops, production never equalled demand and they remained
proportionately rare on the battlefield.
Walther G 41
Country: Germany
Type: Selfloading Rifle
Date: 1941
Caliber: 7.92x57mm
Weight: 5.0 kg
System of Operation: Gas, Semiautomatic
Cyclic Rate: -
Muzzle Velocity: 776 m/s
Feed Device: 10-round staggered-column internal magazine
Cost: 20
The Gewehr 41 is a semiautomatic rifle that fires the Mauser 7.92x57mm car-
tridge from a ten-round clip-fed internal magazine. It was the first German
semiautomatic rifle of the Second World War (several experimental models
having been issued in small quantities during the First World War) and was
considered cumbersome and complicated but of high quality. Its development
was inspired by the issue of the SVT-40 to the Soviet army and the M1
Garand to American forces. Only 8,000 of these rifles were produced, with
nearly all being issued on the Eastern Front.
Heavy Weapons
Heavy weapons are those weapons which increase the range and strength of
the soldier’s attack and are generally employed by only one or two soldiers in
a unit. Heavy weapons can include light, medium, and heavy machineguns,
rocket launchers, grenades, antitank rifles, and flamethrowers. Some of the
more popular weapons used on the Eastern Front in World War II have been
listed here, allowing the Moderator to extrapolate the statistics of other similar
weapons as needed. Specific weapons may be restricted to certain types of
soldiers (engineers for example) due to their rarity or the extra training
required to use them effectively.
85
Heavy weapons are described by the following statistics: JAM (Jam), PEN
(Penetration), DAM (Damage), ENC (Encumbrance), RNG (Range), Type,
ROF (Rate of fire), Date, and Cost. The Jam chance of the weapon is used to
determine whether the weapon breaks down in action. Penetration gives the
comparative capability of a weapon to penetrate armor (PEN 1 = 1mm armor
penetration). This number is added to the result of a D10 roll, the target's
armor thickness being subtracted from the total to determine if the shot pene-
trates. The Damage of a weapon is the amount that is added to the roll of a
D10 to determine whether the target is wounded or damaged by the hit. For
explosives, this number is given as a #X, indicating both the DAM and the
blast radius of the attack. The Encumbrance of each weapon is also given, and
indicates the number of men in the squad who must be carrying only small
arms in order to allow them to carry extra ammunition and equipment for the
heavy weapon, as well as carrying and movement restrictions (see the section
on Encumbrance for more information). It is important to remember that sol-
diers with heavy weapons do not have to be crew (although menbers of a crew
may inlcude heavy weapons troops). The Range of the weapon is given in
meters. A weapon may be fired at a targets within this range with a +1 bonus
to the chance to hit, -1 to that bonus per multiple of the base range (that is, 0 at
double normal range, -1 at triple normal range, -2 at quadruple range, etc.).
Type tells what type of weapon it is; LMG (light machinegun), MMG
(medium machinegun), HMG (heavy machinegun), HG (hand grenade), RG
(rifle grenade), and ATR (antitank rifle). Rate of fire may be SS (Single-Shot),
FA (Fully automatic), RF (Rapid fire), or SF (Selective Fire). For selective
fire weapons, the automatic rate (FA or SF) is given following a slash. The
Date given is the first year in which the weapon becomes available. The Cost
shown is the Unit point cost for acquiring one single weapon for a soldier.
Ordinary high explosive hand and rifle grenades include an unlimited number
of grenades for the cost shown. All firearms include sufficient ammunition for
the duration of the battle. Antitank hand and rifle grenades and satchel
charges include one device which is used up when an attack is made with it.
Heavy Weapons
Weapon JAM PEN DAM ENC RNG Type ROF Date Cost
DP (DT) machinegun 4 7 8 1 25 LMG FA 1926 50
DShK-38 machinegun 3 10 9 3 40 HMG FA 1938 100
Hand grenade 1 - 5X 0 5 HG SS 1915 5
Hand grenade, AT 1 60 3X 0 - HG SS 1940 5
MG 34 machinegun (LMG) 4 7 8 1 25 LMG SF/RF 1934 50
MG 34 machinegun (MMG) 3 7 8 2 35 MMG SF/RF 1934 75
PM1910 machinegun 2 7 8 2 35 MMG FA 1910 75
PTRD antitank rifle 1 40 9 1 30 ATR SS 1941 50
PzB 39 antitank rifle 1 30 9 1 30 ATR SS 1939 50
Rifle grenade, HE 1 - 5X 0 20 RG SS 1940 15
Rifle grenade, AT 1 30 3X 0 20 RG SS 1940 15
Satchel Charge 1 80 8X 0 - HG SS 1936 20
86
Antitank Rifles
The antitank rifle is a heavy rifle designed to fire a light cannon round or
heavy rifle or machinegun round. It may be bolt-action or semiautomatic and
although used extensively at the beginning of the Second World War, it was
soon outclassed by vehicle armor. It was often retained in service in special-
ized units for use against armored cars and light tanks, where it could be of
some value, as well as long-range sniping against motorcycles, combat cars,
and trucks, where its low penetration value would not be a factor.
PTRD
PzB 39
87
Country: Germany
Type: Antitank Rifle
Date: 1939
Caliber: 7.92x95mm
Weight: 12.4 kg
System of Operation: Manual, Bolt-Action
Cyclic Rate: -
Muzzle Velocity: 1265 m/s
Feed Device: Single-shot
Cost: 50
Hand Grenades
There are two types of hand grenade available to soldiers: offensive and anti-
tank. Offensive grenades have mostly blast effects with some fragmentation.
The infamous German “potato masher” (Stielhandgrenate 24) hand grenade
was of this type as was the Soviet F1 pineapple-type hand grenade. The base
cost in Unit Points assumes that the soldier is carrying enough hand grenades
for the entire battle. Antitank grenades use a shaped charge designed to pene-
88
trate the thin armor on top of a tank. Antitank grenades are too heavy to throw
very far and must land upright to be of any use, so they are normally placed on
top of stopped vehicles. Only Engineers may be issued AT hand grenades.
The satchel charge is also issued only to Engineers and is used primarily to
destroy bunkers and emplacements, although it can also be used effectively
against vehicles. Generally, it consists of a specially made rucksack carrying a
large block (about 3 kg) of TNT and a time fuse. By arming the fuse and plac-
ing it against the side of a pillbox or on the deck of a vehicle, then running for
cover, the satchel charge can be used to blast through cover and armor that
would ordinarily require a direct hit from an aircraft bomb or artillery shell to
penetrate. AT hand grenades and satchel charges must be purchased and
accounted for individually.
Machineguns
The machinegun is a powerful and efficient weapon with long range, good
penetration, and decent accuracy. Unfortunately, it is very heavy and usually
requires a tripod or pintle mount for most efficient operation and an assistant
to the gunner to carry and load ammunition. It is nonetheless a very popular
and deadly military weapon and used effectively during the trench warfare of
World War I as well as the maneuver warfare of the Second World War. World
War II saw the replacement of the water-cooled medium machinegun on a
heavy mount by the general purpose machinegun, an air-cooled weapon with
a high rate of fire capable of being used in a light or medium role.
The light machinegun may be carried and fired by one person, but should be
crewed by two when mounted on a tripod (making it a medium machinegun).
Popular especially among assault troops, this weapon includes a bipod. The
medium machinegun is a tripod-mounted, belt-fed machinegun, generally
water-cooled, and capable of pouring out a constant stream of bullets. It is
normally operated by two men. The heavy machinegun fires a heavy cartridge
from a belt and cannot be dismounted for use as a light machinegun. Its car-
tridge may be capable of penetrating lightly armored vehicles such as
halftracks and scout cars. It requires a robust firing platform such as a vehicle
mount, pintle, or heavy tripod to be of any use at all.
DP
89
DShK-38
MG 34
Country: Germany
Type: Light/Medium Machinegun
Date: 1934
Caliber: 7.92x57mm
Weight: 12.1 kg (without tripod)
System of Operation: Recoil, Selective fire (Rapid Fire)
Cyclic Rate: 900 RPM
Muzzle Velocity: 755 m/s
Feed Device: 50-round belt or 75-round saddle drum
Cost: 50 (75 with tripod)
PM1910 Machinegun
The Pulemyot Maksima Model 1910 was derived from the Russian Maxim
water-cooled machinegun Model 1905, and was in continuous production
from that time until the end of the Second World War. Although extremely
heavy, it was fitted with a special carriage called a Sokolov mount with
wheels that could be removed and replaced with runners during the winter.
The PM1910, like the Maxim series in general, was extremely reliable.
Uncounted thousands of these weapons were manufactured before and during
World War II. Although outdated in front line service in 1943 by the introduc-
tion of the Goryunov SG-43, it was never entirely replaced until the war
ended.
Rifle Grenades
92
There are two types of rifle grenades, both rarely issued: antitank and high
explosive. The antitank rifle grenade has a shaped charge in the warhead suf-
ficient to penetrate light tank armor, sometimes possible when the grenade
lands on top of a tank or strikes the thin rear armor. The rifle grenade is used
to attack troops in much the same way as a hand grenade, albeit with much
longer range. Firing rifle grenades requires a special adapter to the rifle and
special blank cartridges to fire them, which is included in the cost of the gre-
nades. When a soldier is carrying high explosive rifle grenades, it is assumed
that he carries enough of that type for the duration of the battle. Antitank rifle
grenades, like AT hand grenades, are purchased and accounted for individu-
ally due to their rarity. Only the Kar 98k rifle may be fitted with a rifle gre-
nade launcher. No other rifle may be used to fire rifle grenades.
Artillery
Gun Shields
Some artillery weapons (most commonly antitank guns) are provided with a
gun shield. A small gun shield will give hard cover benefits to two crewmem-
bers, a medium gunshield will give protection to three crewmembers, and a
large gun shield will allow hard cover for four crewmembers. Gun shields are
considered to be 8 points of vehicular armor for penetration purposes.
Because it is considered vehicular armor, any weapon with a PEN of 9 or less
93
will have its PEN halved for armor penetration purposes. A machinegun may
have a one-man gun shield, which will provide hard cover to the firer only. If
a machinegun includes a one-man gun shield, that will be noted in its descrip-
tion in the Heavy Weapons section or on its listing with a vehicle (if the
shielded mount is particular to a certain vehicle). The gunner/firer of the
weapon is always considered to be immediately behind the shield. The gun
shield, like any other form of cover, provides no protection if the attack is
coming from behind the soldier who is using it
Antitank Guns
Before the Second World War, it was widely believed that antitank rifles and
light antitank guns of 37mm to 45mm caliber would be sufficient against
tanks. Right from the outset of World War Two, however, it became obvious
that these small-caliber guns were ineffective and were quickly replaced with
larger 50mm to 75mm antitank guns and even larger field and antiaircraft
guns pressed into service or converted for use against tanks.
Antitank Guns
Antitank Gun Shell JAM DAM PEN RNG ROF Type Date Cost
3.7cm PaK 35/36 L/45 AP 1 9 46 100 SS ATG 1936 100
APCR 1 9 68 50 SS
HE 1 4X 12 125 SS
HEAT 2 8X 180 25 SS
45mm M1937 L/45 AP 1 9 60 100 SS ATG 1937 125
APCR 1 9 100 75 SS
HE 1 5X 15 125 SS
5cm PaK 38 L/60 AP 1 9 69 125 SS ATG 1940 150
APCR 1 9 130 75 SS
HE 1 5X 16 150 SS
HEAT 2 8X 180 25 SS
7.5cm PaK 40 L/46 AP 1 9 121 150 SS ATG 1941 200
APCR 1 9 137 100 SS
HE 1 8X 25 175 SS
76.2mm M1936 L/42.5 AP 1 9 94 150 SS ATG 1941 200
APCR 1 9 135 100 SS
HE 1 8X 25 175 SS
94
3.7cm PaK 35/36 L/45
Country: Germany
Date: 1936
Crew: 2
Gun Shield: Small
Gun Length: 1.66m
Elevation: -5 to +25 degrees
Weight: 432kg
Shell Types: AP, HE, APCR, HEAT
Muzzle Velocity (AP): 762 m/s
AP Shot Weight: .68kg
The Panzerabwehrkanone 35/36 was the standard antitank gun for German
forces at the beginning of the Second World War. By the time of the invasion
of the Soviet Union, over 20,000 had been manufactured. While serviceable
in the Spanish Civil War and against the Poles and French, the tiny 37mm
gun, although highly mobile, was easily outclassed by the armor of Soviet
medium tanks. It became known in a derogatory fashion as “Hitler’s Door-
knocker” by the crews.
In late 1941 a special HEAT round (Stielgranate 41) was issued which fitted
over the barrel with a special sleeve and had a finned warhead, similar to a
rocket. While its range was short, its penetration was excellent, lending it the
ability to knock out even the heaviest enemy tank at close range. This special
round was rarely issued, and could not be reloaded quickly. When used, the
gun may only be fired once during that action. These rounds must be pur-
chased as Special Ammunition (see Equipment) and each must be paid for
individually due to the rarity and cost of the Stielgranate 41 round.
95
The Model 1937 antitank gun was based on the license-produced PaK 35/36
antitank gun, which was felt by many to be underpowered. This was remedied
by simply modifying the barrel and breech to accomodate a larger 45mm
round. Unusual for any artillery piece, the carriage used spoked motorcycle
wheels instead of normal car or truck tires. The 45mm gun proved to be ade-
quate against the light armored vehicles used by the Finns in the Winter War
and was kept on until it proved to be nearly useless against German medium
tanks. It was replaced in service by the 57mm ZIS-2 (M1943) antitank gun as
soon as production allowed. The Model 38 tank gun was derived directly from
the M1937 antitank gun and had identical ballistic characteristics.
Country: Germany
Date: 1940
Crew: 4
Gun Shield: Medium
Gun Length: 3.19m
Elevation: -8 to +27 degrees
Weight: 986kg
Shell Types: AP, HE, APCR, HEAT
AP Muzzle Velocity: 823 m/s
AP Shot Weight: 2.25kg
Country: Germany
Date: 1941
Crew: 5
Gun Shield: Medium
Gun Length: 3.70 m
Elevation: -5 to +22 degrees
Weight: 1425 kg
Shell Types: AP, HE, APCR
AP Muzzle Velocity: 792 m/s
AP Shot Weight: 6.80 kg
97
The antitank version of the Model 1936 field gun was developed in 1941 to
complement the supply of weaker 37mm and 45mm antitank guns. The sim-
ple modification involved shortening the barrel of the field gun and adding a
muzzle brake to reduce recoil, as well as supplying proper armor piercing
ammunition. Oddly enough, this innovation was pioneered by the Germans,
who converted many of these well-respected weapons, captured during their
initial advances into the Soviet Union, into antitank guns and used them
against their original owners. The Soviet Model 1939 field gun incorporated
these improvements from the start and was ballistically similar to the late-
model M1936.
98
Tank Guns
During the First World War, tank guns were normal field guns used for attack-
ing enemy infantry positions and trenches with high explosive rounds. Once it
was foreseen that tank-vs.-tank fighting was inevitable, many nations began
to arm their tanks with guns that had a higher velocity and better armor pene-
tration. At first, light cannon intended for antiaircraft guns and early antitank
guns were mounted. Later, as tank armor became heavier, tank guns were
improved to match or derived from more efficient antitank weapons. Some
tanks traded their turrets for heavier guns and became tank hunters.
Tank Guns
HE 1 5X 16 150 SS
HE 1 8X 25 175 SS
HE 1 8X 25 175 SS
HE 1 8X 25 175 SS
HE 1 9X 29 200 SS
HE 1 13X 40 225 SS
HEAT 1 7X 200 225 SS
HE 1 16X 50 275 SS
99
Country: Germany
Date: 1930
Shell Types: AP, HE, APCR
AP Muzzle Velocity: 780 m/s
AP Shot Weight: .15 kg
The 45mm M1938 L/46 tank gun was derived from the earlier 45mm M1937
antitank gun. Except for slight modifications, this weapon is identical to that
earlier gun. Although underpowered for its day, it could still deal effectively
with armored cars and light tanks.
Country: Germany
Date: 1941
Shell Types: AP, HE, APCR
AP Muzzle Velocity: 835 m/s
AP Shot Weight: 2.06 kg
Country: Germany
Date: 1938
Shell Types: AP, HE, HEAT, Smoke, Cannister
AP Muzzle Velocity: 385 m/s
AP Shot Weight: 6.80 kg
100
The 7.5cm Kampfwagen Kanone L/24 was designed as a short-barreled infan-
try support weapon. Mounted on early models of the PzKpfw IV tank and
StuG III assault gun (where it was known as the StuK 37 L/24) this weapon
was actually quite formidable in the early part of the war, particularly due to
its capability to fire an effective HEAT round. Later it was replaced in the
antitank role by longer-barreled 7.5cm high-velocity guns on medium tanks
and self-propelled guns, although kept in small numbers for use in its original
infantry support role.
Country: Germany
Date: 1941
Shell Types: AP, HE, APCR, Smoke
AP Muzzle Velocity: 740 m/s
AP Shot Weight: 6.80 kg
The 7.5cm Kampfwagen Kanone 40 L/43 was designed to replace the shorter
KwK 37 L/24 in the PzKpfw IV series tanks (and later in the StuG assault gun
and other vehicles). It was based on the highly successful PaK 40 L/46 anti-
tank gun with the barrel shortened slightly for better balance. Later in the war
it was decided that the additional velocity provided by a longer barrel was a
necessity and the barrel was increased to 48 calibers in length.
The L-11 and F-32 L/30.5 were two of the earliest in the widely-used series of
Soviet 76.2mm tank guns. Mounted in the first KV-1 and T-34 tanks, they
were soon replaced by the longer F-34 and ZIS-5 guns. The L-11 was derived
from the standard Soviet 76.2mm field guns of the 1930s.
The F-34 and ZIS-5 L/42.5 were the last and most effective of the Soviet
76.2mm tank guns, replacing the earlier L-11 and F-32 guns. Their powerful
armor piercing shot was easily capable of defeating the common German
PzKpfw III and PzKpfw IV medium tanks. They were eventually replaced by
an 85mm gun firing a heavier round at a higher velocity.
101
Country: Germany
Date: 1942
Shell Types: AP, HE, APCR
AP Muzzle Velocity: 773 m/s
AP Shot Weight: 10.20 kg
The infamous 8.8cm Kampfwagen Kanone 36 L/56 was derived from the
well-known FlaK 36 antiaircraft gun. It was so powerful that it served quite
effectively throughout the Second World War, penetrating the armor of even
the heavier Allied tanks at the end of the war.
The 122mm M1938 L/22.7 tank gun was developed from the standard Soviet
122mm M1938 field howitzer which served so well throughout (and long
after) the Second World War. It was shortened slightly for better balance in a
vehicular mount and provided with armor piercing shot and a HEAT shell.
The 152.4mm M-10 L/24.5 gun was based on the 152mm M1937/40 howit-
zer. This gun was shortened for use in a vehicle mounting and provided with a
slow, but very heavy, armor piercing shot round. Although slow into action, it
was highly effective against anything from troops to heavy tanks.
Field Artillery
German field artillery in the early part of the Second World War consisted pri-
marily of modernized designs from the First World War with very few recent
designs (although this would be changed by the end of the war). The German
light infantry gun, the 7.5cm leichtes Infanterie Geschütz 18, was issued at the
lowest level, generally as regimental artillery, and normally organized into
batteries of four guns. The heavy infantry gun, the 15cm schweres Infanterie
Geschütz 33, was issued to the divisional artillery regiment and generally
102
organized into sections of two batteries of two guns each. The light field how-
itzer, the 10.5cm leichte Feldhaubitze 18, was also found as a divisional artil-
lery asset and organized into batteries of four guns each in the artillery
regiment. Finally, the heavy cannon, the 17cm Kanone 18, was a large and
very modern weapon organized into batteries of two guns each and usually
assigned as corps level artillery.
Soviet artillery designs were steadily improved during the 1930s, leading to
fairly modern and well-established batteries by the outset of the Second World
War. The 76.2mm M1936 field gun was the standard regimental and divi-
sional light field gun throughout the war and could normally be found orga-
nized into batteries of four guns each. The 122mm M1938 field gun was
produced in great quantities and issued in six batteries of six guns each to the
rifle divisions. The M1937 gun-howitzer was designed to fill multiple roles
and was issued at both division and corps level in batteries of three guns each.
The heaviest Soviet gun, the M1931 howitzer, was not issued until 1934 and
was grouped at corps level into batteries of two guns each. This gun was
unusual for such a heavy piece in having a motorized, tracked carriage for
short-range movements.
Field Artillery
Mortars
Mortars have been around as long as gunpowder, although the early mortars
lobbed stone or metal shot instead of high explosives and were far less
maneuverable. Due to their low cost and light weight, mortars were very pop-
ular in every army in the Second World War. Their simple mechanism
included a smoothbore firing tube and a fixed firing pin in the breech mounted
on an adjustable bipod. Mortars served as battalion level artillery in medium
calibers (80mm to 120mm) and even as company artillery assets in smaller
calibers. Lower-echelon commanders who found that they were not important
enough to warrant regular artillery support could often find solace in their
company or battalion mortar section. Because they were so close to the front,
mortar crews were often required to defend their tubes with their small arms.
103
Mortars
Mortar Shell JAM DAM PEN RNG ROF Type Date Cost
5cm leGrW 36
Country: Germany
Date: 1936
Crew: 2
Weight: 14.0 kg
Maximum Range: 520m
Shell Types: HE
HE Shell Weight: .90 kg
Country: Germany
Date: 1934
Crew: 3
Weight: 56.7 kg
Maximum Range: 2,400m
Shell Types: HE, Smoke
HE Shell Weight: 3.5 kg
This highly feared and well respected weapon served as the mainstay of the
German infantry battalion support company’s integral artillery throughout the
Second World War. It was organized into three tube batteries for direct sup-
port of the infantry companies, with two batteries assigned to each infantry
battalion’s heavy weapon company.
105
82mm M-41
The M-41 mortar was a simplified version of the earlier M-36 (a direct copy
of the famous Brandt mortar on which the German sGrW 34 was also based).
This model was easier to produce and also lighter than the original. The bipod
was shortened and designed so that wheels could be attached for towing by
hand or by light vehicles. The wheels were removed when the gun was set up
for action. Finally, recoil springs were added to dampen the effect of recoil on
the sighting mechanism.
The M-41 was organized into batteries of three or six tubes each, with up to
twelve mortars issued to each infantry battalion. This made it very easy for
Soviet company and platoon commanders to call for fire support from these
weapons. It was replaced by a simpler version with permanently mounted
wheels in 1943. Thousands of these highly effective weapons were manufac-
tured during the course of the Second World War and it was produced for
many years after the war ended.
106
120mm M-38
The M-38 was issued as both a battalion and regimental support weapon. The
design, which was copied by the Germans during the middle of the Second
World War, was used with little modification until long after the war ended.
This weapon’s simple construction, high rate of fire, excellent accuracy, and
powerful shell made a particularly effective combination. It was provided
with a wheeled travelling carriage for towing behind light trucks and had pro-
visions for attaching an ammunition trailer directly to it. The low cost and
long range of the M-38 made it an easy choice for mass production and thou-
sands were built during World War II.
82mm BM-8
The BM-8 was the first in a series of rocket launchers known by the affection-
ate name of Katyusha or “Little Kate.” The BM-8 was a rail-fired rocket
launcher capable of ripple-firing its fin-stabilized rockets. Although the 36-
rail mounting on the ZIS-6 truck was by far the most common variant, it could
also be found later in the war mounted on the American Lend-Lease Stude-
baker as well as surplus T-60 light tank chassis. The BM-8 served through-
ought the Second World War in large numbers.
132mm BM-13
The BM-13 was even more widely produced than the BM-8 and fired a
heavier rocket with a larger payload to greater range. Like its predecessor, the
BM-13 fired fin-stabilized rockets from rails in rippled salvos. It was also
mounted on the ZIS-6 truck, although with only 16 rails due to the increased
size of the rockets. Later models were mounted on American Lend-Lease
Fords, Chevrolets, and Studebakers as well as STZ-5 artillery tractors. Spe-
cialized ammunition was later developed for this weapon, which was manu-
factured throughout World War Two and long after.
15cm Panzerwerfer 42
Country: Germany
Date: 1941
Maximum Range: 7,055m
Shell Types: HE, Smoke
HE Shell Weight: 35.9 kg
108
The Panzerwerfer 42 was a development of the earlier Nebelwerfer 41 rocket
launcher using ten 15cm tubes mounted on a Maultier halftrack for mobility
and defense. The earlier launcher used a six-tube mount on a surplus PaK 35/
36 gun carriage. These spin-stabilized rockets had greater accuracy than simi-
lar Soviet fin-stabilized weapons, but a reduced range.
28cm Wurfrahmen 40
Country: Germany
Date: 1940
Maximum Range: 2,138m
Shell Types: HE
HE Shell Weight: 82.2 kg
The heavier 28cm rocket launcher actually preceded the lighter 15cm version
into service with the Wehrmacht. Although spin-stabilized, these rockets were
very inaccurate, in part resulting from being fired directly from their wooden
or steel-tubing shipping and storage crates. These crates were hung three on
each side of a SdKfz 251 halftrack for transport and firing. Later in the war,
captured halftracks and light armored vehicles of all types were used to mount
these rockets.
Aircraft Armament
Aircraft Armament
Vehicles
Vehicles brought to the Second World War the ability to make breakthroughs
and move troops quickly to, around, and past the front lines. This enabled the
birth of Blitzkrieg, or lightning warfare, which brought about the massive
scale of maneuver for which World War II is known. The combination of
rapid and accurate artillery fire, close infantry support by aircraft, and these
rapidly-moving and heavily-armored ground vehicles changed the face of
warfare in the twentieth century.
Assigning the right vehicle for the task is often difficult. Specific vehicle roles
may include infantry transport, short-range artillery support, reconnaissance,
tank hunting, breakthrough or artillery observation and liason. With a wide
range of unarmored, lightly armored, and heavily armed and armored vehicles
with either wheels or tracks (or both) to choose from, it is often tempting to
get the heaviest vehicle you can afford. A balance of infantry and light and
heavy vehicles is often most effective. When in doubt, several lighter tanks or
armored cars provide more flexibility and resiliency than does one very heavy
tank. Unarmored vehicles, though vulnerable to light weapons, can be useful
for quick scouting missions and carrying small teams of machinegunners,
snipers, or antitank riflemen to crucial terrain.
Weight is the weight of the vehicle, combat loaded, in tons. Size indicates the
relative bulk of the vehicle (larger vehicles are easier to hit) and may be very
small (-2), small (-1), medium, large (+1), or extra large (+2), with modifiers
to be hit as shown. Type may be LT (light tank), MT (medium tank), HT
(heavy tank), SP (self-propelled gun), CC (combat car), AC (armored car),
MC (motorcycle), TK (truck), or 2T (halftrack). Armament includes both hull
and turret mounted weapons, secondary weapons, and coaxial weapons (see
the vehicle descriptions for details of weapon placement). Antiaircraft (AA)
weapons can also be used against ground targets unless otherwise specified
but require a crewmember to be exposed in order to fire them. Cost gives the
value of the vehicle in Unit points, including all weapons and a full load of
regular AP and HE ammunition, as well as smoke ammunition for those
weapons capable of firing it. Other types of ammunition (including HEAT and
HVAP) must be purchased separately.
110
Vehicles
Vehicle Armor (Front/Sides/Rear/Top) Date Speed MOB Size Type Armament Cost
Hull Superstructure Turret Mantlet
BT-7M 20/10/17/7 18/10/10/7 12/12/11/7 15 1937 15/31/46/62 2 SM LT 45mm M-1934/38, DTx2 500
KV-1/1940 70/42/60/21 75/42/60/28 75/64/64/28 82 1940 8/17/26/35 3 XL HT 76.2mm L-11/F-32, DTx3 1150
KV-2 54/52/70/21 75/52/72/28 52/52/52/28 90 1940 6/13/19/26 2 XL HT 152.4mm M-10, DTx4 1200
PzKpfw IIF 29/10/12/3 24/10/12/10 30/14/14/7 30 1941 10/20/30/40 2 SM LT 2cm KwK 30, MG 34 450
PzKpfw IIIJ 45/21/40/11 39/21/43/12 25/28/25/7 50 1941 10/20/30/40 3 MD MT 5cm KwK 39, MG 34x2 750
PzKpfw IVF 41/21/16/7 40/21/16/8 40/29/26/7 50 1941 10/21/31/42 3 MD MT 7.5cm KwK 37, MG 34x2 800
PzKpfw IVG 41/21/16/7 40/21/16/8 40/29/24/7 50 1942 10/20/30/40 3 MD MT 7.5cm KwK 40, MG 34x2 900
PzKpfw VIE 94/42/62/17 80/56/62/17 78/56/56/17 77 1942 9/19/28/38 4 LG HT 8.8cm KwK 36, MG 34x2 1300
SdKfz 222 8/8/5/0 9/8/8/3 8/8/8/0 8 1936 21/42/63/85 1 SM AC 2cm KwK 30, MG 34 350
T26 12/10/12/7 1314/10/7 15/13/13/7 15 1939 7/15/22/30 3 SM LT 45mm M-1938, DTx3 500
T-34/1941 55/31/52/14 58/44/50/14 52/52/52/14 40 1942 13/27/41/55 4 MD MT 76.2mm F-34, DTx2 950
T-40 9/19/12/4 7/9/9/4 9/9/9/3 15 1939 11/22/33/45 3 SM LT DShK-38, DT 400
Armored cars
Armored cars were both developed sooner, cheaper and faster to produce, and
generally more numerous than tanks. Their light weight, high speed, small
size, and low cost made them excellent reconnaissance and liaison vehicles.
Although they could not survive for long against tanks or self-propelled guns,
their armor was sufficient to repel small arms fire and their weaponry allowed
them to combat light units effectively. Their limitations included a poor off-
road performance and vulnerability of the wheels to small arms fire. Armored
cars may be used for route or area reconnaissance, artillery coordination and
observation, or infantry support. They are best kept on roads or on flat dry
ground where their speed can partly make up for their lack of armor and their
tires will not get stuck in mud or damaged by rocks or holes.
111
BA-64
The design proved to be capable of high speeds and had excellent cross-coun-
try performance compared to the previous (and very primitive) Soviet
armored car designs. It was produced throughout the war and turned out to be
the main Soviet reconnaissance vehicle as the light tank concept was soon
dropped entirely. The BA-64 could be fitted with steel-lined bulletproof tires,
which reduced the speed of the vehicle by half, but prevented the tires from
becoming punctured (hits on the wheels by armor piercing shot have no
effect, although they can still be destroyed by hits from high explosive
rounds). A total of 3,903 BA-64 were manufactured before the vehicle was
replaced in service by the BA-64B in September, 1943. Late-model BA-64
armored cars were nearly identical to the early model BA-64B except for the
chassis, which was wider in the BA-64B and based on the GAZ-67B chassis.
SdKfz 222
113
Country: Germany
Type: Armored Car
Date: 1936
Crew: 2
Armament: 20mm KwK 30 L/55
Secondary: 7.92mm MG 34 coaxial (also AA without crew exposure)
Height: 2.00m
Length: 4.80m
Width: 1.95m
Size: Small
Weight: 4.8 tons
Mobility: 1
Speed: 85 km/h (21/42/63/85)
Turret Speed: Fast
Options: Field Radio
Armor:
Hull Front: 8mm@36° (8) +22mm@36° (23)
Hull Sides: 8mm@35° (8)
Hull Rear: 5mm@31° (5)
Hull Top: 5mm@0° (3)
Superstructure Front: 8mm@37° (9) +22mm@37° (23)
Superstructure Sides: 8mm@35° (8)
Superstructure Rear: 8mm@31° (8)
Superstructure Top: 5mm@0° (3)
Turret Front: 8mm@35° (8)
Turret Sides: 8mm@35° (8)
Turret Rear: 8mm@35° (8)
Turret Top: None
Mantlet: 8mm@35° (8)
Cost: 350
The Sonderkraftfahrzeug 222 was based on the earlier SdKfz 221 armored
reconnaissance vehicle, but with many improvements, including the replace-
ment of the single machinegun with an autoloading 2cm cannon based on an
excellent antiaircraft gun. Because the main gun is loaded by means of a ten-
round box magazine, the commander need not pause to reload. This allows
the SdKfz 222 to maintain a high rate of fire even though it only has a crew of
two men. It mounts a short-range radio set and was therefore used more
locally than vehicles with long-range radios. It could also be fitted with artil-
lery radios for use as an artillery forward observation vehicle, although this
modification comes at the cost of the 2cm gun, which is replaced by the radio.
Although lightly armored, the SdKfz 222 had good cross-country mobility
and a high top speed on roads. Its 2 cm main gun could be elevated through
the open top to serve as an antiaircraft gun (as could the coaxial machinegun).
It was the most popular of the four-wheel type of armored car produced for
the German military. A total of 989 of these vehicles were produced before
production ceased in mid 1943 in favor of the heavier six- and eight-wheeled
armored cars. Late models of the SdKfz 222 (produced after May 1942)
included the heavier armor plate on the front as a matter of course.
114
Combat cars
GAZ-67
The GAZ-67 combat car was developed by the Gorkiy Avtomobilniy Zavod
based on its earlier GAZ-64 car, which provided the original chassis for the
BA-64 armored car prototypes. The engine and transmission came from the
robust GAZ-AA truck series and were modified for four-wheel drive. The
body styling and construction was reminiscent of the American M38 jeep.
Although the vehicle was designed for only one passenger to fit comfortably,
(usually an officer or messenger), it was possible to seat two in the cramped
rear cargo area. This vehicle was never armed and generally kept away from
the front lines where it was too light to provide much real support. Thousands
were produced before the vehicle was redesigned to become the GAZ-67B
with a wider wheelbase, which served long after the end of the Second World
War.
Kfz 1
Country: Germany
Type: Combat Car
Date: 1940
Crew: 1+3 Passengers
Armament: None
Secondary: None
Height: 1.35m
Length: 3.73m
Width: 1.60m
Size: Very Small
Weight: 1.1 tons
Mobility: 0
Speed: 80 km/h (20/40/60/80)
Options: 7.92mm MG 34
Armor: None
Cost: 100
116
The Kraftfahrzeug 1 or “Kübelwagen” (bucket-car) was based on the Volk-
swagen Type 82 passenger car. Light, sturdy, and reliable, the vehicle was
strong in cross-country performance. Its only technical weakness was its two-
wheel drive system. It had a folding canvas top and side windows, and seated
four in relative comfort. An MG 34 machinegun could be mounted on a pintle
in the center of the vehicle (also serves as an AA mount, +25 Unit points).
Many special variants of the Kfz 1 were manufactured, including an amphibi-
ous model, a halftrack, a desert model, and a six-wheeled (four wheels on the
rear axle) model. A total of about 55,000 Kfz 1 were manufactured during the
Second World War. The design was so popular that it actually served as the
basis for a commercial Volkswagen model after the war.
Halftracks
The halftrack is a hybrid of the tracked armored vehicle and the cargo truck in
which the rear wheels have been replaced by a set of tracks. Although not as
fast on roads or as cheap to manufacture as ordinary trucks, the halftrack is
much more maneuverable off-road and is generally capable of pulling a larger
load. Its light armor and defensive weaponry enable it to survive on the mech-
anized battlefield, delivering desperately needed troops and cargo to the front
lines and ferrying wounded soldiers and damaged vehicles to the rear. The
Wehrmacht was the first proponent of the halftrack concept and the first to
bring troops directly into combat in their transport vehicles. This proved to be
so effective a concept that Western armies immediately began developing
their own halftrack models, thousands of which were shipped to the Soviet
Union through the Lend-Lease program later in the war. Having been on the
receiving end of the German Panzergrenadier, they were most thankful,
although they never actually developed a halftrack of their own.
SdKfz 251/1
117
Country: Germany
Type: Halftrack
Date: 1939
Crew: 2+10 Passengers
Armament: 7.92mm MG 34 AA (front, with gun shield)
Secondary: 7.92mm MG 34 AA (rear)
Height: 1.75m
Length: 5.80m
Width: 2.10m
Size: Medium
Weight: 7.8 tons
Mobility: 2
Speed: 53 km/h (13/26/39/53)
Options: Field Radio
Armor:
Hull Front: 14.5mm@21° (13)
Hull Sides: 8mm@35° (8)
Hull Rear: 8mm@30° (8)
Hull Top: 6mm@0° (4)
Superstructure Front: 10mm@33° (10)
Superstructure Sides: 8mm@35° (8)
Superstructure Rear: 8mm@40° (9)
Superstructure Top: None
Mantlet: None
Cost: 250
The Sonderkraftfahrzeug 251/1 was the most common of the SdKfz 251 vari-
ants and formed the basis for numerous other models including ambulance,
fire support vehicle (+25 Unit points for a Field Radio), mortar, antitank,
rocket, and flamethrower vehicles. It was the first vehicle designed to bring
the infantry forward onto the battlefield in relative safety and support them in
their advance. An entire squad could be contained in the vehicle and brought
into combat as a unit. It proved to be more maneuverable and durable than
ordinary trucks due to its small tracks and light armor, and was highly suc-
cessful in its intended role. The first SdKfz 251 were built in 1939, and a total
of 15,252 of all models were built during the Second World War, including the
popular D model, which was designed to simplify production and was issued
beginning in 1943.
Motorcycles
Country: Germany
Type: Motorcycle
Date: 1940
Crew: 2+1 Passenger
Armament: 7.92mm MG 34
Secondary: None
Size: Very Small
Weight: .4 tons
Mobility: 0
Speed: 95 km/h (23/47/71/95)
Options: None
Armor: None
Cost: 100
Ural
The Ural motorcycle was copied directly from German BMW machines
bought by the Soviet Union in the late 1930s. Minor changes were made to
simplify production (at some cost in reliability and handling), but the vehicle
was adequate for its role as a scout and dispatch carrier. Like the German
combination bike from which it was derived, it had both a driveshaft to the
sidecar wheel and a reverse gear.
This vehicle was not normally issued with a weapon, however, a DP machine-
gun could be mounted to the front of the sidecar for self-defense (+25 Unit
points). When the machinegun is mounted, the passenger must become a
crewmember and man the machinegun. There are no provisions for carrying
any other passengers or cargo on this vehicle. Thousands of these combina-
tion motorcycles were manufactured during the Second World War and pro-
duction continues, with only slight modifications to the basic components, to
the present day.
120
Self-Propelled Guns
Initially, all self-propelled guns were designed for the infantry support role
and consequently mounted shorter guns designed for firing high explosive
ammunition. Later, as it was realized that most current tanks were incapable
of mounting the most powerful antitank guns, an intermediate model of self-
propelled gun was designed that had very light armor and a very powerful
gun. As the weaknesses of this design became more obvious, the final devel-
opment of the self-propelled gun with a very heavy antitank gun and thick
frontal armor, designed to ambush and destroy enemy medium and heavy
tanks at long range, came into use. The Soviets in particular, having learned
how a turretless mount would allow for a much heavier gun, became avid pro-
ponents of this concept, although they tended to prefer to mount heavy infan-
try guns rather than antitank guns. Although a sound and cost-effective
design, the self-propelled gun was never as flexible or capable as a tank of
similar weight. Few self-propelled gun designs mounting antitank guns lasted
past the end of the Second World War, although the system has since become
standard (with only light armor) for support artillery such as howitzers.
Marder II
121
Country: Germany
Type: Self-Propelled Gun
Date: 1942
Crew: 3
Armament: 75mm PaK 40 L/46
Secondary: 7.92mm MG 34 AA
Height: 2.20m
Length: 6.36m
Width: 2.28m
Size: Small
Weight: 10.8 tons
Mobility: 2
Speed: 40 km/h (10/20/30/40)
Options: None
Armor:
Hull Front: 35mm@13° (29)
Hull Sides: 15mm@0° (10)
Hull Rear: 15mm@7° (12)
Hull Top: 5mm@0° (3)
Superstructure Front: 30mm@10° (24)
Superstructure Sides: 10mm@8° (8)
Superstructure Rear: 10mm@0° (7)
Superstructure Top: None
Mantlet: 8mm@30° (8)
Cost: 700
The Marder II was developed from the chassis of the PzKpfw II light tank
(models A through E), modified by the removal of the turret and the addition
of a lightly armored open-topped superstructure which housed the PaK 40 7.5
cm antitank gun. Although only lightly armored, the power of its gun made it
a formidable opponent, as it was capable of knocking out enemy medium
tanks right up until the end of the war. Its small size, light weight, and agility
also enabled it to perform hit and run attacks effectively, although its high
superstructure was difficult to conceal. In the end, its light armor and open top
restricted it to surprise attacks against lone targets and it was replaced by pur-
pose-built tank destroyers.
A total of 576 of these vehicles were manufactured between June 1942 and
June 1943. 75 more were converted from outdated PzKpfw II light tanks in
1943 and 1944. Production was halted to increase the speed of production of
the Wespe 10.5 cm self-propelled howitzer, which was also mounted on the
PzKpfw II chassis.
Although there was no Marder I in the series, the Marder III was produced
with captured 76.2mm Soviet antitank guns mounted on obsolete Czech PzK-
pfw 38(t) tank chassis at about the same time as the Marder II. Even though it
was superseded by heavier tank hunters such as the Hetzer, StuG IIIF, and
Panzer IV/70, the Marder II continued to serve on all fronts right up until the
end of the war.
122
StuG IIIC/D
Country: Germany
Type: Self-Propelled Gun
Date: 1940
Crew: 4
Armament: 75mm StuK 37L/24
Secondary: None
Height: 1.98m
Length: 5.40m
Width: 2.93m
Size: Small
Weight: 20.2 tons
Mobility: 3
Speed: 40 km/h (10/20/30/40)
Options: None
Armor:
Hull Front: 50mm@21° (45)
Hull Sides: 30mm@0° (21)
Hull Rear: 30mm@30° (30)
Hull Top: 16mm@0° (11)
Superstructure Front: 50mm@10° (40)
Superstructure Sides: 39mm@30° (39)
Superstructure Rear: 30mm@30° (30)
Superstructure Top: 11mm@0° (8)
Mantlet: 50mm@15° (42)
Cost: 700
the same 75mm L/24 gun as the early PzKpfw IV series tanks in a new semi-
fixed mounting.
Because of its expected role in direct support of infantry, the StuG IIIC/D was
not provided with a machinegun or other means of self-defense against infan-
try assult, relying on the local infantry units for this support instead. It was not
until after this model was replaced by more heavily armed versions that the
machinegun problem was rectified, although crews could and often did make
up for this by carrying submachineguns inside the vehicle.
Because of the low velocity of the 7.5 cm StuK 37 L/24, a special high explo-
sive antitank (HEAT) round was developed for this gun. This ammunition was
first introduced in mid-1940 with a round capable of penetrating 40mm of
armor at any range, but was superceded in 1942 by a more advanced type
capable of penetrating up to 75mm of armor plate. This was more than ade-
quate for dealing with most enemy medium tanks on the battlefield, including
the ubiquitous T-34. Although HEAT rounds were also developed for other
guns, they were most effective as a means of self-defense against tanks for
low velocity guns such as the StuK 37.
The StuG III uses the same chassis and suspension as the PzKpfw III series of
tanks, with a distinctive low box-like armored superstructure replacing the
turret. Versions A through D were used in the invasions of France, the Bal-
kans, and the Soviet Union. A few could even be found in the North African
theater fighting with the Afrika Korps. A total of 550 StuG III of versions A
through D were produced between 1940 and 1941. Later models with superior
armor and heavy antitank guns were manufactured right up until the end of
the war. Flamethrower and assault howitzer versions were also built.
SU-122
124
The main gun was a modified M-30S field howitzer capable of firing all of the
normal 122mm artillery shells. Although a much larger caliber than most tank
guns of the time, its velocity was low and its armor penetration capability was
correspondingly poor. Like the StuG, this infantry support weapon needed to
be able to defend itself against enemy armor. Also like the StuG, this was han-
dled by issuing a special high explosive antitank round. Due mainly to its
large diameter, but also to advancements in shaped charge technology, this
round was highly effective and could penetrate up to 200mm of armor plate.
Consequently, the ordinary (although effective) armor piercing round was
used as little as possible.
Although few were issued in 1942, they continued in serial production until
late 1944, when they were replaced by the ISU-122 based on the Josef Stalin
series of heavy tanks. A total of 1,148 of these vehicles were manufactured
during the course of the war, many serving right up until the end of the war in
April, 1945.
125
Tanks
The tank is widely recognized as the master of the World War Two battlefield
due to the effectiveness of the Blitzkrieg, especially compared with the futile
and slow-moving combat of World War One. It combines mobility in all kinds
of adverse terrain with a main gun capable of destroying similarly equipped
vehicles and armor designed to shrug off glancing blows and provide immu-
nity to small arms attacks. Armored vehicle crews are generally considered to
be more elite than ordinary infantrymen due to their extended training and the
fighting power of their vehicles, although this was often not the case, particu-
larly in the Soviet army.
Tanks may be divided into three classes – light, medium and heavy. Light
tanks are normally used where greater mobility is required and the danger of
tank vs. tank combat is low, such as for armored reconnaissance or infantry
support. Medium tanks are the mainstay of the tank arms, with moderately
powerful guns and effective armor. They are designed to compete against
other medium tanks as well as lighter vehicles and self-propelled guns. Heavy
tanks are a major factor in any battle in which they participate due to their
potent guns and thick armor. Heavy tanks are generally slower than medium
and light tanks, and this as well as the cost of their construction limits their
numbers on the battlefield. The appearance of any type of tank on the battle-
field is normally sufficient to send lightly armed infantry units scurrying for
cover.
BT-7M
126
The Bistrokhodniy Tank 7M was developed from a series of light tanks based
on the purchase by the Soviet army of two American Christie light tanks in
1931. These tanks were unusual in that they could be run either on their tracks
or on their roadwheels for quicker movement along roads to the front. In
1935, the BT-7 replaced the BT-5 in service. This tank was upgraded to the
BT-7M configuration in 1938 with improved optics and a new diesel engine.
This vehicle may begin the game without any tracks, increasing its top speed
by 24. In this case, it suffers all of the penalties associated with wheeled
armored vehicles, and in addition has its Mobility reduced to 1. This vehicle
was seldom driven without tracks, and then mainly on paved roads well to the
rear of the front lines (of which there were few in the Soviet Union).
The final version of the BT-7M (also called the BT-8) was produced from
1939 through 1941, when it was replaced by the T-34 series. Of the over
6,000 BT-series light tanks built before the Second World War, 706 were BT-
7M models, many of which were lost in the Winter War against Finland in the
winter of 1939-1940.
127
KV-1/1940
A total of 141 of the KV-1/1940 tanks were built in 1940, and 1,121 in 1941,
many of which were upgunned with the ZIS-5 76.2mm gun, which was identi-
cal to the F-34, and additional armor plates, which decreased its speed dra-
matically (for an extra 100 Unit points, upgrade the gun to the 76.2mm ZIS-5,
add armor as shown in the vehicle specifications above, reduce the Mobility
to 2, and reduce the vehicle speed to 7/15/22/29 to represent the KV-1/1941
model). By this time, the series had been outclassed by the T-34, which had
the same weaponry, adequate armor, and superior maneuverability. The final
version, the KV-1S, was lighter and more agile than the KV-1/1941 or the
even heavier KV-1/1942 model with cast turret, but was soon phased out of
production in favor of the T-34 medium tank.
The KV chassis formed the basis of numerous other vehicles, including the
KV-2, a heavy flamethrower tank with 45mm gun, an 85mm gun armed
model, a command vehicle, an assault gun (with 152mm howitzer), and
experimental self-propelled gun with two 76.2mm cannon, and an experimen-
tal super-heavy tank.
KV-2
129
The Klimenti Voroshilov 2 (also called the KV-2A or KV with Large Turret)
was a self-propelled artillery version of the KV-1 tank with an enormous box-
like turret and a modified 152.4mm M1940 howitzer for a main gun. This
massive weapon weighed 1.6 tons by itself and fired a 51.1 kg high explosive
shell. Although intended for use in the direct-fire artillery and infantry support
role, it was issued with potent armor piercing ammunition weighing 40 kg as
well as standard high explosive and smoke rounds.
Due to the enormous recoil of the main gun and the difficulty of reloading,
this vehicle can only fire when stationary (except for machineguns), and can
never fire the main gun more than once when activated (even if the crew has
the Rapid Fire ability).
A total of 1,114 KV-2 heavy tanks were manufactured between 1940 and
1942, when production was halted in favor of more conventional artillery,
lighter tanks, and self-propelled guns. No other heavy tank was fielded by the
Soviet army until the introduction of the Josef Stalin series in 1944. The KV
series was slow and awkward, but it turned out to be one of the most powerful
tanks in the early part of the Second World War.
130
PzKpfw IIF
Country: Germany
Type: Light Tank
Date: 1941
Crew: 3
Armament: 20mm KwK 30 L/55
Secondary: 7.92mm MG 34 coaxial
Height: 2.15m
Length: 4.81m
Width: 2.28m
Size: Small
Weight: 9.5 tons
Mobility: 2
Speed: 40 km/h (10/20/30/40)
Turret Speed: Medium
Options: None
Armor:
Hull Front: 35mm@13° (29)
Hull Sides: 15mm@0° (10)
Hull Rear: 15mm@7° (12)
Hull Top: 5mm@0° (3)
Superstructure Front: 30mm@10° (24)
Superstructure Sides: 15mm@0° (10)
Superstructure Rear: 15mm@9° (12)
Superstructure Top: 15mm@0° (10)
Turret Front: 30mm@Round (30)
Turret Sides: 15mm@21° (14)
Turret Rear: 15mm@21° (14)
Turret Top: 10mm@0° (7)
Mantlet: 30mm@Round (30)
Cost: 450
131
The main gun had a high rate of fire, and although the armor piercing round
was only useful against light vehicles, the high explosive round was quite
effective against infantry, while the armor piercing composite rigid round
gave some protection against enemy armor at close range. Because the main
gun is loaded by means of a ten-round box magazine, the commander need
not pause to reload. This allows the PzKpfw IIF to maintain a high rate of fire
even though it only has a crew of two men.
A total of 524 PzKpfw IIF were manufactured between March 1941 and
December 1942, when the chassis production was relegated to support vehi-
cles such as the Marder II and Wespe self-propelled guns. A new model of the
PzKpfw II, the L series (Called the Luchs) was produced from 1943 to 1944
in limited numbers for armored reconnaissance.
PzKpfw IIIJ
132
Country: Germany
Type: Medium Tank
Date: 1941
Crew: 5
Armament: 50mm KwK 39 L/60
Secondary: 7.92mm MG 34 coaxial, bow
Height: 2.50m
Length: 5.56m
Width: 2.95m
Size: Medium
Weight: 21.5 tons
Mobility: 3
Speed: 40 km/h (10/20/30/40)
Turret Speed: Medium
Options: None
Armor:
Hull Front: 50mm@21° (45)
Hull Sides: 30mm@0° (21)
Hull Rear: 50mm@10° (40)
Hull Top: 16mm@0° (11)
Superstructure Front: 50mm@9° (39) +20mm@15° (17)
Superstructure Sides: 30mm@0° (21)
Superstructure Rear: 50mm@15° (43)
Superstructure Top: 17mm@0° (12)
Turret Front: 30mm@15° (25) +20mm@15° (17)
Turret Sides: 30mm@25° (28)
Turret Rear: 30mm@12° (25)
Turret Top: 10mm@0° (7)
Mantlet: 50mm@Round (50)
Cost: 750
The Panzerkampfwagen III series was first accepted in 1937 with version A
and designated as a medium tank designed to fight enemy tanks. Although
early models were too thinly armored and lightly armed to be successful in
this role, the concept proved sound and improved models such as the late
PzKpfw IIIJ were very successful. The improvement of the model had nearly
reached its zenith with the J series, however, and the type was soon replaced
by the later models of the PzKpfw IV and the newer Panther medium tanks.
The PzKpfw III was also used as the basis for several command vehicles,
armored recovery vehicles, artillery observation vehicles, and assault guns.
Both early and late models of the PzKpfw IIIJ served in combat on the East-
ern Front and in North Africa. 5,791 PzKpfw III of all types were built
between 1937 and 1943. 2,616 of the PzKpfw III production were the PzKpfw
IIIJ type, with over one thousand having the 50mm L/60 KwK 39 according
to the initial requirement and the earlier models mounting a lower-velocity
50mm L/42 KwK 38 in the interim. From the spring of 1942 the PzKpfw IIIJ
was fitted with additional armor plates as shown in the vehicle specifications.
These plates were spaced slightly away from the body, providing additional
protection (+10) against HEAT rounds.
133
PzKpfw IVF
Country: Germany
Type: Medium Tank
Date: 1941
Crew: 5
Armament: 75mm KwK 37 L/24
Secondary: 7.92mm MG 34 coaxial, bow
Height: 2.68m
Length: 5.92m
Width: 2.88m
Size: Medium
Weight: 22.3 tons
Mobility: 3
Speed: 42 km/h (10/21/31/42)
Turret Speed: Fast
Options: None
Armor:
Hull Front: 50mm@12° (41)
Hull Sides: 30mm@0° (21)
Hull Rear: 20mm@9° (16)
Hull Top: 10mm@0° (7)
Superstructure Front: 50mm@10° (40)
Superstructure Sides: 30mm@0° (21)
Superstructure Rear: 20mm@12° (16)
Superstructure Top: 12mm@0° (8)
Turret Front: 50mm@11° (40)
Turret Sides: 30mm@26° (29)
Turret Rear: 30mm@16° (26)
Turret Top: 10mm@0° (7)
Mantlet: 50mm@Round (50)
Cost: 800
134
The Panzerkampfwagen IV was developed during the early stages of Ger-
many’s rearmament process, about the same time as the PzKpfw II and III.
Originally it was intended as an infantry support tank, before actual combat
experience proved the concept unsound and it was realized that tanks served
best fighting enemy tanks. The armor on the earlier models was very light, its
thickness actually doubling before the war began, and nearly doubling again
with the introduction of the Ausführung F series.
The short-barreled 7.5cm KwK 37 L/24 was sufficient for infantry support,
but lacking in antitank capability. Because of the low velocity of the gun, a
special high explosive antitank (HEAT) round was developed to supplement
the poorly performing armor piercing shot. This ammunition was first intro-
duced in mid-1940 with a round capable of penetrating 40mm of armor at any
range, but was superceded in 1942 by a more advanced type capable of pene-
trating up to 75mm of armor plate. This was more than adequate for dealing
with most enemy medium tanks on the battlefield, including the ubiquitous T-
34. Although HEAT rounds were also developed for other guns, they were
most effective as a means of self-defense against tanks for low velocity guns
such as the KwK 37. The PzKpfw IVF was the last model to be armed with
this weapon. Even some of the later production F-series models were pro-
duced with the longer 7.5cm KwK 40. These models were known as the F2
series, with the result that the regular F series was redesignated the F1 series.
A total of 462 PzKpfw IVF were produced between April 1941 and March
1942, complementing the 663 earlier Ausführung of the PzKpfw IV already
produced. This vehicle was phased out in favor of the PzKpfw IVG and later
vehicles, such as the PzKpfw V Panther, with more effective high-velocity
guns.
PzKpfw IVG
135
Country: Germany
Type: Medium Tank
Date: 1942
Crew: 5
Armament: 75mm KwK 40 L/43
Secondary: 7.92mm MG 34 coaxial, bow
Height: 2.68m
Length: 6.62m
Width: 2.88m
Size: Medium
Weight: 23.5 tons
Mobility: 3
Speed: 40 km/h (10/20/30/40)
Turret Speed: Fast
Options: None
Armor:
Hull Front: 50mm@12° (41) +30mm@12° (25)
Hull Sides: 30mm@0° (21)
Hull Rear: 20mm@9° (16)
Hull Top: 10mm@0° (7)
Superstructure Front: 50mm@10° (40) +30mm@10° (24)
Superstructure Sides: 30mm@0° (21)
Superstructure Rear: 20mm@12° (16)
Superstructure Top: 12mm@0° (8)
Turret Front: 50mm@11° (40)
Turret Sides: 30mm@26° (29)
Turret Rear: 30mm@10° (24)
Turret Top: 10mm@0° (7)
Mantlet: 50mm@Round (50)
Cost: 900
The Panzerkampfwagen IVG was derived from the earlier PzKpfw IVF series
of medium tanks. It was armed with the highly effective 7.5cm KwK 40 L/43
tank gun and had bolt-on armor added to the front of about half of the produc-
tion models. Vehicles produced in mid-1943 were fitted with the slightly bet-
ter KwK 40 L/48 (with similar ballistic characteristics to the PaK 40 L/48
antitank gun). When it was introduced, it was superior to the current model of
the T-34 in both firepower and protection.
A total of 1,687 PzKpfw IVG were manufactured, and 200 of the similarly
armed and armored PzKpfw IVF2, between March 1942 and June 1943. Very
late models of the PzKpfw IVG were nearly indistinguishable from the PzK-
pfw IVH, including the use of Schürzen armor plates to provide further pro-
tection to the tracks and turret. This vehicle could be found on the front lines
right up until the end of the war in 1945.
The late-model PzKpfw IVG is available for an additional 100 Unit points. It
has a main gun equivalent to the PaK 40 L/48 antitank gun, additional armor
on the hull and superstructure front as shown, and armored skirts which add
+5 points to the turret, hull and superstructure sides and the turret rear.
136
PzKpfw VIE Tiger
Country: Germany
Type: Heavy Tank
Date: 1942
Crew: 5
Armament: 88mm L/56 KwK 36
Secondary: 7.92mm MG 34 coaxial, bow
Height: 2.93m
Length: 8.45m
Width: 3.70m
Size: Large
Weight: 57.0 tons
Mobility: 4
Speed: 38 km/h (9/19/28/38)
Turret Speed: Medium
Options: None
Armor:
Hull Front: 100mm@24° (94)
Hull Sides: 60mm@0° (42)
Hull Rear: 80mm@8° (62)
Hull Top: 25mm@0° (17)
Superstructure Front: 100mm@10° (80)
Superstructure Sides: 80mm@0° (56)
Superstructure Rear: 80mm@8° (62)
Superstructure Top: 25mm@0° (17)
Turret Front: 100mm@8° (78)
Turret Sides: 80mm@0° (56)
Turret Rear: 80mm@0° (56)
Turret Top: 25mm@0° (17)
Mantlet: 110mm@0° (77)
Cost: 1300
137
The Panzerkampfwagen VIE Tiger was probably the most famous tank of any
nationality of the Second World War. It quickly won a reputation for invulner-
ability and power unmatched by any other tank (even those that came later in
the war with better firepower and protection) throughout the war. Its 8.8cm
KwK 36 L/56 gun was derived from the infamous “88” FlaK gun and could
destroyed any Allied medium tank and most Allied heavy tanks at quite long
range. It was reasonably maneuverable, with adequate speed and wide tracks,
and it carried armor impenetrable to most Allied tank and antitank guns save
at close range.
While it was rarely seen on the front lines, the Tiger caused such fear that
other German tanks were often mistaken for Tigers, especially on the attack.
The PzKpfw VIE Tiger was the first German tank to receive a name in addi-
tion to its official nomenclature (although self-propelled artillery pieces such
as the Marder and Wespe were named right from the beginning). This was
eventually to become a habit, as it was followed by the Panther, Luchs, and
Puma (armored car) and more self-propelled guns such as the Jagdpanther,
Hetzer, Hummel, and Brummbar.
A total of 1,354 PzKpfw VIE Tiger tanks were manufactured between July
1942 and August 1944 when the last Tiger rolled off of the assembly line. Pro-
duction was halted in favor of the heavier PzKpfw VIB King Tiger (or Tiger
II) and the later models of the PzKpfw V Panther medium tank. The PzKpfw
VIE Tiger continued to serve until the end of the war, ending it as one of the
most powerful tanks still on the battlefield.
T-26S
138
The T-26 series of light tanks began with the importation of the British Vick-
ers Type E six ton light tank in 1930. This vehicle was produced in several
variations, modified, and ultimately improved into a reasonably good light
tank. Although it had very thin armor and was heavily outclassed by 1941, it
served well in the original infantry support role for which it was intended. The
armor plate was riveted on earlier models, but welded on the T-26S and late
model T-26B tanks. With additional armor, the tank’s MOB is reduced to 2.
Its armament was upgraded during the course of its development from a pair
of machineguns to a 37mm, then finally to a 45mm, tank gun. The T-26 saw
service in the Spanish Civil War, the Winter War against Finland, border
clashes with the Japanese in Manchuria and Mongolia, and World War Two.
Before the beginning of the Second World War, the T-26 was the most widely
produced of all Soviet tank designs. Many variations were produced, includ-
ing a flamethrower tank, a bridgelayer, a self-propelled gun, and command
vehicles (easily identified on earlier models by the antenna which ran like
handrails around the turret). Over 12,000 of these tanks were produced before
their factories were overrun by the Wehrmacht in 1941, although most were
lost by the end of that year, many still served for another year or two.
139
T-34/1941
Because of the low cost and ease of manufacture of the T-34 it quickly
became the most common tank on the Soviet side of the battlefield. Its versa-
tility and combination of good armor and an effective gun allowed it to domi-
nate the battle when provided with good crews, able leadership, and radios. It
came as a rude surprise to the German crews of relatively lightly armed and
armored PzKpfw II, III, and IV tanks when they first encountered the T-34 in
late 1941.
The T-34 series was the most-produced Soviet tank of the Second World War.
Production commenced in mid-1940 in secret at the Kharkov Locomotive
Factory and the Stalin Tractor Factory. Over 35,000 of the T-34 with 76.2mm
gun were manufactured before production was halted in favor of the T-34
with 85mm gun in 1944.
Its important role in the ability of the Soviet Union to withstand and eventu-
ally turn the onslaught of German armor cannot be overstated. The design and
application of the T-34 had immediate effects on German tank theory and
influenced the design of Soviet tanks through the present day. The chassis also
served as the basis for flamethrower, mine-laying, and command models and
the SU-122 self-propelled gun.
T-40
141
The T-40 was designed from the beginning for reconnaissance and to support
river-crossing and other operations for which an amphibious tank would
prove valuable. Due to this design requirement, the T-40 was very lightly
armed and armored. It had a four-blade propeller and rudders for swimming.
Flotation chambers were included to maintain buoyancy. Although its armor
was sufficient only against small arms and it had only machineguns for its
own defense, it was useful as a scouting vehicle, particularly in wetlands. The
T-40 suffers no movement penalty for crossing streams and ponds and may
move across rivers and lakes (impossible for normal vehicles) at one-half nor-
mal speed. The weapons may be fired while crossing. If the T-40 has any
additional armor mounted on it, it loses its amphibious capability completely.
A total of 222 T-40 light tanks were manufactured between 1940 and 1942.
The design was deemed unsuitable for tank warfare and it was replaced in ser-
vice by better armed and more heavily armored vehicles (although none of
these were amphibious to the extent of the T-40). Although produced only in
small numbers compared to other Soviet tanks, this vehicle was highly influ-
ential on the development of Soviet light tank designs.
142
T-70
The T-70 light tank was derived from the T-60A, a somewhat improved but
completely land-bound version of the T-40 amphibious tank. The T-70 fol-
lowed this with the addition of a 45mm main gun and adequate armor for a
light tank. Unfortunately, the vehicle commander still had to act as loader and
gunner in addition to his regular duties, severely slowing target acquisition
and engagement times. Due to this fact, the T-70 cannot fire twice in one acti-
vation (even if stopped and the crew has the Rapid Fire ability).
A total of 8,226 T-70 series light tanks were produced between 1942 and
1943, when the type was dropped completely (except for a short run of just
over 100 T-80 series light tanks), its role having been taken over by the more
agile, better armored, and more heavily armed T-34 series.
Trucks
Military trucks are generally similar (if not identical) to their civilian counter-
parts. Designed solely to haul heavy cargo and troops far behind the danger-
ous front lines, they must stick to roads to travel effectively and are never
armed and armored but must be escorted to prevent ambush or engagement.
When halftracks or other armored vehicles are not available, trucks can often
be found bringing food, fuel, or ammunition to the front lines even though the
risk of combat is high. Thousands of trucks brought millions of tons of sup-
plies to attacking and defending armies every day. Interdiction of these supply
routes could easily prove lethal to extended units in the field.
GAZ-AA
144
The GAZ-AA truck (often called the GAZ-MM in postwar literature) was
developed at the Gorkiy Avtomobilniy Zavod factory just outside of Moscow
and was the most prolific in a long series of medium truck designs based on
the Ford-AA, built under license since 1929 and renamed GAZ in 1932. The
most common model (with the GAZ-M1 diesel engine, introduced in 1938)
formed the backbone of the Soviet supply system along with trucks from
smaller factories and tens of thousands of Fords, Studebakers, and Dodges.
More trucks were delivered to the Soviet Union by way of the Lend-Lease
program than were produced in that country during the course of the war.
Over one million of the GAZ-AA trucks were manufactured until production
ceased after the end of World War II. GAZ truck chassis and the GAZ-M1
engine provided the basis for many Soviet fighting vehicles, including the
BA-64 armored car and the GAZ-67 combat car.
Opel 6700
145
Country: Germany
Type: Truck
Date: 1940
Crew: 1+12 Passengers
Armament: None
Secondary: None
Height: 2.17m
Length: 6.02m
Width: 2.27m
Size: Medium
Weight: 2.1 tons + up to 3 tons of cargo
Mobility: 0
Speed: 80 km/h (20/40/60/80)
Options: None
Armor: None
Cost: 150
The Opel 6700 was more commonly known as the Blitz. It could carry up to
three tons of cargo or a dozen troops in the rear compartment. It was not only
a robust and reliable vehicle, it was also adaptable, and models were designed
as ambulances, laundries, workshops, and command posts. Between the start
of production in 1937 and the final run in 1944, when the Opel factories were
bombed into rubble, over 70,000 Opel Blitz trucks were manufactured,
including over 25,000 with four-wheel drive (the remainder having only two-
wheel drive).
Equipment
Aid Bag
Cost: 5 ENC: 1. A Medic must have an Aid Bag in order to render assistance
to other soldiers. A soldier who is not a Medic may not use an aid bag.
146
Field Radio
Cost: 25 ENC: 1. Allows the radio operator to make contact with nearby (off-
board) artillery and air support units in order to call in their fire missions. Also
allows the passing of orders to radio-equipped armor, artillery, and infantry
units in the area (generally via a higher echelon net relay).
Fortifications
Improved Armor
Cost: 10 per location (e.g., hull front, turret left side, etc.) ENC: n/a. Sand-
bags, spare track sections, cement blocks, wood or steel bars and beams, and
other materials are often used to improve the armor protection of a vehicle.
This provides an additional 10 points of armor on the covered locations. This
option may only be selected once per location, for up to four locations per
vehicle. Vehicles which show additional armor plate on certain locations may
take that additional armor instead of improvised armor at the same cost (gen-
erally for better protection and without the four-location limit).
Special Ammunition
Cost: Less than 50mm = 10, 51mm - 75mm = 20, 76mm or more = 30 ENC:
n/a. In order for a vehicle or antitank gun to use anything other than standard
armor piercing or high explosive ammunition, this option must be purchased.
This allows the use of special armor piercing ammunition, including APCR
and HEAT rounds. For this cost, 5 rounds of either type (or a mixture) are pur-
chased, unless otherwise noted in the description of the gun or vehicle. For
more ammunition, this option must be purchased again. Keep track of this
ammunition as once it is used up the vehicle/gun must use only standard
armor piercing shot or high explosive ammunition.
Telescopic Sight
Cost: 5 ENC: 0. A telescopic sight allows a Sniper to use his specialist abili-
ties to pick out targets and ignore normal target selection requirements. It may
only be mounted on a bolt-action or semiautomatic rifle. In addition, a tele-
scopic sight gives the sniper a +1 bonus to his hit roll.
147
The following scenarios are designed to highlight different aspects of the
Sturmtruppen rules system. They can be played in any order, or changed by a
Moderator as a foundation for other scenarios, to suit the available terrain or
forces, or to accommodate a different playing schedule or add new features to
the game. All of the scenarios are intended for two players and should take
anywhere from two to six hours to play, depending on the scenario. They are
presented in a rough order, from the simplest scenario to the most complex.
Meeting Engagement
This is a simple no-holds-barred fight to the death for both sides. The first
player to force all opposing forces to flee the battlefield, surrender, or die
wins. Neither squad may start the game hidden.
Sniper Hunt
If the German snipers can eliminate the officer and NCO and at least one of
them escapes alive to report, they are successful. If all of the Germans are
killed or captured, then the Soviets are victorious.
The Soviet infantry squad and platoon headquarters section are as described
under Creating Sturmtruppen. They may not start the game hidden.
149
If the German attackers can push all of the Soviet forces out of their positions
(all Soviet squads destroyed, surrendered, or retreating) then they win. If the
Soviets can prevent this from happening, then they succeed. Neither side may
have any forces start the game hidden.
The German infantry squads, machinegun section, and platoon command sec-
tion are as described in the examples given under Creating Sturmtruppen.
The Soviet infantry squads and platoon command section are as described in
the examples given under Creating Sturmtruppen. Soviet squads may begin in
trenches or foxholes.
The side which has the last surviving undamaged (mobile, can fire main gun,
not retreating) tank wins. Neither side has any forces that may start the game
hidden.
150
The German tank platoon consists of four heavy tanks as described in the
examples given under Creating Sturmtruppen.
The Soviet tank platoons each consist of four medium tanks as described in
the examples given under Creating Sturmtruppen.
Breakout
The Germans win if they can bring 50% of their squads and vehicles across
the enemy (far) edge of the playing area. The Soviets win if they can prevent
the Germans from accomplishing their mission.
The German infantry squads and platoon command section are as described
under Creating Sturmtruppen, plus vehicles (which each include a single
TGIII crewman as a driver). The PzKpfw IIF is also as described. The KS 750
includes a TGIII driver and a TGIII passenger to man the MG 34. Each vehi-
cle crewman also has a P 38 pistol. No German forces may start the game hid-
den.
The Soviet infantry squads and platoon command section are as described
under Creating Sturmtruppen. The antitank rifle teams each consist of a TGII
151
soldier with a PTRD antitank rifle, a TGII assistant gunner with a Mosin-
Nagant rifle, and a TGIII NCO with a PPSh-41 submachinegun. The Soviet
antitank rifle teams may start the game hidden.
Stalingrad
This is a fight to the death in the rubble. Whichever side finds all of its units
destroyed, disabled, surrendered, or retreating first loses. The other side,
whatever they may have left on their feet, is the winner.
The Soviet assault squads, machinegun section, platoon command section and
BA-64 armored car are as described under Creating Sturmtruppen. Any
Soviet squads may start the game hidden.
Campaign
Date: 1942-43
Situation: Continuous missions along the front for three to twelve months
Terrain: Various weather and terrain conditions
Mission: Various missions with separate goals
Forces: (German) 10,000 points worth of troops and vehicles.
Maximum ten squads and ten vehicles.
(Soviet) 10,000 points worth of troops and vehicles.
Maximum of ten squads and ten vehicles.
Support: (German) 1,000 points worth of support.
(Soviet) 1,000 points worth of support.
152
The campaign is a series of linked battles used to guide the course of play for
any number of gaming sessions. Each player designs his forces, then allocates
them to three separate battles called Left, Center, and Right. For each battle he
may allocate any portion of his force to each battle and need not distribute all
of his forces. Each player’s Center force will battle the other player’s Center
force, then his Right will battle the other player’s Left, and then the reverse.
These battles can occur in any order. If a player desires to use his unassigned
reserves during a battle, he may do so by rolling a D6 for each unit held in
reserve after all units are placed on the battlefield but before play begins. On a
1-3 the unit makes it to the battle and participates by being moved onto the
battlefield along the friendly edge for its first activation. On a 4-6 the unit
remains in reserve and does not fight in this battle. Determine weather and
time of day randomly for each battle. Support does not have to be allocated
but can be used by units participating in any of the three battles (although
once used, a specific fire mission or airstrike is used up).
Once all three battles have been fought, both players will get reinforcements -
2,000 points for units and 500 points for support for each of the battles they
won (nothing for a draw) - before the next set of three battles. These new
forces can be used to fill in holes in the ranks caused by casualties or to pur-
chase new units. Wounded and unconscious troops recover between each set
of battles. Vehicles may be recovered and repaired if the owning player is vic-
torious in that battle and the vehicle has not burned or exploded at no cost. All
of the forces are now redistributed among three more battles, Left, Center, and
Right, as in the first set of battles. Again, reserves may be held back. All three
battles are again fought to conclusion.
Once the last of the six battles has been fought, each player totals his victo-
ries. The player with the greater number of victories wins. If he has one more
victory than his opponent, then both sides are Stalemated. If he has two or
three more victories than his opponent, then he is Attacking and his opponent
is Defending. If he has four or more victories more than his opponent, then he
is Advancing and his opponent is Retreating.
To continue the campaign, reinforce the current forces depending on their sit-
uation and play another round of six games as before. An Advancing force
gets a D6+3x1,000 Unit points of men and equipment and 1,500 points of
support, an Attacking or Defending force gets D6x1,000 points of men and
equipment and 1,000 points of support. A Stalemated or Retreating force gets
D6x1,000 points of men and equipment and 500 points of support. Obviously,
the victor will have an easy time retaining the initiative unless his luck is bad.
Allocate these new forces and play through six more battles the same way as
the first six, in two sets of three. Once this second set of battles is concluded,
the player with the greater number of victories from the last six battles is the
"Another such victory victor of the campaign. This division of a campaign into four sets of three bat-
over the Romans, and tles each lends itself well to players getting together monthly to play and play-
we are undone." ing for three, six, or twelve months.
Pyrrhus, King of Epirus
153
I have tried always to be as accurate as possible to the real combat values for
weapons and vehicles. Obviously, the vehicles are generally capable of much
greater speeds, but I have chosen to limit them based on actual historical rates
of advance under enemy fire and through rough or uncertain terrain. Equally
obvious, it is possible for an average marksman to hit a man-sized target at
much greater ranges than those given. Again, I have put on such limitations as
have generally proven to be most realistic; it is surprisingly difficult to find
and shoot an enemy soldier (who is usually doing his best to find cover) while
staying alert for other enemies, listening to orders, and being scared. Natu-
rally, the terrain provided on the field of play is also unusually varied and pro-
vides abundant cover from longer ranged weapons. This allows opponents to
close with each other and experience more variations and options in their con-
flict, rather than simply taking cover and letting the machineguns and antitank
guns do the work. By starting closer together, opponents also limit the advan-
tages of some of the more powerful vehicles, which can become vulnerable to
even relatively weak antitank weapons at closer ranges, thus balancing the
game.
Updates, rules changes and modifications, links to World War II and war-
games websites, and the latest on upcoming rules systems and supplements
can be found on the Mars Games website at http://www.marsgames.net.
For those interested in further research on this topic, the following literary
works are all highly recommended:
• Bishop, Chris, The Encyclopedia of Weapons of World War II. This text
covers the gamut of the more common weapons and vehicles in use by all
sides, including small arms, artillery, tanks, aircraft, and ships.
• Brodie, Bernard and Fawn M., From Crossbow to H-Bomb. This book
follows the history of weaponry through the ages.
154
• Buchner, Alex, The German Infantry Handbook 1939-1945. This work
provides a detailed description of the Table of Organization and Equip-
ment of German infantry units during World War II.
• Carell, Paul, Stalingrad. Undoubtedly the best work on this subject, trans-
lated from the original German.
• Creveld, Martin Van, Technology and War. The premise of this book is
the relationship between military technology and military strategy.
• Dupuy, Trevor, Attrition. A thesis on the causes for and rates of attrition
in combat in modern warfare and its relation to weapons and dispersion.
• Feist, Uwe and Culver, Bruce, Schützenpanzer. History of the design and
development of the halftrack in the German armed forces.
• Forty, George, Tank Action. This book describes armored tactics and
warfare throughout the actions of the twentieth century.
• Fuller, J. F. C., Armament and History. This work traces the influence of
weaponry on the battlefield and the synthesis of strategy.
• Haupt, Werner, Assault on Moscow 1941. This book relates the initial
breakthrough into Moscow by German troops during World War II, and
how they lost that foothold.
• Hogg, Ian V., German Artillery of World War Two. A concise guide to
German mortars, field artillery, and antitank weapons and ammunition.
• Hogg, Ian V., The Encyclopedia of Infantry Weapons of World War II.
This book provides a detailed look at the small arms and heavy weapons
of the Second World War.
• Hogg, Ian V., Tank Killing. This book traces the history and development
of antitank weaponry since the invention of the tank.
• Jentz, Thomas, Panzer Truppen. This series examines the entire realm of
German tank production and modification during World War II.
• Jones, Archer, The Art of War in the Western World. This book traces the
history of strategy and tactics used in the Western hemisphere.
• Keegan, John. The Mask of Command. This book studies the commander
and possible styles of command and their merits and weaknesses.
• Keegan, John. The Second World War. This is an excellent basic history
text of World War II and its battles.
• Newton, Steven, German Battle tactics on the Russian Front. This collec-
tion of postwar recollections by German officers gives an overview of
157
• Overy, Richard, Russia’s War: Blood Upon the Snow. This work presents
the Great Patriotic War from the Soviet perspective.
• Seabury, Paul and Codevilla, Angelo. War: Ends and Means. A look at
the hows and whys of warfare from the past through the present.
• Senich, Richard, The German Sniper, 1914-1945. This work analyzes the
techniques and equipment of the German Sniper and compares them to
those of his adversaries.
• Stolfi, Russell, Hitler’s Panzers East. An analysis of the potential for Ger-
man victory early in the war which compares many factors on both sides.
• Zaloga, Steven J. and Grandsen, James, The Eastern Front. This book
covers vehicle markings and camouflage schemes used by both sides.
• Zaloga, Steven J. and Ness, Lelend S., Red Army Handbook 1939-1945.
This guide describes the hierarchy, weapons, and equipment of the Red
Army of Workers and Peasants during the Great Patriotic War.
Much of the material needed to design a game such as this has been
researched for other games concerning World War II. Many of these games
are superbly written and richly detailed, although they generally operate on a
much larger scale than this one (putting the player in the place of a company
or battalion commander or higher, rather than a platoon or squad leader). The
following wargames are highly recommended for players interested in con-
tinuing their exploration of this genre of miniatures and board wargaming:
• Reese, Mike, and Tucker, Leon. TRACTICS. This was one of the first
sets of armored miniatures rules available and is long since out of print,
but can provide an excellent reference for miniatures gamers.
159
Weather
D10 Result
Time of Day
D10 Result
1 Dawn/Dusk; rules for dawn/dusk combat apply
2-6 Daylight action; normal rules apply
7-8 Night battle; rules for partial moonlight apply
9 Night battle; rules for full moon apply
10 Night battle; rules for new moon apply
Combat Sequence
1. Hit: D10 + Firer TG - Target TG +/- Modifiers >6 hits (>10 = Adds).
2. Location: For vehicles, roll to see what part of the vehicle is struck.
3. Penetration (if armor): D10 + PEN - Armor + Adds >6 penetrates.
4. Damage (if penetrates): D10 + DAM on Hit Location Table + Adds.
5. Fight or Flee: Target unit must make a Fight or Flee roll.
160
Firing Modifiers
Damage Table
Total Result
1-9 Stunned. The soldier may not participate in the unit’s next activation,
whether firing, moving, or both. He must remain in place for one full
action by the remainder of his squad. If alone, he must use up his next
action being stunned. His wound is too minor to affect his further
actions. Place a stunned counter next to the soldier, which will remain
throughout the squad’s next activation.
10-15 Wounded. The soldier is stunned for one action, as above, plus he may not
run and suffers a -2 penalty to all firing actions for the remainder of the
battle. Place a Wounded counter and a Stunned counter next to the
soldier or annotate his condition on the squad record. If there is a
Medic in the squad, he may attempt to aid the casualty during the
squad’s next action (instead of moving or fighting, he moves next to
the casualty while the casualty is stunned). If successful, the casualty
will be restored to normal. If a wounded soldier is wounded a second
time, he becomes Killed/Unconscious as shown below.
16+ Killed/Unconscious. The soldier is killed or knocked out by such an injury
that he must be evacuated to a hospital. If there is a Medic in the
squad, he may attempt to stabilize the casualty during the squad’s
next action (instead of moving with the squad or fighting, he moves
next to the casualty) in order to improve his chances of survival.
161
Cover
AV Examples
3 Plaster or thin wood walls; barns and interior walls, carts or wagons, fences
4 Unarmored vehicle bodies (such as on cars and trucks), helmets
5 Untreated sheet metal plate used for armor
6 Wooden walls; most houses, interior walls in most buildings
7 Barricades made of piled furniture, dead bodies
8 Tank track links used as armor, exterior walls in some buildings
9 Thick wood, large tree trunk or telephone pole, wooden barricades
12 Brick wall, brick or fieldstone house or other building exterior walls
20 Cement block or sandbag wall, improvised entrenchments and bunkers
50 Stone or poured concrete wall, smaller emplacements and pillboxes
150 Reinforced concrete wall, prefabricated artillery emplacements
250 Heavy reinforced concrete wall, permanent fortifications and defenses
Morale Levels
1. Aggressive - Troops that hold an Aggressive Morale Level have been spurred
beyond their normal level of bravery to conduct heroic actions. They have a +1
bonus to further FoF rolls as long as they remain in this condition.
2. Active - This is the normal Morale Level for troops at the start of the game. This
level may go up or down based on the results of FoF and Rally rolls. Active troops
may move and fire as usual in accordance with their orders.
3. Passive - Troops with a Passive Morale Level suffer a -1 penalty to further FoF
and Rally rolls as long as they remain at this Morale Level and may move or fire
when activated, but not both. Specialists may still act normally and squad abilities
are still in effect (including Fast Movers and Rapid Fire).
4. Pinned - Pinned soldiers may not move, however they can fire at targets in their
Line of Sight. Troops with a Pinned Morale Level incur a -2 penalty to subsequent
FoF and Rally rolls as long as they remain Pinned.
5. Routed - Troops who are Routed must move away from the enemy at a run until
they are rallied by a leader (NCO or Officer) or can hide in cover. Any bulky items
such as heavy weapons which would slow them down must be abandoned. The only
action the squad may take is to move away from the enemy or move away and Rally
- they cannot fire or participate in hand-to-hand combat. This Morale Level includes
a -3 penalty to further FoF and Rally rolls as long as the squad remains Routed.
6. Surrender - When a squad or other unit surrenders, it has given up all hope of
survival. Weapons are thrown down, hands are raised, and mercy is begged for. A
squad that has reached this Morale Level is no longer fit to fight and cannot be ral-
lied. The squad splits up into individual soldiers, who cower, flee, and may be
removed from the play area.
162
Situation Modifier
Enemy squad or vehicle within 20 meters (even if not in LOS) -1
Enemy squad or vehicle in LOS at any range -1
Squad making FoF roll due to direct or indirect enemy fire or fire mission -1
Squad suffers a casualty (wounded or dead) from the current attack -1
Squad leader was a casualty of the current attack -1
Squad has no cover or concealment (in open terrain) -1
Squad is moving (except crawling) -1
In concealment (brush, hedge, high grass, cornfield, etc.) +1
In cover (wall, building, rubble, wreck, trees, etc.) +2
In a bunker/entrenchment (trench, foxholes, pillbox, etc.) +3
In an unarmored vehicle (car, motorcycle, truck)* +1
In a wheeled or halftracked armored vehicle (armored car, halftrack)* +2
In a tracked armored vehicle (tank, self-propelled gun)* +3
Officer within his TGx10 meters of any squad member +1
* Does not apply if attack was made by artillery, aircraft, or antitank weapon.
Burning Vehicle
1 Ammunition cooks off inside the hull completely destroying the vehicle,
and all remaining crew are killed by the explosion. The explosion is
equal to a 12X blast, with its center on the center of the vehicle.
2-3 Fire rages through the vehicle, forcing the crew to bail out. Roll 1D10
for each crewmember. If the die roll is greater than his TG+3, he is
caught in the fire and dies. Otherwise, place him outside of the hull.
4-6 The fuel lines catch fire, forcing the crew to bail out.
Exterior Damage
Total Result
1-6 No Effect; round ricochets or explodes harmlessly on the exterior
7-9 Secondary Weapon hit (determine randomly which machinegun)
10-11 Radio hit (see Vehicle Damage Results table)
12-13 Exposed crew hit (see Vehicle Damage Results table, but apply results only
to exposed/unbuttoned crewmembers)
14+ Tracks/Tires hit (see Vehicle Damage Results table)
163
Vehicle Control
1-5 The vehicle crashes and is damaged beyond repair. The wreck may catch
on fire. Roll a D10. If this number is higher than the vehicle’s Reliability, then
the ammunition or fuel catches fire. Roll immediately on the Burning Vehicle
table to see if the vehicle explodes. The crew must make a FoF roll or bail
out if the vehicle does not catch fire.
6-10 The vehicle’s tracks or tires are destroyed and it comes to an abrupt halt.
The crew must make a FoF roll. If successful, they may stay and continue to
operate the weapons, otherwise, they must bail out. The vehicle may not
move for the rest of the battle.
11-20 Vehicle must slow to Cruising if moving at Fast speed, to Slow if moving
at Cruising speed, or stop if moving at slow speed.
21+ No effect.
164
Vehicle Damage
Unarmored Vehicle
Front N E C P X X
Side N T C/P - X X
Rear N P C E X X
Top N C/P T/E - X X
Halftrack
Hull Front N E T C P X
Super Front N C R P - X
Hull Side N T C P - X
Super Side N C P - - X
Hull Rear N P T C E X
Super Rear N P R C - X
Hull Front N C R T E X
Super Front N C G E - X
Hull Side N T C E - X
Super Side N C G - - X
Hull rear N E T C R X
Super rear N E C G - X
Mantlet N G C - - X
Hull Top N E T - - X
Super Top N C G - - X
Tank/Armored Car
Hull Front N C R T E X
Super Front N C E - - X
Turret Front N J G C - X
Hull Side N T C E - X
Super Side N C E - - X
Turret Side N J C G - X
Hull Rear N E T R C X
Super Rear N E C - - X
Turret Rear N J C G - X
Hull Top N E T - - X
Super Top N C R - - X
Turret Top N C G J - X
Mantlet N G C - - X
165
- = No Additional Effect Use the highest damage level below the one marked with a
dash, cumulative with previous damage levels.
C = Crew hit Roll a D10 for each member of the crew. If the die roll is greater than
the crewmember’s TG, then that crewmember is wounded. If the die roll is equal to
his TG+3 or more, he is killed.
E = Engine hit The vehicle goes out of control. Roll 1D6 to see if it turns: 1-2, Left 60
degrees, 3-4 Straight, 5-6, Right 60 degrees. The vehicle will move in that direction
up to its current speed, then stop. It will crash into anything in its path, stopping if it
does not destroy the object (see Ramming for more information on crashes). Roll a
D10. If this number is higher than the vehicle’s Reliability, then the engine catches
fire. Roll immediately on the Burning Vehicle table. Once stopped, if the vehicle does
not catch on fire, the crew must make a FoF roll. If successful, they may stay and
continue to operate the weapons, if not, they must bail out and abandon the vehicle.
G = Gun hit The vehicle’s primary armament is knocked out. If the primary arma-
ment is already destroyed, then a secondary weapon is knocked out instead. The
crew must make a FoF roll. If successful, they may continue to operate the remain-
ing weapons, otherwise, they must stop and bail out, abandoning the vehicle. Roll a
D10. If this number is higher than the vehicle’s Reliability, then the ammunition
catches fire. Roll immediately on the Burning Vehicle table.
J = Jammed Turret The turret is jammed in its current position. In order to bring the
main gun to bear on a target, the entire vehicle must be turned (as if it were a self-
propelled gun). If the vehicle is immobilized, the gun will only be able to fire at targets
in a straight line in front of the gun.
N = No Effect If there are riders on the outside of the vehicle, or the attack is by an
explosive or incendiary weapon, then see the special rules for those weapons.
P = Passenger Hit Roll for all passengers as for a Crew Hit above. If there are no
passengers, ignore this result as the round passes through the empty compartment.
R = Radio Hit The vehicle’s radio, if it has one, is knocked out. It can no longer com-
municate with other vehicles or units or call in air or artillery support.
T = Tracks/Tires hit The vehicle’s tracks or tires are hit and it comes to an abrupt
halt. The crew must make a FoF roll. If successful, they may stay and continue to
operate the weapons, otherwise, they must bail out and abandon the vehicle. The
vehicle may not move for the rest of the battle.
X = Destroyed The vehicle is destroyed and all crew aboard are killed. The wreck
may catch on fire. Roll a D10. If this number is higher than the vehicle’s Reliability,
then the ammunition or fuel catches fire. Roll immediately on the Burning Vehicle
table to see if the vehicle explodes.
166
Battlefield Conditions (Fire)
Condition Effects
Clear No Effect
Note: For more than one effect at a time (e.g., windy at dusk), use the worse of the
two effects. For cloudy, fog or rain/snow at night, use New Moon modifiers.
Mobility
D10+TG Result
0-5 The vehicle throws a track or blows a tire and goes out of control. Roll a
D6: 1-2 = Left 60 degrees, 3-4 = Straight, 5-6 = Right 60 degrees. Move
the vehicle forward a number of meters equal to the next lower move-
ment rate (that is, if it is moving Fast, move it up to its Cruising speed in
meters). It stops, and the crew must make a FoF roll. If successful, they
may stay and continue to operate weapons, otherwise, they must bail
out.
6-9 The vehicle throws a track, blows a tire, or becomes stuck and comes to
an abrupt halt. The crew must make a FoF roll. If successful, they may
stay and continue to operate the weapons, if not, they must bail out.
10-12 The vehicle turns 90 degrees (roll a D6: 1-3 = left, 4-6 = right) and
comes to a halt. The vehicle may move as usual on the following turn.
13 The engine stalls and the vehicle comes to an abrupt halt. The crew
may restart the engine and move as usual on their following turn.
Movement Rate
15 - 20mm
Crawling 1cm 2cm 3cm 4cm 5cm 6cm
Sneaking 1cm 2cm 3cm 4cm 5cm 6cm
25mm - 28mm
Crawling .5” 1” 1.5” 2” 2.5” 3”
Sneaking .5” 1” 1.5” 2” 2.5” 3”
Walking 1” 2” 3” 4” 5” 6”
Running 2” 4” 6” 8” 10” 12”
54mm
Crawling 1” 2” 3” 4” 5” 6”
Sneaking 1” 2” 3” 4” 5” 6”
Aircraft Chart
Scatter Diagram
1-2
8 3
7 4
5-6
Condition Effect
Clear No Effect
Dawn/Dusk No effect
Troop Grade
Abilities
Scatter
Tank or antitank gun Small (1D6 meters +2D6 meters short or long)
Off-board artillery Medium (2D6 meters)
Multiple rocket launcher (MRL) Large (3D6 meters for new center of barrage)
Each rocket will deviate - Medium (2D6 meters from new center)
Small Arms
Weapon JAM PEN DAM ENC RNG Type ROF Date Cost
Mauser Kar 98k 1 7 8 0 30 BAR BA 1935 10
Mosin-Nagant 91/30 1 7 8 0 30 BAR BA 1930 10
MP 40 3 4 4 0 10 SMG FA 1940 30
PPSh-41 4 4 3 0 10 SMG SF/RF 1941 30
Tokarev SVT-40 2 7 8 0 25 SLR SA 1940 20
Tokarev TT-33 2 4 3 0 5 SLP SA 1933 5
Walther G 41 2 7 8 0 25 SLR SA 1941 20
Walther P 38 2 4 4 0 5 SLP SA 1940 5
Heavy Weapons
Weapon JAM PEN DAM ENC RNG Type ROF Date Cost
DP (DT) machinegun 4 7 8 1 25 LMG FA 1926 50
DShK-38 machinegun 3 10 9 3 40 HMG FA 1938 100
Hand grenade 1 - 5X 0 5 HG SS 1915 5
Hand grenade, AT 1 60 3X 0 - HG SS 1940 5
MG 34 machinegun (LMG) 4 7 8 1 25 LMG SF/RF 1934 50
MG 34 machinegun (MMG) 3 7 8 2 35 MMG SF/RF 1934 75
PM1910 machinegun 2 7 8 2 35 MMG FA 1910 75
PTRD antitank rifle 1 40 9 1 30 ATR SS 1941 50
PzB 39 antitank rifle 1 30 9 1 30 ATR SS 1939 50
Rifle grenade, HE 1 - 5X 0 20 RG SS 1940 15
Rifle grenade, AT 1 30 3X 0 20 RG SS 1940 15
Satchel Charge 1 80 8X 0 - HG SS 1936 20
171
Antitank Guns
Antitank Gun Shell JAM DAM PEN RNG ROF Type Date Cost
3.7cm PaK 35/36 L/45 AP 1 9 46 100 SS ATG 1936 100
APCR 1 9 68 50 SS
HE 1 4X 12 125 SS
HEAT 2 8X 180 25 SS
45mm M1937 L/45 AP 1 9 60 100 SS ATG 1937 125
APCR 1 9 100 75 SS
HE 1 5X 15 125 SS
5cm PaK 38 L/60 AP 1 9 69 125 SS ATG 1940 150
APCR 1 9 130 75 SS
HE 1 5X 16 150 SS
HEAT 2 8X 180 25 SS
7.5cm PaK 40 L/46 AP 1 9 121 150 SS ATG 1941 200
APCR 1 9 137 100 SS
HE 1 8X 25 175 SS
76.2mm M1936 L/42.5 AP 1 9 94 150 SS ATG 1941 200
APCR 1 9 135 100 SS
HE 1 8X 25 175 SS
Mortars
Mortar Shell JAM DAM PEN RNG ROF Type Date Cost
Aircraft Armament
HE 1 5X 16 150 SS
HE 1 8X 25 175 SS
HE 1 8X 25 175 SS
HE 1 8X 25 175 SS
HE 1 9X 29 200 SS
HE 1 13X 40 225 SS
HEAT 1 7X 200 225 SS
HE 1 16X 50 275 SS
Artillery
Vehicles
Vehicle Armor (Front/Sides/Rear/Top) Date Speed MOB Size Type Armament Cost
Hull Superstructure Turret Mantlet
BT-7M 20/10/17/7 18/10/10/7 12/12/11/7 15 1937 15/31/46/62 2 SM LT 45mm M-1934/38, DTx2 500
GAZ-67 None 1940 22/45/67/90 0 VS CC None 100
KV-1/1940 70/42/60/21 75/42/60/28 75/64/64/28 82 1940 8/17/26/35 3 XL HT 76.2mm L-11/F-32, DTx3 1150
KV-2 54/52/70/21 75/52/72/28 52/52/52/28 90 1940 6/13/19/26 2 XL HT 152.4mm M-10, DTx4 1200
PzKpfw IIF 29/10/12/3 24/10/12/10 30/14/14/7 30 1941 10/20/30/40 2 SM LT 2cm KwK 30, MG 34 450
PzKpfw IIIJ 45/21/40/11 39/21/43/12 25/28/25/7 50 1941 10/20/30/40 3 MD MT 5cm KwK 39, MG 34x2 750
PzKpfw IVF 41/21/16/7 40/21/16/8 40/29/26/7 50 1941 10/21/31/42 3 MD MT 7.5cm KwK 37, MG 34x2 800
PzKpfw IVG 41/21/16/7 40/21/16/8 40/29/24/7 50 1942 10/20/30/40 3 MD MT 7.5cm KwK 40, MG 34x2 900
PzKpfw VIE 94/42/62/17 80/56/62/17 78/56/56/17 77 1942 9/19/28/38 4 LG HT 8.8cm KwK 36, MG 34x2 1300
SdKfz 222 8/8/5/0 9/8/8/3 8/8/8/0 8 1936 21/42/63/85 1 SM AC 2cm KwK 30, MG 34 350
T26 12/10/12/7 1314/10/7 15/13/13/7 15 1939 7/15/22/30 3 SM LT 45mm M-1938, DTx3 500
T-34/1941 55/31/52/14 58/44/50/14 52/52/52/14 40 1942 13/27/41/55 4 MD MT 76.2mm F-34, DTx2 950
Vehicle/Gun: Damage/Status
Crew:
Armament: Crew Hit (Driver Gunner Loader Commander Radioman)
Secondary: Passenger Hit (1 2 3 4 5 6 7 8 9 10 11 12)
Size: Engine Hit ( )
Mobility: Main Gun Hit ( )
Speed: Secondary Weapon Hit (Coaxial Hull AA Turret Other)
Turret Speed: Radio Hit ( )
Options: Tracks/Tires Hit ( )
Armor: On Fire ( )
Hull Front: Destroyed ( )
Hull Sides:
Hull Rear: Other Notes:
Hull Top:
Superstructure Front:
Superstructure Sides:
Superstructure Rear:
Superstructure Top:
Turret Front:
Turret Sides:
Turret Rear:
Turret Top:
Mantlet/Gun Shield:
Cost:
Gun Shell JAM DAM PEN RNG ROF Type Cost Notes
Sturmtruppen Battle Record Sheet
Side: Side Abilities:
Squad Leader TG Squad Ability Squad Ability # of Troops Heavy Weapons Notes
Crew Leader TG Crew Ability Crew Ability # of Troops Vehicle / Weapon Notes
Notes:
177
!"
2T (See Halftrack) 7 Area of Command 58
Armor Piercing 7
A Armor Piercing Composite Rigid 7, 38
Armor Value 8, 26
Armored Car 7, 110
AA (See Antiaircraft) 7 BA-64 111
AB (See Automatic Burst) 7 SdKfz 222 112
AC (See Armored Car) 7 ART (See Artillery) 7
Accurate Artillery 69 Artillery 7, 41, 49, 51, 92
Activation 16 Assaulting Vehicles 37
Active 7, 31 AT Hand Grenade 38
Additional players 13 AT Rifle Grenade 38
Aggressive 7, 31 ATC (See Automatic Cannon) 7
Aid Bag 145 ATG (See Antitank Gun) 7
Air Superiority 69 ATR (See Antitank Rifle) 7
Aircraft 108 Attack and Defend 149
Bf109E 53 Attacks 19
Bf110C4 53 Automatic Burst 7, 22
I16 53 Automatic Cannon 7
Il2M3 53 AV (See Armor Value) 8
Ju87B2 53 Availability 49
Ju87G 53
La5 53
B
Aircraft Armament 108
Airstrikes 52, 49
Bail Out 37
Amphibious tank 141
BAR (See Bolt-Action Rifle) 8
Antiaircraft 7, 52, 69
Barrages 49
Antitank Grenade 87
Battery 51
Antitank Gun 7, 93
Battlefield Conditions 39, 47
3.7cm PaK 35/36 L/45 94
Battle-Hardened 67
45mm M1937 L/45 95
Beginning Play 13
5cm PaK 38 L/60 95
Blast radius 51
7.5cm PaK 40 L/48 96
Bolt-Action Rifle 8
76.2mm M1936 L/42.5 97
Antitank Rifle 7, 86 Bombs 52, 28
Books 153
PTRD 86
Breakout 150
PzB 39 86
Antitank Rifle Grenade 92 Broken 43
Buildings 46
Antitank Weapons 38
Bunkers 26
AP (See Armor Piercing) 7, 38
APCR (See Armor Piercing Composite Rigid) 7 Burning Vehicle 37
178
Buttoning 43 E
C Elevation 47
Elite 64
Campaign 151 Emplacements 26
Carry 23 ENC (See Encumbrance) 42
CC (See Combat Car) 8 Encumbrance 42
Charts and Tables 160 Enemy Edge 8
Clash of the Titans 149 Engine Hit 36
Clock Method 53 Engineer 56
Close Assault 67 Equipment 70, 145
Cohesion 8, 43 Experience 64
Combat Car 8, 114 Expert Driver 56
GAZ-67 114 Expert Gunner 56
Kfz 1 115 Expert Loader 56
Combat Sequence 20 Explosion Counter 28
Company 59 Explosive Weapons 28
Concealment 8, 26 Exterior Damage 37
Cover 8, 26
Crashes 38 F
Crawling 41
Creating Sturmtruppen 59 FA (See Fully Automatic) 8
Crew 8, 33, 67 Fall 15
Hit 36 Famous Commander 69
Cruising 45 Fast 45
Fast Movers 68
D Field Artillery 101
Field Radio 146
DAM (See Damage) 8, 23 Fight or Flee 8, 31
Damage 8 Fire 19
Roll 23 Fire Mission 8, 49
Dampening Effect 40 Firing 22
Daylight 15 Arc 25
Demolition 56 into Melee 30
Deploy Troops 14 Modifiers 22
Destroyed 36 Firing Grid 50
Determine Weather 15 FO (See Forward Observer) 56
Deviate 53 FoF (See Fight or Flee) 8, 31
Dice 6 Fog of War 17
Difficult Terrain 46 Foreign Weapons 78
Direct Fire 8, 19 Fortifications 26, 146
Direction 53 Forward Observer 56, 28
Distance 53 Freezing 47
Drag 23 Friendly Edge 8
Drunken Stupor 68 Frozen Ground 47
Dud 23 Fully Automatic 8, 22
179
G H