Operation Squad PDF
Operation Squad PDF
Operation Squad PDF
CO ON
E
ND
Thompson
Garand M1
Grease Gun
Bren
Sten
Webley Revolver
I would like to thank Andrew Carless, Adriano Losi and Massimo De Luca for their help with the playtests,
and thanks to Andrew for this translation too.
Layout: Andrea Carzaniga
Photos: Adriano Losi, Massimo Torriani
Printed by: Tipografia Graffiti srl Via Catania, 8 Pavona (Albano RM)
April 2011
No part of this document may be reproduced by any means, including mechanical and/or electronic methods,
without the authors prior written permission.
PREFACE
All history books contain stories about the battles that distinguished the greatest conflict of all time. But each
great battle and operation during the Second World War was characterised by countless smaller encounters.
Operation Squad World War II aims to simulate these encounters using the experience weve gained after
seven years with Operation World War II, the three-dimensional platoon level wargame based in the Second
World War.
Every game will be a scenario with a set objective. The side that fulfils their objective in the number of turns
allowed will be declared the winner.
The fights may be set on the Western Front, especially in the Normandy campaigns following the Allied land-
ings, or on the Eastern front, from Russia as far as the conquest of Berlin. Each player will take command of a
Squad of men from the American, British, Russian or German armies. Each army can choose either regular or
elite units, and each will have a points value. These rules and the examples inside refer to a battle between
two players but you can use them to simulate a bigger fight with more players (each commanding a Squad)
divided into two factions (Allies and Axis).
GAME COMPONENTS
Apart from the rules youre reading, lets have a look at what youll need to play.
Dice: Dice are at the heart of this game, and we use 6-sided dice. We normally refer to these as
d6, so one dice is 1d6, two dice are 2d6 and so on.
During the game youll often have to roll one or more dice to see what has happened. Normally
you add up all the dice rolls and subtract some penalties that may be needed to represent special situations.
Youll have to roll a total of more than 10 to hit an enemy. The basic Roll to Hit is 3d6 to which we add the
Tactical Value and dice for the weapon and the range. You will then subtract dice rolls for Cover and other
special situations from this total, rolled by the opponent. If the final total is more than 10 then youve hit the
enemy.
A 10-sided dice (d10) is only used for the deviation of grenades and mortars.
Models: Plastic or metal miniatures (20 or 28mm) will simulate the men in
your Squad. Every man must be based on 2.5cm base. The bases of your
models cannot overlap for any reason whatsoever during the game. To
DEFINITION OF MODELS
When reading these rules, and during the
description of the various phases of the
game, you will often find the terms model
and squad.
Model: This term identifies a single man.
Some models are ranking (Officers,
NCOs); these models are called Squad
leaders and have special character-
istics as defined in the relevant sec-
tions of the rules.
Squad: This term identifies the
group of models that make up your
army.
Models and Squads can have special Characteristics that influence various aspects of the game. If they have any
then they will be mentioned in the Squads Roster.
TURN SEQUENCE
1) Initiative
2) Action Sequence
A) Player A chooses a model and declares his intentions.
Player B can react by choosing a model and declaring his intentions.
Player A can counter-react by choosing a model and declaring his intentions.
Player B can react again by choosing a model and declaring his intentions, and so on, for up to a maximum
of three actions and three reactions.
B) Roll dice to determine Priority
C) Actions are now executed in Priority order.
This Action Sequence is repeated until all models have been assigned, and have executed, an action.
When all models have performed an action, the turn is over and a new one can begin.
INITIATIVE
The winner of the initiative can decide if he/she wants to give the first action to one of his/her models or force
their opponent to play first. In order to decide the initiative both players roll 2d6 and add the highest VT of the
active models on the table. Compare totals the player with the highest wins. If there is a draw just roll again.
ACTION SEQUENCE
The player that won the initiative decides whether to start first of make his opponent start.
The player that starts is Player A.
Player A chooses a model and declares his intentions.
Player B can react by selecting a model and declaring his intentions.
Player A can now counter-react by choosing a model and declaring his intentions.
The alternation between A and B continues until one of the players passes, and in any case up to a maximum
of three actions and three reactions. At this point roll 2d6 for each model that has been assigned an action
and add their Tactical Value. It makes it easier if you leave the dice rolled next to each model to remind you of
the order in which the actions will be performed. After checking the totals move to the order execution phase,
starting with the highest value down to the lowest (in kind of Priority order).
If there are two identical totals the first one to act is the model that chose his action first in the sequence. If
more than one model on the same side rolls the same total then the player can decide the order in which the
Remember that once you have declared your intentions you cant change them even if, like in the example, it
becomes impossible to perform the original action.
DECLARATION OF INTENTIONS
Once youve chosen a model you must then inform your opponent of the action that you intend to perform.
In game terms you must declare your intentions. There are many actions available but a model can only choose
one per turn. You can Move or Move and Fire but you cant do both in the same turn. Lets have a closer look at
the choices available:
Assault (in melee): Declare the model that you are going to Assault in melee and if you want to move before
or after the attack.
Fire: Declare which model is the target. If you intend to interrupt the movement of an enemy model you
must clearly identify the point at which you will fire.
First Aid: Declare the direction, the estimated destination, your models facing and which wounded model will
be attended to. This action is only available for models with the Medic characteristic.
Hide: Declare which model is going to hide. If a model is Pinned before he can perform any declared action
then that action can be transformed into Hide.
Indicate a Target: This can only be done by a Squad Sergeant. Declare which valid target you intend to iden-
tify.
Move and Fire: Declare the direction, the estimated destination, your models facing and the target. This can
also used to turn on the spot.
Move Carefully: Declare the direction, the estimated destination and your models facing. If a model is Pinned
before he can perform any declared action then that action can be transformed into Move Carefully.
Run: Declare the direction, the estimated destination and your models facing.
Stand Up: Declare which model will Stand up. If a model is Pinned before he can perform any declared action
then that action can be transformed into Stand Up.
Assault: You can move a model up to 15cm and add 1d6 to his melee. If the target moves when performing
an action with a higher priority you can move your model towards the target models new position or move
towards another enemy model within 10cm of the original destination. Once the action has been performed
give the model a Turn Over marker. The target model can react (if it hasnt already performed an action) and
even counter-assault.
Fire: You can fire at the target model. If used to react or counter-react then you can delay fire and interrupt
the movement of an enemy model to get better conditions. You may also react by firing at a model that was
not initially in line of sight as long as it is when you fire; if, for any reason, the model does not enter (or leaves)
the line of sight then the model doesnt fire and does not lose any Hidden marker it may have. Once the action
has been performed give the model a Turn Over marker.
First Aid: A Medic can move 10cm and try to help a wounded model. If he is next to a wounded man after mo-
ving then roll 2d6 and add the Medics VT; with an 11 or more the wounded model has been successfully trea-
ted and the wounded marker is removed, but nothing happens with 10 or less. Give the Medic a Turn Over mar-
ker after the action no matter the result. Performing this action does not mean you lose your Hidden marker.
Hide: If the model is already under cover then you can Hide. You can perform this action even when the mo-
del has been Pinned. If a model is Pinned before he can perform any declared action then that action can be
transformed into Hide. In order to fire at a Hidden model you need to pass a Spotting Test. Once the action has
been performed give the model a Turn Over marker and a Hidden marker too.
Indicate a Target: A Sergeant can use this action to communicate the coordinates of a valid target to the mo-
dels in his own Squad. Check the section on communications. Once the action has been performed give the
Sergeant a Turn Over marker. This action allows you to make a Spotting Test. If a target model is spotted place a
Target Acquired marker next to it; all models within 20cm can fire at the target if conditions allow them to fire
(see Fire section). Performing this action does not mean you lose your Hidden marker.
Move and Fire: You can move the model up to 15cm and fire at an enemy model subtracting the opponents
roll of 1d6 from your Roll to Hit. You may fire at the target model before or after moving and/or turning your
model. You are allowed to fire at a model that was not in your models line of sight before moving and turning
if it is when you fire. If the target moves when performing an action with a higher priority then you can move
your model towards the target models new position to fire at him. Once the action has been performed give
the model a Turn Over marker.
Re-load: The model remains stationary and re-loads his weapon that can fire normally from next turn. Once
the action has been performed give the model a Turn Over marker and remove the weapons Ammo! marker.
Performing this action does not mean you lose your Hidden marker.
Run: You can move the model up to 20cm. If an enemy fires at a model that is Running (or who ran in his last
action) he must subtract the opponents roll of 1d6 from the Roll to Hit. Once the action has been performed
give the model a Turn Over marker. Some players prefer to use Running markers to remind them of the last
action performed. This is optional.
Stand Up: The model remains stationary and stands up; he can act normally next turn. Once the action has
been performed give the model a Turn Over marker. Performing this action does not mean you lose your
Hidden marker. If a model is Pinned before he can perform any declared action then that action can be tran-
sformed into Stand Up.
WAIT ACTIONS
In some case a Squad leader can use Wait Actions. If this is the case then the
player will use a dice to keep count of them. During the Action Sequence he can
turn the dice over to the next lowest number and pass, forcing the opponent to
play again.
At the end of the turn the Wait Actions are renewed and can be used again next
turn. Wait Actions can only be used by a Squad leader: if all leaders of a Squad
are killed then the Wait Actions are lost.
Terrain Table
Some terrain may limit or prevent movement. The Terrain Table shows if you should add or subtract 1d6 centi-
metres of movement and also indicates the cover that the terrain provides.
Key:
-1d6 cm: The model subtracts 1d6 of movement if it crosses this terrain, even partially.
+1d6 cm: The model adds 1d6 of movement if the entire move is made on this terrain.
TERRAIN TABLE
Terrain Type Modifier Cover
Barricade Linear obstacle -1d6 2d6
Building Area of cover -1d6 2d6
Bunker Area of cover -1d6 3d6
Cultivated Field Area of cover -1d6 1d6
Hedge Linear obstacle -1d6 1d6
Road/Path No cover +1d6 -
Ruins Area of cover -1d6 2d6
Sandbags Linear obstacle -1d6 2d6
Wall Linear obstacle -1d6 2d6
Woods Area of cover -1d6 2d6
Note:
Wounded models always subtract 1d6cm from their movement.
All modifiers are cumulative.
A model in the woods wants to move into a building so will deduct 2d6 from his movement (1d6 for the
building and 1d6 for the woods). This penalty may prevent the model from reaching his intended destination
- imagine that maybe the soldier lost time deciding on his best route.
Firing
The Roll to Hit is made by rolling 3d6 and adding the models Tactical
Value; add any d6 for the weapon and range as well as for any applicable
characteristics. The opponent will subtract his dice rolls for cover, cha-
racteristics and the Action performed (e.g. Run). Lets have a closer look
at this procedure. Once weve decided that the model is in line of sight of
a valid target check the following parameters:
Position
Range
Rate of fire
Fire
Damage
Range: The Weapons Table shows the range in cm and also the number of dice that are added to the basic Roll
to Hit (3d6). If a range is NE this means that you cannot fire this weapon at this range. Distance is measured
from base to base.
Rate of fire: This number is the number of shots the weapon fires at the target.
The Garand M1 semi-automatic rifle has a rate of fire of 2 and so gets two separate Rolls to Hit. Both rolls will
add the VT and add/subtract all dice required by the type of shot.
Fire: Once youve decided how many shots are fired you need to see if theyve hit and what damage is inflic-
ted. Roll for your total (3d6, models VT, weapon range, characteristics, etc.) and subtract the total of the oppo-
nents negative dice (target, cover, etc.) to find the Total. Check the Damage Table to see what has happened.
Damage: Every shot gives a Total; the higher the difference the more damage is inflicted:
DAMAGE TABLE
If the Total is less than or equal to 10 then the shot misses and no damage is done.
If the Total is 11, 12 or 13 then the target model is Pinned.
If the Total is 14 or 15 then the target model is wounded.
If the Total is 16 or more then the target model is killed (KIA) and is removed from the game.
Damage
The Damage Table gives different re-
sults that can influence the game and
the performance of single models. Lets
have a closer look at them:
KIA: Remove the model from play. If
the Squad has reached its Breakpoint
then each model will have to perform a
Morale Test.
Pinned: Lay the model down. In his
next Action he can only Stand up, Move
Carefully (on the ground) or Hide (if in
cover). Pinned models do not block line
of sight. A model in melee with a Pinned
model can re-roll 1d6 after the Roll to Hit.
Wounded: Lay the model down and
give him a Wounded marker. In the next
activation phase he can only Stand up,
Move Carefully (on the ground) or Hide (if in cover). From now on the model cannot add its VT in its various
rolls (Roll to Hit, Initiative, Priority, Melee, Morale). A wounded model always subtracts 1d6 from movement (cu-
mulative with other penalties for difficult terrain). A wounded model that is wounded again will die. Remove
the model from play.
Obviously dont count walls and hedges next to the firer nor areas of cover
from which the firer is firing, but if the target and the firer are both in the same
area of cover then that cover applies.
Priority targets
Your target must be the closest model if there is a choice of targets and their
cover is the same. You can ignore Pinned, wounded or Hidden targets. Models
with a support weapon can always be chosen as targets even if theyre not
the closest enemy model. Snipers can always choose to fire at leaders even if
theyre not the closest enemy model.
If the firing model and the Hidden model target are within 10cm of each other then the Hidden model is au-
tomatically spotted. But itll be more difficult to hit him as hes hidden so the target subtracts 1d6 on the Roll
to Hit.
Massimos Fallschirmjger, armed with a Kar98K rifle, has spotted an enemy hidden in some woods 45cm
away. His Roll to Hit is 4d6 (basic 3d6 + 1d6 for the range) + his VT. Mario will subtract his roll of 3d6 from the
Total (2d6 for the woods and 1d6 because hes Hidden).
If a Hidden model is not in cover relative to the firing model then keep the marker but do not subtract 1d6 on
the Roll to Hit for fire from the latter model.
Last turn, Massimo moved his Fallschirmjger Sergeant next to a wall (that he can therefore ignore).
Giorgios British Paratrooper is Hidden but hes not in cover relative to the Sergeant and so cannot apply the
1d6 reduction to the Roll to Hit. He keeps his Hidden marker that will allow him to use the 1d6 reduction if fired
at by other models
Weapons Tables
The Weapons Table is sub-divided by nationality and shows all the statistics youll need for each weapon.
The table also shows if the weapon can perform indirect fire. This classification differentiates between direct
fire (where the projectile follows a linear trajectory towards the target) and indirect fire (when the projectile
follows an arched trajectory). In the latter case you can fire at models for which there is no line of sight as long
as there has been a communication. Well look at this more closely later.
The range is shown in centimetres with four values: Close (up to 20 cm) Normal (up to 40 cm) Long (up
to 60 cm) Extreme (up to 80 cm).
The rate of fire shows the number of Rolls to Hit you can make. Sometimes youll find a 1(A5) or 1(A10); this
means its a Burst Weapon. Well look at this further on too.
Weapons Tables
AMERICAN ARMY WEAPONS TABLE
Range
Close Normal Long Extreme Rate of
Type Characteristics
20 cm 40 cm 60 cm 80 cm fire
Multiple shots
Some weapons have a rate of fire that
is more than 1. These weapons can fire
repeatedly at the same target or fire
at several targets. If firing at the same
target then follow the normal firing
procedure for each shot. Additional
targets must be within 20cm of the
main target. You cannot move your
aim to fire at Hidden targets.
Ammunition Belt
Weapons with an Ammunition Belt allow you to interrupt fire (at
any time) and recommence if another enemy model performs an
action within 20cm of the last target. When you fire this sort of
weapons use a dice to show the location of the last target and
how many shots remain. The remaining shots can be used later
that turn with a normal Priority roll to see in what order the ac-
tions are executed. You cannot use the remaining shots against
Hidden targets.
The grenade deviates 6cm in the direction of the arrow. A mortar would miss by 12cm.
As you will have noticed a grenade that is thrown could deviate back onto the model that threw it. Maybe the
enemy has picked it up and thrown it back, or maybe the soldier slipped while he was throwing. The intended
point of impact for a hand grenade must be at least 10cm from the thrower; no one throws a grenade close
enough to risk getting hurt perform a Roll to Hit for each model who is even partially within the burst area,
applying normal modifiers except for cover which is only used if the cover is located between the model that
is hit and the point of impact; models inside areas of cover always get the cover modifier.
If you hit the target model, add an extra 1d6 to the Roll to Hit (but only for that model).
A Fallschirmjger throws a grenade at a British Paratrooper inside a building. He performs an Aim Test with
1d6 and gets a 5: a miss! (his VT is 4). He rolls 1d10 to see the deviation and gets a 4. Despite having deviated
the grenade caught the target up in the burst area. The Fallschirmjger makes a Roll to Hit to see what damage
has been done. He rolls 4d6 (the basic 3d6 + 1d6 for the weapon) to which he adds his VT for a total of 18 and
from which he subtracts the opponents roll of 2d6 for the cover. Note: if hed hit the target he would have
rolled 5d6.
Indirect fire
Some weapons have the indirect fire characteristic. These weapons can fire with an arched trajectory (the shot
goes up and down, describing an arch); this sort of fire can sometimes be very useful as it allows you to fire
from protected positions (from behind woods, houses, etc.) without exposing yourself to enemy fire. Obviou-
sly not having their own line of sight the firing models will need someone to communicate the exact position
of the enemy model. How to indicate a target is explained below.
Re-rolls
Some weapons allow you to choose one of your 1d6 and re-roll it. If you are not satisfied with the roll and
you have a Re-roll you can choose a dice and roll it again. The second roll counts, even if its worse than the
previous one.
Indicate a Target
When declaring your intentions, a Squad Sergeant can declare that he
Indicates a Target. The Sergeant that indicates the target must be in
line of sight of the target model.
If the enemy model is Hidden you will need to perform a Spotting Test.
When executing the actions the Sergeant will perform a Test to see if
his companions have understood: roll 2d6 and add the VT; with 11 or
more the communication has been successful, and you can place a
Target Acquired marker on the target model.
Models with indirect fire weapons within 20cm of the Sergeant can
fire at the model indicated by the marker even if they are not in line
of sight and if it is Hidden. If the target model moves the marker is
removed.
Models with direct fire weapons within 20cm of the Sergeant can
fire at the model indicated by the marker, even if it is Hidden, as long
as they have line of sight to the target.
If the Sergeant is killed you will no longer be able to Indicate a Target but any Target Acquired markers will stay
on the battlefield as long as the target doesnt move.
Assault
The Assault action is a combination of a movement and an ensuing melee. The term melee is used to identify
hand-to-hand combat. A model can only enter into a melee with an enemy model using an Assault action and
by moving his model into base-to-base contact with his opponent. Models that are separated by a low wall,
hedge or other linear obstacle are also considered to be in base-to-base contact. A melee is a last-ditch attempt
to overcome the enemy in a brutal fashion.
The procedure is simple. During the declaration of intentions, the model that gets the Assault action declares
its target, even amongst those models that arent in line of sight before the movement. If the target model is
Hidden then youll have to do a Spotting Test to Assault it; if the target is not spotted then the attacking model
stays put and can do nothing else. If the target is spotted then during execution of actions the model moves
using the normal limits and modifiers on the Terrain Table. If he doesnt manage to reach the target model then
the melee doesnt take place and you just move the model. If you manage to contact the enemy model then
melee ensues.
Both players roll 3d6 and add their own VT but the assaulter gets an extra +1d6; the model that gets the hi-
ghest total wins; his total (without subtractions) is used to check for a result on the Damage Table.
Massimos American gets a 14 in melee, his German adversary only rolls 12. The American has won and so,
checking on the Damage Table without subtractions, the German infantryman is wounded (14 = wounded).
Models that survive a melee are considered engaged. In subsequent turns engaged models (except pinned
models) can only use Assault. In this event first there is the melee and then, if the enemy has been killed (KIA)
the model can move in any direction as far as movement allows (not forgetting the modifiers in the Terrain
Table). You are not allowed to fire at models in a melee as the risk of hitting a friend is too high. Remember that
despite the fact that only one model is assaulting, both are in a melee.
Multiple Assaults
If you Assault a model than is already engaged in a melee, you can re-roll 1d6.
Massimos Fallschirmjger assaults a British Paratrooper but he rolls badly and the Red Beret survives. Both
the German and the British soldier are now engaged. Giorgio declares an assault with another British Paratro-
oper against the Fallschirmjger that is already engaged. Both roll 3d6 and add their VT but Giorgio will add
1d6 for the Assault and can re-roll 1d6, since the Fallschirmjger is already engaged.
MORALE TEST
Heroes or cowards?
Men are put under incredible stress in battle; seeing your companions cut down by machine gun fire or blown
apart by an explosion is certainly not an easy experience to go through and can make even the most hardened
veteran flee. For this reason, when a Squad takes a number of losses that is equal to its Breakpoint (BP), the men
must perform a Morale Test.
Breakpoint
Each Squads Roster shows their Breakpoint (BP). This number is the number of losses (KIA) that the Squad can
take before performing a Morale Test. Normally Infantry Squads have a Breakpoint of 4, i.e. they must test when
the fourth man dies.
As soon as a Squad reaches its Breakpoint it must perform a Morale Test. Roll 2d6 for each model on the bat-
tlefield and add their VT. Models that get a total of 11 or more keep fighting; but with 10 or less they Rout and
flee (remove from play). If there is a Leader within 20cm then add his VT instead of the mans and you can re-roll
1d6 (this also counts for the Leader himself) if you fail the Test. If you reach the Breakpoint a second time then
the Squad automatically withdraws (all models are removed from play); in this case the opponent has won
even if he didnt fulfil all scenarios objectives.
Marios Squad has a Breakpoint of 5 and hes already had to pass one Morale Test with his men. Hes just
taken a tenth casualty from enemy fire so his Squad automatically withdraws and Valentino wins the game.
Ammunition Belt: Weapons with this characteristic can stop firing and start again if another model per-
forms an action within 20cm of the last target. Use a dice to show how many shots you have left.
Assault Weapons: Weapons with this characteristic do not have a 1d6 penalty if they Move and Fire.
Assistant: Models with this characteristic are Assistants and can re-load support weapons owned by other
models (see rules). If the model with the support weapon dies then remove the Assistant and keep the support
weapon in play (we assume the Assistant has picked up the weapon).
Binoculars: Models with this characteristic add 1d6 to their Spotting Test.
Cumbersome: Weapons with this characteristic cannot be used to Move and Fire.
Indirect fire: Weapons with this characteristic can fire with an arched trajectory and at targets towards
which they do not have a line of sight; in this case youll need to be told where to fire by a Sergeant who indi-
cates a target to you (see rules on Page 20).
Infiltrator: Models with this characteristic can be deployed after all other models have been deployed. They
can be deployed in No Mans Land but at least 40cm from any enemy model.
Leader: If a model with this characteristic is within 20cm during a Morale Test then use his VT instead of the
testing models VT, and you can re-roll 1d6 if the test is failed (this also applies to the leader himself).
Marksman: Models with this characteristic can re-roll 1d6 in their Roll to Hit if they Fire with a rifle. This does
not apply to automatic and semi-automatic rifles or if the men Move and Fire.
Medic: Models with this characteristic can give First Aid to adjacent models.
Melee: Firearms with this characteristic can re-roll 1d6 in a melee.
Minimum range X: Weapons with this characteristic can only fire at models beyond the range shown (in
centimetres).
Political Commissar: If there is a model with this characteristic in the Squad and the player removes a mo-
del in his Squad in line of sight, all models can re-roll 1d6 in their Morale Test. The characteristic has no effect if
the Political Commissar is eliminated or Pinned. This characteristic is cumulative with the Leader bonus.
Seasoned Fighters: All models in the Squad can re-roll 1d6 in their Morale Test.
Sight: Models with this characteristic treat the damage inflicted as one level worse. So if they get Pinned
then the target is wounded; if they get wounded then the target is KIA. Cannot be used if you Move and Fire
Silent Weapon: If a model Fires with this weapon and is in cover he does not lose his Hidden marker. This
does not apply if he Moves and Fires.
Single shot: When a weapon with this characteristic is used give the model an Ammo! marker the weapon
cant be used again until a model performs the Re-load action. The turn after the re-load the weapon can fire
normally. The model could fire with other weapons that he is carrying.
Sniper: Models with this characteristic roll 3d6 (instead of 2d6) for all Spotting Tests, both when they are
trying to Spot an enemy and when an enemy is trying to spot them.
Support weapon: Weapons with this characteristic can be re-loaded by an adjacent Assistant.
Trained with the bayonet: Models with this characteristic can re-roll 1d6 in melee and can perform an As-
sault without losing their Hidden marker.
Veteran Squad: Squads with this characteristic can re-roll 1d6 for the Initiative Roll and 1d6 for the Priority
Roll every turn. The model lost does not count toward the Squads Breakpoint
1) Initiative
2) Action Sequence
A) Player A chooses a model and declares his intentions.
Player B can react by choosing a model and declaring his intentions.
Player A can counter-react by choosing a model and declaring his intentions.
Player B can react again by choosing a model and declaring his intentions, and so on, for up to a
maximum of three actions and three reactions.
A) Roll dice to determine Priority
B) Actions are now executed in Priority order.
This Action Sequence is repeated until all models have been assigned, and have executed, an action.
When all models have performed an action, the turn is over and a new one can begin.
TERRAIN TABLE
Terrain Terrain Type Modifier Cover
Barricade Linear Obstacle -1d6 2d6
Building Area of cover -1d6 2d6
Bunker Area of cover -1d6 3d6
Cultivated Field Area of cover -1d6 1d6
Hedge Linear Obstacle -1d6 1d6
Road/Path No cover +1d6 -
Ruins Area of cover -1d6 2d6
Sandbags Linear Obstacle -1d6 2d6
Wall Linear Obstacle -1d6 2d6
Woods Area of cover -1d6 2d6
Key:
-1d6 cm: The model subtracts 1d6 of movement if it crosses this terrain, even partially.
+1d6 cm: The model adds 1d6 of movement if the entire move is made on this terrain.
Note: Wounded models always subtract 1d6cm from their movement.
All modifiers are cumulative.
MELEE MODIFIERS
Compare totals: The winner applies their total on the Damage Table (without subtractions)
Assaulting model = 3d6 Assaulted model = 3d6
+VT Models VT (not if wounded) +VT Models VT (not if wounded)
+1d6 If the model uses Assault action
If the model has a pistol or is trained with If the model has a pistol or is trained
Reroll Reroll
the bayonet with the bayonet
If assaulting a Pinned model or from If the assaulted model is behind a linear
Reroll Reroll
outside his firing arc (from behind) obstacle (only first assault)
If the assaulted model is inside an area
If assaulting a model that is already
Reroll Reroll of cover and the assaulter comes from
engaged with other models
outside
DAMAGE TABLE
If the Total is less than or equal to 10 then the shot misses and no damage is done.
If the Total is 11, 12 or 13 then the target model is Pinned.
If the Total is 14 or 15 then the target model is wounded.
If the Total is 16 or more then the target model is killed (KIA) and is removed from the game.
KIA: Remove the model from play. If the Squad has reached its Breakpoint then each model will have to
perform a Morale Test.
Pinned: Lay the model down. In his next Action he can only Stand up, Move Carefully (on the ground) or Hide
(if in cover). Pinned models do not block line of sight. A model in melee with a Pinned model can re-roll 1d6
after the Roll to Hit.
Wounded: Lay the model down and give him a Wounded marker. In the next activation phase he can only
Stand up, Move Carefully (on the ground) or Hide (if in cover). From now on the model cannot add its VT in its
various rolls (Roll to Hit, Initiative, Priority, Melee, Morale). A wounded model always subtracts 1d6 from move-
ment (cumulative with other penalties for difficult terrain). A wounded model that is wounded again will die.
Remove the model from play.
KEY
TURN OVER WOUNDED
HIDDEN AMMO!
Ammunition Belt: Weapons with this characteristic can stop firing and start again if another model per-
forms an action within 20cm of the last target. Use a dice to show how many shots you have left.
Assault Weapons: Weapons with this characteristic do not have a 1d6 penalty if they Move and Fire.
Assistant: Models with this characteristic are Assistants and can re-load support weapons owned by other
models (see rules). If the model with the support weapon dies then remove the Assistant and keep the support
weapon in play (we assume the Assistant has picked up the weapon).
Binoculars: Models with this characteristic add 1d6 to their Spotting Test.
Cumbersome: Weapons with this characteristic cannot be used to Move and Fire.
Indirect fire: Weapons with this characteristic can fire with an arched trajectory and at targets towards
which they do not have a line of sight; in this case youll need to be told where to fire by a Sergeant who indi-
cates a target to you (see rules on Page 20).
Infiltrator: Models with this characteristic can be deployed after all other models have been deployed. They
can be deployed in No Mans Land but at least 40cm from any enemy model.
Leader: If a model with this characteristic is within 20cm during a Morale Test then use his VT instead of the
testing models VT, and you can re-roll 1d6 if the test is failed (this also applies to the leader himself).
Marksman: Models with this characteristic can re-roll 1d6 in their Roll to Hit if they Fire with a rifle. This does
not apply to automatic and semi-automatic rifles or if the men Move and Fire.
Medic: Models with this characteristic can give First Aid to adjacent models.
Melee: Firearms with this characteristic can re-roll 1d6 in a melee.
Minimum range X: Weapons with this characteristic can only fire at models beyond the range shown (in
centimetres).
Political Commissar: If there is a model with this characteristic in the Squad and the player removes a mo-
del in his Squad in line of sight, all models can re-roll 1d6 in their Morale Test. The characteristic has no effect if
the Political Commissar is eliminated or Pinned. This characteristic is cumulative with the Leader bonus.
Seasoned Fighters: All models in the Squad can re-roll 1d6 in their Morale Test.
Sight: Models with this characteristic treat the damage inflicted as one level worse. So if they get Pinned
then the target is wounded; if they get wounded then the target is KIA. Cannot be used if you Move and Fire.
Silent Weapon: If a model Fires with this weapon and is in cover he does not lose his Hidden marker. This
does not apply if he Moves and Fires.
Single shot: When a weapon with this characteristic is used give the model an Ammo! marker the weapon
cant be used again until a model performs the Re-load action. The turn after the re-load the weapon can fire
normally. The model could fire with other weapons that he is carrying.
Sniper: Models with this characteristic roll 3d6 (instead of 2d6) for all Spotting Tests, both when they are
trying to Spot an enemy and when an enemy is trying to spot them.
Support weapon: Weapons with this characteristic can be re-loaded by an adjacent Assistant.
Trained with the bayonet: Models with this characteristic can re-roll 1d6 in melee and can perform an As-
sault without losing their Hidden marker.
Veteran Squad: Squads with this characteristic can re-roll 1d6 for the Initiative Roll and 1d6 for the Priority
Roll every turn. The model lost does not count toward the Squads Breakpoint.
If you have a 120cm table then subtract 60cm for the No Mans Land and then divide the remainder into
two (120 60 = 60 : 2 = 30). The deployment areas will both be 30cm deep.
Deployment
If youre playing a scenario based on historical events then the positions of the models in each Squad may be
already decided and shown on the map. But if youre playing a points game, once youve prepared the battle-
field you should deploy the models. Each player rolls 2d6 and adds the best VT from his Squad: the player with
the lowest total chooses one model and places it within his deployment zone; then his opponent will do the
same, in his/her deployment zone. Continue like this until all models have been deployed.
Infiltrators are deployed last, after all models without this characteristic have been deployed. If both players
have Infiltrators then both roll 2d6 and add their best VT; the player with the highest roll deploys his man first.
30 cm
30 cm
30 cm
30 cm
30 cm
30 cm
30 cm
30 cm
30 cm
30 cm
Breakpoint: Number of losses (KIA) that the Squad can take before it has to perform a Morale Test.
Members: Details of the Squad members, their weapons and their characteristics.
Variants: Some variants that you can buy for the Squad and their points cost.
The idea of using points is to allow two players to play with reasonably balanced armies. This is why each
Squad has been classified with a Squad Value that shows their value in game terms.
Each scenario will tell you how many points the players can use to build their Squads: you can modify the
basic Squad buying specific Variants that are shown on each Roster, and by adding or subtracting their points
values. When building Squads you will have to respect some limits which attempt to reflect what these Squads
looked like in real life.
INFANTRY SQUAD
Squad Value: 370 points
Breakpoint: 5
N. Model VT Weapon Characteristics
M1 semi-automatic carbine, MK II
1 Sergeant 4 Leader
Pineapple grenades
M1 semi-automatic carbine, MK II
1 Corporal 4 Leader
Pineapple grenades
BAR M1918A2 automatic rifle, MK
1 Rifleman 3
II Pineapple grenades
Garand M1 semi-automatic rifle,
9 Riflemen 3
MK II Pineapple grenades
VARIANTS:
The Squad can become Veteran by removing a rifleman.
You can add a Sniper for +90 points.
The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-
machine guns for -5 points each.
The leaders can replace their M1 semi-automatic carbines with Thompson M1 sub-machine
guns for free.
One rifleman per Squad can buy the Medic characteristic for +15 points.
One rifleman per Squad can replace his semi-automatic rifle with an M2 Mortar and an M1
semi-automatic carbine for +45 points.
One rifleman per Squad can become an Assistant to the Mortar for +10 points.
Up to two riflemen per Squad can become Assistants to the BAR for +10 points each.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
M1903 Springfield rifle, MK II
1 Sniper 4 Sniper, Marksman,
Pineapple grenades
Infiltrator, Sight
RANGER SQUAD
Squad Value: 380 points
Breakpoint: 5
N. Model VT Weapon Characteristics
Colt 1911A1 pistol, M1 semi-
1 Ranger Sergeant 5 automatic carbine, MK II Pineapple Leader
grenades
M1 semi-automatic carbine, MK II
1 Ranger Corporal 5 Leader
Pineapple grenades
Garand M1 semi-automatic rifle, MK
9 Rangers 4
II Pineapple grenades
VARIANTS:
The Squad can become Veteran by removing a Ranger.
The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-
machine guns for -5 points each.
You can add a Sniper for +90 points.
The leaders can replace their M1 semi-automatic carbines with Thompson M1 sub-machine
guns for free.
One Ranger per Squad can buy the Medic characteristic for +15 points.
One Ranger per Squad can replace his semi-automatic rifle with an M2 Mortar and a M1
semi-automatic carbine for +45 points.
One Ranger per Squad can become an Assistant to the M2 Mortar for +10 points.
One Ranger per Squad can replace his semi-automatic rifle with a BAR for +20 points.
Up to two Rangers per Squad can become Assistants to the BAR for +10 points each.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
All Rangers can buy the characteristic Trained with the bayonet for +55 points.
You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
M1903 Springfield rifle, MK II Sniper,
1 Ranger Sniper 4
Pineapple grenades Marksman,
Infiltrator, Sight
VARIANTS:
The Squad can become Veteran by removing one paratrooper.
The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-
machine guns for -5 points each.
One Paratrooper per Squad can replace his semi-automatic rifle with an M2 mortar and an
M1 semi-automatic carbine for +45 points.
One Paratrooper per Squad can become an Assistant to the Mortar for +10 points.
You can add an M1919A4 .30 cal. Medium Machine gun Section for +150 points (increase
Breakpoint by 1).
You can add a Sniper for +90 points.
The leaders can replace their M1 semi-automatic carbines with Thompson M1 sub-machine
guns for free.
One Paratrooper per Squad can buy the Medic characteristic for +15 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
M1903 Springfield rifle, MK II Sniper,
1 Paratrooper Sniper 4
Pineapple grenades Marksman,
Infiltrator, Sight
MACHINE GUN SECTION
N. Model VT Weapon Characteristics
M1919A4 .30 cal. medium machine
1 Machine gunner 4 gun, Colt 1911A1 pistol, MK II
Pineapple grenades
Colt 1911A1 pistol, MK II Pineapple
1 Paratrooper 4 Assistant
grenades
M1 semi-automatic carbine, MK II
1 Paratrooper 4 Assistant
Pineapple grenades
VARIANTS:
One rifleman per Squad can buy the Medic characteristic for +15 points.
One rifleman per Squad can replace his N.4 Mk.1 Enfield rifle with a 2 mortar and a Mk.V
Sten sub-machine gun for +50 points.
One rifleman per Squad can become an Assistant to the Mortar for +10 points.
You can add Vickers Machine Gun Section for +150 points (increase the Breakpoint by 1).
You can add a Sniper for +90 points.
All men armed with N.4 Mk.1 Enfield rifles can buy the Marksman characteristic for +70
points.
Up to two riflemen per Squad can become Assistants to the Bren for +10 points each.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
N.4 Mk.1 Enfield rifle, N36 Mills Sniper,
1 Sniper 4
Bomb grenades Marksman,
Infiltrator, Sight
VICKERS MACHINE GUN SECTION
N. Model VT Weapon Characteristics
Vickers medium machine gun, Colt
1 Machine gunner 3 1911A1 pistol, N36 Mills Bomb
grenades
N.4 Mk.1 Enfield rifle, N36 Mills
2 Riflemen 3 Assistant
Bomb grenades
VARIANTS:
The Squad can become Veteran by removing a Paratrooper.
One Paratrooper per Squad can buy the Medic characteristic for +15 points.
One Paratrooper per Squad can replace his N.4 Mk.1 Enfield rifle with a 2 mortar and a
Mk.V Sten sub-machine gun for +50 points.
One Paratrooper per Squad can become an Assistant to the Mortar for +10 points.
Up to two Paratroopers per Squad can become Assistants to the Bren for +10 points each.
You can add a Sniper for +90 points.
You can add Vickers Machine Gun Section for +150 points (increase the Breakpoint by 1).
All Paratroopers armed with N.4 Mk.1 Enfield rifles can replace their rifles with Mk.V Sten
sub-machine guns for free.
All paratroopers armed with N.4 Mk.1 Enfield rifles can buy the Marksman characteristic
for +70 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
N.4 Mk.1 Enfield rifle, N36
1 Paratrooper Sniper 4 Sniper, Marksman,
Mills Bomb grenades
Infiltrator, Sight
VICKERS MACHINE GUN SECTION
N. Model VT Weapon Characteristics
Vickers medium machine gun,
1 Machine gunner 4 Colt 1911A1 pistol, N36 Mills
Bomb grenades
N.4 Mk.1 Enfield rifle, N36
2 Paratroopers 4 Assistant
Mills Bomb grenades
COMMANDO SQUAD
Squad Value: 365 points
Breakpoint: 5
VARIANTS:
The Squad can become Veteran by removing a Commando.
One Commando per Squad can buy the Medic characteristic for +15 points.
One Commando per Squad can replace his N.4 Mk.1 Enfield rifle with a 2 mortar and a
Mk.V Sten sub-machine gun for +50 points.
One Commando per Squad can become an Assistant to the Mortar for +10 points.
All Commandos armed with N.4 Mk.1 Enfield rifles can replace their rifles with Thompson
M1 sub-machine guns for + 5 points each.
One Commando per Squad can replace his N.4 Mk.1 Enfield rifle with a Mk.V Sten sub-
machine gun with the Silent Weapon characteristic for +10 points.
Up to two Commandos per Squad can become Assistants to the Bren for +10 points each.
You can add a Sniper for + 90 points.
All Commandos armed with N.4 Mk.1 Enfield rifles can replace their rifles with Mk.V Sten
sub-machine guns for free.
All Commandos armed with N.4 Mk.1 Enfield rifles can buy the Marksman characteristic
for +70 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
N.4 Mk.1 Enfield rifle, N36 Mills Sniper,
1 Commando Sniper 4
Bomb grenades Marksman,
Infiltrator, Sight
RIFLE SQUAD
Squad Value: 235 points
Breakpoint: 4
VARIANTS:
You can add 1 Political Commissar for +65 points.
You can add a Sniper for +90 points.
You can add a Maxim Section for +160 points (increase the Breakpoint by 1).
Up to two riflemen per Squad can become Assistants to the DP for +10 points each.
One leader per Squad can buy Binoculars for +10 points.
You can buy up to 3 Wait Actions for +40 points each.
Up to two riflemen per Squad can replace their Mosin-Nagant 1891/30 rifles with SVT40
semi-automatic rifles for +10 points each.
POLITICAL COMMISSAR
N. Model VT Weapon Characteristics
SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
Mosin-Nagant 1891/30 rifle, RGD33 Sniper,
1 Sniper 4
grenades Marksman,
Infiltrator, Sight
MAXIM SECTION
N. Model VT Weapon Characteristics
Maxim M1910 medium machine gun,
1 Machine gunner 3 Tula Tokarev 1933 pistol, RGD33
grenades
PPSh-41/43 sub-machine gun,
2 Crew 3 Assistant
RGD33 grenades
ASSAULT SQUAD
Squad Value: 320 points
Breakpoint: 4
N. Weapon Characteristics
PPSh-41/43 sub-machine gun, Leader, Trained
1 Sergeant 5
RGD33 grenades with the bayonet
PPSh-41/43 sub-machine gun, Leader, Trained
1 Corporal 5
RGD33 grenades with the bayonet
PPSh-41/43 sub-machine gun, Trained with the
7 Infantry 4
RGD33 grenades bayonet
VARIANTS:
You can add a Sniper for +90 points.
You can add a Maxim Section for +150 points (increase the Breakpoint by 1).
Up to 2 men per Squad can replace their PPSh-41/43 sub-machine guns with DP light
machine guns and a Tula Tokarev 1933 pistol for +35 points.
Up to 2 men per Squad can become Assistants to the DP for +10 points each.
One man in the Squad can buy the Medic characteristic for +15 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
Mosin-Nagant 1891/30 rifle, RGD33 Sniper,
1 Sniper 4
grenades Marksman,
Infiltrator, Sight
Maxim Section
N. Model VT Weapon Characteristics
Maxim M1910 medium machine gun,
1 Machine gunner 4 Tula Tokarev 1933 pistol, RGD33
grenades
Mosin-Nagant 1891/30 rifle, RGD33
2 Crew 4 Assistant
grenades
VARIANTS:
You can add a Sniper for +90 points.
You can add a Guards Maxim Section for +160 points (increase the Breakpoint by 1).
You can add 1 Political Commissar for +65 points.
Up to 2 men per Squad can replace their SVT40 semi-automatic rifle with DP light machine
guns and a Tula Tokarev 1933 pistol for +30 points each.
Up to 2 men per Squad can become Assistants to the DP for +10 points each.
One man in the Squad can buy the Medic characteristic for +15 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
Mosin-Nagant 1891/30 rifle, RGD33 Sniper,
1 Sniper 4
grenades Marksman,
Infiltrator, Sight
GUARDS MAXIM SECTION
N. Model VT Weapon Characteristics
GRENADIER SQUAD
Squad Value: 260 points
Breakpoint: 4
N. Model VT Weapon Characteristics
Walther P38 pistol, MP40 sub-
1 Grenadier Sergeant 4 Leader
machine gun, Stg39 grenades
MP40 sub-machine gun, Stg39
1 Grenadier Corporal 4 Leader
grenades
Mg34 light machine gun, Stg39
1 Grenadier 3
grenades
6 Grenadiers 3 Kar98K rifle, Stg39 grenades
VARIANTS:
Up to three Grenadiers per Squad can replace their Kar98K rifle with Stg44 assault rifles
for +35 points each.
Up to 3 Grenadiers per Squad can replace their Kar98K rifles with G43 semi-automatic
rifles for +10 points each.
One Grenadier per Squad can replace his Mg34 light machine gun with an Mg42 medium
machine gun for +10 points; the machine gun gets the cumbersome characteristic.
Up to two Grenadiers per Squad can become an Assistant to an Mg34 or an Mg42 for +10
points each.
You can add a Sniper for +90 points.
You can add a GW 36 Mortar Section for +100 points (increase the Breakpoint by 1).
One Grenadier per Squad can buy the Medic characteristic for +15 points.
One leader per Squad can buy Binoculars for +10 points.
You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
Sniper,
1 Grenadier Sniper 4 Kar98K rifle, Stg39 grenades
Marksman,
Infiltrator, Sight
MORTAR SECTION
N. Model VT Weapon Characteristics
GW36 light mortar, Walther P38
1 Grenadier 3
pistol, Stg39 grenades
1 Grenadier 3 Kar98K rifle, Stg39 grenades Assistant
FALLSCHIRMJGER SQUAD
Squad Value: 395 points
Breakpoint: 5
N. Model VT Weapon Characteristics
Fallschirmjger MP40 sub-machine gun, Stg39 Leader, Trained
1 5
Sergeant grenades with the bayonet
Fallschirmjger MP40 sub-machine gun, Stg39 Leader, Trained
1 5
Corporal grenades with the bayonet
Mg34 light machine gun, Stg39 Trained with the
1 Fallschirmjger 4
grenades bayonet
Trained with the
8 Fallschirmjgers 4 Kar98K rifle, Stg39 grenades
bayonet
VARIANTS:
The Squad can become Veteran by removing a Fallschirmjger.
You can add a Sniper for +90 points.
One Fallschirmjger per Squad can replace his rifle with a GW36 mortar and an MP40 sub-
machine gun for +55 points.
One Fallschirmjger per Squad can become an Assistant to the Mortar for +10 points.
Up to 3 Fallschirmjgers per Squad can replace their Kar98K rifles with Stg44 assault rifles
for +35 points each.
Up to 3 Fallschirmjgers per Squad can replace their Kar98K rifles with Fg42 automatic
rifles for +20 points each.
Up to 3 Fallschirmjgers per Squad can replace their Kar98K rifles with G43 semi-
automatic rifles for +10 points each.
One Fallschirmjger per Squad can replace his Mg34 light machine gun with an Mg42
medium machine gun for +10 points; the machine gun gets the cumbersome characteristic.
Up to two Fallschirmjgers per Squad can become an Assistant to an Mg34 or an Mg42 for
+10 points each.
All Fallschirmjgers armed with Kar98K rifles can swap their rifle for an MP40 sub-
machine gun for +5 points each.
One Fallschirmjger per Squad can buy the Medic characteristic for +15 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
Sniper,
1 Fallschirmjger Sniper 4 Kar98K rifle, Stg39 grenades
Marksman,
Infiltrator, Sight
PANZERGRENADIER SQUAD
Squad Value: 400 points
Breakpoint: 5
VARIANTS:
The Squad can become Veteran by removing a Panzergrenadier.
You can add a Sniper for +90 points.
One Panzergrenadier per Squad can replace his rifle with a GW36 mortar and an MP40
sub-machine gun for +55 points.
One Panzergrenadier per Squad can become an Assistant to the Mortar for +10 points.
Up to 3 Panzergrenadiers per Squad can replace their Kar98K rifles with Stg44 assault rifles
for +35 points each.
Up to 3 Panzergrenadiers per Squad can replace their Kar98K rifles with G43 semi-
automatic rifles for +10 points each.
One Panzergrenadier per Squad can replace his Mg34 light machine gun with an Mg42
medium machine gun for +10 points; the machine gun gets the cumbersome characteristic.
Up to 4 Panzergrenadiers per Squad (2 per Mg) can become an Assistant to an Mg34 or an
Mg42 for +10 points each.
One Panzergrenadier per Squad can buy the Medic characteristic for +15 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.
SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
Sniper,
1 Panzergrenadier Sniper 4 Kar98K rifle, Stg39 grenades
Marksman,
Infiltrator, Sight
Kar98K Rifle
MG42 Light
Machine gun
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SOON WELL BE PUBLISHING NEW SCENARIOS AND NEW ARMY LISTS TOO!
THIS IS A COMPLETE GAME. YOU DONT NEED TO BUY ANY EXTRA SUPPLEMENTS TO PLAY.